Please login or register.

Login with username, password and session length

Author Topic: Changes Cryptic needs to make to be Great  (Read 5857 times)

Offline Blackfire

  • Lieutenant Junior Grade
  • *
  • Posts: 214
  • Reputation: 122
Re: Changes Cryptic needs to make to be Great
« Reply #10 on: 19 August 2008 02:53 PM »
...I also agree that there is far to much emphasis on guld play. From what I've seen the solo player has been completely snubbed by cryptic...

Please tell me you are not serious. Everything about this game SCREAMS solo play, from the NPC "pet bridge officers" right down to the "everyone is a Captain" gameplay. I'd venture a guess that this entire game, up until the "end game" content, will probably be soloable.

Sorry, not reeally buying your argument here.

    I'm quite serious, think about it for a moment, sure you will have .....ugh.... pets on the ship and full control of your ship, but from what I've seen, this is all window dressing to the illusion of solo play.  If all the discoveries you make while cruising around can only be taken advantage by guilds then your really not accomplishing much at all if you dont belong to a guild. Can a non guild member use a guild research station? If it is typical MMO fashion the answer will be no.  Which means no advancement for your ship and crew, unless there are non guild facialities, which there will be, but how many, and will they be convieniantly located? Want to command a ship of the line? Jack said only certian things can be accomplished through guild play. Just how long is that list of certain things? And those research facilities? more than likely the guild will have better research equipment, I'm sure there will be a lower percentage of failures than at a 'generic" research station.

Offline Redgrave

  • Cadet 4th Class
  • *
  • Posts: 2
  • Reputation: 1
Re: Changes Cryptic needs to make to be Great
« Reply #11 on: 21 August 2008 09:15 PM »
I like to play in a guild. I have a great guild on wow and we play together all the time and do stuff.

I hope I find a good one for sto.


Offline Zach

  • President
  • Captain
  • *
  • Posts: 2919
  • Reputation: 1475
Re: Changes Cryptic needs to make to be Great
« Reply #12 on: 26 August 2008 08:52 AM »
Sorry to come in so late in the topic - but for the mostpart, i agree with falins original post. Its a good way to do things and I think that the travel times especially are a good compromise.

Offline Hamilton

  • STO Trivia Competition #2 Winner
  • Ensign
  • *
  • Posts: 134
  • Reputation: 25
  • Game Simulation Technician
    • Force of Arms
Re: Changes Cryptic needs to make to be Great
« Reply #13 on: 26 August 2008 06:09 PM »
I concur with a large galactic map with slow travel times (which supports a single server cluster, not multiples... and to think about, no worries about a server merge).  By having either a large galactic map or slow warp travel times or both, this keeps players to confined to given sectors.  This also allows players to developer specialized knowledge of the areas that they are at (ie: Romulan/Federation Sector) and provides more fun experience when moving out to other sectors.  Each sector is essentially its own server cluster (Romulan/Federation Server, Klingon/Romulan Server, Federation Deep Space Server, etc), but unlike other games, each server is connected to one another by the proxy server (Galactic Server).

Depending on the technology of the platform, a seamless transition between sectors may not be possible (may have loading screens), but I think that would be a worthwhile trade-off when leaving one sector and entering another.


There is one problem though that I see when using either large maps and/or slow movement, and that is player density.  For example, the happening place is the Federation/Klingon Sector, whereas the Klingon Deep Space Sector is pretty much dead (Who wants to be a Klingon Explorer?).  So a Klingon player who is out exploring gets bored since there appears to be nothing to do out here, no one to talk to... all the cool kids are at the border.  The player wants to join this popular guild, but it is way across Klingon Space. 
Since the player can get into the guild instantly, the fear is, the player will quit.  This then leads to where every Player is Special and needs instant gratification....  Whereas the strong gamers (everyone is not special, to become special means to earn it), they realize that is how being in a big galaxy on the fringe of civilization works.
Sign off,
Hamilton

Offline Daniels

  • Cadet 1st Class
  • *
  • Posts: 37
  • Reputation: 6
  • Temporal Mechanican
Re: Changes Cryptic needs to make to be Great
« Reply #14 on: 28 August 2008 09:36 PM »
According to J. Emmert interstellar travel will be in realtime.

Offline Hamilton

  • STO Trivia Competition #2 Winner
  • Ensign
  • *
  • Posts: 134
  • Reputation: 25
  • Game Simulation Technician
    • Force of Arms
Re: Changes Cryptic needs to make to be Great
« Reply #15 on: 29 August 2008 08:05 AM »
Real time is technically impossible with todays technology over a massive scale.  Real time implies, events occur at the same time for every one, and that cannot be done due to server, client and communication latency.  Near Real Time is possible...   Sorry that is the Government Auditor side of me speaking.


Saying in terms of moving things in Real Time with Science Fiction can be stretched in many ways.  For example, the physical distance in the environment may be at 10:1, with movement also set to 10:1, but due to fiction can be increased to 100:1, and still be called (Near) Real Time.
Sign off,
Hamilton