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  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2011
    Starfleet Security (which I presume is under the tactical career) is likely to have survival training. I saw no problem with any of the tasks: they're all mundane and cooking meat would require some engineering know-how (since you don't have readily available heat sources, if playing SP)
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2011
    Overall, this mission is a solid success. There are a few areas that could utilize some additional polish -- weapon animations and waypoint circles, I am looking at you -- but on the whole it was a very enjoyable mission. The desert was the roughest, due to waypoint size and coloration against the desert map. Maybe they should have been green, red, or something that showed up much better than a tiny white circle on a light yellow background.

    The cutscenes were well done and I agree about the end twist having a bit of a sting. I also agree that there should have been more than just popping back into sector space and radioing the mission in. The ending begged a small reunion movie akin to the ending of Stranded in Space (the rescue of the Azura). Nothing big...but something.

    Oh yeah and HOORAY FOR MELEE WEAPONS!

    Nice work! B+
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2011
    screenshot_2011-02-26-16-10-42.jpg

    Epic
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2011
    The mission was alright. Nothing special, and highly unoriginal.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2011
    The mission was alright. Nothing special, and highly unoriginal.

    I thought the outdoor zone was original - a little fetchy but original.

    The satellite puzzles were clever uses of branching dialogue.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2011
    Ready, Aim... NNNNOOO!!!!

    LOL

    Great way to end it.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2011
    Great job guys!! *Bows in worship to the devs*

    I didn't hear the music because I had my own playing. :o I'll need to try it again later with my Klingon char.

    Got a little lost too in the desert. I ran about looking for a place to rest Selmak until I realised the little mission bubble on the map.

    What an ending though! I knew there would be Reman still working for the Romulans, but didn't suspect old misery guts Selmak.

    Good work and once again props to the environment team for creating another beautiful landscape. :)
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2011
    Ready, Aim... NNNNOOO!!!!

    LOL

    Great way to end it.

    I thought that was the only thing 'out of place'... WHY do all villains just stand there and monologue? I swear, if I were a villain, I would have just vaporized the 'hero' without a word. It might be far less dramatic, but dam... no hero would ever EVER escape my clutches! LOL

    The mission was AMAZING! I loved EVERYTHING about it! I did have some favorites, and not so favorite parts though...

    Fave:
    The reward was super unexpected, and WAY different from anything we have ever seen from a series reward before. The fact that even low lvl characters can alter their ship now... VERY satisfying reward (I just wish the dam thing was scalable!!!!)

    The music playing in the arena was an EXCELLENT touch... I laughed with glee during the entire battle. I can still see that epic Spock/Kirk battle. Da da da da da da da dat da daa da! GREATEST homage ever!

    Not so fave:
    I got lost in the desert... for the life of me, I couldn't find the stupid 'rocky outcropping' to hide behind. It was OBVIOUS after I found it... but the process of finding it was woefully slow. I think it would benefit players greatly to have a 'waypoint' circle on the map to help point you in the right direction.

    *Shame* ...math is hard... :o
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2011
    Great Mission one of the best i have played in a long time
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2011
    I enjoyed it as well.

    However, the math puzzle was too long. I had my iphone out and did the math that way but after the 3rd time and 7 equations, it got old really fast. Though it's great to see proof that learning math is actually helpful. I think what made it so old was that it asked for 4 "variable" (easy enough) but you got them by simply solving the equation. Having one variable for each equation was no different than 4 variables for 1 equation.

    After the worm fight I went over to see the rescued prisoners only to find that they were all "elite Guards", which confused me. I thought he freed prisoners?

    I also agree about the engineer gathering meat: he should be doing the firewood.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2011
    I really enjoyed the mission. But somewhere after I was in the desert I realized I hadnt noticed a single piece of music yet in the mission which was odd. At the end of the mission though, the ending could have been better. When you get beamed out of the wreckage before being shot. You should re appear in your ship in orbit and have to combat the Romulan bad guy in his D'deridex. And then have him warp out or cloak or something.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2011
    It was there. Classic TOS fight music during the worm fight.

    Loved the mission too. Good job all:)
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2011
    Awesome mission, my favorite one so far. Our team also didn't see the map marker and ran halfway across that massive map before realizing we needed to go back and find this rock outcropping and then triggering the "need to rest heal me" sequence we had skipped on accident. The circles don't seem to show up until you zoom in, might want to look into that.

    More missions like this please? Also, the ground combat was not annoying on this one because the groups died fairly fast and it was actually fun. Boss fight was best i've seen yet, way better than the STF setups in my opinion.

    Make ground combat more like this speed was and it will be fun!
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2011
    Overall it was one of those great missions that felt more Star Trek than MMO, which is a good thing. I like the techy save the ship portion, even if the math was a bit much, it felt cool systematically breaking down the station to free my ship. The arena well...Theres little I can say that hasnt been said, it was just plain fun, and the music went a long way.

    The latter portion had a very Darmok quality to it, I felt a bond with working with the Reman to survive, which made the twist hit home a bit. And the classic beam out at the last second, which is always good fun.

    Overall, a great mission, I just don't much care for walking long distances.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2011
    I felt it was more star trek than any others before. Not like I didn't see "prisoner zero", oops wrong show, was working for the other side, kinda alluded to it if you read consoles, plus it's a old, well used trick in writing..

    I in general had all I'd want from a mission, Star Trek wise. Only thing missing was him and I having a discussion over the camp fire when we had to stay the night,

    Great job.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2011
    This mission reminded me - in a very good way - of the adventure games by Interplay (has it really been 20 years?) Puzzles, exploring, a little combat for spice, some great performances by the actors (well, Slamek not so much)...

    It's unfortunate that at the very start of the mission, we have to go up and poke the thing surrounded by dead ships (DUH), but how many times have the series officers done the same or worse? (Janeway, I'm looking at you in particular...)

    Also, why do we need firewood? I've got a perfectly good phaser to heat up rocks with.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2011
    Haha, you're right. We had our weapons and Phasers do have a heat setting. :p
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2011
    This was an obvious nod to the Undiscovered Country, so it ended as it should have. We don't need a boss battle, no other cut scene to explain anything. This ended on a cliffhanger which is what made this episode great.

    A comment was made about going to our shuttlebay and utilizing shuttles. You are aware that tech hasn't been implemented yet? Kind of makes that complaint invalid.

    The fight music was a nice touch. I find it funny that people refer to the music as the Amok Time music. Although Amok Time was the first time this music was used, it has actually be been re-used several times afterward.

    Overall I enjoyed the episode. I too ran past the rocks, but not as far as the cave or the path to the cave as common sense kicked in. I thought to myself, "This huge map, these rocks have to be in this beginning area." I mean why have this big map and not have anything in this area?

    Finally a mission that takes more than 15 minutes to complete.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2011
    HF_Mudd wrote:
    Also, why do we need firewood? I've got a perfectly good phaser to heat up rocks with.

    EmoRemo mentions that the rocks are too porous to heat effectively.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2011
    jjcan1701 wrote: »
    Do they have the TV series writers helping them? Because this Episode felt more like Star Trek than has been around in a long while. I can't explain it, but it felt very similar to ST VI. A good Trek story all around, and now I can't wait to see how the Romulan front unfolds in the series. I wouldn't be too surprised if they became end-game material, stronger than the Borg. That's the direction it seems to be heading.

    I think the writers might just get more time with their stories now then they did when they had to churn out content for 50 episodes within one year or so.

    The mission "depth" and potential has also considerably improved because the tools used by the devs themselves have improved. At least that is what the devs (or dstahl) are saying. I suspect a lot of "simple" things used to take a lot more effort and time to do then now.

    Using the Foundry today is a breeze (well, not right today, as it's still down) to create a simple mission. The first Genesis missions were apparantly designed with a simple, text-based precursor to the Foundry. If that is the pace the dev tools have advanced over the past year or so... No surprise the quality of the missions itself is improving as well.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2011
    Maybe it was in the knowing to beam out but I have to say it was great after i did all they ask.
    The end was most fun with hakeev first i thought they made a shuttle come down looking for me or my ship in orbit shooting up the place or what happened beam out.

    It was exciting for moment I thought i would be beamed out by obesek himself .
    But both races was nice for playing the mission Klingon and Federation.
    Only from the Klingon I expected a bit more aggressive approach.

    Well overall game I give 8+

    One thing they did wrong that was the Klingon side that was the beam out it was blue and not red / orange .
    And indeed I found the martial arts bit week also you just could use your weapons little strange .
    And it had a little failure because when prisoner 1478 was hold ed i suspected already something .
    And when I read mission logs I knew it for sure that he was an traitor .
    Well I'm looking forward to saturday already !!

    Greets Jetal !!
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2011
    Whenever you are lost open your area map and zoom in, there are always cicles indicating the mission goal areas. The radar map also has a zoom function. Btw, deserts are meant to be somewhat tricky.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2011
    maximus92 wrote: »
    The fight music was a nice touch. I find it funny that people refer to the music as the Amok Time music. Although Amok Time was the first time this music was used, it has actually be been re-used several times afterward.
    "Please rise for our national anthem." ;)
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2011
    Part 1 Memerizing Monolith: I found it annoying that the tractor beam's radius on the satellite is larger than the radius to transport into it. The mapmakers should fix that :(

    Part 2 Rewired Relic: Okay so what's the tally for the puzzles we've had to solve in this game so far? In Quarantine it was chemistry, in Cold Case it was medicine. Now it's math problems and computer programming?? Will we see missions later that address biology and physics too? :rolleyes:

    Part 3 Fight For Your Right: This particular map seemed out of place with the entire plot. So the Romulans just like to play with their prisoners before killing them; what a surprise (ST Generations, anyone?). I'm not sure what role Haakev plays but I'll study it closer when I replay it in a couple weeks.

    The uncommon/rare/extremely rare weapons that are in the beginning area were not meant to be farmed I think, but that is exactly what is happening.

    Part 4 Marooned: Slamek is a race traitor! He'd sell out his children to curry favor with his Master, and I find his whining "I tire of this life" "I have lost everything" to be annoying.

    However I say good job on the environment, and the quests tailored to your captain's specialization. Playing "Amok Time" was a nice touch, though the theme from "Gamesters of Triskelion" would have been more apropos ;)
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2011
    Over all I enjoyed the coliseum, what I didn't like was only minor.

    Your inventory should be removed for this quest. All your armor and shields to make it feel you were taken prisoner. ( So injuries for this quest should be disabled.)

    What I did like was the way they ordered you around. You were only there to perform if not, you would die.

    Back in open beta I stopped reading the dialog boxes. Because they popped up and obstructed your view. The majority of information in them was useless because you already knew it from the objectives box under the mini map. So I tried to close them as quickly as possible.

    So I died three times trying to melee the worm. It would have been epic to melee him. The idea of consoles in the arena they controlled the disruptor turrets was really far fetched. I really doubt the Tal' Shir would build a coliseum for people to fight in and give them access to disruptor turrets. That could be used potentially used against them.

    Me defending the Reman so he can hack the door panel so we could escape was great. I can believe a door panel being in there.

    When we got out he said to use the cover of the mountains so the fighter wouldn't spot us and fire on us. Which I did but it didn't matter. You can just run to the rock in the open they wont fire on you.

    I think if you run out in the open they should fire on you and kill you. If you stay in the shadows of the mountain they wouldn't see you.

    Another minor nit pick is the pool should of have been in the cave. When I saw it out in the desert my First thought was yeah that would have evaporated.

    I did love how they put three maps together for the quest. I hope they start to make these maps larger from now on.

    I did enjoy this quest.
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