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I miss the early game space battles.

centersolacecentersolace Member Posts: 11,178 Arc User
I honestly do miss the early game content. You have less abilities so there's less buttons to push, there's fewer weapon slots so your ships is spewing less TRIBBLE, ship fights tend to be one on one, it's easier to see, easier to fight, and feels much more like Star Trek.

So... what happened? :(

Why is endgame so twitch based, with the entire point of combat spewing out curtains of fire into hundreds of enemies? :(
Post edited by centersolace on
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Comments

  • syberghostsyberghost Member Posts: 1,711 Arc User
    edited January 2013
    Because the alternative is the only advancement you make is "I do more damage, and they have more hit points".
    Former moderator of these forums. Lifetime sub since before launch. Been here since before public betas. Foundry author of "Franklin Drake Must Die".
  • azurianstarazurianstar Member Posts: 6,985 Arc User
    edited January 2013
    I honestly do miss the early game content. You have less abilities so there's less buttons to push, there's fewer weapon slots so your ships is spewing less TRIBBLE, ship fights tend to be one on one, it's easier to see, easier to fight, and feels much more like Star Trek.

    So... what happened? :(

    Why is endgame so twitch based, with the entire point of combat spewing out curtains of fire into hundreds of enemies? :(

    I agree, even 2 years ago I felt the same that Endgame just didn't have the Star Trek Feel like you did while at Tier 1 and 2. Especially in PvP, where you had time to think than react.

    But STO Endgame, it's more like you vs an entire alien armada with them blowing up as soon as you look at them.
  • aspheasphe Member Posts: 0 Arc User
    edited January 2013
    Not really. You can just employ better tactics. Or bring friends (easier to employ more advanced tactics when it's 2v2 rather than just 1v1) if the game will let you.

    But we won't see that much, for the same reason the game uses 2.5D (pizza box 3D). It's what suits the most players. For most of us, when we meet a stumbling block and our hammer can't beat it into submission, we'd just reach for a bigger hammer instead of just walking around it. Or level up, get a 'better' ship or equip better weapons... get the picture?

    If there was a mission in which a player is given the option to negotiate or fight, but the fight option' is exceedingly tough... you know a lot of players will just report the mission as broken. Or give a 1* to the author of the foundry mission.

    Proof? Search the forums and compare the number of threads complaining that the 'mobs' are too tough versus threads where players are complaining that mobs are too 'dumb'.
  • jkstocbrjkstocbr Member Posts: 0 Arc User
    edited January 2013
    I think that we are all just too accustomed to the same boring AI.

    I'd love to encounter some enemies that move out of range to recharge shield. Also, use ramming speed, or abandon ship, and call for random reinforcements.
  • capnmanxcapnmanx Member Posts: 1,452 Arc User
    edited January 2013
    I'm inclined to agree. I've had more endgame PVP matches where I just can't follow what's going on than I care to count. Between my powers and cool downs, buffs and debuffs on enemies, the status of my team, and all the spam filling space around me, my attention gets split too many ways and I've not got much left over for what I'm actually doing. I have no idea who I'm shooting at half the time.

    I've always thought combat hit the sweet spot around T3; it's all downhill after that.
  • crusty8maccrusty8mac Member Posts: 1,381 Arc User
    edited January 2013
    jkstocbr wrote: »
    I think that we are all just too accustomed to the same boring AI.

    I'd love to encounter some enemies that move out of range to recharge shield. Also, use ramming speed, or abandon ship, and call for random reinforcements.

    PvP. 'Nuff said.
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  • jkstocbrjkstocbr Member Posts: 0 Arc User
    edited January 2013
    crusty8mac wrote: »
    PvP. 'Nuff said.

    PvP does not get you all the shinies :p and I get no enjoyment out of it
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    This content has been removed.
  • trellabortrellabor Member Posts: 209 Arc User
    edited January 2013
    sophlogimo wrote: »
    Wouldn't it be great if you could set a switch to stop levellling at some point, and re-start whenever you like?

    'Twinking' works on some MMO's where when you die you lose some XP, so you can in effect keep 'suiciding' over and over as needed to stay at your current level. Don't think this would work in STO though.
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  • centersolacecentersolace Member Posts: 11,178 Arc User
    edited January 2013
    jkstocbr wrote: »
    I think that we are all just too accustomed to the same boring AI.

    I'd love to encounter some enemies that move out of range to recharge shield. Also, use ramming speed, or abandon ship, and call for random reinforcements.

    I think this would solve a lot, but there's still the problem of so much spam all over the screen. It's hard to have fun when you can't see anything. :(
    capnmanx wrote: »
    I've always thought combat hit the sweet spot around T3; it's all downhill after that.

    I agree. T1 - T3 is where all the fun stuff happens. After that there are too many options.
    trellabor wrote: »
    'Twinking' works on some MMO's where when you die you lose some XP, so you can in effect keep 'suiciding' over and over as needed to stay at your current level. Don't think this would work in STO though.

    Ah... good old FFO. :rolleyes: Yeah, that really wouldn't work in STO. You'd have to start from the beginning of the game after a bad PUG. :P
  • age03age03 Member Posts: 1,664 Arc User
    edited January 2013
    I feel the same at end game all we are doing is fighting the borg aren't they running out of drones by now.I miss flying the lower tier ships those being T4.


    Then there is pvp if your fleet is set up that way nothig wrong with it.
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  • mightionnymightionny Member Posts: 128 Arc User
    edited January 2013
    I always thought space battles would be far more interesting if (on higher difficulties) injuries could happen DURING space combat. It doesn't make sense to me for a ship to still be able to fire all its weapons and use all its abilities if they're at 1 percent hull.

    They'd want to add (redo) the horrid repair interface though, more likely with something on the HUD, so you could click an injury and have repairs started - taking longer the more severe the injury, for example.

    Anyway, that's my $0.02.
  • cidstormcidstorm Member Posts: 1,220 Arc User
    edited January 2013
    This is part of the reason I know Il end up with a million characters.
  • cdrgadleycdrgadley Member Posts: 145 Arc User
    edited January 2013
    Here are a couple ideas for you.

    Slot less weapons and only use survivability powers.

    You really shouldn't have a problem with the normal difficulty...it will just take longer...obviously.

    There you go....you have exactly what you want.

    Create a new character and create low level missions in the foundry.

    There you go...you have exactly what you want.
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  • zerobangzerobang Member Posts: 0 Arc User
    edited January 2013
    syberghost wrote: »
    Because the alternative is the only advancement you make is "I do more damage, and they have more hit points".

    that actually sounds very appealing to me.

    i'd love for the Defiant to only have it's canon quad cannons visuals with the damage of all 3 slotted forward cannons and the 4 rear turrets, instead of having all those random energy bolts flying around all the time.

    and with rapid fire or scatter volley it goes from a crazy amount of bullets to an insane amount of bullets...


    deactivate them, you gimp yourself, use them, look silly.

    Same with other ships like the Galaxy Class, i've very rarely seen it on TV shoot more than the one main Phaser Beam, in STO you have at least 3 beams shooting out the same front phaser strip all the time.


    in this case i would clearly say less is more.

    also those yellow numbers in the UI would be flying past the screen slower but with higher numbers (and you might actually be able to tell if you do good or bad damage by that information, without the need to have some 3rd hand dps counter running in the background)


    and personally i'd say half of the BOff abilities should just be SKILLS in the SKILLTREE that are PASSIVE in the background.

    i want more TECH, less WIZZARDS.
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  • eisenw0lfeisenw0lf Member Posts: 0 Arc User
    edited January 2013
    I agree with the OP.

    The endgame would feel a lot more 'Trek' if weapons would fire only once per cycle instead of 4 times and do more damage (or make hull and shield heals less effective). Even ground looks better, most of the weapon models between lvl 1-30, especially rifles and pistols look a lot better than endgame weapons. They have the right size and no shiny holographic stuff or ridiculous blades attached which stab into my characters legs when holstered.
  • tinkerstormtinkerstorm Member Posts: 853 Arc User
    edited January 2013
    sophlogimo wrote: »
    Wouldn't it be great if you could set a switch to stop levellling at some point, and re-start whenever you like?

    Some games do allow that, EQ2 for example. Of course, EQ2 has several thousand quests, whereas STO has a few dozen.
  • syberghostsyberghost Member Posts: 1,711 Arc User
    edited January 2013
    Some games do allow that, EQ2 for example. Of course, EQ2 has several thousand quests, whereas STO has a few dozen.

    Most of those quests are no more involved in the story than an Exploration mission is involved in STO's story, so if you're going to count them, you need to count the 800+ Exploration missions.
    Former moderator of these forums. Lifetime sub since before launch. Been here since before public betas. Foundry author of "Franklin Drake Must Die".
  • centersolacecentersolace Member Posts: 11,178 Arc User
    edited January 2013
    zerobang wrote: »
    that actually sounds very appealing to me.

    As it does to me.
    eisenw0lf wrote: »
    Even ground looks better, most of the weapon models between lvl 1-30, especially rifles and pistols look a lot better than endgame weapons. They have the right size and no shiny holographic stuff or ridiculous blades attached which stab into my characters legs when holstered.

    Yeah, we go from the nice first contact phaser rifes to..... plastic oversized squirt-guns? :confused:
    syberghost wrote: »
    Most of those quests are no more involved in the story than an Exploration mission is involved in STO's story, so if you're going to count them, you need to count the 800+ Exploration missions.

    Not hardly. I'd bet there are no more than 20 different exploration missions just with randomized dialog, locations, and mobs. I've never played EQ2, but that's still a gross overstatement on STO's part.
  • interestedguyinterestedguy Member Posts: 0 Arc User
    edited January 2013
    I feel a bit the same way, and it is a lot for me because of another thread that is running saying you get to Admiral rank too fast. I think leveling in this game is way too fast. I would have like it to be like 10000 times slower. Instead of playing early battles and use low level ships for like an hour or so, you should make it so you get to play them for about 2 or 3 months.

    The problem is the story line content would, i imagine be somewhat awkward to make. Also, right now they can add in content at the Admiral level and basically everyone in game gets to play it. If you have a slower leveling system, it would take more time to work out the content for all those levels.

    Plus some people hate slow leveling.
  • nyniknynik Member Posts: 1,628 Arc User
    edited January 2013
    I feel a bit the same way, and it is a lot for me because of another thread that is running saying you get to Admiral rank too fast. I think leveling in this game is way too fast. I would have like it to be like 10000 times slower. Instead of playing early battles and use low level ships for like an hour or so, you should make it so you get to play them for about 2 or 3 months.

    The problem is the story line content would, i imagine be somewhat awkward to make. Also, right now they can add in content at the Admiral level and basically everyone in game gets to play it. If you have a slower leveling system, it would take more time to work out the content for all those levels.

    Plus some people hate slow leveling.

    Itemization would also present a problem. Right now we fly through the levels and so fly through the tiers of gear. If I had to play a character for 20 or 30 hours per level I would be extremely annoyed if my new tier of gear gave me a marginal upgrade (as is present) or if I already had a lower tier green that beats a higher tier blue (as can be at present).
  • centersolacecentersolace Member Posts: 11,178 Arc User
    edited January 2013
    I feel a bit the same way, and it is a lot for me because of another thread that is running saying you get to Admiral rank too fast. I think leveling in this game is way too fast. I would have like it to be like 10000 times slower. Instead of playing early battles and use low level ships for like an hour or so, you should make it so you get to play them for about 2 or 3 months.

    The problem is the story line content would, i imagine be somewhat awkward to make. Also, right now they can add in content at the Admiral level and basically everyone in game gets to play it. If you have a slower leveling system, it would take more time to work out the content for all those levels.

    Plus some people hate slow leveling.

    I don't think that slowing down the leveling is the answer. It is a problem, but it's not the answer. It doesn't matter how fast you get to the endgame, it's still the twitchy speedfest it is. I want late game to preserve the look and feel of the early game.
  • tinkerstormtinkerstorm Member Posts: 853 Arc User
    edited January 2013
    syberghost wrote: »
    Most of those quests are no more involved in the story than an Exploration mission is involved in STO's story, so if you're going to count them, you need to count the 800+ Exploration missions.

    Sorry, but I have played both games extensively. You are flat-out wrong.
  • theroyalfamilytheroyalfamily Member Posts: 300 Arc User
    edited January 2013
    zerobang wrote: »
    Same with other ships like the Galaxy Class, i've very rarely seen it on TV shoot more than the one main Phaser Beam, in STO you have at least 3 beams shooting out the same front phaser strip all the time.

    It doesn't happen often, but it does happen.
  • tostrek2012tostrek2012 Member Posts: 71 Arc User
    edited January 2013
    syberghost wrote: »
    Because the alternative is the only advancement you make is "I do more damage, and they have more hit points".

    I don't play a lot of video game. Star trek online is my first MMO game. Why do you think that would be the alternative and why is it bad?
  • centersolacecentersolace Member Posts: 11,178 Arc User
    edited January 2013
    It doesn't happen often, but it does happen.

    That renforces my point. In that video most ships are only using one or two weapons at a time. They aren't vomiting curtains of colourful weapon fire out the front.
  • orikleinoriklein Member Posts: 60 Arc User
    edited January 2013
    Personally, I enjoy massive battles.
    The DS9 episode had a nice taste of that but not much more than a taste.
    The STFs are rather, how to say...too banally localized: static map, few forces that respawn every now and then. It's all very simplistic.
    It appears a little bit more thought went onto the Fleet actions in that regard.
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  • orikleinoriklein Member Posts: 60 Arc User
    edited January 2013
    That renforces my point. In that video most ships are only using one or two weapons at a time. They aren't vomiting curtains of colourful weapon fire out the front.

    You may also notice in that video a certain phenomenon: only the highlighted action-centered ships are shooting.
    You have entire scenes with many large cruisers simply floating by and doing nothing with only the ships with focus on them doing the shooting.
    This is done because had they all been continuously shooting as they would, as is expected during a battle, you WILL see nothing but a cloud of colourful weapon fire all around and that would obscure the action the director wished to center focus upon.
    As such, this doesn't reinforce your point.

    The real argument here is realism versus gameplay.
    [SIGPIC][/SIGPIC]
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    Expended $1,961 USD on this game - regretting it all. This game and some of its staff disappointed me, time and again, per every single cent spent!!!
  • warbird1988warbird1988 Member Posts: 40 Arc User
    edited January 2013
    Only have one response to this entire thread.

    Bridge Commander... Bridge Commander is a better Star Trek Game by MILES... Then STO. If we had that style of combat, making the larger ships seem big and powerful, not firing as often and the smaller vessels weaker and flying in and out, it would be a better game.

    it CAN be done because Activision did it twice, both Bridge commander AND Starfleet Command III

    Cryptic are just too lazy to make this game exceptional, that is all.
  • syberghostsyberghost Member Posts: 1,711 Arc User
    edited January 2013
    Only have one response to this entire thread.

    Bridge Commander... Bridge Commander is a better Star Trek Game by MILES... Then STO. If we had that style of combat, making the larger ships seem big and powerful, not firing as often and the smaller vessels weaker and flying in and out, it would be a better game.

    it CAN be done because Activision did it twice, both Bridge commander AND Starfleet Command III

    Cryptic are just too lazy to make this game exceptional, that is all.

    If Star Trek Online had only gotten as many players as there were total copies of Bridge Commander sold, they'd have shut the servers off before the game was six months old.

    I believe you that you prefer that game to this one, but SOMEBODY is going to prefer any arbitrarily-chosen game to any other arbitrarily-chosen game.
    Former moderator of these forums. Lifetime sub since before launch. Been here since before public betas. Foundry author of "Franklin Drake Must Die".
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