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Official feedback thread for the new Earth Space Dock

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  • mustrumridcully0mustrumridcully0 Member Posts: 12,963 Arc User
    edited March 2014
    tacofangs wrote: »
    1) Ya, we actually agree. We had tried this to emulate what was done in the Admiral's Office, and the front of the Exchange, but I think we're going to be putting the old entrances back in.

    2) Ramps/Stairs was my call. I don't remember seeing a lot of stairs in any Starfleet facility. A few steps here and there are fine (and we've used that all over the place in new ESD), but large staircases were never shown. I made the call to use Ramps for large changes in elevation (primarily that central run). I don't think we'll be swapping them out. However there are stairs in Ops.

    Christopher Pike's and and the Elaysians heirs thank you. ;)


    Seriously, accessibility might be a concern even in the 25th century, especially if you have some aliens with non-humanoid physiology.
    Star Trek Online Advancement: You start with lowbie gear, you end with Lobi gear.
  • direphoenixdirephoenix Member Posts: 0 Arc User
    edited March 2014
    tacofangs wrote: »
    HAX!

    And that wasn't even today's build, which is even more impressive (in the parts we can't see quite yet)!!! I keep wondering how much more will be added, and then remember we don't even have Club 47 installed yet. Since it seems like it wouldn't make sense for it to be anywhere else other than at the elevation of the skywalk that is now called "Level 47", I have to imagine that it must be up there, above sickbay. (there's not much room for anything above the circular ramp/lounge area unless you want it poking outside the station -- which, technically since we're not supposed to be outside looking at the rest of the station, there's no reason to not have it there, but I think it would be even more awesome to have it fit within the constraints of the structure already set up.

    I don't know what the object limits are for dev-produced maps like this, but it seems like if you guys had a ridiculous amount of time to dedicate to something like this (which I know you don't), eventually you could come pretty close to making the entire mushroom cap area of ESD with the structure that's set up so far.

    Small, really minor nitpick: It seems like vertical turbolift shafts wouldn't go very far in a sloped structure like this. Any thoughts to making them slope with the ceiling? It's not a big deal, the current ones will serve the game just fine, since we'll just need them to go between the main floor, level 47, and the UGC floor (or wil we? :cool:) but just a thought toward making this thing feel even more real.
    [SIGPIC][/SIGPIC]
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  • maxvitormaxvitor Member Posts: 2,213 Arc User
    edited March 2014
    It seems a pity that the whole shuttle area is going to just be a vista area, it would have been nice to be able to wander around in there.
    If something is not broken, don't fix it, if it is broken, don't leave it broken.
    Oh Hell NO to ARC
  • pfreemanpfreeman Member Posts: 86 Arc User
    edited March 2014
    New listing from me... Some have already been mentioned.

    Mail brings up bank:
    http://i68.photobucket.com/albums/i6/PerRock/Star%20Trek/STO/Tribble-ESD/screenshot_2014-03-19-23-11-57.jpg~original

    There are still NPC placement issues.
    http://i68.photobucket.com/albums/i6/PerRock/Star%20Trek/STO/Tribble-ESD/screenshot_2014-03-19-23-13-40.jpg~original
    http://i68.photobucket.com/albums/i6/PerRock/Star%20Trek/STO/Tribble-ESD/screenshot_2014-03-19-23-35-24.jpg~original
    http://i68.photobucket.com/albums/i6/PerRock/Star%20Trek/STO/Tribble-ESD/screenshot_2014-03-19-23-35-44.jpg~original
    http://i68.photobucket.com/albums/i6/PerRock/Star%20Trek/STO/Tribble-ESD/screenshot_2014-03-19-23-36-07.jpg~original
    http://i68.photobucket.com/albums/i6/PerRock/Star%20Trek/STO/Tribble-ESD/screenshot_2014-03-19-23-36-28.jpg~original
    http://i68.photobucket.com/albums/i6/PerRock/Star%20Trek/STO/Tribble-ESD/screenshot_2014-03-19-23-46-34.jpg~original
    For this one, you gave her a chair, why not have her use it?
    http://i68.photobucket.com/albums/i6/PerRock/Star%20Trek/STO/Tribble-ESD/screenshot_2014-03-19-23-45-03.jpg~original

    Repetitious ships
    the 'trophy' ships have a bunch of duplicates, maybe we could get some of the newer ships on there as well. Like the Odyssey?
    http://i68.photobucket.com/albums/i6/PerRock/Star%20Trek/STO/Tribble-ESD/screenshot_2014-03-19-23-45-34.jpg~original

    I'm not sure what this reflection is of or if it's something outside.
    http://i68.photobucket.com/albums/i6/PerRock/Star%20Trek/STO/Tribble-ESD/screenshot_2014-03-19-23-48-11.jpg~original

    Could we get these railing edges to meet somehow, or have a transition?
    http://i68.photobucket.com/albums/i6/PerRock/Star%20Trek/STO/Tribble-ESD/screenshot_2014-03-19-23-42-27.jpg~original

    This doorway is the same as all the 'locked' ones around but we can actually use it. Would it be possible to hook it up to some animated doors, so it's closed when you enter the tailor but they open when approached?
    http://i68.photobucket.com/albums/i6/PerRock/Star%20Trek/STO/Tribble-ESD/screenshot_2014-03-19-23-39-41.jpg~original

    Blank walls,
    These walls seem oddly blank.
    http://i68.photobucket.com/albums/i6/PerRock/Star%20Trek/STO/Tribble-ESD/screenshot_2014-03-19-23-39-51.jpg~original
    http://i68.photobucket.com/albums/i6/PerRock/Star%20Trek/STO/Tribble-ESD/screenshot_2014-03-19-23-16-34.jpg~original
    http://i68.photobucket.com/albums/i6/PerRock/Star%20Trek/STO/Tribble-ESD/screenshot_2014-03-19-23-17-18.jpg~original

    Balcony walls
    There are reversed walls on the balcony over the shipyard, if you hop over the railing, you can get around them.
    http://i68.photobucket.com/albums/i6/PerRock/Star%20Trek/STO/Tribble-ESD/screenshot_2014-03-19-23-17-27.jpg~original
    http://i68.photobucket.com/albums/i6/PerRock/Star%20Trek/STO/Tribble-ESD/screenshot_2014-03-19-23-17-40.jpg~original
    http://i68.photobucket.com/albums/i6/PerRock/Star%20Trek/STO/Tribble-ESD/screenshot_2014-03-19-23-20-55.jpg~original

    But don't hop over the railing to get down into the shuttlebay, or you'll get stuck!
    http://i68.photobucket.com/albums/i6/PerRock/Star%20Trek/STO/Tribble-ESD/screenshot_2014-03-19-23-21-25.jpg~original

    There are some weird bits, that look like parts of lighting coming thru the ceiling over by the shuttlebay from the balcony.
    http://i68.photobucket.com/albums/i6/PerRock/Star%20Trek/STO/Tribble-ESD/screenshot_2014-03-19-23-17-40.jpg~original

    In the Shuttlebay there are some ships stuck in the wall.
    http://i68.photobucket.com/albums/i6/PerRock/Star%20Trek/STO/Tribble-ESD/screenshot_2014-03-19-23-28-08.jpg~original
    http://i68.photobucket.com/albums/i6/PerRock/Star%20Trek/STO/Tribble-ESD/screenshot_2014-03-19-23-26-51.jpg~original

    as well as some containers floating outside in space.
    http://i68.photobucket.com/albums/i6/PerRock/Star%20Trek/STO/Tribble-ESD/screenshot_2014-03-19-23-30-32.jpg~original

    The shuttlebay door doesn't line up to the wall correctly. (force field visible thru crack)
    http://i68.photobucket.com/albums/i6/PerRock/Star%20Trek/STO/Tribble-ESD/screenshot_2014-03-19-23-30-19.jpg~original

    The edging around this water feature (on both ends of it) is incomplete.
    http://i68.photobucket.com/albums/i6/PerRock/Star%20Trek/STO/Tribble-ESD/screenshot_2014-03-19-23-33-40.jpg~original

    Floating plant
    http://i68.photobucket.com/albums/i6/PerRock/Star%20Trek/STO/Tribble-ESD/screenshot_2014-03-19-23-34-52.jpg~original

    Strange shadows
    http://i68.photobucket.com/albums/i6/PerRock/Star%20Trek/STO/Tribble-ESD/screenshot_2014-03-19-23-30-07.jpg~original
    http://i68.photobucket.com/albums/i6/PerRock/Star%20Trek/STO/Tribble-ESD/screenshot_2014-03-19-23-42-42.jpg~original

    These consoles are in benches
    http://i68.photobucket.com/albums/i6/PerRock/Star%20Trek/STO/Tribble-ESD/screenshot_2014-03-19-23-25-11.jpg~original

    The infirmary is off the map:
    http://i68.photobucket.com/albums/i6/PerRock/Star%20Trek/STO/Tribble-ESD/screenshot_2014-03-19-23-15-37.jpg~original

    And finally some more glamour shots:
    http://i68.photobucket.com/albums/i6/PerRock/Star%20Trek/STO/Tribble-ESD/screenshot_2014-03-19-23-18-37.jpg~original
    http://i68.photobucket.com/albums/i6/PerRock/Star%20Trek/STO/Tribble-ESD/screenshot_2014-03-19-23-20-35.jpg~original
    http://i68.photobucket.com/albums/i6/PerRock/Star%20Trek/STO/Tribble-ESD/screenshot_2014-03-19-23-41-02.jpg~original
    http://i68.photobucket.com/albums/i6/PerRock/Star%20Trek/STO/Tribble-ESD/screenshot_2014-03-19-23-43-32.jpg~original
    http://i68.photobucket.com/albums/i6/PerRock/Star%20Trek/STO/Tribble-ESD/screenshot_2014-03-19-23-44-32.jpg~original
    http://i68.photobucket.com/albums/i6/PerRock/Star%20Trek/STO/Tribble-ESD/screenshot_2014-03-19-23-42-14.jpg~original

    peter
    [SIGPIC][/SIGPIC]
  • jeffel82jeffel82 Member Posts: 2,075 Arc User
    edited March 2014
    maxxina wrote: »
    Thumbs up a lot for nice touch of seeing a movement on different decks of ESD :) Thats lovely touch :)


    Just one comment. when you jump to that computer on the " balcony " of shuttles, from that computer, you can jump to shuttle area. Thats propably not intended option

    Yeah, Taco told us that they'll be walling up the shuttlebay. Enjoy it while you can.
    You're right. The work here is very important.
    tacofangs wrote: »
    ...talking to players is like being a mall Santa. Everyone immediately wants to tell you all of the things they want, and you are absolutely powerless to deliver 99% of them.
  • mr905mr905 Member Posts: 0 Arc User
    edited March 2014
    Erm.... what? :confused:

    Grammar dude. Seriously.
    mr905 wrote: »
    We have atleast three free, un-used starbases around earth.
    Why not use one of them for a location of new ESD and another for the old?
    Or, What about getting some use for those turbolifts in new ESD: add old ESD to another floor,"In top of another one", keeping both old ESD and new ESD . Because I love both designs.
    But if you do like i mentioned,there is no need for Quinn to be on both ESDs .

    any better?
  • tacofangstacofangs Member Posts: 2,951 Cryptic Developer
    edited March 2014
    And that wasn't even today's build, which is even more impressive (in the parts we can't see quite yet)!!! I keep wondering how much more will be added, and then remember we don't even have Club 47 installed yet. Since it seems like it wouldn't make sense for it to be anywhere else other than at the elevation of the skywalk that is now called "Level 47", I have to imagine that it must be up there, above sickbay. (there's not much room for anything above the circular ramp/lounge area unless you want it poking outside the station -- which, technically since we're not supposed to be outside looking at the rest of the station, there's no reason to not have it there, but I think it would be even more awesome to have it fit within the constraints of the structure already set up.

    The club is intended to be to the right of the transporter. There is the bubble room with the old Club contacts in it. That room is meant to be sort of the lobby to the club, with the actual club extending out that way. But it's a bit up in the air and may change depending on what kind of time we can get to complete it.


    I don't know what the object limits are for dev-produced maps like this, but it seems like if you guys had a ridiculous amount of time to dedicate to something like this (which I know you don't), eventually you could come pretty close to making the entire mushroom cap area of ESD with the structure that's set up so far.

    No, we won't be building the rest of ESD. :P

    Small, really minor nitpick: It seems like vertical turbolift shafts wouldn't go very far in a sloped structure like this. Any thoughts to making them slope with the ceiling? It's not a big deal, the current ones will serve the game just fine, since we'll just need them to go between the main floor, level 47, and the UGC floor (or wil we? :cool:) but just a thought toward making this thing feel even more real.

    Agreed! If you look at the top of those vertical shafts, they hook up to large turbolift arteries that match the angle of the mushroom top. Those arteries are what actually carry you through the rest of the station. What you actually climb into is just a dead end stop for this area.

    maxvitor wrote: »
    It seems a pity that the whole shuttle area is going to just be a vista area, it would have been nice to be able to wander around in there.

    Here's the problem. We want this place to feel bigger than the what we can realistically build. That means we have to have inaccessible areas, that make the space feel bigger. Things like the docking bay, or the walkways up at the top of the concourse, etc. That shuttlebay is one of those things. If we let you get into it, then we'd just have to build another inaccessible area past that. Then you'd want to get in there. Etc. Etc. until we have all 740 decks of ESD built. And I said to Phoenix, I'm not building a full ESD interior.
    Only YOU can prevent forum fires!
    19843299196_235e44bcf6_o.jpg
  • timelord79timelord79 Member Posts: 1,852 Arc User
    edited March 2014
    tacofangs wrote: »

    No, we won't be building the rest of ESD. :P



    And I said to Phoenix, I'm not building a full ESD interior.

    But a resum
    11750640_1051211588222593_450219911807924697_n.jpg
  • mirrorchaosmirrorchaos Member Posts: 9,844 Arc User
    edited March 2014
    tacofangs wrote: »
    The club is intended to be to the right of the transporter. There is the bubble room with the old Club contacts in it. That room is meant to be sort of the lobby to the club, with the actual club extending out that way. But it's a bit up in the air and may change depending on what kind of time we can get to complete it.

    thats what i assumed when i first set foot on esd, however i think the doorway should be double the size. if its like a new nightclub for starfleet with lights and sounds, drinks and partying, its likely to be very popular as an attraction, it needs to look as such, so plenty of people hanging around, lots inside the club.

    the whole new ESD has a mass effect feel to it.
    T6 Miranda Hero Ship FTW.
    Been around since Dec 2010 on STO and bought LTS in Apr 2013 for STO.
  • jeffel82jeffel82 Member Posts: 2,075 Arc User
    edited March 2014
    i think the doorway should be double the size. if its like a new nightclub for starfleet with lights and sounds, drinks and partying, its likely to be very popular as an attraction, it needs to look as such, so plenty of people hanging around, lots inside the club.

    I think small doorways would be most desirable...Starfleet would want to keep the noise contained within the club. The giant glass walls facing the rest of the zone should attract plenty of attention.

    It's difficult-to-impossible to make a judgement on this until we see a final version (or something resembling a final version).
    You're right. The work here is very important.
    tacofangs wrote: »
    ...talking to players is like being a mall Santa. Everyone immediately wants to tell you all of the things they want, and you are absolutely powerless to deliver 99% of them.
  • amosov78amosov78 Member Posts: 1,495 Arc User
    edited March 2014
    I noticed that the holographic LCARS displays around the outer edge of the shipyard area are still using the mauve/gold displays, and don't match the new "Origin" blue/gold colour scheme of the displays around the external windows where Admiral Quinn is located.

    Incidentally, would it be possible to somehow retrofit these new blue/gold holographic displays onto the Aquarius bridge, which currently uses the mauve/gold holographic LCARS, as that would unify and match up better with the displays in our ready room when using that bridge.

    EDIT: for some reason I can't seem to take pictures in-game anymore, so here's a couple of ones I found online referencing the mauve/gold holographic LCARS:

    Image 1
    Image 2
    U.S.S. Endeavour NCC-71895 - Nebula-class
    Commanding Officer: Captain Pyotr Ramonovich Amosov
    Dedication Plaque: "Nil Intentatum Reliquit"
  • jeffel82jeffel82 Member Posts: 2,075 Arc User
    edited March 2014
    amosov78 wrote: »
    Incidentally, would it be possible to somehow retrofit these new blue/gold holographic displays onto the Aquarius bridge, which currently uses the mauve/gold holographic LCARS, as that would unify and match up better with the displays in our ready room when using that bridge.

    Alas, Tacofangs told us yesterday (on Tribble) that they decided against updating the Aquarius holo-displays, as they don't want to put up with the inevitable backlash from players who liked the old ones better.

    I'm paraphrasing, but that's basically it - people will complain if they change it, the old ones look fine, so they're not changing it.
    You're right. The work here is very important.
    tacofangs wrote: »
    ...talking to players is like being a mall Santa. Everyone immediately wants to tell you all of the things they want, and you are absolutely powerless to deliver 99% of them.
  • psiameesepsiameese Member Posts: 1,650 Arc User
    edited March 2014
    tacofangs wrote: »
    Agreed! If you look at the top of those vertical shafts, they hook up to large turbolift arteries that match the angle of the mushroom top. Those arteries are what actually carry you through the rest of the station. What you actually climb into is just a dead end stop for this area.
    Since player's won't experience story exposition within, we don't see the lit bars on the wall of the lifts. Indicating both the vertical and horizontal nature of our brief trip. Which is unfortunate. But I understand why this is the case.
    (/\) Exploring Star Trek Online Since July 2008 (/\)
  • amosov78amosov78 Member Posts: 1,495 Arc User
    edited March 2014
    jeffel82 wrote: »
    Alas, Tacofangs told us yesterday (on Tribble) that they decided against updating the Aquarius holo-displays, as they don't want to put up with the inevitable backlash from players who liked the old ones better.

    I'm paraphrasing, but that's basically it - people will complain if they change it, the old ones look fine, so they're not changing it.

    How about changing the ready room displays to use the colour scheme of the rest of the bridge set, at least it wouldn't then look so miss matched.
    U.S.S. Endeavour NCC-71895 - Nebula-class
    Commanding Officer: Captain Pyotr Ramonovich Amosov
    Dedication Plaque: "Nil Intentatum Reliquit"
  • captaind3captaind3 Member Posts: 2,449 Arc User
    edited March 2014
    smazazel wrote: »
    DS9 has the spiral staircase on the Promenade but that was Cardassian. Isnt there suppose to be some stair case that runs the spine of the either the galaxy class or the Constitution class? but for starbases there is two reasons no stairs 1 handicap access wheel chairs ARE still used, and 2 a one off two story set with stairs was costly and pointless heck rarely was anything more then a 1 meter height change.
    Both have staircases for emergencies in the spine.

    Starfleet does ramps. I would also think that it's easier for maglev and antigrav to operate on a smooth surface than steps.

    Most large public spaces use both where there's space, and will default to a ramp to remain handicap accessible.

    Other species that would appreciate a flat ramp surface, Horta.

    Will there also be civilian traffic in ESD? I am not entirely sure if it's intended (by lore or Cryptic) to be a pure Starfleet facility, or if there will also be the occassional freighter docking inside ESD.

    I wonder what the chances are that we'll ever see a station (if not ESD, then maybe DS9) with an occassional influx of civlian traffic (in DS9, Jake and Nog liked to hang out and watch incoming passengers.)

    ESD should have plenty of civilian traffic. The question is how much would we have in this section? Probably a fair amount. There's nothing restricted in this area, no weapons systems, no advanced science labs, heck we have civilian commodity brokers hanging around.
    tacofangs wrote: »
    No, we won't be building the rest of ESD. :P

    That is sane.

    Here's the problem. We want this place to feel bigger than the what we can realistically build. That means we have to have inaccessible areas, that make the space feel bigger. Things like the docking bay, or the walkways up at the top of the concourse, etc. That shuttlebay is one of those things. If we let you get into it, then we'd just have to build another inaccessible area past that. Then you'd want to get in there. Etc. Etc. until we have all 740 decks of ESD built. And I said to Phoenix, I'm not building a full ESD interior.

    740 decks of spacedock is a game unto itself, and talk about people getting lost.

    Hey Taco, just a ball park, how much memory would a full spacedock build be, wild guess?

    What would we be downloading? :D :lmao

    And a last question, will any of the assets you guys have come up with for this new Spacedock end up in any of our ship interiors or bridges (thank you for updating the bridge LCARS). Or how about the new tutorial interiors are they ever gonna become available?

    And to throw on the wish list, the TMP TNG Diamond shaped corridors for the rest of the ship?
    tumblr_mr1jc2hq2T1rzu2xzo9_r1_400.gif
    "Rise like Lions after slumber, In unvanquishable number, Shake your chains to earth like dew, Which in sleep had fallen on you-Ye are many — they are few"
  • tuskin67tuskin67 Member Posts: 1,097 Arc User
    edited March 2014
    EQAH posted this on twitter, updated shuttlebay

    https://pbs.twimg.com/media/BjMDTK4CAAAOdvC.jpg:large
  • tacofangstacofangs Member Posts: 2,951 Cryptic Developer
    edited March 2014
    amosov78 wrote: »
    I noticed that the holographic LCARS displays around the outer edge of the shipyard area are still using the mauve/gold displays, and don't match the new "Origin" blue/gold colour scheme of the displays around the external windows where Admiral Quinn is located.

    Incidentally, would it be possible to somehow retrofit these new blue/gold holographic displays onto the Aquarius bridge, which currently uses the mauve/gold holographic LCARS, as that would unify and match up better with the displays in our ready room when using that bridge.

    EDIT: for some reason I can't seem to take pictures in-game anymore, so here's a couple of ones I found online referencing the mauve/gold holographic LCARS:

    Image 1
    Image 2

    We specifically didn't replace the old texture, because we didn't want to modify the existing Odyssey bridge. Generally, changing something like that has not gone over well in the past.
    Only YOU can prevent forum fires!
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  • amosov78amosov78 Member Posts: 1,495 Arc User
    edited March 2014
    tacofangs wrote: »
    We specifically didn't replace the old texture, because we didn't want to modify the existing Odyssey bridge. Generally, changing something like that has not gone over well in the past.

    Wasn't the original plan to alter all of the existing LCARS displays on all player bridges with the new Origin bridge style anyway? Wouldn't this change be in keeping with that intention?
    U.S.S. Endeavour NCC-71895 - Nebula-class
    Commanding Officer: Captain Pyotr Ramonovich Amosov
    Dedication Plaque: "Nil Intentatum Reliquit"
  • neueraccountneueraccount Member Posts: 16 Arc User
    edited March 2014
    Oh I miss the Tribbel-Trader for the IDIC-Tribble on the new ESD. Does he get his own shop?:D or we create an Tribble-Exchange for Trading rare Tribbles like a Footballcards xD
  • mightybobcncmightybobcnc Member Posts: 3,354 Arc User
    edited March 2014
    tuskin67 wrote: »
    EQAH posted this on twitter, updated shuttlebay

    https://pbs.twimg.com/media/BjMDTK4CAAAOdvC.jpg:large

    oooooooooooooooooooooooooooooooooooooo preeeeettyyyyyyyy

    Joined January 2009
    Finger wrote:
    Nitpicking is a time-honored tradition of science fiction. Asking your readers not to worry about the "little things" is like asking a dog not to sniff at people's crotches. If there's something that appears to violate natural laws, then you can expect someone's going to point it out. That's just the way things are.
  • malo4of7malo4of7 Member Posts: 7 Arc User
    edited March 2014
    if i see all the great things... i'm very eager to see how the new Club 47 will looks like :D
  • captaind3captaind3 Member Posts: 2,449 Arc User
    edited March 2014
    amosov78 wrote: »
    Wasn't the original plan to alter all of the existing LCARS displays on all player bridges with the new Origin bridge style anyway? Wouldn't this change be in keeping with that intention?

    That's what I was thinking too. Maybe it's the engineer in me, but I love upgrades.
    tuskin67 wrote: »
    EQAH posted this on twitter, updated shuttlebay

    https://pbs.twimg.com/media/BjMDTK4CAAAOdvC.jpg:large

    That is incredible.


    OH. Taco, while we have your attention, and I apologize for going off subject. But the Zaria system....in Sector space. It has Earth and the Moon in orbit of it. Really? Unless...is that where Miri's Planet is located? :eek: (Which as I understand it is just called Miri.)
    tumblr_mr1jc2hq2T1rzu2xzo9_r1_400.gif
    "Rise like Lions after slumber, In unvanquishable number, Shake your chains to earth like dew, Which in sleep had fallen on you-Ye are many — they are few"
  • maxvitormaxvitor Member Posts: 2,213 Arc User
    edited March 2014
    tacofangs wrote: »
    Here's the problem. We want this place to feel bigger than the what we can realistically build. That means we have to have inaccessible areas, that make the space feel bigger. Things like the docking bay, or the walkways up at the top of the concourse, etc. That shuttlebay is one of those things. If we let you get into it, then we'd just have to build another inaccessible area past that. Then you'd want to get in there. Etc. Etc. until we have all 740 decks of ESD built. And I said to Phoenix, I'm not building a full ESD interior.
    I can understand what you are saying, I don't necessarily agree that granting access to the shuttle area would increase demands for more explorable areas, but given your reasons why build a walkway into that area with only a handrail and I'm assuming an invisible wall cutting off access rather than leaving that corridor blocked with only windows to access the view? I doubt I will be the last person asking the question why the shuttle area is inaccessible when it is presented is such a way that it is just out of reach. Maybe making that platform an enclosed space would re-enforce the idea that the shuttle area is inaccessible because it's too dangerous to enter.
    But all that aside the ESD interior is looking amazing.
    If something is not broken, don't fix it, if it is broken, don't leave it broken.
    Oh Hell NO to ARC
  • neotrident12neotrident12 Member Posts: 287 Arc User
    edited March 2014
    Um Taco... where did the miranda go?
    [SIGPIC][/SIGPIC]
  • pfreemanpfreeman Member Posts: 86 Arc User
    edited March 2014
    maxvitor wrote: »
    I can understand what you are saying, I don't necessarily agree that granting access to the shuttle area would increase demands for more explorable areas, but given your reasons why build a walkway into that area with only a handrail and I'm assuming an invisible wall cutting off access rather than leaving that corridor blocked with only windows to access the view? I doubt I will be the last person asking the question why the shuttle area is inaccessible when it is presented is such a way that it is just out of reach. Maybe making that platform an enclosed space would re-enforce the idea that the shuttle area is inaccessible because it's too dangerous to enter.
    But all that aside the ESD interior is looking amazing.

    What about in the platform area, instead of a railing it was large windows & one of them had a glass door (closed) with steps leading down to the shuttlebay? That way it gives the area a reason to be there (in lore) but not really useable as a player.

    peter
    [SIGPIC][/SIGPIC]
  • tacofangstacofangs Member Posts: 2,951 Cryptic Developer
    edited March 2014
    Um Taco... where did the miranda go?

    It swapped places with the Prometheus (roughly). It's to the left, near the central column. However, we haven't done our LOD pass yet, so it may be invisible at the moment. She's out there though.
    Only YOU can prevent forum fires!
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  • tuskin67tuskin67 Member Posts: 1,097 Arc User
    edited March 2014
    tacofangs wrote: »
    It swapped places with the Prometheus (roughly). It's to the left, near the central column. However, we haven't done our LOD pass yet, so it may be invisible at the moment. She's out there though.

    I found her with Demo record :D
  • neotrident12neotrident12 Member Posts: 287 Arc User
    edited March 2014
    tacofangs wrote: »
    It swapped places with the Prometheus (roughly). It's to the left, near the central column. However, we haven't done our LOD pass yet, so it may be invisible at the moment. She's out there though.

    Phew! I was worried!
    [SIGPIC][/SIGPIC]
  • toivatoiva Member Posts: 3,276 Arc User
    edited March 2014
    I'm very lazy, and as such I will not go back and check every possible issue mentioned on the new ESD and only post the couple I've found (that, yes, most likely have been found already by someone else).

    Before that, I must admit it now already looks very, very well. Definitely much better then the last time (before the bloody launcher freezing patch) I've been there.

    Now to the issues:

    - Some small clipping down from the northernmost tip of the upper promenade ring.

    - An unfinished ending to the southernmost tip of the upper promenade ring.

    - Oh, and crates floating in space in front of the hangar bay entrance.

    And the apparent WIP is most of the bank consoles around ESD have only an 'interact' button appear when near, instead of bank.


    EDIT: I'd almost forget the lower part of the interior shipyard has a black texture, seems definitely out of place.
    TOIVA, Toi Vaxx, Toia Vix, Toveg, T'vritha, To Vrax: Bring in the Allegiance class.
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  • valetheonvaletheon Member Posts: 0 Arc User
    edited March 2014
    tuskin67 wrote: »
    EQAH posted this on twitter, updated shuttlebay

    https://pbs.twimg.com/media/BjMDTK4CAAAOdvC.jpg:large

    Question for Taco... If the Ship Art Team where to ever redo the model for the Danube would you be able to update the shuttle bay with that one easily, or is it kinda set in stone at launch? I DO like the Danube, just not the dated version we have in game that imo stands out(not in a good way) in the shiny new shuttle bay.
    "Sometimes we're freakin idiots, and that's fun" -Fleetmate

    [SIGPIC][/SIGPIC]
    One of many reminders that i'm not a REAL Romulan. >_<
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