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The lack of depth complaint thread

SystemSystem Member, NoReporting Posts: 178,019 Arc User
Hi guys, did you ever watch episodes of Star Trek? Did you miss out on the key point that most of the happenings in that series were very much centered around shipboard life and not gratuitous slaughter? I, and I am attracted to Star Trek as a game primarily for the roleplaying potential, and the aspects of playing a game aboard a starship with a crew. This is not to say that you haven't done well with the combat aspect of the game, but I feel that the depth in exploration, scientific, medical, and technical aspects is very much lacking. You would not have to change the game model much to allow players to access for example main engineering on their vessel. Just make the turbolift go straight there if you don't want to map the halls of our ships. Why is it not possible for a human player to be present in engineering on my ship to better manage the abilities of my engineering staff during a fight? Or a doctor in my sickbay? And so on.

The missions are also quite shallow. Why in the infinite universe of scientific, technical, or tactical problems, is only tactical problem solving represented here? Even such a basic game as Elite Force had puzzles to work out with your tricorder.
Post edited by baddmoonrizin on

Comments

  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    In b4 the casuals start with their "we're at war", "stop trying to turn this in to Sims in space", blah blah blah, etc.

    There were streams of threads about how shallow and "pew pew" the game is during open beta, so far no amazing response from Cryptic but one of their staff did mention in a live chat that they are working on minigames and diplomacy.

    At least that's something... I guess.

    Edit: Also, bless you for starting a thread about anything but the log-in problems.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    Yeah but diplomacy with npcs? Snooooore
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    Ulfhedjinn wrote: »
    Edit: Also, bless you for starting a thread about anything but the log-in problems.

    Yeah note how fast it got buried lol
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    Mister Id wrote:
    I'll jump on this bandwagon. I was really hoping to see more sandbox stuff and I don't think I'm alone. I want to see ship Interiors and depth in general. I really hope that they follow through with their promise to implement ship interiors now that everyone is distracted by other problems. I'd really like to see more role play and character centered stuff come down the pike.

    I'd settle for non-combat missions that involve more than pressing 'F' four times near shiny things. :D
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    I'll jump on this bandwagon. I was really hoping to see more sandbox stuff and I don't think I'm alone. I want to see ship Interiors and depth in general. I really hope that they follow through with their promise to implement ship interiors now that everyone is distracted by other problems. I'd really like to see more role play and character centered stuff come down the pike.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    Curs0r wrote: »
    Yeah but diplomacy with npcs? Snooooore

    there are plenty of ways that it could be implemented and it remain fun. so far i actually like most of the missions i've had - yup, they are more in the vein of the last few seasons of DS9 and some of Voyager, but it does have a trek-feel to it, imo.

    There is a mission where I had to retake a monastery - not saying it was by any means groundbreaking, but it beat most of the missions i've played in MMOG's recently.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    Mister Id wrote:
    I'll jump on this bandwagon. I was really hoping to see more sandbox stuff and I don't think I'm alone. I want to see ship Interiors and depth in general. I really hope that they follow through with their promise to implement ship interiors now that everyone is distracted by other problems.

    I totally agree. one of the highlights of Elite Force (for me) was being able to move around inside the ship - they need to implement the same here!
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    my main issue is the fact that its just so easy. I had a mission to go round an asteroid belt and scan the asteriods with the inevitable enemies at each 1. In the end I just avoided the enemies and scanned to complete the mission, why? cause I didn't feel like tapping the number keys for a bit.

    There are so many examples I could give but really they arent gonna read this
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    ultrium wrote: »
    my main issue is the fact that its just so easy. I had a mission to go round an asteroid belt and scan the asteriods with the inevitable enemies at each 1. In the end I just avoided the enemies and scanned to complete the mission, why? cause I didn't feel like tapping the number keys for a bit.

    There are so many examples I could give but really they arent gonna read this

    Missions are more than a little repetitive. I'd be okay with that if there was a little more depth to distract me.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    I do wish a little more for some puzzle type quests. For some reason I remember seeing, and this was quite awhile ago but it was referring to STO, (maybe before Cryptic picked it up) where there was a diagram of a warp core and you had to click certain LCAR buttons to I believe vent the plasma and redistribute power. I would enjoy things like that, especially of they are timed.

    Beam over to a ship that is going to explode. Run around for a bit to turn off certain stations, then do this type of puzzle and save the day all within a few minutes, and not worry about killing any Orion pirates on board!

    Hopefully they can add stuff like this in the future.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    Etairos wrote: »
    I do wish a little more for some puzzle type quests. For some reason I remember seeing, and this was quite awhile ago but it was referring to STO, (maybe before Cryptic picked it up) where there was a diagram of a warp core and you had to click certain LCAR buttons to I believe vent the plasma and redistribute power. I would enjoy things like that, especially of they are timed.

    Beam over to a ship that is going to explode. Run around for a bit to turn off certain stations, then do this type of puzzle and save the day all within a few minutes, and not worry about killing any Orion pirates on board!

    Hopefully they can add stuff like this in the future.

    I think i read that they said they wanted to do something like this.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    I prefer really deep games, but I don't hate STO. It's actually a whole lot deeper than the typical MMORPG, which is basically "turn on auto-attack and hammer hotkeys." We've aspects to deal with such as facing/shield levels in space and exposes/exploits and facing in ground combat.

    Reserve judgement until you've got tier 2 at least. It gets a little more interesting as you go along, with more and more influential abilities being made available.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    More diplo/exploration missions, yes! And ADD puzzle type missions, love the suggest earlier about the warp core/timer.

    More RP...HUH?

    I'm sorry, but just how in the TRIBBLE do you expect them to create RP missions? First off, WHO'S character is the RP being designed for? Your Tac main, my Tac main, her Engineer or that dude's Science? And how exactly are the devs supposed to know how we'd RP our character? Maybe my Tac main is actually a pacifist type who wants to try and avoid actual combat through bluff and posturing, as opposed to yours who(hypothetically) is all about kicking TRIBBLE and asking questions of any possible survivors(and he doesn't bother to carry a notepad), so how exactly would they design a RP mission to fit BOTH of those types? And then expand that mission to fit the other 100k+ players AND all the alts they might make and THEIR personality types?

    Seriously, you can't make RP happen via the game engine, either the players do it or they don't, ain't nothing a dev can do about that. Not to mention the simple impossiblity of designing RP encounters that fit even a small percentage of the possible personality types people will play.
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