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List your top three short, mid, and long-term requests for the game

Archived PostArchived Post Member Posts: 2,264,498 Arc User
Hi everyone,

There is a lot of feedback on this forum, but I am sure that the developers have a hard time sorting it all out and getting a sense of what are the small things they can knock out really quick, and what larger things they should focus on first.

So let's make it easy for them.

Please list your top three requests for the devs in each of the following categories:

Short-term requests

These are small things that seem like they could maybe be done within a patch or two.

Examples:
Fixing a graphics glitch on a starship model
Adding additional NPC vendors to starbases
Tweaking something in the way the fleet interface works



Mid-term requests

These are things which realistically would take a couple of months for the devs to do, given dev time, testing, balancing, and so on.

Examples:
Adding more fleet actions past the crystalline entity
Strengthening the death penalty/difficulty
Overhauling Memory Alpha



Long-term requests

These are "direction of the game" kind of things. Stuff that you want them to do over the next year or two of the game's development.

Examples:
More choices in how to complete content - ie, maybe missions with a diplomatic rather than a pure combat solution depending on choices you make during the mission.
More stuff for fleets - fleet-owned starbases, "raid" interfaces that allow fleets to do fleet actions together, etc.
More playable factions (romulans, cardassians, etc)



Disclaimer: All of the examples above are just that, examples. They're not meant for you to agree or disagree with, just to give an idea of what type of requests might fall into each category.

Please try to keep your posts short and to the point so that it's easy for the devs to make lists out of them and check things off as they go. Please don't respond to other posters, instead just post what your top three in each category are. If you want to discuss someone's suggestion, do it in another thread. This way, the developers will be able to easily identify what the top requests are from players, and have less chance of losing anyone's feedback in the noise.

Edit: 2-9-10:

I want to thank everyone who's taken the time to post their top requests so far. This is something that will hopefully be very helpful to the developers, and should make it a lot easier for them to see all of our requests.

Just to reiterate - when you post, please try to stick to the short/medium/long-term format as much as you can, and try to keep things short and to the point. Feedback like this works best when they can boil it down to a list of bullet points, and then use that in their internal planning discussions.

Edit: 2-14-10:

Wow! 600 replies! And most of them really good ones too. This is great feedback, thank you everyone. Hopefully the devs are reviewing periodically and keeping notes :) Like all of you, I'd like to see some communication or a summary from them of what their priorities look like in light of all this feedback.... but keep posting it anyway! I am sure they are reading it!

Also... I got some pretty funny PMs today. I'm a little flattered, but I don't work for Cryptic! I'm just a player like all of you are. Really! That said, I will do my best to help anyone out who asks me a question or something... but I can't really do anything to make the servers come up faster when they crash or anything like that. So um... anyway I just wanted to make sure everyone realizes that.

Edit: 2-15-10

Just so that everyone realizes, Cryptic definitely IS reading this thread :)
zinc wrote: »
Awesome thread guys.

Short Term:
Want to, but can't write a response on every single issue in here - to be honest, we're trolling and spending our time tracking the issues down to get you fixes ASAP. The gold spamming, the fleet banks, the commodity missions, memory alpha issues - all those things we're trying to address as fast (and more importantly as smart) as we can.

Mid Term and Long Term:
I'm, right this instant, using this as one of the main threads to gather update suggestions from. Keep it coming, keep it coming.

-Zn
Post edited by Archived Post on
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Comments

  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    And here are my top three for each category, to hopefully get the thread started.

    EDIT: Leaving these up as an example, but since some of them were addressed, I've added another post (I think it's on page 6) with an updated list for myself :)

    Short-term

    - Make weapons auto-holster when beaming down to starbases or for non-combat missions.
    - Add banks and standard vendor NPCs to Memory Alpha.
    - Add some kind of way for us to see our progress at Memory Alpha.


    Mid-term

    - More fleet actions in existing sectors. Ideally, there should be a new one every 4-5 grades in the progression, with several at Admiral.

    - A "task force" interface that allows players to form task forces out of 2-4 teams and do fleet actions and sector battles together.

    - Implement something closer to a traditional crafting system than what Memory Alpha is.


    Long-term

    - Focus on branching storylines; give players choices during the missions that affect the outcomes (and maybe the rewards) of the missions.

    - Introduce missions with a risk of failure that would require you to start the mission (or part of it) over; timers that you have to beat (escape the base before it explodes), the ability for the NPC you're protecting to actually be destroyed/killed, etc.

    - Introduce romulan and cardassian as playable factions, with unique PvE and PvP content for each.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    I'll bite.

    Short Term

    - Lettting Engineer ground fortifications (IE: Phaser turrets, medical generators, etc) be built instantly when out of combat.

    - Greater variations within each ship 'level', model wise.

    - Better documentation. Seriously. Just get one guy to write more stuff to skills so I know what I'm getting when I click the "Add Points" button.

    Mid Term

    - Greater ground variation. More skills, less wait time, new tactics, better crouch camera.

    - Less repitition. I want to be able to level to 20 without having to do repeatables, thank you very much.

    - Better design. It seems that every new tier of ships has its own set of problems (ex: In the 11-20 level range, the cruiser is pretty much useless).

    Long Term

    I don't really have any long term goals. In fact, I'm against long term goals. STO has so many short term and mid term problems that focusing on long term goals seems almost criminal.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    Short:
    Some kind of death penalty
    Fix bugs like the uniform problems
    Make the tutorial skippable for new alts

    Mid:
    More missions across the board esp. non-combat missions
    Random exploration – second star to the right…. Oh cool… a new dilithium deposit to report!
    Balance loot issues

    Long:
    Create a merchant faction for players
    Simplify the currency
    Add a persistent PvP zone (neutral zone?) in which players can build and occupy starbases, planets, etc.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    short term

    -full auto fire in space
    -stats to be less confusing
    -less bugs :)

    mid term

    -being able to go 90 degrees up and down in space with ventral and dorsal shields


    long term

    -filling space with random missions (not only a sector)
    -more dialog options
    -better usage for the tricorder
    -big planets where we find civs on our own
    -entire modeled systems to explore them...going from planet to planet..scanning around..beaming up and down on free will...looking what could be there..finding artifacts, blueprints,civs
    -open pvp in every system (except for missions that should stay instanced)
    -massive scale territory control
    -neutral zone spanning across the quadrants and not being 1 sector
    -all 4 Quadrants present
    -sector blocks to be far bigger (fill them up with systems...100 per sector to make space look unlimited
    -different types of warp/transwarp/slipstream drives to go over larger distances in shorter time (fits to previous point)
    -raid-i-sodes for every rank
    -let us travell while on the bridge..navigating through stellar cartography or the helm (but space must be big)
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    Short Term

    1) Memory Alpha progression indicator

    2) Banks, mail,exchange and general NPC on all major facilities.

    3) Transwarp unlock for sectors

    MId Term

    1) Make groups of instances into different categories for players (example RP) that we can choose to join or exlcude

    2) Voice over for officer actions and reports in game.

    3) Diversify players further by adding more skills for each class at all tiers.

    Long Term

    1) More scenario types and more random mixing of elements composing a mission. Right now random comes under very specific set package choices (Genesis system)

    2) Voice over for mission and NPC you interact especially on diplomatic or investigation missions.

    3) Starbases and planets need less cloned NPCs (saw far too mnay twins walking alongside) and more variable architectural traits. Some fauna would be nice as well like birds or small animals and even herds in the distand future to give more flavour.




    Done :D
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    Caveat: I love the game. But I'm not one of the rose-tinted-glasses contingent.

    Short-term:
    * Fix the DSEs where I'll spawn and immediately six Mogais will spawncamp and jump down my throat.
    * More uniform options for Klingons.
    * Wider options for the transwarp network. It'd be nice if I could choose to hit, say, K7, or 39 Sierra, instead of just going straight back to Sol.
    * Fix Breaking the Planet.

    Mid-term:
    * More fleet actions.
    * More Klingon PVE content.
    * Playable Nebula-class and Ambassador-class starships. While I do love my four-nacelled T3 monstrosity, nothing beats a Nebula-class.
    * More random missions. I seem to remember being randomly hailed about Nausicaan pirates. It was just a kill-five-Nausicaans mission, yeah, but random distress calls? Awesome.

    Long-term:
    * Spoonheads.
    * Non-mission, freeform content. It'd be cool if I could just coast into a system or star cluster and contact aliens or search for anomalies without having to pick up a mission. Really I'd just like to do stuff beyond missions.
    * Fill out deep space with entirely generated content. Part of the fun of Trek is exploring strange new worlds. Sure, there are star clusters, but somehow it doesn't feel like exploration when I find a new planet and still have to kill five Romulans. When I ran into the Strekkelan, though? Awesome. Deep space should just be one big unexplored frontier with original content, especially for high-level players. It can be the true final frontier.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    Thanks everyone who has posted so far :) Hopefully some others will come list their top requests!
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    Disclaimer: I just started playing last night.

    Short-term:
    • Holster weapon when not in combat (why am I rocking out with my phaser out on a starbase)
    • Lower costs to rename a ship or apply cosmetic customizations.
    • Edit the face graphics for communications. I hate that everyone is staring around the box like they're lost.

    Mid-term:
    • Better pathfinding for the away team. It's annoying when they get caught on terrain.
    • Fix the sequencing of transitions. Transporter beams, warp trails, etc. all seem out of sync going from area to area. This persists on lowest to highest graphic settings.
    • Open the door on the turbo lift and let me enter it before moving to the next area.

    Long-term:
    • Reduce the size of ground based architecture. I understand that it has to be easy to navigate from a 3rd person perspective, but it's aesthetically unpleasant. Is there a middle ground?
    • Diplomatic/social missions. Give me dialog trees with special options that show up based on my level of diplomacy, telepathic/empathic abilities, and information I gathered on the mission.
    • Research starbases where science officers and engineers can use collected information and resources to work on new technologies. Queue up projects and have a timeframe for them to complete.
    • On ship missions. How many episodes out of each series was the antagonist something that got on the ship and had to be dealt with? Let me solve the mystery of an assaulted crew member or even patch up a professional relationship between two ****ed off bridge officers.
    • Social quests to get to know the bridge crew and improve their morale/faith in you as a commander. PCs could gain special "command equipment" that provide slight passive bonuses to bridge officers as a reward for getting to know and motivate the crew.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    Short term:

    1. Miniskirts. Yes, I'm a pervert and I like my eye candy and I'm not ashamed to say so. I wont hide behind "Lt. Uthra wore a skirt, why can't my officers?!" or "The Star Trek canon says they exist." Now that that's out of the way;
    2. AI Pathing: This I'm sure has been brought up, but the AI officers get caught on doors, boxes, flora, etc. far too often.
    3. Officer down: If one of my team mates or myself goes down, there should be some way to make resuscitating that person a priority. As of yet, I keep spamming the call for help button in the hopes that it will glitch and reach one of my officers.


    Mid Term:

    1. Ship Renaming: Why does this cost anything again?
    2. Promotions: I don't think that I should have to spend X amount of points in abilities I'm not going to use just to promote an officer beneath me. I know that they have to "earn" promotions, but it irks me.
    3. Quest dialog: Each quest should tell you what system in what sector in what sector block to go to. For example, one mission said "Go to Starbase 1." In hindsight, it's logical to assume that of course, SB1 is on Earth, but that's only AFTER spending a long time looking every place else for something with that name.
    4. Quest rewards: I can't see what my mission rewards are once I choose to accept the mission, which makes prioritizing where I go dependent entirely on what I can remember, which, all thing and events in this game considered isn't very much.


    Long Term:
    1. Maps! It would be SO helpful to be able to zoom from the map sector I'm in to another sector block and see what's there from the galaxy map instead of blindly plotting from one sector to another and hoping the system who's location I may not know is in the place I'm headed. And while we're at it, why not have each system tell us what's IN said system! Treasure Trading station isn't listed on any map or anything.
    2. Space Flight: See my sig. What do you mean I can't barrel roll? Or do a 180 vertical loop for that matter? Or even fly in a straight 90 degree angle along the Z axis? Sure, someone somewhere might get confused and ragequit because he forgets what direction he's going, but space flight bound to a galactic "ground" is... a poor decision.

    There are more, but this will do.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    Short Term
    1 - Fix a few of the broken missions I've encountered thus far, Breaking the planet is one of such.
    2 - Auto Holster Weapons when beaming down to a non-combat area.
    3 - A Walk toggle command, instead of having to bind it to a key. Walking helps with roleplaying immensely.


    Mid Term
    1 - A First Officer, Being able to promote one of your officers to first officer would be a nice touch. First officers would have to come with you on away missions and would have a unique set of skills.
    2 - Fix the Crystalline Entity, I'm not sure how. Which is why it's in mid term. I have a feeling it will not be a easy fix either. But as it stands, the thing dies in less than 15 seconds. Heck, maybe for the first minute give it a 300% damage feedback pulse so that it stings anything that touches it.
    3 - More Ship Designs, I hear this is coming down the tube. Which is fantastic.

    Long Term
    1 - Time Travel. I'd love to see a mission where you travel back in time to interact with your former self and your former ship. This would likely be part of a much larger arc and likely be a nice long 4-6 hour mission chain in my ideal world.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    1- More difficulty in general

    2-More possibilities to complete missions. Diplomatic, scientific etc.. We are captains so we should have to do some command decisions too instead of our bridge officers "telling" us what to do.

    3-Option to remove warptrails and/or shield indicators from your and/or other ships.


    After these there plenty from better clothing options to seeminfless space travel ala EVE :D Not going to truy and categorise them :)
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    Short Term

    1. Alter the AI so pistol wielding enemies dont close to point blank range to fire pistols. It looks stupid, and makes targeting multiple enemies with an aoe attack very difficult.

    2.work on the warpout/beamup synchronization.

    3.Remove the skill cap! The skill system was designed with no cap so how is it logical to randomly put a cap on it?

    Mid Term

    1.Improve memory alpha. Add exchange/bank and give us some indication of our progress.

    2.Fix the PvP reward system. Need restoration and buff/debuff abilities to give points based on how effective it was. Perhaps even points for damage taken with multipliers for length of time alive.

    3.If it hasnt been done, remove the skillcap. Or at least increase it significantly. It severely limits what your character could do. We were told we would be able to do a variety of things well, given enough time and effort. I just dont see that being possible as is. And for the love of Roddenberry DONT CHARGE for a cap increase. Its insulting and low.

    Long term

    Get rid of skill cap. Players will stick around longer, and thus pay longer, if they can continue to improve their characters long after reacing the end game. With the cap you promote ppl burning through the ranks a few times with chars of different classes and then moving on to another game when they get bored.

    Im honestly still not sure if this game will be around long term. I'm hoping Cryptic will realize that by taking on Star Trek they have taken responsibility for a major part of a HUGE franchise with some very serious fans. If they TRIBBLE this up their credibility is going to go down the drain.

    Still, theres hope. They do seem to listen to us, and what Ive seen so far is good. If they keep supporting it, and stop doing stupid stuff, this game could be HUGE.

    The real deadline for finding out whether this game will last more than a year is the release of SWTOR. Im hoping STO survives. I really am.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    Short:

    Fix rubber banding
    Fix icons disappearing


    Medium:

    More diversity in missions (more diplomacy, science, engineering and less combat)
    Missions on board our own ships

    Long:

    Free exploration of any and all systems in all sectors. Probably a no go, but would be sweet to go anywhere in the universe and see all the different millions of planets. Content can be randomly generated. That would be Star Trek.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    Short Term:

    1. More uniform and character creation options. DO NOT PUT THESE IN THE C-STORE, WE ALREADY PAY MONTHLY TO COVER DEVELOPMENT OF NEW CONTENT.

    2. More alternate starship models at the existing tiers, in particular the popular classes like the Nebula and Excelsior that were inexplicably left out at launch. DO NOT PUT THESE IN THE C-STORE, WE ALREADY PAY MONTHLY TO COVER DEVELOPMENT OF NEW CONTENT.

    3. When you put out a patch, use the patch notes section to tell us what changed! That's why it's there, right?

    Middle Term:

    1. The scoring system used in PvP and Fleet Action PvE needs a complete overhaul. Come up with a system that rewards all viable play styles, including players who are building to tank or support, not just DPS. PvP matches also need a time limit, to prevent them from dragging out to infinity when one team is unwilling to engage.

    2. More objective-based PvP maps would be fantastic, particularly ones for Ground PvP.

    3. The map and sector space in general could use work. Put in a search function so people can find systems without having to spam zone chat. (They still will, but at least some might take advantage of it.) Put the sector block in parenthesis behind the system name a mission is located in. Label starbases and individual sector borders clearly on the area map. Label or highlight systems where you currently have a mission. Allow Transwarp to go to any explored starbase.

    Long Term:

    1. Add PvE content for Klingons. Give repeatable PvP missions for Federation players, as well.

    2. Come up with some new mission types. The base game is fun, but I'm already getting sick of "scan x objects" and "defeat x patrols" and "rescue x hostages".

    3. Add non-combat content. Alternate means of resolving missions, dialogue perhaps, a more involved crafting system. Make us feel more like Federation officers and less like space privateers.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    Thanks everyone who's posted so far :)

    Keep them coming! The more people who post their top three's, the easier it will be for the devs to see what's really important to the community and prioritize that stuff.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    short term:

    1. level brackets for every fleet action

    2. bug fixing

    3. skill tree reset option and higher skill point cap ( for ingame currency)

    4. admiral content (quests, borg sector, raids )

    5. more challenging gameplay (especially on ground missions)

    6. more loot

    7. no movement restrictions in space

    mid term:

    1. skill tree overhaul ( divide skilltree in ground and space, gaining xp divided in ground and space. less passive skills, put in unlockable ACTIVE skills )

    2. open pvp zones

    3. much more klingon content

    4. less instancing, much more need for group/fleet orientated gameplay

    long term:

    1. the ability to play the game in bridge view together with other party players controlling different stations ( tactical, science, engi... with some kind of minigames to factor in skill )

    2. change the F "use for everything key" to minigames (scanning,doing technical stuff and so on)

    3. change the beginning of the game completely so that you start as a cadet at starfleet academy, learning, doing tests, simulations, dialogues with influence on character progression.

    4. dialogues/decisions with influence on character progression

    5. cardassian,romulan faction playable.

    6. more ships to choose from, differences between the currently just optical different ship classes on the same tier

    7. delta and gamma quadrant (expansion?)

    8. mirror universe ( expansion?)



    well there is much more i can think of, but those are the first things that come to my mind right now.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    Short term

    > Hide (holster) weapons by default when entering a starbase, bridge or social planet (Risa, Vulcan, Andoria)
    > Let us toggle the visibilty of our officer kits

    Mid term

    > More variety in exploration missions (genesis content) beyond either shoot everything in sight or press "F" 5 times
    > More episodes in each level bracket
    > Civilian clothing, I shouldn't have to wear my uniform while on shore leave.
    > Enhance the ship interior (e.g. Ten Forward, Ready room should be available)
    > Missions taking place on your ship (e.g. being boarded by Borg or Romulans, crew contamination, etc.)

    Long term

    > Fully fleshed out Klingon PvE including episodes
    > Diplomacy system or at the very least options for many episodes to be solved with diplomacy rather than combat only
    > Evolving storyline (e.g. ending the war, new threats arise in the quadrant)
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    I only have long term hopes for this game

    Bridge: I want the bridge to actually have a function, I want the UI integrated into your bridge as an option and use it to navigate sector space.


    Missions: I want the missions to be much more than, scan this... destroy this... Why is it that the solution to every problem is to eliminate it with your weapons? That isn't what being a starfleet captain is about. Points should be awarded to resolving missions without conflict too. OR just disabling ships rather than destroying them??

    Voice acting: the gaming experience would be greatly enhanced with at least the mission givers having a voice.

    Ship customization: This is sadly limited compared to character customization. It would be nice if equipment actually changed the look of your ship. I would love to see Ship customization on the level of Galactic civilisations II.

    Weapons: Starfleet ships with disruptors? Sorry but that doesnt work for me. Disruptors are Romulan and Klingon weapons, they should not be compatible with Federation Tech.

    Galaxy Map: The scale of it for me, is far too small, It takes a couple of minutes to get from earth to DS9. That's just silly, it really should take much longer than that IMO and there are far too few planetary systems. More please.

    Planet size: IS it really enough for a planet just to have a 2kmx2km tile map to represent it? All i ask for is for the high profile planets to have at least two different towns you can walk between with traders and items for sale you can get nowhere else.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    Short term goal: Finish the game and live up to what was advertised before Cryptic gets sued.

    Mid term goal: Add content and more sound tracks to the game so the players who get to admiral in 3 days are not stuck with no end game content.

    Long term goal: Follow the Star Trek canon and give everyone a galaxy they can endlessly explore.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    Caveat: I have, literally, only been playing for 2 days....

    Short-Term:
    1. Greater documentation; How th'heck do I turn off the *help* indicators? I've no idea and, at this point, it just keeps popping up the same one whenever I click it. Yes, I know, I can just decide not to click it but it's there and bothers me. Also, how do I change *zones*? I happened across it yesterday, but I've slept since then and will have to re-discover it now. By the way: I shouldn't have to buy a "Strategy Guide" just to get the basics of the interface down.
    2. Get K7 back.
    3. Fix the triggered quest content.
    3a. Quest Step #1 = Go to this area and beat up on the Klingons there; Quest Step #2 = beam-down to the planet and do something else. It *should* be that the beam-bown trigger doesn't happen until you've actually sufficiently beat up on the Klingons in the area. Instead, if you fly too close to the planet, the beam-down part of the quest will trigger and *potentially* make it so that you will have to restart the quest in order to complete it.
    3b. Communications from triggered quest content (also affects comm. from StarFleet): Make a *communications incoming* indicator come up so that I have the option to ignore an incoming transmission until I've finished whatever it is I'm doing at the moment. The *last* thing I need is some window popping up smack-dab in the middle of my screen while I'm trying to fend off a buncha enemies.
    3. Yes, I realize the benefits of Fleets, now quit with the constant communication(s) about it; need an option on the communications like these that will allow for "deal with it later" and no longer have this guy listed in my StarFleet communications.
    4. Why do I have to close out my current communication and re-open the listing? Shouldn't there be a *Back* button?
    5. Why did I *seemingly randomly*, and suddenly, warp into some battle? Yes, I now know, I got too close to an enemy contact in the form of a ship. He flew toward me and engaged me...I get it. However, I still have the option to disengage from the fight, so why do I *have* to engage at all? Especially considering I'm in a group and my teammates aren't anywhere near me.
    6. Instancing in groups = not cool. You don't always end up in the same instance; usually, just not *always*... Now you're stuck on the planet/base with no way to get off until you've gone far enough along to trigger the "beam back to ship" option.
    7. I don't care that I'm in the middle of a battle! Don't you see that I'm getting my a** kicked and I need to get th'heck outta here? Fine, I'll take a bit of extra damage while my shields are down (as the warp-drive engages); just to get the chance to run away....
    8. Auto-holster your weapons when docking.

    Mid-Term: Haven't really been in the game long enough to think of anything mid-tem-ish.

    Long-Term:
    1. Why do I have to fly all the way across the map to be able to warp across a line? Yes, I know, that line actually represents the massive distances needed to get from one sector to another, but....what's the point of having warp-drive if you can't use it to make distances seem shorter. We should be able to warp directly to any adjacent sector, IMO.
    2. OMG, the chat! C-L-U-N-K-Y! "/send <character name>@&lt;account name> Hi." Really?...Really?!?!? I'm sure this is to allow for duplicate character names, but c'mon! Who, seriously, needs to know anyone's account name? And, who really wants everyone in the frikkin game to know theirs? They're half-way to hacking my account w/that info...
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    Short term:
    Correct glitchy missions such as collect medical supplies
    Mini skirts for TOS uniforms
    Auto holster weapons in bases
    A choice to display armor or not on your character (kind of like WoW's choice to display capes & helms) to show off your lovely custom uniform you got from pre-order.

    Mid Term
    Klingon PvE content
    More Social locations such as including starfleet academy and risa resort and perhaps Frenginar.

    Long Term
    Expand to the delta and gamma quadrants and beyond.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    Short term:
    - Better loot distribution with fleet actions, more well rounded instead of favoring higher DPS.
    - Continuation on small bug fixes, graphical and gameplay wise.
    - More optimization on the servers.

    Mid term:
    - A greater variety of character and ship customization.
    - Player and officer respecs are an absolute must.
    - More diversity in mission content for all level ranges.
    - Re-work the personal 'bridge' to be able to.. do stuff; add replicators (vendors), make it more lively with crew, etc, etc.
    - Customizable fleet starbases. (Read: CoH/V SG bases)

    Long term:
    - Player driven storyline and events that impact the game as a whole.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    Hail!

    Short:
    - BO pathing. Maybe if a BO gets stuck and you dont realize that, that the BO gets beamed to you.
    - Auto Holster Weapons in Starbases and non-hostile Areas.

    Medium:
    - In general: about as many non-combat-missions as combat ones.
    - Ideas for non-combat-missions:
    - Station X had a big accident, many people are hurt. Go there and heal X inhabitants (mor precisely: get your blueshirt BO there and have him heal them).
    - Station X had a tech malfunction but not the personnel to fix it - go there and do your engineering magic (mor precisely: get your yellowshirt BO over there and have him do it).
    - Station X had a big malfunction. get the scientific staff of the station to the next Starbase.
    - etc. (that was 5 minutes of thinking)

    Long:
    - All 4 Quadrants and the other 4 too - after all we're in 3D Space and thats split into 8 Parts around the X-, Y- and Z-Axis.

    See you,
    Gridian
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    Short Term :
    - Bug fixes
    - Loot balancing across ship classes
    - Put spacial anomalies into data storage rather than inventory

    Medium Term :
    - Allow ships to be re-configured to any class
    - Allow ships to be refitted to higher tier when promoted
    - More fleet actions particularly at higher level

    Long Term :
    - Increase the level limit and remove the skill cap
    - Make memory alpha worthwhile
    - Add hundreds of playable federation worlds
    - allow true deep space missions and exploration
    - get rid of the mirror universe ships except on occasional transporter accident type missions
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    Short: Auto-pilot for long trips.

    Medium: Ability to trade in your ship (likely would be helpful to go with the ability to Respec skills).

    Long: Keep the death penalty exactly as it is.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    I'm not a developer so I have no idea how long my 'most wanted' would take to implement but here they are any way:

    1: Use the starship and its bridge - I want to explore my ship, have other captains over, chart a course from the bridge while sitting in the big chair and save my ship from intruders - I also want to be able to beam over to fellow captain's bridges.

    2: Sensors that are worth having - I want my sensors to be more than anomolie finding gadgets. My sensors should point me in the direction of the nearest Klingon Life sign or Gorn energy signature. They should also (as a minimum) be able to tell me about the planet or location I have beamed to or the sector of space I am in.

    3: More diplomatic missions = more like trek. And I dont mean run back and forth between two guys fro 20 minutes asking questions. There must be some way to incorporate actual GAMEPLAY into diplomatic or exploration missions?

    These are a wish list, likeing the game a great deal so far and can be patient for the improvements (like we've had to be for all other mmos).
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    Me wanty;

    1. A way to save the uniform set / color scheme of your AE so you can easily apply it to your bridge officers. Apply this to security as well, prease.

    2. Independent sliders for ship textures so I can run the game on my lousy laptop with everything bottomed out except character and ship graphics.

    3. Dunno.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    only one thing i really want, the ability to lock my camera behind my ship. hard to use 45 degree cannons when your constantly having to readjust your view.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    Short :
    • Fix old bugs (like the error when you try to use your boffs skill points after using those of your character)
    • Add the end game content (it's coming, keep it coming)
    • Polish a few things (save uniforms, click a chair to sit, auto-holster weapon in starbase etc.)
    • A chat with Jackalope or Zinc or (even better) with Gozer to ask zillion questions !!!

    Medium :
    • Difficulty slider
    • More variety to exploration (with minigames and diplomacy)
    • Give the fedrats a skill to disable ships and to stun for good opponents for those who don't like to kill
    • Ship interiors (with things to do there)
    • Klingons PVE content
    • Real crafting system
    • Mini-games on Risa, at Quarks (darts, dabo, poker, all the iconic games of Startrek)

    Long :
    • Missions creator for the Holodeck
    • More episodic content (on a regular basis, like the TV shows, I would even buy them in the CStore)
    • Romulans
    • Persistant PVP zone
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    SHORT
    -Fix ground movement restriction/bug that prevents avatar turning while targeting enemies
    -Refurbish Fleet system and permissions, including Fleet formation by <5 players
    -More transwarp destinations

    MEDIUM
    -Expanded exploration missions and gameplay
    -Expanded crafting system
    -Displayable badge/achievement system (like in CoH)

    LONG
    -Expanded end-game content
    -Enhanced Klingon faction gameplay
    -Real RvR, with persistent open PvP zone and capturable objectives
This discussion has been closed.