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How do we make exploration fun in an MMO?

SystemSystem Member, NoReporting Posts: 178,019 Arc User
"Do you remember when we used to be explorers?" -Picard

"Saddle up, lock and load!" -Data

I admit, I'm having fun so far. But the above issue kinda bothers me. I'd like to have exploration style missions that also managed to be engaging without having to fire weapons once. The only way I can currently think of doing it is to introduce a set of non-combat abilities that you level alongside your combat abilities for you to use.

I think what we need is a set of exploration skills with abilities and trees to go with that. Otherwise no matter what, exploration non-combat missions will just consist of scan, scan, scan, completed mission.

I would be interested in what thoughts others here have about exploration missions and what can be done to capture the spirit of "seeing what's out there."
Post edited by baddmoonrizin on

Comments

  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    "Do you remember when we used to be explorers?" -Picard

    "Saddle up, lock and load!" -Data

    I admit, I'm having fun so far. But the above issue kinda bothers me. I'd like to have exploration style missions that also managed to be engaging without having to fire weapons once. The only way I can currently think of doing it is to introduce a set of non-combat abilities that you level alongside your combat abilities for you to use.

    I think what we need is a set of exploration skills with abilities and trees to go with that. Otherwise no matter what, exploration non-combat missions will just consist of scan, scan, scan, completed mission.

    I would be interested in what thoughts others here have about exploration missions and what can be done to capture the spirit of "seeing what's out there."

    Make the missions somewhat in the form of a murder mystery novel(but not that long)... or something exciting randomly happens while exploring.

    There are plenty of things that could be done. Also diplomacy missions could be implemented... scripted of course but implemented.. and certain missions could have the chance of failure... ie you didn't convince the people in the biodome to allow you to beam down and they get pwned by the incoming asteroid or some such.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    there are both explore missions that are non combat and diplomacy missions which are non combat.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    there are both explore missions that are non combat and diplomacy missions which are non combat.

    scan, scan, scan, mission done is not exploration. Nor are impertinent multiple choice quizzes where I can't make an effect. (Yes dammit, the workers SHOULD be replaced by holograms!)
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    there are both explore missions that are non combat and diplomacy missions which are non combat.

    and they are boring, not even speaking of the "aid the planet" missions you just skip.

    there should be something rewarding around that, fame points, influence points... whatever.. a kind of currency you only get from non combat missions. next to that there should be decisions... dialogues where you actually have to think and decide.. with an actual impact on your character progression not meaning +xy exp
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    zerosoul wrote: »
    and they are boring, not even speaking of the "aid the planet" missions you just skip.

    there should be something rewarding around that, fame points, influence points... whatever.. a kind of currency you only get from non combat missions. next to that there should be decisions... dialogues where you actually have to think and decide.. with an actual impact on your character progression not meaning +xy exp

    you get special badges from exploration missions. these can be turned in for blue gear.

    as for dialogue choices you'll have to wait for SWTOR to see these in an mmo.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    you get special badges from exploration missions. these can be turned in for blue gear.

    as for dialogue choices you'll have to wait for SWTOR to see these in an mmo.

    i know that, fully decked out with the MK X already though. but why should i wait for another mmo if they can easily put it in here as well, i mean... its star trek we are talking about ... STAR TREK... and i should wait for star WARS to get some dialogue influence on my gameplay ? lol
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    One small improvement I think can be immediately made is to enlarge the mission areas when beaming down to planets for the scanx5 mission over scenarios and fill them with a random number of MOBs. Some MOBs can merely be eye-candy while others hostile. In that environment, place a few random goodies that can be discovered to improve ship/personnel performance so that you have a bit of a "carrot" to go out looking for. Also, grant exp for fighting off the hostile MOBs (traditional MMO-type stuff).

    To improve the atmosphere of these away missions they could also just populate these areas with NPCs wandering about doing their day-to-day activities. I don't mind going down to a planet to rescue colonists from some maurading Klingons but WHERE ARE THE COLONISTS? I just see packs of a half-dozen Klingon gang-bangers wandering around in a tight circle. Can they at least be harrassing someone? Can colonists be found cowering in corners or something?

    I think those two improvements would be very minor as far as immediate implementation. And then, I wholeheartely agree that more complex, rewarding exploration and diplomacy missions need to be added to the mix of pew-pew. I love the pew-pew, dont' get me wrong. But this IS Star Trek and I'd like a chance to use my brain and not just my spacebar or numberkeys. I'd like missions where I have a CHOICE on how to respond. I'd like my CHOICE to affect an outcome.

    OH....and while we're at it: GET RID OF THE GRID!! Please, take away the grid in Sector Space. And the dumb poles holding up systems and the hollow orbital rings. Are these things really necessary? They're such a buzz-kill.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    zerosoul wrote: »
    i know that, fully decked out with the MK X already though. but why should i wait for another mmo if they can easily put it in here as well, i mean... its star trek we are talking about ... STAR TREK... and i should wait for star WARS to get some dialogue influence on my gameplay ? lol

    sounds like you rushed to admiral,,,,


    and deep dialogue wasn't and advertised feature of this game. to my knowledge it doesn't exist in any mmo on the market.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    The answer is simple:

    Skip.

    SKIP EVERYWHERE.

    It opens your heart, makes you feel good, and brings joy to all those around you. Exploration festivities tend to soar, and every just basically has a great time.

    Unless they get shot in the face for skipping by a Klingon.

    Because they HATE that.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    ookami wrote: »
    One small improvement I think can be immediately made is to enlarge the mission areas when beaming down to planets for the scanx5 mission over scenarios and fill them with a random number of MOBs. Some MOBs can merely be eye-candy while others hostile. In that environment, place a few random goodies that can be discovered to improve ship/personnel performance so that you have a bit of a "carrot" to go out looking for. Also, grant exp for fighting off the hostile MOBs (traditional MMO-type stuff).

    To improve the atmosphere of these away missions they could also just populate these areas with NPCs wandering about doing their day-to-day activities. I don't mind going down to a planet to rescue colonists from some maurading Klingons but WHERE ARE THE COLONISTS? I just see packs of a half-dozen Klingon gang-bangers wandering around in a tight circle. Can they at least be harrassing someone? Can colonists be found cowering in corners or something?

    I think those two improvements would be very minor as far as immediate implementation. And then, I wholeheartely agree that more complex, rewarding exploration and diplomacy missions need to be added to the mix of pew-pew. I love the pew-pew, dont' get me wrong. But this IS Star Trek and I'd like a chance to use my brain and not just my spacebar or numberkeys. I'd like missions where I have a CHOICE on how to respond. I'd like my CHOICE to affect an outcome.

    OH....and while we're at it: GET RID OF THE GRID!! Please, take away the grid in Sector Space. And the dumb poles holding up systems and the hollow orbital rings. Are these things really necessary? They're such a buzz-kill.


    i don't see the point in adding deadspace to the planets. although critters would be nice. and maybe more npc's in some cases. although how many time in the Star Trek shows did you see wandering colonists? not as often as you want to admit likely.

    and on missions with klingons storming a planet there are NPC colonists, wounded and dead and fighting mobs on a few missions i've done so far.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    couple of quick things:

    the "we need provisions" missions are fine, but let us replicate their needs. Having to fly around with huge stocks of provisions taking up our inventory in the chance we come across one of these missions seems a bit silly.

    branching conversation trees. At this point I almost feel like this would be a first in an MMORPG. Allow us degrees of success for diplomacy missions based on our choices. We already know that true permanent failure is not an option in an MMORPG, but then give us grey area choices for diplomacy in missions. The closest I can equate to are the centaurs in WoW in desolace. Getting friendly with one clan reaps different rewards than if you get friendly with the other clan. I don't think a reputation system like that would work game-wide in STO, but there's no reason you couldn't implement a reputation system for a single missions/episode.

    as I said in another thread, make the planets and inhabitants procedurally created instead of simply randomly created. Things like architecture, wildlife, planet makeup, etc. They did a great job with the humanoid model generator to keep fresh alien races coming up.. now apply a wider scale creator for planets, terrain and wildlife.

    onboard adventures. I've said it once I'll say it again, we NEED missions on board your ship. In terms of exploration, you are eplxoring a galaxy and come across a mysterious cloud. Next thing you know crew members on your ship start acting funny.. you solve the adventure and get the hell out of dodge. They've restricted us to the bridge only which gives them the perfect opportunity to control all of the other areas of our ship for such adventures. This would be easy to incorporate along with randomly or procedurally generated missions for exploring.

    hopef these provide good suggestions both for the thread and for cryptic.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    there are both explore missions that are non combat and diplomacy missions which are non combat.

    Indeed there are.

    If you want to go swimming there are a few 1 meter across, 2 inch deep puddles I can point you to. You might complain that you can't swim in that! To which I would reply, "But there are two of them, and they both have water in them."

    Yes there are exploration missions and diplomacy missions but they are so shallow ... well you get the idea.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    i don't see the point in adding deadspace to the planets.

    Who said anything about "dead space"? I'm talking about atmosphere. Do you really like beaming down into a coffee can with the only content worth dealing with confined to one small ringed area? I personally don't. I want a feeling of dread when I look out beyond the clearing I'm in. I want to know that I DON'T KNOW what's beyond the treeline but I'd sure like to find out.
    although critters would be nice. and maybe more npc's in some cases.

    That's what I'm talking about. And, when I wander into the bushes I don't want to know if those critters will be hostile to me or not. Should I draw my phaser to protect myself from them or my scanner in order to gather more information about them for Starfleet? That'd be a nice touch, don't you think? It'd give you a reason to EXPLORE. Reward us for exploring these strange, new worlds, seeking out life and new civilizations. Doens't have to be the main thrust of the game; just reward us with loot if we kill a hostile or points if we gather "new" data.
    although how many time in the Star Trek shows did you see wandering colonists? not as often as you want to admit likely.

    I'm thinking of a couple of episodes right off the top of my head and I distinctly remember random folks milling about. Remember the tutorial mission where we had to rescue folks from the Borg? That's what I'm talking about. More things like that....ESPECIALLY when the mission distinctly says I'm there to rescue someone. I understand there are mission to science stations that specifically state the station has been abandoned because there are Klingons or Orions there causing problems. Ok. Fair enough. No NPCs there milling about.
    and on missions with klingons storming a planet there are NPC colonists, wounded and dead and fighting mobs on a few missions i've done so far.

    A few. Damn few. And that's pure laziness on the part of the developers. And, those missions are part of the larger episodes we're given. I'm talking about the Boldly Go missions of "random" encounters.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    EricBorgh wrote:
    couple of quick things:

    the "we need provisions" missions are fine, but let us replicate their needs. Having to fly around with huge stocks of provisions taking up our inventory in the chance we come across one of these missions seems a bit silly.

    branching conversation trees. At this point I almost feel like this would be a first in an MMORPG. Allow us degrees of success for diplomacy missions based on our choices. We already know that true permanent failure is not an option in an MMORPG, but then give us grey area choices for diplomacy in missions. The closest I can equate to are the centaurs in WoW in desolace. Getting friendly with one clan reaps different rewards than if you get friendly with the other clan. I don't think a reputation system like that would work game-wide in STO, but there's no reason you couldn't implement a reputation system for a single missions/episode.

    as I said in another thread, make the planets and inhabitants procedurally created instead of simply randomly created. Things like architecture, wildlife, planet makeup, etc. They did a great job with the humanoid model generator to keep fresh alien races coming up.. now apply a wider scale creator for planets, terrain and wildlife.

    onboard adventures. I've said it once I'll say it again, we NEED missions on board your ship. In terms of exploration, you are eplxoring a galaxy and come across a mysterious cloud. Next thing you know crew members on your ship start acting funny.. you solve the adventure and get the hell out of dodge. They've restricted us to the bridge only which gives them the perfect opportunity to control all of the other areas of our ship for such adventures. This would be easy to incorporate along with randomly or procedurally generated missions for exploring.

    hopef these provide good suggestions both for the thread and for cryptic.

    QFT

    Here! Here!
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    scan, scan, scan, mission done is not exploration. Nor are impertinent multiple choice quizzes where I can't make an effect. (Yes dammit, the workers SHOULD be replaced by holograms!)

    Certainly not ! Photons be free !
This discussion has been closed.