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Constructive Recommendations

SystemSystem Member, NoReporting Posts: 178,019 Arc User
There are a lot of threads in the STO forums that are full of complaints and whining about a single topic.

The point of this thread is for people to post their feedback (politely) in order to help make the game better. My hope is that Cryptic will read this forum and maybe put some of our recommendations into the next patch.

The first thing I would like to recommend is that players should be referred to as Captain <LASTNAME> instead of Captain <SHORTNAME>. For example, if your character was named "James T. Kirk" with a short name of "Jim" then you would be called Captain Jim when in reality, Captain Kirk is what you should be called.

I hope you all agree. If not please post it along with your recommendation.
Post edited by Unknown User on

Comments

  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    yeah thats a good point mate, id like to be able to change my shortname as i made a spelling mistake now have to keep it
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    My Recommendation:

    The Skills window for the main character, if I am a tactical officer is there any point in putting points into the sections that talk about science away team etc?

    At each new career LT, Lt comm, Comm etc it allows to go deeper in the skill tree but say I can max out Photon torpedos and then I can max out photon projectiles, I see there's then like Quantum torpedos when I hit captain rank.

    If I train in quantum torpedos I am guessing that photon projectiles will not be something that carries over or enhances anything but the photon torpedos skill? If that is so then why should I spend points in photon projectiles when I know I will be abandoning those for higher tier skills.

    example is I do this:

    Photon Torpedoes (carries over?)
    Photon Projectiles (only carries over to photon projectiles?)
    Quantum torpedoes (only takes advantage of the Photon Torpedo skill tree, and not Photon Projectile tree?)

    Why allow us to spend point in the Projectile field at one level and not allow any of the other Projectile fields to be accessible at the same time so we can pick the one we want w/o spending on one we don't want until we hit the next career rank?

    Makes me feel like once I do quantum torpedos I have wasted points in the meantime.

    Also more confusion is all these engineering skills, some read like they willl enhance the ship, then others read like they only enhance powers. Am I reading this correct? It seems like there's a lot of things regarding shields, deflectors, sensors and so much more that don't actually help the ship but only BO powers?

    I ask ingame and there seems to be mass confusion by others not just me, people are saying yes all the skills I spend on anything even quantum torpedos will carry over when I get to tri cobalt projectiles, and then others are saying heck no they don't carry over, and then people are getting into big arguments.

    I don't want to be spending all this time ingame trying to figure out what skill, stays, what doesn't carry over etc, there has got to be a better way, then maxing out a skill because it sounds like I am going to benefit only to turn around and find by the end of Admiral career I have all these points in useless areas.

    There is no ingame guide, nor is there any book which covers this, and the only web guides i see show the skills but they don't say "hey if you think you will go tricobalt don't buy this this or this, or make sure you buy this this and this cause it all stacks."
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    I'd like clarity in the skills. I'd also like the crafting system to be more than it is. Id ont even bother picking up the artifacts unless it's part of a mission, and when I do i toss em. during character generation, I'd like the system to prompt how it looks. including how your name displays. my first toon I named Rodney McKay, unfortunately I put the full name in the top bar so it's always " LCDR Rodney McKay" instead of "LDCR McKay" and of course you cannot correct it...
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    Hmm. Akright:
    1) Allow an option for Sound to be "recieved" from the PoV of the ship/character instead of the Camera. This way I get to hear the keen sound effects of what my character is doing more often while zoomed out for a better field of vision.

    2) Posting costs for the Exchange. Something like 1% of asking price at time of posting, then 1% of asking price every 24 hours afterwards. If nothing else it'll keep the gold farmers and day-traders busy taking thier stuff down and reposting it. Might even stabilize prices.

    3) Debuff display on player UI with the buff display. Or a seperate display field for debuffs. I'd really like to know what is happening to me instead of "WTF?" Or trying to figure things out using the mixed (de)buff display on Target of my Target.

    4) Some sort of Exemplar/Sidekick/Champion system so high level characters can team with lower level characters without either A) Stomping through the lower level player's missions or B) Ratcheting up spawn levels to the higher player's level, which one-shot the lower level players.

    Possibly something related to the class of ship the higher level player has "equipped," giving folks a reason to keep thier "old" fleet around and properly equipped.
    For example a Lt Com ship would only spawn at highest a level 20ish critter or the minimum level for a given mission zone, whichever is higher. A level 42 player in a Miranda Class would have thier combat "level" lowered to 11.
    While a high level player would still benefit from thier skill investments and higher-end equipment, it may not be as unbalancing, keeping all players on a team participating on a roughly equal level..

    Just things off the top of my head for now. Maybe something in there will be useful, dandy ideea for a thread though. Cheers!
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    Stabilize the server support architecture to the point where unexpected crashes cease to be a problem.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    Great ideas guys. i agree with all of them and i hope cryptic will read this. keep up the good work!
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    There's a HUGE thread stickied at the top of this forum for short, mid- and long-term suggestions for the game, and it's being actively skimmed by the team for suggestions. Not to discourage constructive posts or brainstorming, it's fantastic, but it might be worthwhile to also post your ideas and requests to that thread as well.

    For my part, the number one priority I think Cryptic should have in this game is community, community and community. That includes everything from enhancing the ability to list, communicate with, and petition to join fleets, to visibility of chat channels, to (eventually) player-built outposts, stations and colonies. The fan community around Trek is utterly astounding. If you give them the tools, they'll transform this game into a living, breathing virtual universe.

    With a Klingon Language Institute giving regular performances of Shakespeare, no doubt :)
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