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SO much 29th century stuff.

foundrelicfoundrelic Member Posts: 1,380 Arc User
I wonder if we'll get a 29th Century Borg BOFF?


And is it just me or are the 29th century hand phaser and rifle WOEFULLY underpowered for weapons that are 400 years more advanced than what we're using?


I dont want them to be OP, but a little more punch from each would be nice, maybe some knockback or standing burn damage?
Post edited by foundrelic on

Comments

  • twg042370twg042370 Member Posts: 2,312 Arc User
    edited December 2012
    They kill your great grandfather and it just takes a bit for the changed timeline to catch up to you.
    <3
  • sollvaxsollvax Member Posts: 4 Arc User
    edited December 2012
    Happily in the 29th century "Borg " entered into the library computer comes up

    "Tennis player 20th century earth or Extinct species eliminated by the Klingon honour guard special assault unit last remaining examples to be found in memory Alpha (disected specimens)
    Or slang term meaning boring and annoying"
    Live long and Prosper
  • macricanmacrican Member Posts: 4 Arc User
    edited December 2012
    foundrelic wrote: »
    And is it just me or are the 29th century hand phaser and rifle WOEFULLY underpowered for weapons that are 400 years more advanced than what we're using?

    I dont want them to be OP, but a little more punch from each would be nice, maybe some knockback or standing burn damage?

    The original series type 2 phaser from the night of the comet storyline is my toon's main weapon and does more damage than the 29th century one if I recall correctly. s'kinda weird.
  • sollvaxsollvax Member Posts: 4 Arc User
    edited December 2012
    Tos phasers have Always done more damage than modern ones

    weird but accurate
    TOS phasers can vapourise people as well
    Cool or what?
    Live long and Prosper
  • khamseenairkhamseenair Member Posts: 2,640 Bug Hunter
    edited December 2012
    To be fair, they don't do time travel well in this game. Every mission where you go back in time, our tech should massively over power anything we meet, but instead it's pretty evenly matched. So it's no surprise that tech from the 'future' is not as powerful as some of the 25th century tech we currently have access to.

    Damn you, balancing!
    Join date is wrong, I've actually been around since STO Beta.
    True alters don't have a "main". Account wide unlocks for all unique event rewards!!
  • bitemepwebitemepwe Member Posts: 6,760 Arc User
    edited December 2012
    foundrelic wrote: »


    And is it just me or are the 29th century hand phaser and rifle WOEFULLY underpowered for weapons that are 400 years more advanced than what we're using?


    No doubt. The lengths that OSHA goes to to maintain safety is silly isn't it?
    Leonard Nimoy, Spock.....:(

    R.I.P
  • leyvinleyvin Member Posts: 33 Arc User
    edited December 2012
    The problem rests with the fact that the game is designed and running on a very traditional MMO Engine, while they did this for the sake of keeping development smooth between all of their titles (City of Heroes, Star Trek Online and Never Winter Nights) ... the problem comes that these 'rare' weapons for the 25th Century have to be basically more powerful otherwise there is little point in them past having them as collectors items.

    As such most MMO Players won't care, leaving only Star Trek fans to want them. This becomes an issue when they are provided as a Mission/Episode Special Reward.

    If however they changed the game so it wasn't focused around traditional MMO features, so that weapons could be well just weapons; then the choice between each of them would come down to personal preferences (as is often the case in most Modern FPS games) or what makes sense for the situation you're going to be going in to.

    It is a shame in a way but I think the issue with why they stopped shy with their "Shooter" mechanics system was their inexperience with traditional multiplayer / single player design, but also the fact they're hanging to dear life to the RPG elements within the game; that in my opinion should simply be stripped for something that is more fun an intuative to the player.

    At some point Developers will have to realise it is impossible to win being the same as everyone else; especially if there is a more popular product out there that already has a firm grasp on the market. The way you can take that market share away is by being different and innovative allowing players to truely enjoy themselves ... but also and more important design game features & functionality around what makes sense for your subject matter NOT try to wrap the subject matter around mechanics not designed for them originally.

    Ground Missions (and I'm not just talking Combat here) have always been a nice nod towards Star Trek away missions, but a very pale shadow of what they could be should Cryptic sit down and think about the problem in a serious way.

    This all imo comes back down to PvP and PvE being seen as seperate things with "ultra-super-rare-awesome top level" gear = Win. In-fact the whole end-game focuses on aquiring this gear so well you can farm and aquire even more rare gears... What's the point?

    I'm not saying it isn't fun, well ground combat STFs yeah not even remotely fun. Well thought out perhaps, but fun - not even remotely. It all comes from Cryptic clinging on to those RPG aspects with an MMO RPG Focused engine that honestly Star Trek isn't well catered for within.

    It should be about choice and freedom within a sandbox environment, not who has the most time off of work (if they even work) to grind for everything that is available.
  • dariusmajeredariusmajere Member Posts: 0 Arc User
    edited December 2012
    leyvin wrote: »
    The problem rests with the fact that the game is designed and running on a very traditional MMO Engine, while they did this for the sake of keeping development smooth between all of their titles (City of Heroes, Star Trek Online and Never Winter Nights) ... the problem comes that these 'rare' weapons for the 25th Century have to be basically more powerful otherwise there is little point in them past having them as collectors items.

    As such most MMO Players won't care, leaving only Star Trek fans to want them. This becomes an issue when they are provided as a Mission/Episode Special Reward.

    If however they changed the game so it wasn't focused around traditional MMO features, so that weapons could be well just weapons; then the choice between each of them would come down to personal preferences (as is often the case in most Modern FPS games) or what makes sense for the situation you're going to be going in to.

    It is a shame in a way but I think the issue with why they stopped shy with their "Shooter" mechanics system was their inexperience with traditional multiplayer / single player design, but also the fact they're hanging to dear life to the RPG elements within the game; that in my opinion should simply be stripped for something that is more fun an intuative to the player.

    At some point Developers will have to realise it is impossible to win being the same as everyone else; especially if there is a more popular product out there that already has a firm grasp on the market. The way you can take that market share away is by being different and innovative allowing players to truely enjoy themselves ... but also and more important design game features & functionality around what makes sense for your subject matter NOT try to wrap the subject matter around mechanics not designed for them originally.

    Ground Missions (and I'm not just talking Combat here) have always been a nice nod towards Star Trek away missions, but a very pale shadow of what they could be should Cryptic sit down and think about the problem in a serious way.

    This all imo comes back down to PvP and PvE being seen as seperate things with "ultra-super-rare-awesome top level" gear = Win. In-fact the whole end-game focuses on aquiring this gear so well you can farm and aquire even more rare gears... What's the point?

    I'm not saying it isn't fun, well ground combat STFs yeah not even remotely fun. Well thought out perhaps, but fun - not even remotely. It all comes from Cryptic clinging on to those RPG aspects with an MMO RPG Focused engine that honestly Star Trek isn't well catered for within.

    It should be about choice and freedom within a sandbox environment, not who has the most time off of work (if they even work) to grind for everything that is available.

    There is not much of a Sandbox to this Game.. Sandbox games typically revolve in a perpetual universe that the players hold ultimate control of. Actual Direct Sandbox games would be more Eve-online, Perpetuum-online not sure many that follow it outside of that to its True wording.

    In a sandbox game players Create most of the world, from ships, items, etc. With NPC's bearing little market shifting. Skills would be aquired etc in a real sandbox that could affect everybody down the line. In STO I could kill 100 people and nobody would ever know. I could have my ship lost 1,000 times and somehow starfleet which is hurting for resources is able to replace it within seconds AND put it in the location just a little bit away from where I died. This Game is an Open Roam/ Free Roam Environment Not a Sand Box.
    Proud Fleet Commander in Garfon's Renegades!
    Proud Leader of the Massive Chaos Group
    Proud Listener of Subspace-Radio.net The Voice of Star Trek Online.
    [SIGPIC]http://massivechaos.enjin.com/[/SIGPIC]
  • leyvinleyvin Member Posts: 33 Arc User
    edited December 2012
    There is not much of a Sandbox to this Game.. Sandbox games typically revolve in a perpetual universe that the players hold ultimate control of. Actual Direct Sandbox games would be more Eve-online, Perpetuum-online not sure many that follow it outside of that to its True wording.

    In a sandbox game players Create most of the world, from ships, items, etc. With NPC's bearing little market shifting. Skills would be aquired etc in a real sandbox that could affect everybody down the line. In STO I could kill 100 people and nobody would ever know. I could have my ship lost 1,000 times and somehow starfleet which is hurting for resources is able to replace it within seconds AND put it in the location just a little bit away from where I died. This Game is an Open Roam/ Free Roam Environment Not a Sand Box.

    That's kinda my point Darius... Star Trek lends itself fantastically to a Sandbox gameplay style, and I was incredibly excited for what Perpetual had promised (even if the screenshots were less than encouraging)

    I'm not saying the game IS a Sandbox - what I'm saying is it SHOULD be.
    Would also say that a little more influence from EVE Online and less from World of ******** isn't a bad thing.

    The annoying thing is, STO is stuck right now ... between traditional WoW-style RPG influence that they have slowly (VERY slowly) moved away from, and something that is more freeform Sandbox focused.

    Nakura and New Romulus for example, are a bit more open in design. Not quite there yet, but certain show promise for future conent. To survive long-term, STO is going to HAVE to become more of a Sandbox game there are no two ways around that.

    Really they should've focused on that already during the massive content drought, would've been the perfect time to reimagine the game.
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