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Season 8 Dev Blog #34

pwecaptainsmirkpwecaptainsmirk Member Posts: 1,167 Arc User
edited January 2014 in Galactic News Network [PC]
Lead Content Designer Charles Gray shares details about the fifth Spire Featured Project in this entry of the Season 8 News Dev Blog series.


Link to the blog.
Post edited by Unknown User on

Comments

  • pwecaptainsmirkpwecaptainsmirk Member Posts: 1,167 Arc User
    edited January 2014
    Here are some before and after images that we took for this specific project*:

    Image 1 - Before
    Image 1 - After

    Image 2 - Before
    Image 2 - After


    *Note: Visuals from some of the past unlocks may be present in these screens, but they would be present in both the 'before' and 'after' photos.


    ~Captain Smirk
  • ashkrik23ashkrik23 Member Posts: 10,809 Arc User
    edited January 2014
    Need me the Fleet Atrox.
    King of Lions rawr! Protect the wildlife of the world. Check out my foundry series Perfection and Scars of the Pride. arcgames.com/en/forums#/discussion/1138650/ashkrik23s-foundry-missions
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  • splitboysplitboy Member Posts: 152 Arc User
    edited January 2014
    Oh oh the first cosmetic Project that has more then a on/off like a Feature but several diffrent.

    could this be a new Era of w00t?
  • myrnwynmyrnwyn Member Posts: 103 Arc User
    edited January 2014
    Reply to forum post with this text:

    Your instructions are showing :P

    Interactive starbase upgrades are the best kind. Especially the bloodwine.
  • kylelockekylelocke Member Posts: 182 Arc User
    edited January 2014
    Just want to say, the lighting is horrible. But I suppose interior decorating wasn't a required course in Starfleet.
    "I will make the Orion Syndicate face the light of justice or burn them with it." - Captainl Kyle Nathaniel Locke, U.S.S. Excalibur NCC-98105-C
  • zeuxidemus001zeuxidemus001 Member Posts: 3,357 Arc User
    edited January 2014
    kylelocke wrote: »
    Just want to say, the lighting is horrible. But I suppose interior decorating wasn't a required course in Starfleet.

    Unless its decorating with a phaser its no longer taught.
  • dahminusdahminus Member Posts: 0 Arc User
    edited January 2014
    You know what would be bad TRIBBLE cryptic? If you snuck in a sneak peek of the next released ship in that holo-doohickey....
    Chive on and prosper, eh?

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  • dontdrunkimshootdontdrunkimshoot Member Posts: 0 Arc User
    edited January 2014
    if you have something that features the kdf fleet vet ship, it would be nice if the fleet costume worked on the actual ship
  • robeasomrobeasom Member Posts: 1,911 Arc User
    edited January 2014
    You know what I would more likly ut into these if it was something useful. As it stands there all cosmetic and not worth the dilithium spent on them
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  • yreodredyreodred Member Posts: 3,527 Arc User
    edited January 2014
    I'd rather see something useful, like new ship costumes to convert dilithium in Fleet Credits for. That way i would get something i could really use, instead of some pointless interior stuff i do not need.
    What a wast of dev time imo.
    "...'With the first link, the chain is forged. The first speech censured...the first thought forbidden...the first freedom denied--chains us all irrevocably.' ... The first time any man's freedom is trodden on, we're all damaged. I fear that today--" - (TNG) Picard, quoting Judge Aaron Satie

    A tale of two Picards
    (also applies to Star Trek in general)
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  • aquitaine985aquitaine985 Member Posts: 0 Arc User
    edited January 2014
    ... Is that it?

    /10underwhelmed.
    [SIGPIC][/SIGPIC]
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  • kylelockekylelocke Member Posts: 182 Arc User
    edited January 2014
    Unless its decorating with a phaser its no longer taught.

    Well at least the art isn't lost with the Klingons.
    "I will make the Orion Syndicate face the light of justice or burn them with it." - Captainl Kyle Nathaniel Locke, U.S.S. Excalibur NCC-98105-C
  • dracounguisdracounguis Member Posts: 5,358 Arc User
    edited January 2014
    Holy TRIBBLE! An interactive useless thing that costs way to much Dilthium! :eek: Progress!!! Maybe one day in the distant future I'll be able to drop the useless adjective.

    "shows ships that can be unlocked" . . . so we're paying 200k to be advertised at? It just gets better and better! :rolleyes:

    Seriously, I hope you guys are forced to do this stuff. I'd hate to think you honestly think it's adding value to the game.
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  • monkeybone13monkeybone13 Member Posts: 4,640 Arc User
    edited January 2014
    It costs too much!

    It's totally useless!

    You can take yer funny project and.......OOOOH SHINY! Me want!:D
  • tacofangstacofangs Member Posts: 2,951 Cryptic Developer
    edited January 2014
    kylelocke wrote: »
    Just want to say, the lighting is horrible. But I suppose interior decorating wasn't a required course in Starfleet.

    How so? Can you please elaborate?
    Holy TRIBBLE! An interactive useless thing that costs way to much Dilthium! :eek: Progress!!! Maybe one day in the distant future I'll be able to drop the useless adjective.

    "shows ships that can be unlocked" . . . so we're paying 200k to be advertised at? It just gets better and better! :rolleyes:

    Seriously, I hope you guys are forced to do this stuff. I'd hate to think you honestly think it's adding value to the game.

    I'll take responsibility for the visuals of all of these Spire unlocks, since I built the place. I've heard people complain about projects in the past, and specifically went into this trying to figure out what I could do to make things more worthwhile. I'm only the artist, so I can't add "functionality." But I can add interactivity. So, many of the Spire projects (like this one) are interactive.

    I have no control over the cost, however, the word useless gets tossed around a lot. These are all cosmetic upgrades. They are intended to be cosmetic upgrades only. The reason for that is because they are 100% optional then. You can spend the Dil if you want it, but there's nothing important there that requires you to spend the dough. If we put in something important, people would feel compelled to complete the project (and imo) we would get even more complaints.

    Advertising? Not quite. I made the holo ship viewer based off of what I did for Utopia Planitia ages ago. That viewer got some positive responses, and I thought it would be cool to create one that was more accessible than once a year. Once I'd put in a few random ships, we thought it would be cool if it showed the ships you could unlock. Not because we were advertising, but because it fit thematically.
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  • mikoto8472mikoto8472 Member Posts: 607 Arc User
    edited January 2014
    I think they look nice as cosmetic differences. Given that its only currency conversion our Fleet will probably do them when we get that far.
  • venkouvenkou Member Posts: 0 Arc User
    edited January 2014
    tacofangs wrote: »
    I'll take responsibility for the visuals of all of these Spire unlocks, since I built the place. I've heard people complain about projects in the past, and specifically went into this trying to figure out what I could do to make things more worthwhile. I'm only the artist, so I can't add "functionality." But I can add interactivity. So, many of the Spire projects (like this one) are interactive.
    *nods*

    Interactivity and functionality are always better than static.
    tacofangs wrote: »
    Advertising? Not quite. I made the holo ship viewer based off of what I did for Utopia Planitia ages ago. That viewer got some positive responses, and I thought it would be cool to create one that was more accessible than once a year. Once I'd put in a few random ships, we thought it would be cool if it showed the ships you could unlock. Not because we were advertising, but because it fit thematically.
    When I saw the aesthetic on Utopia Planitia, I thought it was a really neat concept.
    tacofangs wrote: »
    I have no control over the cost, however, the word useless gets tossed around a lot. These are all cosmetic upgrades. They are intended to be cosmetic upgrades only. The reason for that is because they are 100% optional then. You can spend the Dil if you want it, but there's nothing important there that requires you to spend the dough. If we put in something important, people would feel compelled to complete the project (and imo) we would get even more complaints.
    Its a conundrum.

    If the environments are only cosmetic, why do they cost more than ships? Cosmetic changes do not have a functionality, nor can they be used for anything specific. Players are paying for artwork.

    $20-$60 can buy me an entirely new game with hundreds of new environments, weapons, ships, and clothing.

    $20 (Zen to Dilithium) on 'Star Trek: Online' will buy me a tiny contribution to one environment.

    I see a conundrum.

    How do you guys determine the cost of 'static' artwork vrs. the cost of 'functional' elements?
  • reximuzreximuz Member Posts: 1,172 Arc User
    edited January 2014
    venkou wrote: »
    Its a conundrum.

    If the environments are only cosmetic, why do they cost more than ships? Cosmetic changes do not have a functionality, nor can they be used for anything specific. Players are paying for artwork.

    $20-$60 can buy me an entirely new game with hundreds of new environments, weapons, ships, and clothing.

    $20 (Zen to Dilithium) on 'Star Trek: Online' will buy me a tiny contribution to one environment.

    I see a conundrum.

    How do you guys determine the cost of 'static' artwork vrs. the cost of 'functional' elements?

    Fleet projects are designed with the assumption that their cost is distributed while the cost of a ship is assumed to be borne by a single person.
  • venkouvenkou Member Posts: 0 Arc User
    edited January 2014
    reximuz wrote: »
    Fleet projects are designed with the assumption that their cost is distributed while the cost of a ship is assumed to be borne by a single person.
    Its still $20 for 'one environment' vrs. $20 for an 'entirely new game'. Regardless about how they break up the amount, the cost of a single 'STO" environment is more than an entirely new game.

    I still see it as a conundrum.

    Even though you pour a 20 oz bottle of water into a bowl, the liquid does not suddenly increase in volume/mass. Its still 20 oz of water.
  • virusdancervirusdancer Member Posts: 18,687 Arc User
    edited January 2014
    venkou wrote: »
    Its still $20 for 'one environment' vrs. $20 for an 'entirely new game'. Regardless about how they break up the amount, the cost of a single 'STO" environment is more than an entirely new game.

    I still see it as a conundrum.

    Even though you pour a 20 oz bottle of water into a bowl, the liquid does not suddenly increase in volume/mass. Its still 20 oz of water.

    20 oz of water to a guy driving a water truck does not have the same value as 20 oz of water to the guy stranded in a desert.

    There are various costume sets and pieces that cost 500 Zen-ish.

    They're going to have different value to different folks. If the cost is too much for the value to some, they'll skip. If it's a case of wanting it, but thinking it costs too much...that's another matter.
  • senatorvreenaksenatorvreenak Member Posts: 0 Arc User
    edited January 2014
    tacofangs wrote: »
    How so? Can you please elaborate?



    I'll take responsibility for the visuals of all of these Spire unlocks, since I built the place. I've heard people complain about projects in the past, and specifically went into this trying to figure out what I could do to make things more worthwhile. I'm only the artist, so I can't add "functionality." But I can add interactivity. So, many of the Spire projects (like this one) are interactive.

    I have no control over the cost, however, the word useless gets tossed around a lot. These are all cosmetic upgrades. They are intended to be cosmetic upgrades only. The reason for that is because they are 100% optional then. You can spend the Dil if you want it, but there's nothing important there that requires you to spend the dough. If we put in something important, people would feel compelled to complete the project (and imo) we would get even more complaints.

    Advertising? Not quite. I made the holo ship viewer based off of what I did for Utopia Planitia ages ago. That viewer got some positive responses, and I thought it would be cool to create one that was more accessible than once a year. Once I'd put in a few random ships, we thought it would be cool if it showed the ships you could unlock. Not because we were advertising, but because it fit thematically.

    It would be nice if you guys could some day actually redirect some of that cosmetic attention towards player ship interiors. :(
  • tucana66tucana66 Member Posts: 710 Arc User
    edited January 2014
    tacofangs wrote: »
    How so? Can you please elaborate?

    I'll take responsibility for the visuals of all of these Spire unlocks, since I built the place. I've heard people complain about projects in the past, and specifically went into this trying to figure out what I could do to make things more worthwhile. I'm only the artist, so I can't add "functionality." But I can add interactivity. So, many of the Spire projects (like this one) are interactive.

    (Note: I didn't originate the original comment, just adding my two cents...)

    First off, some overdue love for tacofangs. If you look at the progression of the art (and the artistic improvements brought into STO), then you recognize -- and appreciate -- his talents.

    Since the lighting comment came up, I do want to chime in:
    I'd love to see less "blanket lighting" and some variation. For example, the holo-emitter area is entirely blue. What about some minimal lighting in the floor (guide lights), or from the console's edges/sides?

    We're talking about a fantasy game; I'm not seeking to debate interior design aesthetics. :) I recognize, too, that if you change the standard lighting layout, then other areas may need changes, too. But perhaps you could tweak a few minor lighting hues (and placements) to evoke a bit more mood...

    (Crazy TOS mix-match lighting schemas? Bring it on! lol)

    tacofangs wrote: »
    I have no control over the cost, however, the word useless gets tossed around a lot. These are all cosmetic upgrades. They are intended to be cosmetic upgrades only. The reason for that is because they are 100% optional then. You can spend the Dil if you want it, but there's nothing important there that requires you to spend the dough. If we put in something important, people would feel compelled to complete the project (and imo) we would get even more complaints.

    Agreed.
  • robdmcrobdmc Member Posts: 1,619 Arc User
    edited January 2014
    I think when people think interaction we all have different ideas to what we want. I like the way the balconies look being able to open and close them. Ship slide show does not seem to have the same impact.

    I have a questions about the level of interaction you can add to an object. Can you spawn an enemy npc for target practice. The fleet starbase has a holodeck that is not used.

    Can you trigger a dialog box? It might be interesting do get information on these items. What is the story as to how the fleet atrox is tied to the spire unlock and can that lore be added as an interaction when you are looking at it. When you go to a museum there is usually a plaque with the exhibit to read information. Again looking at the starbase you have the uniform display and the ship display. it might be nice to be able to select a pop-up box to read up on it.

    Maybe when the extra security was added to the starbase make it so that one can call a red alert on the base at ones whim.

    I understand that you cannot make a must have item or an unlock but I think there is other functionality that could make it seem more value added when one buys them that may have a lesser visual impact.
  • doffingcomradedoffingcomrade Member Posts: 0 Arc User
    edited January 2014
    venkou wrote: »
    If the environments are only cosmetic, why do they cost more than ships? Cosmetic changes do not have a functionality, nor can they be used for anything specific. Players are paying for artwork.
    Because overpriced cosmetic upgrades are just that: Vanity pieces designed for you to flaunt your e-Peen. You don't HAVE to do any of them, and making them cheap would undermine their purpose. You can't really wave it about if it's small. Stuff like this exists in real life, too: Cars that are ludicrously expensive for no other reason than because otherwise you filthy peasants could have them, too. We call them "Veblen Goods".
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