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villainvilevillainvile Member Posts: 64 Arc User
It’s obviously that Star Trek Online is not very friendly to beginners.
STO has the reputation of an hostile game for beginners.
So the developers should rework the tutorials und integrate tutorials for every single mechanic STO has:
DOFFs, BOFFs, Personal Traits, Reputation Traits, Ship Masterys, etc. And how they interact with each other.
Placing NPCs in the academy: Each player MUST visit them, if a new mechanic is unlocked.



Much of the players i know, prefer the battlezones. So we wish, that we can get one each of space and ground for every reputation.
Advantage against the Special Task Forces and Random Task Force Operations:
+ faster to play
+ more effective to get marks and elite reputation Items
+ no AFK player, who can sabotage
+ no Leaver, who can sabotage
+ no fewer rewards, if another players fails
+ if the player needs a break or must go for an emergency, there are no penaltys
+ no timelimit
+ no minimum playtime
+ every time the option to leave, if need or greed is reached (very good for casual gamers!)
+ etc.
In an other concern …
The Special Task Forces and the Battlezones are rival systems.
The fact is, that Cryptic blames itself with multiple choice Marks as Reward in STFs. So they sabotage their own STF System. In fact they need the Endeavor System to push the STFs, to get it back to activity. The Random Task Force Operations are only symptom treatment. In the past, without multiple choice marks reward, we had to play every STF and they were played. Competitive STFs too! So it would better to get fewer STFs with more Marks as Rewad. One ground and one space STF each Reputation is enough.



Perhaps there will be more try outs from reputation, if the reputation system will be not bound to endgame.
It would be better, the reputation will be bound to story arcs. Eg: romulan reputation starts with romulan Story arc, etc.
So players will more experiment, which means more investment.



An extension for the reputation system will be good. I call it “prestige system”. It’s like the reputation system, but for minor races. There should be only 3 tiers. Buyable are special manuals and ground/space traits (T3), race specific space and ground weapons (T1) and boffs+doffs from the species (T2), but with different superior traits, as we can get from doff missions or episodes.



The endeavor system is a good thing, but i think it would be more meaningful at the beginning of the game. Perhaps we can get a version of it to help new players/charakters? Called “challenger system”. During its progress it could be used for easy tasks, like “kill 100 gorn”. Not bound to do it on a specific day, rather to do it during the episodes and task force operations (bound to accolades?). And if it’s done, perhaps we can get a little reward, like passive resistances, energy credits, dilithium ore, R&D materials, or anything else, which is useful for new players / characters.



I’m playing since 2010 and i have much old bridge officers, that have all manuals and specializations learned. But they are green (uncommon) and blue (rare). So i wish i could upgrade the qualitiy of my boffs.
white (common) = ensign (1 normal trait ground)
green (uncommon) = lieutenant (2 normal traits, 1 ground + 1 space)
blue (rare) = lieutenant commander (2 normal traits + 1 superior trait; 2 ground (1 superior) + 1 space)
purple (very rare) = commander (2 normal traits + 2 superior traits; 2 ground (1 superior) + 2 space (1 superior))
[ultraviolett (ultra rare) = from fleet (all traits are superior (1 ground race specific + 1 space race specific))
gold (epic) = from reputation (“prestige”) (all traits are superior; 2 ground + 2 space (a 5th race specific?))]
Like starship mastery, you can only upgrade them, if you use them in your away team.



Quality improvemend of duty officers.
Like the Boff improvemend above, your Doffs are granted to be upgraded, if they are used in the doff and R&D system.
If they have reached enough XP, the can be upgraded in quality (and rank?).



I (and i think most of the other players) use my ships as bank for equipment or different builds/setups.
If we can use ship away teams, so the items and sets from episodes and reputations will be good used.
L40 Rear Admiral Lower Half = 1 ship on team
L45 Rear Admiral Upper Half = 2 ships on team
L50 Vice Admiral = 3 ships on team
L55 Admiral = 4 ships on team
L60 Fleet Admiral = eventually: captain abilty “fleet support” will be modified. Now one of our own (equipped) ships will warp in.
Post edited by baddmoonrizin on

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    leemwatsonleemwatson Member Posts: 5,348 Arc User
    STO hostile to beginners!? Sorry, but I disagree. The issue is new players speeding through the tutorials and not paying attention. Each system has a tutorial pop-up when they are unlocked according to level.

    I will point out that it would take alot of time and effort for the Dev's to explain EVERY interaction of equipment etc, that alot of players would skip. There are plenty of sources on the forums Academy pages that explain such things.

    Having queues reward multiple choice boxes is what killed the PvE queues in the first place, so they did reign it back abit, but compensated by having the Random STF system, which is very popular, and breathed life back into the queues, even if you do get lumped into a queue with folk waiting.

    There is no need to open up reps any earlier, as there is already much for the new player to absorb, and the Reps are no good to anyone under Lvl 50 anyway.

    The game already has a Prestige system, the Endeavour system.

    A good number of accolades already do what you ask, and some of them give passive boosts. By the time someone as progressed significantly they will collected have many, many of these passives.

    As for Boff's and doff's being upgradable, I doubt that would ever happen. Alot of work for no gain considering Doff packs would then become redunant. The quality a Boff is, is virtually irrelevant it doesn't affect it's stats or abilities in most cases.

    The last suggestion has been asked for many times, but nothing is likely to happen about it because of consideration of performance of other folk's machines, and your's makes little sense at all.
    "You don't want to patrol!? You don't want to escort!? You don't want to defend the Federation's Starbases!? Then why are you flying my Starships!? If you were a Klingon you'd be killed on the spot, but lucky for you.....you WERE in Starfleet. Let's see how New Zealand Penal Colony suits you." Adm A. Necheyev.
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    darkbladejkdarkbladejk Member Posts: 3,716 Community Moderator
    It’s obviously that Star Trek Online is not very friendly to beginners.
    STO has the reputation of an hostile game for beginners.
    So the developers should rework the tutorials und integrate tutorials for every single mechanic STO has:
    DOFFs, BOFFs, Personal Traits, Reputation Traits, Ship Masterys, etc. And how they interact with each other.
    Placing NPCs in the academy: Each player MUST visit them, if a new mechanic is unlocked.
    I agree there needs to be better resources and explanations in game for this stuff, but forcing them to visit the academy every single time something new gets unlocked is an absolute no go from me. All this stuff can easily be accomplished by giving them the STO version of World of Warcraft's dungeon journal. The WoW version tells you where the different bits of gear drop, such as where polaron stuff drops, plasma, etc. It also gives you enough information about each mob type you will see in a dungeon and what each of their attacks are. It will tell you if it can be interrupted or so on. It gives you just enough information to form your own strategies without outright saying "do x y z to win". You could have 5 different groups fighting the exact same boss, and all 5 groups using a different strategy that works. This journal can be accessed as easily as opening your personal inventory system and is always available. Forcing people to go back to the academy each time something new is unlocked is not only jarring but would stop all progression until they do so, which again is an absolute no go. They had stuff like this before with the introductory quests of Kobali Crisis Act 1. For that matter they used to require all 3 acts of Kobali Crisis before you could continue to progress the story, then it got shortened to only Act 1. Then they outright scrapped the requirement. Now you only need to beam down and talk to dude. A ton of folks told them they weren't doing that and shouldn't have to just to progress. it made people feel like they were being pigeonholed into ground content when their favorite stuff is space. As it is now the ground folks can still do it if they want, and the space folks don't have to bother if they don't want to.

    Also you need to understand, you can lead a horse to water but you can't make him drink. Folks will either learn and get better or they won't. If they need help there are folks like myself and others that don't care to answer a few questions or run a few missions. All you're going to do is annoy people and make them not want to play by forcing a ton of tutorials on them. The dungeon journal at least lets them learn at their own pace.
    Much of the players i know, prefer the battlezones. So we wish, that we can get one each of space and ground for every reputation.
    Advantage against the Special Task Forces and Random Task Force Operations:
    + faster to play
    + more effective to get marks and elite reputation Items
    + no AFK player, who can sabotage
    + no Leaver, who can sabotage
    + no fewer rewards, if another players fails
    + if the player needs a break or must go for an emergency, there are no penaltys
    + no timelimit
    + no minimum playtime
    + every time the option to leave, if need or greed is reached (very good for casual gamers!)
    + etc.
    In an other concern …
    The Special Task Forces and the Battlezones are rival systems.
    The fact is, that Cryptic blames itself with multiple choice Marks as Reward in STFs. So they sabotage their own STF System. In fact they need the Endeavor System to push the STFs, to get it back to activity. The Random Task Force Operations are only symptom treatment. In the past, without multiple choice marks reward, we had to play every STF and they were played. Competitive STFs too! So it would better to get fewer STFs with more Marks as Rewad. One ground and one space STF each Reputation is enough.
    Battlezones and TFOs are meant to give people options in how they choose to earn their marks and so on. If they want to plink in a battlezone they can, or they can hit a TFO. There is zero valid reason both can't exist side by side. The TFOs also give you bits of the story where as battlezones don't always do this. The Endeavor System was NOT added strictly to get folks to do more TFOs, it was added to give people something to do each time they logged in overall. A chief thing that people complained about was once they got to max level, decked their ship(s) and toon(s) out, played through the latest episodes etc, they had nothing to do in game but simply repeat stuff. The Endeavor system gives people something to do each day when they log in if they choose, and gives them unlocks for doing it that are applied account wide. While some TFOs appear as Endeavors from time to time as do battlezones, the purpose of the Endeavor system was meant to give folks something to do overall, and was not added strictly to get them into TFOs more. Now when folks log in each day they have goals that gets them decent rewards. If folks don't want to play TFOs and instead want to do battlezones, then by all means that is their right.

    A chief reason choice marks were added was a symptom of a larger problem, for many queues the time investment required and in some cases difficulty does not match the reward payout. Meaning it requires too much time spent in the queue vs the reward it pays out. Case and point Gravity Kills. If you miss the optionals in there, you may as well eat the leaver penalty as it's not worth the outright insultingly low amount of marks it gives you. The reason some TFOs don't get played is because they want too much time and effort for too little reward. A prime example of a queue that does not need to be nearly as long as it is, Counterpoint. Procyon V is another example of a TFO that wants too much for too little. If you don't get the optionals, it cuts your mark reward down dramatically, meaning you pretty much have to go in with a pre-made team. Why would I go into a Procyon V when I could just hit a different mission that's much faster?

    UAA is the golden example of what time and effort vs reward should be in this game. If you get the optionals in there, and the max amount of points, which is stupid easy to do if the team has basic cohesive builds, you can get 199 points, which is worth 1 mark per point for 199 marks if you get max combo and the errant rifts. If you haven't used your daily bonus that's a good 300 marks minimum, perhaps 350 if you're running boosters. Part of why the choice boxes were added was so the other reputations didn't stagnate for everyone. Folks are always going to take the path of least resistance. In fact adding choice boxes is what allowed certain reps to be completed for people. Taking away choice boxes without revamping the time and effort vs payout will NOT revitalize the queues and will only mean certain ones will stagnate. Also I have to ask, why do you care if there are more than 2 TFOs for a rep if you're going to stick to battlezones anyways? Trying to force people to play stuff they don't want to play isn't going to make them want to play the queues they hate, it's just going to make them quit.
    Perhaps there will be more try outs from reputation, if the reputation system will be not bound to endgame.
    It would be better, the reputation will be bound to story arcs. Eg: romulan reputation starts with romulan Story arc, etc.
    So players will more experiment, which means more investment.
    Yeah that's a hard pass for me. If they made to where you had to do New Romulus ground to unlock the rep before I could benefit from it and get Romulan marks, the Romulan reputation would be one that would never get done on my toons. I despise New Romulus ground, and it's already bad enough we're forced to sit through the unskipable cutscene with D'tan and Obisek. The first time was fine because I hadn't seen it, but after about the 10th time, it gets old and I don't need to see it again. Requiring those story arcs as part of the reps will simply mean quite a few folks will not do those missions and they will not benefit from the reps as such. If Romulan rep were to be tied in with New Romulus, then sorry but that will be one rep that's not getting done on my toons. All you're going to do with something like this is make them feel like they're being pigeonholed into stuff they don't want to do and make them want to quit playing. If I want to do the New Romulus stuff I will go to New Romulus, otherwise I'm not doing it. If it's supposed to be about my captain's journey and my story, this attempts to remove options from my story and takes control away from my journey.
    An extension for the reputation system will be good. I call it “prestige system”. It’s like the reputation system, but for minor races. There should be only 3 tiers. Buyable are special manuals and ground/space traits (T3), race specific space and ground weapons (T1) and boffs+doffs from the species (T2), but with different superior traits, as we can get from doff missions or episodes.
    What kind of items would be added to this "prestige system" that would make me want to do it? Why would I want to interact with said system? What kind of manuals, traits, etc would this give me that would be just as good as what I have now or better? What would be my motivation to interact with this system and what does it get me? Whether it be at the small time modder level, or full on studio production level, if you as the developer of a mod, level, or game can't give players a reason to interact with certain items and objects, how can you expect them do so themselves?
    The endeavor system is a good thing, but i think it would be more meaningful at the beginning of the game. Perhaps we can get a version of it to help new players/charakters? Called “challenger system”. During its progress it could be used for easy tasks, like “kill 100 gorn”. Not bound to do it on a specific day, rather to do it during the episodes and task force operations (bound to accolades?). And if it’s done, perhaps we can get a little reward, like passive resistances, energy credits, dilithium ore, R&D materials, or anything else, which is useful for new players / characters.
    Endeavors already does what you're asking. All this would amount to is starting the endeavor system off straight out of the gate, which could be interesting though I wouldn't advise it until folks have gotten at least one toon to max level.
    I’m playing since 2010 and i have much old bridge officers, that have all manuals and specializations learned. But they are green (uncommon) and blue (rare). So i wish i could upgrade the qualitiy of my boffs.
    white (common) = ensign (1 normal trait ground)
    green (uncommon) = lieutenant (2 normal traits, 1 ground + 1 space)
    blue (rare) = lieutenant commander (2 normal traits + 1 superior trait; 2 ground (1 superior) + 1 space)
    purple (very rare) = commander (2 normal traits + 2 superior traits; 2 ground (1 superior) + 2 space (1 superior))
    [ultraviolett (ultra rare) = from fleet (all traits are superior (1 ground race specific + 1 space race specific))
    gold (epic) = from reputation (“prestige”) (all traits are superior; 2 ground + 2 space (a 5th race specific?))]
    Like starship mastery, you can only upgrade them, if you use them in your away team.

    Quality improvemend of duty officers.
    Like the Boff improvemend above, your Doffs are granted to be upgraded, if they are used in the doff and R&D system.
    If they have reached enough XP, the can be upgraded in quality (and rank?).

    These kind of address similar things so will tackle them at once. First off for boffs, the quality of the boff doesn't matter that much unless you're going to for top of the charts damage and want to get every last one and zero from your ship as possible. Otherwise quality of the boff won't matter. For that matter I'm still using some white quality boffs I got back when I first started the game, before Flores even. Doffs matter a bit more as with them the buff they give typically scales with rarity. For most doffs you can get away with using lower quality, though there are some that you absolutely want the highest quality possible. This will vary from build to build as to what must have highest quality and what doesn't matter. as for boff leveling, I don't call having to grind out a ton of them to level as being fun. what you're proposing amounts to starship mastery for boffs and adding grind for the sake of grind. Again hard pass from me.
    I (and i think most of the other players) use my ships as bank for equipment or different builds/setups.
    If we can use ship away teams, so the items and sets from episodes and reputations will be good used.
    L40 Rear Admiral Lower Half = 1 ship on team
    L45 Rear Admiral Upper Half = 2 ships on team
    L50 Vice Admiral = 3 ships on team
    L55 Admiral = 4 ships on team
    L60 Fleet Admiral = eventually: captain abilty “fleet support” will be modified. Now one of our own (equipped) ships will warp in.
    This basically amounts to free wingmen like the Jem'hadar Vanguard ships get, as well as photonic fleet that sci captains get all in one thing. It would basically give away 2 mechanics exclusive to certain ships and captains, which they're not going to do. Honestly if you want to see more ships on your team, I would strongly advise flying a carrier as that sounds like it's more what you're wanting, extra teammates to help you, be it AI or actual players. In having it pop out a copy of one of your ships. First the big question would be how the game knows which ship to bring out. Does it always bring the same one, does it bring out a different one each time, also how is the AI supposed to know what the goal of each build is. For me as a tank, that would be an ability I never use as it would mess up the aggro table big time. Also what happens if oops, they forgot to put equipment on the ship it calls in, then what?

    Overall dude I'm not seeing anything here that isn't a repackaged version of what we already have or that would add anything new and valuable to the game. Most of what you want already exists.
    "Someone once told me that time was a predator that stalked us all our lives. I rather believe that time is a companion who goes with us on the journey and reminds us to cherish every moment, because it will never come again." - Jean Luc Picard in Star Trek Generations

    Star Trek Online volunteer Community Moderator
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    villainvilevillainvile Member Posts: 64 Arc User
    What kind of items would be added to this "prestige system" that would make me want to do it? Why would I want to interact with said system? What kind of manuals, traits, etc would this give me that would be just as good as what I have now or better? What would be my motivation to interact with this system and what does it get me? Whether it be at the small time modder level, or full on studio production level, if you as the developer of a mod, level, or game can't give players a reason to interact with certain items and objects, how can you expect them do so themselves?

    In my first consideration, i rebuild the the reputation system. If you want to rank up your faction prestige, you must do jobs (replay episodes, do patrols, etc.) for them successfully (and yes, you can fail (if you die) and loose prestige!). There the prestieg system works with a vendetta: if you earn prestige for the romulans, you will loose prestige for their vendetta (klingons). So no character can get all factions prestige up. So players must create different characters for another playthrough.
    In the other time, i thought the same, but without vendetta factions. So every character can get all reputations / prestige up.

    Don't no why i rejected it ... The prestige system sounds much cooler then the reputation.
    Perhaps minor species can offer you something, that the big factions don't have ... a possibility to add modifiers to weapons (eg. Breen can add a cold DMG to ground/space weapons, Fek'ihri fire DMG, Tholians radiation, ...)?
    Ferengi: vendors sell cheaper and buy more expensive
    Tholian: energy dissipator field (sci manual);
    Breen: variant of the refrigeration suits (outfit); energy dissipator (torpedo launcher)
    Nausicaan: pirat (universal trait (like: well travelled or deprogrammed): grants for every kill random R&D material (quality of drops changes with rank; higher ranked enemy grants better quality))
    Cardassian: disciplined (passive ground trait, that makes you PSI immune); la familia (universal trait, that gives you a random Mod (like +RESall), the more fellow combatants (NPCs + players) around you)
    Lethean: assassin (ground trait: all attacks does PSI DMG + chance to stun)
    Orion: affair (ground trait: all attacks does confuse + chance to placate)
    [you can insert more examples]
    This basically amounts to free wingmen like the Jem'hadar Vanguard ships get, as well as photonic fleet that sci captains get all in one thing. It would basically give away 2 mechanics exclusive to certain ships and captains, which they're not going to do. Honestly if you want to see more ships on your team, I would strongly advise flying a carrier as that sounds like it's more what you're wanting, extra teammates to help you, be it AI or actual players. In having it pop out a copy of one of your ships. First the big question would be how the game knows which ship to bring out. Does it always bring the same one, does it bring out a different one each time, also how is the AI supposed to know what the goal of each build is. For me as a tank, that would be an ability I never use as it would mess up the aggro table big time. Also what happens if oops, they forgot to put equipment on the ship it calls in, then what?

    It's completly different from free wingmen, carrierpets or photonic fleet. It uses your own ships, you equipped and add Boffs (that cannot used twice on different ships).
    If you start an episode, you can (but not must) choose you ships. In your shipyard, you can choose the one ship, that is called, if support is needed.
    Overall dude I'm not seeing anything here that isn't a repackaged version of what we already have or that would add anything new and valuable to the game. Most of what you want already exists.

    Everything i read here is, that you want closed STO.
    No improvement is stagnation. Stagnation means doom.
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    sthe91sthe91 Member Posts: 5,482 Arc User
    edited May 2020
    What kind of items would be added to this "prestige system" that would make me want to do it? Why would I want to interact with said system? What kind of manuals, traits, etc would this give me that would be just as good as what I have now or better? What would be my motivation to interact with this system and what does it get me? Whether it be at the small time modder level, or full on studio production level, if you as the developer of a mod, level, or game can't give players a reason to interact with certain items and objects, how can you expect them do so themselves?

    In my first consideration, i rebuild the the reputation system. If you want to rank up your faction prestige, you must do jobs (replay episodes, do patrols, etc.) for them successfully (and yes, you can fail (if you die) and loose prestige!). There the prestieg system works with a vendetta: if you earn prestige for the romulans, you will loose prestige for their vendetta (klingons). So no character can get all factions prestige up. So players must create different characters for another playthrough.
    In the other time, i thought the same, but without vendetta factions. So every character can get all reputations / prestige up.

    Don't no why i rejected it ... The prestige system sounds much cooler then the reputation.
    Perhaps minor species can offer you something, that the big factions don't have ... a possibility to add modifiers to weapons (eg. Breen can add a cold DMG to ground/space weapons, Fek'ihri fire DMG, Tholians radiation, ...)?
    Ferengi: vendors sell cheaper and buy more expensive
    Tholian: energy dissipator field (sci manual);
    Breen: variant of the refrigeration suits (outfit); energy dissipator (torpedo launcher)
    Nausicaan: pirat (universal trait (like: well travelled or deprogrammed): grants for every kill random R&D material (quality of drops changes with rank; higher ranked enemy grants better quality))
    Cardassian: disciplined (passive ground trait, that makes you PSI immune); la familia (universal trait, that gives you a random Mod (like +RESall), the more fellow combatants (NPCs + players) around you)
    Lethean: assassin (ground trait: all attacks does PSI DMG + chance to stun)
    Orion: affair (ground trait: all attacks does confuse + chance to placate)
    [you can insert more examples]
    This basically amounts to free wingmen like the Jem'hadar Vanguard ships get, as well as photonic fleet that sci captains get all in one thing. It would basically give away 2 mechanics exclusive to certain ships and captains, which they're not going to do. Honestly if you want to see more ships on your team, I would strongly advise flying a carrier as that sounds like it's more what you're wanting, extra teammates to help you, be it AI or actual players. In having it pop out a copy of one of your ships. First the big question would be how the game knows which ship to bring out. Does it always bring the same one, does it bring out a different one each time, also how is the AI supposed to know what the goal of each build is. For me as a tank, that would be an ability I never use as it would mess up the aggro table big time. Also what happens if oops, they forgot to put equipment on the ship it calls in, then what?

    It's completly different from free wingmen, carrierpets or photonic fleet. It uses your own ships, you equipped and add Boffs (that cannot used twice on different ships).
    If you start an episode, you can (but not must) choose you ships. In your shipyard, you can choose the one ship, that is called, if support is needed.
    Overall dude I'm not seeing anything here that isn't a repackaged version of what we already have or that would add anything new and valuable to the game. Most of what you want already exists.

    Everything i read here is, that you want closed STO.
    No improvement is stagnation. Stagnation means doom.

    So if Cryptic does not do what you recommend or say, it is doomed. So was this a veiled doom thread? Seriously?!
    Where there is a Will, there is a Way.
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    kiralynkiralyn Member Posts: 1,576 Arc User
    It’s obviously that Star Trek Online is not very friendly to beginners.
    STO has the reputation of an hostile game for beginners.

    It is?
    It does?
    Much of the players i know, prefer the battlezones.

    They do?

    Hmm. :|


    The Special Task Forces and the Battlezones are rival systems.

    Eh, not really. They're additional, and different, options.


    Quality improvemend of duty officers.
    Like the Boff improvemend above, your Doffs are granted to be upgraded, if they are used in the doff and R&D system.
    If they have reached enough XP, the can be upgraded in quality (and rank?).

    Oh, good god, no! Between my alts, I have thousands of Doffs. The idea of having even more to micromanage on all of them would make me run screaming! :o
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    foxrockssocksfoxrockssocks Member Posts: 2,482 Arc User
    I have to echo other people asking why you think this game is hard on newbies.

    For most of the rest of the stuff, while some are nice ideas, I believe you're asking for a lot of systems and design work for older content, stuff that is likely to be fairly complicated and not minor tweaks to things, yet the payout from a developer point of view is likely to be fairly minimal especially because it would be old content that people who have been here for a while have little use in playing for marks.

    Now, the one thing I think has some merit, is to have some system to encourage people to actually queue up for less played queues. I'd imagine a general counter for each queue as they are queued up for, and maybe queues in the lowest 10% after a week get a sizeable bonus if you directly queue for them next week (maybe daily even.) This would encourage people to play them, and devs would get a good idea of how bad it is, because if even when it is incentivized it is still played rarely, then you know that queue needs some work.
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    kiralynkiralyn Member Posts: 1,576 Arc User
    kiralyn wrote: »
    Quality improvemend of duty officers.
    Like the Boff improvemend above, your Doffs are granted to be upgraded, if they are used in the doff and R&D system.
    If they have reached enough XP, the can be upgraded in quality (and rank?).

    Oh, good god, no! Between my alts, I have thousands of Doffs. The idea of having even more to micromanage on all of them would make me run screaming! :o

    Another thought on this - the devs are constantly working on figuring out ways to reduce/streamline the database load of each character. Changing doffs so that they have an XP total and variable quality? Absolutely massive increase in saved data.
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    davefenestratordavefenestrator Member Posts: 10,520 Arc User
    edited May 2020
    It’s obvious that Star Trek Online is not very friendly to beginners. ...

    I don't agree with this at all. Also, your fun is not wrong, but remember that your fun is not the only valid fun.

    Otherwise:

    Taking away choice of marks punishes players by forcing them to play content that they don't enjoy so I oppose that.

    I think trying to make new players at level 1 or even level 10 learn about reputations and endeavors will make the game harder for them to get into, but that's just my opinion I don't feel too strongly about it. It makes more sense to me how the devs spread out adding the systems one by one as you level up and finally reach endgame.


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    villainvilevillainvile Member Posts: 64 Arc User
    you mention giving penalties if one dies during an event. not ever going to happen. this is not a hardcore game like others (i used to play lineage 2 back in the day) and unless you are WELL prepared for losses it wont keep the player base happy.

    It was just a thought.
    I like missions, where you can fail (like the optinal objectives in episodes or TFOs). Perhaps it goes optional (but with a better reward). ^^
    to be honest, its been some time since i have played as much recently, dues to obvious reasons, but i havent even got any wounds on my ship or cpt since. this used to be a type of penalty which would reduce the effectiveness of you and or your ship. not sure if its been tossed away, (i still see the items and accolades for it) but that was the only system in place for a penalty, and at the time, back in the day, i think it was ok. a lot of people complained, but it was a lot lighter than most games. now...if you want to implement a better repair system, im all in for that. i mean, it stands to reason, you go out, get hit several hundred times, and you come back all squeaky clean? nope. how about a rep system, or use endeavors for ship maintenance? i have always wanted a system like this. doesnt need to be killer type, but something fun on the side (optional) for those that want to be more immersed into the game. (me...yes)

    I want to see a better use of subsystem attacks.
    Not only clickable and random <yes>/<no> possibility.

    file.php?id=480
    file.php?id=481

    I want to aim the subsytem, to fire at it, still it's disabled (yellow) or destroyed (red).
    And a detailed damage overlay. So i can see at the hull, where i have damage / my enemy is damaged.

    I would love it, if repairs can be a little bit like housing.
    Minor quests, you visit the ships interior, go to the damaged section and repair it with (different) components.

    file.php?id=484
    file.php?id=483&mode=view

    It would be great to, to see some of the equiped items will change the interior (like warpcores).
    A little bit more like SSSSC 1+2 doesn't hurt. ;)
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    leemwatsonleemwatson Member Posts: 5,348 Arc User
    you mention giving penalties if one dies during an event. not ever going to happen. this is not a hardcore game like others (i used to play lineage 2 back in the day) and unless you are WELL prepared for losses it wont keep the player base happy.

    It was just a thought.
    I like missions, where you can fail (like the optinal objectives in episodes or TFOs). Perhaps it goes optional (but with a better reward). ^^
    to be honest, its been some time since i have played as much recently, dues to obvious reasons, but i havent even got any wounds on my ship or cpt since. this used to be a type of penalty which would reduce the effectiveness of you and or your ship. not sure if its been tossed away, (i still see the items and accolades for it) but that was the only system in place for a penalty, and at the time, back in the day, i think it was ok. a lot of people complained, but it was a lot lighter than most games. now...if you want to implement a better repair system, im all in for that. i mean, it stands to reason, you go out, get hit several hundred times, and you come back all squeaky clean? nope. how about a rep system, or use endeavors for ship maintenance? i have always wanted a system like this. doesnt need to be killer type, but something fun on the side (optional) for those that want to be more immersed into the game. (me...yes)

    I want to see a better use of subsystem attacks.
    Not only clickable and random <yes>/<no> possibility.

    file.php?id=480
    file.php?id=481

    I want to aim the subsytem, to fire at it, still it's disabled (yellow) or destroyed (red).
    And a detailed damage overlay. So i can see at the hull, where i have damage / my enemy is damaged.

    I would love it, if repairs can be a little bit like housing.
    Minor quests, you visit the ships interior, go to the damaged section and repair it with (different) components.

    file.php?id=484
    file.php?id=483&mode=view

    It would be great to, to see some of the equiped items will change the interior (like warpcores).
    A little bit more like SSSSC 1+2 doesn't hurt. ;)

    I've suggested this before. It would be great if they did this, and sort out true loadout and arcs.
    "You don't want to patrol!? You don't want to escort!? You don't want to defend the Federation's Starbases!? Then why are you flying my Starships!? If you were a Klingon you'd be killed on the spot, but lucky for you.....you WERE in Starfleet. Let's see how New Zealand Penal Colony suits you." Adm A. Necheyev.
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    villainvilevillainvile Member Posts: 64 Arc User
    I despise New Romulus ground, and it's already bad enough we're forced to sit through the unskipable cutscene with D'tan and Obisek.

    There is no problem. You see this cutscene only once: First time, you visit Mol'Rihan (New Romulus).
    If you see this cutscene again and again, you simply have not done the "New Romulus Aid" episode from the "New Romulus" arc. Talk to the NPCs within this episodes and the cutscene will never come back.
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    littlesarbonnlittlesarbonn Member Posts: 486 Arc User
    I don't know. I've been playing this game since it started, and one of the things I love about it as that I'm constantly finding something I didn't know before. I do a lot of searching through different web sites and through different Youtube videos, and every now and then I come across something that makes me realize, "wow, that was happening right next to me all this time, and I never knew!" And then I get to spend the next few days or weeks exploring that now feature or item that I didn't know about before.

    That's a game of discovery that makes it fun for me. If they explained EVERYTHING to me up front, I'd probably have stopped playing a very long time ago and never came back.
    Fleet Admiral Duane Gundrum, U.S.S. Merrimack
    Fleet Admiral Ventaxa Proxmire, U.S.S. Shaka Walls Fell
    Blog: http://www.sarbonn.com/?page_id=1990
    Foundry series: Bob From Accounting & For the Sake of the Empire
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    villainvilevillainvile Member Posts: 64 Arc User
    That's a game of discovery that makes it fun for me. If they explained EVERYTHING to me up front, I'd probably have stopped playing a very long time ago and never came back.

    I'ts not about explaining everything.
    There should be NPCs, that only explain that fundamentally.

    NPC explain: Duty Officers
    Duty Officers can boost, expand or change your Bridge Officers abilities.
    For example: Theres a Duty Officer, that can change your Tractor Beam Repulsors from push to pull.


    So, where is this explaining all?
    I think: "Oh, Doffs can do that awesome thing? Let's have a look on others, what they can do!"
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    vetteguy904vetteguy904 Member Posts: 3,857 Arc User
    Penalties for dying? seriously? I'm a CASUAL player. yesterday I was in the defend pahvo space TFO. I was over at Alpha, and got swarmed by 2 groups while the other 4 where on the other side. to make it worse, i was in a cruiser, so no pets, no space magic, no extra tac consoles to get the DPS an escort gets. so I died. and what you are saying is that by trying to keep ALL of the satellites up (A goal in the TFO) I should be penalized that I did not go over to where the other 4 where just hanging out after their combined firepower took down the enemy on that side in 20 seconds.... just wow.
    Spock.jpg

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    darkbladejkdarkbladejk Member Posts: 3,716 Community Moderator
    I wasn't going to respond again but there's a couple of things I think need to be said and asked at this point.
    In my first consideration, i rebuild the the reputation system. If you want to rank up your faction prestige, you must do jobs (replay episodes, do patrols, etc.) for them successfully (and yes, you can fail (if you die) and loose prestige!). There the prestieg system works with a vendetta: if you earn prestige for the romulans, you will loose prestige for their vendetta (klingons). So no character can get all factions prestige up. So players must create different characters for another playthrough.
    In the other time, i thought the same, but without vendetta factions. So every character can get all reputations / prestige up.

    Don't no why i rejected it ... The prestige system sounds much cooler then the reputation.
    Perhaps minor species can offer you something, that the big factions don't have ... a possibility to add modifiers to weapons (eg. Breen can add a cold DMG to ground/space weapons, Fek'ihri fire DMG, Tholians radiation, ...)?
    Ferengi: vendors sell cheaper and buy more expensive
    Tholian: energy dissipator field (sci manual);
    Breen: variant of the refrigeration suits (outfit); energy dissipator (torpedo launcher)
    Nausicaan: pirat (universal trait (like: well travelled or deprogrammed): grants for every kill random R&D material (quality of drops changes with rank; higher ranked enemy grants better quality))
    Cardassian: disciplined (passive ground trait, that makes you PSI immune); la familia (universal trait, that gives you a random Mod (like +RESall), the more fellow combatants (NPCs + players) around you)
    Lethean: assassin (ground trait: all attacks does PSI DMG + chance to stun)
    Orion: affair (ground trait: all attacks does confuse + chance to placate)
    [you can insert more examples]
    First and foremost on this, cutting folks off from items and reps denies them the ability to utilize quite a few options in the game and severely limits the ability of people to build ships with any kind of diversity. I do not consider that fun and I venture most folks on these forums and in the community wouldn't either. Why would they want to go from a system that lets you level all reps to max and have access to all the equipment, when we can stick with what we have now? All I see on that one is wanting an arbitrary limit that serves no purpose and has no value. All this amounts to is an extension of the already existing rep system with the ability to complete all reps removed, and grind added for the sake of grind. Personally I despise such things as they add nothing of value to games. When trying to make something, be it story map making/modding in older games like I do, or full on studio productions like Cryptic, you want it to have some bit of balance. You don't want it to feel like it takes 40 years to make 1% in progress, but you also don't want it to sneeze and you be completely done with the game either. Personally see no value in this particular bit as it would do little more than take choices away from players that already exist. This is not the game for that kind of stuff and if there was a limit on the amount of reputations one could do from the start, then this might have a little more value, but since we've always had the ability to fill out all the reps, I see this as actually detrimental to the overall health of the game.
    It's completly different from free wingmen, carrierpets or photonic fleet. It uses your own ships, you equipped and add Boffs (that cannot used twice on different ships).
    If you start an episode, you can (but not must) choose you ships. In your shipyard, you can choose the one ship, that is called, if support is needed.

    Once again on this one I would refer you back to my previous post. How is the AI supposed to know how to use said ship? In wanting teammates that can accompany you, it's absolutely asking for a slightly different variation on of the wingman mechanic from the Jem'hadar. Also if I'm having to choose a ship for the support every single time I'm now going into a mission that's again little more than an irritation. This also demands that most folks have 2 completely decked out ships when it can be tedious enough for some folks to get just one fully decked out ship. Not everyone is able or willing to open their wallets, and not everyone has the resources and/or experience that veteran players may have. That is just the reality of it. Even the AI ship you call in will have the same limitations the AI in game does now. the AI is rather terrible at knowing when to use certain powers and when not to. It would be easy to abuse this mechanic as well using stuff we have now. Put on the command specialization trait that lets you call in fleet support any time you wish. Poof into a mission or TFO, drop the support, let the AI do all the work while you sit back and get all the rewards. If the AI was anywhere comparable to having another player teammate, as it would need to be for this sort of thing to be worth it, you would basically be able to cheese 5 man runs into a 10 man team. The AI is limited in that it doesn't know current player strats, it doesn't follow most objectives, or down the line. In order for this to work you would need to smarten up the AI to the point the game is basically playing itself, and that's really no fun for anyone. At that point, why even play the game?
    It was just a thought.
    I like missions, where you can fail (like the optinal objectives in episodes or TFOs). Perhaps it goes optional (but with a better reward). ^^
    I don't mind failing a queue once in awhile as it comes with the territory. What I DO however mind is if I get marks subtracted from me as a punishment for failing an optional for a number of reasons. Typical reasons include folks intentionally failing it, which honestly is griefing in my book, or because teammates can't carry their own weight. If you can't pull the basic minimum required by some of the queues themselves, you have no business in there yet as far as I'm concerned until you've improved a bit and built yourself up. That in and of itself is an entirely different debate. There are some optionals in game that simply need revamped in this day and age of the game. I don't expect to get every single optional every time, but some of them penalize you and the team way too much. In Gravity Kills if you don't hit the optionals you may as well eat the AFK penalty as the amount of marks you get for missing the optionals is insulting for the amount of time and effort they want from you. Far as penalties go, giving out penalties for dying is not the way to do it, at least not the kind you're proposing. eating a ship injury because you exploded is one thing, but stuff that takes hours to be removed or something else is a complete non-starter for me and most other people in this game. Once again that wastes my time and that of others in this game. This isn't one of those hardcore type games where stuff like this can actually happen.
    I want to see a better use of subsystem attacks.
    Not only clickable and random <yes>/<no> possibility.

    I want to aim the subsytem, to fire at it, still it's disabled (yellow) or destroyed (red).
    And a detailed damage overlay. So i can see at the hull, where i have damage / my enemy is damaged.

    I would love it, if repairs can be a little bit like housing.
    Minor quests, you visit the ships interior, go to the damaged section and repair it with (different) components.

    It would be great to, to see some of the equiped items will change the interior (like warpcores).
    A little bit more like SSSSC 1+2 doesn't hurt. ;)
    First off in the games like you mentioned, the ability to target subsystems was there from the start and had an actual effect when it was used. In Starfleet Academy from 95 that you linked there (yes I played that one and recognized the Venturi ship) If you fired on a specific subsystem it actually had an effect. Enough hits to the weapons would disable them. Enough hits to the warp engines would blow them off and immobilize the ship, and on down the line. This was programmed in from the start and thus easy to incorporate. With STO that's not the case. In STO yes you have some bits of subsystem targeting, but due to it being a completely different style of game, those subsystems don't stay down for long. It was never intended for them to stay offline for too long. While it can be cool for a game to have those things, it typically has to be incorporated from the start. In STO's case it would require some major work for something that honestly may not be used that much as most folks would just fire at the warp core.

    Having to repair my ships manually and all that jazz would again do nothing but add grind for the sake of grind and add another tedious task for no value. This again is all penalty with no upside to it. These 2 things ultimately would add not alot of value to the game at this point.

    Now I will say I do agree I wish that the different warp cores made a difference as to how the interior of the ship looked, that I will give you. However once again as little as people visit ship interiors, I don't see this going anywhere or making Cryptic any cash, so probably won't happen. Cool for the space barbie perspective if nothing else, absolutely. Otherwise it serves no purpose.
    I despise New Romulus ground, and it's already bad enough we're forced to sit through the unskipable cutscene with D'tan and Obisek.

    There is no problem. You see this cutscene only once: First time, you visit Mol'Rihan (New Romulus).
    If you see this cutscene again and again, you simply have not done the "New Romulus Aid" episode from the "New Romulus" arc. Talk to the NPCs within this episodes and the cutscene will never come back.
    The problem is that I shouldn't be forced to watch it at all. I can understand them wanting people to watch it once on their first character, but after that first character, I don't care anymore and it should be optional. After that I know who they are and what's going on, especially after my 28th time through there on a toon. Having an unskippable cutscene there adds nothing of value and all it does is irritate players. I know who they are and what's going on, I've been there and seen it 28 times. Just let me get on with what I want to do and enjoy playing the game. Unskippable cutscenes are not enjoyable. Why should I be essentially forced into watching something I don't like and don't want to see? If folks like it and want to watch it, then by all means they wouldn't have to skip it, but for folks like me that don't care after the first time, why should I not be allowed to skip it and move on with my game?
    That's a game of discovery that makes it fun for me. If they explained EVERYTHING to me up front, I'd probably have stopped playing a very long time ago and never came back.

    I'ts not about explaining everything.
    There should be NPCs, that only explain that fundamentally.

    NPC explain: Duty Officers
    Duty Officers can boost, expand or change your Bridge Officers abilities.
    For example: Theres a Duty Officer, that can change your Tractor Beam Repulsors from push to pull.


    So, where is this explaining all?
    I think: "Oh, Doffs can do that awesome thing? Let's have a look on others, what they can do!"
    Like I said, borrow one from WoW's playbook and give folks a STO version of the dungeon journal. stick the information in there which can be accessed at any time they want/need. Otherwise as it sits right now your explanation of what each duty officer does is on the tooltip of that doff. Short of giving you a list of doffs to look at they shouldn't need to explain the purpose of every single doff in the game. Give a basic overview in the "knowledge padd" of what doffs can do, and let folks go from there.
    Everything i read here is, that you want closed STO.
    No improvement is stagnation. Stagnation means doom.
    I saved this bit for last because I wanted to make a point of it. First off, where did I say I want the game to be closed down? Because I would like to see that. Second, your definition of improvement and my definition of improvement are 2 completely different things. I see these suggestions of yours as doing little more than adding grind for the sake of grind. I do not see taking options away from people as far as reputations and equipment as being an improvement. I do not see requiring doff/boff mastery level ups as an improvement, especially since that's why we have expertise is to help level them up to start with. I do not see adding tedious repair missions as an improvement just to get your ship back to functionality after the fact when just consuming a repair component will do. other popular games like WoW, SWTOR, and similar only require a small amount of credits/gold for their repair bills and its done.

    I simply see no value in what you are proposing as i see it negatively impacting overall player choice with the game, and the quality of the game. Most of what you're proposing already exists in various systems, or would negatively impact the game should it be added. If other folks do and want to voice their support of it, then by all means they're free to do so, just as I am free to voice my opposition to it. The green text next to my name does not prevent me from sharing opinions you may not like or agree with. Also just because someone disagrees with you does NOT mean they want the game to stagnate or to close down. Why would myself or others want a game to close down that we all enjoy playing? Furthermore if someone no longer enjoys playing STO, why are they still here? If folks need to take a break then take a break. I do it, the other mods do it, and I guarantee you the devs don't always play their own game.

    Lastly on this, simply because folks disagree with you or the game doesn't want to adopt your suggestions does NOT automatically mean the game is doomed. Now I want you to think long and hard before you answer me on this. Do you think the game is doomed if they don't adopt your suggestions or something similar to them?
    "Someone once told me that time was a predator that stalked us all our lives. I rather believe that time is a companion who goes with us on the journey and reminds us to cherish every moment, because it will never come again." - Jean Luc Picard in Star Trek Generations

    Star Trek Online volunteer Community Moderator
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    spiritbornspiritborn Member Posts: 4,266 Arc User
    I do not see adding tedious repair missions as an improvement just to get your ship back to functionality after the fact when just consuming a repair component will do. other popular games like WoW, SWTOR, and similar only require a small amount of credits/gold for their repair bills and its done.
    FF14 has an ability to manually repair to your gear (via the crafting system) that costs a special regent, that said FF14 also have repair NPC (called "mender" or variation of that) that repair your gear for just gil.

    That said the FF14 manual repair system is optional and rewards your for using it rather then punishing you for not using, thus if you don't want to interact with that system you don't have (or you suck at leveling your crafting as I do).
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    villainvilevillainvile Member Posts: 64 Arc User
    Penalties for dying? seriously? I'm a CASUAL player. yesterday ...

    I don't mean, that actually all TFOs will get an penalty for failing (and really not for TFOs).
    I mean, that only these assigments will get a penalty, which also are needed for the suggested prestige system (for example).
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    villainvilevillainvile Member Posts: 64 Arc User
    edited May 2020
    spiritborn wrote: »
    I do not see adding tedious repair missions as an improvement just to get your ship back to functionality after the fact when just consuming a repair component will do. other popular games like WoW, SWTOR, and similar only require a small amount of credits/gold for their repair bills and its done.
    FF14 has an ability to manually repair to your gear (via the crafting system) that costs a special regent, that said FF14 also have repair NPC (called "mender" or variation of that) that repair your gear for just gil.
    That said the FF14 manual repair system is optional and rewards your for using it rather then punishing you for not using, thus if you don't want to interact with that system you don't have (or you suck at leveling your crafting as I do).

    That is, what i meant.
    It's optionally to repair your ship from the inside. But i think it will be a cool feature, that many would use. It's like a little bit of housing and RPG-like.

    Another suggestion is:
    If you was in combat (TFO, Episode, etc.) and boarding parties have entered your ship and you returned to normal space / ground / social zone, you could OPTIONAL enter your ship and battle the boarding party. A little mission, that focuses on the inside of you ship.
    Or this would be added as a ground patrol within your ship interior with random enemies.
    Post edited by villainvile on
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    villainvilevillainvile Member Posts: 64 Arc User
    First and foremost on this, cutting folks off from items and reps denies them the ability to utilize quite a few options in the game and severely limits the ability of people to build ships with any kind of diversity.

    It's only a suggestion. A variant of the reputation system. But:
    In the other time, i thought the same, but without vendetta factions. So every character can get all reputations / prestige up.
    I will be happy, if the prestige system will be an extension to the reputation system. If it would work like the rep or like my explained prestige system - both would be great.
    In order for this to work you would need to smarten up the AI to the point the game is basically playing itself, and that's really no fun for anyone.

    Perhaps.
    I thought it's just the ground away team for space.
    I don't mind failing a queue once in awhile as it comes with the territory.

    I don't want this to work across the gameplay. Only for a few specific tasks, like the prestige system.
    as little as people visit ship interiors,

    And ...?
    Why people don't visit the interior?
    There isn't anything useful to do ...
    If Cryptic will focus on the interior, then people will go there.
    The problem is that I shouldn't be forced to watch it at all.

    Sure.
    I wish to skip all cutsceenes or disable them in the options (after viewed them unskipable in the first time).
    Unskippable cutscenes are not enjoyable. Why should I be essentially forced into watching something I don't like and don't want to see?

    But in some situations cutsceens should be a unskipable must-see. Like in the Task Force Operations.
    It doesn't matter whether I wait until the countdown is over or watch the (unskipable) cutscene. I can't play either way.
    Maybe one or the other will understand what you have to do.
    Like I said, borrow one from WoW's playbook and give folks a STO version of the dungeon journal. stick the information in there which can be accessed at any time they want/need. Otherwise as it sits right now your explanation of what each duty officer does is on the tooltip of that doff. Short of giving you a list of doffs to look at they shouldn't need to explain the purpose of every single doff in the game. Give a basic overview in the "knowledge padd" of what doffs can do, and let folks go from there.

    It's not about explaining what every single Doff does. It's about explaining how the meachnic works. How it works within a build. That's the problem (of what i see), players don't get strong (or get slowly strong, because nothing is explained to them and they have to work everything out for themselves).
    II see these suggestions of yours as doing little more than adding grind for the sake of grind.

    No. I hate to do grind. If the is a possibility to add my suggestions without grinding, i would be pleased.
    My suggestions should add something meaningful (in my view).
    Most of what you're proposing already exists in various systems,

    From my point of view, however, not thought through to the end or finished (example: GPL).
    Do you think the game is doomed if they don't adopt your suggestions or something similar to them?

    I don't know if it is doomed, but support has declined in recent years and content is being added more sparingly. I hope that the Year of the Klingons brings some more momentum back into the game. Like with an exclusive klingon time agent event.
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    spiritbornspiritborn Member Posts: 4,266 Arc User
    bFS6Py6.jpgHere's a picture of the FF14 manual repair menu. The key why the FF14 system works is that you can access it anytime you're not in combat, in fact it's not that different from the "heal injuries" system STO already has only difference being the FF14 system is linked to crafting and has a universal regent rather then 2 sets of regents.

    Beaming to seperate interior map for repairs has a multitude of issues (starting with the fact that a large portion of ships have just the bridge and nothing else).
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    phoenixc#0738 phoenixc Member Posts: 5,526 Arc User
    edited May 2020
    Do you think the game is doomed if they don't adopt your suggestions or something similar to them?

    I don't know if it is doomed, but support has declined in recent years and content is being added more sparingly. I hope that the Year of the Klingons brings some more momentum back into the game. Like with an exclusive klingon time agent event.

    The thing to do is not an "exclusive" Klingon time agent event, exclusion always causes problems later on, it would be far better to do something like expand the AoY event to include a "red" faction path (and hopefully some way to hook in the demi-factions, like maybe pre-selecting the red/blue allegiance for the Romulans and maybe even Dominion if they later decide to make a leveling race like the Vorta for it).

    As for tutorial updates, the current ones contain most of what you need to know to start off with already. The only part that really needs to be improved is including the two-button-down mouse steering (and maybe one or two other things others may have had trouble with) as part of the tutorial, especially for space combat. For some people the digital steering with WASD is totally counterintuitive compared to the analog steering with the mouse.

    In fact that is the reason I left the game years ago, space combat was too much of a frustrating mess using WASD for the game to be enjoyable and it was not until my Steam group decided to switch to STO two years ago that I decided to give it a try again and found the mouse steering entirely by accident because of muscle memory from another game. If I knew about it when I first started I probably would not have left.
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    vetteguy904vetteguy904 Member Posts: 3,857 Arc User
    It’s obvious that Star Trek Online is not very friendly to beginners. ...

    I don't agree with this at all. Also, your fun is not wrong, but remember that your fun is not the only valid fun.

    Otherwise:

    Taking away choice of marks punishes players by forcing them to play content that they don't enjoy so I oppose that.

    I think trying to make new players at level 1 or even level 10 learn about reputations and endeavors will make the game harder for them to get into, but that's just my opinion I don't feel too strongly about it. It makes more sense to me how the devs spread out adding the systems one by one as you level up and finally reach endgame.


    absolutely. as it is STO forces you to do TFOs if you want to grind the new ships, or do a lot of the endeavors. and there are enough jerks out there that you get all sorts of rude comments if you are not a master of the scenario the first time you play.
    I have had comments from you can't play worth TRIBBLE to you suck so bad you need to stop playing the game. I'm not naming nor shaming but those people do post on here and they have large DPS league logos under their names. I welcome the BZs as an alternative to get marks
    Spock.jpg

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    spiritbornspiritborn Member Posts: 4,266 Arc User
    There needs to be a pace in which you introduce new mechanics to novice players, if you dropped all mechanics a level 1 to player who has never played STO (or heaven forbid any MMO) you'd just overwhelm and confuse them and ultimately would make it harder for them to learn. Granted the flipside of that is that if you delay introducing new mechanics for too long people might also get overwhelmed as they gotten into a routine, that said I'd think atm STO has a relatively decent pace, now there's issues in the introduction of new things but the pace isn't one of those issues IMHO.
This discussion has been closed.