Have the devs ever talked about an end game for STO? I really love this game but once you hit the cap it feels like hitting a wall. I would love seeing big ship ops against enemy unites, maybe even where strategy and tactics have a play. Maybe even a campaign that players can work on completing against enemy X. They could also push the story as well. Does anyone know if this has ever been brought up? I would love to come here and play as much as I can, but endeavors don't really do it for me. It just feels like items x, y, and z and that's it.
1st Fist of Light, Commander
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Global Handle: @Marshal_Valor
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rattler2Member, Star Trek Online ModeratorPosts: 58,596Community Moderator
I have all my reputations maxed out. I have been at that point for a long time now. It feels like their is nothing really to do aside from endeavors which really feels bleh to me. At this point I would glady do a raid or have a multi part aspect to it where we fight on ship to ship first and then beam down to a planet and finish off the group.
1st Fist of Light, Commander
Section 31
Global Handle: @Marshal_Valor
Star Trek Online Volunteer Community Moderator and Resident She-Wolf
Community Moderators are Unpaid Volunteers and NOT Employees of Gearbox/Cryptic
Views and Opinions May Not Reflect the Views and Opinions of Gearbox/Cryptic
Have the devs ever talked about an end game for STO? I really love this game but once you hit the cap it feels like hitting a wall. I would love seeing big ship ops against enemy unites, maybe even where strategy and tactics have a play. Maybe even a campaign that players can work on completing against enemy X. They could also push the story as well. Does anyone know if this has ever been brought up? I would love to come here and play as much as I can, but endeavors don't really do it for me. It just feels like items x, y, and z and that's it.
They tried 'big ship ops' and people complained it took 'too long'.
They tried 'tougher enemies' and people complained it was 'too hard'
Any time Cryptic comes up with something that requires more than a little effort, that takes longer than 10 minutes, where someone can't play afk, some folk complain and Cryptic acquiesce.
The best you can hope for at the moment is playing things on Elite difficulty mode for Episodes and Elite TFO's.
"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.
Have the devs ever talked about an end game for STO? I really love this game but once you hit the cap it feels like hitting a wall. I would love seeing big ship ops against enemy unites, maybe even where strategy and tactics have a play. Maybe even a campaign that players can work on completing against enemy X. They could also push the story as well. Does anyone know if this has ever been brought up? I would love to come here and play as much as I can, but endeavors don't really do it for me. It just feels like items x, y, and z and that's it.
They tried 'big ship ops' and people complained it took 'too long'.
They tried 'tougher enemies' and people complained it was 'too hard'
Any time Cryptic comes up with something that requires more than a little effort, that takes longer than 10 minutes, where someone can't play afk, some folk complain and Cryptic acquiesce.
The best you can hope for at the moment is playing things on Elite difficulty mode for Episodes and Elite TFO's.
Sadly, Lee speaks the truth. players almost always take the path of least resistance. I am guilty, though i am SICK of Iupiter Iratus it's the fastest tfo in the grind
My idea for endgame is the addition of a massive metagame that uses a wide variety of variables to trigger events or keep them from being triggered. Once triggered, other variables would control when an event gets resolved. Add a resource management system that works along side and in conjunction with the DOff and Admiralty systems and make it accessible at Fleet Admiral rank and you've got something that can directly feed into that metagame.
Ooooo... I like the sound of that.
Star Trek Online Volunteer Community Moderator and Resident She-Wolf
Community Moderators are Unpaid Volunteers and NOT Employees of Gearbox/Cryptic
Views and Opinions May Not Reflect the Views and Opinions of Gearbox/Cryptic
Have the devs ever talked about an end game for STO? I really love this game but once you hit the cap it feels like hitting a wall. I would love seeing big ship ops against enemy unites, maybe even where strategy and tactics have a play. Maybe even a campaign that players can work on completing against enemy X. They could also push the story as well. Does anyone know if this has ever been brought up? I would love to come here and play as much as I can, but endeavors don't really do it for me. It just feels like items x, y, and z and that's it.
They tried 'big ship ops' and people complained it took 'too long'.
They tried 'tougher enemies' and people complained it was 'too hard'
Any time Cryptic comes up with something that requires more than a little effort, that takes longer than 10 minutes, where someone can't play afk, some folk complain and Cryptic acquiesce.
Sometimes it seems people will complain about almost anything.
players almost always take the path of least resistance. I am guilty, though i am SICK of Iupiter Iratus it's the fastest tfo in the grind
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rattler2Member, Star Trek Online ModeratorPosts: 58,596Community Moderator
I admit I'm drifting a bit myself, waiting for the next content drop because I enjoy the story content and want to see what happens next. Been playing for over a decade so I suppose that's gonna happen. In times like this I guess we make our own endgame, be it RP, Space Barbie, personal projects in game, or combination of things.
Have the devs ever talked about an end game for STO? I really love this game but once you hit the cap it feels like hitting a wall. I would love seeing big ship ops against enemy unites, maybe even where strategy and tactics have a play. Maybe even a campaign that players can work on completing against enemy X. They could also push the story as well. Does anyone know if this has ever been brought up? I would love to come here and play as much as I can, but endeavors don't really do it for me. It just feels like items x, y, and z and that's it.
They tried 'big ship ops' and people complained it took 'too long'.
They tried 'tougher enemies' and people complained it was 'too hard'
Any time Cryptic comes up with something that requires more than a little effort, that takes longer than 10 minutes, where someone can't play afk, some folk complain and Cryptic acquiesce.
The best you can hope for at the moment is playing things on Elite difficulty mode for Episodes and Elite TFO's.
I prefer it when it's more than 10 minutes...a LOT more.
Just kidding. I like the idea of some sort of counter / mechanic on a galactic scale, like an asteroid is on course for a populated planet, a very large amount of Doff assignments are required to avert tragedy.. that sort of thing.
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rattler2Member, Star Trek Online ModeratorPosts: 58,596Community Moderator
@corinthalas
Personally, I don't care about gear rewards so much as having experiences that feel rewarding. As in, what I'd be doing actually make a difference in matters of the alliance as a whole.
When the gameplay experience is self contained to one's own personal activities, where success or failure impacts nobody else, there is a perceived need to be compensated with some sort of gear or equipment reward. And when that has been the way it is for over a decade, it's hard to wrap one's brain around a concept where winning a long battle campaign or helping a civilization avoid or recover from a crisis IS the reward.
Having said that, I do realize that the perceived need for tangible rewards is not going to go away. Therefore, I propose a new form of Currency that is exchangable with RD called Alliance Prestige. Essentially, it is rewarded for doing activities that further the interests of the Alliance. One could trade RD for it but not the other way around. Prestige would be spent on Alliance gear and equipment. 100 RD would get 1 Prestige. And there would be a daily cap of 100 prestige that can be obtained from RD. This ensures that someone cannot trade away their entire stockpile of RD for enough prestige to obtain every single alliance item available.
Protecting and furthering the interests of the Alliance as a whole should be our Endgame. The Burn will not happen until the 31st century. That leaves a roughly 600 year period for the Alliance to grow and thrive before declining in its later years.
Now what I am talking about is a system-driven element to STO that can run autonomously once implemented. Leaving Cryptic to continue producing mission content and ships like normal. And of course, they will ideally be adding new scenarios to the Alliance system that reflect the events of the story arcs they put out. So each arc would introduce at least one Alliance scenario with multiple instances in logical locations, and/or multiple Alliance scenarios in single specific locations.
There should also be some sort of alliance infrastructure maintenance scenarios located in every ground facility that serves as a social hub. Which one is given priority would be based on the least visited location within a specific timeframe. The idea here is to create a mechanic that keeps the player base moving throughout the entirety of the game world rather than just moving from point to point with no need to revisit places they have been. Also, when the system identifies a least visited location, Cryptic would be notified as well. Ideally, this location would be where the player needs to go first in the next story arc. either to get a personal mission briefing, to pick up a plot element such as a VIP or special cargo.
Also, Under this system, new specializations could be made available, like Pilot and such. Freighter Captain would be one profession. It's still part of the Alliance fleet, so not a civilian profession. It would be Alliance Freighters that move materials and equipment throughout the Alliance in bulk quantities. Any ship could assist in this, but there could be a cap on how many Cargo missions can be taken while not flying a freighter. The key element here is that every single one of these Cargo missions is moving something vital to the Alliance from one point to its final destination. Cargo represents the logistical aspect of the metagame. There would be a lot of prestige associated with cargo hauling, as without someone to move resources, things cannot get done
Alliance Core of Engineers would be another branch, allowing players to get their hands dirty constructing installations and facilities, and keeping them maintained.
Most of this stuff would just be the game keeping track of numbers on a dynamic spreadsheet. We already have a go here and do that mechanic. Only now, going there and doing that will adjust numbers that the game would factor into a lot of different scenarios.
What you are talking about is called "emergent behavior", and it would be great if they decide to put it in at least to some degree at some point.
One of the best things about the old Defiance game was that it had it (though in a limited form) and players could actually make a difference in how the various scenarios played out by doing things like intercepting enemy units on the way to an attack (they often marched clear across an open-world region to get to the attack site) which kept players at the main attack site from getting buried in hellbugs or whatever. Also, since the different types of mobs were usually hostile to each other you could lure one type to attack the other and draw off some of the forces from whatever your objective was to deal with it (even if that objective was just to kill one of the types).
Most games that depend on it don't use the AI version much (if at all), they just pit players against each other in a crafting/resource gathering economy (EVE Online is the prime example of that). Either way though, it can make a game world really come alive.
Something like that would not be easy to implement, but if they are planning some refactoring to fix and streamline things in the game anyway (like the recent jump in minimum requirements suggests they are) then if they did it with some AI emergent behavior systems in mind it could be very rewarding to both the company and the players and refresh the game for a long time to come.
I really wish they realshed other content then missions and one TFO and RNG ships... After you do the same thing about 1000 times, the game gets really stale .
AKA, Beard of borg. Owner of the title "Should have left"
I think what would make the most difference to the endgame is making a explorable, conquerable, colonization-capable sector where the stuff you do matters. Think No Mans Sky or EVE where groups can compete over the star systems and there's always new places to explore and develop. Right now the game is kind of like an amusement park, and you can go around and ride the rides but at the end of the day the universe isn't changing. If we could add a new zone where there's unlimited exploration (perhaps a really nice procedural generated system maker) the game will finally be able to offer unlimited fresh content as well as that sense of exploration and discovery that makes Star Trek what it is.
tl;dr Give us strange new worlds and places to boldly go where no one has gone before.
Zinc: The universe of Star Trek Online is shaped and changed by the actions of the players...expect to see new planets and races discovered that were unknown the last time you logged in."
I think what would make the most difference to the endgame is making a explorable, conquerable, colonization-capable sector where the stuff you do matters. Think No Mans Sky or EVE where groups can compete over the star systems and there's always new places to explore and develop. Right now the game is kind of like an amusement park, and you can go around and ride the rides but at the end of the day the universe isn't changing. If we could add a new zone where there's unlimited exploration (perhaps a really nice procedural generated system maker) the game will finally be able to offer unlimited fresh content as well as that sense of exploration and discovery that makes Star Trek what it is.
tl;dr Give us strange new worlds and places to boldly go where no one has gone before.
They used to have exploration zones that were composed of random pre-made scenario fragments, sort of like patrols but usually shorter and rather pointless, jammed together in random sequences. From what I heard they were more a laughingstock because of all the context errors than anything anyone wanted to play.
Often it was scan some rocks, plants, or broken tech junk a number of times and maybe if you were lucky get jumped by some random NPC enemies. And both PCs and NPCs would often either start inside of a terrain feature and be unable to get out, or fall through gaps in the patchwork ground maps.
From what the devs said that is pretty much the limit of what they can do without a massive engine overhaul that would allow them to add the necessary framework for an actual procedurally generated system.
At the very least they would have to clean and organize the environmental objects directories into something that a program could work with instead of the sloppy current one that depends on human memory to guess at where things are and hunt for them to put into a manually built map.
The game was always meant to be a conventional mission-oriented format (the engine started out as a modified superhero game engine) and since STO was a last-minute save where Cryptic picked up the ball from another company and ran with it they had to initially cut corners to make the deadline so adding major systems like true exploration was not a viable option. Adding it after the fact is probably possible but at a steep cost, one they probably do not feel comfortable gambling on.
On the other hand, adding some emergent behavior AI and co-dependent event trees would probably be easier, though still probably a lot of work.
Did nobody tell you guys? Endgame is Space Barbie. Your Mission is to look as absolutely fabulous as possible. And to pimp your ship out like a 1975 Buick Electra with a purple fake fur interior. That reminds me Can we get Rios's Pimp Hat?
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Section 31
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Views and Opinions May Not Reflect the Views and Opinions of Gearbox/Cryptic
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They tried 'big ship ops' and people complained it took 'too long'.
They tried 'tougher enemies' and people complained it was 'too hard'
Any time Cryptic comes up with something that requires more than a little effort, that takes longer than 10 minutes, where someone can't play afk, some folk complain and Cryptic acquiesce.
The best you can hope for at the moment is playing things on Elite difficulty mode for Episodes and Elite TFO's.
Sadly, Lee speaks the truth. players almost always take the path of least resistance. I am guilty, though i am SICK of Iupiter Iratus it's the fastest tfo in the grind
Ooooo... I like the sound of that.
Views and Opinions May Not Reflect the Views and Opinions of Gearbox/Cryptic
Moderation Problems/Issues? Please contact the Community Manager
Terms of Service / Community Rules and Policies / FCT
Facebook / Twitter / Twitch
I prefer it when it's more than 10 minutes...a LOT more.
space barbie is the true end game!
Just kidding. I like the idea of some sort of counter / mechanic on a galactic scale, like an asteroid is on course for a populated planet, a very large amount of Doff assignments are required to avert tragedy.. that sort of thing.
You know technically I did mention Space Barbie.
That's one reason to add ground patrols, so we can take our whole dress-up squad on adventures in between story episodes.
Maybe intentionally do ground stu.........hahahahaha, no don't do that.
Elite Barbie is very challenging. On console we have 20 minute queues just to get on the right screen to do our outfits.
LOL, supposedly the PS5 and Xbox Series X are better at loading the tailor, but yes on my older Xbox One it is painfully slow.
What you are talking about is called "emergent behavior", and it would be great if they decide to put it in at least to some degree at some point.
One of the best things about the old Defiance game was that it had it (though in a limited form) and players could actually make a difference in how the various scenarios played out by doing things like intercepting enemy units on the way to an attack (they often marched clear across an open-world region to get to the attack site) which kept players at the main attack site from getting buried in hellbugs or whatever. Also, since the different types of mobs were usually hostile to each other you could lure one type to attack the other and draw off some of the forces from whatever your objective was to deal with it (even if that objective was just to kill one of the types).
Most games that depend on it don't use the AI version much (if at all), they just pit players against each other in a crafting/resource gathering economy (EVE Online is the prime example of that). Either way though, it can make a game world really come alive.
Something like that would not be easy to implement, but if they are planning some refactoring to fix and streamline things in the game anyway (like the recent jump in minimum requirements suggests they are) then if they did it with some AI emergent behavior systems in mind it could be very rewarding to both the company and the players and refresh the game for a long time to come.
tl;dr Give us strange new worlds and places to boldly go where no one has gone before.
They used to have exploration zones that were composed of random pre-made scenario fragments, sort of like patrols but usually shorter and rather pointless, jammed together in random sequences. From what I heard they were more a laughingstock because of all the context errors than anything anyone wanted to play.
Often it was scan some rocks, plants, or broken tech junk a number of times and maybe if you were lucky get jumped by some random NPC enemies. And both PCs and NPCs would often either start inside of a terrain feature and be unable to get out, or fall through gaps in the patchwork ground maps.
From what the devs said that is pretty much the limit of what they can do without a massive engine overhaul that would allow them to add the necessary framework for an actual procedurally generated system.
At the very least they would have to clean and organize the environmental objects directories into something that a program could work with instead of the sloppy current one that depends on human memory to guess at where things are and hunt for them to put into a manually built map.
The game was always meant to be a conventional mission-oriented format (the engine started out as a modified superhero game engine) and since STO was a last-minute save where Cryptic picked up the ball from another company and ran with it they had to initially cut corners to make the deadline so adding major systems like true exploration was not a viable option. Adding it after the fact is probably possible but at a steep cost, one they probably do not feel comfortable gambling on.
On the other hand, adding some emergent behavior AI and co-dependent event trees would probably be easier, though still probably a lot of work.