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  • More Foundry development. Foundry integration with whatever kind of "Exploration" system they have. A bit random, but it'd be cool to have missions, backstories for each planet you visit built by players. It'd be an effort to reel in development of such missions into something cohesive but should be worth it. Really, any…
  • It shouldn't feel like a gamble or, for some, a donation for most people. Every lock box should give something useful, or "useful" like a good costume set or other aesthetic stuff, effects, whatever. People should be getting something of worth for their money or time. It's a tough balance of an existing practice. There's…
  • What needs to be down between now and when a Territorial Control mode is implemented in STO?
  • It looks better, it significantly lighter on system resources. Hopefully it works better across the board. I don't get the criticism. Yes, it could be better, but it's like, one guy working on it.
  • "Significantly reduced memory footprint of UI windows." Awesome. Does anyone know how bad the original one was, or how much of an improvement the new UI is? Also, general bridge officer UI bull****, improved?
  • Something that tells you a story, like dungeons in GW2. Perhaps something a little dynamic like, to see the entire story you'd have to do well. Maybe there'd be cross-faction elements, like indirect PvP, where you're competing or something, might not work with an STF. Something good/interesting and not cookie-cutter.…
  • Keeping in mind the eventual introduction of a territorial control "mode", having three separate factions would better serve to keeping it in balance. Really, anything the positions this gamemode to be successful is good imo, because it can be a great, long-lasting endgame option that other, existing, systems can integrate…
  • Not a great deal excited. But it sets the stage for some interesting developments in the future, with some end point being a territorial control game. They're attempting to reinforce the foundation of the game they want this to become.
  • Is it a complete overhaul? As I understand it, the original UI 'engine' (?) was poor in terms of performance. As a look, it looks great. Much easier on the eyes.
  • Are there any plans to justify the existence different factions? What gameplay mechanics could you employ to take into account a split playerbase? Dan Stahl once mentioned a territorial control-type gamemode (I suppose something similar to PlanetSide 2), is something like this possible or at all interesting to you? It…
  • I hope they do something more substantial with these factions. Since there are no solid mechanics that support that idea of a war between FED and KDF, it's barely noticeable, they should either merge the factions into the same gameplay pool or create some new mode or mechanic to make it worthwhile to split have the…
  • Custom audio, there's gotta be some way to make this work, and a cutscene tool, short of custom assets. As we've seen with the latest featured episode, it does a lot to elevate the quality of a mission and brings the experience that much closer to the shows.
  • Yeah, it was definitely awesome.
  • The voice-overs do a lot for me. It makes the characters a lot more real to me and the interactions and scripted parts that much more interesting. They should be in all missions and it's a shame Foundry authors can't use them.
  • Based on the hints they've given, specifically Dan Stahl's remarks on Season 8 fleshing out what roles factions will have in the end-game, I'm going to make a wild guess and say they're planning to introduce a sort of territorial control system to the game. If they're dedicated to making three factions, it's a perfect…
  • http://youtu.be/FrHyfuxtOcU?t=11m30s If you listen to the video from the point that I'm linking, they begin to talk about it. This isn't the only case where Stahl has talked about this, but the info is around if you look/listen.
  • The team primarily working on the Foundry is currently working on Neverwinter. That game is supposedly coming out soon. As soon as that game comes out, it's their intention to move over a lot of that code over to Star Trek Online, since they're built on the same engine (though they're quite far apart now, just due to the…
  • I think it's that the way the stories are presented that's failing to engage players. It's a case of these popup text boxes interrupting your gameplay instead of a story grabbing your attention for most people. Short of having custom audio and a solid cutscene tool, the story should be told through the characters, having…
  • Yeah, I think ground interactions need the most work of the two. If we're talking strictly combat, is there any way for Cryptic to rework the system so that they may retrofit a new system with old enemies/missions?
  • I'd really like for this to happen. Voice overs are just so much more engaging than reading a text box. I really dislike the idea of paying to get that privilege. Perhaps there could be some sort of trust system, so the most popular authors get access? Employ a zero tolerance policy, people can flag down offenders. There's…
  • A very interesting look into the way you work. And it's great work. Thanks!
  • The way I put it here is that by implementing these changes in the direction they're going, it makes purchasing dilithium with ZEN a much more hedonistic choice, a good feeling in the short-term. Obviously, they're using dilithium to direct the pace of the game and their business. Look at the patterns of dilithium usage…
  • Based on the nature of their updates to the game, I don't think creating a new faction in and of itself would make STO a better game. Creating a faction with at least the quality of the Klingon faction would take too much time and resources from real and important changes to the game. It's an empty goal that won't pay off…
  • The system itself is fine, it's just a matter of balance. These are values that don't take too much work to change, as opposed to redesigning the system. But, changing them also changes the pace and type of game Cryptic wants to make. This would ideally be an open discussion with Cryptic.
  • To be fair, they do warn you. Yes, it should be possible and easier to implement than for fleet projects, but it's also less of a blunder.
  • How does this solve the dilithium problem? It shouldn't have to take an enormous amount of time or effort to get an adequate amount of dilithium.
  • I agree that FEs appear to take too much work for far too little playtime. They take away development time from systems and content that could have much longer lives. It just isn't cost effective. Freeing up and incorporating the Foundry into the storytelling in the game just makes more sense. If you allow people more…
  • It'd be cool if one of the observers could stream it on TwitchTV or something. If this takes off maybe you can have some people, maybe devs, come on to commentate or something. I'd be interested to watch that.