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View Full Version : Observations after reading up on STO


Drikus
11-12-2008, 06:00 PM
Obviously this is just speculation but he feeling I get from what I have read so far is that this is going to be a combination of the cars wars based game (which btw was DoA) and Tabula Rasa. The main thing these two games were missing is a good crafting system. I admit I am a bit spoiled as I got into crafting in Star Wars Galaxies before sony killed the game which, in every game forum I have ever read, is held up as the right way to do crafting, including the player run economy and item decay to balance the economy and keep cost of equipment from getting out of hand.

Tabula Rasa's flaw is that the game feels too repetitive. you can change equipment but one gun works about like any other. The game tied a hybrid form of skill vs. class system which was good for a while but fell short of what was possible. Again I look to SWG for the skill based system it had and being able to truly customize a character.

And please do NOT lock us into certain ships or classes of ship based on our character class.

just some observations, more to come later

Varrangian
11-12-2008, 06:02 PM
Obviously this is just speculation but he feeling I get from what I have read so far is that this is going to be a combination of the cars wars based game (which btw was DoA) and Tabula Rasa. The main thing these two games were missing is a good crafting system. I admit I am a bit spoiled as I got into crafting in Star Wars Galaxies before sony killed the game which, in every game forum I have ever read, is held up as the right way to do crafting, including the player run economy and item decay to balance the economy and keep cost of equipment from getting out of hand.

Tabula Rasa's flaw is that the game feels too repetitive. you can change equipment but one gun works about like any other. The game tied a hybrid form of skill vs. class system which was good for a while but fell short of what was possible. Again I look to SWG for the skill based system it had and being able to truly customize a character.

And please do NOT lock us into certain ships or classes of ship based on our character class.

just some observations, more to come later

You need to do more "reading up" There will be crafting (tba) and they will not lock you into ships based on character "class". The FAQ I believe contains both of these pieces of information.

UfcFan78
11-12-2008, 06:18 PM
FAQ's are overrated, IMHO. Learning sucks.

thefreshjedi
11-12-2008, 06:27 PM
FAQ's are overrated, IMHO. Learning sucks.

LOL,

you should watch Idiocracy (http://www.imdb.com/title/tt0387808/) some time, it might change your mind about that.


-Avery

Blackfire2
11-12-2008, 06:29 PM
Obviously this is just speculation but he feeling I get from what I have read so far is that this is going to be a combination of the cars wars based game (which btw was DoA) and Tabula Rasa. The main thing these two games were missing is a good crafting system. I admit I am a bit spoiled as I got into crafting in Star Wars Galaxies before sony killed the game which, in every game forum I have ever read, is held up as the right way to do crafting, including the player run economy and item decay to balance the economy and keep cost of equipment from getting out of hand.

Tabula Rasa's flaw is that the game feels too repetitive. you can change equipment but one gun works about like any other. The game tied a hybrid form of skill vs. class system which was good for a while but fell short of what was possible. Again I look to SWG for the skill based system it had and being able to truly customize a character.

And please do NOT lock us into certain ships or classes of ship based on our character class.

just some observations, more to come later

I agree that the crafting system in SWG had been the best I've seen in a game and the devs would do well to pay attention to that, however the economic system really does'nt have a place , at least in the federation which really does'nt have one per se. Though it will likely be different in the klingon empire or other starfaring nation.
Also from what I've read STO wont have a class system, but a skill based one. We'll have to wait for a while yet before we get any real info on how that will work.

cavilier210
11-12-2008, 06:32 PM
i liked how u said items degraded over time to limit inflation, thats a cool idea

Thibor
11-12-2008, 06:33 PM
Obviously this is just speculation but he feeling I get from what I have read so far is that this is going to be a combination of the cars wars based game (which btw was DoA) and Tabula Rasa. The main thing these two games were missing is a good crafting system. I admit I am a bit spoiled as I got into crafting in Star Wars Galaxies before sony killed the game which, in every game forum I have ever read, is held up as the right way to do crafting, including the player run economy and item decay to balance the economy and keep cost of equipment from getting out of hand.

Tabula Rasa's flaw is that the game feels too repetitive. you can change equipment but one gun works about like any other. The game tied a hybrid form of skill vs. class system which was good for a while but fell short of what was possible. Again I look to SWG for the skill based system it had and being able to truly customize a character.

And please do NOT lock us into certain ships or classes of ship based on our character class.

just some observations, more to come later

First, I will say SWG's crafting system had potential to be one of the best. It fell short in many peoples eyes however due to its carpel tunnel inducing format. Granted, I was not in the game past the first 6 months so if they made that part of it easier, wonderful. But trying to mass produce anything was a chore. What I did like about it though was the amount of visual customization available coupled with the "grade" of materials + experimentation yielding greater/lesser results.

Robust? Yes. Mechanically tedious at its inception? YES.
Fix the latter and I'd agree they're on their way to a good system.

UfcFan78
11-12-2008, 06:37 PM
FAQ's are overrated, IMHO. Learning sucks.

LOL,

you should watchIdiocracy (http://www.imdb.com/title/tt0387808/)some time, it might change your mind about that.


-Avery

Nay.......too much like learning. ;)

Drikus
11-12-2008, 06:46 PM
First, I will say SWG's crafting system had potential to be one of the best. It fell short in many peoples eyes however due to its carpel tunnel inducing format. Granted, I was not in the game past the first 6 months so if they made that part of it easier, wonderful. But trying to mass produce anything was a chore. What I did like about it though was the amount of visual customization available coupled with the "grade" of materials + experimentation yielding greater/lesser results.

Robust? Yes. Mechanically tedious at its inception? YES.
Fix the latter and I'd agree they're on their way to a good system.


Actually to ease the pain of mass producing items they added factories you loaded your player generated plans and the resources. Unfortunately Sony killed it when they got rid of item degradation which drove the prices of items up exponentially because now crafters only sold 2 or 3 of there best items instead of 2 or 3 hundred with repeat customers.

Shortly this discussion will pull in people who hate item decay because they have to worry about repair and buying new gear, and they always seem to miss the advantage of equipment costing far less.

Trekkie
11-12-2008, 07:00 PM
Honestly, I am hoping for a crafting system in the game that has some depth but is not so complex that it is inaccessible for many players. That being said, I totally agree with you about not locking characters into certain ship classes, because I think more choice is always better.

Varrangian
11-12-2008, 07:14 PM
I really should just quote this in my sig for as many times as I've had to copy and paste it...

from the FAQ

Q: Can I play something other than a Captain like a Doctor or an Engineer?
A: Everyone is a Captain, (remember, if you command a ship, you are automatically a Captain), and you will command a crew, but that does not limit your role. Your character will still be able to choose from a variety of career paths, such as Engineer, Tactical Officer, Doctor, Science Officer, etc. Your career path is your root, and will affect your skills, and how you command your crew. Consider Jean-Luc Picard, Beverly Crusher, Worf and Kathryn Janeway. Picard was an archeologist and diplomat, Crusher was a doctor, Worf a security/tactical officer, and Janeway was a scientist. Each eventually chose a career in command and became ship captains. This does not mean the game will limit your ship choices based on your profession – far from it. The examples are simply an example of how the game design was inspired.

Note I recognize this does not cover crafting, but give the Game Informer article mentions building ships in ship yards, there must be some form of it.

This addresses the issue of locking characters in to ship classes based on their choices for professions.

Now does this mean that a character that wants to focus on crafting might not be best suited to use a specific ship class (probably the science class for Feds at least)? No clearly, but if you want focus on crafting you should not be great at everything else.

If you want to be a hybrid then you should give up some abilities to do so. So if you want to be a crafter but captain a Escort ship than you should probably sacrifice the ability to find resources as well as those who captain a science ship.

ChoppyNZ
11-12-2008, 10:18 PM
I do believe STO will have something unique to the MMO world... that would be the replicator :)

I can not be bothered making a cup of coffee when I could simply replicate one that would taste and smell the same as a hand made cup. Same goes for making weapons, armour, ship upgrades, and the works.

While, of cause there will be things you need to craft manually - I doubt there is going to be much RSI brought about by crafting in STO.

Silverspar
11-12-2008, 10:29 PM
I don't get people's tnedancies to praise SWG's crafting system which was practicalyl a direct rip, carpel tunnel syndrome and all, of UO's.