PDA

View Full Version : Please, not the CoX formula for away mission maps


Hagon
09-11-2008, 08:19 AM
I'm really hoping that the devs come up with a wide variety of environments for away missions, and don't do what was done with the CoX game's missions.

I know that more than anything else, those repetitive maps killed that game for me. Pretty much the exact same looking things over and over with only higher mobs in greater numbers.

I know there's limitations on how much they can do, but there's got to be a way to get enough maps so as to not feel like you're visiting the same planet every third or fourth one.

babanathie
09-11-2008, 08:22 AM
I'm really hoping that the devs come up with a wide variety of environments for away missions, and don't do what was done with the CoX game's missions.

I know that more than anything else, those repetitive maps killed that game for me. Pretty much the exact same looking things over and over with only higher mobs in greater numbers.

I know there's limitations on how much they can do, but there's got to be a way to get enough maps so as to not feel like you're visiting the same planet every third or fourth one.

Well, the developers did state that they are working on a system to "dynamically" generate missions. That would, hopefully, include a random map generator. I agree though; the limited maps do detract from the game (although I do like the game overall).

KO_Gilligan
09-11-2008, 08:30 AM
I played CO at Indy and it was a West World environment, and I said "hey this looks absolutely nothing at all like the screenshots" at which point he let me sneak a peak at yet another point on the map, that was entirely different. (don't tell)

These guys know about variation, believe me.

marscentral
09-11-2008, 08:52 AM
Yay variation.

Everitt_Cage
09-11-2008, 08:55 AM
I'm really hoping that the devs come up with a wide variety of environments for away missions, and don't do what was done with the CoX game's missions.

I know that more than anything else, those repetitive maps killed that game for me. Pretty much the exact same looking things over and over with only higher mobs in greater numbers.

I know there's limitations on how much they can do, but there's got to be a way to get enough maps so as to not feel like you're visiting the same planet every third or fourth one.

agree 100%. when i first started playing COH i was very impressed by the character creation engine and was having alot of fun. however, after about 20 missions of being sent to the same sewer/warehouse i decided it wasnt the game for me.

Fluxion
09-11-2008, 09:09 AM
I'm really hoping that the devs come up with a wide variety of environments for away missions, and don't do what was done with the CoX game's missions.

I know that more than anything else, those repetitive maps killed that game for me. Pretty much the exact same looking things over and over with only higher mobs in greater numbers.

Have to add my voice to yours regarding this issue. The constant repetitive nature of the instance maps killed CoX for me as well. It was awful.

RogueEnterprise
09-11-2008, 09:55 AM
I'm sure we can all agree that variety is Good (TM).

Kasp0
09-11-2008, 09:58 AM
agree 100%. when i first started playing COH i was very impressed by the character creation engine and was having alot of fun. however, after about 20 missions of being sent to the same sewer/warehouse i decided it wasnt the game for me.

Yeah, since WOW was my first MMO i understod how well done it was first when i whent to try CoH
Those Sewers and warehouse killed all the expectations. When you see this type of repetativ places already from the start, then you do not look forward to new but repatative places anymore.
I rather have CoH in the making for 5 years than less if it means that it will have as well made areas and planets like the first WoW areas. Also about the computer generated missions....that dose not sound to good.
There could be a risk that they will feel souless if i can put it that way. I rather have 1 Pan-Seared Tuna with Ginger Shiitake Cream then 50 Cheese brurgers from McDonalds made by depressed teens with no work pride. Did that make sense?

Hagon
09-11-2008, 10:15 AM
There could be a risk that they will feel souless if i can put it that way. I rather have 1 Pan-Seared Tuna with Ginger Shiitake Cream then 50 Cheese brurgers from McDonalds made by depressed teens with no work pride. Did that make sense?Yes it made sense, and it made me hungry too.

I played CO at Indy and it was a West World environment, and I said "hey this looks absolutely nothing at all like the screenshots" at which point he let me sneak a peak at yet another point on the map, that was entirely different. (don't tell)

These guys know about variation, believe me.Well not saying that's not true.... now, and I sure hope it is. You have to admit though, they sure didn't back then. That, and if they had done the same thing back then and shown you the CoV sewer mission map, the warehouse map, the caves map, and the office building map, you'd have gotten the impression that thew knew about variety maybe, not knowing that that was all you were going to see for 50 levels.

marscentral
09-11-2008, 10:23 AM
I rather have 1 Pan-Seared Tuna with Ginger Shiitake Cream then 50 Cheese brurgers from McDonalds made by depressed teens with no work pride. Did that make sense?

I have an addiction to those burgers and now I'm going to have to call my sponsor before I go to McDonalds and fall off the wagon.

KO_Gilligan
09-11-2008, 10:29 AM
Yes it made sense, and it made me hungry too.

Well not saying that's not true.... now, and I sure hope it is. You have to admit though, they sure didn't back then. That, and if they had done the same thing back then and shown you the CoV sewer mission map, the warehouse map, the caves map, and the office building map, you'd have gotten the impression that thew knew about variety maybe, not knowing that that was all you were going to see for 50 levels.

Away team on the plains, Away team in the future city, away team in the forest, Away team on some rocks, repeat.
:p

zinc
09-11-2008, 10:49 AM
During the development and servicing of CoH, we learned tons about how important variety is in an MMO. Not just that - but the places where players really appreciate it - and where the effort isn't noticed as much.

I'm really pleased with how we're approaching that problem in STO. I'm confident that the breadth of variety in the away team missions will blow people away. It's already stunned people internally - it's awesome!

Kasp0
09-11-2008, 10:51 AM
Yes it made sense, and it made me hungry too.

No problem, when STO comes out i will invite you to my ship for a excellent dinner and a Orion slave show to top it off!

ianobs
09-11-2008, 10:55 AM
During the development and servicing of CoH, we learned tons about how important variety is in an MMO. Not just that - but the places where players really appreciate it - and where the effort isn't noticed as much.

I'm really pleased with how we're approaching that problem in STO. I'm confident that the breadth of variety in the away team missions will blow people away. It's already stunned people internally - it's awesome!

so what your saying is "Its sooo good that you have embarrassed your self's"

LunaticFringer
09-11-2008, 11:22 AM
I still have my doubts about just how much variety we can get out of a "random" generator for a seemingly "unlimited" exploration universe. But I am hoping the ground/space game does offer enough variety in environments that when you do find yourself playing out roughly the same map again you might not notice it the first few times. If they can pull that one off I think they'll be on course to something better than what we've seen in other mmos.

Duckdee
09-11-2008, 11:24 AM
I'm really pleased with how we're approaching that problem in STO. I'm confident that the breadth of variety in the away team missions will blow people away. It's already stunned people internally - it's awesome!
Anyone else excited about how much seems to be built already?

Silverspar
09-11-2008, 11:25 AM
Anyone else excited about how much seems to be built already?

They've had a solid foundation in place for a while, so it's definitely pleasing to hear, I am not the least bit surprised.

Feryk
09-11-2008, 11:30 AM
so what your saying is "Its sooo good that you have embarrassed your self's"

Actually, I think it's more along the lines of 'We've learned from experience.' :)

Which is better than NOT learning.

hewolf
09-11-2008, 11:32 AM
During the development and servicing of CoH, we learned tons about how important variety is in an MMO. Not just that - but the places where players really appreciate it - and where the effort isn't noticed as much.

I'm really pleased with how we're approaching that problem in STO. I'm confident that the breadth of variety in the away team missions will blow people away. It's already stunned people internally - it's awesome!Excitement Level: +10

marscentral
09-11-2008, 11:43 AM
Excitement Level: +10

Yup. My head is pulsating, ready to explode with excitement. You developer guys are going to have to stop making this game so awesome, or I'm not going to make it to launch. Or force me to play as Wesley Crusher. No that's too much disappointment.

Hagon
09-11-2008, 12:04 PM
During the development and servicing of CoH, we learned tons about how important variety is in an MMO. Not just that - but the places where players really appreciate it - and where the effort isn't noticed as much.

I'm really pleased with how we're approaching that problem in STO. I'm confident that the breadth of variety in the away team missions will blow people away. It's already stunned people internally - it's awesome!Thank you very much for that information zinc. Most reassuring. :cool:

No problem, when STO comes out i will invite you to my ship for a excellent dinner and a Orion slave show to top it off!Alrighty then. I'll bring the Blood Wine.

lobsternooberg
09-11-2008, 12:24 PM
stop wasting time posting and make the game before i burst ... all this feedback nonsense.... how bout it comes out earlier instead of fan input..................:rolleyes:

KO_Gilligan
09-11-2008, 03:06 PM
During the development and servicing of CoH, we learned tons about how important variety is in an MMO. Not just that - but the places where players really appreciate it - and where the effort isn't noticed as much.

I'm really pleased with how we're approaching that problem in STO. I'm confident that the breadth of variety in the away team missions will blow people away. It's already stunned people internally - it's awesome!

Thank you, you are my hero.

We get this, and ship battles too.... and future content because the masses will be playing your game.

It's like our team just won the gold....

lumpking69
09-11-2008, 03:11 PM
The constant loading sucks but as long as each "instance" isn't the same and redundant like CoX was, ill be ok with it.

I can not stand CoX because every mission is the same office, cave, warehouse, etc etc and it makes your eyes bleed.

So please don't make that mistake again.

Allardyn
09-11-2008, 03:13 PM
I must agree, and I am glad to hear that they are tweaking thier approach.

While I like CoX, I really can only stand so much repetitive action and find that I only sub my account every couple months for a bit until it becomes monotonous again.

KL0k
09-11-2008, 03:50 PM
stop wasting time posting and make the game before i burst ... all this feedback nonsense.... how bout it comes out earlier instead of fan input..................:rolleyes:

lol. yeah, these 5 minutes reading and 2 minutes posting is important dev-time :rolleyes:

.oO( shall i make it sound more ironicly or is it okay how it is now? )

Flatfingers
09-11-2008, 08:22 PM
During the development and servicing of CoH, we learned tons about how important variety is in an MMO. Not just that - but the places where players really appreciate it - and where the effort isn't noticed as much.

Oh, man... Zinc, you can't just leave designer wannabes like me hanging like that. :p

I'd really enjoy hearing just a bit more about what you observed in terms of content development effort that didn't get noticed. (Sort of like the importance of "the dog that did not bark" in the classic Sherlock Holmes mystery The Hound of the Baskervilles?) In particular, I'd be very interested to learn what content you feel wasn't noticed and what lessons for games like Star Trek Online that you drew from that experience.

If it's appropriate, if you get a chance, and if you feel like it, of course.

--Flatfingers