Eleven-Four

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Kiryn's place for rants about stuff. (version 6.0)

Archive for February, 2010

What do I want from Star Trek Online?

Saturday, February 27th, 2010

So there was this survey, asking all kinds of questions about what we liked about the game, etc. I realize that I really REALLY like this game, and I’d like it to continue to be fun. People complain about a lack of content, but I’m not even level 14 yet, and I’m leveling slowly, because I’m playing casually, maybe an hour or two every other night. I’d like to go into more detail about what I’d like to see in this game in the future.

1. Missions that take place on your own ship.

I know they’re working hard at adding in the rest of the ship, but I will be sorely disappointed if it turns out there is nothing to do there but walk around and check out ten-forward and see what engineering looks like. Like the bridge, especially when the bridge doesn’t really look much like a bridge. Things are far too big and spread out, I’m used to bridges that are smaller and more personal.

Why would I want to hang out there when there’s nothing to do and my chair-sitting emotes are REALLY difficult to position properly, and completely impossible to perform naturally? I mean honestly, who sprints up to a chair, stands on top of it, then carefully turns around and… jumps and rolls to the side (because the person controlling them accidentally double-tapped a movement key when trying to minutely adjust their position) then sprints back up to the chair, jumps on top of it again, carefully turns around again, sits down with their legs clipping into the chair, leaning on one arm looking thoughtful despite the fact that the elbow holding up that arm is resting about three inches to the left of the armrest? Who then says “screw it” and ends up accidentally rotating around so that their legs are going through the back of the chair, because the person controlling them has recently been playing a different game where right-click-drag moves the camera.

Sitting in a chair should not be this difficult. Especially when sitting in the captain’s chair is such a core part of Star Trek.

Anyway. I seem to have gone off on a tangent there.

It seems to me, while watching old episodes of Star Trek (into season 3 of Next Generation now, seeing a lot of very classic episodes I remember from when I was little) that the interesting things take place in three places. Right now, only two of those are being used. Either they encounter enemy ships, they beam down to a planet/spacestation where something weird is going on, or something invades their ship and they have to fight back.

I want to see missions where we arrive at some planet, and rather than the mission being about the planet or the stuff orbiting it, have some previously unknown lifeform infiltrate my engineering deck and make me run down there with my senior officers and solve the problem.

2. Auction House.

This is going to remain on my list until I see some improvement. I really like the system as it is now (it’s MUCH better than in Champions, despite being an identical interface — I blame the item names), but it’s STILL nearly impossible to search for things effectively.

My first suggestion is to give more options to narrow down item results, when there can be endless pages of the EXACT SAME item.

There remains no sorting mechanism of any kind, so you end up having to browse the pages until you find an item at the right price. You wish to purchase a Mk IV Photon Torpedo launcher? Well great, there’s like 50 pages of them, and the lowest priced one is located on page 12. Have fun!

Allow us to filter results by price, so that we can at least remove all of the options that are above what we are willing to pay.

And while you’re at it, let us sort the results by price too!

The price-per-item isn’t really an issue with this game, since the vast majority of items I’m interested in buying do not stack. I don’t really care for the “crafting” system in this game (which is another issue entirely) and I find far more consumables as drops than I ever have reason to use, so I have no need to purchase things that do stack. But if you do improve on the crafting system, giving us a separate column for price per item and letting us sort by that too.

Now this is a pie-in-the-sky idea that I’ve had for MMOs for a while now. If you’re going to take away the bid price, why do we even have to buy the whole stack? Why can’t I just put up a full stack of something, and then if someone only needs one, they only buy one, and leave the other four up there for other people to buy? Then you don’t even need to show the total stack price at all, just have the price ALWAYS be price per item.

Now, my other idea is in regards to making it easier to find different items if you don’t know what they’re called. This is based on a WoW auction mod I once used, where if you searched for the word “Glyph” then it would first give you a list of which items are on the auction house that contain that word, then you could click on one to see the results for that item. It actually made it a lot easier to find items whose names were partial names of other items, like if you wanted to buy Runecloth without also seeing every single Runecloth Bag and Runecloth Headband out there.

This kind of idea would be great for STO as well, where I could search for “torpedo” and it would show me photon torpedoes and quantum torpedoes and whatever else kind of torpedoes out there — and then I could choose a rank of the item type I want and it would only show me THAT rank, instead of currently when I try to search for Mk II weapons and it has Mk III weapons thrown in there too, because “Mk III” CONTAINS the text “Mk II”!

It would also reduce the problem I’ve been having where every single item has a really long name, and you simply have to type out the entire thing in order to find the item you’re looking for, because otherwise you get 15 million unsorted results of 20 different types of items. The current categories are lacking (“ship weapons” doesn’t narrow things down very much), though I’m finding the sorting by “level” to be useful in fixing the Mk II issue above, and the quality filter has helped me quite a bit in situations where white items and green items share the same name (which happens a lot with crafted items — you have to actually look at the item tooltips to figure out which item is which).

I think I’m done ranting about this — for now.

3. Fix the Enemy Signal Contacts in Sector Space.

I quite often find myself in Sector Space, having just completed a mission, feeling like I want to take a short break, maybe head downstairs to the kitchen to grab myself a drink.

Why is the game punishing me for taking a break at a time when it would be natural to want to take a break?

Because if I were to go AFK in Sector Space, an NPC Enemy Contact would invariably wander too close to me within 30 seconds and I’d automatically load into a hostile map with Klingons shooting at me. And I’d probably be destroyed rather quickly if I were not present to respond.

Now mind, there’s no actual penalty for death in this game (yet!) so it wouldn’t be much of an inconvenience, it’s just ANNOYING.

Why do I feel that it’s safer to go refill my beverage when I’m in the middle of a ground-mission spacestation that’s about to explode, because no matter how urgent they make these missions sound, none of them have time limits and as long as you’re out of patrol range of the enemy mobs, you’re in no danger whatsoever? Whereas after I finish a mission, when I’m not really in the middle of something at all, I can’t go off for 30 seconds without a stupid enemy contact loading right on top of me?

Seriously, there have been bugs I have been unable to submit because I got loaded into an Enemy Contact right in the middle of writing them, which closed the window and removed everything I wrote.

I’m sorry, it’s just RIDICULOUS. I don’t know what reason there could possibly be for pulling me out of sector space and tossing me into combat without my consent. Is it trying to convince me to log out when I’m not physically at my computer, in order to reduce server load? Because it’s definitely doing that. It’s my understanding that anything that encourages players to LEAVE the game is bad game design, but what do I know?

I’m just going to have to get into the habit of staying in the mission instance I was just in until I want to go to my next one, to avoid this issue until they do something about it.

And some more minor things that bug me:

4. Why are my weapons drawn when I beam in to a starbase?

Honestly, this is a minor thing, but it annoys me nonetheless. I beam on to Earth Starbase brandishing my Phaser Sniper Rifle Mk II as if the place was in the middle of being taken over by Klingons. You’d think the game would have some way of knowing if a ground situation is combat-based or not.

5. What?? My hearthstone doesn’t cool down when I’m offline?

Last time I played, I used my Transwarp to return to Earth Starbase, so that the next time I logged in, it would be off cooldown so that I could use it when I was done playing next time.

Tonight, I finished my mission, and it started to get late, so I flipped to my second action tray and… wait, why does it still have 8 minutes left on its timer? Guess I’ll go write a blog post while I wait — OH WAIT. ENEMY SIGNAL CONTACTS. I can’t be logged in, I can’t be logged out, make up your mind!

6. Away Team really should be in some kind of consistent order.

I was playing around with being support-based tonight, equipping a kit that gave me two abilities. One to increase resistance to physical damage while increasing your own physical damage, and the other to increase resistance to energy damage. I placed my officers so they were surrounding the enemies, then basically ran around tossing buffs on my bridge officers, commanding them to focus fire on certain targets, sniping anything that happened to get Exposed but otherwise not worrying about shooting things myself.

I realized that my bridge officers are almost never in the same order in the interface. Sometimes my engineering officer is first. Sometimes my tactical officer is first. This is making it really hard to quickly target and buff people using the interface. I tried using the “target teammate” keybinds (I stopped using them for that in WoW, I usually use them for extra abilities, but I haven’t had enough abilities to need the F keys in STO yet) and those keybinds don’t seem to work at all. Maybe they only target players and not NPC bridge officers? Seems a little odd. Not that this would help me a LOT, because I’d still have to re-learn what order they’re in with each mission (one time they even rearranged themselves during a single mission, when I loaded from one map into a different one), it would just help me not have to click on them every time.

Tyken’s Rift and Tribble Breeding

Wednesday, February 17th, 2010

So I have decided, now that my ship can carry enough officers that some of them can specialize in certain roles (Lieutenant Commanders can have six bridge officers!), that my Klingon science officer shall remain on my ship, and I shall get a different science officer (who is able to carry a tribble) with me on my away team missions. I don’t really need TWO ground-based science officers who can heal anyway.

I find myself strangely attached to my bridge officers. Not just because I’ve spent points in them (because, honestly, that’s not going to matter at end-game, there’s a skill point cap for your own character but there isn’t one for bridge officers) but because I designed them, I named them, they have personality! My Klingon officer K’Rina is the one I chose to promote to Lieutenant, because my new ship has ONE Lieutenant science station, and this spatial anomaly ability she had called Tyken’s Rift sounded fascinating.

And it is so, so awesome.

The screenshot doesn’t do it justice.

I can use this thing every minute and a half, and it lasts for 8 seconds, dealing damage and draining energy from all nearby ships. And it looks AWESOME.

I find myself using it every time it’s off cooldown. Not because it’s an overpowered weapon, I can’t even tell if it’s making a difference in combat at all. I use it simply because I think it looks awesome, and I love to see a giant rift in space open up in the middle of my enemies.

And isn’t that how a game should be? As long as I’m able to fight the mobs I run into without dying, I don’t see any need to care about how much damage I’m doing or how effective I am in combat. I’m just flying around, having fun and shooting things. I went into a fleet mission (which is basically a Public Quest, I have some concept of what those are despite their absence in WoW) last night, and flew around shooting at Gorn ships with 3-4 other people. I didn’t even group with them, or talk with them at all. We just flew around and blew things up. It was great.

And this morning, when I was researching what category of in-game ship the Defiant was (turns out it’s a Captain-level Tactical ship) I stumbled upon the thing that will keep me playing this game for a long, long time. It almost feels as if this was specifically designed for me.

See, if there’s one thing I love doing, it’s gathering data and organizing it into an easy-to-read spreadsheet. I’m being completely honest, it’s a real weakness of mine. It’s why I like making video game guides, because there is often a great deal of information that can be easily gathered just by reading tooltips or speaking to NPCs.

Things like randomness annoy me, more complicated relationships between things confound me, immense amounts of information such as what is found in an MMO frustrates me.

But this, this is just perfect.

Tribble breeding.

It is simple, TribbleA + Food = TribbleB. With 25 different types of tribbles, and 76 different types of food (at least listed on that page), this will turn out to be quite a large spreadsheet, but not impossible. And I can work on it while I’m playing — “oh look, I found a new type of food, time to try it out!”

This game has found the perfect way to hold my attention for quite a long time. Expect a Tribble breeding guide from me at some point in the future.

My bridge officers stand in fire.

Sunday, February 14th, 2010

So this one mission, I have to put out these fires using a special gadget I found. I run up to one of the fires that’s in my way, prepare to put it out, and my bridge officers go scampering off into the fire and start taking damage.

It actually took me a little bit to get them to do it again so that I could take a screenshot.

I’ve been getting a little bit better at deploying my bridge officers, meaning that I’ve stopped just running into combat guns blazing and commanding my bridge officers to focus fire on my target from wherever it is they’ve decided to stand. I’ve actually started taking advantage of Flanking damage (where your shots do more damage if you attack from behind or to the side of an enemy) by sending my bridge officers off to surround the enemy and then run around them myself trying to get behind people and use my sciency powers to knock over people who have shields. And command my bridge officers to attack my target, because focus fire is important, dammit, and they won’t do it unless I tell them to.

I haven’t quite gotten aggro figured out, so ground combat is still a free-for-all. Either I have aggro and I maneuver the target into a position that lets my bridge officers get flanking hits, or one of my bridge officers has aggro and I maneuver myself into a position that lets me get a sniper shot off for massive flanking damage. I have kits that give me multiple powers now, and leveling up inexplicably gave me an additional ability to debuff my enemies, so now I’m constantly switching between stunning people, weakening their shields, and debuffing them so that they take more damage. I have other kits with healing powers, but since both of my science officers (I am a science captain, so I want to have more science officers) somehow both have healing abilities, I haven’t actually needed to heal that much myself. I’ve still got the healing kit sitting in my bag if I need to use it in the future though.

Remember that awesome Wrath of Khan admiral’s uniform I mentioned the other day? Well in a recent patch, they fixed the issue preventing the use of special uniforms on bridge officers. Now all of my officers have matching yet colorcoded uniforms. Yay!

And finally, today I reached Lieutenant Commander. I know, I’m slow, the game’s been out for nearly two weeks and I’m only level 11, but I’m playing this game to enjoy the lore and the gameplay as I go instead of speeding on to an endgame that’s understandably lacking content right now anyway. I keep reading patch notes, they keep saying things like “added more level 42+ missions to the game!” and I’m like “that would be awesome if I were a high enough level to care!”

I now pilot a science vessel that has an additional rear weapon slot. I have placed an additional photon torpedo there, so that I can shoot when flying away from enemies as well as flying towards them. This has proven to be quite useful. This ship also has an additional science console, which doesn’t help me a LOT since I’m still not entirely sure what the stats on the science consoles are good for, but I quickly alleviated that problem by promoting my Klingon science officer to Lieutenant so that she’d have access to a space ability that creates spacial anomalies that debuff nearby enemies, and purchased a cheap Spacial Anomaly-buffing Mark IV console off of the auction house.

The auction house is really a great thing, because there are SO MANY people posting things there, competition drives the prices down. Sure there are some people posting their starter equipment that EVERYBODY gets for 1,000,000 credits, but then there are the people posting stuff for just barely more than you’d get if you sold it to an NPC — which ends up being around half of what you’d pay to buy it off of an NPC. Because gear is so much more understandable than Champions, it’s easy to just search for the piece you want to upgrade. My engines are out of date? Search for a Mark III or Mark IV engine to replace them, and just keep scrolling through the pages until you find a low price.

I also really love the ship customization aspect. You’ve got three basic types of ships, for gameplay purposes. One is a tactical ship, with an extra tactical officer. One is an engineering ship, with an extra engineering officer. One is a science ship, with an extra science officer. In each of these types, you have three basic “classes” of ship, for purely visual purposes. Mine were the Aurora, the Nova, and the Quasar. You can choose one of four base colors, either a light gray, a more bluish silver, a dark military greenish, or a dark gunmetal. You can choose from four different window styles, five different bridge designs (which you’ll only see if you visit the bridge, I wasn’t impressed by any of them because none of them look like a BRIDGE what’s with all these giant rooms and 15-foot doors??? argh) and you can also paint designs on the ship.

The ship is separated into four pieces (body, saucer, nacelles and warp engines), and you can mix and match these pieces from the three different ship classes you have access to for that particular type of ship. I ended up combining the Aurora with the Nova, because I think the Quasar Class looks ugly. Each part of the ship can have separate designs painted on them, each piece has around a dozen different schemes whose names aren’t really descriptive to me at all, mainly named after constellations. You can specify two different colors for these paints, but can’t really tell the game which parts of the design will have what color, and you only have different hues, so I just made both of them the same so it would match.

I also suddenly have this new ability to target certain subsystems of enemy ships. I can choose to take out any of their four systems (weapons, shields, engines or auxiliary) but I know I’m going to forget to do this CONSTANTLY, just like I forgot to manage my power levels when I first started playing. Though to be honest, most of the time I just keep it on Weapons right now anyway, unless I find myself overwhelmed, when I switch to Shields. The game just got substantially more complicated, and it’s going to take me a few levels to get used to all of the new buttons the game gave me.

I’ll leave you with one further thing. I found an extra tribble on one of my missions, so I handed it off to a bridge officer who didn’t already have one so that they could use them to heal outside of combat (they’re obviously not consumed when used, so there’s no reason for every officer NOT to have one unless the sound of tribble cooing annoys you a great deal) and instead of the usual tribble noise, my science officer was holding it at arm’s length while it proceeded to scream its little tribble head off. And I thought to myself, “oh yeah, right, she’s a Klingon. Duh.” And handed it off to my Saurian science officer. Gotta love the attention to detail here.

Comparing Champions Online with Star Trek Online.

Saturday, February 6th, 2010

I know, I’m completely unimaginitive when it comes to blog post titles. Alright, so, let me just jump right into this, because I’ve been thinking about it all week, while reading various articles and blog posts talking about Star Trek Online, and I honestly don’t understand why people are so negative about this game JUST because Cryptic’s last game did not succeed. I am not seeing any of the things that caused me to quit Champions Online. Or, to be more accurate, the same problems technically still exist, but I don’t think they apply because the game is so different.

1. Skill System and Respecs.

Let’s start with the biggest one.

Now, obviously, Star Trek Online has no respecs yet, they will be implemented later. But this does not worry me in the slightest because of the way the base skill system is set up.

In Champions Online, the skill system was the basis for the entire reason I (and I’m not the only one by far) was so angry about them charging for respecs on the C-Store. And in the end, it is the single most important thing I blame for the game’s failure. Your lack of end-game content doesn’t matter when people are turned off of the game before they get there. As many people have said in the past, WoW didn’t have a lot of end-game content when it was first released, and look at where it is now.

I’ll boil it down to one thing: too many choices too early in the game. Yes, most other games lock you into a single class from the start. But classes have such set archetypes for a reason. People don’t have to understand the game mechanics to understand that a priest is a support class, that a rogue’s basic gameplay revolves around sneaking around and stabbing things for massive damage.

I believe that one of the reasons WoW pulls in new players so well is that it doesn’t really offer any early-game choices that have lasting impact. All of your spells are determined solely by your class, every mage is going to learn the same ones. You’re not forced to choose whether you’d rather learn Frostbolt or Arcane Missiles, you learn both of them and get to decide for yourself which one you’d rather use more. You can’t even look at your talents until you’re level 10, and by then you have a better idea of your preferences for certain spells, and the initial respec costs are trivial, only becoming really expensive if you continue to respec repeatedly.

Champions asks you to choose between something like 18 different powersets right off the bat, based on nothing more than cosmetic things like whether you’d rather be throwing fireballs or shadow bolts, with very little information on what the gameplay differences between them are (and there are definitely gameplay differences). And as you level up, you choose from a vast list of potential powers, including not only your own powerset, but any of the other ones as well. The number of potential combinations is staggering.

Having a customizable powerset is great, right? Unfortunately, it was easy to make your character either so overpowered that elite mobs were easily soloable, or so underpowered that you’d barely have a chance against normal mobs, completely by accident. The powers you’ve chosen are the bread and butter of how effective your character is. And you’re basically, through the sheer cost of unlearning your powers, permanently locked in to these choices.

As a fresh character, you do not have enough money to change your decisions immediately after learning them, if you should decide that you’ve made a mistake and would rather have learned a different ability. As your character earns more money, and sneaks closer to being able to afford to unlearn a skill, they will probably level up, causing the the respec costs to increase, staying just out of your grasp. And the more choices you’ve made since the one you don’t like, the more expensive it is to change them, because you can only unlearn the most recently learned skill, and then the one before that, and so on — even if you’re just going to relearn all the ones between when you’re done anyway. They’re in the way, and have to be removed individually before you can change the one in the middle.

It gets so insane for a new character to try out different things that it’s usually more time-efficient to simply create a new character and relearn different skills the second time around. And I don’t WANT to create a new character! Part of an MMO is becoming attached to your avatar, especially so with a game like Champions with such a vibrant character creation system. You spend literally HOURS poring over every tiny little detail of your character, you’re so proud to send them out into the world, so proud to see them through the tutorial zone. And trust me, that tutorial zone becomes an order of magnitude less fun every time I played through it with a new character just because I wanted to change my skills around.

I think this would have been a much less serious problem if there had just been some kind of system in place to give you free respecs at certain level intervals, say every 10th level. If you decide that you aren’t liking the direction your character’s powers are going by the time you get to level 10, or you decide that you aren’t using the power you learned at level 8 as much as you thought you would, you can change your build around at level 10. Or even the ability to unlearn one specific power without having to mess with the rest of them. I feel rather silly using a full respec just to change one power I learned at level 8 while keeping the rest of them the same.

For the first month, it was okay. The patches were rebalancing the classes so much that they gave us free respecs every week or two anyway. But then they stopped doing that, and as I mentioned, they cheated me out of my last remaining free patch respec during the free Halloween weekend. It is possible to get a full respec in-game, but the cost in in-game currency is prohibitively expensive, and the UI does not make it any easier — there’s no “select the point you’d like to go back to and pay the total sum,” you’re forced to select and unlearn each power individually.

Is there any wonder in this situation that people were angry about having to pay for respecs using microtransactions? The whole skill system seemed to be designed specifically to require many respecs until you figured out what you wanted your character to be, but the game deliberately prevents you from being able to do so.

Now Star Trek Online, from what little I’ve seen (to be fair, I still have not reached level 10) does not force these difficult decisions on you from the start. Though I think it would be interesting to have a mainstream MMO that would actually allow you to learn everything if you played long enough, I was not surprised whatsoever by the addition of the skill point cap and the future implementation of respecs. However, the respec system in STO does not worry me in the slightest. I actually expect them to offer respecs in the same way as Champions, through microtransactions, but I’m still not worried. Why is that?

I am earning skill points as I play, and I’m spending them on things. However, even though I cannot unlearn these points once I have put them in, I am not worried that the choices I am making will turn out to be mistakes. I am not learning abilities that may not be as useful as they sound or overlooking other abilities, because skill points are spent on passive benefits, like WoW talents but much more general in scope. All of my active abilities are tied directly to equipment or bridge officers, which are easily changed. If I want to use a medical tricorder to heal someone instead of destroying shields with a tachyon harmonic, all I have to do is equip the medical tricorder.

There are three “classes” (red shirts, yellow shirts and blue shirts) but in the space half of the game they are, as far as I can tell, completely irrelevant. Any character can pilot any ship, and the only differences you will have from the other classes will be the types of special abilities (via Kit equipment) you have access to when on ground missions. All skill points are spent in passive benefits that are incredibly nonspecific when you are below level 10 (such as a skill that slightly increases hull strength, speed and maneuverability for all ships) and then becoming more and more specific as you get to the higher level brackets (such as a skill that increases those stats further for Science-type ships, and later specifically Deep-Space Science vessels). All of the low-level skills are useful to all players, and until you’re trying to min-max your spec at end-game, it doesn’t matter which ones you learn.

So basically, in Star Trek Online, your character does not begin to specialize, and you are not required to make any permanent decisions that you might regret, until you have been playing the game for quite some time and have had a chance to understand more of the game mechanics. So unlike Champions, I do not find myself worried about my skills, or the impending respec system, because I don’t see it affecting me until I’m at the level cap.

2. Items.

In Champions Online, I was quite uncertain as to what exactly the items were supposed to BE from a lore perspective. As an example, I’d equip a “Lightning Strike” (that had an icon that looks like a bare, muscular male chest) to my Primary Defense slot, and it would reduce the threat caused by my attacks by increasing my “Presence” stat. Yeah, it’s confusing. I mean, it’s a neat idea that superheroes get stronger based on things that happened to them, but how exactly do I equip and unequip the fact that I got struck by lightning? Or grew a third eye? Or received training by some super-secret organization? As equipment, it is a pure abstraction.

Star Trek has enough of a lore background to make all of the equipment understandable. Oh, this? It’s a medical tricorder. You wave it over someone’s head and they’re healed. The concept is totally believable because it happened in the shows on a regular basis. This piece of ship equipment I just picked up is a more powerful impulse engine, which improves my speed and how well I can turn. My mind is able to latch on to these concepts. I defeat an enemy vessel, find an intact disruptor cannon in the remaining rubble, and beam it into my cargo hold to be installed onto my ship at a later time. Ships only drop ship loot, and ground missions only drop ground loot. Kill a Klingon, loot the bottle of Targ milk he was carrying in his pocket.

3. Inventory Management.

Star Trek Online obviously borrows heavily from Champions as far as interface goes, but one thing I am glad they have gotten rid of is the idiotic bag system that divided my inventory into separate panels that I could not have open at the same time, that I had to completely empty of all items in order to upgrade to a larger version.

No, in Star Trek Online, you have one bag panel (it seems to represent your ship’s cargo hold, I think, though this is never officially explained as far as I’ve seen), it does not appear to be expandable, but I haven’t had any issues with running out of room yet. You have a bank at Earth Starbase that has approximately the same amount of space as your bag.

You can equip four types of consumable items each to yourself and each of your crew members, and your officers will automatically use them when necessary to heal themselves or boost their own damage. Equipping these items removes them from your bag, so even if you’re not planning to use any of those hyposprays or shield generators, you can stick them in your own personal item bar and they won’t take up any space. Your ship can equip its own items too, so that you can have them ready on your action bar when you need a quick boost of emergency power to a specific system. And again, they won’t take up space.

In Champions Online, you could get around the inventory limitation by simply mailing items to yourself. Mail never expired, and each piece of mail could hold something like five items. Anything that was not soulbound, you could simply mail to yourself and forget about it for a while. I haven’t found the mail in Star Trek Online, but I hear that it does exist, so maybe this is still a problem — but like I said, I haven’t really been having any issues with that yet.

4. Auctions.

Now, to be fair, the auction UI in Star Trek Online suffers from many of the same issues as the one in Champions Online. You still cannot sort the results whatsoever, stacks of items do not display their price per item — which is extremely important when the stack size and item cost are very small and on opposite sides of the panel, and combined with the previous inability to sort the list by stack size or price.

I am only calling them “auctions” out of a sense of MMO consistency, for the Cryptic-style AH has no bidding, simply a flat buyout price. Star Trek Online follows this pattern. Items do not have a duration or a cost to post them, meaning that you can post them and then leave them there indefinitely. I actually find this to be preferable to the WoW system where you have to put in a bid cost and a buyout cost, and constantly be taking items out of the mail and into your bags and onto the AH again — it’s time-consuming and annoying.

You may think “well then, with everybody in the entire game playing on the same server, the auction house is going to become hopelessly bloated over time as people just post everything they find for some extravagant price and leave it there, just to get it out of their bag, all the better if someone buys it eventually!” While this was certainly true of Champions, STO has implemented a fix to this problem that is elegant in its simplicity: you can only have 20 auctions up at the same time. You can take them down whenever you want for no cost, and replace them with other items or repost them at a different price if they aren’t selling.

Where in WoW your incentive to post things fairly is partly the deposit money you would lose if they don’t sell, and partly the annoyance of having to collect and repost the item later. In STO your incentive is that your auction slots are limited, which gives them value. You only want to post your better items, to maximize the amount of money you can get. This limits people putting useless junk on the AH — though I haven’t actually *found* any completely useless junk yet, in that way it’s like Champions, no such thing as vendor trash. At least it minimizes people putting up individual items. And the other half of the incentive to price things fairly is that if they sell sooner, you can replace them with other items rather than having that valuable auction slot be occupied for a long time.

Of course, the economy is far from stable, I’m seeing items sold by a vendor in the next section of the station for 100 credits being sold for as much as 100,000 credits. Hopefully people will get over this silliness eventually.

Anyway, since there’s no bidding or durations, the mail system is completely uninvolved here. You buy something from the AH, or cancel one of your own auctions, it goes directly into your bag. Auctions don’t expire so they won’t fill up your mailbox and force you to sit there collecting mail. As far as I can tell, the money from your successful auctions goes directly into your bag, though it’ll still send you an automated message through the in-game mail so that you can keep track of the bookkeeping if you so desire.

Perhaps this was also implemented in Champions after I stopped playing. I would find this information optimistic but irrelevant, since it did not occur when it might have mattered.

The other reason the auction house in Champions was a failure was because there was actually no reason to buy things from other players. Every. Single. Quest. gave equipment as a reward, with a wide variety of attributes, and as a result I often had gear that perfectly matched my level and spec at all times, with gear slightly above my level waiting in my bank from higher-level quests that I would equip as soon as I leveled up. So I certainly didn’t need to buy gear.

The quest rewards I didn’t need were basically “disenchanted” into crafting materials — since almost every quest gave rewards for all three “crafting” categories, giving me a steady stream of materials. This allowed me to have my crafting skill maxed out for whatever level range I was simply by using the by-products of my questing. Though it was ultimately pointless because I couldn’t craft anything that actually had any useful stats. So I didn’t need to buy crafting supplies either.

My character in Champions was so self-sufficient economically that I couldn’t think of anything I might possibly want to buy on the auction house. Gear only increased my stats slightly, and since I was wtfpwning everything anyway, I didn’t see the point of spending precious respec moneys on minor gear upgrades that might be one or two points more specialized in my spec than what I was wearing — if I could even manage to figure out what items I was looking for, since as I mentioned, all of the items were extremely bizarre.

And when *I* can’t think of anything I wanted to buy, why would other people have anything they want to buy? I did manage to sell a good amount of crafting mats, presumably to people who were powerleveling crafting on their alts in order to get the one piece of gear that was accidentally a secondary gear item with the stats of a primary gear item. But I’d imagine the situation most people have is that they post every item they have on the auction house while never actually buying anything. This isn’t really a sustainable economic system.

In Star Trek Online, I’ve purchased a number of items. First of all, most quests are rewarding me with skill points and various credits, rather than items. So there are a number of holes in my equipment that are not upgraded to the highest level, and I’d like to repair these holes by buying things. Secondly, because your abilities are tied to your gear, I might want to purchase a particular type of weapon for my ship or a different type of kit for my main character. Thirdly, because the crafting in this game is nearly nonexistent (I’d consider it more of a badge-based upgrade/reputation system, personally, since it’s all done by trading in items to NPCs) that particular aspect of the economy is a nonissue.

What number was I on? Oh right…

5. Character Customization.

This is a low blow, for a game like Champions that more or less depended on its powerful character creator. I can’t tell you how many times I was browsing through the character creator and saw some really awesome costume piece, and was suddenly inspired to create a cool new character. I’d go playing around with different pieces, making first the head, then the chest, making them look just the way I wanted, then go to work on the legs, and realize that the leg piece to match the chest did not exist. I’d have to say that in the majority of cases where I wanted to make a character of a certain theme, using a set of matching pieces, not all of them actually existed.

Maybe this was less of a problem with male characters (I always get the feeling that the models for female characters are less polished just because fewer gamers are female and guys who play female characters don’t care about these things as much?) but I really felt like rather than make a number of full costume sets that they separated into individual pieces, they took the male skins and checked to see which ones looked okay on the female models, and any of the ones that didn’t they simply left out.

My character originally resorted to tiger stripes because the serpent stripe pattern that looked great on her head, chest and tail had no matching version for the legs for several months (and I think they only added it because I specifically complained about it so much) but even when they did add it, they only added it for normal-shaped legs, not the beast-style legs that I preferred to use. The awesome-looking two-tone serpent stripe pattern that existed for the tail and later the legs was not available for the chest or head, so I had to settle for the single version.

And why do I bring this up for Star Trek Online? Because in STO, everyone wears a uniform. Head pieces don’t have to match each other. My only cares about my costume are its accuracy to the show.

Speaking of which, I learned of a snazzy costume option today, that you can unlock if you enter the code “JIH MUSHA SOH” at this site. It’s the uniform from the Star Trek 2-6 movies. Unfortunately, it doesn’t work with Bridge Officers (it’s on the list, but it doesn’t work when you try to select it) though I’m hoping they’ll fix this soon.

It’s too snazzy for me to not wear, though.

My bridge officers will stick to the TNG-movie uniforms they’re currently wearing. I wish I could wear the uniforms from the actual TNG series, rather than choosing between the cloth movie ones and like 10 different versions of the ugly futuristic rubberized-looking uniforms. And while they’re at it, make the black uniform colors more black. Everything feels like a shade of gray right now. I’m actually finding that the dark blues and brown-yellows are darker than the color that seems to be meant to be black. Maybe I should tweak my gamma settings. I have the Original Series uniforms from the preorder, but they don’t work on bridge officers either, and the pants for that set make my character’s calves look huge and bulky. Maybe I need to mess with some leg scaling options somewhere.

But as I was saying, Star Trek Online doesn’t have to worry about very specialized costume pieces matching other very specialized costume pieces.

6. Group Content.

If I’m such a solo-oriented player, why was I so upset that Champions had no group content? Because it was the main feature I had been excited about before the game’s release. Not for grouping with random strangers, but for grouping with the two people who matter most to me.

One of the main problems the three of us (Khoa, Best Friend and myself) have when playing MMOs together is how much each of us actually wants to play. I tend to play the most, though Khoa can level an alt to the level cap in an amazingly short time if he really gets inspired, and Best Friend tends to play the least. It is very difficult for us to play together when we do play the same MMO, because Khoa and I have a tendency to progress faster and the three of us are only ever in the same level range if we’re deliberately limiting ourselves for that purpose. So you know, if we ARE playing together, it’s usually two alts and one person’s main.

One of the coolest things I heard about Champions before it came out was the Sidekick system, where you could scale your level up or down to someone in your group, so that your stats would act as if you were their level. You still wouldn’t have the same number of skills, but you wouldn’t be a completely useless follower just leeching loot (or the opposite, you wouldn’t be a high-level player wtfpwning everything and making it no fun for the lowbie) and I thought, this is perfect! I could play as much as I wanted to, and level up as high as I want, and then when we want to play together, I could just sidekick myself down to their level and we could help each other out with group quests.

It was only made better by the other group-related news I heard, that instances would scale based on how many players you had, so that you could run them with three people, but if you went in with five, more adds would spawn and increase the difficulty. Perfect! Three-person instances! And we just happen to run as a three-person team, with Khoa preferring to be a tank and myself the healer.

Unfortunately, it turned out that pretty much everything in the game was soloable, and you didn’t actually need to be in a group for anything. I’m pretty sure all of these 3-person instances they were talking about were at end-game, out of a fear that people would quit once they reached the level cap. However, none of us were patient enough to stick with the solo content long enough to get to anything that we might have needed to work together to take down.

Now, every single quest in Star Trek Online is instanced and scripted. Every system you explore will consist of “enter system, complete objectives, then leave” and when other players enter the instance to begin the quest at the same time, you are automatically grouped with them, and the number of enemies will scale with the number of players, resulting in epic space battles.

However, I turned off this auto-grouping, because the inevitable “gogogogo” nature of MMO strangers was interfering with my ability to enjoy the story behind the quests. The other players had already sprinted on ahead and repaired all of the geological survey equipment or whatever before I was even done reading the quest text. The auto-grouping is not very intelligent about what TYPE of quests it groups you for, and will occasionally stick you in a 5-person group for a mission that has absolutely no combat, leaving you to desperately follow along as the other players complete all of the objectives.

Star Trek Online doesn’t need group content so much. Your character is quite self-sufficient in its abilities, and considering that the shows were pretty much built on the concept of one ship and its crew against crazy unknown situations, it’s downright bizarre to be working together with other ships to solve them. “Solo MMO” seems like an oxymoron, but I rather like the idea. Having other people there opens up the possibility of multiplayer if I so desire in the future, but for the most part I’m exploring the galaxy by myself.

However, because every single mission scales based on the number of players, if Best Friend wanted to play with me we could do our quests together and still have the same level of difficulty, rather than things becoming trivially easy just because there are two of us.

In conclusion…

I do not believe that Star Trek Online suffers from the same problems that Champions did. I have a lot of hope for the game, and I think it has a lot of potential. Time will tell if it turns out to have different problems later on, or if the same problems crop up when I reach higher levels. I’ll definitely be posting again, whether my opinion on the matter changes or not.

Pics from STO — not Open Beta this time!

Friday, February 5th, 2010

So I’m mentally writing this post about how I think people are unfairly allowing their experiences with Cryptic’s last MMO to color their opinions about the current one, and how I don’t think STO is suffering from any of the problems that made me give up on Champions, but I don’t have time to actually write it at the moment. I’ll distract you with some screenshots. I’ve been taking a lot of them, as I’m still in the phase of “oooh what’s that? Ooh so pretty!” so I’m hitting that PrtSc button quite often, looking through the pics I took later on.

My ship on my first open beta character was named the Genesis, because a random ship-name generator came up with “The Genesis Spider” as its first option, and I thought it was awesome. My second Open Beta ship (when I made a new character, I still haven’t made it to Lieutenant Commander) was named the Antares. I’ve always felt a connection to Antares because it was the name of my group at Space Camp when I was a kid (I named my draenei hunter’s red wasp pet Antares, felt it was the most fitting pet name I’ve ever had and couldn’t get myself to replace her pet after that). But my ship upon release is the U.S.S. Silverwing. Rather than naming my captain Kiryn Silverwing like I did in Beta, I took the more direct Re’Vek translation and named her Kiryn Ka’dae.

I still haven’t gotten the hang of actually using the Expose/Exploit system as it’s meant to be used, I’m sure. My special attack button starts flashing sometimes, and I haven’t yet quite figured out why it does so, but I’ve figured out that when it does, and my sniper-shot special attack is not on cooldown, I can hit somebody for like 5 times as much damage as the shot would normally do and it makes them disintegrate instantly. Cool, huh? I spent some time trying to get a good shot of this, kinda like the ship-explosion shockwaves, which I now know are the warp core going critical.

I’ve been doing lots of things in-game. Like fighting things in space. It hasn’t gotten old yet, and I keep getting new abilities and more awesome gear and that just makes it more interesting.

Like trying to scan for anomalies, and no matter what I climb on or what angle I approach it, I just have to accept that some of them are inside places I can’t get into. =(

Speaking of bugs… I can apparently see inside of people’s heads by positioning my camera just right. I have another that shows the inside of someone’s teeth, but I don’t think I’ll creep you out twice in one post.

And I’ve been visiting all kinds of crazy planets with my crew. I scan things with my tricorder, my officers stand around looking threatening.

(You can tell which two are expendable red-shirts because their uniforms don’t match) I won’t lie, I took a lot of pictures of this place the first time I went in. All of the bright shiny objects, the mathematical formulas and star charts hovering holographically on every surface…

The hallways with ceilings made of stars… Then I explored some more systems and realized that pretty much every “laboratory” type place uses pretty much the same graphics.

But they’re pretty graphics!