Just because it’s fun.
The whole ethical conflict thing in the GR content is … pretty cool. At least so far.
***Dave Does the Game
Just because it’s fun.
The whole ethical conflict thing in the GR content is … pretty cool. At least so far.
In no particular order.
Two thumbs up.
Market merge has happened! Patches are downloading! I18/GR stuff available tomorrow, except for pre-orders who get it tonight. Woot!
(And all the servers are yellow and red …)
And the details — well, an abridged version — of the patch notes [with comments] …
…
Merging Hero and Villain Economies
Auction House
Pop Help
Team Search Improvements
Costume Sets
Combat Auras
GOING ROGUE
Alignment System
Zones
Super Groups
POWERS
Ancillary/Patron Powers
New Power Sets
The following four Power Sets are available as part of the Going Rogue Expansion. [Huzzah for new power sets!]
Kinetic Melee
Electric Control
Dual Pistols
Demon Summoning
Fiery Embrace Change
Electric Melee
Shield Charge Changes
Fiery Aura
Martial Arts
[Wow. Way to zap all the guides …]
Brutes
Controllers
Defenders
Dominators
Scrappers
Stalkers
Tankers
General
Mission Architect
Introducing: the Designated Helper
General
Combat Mode Auras
PRAETORIAWelcome to Praetoria, the dark mirror version of Primal Earth. Its reflection is one of a utopia where there is little to no crime and to look down upon the city from on high, you would believe it to be a peaceful, happy place. Marcus Cole, the Emperor of Praetorian Earth is looked upon as a savior, but others know there’s more to the story that isn’t written in the history books. Most citizens of Praetorian Earth respect him or even love him. Some who know the truth fear him, and fewer still dare to stand against the lies. No matter what he is called in the halls of power or history books, no one can stop the hushed whispers in the streets and back alleys of his empire where he is called by another name…Tyrant. [New zones FTW!]
ZONES
Nova Praetoria
Underground – Nova Praetoria
Imperial City
Vista Zoning Tech
Underground – Imperial City
Neutropolis
New Villain Groups
Critter Leashing
Invention
Since rumor has it that I18 and “Going Rogue” go live Real Soon Now (like … today?), we did a bit of Multiple Mastermind action, bringing our robots and gang members into play on Cimerora and elsewhere.
We actually got our hats handed to us multiple times (and rather dented they were, in fact), due to it being a while since we’d played these toons (Oh, hey, I can put up an impenetrable force bubble when things go pear-shaped, can’t I) and the fact that we were running around at +2 levels, x2 members. Which easily led to multiple purple bosses when our pets exercised their usual lack of discipline.
Still, ’twas fun, and we’re up to 38 with them, so that’s all good.
We’ve been pondering what to start running under the Rogue model, and we’ll probably create new toons to run around Praetoria with. Not sure with what, though we’ll probably experiment with some of the new power sets. Margie did some beta of the new setting, and it sounds (and looks) pretty nice.
Yes, it’s actually news around here when I do some gaming. Last night it was CoH, doing our Lvl 42 scrapper team, Rita & Runt.
Lots of fun, but being at that level means you have a ton of powers and attacks and, aside form it being a button-munching fest, it takes a while to get the attack chains back. Especially when it’s been 300-odd days since you last played that toon …
That all said (and we had fun, and pretty much wiped up anything we went against), I want to comment on the best QoL improvement EVAH:
The changes the Auction Houses.
Yeah, the changes have been around a few issues, but I just want to comment on them: this was the interface we needed when Wentworths came out. Drag something (enhancement, recipe, salvage) into the auction panel. If it’s salvage you need for a recipe you have, it warns you. Then you can instantly get, on the same screen, the most recent prices for that piece. Choose a price, and have at it. Ditto for making bids on items, with the search line being quick and auto-completing.
None of this is capability that wasn’t available in the original interface, but here it’s actually convenient, quick, and useful. It’s as close to a joy to use as such an interface could be, and it makes buying and selling stuff (auctionable stuff, at least) as close to painless as possible.
Yeah, having the actual crafting be a separate location is still irksome. Salvage management is annoying. The actual crafting stuff is a distraction (though, ultimately, less so than having to constantly refresh DOs and SOs). But at least they’ve gotten the auction house interface right, and that’s no small thing.
One of the mission types in Star Trek Online is exploring unexplored sectors — unmapped areas where you find anomolies and either scan them or visit the previously unvisited planets they represent.
Margie and I, duoed, always seem to have problems getting into these planets. If we both show up there, then we end up with each of us having two mission choices — “Explore system,” or “Explore system ([team-mate name]).”
It seemed that no matter which set of options we chose, either only one of us got in, or we ended up at different worlds.
Episode 2 has not improved this any. So we blew it off and did something else (i.e., beat up on a lot of Gorns). But it was irksome. And we couldn’t find any teaming options that might explain what was going on or what we should do differently.
*sigh*
City of Heroes
We sat in on the City of Heroes “Going Rogue” panel, which was mostly interesting for being able to actually see what the various people looked like. Panelists were Matt Miller (Positron), Melissa Bianco (War Witch), Jesse Caceres (Ghost Falcon), and David Nakayama (Noble Savage)
They went through all the various new features of Going Rogue. They spent a fair amount of time discussing the alignment cycle (Hero becomes Vigilante; Vigilante can become Villain or return to Hero; Villain becomes Rogue; Rogue can become Hero or return to Villain).
Vigilantes or Rogues can visit either Paragon or Rogue Isles, but the intent is not that people “stay” in these transitional forms (even though that means you can GET ALL THE BADGES, except for those that flip between Hero/Villain already). The incentive to stay (or be) pure is access to custom lounges and extra merits that give you access to Purple stuff.
It all looked pretty darned cool, and the idea of a new starting zone is very attractive.
The panel was asked by the moderator — Bryan Clayton, the head honcho at Paragon — if they had any comments on the news that NCSoft had registered a trademark for “City of Heroes II”. The panel read off in unison a nicely legalistic disclaimer that said they had no comment but that NCSoft was very proud of the game they had. It was amusing.
One interesting comment was that Paragon Studios has grown significantly in bodies and funding (such that they are running out of room in their new digs), which is letting them do a lot more stuff than they were able to do in the past.
Margie also hung out multiple times at the NCSoft booth. We submitted some hero screen-caps (Torchielle and Kazima) into a raffle in the hope that they’d be rendered by David Nakayama, who’s the art director on CoX. Alas, they were not drawn (or, thus, drawn), but we had some nice chats with him anyway.
We never did make it to the big NCSoft party the evening it was running; we had Prime Invitations, but since Michelle and Mary were not all that much (or at all) into CoH, it would have been kind of rude to drag them to it (since we were using Mary’s car).
We had a couple of exposures to DCUO over the weekend. The “big” one was the, well, DCUO panel, which featured a cinematic of the “backstory” for the game universe (as written by Geoff Johns). Marv Wolfman (who’s doing mission writing) and Mark Hamill (who’s doing the voice of the Joker, natch) were there, too.
I didn’t sit through the full panel, as I had to run off to another line (Margie maybe can relate more).
We also played the game out on the dealer floor — a PvP training scenario in “icon mode” (where you play actual DCU characters), in this case, a battle in the Batcave between Batman and Nightwing vs the Joker and Harley. It was a bit difficult, mostly because the X-axis on the mouse was reversed (we were promised it would be fixed by release), but I ended up (as Harley) defeating Margie (as Nightwing). Go, me!
The game looked pretty decent, but it was hard to judge too much from the limited exposure.
We did pick up cards for beta keys, though …
Marvel Super-Hero Squad
This is a newly-announced MMO, based on the super-deformed Super-Hero Squad figures. Margie and Katherine played a bit at the Marvel booth — it looks to be very kid-oriented (think Wizard 101) in design.
The game is all browser-based — no client.
Here’s a trailer:
Overall, a pretty good MMO time at the Con. Not what I went there expecting to focus on, but …
Well, I did a whole bunch, and some of it I’ll try to blog here tomorrow (being finally home). But in the interim, I’ll offer up this cinematic, which premiered at the Con panel on the DC Universe Online panel.
I would so pay for a full-length movie …
I have no idea whether the game will live up to the cinematic (but some comments on our quick experience on it … well, as I said, tomorrow) — but the idea that they have folks like Geoff Johns and Marv Wolfman writing bible and content is … encouraging from that standpoint.
(Cross-posted from DDtB …)
Yes, it’s been a long dry patch. Well, for me at least. Margie’s been busy as a bee playing CoX, as well as [REDACTED DUE TO SOMETHING WE CAN’T TALK ABOUT OR WRITE ABOUT OR EVEN HINT AT, REALLY].
Still, on Wednesday night, we ended up going in and playing some CoX, and I’ll admit I was totally embarrassed at some of the oohing and aahing I made at the New, Improve, Old-to-the-Rest-of-You Auction House interface. Eleventy-zillion percent better.
We ran around with Araware and Fazenda, had a fun time, leveled to 31, looked at the Storm Knights roster and were a bit sad, then whomped on bad guys.
Cue the trials and travails with my laptop. Timing is everything. Rrg.
Sunday afternoon, we spent a goodly chunk of time playing our first STO in a long time. (I think we didn’t play during any of Season 1.1, and now it’s 1.2, crikey!) Finished the City on the Edge of Never arc (which was much easier in a duo than soloing), got up to LC4, good times had by all, etc.
Nothing wild or exciting or mind-bending (though getting eleventy-zillion accolades when we signed onto STO was kind of trippy). Just some gaming fun. About time.
So evidently folks are all a-twitter (and a-Twitter) about the announcement by Turbine that they are changing the payment model.
Effectively, it’s a Wizards 101 style of subscription added to the existing model. There are now three tiers of play — Free, Premium, and VIP. These are described in the table copied at the end of the post.
Free is pretty straightforward.
Anyone can join the game for free when LOTRO Free-to-Play is available. To get started, simply download the game for free at www.lotro.com. No payment or credit card is required.
Premium …
You are automatically upgraded from Free player to Premium player status with your first purchase of Turbine Points in the LOTRO Store. LOTRO grants all Premium players 2 extra character slots, extends the maximum amount of gold you can carry from 2 gold to 5 gold, and provides you with a higher login priority, more mail and chat options, full access to all of LOTRO’s Community features, and 30 days of full customer service from the time of your last purchase.
Are you a former subscriber to LOTRO? Did you purchase and play the game in the past but never subscribed? In either case, you are automatically upgraded to Premium status when you come back to play.
And VIP …
For a monthly fee, the VIP program offers the best value and the most options for players who like the convenience of having unlimited access to all game content and features. VIP players also receive 500 Turbine Points per month and exclusive benefits like priority access to servers, 5 character slots per server, a 20-slot wardrobe for cosmetic items, full customer service, and much more! You can upgrade to VIP at any time by visiting https://myaccount.turbine.com once LOTRO Free-to-Play is available. If you are already a subscriber, just maintain your active subscription to be automatically upgraded to VIP!
In other words, if you’re currently a subscriber, you end up with having VIP status, meaning you get access to pretty much everything. If you’re Lifetime subscriber, you’re a Lifetime VIPer.
This all goes live this fall.
So, this all sounds pretty straightforward. Current subscribers see no apparent change (I’m not clear enough on the current subscriptions to know all the details, but VIP looks pretty in-line with what I recall). But for occasional or casual players, or former players who maybe just want to re-dabble, there’s now an avenue for them to do so. And micro-transactions should mean a better revenue stream for Turbine, which can only be good for the game, right? Indeed, Free-to-Play / microtransaction model actually seems to increase regular subscriptions (via Doyce).
Avo IMed that this has a lot of LotRO people crying “DOOOOOOOOOOM!” Per the above article, some thoughts:
The big fear is that this will somehow ‘ruin’ the game by doing one of two things. First, it could break the game mechanically a la SWG’s NGE. This comparison was actually brought up over there, but I think it’s fantastically unlikely. Nothing in the announcement or in the existing model that Turbine is already using implies that sweeping changes will be made to the underlying mechanics, and it’s hard to see why Turbine would think such a thing desirable with what’s already one of the top games in the market (assuming WoW to be an aberrant exception, which it is.)
The other feared outcome is that the move to FTP will result in a large influx of additional players, presumably increasing the asshat factor. This is more likely than an NGE-type catastrophe. It’s possible, but I think any such effect is likely to be mitigated by LotRO’s nature – LotRO is a slow-boiling, casual-friendly game, and asshats aren’t likely to stay long.
I really don’t see this the latter is an issue. If the early, heady, startup days of the game survived with higher crowds, I don’t see it being brought down by this. The “asshats” aren’t going to join an “old” game. There will likely be more noobs, but that should be considered a good thing.
Even at the VIP level, it does look like there will be more microtransactions, which is the sort of fiddly stuff I dislike in such a model. But overall, I think this is positive for LotRO. And it certainly makes it more likely that, at such time as we choose to return to it — it will be there for us to return to.
Below: the detailed table of “what you get at different levels”:
PLAYER TIER | VIP | PREMIUM PLAYER | FREE PLAYER | ||
TURBINE POINTS | 500/month Free (can purchase more) or earn thru gameplay |
Purchasable or earn thru gameplay |
Purchasable or earn thru gameplay |
||
CONTENT | |||||
World Access* | Free | Free | Free | ||
Epic Story* | Unlimited | Unlimited | Unlimited | ||
Races | 4 | 4 | 4 | ||
Classes | 7 | 7 | 7 | ||
Premium Classes* | Purchasable | Purchasable | Purchasable | ||
Level Cap* | 50 | 50 | 50 | ||
Character Slots*/** | 5/server (can purchase more) |
3/server (can purchase more) |
1/server (can purchase more) |
||
Quest Packs* | Eriador | Ered Luin, Shire, Bree-land (can purchase more) |
Ered Luin, Shire, Bree-land (can purchase more) |
||
KEY FEATURES | |||||
Inventory | 5 bags | 3 bags (can purchase more) |
3 bags (can purchase more) |
||
Gold Limit | Unlimited | 5 Gold (can purchase cap removal) |
2 Gold (can purchase cap removal) |
||
Priority Login | Priority | High | Standard | ||
Chat | Unlimited | Limited | Limited | ||
Auction | Unlimited | Limited | Limited | ||
Unlimited | Limited | Limited | |||
Rest XP | Automatic | Not available | Not Available | ||
Shared Bank** | Purchasable | Purchasable | Purchasable | ||
Skirmishes* | 9 (More in Mirkwood Expansion) |
4 (can purchase more) |
4 (can purchase more) |
||
Legendary Items* | Requires Moria Expansion | Requires Moria Expansion | Requires Moria Expansion | ||
Traits | All | 1 or 2 slots per trait type (can purchase more) |
1 or 2 slots per trait type (can purchase more) |
||
Crafting* | Tier 1-5 available | Tier 1-5 available | Tier 1-5 available | ||
Crafting Guilds | Unlimited | Limited (can purchase more) |
Limited (can purchase more) |
||
Housing | Available | Available | Available | ||
Music | Unlimited | Unlimited | Unlimited | ||
Hobbies | Unlimited | Unlimited | Unlimited | ||
Cosmetic System | Unlimited | Unlimited | Unlimited | ||
Wardrobe | 20 slots (can purchase more) |
Purchasable | Purchasable | ||
Destiny points | Can earn and spend | Can earn but cannot spend | Can earn but cannot spend | ||
Monster play | Unlimited | Not available | Not available | ||
Community Features | Unlimited | Unlimited | Limited | ||
Customer Service | Full access | Full access for 30 days following the purchase of Turbine points | Self-service online |
Actually, I’m not sure what the collective noun for a group of captains is, but since we have a Captain’s Table in STO, I’ll go with that.
Anyway, as BD pointed out to me this morning, the Captain Database is now online at the STO site, under “Community”. Woot!
Well, mostly woot.
Though the table you start with has Captains and Handles, you can only search by the former. Once you have a captain found, you can click on the @ handle and see all the captains that person has. That display gives a rather dim headshot of each captain, their short name, rank, current command/ship, and a link to their profile.
(You can also go directly to “My Characters“, which looks the same as drilling down to your own handle’s set of toons, except you’ll be asked to choose one as your “main” — what this means isn’t explained.)
The profile page gives a larger version of the headshot, short name, species / gender / class, and their current command/ship name. The biography section gives the online biography for the character, with a sidebar for the current ship (including name, class, registry, crew complement) and a list of bridge crew (but no info on them beyond name, rank, and class).
The captain’s log tab duplicates the online captain’s log, registering (with date stamps) all Missions and significant Activity (e.g., a bridge officer promotion). You can also put in manual Captain’s Log entries, and supplemental entries / comments on all activities.
The system is nice so far as it goes, but could use some improvements:
So, a good start, and an easy way to create a linked reference to your STO captains — but not much more than that. Kudos for what it is, and hopes for what it could be.
(If nothing else, this demonstrates how many bad captain names there are out there. And I’m not even counting the folks who have been forceably renamed “BadName 54123” and the like.)
Hmmm. Is the CO interface to Twitter not working? Margie’s been doing a bunch of Champions Online the past week (mostly to ding Stilt-Walker up to 40), and not only did she do that yesterday, but she’s also been doing all the Shiny Vibora Bay Revelations stuff and, I have no doubt, been racking up Accolades left, right, and center.
But … no Twitter love to BoH about it. Sad …
Anyhoo, congrats to Margie for hitting level-cap 40! Woot! We need to get a (better) picture of Stilt-Walker posted up here while we still have active accounts …
UPDATED: To add picture of Stilt-Walker from her profile. Which really doesn’t do her justice.
I’ve never been so anticipatorially hung up on a game that I really felt the yen for a lifetime sub (which would have SO paid off with CoX, and been SUCH a waste with CO, so I guess it’s a wash).
STO just announced (or re-announced, or firmly established) the perks for lifetime members. It’s worth a comment or two on what works and what doesn’t. Of course, this is just for me — your ego-boo mileage will certainly vary.
Greetings Lifetime Members!
We just wanted to thank you again for purchasing a Lifetime Subscription from us. As you already know, this entitles you to play the game without paying a monthly fee. But, that’s not where it ends. Later this month, we’ll be releasing special perks for you, just to show our appreciation. Here’s some of what we’re working on, exclusive to Lifetime Subscribers:Exclusive In-Game Chat Channel:
Talk shop with other Lifetime Subscribers. Share thoughts and ideas about the game, or anything else.
Okay, this is pretty easy and straightforward to do — but are any folks (or any significant number) really going to take advantage of this? Is it worth all that and a bag of chips? The chance to chat with, well, other folks so obsessed about Star Trek and so willing to drop a chunk of money?
Folks who like chat will find this the sort of perk they like.
Front-of-Queue Support
Waiting isn’t fun, and we don’t think you should have to do it. Any time the server is queued, you’ll go to the front of it.
Now this is a very, very cool perk. It’s not life-changing, but it’s very appropriate for a lifetime sub.
In-Game Title
Visibly show off your support.
Some people will think this cool. Other people will find it abhorrent.
In-Game VIP Lounge
Spend time in an exclusive area inside the game. This social area is limited to Lifetime Subscribers only.
From what I was reading (and Tweeting) yesterday, this is the Captain’s Table (as in the ST book series). The question is, just like the chat channel, how many people will actually make use of this?
A Unique Costume Piece
Show off that fancy new title in style.
Without knowing what this is, it’s hard to say, but a very cool costume piece is an appropriate thing to have in this game.
So, some stuff that is pretty nice, some stuff mixed, some social stuff that I really don’t see being used all that much (social interaction is most likely to be based on common interests; the intersection of “social players” and “lifetime subscribers” and “folks who are going to want to socialize with other lifetime subscribers” is, I suspect, fairly small.
Queue-jumping is pretty damned cool, though. Getting high priority on support requests / bug reports would also be along those same lines.
I’m not a lifetime subscriber to STO, and am not likely to be, but I think those who are should get some measure of reward to make their lives easier or nicer without giving them an unfair advantage in the game. Most of these things provide just that. Nicely done, Cryptic.
The STO Season One “Common Ground” update, sometime real soon now (“Mid-March”). Features:
PVP Updates
- Wargames – Federation players can now participate in PvP against one another to better prepare for the dangers of the battlefield.
Um … PvP meh. But new PvP map will likely mean a new PvE map to use, so that’s good.
Customization
- Off-Duty Uniforms – Experience DS9 in style! Starfleet officers will have the option to change into off-duty outfits to enjoy more casual attire.
On the presumption this will cost extra, meh. I can imagine that if I were doing more RPGing, this would be of value.
- New Stances and Hairstyles – Further customize your Captain by changing his or her hairstyle, or adopting two brand new stances: Stern and Relaxed.
New stances always good. Actually, the ability to dynamically change your stance would be welcome.
- The Captain’s Log – A web-based application to check in on you and your friends’ Captains and ships.
You mean, a website portal to our characters and their ships? Excellent!
Ships
- A New Klingon Battle Cruiser – The K’Tanco Battle Cruiser has been made available to Klingon Lieutenant Commanders.
- Klingon Ship Customization – Use the ship tailor to customize your Bird of Prey, Carrier or Raptor.
Fine, fine. When I finally roll up a Klingon, I’m sure I’ll find this cool.
Missions
- New Fleet Actions Everywhere!
- The Big Dig – Available in Romulan space.
- DS9 Under Siege – The True Way has attacked and boarded DS9. Repel the invasion to save the day.
- Klingons Can Play, Too – Klingon Captains may now access the Crystalline Entity, Big Dig and Breaking the Planet Fleet Actions
Skills
- Respec Is Here – Unhappy with your Captain’s skill point allocation? Use the respec tool to change things up. (Available both in-game and as a C-store item.)
Don’t see a personal need for this, but some folks do. Hopefully Cryptic will have learned some costing lessons here from CO.
- New Skill: Starship Attack Vectors – Improve your ship’s accuracy and critical hit chance.
- New Skill: Combat Maneuvers – Improve your ship’s evasion and turn rate.
- New Skill: Starship Battle Strategy – Improve your ship’s critical hit severity and damage resistance.
All good-sounding stuff, though I’m not sure we need more skills to split our skill points out onto.
In The C-Store
- New Bridge Variants – All new ways to update your Bridges’ look, available for a low price in the C-Store for both Federation and Klingon ships.
- Federation Ship Variants – New takes on your old favorites, available for a low price in the C-Store.
- Respec – Unhappy with your Captain’s skill point allocation? Use the respec tool to change things up.
- Character Slot – Purchase an additional character slot if you’d like to have more than three characters on your account.
- Rename – Changed your mind about the cool name you chose? Get it legally changed! Recognized across the Alpha Quadrant.
- New Federation Playable Species – Become a Tellarite, Pakled or Rigelian.
Well, no big surprises here, though it’s good to see some new stuff finally showing up in the C-Store. Holding out for the Caitian playable species, though …
This is only a bit of the changes, fixes and updates coming to Star Trek Online in March. Season One: Common Ground will be available in mid-March. For a full list of what will be available in Season One, please visit the Engineering Reports forum. Interested in checking things out early? Visit the Tribble test server forums for early release notes.
I dinged from Lieutenant to Lieutenant Commander in STO yesterday with Bierzein, my Trill Science Officer. That’s my first LC — huzzah!
Since I haven’t talked about the leveling process in STO (and the rank promotion isn’t clearly laid out either) … let’s discuss it. If nothing else, it will give me some notes for when I do it with the next toon.
STO is kind of weird with the leveling bits. Each rank has 10 grades within it (tracked very efficiently across the top). But the grades (at least on the Lt level) don’t make that much difference — there are a couple of skills that come available mid-rank, but there’s no huge power ding.
(Actually, there is a “ding” — a visual effect, and a hearty “Well done, Lieutenant” from Leonard Nimoy. But it’s not a sudden massive and obvious empowering.)
Advancement in STO during a rank is through skills and skill points. The grades, in many ways, serve more to give a short-hand as to where you are. As it stands, every mission you get additional skill points for yourself and for your bridge officers (the latter share a pool). They can be applied at any time, but when they hit some sort of threshold a “Skill up!” small flasher appears in the upper left corner. Click on it and apply the skill points for yourself and for your bridge officers (one or more of them) and you’re done. (Be sure and click Apply!)
It’s very subtle in effect, but it’s a constant advancement, which is kind of nice. While the gaps between levels in CoX can drive one to despair sometimes, the constant application of skill points in STO gives you something regularly to do, even if you’re seeing more obvious changes from kits and drops and other externals.
It took me a bit of time to figure out what to do with leveling Bierzein between Lt and LC. It’s possible there are difference at other ranks, and, of course, Klingon (native) players will deal with something in parallel but with all the details different.
Actually Getting the Promotion: First off, I was on a mission chain when I got the big glowy-congrats. I decided to finish it up, just becauise of transit time. So I finished those missions as “Lt 11.” Right, until I actually get the promotion, I’m still a Lieutenant.
I knew I had to go back to Earth Spacedock for promotion (and picking up my New Ship!), so I transwarped back there.
No announcement.
I docked and went aboard.
Nada.
I trotted over to Admiral Quinn (putting away my phaser rifle into katana-space first, to be polite).
His tone of voice made it clear that he had no new missions for me and, in fact, was a bit peeved I hadn’t finished the ones still in progress.
I ran around a bit on Spacedock trying to figure out who I had to talk to. Despite the signs on the wall, the place is not as well organized as it might be (it would be handy if the map showed the various areas).
Finally I realized, “Hey, I never applied those last skill points I acquired. I wonder …”
Applied them to Bierzein, and, “Hey!” Admiral Quinn was suddenly hailing me, congratulating me, and summoning me “back to Stardock” (bugged) where I should meet with him personally and give me stuff.
Admiral Quinn has a short memory.
So I ran back to Quinn. Saluted. He congratulated me, and then handed me a plaque to turn in for One (1) Free Starship.
My New Ship: The gal I needed to do that with, Lt Laurel, was upstairs (up the ramp, up the turbolift) from the Shipyard section of Spacedock. I went up to her, got the lecture the different types of ships I could choose from …
… to make a long story short, Escorts are scrapper/blasters, high on lethality and speed and maneuverability, but glass cannons (to hear some) in prolonged combat. Cruisers are tanks/defenders, very tough, able to assist other ships, and pretty unmaneuverable. Science Vessels (Support Ships, some call them) have high shields, specialize in debuffing the bad guys, and are the controllers of the STO universe.
Any type of captain (tactical, science, engineering) can operate any type of vessel (indeed, if you strike it rich, you can actually buy additional ships to swap between, or so they say). The differentiator is less with the captain (who lends some skills to whatever ship they are on) than on intrinsic powers of the vessel class plus the bridge crew (different ships allow added bridge officers off the appropriate type).
Since Bierzein was going to be soloing, I decided to play it safe with a cruiser. (Margie and I have a couple of duos we’re running, and will likely be doing more mixed mini-fleets.)
All that Laurel gave me was a requisition slip for the ship of my choice. The rest of the room is full of educational displays about the ship types, plus guys who could sell me all sorts of ship goodies, but only if you had Yet Another Specialty Currency (one of my minor peeves with STO), or maybe vastly more of a currency I actually had.
From there I had to run downstairs and find the guy who does ship requisitions, Ensign Obin. There I actually received the new ship of my dreams …
… which I immediately renamed (both ship name and registration number) — once, for free. I’d now be commanding the USS Ad Astra, successor to the USS Per Aspera. (The renaming button comes up in the normal window that shows you and your bridge crew.)
I then turned around and talk to the guys (Golos Vell and Dirz Raxx) who let me design what my ship looks like. I love this particular STO feature.
Finally, I went over to Ensign Shalah to buy stuff for my ship. Her selection wasn’t very good, so I took the opportunity to run over to the Auction House Exchange to buy (or sell) some swag. I decided, though, before screwing around with changing the default weapons config on my cruiser (phaser array and photon torpedoes fore and aft), I’d see how she flew.
My New Bridge Officers: My new ship came with some new bridge officer slots. You can requisition officers with Elsa Morel over in Personnel, or check to see if you have some still pending to fill in. With my cruiser, I got an additional engineering station for a lieutenant, so I promoted my existing Engineering officer to LT, and brought in a new ensign who’d been made available to me in the past.
My New Dress Whites: I also get a free costume token when I got promoted. That’s nice, too. I could get the new costume from Ghemik Telur (a simple tailor) in Requisitions, but decided to stick with what I had. Bierzein is not much of a clothes horse.
The Ceremony: After all the above (though you can do it at any time after the promotion, if you want), I ran over the Stateroom (auditorium) and talked to Commander Menn Hilo, the guy at the podium who’s usually droning on and on about astrophysics. He offered me formal congratulations and give a nice salute, as did other folks in the room. Pictureworthy (hence the picture at the top of the post).
And that’s it! I was now a Lieutenant Commander, and when I next beamed up to my ship — it was my new ship, but with all the familiar faces (and one more) around me. Ready for the next adventure! Huzzah!
I just came the the realization that I have next to zero interest in ever playing Champions Online again. Which ticks me off to no end since (as I’ve said a dozen times) there are so many things about the game I like. I just find the overall experience an awful, not-terribly-fun grind.
On the other hand, we put in our pre-orders for City of Heroes‘ “Going Rogue” expansion, which in theory means we immediately get Dual Pistols to play with. Woot!
(Interestingly enough, as I was watching the DP trailer, it occurred to me that the power just looks a bit goofy, given that in CoX animation, the bad guys aren’t being immediately knocked back / down / dead in in all directions due to the shooting. I’m not sure why that feels more wrong for pistols than for, say, fireballs, but it does.
So I still need to get onto CoX and do my server transfers before they (finally) stop extending the free server transfer service.
On the gripping hand, I’m still busy playing Star Trek Online whenever time permits, so no time for supers.
Some very cool stuff upcoming in Star Trek Online, beyond just “We’re doing a lot in customer support and stabilizing bugs”:
Now that the game is out and in your loving hands, we’re taking long, hard looks at everything each and every one of you is interested in seeing changed. Cruiser turn rates? Death penalties? More open auto-fire? All those topics and more are being scrutinized by the all-seeing eye of… um, us!Some of the few things on the way:
- Respec
- Death Penalty
- Difficulty Slider
- More open auto-fire
- Replayable missions
- Improving Memory Alpha
Some good stuff there, though, honestly, not enthused about the whole Death Penalty thing …
We’re in the final stages of testing the first STF (the five-man raids we internally referred to as “Raidisodes”). STF: Infected is just about ready to release.You know, I might actually record one of our internal play sessions. The excited cries for more shielding and healing get the blood pumping. Although, once our testers reach the end room and the action really heats up… Well, it’s not exactly “family friendly” in there. Definitely going to be an exciting, thrilling mission for our players, though.
After Infected, we’ll roll out more STFs. “The Cure”, “The Khitomer Accord” and “Into the Hive” are all coming along nicely. We look forward to regularly releasing these and seeing what everyone thinks.
Given that I’m pretty much content in my duo-ness, this part isn’t nearly as exciting … though, y’know, y’never know …
We haven’t set the future of STO’s content into stone because so much of it will be determined by you, but we’re laying out what we’d like to focus on for the next 6 to 12 months.
- Who are the Undine and what drives them?
- How can we better exploit the Genesis System to create even more compelling content?
- Where can we boldly go next? Where shall we take exploratory missions, as there’s so much potential there?
- Which faction should be playable next? Romulan? Cardassian? Pakled? Dominion? Horta? Okay, not so much the Pakleds.
And that’s not even the start of it! Ship interiors, more bridges, crew quarters, First Officers, Fleet advancement… You have subscribed to a service that delivers a universe unending, and we shall see that universe populated with compelling content or, by the Prophets, we will die trying.
Some people get that. Some people don’t. We’re here for those that do.
Interesting idea, that future development might be (at least partially) focused on more playable factions. That might provide some frontiers in playability over time.
RTWT.
Why is every battle in Star Trek Online to the death?
That’s not quite true — there are (in my up-to-LT9 experience) a couple of canned cases where folks surrender (rescue the scientists from the Gorn ship, for example). But 99% of the guys you encounter fight a Bitter Battle to the Death. Klingons, Gorn, Undine, Orions … they’re all totally into fighting until you blast them into a flaming hulk whose warp core shortly goes boom.
Why?
I think it would be interesting if at least some of the “Bad Guys” were willing to try and flee. Yeah, the Klingons are all about honor and that, but even there, “Only a fool fights in a burning house.” Some of these guys should be willing to wild-weasel their way out of combat, to live and fight another day. Even moreso Orion pirates, and Undine with added info about the Federation.
And, in some cases, people should be willing to surrender. And then the Feds have to decide whether they can afford to just leave the shattered hulk behind (to perhaps escape), send over a prize crew (reducing overall ship efficiency), or blow the bad guys to anti-matter flinders.
But every fight to the death (except when the Fed ship manages to break away)? Not quite believable.
Flagging this forum thread as having a good explanation (as it’s not tool-tipped) of the various looting modes.
Everyone can, in their Social options, set up their preferred Loot Mode, which controls how drops (candy, globes, chicklets) get handled during combat. The actual control for what happens on the team, though, is with the team leader.
The options:
Here are the basics:
- Round Robin – Everyone gets a turn at looting, whatever drops on their turn is what they get, then it’s the next person’s turn. [This is what Margie and I run on.]
- Free for All – Everyone can loot everything, first come first serve.
- Need or Greed – When an item is looted you decide whether you “need” the item, meaning you’re actually going to equip it and have a use for it, or “greed” the item, saying that you don’t need it but you’ll take it to sell if nobody else wants it. After everyone on the team has picked need or greed the following happens:
- If one or more people have picked Need, they all roll random numbers and the highest roll gets the item.
- If, and only if, nobody picks Need, all the Greed team members roll in the same manner to determine who gets it.
- Rolling Need on an item you’re not planning on using is generally frowned upon.
- Master Looter – The team leader loots everything and (in theory) distributes loot as he sees fit among the team.
The Loot Threshold is what level of item should have the above done to it. I.e., if “Common” then every drop will be subject to the above. If “Rare” then only rare items and above will be; all else will be Free for All.
Honestly, I’d love to see some added options/features:
If the Loot Threshold actually defaults to Free for All, I’d rather have that smartened, too — e.g., be able to choose Need/Greed, with stuff below the threshold going to Round Robin (it’s worth credits, even if not all that interesting).
Not surprisingly, this setup is much like CO’s (and many other games). I still prefer CoX’s mechanic, where it’s personal and automatic. Looting ships/debris is ghoulish, in some ways, not to mention time-wasteful. But at least now having read the options, it gives me a better idea of what’s going on.
Craig Zinkievich was interviewed again, and raised an interesting point about a “death penalty” in Star Trek Online (Emphasis mine):
Why isn’t there much of a death penalty? There are a few suggestions around that could be introduced to stop players from carelessly throwing their ships into battles; Your Bridge Officers could be incapacitated for a minute or two after a defeat while they’re healed in sick bay or, after a number of deaths, you may have to return to a star base to get repaired before certain modules stop working.
We currently have a death penalty in-game. When you die, your crew comes back depleted and has to slowly build back up. This means your hull and other systems don’t repair as quickly as if they were at full capacity. And on the ground, you’re forced to retreat to a respawn point behind where you expired.
In terms of traditional death penalties, think about what a death penalty really is: It’s a time penalty. You died; therefore we’re putting you in time out for X amount of time. Or, you died, therefore we’re forcing you to spend X amount of money, which takes Y amount of time to earn. Why would you force people to stop having fun, and sacrifice their free time, just to disincentivize behavior in a videogame? I get that people want to feel a sense of risk when they’re fighting in battles, but if the only emotion you feel when you’re playing a game is fear that you’re going to lose some time due to an arbitrary gameplay mechanic, we’re probably not doing something right. It’s like asking why single-player games have quicksave options. But that said, we are looking into finding a meaningful way to give players a deeper sense of loss when something bad happens. But we want it to feel right, rather than just like an arbitrary penalty.
That actually makes a lot of sense.