- CoX is extending free character transfer up until next weekend's Double XP event. Need to remember this. http://bit.ly/aWkTMs #CoH #
- CoX I17 "Dark Mirror" goes into closed beta on 2 March. Yay! http://bit.ly/cH6FI4 #CoH #
STO: Loot modes
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:
- Autograb. Breaking attention in battle to grab candy is irksome. Circling back after combat is also a pain. If it’s mine, it should just go in my inventory, and I’ll look at it later.
- Lion’s Share. Give the drop to the person who did the greater percentage of the damage, or tilt the die rolls above to that person. It’s irksome as well when you’ve tackled a ship all on your own and the drop goes to someone else on the team (who, to be fair, was tackling something else without your help). This would also impact folks who don’t engage in combat quite as vigorously.
- Smart Need-Greed. Allow users to set options (I really am not interested in X) and/or do some smart examination of what the (for space combat) ships already have — if someone is missing a component (a Tac console), or only has something of a lower value or rarity, then they should get priority for the drop of that item.
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.
Heroic Tweets for 2010-02-25
- Revelation | Champions Online Official Site – New page for the Vibora Bay expansion. http://bit.ly/9wWEDh #champs #
- Star Trek Online's Craig Zinkievich Interview | IncGamers – More good info on coming stuff. http://bit.ly/aOxqNM #STO #
- Star Trek Online: New Raid Content Details News Item | IncGamers – Oooh, looks/sounds nice! http://bit.ly/9QEwcg #STO #
- West Karana » Star Trek Online: What would you say to Cryptic? – Some positive, useful suggestions for the game. http://bit.ly/cwUDOV #STO #
- Champions Online – Revelation Now on Test Server – MMORPG.com – Moving fast on this. Too fast? http://bit.ly/9faPgU #champs #
STO: More “death penalty” thoughts
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.
CoX: I17 news up
Wanted to comment more fully on the new CoX I17 stuff coming out Real Soon Now (based on the overview page).
Features
Ultra Mode
Ultra Mode includes a superior graphics rendering process for players who have higher-end graphic cards. Each feature can be enabled or disabled in the graphics menu options and will be scalable. Ultra Mode works on both Macs and PCs. In specific, it offers dynamic shadows, screen-space ambient occlusion, and dynamic environment reflections (including planar reflections and environment mapping of reflective surfaces).
I’ll be very curious to see how much of this will run on my and Margie’s newer machines.
Epic Archetypes Unlocked at Level 20
Previously, you had to have at least one character at level 50 to make an epic archetype character. No more! Now you can create an epic archetype character as long as you have any one character at level 20 or higher.
A sign of the aging game, perhaps, but also worthwhile. I guess now I can make a VEAT (since I already had access to Kheldians).
Animated Tails
No more tails lying about like dead weight! You will now be able to select tail body parts that will react to your movement and have a swaying or swishing idle animation mode. You will need to go to a tailor to upgrade to the animated version.
Yes! Excellent! (And will they be free upgrades? No matter — I’m swimming in Tailor Tokens.)
Content
New Story Arcs: Issue 17: Dark Mirror features two new Hero and two new Villain story arcs for levels 20-30. Each of these story arcs has four missions, and the story arcs highlight the Dark Mirror’s sinister new enemy. Acquire the first Hero story arc in Talos Island, and the first Villain arc in Sharkhead Isle.
A good “sweet spot” area for some new content.
Silver Mantis Strike Force Update: The Silver Mantis Strike Force will now be available to all Villains, not just supergroups. You now can access the Silver Mantis Strike Force via Silver Mantis, located in Sharkhead Isle. You can also run this Task Force from your supergroup computer.
Interesting. And, it makes me think, a sign of the slow social decay of CoX. How many people are active in SGs any more?
Positron Task Force Update: This Task Force has been split into two halves and dramatically upgraded and updated to ramp up the fun. The final battle of the Task Force takes place in the Faultline Dam and incorporates the new Dark Mirror enemy.
Positron TF? Wow, that brings back some memories. Sounds like it’s bringing the TF back to what was originally intended, plot and division-wise. Nice.
New Badges: Along with adding badges for 500 Badges Earned, 750 Badges Earned, and 1,000 Badges Earned, we are adding new exploration badges to city zones, almost doubling the number of exploration badges. You can learn new Accolades for finding all of the exploration badges in each city zone.
Um … okay. Those who like those sorts of things will find them the sorts of things they like.
New Player Emotes: We’ll let you know more about the new emotes soon.
Ditto.
Quality of Life Improvements
Craftable Temporary Powers: You will now have a much cleaner and more consistent way of finding and crafting temporary powers.
Never found much use for craftable temp powers.
Increased Mission Count: You can now have seven active missions (previously three).
Now that’s pretty interesting. Honestly, I’ve never felt much need for more than three, especially these days, and even with 3 it’s easy to end up with stale mishes. Expanding to seven feels more like a copy-cat move than something all that worthwhile.
Show Last Objective: This UI improvement lets you find your last objective on a mission map, making it easier to find something you’ve missed.
THANK YOU, LORD! Best QoL Improvement EVAH.
Auction House: The UI gives you new options for sorting search results, your Auction House inventory is now separated by clearly marked tabs based on the item’s status, the Auction House text entry box now autocompletes, and a single click on a recipe displays all salvage needed for that recipe.
I’ll have to play with it, but any improvement to the auction system is a good idea.
In-Game E-mail: You can now use in-game e-mails to send Influence/Infamy to your own characters or to other players’ characters via in-game e-mails. (You still cannot send Influence, Infamy, or items from a Hero to a Villain or vice versa.)
About time.
Mission Architect Improvements
Experience: You can now handpick the powers for custom enemies and still receive experience for them (within game balance limits).
New Maps: We have added approximately 20 new unique maps.
Giant Monsters: You can now add giant monsters to some outdoor maps.
Exit Mission on Complete: You can now specify that players have to leave the mission manually on completion.
Escort Missions: “Lead to place” technology allows you more control over escort objectives.
All sound useful for those who do MA content. Though the idea of adding Giant Monsters … (Can we create the Good Old Days at Portal Corp …?)
Overall, sounds like quite a nice issue, especially with the Going Rogue around the corner.
Heroic Tweets for 2010-02-23
- Release Notes – Feb 23, 2010 – STO patch notes. Nothing that directly affects M and me (yet) http://bit.ly/cUCE9y #STO #
- "EU gets shafted – AGAIN!" – CoH Forums – All because Going Rogue will only be available by download? Yeesh. http://bit.ly/aF2XVS #CoH #
- State of the Game February 23, 2010 | Champions Online Official Site – The "adventure packs" sound interesting. http://bit.ly/aDsLIQ #champs #
Heroic Tweets for 2010-02-22
- Champions Online : Revelation Interview – MMORPG.COM – Good Vibora preview and plans ahead. Glad Melee being looked at. http://bit.ly/9GaZEN #
Heroic Tweets for 2010-02-21
- State of the Game: Special Edition | Champions Online – Fighting bugs and readying Vibora Bay. Ho-hum. http://bit.ly/cGhf0V #champs #
Heroic Tweets for 2010-02-19
- Be crafty with ease in Lord of the Rings Online Volume III – Massively – Crafting? Yuck. I do it, under protest. http://bit.ly/b9YYUG #LotRO #
- Star Trek Online: New Klingon Content Soon | IncGamers – More Klingon PvE? Interesting. All-PvP falling short? http://bit.ly/9WUnGF #STO #
- Lord of the Rings Online : Volume III, Book I Tour – MMORPG.COM – More soloability and duoability? Sounds fun! http://bit.ly/9O1kD7 #STO #
Heroic Tweets for 2010-02-18
- Dual Pistols Open Beta Begins! | City of Heroes – I was in the closed beta, and both the animation & powers rock. http://bit.ly/c21dqI #CoH #
- Star Trek Online: "Meaningful" Death Penalty Needed | IncGamers – I see the point, but I'm not sure I agree. http://bit.ly/9TUW65 #STO #
- New LotRO Vol. III book 1 screens include awesome dragon – Massively – Oooh, pretty! Or pretty scary. http://bit.ly/cMfWXc #LotRO #
- MMORPG.com Blogs: Would You Play a Fully PvE MMOG? – Um, damn straight. Dislike PvP and the dev resources for it. http://bit.ly/93INSS #
- Character Basics « The Engines Cannae' Take It! – Another fine guide on captains, BOs, ships, and interactions. http://bit.ly/ct9tAZ #STO #
Does STO need a “meaningful” cost of dying?
In a recent interview, Star Trek Online’s exec producer Craig Zinkievich indicated that STO might need a more significant “death penalty” than just going back to the nearest respawn point. Or at least, that’s what some players are clamoring for.
Zinkievich explained Cryptic’s feelings on death penalties, saying that they are usually just a time penalty, preventing players from getting straight back into the game and having fun.
“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, ” he said.
However, the game’s developers aren’t against the principle entirely; “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.”
I’m of two minds here, of course. I don’t know about anyone else, but seeing my beloved ship blow up and suffering for 30 seconds of cooldown before getting back into action does feel meaningful.
And what are the alternatives? Thinking of CoX and CO and (I believe) WoW …
- Loss of experience or slowdown of experience gain (CoX): You could justify this as saying that Star Fleet looks askance on ships being driven to (“near”) destruction, and so your meteoric rise to the admiralty is slowed for a bit. I find this irksome, but not horrifically bad. (By the way, when is STO getting a “Level Pact” feature?)
- Loss of capability (CO): As you succeed in CO missions, you get stars, up to five, which provide a buff. As you get killed, you lose the stars. This has the paradoxical effect of making you less effective against the things you have to go up against again. I don’t like it.
- Loss of swag (WoW): I’m thinking here of the mechanic of having your body looted, etc. This is perhaps the most realistic — a finite chance of some system or feature on your ship getting wiped out, or inventory lost — even (perhaps with successive failures) the death of a Bridge Officer. Eek. Most realistic, but I’d be seriously hating it. It suffers from the disadvantage of #2 (making you less effective against a foe you’ve already established is dangerous), unless you delay it until after the battle/mission is over (you survived, but those great twin disruptor cannons that your engineer kept together with spit and baling wire have finally given up the ghost — time to return to Star Fleet for a refit). Losing a BO, though — yeah, I can see it game-wise, but I’d hate it play-wise.
So the variation on #3 perhaps makes most sense if you have to do something about deaths. And, yes, it adds some “realism.” I’m still not convinced it’s necessary, or that folks who take untoward risks now will be all that much less likely to do so even with penalties.
Thoughts?
Heroic Tweets for 2010-02-17
- Over Rock and Under Tree – MMORPG.COM http://bit.ly/caWdPB – I have a vague sense I should try #LotRO again some time. Someday. #
- I'll play your game, you rogue – Massively http://bit.ly/a22LWE – A review of stuff coming up in #CoH I17. Nice, but not compelling? #
- Champions Online: Lemuria Overview | Ten Ton Hammer http://bit.ly/drbDKC – Margie is slogging thru this in #Champs and not much enjoying it. #
- Tweaked the stylesheet in the blog to make the Tweets a bit easier to read (I hope). Any other style suggestions for actual blog readers? #
- Stilt-Walker has completed "Open Mission: Bullet Bound for Biselle". #
- Stilt-Walker has completed "Vanquished Viper X". #
- I'm probably the last person to learn how I can transfer items and money between my alts. #STO http://bit.ly/95Ufro #
Wanna be my STO Buddy?
Note from Cryptic this evening:
Have a friend interested in Star Trek Online? Maybe he or she saw you vanquishing a Borg cube and was interested in more? Now, with the Star Trek Online Buddy Key, you can invite them along on your adventures, unrestricted, for five whole days.
Here’s how it works:
- Visit the Star Trek Online Buddy Key claim center to claim your key.
- Click “Claim My Buddy Key.”
- You’ll be redirected to your account page. In the upper-right corner, you’ll see a section labeled “Unused Keys.” Your Buddy Key will appear there!
- Send your friend the Buddy Key, as well as a link to the Star Trek Online key registration page. (To claim the Key, your friend will need to create a Cryptic account if he or she hasn’t yet.)
- Your friend is ready to enjoy Star Trek Online. He or she can download the client at our download page.
After five days, your buddy will need to purchase a retail copy of Star Trek Online (and apply a retail key to his or her account) to continue playing.
Thanks again for your continued support, and we can’t wait to see you and your buddy in game!
– The Star Trek Online Team
Fiendishly clever.
So if anyone out there is interested in giving STO a spin for five days for free, let me know. (Amanda, I’ll hold onto one of those for you. 🙂 )
Heroic Tweets for 2010-02-16
- Star Trek Online: Bridge Officer Training | Ten Ton Hammer http://bit.ly/a7ofSF – Good #STO guide (i.e., I learned something). #
- Should I replace my BO's or keep them? – #STO Forums http://bit.ly/9tl5Ee – Consensus: keep 'em, use ones you "find" for training. #
- Stilt-Walker has completed "Vanquished Tilingkoot". #
- Captain's Log: A guide to Lieutenant progression – Massively http://bit.ly/9qzqdm – Some decent #STO guide advice, based on my 1-8 progress. #
- Looking for #STO game info? – Academy Information Index – Star Trek Online Forums http://bit.ly/cmdzJW – Guides! An index to Guides! Yay! #
- System Power Guide – #STO Forums http://bit.ly/ajDE0W – How power works on your ships. Good info! #
- Achieving LT Commander – #STO Forums http://bit.ly/de5FBL – How the transition from LT10 to LT11 to LC0 works. Good to know. #
- stoshiptierchart2.png http://bit.ly/awXREB – WIP #STO list of ships by tier. Bootiful! #
- Skills: The Numbers « The Engines Cannae' Take It! http://bit.ly/bKM7mR – Excellent #STO skills info/math – avoid the 8/9s! #
- STO-Intel http://bit.ly/9Tz51n – the #STO wiki – I expect to find a lot of data here, and will probably link in the sidebar. #
- Weapon Ranges « The Engines Cannae' Take It! http://bit.ly/cvZ33i – Yes, #STO energy weapns drop off in range – cannons more than beams. #
Heroic Tweets for 2010-02-15
- Boldly going where you can't currently go: #STO team interested in expanding ship interiors – Massively http://bit.ly/cxXpTF – Nice. #
- One Shots: Late to the party – Massively http://bit.ly/cO3PcG – I've played minimal #WoW Sometimes wonder if I should really try it. Nah. #
- Farscape as gaming group | Random Average http://bit.ly/9r8nbZ – Fun analysis, perhaps why I like the show. I'm in mid-S1 watching the DVDs. #
So how’s that Star Trek Online working for you, Dave?
Pretty darned well.
Both our duo and my solo are LT7. I’m enjoying each new zone as I go into it (I’ve just started to scratch the Neutral (PvP?) Zone stuff with my solo).
It’s fun enough that I keep waiting for the next time I can hop on and play. That hasn’t happened for a long while with CoX, and never really did happen with CO.
I do wish some of the social stuff that currently works in CO — auto-Tweets and a “portal” page for my toon — were working in STO. And I wish the zoning with team mates worked a bit more solidly. And I wish the documentation were better.
But aside from that, I don’t have much to complain about. Except not enough hours in the day to play as much as I want to.
Heroic Tweets for 2010-02-14
Heroic Tweets for 2010-02-13
Heroic Tweets for 2010-02-12
- Ultra-mode video card shopping guide – City of Heroes Forums http://bit.ly/dhg5xK – If you want The Real Pretty that #CoH will soon have. #
Heroic Tweets for 2010-02-11
- Much fun doing #STO mishes 'round Lvl 4 … until suddenly STO and #Champs sites died a horrible, gurgling death. Hrm. #
- Scott Jennings – #STO – The Good, The Bad, The Ugly – MMORPG.com http://bit.ly/bK6ykM – A pretty decent analysis. #
- Gamasutra – News – NCsoft Reports Record Earnings On Aion, Lineage Gains http://bit.ly/cJKqY5 – but no mention of #CoH as a key contributor. #
- Star Trek Online producer warns against feeding bridge officers | Fidgit http://bit.ly/bPFUYH – Great #STO interview. #