Bad Sign? Global Agenda goes Free-to-Play
Hi-Rez Studios, the creators of Global Agenda, has decided to get rid of the subscription fee and stop calling it an MMO. Okay, maybe not the latter but they’ve definitely decided on the former. So, what prompted this change to the shooter that wants to be an MMO?
Without any direct information, of course, it’s hard to tell but a business isn’t going to give up a revenue source unless it’s not giving them anything. In fact, given the supposed success of DDO and the resulting announcement about LOTRO going F2P, my guess is Hi-Rez figured out how to squeeze a higher margin out of box sales.
That combined with the F2P carrot drawing people in to pay that margin out would be a good reason to F2P. But, of course, that means that few people were willing to pony up for the subscription/premium membership…otherwise, why throw away money?
Also, if you think about it, their most loyal players–the ones that are probably hogging the servers most of the time–are the types that would pay for that premium membership (since the AvA content is where those guys will want to be. Since there are only so many large agencies out there, I figure they aren’t exactly raking in the dough on those players.
To me, they made the mistake of giving away the main pot of gold: PvP/PvE. For most casual players (who will always outnumber the hard core types…at least until the game’s run its course), they don’t have the time to dedicate to an agency. They’ll just want that shooter content. And, of course, they’re used to games like COD, BF, and the like that don’t charge you to use a server. Then again, those servers are hosted by third-parties/clans and are kept up by donations and such so the free ride ain’t so free.
It’s a hard call for the devs. After a long development cycle, they want their money. Forcing the public to pay the box fee AND a subscription for a shooter might have been a tough sell but there are people who are and would pay. Maybe if they’d rolled out more interesting features or implemented a lot of the MMO-style features from the get-go (I’m talking to you crafting), people might have been more willing to pay the sub fee and keep it going.
I think Hi-Rez essentially got so excited by the shooter they forgot the MMO or rather they re-scoped the MMO out so they could get their shooter gold and out the door. Unfortunately, I think they cut their legs off at the knees because of that.
Game over? Not really. I know a couple people who are more likely to head back into GA now that it’s free (they already bought it at launch…as did I) and take another look. I haven’t checked out the Sandstorm changes but if they’re anything like the press releases and previews seem to make them out to be, it might be worth playing GA again.
I guess the real question is: how long will Hi-Rez be able to keep the lights on with this model. If they can really keep up with a short expansion schedule then they might have a chance. Of course, if those expansions are effectively paid patches then Hi-Rez might end up being another case study in some game degree program out there.
g afk
Topics: Free to play, Global Agenda, Hi-Rez Studios | Comments Off
Second Life’s Looking for a Third
It seems Linden Labs, the company that built and runs Second Life, is restructuring–which is a nice way of saying they’re tossing some people out on the street. The question is why? Supposedly, they cleared 30% more transactions (of which they get a small cut) year-over-year in the first quarter of 2010. In other words, a company that’s seeing solid growth in a time when people are cutting back on non-essential items (though entertainment tends to be somewhat essential at times like these).
At the same time, you could argue that the company’s been around for about 11 years and it’s about time they cleaned up any inefficiencies in the org, especially during a recession (and a supposed decline in virtual worlds subs/activity). They’re also talking about the Web. With all the players out there setting up engines in Web browsers (Instant Action, Unity, etc.), it makes a lot of sense (and might enable a lot of junkies to play the game at work and other places they might not have been able to play).
My main question though: after a while, why would you want to “play” a game that involves no play at all? Granted you can socialize and potentially play something in the game, if someone creates a game for you to play. I know they’re talking about 800k+ unique users and all that but, how many of those are just storekeepers/product producers? If you have an economy based on people just selling crap, at some point people are going to ask: Do I need this crap?
In a standard MMO, the answer is usually yes. Some fancy armor, extra gold to buy other stuff, etc. That’s actually tangible in a virtual sense. I need that shit. In the real world, sure I might buy some stupid picture but that’s because I have this wall I stare at all the time and I want to put something on it so I don’t have to stare at the plain stupid wall. But, there’s another funny thing related to that: if I had to choose, I’d choose food or a new game or a night out with friends over that funky picture. With a crappy economy, I usually have to make that choice.
I dunno. GDC Austin’s been renamed GDC Online to cover the vast online world (meaning virtual worlds AND MMOs and the like). Obviously, with ample (and cheap) bandwidth and the need for socialization (despite the usual stereotype of the lonely isolated gamer), online is the place to be. Whether it’s a lobby or a full-fledged world, people want to game with people in the end. Thing is, that word “game” is the key.
Think of it this way. The average gamer has a budget (whether they blocked it out in QuickBooks or just think about it in their head). They can spend $X per month on games. Despite their cost, MMOs are still getting churned out at a decent clip…some are even free to a limited extent (remember, you’re still getting suckered into those microtransactions). In the end, as time moves on, games form communities of like-minded individuals…until they get bored and find another group of like-minded individuals around the next big thing.
And, while I don’t expect a mass exodus from Second Life, I think this reorg is a sign that the people at Linden Lab see there’s no where left to go but down. Of course, they could reinvent themselves some how…or rather, they can try to steer the ship. At this point, though, I think they’ve got to be already aware that they aren’t steering any more. Much of the game relies on user-generated content/products. When those users decline, so does their content. And, as we all know, static content with no updates, expansions, etc. ends up being boring. Boring means whatever that fancy new MMO that just opened up shop down the street is offering is probably better than this (for now).
I think this part of the virtual world is really susceptible to a newcomer. Someone can plant a flag and produce a solid virtual world for people to play in that offers all the same benefits with a newer sheen and newer features. That could mean yet another reorganization in the future…one that doesn’t end until the servers are barren and empty.
g afk
Topics: Second Life, Virtual Worlds | Comments Off
LOTRO Gives Itself Away For Free
So, Turbine seems to feel DDO’s F2P success is contagious enough to switch LOTRO over to the F2P model. Cheapskates around the world will cheer this fall…
Seriously, though, I’m not sure if this is going to be a new trend (i.e. start with subs then migrate to F2P as the game loses momentum and settles down) or if it’s just adding nails to the coffin of MMOs that find themselves in the boonies.
It makes financial sense, obviously, or they wouldn’t do it. Turbine seems to have the revenue to prove it from the DDO switch over. But, you realize what this is right? It’s just basic economics. See the game started off with a box you paid for ($50) and a sub that fueled the fire ($15/mo).
LOTRO had a nice start and I’m sure brought in a lot of money (though if you’re trying to look at it from the perspective of paying off the original dev costs, it might have only happened recently). But, as we all know, after a few months, the shiny sheen wears off and people see the flaws or limitations or excuses for why they don’t like the game. With a $15/mo subscription, it also means the next big game that comes along (like WAR or Aion) will pull those limited funds that many people have to another developer.
My guess is, with a diminished but is likely at 200k or more (based on a 300k subscriber base in April of 2008). If people are paying on average about $12/mo (considering a rough estimate of where it would be with discounts from pre-paid periods), they’re pulling in $3.5 million a month. I don’t know about you but that seems like a nice amount of income to me. If you think of it from a pure economics perspective, it costs next to nothing to maintain a bunch of servers. And paying a small team of developers (maybe it’s a large team?) to take care of the game should easily fit into $3.5 mil a month (remember, that’s PER MONTH, not annual).
Now, you’re going F2P. If you’re already a subscriber, you should’ve gotten a notice saying you’ve been converted over to the VIP membership/status which just means you’re the same old subscriber before the switch over. What they’re likely hoping for is that you’ll fall into the crack model and get a taste (F2P) that’ll develop into a habit. That habit will lead you to eventually want the content that you don’t get (I still haven’t see how it looks to NOT have that content…I guess you just don’t see the quests or items?) and so you’ll shell out a premium to get it.
Obviously, it helped them rekindle DDO’s fire and bring in a lot more revenue. But, then again, you won’t find DDO on that Market Share pie chart at voig.com. 500% of a trickle is just a larger trickle.
Still, the real question is: will the moochers (F2P players) pony up for additional content or will the free game be funded by the wealthier players that either continue to subscribe (VIP) or just budget their spending into $15 a month worth of Turbine Points? I’m sure some will and that’ll help Turbine justify the move. But, won’t some of those subscribers who see no reason to continue paying for a free game any more just downgrade (and thus reduce revenue)? I think so, though some people won’t want to give up on what they already got/looted. They might effectively be extorted into sticking with a VIP sub just so they don’t lose anything.
I guess the plus side (outside of the potential revenue) is that LOTRO will likely live a little longer with an influx of freebies coming in to try the game or play it again. I still don’t think you should get your hopes up that you’ll see a day anytime soon when every MMO out there will be free. F2P is not for every game and not for every business model. It’s also a big gamble for publishers who’ve spent $20+ million investing in the development of the game only to give it away for free and hope you do the microtrans thing.
Sounds a lot like another business model that’s been pretty successful: razor blades. The big difference is that you need those razor blades to shave. You don’t NEED the extra content unless you’re bored or you need some gear that you don’t want to spend hours trying to get some random mob to drop. I’m still waiting for the Vegas model: you pay a metered rate per hour and get a chance to win game play credits as loot in the game. You can only win those “jackpots” by playing which means you’re paying. The problem? It’s always going to end up being in the house’s favor and that’s when it stops being a game and starts being just another “tax” on your fun.
g afk
SWTOR: More class info adds complexity but do we need it?
BioWare put out some more updates on the class system, namely more info on the Sith Warrior and Advanced Classes.
Sith Warrior Class
Frankly, I haven’t really been following every little detail of what they’ve been posting so I don’t really know what the “update” is beyond noticing the Marauder specialization, which I’m guessing was there before, and the addition of the Known Associates: Vette piece which ties into the other update (Companion Characters).
Honestly, I’d been thinking about rolling a Sith Warrior to start only because, well, the Jedi’s been done. Lucas’s craptastic first trilogy (or rather second depending on how you look at it) had one bright spot: Darth Maul…unfortunately, Darth Maul was taken from us too soon. Alas, while Darth Vader is technically a Sith…well, I guess it depends on how you look at it.
Gah…let the fanboys figure it out. The reality is, who doesn’t want to specialize as a Marauder and dual-wield lightsabers? My only hang up is the whole “heavy armor” crap. I guess they couldn’t figure out a better way to do it (or maybe because I’m not that much of a fanboy I haven’t read any novels and thus don’t know about some mystical Sith heavy armor sect). “It” being finding a way to enhance the character without having to rely solely on buffs. Then again, I guess that’s what the Sith Inquisitor is supposed to be. I suppose the Sith Warrior wouldn’t be a tank without armor.
Advanced Classes
As for those advanced classes, this is getting a bit worrisome. Don’t get me wrong. I love “prestige classes”–in fact, a friend and I have been designing an MMO that includes prestige classes because they’re a great idea–but that’s not the problem. The problem is that the advance classes also come with two skill sets. Correction, make that THREE skill sets (2 + a shared skill set). FFS!
Consider these skill sets belong to the Advanced Class which you advance into from a regular class–which I’m also assuming has at least one skill set. Now, granted, WoW’s talent trees are essentially skill set analogs and most if not all of WoW’s classes have three talent trees (and thus three skill sets). But, that was it. Let’s say the regular class level gives you at least one skill set. Now, you’re looking at four skill trees to manage.
Obviously, the hard core gamer is going to be right at home. You’re looking at some serious customization (let’s hope it doesn’t cost you a million credits to respec) which is nice in a way but I think it’s going to be a problem for more casual players. Why does it matter? Well, while most games can survive on a nice subset of hard core gamers (think 100k or so), each new MMO has to get past the burden of migrating people over. You as a new player on a new MMO have to start from scratch investing time (and money) getting up to speed on the game and learning from your mistakes. And, with each nerf (you know it’s going to happen with a game this complex) that great “healer” spec you set up is going to need to be respec’d or may not be as powerful as it used to be.
I almost think BioWare needs to look at the idea of having a set of templates that let you eek out a decent amount of power/efficiency from your chosen class while still allowing the power gamer the ability to fine tune those skill trees like mad. You can almost feel the fear as peeps look at those skill trees and wonder if they’re making the right decision–a decision that will cost them thousands if not more credits/gold/whatever later when they’re at the end game and realize they needed a different branch of skills.
Companions
True to the KOTOR (or TOR??) universe and BioWare’s legacy, they’ve introduced companions. I’m guessing they’ll work like the SP RPG companions to some extent–though balanced for a MMOG. I guess in a way Cryptic beat them to the punch with the whole bridge officer system (click on Bridge). But, obviously, they’ll be a lot more useful beyond adding a button to your action bar. Adding special quests along with just being there (assuming the AI’s solid) as you’re romping around the SW Universe. They’ve spotlighted one companion named Vette (as in Corvette??).
It’s nice to see that BioWare’s really trying to shoehorn in their SP RPG expertise into this game. Whether it’ll work, of course, will remain to be seen. I’m crossing my fingers. Should be hilarious though when people start to talk about companions being nerfed. “Dammit, they nerfed Vette…now she pisses her pants at the sight of a Sith Warrior!”
Is there a game yet?
All in all, it’s great to see the detail going into this game. While I’m definitely waiting for the axe to fall when we start to get some real data (i.e. late beta or an open beta) about how the game feels when played. Complexity doesn’t make a game good (hello Vanguard?) but then again, neither does simplicity. It’s all about balance…or at least wrapping the complexity in something that makes it easier to navigate if you don’t want it.
Stay tuned!
g afk
Topics: Star Wars: The Old Republic | Comments Off
SWTOR: Combat Video
Sorta old news (by a few days but, you know, it’s the Internet), but BioWare posted a video going over combat (at a high level) in Star Wars: The Old Republic.
It all looks great. Bounty Hunters using grapples to pull a ranged enemy into melee range, ranged types (I’m guessing still Bounty Hunters / Trooper) calling in strikes, Jedi and Sith going on Force-nasty on each other.
The big question is how that’s all going to balance out. The vid shows a lot of knock-backs and -downs which look fine and good (and awesome) but I’m guessing those are based on a percentage which may vary depending on your opponent and perhaps on whether you’re attacking NPCs or PCs. I can imagine a lot of players complaining about frequent knockbacks getting themselves killed.
Of course, how a non-Jedi/Sith is going to cope against a Jedi/Sith might mean the Force-sensitive classes are going to get nerfed in ways that ruin the feel of those characters. They did mention they’re still balancing the classes out.
Good luck with that. Many an MMO has littered the halls with nerfed classes post-launch despite devs’ best efforts to balance the game against any one class standing out. We’ll just have to see I guess.
g afk
Topics: BioWare, Star Wars: The Old Republic | Comments Off
APB Subscription Model: Hourly?!
As much as I’m looking forward to APB from Realtime Worlds (and anticipating doing the same thing over and over again, no matter how custom I can make my car will lose its luster pretty quick), I’m not sure what to make of the hourly scheme they’re trying to use for this game. According to the article from Joystiq, you’ll get an initial block of 50 hours to play when you get the game and can buy:
- 20 hours for $7
- 30 days of unlimited access for $10
- 90-day and 180-day discounted packs
Plus you can get playtime by achieving certain goals in the game. Uh, I’ve got to ask: did someone with any sort of business acumen come up with this? Did someone do any market research?
Think about it. Which would you rather do (assuming you actually want to play the game): Pay $7 for 20 hours or $10 for 720 hours. Right.
“You know, I really can’t afford $10. I’d rather pay $7 for 20 hours of time. I mean, if I ‘m playing an MMO, I’m not going to invest more than 2 hours a day…”
Huh? If you’re playing an MMO (or even a shooter), you’re going to play for anywhere between 1 and 4 hours per session on average unless you’re jobless or a student or an addict. So, if you play most days of the week (let’s say 5) and average about 2.5 hours per session, you’re talking about 12.5 hours per week. At that rate, you’re going to be shelling out $17.50 a month at the $7 rate.
Or you could just pay $10 for the 30-days of unlimited action (of which, you’re using effectively 2 days worth at 12.5 hours a week). Why would you want to pay more?
The only reason to pay $7 for 20 hours is if you really aren’t going to play more than 20 hours at a time or in a given month. But then, that’s still $3 short of UNLIMITED hours.
I’m not trying to get them to charge us all more but realistically, what’s the point? Wouldn’t it be better to just offer the following?
- $0.50/hour flat rate no matter how many hours you play
- $12/month for unlimited access (typical monthly sub)
- $33/90 days (effectively $11/month) and $60/180 (effectively $10/month)
Done. Now, if you play all of 20 hours a month, you’re going to pay $10 a month at the hourly rate. Good deal for you but you’re also not exactly hogging a slot on a server at 20 hours a month.
Meanwhile, if you’re one of the aforementioned MMO-jockeys, you’re going for the subs so you can play 24/7 until you die of exhaustion.
As for the developer, they get the higher rate for the infrequent player (the hourly rate) and get a rate similar to other MMOs (even if this really isn’t a traditional MMO) where they’re getting pre-paid for a month of access, regardless of whether the player uses that access or not.
It seems MMO devs are trying a bit too hard to find a new model when they don’t need to…and when they do try, they seem to be trying really hard to NOT screw up the standard subscription model while also trying that “something new”. Just figure out the economics of it based on typical economies of scale (well, it’s sort of weird because it’s about the customer’s economies of scale, not yours). The more you pay to play, the better the discount. Then throw in microtransactions if they make sense.
In this case, the whole customization thing is perfect for microtransactions. You’ve got to make sure the paying customers still get their own stuff of course but you can assign a few designers to creating individual and packs of skins, designs, car variants, weapon variants and the like that don’t affect game play. You charge $0.50 here, $1.00 there and end up giving those people without artistic talent (right here!) nab some cool designs so we can show it off to the cool kids. Then those cool kids go and grab their own (unless they’re artists). Soon, you’ve sold $10-20 in virtual merchandise from a single sale. Multiply that by thousands of players and you’re golden.
The MMO industry is pretty damned mature at this point (it’s been almost 13 YEARS since UO launched!). There’s no excuse for this nonsense. This sort of thing is leaving the door open for someone to come in with an innovative business model and bank a nice chunk of the market. Stay tuned…
g
Topics: APB, MMO Business | 2 Comments »
Global Agenda’s Coming!
We’ve been playing the beta and it’s been fun though there are some things that are making me think the launch ain’t gonna be too smooth. Some basic MMO tools are missing (social mostly), and it’s something of a pain to comm when you’re in FPS mode and you have to remember to hit enter to chat MMO-style. The voice chat only went online today (with one day left in beta).
Still, the various PvP modes and the Conquest mode (for monthly subs) looks pretty cool. Combat in PvP is always team-based (no FFA here) and involves capping points or doing some of the game modes that are direct copies of old UT game modes like Assault (though not as interesting) and existing TF2 modes like payload.
PvE is regrettably boring as hell with lame AI bots, uber strong elite bots (with the ability to walk through shields…fun), and the same maps over and over again. But, if you want to craft, you’ve got to do those PvE runs.
The Conquest mode seems to be the best part of the game (and is playable early but really for end game t ypes).
We’ll try to get a review up around launch after we’ve gotten to run through the Early Start. Stay tuned.
g afk
Topics: Global Agenda, Hi-Rez Studios | Comments Off
STO: Long-term Subs Offered

Cryptic’s put out a little bit about their lifetime and annual subscription plans. The real question is: is it worth it?
It’ll really come down to how long you think you’ll play it and how long you think it’ll last. I’m wagering that unless it really fizzles (and it could) or unless Cryptic does a terrible job of managing their business (remember, there isn’t a publisher to save them…though someone might be interested in buying the game if they went belly up), the game’s going to be around for at least 3-4 years.
Meanwhile, it’s going to cost you $14.99 per month if you go monthly (knock off a dollar a month for each step you take up the recurring payment ladder–e.g. 13.99/mo for the 3-month recurring plan).
The annual plan is priced at $119/year. Those of you with calculator or who are autistic will find that’s a price of $9.99 (ish) a month. Not bad. It comes with a couple of extra character slots to boot.
The lifetime plan (which I think is usually a serious waste unless you’re sure you’re going to be playing that game for ever) runs $239. In addition to the two character slots the annual sub comes with you also get an unlock allowing you to play a recently freed borg (a la Seven of Nine…breast implants not included).
If you assume you’re going to play the game for a solid 2 years, hands down, you’ve just paid $9.99/mo roughly. Now, you could just go for the annual plan, especially if you figure by the end of year two, you’re going to be bored and likely working on a different MMO.
Still, if you’re thinking you’re going to go die hard and play the game out for ages (I’m talking to you EQ/SWG peeps), then after a five year run you’re looking at an average of roughly $3.99/mo.
So, which one’s the best one for you?
If you’re a die-hard Trekkie/Trekker and you’ve tried the beta and loved it, then–assuming you have the cash/credit–you probably should just go for the annual or lifetime plans. Even if you take a break for a few months or do the WoW cycle like me (play for a couple months, move on for a few months, repeat), assuming you keep at the game for years to come, you’re doing fine with either package.
Of course, if you’re more of the MMO-of-the-month type and you’ve played the beta and aren’t impressed (hand going up here), then one of the typical packages are just fine.
For everyone else who isn’t sure? I recommend just sticking with the monthly to start. You don’t have to deal with the hassle of getting (or trying to) some of your money back and you’ll definitely know if you’re going to be there for a while after you’ve passed through the starter missions and get into space. This is one of those games that’ll either grind on you or make you feel right at home right away.
And, about the “bonuses”: unless you’re dead set on playing a “liberated” borg or really need those extra two character slots, I would ignore them in making your decision. Think of them as the icing on the cake…not the cake itself. You know at some point, they’ll offer up specials and bonuses (remember that whole Cryptic Points system? It’s got to pay for momma’s new dress some day) that’ll get you something you need, including character slots.
I don’t know about you but it was easy as hell for me to drop kick Champions. I love the Star Trek universe and all but right now the only thing that’s appealing to me is the starship combat. And, even that, right now, is starting to wear thin with some of the balance issues I’ve encountered. On one mission (team mission), I just made a mad dash for the objectives to end the damned thing after having faced the fifth fleet of three bops, two escorts and two of those monster Klingon warships (not the bcs, the big assed Na’Whatever) versus my fleet of three light (starter) cruisers. My team mates were dead set on battling for another 20-30 minutes to finish up. I couldn’t do it…after over an hour on a single friggin mission…I just couldn’t).
I guess you can figure out what sub plan I’m going for.
g afk
Topics: Star Trek Online | Comments Off
Star Champions Online
So, I’ve started trekking around the galaxy in Star Trek Online’s Open Beta. First impression? Talk about code reuse. The ground component (where you’re running around with your main character in space stations or on planets) is SO much like Champions Online. The difference is less cel-shading and more legible text. Meanwhile, the space part is very reminiscent of the Starfleet Command games of yore (which is a good thing). A quick summary:
The Good
- Starship combat is fun and what you’d sort of expect. The controls might take a little getting used to (you’re using WASD and the mouse though you can remap those keys all you want) but soon you’ll be working your firing arcs to take out enemies left and right.
- Character creation is like Champions which is actually a good thing in this case. You can choose a preset race (from the ST universe) or create an “Unknown” race which is you picking four main attributes that affect your stats and then customize the hell out of your appearance.
- While it might get a bit tiresome later, the main way you go from star system to star system is actually kinda cool. It’s a large map with systems hovering in 3D space. You and everyone else in the instance can wander around and enter whatever system you want. At some point, you’ll get over the cool aspect of it but it’s still an interesting way to do it.
- You, your ship and your bridge officers all have slots for things like weapons, devices and the like. And, just like Champions, you’ll end up with a shitload of devices and other doodads dropping from mobs and as mission rewards. This lets you customize your ship and officers all sorts of ways.
- Speaking of bridge officers, these guys act as a combination pet and stat-enhancer for you. Onboard your ship, their skills (which you level up with points you gain accomplishing missions and the like) can be used in combat or for non-combat tasks (scanning, etc.). Planetside, you can bring one or more of your bridge officers (the total party size varies depending on the mission) along with you. Each has skills that can be used on the ground (and of course, whatever you’ve equiped them with can also be used).
- Despite the whole Champions cloning experiments, the space aspect of the game really does feel right. You start with your typical Reliant-style light starship and gain access to others as you level up. And space looks real nice when you’re in a system. Even the inter-system space (that whole map thing) looks nice.
The Bad
- Unfortunately, the planetside stuff is just too Champions-esque in a boring way. The environments are mediore looking and have a lot of the standard bits and pieces you might have seen in Cryptic’s other games. Enemies spawn and just stand around like mannequins. Animations (like when you knock an enemy down) just look so stiff and automated (i.e. the guy’s just standing there then cut to the knock down animation). Take this with a grain of salt, since plenty of MMOs can be similar. It’s just a bit TOO much like Champions though.
- The enemy AI/logic seems a bit weird. I’ve been in team combat with AI enemies where the enemies just pick a single ship to pick on while the other members of my team just pound the hell out of their fleet. Meanwhile, on the ground, enemies show no logic beyond running up to you and trying to hit you. Granted this isn’t an FPS but what’s the point of having a dodge function (double-tap a direction) then?
- The currency system is ridiculous. There are tons of different “currencies” in the game. Energy credits (you only get these by selling items then you can use them to buy items), Starfleet Merits (gained from missions, used to buy or up your bridge officers’ skills), Data objects (there are several types of these; used to buy special items), and there are still more. The Data objects are hilarious because there are at least 6 or 7 different types of them. The prices in the price list look hilarious…something like 5 3 2 1 5 2 3 1 with each number sitting next to the icon of a Data object. Give me a break!
The Ugly
- You know how “modern” MMOs tend to make it easy for you (or like WoW are trying to make it easier) to find the target of your current missions/quests? Yeah, STO won’t have that. You might get a blip on a map mixed with twenty blips for merchants/vendors or a blip next to a star system if it’s close enough. Otherwise, you’re on your own. Zone chat was full of people asking where the fuck some guy was…and this was in the main starbase.
- You know that whole thing about being able to read the text finally (something about comic ink at 1280×1024 just didn’t work for me)? Well, turns out there isn’t much to read but there are plenty of screens to read it on. I understand the need/desire to make it look like we’re having a conversation with a talking head that barely talks but give me a break.
- Combat still pisses me off in places. Even space combat where, in combination with the aforementioned bullying by the AI (though that can be forgiven since it IS a potential strategy when dealing with an opposing force), there are problems of balance. Again, grain of salt/open beta, but since your “team” (why they didn’t just call this task force or something I don’t know) can be left at any time I have a feeling this is going to be an ongoing problem. In some cases battles were ridiculously hard (and the death penalty is that you just have to wait to respawn though I expect that to change) and took multiple deaths for a team of three to accomplish. Meanwhile, the “public event” sort of battles that you stumble upon tended to have upwards of ten people in there at a time laying waste to Klingon fleets of 4-5 ships.
I can understand sending a fleet of five ships (say two cruisers and three bird of prey) against a group of three players. That can be tough but you can do it–if you play it right–without getting killed. And, I can understand if my team mates leave but the game already spawned those suckers, there isn’t much you can do. But, assuming I either survive that or you send the extras running to make things even, the next fleet you send me should be tied to my current state (solo) and be more like three bops or one cruiser and a couple of bops.
I guess we’ll see how things turn out once the game launches. I for one, though, think this game will have it’s time as all of them do at launch but will eventually settle on a niche subset of players that will keep the game alive for a couple years. The starship combat is fun when balanced (or tipped in your favor) and the missions stack towards starships rather than ground combat (so far). That combined with the PVP that I haven’t seen yet could keep that subset of players happy for a while.
g afk
Topics: Champions Online, Star Trek Online | Comments Off
STO: Open Beta Limits
It looks like the Open Beta is starting off with the usual thud. There are login issues currently.
Also, it looks like the open beta is limited to the “lower levels” to begin with according to a news bit that only seems to be available to you if you’re in the open beta:
Open Beta will start with characters restricted to playing Federation and Klingon sectors only. You will not be able to access Romulan, Cardassian, or Borg space until we update a little later on into the Beta.
In addition, all players will hit a level cap at 16 – which will allow you to complete all missions available in your respective sectors.
Though, I guess the interesting part is the fact that you’ll get to wander into other sectors of the Alpha Quadrant and stumble into Borg space…yum.
Details coming soon!!
g afk
Topics: Star Trek Online | Comments Off







