Wednesday, 10 March 2010

The Pitfall of Being an EU STO Player

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I've been singing the praises of STO so far, so I thought I'd better take a minute out to point out some of it's flaws. Just to even things up a bit.

The first real nag that I had came only after I'd actually bought the retail version of the game. Buying it was no problem, activating it was simple, and when it came to the subscription method Paypal was a nice option to see too. But the one thing that did bug me was the monthly subscription price... £10.34

Now, I can only see one reason for that price, and that's exchange rates. I believe the EU and US players all share the same server. I certainly haven't been presented with any options of switching to another server.
The upside to this is that there's usually plenty of people around, and we all like to be freindly with our continental cousins, as long as they're not 11 years old and playing Call of Duty, and shouting abuse over XBox Live. The downside is that to make it fair, everyone should pay the same rate of subscription.

The problem is that $14.99 might be £10.34 today, but tomrrow it will be £10.36, the day after it will be £10.32 and in a few months time it could easily be £8.27 or £11.45.
So while the subcription price is staying the same for the US players, over here it's fluctuating.
When this is in the range of a few pence, I don't mind. But I do prefer to know how much I'm paying for something.

I was slightly dissapointed that it was so high. With Blizz only charging me £8.99 for my WoW subscription, I'm now paying more to play a game with less content. The difference might be relatively small, but it doesn't take long to add up to a lot, especially when you multiply it by the number of EU subscribers the game will have.

I don't know for a fact that the prices will constantly fluctuate, but at that strange pricing level it seems to be the case.
To avoid the 'not knowing' issue, I'll be paying in 3 monthly blocks. The downside to that is, if the rate changes by a lot, I could end up paying more for that block than if I'd just paid for a month at a time.
Watch this space for more info on this. I'll do a bit of research.

The other nag I have is that the difficulty of things scales with the number of players in your party. This seems a stupid thing to say, but I've often found that it's easier to solo many missions than it is to end up in a team with a moron, or someone who just refuses to join in with the rest of you.

As an example: (Figures have been made up to demonstrate)
In Solo Mode an enemy fighter has 2000HP
In 2 Player it has 4000HP
In 3 Player it has 6000HP
In 4 Player it has 8000HP
In 5 Player it has 10000HP

In solo mode I can easily handle groups of enemy fighters. And with a bit of tactical play, murder them all effortlessly.
But if I'm grouped with 1 other who refuses to join in, or co-ordinate attacks, it's becomes twice as hard for me.

If you find yourself in a group with 5 players, and just 1 of them is a muppet, the rest of you have a much more difficult task, as all the enemy mobs will hit harder, and take more to kill.
Sure the muppet might constantly get his ass handed to him while he tries to solo everything, but that doesn't help the rest of us.

Also, in some missions re-inforcements are called in by the enemy as a sort of final-boss stage, and these are often summoned as 1 per player.
Again, solo they're not too bad. In a good group they have little chance against a co-ordinated assault. But the 1 moron who won't join-in properly makes life very difficult for all the others.

"So don't team up with them" I hear you cry. Well, if only it was that simple. When you enter a mission area, if someone else is on that same mission, at the same stage as you, you are automatically grouped with them.
The only way to get out of the situation is to abandon what you've done on that mission so far, come out of the instance, and back in again. Otherwise, if your mission is to 'Kill 10 Tribbles' every one that the other guy kills will not count to your tally, and there will only be 10 of them around.

This isn't a major problem, I've only experienced it once so far. And in that case I managed to survive against the overwhelming odds, and got a good feeling of achievement for having done so.
But it is an annoying situation to be put in.

Star Trek On Track

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After 5 days playing I’ve just reached level 11 (Lt. Commander). At this point I get access to new ships, and my skill choices start to make more of a difference to my gameplay.


Up until this point everyone starts with the same basic ship. You can customize it’s looks by quite a large degree, but the stats remain the same.

On promotion I was provided with a choice of 3 ships. I chose Escort (Tactical / DPS) since that’s the direction my character is focusing on.

But one of the things that’s impressed me about STO is that it’s not as restrictive as games like WoW on what you can do.

Because you’re ship also has a crew, composed of Science, Engineering, and Tactical officers just because you’re DPS doesn’t mean that you can’t self-heal, or heal others, or even act as a tank.

You might never be 100% as effective as someone who’s specialised in that area, but you will still be able to hold your own in most fights.

To give you an example, Engineers are the main sort of ‘Tanking’ role. They have the best regenerative abilities, and the most skills aimed at soaking up the damage thrown at them. Obviously they still have offensive capabilities, they’re just not as directly strong as a Tactical officers.

So, put an Engineer in the engineer class of ship (can’t recall the name right now) and you get a good tank.

But my Tactical Officer can use an Engineering ships too. As a WoW comparison, it’s the equivalent of a Rogue with Uber-DPS putting on some plate armour, and becoming a Ret Pally. You’d probably sacrifice some pure DPS, but you’d gain much more survivability.

And since you can own multiple ships, you’re given the freedom of choice about how to play.

This was a very clever move on behalf of the Devs. Essentially they only had to design 3 classes, But with all 3 classes of player, having the option of using 3 classes of ship, they get 9 combinations for the price of 6.

You also spend your skill-points to specialise in particular areas. So while my Photon Torpedos may be the bees-knees, they’re quite ineffective against a ship with it’s shields up. Once I’ve got those shields down though, whoever I’m aiming at is soon going to find themselves in trouble.

Another DPS player may specialise in Phaser Weapons, which do good damage to the shields directly, and moderate damage to a ship with it’s shields down.

Both of us will be effective, but in different ways. But put us together, and you get a much better tactical force. This is the way things should be.

A lot of the ship combat is simply about tactics. All ships are shielded on 4 sides, and those 4 shields operate semi-independantly. So taking down the rear shield opens the ship up to more devastating attacks. But if that ship simply turns to face you you’ll be confronted by a fully operational shield again, while the rear one begins to regenerate. It’s more than likely that you’ll also be getting shot at while you’re doing the attacking, so you have to keep an eye on your own shield status, and compensate accordingly. A full-Frontal assault may give you the best DPS, but if you’re front shield is penetrated, then you won’t last long. So you’re going to have to reposition yourself and sacrifice some of your advantage.

It’s actually much simpler than it first seems. But it’s effective, and in battles with multiple enemies, or allies, it can bring a lot of strategy to things.

The other piece of the puzzle is the ground-combat. You will also have to beam-down to planets, star-bases, other ships, etc.. and take on enemies in a more familiar perspective.

This section of the game is controlled by the same skill points, but they need to be spent in different areas of the talent tree. And here is where your main class choice is most important.

When you’ve beamed down to somewhere, you’re either on your own, in a team with other players, or with your bridge crew (as AI controlled Bots). You’re going to need the usual range of Tanks, DPS, and Healers to survive for very long.

When it’s just you and your bridge crew, you’ll probably have specialised them in to each of those types of area. Yes, that’s right, you not only have your own skill-points to consider, but your bridge crews too.

The AI functions reasonably well in these situations, your team will basically follow you around attacking when you attack, and performing their respective actions such as healing, and using special abilities. But much like most squad-based games, you can control their aggressiveness, and order them to take up a position while you flank enemies. Anyone who’s familiar with the Ghost Recon, or Rainbow Six games will recognise the type of thing I mean. It’s a simplified version of those games.

In fact, if you imagined a Rainbow Six RPG with special abilities on cooldowns, and lasers instead of machine guns, and aliens instead of terrorists, you’d be quite close.

Overall, I’m still quite impressed with the game. So much so that I splashed out my £30 and bought the full version yesterday.

With the ‘Munquis’ now formed as a fleet (guild) in the game, it’s going to be time to recruit.