Gaming, MMORPG, Star Trek Online, Beyond Endgame Roger Edwards Gaming, MMORPG, Star Trek Online, Beyond Endgame Roger Edwards

Star Trek Online: Beyond Endgame

The recent Arena of Sompek Event in STO was immense fun and presented me with an opportunity to fine tune the ground build on my primary character. Furthermore, the current return of the Phoenix Prize Pack has allowed me to spend a lot of my surplus Dilithium. I obtained a Kobali Samsar Cruiser [T6] last night which allowed me to complete the Kobali Space Set. It’s also nice to be able to finally own the iconic Red Matter Converter, which was only previously available in the Collector’s Edition of STO on launch. However, for me the best item available from the Phoenix Prize Pack is the special Phoenix Upgrade Tech (equivalent to multiple Universal Superior Tech Upgrades, with no Dilithium costs). I have used a hundred plus and have now managed to upgrade a lot of my gear to Epic quality. Finally, after months of tweaking and customising, I’ve broken the 30K DPS barrier.

The recent Arena of Sompek Event in STO was immense fun and presented me with an opportunity to fine tune the ground build on my primary character. Furthermore, the current return of the Phoenix Prize Pack has allowed me to spend a lot of my surplus Dilithium. I obtained a Kobali Samsar Cruiser [T6] last night which allowed me to complete the Kobali Space Set. It’s also nice to be able to finally own the iconic Red Matter Converter, which was only previously available in the Collector’s Edition of STO on launch. However, for me the best item available from the Phoenix Prize Pack is the special Phoenix Upgrade Tech (equivalent to multiple Universal Superior Tech Upgrades, with no Dilithium costs). I have used a hundred plus and have now managed to upgrade a lot of my gear to Epic quality. Finally, after months of tweaking and customising, I’ve broken the 30K DPS barrier.

Once you reach level cap in STO you quickly find that the bulk of the endgame is focused upon experimenting with builds and striving to increase your DPS. Although featured episodes and events are regularly added to the game, there are no traditional dungeons offering fancy gear as rewards. Gear is created through the reputation system and then upgrading it offers the opportunity to add modifiers. Events and PVE queues are effectively used as proving grounds. Once a player reaches a certain level of DPS, it requires a comprehensive program of subtle changes to see any further improvements. It also requires a great deal of in-game resources, such as Dilithium and Energy Credits to facilitate improvements. Success requires multiple alts to farm materials and a liking of spreadsheets and min-maxing.

Eighteen months ago, I wrote a post asking advice about a suitable tactical build for a Guardian Cruiser. I fortunately received none whatsoever, which then forced me to trawl through various subreddits and websites and learn about the mechanics of STO. I’ve now reach a DPS level that is certainly above average and I’m pleased with that achievement. However, I don’t see any reason to pursue any further increase because I suspect it will not be that much fun. So, I’ve decided to take heed of my recent return to LOTRO, where I am currently starting from scratch with a new alt. In the case of STO, rather than create a new character I already have three that remain incomplete. The most prudent one to focus upon is my Agents of Yesterday Federation Tactical Officer. Working my way through all the old content will yield multiple account unlocks that would be very beneficial. I can already craft Ultra Rare Mark XIII gear due on all my alts due to a reputation achievement on the AoY character.

Accolades, duty officer missions and cosmetic customisation are all other potential avenues of interest and fun to pursue in STO. Something else that is always overlooked is the fact that you can play through the various story arcs in the game in a group if you see fit. STO is an MMO yet I’ve spent so little time of the game in groups, apart from STFs and events. Playing through some of the stories with others can put a fresh perspective on them. Certainly, grouping in the Delta Quadrant will definitely give you an advantage and allow you to progress through the zone a lot more quickly. And of course, there is always the potential to role play, if that is your thing. Although, I find some of the activities and chat that goes on in Drozana Station and Risa beyond my ken.

As you can see, the endgame in STO doesn’t have to be DPScentric if you don’t want it to be. Like many MMOs, you get out of the game exactly what you put in. The people you associate with can also improve or kill the game for you. Finding the right fleet helps and there are plenty out there. There nothing wrong with taking your time and trying a few before committing to one. Also rushing to level cap is not essential second or third time round. There is plenty of detail and lore to be experienced along the way in the old content. So, I’m going to broaden my outlook and return to an older character and see where it takes me. If everything else fails I can always fall back upon cosmetic changes and goals for my away team. If you can’t be good be beautiful.

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Gaming, Star Trek Online, MMORPG, Arena of Sompek Roger Edwards Gaming, Star Trek Online, MMORPG, Arena of Sompek Roger Edwards

Arena of Sompek Special Event

Star Trek Online regularly runs short term events with unique rewards to keep the player base engaged. The latest of these, the Arena of Sompek Special Event, has just gone live today and will run until to February 27th at 9:00 AM PST (17:00 PM GMT). Level 50 to 60 Captains can queue publicly or form bespoke groups to battle in the ancient Klingon tradition of the qaD HoS; an endless battle against allies and enemies alike. Set in a holodeck, teams of six players face waves of ever increasingly powerful enemies as well as environmental hazards. There are infinite respawns as long as there’s one active player. Once all players are incapacitated, the event ends and rewards are distributed based on how many rounds are completed. These include a choice of reputation marks, Dilithium, crafting materials and a voucher once per day, that can be applied toward a special reward, The Sompek Lightning Universal Kit Module.

Star Trek Online regularly runs short term events with unique rewards to keep the player base engaged. The latest of these, the Arena of Sompek Special Event, has just gone live today and will run until to February 27th at 9:00 AM PST (17:00 PM GMT). Level 50 to 60 Captains can queue publicly or form bespoke groups to battle in the ancient Klingon tradition of the qaD HoS; an endless battle against allies and enemies alike. Set in a holodeck, teams of six players face waves of ever increasingly powerful enemies as well as environmental hazards. There are infinite respawns as long as there’s one active player. Once all players are incapacitated, the event ends and rewards are distributed based on how many rounds are completed. These include a choice of reputation marks, Dilithium, crafting materials and a voucher once per day, that can be applied toward a special reward, The Sompek Lightning Universal Kit Module.

The Arena of Sompek is extremely enjoyable as well as quite challenging. I jumped straight in to this event today as soon as the servers came up after patching, joining a team via the group finder. Fortunately, all participants were well geared and soon came to grips with the event mechanics. Fire barriers, lighting strikes and the central zone becoming toxic, soon teach you to main your situational awareness and not to stay in one position. The enemies become increasingly stronger each time they spawn and can be from any of the factions, races and species that exist in the game. You may face the Borg so bring a frequency remodulator or a TR-116B rifle. Cover shields, overcharge turrets, solar gateways and other devices are invaluable. Teamwork helps.

Your success in this event very much depends upon who you group with. Therefore, you’ll likely to do better in an organised team rather than in a PUG. However, there is immense fun to be had irrespective of how you play the event. Our group managed to last twenty-six rounds on our first attempt which I thought was respectable. No one complained or was difficult in team chat which is always an added bonus these days. Furthermore, the STO community has been quick to post videos on You Tube and share tactics on the official subreddit. As ever the DPS focused community have already clocked in high round scores and doubtless a league table will follow. Yet this is an event that can be enjoyed by all STO players and is something Cryptic intend to make available regularly throughout the year, very much like “Hearts and Minds”. If they can tweak the time delay between rounds, they may well be on to a winner here.

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Gaming, DPS Meters, Star Trek Online Roger Edwards Gaming, DPS Meters, Star Trek Online Roger Edwards

The Return of the DPS Meter

Back in the Summer 2015 I wrote about my flirtation with DPS meters in STO and how they are both a boon and a bane. Eighteen months later I’m still of the same opinion. Chasing numbers is addictive and a source of frustration when you don’t see any significant change. And that is what has happened to me. My overall DPS on my main Federation character has increased from under 5K DPS to somewhere between 23K and 26K DPS. These are perfectly respectable numbers but I hit 30K once and I want to see it again to ensure it wasn’t a fluke. So, I’ve been tinkering with various aspects of my build and regularly parsing my output but the results have been inconsistent. This has led me to do some further research which has highlighted a new set of problems.

Back in the Summer 2015 I wrote about my flirtation with DPS meters in STO and how they are both a boon and a bane. Eighteen months later I’m still of the same opinion. Chasing numbers is addictive and a source of frustration when you don’t see any significant change. And that is what has happened to me. My overall DPS on my main Federation character has increased from under 5K DPS to somewhere between 23K and 26K DPS. These are perfectly respectable numbers but I hit 30K once and I want to see it again to ensure it wasn’t a fluke. So, I’ve been tinkering with various aspects of my build and regularly parsing my output but the results have been inconsistent. This has led me to do some further research which has highlighted a new set of problems.

I guess the acronym is the biggest clue to my current predicament; damage per second. In STO players are advised to run several specific events to measure their DPS. Namely, Infected: The Conduit (Advanced) and Crystalline Catastrophe (Advanced). These six man events can be run privately or via a PUG. Both events are constructed in such a way that you can engage the enemy continuously from start to finish. There are no waves, therefore no breaks in the combat. Thus, the events can be completed quite quickly. This is favourable because the shorter the combat the higher the average DPS figure. Dying and respawning therefore will lower your DPS output when calculated.

Time is not the only variable. Irrespective of your build and stats, a player’s piloting skills and the way they use their skills rotation has a big impact upon their DPS output. There is an optimum way to proceed through both ICA and CCA and it clearly shows in the DPS meter log files. Attacks with slower cooldowns need to be used at the right time to ensure their availability when next needed. Specific enemies need to be eliminated at key times when running these events. Even something as simple as flying from one side of the map to another, needs to be done correctly, or else you’ll pull aggro and get out of sync with the overall game plan. It isn’t a question of just showing up and shooting.

Then there’s another factor that skews PUGs and has an impact upon DPS parsing. Group imbalance. When you set up a group among your friends, you can ensure that there is some sort of broad parity in builds. PUGs are far more random and you can find yourself grouped with players with both low and extremely high DPS output. Frequently I find myself in a PUG with at least one heavy hitter doing about 50K or higher. Effectively these players will own the event and do the lion share of the damage, thus resulting in a lower average DPS output for everyone else. Similarly, if you PUG with a group of poorly geared, inexperienced players, then again, your stats will be subpar due to the time it takes to complete the event.

It is a shame there’s not another way to calculate your DPS in STO, other than using meters and running these specific events with all their respective variables. I’m thinking along the lines of some sort of virtual calculator than takes the stats from your build and runs them against some sort of mathematical model. I guess it’s either not possible or more to the point, not allowed by Cryptic. I’m sure a little more research will provide an answer, as it has done so far. STO is seven years old and has a keen player base. Many of the things I’m currently pondering, have already been fully explored by veteran players. In the meantime, I’m going to take a break from build tinkering and focus on other goals, other than increasing my DPS. Gaming is supposed to be a source of fun, not anxiety.

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Gaming, MMORPG, LOTRO, Star Trek Online, MMO Trinity Roger Edwards Gaming, MMORPG, LOTRO, Star Trek Online, MMO Trinity Roger Edwards

Star Trek Online and the MMO Trinity

Although I will happily espouse the virtues of Star Trek Online, the multiplayer element of this MMO is very much optional. The central mission arcs are all solo friendly and although you can play through this content in a group, there is no major incentive to do so. The only times I have grouped during standard PVE content has been to help another player new to the game and when replaying a specific mission for the rewards if offers. The latter can be done a lot faster when grouped. The space and ground queues that are available at level 50 are designed for 6, 10 or 20 players but again the multiplayer aspect of these is somewhat arbitrary. Players can either join a PUG via the group finding system or set up bespoke event themselves with friends of fellow Fleet members. Beyond that there is no compelling interaction between players.

Although I will happily espouse the virtues of Star Trek Online, the multiplayer element of this MMO is very much optional. The central mission arcs are all solo friendly and although you can play through this content in a group, there is no major incentive to do so. The only times I have grouped during standard PVE content has been to help another player new to the game and when replaying a specific mission for the rewards if offers. The latter can be done a lot faster when grouped. The space and ground queues that are available at level 50 are designed for 6, 10 or 20 players but again the multiplayer aspect of these is somewhat arbitrary. Players can either join a PUG via the group finding system or set up bespoke event themselves with friends of fellow Fleet members. Beyond that there is no compelling interaction between players.

This difference handling multiplayer content was highlighted recently when I played through a featured instance in LOTRO. Although most of the six players present were somewhat over powered, and could blitz through most of the trash mobs, the final boss did require players to fulfil specific roles. There was a need for a tank to hold aggro, DPS dealers to burn the boss down and the healers and control class to heal and debuff. LOTRO was a game conceived and created when the MMO industry was still very much focused on the traditional trinity of classes. What I find curious is that STO was developed at the same time and technically has class distinctions that would support multiplay in such a fashion. Yet it has either never been implemented within the game or has been removed over time via various updates and patches.

However, the fleet system in STO really does foster a community spirit. My primary Federation Captain is a member of Reddit Alert and I must say that the fleet chat is extremely sociable. Where the game may lack a compelling multiplayer aspect, the discussions, debates and advice that is available in chat is invaluable. Many fleet members frequently group for the pleasure of it or to help others achieve specific goals. In some respects, this is does offer a degree of compensation for the lack of traditional multiplayer elements within STO. Considering the nature of the source material you’d have thought that the game would have been created with content that had specific roles for each class. Such collaborative play would have certainly been lore friendly.

For good or ill, mainstream MMO content has moved away from complex class interdependency and an inherent need to group for content. The majority of games now focus on PVE content that is solo friendly and offer players builds that allow them to selfheal and adapt to the content requirements. Perhaps the home of such class interaction is now the MOBA or the team shooters such as Overwatch. Taking a specific role in a group content in Star Trek Online would be very gratifying in principle. It would help create the illusion of being part of a larger Star Fleet. However, I think it is highly unlikely for the developers Cryptic to take such a step and introduce this mechanic retrospectively. Frankly the way the community now focuses on DPS builds I don’t think you could have a Tank class that could hold threat.

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UI Customisation

Game complexity can be both a boon and a bane; a selling point and a source of irritation. There are many titles that I enjoy that have a wealth of systems and mechanics that add greatly to the overall immersion and entertainment. The MMORPG genre excels at this. However, this data all needs to be displayed visually, in an efficient and intuitive fashion. It has to be readily available and easy to navigate. Naturally, there’s a fine balance between making such a system accessible without becoming a source of distraction. This is the challenge that all developers face when designing a user interface. However this problem is compounded further by the human element. Regardless of how well crafted a game’s UI may be, players will always wish to change it to suit their own needs and requirements. 

Game complexity can be both a boon and a bane; a selling point and a source of irritation. There are many titles that I enjoy that have a wealth of systems and mechanics that add greatly to the overall immersion and entertainment. The MMORPG genre excels at this. However, this data all needs to be displayed visually, in an efficient and intuitive fashion. It has to be readily available and easy to navigate. Naturally, there’s a fine balance between making such a system accessible without becoming a source of distraction. This is the challenge that all developers face when designing a user interface. However this problem is compounded further by the human element. Regardless of how well crafted a game’s UI may be, players will always wish to change it to suit their own needs and requirements. 

What I often find in the MMO genre, is that the UI is streamlined at the beginning of a game with all the essential data that you need to play, evenly distributed around the screen. This grows exponentially as the game progresses, especially with older titles that frequently suffer from skills bloat. LOTRO is a classic example of this with a wealth of data swamping the screen when you reach level cap. I remember having similar issues when I was actively playing SWTOR. I encountered the same in STO recently, especially with regard to the skills hot bar. This was growing and intruding further towards the middle of the screen, impeding combat.

Mercifully most games have the ability to customise the UI, allowing players to indulge their preferences. Furthermore custom HUD settings can frequently be saved and then loaded when required. Monitor size and screen resolution also play a part in this matter and can have a positive impact if altered. Many games also have a cottage industry of players creating and sharing their own custom user interfaces. LOTROinterface has proven to be very popular over the years. The WoW and ESO communities also have multiple sites and resources for such changes. In the competitive genre of MOBAs, a common interface between team mates can be advantageous. 

I currently have a 24 inch monitor with a resolution of 1920 x 1200. It provides a fairly large gaming canvas and allows me to spread the various elements of the UI to the borders of the screen. However an excess of data on the periphery of your vision can be distracting, especially if it flashes or attempts to alert you in some fashion. I also find it an impediment if my hot bars start to encroach towards the centre of the screen. I don't know if this is due to a foible of human vision but I find it draws my eyes away from where they need to be. I've had such problems in STO recently with my hot bar resembling a pyramid, resulting is some judicious customisation.

The ability to alter a games GUI, raises some interesting questions. The most obvious is whether or not you actually need everything on-screen. My view is if you're not using a specific element of the HUD, then remove it and that goes for skills as well. Then there is the matter of whether games developers are doing their best to accommodate the needs of players with disabilities. Resizing elements and changing colour schemes, as well as assigning audio alerts can all be incredibly beneficial. Fonts can also be a bone of contention, with some not lending themselves readily to being scaled. A simple change of this nature can often improve gaming. 

Personally, I would like to see more customisation options added to games. The mod scene in Skyrim really set the standard. I also like the way that some MMOs such as LOTRO have built in voice chat and access to social media. STO allows players to utilise third party audio players while in-game and The Secret World has its own internal web browser as part of the narrative. Although it is to a developer’s advantage to keep the player focused and in-game, facilitating customisation and providing multiple tools aids this process. Flexibility and accommodating change needs to be more of a driving factors in games development because no two players are alike. 

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Gaming, LOTRO, Star Trek Online, 7th Anniversary Roger Edwards Gaming, LOTRO, Star Trek Online, 7th Anniversary Roger Edwards

Star Trek Online: Season 12 and the 7th Anniversary

There’s a lot going on in Star Trek Online at present. The game is currently celebrating its seventh anniversary which means there’s a chance to earn a new Tier 6 Lukari Ho’kuun Science Vessel, via the repeatable Omega Molecule Stabilization anniversary event. Season Twelve has also just launched, with the featured episode Of Signs and Portents. The story continues with Starfleet’s joint exploration with their new ally the Lukari, and features actor Tony Todd reprising his role of General Rodek. There is also the addition of the Lukari reputation faction, along with two new Tzenkethi Space Queues and Battlezone. If this wasn’t enough Cryptic have also added a new Kits and Modules Research School to the existing R&D system as well as a new lock box, featuring 23rd Century ships and technologies.

There’s a lot going on in Star Trek Online at present. The game is currently celebrating its seventh anniversary which means there’s a chance to earn a new Tier 6 Lukari Ho’kuun Science Vessel, via the repeatable Omega Molecule Stabilization anniversary event. Season Twelve has also just launched, with the featured episode Of Signs and Portents. The story continues with Starfleet’s joint exploration with their new ally the Lukari, and features actor Tony Todd reprising his role of General Rodek. There is also the addition of the Lukari reputation faction, along with two new Tzenkethi Space Queues and Battlezone. If this wasn’t enough Cryptic have also added a new Kits and Modules Research School to the existing R&D system as well as a new lock box, featuring 23rd Century ships and technologies.

As ever, Cryptic have been generously giving away free items from the C-Store over the course of the anniversary week, including uniforms, skills points, ships slots and drydock spaces. Furthermore, the console version of the game continues to grow, with the recent PC expansion Agents of Yesterday being ported to Xbox One and PS4 next month. Executive producer Stephen Ricossa stated in a recent anniversary letter that “2016 was not just another amazing year for Star Trek Online, but the best year we’ve ever had” and is confident that the game will thrive this year. “There are even more fantastic releases planned for 2017, and a continuation of the current story line that will grow and weave as it takes us well into 2018”. Marketing spin notwithstanding, the abundance of new material across multiple platforms appears to show that Star Trek Online is doing well in the current MMO market.

Conversely, at a time when STO is thriving, other MMOs are either treading water or in some cases facing imminent closure. Turbine will be shutting down Asheron’s Call at the end of January and it doesn’t look as if there’s likely to be an eleventh-hour rescue from a third party. In fact, Turbines exit from the MMO industry to focus on mobile games, indicates that the MMORPG as a genre is no longer considered as lucrative as it was a decade ago. Many developers have learnt the hard way that creating a World of Warcraft clone that produces the same level of financial success, is nigh on impossible. Star Trek Online, like LOTRO, endure mainly because of the popularity of the core IP and the inherent loyalty of the fan base.

Where LOTRO, under the auspices of Warner Bros. never fully tied in to the Hobbit feature films, it will be interesting to see if the new TV show Star Trek Discovery gets incorporated in to STO. Bearing in mind that Cryptic have so far included direct lore references from all previous Star Trek shows and even the J J Abrams movies under the guise of the Kelvin Timeline, then I’d say it’s more than likely certain. Enjoying such a cordial business relationship with the rights holders CBS, certainly seems to be proving healthy for STO. It’s curious that matter of the game license has never become such an issue among the fan community as it has with LOTRO. In the meantime, there’s plenty of content to explore in STO, ensuring my regular presence in the game for the immediate future. As a lifetime account holder, I feel that I always have the option of taking a break from the game, should it require it but so far, since May 2015 I’ve been pretty much continuously kept busy. Not bad for a seven-year-old MMO.

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Housing in MMOs

Having recently returned to The Elder Scrolls Online, there is a lot of excitement within the community regarding the introduction of housing in the next major game update in February. So far from the information that is available, there’s a wide variety of house styles and customisation options available. Properties can be bought furnished or unfurnished and players can further embellish their respective dwellings by crafting specific items for them. Housing also includes the usual fast travel options to and from their location and access can be shared among friends and alts. There’s a more detailed breakdown at The Elder Scrolls Online website and so far, ZeniMax seem to be offering all a comprehensive version of the current popular MMO mechanic.

Having recently returned to The Elder Scrolls Online, there is a lot of excitement within the community regarding the introduction of housing in the next major game update in February. So far from the information that is available, there’s a wide variety of house styles and customisation options available. Properties can be bought furnished or unfurnished and players can further embellish their respective dwellings by crafting specific items for them. Housing also includes the usual fast travel options to and from their location and access can be shared among friends and alts. There’s a more detailed breakdown at The Elder Scrolls Online website and so far, ZeniMax seem to be offering all a comprehensive version of the current popular MMO mechanic.

LOTRO is also implementing a housing upgrade with its next update, allowing home contents to be placed where the player wants them, as opposed to relying on predefined “hooks”. Again, this is an improvement that has been long awaited by the LOTRO community. Over the years, previous developers Turbine frequently promised changes to the housing mechanic but sadly failed to implement them. At present homes and the homesteads in which they are located, simply offer the same services as the major towns and social hubs, with the benefit of some extra storage. In fact, as far as I’m aware there is no major social dynamic to any of the housing systems implemented in any of the top ranking MMOs.

It is this social element or the lack of thereof that is predominantly of interest to me. Let us not be diverted with questions regarding the purchase of in-game housing. In the modern MMO market making premium housing available for cash purchase is simply a no-brainer. What you can do with housing is a far more interesting talking point. At present housing mainly offers in the MMO genre additional storage, an opportunity for aesthetic customisation and convenient support services. For example, in LOTRO if you repair your gear from a vendor based in the homestead, there is a discount. STO and SWTOR can offer access to personal and account banks as well as the auction facilities. STO is a little different to other MMOs in so far as your ship is your home to all intents and purposes.

What housing across most MMOs fails to do is offer any additional social facilities or unique group content. Players can group together and generate their own social events but they can also do that in other areas such as Bree, Earth Spacedock or Divinities Reach. Considering how many MMOs have strong social communities, especially among roleplayers, you’d think that game developers would be quick to capitalise on such human resources. If there were more reasons for players to use their homes and spend time in the homestead areas, the demand for housing would increase, thus bringing more revenue to any game. Housing could also provide a potentially different way to play MMOs. If crafting became more accessible via housing, players could level by developing their own cottage industries.

However, it is only fair to consider the other side of the argument. Some players may well like and prefer the relative tranquillity of housing as it is currently implemented. Not everyone wants to find fifty plus players embarking on a lengthy social event next door to them, spamming emotes and indulging in shenanigans. And many of the more recent MMOs do not seem to be as actively social as the older ones. So far, I have seen no compelling reason to join a guild or interact with other players in The Elder Scrolls Online. Guild Wars 2 is also a game I have predominantly played alone and it still seems to lack any essential social mechanic. Perhaps dynamic grouping effectively renders more complex social interaction redundant.

From my perspective, I always like to have more options than less. I also like social functionality to be optional and not essential. Therefore, I welcome any improvement to housing for any MMO along with any bespoke future social content. As long as it comes with a toggle in the UI settings then I’ll deem it an equitable arrangement. If a big guild wants to use its housing to a higher degree and access potential in-game benefits, then it should be afforded such an option. But I would also ask the developers to make judicious use of the phasing mechanic or offer the option to buy a “remote house” for those of a more solitary disposition. I am neither a strong advocate of either mantra, “better together” or Hell is other people”. I believe that the truth lies somewhere between the two.

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Cosmetic Uniform Controversy in Star Trek Online

Star Trek Online like many MMOs uses multiple in-game currencies. Reputation, fleet equipment as well as cosmetic items are purchasable using a variety of energy credits, dilithium and reputation tokens. Cryptic have therefore placed various restrictions governing these items to ensure that the game economy remains functional. However many players still amass sizeable quantities of these currencies overtime; especially those with multiple alts and sufficient time to invest in the game. At present although dilithium ore can be earned in multiple ways, a daily cap allows only 8,000 units to be refined each day. It is refined dilithium that can be used as a tradeable currency.

Star Trek Online like many MMOs uses multiple in-game currencies. Reputation, fleet equipment as well as cosmetic items are purchasable using a variety of energy credits, dilithium and reputation tokens. Cryptic have therefore placed various restrictions governing these items to ensure that the game economy remains functional. However many players still amass sizeable quantities of these currencies overtime; especially those with multiple alts and sufficient time to invest in the game. At present although dilithium ore can be earned in multiple ways, a daily cap allows only 8,000 units to be refined each day. It is refined dilithium that can be used as a tradeable currency.

Five years on from its launch STO has a sizeable player base with a high percentage of veteran players. Because of the nature of the franchise, a lot of these are lifetime account holders who invest heavily in the game and make it their personal gaming focus. In a nutshell, a lot of folk have a ton of dilithium. Farming across multiple toons is a common practise and even I have a modest supply that is regularly topped up via four characters. So naturally the game developers from time to time, create new dilithium sinks as a way of reducing the surfeit of this in-game resource. Today Cryptic did just that and added some cosmetic outfits to the dilithium store; items that had previously been available in the Zen store and purchasable for real money.

As ever with matters of this nature, the decision has been met with disapproval from some quarters. The prices for these cosmetic uniforms range from one to two million dilithium. That equates to approximately 2,482 Zen at current exchange rates which would cost about £17/$22.50 in real money. The fact that these purchases are character bound and not unlockable across an entire account has also met with criticism. However it should be noted that cosmetic items and ships are already purchasable from the Lobi store for similar prices with comparable criteria, which does somewhat mitigate such complaints.

I personally have no objection to dilithium sinks of this nature and it can be cogently argued that nothing currently on sale in the dilithium store is essential to play STO. Perhaps Cryptic could offer a wider variety of items, such as some of the limited edition ships that were exclusively available from previously events. Items of this nature may well be perceived as better value than cosmetic uniforms. However offering previously exclusive items can similarly antagonise a percentage of the player base, proving yet again that you cannot please everyone in the MMO genre. Ultimately this particular “drama” will pass with time, like most others and do no major harm to the game. Furthermore the need for a dilithium sink will continue to occur through STO’s lifecycle.

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Star Trek Online: Agents of Yesterday

The third free expansion for Star Trek Online, Agents of Yesterday, went live today and there was much merriment and rejoicing among TOS fans. Cryptic have done a fine job in capturing the essence of the sixties shows. The new faction has a starter zone set in the 23rd century which features several stories that link to specific episodes from the classic era. There are Gorn in Gornkinis, neural parasites and Rumulans in knitwear. The game aesthetic is spot on and features a wealth of sound effects that are lore appropriate. Mind you, if you spend too much time on Taurus II revelling in your tricorder readings, you may find yourself on the wrong end of a Folsom Point.

The third free expansion for Star Trek Online, Agents of Yesterday, went live today and there was much merriment and rejoicing among TOS fans. Cryptic have done a fine job in capturing the essence of the sixties shows. The new faction has a starter zone set in the 23rd century which features several stories that link to specific episodes from the classic era. There are Gorn in Gornkinis, neural parasites and Rumulans in knitwear. The game aesthetic is spot on and features a wealth of sound effects that are lore appropriate. Mind you, if you spend too much time on Taurus II revelling in your tricorder readings, you may find yourself on the wrong end of a Folsom Point.

The game writers then cleverly linked the old with the new via Temporal Agent Daniels who featured in Star Trek: Enterprise. Through this plot device your newly created character is brought forward in time to the 25th century of the prime Star Trek universe. However the latest expansion has even managed to find a way to include the alternative timeline from the recent Trek movies. There’s also a ton of new gear, a new skills specification and rep faction. Plus there’s a wealth of new ships including the Kelvin Timeline Heavy Command Cruiser [T6] (the JJ-verse Enterprise) and Intel Dreadnought Cruiser [T6], also known as the Vengeance-class. If that wasn’t enough to get excited about Cryptic have once again secured voice acting from the actors associated with the various shows both canonical and non-canonical, including Walter Koenig, Chris Doohan and Vic Mignogna.

If you’re looking for a new MMO to play and like the Star Trek IP, or if you’re a former player who’s drifted away, then now is an ideal time to return to the game. Regardless of some of Star Trek Online's faults, namely a somewhat clunky game engine and a lack of polish here and there, the game has constantly improved over the last five years. The stories are incredibly lore friendly and creative, space combat is immense fun and the much lambasted ground combat is not half as bad as it’s claimed. As for that tedious mantra that’s regularly trotted out about the lack of exploration, all I can say is try watching a lot of the TV shows both old and new. Exploration usually means flirting with a green chick, flying chest kicks, ripping t-shirts and blowing shit up.

Like many MMOs, STO has lots of game mechanics and systems that don’t immediately become apparent. However there is a wealth of information available online, via Reddit and Gamepedia. Plus if you join a fleet you’ll find lots of like minded players happy to share their knowledge. STO also benefits from not having to rely upon all the default sword and sorcery tropes you find in most other games of the MMO genre. At present, five years into its lifecycle, STO has a healthy player base and plenty of new content. It’s a game you can spend money on if you see fit, or play quite happily as a F2P player. It’s also has managed to keep me continuously occupied for the last year. Agents of Yesterday has just added to that and done so with a degree of panache. Not many MMOs can boast such a claim. 

Update: I was fortunate once again when it came to opening a few lock boxes (okay another 20) and managed to secure a Vengeance class Dreadnought Cruiser. It really is a beast of a ship, although it handles like a sonofabitch, so it may be time to swap to the Pilot Specialisation to improve its mobility. I also ran both the new Special Task Force missions that have been added to the game, one of which "Days of Doom" is based in the TOS era and features the iconic Doomsday machine. It even includes music cues by Sol Kaplan from the original show.

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Preparing for Agents of Yesterday

With the latest free expansion for Star Trek OnlineAgents of Yesterday, launching on 6th July, I decided to do some in-game housekeeping in preparation today. Having only three alts this wasn’t too difficult and it didn’t take long to trawl through inventories, sell unwanted items and delete or dry dock unused ships. I also moved some energy credits into the shared bank so the new character I create on Wednesday is not without financial resources. I also receive my monthly Zen stipend round about the time of the new expansion launch, so overall I consider myself ready to enjoy the new content.

With the latest free expansion for Star Trek Online, Agents of Yesterday, launching on 6th July, I decided to do some in-game housekeeping in preparation today. Having only three alts this wasn’t too difficult and it didn’t take long to trawl through inventories, sell unwanted items and delete or dry dock unused ships. I also moved some energy credits into the shared bank so the new character I create on Wednesday is not without financial resources. I also receive my monthly Zen stipend round about the time of the new expansion launch, so overall I consider myself ready to enjoy the new content.

While undertaking these tasks, I decided to see if the recent economy adjustment caused by the introduction of the Infinity lock boxes, has yet had an impact upon the various third party vendors that trade in STO consumables. It would appear that it has and one site has already started heavily discounting the various items it sells. As a result I was able to buy both the Delta Rising Operations Pack and the Legacy of Romulus Legacy Pack for $40, which is about £30 at the current exchange rate. Needless to say this was a ridiculous bargain as these items collectively retail at £130 at present.

As well as the multitude of ships that these bundles offer, the Legacy of Romulus Legacy Pack also comes with thirty lock box keys. So I took this opportunity to open twenty Infinity lock boxes which proved to be very lucrative. Not only did I make one hundred and nine Lobi but I also gained over a half a dozen items that sell well at present on the exchange. However the jewel in the crown was obtaining a T6 Tholian Tarantula Dreadnought Cruiser. I managed to sell this for 150 million energy credits and promptly bought the T6 Wells Temporal Science Vessel, a ship I’ve been after for a while.

Agents of Yesterday certainly offers a wealth of account wide benefits if you create a new faction alt and play through the existing game content once again. One year on from returning Star Trek Online, I’m still enthused and engaged by this MMO and happy to spend time in what is at present my primary game. STO is also great for people watching as it seems to have a higher proportion of über fans and whales, compared to some of the other MMOs I’ve played. It’s more than likely due to the IP. Whatever the reason it’s reassuring to know that at the present, STO seems to be thriving which is not bad for a five year old game.

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Resetting the Market

Over the last five years Cryptic have introduced a variety of themed lock boxes into Star Trek Online. Each type of lock box has only been available for a limited period of time, thus making much of their contents quite rare. Naturally this has led to a booming market based on the trading these items. Consoles such as Plasmonic Leech and such ships at the Wells Temporal Science Vessel have regularly sold on the exchange for hundreds of millions of energy credits along with other scarce rewards. STO has long been a haven for commodity speculators and even led to an illicit trade outside of the game where rare items are sold for real money.

Over the last five years Cryptic have introduced a variety of themed lock boxes into Star Trek Online. Each type of lock box has only been available for a limited period of time, thus making much of their contents quite rare. Naturally this has led to a booming market based on the trading these items. Consoles such as Plasmonic Leech and such ships at the Wells Temporal Science Vessel have regularly sold on the exchange for hundreds of millions of energy credits along with other scarce rewards. STO has long been a haven for commodity speculators and even led to an illicit trade outside of the game where rare items are sold for real money.

However on Tuesday 28th of June Cryptic took steps to address the matter of lock box rarity and in doing so also reset the in-game market. The introduction of The Infinity Lock Box offers players “the prizes from nearly all retired boxes in a single, massive prize table”. Until now if you were hoping to obtain a Jem'Hadar Heavy Escort Carrier, you would have to open a Dominion Lock Box. Similarly the Tholian Tarantula Dreadnought Cruiser was exclusive to the Mirror Incursion lock box. The new system allows players who have won a top tier prize to pick the specific item of their choice from a comprehensive list. Scarcity of specific types of lock boxes is no longer a factor.

Naturally this has caused prices of previously rare and obscure items to plummet on the exchange. Those who play the in-game market are peeved but many players, including myself, are extremely pleased with this supply and demand re-calibration. I have already taken advantage of the situation and bought several personal space traits and news abilities such as Kemocite-Laced Weaponry. All of which have had a positive impact upon my current ship build and its overall DPS output. It will be interesting to see if this market change will impact as quickly upon the third party traders that exist outside of STO and whether it spells an end for this illegal cottage industry.

Cryptic have made a positive improvement to Star Trek Online with the introduction of The Infinity Lock Box.  However these are not to remain in the game indefinitely. It would appear that the developers still intend to release further themed lock boxes in the future, with the Kelvin Lock Box due for release on the 6th of July in conjunction with the new expansion, Agents of Yesterday. It would appear that The Infinity Lock Box will continue to appear from time to time in-game to ensure that new and returning players can still potentially access items they may have previously missed.

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Star Trek Online Skills System Revamp

The current skill system in Star Trek Online is both esoteric and somewhat clumsy. For many players rather than risk experimenting with a build that may prove ineffective and costly to undo, generic templates are frequently adhered to. I recently asked in fleet chat about a simple DPS build for a tactical Captain and was directed to one of the most common place skills point allocations there is. Furthermore it worked perfectly for me. However I am fully aware that there are players at the other end of the games spectrum that use the existing system in a way that grants them far more subtle and bespoke builds. Not only does this provide practical benefits but it’s also a source of pleasure for them and part of STO’s overall appeal. Therefore Cryptic’s announcement today that the skills system was due for a revamp has been met with mixed reactions.

The current skill system in Star Trek Online is both esoteric and somewhat clumsy. For many players rather than risk experimenting with a build that may prove ineffective and costly to undo, generic templates are frequently adhered to. I recently asked in fleet chat about a simple DPS build for a tactical Captain and was directed to one of the most common place skills point allocations there is. Furthermore it worked perfectly for me. However I am fully aware that there are players at the other end of the games spectrum that use the existing system in a way that grants them far more subtle and bespoke builds. Not only does this provide practical benefits but it’s also a source of pleasure for them and part of STO’s overall appeal. Therefore Cryptic’s announcement today that the skills system was due for a revamp has been met with mixed reactions.

I found Cryptic’s lengthy post and explanation regarding the new skills system very confusing and because I do not play STO to such a level, a lot of the data went over my head. I then went to the official forums and STO subreddit to see if I could gauge the communities overall reaction. The prevailing opinion seemed to be one of “wait and see” and as soon as the new system was available for beta testing on the Tribble server, meaningful feedback would be provided. However there was concern that a move to a more traditional skills tree, as seen in most other MMOs would mean that there would ultimately be less choice. The one size fits all approach is beneficial for players like myself but the loss of some of the flexibility of the current system would be a tangible blow to more invested players.

The only comparison I can draw is with LOTRO and when Turbine carried out a similar skills revamp with the Helm’s Deep expansion. I was well acquainted with the old skills system and although it was unwieldy it did lend itself to a wide degree of choice. I could equip skills from various lines, which is something I lost when the system was revised. Skills became tied to specific trees and I lost access to some the moment I committed to a specific build. It would be disappointing to see a similar situation arise in STO. I appreciate that there is a need for a degree of simplicity in some of the games core mechanics but to do so at the expense of variety and choice isn’t necessarily a good trade. So like many others I shall be monitoring this situation over the months to come to see if skills system revamp can be implemented with minimal fallout.

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Gaming, Star Trek Online, Upgrade Weekend Roger Edwards Gaming, Star Trek Online, Upgrade Weekend Roger Edwards

Upgrading Gear in Star Trek Online

The recent upgrade weekend in Star Trek Online has proven to be an interesting experience. The 100% increase in technology points that the event offered meant upgrading gear has been a far more viable proposition than usual. So I decided to explore this aspect of the game and see if I could improve my overall build on my primary Federation character. However I am far from a knowledgeable player and was therefore initially unsure as to where to start. Should I upgrade my ship’s equipment such as deflector, warp core and shields first or focus on the various consoles.  Concern over spending precious resources incorrectly is often an issue in the MMO genre. So I decided to do some research before I proceeded.

The recent upgrade weekend in Star Trek Online has proven to be an interesting experience. The 100% increase in technology points that the event offered meant upgrading gear has been a far more viable proposition than usual. So I decided to explore this aspect of the game and see if I could improve my overall build on my primary Federation character. However I am far from a knowledgeable player and was therefore initially unsure as to where to start. Should I upgrade my ship’s equipment such as deflector, warp core and shields first or focus on the various consoles.  Concern over spending precious resources incorrectly is often an issue in the MMO genre. So I decided to do some research before I proceeded.

As ever with MMOs, there is seldom a universal answer. A lot of the advice available on the various STO subreddits is determined by such factors as class, ship preference and the level to which a player pursues the game. I also learned via the upgrade panel in the game that not all stats on an item can be upgraded. The preview facility is invaluable in this respect. So I pursued a common sense approach to my upgrade policy and augmented equipment that gave stats boost that I could clearly see and understand, such as EPS. Fortunately I had more resources than I anticipated and managed to upgrade all my ground gear set to Mark XIV, as well as my ships equipment. I then upgraded all my fleet engineering and science consoles as well as all of my tactical consoles. Fortunately all my weapons were already at the maximum tier.

I am quite a goal orientated player in Star Trek Online and although I do not aspire towards playing the game to its highest level, am pleased at the results that I have achieved in recent months. The upgrade weekend has meant that I’ve now attained a respectable 15K DPS and have a build that can adequately handle PVE content. Pursuing any further equipment and gear upgrades is not a priority at present because outside of the event bonus, the cost is a prohibitive. I simply do not have the resources required and am not prepared to grind to the level required to obtain them. So for now I am content with my current statistics and if I am to change anything, I may experiment with using different ships from my existing roster.

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Gaming, MMORPG, Star Trek Online, Lockboxes Roger Edwards Gaming, MMORPG, Star Trek Online, Lockboxes Roger Edwards

Getting What You Want in MMOs

MMOs are all about the proverbial carrot on a stick. The carrot can take on many guises and not everyone is pursuing the same goal. However most players at some point have set their sight on something in particular and doggedly gone about pursuing it. The tale I am about to tell is regarding Star Trek Online, although I’m sure readers may well find parallels with other MMOs that they may play. Essentially this is about when you just decide that you want something in a game. It may be relevant to your overall gameplay and offer a significant enhancement. It may also be just a cosmetic item that has taken your fancy. Either way you’ve decided that you must have this specific thing and that you are going to get it, come hell or high water.

MMOs are all about the proverbial carrot on a stick. The carrot can take on many guises and not everyone is pursuing the same goal. However most players at some point have set their sight on something in particular and doggedly gone about pursuing it. The tale I am about to tell is regarding Star Trek Online, although I’m sure readers may well find parallels with other MMOs that they may play. Essentially this is about when you just decide that you want something in a game. It may be relevant to your overall gameplay and offer a significant enhancement. It may also be just a cosmetic item that has taken your fancy. Either way you’ve decided that you must have this specific thing and that you are going to get it, come hell or high water.

If there is a spectrum of players in STO, I guess I’m somewhere in the middle. I have three characters at level cap and have a fairly well kitted out primary Federation alt. I’m not really interested in pursuing top tier status with a ship outputting 50K plus DPS because it means too much work. However I’m not a casual player content with just getting by via just in-game drops. So I have bought ships from the in-game store and equipped them with reputation and fleet items. Also I like to customise the look of my vessel and my crew; personalising your MMO experience is a major part of its selling point.

Last year after perusing the STO wiki, I discovered the Wells Temporal Science Vessel and for no particular reason it became the object of my affection. I don’t even play a Science class, preferring the pew-pew approach of a Tactical Captain. Yet this didn’t matter, as the Wells Temporal Science Vessel is a fine looking ship. That’s pretty much what it boiled down to. I decided I wanted something shiny. Furthermore this ship is not available for purchase in the in-game store. It can only be obtained via a Temporal Lockbox. In STO lockboxes are opened by keys that can be purchased or exchanged for in-game currency. It should also be noted that the chance of getting the aforementioned vessel from a lockbox is 0.41% or thereabouts.

To cut a long story short, after a several months of stockpiling my Zen stipend and also converting Dilithium into more Zen, I opened thirty one Temporal lockboxes. Let it suffice to say that apart from some indifferent duty officers, a smattering of Lobi crystals and some minor boost tokens I did not secure the ship I was looking for. Had I purchased the lockbox keys with cash I would have spent about $30 or so, which gave me pause for thought. Naturally my lack of success increased my desire for the ship in question and I considered the possibility of spending real money on purchasing a further batch of keys. However another option came to mind and after a quick Google search I decided upon an alternative plan.

Lockboxes give Lobi crystals when opened. This can be anything between four and fifty. The crystals can then be exchanged via a vendor for gear and ships. One such ship is the Mobius Temporal Destroyer, a Mirror Universe variant of the Wells Temporal Science Vessel. It has a tactical build so is actually more suitable for my type of game play (which is not sophisticated). Through spurious logic I quickly made this ship my new objection of obsession. However it costs 800 Lobi crystals and I have only 166. The random nature of lockboxes meant I could potential spend a fortune on keys before I had sufficient currency. So I opted to buy the ship for $28 from an online vendor instead. That works out at about £15 which I thought was a fair price.

Now buying from such sources always comes with an element of risk. These sort of online traders that primarily deal in gold are far from legitimate. However I saw the risk as being no more than that of buying a bunch of lockbox keys and not getting lucky, so I bought the ship via PayPal. It was delivered to me in-game about half a day later (due to the time differences between the UK and China). Let it suffice to say that I now have the ship I desired and not only is it a fine looking vessel but it performs well. Being a Tier 5 ship from a lockbox, I was entitled to a free Tier 5U upgrade and I now have all the ship’s mastery skills unlocked. I have also managed to increase my DPS output to 11K which is not too shameful.

In writing this account it is curious to reflect upon the way we latch on to certain items or pursue specific goals in MMOs. I’m sure someone, somewhere has written a study about such behaviour. This recent situation with the ship has put me in mind of when I was determined to get the skeleton horse in LOTRO when the Haunted Burrow event went live for the first time. I also obsessed for hours regarding the Charzooka in Guild Wars 2. I’m still not exactly sure what drives these needs and desires to get what we allegedly want. Bragging rights is one answer or may be the satisfaction of earning something after a long grind. I simply got what I wanted by spending money so perhaps that makes we feel that I’ve gamed the system. Either way, I wouldn’t be in the least bit surprised if I find myself doing this gain in the future, either in STO or some other MMOs.

Note:

Both the Wells Temporal Science Vessel and the Mobius Temporal Destroyer, being unbound items can be exchanged or sold on the in-game auction house. Their respective prices are 400 million and 175 million Energy Credits, which for those who do not play STO, is a lot.

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Classic Game Themes: Star Trek Online

MMORPG genre frequently benefits from a robust and charismatic score. It helps greatly in establishing specific races, classes and regions within the game, giving them a unique identity and characteristics. Music can be used to provide the player with audio cues about the environment and the quests they are undertaking. The use of a leitmotif can be invaluable in establishing a games tone as the story progresses. Therefore many games in this genre have sumptuous scores by established composers. As so many are set within a traditional fantasy setting, many soundtracks seem to follow a particular pattern. Star Trek Online however is one of a handful of science fiction based MMOs and as a result its soundtrack is subtly different.

MMORPG genre frequently benefits from a robust and charismatic score. It helps greatly in establishing specific races, classes and regions within the game, giving them a unique identity and characteristics. Music can be used to provide the player with audio cues about the environment and the quests they are undertaking. The use of a leitmotif can be invaluable in establishing a games tone as the story progresses. Therefore many games in this genre have sumptuous scores by established composers. As so many are set within a traditional fantasy setting, many soundtracks seem to follow a particular pattern. Star Trek Online however is one of a handful of science fiction based MMOs and as a result its soundtrack is subtly different.

Many fans have had their musical association with Star Trek shaped by such composers as Sol Kaplan, Alexander Courage, Dennis McCarthy and Jay Chattaway, who contributed to the scores of the various TV shows. However it is the movie spinoffs and their iconic themes from the likes of James Horner and Jerry Goldsmith that perhaps have made the most lasting impressions. Naturally when Star Trek Online launched in 2010, players were expecting something inherently in the idiom of the established franchise and suitable epic considering the scope of the game. Thankfully composer Kevin Manthei musically literate score managed to address expectations and remains a very engaging and varied game soundtrack.

Kevin has a strong background in composing for games as well as television. He also studied at the University of Southern California under Jerry Goldsmith, which possibly gives him a further insight into the existing sound of Star Trek. Certainly a lot of his work for STO still retains an inherently nautical theme which both Goldsmith and Horner explored with their movie soundtracks. There is also a healthy dose of tribal percussion to cues associated with the Klingons. But it is in space and through the ambient music that plays whilst exploring that really seems to evoke the heart of Star Trek. Through a diverse selection of themes, the player really gets a sense of the enormity of respective quadrants and the thrill of boldly going where no one has gone before.

Star Trek Online Login Suite
Kevin Manthei

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A Year in Gaming Part 2

I started 2015 playing RPGs. Despite becoming bored with Dragon Age: Inquisition and its ponderous storyline, I still found this particular genre engaging. January and February are often slows months in my line of work, so it’s a good time of year to immerse oneself in games of this type. I played through both Arcania : Gothic 4 and Rise of the Argonauts and found them both to be enjoyable. Neither of these titles was revolutionary, being mainly “business as usual” RPGs. However both were bought as part of gaming bundles and the discounted price does have an impact upon my gaming expectations. For what they were, I enjoyed them.

I started 2015 playing RPGs. Despite becoming bored with Dragon Age: Inquisition and its ponderous storyline, I still found this particular genre engaging. January and February are often slows months in my line of work, so it’s a good time of year to immerse oneself in games of this type. I played through both Arcania : Gothic 4 and Rise of the Argonauts and found them both to be enjoyable. Neither of these titles was revolutionary, being mainly “business as usual” RPGs. However both were bought as part of gaming bundles and the discounted price does have an impact upon my gaming expectations. For what they were, I enjoyed them.

During the course of the year I strayed from my using game choices on two occasions and both proved to be good decisions. Hand of Fate is an action role-playing video game with roguelike and deck-building elements. I usually never touch deck based games but the fact that each hand of cards plays out in third person action combat intrigued me. Furthermore the creators Defiant Development have continually patched and added free DLC to the game over the course of the year. The other title that was a departure from my usual purchasing habits was The 39 Steps, which is a digital adaptation of John Buchan’s classic story. The interactive narrative that allows you to engage with the world around you and discover the story is imaginative and creative. I hope that Scottish developer The Story Mechanics do more famous novels in this idiom.

As I stated in my previous post about my gaming experiences of 2015, that I’ve changed my stance on the MMO genre. I have continued to play through content updates for LOTRO and am overall pleased that such material is still being produced. However the latest update set in Minas Tirith is of varying quality and for ever good and engaging quest line, there is also an arbitrary or frankly disappointing one. I have never been a fan of the Epic Battles but the two new ones set upon the walls of Minas Tirith are extremely underwhelming. As ever the NPCs do most of the fighting and I found my involvement relegated to cutting grappling hooks from the walls. Navigating around the wall and city circle below is confusing and frustrating. Update 17 is also somewhat unstable and I have had more crashes to desktop over the last month than I’ve had in the game for the last few years.

Star Trek Online proved to be far more engaging in 2015 than in previous years. The Delta Recruitment event was a great way to encourage players back to the game and to reward levelling. I enjoyed my experience so much I bought a discount lifetime subscription. Like LOTRO, STO benefits from a great IP and they really do utilise it well. Cast members from the show continue to voice characters that they’ve played and the standard of writing is consistently high. STO is also the only game in which I’ll grind through seasonal festivals as Cryptic are one of the few developers that giveaway decent loot, rather generic cosmetic items. I have earned two Tier 6 ships over the course of the year, both of which are worth £20 each.

I tried Marvel Heroes this summer after hearing positive feedback about the game from several friends. I must admit the game does provide a great way to scratch that pew pew itch and the barrier to entry is low. You can roll an alt and be playing within minutes of downloading the client. It’s also one of those titles where there’s always something going on or something to work towards. However because I don’t have any major ties to the source IP, I decided not to make this one of my primary gaming titles. I was hoping that the Heart of Thorns expansion for Guild Wars 2 would fill that role. Sadly the new landmass and class were not to my liking and ArenaNet are simply taking the game in a direction I’m not happy with. So Guild Wars 2 was finally uninstalled from my PC where it’s been since the games launch in August 2012.

It is customary to list ones favourite games at this time of the year or pick a specific title that is worthy of praise. For me that has to be The Witcher 3: The Wild Hunt. The fact that I played over three hundred hours between October and November indicates how compelling I found it. The open world is magnificent, rich with detail and a dynamic weather system. The game mechanics are sufficiently varied to be engaging without being too complex.  You can play tactically relying upon your spells or focus on potions and support items if you please. Naturally if you prefer a more hands on approach you can go full out DPS. But the games crowning glory is its narrative and the sense that your decisions really do have an impact upon the world. I cannot remember the last time I played such a gripping story and cared this much about the central characters. The story telling in The Witcher 3: Wild Hunt is adult and complex. This is not a binary world with clear cut consequences.

2015 has seen a reduction in my overall gaming per se. My free time has fresh demands upon it and coupled with my changing relationship to both fandom and the wider gaming community, I don’t feel disposed towards playing as much. The close of the year has seen me dabble with the cell phone controlled RPG, Eon Altar and that has been a positive experience so far. I also bought GTA V at a discounted price so have explored that open world in recent weeks. At present I do not have any major titles in mind to purchase in 2016. I suspect that the next twelve months will more than likely follow the same path as the last, with regard to game releases and my attitude towards them. I suspect if gaming wants to vie for my attention in 2016, it will have to pull something quite special out of the bag.

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A Year in Gaming Part 1

This time last year I wrote a two part post called A Year in MMOs. Twelve months later I find myself writing a similar round-up of my gaming activities. However this time round the title has now become A Year in Gaming. One of the most significant changes for me over the course of 2015 has been my step away with the MMO genre. Where in the past I would seek out new titles and stay abreast of those in development, I now find myself no longer drawn to the genre by default. Traditional titles such as LOTRO have been sidelined. This is because both MMOs and I have changed over recent years. Although I still play this genre (mainly STO), I do so sparingly and it is no longer the apple of my eye or the mainstay of my gaming time.

This time last year I wrote a two part post called A Year in MMOs. Twelve months later I find myself writing a similar round-up of my gaming activities. However this time round the title has now become A Year in Gaming. One of the most significant changes for me over the course of 2015 has been my step away with the MMO genre. Where in the past I would seek out new titles and stay abreast of those in development, I now find myself no longer drawn to the genre by default. Traditional titles such as LOTRO have been sidelined. This is because both MMOs and I have changed over recent years. Although I still play this genre (mainly STO), I do so sparingly and it is no longer the apple of my eye or the mainstay of my gaming time.

Game design and mechanics naturally evolve over time and are often driven by basic market forces. There is therefore a wealth of differences between games such as Ultima Online and Guild wars 2. Although I have adapted to the more casual game play that is now prevalent in the genre recently, I do find that MMOs are becoming increasingly homogeneous. Beyond their own setting and lore, new titles seldom have anything different to offer with regard to game design. They lack of a killer mechanic; something that makes them a radically different experience from their competitors. Then there is the requirement to invest time in such games, which is something I can no longer do.  The days of me playing a particular game every day for five hours or more have past.

So this year I’ve found myself playing more single player games; titles that can be played and completed within a reasonable time span. In fact I found this to be a satisfying aspect in my overall gaming experience. I like the idea of playing through a compelling story at a measured pace and then reaching a definitive conclusion. This may take just a dozen hours, as was the case with Hand of Fate and Rise of the Argonauts or over three hundred with titles such as The Witcher 3: Wild Hunt. It is an experience more akin to reading a book, indicating that a strong narrative is an essential aspect of my gaming enjoyment. It would seem that as I get older I want less of a challenge and more of an emphasis on entertainment. Excessively complex games, with a steep learning curve and chronic skills bloat are not as attractive to me as they use to be.  

Another facet of gaming that has changed for me this year has been my perception of the wider community, including both fan and professional websites. I have stopped reading several news outlets and blogs simply because they do not provide any valuable information about games any more. 2015 has been the year of the live stream of the "let's play" video on You Tube and these are now an integral part of my decision making process as to whether to buy a game or not. However I’m increasingly finding that my age often put me at odds with many of the You Tube personalities. I appreciate that many are running commercial endeavours but their need to “entertain” and be “characters” for me gets in the way of the reviews and critiques. Take for example Jim Sterling’s #FuckKonami “campaign”. I broadly agree with the sentiments he’s trying to express but the very terms it’s couched in just strike me a puerile and therefore mitigate much of the point.

When you are a fan of something, you often feel that it is something special, unique and meaningful. There is a chance that the object of your affection is all those things but more often than not that is simply wishful thinking. Games are commercial leisure products, made with the express purpose of making money for the publishers. The wider industries associated with marketing and reviewing them are similarly self-serving. Perhaps part of a gamer’s personal journey over time is finding a sense of perspective on these matters. I believe this year I have found such a point of equilibrium. Gaming is an entertaining leisure activity and that on occasions can be art. But for most of the time it is an ephemeral pastime and a shamelessly commercial endeavour (I’m looking at you Star wars Battlefront) and therefore should be treated as such. 

A positive lesson I have learnt over the course of this year’s gaming is that I now have a very clear handle on what I want from the title that I play. Apart from one mistake which was the Guild Wars 2 expansion Heart of Thorns, I have enjoyed all of the purchases that I have made this year. This essential comes down to fully researching each title and what it specifically has to offer as well as at what price point I purchase a product at. Once again it is interesting how the financial cost of a game impacts upon ones expectations. I no longer feel like a child in a toy shop, running from display to display, overwhelmed by the choice available. 2015 has been the year of coming to terms with what games are and what I want from them. It's only taken me a quarter of a century!


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Star Trek Online: Q's Winter Wonderland!

Regular readers probably know by now that I'm not a huge fan of festivals in MMOs. Mainly because they never seem to offer rewards that I want. Some folk love to collect cosmetic items and will happily repeat content to obtain them. I prefer a more tangible carrot on the end of the stick but sadly that seldom occurs. However Star Trek Online launched its seasonal festival today, namely Q's Winter Wonderland! This offers players the chance to claim a new Tier 6 ship, a Breen Rezreth Dreadnought Cruiser. This is quite a prize as the latest vessels sell for 3,000 Zen in the in-game store, which equates to about £20/$30. 

Regular readers probably know by now that I'm not a huge fan of festivals in MMOs. Mainly because they never seem to offer rewards that I want. Some folk love to collect cosmetic items and will happily repeat content to obtain them. I prefer a more tangible carrot on the end of the stick but sadly that seldom occurs. However Star Trek Online launched its seasonal festival today, namely Q's Winter Wonderland! This offers players the chance to claim a new Tier 6 ship, a Breen Rezreth Dreadnought Cruiser. This is quite a prize as the latest vessels sell for 3,000 Zen in the in-game store, which equates to about £20/$30. 

Now obviously Cryptic do not just give players this shiny new vessel on a plate. It has to be earned. Players have to repeat a special racing event that rewards 40 Winter Prize Vouchers, twenty five times before they can unlock their prize. The repeatable activity is far from hard though and simply requires players to beat the clock on a race course made of ice. The trick is to forward roll when taking corners to avoid sliding. I consider this even to be an equitable arrangement and as I am currently well disposed towards this MMO, will be "grinding" towards my goal.

There are of course plenty of other activities to partake of each day which give favours that can be exchanged for traditional cosmetic items such as a pets and winter wear. These are all winter themed and involve snowballs fights and an evil Borg assimilated snowmen invasion. I must admit I prefer the summer festival so I am at present simply working towards earning the new ship and not really partaking of the other activities. It may also be considered heresy but I’ve never been a fan of the character Q in Star Trek The Next Generation, having always found him somewhat trying and bombastic.

Overall I think ones attitude towards in-game events and festivals depends very much on your overall disposition towards the game itself. Since returning to STO in April I've been having a lot of fun which is what gaming is supposed to be about. Therefore I am more than happy to indulge Q's Winter Wonderland! Plus working towards a reward that has some practical benefits is sufficient motivation for me to continue with the required repeatable event. It's a shame that other MMOs don't take a leaf out of developer Cryptic's book, when it comes to viable festival rewards.

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Building a Tactical DPS Guardian Cruiser – Advice Required

I recently acquired a Mirror Universe Guardian Cruiser for the princely sum of £4, thanks to the recent Pop Culture Hero Coalition charity auction. It would appear that this is a well-regarded vessel within Star Trek Online and worth experimenting with as my primary ship. So I have spent some time (and energy credits) of late, trying to put together an adequate Tactical DPS build. However I am not particularly knowledgeable in this aspect of STO and have so far not exceeded 9K DPS. Although I’m not seeking to join the ranks of the elite, I would at least like to achieve about 10K DPS plus. However researching a suitable loadout is proving somewhat frustrating. Most Reddit threads on the matter are pitched at too high a level for me and often use jargon I’m not familiar with.

I recently acquired a Mirror Universe Guardian Cruiser for the princely sum of £4, thanks to the recent Pop Culture Hero Coalition charity auction. It would appear that this is a well-regarded vessel within Star Trek Online and worth experimenting with as my primary ship. So I have spent some time (and energy credits) of late, trying to put together an adequate Tactical DPS build. However I am not particularly knowledgeable in this aspect of STO and have so far not exceeded 9K DPS. Although I’m not seeking to join the ranks of the elite, I would at least like to achieve about 10K DPS plus. However researching a suitable loadout is proving somewhat frustrating. Most Reddit threads on the matter are pitched at too high a level for me and often use jargon I’m not familiar with.

So I’ve decided to put this matter into the public domain and solicit ideas for possible builds. I do have some stipulations though with regard to advice and suggestions. I have only been playing STO regularly since April and am therefore not sitting on a stockpile of resources. So I am seeking potential builds that are based upon equipment, weapons and consoles that can be sourced via the exchange, reputation rewards or running specific episodes. If the costs start to exceed 50,000,000 Energy Credits or 500,000 refined Dilithium then I won’t consider it viable. Therefore I’m not seeking to spend precious resources on upgrading gear from Mk XII to Mk XIV or spending Lobi Crystals. Although I play STO fairly regularly I do not want to turn working towards a manageable target, into an arduous chore.

So far I have equipped the Mirror Universe Guardian Cruiser with the following items. Please note that the choice was mainly driven by set bonuses and overall cost. I am happy to replace items if given a cogent reason:

Fore Weapons: 4 x Tetryon Beam Array Mk XIII (varying modifiers).

Aft Weapons: Kinetic Cutting Beam + see below.

Temporal Disentanglement Suite: Antichroniton Infused Tetryon Energy Weapon, Temporal Phase Overcharged Core, Temporal Disentanglement Console.

Sol Defence Set: Deflector, Impulse, Shield.

Universal Consoles: Sustained Radiant Field, Particle Conversion Matrix.

Tactical Console: 2 x Tetryon Pulse Generator Mk XII.

None of the above items have been upgraded and are therefore have base statistics.

At present I have spent my skills point on a fairly generic tactical build I found on a Reddit thread. My choice of Starship traits are also fairly standard. I can publish the specific details if required but I am mainly hoping that someone can simply suggest a “shopping list” of items that I can then acquire and test. As I stated earlier I am not looking for an über build but merely the ability to be able to output 10K DPS or thereabouts. In principle that doesn’t sound like a big ask but you can never really tell when it comes to the esoteric art of Min-maxing.

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Gaming, Star Trek Online, Hearts and Minds Roger Edwards Gaming, Star Trek Online, Hearts and Minds Roger Edwards

Star Trek Online - Hearts and Minds

Star Trek is no stranger to the supernatural. The original series featured two episodes written by the reknown horror author Robert Bloch, namely "Catspaw" and "Wolf in the fold". Both of which nicely contrasted the shows central science based theme with elements of the paranormal. So I was pleased to see today that Cryptic were making the episode "Hearts and Minds" available in Star Trek Online, for a short 36 hour window to celebrate Friday the 13th. It’s a suitably atmospheric and cautionary tale which compliments the traditional story lines we see in STO. The story takes place in the Donatu sector of the Eta Eridani sector block, at a lunar research station in the Donatu system. Franklin Drake bestows the mission, thus suggesting that all is not as it seems.

Star Trek is no stranger to the supernatural. The original series featured two episodes written by the reknown horror author Robert Bloch, namely "Catspaw" and "Wolf in the fold". Both of which nicely contrasted the shows central science based theme with elements of the paranormal. So I was pleased to see today that Cryptic were making the episode "Hearts and Minds" available in Star Trek Online, for a short 36 hour window to celebrate Friday the 13th. It’s a suitably atmospheric and cautionary tale which compliments the traditional story lines we see in STO. The story takes place in the Donatu sector of the Eta Eridani sector block, at a lunar research station in the Donatu system. Franklin Drake bestows the mission, thus suggesting that all is not as it seems.

I've lost contact with an old . . . colleague. Doctor Sibak was a Vulcan priest, but he worked with the Vulcan science academy studying psionic phenomena. A few years ago he went into seclusion on a remote research station in the Donatu system. He hasn't been heard from in some time. I'd like someone to check up on him. Don't worry, He's just a typical Vulcan by himself. You shouldn't have any problems.

But of course there are. "Hearts and Minds" is a mini-mission that explores the consequences of Doctor Sibaks's unconventional research gone awry. This mission is a “story in one act,” and can easily be completed. It is enjoyably atmospheric in a creepy way. Missions initiated by Franklin Drake are always duplicitous and it is an interesting plot device to see a Vulcan character stray so radically from the path of logic. "Hearts and Minds" also rewards players with a unique duty officer upon completion. Not everyone is a fan of time restricted content but I like these episodes that only appear on specific occasions. If you cannot play through this particular mission during its current window of opportunity, you can rest assured that it will be available again in the future.

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