As the title says, take a look at this article about STO:
https://startrekonlinecouv.wordpress...8OQbhI6YAYo4II
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As the title says, take a look at this article about STO:
https://startrekonlinecouv.wordpress...8OQbhI6YAYo4II
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This is very amateur, but I guess it is a personal blog, so that makes sense! Would be better if it was more objective, and less of the obvious bootlicking.
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He's glossing over a lot of problems and seems to be ignoring the fact that regardless of how popular the game seems, it's essentially fallen into mobile territory at this point with event after event and sale after sale. You can bet that PWE/Cryptic wanting to tap into the inactive base will only come around because they see metrics and dollar signs rather than any genuine desire to improve the game.
The dig at SWTOR feels like it's drifting into fanboy waters rather than genuine criticism - it's certainly not without problems or issues, particularly the restrictions to non-subscribers (which have ways to be dealt with, but it's easier to sub ultimately) but at least their microtransactions have largely remained in the cosmetic basket with a few exceptions.
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I don't get the "hard to solo" part at all, all you need to do is learn a little about the companions and you'll learn that if you use them as a tank or healer you can solo virtually anything that isn't meant for a group and some things that are. To me STO feels harder to solo if you don't know what you're doing...you don't know what abilities to use, how to optimize power settings, and how to gear.
SWTOR tells you if you're a jedi use a lightsaber, if you're a trooper use a rifle...as a newbie I could throw single cannons on my T4 Galaxy class and that would be just the worst weapon setup. You wont get punished to much in earlier game but once you get to tier 5 and endgame you'll suffer greatly.
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STO is an incredibly easy game to play and can also be played in an incredibly casual manner; which in itself is fairly rare for MMO games.
It definitely has big issues and I think the only reason it really survives is because of the Star Trek branding stuck on it. Take away the brand and it’s a very generic space game which does admittedly have rather decent space combat mechanics.
It’s always staggered me how a franchise as big as Trek doesn’t have an AAA game built along side it. STO is “ok” in that it gives the theme park style and you can play as who you want, plus it does a great job with continuing and expanding existing stories. But it does feel dated, is riddled with bugs, has many layers of stupid limitations imposed upon it and it also isn’t really as open world as I think many of us would love it to be.
Personally a real stab at making a decent Trek MMO should have the space mechanics of STO combined with the vitals of today’s top games and the open world to play in that comes from somewhere like The Witcher games. I don’t just want to admire Andoria from orbit or visit a pointless dead map; I want a living world to visit full of ST lore and a proper experience.
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"Star Wars The Old Republic has 7.6 million users with 286,000 active. I find that game to be hard to solo." huh? lol
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STO can be very painful on a player if they don't know how it works...what the powers do and which ones are good and bad. How is a player to know that single cannons are just awful no matter what? They may look at turrets and see they're 360 and think a full stack of them could be good. Most generic loadouts come loaded with a torp in the back and front...they could think that it's a good idea to replicate that.
They can look at abilities like boarding party and think of that's cool and not know it's one of the worst abilities that exists in game or think eject warp plasma sounds powerful but not know that almost anything will die before a fraction of the duration is reached. So many science abilities sound good or interesting but in practice are also just bad. Stat boosts have been simplified over the years but new players still aren't going to be familiar with how control and drain stats work.
There is a mountain of things in STO that aren't explained to new players
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I kind of see the challenges that new STO players run into as a side-effect of the sheer amount of customizability for builds.
If you look at games like WOW or SWTOR where there are heavily defined classes, you quickly learn that the majority of equipment is useless junk to your player character, and most classes can only fill one or maybe a few classic MMO roles like tank, healer, melee dps, or ranged dps. That makes it relatively easy from a dev standpoint to go as deep as you want on tutorials for the basics. There are still choices a noob player could make that would be less than "meta", but there are also built in safety rails in the system that prevent them from going too far astray when building out their character.
Contrast that with a game like STO where classes are almost meaningless concepts and gear is just short of being an anything goes free for all. Want to play a Human tactical toon with deep Sci skill trees to fill a support/healer bulid flying a minelayer Klingon carrier? Why not? Go crazy and who cares how it performs! Unfortunately, with that amount of flexibility, the dev would have to come up with a tutorial for every conceivable build and offer them all to every single character regardless of how good or bad an idea it might be. It just isn't practical, wouldn't be a fun experience, and the sheer volume of tutorials would overwhelm the poor noob.
Every game that has any kind of fanbase sooner or later will spawn those players that take the time to try to reverse engineer stats to figure out what is "good" or "bad" and some form of wiki repositories to offer supplemental tips and tricks to players wanting to advance their game. Most games have laundry lists of stats for your character and they are almost invariably bad at explaining the madness of the maths behind the stats. For the more strict role definition games like WOW and such, those wikis though are going to quickly pin down the ultimate "best-in-slot" choice for every conceivable slot in the game and the only time "meta" changes after that is when a new dungeon or expansion drops. With a little Googling, a noob player can up their game just by conforming to the iron-clad rules of meta. For the looser definition games like STO, there is just no way to pin down the "best" for anything. As soon as someone suggests it, someone else comes along with a totally different idea and proves them wrong in short order. That's why most build advice sites instead offer shopping list suggestions of what is "really good" and it is up to you to decide how much (or not) to follow it. STO specifically though takes it to a whole new level with all the interactions between button click timing and order, relative positioning of you and your target, and other factors. So much so that even if you make all the "right" build choices, a player can still see a truly massive difference their results purely from their own button mashing choices.
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I'm not saying there is anything wrong with STO, but just think it's odd calling TOR "hard" when there is just so much a new player can get lost it, STO to a new player can be like getting lost in a dark forest where the tree tops cover the whole canopy. Not to mention things like the trinity still existing but hasn't been used in many years.