Star Trek Online: Launch Report
- February 08, 2010 13:40 PM PST
Reviewer Kyle Horner gives some in-depth impressions based around his time with Atari's highly anticipated space-faring MMO, Star Trek Online, in our first ever GamePro Launch Report.
If you haven't seen our new approach to reviewing MMOs here at GamePro, head on over to my recent feature discussing the matter.
Welcome to the very first MMO Launch Report here at GamePro. Normally this feature would go up much closer to launch day but because this new review method was only recently enacted, I'm a little late this time around. However, the upside is that the extra time has allowed a slightly more in-depth look at the game.
To date, I've put in about 38 hours of Star Trek Online playtime between the game's beta release and the first official week of launch. While this is by no means the final review, I've certainly played enough to form some definitive opinions on the title, and so far, I continue to want to come back and fly around in my Enterprise-looking ship, butting heads with Klingons and hassling Ferengi merchants trying to break the rules. The game definitely has weak points, but I'm okay with that because it does a great job of making me feel like I'm in the Star Trek universe -- and that's a lot of fun.
It turns out that Star Trek Online is very similar to the television and film series it's based upon, although not in the way some might assume. It evokes all of the sounds, music and visuals any fan expects to experience with a game brandishing the Star Trek name. However, the way in which I find the game and the franchise similar is how they're both a mish-mash of several differing ideas that shouldn't work together, but somehow do.
Everything about the game feels as though it's opposed against one feature or another -- chief among them, the game's two core factions. Where the Federation strikes a balance between story-based mission content and PvP content, the Klingon faction is almost entirely focused on player vs player gameplay, leading to some interesting conflict between the two play styles. The game's biggest opposing element is how wildly different the space combat is from the ground combat, requiring the player to master two battle systems concurrently.
Yet, like some kind of virtual one-man band, it all blends together into a curious and surprisingly entertaining symphony.
Progression
Thankfully, Star Trek Online merges experience points and skill points together. As you defeat enemies and complete missions, you'll earn skill points for your Captain and also for a pool shared by all of your Bridge Officers. Your "level" is determined by how many skill points your Captain has, and after gaining 11 levels, you'll be contacted by an Admiral for promotion. There are five ranks (not counting Ensign, which is a tutorial-only rank; it goes Lieutenant, Lt. Commander, Commander, Captain, Admiral) and all but one contains roughly ten levels to move through -- Admiral only has five.
So, basically, there are about 45 levels in Star Trek Online, but really, it's all about your rank. After completing the tutorial, you're a Lieutenant. Then, after moving through the 11 levels within that rank, you're promoted to Lt. Commander and given a free new ship. When players look at your character in-game they see your rank as represented by an insignia, not a number.
The system represents Star Trek well, while still serving the required leveling mechanics for an MMO. You get a cool "ding" graphic and sound when you reach a new level and there's a nice ceremony on Earth Station when you're promoted.
The Fluffy Stuff
Episode Missions are really the coolest type of mission I've encountered so far. These play out like an actual episode from the television series and are rife with references. They're filled with story, space combat, ground combat, and lots of Trek.
In fact, the Star Trek Online development team has a real penchant for pulling Trek fans' nostalgia strings, with enemies dropping all kinds of memorable food items from the series. I'm still holding on to my bottle of Chateau Picard, and I've also replicated "earl grey tea, hot!" and some self-sealing stem bolts for pure enjoyment.
A lot of the best parts of Star Trek Online are related to the IP fluff. For instance, you can sell off loot directly from your inventory screen. Why? You've got a Replicator, of course. I'm also a fan of being able to beam directly to my ship whenever I complete a mission or finish roaming around some space station. And if you were wondering, yes, a couple missions have employed the dreaded "teleporter inhibitor" plot device. I can't really knock the game for doing it though -- it was used often in the TV series.
Overall, I've been very happy with all the cool Star Trek moments I've been able to experience in the game. Simply creating my character with the super-extensive creation tools Cryptic is known for was a trip -- doubly so when I got to do it with my ship. While we're on the topic, I feel like I should mention ship customization is sadly limited to coloring only on Klingon vessels.
The Crunchy Parts
Star Trek has always adhered to the "Space is an Ocean" concept -- thus, spatial movement with your ship feels exactly as it should: grand-scale nautical, yet also three-dimensional. Movement around the galaxy proper is handled via a super-imposed map that your ship "warp" flies through. It's challenging to explain, but think of a map of Earth. Now divide each continent into a couple of large zones -- or as Star Trek Online calls them, Sectors. When you move between these large zones (AKA Sectors) you'll be loaded into the next large Sector, and when you visit a smaller location like, say, New York, you'll be loaded into a separate instance representing that location.
Every space station, space combat encounter with a roaming enemy or star system you encounter will load up as its own zone. This is why the game can feel very much like a solo experience, but also like an MMO in that you see and can interact with other players flying around the big Sectors of space.
When you're in those instanced areas of space, steering the huge ships feels very natural. The WASD configuration handles maneuvering well, although the mouse can be used to point the nose of your ship in any direction you like. I prefer to keep my mouse free so I can click around the UI, especially where using Bridge Officer powers like "Emergency Power to Shields" is concerned. Firing all available phasers is done with spacebar, and pressing Crtl-Plus-Spacebar brings all your available torpedo bays to bear.
And really, that's the essentials of space combat for the first ten levels. I recently acquired my first new ship after around 12 hours of play time, and the space combat's complexity is quickly beginning to grow. My new ship came with more equipment and weaponry slots as well as an extra seat for a fourth Bridge Officer. This new seat is actually better, in that it's for a higher ranking Bridge Officer. You see, higher ranks mean more space and ground combat abilities. This is something you can only do if you're at least two ranks above the Bridge Officer you're promoting. So, deciding what officers to have sitting in what seats is slowly becoming part of configuring your space combat setup. It all feels very Captain-y.
Where ground combat is concerned, much of it isn't anything too new to the MMO space. The player -- being an all-important Captain -- gets a special piece of equipment called a kit. You can only equip one kit at a time and each kit you find can only be equipped on a single class type. My Engineer is basically a Paladin archetype (IE a meat shield with some support powers) so my kits are all focused on things like recharging personal force fields, teleporting turrets into play, weakening enemies, or empowering allies. Tactical officers bring massive amounts of firepower to combat, while Science officers heal and deal heavily in support.
Ground combat certainly isn't bad, but during most ground sequences I find myself thinking about returning to that gleeful space combat. I don't think the problem is that ground combat is bad, but rather, I think space combat could be too good.
There are also various problems with ground combat. Big firefights usually get unmanageably chaotic, resulting in death. On the other hand, respawn points are plentiful, meaning you and your Bridge Officers are almost always resurrected (with full health) very near where you died, and that's it -- no skill points are lost and no repair bills are accrued. It almost feels like the respawn points and lack of death penalty are there to lessen the morale blow dealt to the player by ground combat death -- something I experienced far more often than space combat death.
I feel fairly certain in saying that Cryptic is probably aware of the slight disparity between the two forms of combat in Star Trek Online. Many features like crouching for better aim and double-tapping movement keys to roll were added to ground in beta, and I get the feeling more improvements are coming down the pipeline.
The Buggy Bits
I've personally only encountered a few bugs in my 15 hours of live play. Some of these are pre-existing minor bugs from beta, like a bug that causes your ship to blink back into frame after a warp-out sequence that's seen when you leave a star system. I did encounter one irritating mission bug, where after patrolling two star systems I noticed the game wasn't registering that I'd completed said patrols. However, after dropping the mission I restarted it with no problems. Annoying? Yes, but hardly a deal breaker for me.
Server stability was a bit shaky for the first three days of early start and also into the first day of the official launch. After those initial hiccups, however, I've found the servers to be largely compliant when I log into them. There have been some undocumented patches hitting the Star Trek Online launcher, which is always slightly irritating for players wondering if a bug or technical glitch they've been experiencing has been fixed. However, that's less of a bug issue and more of a Cryptic-needs-to-get-on-top-of-that issue.
Community
So far my interactions with other players have been limited to the occasional romp through a mission or two. I've probably spent about 30% of my time with groups and I'm happy to report that -- so far -- everyone has been friendly.
I'll admit that a part of me was worried about how Trek fans were going to react to Star Trek Online, but it seems like a good majority of the players in-game are pleased with the game. I'm not really sure if it's the glory of five Federation vessels simultaneously warping into a star system or what, but people in this game are just so happy to be playing it.
After getting deeper into PvP and potentially Fleet (IE Guild) drama, I'll have a better understanding of the general state of the in-game community.
Content Updates
There have only been slight tweaks so far, but Cryptic has already laid out a substantial chunk of free updates hitting the game in the next two months -- much of the new content aimed at beefing up the end-game and fleshing out the Klingon missions. In fact, Klingons are getting Exploration missions, which is most notably (the much requested) player versus environment content. It's also important to note that "Raid Episodes" is the new end-game content. These are super-challenging story missions available to both Federation and Klingon players. Assuming these updates make it in time and deliver the content promised, things will certainly be looking up for Star Trek Online as it moves beyond launch.
As for what I'd like to see beyond these updates, I'm really curious about how Cryptic plans to expand the ship selection within both sides of the game. I hope that whatever new ships they add actually serve a unique purpose in combat. If they're slightly tweaked visual variants of the current top ships, that'll be disappointing. Also, it would be good if the Romulan faction isn't too far off into the future, since they definitely provide their own flavor and, well, their ships look downright amazing.
The Schedule
Feel free to share your thoughts on this report. I'm very interested in maintaining an open dialog with readers, especially if you've got thoughts to share on the report or Star Trek Online itself. And if you're playing the game already, perhaps we can play together in the near future!
So now that I've obtained my first Cruiser, I've set my sights on the next rank: Commander. This will earn me another ship, and with that, more combat complexity. It's tough to say at this very moment, but I feel like coming back in two or three weeks will give me enough time to discuss updates and mid-to-late game content.
Right now I'm looking forward to experiencing mid-game PvP, some of the Fleet Actions, and finding out whether or not the missions begin to get repetitive as I move through the next section of Sector space. Come back in a couple weeks for all that and more in my ongoing review for Star Trek Online.
Comments [25]
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- Feb 08 2010 at 03:35:14:PM PST
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My opinions of the game apparently varies wildly from your own. I played heavy beta and didn't bother with the launch game. I guess my gripe isn't primarily with that its "buggy" because as you stated, its not. My problem is that this isn't an MMO. As you said you've speant roughly 30% of your time with other players in a game labeled "MMORPG". The fact that they split the world into instances fractures the community and very little grouping is necessary at all. The fact that the world itself is fractured into instances is the biggest weakness. It prevents the community from being just that, a community. You'll rarely bump into a random player you enjoyed questing with again unless you figure out which "version" of the instanced area you plan to go into if it's not already at its pathetic 50 player cap. If I wanted a single player Star Trek, this game would NOT suffice.
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Great preview. 38 hours so far? And you're continuing with these reports?
Good job on the MMOs gamepro
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Hey Mathas,
I see where you're coming from, which is why that's going to be a more substantial part of my next report on the game.
Something I'd like to mention here is that STO has a pretty good set of social tools. I've found it easy to friend people and I do plan on finding a guild (or fleet) sometime soon. I hope you check out my next report, because it sounds to me like it should prove useful to you.
As for all the instancing, I get that paying a monthly subscription for an MMO that doesn't chase the unified world design feels questionable and that's why I want to explore more of the game. The galaxy does have a cohesive feel to it, even with the loading. In a way, I've begun to think perhaps Cryptic made a good call with the instancing model almost solely due to the fact that those very "Star Trek Feeling" Episode Missions wouldn't be possible otherwise. My thoughts on this are still incomplete right now, but with some more play time I do hope I can nail down what really works with this model and what works less-so.
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First: I'm very appreciative of the extensive review, it is MUCH more systematic than anything else I've read.
I agree with your positive review of space combat (though I found it somewhat difficult at first to orient the view towards targets in a way that wasn't confusing), and your slightly "eh" review of ground combat, which I have been slightly disappointed with - it would be nice to have more strategic flanking options, and maybe more physical combat possibilities.
In your next review, I'd be interested to hear your thoughts on the skill trees (I've found it a bit confusing to calculate the benefit of a particular trait through the existing system) and the documentation/manual (which, as a relatively inexperienced gamer, I found very sparse).
Thanks again for the great review!
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Star Trek Online is just another grind, and a badly disguised one at that.
"So far my interactions with other players have been limited to the occasional romp through a mission or two." You really should check the STO message boards and sample the overwhelming horrors quite a few players are suffering through. Double billing, failure to receive micro-transaction items, last-minute badly-thought-out changes to game structure and tone-deaf community involvement.
I also noticed one particular word was missing from your review: crafting. I eagerly await your thoughts when you stick your foot in that mess.
STO is a retread. The missions get old quick. High-end content is lacking. Cryptic should have taken more time to make a truly interesting game.
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I like the Review it is the most balance and fare one I have read so far. I am playing the game and am about where you are and have found this to be right on. I am also concerned about the ships and missions to add in the next three months will the ships be a hole new class or just up grades and will the missions be more complex as we move forward. Yes they need to give us more ship custom options.
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I agree with all of your points, and i may be a little disappointed with the game like others. The forums are filled with complaints, but the most factual and trustworthy post said that "the devs should have been ready for server expansion ahead of time, i would have understanded if this was cryptics first mmo, but it's not." this i can agree completely with. More to the point, cryptic had years to get this right. Instead they decided lets move over our other mmo template (City of Heroes/Villains) add a couple ships and phasers, done. This in my personal opinion is the worst mistake they've made. Some say its the best, but next time cryptic, instead of releasing it fast for the players, take the time like the devs of SWG (before the NGE) to get it right.
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Yes, this game does need to feel more like an MMO. As stated in the review, the grouping with others was at a minimum and very rarely a requirement. I love the fact that the game auto groups you with people when you zone in at similar times, but I disagree with the zone scaling (dificulty based on players there). I think in a MMO its a mistake to scale battles, and should set the difficulty so that grouping becomes a requirement. Doing so would make use of the fact that we do have different ships (cruisers, escorts, science vessels). And I'm not saying Cryptic should follow the generic tank, heal, dps group setup the MMORPG world has clung to... God forbid a game use a different layout for grouping, but make teamwork a necessity.
The most underlying basic fundimental of all MMO's is that you in fact can't do it all on your own and require assistance. Besides, I believe Spock would of said, " The needs of the many outweigh the needs of the few, or the one dumbass who thinks he can take on the universe alone." (slight paraphrase) Grouping is what makes a MMO fun, to me anyway, the interaction with others in a game enviroment. Even if I have to put up with a Leroy Jenkins or two, or the high horse folks that think money grows on trees and finished games just pop outa the ground. Community is the backbone of an MMO, without it your just playing a $15/mo. console game.
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:( you have played 38 hours from what you said so you really have not got to the end the game is great untill you get to the end where there is nothing
I have played around 80 hours now i am max level and have a almost maxed out gear wise crew/ship the big problem is there is no real thing left to do the game that is left for me now is PVP, exploration, defence missions
pvp is buged to hell the klingons carrier ship should only be able to spawn 2 sets of fighters instead it has no limit so you end up in pvp with 5 humans vs 5 humans and 50-100 ai ships
exploration is just the same 3-4 missions over and over again ya there are different maps and different guys to kill but its always the same thing "attack this base"defend this base"scan this stuff "help this planet" that is all there is to it and it gets old fast.
lastly the defence missions these are more or less just a mission to go kill ships there is no story to them at all they just point you at ships in this area and say go kill it and it has less reward then exploration missions but is faster to do
If you ask me this game is a great single player game but as of right now its not a MMORPG its a RPG ya you can do the missions with up to 5 people and some of the fleet actions take 25 people but the fact is most of the time its just easyer to play alone which is not the way any MMORPG should be
I cant really aggre with the person that made this report about groud vs space we may be differnt things like him being an science class or something but to me ground is WAY easy i kill everything with no problem at all while space is also easy its really the only place i can ever die but even that i have to go to sleep at the keyboard for 2 min to do
As I see it while the game is fun it is like if WOW had come out back in the day 5 years ago and not had raids not had any 5 mans not had anything other the basic quest and even that WOW takes 5 times as long to get to max level so there is more story
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STO is in my opinion one of the best games in the MMO genre that's come out. A lot of people have this perception that MMORPGs should be like World of Warcraft, but in my opinion, after playing WoW for 3 years, I never want to play it again. It was more MMO and less RPG. All WoW turned out to be at high level is materialistic grinding and that is NOT fun. Just leveling my toon from 1-80 once in WoW and I had pretty much seen all there was to it. And since I was a part time player, I was never considered seriously for raids and so that killed the game at high level for me- that and Blizzard nerfing everything and making all the accomplishments we made before totally pointless as they added new content.
STO uses an awesome episodic model that is true to the Star Trek universe. The people this game is made for are people who like/love Star Trek and want to be immersed in the experience. Also, unlike WoW and a lot of other MMORPGs, the game allows players to cross servers and actually play out a story line. My wife and I play this game together and we're on away missions and space missions together. Ships have mass and can't pass through each other so formations and battle strategies matter. STO does a tremendous job of allowing friends who want to play together the ability to do so and it really is an MMORPG that is strong in the RPG and not just an platform for people to wail on each other.
STO is not WoW. If you want to play WoW go play WoW. That business model and game play design has already been done.
Cryptic has done a spectacular job with this IP and unlike all the other MMORPGs that are materialistically driven, getting to high level isn't the point. Carefully building your crew, your captain, and your ship and having fun and being immersed in the environment is the point. I for one thank Cryptic for not trying to imitate other games with their design of STO. What they've come up with is something totally different and actually fun to play.
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