Star Trek Online boldly going free-to-play
Star Trek Online is boldly going free-to-play later this year, developer Cryptic's new owner Perfect World has announced.
Cryptic's sci-fi MMORPG Star Trek Online will be boldly going free-to-play this year, the developer's new owner Perfect World has announced. The revelation came during Perfect World's latest financial results conference call.
Details are sparse for now, with the only solid fact being that Perfect World intends to switch to free-to-play "by the end of this year." When subscription-based MMOs go F2P, they typically keep optional subscriptions and limit non-paying players with fewer slots, classes, races, missions, and the like, letting them buy extras as they please.
One imagines that the poor, foolish, naive lifetime subscribers would receive extra perks too.
Star Trek Online already has a microtransaction store, selling ships, bank slots, items, player races, cosmetic ships and costumes, and more, so it's not hard to imagine this being expanded to include many more things.
Cryptic also has experience with the free-to-play model, as its previous MMO, superhero spandexfest Champions Online went free in February. Perfect World also has heaps of the experience in the field, running a whole host of free-to-play online games.
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Alice O'Connor posted a new article, Star Trek Online boldly going free-to-play.
Star Trek Online is boldly going free-to-play later this year, developer Cryptic's new owner Perfect World has announced.-
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Same here. I replayed it about two weeks ago to see how things are. The problem with the game is still the same. The combat is even more repetitive than WoW and there's not enough items/abilities to use to hide that.
Basically the same thing you do as a Lt is the same thing you'll be doing at Vice Admiral 6 in both ship and ground combat (with two or three new abilities) In other games, you'll have 10-20 abilities to use with all kinds of modifiers and combos that partially alleviate combat fatigue.-
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That's...a lot of simplifications and, quite frankly, unfair generalizations for a game that's seen a great deal of content pushed to try and fill in its bare state since its launch.
* Lieutenants have 3 bridge officers with 3 to 4 powers total from them. Not counting the 4 or 5 base personal powers you get starting off. Vice Admirals have about 5 bridge officers at, on average, 12 powers total, not counting what can be two-dozen or more personal powers you yourself have gained via leveling, missions, items, custom starship consoles and so on.
That's a considerably large spread, beyond "a few more".
The spread of items has actually bloated in the past several months, especially with the addition of set suites and Feature Episode-based doohickeys, some more useful than others.
"Different color phasers and pulse weapons" was never the limit of energy weapons you had in the game. There was always at least Phasers, Disruptors, Plasma, Tetryon, Polaron, and Antiproton-based weaponry. What you're describing are two formats of energy weapons: Beam (constant), and pulse (cannon). Not the different brands of energy and their varying procs, bonuses and resistances related to the types those two energy formats can use.
Repetitive combat, however, surely happens.
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