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Overall Impression of testing (including 'new' crafting)

SystemSystem Member, NoReporting Posts: 178,019 Arc User
I have been reading and watched threads and post since testing began, some have been a good and informative read others... have been interesting. There have been good additions and down right bad ones (but we'll go into this in the below listing).

so my two credits on the tribble testing, I am trying to keep this post fair to both sides too ;) and not go off on a rant as that gets no where but puts the backs up off the people you want to listen. I've also attempted to offer a compramise or solution too!

Missions and episodes:

the interface is a nice addition, mission continuety although i can understand and see where it is heading to help the masses who like that kind of structure. Personally and a lot of others liked it that you could move about and enjoy a mission or episode series in there own way and order. it gave a feeling of 'I want to go explore and do this, make it so!', not the robotic line of 'I must follow this quest line, so i can do the missions i enjoy'

Doff:

overall a nice and enjoyable addition, personally i can send a good hour just playing and moving Doff's about. However a few Improvments which have been suggested would be nice (i am aware you can't snap your fingers and it happenes all at once) eg with spare players ships being used to assist in certain missions would be nice or Doff missions to save your doff's who are baddly injured through a mission they have just failed.

Ships:

Now this one is a touchy subject, reading around the boards. I can see why you are raising and lowing prices in the C-Store, so (I assume) that each tier gets its own price range for the ships. Fair enough you need to make up the cash you would loss from going F2P. I can even see why you moved the tier 3 Excel and Nebula to the C-Store, although i don't like it one bit (just incsae you missed it: so they don't have to model a new ship, saving in development). At least compromise with your current player base, if you are going to do something like that, give gold members a token to buy any VA level ship like you can on live back or maybe offer a discount on the c-store ship, something that makes them feel valued. Yes i realise they have kept a token system for gold members at other tiers which they hadn't in the first place (correct me if i'm wrong on that, but i'm sure i saw a post to that affect).

Dilithium:

Now this i like and dislike all at the same time. I think it is great that you have listened and changed to single system instead of all the merits, emblems etc... but for the love of god please alter the pricing so that it is equal to the original system so it is not a week to get what took maybe a few days, I don't have that sort of time on my hands. Now trading,I think the C-points idea is nice and could work dependant on demand, but could you at least add it so you can place Dilithium (both would be nice) into fleet banks and make pure and/or ore (I'm not fussy) tradeable, It would help so... much.

Energy Credits:

Please make these useful again! I feel that all i should care about it my dilithium horde not Energy Credits

Crafting:

I understand you want to improve/update this, to adapt to your new model. please DON'T!
If it 'aint broke don't fix it!
Dilithium in crafting wrong way to go!
yes i see in your blog you don't want high end to be a snap of the finger and you got all the kit you need, i get it. but crafting is meant to be its own economy with its own rules, not linked to dilitium.
Maybe make it so you have to do a certain mission for a tradable amount of product or increase the rarity of certain particles or set a limit unless you are in a fleet or increase the XP to get to top level?
Crafting is the part of the game where a fleet (guild, whatever you want to call it) can really encourage a player with support and maybe even keep them in the game.

*Hoping this is read*
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