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Dev Feedback Request

wackywombatwackywombat Member Posts: 1 Arc User
I know you're very busy getting Season 7 ready over at Cryptic, but most of us would appreciate a little more Dev interaction on active topics. Changes may be ongoing, and you might not have a lot to say, but when there are major changes like the Reputation System or Dilithium cost and we don't hear anything for an extended period it's a little worrying.

Would you mind dropping into these threads every once in awhile, even if it's just to say 'Thanks for the feedback', so we know our concerns are being addressed? Or, as an alternative, a quick weekly update that highlights any concerns and/or systems currently being investigated/worked on would really help us know what's on your radar. The blogs are great, but the don't do much beyond introducing content.

Thanks in advance.
Post edited by wackywombat on

Comments

  • glassguitarglassguitar Member Posts: 427 Arc User
    edited October 2012
    +1 to this!!
  • archoncrypticarchoncryptic Member, Cryptic Developers Posts: 0 Arc User
    edited October 2012
    We're trying, but not only are we very busy working on the patches, it's also sometimes difficult to comment on threads when features are rapidly in flux.

    We're constantly iterating on different versions of features - for example, I've recently updated the Tier 5 Romulan reputation power (in part because of feedback on this forum), but I haven't posted specific details because it's still being tested by our internal team and tuned.

    We're very interested in player feedback and bug reports - that's a large part of why the Tribble server exists. That does mean, however, that it's hard for us to say, "X item is going to cost Y Dilithium," at this stage in development, since we *are* listening to feedback - and making changes daily.
  • zeuxidemus001zeuxidemus001 Member Posts: 3,357 Arc User
    edited October 2012
    We're trying, but not only are we very busy working on the patches, it's also sometimes difficult to comment on threads when features are rapidly in flux.

    We're constantly iterating on different versions of features - for example, I've recently updated the Tier 5 Romulan reputation power (in part because of feedback on this forum), but I haven't posted specific details because it's still being tested by our internal team and tuned.

    We're very interested in player feedback and bug reports - that's a large part of why the Tribble server exists. That does mean, however, that it's hard for us to say, "X item is going to cost Y Dilithium," at this stage in development, since we *are* listening to feedback - and making changes daily.

    Is it going to have actual romulan skins on the rifles or is it just going to have that green fisher price thing I saw on tribble like all the other plasma rifles in the game.

    Everyone at Cryptic must be doing a really good job... No one has gotten into any trouble because the dev blog didn't include anyone being sent to the Klingon computer to make any new ships LOL.
  • meurikmeurik Member Posts: 856 Arc User
    edited October 2012
    ... that's a large part of why the Tribble server exists.

    Problem is, in the past, there has been tons of feedback on various issues concerning content on Tribble, and yet that content has almost always been pushed to Holodeck, unchanged despite the feedback.
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  • nicha0nicha0 Member Posts: 1,456 Arc User
    edited October 2012
    A lot of times it would help to just say yes, we'll work on that. The romulan t5 change just needs that.. the dilithium issue has people in arms and needs more details, but most things can get by just an acknowledgement of a change coming.
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  • archoncrypticarchoncryptic Member, Cryptic Developers Posts: 0 Arc User
    edited October 2012
    A lot of times it would help to just say yes, we'll work on that. The romulan t5 change just needs that.. the dilithium issue has people in arms and needs more details, but most things can get by just an acknowledgement of a change coming.

    Well, for things like the Romulan power, I'm in a position where I can say that I'm actively working on it.

    For things that have major implications for the game economy - such as Dilithium costs - designers like myself have to be much more careful. Borticus and I have both posted that Dilithium numbers are being looked at, but beyond that, we can't really give much more detail until final decisions have been made. When those decisions have been made, you will most likely see a post, a dev blog, or both.

    I can understand that players are frustrated that sometimes it seems like we're not listening. I'm a long-time MMO player myself, and I know what it's like to look at these things from a player's perspective - or, prior to working in design, from a QA tester's perspective. From those perspectives, it's easy to wonder why a particular issue hasn't been addressed.

    From a designer's perspective, we have a lot of things to consider before we make a post. Do we have enough information that we can post without just creating more questions?

    Did someone else already post on that subject? If not, why not? If so, am I going to be overlapping with what they already said, or worse, contradicting them?

    Is posting going to create an expectation that a feature is going to work in a specific way, when that feature is still in flux?

    It may be worth just jumping in and saying "We're looking at this", but if we just did that with every thread, that approach would quickly lose credibility.

    Anyway, this has gotten a bit long winded, but the general answer is that we're trying to communicate when we can, and we'll continue to try to do more of that whenever possible.
  • obsidiusrexobsidiusrex Member Posts: 0 Arc User
    edited October 2012
    Please OP, I'd rather the devs worry about addressing issues through coding than posting on forums.
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  • zeuxidemus001zeuxidemus001 Member Posts: 3,357 Arc User
    edited October 2012
    Anyway, this has gotten a bit long winded, but the general answer is that we're trying to communicate when we can, and we'll continue to try to do more of that whenever possible.

    Well one thing that sticks out though that you and whoever was working with you when it comes to melee... Brought a huge side of the KDF back or something to life LOL. Some people don't notice but a majority of the KDF's races either have melee bonus damage in their race specifics and ones you can pick from so its a big game changer that made the KDF more fun to play.

    So in all what you and people that work with you have done on that note was a huge advancement for the game and many thanks :D
  • archoncrypticarchoncryptic Member, Cryptic Developers Posts: 0 Arc User
    edited November 2012
    Well one thing that sticks out though that you and whoever was working with you when it comes to melee... Brought a huge side of the KDF back or something to life LOL. Some people don't notice but a majority of the KDF's races either have melee bonus damage in their race specifics and ones you can pick from so its a big game changer that made the KDF more fun to play.

    So in all what you and people that work with you have done on that note was a huge advancement for the game and many thanks :D

    You're very welcome. I'm a big fan of melee combat, too. I'm glad the changes are working out.
  • diogene0diogene0 Member Posts: 0 Arc User
    edited November 2012
    a majority of the KDF's races either have melee bonus damage in their race specifics.

    This is why I have a full orion/alien/borg crew btw. I really see no point giving my boffs a melee weapon for now. I'm not even sure they can use it properly. :o
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  • zeuxidemus001zeuxidemus001 Member Posts: 3,357 Arc User
    edited November 2012
    You're very welcome. I'm a big fan of melee combat, too. I'm glad the changes are working out.

    Yeah the changes are so awesome compared to how it was that I was pretty much thinking it would get nerfed but its so fantastic the way it works now. It also helps out being that you can pick up a melee weapon and the eng and sci's aren't extremely limited to how it was near useless using them with those classes before :D

    The only improvement to it I see is the swords could have a smoother motion to them where sometimes if you aren't in a specific position to the target it can feel choppy where you have to hit a melee attack button several times before it will land one.

    Overall though I appreciate all the hard work that has gone into improving it :D

    Edit: (Didn't see the original post about boffs to quote it lol) As far as the boffs unless those orions are male and those others if they have melee bonus which most of those aliens and borg ones don't its more of an AI issue with the boffs kind of like how the grenades wouldn't work after season 4.

    That is a viable improvement too working on their AI for using melee weapons but for when we do STF's the changes so far I like using Klingon Science Officer with an elite fleet klingon bat'leth with the physicist kit it makes it a lot of times where people have a hard time in ground stfs keeping agro from me with all the shield penetration.
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