Actually, the start of the episode was the Ent D chasing a group of Ferengi who had stolen something from a Federation Outpost. the Ferengi just happened to run away into unexplored space.
???
That doesn't change anything I said. It's my example of an exploration episode. They explored the strange planet with the Tkon empire tech. Boom. Exploration in an episode. The parameters given were really basic. Examples of diplomacy and exploration.
It's funny that people think just because the giant behemoth of Exploration is getting removed, that Cryptic will be removing stuff left and right. Cryptic stated their reasons for its removal, and the reasons do not apply to most stuff in STO. The particular combination of size, newbie unfriendliness and low quality is what killed exploration. Most stuff in this game - even if it's just as bad or worse - just lacks the size. If it needs fixing, the fix can definitely wait, but when it is the turn to be fixed, it will also be manageable. (I think the only exception to that may be PvP, I don't see any manageable fixes possible there. But PvP isn't big, and hardly affects new players...)
In the season 9 update they took away access to half of a player's traits. And removed like four or five story missions including state of q. They have been removing stuff for awhile now. The exploration clusters are just the latest thing to go. Along with memory alpha.
That doesn't change anything I said. It's my example of an exploration episode. They explored the strange planet with the Tkon empire tech. Boom. Exploration in an episode. The parameters given were really basic. Examples of diplomacy and exploration.
I think a better example of exploration is Imaginary Friend. The Enterprise met Isabella because they were exploring her home.
But like all episodes of the TV show that involve exploration or diplomacy there's a wrinkle to make things interesting. Such as when Isabella smacked Troi around and her friends threatened to drain the power from the ship.
anyways, that sort of exploration translates to missions like Step Between the Stars in STO. Not clusters... clusters are like patrolling the Neutral zone....
Spoken like someone that has never see normal people struggling with user interfaces in a usability study.
It's not pretty.
There are plenty of people that are really not good at figuring out what button does what.
Pretty much every mission has a final prompt at the end that lets you warp out. So no need to use the warp out button then.
Exploration Clusters look pretty much like mostly Sector Block maps. ANd you can't use Warp Out in Sector Blocks. Enough people will figure that the Warp-Out button couldn't possibly work here either. (Even if it's just there).
And if that's the case with such a person, removing the Star Clusters and random missions isn't going to help Cryptic/PWE retain them as players as they find the STO UI too confusing to play (and want to pay for anything which is ALL Cryptic/PWE is interested in from them) STO.
Thus, their argument that Star Clusters are a major cause of non-retention falls flat.
(And again, my point isn't that the SC missions are 'great' per se; rather that STO from Day One has been content light; and it's just stupid to remove existing content - that is seeing use by some players - without replacing it with other content.)
I've been playing MMOs since 1999 with EQ; and this is the first time I've ever seen a developer crow that removing content will improve their MMO.
Formerly known as Armsman from June 2008 to June 20, 2012
PWE ARC Drone says: "Your STO forum community as you have known it is ended...Display names are irrelevant...Any further sense of community is irrelevant...Resistance is futile...You will be assimilated..."
It's Sad That This Game Is Dieing All Because Of Stupid Idea's We Want More Places To Explore Not Less.. Duty Officers Are Not There To Take That Away From That, They Are Red Shirts That Can Die And No One Cares! I'm Sorry But Fighting One Fraction After Another Is Not Star Trek! Star Trek Is About Exploring And Now Your Killing It And Remolding Space For Duty Officers! Oh What Fun Will That Be........
As I said in a previous posting, "Star Trek: Online's" repetitive nature is causing fatigue. "Star Trek: Online's" endgame does not go anywhere substantial. Regardless about what faction you use, the endgame content is the same across all species.
You do not save the world.
You do not gain levels.
You do not solve diplomatic problems.
You do not solve scientific and/or environmental issues.
You do not save planets from destruction.
You do not build companion relationships.
You do not trigger off a war.
You do not see consequences for your dialogue choices.
You do not gain new ranks.
You do not relocate refugees.
You do not shift the balance between KDF and Feds.
You do not explore the galaxy.
While you can work to obtain space and ground gear, you cannot use them to do anything meaningful. Its all a hollow experience.
All those things I listed are hallmark features of modern games.
"Star Trek: Online" lacks a sense of diversity, which modern MMORPGs and offline RPGs are utilizing. Unless Cryptic does something to break the grinding mechanic, I do not see it lasting beyond its fifth or sixth year anniversary.
I do not think "Star Trek: Online" is built to get past the grinding and timegates mechanic.
Great, so instead of doing some, somewhat "random" missions that at least pretended to be exploration to gain materials and "fun" we are now forced to replay the same exact mission over and over again...
And this is an advancement in what way?
I would have loved if you at least have been honest with your intentions, that you just aren't up to the task to actually remake them with the "Quality" you want in the game and failed with the whole "Exploration" Theme completely instead of feeding us this Bull**** with the "Crafting Revamp" (that will undoubtedly a Pay for Pray System)...
Well, I always think it's a sad thing if game content is removed instead of being fixed or improved.
Or at least most of the time. All the work that was put into it at one point (even if it's not that much) will be wasted. And more often than not, if a developer decides to replace a feature with something new or different, that replacement has it's own flaws.
So I really prefer tweaks, fixes and improvements.
You could've made the cluster maps bigger, you could've put in aggressive NPCs, you could've made the ground encounters a bit more complex and challenging.
It's not mandatory content, so there's no reason not to make it harder.
Now it will just be less content than before. Sure, it doesn't really hurt, it wasn't important. But it's wasted potential none the less. Imho.
With removal of exploration missions we are stuck with "high quality of content that Foundry authors continue to deliver"
I have no intention to play someones little adventure mission that last 30+ minutes and it is pointless to even play them at first place(my experience).
In order to replace these sources of Dilithium, we are looking at ways to add more Dilithium to rewards throughout the game, with a focus on adding it to rewards for single player content.
I would like to see this explained in depth.
Cryptic used the dilithium mine to give fleets a discount, and the single-players were left out in the cold. Although I have tried to join a few fleets, I have always been comfortable as a single-player.
I want to spend money on zen, so I can put it towards c-store items.
I am tired of losing money while trying to meet dilithium requirements.
The limitless nature of the potential missions that can be created using the Foundry as well as the high quality of content that Foundry authors continue to deliver are both exactly in line with the original goals of Exploration Clusters.
I didn't sign up to play "Star Trek: Fan-Fiction".
Cryptic used the dilithium mine to give fleets a discount, and the single-players were left out in the cold. Although I have tried to join a few fleets, I have always been comfortable as a single-player.
I want to spend money on zen, so I can put it towards c-store items.
I am tired of losing money while trying to meet dilithium requirements.
If you think about it differently, this is actually a boost to dilithium and exploration. You can probably max out your 8K dilithium cap with 3 cluster foundry missions (coupled with the IOR), plus a quiz at SFA.
So, prior, 3 cluster missions earned you 1440. Now 3 cluster missions will earn you at least 5000, if not closer to 7000.
If you think about it differently, this is actually a boost to dilithium and exploration. You can probably max out your 8K dilithium cap with 3 cluster foundry missions (coupled with the IOR), plus a quiz at SFA.
So, prior, 3 cluster missions earned you 1440. Now 3 cluster missions will earn you at least 5000, if not closer to 7000.
I think the big problem with this idea is that, as you can plainly see, the people who want the Clusters back don't WANT to use the Foundry or the Foundry missions. To them, it's some person's fanfic.
If you want to get technical, though, STO is a fanfic, as well. The only canon accepted is anything on the small screen or the big screen.
I think the big problem with this idea is that, as you can plainly see, the people who want the Clusters back don't WANT to use the Foundry or the Foundry missions. To them, it's some person's fanfic.
If you want to get technical, though, STO is a fanfic, as well. The only canon accepted is anything on the small screen or the big screen.
I don't get it though. It's like saying, "I want to earn less dilithium playing auto-generated random missions that are terrible. I don't want to earn more dilithium playing hand-crafted missions of exploration created by a real human being! The blender is making official content, not dumb fanfic! The blender is a dev! All hail the blender! And I don't care if the foundry is more powerful than the blender! All hail the blender!"
Someone just make several minimal Foundry missions with different environments (for dil, second shelf to the left) that replicate the old random Exploration missions. Poof! Like magic, no one will notice the difference after the change.
I think the big problem with this idea is that, as you can plainly see, the people who want the Clusters back don't WANT to use the Foundry or the Foundry missions. To them, it's some person's fanfic.
If you want to get technical, though, STO is a fanfic, as well. The only canon accepted is anything on the small screen or the big screen.
I want clusters to stay but not because I don't want to use Foundry. I don't think it's ethically right for Cryptic to mandate content to come from players. Foundry will never be at the level to make feature episodes because it would require a more extensive Foundry feature set.
The biggest problem is Cryptic is going set a standard of content coming from players. There is a difference between players creating content for fun and players creating content because a company decides to remove content mandating players to make it. Basically, that's labor. Additionally, Foundry will not be compensated for the work put into making a episode.
Exploration is unpredictable, dangerous, and random. If that's the case, it shouldn't be open doors in sector map. It should be exploration clusters that opens up random foundry missions.
As for Foundry, I created content. I have several missions I made and recieved content but frankly I cannot make missions with random, unpredictable, and dangerous events. Also I cannot use ships thats not associated to any faction in game. I cannot create missions with several outcomes or affect a player progression So, I stopped making content. This video is made from Foundry https://www.youtube.com/watch?v=VFTUBc_H2m8
So, in all. This is a very very bad idea.
I prefer to fly around exploration space and stumble onto some unknown system and enter it, sometimes. Cryptic is simply taking that away.
I want clusters to stay but not because I don't want to use Foundry. I don't think it's ethically right for Cryptic to mandate content to come from players. Foundry will never be at the level to make feature episodes because it would require a more extensive Foundry feature set.
The biggest problem is Cryptic is going set a standard of content coming from players. There is a difference between players creating content for fun and players creating content because a company decides to remove content mandating players to make it. Basically, that's labor. Additionally, Foundry will not be compensated for the work put into making a episode.
Exploration is unpredictable, dangerous, and random. If that's the case, it shouldn't be open doors in sector map. It should be exploration clusters that opens up random foundry missions.
As for Foundry, I created content. I have several missions I made and recieved content but frankly I cannot make missions with random, unpredictable, and dangerous events. Also I cannot use ships thats not associated to any faction in game. I cannot create missions with several outcomes or affect a player progression So, I stopped making content. This video is made from Foundry https://www.youtube.com/watch?v=VFTUBc_H2m8
So, in all. This is a very very bad idea.
I prefer to fly around exploration space and stumble onto some unknown system and enter it, sometimes. Cryptic is simply taking that away.
Every single mission you played in the exploration cluster is a shallow version what is possible to make with the foundry. Every single one, unless you include the replicator mechanic of delivering supplies. We can replicate that mission without making the player waste resources and just deliver some supplies. So maybe you are missing the randomness or something about which 5/5 things you need to do at which randomly generated place. But to say that the foundry is no match for exploration is like saying the Foundry can't be a substitute for a series of missions where the goal is to kill 5 of 5 ships, before scanning 5 of 5 plants, and topping it off by delivering supplies to an "unknown system" that knows all about the Federation.
"Random, unpredictable and dangerous events" were made by a blender that told you "go here, press f." We can do a lot more with triggers, optional objectives, etc.
Nothing in the exploration clusters that had "several outcomes or affect a player's progression." You got railroaded each and every time you entered that cluster mission. I think, as Foundry authors, we can do better than a blender.
You got railroaded each and every time you entered that cluster mission. Foundry authors can do better than a blender, I think.
Are you sure that foundry authors WILL make a damn lot of random missions for those clusters? The main thing in clusters now is unexpectable random encounter. Can we expect some kind of surprise from foundry missions for exploration clusters?
Someone just make several minimal Foundry missions with different environments (for dil, second shelf to the left) that replicate the old random Exploration missions. Poof! Like magic, no one will notice the difference after the change.
The missions could be identical. That would be easy to do. But, our missions have to be about 20 minutes long, or you get no rewards. So, sorry, but the aid the planet ones just won't be replicated, unless you feel like doing something for nothing. We have to at least make a story or give you a bunch of ships to fight. You'll get at least as much dilithium from one of our missions as you did from 3 of the old exploration ones.
Are you sure that foundry authors WILL make a damn lot of random missions for those clusters? The main thing in clusters now is unexpectable random encounter. Can we expect some kind of surprise from foundry missions for exploration clusters?
From my experience, you can expect a surprise from every mission that is set in an unexplored region, unless an author's description of their mission is this: "In my mission, the butler did it with the candlestick. Please play!"
Most missions now are full of unexpected encounters, plot twists, unexpected locations, etc. Stories are full of surprises, I mean actual surprises, unlike, "oh in this version I have to kill Gorn ships."
I enjoyed the exploration clusters but I almost never played them because they took far too long to load. I won't miss them but I would rather see their load times decreased than see them disappear.
I never mined particles there, I used the DOFF missions and the asteroid mining rewards to get my particles so I won't miss them as a particle source either, but then I was never in a hurry to collect them.
Every single mission you played in the exploration cluster is a shallow version what is possible to make with the foundry. Every single one, unless you include the replicator mechanic of delivering supplies. We can replicate that mission without making the player waste resources and just deliver some supplies. So maybe you are missing the randomness or something or the lack of choice about which 5/5 things you need to do at which randomly generated place. But to say that the foundry is no match for exploration is like saying the Foundry can't be a substitute for a series of missions where the goal is to kill 5 of 5 ships, before scanning 5 of 5 plants, and topping it off by delivering supplies to an "unknown system" that knows all about the Federation.
"Random, unpredictable and dangerous events" were made by a blender that told you "go here, press f." We can do a lot more with triggers, optional objectives, etc.
Nothing in the exploration clusters that had "several outcomes or affect a player progression." You got railroaded each and every time you entered that cluster mission. I think, as Foundry authors, we can do better than a blender.
Hmmm. Also, going to a foundry mission that states a mission is random?
One mission I did is a example.
Omegas Prime - ST-HE4BHBDR7
The last part I have problems with because the situation can go smooth exploration to nightmare on hell. I would like to do a alien faction but can't because the space map is dynamic and triggers. It doesn't work.
I would like to be able to say.
1 . Scan debris and get 3 response from a BOFF. Choose between 3 options which creates 3 situations.
2. Depending on the situation the map changes with several different possible outcomes.
3. Then based on the new situations you have maybe 2 additional situations that occur but you have to get back t situation 1 (While dealing with the other situations)
Then if you just happen to get to the runabout to scan, a gateway appears.
Now, depending on all the situations and outcomes, one or several possible outcomes.
1. Alien race with borg traits.
2. Alien race with eleachi traits.
3. If you are good enougth you get alien race with both traits or race that switch traits between (Borg, Elachi, Romulan).
Hmmm. Also, going to a foundry mission that states a mission is random?
One mission I did is a example.
Omegas Prime - ST-HE4BHBDR7
The last part I have problems with because the situation can go smooth exploration to nightmare on hell. I would like to do a alien faction but can't because the space map is dynamic and triggers. It doesn't work.
I would like to be able to say.
1 . Scan debris and get 3 response from a BOFF. Choose between 3 options which creates 3 situations.
2. Depending on the situation the map changes with several different possible outcomes.
3. Then based on the new situations you have maybe 2 additional situations that occur but you have to get back t situation 1 (While dealing with the other situations)
Then if you just happen to get to the runabout to scan, a gateway appears.
Now, depending on all the situations and outcomes, one or several possible outcomes.
1. Alien race with borg traits.
2. Alien race with eleachi traits.
3. If you are good enougth you get alien race with both traits or race that switch traits between (Borg, Elachi, Romulan).
Then you if you last long enougth.
4. A huge support dreadnought appears!
It's a little difficult to truly understand what you're trying to do and what is possible, but ALL OF THAT sounds incredibly more advanced than anything I've ever encountered in an exploration cluster. Dialog prompt triggers, other triggers, optional objectives, mob timers, etc. etc. You could even let the player make many of the decisions that affect who and what they fight as well as where they have to go, in some ways.
The problem is not that people play the content or play the foundry or not is because they are removing something from the game rather than replacing it with something else they are just wallpapering it with the Foundry. I very rarely play the foundry because a lot of the missions that were there was just ones that were just item spawns and I couldnt find any good mission or there was just press f through loads and loads of dialouge. It even stopped me from even wanting to create my own mission as I had a good idea but the limitations we have would make my story impossible to do but I digress.
They should not remove something without replacing it in the game has lackluster content in a majority of the game and all they had to do was improve it with more exploration rather then saying. stuff them we don't want them to get particles there anymore lets remove it and so they don't complain we make the nebulas foundry doors.
Season 9.5 seems to me to be more about crafting and removing things from the game. the way things are going they will be removing all content until the game is just one grind mission
NO TO ARC
Vice Admiral Volmack ISS Thundermole
Brigadier General Jokag IKS Gorkan
Centurion Kares RRW Tomalak
[SIGPIC][/SIGPIC]
The problem is not that people play the content or play the foundry or not is because they are removing something from the game rather than replacing it with something else they are just wallpapering it with the Foundry. I very rarely play the foundry because a lot of the missions that were there was just ones that were just item spawns and I couldnt find any good mission or there was just press f through loads and loads of dialouge. It even stopped me from even wanting to create my own mission as I had a good idea but the limitations we have would make my story impossible to do but I digress.
They should not remove something without replacing it in the game has lackluster content in a majority of the game and all they had to do was improve it with more exploration rather then saying. stuff them we don't want them to get particles there anymore lets remove it and so they don't complain we make the nebulas foundry doors.
Season 9.5 seems to me to be more about crafting and removing things from the game. the way things are going they will be removing all content until the game is just one grind mission
The way I think about it: They are replacing a bunch of missions made with a very limited tool that creates linear missions of go kill 5/5 or go scan 5/5 with missions created by a much more powerful tool that gives you stories and actual content not generated by a blender. You can call that "wallpapering," or you could become excited. Personally, I am excited about what people will do to make these clusters more than a bunch of auto-generated nonsense that is dumb content. But that is me. It might help you to know that the clusters are basically tripling your rewards for putting up with them.
Yes, it's hard to find what is out there. I'm not sure you'll find what is out there, given that in a few months a search for "Delta Volanis" will give you the same top 50 missions, some of which will probably be exploits. That is if you know how to search the clunky UI. Please continue to complain, if you can't find what is actually out there to play with Foundry. Authors have been complaining for 2 years about it.
the way things are going they will be removing all content until the game is just one grind mission
That's my favorite part about the folks defending this removal of content. They slough it off like it's no big loss, and yet spend most of their time in game running the same 4 year old STFs arguing about DPS parses in the same old ships with the same old builds they've been using forever.
This content was shallow, but continually a little bit different.
Thinking about it, I can't even figure out why Foundry authors would even care about this move.
All they are getting is some new 'Foundry doors'; there's never been anything stopping them just starting a mission off somewhere else, then warping to the mission map with 'We've arrived in the B'tran Cluster' announced in the game dialogue. In practical terms, they've never needed these doors to make exploration themed missions.
It certainly doesn't help those of us who like the clusters; but I don't see how it helps the Foundry crowd all that much either.
Of course, I am biased; since I don't get why anyone would seriously support this move anyway.
wow, the exploration cluster were trash generated by a blender. At least something like no-win-scenario had a human designer, although it's also trash content.
Considering the Foundry's botched implementation , repeted screwups , toilet like UI , promises for "just over the next hill" updates and general dedication to by Cryptic ... -- I'd not be in such a hurry to poo-poo Cryptic's other content , as you're likely to end up with very little in the end .
If anything , I see this as the Foundry's last chance to prove itself , as it seems it's been judged unfit to populate a new sector block by itself -- as it was supposed to to at one point .
The limitless nature of the potential missions that can be created using the Foundry as well as the high quality of content that Foundry authors continue to deliver are both exactly in line with the original goals of Exploration Clusters.
Hypothetically speaking...
If the clusters are being replaced by foundry missions, Cryptic is now obligated, by law, to pay foundry authors for content generation. Average hourly rate for content generation is $75 an hour. Since this particular service replaces an in-house employee, the foundry authors that are hired are now considered sub-contractors. United States laws states that sub-contractors are responsible for paying taxes; therefore, foundry authors will need to file quarterly tax returns. If Cryptic refuses to pay foundry authors, the players can now sue Cryptic for slave labor.
As a result of Cryptic making these changes, the work players generate will no longer be done by an in-house employee. Instead of hiring one of the millions that are unemployed, people who need to put food on the table, Cryptic has decided to ask players to generate content for free. Other words, Cryptic should hire a few unemployed people, so they can help people feed their families.
Do you now see why replacing clusters with foundry missions is a bad idea?
Someone in the company usually gets paid to generate content. When Cryptic uses players to fill in the void, they are taking away the possibility of hiring a new employee. Its that simple.
Since Cryptic will be using foundry missions to generate revenue, I suggest players do not give away their services without compensation.
If the clusters are being replaced by foundry missions, Cryptic is now obligated, by law, to pay foundry authors for content generation. Average hourly rate for content generation is $75 an hour. Since this particular service replaces an in-house employee, the foundry authors that are hired are now considered sub-contractors. United States laws states that sub-contractors are responsible for paying taxes; therefore, foundry authors will need to file quarterly tax returns. If Cryptic refuses to pay foundry authors, the players can now sue Cryptic for slave labor.
As a result of Cryptic making these changes, the work players generate will no longer be done by an in-house employee. Instead of hiring one of the millions that are unemployed, people who need to put food on the table, Cryptic has decided to ask players to generate content for free. Other words, Cryptic should hire a few unemployed people, so they can help people feed their families.
Do you now see why replacing clusters with foundry missions is a bad idea?
Someone in the company usually gets paid to generate content. When Cryptic uses players to fill in the void, they are taking away the possibility of hiring a new employee. Its that simple.
Since Cryptic will be using foundry missions to generate revenue, I suggest players do not give away their services without compensation.
Hypothetically speaking...
Let's be even more hypothetical.
If I am Cryptic and the company got maybe 50 players to develop content for the game for free. Why not lay-off or fire 10 paid salaried developers? That saves probably a good $650,000 a year and the company gain $650,000 in profit or above from players which doesn't have to go into game development.
Comments
???
That doesn't change anything I said. It's my example of an exploration episode. They explored the strange planet with the Tkon empire tech. Boom. Exploration in an episode. The parameters given were really basic. Examples of diplomacy and exploration.
In the season 9 update they took away access to half of a player's traits. And removed like four or five story missions including state of q. They have been removing stuff for awhile now. The exploration clusters are just the latest thing to go. Along with memory alpha.
But like all episodes of the TV show that involve exploration or diplomacy there's a wrinkle to make things interesting. Such as when Isabella smacked Troi around and her friends threatened to drain the power from the ship.
anyways, that sort of exploration translates to missions like Step Between the Stars in STO. Not clusters... clusters are like patrolling the Neutral zone....
My character Tsin'xing
And if that's the case with such a person, removing the Star Clusters and random missions isn't going to help Cryptic/PWE retain them as players as they find the STO UI too confusing to play (and want to pay for anything which is ALL Cryptic/PWE is interested in from them) STO.
Thus, their argument that Star Clusters are a major cause of non-retention falls flat.
(And again, my point isn't that the SC missions are 'great' per se; rather that STO from Day One has been content light; and it's just stupid to remove existing content - that is seeing use by some players - without replacing it with other content.)
I've been playing MMOs since 1999 with EQ; and this is the first time I've ever seen a developer crow that removing content will improve their MMO.
PWE ARC Drone says: "Your STO forum community as you have known it is ended...Display names are irrelevant...Any further sense of community is irrelevant...Resistance is futile...You will be assimilated..."
Helpful Tools: Dictionary.com - Logical fallacies - Random generator - Word generator - Color tool - Extra Credits - List of common English language errors - New T6 Big booty tutorial
You do not save the world.
You do not gain levels.
You do not solve diplomatic problems.
You do not solve scientific and/or environmental issues.
You do not save planets from destruction.
You do not build companion relationships.
You do not trigger off a war.
You do not see consequences for your dialogue choices.
You do not gain new ranks.
You do not relocate refugees.
You do not shift the balance between KDF and Feds.
You do not explore the galaxy.
While you can work to obtain space and ground gear, you cannot use them to do anything meaningful. Its all a hollow experience.
All those things I listed are hallmark features of modern games.
"Star Trek: Online" lacks a sense of diversity, which modern MMORPGs and offline RPGs are utilizing. Unless Cryptic does something to break the grinding mechanic, I do not see it lasting beyond its fifth or sixth year anniversary.
I do not think "Star Trek: Online" is built to get past the grinding and timegates mechanic.
Cryptic seems to be creatively stuck.
And this is an advancement in what way?
I would have loved if you at least have been honest with your intentions, that you just aren't up to the task to actually remake them with the "Quality" you want in the game and failed with the whole "Exploration" Theme completely instead of feeding us this Bull**** with the "Crafting Revamp" (that will undoubtedly a Pay for Pray System)...
Or at least most of the time. All the work that was put into it at one point (even if it's not that much) will be wasted. And more often than not, if a developer decides to replace a feature with something new or different, that replacement has it's own flaws.
So I really prefer tweaks, fixes and improvements.
You could've made the cluster maps bigger, you could've put in aggressive NPCs, you could've made the ground encounters a bit more complex and challenging.
It's not mandatory content, so there's no reason not to make it harder.
Now it will just be less content than before. Sure, it doesn't really hurt, it wasn't important. But it's wasted potential none the less. Imho.
No, foundry doors are not better than content.
No, "ready" doesn't mean you're discussing it or coming up with ideas.
This is a BAD idea, Cryptic, and addition by subtraction rarely is such.
I have no intention to play someones little adventure mission that last 30+ minutes and it is pointless to even play them at first place(my experience).
Cryptic used the dilithium mine to give fleets a discount, and the single-players were left out in the cold. Although I have tried to join a few fleets, I have always been comfortable as a single-player.
I want to spend money on zen, so I can put it towards c-store items.
I am tired of losing money while trying to meet dilithium requirements.
I didn't sign up to play "Star Trek: Fan-Fiction".
If you think about it differently, this is actually a boost to dilithium and exploration. You can probably max out your 8K dilithium cap with 3 cluster foundry missions (coupled with the IOR), plus a quiz at SFA.
So, prior, 3 cluster missions earned you 1440. Now 3 cluster missions will earn you at least 5000, if not closer to 7000.
I think the big problem with this idea is that, as you can plainly see, the people who want the Clusters back don't WANT to use the Foundry or the Foundry missions. To them, it's some person's fanfic.
If you want to get technical, though, STO is a fanfic, as well. The only canon accepted is anything on the small screen or the big screen.
I don't get it though. It's like saying, "I want to earn less dilithium playing auto-generated random missions that are terrible. I don't want to earn more dilithium playing hand-crafted missions of exploration created by a real human being! The blender is making official content, not dumb fanfic! The blender is a dev! All hail the blender! And I don't care if the foundry is more powerful than the blender! All hail the blender!"
I want clusters to stay but not because I don't want to use Foundry. I don't think it's ethically right for Cryptic to mandate content to come from players. Foundry will never be at the level to make feature episodes because it would require a more extensive Foundry feature set.
The biggest problem is Cryptic is going set a standard of content coming from players. There is a difference between players creating content for fun and players creating content because a company decides to remove content mandating players to make it. Basically, that's labor. Additionally, Foundry will not be compensated for the work put into making a episode.
Exploration is unpredictable, dangerous, and random. If that's the case, it shouldn't be open doors in sector map. It should be exploration clusters that opens up random foundry missions.
As for Foundry, I created content. I have several missions I made and recieved content but frankly I cannot make missions with random, unpredictable, and dangerous events. Also I cannot use ships thats not associated to any faction in game. I cannot create missions with several outcomes or affect a player progression So, I stopped making content. This video is made from Foundry https://www.youtube.com/watch?v=VFTUBc_H2m8
So, in all. This is a very very bad idea.
I prefer to fly around exploration space and stumble onto some unknown system and enter it, sometimes. Cryptic is simply taking that away.
Every single mission you played in the exploration cluster is a shallow version what is possible to make with the foundry. Every single one, unless you include the replicator mechanic of delivering supplies. We can replicate that mission without making the player waste resources and just deliver some supplies. So maybe you are missing the randomness or something about which 5/5 things you need to do at which randomly generated place. But to say that the foundry is no match for exploration is like saying the Foundry can't be a substitute for a series of missions where the goal is to kill 5 of 5 ships, before scanning 5 of 5 plants, and topping it off by delivering supplies to an "unknown system" that knows all about the Federation.
"Random, unpredictable and dangerous events" were made by a blender that told you "go here, press f." We can do a lot more with triggers, optional objectives, etc.
Nothing in the exploration clusters that had "several outcomes or affect a player's progression." You got railroaded each and every time you entered that cluster mission. I think, as Foundry authors, we can do better than a blender.
Are you sure that foundry authors WILL make a damn lot of random missions for those clusters? The main thing in clusters now is unexpectable random encounter. Can we expect some kind of surprise from foundry missions for exploration clusters?
The missions could be identical. That would be easy to do. But, our missions have to be about 20 minutes long, or you get no rewards. So, sorry, but the aid the planet ones just won't be replicated, unless you feel like doing something for nothing. We have to at least make a story or give you a bunch of ships to fight. You'll get at least as much dilithium from one of our missions as you did from 3 of the old exploration ones.
From my experience, you can expect a surprise from every mission that is set in an unexplored region, unless an author's description of their mission is this: "In my mission, the butler did it with the candlestick. Please play!"
Most missions now are full of unexpected encounters, plot twists, unexpected locations, etc. Stories are full of surprises, I mean actual surprises, unlike, "oh in this version I have to kill Gorn ships."
Stories are never very good without surprises.
I never mined particles there, I used the DOFF missions and the asteroid mining rewards to get my particles so I won't miss them as a particle source either, but then I was never in a hurry to collect them.
Hmmm. Also, going to a foundry mission that states a mission is random?
One mission I did is a example.
Omegas Prime - ST-HE4BHBDR7
The last part I have problems with because the situation can go smooth exploration to nightmare on hell. I would like to do a alien faction but can't because the space map is dynamic and triggers. It doesn't work.
I would like to be able to say.
1 . Scan debris and get 3 response from a BOFF. Choose between 3 options which creates 3 situations.
2. Depending on the situation the map changes with several different possible outcomes.
3. Then based on the new situations you have maybe 2 additional situations that occur but you have to get back t situation 1 (While dealing with the other situations)
Then if you just happen to get to the runabout to scan, a gateway appears.
Now, depending on all the situations and outcomes, one or several possible outcomes.
1. Alien race with borg traits.
2. Alien race with eleachi traits.
3. If you are good enougth you get alien race with both traits or race that switch traits between (Borg, Elachi, Romulan).
Then you if you last long enougth.
4. A huge support dreadnought appears!
It's a little difficult to truly understand what you're trying to do and what is possible, but ALL OF THAT sounds incredibly more advanced than anything I've ever encountered in an exploration cluster. Dialog prompt triggers, other triggers, optional objectives, mob timers, etc. etc. You could even let the player make many of the decisions that affect who and what they fight as well as where they have to go, in some ways.
They should not remove something without replacing it in the game has lackluster content in a majority of the game and all they had to do was improve it with more exploration rather then saying. stuff them we don't want them to get particles there anymore lets remove it and so they don't complain we make the nebulas foundry doors.
Season 9.5 seems to me to be more about crafting and removing things from the game. the way things are going they will be removing all content until the game is just one grind mission
Vice Admiral Volmack ISS Thundermole
Brigadier General Jokag IKS Gorkan
Centurion Kares RRW Tomalak
[SIGPIC][/SIGPIC]
The way I think about it: They are replacing a bunch of missions made with a very limited tool that creates linear missions of go kill 5/5 or go scan 5/5 with missions created by a much more powerful tool that gives you stories and actual content not generated by a blender. You can call that "wallpapering," or you could become excited. Personally, I am excited about what people will do to make these clusters more than a bunch of auto-generated nonsense that is dumb content. But that is me. It might help you to know that the clusters are basically tripling your rewards for putting up with them.
Yes, it's hard to find what is out there. I'm not sure you'll find what is out there, given that in a few months a search for "Delta Volanis" will give you the same top 50 missions, some of which will probably be exploits. That is if you know how to search the clunky UI. Please continue to complain, if you can't find what is actually out there to play with Foundry. Authors have been complaining for 2 years about it.
That's my favorite part about the folks defending this removal of content. They slough it off like it's no big loss, and yet spend most of their time in game running the same 4 year old STFs arguing about DPS parses in the same old ships with the same old builds they've been using forever.
This content was shallow, but continually a little bit different.
ISE is the EXACT same now as it was last year.
All they are getting is some new 'Foundry doors'; there's never been anything stopping them just starting a mission off somewhere else, then warping to the mission map with 'We've arrived in the B'tran Cluster' announced in the game dialogue. In practical terms, they've never needed these doors to make exploration themed missions.
It certainly doesn't help those of us who like the clusters; but I don't see how it helps the Foundry crowd all that much either.
Of course, I am biased; since I don't get why anyone would seriously support this move anyway.
Considering the Foundry's botched implementation , repeted screwups , toilet like UI , promises for "just over the next hill" updates and general dedication to by Cryptic ... -- I'd not be in such a hurry to poo-poo Cryptic's other content , as you're likely to end up with very little in the end .
If anything , I see this as the Foundry's last chance to prove itself , as it seems it's been judged unfit to populate a new sector block by itself -- as it was supposed to to at one point .
If the clusters are being replaced by foundry missions, Cryptic is now obligated, by law, to pay foundry authors for content generation. Average hourly rate for content generation is $75 an hour. Since this particular service replaces an in-house employee, the foundry authors that are hired are now considered sub-contractors. United States laws states that sub-contractors are responsible for paying taxes; therefore, foundry authors will need to file quarterly tax returns. If Cryptic refuses to pay foundry authors, the players can now sue Cryptic for slave labor.
As a result of Cryptic making these changes, the work players generate will no longer be done by an in-house employee. Instead of hiring one of the millions that are unemployed, people who need to put food on the table, Cryptic has decided to ask players to generate content for free. Other words, Cryptic should hire a few unemployed people, so they can help people feed their families.
Do you now see why replacing clusters with foundry missions is a bad idea?
Someone in the company usually gets paid to generate content. When Cryptic uses players to fill in the void, they are taking away the possibility of hiring a new employee. Its that simple.
Since Cryptic will be using foundry missions to generate revenue, I suggest players do not give away their services without compensation.
Hypothetically speaking...
Let's be even more hypothetical.
If I am Cryptic and the company got maybe 50 players to develop content for the game for free. Why not lay-off or fire 10 paid salaried developers? That saves probably a good $650,000 a year and the company gain $650,000 in profit or above from players which doesn't have to go into game development.