Metrics are more important to them than the player's voices. We have to wait until they've collected enough to see how big a mistake they've made, then they'll come in here and claim to have listened to our feedback. :P
So true. 200%
If that is the case. Let players keep public and private queues dead, not pay for zen, not buy any gimmick ship, forget about.lockboxes, and above all dont play DR.
Just a opinion until specialization is unnerfed. Thats my gameplay other then chat with a friend and the 20 hour RD thing.
Anyway, well see what the metrics say after their Thanksgiving!
For all who celebrate the holiday. Have a good one.
If that happens, we'll open a new one.. rather they like it or not.
Amazing that we still can't get even a 1 sentence reply, the communication with the player base is unbelievably bad.
They still don't get that just a simple 'we hear you and we'll take a look at it as soon as we can' would temporarily put out the fire. Even that is too much effort for them.
If that happens, we'll open a new one.. rather they like it or not.
Amazing that we still can't get even a 1 sentence reply, the communication with the player base is unbelievably bad.
They still don't get that just a simple 'we hear you and we'll take a look at it as soon as we can' would temporarily put out the fire. Even that is too much effort for them.
clearly to busy posting to twitter or facebook to even care what their players are saying on the forums!
why listen to the user base when they can boast to the rest of the world (who really do not care for the game) how awesome their game is!
I can not see the point of them even having half the subject titles in this forum as they clearly avoid using them in favour of twitter or facepuke
but hey what would i know about keeping up with your player base, i clearly have no metrics to base my post on of how bad they deal with the players
Yeah, that's what some people would argue. Like suddenly everyone start using ARC over the WE.
Not so imaginary, really. I myself caved one day too, and (ZOMG!) simply use Arc now. Just got tired of buying Zen without discount at STEAM, or any other items/services that currently only work with Arc.
Besides, Arc isn't really evil (any more?). It's very light-weight now, and it doesn't bother me at all (except for the few times it gives me a popup, asking whether I want to play another PWE game, and there's no 'No, not now, and not ever!' button around).
I prefer to measure success by other things... like Perfect World's share price. They released their 3rd Quarter financial statement today and as a result of that (unless its an unlikely coincidence) their share price is currently $18.75 a share, down from $19.70 this morning.
IDK if this has been stated yet because I'm not going to read this whole thread but.
It's been a chore leveling my main. I did all the missions pre nerf and now I'm left with patrol missions and STFs to level specialization points.
My Klingon alt, however, leveling has been a breeze. I leveled him up ages ago with the old mirror event, never touching a story mission. Now I'm doing his story missions and getting 9k exp for each + optionals and npc kills
I think this is the problem. Cryptic increased the exp needed to level and increased the exp per mission which is fine but left no real way to get that lost exp if one has already completed the mission before DR. They also did not increase the exp per NPC kill to make up the loss as I'm still getting around 100 exp per kill before and after the last exp change.
I prefer to measure success by other things... like Perfect World's share price. They released their 3rd Quarter financial statement today and as a result of that (unless its an unlikely coincidence) their share price is currently $18.75 a share, down from $19.70 this morning.
"A human being should be able to change a diaper, plan an invasion, butcher a hog, conn a ship, design a building, write a sonnet, balance accounts, build a wall, set a bone, comfort the dying, take orders, give orders, cooperate, act alone, solve equations, analyze a new problem, pitch manure, program a computer, cook a tasty meal, fight efficiently, die gallantly. Specialization is for insects." — Lazarus Long --->Get the Forums Enhancement Extension!
I prefer to measure success by other things... like Perfect World's share price. They released their 3rd Quarter financial statement today and as a result of that (unless its an unlikely coincidence) their share price is currently $18.75 a share, down from $19.70 this morning.
Ouch.
There could be cause and effect either way there.
Ie. some investment analyst may be tracking MMO forums and trying to weight which complaints have substance and tracking ingame populations crudely, which precipitated a sale which led to other sales.
OR
They could have known that they were in decline (which might have been reflected in PWE's stock buyback program inflating stock price for awhile) and pressured Cryptic. And the pressure need not be as direct as pushing specific game issues. It may have been something like, "Here are your new revenue targets. Hit them or we'll have to re-evaluate labor budgets." And a scramble to hit targets would promote belt tightening on monetization/progress.
For personal leveling, you just made getting to 60 an extreme grind where it takes around 10 story missions per level, and made our specialty trees a project that is likely longer than attaining crafting 20.
Not so imaginary, really. I myself caved one day too, and (ZOMG!) simply use Arc now. Just got tired of buying Zen without discount at STEAM, or any other items/services that currently only work with Arc.
Besides, Arc isn't really evil (any more?). It's very light-weight now, and it doesn't bother me at all (except for the few times it gives me a popup, asking whether I want to play another PWE game, and there's no 'No, not now, and not ever!' button around).
That would be likely reflected in the Jenuary 27th to February 24th 2014 drop, when Cryptic offered incentives to use ARC. And you may argue that as a result, post 2014 levels are not directly comparable to pre-2014 levels.
But it's less likely that the drop since October 13th is very reflective of people switching to ARC because there was no pressure to.
Although you might argue that Steam players are (for other demographic reasons) quitting STO and being replaced with brand new users who are (for other demographic reasons) more likely to use ARC.
I've heard a huge chunk of active players in any game are cyclical. So maybe in any given month now where WoW claims 7.5 million players, maybe half of those are a rotating pool (or that number includes a rotating pool who are active over a period). Some people are active one month out of every 3, perhaps. But at any given time, WoW's numbers include a large number of first time players who won't come back.
That's probably diminished some. But for a long stretch early on, I think something like half of their accounts were accounts which played less than 30 days before quitting. So they might have had 5 million accounts in any one month but 2.5 million of those were tourists. So you actually might have had 30 million accounts created in a year (which relies heavily in China's different account setup and gold farmers, along with tourists) but only around 5 million active in any given month.
And they'd never advertise "over 100 million accounts created" because it would indicate how many quit and how many likely belonged to goldfarmers, multiboxers, or simply quit.
STO has done the opposite by emphasizing accounts created but this doesn't take into account how many are active at once.
Once you've decided to emphasize one or the other (accounts active in a month or total accounts created) you don't want to reveal the other metric because the two put together will reveal things like retention rates, which isn't something I think ANY MMO wants to get out. Because they're always shockingly low and shockingly cyclical.
IDK if this has been stated yet because I'm not going to read this whole thread but.
It's been a chore leveling my main. I did all the missions pre nerf and now I'm left with patrol missions and STFs to level specialization points.
My Klingon alt, however, leveling has been a breeze. I leveled him up ages ago with the old mirror event, never touching a story mission. Now I'm doing his story missions and getting 9k exp for each + optionals and npc kills
I think this is the problem. Cryptic increased the exp needed to level and increased the exp per mission which is fine but left no real way to get that lost exp if one has already completed the mission before DR. They also did not increase the exp per NPC kill to make up the loss as I'm still getting around 100 exp per kill before and after the last exp change.
I think one thing that could be very reasonably argued is that replay XP is far too greatly reduced from initial playthrough XP.
This means that if a player chooses to level up from level 51 to 52 using exclusively missions and it currently requires that they play 3 missions to do so, then after the update it will still take 3 missions to level up from 51 to 52 if you use them as your sole source of skill points.
I was thinking about this and it would mean that there are 30 new missions for leveling up. I currently see three missions at lvl 50, two at 51, one each at 52 and 53, :eek: two each at 54, 55, 56, 57, one each at 58, 59 and the final mission once you reach 60.
For a game that is supposedly aimed at the casual player, their math is off by quite a lot.
My thought in the pass was the heavy emphasis of monetizing was for two purposes which was to make loads of money and to meet some quota or expectations. My thinking was Gecko whatever was put in place because of his emphasis on grinding although being a <redacted>.
The problem wiht that Gecko/Geko whatever pushed the player base limits at least veterans and experienced players. Also, he instated massive nerfs calling players exploiters and cheaters for trying to make do and levelling to which they/we/are us was accustomed to. (Opinion)
Instead of focusing on the bugs, fixing many other issues of the game, and placing a emphasis on Star Trek in gameplay creating a loyal player base he went in the opposite direction. <redacted> people off. (Opinion)
Now they are losing money. I can imagine now the reports are in. Some heads will be turning.
If the stock value went down, I am thinking PWE had some loses!
Ie. some investment analyst may be tracking MMO forums and trying to weight which complaints have substance and tracking ingame populations crudely, which precipitated a sale which led to other sales.
OR
They could have known that they were in decline (which might have been reflected in PWE's stock buyback program inflating stock price for awhile) and pressured Cryptic. And the pressure need not be as direct as pushing specific game issues. It may have been something like, "Here are your new revenue targets. Hit them or we'll have to re-evaluate labor budgets." And a scramble to hit targets would promote belt tightening on monetization/progress.
My thought in the pass was the heavy emphasis of monetizing was for two purposes which was to make loads of money and to meet some quota or expectations. My thinking was Gecko whatever was put in place because of his emphasis on grinding although being a <redacted>.
The problem wiht that Gecko/Geko whatever pushed the player base limits at least veterans and experienced players. Also, he instated massive nerfs calling players exploiters and cheaters for trying to make do and levelling to which they/we/are us was accustomed to. (Opinion)
Instead of focusing on the bugs, fixing many other issues of the game, and placing a emphasis on Star Trek in gameplay creating a loyal player base he went in the opposite direction. <redacted> people off. (Opinion)
Now they are losing money. I can imagine now the reports are in. Some heads will be turning.
If the stock value went down, I am thinking PWE had some loses!
Maybe but STO isn't their only game either. STO may be a relative bright spot.
I'm looking up their financials right now. Of note:
- In Q3 2014, average concurrent users for ALL PWE PC games fell to 623K from 778K.
- PWE replaced its R&D teams with newly incorporated subsidiaries this past month but didn't specify which ones. The idea was to pressure/motivate individual units into performing by giving their senior management ownership stakes in their unit. Given that I'd seen PWE refer to Cryptic as R&D before, Cryptic may now have gone from being wholly owned by PWE to being 51% controlled by PWE.
- In Q2 2014, analysts were concerned that players of PWE's PC games were spending reduced time in game and the company set targets to increase amount of time spent in game. From one analyst report I just read: "Management has indicated that they will revise the PC format to ensure longer time-spent without elaborating on the details."
So there may be player time quota policies to ease investors and it is POSSIBLE that Cryptic is more responsible for more of its own management and fundraising if they were one of the five divisions spun off last week.
This may be of interest from an August earnings call:
So to get on that challenge, our way of dealing with it is very simple. We are going to try to maintain as use all the waste and in terms of marketing, in terms of building the game, building expansion packs, and to make sure that the lifecycle can, can stay as long as possible. That is number one.
Number two is basically, we are going to continue to build new games on the PC MMORPG side, but following the trend and the movement of the user behavior, we can't build, the old fashioned PC MMORPG anymore but rather, to follow what users really like in terms of playing games.
So they're trying to increase time spent in game and reduce player churn at the same time at PWE.
U.S. subsidiaries are performing below expectations for 2014 Q3 according to the September 25th earnings call but they are trying to take a long term view.
Major titles get major budgets. Expansions are something they want to increase the frequency of.
Mobile games are a huge part of what the shareholders want to see more of. They aren't expected to take over, overnight, but they're where the major growth is expected.
They want a diversified portfolio of games. Mobile games are expected to have very short user life and but account for much of the growth and PWE wants to reduce player turnover/loss and increase player time spent in PC MMOs to offset that some.
Maybe all of this will provide some insight both into where things are with STO but also the kind of feedback that will be helpful.
This may be of interest from an August earnings call:
So to get on that challenge, our way of dealing with it is very simple. We are going to try to maintain as use all the waste and in terms of marketing, in terms of building the game, building expansion packs, and to make sure that the lifecycle can, can stay as long as possible. That is number one.
Was this translated into English? I have no idea what this means.
I just logged into the game, started my Delta rep daily project, my beam R&D project and 20 doff missions. Then I logged out.
Congratulations Cryptic, you've turned this game into something resembling one of those annoying games on facebook that I used to play for 5 minutes a day when I was bored. Guess what: I never spent any money on those facebook games.
They want a diversified portfolio of games. Mobile games are expected to have very short user life and but account for much of the growth and PWE wants to reduce player turnover/loss and increase player time spent in PC MMOs to offset that some.
Maybe all of this will provide some insight both into where things are with STO but also the kind of feedback that will be helpful.
So let me get this straight :
PLAN A , was :
Produce short time/effort gameplay to get the maximum out of the player at a minimum time (aka get a few bucks & await the churn) .
To that end , the STF's were shortened , but the speed at which you got to "endgame" (lvl 50) was speed up to an insane level .
Short player periods were also encouraged through the rotating calendar , that also functioned as an incentive for further play during the players ingame activities .
Now PLAN B , is :
Go back to how STO was in the first place with longer playtime & effort to get awarded ?
(except still keep the short "coffee break" experience, thus creating an overall experience where the player who plays said short mission get's next to nothing for their efforts both in terms of XP and award ?)
Aaaand THIS is what they are calling their "a long term view" ??????
... 'cuz I'm sure that this in some neighborhoods amounts to trolling ...
Was this translated into English? I have no idea what this means.
Nope. It was spoken in English. Context may have helped.
They plan to use all wasteful spending generated by marketing, game development, and expansion packs. They want their existing games to last longer and have less churn. They don't expect as many traditional PC MMOs in the future. They will maintain what they have and try to extend the lifespan of existing games.
New MMOs they develop will not resemble traditional MMOs and they have a lot of plans for mobile.
Competition is said to be fierce particularly in U.S. markets.
U.S. subsidiaries have been underperforming.
Investors were concerned in August that the average player is not spending enough time logged into games.
PWE agreed and said they have strategies to fix that. PWE wanted players logged in longer.
PWE is very committed to mobile and non-traditional, new style MMOs.
PWE wants to extend the lifespan and player retention for existing MMOs while also trying to keep players logged in for more hours at a time.
Cryptic as an R&D branch may or may not be wholly owned by PWE as of now. Even so, PWE would retain majority control but Cryptic's execs and senior developers may have a partial ownership stake now in order to encourage them to carry more of their own costs and come up with innovative strategies while enjoying more of the profits since they'd have partial ownership.
Competition is said to be fierce particularly in U.S. markets.
U.S. subsidiaries have been underperforming.
Investors were concerned in August that the average player is not spending enough time logged into games.
PWE agreed and said they have strategies to fix that. PWE wanted players logged in longer.
PWE is very committed to mobile and non-traditional, new style MMOs.
PWE wants to extend the lifespan and player retention for existing MMOs while also trying to keep players logged in for more hours at a time.
Cryptic as an R&D branch may or may not be wholly owned by PWE as of now. Even so, PWE would retain majority control but Cryptic's execs and senior developers may have a partial ownership stake now in order to encourage them to carry more of their own costs and come up with innovative strategies while enjoying more of the profits since they'd have partial ownership.
You mean, they need us to be more engaged and want to retain current customers longer, so to do so they fundamentally shifted gameplay away from what was working, reintroduced a series of mechanics that were removed formerly because they didn't work, punished prior engagement by nerfing established players' achievements, turning established players' virtual assets into non-considerations on the question of staying or leaving, and overall made it pointless to stick around or treat STO as anything other than a casual game, driving current players into checking out competitors' offerings and being wary of future PWE product?
Now I'm not a fancy IT developer or MMO marketer, but it sounds to me like it might not have worked quite as well as they had planned?
I just logged into the game, started my Delta rep daily project, my beam R&D project and 20 doff missions. Then I logged out.
Congratulations Cryptic, you've turned this game into something resembling one of those annoying games on facebook that I used to play for 5 minutes a day when I was bored. Guess what: I never spent any money on those facebook games.
same, and i even like new DC, but have no will to grind this indefinitely.
Comments
So true. 200%
If that is the case. Let players keep public and private queues dead, not pay for zen, not buy any gimmick ship, forget about.lockboxes, and above all dont play DR.
Just a opinion until specialization is unnerfed. Thats my gameplay other then chat with a friend and the 20 hour RD thing.
Anyway, well see what the metrics say after their Thanksgiving!
For all who celebrate the holiday. Have a good one.
If that happens, we'll open a new one.. rather they like it or not.
Amazing that we still can't get even a 1 sentence reply, the communication with the player base is unbelievably bad.
They still don't get that just a simple 'we hear you and we'll take a look at it as soon as we can' would temporarily put out the fire. Even that is too much effort for them.
clearly to busy posting to twitter or facebook to even care what their players are saying on the forums!
why listen to the user base when they can boast to the rest of the world (who really do not care for the game) how awesome their game is!
I can not see the point of them even having half the subject titles in this forum as they clearly avoid using them in favour of twitter or facepuke
but hey what would i know about keeping up with your player base, i clearly have no metrics to base my post on of how bad they deal with the players
http://steamcharts.com/app/9900#All
Not much of an increase. For those who dont like steam charts just ignore...like D'Angelo ignores playerbase
Wow, that *is* actually a steep drop. Would certainly explain part of why the queues are empty.
Then again, it could also simply mean more people are using Arc.
Yeah, that's what some people would argue. Like suddenly everyone start using ARC over the WE.
I think you may find that that steep drop was caused by the game being down for maintenance earlier...
Free Tibet!
Not so imaginary, really. I myself caved one day too, and (ZOMG!) simply use Arc now. Just got tired of buying Zen without discount at STEAM, or any other items/services that currently only work with Arc.
Besides, Arc isn't really evil (any more?). It's very light-weight now, and it doesn't bother me at all (except for the few times it gives me a popup, asking whether I want to play another PWE game, and there's no 'No, not now, and not ever!' button around).
Ouch.
Free Tibet!
It's been a chore leveling my main. I did all the missions pre nerf and now I'm left with patrol missions and STFs to level specialization points.
My Klingon alt, however, leveling has been a breeze. I leveled him up ages ago with the old mirror event, never touching a story mission. Now I'm doing his story missions and getting 9k exp for each + optionals and npc kills
I think this is the problem. Cryptic increased the exp needed to level and increased the exp per mission which is fine but left no real way to get that lost exp if one has already completed the mission before DR. They also did not increase the exp per NPC kill to make up the loss as I'm still getting around 100 exp per kill before and after the last exp change.
It's a roller-coaster ride. http://i.imgur.com/TabI0aw.png
There could be cause and effect either way there.
Ie. some investment analyst may be tracking MMO forums and trying to weight which complaints have substance and tracking ingame populations crudely, which precipitated a sale which led to other sales.
OR
They could have known that they were in decline (which might have been reflected in PWE's stock buyback program inflating stock price for awhile) and pressured Cryptic. And the pressure need not be as direct as pushing specific game issues. It may have been something like, "Here are your new revenue targets. Hit them or we'll have to re-evaluate labor budgets." And a scramble to hit targets would promote belt tightening on monetization/progress.
For personal leveling, you just made getting to 60 an extreme grind where it takes around 10 story missions per level, and made our specialty trees a project that is likely longer than attaining crafting 20.
Member since December 2009
That would be likely reflected in the Jenuary 27th to February 24th 2014 drop, when Cryptic offered incentives to use ARC. And you may argue that as a result, post 2014 levels are not directly comparable to pre-2014 levels.
But it's less likely that the drop since October 13th is very reflective of people switching to ARC because there was no pressure to.
Although you might argue that Steam players are (for other demographic reasons) quitting STO and being replaced with brand new users who are (for other demographic reasons) more likely to use ARC.
I've heard a huge chunk of active players in any game are cyclical. So maybe in any given month now where WoW claims 7.5 million players, maybe half of those are a rotating pool (or that number includes a rotating pool who are active over a period). Some people are active one month out of every 3, perhaps. But at any given time, WoW's numbers include a large number of first time players who won't come back.
That's probably diminished some. But for a long stretch early on, I think something like half of their accounts were accounts which played less than 30 days before quitting. So they might have had 5 million accounts in any one month but 2.5 million of those were tourists. So you actually might have had 30 million accounts created in a year (which relies heavily in China's different account setup and gold farmers, along with tourists) but only around 5 million active in any given month.
And they'd never advertise "over 100 million accounts created" because it would indicate how many quit and how many likely belonged to goldfarmers, multiboxers, or simply quit.
STO has done the opposite by emphasizing accounts created but this doesn't take into account how many are active at once.
Once you've decided to emphasize one or the other (accounts active in a month or total accounts created) you don't want to reveal the other metric because the two put together will reveal things like retention rates, which isn't something I think ANY MMO wants to get out. Because they're always shockingly low and shockingly cyclical.
I think one thing that could be very reasonably argued is that replay XP is far too greatly reduced from initial playthrough XP.
I was thinking about this and it would mean that there are 30 new missions for leveling up. I currently see three missions at lvl 50, two at 51, one each at 52 and 53, :eek: two each at 54, 55, 56, 57, one each at 58, 59 and the final mission once you reach 60.
For a game that is supposedly aimed at the casual player, their math is off by quite a lot.
The problem wiht that Gecko/Geko whatever pushed the player base limits at least veterans and experienced players. Also, he instated massive nerfs calling players exploiters and cheaters for trying to make do and levelling to which they/we/are us was accustomed to. (Opinion)
Instead of focusing on the bugs, fixing many other issues of the game, and placing a emphasis on Star Trek in gameplay creating a loyal player base he went in the opposite direction. <redacted> people off. (Opinion)
Now they are losing money. I can imagine now the reports are in. Some heads will be turning.
If the stock value went down, I am thinking PWE had some loses!
Maybe but STO isn't their only game either. STO may be a relative bright spot.
I'm looking up their financials right now. Of note:
- In Q3 2014, average concurrent users for ALL PWE PC games fell to 623K from 778K.
- PWE replaced its R&D teams with newly incorporated subsidiaries this past month but didn't specify which ones. The idea was to pressure/motivate individual units into performing by giving their senior management ownership stakes in their unit. Given that I'd seen PWE refer to Cryptic as R&D before, Cryptic may now have gone from being wholly owned by PWE to being 51% controlled by PWE.
- In Q2 2014, analysts were concerned that players of PWE's PC games were spending reduced time in game and the company set targets to increase amount of time spent in game. From one analyst report I just read: "Management has indicated that they will revise the PC format to ensure longer time-spent without elaborating on the details."
So there may be player time quota policies to ease investors and it is POSSIBLE that Cryptic is more responsible for more of its own management and fundraising if they were one of the five divisions spun off last week.
So they're trying to increase time spent in game and reduce player churn at the same time at PWE.
U.S. subsidiaries are performing below expectations for 2014 Q3 according to the September 25th earnings call but they are trying to take a long term view.
Major titles get major budgets. Expansions are something they want to increase the frequency of.
Mobile games are a huge part of what the shareholders want to see more of. They aren't expected to take over, overnight, but they're where the major growth is expected.
They want a diversified portfolio of games. Mobile games are expected to have very short user life and but account for much of the growth and PWE wants to reduce player turnover/loss and increase player time spent in PC MMOs to offset that some.
Maybe all of this will provide some insight both into where things are with STO but also the kind of feedback that will be helpful.
Anyhow I would like to see an account level. Like your account level gets to 60 = all your toons are 60. Just a suggestion.
Was this translated into English? I have no idea what this means.
Congratulations Cryptic, you've turned this game into something resembling one of those annoying games on facebook that I used to play for 5 minutes a day when I was bored. Guess what: I never spent any money on those facebook games.
Free Tibet!
So let me get this straight :
PLAN A , was :
Produce short time/effort gameplay to get the maximum out of the player at a minimum time (aka get a few bucks & await the churn) .
To that end , the STF's were shortened , but the speed at which you got to "endgame" (lvl 50) was speed up to an insane level .
Short player periods were also encouraged through the rotating calendar , that also functioned as an incentive for further play during the players ingame activities .
Now PLAN B , is :
Go back to how STO was in the first place with longer playtime & effort to get awarded ?
(except still keep the short "coffee break" experience, thus creating an overall experience where the player who plays said short mission get's next to nothing for their efforts both in terms of XP and award ?)
Aaaand THIS is what they are calling their "a long term view" ??????
... 'cuz I'm sure that this in some neighborhoods amounts to trolling ...
Nope. It was spoken in English. Context may have helped.
They plan to use all wasteful spending generated by marketing, game development, and expansion packs. They want their existing games to last longer and have less churn. They don't expect as many traditional PC MMOs in the future. They will maintain what they have and try to extend the lifespan of existing games.
New MMOs they develop will not resemble traditional MMOs and they have a lot of plans for mobile.
Competition is said to be fierce particularly in U.S. markets.
U.S. subsidiaries have been underperforming.
Investors were concerned in August that the average player is not spending enough time logged into games.
PWE agreed and said they have strategies to fix that. PWE wanted players logged in longer.
PWE is very committed to mobile and non-traditional, new style MMOs.
PWE wants to extend the lifespan and player retention for existing MMOs while also trying to keep players logged in for more hours at a time.
Cryptic as an R&D branch may or may not be wholly owned by PWE as of now. Even so, PWE would retain majority control but Cryptic's execs and senior developers may have a partial ownership stake now in order to encourage them to carry more of their own costs and come up with innovative strategies while enjoying more of the profits since they'd have partial ownership.
You mean, they need us to be more engaged and want to retain current customers longer, so to do so they fundamentally shifted gameplay away from what was working, reintroduced a series of mechanics that were removed formerly because they didn't work, punished prior engagement by nerfing established players' achievements, turning established players' virtual assets into non-considerations on the question of staying or leaving, and overall made it pointless to stick around or treat STO as anything other than a casual game, driving current players into checking out competitors' offerings and being wary of future PWE product?
Now I'm not a fancy IT developer or MMO marketer, but it sounds to me like it might not have worked quite as well as they had planned?
same, and i even like new DC, but have no will to grind this indefinitely.
just the same for me.