if anyone remember playing eq2's first 2 adventure packs, Bloodlines and Darkpaws Saga? i feel they seem unfinished when they should had some kind of trilogies.
so, i am wondering, if Cryptic need other income base on special editions "adventure packs" only for holodeck adventures and while keeping main chapters like we have with Iconians, Temporal, and Romulan Legacy.
Holodeck adventures only available on zen market?
what is reasonable price range? 1k zen? 750 zen?
base on poll voting for next 2-3 adventure packs?
types of adventures would be....
Sherlock Holms
Captain Proton
any fantasy setting?
any gumshoe cases/Noir saga?
Shakespearean's stageplays?
Kahless's ballad
Ring of Numberling? (spell check for me pls?)
any historical events/war saga?
any Holodeck pack would be release once or twice a year, just to keep investment going, and later if these packs get old or stale, then they may go to bargin package as part of annually event during anniversaries cheap as 250 zens?
if someone saying it for Foundry, but it only had limited access when studio could build with blueprints they have, a just little bigger adventures and scaled, didnt want folks saying adventure pack is too small or short and then complains.
devs only have limited time and other deadline, but should offer to any "fledling studio interns" as new training pool to do holodeck pack and if they are good to get hire, sort of like baseball's farm system before becoming pros.
holodeck can be use for pool table games, bowling, golfing or card games, but these are not adventure pack.
let hear your pro and con please and what do you think?
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2nd, because of point 1, that would mean having to charge for a mission which isn't what Cryptic ever wants to do. So no, the idea isn't a good one at all.
IF we ever get something like that, you can bet that it will be tied to some kind of event or promotion available to everyone that will make them a lot more money than selling missions. The Devs figured out how to monetize this stuff in free play a long time ago. Story hooks are what they use to promote new shinies that people want to buy. Gating the story cuts down on the shiny sales, so they're not going to do it.
why you dont like it? shooting down some inspirating contents? old fashion minded that dont like the "winds of changes"?
Star Trek need more variety flavors, there are some holodeck episodes in several shows. why just focus on same boring verse vs verse with roms, klings, or borgs? so we can switch scenery often to fantasy or historical roleplays every once in awhile.
even one of the original ST serie had "hologram" with "Cat's Paw" episode, i think, that one with fake castle and giant cat.
please keep your mind open.
adventure pack is just notch bigger mission theme, and therefore we would gain new textures add to foundry lot later and more optional creativities like we not had before.
they could use one intern team to focus specific project so they can earn college credit and experiences for job references, and then newer intern team would focus other new project and all new textures. that would save dev team alot of time and more free time to fix problems.
getting the adventure pack would be very cheap as 350 zen if you think 1k zen is too much.
unless i call the borgs, they may come and said resistance is futile.
our current foundry is all same, with bland wall console textures, ship walls, landscapes.
90,000 foundry? some are not in english.
i have a story plotline, and we dont have specific textures to go with it, we need more exotic city landscape, gothic style city, and some others we dont have.
lets keep this sci fi
and lets stop giving cryptic new ideas for how to be greedy farks
Still waiting to be able to use forum titles
USS Casinghead NCC 92047 launched 2350
Fleet Admiral Stowe - Dominion War Vet.
instead of charging for adventure pack, they could intergrate into holodeck series for no cost.
as long they have interns in training under devs' supervising, only use holodeck adventures, tested for bugs, graphic glitches or whatever they can find.
one intern team for one project selected by dev team for new textures, new city landscapes, item placements. as soon internship ended, then all new intern team come for next project in new settings.
then foundry makers get more creativities and newer storyline base on current themes when we get new textures released.
i am aware of textures and placements all have the "ID tag code" to avoid cross code glitches or overwrites.
you just demonstrated a really huge lack of knowledge as to how things get done in game development.... which explains why you think this is a great idea
Foundry missions are almost universally bad, that's a really good reason.
It's pretty much this hard to keep just one timeline intact. ♪
i mean who wouldnt want to step into the captains chair of the enterprise during one of its legendary missions.
I'll take a shot at part of the problem. I'm not a developer, but I am an IT guy and I think I have a vague grasp of the realities.
You're imagining a team of low-priced interns hired fresh out of college able to "hit the ground running" and start building new assets from the ground up with very little supervision.
It doesn't work that way.
Interns start out needing to learn everything. They perform small tasks under supervision until they are comfortable with the company and the project. Designing a brand new setting is not a 'small task'. It's not even an intermediate task. It involves code branches and different types of artists, maps and skins, databases and spreadsheets, etc.
Even with an experienced team, Cryptic takes weeks if not months to design new settings. A team of interns wouldn't be able to match that pace. Worse yet, internships often involve churn... as they get experience, they're going to start looking for better paying jobs. How much can they get done when interns are coming and going all the time?
I'm sure there are other realities to consider, but just this piece of it should convince anyone that it's not exactly a trivial undertaking to bring on additional human resources to accelerate development. They can't do it with interns. They'd need to bring in full-time developers, which means they have to be profitable enough to support them.
That brings the whole "Bang for the Buck" philosophy into play. Anyone who's watched Cryptic long enough understands that they've learned not to shoot for the moon unless there's a way to recoup those costs by generating buzz and making sure sales. They'll always hedge their bets and make sure they have plan B ready to make money if plan A doesn't perform quite as well as they expected.
They're not going to make any money off a 'Moriarty' or 'Captain Proton' holodeck setting (for example) unless there's a way to sell something related to it that lots of people will want. You get a job at Cryptic and figure out a buzz-worthy way to market that, and there's a shot that it might actually happen.
But they're not going to let you wear Victorian costumes on ESD, or fly a Captain Proton spaceship in sector space. So good luck with that.
i am sure those devs would love to try or to do, seem thier hands are tied due to other guys in suits or on limited budgets or deadline priority.