For as long as I can remember I've wondered why are there time delays in crafting, waiting for fleet project upgrades, waiting for reputation items to craft?
From my outside point of view intentionally creating something that wastes time makes no sense to me at all. Seems quite counter intuitive to a game that already requires lots of loading for basic gameplay such as - loading screens, episodes, TFOs, character loading, everything as it already stands has plenty to waste time waiting.
Why purposely make delays in a game already filled with of loading time delays? The logic fails me, and I honestly want to know.
What is the fundamental reason time delays were/are intentionally put into most of STO - crafting, updates, etcetera?
For as long as I can remember I've wondered why are there time delays in crafting, waiting for fleet project upgrades, waiting for reputation items to craft?
From my outside point of view intentionally creating something that wastes time makes no sense to me at all. Seems quite counter intuitive to a game that already requires lots of loading for basic gameplay such as - loading screens, episodes, TFOs, character loading, everything as it already stands has plenty to waste time waiting.
Why purposely make delays in a game already filled with of loading time delays? The logic fails me, and I honestly want to know.
What is the fundamental reason time delays were/are intentionally put into most of STO - crafting, updates, etcetera?
because it will keep you playing. the more you play the chances of people buying something from the shop goes up to kill time. if crafting was fast or you didn't have to wait days on projects you would get the stuff and use it and get bored quicker and take a long break before getting sucked back in for a few months
if crafting was fast or you didn't have to wait days on projects you would get the stuff and use it and get bored quicker and take a long break before getting sucked back in for a few months
I completely disagree. There's already enough loading screens to virtually every activity that people manage to endure plenty of time idled doing nothing until progress is made. Again, that makes no sense to me.
For as long as I can remember I've wondered why are there time delays in crafting, waiting for fleet project upgrades, waiting for reputation items to craft?
From my outside point of view intentionally creating something that wastes time makes no sense to me at all. Seems quite counter intuitive to a game that already requires lots of loading for basic gameplay such as - loading screens, episodes, TFOs, character loading, everything as it already stands has plenty to waste time waiting.
Why purposely make delays in a game already filled with of loading time delays? The logic fails me, and I honestly want to know.
What is the fundamental reason time delays were/are intentionally put into most of STO - crafting, updates, etcetera?
because it will keep you playing. the more you play the chances of people buying something from the shop goes up to kill time. if crafting was fast or you didn't have to wait days on projects you would get the stuff and use it and get bored quicker and take a long break before getting sucked back in for a few months
I completely disagree. There's already enough loading screens to virtually every activity that people manage to endure plenty of time idled doing nothing until progress is made. Again, that makes no sense to me.
For as long as I can remember I've wondered why are there time delays in crafting, waiting for fleet project upgrades, waiting for reputation items to craft?
From my outside point of view intentionally creating something that wastes time makes no sense to me at all. Seems quite counter intuitive to a game that already requires lots of loading for basic gameplay such as - loading screens, episodes, TFOs, character loading, everything as it already stands has plenty to waste time waiting.
Why purposely make delays in a game already filled with of loading time delays? The logic fails me, and I honestly want to know.
What is the fundamental reason time delays were/are intentionally put into most of STO - crafting, updates, etcetera?
because it will keep you playing. the more you play the chances of people buying something from the shop goes up to kill time. if crafting was fast or you didn't have to wait days on projects you would get the stuff and use it and get bored quicker and take a long break before getting sucked back in for a few months
Speak for yourself. I set a long term crafting project and then go do something else not in game because my goals are stopped by not having that piece of equipment. Like, my recruit is a little squish, so to make some passive kit modules takes a day, which means I don't really want to play my squish recruit until I get them.
Because every MMO/MMO-ish game is full of them. It goes back to the days when they were subscription-required - the more time it took players to do everything, the longer they had to subscribe. So grinds, time-gates, daily limits, etc.
(And now, with most being f2p, they still want the 'metrics' of people being in-game every day. Login bonuses, events, etc. Plus, the longer someone is playing, the more chance they might spend some $ on your f2p game.)
Also, MMO devs, even with WoW's budget, can't create new content as fast as people use it up. So they make that content "last longer" by adding time sinks.
tl;dr - same reason there are time delays in every MMO.
At least in this game, some of them make logical sense. Are you in the real world physically capable of manufacturing a new piece of work equipment in less than 20 hours? Could you do so if you had a full facility to help you? (I work in education, what do I know...)
The fact that many of them rely on a trained Crew to complete the tasks at least has some Lore backing it up, which is more than I can say for some games.
I don't really mind slotting a few things, then taking care of another physical task like a story mission or TFO while they work. It feels pretty balanced between hands-on and time gating.
Call me "El," she/her only. I love my wife and I don't care who knows it!
Because even in real life it takes time to do/make things. This is to give you the impression you're actually making something, and can't just wave a magic wand and have it done...
"Equipped with his five senses, man explores the universe around him and calls the adventure science." - Edwin Hubble
The time-gates are there to get you logging in every day to pad their metrics, that's it. Thankfully reps have a buyout now (though it's ludicrously priced).
Lifetime Subscriber since Beta ^ Click image to listen to my favorite Trek theme song! ^
Time delays in crafting/rep/etc. do two things:
1. They get you to log in every day (as others have said), but they also
2. Create a sense of anticipation.
I am working on a new character right now, and I want to use the competitive rep space equipment sets. Because it takes around 20 days or so to gring out the rep level, plus the time to grind out the elite currency, my level of anticipation has been growing and growing to the point where I can't wait to finish and fly my fully decked out ship. This anticipation instills a desire to not only log in to the game, but to PLAY the game.
"Because" is not a complete answer, neither a partial attempt to answer.
Well, that's all you're getting, so I figured I would save time. Not my fault you don't like the answer.
Yes, it is your fault. Your reply was not an answer, merely to waste thread space, to seek attention, and attempt being a smart a$$ troll.
For example if I asked you "What color is this red ball?" and you gave any other answer but "red" you'd be wasting time, being indifferent to seem clever.
Attention seeking, was not my intent, as I actually had a reason to question the time delays. I had an actual question, and basically others provided enough info to actually answer.
Now, based on this thread's original topic -
From what I have gathered the time delays in crafting acts as a means to give a sense of value to what is crafted as well as provide a sense of story lore to the activity of making something.
Personally I needed two stacks of 20 - of 5 types of large ship batteries for 5 characters which took me roughly nine hours to craft which I questioned the purpose of. After doing it I did not feel like playing STO for a couple of days.
But, it is what it is (meaning accepting it, like it or not) regardless.
Comments
Because. [sage nod]
"There's No Way Like Poway!"
Real Join Date: October 2010
"Because" is not a complete answer, neither a partial attempt to answer.
because it will keep you playing. the more you play the chances of people buying something from the shop goes up to kill time. if crafting was fast or you didn't have to wait days on projects you would get the stuff and use it and get bored quicker and take a long break before getting sucked back in for a few months
I completely disagree. There's already enough loading screens to virtually every activity that people manage to endure plenty of time idled doing nothing until progress is made. Again, that makes no sense to me.
Speak for yourself. I set a long term crafting project and then go do something else not in game because my goals are stopped by not having that piece of equipment. Like, my recruit is a little squish, so to make some passive kit modules takes a day, which means I don't really want to play my squish recruit until I get them.
(And now, with most being f2p, they still want the 'metrics' of people being in-game every day. Login bonuses, events, etc. Plus, the longer someone is playing, the more chance they might spend some $ on your f2p game.)
Also, MMO devs, even with WoW's budget, can't create new content as fast as people use it up. So they make that content "last longer" by adding time sinks.
tl;dr - same reason there are time delays in every MMO.
Wait 20 hours, or pay xxxx dil to get it NOWWWWWWWW
The fact that many of them rely on a trained Crew to complete the tasks at least has some Lore backing it up, which is more than I can say for some games.
I don't really mind slotting a few things, then taking care of another physical task like a story mission or TFO while they work. It feels pretty balanced between hands-on and time gating.
^ Click image to listen to my favorite Trek theme song! ^
1. They get you to log in every day (as others have said), but they also
2. Create a sense of anticipation.
I am working on a new character right now, and I want to use the competitive rep space equipment sets. Because it takes around 20 days or so to gring out the rep level, plus the time to grind out the elite currency, my level of anticipation has been growing and growing to the point where I can't wait to finish and fly my fully decked out ship. This anticipation instills a desire to not only log in to the game, but to PLAY the game.
Maybe its just me though.
Well, that's all you're getting, so I figured I would save time. Not my fault you don't like the answer.
"There's No Way Like Poway!"
Real Join Date: October 2010
Yes, it is your fault. Your reply was not an answer, merely to waste thread space, to seek attention, and attempt being a smart a$$ troll.
For example if I asked you "What color is this red ball?" and you gave any other answer but "red" you'd be wasting time, being indifferent to seem clever.
Attention seeking, was not my intent, as I actually had a reason to question the time delays. I had an actual question, and basically others provided enough info to actually answer.
Now, based on this thread's original topic -
From what I have gathered the time delays in crafting acts as a means to give a sense of value to what is crafted as well as provide a sense of story lore to the activity of making something.
Personally I needed two stacks of 20 - of 5 types of large ship batteries for 5 characters which took me roughly nine hours to craft which I questioned the purpose of. After doing it I did not feel like playing STO for a couple of days.
But, it is what it is (meaning accepting it, like it or not) regardless.