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List your top three short, mid, and long-term requests for the game

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  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2012
    I suppose there could be an option in the settings that says "my character is interested in" and have male, female, both, and none as options. The default would be "none" so players would have to manually enable romance. That seems to be a pretty non-controversial way to handle things.

    I agree with at least this much (I'm undecided on the rest of what was posted here on this topic). Someone else said it should be only initiated by the player, but I think it instead should be something selected by the player and let things flow from there.

    I also agree that it's unlikely that something like this will actually appear in the game. It's always possible, though, and if it is I think that's how it should be handled.
    How many Boffs do you have? when you hit captain you should have 8-9 IRRC more than enough to have a dept head. and STO takes it too far. a US Navy Cruiser has 5, Combat Systems, Operations, Engineering, Supply and when embarked, Air.

    As opposed to the six we have: Science, Medical, Engineering, Operations, Tactical, and Security. That doesn't seem too outrageous.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2012
    Please make the Captcha easier too read the letters and numbers there are a few of them where i can't see what the heck they are.There are a couple of them that look a like

    Like 6 there is a number or letter that looks like it but is not And i have tried G
    There is all so one that looks like this & but is not i some times have too reenter the thing 2 to 3 and some times 5 times too get the freaking thing correctly

    Please make it easier too read.Or get rid of it.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2012
    Short term: Fix the field generator consoles to what they were before.

    Mid term: Leave them alone.

    Long term: Never touch them again.

    :p
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2012
    LONG SHORT AND MID:

    Fix the damn crashes
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2012
    my new new new short term The shorter the better is to get rid of the new drop containers. that was a case of if it ain't broke don't fix it. PLEASE put the glowing yellow drop balls and cylinders back!!!
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2012
    Short, Mid and Long term is wanting new playable factions. This game has been out for awhile and right now its still just Federation and Klingons. What about Cardassians? Romulans? Even possibly the Borg? A new playable faction has to be added because people will get bored with the current ones and will move off to other games once they are bored.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2012
    Short: Something done to Shooter ground controls to make it a bit more...playable. Presently it seems that all the option allows you to do is miss and have a harder time with abilities. The former is a non-issue, that's the fun of shooting, but the latter is a deal-breaker because it adds a layer of difficulty which does not contribute to entertainment value. Auto-use, the option to apply weaker but permanent varieties of ground buffs, something to make ground combat less tedious and so compliment the good gameplay of space combat.


    Mid: Something fun that involves all those unused ships I have hanging around spacedock. It feels wasteful, especially as an admiral, to not be able to either commision them for more involved Duty Officer missions or to hand them over to an AI to wratched up space combat a few notches.

    Also, more ship customization options, like a few more choices for interior layout and interior decoration since we're spending so much time in side of them now to access the good DOM's.

    Long: A Voth series.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2012
    Long-term: Romulan faction, Romulan faction mission development, Romulan PVP adjustments (RvKvF?)

    Mid-term: Romulan Ships (A properly sized D'deridex in a lockbox wouldn't be so bad, however, for the faction I'd like to see some ships resembling these:

    http://bridgecommander.filefront.com/file/TNG_Romulan_Pack;43154
    http://bridgecommander.filefront.com/file/BC_Aftermath_TNG_Romulan_Addon;116663

    http://home.comcast.net/~ststcsolda/romulans/romulans.html
    >> Apparently the Romulans -do- have more than 3 types of ships!

    It'd also be nice to see a few of those Rom-Borg hybrids the storyline seemed to hint at.

    Short-term: For costume options, it'd be nice to get some of those dual brow ridge features the Romulans have, plus maybe a few of the squared TNG Romulan uniforms/casualwear you see in episodes like Unification (TNG 5x7/8). Too much to ask? :p

    Hnafirh'rau Rihanh!
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2012
    been playing for a bit over a month now, not going to read over 100 pages.

    here are my suggestions... not sure if they are short, mid, or long term or not.

    1) I see images of Klingons shooting rifles left handed on the website, yet there is no option to choose if a character is left or right handed. I know this would not have any real impact on gameplay, but I think it would be neat to be able to choose if my toon is left or right handed. Maybe this is something that I notice more then most because IRL I am a left handed shooter.

    2) Change some of the starship interiors based on layout size. It seems just plain silly to have most ships (unless you are using the Belfast bridge) have the same engineering section and lounge and what not. It would seem obvious that a smaller ship would have a smaller interior... including a smaller lounge and engineering section. Why would a Science Vessel (ie: nova class) have an engine room that by its very size would take up three to four decks when the entire ship is only 8 decks counting the primary and secondary hull sections combined?

    3) Add more levels/ranks. I would like to see more levels, so I would suggest the following:
    Level 0-9 Lieutenant
    Level 10-19 Lieutenant Commander
    Level 20-29 Commander
    Level 30-39 Captain
    Level 40-44 Rear Admiral (LH) - Brigadier General (For KDF)
    Level 45-49 Rear Admiral (UH) - Major General (KDF)
    Level 50-59 Vice Admiral - Lieutenant General (KDF)
    Level 60-69 Admiral - General (KDF)
    Level 70+ Fleet Admiral - Field Marshal (KDF)

    that would give us 20 more levels, or 10 at the least if you stop at Admiral/General (Level 60)
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2012
    1) I see images of Klingons shooting rifles left handed on the website, yet there is no option to choose if a character is left or right handed. I know this would not have any real impact on gameplay, but I think it would be neat to be able to choose if my toon is left or right handed. Maybe this is something that I notice more then most because IRL I am a left handed shooter.

    I suggested this a while back for Champions Online, where it seems that all barehanded energy slingers are left-handed. All the feedback came from non-Cryptic folks who nonetheless had some background in the field, and the basic gist is that it would require reworking every affected animation individually. It strikes me that this should be a fairly simple project, though "simple" and "easy" are two different things, and how easy it would be depends on the tools the devs have available and how the model data is structured.

    All that said, I'd love to see a "handedness switch" available in both games, and in Neverwinter.

    (To add to the confusion, while I'm right-handed for writing I do many other things left-handed, including shooting. I think it'd be a bit much to ask for separate switches for combat and non-combat handedness, though.)
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2012
    --Triple post somehow--
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2012
    --Triple post somehow--
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2012
    Another one

    Short
    1. More functionaility for interior, chairs that could be sitted, mess hall that is not empty, crews that greet you sometimes.
    2. More/bigger variety and size to ship interior.
    3. More ground mission daily where u can take your away team with you.

    Medium
    1. More episodes
    2. More c-store ships
    3. More variety of daily missions/end game content

    long term
    1. Ability to play from bridge interior as captain, primarily in PvE but should be workable in PvP as well (you know ala Bridge Commander)
    2. Traits respec token, buyable once per toon, ever if not more
    3. More hails from other ships / more interaction from other ships than just point and shoot(combat) or more interactions before combat.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2012
    I'll throw in a few ideas too.

    *Patrol The System (daily)
    -Randomly generated ground/space mini-missions (combat, aid, diplomatic, escort, etc.)

    *Fleet Emblems Plaques/Flags (trophy slots)

    *Reverse Engineering (doff)
    -Randomly generated weapons/items/schematics/etc. for eng doffs to reverse engineer
    -Items would be consumed when reverse engineered with % to fail
    -Recipes could be remembered and crafted after they are reverse engineered
    -Crafted reverse engineered items would be available for sale or trade by player

    *Realistic Crew
    -Crew routines and names
    -Crew members act accordingly depending on time of day/night and crew type
    (example) crew members eat 3 times a day in lounge, scurity officers have post shifts, engineering officers run diagnostics and interact with operations officers, medical officers scan injured in sickbay, etc.

    *Ship Interior Design
    -The ability for players to pick and choose textures, lighting, captains chairs, tables, wall hangings, clutter, etc. for his/her own ship's interior.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2012
    Long Term. Probably been already talked about a million times though. These are visual fixes, mainly.

    - Proper scale pack. I'm never gonna have 40 people on my bridge. I don't want my doors and rooms 60 feet wide.

    - Ship/era accurate warp sounds and visuals. This should of been available from launch. I'm using the Galaxy class. I want to see the TNG warp drive. If I'm using the NX class, I want to see its blur warp drive, Etc.

    - The intrepid engines having its up and down sound. You guys have the up sound already. It's one of the hull damage increase abilities...

    - TOS ships just jump into warp, with the whoosh.

    - BOP's and TOS ships shouldn't have nacelle glows...

    - All warp drive visual types selectable on all ships. So people who love a certain one can use it on their ship.

    - Show accurate engine flash. Still no ST game has done this.

    - Retro TMP phasers. We have the TOS phasers, Where are the TMP ones?

    - Selectable Saucer Section. And give it its antimatter spread.

    - Phaser emitter charging. Bridge Commander is 11 years old and did this better than STO.

    - The ships move when going to warp. Why is the ship stopping? How about a instant warp. No cut-scene option.

    - Selectable era transporter. TNG, TMP, TOS, Etc.

    - Fix the transporter visual. When we beam up, the beam shouldn't go up.

    - Fix the AI seats. 2 years old. And the game still can't have the AI characters sit and bend their legs correctly...

    - Muscles for characters. You pretty much got everything else, but that. I don't count the leg and arm thickness muscles.

    - Player and crew voices. Its really stupid that no one talks. At least grunt when you get hit by grenades.

    - Allow us to have all or at least one ship away team member with you in public areas. Taking the spot of your "pet".

    - Promote our offers to captain. This is cannon. Spock served on the ENT at captain rank.

    - More AI intelligence. EX: They comment on your players appearance (short, tall, male, female, species) during dialogue.

    - Make a mission that lets us interact with the players Fed and Klingon character. EX: Joint mission. Where the ground team has two of you sides players.

    - Seriously reduce the time Full impulse is disabled. Once all ships in the players fighting area are dead, turn it back on. Wailing just for alert to go away is really annoying.

    - Remove or reduce it to 30 seconds, the cool down time for Saucer/MVAM separation. Split the weapons and shield strength between the parts, to nerf the player. This is war. This would be accurate anyway. I lose two phaser banks with the Drive Section.

    - Add saucer separation to ships that had designs for it. Connie and Connie refit are examples.

    - Give us the Picard Maneuver.

    - The ability to stay in the Drive section. I don't like that I'm forced back together in my ship, when I warp or go into sector space. Only the Saucer section should be reset when you go to sector space. And none for MVAM. Since each part has warp engines.

    - The ability to transport directly to locations, in public areas. Use the map as a targeting location for the transporter. This is one of the areas that should bend show accuracy, for convenience.

    - Skip-able cut-scenes when you replay missions.

    - Change the color circle markers on desert maps. I walked all the way to the end of the arena planets long desert area, before I saw the blip to help the sick AI was at the beginning. Thanks to the map being zoomed out. And the blips being the same color of the floor.

    - Tractor toeing friends (at warp too). This would also help that mission with the invisible tractor beam...

    - Why only one mission has that really useful route beam? I constantly get lost, because everything looks the same. Give us a penalty, if we use it a lot. It's not fun to run around for 40 minutes. Just because I can't find a crashed satellite part.

    - Matching uniforms. New crew members should auto have my players uniform design. It's called uniform for a reason. Not waste energy credits.

    - You fudge the NX and TOS Connie's to survive in battles. Fudge the shuttles. The shuttles are basically useless.

    - Make the rear section of the runabout. And put all our BO's in the seats. The consoles need to be higher. The BO's legs go through them.

    - Option to turn off the engine trails. That should be only for TMP ships.

    - Fix the flying wall stuff on sector space. Its dumb my ships is flying forward, while its hitting a invisible wall.

    - Make the auto pilot smarter. Its dumb when auto pilot does a U-Turn when all you have to do is a left turn from Vulcan to P'Jem

    - We have a million phaser variants. But none of the older designs. Type I TOS/TNG phaser. Dustbuster TNG Phaser etc.

    - Subtle animations. EX: Tall characters. Like the Gorn and Alien Species. make them look uncomfortable sitting in small seats. Bend their knees to fit under consoles.

    - After a ground mission. Make the player dirty. It would make the captain's quarters useful in cleaning up.

    - Why don't we have a show accurate Bajor wormhole interior. Seen in the "operation Gamma" Cutscene. Fix the in-game one.

    - Friends should ALWAYS be in the same instance. And fix the issue with not being able to see all the instances till you switch.

    - Make the Exploration Cruiser easier to turn. The ENT D didn't suck at turning. Go watch when the ENT D backed up and went to full impulse. The turn rate is accurate when the ship is in warp sector space.

    - Fix the texture issue when you saucer separate. The model loses the registry, colors and markings. This is worse when you have a color shield on.

    - When you die. The saucer should fade away. Not do the reintegration animation. With a fireball.

    - Toggle option to turn off saucer separation smoke.

    - Why is the registry on the saucer section changed to "Starfleet Saucer"? When I go into separation.

    - The bussard collectors should animate on the Sovereign nacelles.

    - Why do some races have only males. A gorn female would be interesting.

    - Light flicker and power failures. Again, Bridge Commander did this. Why isn't STO doing it.

    - Why is there two loading screens? Just have the one with the loading bar.

    - The tactical security team shouldn't be using the Klingon arm pushing animation, when they beam up.

    - Option to turn off impulse engine lights on TOS ships.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2012
    Short
    Some places the beam out graphic is not realistic, like beaming out of your interior ship to tactical view
    Mid
    In game 3D chess mini game
    Long
    App for tablets that ties into the game engine so we can have the touch screen interface we see on tv
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2012
    great job so far yet my only question is it poss to be able to fly around space dock near mars ( u.p) ship yard ...as we do when approching esd ?


    do you plan on adding starfleet command to earth say in paris and seeing the federation councel and the federtion president .. which maybe another new social area to take part in around earth...



    is there a way to choose to beam down to planet or use shuttle crafts to land on planets in missions??
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2012
    my only real requests is some sort of system for reporting and penalties for griefers and campers in STF. A vote to kick system would be great with a 2 hour penalty if they are kicked. it is sad that 4 players end up with a leaver penalty because a griefer makes it impossible to finish or fails the mission on purpose.

    also if somebody is on your ignore list you should not be put into a STF with them.. these are about the only in game content we have around here why not work on making it more pleasant.. you guys are allowing players to get from creation to 50 in a weekend if you want to keep them around make end game more enjoyable.

    also i would like to be able to decide which bridge officers i have on my bridge and not have some random npc put on my bridge when i have bridge officers in stations but they are not on my bridge.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2012
    Posted my overall view on how to improve the game (and your income) in a permanent way in the forum post in my sig.

    1. Stop mission content creation and start approving foundry content for static missions.
    2. Assign the freed staff to work on new generic (randomized) content systems.
    3. Use the new content systems for PvE, PvP and true exploration all at once by making all content dynamic.

    A fair ammount of what is needed is already in the game, it just needs to be extended and used in new ways.

    Full details are in my sig post.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2012
    Ok, near term wish list.......

    Star date displayed more prominantly on the HUD (just an aesthetic thing for me)

    The ability to buy single foundry slots for non subscribing players with c-points. (more foundry missions equals more variety and more reason for players to come back.)


    Medium Term.

    Start putting the very best foundry missions into the universe in a more concrete way. Perhaps a monthly competition for the best new foundry mission, the winners mission to be inserted into the regular game. Instead of getting the mission through the usual foundry menu, let it be selectable via the usual mission route.

    Playable Romulans, maybe even a cross faction race.


    Long Term

    The ability to visit Utopia Planitia and modify your ships. Say you have a Luna class and would rather have an ensign science station rather than a tactical one. Go to UP, perhaps play a mini game that dictates the cost of such a design modification. As for the currency, C-points if we're talkiing a couple of hundred a pop, dilithium if its more. Shouldn't cost more than the original ship.
    Wouldn't just apply to stations either. One might want to modify the console loadout, or sacrifice 1000 hull points for some more shields, turn speed, impulse speed, or crew strength. The exact formulae of what equals what can be worked out, but I hope you get the idea.

    Finally, and i believe this one is in the pipe anyway, the ability for Fleets to create bases of some kind. One base per fleet and have them situated in the various nebula that adjoin most sectors. Heres the kicker though, put a cap on how many bases can be placed there. Say, five maximum. When you warp into, say Delta Pavonis, youd see the usual spread of anomolies to investigate. youd also see five portals to fleet bases (they are basically outposts in wild lands).

    If your fleet wants to move in and all the slots are full, then a fleet vs fleet battle must take place. The outpost gets assaulted. Winner gets the slot. Fair rules would need to be in place for such actions, Id suggest that, in the interests of fair game balance, they be by appointment as it were. Perhaps outposts are only vulnerable to attack for 24 hours every fifth day. If an attack begins, the owning fleet has five minutes to get as many of its members to the outpost before hostilities begin.

    Owning an outpost would give the members of that fleet some kind of bonus to CXP, say 20% to all exploration xp. More bonuses could be acrued by expending large amounts of resources to build modules like medical research bases, military training facilities or even trade hubs and recruiting offices.

    Ah well, I am getting carried away now, but a Trill can dream.........
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2012
    Short:
    -Bug fixes across the board.
    -NPCs on the bridge should have customizable outfit.
    -Rooms and bridges are often too huge.
    -All new episodes should have a thorough voice over, otherwise it is hard to take the story seriously. The fanbase would be more than willing to help here, I guess (unless there is some kind of union that takes the fun out).
    - Maybe it's because I'm a noob. But I am having a hard time finding players to join up teams for the special forces missions. Some automation is needed here. When I finally get into the mission with 5 players, we end up in different instances!!
    - More responses from the Cryptic community managers in this forum :D.

    Medium:
    -Remaster all existing episodes with thorough voice overs.
    -Episodes should be cooperative, e.g. 2 players.
    -More equipment slots on persons and ships. Currently there are only five personal gadget slots for the character. Apart from weapon and shields, we should also have tricorders, pads, etc.
    -The crafting system fits nicely into the whole genre. But the items produced should be much much much more legendary. The current outcome is too ordinary apart from the Aegis set. It is not really worth the trouble. You should work for your dream collection and the reward should more awesome!
    - New skills and maybe higher level cap.

    Long:
    - Include the bridge into the gameplay (at least the episodes). Many players have suggested that the space episode part should feel more like "Bridge Commander". We hardly ever see the bridge because it's basically irrelevant for gameplay. But the bridge is essential for true Star Trek feeling. Actually the other important rooms like engine room and sickbay should also be included in the episodes.
    - The different races should have a much higher impact on skills and gameplay. Currently there is too little difference.
    - Fluid world transition. I hate seeing a random load screen all the time. WoW does a much better job here. There should at least be some kind of transition when I beam out or when I take the turbo-lift. The beam out sequence when I leave the bridge is just ridiculous!! Space sector transition load screens also destroy the admosphere.
    - Gamma and Delta Quadrant.
    - Stronger changes on the world map. E.g. Federation losing ground on the Klingons.
    - More interesting science dailys.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2012
    ship tier revamp/reorganization

    split ship tier into:

    external (skin/apperaince)

    intenal (# of weapons, # of consoles, # of BOff slots)

    simply have a "sciance skin (external), only "fit" on a Sciance internal, same with eng/tact, or carrier/flightdeck/raptor/raider/so on

    note: all curently bought/purchased ships can still be credited, and current ships in store actualy grant the "external" AND the "internal" that is described

    2nd note: any "only ship X can use, consoles, are simply only useable with that "external" (the external would be the ship's 3D modle in game, and I do understand that some abilitys like saucer/shevron seperations and multi-vectors would cause problems if equiped with the wrong external

    posable solution to 2nd note: remove 3 console slots off all "internals" and add 3 console slots to all "Externals", end result same # of console slots, yet the "only on 1 "external" consoles can be a "can only use "external" slot

    continued: and any "only useable on a certian "internal" (ship type IE: escort), would state "only useable in an Escort internal slot"
    ____________

    each "internal" would get 1 new slot, that slot is where you sellect the base "group of skins" you would use (a group in this meening is simply the "groups" already defined as a ship Class, all skins in that one perchase, can be chosen from if edited at a ship... tailor) (only skins you own can be used, , but shouldn't take up inventory space unless for every "ship slot" you had you also got a "ship skin group" slot) (for ease of players that don't care what their skin is vers internal, when a ship is bought and an internal/external credited, then the external would already be "equiped/selected" as defalt on the internal, untill it was changed
    _______________

    generaly only 1 goal, but would take up 3-9 so I'm leaveing it at that
    _________

    edit for addition of small craft, and a posable issue with 3 slots on exteroir:

    for small craft only 1 slot on exterior (engenering) all other slots remain as internal

    this is due to onlt 1 console slot that is always on a small craft 1 engenering, there's 1 that only has that 1 slot, and there are small craft that even though they have 3 slots, have 2 of 1 or the other slots, and not 1 of each. (can be used in the future to limit small craft's use of "small craft only" consoles, or to limit how many non-small craft universals can be placed on a small craft, but currently woud have the same effect it always had, just oganized under the new ship tier layout)

    *building a system that has the flexability to adgust for adaption, modification, makes any future additions/modifications easyer* the skin would no longer determine the primary stats, allowing the ships to have a tier appropriate for the layer's level "internal" but a "matching group" (sci/eng/tact/raider/raptor/carrier/flight deck) "external" of the player's choice .... *eyeroll* as long as they own both the internal, and the external.

    ____

    edit to add (seeing as nobody else posted yet)

    on Non-combat pets: these are just what everyone wants the ability to pay 240 C-Points for -1 invintory slot. *eyeroll* please, add a "pets" tab right beside "Inventory" and "assets" for every "pet" a player, earns/buys/obtains give it a +1 "inventory slot" in the "pets" tab (might even call it the Kennel tab)

    for every 5 or 6 slots a player has in "kennel/pets tab, add 1 "pet only" slot to the char itself, and add a slot to "hanger tab" (also beside pets/invintory/assets) where only space based pets can be in "hanger" tab, but they count as if they was in normal inventory, if in "hanger" tab IE: they can be used will in that tab like normal (but can't be used while in Kennel"
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2012
    - Maybe it's because I'm a noob. But I am having a hard time finding players to join up teams for the special forces missions.

    -Episodes should be cooperative, e.g. 2 players.
    See the problem? Imagine how frustrating it would be for someone who wants to play through an episode to not be able to find someone to do it with or to end up with a griefer.

    Edit: Short-term, please fix the Mail system so it doesn't send attached duty officers into oblivion when one tries to retrieve them from expired sale messages.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2012
    Only one thing I would like - a T5 Nova class.

    The Nova (refit at least) was indigenous to the time-period that STO is set in. My primary ship is a sci-Odyssey, but I still, occasionally, use my Nova Refit in PvE and, sometimes STF's, equiped with mkXI gear and the Aegis set, but get occasional moans and comments pertaining to 'griefing' for doing so, which is a pity as I love that little ship.

    That's all I'd like - nothing more.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2012
    Short-term: Denobulan duty officers

    Mid-term: Benzite bridge officers

    Long-term: Ferasans (KDF) playable & as bridge officers

    Reason for my request: I love species diversity. :cool:
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2012
    Short: Fix the glitches where you fall through the floor in ground missions.

    Mid: Horta duty/bridge officers.

    Long: Add an option for us to be a bridge officer on another player's ship instead of only a captain like was originally planned.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2012
    Right now: fire all the developers, hire real developers.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2012
    Megacharge wrote: »
    Right now: fire all the developers, hire real developers.

    I will second that!
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2012
    1. game that work
    2.game that works
    3. did i mention a game that works.

    cryptic your game is so full of bugs it has been unplayable and your customer service sucks. maybe you should learn to listen to people that use your products oh wait that would require you to do work which we all know you guys don't like to do
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2012
    You know, if you want people to take your comments seriously enough to make improvements to the game based on them, rudeness is very unlikely to serve you.

    No one likes to be berated. Constructive critical feedback is not the same as that.
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