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Genuine post-cancellation feedback for Cryptic.

SystemSystem Member, NoReporting Posts: 178,019 Arc User
I know, I know... Another "I'm leaving thread." :P I know I won't be missed. Hehe.

When I cancelled, there was an option to leave suggestions for improvement. So i did. I just thought I'd share to see if anyone else shares my opinion on any of these points, or if anyone disagrees with me. I also wanted to be sure I got this out there to make sure Cryptic sees it. If you disagree, please explain why. No joke, I actually am interested in hearing other people's opinions. :)

One more thing, this is a long post. If you don't like long posts, please stop reading. Don't say I didn't warn ya! :)


Here's what I wrote to Cryptic:


As it stands, the game revolves around warping into an instance, shooting a few enemies, scanning something, shooting more enemies, and then warping out. Or any number of combinations of those things. It gets boring after awhile. There is simply not enough depth and variety in the missions. Some of the Klingon war episodes were great, original, and exciting. The Romulan ones... meh. See below for more on that. The repeatable/random ones are just horrendously repetitive though.

Also, since you asked for suggestions, here's 10 of them:

1. Add more variety to the missions. Make them less repetitive as well. Also, the exploration missions are dull as scanning a few anomalies is ridiculously simple and boring. There is no exploration, just scanning!

2. Where is the famous Star Trek diplomacy? I don't consider talking to a few people in a linear, scripted situation, scanning things, clicking a few computer consoles, or delivering supplies diplomacy. I would like to see different options to solve a single situation.

3. Social game play is limited to grouping during missions. There is nothing to do on Vulcan, Risa, a bar, etc. Make some mini-games and interactive environments! Make people want to hang out in a certain location. Even the bridges, while nice eye candy, are featureless. They are totally useless. Why would I ever need, let alone WANT, to visit my bridge? I can't even sit in the captain's chair without having to type in an emote.

4. I understand that 2409 is a time of war and that heavy combat is to be expected. However, I can not see a reason why the Federation would ever abandon its principles. In every combat situation it's fire first, ask questions later without any option to try to resolve a conflict another way. The mission where the Klingons accuse the ambassador on my ship of being an Undine is a good example. I would really like to know if there is an Undine on my ship. The Klingons weren't opening fire so it would be a simple matter of saying "Please standby while we attempt to verify your claims." and then doing so if I feel like it. Instead, you have NO option but to attack immediately. Also, the Federation is at war with the Klingons, NOT the Romulans. What right would the Federation have in flying around freely in Romulan space, landing on their planets, attacking their ships, or deciding that something like a Borg sphere in THEIR space can't be salvaged by them? That mission really didn't make sense to me. Again, we aren't even at war with them. Hostilities? Yes, but not war. Some of the missions give a BARELY acceptable reason to enter their space, but even then I feel like it isn't quite justified.

5. Just way too much instancing... I totally understand why you chose to go that route, but something as simple as trying to meet a friend somewhere involves figuring out which instance to go to. There's got to be a way to reduce the instancing without affecting game play. Even if just sector space could do away with the instancing, I'd be happy.

6. Crafting in STO is not crafting. It's trading. Worse, it's trading for things that aren't even really worth the effort. The fact that you even call it a crafting system bothers me, since it obviously is not. It's like saying, "Hey! That's a big ocean!" while pointing at a puddle, and expecting people to accept the statement as the truth. It's not fooling anyone. At least have the decency to treat us like intelligent human beings, please.

7. No death penalty? Yes, they're frustrating, but they need to be put in! There is NO sense of loss in this game! Not even a MINOR Skill point drop. Nothing. What's the point of trying to do well, if there's no reason to just keep making suicide runs on the enemy?

8. Ground combat. It seems clunky to me. I have issues moving around while firing, especially with the keyboard controls. All of a sudden the "A" key will make me move forward, instead of turning to the left, or the "W" key will make me strafe to the right instead of moving me forward, etc. It makes targeting, firing, and moving more difficult than it needs to be. The camera seems to be "off" somehow as well, but I can't pinpoint exactly what it is that irks me as far as that goes. Ground combat is a close second to the "exploration" (scanning) missions in the things I like least about this game. It has the potential to be so much better.

9. Targeting enemies is just... weird. Sometimes it works well, other times I can't for the life of me target something that's right in front of me! Not quite sure what the problem is there. It's worse in ground combat than in space combat.

10. I'm a Captain. Allow me to give orders! It always seems like my bridge officers are telling me what to do and then giving me condescending verbal pats on the back after I'm forced to do what they say. It makes me feel more like the ships autopilot system instead of the one who's in charge of a ship and crew. I also feel like the ship's mascot puppy who's just waiting to hear my tactical officer say, "Good boy! Who's a good boy? YOU are! Here's a treat!" Again, this means giving me OPTIONS. I have no problem with a bridge officer giving me a recommendation for a course of action, but let me have options to choose from. Objectives are just too linear, too scripted, and there's zero chance to fail or make a mistake.


Having said all that, I truly do appreciate the fact that it is not easy to make an MMO. I have no problem with all the technical issues, bugs, broken content, etc.. Those are things that can be patched. I didn't let those things factor into my decision to leave. I'm sure those things will get better over time.

I really, REALLY want this game to be great. I'm really routing for you Cryptic! I will DEFINITELY return in another couple of months to see how things have progressed. I have no problem giving ST:O another shot. I hope I will be pleasantly surprised when I do. It's just that, as of right now, I can't, in my own mind, justify paying for this game. Especially since money is tight. ;)

Anyway, best of luck to you Cryptic, and to all the ST:O players! I'll see ya in a few months! :)
Post edited by Unknown User on

Comments

  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    Can I have your stuff?
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    Post feedback threads in the feedback forum.

    http://forums.startrekonline.com/showthread.php?t=120373
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    Kin_Balam wrote:
    Post feedback threads in the feedback forum.

    http://forums.startrekonline.com/showthread.php?t=120373

    Only Cryptic staff ever reads those. These people need more attention that that. In fact, they usually come back and quit two or three times to make sure the attention levels have been maximized.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    Kin_Balam wrote:
    Post feedback threads in the feedback forum.

    http://forums.startrekonline.com/showthread.php?t=120373

    Oops! Thought I did post this in the feedback area. Thanks for pointing this out. :)

    Edit: Thanks to whomever moved this. :)
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    Too bad you're leaving... every one of your suggestions that I read were good ones...


    It's funny, we agree on what needs to change, but come to different conclusions... I want it, but am happy to stay with the game and move my characters through the ranks again with what I learned the first time through.. But many people just have to leave... and don't even like the core...

    I kind of wonder why anyone would come back if the core game is that awful to them... New curtains don't make-up for hating the house altogether...

    But again...your suggestions are good ones, and I wish you luck...

    Take care
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    NinetyNine wrote:
    In fact, they usually come back and quit two or three times to make sure the attention levels have been maximized.
    Very true, but in this case I really enjoyed reading what the OP had to say. I agree with most of his points. I won't be cancelling as I am Lifetime, but I am excited to see how the game evolves over the next year. I think we will all be pleasantly surprised.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    someGit wrote: »
    Too bad you're leaving... every one of your suggestions that I read were good ones...


    It's funny, we agree on what needs to change, but come to different conclusions... I want it, but am happy to stay with the game and move my characters through the ranks again with what I learned the first time through.. But many people just have to leave... and don't even like the core...

    I kind of wonder why anyone would come back if the core game is that awful to them... New curtains don't make-up for hating the house altogether...

    But again...your suggestions are good ones, and I wish you luck...

    Take care

    My reason for leaving, as a result of that stuff really stems from two things:

    1. I really don't have a lot of extra money to throw around, so I'd rather save it for a few months while changes come along to (hopefully) make the game more enjoyable for me.

    2. I'd rather wait to see if things change for the better than play the game a whole lot and get "used" to it to the point where any new improved versions won't really matter to me. When I come back I want to have that same "Oh wow!" feeling that I had when I first started playing. :)

    Thanks for the kind comments.
    Avai wrote: »
    Very true, but in this case I really enjoyed reading what the OP had to say. I agree with most of his points. I won't be cancelling as I am Lifetime, but I am excited to see how the game evolves over the next year. I think we will all be pleasantly surprised.

    I hope you're right and we are pleasantly surprised. In the meantime, have fun! :)
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    6 and 7 I really agree with. The rest I'm rather neutral about.

    The crafting system I have never been happy with. As for the death penalty. I dunno. I wouldn't necessarily need to lose skill points or equipment bu it would be nice if we could fail a mission. You get in some of these missions where you are supposed to delay an enemy for like 3 minutes waiting for reinforcements. Why? It doesn't matter what you do. Blow up. blow up the enemy ships. Run to the other side of the planet. You are still waiting 3 minutes at which point you win.

    I'm not even saying losing should be permanent. More like. "Mission Failed. Try again? Y/N" It would add more suspense to the missions and open up possibilities in the future.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    Vaenn wrote: »
    I know, I know... Another "I'm leaving thread." :P I know I won't be missed. Hehe.

    When I cancelled, there was an option to leave suggestions for improvement. So i did. I just thought I'd share to see if anyone else shares my opinion on any of these points, or if anyone disagrees with me. I also wanted to be sure I got this out there to make sure Cryptic sees it. If you disagree, please explain why. No joke, I actually am interested in hearing other people's opinions. :)

    One more thing, this is a long post. If you don't like long posts, please stop reading. Don't say I didn't warn ya! :)


    Here's what I wrote to Cryptic:


    As it stands, the game revolves around warping into an instance, shooting a few enemies, scanning something, shooting more enemies, and then warping out. Or any number of combinations of those things. It gets boring after awhile. There is simply not enough depth and variety in the missions. Some of the Klingon war episodes were great, original, and exciting. The Romulan ones... meh. See below for more on that. The repeatable/random ones are just horrendously repetitive though.

    Also, since you asked for suggestions, here's 10 of them:

    1. Add more variety to the missions. Make them less repetitive as well. Also, the exploration missions are dull as scanning a few anomalies is ridiculously simple and boring. There is no exploration, just scanning!

    Whats even more insult to injury on the small maps is the fact that you generally get a path to follow. A far critique.

    2. Where is the famous Star Trek diplomacy? I don't consider talking to a few people in a linear, scripted situation, scanning things, clicking a few computer consoles, or delivering supplies diplomacy. I would like to see different options to solve a single situation.

    Yeah, I am right with ya here... I would like a decision tree with consequences based on your choices. This is definitely a huge blunder.


    3. Social game play is limited to grouping during missions. There is nothing to do on Vulcan, Risa, a bar, etc. Make some mini-games and interactive environments! Make people want to hang out in a certain location. Even the bridges, while nice eye candy, are featureless. They are totally useless. Why would I ever need, let alone WANT, to visit my bridge? I can't even sit in the captain's chair without having to type in an emote.

    Although not high on my wish list of updates its definitely there.

    4. I understand that 2409 is a time of war and that heavy combat is to be expected. However, I can not see a reason why the Federation would ever abandon its principles. In every combat situation it's fire first, ask questions later without any option to try to resolve a conflict another way. The mission where the Klingons accuse the ambassador on my ship of being an Undine is a good example. I would really like to know if there is an Undine on my ship. The Klingons weren't opening fire so it would be a simple matter of saying "Please standby while we attempt to verify your claims." and then doing so if I feel like it. Instead, you have NO option but to attack immediately. Also, the Federation is at war with the Klingons, NOT the Romulans. What right would the Federation have in flying around freely in Romulan space, landing on their planets, attacking their ships, or deciding that something like a Borg sphere in THEIR space can't be salvaged by them? That mission really didn't make sense to me. Again, we aren't even at war with them. Hostilities? Yes, but not war. Some of the missions give a BARELY acceptable reason to enter their space, but even then I feel like it isn't quite justified.

    Yeah I realize the Romulans are not the power they once where but we do an awful lot of invading their space. A few of these missions had me scratching my head as well.

    5. Just way too much instancing... I totally understand why you chose to go that route, but something as simple as trying to meet a friend somewhere involves figuring out which instance to go to. There's got to be a way to reduce the instancing without affecting game play. Even if just sector space could do away with the instancing, I'd be happy.

    As I have posted elsewhere the heavy instancing hurts the game more then it helps in a more sandbox environment you can do multiple tasks at a time which can break up the monotony where as one mission one map can stagnant after a while especially when the variables that make up the missions do not have enough variety.

    6. Crafting in STO is not crafting. It's trading. Worse, it's trading for things that aren't even really worth the effort. The fact that you even call it a crafting system bothers me, since it obviously is not. It's like saying, "Hey! That's a big ocean!" while pointing at a puddle, and expecting people to accept the statement as the truth. It's not fooling anyone. At least have the decency to treat us like intelligent human beings, please.

    I have not really touched this aspect of the game so I reserve judgment.


    7. No death penalty? Yes, they're frustrating, but they need to be put in! There is NO sense of loss in this game! Not even a MINOR Skill point drop. Nothing. What's the point of trying to do well, if there's no reason to just keep making suicide runs on the enemy?

    Being able to fail a mission and restart it would probably add some time to the leveling process, I'm indifferent about a DP.


    8. Ground combat. It seems clunky to me. I have issues moving around while firing, especially with the keyboard controls. All of a sudden the "A" key will make me move forward, instead of turning to the left, or the "W" key will make me strafe to the right instead of moving me forward, etc. It makes targeting, firing, and moving more difficult than it needs to be. The camera seems to be "off" somehow as well, but I can't pinpoint exactly what it is that irks me as far as that goes. Ground combat is a close second to the "exploration" (scanning) missions in the things I like least about this game. It has the potential to be so much better.

    The control thing drives me absolutely insane.


    9. Targeting enemies is just... weird. Sometimes it works well, other times I can't for the life of me target something that's right in front of me! Not quite sure what the problem is there. It's worse in ground combat than in space combat.

    10. I'm a Captain. Allow me to give orders! It always seems like my bridge officers are telling me what to do and then giving me condescending verbal pats on the back after I'm forced to do what they say. It makes me feel more like the ships autopilot system instead of the one who's in charge of a ship and crew. I also feel like the ship's mascot puppy who's just waiting to hear my tactical officer say, "Good boy! Who's a good boy? YOU are! Here's a treat!" Again, this means giving me OPTIONS. I have no problem with a bridge officer giving me a recommendation for a course of action, but let me have options to choose from. Objectives are just too linear, too scripted, and there's zero chance to fail or make a mistake.


    Having said all that, I truly do appreciate the fact that it is not easy to make an MMO. I have no problem with all the technical issues, bugs, broken content, etc.. Those are things that can be patched. I didn't let those things factor into my decision to leave. I'm sure those things will get better over time.

    I really, REALLY want this game to be great. I'm really routing for you Cryptic! I will DEFINITELY return in another couple of months to see how things have progressed. I have no problem giving ST:O another shot. I hope I will be pleasantly surprised when I do. It's just that, as of right now, I can't, in my own mind, justify paying for this game. Especially since money is tight. ;)

    Anyway, best of luck to you Cryptic, and to all the ST:O players! I'll see ya in a few months! :)


    I thought this was a well thought out post with a lot of very valid criticisms of the game, I think some of these will be corrected in time and although some of them annoy me and I wish that some things were different I am still having a lot of fun to offset it however I cannot feel any ill will towards anyone who these issues are too much for.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    Nicely thought out positions. I don't disagree with any of them.

    There's the kernel of a good game lurking under the problems, and for now I'm hanging around to see if they make any moves toward uncovering it. Hopefully, by the end of the first month we'll see some evidence that they're working in the right direction.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    Shadezilla wrote:
    7. No death penalty? Yes, they're frustrating, but they need to be put in! There is NO sense of loss in this game! Not even a MINOR Skill point drop. Nothing. What's the point of trying to do well, if there's no reason to just keep making suicide runs on the enemy?

    Being able to fail a mission and restart it would probably add some time to the leveling process, I'm indifferent about a DP.

    Now there is a great idea. I also think the difficulty should be increased.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    As far as I am concerned, this is the best Farewell post that I have seen in ages.

    I agree with many of his points and completely understand being careful with his $$.

    Best of luck and take a peek back in a few months to see if the game is more to your liking. :)
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    Good post OP. I have some of the issues that you have with the game. I wont be canceling has I have a lifetime membership. If I was paying monthly I may have canceled for a few months to see how the game progresses in that time.

    I agree with you in that you should not be able to freely travel into another factions space if you are not at war with them. If they want you to do that then make a good mission that explains why you have to travel into their space. It's like some of the mission where you go into Klingon space and you have Federation bases on those systems which made no sense to me.

    The ground combat needs more work. It doesn't feel right and is not that much fun.

    I too feel that you should be able to make more decisions then clicking on the green text to advance the story. You should have the option of at least hailing ships you come into contact with and try to avoid combat.

    The other thing is how big all of the doors and hallways are in the game. Bridges are very big too.

    The other thing that bothers me about the game is how fast you can level in it. It doesn't seem to take long at all to advance through the ranks.

    It is still early for the game and I'm looking forward to see what Cryptic has in store for the game in the near furure.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    A reasonable post from someone who is leaving, how refreshing. I pretty much agree on all points, though I don't perceive ground combat to be so bad, yeah, it has its problems but it's also kind of fun for what it is, just needs some polishing.

    And thanks for pointing out the thing with the bridge officers, I always thought there was something that bothered me but I couldn't place my finger on it. It really does feel like they are the ones in charge.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    Being able to fail a mission and restart it would probably add some time to the leveling process, I'm indifferent about a DP.

    That's a cool idea. The ability to fail would give you something to try to avoid AND increase the time it takes to level! Win/Win! :) Hope they have that, or something similar in a few months.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    Niblik wrote: »
    As far as I am concerned, this is the best Farewell post that I have seen in ages.

    I agree with many of his points and completely understand being careful with his $$.

    Best of luck and take a peek back in a few months to see if the game is more to your liking. :)

    I'll definitely do that, thanks. :)
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    Good suggestions!

    I'm leaving too. But, hopefully when I come back for a re-trial in 6 or so months the game will be more fleshed out and have a wider variety of things to do. :o
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010

    It's like some of the mission where you go into Klingon space and you have Federation bases on those systems which made no sense to me.

    I completely forgot about that! That did drive me nuts, as well. WHY are there Fed bases deep in Klingon and Romulan territory??? Those are THEIR resource-rich asteroids and planets! It's as if someone in the Federatipn woke up one day and said "You know what? Why don't we just go around claiming every rock in space that we can find? Who cares if they're in enemy territory? If the federation colonists and laborers get attacked, we dispatch the USS Whatever to clean up our mess! I think the captain of that ship is an idiot, anyway. Good thing I got <imsert BO name here> on board to get the captain to do EXACTLY as I say! :(
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    Originally Posted by Rekhan
    Welcome to the 15th installment of Ask Cryptic, where where we put the questions you ask to our development team. In this issue we discuss player progression. Read more to learn about Star Trek Online!

    Sklarz: Are we limited to one branch? say I'm Engineering and I go down maintenance and then later I decide I also want to do some in Modification. Are we limited to one branch or can we go all out and get them all?

    You’re not limited to any branch; you can acquire all the skills within your profession. You can start going down the Maintenance branch, but it’s not really a branch in the traditional sense. You can pick and choose any skills you want. But different tiers of skills become available as you rank up. The skill system isn’t technically a skill tree – lower-rank skills affect higher-rank skills, but there aren’t any prerequisites for the most part (more on that later).

    For example, if you’re a Tactical officer, you can take Starship Energy Weapons training, or Starship Projectile Weapons training. You gain access to both of those skills as a Lieutenant. When you become a Lieutenant Commander, Beam Weapons, Cannon Weapons, Torpedo Weapons and Mines become available. At that point, if you put all your points into Starship Energy Weapons, you can go back and put points into Projectile Weapons training, or you can put it into Torpedoes.

    At the next rank, Commander, there’s Phaser, Disruptor, Photon and Quantum skills. What you’re getting is more specialized skills. So if you put all your points into Energy Weapons, then Beam Weapons, then Phasers, you’ll be really good at phaser beams, generally good at all beams and OK at all types of energy weapons. You’d be not so great at disruptor cannons at that point, because you didn’t put anything into Cannons or into Disruptors, but you did put some points into Energy Weapons.

    There is one true skill tree in the game, and that is the ship trees. Some of your skills govern your ability to captain certain types of vessels. You start off in a light cruiser based on the Miranda class, but from there your decisions will affect what ships become available to you. For instance, the tier 1 Escort is based on the Saber class. In order to fly the tier 2 Escort, you’ll need to have spent points to learn how to fly the Saber. You can put points you want into Science, Cruiser or Escort, but you can’t fly a tier 4 Cruiser just because you can fly a tier 4 Escort. You’ll need to learn how to pilot the previous Cruisers first. But you can fly every ship in the game on one character, if you invest the points.

    Mach789: By the time I reach Admiral, will my skills be locked or will I be able to max out every skill eventually?

    You can max out every skill eventually. We plan to keep adding skills to keep ahead of people, and by the time you’ve progressed through the endgame content, you’ll only have about half of the total skills you can acquire anyway.

    We do need to clarify one thing, which is in regard to this question and the previous one: The profession you choose – say, Engineer – will limit the ground skills available to you, but not the space skills. So as an Engineer, you can still buy Photon skills (Tactical) or Sensor skills (Science) in space, but on the ground you only get access to Engineering skills. The ground game is more traditionally class-based, whereas in space you’re more limited by the type of ship you fly. We want you to be able to go into different ships and mix up your skills as much as possible.

    Liquidblaino: if I'm a Lt Cmdr and I need to spend X skill points to be offered a promotion, does it count if I spend those points on Lt skills or just Lt Cmdr skills? Can I even go back and spend points on skills in the lower ranks?

    You can go back and spend skills in lower ranks. You don’t need to spend X skills in a particular rank to be promoted; it’s just X skills total. For the sake of discussion, let’s say as a Lieutenant you need to spend 100 skill points (this is not the real number) anywhere to become a Liuetenant Commander. When you’re a Lieutenant Commander, it’ll take 300 skill points (again, not the real number) to rank up to Commander. It doesn’t matter where you spend those points; you can spend them on the ground, in space, in Lieutenant skills, in Lieutenant Commander skills.

    That formula is true for you and your Bridge Officers. Bridge Officers follow the same path as you. They have much smaller skill sets, but their progression works the same.

    Liquidblaino: What is the primary mechanism for earning skill points? Will these be awarded by Episodes and kills like experience in CO? Or will these be awarded for acting in a fashion in accordance with my faction?

    They’re primarily rewarded by mission completion and kills, but there are other ways you can gain skills, too. There are “missions” like “Protect the Ambassador” or “Explore this Sector” or “Discover this many systems/special anomalies,” which don’t feel like a traditional MMO mission. So it’s missions, but the missions aren’t just “go here and kill 10 guys” or “go here and clean out this dungeon.” Star Trek missions are about exploration and doing things. You go out and look for things and go on Tours of Duty, which require you to go out and discover things, or explore sectors of space.

    Numerous: Will there be a respec option?

    It doesn’t exist yet, but we’re figuring out how to do it.

    Numerous: Will PvP award experience?

    Yes! You can rank up entirely just by participating in PvP.

    In addition to the skill point issue, which has completely changed since this Ask Cryptic session was put up, I have to point out the part that I highlighted in red text.

    Going somewhere and killing X amount of guys or cleaning out an enemy base is exactly what we do now. The skill thing, eh... I can understand if things change becasue they suddenly saw a problem in the future, but the killing X amount of people needs to change. Especially since half the time I can't justify killing the people that I'm supposed to in order to complete the mission. :(
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    I can't find the link to the dev post anymore but he made a HUGE multi paragraph explanation about incoming changes to allow for more non-combat/diplomacy systems to be put in the game. What he said basicly was that they don't want to rush it and turn out a crappy system where you pick from one of two options and one is obviously wrong. The problem is that making a deep, involved, branching diplomacy system is about the hardest thing you could put into an MMO, and it's very difficult to get it into any game. He said that the system was something that they're working on and will almost definitly happen.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    I can't find the link to the dev post anymore but he made a HUGE multi paragraph explanation about incoming changes to allow for more non-combat/diplomacy systems to be put in the game. What he said basicly was that they don't want to rush it and turn out a crappy system where you pick from one of two options and one is obviously wrong. The problem is that making a deep, involved, branching diplomacy system is about the hardest thing you could put into an MMO, and it's very difficult to get it into any game. He said that the system was something that they're working on and will almost definitly happen.

    Excellent! Thanks for the update! :)

    I'll keep an eye out for that post. I'd like to read it. If you find it again, please let me know.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    8 is right on. Ground combat is positively TRIBBLE sometimes

    I'm happy to say the rest of the game makes up for it though :)
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