Well most MMO's take roughly 5 years to develope, Cryptic did it in aprox 2 to 2.5 years ??, not sure if this was
the reason the game came out the way it did. But I don't think you will see anything spectacular for another year or so, regardless of the patches that they come out with.
I am no way bashing this game, power to those that enjoy it and have alot fun with it. It's just that I am not interested in subscribing beyond the 30 days at this point in its development.
I honestly would go with C - 6 Months. That would've been plenty of time to work out the server issues (which seem mostly been resolved). Added more Beta evaluation time, as well as more PvE content.
I'd say at least a year. The game seems like just a shell, a template where they haven't added any of the content yet. I know MMOs aren't released finished. I've played a bunch at the start, however I have never played an MMO that seems so empty and unfinished. I even played Age of Conan at release and we all know what a joke that turned into. Thing is, even in AoC I was never so bored and so unimpressed so fast.
I'd say either B or C. Really just time to develop more content. Game stabilization and finding bugs is something that really can only happen when you have a massive number of people playing. This is especially true when you are dealing with creating a new game unlike anything on the market now.
Considering that so much has gone bad there I´d say they would have to start over completely to
- get rid of the massive amount of loading sequences.
- remove sector space as it is now (lollipop systems and ugly grid ftl).
- completely start over with a crafting/research system thats based on char class rather than on stupid farming for mats to give in to a vendor.
- give choice with missions and not always copy them into new areas.
- give us real 3D movement
- remove the quadratic view.
- make it more feel like an mmo rather than a single player game.
- etc. etc. etc.
Because I´d guess that some things cant just be changed with the engine used.
STO needs an entirely new engine and a team of developers probably 10x what Cryptic has to make the kind of MMO most of us wanted/expected for Star Trek.
No matter how many months Cryptic had, it was never going to be right.
I'm gonna say it needed about a year more. There's a lot of half TRIBBLE aspects of the game. I just wish they didn't push so hard to put it out.... It's a good idea, but they needed to take the Time &Care to make it a star trek game.
from what i was reading cryptic was on a tight scheduale because CBS was waiting for the development contract to expire so they can lock it down and we would of never have seen a game because CBS is trying to kill star trek why do you think they havent put out a new series that would probably save the CW
Comments
E - at least.
Best solution, however, would have been to hand the IP over to competent people. I think about Bioware or Blizzard.
the reason the game came out the way it did. But I don't think you will see anything spectacular for another year or so, regardless of the patches that they come out with.
I am no way bashing this game, power to those that enjoy it and have alot fun with it. It's just that I am not interested in subscribing beyond the 30 days at this point in its development.
- get rid of the massive amount of loading sequences.
- remove sector space as it is now (lollipop systems and ugly grid ftl).
- completely start over with a crafting/research system thats based on char class rather than on stupid farming for mats to give in to a vendor.
- give choice with missions and not always copy them into new areas.
- give us real 3D movement
- remove the quadratic view.
- make it more feel like an mmo rather than a single player game.
- etc. etc. etc.
Because I´d guess that some things cant just be changed with the engine used.
This http://suricatasblog.wordpress.com/2009/11/01/pepetuals-sto-tour/
No matter how many months Cryptic had, it was never going to be right.
I mean, damn it, they took the highly unpredictable step of using an LCARS-styley interface. Who would have thought of that.
the infrastructural problems were out of ignorance and attempted cost savings...
The end-game content issues were lack of foresight about what would happen upon launch, and what happens in MMO's in-general....
The redundancy issues stem from putting kaizen design principles before entertainment principles...
The lack of intricate sub-game content was a result of not understanding the crowd that was signing-up to play for the long-haul...
The build-up of hype that didn't live up to experience was the result of over-zealous marketing....
It was vision they lacked... Not time....