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SystemSystem Member, NoReporting Posts: 178,019 Arc User
I'm very surprised this Difficulty/Injury systems went live today, considering the various concerns on the Tribble forums. For instance, regarding the complaints about loot drops at higher difficulty settings alone, either...

a) ..no change was made and the supposed "higher difficulty = better loot rewards" feature is still severely lacking. Honestly, loot was the least of my concerns right up until the point where we all went from being in the same boat to being in different ships - the U.S.S. Easy Street and the U.S.S. Death-By-Taxes. If higher difficulty settings are going to be paired with a money-sink death penalty system that everyone on normal difficulty can simply ignore, than there better be an obviously improved drop quality/rate (as advertised) to balance out that penalty for wanting to fight more challenging opponents. Currently there isn't.

b) ..a change to loot was made based on our feedback and went to live untested, which is reckless and irresponsible of you. And I know it didn't get tested by the players on Tribble, since we were still complaining about loot drops on the latest Tribble build, and even had a developer commenting that it was "still being tweaked". So, uh.. I guess we're testing those tweaks on live now? Is that really wise?

This isn't even touching all the complaints about out-of-wack spike damage from certain race/ability combos on the various difficulty settings (which as far as I can tell have never been addressed). Is this supposed to be your way of getting us to thoroughly test out that injury system, because without having addressed those "I was one-shotted" complaints I guess we're going to be wracking up those expensive injuries fairly often.

These system needed more time in testing, or at least more people actually testing them and not just shouting blind complaints about death penalties on normal mode without having ever set foot on Tribble. You did a 180 on normal mode and went from a "we truly believe this will be a good system for everyone" stance to completely removing it from normal mode based on complaints from people who couldn't even be bothered to test the system. And yet real concerns based on real feedback from players who did bother to actually spend their time testing your new systems has apparently been completely ignored.

Frankly, I don't see the point of helping you out by stepping foot on Tribble again. From where I'm sitting it looks like the most influential feedback comes from complaining about proposed changes without actually bothering to test them.
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Comments

  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2010
    Things take time to adjust.

    Unless you have a magic wand to wave around and fix if for them instantly.

    Just relax... breath... try it out.. post a few bug reports.... and remember.. most MMO's have major issues 6 months after release.. sometimes longer.

    We are not even at 6 months yet.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2010
    Things take time to adjust.

    Unless you have a magic wand to wave around and fix if for them instantly.

    Just relax... breath... try it out.. post a few bug reports.... and remember.. most MMO's have major issues 6 months after release.. sometimes longer.

    We are not even at 6 months yet.

    Did you just paste a generic response you have filed away for "game issue complaints" that had almost nothing to do with what I actually wrote? Because it definitely looks like that.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2010
    Combadge wrote:
    Did you just paste a generic response you have filed away for "game issue complaints" that had almost nothing to do with what I actually wrote? Because it definitely looks like that.

    Things take time to adjust.

    Unless you have a magic wand to wave around and fix if for them instantly.

    Just relax... breath... try it out.. post a few bug reports.... and remember.. most MMO's have major issues 6 months after release.. sometimes longer.

    We are not even at 6 months yet.

    *there, pasted it again for ya :p*
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2010
    Combadge wrote:
    You did a 180 on normal mode and went from a "we truly believe this will be a good system for everyone" stance to completely removing it from normal mode based on complaints from people who couldn't even be bothered to test the system.

    Actually, I wouldn't call it a 180 since everyone was told that it would be optional to begin with.

    I've tried this out on Tribble prior to today and while I do agree that drop rates need some attention and certain NPC groups need adjustment in terms of them being absolutely ludicrous on Elite setting ground combat, overall the system does work. Future improvements/tweeks can come via patches, as I'm certain they will.

    The current issues it has aren't sufficient to delay releasing it IMO.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2010
    as far as drops on the mid setting i am seeing better
    got my 1st blue drop and and had a lot of fun
    i think the thing is the Elite setting is just for the #$#@!
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2010
    Things take time to adjust.

    Unless you have a magic wand to wave around and fix if for them instantly.

    Just relax... breath... try it out.. post a few bug reports.... and remember.. most MMO's have major issues 6 months after release.. sometimes longer.

    We are not even at 6 months yet.

    His points are valid. I log onto Tribble less and less with each passing day for all the reasons he pointed out.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2010
    Galtrovan wrote: »
    His points are valid. I log onto Tribble less and less with each passing day for all the reasons he pointed out.

    Heck, I'm surprised he didn't bring out his "It's not fair" speech he has been making for the last two weeks.

    I have been playing on advanced since the servers came back up this morning, the loot is better than it was when I tested on tribble last week. And I noticed no problems from "lack of testing".

    I saw no issues, no "one-shot" kills.



    Different people have different playstyles and someone choosing a different difficulty level will not harm you or anyone else.

    Just relax, Combadge. You are gonna pop a blood vessel with all that anger over a video game
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2010
    Galtrovan wrote: »
    His points are valid. I log onto Tribble less and less with each passing day for all the reasons he pointed out.

    Well that is like deciding not to vote because you don't like the current political atmosphere. Not very smart. I am not saying that to flame, I am just saying that hoping that some folks won't give up.

    Combadge, dude you are going to give yourself an ulcer. All the posts I have seen from you are complaints. Which is your right, but man, if everything was that bad for me I would find something else to do (maybe new game) or take a break and come back. I did that with Vanguard (took a year off), came back when they had fixed a lot of issues and was much happier.

    This change was big enough for me that I did log onto tribble last week and copied a character over. I ran the same mission on live, and again on tribble at elite level. I must say it was more challenging and the drops (3 blues to one green) were much better. But since drops are random, it will be different for everyone.

    So I look forward to patching and maybe even starting my main over at elite.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2010
    I find the criticism in this thread to be remarkably similar to Zaroph's point in this thread:

    How did this pass quality control?

    While the path being taken by these two threads is different, they both tend to arrive at the same conclusion. That the test server has some issues in its effectiveness to be a test server. This mirrors the criticism I've had for the protocols of testing that go back to last year, with Champions Online.

    I can understand and sympathize with players who do use Tribble and do get frustrated with the process. It made me livid when doing so with Champions Online.

    I wasn't very helpful in the discussion though. As I was too angry to be at all productive.

    This time I guess I still share the criticism. But am much less upset about it. And so ... in the interest of trying to be more productive ...

    What can be done to improve this?

    Right now I see one of the biggest problems Cryptic has is ... they can't get fixes done quick enough in their process to keep some really big bugs that they do know about from still going live.

    That's a hug issue for a test server because the testing process still seems to be doing its job (finding and identifying bugs). But the protocols seem to create an obstacle in the fixing of the bugs part of the process.

    I don't know the specifics of what they do to change the game and patch it and update it. But I do remember some of the posts from the Champions devs seemed to indicate that their process is a bit unwieldy. And the fact that Mindful Reinforcement made it live in its pre-changed form months after it was changed kind of leads me to believe that the way they change the game to put it out onto the servers can be ... part of the problem?

    This discussion obviously needs a lot more input from the developers. Since they know the specifics.

    But ... we should keep trying to impress upon them the importance of this criticism. As negative as it could get, there is some very important feedback here. There are some problems with how bugs get fixed. And this can and does frustrate the players.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2010
    They released it today cause its Cryptic and they would rather you PAY to test there crappy bugged patches. Get used to it if you have never played a Cryptic game before.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2010
    Opena wrote:
    Well that is like deciding not to vote because you don't like the current political atmosphere. Not very smart. I am not saying that to flame, I am just saying that hoping that some folks won't give up.

    Yes, but it would be nice (some might even say "smart") if more weight was placed on feedback that was provided as a result of thorough testing over any "I don't have to test it because I know I won't like it" comments. And yet, anyone who followed the complaint threads on this topic can clearly see that isn't what happened.
    Combadge, dude you are going to give yourself an ulcer. All the posts I have seen from you are complaints. Which is your right, but man, if everything was that bad for me I would find something else to do (maybe new game) or take a break and come back.

    You might want to look back further than any posts made since Cryptic did a 180 on their normal-mode decision. Yes, if you're just focused on this issue then you're going to see me complaining a lot because I have a lot of complaints when it comes to how these particular systems developed. If you want to see happier posts from me you'll need to search elsewhere on the forum.

    All of this is besides the point. My complaint still stands and is certainly valid. Too many bugs which were pointed out repeatedly on Tribble still exist. The "gather sample" graphic is still broken and is still pointing towards 0,0,0 on space maps, even after we thoroughly tested this to the point where a developer thanked us for our diligence. The new "you are firing on this shield facing" indicator still has port and starboard confused despite our reports about this problem. I personally have not received back any of the existing expired items I had posted for sale on the exchange. Where are they?

    I'm not sure what the point of all that testing actually was. I appreciate that Cryptic is trying to stick to a posted release schedule but when something needs fixing fix it before you release it to the live servers. Don't send broken systems to the Holodeck server, it's not a testing environment. This isn't rocket science.

    They have a "known issues' section on their release notes that, frankly, isn't done justice. They know of a lot more patch-related issues than the handful that they listed, because we certainly took the time to test and report them. In some cases there are even dev comments indicating that the problem is being looked into, and yet the problem shows up anyway on the live servers. So where exactly is the breakdown in communication happening?
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2010
    Loxanna wrote:
    They released it today cause its Cryptic and they would rather you PAY to test there crappy bugged patches. Get used to it if you have never played a Cryptic game before.

    To be fair, that's nothing unique to Cryptic. Every MMO has bugs that find their way onto the production servers even after extensive testing.
    Combadge wrote:
    You might want to look back further than any posts made since Cryptic did a 180 on their normal-mode decision.

    Their decision to exclude the Injury System from normal mode was not a 180. It was making the system work how it was originally said it would work. Trying to make the system compulsory instead of optional was the 180.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2010
    I experienced similar disappointment regarding the lack of action regarding the Klingon Exploration content that went live a couple of weeks ago.
    Feedback was given on Tribble regarding problems and bugs.
    It still went Live with the issues.
    Subsequently i stopped playing on Tribble.

    2/3 Weeks later a new patch and no mention of fixing the Klingon tricorder issue or problems with space scanning.
    No mention of bug fixes in exploration content.

    Whats the point of Testing content if they don't act upon the feedback?
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2010
    Combadge wrote:
    They have a "known issues' section on their release notes that, frankly, isn't done justice. They know of a lot more patch-related issues than the handful that they listed, because we certainly took the time to test and report them. In some cases there are even dev comments indicating that the problem is being looked into, and yet the problem shows up anyway on the live servers. So where exactly is the breakdown in communication happening?

    I guess I can see what you are saying if you are a person who has never worked in software or for a company that creates software for thousands of users. If you do, your complaints (let's tone it down to issues) are still valid for you, but maybe you are missing the big picture on how software revisions and updates/bug fixes work. It has to be especially hard for them to get to everything when they put out code on a server to test. Think about it. They programmed certain changes and bug fixes according to a fixed schedule, release it to tribble, and because hundreds of people are now testing it, more issues or bugs were found. So now the programmers have to dive into those and have to take care of the ones that would be termed "show stoppers" first. This may leave out bugs/issues/enhancements that would have otherwise been included. The devs do not run what is to be fixed/added, that would be the business unit and that adds a whole new layer to what they have to do. And the business side wants to keep on some sort of schedule to keep us happy (at least most of us). :)

    Like it or not, they need to make money, and that means someone has to make decisions on what is fixed or pushed out. I know, I am under the same set of rules where I work and if we don't thread the line carefully, I would not have a job.

    It is a good thing to raise these issues, I am sure they will eventually be addressed. I am going to keep logging to Ttribble when there are big releases and at least keep adding bugs and issues as I see them.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2010
    Things take time to adjust.

    Unless you have a magic wand to wave around and fix if for them instantly.

    Just relax... breath... try it out.. post a few bug reports.... and remember.. most MMO's have major issues 6 months after release.. sometimes longer.

    We are not even at 6 months yet.

    if i remember correctly in Everquest the damn boat was bugged for years before they finally did away with it and put a little gnome teleporter guy at each dock.

    i also remember that EQ didnt really start getting truely good till about 3 years in. so im with you people just need to calm down and relax. its coming. 8P
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2010
    Personally I only go to the test server to check out changes before they come out. I do not test. I feel no obligation to, if I want a second job it will be one that I get paid to do.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2010
    Why are they releasing new content at all?
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2010
    Combadge wrote:
    Did you just paste a generic response you have filed away for "game issue complaints" that had almost nothing to do with what I actually wrote? Because it definitely looks like that.

    No, this is a cut and paste..........
    Buffalo-6 wrote:
    once again for the 100th time, I dont need to test something I think sucks to confirm that I think it sucks in both form and function and principle to boot.

    This issue goes back further than CO, as explained by a COH Dev back in the day about how the test server works (this was when Cryptic still ran CoH)......once something hits the test server (and open beta's) then what they are looking for are game breaking bugs and testing the server stress with all the new stuff being played and interacted with by many many more people than what takes place on the internal QA servers. Closed Beta's are where the main player suggested and Dev team changes occur. As bugs and issues are identified on the test (or open beta) server, they are logged, and get put in the system for a future build on the test server. Because of release schedules and such, bugs and issues in builds that have not made the test server (but that are somewhere in the pipeline, but are somewhere in the internal build or QA) will hit the test server at a later date. Meanwhile bugs and issues go live, and folks hammer back on the Devs.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2010
    Buffalo-6 wrote:
    No, this is a cut and paste..........
    This issue goes back further than CO, as explained by a COH Dev back in the day about how the test server works (this was when Cryptic still ran CoH)......once something hits the test server (and open beta's) then what they are looking for are game breaking bugs and testing the server stress with all the new stuff being played and interacted with by many many more people than what takes place on the internal QA servers. Closed Beta's are where the main player suggested and Dev team changes occur. As bugs and issues are identified on the test (or open beta) server, they are logged, and get put in the system for a future build on the test server. Because of release schedules and such, bugs and issues in builds that have not made the test server (but that are somewhere in the pipeline, but are somewhere in the internal build or QA) will hit the test server at a later date. Meanwhile bugs and issues go live, and folks hammer back on the Devs.

    Yeah sometimes it sucks being a developer. Your hands are tied by the program managers/business unit, but every one seems to lock photons onto you. :) I think that is even greater here because the devs do post and do seem to genuinely care what people want out of the game. And since they are accessible and post, they make easy targets.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2010
    rayvenwing wrote: »
    if i remember correctly in Everquest the damn boat was bugged for years before they finally did away with it and put a little gnome teleporter guy at each dock.

    i also remember that EQ didnt really start getting truely good till about 3 years in. so im with you people just need to calm down and relax. its coming. 8P

    Shall I post for you the awards EQ won in its first year? Or maybe some reviews? Or do you want to stop making this ridiculous comparison and making stuff up off the top of your head?
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2010
    We did increase the drop rated with difficulty slider from the initial release. It is important to note that it is not always easy to predict a random system. The key changes we made was an increase in Skill Point bonus and Blue and Purple drops. This is how the reward bonus currently works with the Difficulty Slider:
    • The reward bonus only applies to defeating enemies. There is no bonus to the mission rewards.
    • Increased difficulty increases Skill Point and Bridge Officer Skill point drops.
    • Increased difficulty increases Green, Blue and Purple item drop rate. White item drop rates did not change.
    • Consumables (batteries, hypos) are not affected. No more, no less. Note the dropping of a consumable does not modify your chance to get an item. That is, just because a consumable drops, it does not mean you lost out on an item. Whether the consumable drop rate was 0% or 100%, it does not affect the item drop rate.

    Below is the reward bonus:

    Advanced:
    Skill points: +25%
    Bridge Officer Skill points: +25%
    Green Items: 1.5 times increase in drop rate
    Blue Items: 10 times increase in drop rate
    Purple Items: 20 times increase in drop rate

    Elite:
    Skill points: +75%
    Bridge Officer Skill points: +75%
    Green Items: 3 times increase in drop rate
    Blue Items: 20 times increase in drop rate
    Purple Items: 30 times increase in drop rate


    Note the drop rate multiplier modifies the normal drop rate. So if a purple has a 0.0001 chance to drop, a 30x multiplier is huge, but the chance is still 0.003.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2010
    We did increase the drop rated with difficulty slider from the initial release. It is important to note that it is not always easy to predict a random system. The key changed we made was an increase in Skill Point bonus and Blue and Purple drops. This is how the reward bonus works currently works with the Difficulty Slider:
    • The reward bonus only applies to the critters. There is no bonus to the mission rewards.
    • Increased difficulty increases Skill Point and Bridge Officer Skill point drops.
    • Increased difficulty increases Green, Blue and Purple item drop rate. White item drop rates did not change.
    • Consumables (batteries, hypos) are not affected. No more, no less. Note the dropping of a consumable does not modify your chance to get an item. That is, just because a consumable drops, it does not mean you lost
    out on an item. Whether the consumable drop rate was 0% or 100%, it does not affect the item drop rate.

    Below is the reward bonus:

    Advanced:
    Skill points: +25%
    Bridge Officer Skill points: +25%
    Green Items: 1.5 times increase in drop rate
    Blue Items: 10 times increase in drop rate
    Purple Items: 20 times increase in drop rate

    Elite:
    Skill points: +75%
    Bridge Officer Skill points: +75%
    Green Items: 3 times increase in drop rate
    Blue Items: 20 times increase in drop rate
    Purple Items: 30 times increase in drop rate


    Note the drop rate multiplier modifies the normal drop rate. So if a purple has a 0.0001 chance to drop, a 30x multiplier is huge, but the chance is still 0.003.

    Awesome information, Thanks!
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2010
    Yeah, but honestly. I'm still seeing flipping Mx9 green crud. I mean, for Godsake, Elite should be at MkX only. I mean c'mon, really? I've got a battleship sending a torp spread, and in the next second, a torp HY from the same facing side. Given the fact that they seem to be 100% crit rate, that's a pretty excessive amount of damage in 2 seconds (and honestly took me 8 passes on the second BB I faced).

    And the reward? Not even a shield battery. Wow.

    Honestly underwhelmed by the drops so far. At least in Elite. Maybe will try Advanced if it doesn't change in a day.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2010
    Personally, I love the Elite setting, I played more this week on test server than live cause I wanted a challenge. Loot shouldnt be the only driving force for difficulty.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2010
    Sizman wrote:
    Personally, I love the Elite setting, I played more this week on test server than live cause I wanted a challenge. Loot shouldnt be the only driving force for difficulty.

    Yeah that was the main reason I got on tribble for the first time was to test the slider. I started at elite and actually just stayed there. I wanted to test the death penalty too, but in the several scenarios I played I didn't die... It was a hell of a lot more challenging and I had to really pay attention to what I was doing. Several times I had to hit "evasive" and get out, fix up, then charge back in. Great fun. On the ground, the battles were longer, I got knocked out a couple times but got my BO's to revive me. I am seriously thinking of re-rolling my main and using elite...
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2010
    • The reward bonus only applies to the critters. There is no bonus to the mission rewards.
    • Increased difficulty increases Skill Point and Bridge Officer Skill point drops.
    • Increased difficulty increases Green, Blue and Purple item drop rate. White item drop rates did not change.
    • Consumables (batteries, hypos) are not affected. No more, no less. Note the dropping of a consumable does not modify your chance to get an item. That is, just because a consumable drops, it does not mean you lost
    out on an item. Whether the consumable drop rate was 0% or 100%, it does not affect the item drop rate.

    Below is the reward bonus:

    Advanced:
    Skill points: +25%
    Bridge Officer Skill points: +25%
    Green Items: 1.5 times increase in drop rate
    Blue Items: 10 times increase in drop rate
    Purple Items: 20 times increase in drop rate

    Elite:
    Skill points: +75%
    Bridge Officer Skill points: +75%
    Green Items: 3 times increase in drop rate
    Blue Items: 20 times increase in drop rate
    Purple Items: 30 times increase in drop rate


    Note the drop rate multiplier modifies the normal drop rate. So if a purple has a 0.0001 chance to drop, a 30x multiplier is huge, but the chance is still 0.003.

    Thanks four outlining that for us. :)

    As for Cryptic's testing, their Q/A department has always seemed non-existent (even though it's supposed to be there). I see very obvious bugs slip through them ALL the time. When is Cryptic going to get the Q/A it needs? The players are paying for this (both literally and symbolically).
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2010
    We did increase the drop rated with difficulty slider from the initial release.

    And we tested it again after you announced the change, and our reports basically amounted to "was a change made? I still can't see a difference". Because, like you said:
    Note the drop rate multiplier modifies the normal drop rate. So if a purple has a 0.0001 chance to drop, a 30x multiplier is huge, but the chance is still 0.003.

    Now, here's the problem, and the gist of the negative feedback that was provided on this point: if you're going to hit us with a very obvious money-sink death penalty and call it a balance counter to the improved chance of receiving nicer drops, then those improved chances of receiving nicer drops better be as noticeable as that potential money sink is. Otherwise your system is poorly balanced and you're essentially punishing players for choosing to fight more difficult opponents instead of snoozing through the game facing very easy ones (which is backwards logic if I've ever heard it).

    Every complaint about money sink death penalties being tied into the harder difficulty levels is answered with "well you get better loot". If that's going to be line Cryptic continues to roll with then the improved drops better be abundantly clear. And there was a ton of nearly-unanimous feedback given on Tribble indicating it wasn't.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2010
    Combadge wrote:
    Now, here's the problem, and the gist of the negative feedback that was provided on this point: if you're going to hit us with a very obvious money-sink death penalty and call it a balance counter to the improved chance of receiving nicer drops, then those improved chances of receiving nicer drops better be as noticeable as that potential money sink is. Otherwise your system is poorly balanced and you're essentially punishing players for choosing to fight more difficult opponents instead of snoozing through the game facing very easy ones (which is backwards logic if I've ever heard it).

    Every complaint about money sink death penalties being tied into the harder difficulty levels is answered with "well you get better loot". If that's going to be line Cryptic continues to roll with then the improved drops better be abundantly clear. And there was a ton of nearly-unanimous feedback given on Tribble indicating it wasn't.

    You cannot punish players for a feature that optional, if you dont like Advance/Elite then turn back to normal. If you think every drop should give a blue or epic, your setting yourself up for disappointment. I play Elite cause in my mind, that is how the game is suppose to be, the increase in drops is a perk, but without it, I would still play on Elite.

    I played Tribble almost all week, no I didnt give feedback on the forums, but in bug reports I sure did a lot of reports. My primary reason, was for the challenge, not really for bug reports or feedback (I know its selfish). I dont know what you expect with Elite, but devaluing Blues/epics every other drop would ruin this game.

    My point isnt meant to be argumentative, but to show you there is another perception at how this is viewed.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2010
    ::Insert Technical stuff::

    Let me go "off-topic"!

    Yay! Captain Gecko! Now, if my Saurian could look like your Saurian more in-game, I'd be very happy! :D

    Opena wrote:
    Awesome information, Thanks!

    Sorta On-topic : Read your posts and just thanking you for your insight. I know other people in your line of work have also posted in here, but it is nice to see a well-reasoned, informative post that is polite (not to say the others were not polite).

    Just giving props and urging you to keep it up! :)
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2010
    Sizman wrote:
    Loot shouldnt be the only driving force for difficulty.

    And it wasn't. Right up until someone had the bright idea of actually punishing players with a money-sink style death penalty AND a debuff system death penalty for having the audacity to seek out tougher opponents. Because, apparently, "want to fight tougher enemies" somehow translated to "have more money to burn than anyone who chooses the normal setting".

    So if Cryptic wants to make the mistake of making this difficulty setting system about the money, then by all means.. let's make it about the money. Where are the improved drops to make up for our higher repair costs?

    Or they could just drop the money-sink component entirely (or make it fair and have it apply equally to every difficulty setting), and some of us can get back to simply enjoying more challenging combat without feeling like we're being singled out and punished for it. I was completely for a death penalty and a difficulty setting, have often asked for both, and somehow they have managed to make me completely dislike the implementation of both. How can an idea get screwed up that badly?

    The number one reason more people aren't complaining about this anymore is because most of them know they won't ever have to deal with it, because they have no intention of ever moving out of normal difficulty mode. They're not happy with "the changes". They're happy because they talked Cryptic into not making them participate in any of the changes. There's a pretty big difference. That would be like me saying (fake example) "I agree with the proposed change to remove science vessels from the game, seeing as I never plan on playing one. Awesome work, Cryptic!", and then Cryptic feeling like they made the right choice based on receiving hundreds of similar pieces of feedback (while every science ship owner looks on dumbfounded).
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