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Wake-up call for Cryptic

SystemSystem Member, NoReporting Posts: 178,019 Arc User
First let me say that STO has a lot of potential and this post should be taken as constructive criticism, it is not to bash the current game but to correct some issues I have with it in its current state. If you agree and have some ideas on how to improve the game to the standards that I think most STO gamers expect please add to this post.

First Issue:
Bugs… fix them. I understand that there are bugs in every bit of software developed. The issue I have is the amount of blatant bugs in the current game. Currently there are missions that can’t be completed due to mission objective missing.
Example: you warp in to a system and need to destroy all enemy squadrons but there are no ships to destroy so you can complete the task). There is a list of others just look on the forums. Given the amount of time the game has been out and the number of patches most if not all of the obvious bugs should be fixed by now. I for one would prefer that you fix what you currently have before adding any new content.

Second Issue:
Game Play… this is a big so I’ll start small and work my way up.

Ship Stats and Abilities:
What happened to the cruiser having a larger more powerful warp core? What happened to the escort having weaker shields? Currently there is no difference between the different models of ships in the same class other than the skin they have.
Example:
1) Let the cruiser be the tank and have a larger warp core that gives the ship more power to its systems. Do something to make each ship class truly different. Some of the work is already done in that cruisers have more engineering console slots and BO stations than escorts do. This is a great state buy fall short so just tweak it a bit more so the power level and hulls of each class reflect some kind of difference.
2) Give the Constitution Class more shield power, give the Excalibur Class more power, and give the Vesper Class another weapon slot. Make each ships in its class unique don’t just give it a skin change.
3) If you are going to add a new ship in to the game make it a new ship and stop charging us real money for a skin job. A new skin should be something you get through spending merits not real money for Cryptic points. You want me to spend real money then give me a real ship, something different than what I can get in the game.

Fleet Actions: As the name implies you should be able to take a fleet (more than a team of 5 players) in to any of the Fleet Actions in the game. You should not be restricted to characters all at the same level. The difficulty and rewards should adjust to the average level of the group in the Fleet Action. I think at a minim you should be able to group up three (3) to twenty (20) players in your group to do a Fleet Action and it should not matter if they are Lieutenant or Rear Admiral or any combination in-between.

Add Fleet vs. Fleet (that works):
Take PvP one step further and add Fleet vs. Fleet to the game. Make it easy to do and specific to your in-game fleet. Let the players pick an in-game fleet commander and all them to do a direct challenge to a different fleet or a squadron of ships within there own fleet for training.
Example:
1) Federation Fleet A challenges Klingon Fleet B. Both sides set the number of ships for each side to eight (8). The fleet commanders select the objectives, death match, capture and hold, etc. When all eight (8) players for each fleet are ready the battle begins. Do not restrict the match so that all players have to be the same level. Keep it open and adjust the amount of damage/defense the higher level players can do based on the average level of the players in the match. This should result in the lower level player being able to live longer in PvP and the higher level players needing the lower ones to win the match.
2) Federation Fleet A wants to have a training exercise so two commanders are selected and two (2) squadrons are created. Use the same standards outline above.

Remove the Level Cap:
Give the high level players a reason to keep coming back to the game. Add additional skills that allows a player to keep developing after RA5. hint these skills don’t have to be combat orientated. Allow a character at RA to be able to offer training to other players BO’s for a fee. Or allow them to own an outpost and offer services to other players.
Example:
1) If I have an engineer captain and I want my tactical BO to have Cannon Rapid Fire III, I should be able to pay a Tactical RA5 some energy credits to train my BO in that skill. Yes I know I can get a BO to do (if I can find one that has it) it but this is a way to keep higher level players in the game. How about letting a RA science officer train my science BO in Feedback Pulse III.
2) I have a RA5 science officer and I want to purchase a research outpost. I will need to spend x number of skill points in a new skill called outpost administration (maybe 2000 skill points) and purchase the outpost via Cryptic points (maybe 1000). I can improve the outpost by adding modules via Cryptic points (maybe 200 each) that increases the abilities of the outpost (defense, research, repair, etc...). Some of the abilities could be to make research cheaper or to get ships and gear modified to produce better stats. The forums on STO are full of ideas on this just look at them.

Last Issue:
Add more PvE for the Klingon side before talking about what new faction to add to the game like the Romulans. Show us you can have two (2) complete factions in STO that are enjoyable to play and offer moths of playability before moving on to expand a game that is not so grand at this point in time. In short walk before you run.

Show us that you will do what you need to do to keep players coming back for more. I would love for this game to be alive and growing five (5) to eight (8) years from now. I’m waiting to see what you are going to do.

And for people that think I’m asking too much of Cryptic just look up some other space based on-line games to compare STO too. They may not be Star Trek but they are awesome MMO’s.
Post edited by Unknown User on

Comments

  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2010
    BobO369 wrote: »

    First Issue:
    Bugs… fix them. I understand that there are bugs in every bit of software developed. The issue I have is the amount of blatant bugs in the current game. Currently there are missions that can’t be completed due to mission objective missing.
    Example: you warp in to a system and need to destroy all enemy squadrons but there are no ships to destroy so you can complete the task). There is a list of others just look on the forums. Given the amount of time the game has been out and the number of patches most if not all of the obvious bugs should be fixed by now. I for one would prefer that you fix what you currently have before adding any new content.

    Like this ones that have been reported in ker'rat since beta and never fixed. Glitching borg ships and two cubes forming into one. ingame controls reseting by them self etcetcetcetcetc
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2010
    Did I read that correctly? Was one of those suggestions to "remove the level cap" ?

    If so, let me introduce you to ...

    Engineering Reports

    Specifically in the latest one, slated for July:
    Season 2.0 - July

    * STF – “Into the Hive”
    * Random BOFF Stores
    * Curved Federation Ship Hallways
    * Smaller Federation Hallways (non-combat versions)
    * Player Ship Interiors
    * New Skillpoint Level Cap
    * Klingon Episodes
    * High End Episode Sector
    * Multi-Faction Episode Sector
    * Federation Diplomatic Corps
    * New Enemy Ship Designs
    * New Enemy Group to the Klingon Faction
    * New Global Enemy Group for Series 1
    * Wildlife Creatures
    * New Off-Duty Costumes Types
    * Klingon Costume Customization Updates

    Feedback received. And acted upon. How's that for customer service?
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2010
    Issue: Bugs… fix them.

    My take: They are, but even if Cryptic isn't admitting it the "Team" working on the project is highly reduced from lets say Release. This is the nature of things. If it weren't so Cryptic would go bankrupt. If you don't believe me look at the cost of programmer salaries.

    - - - - - - - -
    Issue: Ship Stats and Abilities:What happened to the cruiser having a larger more powerful warp core? What happened to the escort having weaker shields? Currently there is no difference between the different models of ships in the same class other than the skin they have.

    My take. YES, They do! The problem is it's transperent. Buy different ship types within a given tier, and watch the values for shields change. Everything, including the values "appearing" to be the same, is considered a "Display Issue" and goes back to "Bugs" above.

    - - - - -

    Fleet Actions: As the name implies you should be able to take a fleet (more than a team of 5 players) in to any of the Fleet Actions in the game. You should not be restricted to characters all at the same level.

    My Take: Cryptic has already said they are reviewing / adjusting this. It's an active "Fix in Process"

    - - - - -

    Issue: Add Fleet vs. Fleet (that works): Take PvP one step further and add Fleet vs. Fleet to the game.
    My Take: Again, Cryptic says they are lookin at doing this. "Paitence is a virtue."

    - - - - -

    Issue: Remove the Level Cap
    My Take: NOT UNTIL NEW CONTENT ARRIVES. The reason for the cap is to ensure you don't get Lvl-99 Admirals competing against Lvl-41. It's a "Balance Issue". That stated, they do need to get reasons to stay, to retain "Game Base"... I think this is probably a #1 priority since the "Game Base" is quickly fading into the sunset. Hopefully the "Weekly Episodes" and "Mission Repeatability" Will change things.

    NOTE TO CRYPTIC: Consider "Tier level scaling" to the non-exploration missions. Playing the Lt /LtCmr level missions as an Admiral, against Top level ships, could make those repeats so much fun. To9 everyone else, remember that those missions will come up as "Secondary Mission, Rewards reduced", so don't expect to get some elite purple weapon just for completing the mission.

    - - - - -

    Last Issue: Add more PvE for the Klingon side before talking about what new faction to add to the game like the Romulans.
    My take: WRONG. The PvE content is being made as we speak, such planning as "Adding a new faction" takes time. I would expect that a new faction (Character Graphics) will occur simultaneous to new content appearing. I also expect the "New faction" will appear like the Klingons did at release (PvP only), but possibly with exploration missions copied from the klingons.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2010
    Once again the content teams are not responsible for fixing bugs.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2010
    Translation from OP: i want everything done right now.

    It is painfully clear that the OP has never looked at a line of code in their life. Only in an idealistic world, could it go from where it is now to where you want it to be just within the time it took you to make your post.

    Welcome to the real world, hope you enjoyed this wake-up call.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2010
    dr_Drake wrote:
    Translation from OP: i want everything done right now.

    It is painfully clear that the OP has never looked at a line of code in their life. Only in an idealistic world, would the game would be how we want it to right this moment from where it is now.

    Welcome to the real world, hope you enjoyed this wake-up call.

    NICE!
    My call would be to scale down threads like this since there are 10000 of them. Just combine them somehow.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2010
    Here's my wake up call to Cyptic/Atari:

    I know you have some big game-changing stuff that's making it's way down the pipe: diplomacy, exploration, interiors, minigames, Klingon content, user created missions, and hopefully a ground combat revamp (adopt cover shooter mechanics, do it!). I also know that you have a skilled team that was able to do a lot in 18 months to get this game out. What you may not realize is how fragile you subscription numbers are. EVERYONE that I talk to agrees that in it's current state STO is in no way worth $15/month (and definitely not worth it when you include the box price and the nickel-and-diming). The only thing that seems to be holding your subscription base together is that everyone desperately wants this game to turn into something wonderful with some more care and attention from the devs. Despite that, I know a lot of people who are seriously contemplating leaving.

    People paying you so you have the resources to build them the perfect Trek MMO is a pretty easy pill to swallow for a hardcore Star Trek fan. It's also an argument that you guys have made a few times about the C-store. However, when you start developing another MMO while the one you just put out is unfinished, you in a way betray that trust that their money is being invested back into the product. Sure, you can say that you're hiring a new team, but that doesn't change where that money came from, and it doesn't change the fact that you could use those new hires to expand one of your current teams. If I were not a lifer, I would not be paying money for something that only has the *potential* to be worth the money I'm putting in, especially when it's obvious that a large amount of that money is being invested elsewhere. I'm thinking that the decision to make another game so soon came from Atari and that there are probably Cryptic employees who feel the same way as I do. To those employees I say keep up the good fight and make your voices heard!

    Now, assuming I'm correct and your subscription numbers are in the fragile position that I envision they are, it should be safe to say that Cryptic itself is in a fragile position. I believe that the success of STO is essential to Cryptic's survival as a company. After all the bad press and word of mouth that Champions got, if something as high profile as *the* Star Trek MMO goes poison, the Cryptic brand will be poison, no one will want to buy a Cryptic game for a long time even if it's the 2nd coming. The cynic in me is afraid that Atari is simply using Cryptic as a quick money grab, will suck the Studio dry, and redistribute the (luckier) employees once the brand is completely dead.

    Now, maybe your about to release a lot of enhancements and content and I'm worrying for nothing, but please look at what your have on the plate, and think about the implications of failure. You might want to think about shifting more resources to STO to put out some RA5 content so that people have a reason to stay. Otherwise, you might want to lower the monthly sub until the game is actually worth the $15/month price. It would probably be smart to hold off on any more C-store junk until the game is in a more complete state, and you definitely should be keeping quite about your MMO in development or you will frustrate your paying customers, and it just seems to spawn "I hate cryptic" talk at the major sites.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2010
    Would you like a cherry on top?

    Bugs - Being fixed. Read the release notes.

    Power/ship types - This is already the case.

    Fleet actions - This is upcoming in a future patch

    Fleet v Fleet - Hmmm, not a bad idea.

    Level cap - Terrible, unworkable idea. So say they raise to cap to Super-Mega Grand Admiral 9000? What happens when you hit THAT cap? Gonna whine again? And what happens if there is no cap at all? Well you'll have some kind of gods wandering around in game who can do EVERYTHING and kill a fleet of 500 borg tactical cubes in a single shot. NOT FUN!

    PvE for Klinks - Again, coming in a future update. Read the engineering reports.

    tl;dr - Search before posting new threads
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2010
    I think the main argument behind the OP's idea is that a lot of what is coming out just didn't make it into their release schedule, when many of us feel it should have.
    Had that additional content been a part of the game when it hit the stores, we would be singing a very different tune right now.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2010
    BobO369 wrote: »
    First let me say that STO has a lot of potential and this post should be taken as constructive criticism, it is not to bash the current game but to correct some issues I have with it in its current state. If you agree and have some ideas on how to improve the game to the standards that I think most STO gamers expect please add to this post.

    First Issue:
    Bugs… fix them. I understand that there are bugs in every bit of software developed. The issue I have is the amount of blatant bugs in the current game. Currently there are missions that can’t be completed due to mission objective missing.
    Example: you warp in to a system and need to destroy all enemy squadrons but there are no ships to destroy so you can complete the task). There is a list of others just look on the forums. Given the amount of time the game has been out and the number of patches most if not all of the obvious bugs should be fixed by now. I for one would prefer that you fix what you currently have before adding any new content.

    Second Issue:
    Game Play… this is a big so I’ll start small and work my way up.

    Ship Stats and Abilities:
    What happened to the cruiser having a larger more powerful warp core? What happened to the escort having weaker shields? Currently there is no difference between the different models of ships in the same class other than the skin they have.
    Example:
    1) Let the cruiser be the tank and have a larger warp core that gives the ship more power to its systems. Do something to make each ship class truly different. Some of the work is already done in that cruisers have more engineering console slots and BO stations than escorts do. This is a great state buy fall short so just tweak it a bit more so the power level and hulls of each class reflect some kind of difference.
    2) Give the Constitution Class more shield power, give the Excalibur Class more power, and give the Vesper Class another weapon slot. Make each ships in its class unique don’t just give it a skin change.
    3) If you are going to add a new ship in to the game make it a new ship and stop charging us real money for a skin job. A new skin should be something you get through spending merits not real money for Cryptic points. You want me to spend real money then give me a real ship, something different than what I can get in the game.

    Fleet Actions: As the name implies you should be able to take a fleet (more than a team of 5 players) in to any of the Fleet Actions in the game. You should not be restricted to characters all at the same level. The difficulty and rewards should adjust to the average level of the group in the Fleet Action. I think at a minim you should be able to group up three (3) to twenty (20) players in your group to do a Fleet Action and it should not matter if they are Lieutenant or Rear Admiral or any combination in-between.

    Add Fleet vs. Fleet (that works):
    Take PvP one step further and add Fleet vs. Fleet to the game. Make it easy to do and specific to your in-game fleet. Let the players pick an in-game fleet commander and all them to do a direct challenge to a different fleet or a squadron of ships within there own fleet for training.
    Example:
    1) Federation Fleet A challenges Klingon Fleet B. Both sides set the number of ships for each side to eight (8). The fleet commanders select the objectives, death match, capture and hold, etc. When all eight (8) players for each fleet are ready the battle begins. Do not restrict the match so that all players have to be the same level. Keep it open and adjust the amount of damage/defense the higher level players can do based on the average level of the players in the match. This should result in the lower level player being able to live longer in PvP and the higher level players needing the lower ones to win the match.
    2) Federation Fleet A wants to have a training exercise so two commanders are selected and two (2) squadrons are created. Use the same standards outline above.

    Remove the Level Cap:
    Give the high level players a reason to keep coming back to the game. Add additional skills that all player to keep developing after RA5. hint these skills don’t have to be combat orientated. Allow a character at RA to be able to offer training to other players BO’s for a fee. Or allow them to own an outpost and offer services to other players.
    Example:
    1) If I have an engineer captain and I want my tactical BO to have Cannon Rapid Fire III, I should be able to pay a Tactical RA5 some energy credits to train my BO in that skill. Yes I know I can get a BO to do (if I can find one that has it) it but this is a way to keep higher level players in the game. How about letting a RA science officer train my science BO in Feedback Pulse III.
    2) I have a RA5 science officer and I want to purchase a research outpost. I will need to spend x number of skill points in a new skill called outpost administration (maybe 2000 skill points) and purchase the outpost via Cryptic points (maybe 1000). I can improve the outpost by adding modules via Cryptic points (maybe 200 each) that increases the abilities of the outpost (defense, research, repair, etc...). Some of the abilities could be to make research cheaper or to get ships and gear modified to produce better stats. The forums on STO are full of ideas on this just look at them.

    Last Issue:
    Add more PvE for the Klingon side before talking about what new faction to add to the game like the Romulans. Show us you can have two (2) complete factions in STO that are enjoyable to play and offer moths of playability before moving on to expand a game that is not so grand at this point in time. In short walk before you run.

    Show us that you will do what you need to do to keep players coming back for more. I would love for this game to be alive and growing five (5) to eight (8) years from now. I’m waiting to see what you are going to do.

    And for people that think I’m asking too much of Cryptic just look up some other space based on-line games to compare STO too. They may not be Star Trek but they are awesome MMO’s.

    this is way too long to read

    Be patient, you don't know the first thing about the inner workings behind video games. Missing just a semi-colon in the code can throw a few errors out, now imagine that in a 100 line code.

    Bugs take time to find and fix. Content takes time to plan, program, test, and release.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2010
    dr_Drake wrote:
    Translation from OP: i want everything done right now.

    It is painfully clear that the OP has never looked at a line of code in their life. Only in an idealistic world, could it go from where it is now to where you want it to be just within the time it took you to make your post.

    Welcome to the real world, hope you enjoyed this wake-up call.

    You are right, it should have been done before the game was released. So there is no point in trying to speed them up, but what it does mean for me is that I will not buy 2 consecutive months of a recurring subscription. I will continue to buy a sub only to check up on the game (like I did this month)
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2010
    Seljek wrote: »
    You are right, it should have been done before the game was released. So there is no point in trying to speed them up, but what it does mean for me is that I will not buy 2 consecutive months of a recurring subscription. I will continue to buy a sub only to check up on the game (like I did this month)

    I won't argue that. I think there should have been lots more added to the game before release, however the reality is that it is not. The reason there is no point to try and speed them up is that it looks like they are working as fast as possible without making the content total TRIBBLE. They are working at a fast pace, even if you don't feel it is fast enough.

    That being said, if i were going monthly i probably wouldn't sub every month either, I'd come and get my fill every few months and see what changed (too be fair, i would do this with ANY MMO, even the "really good" ones anywyas) and that is a totally valid way to go about it. I know you don't want to have to wait for all that stuff you want to be in, neither do I. Unfortunately, having all the content in now simply isn't an option.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2010
    I think the wake up call should be : 2 years isn't enough dev. time....maybe we should have waited another 6 months (would have put us at about season 2 for release). Better crafting, more endgame, the list goes on and on.

    Some big businesses are like this though...they get a deadline and they meet it, hell or high water. I remember working at a store during a major remodel...the contractors were cutting cornors, you could already see areas of the floor were not right. So, I told my boss (the store manager) and we told the remodel project manager (who worked for the chain of stores, as did I)....and he blew it off, with a "we have to have the remodel done by June 1st".

    6 months later, guess what? They were ripping up the floor, in the area I pointed out, at the cost of thousands of dollars, hassle for customers and workers....all for the magic deadline. Gotta love corp. America:rolleyes: Luckily, I had logged it, so when they came breathing down on my boss and I ****ed about the extra fixes...well they didn't do anything to the tool of a remodel manager, but they left us alone at least.

    I'd bet the suit that made the call to release the game doesn't play games that much, if at all.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2010
    superchum wrote: »
    Did I read that correctly? Was one of those suggestions to "remove the level cap" ?

    If so, let me introduce you to ...

    Engineering Reports

    Specifically in the latest one, slated for July:



    Feedback received. And acted upon. How's that for customer service?

    Thanks for pointing this out. I’m glad to see that some of my issues are being addressed by Cryptic and that is good customer service. Can you tell me what the new level cap is?
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2010
    dr_Drake wrote:
    Translation from OP: i want everything done right now.

    It is painfully clear that the OP has never looked at a line of code in their life. Only in an idealistic world, could it go from where it is now to where you want it to be just within the time it took you to make your post.

    Welcome to the real world, hope you enjoyed this wake-up call.

    Nope never said I wanted it all done now. I did say I’m still waiting for the next major patch to see what they have done. Also I fail to see why any person that plays an on-line game should have to have looked at code to determine that bugs are hard to fix. That is not what I suggested. I simply stated in my opinion there seem to be a lot of obvious bugs that should have been caught and fixed before releasing the game or a patch for the game. I don’t expect the programmers to be able to fix the extremely rare bug that only a hand full of players run into once every six (6) months. I do expect them to fix bugs that players hit 50% of the time quickly.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2010
    910burns wrote: »
    Ship stats and Abilities:What happened to the cruiser having a larger more powerful warp core? What happened to the escort having weaker shields? Currently there is no difference between the different models of ships in the same class other than the skin they have.

    Bwah? What ships have you been flying? I know for a fact that the shields on my escort fold like paper compared to the shields of a cruiser much less a science ship.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2010
    Zutty wrote: »
    Would you like a cherry on top?

    Level cap - Terrible, unworkable idea. So say they raise to cap to Super-Mega Grand Admiral 9000? What happens when you hit THAT cap? Gonna whine again? And what happens if there is no cap at all? Well you'll have some kind of gods wandering around in game who can do EVERYTHING and kill a fleet of 500 borg tactical cubes in a single shot. NOT FUN!

    tl;dr - Search before posting new threads

    Looks like you missed this part of my post “Add additional skills that allows a player to keep developing after RA5. hint these skills don’t have to be combat orientated.” I do not what level 9000 players going around killing everything with one shot. You could have other skills to develop that don’t affect combat and that might give high level players a reason to keep playing.

    Also I’m not suggesting my ideas are the ones to implement. To the contrary as stated in the beginning of my post I would love to see other ideas in how to address some of the issues that I have with the game.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2010
    MightionNY wrote: »
    Once again the content teams are not responsible for fixing bugs.

    Actually, dstahl told me the other day in another thread that development is divided into several content pods (small development groups) working on specific pieces of content. IF something is bugged in that content, that pod goes back and fixes it.

    Now if we are talking about general system bugs not associated with a particular piece of content, I'm not sure who handles that...
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2010
    910burns wrote: »
    Issue: Bugs… fix them.

    Last Issue: Add more PvE for the Klingon side before talking about what new faction to add to the game like the Romulans.
    My take: WRONG. The PvE content is being made as we speak, such planning as "Adding a new faction" takes time. I would expect that a new faction (Character Graphics) will occur simultaneous to new content appearing. I also expect the "New faction" will appear like the Klingons did at release (PvP only), but possibly with exploration missions copied from the klingons.


    You have a good point in that they will need time to develop the content for the new faction. I’ll give them that time and I hope they come out with a great new faction. But I believe this would be a different team than the one that is fixing bugs. My point is, and I have seen before, I don’t want them to move on to the new stuff before they fix the old.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2010
    Chompo wrote:
    I'd bet the suit that made the call to release the game doesn't play games that much, if at all.

    Humm... you may have a point there.
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