test content
What is the Arc Client?
Install Arc
Options

In depth mission reports upon request

1252628303143

Comments

  • Options
    djscmandjscman Member Posts: 8 Arc User
    edited November 2013
    Hi there,
    I'd appreciate if you could put my first mission in your review queue.

    Mission Name: Nausicaans in the Valley of Wind
    Author: djscman
    Minimum Level: no minimum, probably best around levels 10-40
    Allegiance: Federation
    Project ID: ST-(ID Number) ST-HRII7YPJ4
    Estimated Mission Length: (Time to complete): no more than an hour. To read all dialogue paths you would need to play multiple times.

    Thanks for volunteering your time and your hard work!
  • Options
    evil70thevil70th Member Posts: 1,017 Arc User
    edited November 2013
    donperk wrote: »
    All changes have been applied. A fairly complete listing of changes will appear in the mission thread shortly.

    Again, thank you so much for your review, Brian. It gave me a chance to step back from the mission and view it through another set of eyes.

    As always I am glad I could help. Keep up the good work.

    Thanks for authoring,
    Brian
  • Options
    evil70thevil70th Member Posts: 1,017 Arc User
    edited November 2013
    djscman wrote: »
    Hi there,
    I'd appreciate if you could put my first mission in your review queue.

    Mission Name: Nausicaans in the Valley of Wind
    Author: djscman
    Minimum Level: no minimum, probably best around levels 10-40
    Allegiance: Federation
    Project ID: ST-(ID Number) ST-HRII7YPJ4
    Estimated Mission Length: (Time to complete): no more than an hour. To read all dialogue paths you would need to play multiple times.

    Thanks for volunteering your time and your hard work!

    Hi djscman,

    Welcome to the Foundry with your first mission and to the queue. Your mission is currently 12th in the queue behind drogyn1701. I will get to your mission as soon as I can.

    Thanks for authoring,
    Brian
  • Options
    evil70thevil70th Member Posts: 1,017 Arc User
    edited November 2013
    Hi.
    If you get around to it, I'd love to get reviews of my two missions. The second one was just published today. These are the first two missions I've authored so I'd love to hear views on how I can improve.

    The missions are:
    Uprising: Act I - Off The Grid
    Uprising: Act II - The Tempest

    Both are federation missions. Thank you!

    Federation Mission - Uprising: Act II - The Tempest
    Author: maninblack
    Allegiance: Federation
    Project ID: HHVBJJLMC


    Report Start


    Summary: This is a great mission in the series with good map designs, fun battles, and excellent story dialogue. The mission was riveting from start to finish. I did note two maps you have in the mission that do not appear to be needed as they add nothing to the mission or the story. I would highly recommend this mission and the entire series.

    Below are a few things I noted while playing the mission that I wanted to let you know about. Everything in this write up should be seen as suggestions on ways I felt you could improve certain elements of the mission. They are yours to do with as you see fit.

    Mission Description: This is a good and detailed description. I noted no spelling or grammatical errors with this description. I noted one item to consider changing:
    -Consider changing all informational dialogue to [OOC] vice plain text.

    Grant Mission Dialogue: This is a good grant dialogue. I noted one item to consider changing:
    -Consider changing "These ones come straight from the top" to read "They come straight from the top".

    Mission Task: Consider adding the start location to the initial task for your first custom map. I noted no spelling or grammatical errors with this initial task.

    Mission Entry Prompt: This is a good use of the prompt. I noted no spelling or grammatical errors with this prompt.

    MAPS:
    Starbase 117: This is a nice map design but seems unnecessary to the mission. You enter the map, fly across and beam to the ship. Consider removing this map and having the player beam directly to the U.S.S. Longstreet.

    U.S.S. Longstreet: This is a good map design with excellent story dialogue. I noted no spelling or grammatical errors with this dialogue or any issues with the map.

    Deck 10: This is a good map design with excellent story dialogue. I noted no spelling or grammatical errors with this dialogue or any issues with the map.

    Battle Bridge: This is a good map design with excellent story dialogue. I noted no spelling or grammatical errors with this dialogue or any issues with the map.

    Delta Vienna System: This is a good map design with fun battles and great story dialogue. I noted one item to consider changing:
    -Consider changing the three scan to a single scan. The three scans seem pointless without a report following each one.

    U.S.S. Interceptor Bridge: This is a good map design with excellent story dialogue. I noted no spelling or grammatical errors with this dialogue or any issues with the map.

    Battle Bridge#2: This is a good map design with great story dialogue. I noted no spelling or grammatical errors with this dialogue or any issues with the map.

    Imperon System: This is a good map design with fun battles and great story dialogue. I noted no spelling or grammatical errors with this dialogue or any issues with the map.

    Deck 9 Forward: This is a good map design with fun battles and great story dialogue. I noted no spelling or grammatical errors with this dialogue or any issues with the map.

    Deck 9 Aft: This is a good map design with great effects and well written story dialogue. I do not feel like this map is to the mission. You should consider removing this map and reworking the previous map to take up this portion of the story. I noted no spelling or grammatical errors with this dialogue.

    Imperon IV: This is a good, simple map design with great story dialogue. I noted no spelling or grammatical errors with this dialogue. I noted one item to consider changing:
    -One of the casualty patients has his head partially sticking in the crate. Consider moving the crate a little further out.


    End Report


    Thanks again for authoring and for giving me the chance to review your work. You did a great job with this mission and the series. I am looking forward to the next installment in the series and to playing/reviewing more of your work in the future.
    Brian

    This critique report also filed 11/08/2013 on forum posting for: "Uprising: Act II - The Tempest" officially unofficial discussion thread
  • Options
    starswordcstarswordc Member Posts: 10,963 Arc User
    edited November 2013
    According to my calculations I'm second in the queue right now. Did I count right?

    Enjoying reading these reviews. I'm learning a lot.
    "Great War! / And I cannot take more! / Great tour! / I keep on marching on / I play the great score / There will be no encore / Great War! / The War to End All Wars"
    — Sabaton, "Great War"
    VZ9ASdg.png

    Check out https://unitedfederationofpla.net/s/
  • Options
    evil70thevil70th Member Posts: 1,017 Arc User
    edited November 2013
    starswordc wrote: »
    According to my calculations I'm second in the queue right now. Did I count right?

    Enjoying reading these reviews. I'm learning a lot.

    Hi starswordc,

    Actually "Bait and Switch" is next in the queue. :)

    Thanks for authoring,
    Brian
  • Options
    donperkdonperk Member Posts: 200 Arc User
    edited November 2013
    evil70th wrote: »
    Imperon System: This is a good map design with fun battles and great story dialogue. I noted one item to consider changing:

    Deck 9 Forward: This is a good map design with fun battles and great story dialogue. I noted one item to consider changing:

    Deck 9 Aft:...

    Oops! It looks like something got left out, Brian!
  • Options
    evil70thevil70th Member Posts: 1,017 Arc User
    edited November 2013
    donperk wrote: »
    Oops! It looks like something got left out, Brian!

    Hey donperk,

    Oops. :o That was a cut and paste error on my part. I have corrected the report in both postings. Thanks for catching that and letting me know. :) The mission is a good mission and I enjoyed playing/reviewing it. Good work. ;)

    Thanks for authoring,
    Brian
  • Options
    donperkdonperk Member Posts: 200 Arc User
    edited November 2013
    evil70th wrote: »
    Hey donperk,

    Oops. :o That was a cut and paste error on my part. I have corrected the report in both postings. Thanks for catching that and letting me know. :) The mission is a good mission and I enjoyed playing/reviewing it. Good work. ;)

    Thanks for authoring,
    Brian

    See? We really do read your reports that you do for other people! It's not just narcissism. :D
  • Options
    evil70thevil70th Member Posts: 1,017 Arc User
    edited November 2013
    donperk wrote: »
    See? We really do read your reports that you do for other people! It's not just narcissism. :D

    Well I am glad we cleared up whether or not it was narcissism. I was getting a little worried. :)

    Brian
  • Options
    aleniskendraaleniskendra Member Posts: 95 Arc User
    edited November 2013
    Could you please review my mission? It's my first attempt as a Foundry author. You can also find a trailer in my signature. Thanks!
    Mission Name: Healing Old Wounds (Of Bajor and Cardassia: Ep. I)
    Author: aleniskendra
    Minimum Level: Any
    Allegiance: Federation
    Project ID: Not sure?
    Estimated Mission Length: 30-60 min (depending on choices made and weapon strength)

    I just released Version 1.1... hopefully, I have all of the typos and inconsistencies cleared up now...
    [SIGPIC][/SIGPIC]
    My very first Foundry Mission, Healing Old Wounds, has been completely reworked and rereleased!
    (Also, a quick shout-out, please visit Starbase UGC for all your Foundry needs!)
  • Options
    evil70thevil70th Member Posts: 1,017 Arc User
    edited November 2013
    I just released Version 1.1... hopefully, I have all of the typos and inconsistencies cleared up now...

    Thanks for the update. Your mission has just moved up to the 9th position in the queue. I hope to get to it as soon as I can. ;)

    Thanks for authoring,
    Brian
  • Options
    evil70thevil70th Member Posts: 1,017 Arc User
    edited November 2013
    starswordc wrote: »
    My first Foundry mission, which I originally meant as a standalone. It came out longer than I expected so I've made it a two-parter.

    Mission Name: "Bait and Switch"
    Author: StarSwordC
    Minimum Level: none
    Allegiance: Federation
    Project ID: ST-HMVK8ZDAT
    Estimated Mission Length: Measured it at 1.5 hours when beta-testing.

    Federation Mission - Bait and Switch
    Author: StarSwordC
    Allegiance: Federation
    Project ID: ST-HMVK8ZDAT


    Report Start


    Summary: This would be considered a great mission for an experienced author but for your first mission it is outstanding. The map designs are good and the battles are tough in some spots but they are fun and pretty well balanced. As for the story dialogue, while unconventionally written, is excellent. There are elements that are similar to a standard Cryptic patrol mission combined with exploration missions but I thoroughly enjoyed the mission. I would highly recommend this mission to all players who enjoy a good story combined with exploration and combat.

    As I have mentioned several times before in other reviews, the use of NPC optional dialogue vice triggered dialogue should be consider for changing. The use of the triggered optional dialogue vice NPC optional dialogue allows you to create side story dialogue that adds to the story but is not required. I typically use the 10FT invisible object for triggered dialogue and tasks. Some of dialogue, objects and tasks need a little adjustment in when they become visible or disappear. For optional dialogue a good rule of thumb is it should only remain visible if the player may need to refer back to it. This is where the visibility triggers come in handy. Once a player has passed where the optional dialogue would help it should be removed. That is one of the reasons I push the triggered optional dialogue and discourage the NPC optional dialogue. ;)

    Below are a couple of things I noted while playing the mission that I wanted to let you know about. Everything in this write up should be seen as suggestions on ways I felt you could improve certain elements of the mission. They are yours to do with as you see fit.

    Mission Description: This is a good and detailed description. I noted no spelling or grammatical errors with this description.

    Grant Mission Dialogue: This is a very good grant dialogue. I noted no spelling or grammatical errors with this dialogue.

    Mission Task: This is a good initial task with a clear location for the NPC contact where the mission is to begin. I noted no spelling errors with this task.

    Mission Entry Prompt: This is a good use of the prompt. I noted no spelling or grammatical errors with this prompt.

    MAPS:
    Deep Space Nine (Cryptic Map): This is a good use of a Cryptic map in the mission. I noted no spelling or grammatical errors with this dialogue or your use of the map.

    Malon IV: This is a good map design with excellent story dialogue. I noted no spelling or grammatical errors with this dialogue. I noted one item to consider changing:
    -Use of NPC triggered dialogue vice Optional triggered dialogue. You used the standard NPC triggered dialogue for side story dialogue that does not affect the main plot of the mission. I am referring to the variety of Asteroid Miner NPC dialogue you used on this map. Consider using Optional triggered dialogue that can be set up to become available when the player approaches. From this point forward I will note the maps where you use this discuss it in the summary.

    Malon II: This is a great map design with good battles and excellent story dialogue. I noted no spelling or grammatical errors with this dialogue or any issues with the map.

    Dreon VII - High Orbit: This is a good map design with fun battles and excellent story dialogue. I noted no spelling or grammatical errors with this dialogue or any issues with the map.

    Dreon VII - Village: This is a great map design with tough but fun battles and excellent story dialogue. I noted no spelling or grammatical errors with this dialogue or any issues with the map.

    Outside the Rolor Nebula: The map design is okay and the story dialogue is well written. In general I am not found of maps that only serve the purpose of one or two lines of dialogue for a set up to change maps again. If there is no other reason for this map you could eliminate it and write dialogue at the beginning of the map similar to the USS. Marduk - CIC map initial dialogue.

    USS. Marduk - Deck 6: This is a good map design with excellent story dialogue. I noted no spelling or grammatical errors with this dialogue. I noted a couple of items to consider changing:
    -The optional console access across from the transporter has a button labeled "Interact" which is the default setting when the interactive button is left blank by the author. Consider changing it "Access Console" or something along those lines.
    -Use of NPC triggered dialogue vice Optional triggered dialogue.

    Ultima Thule Oort Cloud: This is a great map design with good battles and excellent story dialogue. I noted no spelling or grammatical errors with this dialogue. I noted one item to consider changing:
    -The use of STO history, math or other types of puzzles as a means of covering "Security questions" is mildly annoying. If there the questions add nothing to the story then consider removing them from the mission or give the player the options to bypass the puzzle

    The Badlands: This is a good map design with great battles and excellent story dialogue. I noted no spelling or grammatical errors with this dialogue. I noted one item to consider changing:
    -Use of NPC triggered dialogue vice Optional triggered dialogue.

    Asteroid Base: This is a great map design with tough but fun battles and excellent story dialogue. I noted no spelling or grammatical errors with this dialogue. I noted one item to consider changing:
    -Use of NPC triggered dialogue vice Optional triggered dialogue.

    USS. Marduk - CIC: This is a great map design with excellent story dialogue. I noted no spelling or grammatical errors with this dialogue or any issues with the map.


    End Report


    Thanks again for authoring and for giving me the chance to review your work. You did a great job for your first mission and I look forward to playing/reviewing more of your work in the future. Keep up the great work. :)
    Brian

    This critique report also filed 11/10/2013 on forum posting for: "Bait and Switch" mission series
  • Options
    starswordcstarswordc Member Posts: 10,963 Arc User
    edited November 2013
    Thank you for the review, and thank you even more for the incredibly favorable review!
    evil70th wrote: »
    Outside the Rolor Nebula: The map design is okay and the story dialogue is well written. In general I am not found of maps that only serve the purpose of one or two lines of dialogue for a set up to change maps again. If there is no other reason for this map you could eliminate it and write dialogue at the beginning of the map similar to the USS. Marduk - CIC map initial dialogue.
    Yeah, I've been debating pulling that map (especially after dinging aleniskendra yesterday for doing this). About the only reason it's there is to show off the customized MVAE model for the USS Marduk, which, who really cares about that?
    USS. Marduk - Deck 6: This is a good map design with excellent story dialogue. I noted no spelling or grammatical errors with this dialogue. I noted a couple of items to consider changing:
    -The optional console access across from the transporter has a button labeled "Interact" which is the default setting when the interactive button is left blank by the author. Consider changing it "Access Console" or something along those lines.
    I wanted to change that but I can't find the setting for it (I'm using the default prompt, not a popup).

    What did you think of my use of a Defiant-class interior here? One of the things that worried me was that it's pretty cramped and the Prometheus-class is much bigger than the Defiant. But on the other hand it's a dedicated warship (sorry, escort), not a warp-capable hotel with guns like the GCS.
    Asteroid Base: This is a great map design with tough but fun battles and excellent story dialogue. I noted no spelling or grammatical errors with this dialogue. I noted one item to consider changing:
    -Use of NPC triggered dialogue vice Optional triggered dialogue.
    This map in particular I've been considering changing the NPC default prompts I'm using right now to popups triggered by Component Complete on the corresponding hostage cage. I'm going to go ahead and do that.
    "Great War! / And I cannot take more! / Great tour! / I keep on marching on / I play the great score / There will be no encore / Great War! / The War to End All Wars"
    — Sabaton, "Great War"
    VZ9ASdg.png

    Check out https://unitedfederationofpla.net/s/
  • Options
    evil70thevil70th Member Posts: 1,017 Arc User
    edited November 2013
    starswordc wrote: »
    Thank you for the review, and thank you even more for the incredibly favorable review!

    You are welcome and the mission deserved the review. It was a thoroughly enjoyable mission. As always I am happy to help.
    starswordc wrote: »
    Yeah, I've been debating pulling that map (especially after dinging aleniskendra yesterday for doing this). About the only reason it's there is to show off the customized MVAE model for the USS Marduk, which, who really cares about that?

    The model is okay and the grandeur of the scene but if that is all it is serving to do then you should probably remove it. Of course as with all my reviews I merely make suggestions. It is up to the author if they want to accept them or not. ;)
    starswordc wrote: »
    I wanted to change that but I can't find the setting for it (I'm using the default prompt, not a popup).

    Check the object. I believe the button label is available on the object within the map itself.
    starswordc wrote: »
    What did you think of my use of a Defiant-class interior here? One of the things that worried me was that it's pretty cramped and the Prometheus-class is much bigger than the Defiant. But on the other hand it's a dedicated warship (sorry, escort), not a warp-capable hotel with guns like the GCS.

    It is a good use of the existing map. I think your setup and execution of the map was very well done.
    starswordc wrote: »
    This map in particular I've been considering changing the NPC default prompts I'm using right now to popups triggered by Component Complete on the corresponding hostage cage. I'm going to go ahead and do that.

    That would work. My specific suggestion regarding this is intended to have the dialogue as an option go away after the player interacts with it. As indicated this can be done easily and I think it helps the story flow. It gives the author the capability to add more elements of a back story to the mission. The information is not required to complete the mission but it adds more depth to the story you create. It is an excellent tool that allows for branching dialogue and sub tasks that are also not required to complete the map or the missions. :)

    Thanks for authoring. As I have said many times before this is a great mission for an experienced author but as a first timer it is simply outstanding.
    Brian
  • Options
    starswordcstarswordc Member Posts: 10,963 Arc User
    edited November 2013
    evil70th wrote: »
    Check the object. I believe the button label is available on the object within the map itself.

    I looked. On the General tab I've got options for position and facing, name, object type, sound, turning the default prompt on and off, and the click-through to the advanced dialog editor. The States tab is a States tab, and there's no Triggers tab.

    I want to change that but the option seems to have vanished in a patch or something.
    "Great War! / And I cannot take more! / Great tour! / I keep on marching on / I play the great score / There will be no encore / Great War! / The War to End All Wars"
    — Sabaton, "Great War"
    VZ9ASdg.png

    Check out https://unitedfederationofpla.net/s/
  • Options
    donperkdonperk Member Posts: 200 Arc User
    edited November 2013
    starswordc wrote: »
    I looked. On the General tab I've got options for position and facing, name, object type, sound, turning the default prompt on and off, and the click-through to the advanced dialog editor. The States tab is a States tab, and there's no Triggers tab.

    I want to change that but the option seems to have vanished in a patch or something.

    The interact text is set from the story line view as part of the interaction task, not on the object itself in the map view. Look for your "Task - Interact with Object" card in the story line and set the "Interact Text".
  • Options
    donperkdonperk Member Posts: 200 Arc User
    edited November 2013
    In the "Better Late Than Never" department:

    I stand embarrassed and corrected. The correct tlhIngan Hol for "Success!" is "Qapla'!" and not "qapla'!"

    Sadly I discovered this by reading over one of my own reviews of someone else's mission.
  • Options
    starswordcstarswordc Member Posts: 10,963 Arc User
    edited November 2013
    donperk wrote: »
    The interact text is set from the story line view as part of the interaction task, not on the object itself in the map view. Look for your "Task - Interact with Object" card in the story line and set the "Interact Text".

    It's not an interact with object task, it's optional dialogue (I stuck some NPC dossiers in a console for the player to read or ignore at their leisure, is all).
    "Great War! / And I cannot take more! / Great tour! / I keep on marching on / I play the great score / There will be no encore / Great War! / The War to End All Wars"
    — Sabaton, "Great War"
    VZ9ASdg.png

    Check out https://unitedfederationofpla.net/s/
  • Options
    evil70thevil70th Member Posts: 1,017 Arc User
    edited November 2013
    starswordc wrote: »
    I looked. On the General tab I've got options for position and facing, name, object type, sound, turning the default prompt on and off, and the click-through to the advanced dialog editor. The States tab is a States tab, and there's no Triggers tab.

    I want to change that but the option seems to have vanished in a patch or something.

    You need to set up the dialogue fields that are triggered by accessing the console. That will enable the triggers tab on the object editor. There will be an "Interact Text" field. This may have changed when they updated the interface. You have to chose the "Legacy Contact" functionality. I did this with my "Contamination" mission. When they open the Foundry back up I will put together the exact steps to find this field. :)
    donperk wrote: »
    The interact text is set from the story line view as part of the interaction task, not on the object itself in the map view. Look for your "Task - Interact with Object" card in the story line and set the "Interact Text".

    The dialogue we are referring to is "Optional" dialogue. If the object is being used as "Optional" dialogue trigger it will not be in the storyline and therefore cannot be edited in the same way as regular dialogue triggers. ;)

    I will put together the steps when they open the Foundry back up.

    Thanks to both of you for authoring and for sharing ideas here in the forums.
    Brian
  • Options
    evil70thevil70th Member Posts: 1,017 Arc User
    edited November 2013
    donperk wrote: »
    In the "Better Late Than Never" department:

    I stand embarrassed and corrected. The correct tlhIngan Hol for "Success!" is "Qapla'!" and not "qapla'!"

    Sadly I discovered this by reading over one of my own reviews of someone else's mission.

    No worries. Thanks for getting back to us with the corrected information. :)

    Brian
  • Options
    donperkdonperk Member Posts: 200 Arc User
    edited November 2013
    evil70th wrote: »
    You need to set up the dialogue fields that are triggered by accessing the console. That will enable the triggers tab on the object editor. There will be an "Interact Text" field. This may have changed when they updated the interface. You have to chose the "Legacy Contact" functionality. I did this with my "Contamination" mission. When they open the Foundry back up I will put together the exact steps to find this field. :)

    Ah, I know what you are talking about now. There's an example of how to do this at around 7:20 in KirkFat's "Trigger Treats" video: http://starbaseugc.com/index.php/sto-ugc-tutorial/back-to-basics-part-6-trigger/
  • Options
    evil70thevil70th Member Posts: 1,017 Arc User
    edited November 2013
    donperk wrote: »
    Ah, I know what you are talking about now. There's an example of how to do this at around 7:20 in KirkFat's "Trigger Treats" video: http://starbaseugc.com/index.php/sto-ugc-tutorial/back-to-basics-part-6-trigger/

    Thanks Donperk. I knew there was a tutorial on this on Starbase UGC. Now starswordc will be able to fix it once the Foundry is open again.

    Brian
  • Options
    starswordcstarswordc Member Posts: 10,963 Arc User
    edited November 2013
    Watched the video but didn't see anything that applied directly. Unless what I need to do is link a trigger to the console (maybe stick an invisible object somewhere and have it disappear from activating the console).
    "Great War! / And I cannot take more! / Great tour! / I keep on marching on / I play the great score / There will be no encore / Great War! / The War to End All Wars"
    — Sabaton, "Great War"
    VZ9ASdg.png

    Check out https://unitedfederationofpla.net/s/
  • Options
    donperkdonperk Member Posts: 200 Arc User
    edited November 2013
    starswordc wrote: »
    Watched the video but didn't see anything that applied directly. Unless what I need to do is link a trigger to the console (maybe stick an invisible object somewhere and have it disappear from activating the console).

    That's exactly what we are saying. Note that because you need to set a visible->invisible trigger for this that it will go away on its own.
  • Options
    evil70thevil70th Member Posts: 1,017 Arc User
    edited November 2013
    starswordc wrote: »
    Watched the video but didn't see anything that applied directly. Unless what I need to do is link a trigger to the console (maybe stick an invisible object somewhere and have it disappear from activating the console).

    Donperk is correct about the triggers and visibility in those tutorials. The entire series of "Back to Basics" by Kirkfat is an outstanding series of tutorials that help authors work within Foundry to make better missions. I highly recommend the entire series. It really helped me when I first got started authoring and reviewing. When the Foundry reopens I will get in there and find the exact location to edit that field. :)

    Thanks for authoring,
    Brian
  • Options
    evil70thevil70th Member Posts: 1,017 Arc User
    edited November 2013
    To all those currently in the queue and those planning to submit for review,

    I am going to hold off on reviews until the Foundry is back online and I can leave feedback with ratings. This will allow authors to fix issues I might find as well as those who've removed their missions during the Episode 8 update.

    Thanks for authoring,
    Brian
  • Options
    admirisonadmirison Member Posts: 8 Arc User
    edited November 2013
    I was just about to ask. Frustrating, to say the least, that the Foundry takes a big hit like this whenever there's a major content update to the game (especially considering Season 8 seems to add exceedingly little except for a few new fleet actions, yet another non-canon adventure zone, and a new Starfleet tutorial).
    Author, "Facing the Past" and "Stepping Over the Line" (a duology), "Venus Unveiled", "Worlds of the Federation", and "Alliances and Alignments"
    Member, Shadowbroker
    Not linear
  • Options
    evil70thevil70th Member Posts: 1,017 Arc User
    edited November 2013
    admirison wrote: »
    I was just about to ask. Frustrating, to say the least, that the Foundry takes a big hit like this whenever there's a major content update to the game (especially considering Season 8 seems to add exceedingly little except for a few new fleet actions, yet another non-canon adventure zone, and a new Starfleet tutorial).

    I understand frustrations but after the problems that occurred when they loaded the 2nd season with the Foundry I think we can wait. :) They are doing the best they can and trying make sure the system works well. ;)

    Thanks,
    Brian
  • Options
    admirisonadmirison Member Posts: 8 Arc User
    edited November 2013
    True -- it's better than them forging ahead with an even buggier-than-usual Foundry. Just wish they could find a way to avoid the downtime without TRIBBLE anything up.
    Author, "Facing the Past" and "Stepping Over the Line" (a duology), "Venus Unveiled", "Worlds of the Federation", and "Alliances and Alignments"
    Member, Shadowbroker
    Not linear
This discussion has been closed.