test content
What is the Arc Client?
Install Arc

Tribble Maintenance and Release Notes - July 8, 2014

1235

Comments

  • captaind3captaind3 Member Posts: 2,449 Arc User
    edited July 2014
    this has come a long way since you said 'you have up to a 33% chance of getting a purple item guys!', and i said ive seen enough, it will be DOA like that! lol

    im glad to see its evolved to this point, were all but purple quality can be fully eliminated in the system.


    still that beam trait, and its incompatibility with FAW's cooldown, make that trait a bit of a joke. except for escorts and vapers that can keep all those stacks up by cycling BO as often as possible, the max potential for BO did not need buffed.
    I could've sworn that from the beginning they said that once you're at max level white, green, and most of blue would be eliminated from the results :confused:
    On a side note, I am not convinced just increasing crafting time and XP earned is the best/only choice. I do appreciate that it would help us economize materials and leave us with less chaff as we level, but once we get the the level we want to be at it makes actually getting equipment somewhat troublesome.

    What I would really like is a crafting queue. Let us craft multiple items at a time. each gets rolled separately, but the time and xp gains are combined and you can't take delivery until the total combined time has elapsed. This would help with being able to get xp while away by queuing up a bunch of crafts, but the big place it would have an impact is with components. it takes 4 clicks per component which means each individual item takes a couple dozen clicks to make, so being able to make several components at once would be a massive help.

    Another time/mousesaver would be to be able to have a craft automatically make the required components if they aren't in your inventory. if you make components each craft has a chance to crit gaining you more for the materials put in, but if you don't have one or more components on hand you can still create an item by just using the materials it would have required, but you lose your chance to cirt on components.

    I'd also say it would be nice for components to give xp to each of the school they can be crafted under. it's a small help to leveling, but it's still something.
    Yes I like these ideas. Kind of funny it would start a sort of mass production on your ship.

    But auto manufacturing components when the materials are available would certainly ease life.
    tamujiin wrote: »
    Here is my concern about the new crafting system.

    It is going to basically add ZERO economy to the exchange. At first sure recipes will be expensive, but given time, it will go down sure.

    Also if we are allowed "beams" with a 360 degree arc, and LOWER damage, and the CHANCE to get siomething like (accx3) (arc) is going to be bound on pick ( account ) and you can only equip one beam, PLEASE EXPLAIN TO ME, THE POINT OF maxing my beam school to get another 360 degree beam on my aft.

    Thats all i will be doing my crafting for... is that one beam. Whats the point after that? All that work will just create another VENDOR junk thing i do all day because i can't trade the stuff or sell it on the exchange.

    My other toons, are geared enough to do STF's and ground combat, for dilithium. I wont "need" this beam on them.

    The Aegis set in its current state is still a viable crafting item, that adds something to the economy of the game. CRAFTING SHOULD BE A VIABLE PART OF THE ECONOMY if your going to make it worth while.

    People should be able to craft these items, and SELLTHEM via the exchange, if the RARITY OF THE MODS is so low.

    The three month grind? I got no problem with that actually, it gives me something new to do, Its the end resault of what did it do for me to benefit me, besides adding one beam to a build i really don't need it for?

    Crafting was useless, and pointless before, so you guys give us a three month grind for a beam or cannon and..... yah... still useless in this form to me.

    All yer doing is killing the economy around the Aegis set.

    As well, my crafting is already maxed... please tell me how we get "recompensated" for already having crafting at max.

    AND UHHH... with the 9,000,000,000,000 particle traces, and rare particle traces i got in a few "storage banks".... When people are done converting these, these are not going to be at all expensive on the exchange.

    So i guess my real concern is, what items, are going to be sellable on the exchange, from the new crafting system?

    Making all the "good gear" inevitabley bound, is pointless, because you have no "high end" gear on the exchange. All you have on the exchange for anybody to achieve a goal in EC is are lockbox ships, and some pretty usefull duty officers.

    A poor Crafting system will be the final straw for alot of dissapointment recently. It is only going to affect the player base more, by making it less.

    Im not telling you guys how to do yer job, but come on, start doing yer job, and give me a reason to tell my friends to play this game, and spend money on it, instead of "hiding" i play this cluster of bugs and poor ways of doing things.

    TO BE A SUCCESSFUL MMO, WITH A PLAYER BASE of other MMO's that have been around this long. and in this Genre....

    1. BETTER PVP. ( this will draw in the most new players.... there is no reason to pvp in this game, unless you want "IKILLYOUALLZ" to remember you in a fight. AS WELL BETTER FREAKING REWARDS FOR PARTICIPATING! you guys took out the dilithium rewards for PVP because people exploited it... good job, all you did was make it so people cannot Youtube while grinding dilithium.

    2. A VIABLE crafting system, tied into the economy of the exchange. The grind, don't really matter to a crafter, its the fact when i get my things maxed, its not gonna make me any extra loot besides vendor junk loot...


    You already have a game, with the rest of the tools to be an awesome game. I mean a TOP TIER MMO. granted the smaller bugs exist, but those exist in every MMO.

    As well, you own the rights to a Star trek MMO, and you guys are utilizing that idea all WRONG by adding fricken TRIBBLE like Dinosaurs with Lazors, before you added a Khazon.... That part, im just saying... come on, use it better, maybe you know show CBS your product so they lax a little bit on the licensing issues.

    I mean if yer trying to kill the game, yer doing a great job of it... Maybe start asking the fleet leaders, how all these poor decisions have affected thier fleets.

    I know several tier 5 fleets that i can log into that you see EMPTY/LOW ROSTER NUMBERS OR ZERO PEOPLE ON when looking at the roster, because everyone is forced, beyond a point to do something useful, like go help another fleet. You make it REAL HARD for fleet leaders to set projects to generate fleet credits...expecially when we might you know, have friends, or people we know, in other fleets.

    Imma end it with this.... Don't forget what the benefit of Bind on Equip does for people.... You make that item, YOU SELL IT TO A BUDDY, they equip it, it can no longer be sold. This is HOW all crafting systems, have WORKED SUCCESSFULLY in other games.
    All crafted materials are bind on equip as it is, including the special top tier gear.

    The special end school gear is guaranteed purple with the crit getting an Ultraviolet.

    And NOBODY else wants to see the Kazon. That's why the Voyager crew left them behind, because they sucked. If the Borg don't think you're worth assimilating something is wrong. Any of our ships could carve a path of destruction through a Kazon fleet that would make them think it was Judgment Day. Voyager, a light light cruiser, a frigate science ship was able to consistently defeat them. The Kazon have no place here except to be the Dan Hibiki of the game.

    And the Voth have energy weapons, so you already have dinosaurs with LAZORS to begin with. Frankly I would genetically engineer a T-Rex and outfit it with weapons like Dino Riders. Great shock value and mobility. Besides that's no where near the only weapon the Voth threw at us.
    tumblr_mr1jc2hq2T1rzu2xzo9_r1_400.gif
    "Rise like Lions after slumber, In unvanquishable number, Shake your chains to earth like dew, Which in sleep had fallen on you-Ye are many — they are few"
  • sharpie65sharpie65 Member Posts: 679 Arc User
    edited July 2014
    I have a question for the devs:

    Is there a possibility of the secondary deflectors being added to the patch notes any time before this update goes live? Sorry if I sound impatient, but I'm merely curious..also, will there be a blog written about/for them?
    MXeSfqV.jpg
  • donburritodonburrito Member Posts: 39 Arc User
    edited July 2014
    sharpie65 wrote: »
    I have a question for the devs:

    Is there a possibility of the secondary deflectors being added to the patch notes any time before this update goes live? Sorry if I sound impatient, but I'm merely curious..also, will there be a blog written about/for them?

    ^^This....this exactly. I've only seen one Dev respond to someone asking about this in the last few weeks and it was to say "I have to go check since I'm not the one working on it" and then we never heard anything else. I've been dying waiting for the Secondary Deflectors since they were first announced. Could we please get an update Devs?
    Online DJ and Audio Engineer for Kirtang Pirate Radio and occasional Blog Writer for The G & T Show
    Facebook Page: Don Burrito
    Twitter: @DonBurrito143
  • pweistheworstpweistheworst Member Posts: 986 Arc User
    edited July 2014
    donburrito wrote: »
    ^^This....this exactly. I've only seen one Dev respond to someone asking about this in the last few weeks and it was to say "I have to go check since I'm not the one working on it" and then we never heard anything else. I've been dying waiting for the Secondary Deflectors since they were first announced. Could we please get an update Devs?

    Yes. I want the new Ageis set and the new crafting goodies but I want better science ships MORE.
    In the immortal words of Captain Sisko: "It may not be what you believe, but that doesn't make it wrong."

    Don't believe the lies in this forum. I am NOT an ARC user. I play STO on Steam or not at all.
  • rakija879rakija879 Member Posts: 646 Arc User
    edited July 2014
    Dilithium has been added to the rewards in the missions for the following zones:
    Defera Invasion
    Nukara Invasion

    The Exchange:

    Kit Modules now have their own search category in the Exchange.

    Awesome :eek::eek::eek:
  • adjudicatorhawkadjudicatorhawk Member Posts: 0 Arc User
    edited July 2014
    sharpie65 wrote: »
    I have a question for the devs:

    Is there a possibility of the secondary deflectors being added to the patch notes any time before this update goes live? Sorry if I sound impatient, but I'm merely curious..also, will there be a blog written about/for them?

    No, they're not in 9.5. We wanted to squeeze them in before 9.5, but schedules didn't permit for it. They're high on our list of Systems features to deliver, and we'll do them as soon as we can.
    Jeff "Adjudicator Hawk" Hamilton
    Systems Designer - Cryptic Studios
    Twitter: @JeffAHamilton
  • donburritodonburrito Member Posts: 39 Arc User
    edited July 2014
    No, they're not in 9.5. We wanted to squeeze them in before 9.5, but schedules didn't permit for it. They're high on our list of Systems features to deliver, and we'll do them as soon as we can.

    Could we please get a little explanation as to why they still aren't ready? Why would you guys have made the big announcement for them before Season 9 first launched, and then more than 2 months later still not have them ready? Was work just barely starting on them when you guys made that announcement?

    And please forgive me if that comes across as rude, I'm just a little frustrated and I don't mean to take it out on you Devs :)

    **EDIT**
    Yeah my statement above about the secondary deflectors being mentioned 2 months ago was WAAAAAAAAY off. Below you will find the link to the original Dev Blog about them, posted on JANUARY 28TH:
    http://www.arcgames.com/en/games/star-trek-online/news/detail/3031073-season-8-dev-blog-%2344
    Online DJ and Audio Engineer for Kirtang Pirate Radio and occasional Blog Writer for The G & T Show
    Facebook Page: Don Burrito
    Twitter: @DonBurrito143
  • bareelbareel Member Posts: 3 Arc User
    edited July 2014
    donburrito wrote: »
    Could we please get a little explanation as to why they still aren't ready? Why would you guys have made the big announcement for them before Season 9 first launched, and then more than 2 months later still not have them ready? Was work just barely starting on them when you guys made that announcement?

    And please forgive me if that comes across as rude, I'm just a little frustrated and I don't mean to take it out on you Devs :)

    **EDIT**
    Yeah my statement above about being the secondary deflectors being mentioned 2 months ago was WAAAAAAAAY off. Below you will find the link to the original Dev Blog about them, posted on JANUARY 28TH:
    http://www.arcgames.com/en/games/star-trek-online/news/detail/3031073-season-8-dev-blog-%2344

    They were originally mentioned/created to drive sales of the Dyson Cstore ship pack. Or to increase the desirability of them if you prefer.

    However because the complete roll out to all sci ships does not have any direct ability to be monetized, merely indirect, it is not an actual priority. Or other system releases that offer a higher return on investment are currently keeping the dev plate full if you prefer.
  • barimanforumsbarimanforums Member Posts: 104 Arc User
    edited July 2014
    Do we still need "recipe" filter for the exchange, then? Also, I would like to see the R&D options in the exchange before the duty officer filters.
  • tehbubbalootehbubbaloo Member Posts: 2,003 Arc User
    edited July 2014
    i actually like the idea of it requiring a huge effort to max out crafting. i dont want it to be like nearly everything else in sto; maxed in a few weeks to make new ppl feel like they 'won'.

    that being said, if its going to be a long hard slog i expect there to be a payoff at the end. i fully expect to be able to craft high end kit that people will find desirable. and i expect to be able to craft these things consistently.

    being cryptic though, i fully expect [dmg] to be weighted 4 times heavier than anything else, and i dont expect 50% purple chance to mean anything more than 10% purple chance. kinda like those supposedly non-weighted artifact crafting assignments...
  • virusdancervirusdancer Member Posts: 18,687 Arc User
    edited July 2014
    No, they're not in 9.5. We wanted to squeeze them in before 9.5, but schedules didn't permit for it. They're high on our list of Systems features to deliver, and we'll do them as soon as we can.

    So uh, that joke some folks made about you guys saying they'd be out with S9...is starting to ring true a bit, eh?

    S9 technically is going to last until S10 launches...so, S9.5 -> X2 -> S10. Could be 6-9 months or more out...
  • bridgernbridgern Member Posts: 709 Arc User
    edited July 2014
    Will at least the revamped Intrepid in Season 9.5?
    Bridger.png
  • druhindruhin Member Posts: 7 Arc User
    edited July 2014
    No, they're not in 9.5. We wanted to squeeze them in before 9.5, but schedules didn't permit for it. They're high on our list of Systems features to deliver, and we'll do them as soon as we can.

    Back in April you stated:
    There's no new fleet holding in Season 9 - between the Spire, the Mine, and the Embassy, the vast majority of fleets still have many projects to complete.

    Secondary Deflectors won't be launching on release day, but work on them continues and we'll release them as soon as they're ready.

    This was written just prior to the launch of Season 9, and according to STOWiki, the intent was to release Secondary Deflectors as part of Season 9. And now, like most things promised, it slips further and further down the list (eventually likely to fall off the list entirely). Now it won't be ready for the launch of Season 9.5, so I guess it will now be intended for Expansion 2? Or sometime after that? Before Year 5 anniversary?

    As a Science Captain, I very much wish to have access to the Secondary Deflector slot on all my science vessels, and was happy to see the original announcement. Escorts have OP DPS, Cruisers have Cruiser Commands, what do Science ships have? "Target Subsystem" is junk, since they are all Rank I abilities.

    But alas, I will no longer hold out hope for these fabled Secondary Deflectors. They are a myth, and only accessible on a one-time ship, that players must pay upwards of 5000 Zen to obtain.

    The question I have for mr adjudicatorhawk: Why, nearly 6 months since the original announcement, is the feature not ready? The Dyson Science vessel with the one and only Secondary Deflector, has been in the game for quite some time now. The only tech necessary, is to create the "drops", and unlock the slot on additional science ships. Why the delay, after delay, after delay?
  • orangeitisorangeitis Member Posts: 5,222 Arc User
    edited July 2014
    druhin wrote: »
    The question I have for mr adjudicatorhawk: Why, nearly 6 months since the original announcement, is the feature not ready? The Dyson Science vessel with the one and only Secondary Deflector, has been in the game for quite some time now. The only tech necessary, is to create the "drops", and unlock the slot on additional science ships. Why the delay, after delay, after delay?
    We need fleet secondary deflectors, mission reward secondary deflectors, R&D-craftable secondary deflectors...
  • druhindruhin Member Posts: 7 Arc User
    edited July 2014
    orangeitis wrote: »
    We need fleet secondary deflectors, mission reward secondary deflectors, R&D-craftable secondary deflectors...

    All of the above can be considered "Drops". Only instead of it dropping from an enemy, it exists at some store for a currency (probably Dilithium).
  • sharpie65sharpie65 Member Posts: 679 Arc User
    edited July 2014
    No, they're not in 9.5. We wanted to squeeze them in before 9.5, but schedules didn't permit for it. They're high on our list of Systems features to deliver, and we'll do them as soon as we can.

    Ah, thanks for the speedy reply, hopefully they'll be released in time for EXPN-2 (whatever it may be called). Also, is there any weight to the rumours of comm arrays for cruisers whatsoever?
    druhin wrote: »
    All of the above can be considered "Drops". Only instead of it dropping from an enemy, it exists at some store for a currency (probably Dilithium).

    Haven't you heard? The dilithium store has been made kaput as of earlier patch notes regarding the crafting update, unless you're referring to a rep or fleet store?
    MXeSfqV.jpg
  • sharpie65sharpie65 Member Posts: 679 Arc User
    edited July 2014
    /Double post/
    MXeSfqV.jpg
  • woodwhitywoodwhity Member Posts: 2,636 Arc User
    edited July 2014
    orangeitis wrote: »
    We need fleet secondary deflectors, mission reward secondary deflectors, R&D-craftable secondary deflectors...

    And all of them will be underperforming^^
    Would have been far simpler to just make a second deflector slot and let ppl use already implementated real deflectors. This would give Sciships an edge.
  • torsten1009torsten1009 Member Posts: 454 Arc User
    edited July 2014
    woodwhity wrote: »
    And all of them will be underperforming^^
    Would have been far simpler to just make a second deflector slot and let ppl use already implementated real deflectors. This would give Sciships an edge.

    ^^ So true...

    But, with 2 normal deflectors you could have used two different 2-piece set-bonusses, like assimilated engine and deflector and solanae shields and deflector. The result would have been super-buffed gravity-wells (dealing damage and pulling everything in) while having high regeneration of the hull.

    The other possibility would have been assimilated engine and deflector and elite fleet shields and deflector with SCI cooldown reduction (or now the 8472 deflector to deal some damage)...
    [SIGPIC][/SIGPIC]
    If Star Trek Online was an Open-Source (GPL) Game, we would have a low-grind fork.
  • futurepastnowfuturepastnow Member Posts: 3,660 Arc User
    edited July 2014
    Geez, let them take their time and make something nice, rather than rush it out.
  • pweistheworstpweistheworst Member Posts: 986 Arc User
    edited July 2014
    Geez, let them take their time and make something nice, rather than rush it out.

    Are you saying we're being too pushy about the secondary deflectors for science ships or the crafting revamp?

    If you're saying the devs need more time for the secondary deflectors then why is crafting (something that obviously requires MORE dev time and effort because of the complexity) coming first?

    The crafting revamp was announced AFTER the devs previously announced science players would get secondary deflectors yet the secondary deflectors are getting pushed back. I think it's totally reasonable for some of us to feel disappointed about the dev progress with secondary deflectors.

    As I previously said, I'm very excited to use the new and improved Aegis set and I look forward to working with the new crafting system on the Holodeck server ... I'm just sad that science toons once again appear to be treated like ugly stepchildren.
    In the immortal words of Captain Sisko: "It may not be what you believe, but that doesn't make it wrong."

    Don't believe the lies in this forum. I am NOT an ARC user. I play STO on Steam or not at all.
  • bi0f0dd3rbi0f0dd3r Member Posts: 0 Arc User
    edited July 2014
    Hawk,

    looks like you guys have the crafting situation well in hand, the dilithium additions to the open

    zones was a nice touch thanks for that. What honestly worries me however, is the current

    functionality of the Doff UI. Several features must be added to make it user friendly and not as

    much of a head scratcher.


    >> Filters for the "loose" roster doffs, these should continue to include what is available on Holo,

    --species
    --profession
    --rarity
    --traits both with and without

    >> Sidebar needs to have the filters as well for when selecting doffs for the current mission.

    (scrolling through long lists of unsorted doffs is frustrating and sloppy)


    > After a doff is selected from the "sidebar" list is should be removed from the list, as some

    players have duplicates, this gets confusing as you add and remove the same doff to the

    same slot over and over since it just sits in the list.

    >> Over all reduction in size, it feels bulky and cumbersome, with excessive scrolling.


    The Other Large Issue, is the loss of the Dept. Heads Tab that was available inside the cluster

    map. This was effectively a HUGE nerf to the opportunity for players to work colony chains

    reducing the availability by 50% or more when combined with the lost of Social Bridge Invites from

    other players.


    The issue with the loss of the clusters really does need to be addressed in some fashion to bring

    these assignments back to the previous levels of availability. Also, friendly reminder, ALOT of chain

    assignments are/were tied to these clusters, (specifically Cardassian space), even some not chained

    assignments could only be found there, such as Deliver Tech to Gamma Quadrant Allies (previously

    only available via Tact/Sec Dept Head). What is the current fate of these assignments?




    Lastly, I'm assuming that the numeric rewards on Tribble currently are place holders and the correct

    info will be added as the build gets further along, as there are several discrepancies between

    payouts on Holo and payouts on Tribble. Some assignments also have the incorrect requirements

    listed, such as Confiscate Contraband from Crew, listed 1 Geologist, 1 Quartermaster and 2 Security

    , after opening the assignment, it only really needed 2 security.

    Looking forward to the next patch to enjoy the improvements.
  • bi0f0dd3rbi0f0dd3r Member Posts: 0 Arc User
    edited July 2014
    Are you saying we're being too pushy about the secondary deflectors for science ships or the crafting revamp?

    If you're saying the devs need more time for the secondary deflectors then why is crafting (something that obviously requires MORE dev time and effort because of the complexity) coming first?

    The crafting revamp was announced AFTER the devs previously announced science players would get secondary deflectors yet the secondary deflectors are getting pushed back. I think it's totally reasonable for some of us to feel disappointed about the dev progress with secondary deflectors.

    As I previously said, I'm very excited to use the new and improved Aegis set and I look forward to working with the new crafting system on the Holodeck server ... I'm just sad that science toons once again appear to be treated like ugly stepchildren.


    nope, but getting a working correctly finished project is far superior to a half working one, then

    moaning how broken it is. If they want time to get it right, let them take the time to get it right :)
  • coffeemikecoffeemike Member Posts: 942 Arc User
    edited July 2014
    Maybe they are using this time to also figure out how to make secondary deflectors less... nuanced.

    The one in the Lobi Dyson Destroyer happens to be eh... at least some people have said that. Slotting another full Deflector can be nuts also with set bonuses. Everyone would at least try flying a Sci Ship if that came about just to see the insanity.

    I hope they are working on some middle ground while S9.5 gears up to go live.
  • pweistheworstpweistheworst Member Posts: 986 Arc User
    edited July 2014
    Back to the crafting for a second ...

    I hope the devs consider the opportunity the new crafting system will create for boosting Lobi store ship sales (and the related boost in lock box key sales). What I mean is that several lock box and lobi sotre ships have unique weapons that are cool but weak by end-game standards.

    It would be cool if players who own either the Temporal Science Ship or the Temporal Destroyer and the Chroniton Dual Beam Bank from the Lobi store can craft Chroniton energy weapons that use energy/modifiers similar to the Chroniton Dual Beam Bank.

    Similarly, players with the Voth ships would be able to craft better quality Voth Transphasic-Chroniton Torpedo Launchers.

    Basically, give players who buy ships and support the in-game economy the ability to craft unique gear that other players cannot craft unless they get those ships.

    It would be a win-win for everyone: Cryptic gives players another reason to buy keys and buy lockboxes, while players who get those cool ships get access to cool new weapons ... which can only be obtained via crafting (which again benefits Cryptic by making players spend more time grinding in the new crafting system).

    Honestly, I just thought of this because I'd love to see my Temporal science ship charge into battle firing nothing but the rainbow-colored Chroniton beams. ;)
    In the immortal words of Captain Sisko: "It may not be what you believe, but that doesn't make it wrong."

    Don't believe the lies in this forum. I am NOT an ARC user. I play STO on Steam or not at all.
  • torsten1009torsten1009 Member Posts: 454 Arc User
    edited July 2014
    Geez, let them take their time and make something nice, rather than rush it out.

    Sorry to ask you this, but: What are you smoking?
    They announced secondary deflectors about 6 month ago?!? Are you still saying they didn't get time to develop secondary deflectors?
    [SIGPIC][/SIGPIC]
    If Star Trek Online was an Open-Source (GPL) Game, we would have a low-grind fork.
  • adjudicatorhawkadjudicatorhawk Member Posts: 0 Arc User
    edited July 2014
    druhin wrote: »
    The question I have for mr adjudicatorhawk: Why, nearly 6 months since the original announcement, is the feature not ready? The Dyson Science vessel with the one and only Secondary Deflector, has been in the game for quite some time now. The only tech necessary, is to create the "drops", and unlock the slot on additional science ships. Why the delay, after delay, after delay?

    Honestly, I'm not the right person to ask. Logistics and scheduling have necessitated them not being done yet, would be my guess - but as much as I try to give you guys the status of things we've talked about, if I'm not personally working on it, I'm just passing on second-hand information and can't talk authoritatively about timetables or schedule.
    Jeff "Adjudicator Hawk" Hamilton
    Systems Designer - Cryptic Studios
    Twitter: @JeffAHamilton
  • walshicuswalshicus Member Posts: 1,314 Arc User
    edited July 2014
    Honestly, I'm not the right person to ask. Logistics and scheduling have necessitated them not being done yet, would be my guess - but as much as I try to give you guys the status of things we've talked about, if I'm not personally working on it, I'm just passing on second-hand information and can't talk authoritatively about timetables or schedule.

    Any chance we can get a comment or update from the person who is responsible for it? I'm sure you can appreciate that many of us are worried that it signals a return to the bad old days of features being advertised and then ignored.
    http://mmo-economics.com - analysing the economic interactions in MMOs.
Sign In or Register to comment.