Having had the system accidentally slot the WRONG 20 hour project on a number of occasions now, I'd really like for the ability to cancel a project. Just a little button and confirmation dialogue. I don't want any of the inputs, if any, back, just the ability to cancel a project. Heck, make it limited to the annoying 20 hour ones.
Both posts thirded (if that's a word), especially since sometimes the Crafting Schools sometimes display the wrong project list. Misclicks are not something I enjoy with these systems, which seem to promote them. :P
With each passing day I wonder if I stepped into an alternate reality. The Cubs win the world series. Donald Trump is President. Britain leaves the EU. STO gets a dedicated PvP season. Engineers are "out of control" in STO.
Slightly more complicated than you're making it seem. The outcome of an R&D project is determined the moment you start it as can be seen by the quality color filling in the text of your active projects. Adding a cancel feature and changing nothing else is trivially abuseable as people could simply startand cancel their projects repeatedly until they rolled up the outcome they wanted.
On a slightly more cynical note, the reason the system works the way it does is it subtly makes the feature easier to monetize. With the instant feedback of what the outcome of any project is there's a greater temptation to burn dil on impulse. Moving the outcome determination to the completion of the project disrupts that model.
Slightly more complicated than you're making it seem. The outcome of an R&D project is determined the moment you start it as can be seen by the quality color filling in the text of your active projects. Adding a cancel feature and changing nothing else is trivially abuseable as people could simply startand cancel their projects repeatedly until they rolled up the outcome they wanted.
On a slightly more cynical note, the reason the system works the way it does is it subtly makes the feature easier to monetize. With the instant feedback of what the outcome of any project is there's a greater temptation to burn dil on impulse. Moving the outcome determination to the completion of the project disrupts that model.
Normally, I would agree with you, but when you cancel the project, you lost all the investment in mats, Dill and components, so if you cancel is the same as waiting for it to finish.
Of course some impulsive crafter could just press finish now, but that's why you build stuff in lower levels and upgrade the item, is more cost effective.
On a slightly more cynical note, the reason the system works the way it does is it subtly makes the feature easier to monetize. With the instant feedback of what the outcome of any project is there's a greater temptation to burn dil on impulse. Moving the outcome determination to the completion of the project disrupts that model.
Very astute and completely correct.
An example of how trying to monetise everything to the nth degree actually results in far worse gameplay.
I have been playing computer games for 25 years. But in the last 3 or 4 I have had much greater exposure to the f2p model (in this and other titles) and to be totally honest it is KILLING my interest/enjoyment in the entire form of entertainment.
The whole industry is building a rod for its own back.
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Having said that, a cancellation option has merits too.
--Red Annorax
On a slightly more cynical note, the reason the system works the way it does is it subtly makes the feature easier to monetize. With the instant feedback of what the outcome of any project is there's a greater temptation to burn dil on impulse. Moving the outcome determination to the completion of the project disrupts that model.
Normally, I would agree with you, but when you cancel the project, you lost all the investment in mats, Dill and components, so if you cancel is the same as waiting for it to finish.
Of course some impulsive crafter could just press finish now, but that's why you build stuff in lower levels and upgrade the item, is more cost effective.
Very astute and completely correct.
An example of how trying to monetise everything to the nth degree actually results in far worse gameplay.
I have been playing computer games for 25 years. But in the last 3 or 4 I have had much greater exposure to the f2p model (in this and other titles) and to be totally honest it is KILLING my interest/enjoyment in the entire form of entertainment.
The whole industry is building a rod for its own back.
...#LLAP...