The tutorial for new Starfleet characters has an awesome shuttlebay on top of the main building at Starfleet Academy. Could we please get this 'connected up' to the regular Academy map for player use?
Seems like it would be pretty easy to 'turn on' the door at the south end of the hallway inside the building (simply by adding a dialog box "Go to Shuttlebay" outside) - making it a turbolift to the Shuttlebay, just like it is in the tutorial.
To make the shuttlebay useful (not just cosmetic), have an option to travel to both ESD (ending up in the ESD shuttlebay - and visa versa if you take the shuttle from ESD) and to your ship in Earth orbit. This would add a bit of canon content for those Dr. McCoy types who hate using transporters.
A simple copy of the tutorial map would be super simple and work great, with only the addition of the shuttle destinations dialog box near the orbital shuttle guy needed.
In addition to the shuttlebay (and 'turbolift' access), a set of stairs could be placed along the empty wall just to the right of the door leading to the Commandant's Office. This would allow characters to explore and use the upper levels of the main Academy building. Additional doors could be added on the walls up there indicating more classrooms (or for future Foundry gateways - if it ever comes back). The geometry up there is fascinating and a few additional steps/stairs here and there on these levels would allow access throughout the entire upper works. I'd love to see a physical connection to the shuttlebay up there as well (as opposed to another 'loading screen' door), but am not sure that is possible without some major work (the door just to the left of the turbolift on the shuttlebay map could be made to open and close, leading to stairs that connect to the upper levels of the regular Academy map).
I hope the dev team considers doing at least the 'turbolift' (dialog trigger) door to the shuttlebay map addition. It's minimal work for a great addition to the Academy. The rest (like stairs) would be gravy for us after that.
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If it's just set dressing as I suspect it would be a lot of work to add anything in there and unless that space would be used on a mission no real returns to justify the cost as 99% of the player base would most likely never visit those spaces.
there's a shuttle bay at top floor of the Starfleet Academy building that's used just for 1 scene in the tutorial.
It existed even before the DSC origin, the shuttlebay was used to get you to your ship in the tutorials where you start as a cadet.
That part was not really changed in the recent rewamp.
I don't see this happening as it will be inferior to the original map in use now on a consistency and technical level. Unless they just don't care anymore.
Another side effect though for the original SFA social map of the process from CrypticSFA to DiscoSFA to New TutorialSFA was the replacement of the "matte painting" in the far background likely relocated to the skybox instead of just far off.. It stays static no matter the height you are at on the map and because it was designed for Disco-Sunsetish lighting it clashes with the daytime setting as well as the lighting being way the hell too bright.
Too bad no one at Gearbox will take this seriously OR worse try and fix it by doing exactly what SHOULDN'T be done. All because the dil economy is still trash, I suspect.
While I will not argue with many of the points that you bring up here, I believe your reasoning behind the whys and wherefores to be out of line.
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You honestly believe that this game company, ANY game company for that matter, does or does not do the things that it does or does not do, because it dislikes/hates its playerbase? That's got to be the most absurd thing I've ever heard.
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No. Sorry. I will not be baited into debating the validity of such an absurd statement. You're the ones making the statement. You defend it. But honestly, you can't, because you don't actually know what goes on within the confines of the Cryptic offices. All you can do is observe what occurs, and then, since you don't know the actual whys and wherefores and you're already predisposed to assume the worst, you do. Just because you and few other vocal forumites view things as such does not make it a reality, though.
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I disagree with your assessment of "negligence and laziness." There could be many reasons behind the things that you say, things that we are not/cannot be privy to, but I do not believe them to be because of "negligence and laziness." And honestly, that's just insulting, considering how much work the devs do to make this game possible.
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Well, of course, you would think that. Perception is merely a lens through which we view people, events, and things. We believe what we perceive to be accurate, and we create our own realities based on those perceptions. And although our perceptions feel very real, that doesn't mean they're necessarily factual.
You have a mental impression of something, and it defines how you see that something, regardless of the truth. So, while you believe this to be reality for you, it doesn't make it reality for anyone else, much less the truth. The problem that I have with your opinion about your reality is that you attempt to pass it off to others as factual truth, coloring others' perceptions to the point that you might influence their realities to bend into line with your own.
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Fair enough. But he didn't say "dislike/hate", you did. He said, "negligence and laziness." And as I have tried to say, either way, that is a matter of perception and opinion that does not necessarily reflect actual reality and fact, that is, the truth. So, my apologies if I misinterpreted your meaning. Obviously, my perception of your statement did not reflect the reality of your intent.
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-redacted-
The truth is, the developers at Cryptic are very passionate about the Star Trek IP and want to deliver the best game that they possibly can. Period.
Does this game have enormous unrealized potential? Yes. But just because we, as players, want to see the game go in certain directions, incorporate certain ideas, etc., doesn't mean that it falls in line with the intent or plans of the developers. After all, this is their vision of the game, not ours.
Does that make the developers "lazy" or "negligent" because they do not deliver on those hopes, dreams, or expectations? No, not at all. It just means that their focus is somewhere else, but what they are doing is delivering a product that players do enjoy, or else they wouldn't be here.
Look, I know that you are passionate about the game or else you wouldn't be upset, and I understand that you're disappointed about not seeing certain things done. Admittedly, there's things I'd love to see done, too, that I know I may never see. But I enjoy what I have in the game. I appreciate the work that has been done. And I look forward to the things that I know are to come.
In case it's not obvious, though, I do support the idea of incorporating the shuttle bay into the SFA social map. I know that its inclusion would not be a priority, though, and so, I will not assume that failing to do so is "laziness" or "neglect" on the part of the devs. Just that their priorities are elsewhere.
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I agree, it would be nice to know a lot of things, definitively. But from the devs' point of view, they gain nothing by that. They are in a "damned if you do, damned if you don't" situation. They get maligned if they say nothing. They get maligned if they say anything. So, from their perspective, it's best if they say nothing. Saves them a lot of grief and heartache. And I get that. Especially, since I have seen and deal with a lot of toxic behavior that goes on in this forum, in the fore and behind the scenes.
Oh, and this doesn't even take into account NDAs.
As an example, though, let's say the devs were to make an announcement that they are looking at ways to bring back the Foundry. Several months go by and then the devs announce, sorry guys, we can't do it. Pandemonium would ensue. There would be calls for devs being fired, accusations of incompetence, conspiracy theories about the whole thing being a ploy or a scr** job to the playerbase. In other words, pretty much what we already have going on. What gain would there be from the devs' point of view for making such an annoucement then?
* NOTE: This is not an invitation to start arguing about the removal/re-addition of the Foundry.
Now, apply that to any annoucements the devs might make about any plans the devs might have in the works, which may or may not pan out. Because I've seen it. "You promised us this and you lied!" No. No one promised anything. But let a dev say anything and a very vocal part of this community considers it chiseled in stone, and will rail against the devs when they do not/cannot deliver. Hence why we get nothing from them anymore until it's about to be released.
And despite what anyone believes, thinks, or feels, nowhere in any devs' job description does it say that they must endure abuse from the playerbase, regardless of the situation.
Now, understand that I am not disagreeing with or arguing against your complaints concerning the game, only the reasoning of the whys of them. I believe, admittedly without tangible evidence, that it's just not the case. That there are other reasons why we're not seeing more of what you and others have suggested. But I also understand why we're not hearing more from the devs about it.
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For instance, the dropping of Win7 support and the sudden influx of bugs are actually good signs (irritating as they may be) of activity deep in the guts of the game. Details of the pattern of changes in the minimums make it almost a certainty that they upgraded their compiler, and they would not be doing that if they were not going to be working with the compiled sections of the code instead of just the upper layer scripts and treating the rest as black boxes.
And poking around in old code that no one has done much with for years not only stirs up lots of bug zombies, it also often sets off new ones. The burst of bugs we have had lately is actually rather mild if they are doing some minor refactoring and tuning things like the compiler change hints they are probably doing (which in itself is a learning process too, compiler version changes often bring new quirks and break things in old code), and they have to get that stuff out of the way before doing anything major like adding entirely new systems and whatnot that a lot of people have been asking for, or it will be an incredible mess.
There is also the factor that anything they do might not produce observable differences in the game for quite a while after implementation. For instance, if they made some new environmental building tools (which they sorely need, there is a livestream highlighting how they make the maps and it is seriously stoneage levels of old-school to say the least) and were able to make maps much quicker than before it would go unnoticed until eventually some player realized that map-heavy content was coming out a little faster than previous years.
And even just producing tools like that depends a lot on properly reorganizing and indexing/tagging resources, which according to what they showed in that livestream are almost strewn around at random with little or no naming strategy so there is a lot of the "we have to do this before doing that" that would have to go on before being able to do much about coding the tools themselves.