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Exit Survey Insufficient, here is why I'm canceling

SystemSystem Member, NoReporting Posts: 178,019 Arc User
I started playing at beta and previously canceled my account 2 months after launch.

I recently came back a month or so ago to give the game another whirl.

Since the Exit Survey when canceling this game is insufficient and does not allow one to express the reason(s) why one is leaving, I leave you with the below reasons for my departure, for any STO staff that may care:

1. Sector Space
While this has gotten better since launch, for me it's still not good enough.
There are still borders where I have to approve warping in to another area (even if I'm already at warp...)
The scale of the space ships to the planets or stars is silly. My ship shouldn't be as big or bigger than a planet.. Thus, I don't feel like I'm actually in space, but navigating around some map that's trying to be like space, but failing..

2. Ship Maneuvering Limited...
This is space, and while I understand that most of the Star Trek series has presented space battles as some nautical exercise, I believe most will agree that this is NOT how it really works in space.
I find it pretty absurd that in order for me to have effective striking ability on a target, I sometimes have to do circular patterns(similar to an airplane's holding pattern when waiting to land) to get into position.... Why I simply can not point my ship upwards, or even to a loop, is beyond me. It makes no sense, and honestly just seems kinda hypocritical.. It would be nice to exit the 19th century finally and have Space Combat in this game more closely represent actually maneuvering in space.

3. Instances (Relates to Sector Space Design)
The design of instances for entering a star system simply breaks immersion for me.
I do not want to have to have a loading screen each time I enter a system.
Basically I would prefer it designed how really being in space would be like.

4. No First Person View
I'm really tired of looking at my character's butt..
It means that I have no choice but to have one more character model(mine) ALWAYS being rendered on the screen. Couple that with all the bridge officers on an away mission and it sometimes becomes too much.
Plus, it kills immersion, and there are times when I want to FEEL like I am my character and that I AM in the Star Trek Universe. I can't get that feeling from a 3rd person only view...
Making a 1st person view would not be that difficult, other MMOs have it, so why can't Star Trek?

5. Linear-Like Progression
All MMOs have some level of linear progression, however, for me, STO is too heavily focused on it.
I feel like there's nothing out there worthwhile to explore except follow the 'pre-determined path' that Cryptic has laid out for me. A path where I'll only see higher content and other areas of the game only if I follow along the path and do all the pre-requisite quests in order to open more content..
In short, I don't feel like there's any(enough) alternative paths to EXPLORE and ADVENTURE. I feel like I won't get anywhere in the game unless I follow the beaten path with my hand held by quest-givers.
I want to be able to go into regions of space, take risks getting there, find new outposts and alien species.
Instead, I have it all mapped out for me and even though I'm in some zone of exploration, I don't get any feeling that I'm a pioneer, exploring. It's all laid out for me.

6. Game Is Too Easy
Honestly, leveling in this game is really easy, and even on harder modes it's not THAT hard.
This makes me feel like the time I've spent into doing something wasn't enough to really feel I've earned that new ship, or rank, or whatever...
The game needs to be harder, and more rewarding when major milestones are reached.

7. Insufficient Rewards(drops) (Named mobs dropping nothing, or battery?)
Many a time I've been in a slightly harder fight with an OBVIOUS named mob where it drops nothing, or a banana split(roll eyes). It makes me feel like any extra effort or challenge was a waste of time.
Even if it does drop something like a gun or armor kit, it's simply vendor fodder..

8. Items System is Trivial...
I mean to say that, the whole system of Mark I,II,III,IV,......., this system I really feel isn't laid out well. There's barley any difference between two items of and adjacent mark ranking. EVEN if one of the items is a very rare item, I really don't feel like the very rare item is all that special. I have situations where I'll keep my very rare Item of Mark VIII, because the Uncommon Mark X is barely any better.
I guess I think the game is swamped with items that live very little difference between them except for their 'Mark'... I think it could be improved, I'm just not sure how....

9. Ground Instances the Same, somewhat uninspired..
Most all ground missions are the same. there's some OBVIOUS path to follow to go to one step to the next, to scan or fight at each section along some very obviously visible path.
It's just a grind, I feel no adventure and excitement doing this, and I pretty much know what I'll get 9 times outta 10 when doing some ground mission...
It's almost like someone took a copy/paste approach to the game structure, added some different colors, mobs, objects, and named it something different, but it's still pretty much the same..

----

If I see significant improvements in several of the points I've made above, I'll certainly give it another whirl.

Signing Off and Canceling Subscription *Peace*
Post edited by Unknown User on

Comments

  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2011
    1. Sector Space
    I hope that the ESD proximity docking will be implemented for the sector borders. Also DStahl said multiple times that he would like to tear down the walls. Give it a year or two and there will be no traffic control.

    2. Ship Maneuvering Limited...
    DStahl appearantly have some personal problem with having ships [URL="this http://www.sto-advanced.com/wp-content/uploads/screenshot_2011-01-23-04-58-32.jpg"]upside down[/URL]. So it is never gonna happen.

    3. Instances (Relates to Sector Space Design)
    A 5-10 sec loadscreen is not that bad.

    4. No First Person View
    Check my sig and check this post. I play in this mode all the time.

    5. Linear-Like Progression
    Exploration is underwhelming at the moment. It may be addressed around the end of the year.

    6. Game Is Too Easy
    I think I know what you mean. Even on high difficulty, it is always the matter of time spent with button mashing. I never feel that I'm in any kind of danger, so it gets boring. Except when you meet a bugged swordmaster. But that time, I feel rage because the game is completely unfair and blatantly cheating. That is not excitement and it is worse than the boredom.

    7. Insufficient Rewards(drops) (Named mobs dropping nothing, or battery?)
    Yeah that is downright stupid. A simple soldier dropped a green weapon and the a big boss dropped a small hypo???

    8. Items System is Trivial...
    I have a level 5 cap3 covariant with 9000 capacity. I didn't replace it until I git a level X Cap2. Same stands for the level 5 efficient engine. I liked the +5 energy so much that I never replaced that.
    Apart this, I have no real problem with that.

    9. Ground Instances the Same, somewhat uninspired..
    Random generator with low number of templates... I agree, but UGC is coming and that should add some inspiring ground stories.


    Also, in before lock :D
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2011
    Can't say you're wrong, really. There's a lot in there a lot of people would agree with. See you in twelve months? :D
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2011
    Umm Can I have your stuff?
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2011
    Very sorry to see you go, but please keep in mind that we do not allow "I Quit"-type posts.
    Be well, and we look forward to welcoming you back at a later time! :)
This discussion has been closed.