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    State of the Game(2/25/2010)

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    Esyphelon

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    State of the Game(2/25/2010)

    Post by Esyphelon on 26/2/2010, 12:24 am

    Hey guys. I just thought I would repost this from the STO site - I know I don't like going there often so why should I make my fellow fleeters? Anyway....HEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEERE's CRAAAAAAAAAAAAAAAAAAAAAAIIIIIIIIIIIIIIIIIIIGGGGGGGGGGGGGG!!!!(lol)


    Welcome, you noble purveyors of Federation policy and fierce warlords of the Empire! Welcome one and all!
    Wait now... Let's just take a moment to de-cloak, disarm and drop our shields, shall we? This State of the Game is of interest to you all.
    So very, very much has happened over the last few weeks! It feels like every single time I began to write a new State of the Game, we'd have to quickly douse live shard fires, juggle major play tests and push critical late night patches. By the time the dousing, juggling and pushing was done, the outline of my State of the Game would be hopelessly out of date.
    Given how tirelessly we've been working, if some ethereal, omnipotent resident from the Denorios belt hadn't stepped in and considerately put the breaks on space-time with a bit of temporal wizardry, I might have found myself eternally rewriting this single State of the Game.
    Thanks to you, oh great wormhole-y one!
    Support:
    We. Are. Live. And so, supporting you -- yes, you, specifically -- is an effort that consumes us night and day.
    Ask any bedraggled MMO developer about launch and they will inevitably assure you that it never, ever gets any easier. Crunch all you like, friend, it only gets harder after the game actually ships. STO is certainly no exception. Supporting a user base as large as ours requires dedication -- no, devotion! Our crew is, thankfully, more than up to the task. We are pushing the workplace warp core to maximum in an effort to better address any and every bug and issue that comes up in-game.
    Our objective: Implement as many of the stability and gameplay adjustments you asked for as soon as humanoidly possible (as safe practices allow, of course). To this end, Community has put more effort into moderating the boards and CS has recently staffed up in order to get through your tickets quicker. The idea being, "we can hardly fix what we can't see."
    We've also thrown a metric ton of hardware and man hours at getting the server capacity up. Our Network Operations crew has been performing admirably, to say the least. I won't begin to count the times I've heard, "Sorry, Captain! I'm giving it all she's got," come out of their work area, only to be quickly followed by a confident, Scotty-like, "It's done." Beautiful. Almost makes me want to demand them to, "fly her apart, then!" I might just because I know those boys and girls will hold it together in the end, whatever I say.
    Bottom line: When -- if -- you see Queues, they should be much shorter and stability will be much better.
    Game Adjustments:
    Now that the game is out and in your loving hands, we're taking long, hard looks at everything each and every one of you is interested in seeing changed. Cruiser turn rates? Death penalties? More open auto-fire? All those topics and more are being scrutinized by the all-seeing eye of... um, us!
    Some of the few things on the way:
    Respec
    Death Penalty
    Difficulty Slider
    More open auto-fire
    Replayable missions
    Improving Memory Alpha
    Fixing those Commodity missions
    And there are a bunch more. We’ve heard you and are working on all these issues, but we want to make sure that they come out clean and finished. We hate rushing out features – it inevitably leads to us accidentally breaking things we didn’t have time to test. I dunno – like the Red Matter Capacitor or something…
    Tribble Coming
    In order to better accommodate our players during the Head Start weekend, we merged the physical machines dedicated to our Public Test Shard (Tribble) into the live Shard (Holodeck). It has since been difficult to find viable hardware to test new patches on before pushing them out to you.
    Well, we've got more hardware now and Tribble will be up pretty soon. Problem solved.
    Once Tribble’s up and running (insert whatever tribble joke you’d like to here) – we’ll be able to start releasing those core game adjustments to you guys for deeper testing and feedback.
    Special Task Force: Infected
    We're in the final stages of testing the first STF (the five-man raids we internally referred to as "Raidisodes"). STF: Infected is just about ready to release.
    You know, I might actually record one of our internal play sessions. The excited cries for more shielding and healing get the blood pumping. Although, once our testers reach the end room and the action really heats up... Well, it's not exactly "family friendly" in there. Definitely going to be an exciting, thrilling mission for our players, though.
    After Infected, we'll roll out more STFs. "The Cure", "The Khitomer Accord" and "Into the Hive" are all coming along nicely. We look forward to regularly releasing these and seeing what everyone thinks.
    Update 1: Classy Marketable Name Coming Soon
    The first major update is receiving a final coat of paint, too.
    There's quite a lot of genuinely cool stuff in Update 1: Classy Marketable Name Coming Soon. Expect to see it pushed to the newly revived Tribble Public Test Shard over the next couple weeks.
    New Klingon ships? Oh, my yes. And they look...awesome. Re-specs are also coming, of course. All of Cryptic can't wait to see that particular feature out the door. New PvP maps and Fleet Actions are rather nice, too.
    Beyond Update 1?
    Right now, we're planning it. We haven't set the future of STO's content into stone because so much of it will be determined by you, but we're laying out what we'd like to focus on for the next 6 to 12 months.
    Who are the Undine and what drives them?
    How can we better exploit the Genesis System to create even more compelling content?
    Where can we boldly go next? Where shall we take exploratory missions, as there's so much potential there?
    Which faction should be playable next? Romulan? Cardassian? Pakled? Dominion? Horta? Okay, not so much the Pakleds.
    And that’s not even the start of it! Ship interiors, more bridges, crew quarters, First Officers, Fleet advancement... You have subscribed to a service that delivers a universe unending, and we shall see that universe populated with compelling content or, by the Prophets, we will die trying.
    Some people get that. Some people don't. We're here for those that do.
    Throughout development, we guessed Star Trek Online might be polarizing. Some people don't get it and some people simply don't like it... But, others fall in love with their ships and captains and bridge officers. Those are the ones who can't live without beaming down to strange, new planets and participating in lively stories.
    We guessed this and still we made a conscious decision to not water things down and go "mass market". Frankly, I think that's perfectly OK. Because, no matter what, there will be one single thing, now and forever, that drives everything we do: you.
    We have a very healthy -- and healthily testy -- core community that gets it. And there's nothing we look forward to more than working together to make STO better.
    Sad part is, you may not even know it. Far as I can tell, there're no hidden cameras and mics scattered about Cryptic's office. So, how would you know that we refer to our community almost as if it were an absent developer?
    "Well, The Users think that we need to do more non-combat."
    "Guys, I'm sorry to interrupt, but The Players really want ground auto-attack back. Drop what we're doing."
    "We already know what you think about a death penalty, Craig – but The Community really thinks it's a good idea and their opinion is more valid than yours because they probably don't own goats."
    It’s a little unnerving -- sometimes feels like we work with a giant multi-headed feedback monster that simultaneously loves and hates us. It whips even as it hugs! It rages even as it cries! And it fumes even when it's happy. It's unnerving, yes, but pretty freakin' rad, too.
    What you guys post and say and do in-game and on the forums is the biggest factor we consider when making our decisions.
    I am sorry if it ever appears that we're not listening to you or trying to make the game better. Because that is pretty much all we ever do.
    -Zn
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    bedolla77

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    Re: State of the Game(2/25/2010)

    Post by bedolla77 on 26/2/2010, 12:44 am

    i soooooooooo can not wait for this to happen i am very excited
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    sgt_hall

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    Re: State of the Game(2/25/2010)

    Post by sgt_hall on 26/2/2010, 2:37 am

    All i can say is nice Smile
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    Algus

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    Re: State of the Game(2/25/2010)

    Post by Algus on 26/2/2010, 3:07 am

    Good stuff on the horizon it's looking like.
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    Kelthar.Arcticwolf

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    Re: State of the Game(2/25/2010)

    Post by Kelthar.Arcticwolf on 26/2/2010, 5:15 am

    At least they listen. They may not do everything that the Community, but they do listen and consider it... and then let us know what the hell they are thinking. Very Happy
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    roguendark

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    Re: State of the Game(2/25/2010)

    Post by roguendark on 26/2/2010, 6:14 am

    We make a difference , that's nice to know.
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    dru_mcd

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    Re: State of the Game(2/25/2010)

    Post by dru_mcd on 26/2/2010, 11:41 am

    Drool
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    unrepentant

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    Re: State of the Game(2/25/2010)

    Post by unrepentant on 26/2/2010, 12:17 pm

    TBH i get the feeling that cyptic are as excited to be working on this as we are to be playing it, its a asame that they had to launch it before it was ready but i think this is one that is worth sticking with cause the I love you is really there.

    trouble is that with everyone shouting out for different and often contraditary things it will be easy for them to fall into the same trap that brought SWG to its knees.

    Things are looking great for the future though.
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    dru_mcd

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    Re: State of the Game(2/25/2010)

    Post by dru_mcd on 27/2/2010, 12:14 pm

    Now that I've finally gotten to Commander, this game has taken on a new dimension.

    - Because I have more weapons than energy I have to use more strategy with my firing.
    - And now that there are more than two weapon choices, I have to figure out which works best for me.
    - Enemies are using more special weapons attacks so I have to figure out specific counters.
    - Which then means that I have to take a deeper look at my Bridge Officers and their skills/equipment.
    - Once I make a decision as to what I want, then trying to find it (Crafting, Exchange, specific locations) is also a new challenge.

    So, anything else that gets added is only going to increase my game-play and ultimately re-playability.
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    MajorApollo

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    Re: State of the Game(2/25/2010)

    Post by MajorApollo on 27/2/2010, 1:05 pm

    WOW! A MMO that follows the advice of the people who pay for it! What a nice change!!
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    McCain

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    Re: State of the Game(2/25/2010)

    Post by McCain on 28/2/2010, 2:25 am

    Sounds great, can't wait to see some of this stuff in action.
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    Jean Parisot

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    Re: State of the Game(2/25/2010)

    Post by Jean Parisot on 28/2/2010, 5:55 am

    unrepentant wrote:TBH i get the feeling that cyptic are as excited to be working on this as we are to be playing it, its a asame that they had to launch it before it was ready but i think this is one that is worth sticking with cause the I love you is really there.

    trouble is that with everyone shouting out for different and often contraditary things it will be easy for them to fall into the same trap that brought SWG to its knees.

    Things are looking great for the future though.

    I agree! I would be far more excited working on this game then playing it.

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    Re: State of the Game(2/25/2010)

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