View Full Version : Feedback Friday: 11 APR 2008
Cavadus
Fri, 11 Apr 2008, 12:16
[quote]Spring is in the air, the treemites are coming out to play and it feels like update time again. As stated in [URL="http://www.plaync.com/us/news/2008/03/dev_corner_tabu.html"]Starr
Cavadus
Fri, 11 Apr 2008, 12:21
I'm sorry guys but my June dead line is today. Flashpoints got the axe, PAUs are still being designed by their art team (which would indicate they haven't even begun programming them yet because art is the easiest and fastest step in the entire process), and Command Opportunities are being mothballed for the time being to just "work on friendly AI."
WTF? Seriously? I'll let this simmer until next week but I highly doubt I'm going to continue to pay for one-off non-repeatable instances that are going to have crap rewards and more "quality of life" fixes.
Celestiae
Fri, 11 Apr 2008, 12:54
I read this FF to mean "We don't have the people we need to deliver on our promises, so we're going to half-ass it for as long as possible."
I'm disappointed, but not surprised.
Pymamin
Fri, 11 Apr 2008, 14:59
Personally, I don't see how PAU's were suppose to be amazingly awesome and change the game, so I really don't care too much. Ditto with command opportunities. You'd have to add in content to make both of those worthwhile. Which might just mean a few more instances, because a whole zone that might need it would take a lot of effort.
Multi-Squad missions are ok... but they would have to add in quite a few of them, and make them very hard, otherwise people will do them in the first few hours and be done.
I think they do have their priorities right, getting those clan owned control points out asap.
Also with the ability to lock on to allied targets healed can now dedicate thier healing to a single person, meaning that you can have even better tanking situations. It'll also make it easier to buff people in combat, hopefully. With better healing and buffing they can hopefully amp the difficulty up even higher for squad designed missions and instances.
To conclude, PAU's always seemed kinda bleh, Command Opportunities is something for an expansion, and the new CP's are going to be the make or break moment for a lot of people.
Cavadus
Fri, 11 Apr 2008, 15:29
CCPs are worthless. And they're not even clan owned if you read the thing. it just says you get prestige points that a clan can use to buy shit with. I kind of got tired farming CPs like two or three months ago and what am I going to do with a bunch of clan buffs? Use them to help me grind CPs even faster?
No way in hell do they have their priorities organized in any sensical way. Or at least in any way that wants to keep me subbed to this game. Maybe in 1.8 they'll give me a huge cock bulge for their "manification" or whatever they'll call it.
I'll give'em props for being this honest though.
Draconis
Sun, 13 Apr 2008, 00:08
Yes, I like their honesty too.
Maybe Planetside is not such a bad idea after all .....
Cavadus
Sun, 13 Apr 2008, 14:59
PlanetSide isn't a terribly good choice because the game is completely over run with hackers. The game is so susceptible that rather going the anti hack route with their dev team SOE is actually suing two websites that propogate the hacks.
Bolton
Mon, 14 Apr 2008, 22:26
Command Opportunities were in store for the game at least as far back as October 2006 (I know this because Paul Sage told me so at AGC '05). I'm sad to see them thrown on the backburner, but can understand the need to hash out minion AI. I just wish they would've made sure it was working as intended at release.
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