||04-19-2011 08:23 AM
Night of the Comet, amazing, but...
=/\=Spoilers for the mission ahead=/\=
Yes I'm sure you all know where this is going. That mission, including everything leading up to it was immersive, atmospheric, very trek and very fun. Even the part where you can get utterly destroyed by ships that should be in a museum, while odd, still had a pretty epic feel.
But devs, the drinks... really? Scotty is freaking out about Triolic radiation that's about to kill everyone, and then I'm sent to not only get a drink for a hysteric woman so she can hand me a part that turns out to be right next to her, but I also have to sit through a bartender's spiel about bartending, an Orion's spiel about her injured love, and then 8 separate dialogue options worth of Scotty's anecdotes about being a booze hound.
I'm not complaining about difficulty, since Scotty flat out tells you what she likes and doesn't, but seriously devs... what were you thinking? In the middle of a crisis situation where everyone could die, I shouldn't be listening to drinking stories, paying attention to every detail so I don't miss what she likes, and then making sure the bartender makes the right thing. I thought maybe it was an april fool's mission or something until I asked around.
Just wanted to pay a compliment, and say that the rest of the mission was incredible, the pacing was good and I was having a blast. I know this is an MMO devs, but please please cut down on the busy-work you're always using to pad out missions. If you're telling a story, let it end organically. If the story's done, leave it be. Not every mission of a chain has to be long, short and sweet missions have their place too.
Trying to frame this in a positive light, but it's hard just because of the contrast between "best mission I've played so far" and "what the frak were they thinking?"... :(