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Lieutenant
Join Date: Jul 2012
Posts: 35
# 31
09-13-2013, 04:51 AM
To Jamjamz an the rest of the ship design guys:

How strict is PBS with using Gene's rules when designing a new Starfleet vessel? The whole "nacelles have to be in pairs, at least 50% within line of sight of each other, fully visible from the front..." stuff. I would imagine you guys have some pretty nifty ideas for new ships that could be hampered by these guidelines.

Do you have in plan to revisit the older ship models and bump them up a bit on the quality scale? Ships such as the Galaxy and others that have been in the game for quite a while now and seem lacking compared to the Ambassador model or Chel Grett texture work.

Also, to the concept art team, since I'm a wannabe artist:

How long does it take to create a piece of concept art such as the absolutely stellar art of the Dyson sphere, especially the Spire?

How many pieces of art do you create on average before you are satisfied with the design?

Do you use only digital art or is there any hand drawing on actual paper involved? Or is the entire process done on paper and then edited to add logos and whatnot?

And to the team behind game mechanics and stuff:

Have you considered adding ground vehicles to the game? Such as the dune buggy used by the crew of the Enterprise in Nemesis. With the ever increasing size of ground maps such as New Romulus and Nimbus III, it is taking more and more time to explore and get around the place on foot. Plus it would open a whole new gameplay dimension for events, missions, foundry...


Anyways, thanks so much for doing this and I can't wait to read all the responses, even if my questions aren't covered. Keep on keeping on, guys!

@Dodye
Rihannsu
Join Date: Jun 2012
Posts: 1,600
# 32
09-13-2013, 04:57 AM
@Geko (or Stahl where more appropriate)

- PvP Rep, Fleet Holding, Neverwinter pvp tech, Starbase PvP, Freighter Sorty, Gozer's *PvP Czar* Replacement, Leaderboards, New Maps, Fixing Kerrat, Space Assault Map, Factional Balance, Stat Tracking, new PvEvP, Consult with the active PvP'ers about upcoming changes, Revamp of Facvtion vs. Faction queues.....what happened? (see links in my sig if you don't know what i am talking about)

- Cutting down on Mudflation, "too much power in all subsystems" "too much cannon, too little glass," "there are always counters," weapons energy drain,.....what happened?

- Engies in space, .....what happened?

- Improving QnA....what happened?
Joined 06.10
PvP 2010-2011
PvP 2012-2013

Last edited by havam; 09-13-2013 at 07:53 AM.
Lieutenant
Join Date: Jun 2012
Posts: 83
# 33
09-13-2013, 08:52 AM
To Devs,

First thanks for all the great work you put into S7. The Romulans are amazing. Now, onto the questions.

1) Every three pack ship came with its own bridges except the Vesta-class. Are there any plans to fix this?

2) Are the ground vehicles moving forward or still a twinkle in your eyes?

3) Is 2410 coming soon?


That's all I can come up with before 9 am. Thanks!
Captain
Join Date: Jun 2012
Posts: 1,981
# 34
09-13-2013, 08:54 AM
Quote:
Originally Posted by xlocutusofborgx View Post
To the Dev(s) who do bug fixing.

Thank you for taking the time out of your hectic day to answer a few questions. I know your working hard on getting bugs fixed.

1) My first question to you is, what do you think can be fixed in terms of getting bugs fixed on a faster time scale then 3+ months?

2) What is the process that you go through to determine what bug must take priority over another?

3) Do you actively play the game?

4) Do you do anything other for the dev team then bug fixing? As in.. do you get pulled off bug fixing to work on other projects that require man power?

5) Do you go on the STO forums? If so.. how actively are you on them?

6) When people submit bug reports, how close do you work with PWE customer service in getting to those reports or do you work at all with customer service in terms of "the bug reports". I ask this as it seems to a lot of folks that bug reports rarely get answered and even further more get noticed.

7) Is there anything else further you would like to discuss to the community at this time that relates to "Bug Fixing/Reporting/Ect"?

Thank you for your time.
I don't want to knock my own posting or any other in there but this quoted post really should be the one that is chosen. It's the bugs in this game that keep a lot of players, myself included out of this game for long periods of time.
Quote:
Originally Posted by hort_wort
Hahahaha, thanks Cryptic, for doing your part to make the F2P transition of SWTOR such a success!!
Community Moderator
Join Date: Jun 2012
Posts: 3,931
# 35
09-13-2013, 11:17 AM
Quote:
Originally Posted by xlocutusofborgx View Post
To the Dev(s) who do bug fixing.

Thank you for taking the time out of your hectic day to answer a few questions. I know your working hard on getting bugs fixed.

1) My first question to you is, what do you think can be fixed in terms of getting bugs fixed on a faster time scale then 3+ months?

2) What is the process that you go through to determine what bug must take priority over another?

3) Do you actively play the game?

4) Do you do anything other for the dev team then bug fixing? As in.. do you get pulled off bug fixing to work on other projects that require man power?

5) Do you go on the STO forums? If so.. how actively are you on them?

6) When people submit bug reports, how close do you work with PWE customer service in getting to those reports or do you work at all with customer service in terms of "the bug reports". I ask this as it seems to a lot of folks that bug reports rarely get answered and even further more get noticed.

7) Is there anything else further you would like to discuss to the community at this time that relates to "Bug Fixing/Reporting/Ect"?

Thank you for your time.
I'd like to piggyback my questions onto this post, because I think they're related.

Bluegeek's questions for a QA (Quality Assurance) Dev:

1. What does a typical day for a Dev in QA look like? What would you be doing?

2. What skillsets does a QA Dev need to have?

3. Does QA handle bug reports submitted by players? If so, how many do you typically handle in a day?

4. When you're testing a new feature, what kinds of things are you looking for and how do you test them?

5. How long does it typically take to test a new build before it goes to Tribble?

6. Does QA look at the forums for feedback? What kind of feedback would you like to get?

7. QA sometimes gets criticized for not doing enough to stop bugs from getting onto Holodeck. What would you like to say to the players about QA's mission?
Volunteer Community Moderator for the Star Trek Online forums -- My views may not represent those of Cryptic Studios or Perfect World Entertainment. If you wish to speak to someone on the community team, file a "forums and website" support ticket here, as we are not able to respond to PMs regarding moderation inquiries.
Link: How to PM - Twitter @STOMod_Bluegeek

Last edited by bluegeek; 09-13-2013 at 11:31 AM. Reason: Added one more question
Former PWE Community Team Lead
Join Date: Jun 2012
Posts: 9,046
# 36
09-13-2013, 07:03 PM
Thanks for all of the submissions! We'll be picking one and turning it into a web article that should be released before the end of the month.

Cheers,

Brandon =/\=
Brandon "BranFlakes" Felczer | Former Community Team Lead for Perfect World Entertainment
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