Community Goal Transition

I've not been around much for a few months, so may of missed some comms around this, but:

Why is the transition from the old "CG" format to the new being managed in such a poor way? I ask as i would of thought the logical method would of been to:

Internal design/develop/build/test
Continue with the old CG format
Announce the new format
Engage with the community/design/develop/build/test
Announce go live
Cut over from old CG format one week, to the new the following

Instead what we have is a complete loss of the CG functionality until further notice. Which strikes me as bizarre and demonstrates a lack of planning.
 
I've not been around much for a few months, so may of missed some comms around this, but:
https://forums.frontier.co.uk/threads/interstellar-initiatives-bridging-the-gap-preview.509042/ is the obvious one you might have missed. Starts Monday.

I assume the downtime was precisely to allow them to do a bit of planning and build up a buffer of events and stories - including translation of all the in-game text needed - rather than try to get one prepared while also doing weekly CGs.
 
Maybe it's to ween the players off the old system, to make the old system only a distant, fading memory. Also helps when the players aren't still exhausted from last week's grind when engaging with the new system. It does make sense to avoid a seamless transition.
 
https://forums.frontier.co.uk/threads/interstellar-initiatives-bridging-the-gap-preview.509042/ is the obvious one you might have missed. Starts Monday.

I assume the downtime was precisely to allow them to do a bit of planning and build up a buffer of events and stories - including translation of all the in-game text needed - rather than try to get one prepared while also doing weekly CGs.
Ah that makes a bit more sense. Though to be honest, you and I both know that 95% of the old CGs took about 2 seconds (i exaggerate a bit) for the cut n paste routine. The only ones that stick in my mind were the Lugh wars, the Cerberus plague and chained Kaushpoo CGs (some player CGs were good). The rest were all instantly forgettable or even bugged in the wrong way.
 
Ah that makes a bit more sense. Though to be honest, you and I both know that 95% of the old CGs took about 2 seconds (i exaggerate a bit) for the cut n paste routine. The only ones that stick in my mind were the Lugh wars, the Cerberus plague and chained Kaushpoo CGs (some player CGs were good). The rest were all instantly forgettable or even bugged in the wrong way.
Which is why they didn't worry too much about switching them off for a few weeks :) Hopefully Monday will bring something ;)
 
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