It’s funny MurasakiNoKaze is complaining about why I don’t want to discuss Proteus on a thread where it is not a topic of discussion. Also, I was one of the ORIGINAL beta testers for Proteus and in fact several of its key features were my ideas, such as Scanning adding to research. And I’m pretty several other things got mentioned as well. So yes, I have been around Proteus A LOT more than at least some, and had real input.
And I still hate it. There is nothing I like about it. I apologize to everyone, because honestly I didn’t intend to come back after this seeing as Jay’s mind is clearly made up. I’ve learnt my lesson from trying to get the old NP avatars back. When he says eventually it means never. And that’s fine. His game, his rules, even if I don’t like the changes made. But I ended up seeing the replies in my inbox, so… I’ll just let this be it for now.
In regards to Proteus, I don’t list anything because it would be FASTER to list what I actually LIKE about it. See below for the loooong rant of what I don’t:
1: it is not enjoyable to have carrier price stack like it does. Not only is that the farthest thing from how industry actually works, but it is annoying as I’ll get out. I would not play for that reason alone. The carriers should just be more expensive or something, honestly.
2. Last I checked, there was a change to this, but back in the original Proteus, weapons benefits to defenders was overwhelming. Offensives were too difficult. Whoever won a star usually never lost it if they were smart. So it favored lucky aggressors FAR more than defenders. I play aggressively. It’s good strategy and so the game ruled out my entire reason to play by this concept alone. Thankfully I think it’s gone, but the damage is still done from the expensive carrier issue.
3: Star experience. I think this is a thing and actually makes conquering a star harder. This too, may have been something I vouched for or even requested. And it was a stupid thing if so, because it does not work well. It makes conquering stars even harder.
4: Tech pricing… Thank GOD for the ledger. Because I cannot make heads or tales of the price scaling and it just makes trading awkward as can be.
5: Alliances. For some reason I’ve never had good interactions with other players in the game. It is usually more ruthless in a lonely way. That is not good at all. Diplomacy should be important.
6: It’s uglier. Screw cell phones. I hate them as it is and they suck up too much time. Really are “Cell” phones, mental prisons. Catering to that crowd is a smart business move on Jay’s part, but the current Proteus is down right hideous to look at. I still remember fondly the gorgeous interface of the original Neptune’s Pride. Triton is cuter, but at least it isn’t bland.
7: Game mechanics. Nothing about them works for me. It is like a 4x speed game on steroids. Back in the old days, when I was more free and could literally sit there all day with nothing better to do, sure, that might work. But with how Proteus is now… I still can’t comprehend how to enjoy something that requires constant attention and careful resource micromanagement. A beauty of NP2 is that I need not log on continuously during early to mid stages of the game. Proteus’ mechanics in this regard are all over the place for me. This is more a personal gripe though. I honestly don’t think it is a genuine flaw…
8: The tech, though, IS a flaw. It renders falling behind in tech a brutal and pointless waste in futility. Might as well quit at once, as far as I’ve seen.
9: wormholes. The idea is awesome. And I may even have been instrumental in suggesting that idea too. They seemed to smart. And yet they are implemented terribly. I know what Jay’s going for, but to me, there is no reason to spend 24 hours moving somewhere unless it is to set up a Scanning Outpost at an ally’s system. It links the galaxy, but it ruins it because you can see other players moving back and forth and that in turn removes some of the secrecy, certainly lets you know when enemies are moving large quantities of ships. It is also slow… way too slow. If that’s changed by now since I last played, then good, because it was awful otherwise.
10: Warp gates: again, useless. Suddenly, despite needing to get on constantly for the hourly income, warp gates do not work as they did in NP2. It seems to me we might as well have none of them at all. They just weren’t worth it anymore, being too expensive and granting a very marginal boost most of the time. They did not even work with wormholes.
11: Carriers get experience but last I heard that doesn’t do anything. Why? Stars seem to gain experience or did during the beta test I played (I think. I don’t pretend to be the brightest star out there, so it wouldn’t surprise me if I got confused on this point). Point being though, considering carriers are at a premium, it would have been more sensible if their experience did something. But then considering what happened with the stars getting it, I would think this is a bad idea all around, too.
12: No terraforming. Jay prefers this, and I have to agree, so this is not a complain per se… yet even so, I’ve noticed empires that don’t grow fast in Proteus die a swift death. So there needs to be SOMETHING done.
Honestly, the issues we set down to solve, Jay, way back when you asked for input on Proteus, are not resolved. It is fun for you and its fans, and that’s fine. But so far NP2 is still not replaced and it would be nice to have the prime game map of NP2, the 64 grand tournaments, return. Or at least the Epic Galaxies, which were also pretty awesome in their own right.
So yeah, I also likely won’t be updating the names at the top of the thread. Jay can surely see activity here and if he bothers to look he’ll see the support. Whether he will bother at all with restoring the 64s has little or nothing to do with signatures, imo. But we’ll see.
On a last note for Proteus, I liked the larger random stars, go a 100 during the beta test, and the ledger. That is it.