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Archived Post
02-23-2011, 10:26 AM
Hello.

I am Admiral Nital Jaxa (Commanding Officer of English Division) at 3rdfleet.
On behalf of both 3rdfleet, andother fleets in Star Trek Online who face the same problem with membership caps, I am asking for a raise in the number of members in a fleet to be raised, it is currently set at 500.
Unfortunately 3rdfleet, keeps hitting this 500 member limit, and even though we keep trimming the inactive players, they are now becoming few and far between.

This poses a problem, how is a fleet meant to grow sufficiently. We would love to extend our fleet membership, above that of 500, as we support both English (all speaking), German and French members, from alot of countries and timezones around the world. You can easily see how easy it is for us to pass our fleet cap.

We know, it probably is not just our fleet, lots of other fleets probably have the same problems. On behalf of them, and us, I ask of Cryptic to please increase the fleet member limit.

We pride ourselves on trying to follow the utopian principles of the fictional Federation, through international boundaries, we grow and expand.

So Please Cryptic:

Raise the fleet members cap from 500 to 1000, or more! So we can face the final frontier and boldy go where no-one has gone before!

Thankyou for your time.

Admiral Nital Jaxa.

Archived Post
02-23-2011, 10:32 AM
There shouldnt be a cap at all :p

Archived Post
02-23-2011, 10:38 AM
I support this.

Archived Post
02-23-2011, 10:39 AM
Fleets all around STO, and I'm sure that we are not the only ones facing this problem, would rejoice at the opportunity of having their membership cap raised to at least 1000 or even to infinity if that were even possible.

I humbly ask you to find the time to fix this problem, Cryptic.

Archived Post
02-23-2011, 10:41 AM
Ooh! I agree with this completely! We are quickly reaching our member limit cap. We are gaining new members quicker than we are removing inactive members.

Please raise the Fleet player limit cap.

Archived Post
02-23-2011, 10:42 AM
This is becoming a big issue now for some of the bigger fleets, I feel fleets make a big part of STO now and this player Cap Limit hinders not just our growth but of our fellow fleet friends and other fleets.

Archived Post
02-23-2011, 10:44 AM
The more the better!

After all, this is supposed to be MMO: Massive Multiplayer Online

Archived Post
02-23-2011, 10:48 AM
This is very important! We dont need a fleetcap at all. I mean why is it in place anyway?

Do Fleetmembers use servercapacity in some way even if they are offline? I mean seriously, get rid of it.

Archived Post
02-23-2011, 10:49 AM
Any raise would be helpful, the more the better.

Archived Post
02-23-2011, 10:53 AM
I had no idea there was a cap, but I agree it definitely should be raised to an unattainable number, or removed.

Archived Post
02-23-2011, 10:55 AM
As 3rd Fleet has always been on Fleet Cap since release, I support this.

Archived Post
02-23-2011, 11:00 AM
How have fleets been trying to work around this so far? Just making second and third allied fleets? And I guess this is a trivial issue, but it also seems like a 500+ member fleet would need a much larger fleet bank than allowed at present. I don't suppose there are any plans to expand that . . .

Archived Post
02-23-2011, 11:02 AM
I support this.
Now the maximum number is reached, even if inactive and everything zsecond chars are removed, the number of the players will be soon reached again

Archived Post
02-23-2011, 11:15 AM
Absolutely. This cap is frankly a nightmare for me personally, as a Recruitment Officer, as well as for the fleet entirely. I entirely support extending or removing it entirely.

Archived Post
02-23-2011, 11:17 AM
12th Fleet fully supports this! The constant battle of the Fleet Cap is getting old. Pretty soon we will hit it again with active members.

@Heezdedjim

12th Fleet deals with the cap by only allowing 1 character per @handle into the fleet, we have 2 Alt fleets for everyone's alt characters. We also remove anyone that has been inactive for 3 months or more (PM's are sent out, they are still members of the fleet and will be re-invited when they come back).

Archived Post
02-23-2011, 11:24 AM
Currently 3rd Fleet has hits its limit! as of 5 mins ago again and we are finding it hard to boot members as we have a high activity count

hope cryptic sorts out fast!

Archived Post
02-23-2011, 11:27 AM
The VKF supports a raise in or complete removal of the Fleet Cap. Even with internal housekeeping on inactive members many fleets exist that have extremely active membership sign ups. I am sure Cryptic can check to see that this is true. They should be allowed to continue to grow. So please change the way the Fleet Cap works.

Thanks,
Phoenix_Lord

Archived Post
02-23-2011, 11:38 AM
This recent surge is do to the influx of new players and return of old players to STO. This surge is a direct testimony to the efforts of Cryptic in making the game better. However this surge has resulted in an issue for the people that most strongly support STO, the Fleets!

As the large, and established fleets like the 3rd hit this limit we are forced to find ways to let our players enjoy the game and be in our fleet. With our activity level rising every day it seems this issue is growing.

Please Cryptic lets at least get an official response that the matter is being looked at. Let fleets grow as they can without fetters. I personally can see no reason in the code for a limit since it should not effect the database speed in any way.

Archived Post
02-23-2011, 11:41 AM
For just one fleet membership token, you can give a Cue a new home!

I think maybe the member limit on fleets should count the number of players in it, not individual characters. I for one kept most of my alts out of 3rd Fleet to not contribute to reaching this point needlessly.

Archived Post
02-23-2011, 11:44 AM
I can't speek for my entire fleet, but I personally support this. There should be no cap on fleet membership (or at least a very high cap) as the game is continuing to grow and the fleet community does with it. Some fleets, such as the LOEC, intend to remain small, but large, and active fleets such as the 3rd fleet should be allowed to grow and prosper in the game. Just as you make strides to give fleets more things, such as private instances, and fleet starbases, you should also look towards increasing the cap of fleets or removing it all together so that the community may continue to grow.

Archived Post
02-23-2011, 11:52 AM
that and we need more lemon pledge! :P haha

Archived Post
02-23-2011, 12:00 PM
Increasing the cap to infinity would surely do away with the cap problems and then we'd never have to speak of this again. ;) I remember the first time we had to ask for a raise in fleet member cap.

Archived Post
02-23-2011, 12:05 PM
I remember the first time we had to ask for a raise in fleet member cap.

Yes. On Launch Date.

Archived Post
02-23-2011, 12:09 PM
I support this 100%, we don't need no stinking fleet cap!!:D

Archived Post
02-23-2011, 12:11 PM
I fully agree and support this as well as a staff member of 3rd Fleet. More people join the game every week, and more will want a strong fleet to join. We need the room to do so!

We love the game Cryptic, we are loyal, we know there are issues with every new release, but you manage to pull it through.

Live to the standard you continue to set and allow the fleet cap some more flexibility. The only result is satisfaction all around.


Engage!

Archived Post
02-23-2011, 12:29 PM
Some game have guild limits but by account. so it will not matter how many alts a person have. I support No Limits raised limit or go by account. thank you.

Archived Post
02-23-2011, 12:29 PM
Personally I think there shouldn't be a limit. It forces people to have to make side groups of the main thing. It's honestly easier on leaders if they don't have to switch characters to check on a second group roster. It's also easier on the players so they don't have to use custom channels just to talk to everyone in the entire fleet cause it's broken into separate parts.

However if we have to have a limit, then I support raising it as high as the devs will allow. It is after all their decision and I'm sure there are numerous factors to consider.

Archived Post
02-23-2011, 12:32 PM
I agree with everyone else. Having a capacity limit in a fleet/guild in a MMORPG is silly. It's supposed to be a social tool for players to be part of and enjoy. Restricting the number of players you can have is counter-productive.

I vote for NO CAP AT ALL

Archived Post
02-23-2011, 12:34 PM
As member of 3rd Fleet, i support this !

Plz let us having much more members or unlimited ...

Archived Post
02-23-2011, 12:46 PM
I am hoping that we get a official response to that.

Come on Dan you know you want to :)

Archived Post
02-23-2011, 01:14 PM
Let us say, this is not for 3rdfleet. This is not for our allied fleets.

This is for everyone, every fleet alike, to be able to expand and reach their potential :)

Archived Post
02-23-2011, 01:19 PM
I would certainly support a lifting of any cap. I would be interested in knowing why a cap exists, but if Cryptic can lift the cap or get rid of it all together, it would certainly be very helpful.

Archived Post
02-23-2011, 01:22 PM
Agreed,

This is not about one fleet! this is a request to benefit all fleets that are approaching their member count. At some point something will have to be done.. why not now?

Archived Post
02-23-2011, 01:44 PM
maybe hitting the fleet cap is a sign that your fleet is too big? 500 is a very large fleet I don't envy your personnel officer.

If you are against downsizing, you could try cleaning out alts. Limit members to one or two toons in the fleet.

Archived Post
02-23-2011, 01:59 PM
We have a alt fleet to keep our numbers down but we are nearing the cap on both now :D

Archived Post
02-23-2011, 02:03 PM
I support raising the cap

Archived Post
02-23-2011, 02:08 PM
It might not be neccessary to increase the cap, perhaps just changing what the cap was actually on. Perhaps if the cap were changed to accounts rather than characters. 500 accounts rather than 500 characters would certainly be nice. You could also look at putting something in where new characters automatically got invited to the fleet.

Either way I've got 7 characters at the moment but I don't have all of mine in the fleet because I don't want to take up the room so some way of tackling this issue would certainly be a good thing in my opinion. I am sure Cryptic put in and set the cap as they did for a reason but I think it might be worth reviewing it now. I can see this problem only getting worse as time goes on especially if and when fleet bases get introduced to the game.

I do see two potential issues with increasing the cap though.

1) The fleet management system that exists within the game. Personally I find it difficult to keep track of who is at the right rank, who had been moved where and what is happening with the fleet bank as it is. It would be lovely if you had tools to search through these records and sort them better (such as by character or by account).

2) The size of the fleet banks which is an issue in its self but one very much linked to the number of members within a fleet. At the moment in UFP we have far too many people spending their in-game time keeping on top of the fleet bank. I would love it if this were doubled in size or even bigger and perhaps make some improvements such as adding ways to sort through things much like the exchange, if someone needs a shield could they not just go to ship shields and put in the level and see what comes up from the bank.

Archived Post
02-23-2011, 02:12 PM
When they make it so the fleet bank scales with members, I think they'll at least up the limit there.

Archived Post
02-23-2011, 02:26 PM
I am agree, raise the fleet member cap please !

Archived Post
02-23-2011, 02:34 PM
maybe hitting the fleet cap is a sign that your fleet is too big? 500 is a very large fleet I don't envy your personnel officer.

If you are against downsizing, you could try cleaning out alts. Limit members to one or two toons in the fleet.

We have about a dozen personnel officers (a couple for each language and tech-tree division), and yes, we do.

Archived Post
02-23-2011, 02:35 PM
Or you could have a fleet just for alts... pretty sure no one suggested that before...

Archived Post
02-23-2011, 02:45 PM
If there is some kind of technical database issue that is the reason for this cap, or some other reason the cap can't be lifted, then allowing a fleet to head up an alliance of related or otherwise allied fleets might be a possible solution. I'm thinking along the lines of the Guild Wars alliance model, but hopefully more robust than that in terms of communications, access, and so on.

Archived Post
02-23-2011, 02:47 PM
I do believe that character slots take up the most database size (and then the players ships within that), as for the fleet, I think they just contain a reference to a character slot... but I could be wrong.

Archived Post
02-23-2011, 02:49 PM
Dont know if its ever been mentioned here but

Purge your member list , there will be a big percentage that dont even play anymore , as well as many alts that are never played too.

It will free up alot of room.

Archived Post
02-23-2011, 02:55 PM
I believe they said they do this already, but they have that many new members they can't keep it low enough.

In my opinion, there is only one answer for population bloom. Castration. :p

Archived Post
02-23-2011, 02:58 PM
Depuis un an nos officiers recrutreurs se démènent pour trouver des joueurs francophones malgré les nombreux problèmes et bug de traduction. Malheureusement aujourd'hui nous devons refuser de nouvelles recrues en raison du manque de place dans la Flotte.
Merci d'augmenter la limite de membre des flottes.

Since one year our recruiters struggle to find french speaker players despite the many problems and bug of translation. Unfortunately today we must refused new recruits due to the lack of square in our fleet...
Please raise the fleets members cap.

Archived Post
02-23-2011, 03:07 PM
In terms of removing inactive players - we have been doing this so far, however some players do tend to have Real Lives and so cannot always maintain an active level, obviously you have to reserve around 5% for these.

In terms of splitting into other fleets - what is the point really? We have looked into it, however the negatives outweight the positivies, its decentralising 3rdfleet staff, and bank access. Along with others, in most cases it doesnt work out. We did have a few fleets, for 3rdfleet, when it was the old fleet cap last year. Lets say we were very thankful when they raised the fleet cap. It was spreading the fleet thin.

I like Joe's idea. However, the basics of alliance tools within 3rdfleet, are not capable to allow the majority of fleets to do such a thing. I think this would be a good alternative, but (from my perspective) it is far more complex.

In terms of having a big fleet, ACES_HIGH - no its not a bad thing. There are great and fantastic reasons to have a large fleet, I am sure lotus, 12th and {UFP} will all agree. There are always active players, and a wide diversity. I know in 3rdfleet we have members across all timezones, so you are never alone when you play. It is also great to learn new things, and socialise with people you never could at home. We are in pararell to a Federation with a mixture of diversity, it is great, and in terms of the federation. The Federation would not split up, because it would lose its character, what makes the Federation, the Federation. The character and diversity, the fun and the games. :)

Archived Post
02-23-2011, 03:10 PM
Increasing the number of caps is a good idea. If i want to have another alt. i would not have the place in the Fleet. please :)

Archived Post
02-23-2011, 03:39 PM
Hell, even WoW has a Guild cap of 400; that STO is able to get to 500 is impressive. As others have said, one solution is to create a Fleet for the Alts; or a Fleet for all your VA1s, etc; and then just make a Global channel that only Guildmembers across all your associated Fleets know about and join (that way you have Guild communication in game (assuming you aren't already using Ventrillo or Teamspeak); and you can continue just fine.

Archived Post
02-23-2011, 03:44 PM
Yes please raise the Cap! Fleets need room to expand and grow. This is something I worry about as Fleet admiral, because both of our fleets (KDF and Federation) are close to hitting the member cap.

Archived Post
02-23-2011, 03:44 PM
Yes WoW does have a guild cap but it 1000 not 400. and they just got the cap with last xpac. before it there was no cap.

Archived Post
02-23-2011, 04:23 PM
This would help many fleets out. Help us out cryptic :)

Archived Post
02-23-2011, 05:54 PM
I think this should be taken as a good sign that the game has a rapidly increasing fan base and should be supported with features like an increased or removed fleet limit. Also consider adding the ability to form raid groups (groups of larger than just the current 5)

Archived Post
02-23-2011, 05:55 PM
i've noticed at least with my fleet, we have a small player base but over 40 "memebers" because we all have multiple alts. maybe if they made it so it was just the @ handle that counted towards memebership numbers this would help?

Archived Post
02-23-2011, 06:15 PM
I know that I would be very grateful for a fleet cap increase as I could roll some alts and not feel guilty about taking up valuable fleet member space for someone that may come a long and join, but still wanting it in the fleet so I can play with my friends! Please Cryptic, up the cap for us so we can stop fretting about it :D

Archived Post
02-23-2011, 07:48 PM
Yes WoW does have a guild cap but it 1000 not 400. and they just got the cap with last xpac. before it there was no cap.

At one point there was a cap of 400 in WoW (my old WoW guild hit it back in the day.; circa 2008)

Archived Post
02-23-2011, 08:05 PM
/signed No Fleet Cap.

Archived Post
02-23-2011, 08:22 PM
I've been saying this for a long time. Please make it so?

Archived Post
02-23-2011, 09:17 PM
Greetings =)

I'm Vice Admiral Crystal Dayra of 3rd Fleet, I'm the one who routinely goes over the details and handles the fleet cleanouts as we get close to fleet cap of 500, this is the second time in the last 30 days that we've had to perform this fleet cleanout to try and freeup some space for new members. 29 days ago we managed to clear out 100+ spots removing only removing members who have been inactive for 90+ days, however our activity has really surged the last month or so, not only did we hit the cap again in less than 30 days but this time we were only able to free up 45 spots from members who have been inactive for 60+ days. I was also able to collect the following info, Of the remaining 455 characters in the fleet only 175 are alts, the remaining 280 characters are all active mains (less than 1 alt per main in the fleet) with a little over 90% being active within the last 30 days! (meaning a little less than 10% remain in the 30-60 day activity region).

We have of course been going over the options like other fleets in our situation but the idea of splitting alts into another fleet or somehow starting a second fleet isn't really a viable option for us as it would leave the second fleet lacking in attention as when players would be on their alts they would find it difficult to stay connected to what ever is going on in the primary fleet. Beyond that it would also prove difficult to manage as most of our leadership would remain in our primary fleet, so it would be hard to properly oversee.

There as of course other options we're still reviewing but ultimately the easiest way to fix the problem we and other fleets face would be to remove the cap so that we ultimately don't have to choose, as any alternative would have some sort of negative impact on our fleets future growth.

Archived Post
02-23-2011, 10:23 PM
I support this!

Archived Post
02-23-2011, 11:17 PM
Please remove the member cap. It just doesn't make sense for a growing mmorpg.

Archived Post
02-24-2011, 12:12 AM
Agreed with that. Please remove the fleet cap (or increase it to 1000+).

Archived Post
02-24-2011, 12:22 AM
Creating an Alt-Fleet is out of question!

Our Fleet stands for unity! We want to be in one fleet. Not having our Alts seperated out, or even the local divisions.

This is what Star Trek is about. Unity.

Archived Post
02-24-2011, 12:55 AM
We have hit the fleet cap again this morning, and it is becoming more difficult to remove inactive members. After freeing up 45 positions, albeit with great difficulty, last night. They have all been taken by this morning.

We have got temporary solutions, for the time being, but we really do need this fleet cap increased, if at all possible.

Archived Post
02-24-2011, 01:16 AM
why did you set a limit so low for a world's MMO?
must delete or mount this limit.

pourquoi avoir fixé une limit si basse pour un MMO mondial?
il faut supprimer ou monter cette limite

I'm sorry for my english because I'm french

Archived Post
02-24-2011, 01:42 AM
Just as Picard says to Riker.

"Make it so!"

I'll just add the please here because unlike Picard I'm polite and like kids. ;)

EDIT: I of course tease about Picard not being polite.. :)

Archived Post
02-24-2011, 01:51 AM
Eh? Sorry for this question but:

Did 3rd fleet got really 500 Members? Or just 450 Placeholders or STO Quitter?

I knew no fleet that gots 500 active players and if such a fleet exists, i will join it immediately if possible xD

Raise the cap is only necessary if a Fleet gots really ~150-200(+Toons) active players not 50-75(incl. Toons) and 4XX placeholders :D

Archived Post
02-24-2011, 02:05 AM
We have over 280 active players. At our peak times, we have had over 30 people online. We are an international fleet, so there is always someone online.

Please remove the cap.

Archived Post
02-24-2011, 02:05 AM
Eh? Sorry for this question but:

Did 3rd fleet got really 500 Members? Or just 450 Placeholders or STO Quitter?

I knew no fleet that gots 500 active players and if such a fleet exists, i will join it immediately if possible xD

Raise the cap is only necessary if a Fleet gots really ~150-200(+Toons) active players not 50-75(incl. Toons) and 4XX placeholders :D

12th Fleet has 315+ Active members (by @handle) in the fleet. We have 45 opening with the rest being held with inactive members of less than 90 days. We have a Federation alt fleet: 12th Fleet Reserves, it has about 200 alts in it. To solve to communication problem, we have a private global channel that is account wide and spans all cryptic products. We are anticipating that we will hit the fleet cap again in march when we reopen recruitment. An increase to 1000 would work for now, but we really would like the cap removed all together.

Archived Post
02-24-2011, 02:55 AM
Remember here one reason why fleets want the cap removed is to allow more new applicants and to allow peoples alts in the main fleet. That way the social interaction side is kept and it's easier to communicate. I guarantee you some people will talk in main fleet chat of the reserve fleet chat than the channel that has been made

Archived Post
02-24-2011, 03:10 AM
Please remove this cap and allow Fleets just to grow as large as they want...
The Federation does not have a limit on the number of member worlds, does it?
Its all about social interaction... which is an integral part of a MMO... so what?

To speak in Star-Trek phrases...
Engage!

Archived Post
02-24-2011, 03:17 AM
Sorry for saying this, guys:
But did you ever hear about fleet management?

Kicking inactive players, introducing fleet wings and other simple methods will help you to solve your problem.

Archived Post
02-24-2011, 03:22 AM
While ALT fleets will work for an active fleet that works on a lot of projects together the logistics can be a mess. With the large fleet as had been pointed out you already have issues with having a staff able to handle that many activie players. Finding such a staff BTW is a rare thing, speaking as an MMO veteran. To then multiply that level by two or three is just not feasable to maintain the same level of fleet cohesion.

To make this a really effective option would mean Crytpic would need to add a whole new level of social tools to create alliances, ie multiple fleets under a single shared structure such as EVE does. However this would involved a great deal more programming and effort on Cryptics part than to simply raise the fleet cap, change the way it calculates or remove it all together.

I personally am curious to hear from Cryptic on this matter as to why there is a cap at all. The only area I can imagine that it could be an issue is fleet bank access but even that I would not think would be that big of a deal for an increase.

As to directly answer Kritz, I can say without a doubt that the 3rd is one of the most active fleets in the game today. I do not recall anytime in the last month I have seen our Teamspeak fall below 20 people on even more in game and not on comms. I have seen the comms load up to near 60 for extended periods on a regular basis. Now I do not play 24/7 so you can imagine that these numbers flucuate but so do the people that are on.

I have been trying for a while now to sort out the voices that play when I do. You know what I mean, find people that play when I do, a smaller gorup and get to know them. The problem is that the players I see are changing and growing so much that I have had to resort to looking at using overlay software to keep track of who is on the comms system when playing.

Cryptic should be glad however to see this thread and hear this material. This shows that STO is growing and this is all good. In fact I think this matter deserves more attention to it than the efforts to remove the fleet start-up limitations.

I know for a fact that Cryptic is aware of this thread and has started discussing this. I hope they will get to us soon with an official response and position.

Archived Post
02-24-2011, 03:25 AM
Sorry for saying this, guys:
But did you ever hear about fleet management?

Kicking inactive players, introducing fleet wings and other simple methods will help you to solve your problem.

First before you want to try and talk down to people take time to read the thread. We have already stated that at least in the 3rd we have weeded down through inactive members to the point that only accounts active within 30 days or less are left. That is pretty solid fleet management. Yet we still have the issue.

ALT fleets, sister fleets and such are an alternative for sure but the game lacks to tools to effectively make use of these ideas and thus hurt the cohesion of the single fleet activity.

Archived Post
02-24-2011, 03:32 AM
Not to be dis[respectful to the question on fleet management, but ... I would ask that ( if we had room) you join the fleet and see that we are actively managed. While not trying to boast, yet the numbers speak for themselves. On a Saturday or after a new patch it is easy for us to have close to 100 players online.

This number rotates throughout the day because we are truly a universal and international fleet. Now this would only explain why we want it, of course to raise our cap and allow more player to experience our numbers. this is not to say that our players do not engage in the operation of alts either - however I would again address that even our alts are very active. Players have alts for reasons.. and in the 3rd they play them as much as their primary toons ( for the most part) So for management its done. However it is ongoing and difficult. This is not a fleet of 20 people with 50 alts. ( which is possible if you buy them in the c-store LOL). This is a Fleet with hundreds of players SOME of which have alts, some of which do not.

Now to address the issue on another front. Lets talk about the alts I just mentioned. Allowing players to purchase character slots is a great idea. I know some players who have many alts and actively engage in many different types of game play with them. So therefore by allowing all these alts and players wanting to play in the same fleet as their main and mostly their Fleet Brand with the friends they play with all the time left in the cold when a unit as awesome and inspiring as the 3rd fleet rolls along.

For those of you who, again, doubt that we make request for all and that our request is out of NEED not GREED I invite you to visit our web www.3rdfleet.com and see just what an amazing and LARGE 3rd fleet is, enjoy the hospitality of our huge and knowledgeable player base. You will be amazed and perhaps even linger and hope further but alas you cannot - UNTIL THE CAP IS RAISED :) or eliminated.

Thank you all for you patience in hearing my points, I hope they find nonobjective ears and that we may make strides towards unlimiting these numbers.

Archived Post
02-24-2011, 03:42 AM
In terms of removing inactive players - we have been doing this so far, however some players do tend to have Real Lives and so cannot always maintain an active level, obviously you have to reserve around 5% for these.

In terms of splitting into other fleets - what is the point really? We have looked into it, however the negatives outweight the positivies, its decentralising 3rdfleet staff, and bank access. Along with others, in most cases it doesnt work out. We did have a few fleets, for 3rdfleet, when it was the old fleet cap last year. Lets say we were very thankful when they raised the fleet cap. It was spreading the fleet thin.

I like Joe's idea. However, the basics of alliance tools within 3rdfleet, are not capable to allow the majority of fleets to do such a thing. I think this would be a good alternative, but (from my perspective) it is far more complex.

In terms of having a big fleet, ACES_HIGH - no its not a bad thing. There are great and fantastic reasons to have a large fleet, I am sure lotus, 12th and {UFP} will all agree. There are always active players, and a wide diversity. I know in 3rdfleet we have members across all timezones, so you are never alone when you play. It is also great to learn new things, and socialise with people you never could at home. We are in pararell to a Federation with a mixture of diversity, it is great, and in terms of the federation. The Federation would not split up, because it would lose its character, what makes the Federation, the Federation. The character and diversity, the fun and the games. :)

Hell, even WoW has a Guild cap of 400; that STO is able to get to 500 is impressive. As others have said, one solution is to create a Fleet for the Alts; or a Fleet for all your VA1s, etc; and then just make a Global channel that only Guildmembers across all your associated Fleets know about and join (that way you have Guild communication in game (assuming you aren't already using Ventrillo or Teamspeak); and you can continue just fine.

Greetings =)

I'm Vice Admiral Crystal Dayra of 3rd Fleet, I'm the one who routinely goes over the details and handles the fleet cleanouts as we get close to fleet cap of 500, this is the second time in the last 30 days that we've had to perform this fleet cleanout to try and freeup some space for new members. 29 days ago we managed to clear out 100+ spots removing only removing members who have been inactive for 90+ days, however our activity has really surged the last month or so, not only did we hit the cap again in less than 30 days but this time we were only able to free up 45 spots from members who have been inactive for 60+ days. I was also able to collect the following info, Of the remaining 455 characters in the fleet only 175 are alts, the remaining 280 characters are all active mains (less than 1 alt per main in the fleet) with a little over 90% being active within the last 30 days! (meaning a little less than 10% remain in the 30-60 day activity region).

We have of course been going over the options like other fleets in our situation but the idea of splitting alts into another fleet or somehow starting a second fleet isn't really a viable option for us as it would leave the second fleet lacking in attention as when players would be on their alts they would find it difficult to stay connected to what ever is going on in the primary fleet. Beyond that it would also prove difficult to manage as most of our leadership would remain in our primary fleet, so it would be hard to properly oversee.

There as of course other options we're still reviewing but ultimately the easiest way to fix the problem we and other fleets face would be to remove the cap so that we ultimately don't have to choose, as any alternative would have some sort of negative impact on our fleets future growth.

Remember here one reason why fleets want the cap removed is to allow more new applicants and to allow peoples alts in the main fleet. That way the social interaction side is kept and it's easier to communicate. I guarantee you some people will talk in main fleet chat of the reserve fleet chat than the channel that has been made

Wow... just wow, also your left hand doesn't seem to know what the right is doing, your recruitment topic is testament to this. You need to sort out your logistics and then this would work as it works for so many others.

Archived Post
02-24-2011, 03:54 AM
Wow... just wow, also your left hand doesn't seem to know what the right is doing, your recruitment topic is testament to this. You need to sort out your logistics and then this would work as it works for so many others.

Indeed, on a much smaller scale with the more smaller intimate fleets it may work.

However, larger fleets, 12th fleet, 3rdfleet, lotus, VKF, {UFP} among the others. It doesnt work.

If you take the time to read through the entire thread, you will see representatives, from these fleets, also supporting the fleet raise.

If you can get it to work with your own fleet, then well done, I would like to ask the number of your member base. This might allow us to understand the proportionality betwen both fleets, and see how yours works, and if this can be translated to the large international fleets.

Archived Post
02-24-2011, 03:58 AM
Wow... just wow, also your left hand doesn't seem to know what the right is doing, your recruitment topic is testament to this. You need to sort out your logistics and then this would work as it works for so many others.

Being like others is boring :eek:

Seriosuly I think you are misreading way to much. Active recruitment makes perfect sense for any group. As I said in the thread and I am sure the leadership will back me, we will make room for people that want to join. If we have to get down to only mains in fleet with no alts then so be it.

As for the hands knowing what they are doing this fleet has some of the best communications within it I have ever seen.

What I do find funy here however is the negatvie posts. I mean seriously in what way does having this discussion hurt people that want to argue against this here? In fact why argue against this? Is the fact that our fleet brought this up somehow reason for people to suddenly attack our fleet management?

Look if you do not think the idea can work then thats cool but to take small petty pot shots is just wrong.

Archived Post
02-24-2011, 04:09 AM
Hehe, you read too far into it as well. I am meerly pointing out that while a fleet cap raise would be nice, in the meantime this is a viable alternative, infact, having a private channel as your main point of contact works far better than just using the 'fleet' channel, as well as that, having a requistions fleet that holds the fleet bank (and updates a list, possibly a spreadsheet, of all the items in the bank) insures that you can have a large supply of everything you need (obviously until when scaling fleet banks come in - thus too presumably the cap would be raised). As well as that, having a fleet for alts prevents multiple PM's being sent to people when using the 'compose to fleet' option, and keep that a true value of the amount of your actual members.

In essence this set up would work perfectly for now (until they change things again) insuring everyone would be able to stay in contact as neccessary, having a full bank space (plus additional space in the other two fleets) and then keeping the 'main' fleet as a type of directory. This set up would work much better than jamming everything into one fleet, again, until they change it.

Archived Post
02-24-2011, 04:16 AM
No one forces you to invite anybody at any time in your fleet.

"Small methods" like pause fleet invitation for a short period of time will solve your problem.

With this mass of players everytime someone is leaving for misc reasons, real life or anything else. After this short period of time there will be space to invite new people again.


So it's still a problem of fleet management. Not the cap.

Archived Post
02-24-2011, 04:38 AM
Just out of curiosity, Brex... why should we WANT to split our Fleet divisions and Bank space to different Fleets? The way i see it, it would only complicate logistics, because you have to check at least 2 alts and 2 fleets, and that's just unwanted.

Elvorien, we have a good working management on exactly these things. When someone is on a LOA and has this written down, he isn't expelled. I had a leave of several months because od studying, and it worked fine this way.

We get it organised. And we WANT new players, to experience more socialising and bigger Fleet events. THAT is wehat Star Trek is, what a Fleet is. Organising in big style. We like it, we want it.

Archived Post
02-24-2011, 04:43 AM
You WANT to read first.

I never mentioned anything about spliting your fleet divisions, meerly to create a 'directory' fleet which houses the main character of a player. Then you have a fleet for peoples alts, which would be the 'communtiy' fleet as it were. Then you have requstions staff (as an alt) in another fleet all by themselves preventing those pesky 'bank item misplacements' I keep hearing about even now.

Archived Post
02-24-2011, 04:52 AM
Ok guys, and girls.

For those who dont want/ dont see the reason in raising or removing the fleet cap. I understand your reasons, however they do not fit in with some larger fleets, examples of which are in posts above. I deduce that you are probably in a smaller fleet, where the administration can easily do this, however in larger fleets this is impractical - so I ask politely for certain people to stop posting about having alt fleets, its already been discussed, and it is inviable for many large fleets.

In raising the fleet cap, or removing it, it will have no negative impacts on small fleets.

Thanks to those who are supporting this request, it means alot. Romulan Ale on DS9 is on Cris Carter! :)

So really, I ask you, if you are going to post on here, to 'have a go' or be offensive to any fleet, regardless of which I fleet. I urge you not to. This thread, is a very serious thread, in requesting Cryptic, to raise/remove the fleet cap. I appreciate everyone's opinions, but not when there are small 'digs' at the fleet - that aint cool.

Again thanks to everyone for all your support, and continued support.

PS: Please could we get back on topic, for the greater good of all fleets?

Archived Post
02-24-2011, 04:56 AM
You still haven't read... I said I accept that there needs to be an increase. However in the meantime these are some solutions you can try. And indeed as Elvorian said, there is no point in recruting to a fleet that has no space currently. So unless you're willing to make some changes and adapt around pre-existing conditions, stop recruting.

Archived Post
02-24-2011, 04:58 AM
im not really affected, with a 20-person fleet, but I heard that issue several times... its time to raise the cap because that problem exist... and/or to realise better fleetmanagment (wings, allies....)

Archived Post
02-24-2011, 05:14 AM
Please folks lets get this thread back on track. The purpose of this thread is to ask Cryptic to raise or remove the fleet size cap. If you have a legitimate reason for them not to then by all means post something here. However assuming that a fleet is asking for this due to lack of organizational skills is just flaming and nothing more.

A fleet that is able to reach this level and stay there for any length of time obvious has good skills.

Archived Post
02-24-2011, 05:20 AM
It's unfortunate the thread has been derailed slightly. We are absolutely aware of the alternatives, both short and long term. They have been discussed certainly at my level within the fleet and I'm sure by those above me.

While they are viable and work after a fashion, they are not acceptable. We are a unified fleet that absolutely relies on it's social and dedicated members. It's a traversty that we're having to consider splitting these great players up into various groups. We want to play together, we should be able to play together. This is why the fleet cap does not make sense.

Recruitment continues because 3rd Fleet holds true to it's values. I personally, as a Recruitment Officer, focus in on newer players particularly. I bring them to the 3rd because we can build them up and make them great players, colleagues and friends. We're not a monster fleet, we're a unified fleet that likes to make a positive impact on the game and how we play it. We have our values and this is why we continue to recruit.

Archived Post
02-24-2011, 05:35 AM
You're taking hostility where none is given, quite simply, yes, the fleet cap should be raised. In the meantime, the fleets in question should perform secondary and tertiary steps to circumnavigate existing limits.

Archived Post
02-24-2011, 05:48 AM
Hello.

I am Admiral Nital Jaxa (Commanding Officer of English Division) at 3rdfleet.
On behalf of both 3rdfleet, andother fleets in Star Trek Online who face the same problem with membership caps, I am asking for a raise in the number of members in a fleet to be raised, it is currently set at 500.
Unfortunately 3rdfleet, keeps hitting this 500 member limit, and even though we keep trimming the inactive players, they are now becoming few and far between.

This poses a problem, how is a fleet meant to grow sufficiently. We would love to extend our fleet membership, above that of 500, as we support both English (all speaking), German and French members, from alot of countries and timezones around the world. You can easily see how easy it is for us to pass our fleet cap.

We know, it probably is not just our fleet, lots of other fleets probably have the same problems. On behalf of them, and us, I ask of Cryptic to please increase the fleet member limit.

We pride ourselves on trying to follow the utopian principles of the fictional Federation, through international boundaries, we grow and expand.

So Please Cryptic:

Raise the fleet members cap from 500 to 1000, or more! So we can face the final frontier and boldy go where no-one has gone before!

Thankyou for your time.

Admiral Nital Jaxa.

I support this :) please cryptic give us more cap

Archived Post
02-24-2011, 06:05 AM
I think the cap should be increased. I agree with Admiral Jaxa 100%!

Archived Post
02-24-2011, 06:19 AM
Indeed, on a much smaller scale with the more smaller intimate fleets it may work.

However, larger fleets, 12th fleet, 3rdfleet, lotus, VKF, {UFP} among the others. It doesnt work.

If you take the time to read through the entire thread, you will see representatives, from these fleets, also supporting the fleet raise.

If you can get it to work with your own fleet, then well done, I would like to ask the number of your member base. This might allow us to understand the proportionality betwen both fleets, and see how yours works, and if this can be translated to the large international fleets.

Smaller scale, Higher scale?
Question: since you're vehemently willing to be citing numbers, that means the mentioned fleets have "500 active members", and by that it's implied 500 active mains not taking in account the *altaholism*, which seems to affect the game ;), who log in at least twice a week or more?

Or it's also unused alts...?

Archived Post
02-24-2011, 06:23 AM
Personal I do not think the fleet limit should be raised. The reason is simple. We been told in the last engineering report that looking at making fleet banks size with fleet size. Until this get add it most likely not a good idea to change anything.

Some things I think would help would be to change the limit from Character to accounts. With each player begin able to turn that feature of in case they do not want to join that fleet with every character.

Add some additional fleet management tools to the game. Create a fleet reserve that also fleet management to move people on LOA or that inactive to a Reserve section either automatically when inactive for X days or by staff action. Those in this status would not count to fleet limit, but could not be move back unless the fleet was under the limit.

The fleet reserver would be part of all fleet.

The last action is the ability to create sub fleets or task force with in a fleet. These would be for organisational purpose. Each task force would be limit to fleet limit. However they would have the ability to share the fleet channel and bank.

If they share fleet bank and they add the expending banks. I believe it only be fair that the bank gets cap to limit of the player limit. IF they go with separate banks then each would be permit to grow to limit, however access would be limit to that task force.

There should be a limit also to the number of task force allowed per fleet.

Archived Post
02-24-2011, 06:26 AM
I Agree please raise the cap

Archived Post
02-24-2011, 06:49 AM
Some people dont understand that we want unity, so they shout at us: Deal with it! Make Alt Fleets and ****. And if we dont want it, our Fleet-Staff is just unable to deal with the situation to quote several comments without naming anyone.

This is just ridicolus, and some people obviously dont get what we want to archive! We dont want multiple fleets. We want one fleet. One Unit!

We had an Alt Fleet back in the day. Whenever I logged on my twink I wish I was in main fleet. Noone was there, the bank was empty. All ****!

Archived Post
02-24-2011, 06:51 AM
Which is why you create channels to talk between the fleets and set up a system of managing the bank via a forum or other such medium. I also suggest you calm down... wouldn't like Stormshade or Wishstone to have to come here for the wrong reasons...

Archived Post
02-24-2011, 06:54 AM
I fully agree. With the influx of people playing and new players coming all the time. This in my opnion is needed.

Archived Post
02-24-2011, 06:54 AM
But that all is so unecessary if you just remove the fleetcap. Why make it difficult if you could have such a simple solutions.

I speak for myself and probably for most of our members. We dont want to be divided! We dont want lots of channels to monitor. We have already 4 thats more then enough!

Archived Post
02-24-2011, 07:00 AM
I should really be glad i made it into the 3rd Fleet before they had to seal the doors shut. :eek:

All ships, maximum power to weapon systems, target the fleet cap.... FIRE ! :)

Archived Post
02-24-2011, 07:06 AM
If there wasn't a reason for the fleet cap, they wouldn't have one in the first place.
However, in the meantime, this is the only solutuon. The existing plans to relook at the fleet mechanics are still a long way off (though I'm sure DStahl would say "Sooner than you think" :)) However, for now, this is the only way.

Archived Post
02-24-2011, 07:10 AM
But probably the fleet-limit is just an amount they had to enter before the game launch... You never know...

They could have entered 1000 or 200, maybe it doesent matter, but they had to enter something!

Archived Post
02-24-2011, 07:11 AM
If a cap tied in with bank size is what will keep the cap system going, I would like to propose that instead fleets can purchase size up to a certain cap of members so that they can grow the fleet bank but also allow an unlimited number of members to join a given fleet.

Personally I don't understand why a fleet should be limited by a certain number of players. It's an MMO, a massive community of players, and most of all from all around the world.

Archived Post
02-24-2011, 07:18 AM
You know what:

Lets turn this around and vote against the removal or adjusting of the Fleet Cap, as some of you do already. Why? Because I am jealous now. I want all other big fleets suffer with the fleet cap! They should loose theirselves in splitting up with alt-fleets and dozen of diffrent channels, and finally fall apart. Why bothering with one strong community if you can easily tear it apart so it dies off slowly!

Archived Post
02-24-2011, 07:18 AM
Presumably due to database sizes, remember when the game was launched the fleet cap was 250. Since then it was raised to 500. So there is a chance, however it would be interesting to see database sizes and relative space available.

Archived Post
02-24-2011, 07:21 AM
Presumably due to database sizes, remember when the game was launched the fleet cap was 250. Since then it was raised to 500. So there is a chance, however it would be interesting to see database sizes and relative space available.

So, 3 fleets that each have 500 members take less resources than one fleet with 1500 members ? :confused:

Archived Post
02-24-2011, 07:23 AM
No they don't. But you're not meant to have more than one fleet. You are only able to.

Archived Post
02-24-2011, 07:29 AM
I've been part of other fleets before 3rd fleet.

We are a very active fleet. How many fleet can truly say they are active?

There are no inactives in the fleet. Yes some of us have alts, but looking at the numbers, we have a high number of single players rather than als. For the people that have alts, they play their alts more than our main.

Why separate us when all we wanted to be united without having to have alt fleets? Channels only do so much. Not everyone wants to be part of the channels and you miss out on what is going on in the fleet itself.

Archived Post
02-24-2011, 07:30 AM
Smaller scale, Higher scale?
Question: since you're vehemently willing to be citing numbers, that means the mentioned fleets have "500 active members", and by that it's implied 500 active mains not taking in account the *altaholism*, which seems to affect the game ;), who log in at least twice a week or more?

Or it's also unused alts...?

Sure i can answer that for you,

Number of character in fleet:455 (after most recent fleet cleanout)
Mains (by account handle): 280
Alts (duplicate account handles): 175 (meaning we have 0.625 alts per main)
Mains (by account handle) active in game within the last 7 days: 193 (69%)
Number of "Characters" (alts included) active in game within the last 7 days: 306 (68%)
Mains active in game within 30 days: 247 (89%)
Number of "Characters" (alts included) active in game within the last 30 days: 413 (91%)
Mains active on our private forums or in game within the last 30 days: (100%)

now first and foremost I don't think "Altaholism" is a problem with us as we honestly have less than 1 alt per main, beyond that I don't think that management or cleanout of inactivity is a problem ether as I've said before this is the second time in 30 days we've done a fleet cleanout of the inactive, last time we were able to free up some 130 some spots, but in 29 days we managed to fill them all up again. this time we were only able to clear 45 spots even cutting down the inactivity drop point to 30 days (which i don't think anyone here would argue is unreasonable amount of time to keep an inactive member).

Everyone has their own "Style" of fleet management and nobody is questioning your opinions here, however for our fleet to continue to operate the way we like it meaning having it be open to anyone who's looking for a fun environment and active player base, is it for everyone? no, but our members tend to enjoy themselves in this environment. We've recently opted to start placing recruits on a trial period and being more selective of our members however its still our firm opinion that if your a fit with the fleet then you should have the ability to join and that these caps serve absolutely no purpose what so ever.

There have been a number of responses saying things like, "you just need to manage your fleet better", or "clean out your alts" unfortunately I don't think anyone who truly knows our fleet would accuse us of failing to manage it or remove inactive members from our roster, as at the very least it should be apparent that we do. While I know they might not always agree with our process, I feel its also important to note that every fleet is unique, and what works for some fleets won't work for others, Some fleets might be comfortable with kicking members who haven't been active in the last 7 days, we're not, some fleets might be comfortable with just shutting down recruitment once they hit a full fleet in game, we're not, as we feel that everyone should have the ability to try and join whatever fleet they wish, if they are denied by the fleet thats one thing but to be denied by the game to join a fleet and play with friends is just plain silly.

Archived Post
02-24-2011, 07:32 AM
No they don't. But you're not meant to have more than one fleet. You are only able to.

A good way to not answer the question above! :)

Maybe you shouldnt reply at all...

Archived Post
02-24-2011, 07:40 AM
So... you're saying that being invited and then rejected from an... I dunno... exclusive club, is fine, but saying people can't enter it because of... I dunno... a fire marshals warning, that's outrageous? That... um... yeah...

Archived Post
02-24-2011, 07:41 AM
What are you talking about? I ve followed up your posts in this thread, and with each reply they make less and less sense...

Archived Post
02-24-2011, 07:45 AM
Ok then...
Think of it this way; The in-game fleet is a building, it can only have X ammount of people in it at any time, any more, and there is a fire risk. However, your 'recruitment' is like the guest list to get into this building. The recuritment list is larger than the building, but the building can't be extended... what do you do? You build another building near it and make a catwalk between the two, tha "chat channels" in-game for example.

Archived Post
02-24-2011, 07:47 AM
Aha. So what would be the risk? Tha a fleet with 1000 Members takes over the STO Universe? :D
Buildings and Fleets. Nice comparison. :eek:

Just to get back on the Track

Sure i can answer that for you,

Number of character in fleet:455 (after most recent fleet cleanout)
Mains (by account handle): 280
Alts (duplicate account handles): 175 (meaning we have 0.625 alts per main)
Mains (by account handle) active in game within the last 7 days: 193 (69%)
Number of "Characters" (alts included) active in game within the last 7 days: 306 (68%)
Mains active in game within 30 days: 247 (89%)
Number of "Characters" (alts included) active in game within the last 30 days: 413 (91%)
Mains active on our private forums or in game within the last 30 days: (100%)

now first and foremost I don't think "Altaholism" is a problem with us as we honestly have less than 1 alt per main, beyond that I don't think that management or cleanout of inactivity is a problem ether as I've said before this is the second time in 30 days we've done a fleet cleanout of the inactive, last time we were able to free up some 130 some spots, but in 29 days we managed to fill them all up again. this time we were only able to clear 45 spots even cutting down the inactivity drop point to 30 days (which i don't think anyone here would argue is unreasonable amount of time to keep an inactive member).

Everyone has their own "Style" of fleet management and nobody is questioning your opinions here, however for our fleet to continue to operate the way we like it meaning having it be open to anyone who's looking for a fun environment and active player base, is it for everyone? no, but our members tend to enjoy themselves in this environment. We've recently opted to start placing recruits on a trial period and being more selective of our members however its still our firm opinion that if your a fit with the fleet then you should have the ability to join and that these caps serve absolutely no purpose what so ever.

There have been a number of responses saying things like, "you just need to manage your fleet better", or "clean out your alts" unfortunately I don't think anyone who truly knows our fleet would accuse us of failing to manage it or remove inactive members from our roster, as at the very least it should be apparent that we do. While I know they might not always agree with our process, I feel its also important to note that every fleet is unique, and what works for some fleets won't work for others, Some fleets might be comfortable with kicking members who haven't been active in the last 7 days, we're not, some fleets might be comfortable with just shutting down recruitment once they hit a full fleet in game, we're not, as we feel that everyone should have the ability to try and join whatever fleet they wish, if they are denied by the fleet thats one thing but to be denied by the game to join a fleet and play with friends is just plain silly.

QFT!

Archived Post
02-24-2011, 07:47 AM
This is not a building but a fleet :)

Archived Post
02-24-2011, 07:49 AM
This is not a comparison it is a metaphor. (Which in it's own right... is a comparison...) anyway, until or even if the fleet cap gets raised again, you'd be best to create a secondary fleet.

Archived Post
02-24-2011, 07:49 AM
Did I mention Keldarias Post? :D

Archived Post
02-24-2011, 07:50 AM
You did, and for now that is impossible, play with the toys you've been given.

Archived Post
02-24-2011, 07:50 AM
You don't get it. We want Unity. By creating separate fleets it takes that unity away.

Archived Post
02-24-2011, 07:52 AM
I do get it, which is why you create channels. I've been in channels with an aweful lot of members between them. I've met more people that way than "unity" would. At the end of a day, all a fleet is, is a chat channel with some fancy UI in-front of it.

Archived Post
02-24-2011, 07:53 AM
You did, and for now that is impossible, play with the toys you've been given.

Seperating a Galaxy and having an Intrepid Armor was also impossible. Just saying...

Archived Post
02-24-2011, 07:54 AM
You'd like to think that, but in the end of the day, there is no unity if you split the fleet up even with Channels.

There is No unity.

Archived Post
02-24-2011, 07:54 AM
There have been a number of responses saying things like, "you just need to manage your fleet better", or "clean out your alts" unfortunately I don't think anyone who truly knows our fleet would accuse us of failing to manage it or remove inactive members from our roster, as at the very least it should be apparent that we do. While I know they might not always agree with our process, I feel its also important to note that every fleet is unique, and what works for some fleets won't work for others, Some fleets might be comfortable with kicking members who haven't been active in the last 7 days, we're not, some fleets might be comfortable with just shutting down recruitment once they hit a full fleet in game, we're not, as we feel that everyone should have the ability to try and join whatever fleet they wish, if they are denied by the fleet thats one thing but to be denied by the game to join a fleet and play with friends is just plain silly.

The problem is not "the way you manage a fleet", you are entitled to manage it the way you want.
But then an alt is an alt, it's not required.

By your own words not having alts in the fleet would actually free many character slots.

While it's legit to request a cap increase, you have to understand that:

It can't be put high in the "things to do agenda";
You should think about the negative side-effects and, in the current game state, honestly I see many.


And as an entirely personal opinion, while as said above it's legit to ask for an increase, 500 sounds more then adeguate.

Archived Post
02-24-2011, 07:55 AM
It was, however Cryptic worked aorund it after months and months and months of hard work. This isn't going to change anything. It is either already being discussed or it won't be happening.

Archived Post
02-24-2011, 07:56 AM
I do get it, which is why you create channels. I've been in channels with an aweful lot of members between them. I've met more people that way than "unity" would. At the end of a day, all a fleet is, is a chat channel with some fancy UI in-front of it.

You go with your channels, we go with unity. All solved! I just hope your chat window is big enough. But be careful you might not be able to play the game anymore, because you have to watch so many channels and its blocking the view on your character :D

Archived Post
02-24-2011, 07:57 AM
As long as I can still see your pretty face on ESD I'm happy :p

Archived Post
02-24-2011, 07:58 AM
I am a tiny person, so you might be able to see me on the very right off your screen. No promises if you decide to create another channel tab. You might have to set your UI to transparent then :p

Archived Post
02-24-2011, 08:01 AM
It can be arranged :)

Archived Post
02-24-2011, 08:06 AM
The problem is not "the way you manage a fleet", you are entitled to manage it the way you want.
But then an alt is an alt, it's not required.

By your own words not having alts in the fleet would actually free many character slots.

While it's legit to request a cap increase, you have to understand that:

It can't be put high in the "things to do agenda";
You should think about the negative side-effects and, in the current game state, honestly I see many.


And as an entirely personal opinion, while as said above it's legit to ask for an increase, 500 sounds more then adeguate.

In the end of the day, we will still run into the same problem even without the alts. Everyone wants to be with us because we are in fact very active.

Archived Post
02-24-2011, 08:08 AM
Yes, but it would take a much longer time.

Archived Post
02-24-2011, 08:10 AM
It would not take long at all the way people are coming in.

Oh Brex, how is that door going for you?

Archived Post
02-24-2011, 08:10 AM
i dunno, Brex... are you debating against it just because, or why? We have our reasons, as have some other fleets as you can see on the first pages. And, strangely, they go the same way.

Archived Post
02-24-2011, 08:13 AM
You know what:

Lets turn this around and vote against the removal or adjusting of the Fleet Cap, as some of you do already. Why? Because I am jealous now. I want all other big fleets suffer with the fleet cap! They should loose theirselves in splitting up with alt-fleets and dozen of diffrent channels, and finally fall apart. Why bothering with one strong community if you can easily tear it apart so it dies off slowly!

I see so the only people allow to say anything are those that agree with you. No other opnions may be voice. Not other ideas. It only what 3rd fleet wants or the highway. That what I am getting from this thread.

Archived Post
02-24-2011, 08:14 AM
What door? And why are you questioning me?
I've already said that yes, there needs to be an increase, however in the meantime there are other solutions you can do... why try take it out on me personally, I'm not the only one saying this.

Archived Post
02-24-2011, 08:25 AM
Fleet Admiral of Federation Fleet here,

A big hello out there to our allies and we are signing this petition, Our fleet was capped out at 506 a while back, we are not capped out at the moment but when we get capped out, its not good for others that want to join either us or our allied Fleets.

So a big Please cryptic, Raise the in game Fleet capacity to 1000, you would be helping out us well organised and fun run fleets in game.

Many Thanks

Fleet Admiral Darren Wright
Federation Fleet

Archived Post
02-24-2011, 08:27 AM
I see so the only people allow to say anything are those that agree with you. No other opnions may be voice. Not other ideas. It only what 3rd fleet wants or the highway. That what I am getting from this thread.

Then sir I would say you have not read this thread. No one has disputed anyone sright to disagree but I have yet to see anyone openly disagree instead i see people taking pot shots at the leadership of the 3rd calling into account their leadership and fleet management abilities.

This thread is very simple really, a fleet has asked that Cryptic look into raising the fleet membership cap. With the exception of a single post mentioning this could cause issues with the data base there has been no real discussion beyond petty attacks on those that support this position.

Again please folks lets get back on task. The point of the database limits is a real one and I would be anxious to hear Cryptics response to this. If people have legitimate points to make they should but can the flame bait attacks at people please stop and see if we can all rise to adult behavior?

Archived Post
02-24-2011, 08:37 AM
No one is taking pot shots at the 3rd Fleet administration, we're saying that the fleet cap has been known about for quite some time and you (all the fleets affected by this) should have had a plan in place to get around it, this thread has nothing to do with 3rd Fleet. It is that any fleet right now should have planned a way around this cap. However, I must agree with RCO, that is the feeling from the thread based on posts by 3rd Fleet members, some of which are verging on attacks.

Archived Post
02-24-2011, 08:46 AM
Lets hear some other fleets, like 12th Fleet...

Is it an acceptable solution to run your fleet with Alternate and Reserve Fleets?

Archived Post
02-24-2011, 08:47 AM
I'm not trying to infer it is an acceptable "solution". I am saying it is an acceptable "compromise".

Archived Post
02-24-2011, 08:52 AM
I most definitely support the cap increase! It would get more people involved!

Archived Post
02-24-2011, 08:53 AM
Thankyou Federation Fleet.

@Brex. You know we have plans and protocols backed up ready incase, Crystal and Rhys Delta have them all ready. You were a valued staff member of 3rdfleet, a few weeks ago.

The main opposition points, I seem to be getting, are that you are wanting Cryptic to focus on other areas - cause raising the fleet cap, is too much hardwork.
However, as I dont presume, anyone here works for Cryptic in this thread currently, no-one can make that assumption until a Cryptic team member, tells us otherwise.

I see so the only people allow to say anything are those that agree with you. No other opnions may be voice. Not other ideas. It only what 3rd fleet wants or the highway. That what I am getting from this thread.

I am quite offended by this statement you are portraying 3rdfleet as, and therefore I invite you and everyone else, who thinks like RCO, to come and view 3rdfleet, see how we run things over at 3rdfleet, and you will soon see just how much 3rdfleet is a member based fleet, that goes above and beyond the call of duty to help and improve through our members.

Archived Post
02-24-2011, 08:55 AM
Hello from a Federation Fleet member to everyone out there and on this topic :)

I support this 100% and sign the petition as my leader Admiral Wright did.

Regards
TankGun

Archived Post
02-24-2011, 08:57 AM
Thankyou Federation Fleet.





Always a Pleasure ;)

Archived Post
02-24-2011, 08:59 AM
This game in many ways discourages group play (5 person team limit, no ability to easily do a "fleet action" with your fleet members etc), which is a shame for an MMO.

Please Cryptic, if it is possible to raise the fleet cap limit or change it to be based on @handles as has been suggested, please do so and help out the larger fleets because the various fleets definitely add to the game play experience and you should be helping them to prosper - their growth = STO's growth too.

DogsBody.

Archived Post
02-24-2011, 09:03 AM
Then sir I would say you have not read this thread. No one has disputed anyone sright to disagree but I have yet to see anyone openly disagree instead i see people taking pot shots at the leadership of the 3rd calling into account their leadership and fleet management abilities.

This thread is very simple really, a fleet has asked that Cryptic look into raising the fleet membership cap. With the exception of a single post mentioning this could cause issues with the data base there has been no real discussion beyond petty attacks on those that support this position.

Again please folks lets get back on task. The point of the database limits is a real one and I would be anxious to hear Cryptics response to this. If people have legitimate points to make they should but can the flame bait attacks at people please stop and see if we can all rise to adult behavior?

Only one post against that was not attack?


Guess you missed this post. http://forums.startrekonline.com/showpost.php?p=3383879&postcount=92

Where in that post did I attack anyone or anything? I did make constructive feedback on what I do support and why I do not support.

Also I have read the post. People have made suggestion. There where some that perhaps you do not want to here. But I saw no attack on you fleet manager just suggestion on how to cope with current cap. Most seem to be made in spirit of helping.

You may not agree with them but people have a right to post them. It my opinion that at least you personal Do not feel people have right to post unless they agree.

Archived Post
02-24-2011, 09:08 AM
Thankyou Federation Fleet.
I am quite offended by this statement you are portraying 3rdfleet as, and therefore I invite you and everyone else, who thinks like RCO, to come and view 3rdfleet, see how we run things over at 3rdfleet, and you will soon see just how much 3rdfleet is a member based fleet, that goes above and beyond the call of duty to help and improve through our members.

I did not mean to offend anyone. I was simple stating my opinion of how this thread reads to me. I have check out 3rd fleet web site. Not just today but on several occasions in the past. At one point I thought of filling out an application to join you but decide your fleet would not be a good fit for me. For a number of reasons. Which I will not go into here since this thread is not the place for it. If you want to discuss it further feel free to PM me.

While I do not agree with limit the cap at this time. As state in my first post in this thread. I do think a healthy debate is good for the game in general.

Archived Post
02-24-2011, 09:10 AM
I totally agree with having the member caps lifted. There is no need at all for member caps and it's forcing fleets to be selective and implement harsh non-activty policies.

Cryptic, please remove the cap, or at the very least raise it considerably. Having to create a second fleet as XYZ fleet Bravo, or some other alternative is not acceptable and will prevent good player relationships and ultimatley, fun.

Ross
Federation Fleet.

Archived Post
02-24-2011, 09:14 AM
Ambassador Rasa signing for a Fleet Cap Raise

Archived Post
02-24-2011, 09:21 AM
Thankyou Federation Fleet.

@Brex. You know we have plans and protocols backed up ready incase, Crystal and Rhys Delta have them all ready. You were a valued staff member of 3rdfleet, a few weeks ago.

The main opposition points, I seem to be getting, are that you are wanting Cryptic to focus on other areas - cause raising the fleet cap, is too much hardwork.
However, as I dont presume, anyone here works for Cryptic in this thread currently, no-one can make that assumption until a Cryptic team member, tells us otherwise.



I am quite offended by this statement you are portraying 3rdfleet as, and therefore I invite you and everyone else, who thinks like RCO, to come and view 3rdfleet, see how we run things over at 3rdfleet, and you will soon see just how much 3rdfleet is a member based fleet, that goes above and beyond the call of duty to help and improve through our members.

And once again you try divert this topic back to 3rd Fleet even though it has already been stated that this is not a 3rd Fleet issue. I have never said once that they should not focus on this. I have said that currently (and I know this for a fact) this is not a major concern and will not be addressed in the time you desire it to be. In the meantime I ask that the fleets you keep bringing up consider a workaround option. Simply kicking inactive members isn't going to be enough. Until they have enough time (perhaps after the Foundry is released) they can shift their focus to fleet mechanics, remember the "PvE Queues" they're working on for Fleet instances of Fleet Actions.

Archived Post
02-24-2011, 09:26 AM
And once again you try divert this topic back to 3rd Fleet even though it has already been stated that this is not a 3rd Fleet issue. I have never said once that they should not focus on this. I have said that currently (and I know this for a fact) this is not a major concern and will not be addressed in the time you desire it to be. In the meantime I ask that the fleets you keep bringing up consider a workaround option. Simply kicking inactive members isn't going to be enough. Until they have enough time (perhaps after the Foundry is released) they can shift their focus to fleet mechanics, remember the "PvE Queues" they're working on for Fleet instances of Fleet Actions.

Read that post that you quote again Brex and you will see that it was because RCO had mentioned 3rdfleet, it was not mean to be brought back to 3rdfleet.

Archived Post
02-24-2011, 09:35 AM
All I needed
@Brex. You know we have plans and protocols backed up ready incase, Crystal and Rhys Delta have them all ready. You were a valued staff member of 3rdfleet, a few weeks ago.
This has nothing to do with this, and I know what you are trying to do. It will not work. You bring this to the forums as a valid point, I agree with you and offer alternatives, but your fleets members and staff keep going out of their way to bringing this up.
I know what I was a few weeks ago. Drop it.

Archived Post
02-24-2011, 09:40 AM
This is Ace-Dreadnought from Federation Fleet. I wanna throw in my vote for a cap raise.

At the very least, let fleets "buy" a raised cap limit like we have to buy bank tabs. I can see that it would get old to have a fleet of over 500 inactives, but as you have heard, 3rd Fleet has trimmed their players about as much as they can. Give us all a chance to grow, Cryptic!

Archived Post
02-24-2011, 09:48 AM
Oh I like that idea, then it gives everyone a chance to grow if wanted :)

Archived Post
02-24-2011, 09:56 AM
It is unlikely such a thing would be viable through a simple Energy Credit transaction, maybe C-Store?

Archived Post
02-24-2011, 10:01 AM
Ok guys, and girls.

For those who dont want/ dont see the reason in raising or removing the fleet cap. I understand your reasons, however they do not fit in with some larger fleets, examples of which are in posts above.

Just FYI - I'm not against see the Fleet Cap fraised at all (I know they limit it because it does increase the need for more hardware and storage resourses in that even if you'r Fleet doesn't hit the cap; they still have to allow for the fact it may, etc. IF the Devs can raise the cap with no server response degredation; or negative system impact; then by all means they should.

I was just trying to show how my Guild (which plays across multiple MMOs these days) handled a Guild cap situation when it arose in our WoW 'bracnch' cira 2007 (I quit WoW for good in 2008 myself.); a figured it might work until CFryptic makes a decision one way or the other on the issue.

Archived Post
02-24-2011, 10:06 AM
All I needed

This has nothing to do with this, and I know what you are trying to do. It will not work. You bring this to the forums as a valid point, I agree with you and offer alternatives, but your fleets members and staff keep going out of their way to bringing this up.
I know what I was a few weeks ago. Drop it.

Not to further derail the topic but you've been a member of these forums for over a year and yet over one forth of your post on these forums seem to be on this topic. It does make me wonder if it hadn't been your former fleet that posted this if you would've spent as much time pointing out the "alternatives" that you know we are all aware of but have said many times that we don't like as we feel it would hinder our fleet.

Also in response to others I would like to say that we don't mind the differing opinions as your all entitled to them however, were posting here about something we feel is hindering our fleets ability to grow and create the type of environment that we would like to create. While were happy to hear others have found acceptable ways of dealing with this issue without needing a fleet cap increase, for us we have not found a long term solution that we like. While we have alternatives and backup plans ready to go, we would rather see a cap increase as it would be the prefict solution for our fleet and not in any way inhibit other fleets that have already found something they find acceptable. While we hope the devs move quickly to increase the cap, we know that these changes seldom occur over night which is why we will continue to move on as we have been with fleet cleanouts as we hit the cap and other means if necessary but ultimately we hope an increase to the fleet cap could be implemented before we have to make a choice on the matter.

Archived Post
02-24-2011, 10:08 AM
It is unlikely such a thing would be viable through a simple Energy Credit transaction, maybe C-Store?

Why not? You can buy bank tabs so why wouldnt the same thing work here in STO with buying more fleet spaces?

Archived Post
02-24-2011, 10:12 AM
This is Ace-Dreadnought from Federation Fleet. I wanna throw in my vote for a cap raise.

At the very least, let fleets "buy" a raised cap limit like we have to buy bank tabs. I can see that it would get old to have a fleet of over 500 inactives, but as you have heard, 3rd Fleet has trimmed their players about as much as they can. Give us all a chance to grow, Cryptic!

Very good idea buddy !!

Archived Post
02-24-2011, 10:13 AM
Yes, it would be great !

Archived Post
02-24-2011, 10:14 AM
It does seem that anyone who offers an immediate alternative to a problem that has been in the works for quite a long time is "in disagreement". While if you would just once more read my posts you would see that I am in agreement that there needs to be a cap increase or removal, in the meantime those suggestions are ones you can try.

And @Eddie, because Fleet bank space is already "there" as part of the fleet. Fleet member space is something that would have to be added to each fleet as per storage/hardware concerns.

Oh and I think you need to check your maths... 27 (28 now) out of 225 (226 now) is hardly a fourth... unless of course my posts are somewhere somepeople (such as your good self) wouldn't be allowed to see... hard to imagine Cryptic would allow such a troll like me to see such areas, hm?

Archived Post
02-24-2011, 10:30 AM
It does seem that anyone who offers an immediate alternative to a problem that has been in the works for quite a long time is "in disagreement". While if you would just once more read my posts you would see that I am in agreement that there needs to be a cap increase or removal, in the meantime those suggestions are ones you can try.

And @Eddie, because Fleet bank space is already "there" as part of the fleet. Fleet member space is something that would have to be added to each fleet as per storage/hardware concerns.

Oh and I think you need to check your maths... 27 (28 now) out of 225 (226 now) is hardly a fourth... unless of course my posts are somewhere somepeople (such as your good self) wouldn't be allowed to see... hard to imagine Cryptic would allow such a troll like me to see such areas, hm?

Well the one thing that interests here is this...

How does removing the Cap, or increasing it affect the Server? We have several Fleets with Alt fleets or reserve fleets, some reaching their max capacity.

In theory people moving from being a solo player to a fleet member should not have such a impact on the server because the server already has their data (Handle name, class, ship, equipment etc) so when joining a fleet a player then can see the fleet chat and bank and see whos online in their fleet etc, that takes some data I do not know but maybe not enough to even affect the server as a whole. Now the thing is there is no increase in data in terms of players joining the fleet because end of the day there will be the same amount of players online, regardless if they are in a fleet or not, as the people online in the fleet and online in the game as solo players equals the same number of people online at the same time!

In all we have to wait and see what Cryptic say before we can really understand any of why there is cap etc and if it can or why it cant be increased easily

Archived Post
02-24-2011, 10:33 AM
Yes, I know that. But if there wasn't a problem, there wouldn't be a cap. So obviously somewhere, at some time there is or was a problem. We'd have to wait until a dev can answer these questions.

Archived Post
02-24-2011, 10:37 AM
Yes, I know that. But if there wasn't a problem, there wouldn't be a cap. So obviously somewhere, at some time there is or was a problem. We'd have to wait until a dev can answer these questions.

Yes I agree...however I believe Blizzard have a 1000 member cap in World of ******** for their guilds...so why can not Crptic do the same for the Fleets as essential WoW is an MMO just like STO but a different type in terms of character but still a lot of similar mechanics.

So what makes WoW different to STO when both games are on servers etc and most likely run the same way or at least to a good percentage

Archived Post
02-24-2011, 10:50 AM
I support this

Archived Post
02-24-2011, 10:58 AM
Because WoW might have twice the members and twice the income, thus twice the server capacity? Then again WoW also has half (being generous) the customer service... so ya never know :)

Archived Post
02-24-2011, 11:20 AM
Oh and I think you need to check your maths... 27 (28 now) out of 225 (226 now) is hardly a fourth... unless of course my posts are somewhere somepeople (such as your good self) wouldn't be allowed to see... hard to imagine Cryptic would allow such a troll like me to see such areas, hm?

You are correct my math was slightly off, at the time of posting 197 post were visible to me and for some reason I got caught up on the 100 digit. Even still it doesn't dismiss my point that you've been giving this thread a lot of attention. You've voiced your opinion, and various concerns yet for some reason this thread seems to interest you more than any other, even your closed beta forums that you have access to which I can't see. You apparently have posted more here than in the closed beta forums by my calculation which again begs the question, would you be giving this thread this much attention if it was posted by some other fleet?

Also it is worth noting that I never called you a troll, and also that Im sure even the beta forums have a troll or 2 allowed in. None the less feel free to keep posting your "helpful" post.

Archived Post
02-24-2011, 11:44 AM
Indeed we should raise the cap to allow more members to come together and enjoy exploration together for the Federation.

Archived Post
02-24-2011, 11:46 AM
I support this to

Archived Post
02-24-2011, 11:52 AM
Good afternoon. I posted the question "Will Fleet Member Cap be raised pass the current limit of 500?" in the Ask Cryptic: March Edition. Figured they give us an avenue to ask question might as well take advantage of it.

Archived Post
02-24-2011, 11:59 AM
Good afternoon. I posted the question "Will Fleet Member Cap be raised pass the current limit of 500?" in the Ask Cryptic: March Edition. Figured they give us an avenue to ask question might as well take advantage of it.

Nice one! But lets see if we get an answer sooner than that! :D

Archived Post
02-24-2011, 12:03 PM
Aye, because March is quite a long way away :p
I'll try ask for some Cryptic staff to take a peek :)

Archived Post
02-24-2011, 12:40 PM
I support this request.

My idea on a solution is to set this 500 member cap to ACCOUNTs rather than Characters. This would give fleet rosters alot more breathing room as many of us regular players have a number of alts we like to switch between.

Archived Post
02-24-2011, 12:44 PM
I agree with the suggestion of the OP about this conundrum faced by successful, organised and popular Fleets.

When it comes to managing recruitment numbers with such a small cap given that STO operates on a world server system compared to regional servers like in alot of other mmos it proves quite challenging.

I think the whole area about how Cryptic supports what are essentially the bread and butter of free sustained subscription support needs to be looked at and their voices heard.

Atleast give these Fleets more breathing space for their membership numbers is a step in the right direction.

The organisers of these Fleets are essentially like dedicated community support workers who love your game (for good or ill :p) and help keep the STO community alive and kicking ALL for FREE, infact they pay you to play your mmo and entice others to stick with it!

So take care of them Cryptic. ;)

Archived Post
02-24-2011, 01:03 PM
*** have a similar server setup. And there was Was one guild i know of had over 1500 toons in it. I do not think there is a limit on how many toons can be in one.

The @handle idea I would not like for the most part. Game like GW does that. but the main problem with is that you only can be in one guild. If they can fix it so you still can be in more then one guild then i support it.

Archived Post
02-24-2011, 01:06 PM
*** have a similar server setup. And there was Was one guild i know of had over 1500 toons in it. I do not think there is a limit on how many toons can be in one.

The @handle idea I would not like for the most part. Game like GW does that. but the main problem with is that you only can be in one guild. If they can fix it so you still can be in more then one guild then i support it.

That's true, an game enforced "Multi-Clanning" rule would not go down well. especially with cross factions.

Archived Post
02-24-2011, 02:03 PM
Well, I would never suggest you join with your @handle.

I would suggest that if there is to be a limit, you still join with your full character@handle, but that the mechanism that counts a fleet's progress to that limit counts only unique @handles. People could still be in multiple guilds, adding 1 toward their maximum allowed membership count that way, but there are people with two accounts each holding upward of a dozen characters who, if these people were the rule, would reduce the 500 character cap currently existing on fleets to 20 actual persons spread across potentially 24 different timezones. That'd make for a very inactive fleet.

And I know people have brough up alt-fleets, but those have potentially serious downsides. You don't get to listen in on the Fleet channel when you're playing an alt. And yes, guilds can create their own unique game-wide channels, but then what does that reduce the built-in Fleet channel to? Promotions and event organizing is complicated. Sure most of us use out of game forums to coordinate such things, but again, then what good are the built-in tools for this? What will the consequences of alt-fleets be, when changes are made to the Fleet actions, making it easier to go into them as a fleet? Will people on alt-fleet characters still be able to join in, despite in terms of game mechanics being in a different fleet entirely? (No matter how similarly named they might be?)

For our fleet (3rd) from what I can tell the issue mainly is pride. My favorite sin by far. There's a reason we all wear the same uniforms. There's a lot of people in the fleet who get a kick out of it when one of our ingame events gets noticed. And I'll admit, I miyself think it would be nice to see more room in the game to do things in truly large numbers. (Sheep in Spaaaaaaaace! Beh!)

So, my question is, what are the downsides of bigger fleets, now and in the future? I suppose, though it's not ideal, that a morbidly obese fleet might end up with its people spread out across multiple instances of its own fleet starbase. But that'll be our problem, not Cryptic's. At least where I'm concerned the reasons for that are understood beforehand. Competition concerns against smaller fleets? I'd expect the upcoming changes to fleets (the scaling features based on membership, if I recall correctly?) would (and should) still hit a ceiling at some point, so there'd be no extra incentive for mega-fleeting there.

I don't really see a problem here. And perhaps it's my limited imagination, but , putting changing the way the game counts aside for the moment, upping fleet membership limits sounds like it could be as simple as adding a zero.

And if there's a popular demand for a zero, assuming the supply of zeroes is plentiful... do I need to finish this sentence? How do you type a shrug? :cool:

Archived Post
02-24-2011, 02:11 PM
There is only one Zero. That is all.

In all seriousness, pride IS a sin, y'all is goin' to hell :p

Nah, but as it stands making the fleet to infinity would bug the scaling banks, since infinty (a non existant number) would be the maximum, and as a percentile of that, you would require perhaps a million people in one fleet to unlock one bank slot. 2500 doesn't sound like such a bad number, then you can have each 'bank' of bank slots unlocking every 10%. So >=250 members = 64 bank slots
<250>500 = 128 bank slots etc.

Archived Post
02-24-2011, 02:39 PM
Aye, because March is quite a long way away :p
I'll try ask for some Cryptic staff to take a peek :)

Cool between your checking in and my email to Stahl yesterday we should get some kind of response soon. If not I can always give him a call.

:cool:

Archived Post
02-24-2011, 02:45 PM
Ahem, that's Mr Stahl :p
Sounds good. The fleet increase will benefit everyone :)
EDIT: Or rather, A fleet cap increase

Archived Post
02-24-2011, 03:34 PM
There is only one reason, in my opinion, to have a quantity limited capacity for STO fleets. It cause game bugs that have yet to be resolved. otherwise, who does it bother, why would it be a challenge at all to open it up.

All other arguments have no validation, any argument period against it is ridiculous. That is the bottom line. (unless, of course, it can cause challenges in the overall operation of the game client or server.)

If there is a legitimate reason, then please try to fix it and open it up. If there is no problem or it has never been investigated, the developers , I believe, should try it. If there is this much interest or need it should be investigated.

Archived Post
02-24-2011, 08:22 PM
Hello.


So Please Cryptic:

Raise the fleet members cap from 500 to 1000, or more! So we can face the final frontier and boldy go where no-one has gone before!

Thankyou for your time.

Admiral Nital Jaxa.

I agree that.

Archived Post
02-24-2011, 09:23 PM
I'm in complete agreement with this idea. The fleet cap should be raised to a much more suitable number that reflects the large numbers of loyal players that organize into well structured and prominent fleets. Most of us realize that there must be some limit to prevent server issues, and client side issues, but those should be able to be sorted out with an adjustment to the cap representing a much more generous number for fleet membership.

Archived Post
02-24-2011, 09:50 PM
Ahem, that's Mr Stahl :p
Sounds good. The fleet increase will benefit everyone :)
EDIT: Or rather, A fleet cap increase
Hey--a fleet increase would benefit everyone along with a fleet cap increase. :D

Archived Post
02-25-2011, 12:07 AM
It would. Thanks for the support guys :)

Archived Post
02-25-2011, 12:19 AM
Fleet Cap? Why would we want a fleet cap. I hope this is done away with.

Archived Post
02-25-2011, 02:44 AM
Hey--a fleet increase would benefit everyone along with a fleet cap increase. :D

Maybe a pay increase would be good too... like 240 C-Points for 5000 accolade points :)

Archived Post
02-25-2011, 03:02 AM
I am very new to this game and have been fortunate to join up with a wonderful fleet (3rd Division). I am not new to MMO's however. I have been in numerous guilds on other games and I make friends rather quickly. Recruitment is all part of the fun of playing a game and to limit the number of people is stunting this experience. It would be a shame to limit the number of recruits who can join with these people. Please raise the cap so others may experience the same welcome experience.

Being a global fleet, you can easily reach the level cap you have imposed.

Archived Post
02-25-2011, 04:41 AM
Me too I support the fleet cap increase.

Archived Post
02-25-2011, 05:14 AM
/signed

Fleet cap should be raised for sure

Archived Post
02-25-2011, 06:21 AM
Signed also :)

whats the point of capping fleets?

cryptic should allow us to grow.

Archived Post
02-25-2011, 08:10 AM
I think Cryptic understands that while players like to involve themselves in the Fleet aspect of the game, having to clean up members every other week can become tedious and isn't necessarily what people want to spend hours on when dedicating their time to STO.

Creating one or several "sister" Fleet(s) (and I am sure other Fleets have had to resolve to that in the past) creates many issues regarding member management, communication, fleet events, bank matters... (I'm surely forgetting other issues here).
It is possible indeed, but it implies many disadvantages for members and spawns many unnecessary Fleet management hurdles, while undoubtedly dissolving the esprit de corps within a Fleet.

We, at the 3rd Fleet, try our best to create that cohesion and take great pride in it. Our Fleet isn't just a title or a shared Fleet Bank. We take new members under our wings and over time, develop friendships rather than mere camaraderie.

Having to resolve to disseminate into several entities, or halting the recruitment because of one's Fleet size for a mere technicality is unacceptable, I am convinced Cryptic people believe.

In any case, I approve of the OP's post and I hope we can get a hint of an answer or even an acknowledgment by Cryptic, as soon as possible.

Archived Post
02-25-2011, 11:19 AM
yes to bump to fleet cap please!

Archived Post
02-25-2011, 12:01 PM
Yes to raising fleet cap. Or A good alliance system.

Archived Post
02-25-2011, 01:04 PM
I do agree myself that the fleet cap limit should be raised!! The servers should have the space; it's not like any space is lost. The members are already a part of STO. ;)

Archived Post
02-25-2011, 01:39 PM
I support the fleet cap incr'ease !

Archived Post
02-25-2011, 01:54 PM
Removing the Fleet Cap entirely would be great.

If this is not possible then a raise to 1,000 for now would be reasonable.

Archived Post
02-25-2011, 06:07 PM
I support this!

Archived Post
02-25-2011, 10:13 PM
Have you thought of haveing differant squadron for toons of certain types or faction. Some people have 10 toons within a fleet. Surely there not all needed to be linked to the main fleet.

Archived Post
02-25-2011, 10:48 PM
Has this not been done yet? I thought surely with the responses this thread has gotten a patch would go in just from the sheer overwhelming obviousness of the complete absence of any reason for not making this fix.

Archived Post
02-25-2011, 11:21 PM
je vous soutien a 100%, la limitation des fleet et un probléme que ne devrais pas se poser dans STO

Archived Post
02-25-2011, 11:56 PM
I support raising the Cap...

By the way: I've seen many Guilds and Clans in other MMOs and you simply cannot accuse the 3rd Fleet of bad management... Hands Down... It's one of the best organized Clans that I know right now - and I don't say that just because I am a member... The way this Fleet prospers and is giving it's members purpose and a great time in STO really speaks for itself.

Archived Post
02-26-2011, 12:02 AM
I support this!

Appreciated buddy,

Hopefully this will be taken on board sooner rather than later. :D

Archived Post
02-26-2011, 12:03 AM
Fleet Cap? Why would we want a fleet cap. I hope this is done away with.

Lol,

Haha, another from Federation Fleet,

Cheers buddy ;)

Archived Post
02-26-2011, 12:05 AM
Me too I support the fleet cap increase.

Awesome Airwane :p

Archived Post
02-26-2011, 12:11 AM
I support this to

Another Federation Fleetie ;)

Appreciated, glad to see a few of our peeps taking the time out to support this.

Archived Post
02-26-2011, 12:12 AM
Thank you all, both fellow STO players/fleets and Allies who are supporting us and the whole Fleet community for a increase or removal of the Fleet Cap.

Have you thought of haveing differant squadron for toons of certain types or faction. Some people have 10 toons within a fleet. Surely there not all needed to be linked to the main fleet.

We do not have everyone's toon in our fleet, most of our Command officers have their toons here purely so that they can monitor fleet chat and ensure good communication. Not all of us have toons or only have 1 or maybe 2 but we have removed a lot of inactive and toons if need be to make space.

Archived Post
02-26-2011, 03:54 AM
Je suis pour l'augmentation de la taille de la flotte.

Archived Post
02-26-2011, 04:10 AM
I support this to

Archived Post
02-26-2011, 05:39 AM
5 it's good, more it is still better, 5 = a flotilla, more = a fleet, I am thus for an increase:)

Archived Post
02-26-2011, 06:11 AM
Have you thought of haveing differant squadron for toons of certain types or faction. Some people have 10 toons within a fleet. Surely there not all needed to be linked to the main fleet.

It takes that Unity away that we are trying to achieve.

Cryptic please give us the cap. Its very much needed.

Archived Post
02-26-2011, 06:29 AM
"Unity" seems to be a buzzword here (since everytime it's been used it's been in the middle of a sentance with a capital letter), so what does it mean and why, in the meantime, can you not 'achieve' it via having a community channel and fleets?

Archived Post
02-26-2011, 08:57 AM
"Unity" seems to be a buzzword here (since everytime it's been used it's been in the middle of a sentance with a capital letter), so what does it mean and why, in the meantime, can you not 'achieve' it via having a community channel and fleets?

This unfortunately is not about what we're able to do and get by with, this is about what we want to do and hope to see in the future of STO. This is the feedback section of the STO boards, it would be pretty silly if all the threads here were "we can make do with what we have currently for (insert topic here)" as that doesn't tell cryptic what we're wanting or needing to progress the way, we the players would like to see happen in game. After all if we're only ever talking about what we can make do with and not taking the time to offer suggestions and support for the ideas that are important to us then we'd likely have a very different game now.

Ultimately yes we could probably find a workable solution, however that would only serve to make things more complicated and hamper the fleet communities ability to grow once they get so big. Besides by that logic of "can you not "achieve" it via having a community channel" then we might as well ask why there are "fleets" at all since it might be possible to maintain organization with nothing more than a "community channel". Facts are that fleets are much easier to manage and organize with the tools they provide to achieve that sense of "Unity".

Archived Post
02-26-2011, 02:32 PM
This unfortunately is not about what we're able to do and get by with, this is about what we want to do and hope to see in the future of STO. This is the feedback section of the STO boards, it would be pretty silly if all the threads here were "we can make do with what we have currently for (insert topic here)" as that doesn't tell cryptic what we're wanting or needing to progress the way, we the players would like to see happen in game. After all if we're only ever talking about what we can make do with and not taking the time to offer suggestions and support for the ideas that are important to us then we'd likely have a very different game now.

Ultimately yes we could probably find a workable solution, however that would only serve to make things more complicated and hamper the fleet communities ability to grow once they get so big. Besides by that logic of "can you not "achieve" it via having a community channel" then we might as well ask why there are "fleets" at all since it might be possible to maintain organization with nothing more than a "community channel". Facts are that fleets are much easier to manage and organize with the tools they provide to achieve that sense of "Unity".


Agreed. id a fleet can be organized just by creating a chat channel there would be no need for any other fleet tools.

Also If for some reason cryptic can not raise the cap we would understand. And the only reason smaller fleet might not like raised fleet cap. Is that might hurt there recruitment. Also the stigma of large fleet.

I really hope they lift or raise the cap..

Archived Post
02-26-2011, 03:09 PM
Hi Cryptic,

So many people are not in a fleet. So why a fleet cap? :( Federation ppl are not VS another fed fleet.

Please review your position :)

Thank you.

Eric aka Zelpp

Archived Post
02-26-2011, 04:32 PM
That's a good explanation, however you still haven't read that I'm saying in the meantime... until they can raise (or remove) the fleet cap.

Archived Post
02-26-2011, 06:39 PM
Oh i have accidently leaned on the Bump button,

Doh :D

Archived Post
02-26-2011, 07:06 PM
I propose that we continue to bump this thread until this problem is fixed.

Archived Post
02-26-2011, 07:39 PM
That's a good explanation, however you still haven't read that I'm saying in the meantime... until they can raise (or remove) the fleet cap.

Brex we have read it, we have responded to it and we have stated this is NOT an alternative we are interested in exploring. What more needs to be said on this?

Archived Post
02-26-2011, 11:54 PM
I am agree, raise the fleet member cap please !

Archived Post
02-27-2011, 02:22 AM
Brex we have read it, we have responded to it and we have stated this is NOT an alternative we are interested in exploring. What more needs to be said on this?

It is the ONLY alternative since you're adamant that your fleets don't want to stop recruiting.

Archived Post
02-27-2011, 02:33 AM
Maybe we don't jus want to have an exquisite "elite" of "your" chosing", but be flexible an open to anyone? Think about that tunnel vision.

Archived Post
02-27-2011, 02:44 AM
...
"A fleet for mains" "a fleet for alts"
You haven't read.

Please, Cryptic, give us the increase before this continues.

Archived Post
02-27-2011, 02:47 AM
Yes, we don't want that, as stated a lot of pages before. Next .

Archived Post
02-27-2011, 02:56 AM
By "We" I assume you're talking about the other fleets?

Quite simply, until a cap increase is made there are only two things you can do.

If you're not willing to do either...

Archived Post
02-27-2011, 05:02 AM
By "We" I assume you're talking about the other fleets?

Quite simply, until a cap increase is made there are only two things you can do.

If you're not willing to do either...
This post has been edited to remove content which violates the Cryptic Studios Forum Usage Guidelines ( http://forums.startrekonline.com/announcement.php?f=70&a=2) GMMeeko

Archived Post
02-27-2011, 05:25 AM
So to summarise, please raise the fleet cap. It would benefit us all.

Archived Post
02-27-2011, 05:41 AM
I agrre with that initiative, and support my fellow fleet mates.

Archived Post
02-27-2011, 06:34 AM
ither they need to increase the fleet cap or they need to introduce a next step for fleets.

example how eve online got corps and then alliances.

Archived Post
02-27-2011, 06:39 AM
Alliances would work well, through that you could have a joined team as well, would make organized fleet action grouping easier

Archived Post
02-27-2011, 07:27 AM
Raise the fleet members cap from 500 to 1000, or more! So we can face the final frontier and boldy go where no-one has gone before!


I support this 100%

Commander Rylos Stark
Global Division - Recruitment Officer
3rd Fleet

Archived Post
02-27-2011, 08:18 AM
Seriously though, this still isn't fixed yet?

Archived Post
02-27-2011, 10:25 AM
Cryptic,

Out of respect, and to prevent any further disagreements between parties, please could you reply to this thread. ASAP.

Thanks,

Respectively.

Archived Post
02-27-2011, 10:59 AM
Indeed. Dan our answerman should clear this up...

Either its a yay or nay.

Daniel please :)

Archived Post
02-27-2011, 03:56 PM
i will hit again the 500 caps and this will happen soon. We have cleaned already the inactive gamers, how we will do after? Maybe they can raise it or cancel it, this limit :)

Archived Post
02-27-2011, 09:56 PM
Hello from Federation Fleet!

Totally agree with raising the cap to 1k members.

Archived Post
02-27-2011, 10:06 PM
As everyone elsse has said the SSDPS has hit our cap. WE agree to 1000 as a base but we should be able to buy more slots for EC's

Archived Post
02-28-2011, 07:33 AM
Certainly valid :)

Archived Post
02-28-2011, 07:59 AM
Come on Cryptic, if this had been a thread about how much cleavage a uniform showed, or what color the Defiant's left nacelle was supposed to be I would imaging we would have already seen someone officially respond.

24 pages and 5 days later I would say it is time for some response from Cryptic to a matter that has some importance to fleets in this game.

You know the groups that help keep MMOs alive.

Archived Post
02-28-2011, 08:01 AM
Heres hoping that Cryptic see the light in this case and help us out here ;)

Archived Post
02-28-2011, 08:02 AM
Hello from Federation Fleet!

Totally agree with raising the cap to 1k members.

Cheers Buddy,

Appreciate you taking the time

Archived Post
02-28-2011, 08:27 AM
Really? Not even an official answer to say "Yes, it's a big deal, we're working on it" or "Forget about it, not going to happen because of A,B,C?"

Archived Post
02-28-2011, 08:49 AM
Well since they have already said they're looking into this elsewhere, why should they?

Archived Post
02-28-2011, 08:59 AM
Brex we have read it, we have responded to it and we have stated this is NOT an alternative we are interested in exploring. What more needs to be said on this?

The issue also is - there may indeed be a technical reason why they set a Fleet member cap; and set it where they did. Just because they immediately didn't jump in and say "done" or we're working on it, doesn't mean they aren't aware that players would want the fleet cap raised or eliminated. So what I don't get is why the same people come in here and either think it's as easy as flipping a switch; or restating te exact same thing they did 39 pages ago (and there are numerous examples of this.)

I'm sure if theres a way they can increase the cap, they will.

Archived Post
02-28-2011, 09:27 AM
For myself I can sign that a raise for such fleets may necessary. The 3rd is 3 european states organized. For such fleets think it is useful

Archived Post
02-28-2011, 10:47 AM
So what I don't get is why the same people come in here and either think it's as easy as flipping a switch

i don't think any of us implied it was that easy, I think most are asking for a simple dev response which would be something fairly easy and quick to do.. you know like a "we're looking into this now" Or "we're going to look into this for X patch or season" just to clear the air and put the topic to rest. I don't think any of us are expecting the devs to show up and say yep we're uploading this patch right now or any sort of instant action (although it would be nice). I think if you'd re-read the topic you'd find that most of us are simply saying that this is an important topic to us and we would like to know if its in the future plans, and if not if they would please consider it.

of course there is always at least a few people arguing about how easy or non easy it would be but I don't think a few trolls should be how an entire topic gets summarized.

Archived Post
02-28-2011, 04:08 PM
Hey guys,

So first, let me say that we have been watching this thread, and indeed we've read all of it, and have been discussing it. As Armsman posted, there are some technical limitations, which I'm not going to go into detail on, as technical limitations are really not my area of expertise.

What I will say, is that after having a number of conversations, we've decided that we're most likely not going to be raising the fleet membership cap any time soon.

However, the good news is, we are going to look into, and consider, various options which might help make managing multiple fleets a little bit easier on you.

Thanks,

Stormshade

Archived Post
02-28-2011, 05:12 PM
I didn't even realize that there was a fleet with over 500 individual members...nice.

Archived Post
02-28-2011, 06:49 PM
I would imagine something like EVE's system is the best to look at. Unifying multiple fleets into larger alliances...

I didn't even realize that there was a fleet with over 500 individual members...nice.

But there's not, due to the limit! Haha!

Archived Post
02-28-2011, 07:02 PM
Hey guys,

So first, let me say that we have been watching this thread, and indeed we've read all of it, and have been discussing it. As Armsman posted, there are some technical limitations, which I'm not going to go into detail on, as technical limitations are really not my area of expertise.

What I will say, is that after having a number of conversations, we've decided that we're most likely not going to be raising the fleet membership cap any time soon.

However, the good news is, we are going to look into, and consider, various options which might help make managing multiple fleets a little bit easier on you.

Thanks,

Stormshade

Ah well its a pity. But at least now we know its not possible. But its good to know you are looking into this to find a solution for this.

Archived Post
02-28-2011, 07:18 PM
So, given this premise, what are the mission critical features for an "alliance" system to make multiple fleets work?

Would it be enough to have an "alliance" chat channel and a cloned "alliance" window that has the same "events" and "roster" features as the current fleet window (obviously showing all members from allied fleets and allowing for shared events)? Clone of the fleet bank accessible to any member in any allied fleet?

Is an expanded set of the current "fleet" features enough, or is something we don't already have needed to make it work?

Archived Post
02-28-2011, 07:42 PM
Hey guys,

So first, let me say that we have been watching this thread, and indeed we've read all of it, and have been discussing it. As Armsman posted, there are some technical limitations, which I'm not going to go into detail on, as technical limitations are really not my area of expertise.

What I will say, is that after having a number of conversations, we've decided that we're most likely not going to be raising the fleet membership cap any time soon.

However, the good news is, we are going to look into, and consider, various options which might help make managing multiple fleets a little bit easier on you.

Thanks,

Stormshade

Thank you for the response =) while its not what we were looking for its nice to know your working on some options for the future. Until then we'll keep going as we have been =)

Archived Post
02-28-2011, 07:45 PM
So, given this premise, what are the mission critical features for an "alliance" system to make multiple fleets work?

Would it be enough to have an "alliance" chat channel and a cloned "alliance" window that has the same "events" and "roster" features as the current fleet window (obviously showing all members from allied fleets and allowing for shared events)? Clone of the fleet bank accessible to any member in any allied fleet?

Is an expanded set of the current "fleet" features enough, or is something we don't already have needed to make it work?

If they can't afford to hire enough coders to up the fleet pop cap, i doubt we'll see much work put into multiple fleet tools either.