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-   -   Unbalanced Doff Distribution when buying from Fleet Base (http://sto-forum.perfectworld.com/showthread.php?t=516391)

karaktakus1 01-16-2013 03:00 PM

Unbalanced Doff Distribution when buying from Fleet Base
 
I have a problem with the distribution when buying doff's from the fleet starbase to fill
fleet base projects. I have been buying Science doffs but have often gotten only 1 or 2
Medical Doff's out of 20 Science Doff's purchased.

This happens as well, with the engineering projects too, but seems worse with the science doff's

Can't something be done about the distribution of them? I can see 8 out of 20, but one? And this happens over and over again.

Thanks for your help with this

corgatag 01-16-2013 03:18 PM

Here are good outlets for all those pesky science officers:
- Mail them to yourself and dump them whenever a project that takes "120 non-civilan DOFFs" or "120 science or medical DOFFs" appears.
- Save the ones with Spiritual, Efficient, Eidactic Memory, or Honor+Teamwork for the Gamma Quadrant Officer Exchange missions.

markhawkman 01-16-2013 04:00 PM

Yeah, there seems to be a flaw in the randomizer for doffs. Sci doffs seem more common than medical in general.

borticuscryptic 01-16-2013 04:12 PM

Quote:

Originally Posted by markhawkman (Post 7510861)
Yeah, there seems to be a flaw in the randomizer for doffs. Sci doffs seem more common than medical in general.

Not technically a flaw.

There are 10 Science Specializations.
There are 4 Medical Specializations.

Therefore, you'll get more Science officers than Medical officers.

zardonfar 01-16-2013 04:18 PM

Then why don't the Fleet Projects reflect this??

jam062307 01-16-2013 04:18 PM

Quote:

Originally Posted by borticuscryptic (Post 7511011)
Not technically a flaw.

There are 10 Science Specializations.
There are 4 Medical Specializations.

Therefore, you'll get more Science officers than Medical officers.

then perhaps some of the specializations need to be changed.....personally..anything with BIO in it should be medical. biologists should definately be medical...Botanists could be too.

stevehale 01-16-2013 04:25 PM

Aye, this is especially annoying, lol.

Tactical is more common than Security.
Science is more common than Medical.
Engineering is more common than Ops.

It does feel like, and looking at the exchange seems to reflect this, Science is worse off. If it's too hard to tweak the randomness to hit a closer to 1:1 ratio for the general departments it would be nice to see a change in fleet mission requirements to reflect the frequency that these doffs appear.

Practice Tactical Exercises III (Fed) requires 60 Security and 70 Tactical officers. This is pretty nice since it is kind of reflective of the actual rate you get these fleet doffs (45/70 might be a bit better... or maybe 50/80).

Provision Science Operational Assets III (Fed) requires 70 Medical and 70 Science officers. With the really bad ratio that these two types are generated, the mission could be changed to 40/100 to bring it more in line.

Provision Military Operational Assets III (Fed) is another tough one that requires 70 Operations and 70 Security OR Tactical officers. This one is especially tough. It would be great if the Operations requirement could be expanded to include Engineering (just as you can use Security or Tactical officers for the other part). Short of that though, the ops requirement would really be helped if it was dropped closer to 30, maybe bumping the requirement for Tac and Security by 40 to compensate?

I know it's tough dealing with randomized items if we could get a bit of a balance pass to reflect the skew that the random generator seems to have for the different classes that would be greatly appreciated.

suaveks 01-16-2013 04:36 PM

Quote:

Originally Posted by borticuscryptic (Post 7511011)
Not technically a flaw.

There are 10 Science Specializations.
There are 4 Medical Specializations.

Therefore, you'll get more Science officers than Medical officers.

The flaw therefore is the complete imbalance of starbase project requirements...

I mean, there are 10 sci specialisations and 4 medical, yet an average Tier 3 project requires 70 medical doffs and 60 science doffs.

How's that fair? How do you expect smaller/average fleets to meet those requirements without resorting to spending millions of EC on the exchange? Are we really expected to waste our hard earned fleet credits on yet another lottery box and pray we'll get the department we want?

How about introducing a department-specific packs then? You can even make them a bit more expensive than the current ones, as long as they would reduce the randomness of the whole affair.

commodoreshrvk 01-16-2013 05:33 PM

Quote:

Originally Posted by borticuscryptic (Post 7511011)
Not technically a flaw.

There are 10 Science Specializations.
There are 4 Medical Specializations.

Therefore, you'll get more Science officers than Medical officers.

This is what I always thought was strange about the random doff reward tables.

It seems as though when you pick the system rolls like this:

A roll for Specialization
A roll for a specific doff.

Rather than say like this:

A roll for Department
A roll for Specialization
A roll for a specific doff

In the above you would have an equal (1/6) chance of getting a specific Department. Then you would have an equal chance of the specialization.

Under the old cost and reward structure this is something we could live with and accept. However, I just think with the recent increases on doff costs in the system is no longer in balance with how they are now distributed. I still firmly hold that the massive increases in dilithium costs and the drastic reduction in dilithium reward for doffs has ruined the fundamentals of the system for many. I am also not the only one as disappointed with that direction nor alone in that opinion.

f2pdrakron 01-16-2013 05:33 PM

Quote:

Originally Posted by suaveks (Post 7511361)
Are we really expected to waste our hard earned fleet credits on yet another lottery box and pray we'll get the department we want?

No, you are expected to buy DOFF packs since the whole point of using Duty Officers as currency was to force people into buying DOFF packs.


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