Career Officer
Join Date: Jun 2012
Posts: 671
# 161
08-25-2013, 08:59 AM
Quote:
Originally Posted by elandarksky View Post
Would be nice if they offer a prototype-refund to unhappy slaver owners like they did the andorian stuff :/ (even if its like 50% refund due to teh nature of contraband)
^I suggest this same thing a few weeks ago, got zero response from the Dev team.
I'll stop kicking that horse when the bugs fixed. Until then as a paying consumer, I will voice my opinion.
Survivor of Romulus
Join Date: Sep 2012
Posts: 4,986
# 162
08-25-2013, 11:19 AM
I'd rather have them fix the slavers than the refund idea, because refunding would basically mean the slavers are done, taking away from the KDF and one less hangar pet to play with.
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Captain
Join Date: Oct 2012
Posts: 924
# 163
09-02-2013, 10:45 AM
guys keep making tickets on these..

the devs say that the chance to steal was increased by 300%..

they dont know that they screwed up and its actually lower then it was.
[12:35] Vessel Two of Two Unimatrix 01 deals 225232 (271723) Plasma Damage to you with Plasma Lance.
[12:44] Vessel One of Two Unimatrix 01 deals 1019527 (1157678) Kinetic Damage to you with Plasma Energy Bolt Explosion.
Lt. Commander
Join Date: Aug 2013
Posts: 233
# 164
09-02-2013, 11:15 AM
I've found my green slavers to only steal something (not often) if I don't command them to do something.
If I order them to attack/escort/intercept, they will do that and nothing else.

Is this as it is thought to be? Would make them pretty useless...
Lieutenant
Join Date: Jul 2012
Posts: 95
# 165
09-03-2013, 09:51 PM
Is it possible to develop some data on the hypothetical that the slavers are failing to loot when on different deployment orders? Perhaps an hour of looting on no orders, attack, escort, intercept and see if there is any measurable difference in results? If there is something to this, then perhaps that will gain more attention from the Cryptic team.

And yes, I realize many more than 1 hour may be needed to determine the validity of these findings given the low current rates. It would be better to use high level slavers for the testing purposes to have contraband on the loot table.
Lt. Commander
Join Date: Aug 2013
Posts: 233
# 166
09-04-2013, 03:43 PM
Quote:
Originally Posted by sulfrustriple View Post
Is it possible to develop some data on the hypothetical that the slavers are failing to loot when on different deployment orders? Perhaps an hour of looting on no orders, attack, escort, intercept and see if there is any measurable difference in results? If there is something to this, then perhaps that will gain more attention from the Cryptic team.

And yes, I realize many more than 1 hour may be needed to determine the validity of these findings given the low current rates. It would be better to use high level slavers for the testing purposes to have contraband on the loot table.
Well, as it seems, the Advanced Slavers do everything you say, but loot? Nothing at all.

And that green Slavers actually are blue ones, bought for EC.
And their loot rate is really low. Last time I used them, I got 3 items in 5 rounds in Beta Thoridar...

All this looks more like an increase by -300%
Captain
Join Date: Jul 2012
Posts: 2,000
# 167
09-04-2013, 05:27 PM
Just standing up to be counted, they are noticeably worse and I don't even play KDF 90% of the time!
------
It is through repetition that we learn our weakness.
A master with a stone is better than a novice with a sword.

Has damage got out of control?
This is the last thing I will post.
Captain
Join Date: Jun 2013
Posts: 580
# 168
09-05-2013, 08:27 AM
This thread saved me a lot of dili. +1
Survivor of Romulus
Join Date: Sep 2012
Posts: 4,986
# 169
09-05-2013, 08:30 AM
Quote:
Originally Posted by bpharma View Post
Just standing up to be counted, they are noticeably worse and I don't even play KDF 90% of the time!
I don't know wheater it's a bug or part of the WAI, but my slavers have been sleepers lately. Out of the last 10 sessions (about 2 hours each) that I took them out and used them, only once they stole around 15 provisions, 20 medical suplies, 4 warp coils and 5-6 comm.arrays. Other than that, absolutely nothing. Mine don't even steal EC at all now.
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Survivor of Romulus
Join Date: Jun 2012
Posts: 978
# 170
09-05-2013, 09:08 AM
This post has been edited to remove content which violates the Perfect World Entertainment Community Rules and Policies . ~BranFlakes
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