Survivor of Romulus
Join Date: Jul 2012
Posts: 1,324
# 231
10-06-2013, 11:46 PM
Quote:
Originally Posted by knuhteb5 View Post
Please don't try to justify the devs actions. The adjustment to the drop rates was quite blatantly arbitrary (citing internal metrics doesn't cut the mustard) and we still have no word on whether or not the situation will be rectified.
I never wanted or intended to justify the changes. My post was a direct reply to the person above me, who I believed just purchased Advanced or Elite Slavers.

The current state of the Slavers makes them the most useless Hanger craft to field.

They do low damage and they no longer make you any money or Dilithium.

Original Advanced or Elite Slavers used to be an investment, they would make you the Funds back over time. Now their low damage and low income make them a joke.
I was once DKnight1000, apparently I had taken my own name so now I'm DKnight0001.
If I ask you a question it is not an insult but a genuine attempt to understand why.
When I insult you I won't be discreet about it, I will be precise and to the point stupid.
Commander
Join Date: Jun 2012
Posts: 321
# 232
10-07-2013, 03:06 AM
for those who don't get it, including the devs...to make it simple, slavers no longer pay back your investment.

not that complicated. also more towards the devs, you guys theory craft, you don't actually play. not as a reg player would. so you don't actually know what your changes actually do to gameplay. otherwise rep system, stabase systems, crafting systems would have been revamped a loooong time ago.

it's one thing to change drop rates, make the numbers look better, another entirely to fly with those slavers in missions and find out truly how worthless they are. and yeah, i get there is and so far it seems always will be attempts to reduce how much dil a player can gain, ever since s7 the gradual reduction of in game dil has been steady and unabated.

the cash generated from zen to dil conversion was just to appealing for some, or one, whomever is wanting the changes to slavers, missions, etc. and the amount of dil or potential earned through gameplay.

it's not subtle k? with the increase and new dil costs across every system, and reductions of in game ways of gaining dil...not subtle at all. put the greed a bit by the wayside eh? you already have enough issues that need addressed with end game grind vs variety and there are plenty of ways to make cash that do not affect in game systems.

cosmetics being one. both for ship and characters...yet for some reason you barely capitalize on this, it's a staple of many other f2p mmo's, and here it's mostly ignored. mark packs in the store another option that oddly no ones thought of, you introduce the grind intensive rep system...and no way to shortcut through it.

does the person who dreams up these things have almost no real experience in mmo's? or sales? at a guess...reasonably priced packs of marks would sell....quite well. no new off duty outfits in ages, except for romulans, the reman skins, nothing new for kdf or fed for ship cosmetics. even being able to add decals through the store would probably o over well, start with some of the old wwII ones from the bombers.

you have so many options, yet prefer to nuke in game systems...though it is easier than actually creating new i guess.
Dr. Patricia Tanis ~ "Bacon is for sycophants and products of incest."
Donate Brains, zombies in Washington DC are starving.
Commander
Join Date: Nov 2012
Posts: 427
# 233
10-07-2013, 07:52 AM
Quote:
Originally Posted by deadspacex64 View Post
for those who don't get it, including the devs...to make it simple, slavers no longer pay back your investment.

not that complicated. also more towards the devs, you guys theory craft, you don't actually play. not as a reg player would. so you don't actually know what your changes actually do to gameplay. otherwise rep system, stabase systems, crafting systems would have been revamped a loooong time ago.

it's one thing to change drop rates, make the numbers look better, another entirely to fly with those slavers in missions and find out truly how worthless they are. and yeah, i get there is and so far it seems always will be attempts to reduce how much dil a player can gain, ever since s7 the gradual reduction of in game dil has been steady and unabated.

the cash generated from zen to dil conversion was just to appealing for some, or one, whomever is wanting the changes to slavers, missions, etc. and the amount of dil or potential earned through gameplay.

it's not subtle k? with the increase and new dil costs across every system, and reductions of in game ways of gaining dil...not subtle at all. put the greed a bit by the wayside eh? you already have enough issues that need addressed with end game grind vs variety and there are plenty of ways to make cash that do not affect in game systems.

cosmetics being one. both for ship and characters...yet for some reason you barely capitalize on this, it's a staple of many other f2p mmo's, and here it's mostly ignored. mark packs in the store another option that oddly no ones thought of, you introduce the grind intensive rep system...and no way to shortcut through it.

does the person who dreams up these things have almost no real experience in mmo's? or sales? at a guess...reasonably priced packs of marks would sell....quite well. no new off duty outfits in ages, except for romulans, the reman skins, nothing new for kdf or fed for ship cosmetics. even being able to add decals through the store would probably o over well, start with some of the old wwII ones from the bombers.

you have so many options, yet prefer to nuke in game systems...though it is easier than actually creating new i guess.
I approve this..... Just having the ability to "purchase" reputation completion IN the reputation grind would help my other characters....

so with one character at T5 rep across the board i could actually grind IN that completion a larger project which would give me a box to give to my other toons to unlock THEIR rep to T5....


or better still.... I'd love to see, more so than the cosmetic followers some actual Reputation CLOTHES in the REP system.... not like the gear... but I mean clothes, clothes........ Say i finish the Borg Rep.... Know what? Why not let me purchase a cybernetic "eyepatch" for my Orion?

Romulan Rep done? How about my Romulan character is able to unlock all those costume pieces that are BOFF bound.... Hevan's collar.... That one chick's medical coat.... so that I can wear those things....






Also, dead sweety.... approve your sig. *high five* ^-^
Captain
Join Date: Nov 2012
Posts: 828
# 234
10-07-2013, 09:20 PM
Okay I think I've found the reason I wasn't getting any contraband.

I looked at that loot table stuff in this thread and compared to a recent experiment.

I went into a foundry combat simular which had 25 waves, each with a single powerful fed ship like a Typoon or MSVP.

On the first regular phase I fought regularly, and most of the time the ship did not survive 15 seconds, and almost none survived 30 seconds. This allows for every few attempts.

Phase 2, I did not attack the enemies ships, my Elite Slavers did so alone, which I merely used fire on my mark occasionally, launched new fighters, and drew a fair amount of the enemies fire, but didn't fire off a single weapon.

This produced results. Over roughly a half hour or so I got 4 contraband, 6 common comdodities, and around a 1000 ec, when I almost always get nothing.

So the problem is that I normally kill most things too quickly, at 15 seconds my slavers get from 0 to 1 chance to loot at best.

I almost never have 30 straight minutes of pure combat, and only rare enemies like a unimatrix last for more then 30 seconds, most don't last 15 seconds even.

This is likely helping to distort peoples results.

Honestly I'm not sure what to do about it.

Thank you Borticus this makes things clear.

If I want to boost my loot rate all I have to do is change my play style, like remove all my weapons (I'm kidding).

In all seriousness I get plenty of prisoners and contraband and commodities from maurader assignments, more then I'm using right now, so what ever my Elite Slavers capture is gravvy. But I bought my Slavers more for the flavour anyways.

Still its fun sometimes to simply let my slavers chew a enemies up like piranhas on a hunk of meat..
Survivor of Romulus
Join Date: Jul 2012
Posts: 1,324
# 235
10-08-2013, 01:31 AM
Perhaps destroying a ship should automatically force your slavers to loot it.
I was once DKnight1000, apparently I had taken my own name so now I'm DKnight0001.
If I ask you a question it is not an insult but a genuine attempt to understand why.
When I insult you I won't be discreet about it, I will be precise and to the point stupid.
Lt. Commander
Join Date: Jul 2013
Posts: 132
# 236
10-08-2013, 04:41 AM
It might be useful to add a "drop value" to each ship that is activated on destruction. Essentially, if you are contributing to a ship's destruction (using the current system that determines player loot/expertise drops) a set number of "loot chances" are given to the slavers you have launched.

Example:

Frigate (or probe) Destroyed - Each slaver executes 1 loot operation regardless of cooldowns. This can be up to 6 total loot chances per player.

Escort or Cruiser (sphere, nanite sphere or generator) destroyed - Each slaver executes 2 loot operations regardless or cooldowns. This would be 12 loot chances.

Battleship (Cube or Transformer) destroyed - 3 loot chances per slaver

Dreadnought (Tac Cube or Gateway) - 5 loot chances

Boss (Donatra, Assimilated Carrier, Unimatrix, Boss Tac Cube, CE) - 8 Loot chances.

The loot rate would essentially be tied to how many ships you destroy, rewarding active combat. Killing an STF boss would at maximum give 48 loot chances, which while decent is not overwhelming.
Empire Veteran
Join Date: Jun 2012
Posts: 101
# 237
10-17-2013, 06:01 AM
The slavers (at least my advanced) are at least stealing again... still pretty rare. I run perhaps 2-3 missions and I'll get a pop, even been getting some contraband.

If I got loot every mission (example an stf) that would be more desirable, so I think they still need to be tweaked.

EMT - Mostly a KDF player
Lt. Commander
Join Date: Aug 2013
Posts: 177
# 238
10-22-2013, 08:00 AM
Quote:
Originally Posted by emt27 View Post
The slavers (at least my advanced) are at least stealing again... still pretty rare. I run perhaps 2-3 missions and I'll get a pop, even been getting some contraband.

If I got loot every mission (example an stf) that would be more desirable, so I think they still need to be tweaked.
Agreed. It also would be quite helpful for understanding how the slavers work if there would be some detailed info about the actual chances to loot something in the info popup.

"Chance to loot commodities" is no real information.
"5% Chance to loot common commodities" would be something one could get a grip of how these things will work.

(Numbers are examples, no actual values - though based on how it feels ingame...)
Captain
Join Date: Nov 2012
Posts: 1,056
# 239
11-05-2013, 11:36 PM
Agreed, an actual listing of percentages would be nice;

As a test I ran a foundry mission that has a space fight against a single opponent - I launched Adv. Slavers and did nothing myself... They destroyed the target ship and never captured anything.

I'm somewhat annoyed by them hardly ever stealing; I don't know about anyone else, but my entire reason for deciding to equip one of my end-game KDF characters with the Marauder Flight-Deck from the Summer Giveaway Week was the fact that it could equip Slavers and I liked the idea of the additional commodities, contraband, etc...
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