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Lt. Commander
Join Date: Dec 2007
Posts: 120
# 51
03-06-2012, 07:28 AM
why not add them to crafting, but require edc and/or salvage to make? This way u can line your pockets with the dilithium sales as well

Seems the only solution to this would be to present cryptic with an option to 'cash out' because the way its set up is to force someone to play and play and play the same 6 maps over and over to have a chance to get what they want.

Buying/crafting from/with edc and salvage at least gives ppl something to work towards, even if they are horribly unlucky, they know after x runs they can get SOMETHING. The way its set up as is, one just see's how many it took 'most' to get the item, and either decide if they feel lucky(And keep trying) or just move on(IE: other games)

Oh and just incase the guys working this game aren't sure, people moving to other games means those 'other games' get any cash the player may have spent here.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 52
03-06-2012, 03:07 PM
Add my list to the complainers some here, especially with the Cardy boxes that are CLEARLY replacing loot tables in STFs, rather than working in conjunction. I see on average 8 - 10 boxes, for every 1 or 2 proper regular drops. Nevermind the fact I truly believe at this point, that the end run loot tables are badly skewed, as some players in my Fleet that I am with, barely see prototype drops, while I myself have nearly outfitted every cruiser I have, in mk XIIs.

Yes, you read the last part right. I sense there's more than a hint of luck involved in the loot tables, and the math behind it all clearly is broken, or more likely to my conspiring eye, steered in some code mathematical way. It's bad enough that invisible one shot torps, and suddenly automatic team drops that kill coordination in runs, are bugging STFs anymore, but the loot table problem IS a big fat problem. Given I suspect the devs are too focused on newer content once again, and have completely ignored STFs in general once again, there needs to be a louder community shout to fix all of this.

Something I swear to heaven, is badly off here. I make this complaint on the behalf of the community, the part that is shafted by the loot table and bug situation here.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 53
03-08-2012, 09:47 AM
Add my name to the list of complainers. I've gone for a week now and haven't received a single piece of salvage or tech. Been running approximately 30 times per day. Even EDCs seem to be unreliable!
No I haven't been forgetting my loot bag and yes I have been getting the optionals most of the time.
I'm just infuriated because on both my previous builds I had a full set of mk xi stf gear (weapons included) within a day! I've been running STFs with my current build for just over a week now and have got 2 pieces of the borg set and nothing else.


There seem to be 2 reliable things in STFs at the moment : Borg and "mystery" boxes
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 54
03-16-2012, 07:06 AM
Well on the upside, the Cardie Lockboxes are due to vanish from the drops in about 6 days.

But the prototype tech is still crazy low, instead of rasing the overall drop rate make it personalised. Say the current drop rate is 4% on the end of mission loot, at the end of each mission each person who doesn't get a prototype tech item has 2% added to thier personal chance. So by your 48th run of a particular STF you'd be guarented a drop, and if you are lucky enough to get the tech your counter reset and you start again. I don't think 96 runs per STF to get both possible sets is being over generous, at say 30 mins per STF run it would take 6 days of continous game play (no eating, no sleeping, no comfort breaks)to be assured of one space and one ground set, that's hardly over generous.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 55
03-16-2012, 07:41 AM
You know I would not mind scaled loot based on performance in the run. Like how star base 24, and the gorn actions run. That way team members get applauded for carrying a team, or junk for doing nothing.

Example:

I was running Cure Ground elite. the one sci we had said he was a medic, but I never saw a heal, and I was always reviving him. Then we get to Armek. He can't tank, and kept stains next to me while I attempted to snipe and hitting me with chain lightning. The group tried 5 times, and on the 5th time i realized I was the only one not respawned outside the cube. I kept hitting him with the sniper rifle, ticking his health down until he was dead. All the other 4 did was jump up and down outside the wall, and not a single heal or buff. Come to loot time and I got a stupid MK XI blue sword. You would think to take him down I would have gotten a better drop. Nope, and I think another team member got tech.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 56
03-16-2012, 10:17 AM
Quote:
Originally Posted by JoenATL
You know I would not mind scaled loot based on performance in the run. Like how star base 24, and the gorn actions run. That way team members get applauded for carrying a team, or junk for doing nothing.
Exactly. A great way of implementing this would be as follows: collect statistics on each team member for things such as:
  • Majority of damage done to a target (percentage, averaged from all mobs in the instance, favors dps).
  • Total damage done (raw number, favors dps).
  • Team heals (separate statistic, favors tanks and healers).
  • Self heals (favors tanks and healers).
  • Damage taken (favors those who take and hold aggro, so generally dps, also tanks).
  • Debuff damage (favors anyone who slots this stuff, predominantly healers; owners of procs/powers (disruptor proc, apb for instance) that increase team dps would have the bonus damage from all team members tallied here).

Each team member is rated from 1 to 5 (first place to last place on a five-person STF team). Each player's overall score is averaged out, and that average is divided by how many times they've died (so there is an incentive to learning how to tank, no matter what you're playing). That determines your overall score.

Loot rolls at the end would have a guaranteed prototype drop for first place, standard loot rolls for everyone else, with a bonus percentage chance applied for placement (say, 25%, 20%, 10%, 5%). A special consideration would apply for players that contribute NOTHING to the team by sitting AFK (or griefers that use shuttles, etc.), they would get no loot rolls whatsoever, and this could be easily determined by comparing raw numbers on the above statistics and anyone who falls outside of, say, a 30% margin from the rest of the team, will have effectively done diddly squat for the team and should get nothing from the STF.

These statistics should be collected and publicly displayed at the end of each STF, so that everyone has a concise explanation as to why they scored the way they did. Heck, for added incentive for learning to game this system, tie the statistics collected to personal accolades, so that, say, you get a special ship costume (hull material?) or title for getting first place in so many elite STFs.

I don't care if this makes me sound elitist. Us elitists are the people carrying teams of idiots through elites and not proportionally benefiting from it.

Here's a further thought: implement a "mentor" system tied to, say, a player's personal title. Anyone wearing the "Mentor" title willingly forfeits their placement and end loot rolls in exchange for a single incrementing statistic accolade (once for each STF) that awards them something even more special (say, a combo space and ground costume set), so that people who already have what they want out of an STF and are more interested in leading teams to teach others how to do STFs can benefit from it without screwing up the loot roll chances for the rest of their team. And to prevent people from gaming this, the mentor counter won't increment if said player would otherwise not have gotten a loot roll from being AFK, so you can't AFK farm this.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 57
04-13-2012, 11:46 AM
As it is now I feel it far too easy to get the top end or best equipment. I'd like to see them add the tier or ranking system to stfs so better performers receive better loot. I think it should be based on where you score so say 2 escorts do equally well they both receive the same tier loot. Id also like to see much more diversity in equipment as a whole. With more diversity I want to see ultra rare loot. Ultra rare loot is something you have to be so lucky to get you feel honored to have and use it. They sorta have this but it in lock boxes that makes them money, I want it in game. Why should it be so easy to obtain the best items in game? Everyone has em the game is boring.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 58
04-13-2012, 09:54 PM
Quote:
Originally Posted by Aleaic_Kerensky
Yes, you read the last part right. I sense there's more than a hint of luck involved in the loot tables, and the math behind it all clearly is broken, or more likely to my conspiring eye, steered in some code mathematical way. It's bad enough that invisible one shot torps, and suddenly automatic team drops that kill coordination in runs, are bugging STFs anymore, but the loot table problem IS a big fat problem. Given I suspect the devs are too focused on newer content once again, and have completely ignored STFs in general once again, there needs to be a louder community shout to fix all of this.

Something I swear to heaven, is badly off here. I make this complaint on the behalf of the community, the part that is shafted by the loot table and bug situation here.
Agreed. Since I'm back playing STO, I have run about 50-60 STFs with different toons, and these are the techs I found

Proto Shield Tech x4
Proto Body Armor Tech x1
Proto Weapon Tech x1

Rare Shield Tech x1
Rare PSG Tech x1
Rare Weapon Tech x1
Rare Body Armor Tech x1


That's one tech about every fifth run. Hearing about people not getting any tech for hundreds of runs sounds totally contrary to my experience. There must be more to it than simple luck.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 59
04-14-2012, 07:04 AM
Quote:
Originally Posted by Faulgor View Post
Agreed. Since I'm back playing STO, I have run about 50-60 STFs with different toons, and these are the techs I found

Proto Shield Tech x4
Proto Body Armor Tech x1
Proto Weapon Tech x1

Rare Shield Tech x1
Rare PSG Tech x1
Rare Weapon Tech x1
Rare Body Armor Tech x1


That's one tech about every fifth run. Hearing about people not getting any tech for hundreds of runs sounds totally contrary to my experience. There must be more to it than simple luck.
Like all chance mechanics, some people will get screwed over (fraction of a percent, mind you) or will get (unjustly) rewarded with 5 in a row. They're the outliers, and they're likely to report their unlucky circumstances.

Most will be fine, getting a tech every 5th run, but there is still a chance one won't.

In any case, perhaps the game should keep a behind scenes counter to ensure a tech drop every 5th run instead of relying on statistical averages
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 60
04-14-2012, 07:22 AM
Quote:
Originally Posted by maximumname
Like all chance mechanics, some people will get screwed over (fraction of a percent, mind you) or will get (unjustly) rewarded with 5 in a row. They're the outliers, and they're likely to report their unlucky circumstances.

Most will be fine, getting a tech every 5th run, but there is still a chance one won't.

In any case, perhaps the game should keep a behind scenes counter to ensure a tech drop every 5th run instead of relying on statistical averages
Every 5th run? You have to be joking. I've done waaaay more than that and I've not had even ONE tech drop.
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