Career Officer
Join Date: Jun 2012
Posts: 81
Overall, from what I have seen of the release, it seems good. I did get to start my reputation missions, and I did look over the Embassy missions for the Tribble fleet.

Although some people have predicted doom and gloom, I do not share this opinion.

Into the Hive:

I did get to play this, and it seems short. The Borg Queen kept getting stuck on the level below which had caused the party to have to commit suicide which prevents the team from completing the optional task.

Mine Trap:

I had fun on this mission. It took me a couple of rounds of doing the mission to get the hang of it, but once I knew what to do, it was very easy to do.

Azure Nebula:

This was an easy mission. The players just fly around and shoot at Tholians and save some Romulans.

Reputation system

This seems strait forward to me. A player just follows the progression arc for the different tiers and gets Captain powers and a set of Omega Gear.

I still have questions about how the Expert Omega Marks are rewarded.

If this system is intended to be how future player zones and story-lines are added in the game, then I think it gives the developers a nice method for expanding the game without having to restructure the level cap. However, it does create a problem in that, the developers will have to keep coming up with new captain powers.

My only concern was the cycles between task. It was stated that Reputation task require a 40 hour cycle and the embassy task require a 20 hour cycle. This seems backwards to me. I would think a individual player would prefer a shorter cycle between task and the embassy task which involves more people would require a longer cycle.

Summary:

Right now, the new release is in fragments. Until I see the entire system in actual practice, it is hard for me to predict anything. On the test server, we do not really get to see the tasks for the embassy system as a planner. So far, I think everything I have been exposed to is okay. The Gateway system is very nice.

Thank you.
Cryptic Studios Team
Join Date: Jun 2012
Posts: 142
# 2
10-20-2012, 11:52 AM
Quote:
Originally Posted by klytemnestra1 View Post
snip.
Thanks for your feedback. I wanted to reply to the 40 hour vs 20 hour comment. We made the fleet project timer shorter because if you're even a smaller fleet you can almost guarantee you'll have someone on every day so they can contribute. You can't guarantee that YOU will be on every day. By making the timer 40 hours we ensure that you dont have to log in every single day to be running at maximum efficiency. If you do log on every day you could run Omega one day and Romulan the next and by having the offset you'll always have a project to fill each day.
Lt. Commander
Join Date: Jun 2012
Posts: 204
# 3
10-20-2012, 12:11 PM
Ok was this also a balancing thing for making the requirements for the projects cheap if so then I am actually happy for the longer timer.

Join date: January 2010
Captain
Join Date: Jun 2012
Posts: 1,063
# 4
10-20-2012, 12:23 PM
Balancing/maximum efficiency? Interesting.

To be honest I hadn't thought much about the 40 vs 20 hour thing, but I think I can see it.
Empire Veteran
Join Date: Jun 2012
Posts: 2,666
# 5
10-20-2012, 02:02 PM
Quote:
Originally Posted by salamiinferno View Post
Thanks for your feedback. I wanted to reply to the 40 hour vs 20 hour comment. We made the fleet project timer shorter because if you're even a smaller fleet you can almost guarantee you'll have someone on every day so they can contribute. You can't guarantee that YOU will be on every day. By making the timer 40 hours we ensure that you dont have to log in every single day to be running at maximum efficiency. If you do log on every day you could run Omega one day and Romulan the next and by having the offset you'll always have a project to fill each day.
That makes sense since with the nature of the beast with grinding... It would be extremely hard if you do play every day like on kdf side get your contraband grind going, doff recruiting grind in between, fleet marks, romulan marks, and then omega marks it would be utterly nasty... Is kind of why I was hoping the sto gateway would allow you to doff easier so you could play all this content in a decent amount of time and still have some fun without it feeling like a job lol.
Starfleet Veteran
Join Date: Jun 2012
Posts: 1,705
# 6
10-20-2012, 02:04 PM
The major thing that sucks about all STFs is the que.

If no one is playing, you can't play.

Better they come out with a bunch of SOLO STFs that we don't need to personally populate with 5 people.
If your post is anything like, "I have a sandwich so you can't be starving" it's time to rethink posting.
Career Officer
Join Date: Jun 2012
Posts: 1,457
# 7
10-20-2012, 02:07 PM
Quote:
Originally Posted by thlaylierah View Post
The major thing that sucks about all STFs is the que.

If no one is playing, you can't play.

Better they come out with a bunch of SOLO STFs that we don't need to personally populate with 5 people.
Perhaps after they gather metrics on how many people are playing the romulan group instances with BOs and not real people, they will consider re-tuning STFs to do this (perhaps as a rep unlock too).
nynik | Join Date: Dec 2009
<Dev> Oaks@dstahl: *checks for CBS listening devices in the office*
Starfleet Veteran
Join Date: Jun 2012
Posts: 1,705
# 8
10-20-2012, 02:08 PM
Quote:
Originally Posted by nynik View Post
Perhaps after they gather metrics on how many people are playing the romulan group instances with BOs and not real people, they will consider re-tuning STFs to do this (perhaps as a rep unlock too).
That would RULE!!!!
If your post is anything like, "I have a sandwich so you can't be starving" it's time to rethink posting.
Ensign
Join Date: Aug 2012
Posts: 29
# 9
10-20-2012, 02:33 PM
Sadly I do not share the op's opinion on s7. So far I'm quite unhappy with the changes.

Reputation system is nothing but grind and will add to the already difficult resource strain especially when it comes to dil. Plus the fact that we'll have to grind again, for each character, the ability to get something that we already have the ability to get. (ie I have saved up prototype salvage and edc for when I want new stuff)

The increase in prices to recruit doffs or exchange doffs are f'ing insane. I mean it would take years to get a decent set off good doffs. And good luck trying to fill those starbase projects.

Changing the borg set is pointless. why fix something that isn't broken. why nerf something that really didn't need a nerf. How about instead of a nerf you offer something new a shiney for people to try and get.
Empire Veteran
Join Date: Jun 2012
Posts: 2,666
# 10
10-20-2012, 04:10 PM
I like it because its a way for me to offload stuff that chokes my inventory to death. Plus there are some new shiny things to get. As well the requirements arent that bad i could probally do all my around 20 toons with this system so I don't have to pick and choose which to take on stfs especially the way ground worked if theres no one to do ground I just do space and works out the same.

Edit: thats as long as the numbers I saw on the personal projects don't go up much more than they are then it would be fine.

Last edited by zeuxidemus001; 10-20-2012 at 04:13 PM.
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