> > > Hi Captains! The team continues to investigate an issue where some players may be stuck on a loading screen. We appreciate your continued patience! < < <
Jolan tru Captain!
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- The Star Trek Online Team
***Resolved Issues***
"Login failed for unknown reason" error
Missing additional character slot for current/ lapsed Gold Members
Slow patching in the launcher
A bug that involved Romulan Liberated Borg captains and their skills once they chose an ally
Uh turning off private queues... you guys must be kidding.. this game is boring enough now we cant even duel or cross faction stf anymore? Fix that asap!!
Theres a work around for the can't start problem btw.. just have the host leave, host switches over to someone else, reinvite him back and whoever is the new host usually can press start.
What other "fixes" are going in this patch? The complete removal of Dilithium from the "Explore 3 systems" daily(s) ? Sorry, but after the ridiculous BLUNDER perpetuated on the STO community by the STO devs (mostly Mr Stahl), I have a hard time seeing anything GOOD come out of Season 7. My cynicism is at an all-time high.
I'm with Azurian on this. A better line-up is this:
Normal STFs: 720 Dil
Elite STFs: 1440 Dil
Fleet Actions: 1440 Dil (BOTH ground and space)
If you want, you could give Fleet Actions the same 60 min cooldown that STFs currently have. Preferrably i'd like to see STF cooldowns REDUCED to 30 min, but we're not in a "perfect world".
I really HATE the decision to reward Ground Fleet Actions, higher than Space Fleet Actions. There are a great many (myself included), who refuse to run Ground content, due to the lackluster "Ground Combat".
Although that would be really nice. I think the numbers should be a little more balanced.
Normal STF's: 720
Elite STF's: 1440
Fleet Actions: 720
My reason for the fleet actions being lower than your estimate but higher than what the incoming value will be is simple. FA's also give you loot where STF's no longer do other than some craptacular marks that I couldn't care less about.
Quote:
Originally Posted by hatepwe
Uh, is there any explanation for this?
This is because the person who creates the private instance is stuck with a window for an empty fleet action that they can't close through the entire instance. Something testing should of caught and was mentioned by me during the Tribble Test Weekend but went ignored and got shoved onto Holodeck!
This is because the person who creates the private instance is stuck with a window for an empty fleet action that they can't close through the entire instance. Something testing should of caught and was mentioned by me during the Tribble Test Weekend but went ignored and got shoved onto Holodeck!
More importantly (from Cryptic's perspective), you could queue for SB24 in a private instance, set the map level to like, 4, win the instance in about 5 minutes, and you wouldn't end up with a cooldown. People were earning 15k dilithium/hour, so they likely disabled the queues as a stop-gap until they can fix them correctly.
Please add for all missions at least a reward of 100 ore for those that are new and old that still would like to rerun the missions. This would allow people to still earn dilithium without being forced to run the stf's and fleet actions.
Reaper, I think you are moving in the right direction here. I was kind of thinking the same thing while I was playing today. Specifically what came to my mind was to do the following:
1) Skill points earned by max-level characters no longer convert to expertise.
2) Instead, every 10 skill points earned by a max level characters equals 1 dilithium ore, with a minimum of 1 per award.
This would mean that...
Most NPC kills would yield 1-2 ore
Chart the B'Tran would yield 99 ore, giving it some incentive over the non-Vice Admiral zones but not the strong synergy it had at 1440.
Replaying "Stranded in Space" would give 223 ore, about half the reward of playing a fleet action, and probably fairly accurately reflecting the time commitment.
A system like this would guarantee a constant "background" income for people who play, making it easier for the Devs to achieve their goal of the "4 hour work day" and also rewarding endgame players for a broader variety of activities. At the same time, the individual income levels would be low enough to not edge out FAs, STFs, and high-yield dailies as the main "grindy" ore sources.
This approach also has the added value of reinforcing the concept of Dilithium as "endgame XP" that promotes ongoing character development and obviating the need for wrapper missions to accomplish similar incentivization of currently non-dilithium-generating content.
Anyway, if any Devs are reading, you know you want to do this. Pleeeeeeeeeaaaaaaaaase?
Then they would need to remove expertise from all the reputation projects as it would not be obtainable anymore.
They are also used to level BO abilities, how you would "fix" that?
It seems some people are desperate for their Dilithium fix, either because they want to buy everything in the Store without spending a cent or because they want to buy everything NOW and there is a Dilithium cost.
Problem is not Dilithium per say but the Dilithium costs that can always be adjusted, one thing is adjusting so its not the cost of a week of maximum refining and another is injecting more Dilithium into the system, that solves nothing as it just maintains the issues by creating other problems.
They are also used to level BO abilities, how you would "fix" that?
It seems some people are desperate for their Dilithium fix, either because they want to buy everything in the Store without spending a cent or because they want to buy everything NOW and there is a Dilithium cost.
Problem is not Dilithium per say but the Dilithium costs that can always be adjusted, one thing is adjusting so its not the cost of a week of maximum refining and another is injecting more Dilithium into the system, that solves nothing as it just maintains the issues by creating other problems.
Just to clarify, most missions reward both expertise and skill points. However, at 50 all of the skill points get converted into expertise. So... if a mission gives 2200 of each to characters 1-49, a 50 will just get 4400 expertise. This isn't don't be altering the mission, but instead on a 'receiver end' conversion that automatically converts the [useless] skill points into expertise.
Disclaimer: unless I completely misunderstand how the game works
What I'm proposing is to leave the actual reward expertise intact, just to convert the [useless] skill points in a different way.