But what if there's a bug at Starbase tier 5, but since it takes so long to get there it's not discovered until season 6?
All the more reasonthis should've been done sooner.
However, Devs have already stated that it would take about 6 months for even the largest fleet to reach a Tier 5 Starbase because of the Fleet Mission Timers.
So, that's kind of unrealistic.
No one is gonna publicly TEST" a feature for 6 months just to see another TestServer wipe eventually erase all of their progress.
I know I wouldn't.
That's why I put my "BETA" Foundry missions on Holodeck now.
I had a lot ofgreat,highlyrated missions on Tribble, but one abrupt wipe erased EVERYTHING.
I was only offline for two days, and everything went "bye-bye".
Last edited by xandercorvus; 06-25-2012 at 06:22 AM.
Well, no real follow up yet. Standing By for more Updates.
Fleet UI Fail : When Contributing Data Traces, you can only contribute one at at time. This is a pain to say the least. There should be a Slider like there is for any other commodity being contributed. Please FIX IT !! To have to click "Contribute" 115 times is unnecessary.
Thanks In Advance,
agreed times a million.
also it's sort of hard to test without a stream of common duty officers.
I am not sure where to put this so I figured this is the best place.
A couple of things. For the most part, many of the items you can contribute to fleet projects are a one to one conversion to Fleet Credits, i.e. 1000 shield generators equals 1000 fleet credits. Others, such as contributing a white duty officer nets you 150 fleet credits, but the mission will only require 10 so it maxes out at 1500 fleet credits. But Bridge Officer Skill points net over twenty times what you put in. I put in the max Boff Skill points into one task/mission, which was 10,000 skill points, and walked away with over 200,000 fleet credits. This may seem like a good thing but when testing first started, one fleet member went ahead and started three missions, contributing 30,000 Boff skill points and ended up with will over 600,000 fleet credits, all before anyone else had a chance to contribute. The rest of us didn't even make it over 7,000 with all our contributions. I chalk it up to enthusiasm but it highlights a potential issue. I suggest you lower the conversion or set a limit as to how much can be given. I would suggest giving fleet admins that responsibility but I have met far too many shady people to trust some random dude a half a world away.
I like the system over all. I don't really have a gripe about the completion times or the cooldowns, many of the Doff missions have long completion times and long cooldowns, I get it. It helps the little fleets keep a decent pace with the larger fleets. It's probably too much to ask that requirements be scaled to the number of people within a fleet, which would have the added benefit of keeping those who don't really contribute searching for a home as they'll be kicked out soon enough (but I can already see how this might be exploited). The warning, for lack of a better term, long before this became available for testing, that this system would take months to complete adequately prepared me for the mission timers.
I would like to see a mission tracker similar to that in the Doff system. I cannot see what missions have been completed which would help me ascertain the value of repeating a certain mission thus avoid spending resources on something that can/should be done at a later time.
My biggest criticism, indeed, there is a strong fear that this system, this long awaited, highly anticipated system has been turned into a money grab. Like the gamble that is the lock box, the duty officer system has been turned into a cash guzzling monstrosity. Yes, we get a chance, but only a chance, to get a ship, or a very rare Mk XII console, or an ultra-rare duty officer or whatever promotion you're running at a given time and yes we get other things that aren't nearly as valuable, the duty officers that we do get are nearly worthless. Oorrr are they?
We see that many of the missions require a certain number of duty officers, which I know you said would happen and that this system was tied closely with the duty officer system, which I am happy for, however, what discourages me is how one goes about acquiring these duty officers. Refugees aren't too much a problem as you get them when you successfully complete a 'Support (whatever) Colonization Efforts' and Colonists are even easier to come by.
But the others? Where do we get the others? The Conn Officers and the Security Officers and so on and so forth? Sure the contact at Starfleet Academy has a few missions that take two days to complete, rewarding you with random doffs, but that's the point right there. It's random. And so players will do, now I'm guessing here but I'm absolutely certain I'm spot on, players will do exactly what I suspect and that is go for the packs.
Whether it is to try and use what comes in the packs, or to sell the packs, or to sell the doffs that come in the packs, it creates an environment that is frustrating and completely disheartening. In order to get what you need, you either have to spend real money for packs or you spend real money to make fake money to buy doffs that are outrageously overpriced off of the exchange. And this is just for the first tier! A white doff is expensive enough but 10 of them, wow. (Already the prices are rising on the Holodeck) And let's not even get into how horrible it's going to be once we need greens, blues, and purples. I pity the little fleets. This system is extremely detrimental to little fleets. It will be so very difficult for them to make progress, unless it is a fleet made up of rich people.
Everything else we need to start a mission can be found in game; granted some will take a lot of effort such as dilithium. I respectfully request that you make the doffs easier to obtain in game. Specific, though common, doffs such as conn officers or security and tac officers (I haven't yet started in on the engineering or science mission though I am pretty sure they are similar) and in numbers at least equal to that of refugees. (When I say common, I do not mean white, I mean the run of the mill type that come in the packs.) In order to keep the packs viable as a source of income, can I suggest that, rather than getting rid of altogether or something equally drastic, you loosen up a bit on the time it takes to complete, as well as the cooldown timer, those missions available at SFA, and add the option to get a single green or a single blue or, dare I ask, a single purple. Have them cost 12,000 dilithium like those you get from Lt. Ferr..r..er...the cat. If it takes two days to complete, so be it. At least we have a chance.
Thank you for your time.
Last edited by greenusmarine53; 06-25-2012 at 11:00 PM.
started, one fleet member went ahead and started three missions, contributing 30,000 Boff skill points and ended up with will over 600,000 fleet credits, all before anyone else had a chance to contribute. The rest of us didn't even make it over 7,000
I agree the rewards for Boff skill points seem ridiculously high. Totally skewing the leaderboards. Should perhaps be 1:1 or less.
I would like to see a mission tracker similar to that in the Doff system. I cannot see what missions have been completed which would help me ascertain the value of repeating
The current project selector clearly needs a lot of work. It is impossible to read all of the descriptive text in some, if there is any at all!
Also a system for Senior Officers to actually vote on new projects during the time they are being completed would be a nice bonus. I can understand that "Front Loading" the fleet bank is perhaps not the goal of the system, but assuming the recipes are static it will all be on STOwiki regardless...
My biggest criticism, indeed, there is a strong fear that this system, this long awaited, highly anticipated system has been turned into a money grab. Like the gamble that is the lock box, the duty officer system has been turned into a cash guzzling monstrosity.
I'm not sure what you mean by "turned into". Heretic is on record saying that when he was assigned to create the DOFF project, one of the key pillars of the plan was to create a system to enable microtransactions. STOked #117, around ten minute mark. Perhaps your perception has changed over time, but the system itself appears to be working precisely as intended from the start. And in my opinion keeps improving. I would rather sink my points into that than a $50 ship with 3 consoles.
money for packs or you spend real money to make fake money to buy doffs that are outrageously overpriced off of the exchange. And this is just for the first tier! A white
I don't believe you can make a reasonable argument to spend real money for fake money. You might want it, but you don't need it. I got into a small debate with someone that master keys are a terrible yardstick for CP<>EC exchange rates, because I can and do get double the EC via Unreplicatables. The purpose of the exchange is to redistribute EC wealth, and with the exception of illicit farming it tends to balance out quickly enough. I have tried to shift market prices on occasion and it rarely works, because it requires the buyer to have total ignorance or an immediate need that won't wait 5 minutes to acquire from a vendor.
easier to obtain in game. Specific, though common, doffs such as conn officers or security and tac officers (I haven't yet started in on the engineering or science mission though I am pretty sure they are similar) and in numbers at least equal to that of
I agree if the DOFF contact started selling Common DOFFs for dilithium that would reduce the inflation on the exchange. But we may see entirely new ways to obtain DOFFs in game as well. As marvelous as Heretic's dedication has been, we will very likely see some new directions once someone new (Archon?) asserts ownership over it. (Possibly someone with less clout to push back at higher-up demands... but that's internal politics we'll never understand.)
=/\= Transwarp 10.0 Victory Achieved on 26-July-2012, Six Months After F2P =/\=
i postreed this in another thread THIS IS THE TEST SERVER the reason so many points awarded for bridge officer points is so while testing you can buy some stuff once you unlock stuff at base on test server . its just more accelerated than it probably will be on main shard. i am sure they just want to give people an idea what to look forward to.