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Ensign
Join Date: Jul 2012
Posts: 4
# 421
12-11-2012, 10:19 AM
Quote:
Originally Posted by dastahl View Post
[*]Reputation XP Project timers are dropping from 40 hours to 20 hours across all Tiers. If you have a project in progress, it will not change, but any new projects after the update will be adjusted. We are also looking into adding the ability to drop a project.
Seriously what's to look into... this shouldn't have been released without the ability to drop a project that hasn't been started/invested in.
Ensign
Join Date: Dec 2012
Posts: 5
# 422
12-11-2012, 05:07 PM
You are so right. I made the mistake to put a mission in the queue. It is the mission for getting the rare scorpion fighters (for carriers). So the 2000 reputations point mission was over an the scorpion mission went into the first slot.

But I have no carrier I don't wanted this mission. But there was no way do delete it. I didn't add any needed item and so it wasn't running so why not cancel it? At the end of the day I payed the 30 !!! engineering duty officers and 10.000 dilithium to get the slot working again (with only the 800 reputation mission this system would take months).

In this moments I ask myself is there any kind of quality assurance at that company? This are big design flaws and nobody cares. Its the same with the quad cannons for the sao paulo class. A galor captain can equip his ship with 8 of the unique beams (don't have the name present). As a Defiant captain I can only equip on? Why? The phaser are crap no balance problems here. So why can't I put 3 of them and a quantum torpedo launch in the front?

No I have to use normal dual phaser cannons which looks like crap....

You get so much money from the ds9 fans like me:

- you want the uniform by a special edition of the game or later die uniform in the c-store
- you want the bridge? Get the DS9 bundel
- you want the cloak? Get the tactical escort retrofit!
- you want the quad phasers? Get the sao paulo class
Starfleet Veteran
Join Date: Jun 2012
Posts: 412
# 423
12-13-2012, 07:23 AM
Quote:
Originally Posted by malevolentghost View Post
Seriously what's to look into... this shouldn't have been released without the ability to drop a project that hasn't been started/invested in.
Unfortunately, it's the same way with Starbase Projects, where they have never allowed cancelling either. I agree - this should not have been released without the ability to drop a project - either active or queued - but whatever they're "looking into" they haven't found it since the release of the fleet starbases.

It's hard to explain if you can't see the queuing process, but the personal reputation system works the same way.

Every single upgrade, we would have a problem with someone accidentally queuing a project that couldn't be cancelled or removed from the queue. What happens is, before you complete the tier upgrade, the next tier projects are not available. The upgrade has to complete. So the only projects available to queue are smaller rewards ones that relate to gaining SB XP. You can only swap for another one of these missions, because the next tier is not available yet.

As soon as the SB upgrade completes, you're screwed. The next queued project becomes active, which means you have to clear it before the higher-queue special projects become available. You can't cancel it - you can't swap it because it's active - AND it has the long cooldown afterwards. It gets worse as you gain, because of the cooldown increases.

This just seems like such a basic thing, I don't understand why there was/is no provision for cancelling either a queued or active project in the system. But then, I'm not programming it, it's obviously something they didn't foresee as a problem and now they're kind of stuck since it was released this way. I just hope they are able to code it in without breaking the advancement process.
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Rule of Acquisition #57: Good customers are as rare as latinum. Treasure them.
Captain
Join Date: Jun 2012
Posts: 1,360
# 424
12-13-2012, 07:27 AM
Quote:
Originally Posted by blackjackwidow View Post
Unfortunately, it's the same way with Starbase Projects, where they have never allowed cancelling either. I agree - this should not have been released without the ability to drop a project - either active or queued - but whatever they're "looking into" they haven't found it since the release of the fleet starbases.

It's hard to explain if you can't see the queuing process, but the personal reputation system works the same way.

Every single upgrade, we would have a problem with someone accidentally queuing a project that couldn't be cancelled or removed from the queue. What happens is, before you complete the tier upgrade, the next tier projects are not available. The upgrade has to complete. So the only projects available to queue are smaller rewards ones that relate to gaining SB XP. You can only swap for another one of these missions, because the next tier is not available yet.

As soon as the SB upgrade completes, you're screwed. The next queued project becomes active, which means you have to clear it before the higher-queue special projects become available. You can't cancel it - you can't swap it because it's active - AND it has the long cooldown afterwards. It gets worse as you gain, because of the cooldown increases.

This just seems like such a basic thing, I don't understand why there was/is no provision for cancelling either a queued or active project in the system. But then, I'm not programming it, it's obviously something they didn't foresee as a problem and now they're kind of stuck since it was released this way. I just hope they are able to code it in without breaking the advancement process.
It's because people would snivel about getting back any resources they put into a cancelled project. Aside from the fact that this means somehow tracking who contributed what, when you design a resource sink to manipulate your game's economy and the habits of your players, the last thing you're going to do is let go of anything valuable the players have already surrendered.
Starfleet Veteran
Join Date: Jun 2012
Posts: 412
# 425
12-14-2012, 03:49 AM
Quote:
Originally Posted by hanover2 View Post
It's because people would snivel about getting back any resources they put into a cancelled project. Aside from the fact that this means somehow tracking who contributed what, when you design a resource sink to manipulate your game's economy and the habits of your players, the last thing you're going to do is let go of anything valuable the players have already surrendered.
I tend to agree, with open projects that have contributions. However, does not explain why one cannot delete a queued project that hasn't even started (can only swap it for another one).

The personal rep system would not have that problem. It's obvious who contributed. They should be able to handle it in the same way as when one cancels a DOff mission, your inputs are returned. I assume the personal and starbase project systems are more likely shared code. DOff missions are probably a different code, so not as "easy" as it seems, but certainly can't be THAT difficult.

Even having a big red message declaring 'you will lose everything contributed' and allowing cancelling of any project if you agree to it would be preferable. But I do agree that in SB projects, an outcry would be the most likely outcome in that case.
----------------------------------------------------------------------------
Vice Admiral Moogie, U.S.S. Acquisition
Rule of Acquisition #57: Good customers are as rare as latinum. Treasure them.
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