Captain
Join Date: Aug 2012
Posts: 3,553
# 101
02-10-2013, 12:23 AM
Quote:
Originally Posted by bareel View Post
Also EPS I can't really think of why it would be desirable but if you say so.
Beam Overload.
It is said the best weapon is one that is never fired. I disagree. The best weapon is one you only have to fire... once.
Tired of Wasting EC and Time trying to get Superior Romulan Operative BOffs? Here's a cheap and easy way to get them, with an almost 100% chance of success.
Why the Devs can't make PvE content harder.
Commander
Join Date: Oct 2012
Posts: 289
# 102
02-10-2013, 01:38 AM
Another thing to keep in mind is there are no XII Booster Modulators. I have since updated my OP with my latest results. 2 more warhead yield consoles. (Yeah!)
Lt. Commander
Join Date: Dec 2012
Posts: 146
# 103
02-10-2013, 04:38 AM
Quote:
Originally Posted by bareel View Post
You can eliminate all Sci consoles other than Field Gens from that list thanks to embassy.

Also EPS I can't really think of why it would be desirable but if you say so.
EPS is a very valuable console if you manipulate your power levels during a fight (which you should be doing if you want to get the most out of your ship.)

Simple example: You have max power to weapons, you and pounding away on some enemy ships. You have taken a bit of damage and it's time to heal. Transfer max power to auxiliary and pop HE2 and TSS1 (the increased aux power makes them more more effective.) As soon as you activate abilities, put max power back to weapons (or shields depending) and you retain the benefit of powerful HE2 and TSS1 heals because the only thing that matters is power level when you activated the ability.

And oh yeah, you can recover much faster from Full Impulse with 1 (or 2) EPS.
Lt. Commander
Join Date: Jul 2012
Posts: 161
# 104
02-10-2013, 04:48 AM
Quote:
Originally Posted by corgatag View Post
Neat idea, but maybe the right change is to buff the scaling of science/engineering skills.
- What if 90 skill Particle generators made GW3 hit as hard as a Quantum Torpedo TS3?
- What if a 60 skill difference in (Inertial Dampeners - Graviton generators) made you shrug off tractor beams?
- What if it wasn't so easy to kill crew? What if the difference between 100% crew and 0% crew was 50% as strong as a permanent HE1?
- What if a 60 skill difference in (Stealth - Sensors) meant that you could dance around a science ship with Sensor Scan and still not be spotted?
THIS is exatly and absolutely spot-on!

Additionally one simple question:
What if you could actually see the effect of skill values?

I mean, to be honest I haven't seen many games which make worse use of given UI space and explain fewer game mechanics in a more unnecessary way. Why is the reputation window too small and even lacking crucial item information (like set boni)? Why is the character and ship info window a complete mess?

STO does too much under the hood and gives too little info to the player, and although the simple nature of the game (mechanics) means that you can usually get along without major insight, it still doesn't really justify that. If it was a very complicated, balanced and well thought-out game system, a really sophisticated system, I would understand some secretiveness about how things work.

But as things stand, a UI and usability overhaul would be one of the most amazingly awesome improvements to the game.
Not doing it from scratch. That usually results in other flaws. Just iron out what's horrible. More info, better screen utilization, fewer mouse clicks.

Last edited by arcjet; 02-10-2013 at 04:55 AM.
Lt. Commander
Join Date: Dec 2012
Posts: 146
# 105
02-10-2013, 07:01 AM
Quote:
Originally Posted by arcjet View Post
THIS is exatly and absolutely spot-on!

Additionally one simple question:
What if you could actually see the effect of skill values?

I mean, to be honest I haven't seen many games which make worse use of given UI space and explain fewer game mechanics in a more unnecessary way. Why is the reputation window too small and even lacking crucial item information (like set boni)? Why is the character and ship info window a complete mess?

STO does too much under the hood and gives too little info to the player, and although the simple nature of the game (mechanics) means that you can usually get along without major insight, it still doesn't really justify that. If it was a very complicated, balanced and well thought-out game system, a really sophisticated system, I would understand some secretiveness about how things work.

But as things stand, a UI and usability overhaul would be one of the most amazingly awesome improvements to the game.
Not doing it from scratch. That usually results in other flaws. Just iron out what's horrible. More info, better screen utilization, fewer mouse clicks.
Fewer mouse clicks?

We are talking about the same game here, right?

The one that makes you click:

Inventory>Replicator>Scroll>Select Item>Replicate>Click Number Box>Type Number>Confirm>Character Sheet>Reputation>Contribute>Scroll Bar>Confirm

As a way to simply contribute some EC to a reputation project.

I don't think fewer mouse clicks are in our future.
Ensign
Join Date: Jun 2012
Posts: 10
# 106
02-10-2013, 08:55 AM
Quote:
Originally Posted by papertoasty View Post
hmm those results do look a bit fishy to me.
def least useful to most useful

very interesting that you didnt get any phaser relays . . .
I haven't kept track of my results but the only "useful" console I've gotten has been a purple phaser relay (donated to my Fleet). I'll guesstimate I've done the mission 100 times or so.
Rihannsu
Join Date: Jun 2012
Posts: 12,667
# 107
02-10-2013, 11:49 AM
Quote:
Originally Posted by picardtheiii View Post
Fewer mouse clicks?

We are talking about the same game here, right?

The one that makes you click:

Inventory>Replicator>Scroll>Select Item>Replicate>Click Number Box>Type Number>Confirm>Character Sheet>Reputation>Contribute>Scroll Bar>Confirm

As a way to simply contribute some EC to a reputation project.

I don't think fewer mouse clicks are in our future.
Um... you do know that replicated commodities cost 150% of list prices and that you can usually buy them in bulk on the exchange for 80% of their list price?
HAIL HYDRA!

-=-=-=-=-=-=-=-=-=-
I can haz joystick!
MMOs aren't charities. Corporations are supposed to make a profit. It's what they do.
Commander
Join Date: Oct 2012
Posts: 289
# 108
02-10-2013, 03:35 PM
Lets get this back on track. This post is about the results of Crafting Protype Consoles from Powered Alien Artifacts. My crafting as produced a high number of the same consoles over and over. The Tac consoles like Directed Energy Modulation, Pre fire chamber and Warhead yeild chamber. And Lots of Sensor probes and Bio function monitors. Several other players that do lots of crafting of these consoles also report the same thing. Cryptic has said: No it completly random. All I am asking is a way to test it on a large sample size. If there was a way to do the mission on Tribble with no cooldown and unlimited Artifacts, I personally would do 5000 or more and record them all just to put the issue to rest. Or if a DEV would just set up a test account on Holodeck or Tribble and run a Macro to repeat the mission and disable the cooldown and give the test toon say 100,000 artifacts and then let it run and then post the results so we can see its fair or admit that there is something wrong. Or the last option is to keep this Post alive and have the community add to my results and prove it one way or the other ourselves. But after reading posts from 6 or 7 other high number crafting players that are saying that the same junk consoles are showing up over and over and that the most wanted consoles hardly ever show up.

The junk.

(Tac: Pre-fire, Directed-Energy, Warhead Yeild. The Junk Eng: Shield,Wep, Eng power boost Emergency Force Fields. THe Junk Sci: Sensor Probes, Bio Function, Countermeasure, Power insulator.)

These Consoles Drop more that any other. And mine and other players results show it. So we just want to know why these consoles are showing up more than all the others

Last edited by admgreer; 02-10-2013 at 03:56 PM.
Lt. Commander
Join Date: Jun 2012
Posts: 135
# 109
02-10-2013, 06:02 PM
Quote:
Originally Posted by bareel View Post
You can eliminate all Sci consoles other than Field Gens from that list thanks to embassy.

Also EPS I can't really think of why it would be desirable but if you say so.
EPS is desirable if you have an Aux 2 battery build. You really really need it if you do.

Biofunction monitor and Shield Emitter Amplifier are also not in romulan embassy. Shield Emitter Amplifier is also a desirable console if you have a high shield modifier.

Biofunction isn't junk. A mk 12 purple biofunction keeps crew alive 100% even in theta radiation. AND crew with human boffs with leadership, actually makes crew useful.


My results so far are just total of those not the green/blue/purple separation:
SCI:
Stealth Module(2); Sensor Probes(3); Countermeasure System(1); Inertial Dampeners(1); Flow Capacitor(5); Graviton Generator(3); Particle Generator(1);Emitter Array(3); Field Generator(2); Power insulator(3); Biofunction Modulator(3); Shield emitter amplifier(2);

Eng:
Injector Assembly (2);Field Emitter(1); Plasma Distribution Manifold(3); Diburnium Hull Plating(1);Parametallic Hull Plating(2); Electroceramic Hull Plating(2); Ablative Hull Armor(8); Monotanium Alloy(7); Neutronium Alloy(4); tetraburnium hull armor(1);RCS accelerator(4); Emergency force field(0);SIF generator(2); EPS flow regulator (3)

Tac:
Directed Energy Distribution Manifold(1);Warhead Yield Chamber(1); Prefire Chamber(2); Variable Geometry Detonators(4); Transphasic Compressor(3); Polaron Phase Modulator(2); Photon Detonation Assembly(2); Tetryon Pulse Generator(2); Ambiplasma Envelope(0); Chroniton Flux Regulator(1); TCD Subspace Infuser(1); Plasma Infuser(1); Disruptor Induction Coil(2); Antiproton Mag Regulator(0); Phaser Relay(1); Zero Point Quantum Chamber(4);

So that was out of 96 consoles made. There are only 3 types I've yet to get green blue or purple of: Emergency Force Field, Antiproton Mag Regulator and Ambiplasma Envelope. I plan to continue to track this as I do more, but probably post when I have 200ish consoles made.
http://sto-forum.perfectworld.com/sh...d.php?t=490421 We want this help build support!
Career Officer
Join Date: Jun 2012
Posts: 443
# 110
02-11-2013, 09:52 AM
With deuemperor's data and the admgreer?s updated data we now have 455 consoles crafted and the deviation from a uniform distribution has become greater:

Original Data - Chi-square = 263.39, with 40 df, probability = 1.14x10^-34
Data as of 2/9 - Chi-square = 252.68, with 40 df, probability = 1.11x10^-32
Data as of 2/11 - Chi-square = 325.54 with 41 df, probability = 5.72x10^-46

Last edited by commodoreshrvk; 02-11-2013 at 09:55 AM.
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