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Duty Officers 101

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  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited October 2011
    Veotax wrote: »
    It is on Tribble, you need to be Level 12 to access the system.

    Thanks. But Level 12? Lame. Even a Miranda should have duty officers, you and your first couple BOs cant run a starship all by themselves realistically.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited October 2011
    Thanks. But Level 12? Lame. Even a Miranda should have duty officers, you and your first couple BOs cant run a starship all by themselves realistically.

    Hmm, I actually have to wonder about that. How many mooks did Khan have onboard the Reliant?

    Even still, maybe this starting cap for duty officers would make a little more sense if all the newbie ships were Runabouts or equivalents, with frigates opening up at Lt. Commander instead, but there's no way that such a radical shift in the tiers will ever happen now. Too bad, I'd be all for that, if only to make STO feel more like Escape Velocity. :D
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited October 2011
    Delsaber wrote: »
    Hmm, I actually have to wonder about that. How many mooks did Khan have onboard the Reliant?

    Even still, maybe this starting cap for duty officers would make a little more sense if all the newbie ships were Runabouts or equivelents, with frigates opening up at Lt. Commander instead, but there's no way that such a radical shift in the tiers will ever happen now. Too bad, I'd be all for that, if only to make STO feel more like Escape Velocity. :D

    i quite like the idea of only having a runabout and the likes for the starting levels makes more sence to me you get the Miranda in the turotial then you have to give it up and go in a run about why not
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited October 2011
    Delsaber wrote: »
    Hmm, I actually have to wonder about that. How many mooks did Khan have onboard the Reliant?

    Even still, maybe this starting cap for duty officers would make a little more sense if all the newbie ships were Runabouts or equivalents, with frigates opening up at Lt. Commander instead, but there's no way that such a radical shift in the tiers will ever happen now. Too bad, I'd be all for that, if only to make STO feel more like Escape Velocity. :D

    Kahn had more mooks then just himself and 3 people thats for sure. It seemed he at at least 20 people with him. Hopefully they reconsider it, even if you just restrict how many DOFFs a Lt has to like 5 or so, it should be there from the beginning, its lame like it is.

    Though It could be interesting starting off in a runabout, then you probaly dont need DOFFs
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited October 2011
    does anyone know how you get more duty officers?
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited October 2011
    Kerrus wrote: »
    does anyone know how you get more duty officers?

    Starfleet Academy.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited October 2011
    I went to starfleet academy, and there was nothing.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited October 2011
    Kerrus wrote: »
    I went to starfleet academy, and there was nothing.

    Go there, look in the assignments, scroll down to the bottom. There's always two recruitment missions there: One to get several white/green doffs, one to get a single blue/purple doff. They take a while, but they can't fail at least.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited October 2011
    Question: Is there a reason for extreme failure rates on "Evaluate [race] [department] Bridge Officer Applicant" assignments? I managed to match all three of the success traits on one, and it still has a 71% disaster, 21% fail, 7% success, 1% critical success chance. It's already a 4 day assignment.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited October 2011
    Why does it take 4 days to evaulate an officer? If my boss took four days to evaluate my job performance Id be wondering if SHE needed to be evaluated for competence!
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited October 2011
    Aisling wrote:
    Why does it take 4 days to evaulate an officer? If my boss took four days to evaluate my job performance Id be wondering if SHE needed to be evaluated for competence!
    Most entry level positions I worked in during high school had a 30-day evaluation period in jobs I've worked out and even the military has a very long period where someone can be discharged for not meeting the bar.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited October 2011
    Ah... I get it, they are using the word differently than how I am thinking it. I was thinking review, like performance review. Evaluation doesnt make me think of that trial period new employees go through.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited October 2011
    nynik wrote:
    The first triangle by the assignment doff slots which detail what traits are needed would say "You don't have a suitable Doff". The second triangle by the actual assignment window, or description etc would say the same, but would say "Your don't have one of sufficient level, or of a particular type" - If I am recalling correctly. So I had to check multiple UI elements. And I still feel stupid for not seeing the glaringly obvious commodity needed at the bottom right side of the window when asked... I just wasn't drawn there by any indicator.

    Anyway, enjoying the system Heretic. It would be nice if we could have a larger array of 45 m or less missions from LTC 2 so that new players can get used to running some assignments quickly and gaining a footing in how the thing works, without having to wait, 1 hour, 12 hours, or 3 days etc!!!!

    On assignments which request multiple doffs, say two. And the traits requested are the same by both, for example the Exploration cluster suitability for colonisation assignments that take 2 doffs iirc - one trait is diplomatic and the other is logical - for critical success for example... well my question is:

    We're going to look into clarifying the requirements display.

    There are actually a ton of sub-45m assignments, but the ones that were most appropriate for this were also the ones that were most appropriate to be gated by commendation tiers. For example, after you hit Tier I in Engineering, you'll see a bunch start to appear, and more at Tier II, and so on. Same for Military and Science.

    That being said, I agree, and have been trying to figure out appropriate short time assignments that would not fall into the above shipboard tier-locked type of assignment; I will figure out something, though, before the end of the beta.

    The traits that affect success are based on the slot; in most cases this is the same for all slots, but not always. The traits that affect the assignment's success should be listed directly on the slot, but this still isn't quite as clear as we'd like it to be and are continuing to iterate on better ways to communicate this information.

    hevach wrote: »
    Question: Is there a reason for extreme failure rates on "Evaluate [race] [department] Bridge Officer Applicant" assignments? I managed to match all three of the success traits on one, and it still has a 71% disaster, 21% fail, 7% success, 1% critical success chance. It's already a 4 day assignment.

    So, that one is confusing, and I am trying to figure a better way to communicate to the player what is actually happening within the confines of the way the system communicates information in the interface.

    What is really happening there is a "Disaster" means you get a white bridge officer, a "Failure" means you get a green bridge officer, a "Success" means you get a blue bridge officer and a "Critical" means you get a purple bridge officer.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited October 2011
    We need more doffs for... testing purposes... yes, testing purposes. :)

    It's a fabulous system and I'll post a write-up in the Feedback forum. Some early impressions: ramp up of doffs takes quite a while--especially if we can hit a 100 DOFF max.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited October 2011
    We need more doffs for... testing purposes... yes, testing purposes. :)

    It's a fabulous system and I'll post a write-up in the Feedback forum. Some early impressions: ramp up of doffs takes quite a while--especially if we can hit a 100 DOFF max.

    I think this sums up the problem with many people's expectations of this system.

    Coming into testing I was looking at this system as a loooong term playability system. I saw the XP requirements to hit max in any given Commendation and I laughed with joy. The act of getting DOFFs and getting higher tiers in Commendations is by design going to take quite a while.

    And I absolutely love it.

    I hate how progression is so fast early on in player levels now so I love the fact that the DOFFs will take time.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited October 2011
    Powerhelm wrote: »
    I think this sums up the problem with many people's expectations of this system.

    Coming into testing I was looking at this system as a loooong term playability system. I saw the XP requirements to hit max in any given Commendation and I laughed with joy. The act of getting DOFFs and getting higher tiers in Commendations is by design going to take quite a while.

    And I absolutely love it.

    I hate how progression is so fast early on in player levels now so I love the fact that the DOFFs will take time.
    I absolutely love that it provides long-term goals. My first line was intended to be laced with innuendo:
    on the forum: "why yes! we do need more doffs"
    internally: *hides behind corner and rubs hands together. saying "muahahahaha"*
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited October 2011
    Im really starting to love this new system. i feel liked ive only pecked at the surface which is a nice change from having it mastered inside a few hours. this also feels like something that can really be built upon so im pretty happy with it.


    rewards are fine at the moment, there is no need to get tons of xp and things although hitting max rank on every commendation may take a 1000 years at this rate, so it might be a touch too high but id rather it was too high than too low. things can always be tweaked later if tier 4 is proving to be too much of a grind.

    im uncertain if this will be the case but you can assign 5 people to passive ground and 5 to space. while that increase with better ships, so you could have maybe 10 people at max rank to provide more variety and show you are commanding larger ships?

    i think it would be cool if some of the higher tiers or may risky missions offered unique items, titles and costume pieces. is this already there or part of the plan? become an expert trader and get the appropriate look?
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited October 2011
    Heretic wrote:
    There are actually a ton of sub-45m assignments, but the ones that were most appropriate for this were also the ones that were most appropriate to be gated by commendation tiers. For example, after you hit Tier I in Engineering, you'll see a bunch start to appear, and more at Tier II, and so on. Same for Military and Science.

    Perhaps you should make it easier to get that first tier. That way people will get a feeling of accomplishmnt and open up some catergory specific missions for themselves. You could then just increase the points needed for the other tiers so that it all equals out in the end.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited October 2011
    i have not quite gotten my head around the rewards and what a success gives instead of a critical or a failure?

    if a reward says provisions, 5 BO points and 10 skill points, who does the different outcomes affect it?
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited October 2011
    Powerhelm wrote: »
    I think this sums up the problem with many people's expectations of this system.

    Coming into testing I was looking at this system as a loooong term playability system. I saw the XP requirements to hit max in any given Commendation and I laughed with joy. The act of getting DOFFs and getting higher tiers in Commendations is by design going to take quite a while.

    And I absolutely love it.

    I hate how progression is so fast early on in player levels now so I love the fact that the DOFFs will take time.

    I agree completely, I'm glad to see slow progression. I was listening to people whine about grinding doff commendation categories and shaking my head last night. DON'T SPEED IT UP!!! Leave some long term advancement in some part of this game, they rest of it is too fast.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited October 2011
    Heretic wrote:
    Restrictions are usually based on specializations, so relatively few would let you slot a bartender on it. ;-)



    Two possibilities that I can think of here: first possibility is the requirement may be for the specialization Security Officer, rather than any officer in the Security department (which also includes Armory Officers, for example). The second possibility is many of the military assignments require commodities such as Provisions or Medical Supplies.

    Ok I understand it all now thanks for the help and the people in the TTS channel. The problem was because of the Armory Officer, good guess on that, also the level requirement, and I had the doff window open when I would by the commodities so i had to reopen the window in order to do some of the doff missions.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited October 2011
    Unfortunately with the transition to F2P, this still become Star Grind Online. why? because how else can they keep people playing (and buying from the C-Store) without putting in tons of grinding into the game.

    While some rather boring people who love grinds will surely love the new STO, others with sense and good taste will probably get tired of it very quickly.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited October 2011
    The progress isn't THAT slow. I've seen a number of assignments giving several hundred or around 1000 exp, and I've yet to have anything longer than 24 hours complete (my first 48 hour assignment is about an hour out yet).

    The doff supply on tribble hasn't really stabilized yet, so nobody's got the system really rolling yet, and a lot of people haven't realized that the real experience is in blue/purple assignments, where white ones are hardly worth the doffs.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited October 2011
    rewards are fine at the moment, there is no need to get tons of xp and things although hitting max rank on every commendation may take a 1000 years at this rate, so it might be a touch too high but id rather it was too high than too low. things can always be tweaked later if tier 4 is proving to be too much of a grind.

    im uncertain if this will be the case but you can assign 5 people to passive ground and 5 to space. while that increase with better ships, so you could have maybe 10 people at max rank to provide more variety and show you are commanding larger ships?

    i think it would be cool if some of the higher tiers or may risky missions offered unique items, titles and costume pieces. is this already there or part of the plan? become an expert trader and get the appropriate look?

    I am fine if commendation tiers stay as difficult to attain as they are now, but I want to make sure the regular skill points rewards are appropriate. I have checked in a change boosting things generally, but may ratchet down the commendation point rewards to to keep them in the right bracket. We're going to be doing a lot of ratcheting up and down to get this right, so don't be surprised if we try out a few different speeds for various things.

    We originally planned to allow you to have more active roster slots based on level, but we're in the process of instead implementing this based on an aggregation of commendation tiers - so, the more you use assignments, the more active slots you will also accumulate.

    There are some really rare and challenging assignments already in for unique items. We don't have any unique costume pieces yet, but we would like to see more of those when we have the character art time.

    i have not quite gotten my head around the rewards and what a success gives instead of a critical or a failure?

    if a reward says provisions, 5 BO points and 10 skill points, who does the different outcomes affect it?

    The reported rewards are based on a standard success. Critical successes are tremendously more - I believe in the current iteration something like five times as much.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited October 2011
    When assigning doffs to a mission, it would be nice if it was easier to see which of the traits they have that would affect the outcome better, as It is I've been moving them over to the slot to see what shows up as green/red to see if they're good for the mission.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited October 2011
    Heretic wrote:
    ...

    That being said, I agree, and have been trying to figure out appropriate short time assignments that would not fall into the above shipboard tier-locked type of assignment; I will figure out something, though, before the end of the beta.
    ...

    @ Heretic, on your reply, I decided to give some feedback on what I think could be eight steps to making a good doff tutorial possible before f2p, if it would serve as any inspiration to you, here: http://forums.startrekonline.com/showthread.php?p=3785589

    Additionally, do you intend to create a FAQ on Doffs, *soon*, which will include your many responses across the forums and this thread in particular? As it is, I find it very taxing to find what may or may not have been answered previously etc.

    Thanks.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited October 2011
    hevach wrote: »
    The progress isn't THAT slow. I've seen a number of assignments giving several hundred or around 1000 exp, and I've yet to have anything longer than 24 hours complete (my first 48 hour assignment is about an hour out yet).

    The doff supply on tribble hasn't really stabilized yet, so nobody's got the system really rolling yet, and a lot of people haven't realized that the real experience is in blue/purple assignments, where white ones are hardly worth the doffs.

    It feels slow and appearances are important.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited October 2011
    It does seem insanely slow, and on the whole people dont have patience for heavy grinding, but the problem with the grind is prevalent with many of the new changes. Dilithium? Now its a huge grind as well to buy anything, people are STILL using low level ships at commander and above because of the grind.

    The NGE ruined SWG, and this is smelling an awful lot like a NGE, these changes are sweeping and substantial, and will change the way the entire game is played, and not for the good. Appearances are important, and the fact is the hardcore type of player who loves grinding is in the MINORITY.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited October 2011
    The Dilithium system as it is on tribble isn't a good indicator. From the dev posts and interviews, plus STOked's big on-site interview set, most if not every mission, including at least some assignments, will have a dilithium ore component which currently isn't present at all.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited October 2011
    So how do we get our first batch of Duty Officers? Do they just appear at a certain level, is there a mission?
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