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Tribble C-store doff pack

SystemSystem Member, NoReporting Posts: 178,019 Arc User
I've bought the thing 3 times now and I have only received one rare. I may have missed getting an uncommon, but it seemed like I didn't get any of those either. I thought it pretty clearly stated that you get 3 commons, 3 uncommon or better, and 1 rare or better.

Am I missing something?
Post edited by Unknown User on

Comments

  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited October 2011
    Just to be sure, you know that rare is not equal to blue? I just found this out today. You can have white, rare officers, and blue common ones. Rarity is shown on the bottom of the DO icon once you select that DO.

    Rarity generally has to do with traits.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited October 2011
    Well no I didn't. I'll have a closer look then. I don't like the inconsistency...

    Thanks for clearing that up.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited October 2011
    hell i got 90 officers and i have 22 of them civilian.... over 20% is civilian... thats a joke....i would say if your paying for the duty officers we should have more greens and blues and maybe a purpule... but i have way to many civilian.....
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited October 2011
    Folks, it is a test server, whine on Holosdek, Tribble is a test. If your doffs suck , your bad.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited October 2011
    hell i got 90 officers and i have 22 of them civilian.... over 20% is civilian... thats a joke....i would say if your paying for the duty officers we should have more greens and blues and maybe a purpule... but i have way to many civilian.....

    Out of hundred crew I have about 20 civilians, except for the chef,s and a bartender I'm glad, got like 3 diplomat's, 4 consultants, and 5 traitors 3 of which are ferengi this helps with diplomatic and trade missions
    And I like using refugee's to deliver supply's to war zones don't want loose and security staff in a cross fire
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited October 2011
    In the current build, rarity does not necessarily equate to quality; a high quality purple will always be very rare, but all very rares are not necessarily purple.

    This has wound up being more confusing than I thought it would be, so we are currently reviewing some ideas and have a tentative plan that should straighten things out and be more intuitive. As soon as I have definite confirmed information, I will pass it on to you guys.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited October 2011
    Yep take a leaf out of how Trading Cards are actually sorted out for Trading Card Games would be a good start so a REAL incentive is placed in the pack that a customer can see has a TANGIBLE value plus maybe even put in occasional Dilithium Crates or special SEASONAL Boosters based on a theme thats occuring in the Storyline.

    Would be good to see the First Season Doff List listing all the Commons to Rares etc. How many Doffs are there to collect anyway?

    Would it be possible to expand beyond having 100 Doffs in your collection too?
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited October 2011
    thanx for clearing that up heretic.


    Rarity should deffinatly be tied to a color code that people can see at a glance as they are looking through their doff roster. that isn't to say that within a color code there can't be some that are in fact better then others of that rarity (more traits etc) but should keep it simple so there is no confusion.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited October 2011
    Heretic wrote:
    In the current build, rarity does not necessarily equate to quality; a high quality purple will always be very rare, but all very rares are not necessarily purple.

    This has wound up being more confusing than I thought it would be, so we are currently reviewing some ideas and have a tentative plan that should straighten things out and be more intuitive. As soon as I have definite confirmed information, I will pass it on to you guys.

    The fact that you seem to be taking into account the testers concerns and considering ways to combat them, as well as providing good, straightforward communication, has won you the "Best Dev" Medal.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited October 2011
    Yes we do like when we feel our imput matters and get confirmation that you guys are listtening to us.

    thanx again :)
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited October 2011
    Heretic wrote:
    In the current build, rarity does not necessarily equate to quality; a high quality purple will always be very rare, but all very rares are not necessarily purple.

    This has wound up being more confusing than I thought it would be, so we are currently reviewing some ideas and have a tentative plan that should straighten things out and be more intuitive. As soon as I have definite confirmed information, I will pass it on to you guys.

    They should all be white, the rarity should come form the amount of traits its has, which is what it looks like you were aiming for.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited October 2011
    Heretic wrote:
    In the current build, rarity does not necessarily equate to quality; a high quality purple will always be very rare, but all very rares are not necessarily purple.

    This has wound up being more confusing than I thought it would be, so we are currently reviewing some ideas and have a tentative plan that should straighten things out and be more intuitive. As soon as I have definite confirmed information, I will pass it on to you guys.

    well no disrespect but some of this is common knowledge why do you think every card game infact every game i have ever played had different stages of raraty and this was displayed my colors.Ya'll realy need to return to basics, and simplicity is allways the best. Ya'll are doing several things that is makeing your lives harder then it needs to be, Basicly stop thinking like computer guy and think like the common man cause most of us are common people and like things make simply. allways remember less is more.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited October 2011
    well no disrespect but some of this is common knowledge why do you think every card game infact every game i have ever played had different stages of raraty and this was displayed my colors.Ya'll realy need to return to basics, and simplicity is allways the best. Ya'll are doing several things that is makeing your lives harder then it needs to be, Basicly stop thinking like computer guy and think like the common man cause most of us are common people and like things make simply. allways remember less is more.

    Believe me, it's not that anyone here isn't aware of CCG rarity conventions.

    We are trying to accomplish a number of different goals, and going with the straight "rarity always exactly equals quality" would not, in the case of this system, accomplish that perfectly, which is why it was not done that way. Among other things, if we did that, every ship would start looking like a zoo with humans in a crazy minority and looking absolutely nothing like any of the shows, and that is similarly not satisfactory.

    Now, that being said, the system being confusing is clearly something that needs to be addressed, and I believe we are arrowing in on a solution that will resolve these issues without sacrificing immersion, because in the end, despite everything about this system, this is a Star Trek MMORPG, not a Star Trek CCG.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited October 2011
    Well, I think the solution to that is to make humans with *gasp* different traits.


    I mean, Founder of the Federation, and say, Teamwork would be your two human staples- every human would have those.

    But then you could have 'rare/blue' humans that might have Congenial, or Spiritual, or any number of other harder to find traits.


    One of the things I've always disliked about Trek is that it tries to present everyone as a monoculture- even when they're clearly not. Maybe that green Human with Teamwork/FF/Aggressive/Seductive is actually a maquis freedom fighter that signed on to your ship.

    Maybe that blue human with Teamwork/FF/Refugee/Stubborn is actually a defector from the mirror universe.


    There's a whole breadth of options you have, and I think that just as any given character of a race can differ from any other character of that same race- so should the doff system.

    Of course it might add a bit of complexity, but I think it would solve your issues nicely.


    Do remember that as you have said, the Tribble beta is a beta. Nothing is finalized.




    Ultimately, I think where the biggest issue comes in is the C-store doff packs. Right now people are p aying to get a rare or higher, a couple uncommons, and some commons- but those could *all* be white (or nearly so), which in turn means that when you send them out on assigment, they could all die like chumps.


    This is, in a word, wrong.


    Rather, I think you need to change the C-store doff packs to be:


    1 Blue or higher quality doff
    2 Green quality doffs
    6 (or whatever the number is) white quality doffs.


    Let rarity be randomized- so in your white doff selection, you could get a 'rare' doff, but with this change players still perceive that they're getting what they pay for, and that it's worth their money. Being able to pay 200 C-points for a guarantee of doffs that WILL NOT DIE on missions is a powerful motivator.


    Getting an entire pack of doffs that die on the first mission you send them on? That's a powerful motivator... for internet drama.










    If you can't read all that, or don't have the time, follow this simple metric as you go forward:


    Doffs that don't die like chums > Doffs that die like chumps.


    Even if the latter has a bunch of cool assignment related traits, most players will pick the former- especially if they're paying money for it.



    Whatever you have to do to make that system work- do it. If you have to create uncommon/green and rare/blue human doffs, then do so.







    Having two different rarity systems working at the same time is just... wacky.
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