Taking the specialization requirement out of the DOff system has now made this a mindless, boring exercise. Please put the specialization requirements back.
While I haven't played with it yet, I am having a hard time understanding why they removed specializations myself. IMO, it made specializations like the maitenance engineer, transporter officer, security officer, trader, etc all that more vaulable and fun to try and get. If anything, thats THE reason why I was trading Doffs... to get the specializations, not so much because of the traits.
Disclaimer: I haven't played since they announced this change
As I understand it, they have changed the requirement that you have at least one DOFF with a very specific skill to do a mission? The problem is it made some missions completely impossible unless you hoarded DOFF's and have one of almost every type.
However, Joebobkill echo's my interest in keeping it the way it was. I, too, liked the specialisation. But only after I had enough DOFF's to actually do them all. While it's annoying early on, eventually this becomes a great way to make this the system challenging and worthwhile.
The doff system is great now, It felt grindy and boring before but now its very intuitive. Maybe the 1%ers enjoy a convoluted mess but its definaty more fun to get into and easier to understand how it works.
I only have post-change experience with the Doff system. I can tell you I really love this system, I got hooked the moment I tried it. I don't think I'd be against specialization, but if it were back, I think the 100 cap should be raised by at least half.
They didn't take it out, they shifted it from a requirement to have to nice to have and boost your success and critical success rate. So your DOffs still have specializations, and they still help you succeed at your task, but you don't HAVE to have that specialization to succeed.
Which actually makes sense. Just because you're not a torpedo specialist doesn't mean you don't know anything about phasers, it just means you're much better then the average joe at torpedoes and will get a better result then working on them, but not as good as phasers as a phaser specialist.
Taking the specialization requirement out of the DOff system has now made this a mindless, boring exercise. Please put the specialization requirements back.
the specialization is fine, put it back, if we're not getting the needed ones, put more in, a cap raise would be nice too, maybe 125, ish, I loved the specialization, yeah i didn't have some I'd love to get but that caused me to get more active in the game and actually start DOING things in game. Now, its Doff and out...
Oh well, just one more thing that makes the game less fun. TBH I'd love to have more Doffs, the more the better 100 isn't enough if you ask me,
The doff system is great now, It felt grindy and boring before but now its very intuitive. Maybe the 1%ers enjoy a convoluted mess but its definaty more fun to get into and easier to understand how it works.
to me its more grindy now, its just plug and go, no thinking no planning just toss in the blue/purple boffs and go. it wasn't boring for me, it made me think for once.
Its a mini game, its not suppose to be boringly complex. Its always amazing how the 1%ers always seek to make every little thing so much more complex and lame then it should be or is suppose to be.
I remember the QQing when the Scanning mini game was put in and 1%ers wanted that to be a chore too.
I bet I know your least favorite game. All those shapes must be confusing for you. It'd be so much better if all the holes were round, then you won't have to suffer the complexities forced upon you by those 1%er toddlers...
Its always nice to see the 1%ers with no obvious life ragging on casual gamers who do have an existence outside of gaming and simply play for fun. Maybe your life is so unfulfilling you can only get your 'sense of accomplishment" from gaming but thats not the case for the 99%, our life more then gives us a sense of accomplishment we dont need to go looking for it thanks.
And how exactly is being told that you can/can't do a mission because you do/don't have a certain doff given to you by random luck using your brain?
All about timing. Should I send this DOff out? What if their specialty comes up in the next sector? What if it's better? Maybe I should send this inferior DOff instead. Or maybe if I send her now, there won't be any that require her skills in the next block.
I wish they'd put it back, but as long as they don't peel off any more layers to this glorious little system, I can be content, I suppose.
Forgive me for having a desire to use my brain once in a while...
You know you can also go into Doff settings, turn off XO recommendations and then actively look through your doffs for the strategically appropriate ones for every assignment right ?
That'll put some more complication back into the system instead of just slotting everyone the XO shows you. But really its a mini game, and the point of mini games are to be a side diversion not a main course.
Taking the specialization requirement out of the DOff system has now made this a mindless, boring exercise. Please put the specialization requirements back.
LOLWUT
The new format is far better, as far as I'm concerned. I don't like to be shut out of so many assignments due to luck of the DOff draw. Now the DOff skills still matter, but they don't prevent you from doing assignments.
Now the problem is that I'm getting flooded with useless latinum trading assignments...
As some people have mentioned, specializations weren't taken out, they were merely shifted to being "good to have" not "need to have".
So, previously, you had to have, say, an Energy Weapons Specialist. If you had him, you'd have about a 74% chance for success, generally speaking.
In the new version, you need a Tactical Department guy, and it's better if he is an Energy Weapons Specialist. If you didn't have an Energy Weapons specialist, your chance of success would be closer to 62%, and if you did have him, about 83% or so.
We are doing another numbers pass this weekend, however, and it's possible the base success chance could be dropped a bit. We want it to be definitely a big plus to have the right guy, but not to lock you out completely from the system.
Also, in the next build Latinum assignments will be rarer.
All about timing. Should I send this DOff out? What if their specialty comes up in the next sector? What if it's better? Maybe I should send this inferior DOff instead. Or maybe if I send her now, there won't be any that require her skills in the next block.
Sure, assuming that in any of your DOff packs, you actually got one of what they want. If not, well too bad for you, you need to use your money and keep spamming C-points for those one or two or five lucky specilizations. Oops.. just spent $50.00 on DOff packs and now are at 100 officers with zero flight deck officers... well delete some and give us more money.
Yeah, I think I prefer it this way, then having to use my brain on rather getting a higher chance of success and critical success then wasting good money on the off chance I get the DOff I want.
As some people have mentioned, specializations weren't taken out, they were merely shifted to being "good to have" not "need to have".
So, previously, you had to have, say, an Energy Weapons Specialist. If you had him, you'd have about a 74% chance for success, generally speaking.
In the new version, you need a Tactical Department guy, and it's better if he is an Energy Weapons Specialist. If you didn't have an Energy Weapons specialist, your chance of success would be closer to 62%, and if you did have him, about 83% or so.
We are doing another numbers pass this weekend, however, and it's possible the base success chance could be dropped a bit. We want it to be definitely a big plus to have the right guy, but not to lock you out completely from the system.
Also, in the next build Latinum assignments will be rarer.
Heretic, please see my post over in the bug section on this, Currently its having an adverse effect on the mission to use the right guy in any way shape or form if your trying to get a bigger Critical success chance. I still think the specializations weren't bad, just give us more of them and or more Doff slots. say 100 SF personnel 25 civilians
If by one percenters, you mean the top one percent in intelligence, I appreciate the compliment.
The new system means you can slap any old officer in pretty much any old slot. What is the point now of trying to balance out your crew? Heck, I'll just have a bunch of bartenders, and go on my merry and boring way.
The one thing that I was just getting to was running out of slots, and then having to think about what kind of officers I needed. It was going to open up a whole new aspect of the game for me, trading and exchanging officers to get the right mix. Now that part is pretty much gone.
What started out as an intelligent macro-game is quickly beginning to dumb down to the level of Dabo. Under the new system, all I'll worry about is trying to turn my commons into greens, my greens into blues, and on up the line. It really will just be a swap fest with no thought involved. Who cares if I've got 10 biochemists and no doctors, they are all medical and fit that slot nicely.
I have to believe that people who like Star Trek are smarter than average - unless of course they think Janeway is the best captain - and can handle, and even enjoy a higher level of complexity. I do anyway.
Sure, assuming that in any of your DOff packs, you actually got one of what they want. If not, well too bad for you, you need to use your money and keep spamming C-points for those one or two or five lucky specilizations. Oops.. just spent $50.00 on DOff packs and now are at 100 officers with zero flight deck officers... well delete some and give us more money.
Yeah, I think I prefer it this way, then having to use my brain on rather getting a higher chance of success and critical success then wasting good money on the off chance I get the DOff I want.
You aware you can get a free pack evy day or two, at starfleet acedemy check system missions you will get 2 day missions that give 2-3 doff's and time to time get a 20 hour mission that rewards a doff pack, both missions need no doffs to complete the 2 day miss is 83% success and the doff pack mission is 100% sucsess . Also odd time will get these on Esd.
As for roster size every level tier of recruitment cxp should reward 25 slots to roster, maybe less so a person
Who has reached tier 4 in recruitment would have a reserve roster of 200(or less).
I actually thaught more missions needed a mandatory profession, example resuplie can use any one even civilians, well again I had less crew in sick bay with the chef off ship for 2 day's, and my helms man flew a lot straighter with bartender delivering supply's in the laurention system.
On the one hand I like the new set up on the other it does feel a bit mindless now. I would suggest a few changes. Bring back the requirement from the last build on the uncommon, rare, and very rare assignments. They should require a little more. Drop the default success rate and up the bonus for having the right type of doffs on the common assignments. That way we still have a good reason to try and find those doffs.
Also I would not call the Doff system a mini game. Dabo is a mini game. The doff system adds depth to my ship and makes it feel more like it's my ship. Part of command is having people around to do your light work.
And I would like to add people who don't share your opinion are not a one percent minority just because you like to say so.
You aware you can get a free pack evy day or two, at starfleet acedemy check system missions you will get 2 day missions that give 2-3 doff's and time to time get a 20 hour mission that rewards a doff pack, both missions need no doffs to complete the 2 day miss is 83% success and the doff pack mission is 100% sucsess . Also odd time will get these on Esd.
As for roster size every level tier of recruitment cxp should reward 25 slots to roster, maybe less so a person
Who has reached tier 4 in recruitment would have a reserve roster of 200(or less).
And please reinstate mandatory professions.
That. I bought only 3 DOFF packs for my toons from the stipend (2 Fed, 1 Klink) and yet all are running around with 68+ officers. Feds get recruitment at SFA, ESD, Sol (all 3 have different misison sets, recruit might pop up anywhere). The Sirius offers Andorian exchange, vulcan exchange... which give doffs as well. Then there are the lvl up stuff for CXP and the odd prisoner exchange mission, the colonization missions...
On KDF Side you have call for heroes en masse, with cadres and 2-3 DOFFs. Then out in Leonis you get Orion, Gorn and NAusicaan draft missions. Hell, I even got myself a blue fed with a defection assingment
Comments
As I understand it, they have changed the requirement that you have at least one DOFF with a very specific skill to do a mission? The problem is it made some missions completely impossible unless you hoarded DOFF's and have one of almost every type.
However, Joebobkill echo's my interest in keeping it the way it was. I, too, liked the specialisation. But only after I had enough DOFF's to actually do them all. While it's annoying early on, eventually this becomes a great way to make this the system challenging and worthwhile.
I only have post-change experience with the Doff system. I can tell you I really love this system, I got hooked the moment I tried it. I don't think I'd be against specialization, but if it were back, I think the 100 cap should be raised by at least half.
Which actually makes sense. Just because you're not a torpedo specialist doesn't mean you don't know anything about phasers, it just means you're much better then the average joe at torpedoes and will get a better result then working on them, but not as good as phasers as a phaser specialist.
the specialization is fine, put it back, if we're not getting the needed ones, put more in, a cap raise would be nice too, maybe 125, ish, I loved the specialization, yeah i didn't have some I'd love to get but that caused me to get more active in the game and actually start DOING things in game. Now, its Doff and out...
Oh well, just one more thing that makes the game less fun. TBH I'd love to have more Doffs, the more the better 100 isn't enough if you ask me,
to me its more grindy now, its just plug and go, no thinking no planning just toss in the blue/purple boffs and go. it wasn't boring for me, it made me think for once.
I remember the QQing when the Scanning mini game was put in and 1%ers wanted that to be a chore too.
Its always nice to see the 1%ers with no obvious life ragging on casual gamers who do have an existence outside of gaming and simply play for fun. Maybe your life is so unfulfilling you can only get your 'sense of accomplishment" from gaming but thats not the case for the 99%, our life more then gives us a sense of accomplishment we dont need to go looking for it thanks.
Forgive me for having a desire to use my brain once in a while...
All about timing. Should I send this DOff out? What if their specialty comes up in the next sector? What if it's better? Maybe I should send this inferior DOff instead. Or maybe if I send her now, there won't be any that require her skills in the next block.
You know you can also go into Doff settings, turn off XO recommendations and then actively look through your doffs for the strategically appropriate ones for every assignment right ?
That'll put some more complication back into the system instead of just slotting everyone the XO shows you. But really its a mini game, and the point of mini games are to be a side diversion not a main course.
LOLWUT
The new format is far better, as far as I'm concerned. I don't like to be shut out of so many assignments due to luck of the DOff draw. Now the DOff skills still matter, but they don't prevent you from doing assignments.
Now the problem is that I'm getting flooded with useless latinum trading assignments...
So, previously, you had to have, say, an Energy Weapons Specialist. If you had him, you'd have about a 74% chance for success, generally speaking.
In the new version, you need a Tactical Department guy, and it's better if he is an Energy Weapons Specialist. If you didn't have an Energy Weapons specialist, your chance of success would be closer to 62%, and if you did have him, about 83% or so.
We are doing another numbers pass this weekend, however, and it's possible the base success chance could be dropped a bit. We want it to be definitely a big plus to have the right guy, but not to lock you out completely from the system.
Also, in the next build Latinum assignments will be rarer.
Why? Just curious as to the reason. GPL has NEVER gotten any love until the DOFF system.
Agreed.
When will then GPL purchased Holo-emmiters actually be worth buying instead of worthless, wasted development and player time? useless junk.
Sure, assuming that in any of your DOff packs, you actually got one of what they want. If not, well too bad for you, you need to use your money and keep spamming C-points for those one or two or five lucky specilizations. Oops.. just spent $50.00 on DOff packs and now are at 100 officers with zero flight deck officers... well delete some and give us more money.
Yeah, I think I prefer it this way, then having to use my brain on rather getting a higher chance of success and critical success then wasting good money on the off chance I get the DOff I want.
Heretic, please see my post over in the bug section on this, Currently its having an adverse effect on the mission to use the right guy in any way shape or form if your trying to get a bigger Critical success chance. I still think the specializations weren't bad, just give us more of them and or more Doff slots. say 100 SF personnel 25 civilians
Because there are many assignments to trade GPL for commodities, and not too many people are that wealthy in GPL.
Now, if we had other means to rake in large amounts of GPL, then all those assignments might make some sense.
i have not even seen one yet O_o
The new system means you can slap any old officer in pretty much any old slot. What is the point now of trying to balance out your crew? Heck, I'll just have a bunch of bartenders, and go on my merry and boring way.
The one thing that I was just getting to was running out of slots, and then having to think about what kind of officers I needed. It was going to open up a whole new aspect of the game for me, trading and exchanging officers to get the right mix. Now that part is pretty much gone.
What started out as an intelligent macro-game is quickly beginning to dumb down to the level of Dabo. Under the new system, all I'll worry about is trying to turn my commons into greens, my greens into blues, and on up the line. It really will just be a swap fest with no thought involved. Who cares if I've got 10 biochemists and no doctors, they are all medical and fit that slot nicely.
I have to believe that people who like Star Trek are smarter than average - unless of course they think Janeway is the best captain - and can handle, and even enjoy a higher level of complexity. I do anyway.
You aware you can get a free pack evy day or two, at starfleet acedemy check system missions you will get 2 day missions that give 2-3 doff's and time to time get a 20 hour mission that rewards a doff pack, both missions need no doffs to complete the 2 day miss is 83% success and the doff pack mission is 100% sucsess . Also odd time will get these on Esd.
As for roster size every level tier of recruitment cxp should reward 25 slots to roster, maybe less so a person
Who has reached tier 4 in recruitment would have a reserve roster of 200(or less).
And please reinstate mandatory professions.
Same here...
Trade for x item now requires gpl instead of ec.
Also I would not call the Doff system a mini game. Dabo is a mini game. The doff system adds depth to my ship and makes it feel more like it's my ship. Part of command is having people around to do your light work.
And I would like to add people who don't share your opinion are not a one percent minority just because you like to say so.
That. I bought only 3 DOFF packs for my toons from the stipend (2 Fed, 1 Klink) and yet all are running around with 68+ officers. Feds get recruitment at SFA, ESD, Sol (all 3 have different misison sets, recruit might pop up anywhere). The Sirius offers Andorian exchange, vulcan exchange... which give doffs as well. Then there are the lvl up stuff for CXP and the odd prisoner exchange mission, the colonization missions...
On KDF Side you have call for heroes en masse, with cadres and 2-3 DOFFs. Then out in Leonis you get Orion, Gorn and NAusicaan draft missions. Hell, I even got myself a blue fed with a defection assingment