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Official Fleet System Feedback Thread

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    captainrevo1captainrevo1 Member Posts: 3,948 Arc User
    edited June 2012
    When you contribute something to the cause you have to click the category and then select what you want to assign. however you then get a little pop up saying how much you have added and your new total.

    is this box necessary? it just adds a whole bunch more clicking and i would be quite happy to see it go if possible.
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    havamhavam Member Posts: 1,735 Arc User
    edited June 2012
    There are many other posts about minor bugs and glitches concerning fleets, but I have a few thoughts and questions about the general Design of the system as a whole.

    TL;DR The system is half baked, and to isolated from other systems. It fails at rewarding fleets for spending time in game together.

    Economy

    Edit: Thanks Rehpic, mind explaining what "fine-grained" means
    More currencies two new currencies plus three acquisition thingies (5) brings us to a total of (EC,GPL,Lobi,EDC, 3xSalvage, 3xTech,Vault, DIL, DilOre) 18? , what was the reason for the Dil conversion again?

    I see a big problem with people joining fleets just to dump as many items into an ongoing project to acquire fleet credits, and then move on. Bank robbers were a problem this is only going to get worse, since they lock out every active member of the fleet for contributing for at least 20h.


    Individual members might still have a very hard time of acquire fleet credits because of the 20h time it takes for a project to complete/ This can lock out ppl practically indefinitely if the fleet is scattered across time zones. The fact that 900 day vets swim n everything required for feet progression leaves only the fleet marks as the scarce resource. This makes the lockout issue even worse. EG. Fleet leader sets three new projects. 4 vets are online at the same time, within 30m all commodities are filled bar a few hundred fleet marks. Same repeats a few days later.


    The system has do deal with Vets that didn't have a proper sink for BO sp and other currencies for 2 years. Yet they co-exist with, hopefully many, F2P who didn't have a chance to accumulate wealth like this. I don't think it handles this very well.


    1. Both problems can be averted by giving fleets more options on how to channel contributions, by rank lets say. Recruits can only earn XXXX Fleet credits per day. Finally, a queue (best with settings) for the next project could work. So that I can keep making contributions to a project, and will be queued for when the project next comes up, with a priority over people who already contributed the last time the project was up.



    Gameplay


    Missions: Colony, SB defense, no win, (blockade)
    while a tad zergy, and once more favoring mostly escorts (no win can do with some healers, to be fair). These are ok missions. Yet, the grind will wear out very quickly. What happens with fleets who prefer to RP, or PvP, why would one limit the FM to those few missions. Players should get rewarded for playing together however they want. Please add optional FM loot, to STFs, Foundry, and PvP wrappers instead of Dil, similar to the option we have for foundry wrappers. More elaborate solutions would be rewarding any content played with team-member from the same fleet, scaling up to a full 5 man team, rewarding fleet credits/marks. Private matches could play a special role for FM acquiring.
    Accolade:
    Many times I help fleet-members to get accolades, why are these no longer being seen as an integral part of STO? Based on the number of players in a fleet one could calculate the total of achievable accolade points and give out rewards for 15% 35% 75%. This way I would have a reason to join a fleetmate on his grind for accolades, with one of my alts, even if my main has maxed out accolades. If eg 80% of players get a certain accolade (kill accolades come to mind) why not give a small bonus to our SB in defense mission against those NPCs. Anything really, there are many options for STF, Exploration, Story...accolades.
    BTW: Accolade hunting is endgame content.
    Doffs/BO
    The Doff sink, is cute, but again while fleet progression is little more then a doff mission gameplay wise, my progress within the Doff system as a player seems to have zero impact on the fleetbase. Special doff missions and contacts might be technically to far out, but simply taking the numerics of fleet members in the respective commendation tiers, and granting lets say a small boost from science, eng, and military Doff commendation tiers to the respective fleet awards would help. In the long run our VAs should be able to permanently assign personnel to the base (both BO and Doff). These could give fleetmembers in turn a small boost for acquiring commendation ranks, unlock Doff/BO options in fleet stores. Should we ever be able to have Doffs as NPCs obviously there would be even more and elaborate options. Maybe convert the fleet leader to a doff :)
    Traits/Carrers:
    Fleetbases could be a reason for people to create and play alts. Other then the cpt powers, I don't feel that my career choice has much impact on the game world. The career specific accolades were a step in the right direction. Something similar needs to happen with fleet progression. Again the impact can be largely cosmetic, or a subtle number somewhere. But it would help. Simple solution, give us a onetime XP boost to fleet sci, eng, mil progression depending on the founding characters career, anything really. Make so that BO points from an eng cpt donated to the eng project have small bonus on fleet credits.
    To sum up.
    The system on tribble is little more then four zerg maps, with a special currency to be spend in a fancy Doff missions. I haven't even talked about Territory Control, or other lasting impacts of the system. Still integration with other aspects of the game, needs to go further. We want to feel immersed. Most importantly, I want to play STO with my fleetmates the way we want. Forcing us to play four maps to advanced our fleet, seems a lost opportunity to invigorate friends playing STO together, however they prefer. This is an opportunity to give players a reason to create alts, and revisit old content. TBH, I'm disappointed.
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    captainrevo1captainrevo1 Member Posts: 3,948 Arc User
    edited June 2012
    havam wrote: »
    Forcing us to play three maps to advanced our fleet,

    There are 4 on tribble. you missed starbase blockade.

    and two more are coming. one is the red alert which is not working and one is a ground one not yet there. i have heard from people that some doffing will award marks as well.

    i agree there needs to be more new ways (and even some old ways) and i think there will be.
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    havamhavam Member Posts: 1,735 Arc User
    edited June 2012
    edited, yet the point remains, why doesn't my fleet advance when we play STFs, or PvP or Fleet Actions together??
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    bluegeekbluegeek Member Posts: 0 Arc User
    edited June 2012
    ofallon wrote: »
    Fleet ranks were supposed to be epanded beyond 8. What happened to making it 10 or 12?

    This is going to be a crucial point, especially if a new set of permissions is going to be added.

    I assume this will not be possible before Season 6 launches, but without it we're going to have a hard time setting up permissions in such a way that fleets can easily delegate responsibility, protect fleet assets, and still provide a sense of advancement within the ranks.
    My views may not represent those of Cryptic Studios or Perfect World Entertainment. You can file a "forums and website" support ticket here
    Link: How to PM - Twitter @STOMod_Bluegeek
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    devencombsdevencombs Member Posts: 222 Arc User
    edited June 2012
    I wish I could give some feedback about the fleet system, but copying my character to Tribble somehow boots me from my fleet. What gives?
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    alastorforthrighalastorforthrigh Member Posts: 222 Arc User
    edited June 2012
    Fleetmarks for STFs, PvP, and Fleet Actions are a must. They have been the mainstay of Fleet operations for two years now.
    2qTOAB3.gif
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    troubiltroubil Member Posts: 0 Arc User
    edited June 2012
    I'm doing an "Ongoing Research Project" Starbase assignment which requires 150 data samples. It would make it a LOT easier if you could select how many of a sample you want to contribute rather than having to put them one after another after another. Doing that 150 times is really a pain in the TRIBBLE.
    Member of the Blacksheep
    "Who's interfering? We're... taking over." :cool: -Captain James T. Kirk (A Piece of the Action)
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    mattachinemattachine Member Posts: 505 Arc User
    edited June 2012
    I'm not sure anyone mentioned this as it's so many pages to go through.

    There are
    Fleet XP
    Military FXP
    Engineering FXP
    Science FXP

    To most people they equates the three latter with the first one, which isn't the case.

    Can't you call the latter ones MXP, EXP, SXP or something like that so it will make more sense on what you earn and what is needed.
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    mattachinemattachine Member Posts: 505 Arc User
    edited June 2012
    bluegeek wrote: »
    This is going to be a crucial point, especially if a new set of permissions is going to be added.

    I assume this will not be possible before Season 6 launches, but without it we're going to have a hard time setting up permissions in such a way that fleets can easily delegate responsibility, protect fleet assets, and still provide a sense of advancement within the ranks.

    An other is that the ranks should be stand alone ranks and that the higher ranks (in the current system) doesn't inherit all the permissions from the ranks below them. That way special groups can be tasked for different things much easier.
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    jhighfilljhighfill Member Posts: 59 Arc User
    edited June 2012
    ? no credit for items ??

    There is no way to give Fleet credits to members that have stock piled items in Fleet banks. We need to be able to give Fleet Credit to Lower Members That do not have the access to Bank. else just a few will get the credits. Needs to be the same as trading EC to be fair. the Leader toons Grinding depositing should be able to give credit where it is due.
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    bluegeekbluegeek Member Posts: 0 Arc User
    edited June 2012
    mattachine wrote: »
    An other is that the ranks should be stand alone ranks and that the higher ranks (in the current system) doesn't inherit all the permissions from the ranks below them. That way special groups can be tasked for different things much easier.

    The current system already allows fleet leaders to set permissions independently, I thought?

    If my memory is suspect (and when is it not?) then I agree with that statement. Each rank needs separate and independent permissions so responsibilities can be delegated without unnecessary risk to fleet assets and organization.
    My views may not represent those of Cryptic Studios or Perfect World Entertainment. You can file a "forums and website" support ticket here
    Link: How to PM - Twitter @STOMod_Bluegeek
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    bluegeekbluegeek Member Posts: 0 Arc User
    edited June 2012
    Oh, one other bit of enhancement to fleet permissions is needed.

    The "manage bank tabs" permission does not allow the designated individual to set permissions on the bank tabs themselves. Only the fleet leader can do that, apparently. I don't know if this is the intended behavior or not.
    My views may not represent those of Cryptic Studios or Perfect World Entertainment. You can file a "forums and website" support ticket here
    Link: How to PM - Twitter @STOMod_Bluegeek
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    johnny111971johnny111971 Member Posts: 1,300 Arc User
    edited June 2012
    jhighfill wrote: »
    ? no credit for items ??

    There is no way to give Fleet credits to members that have stock piled items in Fleet banks. We need to be able to give Fleet Credit to Lower Members That do not have the access to Bank. else just a few will get the credits. Needs to be the same as trading EC to be fair. the Leader toons Grinding depositing should be able to give credit where it is due.

    Completely agree here... my fleet, and I am sure many others, have been accumulating resources for a while. As it stands now, the person charged with moving the items from the fleet bank to the base project gets credit.

    With no long term history to pull from (I really would like a downloadable bank activity log, or at least cut and paste functionality)... I have no way of knowing who donated what.

    Star Trek Online, Now with out the Trek....
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    nicholasjohnnicholasjohn Member Posts: 3 Arc User
    edited June 2012
    devencombs wrote: »
    I wish I could give some feedback about the fleet system, but copying my character to Tribble somehow boots me from my fleet. What gives?

    Your fleet doesn't exist on Tribble. You need to create a new fleet or join one of the testing fleets.
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    admiraljohn1701admiraljohn1701 Member Posts: 28 Arc User
    edited June 2012
    I don't know if this has been answered yet or not but, I noticed a couple of things that need tweaking:

    1) Projects fill too quickly for large fleets- There are only so many projects that players can contribute to the fleet and those spots fill up so quickly that players who log in cannot contribute to the fleet because all the projects are filled. This presents two problems: this isn't so much fun. and Fleet leaders who monitor fleet activites may think that certain players are not contributing to the fleet, however, that player may want to but, cannot because when they log in all projects are taken up. I don't know if the numbers can be tweaked to allow for a lot more materials contributed so more players can contribute or allow more projects to be set up simultanously.

    2) Adding Data samples to fleet projects- I don't know why but, fleet projects that require data samples I have to click on the data sample one by one. Is there anyway to have the slider like the other consumable items use to allow many data samples to be contribed at once? If I have 250 of one type of data sample I do not want to click over a hundred times literally just to contribute. This would be really helpful if this can be tweaked some how.
    Actual join date: Aug 2010
    1000+ day veteran :)
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    worilworil Member Posts: 0 Arc User
    edited June 2012
    My first impression of the system is not bad.

    Just to make it more interesting, each project could be extended with a set of temporary Doff assignments (aside of using common Doffs as resource), requiring some other Doffs from your roster to "do some work" on the project. Afterwards they would become available again, but aborting of such assignments could be disabled just to avoid potential complications.
    [SIGPIC][/SIGPIC]
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    talgeezetalgeeze Member Posts: 196 Arc User
    edited June 2012
    I see a potential issue with large fleets.

    Projets could be filled too fast for certain members to contribute. I've noticed this in the Cryptic Tribble fleet.
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    partiesplayinpartiesplayin Member Posts: 30 Arc User
    edited June 2012
    [
    ? no credit for items ??

    There is no way to give Fleet credits to members that have stock piled items in Fleet banks. We need to be able to give Fleet Credit to Lower Members That do not have the access to Bank. else just a few will get the credits. Needs to be the same as trading EC to be fair. the Leader toons Grinding depositing should be able to give credit where it is due



    bluegeek wrote: »
    The current system already allows fleet leaders to set permissions independently, I thought?

    If my memory is suspect (and when is it not?) then I agree with that statement. Each rank needs separate and independent permissions so responsibilities can be delegated without unnecessary risk to fleet assets and organization.
    Completely agree here... my fleet, and I am sure many others, have been accumulating resources for a while. As it stands now, the person charged with moving the items from the fleet bank to the base project gets credit.

    With no long term history to pull from (I really would like a downloadable bank activity log, or at least cut and paste functionality)... I have no way of knowing who donated what.


    Couldn't agree with you more. I have been asked by lower fleet members if the person in charge of the bank who can deposit most of the items needed to start one of the starbase missions will earn most of the fleet credits. I'm not suggestion a limit on what one can contribute but that we need to find a better way to make it fair for everyone .

    as a fleet leader i think the fleet merits should be a trade able item so honest fleet leaders like myself can trade then or give them away as rewards for fleet events. So that my fleet mates will still feel good about contributing to the starbase and too the fleet bank. Many fleet members have questioned about the items they have contributed to the fleet bank and if they should keep doing so or holding on to there items to earn there own fleet credits if they will be able to use those items to get fleet credits.

    We need to implement a way to encourage fleet contribution and not individualism. I also think that fleet linking should be looked into for Fleet leaders like myself and others who have multi fleet guilds and Alliances, more then 1 fleet under there control .
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    captainrevo1captainrevo1 Member Posts: 3,948 Arc User
    edited June 2012
    one thing to consider if possible. at the moment a project starts at 100% for say 20 hours.

    could the time start at say 50% at 40 hours. the more you add up to 100% the time decreases.

    this will add more or an option for players, and it could be beneficial for smaller fleets to give them the choice.
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    havamhavam Member Posts: 1,735 Arc User
    edited June 2012
    Your fleet doesn't exist on Tribble. You need to create a new fleet or join one of the testing fleets.

    yup started saving for Fleetbases in S3 i think, donating to fleet bank, and withdrawing needs to be tied into the Fleet Currency economy.
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    captainrevo1captainrevo1 Member Posts: 3,948 Arc User
    edited June 2012
    i have no issue with giving fleet credits to other member of the fleet. if a player wants to be generous then i see no real problem. i guess fleets of one player could use all his alts to amass a lot of credits but that player is still doing all the work. he is just doing it across multiple characters instead of one.


    however I dont think whole 'who can withdraw from the bank gets the advantage' is quite as bad as it sounds.

    the main things ive seen so are are doff's, dilithium, bridge officer points. all of these are tied to the player anyway and cant go in a bank.

    data samples are a big thing that everyone contributes too so perhaps fleets will need to re-look at their withdraw limits but even then they dont specify which ones you need. its super easy to get more and most people are awash with them.

    a lot of the stuff are batteries and consumables that can be bought cheap on the exchange or drop often in game. certain things like the fighters wont be sitting in peoples banks as they only come from the vendors. the turrets and things can be easily gained from the duty officer system.

    if a fleet leader is very restrictive on the bank withdraw limits for security reasons or just to be greedy people will stop putting stuff in there and very quickly (because starbases use up a huge amount of stuff) the fleet leader will have lost his/her advantage.

    however i am still slightly concerned about the competitive nature of fleet players trying to out do one another and the fastest finger first nature of a new project. even if you are on during a new cycle there is no guarntee you will be fast enough to contribute anything.
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    carbongripcarbongrip Member Posts: 0 Arc User
    edited June 2012
    I noticed the foundry items added in tribble release notes and was wondering if there could be a transporter pad added as a foundry item?
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    mattachinemattachine Member Posts: 505 Arc User
    edited June 2012
    carbongrip wrote: »
    I noticed the foundry items added in tribble release notes and was wondering if there could be a transporter pad added as a foundry item?

    They need a way to transport to different coordinates on the same map as well.
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    switchngcswitchngc Member Posts: 0 Arc User
    edited June 2012
    I would recommend changing the way many of the items are added. For instance I think Data Samples should get a slider, and DOFFs sould have the ability to pick more than one at a time. On the other end I think that Dilithium and BO XP should still keep their slider, but the max donated at any time should be decreased. For instance, a project requires 2000 dilithium, the slider should go to 250 or maybe 500 to give others a shot at adding too. Those sliders I mentioned that should be added earlier should also be capped below the required amount though. You have people that want to donate that can't because 2 seconds after the mission starts the Dilithium, Commodities, and BO XP are already filled. At least if there was a cap at say 500 (for dilithium when 2000 are needed) it will be 8 seconds if only one person is online to donate and if more are on then it allows up to 4 different people to donate.

    As stated above...
    however i am still slightly concerned about the competitive nature of fleet players trying to out do one another and the fastest finger first nature of a new project. even if you are on during a new cycle there is no guarntee you will be fast enough to contribute anything.



    as a fleet leader i think the fleet merits should be a trade able item so honest fleet leaders like myself can trade then or give them away as rewards for fleet events. So that my fleet mates will still feel good about contributing to the starbase and too the fleet bank.

    I agree, I know one of the things the leader of the fleet I am in wants to do is give some sort of reward for members running Fleet Actions and STFs as a fleet (or in the case of STFs a mixed fleet between our Fed and KDF fleets). Fleet Merits or even Fleet Credits would be a great way to do that.
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    mattachinemattachine Member Posts: 505 Arc User
    edited June 2012
    switchngc wrote: »
    I would recommend changing the way many of the items are added. For instance I think Data Samples should get a slider, and DOFFs sould have the ability to pick more than one at a time. On the other end I think that Dilithium and BO XP should still keep their slider, but the max donated at any time should be decreased. For instance, a project requires 2000 dilithium, the slider should go to 250 or maybe 500 to give others a shot at adding too. Those sliders I mentioned that should be added earlier should also be capped below the required amount though. You have people that want to donate that can't because 2 seconds after the mission starts the Dilithium, Commodities, and BO XP are already filled. At least if there was a cap at say 500 (for dilithium when 2000 are needed) it will be 8 seconds if only one person is online to donate and if more are on then it allows up to 4 different people to donate.

    I think that is the wrong path to take. A better way would be that every resource used for the missions have a pool that fleet members can contribute to and get credit for. The one assigning the missions (and those with those privileges) can then withdraw from that pool the resources needed for the mission. Not getting credit for taking anything from the pool and assigning it to the mission.
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    suricattasuricatta Member Posts: 230 Arc User
    edited June 2012
    Are the unlocks actually in the game yet?

    Our fleet has unlocked and upgraded the ship yard (currently upgrading the starbase). As of know the unlocks are:-

    Shipyard 1 - This has worked and the model updated
    Starbase Weapons Buff 1 - Not had chance to test yet
    Tactical Duty Officer Contact - Contact is saying we need to upgrade still
    Operation Asset: Military 1
    SF Ship Variant -Vender says we need to upgrade still
    KDF Ship Variant - Not relevant as we are SF

    Is this intentional? Does the actual Starbase need upgrading fully to Tier 1 before the military Tier 1 unlocks work? If so this needs to be more clearly documented.
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    captainrevo1captainrevo1 Member Posts: 3,948 Arc User
    edited June 2012
    suricatta wrote: »
    Are the unlocks actually in the game yet?

    Our fleet has unlocked and upgraded the ship yard (currently upgrading the starbase). As of know the unlocks are:-

    Shipyard 1 - This has worked and the model updated
    Starbase Weapons Buff 1 - Not had chance to test yet
    Tactical Duty Officer Contact - Contact is saying we need to upgrade still
    Operation Asset: Military 1
    SF Ship Variant -Vender says we need to upgrade still
    KDF Ship Variant - Not relevant as we are SF

    Is this intentional? Does the actual Starbase need upgrading fully to Tier 1 before the military Tier 1 unlocks work? If so this needs to be more clearly documented.

    are you in the tribble fleet? because while we have got 10'000 military but we are still building the tier 1 shipyard itself which will give us the 1000 fxp to get the tier 1 starbase.

    or are you in a different fleet that already has the shipyard constructed?

    Edit - on the military tier it says 'upgrade available' in green. then 'unlocking this project provides the following' which you list above. so it seems to me the shipyard being built should open them up rather than the starbase. shipyard construction will take another 14hours from this post.


    the starbase tier opens up the costume option and the mail. so again if you are in the tribble fleet you have to wait a bit longer. if you are in another fleet then perhaps the upgrades are not in the game yet.
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    midniteshadow7midniteshadow7 Member Posts: 787 Arc User
    edited June 2012
    1. The problem with the fleet bank tab being added is that the individual that donates from the bank earns the fleet credit, not the fleet as a whole. We feel this will become too tempting of a target for theft if we do this.

    The problem our Fleet is going to have, as I belive many fleets, is where we have been saving items in the Fleet bank for over a year for Fleet crafting and for the Fleet Starbase.

    We can have people take things out and put them towards the projects, but that would mean that one person (probably the higher ranks of the fleet) would get a lot more credits and get higher on the leadership board than other members, which could put people off, especially those who are casual players.

    It would be good if items from the Fleet bank could be given as Fleet credit of some kind that would help benefit the entire fleet, like maybe being able do a bonus project that takes an hour off the next starbase project or unlocking new interior costumes.

    (Hopefully nothing here duplicates too much on what hsa been said in previous posts in this thread - but not had a chance to read everything yet!!)
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    suricattasuricatta Member Posts: 230 Arc User
    edited June 2012
    are you in the tribble fleet? because while we have got 10'000 military but we are still building the tier 1 shipyard itself which will give us the 1000 fxp to get the tier 1 starbase.

    I'm in Jupiter Force, we have already built the Shipyard and are currently upgrading the base itself. The upgrades listed under the military tier do not seem to be working at this time, even though we've done the upgrade project. Will see if they become availabel when we upgrade the starbase itself. If this is intentional, it clearly needs labeling better.
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