I guess we see how many people this will alienate soon.
I'm guessing that is their intention. That seems to be the way this game is heading, the "lets see just how many people we can TRIBBLE off as quickly as possible before STO fails and we can move all our resources over to Neverwinter" direction.
Which channels are people in where they can't be unmuted?
Our fleet uses a player-created chat channel as cross-faction chat. In testing some options a couple of months ago, we muted one of our officers and then unmuted him. When season 6 hit, he was immediately muted and we can do nothing about it. Tickets have been put in, but we have received no responses.
In my case, I'd rather not post the channel name on the forums, but this would seem to be a bigger issue. Like a person above, I cannot unmute two people. Nobody with privileges can, although all other options work just fine.
1) why would anyone buy doffs at the star base now? why do you envision someone will spend fleet credits on doffs that can't be used to even contribute to the star base?
2)Why should a player even develop the doff aspect on the star base if its going to be a feature laden with restrictions?
3) what method do we use to distinguish between common doffs that can be contributed to projects and common doffs that can't when making purchases off the exchange? Are we just supposed to purchase away and hope we don't end up with doffs that can't be used for our star base?
this working as intended isn't a very well thought out position to take on this system... from concept all the way to implementation.
Does the Personnel Officer on the Starbase function as Ferra/Stass? Or are the random doffs bought with Fleet Credits unable to be contributed?
he sells random common doffs for 500 fleet creds a pop. You can buy uncommon/rare/very rare at higher base tiers. You can also unlock buying particular doff fields (sci/tac/ops).
So far, the only useful applictionI have found for this functionality has been spending fleet creds buying "random" common doffs hoping to get sensor/security officers. Bought over 800 doffs and goten 4 secutiry and 0 sensor doffs.
So already, the usefulness of this guy was questionable, but now not being able to dismiss for recruitment xp or even to use the Doffs you buy from him in fleet projects makes his presence pretty much pointless for a lot of players.
In my case, I'd rather not post the channel name on the forums, but this would seem to be a bigger issue. Like a person above, I cannot unmute two people. Nobody with privileges can, although all other options work just fine.
Fark and I just tested this on Holodeck, and everything worked fine for us, which is why we're asking for more information here.
How many people do you have in the channel? And if you don't want to post the channel name publicly, you can send it in an in-game mail to @farktoid5000.
Fark and I just tested this on Holodeck, and everything worked fine for us, which is why we're asking for more information here.
How many people do you have in the channel? And if you don't want to post the channel name publicly, you can send it in an in-game mail to @farktoid5000.
It might also be worth checking out whether the person is muted on your ignore list
Fark and I just tested this on Holodeck, and everything worked fine for us, which is why we're asking for more information here.
How many people do you have in the channel? And if you don't want to post the channel name publicly, you can send it in an in-game mail to @farktoid5000.
We've got 158 people in the channel at the moment including two with "Muted" status that cannot be changed. Although one is to remain permanent, the other was supposed to be temporary (one week) - that's when we've discovered the Unmute option does not work, although we did use it occasionally some time before without such issues.
I'll send farktoid an in-game mail with the channel name if it'll help. The rest was pretty much explained in the thread I've linked above. Thank you for looking into this.
It might also be worth checking out whether the person is muted on your ignore list
No. If you'd read what I've said you'd know that nobody in the channel with Operator status could use the Unmute option. No ignores were given, the player was even told via PMs that this seems to be a bug with the chat.
Fark and I just tested this on Holodeck, and everything worked fine for us, which is why we're asking for more information here.
How many people do you have in the channel? And if you don't want to post the channel name publicly, you can send it in an in-game mail to @farktoid5000.
OrganizedPvP has the same problem. Once a person is muted, they cannot be unmuted. Opvp has over 2000 channel members, and the problem has had to be resolved by filing ingame tickets by the muted persons and channel admins.
OrganizedPvP has the same problem. Once a person is muted, they cannot be unmuted. Opvp has over 2000 channel members, and the problem has had to be resolved by filing ingame tickets by the muted persons and channel admins.
Does it seem like this problem only manifests if the player is muted for an extended period of time?
So it is indented that these non contributable DOffs can be placed on the exchange? Now that the exchange has also been taken away as a place to find DOffs where are fleets supposed to get the DOffs necessary to fill projects at a decent rate?
Lets say someone is in a fleet of 25 people. If each of them did their SFA recruitment missions every 4 days they may average out to 4-5 DOffs of each profession (Eng, Sci, Tac) every 4 days. That's 100-125 for the entire fleet. That leaves them 25-31 per day fleet wide of the single profession.
My fleet is currently working on T3 Military experience which to do just the two 500xp projects each day will require 50 tac or security DOffs.
So I ask again; Where or we intended to get the DOffs for our projects?
Does it seem like this problem only manifests if the player is muted for an extended period of time?
A better question would be "Does it seem like this problem is larger or smaller than the problem we are about to introduce tomorrow when Fleet vendor DOFFs will no longer be usable on fleet projects AND have no visual identification to keep you from buying their useless a**es on the exchange. Oh, and you won't be able to dismss them for recruitment xp, either...."
But hey, my priority questions are obviously not everybodies priority questions. I'll just go ahead and unpack the asbestos undies tonight for when the forum bursts into flames tomorrow. Its gonna be a fun show.
A better question would be "Does it seem like this problem is larger or smaller than the problem we are about to introduce tomorrow when Fleet vendor DOFFs will no longer be usable on fleet projects AND have no visual identification to keep you from buying their useless a**es on the exchange. Oh, and you won't be able to dismss them for recruitment xp, either...."
But hey, my priority questions are obviously not everybodies priority questions. I'll just go ahead and unpack the asbestos undies tonight for when the forum bursts into flames tomorrow. Its gonna be a fun show.
agreed something needs to be done with exploiting the exchange
tier 3 mill need assault squad 200000 huh for white no exploit there huh
agreed something needs to be done with exploiting the exchange
tier 3 mill need assault squad 200000 huh for white no exploit there huh
I think the devs should maybe look at the exchange DOFFS. There is a massive indicator that their economy has fundamental flaws with doff availabilty in certain regards.
Economic Protip: If a "common" item is listed on the exchange at 4x or 5x the price of a matching "uncommon" or "rare" item, then the common item isn't as common as you think it is.
That, or you don't know what the words "common," "uncommon," and "rare" actually mean.
All I can say is that when they do the update on holodeck they better put a tag or something to the new doff packs when they are unpacked to identify them as non-contributing doff/starbase doff
If they don't the exhange will turn into a warzone/deadzone - and the same goes for all the ones that are already unpacked and on the exchange - they should be left as is - or again it will be the biggest mess that I could ever have seen on this game
They will have to institute some way so that when you buy a pack and then unpack it - some marker is attached to the doff at the time of unpacking
Oh really, so it's working as intended that we can buy DOFFs on the Exchange and they can't be contributed to Fleet Projects? I don't know about you, but this intention seems wrong to me, at least without any notification or warning.
It's not hard to see the upcomming (and somewhat understandable) outcry about this. I'm not sure if the good old argument about paying attention to what you buy fits here, since this is basically a completely new mechanic.
How can that be? First off I see no harm in allowing the doffs to be used in fleet projects. Second by allowing these things on the exchange you are going to destroy the doff market unless you include a sort button for doffs that look like they should work but won't.
Am I getting it right that in a couple days, you'll be able to buy doffs off the exchange that can't be contributed to fleet projects and don't reward dil. and recruitment cxp when dismissed? And still looking exactly the same as "normal" doffs?
Because that would be very, very wrong. It's like buying a car without even knowing if it has an engine! Just what exactly is one supposed to do with such doffs thn resell them (god forbid one binds them in active duty).
Either make those fleet doffs somehow distinct, or make them bound on pickup so they can never actually see the exchange.
TOIVA, Toi Vaxx, Toia Vix, Toveg, T'vritha, To Vrax: Bring in the Allegiance class. Toi'Va, Ti'vath, Toivia, Ty'Vris, Tia Vex, Toi'Virth: Add Tier 6 KDF Carrier and Raider. Tae'Va, T'Vaya, To'Var, Tevra, T'Vira, To'Vrak: Give us Asylums for Romulans.
We can no longer turn unwanted ones in for dilithium or recruitment CXP
We cannot slot them in fleet missions.
The dilithium exploit explaination is false as dilithium is still time-gated and most likely the dilithium collected from these DOFFs would be used in Fleet Mission provisioning (which is also time gated). STO has enough safeguards in place.
Slotting them in fleet missions as an exploit is also false because the said mission is time gated, you have to get the appropriate DOFFs, and it is unsustainable.
Now I realize this was an unintended consequence but it actually turned out to be a positive consequence for the Fleet Advancement system. This actually served as a great purpose for Fleet Credits (which are fairly worthless, lets be honest), especially at lower tiers. There was something to spend them on, espcially for people who have already amassed hundreds of thousands. Stop saddling players with even more grinding. To borrow from Stephen King and adapt, "All grind and no play makes STO a very boring game". As it is, most people's playtime is now focused solely on the Starbase.
From a pure development and player perspective, if these Fleet DOFFs go live with these new restrictions then what is the purpose of having anything lower than Very Rare? It behooves the players not to buy anything other than Very Rares (perhaps Rares) because they serve a minimal purpose now. Keeping them as-is serves a larger purpose. Why would we even bother buying anything from Common - Rare? More to the point, why was anything less than Very Rare developed? Changing this now actually translates to a waste of time developing - you had to take time to develope them, hook them up, and now time to change them. It is exactly this type of development that is hurting the progress of this game.
Now let me ask you guys (devs) this since it appears this whole thing was not thought through very well. How do players distinguish between these DOFFs which are the "Cannots" and the DOFFs which they can: turn into dilithium, recruitment CXP, and use for fleet slotting? You have now created an additional problem which now creates a need for even more developer time to be wasted on a distinction. In addition, just wait until the GMs and Bug tickets start rolling in, so now that is even more staff time wasted.
It is obvious someone's priorities are in the wrong place and they panicked without thinking rationally and made a knee-jerk decision (not good in any MMO especially a struggling one). You do realize that to buy one you need 500 FCs which = 500 dilithium. If you convert them you only get 75 dilithium. That is an 85% loss in the player's resources. As it is, it is not sustainable and most likely this dilithium is exhausted in the system. Even if this dilithium enters the zen market you stand to lose money by restricting it. If that fleet DOFF dilithium is used to purchases Zen points, as more dilithium enters the system Zen prices drop, meaning you get less dilithium for your zen. The weaker zen becomes, the more players will need to buy to achieve their desired amount of dilithium (the lower the exchange rate the more money you make, same for the higher).
I don't know. I think this one was quite silly and a waste of time for no reason.
Am I getting it right that in a couple days, you'll be able to buy doffs off the exchange that can't be contributed to fleet projects and don't reward dil. and recruitment cxp when dismissed? And still looking exactly the same as "normal" doffs?
Because that would be very, very wrong. It's like buying a car without even knowing if it has an engine! Just what exactly is one supposed to do with such doffs thn resell them (god forbid one binds them in active duty).
Either make those fleet doffs somehow distinct, or make them bound on pickup so they can never actually see the exchange.
Currently the only way to distinguish them beforehand is to look at their bonus or buff. That means you will have to sit with STO WIKI up everytime you need to purchase DOFFs from the exchange.
Will these changes go live on Holodeck tomorrow or next week?
Hopefully they will re-assess the DOFF changes or it will be back to silver for me. I am getting quite tired of bugs being pushed through and ill-thought-out changes like these being rushed through. There are still so many bugs and issues with Season 6 that deserve far more attention.
he sells random common doffs for 500 fleet creds a pop. You can buy uncommon/rare/very rare at higher base tiers. You can also unlock buying particular doff fields (sci/tac/ops).
So far, the only useful applictionI have found for this functionality has been spending fleet creds buying "random" common doffs hoping to get sensor/security officers. Bought over 800 doffs and goten 4 secutiry and 0 sensor doffs.
So already, the usefulness of this guy was questionable, but now not being able to dismiss for recruitment xp or even to use the Doffs you buy from him in fleet projects makes his presence pretty much pointless for a lot of players.
You will never find a Sensors Officer in those packs. The reason is, these DOFFs are the ones with the new special bonuses (same as the C-Store reinforcements pack). Because there is no new Sensors Officer ability, there is no Sensors Officer. If this was your goal in purchasing them, well you are wasteing your Fleet Credits.
Also, you must have had very bad luck, I bought over 1,000 of them to determine which science officers had bad tags (slotted as medical) for both factions. I had 30-40 security doffs, considering how many more Flight Deck, Ground Warfare, and Space Warfare DOFFs there were, I had expected about that many.
Currently the only way to distinguish them beforehand is to look at their bonus or buff. That means you will have to sit with STO WIKI up everytime you need to purchase DOFFs from the exchange.
that won't work because some of the ones you got from the Starbase guy - you also get from the junior officer cadre
that won't work because some of the ones you got from the Starbase guy - you also get from the junior officer cadre
I did not know that, thanks. It then looks like you will have to sit down with a physical list of their names and compare when you want to make purchases. That is just tedious.
what are you guys thinking over there. Not dismissible for dilithium.... ok....I accept that change...but not being able to donate them...what the hell's the point of them now? This was a FC sink! You pay 500 for a doff....donate it and get 150 back......just like those FM boosts you are selling now. ridiculous!
Which channels are people in where they can't be unmuted?
pppSTF is one of them... I was on mute for less than a day when they two admins tried to unmute me, to no avail. We have tried to tinker with log/relogs, kick/invite and still didn't work. If you need someone for a guinea pig, I will most happily volunteer...
Comments
I'm guessing that is their intention. That seems to be the way this game is heading, the "lets see just how many people we can TRIBBLE off as quickly as possible before STO fails and we can move all our resources over to Neverwinter" direction.
this idea is so stupid that its worse then 700 zen space suit.
Not to mention the in-game bug reports...
In my case, I'd rather not post the channel name on the forums, but this would seem to be a bigger issue. Like a person above, I cannot unmute two people. Nobody with privileges can, although all other options work just fine.
1) why would anyone buy doffs at the star base now? why do you envision someone will spend fleet credits on doffs that can't be used to even contribute to the star base?
2)Why should a player even develop the doff aspect on the star base if its going to be a feature laden with restrictions?
3) what method do we use to distinguish between common doffs that can be contributed to projects and common doffs that can't when making purchases off the exchange? Are we just supposed to purchase away and hope we don't end up with doffs that can't be used for our star base?
this working as intended isn't a very well thought out position to take on this system... from concept all the way to implementation.
he sells random common doffs for 500 fleet creds a pop. You can buy uncommon/rare/very rare at higher base tiers. You can also unlock buying particular doff fields (sci/tac/ops).
So far, the only useful applictionI have found for this functionality has been spending fleet creds buying "random" common doffs hoping to get sensor/security officers. Bought over 800 doffs and goten 4 secutiry and 0 sensor doffs.
So already, the usefulness of this guy was questionable, but now not being able to dismiss for recruitment xp or even to use the Doffs you buy from him in fleet projects makes his presence pretty much pointless for a lot of players.
Fark and I just tested this on Holodeck, and everything worked fine for us, which is why we're asking for more information here.
How many people do you have in the channel? And if you don't want to post the channel name publicly, you can send it in an in-game mail to @farktoid5000.
It might also be worth checking out whether the person is muted on your ignore list
I'll send farktoid an in-game mail with the channel name if it'll help. The rest was pretty much explained in the thread I've linked above. Thank you for looking into this.
No. If you'd read what I've said you'd know that nobody in the channel with Operator status could use the Unmute option. No ignores were given, the player was even told via PMs that this seems to be a bug with the chat.
OrganizedPvP has the same problem. Once a person is muted, they cannot be unmuted. Opvp has over 2000 channel members, and the problem has had to be resolved by filing ingame tickets by the muted persons and channel admins.
OP *is* the new balance, whether you know it or not! Gecko says so.
Season 7 - Exodus, available online. U buy nao!
http://seekingalpha.com/article/738221-monetizing-perfect-world-s-latest-update
[SIGPIC][/SIGPIC]
Does it seem like this problem only manifests if the player is muted for an extended period of time?
So it is indented that these non contributable DOffs can be placed on the exchange? Now that the exchange has also been taken away as a place to find DOffs where are fleets supposed to get the DOffs necessary to fill projects at a decent rate?
Lets say someone is in a fleet of 25 people. If each of them did their SFA recruitment missions every 4 days they may average out to 4-5 DOffs of each profession (Eng, Sci, Tac) every 4 days. That's 100-125 for the entire fleet. That leaves them 25-31 per day fleet wide of the single profession.
My fleet is currently working on T3 Military experience which to do just the two 500xp projects each day will require 50 tac or security DOffs.
So I ask again; Where or we intended to get the DOffs for our projects?
A better question would be "Does it seem like this problem is larger or smaller than the problem we are about to introduce tomorrow when Fleet vendor DOFFs will no longer be usable on fleet projects AND have no visual identification to keep you from buying their useless a**es on the exchange. Oh, and you won't be able to dismss them for recruitment xp, either...."
But hey, my priority questions are obviously not everybodies priority questions. I'll just go ahead and unpack the asbestos undies tonight for when the forum bursts into flames tomorrow. Its gonna be a fun show.
tier 3 mill need assault squad 200000 huh for white no exploit there huh
I think the devs should maybe look at the exchange DOFFS. There is a massive indicator that their economy has fundamental flaws with doff availabilty in certain regards.
Economic Protip: If a "common" item is listed on the exchange at 4x or 5x the price of a matching "uncommon" or "rare" item, then the common item isn't as common as you think it is.
That, or you don't know what the words "common," "uncommon," and "rare" actually mean.
If they don't the exhange will turn into a warzone/deadzone - and the same goes for all the ones that are already unpacked and on the exchange - they should be left as is - or again it will be the biggest mess that I could ever have seen on this game
They will have to institute some way so that when you buy a pack and then unpack it - some marker is attached to the doff at the time of unpacking
Oh really, so it's working as intended that we can buy DOFFs on the Exchange and they can't be contributed to Fleet Projects? I don't know about you, but this intention seems wrong to me, at least without any notification or warning.
It's not hard to see the upcomming (and somewhat understandable) outcry about this. I'm not sure if the good old argument about paying attention to what you buy fits here, since this is basically a completely new mechanic.
decker999
Join Date: Aug 2010
How can that be? First off I see no harm in allowing the doffs to be used in fleet projects. Second by allowing these things on the exchange you are going to destroy the doff market unless you include a sort button for doffs that look like they should work but won't.
Nope, but here is yet another stupid idea from me. Maybe we cannot unmute because we use our pwe linked accounts?
edit: unlinked cryptic account wasn't able to unmute in accolades either -.-
Because that would be very, very wrong. It's like buying a car without even knowing if it has an engine! Just what exactly is one supposed to do with such doffs thn resell them (god forbid one binds them in active duty).
Either make those fleet doffs somehow distinct, or make them bound on pickup so they can never actually see the exchange.
Toi'Va, Ti'vath, Toivia, Ty'Vris, Tia Vex, Toi'Virth: Add Tier 6 KDF Carrier and Raider.
Tae'Va, T'Vaya, To'Var, Tevra, T'Vira, To'Vrak: Give us Asylums for Romulans.
Don't make ARC mandatory! Keep it optional only!
So wait, let me get this straight.
The dilithium exploit explaination is false as dilithium is still time-gated and most likely the dilithium collected from these DOFFs would be used in Fleet Mission provisioning (which is also time gated). STO has enough safeguards in place.
Slotting them in fleet missions as an exploit is also false because the said mission is time gated, you have to get the appropriate DOFFs, and it is unsustainable.
Now I realize this was an unintended consequence but it actually turned out to be a positive consequence for the Fleet Advancement system. This actually served as a great purpose for Fleet Credits (which are fairly worthless, lets be honest), especially at lower tiers. There was something to spend them on, espcially for people who have already amassed hundreds of thousands. Stop saddling players with even more grinding. To borrow from Stephen King and adapt, "All grind and no play makes STO a very boring game". As it is, most people's playtime is now focused solely on the Starbase.
From a pure development and player perspective, if these Fleet DOFFs go live with these new restrictions then what is the purpose of having anything lower than Very Rare? It behooves the players not to buy anything other than Very Rares (perhaps Rares) because they serve a minimal purpose now. Keeping them as-is serves a larger purpose. Why would we even bother buying anything from Common - Rare? More to the point, why was anything less than Very Rare developed? Changing this now actually translates to a waste of time developing - you had to take time to develope them, hook them up, and now time to change them. It is exactly this type of development that is hurting the progress of this game.
Now let me ask you guys (devs) this since it appears this whole thing was not thought through very well. How do players distinguish between these DOFFs which are the "Cannots" and the DOFFs which they can: turn into dilithium, recruitment CXP, and use for fleet slotting? You have now created an additional problem which now creates a need for even more developer time to be wasted on a distinction. In addition, just wait until the GMs and Bug tickets start rolling in, so now that is even more staff time wasted.
It is obvious someone's priorities are in the wrong place and they panicked without thinking rationally and made a knee-jerk decision (not good in any MMO especially a struggling one). You do realize that to buy one you need 500 FCs which = 500 dilithium. If you convert them you only get 75 dilithium. That is an 85% loss in the player's resources. As it is, it is not sustainable and most likely this dilithium is exhausted in the system. Even if this dilithium enters the zen market you stand to lose money by restricting it. If that fleet DOFF dilithium is used to purchases Zen points, as more dilithium enters the system Zen prices drop, meaning you get less dilithium for your zen. The weaker zen becomes, the more players will need to buy to achieve their desired amount of dilithium (the lower the exchange rate the more money you make, same for the higher).
I don't know. I think this one was quite silly and a waste of time for no reason.
Currently the only way to distinguish them beforehand is to look at their bonus or buff. That means you will have to sit with STO WIKI up everytime you need to purchase DOFFs from the exchange.
Hopefully they will re-assess the DOFF changes or it will be back to silver for me. I am getting quite tired of bugs being pushed through and ill-thought-out changes like these being rushed through. There are still so many bugs and issues with Season 6 that deserve far more attention.
You will never find a Sensors Officer in those packs. The reason is, these DOFFs are the ones with the new special bonuses (same as the C-Store reinforcements pack). Because there is no new Sensors Officer ability, there is no Sensors Officer. If this was your goal in purchasing them, well you are wasteing your Fleet Credits.
Also, you must have had very bad luck, I bought over 1,000 of them to determine which science officers had bad tags (slotted as medical) for both factions. I had 30-40 security doffs, considering how many more Flight Deck, Ground Warfare, and Space Warfare DOFFs there were, I had expected about that many.
that won't work because some of the ones you got from the Starbase guy - you also get from the junior officer cadre
I did not know that, thanks. It then looks like you will have to sit down with a physical list of their names and compare when you want to make purchases. That is just tedious.
what are you guys thinking over there. Not dismissible for dilithium.... ok....I accept that change...but not being able to donate them...what the hell's the point of them now? This was a FC sink! You pay 500 for a doff....donate it and get 150 back......just like those FM boosts you are selling now. ridiculous!
pppSTF is one of them... I was on mute for less than a day when they two admins tried to unmute me, to no avail. We have tried to tinker with log/relogs, kick/invite and still didn't work. If you need someone for a guinea pig, I will most happily volunteer...