Or alternatively titled - Plea to Get All the Currencies in Game Under Control
First, we need to define what a currency is in a game. A currency is an item or value that is required for a transaction to obtain another item or value, regardless of whether that transaction is direct (vendor) or through another input (DOFF assignment or Starbase Project). That said, any item that is a currency is an intermediary. One can make a case that the items I have listed for crafting are not currencies but rather resources. That argument is not valid in this particular game because crafting is a direct item-item transaction.
So the problem is that although the devs have reduced the number of currencies once, they have at least doubled that previous number and have not addressed the currency items before (we sit at 114 items now that should not be in our inventories). Even some currency items yield additional currencies! Now all of these intermediary items/currencies are really squeezing the player's inventory, which should be used for ship components, personal components, pets, and consumable buffs. Looking at this impressive list below I think clearly illustrates the issue of rampant development of item currencies in the game.
Raid Items (STFs, Vault Event, Defra Invasion) 24 Items
- EDCs
- Salvage
- Rare Borg Salvage
- Prototype Borg Salvage
- Tech Pieces
- Uncommon
- Deflector
- Ship Shield
- Impulse Engine
- Weapon
- Personal Armor
- Personal Shield
- Rare
- Deflector
- Ship Shield
- Impulse Engine
- Weapon
- Personal Armor
- Personal Shield
- Prototype
- Deflector
- Ship Shield
- Impulse Engine
- Weapon
- Personal Armor
- Personal Shield
- Reman Datalogs
- Defera Invasion
- Fibro-Neural Interface Cabling
- Cybernetic Armature
- Nanopower Capacitor
Crafting Items&Commodities 74 Items
- Commodities
- Contraband
- Basic Commodities
- Antigens
- Astrometric Probes
- Communications Array
- Entertainment Provisions
- Industrial Energy Cells
- Industrial Replicators
- Medical Supplies
- Provisions
- Seismic Stabilizers
- Self Sealing Stem Bolts
- Shield Generators
- Terraforming Systems
- Warp Coils
- Water Purification Systems
- Weather Control Systems
- Gamma Quadrant Commodities
- Baterat Incense
- Ferasan Nepeta Leaves
- Jevonite
- Shapeshifting Lockets
- Tulaberries
- Unrefined Ketracel
- Crafting Supplies
- Anomalous Data Samples
- Energy Samples
- Radiation Sample
- Anitmatter Sample
- Tetryon Particle
- Methogenic Particle
- Tachyon Wave Signature
- Chronometric Wave Signature
- Physical Samples
- Mineral Sample
- Biological Sample
- Plasma Sample
- DNA Sequence
- Exobiological Data
- Unidentified Substance
- Technological Samples
- Alien Artifact
- Unknown Alloy
- Encoded Data
- Genetic Sequencer
- Photonic Technology
- Technical Schematic
- Particle Traces (10)
- Antithoron Particle Trace
- Anyon Particle Trace
- Beta-Tachyon Particle Trace
- Chronometric Particle Trace
- Dekyon Particle Trace
- Duderon Particle Trace
- Methogenic Particle Trace
- Metreon Particle Trace
- Trianium Particle Trace
- Vertion Particle Trace
- Schematics
- Personal Equipment
- Assault Weapon
- Bat'leth
- Body Armor
- Horta Mineralogy Research
- Kit
- Lirpa
- Personal Shield
- Pistol
- Rifle
- Starship Weapons
- Beam Array
- Dual Beam Bank
- Dual Cannon
- Dual Heavy Cannon
- Mine Launcher
- Single Cannon
- Torpedo Launcher
- Turret
- Starship Components
- Console
- Deflector Array
- Impulse Engine
- Shield Array
- Shuttlecraft - Delta Flyer
- Unreplicatable Materials
- Common Unreplicatable
- Uncommon Unreplicatable
Boosts and Miscellaneous Items 16 items
- Boosts
- Commendation Boost Large
- Commendation Boost Small
- Fleet Credit Boost
- Fleet Mark Boost
- XP Boost Large
- XP Boost Small
- XP Boost - 1 hour
- XP Boost - 8 hours
- Lockboxes
- Cardassian Lock Box
- Cardassian Lock Box - Gold
- Ferengi Lock Box
- Ferengi Lock Box - Gold
- Tholian Lock Box
- Miscellaneous Items
- Fleet Modules
- Lobi Crystals
- Master Key
My solution is to add a tab to our inventory called the “Cargo Hold”. It will require UI programming but a rough template exists in the DOFF UI. How the “Cargo Hold” functions is as follow:
- It will be a new inventory tab.
- It will have four sub-tabs
- Raid Items
- Commodities
- Crafting
- Miscellaneous
- The last three sub tabs are account shared
- Within each sub-tab the items will
- Be logically ordered
- Show their name, image, and amount you have
- Be clickable to open up a UI dialogue
- The UI dialogue will then ask you if you want to “Deposit” or “Withdraw”
- Once either is selected you will get the already coded UI pop-up to set amounts
- If you select deposit, the number you have increases
- If you select withdraw, the items go into your inventory
- To make the interface even slicker, this tab could be hooked up to be recognized just like your inventory and numerical currency counts do now.
Comments
What was the point of this thread? Whatever it is, it is not clear.
http://www.youtube.com/watch?v=IpfbJLLbczs
Officially Nerfed In Early 2410
If you guys would hold on I am working on not only the list but my solution to the issue. You all know that you can't preview what list will look like so calm down and hold your horses.
Does no one understand how an MMO works? If you only had one currency then you could farm the easiest thing the game an earn everything doing 1 thing.
Also any time some new reward came out a person could use their stockpile of grinded currency to buy it. No one would spend the time playing fleet events and getting fleet credits if they could spend EDC chips on it.
New currency is needed to make sure folks play new content to earn new rewards, otherwise we'd all spend the pile of stuff we've been hording to get the new rewards. Then we wouldn't feel the need to play new stuff and complain there was nothing to do.
I will not hold my horses good sir! lol
Usually, if I am making a mega post, i do it in MS Word first, then post it. Been burned too many times by various forums timing out.
http://www.youtube.com/watch?v=IpfbJLLbczs
It is not a question of having only one or reducing the currencies. It is a question of currency management. The entire burden of the rampant currency inflation is placed on the player base. It is fine if the devs want to keep adding "tokens" for different things in game, but they need a better system to manage it than they have now.
In addition, this benefits them greatly by potentially reducing the size of their database. What has less of a footprint in a database, that I have 16 250 stacks of Mineral Samples on my character and their 16 associated images, or that I just have a numerical value of 4000 Mineral Samples?
A good chunk of my job is database management and the 4000 in the Mineral Samples column will cost less memory.
And they are off....
Feel free to comment away, add your own ideas and provide suggestions.
10 Account bank slots: 1000ZEN
12 Inventory Slots: 400ZEN
12 Bank Slots: 300ZEN
Or you can make Alts and use them as banks, but we all know how switching between toons in this game is tedious as you have to re-enter you password every times (what's up with that anyways?).
I don't mind if there are currencies, but I agree that some could be stuff that don't go in you inventory.
Like, borg slavage, ok, I get it, its a big thing (I guess), but encripted datachips, science repports, etc? that could go in Assets, no?
God, lvl 60 CW. 17k.