You have no idea about the doff system then - those purple doffs were ment to be END GAME expensive things that took awhile to get and were very costly - putting them on active duty roster in your starship gives significant space and ground advantages. You should either have to pay or work hard to get them - now they are becoming cheapened.
Then make the grinder Doffs non-sellable, but still useful for fleet projects. Problem solved without a 50x dilithium cost increase at the same time they are adding dilithoium costs to STF gear.
There is only so far a player can spread 8k dilithium around in a day and if the pace of advancement for smaller fleets gets much more glacial, people will just stop. Dilithium sinks cease to be sinks if no one cares to complete projects.
Btw... Fleet Action scoring is set up differently in every Fleet Action and is not entirely based on DPS, but rather objective scoring.
I've asked the team to come up with a scoring chart so that you can see what different objectives mean from a score perspective (for example in some fleet actions interactions are worth a lot of points and that has nothing to do with DPS). A lot of the Fleet Actions do value "Kills" in scoring, but we are reviewing that as well.
In addition, we have decided to nix the X2 Dilithium bonus for Gold and instead provide a x2 Purple gear and keep the Dilithium consistent across all players.
You have no idea about the doff system then - those purple doffs were ment to be END GAME expensive things that took awhile to get and were very costly - putting them on active duty roster in your starship gives significant space and ground advantages. You should either have to pay or work hard to get them - now they are becoming cheapened.
Mr Stahl don't let the doff system become worthless by this continued cheapening of the higher grade doffs - especially blues and purples.
Thank you
So change the way people acquire fleet doffs. It has nothing to do with the grinder but the flooding of the market with the fleet doffs. The problem is with the fleet doff vendor.
In addition you logic continues to be flawed considering Dilithium was never meant to be used to manage or manipulate the EC value of items like doffs. Dan already said this.
If you really wanted to solve the problem the proper way is to modify the Fleet vendor. If you really wanted to make the grinder more expensive to use why use DIli at all, why not simple make it 5000 Experience point? Experience sinks are the way to go, it also makes people play parts of the game that aren't always used that often.:cool:
Then make the grinder Doffs non-sellable, but still useful for fleet projects. Problem solved without a 50x dilithium cost increase at the same time they are adding dilithoium costs to STF gear.
No Boglejam - that is a very bad idea - with the random nature of the doff grinder - you would get 1 doff you need on avg along with 4 non-sellable doffs you don't if you were to grind up for 5 doffs!! Is that something you would like?
So change the way people acquire fleet doffs. It has nothing to do with the grinder but the flooding of the market with the fleet doffs. The problem is with the fleet doff vendor.
In addition you logic continues to be flawed considering Dilithium was never meant to be used to manage or manipulate the EC value of items like doffs. Dan already said this.
If you really wanted to solve the problem the proper way is to modify the Fleet vendor. If you really wanted to make the grinder more expensive to use why use DIli at all, why not simple make it 5000 Experience point? Experience sinks are the way to go, it also makes people play parts of the game that aren't always used that often.:cool:
The only way your solution would work is to massively increase by a factor of 10 the Fleet credit prices for vendor doffs - so that is your solution? Experience is not a solution - on 1 toon I have 20 million+
No Boglejam - that is a very bad idea - with the random nature of the doff grinder - you would get 1 doff you need on avg along with 4 non-sellable doffs you don't if you were to grind up for 5 doffs!! Is that something you would like?
I'd rather end up with a bunch of greens I don't need than not have any dilithium to complete projects with.
I can clear doff roster space of useless doffs. I can't refine more than 8k of dilithium a day.
I would also accept as a solution a MASSIVE lessening of the use of DOFFs in projects.
Or a huge refining cap increase coupled with more varied ways to earn dilithium.
What I won't accept is a 50X cost jump for a random outcome when EVERYTHING else is getting hit with a dilithium increase at the same time. Dilithium does not grow on STO trees.
The only way your solution would work is to massively increase by a factor of 10 the Fleet credit prices for vendor doffs - so that is your solution? Experience is not a solution - on 1 toon I have 20 million+
So create Doff Marks, you get a variable number on each successful completion or crit of an assignment, more for rarer assignments.
They can then be used grind your doffs.
Dilithium is not the best solution and the doff grinder is not the problem, the Fleet Vendor is, you accept that as the truth. So the solution is to be found in Doff Vendor by changing other parts of the supply chain you actually create the possibility of cascade changes in other parts of the system you didn't intend to be affected. It's very simple.
In fact you could create a Marks or special XP system produced from assignment types to fill pots for specific types of doffs, so for example Marks or XP from you Engineering assignments can be used to grind whatever doffs you want specifically in to engineering doffs.
Let me tell you why the doff system changes will stick in my opinion:
1) to Maintain the value of this End Game Mechanic - Mr Stahl has made clear that end game is his priority.
2)As a time gate on Starbases - doff requirements allow a significant time gate to these projects that are advancing at a much more rapid pace than they planned.
Don't tell me that they are not - My solo fleet experiment "Starbase 001" FULLY completed STO's first solo Tier 3 starbase more than 8 days ago.
If I could comlete a tier 3 starbase by myself more than a week ago - when they were designed with 25 people in mind - they are moving VERY rapidly.
Mr Stahl intends these projects to be long-term - END GAME features - the High doff requirements are one way to slow them down.
What he wants is to maintain the status quo and keep the rich being rich and the new players being poor, that is back to 10 million per Purple DOFF.
Also we have a indication of how much a Purple should cost in EC as we can replicate Purple Emergency DOFFs, its one Million EC, current exchange prices are in line with it, even if more expensive as the Replicator does mark up over base cost.
Fleet DOFFs are not a issue since Starbase projects require large amounts of then, they might became a issue 3-4 months from now but Exchange Profiteers are the ones complaining because they lost control over their market rigging due the influx of DOFFs from sources they cannot control and their inability to price fix due to the high number of DOFFs in the system.
Well what they need to remember is Doffs themselves were not designed with the idea of profiteering scams. They were designed as a mini-game to fulfill assignments that allow you to eventually benefit improving your ship and ground abilities. They were never meant to be exploited for EC's that you can do so is all well and good but don't go moaning because the niche you exploit is not longer profitable. That is business.
Not a fan of locking up my stored items until tier 5. I have grinded the heck out of IGE and I have never had the PSG drop. Oh I have 3-4 at least of each and every other proto, but not this one. Now I feel like I have to run IGE hourly until 7 starts so I can have the complete set and not have to wait to grind to tier 5.
I also literally have hundreds of EDC, as well as RBS and PBS. Not liking that I wont have access to them. I use them in a crunch if I need dilithium or EC. They are more or less my savings account. Now I need to make a choice to cash out or let it roll with out really knowing what the outcome would be if I let it roll.
Dont get me wrong, I LOVE the idea of being able to finally purchase the PSG, but I just feel like there could have been a better way then having to now grind again when I have been grinding for EDC etc... hoping one day to turn them over for the only ONE thing I need.
(I see that dastahl mentioned something about changes. But see something concrete, blog #8 is still the defining designed.)
This post shows a perfect example of how the Omega Reputation system punishes players who have put in extraordinary efforts into getting Mk XII gear but is mistreated by the random number generator. Yes, the current system punishes these player. They have to way 2-3 months more before they can get the missed Mk XII piece of the set. And the new system is a reward for the new STF player. They have a definitely more determinate systems in order to get their gear.
And the thing that really bothers me most of all is that Cryptic did not appear to see the consequences of this system. It's just mind boggling to me. As I said in my first post in this thread, I knew exactly what the player responses would be after I read the blog entry. I didn't have to think about or ponder it for a time. It was obvious. And it turns out I was correct.
Fleet DOFFs are not a issue since Starbase projects require large amounts of then, they might became a issue 3-4 months from now but Exchange Profiteers are the ones complaining because they lost control over their market rigging due the influx of DOFFs from sources they cannot control and their inability to price fix due to the high number of DOFFs in the system.
Let me tell you why the doff system changes will stick in my opinion:
1) to Maintain the value of this End Game Mechanic - Mr Stahl has made clear that end game is his priority.
2)As a time gate on Starbases - doff requirements allow a significant time gate to these projects that are advancing at a much more rapid pace than they planned.
Don't tell me that they are not - My solo fleet experiment "Starbase 001" FULLY completed STO's first solo Tier 3 starbase more than 8 days ago.
If I could comlete a tier 3 starbase by myself more than a week ago - when they were designed with 25 people in mind - they are moving VERY rapidly.
Mr Stahl intends these projects to be long-term - END GAME features - the High doff requirements are one way to slow them down.
So modify the fleet system. Doffs are not the exclusive plaything of fleets... players without fleets or in small fleets use them for purposes other than fleets.
You lost the argument pages ago no amount of bolding your text is going to change the fact.
You admitted the problem is with the fleet vendor, tinkering with other parts of the system will as happens in real world economics cause more problems than it solves.
Btw... Fleet Action scoring is set up differently in every Fleet Action and is not entirely based on DPS, but rather objective scoring.
I've asked the team to come up with a scoring chart so that you can see what different objectives mean from a score perspective (for example in some fleet actions interactions are worth a lot of points and that has nothing to do with DPS). A lot of the Fleet Actions do value "Kills" in scoring, but we are reviewing that as well.
In addition, we have decided to nix the X2 Dilithium bonus for Gold and instead provide a x2 Purple gear and keep the Dilithium consistent across all players.
well: interaction can only happen when out of combat (not when tanking while in red alert) hence he who kills the quickest will win the interaction race. Funnily this is the same guy who can move the quickest out of aggro range and on to the next objective.
last time we brought up better matchmaking in the PvP queues, and better scoreboards, we were told that this required new tech. Since there hasn't been an update on this, am I to understand this tech is now in?
Please keep in mind. If my healing cruiser, heals an escort, the escort lives to do more damage and score the kill. My healing, therefore, lowers my chances of getting to first spot. This is a terrible design, in a game with the holy trinity. The same goes for SNB or all CC abilities. Unless healing a teammate makes up for the lack of dps/kill score in the rewards calculation, rewarding first place with more gear, DIL etc. is a horrible idea, imv.
However, I've been barking up this tree for a long time. Maybe nao is the time to change a few things for the better. So thank you for finally responding to this particular concern, and yes I would love to hear your teams insights into the background. While we're at it, if calculation about contributions to mission success are on the table, please don't forget PvP, the tech could improve that aspect of STO by a lot.
PS.: I have completed all first place accolades with Sci and Eng toons, i think i have a reasonably good idea how this works in practice.
You yourself said your experience doing this was miserable and burned you out.
You completing something like this is a statistical outlier, not an indication that the entire system is flawed and advancing too rapidly.
Seriously? Going to try that just to keep Doff exchange prices artificially high? I just lost a little respect for you.
Indeed he already admitted and boasted about the fact that his underlying interest in all of this is his personal profiteering and manipulation of the EC market,
Seeing this niche collapse would be bad for him so like the cartels and tycoons of old he is trying to cajole the governing body into interfering with the markets natural dynamics. Corporatism at it's best :P
Btw... Fleet Action scoring is set up differently in every Fleet Action and is not entirely based on DPS, but rather objective scoring.
I've asked the team to come up with a scoring chart so that you can see what different objectives mean from a score perspective (for example in some fleet actions interactions are worth a lot of points and that has nothing to do with DPS). A lot of the Fleet Actions do value "Kills" in scoring, but we are reviewing that as well.
In addition, we have decided to nix the X2 Dilithium bonus for Gold and instead provide a x2 Purple gear and keep the Dilithium consistent across all players.
How will you overcome the fact that KDF fleet action queues are either extremely long waits if not fruitless? ... Serious question, btw, as its a serious problem.
First to Boglejam: Yes it was a very hard and grueling project - but it should not be for any fleet with more than 10 people - more than 25 should be a breeze - more than 100 and it's going on become too simple, too easy, too fast. My next bit will apply to both of you.
Indeed he already admitted and boasted about the fact that his underlying interest in all of this is his personal profiteering and manipulation of the EC market,
Seeing this niche collapse would be bad for him so like the cartels and tycoons of old he is trying to cajole the governing body into interfering with the markets natural dynamics. Corporatism at it's best :P
You sir like others are making exaggerated claims that are completely false. I currently grind lots of commons into greens and sell them on the exchange - soon that will STOP with the price increases - so if your logic and false accusations were correct and I was trying to profitieer under this new system I should be the one MOST against it - not for it!!
First to Boglejam: Yes it was a very hard and grueling project - but it should not be for any fleet with more than 10 people - more than 25 should be a breeze - more than 100 and it's going on become too simple, too easy, too fast. My next bit will apply to both of you.
You sir like others are making exaggerated claims that are completely false. I currently grind lots of commons into greens and sell them on the exchange - soon that will STOP with the price increases - so if your logic and false accusations were correct and I was trying to profitieer under this new system I should be the one MOST against it - not for it!!
you need to re-think your slanted arguments.
Lol, aren't you already profiteering from the current prices!? and would you not stand to lose out if the prices bottomed out, which is what you seem to be overly concerned with.
The point is Doff's are not the playthings of fleets everyone can use them, you already accepted the problem is with fleet vendors, why is it you cannot accept that the best solution is to modify them?
Admit it you know that the current ludicrous increase in dilithium prices on the grinder is not the solution that is required to fix the problems with the fleet doff vendor.
It is your viewpoint that is seen by most on this thread as slanted, you know that it's irrational to argue that changing the grinder is the best way to deal with a problem with the fleet vendor.
First to Boglejam: Yes it was a very hard and grueling project - but it should not be for any fleet with more than 10 people - more than 25 should be a breeze - more than 100 and it's going on become too simple, too easy, too fast.
Sorry, you can't use your one-off experiment as evidence of anything. Exept maybe that its evidence that one guy getting a starbase to tier III by himslef is a really bad idea.
You have no idea (other than your own limited observations) of how fast other fleets are moving thru starbases, and you have no access to the metrics Cryptic uses.
I really don't know what to think of your stance on this issue anymore.
Luckily, your stance doesn't really affect mine - a 50x price increase in ANY system, all at once, is a very bad idea. Couple that with additional dilithium charges in areas of the game that did not have them before and it becomes fairly obvious what the design intent of this is - to force casual players to spend real money to buy zen and then to convert the zen to dilithium. Either that, or the casual player fleet can just accept that they will not advance starbases and will never be able to grind enough dilithium for max level gear.
Luckily, your stance doesn't really affect mine - a 50x price increase in ANY system, all at once, is a very bad idea. Couple that with additional dilithium charges in areas of the game that did not have them before and it becomes fairly obvious what the design intent of this is - to force casual players to spend real money to buy zen and then to convert the zen to dilithium.
It's so glaringly obvious and the fact that none of the devs have tackled this point or dispelled our arguments with regards to it is a continual cause for concern. Especially considering by their own admission that Dilithium was designed simply as means to help F2P to access items on the C-Store.
Bogle I have stood by you on other doff issues and you have stood by me - so I will stand by you again - the increase in grinding costs is excessive - at least for common to greens - this is something that could be modified. Perhaps a 5x or 10x increase to 100 dilth for the commons to greens. This is something i could get behind.
Blues and purples I am fine with the increase - that won't change.
Sorry, you can't use your one-off experiment as evidence of anything. Exept maybe that its evidence that one guy getting a starbase to tier III by himself is a really bad idea.
You have no idea (other than your own limited observations) of how fast other fleets are moving thru starbases, and you have no access to the metrics Cryptic uses.
The way the system is implemented, it doesn't prevent a player from going all the way to Tier 5. The only limitation is gathering resources.
I myself got a Federation and KDF starbase past Level 2 and about 18,000 XP away from unlocking the Tier 3 Starbase. Though that was as far I was planning to go actively. But the thing is, this revisement is just going to slow down everyone across the board.
We've heard about a few players reaching higher tiers as solo players.
This is not the norm.
What i do as a casual player is closer to the norm (but still more than most casual players). I joined the game a few months ago, I spend the time I have on here which is usually 3-5 hours a day on the weekdays, and more on the weekends.
In that time I have managed to start a fleet it has a few members but I am the only one contributing, I do all the daily stuff to grind out fleet marks and the like and I've barely got to 1/2 through Teir 0.
Alongside that I've also of course been grinding STF's. I have 3 char's two at VA one at Cmdr.
Fleet DOFFs are not a issue since Starbase projects require large amounts of then, they might became a issue 3-4 months from now but Exchange Profiteers are the ones complaining because they lost control over their market rigging due the influx of DOFFs from sources they cannot control and their inability to price fix due to the high number of DOFFs in the system.
But fleet doffs allowed me to double my doff related EC income.
And trust me, I've not been playing any fleet action with my main doffing character for weeks, but I'm still making far more EC than I would with scarce regular doffs. That's definitely not the issue, if you play smart almost free items coming from any useless surpluses (here cxp) are always good to take.
The real issue is that the devs estimate that there are too many ways to get doffs, period. This statement isn't negociable. Discussing that is useless, it won't change but we can push for another kind of change giving the same results. Thus, players are trying to make a deal with them: leave the free academy doff as they are on holodeck currently and nerf the fleet ones, because the white academy pack is something everyone can use. Fleet doffs are an unrelated reward people get from playing non doff content.
That's the deal. If you have a better idea to reduce the number of doff on the markets the devs could accept be my guest. I knew something like that would happen sooner or later, i've even created a thread proving that the fleet doffs were about to ruin the doff system. This is happening right now and the devs are trying to stop the leak. Now enjoy the consequences of your previous whinning about fleet doffs asking for not bound ones. Everyone will take a slap in the face. For your very own little confort.
And FYI this change as it is will increase my profits far more than nerfing fleet doffs. So I have no interest seeing this happening but I still want it to happen.
I have through math and what I do in stfs confirmed that the new system will be better than the old. I usually play about 20 of each of the stfs at a time on a toon. That is to say i play 20 times a single stf (cure space normal 20 times, cure space elite 20 times, etc.). What follows is assuming that there will be a Into the Hive elite, normal and a space version elite, normal. And following my system of 20 playthroughs for each stf.
With the old system (3 normal ground, 3 normal space, 3 elite ground, 3 elite space) I would play 120 normal stfs and 120 elite stfs. The normal stfs award usually 480 dil and the elite 1100. Thererfore I would get 57600 dil for normal gameplay and 132000 dil for elite gameplay; a total of 189600 dil.
With the new system according to the devs if each normal playthrough gives 240 dil and 20 marks and elite playthrough gives 480 dil and 60 marks and if you need 50 marks for 500dil. Since there are now 8 stfs then I would do 160 normal and 160 elite. Therefore normal gives 38400 dil and 3200 omega marks and elite gives 76800 dil and 9600 omega marks. Now if 50 marks equal 500 dil then i can convert the marks 256 times equaling 128000 dil. The grand total is 243200. The total with the new system gives 53600 more dil then the previous and that is not including the dil from the fleet events.
By numbers alone the new reputation system is far superior to the old.
Your entire post is moot. You are doing more stfs in the new system versus the old system, which counters the 53,600 dil ore you would gain. The new STF branch has nothing to do with the reputation system and thus, you are still left with less dil per stf played.
prior to S7:
normal stf: 160*480=76,800 and 160 edc
elite stf: 160*1100=176,000 and 320 edc
edc yield: 480 edc / 10 edc per 1056 dil = 48*1056=50,688
total yield: 303,488
after S7:
normal stf: 160*240=38,400 and 3200 marks
elite stf:160*480=76,800 and 9600 marks
marks yield: 12,800/50 marks per 500 dil = 256*500=128,000
total yield: 243,200
So, going by guaranteed drops alone... the end user is a loser and not a winner as you suggest. Please keep in mind that this does not factor in the rare tech and salvage drops that can be refined for 1056 dil each or the proto tech and salvage drops that can be refined for 2304 dil each. Plus, add in the fact that the t5 dilithium conversion is a project, which means that it will require a project space and x amount of time. Tell me again how we're better off? Yeah. Thanks for playing.
Comments
Then make the grinder Doffs non-sellable, but still useful for fleet projects. Problem solved without a 50x dilithium cost increase at the same time they are adding dilithoium costs to STF gear.
There is only so far a player can spread 8k dilithium around in a day and if the pace of advancement for smaller fleets gets much more glacial, people will just stop. Dilithium sinks cease to be sinks if no one cares to complete projects.
Well that's good to hear
www.divisionhispana.com
So change the way people acquire fleet doffs. It has nothing to do with the grinder but the flooding of the market with the fleet doffs. The problem is with the fleet doff vendor.
In addition you logic continues to be flawed considering Dilithium was never meant to be used to manage or manipulate the EC value of items like doffs. Dan already said this.
If you really wanted to solve the problem the proper way is to modify the Fleet vendor. If you really wanted to make the grinder more expensive to use why use DIli at all, why not simple make it 5000 Experience point? Experience sinks are the way to go, it also makes people play parts of the game that aren't always used that often.:cool:
#2311#2700#2316#2500
No Boglejam - that is a very bad idea - with the random nature of the doff grinder - you would get 1 doff you need on avg along with 4 non-sellable doffs you don't if you were to grind up for 5 doffs!! Is that something you would like?
Random + cheap = acceptible.
non-Random + expensive = acceptible.
And anyone's desire to keep exchange prices stable (and high) is irrelevant.
The only way your solution would work is to massively increase by a factor of 10 the Fleet credit prices for vendor doffs - so that is your solution? Experience is not a solution - on 1 toon I have 20 million+
I'd rather end up with a bunch of greens I don't need than not have any dilithium to complete projects with.
I can clear doff roster space of useless doffs. I can't refine more than 8k of dilithium a day.
I would also accept as a solution a MASSIVE lessening of the use of DOFFs in projects.
Or a huge refining cap increase coupled with more varied ways to earn dilithium.
What I won't accept is a 50X cost jump for a random outcome when EVERYTHING else is getting hit with a dilithium increase at the same time. Dilithium does not grow on STO trees.
So create Doff Marks, you get a variable number on each successful completion or crit of an assignment, more for rarer assignments.
They can then be used grind your doffs.
Dilithium is not the best solution and the doff grinder is not the problem, the Fleet Vendor is, you accept that as the truth. So the solution is to be found in Doff Vendor by changing other parts of the supply chain you actually create the possibility of cascade changes in other parts of the system you didn't intend to be affected. It's very simple.
In fact you could create a Marks or special XP system produced from assignment types to fill pots for specific types of doffs, so for example Marks or XP from you Engineering assignments can be used to grind whatever doffs you want specifically in to engineering doffs.
#2311#2700#2316#2500
1) to Maintain the value of this End Game Mechanic - Mr Stahl has made clear that end game is his priority.
2)As a time gate on Starbases - doff requirements allow a significant time gate to these projects that are advancing at a much more rapid pace than they planned.
Don't tell me that they are not - My solo fleet experiment "Starbase 001" FULLY completed STO's first solo Tier 3 starbase more than 8 days ago.
If I could comlete a tier 3 starbase by myself more than a week ago - when they were designed with 25 people in mind - they are moving VERY rapidly.
Mr Stahl intends these projects to be long-term - END GAME features - the High doff requirements are one way to slow them down.
Well what they need to remember is Doffs themselves were not designed with the idea of profiteering scams. They were designed as a mini-game to fulfill assignments that allow you to eventually benefit improving your ship and ground abilities. They were never meant to be exploited for EC's that you can do so is all well and good but don't go moaning because the niche you exploit is not longer profitable. That is business.
#2311#2700#2316#2500
(I see that dastahl mentioned something about changes. But see something concrete, blog #8 is still the defining designed.)
This post shows a perfect example of how the Omega Reputation system punishes players who have put in extraordinary efforts into getting Mk XII gear but is mistreated by the random number generator. Yes, the current system punishes these player. They have to way 2-3 months more before they can get the missed Mk XII piece of the set. And the new system is a reward for the new STF player. They have a definitely more determinate systems in order to get their gear.
And the thing that really bothers me most of all is that Cryptic did not appear to see the consequences of this system. It's just mind boggling to me. As I said in my first post in this thread, I knew exactly what the player responses would be after I read the blog entry. I didn't have to think about or ponder it for a time. It was obvious. And it turns out I was correct.
Pretty much what I was thinking, too.
It eviscerates the purpose in which is was added To feed the Fleet Base system.
So modify the fleet system. Doffs are not the exclusive plaything of fleets... players without fleets or in small fleets use them for purposes other than fleets.
You lost the argument pages ago no amount of bolding your text is going to change the fact.
You admitted the problem is with the fleet vendor, tinkering with other parts of the system will as happens in real world economics cause more problems than it solves.
#2311#2700#2316#2500
Sorry, try again.
You yourself said your experience doing this was miserable and burned you out.
You completing something like this is a statistical outlier, not an indication that the entire system is flawed and advancing too rapidly.
Seriously? Going to try that just to keep Doff exchange prices artifically high? I just lost a little respect for you.
well: interaction can only happen when out of combat (not when tanking while in red alert) hence he who kills the quickest will win the interaction race. Funnily this is the same guy who can move the quickest out of aggro range and on to the next objective.
last time we brought up better matchmaking in the PvP queues, and better scoreboards, we were told that this required new tech. Since there hasn't been an update on this, am I to understand this tech is now in?
Please keep in mind. If my healing cruiser, heals an escort, the escort lives to do more damage and score the kill. My healing, therefore, lowers my chances of getting to first spot. This is a terrible design, in a game with the holy trinity. The same goes for SNB or all CC abilities. Unless healing a teammate makes up for the lack of dps/kill score in the rewards calculation, rewarding first place with more gear, DIL etc. is a horrible idea, imv.
However, I've been barking up this tree for a long time. Maybe nao is the time to change a few things for the better. So thank you for finally responding to this particular concern, and yes I would love to hear your teams insights into the background. While we're at it, if calculation about contributions to mission success are on the table, please don't forget PvP, the tech could improve that aspect of STO by a lot.
PS.: I have completed all first place accolades with Sci and Eng toons, i think i have a reasonably good idea how this works in practice.
a history of sto pvp: 2010 - 2011
a history of sto pvp: 2012 - 2013
Indeed he already admitted and boasted about the fact that his underlying interest in all of this is his personal profiteering and manipulation of the EC market,
Seeing this niche collapse would be bad for him so like the cartels and tycoons of old he is trying to cajole the governing body into interfering with the markets natural dynamics. Corporatism at it's best :P
#2311#2700#2316#2500
How will you overcome the fact that KDF fleet action queues are either extremely long waits if not fruitless? ... Serious question, btw, as its a serious problem.
U.S.S. Maelstrom, NCC-71417 (Constitution III-class/flagship) --- Fleet Admiral Hauk' --|-- Dahar Master Hauk --- I.K.S. qu'In 'an bortaS (D7-class / flagship)
I'm talking about upgrinding. Downgrinding would work as-is. Which Cryptic doesn't seem to be changing anyway.
You sir like others are making exaggerated claims that are completely false. I currently grind lots of commons into greens and sell them on the exchange - soon that will STOP with the price increases - so if your logic and false accusations were correct and I was trying to profitieer under this new system I should be the one MOST against it - not for it!!
you need to re-think your slanted arguments.
Lol, aren't you already profiteering from the current prices!? and would you not stand to lose out if the prices bottomed out, which is what you seem to be overly concerned with.
The point is Doff's are not the playthings of fleets everyone can use them, you already accepted the problem is with fleet vendors, why is it you cannot accept that the best solution is to modify them?
Admit it you know that the current ludicrous increase in dilithium prices on the grinder is not the solution that is required to fix the problems with the fleet doff vendor.
It is your viewpoint that is seen by most on this thread as slanted, you know that it's irrational to argue that changing the grinder is the best way to deal with a problem with the fleet vendor.
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Sorry, you can't use your one-off experiment as evidence of anything. Exept maybe that its evidence that one guy getting a starbase to tier III by himslef is a really bad idea.
You have no idea (other than your own limited observations) of how fast other fleets are moving thru starbases, and you have no access to the metrics Cryptic uses.
I really don't know what to think of your stance on this issue anymore.
Luckily, your stance doesn't really affect mine - a 50x price increase in ANY system, all at once, is a very bad idea. Couple that with additional dilithium charges in areas of the game that did not have them before and it becomes fairly obvious what the design intent of this is - to force casual players to spend real money to buy zen and then to convert the zen to dilithium. Either that, or the casual player fleet can just accept that they will not advance starbases and will never be able to grind enough dilithium for max level gear.
It's so glaringly obvious and the fact that none of the devs have tackled this point or dispelled our arguments with regards to it is a continual cause for concern. Especially considering by their own admission that Dilithium was designed simply as means to help F2P to access items on the C-Store.
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Bogle I have stood by you on other doff issues and you have stood by me - so I will stand by you again - the increase in grinding costs is excessive - at least for common to greens - this is something that could be modified. Perhaps a 5x or 10x increase to 100 dilth for the commons to greens. This is something i could get behind.
Blues and purples I am fine with the increase - that won't change.
The way the system is implemented, it doesn't prevent a player from going all the way to Tier 5. The only limitation is gathering resources.
I myself got a Federation and KDF starbase past Level 2 and about 18,000 XP away from unlocking the Tier 3 Starbase. Though that was as far I was planning to go actively. But the thing is, this revisement is just going to slow down everyone across the board.
This is not the norm.
What i do as a casual player is closer to the norm (but still more than most casual players). I joined the game a few months ago, I spend the time I have on here which is usually 3-5 hours a day on the weekdays, and more on the weekends.
In that time I have managed to start a fleet it has a few members but I am the only one contributing, I do all the daily stuff to grind out fleet marks and the like and I've barely got to 1/2 through Teir 0.
Alongside that I've also of course been grinding STF's. I have 3 char's two at VA one at Cmdr.
This game is already a grind as it is.
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But fleet doffs allowed me to double my doff related EC income.
And trust me, I've not been playing any fleet action with my main doffing character for weeks, but I'm still making far more EC than I would with scarce regular doffs. That's definitely not the issue, if you play smart almost free items coming from any useless surpluses (here cxp) are always good to take.
The real issue is that the devs estimate that there are too many ways to get doffs, period. This statement isn't negociable. Discussing that is useless, it won't change but we can push for another kind of change giving the same results. Thus, players are trying to make a deal with them: leave the free academy doff as they are on holodeck currently and nerf the fleet ones, because the white academy pack is something everyone can use. Fleet doffs are an unrelated reward people get from playing non doff content.
That's the deal. If you have a better idea to reduce the number of doff on the markets the devs could accept be my guest. I knew something like that would happen sooner or later, i've even created a thread proving that the fleet doffs were about to ruin the doff system. This is happening right now and the devs are trying to stop the leak. Now enjoy the consequences of your previous whinning about fleet doffs asking for not bound ones. Everyone will take a slap in the face. For your very own little confort.
And FYI this change as it is will increase my profits far more than nerfing fleet doffs. So I have no interest seeing this happening but I still want it to happen.
God, lvl 60 CW. 17k.
Your entire post is moot. You are doing more stfs in the new system versus the old system, which counters the 53,600 dil ore you would gain. The new STF branch has nothing to do with the reputation system and thus, you are still left with less dil per stf played.
prior to S7:
normal stf: 160*480=76,800 and 160 edc
elite stf: 160*1100=176,000 and 320 edc
edc yield: 480 edc / 10 edc per 1056 dil = 48*1056=50,688
total yield: 303,488
after S7:
normal stf: 160*240=38,400 and 3200 marks
elite stf:160*480=76,800 and 9600 marks
marks yield: 12,800/50 marks per 500 dil = 256*500=128,000
total yield: 243,200
So, going by guaranteed drops alone... the end user is a loser and not a winner as you suggest. Please keep in mind that this does not factor in the rare tech and salvage drops that can be refined for 1056 dil each or the proto tech and salvage drops that can be refined for 2304 dil each. Plus, add in the fact that the t5 dilithium conversion is a project, which means that it will require a project space and x amount of time. Tell me again how we're better off? Yeah. Thanks for playing.