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Was strange new worlds nerfed?

hravikhravik Member Posts: 1,203 Arc User
This mission has always been on a 20 hour cooldown as far as I remember, now it appears to be 24 hour. I suppose 4 hours doesn't matter in the grand scheme of things, but I don't recall any mention of it being changed.

Is it a bug? Was something changed and I just didn't see it? Am I just lucky like that?

Screencap.

Timer says 23 hours, but only because I waited to do the rest of my dailies to see if others had been changed.
Post edited by Unknown User on

Comments

  • twg042370twg042370 Member Posts: 2,312 Arc User
    edited February 2013
    I hope not. If anything, the exploration missions need something like the Foundry missions done to them. Short cool down + Fewer but more useful rewards = More reason to do them.
    <3
  • captainjgeecaptainjgee Member Posts: 144 Arc User
    edited February 2013
    Strange new worlds used to be on a 20 hours timer but ever since Season 5 it been 24 hours. I've raised this point since Season 5 but nothing has been done. Unless it cost Cryptic money don't expect them to fix it. :(
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  • captainjgeecaptainjgee Member Posts: 144 Arc User
    edited February 2013
    It's the only true Star Trek type missions left in the game. If they had made this mission have a 15 minute cool down timer with the same amount of Dilithium they might not be having the problem with the Foundry grind missions. I'd rather play the game then leave my boffs to do the work for me, although it is very handy to go off and play some other F2P games. ;) It wouldn't be that I was gaining any more Dilithium per hour. I can hope into STF ISE do the mission in under 15 minutes change to another character, do STF ISE repeat until the first timer had finished and start over.
  • warpangelwarpangel Member Posts: 9,427 Arc User
    edited February 2013
    It's the only true Star Trek type missions left in the game.
    Sure, makes me feel like Captain Kirk to beam down to a random planet, wave a tricorder at 5 random inanimate objects and call it a day. :rolleyes:

    Or beam down to a random planet, shoot 5 groups of random aliens that are standing around doing nothing and call it a day. :cool:

    Or, both in the same mission! :eek:

    And no, the mission hasn't been nerfed, it's been 24 hours since forever.
  • flash525flash525 Member Posts: 5,441 Arc User
    edited February 2013
    Well... I can't say that I noticed this, but it's a stupid move by Cryptic (at least, a stupid move as far as the community is concerned). In order to get these missions done now, each player is going to need to be online exactly 24hours apart. The 20hour window was a working theme. Why fix what isn't broken? :rolleyes:
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  • oneandonlyrecceoneandonlyrecce Member Posts: 0 Arc User
    edited February 2013
    I don't see why there is a need to have a 24hr cooldown verus a 20hr cooldown for missions. And I can see that it's going to be a real pain if you do this assignment daily.

    If they keep it like this do remember that the cooldown on missions starts when you pick up the missions rather than turning it in. To stop the trend doing the mission later and later each day, you could always pickup the mission at end of the days play and actually do the mission at the start of the following days play. Pickup up the next days mission at the end of this days play again.

    I do that Epohh tagging mission everyday, which has a 20hr cooldown. But it's the 24hr "epohh research" doff assignment that's the problem. My start time for the assignment gets later and later until I have to skip it for a day. 1 of my toons has built up a 11 reserve of "tags" beacuse of this.
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