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Fantastic News: New Mine holding now gives 15% discount!!

newromulan1newromulan1 Member Posts: 2,229
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ST.31.20130609a.9

General:
  • Dilithium Mine
    • All discounts in the Dilithium Mine have been improved:
      • Tier 1 4%
      • Tier 2 9%
      • Tier 3 15%

This change is one of the best I have heard yet - 15% is an excellent amount to receive and will significantly help out struggling fleets.

Bravo on making these changes!!
Post edited by newromulan1 on
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Comments

  • ztstrikeztstrike Member Posts: 66 Arc User
    edited June 2013
    Yuck, who had this idea?
    -ZT Strike
    sapyroth wrote: »
    "Come play STO free-to-pay! Lag'yer TRIBBLE off and get a migrane!! Yeehaa!":eek:
  • newromulan1newromulan1 Member Posts: 2,229
    edited June 2013
    ztstrike wrote: »
    Yuck, who had this idea?

    you would prefer it stay at 3% 6% 9% ?
  • lan451lan451 Member Posts: 3,386 Arc User
    edited June 2013
    Huh. I'll be honest, I really wasn't expecting any changes and that it would just launch as it was. This is a nice surprise.
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    Mine Trap Supporter
  • dkeith2011dkeith2011 Member Posts: 595 Arc User
    edited June 2013
    Anyone crunched the numbers to see if that actually moves the mine into a positive or just slightly less of a negative?
  • newromulan1newromulan1 Member Posts: 2,229
    edited June 2013
    dkeith2011 wrote: »
    Anyone crunched the numbers to see if that actually moves the mine into a positive or just slightly less of a negative?

    I think it works out at around a wash - meaning the mine will pay for itself in starbase savings. So it's kind of like an extra holding for free. Of course it will definitely go into a net positive with the next few holdings.

    Most smaller fleets should put the rest on hold and get this up to at least the 9% level - which is the second cheapest to do and then start moving again on the rest of the base - unless you are up against some big upgrades like T4 and all it's upgrades - then it might be better just to finish the mine.
  • dkeith2011dkeith2011 Member Posts: 595 Arc User
    edited June 2013
    I'm seeing info elsewhere that 17% is the break even point.

    If that is true then this is really an improvement only in a technical sense.
  • elessymelessym Member Posts: 0 Arc User
    edited June 2013
    This change is one of the best I have heard yet - 15% is an excellent amount to receive and will significantly help out struggling fleets.

    Bravo on making these changes!!

    This is far from an excellent amount. It is below the break-even point even if nothing had been done yet on the Starbase or Embassy, so small fleets are still further behind than before.
    dkeith2011 wrote: »
    I'm seeing info elsewhere that 17% is the break even point.

    If that is true then this is really an improvement only in a technical sense.

    Precisely.
    "Participation in PVP-related activities is so low on an hourly, daily, weekly, and monthly basis that we could in fact just completely take it out of STO and it would not impact the overall number of people [who] log in to the game and play in any significant way." -Gozer, Cryptic PvP Dev
  • newromulan1newromulan1 Member Posts: 2,229
    edited June 2013
    I have not seen the hard math presented on this "17%" number

    Does that include just dilithium?

    Or Commodities?

    Or Doffs?

    Of Fleet marks?

    What about the reductions to make provisions? Can't incude that as it is variable on how many you make.

    What about the reduction on buying gear and ships? Can't include that as that is also variable.

    15% will definitely cover the costs if you do the base and buy gear and ships + you get new armour and warp core slots + recurring extra dilithium doff missions

    Those are dependent on how many you do - so you can earn more dillithium every day - number will be dependent on how much you do - so it can't include that either.
  • captainrevo1captainrevo1 Member Posts: 3,948 Arc User
    edited June 2013
    The mine is its own holding. It has its own set of rewards to give. the bonus reduction is just one part of what it offers. If it gave no other rewards whatsoever then it would need to be higher than 15% to give it any short term value.

    as it offers other stuff i think 15% is pretty decent. i was ultimately hoping for closer to 18-20% but 15 is ok.
  • newromulan1newromulan1 Member Posts: 2,229
    edited June 2013
    The mine is its own holding. It has its own set of rewards to give. the bonus reduction is just one part of what it offers. If it gave no other rewards whatsoever then it would need to be higher than 15% to give it any short term value.

    as it offers other stuff i think 15% is pretty decent. i was ultimately hoping for closer to 18-20% but 15 is ok.

    It's a significant improvement over the previous 9% max.

    Now a fleet can get that 9% at just Tier 2 which is only about half the cost of the holding(T2 to T3 being the biggest requirment of resourses)
  • curs0rcurs0r Member Posts: 0 Arc User
    edited June 2013
    I think that it does serve its purpose given the new scale. It does not however make me any more inclined to put effort into my fleet's base. At least it's no longer a logical absurdity though. That's very good indeed.
    I'll sell you some weapons from New Romulus. Never fired, only dropped once.
  • newromulan1newromulan1 Member Posts: 2,229
    edited June 2013
    curs0r wrote: »
    I think that it does serve its purpose given the new scale. It does not however make me any more inclined to put effort into my fleet's base. At least it's no longer a logical absurdity though. That's very good indeed.

    Like I said in the other thread - fleets existed before bases just fine.

    Bottom line is unless you PvP - then no-one "needs" any ships/gear that comes out of the starbase.

    There is no content in the game that cannot be done fairly easily with gear from:

    Mission drops
    PvE Q'd drops
    Exchange - Blue gear
    Rep system
    Crafting(cough)

    Fleet equipment and ships are just an expensive shinny to have - no-one needs them to play the game.

    Can the fleet stuff make the game grind easier - yes - but that's about it.
  • elessymelessym Member Posts: 0 Arc User
    edited June 2013
    Like I said in the other thread - fleets existed before bases just fine.

    Bottom line is unless you PvP - then no-one "needs" any ships/gear that comes out of the starbase.

    There is no content in the game that cannot be done fairly easily with gear from:

    Mission drops
    PvE Q'd drops
    Exchange - Blue gear
    Rep system
    Crafting(cough)

    Fleet equipment and ships are just an expensive shinny to have - no-one needs them to play the game.

    Can the fleet stuff make the game grind easier - yes - but that's about it.

    That's ridiculous. It's quite clear at this point is that Fleet Holdings are now one of the primary means of gear advancement.

    Do you need the gear? No. But if those of us in small fleets can't advance, maybe we should just all bail and go play other MMOs that aren't as abusive of their players. Better that than grinding for months for infinitesimal progress.
    "Participation in PVP-related activities is so low on an hourly, daily, weekly, and monthly basis that we could in fact just completely take it out of STO and it would not impact the overall number of people [who] log in to the game and play in any significant way." -Gozer, Cryptic PvP Dev
  • ruminate00ruminate00 Member Posts: 0 Arc User
    edited June 2013
    Questions for those of you in small fleets(less than 25 members) that are happy about this holding:

    How long do you think it will take your small fleet to build this new holding?
    Does your fleet have a T3 embassy?
    When was your fleet created?
    As your fleet members pour resources into this new holding instead of the main starbase, do you think you it will take more time or less time to reach T5?
  • curs0rcurs0r Member Posts: 0 Arc User
    edited June 2013
    ruminate00 wrote: »
    Questions for those of you in small fleets(less than 25 members) that are happy about this holding:

    How long do you think it will take your small fleet to build this new holding?
    Does your fleet have a T3 embassy?
    When was your fleet created?
    As your fleet members pour resources into this new holding instead of the main starbase, do you think you it will take more time or less time to reach T5?

    We have about 25 regulars that sort of donate, some more than others.I wouldn't say I am particularly happy about it. I am not opposed to it for any reason I can think of given the adjustment to the amount.

    Couldn't possibly say. When did the Embassy come out? We're sort of close to done with that and somewhere in the t3 sb area.

    I don't think we do have a t3 embassy yet

    We were formed the day of the game's headstart. like 2 days before official launch

    Again couldn't possibly say. Most of our resource influx has been sporadic because people only do that when they're interested in playing and not grinding for rep gear that eats up their resources. I should note that a lot disappear after they rep grind a bit. They get bored fast.
    I'll sell you some weapons from New Romulus. Never fired, only dropped once.
  • ruminate00ruminate00 Member Posts: 0 Arc User
    edited June 2013
    curs0r wrote: »
    Couldn't possibly say. When did the Embassy come out? We're sort of close to done with that and somewhere in the t3 sb area.

    The embassy was released on November 13, 2012... more than 7 months ago.
  • curs0rcurs0r Member Posts: 0 Arc User
    edited June 2013
    ruminate00 wrote: »
    The embassy was released on November 13, 2012... more than 7 months ago.

    Ok, so to call our investment in the base half-interested sounds accurate given that. Really, it's just not a priority for a lot of us. Frankly I'd rather twiddle my thumbs than bother with it personally.


    Addendum: in light of what I said there I should explain my involvement here. I was XO of the fleet until arguments over ways to manage base projects and the idea of basing rank on fleet credits made me so crazy I quit that job. I do like to poke in here and look out for my guys from time to time though.
    I'll sell you some weapons from New Romulus. Never fired, only dropped once.
  • lordgyorlordgyor Member Posts: 2,820 Arc User
    edited June 2013
    Just out of curiousity, what is the appeal of small fleets in the first place? Just curious.

    Also I wish people would stop using the you don't use X to mine X anaologies they're horrible and don't work because your comparing apples to organes.

    Yes you don't use gold to mine gold, but you do use electricity generated from coal power plants to help mine coal. The coal mining companies sell coal to hydro electric companies which use it in Coal power plants to generate electicity which they then sell in part back to the coal company. Now clearly the coal mine generates more coal profits then it spends in electricty mining the coal, but the power company still expects a check for the bill.

    Also looking at what the dilithium in the mine goes to, alot of it isn't the mine, its missions to other stars systems looking for markets, workers, and so on, which take great quanities of Dilithium to power. The actual mine costs no Dilithium, its all the other stuff that costs dilithium.

    Anyways as I said you have to look at the big picture not just apart of it, the 15 percent will save alot of dilithium, but the dilithium mission, the dilithium assignment, and the refining cap increase will help a ton.

    Now to be fair this is a much bigger advantage to large fleets, having hundreds of players pouring that extra dilithium generated into fleet projects it will be a major source of dilithium.

    Say 500 dilithium from half of Klingon Intelligence, which half is around 245 people. That's over a hundred thousand dilithium extra for a major project a day.

    So yes it will break even on dilithium when you add dilithium generation to dilithium discounts.

    Plus reducing items for for projects will help especially if doffs count as items, as this will allow for more none dilithium projects which will save you dilithium.
  • sekritagentsekritagent Member Posts: 510 Arc User
    edited June 2013
    Not nearly enough on a project with a 1m dil input.

    5/10/20 or GTFO, pretty much.
    Delta Rising is the best expansion ever and the players love it! No, seriously! ...Why are you laughing so hard? :(
  • nafeasonto1nafeasonto1 Member Posts: 0 Arc User
    edited June 2013
    This change is one of the best I have heard yet - 15% is an excellent amount to receive and will significantly help out struggling fleets.

    Bravo on making these changes!!

    Yeah but it cost lots of DIL to get that DIL discount By the end, you wind up paying more anyway. Or around the same. The discounts are a complete joke and another money making scheme.

    Small fleets have no chance at all in STO to survive with the amount they have to pay out. We have some high money makers in our Fleet who contribute , and it still is not enough to keep up with demand even with all our members contributing. It's such a complete joke. Only big fleets can handle these projects.

    They are really trying to fade out the smaller fleets.
  • hevachhevach Member Posts: 2,777 Arc User
    edited June 2013
    I have not seen the hard math presented on this "17%" number

    Does that include just dilithium?

    Or Commodities?

    Or Doffs?

    Of Fleet marks?

    What about the reductions to make provisions? Can't incude that as it is variable on how many you make.

    What about the reduction on buying gear and ships? Can't include that as that is also variable.

    15% will definitely cover the costs if you do the base and buy gear and ships + you get new armour and warp core slots + recurring extra dilithium doff missions

    Those are dependent on how many you do - so you can earn more dillithium every day - number will be dependent on how much you do - so it can't include that either.

    The 17% number assumes a new fleet starts the mine and ignores the embassy and starbase, only does the high XP projects and upgrades until the mine is maxed, then proceeds to the embassy and starbase in the same manner.

    It assumes this fleet never provisions before or after the cap and doesn't consider the discount to stores. It does account for all inputs, and generally uses Cryptic's ideas for relative value - i.e. the mine is assumed to cost the same as the embassy, despite having different inputs on those high XP projects.


    It's actually a really bad comparison, because once capped, this hypothetical fleet will be making back about 0.1% of their investment with every provisioning project they run, and even without provisioning will break even on a fourth holding which has already been confirmed for some point in the future. A better comparison is that most new fleets won't be following this path because despite being mathematically ideal, it's inefficient, unproductive and induces excessive downtime, or that most fleets have already progressed past a lot of their returns. A fleet that's already tier 4 or 5 in their starbase will effectively never come close to their investment and is more concerned with the mine for its other rewards and resource gathering than the discounts.
  • starkaosstarkaos Member Posts: 11,556 Arc User
    edited June 2013
    The Dilithium Mine is for the Dilithium dailies to help fleet members reach the dilithium cap each day, the Engineering consoles, and the Warp Engines. The discounts are only a bonus for doing it. Having each member reaching the dilithium cap is far more important than the discount provided since not everyone does right now.
  • guilli88guilli88 Member Posts: 0 Arc User
    edited June 2013
    A dilithium only discount is really all too late for fleets that already exist


    I rather see the discount mechanic from dilithium mine tiers like this:


    Tier 1
    4% discount on all fleet projects requirements
    4% dilithium discount for all fleet store items
    4% less time required to complete fleet projects*
    10% increase in fleet credits gained from fleet project contributions**


    Tier 2
    9% discount on all fleet projects requirements
    9% dilithium discount for all fleet store items
    9% less time required to complete fleet projects*
    20% increase in fleet credits gained from fleet project contributions**

    Tier 3
    15% total discount on all fleet projects requirements
    15% total dilithium discount for all fleet store items
    15% less time required to complete fleet projects*
    30% total increase in fleet credits gained from fleet project contributions**



    (note; the values are final values, not cumulative)

    * This could be added somewhere else on a different section of the mine.

    ** Reason for this is fleet credits will become harder to come by as less contributions are needed.

    sig

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  • nafeasonto1nafeasonto1 Member Posts: 0 Arc User
    edited June 2013
    guilli88 wrote: »
    A dilithium only discount is really all too late for fleets that already exist


    I rather see the discount mechanic from dilithium mine tiers like this:


    Tier 1
    4% discount on all fleet projects requirements
    4% dilithium discount for all fleet store items
    4% less time required to complete fleet projects*
    10% increase in fleet credits gained from fleet project contributions**


    Tier 2
    9% discount on all fleet projects requirements
    9% dilithium discount for all fleet store items
    9% less time required to complete fleet projects*
    20% increase in fleet credits gained from fleet project contributions**

    Tier 3
    15% total discount on all fleet projects requirements
    15% total dilithium discount for all fleet store items
    15% less time required to complete fleet projects*
    30% total increase in fleet credits gained from fleet project contributions**



    (note; the values are final values, not cumulative)

    * This could be added somewhere else on a different section of the mine.

    ** Reason for this is fleet credits will become harder to come by as less contributions are needed.

    You got to understand dude, this will never happen. Cryptic/PWE main point is to make the max profit out of the game. I would say more then half the player base will convert there Zen to DIL to gain these projects as fast as they can. Cryptic knows this.

    they are not dumb, they know how to make money. This stupid DIL mine is just another way. I

    There is NO REASON they couldn't add these upgrades to the existing fleet projects like the embassy, or i don't know the main STarbase.

    It's a complete and utter joke and a slap in the face.

    I would love for a DEV to come on here and try to prove me wrong and give me some dumb PR response on how "this will make the game better overall for the playerbase!" Yeah right.

    The discount is there just to attract people to do the project and get a really stupid low discount so the player base buys for Zen to convert more to DIL.
  • elessymelessym Member Posts: 0 Arc User
    edited June 2013
    hevach wrote: »
    The 17% number assumes a new fleet starts the mine and ignores the embassy and starbase, only does the high XP projects and upgrades until the mine is maxed, then proceeds to the embassy and starbase in the same manner.

    This is the most efficient scenario possible. In reality, where small fleets have already spent on upgrades to the starbase and embassy, the break-even number is higher.
    It assumes this fleet never provisions before or after the cap

    Remember, we're talking about small fleets. A smart small fleet will do almost all of it's provisioning as early as possible for efficiency's sake.
    and doesn't consider the discount to stores.

    And why should it? We're talking about building up the base, not individual characters.
    It's actually a really bad comparison, because once capped, this hypothetical fleet will be making back about 0.1% of their investment with every provisioning project they run,

    Wrong. It's a pretty fair comparison, because small fleets just don't need that much provisioning.
    and even without provisioning will break even on a fourth holding which has already been confirmed for some point in the future.

    It's already the case that it will take many months (years, more likely) for a small fleet to complete all these holdings. And now you want them to do a fourth? Just to break even?

    That's bull - this was supposed to give significant help to small fleets trying to progress holdings, not take years to break even.
    A better comparison is that most new fleets won't be following this path because despite being mathematically ideal, it's inefficient,

    Dude. It's mathematically ideal (true), therefore, it's the most efficient possible.
    unproductive and induces excessive downtime, or that most fleets have already progressed past a lot of their returns.

    Which means that they will necessarily choose less efficient paths, which means that even 17% isn't break-even.
    "Participation in PVP-related activities is so low on an hourly, daily, weekly, and monthly basis that we could in fact just completely take it out of STO and it would not impact the overall number of people [who] log in to the game and play in any significant way." -Gozer, Cryptic PvP Dev
  • newromulan1newromulan1 Member Posts: 2,229
    edited June 2013
    I always laugh at the people who are shocked that PWE is trying to make money off the game!!

    I know it's a new and far-out concept that a business is trying to profit and make money to keep operating - but it was bound to happen some day.

    I mean companies in America/world couldn't keep operating for free forever - could they?

    /end sarcasm
  • hevachhevach Member Posts: 2,777 Arc User
    edited June 2013
    What you call the mathematical ideal is only the maximum use of the discount. That is not efficiency. Efficient is the opposite of wasteful, not the opposite of expensive.

    -It makes the least efficient use of time among commonly proposed plans (it is possible to be even less time efficient in contrived fringe scenarios)
    -It does not make efficient use of resource income, leaving no furthur projects when the limited options available have been filled, and cost/time is far more relevant than cumulative cost in a finite advancement system.
    -And despite rates being more relevant than absolutes, it does not even make efficient use of absolute resources, either, as surpluses of certain items (in particularly duty officers - more than 50% of the duty officers generated during the mine phase of this strategy will be unusable towards the mine) built up during the mine phase will exceed storage capacities, forcing those items to go to other uses (particularly being sold other fleets not doing this). Other resources (dilithium, EC equivalents) that do not go directly to waste will still be left untapped and will go be more available for applications, meaning significant amounts of resources leaving the fleet that could be used within it. And to make things a bit worse here, a lot of those resources leaving the fleet are going to dilithium and reputation stores to procure items that have alternatives within the fleet system which are not being made available, meaning they will likely be expended again at a later point in the project.
    -The leveling strategy causes tier upgrades, particularly at tier 1, to overlap, locking out tracks during extended upgrade cycles and compounding all other forms of inefficiency.
    -No provisioning effectively means that the entire exercise is being done without return on investment anyway.

    I mean, you clearly understand my points, but you're stuck on a word that doesn't mean what you want it to mean.
  • curs0rcurs0r Member Posts: 0 Arc User
    edited June 2013
    I always laugh at the people who are shocked that PWE is trying to make money off the game!!

    I know it's a new and far-out concept that a business is trying to profit and make money to keep operating - but it was bound to happen some day.

    I mean companies in America/world couldn't keep operating for free forever - could they?

    /end sarcasm

    kind of a silly standpoint. If it were only about money we'd be able to sink the cooldown time of base projects at 2 dil per second. The major objection for a lot of people is the massive time waste
    I'll sell you some weapons from New Romulus. Never fired, only dropped once.
  • stirling191stirling191 Member Posts: 0 Arc User
    edited June 2013
    curs0r wrote: »
    The major objection for a lot of people is the massive time waste

    More accurately, the major objection is that the mine is in no way shape or form what it was described to be. Most notably, a significant reduction in the burden placed on fleets to complete their starbase.
  • elessymelessym Member Posts: 0 Arc User
    edited June 2013
    hevach wrote: »
    What you call the mathematical ideal is only the maximum use of the discount. That is not efficiency. Efficient is the opposite of wasteful, not the opposite of expensive.

    Let's review.

    You say the mathematical ideal is the maximum use of the discount. I agree.

    I say that getting less than the maximum use of the discount is inefficient. I say that paying more than you have to is inefficient. You disagree.
    you're stuck on a word that doesn't mean what you want it to mean

    Quite the contrary, you are stuck on a word that doesn't mean what you think it means. Inconceivable, I know.
    "Participation in PVP-related activities is so low on an hourly, daily, weekly, and monthly basis that we could in fact just completely take it out of STO and it would not impact the overall number of people [who] log in to the game and play in any significant way." -Gozer, Cryptic PvP Dev
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