The rate is so low they basically steal once a day rather than once a mission (15 mins).
I was once DKnight1000, apparently I had taken my own name so now I'm DKnight0001. If I ask you a question it is not an insult but a genuine attempt to understand why. When I insult you I won't be discreet about it, I will be precise and to the point stupid.
just do like me and file them in the trash can along with all the other broken stuff
contents of trash can
slavers x2 hanger bays (broken)
stf hive (broken lances )
items of clothing ( broken)
loot table (so screwed u just cant tell what gives what anymore)
what more broken syuff read the bug report forum section as cant be asked to type anymore bit like cryptic bug fixing
Why do you have to be under 7k.. your carrier doesn't steal.. I think you will find the your 7k rule was a fluke.
Another week gone by and still no fix :mad:.... (replace fix with change for those that remain naive and say "they do steal if you wait long enough"... like we have any hour long missions)
Ok Cryptic, face it - the poor things are useless now. They either have been nerfed to oblivion or they're so bugged that they can't reckoginze their primary role anymore.
I don't usually fly carriers and fdc, but I took out my Corsair for a change and after almost 2 hours of game time, my slavers stole nothing. Absolutely nothing, nada, zero, zilch.... Not even energy credits. I know, I played exploraiton missions and it's no problem to pay attention in those - the slavers got nothing, really not even EC. lol
Devs., they need another look and fix obviously or does WAI mean broken once again? :rolleyes:
mine elite slavers seem to steal alot of EC povisions and medical supplies.. but very little CB and hardly any of the rare ones..
its very disappointing.. they only dev post we have said that they have the chance to steal increased by 3x.. but this isnt the case.. when they do steal CB its only 1 at a time..
the other day i flew in about 15 missions.. STF, FA, CC.. i got only 3 CB the entire night
[12:35] Vessel Two of Two Unimatrix 01 deals 225232 (271723) Plasma Damage to you with Plasma Lance.
[12:44] Vessel One of Two Unimatrix 01 deals 1019527 (1157678) Kinetic Damage to you with Plasma Energy Bolt Explosion.
Would be nice if they offer a prototype-refund to unhappy slaver owners like they did the andorian stuff (even if its like 50% refund due to teh nature of contraband)
[Combat (Self)] Your Bite deals 2378 (1475) Physical Damage(Critical) to Spawnmother.
Would be nice if they offer a prototype-refund to unhappy slaver owners like they did the andorian stuff (even if its like 50% refund due to teh nature of contraband)
^I suggest this same thing a few weeks ago, got zero response from the Dev team.
I'd rather have them fix the slavers than the refund idea, because refunding would basically mean the slavers are done, taking away from the KDF and one less hangar pet to play with.
the devs say that the chance to steal was increased by 300%..
they dont know that they screwed up and its actually lower then it was.
[12:35] Vessel Two of Two Unimatrix 01 deals 225232 (271723) Plasma Damage to you with Plasma Lance.
[12:44] Vessel One of Two Unimatrix 01 deals 1019527 (1157678) Kinetic Damage to you with Plasma Energy Bolt Explosion.
I've found my green slavers to only steal something (not often) if I don't command them to do something.
If I order them to attack/escort/intercept, they will do that and nothing else.
Is this as it is thought to be? Would make them pretty useless...
"I came from a time long gone, saw many other times...
But I'm still a mere human."
Vice Admiral Chris Curtiss, Temporal Ambassador
Is it possible to develop some data on the hypothetical that the slavers are failing to loot when on different deployment orders? Perhaps an hour of looting on no orders, attack, escort, intercept and see if there is any measurable difference in results? If there is something to this, then perhaps that will gain more attention from the Cryptic team.
And yes, I realize many more than 1 hour may be needed to determine the validity of these findings given the low current rates. It would be better to use high level slavers for the testing purposes to have contraband on the loot table.
Is it possible to develop some data on the hypothetical that the slavers are failing to loot when on different deployment orders? Perhaps an hour of looting on no orders, attack, escort, intercept and see if there is any measurable difference in results? If there is something to this, then perhaps that will gain more attention from the Cryptic team.
And yes, I realize many more than 1 hour may be needed to determine the validity of these findings given the low current rates. It would be better to use high level slavers for the testing purposes to have contraband on the loot table.
Well, as it seems, the Advanced Slavers do everything you say, but loot? Nothing at all.
And that green Slavers actually are blue ones, bought for EC.
And their loot rate is really low. Last time I used them, I got 3 items in 5 rounds in Beta Thoridar...
All this looks more like an increase by -300%
"I came from a time long gone, saw many other times...
But I'm still a mere human."
Vice Admiral Chris Curtiss, Temporal Ambassador
Just standing up to be counted, they are noticeably worse and I don't even play KDF 90% of the time!
I don't know wheater it's a bug or part of the WAI, but my slavers have been sleepers lately. Out of the last 10 sessions (about 2 hours each) that I took them out and used them, only once they stole around 15 provisions, 20 medical suplies, 4 warp coils and 5-6 comm.arrays. Other than that, absolutely nothing. Mine don't even steal EC at all now.
^I suggest this same thing a few weeks ago, got zero response from the Dev team.
This is why I have started playing Star Wars, at least when you buy something from them, it stays the same. You always know what you get, and not have to worry about nerfed up improvements once the cash has been laid down!!!
Hey Dev's, how about some warning in the item descriptions like, "this is a fun item, but its going to suck after next months patch, HA-HA! -The Dev's"
"300% yeah right, have you used them lately!?"
New Lunar Republic
"Where monsters rampage, I'm there to take them down! Where treasure glitters, I'm there to claim it! Where an enemy rises to face me, victory will be mine!" -Lina Inverse
We don't want what the Feds have. We want the equivalent. We want fairer treatment. Concern, desire, greed to some extent, and passionate belief that the enough people would buy KDF items to make it worth Cryptic's while.
Funny, this sounds like you are talking about Tour the Galaxy, if you change "Contraband" to "EC"... ultimately, maybe it would be a good idea to allocate more payroll hours to the folks working on bugfixes and less to the folks that keep trying to make the game inconvenient. None of the quality of life "fixes" over the past few months have been game-breaking, but they certainly don't make the game better either. Rather the opposite, really.
Remember, it's a game. Stop trying to make it less fun and I might feel more inclined to spend money. That Lifetime Subscription Sale really ought to be posted after you do something good, by the way, rather than after mail, exchange, Tour, and Slaver "fixes", lol. Just saying... :rolleyes:
And this is the only problem that persisted...
Too much "free" Dilithium... less purchases in Zen... less Money for Perfect World... "Problems needs to be eradicated"... simple as that
There was to low a price on CB ($35k) meaning too many people were able to use it to turn into dilithium
This is all part of the plan to lower dilithium in game and lower EC - forcing players to buy more Zen.
It's all working as intended.
I had the oddy 3 pack $50 so that I got the 2x slipstream for the tour - and I bet a lot of others did so as well - should we all get refunds now that they nerfed that?
It is what it is - no-one is getting refunds and they are not going to change anything back - just be glad you got what you got for so long farming the KDF.
he's right though, every game change has been towards the goal of less *free* dilithium and ec income and more towards CS sales/zen <>dil conversion. starbases, doffs, starbase additions, fleet equips, specialized weapons, crafting, all dilithium sinks. buy doff packs, sell for ec. you can still grind away to get the same...but that's not fun nor fast. which is the whole strat. grind or buy.
you're a blind self deluded fool if you can't see that trend.
the nerf to a lackluster unit that only had one saving grace which was the chance to steal contra...they might as well remove slavers entirely. the investment for advanced/elites is no longer worth the return.
Exactly x4.
What they don't realize is that they are turning off a large portion of the players; and even if they squeeze a few extra real dollars or pounds out of a few players, there are those who intentionally do the opposite as a result of being squeezed. -Myself being one of them.
I could overlook this is they would dedicate an equal amount of time to fixing bugs, but instead we get more squeeze & more bugs.
Edit: Oh... and BTW... does anyone else find it odd that NoP started offering "Free KDF invite for elite pets!" about a week before this nerf? I can't help but feel trolled for buying Elite Slavers. If so, --hats off-- to you Sirs (or Devs, or whoever you are) for a troll well done. If I actually cared about the dil or fleet creds I might be upset.
[SIGPIC][/SIGPIC] If your post is anything like, "I have a sandwich so you can't be starving" it's time to rethink posting. ~thlaylierah
So realistically, you only need to have the exact number of doffs that you need. ~leadme2kirk
Count me among the disgruntled Adv. Slaver owners. I get zippity-do-da with em. Refund? Hell yes.
"If you can't take a little bloody nose, maybe you ought to go back home and crawl under your bed. It's not safe out here. It's wondrous, with treasures to satiate desires both subtle and gross. But it's not for the timid." Q Join the 44th Fleet. [FED and KDF] Apply Online: startrek.44thfleet.com
1) Slavers had their chance to steal goods almost tripled in this patch. 2) Relaunch timers never mattered, because Slavers attempt to steal every 15seconds. Hangars would have to refresh 2x this fast in order to have any impact on their ability to steal loot. 3) The average EC value taken over time has been more than doubled, despite these reductions. It's just far less spikey & inconsistent, now.
4) No individual items have been removed from the drop tables - you can still get DS9 commodities, Contraband and Prisoner Doffs. It's only the odds of receiving large numbers of them that've been reduced.
2. Is this an admission that there is a percentage rating in their "buff" code to allow them to fail raiding supplies?
3. Only IF they succeed at stealing, maybe.
I just ran Conduit Elite and Cure Found Normal on my Orion with her FDC(one hangar bay) and was appalled at the LACK of getting even EC the entire matches only ONCE in Conduit Elite did I get any sort of commodities.... 2 provisions ....
2 BLOODY PROVISIONS, NO EC.... Why? because slavers now have a "chance" to steal stuff every 15 seconds... a Chance.... To cryptic that's 2-5% just like all it's Proc weapons
LOOK! LOOK UPON THE TRUTH! CRY "HAVOC" AND LET SLIP THE ANONS OF WAR!
We don't want what the Feds have. We want the equivalent. We want fairer treatment. Concern, desire, greed to some extent, and passionate belief that the enough people would buy KDF items to make it worth Cryptic's while.
I would have to agreed for the most part with Luna, if you sell something you should be able to get what you pay for. Its not fair to a customer to change their product after its been bought. Cryptic, you are really bad for this. I myself have purchased Zen in order to assist my fleet and help gain the needed Dilithium for purchases such as those Orion fighters, as I may not always have time for grinding. When I first used them, I started to earn back some Dilithium from doing the Contraband and sell prisoners daily for duty officers missions, now I never get ether of them. In doing this, you have proved time and again, that your company doesnt conduct an honest business practice! ...Remember the Prototype Vehicles from Champions Online? When we bought them, you could fly with the after burner on unlimited all over the map, we had races and it was the best purchase I had ever bought on that game...then after about a week, you patched it and put a cool down on it and a timer for the use, I rarely play CHampions anymore. Im feeling the same way about STO now...
People have mentioned a refund but, A refund wouldnt work at all, once you have already been teased with having a good product, you want THAT PRODUCT!
A lot of my friends are heading to Star Wars, even my little sister and I think im going to be joining them more often! CatStar is a Cathar, Jedi Sage now =^.^=
I'd like to remind everyone in this thread that just because it hasn't had a Dev Reply in a while, doesn't mean it's an issue that's going ignored. And making disparaging remarks about the people you're pleading with to hear your side of the story, is never a good tactic in any negotiation.
The good news is that we're re-examining the drop rates and relative values on all ranks of Slaver pets. I'll explain in more detail a bit later on, but first I'd like to respond to a few specific points:
1) Slavers are not an investment, and were never intended to be. Just like any other Hangar Pet, they are a choice for players to make in terms of what they use or don't use, based on a combination of their combat performance and their unique flavor. We have never intended for Slaver pets to be a net day-to-day economic gain for any player, and interpreting their previous functionality as such, simply because you could regularly pull valuable commodities out of thin air, is flawed logic. As such, we're not entertaining thoughts of refunds for the purchase of these pets. Instead, as previously mentioned, we're continuing to tune their effectiveness.
2) In the original design, Contraband pulls were too common for an automatic, always-on ability of this type. The original odds put in place by the original designer were made prior to Contraband becoming such a valuable and sought-after commodity for Dilithium trade-in, and a re-examination was inevitable. But it's not because we're attempting to create pain points for players, or "force" you to purchase Zen, or any of the other conspiracy theories that have been tossed about in this thread. It's simply a matter of balancing the overall economy based on our established models of Time Invested vs. Resources Earned (EC and Dil included). We don't always get such adjustments right on the first try, though, which is why we've come back to take another look.
Now, with those points clarified, let's get down to some raw numbers ...
First of all, Slaver pets have always only had a Chance of successfully pulling EC/Commodities with every 15-second cooldown on their Pillage ability.
* Before LoR = 1%
* After LoR = 2.5%
* PROPOSED CHANGE = 5%
In a sample size of 30 minutes, that's 120 attempts to Pillage. The average number of successes would equal out to:
* Before LoR = 1.2
* After LoR = 3
* PROPOSED = 6
As you can already see, the average number of successful Pillages did almost triple with the changes that came out with LoR. And we're looking at doubling it again, so that Slavers will more frequently return with prizes in-hand.
The big thing that changed to offset this increase in regularity, and to normalize Contraband intake, is the reward tables themselves. I'm not going to post the complete tables here, but I'll share a few details about what the old tables looked like vs the new ones, in general terms.
We examined the odds from both the old and new reward tables, combined with the old and new Pillage success rates, in order to determine the Average EC value a player could expect per 15-second Pillage attempt. Here are our findings:
RANK 1:
Old Avg EC = 5.86 EC
New Avg EC = 12.61 EC
RANK 2:
Old Avg EC = 120.41 EC
New Avg EC = 21.17 EC
RANK 3:
Old Avg EC = 306.7 EC
New Avg EC = 96.71 EC
(For reference, standard commodities have an in-system defined value that we used for these calculations. For Contraband we used a market value of 20,000 EC, and all DS9 commodities are valued at 10,000 except Jevonite which is 25,000.)
Obviously, once we'd performed this analysis, we saw that the LoR reductions to periodic rewards were too harsh. We'd been aiming to give players a similar level of reward per Pillage, despite the Contraband reduction, and our analysis shows that we didn't hit that target. By fairly substantial margin, unfortunately.
As a result of this analysis, and in concert with the Success Rate increase mentioned above, we're looking at making changes to Slaver reward tables that will result in the following new Average EC figures:
Obviously the vast majority of those that have voiced concern in this thread, are particularly concerned with the rate at which Contraband can be gained using the Advanced and Elite versions of these pets. Although those figures are still going to be lower than they were pre-LoR, we are looking at increasing them slightly. As shown here:
RANK 1:
no chance of Contraband (same as always)
RANK 2:
Pre-LoR = 14.64% combined chance, for an average of 4
Post-LoR = 2.2% combined chance, for an average of 2
PROPOSED = 7.83% combined chance, for an average of 2
RANK 3:
Pre-LoR = 10.92% combined chance, for an average of 4
Post-LoR = 2.45% combined chance, for an average of 2
PROPOSED = 8.84% combined chance, for an average of 2
Now... to be frank, once these changes are implemented, we will more-or-less consider the matter closed. We've performed our due diligence to combine the internal needs of our economic balancing, with the feedback we've received from you - our concerned players - and come to an agreement on the design that meets both needs to the best of our abilities. We hope you'll agree, and that we can set this longstanding matter to rest.
Jeremy Randall
Cryptic - Lead Systems Designer
"Play smart!"
Guys, I think you're doing a very good job at customer happiness, lately.
On top of the qualitative missions of LoR also sales, giveways, bug fixes and tweaks. And I have to say, the explanations and feedback-feedback accompanying said bug fixes and tweaks are very much appreciated. Keep up the good work, I say.
ive never used these, or any kdf carriers, but just the fact that this post exists, and is as detailed as it is, and as diplomatic as it is, and responds to a player concern the way it does, makes my opinion of cryptic and the devs and the game that much better.
keep up the good work devs! and be kind to the code monkeys guys
Comments
After I got a free carrier, I decided to test out the rumors of contraband from slavers...
And..... looks like I walked right into a nerfed zone.......
If I ask you a question it is not an insult but a genuine attempt to understand why.
When I insult you I won't be discreet about it, I will be precise and to the point stupid.
*drumroll please*
After several weeks, multiple missions and numersou stfs, they have gifted me with:
2 Provisions!!!!
It just goes to show you that if you dream hard enough, a handicap is a boon, less is more and a nerf is really a buff.
contents of trash can
slavers x2 hanger bays (broken)
stf hive (broken lances )
items of clothing ( broken)
loot table (so screwed u just cant tell what gives what anymore)
what more broken syuff read the bug report forum section as cant be asked to type anymore bit like cryptic bug fixing
Another week gone by and still no fix :mad:.... (replace fix with change for those that remain naive and say "they do steal if you wait long enough"... like we have any hour long missions)
I don't usually fly carriers and fdc, but I took out my Corsair for a change and after almost 2 hours of game time, my slavers stole nothing. Absolutely nothing, nada, zero, zilch.... Not even energy credits. I know, I played exploraiton missions and it's no problem to pay attention in those - the slavers got nothing, really not even EC. lol
Devs., they need another look and fix obviously or does WAI mean broken once again? :rolleyes:
its very disappointing.. they only dev post we have said that they have the chance to steal increased by 3x.. but this isnt the case.. when they do steal CB its only 1 at a time..
the other day i flew in about 15 missions.. STF, FA, CC.. i got only 3 CB the entire night
[12:44] Vessel One of Two Unimatrix 01 deals 1019527 (1157678) Kinetic Damage to you with Plasma Energy Bolt Explosion.
^I suggest this same thing a few weeks ago, got zero response from the Dev team.
the devs say that the chance to steal was increased by 300%..
they dont know that they screwed up and its actually lower then it was.
[12:44] Vessel One of Two Unimatrix 01 deals 1019527 (1157678) Kinetic Damage to you with Plasma Energy Bolt Explosion.
If I order them to attack/escort/intercept, they will do that and nothing else.
Is this as it is thought to be? Would make them pretty useless...
But I'm still a mere human."
Vice Admiral Chris Curtiss, Temporal Ambassador
And yes, I realize many more than 1 hour may be needed to determine the validity of these findings given the low current rates. It would be better to use high level slavers for the testing purposes to have contraband on the loot table.
And that green Slavers actually are blue ones, bought for EC.
And their loot rate is really low. Last time I used them, I got 3 items in 5 rounds in Beta Thoridar...
All this looks more like an increase by -300%
But I'm still a mere human."
Vice Admiral Chris Curtiss, Temporal Ambassador
It is through repetition that we learn our weakness.
A master with a stone is better than a novice with a sword.
Has damage got out of control?
This is the last thing I will post.
I don't know wheater it's a bug or part of the WAI, but my slavers have been sleepers lately. Out of the last 10 sessions (about 2 hours each) that I took them out and used them, only once they stole around 15 provisions, 20 medical suplies, 4 warp coils and 5-6 comm.arrays. Other than that, absolutely nothing. Mine don't even steal EC at all now.
This is why I have started playing Star Wars, at least when you buy something from them, it stays the same. You always know what you get, and not have to worry about nerfed up improvements once the cash has been laid down!!!
Hey Dev's, how about some warning in the item descriptions like, "this is a fun item, but its going to suck after next months patch, HA-HA! -The Dev's"
"300% yeah right, have you used them lately!?"
"Where monsters rampage, I'm there to take them down! Where treasure glitters, I'm there to claim it! Where an enemy rises to face me, victory will be mine!" -Lina Inverse
Got time to edit people's posts...
But none to have any of the devs respond.... Good Job Bran... this is why people love you.
/sarcasm
Exactly x4.
What they don't realize is that they are turning off a large portion of the players; and even if they squeeze a few extra real dollars or pounds out of a few players, there are those who intentionally do the opposite as a result of being squeezed. -Myself being one of them.
I could overlook this is they would dedicate an equal amount of time to fixing bugs, but instead we get more squeeze & more bugs.
Edit: Oh... and BTW... does anyone else find it odd that NoP started offering "Free KDF invite for elite pets!" about a week before this nerf? I can't help but feel trolled for buying Elite Slavers. If so, --hats off-- to you Sirs (or Devs, or whoever you are) for a troll well done. If I actually cared about the dil or fleet creds I might be upset.
If your post is anything like, "I have a sandwich so you can't be starving" it's time to rethink posting. ~thlaylierah
Careful,he doesn't like people who wont fall in line... :rolleyes:
Join the 44th Fleet. [FED and KDF] Apply Online: startrek.44thfleet.com
2. Is this an admission that there is a percentage rating in their "buff" code to allow them to fail raiding supplies?
3. Only IF they succeed at stealing, maybe.
I just ran Conduit Elite and Cure Found Normal on my Orion with her FDC(one hangar bay) and was appalled at the LACK of getting even EC the entire matches only ONCE in Conduit Elite did I get any sort of commodities.... 2 provisions ....
2 BLOODY PROVISIONS, NO EC.... Why? because slavers now have a "chance" to steal stuff every 15 seconds... a Chance.... To cryptic that's 2-5% just like all it's Proc weapons
LOOK! LOOK UPON THE TRUTH! CRY "HAVOC" AND LET SLIP THE ANONS OF WAR!
People have mentioned a refund but, A refund wouldnt work at all, once you have already been teased with having a good product, you want THAT PRODUCT!
A lot of my friends are heading to Star Wars, even my little sister and I think im going to be joining them more often! CatStar is a Cathar, Jedi Sage now =^.^=
The good news is that we're re-examining the drop rates and relative values on all ranks of Slaver pets. I'll explain in more detail a bit later on, but first I'd like to respond to a few specific points:
1) Slavers are not an investment, and were never intended to be. Just like any other Hangar Pet, they are a choice for players to make in terms of what they use or don't use, based on a combination of their combat performance and their unique flavor. We have never intended for Slaver pets to be a net day-to-day economic gain for any player, and interpreting their previous functionality as such, simply because you could regularly pull valuable commodities out of thin air, is flawed logic. As such, we're not entertaining thoughts of refunds for the purchase of these pets. Instead, as previously mentioned, we're continuing to tune their effectiveness.
2) In the original design, Contraband pulls were too common for an automatic, always-on ability of this type. The original odds put in place by the original designer were made prior to Contraband becoming such a valuable and sought-after commodity for Dilithium trade-in, and a re-examination was inevitable. But it's not because we're attempting to create pain points for players, or "force" you to purchase Zen, or any of the other conspiracy theories that have been tossed about in this thread. It's simply a matter of balancing the overall economy based on our established models of Time Invested vs. Resources Earned (EC and Dil included). We don't always get such adjustments right on the first try, though, which is why we've come back to take another look.
Now, with those points clarified, let's get down to some raw numbers ...
First of all, Slaver pets have always only had a Chance of successfully pulling EC/Commodities with every 15-second cooldown on their Pillage ability.
* Before LoR = 1%
* After LoR = 2.5%
* PROPOSED CHANGE = 5%
In a sample size of 30 minutes, that's 120 attempts to Pillage. The average number of successes would equal out to:
* Before LoR = 1.2
* After LoR = 3
* PROPOSED = 6
As you can already see, the average number of successful Pillages did almost triple with the changes that came out with LoR. And we're looking at doubling it again, so that Slavers will more frequently return with prizes in-hand.
The big thing that changed to offset this increase in regularity, and to normalize Contraband intake, is the reward tables themselves. I'm not going to post the complete tables here, but I'll share a few details about what the old tables looked like vs the new ones, in general terms.
We examined the odds from both the old and new reward tables, combined with the old and new Pillage success rates, in order to determine the Average EC value a player could expect per 15-second Pillage attempt. Here are our findings:
RANK 1:
Old Avg EC = 5.86 EC
New Avg EC = 12.61 EC
RANK 2:
Old Avg EC = 120.41 EC
New Avg EC = 21.17 EC
RANK 3:
Old Avg EC = 306.7 EC
New Avg EC = 96.71 EC
(For reference, standard commodities have an in-system defined value that we used for these calculations. For Contraband we used a market value of 20,000 EC, and all DS9 commodities are valued at 10,000 except Jevonite which is 25,000.)
Obviously, once we'd performed this analysis, we saw that the LoR reductions to periodic rewards were too harsh. We'd been aiming to give players a similar level of reward per Pillage, despite the Contraband reduction, and our analysis shows that we didn't hit that target. By fairly substantial margin, unfortunately.
As a result of this analysis, and in concert with the Success Rate increase mentioned above, we're looking at making changes to Slaver reward tables that will result in the following new Average EC figures:
RANK 1:
Old Avg EC = 5.86 EC
PROPOSED = 14.37 EC
RANK 2:
Old Avg EC = 120.41 EC
PROPOSED = 133.65 EC
RANK 3:
Old Avg EC = 306.7 EC
PROPOSED = 450.34 EC
Obviously the vast majority of those that have voiced concern in this thread, are particularly concerned with the rate at which Contraband can be gained using the Advanced and Elite versions of these pets. Although those figures are still going to be lower than they were pre-LoR, we are looking at increasing them slightly. As shown here:
RANK 1:
no chance of Contraband (same as always)
RANK 2:
Pre-LoR = 14.64% combined chance, for an average of 4
Post-LoR = 2.2% combined chance, for an average of 2
PROPOSED = 7.83% combined chance, for an average of 2
RANK 3:
Pre-LoR = 10.92% combined chance, for an average of 4
Post-LoR = 2.45% combined chance, for an average of 2
PROPOSED = 8.84% combined chance, for an average of 2
Now... to be frank, once these changes are implemented, we will more-or-less consider the matter closed. We've performed our due diligence to combine the internal needs of our economic balancing, with the feedback we've received from you - our concerned players - and come to an agreement on the design that meets both needs to the best of our abilities. We hope you'll agree, and that we can set this longstanding matter to rest.
Cryptic - Lead Systems Designer
"Play smart!"
Kirk's Protege.
On top of the qualitative missions of LoR also sales, giveways, bug fixes and tweaks. And I have to say, the explanations and feedback-feedback accompanying said bug fixes and tweaks are very much appreciated. Keep up the good work, I say.
keep up the good work devs! and be kind to the code monkeys guys