Why do some duty officer assignments have the same trait as a critical and a fail? For example, I've seen a number of assignments that have "stubborn" as both a critical and a fail. And, when you put a doff with the trait in the slot, it only highlights it as a fail trait. That makes it really hard to find the right doff for the mission.
I don't know why this is happening, but I blame the programmers. You can't create assignments with the a trait in both areas and expect people to do well on them. This needs to be looked at and fixed. I don't think this is a bug, it's bad programming, so I didn't put it in the bug reports forum.
By the way, I don't remember this ever happening before the Legacy of Romulus release.
In many cases, this is intentional. It squeezes out the outcome(s) it's not on.
In-character explanation is that it's usually traits (like stubborn or aggressive) that would cause a person to stick to a plan that doesn't appear to be working far after the point most people would switch gears. Gives a higher chance of stunning surprise results as well as as-expected TRIBBLE ups.
Actually, this is probably working as intended believe it or not.
As explained to us by the Devs on several occasions, traits which appear in both the critical and failure/disaster chances are intended to represent where the trait could help the assignment go really well or really wrong.
In this case, Stubborn probably represents success due to perserverance and also disaster where the duty officer fails to acknowledge that anything is wrong until it's too late.
Stubborn is one of those traits most likely to have this effect. In fact, it's probably far and above the most common trait that works like this.
EDIT: What he (hevach) said far more eloquently.
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As explained to us by the Devs on several occasions, traits which appear in both the critical and failure/disaster chances are intended to represent where the trait could help the assignment go really well or really wrong.
Hm, does this mean I should actually pay attention to the stuff they say? :P
I usually just play the game and I'm rarely on the forums, so I missed that explanation. It does make sense, but there is still the part where the trait registers as a fail trait, but it doesn't register as a critical trait. (it doesn't turn green, it only turns red) If it's going to possibly work for both, it should register in both areas.
Though, I usually just try to avoid putting those doffs on those assignments. I guess I'll just stick to that. Thanks to both of you for explaining why it's that way. :cool:
Don't try to figure it out, you'll only get a headache. The Doff system is still borked. EG: 2 purple officers with 2 required traits fail the mission. 2 Green officers with 2 fail traits still critical a mission. I don't think traits of doffs are ever going to get fixed hence you will be asking your question for a long time to come...
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Don't try to figure it out, you'll only get a headache. The Doff system is still borked. EG: 2 purple officers with 2 required traits fail the mission. 2 Green officers with 2 fail traits still critical a mission. I don't think traits of doffs are ever going to get fixed hence you will be asking your question for a long time to come...
A user failing to understand statistics doesn't make a system borked. Keep running those assignments and you'll see that your purples will outperform your greens...
Don't try to figure it out, you'll only get a headache. The Doff system is still borked. EG: 2 purple officers with 2 required traits fail the mission. 2 Green officers with 2 fail traits still critical a mission. I don't think traits of doffs are ever going to get fixed hence you will be asking your question for a long time to come...
Actually, the system works great and I have a great success rate. I just thought the trait being a pass and a fail was odd, until it was explained to me.
If you think of the duty officer system as actual missions, not every mission is going to be a success. With few exceptions, most doff missions have at least a small chance of failure, some more than others, even if you assign all purple doffs with the correct specializations with the correct traits. That's how real life works. You can send the right people to do the job and still have a failure, due to unforeseen circumstances. That part of the doff system I had no issues with and wasn't asking about.
Hm, does this mean I should actually pay attention to the stuff they say? :P
I usually just play the game and I'm rarely on the forums, so I missed that explanation. It does make sense, but there is still the part where the trait registers as a fail trait, but it doesn't register as a critical trait. (it doesn't turn green, it only turns red) If it's going to possibly work for both, it should register in both areas.
Though, I usually just try to avoid putting those doffs on those assignments. I guess I'll just stick to that. Thanks to both of you for explaining why it's that way. :cool:
This sounds like it's actually something else. It's rare, but a trait can negatively impact a specific outcome. It turns red in the planning screen when active in these cases, rather than green. So in this case, the trait is increasing fail and decreasing critical.
It's a pretty rarely used mechanic. In cases like this it's being used to double up the impact of a trait. In this case, the failure increase hurts both positive outcomes, but the negative hit to critical makes it hurt critical more than success.
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Unless it is randomly generated traits, it's just an oversight that probably will never get fixed :P
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That's one I'm seeing right now. "Stubborn" is listed as a critical, failure and disaster trait. Fantastic. :rolleyes:
In-character explanation is that it's usually traits (like stubborn or aggressive) that would cause a person to stick to a plan that doesn't appear to be working far after the point most people would switch gears. Gives a higher chance of stunning surprise results as well as as-expected TRIBBLE ups.
As explained to us by the Devs on several occasions, traits which appear in both the critical and failure/disaster chances are intended to represent where the trait could help the assignment go really well or really wrong.
In this case, Stubborn probably represents success due to perserverance and also disaster where the duty officer fails to acknowledge that anything is wrong until it's too late.
Stubborn is one of those traits most likely to have this effect. In fact, it's probably far and above the most common trait that works like this.
EDIT: What he (hevach) said far more eloquently.
Link: How to PM - Twitter @STOMod_Bluegeek
Hm, does this mean I should actually pay attention to the stuff they say? :P
I usually just play the game and I'm rarely on the forums, so I missed that explanation. It does make sense, but there is still the part where the trait registers as a fail trait, but it doesn't register as a critical trait. (it doesn't turn green, it only turns red) If it's going to possibly work for both, it should register in both areas.
Though, I usually just try to avoid putting those doffs on those assignments. I guess I'll just stick to that. Thanks to both of you for explaining why it's that way. :cool:
***Disenchanted***
Real Join Date: Monday, 17 May 2010
A user failing to understand statistics doesn't make a system borked. Keep running those assignments and you'll see that your purples will outperform your greens...
My character Tsin'xing
well, it was more like five sixths of the solar system...
Actually, the system works great and I have a great success rate. I just thought the trait being a pass and a fail was odd, until it was explained to me.
If you think of the duty officer system as actual missions, not every mission is going to be a success. With few exceptions, most doff missions have at least a small chance of failure, some more than others, even if you assign all purple doffs with the correct specializations with the correct traits. That's how real life works. You can send the right people to do the job and still have a failure, due to unforeseen circumstances. That part of the doff system I had no issues with and wasn't asking about.
This sounds like it's actually something else. It's rare, but a trait can negatively impact a specific outcome. It turns red in the planning screen when active in these cases, rather than green. So in this case, the trait is increasing fail and decreasing critical.
It's a pretty rarely used mechanic. In cases like this it's being used to double up the impact of a trait. In this case, the failure increase hurts both positive outcomes, but the negative hit to critical makes it hurt critical more than success.
My character Tsin'xing