500 is the perfect amount. When Arc comes, I hope (included with the Arc Class, there is an Arc DOFF that decreases the amount of time it takes Ambush to recharge.).
Some people (like myself) are too lazy to purge redundant doffs very often and just let them pile up until we hit the doff cap.
Others don't actually have that many but need that many slots because they open a lot of doff packs from the starbase to get white doffs to single-handedly fill up starbase projects. (Or the other types of lockbox/c-store doff packs to try and farm good doffs for resale.) It takes a lot of empty slots to do that.
Nitpicking is a time-honored tradition of science fiction. Asking your readers not to worry about the "little things" is like asking a dog not to sniff at people's crotches. If there's something that appears to violate natural laws, then you can expect someone's going to point it out. That's just the way things are.
I'm pretty sure I've seen forum posts where people have mentioned they have 400 or 500 Doffs.
What would they be used for?
You get 20-23-ish assignment slots, you can use around 5 or so for space and 5 or so for ground comissions...what would someone do with the rest?
I must be missing something....
Well, if you're trying to run assignments effectively, you tend to aquire Doffs so that you can run them at the same time, without having to choose. 14 possible cluster supports, that's 70 purple 2-3 crit trait doffs, non-advisor, non-diplomat doffs for example. look at the amount of worthwhile Doff missions, look at the required crit and/or success traits and you'll get a large amount of doffs needed to cover it.
Then there is the issue of having different builds for ground and space. What good is a Gravimetric Doff, Ground fabrication or a Technician when I'm currently not running Grav Well, a Fortification kit or an A2Bat build?
Add to that a few collectibles, doffs that grew on you and a bit of reserve space for starbases, asylums or exchanges and you'll reach a high number of doffs rather quicky.
I was never really big on the doff thing, so I never bothered upgrading past the initial 100 cap.
Then I got into having different builds and ships on my sci main. I now have 30 or so doffs that I swap in and out of the active space slots just for different builds. Then I went to do some doff farming clusters to get very rare/unique doffs and my total went up again. I had always just donated or dumped my white doffs and eventually ended up with all green to purples. Before I knew it, I had completely run out of space. Used up all 100 of my initial slots. Looking at my roster now, I don't know how I ever got by with just 100. I need like 1000. Stupid doffs are like crack man. :P
I find ideally you want to have at least three of everything, with six+ armory officers, assault squaddies, explosives experts, security officers and miners if you have a fleet dilithium mine you use regularly. Extra assault squaddies, weapons officers, tractor beam officers and transporter officers if your a KDF (for marauding assignments.)
~150-160 DOffs in total should be enough to fill your active duty roster and assignment slots.
...Oh, baby, you know, I've really got to leave you / Oh, I can hear it callin 'me / I said don't you hear it callin' me the way it used to do?...
- Anne Bredon
I prefer to specialize, meaning to know what I want.
My thought behind this is that I don't want to do everything with a single toon, so I am trying to build up different toons specialized with different skills, careers and DOFF sets.
Talking about DOFF missions, you are still limited by their number, this is where more toons help.
I find ideally you want to have at least three of everything, with six+ armory officers, assault squaddies, explosives experts, security officers and miners if you have a fleet dilithium mine you use regularly. Extra assault squaddies, weapons officers, tractor beam officers and transporter officers if your a KDF (for marauding assignments.)
~150-160 DOffs in total should be enough to fill your active duty roster and assignment slots.
I'm a bit confused, some officers, like Tractor Beam Officers, need to be "slotted" need to be "Active" to use their abilities, so you can only have as many as you have open Space or Ground slots, while others, such as miners, are used for assignments.
I "get it" about having enough miners (why 6?) and such Doffs for any assignment you want to run, but as for the others, you only need those who compliment your build(s), so in theory, if I am only focusing on one build, I only need as many Doffs with Space and Ground abilities that I want to use on that build, which if I am lazy, is generally just enough to fill the "active" slots, right?
(I saw miners during the recent Dill event and wondered if they were worth the price. - I would do the mining dailies more if they didn't make me wait for a Transwarp recharge to get back to where I wanted to be...)
More than 150-200 doffs is just not necessary. People with more than 200-300 are just lazy people lol. And im sure they still have a lot of common quality doffs still in the roster. And they wasted so much money on doff slots lol. You only need to have 150-200 with specialized doffs, nothing more. I will never understand the need to have numbers like 400 , 500, its absurd lol.
I am currently near my initial max Doffs with 98 of 'em. I am currently running the 7 assignments to acquire more Doffs and I probably have around 6 - 8 to pickup from Lt. Ferra at the Academy. Not sure what the max amount of Doff slots I want, but it will certain be at least 200.
Right now, I am debating if I should simply convert my refined dilithium crystals to Zen or if I should just buy Zen to support the developer.
I definitely do want to manage my Doffs eventually. Having 600 purple Doffs would be both awesome and probably a waste of effort to a certain degree. I suppose that one of many ways to show off your e-TRIBBLE in STO.
With 100, you will hit the cap hard unless you only do one type of mission or avoid certain types.
200 is adequate, but doesnt give a lot of wiggle room for churning Commons through fleet projects.
I'll pretty much agree with this assessment. Doing some Common rotation as you get higher quality DOffs and working with specific DOffs as you get them helps.
Though I am thinking of maybe going to 250-300 with a couple of my Characters to see if that works better. But honestly, I think if you're just concerned about cycling DOffs, 200 should work just fine.
Thank you for the time...
STO CBT Player - 400 day+ Vet, Currently Silver
Cryptic, would you actulaly like me to spend actual Money? It's Simple:
Full, Story-driven, select from start 1-50 Klingon Side
Scrap current Lock Box & Lobi system for something more reasonable
Expand Dil and Rep/Fleet Marks to regular story content
I keep a flat 90 doffs consistently, but run the Doff assignments from the Academy for more almost every few days (whenever it comes open). The commons I get either go to the Fleet or I trade them with the Reassignment mission for greens (takes 5 seconds). Once my # of greens gets too big, I use the Reassignment to turn them into blues... Dunno what I'll do one of these days when I get 90 purples... lol...
CM
"Equipped with his five senses, man explores the universe around him and calls the adventure science." - Edwin Hubble
I'm a bit confused, some officers, like Tractor Beam Officers, need to be "slotted" need to be "Active" to use their abilities, so you can only have as many as you have open Space or Ground slots, while others, such as miners, are used for assignments.
I "get it" about having enough miners (why 6?) and such Doffs for any assignment you want to run, but as for the others, you only need those who compliment your build(s), so in theory, if I am only focusing on one build, I only need as many Doffs with Space and Ground abilities that I want to use on that build, which if I am lazy, is generally just enough to fill the "active" slots, right?
(I saw miners during the recent Dill event and wondered if they were worth the price. - I would do the mining dailies more if they didn't make me wait for a Transwarp recharge to get back to where I wanted to be...)
Well yeah if you only have one build then you'll never need to hold onto any extra doffs for their active space/ground abilities, but a lot of people have multiple builds and cycle doffs in and out of active duty depending on which build they're currently using. In that case you'll only need doffs with good traits for the assignments you send them on so your overall total will be smaller.
More than 150-200 doffs is just not necessary. People with more than 200-300 are just lazy people lol. And im sure they still have a lot of common quality doffs still in the roster. And they wasted so much money on doff slots lol. You only need to have 150-200 with specialized doffs, nothing more. I will never understand the need to have numbers like 400 , 500, its absurd lol.
None of my 438 doffs are white quality and probably less than 10% of them are green quality. I AM lazy about going through and cleaning out my roster though. Part of the problem is that it's just a pain to determine which I can safely get rid of unless I take the time to make a spreadsheet detailing the profession and quality of all my doffs (ew) or manually go through the full roster filtering by each of more than 50 professions one a time, one quality at at time, which would take well over 200 steps. A roster statistics tab would go a long way toward helping with that even if it only had statistics for profession, quality level, and bound/unbound status.
Nitpicking is a time-honored tradition of science fiction. Asking your readers not to worry about the "little things" is like asking a dog not to sniff at people's crotches. If there's something that appears to violate natural laws, then you can expect someone's going to point it out. That's just the way things are.
100 isn't enough. I frequently keep running out of what I need, or batting up against the limit. Only one of my characters has 200 slots, and as soon as he got to collecting around 120-130 DOFF's, I found almost all my irritations went away. I rarely run out of DOFF's before I run out of desired missions, and any I don't want, I run through the various species exchange missions (Mainly Bajoran or Cardassian) until I get one I can use.
But as an avid doffer, for me it can never be enuf, I want moaar doff slots
I am one of those nuts that have chefs and barteders from allmost all races. Well, except for a fed klingon chef and bartender, wich are really ultra rare.
Now 400-500 doff slots may seem alot, but if you add some breathing room to degring the purple and blue into whites for starbases, and some greens for exchange missions (bajoran, cardie, paradan and karema), plus 3-5 purple copies from the clusters, it fills up.
I have roughly 375 on my main. Nearly all of them are purple or blue.
On my second main I have 275ish.
All of my other characters have 200 slots. I'd say that 200 is essentially sufficient, but 250 - 300 is probably ideal for doing assignments, active duty, and fleet contributions.
Comments
Some people (like myself) are too lazy to purge redundant doffs very often and just let them pile up until we hit the doff cap.
Others don't actually have that many but need that many slots because they open a lot of doff packs from the starbase to get white doffs to single-handedly fill up starbase projects. (Or the other types of lockbox/c-store doff packs to try and farm good doffs for resale.) It takes a lot of empty slots to do that.
Joined January 2009
200 is adequate, but doesnt give a lot of wiggle room for churning Commons through fleet projects.
IKS Korrasami (Fleet B'rel Bird of Prey Retrofit T5-U)
Well, if you're trying to run assignments effectively, you tend to aquire Doffs so that you can run them at the same time, without having to choose. 14 possible cluster supports, that's 70 purple 2-3 crit trait doffs, non-advisor, non-diplomat doffs for example. look at the amount of worthwhile Doff missions, look at the required crit and/or success traits and you'll get a large amount of doffs needed to cover it.
Then there is the issue of having different builds for ground and space. What good is a Gravimetric Doff, Ground fabrication or a Technician when I'm currently not running Grav Well, a Fortification kit or an A2Bat build?
Add to that a few collectibles, doffs that grew on you and a bit of reserve space for starbases, asylums or exchanges and you'll reach a high number of doffs rather quicky.
Then I got into having different builds and ships on my sci main. I now have 30 or so doffs that I swap in and out of the active space slots just for different builds. Then I went to do some doff farming clusters to get very rare/unique doffs and my total went up again. I had always just donated or dumped my white doffs and eventually ended up with all green to purples. Before I knew it, I had completely run out of space. Used up all 100 of my initial slots. Looking at my roster now, I don't know how I ever got by with just 100. I need like 1000. Stupid doffs are like crack man. :P
Mine Trap Supporter
~150-160 DOffs in total should be enough to fill your active duty roster and assignment slots.
...Oh, baby, you know, I've really got to leave you / Oh, I can hear it callin 'me / I said don't you hear it callin' me the way it used to do?...
- Anne Bredon
I prefer to specialize, meaning to know what I want.
My thought behind this is that I don't want to do everything with a single toon, so I am trying to build up different toons specialized with different skills, careers and DOFF sets.
Talking about DOFF missions, you are still limited by their number, this is where more toons help.
I'm a bit confused, some officers, like Tractor Beam Officers, need to be "slotted" need to be "Active" to use their abilities, so you can only have as many as you have open Space or Ground slots, while others, such as miners, are used for assignments.
I "get it" about having enough miners (why 6?) and such Doffs for any assignment you want to run, but as for the others, you only need those who compliment your build(s), so in theory, if I am only focusing on one build, I only need as many Doffs with Space and Ground abilities that I want to use on that build, which if I am lazy, is generally just enough to fill the "active" slots, right?
(I saw miners during the recent Dill event and wondered if they were worth the price. - I would do the mining dailies more if they didn't make me wait for a Transwarp recharge to get back to where I wanted to be...)
Right now, I am debating if I should simply convert my refined dilithium crystals to Zen or if I should just buy Zen to support the developer.
I definitely do want to manage my Doffs eventually. Having 600 purple Doffs would be both awesome and probably a waste of effort to a certain degree. I suppose that one of many ways to show off your e-TRIBBLE in STO.
I'll pretty much agree with this assessment. Doing some Common rotation as you get higher quality DOffs and working with specific DOffs as you get them helps.
Though I am thinking of maybe going to 250-300 with a couple of my Characters to see if that works better. But honestly, I think if you're just concerned about cycling DOffs, 200 should work just fine.
Thank you for the time...
Cryptic, would you actulaly like me to spend actual Money? It's Simple:
CM
Well yeah if you only have one build then you'll never need to hold onto any extra doffs for their active space/ground abilities, but a lot of people have multiple builds and cycle doffs in and out of active duty depending on which build they're currently using. In that case you'll only need doffs with good traits for the assignments you send them on so your overall total will be smaller.
None of my 438 doffs are white quality and probably less than 10% of them are green quality. I AM lazy about going through and cleaning out my roster though. Part of the problem is that it's just a pain to determine which I can safely get rid of unless I take the time to make a spreadsheet detailing the profession and quality of all my doffs (ew) or manually go through the full roster filtering by each of more than 50 professions one a time, one quality at at time, which would take well over 200 steps. A roster statistics tab would go a long way toward helping with that even if it only had statistics for profession, quality level, and bound/unbound status.
Joined January 2009
But as an avid doffer, for me it can never be enuf, I want moaar doff slots
I am one of those nuts that have chefs and barteders from allmost all races. Well, except for a fed klingon chef and bartender, wich are really ultra rare.
Now 400-500 doff slots may seem alot, but if you add some breathing room to degring the purple and blue into whites for starbases, and some greens for exchange missions (bajoran, cardie, paradan and karema), plus 3-5 purple copies from the clusters, it fills up.
On my second main I have 275ish.
All of my other characters have 200 slots. I'd say that 200 is essentially sufficient, but 250 - 300 is probably ideal for doing assignments, active duty, and fleet contributions.