This has *nothing* to do with our quality-of-life issues with the game post DR.
Instead, this "patch" applies a "fix" to the so-called "exploit" that Cryptic accused their own customers of abusing.
First they lock out Taw Dewa. Then Cryptic unfairly yanks earned rewards from a percentage of players whom are labeled as "exploiters".
Then, D'Angelo comes on with a not-apology apology and says they're giving the missing skill points back.
This is just Cryptic covering their asses by applying a "sliding scale" to the reward system.
It does nothing to address player concerns at all. The Path to Asia Grindfest 2409 shall now continue.
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'll admit, I'll be pleased if this update doesn't go south with unintended after-effects.
But this game has a lot of moving parts and a lot of custom work under the hood, and I won't be surprised if something gets missed. I've got a bad feeling this hasn't been burned-in on Tribble first... the announcement doesn't say.
My views may not represent those of Cryptic Studios or Perfect World Entertainment. You can file a "forums and website" support ticket here Link: How to PM - Twitter @STOMod_Bluegeek
I'll admit, I'll be pleased if this update doesn't go south with unintended after-effects.
But this game has a lot of moving parts and a lot of custom work under the hood, and I won't be surprised if something gets missed. I've got a bad feeling this hasn't been burned-in on Tribble first... the announcement doesn't say.
I have a feeling that every time you kill something, your toilet will flush. Every time you turn in a doff mission, your car alarm goes off, even if you don't have one. Cryptic QA is that good. :cool:
I'll admit, I'll be pleased if this update doesn't go south with unintended after-effects.
But this game has a lot of moving parts and a lot of custom work under the hood, and I won't be surprised if something gets missed. I've got a bad feeling this hasn't been burned-in on Tribble first... the announcement doesn't say.
So.....in other words your overlords probaby made a mistake somewhere? But that's okay cuz there's a lot of moving parts?
Glad you're not PR for Lockheed Martin and other plane manufacturers.
Unfortunately, since the release of Delta Rising, we have discovered some issues with our initial math that have caused some anomalous player facing numbers that we are now addressing in our upcoming update.
Uh huh. So what are the effects of these 'anomalous numbers' and why is this important?
The major issue we discovered is that we built our rewards off of how much of a level we wanted a player to earn by completing a given piece of content, but did not take into account what the actual number that showed up in the rewards would be. The end result is that if you completed a mission or duty officer assignment at level 49 and then completed the same mission or duty officer assignment at level 51, you would see a smaller reward of skill points for the mission completed at a higher level.
So people were getting less skill points than they should have? Okay, cool. So this will result in more people getting more skillpoints and thus progressing more quickly!
While this may sound like players were getting fewer rewards than they should, that has not been the case as the required amount of skill points needed to achieve each level was set with these values in mind.
Oh... so players were not getting fewer rewards despite the anomalous numbers.
The fix for this is that we will be updating the skill point rewards throughout the game so that they will at least maintain the values seen at earlier levels, or in the case of critter kills increase in skill point rewards as you increase in player level.
So people will be getting more rewards, therefore progressing faster?
In order to maintain the desired rate of progression we spent a lot of time fine tuning while developing Delta Rising the required amount of skill points for each player level will also go up.
So... players will need more skill points to level up, but it doesn't matter because the amount of skillpoints earned will also go up...?
While there are a lot of numbers changing, we have taken extra care to make sure that the speed at which players level up will remain the same as it is now.
So why are we changing this again?
This means that if a player chooses to level up from level 51 to 52 using exclusively missions and it currently requires that they play 3 missions to do so, then after the update it will still take 3 missions to level up from 51 to 52 if you use them as your sole source of skill points. This is true for whatever method a player might choose for leveling up whether it is missions, duty officer assignments or critter kills.
So you're changing the numbers around... in what some might say is needless... for what purpose again?
We will furthermore ensure that every players current progression is maintained while these numbers are updated. If you are halfway between levels 52 and 53 now, you will remain halfway between levels 52 and 53 after the update even though the total amount of skill points to achieve level 52 has gone up and the required skill points youll need to earn in order to become level 53 has also gone up.
Okay, so that's a relief...
We are sorry to be making such drastic changes so far after launch. Unlike the other changes we are making to tune balance, this should be a one-time change.
How... is this even a drastic change? If all that is changing is numbers, but the rate of progression remains the same... I fail to see the reason why you would change this at all.
Just so your math looks prettier? In practical application, from what is stated... nothing is really changing.
Rate of progression is still the same. You're just making it look like bigger numbers are required to level past 50. So this is really... what? More of an aesthetic change?
I fail to grasp why these 'anomalous numbers' are important to change if changing them results in the same results as we have now.
While there are a lot of numbers changing, we have taken extra care to make sure that the speed at which players level up will remain the same as it is now. This means that if a player chooses to level up from level 51 to 52 using exclusively missions and it currently requires that they play 3 missions to do so, then after the update it will still take 3 missions to level up from 51 to 52 if you use them as your sole source of skill points. This is true for whatever method a player might choose for leveling up whether it is missions, duty officer assignments or critter kills.
We will furthermore ensure that every players current progression is maintained while these numbers are updated. If you are halfway between levels 52 and 53 now, you will remain halfway between levels 52 and 53 after the update even though the total amount of skill points to achieve level 52 has gone up and the required skill points youll need to earn in order to become level 53 has also gone up.
We are sorry to be making such drastic changes so far after launch. Unlike the other changes we are making to tune balance, this should be a one-time change.
Charles Gray
Lead Content Designer
Star Trek Online
Doff mission rewards are specifically mentioned in the Orginal Post.
It would be extremely nice - if what the reward says when you start the mission is what you get when you finish the mission...on holodeck it isn't. (crits an exception of course)
Not only that but many missions don't reward what the "finished" view details says will be rewarded. Loofing in the chat box they change...sometimes drasticly.
ISO 9000...standard industry practise...write procedures on how to do things...then do them as written. If they need to change, change the procedure.
Rewards, should be what are said...if they change - an explanation as to why should follow.
Uh huh. So what are the effects of these 'anomalous numbers' and why is this important?
So people were getting less skill points than they should have? Okay, cool. So this will result in more people getting more skillpoints and thus progressing more quickly!
Oh... so players were not getting fewer rewards despite the anomalous numbers.
So people will be getting more rewards, therefore progressing faster?
So... players will need more skill points to level up, but it doesn't matter because the amount of skillpoints earned will also go up...?
So why are we changing this again?
So you're changing the numbers around... in what some might say is needless... for what purpose again?
Okay, so that's a relief...
How... is this even a drastic change? If all that is changing is numbers, but the rate of progression remains the same... I fail to see the reason why you would change this at all.
Just so your math looks prettier? In practical application, from what is stated... nothing is really changing.
Rate of progression is still the same. You're just making it look like bigger numbers are required to level past 50. So this is really... what? More of an aesthetic change?
I fail to grasp why these 'anomalous numbers' are important to change if changing them results in the same results as we have now.
So.....in other words your overlords probaby made a mistake somewhere? But that's okay cuz there's a lot of moving parts?
Glad you're not PR for Lockheed Martin and other plane manufacturers.
You're mistaking me for a Dev.
I'm a player who's seen a lot of patch days come and go. I'm kind of expecting the unexpected.
My views may not represent those of Cryptic Studios or Perfect World Entertainment. You can file a "forums and website" support ticket here Link: How to PM - Twitter @STOMod_Bluegeek
:: Paraphrase :: "We are going to increase the number of skill points you earn; however, we are also going to increase the number of skill points you need to level. Nothing has technically changed. You will still progress at the current rate of speed." :: Paraphrase ::
We are sorry to be making such drastic changes so far after launch. Unlike the other changes we are making to tune balance, this should be a one-time change.
rofl... Its an aesthetic change. You are just changing the color of the paint.
why don't they just buff the XP gain and leave the rest, when everyone was lvl 50 and nothing left, everyone was having fun, strange how that worked hu?
I hit a point where the character suddenly failed to meet the minimum level for the next Episode despite playing solely on Elite and slotting all 20 doff assignments before logging out each night. That was the point where I realized that in order to play Delta Rising I needed to not play Delta Rising.
This hit the nail on the head, proverbially speaking, for me. I've found this in a couple of places, actually, while leveling a few different characters. I had one that didn't Doff at all and just tried to level through the missions and discovered that I came up short on levels to qualify for the next assignment.
Same thing with DR... I've got a few captains I'll be taking there, but one is going through at the moment to learn how it works. I've also hit the "wall" you are speaking of here. I don't qualify for the last half of the missions because the XP awarded per mission has not granted me access to levels above a level 54...
CM
"Equipped with his five senses, man explores the universe around him and calls the adventure science." - Edwin Hubble
I like to think of myself as a semi-reformed pessimist.
Human nature and Murphy's Law go hand-in-hand more often than not, but diligent attention to detail, a healthy dose of humility, and Providence will counteract them.
This update sounds like it is not only complex, but broad in scope. So yes, Murphy applies. Go Providence.
My views may not represent those of Cryptic Studios or Perfect World Entertainment. You can file a "forums and website" support ticket here Link: How to PM - Twitter @STOMod_Bluegeek
I for one understand the change, and am thankful for it, and that you are trying to communicate this change.
Getting screwed on skill point returns from duty officer missions was pissing me off. I was filling out duty officer missions that would only return around 70% or so (across the board guesstimate) of the stated value. For example I do the Engage in Riot Control Exercises tactical doff mission and it lists the skill point award as 160 skill points, but on turn in on mission success, I get only 101 skill points. I was getting this on all my missions, and it was frustrating me, and as a consequence I am only bothering to log in a couple of characters to do doff missions as opposed to logging in more and spending more time in the game (this affects my fed characters since that is pretty much all I do with them is doff missions).
While this will not affect the time it takes me to get to 60, at least I am not getting screwed out of precious skill points. Also this should help me with ship mastery progress, since from my understanding, is that mob skill point returns will be increasing.
Thanks.
Now about getting the KDF and Romulans a few more ships so we can get more than just 2 ship traits without being forced to buy the lobi ship and lockbox ship... :mad:
I'll admit, I'll be pleased if this update doesn't go south with unintended after-effects.
But this game has a lot of moving parts and a lot of custom work under the hood, and I won't be surprised if something gets missed. I've got a bad feeling this hasn't been burned-in on Tribble first... the announcement doesn't say.
Yeah, to be perfectly honest I'm expecting chaos. No doubt someone will miss a 0 somewhere and we'll all be bucked back to Lieutenant.
Not that I'm a pessimist or anything, but I'll be taking note of my rank and grade on all 15 of my toons before the patch just to be sure.
Join date is wrong, I've actually been around since STO Beta.
True alters don't have a "main". Account wide unlocks for all unique event rewards!!
I like to think of myself as a semi-reformed pessimist.
Human nature and Murphy's Law go hand-in-hand more often than not, but diligent attention to detail, a healthy dose of humility, and Providence will counteract them.
This update sounds like it is not only complex, but broad in scope. So yes, Murphy applies. Go Providence.
Particularly the gamble they are taking on what ultimately results in no practical change. They can take a gamble and hope their math works out exactly as planned, for what is ultimately an aesthetic math change.
If their task pays off without a hitch, no noticable practical changes are made with player progression.
If they drop a decimal point a la Michael Bolton in Office Space, we're looking at claims of slowed progression, or claims of exploitation as people get way more than what they wanted -- which invites its own share of headaches.
In medical terminology, I'd consider this an unnecessary surgery. The risks involved with something going wrong outweigh the benefit to be gained by the surgery going as planned.
This is more along the lines of elective plastic surgery. Nothing life threatening or quality-of-life degrading.
Thank you cryptic for this XP change, i am overwhelmed that you have finally seen sense and fixed the math in this game it is a very welcomed change!
SO...... what exactly is changing?
Let me see its been what two weeks since the first round of posts from devs that no one knew existed?
The system was being looked into and it has taken two weeks to rework it to change nothing?
i now no longer hold out hope for any bugs that are in need of fixing, instead there are pointless changes to a system that no one knew were there any ways.
How is the mac fixes coming along? (i feel for you mac users i do, good luck)
on a side note is the hirogen showing up in Argarla a bug? because all the talking boxes on the left suggest it is as they are kazon?
I honestly do not mind for the grind (played worse, not many mind you) but the bugs should in my opinion take presidence over any system changes that most would not even be aware existed.
change? or no change? or change the no change change? does it change a lot or nothing? to be or not to be ... how much change is a change? a change without a change is it a real change?
I like to think of myself as a semi-reformed pessimist.
Human nature and Murphy's Law go hand-in-hand more often than not, but diligent attention to detail, a healthy dose of humility, and Providence will counteract them.
This update sounds like it is not only complex, but broad in scope. So yes, Murphy applies. Go Providence.
You sound like a Cryptic apologist trying really hard not to be an apologist.
This update sounds like it is not only complex, but broad in scope. So yes, Murphy applies. Go Providence.
Agreed. My concern is timing for implementation. Are they doing it with this week's downtime? Next? Because with this being the first we're hearing of this, 24 hours from announcement to implementation with zero known live testing on Tribble is... worrisome, to say the least.
Murphy says you test it, break it, fix it, test it again, and then full well expect it to break when it goes live.
Comments
Instead, this "patch" applies a "fix" to the so-called "exploit" that Cryptic accused their own customers of abusing.
First they lock out Taw Dewa. Then Cryptic unfairly yanks earned rewards from a percentage of players whom are labeled as "exploiters".
Then, D'Angelo comes on with a not-apology apology and says they're giving the missing skill points back.
This is just Cryptic covering their asses by applying a "sliding scale" to the reward system.
It does nothing to address player concerns at all. The Path to Asia Grindfest 2409 shall now continue.
Expert neutral post.
Joined January 2009
But this game has a lot of moving parts and a lot of custom work under the hood, and I won't be surprised if something gets missed. I've got a bad feeling this hasn't been burned-in on Tribble first... the announcement doesn't say.
Link: How to PM - Twitter @STOMod_Bluegeek
I have a feeling that every time you kill something, your toilet will flush. Every time you turn in a doff mission, your car alarm goes off, even if you don't have one. Cryptic QA is that good. :cool:
So.....in other words your overlords probaby made a mistake somewhere? But that's okay cuz there's a lot of moving parts?
Glad you're not PR for Lockheed Martin and other plane manufacturers.
Lion Heart of Hammer Squadron
This should have been the update. Star Trek : Delta Rising - Everything is Awesome
https://www.youtube.com/watch?v=StTqXEQ2l-Y
On a serious note, I don't think this blog does anything. Just a huge perception change nerf.
Uh huh. So what are the effects of these 'anomalous numbers' and why is this important?
So people were getting less skill points than they should have? Okay, cool. So this will result in more people getting more skillpoints and thus progressing more quickly!
Oh... so players were not getting fewer rewards despite the anomalous numbers.
So people will be getting more rewards, therefore progressing faster?
So... players will need more skill points to level up, but it doesn't matter because the amount of skillpoints earned will also go up...?
So why are we changing this again?
So you're changing the numbers around... in what some might say is needless... for what purpose again?
Okay, so that's a relief...
How... is this even a drastic change? If all that is changing is numbers, but the rate of progression remains the same... I fail to see the reason why you would change this at all.
Just so your math looks prettier? In practical application, from what is stated... nothing is really changing.
Rate of progression is still the same. You're just making it look like bigger numbers are required to level past 50. So this is really... what? More of an aesthetic change?
I fail to grasp why these 'anomalous numbers' are important to change if changing them results in the same results as we have now.
Zen Store XP Boosts will be TOTALLY WORTHLESS after this change. (read even more worthless than they already are)...
...#LLAP...
Did Cryptic take dumb pills this morning?
It would be extremely nice - if what the reward says when you start the mission is what you get when you finish the mission...on holodeck it isn't. (crits an exception of course)
Not only that but many missions don't reward what the "finished" view details says will be rewarded. Loofing in the chat box they change...sometimes drasticly.
ISO 9000...standard industry practise...write procedures on how to do things...then do them as written. If they need to change, change the procedure.
Rewards, should be what are said...if they change - an explanation as to why should follow.
You're mistaking me for a Dev.
I'm a player who's seen a lot of patch days come and go. I'm kind of expecting the unexpected.
Link: How to PM - Twitter @STOMod_Bluegeek
You have realistic expectations.
Since it has not been...no bugs have been fixed over the last week....
Why do I want to vomit?
rofl... Its an aesthetic change. You are just changing the color of the paint.
This hit the nail on the head, proverbially speaking, for me. I've found this in a couple of places, actually, while leveling a few different characters. I had one that didn't Doff at all and just tried to level through the missions and discovered that I came up short on levels to qualify for the next assignment.
Same thing with DR... I've got a few captains I'll be taking there, but one is going through at the moment to learn how it works. I've also hit the "wall" you are speaking of here. I don't qualify for the last half of the missions because the XP awarded per mission has not granted me access to levels above a level 54...
CM
I like to think of myself as a semi-reformed pessimist.
Human nature and Murphy's Law go hand-in-hand more often than not, but diligent attention to detail, a healthy dose of humility, and Providence will counteract them.
This update sounds like it is not only complex, but broad in scope. So yes, Murphy applies. Go Providence.
Link: How to PM - Twitter @STOMod_Bluegeek
Getting screwed on skill point returns from duty officer missions was pissing me off. I was filling out duty officer missions that would only return around 70% or so (across the board guesstimate) of the stated value. For example I do the Engage in Riot Control Exercises tactical doff mission and it lists the skill point award as 160 skill points, but on turn in on mission success, I get only 101 skill points. I was getting this on all my missions, and it was frustrating me, and as a consequence I am only bothering to log in a couple of characters to do doff missions as opposed to logging in more and spending more time in the game (this affects my fed characters since that is pretty much all I do with them is doff missions).
While this will not affect the time it takes me to get to 60, at least I am not getting screwed out of precious skill points. Also this should help me with ship mastery progress, since from my understanding, is that mob skill point returns will be increasing.
Thanks.
Now about getting the KDF and Romulans a few more ships so we can get more than just 2 ship traits without being forced to buy the lobi ship and lockbox ship... :mad:
Also: KDF dreadnaught please.
Yeah, to be perfectly honest I'm expecting chaos. No doubt someone will miss a 0 somewhere and we'll all be bucked back to Lieutenant.
Not that I'm a pessimist or anything, but I'll be taking note of my rank and grade on all 15 of my toons before the patch just to be sure.
Particularly the gamble they are taking on what ultimately results in no practical change. They can take a gamble and hope their math works out exactly as planned, for what is ultimately an aesthetic math change.
If their task pays off without a hitch, no noticable practical changes are made with player progression.
If they drop a decimal point a la Michael Bolton in Office Space, we're looking at claims of slowed progression, or claims of exploitation as people get way more than what they wanted -- which invites its own share of headaches.
In medical terminology, I'd consider this an unnecessary surgery. The risks involved with something going wrong outweigh the benefit to be gained by the surgery going as planned.
This is more along the lines of elective plastic surgery. Nothing life threatening or quality-of-life degrading.
In other words, a waste of money and labor hours.
SO...... what exactly is changing?
Let me see its been what two weeks since the first round of posts from devs that no one knew existed?
The system was being looked into and it has taken two weeks to rework it to change nothing?
i now no longer hold out hope for any bugs that are in need of fixing, instead there are pointless changes to a system that no one knew were there any ways.
How is the mac fixes coming along? (i feel for you mac users i do, good luck)
on a side note is the hirogen showing up in Argarla a bug? because all the talking boxes on the left suggest it is as they are kazon?
I honestly do not mind for the grind (played worse, not many mind you) but the bugs should in my opinion take presidence over any system changes that most would not even be aware existed.
You sound like a Cryptic apologist trying really hard not to be an apologist.
Lion Heart of Hammer Squadron
And I have come to see the unexpected as expected.
I should really go to Tribble, and see what Argala pays out in XP: only way to be sure.
Agreed. My concern is timing for implementation. Are they doing it with this week's downtime? Next? Because with this being the first we're hearing of this, 24 hours from announcement to implementation with zero known live testing on Tribble is... worrisome, to say the least.
Murphy says you test it, break it, fix it, test it again, and then full well expect it to break when it goes live.