As per the campaign xp, it seems I'm only getting it once a day per campaign, regardless of how many assignements of a given campaign I complete per day.
Ditto on that. I claimed five missions on my Fed toon last night and only got the 1800 XP from the first mission.
Also, the icon appearing next to XP gained for the KDF campaign now uses the Fed icon.
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!!
UI thing that's been bugging me: We can't clear the first ship in the list. So if I go through, fill in all 3 slots, then realize I don't need the first ship I've slotted, I can't clear it out.
I also noticed an annoying noise when hovering the mouse on an assignment. It's like that click/ding sound that normally plays when you select something, but it plays constantly as long as I'm moving the mouse over an admiralty assignment.
UI thing that's been bugging me: We can't clear the first ship in the list. So if I go through, fill in all 3 slots, then realize I don't need the first ship I've slotted, I can't clear it out.
This is because the first ship is required. We didn't have the capability of just saying "any one slot must be filled," without some substantial code.
Jeremy Randall
Cryptic - Lead Systems Designer
"Play smart!"
Its a tough job to fill the 'relevance' factor. How is this important to me? Weather I'm new at Lv 52 as a F2P or a lifetime multi-year (cash in hand) veteran... it needs to be important! Then to balance so each feels it is helping them...yea, a tough job it's got to be designing this new Admiralty system.
The one thing i implore for consideration... give a frame of reference. Start to tell the story of how this starts (and is important) what it is growing into, and where the long term is headed.
Was maintenance not supposed to start the moment the assignment finishes? I understood that times also count when offline.
Since admirality assignments just like doff missions finish when you get online with your character the next the time, the counter will start then. I expected a T6 ship on a say 2h assignment to be ready after 20h (2h assignment + 18h maintenance). In fact now it will be ready to use 18h from the moment you log on again, when the assignment completion triggers.
I'm very unhappy with this since it's a major setback for people with limited online times. People going to work might send their ships on assignments before going to bed, say at 10pm. I'd expect us to have most of our ships back when we come back online at 6pm. Now we have to wait 12 to 18 hours from that moment, i.e. running assignments using your best ships every 48 hours only.
I don't know if anyone has mentioned this but an Idea for the T1-T4 ships is to change the cost from Dilithium to EC. I understand that they want Dilithium sinks but there are plenty in the game as it is. Changing the cost of buying additional ships from Dilithium to Energy Credits which are supposed to be the "Main" currency in the game will allow for people to buy the F2P versions of ships as well a maybe help control some of the inflation as a great many people have more EC than they can realistically spend and that also drives inflation.
The concept of tying the R&D, Doff and Admiralty Systems together also struck me as an excellent idea.
As for the maintenance times, I think some are still a little long, I agree with letting the mission outcome and duration or mission set the times. Like a failed Doff Mission puts the Doff in Sick Bay. I'd suggest saving the 20+ Hour timers for those situations. For a successful mission use a formula based on the mission time/ship tier combined. Maintenance on a more advanced ship like the T6 and such will take longer than on a Miranda but the T6 would take far less damage and or problems than that Miranda would on the same mission
Instead of using small craft for missions, add them like Catalysts in crafting. I send a cruiser on a mission with +Sci, I can add a Delta Flyer for the ability to negate the +Sci Bonus. Use Runabouts to Negate +Engi and like the Perigrine to negate +Tac. Allow only 1 Small Craft per mission so not all events can be negated within one mission
Playing through the system the few things that I do feel are in need of some improvement are more clarity with the rewards when they are listed before the missions are started, they say a special item when it looks like a duty officer or resources. I do think the maintenance time on ships is excessive. One of the things that would help will be if the values on the ships are tweeked a bit. Higher end cruiser class ships on the fed side would have a lot more science labs than some of the values seem to give them.
So I've been giving the ship bonii some thought, there is still a quite significant disparity between overall usefulness, I'd rate them
1: Ignore event modifier: not always useful but when it is its really powerful
2: +x stat for each ship type pretty much always useful but less pure oomph opportunity cost is low, this applies for all varients of this ability.
3: + % Bonus to stat (including event), fairly baseline on most of the time usable ability.
4: -% maintenance per ship type again nearly always on no real appreciation of usefulness due to current bugs
5: + stat when solo, ok this one is bottom of the heap by a long way, since the update the multistat when solo are more usable as are the ships that have a stat bonus to their tertiary stat since this enables them to get good percentages on mid tier missions though they miss out on criticals, and its often a much better option to just add an extra ship, for ships that are adding a solo attribute to a primary or secondary stat their fairly likely to be running low percentages to succeed except on the easier missions which negates the fact that their getting a nice chunk of critical unless you use these mostly high maintenance ships on low time missions. Ultimately the opportunity cost with this bonus is currently way too high unless your really short on ships.
I'v been playing a Lv 55 with just the free claim ships and one event ship (Kobali Cruiser) and i as i am now midway to level two I think it may be impossible to to finish a full Tour. If not for the one event ship, i would already be stuck and unable to complete any more Admiralty missions. By the way i am playing 3 other toons and wonder what level of success i can have. Many times already I have had to wait for all ships to come off maintenance before starting the next. Two of them are now in level 5.
I also noticed an annoying noise when hovering the mouse on an assignment. It's like that click/ding sound that normally plays when you select something, but it plays constantly as long as I'm moving the mouse over an admiralty assignment.
I've noticed that too. But to me it's an electronic buzz / hum similar to the buzz a microphone makes when you have the volume high enough to hear noise. It happens to occurs over the assignment picture.
I also noticed an annoying noise when hovering the mouse on an assignment. It's like that click/ding sound that normally plays when you select something, but it plays constantly as long as I'm moving the mouse over an admiralty assignment.
I've noticed that too. But to me it's an electronic buzz / hum similar to the buzz a microphone makes when you have the volume high enough to hear noise. It happens to occurs over the assignment picture.
And I felt a presence...it was dark all around the Admirality screen...and I was on a table...there was something over my head.
Some assignments combined with certain events might have requirements far above what is currently possible even with perfect top-tier ships. I have a requirement of 450, but the max currently possible with 3 ships (not counting any ship bonuses) is 378.
Some assignments combined with certain events might have requirements far above what is currently possible even with perfect top-tier ships. I have a requirement of 450, but the max currently possible with 3 ships (not counting any ship bonuses) is 378.
HAH! That's an moderate assignment. I've seen some with a SINGLE stat of over 200. I think the intention is that the REALLY hard assignments are impossible to get a 100% success rate on. AND some events will add 100 to a single stat.
UV6 ships(lock box/winter/anniversary/summer event) ships have a stat total of 126 so for a mission with 150 on each you'd probably get around a 85-90% chance of success. It's good to remember that "required" is the requirement for 100% chance of success, not the requirement to start the mission.
Some assignments combined with certain events might have requirements far above what is currently possible even with perfect top-tier ships. I have a requirement of 450, but the max currently possible with 3 ships (not counting any ship bonuses) is 378.
[...]
HAH! That's an moderate assignment. I've seen some with a SINGLE stat of over 200. I think the intention is that the REALLY hard assignments are impossible to get a 100% success rate on. AND some events will add 100 to a single stat.
UV6 ships(lock box/winter/anniversary/summer event) ships have a stat total of 126 so for a mission with 150 on each you'd probably get around a 85-90% chance of success. It's good to remember that "required" is the requirement for 100% chance of success, not the requirement to start the mission.
I doubt it is a reasonable assumption that the majority of players will be able to fill even ONE task with UV6 ships.
Even keeping the tasks running with plain b5/6 cstore ships without maintenance downtimes will be 'challenging'. So instead of 126 it is far more likely that players will fill the juicy tasks with ships having 90/108 points spread with 'maybe' 40ish added points as bonus on top of that.
Also riddle me this: Who will run a shiptask with less than 95% success chance after his first couple fails? (Besides intentionally failing a task that clogs up your choices).
Something else what really rubs me the wrong way by now. Am I really the only one who is irked by the 'now' +35 bonus when alone for ALL the 3pack ships? Yes, because their better rarity they get 8/9 stat points more than the other cstore ships. Still doesn't make them eligible for any but the easiest tasks. Why? Because their stats are not balanced and the base difficulty on most tasks is.
Assume you send one Oddy variant of your choice on a solo task for that 35 bonus. That either gets you 93E/20T/20S, 54E,20T,59S or 54E,59T,20S. Either way there are three possible directions that will go.
1) You pick a moderately difficult task with 50/50/50 req and tank your success chance doing that. - Once. See above riddle.
2) You are extremely lucky and get a slightly easier task that in addition has the right -10/20 event. - From what I saw +req events are far more common making this very very situational.
3) You pick a trivial 20/20/20 task with trivial rewards.
Even as stat sponges they are only marginally useful because ANY bonus is better than one that doesn't apply.
What I want to know is why as a player I should buy one of the t5 3packs now if I haven't already done so? Where is the added incentive from the admiralty system? Positive reinforcement guys! It's a real thing.
some tasks will be stuff like 50/20/20. Also events can add rewards to easy missions that make them worth doing.
The benefit seems to be in saving on maint. If you only send one ship then only one ship goes into maint.
And honestly.... I've had a LOT of assignments succeed even with only 70% chance of success.
- I haven't really 'noticed' tasks with requirements that are not 'balanced'. The only thing I recall changing them from a balanced requirement were some event effects. Apply that to the 50/20/20 example you gave we have a trivial task with +30 eng from an event. Trivial task equals trivial rewards.
- Saving on maintenance you say. Let's dig out the Oddy variants from earlier and apply them to the tour of duty tasks. 1of10 and 2of10 will work just fine. 3of10 needs 30/30/30 letting you fall short 10 points at least. That puts you at what success chance? 89%? 4of10 - 75%? For the one task you really don't want to fail because you would have to do it again before you can progress? From my experience the 'only' tasks you can do with a reasonable success chance are common or uncommon task that are not longer than an hour. Any higher rarity or longer duration and it becomes a gamble.
Any way, if someone had 5.000zen and asked you what he could do with them to pimp his admiralty ships wouldn't you agree that 'any' of the 3packs would be at the very bottom of suggestions you could have for him?
Some events are strictly good, others are generally bad. The time portal event adds +100 to the science requirement, but removes the maint that the ships would otherwise have. For that event the ideal ship is really one of those that cancels science event stat requirements.
At any rate, the command BC 3-pack ships are T6 purple. Thus they have good base stats. the cards are more of a bonus thing than the main focus of ship buying.
[...]
At any rate, the command BC 3-pack ships are T6 purple. Thus they have good base stats. the cards are more of a bonus thing than the main focus of ship buying.
But they don't. 117 stat points look good on paper first until you realize how they are distributed. Command BC have 75ish/20ish/20ish suffering from exactly the same problem I pointed out earlier. You cannot use them for non-trivial solo tasks without gimping your success chance.
[...]
At any rate, the command BC 3-pack ships are T6 purple. Thus they have good base stats. the cards are more of a bonus thing than the main focus of ship buying.
But they don't. 117 stat points look good on paper first until you realize how they are distributed. Command BC have 75ish/20ish/20ish suffering from exactly the same problem I pointed out earlier. You cannot use them for non-trivial solo tasks without gimping your success chance.
When solo though they are then either 110/20/20, 70/55/20, or 70/20/55....
I'm not saying it's a great ability(you get more stat points out of the other Alone abilities, Aelahl gets +15 all), but.... the ship cards are not useless.
Many people simply won't have enough ships to fill all assignements with 3 all the time. A single command cruiser is very much sufficient there.
Personally, I like those bonuses. What I dislike is that every 3-pack has that one bonus.
TOIVA, Toi Vaxx, Toia Vix, Toveg, T'vritha, To Vrax: Bring in the Allegiance class. Toi'Va, Ti'vath, Toivia, Ty'Vris, Tia Vex, Toi'Virth: Add Tier 6 KDF Carrier and Raider. Tae'Va, T'Vaya, To'Var, Tevra, T'Vira, To'Vrak: Give us Asylums for Romulans.
There was an old ST game i used to love called Star Trek Ship Creator... It was a pretty silly game on it's own but i've always thought taking the concept of it and putting it in STO would make for a great mini game...
the player was an admiral who had a certain amount of starting points to design a ship or two... equip them and fill out a bridge crew, and then send them on missions.
Most all the missions you just sat there and watched as it was completed, but it would give real life updates of how your ship fared as it faced various challenges. the equipment and crew effected how well it did.
Using the ships in our roster makes far more sense for STO of course, though it would be nice to get to pick equipment and doffs/boffs to assign to your ships for admiralty missions, i can see how that would be complicated. My big suggestion for a future update to the admiralty system would be to change the UI as much as possible AWAY from how the Doff and R&D systems look. There far to consistent in appearance and makes you feel like your doing the same things over and over even though the ideas behind them are quite different. For the admiraly system, take the idea of missions from the STSC and show a map of where the ships you've sent out are going. Why not have the screen be a miniature version of the galaxy map... or make it look somewhat like the map behind admiral quinns desk. Show the player where a mission is in the quadrant... say, if you hover your mouse over a mission on the list, the system its in lights up... and it also would show where you have sent your ships... with a little icon of the ship/ships you've sent next to said system.
That would start to make you feel like you have something to watch over (which is really what admirals do) give you a little sense of power "i have ships under my command completing missions in 5 sectors right now" and add a little diversity to a concept thats clever enough to have spawned the doffs, reworked r&d and this...
Reward Alien Ship Cards for completing missions that involve flying a non-faction ships. Like Federation players getting a Common T1 B'rel for finishing Doomsday. Or a Samsar for completing Dust to Dust (which would help players get a Samsar Card since some missed the free Samsar), and more. Of course these cards would be lower quality than the original, but still worth collecting.
I haven't seen it mentioned before on this thread, but may have overread: maintenance modifiers still don't seem to be working.
If I understand them correctly, maintenance time for ships in this assignment should be reduced by 55% (1x Sci -25%, 1x Sci -10%, 2x Tac -10%). In fact, still 100% maintenance time applied:
Either I understand the modifiers incorrectly or they simply don't work as intended.
Bort, I think the biggest things I have issues with, if you've got time to address them:
1) As stated above, Maintenance timer CD reducers don't seem to be working correctly. For launch, will we need to just assume Maintenance times are always 100% of normal until a patch can get out?
2) Will there be a way to address players who have long ago dismissed their old, free T1-T5 "free on level-up" ships and would have to spend a ton of Dilithium to get them back? Perhaps a starter package of 1 of each Tier of ship from that roster, appropriate to your career? Or an across-the-board Dilithium price reduction, say 50%?
The point requirements for some missions become outrageous after you select it and huge additional point requirement is added to one or several areas. One mission had reasonable points E70/T70/S125 and then another 100 points was added to Sci. I was using my Sci Oriented Rom (level 60) that has 19 ships and there was no way I could generate 225 points in Sci using only three ships. This additional points need to be tempered down to a more reasonable level.
Comments
Ditto on that. I claimed five missions on my Fed toon last night and only got the 1800 XP from the first mission.
Also, the icon appearing next to XP gained for the KDF campaign now uses the Fed icon.
My character Tsin'xing
This is because the first ship is required. We didn't have the capability of just saying "any one slot must be filled," without some substantial code.
Cryptic - Lead Systems Designer
"Play smart!"
The one thing i implore for consideration... give a frame of reference. Start to tell the story of how this starts (and is important) what it is growing into, and where the long term is headed.
Since admirality assignments just like doff missions finish when you get online with your character the next the time, the counter will start then. I expected a T6 ship on a say 2h assignment to be ready after 20h (2h assignment + 18h maintenance). In fact now it will be ready to use 18h from the moment you log on again, when the assignment completion triggers.
I'm very unhappy with this since it's a major setback for people with limited online times. People going to work might send their ships on assignments before going to bed, say at 10pm. I'd expect us to have most of our ships back when we come back online at 6pm. Now we have to wait 12 to 18 hours from that moment, i.e. running assignments using your best ships every 48 hours only.
Please see this thread for updates on this subject: http://www.arcgames.com/en/forums/startrekonline/#/discussion/1205089/ship-maint-bug
Cryptic - Lead Systems Designer
"Play smart!"
The concept of tying the R&D, Doff and Admiralty Systems together also struck me as an excellent idea.
As for the maintenance times, I think some are still a little long, I agree with letting the mission outcome and duration or mission set the times. Like a failed Doff Mission puts the Doff in Sick Bay. I'd suggest saving the 20+ Hour timers for those situations. For a successful mission use a formula based on the mission time/ship tier combined. Maintenance on a more advanced ship like the T6 and such will take longer than on a Miranda but the T6 would take far less damage and or problems than that Miranda would on the same mission
Instead of using small craft for missions, add them like Catalysts in crafting. I send a cruiser on a mission with +Sci, I can add a Delta Flyer for the ability to negate the +Sci Bonus. Use Runabouts to Negate +Engi and like the Perigrine to negate +Tac. Allow only 1 Small Craft per mission so not all events can be negated within one mission
1: Ignore event modifier: not always useful but when it is its really powerful
2: +x stat for each ship type pretty much always useful but less pure oomph opportunity cost is low, this applies for all varients of this ability.
3: + % Bonus to stat (including event), fairly baseline on most of the time usable ability.
4: -% maintenance per ship type again nearly always on no real appreciation of usefulness due to current bugs
5: + stat when solo, ok this one is bottom of the heap by a long way, since the update the multistat when solo are more usable as are the ships that have a stat bonus to their tertiary stat since this enables them to get good percentages on mid tier missions though they miss out on criticals, and its often a much better option to just add an extra ship, for ships that are adding a solo attribute to a primary or secondary stat their fairly likely to be running low percentages to succeed except on the easier missions which negates the fact that their getting a nice chunk of critical unless you use these mostly high maintenance ships on low time missions. Ultimately the opportunity cost with this bonus is currently way too high unless your really short on ships.
I've noticed that too. But to me it's an electronic buzz / hum similar to the buzz a microphone makes when you have the volume high enough to hear noise. It happens to occurs over the assignment picture.
And I felt a presence...it was dark all around the Admirality screen...and I was on a table...there was something over my head.
STO Resources: <Ship Comparison - All Tiers + Small Craft + Hangar Pets> <Damage Resistance>
<R&D + Upgrade Costs> <Duty Officer Finder> <Suliban Doff Reqs> <Fleet Costs> <Rep Costs>
<Keybind Tour the Galaxy> <Fleet / Armada Management> <Currency Exchange> <Other STO Links>
UV6 ships(lock box/winter/anniversary/summer event) ships have a stat total of 126 so for a mission with 150 on each you'd probably get around a 85-90% chance of success. It's good to remember that "required" is the requirement for 100% chance of success, not the requirement to start the mission.
My character Tsin'xing
I doubt it is a reasonable assumption that the majority of players will be able to fill even ONE task with UV6 ships.
Even keeping the tasks running with plain b5/6 cstore ships without maintenance downtimes will be 'challenging'. So instead of 126 it is far more likely that players will fill the juicy tasks with ships having 90/108 points spread with 'maybe' 40ish added points as bonus on top of that.
Also riddle me this: Who will run a shiptask with less than 95% success chance after his first couple fails? (Besides intentionally failing a task that clogs up your choices).
Something else what really rubs me the wrong way by now. Am I really the only one who is irked by the 'now' +35 bonus when alone for ALL the 3pack ships? Yes, because their better rarity they get 8/9 stat points more than the other cstore ships. Still doesn't make them eligible for any but the easiest tasks. Why? Because their stats are not balanced and the base difficulty on most tasks is.
Assume you send one Oddy variant of your choice on a solo task for that 35 bonus. That either gets you 93E/20T/20S, 54E,20T,59S or 54E,59T,20S. Either way there are three possible directions that will go.
1) You pick a moderately difficult task with 50/50/50 req and tank your success chance doing that. - Once. See above riddle.
2) You are extremely lucky and get a slightly easier task that in addition has the right -10/20 event. - From what I saw +req events are far more common making this very very situational.
3) You pick a trivial 20/20/20 task with trivial rewards.
Even as stat sponges they are only marginally useful because ANY bonus is better than one that doesn't apply.
What I want to know is why as a player I should buy one of the t5 3packs now if I haven't already done so? Where is the added incentive from the admiralty system? Positive reinforcement guys! It's a real thing.
The benefit seems to be in saving on maint. If you only send one ship then only one ship goes into maint.
And honestly.... I've had a LOT of assignments succeed even with only 70% chance of success.
My character Tsin'xing
- I haven't really 'noticed' tasks with requirements that are not 'balanced'. The only thing I recall changing them from a balanced requirement were some event effects. Apply that to the 50/20/20 example you gave we have a trivial task with +30 eng from an event. Trivial task equals trivial rewards.
- Saving on maintenance you say. Let's dig out the Oddy variants from earlier and apply them to the tour of duty tasks. 1of10 and 2of10 will work just fine. 3of10 needs 30/30/30 letting you fall short 10 points at least. That puts you at what success chance? 89%? 4of10 - 75%? For the one task you really don't want to fail because you would have to do it again before you can progress? From my experience the 'only' tasks you can do with a reasonable success chance are common or uncommon task that are not longer than an hour. Any higher rarity or longer duration and it becomes a gamble.
Any way, if someone had 5.000zen and asked you what he could do with them to pimp his admiralty ships wouldn't you agree that 'any' of the 3packs would be at the very bottom of suggestions you could have for him?
At any rate, the command BC 3-pack ships are T6 purple. Thus they have good base stats. the cards are more of a bonus thing than the main focus of ship buying.
My character Tsin'xing
But they don't. 117 stat points look good on paper first until you realize how they are distributed. Command BC have 75ish/20ish/20ish suffering from exactly the same problem I pointed out earlier. You cannot use them for non-trivial solo tasks without gimping your success chance.
I'm not saying it's a great ability(you get more stat points out of the other Alone abilities, Aelahl gets +15 all), but.... the ship cards are not useless.
My character Tsin'xing
Personally, I like those bonuses. What I dislike is that every 3-pack has that one bonus.
Toi'Va, Ti'vath, Toivia, Ty'Vris, Tia Vex, Toi'Virth: Add Tier 6 KDF Carrier and Raider.
Tae'Va, T'Vaya, To'Var, Tevra, T'Vira, To'Vrak: Give us Asylums for Romulans.
Don't make ARC mandatory! Keep it optional only!
My character Tsin'xing
the player was an admiral who had a certain amount of starting points to design a ship or two... equip them and fill out a bridge crew, and then send them on missions.
Most all the missions you just sat there and watched as it was completed, but it would give real life updates of how your ship fared as it faced various challenges. the equipment and crew effected how well it did.
Using the ships in our roster makes far more sense for STO of course, though it would be nice to get to pick equipment and doffs/boffs to assign to your ships for admiralty missions, i can see how that would be complicated. My big suggestion for a future update to the admiralty system would be to change the UI as much as possible AWAY from how the Doff and R&D systems look. There far to consistent in appearance and makes you feel like your doing the same things over and over even though the ideas behind them are quite different. For the admiraly system, take the idea of missions from the STSC and show a map of where the ships you've sent out are going. Why not have the screen be a miniature version of the galaxy map... or make it look somewhat like the map behind admiral quinns desk. Show the player where a mission is in the quadrant... say, if you hover your mouse over a mission on the list, the system its in lights up... and it also would show where you have sent your ships... with a little icon of the ship/ships you've sent next to said system.
That would start to make you feel like you have something to watch over (which is really what admirals do) give you a little sense of power "i have ships under my command completing missions in 5 sectors right now" and add a little diversity to a concept thats clever enough to have spawned the doffs, reworked r&d and this...
Cryptic Account: Robert_Praetori
Reward Alien Ship Cards for completing missions that involve flying a non-faction ships. Like Federation players getting a Common T1 B'rel for finishing Doomsday. Or a Samsar for completing Dust to Dust (which would help players get a Samsar Card since some missed the free Samsar), and more. Of course these cards would be lower quality than the original, but still worth collecting.
If I understand them correctly, maintenance time for ships in this assignment should be reduced by 55% (1x Sci -25%, 1x Sci -10%, 2x Tac -10%). In fact, still 100% maintenance time applied:
Either I understand the modifiers incorrectly or they simply don't work as intended.
My character Tsin'xing
1) As stated above, Maintenance timer CD reducers don't seem to be working correctly. For launch, will we need to just assume Maintenance times are always 100% of normal until a patch can get out?
2) Will there be a way to address players who have long ago dismissed their old, free T1-T5 "free on level-up" ships and would have to spend a ton of Dilithium to get them back? Perhaps a starter package of 1 of each Tier of ship from that roster, appropriate to your career? Or an across-the-board Dilithium price reduction, say 50%?
Thanks!