I have nothing against using things as a form of incentive to get players to join fleets, play ques, and what have you. I mean I actually like using the fact that fleets have things like fleet specific gear, a specific grade of ship, and other such things that are exclusive to them that give the player an incentive to join a fleet. Though the fact is that Fed/Kdf/Rom characters have the ability to get a full rooster of boffs of their specific faction thru other methods than merely thru being in a fleet, while 23'rd century fed have no other recourses to get a full rooster of purple quality 23'rd century boffs othan than via joining a fleet with k-13.
To me what is more of what puts a lot of people off with having the 23'd century boffs in K-13, is not that the 23'd century boffs are in k-13, but that unlike the other three factions you have no other method of getting a full rooster of your faction's (23'd century specifically) boffs than being in a fleet. I could see having it that the boffs from k-13 might have specific exclusive traits, boff abilities, and even having tailoring looks that you gain from getting the boffs thru the fleet as an incentive. Though I do also think that you should be able to get access to 23'rd century boffs up to a purple quality thru doffing like the other factions can, or if they made it that fleets were the only source of purple quality boffs for all factions (Fed/KDF/Rom/23'd fed).
I'm a fleet of one. Everyone I knew who played the game left years ago. My fleet is one that has been present in the game since shortly after launch. I would feel terrible abandoning my own fleet for ANY reason.
That makes building up K13 a seriously daunting project. I've already sacrificed all the DOs on three of my characters to finish ONE project for the K13 station, and it's only a tiny fraction of what's necessary. Add to that the ridiculous prices on DOs on the GTN, and the fact there's no apparent way to get DOs apart from that... and it's going to take me FOREVER to get the station to any kind of useful state. I can't even go ABOARD yet.
It's disheartening.
While I can understand your reasons, it's ultimately self-inflicted griefing; if no one else is active in your fleet, who are you hanging around for? It's rather like the players who hang around abusive fleets whose leaders expect contributions, harass players and don't give access to gear in return.
Even without a fleet, a C-store 23C ship, with upgraded 23c weapons (upgrade from Mk 1 white) and rep gear is a very formidable prospect - no fleet required. The only thing that can't be replicated in a weaker but usable form is BOff abilities.
I can see incentivizing Fleets to get people to join, but in this case they really should have a way for 23c characters to return to the 23c ESD (not K-13).
Why?
Because there is absolutely no warning you will never be able to go back - and since the character is brand new - has few funds to outfit entirely while running the 23c missions in sequence. ONLY if you know ahead of time, can you send money to that character, or run the missions multiple times to get enough cash to buy stuff before doing the last mission which locks you out.
Being able to go back gives people a chance to get the stuff they missed the first time. Sure it's all low quality stuff , but for some, it's the only way they will ever get it. Having K-13 sell high level, high quality 23c items is plenty incentive to join a Fleet if someone wishes to do so. But the first 23c stuff shouldn't be a no-warning, one-shot and you missed it kind of thing. There is a TON of time travel already going on is STO. As Temporal Agents from the 23c, travel back to the 23c should be one of the easiest, legitimate things we can do.
For those looking for another way to get DOffs for Fleet projects, they can be bought with Fleet credits from the Personnel Officer on the Fleet starbase ('Commision Duty Officers'). You can buy as many as you like of any type you need. They then turn around and reward you with Fleet credits for donating them, making them pretty inexpensive.
I'm a fleet of one. Everyone I knew who played the game left years ago. My fleet is one that has been present in the game since shortly after launch. I would feel terrible abandoning my own fleet for ANY reason.
That makes building up K13 a seriously daunting project. I've already sacrificed all the DOs on three of my characters to finish ONE project for the K13 station, and it's only a tiny fraction of what's necessary. Add to that the ridiculous prices on DOs on the GTN, and the fact there's no apparent way to get DOs apart from that... and it's going to take me FOREVER to get the station to any kind of useful state. I can't even go ABOARD yet.
It's disheartening.
While I can understand your reasons, it's ultimately self-inflicted griefing; if no one else is active in your fleet, who are you hanging around for? It's rather like the players who hang around abusive fleets whose leaders expect contributions, harass players and don't give access to gear in return.
Even without a fleet, a C-store 23C ship, with upgraded 23c weapons (upgrade from Mk 1 white) and rep gear is a very formidable prospect - no fleet required. The only thing that can't be replicated in a weaker but usable form is BOff abilities.
another interesting thing is that people in a fully maxxed fleet now have limited options for earning FC.
I agree and I wouldn't mind having a separate instance in the 23rd century ESD and galaxy so you could do temporal agent stuff and return to the 23rd century to buy the stuff you might not have been able to get the first time thru. I wish I could've just stayed there too and I was actually kinda bummed out when I first played it and found that I couldn't return. Hopefully the K-13 fleet holding can address at least some of this.
For story purposes, since my toon already has the Kelvin Timeline ships and gear, I made him into a Kelvin Timeline character, so he could still "kinda" return to the 23rd century (tho it's in an alternate universe). He's like, "ehh... close enough." lol
I'm a fleet of one. Everyone I knew who played the game left years ago. My fleet is one that has been present in the game since shortly after launch. I would feel terrible abandoning my own fleet for ANY reason.
That makes building up K13 a seriously daunting project. I've already sacrificed all the DOs on three of my characters to finish ONE project for the K13 station, and it's only a tiny fraction of what's necessary. Add to that the ridiculous prices on DOs on the GTN, and the fact there's no apparent way to get DOs apart from that... and it's going to take me FOREVER to get the station to any kind of useful state. I can't even go ABOARD yet.
It's disheartening.
totaly signing that, tho toslingers, don't have their specific doffs like romulans
Comments
To me what is more of what puts a lot of people off with having the 23'd century boffs in K-13, is not that the 23'd century boffs are in k-13, but that unlike the other three factions you have no other method of getting a full rooster of your faction's (23'd century specifically) boffs than being in a fleet. I could see having it that the boffs from k-13 might have specific exclusive traits, boff abilities, and even having tailoring looks that you gain from getting the boffs thru the fleet as an incentive. Though I do also think that you should be able to get access to 23'rd century boffs up to a purple quality thru doffing like the other factions can, or if they made it that fleets were the only source of purple quality boffs for all factions (Fed/KDF/Rom/23'd fed).
While I can understand your reasons, it's ultimately self-inflicted griefing; if no one else is active in your fleet, who are you hanging around for? It's rather like the players who hang around abusive fleets whose leaders expect contributions, harass players and don't give access to gear in return.
Even without a fleet, a C-store 23C ship, with upgraded 23c weapons (upgrade from Mk 1 white) and rep gear is a very formidable prospect - no fleet required. The only thing that can't be replicated in a weaker but usable form is BOff abilities.
Why?
Because there is absolutely no warning you will never be able to go back - and since the character is brand new - has few funds to outfit entirely while running the 23c missions in sequence. ONLY if you know ahead of time, can you send money to that character, or run the missions multiple times to get enough cash to buy stuff before doing the last mission which locks you out.
Being able to go back gives people a chance to get the stuff they missed the first time. Sure it's all low quality stuff , but for some, it's the only way they will ever get it. Having K-13 sell high level, high quality 23c items is plenty incentive to join a Fleet if someone wishes to do so. But the first 23c stuff shouldn't be a no-warning, one-shot and you missed it kind of thing. There is a TON of time travel already going on is STO. As Temporal Agents from the 23c, travel back to the 23c should be one of the easiest, legitimate things we can do.
arcgames.com/en/forums/startrekonline/#/discussion/1203368/pve-content-a-list-of-gamewide-polishing-pass-suggestions
arcgames.com/en/forums/startrekonline/#/discussion/1203368/pve-content-a-list-of-gamewide-polishing-pass-suggestions
My character Tsin'xing
For story purposes, since my toon already has the Kelvin Timeline ships and gear, I made him into a Kelvin Timeline character, so he could still "kinda" return to the 23rd century (tho it's in an alternate universe). He's like, "ehh... close enough." lol
totaly signing that, tho toslingers, don't have their specific doffs like romulans