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Cryptic needs to redo the Transport Raid and Erikson

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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited December 2010
    Axterix wrote:
    I agree that there's enough reasons not to play the KDF, but most of those stem from lack of content.

    Encouraging Klingons to grind the same 2 missions repeatedly won't help there. Especially when one of those missions is rather meh, basically the same thing in 3 systems, patrolling a large area to kill a measly 4 fed groups. I dislike doing all the dailies enough as it is with 2 characters.

    I'd also say that there is plenty of carrot at the end of the stick for Klingons already, with Klingons having more interesting T5+ ships than the feds. The problem isn't there. The problem is in getting to that point. That's where we do the same repeatable missions over and over. And over. And then we do it again. Doing all that just so that when you hit max level you can then do just 2 missions over and over...*shudder*

    The lack of Klingon content won't end until the Foundry goes live.

    I think you fail to see the point. If Gozer's efforts are not deemed to be worth the Development time spent on them, there will be no more content. These two missions are a start, now if you take away the higher reward fewer players will do the mission, therefore Gozer's time might be seen as a waste from a development resource standpoint. But if the higher rewards get more people to grind these missions, then there is a greater chance for more.

    I was in the foundry closed beta, unless something has drastically changed while I was gone and it went to tribble the potential for foundry to reinvent the KDF content problem is simply overestimating its power. It is a nice tool with great potential, but it also lacks the kind of flexibility that will allow for truly unique content, that stuff will still be left to the devs to design. Therefore it is in our best interest to play and love anything a dev spends their time on, otherwise we are less likely to get more.
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited December 2010
    grinding emblems is hard enough, and playing KDF is hard enough, to warrant upping the reward here.
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited December 2010
    Varrangian wrote: »
    I think you fail to see the point. If Gozer's efforts are not deemed to be worth the Development time spent on them, there will be no more content. These two missions are a start, now if you take away the higher reward fewer players will do the mission, therefore Gozer's time might be seen as a waste from a development resource standpoint. But if the higher rewards get more people to grind these missions, then there is a greater chance for more.

    And I think you are missing the point. It isn't hard to be a Klingon. And Klingons are plenty rewarding at max level, offering ship options the Feds lack.

    What drives people away from Klingons are two things. First, Star Trek is traditionally about the Federation. Second, leveling a Klingon consists of running the same missions over and over again. Does offering more emblems for these 2 missions address either of those? No, it doesn't.

    What does it do?

    Well, it would make it easier for Klingons to grind out emblems, as well as gain resources for crafting. So a high level klingon is easier to gear up. So now Klingons are easier to gear up than Feds, which won't make the PvP crowd any happier. So you've ticked off the PvP subset of Federation players.

    And Klingons will run those same missions repeatedly, because players tend to do what offers the best return on time invested, even if they don't really like doing that. And then they'll grow to dislike things and quit. Players, as a generalized concept, are rather stupid that way. They'll do what offers the best short term reward, ignoring the long term consequences of it.

    Encouraging me to just run the same two missions over and over with my Klingons won't make me more likely to play Klingons. It'll do the opposite. I'll be less likely to play them. I won't do what I currently do, because the rate of return on time invested isn't as good as it can be. I won't grind those same two missions repeatedly, because I'm bored out of my skull from doing so.

    Now, when the missions get fixed, having the daily offer 5, that means I'll run these missions at least once a day. A nice alternative. But having the 2 missions themselves reward two is bad for the game because it blows the return every else out of the water.
    I was in the foundry closed beta, unless something has drastically changed while I was gone and it went to tribble the potential for foundry to reinvent the KDF content problem is simply overestimating its power. It is a nice tool with great potential, but it also lacks the kind of flexibility that will allow for truly unique content, that stuff will still be left to the devs to design. Therefore it is in our best interest to play and love anything a dev spends their time on, otherwise we are less likely to get more.

    It isn't something that is quite ready yet, it needs a lot of work still. I would hope that it doesn't come out for at least 2 more months, based on its current state and functionality. And that assumes there's some serious work being done on it.

    Regardless, with the speed content is added in this game, the Foundry is the only hope for an interesting variety of episodes for Klingons within a reasonable time frame.
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited December 2010
    Axterix wrote:
    And I think you are missing the point. It isn't hard to be a Klingon. And Klingons are plenty rewarding at max level, offering ship options the Feds lack.

    What drives people away from Klingons are two things. First, Star Trek is traditionally about the Federation. Second, leveling a Klingon consists of running the same missions over and over again. Does offering more emblems for these 2 missions address either of those? No, it doesn't.

    What does it do?

    Well, it would make it easier for Klingons to grind out emblems, as well as gain resources for crafting. So a high level klingon is easier to gear up. So now Klingons are easier to gear up than Feds, which won't make the PvP crowd any happier. So you've ticked off the PvP subset of Federation players.

    And Klingons will run those same missions repeatedly, because players tend to do what offers the best return on time invested, even if they don't really like doing that. And then they'll grow to dislike things and quit. Players, as a generalized concept, are rather stupid that way. They'll do what offers the best short term reward, ignoring the long term consequences of it.

    Encouraging me to just run the same two missions over and over with my Klingons won't make me more likely to play Klingons. It'll do the opposite. I'll be less likely to play them. I won't do what I currently do, because the rate of return on time invested isn't as good as it can be. I won't grind those same two missions repeatedly, because I'm bored out of my skull from doing so.

    Now, when the missions get fixed, having the daily offer 5, that means I'll run these missions at least once a day. A nice alternative. But having the 2 missions themselves reward two is bad for the game because it blows the return every else out of the water.



    It isn't something that is quite ready yet, it needs a lot of work still. I would hope that it doesn't come out for at least 2 more months, based on its current state and functionality. And that assumes there's some serious work being done on it.

    Regardless, with the speed content is added in this game, the Foundry is the only hope for an interesting variety of episodes for Klingons within a reasonable time frame.

    If we are going to get more content it is going to only come from more people actually playing our content and the Devs agreeing to devote time to more of it. Since there is so little of it, right now rewarding them for grinding it is the only way to do it.

    The Foundry is not going to change drastically before it launches. And likely will never come to replace dev designed missions. It is what it is, a nice tool that lets us create mostly patrol style missions with a little bit more depth.
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited December 2010
    Varrangian wrote: »
    If we are going to get more content it is going to only come from more people actually playing our content and the Devs agreeing to devote time to more of it. Since there is so little of it, right now rewarding them for grinding it is the only way to do it.

    Except it won't. It isn't going to get people to play Klingons. It will cause people to get sick of playing their klingons.
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited December 2010
    1. The freighters will stop moving and lower thier shields at 50% health (it used ot be 35)....

    2. I've increased the wait time the ships need to get back underway if you have disabled but not looted them.

    And because I like Klingons :) I'm going to set the token rewards back to the higher level they originally were.

    Great news!
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited December 2010
    Axterix wrote:
    Except it won't. It isn't going to get people to play Klingons. It will cause people to get sick of playing their klingons.

    Those people left STO months ago and never looked back.
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited December 2010
    One last small update to these missions before I start working on my next set of tasks..

    I've updated the loot tables on all the freighters so that they drop resorces from every crafting tier. They also have a small chance to drop rare particles or stem bolts :)

    All of the crates or scanable anomolies will still only give out loot at player level, however the missions with frieghters in them ( ther are 3 of these missions) will randomly hand out stuff from all of the craftimg tiers.

    Also I mentioned earlier that I made the frieghters a little easier to disable, but I don't think many people had figured out "trick" to these yet. So....

    Spoiler Alert!!!! :)

    The frieghters have a default timer that starts the moment you disable them. Once this timer is exceeded and they have not been looted they will resume thier course and try to leave the system. However they also have to healed themsleves above the "disabled threshold" as well in order to get back underway. That threshold was 35%.. it's now 50%.

    This means that if you just barely drop them below the 50% mark... then they will heal themselves and start moving again sooner. If you drop them down to say 10%, they have to heal all the way back up to 50 as well as meet the short timer.

    So you have a choice here.... take the risk of blowing them up (giving you more time) or just keep them slightly under the 50% mark... this has always been in place for these guys but at the old setting (35%) it was hard to notice.

    Anyhow... keep an eye on the patch notes, the changes should be out to you within a week or two.
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited December 2010
    Awsome change to the loot. This will beat visiting the lower tier clusters. lol :)
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited December 2010
    sounds great!
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited December 2010
    2 incredibly minor notes:

    1) When you stop a freighter, you can loot it. However, if you close the dialog or take damage (e.g. an exploding escort knocks you slightly) then the dialog closes. AFAIK You can't popup the dialog again, and the ship starts moving with the health that you left it at... so you can't stop the freighter either. (the health remaining low is useful to work out which freighters you've already looted).

    2) I'm not sure that it applies to the freighters, but on the patrol missions when a Fed escort used FAW near the satellites, one of the beams was hitting the satellite... (the same is true on the deuterium tanks mission, but it makes sense there).

    Neither are terribly important :).
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited December 2010
    [Edit]

    Nevermind, it seems the problem's already being solved, which someone would've known if he'd bothered to read the whole thread before posting... .:rolleyes:
    [/Edit]
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited December 2010
    Varrangian wrote: »
    Those people left STO months ago and never looked back.

    And yet here I am.
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited December 2010
    Keep up the great work Gozer! :cool:
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited December 2010
    Qa'Pla. Great job Gozer
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited December 2010
    I'm not sure if Gozer's changes went onto Holodeck this morning, but if so, they haven't changed the difficulty level of Eriksson enough to be noteworthy. The transports disable slightly faster, but ultimately that wasn't the problem anyway, and by the time you've chased down 2 and spoofed/killed the escort, the other 4 are on the verge of warping out. It IS nice that you can re-disable them, and I see how that will improve the Transports mission, but Eriksson is still pretty ridiculous.
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited December 2010
    I managed to solo Eriksson and the transport raid alright today with my little BoP, so it's definately gotten easier... more interesting is the change that has been made to the data samples being dropped by disabled freighters...

    In addition to them now dropping 5 regular data samples of types other than what's appropriate to your level, when I did the transport raid today, one of them dropped 5 (! - of course, 5, but !) Beta-Tachyon Particle Traces. Didn't see that one coming.
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited December 2010
    For Eriksson I generally cloak, fly over to the freighters that are in the centre and move infront of them enough that I only have to engage the one civilian escort, whack that then the 2 freighters, then I move as fast as I can (cloaked) and hit the convoy that was on the right (their route seems to keep them in system longer), the escort goes down and I can generally get both of them with about 5km to spare. Remember they don't warp out at the beacon but slightly after it so don't start panicking! :p

    Edit:
    @Reave
    Eriksson has always been fairly easy in a BOP, we can maul most ships just by glancing at them (with proper builds). Its cruisers, battleships and carriers that encounter most issues :(
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited December 2010
    Honstely don't know if all the changes I made are out to you yet. So you guys will have to play and let me know.. Lots of folks out for Christmas vacation, and I'm working on "Remastering" Stranded in Space.. for a future update :) .. With this going on I'm a little out of the loop as to the current Holodeck build.

    To Recap.. Here is what I changed...

    I (hopefully) fixed the failing conditions of the Transport Raid and the Eriksson Mission. The freighters that were successfully looted but then warped out were counting as player kills.. and failing the optional objectives.. These should now only count agaist you if you fail to loot them or destroy them too early.

    I changed the frieghters so that they disable at 50% health instead of 35%.. Making them slightly more manageable...

    I updated the loot tables on the freighters so that they drop crafting materials from all crafting tiers, as well as a 2% chance to drop Rare Particles, or if you're really unlucky ..stem bolts. I am planning to replace stem bolts with a crate of Tribbles.. once I have a new icon :)

    Anyhow... Happy Holidays.... Let me know how the missions are going....
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited December 2010
    Honstely don't know if all the changes I made are out to you yet. So you guys will have to play and let me know.. Lots of folks out for Christmas vacation, and I'm working on "Remastering" Stranded in Space.. for a future update :) .. With this going on I'm a little out of the loop as to the current Holodeck build.

    To Recap.. Here is what I changed...

    I (hopefully) fixed the failing conditions of the Transport Raid and the Eriksson Mission. The freighters that were successfully looted but then warped out were counting as player kills.. and failing the optional objectives.. These should now only count agaist you if you fail to loot them or destroy them too early.

    I changed the frieghters so that they disable at 50% health instead of 35%.. Making them slightly more manageable...

    I updated the loot tables on the freighters so that they drop crafting materials from all crafting tiers, as well as a 2% chance to drop Rare Particles, or if you're really unlucky ..stem bolts. I am planning to replace stem bolts with a crate of Tribbles.. once I have a new icon :)

    Anyhow... Happy Holidays.... Let me know how the missions are going....

    Thanks for the update...and Happy Holidays to you too
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited December 2010
    Honstely don't know if all the changes I made are out to you yet. So you guys will have to play and let me know.. Lots of folks out for Christmas vacation, and I'm working on "Remastering" Stranded in Space.. for a future update :) .. With this going on I'm a little out of the loop as to the current Holodeck build.

    To Recap.. Here is what I changed...

    I (hopefully) fixed the failing conditions of the Transport Raid and the Eriksson Mission. The freighters that were successfully looted but then warped out were counting as player kills.. and failing the optional objectives.. These should now only count agaist you if you fail to loot them or destroy them too early.

    I changed the frieghters so that they disable at 50% health instead of 35%.. Making them slightly more manageable...

    I updated the loot tables on the freighters so that they drop crafting materials from all crafting tiers, as well as a 2% chance to drop Rare Particles, or if you're really unlucky ..stem bolts. I am planning to replace stem bolts with a crate of Tribbles.. once I have a new icon :)

    Anyhow... Happy Holidays.... Let me know how the missions are going....

    Those changes are all on holodeck, however there are still a couple of issues:

    The Erikkson raid is ffailing because there are 6 freighters that begin to move, and 2 sitting behind the shield. So when 4 of those 6 freighters outside of the shield leave, the mission fails - even though there are still 2 freighters behind the shield and therefore the objective is still possible.

    So for Erikkson you need to either a) increase the optional objective to loot 6 freighters rather than 4 or b) make it more obvious that the 2 behind the shields don't count toward the objective.

    For the Transport raid, the only issue that really still exists is that a) NPC's that use abilities like fire at will are able to attack disabled freighters and kill them and b) NPC's that explode near disabled freighters destroy the disabled freighters.

    Additionaly, the B'Rel class Bird of Prey refit's cloak is broken. On the missions where you have to jam sensors, the enemy ships are able to see the cloaked B'Rel and the first jam timer starts when you're around 11k away - this obviously reduces the amount of time the player has. Likewise on the freighter missions, the freighters will see the B'Rel from 10k away regardless of whether its cloaked and start moving.

    Finally, the NPC ships in Erikkson when doing the mission with a group, are using a high-level scramble sensors that Science Team 1 and 2 cannot clear - and they're able to spam this quite frequently. Considering these missions are currently geared toward tactical players, and considering most tactical ships will not be able to use anything higher than Science Team 2, this is clearly a problem.
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited December 2010
    I updated the loot tables on the freighters so that they drop crafting materials from all crafting tiers, as well as a 2% chance to drop Rare Particles, or if you're really unlucky ..stem bolts. I am planning to replace stem bolts with a crate of Tribbles.. once I have a new icon :)

    Anyhow... Happy Holidays.... Let me know how the missions are going....

    Can we please, please, please get a badge for flushing tribbles out the air lock :D
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited December 2010
    I'm working on "Remastering" Stranded in Space.. for a future update :)

    Would this have anything to do with a Klingon version of this mission? ;)
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited December 2010
    Walshicus wrote:
    Would this have anything to do with a Klingon version of this mission? ;)

    The KDF version is easy...

    KDF Frieghter Captain: "Our warp core is abou to breach; we've also been boarded by Federation mercinaries...please assist..."

    KDF BoP Captain: "Looks like one of our Civillian frieghters is in trouble...can you get a Transporter lock on the interior?"

    KDF Boff: "Yes Captain, shall we prepare a boardiong party?"

    KDF BoP Captain: "No, beam any useful cargo you can find into our hold. Then charge Disruptor cannons and our Torpedoes; and prepare to fire. I mean, it's about to blow anayway; and no self respecting KDF frieghter captain would call for help just because of some Federation mercenaries. We'll be assisting the KDF effort on multiple fronts by pruning it of these weak incompetents.

    KDF Boff: "Aye, Captain"

    30 seconds of disruptor and torpedo fire later....

    "You have successfully completed: Stranded in Space (Remastered)
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited December 2010
    I (hopefully) fixed the failing conditions of the Transport Raid and the Eriksson Mission. The freighters that were successfully looted but then warped out were counting as player kills.. and failing the optional objectives.. These should now only count agaist you if you fail to loot them or destroy them too early.

    I changed the frieghters so that they disable at 50% health instead of 35%.. Making them slightly more manageable...

    I updated the loot tables on the freighters so that they drop crafting materials from all crafting tiers, as well as a 2% chance to drop Rare Particles, or if you're really unlucky ..stem bolts. I am planning to replace stem bolts with a crate of Tribbles.. once I have a new icon :)

    Anyhow... Happy Holidays.... Let me know how the missions are going....
    These should now only count agaist you if you fail to loot them or destroy them too early

    Way to miss the point.

    The issue is that the Optional objective we are given says 'Loot 4 freighters' and the map contains 8 freighters. But looting just any 4 doesn't cut it, We have to loot 4 of the 6 that are outside the force field bubble, which I have failed again and again and again.
    There simply isnt time to fight off escorts for 2 freighters, stop and loot them, and then run way across the map in a tail chase to fight off more escorts and stop and loot two more freighters.

    Currently the optional objective is a lie, so either change the wording or make it so that looting four freighters actually fulfills it.

    Addition: This isn't the only thing thats bugged in the Klingon Pi Canis missions. In Kern system 'Defeat 4 federation ships, destroy 5 surveillance satellites'), the Fed ships shoot at the satellites they are supposed to defend...
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited December 2010
    Gearhead wrote: »
    Way to miss the point.

    The issue is that the Optional objective we are given says 'Loot 4 freighters' and the map contains 8 freighters. But looting just any 4 doesn't cut it, We have to loot 4 of the 6 that are outside the force field bubble, which I have failed again and again and again.
    There simply isnt time to fight off escorts for 2 freighters, stop and loot them, and then run way across the map in a tail chase to fight off more escorts and stop and loot two more freighters.

    Currently the optional objective is a lie, so either change the wording or make it so that looting four freighters actually fulfills it.

    Addition: This isn't the only thing thats bugged in the Klingon Pi Canis missions. In Kern system 'Defeat 4 federation ships, destroy 5 surveillance satellites'), the Fed ships shoot at the satellites they are supposed to defend...

    No....

    You are missing the point... The two in the shield bubble are supposed to be counting... however there is a bug that is counting something twice with the 6 transports at the beginning of the mission. You should only "have" to loot 2 of the first 6, and then pick up the last 2 by disabling and looting the 2 that are in the bubble.

    As long as you get at least 2 of the first set of transports, the optional objective should not be failing.

    I have this fixed internally... I'm not certian it has made it to Holodeck....
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited December 2010
    No....

    You are missing the point... The two in the shield bubble are supposed to be counting... however there is a bug that is counting something twice with the 6 transports at the beginning of the mission. You should only "have" to loot 2 of the first 6, and then pick up the last 2 by disabling and looting the 2 that are in the bubble.

    As long as you get at least 2 of the first set of transports, the optional objective should not be failing.

    I have this fixed internally... I'm not certian it has made it to Holodeck....

    Gozer, I hope you know Gearhead doesn't represent even a fraction of the KDF population. Most of the KDFers I talk to about your work for us mention your name in a hushed reverence ;) Like one might a Sumerian God :p But in all seriousness, thanks for all of your time and effort on this stuff.
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited December 2010
    No....

    You are missing the point... The two in the shield bubble are supposed to be counting... however there is a bug that is counting something twice with the 6 transports at the beginning of the mission. You should only "have" to loot 2 of the first 6, and then pick up the last 2 by disabling and looting the 2 that are in the bubble.

    As long as you get at least 2 of the first set of transports, the optional objective should not be failing.

    I have this fixed internally... I'm not certian it has made it to Holodeck....

    Ok, then its good news.
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited December 2010
    I have this fixed internally... I'm not certian it has made it to Holodeck....

    Thanks for your work :)
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited December 2010
    No....

    You are missing the point... The two in the shield bubble are supposed to be counting... however there is a bug that is counting something twice with the 6 transports at the beginning of the mission. You should only "have" to loot 2 of the first 6, and then pick up the last 2 by disabling and looting the 2 that are in the bubble.

    As long as you get at least 2 of the first set of transports, the optional objective should not be failing.

    I have this fixed internally... I'm not certian it has made it to Holodeck....

    Awesome to read.
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