Hi Cryptic 1st let me say i appreciate the ability to collect common doffs from the Star Base vendor to help fill up Star Base projects.
What i don't appreciate is the random drops between say Science and Medical from Science packs. it seems the ratio is 4/1 or at best 3/1 in favour of a Science doff over a Medical. That means i have to waste a whole load of Fleet credits i earn't by playing/grinding Fleet actions,Dilithium content missions and buying commodities with EC and donating them into your little fleece monster. And dare i say it bought Zen with real money to convert into dil.
Its not fair, i played the game i put my fair share of fleet marks, Dilithium and commodities into projects to earn Fleet Credits and then i'm returning those Fleet Credits by buying common doffs to put back into the fleet.
Does it seem fair to you that after earning Fleet Credits i have to play a lotto with doff packs to assist my fleet with something that yes was given to me by assisting my fleet in the 1st place.
People will say you can buy off the exchange or trade in a green for whites ( this drops randoms) why should i have to do that. The Star base has a vendor to let my buy common doffs with the fleet credit i earn't by giving to my fleet. Let me spend my fleet credit on exactly what my fleet needs not open 200 Science Packs and get 49 Medical and 151 Science doffs. when our fleet needed 120 Medical Doffs.
Not every fleet has a big core of active players contributing lots of resources. Some despite a large rooster only have a small amount of people actually building the thing.
Give use separate doff options for the project requirements
Engineering and Operations
Science and Medical
Tactical and Security.
I'll say it again i earn't Fleet Credit to spend in the fleet store and on fleet items. The doff vendor is a fleet item and i want to get what i need from that vendor to put back into my fleet.
I don't go to the shipyard and buy a ship and it could be a lottery of a Cruiser/Science or Escort, or go to the armoury and get a random drop of a assault, rifle or pistol weapon.
Yes this would in kill the exchange market for people selling these items, but sorry tough luck why should i have to spend 3 or 4 times to get a item. and to explain that
Play fleet and dilithium content missions to earn fleet credits, buy doff packs and not get the required doff needed. Have to then either if fleet marks and dil is not full up earn more and chance it again. Or go to the exchange, however without enough EC, i now have to play missions again to get drops and recycle the unsellable for EC or hope i get something worth money to sell to be able to buy on exchange.
Yes this comes off as a rant but behind the rant is truth and fact. Fleet Credit is earn't by donating to Star Base projects therefore once earn't and i wish to continue giving to my fleet i should not be subjected to a lottery to win the ness items. The process for earning Fleet Credits starts all over again once the completed project ends and a new one is put in its place so why can we not get rid of the random drops and let us fill existing projects and spend our fleet credit on what we need. Not waste 2 3rds of it at times on drops we don't need
Yeah this game has a severe diminish of return and way too much randomness. fleet packs whould be sorted by the major groups such as science being 1 pack and medic being another pack. this way if you want a purple doctor you buy the medical packs until you get one or go broke.
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I think the problem lies in number of types of science officers vs medical officers. If they want to keep it random fine but they should at least bump the percentages for getting a medical to compensate.
I agree, the same seems to be with Tactical and Security. It usually feels like the favor is towards the Tactical doff's the majority of the time, I'd say in a 3-1 or 2-1 ration at best. I've also felt the same towards the Eng/Ops but it's been a while since I've had to purchase them so I can't say with any accuracy.
The game is free.This is where you buy what you need from the exchange.Or, open your wallet up, and buy doff packs, and sell what you can't use on the exchange.Recruiting missions at the academy can net you a ton of doffs for (gasp) free.Star bases are a massive resource sink for marginally better gear than you can get by playing the game and earning or buying XII gear.I find the whole thing gimmicky, and expensive...sooo buyer beware.
People will say you can buy off the exchange or trade in a green for whites ( this drops randoms) why should i have to do that. The Star base has a vendor to let my buy common doffs with the fleet credit i earn't by giving to my fleet. Let me spend my fleet credit on exactly what my fleet needs not open 200 Science Packs and get 49 Medical and 151 Science doffs. when our fleet needed 120 Medical Doffs.
Why??? Because you can downgrade Green Doffs for Free without spending Fleet Creds... (You are complaining about spending Fleet Creds, aren't you?...)
I find that for every 20 Uncommon Doffs that are down graded, I average 5 Medical Doffs, as well as a slew of other Common Doffs useful for Fleet Project donations... Even the surplus Science and Civilian Doffs have a ready demand on the Exchange, provided you price low enough for the market. And those Fleet Creds not being used to purchase surplus Science Doffs could be used to purchase better quality replacements for those Greens that are being downgraded, improving the overall quality of your Doff roster...
i agree would be nice for base doffs to be balenced. its so frustrating spending all ur fleet creds on doffs only to end up getting a hand full that u actually need.
either balence the doffs out or reduce the required amount either way it needs balenced
When this issue was brought up in the past, a dev said that the drop tables match the career/power possibilities. Given there are a lot more tactical/science than Security/Medical, that would explain the differences. Even engineering and operations are slightly unbalanced.
The game is free.This is where you buy what you need from the exchange.Or, open your wallet up, and buy doff packs, and sell what you can't use on the exchange.Recruiting missions at the academy can net you a ton of doffs for (gasp) free.Star bases are a massive resource sink for marginally better gear than you can get by playing the game and earning or buying XII gear.I find the whole thing gimmicky, and expensive...sooo buyer beware.
Why??? Because you can downgrade Green Doffs for Free without spending Fleet Creds... (You are complaining about spending Fleet Creds, aren't you?...)
I find that for every 20 Uncommon Doffs that are down graded, I average 5 Medical Doffs, as well as a slew of other Common Doffs useful for Fleet Project donations... Even the surplus Science and Civilian Doffs have a ready demand on the Exchange, provided you price low enough for the market. And those Fleet Creds not being used to purchase surplus Science Doffs could be used to purchase better quality replacements for those Greens that are being downgraded, improving the overall quality of your Doff roster...
Look that the exchange prices, Science and Tactical doffs are worth almost nothing. Most players just dismiss them while Common Medical and Security doffs are more expensive than some Very Rare doffs.
The needs not matching the drop-rate is causing a major problem in the market, and personally my new grind is sifting through doffs just to get Medical and Security.
My fleet needs 90 of each every day. You realize how much excess science and tactical doffs we are producing?
I'm complaining about spending fleet credits i earnt and getting zip in return for those fleet credits. When buying doff packs from the star base recruitment officer. Why should i have to buy 50 science packs when my fleet needs 8 medical doffs and waste 50000 of fleet credit on unneeded gains. I earnt that fleet credit by giving what was required therefore if i choose to spend it i should be able to spend it on what the fleet needs. Not random drops.
Also about turning Green in for whites, Its also a random drop, I could turn in 50 greens and not get the right number of doffs a projects requires.
Say to fill a project a star base needs 20 medical doffs. I could spend 70k of fleet credit and get 19 and the rest be science. I'm now out of fleet credits. I have no EC, I have no Green to chance a white i need, However i had to start with more than enough Fleet credit to buy more doffs than the project ever needed and some. However due to the randomness of the drops this project now stalls. So after having spent all my fleet credit btw would have bought more doffs than needed i now have to play all over again to now earn EC to buy a white doff off the exchange. Which rubs a little salt into the wound as it does;t hurt one bit to separate Medical and Science Engineering and Operation doffs
Can you not see how the donators to Star base projects are being penalized for wanting to advance their base but have to waste shed loads of FC they earnt by putting into the star base sink to begin with
2. Rebalance the current doff packs so you get a relatively even distribution between medical and science.
3. Combine the 2 doff categories on the starbase projects so instead of requiring say 90 medical and 90 science doffs it just requires 180 medical or science doffs.
2. Rebalance the current doff packs so you get a relatively even distribution between medical and science.
3. Combine the 2 doff categories on the starbase projects so instead of requiring say 90 medical and 90 science doffs it just requires 180 medical or science doffs.
Doff packs are not likely to be rebalanced and shouldn't be.
Splitting doff packs would be fine. Combining or re-balancing categories would be a better solution as it not all doffs come from packs.
one important detail:
All sections suffer from this, Medical/Science is just the worst
Cryptic needs to allow reassigning Doffs to give lower Doffs of the same specialty, so offering an Uncommon Medical Doff gives you Common Medical Doffs. They could even set it up so that a short Doff assignment (using the Doff you're reassigning) is needed to get the same specialty lower Doffs to prevent spamming and to preserve their grindy philosophy (or you could just skip the assignment and get the grab-bag Doffs we get now).
STO is grind-or-pay and Cryptic is very unlikely to change anything to reduce grind without a good reason. I'm sure the drop rates quoted throughout are Working as Intended to "encourage" people to keep buying/trading/exchanging. I wouldn't mind a mild time-gate on turning in Doffs if I knew I'd get the Doffs I needed. Swapping a Medical Doff and getting an unruly cook, a thieving trader and a Pakled engineer is why I usually don't use the Doff grinder, and the poor drop rate is why I don't usually buy Doff packs.
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When this issue was brought up in the past, a dev said that the drop tables match the career/power possibilities. Given there are a lot more tactical/science than Security/Medical, that would explain the differences. Even engineering and operations are slightly unbalanced.
I agree, based on the doc here are the numbers
Engr 8
Ops 8
Which is 50/50
Sec 3
Tac 6
Which is 33/67
Med 4
Sci 9
Which is 31/69
All numbers are supported (within a reasonable deviation) by the doc provided by a previous poster. I agree, something needs to change - there is just not enough medical doffs.
Just opened 226 science doff packs and only received 58 Medical doffs. Not even enough to fill a single tier 3 science projects 70 requirement
Do i feel a little fleeced at spending 169500 FC when the project really only requires 105000 FC to fill both 70 Science Doffs and 70 Medical Doffs, Chances are i'll need to spend around 200000 FC or more to fill a single project which actually costs 10500, pricing common Doffs at 750 each
So i had to waste double the FC a project actually costs. Nice one Cryptic.
Guess the answer is run Dilithium projects that require less doffs but require buying zen to convert to dil and spend real cash on the game. (If you want to fill the projects in a reasonable amount of time)
All numbers are supported (within a reasonable deviation) by the doc provided by a previous poster. I agree, something needs to change - there is just not enough medical doffs.
Those numbers are incorrect, the drop rates are more skewed than that, These numbers may also be incorrect but closer to reality:
Awesome spreadsheet. Great work and thanks for showing everyone the hard numbers. I considered doing the same, but I've already got so many notes started, a shared SkyDrive of documents & a Doff mission spreadsheet I'm working on. I didn't even want to think about starting another project.
It seems like they mixed up Theoretical Modeling III requirements, medical and sci should be flipped to help match doff ratios like they did with Practice Tactical Exercises III. Apparently they didn't care about trying to balance any of the tier IV projects.
Comments
I full write up of options that I had thought of can be found here:
http://sto-forum.perfectworld.com/showthread.php?t=543031
...#LLAP...
"I'm drunk, whats your excuse for being an idiot?" - Unknown drunk man. :eek:
same goes for Tac vs Security doffs.
It is Science 10 to 1 per med be leave me i have collected plenty of them i know the ratio.
I find that for every 20 Uncommon Doffs that are down graded, I average 5 Medical Doffs, as well as a slew of other Common Doffs useful for Fleet Project donations... Even the surplus Science and Civilian Doffs have a ready demand on the Exchange, provided you price low enough for the market. And those Fleet Creds not being used to purchase surplus Science Doffs could be used to purchase better quality replacements for those Greens that are being downgraded, improving the overall quality of your Doff roster...
Medical:Science is approximately 3:7
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either balence the doffs out or reduce the required amount either way it needs balenced
When this issue was brought up in the past, a dev said that the drop tables match the career/power possibilities. Given there are a lot more tactical/science than Security/Medical, that would explain the differences. Even engineering and operations are slightly unbalanced.
Look that the exchange prices, Science and Tactical doffs are worth almost nothing. Most players just dismiss them while Common Medical and Security doffs are more expensive than some Very Rare doffs.
The needs not matching the drop-rate is causing a major problem in the market, and personally my new grind is sifting through doffs just to get Medical and Security.
My fleet needs 90 of each every day. You realize how much excess science and tactical doffs we are producing?
Also about turning Green in for whites, Its also a random drop, I could turn in 50 greens and not get the right number of doffs a projects requires.
Say to fill a project a star base needs 20 medical doffs. I could spend 70k of fleet credit and get 19 and the rest be science. I'm now out of fleet credits. I have no EC, I have no Green to chance a white i need, However i had to start with more than enough Fleet credit to buy more doffs than the project ever needed and some. However due to the randomness of the drops this project now stalls. So after having spent all my fleet credit btw would have bought more doffs than needed i now have to play all over again to now earn EC to buy a white doff off the exchange. Which rubs a little salt into the wound as it does;t hurt one bit to separate Medical and Science Engineering and Operation doffs
Can you not see how the donators to Star base projects are being penalized for wanting to advance their base but have to waste shed loads of FC they earnt by putting into the star base sink to begin with
1. Offer fleet Medical doff packs & fleet Science doff packs.
2. Rebalance the current doff packs so you get a relatively even distribution between medical and science.
3. Combine the 2 doff categories on the starbase projects so instead of requiring say 90 medical and 90 science doffs it just requires 180 medical or science doffs.
Doff packs are not likely to be rebalanced and shouldn't be.
Splitting doff packs would be fine. Combining or re-balancing categories would be a better solution as it not all doffs come from packs.
one important detail:
All sections suffer from this, Medical/Science is just the worst
Absolutely, all 3 of the suggestions would apply to all categories, Tac vs Sec is nearly as bad.
STO is grind-or-pay and Cryptic is very unlikely to change anything to reduce grind without a good reason. I'm sure the drop rates quoted throughout are Working as Intended to "encourage" people to keep buying/trading/exchanging. I wouldn't mind a mild time-gate on turning in Doffs if I knew I'd get the Doffs I needed. Swapping a Medical Doff and getting an unruly cook, a thieving trader and a Pakled engineer is why I usually don't use the Doff grinder, and the poor drop rate is why I don't usually buy Doff packs.
I agree, based on the doc here are the numbers
Engr 8
Ops 8
Which is 50/50
Sec 3
Tac 6
Which is 33/67
Med 4
Sci 9
Which is 31/69
All numbers are supported (within a reasonable deviation) by the doc provided by a previous poster. I agree, something needs to change - there is just not enough medical doffs.
Do i feel a little fleeced at spending 169500 FC when the project really only requires 105000 FC to fill both 70 Science Doffs and 70 Medical Doffs, Chances are i'll need to spend around 200000 FC or more to fill a single project which actually costs 10500, pricing common Doffs at 750 each
So i had to waste double the FC a project actually costs. Nice one Cryptic.
Guess the answer is run Dilithium projects that require less doffs but require buying zen to convert to dil and spend real cash on the game. (If you want to fill the projects in a reasonable amount of time)
What's the phrase ? oh yes ! working as intended
Those numbers are incorrect, the drop rates are more skewed than that, These numbers may also be incorrect but closer to reality:
Engr 10
Ops 11
Sec 4
Tac 10
Med 4 (3 for KDF)
Sci 11
Awesome spreadsheet. Great work and thanks for showing everyone the hard numbers. I considered doing the same, but I've already got so many notes started, a shared SkyDrive of documents & a Doff mission spreadsheet I'm working on. I didn't even want to think about starting another project.
Thanks