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Reassign underperforming officers needs to be tweaked

lucho80lucho80 Member Posts: 6,600 Bug Hunter
Hi:

Ever since Season 7 started and the blue to purple reassign underperforming officers assignment's dilithium price got hiked up to 5000 dil, people lost any motivation to turn in blue doffs for purple ones. In its present state, the assignment is useless. It needs one of the following tweaks.
1) Guarantee doffs with the Resolve trait since the dil plus potential EC lost on not selling the blue doffs is so high (750,000-5,000,000 depending on the mix of doffs)
2) Lower the dil cost back down to something much more reasonable.
Post edited by lucho80 on
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Comments

  • markhawkmanmarkhawkman Member Posts: 35,236 Arc User
    edited June 2013
    Well, it seems to be doing what it was designed to do. Giving people with extra Doffs something to do with them besides selling them on exchange or dismissing them.
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  • dareaudareau Member Posts: 2,390 Arc User
    edited June 2013
    Well, it seems to be doing what it was designed to do. Giving people with extra Doffs something to do with them besides selling them on exchange or dismissing them.

    How?

    It costs 62.5% of a day's refining to convert 5 blues into one purple. I won't even go into the inefficiencies caused by the RNG and this "cost"...

    Let's stick with this one situation. A decent DOffer can get 10 blues/day without breaking much sweat.
    Day 1: spend 62.5% of dilithium income on converting 5 of the blues away. 5 leftover, 37.5% dil.

    Day 2: spend 125% of dilithium income (aka reserves from day 1), convert the 10 new ones. Still 5 leftovers, 12.5% of a day's dilithium leftover...

    Day 3: Can't afford another 125% of dilithium spending. Convert 5 of the 10, up to 10 blues in the backlog. And this is doing nothing but spending Dil on DOffing...

    Therefore, IMO, it's not getting blues out of the system as efficiently as it should. If the "hardcore" DOffers backlog 10-15 blues a week diverting their entire dilithium income to DOffing only, there might be a problem...
    Detecting big-time "anti-old-school" bias here. NX? Lobi. TOS/TMP Connie? Super-promotion-box. (aka the two hardest ways to get ships) Excelsior & all 3 TNG "big hero" ships? C-Store. Please Equalize...

    To rob a line: [quote: Mariemaia Kushrenada] Forum Posting is much like an endless waltz. The three beats of war, peace and revolution continue on forever. However, opinions will change upon the reading of my post.[/quote]
  • markhawkmanmarkhawkman Member Posts: 35,236 Arc User
    edited June 2013
    *laughs hysterically* "10 blues a day"? From what? Getting 10 doffs a day isn't hard, but 10 BLUEs?

    The costs actually make a lot of sense when you compare them to the costs to buy Doffs from Ferra. (500/2500/5000 and 1000/6000/12000)

    If you choose to compact all your doffs, that's your problem. I see no reason why Cryptic should cater to you. In fact... people who were compacting everything are the reason the costs were increased.... You don't really think Cryptic will decrease them just because you can't afford to compact everything?
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  • szerontzurszerontzur Member Posts: 2,724 Arc User
    edited June 2013
    Eh, the part that bothers me is the completely random element. When it cost little or nothing, that was a fair enough gamble considering you were losing a number of decent blues or greens. I'm not interested in dropping 5k dilithium on top of that for yet another bartender or geologist.

    The day that change happened was the day I pretty much stopped upgrading them like that/using that 'feature'. Now-a-days, my 'regular' duty officers seem to consist more of Delta Quadrant species than Federation/Klingon/Romulan ones...
  • warpangelwarpangel Member Posts: 9,427 Arc User
    edited June 2013
    The costs actually make a lot of sense when you compare them to the costs to buy Doffs from Ferra. (500/2500/5000 and 1000/6000/12000)
    The costs actually make even less sense when you compare them to that. If a blue doff is worth 6,000 dil and a purple one 12,000...trading 5 blues for 1 purple should refund me 18,000. :D
  • markhawkmanmarkhawkman Member Posts: 35,236 Arc User
    edited June 2013
    warpangel wrote: »
    The costs actually make even less sense when you compare them to that. If a blue doff is worth 6,000 dil and a purple one 12,000...trading 5 blues for 1 purple should refund me 18,000. :D
    And now you're being silly... the compactor doesn't add up the "cost" of the doffs you compact....

    Seriously... free purples = not gonna happen...
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  • kaiserkactokaiserkacto Member Posts: 482 Arc User
    edited June 2013
    szerontzur wrote: »
    Eh, the part that bothers me is the completely random element. When it cost little or nothing, that was a fair enough gamble considering you were losing a number of decent blues or greens. I'm not interested in dropping 5k dilithium on top of that for yet another bartender or geologist.

    The day that change happened was the day I pretty much stopped upgrading them like that/using that 'feature'. Now-a-days, my 'regular' duty officers seem to consist more of Delta Quadrant species than Federation/Klingon/Romulan ones...

    Fully agree here... the doff you get shouldn't be random

    If i give 5 blue security doff i should get a purple security doff

    If i give 2 securuty, 2 biologist and 1 trader, then my chances should be 40% of getting a security, 40% of getting a biologist, and 20% of getting a trader
    "In every age,
    In every place,
    The deeds of men remain the same..."
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  • valenn1valenn1 Member Posts: 842 Arc User
    edited June 2013
    Agreed, it's too expensive to get just ANOTHER WORTHLESS Biologist, Geologist, Botanist, Chef, Barkeeper or Entertainer for 5k Dilithium.
    IMHO i don't think that cryptic will change the price, this is a long standing issue among DOFFers(cryptic overreacted a bit when they introduced the dilithium cost), but something has to be done, even if the System just upgrade the profession of the first dropped DOFF (blue security + 4 randoms? -> purple security with random chance to get resolve, 5 blue secuirty -> purple DOFF with guranteed resolve) so giving us our choice of DOFF we will get!
    Beta, LTA, CE, Multiple preorder Versions, all Addon Packs except AoY, nearly all KDF/Rom and ~50% of all Fedships, over 25 LockboxShips, Endurer of Atari's "Year of Hell", but...
    unfortunately:

    NOT LOYAL ENOUGH!!!
  • warpangelwarpangel Member Posts: 9,427 Arc User
    edited June 2013
    And now you're being silly... the compactor doesn't add up the "cost" of the doffs you compact....

    Seriously... free purples = not gonna happen...
    But if it were fair, it would. It isn't, which is why nobody uses it anymore. It's a money sink, and no smart player uses money sinks unless there is no other choice. Better to use officer exchanges that just use up one doff.

    That isn't to say 6,000 and 12,000 are accurate values for the doffs. I don't know about others but I've never bought one single doff from Ferra. And remember those are for doffs you select yourself, not randoms. A random purple would be worth even less.

    Maybe 5 freely-selectable blues for one random purple would be worth it on average (assuming of course that you pick only the cheapest blues to trade, or bound ones), if there was no dil cost. Maybe. But I wouldn't pay 5,000 dil for a random purple even if it didn't eat 5 blues along with it.

    As it is, junk blues are best downgraded into whites or used in officer exchange. An officer exchange with a blue + 1 crit trait gives about 1 in 5 chance of a purple. Just like an upgrade, but you'll also get blues or greens for the other 4 that didn't crit and there is no dil cost.

    And the game is full of "free" purples, it happens every day.
  • markhawkmanmarkhawkman Member Posts: 35,236 Arc User
    edited June 2013
    Actually, that's just it... Officer exchanges aren't "Free". They're a reward for completing a chain assignment, also it's impossible to get them to have a guaranteed purple drop.

    Truthfully, I could see them maybe halving the current cost.

    Heretic's stated purpose behind adding this feature was to give people a use for doffs they would otherwise have to sell or dismiss. And quite frankly.... compacting 5 "worthless" biologists to get another "worthless" biologist seems fair to me....

    I forget whether it was Heretic or Borticus who mentioned that Doff missions don't have code for looking at the stats of the doffs you put in when generating results. It's more of a "can this be slotted? {yes/no}" then it calculates % for success, etc... the routine for generating output is completely seperate from that. IIRC it did once get mentioned that he could reasonably easily make clones that, for example, required tactical doffs as inputs, and gave a tactical doff.
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  • tsurutafan01tsurutafan01 Member Posts: 0 Arc User
    edited June 2013
    I don't mind the cost because it seems to me it would be ridiculously easy to get 100 purples without it. I mean purples are too common as is really if you put some effort in, it shouldn't be made any easier.

    But you really should have some say over what department DOFF the grinder is going to spit back at you. At least let me narrow it down to "engineering" or "medical" or whatever.

    Hell, I'd even accept a compromise of only letting you upgrade things within their own group. E.G. throw in five green medical DOFFS only, to get a blue Medical DOFF.

    By the time you hit that sixth blue chef after putting in three security officers and two projectile officers your enthusiasm for continuing this process is shot to hell.


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  • dessniperdessniper Member Posts: 195 Arc User
    edited June 2013
    In all honestly at the randomness of the exchange, you are better off taking a refugee doff and hoping for a decent purple since this is far cheaper and has the same random chance of getting the purple doff you want or need.
  • lucho80lucho80 Member Posts: 6,600 Bug Hunter
    edited June 2013
    *laughs hysterically* "10 blues a day"? From what? Getting 10 doffs a day isn't hard, but 10 BLUEs?

    You laugh, we profit.:D
  • lucho80lucho80 Member Posts: 6,600 Bug Hunter
    edited June 2013
    My wish is that, if you're going to spend that much dil and potential EC on a random doff, at least make the Resolve trait obligatory on the doffs. A chance at an engineering console building doff for 5000 dil doesn't sound as bad as any random doff (Aggressive VR counselors, really?). Right now I have to do Asylum on Bajor and pray to the prophets for an efficient VR engineer, sice the odds there with most common refugees are horrible.
  • markhawkmanmarkhawkman Member Posts: 35,236 Arc User
    edited June 2013
    I don't mind the cost because it seems to me it would be ridiculously easy to get 100 purples without it. I mean purples are too common as is really if you put some effort in, it shouldn't be made any easier.

    But you really should have some say over what department DOFF the grinder is going to spit back at you. At least let me narrow it down to "engineering" or "medical" or whatever.

    Hell, I'd even accept a compromise of only letting you upgrade things within their own group. E.G. throw in five green medical DOFFS only, to get a blue Medical DOFF.

    By the time you hit that sixth blue chef after putting in three security officers and two projectile officers your enthusiasm for continuing this process is shot to hell.
    This I can agree with.

    As for Resolve... At present it has something like a 50% chance. It would actually be bad to make it 100% since that would rule out Feds getting Xindi Doffs.
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  • titaniumworldtitaniumworld Member Posts: 3 Arc User
    edited June 2013
    another option that would be nice is after you do the mission it shows you what doff your going to get with a option to accept or decline, if you decline you lose your doffs but get refunded your dilithium.
  • valenn1valenn1 Member Posts: 842 Arc User
    edited June 2013
    another option that would be nice is after you do the mission it shows you what doff your going to get with a option to accept or decline, if you decline you lose your doffs but get refunded your dilithium.

    With all the blue junk even this would be a major improvement.
    Beta, LTA, CE, Multiple preorder Versions, all Addon Packs except AoY, nearly all KDF/Rom and ~50% of all Fedships, over 25 LockboxShips, Endurer of Atari's "Year of Hell", but...
    unfortunately:

    NOT LOYAL ENOUGH!!!
  • rhinzualrhinzual Member Posts: 0 Arc User
    edited June 2013
    This I can agree with.

    As for Resolve... At present it has something like a 50% chance. It would actually be bad to make it 100% since that would rule out Feds getting Xindi Doffs.

    I don't want free purples, but I do want to get DOFFs from the same branch, only better. Like if I put in 5 Diplomats, I'll get 1 diplomat of the next grade, 5 Quartersmasters for 1 next tier Quartermaster.... and let me get to select from a pool of randomly chosen purple QMs. Throwing away 5 pretty decent QMs for 1 purple who has traits that conflict with eachother and likely create a Disaster/Failure more likely to happen just drive me up the wall.

    It's 5k Dilithium, very easy to get during a day, but the cap being 8k refined makes it more of a hassle than it's worth.
  • titaniumworldtitaniumworld Member Posts: 3 Arc User
    edited June 2013
    rhinzual wrote: »
    I don't want free purples, but I do want to get DOFFs from the same branch, only better. Like if I put in 5 Diplomats, I'll get 1 diplomat of the next grade, 5 Quartersmasters for 1 next tier Quartermaster.... and let me get to select from a pool of randomly chosen purple QMs. Throwing away 5 pretty decent QMs for 1 purple who has traits that conflict with eachother and likely create a Disaster/Failure more likely to happen just drive me up the wall.

    It's 5k Dilithium, very easy to get during a day, but the cap being 8k refined makes it more of a hassle than it's worth.

    the problem is if they did it this way is it would make targeting the ultra-rares and getting them to drop easy, so they would have to remove them from dropping from the mission.
  • smoovioussmoovious Member Posts: 264 Arc User
    edited June 2013
    rhinzual wrote: »
    I don't want free purples, but I do want to get DOFFs from the same branch, only better. Like if I put in 5 Diplomats, I'll get 1 diplomat of the next grade, 5 Quartersmasters for 1 next tier Quartermaster.... and let me get to select from a pool of randomly chosen purple QMs. Throwing away 5 pretty decent QMs for 1 purple who has traits that conflict with eachother and likely create a Disaster/Failure more likely to happen just drive me up the wall.

    It's 5k Dilithium, very easy to get during a day, but the cap being 8k refined makes it more of a hassle than it's worth.
    If not the same type (or a random choice between the ones you submitted, if they are different types) then at least from the same category... like if I choose to reassign 4 security category, and 1 science category, I shouldn't get back a cook. Make it a 4 out of 5 chance to get a security back, and a 1 out of 5 chance to get a science.

    Or, make it out of 6 chance. I reassign 5 of the above, 4 sec, 1 sci, and I get a 4 out of 6 chance for a sec type, and a 1 out of 6 chance for a sci, with a 1 out of 6 chance for a wildcard, one of any type. That would give a reasonable chance of getting something back in the same fields, but also a chance that one of your preferred requests isn't available, and you get whoever is available.

    -- Smoov
  • gavinrunebladegavinruneblade Member Posts: 3,894 Arc User
    edited June 2013
    smoovious wrote: »
    If not the same type (or a random choice between the ones you submitted, if they are different types) then at least from the same category... like if I choose to reassign 4 security category, and 1 science category, I shouldn't get back a cook. Make it a 4 out of 5 chance to get a security back, and a 1 out of 5 chance to get a science.

    Or, make it out of 6 chance. I reassign 5 of the above, 4 sec, 1 sci, and I get a 4 out of 6 chance for a sec type, and a 1 out of 6 chance for a sci, with a 1 out of 6 chance for a wildcard, one of any type. That would give a reasonable chance of getting something back in the same fields, but also a chance that one of your preferred requests isn't available, and you get whoever is available.

    -- Smoov

    This would ruin it for me. I sell the useful categories and grind my blue/green chefs and bartenders into food. If I could only get back chefs and bartenders I'd never use it again.

    Still, as it stands I find it very useful however the code is wonky where it relates to bound doffs. White and green bound doffs cannot be used. Bound blues can. Why?

    Also on the cost, here's how I view it. right now 1k dil turned into uncomon unreps sells for 124k EC. thus 5 sell for 600k

    turning 5 TRIBBLE blues (valued 80k to 110k each) into a purple and selling it for 1m gives a profit of very close but a bit below the value of the unreps. If you get lucky it is higher. And I have been doing this for a while. You can also get screwed and end up with something only worth 400k and actually lose both EC and dil. But then again I also sold one for 20m. Over more than 200 purple doff sales I've turned a profit.

    If they reduce the price they shouldn't reduce it too much.

    As for resolve... No, never. Purple doffs don't exists solely for the chance to craft consoles and they should never alter an entire system just around one tiny portion of the process like that. Far better would be to add a new officer exchange with a race that runs an 80% chance for resolve as the first trait.
  • smoovioussmoovious Member Posts: 264 Arc User
    edited June 2013
    This would ruin it for me. I sell the useful categories and grind my blue/green chefs and bartenders into food. If I could only get back chefs and bartenders I'd never use it again.
    They could probably allow for both... One reassign which is a little cheaper, that would return a higher doff of any type at random, and one reassign which is a little more expensive, that would return a higher doff with a greater chance of matching the categories that were submitted?

    Perhaps it could be done in the departments. Use the officer at the academy, and you have the chance to get anything. Use the officer in, say, engineering, and you have an increased chance to get an engineer category.

    Giving us the choice of both, would probably make everyone happy...

    (well, ok, almost everyone... seems some of us are never happy no matter what :D )

    -- Smoov
  • decroniadecronia Member Posts: 0 Arc User
    edited June 2013
    I only use it to free up space with the bonus of a green. It is cheaper dil wise than buying the extra slots. I then use the uselss ones for those exchange DOFF missions that sometimes pop up and the refugee missions to as I do have a few of them from this. It's how I slowly converted from whites and greens to blue and purple DOFFs using the exchange to get cheap purple to turn into three blues and keep some of the purples as they are still useful.

    Other than that I do find it useless as an upgrade system. I do think it needs looking at again either for the rewards or the cost.
  • alexsanderitaalexsanderita Member Posts: 214 Arc User
    edited June 2013
    From OP:
    lucho80 wrote: »
    Ever since Season 7 started and the dilithium price got hiked up people lost any motivation to turn in.

    Nothing more left to say.
    lucho80 wrote: »
    In its present state, the assignment is useless. It needs one of the following tweaks.
    1) Guarantee doffs with the Resolve trait since the dil plus potential EC lost on not selling the blue doffs is so high (750,000-5,000,000 depending on the mix of doffs)
    2) Lower the dil cost back down to something much more reasonable.

    The latter, or they'll break also the Exchange with a flood of Resolve doffs that will make again more convenient to simply buy them with ECs.

    Just like it is now, there is no reason to waste outrageous quantity of gold on random TRIBBLE while we can get exactly what we want with an over-inflated currency that need some serious sinking.

    Also there is no need to complicate matter more while the problem is simple: cost is too high, please reduce it.


    There has to be a cost, but this is simply too much it breaks the feature.


    The doff system as a whole got scammed because of it, the ability to upgrade doffs via doffing itself is lost.

    It is not true there was not a cost: time was the cost. It needed time to get purple, a lot of to make enough of them.


    You can have enough whites to make a few green each day, but it takes days to have enough to have a single purple.


    And you cannot simply turn in all the doffs for a few purple, better say a few copies of the same, to end up with an empty roster and no doffing capability for days again.

    (you can't run them all with a few purple Biologist and Research Lab Scientist, given the randomness of the TRIBBLE you receive, always the same even with disaster traits)


    Just keep in mind the rate for the exchange white/purple is still 125/1.

    And it take many days to make that quantity.


    Now multiply that for 100 roster slots (at least)

    and add to that the fact you are wanting to keep many green (at least) to continue doffing in the meanwhile, thus slowing the pace even more.


    And you now see there WAS a cost, just and fair, to upgrade doffs, time.


    And we read all over the place that time is considered by devs like a sort of currency for which

    "rewards are attributed related to game time with costant checking and calculating to adjust" and all that jazz.


    I think several time spent on doffing should be enough to have your doffs upgraded with no any more cost other than the time you devoted to the game.


    I play by a year now, with a lot of doffing, and it's not like I had a full roster of purple before the change: I had only a couple, random received

    (since seeing random ones were TRIBBLE not worth 5 blues alone) .


    So I am never been a "compactor". So why did I got this treatment?


    Maybe you should have considered more precise intervention such as limiting the quantity of doffs you can turn in per time.

    This could have been easily achieved by making the assignment recharge every 24 hours, cooling it down just like the recruitment ones to prevent misuse.


    But no, this would have limited the dilithium sink capacity of the move. Like not enough were coming with the Fleet system. A shame.


    Facts make us right, just right now the feature is abandones because unconvenient to say the least.

    SO unless this was intentional it has to be changed back.



    Problem is by that time it's been long clear it was intentional,

    considering the concomitance of the fleet system: now fleets are your supposed source of purple.


    So you basically got 3 pidgeons with a rock with


    (a) forcing people to burn massive quantity of doffs in the fever minutes before the update short before they will become valuable (as contributions to fleets) and sold with money.

    (b) give importance to the fleet as a source of doffs in the simplest, dumbest way possible - eliminating doffing itself from the list.

    (c) taking away just more dilithium in the process thanks to those that seem to don't know what dilithium is for (I wouldn't want to be in their place when they'll discover)


    So a long anticipated, promoted, beloved, successful and celebrated system - Doff system - has been basically destroyed on the altar of a new one - the Fleet one.

    Which makes me wonder and fear for what will happen to the Fleet system itself the next round...


    Why you cannot simply integrate the systems you add thinking about compatibility?

    Why you broke existing content to add new, and repeat?


    Ah, yeah, it cost so much less work and rewards more. Why bother? It's not like this community (read: costumers) is so full of hatred...


    Too long, reduced down: the feature is broken by excessive cost: reduce them. Lower the greed by some degree.


    The game has already enough (read: too much) dilithium sinks. No need for adding to the doff system too.

    You could have saved the elargition of dilithium rewarded by the Mine (and replaced with something related to development, dunno, special doffs were enough) if you had not took too many.


    Dilithium cost of doff exchange has to be lowered back to reasonable amounts, near the original amount.

    This is what my sig stands for (and will remain until that day).
    I still dream from time to time about using the Gateway to doff off-game in spare minutes as we were told
  • aexraelaexrael Member Posts: 0 Arc User
    edited July 2013
    They could change the cost to be in Unrefined Ore instead of Refined Ore.
  • captainbaileycaptainbailey Member Posts: 356 Arc User
    edited July 2013
    aexrael wrote: »
    They could change the cost to be in Unrefined Ore instead of Refined Ore.

    If it HAD to cost dil I could atleast go for that BUT refined ore NEVER. much better ways to get the doffs you need than doing it this way and spending your hard earned refined dil
  • article001article001 Member Posts: 73 Arc User
    edited July 2013
    slash the Reassign costs by 1/5 . . . 100 / 500 / 1000

    the current dil costs are just plain nuts
  • markhawkmanmarkhawkman Member Posts: 35,236 Arc User
    edited July 2013
    article001 wrote: »
    slash the Reassign costs by 1/5 . . . 100 / 500 / 1000

    the current dil costs are just plain nuts
    Lol wut? That's close to what they changed them from...
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  • article001article001 Member Posts: 73 Arc User
    edited July 2013
    Lol wut?

    Increasing the cost by a factor of 5 seemed reasonable to you?
  • markhawkmanmarkhawkman Member Posts: 35,236 Arc User
    edited July 2013
    It ws so pathetically low before that people could compact hundreds of doffs using a day's worth of dil.

    I personally think that halving the current cost would be reasonable, but less than that would be too little cost.
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    My character Tsin'xing
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