[*] 8,000 16,000 Skill Points based on average time in queue.
[/LIST]
With the 3x Skill Point Inflation that was put in with today's patch, this means queues should be rewarding 24,000-48,000 Skill Points.
I've added quite a few of my runs to the spreadsheet. I've definitely noticed that this latest patch has decreased level upgrading significantly. Don't see any significant 'boost', just takes longer to level up now.
Some of us have know this for some time..............They cryptic boost rewards where ( They ) want us to play..............Not where the players want to play
cryptic should have equal rewards for all content................then the players will show them what content is good and which sucks
Why they don't do this is beyond me , It would be good business to improve what there player base wants then change the bad content to better fit the successful model
They need to justify the effort they put into creating something so they need to make sure players play it. Instead of doing as you suggest, which I believe they should do too, and adjust something until it's fun for everyone, they force people to need to use it to justify it's existence.
There's a reason Infected Space (and to a slightly lesser extent KA) is so heavily trafficked despite being one of the oldest queued missions. It's straight forward but still requires some coordination, fun, quick, and unbuggy (well, unbuggy as anything in this game can be).
Storming the Spire gets play too because it is similarly functional. Vault Ensnared takes to long for to little reward. Azure nebula is quicker though the new required objective has killed it on higher difficulty. CC is mostly functional as well.
All of the Undine ones are terrible for one simple reason: those ******n bubbles. They're just annoying. Hive is to hard for regular play. And the old fleet missions don't reward enough to be more than a casual interest.
Balance these so everyone is equally rewarding, equally interesting, none annoying and it will be a lot happier player base doing all of the existing content.
Have tweeted Geko twice now, so hopefully he or another Dev can comment on this at some point so this can be settled. Really want to know if the current rate is intentional or is an error.
I've been watching the queues throughout the day and comparing them to Patrol's. Am seeing at least 2-3x the amount of patrol instances over the amount of all PvE queue instances at any time.
Ok just ran CCA got a whole 2777 xp, ran into an instance Borg attack me a lvl 60 playing at 44 for the instance earned 3996 xp come on this is so wrong !
I think you are missing one important value for comparision:
Replaying "Spin the Wheel" 2031 Skillpoints on Level 60 with Lifetimer-Bonus...
Well, Lifetimer-Bonus and Talaxian-Bonus (Team-Wide) make a little difference... But you are still right, the queus reward too less Skillpoints and even grinding Argala rewards far too less.
The one thing one should learn from the 2031 Skillpoints for "Spin the Wheel" is "Killing enemies is OP".
I wonder how much Skillpoints are rewarded by NWS (Normal/Advanced) now, as far as I know, it was a fast way to level-up ships...
[SIGPIC][/SIGPIC]
If Star Trek Online was an Open-Source (GPL) Game, we would have a low-grind fork.
Just a opinion, I think Geko and some dev's thoughts are. "Spin the <redacted>"
The player base is being pulled into the insanity grind. That's my thoughts. I don't get how they think it will make players want to open up their wallets or pursess
Instead of encouraging people to play content by nerfing the "easy" grinds. Why don't they do so by making the content more rewarding? I'm not going to eat dog **** because you took away my chocolate pudding. I'm just not going to eat. Now, stop TRIBBLE around and pour some sugar on this ****!
It's kind of curious that cryptic goofed this badly, though should we be surprised? Not in the least. The curious part, in my opinion, is that they claim to have fixed this, though that is obviously not the case. The math is hardly that difficult, and is readily seen throughout this thread.
Cryptic really needs to reconsider this, the shenanigans that have happened previously. Some complain that people were "exploiting" sector patrols, thus causing the nerf bat to reign supreme. This really isn't accurate. An exploit is something in game, that isn't supposed to be in game, being used to great extent to achieve a more powerful, or speedy leveling. The sector patrols are a mechanic in game, that were not bugged to that extent. There was no exploit, and as they went to combat this, they've damaged the game for most players. Sure I'm not leaving the game, but I do play noticeably less than before.
I motion that cryptic does the original skill point setup, as pre-Great Nerfing of 2014. Great post, OP!
TheGrateLordeCheesus Ship build coordinator for The Breakfast Club http://WWW.TBCSTO.COM Doesn't Owe AnyoneEC Kirks Prot
Just wondering if your trying to make people angry and stop playing the game, so you can fill out the unemployment form? If I was paying for the game i sure would be asking for my money back.Do you care about your players or is it all about the money. i have a toon the ground pve queues for YEARS at 50, and all for not. takes 3 days of heavy playing and replaying the story content, to go up a half a level, queues why, no xp in there worth a damn
Just wondering if your trying to make people angry and stop playing the game, so you can fill out the unemployment form? If I was paying for the game i sure would be asking for my money back.Do you care about your players or is it all about the money. i have a toon the ground pve queues for YEARS at 50, and all for not. takes 3 days of heavy playing and replaying the story content, to go up a half a level, queues why, no xp in there worth a damn
With them giving refunds, or not getting further purchases, it will make the game worse, and nothing will ever get fixed. They have to pay their developers, and if that can't happen, the devs quit, or get laid off, and the game is worse off: hence why I'm alright with purchases.
TheGrateLordeCheesus Ship build coordinator for The Breakfast Club http://WWW.TBCSTO.COM Doesn't Owe AnyoneEC Kirks Prot
Tribble is being brought down for maintenance to update it to build ST.46.20141123a.2
...
Delta Quadrant Patrols:
Doubled the amount of rewarded Skill Points for all Delta Quadrant patrol missions.
All Delta Quadrant missions reward 10 Delta Marks instead of 5.
Updated the Parein Patrol rewards to give out loot since it is a disable all enemies instead of defeat all enemies mission.
...
Well, it looks like PvE-Queues are becoming a worse source of Skillpoints compared to Argala. I think coldsnapped is talking just about the completion-rewards, so it would mean 2,700 more Skillpoints per run.
For example: A normal run rewarded 8,500 Skillpoints, after this patch it should reward 11,200 Skillpoints (about 15 runs for an equivalent level after level 60).
It would be nice to have all Skillpoints from that Patrol doubled, but it's still better then nothing.
Back to the topic: With the new Argala-Reward PvE-Queues aren't an efficent way to level-up.
[SIGPIC][/SIGPIC]
If Star Trek Online was an Open-Source (GPL) Game, we would have a low-grind fork.
I really dont get why cryptic does not want us to progress by playing end game contend. WHERE IS THE PROBLEM?
I'd guess the problem are those 2k-"persons"... 2k DPS, no chance at all to kill anything on Elite-Difficulty and no way to complete an Elite-Queue. But those people have a chance to complete Argala with a few respawns (on normal difficulty), so they want to give them the chance to level-up and don't want "High-DPSers" to have a huge advantage...
So, everybody has to grind the TRIBBLE out of those patrols to complete the specializations, if you are able to gain a few points by completing "the most challenging content" on the way, you reduce the pain of grinding Argala only a little.
[SIGPIC][/SIGPIC]
If Star Trek Online was an Open-Source (GPL) Game, we would have a low-grind fork.
I really dont get why cryptic does not want us to progress by playing end game contend. WHERE IS THE PROBLEM?
There is no end content or Cryptic can't make content that scales from a new player to a elite veteran with all specialization, reputations, and dofffs levels.
So, I think it's they can't think of a game beyond the static content system and its not dynamic.
For example: A normal run rewarded 8,500 Skillpoints, after this patch it should reward 11,200 Skillpoints (about 15 runs for an equivalent level after level 60).
Well, it looks like I need to correct myself: I received a few reports with mixed results. I'd guess Argala will reward about 10,500 Skillpoints per run, when this update goes live (so 15 to 16 runs per equivalent level after level 60), this number might allready include a lifetimer-bonus to Skillpoints.
I'm sorry that I don't have better numbers for you, but I didn't feel the need to test it myself.
[SIGPIC][/SIGPIC]
If Star Trek Online was an Open-Source (GPL) Game, we would have a low-grind fork.
Comments
I've added quite a few of my runs to the spreadsheet. I've definitely noticed that this latest patch has decreased level upgrading significantly. Don't see any significant 'boost', just takes longer to level up now.
They need to justify the effort they put into creating something so they need to make sure players play it. Instead of doing as you suggest, which I believe they should do too, and adjust something until it's fun for everyone, they force people to need to use it to justify it's existence.
There's a reason Infected Space (and to a slightly lesser extent KA) is so heavily trafficked despite being one of the oldest queued missions. It's straight forward but still requires some coordination, fun, quick, and unbuggy (well, unbuggy as anything in this game can be).
Storming the Spire gets play too because it is similarly functional. Vault Ensnared takes to long for to little reward. Azure nebula is quicker though the new required objective has killed it on higher difficulty. CC is mostly functional as well.
All of the Undine ones are terrible for one simple reason: those ******n bubbles. They're just annoying. Hive is to hard for regular play. And the old fleet missions don't reward enough to be more than a casual interest.
Balance these so everyone is equally rewarding, equally interesting, none annoying and it will be a lot happier player base doing all of the existing content.
I made sure I shared these a few places. https://www.youtube.com/watch?v=1W0_DspT_Xw&feature=youtu.be
I've been watching the queues throughout the day and comparing them to Patrol's. Am seeing at least 2-3x the amount of patrol instances over the amount of all PvE queue instances at any time.
hilarious!
Replaying "Spin the Wheel" 2031 Skillpoints on Level 60 with Lifetimer-Bonus...
Well, Lifetimer-Bonus and Talaxian-Bonus (Team-Wide) make a little difference... But you are still right, the queus reward too less Skillpoints and even grinding Argala rewards far too less.
The one thing one should learn from the 2031 Skillpoints for "Spin the Wheel" is "Killing enemies is OP".
I wonder how much Skillpoints are rewarded by NWS (Normal/Advanced) now, as far as I know, it was a fast way to level-up ships...
If Star Trek Online was an Open-Source (GPL) Game, we would have a low-grind fork.
The player base is being pulled into the insanity grind. That's my thoughts. I don't get how they think it will make players want to open up their wallets or pursess
Ya know bumping counts as spamming according to the TOS right? I'm surprised the thread hasn't already been closed because of it.
- First after the "Tau Dewa Power-Leveling"-Exploit all Skillpoints for defeated enemies were nerfed (this hit Argala and other new patrols, too).
- Second time with the Level-Rescaling.
If you look at the "Tau Dewa Power-Leveling" now, it really looks like an exploit, but it just looks that way because of Cryptics' Nerf-Hammer.
If Star Trek Online was an Open-Source (GPL) Game, we would have a low-grind fork.
Cryptic really needs to reconsider this, the shenanigans that have happened previously. Some complain that people were "exploiting" sector patrols, thus causing the nerf bat to reign supreme. This really isn't accurate. An exploit is something in game, that isn't supposed to be in game, being used to great extent to achieve a more powerful, or speedy leveling. The sector patrols are a mechanic in game, that were not bugged to that extent. There was no exploit, and as they went to combat this, they've damaged the game for most players. Sure I'm not leaving the game, but I do play noticeably less than before.
I motion that cryptic does the original skill point setup, as pre-Great Nerfing of 2014. Great post, OP!
Ship build coordinator for The Breakfast Club http://WWW.TBCSTO.COM
Doesn't Owe Anyone EC
Kirks Prot
With them giving refunds, or not getting further purchases, it will make the game worse, and nothing will ever get fixed. They have to pay their developers, and if that can't happen, the devs quit, or get laid off, and the game is worse off: hence why I'm alright with purchases.
Ship build coordinator for The Breakfast Club http://WWW.TBCSTO.COM
Doesn't Owe Anyone EC
Kirks Prot
Well, it looks like PvE-Queues are becoming a worse source of Skillpoints compared to Argala. I think coldsnapped is talking just about the completion-rewards, so it would mean 2,700 more Skillpoints per run.
For example: A normal run rewarded 8,500 Skillpoints, after this patch it should reward 11,200 Skillpoints (about 15 runs for an equivalent level after level 60).
It would be nice to have all Skillpoints from that Patrol doubled, but it's still better then nothing.
Back to the topic: With the new Argala-Reward PvE-Queues aren't an efficent way to level-up.
If Star Trek Online was an Open-Source (GPL) Game, we would have a low-grind fork.
You are correct but why arent they?
I really dont get why cryptic does not want us to progress by playing end game contend. WHERE IS THE PROBLEM?
Looking for a fun PvE fleet? Join us at Omega Combat Division today.
I'd guess the problem are those 2k-"persons"... 2k DPS, no chance at all to kill anything on Elite-Difficulty and no way to complete an Elite-Queue. But those people have a chance to complete Argala with a few respawns (on normal difficulty), so they want to give them the chance to level-up and don't want "High-DPSers" to have a huge advantage...
So, everybody has to grind the TRIBBLE out of those patrols to complete the specializations, if you are able to gain a few points by completing "the most challenging content" on the way, you reduce the pain of grinding Argala only a little.
If Star Trek Online was an Open-Source (GPL) Game, we would have a low-grind fork.
There is no end content or Cryptic can't make content that scales from a new player to a elite veteran with all specialization, reputations, and dofffs levels.
So, I think it's they can't think of a game beyond the static content system and its not dynamic.
Well, it looks like I need to correct myself: I received a few reports with mixed results. I'd guess Argala will reward about 10,500 Skillpoints per run, when this update goes live (so 15 to 16 runs per equivalent level after level 60), this number might allready include a lifetimer-bonus to Skillpoints.
I'm sorry that I don't have better numbers for you, but I didn't feel the need to test it myself.
If Star Trek Online was an Open-Source (GPL) Game, we would have a low-grind fork.
My main toon has 16million xp. I train a boff every now and again, perhaps use 100k at most doing a rep. Any point in this idiotic system at all?
That makes more sense than charles grey's original post...
...#LLAP...