Hey guys. We'd like to put an end to speculation over this, and instead let players just kick back and enjoy the Anniversary event, so we're going to do our best to explain today's changes to the Mini-Game. Hopefully it will set everyone's minds at ease.
...
(Not wanting to waste the space with the rest of the quote. We know what it says.)
Thank you for the information. Very informative.
However it is still bugged in the sense of ending prematurely and lag/rubberbanding is still a factor.
This is my signature. There are many like it, but this one is mine.
My results after the patch:
Total mini-games - 84
Interrupted - 15
Commons received - 220
Uncommons received - 70
Shards received - 1
Frags received - 1
okay,
I can accept the fact that the percentages were 'adjusted' and I can live with the changes. We just get more 'lower end' items so we have to spend more time crafting them up.
But what I really have a problem with is the inability to craft multiple items.
if its a unintended bug, then where is the hotfix?
are we going to have to wait until next Thursday for this to be addressed?
the event is only so long and those Upgrades take forever to craft
Hey guys. We'd like to put an end to speculation over this, and instead let players just kick back and enjoy the Anniversary event, so we're going to do our best to explain today's changes to the Mini-Game. Hopefully it will set everyone's minds at ease.
When the Omega Stabilization Mini-Game went live, we began to notice a few design shortcomings in the reward structure:
- Many players were opening the game, and not interacting with it, having come to believe that their performance in the mini-game was detached from the random rewards.
- Earning a high score in the Mini-Game did not guarantee any sort of increase in rewards.
Todays patch was intended to solve both of the above issues, by changing the reward structure so that earning a higher score now guarantees better rewards, making engagement in the game mean something that is easily verifiable, and always worthwhile.
The old scoring/reward system was built around random chance that gradually increased in score. But it still meant that even when earning a Perfect Score (2600) there was still a decent chance of receiving nothing more than a single Common Material.
Here is the new reward structure, based on Score, as they stand after todays patch:
0-850 = 1 Common
851-1300 = 2 Common
1301-1700 = 3 Common
1701-2000 = 1 Uncommon + 1 Common
2001-2300 = 1 Uncommon + 2 Common
2301+ = 1 Uncommon + 3 Common
In addition to the above guaranteed rewards, scoring anywhere above 1301 grants you an additional small chance to receive a Rare or Very Rare Material.
(All Common Traces received in all of the above rewards will match the color of the node interacted with.)
Thank you for these improvements to the game reward structure. I felt it was very unrewarding before to try and put too much effort into it, especially when the first time I broke 2k all I got was a trace.
okay,
I can accept the fact that the percentages were 'adjusted' and I can live with the changes. We just get more 'lower end' items so we have to spend more time crafting them up.
But what I really have a problem with is the inability to craft multiple items.
if its a unintended bug, then where is the hotfix?
are we going to have to wait until next Thursday for this to be addressed?
the event is only so long and those Upgrades take forever to craft
If you look around the dev tracker you can find Bort's post where he says that the ability to craft these will not be going away with the event, just the ability to earn more shards from the mini-game. They also will be taking them out of Science and placing them in their own level-less category similar to Officer Training.
I think that the chance of getting shards and frags is about 3%. And that chance was much higher before the last patch but in the release notes we see like it was the same:
I think that the chance of getting shards and frags is about 3%. And that chance was much higher before the last patch but in the release notes we see like it was the same:
So far I've done about 150 minigames, of which ~130 were 2300+ (~110 2600) (mostly premature endings in the other games), not a single shard or fragment.
Definately not 3%... So far what I've read is that people get them with scores <2000, so if anything the chances of getting them decrease with increasing score...
Hey guys. We'd like to put an end to speculation over this, and instead let players just kick back and enjoy the Anniversary event, so we're going to do our best to explain today's changes to the Mini-Game. Hopefully it will set everyone's minds at ease.
When the Omega Stabilization Mini-Game went live, we began to notice a few design shortcomings in the reward structure:
- Many players were opening the game, and not interacting with it, having come to believe that their performance in the mini-game was detached from the random rewards.
- Earning a high score in the Mini-Game did not guarantee any sort of increase in rewards.
Today’s patch was intended to solve both of the above issues, by changing the reward structure so that earning a higher score now guarantees better rewards, making engagement in the game mean something that is easily verifiable, and always worthwhile.
The old scoring/reward system was built around random chance that gradually increased in score. But it still meant that even when earning a Perfect Score (2600) there was still a decent chance of receiving nothing more than a single Common Material.
Here is the new reward structure, based on Score, as they stand after today’s patch:
0-850 = 1 Common
851-1300 = 2 Common
1301-1700 = 3 Common
1701-2000 = 1 Uncommon + 1 Common
2001-2300 = 1 Uncommon + 2 Common
2301+ = 1 Uncommon + 3 Common
In addition to the above guaranteed rewards, scoring anywhere above 1301 grants you an additional small chance to receive a Rare or Very Rare Material.
(All Common Traces received in all of the above rewards will match the color of the node interacted with.)
Gold is to a T, 100% spot on, although it rewards it backwards at times, meaning 1 silver uncommon + 3 commons, while other times it shows up as 3 commons + 1 silver uncommon, meaning it acts like the 3 commons was your initial reward, while the 1 uncommon was your bonus and, than most of the time it acts like the 1 uncommon was your initial reward, while the 3 commons was your bonus.
I would say, it isn't WAI, at least not how we are told so!
Now with that said, let's move on to the green section shall we?
I score no less than 2k provided there is no interruption from the mini game prematurely stopping, like it does fairly often.
I average 2.2k, with pretty consistent scores of over 2.4k, I get perfect scores of 2.6k very often and, out of literally 300attempts today, I was awarded 2 shards, yes 2 shards and 0 fragments.
This is your idea of a quality improvement?
I was getting shards and fragments decently often before this change, now I don't get any really outside of a ratio no less than uncommons @ 150:1 rare, made even worse by a ration of 150:0 on VR's.
I would say it was made worse in the rare/VR dept., while I am swimming in commons and uncommons now!
Oh and, FYI, I have even tried seeing if dumbing down my score to the 1.3k-1.9k range to see if it made a difference, because people were telling me they were receiving rares and VR's at those scores, didn't seem to change anything for me, other than less commons is all!
So much also for allowing the mini-game to continue after the event ends also.
Kinda pointless as it's part of the event, not something that's normally available. I wouldn't want it to continue as it's removing far too many people from playing the damn game. It really is like that addiction game from TNG...
Chris Robert's on SC:
"You don't have to do something again and again and again repetitive that doesn't have much challange, that's just a general good gameplay thing."
Well, I de-bunked the whole needing a score of 1301+ for a rare, got a score of 1300 exactly before it prematurely stopped and, it rewarded 1 rare shard + 2 commons!
If I had to put the odds to a figure, I would say it is approximately 0.3% - .99%, for just a rare!
Considering it hasn't dropped ANY VR fragments in over 3hours time, I would give it a probable .003% - .005%, if even that as atm it is for me a 0%!
Way to ruin your own minigame, seriously there are some dev shakeups needed in the near future.
So you nerf skill-based rewards, and increase low quality rewards for relatively lower scores, awesome, go right ahead. Really, who thought skill should be a requirement for increased rewards, why not just have each time you play the minigame it costs you a Master Key and have a random loot roll?
But then you use deceitful language to blow sunshine up your playerbase's TRIBBLE that it's better for us now, and that the chance for rares and very rares "still exists" even though you know damned well that you reduced the chance on a perfect score to what, 1:100?
Is an obvious deception still a lie? Hmm, semantics to be honest. Members of your development team are treating your loyal players like TRIBBLE, and to be honest, shakeups are in dire need.
Ok, here is my stats for 3 days after the last patch:
1st day:
70 games were completed with score over 1300 (almost all had 2400+ score).
Received 1 shard and 1 frag.
It's ~2,85%.
2nd day:
74 games were completed with score over 1300 (almost all had 2400+ score).
Received 2 shards and 0 frags.
It's ~2,7%.
3rd day:
70 games were comleted with score 2400-2600.
Received 2 shards and 0 frags.
This is another ~2,85%.
Ok, here is my stats for 3 days after the last patch:
1st day:
70 games were completed with score over 1300 (almost all had 2400+ score).
Received 1 shard and 1 frag.
It's ~2,85%.
2nd day:
74 games were completed with score over 1300 (almost all had 2400+ score).
Received 2 shards and 0 frags.
It's ~2,7%.
3rd day:
70 games were comleted with score 2400-2600.
Received 2 shards and 0 frags.
This is another ~2,85%.
Average percent for all 3 days is ~2,8.
With roughly a 0.3% - 0.5% on VR fragments, based on your #'s.
2.8% for rares to boot, whilst 100% on uncommons and commons, seems pretty staggering differences!
Ok, here is my stats for 3 days after the last patch:
1st day:
70 games were completed with score over 1300 (almost all had 2400+ score).
Received 1 shard and 1 frag.
It's ~2,85%.
2nd day:
74 games were completed with score over 1300 (almost all had 2400+ score).
Received 2 shards and 0 frags.
It's ~2,7%.
3rd day:
70 games were comleted with score 2400-2600.
Received 2 shards and 0 frags.
This is another ~2,85%.
Average percent for all 3 days is ~2,8.
Either you are very lucky then, or I am very unlucky:
yesterday i completed 142 mini games with 2000+, 0 shards, 0 fragments.
so far today ive completed 105, still 0 shards and 0 fragments...
Since the patch, I've done about 100minigames, all of the well above 2K (and some more that ended up too soon, with a low score, but they are not counted).
No shards/fragments.
I think the reward rate for those is abysmal, remind me of the gamblebox and the "jackpot" price.
I don't see any point going above 1701, since you'll have the sliver, and anything above is a waste of time now.
Since the patch, I've done about 100minigames, all of the well above 2K (and some more that ended up too soon, with a low score, but they are not counted).
No shards/fragments.
I think the reward rate for those is abysmal, remind me of the gamblebox and the "jackpot" price.
I don't see any point going above 1701, since you'll have the sliver, and anything above is a waste of time now.
i have done much more games scored >2000 and the summed up drop rate is about
- 3% - 4% for rare
- 0.3% - 0.4% for very rare
To get your 3 VR fragments for one Omega Upgrade, they have to be about 600-700 high scored games played. Counting 1 min a game, it takes you about 10 hours!
I'd consistently get 2400+, and got mostly shards, with the odd sliver and fragment and the rare trace.
Now shards and fragments are near non existent, with slivers at 100%.
I thought it was too generous before, but now it's ridiculously stingy. I'd expect at least half the chance at a shard on perfect that I had pre-patch, with fragments staying as they were pre-patch.
I was spamming this mini game today playing it about 75 times in the afternoon. I generally get between 1,600 and 2,400 with about 50% above 2,000 and I have not received anything more than silvers.
Last night when simply doing the daily for the 40 Qmendations I did managed to get a fragment with a score of only 1,900.
Even beyond the fact that is stingy, the current system award the player for... being bad. The only difference between reaching the highest score, and 1701 score (a very average score), is a few traces. Which is more or less trash loot.
Usually, we are being awarded when we are good. With this minigame ? We are awarded for being average. Everything on top of that is wasted.
While I've noticed some improvement to game play, every mini-game I play still has issues. Today on Vulcan I completed five games but received no credit at all. Also games still crash.
But more importantly, every mini-game I play skips or moves particles ahead as the particle spawn speed increases, that means it happens three times during each mini-game. This means that I cannot collect particles, even particles in the lane my collector is positioned, as they pass through my it or the entire particle HUD changes changes and I have to reposition my collector to begin to collect again when a shift occurs. All this results in depressed scores, I'm not able to even reap the benefits of these changes, and that is frustrating. I've submitting a few tickets.
Comments
Thank you for the information. Very informative.
However it is still bugged in the sense of ending prematurely and lag/rubberbanding is still a factor.
Total mini-games - 84
Interrupted - 15
Commons received - 220
Uncommons received - 70
Shards received - 1
Frags received - 1
I can accept the fact that the percentages were 'adjusted' and I can live with the changes. We just get more 'lower end' items so we have to spend more time crafting them up.
But what I really have a problem with is the inability to craft multiple items.
if its a unintended bug, then where is the hotfix?
are we going to have to wait until next Thursday for this to be addressed?
the event is only so long and those Upgrades take forever to craft
^ Confirm! the chance is either 0 or must be low as hell.
Holy Grail of Gamification is Addiction | 5 Ways to Accomplisch | and the Psychology of Freemium
Thank you for these improvements to the game reward structure. I felt it was very unrewarding before to try and put too much effort into it, especially when the first time I broke 2k all I got was a trace.
If you look around the dev tracker you can find Bort's post where he says that the ability to craft these will not be going away with the event, just the ability to earn more shards from the mini-game. They also will be taking them out of Science and placing them in their own level-less category similar to Officer Training.
So far I've done about 150 minigames, of which ~130 were 2300+ (~110 2600) (mostly premature endings in the other games), not a single shard or fragment.
Definately not 3%... So far what I've read is that people get them with scores <2000, so if anything the chances of getting them decrease with increasing score...
Gold is to a T, 100% spot on, although it rewards it backwards at times, meaning 1 silver uncommon + 3 commons, while other times it shows up as 3 commons + 1 silver uncommon, meaning it acts like the 3 commons was your initial reward, while the 1 uncommon was your bonus and, than most of the time it acts like the 1 uncommon was your initial reward, while the 3 commons was your bonus.
I would say, it isn't WAI, at least not how we are told so!
Now with that said, let's move on to the green section shall we?
I score no less than 2k provided there is no interruption from the mini game prematurely stopping, like it does fairly often.
I average 2.2k, with pretty consistent scores of over 2.4k, I get perfect scores of 2.6k very often and, out of literally 300attempts today, I was awarded 2 shards, yes 2 shards and 0 fragments.
This is your idea of a quality improvement?
I was getting shards and fragments decently often before this change, now I don't get any really outside of a ratio no less than uncommons @ 150:1 rare, made even worse by a ration of 150:0 on VR's.
I would say it was made worse in the rare/VR dept., while I am swimming in commons and uncommons now!
Oh and, FYI, I have even tried seeing if dumbing down my score to the 1.3k-1.9k range to see if it made a difference, because people were telling me they were receiving rares and VR's at those scores, didn't seem to change anything for me, other than less commons is all!
Praetor of the -RTS- Romulan Tal Shiar fleet!
Before, it used to be somewhat 'fun' in obtaining rares and very rares once in a long while. Now it's a steady stream of commons and 1 silver.
So much also for allowing the mini-game to continue after the event ends also.
It was already confirmed that the minigames will no longer be available after the event. It makes sense if you ask me.
The refining projects are staying after the events though.
And for those still not aware, the crafting of multiple items will be fixed hopefully in the next patch. The fix is already on Tribble.
STO Screenshot Archive
Kinda pointless as it's part of the event, not something that's normally available. I wouldn't want it to continue as it's removing far too many people from playing the damn game. It really is like that addiction game from TNG...
"You don't have to do something again and again and again repetitive that doesn't have much challange, that's just a general good gameplay thing."
Seconded. I'm basically getting the same outcome every time for my 2,300+ scores, which just exacerbates the grindy feeling.
If I had to put the odds to a figure, I would say it is approximately 0.3% - .99%, for just a rare!
Considering it hasn't dropped ANY VR fragments in over 3hours time, I would give it a probable .003% - .005%, if even that as atm it is for me a 0%!
Praetor of the -RTS- Romulan Tal Shiar fleet!
So you nerf skill-based rewards, and increase low quality rewards for relatively lower scores, awesome, go right ahead. Really, who thought skill should be a requirement for increased rewards, why not just have each time you play the minigame it costs you a Master Key and have a random loot roll?
But then you use deceitful language to blow sunshine up your playerbase's TRIBBLE that it's better for us now, and that the chance for rares and very rares "still exists" even though you know damned well that you reduced the chance on a perfect score to what, 1:100?
Is an obvious deception still a lie? Hmm, semantics to be honest. Members of your development team are treating your loyal players like TRIBBLE, and to be honest, shakeups are in dire need.
Ok, here is my stats for 3 days after the last patch:
1st day:
70 games were completed with score over 1300 (almost all had 2400+ score).
Received 1 shard and 1 frag.
It's ~2,85%.
2nd day:
74 games were completed with score over 1300 (almost all had 2400+ score).
Received 2 shards and 0 frags.
It's ~2,7%.
3rd day:
70 games were comleted with score 2400-2600.
Received 2 shards and 0 frags.
This is another ~2,85%.
Average percent for all 3 days is ~2,8.
With roughly a 0.3% - 0.5% on VR fragments, based on your #'s.
2.8% for rares to boot, whilst 100% on uncommons and commons, seems pretty staggering differences!
Praetor of the -RTS- Romulan Tal Shiar fleet!
Either you are very lucky then, or I am very unlucky:
yesterday i completed 142 mini games with 2000+, 0 shards, 0 fragments.
so far today ive completed 105, still 0 shards and 0 fragments...
At the end I had 300 traces, 100 slivers, 2 shards and 1 fragment.
Your little mini-game is by far wayyyyyyy to stingy with the rares and, most definitely stingy with the VR's by far!
Praetor of the -RTS- Romulan Tal Shiar fleet!
I'm pretty sure by now that Rares/VRs do not take score into consideration at all.
STO Screenshot Archive
No shards/fragments.
I think the reward rate for those is abysmal, remind me of the gamblebox and the "jackpot" price.
I don't see any point going above 1701, since you'll have the sliver, and anything above is a waste of time now.
i have done much more games scored >2000 and the summed up drop rate is about
- 3% - 4% for rare
- 0.3% - 0.4% for very rare
To get your 3 VR fragments for one Omega Upgrade, they have to be about 600-700 high scored games played. Counting 1 min a game, it takes you about 10 hours!
This I call the true pure grind
Holy Grail of Gamification is Addiction | 5 Ways to Accomplisch | and the Psychology of Freemium
I'd consistently get 2400+, and got mostly shards, with the odd sliver and fragment and the rare trace.
Now shards and fragments are near non existent, with slivers at 100%.
I thought it was too generous before, but now it's ridiculously stingy. I'd expect at least half the chance at a shard on perfect that I had pre-patch, with fragments staying as they were pre-patch.
Last night when simply doing the daily for the 40 Qmendations I did managed to get a fragment with a score of only 1,900.
Usually, we are being awarded when we are good. With this minigame ? We are awarded for being average. Everything on top of that is wasted.
with early terminations from mini game itself
Accomplished
0 fragments
1 shard
258 silvers
565 common particles
scores of 1900 - 2600 for testing purposes
average score normally is 2300
total 2600 scores = 196
Praetor of the -RTS- Romulan Tal Shiar fleet!
They made rewards much less randomized! It was a grind before and after the last patch.
While I've noticed some improvement to game play, every mini-game I play still has issues. Today on Vulcan I completed five games but received no credit at all. Also games still crash.
But more importantly, every mini-game I play skips or moves particles ahead as the particle spawn speed increases, that means it happens three times during each mini-game. This means that I cannot collect particles, even particles in the lane my collector is positioned, as they pass through my it or the entire particle HUD changes changes and I have to reposition my collector to begin to collect again when a shift occurs. All this results in depressed scores, I'm not able to even reap the benefits of these changes, and that is frustrating. I've submitting a few tickets.