Since today's patch, the highest reward from the minigame is a sliver (and some traces). I didn't have a single shard/fragment drop since the patch, no matter the score (up to 2600, and at least 2000).
It seems the chance to drop the blue/purple item was removed, or is far too low.
Since today's patch, the highest reward from the minigame is a sliver (and some traces). I didn't have a single shard/fragment drop since the patch, no matter the score (up to 2600, and at least 2000).
It seems the chance to drop the blue/purple item was removed, or is far too low.
30+ minigames, nothing. Someone else said he had the same experience.
Another player said he had a shard after 40 minigames. Which means the drop rate was nerfed to something extremely low. MUCH lower than before the patch.
Shard drop rate is lower, but I worked out the math assuming 1 in 4 games gave a shard under the old system (which seemed high to me, but for example, it was great) and 0 drops in the new one, and this updated one is more rewarding if you consistently score high. You just have to craft things together, which is a bit of a pain with the quantity option being broken.
So yeah, no crying nerf here, it'll work out to more for you in the end. You always had a chance of getting a trace at high score in the old system, too, which makes this update work out even more under realistic conditions. On top of that, if you do get lucky and score a shard, you also get a sliver and 3 traces along with it in this update.
With the news that crafting will be staying after the anniversary ends, time is not an issue.
Since today's patch, the highest reward from the minigame is a sliver (and some traces). I didn't have a single shard/fragment drop since the patch, no matter the score (up to 2600, and at least 2000).
It seems the chance to drop the blue/purple item was removed, or is far too low.
You now get 1 maybe 2 shards from an hour of back to back non-stop minigame grinding.
As for fragments? Haven't seen a single one yet.
I know Borticus adjusted the rare/VR drop rate given the slivers, but it just feels like an annoying 3 hour timegate put up to craft the omega upgrades. Before, I used to get 8-9 shards and hour and 2-4 fragments which sped up the omega upgrade obtaining process.
Shard drop rate is lower, but I worked out the math assuming 1 in 4 games gave a shard under the old system (which seemed high to me, but for example, it was great) and 0 drops in the new one, and this updated one is more rewarding if you consistently score high. You just have to craft things together, which is a bit of a pain with the quantity option being broken.
So yeah, no crying nerf here, it'll work out to more for you in the end. You always had a chance of getting a trace at high score in the old system, too, which makes this update work out even more under realistic conditions. On top of that, if you do get lucky and score a shard, you also get a sliver and 3 traces along with it in this update.
With the news that crafting will be staying after the anniversary ends, time is not an issue.
It is to me, when the rate of rares and VR's were better off before vs, the new system of uncommons and commons only!
Over 500 consecutive runs, scoring no less than 2200 per run average and, many 2500-2600 scores on a regular basis unless it prematurely quits, netted a whopping average of 1 shard per hour of play, with absolutely 0 fragments!
But, I am sure swimming in silvers and commons let me tell you, whoopee!
...which you can craft up to shards and fragments, which the drop rate adjustments were obviously made as a result of. You're being rewarded better now, on shards, anyway.
Do you have any actual data on how often fragments dropped in the old system? My own drops were way too inconsistent to pull meaningful numbers from.
...which you can craft up to shards and fragments, which the drop rate adjustments were obviously made as a result of. You're being rewarded better now, on shards, anyway.
Do you have any actual data on how often fragments dropped in the old system? My own drops were way too inconsistent to pull meaningful numbers from.
Yes, in the short life before recently, I had enough non-crafted shards and fragments, to easily make 12 omega techs in 1 day! 1 day! again 1 day!
Just from chance drops of rares and VR's.
Now, granted that was IMO a little absurd but, the new system is IMO too stingy now!
Yes, in the short life before recently, I had enough non-crafted shards and fragments, to easily make 12 omega techs in 1 day! 1 day! again 1 day!
Just from chance drops of rares and VR's.
Now, granted that was IMO a little absurd but, the new system is IMO too stingy now!
It's stingy and it forces people into a 3 hour wait before getting a single omega upgrade. At least with the old system , I could get one each hour. Yes, now I can get more than that in the same 3 hours (once they fix slotting 5 at a time), but it kind of sucks.
FYI - I score 2400+ consistently, so the change sucks for me. At least I can sell the traces in the exchange for some EC since I have no intention of making slivers off them being that the Exchange prices are backwards (The rarer the cheaper considering inputs)
...which you can craft up to shards and fragments, which the drop rate adjustments were obviously made as a result of. You're being rewarded better now, on shards, anyway.
Do you have any actual data on how often fragments dropped in the old system? My own drops were way too inconsistent to pull meaningful numbers from.
Someone forget the crafting time gate we have. If you spend dil and hit the "finish now" button, then yes, you are right.
Otherwise, you're not. Unless you spend all day in front of STO, and set the R&D projects one after the other.
So, yes, for people like myself and others hitting 2k+ regularly, it's a nerf. For people unable to reach the highest rank, it's a buff.
Now, there is simply no point to reach 1702+ score, as you have a sliver for 1701, and traces are pretty much useless because of the timegate. And that's all you'll have afterwards.
I'm going to try to reach 1701 score, then start another minigame, see if it works. If it does, then it's much more interesting when it comes to time vs reward.
...which you can craft up to shards and fragments, which the drop rate adjustments were obviously made as a result of. You're being rewarded better now, on shards, anyway.
Just a shame the R&D has been bugged since patch and we can no longer queue Omega projects .
I love how impatient people are complaining about a more rewarding, more consistent system just because they could get things a little bit faster with the old one.
I love how impatient people are complaining about a more rewarding, more consistent system just because they could get things a little bit faster with the old one.
The fix for multiple item crafted at the same time is indeed on tribble.
The fix for less shards/fragments dropping is not. Unless I missed it. Which is the point of this topic.
So, this far, this new system is slower than the old one. By a large margin. Even without the soon to be fixed bug.
As I said, time gate on craft. You can make the slivers drop everytime I look at an anomaly, it won't make crafting the kits faster. I will still need to refine those slivers, and the time gate is the real blocker here. Not the component.
And as I said, there is absolutely no sense in going above 1701 point. Successfully reach 2600, which is not so easy, is just as awarding as reaching 1701, which is quite easy.
I agree that rare and very rare shard and fragment drop rate is ridiculously low. With over 250 game played with 99% of the games well over 2k I got 2 shards and no fragments, thats less than a 1% drop rate. On the other hand I now have a sh*tlo*d of traces. Before patch it was a lot more frequent to get shard and fragment.
Jamal : Tactical space specialist. USS Bug Warrior and many others
E'Mc2 : Science Reman torp T'Varo, deadly annoyance :P
Kunmal: Tactical fed Klingon, ground specialist, USS Kanewaga
Ka -tet Tier 5 fleet fully completed Starbase and fleet property
I love how impatient people are complaining about a more rewarding, more consistent system just because they could get things a little bit faster with the old one.
Well, think of it this way, would you rather get paid on time or, get paid the following week because your job uses a new system, when figuring your paycheck?
There is a positive to this change, I'm making a lot more EC just by selling the guaranteed common traces I get. And since the crafting projects arn't going away, I have as much time as I need to convert all of my slivers.
The downside of course is more time. More time playing the minigame, more time to convert everything. It all falls back to Cryptic desperately trying to keep us logged in for as long as humanly possible... :rolleyes:
There is a positive to this change, I'm making a lot more EC just by selling the guaranteed common traces I get. And since the crafting projects arn't going away, I have as much time as I need to convert all of my slivers.
The downside of course is more time. More time playing the minigame, more time to convert everything. It all falls back to Cryptic desperately trying to keep us logged in for as long as humanly possible... :rolleyes:
I don't know about other people but, they don't need to increase the freaking time gating or, nerf rewards just to keep me in the game for long periods!
All this accomplishes, is to make me not want to stay in the game longer!
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And that was with a score providing no glitches occurred between 2200 and 2600.
I think Venus, got a fragment about 20mins ago.
Another player said he had a shard after 40 minigames. Which means the drop rate was nerfed to something extremely low. MUCH lower than before the patch.
Cryptic once move have ruined an event
4 games, old system: 2 shards (3 slivers, 1 drop)
4 games, new system: 2 shards (9 traces, 3 slivers), 1 sliver
So yeah, no crying nerf here, it'll work out to more for you in the end. You always had a chance of getting a trace at high score in the old system, too, which makes this update work out even more under realistic conditions. On top of that, if you do get lucky and score a shard, you also get a sliver and 3 traces along with it in this update.
With the news that crafting will be staying after the anniversary ends, time is not an issue.
You now get 1 maybe 2 shards from an hour of back to back non-stop minigame grinding.
As for fragments? Haven't seen a single one yet.
I know Borticus adjusted the rare/VR drop rate given the slivers, but it just feels like an annoying 3 hour timegate put up to craft the omega upgrades. Before, I used to get 8-9 shards and hour and 2-4 fragments which sped up the omega upgrade obtaining process.
It is to me, when the rate of rares and VR's were better off before vs, the new system of uncommons and commons only!
Over 500 consecutive runs, scoring no less than 2200 per run average and, many 2500-2600 scores on a regular basis unless it prematurely quits, netted a whopping average of 1 shard per hour of play, with absolutely 0 fragments!
But, I am sure swimming in silvers and commons let me tell you, whoopee!
Praetor of the -RTS- Romulan Tal Shiar fleet!
Do you have any actual data on how often fragments dropped in the old system? My own drops were way too inconsistent to pull meaningful numbers from.
Yes, in the short life before recently, I had enough non-crafted shards and fragments, to easily make 12 omega techs in 1 day! 1 day! again 1 day!
Just from chance drops of rares and VR's.
Now, granted that was IMO a little absurd but, the new system is IMO too stingy now!
Praetor of the -RTS- Romulan Tal Shiar fleet!
It's stingy and it forces people into a 3 hour wait before getting a single omega upgrade. At least with the old system , I could get one each hour. Yes, now I can get more than that in the same 3 hours (once they fix slotting 5 at a time), but it kind of sucks.
FYI - I score 2400+ consistently, so the change sucks for me. At least I can sell the traces in the exchange for some EC since I have no intention of making slivers off them being that the Exchange prices are backwards (The rarer the cheaper considering inputs)
Otherwise, you're not. Unless you spend all day in front of STO, and set the R&D projects one after the other.
So, yes, for people like myself and others hitting 2k+ regularly, it's a nerf. For people unable to reach the highest rank, it's a buff.
Now, there is simply no point to reach 1702+ score, as you have a sliver for 1701, and traces are pretty much useless because of the timegate. And that's all you'll have afterwards.
I'm going to try to reach 1701 score, then start another minigame, see if it works. If it does, then it's much more interesting when it comes to time vs reward.
Just a shame the R&D has been bugged since patch and we can no longer queue Omega projects .
Hope they fix it soon.
I love how impatient people are complaining about a more rewarding, more consistent system just because they could get things a little bit faster with the old one.
The fix for less shards/fragments dropping is not. Unless I missed it. Which is the point of this topic.
So, this far, this new system is slower than the old one. By a large margin. Even without the soon to be fixed bug.
As I said, time gate on craft. You can make the slivers drop everytime I look at an anomaly, it won't make crafting the kits faster. I will still need to refine those slivers, and the time gate is the real blocker here. Not the component.
And as I said, there is absolutely no sense in going above 1701 point. Successfully reach 2600, which is not so easy, is just as awarding as reaching 1701, which is quite easy.
E'Mc2 : Science Reman torp T'Varo, deadly annoyance :P
Kunmal: Tactical fed Klingon, ground specialist, USS Kanewaga
Ka -tet Tier 5 fleet fully completed Starbase and fleet property
Well, think of it this way, would you rather get paid on time or, get paid the following week because your job uses a new system, when figuring your paycheck?
Either way you get paid right?
Praetor of the -RTS- Romulan Tal Shiar fleet!
I hope I'm wrong, of course. Achieving the same outcome over and over again has only made a grindy mini-game feel somehow grindier.
The downside of course is more time. More time playing the minigame, more time to convert everything. It all falls back to Cryptic desperately trying to keep us logged in for as long as humanly possible... :rolleyes:
I don't know about other people but, they don't need to increase the freaking time gating or, nerf rewards just to keep me in the game for long periods!
All this accomplishes, is to make me not want to stay in the game longer!
Praetor of the -RTS- Romulan Tal Shiar fleet!