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Don't bother with doffing now

admiraltroikaadmiraltroika Member Posts: 0 Arc User
The only ones worth doing anymore are contraband turnins and the ones that have a chance to reward purple doffs.

I guess all of the doff missions ARE equal now: they all give equally terrible rewards for the time and effort you put into them.
Post edited by admiraltroika on
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Comments

  • hyplhypl Member Posts: 3,719 Arc User
    edited May 2015
    Don't worry. Doffing will get better! Just you wait and see!

    *sits in a corner, cradling his legs and rocking back and forth*

    It'll all be good...There's nothing to worry about. It'll all be good again...

    Yes...

    :(
  • spyralpegacyonspyralpegacyon Member Posts: 408 Arc User
    edited May 2015
    I'm still doffing and you can't stop me.
    tumblr_n1hmq4Xl7S1rzu2xzo2_400.gif
  • virusdancervirusdancer Member Posts: 18,687 Arc User
    edited May 2015
    I'm still doffing and you can't stop me.

    Even after you need that Epic DOFF from a Lock Box that will sell for more than a promo ship so you can build a barn with the vague talk of DOFFing becoming more like Magic the Gathering and Farmville from PO219?

    * * * * *

    But yeah, hrmm, I wasn't exploiting XP - so nothing changed for me - just DOFFing away per usual.
  • echelonalphaechelonalpha Member Posts: 58 Arc User
    edited May 2015
    All that wasted time and effort of clicking... so much clicking..

    God, it's exhausting..
  • virusdancervirusdancer Member Posts: 18,687 Arc User
    edited May 2015
    All that wasted time and effort of clicking... so much clicking..

    God, it's exhausting..

    Wish they'd unnerf Prisoners. I liked when it just filled them and if I didn't want one there, I could remove it - instead of having to load them all up. Sometimes I have to take a break before I'm halfway through...it's dreadful.
  • narthaisnarthais Member Posts: 452 Arc User
    edited May 2015
    ... for the time and effort you put into them.

    What, all of maybe half an hour a day across a dozen characters?
  • jonsillsjonsills Member Posts: 10,443 Arc User
    edited May 2015
    I have no idea what you're talking about. Over the last couple of days, two separate alts I've been holding in reserve have gained two levels each from doffing. What sort of reward are you expecting, warm cookies and cold milk?
    Lorna-Wing-sig.png
  • spyralpegacyonspyralpegacyon Member Posts: 408 Arc User
    edited May 2015
    Even after you need that Epic DOFF from a Lock Box that will sell for more than a promo ship so you can build a barn with the vague talk of DOFFing becoming more like Magic the Gathering and Farmville from PO219?

    * * * * *

    But yeah, hrmm, I wasn't exploiting XP - so nothing changed for me - just DOFFing away per usual.

    Why would I need that? I just pick whatever missions look good, send off my doffs, and that's it for the morning/evening. I never felt I had to min-max a side-game.
    tumblr_n1hmq4Xl7S1rzu2xzo2_400.gif
  • stofskstofsk Member Posts: 1,744 Arc User
    edited May 2015
    He has something close to a point though. The duty officer system needs more... pizzazz or something. As a minigame it's not really that fun (hell, are any of them fun?) and it's not really that rewarding either. I like it when I crit and I especially like it when the long one-day or two-day assignments crit, but they're usually not worth doing. The system as a whole is definitely in need of a revamp IMO.

    But I doubt the OP meant that. I get the feeling he'd rather have the status quo remain.
  • architect13architect13 Member Posts: 1,076 Arc User
    edited May 2015
    jonsills wrote: »
    I have no idea what you're talking about. Over the last couple of days, two separate alts I've been holding in reserve have gained two levels each from doffing. What sort of reward are you expecting, warm cookies and cold milk?

    They "normalized/ balanced" a bunch of 12 hr doff missions that were rewarding to much xp . . . they are now rewarding about 10% as much.
    Have you tried the new forum on your phone?
  • vegeta50024vegeta50024 Member Posts: 2,336 Arc User
    edited May 2015
    They "normalized/ balanced" a bunch of 12 hr doff missions that were rewarding to much xp . . . they are now rewarding about 10% as much.

    According to the devs, the 12-15 hour missions were rewarding more XP than what they were supposed to because there was an addition to the coding that wasn't supposed to be there. In other words, it wasn't intentional.

    TSC_Signature_Gen_4_-_Vegeta_Small.png
  • architect13architect13 Member Posts: 1,076 Arc User
    edited May 2015
    According to the devs, the 12-15 hour missions were rewarding more XP (more XP meaning a reasonable amount) than what they were supposed to because there was an addition to the coding that wasn't supposed to be there. In other words, it wasn't intentional.

    Yeah . . . I know . . . BTW, I fixed your post :D
    Have you tried the new forum on your phone?
  • corelogikcorelogik Member Posts: 1,039 Arc User
    edited May 2015
    Yeah . . . I know . . . BTW, I fixed your post :D
    According to the devs, the 12-15 hour missions were rewarding more XP than what they were supposed to because there was an addition to the coding that wasn't supposed to be there. In other words, it wasn't intentional.

    Seriously? Is THIS what all the Doffing hysteria is about? How much XP and resources do people really expect to get from a few mouse clicks?
    "Go play with your DPS in the corner, I don't care how big it is." ~ Me
    "There... are... four... lights!" ~Jean Luc Picard
  • peterconnorfirstpeterconnorfirst Member Posts: 6,225 Arc User
    edited May 2015
    Excuse me OP?

    I fully intend to continue with bothering to Doff. I cannot emphasise how much benefit my toons generate for me each time do that. I think in my case (and even after the removal of the 1k+ XP assignments) I grab some 10-20k Dil (not even contraband counted) 1k fleet marks and some 100k SP each day spread throughout my 9 toons.

    And if any DEV happens to read this, I use that income to have a better active time in a laggy and buggy game so nerf it and you may witness the greatest drop in daily log in numbers you have ever seen. A lot of peeps I know are a lot more impatient than I am and are just dropping by at the moment to doff, can you imagine?

    Pleas pass on to Geko that if he tends to “normalize” anything he better starts elsewhere. With normalizing meaning bring the game more in line with industry standards compared to others games where you in game progression does not result in lag spikes on your customer’s favourite stages.

    Thank you.
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    Looking for a fun PvE fleet? Join us at Omega Combat Division today.
    felisean wrote: »
    teamwork to reach a goal is awesome and highly appreciated
  • johnstewardjohnsteward Member Posts: 1,073 Arc User
    edited May 2015
    Excuse me OP?

    I fully intend to continue with bothering to Doff. I cannot emphasise how much benefit my toons generate for me each time do that. I think in my case (and even after the removal of the 1k+ XP assignments) I grab some 10-20k Dil (not even contraband counted) 1k fleet marks and some 100k SP each day spread throughout my 9 toons.

    And if any DEV happens to read this, I use that income to have a better active time in a laggy and buggy game so nerf it and you may witness the greatest drop in daily log in numbers you have ever seen. A lot of peeps I know are a lot more impatient than I am and are just dropping by at the moment to doff, can you imagine?

    Pleas pass on to Geko that if he tends to “normalize” anything he better starts elsewhere. With normalizing meaning bring the game more in line with industry standards compared to others games where you in game progression does not result in lag spikes on your customer’s favourite stages.

    Thank you.

    Where do you get the fmarks from? 100 fmarks per char and day sounds a bit much for doffing..
  • trekymindtrekymind Member Posts: 39 Arc User
    edited May 2015
    Where do you get the fmarks from? 100 fmarks per char and day sounds a bit much for doffing..

    You can exchange 10k cxp for fm at your starbase. You need to have rank 4 (over 100k), so when you reach 110k you can swap the 10k for 75fm (100 crit). Bit of a slog if you haven't got to rank 4 in anything yet, but is worth it.
  • internetonsetaddinternetonsetadd Member Posts: 98 Arc User
    edited May 2015
    corelogik wrote: »
    Seriously? Is THIS what all the Doffing hysteria is about? How much XP and resources do people really expect to get from a few mouse clicks?

    Here's the thing. The vast majority of the formerly desirable 12-hour assignments required some effort and time to seek out. For seasoned (read: bored) doffers grinding out spec points--an activity designed to liven up the endgame, which in turn livened up doffing--those assignments provided motivation to take the time to visit different areas in the game: the Dyson sphere, the Delta Quadrant, Eta Eridani.

    I don't agree with OP that doffing isn't worth doing now. However, since XP rewards from doffing have been more or less normalized, for leveling or grinding out spec points via doffing there's really no reason to beam off of a starbase. I can actually play less now--30 minutes to cycle a dozen alts, filling up on assignments available at a base--and I never have to walk away from contraband turn-in. An activity that used to reward well no longer does, which means that a reason to play the game more no longer exists.

    "Correcting" the supposed over-rewarding of 12-hour assignments eliminated a longstanding incentive to explore STO's universe in search of better rewards. The notion that there was something wrong with the reward rate also ignores a few things: 1) 12-hour assignments were for a long time mainly the domain of the KDF; 2) the doffing system is intentionally asymmetrical, and has always had better rewards KDF-side; 3) most of the KDF 12-hour assignments have a medium/high injury risk, just as marauding assignments do; 4) some of the KDF 12-hour assignments require contraband (trading contraband for what is now a base reward of 144 XP is quite laughable); 5) many 12-hour assignments now reward about the same as junk common 2- and 4-hour assignments.

    I don't accept the premise that the 12-hour reward rate was unintentional, and even if it was I think it was poor game design to reduce it. The end result for me is not playing more to make up for the loss in XP accumulation, nor is it spending close to $10 for 1/1680th of the XP needed to max out the spec point system. It's playing less.
  • bones1970bones1970 Member Posts: 953 Arc User
    edited May 2015
    The only ones worth doing anymore are contraband turnins and the ones that have a chance to reward purple doffs.

    I guess all of the doff missions ARE equal now: they all give equally terrible rewards for the time and effort you put into them.

    Yes before the big nerv i was flying around alpha, beta and delta sector to get the good missions, now i sit in 1 place and select all missions without looking, they all suck (75% nerv is just insane !!!)
  • peterconnorfirstpeterconnorfirst Member Posts: 6,225 Arc User
    edited May 2015
    Where do you get the fmarks from? 100 fmarks per char and day sounds a bit much for doffing..

    On the contrary, it was an lower end estimation and I get probably much more than that.

    9 toons with 23 doff assignments each. Run my assignments to 90% in the sectors around DS9 so no huge SP or CXP or anything. Just the sum of it and each day my toons have to fly to base to at least trade in 10.000 for 75/100 fleet marks from one of the 11 categories.

    It’s the only way in this game small fleets get a chance to progress at all. Patch that out and small fleets will hold.
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    Looking for a fun PvE fleet? Join us at Omega Combat Division today.
    felisean wrote: »
    teamwork to reach a goal is awesome and highly appreciated
  • schloopdooschloopdoo Member Posts: 373 Arc User
    edited May 2015
    I never cease to be amazed at the number of people who presumably finished the 8472 Counter-Command rep without ever clicking the "Duty Officer Assignments" notice that pops up in the Dyson Sphere's Undine Space Battlezone. There's a menu full of 5-hour missions there that reward over 600 CXP each.
  • architect13architect13 Member Posts: 1,076 Arc User
    edited May 2015
    schloopdoo wrote: »
    I never cease to be amazed at the number of people who presumably finished the 8472 Counter-Command rep without ever clicking the "Duty Officer Assignments" notice that pops up in the Dyson Sphere's Undine Space Battlezone. There's a menu full of 5-hour missions there that reward over 600 CXP each.

    Thanks for pointing this out . . . These will be "normalized" next, they are obviously rewarding too much skill points.
    Have you tried the new forum on your phone?
  • amezukiamezuki Member Posts: 364 Arc User
    edited May 2015
    Well gosh, if the OP says not to bother doing one of my favorite things in this game, I guess I'd better find something else to do.

    Or not.

    Fact is, there are a lot of sentences written in this thread that would be more accurate if they included a couple of qualifying words.

    "Doffing isn't rewarding"

    For you.

    "only ones worth doing"

    For you.

    "all give equally terrible rewards"

    To you.

    "wasted time and effort"

    To you.

    "not really fun"

    For you.

    ...seeing a pattern here?

    You will get precisely nowhere--achieve no traction at all with devs--by making sweeping generalizations that present your personal opinions of a system as some kind of conclusive, objective fact. Why? Because all it takes is one counter-example, one person saying, "you know, actually I like that", to make it clear that no, you don't speak for everyone--that's just your take on it. Hyperbolic statements like thse are like farts in the wind.

    Doffing is my primary activity in this game, one of the things I spend the most time on and enjoy greatly. Most of my crew is purple/UV or blue (you can browse my roster in my sig), and I rake in a vast amounts of rare mats, more dil than I can refine, a few hundred flarks a day from CXP reports, and a few spec points a week--almost all of it by doffing.

    And somehow I managed to achieve all of this without having ever heard of these bugged 12-hour missions before this whole uproar. Does that make me better than anyone? No. There's plenty of people who know more about doffing than I do; I just don't spend much time in the DQ. But you'll forgive me if I kind of roll my eyes every time I hear someone start bleating about how unrewarding and pointless it is now that the exploit has been fixed.

    It's all a matter of perspective. If you think you can't progress briskly in this game by doffing, I would encourage you to reach out to someone who does for help and advice so that you can learn otherwise.
    Fleet Admiral L'Yern - Screenshot and doffing addict
    Eclipse Class Intel Cruiser U.S.S. Dioscuria NX-91121-A - Interactive Crew Roster
  • warmaker001bwarmaker001b Member Posts: 9,205 Arc User
    edited May 2015
    According to the devs, the 12-15 hour missions were rewarding more XP than what they were supposed to because there was an addition to the coding that wasn't supposed to be there. In other words, it wasn't intentional.

    Those DOFF missions were not "rewarding more XP than what they were supposed to." Those XP rewards on those Pre-Nerfed, 12hr+ missions were that way since the DOFFing system was introduced. But before DR and before the XP nerfs, before the Tau Dewa Patrol Nerf, it was never a concern because leveling to the cap of Lv50 was easy.

    The only thing that changed was Cryptic's quest in removing more good XP sources since Profits Rising Came out. And the Solanae Allied Space Development, Suppress Gorn Uprising, and myriad of missions providing good XPs can't be allowed, I guess.

    Shortly after Profits Rising and Cryptic started to nerf many XP related things, Non-Delta Patrols, there were people complaining about the slower XP progress. It was often thrown out that you should be DOFFing to get good XPs.

    Well, that's gone now. What's next?
    valoreah wrote: »
    Gaining 2 levels on low level alts isn't exactly impressive.

    Indeed. Leveling 1-50 is still easy. The big change is 51+. It doesn't stop at 60.
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  • virusdancervirusdancer Member Posts: 18,687 Arc User
    edited May 2015
    It's trippy, imho still, how folks think posting a topic over and over will be a means to avoid it being debunked as it was over and over in the previous threads.

    From another thread:
    Can you prove the opposite then?

    As I said, it was done in both of the other threads.

    Heretic's thread...

    Duty Officers 101

    Some folks have tried just to go with this part...
    We have several goals for the system:
    • Provide significant non-combat gameplay that fills the desire for less overtly aggressive styles of gameplay.
    • Create an engaging logistical mini-game.
    • Provide a supplementary or even alternative character advancement mechanic - this will be useful for both factions, but in particular should somewhat ease advancement issues in the KDF.
    • Establish a new set of parallel achievement goals and rewards in the form of the Commendation part of the system to give more goals for players who have hit cap.
    • Provide alternative and supplementary mechanics and support to an array of frustrations apparent in existing systems such as the process for gathering anomalies, gaining high quality bridge officers, the Diplomacy grind, the lack of a parallel Diplomacy system on the KDF side, lack of usage for commodities, need for more Energy Credit sinks, and so on.

    ...only they've added in all sorts of things that were not said there, even as they quote it.

    They might even quote this from his third post in that thread...
    An assignment's degree of reward is based on several factors:
    • Rarer assignments have better rewards
    • Longer assignments have higher absolute rewards, but lower per capita/per second rewards (i.e., they are less efficient)
    • Assignments that have a higher chance of injury or death will have higher rewards
    • Assignments that have higher inputs (commodities, anomalies, energy units, etc.) will have higher rewards
    • Assignments that have no chance of disaster or failure will have lower rewards
    • Assignments that have a lower chance of success will have higher rewards; most assignments start at around 75% chance of success, but some are closer to 50%, meaning you need to put better duty officers into them for a more reliable chance of success
    • Assignments with more specific requirements will have higher rewards; for example, a requirement of "Projectile Weapons Specialist" will generally reward more than one that will take any Tactical officer
    • Assignments with tougher trait modifiers will tend to have higher rewards

    ...while completely ignoring this from that same third post...
    Rewards are scaled based on time (although longer assignments are per capita not as rewarding, since they require less micromanagement on the part of the player), assignment rarity, success versus critical success determination, amount of inputs (so if you have to put commodities or another type of item to do it, it will generally be more rewarding), danger to the assigned crew, chance of success, and existence of non-numerical rewards.

    ...and how the 12 hour rewards stood out like a sore thumb compared to the 8 hour and 20 hour rewards.

    And then there's the kicker from Heretic in another thread...
    The ultimate goal as far as skill points and the duty officer system is that if you were to spend 100% of your time with the system and were smart about how you did it, you could conceivably level at mildly better than half the speed you could if you were leveling through other methods. Note, this 100% of your time refers to you being actively logged in, checking the Exchange for better officers, traveling back to Qo'noS or Starfleet Academy, checking sector blocks for various assignments, and so on.

    The current allocation of skill points very well may need to be reined in again to hit this goal; due to bugs and balance issues the initial several weeks the system was live saw a progression rate that was in excess of these goals. Once we get some additional hard numbers, we will be in a better position to determine what needs still to be done to approach these targets more closely than is currently the case.

    We do, however, wish for it to remain to be a viable, albeit not optimal, method of leveling.

    In practice, we expect most players who engage in the system to use it as an auxiliary to their normal play rather than a substitute, although some will certainly choose to use it as a substitute, and we're fine with that as well given the above considerations.

    ...where he points out just how little DOFFing should provide compared to gameplay otherwise and makes note that certain rewards will need to be reined in because of bugs and balance issues.

    Why did it go over 3 years after that last post? That post itself wasn't made until over four months after he did the 101 thread. He was gone within eight months of having made that last post quoted up there. He wasn't the only one gone at that point. And that wasn't the only shift in staffing that took place during that time.

    * * * * *

    Some may say the following is only coincidence, but...

    April 23rd, 2015: http://priorityonepodcast.com/po219/

    May 1st, 2015: http://sto-forum.perfectworld.com/showthread.php?t=1448801

    May 1st was the Tribble release notes first mentioning they had resolved an issue with the 12-15.9 hour DOFF assignments.

    April 23rd? Priority One? Huh? That's when the podcast was recorded where where Geko said he had been looking at the Duty Officer system and talked vaguely about some of the changes he wants to make. Voila, eh? Geko actually looked at the system...saw the issue...told the guys to fix it? Cause well, it's not exactly a case that for three-plus years folks were bug reporting what the 12 hour assignments were doing, eh? But yeah, Geko in having looked at it followed shortly by them resolving the issue...coincidence or causation?

    Course, I still think folks should be far more upset about the changes he talked for the Duty Officer system in that podcast than the adjustments made to the 12 hour assignments. Cause that's some damn /facepalm stuff he talks about with making it more like a combination of Magic the Gathering and Farmville there...special DOFFs (cards) and building barns (assignment chains) to get stuff done.

    I'd be all sorts of ranting and raving asking about that stuff instead of complaining about the 12 hour changes...cause folks will probably forget all about the 12 hour stuff whenever those barnyard changes come about.
  • markhawkmanmarkhawkman Member Posts: 35,236 Arc User
    edited May 2015
    Why would I need that? I just pick whatever missions look good, send off my doffs, and that's it for the morning/evening. I never felt I had to min-max a side-game.
    He was making a joke at your expense, not disagreeing with you. :P
    -=-=-=-=-=-=-=-
    My character Tsin'xing
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  • aceofspades99999aceofspades99999 Member Posts: 15 Arc User
    edited May 2015
    WOW they nerfed Doffing? I guess Cryptic really doesn't want anybody playing in their yard anymore! :D
  • hyefatherhyefather Member Posts: 1,286 Arc User
    edited May 2015
    Right now I'm working on 1 character as my main and for my alts I doff. I gain around 1 specalization point every 3-4 days just from doffing. Now thats just 1 log in a day. Clearing out all 20-22 doff missions and filling them back up. I don't think its to bad becasue if I couldn't do that they wouldn't gain anything. Unless of course they have done more changes, then I don't know. On my main I gain 1 point every 2 days from doffing. Doffing helps but if you don't watch you can get caught up in it to much and next thing you know its taking away from the game instead of adding.

    Doff smart, D smart, GOT IT !!!!! THIS HEAR IS MY BOOM STICK !!! oops sorry..got carried away. you know what I mean.
  • amezukiamezuki Member Posts: 364 Arc User
    edited May 2015
    What I cannot fathom is them asking players to tell them what missions are missing, where they should be and where exactly is the mission bugged.

    Is there no list somewhere?

    And I guess there's no way for them to be on the server as a dev and see every doff mission in-game?
    It's not that simple.

    There is a list in the server-side game resources, of course. That list consists of every mission that can potentially spawn in the game, and it is that list from which the game draws in order to choose which assignments are spawning where.

    Whether these assignments exist or not in the game is not the question here--we obviously know they still exist, because some people are finding them. The question is, why are they not appearing for most people?

    Here's how this works, at a very high level. Some of the mechanics are informed conjecture, but I believe this is accurate enough to understand.

    The game used to be divided into sector blocks, right? In order to get a new set of assignments, you had to travel to a new sector block. There was a procedure in the code that was triggered at some point during the zone change process (most likely during loading of the new zone) which queried the list of assignments and selected a random sampling of them.

    Those zone changes don't exist in the game anymore--or rather, they don't exist when moving between sector blocks within the same quadrant. So the old code that used to update the assignments? It can't work exactly the same way as before. They had to change it so that the list updated dynamically as the player moved around, when crossing a sector block border. That means adding a hook to detect when this happens and trigger the appropriate code.

    However, there seems to be a defect in the way this change was implemented. The check that results in the assignment list repopulating does still successfully repopulate the list when you change sector blocks--that is, when you move from a sector that was part of one of the old blocks to a sector that used to be part of a different block.

    The problem is that the assignment list is not consistently updating correctly if a player crosses the boundary between two sectors from the SAME "legacy" sector block--likely because crossing an intra-block sector boundary never updated the assignments before, so it's completely new functionality.

    There are probably more complexities to the issue, and I'm intentionally glossing over a lot of them for the sake of understandability.

    Unfortunately, simply knowing that this is so--or at least suspecting it--isn't necessarily enough to fix it. There are many different paths the code might have to go through in order to get to where the issue is occurring, and any one of those paths might be contributing in some way to the error. It may take time to chase down the bug.
    Fleet Admiral L'Yern - Screenshot and doffing addict
    Eclipse Class Intel Cruiser U.S.S. Dioscuria NX-91121-A - Interactive Crew Roster
  • frtoasterfrtoaster Member Posts: 3,352 Arc User
    edited May 2015
    amezuki wrote: »
    It's not that simple.

    There is a list in the server-side game resources, of course. That list consists of every mission that can potentially spawn in the game, and it is that list from which the game draws in order to choose which assignments are spawning where.

    Whether these assignments exist or not in the game is not the question here--we obviously know they still exist, because some people are finding them. The question is, why are they not appearing for most people?

    Here's how this works, at a very high level. Some of the mechanics are informed conjecture, but I believe this is accurate enough to understand.

    The game used to be divided into sector blocks, right? In order to get a new set of assignments, you had to travel to a new sector block. There was a procedure in the code that was triggered at some point during the zone change process (most likely during loading of the new zone) which queried the list of assignments and selected a random sampling of them.

    Those zone changes don't exist in the game anymore--or rather, they don't exist when moving between sector blocks within the same quadrant. So the old code that used to update the assignments? It can't work exactly the same way as before. They had to change it so that the list updated dynamically as the player moved around, when crossing a sector block border. That means adding a hook to detect when this happens and trigger the appropriate code.

    However, there seems to be a defect in the way this change was implemented. The check that results in the assignment list repopulating does still successfully repopulate the list when you change sector blocks--that is, when you move from a sector that was part of one of the old blocks to a sector that used to be part of a different block.

    The problem is that the assignment list is not consistently updating correctly if a player crosses the boundary between two sectors from the SAME "legacy" sector block--likely because crossing an intra-block sector boundary never updated the assignments before, so it's completely new functionality.

    There are probably more complexities to the issue, and I'm intentionally glossing over a lot of them for the sake of understandability.

    Unfortunately, simply knowing that this is so--or at least suspecting it--isn't necessarily enough to fix it. There are many different paths the code might have to go through in order to get to where the issue is occurring, and any one of those paths might be contributing in some way to the error. It may take time to chase down the bug.

    If you are talking about the thread below, then you are misunderstanding something.

    Assignments Reportedly Missing

    That thread was started by Borticus long before the recent bugs caused by the sector space revamp. The assignments identified by players in that thread were lost because of the removal of the cluster maps. The lost assignments could have been found by searching their database.
    This is a great example of how player reports sometimes fail. This is the first time anyone has managed to give me the exact name of the faulty assignment. I'd heard "Ghosts of Jem'Hadar can't be completed" but it's no help without knowing the exact fail point. There's just too much data to sift through.

    The above comment by Borticus leads me to suspect that at least one of the following is true:

    (a) Cryptic has no database administrators on staff to assist with such queries.
    (b) The doff assignments are not stored in a database.
    (c) The doff assignments are stored in flat files, and Borticus doesn't know how to use grep. Usually only programmers and IT staff know about grep, but it comes in handy when you need to search a large number of text files for specific information.
    Waiting for a programmer ...
    qVpg1km.png
  • amezukiamezuki Member Posts: 364 Arc User
    edited May 2015
    frtoaster wrote: »
    If you are talking about the thread below, then you are misunderstanding something.
    I'm not talking about Bort's original post, although what I mentioned is related to the -current- information posted there in the past few days. Don't make the mistake of getting hung up on how the thread started; what is of value is the information describing things as they actually are now.
    The above comment by Borticus leads me to suspect that at least one of the following is true:

    (a) Cryptic has no database administrators on staff to assist with such queries.
    (b) The doff assignments are not stored in a database.
    (c) The doff assignments are stored in flat files, and Borticus doesn't know how to use grep. Usually only programmers and IT staff know about grep, but it comes in handy when you need to search a large number of text files for specific information.
    Whereas limiting the possibilities to these three as you have done here suggests to me that you may not clearly understand the complexities of troubleshooting an issue like this, or for that matter in constructing a database query. It is also possible that you do have experience with these things and are simply not being fair here.

    Consider another comment by Bort in that thread:
    I won't be able to help if I can't find the assignments, and knowing their names is the most straight-forward option. There's no efficient way for me to search every Assignment in our database for the one you're referring to, based on nothing more than a vague reward.
    Now consider his later comment after fixing the issue:
    The following assignments previously available only in Star Clusters have been moved to the adjacent Sector Blocks:

    -snip-

    (This should fix most of the issues described in this thread, as they were being caused by map requirements that could no longer be met.)
    Emphasis mine in both. Now I will do my best to explain.

    The assignments were not appearing for players because they were flagged to appear on specific maps, and when the exploration clusters were removed, players could no longer be present in the only location where they could spawn.

    It wasn't that the assignments didn't exist, or that they couldn't be found in the database. It wasn't even that the game wasn't checking them. It's that it was no longer possible for the requirements of their appearance to be met, and it was impossible in a way that would not produce an error. After all, from the perspective of that code path, all that's happened is that a player is not currently in the correct location to spawn that assignment. The game has no way of procedurally distinguishing that result from the result of any other assignment not appearing because the player isn't currently in the correct location--it is a legitimate outcome.

    I deal with SQL queries and data visualization every day at work. Without knowing the specific assignments that are not appearing to use as a starting point, what kind of broad query would show you what was broken, given what we now know about the cause?

    The most useful thing I can think of to try would be to take the metrics collected on doff assignment completion, aggregate at the individual assignment ID level, and query the MAX of the timestamp column. This would return the most recent date on which any given assignment was completed by a player, and assignments that literally cannot be completed or never appear should show up as clear outliers.

    If you visualize the COUNTD of completions per assignment across the time dimension, you should also see a very clear dropoff for certain assignments at a given point in time, and the timestamp of the cliff for that dropoff would give you a place to start looking for changes

    Now, with all of that said, here's what you wrote that I replied to:
    What I cannot fathom is them asking players to tell them what missions are missing, where they should be and where exactly is the mission bugged.

    Is there no list somewhere?

    And I guess there's no way for them to be on the server as a dev and see every doff mission in-game?
    To answer your semi-rhetorical questions: of course there's a list somewhere. Of course they can see every doff mission that exists in the database.

    Without the further information provided in that thread, that simply isn't enough to identify which assignments aren't appearing for players or why--when as far as the game is concerned, the assignments are appearing whenever it is legitimate for them to do so based on its appearance criteria.
    Fleet Admiral L'Yern - Screenshot and doffing addict
    Eclipse Class Intel Cruiser U.S.S. Dioscuria NX-91121-A - Interactive Crew Roster
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