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About the Impending Fleet Project Changes

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  • tigerariestigeraries Member Posts: 3,492 Arc User
    it's a convenient change but isnt this a nerf in the grand scheme of things? say a project needed 1k of an item... it costs 120 using replicator, 100 at npc & 80 if using a ferengi or freighter. if it's being converted to a straight ec... then at which value are they using the conversion? At the high end, then we all end up paying at max, at mid then no one gets any discount or penalties and lastly which I doubt they will use the low end and give everyone an effect of a discount. Course they could just ignore the EC conversion price/cost and just use some random EC amount to flush more EC out of the game.
  • protoneousprotoneous Member Posts: 3,169 Arc User
    ltminns wrote: »
    I thought they were going to reduce them from the Replicator prices?
    CrypticRock has been speaking more about the details, as he implemented the change, on Tribble threads including this one.
    Kinda sorta indirectly. Going by the linked thread it's been stated that replicator prices were used, but that the EC > FC rate has been adjusted from 150 to 100 (100 EC gives 1 FC). However, given this adjustment and factoring in the loss of some commodities being available from the Embassy broker and other brokers at a discount ( including tuff and cell ships), Ferengi racial discounts, and doffing, it's now a bit difficult to see where this leaves us given all the variables. Cryptic math now needs deciphering :/
  • crypticrockcrypticrock Member Posts: 120 Cryptic Developer
    protoneous wrote: »
    ltminns wrote: »
    I thought they were going to reduce them from the Replicator prices?
    CrypticRock has been speaking more about the details, as he implemented the change, on Tribble threads including this one.
    Kinda sorta indirectly. Going by the linked thread it's been stated that replicator prices were used, but that the EC > FC rate has been adjusted from 150 to 100 (100 EC gives 1 FC). However, given this adjustment and factoring in the loss of some commodities being available from the Embassy broker and other brokers at a discount ( including tuff and cell ships), Ferengi racial discounts, and doffing, it's now a bit difficult to see where this leaves us given all the variables. Cryptic math now needs deciphering :/

    I shifted away from replicator prices as well. I'm still not factoring in ancillary discounts, but it's not replicator price ranges.
  • protoneousprotoneous Member Posts: 3,169 Arc User
    protoneous wrote: »
    ltminns wrote: »
    I thought they were going to reduce them from the Replicator prices?
    CrypticRock has been speaking more about the details, as he implemented the change, on Tribble threads including this one.
    Kinda sorta indirectly. Going by the linked thread it's been stated that replicator prices were used, but that the EC > FC rate has been adjusted from 150 to 100 (100 EC gives 1 FC). However, given this adjustment and factoring in the loss of some commodities being available from the Embassy broker and other brokers at a discount ( including tuff and cell ships), Ferengi racial discounts, and doffing, it's now a bit difficult to see where this leaves us given all the variables. Cryptic math now needs deciphering :/

    I shifted away from replicator prices as well. I'm still not factoring in ancillary discounts, but it's not replicator price ranges.
    Thank you good sir for this additional wee bit of clarification. It's much appreciated.
  • hanover2hanover2 Member Posts: 1,053 Arc User
    ltminns wrote: »
    If you read what they are saying in the patch notes, those stupid Torpedo requirements are NOT going away...

    Oh for...

    Are you kidding? Tell me that's a joke.
  • nccmarknccmark Member Posts: 1,084 Arc User
    I don't understand the trouble with the torpedoes. They are easily available from the EC weapon vendors on ESD, K7, etc.

    It's not like you have to get them from loot drops or pay the crazy exchange up-pricing.
  • hanover2hanover2 Member Posts: 1,053 Arc User
    nccmark wrote: »
    I don't understand the trouble with the torpedoes. They are easily available from the EC weapon vendors on ESD, K7, etc.

    It's not like you have to get them from loot drops or pay the crazy exchange up-pricing.

    The problem is that purchasing any significant number of them is an excruciatingly tedious process. They don't stack, and must be bought one by one. If ANYTHING were voted the #1 quality of life improvement for fleet holding contributions, I have to believe that would be it.
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  • baddmoonrizinbaddmoonrizin Member Posts: 11,007 Community Moderator
    azrael605 wrote: »
    You guys should re- read the notes on the change.

    "Fleet Holdings: The various Commodity, except for Contraband, and item requirements such as torpedoes, devices, etc for fleet holding projects have been converted into a single Energy Credit entry."

    It might have been better written "The various Commodity (not including Contraband) and item requirements..." but the notes as written do say the torp launchers are going away.

    ^This. Reading comprehension.
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  • ltminnsltminns Member Posts: 12,572 Arc User
    Yes, it would seem that to be the case.

    Reminds me of part of the opening weekly dialog in the old late 60's ITC British import, 'The Prisoner'.

    Prisoner: Who are you?
    Number Two: The new Number Two.
    Prisoner: Who is Number One?
    Number Two: You are Number Six.

    But by the time of the end of the Series you know that last line really meant:

    Number Two: You are, Number Six.

    Totally different meaning.

    You are indeed correct. :)
    'But to be logical is not to be right', and 'nothing' on God's earth could ever 'make it' right!'
    Judge Dan Haywood
    'As l speak now, the words are forming in my head.
    l don't know.
    l really don't know what l'm about to say, except l have a feeling about it.
    That l must repeat the words that come without my knowledge.'
    Lt. Philip J. Minns
  • cidjackcidjack Member Posts: 2,017 Arc User
    Hild the shift button down when buy torpedoes, it skips the pop up window that asks if you are sure you want to buy the torpedo.

    I personly welcome the change, but as of three weeks ago when a Armada member told me to hurry up and finish his fleet projects, I turned off all out going donations to the rest of all the armada fleets. When my 5 fleet members (To include myself) can donate millions of Fleet credits worth of stuff a week and other armada fleet leaders can't donate 100k a month, it might be time for us to find a new Armada.
    Armada: Multiplying fleet projects in need of dilithium by 13."
    95bced8038c91ec6f880d510e6fd302f366a776c4c5761e5f7931d491667a45e.jpgvia Imgflip Meme Generator
  • warpangelwarpangel Member Posts: 9,427 Arc User
    cidjack wrote: »
    Hild the shift button down when buy torpedoes, it skips the pop up window that asks if you are sure you want to buy the torpedo.

    Yes. All it really takes is a few inventory slots to cycle through.

    But it is still kind of a pointless clickfest.
  • stobg2015stobg2015 Member Posts: 800 Arc User
    Yikes! Sounds like we'd better finish off any projects that have a lot of commodities slotted. And maybe start a sell-off for the stuff we can't really use anymore.

    When the heck were they planning to announce this outside of the Tribble forum?

    While I'll admit that overall this sounds like a QoL improvement, it does make me a bit miffed that we put effort into unlocking the commodity vendor in the Embassy and the commodity discounts in the Dilithium Mine and now they will be virtually useless except for DOFF assignments.

    Instead of resetting every fleet project, they should have considered giving us a one-time free autocomplete for any active project. That would have been an acceptable trade off to compensate for the reduced usefulness of discount projects we've already completed. The fact that they are NOT doing that and that they are NOT really giving us sufficient advance notice of a fundamental change like this, makes me wonder what the heck they're thinking over there. Do they really want yet another rage-fest on their hands? What do they think is going to happen if this goes live on the 25th and a bunch of fleets suddenly find their progress wiped out with no real warning?

    Why not just remove commodities from the game completely, if they're going to take them out of the fleet projects?

    Never mind, I'll answer my own question. Because removing them from the DOFF assignments is too much work and they really don't want to touch that system any more than they have to without revamping it entirely.

    I get it, I really do. In the long run this is a positive change. But the way they're going about it leaves me shaking my head.
    (The Guy Formerly And Still Known As Bluegeek)
  • admiralkogaradmiralkogar Member Posts: 875 Arc User
    I don't like it ... maybe I'll change my mind ...

    Qapla! Live Long and Prosper. Remember the I.D.I.C
  • ltminnsltminns Member Posts: 12,572 Arc User
    edited October 2016
    They did enough to nerf the heck out of the Doff system as it was, when they butchered the XP to make Admiralty so valuable. They sell ships don't they. They do not sell Doffs (except some as part of larger Bundles).

    Wait. another thing they should announce to the masses is one aspect of the Kit Revamp. No longer will Kits store the Modules but you will slot them in your Character Screen. All Modules currently loaded will get dumped into your Inventory and Overflow Bag. Good luck on also losing duplicate Modules that you may have loaded into different frames.
    Post edited by ltminns on
    'But to be logical is not to be right', and 'nothing' on God's earth could ever 'make it' right!'
    Judge Dan Haywood
    'As l speak now, the words are forming in my head.
    l don't know.
    l really don't know what l'm about to say, except l have a feeling about it.
    That l must repeat the words that come without my knowledge.'
    Lt. Philip J. Minns
  • stobg2015stobg2015 Member Posts: 800 Arc User
    ltminns wrote: »
    Wait. another thing they should announce to the masses is one aspect of the Kit Revamp. No longer will Kits store the Modules but you will slot them in your Character Screen. All Modules currently loaded will get dumped into your Inventory and Overflow Bag. Good luck on also loosing duplicate Modules that you may have loaded into different frames.

    Yeah, there's that, too. Hope there's a Dev blog inbound to explain all of this to the folks who don't read the forums. And links from Arc, the launcher, and Facebook. The effort they put in to explain the new skill system to us and make the change palatable for most of the players is the same effort they need to put in whenever they make sweeping changes to any system.

    That is, assuming they don't actually like it when the players go off the rails. If both those changes go live in Holodeck at the same time without preparing the players ahead of time... and it's looking like they will... {forehead slap}
    (The Guy Formerly And Still Known As Bluegeek)
  • tigerariestigeraries Member Posts: 3,492 Arc User
    ltminns wrote: »
    Yes, it would seem that to be the case.

    Reminds me of part of the opening weekly dialog in the old late 60's ITC British import, 'The Prisoner'.

    Prisoner: Who are you?
    Number Two: The new Number Two.
    Prisoner: Who is Number One?
    Number Two: You are Number Six.

    But by the time of the end of the Series you know that last line really meant:

    Number Two: You are, Number Six.

    Totally different meaning.

    You are indeed correct. :)

    Dont get it... you are #6 and you are, #6... arent they the same? putting a comma only causes a pause... #2 is still calling him #6.
  • ltminnsltminns Member Posts: 12,572 Arc User
    He is saying that Number Six is in reality Number One.
    'But to be logical is not to be right', and 'nothing' on God's earth could ever 'make it' right!'
    Judge Dan Haywood
    'As l speak now, the words are forming in my head.
    l don't know.
    l really don't know what l'm about to say, except l have a feeling about it.
    That l must repeat the words that come without my knowledge.'
    Lt. Philip J. Minns
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  • thlaylierahthlaylierah Member Posts: 2,987 Arc User
    Will projects currently completing be effected?

    7 days to convert Spire II will finish on the 27th.
  • starkaosstarkaos Member Posts: 11,556 Arc User
    Will projects currently completing be effected?

    7 days to convert Spire II will finish on the 27th.

    All it says in the Tribble patch notes is:
    Any partially completed projects will have their commodity/item requirements removed and replaced with an Energy Credit requirement and the associated progress will be lost.

    So if the project is currently in the cooldown phase, then there is absolutely nothing to worry about. As to whether projects that have their commodity/item requirements completed, but Dilithium or Duty Officer requirements haven't been completed yet will have their Energy Credit requirement set at zero, I have no idea.
  • thunderfoot#5163 thunderfoot Member Posts: 4,545 Arc User
    edited October 2016
    cidjack wrote: »
    ... I personally welcome the change, but as of three weeks ago when an Armada member told me to hurry up and finish his fleet projects, I turned off all out going donations to the rest of all the armada fleets. When my 5 fleet members (To include myself) can donate millions of Fleet credits worth of stuff a week and other armada fleet leaders can't donate 100k a month, it might be time for us to find a new Armada.

    I heard that, I did. Sometimes, I think the Armada system would be more aptly named if we called it the 'Freeloader' system.
    I am F2P but prepaid cards are everywhere and there is loads of dilthium within the game. I split my resources personal/Fleet 70/30.
    I was surprised at just how much and how fast the contributions add up when I started doing things this way. I was also quickly discouraged when I noticed how little most of the members of Armadas and Fleets I have been in actually contribute.

    Unless it is those never-to-be-sufficiently-damned Fleet Marks. Most people will fill those as fast as they can all day long and complain loudly if other Armada members contribute these. Yet these same people will let one of their projects requiring dilthium sit empty for months and run around begging from everyone.

    This change to the Fleet system is refreshing and long overdue. By bringing the Fleet contributions to somewhat in line with the contributions to the Reputation system, maybe some of the freeloaders will actually become useful members of their Fleet. Rather than just being a waste of oxygen and bloating the fleet roster.

    A six year old boy and his starship. Living the dream.
  • fruitvendor12fruitvendor12 Member Posts: 615 Arc User
    Seems this change makes the Cell and Tuffli ships useless.
  • edrogenedrogen Member Posts: 202 Arc User
    Seems this change makes the Cell and Tuffli ships useless.

    You can throw the Ferengi characters into the same trash bin.

    Some will argue there is still merit to the ships/Ferengi, but the main draw for them (discount commodities) is gone.
  • nikeixnikeix Member Posts: 3,972 Arc User
    Useless and outdated are not the same thing.
  • edrogenedrogen Member Posts: 202 Arc User
    Coke and Pepsi are not the same thing.
  • admiralkogaradmiralkogar Member Posts: 875 Arc User
    edited October 2016
    edrogen wrote: »
    Coke and Pepsi are not the same thing.

    How different is 7-up really? :)

    Anyway, I agree. My soda is going flat with this ... and I am only talking about the ferengi part of the nerf.

    Why not cut the turn rate of all Escorts in half so other ships don't have to work as hard? Same idea. You end up with an ugly cruiser with lousy shields ... and what is the point of that? I guess Escorts would be outdated if they decided to make them that way. Or useless ... comparatively.

    Qapla! Live Long and Prosper. Remember the I.D.I.C
  • fruitvendor12fruitvendor12 Member Posts: 615 Arc User
    nikeix wrote: »
    Useless and outdated are not the same thing.
    Fair enough. There is already a thread just for this topic, I missed it earlier this morning.

  • fruitvendor12fruitvendor12 Member Posts: 615 Arc User
    edited October 2016
    Serious question, is it time to dump our stockpile of commodities? I can't imagine they'll find new life in some kind of trade arbitrage - too hard to balance I would think.
  • thlaylierahthlaylierah Member Posts: 2,987 Arc User
    edrogen wrote: »
    Coke and Pepsi are not the same thing.

    How different is 7-up really? :)

    Anyway, I agree. My soda is going flat with this ... and I am only talking about the ferengi part of the nerf.

    Why not cut the turn rate of all Escorts in half so other ships don't have to work as hard? Same idea. You end up with an ugly cruiser with lousy shields ... and what is the point of that? I guess Escorts would be outdated if they decided to make them that way. Or useless ... comparatively.

    Qapla! Live Long and Prosper. Remember the I.D.I.C

    The Jupiter class carrier is already available. Its an ugly escort with lousy stats but it does have 2 hangers. I consider it useless. The sad result of the last poll.

    All commodity missions have been completed, I will loose 23 Industrial Replicators in one mission that needs a few thousand as it's not worth filling now.
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