Please use this thread to post any feedback or issues found on the Dranuur Colony Fleet Holding!
- Dranuur Colony Fleet Holding
- With Season 14: Emergence, Dranuur Colony will become available as a new joint Lukari-Kentari-themed Fleet Holding, available to all Fleets in Star Trek Online.
- Player fleets will be presented with a full-sized Holding, comprised of a primary track and three subtracks, each with five tiers of progression.
- Each tier and subtrack will offer fleets new improvements to their Colony World holding, as well as access to new equipment, and new gameplay options.
- Remember, this is still a work in progress!
Comments
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Are the colony (luxury / battery / ore) provision requirements currently accurate? Seemed a bit excessive.
What are all of the sources of the Luxury, Battery, and Ore Provisions?
Ultimately, was a bit frustrated with the high requirements so far. Having built up numerous fleets before, and working with many smaller fleets over the years, with what we saw here, the change to how Provisions are obtained and how many are needed could devastate smaller groups.
The Colony is big... Very Big! However Colony Transporters is an Infrastructure T5 Project Unlock. Could we get the ability earlier or incrementally unlocked starting at lower levels?
There is a lot of water and a beach unlock, is there any possibility that we can get an unlock to use our Powerboards?
in one foundry map even my crew have used floaters ...
1) The special inputs for the 3 tracks are excessive. Player volume has died down. I'd care to wager most fleets will stall out very quickly past Tier 1 or 2.
2) The map is lovely, but it's huge. Getting from one point to another will take time. Is there a way to unlock transporters, floater, and/or powerboard use at some point before the end of the overall progression? (I am aware a user here said transporters are available, but only after Tier 5).
* For example, from the mining mini-game for one of the track's inputs back to the base is about 2 minutes and 15 seconds at a sprint without Frosted Boots and only following the obvious path.
3) On the Tribble server, the test package has 200 of each special new input per box. Can this be increased to a full stack (999) of each per box? Each project takes at least 1,700, if I remember the Tier 1 inputs correctly.
Spock to Kirk, as Kirk is about to hug him.
Star Trek V: "The Final Frontier"
Fleet holdings Morale and Renewable Energy have stopped at Tier 4.
Could use some transporter pads on the Island too much walking.
I like the general idea of fleet members being required to actively work at their colony to build it up. But "Work" is an appropriate term here. It will take fleet members hours and hours to grind for enough special ressources for their colony projects.
I can confirm this. I got stuck after falling through the stairs.
Also, after I completed a mission to collect 250 battery provisions, I only received 125.
I have to echo the sentiments of some of the other players. I didn't have the chance to test the automatic resource collection, but I hope it actually works, because it's extremely unrealistic to expect people to spend hours playing mini-games in order to collect the necessary battery, luxury, and ore provisions. It's also unrealistic to expect most fleets to be able to field a full team of 20 players for the invasion simulations. I would expect only the largest fleets to have that many players online at the same time. I hope that non-fleet-members will be able to participate and earn rewards, because that's the only way I can see being able to get enough players. Note that I actually tested this. Non-fleet-members can be invited to the colony map and can fight in the simulation. But I don't know if they earn any rewards, because we failed the simulation due to a lack of players. Without the test packs on Drozana, I don't see how one can realistically fill the provision requirements.
One last thing: It was not clear to me at first how to beam out. You have to talk to the NPC near the beginning. The map is very large. It would be quite inconvenient to have to come talk to this NPC every time you need to beam out.
https://i.imgur.com/gPQksT4.png
Mittens wanted to explore unfortunately the solar collectors were just out of range to see if they were solid.
https://i.imgur.com/1OcNAVn.jpg
So he went for a hike and took in the sites. I thought the hill were covered in plant life. Instead the surfaces were covered in giant green spider splats.
https://i.imgur.com/wG7ff9z.jpg
The tallest point was too steep to climb. He fell off once and got wedged in a crevice. It took 10 minutes to dislodge himself. Maybe some other time.
https://i.imgur.com/wfH43vl.jpg
So he look out to distance lands. Look a far away mountain.
https://i.imgur.com/jsADWBZ.jpg
Unfortunately the distant island is floating on nothing and he fell off the planet.
https://i.imgur.com/gdxETcB.jpg
If he didn't fall off he was sinking for a very long time... with sky around him... I hope these cloudy deeps don't have kiler squidnadoes.
https://i.imgur.com/Et5IDtZ.jpg
mmmm What is this?
There is a constant fire alarm sound going on it's irritating
after 3h of loading the content to the tribble section , entering a new fleeet und going to drafur
i like to say
i AM totaly disapointed (!) , what you have done with that wunderful new map
i am not moooring to the sort of minigames , all old and hundert times played
at least we see them a couple of times a year in other events
what me wonder if that completly ignoring of all what we have payed and owned before
- captain must WALKING huge distance no Transporters , no shuttles and even NO JETPACK OR HOVERBOARD
- perfect place for new romulus teleporter grid
- the captain of a starship has to come down and himself must load batterys, drill for dil (?) and hut for partikels
- damm whatever for we have DUTY OFFICERS ONBOARD ?????????
sorry gentleman
thats a story event much much under the line we can do here in the game !
i dont think i can get somebody in my fleet to spare time for such a low episode !
if we had the opinion to build complex after complex here
i.e. after a plan of what we have to bringing here from other colonys or marketplaces
and doing some quest here , or even some defence against attacks
then it would had be fine
but this ?
2) Ideal location for floaters and powerboard usage, it really is. The map is massive and it could add a nice new twist to it if these could be used. Also gives fleets the option to create their own race tracks i guess if they wanted in-fleet events.
3) I'm really not sure that those minigames are the best way to gather resources. I can see players just getting bored of the grind after a small amount of time. Mini fleets will seriously struggle. It's already a grindfest just gathering flarks for this sort of thing, no need to add new grinds to pile on top.
4) There's some weird sound effects going on in places, that "fire alarm" one mentioned up-thread.
5) i managed to get stuck under the water at the back of the main building where those rotating planter thingies are. The "coral" seemed to get me stuck.
The resources are astronomical, they should be like halved or quartered if we are talking realistic numbers here...
Also yeah, floaters and surf boards would be just awsome in the new map
As much as cool the shuttles are, coming and going, wouldve loved to see a Lukaari ship landed
On paper the resource collection via minigames might have looked good but the execution is horrible.
I assume using missions as wrappers was to provide some visibility on the collection 'cooldowns'. However, the wrapper missions ask for 250 collected, which requires an almost perfectly executed particle collection (score 2000+) and/or mining/radiation scan (735+). Nobody human will achieve that reliable all the time. Not a problem just do another minigame after the first right? WRONG. After your first resource node interaction additional nodes won't yield any resources (will complete the mission though after 'some' time). So you fraked up and only got 25 provisions? Frell you, come back in one hour. There are other extremely fun quirks that bugger you up pretty good:
- Being teamed and your teammate completes 'his' resource collection? Your mission will autocomplete too.
- Someone else is already using that resource node? Better not start collecting else you will get no provisions.
Don't get me started on the one hour cooldown for the wrapper missions. I get that something should be in place to prevent bots from mining though I have the distinct feeling that such a large cooldown will annoy the real players more than botters. If you have a couple dozen clients running on your background machine you don't really care if their progress is minuscule, someone actually sitting in front of the screen might disagree.
In my book the wrapper missions either should ask for an amount that is achievable more easily (at current levels I'd say 200 provisions) or allow for a second successful collection if you did't meet the quota. Overachieving should be an option too. Dirty old trick to please the mind. They asked for X but I am so good that I managed more with my first try. I must be really good at this.
And because I have some twisted sense of curiosity I really want to know who came up with the ludicrous amounts of provisions projects need at higher tiers.
918,000 provisions for the Tier V upgrade. At an optimistic 200 per minigame that is 4.590 collections. Almost 77 hours of consecutive minigames. Add some 'optimistic' traveltime I'd say five minutes per node collection is more realistic. And suddenly we are at roughly 380 hours playtime. That doesn't make sense for the original fleet holding mantra (Holdings are balanced so 10 persons can complete them), and even for a fleet with 50 unique players it would be an 8 hour stretch per person.
The colony invasion really would need to bury us with provisions for any of the numbers to start making sense at all.
If you have 999 provisions in the bank, 999 in your inventory and 2 in you overflow it will show 2000 in the slider and if you donate it will fail unless the slider is at 1998 or less. Once you get them out of overflow then you can donate the whole thing.
Out of all the mini-games, the Radiation Scan will be most problematic because you are not getting the full 250 provisions from the scan; instead, you are getting part of the 250, which means you must play that mini-game more than once--unlike the other two mini-games.
Another annoying issue I encountered was that in order to leave this map, you have to return back to the Security Officer at the Colony. Why can't we have the option to beam back to our ship to leave like we do in other holdings? I can only assume that this copy-paste from the Starbase, which is the only holding that forces you to return to the transporter to leave. In this case, this feature should be adjusted like the other non-starbase holdings.
Also, could you lower the volume to the mechanical sounds at the Colony--specifically the drill mining at the Colony and the rotator at the back of the Colony? They are just too loud in my opinion compared to other ambient sounds.
Right now, from what I have seen on Tribble, I cannot justify spending time or resources doing this holding. Maybe if the gear being offered there was top of the line or this "Lukari ship" was T6U/T7. But even then, the amount of running to get to the points to grind and shelling out such a huge amount provisions make it undesirable to do. Maybe the automation will change all that, but for now, I don't expect to ever complete this holding on Holodeck; at best, I can see us stopping at T3.
- Mining a node progresses the wrapper mission for everybody on the map. The others obviously do 'not' get provisions.
- Mining a node on a map belonging to another fleet will progress the mission but not give provisions either.
- Using the teleporters on a map belonging to another fleet will put you in a different instance.
"-Grind is good!" --Gordon Geko
Accolades checklist: https://bit.ly/FLUFFYS
I will add to that and ask: Why timegating provisions for an already timegated project?
"-Grind is good!" --Gordon Geko
Accolades checklist: https://bit.ly/FLUFFYS
Could the Colony provision Tester Packs be separated?. It is kinda annoying, when you get thousands of unneeded provisions, when you try to upgrade something that needs thousands of just one kind of provisions.
They are really really small with two open door interacts. From the colony security officer head into the direction of the bank console and go past it on the right side.
This is what happens when you build them in the correct size. Players do not find them.
Still waiting to be able to use forum titles
2. It's still not clear to me how the automated resource collection is supposed to work. Is it completely automatic? If so, when during the day does it occur?
3. I completed three resource-gathering missions: one to collect 250 luxury provisions, one to collect 250 battery provisions, and one to collect 250 ore provisions. After completing the missions, I received only 200 luxury provisions, 125 battery provisions, and 125 ore provisions. It seems that each of these missions allows you to play the mini-game twice, but only reward you for the first time, and the number of rewards is inconsistent.
4. The luxury provision mini-game still refers to Omega particle stabilization, and the battery provision mini-game still refers to radiation scans.
5. The "Omega" mini-game still suffers from the bug where it mysteriously ends before time is up.
6. What is the purpose of having two projects with the same rewards, but different requirements (one of them is more expensive)?
Develop Morale IV: https://i.imgur.com/eI8PrqW.png
Provision Personal Fleet Equipment from Morale IV: https://i.imgur.com/KPSNmHG.png
Develop Infrastructure V: https://i.imgur.com/cgJklVb.png
Provision Personal Fleet Equipment from Infrastructure V: https://i.imgur.com/rpmZ6Nd.png
Conduct Renewable Energy Research IV: https://i.imgur.com/lmV0QwN.png
Provision Personal Fleet Equipment from Renewable IV: https://i.imgur.com/HrRHw2T.png
7. Make up your mind on how you want to describe the doff requirements. I have seen all of the following:
"Tactical or Security Duty Officers"
"Tactical and Security Department Duty Officers"
"Engineering or Operations Duty Officers"
"Engineering and Operation Department Duty Officers" (note it says "Operation", not "Operations")
"Science or Medical Duty Officers"
"Science and Medical Department Duty Officers"
"Common Science or Medical Duty Officers." (note the period)
The descriptions are inconsistent not only for the colony holding, but across all the fleet holdings. Personally, I would keep it simple and just use the shortest description for each:
"Tactical or Security Duty Officers"
"Engineering or Operations Duty Officers"
"Science or Medical Duty Officers"
Text like this should be automatically generated based on the requirement type. You shouldn't be manually editing this text separately for each fleet project; it's error-prone and leads to inconsistencies like the ones above.
8. The descriptions of some of the fleet projects are incomplete. They contain sentences like "Includes" (no period, just "Includes"). Includes what?