Given the 1/18/18 patch and notes it would be interesting to hear how things were adjusted or maybe see some before and after photos?
As stated earlier in the thread one would have thought that slotting a Tier 5 upgrade wouldn't be possible without the prerequisite number of sub-tiers completed, similar to that of a Starbase.
This reminds me of the spec point issue as well as other things such as the fleet member cap. Things clearly not working as intended but left in that state either after being identified by players on Tribble or simply being left in a unintended state too long.
Given the 1/18/18 patch and notes it would be interesting to hear how things were adjusted or maybe see some before and after photos?
As stated earlier in the thread one would have thought that slotting a Tier 5 upgrade wouldn't be possible without the prerequisite number of sub-tiers completed, similar to that of a Starbase.
This reminds me of the spec point issue as well as other things such as the fleet member cap. Things clearly not working as intended but left in that state either after being identified by players on Tribble or simply being left in a unintended state too long.
It isn't the amount of sub-track levels unlocked on any holding, it's the required amount of the main holding xp. For the smaller holdings, you can only get that required level normally by upgrading both sub-tracks to maximum level. The Colony was always set up like the Starbase in this regard, with main holding upgrades available at 1,000, 4,000, 7,000, 10,000 and 13,000 xp in the main holding category, Colony xp in this case. If you were going even on all sub-tracks, that would mean that you could upgrade the Colony to each tier when you got the first sub-track upgrade for that tier finished. The bug that allowed people to upgrade the colony 1 upgrade early was because the Security Officer construction project gave out 1,250 Colony xp by mistake, which is a little greater than the 1,000 Colony xp that a sub-track upgrade gives. With that bug, the Colony would progress normally to Tier 3, but when the Security Officer was finished, they would gain an extra step on their Colony xp, so they could upgrade to Tier 4 when all of the sub-tracks were upgraded to tier 3, and to Tier 5 when all of the sub-tracks were upgraded to Tier 4.
This is an MMO, not a Star Trek episode simulator. That would make for a terrible game.
Given the 1/18/18 patch and notes it would be interesting to hear how things were adjusted or maybe see some before and after photos?
As stated earlier in the thread one would have thought that slotting a Tier 5 upgrade wouldn't be possible without the prerequisite number of sub-tiers completed, similar to that of a Starbase.
This reminds me of the spec point issue as well as other things such as the fleet member cap. Things clearly not working as intended but left in that state either after being identified by players on Tribble or simply being left in a unintended state too long.
It isn't the amount of sub-track levels unlocked on any holding, it's the required amount of the main holding xp. For the smaller holdings, you can only get that required level normally by upgrading both sub-tracks to maximum level. The Colony was always set up like the Starbase in this regard, with main holding upgrades available at 1,000, 4,000, 7,000, 10,000 and 13,000 xp in the main holding category, Colony xp in this case. If you were going even on all sub-tracks, that would mean that you could upgrade the Colony to each tier when you got the first sub-track upgrade for that tier finished. The bug that allowed people to upgrade the colony 1 upgrade early was because the Security Officer construction project gave out 1,250 Colony xp by mistake, which is a little greater than the 1,000 Colony xp that a sub-track upgrade gives. With that bug, the Colony would progress normally to Tier 3, but when the Security Officer was finished, they would gain an extra step on their Colony xp, so they could upgrade to Tier 4 when all of the sub-tracks were upgraded to tier 3, and to Tier 5 when all of the sub-tracks were upgraded to Tier 4.
Perhaps I shouldn't have used the term prerequisite, your wording is more precise. The end result is the same. You end up with a Tier 5 upgrade well before it's time. Your detailed description is appreciated though. Thanks.
Perhaps I shouldn't have used the term prerequisite, your wording is more precise. The end result is the same. You end up with a Tier 5 upgrade well before it's time. Your detailed description is appreciated though. Thanks.
Well, let us be clear what you actually gain from the T5 upgrade in the main track of the colony. There is no fancy ship waiting for you, no overpowered space/ground gear or something like that. There is also no special project which you can slot after reaching T5 in the main track. It is worth noting that the good stuff, for example like the Kentari Boff, unlocks with Morale reaching T5.
What you get with the T5 upgrade is the ability to start T5 colony simulations. That's basically it if you read the description.
Furthermore, the T5 upgrade is still the same price. There is no special refund or early-bird fee, so to say.
Some weeks ago, there were some issues with hosting colony simulations. People were measuring and monitoring other people's performance. When a sim failed, in other words a shield generator went down, then frequently the player with the lowest DPS was blamed. The discussion was continued well after the simulation was completed.
I don't wish to monitor anyone's performance and don't wish to judge as who is "good enough" to join a simulation in the case my fleet is hosting one. I want that people come around, join us and have some fun. I don't wish to exclude anyone or start creating statistics or rankings about player's performances. I also don't want that other people tell me "who is good enough" and who is not.
Having the ability to host T5 simulations allows to better select the enemies based on the players which you have on the map for playing the sim. As a host, if I feel that the teams are up for a challenge, then I can select one. However, if I don't, then I can adjust somehow the difficulty. I want to point out that T5 simulations have the same maximum reward as all the other simulations. And, even sometimes, other sims are started, because people are still looking for the "All-win scenario" accolade. It is also sometimes a matter of taste. If you rather have a 60 % for an enemy to show up or a 100 %, for example. If you like to be surprised or to be sure what is showing up.
In my opinion, being able to host T5 simulations allows to better take into account newer and more unexperienced, perhaps also more casual players. This isn't such a bad thing, to be honest.
I would like to say again that we did not gain any substantial advantage from the T5 upgrade in the main track. Just an opportunity to include anyone for simulations. And, playing together, having fun in this game, no matter how good or how bad your gear is, is very important. I don't wish to play with the best players in the world, I just wish that the players with whom I am playing with, enjoy the game as much as I do, have fun, hang around for some time, and forget the problems of the real world for a moment or two.
Given the 1/18/18 patch and notes it would be interesting to hear how things were adjusted or maybe see some before and after photos?
Good question, could you elaborate a bit on this one @mcevergreen ?
As stated earlier in the thread one would have thought that slotting a Tier 5 upgrade wouldn't be possible without the prerequisite number of sub-tiers completed, similar to that of a Starbase.
That's what I alway thought and very probably also was the intended of way how it should have worked as from the beginning (correct me if I'm wrong guys)
Perhaps I shouldn't have used the term prerequisite, your wording is more precise. The end result is the same. You end up with a Tier 5 upgrade well before it's time. Your detailed description is appreciated though. Thanks.
Well, let us be clear what you actually gain from the T5 upgrade in the main track of the colony. There is no fancy ship waiting for you, no overpowered space/ground gear or something like that. There is also no special project which you can slot after reaching T5 in the main track. It is worth noting that the good stuff, for example like the Kentari Boff, unlocks with Morale reaching T5.
What you get with the T5 upgrade is the ability to start T5 colony simulations. That's basically it if you read the description.
Furthermore, the T5 upgrade is still the same price. There is no special refund or early-bird fee, so to say.
Some weeks ago, there were some issues with hosting colony simulations. People were measuring and monitoring other people's performance. When a sim failed, in other words a shield generator went down, then frequently the player with the lowest DPS was blamed. The discussion was continued well after the simulation was completed.
I don't wish to monitor anyone's performance and don't wish to judge as who is "good enough" to join a simulation in the case my fleet is hosting one. I want that people come around, join us and have some fun. I don't wish to exclude anyone or start creating statistics or rankings about player's performances. I also don't want that other people tell me "who is good enough" and who is not.
Having the ability to host T5 simulations allows to better select the enemies based on the players which you have on the map for playing the sim. As a host, if I feel that the teams are up for a challenge, then I can select one. However, if I don't, then I can adjust somehow the difficulty. I want to point out that T5 simulations have the same maximum reward as all the other simulations. And, even sometimes, other sims are started, because people are still looking for the "All-win scenario" accolade. It is also sometimes a matter of taste. If you rather have a 60 % for an enemy to show up or a 100 %, for example. If you like to be surprised or to be sure what is showing up.
In my opinion, being able to host T5 simulations allows to better take into account newer and more unexperienced, perhaps also more casual players. This isn't such a bad thing, to be honest.
I would like to say again that we did not gain any substantial advantage from the T5 upgrade in the main track. Just an opportunity to include anyone for simulations. And, playing together, having fun in this game, no matter how good or how bad your gear is, is very important. I don't wish to play with the best players in the world, I just wish that the players with whom I am playing with, enjoy the game as much as I do, have fun, hang around for some time, and forget the problems of the real world for a moment or two.
It's commendable that your focus is on the ability to host Tier 5 simulations that can better accommodate the newer or more casual players in the community. Yes I do realize that many of the more desirable items obtainable from the Colony holding are only unlocked after completing the Tier 5 sub-tracks which are by far the bulk of the work. What I was interested in are the real world effects of having the holding xp adjusted due to the bug... how it affects the colony holding and what it means in practical terms to regain the lost xp.
What I was interested in are the real world effects of having the holding xp adjusted due to the bug... how it affects the colony holding and what it means in practical terms to regain the lost xp.
Unfortunately, I can't provide you a screenshot and, to be honest, I didn't pay attention to the exact number of XP points which we have in the infrastructure sub-track. I honestly can't tell you if there are more or less XP points before and after the patch. I was worried about the T4 colony upgrade on KDF-side which was at 97 % before the downtime. I was afraid that it might vanish with the patch, for example. The T4 colony main-track on KDF-side has the same background motivation as the T5 colony upgrade on FED-side: Being able to host more different types of simulations.
However, what I can tell you is that changes according to this issue have been made in such a way that no negative impact on players and their fleets occured. And, I very much appreciate this fact.
Unfortunately, I can't provide you a screenshot...
Corrected: you don't want to
...and, to be honest,I didn't pay attention to the exact number of XP points which we have in the infrastructure sub-track. I honestly can't tell you if there are more or less XP points before and after the patch.
Difficult to believe from someone who sleeps with his slide rule
But honestly I don't blame you, competition is rude here
Unfortunately, I can't provide you a screenshot...
Corrected: you don't want to
What I did was taking a screenshot from the status/progress of the T4 colony upgrade. However, that was about 1 minute before the server went down. This screenshot does not show any progress in the sub-tracks. So, I honestly can't tell you whether 1250 XP have been added to the infrastructure sub-track or not.
I also don't take selfies before and after I go to the hairdresser. No need to do that, because both selfies would look bad.
What I was interested in are the real world effects of having the holding xp adjusted due to the bug... how it affects the colony holding and what it means in practical terms to regain the lost xp.
I was worried about the T4 colony upgrade on KDF-side which was at 97 % before the downtime. I was afraid that it might vanish with the patch, for example. The T4 colony main-track on KDF-side has the same background motivation as the T5 colony upgrade on FED-side: Being able to host more different types of simulations.
However, what I can tell you is that changes according to this issue have been made in such a way that no negative impact on players and their fleets occured. And, I very much appreciate this fact.
So based upon what I've read from yourself and others is the bug made full tier upgrades possible prior to their usual time, the xp has now been corrected without any negative impact to fleets, and the bulk of the work remains the same (the sub-tracks) if you want the gear for no net gain aside from getting to host higher tier sims which have some minor advantages. Thanks for your responses.
• Fleet Colony: Attaining Tier 5 in the Main Colony Track now grants all members of a Fleet access to the Lukari Dranuur Scout Ship [T6].
Alright! That are such fantastic news! I am not sure if the developers have read this post and took into consideration our feedback.
Anyway, instead of a T5 Lukari ship, which was mentioned on the tribble test server, we are now getting a T6 Lukari ship.
Thank you so much for that! Especailly the new players in our fleet will highly benefit from that ship.
This news leaves me almost at a loss for words. A Tier 5 Starbase grants access to over 80 ships, but being able to grab a single Tier 6 version of an existing ship for free without provisioning is certainly quite the reward. It's like getting 840K dil worth of zen back for your efforts.
• Fleet Colony: Attaining Tier 5 in the Main Colony Track now grants all members of a Fleet access to the Lukari Dranuur Scout Ship [T6].
Alright! That are such fantastic news! I am not sure if the developers have read this post and took into consideration our feedback.
Anyway, instead of a T5 Lukari ship, which was mentioned on the tribble test server, we are now getting a T6 Lukari ship.
Thank you so much for that! Especailly the new players in our fleet will highly benefit from that ship.
This news leaves me almost at a loss for words. A Tier 5 Starbase grants access to over 80 ships, but being able to grab a single Tier 6 version of an existing ship for free without provisioning is certainly quite the reward. It's like getting 840K dil worth of zen back for your efforts.
Hold your horses. Nobody said we're getting a "free" ship, all that is stated is that we're gonna get "access" to a T6 ship. That likely means it's gonna be an unlock for the shipyard vendor which charges 20k fc, 5 FSM ( I don't think there will be any kind of discount) for a fleet T6, without ship trait as a single character purchase. I'd be happy if cryptic proves me completely wrong but I don't think so.
• Fleet Colony: Attaining Tier 5 in the Main Colony Track now grants all members of a Fleet access to the Lukari Dranuur Scout Ship [T6].
Alright! That are such fantastic news! I am not sure if the developers have read this post and took into consideration our feedback.
Anyway, instead of a T5 Lukari ship, which was mentioned on the tribble test server, we are now getting a T6 Lukari ship.
Thank you so much for that! Especailly the new players in our fleet will highly benefit from that ship.
This news leaves me almost at a loss for words. A Tier 5 Starbase grants access to over 80 ships, but being able to grab a single Tier 6 version of an existing ship for free without provisioning is certainly quite the reward. It's like getting 840K dil worth of zen back for your efforts.
Hold your horses. Nobody said we're getting a "free" ship, all that is stated is that we're gonna get "access" to a T6 ship. That likely means it's gonna be an unlock for the shipyard vendor which charges 20k fc, 5 FSM ( I don't think there will be any kind of discount) for a fleet T6, without ship trait as a single character purchase. I'd be happy if cryptic proves me completely wrong but I don't think so.
Of course, you should take into account that we are talking about an unique ship in here. So, of course, I hope the stats are good so that there is a reason to get and use this ship. However, especially for new players, which joined the game a few days/weeks ago, getting a reasonable T6 ship is highly valuable, in my opinion.
Fleet ship modules (FSMs) cost Zen or a remarkable amount of EC (not for the rich guys, but for the casual players).There is a ship available on the starbase, like the Odyssey Star Cruiser or so, I do not remember it exactly, which is a fleet ship of course, but does not cost any FSMs.
So, if the T6 Lukari ship from the colony “only” costs 200k fleet credits or something like that, then I am fine with that. Fleet credits can be easily obtained with fleet marks or with colony provisions, for example. Someone does not need even dilithium to get fleet credits.
Of course, this is a bit speculation at this point, but after the downtime, we will know hopefully more.
The thing is that those 200k fc ships are base T5 (not fleet grade) and aren't even upgradeable to T5u. If the T6 ship isn't fleet grade it would have to come with a ship trait which I also kinda doubt will happen that's why I expect the full fledged fleet ship price for this one.
Stats will probably just be the loxbox lukari ship uplifted to (fleet) T6 and if they're smart they'll let us interchange the models of all 3 ships (if you own them) to please the people.
The thing is that those 200k fc ships are base T5 (not fleet grade) and aren't even upgradeable to T5u. If the T6 ship isn't fleet grade it would have to come with a ship trait which I also kinda doubt will happen that's why I expect the full fledged fleet ship price for this one.
Stats will probably just be the loxbox lukari ship uplifted to (fleet) T6 and if they're smart they'll let us interchange the models of all 3 ships (if you own them) to please the people.
To my knowledge, no fleet ship has a starship trait. Only their counterparts in the Zen-store have. They usually also have an epic universal console. So, I would not be surprised that the T6 Lukari ship - as a fleet ship - does not have one.
Fleet ships from the starbase also require provisions from the fleet store. I wonder how that goes with fleet colony. For example, if there are no provisions needed or if provisions are taken from the morale sub-track, for example.
I mean, there are some open questions, but I guess we will see after the downtime what is the situation.
@protoneous
There has been a change in the XP of the colony main-track and the infrastructure sub-track this week. So, we will see if even can get the T6 Lukari ship.
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As stated earlier in the thread one would have thought that slotting a Tier 5 upgrade wouldn't be possible without the prerequisite number of sub-tiers completed, similar to that of a Starbase.
This reminds me of the spec point issue as well as other things such as the fleet member cap. Things clearly not working as intended but left in that state either after being identified by players on Tribble or simply being left in a unintended state too long.
It isn't the amount of sub-track levels unlocked on any holding, it's the required amount of the main holding xp. For the smaller holdings, you can only get that required level normally by upgrading both sub-tracks to maximum level. The Colony was always set up like the Starbase in this regard, with main holding upgrades available at 1,000, 4,000, 7,000, 10,000 and 13,000 xp in the main holding category, Colony xp in this case. If you were going even on all sub-tracks, that would mean that you could upgrade the Colony to each tier when you got the first sub-track upgrade for that tier finished. The bug that allowed people to upgrade the colony 1 upgrade early was because the Security Officer construction project gave out 1,250 Colony xp by mistake, which is a little greater than the 1,000 Colony xp that a sub-track upgrade gives. With that bug, the Colony would progress normally to Tier 3, but when the Security Officer was finished, they would gain an extra step on their Colony xp, so they could upgrade to Tier 4 when all of the sub-tracks were upgraded to tier 3, and to Tier 5 when all of the sub-tracks were upgraded to Tier 4.
Perhaps I shouldn't have used the term prerequisite, your wording is more precise. The end result is the same. You end up with a Tier 5 upgrade well before it's time. Your detailed description is appreciated though. Thanks.
Well, let us be clear what you actually gain from the T5 upgrade in the main track of the colony. There is no fancy ship waiting for you, no overpowered space/ground gear or something like that. There is also no special project which you can slot after reaching T5 in the main track. It is worth noting that the good stuff, for example like the Kentari Boff, unlocks with Morale reaching T5.
What you get with the T5 upgrade is the ability to start T5 colony simulations. That's basically it if you read the description.
Furthermore, the T5 upgrade is still the same price. There is no special refund or early-bird fee, so to say.
Some weeks ago, there were some issues with hosting colony simulations. People were measuring and monitoring other people's performance. When a sim failed, in other words a shield generator went down, then frequently the player with the lowest DPS was blamed. The discussion was continued well after the simulation was completed.
I don't wish to monitor anyone's performance and don't wish to judge as who is "good enough" to join a simulation in the case my fleet is hosting one. I want that people come around, join us and have some fun. I don't wish to exclude anyone or start creating statistics or rankings about player's performances. I also don't want that other people tell me "who is good enough" and who is not.
Having the ability to host T5 simulations allows to better select the enemies based on the players which you have on the map for playing the sim. As a host, if I feel that the teams are up for a challenge, then I can select one. However, if I don't, then I can adjust somehow the difficulty. I want to point out that T5 simulations have the same maximum reward as all the other simulations. And, even sometimes, other sims are started, because people are still looking for the "All-win scenario" accolade. It is also sometimes a matter of taste. If you rather have a 60 % for an enemy to show up or a 100 %, for example. If you like to be surprised or to be sure what is showing up.
In my opinion, being able to host T5 simulations allows to better take into account newer and more unexperienced, perhaps also more casual players. This isn't such a bad thing, to be honest.
I would like to say again that we did not gain any substantial advantage from the T5 upgrade in the main track. Just an opportunity to include anyone for simulations. And, playing together, having fun in this game, no matter how good or how bad your gear is, is very important. I don't wish to play with the best players in the world, I just wish that the players with whom I am playing with, enjoy the game as much as I do, have fun, hang around for some time, and forget the problems of the real world for a moment or two.
Good question, could you elaborate a bit on this one @mcevergreen ?
That's what I alway thought and very probably also was the intended of way how it should have worked as from the beginning (correct me if I'm wrong guys)
It's commendable that your focus is on the ability to host Tier 5 simulations that can better accommodate the newer or more casual players in the community. Yes I do realize that many of the more desirable items obtainable from the Colony holding are only unlocked after completing the Tier 5 sub-tracks which are by far the bulk of the work. What I was interested in are the real world effects of having the holding xp adjusted due to the bug... how it affects the colony holding and what it means in practical terms to regain the lost xp.
Unfortunately, I can't provide you a screenshot and, to be honest, I didn't pay attention to the exact number of XP points which we have in the infrastructure sub-track. I honestly can't tell you if there are more or less XP points before and after the patch. I was worried about the T4 colony upgrade on KDF-side which was at 97 % before the downtime. I was afraid that it might vanish with the patch, for example. The T4 colony main-track on KDF-side has the same background motivation as the T5 colony upgrade on FED-side: Being able to host more different types of simulations.
However, what I can tell you is that changes according to this issue have been made in such a way that no negative impact on players and their fleets occured. And, I very much appreciate this fact.
Corrected: you don't want to
Difficult to believe from someone who sleeps with his slide rule
But honestly I don't blame you, competition is rude here
What I did was taking a screenshot from the status/progress of the T4 colony upgrade. However, that was about 1 minute before the server went down. This screenshot does not show any progress in the sub-tracks. So, I honestly can't tell you whether 1250 XP have been added to the infrastructure sub-track or not.
I also don't take selfies before and after I go to the hairdresser. No need to do that, because both selfies would look bad.
So based upon what I've read from yourself and others is the bug made full tier upgrades possible prior to their usual time, the xp has now been corrected without any negative impact to fleets, and the bulk of the work remains the same (the sub-tracks) if you want the gear for no net gain aside from getting to host higher tier sims which have some minor advantages. Thanks for your responses.
Alright! That are such fantastic news! I am not sure if the developers have read this post and took into consideration our feedback.
Anyway, instead of a T5 Lukari ship, which was mentioned on the tribble test server, we are now getting a T6 Lukari ship.
Thank you so much for that! Especailly the new players in our fleet will highly benefit from that ship.
This news leaves me almost at a loss for words. A Tier 5 Starbase grants access to over 80 ships, but being able to grab a single Tier 6 version of an existing ship for free without provisioning is certainly quite the reward. It's like getting 840K dil worth of zen back for your efforts.
Hold your horses. Nobody said we're getting a "free" ship, all that is stated is that we're gonna get "access" to a T6 ship. That likely means it's gonna be an unlock for the shipyard vendor which charges 20k fc, 5 FSM ( I don't think there will be any kind of discount) for a fleet T6, without ship trait as a single character purchase. I'd be happy if cryptic proves me completely wrong but I don't think so.
Of course, you should take into account that we are talking about an unique ship in here. So, of course, I hope the stats are good so that there is a reason to get and use this ship. However, especially for new players, which joined the game a few days/weeks ago, getting a reasonable T6 ship is highly valuable, in my opinion.
Fleet ship modules (FSMs) cost Zen or a remarkable amount of EC (not for the rich guys, but for the casual players).There is a ship available on the starbase, like the Odyssey Star Cruiser or so, I do not remember it exactly, which is a fleet ship of course, but does not cost any FSMs.
So, if the T6 Lukari ship from the colony “only” costs 200k fleet credits or something like that, then I am fine with that. Fleet credits can be easily obtained with fleet marks or with colony provisions, for example. Someone does not need even dilithium to get fleet credits.
Of course, this is a bit speculation at this point, but after the downtime, we will know hopefully more.
Stats will probably just be the loxbox lukari ship uplifted to (fleet) T6 and if they're smart they'll let us interchange the models of all 3 ships (if you own them) to please the people.
To my knowledge, no fleet ship has a starship trait. Only their counterparts in the Zen-store have. They usually also have an epic universal console. So, I would not be surprised that the T6 Lukari ship - as a fleet ship - does not have one.
Fleet ships from the starbase also require provisions from the fleet store. I wonder how that goes with fleet colony. For example, if there are no provisions needed or if provisions are taken from the morale sub-track, for example.
I mean, there are some open questions, but I guess we will see after the downtime what is the situation.
@protoneous
There has been a change in the XP of the colony main-track and the infrastructure sub-track this week. So, we will see if even can get the T6 Lukari ship.
https://sto.gamepedia.com/Lukari_N'Kaam_Scout_Ship
The official post with the stats of the ship. That ship looks really cool.