A simple "Timer"-abilitiy beneath dialogue, kill Enemy or Reach marker for the Storyline would simply do the trick. And would help with many others. But - this has been requested over and over again for more than a year and was generously ignored. For some resons the STO proggis want us to use punk timers even if they are…
Yes, it does not work. Its only a small issue and its ridiculous easy to repair. As it didnt work last year, as well as the year before now really should be more than time to have it repaired.
A timer element for storyboard would not change "abuse" or "exploit" of reward situation, not for a bit. Why not? Well ... its already there. The punk patrol timers work great for this purpose. Ok, the mission will be restrictive in some ways to make sure the punk timer wont get shot before time, you can use only few maps…
This way its a clear statement. I hope other ppl will support as well, even more since with the last update the patrol AI was updated and now has even more problems on some maps than before.
I know this is a topic with possible conflicts. That was the reason for a Discussion request. So it is not that interesting for me what you believe that they will think. I'm more curious for your personal opinion to this topic.
Is it really an exploit to design a mission for max output at minimal time and attention costs? Or is it strict within the rules? And - lots of such missions already are there, but where is the timer? So "can be abused" is a quite pointless argument. Also no reason to cut and run, isnt it?
Yes, this way timers have been done, also sending mobs on patrol is an option. In space you can lock out ppl form certain areas using invisible objects, or put them on a platform in sky or on the ground for other map types. But ... due to foundry limits it needs a bunch of time to adjust the timer to be as exact as…
Iif you like this or not ... these missions are already there, and the patrol timer works better for them than for more complex missions. So your argument seems to be quite futile. A storyboard timer would open more possibilities, more reliability and so more fun for authors and users as well.
Nah, Foundry is something unique in current MMO scene, its a good idea to involve players and it states quite big balls to keep it on track as it is in an F2P MMO. Technically it surely would have been easier to simply add missions than to create and maintain the Foundry.For me this is the main reason playing STO. There…
Hmm, ok that might be it ... quite high demand I'd say. Without a lot of friends who are willing to put in the time it might take weeks to meet these recommendations. Anyway, it would have been quite easy for the Devs to add a few bars to the project page showing the fulfillment of these recommendations.
Seems to be length and number of reviews, but this is unconfirmed too. It would help if it was shown in the Foundry why a mission has not reached OR-compliance yet- what condition isnt fulfilled - so one would be able to do something against it. As it is it will kill the foundry earlier or later because it makes it too…
Adding mine too: Arena Challenge I ST-HULHW6EMG Playtime est. 30 min, 3 maps, lots of enemy Confirmed working 7 Reveiws, 6 with comment In difference to my other missions it already is listed under Community but still is flagged a Non-OR-compliant.
I dont think the "15 min rule" itself is a problem. The real problem is the missing transparency. When will a mission be checked? What is the current mission time for the rule? What can be done if the mission slipped out of the rule? ... One might say the Devs took the most dumb way to implement this foundry obstacle. The…
I dont see it as an exploit. Taste differs, and if anyone likes it this way more than others. And since it is taking its 20-30 min as well ... why bother. See the fleet projects that need 200k Dil per project ... for what? Well, the Boff grind seems to be a perfect answer for that. As awkward as some of the storys are for…