If you have at least one friend, you already have a sure-fire easy option. Just take the quest, beam to the race, and /follow them. If you don't have any friends, you have far more immediate problems than a race in star trek online. Turn off the computer, go outside and make some friends.
I mean unless you don't have any friends. Then you're really up TRIBBLE creek, but in that case you should probably go outside and meet people instead of playing STO.
The code already exists for making the PVE racers uninteractable - it applied both to snowballs and snowmen (heck, I think they're still immune to snowball targeting despite the lack of knockback).
I honestly logged in just because I thought it would be hilarious. While I was logged in I did the featured event. It was pretty funny to see in person.
They're backed into a corner and tell your heavily armed group of trespassers not to approach any closer. You then decide to attack them. The mission updates to reflect this. If you just walked away from the computer at this point, the tholians would literally never attack you. It's only when you - having stalked them into…
The tholians are super reclusive, but it's actually possible to figure out why they suddenly started becoming aggressive just before the iconians showed up. If you read all the path to 2409 lore (along with the expanded pieces that cryptic used to have on their website), there's no mention at all of any tholian activities.…
The funny thing is, there's one erasure they could have made which would result in dramatically improved results for the alpha quadrant as a whole. It also has the advantage of being a callback to the original timeship episode, too. You see, there's one faction that was initially on good diplomatic terms with the…
Add items like mario Kart, so everyone has a decent chance and to make it more of a player vs player, instead of just a time trial with no real interaction.
Personally, I think they should even the playing field and go full mario kart. Have the race last for two laps, and give you some mines and stun phasers and banana peels and whatever, so there's some interaction between players, and a chance for characters with slower boards to get the upper hand.
At two spec points a week, it would take over a year to max out all spec trees currently made. As for gaining XP through doffing, providing an alternate leveling mechanism was explicitly one of the goals announced for the system. Several other mmos, like EVE online, have similar systems.
Anyway, the point is that the 12 hours missions give you xp at rates well within the range that's demonstrated on other missions. Reducing rewards by a factor of ten, will, in fact, turn them into low-end outliers Which makes sense - how often do you see a 1 hour mission that grants 10 xp?
No, we can still do an analysis provided the non-time factors are either equal, or more favorable to the 12 hour. Provide Intelligence of Rival House to Rival of House Whatever: Requirement (any duty officer) Rarity: Uncommon Casualty Risk: None Success Chance: Slightly better Critical Success: 5% Success: 54% Failure: 38%…
The example you used gives an item upon completion - it's a poor example The missions given are all uncommon missions (of the same rarity), as well as ones that don't give items, buffs, doffs, boffs, or boosted dil output. So ones where XP is the primary reward, basically. If you pick missions that are primarily based…
Um, the 12 hour missions (as currently implement) DO reward less XP on a per-hour basis than comparable missions - that is, same mission rareness, which don't give items as rewards. http://i.imgur.com/0KMlESf.png Dividing the 12 hour missions by 10 would result in them being worse than uncommon missions of shorter…
The problem is that it looks like the developer decisions are being made based on factually inaccurate information (in particular, Heretic's intent for the system as originally designed), and are adjusting things based on the back-end appearance, rather than the front-end results. It is difficult to call something a true…
Hey, could you take a quick look at the rewards per minute? http://i.imgur.com/0KMlESf.png The 12 hours missions were already scaled to take the multiplier into account. There'd be less pushback, I think, if the base (pre-timemultiplier) rewards were slid up to leave them as they are.
The 12 hours are also set at a far lower base XP than they would otherwise have. Look at this selection of uncommon assignments to compare against: http://i.imgur.com/0KMlESf.png The reward curve gradually decreases from the high-end short-term assignments to longer-term ones. Were there a 'bump' in place that had not been…