Latinumbar

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  • in reply to: Tribble, now i did it (or another stupid question) #155560
    Latinumbar
    Admiral (Retired)
    Team Player

    “normally”, there is only tribble and holodeck. Tribble is where new items and missions are placed before going to the holodeck (the main ‘real’ or ‘live’ server). However, when a new MAJOR update is being tested (like season 6), and requires an extended testing period, they activate a third server – Redshirt. Redshirt takes over for Tribble in testing the weekly updates that go live, while Tribble gets turned into the season testing.

    In short:
    Holodeck is main server.
    Tribble is season 6 test server where our starbase is.

    in reply to: Fleet Advancement info… #155457
    Latinumbar
    Admiral (Retired)
    Team Player

    @Sargon wrote:

    i can barely see the previous post. let me know how and when to contribute to the fleet base. is there a location yet?

    well now i can see the post??

    Yeah, the black text is a forum bug that Intrepid hasn’t been able to track down. But it usually fixes itself in a few minutes. If you can’t read it, just highlight it with your mouse in the meantime.

    For starbases, you can see for yourself on Tribble server. Highly recommended since this is tribble weekend. But otherwise, here’s a thread with the info that we have gathered so far:
    http://startrek.44thfleet.com/forum/index.php?f=12&t=212&rb_v=viewtopic

    in reply to: The Vault #155538
    Latinumbar
    Admiral (Retired)
    Team Player

    I pretty much say the same thing… ugh.

    Done probably 60-70 times here. Have purple XII engines and purple XII deflector. Just cant bring myself to grind out another 30 datalogs, mainly because it’s unlikely that I will actually USE the set. Plus, with a limited amount of playtime, been putting my main efforts at getting the STF ground sets (for the costume unlock mainly), and at accumulating stuff for the starbases. I might consider starting the grind back up if there is nothing else to do.

    Oh, and the big ship exploit is fixed on Tribble.

    in reply to: Tribble Test Weekend #155529
    Latinumbar
    Admiral (Retired)
    Team Player

    Clarification on the rewards:

    Playing for 1 hour on Tribble earns you:
    “Fleet Tribble” – +5% Hold/slow/disable resistance. +1 Fleet mark per hour.

    Playing the new Tholian ground mission at least ONCE earns you:
    Unique Purple duty officer, “Ang the Vicious”. +8% all damage against Tholians.

    in reply to: Tribble Test Weekend #155528
    Latinumbar
    Admiral (Retired)
    Team Player

    @Sargon wrote:

    what is this tribble? i see posts concerning it, but never paid them any attention.

    Tribble is the test server for Star Trek Online. New builds and changes are usually implemented on that server first to be tested before release to the main STO server (referred to as “Holodeck” server or “live” server).

    The new season, Season 6, is already implemented on the Tribble server. You can see what the game will be like when season 6 actually hits the main server. The purpose of the test server is to find the bugs and get feedback on the new update.

    A few things to note.
    – The test server is a COMPLETELY SEPARATE server from the main live server.
    – Anything that happens on the test server does NOT affect the live server in anyway.
    – Gear/items/XP/etc acquired on the test server can never be transferred to the live server.

    All players are eligible to participate on the test server. You need to sign up, then copy your character over. Once you do that, start the launcher like you usually do, but click the “Tribble” button at the bottom. See here for details.
    http://sto.perfectworld.com/community/tribble-test

    in reply to: Application for Marcase #155520
    Latinumbar
    Admiral (Retired)
    Team Player

    Just tried sending you an invite, but you haven’t left your old fleet yet. To do that,

    1)click the triangle next to the minimap
    2) select “Fleet”
    3) Click on the “roster” tab at the top of the window that pops up.
    4) At the bottom right corner of the window, click “leave”.

    Let us know when you’ve completed this, and we’ll try sending it out again.

    in reply to: Tribble Test Weekend #155526
    Latinumbar
    Admiral (Retired)
    Team Player

    Oh, and I’ll add that we DO have a fleet set up over on the Tribble server (44 Tribbles). So let us know what your copied character name is, and we’ll see about getting you an invite. The base has been upgraded to tier 1 already (thank you to those that have contributed).

    in reply to: Application for Marcase #155519
    Latinumbar
    Admiral (Retired)
    Team Player

    Greetings Marcase. Thanks for applying to the 44th. We will get you a fleet invite soon. Make sure that you have left your old fleet as the system won’t allow an invite to be sent if you are still technically part of another fleet.

    In the meantime, you will also get access to the member parts of this forum. Check out this thread for more details about the fleet, and how to join the private fleet channel.
    http://startrek.44thfleet.com/forum/index.php?f=12&t=30&rb_v=viewtopic

    btw, we do have European players in the fleet, including another member from the Netherlands. His handle is @steved84.

    in reply to: The Vulcan Kohlinahr Fleet #155304
    Latinumbar
    Admiral (Retired)
    Team Player

    We are doing well. How are things over at VKF? Really looking forward to season 6. Can’t wait to get my hands on it on Tribble.

    in reply to: Fleet Advancement info… #155454
    Latinumbar
    Admiral (Retired)
    Team Player

    Different inputs are in fact valued differently – 1 Duty Officer is more valuable than 1 Dilithium which is more valuable than 1 Energy Credit. The amount of Fleet Credit you get for a donation is based both on what you are donating and how much you are donating.

    Duty officer inputs specify the quality and sometimes the specialization as well. The more specific the duty officer is and the higher quality, the more Fleet Credit will be earned by the individual contributor. While all qualities are asked for throughout the system, the system is actually biased somewhat towards the lower qualities. My expectation is that duty officer prices on the Exchange will rise once the system goes to Holodeck.

    Starbase construction is, in fact, throttled.

    A fleet can only do one upgrade project at a time, and each upgrade project takes anywhere from 2 days to 2 weeks to complete. The total time of that means that a fleet cannot fully upgrade in less than the time mentioned, even with unlimited numbers and unlimited resources.

    in reply to: Fleet Advancement info… #155453
    Latinumbar
    Admiral (Retired)
    Team Player

    There is a Dilithium-equivalent and an EC-equivalent budget for each fleet project based on tier, type of project, and several other factors. Dilithium + Dilithium-equivalents will approximately equal the Dilithium-equivalent budget, and similarly for the EC-equivalent budget.

    For example, if a fleet project required 5000 Dilithium equivalent, the cost could be:
    1. 5000 Dilithium
    2. An amount of Duty Officers valued at 5000 Dilithium
    3. …Or some combination of the above, which is the most common situation.

    The value of duty officers in Dilithium is based both on the quality and the specificity – if the project requires, for example, a particular specialization, that duty officer requirement will be valued higher than a duty officer requirement that simply requires a particular department.

    The current plan is for Fleet Marks and Fleet Credits to be bound.

    in reply to: Fleet Advancement info… #155452
    Latinumbar
    Admiral (Retired)
    Team Player

    More updates:

    As noted elsewhere, the primary inputs for fleet projects will be:

    Fleet Marks
    Dilithium
    Duty Officers (all qualities)
    Commodities
    Data Samples (including Particle Traces)
    Bridge Officer Skill Points

    Other, rarer inputs include:

    Bridge Officer Candidates (meaning, unpacked and in your inventory)
    Items (such as food for the Chef upgrade or Dosi Rotgut and Romulan Ale for the Bartender upgrade)
    …Possibly other things.

    One of the functions of the (starbase) system is for it to serve as an economic sink for duty officers. Lacking a proper sink is one of the things causing certain inflationary and deflationary tendencies in the exchange market for duty officers. With the presence of a more robust sink, the negative impact of this on players can be reduced.

    in reply to: Fleet Advancement info… #155451
    Latinumbar
    Admiral (Retired)
    Team Player

    More info.

    Projects are generally always available assuming your fleet meets the requirements, although there are a limited number of project slots which a fleet’s leadership must decide how to fill.

    There is a concept of “featured” projects that may be available only during certain promotional periods, but in the current design – obviously subject to change – these do not count against your normal list of slots but occupy there own slot.

    Upgrade projects are done only once; standard projects are repeatable any number of times to ensure that there will always be a source of Fleet Credit.

    The metrics are aimed such that a fleet of 20 or so active casual players would probably take up to a year to completely exhaust the system – but that’s literally taking every single upgrade and focusing laser-like on development. A smaller fleet will take longer, but the early tiers are very accessible and rewards are spread fairly evenly across all tiers – the intent is that a small fleet of 3-5 people would probably hit Tier I, for example, in about a week.

    The intent of the system is to create a system, not a pre-specified piece of content that everyone does every part of. A fleet’s starbase should feel like its own starbase, and different from others based on the fleet’s development choices. The fleet advancement system is designed to provide a backdrop of social group advancement while you are doing all the other things that a character does, not to be something everyone focuses exclusively on indefinitely.

    Yes, very small fleets will have a harder time gathering the necessary resources for the higher tiers; it’s still, however, perfectly doable, it will just take longer.

    In other words, the goalposts that should be focused on are individual upgrade and provisioning projects and category tiers, not exhausting the system. The important questions are how hard it is to get individual upgrade and provisioning projects and particular categories, not how hard it will be to exhaust every last possible upgrade – which inevitably will include a lot of upgrades your fleet really probably doesn’t care about.

    Larger fleets, as well, will also have their own challenges that I think are being overlooked in some quarters. There are a limited number of projects that can be active at any one time, and extremely large fleets will have fewer opportunities to earn Fleet Credits than smaller fleets. Moreover, the competition for project slots for provisioning will inevitably turn political.

    We realize this system as it is isn’t going to be painless for everyone, but adding any functionality at all to an existing mechanic – in this case fleets – was going to result in that challenge. The expectation is that over the next year the game will probably see fewer very small fleets of 1-2 people and fewer very large fleets that are more than about 30 active accounts, but people will still be able to play with very small or very large fleets, but it’s true, there will be consequences and trade-offs.

    Of the new starbase defense scenarios, only the Red Alert one is for fleet members only. All others allow for invites to people outside your fleet. Moreover, operational assets are designed to be potent enough to partially compensate for fewer players or pickup group dynamics.

    There, are, in addition, other mechanisms – such as the duty officer system – for gaining Fleet Marks, so it is not even necessary to engage in fleet starbase actions, although that will be the most efficient way to accumulate Fleet Marks.

    Scaling of material requirements by fleet size is very, very challenging to do without resulting in exploits, unfortunately, but there are a lot of checks on very large fleets built into the system as it stands, and more can be investigated as the system rolls out.

    No Tier II project has more than 225k Dilithium cost, and that is for upgrading your Starbase to Tier III. Currently (and this is all very subject to change), upgrading your facilities – for example, your Shipyard – to Tier III would be about 112k Dilithium, and standard projects are more like 12k Dilithium.

    in reply to: The 3rd Fleet International #155297
    Latinumbar
    Admiral (Retired)
    Team Player

    Pleased to meet you and welcome. Please make yourself at home.

    in reply to: Fleet Advancement info… #155450
    Latinumbar
    Admiral (Retired)
    Team Player

    And more info from today:

    So, several points here, and I will try to hit the major ones.

    On the issue of time to completely finish out a starbase, if all of the rewards were achieved only after 7+ months of play for a large fleet, I would completely agree with your assessment. This system is not designed to be like a Feature Episode, however, that you can play through quickly; it is intended to be a long term system that will be with a fleet for most of that fleet’s lifetime, especially once one takes into account potential expansions to the system.

    As such, it’s not like character progression where you only really care about the rewards at the end of the trail; each tier has roughly comparable rewards, with subsequent tiers expanding your options without making the previous tier’s rewards obsolete. This means a small or casual fleet that only gets to Tier II or III will have, in fact, about half of the potential top-tier rewards in the system.

    If the measure of success is only on exhausting a system, then sure, this could be considered a major grind, especially for a small casual fleet. My hope is that people will instead see the system as it was designed, which is an essentially endless road with rewards all along the path.

    If anything, there are more things that impair large fleets whose members will have a harder time getting their needs prioritized unless they have a very responsive and organized fleet leadership, and who will have fewer input options per player, since projects will tend to fill up faster.

    Those screenshots (from offical dev blog) are a little out of date, but the most expensive Dilithium cost is the starbase facility upgrade from Tier IV to Tier V, which is 1,250,000 Dilithium. The average Dilithium cost currently for a project at Tier V is about 30,000 for a non-upgrade project (upgrade projects are generally about three times that cost, but only ever need to be done once).

    By comparison, the current, subject-to-change Dilithium cost to upgrade a starbase from Tier 0 to Tier I is about 22,000, and the average Dilithium cost for a project at Tier 0 is about 3700 Dilithium.

    There will be intermittent starbase Red Alert defenses that present opportunities to members of your fleet to earn Fleet Marks, but if you do not engage them, or if you do and your starbase is brought offline, there is no effect to gameplay once you leave the instance.

    There will also be queueable fleet actions that you can generally invite non-fleet members to participate in as well that will involve various scenarios around your starbase, but these are optional, and again, if you do not choose to engage them or engage in them and damage accrues, as soon as you leave the instance your starbase will be fully operational. (In fact, it is possible for a single fleet to have multiple of these scenarios going at once in separate instances – in this case there is no effect across instances).

    Starbase scenarios are only there to provide opportunities to earn Fleet Marks, which are necessary inputs to progress your starbase. There will, as well, be other areas of the game that give similar opportunities to earn Fleet Marks.

    Project slots are freed up only after the upgrade is complete, not merely after it is funded. All provisioning projects, including ship provisioning projects, are repeatable.

Viewing 15 posts - 421 through 435 (of 438 total)