REMOVE "Rare Reward" episode missions from the list of missions shown in item crafting when they have already been fully exhausted by completing all the rare items.
I consider it fraudulent to indicate "you can get this item from this mission" when the probability is ZERO.
I want all the chrons back I wasted clicking fruitlessly on 24 chron missions with no item results.
I would like a way to reset an Episode so that the little storyline comments are displayed when they are played in manual mode. Since it's very seldom we get any new content, it would be fun to replay the existing content.
Optionally, the warp capability for those missions could also be reset to "not warpable" and the rare items restored so they could be earned again. The latter function should probably cost something, but the first (make the characters "talk" again) should not cost anything.
removing the 1000 CAP would be difficult. DB uses a pretty low end database platform. if you don't want the entire thing to come crashing down, that cap is likely going to stay.
Well, we had our rerun/flashback so the team could work on QoL update and as this week isn't a rerun/flashback can we get an update on the QoL, well, update?
Founding ADM - PoF family of fleets (POF, POF2 & POF3) - Dear TP: Non sequitur. Your facts are uncoordinated.
Fix the notification pips. Why do I have to see there are 14 missions available on the galaxy map? WHY!?! It never changes, is completely useless, and has been a visual nuisance from day one. Also, why doesn't my fleet icon have a pip notification when there are rewards to collect unless I restart the app?
In the time portal, add the ability to do multiple free pulls without returning to the purchase screen. I HATE getting 10 single pulls and having to jump back and forth, especially when it's all usually crap anyway.
Make scans useful or get rid of them. It's almost always junk, costs way too much to do another scan, and is a roadblock for daily missions. My suggestion is to put the Voyage icon here rather than in the Galaxy Map and just kill scans completely.
How about some consistency with the crew selection popup? Why does every area of the game have a different interface for selecting crew? The character search feature should be available everywhere.
Speaking of consistency, how about displaying all the available currencies on every screen, rather than a poorly thought out, seemly random, selection of currencies. If space is an issue, at least choose them logically, as there are several places where the currency I need to see, whether it be credits, chrons, or whatever, isn't shown.
Another minor one, but how about a place to see how many replicator uses you have remaining today?
Finally, a big pet peeve of mine: Fix the race conditions! This game is full of them.
For those who aren't aware, a race condition is a programming term for when you have multiple events triggering at once with no checks to make sure the events happen in the correct order. For example, I shouldn't be able to have the main interface pop up over a shuttle result if I click to quickly on another button, thereby blocking my ability to click the continue button on the shuttle result. Another example: I shouldn't be able to level up a character past my level limit if I train a character too fast. I've blown past level 100 to 102 or 103 multiple times. Yes it's just a visual error, and the character isn't level isn't actually 102, but it's just sloppy.
Has been a suggestion for well over 2 years now.....Another minor one, but how about a place to see how many replicator uses you have remaining today?
Founding ADM - PoF family of fleets (POF, POF2 & POF3) - Dear TP: Non sequitur. Your facts are uncoordinated.
My QOL improvement would be to increase the build requirement of ALL galaxy event items by 10 along with the number of items they build and are required for each turn in. Increase the points rewarded to match and viola, a 10x efficiency improvement in the number of clicks required to score the same number of points.
My QOL improvement would be to increase the build requirement of ALL galaxy event items by 10 along with the number of items they build and are required for each turn in. Increase the points rewarded to match and viola, a 10x efficiency improvement in the number of clicks required to score the same number of points.
I'm not sure that will accomplish anything but making Galaxy events more pay to win. VP requirements to rank will likely go up significantly, resulting in more or less the same amount of clicking, just in a different way.
My QOL improvement would be to increase the build requirement of ALL galaxy event items by 10 along with the number of items they build and are required for each turn in. Increase the points rewarded to match and viola, a 10x efficiency improvement in the number of clicks required to score the same number of points.
I’m on board with this! I was thinking making higher star level items required for builds which would also increase efficiency but your idea would really help. You’re saying instead of needing one hyperspanner per recipe you would need ten? That may be a bit much but even multiplying everything by three or four would help alot
My QoL improvement is a way for me to get more honor. Some may not see this as QoL but I am out of honor and it is affecting my quality of life in game. In conclusion, I NEED HONOR!!!
My QOL improvement would be to increase the build requirement of ALL galaxy event items by 10 along with the number of items they build and are required for each turn in. Increase the points rewarded to match and viola, a 10x efficiency improvement in the number of clicks required to score the same number of points.
I’m on board with this! I was thinking making higher star level items required for builds which would also increase efficiency but your idea would really help. You’re saying instead of needing one hyperspanner per recipe you would need ten? That may be a bit much but even multiplying everything by three or four would help alot
The danger is for a lot of people galaxy events are limited by time instead of by chrons/items. So all those people would end up spending the same time for significantly more VP and you'd just inflate the scores away from people who were limited by chrons. It would make galaxy events P2W or require significant prefarming/chron hoarding to compete.
Another minor addition that would come in handy for farming, is a warp-25 - or whatever number(s) higher than 10 seem appropriate - button. You're using the same amount of chrons weather you run the mission 50 times, click warp-1 50 times, click warp-10 5 times or click warp-25 2 times, but it would certainly save a lot of fingertips!
Fix the notification pips. Why do I have to see there are 14 missions available on the galaxy map? WHY!?! It never changes, is completely useless, and has been a visual nuisance from day one. Also, why doesn't my fleet icon have a pip notification when there are rewards to collect unless I restart the app?
All your suggests were good. However I wanted to share that you CAN clear the "14" on your galaxy map button, by going to the galaxy map and repeatedly tapping the "->" arrow in the upper-right corner until its "14" goes away -- this will clear it from your regular ship view until you restart the app. It's a small price to pay for the peace of mind of removing all those awful number bubbles from the screen.
For my other number-bubble-hating friends out there: The other notoriously-hard-to-clear number bubble is the one on the Starbase's "Bonuses" button. To clear this one, enter the starbase, click bonuses, click the << "back" arrow to the starbase page, then click "Bonuses" AGAIN, then back out again. This will permanently clear the bonus number.
My QOL improvement would be to increase the build requirement of ALL galaxy event items by 10 along with the number of items they build and are required for each turn in. Increase the points rewarded to match and viola, a 10x efficiency improvement in the number of clicks required to score the same number of points.
I’m on board with this! I was thinking making higher star level items required for builds which would also increase efficiency but your idea would really help. You’re saying instead of needing one hyperspanner per recipe you would need ten? That may be a bit much but even multiplying everything by three or four would help alot
The danger is for a lot of people galaxy events are limited by time instead of by chrons/items. So all those people would end up spending the same time for significantly more VP and you'd just inflate the scores away from people who were limited by chrons. It would make galaxy events P2W or require significant prefarming/chron hoarding to compete.
I still think it’s a good idea. It would be the same for everyone so it’s not like it would favor a certain group of players. And I don’t get why the thought would, once again, favor pay to win. Galaxy is the least pay to win event there is and this would not affect that
My QOL improvement would be to increase the build requirement of ALL galaxy event items by 10 along with the number of items they build and are required for each turn in. Increase the points rewarded to match and viola, a 10x efficiency improvement in the number of clicks required to score the same number of points.
I’m on board with this! I was thinking making higher star level items required for builds which would also increase efficiency but your idea would really help. You’re saying instead of needing one hyperspanner per recipe you would need ten? That may be a bit much but even multiplying everything by three or four would help alot
The danger is for a lot of people galaxy events are limited by time instead of by chrons/items. So all those people would end up spending the same time for significantly more VP and you'd just inflate the scores away from people who were limited by chrons. It would make galaxy events P2W or require significant prefarming/chron hoarding to compete.
I still think it’s a good idea. It would be the same for everyone so it’s not like it would favor a certain group of players. And I don’t get why the thought would, once again, favor pay to win. Galaxy is the least pay to win event there is and this would not affect that
The reason Galaxy and Skirmish are the least P2W is because it takes so much time to play, that throwing more money at the event won't help if you don't have the hours to spend clicking to use the extra chrons you buy with money. If you increase the chron cost of each recipe or reduce the time per vp, then you've reduced the time limiter on the event. Now throwing money at more chrons will net you more VP than people not throwing money at more chrons.
To explain it with examples:
Let's say you have 500 of every galaxy item in your inventory.
Let's also say that to rank under 1500 you need to use 200 of each item.
You can compete in the event as long as you have time to craft all the recipes.
Now because the recipes cost 10x, you would need 2000 of each item to build the same amount in the same time.
But you don't have 2000 items.
So the only people who can afford the 2000 items are the people dropping extra money on chrons.
Now it's a P2W event.
My QOL improvement would be to increase the build requirement of ALL galaxy event items by 10 along with the number of items they build and are required for each turn in. Increase the points rewarded to match and viola, a 10x efficiency improvement in the number of clicks required to score the same number of points.
I’m on board with this! I was thinking making higher star level items required for builds which would also increase efficiency but your idea would really help. You’re saying instead of needing one hyperspanner per recipe you would need ten? That may be a bit much but even multiplying everything by three or four would help alot
The danger is for a lot of people galaxy events are limited by time instead of by chrons/items. So all those people would end up spending the same time for significantly more VP and you'd just inflate the scores away from people who were limited by chrons. It would make galaxy events P2W or require significant prefarming/chron hoarding to compete.
I still think it’s a good idea. It would be the same for everyone so it’s not like it would favor a certain group of players. And I don’t get why the thought would, once again, favor pay to win. Galaxy is the least pay to win event there is and this would not affect that
The reason Galaxy and Skirmish are the least P2W is because it takes so much time to play, that throwing more money at the event won't help if you don't have the hours to spend clicking to use the extra chrons you buy with money. If you increase the chron cost of each recipe or reduce the time per vp, then you've reduced the time limiter on the event. Now throwing money at more chrons will net you more VP than people not throwing money at more chrons.
To explain it with examples:
Let's say you have 500 of every galaxy item in your inventory.
Let's also say that to rank under 1500 you need to use 200 of each item.
You can compete in the event as long as you have time to craft all the recipes.
Now because the recipes cost 10x, you would need 2000 of each item to build the same amount in the same time.
But you don't have 2000 items.
So the only people who can afford the 2000 items are the people dropping extra money on chrons.
Now it's a P2W event.
I really don’t think it would play out that way. People have what they have and buy what they buy whether they had 500 of the items or 2000 or 10 of them, if someone was going to pay $10 for 1250 chrons they would no matter the circumstances. And as I said before, what is that going to affect? I currently have 96,000 chrons. If someone buys 6,000 for $50 I feel really bad for them and they still aren’t going to win.
My QOL improvement would be to increase the build requirement of ALL galaxy event items by 10 along with the number of items they build and are required for each turn in. Increase the points rewarded to match and viola, a 10x efficiency improvement in the number of clicks required to score the same number of points.
I’m on board with this! I was thinking making higher star level items required for builds which would also increase efficiency but your idea would really help. You’re saying instead of needing one hyperspanner per recipe you would need ten? That may be a bit much but even multiplying everything by three or four would help alot
The danger is for a lot of people galaxy events are limited by time instead of by chrons/items. So all those people would end up spending the same time for significantly more VP and you'd just inflate the scores away from people who were limited by chrons. It would make galaxy events P2W or require significant prefarming/chron hoarding to compete.
I still think it’s a good idea. It would be the same for everyone so it’s not like it would favor a certain group of players. And I don’t get why the thought would, once again, favor pay to win. Galaxy is the least pay to win event there is and this would not affect that
The reason Galaxy and Skirmish are the least P2W is because it takes so much time to play, that throwing more money at the event won't help if you don't have the hours to spend clicking to use the extra chrons you buy with money. If you increase the chron cost of each recipe or reduce the time per vp, then you've reduced the time limiter on the event. Now throwing money at more chrons will net you more VP than people not throwing money at more chrons.
To explain it with examples:
Let's say you have 500 of every galaxy item in your inventory.
Let's also say that to rank under 1500 you need to use 200 of each item.
You can compete in the event as long as you have time to craft all the recipes.
Now because the recipes cost 10x, you would need 2000 of each item to build the same amount in the same time.
But you don't have 2000 items.
So the only people who can afford the 2000 items are the people dropping extra money on chrons.
Now it's a P2W event.
We are at the point where the amount of resources being used on galaxies already makes it pretty inefficient to pay to win them, even if time was removed as a limiter.
Even at the current amount of time required galaxy wins are taking close 8-10M VP. At 1600 VP (1025 plus rares earned) that is 5000 turn ins for a 8M Score. A lot of recipes take 40-80 chrons total. With supply kits and farming multiple items on the same mission Let's use an average of 40 chrons (might be a tad low) per turn in. That galaxy winning score would require 200k chrons (40*5000) or a combination of chrons and already farmed/saved items.
To buy 200k chrons it would take $1,600 at the usual 1250 chrons for $10 USD offer level. Compare that to a faction. $1,600=16*10,700 dil / 400 *8000 vp = 3.4M VP. With normal VP for 3* time boosts you are at 4.4M VP, a typical to high side faction winning score. Now most people buy dil on sale, and save up rarer boosts to use to instacomplete those so the actual cost to get to 4M is less than that $1,600.
That's not to say I'm in favor of a ten fold increase, but they could gradually scale up the cost of recipes. LIke require 2 basic casings instead of 1, and gradually add to the resource cost over time using that mechanic.
My QOL improvement would be to increase the build requirement of ALL galaxy event items by 10 along with the number of items they build and are required for each turn in. Increase the points rewarded to match and viola, a 10x efficiency improvement in the number of clicks required to score the same number of points.
I’m on board with this! I was thinking making higher star level items required for builds which would also increase efficiency but your idea would really help. You’re saying instead of needing one hyperspanner per recipe you would need ten? That may be a bit much but even multiplying everything by three or four would help alot
The danger is for a lot of people galaxy events are limited by time instead of by chrons/items. So all those people would end up spending the same time for significantly more VP and you'd just inflate the scores away from people who were limited by chrons. It would make galaxy events P2W or require significant prefarming/chron hoarding to compete.
I still think it’s a good idea. It would be the same for everyone so it’s not like it would favor a certain group of players. And I don’t get why the thought would, once again, favor pay to win. Galaxy is the least pay to win event there is and this would not affect that
The reason Galaxy and Skirmish are the least P2W is because it takes so much time to play, that throwing more money at the event won't help if you don't have the hours to spend clicking to use the extra chrons you buy with money. If you increase the chron cost of each recipe or reduce the time per vp, then you've reduced the time limiter on the event. Now throwing money at more chrons will net you more VP than people not throwing money at more chrons.
To explain it with examples:
Let's say you have 500 of every galaxy item in your inventory.
Let's also say that to rank under 1500 you need to use 200 of each item.
You can compete in the event as long as you have time to craft all the recipes.
Now because the recipes cost 10x, you would need 2000 of each item to build the same amount in the same time.
But you don't have 2000 items.
So the only people who can afford the 2000 items are the people dropping extra money on chrons.
Now it's a P2W event.
We are at the point where the amount of resources being used on galaxies already makes it pretty inefficient to pay to win them, even if time was removed as a limiter.
Even at the current amount of time required galaxy wins are taking close 8-10M VP. At 1600 VP (1025 plus rares earned) that is 5000 turn ins for a 8M Score. A lot of recipes take 40-80 chrons total. With supply kits and farming multiple items on the same mission Let's use an average of 40 chrons (might be a tad low) per turn in. That galaxy winning score would require 200k chrons (40*5000) or a combination of chrons and already farmed/saved items.
To buy 200k chrons it would take $1,600 at the usual 1250 chrons for $10 USD offer level. Compare that to a faction. $1,600=16*10,700 dil / 400 *8000 vp = 3.4M VP. With normal VP for 3* time boosts you are at 4.4M VP, a typical to high side faction winning score. Now most people buy dil on sale, and save up rarer boosts to use to instacomplete those so the actual cost to get to 4M is less than that $1,600.
That's not to say I'm in favor of a ten fold increase, but they could gradually scale up the cost of recipes. LIke require 2 basic casings instead of 1, and gradually add to the resource cost over time using that mechanic.
Yes, that is what I said above would be ideal. I think a factor of three or four would be welcomed
1) Beholds and Dabo should not present crew or ships that are already maxxed. I hate it when I get the Behold, only to see all three options are immortalized crew (and I don't have that many). Dabo is a sucker's bet, for sure, but I just don't need any more Borg Cube or D'Kora schematics. Give us a chance to get something worthwhile!
2) Crew sorting options - Like to add "completion" level to "Rarity" sort - first, group by rarity (descending), then within a group, sort by # of stars (so, for example, all 4x4, then 3x4, then 2x4), then within that, crew level descending (100->1). When I am deciding which crew to level up or add a star, I usually want the ones that are "almost there". This also helps in organizing which ones I might airlock if the need arises
3) Remove the timer delays for arena and cadet challenges. It's just a time waster.
4) Fleet management / Ship sorting - there is no rhyme or reason for the order displayed. A helpful sort would be first by stars (5,4,3,2,1), then within that, Level percent (ie, 4/8 = 50%) rank descending, and then by name. All ships not available still will be at the end. When selecting a new ship, there should be a statistics window that shows how each stat improves or is reduced (your attack improves by 1200, your shield recovery drops to 450, etc.)
5) When using ship schematics for replicators, an option to only show schematics for maxxed out ships - these can safely be used without screwing with your ship progress
6) Auto-return option on voyage - click on this to activate; when antimatter drops below 40, auto-recall. Sometimes I just want quick runs, and if I miscalculate the last 2 hours, I wind up spending a voyage refresh when I wasn't planning on it.
7) Gauntlet rewards are way too random. I have had streaks of 21..24, and get a 1 star incense, and then get a streak of 3 and get an Armus! As the streak levels (and chest levels) increase, the lower level rewards need to drop off, and the odds of getting something worthwhile should improve. (Don't get me started on the actual combat mechanics and the RNG from hell)
None of these should require major programming changes, and it would definitely increase the QoL of the user experience.
1) Beholds and Dabo should not present crew or ships that are already maxxed. I hate it when I get the Behold, only to see all three options are immortalized crew (and I don't have that many). Dabo is a sucker's bet, for sure, but I just don't need any more Borg Cube or D'Kora schematics. Give us a chance to get something worthwhile!
2) Crew sorting options - Like to add "completion" level to "Rarity" sort - first, group by rarity (descending), then within a group, sort by # of stars (so, for example, all 4x4, then 3x4, then 2x4), then within that, crew level descending (100->1). When I am deciding which crew to level up or add a star, I usually want the ones that are "almost there". This also helps in organizing which ones I might airlock if the need arises
3) Remove the timer delays for arena and cadet challenges. It's just a time waster.
4) Fleet management / Ship sorting - there is no rhyme or reason for the order displayed. A helpful sort would be first by stars (5,4,3,2,1), then within that, Level percent (ie, 4/8 = 50%) rank descending, and then by name. All ships not available still will be at the end. When selecting a new ship, there should be a statistics window that shows how each stat improves or is reduced (your attack improves by 1200, your shield recovery drops to 450, etc.)
5) When using ship schematics for replicators, an option to only show schematics for maxxed out ships - these can safely be used without screwing with your ship progress
6) Auto-return option on voyage - click on this to activate; when antimatter drops below 40, auto-recall. Sometimes I just want quick runs, and if I miscalculate the last 2 hours, I wind up spending a voyage refresh when I wasn't planning on it.
7) Gauntlet rewards are way too random. I have had streaks of 21..24, and get a 1 star incense, and then get a streak of 3 and get an Armus! As the streak levels (and chest levels) increase, the lower level rewards need to drop off, and the odds of getting something worthwhile should improve. (Don't get me started on the actual combat mechanics and the RNG from hell)
None of these should require major programming changes, and it would definitely increase the QoL of the user experience.
Thanks for hearing me out.
I like most of your ideas, but I'd like to point out a few suggestions.
1. I'd rather have the "reroll" option some have pointed out, rather than making duplicate crew impossible. In many cases I would rather start a second copy of a highly valuable crew, than have a begold with only very poor options. As you FF more legends, you would be increasing your odds of poor crew begolds, and collectors who would love multiples of a crew they really like would not like this either. You also said Beholds, which makes me think you meant to include Super Rare crew, but that would make it much too easy to get all SR crew with all the pulls we do in game and reduce the difference between newer and long-term players.
7. The drop rate for gauntlet crew has already been increased, and with all of them now available I don't think the CREW drop rates need to be increased further personally. increased odds for all the other better rewards I'd be on board for though (single premium pulls, higher chron drops, even add a token amount of honor would be cool).
Love the rest of it, ESPECIALLY auto-complete voyages. we have enough timers to worry about on faction event weekends, please remove the need to babysit daily voyages.
Anyone remember what the old cool down time was on cadet/arena before they reduced it to three minutes? I'm thinking an hour but surely it wasn't that bad?!
Anyone remember what the old cool down time was on cadet/arena before they reduced it to three minutes? I'm thinking an hour but surely it wasn't that bad?!
I think that is what the timer was when I first started playing at the end of January 2017, though I don't think it was long after that when it was reduced to just a few minutes like it is now. I never understood the rationale behind the timer, since you're already limited by the number of tickets you have per day.
As for the all-immortal behold/beGold, I prefer the re-roll approach as well, rather than pure avoidance. First of all, there will come a time when all 4* crew available in the portal are immortalized, so what then? Second, in addition to prioritizing immortalizing duplicate quality 4* crew, I'd also want to have the chance to choose 4* crew that are already immortalized yet also required for merged 5* crew (ie: Coffee Janeway, Mutant Paris, binars eventually, etc...).
In terms of inventory, I actually dont have a problem with the 1000 cap. The problem is that there is no meaningful way to manage that inventory. I would like to be able to preselect or mark equipment which I know I dont want. And have that list show up when you are selecting mats to throw into the replicator.
Right now because of the duplicate art work, you dont know what you are dumping into the replicator... and this problem has become alot more urgent from all the equipment crates being dropped in the campaigns.
Don't remove the timer on arena battles. It's PVP and no one should be able to earn 3000 positions in the last 3 minutes before the reset.
I can also agree on the timer for cadet challenges, but that's not a high priority issue now that we can warp them.
Most important things needed are inventory management, add a list so we can read and mark what we want to destroy; and fleet management, specially a page to see the daily targets of the day before, so an admiral can see who's playing.
They could keep the arena timer, but only within the same division. So if you do a battle in Admiral division, you'd have to wait those 2 and something minutes before you can do another one there, but at least you'd be able to move on to Captain and Commander divisions immediately.
Would be nice if we could get some kind of update/explanation about the 5 shuttle events in a row. Are they related to the explanation regrading the "flashback" event? Are QoL updates still being worked on, because the original announcement seemed to indicate that was a one week deal "the flashback" then we would see updates. 5 weeks later and well.....
Founding ADM - PoF family of fleets (POF, POF2 & POF3) - Dear TP: Non sequitur. Your facts are uncoordinated.
Why are we doing a flashback? Because running an older event again with minimal changes gives our team more bandwidth to fix bugs, make long-awaited quality-of-life improvements, and build new features.
There was nothing that ever indicated that QoL updates would appear immediately. They said they were doing 1 flashback event and they did one flashback event. Every event since has been a new event.
Are QoL updates still being worked on, because the original announcement seemed to indicate that was a one week deal "the flashback" then we would see updates.
A live game is a constant "work in progress". And one week is nothing in game development. I will be glad if they take their time and the coming update is good.
Comments
Yeah that struggle is very real. It must be awful for those it happens to
I consider it fraudulent to indicate "you can get this item from this mission" when the probability is ZERO.
I want all the chrons back I wasted clicking fruitlessly on 24 chron missions with no item results.
Optionally, the warp capability for those missions could also be reset to "not warpable" and the rare items restored so they could be earned again. The latter function should probably cost something, but the first (make the characters "talk" again) should not cost anything.
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Has been a suggestion for well over 2 years now.....Another minor one, but how about a place to see how many replicator uses you have remaining today?
I'm not sure that will accomplish anything but making Galaxy events more pay to win. VP requirements to rank will likely go up significantly, resulting in more or less the same amount of clicking, just in a different way.
I’m on board with this! I was thinking making higher star level items required for builds which would also increase efficiency but your idea would really help. You’re saying instead of needing one hyperspanner per recipe you would need ten? That may be a bit much but even multiplying everything by three or four would help alot
The danger is for a lot of people galaxy events are limited by time instead of by chrons/items. So all those people would end up spending the same time for significantly more VP and you'd just inflate the scores away from people who were limited by chrons. It would make galaxy events P2W or require significant prefarming/chron hoarding to compete.
All your suggests were good. However I wanted to share that you CAN clear the "14" on your galaxy map button, by going to the galaxy map and repeatedly tapping the "->" arrow in the upper-right corner until its "14" goes away -- this will clear it from your regular ship view until you restart the app. It's a small price to pay for the peace of mind of removing all those awful number bubbles from the screen.
For my other number-bubble-hating friends out there: The other notoriously-hard-to-clear number bubble is the one on the Starbase's "Bonuses" button. To clear this one, enter the starbase, click bonuses, click the << "back" arrow to the starbase page, then click "Bonuses" AGAIN, then back out again. This will permanently clear the bonus number.
I still think it’s a good idea. It would be the same for everyone so it’s not like it would favor a certain group of players. And I don’t get why the thought would, once again, favor pay to win. Galaxy is the least pay to win event there is and this would not affect that
The reason Galaxy and Skirmish are the least P2W is because it takes so much time to play, that throwing more money at the event won't help if you don't have the hours to spend clicking to use the extra chrons you buy with money. If you increase the chron cost of each recipe or reduce the time per vp, then you've reduced the time limiter on the event. Now throwing money at more chrons will net you more VP than people not throwing money at more chrons.
To explain it with examples:
Let's say you have 500 of every galaxy item in your inventory.
Let's also say that to rank under 1500 you need to use 200 of each item.
You can compete in the event as long as you have time to craft all the recipes.
Now because the recipes cost 10x, you would need 2000 of each item to build the same amount in the same time.
But you don't have 2000 items.
So the only people who can afford the 2000 items are the people dropping extra money on chrons.
Now it's a P2W event.
I really don’t think it would play out that way. People have what they have and buy what they buy whether they had 500 of the items or 2000 or 10 of them, if someone was going to pay $10 for 1250 chrons they would no matter the circumstances. And as I said before, what is that going to affect? I currently have 96,000 chrons. If someone buys 6,000 for $50 I feel really bad for them and they still aren’t going to win.
We are at the point where the amount of resources being used on galaxies already makes it pretty inefficient to pay to win them, even if time was removed as a limiter.
That's not to say I'm in favor of a ten fold increase, but they could gradually scale up the cost of recipes. LIke require 2 basic casings instead of 1, and gradually add to the resource cost over time using that mechanic.
Yes, that is what I said above would be ideal. I think a factor of three or four would be welcomed
1) Beholds and Dabo should not present crew or ships that are already maxxed. I hate it when I get the Behold, only to see all three options are immortalized crew (and I don't have that many). Dabo is a sucker's bet, for sure, but I just don't need any more Borg Cube or D'Kora schematics. Give us a chance to get something worthwhile!
2) Crew sorting options - Like to add "completion" level to "Rarity" sort - first, group by rarity (descending), then within a group, sort by # of stars (so, for example, all 4x4, then 3x4, then 2x4), then within that, crew level descending (100->1). When I am deciding which crew to level up or add a star, I usually want the ones that are "almost there". This also helps in organizing which ones I might airlock if the need arises
3) Remove the timer delays for arena and cadet challenges. It's just a time waster.
4) Fleet management / Ship sorting - there is no rhyme or reason for the order displayed. A helpful sort would be first by stars (5,4,3,2,1), then within that, Level percent (ie, 4/8 = 50%) rank descending, and then by name. All ships not available still will be at the end. When selecting a new ship, there should be a statistics window that shows how each stat improves or is reduced (your attack improves by 1200, your shield recovery drops to 450, etc.)
5) When using ship schematics for replicators, an option to only show schematics for maxxed out ships - these can safely be used without screwing with your ship progress
6) Auto-return option on voyage - click on this to activate; when antimatter drops below 40, auto-recall. Sometimes I just want quick runs, and if I miscalculate the last 2 hours, I wind up spending a voyage refresh when I wasn't planning on it.
7) Gauntlet rewards are way too random. I have had streaks of 21..24, and get a 1 star incense, and then get a streak of 3 and get an Armus! As the streak levels (and chest levels) increase, the lower level rewards need to drop off, and the odds of getting something worthwhile should improve. (Don't get me started on the actual combat mechanics and the RNG from hell)
None of these should require major programming changes, and it would definitely increase the QoL of the user experience.
Thanks for hearing me out.
I like most of your ideas, but I'd like to point out a few suggestions.
1. I'd rather have the "reroll" option some have pointed out, rather than making duplicate crew impossible. In many cases I would rather start a second copy of a highly valuable crew, than have a begold with only very poor options. As you FF more legends, you would be increasing your odds of poor crew begolds, and collectors who would love multiples of a crew they really like would not like this either. You also said Beholds, which makes me think you meant to include Super Rare crew, but that would make it much too easy to get all SR crew with all the pulls we do in game and reduce the difference between newer and long-term players.
7. The drop rate for gauntlet crew has already been increased, and with all of them now available I don't think the CREW drop rates need to be increased further personally. increased odds for all the other better rewards I'd be on board for though (single premium pulls, higher chron drops, even add a token amount of honor would be cool).
Love the rest of it, ESPECIALLY auto-complete voyages. we have enough timers to worry about on faction event weekends, please remove the need to babysit daily voyages.
Reduced/Removed Cooldown on the Cadet Challenge/Arena Battles.......
I think that is what the timer was when I first started playing at the end of January 2017, though I don't think it was long after that when it was reduced to just a few minutes like it is now. I never understood the rationale behind the timer, since you're already limited by the number of tickets you have per day.
As for the all-immortal behold/beGold, I prefer the re-roll approach as well, rather than pure avoidance. First of all, there will come a time when all 4* crew available in the portal are immortalized, so what then? Second, in addition to prioritizing immortalizing duplicate quality 4* crew, I'd also want to have the chance to choose 4* crew that are already immortalized yet also required for merged 5* crew (ie: Coffee Janeway, Mutant Paris, binars eventually, etc...).
Right now because of the duplicate art work, you dont know what you are dumping into the replicator... and this problem has become alot more urgent from all the equipment crates being dropped in the campaigns.
I can also agree on the timer for cadet challenges, but that's not a high priority issue now that we can warp them.
Most important things needed are inventory management, add a list so we can read and mark what we want to destroy; and fleet management, specially a page to see the daily targets of the day before, so an admiral can see who's playing.
There was nothing that ever indicated that QoL updates would appear immediately. They said they were doing 1 flashback event and they did one flashback event. Every event since has been a new event.
A live game is a constant "work in progress". And one week is nothing in game development. I will be glad if they take their time and the coming update is good.