Chroniton Changes
dext74
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in The Bridge
Theres a lot of math in the new server update about chroniton changes. It all seems good even though it is a bit over my head.
There's one thing I am still confused by by -- it says in the update that this was designed ro reduce captain frustration. If you really want to reduce frustration, let the daily chronitons generate on top of any that are stored. I shouldn't be penalized by having a built up supply of chrons.
There's one thing I am still confused by by -- it says in the update that this was designed ro reduce captain frustration. If you really want to reduce frustration, let the daily chronitons generate on top of any that are stored. I shouldn't be penalized by having a built up supply of chrons.
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Essentially, you are saying there should not be a Chron cap.
Ov (Overall) | Vo (Voyage) | Fa (Faction) | Ga (Gauntlet)
Sb (Ship Battle) | Bt (Boss Battle Traits) | Co (Collection) | (Cd (Cadet)
Ov (Overall) | Vo (Voyage) | Fa (Faction) | Ga (Gauntlet)
Sb (Ship Battle) | Bt (Boss Battle Traits) | Co (Collection) | (Cd (Cadet)
That‘s already the case, even with the chron cap, and galaxie events
are what they are. 🤗
Ugh. Always have to mince words. I meant if the automatic trickle continued without limits and you know it.
Yes is will give players a bit more chrons at the beginning. But is that the real issue for them? Those first 15-20 levels are a chaotic attempt to set up your basic infrastructure. A few more away missions a day will help, it's not nothing. But we are talking about people struggling to level up several cards at a time to clear cadets and episodes for warping. They are working on so many at once I don't know if a slightly higher cap would significantly reduce the frustration. I don't know that there is really anything that can, especially if you are trying hard to rush.
During the last event one starbase member notes in chat that they had spent over 4k with supply kit to level up the new Spock. That's 4k that can't be spent on actually playing the event.
There are different ways to frame it. But during 1-50 you aren't pulling that many chrons from voyages. Really early you may be coming out of events with some 1/4-3/4 cards, but leveling them up during the event for the benefit of a 2/4 can bankrupt you. keep picking them up and you have crew slots full of cards you have to start making hard choices about. I was well beyond 50 when voyages and crew infrastructure allowed me to carry balance of chrons forward.
The point that the continuous uncapped generation of chrons would alter the nature of Galaxy and Skirmishes is important. But the run away stockpile would only effect high level players already capable of threshold and out and FF/FE new crew. The nature of play changes considerably once you aren't working on leveling up several cards at the same time. All of which is to say, I don't believe it would result in a dramatic change or disruption in ranking. It would certainly skyrocket the point totals, but the same people are likely to be getting the high rank. For the 1-50 the slow trickle would likely still hold them back from both clearing thresholds and new card to help them do it.
I'm not advocating for uncapped generation. There may be a balance and useful purpose I don't see in the challenges of the first 50.levels. If there is a serious concern with run away chron generation but there is a value seen on not capping generation at low levels I don't see that would be a huge issue. Just have chron generation slow down the farther you get from a soft cap. It will technically keep everyone playing by the same rules. So a level 10 player that walks away for a month won't come back to a million chrons. And a level 80 player who has 10k chrons isn't going to fundamentally alter events because he won't be getting more than a 25 chrons a day or less. But players trapped in the cycle of building multiple cards would have a slightly better ability to complete a build as well as hit a higher threshold to walk out with at least a 3/4. I'm not saying specificly this would be better. Again, maybe the hard cap benefits the game on a way I don't see. But it should be possible to trickle chrons in without disrupting event play.
Who knows, maybe the game could use an entropy mechanism on stored chrons. A yin and a yang to rationalize the mechanics. Before a certain point more are generated than lost. What if past a certain point that balance shifted and chrons started to disappear instead...
They're already messed up because people accumulate chrons over a long time and then then unload them in an event. But then, I have completely given up on ranked rewards on any event anyhow because if you don't sink all your time and/or money into the game, you don't get anything useful out of those anyhow, from my experience. I concentrate on getting the 130k threshold and maybe some above that, but anything else I practically ignore, just like pretty much everything in the game that is ranks or PvP-style elements because all that only ends in frustration in my experience and I don't need a game to build up frustration, I can do that in real life well enough.
-- Dr. Zefram Cochrane, around 2073
^This is true.
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I remember sitting and literally waiting for every chron to regenerate when I first started. It took a few months of playing almost every day to breach the threshold of accumulating them actively instead of passively. I used to use every chron down to 0 so that it would regenerate up to the max THEN claim any chrons on top of that. Before finishing and logging out for the day, use every chron down to 0.
It was frustrating on events and I did buy a heck of alot of the chron packs. I rarely buy chron packs now, rather other packs and deals instead.
So basically it's a transition over time what you need and want. I think this is great for low level players to be ably to build up from below the max faster. Keep in mind you can build up more chrons past the "max", it just means it won't keep generating like those yellow "intel" thingies in a Skirmish Event. The intel is unique for that specific event, which is logical. (Which is why you don't get to keep any unused ones or people could literally collect millions over time.)