Quipment power reduced, cost increased.
in The Bridge
The standard gold quipment available to all crew has been nerfed, and their cost increased.
What used to grant +550 and cost 7/7,
now only gives +500 and costs 8/8.
Was this announced?
What used to grant +550 and cost 7/7,
now only gives +500 and costs 8/8.
Was this announced?
2
Comments
Way to encourage people not to play continuum missions.
I may be a born again vip 0 after this one.
No, not all of them. They just nerfed trait-locked quipment for (Bajoran, Klingon, etc.) crew that players have retrieved and cited the last few months. Why should players trust them to not do that again after we go and retrieve/fuse the next awful crew in line?
From experience, we shouldn’t. Going forward, if it seems too good to be true, expect a nerf.
Don’t plan out your cites or retrievals to help a card that will get nerfed.
except if u want to annoy the player base.
- Better cards?
- Components / Quipment?
We are listening, let us know what you have in mind. LLAP
1. Don’t nerf something that has been in practice for months or longer. If your team perceives a balance issue, unplug the feature and fix it immediately.
2. In reference to item 1, communicate these things in a timely manner. An example of not communicating in a timely manner would include posting about a nerf after the fact.
3. Have your game designers work on making existing features more fun and engaging. Take a census of what players are spending the most time doing, and make those things more fun.
4. Suggest to your game developers that they should play the game outside of the developer environment and understand its functionality and flow without the perks of limitless resources.
AGREED.
Don't be tone deaf. You know what players want. They have been telling you for months. You then made it worse, screwed up the communication of the change, saw the response, and instead of acknowledging the problem caused by your own mistakes made a generic post like this asking what players want instead of acknowledging how you screwed up.
1) Un-nerf your change
2) Fix the med and sci imbalance
3) Make the first refresh free
4) Remove the merits from the rewards and provide quantum, dil, and the new 5* crew
5) Reduce the skill threshold while adding failure penalties and more complex paths to encourage strategic thinking in planning the crew.
I’d echo the comments of others on this topic in terms of nerfing and balance. A big problem with the feature is a problematic UI. We don’t know how long until the continuum missions reset until the day before. We don’t have an alert showing that canisters are full. It would be helpful to have a way to quip crew in the crew selection menu of continuum missions.
An honest question: Do you yourself believe it when you write that?
because very few of us, if indeed any at all, do... The previous community manager did listen, but you have proved over and over again that you dont (or alternatively are so uninformed about the game mechanics that you dont begin to understand what is being said).
You pop into this forum a couple of times a week, look through treads and sprinkle in platitudes about listening, while openly ignoring literally hundreds of comments on the points you are asking for advice about.
For reference:
according to Marriam-Webster (not my favorite, but this is an American game...)
Listening:
1: to pay attention to sound
2: to hear something with thoughtful attention : give consideration
3: to be alert to catch an expected sound
So again, do you honestly believe that is what you are doing? Or do you know that you are just going through the motions so that the powers that be can pretend they care about player input?
The feature is not currently balanced properly. Linking gear type rewards to the skill check (ie: the current system) means we will always have too many Dip and Sec rewards and not enough of the other three skill types, especially Med. And this also includes the research and database quipment components; there is a clear bias on the database side of the rewards. The rewards need to be randomized AND evenly distributed, so there isn't an over abundance in one skill type or between the research/database components.
As things currently stand, there is less incentive to do multiple rounds of C-Missions (ie: spend dilithium), if you're just going to get the same rewards over and over again. Bylo's situation is a perfect example that if you make the wrong decision days, or even weeks, before you can end up in a hole you can't correct, no matter how much you spend. That's not good for anyone.
The only information on the crew's colored horizontal strip is the crew's actual level -- which always is 100. That's useless info since only FF/FE crew can run Continuum missions! Replace that bit with the crew's Continuum-level and current Continuum-experience ratio just after the crew's name. This would be helpful (see attached diagram). Thanks.
Love this idea.
Omg, I can't awesome this enough times. That would be HUGE.
They are not mutually exclusive. Better quipment for some of the older cards would be welcome. Better cards that don't need great quipment to still be useful are also welcome.
If that's what you think @Admiral_C We will not argue with you.
LLAP
I posted earlier a suggestion for a major improvement of the Continuum function without altering any of its present mechanics. It looks like everyone here agrees with this approach as a beneficial evolution. I also sent this as a suggestion via normal channels. A constructive response would be appreciated.
you can refresh/restart the missions for 50 dilith
And the crickets sing.