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StarBase Component Drop Rates

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  • High chron (18+) space missions yield the best holos-per-chron ratios. I am able to farm 2-300 per day by focusing on those missions. I believe today I turned in 350.

    Which isn't a fix.

    [quote="My biggest recommendation is to try to hit the next skirmish event that comes along (provided it isn't radically changed). I left the last one with about 6000 Holos in my inventory, easily the most I ever had.[/quote]

    I didn't get holos in any significant numbers from Skirmishes either, even though i came out of that Event with a rank of 2741, so this "solution" may not help many people.
    [DCC] bebe
    Privileged to be Admiral of the Great Fleet
    Dilithium Causes Cancer, maxed Starbase level 134
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  • k, i get that he was using all bonus chrons for space battles to get more intel, we all did the same. but what ever it is, the HoloEmitters didn't drop in any quantities. on a 10X Warp, they simply did not drop, got tons of tritanium, but the drop rate i kept seeing sa more akin to 40:1 or so certainly seemed as with skirmish event i still couldnt put in more than 500 in a single day regardless of how many chrons were put in,
    though i could be wrong, reasoning i suspect that there is a drop rate problem or at least not uniform across the platforms or perhaps a difference across fleets, like not all servers are updating the drop rates or some thing.
    the only reason we have nearly every slot filled is no one has been getting holoemitters in any quantity. the only reason our sick bay has 25k is from before they added on the other rooms and it was a focus untill other rooms had lower number requirements, granted, we could have gotten about 2-4 more room upgrades out of the spread out HE but we would still be in this situation with in a short period of time, now we are holding sickbay as recommended as it is closest to being finished first followed by armory. fastest to finish being preferred presently. we have kept at least 1 build having holo emitters as top need focused, doesnt stop any from scrolling but we did keep it as recommended. our starbase numbers aren't shabby by any means. the 3 side rooms being maxed out. but drop rates are an obvious issue.
    i know we are not the only ones. but every time some one brings this issue up, its like a bunch jump on and try to shame any one saying there is a problem, from what i have seen, in some cases, it borders on net bullying. example; ZSquirrel immediately launched with "horrible SB management" and nothing constructive.
    BTW Peachtree, thank you, for having constructive criticism and not just trash talking.
    DB needs to fire the Ferrengi and higher more Engineers, Rom doesn't count.
    [FSC] Peace Keepers
    Gryphon [****] Adm
  • FlemmingFlemming ✭✭✭✭✭
    BTW Peachtree, thank you, for having constructive criticism and not just trash talking.

    Agreed!

    Intentionally Left Blank
  • Prime LorcaPrime Lorca ✭✭✭✭✭
    StarBase Components Drop Rate have become a subject of contention.
    **
    in that time i have gained less than 1000 Holo-emitters
    are we going to see any kind of fixx or trade of for this.

    I've been farming stuff more and more with space battles. I almost always get 100+ holoemiters each day. Granted, that's still not a lot, it's far better than 1,000 in a month. In the past week, I immortalized 3 crew. I really don't see the space battles farming as hurting my personal progress.

    It's quite a depressing choke point that DB has created. I can sit here and hope that they consider rebalancing, but past experience says that it will not happen quickly or in a way that feels "fair". I wish you luck in your crusade because a rebalancing would likely benefit my fleet as well.
    Farewell 🖖
  • I just don't get why Space battles have a chance of dropping Holos OR the other components - it seems such an obvious fix to make them only drop Holo Emitters
    Come join our fleet! We're a great social group that helps each other. You play the way you want to, participate as much as you want and if you want to be competitive, you can be! Check out our fleet ad:

    https://forum.disruptorbeam.com/stt/discussion/5023/qh-the-oldest-fleet-in-timelines-l91-starbase-daily-targets-met
  • edited July 2018
    if you havnt figured it out by now, I will help. Any game not just this one uses some form of controlling growth of a given goal. Usually there is multiple thing to obtain a given goal. It is easy/lazy to make just one of those things to control the expected time to completion of said goal. In this case, it is DB using holoemitters for starbases. Perhaps, your plea might change this, but from my experiences across multiple games, it won't.

    The fact is the time calculated to pull off a completed starbase is significant, but obtainable. I am curious if they wont bump up another level to keep the goal going.
  • Prime LorcaPrime Lorca ✭✭✭✭✭
    edited July 2018
    DRT wrote: »
    if you havnt figured it out by now, I will help. Any game not just this one uses some form of controlling growth of a given goal. Usually there is multiple thing to obtain a given goal. It is easy/lazy to make just one of those things to control the expected time to completion of said goal. In this case, it is DB using holoemitters for starbases. Perhaps, your plea might change this, but from my experiences across multiple games, it won't.

    The fact is the time calculated to pull off a completed starbase is significant, but obtainable. I am curious if they wont bump up another level to keep the goal going.

    I was initially thinking along these same lines. Then I went to donate to my star base and saw the refresh button. If people don't have more than 700 holoemiters, why would they bother? I wonder if this is having a negative effect on dilithium spending. I'm guessing it's not or they wouldn't do it this way. But hey, maybe they needed this thread to point it out.

    (Edited for spelling and grammar.)
    Farewell 🖖
  • I think that the running of more skirmish event's would be a partial solution (as it does make you run the ship missions) but a 'rebalancing' of the build costs might be the best option. If you halved the holo emitters costs you could easily double the other two without causing as much of a bottle neck, though arguably ultimately cause you to spend more chronitions.
  • i get around 200-300 holos from adwarping daily, helas i ran out of my 8K stack from the skirmish event last weekend couldnt keep up lol. but still donated 700 holos everyday for 3 weeks or so (100% ftp btw)
  • Peachtree RexPeachtree Rex ✭✭✭✭✭
    I can't really speak to the drop rates you're observing. Without more specific information, it's hard to really compare what we're getting.

    The best advice that I can offer is "how many holos per day" do you need to farm to "keep up".

    Since the numbers are a little easier for me to get, let's look at how much it costs to build the last two levels of the stat rooms (base/proficiency):

    Lvl 9 Base: 85k/60k
    Lvl 9 Proficiency: 90k/60k
    Lvl 10 Base: 120k/80k
    Lvl 10 Proficiency: 125k/80k

    On average, we see a 420:280 ratio of common to uncommon components (which simplifies to 3:2).

    To break Holoemitters out, that gives us 3 common : 1 Holoemitter : 1 Transparent Aluminium. Obviously, if you total up all of the HEs vs TAL, the number will be a little rougher since the count varies each level, but this should get us close enough.

    This means that, to keep pace, we need to average 20% of our donations as Holoemitters. If everyone is donating 700 per day (and not DIL resetting their donations) that means they would need to produce at least 140 Holoemitters per day to keep up.

    Some of the bases at lower levels have less favorable ratios, but that still doesn't push the math up much worse than 150-160ish. In my experience (which, I'll agree, doesn't seem to match yours) this is a very manageable number.
  • Cranky (SC) Cranky (SC) ✭✭✭✭✭
    are we going to see any kind of fixx or trade of for this.

    Im pretty sure that the challenge of collecting Holoemitters is difficult by design and so no, there will likely be no fix as it’s not broken.
  • to give you an idea of the drop rates i am seeing
    a 10x run, 180 chrons, 30-40 holoemitters : 150-200 TAluminum
    this is the ratio i get from 4 diferent locations about 1:5
    getting similar results from the 240 10x runs, 1:5 +/-
    520 chrons in today and only 150 HE gain to show for it, vs 600 TAlum
    does a 1:5 seem correct to you.
    to bad the wiki doesn't have the drop ratios per location or at all that i have noticed
    DB needs to fire the Ferrengi and higher more Engineers, Rom doesn't count.
    [FSC] Peace Keepers
    Gryphon [****] Adm
  • Peachtree RexPeachtree Rex ✭✭✭✭✭
    edited July 2018
    to give you an idea of the drop rates i am seeing
    a 10x run, 180 chrons, 30-40 holoemitters : 150-200 TAluminum
    this is the ratio i get from 4 diferent locations about 1:5
    getting similar results from the 240 10x runs, 1:5 +/-
    520 chrons in today and only 150 HE gain to show for it, vs 600 TAlum
    does a 1:5 seem correct to you.
    to bad the wiki doesn't have the drop ratios per location or at all that i have noticed

    I want to clear something up. My focus, here, has been to try to give you suggestions on how you can help fix your current situation. I am well aware that there are things DB could do to make starbase leveling a bit easier. However, discussing what DB could do is 100% unhelpful in getting your fleet fixed in the short term. Thus, this post is focusing on what you could do, not because I'm making fun of you or think you're bad players, but because you actually have control over that and not what DB does (or does not) decide to do to balance things.

    For fun and science, I ran Normal Garak's Gamble (E7M13A) for a few W10s today.

    Run 1: 53 Holos, 136 Tritanium
    Run 2: 50 Holos, 146 Tritanium
    Run 3: 16 Holos, 297 Tritanium
    Run 4: 44 Holos, 174 Tritanium

    Average: 41 Holos, 188 Tritanium, 180 Chronotons
    Total: 163 Holos, 753 Tritanium, 720 Chronotons
    Crons Per Item: 4.4 Chron/Holo, 0.96 Chron/Tritanium

    These numbers are pretty comparable to what you quoted above. I don't think you and I are experiencing any different drop rates.

    I think these are the most likely culprits:
    1. Your fleet has many lower level players that aren't able to generate "enough" chrons from voyages. If a player is only able to make 2-4 hour voyages, they won't have a lot of extra chrons to burn on space missions for Holos
    2. Some members in your fleet aren't focusing on space missions. It really takes some research to make sure you are dedicating significant chronotons to space missions. Sometimes that means running a less efficient space mission just to make sure you get more. If people don't do small things like that, then they won't get as many Holos

    By design, the starbase takes a certain amount of coordination. Namely, you, as a group, need to decide it's worth dedicating a significant part of your resources (chrons) to run extra, possibly unneeded, space missions. I make no comment that this is either good or bad design, it simply is what it is.

    If 4.4 Chrons/Holo holds across all missions (I, honestly, don't know if it does) then a player would have to dedicate 616 Chrons per day to come up with 140 Holos. This is certainly a significant part of any player's daily production, I'm not denying that. However, if the players in your fleet aren't able (or willing) to do that, then you will continue to be in this situation. (EDIT: And, also, consider that ad-warping a 24-cost mission 4 times counts as 96 chrons towards that 616)

    Like I said earlier, I think your best bet (provided they aren't majorly changed) is to try to do some sort of fleet reward for hitting the next skirmish event *hard*. There are lots of chronotons awarded for running lots of space missions. With a kit running the whole time, it is very difficult to NOT rack up a ton of Holos, provided your fleet has the ability to comfortably clear the hardest missions and that they are willing to burn all of the intel that is available to them.
  • Prime LorcaPrime Lorca ✭✭✭✭✭
    to give you an idea of the drop rates i am seeing
    a 10x run, 180 chrons, 30-40 holoemitters : 150-200 TAluminum
    this is the ratio i get from 4 diferent locations about 1:5
    getting similar results from the 240 10x runs, 1:5 +/-
    520 chrons in today and only 150 HE gain to show for it, vs 600 TAlum
    does a 1:5 seem correct to you.
    to bad the wiki doesn't have the drop ratios per location or at all that i have noticed

    I want to clear something up. My focus, here, has been to try to give you suggestions on how you can help fix your current situation. I am well aware that there are things DB could do to make starbase leveling a bit easier. However, discussing what DB could do is 100% unhelpful in getting your fleet fixed in the short term. Thus, this post is focusing on what you could do, not because I'm making fun of you or think you're bad players, but because you actually have control over that and not what DB does (or does not) decide to do to balance things.

    For fun and science, I ran Normal Garak's Gamble (E7M13A) for a few W10s today.

    Run 1: 53 Holos, 136 Tritanium
    Run 2: 50 Holos, 146 Tritanium
    Run 3: 16 Holos, 297 Tritanium
    Run 4: 44 Holos, 174 Tritanium

    Average: 41 Holos, 188 Tritanium, 180 Chronotons
    Total: 163 Holos, 753 Tritanium, 720 Chronotons
    Crons Per Item: 4.4 Chron/Holo, 0.96 Chron/Tritanium

    These numbers are pretty comparable to what you quoted above. I don't think you and I are experiencing any different drop rates.

    I think these are the most likely culprits:
    1. Your fleet has many lower level players that aren't able to generate "enough" chrons from voyages. If a player is only able to make 2-4 hour voyages, they won't have a lot of extra chrons to burn on space missions for Holos
    2. Some members in your fleet aren't focusing on space missions. It really takes some research to make sure you are dedicating significant chronotons to space missions. Sometimes that means running a less efficient space mission just to make sure you get more. If people don't do small things like that, then they won't get as many Holos

    By design, the starbase takes a certain amount of coordination. Namely, you, as a group, need to decide it's worth dedicating a significant part of your resources (chrons) to run extra, possibly unneeded, space missions. I make no comment that this is either good or bad design, it simply is what it is.

    If 4.4 Chrons/Holo holds across all missions (I, honestly, don't know if it does) then a player would have to dedicate 616 Chrons per day to come up with 140 Holos. This is certainly a significant part of any player's daily production, I'm not denying that. However, if the players in your fleet aren't able (or willing) to do that, then you will continue to be in this situation. (EDIT: And, also, consider that ad-warping a 24-cost mission 4 times counts as 96 chrons towards that 616)

    Like I said earlier, I think your best bet (provided they aren't majorly changed) is to try to do some sort of fleet reward for hitting the next skirmish event *hard*. There are lots of chronotons awarded for running lots of space missions. With a kit running the whole time, it is very difficult to NOT rack up a ton of Holos, provided your fleet has the ability to comfortably clear the hardest missions and that they are willing to burn all of the intel that is available to them.

    I love the way Trekkies break things down. I don't interact with people who break things down in such detail. I've played similar games and the forums just don't have the same way of observing and explaining things. I just want everyone to know that I love this community. <3
    Farewell 🖖
  • Thank you PeachTree, that helps a lot actually.
    i was just figuring it might have just been us or drop rate issue.
    as this is the first time we have had total lock up like this. we have all ways had some thing open in need of donations that members could put into.
    i am sure it doesn't help that we have several members on 2-4 week vacations.
    life, i guess i just have to **tsk tsk** lemons for a bit. and hold a officers meeting with the fleet.
    DB needs to fire the Ferrengi and higher more Engineers, Rom doesn't count.
    [FSC] Peace Keepers
    Gryphon [****] Adm
  • ok so apparently acording some the holo emiters are not a problem
    Holo Emiters are not just Rare, they are down right Legendary.
    yet in the ST universe it seems Holo emiters are practicaly on every ship, starbase, and can be found all over the alfa quadrant. so why are they still so hard to obtain. seriously, this is rediculas.
    so please explain this, and yes we specificaly do space battles to get more holo emiters.

    3rmdsj32642e.png

    Please don't take any offense at this as I agree that Holos are ridiculous to farm. However your situation isn't helped by the haphazard way people are donating here. It looks as though you have no recommended rooms to let people know where to focus, how active is your fleet chat?
    Come join our fleet! We're a great social group that helps each other. You play the way you want to, participate as much as you want and if you want to be competitive, you can be! Check out our fleet ad:

    https://forum.disruptorbeam.com/stt/discussion/5023/qh-the-oldest-fleet-in-timelines-l91-starbase-daily-targets-met
  • Please don't take any offense at this as I agree that Holos are ridiculous to farm. However your situation isn't helped by the haphazard way people are donating here. It looks as though you have no recommended rooms to let people know where to focus, how active is your fleet chat?

    no offense taken, :-)
    i set all to normal to do image grouping, but Sick Bay is the only recommended room presently. and will be shortly followed by the Armory. and then each of the level 4 builds in turn. till we can clear this debacle.

    as a social fleet, our chat tends to explode, but we also have a fair number of members that don't pay to much attention to chat either :-?, i keep posting about the issue but we some times get rather chatty and the notice disappears off the top. LOL, but they do at least put in, also new player who are in training.
    also posted in the admirals notice. but again a number of players that dont read much.
    any how we are working on it, its just a real pain in the manure factory. figured DB would have addressed this issue by now, but i guess not. as this creates a serious stagnation.
    DB needs to fire the Ferrengi and higher more Engineers, Rom doesn't count.
    [FSC] Peace Keepers
    Gryphon [****] Adm
  • [QH] Captain Ziggy[QH] Captain Ziggy ✭✭✭✭
    edited July 2018
    Please don't take any offense at this as I agree that Holos are ridiculous to farm. However your situation isn't helped by the haphazard way people are donating here. It looks as though you have no recommended rooms to let people know where to focus, how active is your fleet chat?

    no offense taken, :-)
    i set all to normal to do image grouping, but Sick Bay is the only recommended room presently. and will be shortly followed by the Armory. and then each of the level 4 builds in turn. till we can clear this debacle.

    as a social fleet, our chat tends to explode, but we also have a fair number of members that don't pay to much attention to chat either :-?, i keep posting about the issue but we some times get rather chatty and the notice disappears off the top. LOL, but they do at least put in, also new player who are in training.
    also posted in the admirals notice. but again a number of players that dont read much.
    any how we are working on it, its just a real pain in the manure factory. figured DB would have addressed this issue by now, but i guess not. as this creates a serious stagnation.

    Unfortunately I think stagnation is what they aimed for with this one. Well not stagnation but certainly a slow down. I'm assuming you use in game chat rather than a third party? It's too easy to lose messages in that for my liking - not enough ability to scroll up to past messages.
    Come join our fleet! We're a great social group that helps each other. You play the way you want to, participate as much as you want and if you want to be competitive, you can be! Check out our fleet ad:

    https://forum.disruptorbeam.com/stt/discussion/5023/qh-the-oldest-fleet-in-timelines-l91-starbase-daily-targets-met
  • Unfortunately I think stagnation is what they aimed for with this one. Well not stagnation but certainly a slow down. I'm assuming you use in game chat rather than a third party? It's too easy to lose messages in that for my liking - not enough ability to scroll up to past messages.

    a lot of general chat does go on the game chat, we have set up a discord, a FB group page for announcements, and keep a GDoc (google doc) announcements, tips, tools, & lists page also, but only a limited number use them, many shy away from FB or flatly refuse to use it. others have connection problems or not as tec able as i and a few others are, small screen phones.
    Luckily the fleet founding Admiral has finally relented the reins over and i have shaped up the fleet considerably compared to what chaotic disarray it was when i first started playing. we do have a decent bunch of anchor players and we have fleet loyalty going for us. :-)
    with this weeks coming galaxy not so sure how well holo farming will go, but fingers crossed.
    DB needs to fire the Ferrengi and higher more Engineers, Rom doesn't count.
    [FSC] Peace Keepers
    Gryphon [****] Adm
  • [QH] Captain Ziggy[QH] Captain Ziggy ✭✭✭✭
    edited July 2018
    During a Galaxy everyone should feel justified in hitting whichever missions they need. Doesn't hurt to suggest people use ad warp for ship battles though.

    Of the chat options you mention there Discord is probably the most flexible and least off putting. I'd consider consolidating everything there so people have one place to look for everything - it also makes it easier to make sure you don't miss anything from them. Otherwise your communication could start looking like your Holo distribution
    Come join our fleet! We're a great social group that helps each other. You play the way you want to, participate as much as you want and if you want to be competitive, you can be! Check out our fleet ad:

    https://forum.disruptorbeam.com/stt/discussion/5023/qh-the-oldest-fleet-in-timelines-l91-starbase-daily-targets-met
  • Commander SinclairCommander Sinclair ✭✭✭✭✭
    The main thing is that most players only take the top missions from the list when doing their dailies, which are almost ALWAYS away missions, which don't drop Holoemitters. I think DB counted on this when they designed the Starbases.

    It's just a matter of being attentive to the needs of the Starbase, which is the job of the top ranked Fleet personnel to remind players. I try to use Space Battles only when farming equipment for crew building and dailies, except when not possible. Sure it takes a little more time to scroll down and decide which mission, rather than mindlessly hitting the top one with 5•.

    Galaxy Events are the ONLY time I have been able to hit the 700 per day contribution of Holoemitters. (Which costs around 1800-2400 chrons.)
    I want to become a Dilionaire...
  • Peachtree RexPeachtree Rex ✭✭✭✭✭
    Sorry for the Necro, but I thought I'd try and follow up if you guys have seen any daylight in terms of Holoemitter farming following the recent skirmish event.
  • Dirk GundersonDirk Gunderson ✭✭✭✭✭
    Sorry for the Necro, but I thought I'd try and follow up if you guys have seen any daylight in terms of Holoemitter farming following the recent skirmish event.

    Both Skirmish events have been wonderful for holoemitter farming. I think I donated maybe 2000 more than normal over the course of this weekend, which is a good chunk towards that next level of Transporter Room.
  • Peachtree RexPeachtree Rex ✭✭✭✭✭
    Sorry for the Necro, but I thought I'd try and follow up if you guys have seen any daylight in terms of Holoemitter farming following the recent skirmish event.

    Both Skirmish events have been wonderful for holoemitter farming. I think I donated maybe 2000 more than normal over the course of this weekend, which is a good chunk towards that next level of Transporter Room.

    Yea, I'm, personally, sitting around 9k right now, but the OP had expressed an inability to farm them even during the last skirmish. I was hoping they were able to right the ship in some capacity.
  • Dirk GundersonDirk Gunderson ✭✭✭✭✭
    Sorry for the Necro, but I thought I'd try and follow up if you guys have seen any daylight in terms of Holoemitter farming following the recent skirmish event.

    Both Skirmish events have been wonderful for holoemitter farming. I think I donated maybe 2000 more than normal over the course of this weekend, which is a good chunk towards that next level of Transporter Room.

    Yea, I'm, personally, sitting around 9k right now, but the OP had expressed an inability to farm them even during the last skirmish. I was hoping they were able to right the ship in some capacity.

    Drop rates are still bad but having a pantsload of chrons can make up for that. Hitting the Warp 10 button on Hounded, Lashing Out, Into His Own Hands, and A Bold Move (all on Epic) not only really increases the number of holoemitters you get but also provides a nice bounty of super rare casings, super rare databases, super rare sensors, and rare clothing patterns...heck, I Warp 10 spammed The Rings of Time on Epic a couple times just to drop a few 4* clothing patterns even though I didn’t get holoemitters, because it’s so nice to be able to do those missions in bulk without a day’s worth of ad warps or using up all of your voyage chrons.
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