the r9 free ships tho are very good i think. i like to choose between 5 of them in my line up mixed with a premium one depending on what i feel like using. the ship roles without a free r9 version sucks a bit like the tackler for example
In fact, the 3 r9 empires are really powerful.
Kite too.
Then I think that premiums are better.
eagle b is rubbish, i bought one when i bought my nukem and stopped using eagle b within the week :005j: kite is much more versitile
With higher population that time will effectively be reduced by noticeable amount, since there are so many contracts directly affected on how many players in the game, lets say to 2 hours (even though i think it even be less than that).
That is to long for you? Shorter would be completely eliminating mk1-mk3 progression what so ever.
Are you expecting to upgrade all of your t5 ships by playing t2-t3 within a week or something?
What IS a good voucher gain rate for you?
Kosty, let me bring you closer to the big picture, you fail to see, and soothe your fears (which sound quite elitist btw.):
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mk1-3 progression won’t be broken, because the voucher system is capped by the cooldowns of the contracts.
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this means, while the voucher-earning-curve now starts up faster, it reaches the same plateau, and with the higher requirements, even slower (which in fact means, over a longer time period, you gain less, than before, for the same effort, while the total acquirable vouchers stayed the same)
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even with faster progression, this game would work, maybe even a lot better
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fairy tales about “higher populations” aside, which is the work of advertising, our current biggest issue is “holding players”. even if i do agree, you can get a little bit more vouchers, if you are more casual, with the new system, even after the voucher nerfs… fact is, online players should have increased over the last year, even without advertising.
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the grind is only in place, because of an assumption, customers will try to bypass it by paying GS. while i can live with that, this assumption is simply wrong for just so many reasons… but that’s another story
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progression should in the end not be the main reason people play this game; having said that, being able to at least gear up 1 module per day with casual play should be possible in your current tier. We are far from that.
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you are right tho to say, the new system is still better than the old one, especially if you change your contractors and try to farm for all factions, i am not denying that. it’s still a good move forward, it was the move backward after that upset ppl.
the ship roles without a free r9 version sucks a bit like the tackler for example
The katana-ae, even tho r8, can hold up very well with other R9 premiums, like parallax or bear, in fact, it’s a lot better than those two, for tacklering. the silent fox still has the advantage of having 50% extra range on the modules, a fact a lot of people fail to use; i made a lot of kills and maniacs with the silent fox while i synergized it, game after game. I was surprised myself about that ship, it being usually the easiest kill…
The eagle-b works best with adaptive fit, while the kite is much more versatile; still, with adaptive, eagle-b works better than the kite.
i don’t agree to the problems u people see in T3. most free R8&R9 ships are pretty viable.
i also would not fiddle with that, because it’s actually the only tier really holding everything together atm.
you need golden ships to enjoy it for longer times, true, but hey, that is perfectly okay in my book, it’s a good choice to integrate DLC ships there.
in fact, the only ship which is really and clearly better in its golden form, is the empire LRF. people dont seem to mind that, given how many even equip more than one sniper…
eagle b is rubbish, i bought one when i bought my nukem and stopped using eagle b within the week :005j: kite is much more versitile
Yes. I was thinking about It. Just Said the wrong name.
If you want to be heard, vote with your wallet. Don’t fund a game you feel is going in the wrong direction.
InB4LockandDamageControl
I can’t vote with my dollars when I have over 17k of GS sitting there. How to waste it enjoyably?
Rearranging the ship tree wouldn’t change the Shark issue (it’s not a big issue, but it’s there). It would help T3, but I suspect we’d still see the killsquads and uber-builds favouring premium ships.
People who fly premiums probably tend to do so because they have the higher tiered ships of the line but want to stay down a tier. It could be queue times of higher tiers or it could be difficulty. There’s little benefit to flying most credit ships once they’re maxed out on synergy if you have a premium that can replace it. The premiums get more free synergy, more credits, and no repair costs.
Is there any chance of contracts being fulfilled by the invasion mode? Also, there’s nothing shown for me to upgrade modules with GS.
I have no idea where to report this so I’m posting it here…
http://i.imgur.com/xgIxJKp.jpg
As u can see, the contract progress is stuck and i can’t do anything at all :003j:
I can tell you that the current contract system is a mess and not balanced at all. Requirements changed, but not the rewards, which are the same as before. I suspected that the reason behind it is, that now you are able to complete all of the contracts not just in PVP, but in PVE mode as well, so they have raised the requirements for each tier. 15 of them active is good and it makes sense. I hope they stay active, if you got some progress on some, when you change to a different faction.
Of course, that’s not the case here, because I forgot, that I got an active PVP contracts from yesterday, so I actually unintentionally “lied” to someone, who asked me, if the new contract system is better.
I will tell the truth now. It’s worse, much worse than I could have imagined. More grind for the same amount, plus I got a premium license + all DLC’s to get a bit more, so that at least, it was still “balance in the force”.
Now most of contracts are broken, especially for T5, however, to what extent, I do not know. What I do know, that they were able to be completed in PVE and they worked fine before.
I am suggesting the following changes:
1.)Premium license should additionally grant you access to contracts, which are one tier higher, so if you got T3 ships, you can actually select T5 contracts as well and not T4 like before.
2.)Basic or a premium account, it doesn’t matter, you should be able to complete ALL of the contracts in PVE now, not just PVE related, because the description don’t mention any PVP restrictions for certain contracts.
2a.)Only a premium account can grant you access, so that all PVP contracts can also be completed in PVE.
3.)I want higher rewards yields. Seriously. 10 multiphase shield activations, while you kill someone to get 18000 loyalty vouchers? It used to be 3. This is simply unbelievable and bizzare.
Multiply reward factor as well, not just the requirement factor! Keep it balanced and worthwhile! Then you will reward us, players, which provide you with our money to support you in the future.
Keep us happy, but don’t punish us with choices which are not logical. I am certainly hoping that you will heed my request.
If nothing happens, there is only one thing to do.
1.)Quit the game, until it’s fixed, if it gets fixed at all
2.)Use the Search function to find my thread Loyalty Vouchers, Who needs them or just click here [http://forum.star-conflict.com/index.php?/topic/23354-loyalty-vouchers-you-need-them-take-a-look/](< base_url >/index.php?/topic/23354-loyalty-vouchers-you-need-them-take-a-look/) to envy good old times, when contracts were still within "reasonable boundries.
3.)Use constructive criticism, like I just did. Your opinion matters. It’s a drop in a ocean, but many drops can actually gets you drowned, if you don’t learn how to swim. Compare my metaphore with this game and you will understand.
I said enough already.
Please, someone should translate my post in all supported languages, especially Russian.
Edit reason: I fixed some grammar errors on my part. I bet some are still there.
alot of the rewards have been lowered slightly
So another game night:
2 HOURS in T3 SOLO, population online <900, was quing to ANY regions so was having mostly RU servers with 8v8-12v12 games
→ 
So I made around 200 000 K vouchers within 2 - 2.5 hours session that is almost 3x passive T3 modules to MK3,
I don’t care how it works now, mechanics, values what it takes, requirements,
final results is I am personally having huge improvement in my voucher gains.
EDIT: I apologize, cut 40k out of this number, i got it as Sec Con reward, and it should not be taken into the account here.
So I made around 200 000 K vouchers within 2 - 2.5 hours session that is almost 3x passive T3 modules to MK3,
which is why overall the system is still better, than before, even if i don’t consider you to be average joe; you can do most of the contracts in the first few hours, switch contractor and so on. but you aren’t earning more in total, once everything is on cooldown.
i don’t think anybody is complaining about that particular part, especially now you can really do more contracts in a few games, especially with those factions where T3 also counts in some T4 missions if you play T3 while actually being higher up.
But since finished ones are on cooldown anyway, why increase the requirements, especially with daily missions in the higher tiers?
One thing I have to make clear tho: I don’t think anybody earns less now. since while you are finishing higher tiered contracts, you can at the same time finish all the contracts before them; you just are able to reach all the cooldowns faster, which takes a while anyway with 6 contractors.
Since we can now finish more 1h contracts, it still gives us better performance in earning vouchers.
alot of the rewards have been lowered slightly
ok maybe a bit less, but at least, the upsides might balance that loss.
edit: another upside tho, i have to forward, is actually, that you do not have to understand all the contracts anymore, to fullfill them. might sound a bit weird, but for people who have no native translation this is a big plus.
I agree, that cool downs introduce a forced cap on progression, but how long a game session should be to put majority of contracts on cd within 6 factions? 6-7 hours (assuming r1-r12 contracts)? Don’t forget there are plenty of contracts that are on short cd, those will reset multiple times during that session, cd hard cap is only truly affect those that can invest tremendous amounts of time playing a game, even then they still make way more vouchers than average players, and on top of that there are still voucher drops and no cd or short cd contracts.
So another game night:
2 HOURS in T3 SOLO, population online <900, was quing to ANY regions so was having mostly RU servers with 8v8-12v12 games
→
So I made around 200 000 K vouchers within 2 - 2.5 hours session that is almost 3x passive T3 modules to MK3,
I don’t care how it works now, mechanics, values what it takes, requirements,
final results is I am personally having huge improvement in my voucher gains.
EDIT: I apologize, cut 40k out of this number, i got it as Sec Con reward, and it should not be taken into the account here.
The problem is, yes, if you were playing T3 only, vouchers income is better, but if you were playing T4 or T5 (so, you had access to rank 12-15 contracts) then your income is lower, because of the insane new conditions.
As many told here before, I used to do a single round of just making the big contracts (Rank 15-12-9) which upon completion gave me (a total of about 40 k vouchers) Most of the time, they could be made in 2 games, so in 12 games (with some luck in wins) I could get around 240k vouchers for all the factions.
Now, I need to play around 10 games per faction to get the big contracts. The smaller contracts I’m getting in between don’t balance the epic grind I need now to get the big contracts.
Winning 6 games for 3000 vouchers or 20k efficiency for 4000 vouchers is not worth my time.
So now, with the new contract system, big contracts are useless, or just hardcore grind material.
I really, really like to have already all I wanted purple…
It takes about 5-7 games per faction to get MOST of the “small” contracts out of the way anyways, so while you are doing those you can do your r13-15 contracts in T5, you do all of them in the same time , dont segregate them, and when you combine them together, I really don’t see a problem here, while T5 progression is slower than T3, it is still faster and way more convenient than it use to be for majority of players.
The biggest hit is on people that only play 3-4 games per day, since it takes longer now.
It takes about 5-7 games per faction to get MOST of the “small” contracts out of the way anyways, so while you are doing those you can do your r13-15 contracts in T5, you do all of them in the same time , dont segregate them, and when you combine them together, I really don’t see a problem here, while T5 progression is slower than T3, it is still faster and way more convenient than it use to be for majority of players.
The biggest hit is on people that only play 3-4 games per day, since it takes longer now.
That is what I wanted to say, before you had a great income burst the first 10 or 12 games, then you could do the smaller contracts for “bonus” vouchers. Now it is the opposite, you have a very slow income and after 10 games you get the burst for each faction. It forces you to play a lot to get the contracts
The biggest hit is on people that only play 3-4 games per day, since it takes longer now.
Which is exactly the problem. Pretty much every grind based game out there speeds up progression for those who play less so they do have a chance of catching up to those who play a lot. The daily x2 for first win is part of such a system. But for loyalty, which is the only thing that actually needs to be grinded in this game aside from monocrystal dailies, progression is now the opposite. As someone who plays less you get heavily penalized now, squashing any hope of ever growing this game’s player base substantially.
3-4 games is an hour of play time. That’s not a small amount of time by any means for those who have lifes outside of the game. It gets diminished even further if you decide to participate in Invasion content/grind for monocrystals.
If you add to that all the broken contracts my progression has basically been stopped cold compared to what it used to be.
3-4 games is an hour of play time. That’s not a small amount of time by any means for those who have lifes outside of the game.
This has nothing to do with voucher progression mechanics, and heavily dependant on population, which is different story, my games on average are ~5-6 minutes long, assuming higher population and lower queue times you can as well have 10 games in an hour.
We do not know how invasion will be, all indications are that invasion mode will be fused into the game on way more levels, but for now it is something standing separately from main gameplay.
The argument between those that play 1 hour day vs 24/7 regarding progression comes up in every single game that has any sense of progression. 1H guys want to progress almost as fast or even faster than those that play multiple hours or those that play 24/7, and it never made sense to me.
We have relatively middle ground (mechanics vise, ignoring low population again and again), benefiting majority of average players the most.
Yeah, slowing progression for short burst players is a bad move. Typically, my Star Conflict gaming is an hour a day at most before work - 3-4 matches tops. I want to get the high value contracts done in that timeframe to ensure a steady loyalty income. If I need to sink 2+ hours into contracts, my income essentially gets cut in half.
The new contract model severely punishes short burst, daily collection and casual play styles. It only rewards the no-lifer gaming circles.
Play for fun… Vouchers will come btw!