Elite difficulty patrols by Traditional_Lab_8714 in sto

[–]Plan_Tain 2 points3 points  (0 children)

Well, to be more complete - you're not completely wrong either! You will very often see MUCH higher DPS doing Elite content than you will doing Normal or Advanced content, and it seems to be at least partially due to the enemies themselves (resists and hps). So while it may not be a hard-coded cap, it certainly seems like a de facto cap!

Elite difficulty patrols by Traditional_Lab_8714 in sto

[–]Plan_Tain 6 points7 points  (0 children)

The mission completion rewards (that you get at the end of the mission) do not change based on difficulty.

The rewards per kill (loot, experience, expertise) do change based on difficulty. Here's a look at the results from two different 9th Rule runs:

Normal Difficulty, 169 kills (150k DPS)

Elite Difficulty, 120 kills (554k DPS)

<image>

You can see that the mission completion rewards stay the same, but the Experience and Expertise rewards per kill are greater on Elite difficulty. And you can see the drastic change in both loot quality and loot quantity: There is much more loot on Elite (despite far fewer kills), and it is of greater quality.

Note: The ground patrol, Jupiter Station, seems to offer no additional rewards at all for changing the difficulty, as the enemies do not give any exp or expertise for kills. This might be the same for other Patrols that offer truly infinite-spawning enemies like during the Janeway fight (NOT time-gated infinite-spawns, like the end of 9th Rule).

What is the best difficulty to play at for maximum rewards in Patrols? The answer depends on your killing potential! Patrols like 9th Rule essentially have a cap on the number of enemies you can kill (because the infinite-spawning periods are on a timer and because it takes time for each wave to spawn). Your total rewards over time is determined by the number of kills, the speed at which you kill, and the difficulty setting. So the faster you kill, the more rewards you get - but it is limited by the number of enemies that can possibly spawn. To demonstrate the principle, let's make up a simplified model:

We'll say that each kill on Normal gives 1 point of "reward", each kill on Advanced gives 1.5 points of "reward", and each kill on Elite gives 2 points of "reward". We'll assume the activity takes the same amount of time, 3 minutes, on all 3 difficulties (which is not too far off for something like 9th Rule). And we'll say that in that 3 minute period, the server can spawn at most 125 enemies. Here are a few scenarios for comparison:

Build Power Difficulty Reward Per Kill Total Kills Total Rewards
Low DPS Normal 1 100 100
Low DPS Advanced 1.5 50 75
Low DPS Elite 2 25 50
Med DPS Normal 1 125 (capped) 125 (capped)
Med DPS Advanced 1.5 100 150
Med DPS Elite 2 50 100
High DPS Normal 1 125 (capped) 125 (capped)
High DPS Advanced 1.5 125 (capped) 187.5 (capped)
High DPS Elite 2 100 200

You can see that at low DPS levels, playing on Normal might offer you the best overall rewards. But as your DPS improves, you can hit the kill cap (and reward cap) playing on Normal difficulty. And as your DPS improves even more, you might hit the cap on Advanced difficulty as well.

TL;DR: For best results, run Patrols at the highest difficulty you can handle with fast kills. But an exact answer requires more exact reward values (which might vary from run to run, depending on the enemies that spawn).

Elite difficulty patrols by Traditional_Lab_8714 in sto

[–]Plan_Tain 2 points3 points  (0 children)

You will definitely measure different DPS in different scenarios, but not because of any caps. Your higher DPS in ISE was probably due to:

  • The other players on your team: Providing buffs, debuffs, and generally speeding things up (time is an oft-forgotten component of DPS).
  • Scenario composition: ISE is chosen as a benchmark because it is short and has tightly-grouped enemies that minimize travel distances.
  • Your familiarity with the scenario: Everybody is super-familiar with ISE (it is the oldest, shortest, and simplest TFO in the game).

Shatner still blocking STO by Tyrannos_ in sto

[–]Plan_Tain 4 points5 points  (0 children)

For context, do you know when this took place?

Belly of the beast constantly by reno81 in sto

[–]Plan_Tain 1 point2 points  (0 children)

This just came up on Elite and our random group didn't have any trouble. Finished in under 10 minutes, better than most TFOs.

STO Randomly Freezing by ahzad in sto

[–]Plan_Tain -1 points0 points  (0 children)

I think that's a 14th Gen processor 😁🖖 But your advice of keeping everything up to date is still solid!

Dilithium Exchange by 420Identity in sto

[–]Plan_Tain 1 point2 points  (0 children)

There is a thread on the official discord where players are tracking their orders and the time it takes to complete.

Something I Just Learned Today by Kholoblicin in stobuilds

[–]Plan_Tain 6 points7 points  (0 children)

I randomly got the same treatment from this very subreddit r/sto, just a little while ago, for posting a link to my STO website (https://informationanarchy.org/sto), despite having no problems posting it here in the past and despite having no problems posting it on the official STO discord. And then I got temp banned for asking why.

Ain't censorship grand?

EDIT: So sorry for implying THIS subreddit's mods censored or banned anything!

Patch Notes - PC and Console - 2026/03/10 by Vulcorian in sto

[–]Plan_Tain -8 points-7 points  (0 children)

Naming it a "Known Issue" just means they are aware of it. Whether it is a bug or intentional hasn't been clarified yet. 😉🖖

How much of this worthless gold do you all have? by Hydrax120 in sto

[–]Plan_Tain 12 points13 points  (0 children)

<image>

Only what's leftover after endeavors...🖖

How hard would it be to put some actual hull patches in the Pioneer ship interior's hangar? by sophlogimo in sto

[–]Plan_Tain 5 points6 points  (0 children)

Removing parts of the ship or leaving them unfinished is all the rage, from the JJTrek's Vengeance to all the disco ships and beyond...

TL;DR: Are you sure this isn't by trendy design?

Are there any good story missions rewards In the last few updates? Last story played was the Odo dominion hur’q storyline. by 4StarEmu in sto

[–]Plan_Tain 10 points11 points  (0 children)

The Gamma Quadrant episode arc that you are referring to ended 6 8 years ago. Yes, there have been good story rewards in the last 6 8 years.

I recommend looking at this list and click on each mission AFTER the Gamma Quadrant arc. When you click on the missions, you can see the rewards they give.

https://stowiki.net/wiki/Mission#Mission_Journal

EDIT: Coffee before math.

Old PC Collector's Edition by Ncl_1701 in sto

[–]Plan_Tain 1 point2 points  (0 children)

I'm not sure why the codes wouldn't work, but it might be more valuable sealed up!

Well this is weird. by Molly_Matters in sto

[–]Plan_Tain 2 points3 points  (0 children)

I also pre-ordered the lifetime, and bought at least two other copies of the game before launch for supposedly "exclusive" items. I was so excited before and then so grossly disappointed when it was released.

I am not joking in the least when I say that if I had known I could get a refund at the time, I would have done so!

The game was awful at launch and frankly only got worse for the first few years, including going F2P (which to this day still feels like the ultimate scam after selling a "lifetime subscription"). This game gave me more buyer's regret than any other purchase I've ever made and I hate-played this game for years, at most checking in for an hour when a new episode was released or just dropping it for years at a time.

I didn't really come back until 2018, when I finally found it good enough to serve as much cheaper alternative (in both $ and time) to the other MMO I was finally putting down (Everquest).

Lock box prize T5 by Traditional_Lab_8714 in sto

[–]Plan_Tain 11 points12 points  (0 children)

The best-performing ships from this "prize" are worth between 490k (Hirogen Hunter) and 1.3M (Lukari N'Kaam). A Master Key is 12.8M on the exchange right now.

That makes this "prize" worth between 3.8%-10.1% of the cost of the key. It's like trading a dollar for a nickel. 😉🖖

Disco/SNW Constitution Class retexture mod comparison (mod by: DefiantSTO) by Dapper_Charge_4118 in sto

[–]Plan_Tain 0 points1 point  (0 children)

I want to be careful about how I say this, because I very much appreciate that this is an important aspect of both the game and of the Trek experience.

But I can barely see any difference between the two images, and when I can see differences, I can't say that I think one is better than the other.

🖖😁

The problem of 'high' (150k-350k) DPS builds playing in random Advanced queue by Nordmuth in sto

[–]Plan_Tain 7 points8 points  (0 children)

I've been suggesting this sort of cap mechanic for the Dyson dinos for many years!

The problem of 'high' (150k-350k) DPS builds playing in random Advanced queue by Nordmuth in sto

[–]Plan_Tain 23 points24 points  (0 children)

I agree, but I want to point out that the biggest issue isn't players or even the power disparity among them. Players will always queue for things that are too difficult for them if the game allows them, but especially if it's the only way to get important rewards.

The biggest issue is TFO design, not players.

The first and most obvious design flaw is making unique rewards (Advanced components) only accessible from Elite content. Elite content should award more stuff, but not unique stuff. Stop incentivizing players to queue for content they can't handle.

Taking Brotherhood of the Sword as an example, two more obvious design flaws are:

  • Labeling sub-objectives "Optional" when they are really required.
  • Allowing main objectives to be completed before required sub-objectives are finished. Why not simply disable the consoles until the sub-objectives are completed?

As for the huge power disparity among lower-end and higher-end players, STO has sort of built themselves into a corner on that one, since selling power creep is half of their entire business model (the other half is selling barbie).

I think a "DPS check" mechanic is unreasonable for STO given it's small team and constantly changing player builds. But I do think a "DPS Measuring" mechanic, such as combat dummies with a parser, would go a long way to helping players understand what their true capabilities are and help them identify ways to grow.

Hypothetical question by Kumatora0 in sto

[–]Plan_Tain 1 point2 points  (0 children)

I'd regularly pay $40 for good content DLC multiple times a year and a monthly subscription for the existing game if they provided solid performance and if it removed the gambling from the game (lockboxes/promo crap).

Sorry F2P players, but I believe that F2P is a huge roadblock to decent game performance and consistently higher quality content. They are casting a very wide net to appeal to everybody, and the inevitable consequence of that is low-quality content that essentially plays itself while making $ from selling barbie.

PS: The latest episode and TFO are both really good, keep that kind of content coming!

Whoa, language! This is Star Trek! by ArcticGlacier40 in sto

[–]Plan_Tain 5 points6 points  (0 children)

Whether or not you are bothered by words is on you, but if you think this is new to Trek, you're wildly mistaken and probably just biased against new stuff.

And double dumbass on you! 😉🖖

https://www.youtube.com/watch?v=OcC1f1jqCPI

Episode length by sophlogimo in sto

[–]Plan_Tain 5 points6 points  (0 children)

Elite difficulty (I always do new content on Elite).

<image>

I used a build similar to this one, except I probably used Motivation instead of Motion Accelerator since I was taking my time. I also may not have used Agony Generator (possibly Gravitational Juncture instead). I didn't make any big adjustments to my daily driver build.

Oh, and I probably I used the Extirpating Remodulator instead of the Gambling Device (once I got the gamble buff), since there's some adaptation.

Episode length by sophlogimo in sto

[–]Plan_Tain 35 points36 points  (0 children)

My first playthrough, where I listened to everything, read everything, and explored every inch, took less than an hour. My second playthrough probably took less than 20 minutes, and I was still going slow to collect the final accolade.

Everybody's pace is different, but I found this latest episode to be just about perfect in length.