Referring to the Patch Notes from 21 July, 2016:
What actually happened: DURATION was extended to 20 Hours.
My understanding:
"Cool Downs" on DOFF assignments = the amount of time before the same assignment could be repeated. Where as "Duration" on DOFF assignments = the length of time before it finished.
Intention was to block repeating this assignment for "farming" purposes.
But changing the duration of that assignment has created these issues:
Can this "cool down" / "duration" issue be looked into? Is it intentional, or a mix up?
Thank you in advance.
I opened this thread because not sure how to move the older one over (plus the other one sounded whiny):
http://www.arcgames.com/en/forums/startrekonline/#/profile/discussions/125696/where2r1
"Increased assignment cooldown on "Turn In Contraband" assignments from 4 hours to 20 hours."
What actually happened: DURATION was extended to 20 Hours.
My understanding:
"Cool Downs" on DOFF assignments = the amount of time before the same assignment could be repeated. Where as "Duration" on DOFF assignments = the length of time before it finished.
Intention was to block repeating this assignment for "farming" purposes.
But changing the duration of that assignment has created these issues:
- Legit players are unable to access 2000 in Dilithium, have to wait 20 hours (full day) instead of 4 hours. Especially difficult on my Temporal Agent, you know upgrade week.
- This has locked up an open DOFF Assignment slot and a Blue Security Officer for 20 hours. My Temporal Agent doesn't have the Fleet Credits to buy more DOFF Assignment slots, nor has enough blue (or higher) DOFFs. I would like to get these items freed up after 4 hours, again.
Can this "cool down" / "duration" issue be looked into? Is it intentional, or a mix up?
Thank you in advance.
I opened this thread because not sure how to move the older one over (plus the other one sounded whiny):
http://www.arcgames.com/en/forums/startrekonline/#/profile/discussions/125696/where2r1