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TRIBBLE Maintenance and Release Notes - March 11, 2014

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    amosov78amosov78 Member Posts: 1,495 Arc User
    edited March 2014
    All kit and armor visuals are now part of the Costume system. You can set your costume up to look like whatever you want to look like. If you don't want it to show the Kit Visuals, just don't add Kit Visuals to your uniform. The goal here is to get back to the root of allowing players to look like whatever they want to look like, as much as is feasible within the constraints of our multiple species and rigs.

    Can bridge officers use the kit visuals as well?
    U.S.S. Endeavour NCC-71895 - Nebula-class
    Commanding Officer: Captain Pyotr Ramonovich Amosov
    Dedication Plaque: "Nil Intentatum Reliquit"
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    sirboulevardsirboulevard Member Posts: 722 Arc User
    edited March 2014
    Nothing is being changed with it. It's still a fine old-school kit. You can re-make a modern version of it in the new system if you want to.

    I personally would. I think it would be a great reward for a special event or for those of us with T5 Omega Rep.
    [SIGPIC][/SIGPIC]

    TRIBBLE Hydra! Hail Janeway!
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    fbreprimefbreprime Member Posts: 0 Arc User
    edited March 2014
    All kit and armor visuals are now part of the Costume system. You can set your costume up to look like whatever you want to look like. If you don't want it to show the Kit Visuals, just don't add Kit Visuals to your uniform. The goal here is to get back to the root of allowing players to look like whatever they want to look like, as much as is feasible within the constraints of our multiple species and rigs.

    I really like what I'm seeing with these changes. That said, if you folks are wanting to give us more customization freedom, is there any chance you'll revisit some of the special boffs for season 9 (Embassy Romulans, FE reward Boffs, Borg science Boff, Photonic Boff, etc.)? I'd love to put my Embassy Romulan quadruplets in proper RR uniforms. ;)
    I am Elachi! All other sentient lifeforms must bow before Elachi! Yo soy Elachi! For those of you who don't "habla Iconoa", Elachi is Iconian for.. The Achi!
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    twamtwam Member Posts: 0 Arc User
    edited March 2014
    twam wrote: »
    Also, does the stack drop if we get out of range? OP contains "while in range" clause, but the stack dropping would be a nuisance, what with all the escort-type ships behaving like ADD squirrels on PCP, these days.
    Yes, but it also already did/does.

    Hm, I could've sworn the debuff hangs on for a bit when you get out of 10 km range in its current form - wishful thinking, I guess.

    Thanks for all the communication btw, awesome :)
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    mightybobcncmightybobcnc Member Posts: 3,354 Arc User
    edited March 2014
    Definitely a bug. Sorry about that.

    Whatchoo doin up so late?

    Joined January 2009
    Finger wrote:
    Nitpicking is a time-honored tradition of science fiction. Asking your readers not to worry about the "little things" is like asking a dog not to sniff at people's crotches. If there's something that appears to violate natural laws, then you can expect someone's going to point it out. That's just the way things are.
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    tarastheslayertarastheslayer Member Posts: 1,541 Bug Hunter
    edited March 2014
    I am loving a lot of the changes here but I am a little confused about one thing. The new kit that you have to slot powers into, where would one get the fleet equivalent of that for the five powers? Would they be a loot drop or would they be purchasable from the Fleet?

    And a second question while I'm at it. If we have the old kits can we please have the option to trade them in for their constituent parts or even our resources back for the fleet ones? I vaguely remember there being something similar for the Andorian weapons a while back.
    Ten soldiers wisely led will beat a hundred without a head. - Euripides
    I no longer do any Bug Hunting work for Cryptic. I may resume if a serious attempt to fix the game is made.
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    captainjgeecaptainjgee Member Posts: 144 Arc User
    edited March 2014
    Kit revamp a massive fail. Tactical kits remain the weakest kits and the Engineering kits the most powerful kits. Why can't a Tactical use Turrets? Makes more sense if a Tactical can use turrets, an Engineer use Shield gens and a Science use Medical gens. As always Cryptic has missed a chance to make the game better, instead it remains exactly the same, just a PR stunt. Classic Cryptic misdirection. Complete waste of time and money on Cryptic's part. I have real dread for the Crafting revamp if this is what they have to offer. BTW the kit UI is awful, perhaps you should colour code the modules and make the icons clearer. :(:(:(:(
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    rahmkota19rahmkota19 Member Posts: 1,929 Arc User
    edited March 2014
    My god.

    Cryptic, you did it.

    I'm gonna return to Tribble. I had left it after the Free Romulan Tribble giveaway to everyone, but now I feel the urge to test again. I'm even gonna lobby in my fleet and its allies to see who I can convince to Tribble along with me.


    Seeing this, I can only think that all of this is better than Season 8! And I'm guessing that there is more to come!
    Thank you Cryptic!
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    sfc#5932 sfc Member Posts: 992 Bug Hunter
    edited March 2014
    Season 9 is going to be one of the best yet, I can see it now.


    I'm waiting to see how they do the Undine rep after the Dyson rep fiasco. However however they do it I'm sure it'll be fine.
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    mirrorchaosmirrorchaos Member Posts: 9,844 Arc User
    edited March 2014
    General:
    Resolved an issue which would occasionally warp players into completed maps for:
    • Deep space encounters, Borg red alerts, and the Tholian red alert in Tau Dewa.

    at long last. that annoying issue is fixed.
    T6 Miranda Hero Ship FTW.
    Been around since Dec 2010 on STO and bought LTS in Apr 2013 for STO.
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    futurepastnowfuturepastnow Member Posts: 3,660 Arc User
    edited March 2014
    I hope the MACO/Omega/KHG armors keep their visual option, as it's very important to boff customization (since they can't change slot types).
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    ridddickxxxridddickxxx Member Posts: 479 Arc User
    edited March 2014
    Ok, this mission if fun, i will not go into details, i dont want to spoil it for anybody.
    We were just on elite mode.
    The map is amazing, but i must say my laptop was overheating, and that is not happening usually. (8 GB ram, i5 3210, amd hd 7670m).
    Older computers with minimal requirements might have problems with the mission.
    Undine ships and their weapons also really nice looking.
    Borg? Forget about them, undine kick a.... my ship needs a new paint job, i died like 20 times :eek:
    2nhfgxf.jpg
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    ursusmorologusursusmorologus Member Posts: 5,328 Arc User
    edited March 2014
    you should seriously consider making HE an eng power. and i mean SERIOUSLY. right now, the best healing platforms are the ones that can stack as much sci as tey can eng, with a COM eng. this is because 2x of TSS and HE is the key to the most powerful healing. ET and AtS are good spot heals, but the sci heals are what make people unkillable for a duration. and eng DESPERATELY needs more choices in the first 3 ranks, right now a cruiser with both a COM and LTC eng is guarantied to be a worse ships then a cruiser with ether a tac or sci LTC, because whats most useful in any role you want to use the cruiser for is found in those high level sci or tac stations, not an abundance of eng powers.
    This has my vote
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    lucho80lucho80 Member Posts: 6,600 Bug Hunter
    edited March 2014
    The change we're testing de-couples sensor analysis from your hard target. It lets you pick a target to analyze by using a power on them, and does not require that they remain your target to build up stacks. It builds up to 30% effectiveness over 18 seconds, and it allows you to analyze allies as well as foes, giving you a healing bonus to analyzed allies.

    The change is testing really well internally and should be on Tribble soon, which is why I'm comfortable telling you about it before it sees the light of day. Feedback and tuning on it will still be needed, of course, and as always in game development, this is not a promise that this will be what we end up doing. :)

    Caveats:
    1) The bonus still goes back to zero if the target disappears from you for any reason:
    A) Cloaks - Unless you can still see them once they cloak
    B) Romulan Rep T5 QSM
    C) Jam Sensors
    D) Subspace Integration Circuit (/facepalm)
    E) Romulan Rep T4 Placate (double /facepalm)
    Etc, etc......

    2) If you are farther away than 10Km for more than 45 seconds, the bonus gradually starts to go down to zero at the same rate it went up (5% every 3 seconds), so exactly one minute after the target has been more than 10Km away, it reaches zero.

    Bug:
    1) At a distance of 0.00km, you can't activate SA as it gets greyed out.


    Conclusion:
    1) Vapers and Romulan cloakers in general are still safe from this. It would take a ship with massive skill in sensors and the romulan ship to stay within range to keep it on them. Unsure if the Romulan singularity jump also breaks the SA hold on a ship.
    2) The black goo console (Subspace Integration Console) also kills it which is a dissapointment as its a console people abuse left and right.
    3) I have no problem with science skills trumping this (Jam sensors), that part is fine by me.
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    ursusmorologusursusmorologus Member Posts: 5,328 Arc User
    edited March 2014
    lucho80 wrote: »
    Caveats:
    1) The bonus still goes back to zero if the target disappears from you for any reason:
    A) Cloaks - Unless you can still see them once they cloak
    B) Romulan Rep T5 QSM
    C) Jam Sensors
    D) Subspace Integration Circuit (/facepalm)
    Etc, etc......

    2) If you are farther away than 10Km for more than 45 seconds, the bonus gradually starts to go down to zero at the same rate it went up (5% every 3 seconds).

    Do the items in (1) degrade at the same rate as (2) or is it a hard clear?
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    lucho80lucho80 Member Posts: 6,600 Bug Hunter
    edited March 2014
    Do the items in (1) degrade at the same rate as (2) or is it a hard clear?

    Hard clear. SA immediately gets toggled off and a 5 second cooldown counter appears on it.
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    hyplhypl Member Posts: 3,719 Arc User
    edited March 2014
    Resolved an issue which would occasionally warp players into completed maps for: Deep space encounters, Borg red alerts, and the Tholian red alert in Tau Dewa.

    ARE YOU ****ING SERIOUS!? You guys actually fixed this? After what, 2 years I believe? WOW... :)
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    ursusmorologusursusmorologus Member Posts: 5,328 Arc User
    edited March 2014
    lucho80 wrote: »
    Hard clear. SA immediately gets toggled off and a 5 second cooldown counter appears on it.
    I would think that if they have the degrade function working then it ought to be used for everything?
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    lucho80lucho80 Member Posts: 6,600 Bug Hunter
    edited March 2014
    I would think that if they have the degrade function working then it ought to be used for everything?

    Yup, the problem is I think the degrade function requires the target to be seen.
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    hyplhypl Member Posts: 3,719 Arc User
    edited March 2014
    http://i.imgur.com/4rDFVTp.jpg

    Despite some odd texture coloration with taking screenshots on Tribble, the update to the tailor finally allows me to create a proper combat suit. This is the best thing ever...

    Can we get some more colors for lights? :D
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    cuatelacuatela Member Posts: 296 Arc User
    edited March 2014
    lingon Raiders have received a good amount of tuning and improvements across the board.
    All Tier 2 and above Klingon Raiders will receive a 10% boost to their base hull hit points.
    This should help off-set the risk of using cloak to ambush your enemies.
    Raider Flanking: Attacking enemies from their rear arc will grant the attacker a 25% bonus damage boost.
    This bonus is significantly reduced (+25% down to +8.3%) when attacking a player's rear arc.)
    Affects all Klingon Raiders, with the exception of the Tier 1 B’Rel Bird-of-Prey.
    Improved Ambush Damage: The bonus damage awarded from existing cloak has been increased on any Klingon Raider that also has Raider Flanking.
    Raiders receive an additional +10% bonus damage while flanking.

    I'm glad these changes are happening, but I'm curious if/when the Fleet B'rel's skin options will be fixed. Unless I missed something, the B'rolth parts skill can't be used with the Fleet B'rel, nor can the Mogh hull option. (refit and retrofit can use both, fleet retrofit can't use either)

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    majortiraomegamajortiraomega Member Posts: 2,214 Arc User
    edited March 2014
    you should seriously consider making HE an eng power. and i mean SERIOUSLY. right now, the best healing platforms are the ones that can stack as much sci as tey can eng, with a COM eng. this is because 2x of TSS and HE is the key to the most powerful healing. ET and AtS are good spot heals, but the sci heals are what make people unkillable for a duration. and eng DESPERATELY needs more choices in the first 3 ranks, right now a cruiser with both a COM and LTC eng is guarantied to be a worse ships then a cruiser with ether a tac or sci LTC, because whats most useful in any role you want to use the cruiser for is found in those high level sci or tac stations, not an abundance of eng powers.

    Such a change would significantly hurt Science Vessels while adding further benefit to Cruisers. Science Vessels would be forced to choose between running Hazard Emitters II and Auxiliary to Structural Integrity Field I. Cruisers could run Auxiliary to Structural Integrity Field III, Hazard Emitters III, Transfer Shield Strength II, an Emergency Power to X chain, Engineering Team, Reverse Shield Polarity, and Science Team I. Cruisers do not need any more survivability buffs. It is bad enough some Cruiser setups can take a 1v4 for an extended period of time without dying. There is nothing problematic with Cruisers using both Commander and Lt. Commander Engineering. The Star Cruiser is one of the strongest tanks in the game; yet the Star Cruiser has Commander and Lt. Commander Engineering. You'd need to be moving Reverse Shield Polarity to Science before even considering a move for Hazard Emitters.
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    virusdancervirusdancer Member Posts: 18,687 Arc User
    edited March 2014
    you should seriously consider making HE an eng power. and i mean SERIOUSLY. right now, the best healing platforms are the ones that can stack as much sci as tey can eng, with a COM eng. this is because 2x of TSS and HE is the key to the most powerful healing. ET and AtS are good spot heals, but the sci heals are what make people unkillable for a duration. and eng DESPERATELY needs more choices in the first 3 ranks, right now a cruiser with both a COM and LTC eng is guarantied to be a worse ships then a cruiser with ether a tac or sci LTC, because whats most useful in any role you want to use the cruiser for is found in those high level sci or tac stations, not an abundance of eng powers.

    I kind of agree, but kind of disagree - though the disagreement definitely needs some clarification on my part.

    Take a look at the skill pane.

    Tactical Systems
    Engineering Systems
    Science and Operation Systems

    What's that? "and Operation" - what's that?

    Starfleet has 3 main Divisions: Command, Operations, and Science. Command is not only your "command" folks, but also Conn/Helm, etc. Operations includes Tactical, Security, Engineering, and the like. Science includes both the Scientists (including all the lab techs, etc, etc, etc) and Medical.

    But here we are in STO, with Tactical Systems (subgroup of Operation Systems), Engineering Systems (subgroup of Operation Systems), and Science and Operation Systems (two distinct Divisions)...

    Can look at the skills to see that only half of them are Science and the other half are Operations...

    ...which leads one to look at the Sci BOFF abilities to see if there is a similar situation taking place there as well. Yep, there are Operation abilities mixed in with the Sci abilities.

    Personally, I think that calls for Universal abilities. Those Operation abilities listed under Sci...which shouldn't be there, but are there because it's Sci and Op...should be able to be trained for any Operations BOFF...so uh, Tac and Eng could train in them as well.

    So I disagree that HE should be moved from Sci and Op to Eng...but I agree that Eng BOFFs (and Tac for that matter) should be able to run HE.

    edit: Course though, in all fairness then mind you, Sci/Op BOFFs should be able to train Op (Tac/Eng) abilities as well. Yep, trying to fudge the Trinity into STO caused all sorts of problems, eh?
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    doalxkdoalxk Member Posts: 0 Arc User
    edited March 2014
    So with the team skills as they are, why not make the clears/side-effects actually different for the 3 levels of the mission. So level 1 removes 1/3rd of the max time of the timed debuff (so a 30 second debuff would have 10 seconds removed from it etc.), 2 removes 2/3rds and 3 clears the debuffs entirely. That would at least make it a bit harder to just always clear everything as it is now.
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    virusdancervirusdancer Member Posts: 18,687 Arc User
    edited March 2014
    doalxk wrote: »
    So with the team skills as they are, why not make the clears/side-effects actually different for the 3 levels of the mission. So level 1 removes 1/3rd of the max time of the timed debuff (so a 30 second debuff would have 10 seconds removed from it etc.), 2 removes 2/3rds and 3 clears the debuffs entirely. That would at least make it a bit harder to just always clear everything as it is now.

    That's definitely a succinct and clear version of what's been said far less succinctly and clear in countless threads on the matter.

    Ability does X, Y, & Z. Why do only X and Y change as you use a higher version while Z's just as good with any version.

    There's various debates on just how it should work, but all the folks suggesting different changes agree on the issue...
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    doalxkdoalxk Member Posts: 0 Arc User
    edited March 2014
    That's definitely a succinct and clear version of what's been said far less succinctly and clear in countless threads on the matter.

    Ability does X, Y, & Z. Why do only X and Y change as you use a higher version while Z's just as good with any version.

    There's various debates on just how it should work, but all the folks suggesting different changes agree on the issue...

    Its basically at the point they should probably just start making changes on tribble and see what happens. Otherwise you aren't really going to get a chance to see the possible unintended consequences of these changes. And they do need changes, especially with the recent team changes.
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    virusdancervirusdancer Member Posts: 18,687 Arc User
    edited March 2014
    doalxk wrote: »
    Its basically at the point they should probably just start making changes on tribble and see what happens. Otherwise you aren't really going to get a chance to see the possible unintended consequences of these changes. And they do need changes, especially with the recent team changes.

    It would be something for a longer Tribble test, one of those here's Redshirt things.
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    khamseenairkhamseenair Member Posts: 2,640 Bug Hunter
    edited March 2014
    All kit and armor visuals are now part of the Costume system. You can set your costume up to look like whatever you want to look like. If you don't want it to show the Kit Visuals, just don't add Kit Visuals to your uniform. The goal here is to get back to the root of allowing players to look like whatever they want to look like, as much as is feasible within the constraints of our multiple species and rigs.

    That's quite an interesting change to make. Though I hate to say it, I predict this will cause many many bugs with the tailor system which will take years to get fixed. :P

    I like the idea for the revamped kits, I think it makes more sense for you to be able to pick and chose what abilities suit your play style a bit more. There was always that one power you never really use but would like another power from another kit you just didn't want the other three it came with etc.

    One thing I would like to see though, is perhaps via fleet kits or Very Rare kits, the ability to have one power slotted from another specialization (same class). For instance, a science kit which had mostly 'research' module slots but maybe one 'medical' slot. Even at a reduced level or something? Just a thought I'd had when I first read about the kit revamp back in an old Dev Blog.
    Join date is wrong, I've actually been around since STO Beta.
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    zeuxidemus001zeuxidemus001 Member Posts: 3,357 Arc User
    edited March 2014
    Seems like it only allows a random few of my characters to transfer :(

    Was wanting to transfer my main sci for a fresh copy but doesn't even show up :(
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    lucho80lucho80 Member Posts: 6,600 Bug Hunter
    edited March 2014
    Is it just me, or do the graphics in tribble look bad for everyone. I tried bumping up the graphics to high, and it still looked bad.
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