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TRIBBLE MAINTENANCE AND RELEASE NOTES - 1/9/18

coldsnappedcoldsnapped Member Posts: 520 Cryptic Developer
Tribble will be updated to ST.82.20171223a.3

New Feature:

Re-Engineering:
  • Re-Engineering gives the ability for players to re-roll some mods in order to craft and modify certain pieces of Equipment to greater satisfaction.
  • A new resource has been added to the game to make this system work: Salvage.
    • Salvage is rewarded to Captains from salvaging equipment obtained from loot drops.
    • Salvaging a piece of equipment will destroy it and reward an amount of Salvage based on the equipment’s Mark and Quality.
  • The cost of Re-Engineering a piece of equipment will be dependent on how many available mods the player wishes to re-roll, with the cost per mod decreasing as the player opts in to additional mod randomization.
  • This is still a work in progress.
  • For more details, please visit the Re-Engineering blog at: https://www.arcgames.com/en/games/star-trek-online/news/detail/10764734-introducing:-re-engineering!

General:
  • Loadouts:
    • The player will now be able to see which loadout was saved or loaded last.
    • Reduced loadout save load times to 5 seconds.
  • Weapons and Bridge Officer Powers no longer automatically slot onto a player’s power tray.
  • Fleet Colony Holding: Resolved an issue where logging out then back in near the mine would place the player outside the playable area.
  • Resolved an issue where players could not use item quick equip from other ships and the bank when in the Suliban or Freighter ship interiors.
  • Added system traffic to the Risa System including Risian Luxury Cruisers and Risian Corvettes.
  • Resolved a typo in the reward scoreboard for the Undine Planetkiller in the Dyson Sphere Voth Space Battlezone.

Systems:
  • Resolved an issue that caused the EWS and EAS modifiers to indicate they had a 1% chance to proc instead of 2%.
    • This is a display change only
  • Resolved an issue that caused the EWS and EAS modifiers to indicate they gave +10 power instead of +15.
    • This is a display change only.
  • Increased the duration of the procs from the EWS and EAS modifiers to 10 seconds from 5 seconds.
  • Resolved an issue that would cause EWS, WAS, and CON modifiers to proc at about 20% of the intended rate.
  • Increased the chance of the CON proc to 2% for consistency with the EWS and WAS procs.
  • Resolved an issue that caused the EAS modifier to grant a boost to Weapon power instead of Auxiliary Power.
  • Set emission-seeking torpedoes to be invalid targets for AoE attacks such as Fire at Will and Torpedo Spread since they can't be shot down anyway.
  • Collective Static Grenade: Bridge Officers should now only use these grenades against Borg.
    • Message when thrown by a bridge officer should now read "Static grenade out!”
  • Resolved an issue that would allow the [DoT3] weapon modifier to kill friendly personnel in some cases.
  • The Duty Officer that used to boost Hull Regeneration out of Combat now always boosts Hull Regeneration.
    • In addition, the amount of Hull Regeneration provided has been significantly increased.
  • Resolved an issue that caused Mental Discipline's recharge to be longer than indicated on its tooltip.
  • Resolved an issue that prevented the Predictive Algorithms Starship Trait from activating off of Energy Weapons: Reroute Reserves to Weapons or Energy Weapons: Exceed Rated Limits.
  • Resolved an issue where having a Vorgon Carrier commissioned would cause Tier 5 ships and some Tier 6 ships to gain double scaling from some skills.
  • Resolved an issue that caused the Layered Defense Strategist Passive to make the player constantly immune to torpedo damage until hit by a kinetic torpedo.
    • It now will correctly start its lockout upon being hit by any torpedo.
  • Resolved an issue that would cause the Console - Universal - Heavy Particle Focuser Array to frequently fail to deal damage when activated at long ranges.
  • Resolved an issue that would cause the Defensive Drone Guardians to display level up effects.
  • Resolved an issue that prevented the Lukari Piezo-Electric Wrist Apparatus from being affected by the Pistol Training or Mental Acuity traits.
  • Resolved an issue that caused the Equipment Diagnostics kit module to get worse as its mark increased.
  • Resolved an issue that prevented a few sources of +Torpedo Damage to not affect Energy Torpedoes.
  • The Temporal Fracture set bonus's hold only lasts half as long versus players
  • Updated the Nausicaan Weaponry Augmentation Set Bonus's description to be more accurate.
    • This is a tooltip change only.
  • Resolved an issue where numerous carrier pets were labeled with the wrong quality.
    • This is just a text change.

Comments

  • frtoasterfrtoaster Member Posts: 3,352 Arc User
    So I'm guessing this is Season 14.5?

    8 GB download: It looks like I won't be patching this for a while. Anyone want to tell me if they've fixed the graphics problems they introduced in Season 14 yet?

    Tribble thread: Flickering tribbles on Federation fleet starbase
    Tribble thread: Flickering ground weapons
    Waiting for a programmer ...
    qVpg1km.png
  • sovereign2727sovereign2727 Member Posts: 33 Arc User
    Resolved an issue that caused Causal Reversion not to trigger the Starship Trait 'Directed Energy Flux'
    Spoiler: This is missing.
    Pls add, thanks. Really happy with this so far ^^
  • sthe91sthe91 Member Posts: 5,451 Arc User
    Holy patch notes, Batman!
    Where there is a Will, there is a Way.
  • vampeiyrevampeiyre Member Posts: 633 Arc User
    @Coldsnapped, Might I bring to your attention, if either you or whatever appropriate Cryptic Devs are not aware, that the new Plesh Tral Trait, Cold-hearted, is incredibly broken and OP in PVP? Being a tank that took 3-5 players to take down going to being nearly insta-gibbed by any scrub in a pilot ship overnight is kind of noticeable when you're on the receiving end of it.
    "I'm sorry, I can't hear you over the sound of how awesome I am."
  • legendarylycan#5411 legendarylycan Member Posts: 37,280 Arc User
    vampeiyre wrote: »
    @Coldsnapped, Might I bring to your attention, if either you or whatever appropriate Cryptic Devs are not aware, that the new Plesh Tral Trait, Cold-hearted, is incredibly broken and OP in PVP? Being a tank that took 3-5 players to take down going to being nearly insta-gibbed by any scrub in a pilot ship overnight is kind of noticeable when you're on the receiving end of it.

    of course they're aware of it...why do you think they designed it that way? in case you missed one of partickngo's thousands of rants over the past few years, the devs are vehemently anti-PvP​​
    Like special weapons from other Star Trek games? Wondering if they can be replicated in STO even a little bit? Check this out: https://forum.arcgames.com/startrekonline/discussion/1262277/a-mostly-comprehensive-guide-to-star-trek-videogame-special-weapons-and-their-sto-equivalents

    #LegalizeAwoo

    A normie goes "Oh, what's this?"
    An otaku goes "UwU, what's this?"
    A furry goes "OwO, what's this?"
    A werewolf goes "Awoo, what's this?"


    "It's nothing personal, I just don't feel like I've gotten to know a person until I've sniffed their crotch."
    "We said 'no' to Mr. Curiosity. We're not home. Curiosity is not welcome, it is not to be invited in. Curiosity...is bad. It gets you in trouble, it gets you killed, and more importantly...it makes you poor!"
    Passion and Serenity are one.
    I gain power by understanding both.
    In the chaos of their battle, I bring order.
    I am a shadow, darkness born from light.
    The Force is united within me.
  • reemus#2383 reemus Member Posts: 185 Arc User
    edited January 2018
    As far as the salvage goes, is there a "pack" on Drozana that awards this salvage? Looks like I will have to do a lot of farming for loot to salvage to test this new re-engineering system.
  • legendarylycan#5411 legendarylycan Member Posts: 37,280 Arc User
    As far as the salvage goes, is there a "pack" on Drozana that awards this salvage? Looks like I will have to do a lot of farming for loot to salvage to test this new re-engineering system.

    pick up flare mortar kit mods from the testing console on drozana; they salvage for a fairly decent amount per mod - like 3K per or something like that​​
    Like special weapons from other Star Trek games? Wondering if they can be replicated in STO even a little bit? Check this out: https://forum.arcgames.com/startrekonline/discussion/1262277/a-mostly-comprehensive-guide-to-star-trek-videogame-special-weapons-and-their-sto-equivalents

    #LegalizeAwoo

    A normie goes "Oh, what's this?"
    An otaku goes "UwU, what's this?"
    A furry goes "OwO, what's this?"
    A werewolf goes "Awoo, what's this?"


    "It's nothing personal, I just don't feel like I've gotten to know a person until I've sniffed their crotch."
    "We said 'no' to Mr. Curiosity. We're not home. Curiosity is not welcome, it is not to be invited in. Curiosity...is bad. It gets you in trouble, it gets you killed, and more importantly...it makes you poor!"
    Passion and Serenity are one.
    I gain power by understanding both.
    In the chaos of their battle, I bring order.
    I am a shadow, darkness born from light.
    The Force is united within me.
  • where2r1where2r1 Member Posts: 6,054 Arc User
    frtoaster wrote: »
    So I'm guessing this is Season 14.5?

    8 GB download: It looks like I won't be patching this for a while. Anyone want to tell me if they've fixed the graphics problems they introduced in Season 14 yet?

    Tribble thread: Flickering tribbles on Federation fleet starbase
    Tribble thread: Flickering ground weapons

    Ground weapons are still flickering.

    Didn't bother looking for a Fed Fleet to check Tribble/animals. I am sure the Tribble/animals are still flickering if the weapons are. They were doing the same exact flickering at the same exact "beat", the last time we checked on Tribble/server, after all.
    "Spend your life doing strange things with weird people." -- UNK

    “Tell me and I forget. Teach me and I remember. Involve me and I learn.” -- Benjamin Franklin
  • dragonhef01dragonhef01 Member Posts: 407 Arc User
    Older subject: a "fix" to the Dyson engine's visuals?
  • nishkacmnishkacm Member Posts: 133 Arc User
    •A new resource has been added to the game to make this system work: Salvage. •Salvage is rewarded to Captains from salvaging equipment obtained from loot drops.
    •Salvaging a piece of equipment will destroy it and reward an amount of Salvage based on the equipment’s Mark and Quality.

    I've done some testing with the system and overall I'm happy. I have some feedback on the system the way it works right now.

    Re-engineering
    I think the UI can improve when it comes to dropping an item in the slot if you open the Re-engineering menu through Inventory > Upgrade. Once you know that you should drop your item there it's clear, but some extra text would be helpful. It's not very consistent with how the Upgrade system works and I'd model it closer to that. The upgrade tab literally says 'Item to Upgrade', something like 'Item to Re-engineer' would be nice.

    When you drop the item in the Re-Engineering slot, you end up with a UI that looks remarkably much like a slot machine, especially when you hit the 'Randomize' button. I'll leave it up to you whether this is good or bad, but I somehow doubt that you had a Casino in mind when designing this.

    Personally, I'd have prefered it that the random element was removed altogether and that I could just pick the ability, but considering the cost you're charging it's alright. However, I would happy pay 2.5k dil in exchange for just being able to pick the mod I want. So far I ended up with getting my prefered mod on the first try each time, but I can imagine that it can grow very irritating if you don't get the mod you're after. I've literally crafted 400 items before just to end up with a single item with the exact right mods at very rare quality, only to have the item turn useless at ultra rare quality because it ended up getting an [ACC] instead of a [CrtD]. There is no really good reason to keep pestering people with a random system when they already decided that they don't want the random mod that you already assigned to them. I hope that this is something you'll reconsider.

    Having that said, this system is still a bless compared to having to craft 400 items and being driven to madness.


    Salvaging
    Moving on to the salvaging system. Overall, this works quite well and seems pretty straight forward. I was unpleasantly surprised, however, that salvage is character bound and counts as an untradable currency. I foresee a great market in salvage on the Exchange and it was frustrating that I couldn't find it in either the Inventory or R&D tab. When I finally clicked Assets I ended up with a classical Jean Luc Picard Facepalm, because this means that I can't even trade salvage from one character to another via the account bank. Some of my characters have a ton of TRIBBLE on them that I'd happy turn into salvage, except that it's character bound TRIBBLE. The items I wish to upgrade are on another character, which are also character bound. I hope you see my dilemma with this.


    (Possible) bugs
    I salvaged MK 12 common and uncommon items, they give the exact same amount of salvage. I expected that uncommon items would give more salvage. Those items were random loot drops from space encounters, I've also crafted MK 12 very rare items, they gave me a lot more salvage. Right now it's unclear if there is a distinction between crafted and non-crafted items and between rarity levels. I hope that you'll consider giving common mk II items the fewest amount of salvage return while mk 14 epic items give the highest amount of salvage return, no matter the source the items come from.

    I also found that I cannon salvage items that come from reputation 1 hour / 20 hour boxes. I've tested it with the Lukari reptuation box (Piezo-Polaron Dual Heavy Cannons Mk XII), but I cannot salvage those. I suspect that none of the reputation items can be salvaged, either crafted through the reputation system or dropped from the project boxes. I hope that you'll fix this as well since they form a great deal of salvage.


    In conclusion I can say that the Re-engineering system will become a great addition to the game, one that will make our lives a lot easier. I do hope, however, that you'll remove the random element that's been such a big bother for such a long time. At the end of the day we just want to play with the mods we want to get and not go through X amount of attempts to end up at the same end result, there is zero fun in that and it's just very frustrating.


    Ps. I tried to submit the bugs in bug reports in-game, but that system is down.
  • where2r1where2r1 Member Posts: 6,054 Arc User
    edited January 2018
    I noticed this in the Tribble patch notes:

    Resolved an issue that caused the Layered Defense Strategist Passive to make the player constantly immune to torpedo damage until hit by a kinetic torpedo.


    I am glad you are catching (on to the idea) that something is wrong with Immunity in this game. BUT....I still want to be able to select "none" on Specializations. God knows what else is broken in there.

    And in the "RE: God know what else is broken..." category:

    Resolved an issue where having a Vorgon Carrier commissioned would cause Tier 5 ships and some Tier 6 ships to gain double scaling from some skills.

    And this is a big "YIKES!" and a huge eye opener to issues other than Specialization within this game. An inactive ship in the roster adding their (Mastery, I assume?) stats to the active ship.

    Spartan....I know it has to be you behind finding this stuff. Good Job. Keep going.
    Post edited by where2r1 on
    "Spend your life doing strange things with weird people." -- UNK

    “Tell me and I forget. Teach me and I remember. Involve me and I learn.” -- Benjamin Franklin
  • preikopreiko Member Posts: 316 Arc User
    General:
    - Added system traffic to the Risa System including Risian Luxury Cruisers and Risian Corvettes.

    I have only found one Risian Cruisers & one Corvette so far
    is that intended ?

    i aspected a couple corvettes and race track buoys ... just standing there waiting for start signal ( forever )
    or more Corvette group patrols ...

    maybe some could beef that up a little ?
  • crypticspartan#0627 crypticspartan Member Posts: 847 Cryptic Developer
    where2r1 wrote: »
    I still want to be able to select "none" on Specializations.

    If you set either Strategist or Commando as your secondary specialization, and then set your primary specialization to be your secondary specialization, you will no longer have a primary active specialization. You can then set either Strategist or Commando as your active specialization, so that you either have effectively no specialization while in space or effectively no specialization while on ground. If you ever want a primary specialization again, you can set a specialization as primary to fix this.

    where2r1 wrote: »
    Spartan....I know it has to be you behind finding this stuff. Good Job. Keep going.

    The investigations that lead me to find those issues were based on community reports.
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