Greetings!
Season 4: Crossfire is finally here and all the heaps of new code are now live on Holodeck. In general we feel that this new build is far superior in performance and function than the previous build and we continue to monitor issues and feedback and will undoubtedly be posting patches to address concerns and fine tune new features.
This thread will highlight some frequently asked questions and issues since we pushed the update to Holodeck.
SEASON 4 FREQUENTLY ASKED QUESTIONS
Q: How do I switch to the new "shooter mode"?
A: Press the B key to toggle between Shooter and RPG modes. Also check out our
Ground Combat Tutorial Page for additional information and a new ground combat Tutorial Video.
Q: How do I now get into a Fleet Action like Starbase 24?
A: You now use the PVE Queue to access Fleet Actions that are avaialble to your level. You'll find this option in the minimap menu. When you load up the PVE Queue menu, you'll see Fleet Actions available for you to queue for. You can also click the JOIN tab at the top to see all existing Fleet Actions in progress or Create your own Private Fleet Action. Fleet Actions now require a minimum of 5 players to start and you cannot close the UI until you have enough players to start your private queue.
Q: I'm not seeing Fleet Actions that I used to be able to run. Where did they go?
A: Fleet Action level requirements have changed. We wanted to ensure that there was a new Fleet Action for players to experience at each rank up. Furthermore, we wanted to keep level bands consistent and easily understood, while allowing for a large enough range to increase the chances of finding players to join the queue. For example previous level bands had some Fleet Action bands at 17-20 and the next one 21-30 which made it incredibly unlikely that the 17-20 queue would ever fill up. So the new Fleet Action level band requirements now look like this.
Fleet Action Level Bands (FED)
Lvl 4 - 10 : Starbase 24
Lvl 11-20 : (all above plus), Halting the Gorn Advance
Lvl 21-30 : (all above plus), Klingon Scout Force, Breaking the Planet
Lvl 31-40 : (all above plus), The Big Dig
Lvl 41-50 : (all above plus), Crystalline Catasrophe
Lvl 51 : (all above plus), Gekli Feeding Grounds
Fleet Action Level Bands (KDF)
Lvl 11-20 : Federation Minefield
Lvl 21-30 : (all above plus), Breaking the Planet
Lvl 31-40 : (all above plus), The Big Dig
Lvl 41-50 : (all above plus), Crystalline Catasrophe
Lvl 51 : (all above plus), Gekli Feeding Grounds
To create your own private queue of these Fleet Actions, you must meet the following lvl requirements. (but note that you can set the enemy level of the Fleet Action in the UI)
Starbase 24 : lvl 4
Halting the Gorn Advance, Federation Minefield : lvl 11
Klingon Scout Force, Breaking the Planet : lvl 21
The Big Dig : lvl 31
Crystalline Catastrophe : lvl 41
Gekli Feeding Grounds : lvl 51
Q: Why can't I fly up to a Fleet Action door and just go in by myself anymore?
A: Fleet Actions were always intended to be missions for "Fleets" and therefore now require a minimum number of players to start (5 for a private queue, 10* for public). This helps prevent abuse as well as encourge larger groups to complete these missions. Note that we are also looking at increase rewards in these fleet actions as a result to ensure participation at least provides a decent item.
*update - we have heard the feedback on this and are testing some new code on TRIBBLE that will allow Fleet Actions to have a minimum of 8 players to launch, and if 8 aren't found after 5 minutes, it will look for 5.
Q: Why did you change the Fonts?
A: There have been some inconsistencies between Fed and Kdf player font sizes. We have standardized these to the same size. We are continually looking to improve readibility and will update fonts in future patches if new font sizes create issues for the majority of players.
KNOWN ISSUES
FOUNDRY TURNED OFF TEMPORARILY
When we updated the shard to Season 4, UGC projects go through a process where they are republished to update with newer code. This process takes nearly 8 hours to complete for all missions in the database. After today's republish, it was uncovered that even though the process reported all was well, the missions themselves were in a randomly broken state. To address this issue, we have taken UGC (The Foundry) offline temporarily while we identify the issue and work on a fix. This is a big issue and may require anywhere from one to several days to fix properly. The UGC team will continue working on it and once the issue is addressed, we'll turn Foundry back on.
*July 8 - 5:15pm update: We have some fixes going to Tribble to correct the corruption issues in your Foundry projects. We will be testing republish and once everything looks good, we will turn mission play back on and then ensure editing is working properly and turn that on too.
YOU NERFED MY LOOT!
We have tracked down a bug that was causing some loot drops to inherit improper statistics from an unexpected source. We have a fix incoming that will fix loot drops so that they are dropping stats at the appropriate level. Another fix after will correct previously looted items to their proper stats. This was not an intentional nerf.
![;) ;)](https://forum.arcgames.com/startrekonline/resources/emoji/wink.png)
EXCHANGE MAILS
Expired auction emails were withheld while an action server configuration change was being made, it has since been updated. If you feel your are missing emails, close your client and restart and log back in to refresh your mail list.
PULLING AUCTIONS
While we don't condone using auctions as additional storage, we have identified an issue where auctions could not be pulled down properly. We do acknowledge that players want to adjust pricing and need this feature, so we have Engineers making a fix and it will be patched soon.
VIVOX VOICE CHAT PERFORMANCE
Some players are reporting static and other degradation issues. We are investigating with Vivox and will update the service as necessary to improve performance.
RPG MODE and AUTOFIRE
Players have reported that using weapons autofire in RPG ground combat prevents the use of sprint, roll, and secondary fire. Engineers have identified the issue and a temp fix will be put in the next patch to address spring and secondary fire. Roll is proving to be problematic with autofire in Season 4, and will take longer to address, but the engineers are working on it and will get patched when ready.
TACTICAL BRIDGE OFFICERS SUCK AT THROWING GRENADES
This is a bug and will result in your tac officer throwing grenades at their own feet. A fix has been made and will be patched soon.
PVE QUEUE (PUBLIC) NOT CREATING MAPS
* 7/8 - 5:25pm We have an incoming Hotfix tonight to address issues with the queue. These fixes are going to Tribble now.
Comments
Can this bug be in the buglist? Since I think it was unintentionally changed, im really upset about it.
http://forums.startrekonline.com/showthread.php?p=3629365#post3629365
But for the rest, Season 4 runs pretty smooth here, some bugs but you'll manage to fix them im sure!
"PULLING AUCTIONS
While we don't condone using auctions as additional storage, we have identified an issue where auctions could not be pulled down properly. Engineers are making a fix and it will be patched soon."
But sometimes pulling back items is good because sometimes you figure that you'd actually didnt want to sell a specific item right? or adjust its pricing?
several dialogue boxes have been deleted from the foundry missions. it appears when you have two or more pop up dialogue boxes next to each other, all but the first box is deleted.
also all the current missions need to be republished as all you get is a holodeck grid when you start the mission. the problems is that all the missions are still listed and its impossible to tell what missions have been republished and which ones are still 'broken'.
also to further add to the autofire bug, it also affects shooter mode. if the powers are selected with the green outline box (by right clicking on them) then using shooter mode, it makes skill one unresponsive to a single click and you have to hold the mouse button down for a second to fire the power. activating power 2 with the right mouse button puts power 1 onto a continuous autofire and you cant use power 2.
The Red's or the blue's? if it are the reds i can imagine that since the reds should be for impulse (If im correct) while the blue trails are for the warp nacelles
Not the engine trails, but rather the streaks of starlight that would move past the ship, just like at warp speeds in the series.
Here's the problem - B'Elotja" DOESN'T give the mission "Lighting the Way". She just has an empty dialog box and the only thing you can do is select "Exit" top close the box.
The mission "Leading the Way" is supposed to point to "Sparring Master B'Elotja" after you get it from tne Police chief B'Emera. The problem is - it actually points to B'Emera (even though it states she's in the Warrior's Hall (and she's not, nor is she supposed to be) so after you get the mission the first part completes, and IF you head into the Warriors Hall - you get stuck because for whatever reason B'Elotja" DOESN'T give the mission "Lighting the Way" at all.
The only fix I've found, thus far, for this is teaming up with a lower-ranked KDF player & having them share the mission with you. That's how I was able to get out of Warrior's Hall. Nothing else, myself & MANY others have tried, has worked.
http://forums.startrekonline.com/showthread.php?t=222602
These should be very easy modifications (changing a number here and there) and I hope these will be considered in the very near future.
EDIT: A useful feature is if you could right click on player's name and invite them to the PvE Queue (similar to how you can add them to a PvP challenge).
Yes, but when I resize it to fit them all on one row, when I switch to my shuttle, my BO is all the way on the right of the screen.
Other team members then loose the mission from their mission tracker and their mission log, unable to continue. We discovered that to resolve this the team members need to log out and log in again which results in the mission reappearing in the tracker and log.
Continuing the mission, occasionally after a transition to a new map, team members will be separated into separate instances, forced to continue solo with objectives completed separately, but each team member must still wait for the others to complete their objectives before before new dialog pop ups will appear.
This was after republishing twice, I've now just republished a third time after doing a thorough QA pass on my mission, the mission details can be found in my signature.
Though I am happy to report that the space explosion animations set to trigger after the completion of an objective now work perfectly, resulting in the visual effect of an exploding transport vessel, much like in the "Stranded in Space" mission.
/Edit
After testing following the third publish success. I find that the animation "Cheer - Klingon" didn't show the Klingon d'k tahg (warriors knife) and even after resetting each individual bridge officer costume option for bridge officer (ship) pop ups, the incorrect BOff costumes appear during dialog pop ups. Which I thought could be because of my universal BoP slots but I doubt it.
Oh and I noticed that I can no longer view any reviews of any mission, on the KDF side anyway.
Has broken an NPC contact on Memory Alpha at least on Instance #1 (I will check in a moment if it applies to all instances)
The Phsyical Sciences Researcher has part of the initial dialogue of my mission as a sort of default text even the icon says it's mission text.
EDIT: There seems to be only one instance since I'm getting a no possible maps error when trying to change instances
Also this may occur to any NPC Contact in Social zones that is available in the foundry.
http://forums.startrekonline.com/showthread.php?t=222661
I can understand wanting to get people to do them in actual fleets, but let's face it, outside of peak times, and if you're not level capped, there's just not going to be a big fleet available. So are you really going to shut the content down and not allow players to play the game 24 hours a day?
I do get a fair number of rares from this, I'll admit, but I get a fair number during peak times when there are other players online as well. If you're good enough to solo a fleet action, you're good enough to come in first when there's competition for it. I probably get more loot quicker, in fact, because the fleet actions end faster with a large fleet. Going solo may guarantee the first place loot, assuming you're skilled enough to complete it by yourself, but it takes a lot longer than when there are other players involved.
The queues are obviously brand new, and many people probably don't know about them yet. Hopefully more people will queue up at odd hours and the actions can actually get started, but if I find I can't get online and play when I want, there's no point in me playing this game at all.
Space:
-Somehow, when I went into the mission, I found that the system had overriden my difficulty setting, making me Advanced for that mission, and nothing I did could change it back. Only after the mission could I change it back to Normal difficulty (Definitely worth looking into )
-Occasionally and randomly, my ship's target lock would disappear entirely, like i had pressed Esc to clear it (but I hadn't). Getting the lock back was easy enough, but the lock shouldn't randomly unlock like it was doing. EDIT: this issue has shown up in other space missions.
Ground:
-Before Season 4, my Boff's were decent at path-finding, but now... it's just atrocious. A lot of the time, whenever I'm trying to navigate around obsticales, my Boff's would get stuck in this walking animation, or just stop moving entirely. I often had to set a rally point to get them back to normal (Definitely annoying ) EDIT: this one appears to be 'Minefield' only.
-Whenever I used the scan function, it would only point toward Anomalies. I understand it wouldn't point toward the injuried scientists... but it's supposed to point you toward mission objectives as well, which it wasn't in that mission EDIT: same as directly above
btw, I don't know if these issues are present in other missions, but they're definitely worth looking into
Other issues:
-Your release notes stated that the DSE's no longer auto pull you in... but not shortly beforehand, i was still auto-pulled in to one, so something appears to be wrong
Be Safe.