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TRIBBLE Maintenance and Release Notes - November 10, 2011

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  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited November 2011
    Looks like my Colonists are still stuck in quarantine. They keep mailing me about when they can be let out, but whenever I look, my mailbox is empty...? :P
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited November 2011
    Meh... When are the story missions going to be unchained?! I don't like being forced to do missions that are completely unrelated to another one in a forced order.

    At least unlock all of the fronts!

    And where's the fix for the agonizingly torturous and absurd STF grind?

    What about giving ore for the Story/patrol missions?

    These need to be addressed!
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited November 2011
    Agreed can't wait to try out the Brog Ground Invasion.

    Also, has anyone noticed an increase in lag with this build? It seems my zoning is slower and movement appears more sluggish compared to yesterday.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited November 2011
    Sardoc wrote:
    YAY! That should shut up those whiny people about the lack of content :D

    got little something on our nose hmmmmm
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited November 2011
    Zanshi wrote: »
    Meh... When are the story missions going to be unchained?! I don't like being forced to do missions that are completely unrelated to another one in a forced order.

    At least unlock all of the fronts!

    And where's the fix for the agonizingly torturous and absurd STF grind?

    What about giving ore for the Story/patrol missions?

    These need to be addressed!
    /Seconded.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited November 2011
    Good bunch of fixes, especially that "blinking" mail notification now gone... hooray...

    Now if only you could get shot of that silly "gear-box" interact graphic, that ruins the look of everything..

    Also put back the ability to craft the Har'peng for the Kdf... Why you took that away in the first place is beyond belief, given the angst on the forums before we were able to craft it.. :eek:

    Still musn't grumble... you're getting there... keep it up... were watching... :rolleyes:
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited November 2011
    I'm at work so I can't confirm it yet... But thanks in advance for fixing the Firing Buttons on the UI...
    If It's not really fixed... Poopies.
    But I'm gonna trust You folks... One more time..
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited November 2011
    Full of fixes! Full of win! :D
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited November 2011
    Feedback just from reading the patch notes:

    1) Woo hoo! Can't wait to test the Borg ground invasion. One comment about it on Holodeck though is that people are criticizing on lack of content, so I think it's better to err on it recurring too much than too little.
    2) Glad to see an Antiproton console at the Dilithium store. Can we have a mark XI, too?
    3) Glad to see a Torpedo Spread being worked on!
    4) Since you guys are bug squashing, can you please, please, please fix the cloned bridge officer bug? It just ruins emersion on my bridge, and that's the place that feels the most "Trek" to me.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited November 2011
    love the new look for ESD. New textures, looks like it was scaled down abit, and cleaned up but the map (M key) is missing some sections and i dont see that in the list of known problems.

    Edit: Just noticed that the mini map (top left corner of the screen) is also missing the same sections of ESD.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited November 2011
    Added rare Mk X antiproton mag console to dilithium store.

    So now that has been added, will we see a MK XI console added to the dilithium store. Also will we see this added to crafting too.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited November 2011
    [QUOTE=ZeroniusRex
    [*]Automated Defense Turret, a Collector's Edition bonus, now cannot miss nearby targets.
    • Losing weapon subsystems now disables this item.
    [/QUOTE]


    Question, where does one get this item? I have the collectors edition and I don;t recall ever seeing this. I do have the Red matter capacitor, but no defense module. I also did not see an unlock for it in the C-Store.

    Thanks,
    Duncan
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited November 2011
    vadersson wrote: »
    Question, where does one get this item? I have the collectors edition and I don;t recall ever seeing this. I do have the Red matter capacitor, but no defense module. I also did not see an unlock for it in the C-Store.

    Thanks,
    Duncan

    it was a digital deluxe edition bonus, not a collector's edition bonus.

    D2D doesnt sell STO anymore, but you can still get said item through the Steam Digital Deluxe edition or the Cryptic Store on the main website.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited November 2011
    WOnderfull big mighty borg invasion and place to look cool and uber..

    I like that my KDF Honor Guard Pulse wave assult rifle with underslung grenade launcher and pointy edgy bits is slung over my shoulder.. Makes me look all bad on my one toon, and the other that has the Kelrun weapon same same..

    But I still don't see any option in the tailor for the rest of the Honor Guard/Kelrun infiltrator/elite force armor
    It is in the game on tribble is it not? I was under the distinct impression that one you got the three pieces of the ground set you get the look (mk of item immaterial?) Can this be cleared up? Whats happening with that?
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited November 2011
    Glad to see the terrible terrible skill point system hasn't been fixed. I keep having 50 or 100 or 250 points to get rid of.

    This stinks majorly. I sure hope you have been listing Cryptic...
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited November 2011
    I got on the map, but the event wasn't happening. It was BEAUTIFUL but barren if you went wandering. I think you should add some NPCs around dealing with either the aftermath or anticipating it. I also hope you can do the same thing with other iconic Federation worlds.

    Also, since this is Tribble, can we remove the two hour waiting period for the invasion?
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited November 2011
    Preventing chroniton mines from being deployed in SFA is nerfing the particle event badly for engineer captains, since their kits form a major Klingon-killing mechanism (and other captain classes can still activate their powers in SFA). Is there a workaround anyone (devs, players) might think of to resolve this? Perhaps allow engineer kit abilities to be activated while being fired upon? (Then again, that doesn't really help this case either, because mine users were dropping mines as soon as the klingon spawns).
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited November 2011
    scorpiobe wrote: »
    Question is this all this all that is being done to it the ADT? it has been severely underpowered since the level cap was raised to vice admiral.

    Can the automated defense turret be finally turned in to a devise slot item Oooo pretty please?

    is the thunderchild point defense phaser a device or a tac console? IMO they should have the same mechanics (well you can keep ADT as plasma energy). But the thunderchild pdp is supposd to be the ADT's c-store replacement isn' t it?
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited November 2011
    [*]Gorn Barrier Field
    • Increased HP of the Field.
    • Reduced Recharge time to 120s.
    • Added a Repel so it tries to push nearby foes to the other side of the barrier as it is created.

    Definitely a step in the right direction. Now shave off another 75 seconds and this console might actually be worth slotting. Two minutes is still way too long a cooldown for a deployable that only lasts 15 seconds, especially given that it also precludes the owner from shooting through the barrier as well.

    P.S. Same recommendation for the Rhode Island Photonic Displacer Module. Again, the cooldown is waaaay too long for a duration that short.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited November 2011
    ESD got some graphical tweaks too.

    Click here for Images.

    The number of things Cryptic is working on it pretty impressive. Along with the F2P launch they're finding time to pretty-up somethings too.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited November 2011
    Vendors have a"Back" button now ? Finally ! :D
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited November 2011
    Awesome!

    Tried the borg invasion thing, went to the easy mission in the city. I could see the borg, they saw me and shot at me - However I could not shoot them? I could target i would fire my weapon it tried to shoot but nothing came out. Was using the new rifle I just picked up from the vendor that takes the borg salvage.

    Not sure if it is a bug or what - man i wanted to kick some borg you know what. So i kept dying just using my security teams to try and help out.

    I also could not interect with the things to create the probes/turrets.

    thoughts? anyone else see this?
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited November 2011
    Awesome! Cheap respecs to test the tree more with. TY

    Keppoch wrote:
    Are the issues with Carrier pet commands being looked at? I have posted several times about the inconsistencies with giving carrier pets commands and they not follow the new command.

    For example, I can have the recall command toggled and have all pets follow me. However, not all follow at full impulse. I can then toggle the attack command, but not all fighters attack. A number of them remain following me as if the recall command was toggled.

    -keppoch

    I too find that my BoPs can not be given commands individually from my Fighters. They can not be sent to a seperate target and any command always goes to fighters first and the BoPs just follows them.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited November 2011
    I am unable to revive my bridge officers and they are unable to revive me. I am forced to respawn just to get my full crew back after a battle.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited November 2011
    Ashur1 wrote:
    Vendors have a"Back" button now ? Finally ! :D

    yea its right under neath your energy credits.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited November 2011
    Yeah, the energy credit value can now be seen very nicely. :)
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited November 2011
    Keppoch wrote:
    I am unable to revive my bridge officers and they are unable to revive me. I am forced to respawn just to get my full crew back after a battle.

    I'm having the same problem.
    The cardiopulmonary recusitation skill doesn't even become active.
    No auto target of an in range downed BOFF, or the kneeling with tricoder out animation.
    Just an inert skill now. (maybe an error due to upcoming groud skill revamp??)
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited November 2011
    the cardio thing also doesn't work when you're teamed up with people.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited December 2011
    Bought foundry slots before reading this post.

    Will I ever be getting those extra slots down the road- since it still does say that I now have used only 8 of 12 slots, or will that get reset back to 8 of 8 when it's fixed and I'll have to buy more again?
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