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Console change removed my consoles!!!!!!

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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2012
    Guys get over it.

    For those who abused this, they had it coming.

    Having over 2k shield regen every 6 seconds per facing was insane.
    First, you shouldn't tell people what they should get over.

    Second, how can you abuse something that anyone can buy? It's like saying a Fed abuses beams becuase they use phasers.

    Finally, as has been said many times since yesterday, there's a fix in the pipeline to correct the issue. It's already on tribble and I expect it to be on the holodeck with tonight's patch.
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2012
    This was not an 'abuse', this was a gamemaker design, put in game...used by many.

    Guys get over it.

    For those who abused this, they had it coming.

    Having over 2k shield regen every 6 seconds per facing was insane.
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2012
    It happened to all five of my toons. Infuriating.
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2012
    Now, I know in another thread I did mention that it was not as smart making it a +35 shield instead of the %, but it was fixed this morning with the patch, and for that I owe you guys big time. I appreciate you listening to your community and doing what's right, if it's not broken, it does not need modification to work. :) Thank you from a 595 day paying player.
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2012
    Mongoson wrote: »
    .

    Could be worse. Cryptic could be as incompetent and stupid like Nexon a company who thinks it is perfectly ok for a MMO to have it's friends list, IM and email system broken for months at a time. Or who does a major game update which fails miserably and has the game down for 96 hours on a holiday weekend. :eek: Instead of doing the update when most everyone will be in school or at work.


    I just wish STO didn't have so many items that bind because when changes are made to the items they can become worthless to some people but valuable to others but I could sell them to buy something else that might be useable. It's also bad IMO that I have to risk 10s of thoudans of dilithium or millions of EC for an item tht I won't know will help me until I equip it but then am upable to resell it.
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2012
    removed as requested
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2012
    Please disregard
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2012
    The shields were apparently fixed in last night's patch so the argument seems moot at this point.
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2012
    YoshiSato wrote: »
    Could be worse. Cryptic could be as incompetent and stupid like Nexon a company who thinks it is perfectly ok for a MMO to have it's friends list, IM and email system broken for months at a time. Or who does a major game update which fails miserably and has the game down for 96 hours on a holiday weekend. :eek: Instead of doing the update when most everyone will be in school or at work.


    I just wish STO didn't have so many items that bind because when changes are made to the items they can become worthless to some people but valuable to others but I could sell them to buy something else that might be useable. It's also bad IMO that I have to risk 10s of thoudans of dilithium or millions of EC for an item tht I won't know will help me until I equip it but then am upable to resell it.

    true and a good point, but in a way I like how they done the game, it keeps the gold farmers away, simply because there is no profit in it for them.

    Their could be, but its jsut soooo in feasiable to devote that kind of time into it, they leave it alone.
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2012
    -Points to post above this..-.
    It was completely OP and you know it.

    There was NO reason to use anything BUT shield regen mods because it would make you damn near impervious to dmg. Why would you want to use anything else.

    It created a massive imbalance for everything else.

    Yes I used it myself, I'm not ashamed to say so.

    However now it brings things more inline and makes combat more realistic instead of drone clicking away.
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2012
    STF65 wrote:
    The shields were apparently fixed in last night's patch so the argument seems moot at this point.

    I'm not so much interested in whether or how they change what the field generator does, that's being discussed ad nauseum elsewhere. The issue I'm tracking here is specifically whether or not field generator and shield emitter amplifier consoles are being removed from engineering slots and being put in the inventory overflow bag.

    Reverting the field generator to be a +35% shield HP boost does NOT address this issue in any way, shape or form.

    EDIT: I said Field Emitter when I meant Shield Emitter Amplifier. It can be hard to keep them straight.
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2012
    Before the patch I would have taken 2.2K shield regen each facing every 6 seconds over 15-20K shields.

    That's 8.8K every 6 seconds total shields...

    I tried both max shields and regen and with regen mobs could barely even dent the shields....

    As I posted in a different area:

    People used shield with max regen current about 300:

    Equip 4 eng shield regen mods = +50% even with dimins
    Equip 3 sci shield regen mods = +35% even with dimins

    Total base regen: 555

    Max shield setting of 125: = 400% regen

    Total regen recorded that I had BEFORE the patch: 2220

    Even with the adjusted values I can still get a good return on investment for shield regen, although its alot less. I can currently get the following now using a different tactic:

    Use a shield with about 300 regen:

    Equip 4 ENG: FIELD EMITTER = +14 to shield power (+56% additinal regen)

    This allows you to add +14 to example weapons or AUX for that extra push and maintain 125 shields.

    Equip 3 sci shield regen mods = +35% even with dimins

    New Base regen: 405

    With 125 Shield Power: 1620.

    Still not bad at all and thats 6480 shields every 6 seconds.
    It's still very hard for mobs to dent.

    How are you finding your regen rate?
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2012
    Sumibe wrote:
    I'm not so much interested in whether or how they change what the field generator does, that's being discussed ad nauseum elsewhere. The issue I'm tracking here is specifically whether or not field generator and field emitter consoles are being removed from engineering slots and being put in the inventory overflow bag.

    Reverting the field generator to be a +35% shield HP boost does NOT address this issue in any way, shape or form.
    They are specifically becoming science console rather then engineering console, which for most is a good thing. It meams most of the worthless sci console slots now have a use in the game. That's something which has been complained about on this forum for a long time.
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2012
    YoshiSato wrote: »
    How are you finding your regen rate?

    Please edit your post and remove mine, I've been asked not to reveal potential exploits.
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2012
    STF65 wrote:
    They are specifically becoming science console rather then engineering console, which for most is a good thing.

    I understand the change they are making, and it has nothing to do with the bug I would like to see fixed. Captain Geko said, quite explicitly, that field generator and shield emitter amplifier consoles would not be removed from engineering slots. For a number of players this statement has proven to be false, the field generator or shield emitter amplifier is removed from the engineering slot and place in the inventory overflow bag.

    So far, the only response from Cryptic about this issue has been to edited the release notes to replace the line that said consoles would not be removed from engineering slots with a vague statement that consoles MAY be moved to the overflow bag.

    What they should do is directly acknowledge the release resulted in some people having their consoles move to the overflow bag and let us know what they are going to do about it. The problem, and I think the reason we haven't heard from them on this issue, is how to resolve this fairly for all players.

    They could fix the bug and stop removing the consoles from engineering slots, but how are they going to make the affected players whole? It's probably not possible for them to tell which consoles in inventory had previously been slotted in engineering slots, or from which ship they came. Short of an amnesty period during which players could manually reslot the console into engineering, there probably isn't a workable solution.

    Otherwise, they need to acknowledge their TRIBBLE up and move forward by kicking all field generators and shield emitter amplifiers from engineering slots. What we have right now is a situation where many players got unfairly treated and others get what may be an unfair benefit because of it.

    I have a feeling we haven't heard anything from Cryptic on this because the only solution they would be willing to move forward on is the later, and they don't want to take the hit of admitting that they treated some players unfairly and have to take something away from others to make it right.
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2012
    I don't see why they need to do anything about it. Either Geko was wrong or the plan changed. That's they whole point of testing: to see what works and what doesn't work and then change the plans accordingly. Devs don't owe us something simply because their plans gets altered. It's just part of mmo development.
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2012
    Happened to me too. Not happy about it at all. I specifically made sure the ships that use it had it equipped in the engineering slot. It was stated repeatedly that the consoles would be changing to science, BUT if they were already equipped in an eng slot that they would stay.

    The biggest problem is with sci ships. The sci consoles ARE ACTUALLY USEFUL for sci ships. Now I have to give up a grav generator console for the field generator. Either that, or go without the field generator.:mad:

    EDIT: And the other thing that bugs me is that it seems to be random. The consoles did not get removed for some players.
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2012
    I have to ask this, because frankly it doesn't make one bit of sense to me. If I'm understanding this correctly,

    Field Generators USED to provide an additional 35% of shield capacity a piece. NOW they are going to provide a +35 to some shield skill?

    Question 1: Is this information correct, cause if it isn't I obviously am misreading things and will shut up until I know what I'm talking about.

    And question 2: If that is accurate, WHY the devil should a console designed to augment the abilities of the vessel itself provide the captain (i.e. the guy sitting in the chair) an increase in skill points?

    If the overall effect is identical, I still don't understand the need for the change. I had two of these slotted for a +70% capacity and as a result didn't put much of anything into my shield skill points. I figured my shields were plenty strong. Now, I don't have the shield hitpoints, but I do get a +70 to a skill I hadn't trained up in the first place.

    If for whatever reason the devs felt the need to nerf these consoles, I feel it could have accomplished by reducing the % increase. Switching consoles to augment the player's skills and not the ship's stats seems really confusing to me.

    And again, if I've totally misunderstood this, please feel free to explain it to me. :confused:
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2012
    Well that was a fun way to lose some money. Now I kind of wish the exchange had a one week return period in case of patching.
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2012
    Well, patch is out, still not fix for the grandfathering situation.
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2012
    If the overall effect is identical, I still don't understand the need for the change.

    Its simple. They took engineering consoles and turned them into science consoles to make science consoles more appealing. Instead of, you know...FIXING SCI CONSOLES.
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2012
    It has been reported by a number of players over the last two days that their field generator consoles were removed from engineering slots and put in the inventory overflow bag after the patch of Feb 2nd. Not all users are reporting that the consoles have been removed.

    I finally decided to bite the bullet and see if my characters were affected. I logged into my engineer character (the one with the least risk to my builds) and found that all of his VA level cruisers still had field generators in engineering slots. Feeling a little bolder I logged into my tact officer and then my sci KDF character (the one I worried about loosing a sci slot to the field generator the most). In each cases the field generator remained in the engineering slots.

    Feeling very relieved, I then logged back into the engineering character and did the Odyssey mission. Right after finishing the mission I accepted the reward and then ran over to the shipyard to check out my new ship. When I opened the ship selector, the first thing I noticed was the field generator had been removed from my active ship!

    Updated: I did some more testing with my other characters. I first tried running the Bortas mission with my Sci KDF character after switching my active ship to a shuttle. I was able to run the Bortas mission and accept the mission reward without loosing any of my field generators from engineering slots.

    However, then I tried testing my tact Fed character. I switch to an adv escort, a ship I wanted to move the console from engineering to science, but I left the console in place for the test. I left ESD, and checked in system space that the console was still in place. At that point I realized I hadn't started the Odyssey mission so I beamed back to ESD, and my field generator was removed from the engineering slot.

    So then I switched to my MVAE (same thing, willing to move the console). I left ESD and the console was still in place. Then I warped to sector space, and the console had been removed.

    I thought I had a solution for avoiding the bug, don't do the Odyssey mission, but further investigation hasn't born that out. Also, while I've only lost consoles on my active ship, others below report loosing consoles on ships that weren't active.
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2012
    Can only speak for my klingon toon, but both consoles were removed and placed in an overflow bag as soon as I signed in after the feb 2nd patch.
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2012
    Can only speak for my klingon toon, but both consoles were removed and placed in an overflow bag as soon as I signed in after the feb 2nd patch.

    Ditto for all of my characters, Fed and KDF. The consoles not being removed from engineering slots seems to be a total fluke.
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2012
    I logged in onto Spacedock and the Field Generator was in the assigned Engineering slot.
    Upon beaming to my ship the console was moved to the overflow bag.
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2012
    I did some testing with additonal characters and updated my original posts with my findings. Unfortunately, the result is that I don't have a prescription for avoiding the bug like I thought I did.
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2012
    it appears that going to any ground map will remove the console from the engineering slot and put it into the overflow bag.

    i say frack you cryptic and just remove it from everyone so there will not be any balance issues and everyone will be on equal footing.

    remember that horrible horrible incident with the prototype science consoles and grandfathering them in?

    youd think they'd have learned..... -sighs-
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2012
    Judging from this, it looks that any ship in one's inventory, is subjected to a auto-kickout dictated by the new code parameters.

    So...once again what was said in the Patch notes, has not jived with the original intent. Which means, whoever did the work, did not check it throughly.


    -Pause-

    *sigh*


    Now, there is a possibility of it being fixed, due to a 'mistake'/oversight on the procedure.

    And the funny thing is, someone on the Tribble test, did give a WARNING, that this was coming, just hours before the 2 previous patches now done.

    Sumibe wrote:
    I did some testing with additonal characters and updated my original posts with my findings. Unfortunately, the result is that I don't have a prescription for avoiding the bug like I thought I did.
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2012
    Reverted Console - Science - Field Generator, Shield HP Consoles, to modify shield HP instead of granting Starship Shield System skill points.
    Values will now be identical to the original console.
    This console still goes into Science console slot.
    This is a temporary fix and the console will eventually go back to using Starship Shield System skill points.

    Consequences of such a change are unclear to me mathematically. Anyone know what that would look like in Shield HP?
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2012
    All I have to say it doesn't do much in the Science slot :confused: Something must be bugged with it. at least I hope so, and they fix it. otherwise it is a console doing nothing but taking up slot space.
This discussion has been closed.