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TRIBBLE Maintenance and Release Notes - March 13, 2012

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  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2012
    On the new odyssey bridge down on the lower deck. I think it would be amazing to have this be the situation room... I think a table in the center facing bow to stern that would be functional with seating as well as a monitor built in to the table.... consoles on both port and starboard walls with crew personal working on them and a monitor on the aft wall but keep the big window up front!

    Also i would like to see a much larger viewing screen for the bridge with helm and nav. brought back and lose the island.... also the bridge should have more crew on deck as well, like 4 or 5 more maybe?


    the Odys new bridge, what is the consoles for that is on the lower level under the view screen for, not that it matters just curious what that would be down there if was real say on a TV series, whats the function behind it
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2012
    • Removed Brace for Impact from Jem'Hadar shield set power to avoid unintended interactions with Duty Officer powers.

    If that's all you guys ended up doing (ie not a fix, but a stop gap) why wasn't it live as soon as it was discovered?
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2012
    If that's all you guys ended up doing (ie not a fix, but a stop gap) why wasn't it live as soon as it was discovered?

    This is a bug fix, not a stopgap measure. :)
    And no matter how quickly we find an issue, we still need to figure out the root cause of it, then find a way to fix it, then actually implement the fix, then get it in a build, and to QA for testing. :)
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2012
    This is a bug fix, not a stopgap measure. :)
    And no matter how quickly we find an issue, we still need to figure out the root cause of it, then find a way to fix it, then actually implement the fix, then get it in a build, and to QA for testing. :)

    So it's still got kinetic resist and crew resistance, but isn't scripted as mini BFI now? I'm mollified... Just a little ;)

    I haven't been able to pew properly for almost a week now, gotta get riled up about something :p
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2012
    This is a bug fix, not a stopgap measure. :)
    And no matter how quickly we find an issue, we still need to figure out the root cause of it, then find a way to fix it, then actually implement the fix, then get it in a build, and to QA for testing. :)

    But it's not really a bug fix, is it? It's like selling a car with a stereo that somehow doesn't work according to spec, then simply shutting off said stereo and saying "Problem fixed!"

    I'm not trying to flam, be cause your job is thankless enough as it is and I know you work hard, but can there be *some* minor buff put in to replace this one? Because in the end, it's simply a nerf, albeit well intended.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2012
    This is a bug fix, not a stopgap measure. :)
    And no matter how quickly we find an issue, we still need to figure out the root cause of it, then find a way to fix it, then actually implement the fix, then get it in a build, and to QA for testing. :)

    I find your "bugfix" methods to be almost like that of a civil war doctor. "I'm sorry Joe, You've been shot in the foot. We are going to have to amputate your leg" REALLY? I do understand that you guys have a thankless job, but you knew that before you took your job. You get paid a heck of a lot more than I do for your "thankless" job than mine, so dont expect any sympathy. Still the fact remains:

    ITS YOUR JOB.

    Its almost seems like because there was such a rush on all of this new content, someone took the easy way out. Its almost like they copy pasted the code for "Brace for Impact" into the abilities for the shield after changing some values. Now mystically there is a problem with the Doff abilities that affect it. Did this person actually think about the consequences before coding this, or did they just not care so long as it got put out in time? I would hope that this can be determined and corrective action applied to the person(s) responsible for this lackadaisical approach.

    I belive that the change you have provided is most definitely a "stopgap" measure and not a "fix". How is removing the ability carte blanche a fix without negatively affecting the rest of it? This civil war doctor's attitude towards fixing bugs, or customer service in general, seems to be RAMPANT with Cryptic Studios. It is this attitude exactly that will prevent a lot of people, myself included, from spending anymore hard earned money on this game. Which by the way is what is funding those paychecks you all enjoy for your apparently apathetic approach to problem solving.

    /end rant
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2012
    This is a bug fix, not a stopgap measure. :)
    And no matter how quickly we find an issue, we still need to figure out the root cause of it, then find a way to fix it, then actually implement the fix, then get it in a build, and to QA for testing. :)

    I don't understand why you don't change the way the Doff works instead of changing the shield.

    From everything I heard the Duty officer system was a optional thing placed in the game for players to use. You didn't have to use it to play the game.

    Shields on the other had are a core part of the game. A ship without shield is unplayable. So instead of changing the thing which is supposedly optional your changing something that is part of the primary game. I would much rather see the duty officer go bye bye long before changing the shield.

    This is backwards thinking at its finest...
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2012
    Nemsis wrote:
    I don't understand why you don't change the way the Doff works instead of changing the shield.

    From everything I heard the Duty officer system was a optional thing placed in the game for players to use. You didn't have to use it to play the game.
    If they said that, they didn't understand PvP at least. It's not that you can't play without them, but if you want to compete with the best, you better don't go without DOFFs. There are certainly no PvE elements in the game that require them to beat anything. But there may be players where you need it.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2012
    I don't understand why they removed the turn rate set bonus. No one had any problems with it, and to be honest I really liked it. The Galaxy has been my day to day ship up until now and it would feel right for the new, state of the art flagship design to be somewhat more agile. Even with the +1 bonus to turn rate, it still turned moderately slowly in comparison to other ships such as the Excelsior. With that gone, to be honest I can't see how buying all three ships for the set bonus is worth it. Devs, might want to consider that and possibly focus on balancing Sensor Analysis on the Science variant... THAT is the biggest problem the ship faces right now.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2012
    If they said that, they didn't understand PvP at least. It's not that you can't play without them, but if you want to compete with the best, you better don't go without DOFFs. There are certainly no PvE elements in the game that require them to beat anything. But there may be players where you need it.

    Then that there is a problem, PvP should NEVER trump PvE unless the games primary purpose is PvP.

    STO is not a primary PVP. Despite rumors to the contrary the majority of player play PVE, unfortunately the PvP community tends to be a lot more vocal.
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