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TRIBBLE Maintenance and Release Notes - August 28, 2012

zer0niusrexzer0niusrex Member Posts: 0 Arc User
We will be bringing the Tribble server down for maintenance to apply a new update.
ST.20.20120812b.16

General:
  • While in shooter mode, holding down the left mouse button will now continually activate the primary weapon ability.
  • Resolved an issue that occasionally caused the game client to crash when logging out while in the tailor.
  • Updated the discharge ship confirmation text.
  • General server stability improvements.

Duty Officers:
  • Dilithium rewards granted for dismissing any Duty Officer have been reduced.
    • New rewards are as follows:
      • White: 1
      • Green: 10
      • Blue: 25
      • Purple: 50
    • Amount of Recruitment CXP has not been altered.
  • All Duty Officers obtained from the Fleet Exchange can once more be contributed to Fleet Projects.
    • This change is retroactive, and will allow all existing versions of these items to be contributed, as well as any obtained in the future.
  • Resolved an issue that prevented some of the Replicator food from unlocking properly when acquiring certain Chefs.
Post edited by zer0niusrex on
«13

Comments

  • starfleetfcstarfleetfc Member Posts: 0 Arc User
    edited August 2012
    Atleast the Fleet DOFFs "work as intended" now.
  • boglejam73boglejam73 Member Posts: 890 Arc User
    edited August 2012
    artful solution. Thanks.

    And it means we can use the exchange again without having to worry about whether the doff will slot or not. If the fix is retroactive, then come thursday any doffs you buy now will work.
    [SIGPIC][/SIGPIC]
  • x3of9x3of9 Member Posts: 157 Arc User
    edited August 2012
    Yet another example of Cryptic listening to community feedback. :mad:

    ...

    Wait... I mean. :D

    ;)
    U.S.S. Marathon - NX-92781
    Joined: August 11, 2008
  • jonathanlonehawkjonathanlonehawk Member Posts: 674 Arc User
    edited August 2012
    Duty Officers:
    • Dilithium rewards granted for dismissing any Duty Officer have been reduced.
      • New rewards are as follows:
        • White: 1
        • Green: 10
        • Blue: 25
        • Purple: 50

    Wow -- that's a serious change. Any reason as to why it was needed? And does this also affect the "Execute for incompetence" mission the KDF get? If not, can the Feds get one? ;)
    Formerly Known as Protector from June 2008 to June 20, 2012
    STOSIG.png
    Please enable us to buy a token with Zen to faction change a 25th Century FED to a TOS FED.
  • tobar26thtobar26th Member Posts: 799 Arc User
    edited August 2012
    [/LIST]
    [*]All Duty Officers obtained from the Fleet Exchange can once more be contributed to Fleet Projects.
    • This change is retroactive, and will allow all existing versions of these items to be contributed, as well as any obtained in the future.

    [/LIST]
    See this? This is good Cryptic. Well done.

    Duty Officers:
    • Dilithium rewards granted for dismissing any Duty Officer have been reduced.
      • New rewards are as follows:
        • White: 1
        • Green: 10
        • Blue: 25
        • Purple: 50


    This - this seems random and unnecessary. Now if I buy a pack of doffs and they're trash doffs I dont' even get the booby prize :confused:
  • boglejam73boglejam73 Member Posts: 890 Arc User
    edited August 2012
    tobar26th wrote: »
    This - this seems random and unnecessary. Now if I buy a pack of doffs and they're trash doffs I dont' even get the booby prize :confused:

    Yeah, seems funny..if you read last weeks patch notes where it said fleet doffs don't give dilithium or cxp on dismisssal - that was all that was needed. Regular doffs should have been left alone. And making fleet doffs not work on projects wasn't mentioned and totally unneeded.

    Still...I prefer this to not being able to use fleet doffs for fleet projects.
    [SIGPIC][/SIGPIC]
  • zeuxidemus001zeuxidemus001 Member Posts: 3,357 Arc User
    edited August 2012
    Blah so the 1500 dilithium for dismissing prisoners will now be 20 dilithium because every time i do the prisoner exchange on Qo'Nos the mission fails so is why I always dismissed them for the dilithium...

    I imagine you are doing this because of that but the fact is if the prisoner mission didnt fail almost every single time you do it people would have used it...

    Get your act together Cryptic.
  • ashkrik23ashkrik23 Member Posts: 10,809 Arc User
    edited August 2012
    Cryptic has won major points for the fleet doffs being fixed. Thank you!
    King of Lions rawr! Protect the wildlife of the world. Check out my foundry series Perfection and Scars of the Pride. arcgames.com/en/forums#/discussion/1138650/ashkrik23s-foundry-missions
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  • entnx01entnx01 Member Posts: 549 Arc User
    edited August 2012
    So I take it this means refugees, prisoners, etc. that we pick up from certain DOFF missions will only give us 1 Dilithium? Why the huge downgrade, to the point that not even dismissing a Purple will allow us 75 Dilithium?

    I guess that also means I won't run the majority of these again. That was part of the appeal: 75*5 Dilithium for Refugee gathering missions and 75x for each Prisoner I got for Disable [race] Freighter.

    Guess this means even less I'm able to contribute to the Fleet Starbase now, as both my time and wallet are extremely limited. These DOFF missions allowed me to gather decent amounts of Dilithium for contribution even when I couldn't run a ton of dailies.

    Now I have to report our downgrades to the Fleet Members. They will not be happy. :(
  • diogene0diogene0 Member Posts: 0 Arc User
    edited August 2012
    tobar26th wrote: »
    This - this seems random and unnecessary. Now if I buy a pack of doffs and they're trash doffs I dont' even get the booby prize :confused:

    This allowed you to get 2000 dil from a random purple doff with the ungrinder. :D
    Lenny Barre, lvl 60 DC. 18k.
    God, lvl 60 CW. 17k.
  • trhrangerxmltrhrangerxml Member Posts: 0 Arc User
    edited August 2012
    The reduction in Dili from DOFFs needed to happen, especially with Officer Exchange. Currently a Uncommon is worth 150 and a Common is worth 74(or 75), so if you dump a Uncommon in the Officer Exchange you would get 3 Commons worth 225 dili total. Also it meant whites on the exchange for less then 20k EC were a great option for getting lots of unrefined Dilithium, creating almost an EC for Dilithium exchange (normal price range on those is between about 8k-16k EC for a white DOFF for 75 Dilithium). Anything blue and up I keep, green gets turned into whites and civilians get spaced for dili and non-civilian either get fed to the base or sold on the exchange.
    Hi, my name is: Elim Garak, Former Cardassian Oppressor

    LTS, here since...when did this game launch again? :D
  • phyrexianherophyrexianhero Member Posts: 768 Arc User
    edited August 2012
    A satisfactory compromise. Make it so
    Playing since January 2010. STOwiki administrator. Accolade hunter.
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  • commodoreshrvkcommodoreshrvk Member Posts: 477 Arc User
    edited August 2012
    Duty Officers:
    • Dilithium rewards granted for dismissing any Duty Officer have been reduced.
      • New rewards are as follows:
        • White: 1
        • Green: 10
        • Blue: 25
        • Purple: 50

    I don't even have a word for this...does this mean the Dilithium cap will now be removed? Will it come with dilithium being rewarded for every mission now?

    I know the answers to those seriously. Good luck trashing this game you guys are well on your way. I am totally glad I punched out!! Your knee-jerk developing will completely ruin the game, the community, and what little credibility your company has.
  • commodoreshrvkcommodoreshrvk Member Posts: 477 Arc User
    edited August 2012
    The reduction in Dili from DOFFs needed to happen, especially with Officer Exchange. Currently a Uncommon is worth 150 and a Common is worth 74(or 75), so if you dump a Uncommon in the Officer Exchange you would get 3 Commons worth 225 dili total. Also it meant whites on the exchange for less then 20k EC were a great option for getting lots of unrefined Dilithium, creating almost an EC for Dilithium exchange (normal price range on those is between about 8k-16k EC for a white DOFF for 75 Dilithium). Anything blue and up I keep, green gets turned into whites and civilians get spaced for dili and non-civilian either get fed to the base or sold on the exchange.

    I agree it needed to happen, but honestly this is quite an over the top nerf for the problem. Not suprising though that such an aggresive nerf has been pushed now that Heretic is no longer there and Borticus is on vacation.

    Honestly however, they took the easy road out. Rather than just fixing the issue by allowing Fleet DOFFs to slotted, they chose not to take the programing time to parse a difference between Fleet DOFFs and regular DOFFs.
  • entnx01entnx01 Member Posts: 549 Arc User
    edited August 2012
    The reduction in Dili from DOFFs needed to happen, especially with Officer Exchange. Currently a Uncommon is worth 150 and a Common is worth 74(or 75), so if you dump a Uncommon in the Officer Exchange you would get 3 Commons worth 225 dili total. Also it meant whites on the exchange for less then 20k EC were a great option for getting lots of unrefined Dilithium, creating almost an EC for Dilithium exchange (normal price range on those is between about 8k-16k EC for a white DOFF for 75 Dilithium). Anything blue and up I keep, green gets turned into whites and civilians get spaced for dili and non-civilian either get fed to the base or sold on the exchange.

    So that's worth going from 75 Dilithium to 1 for a White to get dismissed?

    There's got to be a middle ground between "EC to Dilithium Exchange" and over-reaction.

    Perhaps something like the following?

    White: 10
    Green: 30
    Blue: 90
    Purple: 270

    This way downgrading has no benefit (each lower rarity is 1/3 of the one you just "shredded"/exchanged) but upgrading eventually loses you Dilithium (5 Whites would be 50 when dismissed, but when turned into a Green it's only 30).

    BTW, I'm not using the Officer Exchange costs because I don't know those, so I guess even a downgrade is a loss of Dilithium if this model were in effect.

    Aside from White, what were the values for Green, Blue, and Purple dismissals before this patch?
  • commodoreshrvkcommodoreshrvk Member Posts: 477 Arc User
    edited August 2012
    entnx01 wrote: »
    So that's worth going from 75 Dilithium to 1 for a White to get dismissed?

    There's got to be a middle ground between "EC to Dilithium Exchange" and over-reaction.

    Perhaps something like the following?

    White: 10
    Green: 30
    Blue: 90
    Purple: 270

    This way downgrading has no benefit (each lower rarity is 1/3 of the one you just "shredded"/exchanged) but upgrading eventually loses you Dilithium (5 Whites would be 50 when dismissed, but when turned into a Green it's only 30).

    BTW, I'm not using the Officer Exchange costs because I don't know those, so I guess even a downgrade is a loss of Dilithium if this model were in effect.

    Aside from White, what were the values for Green, Blue, and Purple dismissals before this patch?

    You sir are a voice of sense and reason and we can't have that type of development in mind in this game :).
  • trhrangerxmltrhrangerxml Member Posts: 0 Arc User
    edited August 2012
    You sir are a voice of sense and reason and we can't have that type of development in mind in this game :).

    I agree, report him and ban him:D j/k

    I think adding a coast to Officer Exchange would of fixed everything, as is Under Performing Officers has a cost and I use to just upgrade my Greens to Blue (and then once Blue was getting full, to Purple). I didn't even consider Officer Exchange, until I saw there was no cost attached to it, only benefits (Recruiting XP and a higher return in Dilithium). I think this is overkill quite frankly, like using a hammer to kill a fly.
    Hi, my name is: Elim Garak, Former Cardassian Oppressor

    LTS, here since...when did this game launch again? :D
  • denizenvidenizenvi Member Posts: 0 Arc User
    edited August 2012
    Resolved an issue that prevented some of the Replicator food from unlocking properly when acquiring certain Chefs.

    Hallelujah!

    So glad this is coming. I've been missing my rare food items and will feel much safer when they're back in my menu.
    Take a look at my Foundry missions!

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    , Re-emergence, and . . .

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  • matthew486dxmatthew486dx Member Posts: 0 Arc User
    edited August 2012
    Today the guns are silent. A great tragedy has ended. A great victory has been won.
    We have known the bitterness of defeat and the exultation of triumph, and from both we have learned there can be no turning back. We must go forward to preserve in peace what we won in war.
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  • tobar26thtobar26th Member Posts: 799 Arc User
    edited August 2012
    diogene0 wrote: »
    This allowed you to get 2000 dil from a random purple doff with the ungrinder. :D

    Ok, I'll grant I hadn't viewed it that way, I'll admit it shouldn't be possible to get more from the commons than their more valuable counterparts.

    As it is:
    White: 75
    Uncommon: 150
    Rare: 250
    Very Rare: 500

    So to make it non-advantageous I'd propose



    Very Rare: 500
    Rare: 150
    Uncommon: 50
    Common: 15

    Surely that works better?
  • mikeflmikefl Member Posts: 861 Arc User
    edited August 2012
    Nice to see folks are listening. It's much harder to earn the right doffs than it is to get dilithium. I can get my dilithium for the day in an hour or less by earning it. 2880 btran, 1440 daily reports, 1440 etas, 2400 defera.. you can even trade off with pvp or lore mission. I would much rather play the game to get dilithium than stand at the exchange and personnel officer all day. It's not that hard and I rarely dismiss officers because they can be upgraded or downgraded to get the right ones.

    EC's are better spent on the consumables needed or the occasional duty officer purchase to complete a project or for weapons etc to level up my F2P characters. I'm running a two man fleet with alts and we have to maximize our time and resources to keep up everyday with our projects. This change only improves our capabilities because the duty officer grind is the most time consuming of any.
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  • edited August 2012
    This content has been removed.
  • smazazelsmazazel Member Posts: 0 Arc User
    edited August 2012
    oh good now all those completely useless diplomats, adviser, chefs and bartenders are even more worthless yet you always get atleast 1 or two of them no matter what you open. good job cryptic wonderful also those 50 different useless science doffs. yay.
  • atatassaultatatassault Member Posts: 1,008 Arc User
    edited August 2012
    Blah so the 1500 dilithium for dismissing prisoners will now be 20 dilithium because every time i do the prisoner exchange on Qo'Nos the mission fails so is why I always dismissed them for the dilithium...

    I imagine you are doing this because of that but the fact is if the prisoner mission didnt fail almost every single time you do it people would have used it...

    Get your act together Cryptic.
    Send Vulcans, Humans, Tellarites, and Bolians on the Forced Labor camps on Military Offensive Planets. Send Andorians and Ferengi on the Forced Labor Camps in the Star Clusters.
  • zeuxidemus001zeuxidemus001 Member Posts: 3,357 Arc User
    edited August 2012
    Send Vulcans, Humans, Tellarites, and Bolians on the Forced Labor camps on Military Offensive Planets. Send Andorians and Ferengi on the Forced Labor Camps in the Star Clusters.

    Well being that there are only 20 assignments maximum you can use I would not have enough slots to do those and the other ones I do on a daily basis. So therefore it defeats the purpose of that one mission to get rid of 10 which it was stated the purpose of it but yet you miss the point pretty much all of those prisoner ones have a 99% chance to fail.

    Plus I do not want to sit and doff all of these toons 24/7 is why they need to get their act together and make it actually work as they stated it was designed to work.
  • trek21trek21 Member Posts: 2,246 Arc User
    edited August 2012
    Duty Officers:
    • Dilithium rewards granted for dismissing any Duty Officer have been reduced.
      • New rewards are as follows:
        • White: 1
        • Green: 10
        • Blue: 25
        • Purple: 50

    I don't even have a word for this...does this mean the Dilithium cap will now be removed? Will it come with dilithium being rewarded for every mission now?

    I know the answers to those seriously. Good luck trashing this game you guys are well on your way. I am totally glad I punched out!! Your knee-jerk developing will completely ruin the game, the community, and what little credibility your company has.
    It's not that hard to earn Dilithilum in-game.

    I used the Dismiss option frequently myself on colonists. But I don't mind the change, because in the daily Dil grind, it hardly did anything (a loss of 1,500 Dil every 5 days, roughly... oh no /sarcasm).

    And sometimes, the reactions by the forum-goers seem knee-jerk... my two cents.
    Was named Trek17.

    Been playing STO since Open Beta, and have never regarded anything as worse than 'meh', if only due to personal standards.
  • commodoreshrvkcommodoreshrvk Member Posts: 477 Arc User
    edited August 2012
    trek21 wrote: »
    It's not that hard to earn Dilithilum in-game.

    I used the Dismiss option frequently myself on colonists. But I don't mind the change, because in the daily Dil grind, it hardly did anything (a loss of 1,500 Dil every 5 days, roughly... oh no /sarcasm).

    And sometimes, the reactions by the forum-goers seem knee-jerk... my two cents.

    No one said it is not hard, however removing avenues for obtaining it and funneling everyone into only a handful of missions that reward it is what makes it a grind and tedious. Quite honestly, who cares how much and how fast you earn it, you can only refine 8-9K a day so the system is buffered. There is a massive Dilithium sink in game right now. But, if you do enjoy running and doing the same things over and over and over...so be it. Me, I prefer variety in a game.

    There are better and more well thought out solutions to the issue than what was actually implemented.
  • trek21trek21 Member Posts: 2,246 Arc User
    edited August 2012
    No one said it is not hard, however removing avenues for obtaining it and funneling everyone into only a handful of missions that reward it is what makes it a grind and tedious. Quite honestly, who cares how much and how fast you earn it, you can only refine 8-9K a day so the system is buffered. There is a massive Dilithium sink in game right now. But, if you do enjoy running and doing the same things over and over and over...so be it. Me, I prefer variety in a game.

    There are better and more well thought out solutions to the issue than what was actually implemented.
    Considering Dil grinding is already tedious... it's barely a blip anyway.

    And just because there are better/well-thought out solutions doesn't mean they're practical to use or implement.
    Was named Trek17.

    Been playing STO since Open Beta, and have never regarded anything as worse than 'meh', if only due to personal standards.
  • dariusmajeredariusmajere Member Posts: 0 Arc User
    edited August 2012
    Thank you For fixing the fleet monster so we may once again Feed it Correctly. It is a shame the Dil rates Changed. But I am sure the majority of us have plenty of overflowing dilithium anyway, Lord knows I do.
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  • commodoreshrvkcommodoreshrvk Member Posts: 477 Arc User
    edited August 2012
    trek21 wrote: »
    Considering Dil grinding is already tedious... it's barely a blip anyway.

    And just because there are better/well-thought out solutions doesn't mean they're practical to use or implement.

    Well the issue that arises now is that the entire fleet system was based what people were earning, don't you think that this now impacts that and now will cause additional refinement and changes to the system. The issues are these changes that come out of no where and impact other systems causing even further dev time.

    With their fix, it is still better to break a purple into three rares and then burn them. I think the two proposals here to make a purple worth 3 rares, a rare worth three uncommons, and an uncommon worth three commons makes full practical sense to what they have just tossed out.

    I am glad you enjoy the game and hope you enjoy it for many more years. I do not any longer and my reason are clear.
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