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Official Mine Trap Feedback Thread

salamiinfernosalamiinferno Member Posts: 159 Cryptic Developer
Official Mine Trap Feedback Thread

Please leave your comments, feedback, concerns, and BUGS here.
Post edited by salamiinferno on

Comments

  • atatassaultatatassault Member Posts: 1,008 Arc User
    edited October 2012
    The Industrial Replicator Evac Shuttle point infinitely spawns Salt Vampires. Mission can't complete.

    It was not obvious that we needed to stay at the Evac points after escorting the civilians, so my team was caught rushing to another point to help it when the "Defend the evac site" prompt came up.

    EDIT: It seems that killing subterranean Exits does nothing. They just respawn. Seems pointless to have them as destructible if targeting them doesn't help you any.
  • atatassaultatatassault Member Posts: 1,008 Arc User
    edited October 2012
    M-113 salt vampires are an extinct species.

    ...just saying.
    Play the mission. Your boff tells you its likely due to Tal-Shiar experiments.
  • hevachhevach Member Posts: 2,777 Arc User
    edited October 2012
    200 years is short enough to recover DNA (and it's only been 153 years for that matter). The half life of DNA is 521 years (established fairly recently, in fact), and with our current technology we could potentially sequence a degraded sample up to about four to six half lives if we had a large enough sample set.
  • atatassaultatatassault Member Posts: 1,008 Arc User
    edited October 2012
    See, that's what irritates me. With what DNA did they experiment? A species that went extinct 200 years ago wouldn't leave any usable DNA behind. Contrary to Jurassic Park, DNA breaks down really REALLY fast in fossils.

    The whole idea of salt vampires just annoys the heck out of me. If they're on a planet with big oceans, they can wade out to sea and gorge themselves on salt water. Human blood is less than 1% salt. Sea water is between 3% and 4% salt. (And yes, oceans are always salty because they are fed by fresh water rivers carrying mineral salts. A planet with oceans of fresh water would have to have zero salt in its crust, which is a ridiculous idea.)
    Not entirely. Planets around old stars could easily be lacking in Halogens. Or the nebula in which it formed could not have any Alkali metals. Both of those element groupings are either formed from Supernovae (so the oldest planets/stars wouldn't have any) or leftover big bang cooling products (which would result in only trace amounts since Hydrogen and less so helium, which by far the preferred products of the universe cooling down).
  • dalolorndalolorn Member Posts: 3,655 Arc User
    edited October 2012
    Official Mine Trap Feedback Thread

    Please leave your comments, feedback, concerns, and BUGS here.

    Feedback: There is no map to play. Please provide 14 AI substitutes until Tribble activity reaches acceptable levels.

    Infinite possibilities have implications that could not be completely understood if you turned this entire universe into a giant supercomputer.p3OEBPD6HU3QI.jpg
  • captainrevo1captainrevo1 Member Posts: 3,948 Arc User
    edited October 2012
    Just played it and i loved it. really nice map, with different activities to perform. easily my favourite ground fleet action.

    first bit about warning them was simple enough.

    the fixing of the house was cool and made a change of pace from shooting stuff.

    next we had to defend the houses and it can be quite tricky to save everyone and we probably ended up covering 2 districts instead of 4, so we lost all of the buildings in the residential area and 3 in the mine area.

    the escape was a nice touch and the rescue was excellent seeing the shuttles land.

    im not sure if the drop kick animation fitted the salt vampire? seemed a weird attack for such a creature but a minor grumble. also was hoping for a big boss at the centre of the map. the source of the problem so to speak. would have been nice to see 20 people ganging up on a huge boss, as it just made it slightly anticlimactic at the end.

    might be helpful if the queue pops at 15 people instead of 20 as finding 20 can be tricky.

    all in all great fun. well done.
  • longasclongasc Member Posts: 490
    edited October 2012
    The best about this scenario is the evacuation sequence. It's really great!

    Telling people to seek shelter is quite boring! The same for fortifying homes, it's not really that engaging. The occasional salt vampire popping up in this phase is rather irritating and feels a bit off.

    When the invasion begins the message "Industrial Building 3 is under attack" should highlight the building on the map as well, otherwise it's quite useless.

    Good is that different map sensors are color coded.


    Bottom line, should be more focused around the defense of citizens than clicking them or fortifying buildings.

    Experienced no bugs, but the new queue system apparently caused a rather longish wait till I could finally join the Fleet Action.
  • orondisorondis Member Posts: 1,447 Arc User
    edited October 2012
    A fun event, expansive map and nice enemy design.

    There was one bug. Right near the industrial evacuation site, one of the Romulans got stuck in the ground.
    Previously Alendiak
    Daizen - Lvl 60 Tactical - Eclipse
    Selia - Lvl 60 Tactical - Eclipse
  • hevachhevach Member Posts: 2,777 Arc User
    edited October 2012
    longasc wrote: »
    Telling people to seek shelter is quite boring! The same for fortifying homes, it's not really that engaging. The occasional salt vampire popping up in this phase is rather irritating and feels a bit off.

    Bottom line, should be more focused around the defense of citizens than clicking them or fortifying buildings.

    I disagree, those sections build tension nicely. It is a zombie apocalypse scenario, after all.


    I have one complaint: Each time we finished one of the phases, any remaining salt vampires went untargetable and sat down on the ground. I think a better way to clear the board between phases is needed. For that matter, why clear it at all?
  • jkirk13jkirk13 Member Posts: 63 Arc User
    edited October 2012
    I only have one or two "problems" with it:

    1.) The reward scale is kinda screwed up. I usually get around 50 Fleet Marks and 95 Romulan Marks from the Azula Nebula mission but only 14 fleet marks and 11 romulan marks from the Mine Trap Fleet Action. Something just seems off about it.

    2.) There really should be accolades and titles for the M-113 vampires. Two suggestion would be "Salt Vampire Slayer" or "Salt Vampire Hunter".
    [SIGPIC][/SIGPIC]
  • dukedom01dukedom01 Member Posts: 462 Arc User
    edited October 2012
    fortify homes: respawn timer on the materials feels too high. having to run around 60 seconds before you find a non taken material container isn't exactly fun.

    evacuating: it's hard to determinate when exactly the citizens are 'saved' or if they need another gentle push in the right direction.

    salt vampire hold: no immunty when using a hypo to get out of it. (surprise)

    rewards: while I cannot judge what the romulan marks will be worth in the end is the amount of fleet marks rather MEH. getting 10 marks out of a 20 minute effort (during fleet mark hours as well) just doesn't cut it. large events (i.e. greater than 5) require some kind of dummy bonus. :D

    edit: I wasn't able to use my operational assets as well! ,c
    Ceterum censeo Otha supplendum in praemiis.
  • coins2010coins2010 Member Posts: 0 Arc User
    edited October 2012
    when i was trying to put stuff like reinforce walls on market building 4 nothing happened but it took away my materials i have repeated this test 3 times and it has been bugged all the time.
  • diogene0diogene0 Member Posts: 0 Arc User
    edited October 2012
    I like it. I have nothing to say about step 1.

    Step two (fortifying) isn't easy to figure out but after a first run we know what to do.

    Step 3 (defending homes) takes a lot of DPS. The mobs don't dps a lot but they are pretty resilient. Fortunately i was with my tac in full KHG Mk XII set and it wasn't too much! I needed evry single bit of dps i could get and my grenades made a difference here. I'm not sure what my sci could do in this part. People running anywhere. Didn't notice any teamwork attempt during our tribble testing event in that part, even if the map is obviously designed to make it easier.

    Step 4 (escorting civilians) . This part requires a lot of organization, pugs won't do it efficiently that's a fact. Since most of them expect it to work like a solo mission where they can do their own stuff the way they want without caring about other players, it will be the hardest part of the game. There will always be 10 player heading to one spot while the rest of the group will struggle on the three last spots. Excellent DPS and heavy healing abilities will be required, but I guess that a good and experienced player in each team could do it.

    Step 5 (waiting for the shuttle). A lot of very resilient mobs, I don't like being held while the two other players can't handle the protection of the area. This is quite frustrating in this part.

    Overall: good job, I do like the fact that this mission requires a brain and cooperation, even if it also requires a lot of dps in some parts. It's not hard to predict that pugs will have very poor results in this instance though.
    Lenny Barre, lvl 60 DC. 18k.
    God, lvl 60 CW. 17k.
  • hevachhevach Member Posts: 2,777 Arc User
    edited October 2012
    Re: PUGs: This is a lot like Starbase Defense on the ground. I think the "winning" pug strategy might be to abandon one (even two in a really bad group) branches and stack the other two more heavily. In the event group I was in, the last two phases worked fairly well simply because one we lost two districts in the previous phase. Can't speak for the reward scaling with only one run under my belt, but I've found coming out of Starbase Defense with three high health facilities is better than four low health ones.
  • ltcmdjamescoreltcmdjamescore Member Posts: 423 Arc User
    edited October 2012
    Morlocks are fantastic.

    But sometimes, it's hard to find the full box, maybe should be always full of tools for barricading.
    izNBNFT.jpg
  • diogene0diogene0 Member Posts: 0 Arc User
    edited October 2012
    hevach wrote: »
    Re: PUGs: This is a lot like Starbase Defense on the ground

    Indeed, that was my exact thought. It's clearly easier though but cooperation is required. I'm not sure about good strategies, all I know is that there are 128 civilans to rescue according to farktoid5000, thus the score could be based on the number of rescued civilans with no further concern.
    Lenny Barre, lvl 60 DC. 18k.
    God, lvl 60 CW. 17k.
  • darkstarkiriandarkstarkirian Member Posts: 1 Arc User
    edited October 2012
    First, a new UI complaint. The new version doesn't show you how many people have queued already. if I'm the only person that enters the 20-man Mine queue and can't tell, i could have to wait quite a while before it is blindly filled by others til it's ready.

    First bit about warning them was simple enough, but it seems odd that I have to tell 3 individual standing together 3 seperate time to get inside. Perhaps the "get inside" 'command' should be a short ranged AoE interact?

    The fixing of the houses, did you know that those tall supply boxes don't like short characters? i had to jump around them to get the interact to pop up. And shouldn't the doors that need barricaded have an interact glow? It was hard to tell which needed fixed and which didn't.

    The escape, the same suggestion with the initial warning. they would stop running and stand next to each other, why can't I "yell" at the group of them?
    hevach wrote: »
    Each time we finished one of the phases, any remaining salt vampires went untargetable and sat down on the ground. I think a better way to clear the board between phases is needed. For that matter, why clear it at all?
    This^^ Why not just let us keep shooting them down while people escape? They don't have to attack the civilians, just keep coming after us. This would add a little bit of action to those acting as rear guard if some Saltys would follow after.
    jkirk13 wrote: »
    2.) There really should be accolades and titles for the M-113 vampires. Two suggestion would be "Salt Vampire Slayer" or "Salt Vampire Hunter".
    "Salty the Vampire Slayer"
    or just "Salty" to get a Naval reference.
    [SIGPIC]Handle: @kirian_darkstar
    Registered: Oct/2009 , LTS : Feb/2011
    Fleets: Warriors of the Phoenix, Kirian Industries[/SIGPIC]
    Three years and still no Captain Klaa hair...
  • captpricemancaptpriceman Member Posts: 74 Arc User
    edited October 2012
    I noticed that there more information given off of this screen now. However my 1 complaint is that that amount of people queued into it no longer shows up. So in a way it is kind of a crapshoot to know if anyone has queued the mission or not. I waited a while before the mission started because I had no idea how many people queued it. This feature needs to be brought back so we are not wasting time guessing as to when we will be able to play the missions. Thanks.
  • cptpapiocptpapio Member Posts: 3 Arc User
    edited October 2012
    Ok, I loved the first almost all the the mission, good job btw.

    At first I thought you had to run across the map endgame, but it turned out another team just... well they sucked.

    I also noticed quite a few of the creatures falling though the floor when fighting at the shuttle evacuation point on the east side of the map. Other than that I was impressed by the level of detail and difficulty, my first run though my team saved 3 civs, second run we saved 7 or 8.
  • sirsrisirsri Member Posts: 0 Arc User
    edited October 2012
    Bias: tac officer in Red (industrial) zone.

    So right off the bat it's not clear that your team has a zone it should stick to, and that's whichever zone you landed in.


    First phase: (Informing civilians). Run around, mash the talk to button, kill anything that spawns. The spawn effect seems a bit slow given that you're under time pressure, so on all occasions I found myself already moved on before I started getting shot at.

    Second phase: race to fortify. Not much depth but no problems really

    Third evacuation route: A few of our civilians were getting stuck under the ground. We managed to I think move the civilians ahead before a group of vampires spawned, so they just kinda stood there.

    4th: Defend shuttles. Nothing to it really. Stand around, kill stuff.

    My basic grief here is that the enemy seems uninspired, there's no real tension because it seems like a couple of people with a pulsewave and a splitbeam (or a minigun) can just mow down everything, and they just plod along like zombies waiting to be mowed down. They might just be underpowered (or we're overpowered for the tuning) but it seemed pretty trivial to just shot and win.

    Ideally with game design you want some choices*, some risks that can pay off etc. The scenario doesn't really have much that seems to make a difference. When I'm fortifying a building there should be a choice here, I shouldn't be able to defend everywhere all the time in the next phase so the group should have to deliberately choose to armour some structures and defend others, and hope they hold out long enough to be killed.

    The 'defend civilians' phases didn't seem to present much of anything. The civilians should try and move in say 3 groups which then bunch up when the whole thing narrows, but they should be spread out just enough you have to feel some tension and a need to rush to save one group or another.


    *choices are overcome by execution and gear. If you 'normally' only have enough dps for 2/3 choices a really good team should be able to do 3/3 for example. On my first attempt with no idea what was happening our group easily managed 80% of objectives and none of that was an intentional tradeoff, it was just kinda random guessing and overpowering the enemies.
  • redlead3rredlead3r Member Posts: 0 Arc User
    edited October 2012
    1st part: Telling people to go home. It is easy to do, doesn't take long and helps new players to learn their part of the map.

    2nd part: Forifying buildings. After playing 3 times, It seems to me that some parts of the map are easier to fortify than others due to the distance between the buildings and the materials. Also, you can choose to fortify doors, windows or walls. Tbh, I'm not sure if it is better to fortify one thing or the other. Also, it seemed to me that no matter how many times you fortify something (the door, for instance) you can always keep choosing to fortify that. Not sure if that is intended.

    3rd part: Evacuation to the shuttle landing zone. It is ok, but the romulans like to stop to rest a bit too much. I would reduce the "resting chance" on the romulan NPCs a bit.

    4th part: Shuttles. Mostly works ok. As someone else said, some times I have seen other players leave the shuttle area thinking that they are finished and can go help other groups when they should wait for the incoming vampires.


    In general, it was a fun experience.

    Formerly redleader - Real join date is July 2008
  • tlamstriketlamstrike Member Posts: 0 Arc User
    edited October 2012
    Cross posted from the announcement thread:

    Found a minor bug. At the LZ in the South West there was a Civilian left over at the end of the match:
    http://imageshack.us/photo/my-images/213/screenshot2012101715535.jpg

    I liked the mission for the most part. Not too happy that its basically a zombie fight, but the evac stuff was fantastic. I loved the smoke at the LZs; I was half expecting to see some Hueys come flying over the hills.
    My Romulan Liberated Borg character made it to Level 30 and beat the (old) Defense of New Romulus with the skill point bug. :D
  • red01999red01999 Member Posts: 0 Arc User
    edited October 2012
    Overall, this was a very neat mission. I liked it a lot; very non-standard and had a lot of depth to it.

    However, there were two things that REALLY bothered me - the delusion effects and the hold effects. The delusion effects seemed to keep coming up over and over, and that was very frustrating. The hold effects also came up too often. This was on top of having 8 ranks in Willpower. It makes me feel like my skill points were a waste - which is made even WORSE because the Mental Discipline trait's effects are so poorly documented, as is Willpower, in terms of how they really work (how much does +30 Confuse resistance give you? It's not a regular damage type, so there's no way to know). Frankly these type of moves are rather frustrating to deal with, both as mind control and in general, so enemies should be using them very rarely, if at all.

    What's worse is just how long the effect lasted - my char with Peak Health was darn near drained completely dry. Adding frustration on top of another frustration. (Additionally with Star Trek canon likely allowing us to be briefed on these guys, you would think we'd at least know enough not to fall for delusions the salt vampires tried on us so easily - plus, being the Main Character I'd like to think most of us are pretty hardened against mind control)

    Additionally, I think that better instruction is needed for new players. It took a bit to figure out what was going on the first time around, although it didn't help that it queued me into a mission that was already about a minute into the gameplay so I had to play catch-up.

    Underground respawn points also need to be reconsidered - they seem like they're respawning too quickly. It might be better for them to stay gone but be considerably tougher.

    As a note it's been a bit since I played this, so some of these may have changed, but please, devs, look into this and think about it. This is definitely a mission with a lot of promise, though at least the mind control effects might be frustrating enough to make me want to skip it.
  • markhawkmanmarkhawkman Member Posts: 35,231 Arc User
    edited October 2012
    I've never been able to get it to start, but I'll try again today. It needs at least 15 people in the queue.
    -=-=-=-=-=-=-=-
    My character Tsin'xing
    Costume_marhawkman_Tsin%27xing_CC_Comic_Page_Blue_488916968.jpg
  • myulnirmyulnir Member Posts: 3 Arc User
    edited October 2013
    Got into 2 Mine Trap runs tonight, both of them were a fail to me. The first one I spawned inside a building.../stuck did almost nothing, it moved my character the equivalent of 2 steps in game, but it kept me within the building's boundaries so I was still stuck. The second run I got into spawned me inside a building as well...the surprising thing was the fact that is was THE SAME BUILDING as the first time. Once again /stuck did nothing to help.

    http://imgur.com/a/6XOgn#0

    2 screen shots one before I used /stuck and one after I used /stuck. There were also a couple of times when the game wouldn't allow me to use /stuck and it recommended beaming up/aborting the mission, as well as requesting GM assistance 'as a last resort'...

    The request assistance function was almost as much help as /stuck was to begin with, but it never got me to where I could actually REQUEST help. It just told me to use /stuck, gave a helpful little button to push that had the same effect as if I had typed it in the chat window...and gave the same results. It also recommended beaming up/aborting the mission.

    I'm sorry but why am I going to abort from something that takes as long as Mine Trap does to queue for.

    For that matter, if I'm in the mission there should be a better solution to getting stuck in a friggin building...How hard is it to adjust the spawn in locations so that they DON'T overlap any of the buildings? Or make it so /stuck actually moves you to a location where you wouldn't be STUCK. If there's anything that can be done it would be greatly appreciated, and I'm sorry if this post is in the wrong thread, I found the only one that seemed to on the topic that I was talking about. Thank you for your time and consideration.
  • jetwtfjetwtf Member Posts: 1,207
    edited October 2013
    myulnir wrote: »
    snip

    Yeah yeah Mine trap is bugged, but did you know this thread was made when it was being tested before release in 2012? Did you know the Tribble server is testing season 8 and Mine trap is not new to S8?

    Anyway, good details on the bug report and sad to see you were stuck inside the building and the team suffered a leech ontop. I am glad they were understanding and didnt report you as well.
    Join Date: Nobody cares.
    "I'm drunk, whats your excuse for being an idiot?" - Unknown drunk man. :eek:
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