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TRIBBLE Maintenance and Release Notes - April 2, 2013

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    myrnwynmyrnwyn Member Posts: 103 Arc User
    edited April 2013
    Poked around DS9, Tau Dewa, Cutting the Cord, and Kerrat for a bit.

    For some reason healing abilities now aggressively target useless things instead of helping you. The Borg in Kerrat did a lot of damage to me when my Hazard Emitters decided it was more helpful to heal my romulan plasma torps than it was to extinguish my flaming hull. It was the same for every other skill which could heal a friendly: if I had torpedoes in the air, they'd target them and ignore me. There were a couple of setting options in the general menu that looked like they might be related to that, but toggling them didn't seem to actually do anything. I just kept on healing my plasma torpedoes :(

    Also, while I was in Tau Dewa I spotted a Romulan player character sneaking around sector space. Clearly the Devs have secret ways of making them.

    Edit: Oh yes, I almost forgot: since that silly "your display ship is your shuttle" bug is still there, my character selection screen shows my runabout instead of my actual ship.
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    magniacapramagniacapra Member Posts: 544 Arc User
    edited April 2013
    havam wrote: »
    In his 2hour interview Gecko said about tac/scorts: NOt enough glass too much cannon.

    The passives from rep and trait system, are having the exact opposite effect of bringing the glass back to the cannons.

    The eng and sci career specific traits, are lack luster at best. Seriously can we get a re-career token in may. People are already " LFT no engs please", and they are right. You are killing a career. The feedback on this has been loud and clear, so it clearly happens on purpose. Making tac more tanky, further obsoletes the eng class (who needs EPS we have team batteries).

    Just delete engs, and remove the trinity from game. Instead of continuing this ridiculous poor design. Maybe with one class, systems can handle the balancing for both PvE and PvP more easily.

    BTW is this something that you want feedback for, or are we too close to release already and PvP will just have to live with these traits not matter what. If you don't have the time to re-act for feedback it would be nice to let us know.

    /so much this
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    wjeremy16wjeremy16 Member Posts: 0 Arc User
    edited April 2013
    I was playing the preemptive strike mission to check the new romulan effects.

    ground was fantastic. I don't recall ever going that long on shields alone. however, when I did die, i respawned inside a rock. so that Kind of killed it.

    the GUI takes some getting used to, but the boff inside a viewscreen is a bit too much. It'd be fine if they were an engineer, with the engineering room in the back ground, or the sci officer in their respective areas, but the blank background makes it feel too much like a video game. the way it is now is fine with me.

    the red particles should be replaced with a light blue, or by class, the red only made since to me as it was my tac I was logging into so I rationalized it as class based. reading that its all of them with red doesn't make sense


    The engineer and science traits need rethinking. unless the goal is to obliterate them from existence, then they need some serious boosts and the tactical ones need to be a lot less effective then this. only the tac ones stack, and those were already good to begin with.
    None of these should be stacking,

    My ideas would be

    sci ground- remove all shield aspects from the
    vanguard, and replace with slight heal over time that works similar to nanite monitor but weaker, with maybe a slight damage resistance buff added.

    and an alternative idea would be for the tricorder scan abiltity to be able to make 1-2 jumps like the photonic shockwave doff would do it. aftershocks that reach further, but add a less of a debuff.

    the other one is more or less fine
    engineering ground-

    add to the nanomolecular trait a slight bonus to the output for shield and health fabrications, so they can add a small buff to shield, health, or add knock back resistance when in the range of the field or something

    shield trait is alright imo

    Tactical- ground

    scrap them both.

    replacements could be a chance to apply a damage resistance debuff, like disruptor weapons would, to all grenades thrown, or a slow debuff is added to all grenades

    and the other could be an enhancement to security teams, or an evasion bonus when firing on a target. or when the tac officer scores a crit, the whole team gets a +2.5% crit chance for 10 seconds, and cannot be done more then once every 15. non stackable.

    I see that all the traits are 100% in certain events, so off the top of my head, couldn't think of many good ones, I'll see about it tomorrow. but in the current idea, the slow debuff would fit better then the chance to debuff damage resistance

    space is harder for me due to specifically for science, I had a good idea, but would require the sensor analyst on a sci vessel, and in the current trait setup, that is not possible.

    Replacing the engineer's Battery trait, with a passive decrease in weapons drain, could be a very viable alternative to the battery trait. something like -2 off all energy weapons drain would be a good bet. running a 5 beam cruiser would add 10 to the weapons power, which would allow for more dps. Or better yet, add a passive nadeon inversion trait to replace the battery. Just reduce the effects of the passive to be inline with everything else.

    could also make a nadeon trait the same way the photonic capacitor works, just make it reduces the recharge by 5-10 seconds and used once every 15 seconds.

    for tac space, kill the accuracy debuff for a damage resistance debuff of -10, with no stack

    and add a +10 damage resistance when using go down fighting, do not allow stacking


    warp cores could be great, but at this point, I'm expecting them to benefit the escorts over the rest somehow, and
    these are just my random ideas. feel free to poke holes in them
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    shantavishantavi Member Posts: 129 Arc User
    edited April 2013
    Known Issues:
    • Players on Windows XP may have problems with the game not accepting mouse and keyboard input.
      • There is a workaround for this.
        • Open your launcher.
        • Click on Options on the top right.
        • In Advanced command line, enter the following:
        • -enablerawinputsupport 0
        • Click OK and launch the game as usual.

    Windows 8 has this issue with not accepting mouse button input.


    "Back on topic. Destinii is correct."

    (Formerly Destinii until the 'Great PWE Forum Shakeup of 2012')
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    arcademasterarcademaster Member Posts: 0 Arc User
    edited April 2013
    Please, please, please don't mess up Fire at Will...
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    firekeeperhufirekeeperhu Member Posts: 416 Arc User
    edited April 2013
    some questions to the devs:
    will we be able to craft warp cores? (OFF more importantly, when will we be able to craft MK XII items? /OFF)
    are there new deflector-engine-shield-warp core sets in plans, or any other set desin which features warp core?
    are there unige warp cores planned? (MACO/HG/Omega/or-any-existing-unique-set warp cores, fleet warp cores,storyline-granted unique warp cores for example)

    speculation coming in :)
    you said in the first post, that FED/KDF players use matter-antimatter warp cores, which makes me think that romulans will use different cores (singularity cores i quess). will there be amy "universal" core in the game, what is usable by all factions? will the warbirds able to use matter-antimatter warp cores?
    <3 Defiant <3

    RnD and upgrade needs less RNG. Less lottery. Something has to change.
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    aelfwin1aelfwin1 Member Posts: 2,896 Arc User
    edited April 2013
    i cant even fully patch, it just stops. tried a few times once stopped at 48% closed out tried again stopped at 78%, no response

    I'm sure that due to the interesting upgrades a lot of ppl are tying to patch their Tribble client now .
    You'll probably get there don't worry -- if not right now , then within 24 hours .
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    ukcaptain420ukcaptain420 Member Posts: 345 Arc User
    edited April 2013
    Please, please, please don't mess up Fire at Will...

    did i miss something?
    SCM - Infected(S) - DMG Out: 11,776,567 DPS: 114,224.70 (28.7% of Team) - Pinky@ukcaptain420
    I reserve the right to have a completely different standpoint depending on my mood.
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    westx211westx211 Member Posts: 42,243 Arc User
    edited April 2013
    It supposedly has ridiculous drain now which makes it useless. However I have yet to see that since I use Beam Overload.
    Men are not punished for their sins, but by them.
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    ukcaptain420ukcaptain420 Member Posts: 345 Arc User
    edited April 2013
    Warp Cores of every rarity now drop from space combat throughout the game. As your Warp Core increases in rarity, it gains additional pools of possible enhancements to add to your ship.

    So I sat in Ker'rat for a good few hours, got plenty of drops, all different rarities, but only common warp cores. Don't know if this is just Ker'rat.
    SCM - Infected(S) - DMG Out: 11,776,567 DPS: 114,224.70 (28.7% of Team) - Pinky@ukcaptain420
    I reserve the right to have a completely different standpoint depending on my mood.
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    abrahamjohnson83abrahamjohnson83 Member Posts: 72 Arc User
    edited April 2013
    Absolutly nice update. Like the revamp and the details on new stuff. Cryptic you made it!
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    havamhavam Member Posts: 1,735 Arc User
    edited April 2013
    Please, please, please don't mess up Fire at Will...

    This would go against the history of the power, the design intention of this update, and be something truly new. So nope, expect it to behave oddly WAD.

    9000 lines of code wasn't that the memo for one of the previous fixes?
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    rickeyredshirtrickeyredshirt Member Posts: 1,059 Arc User
    edited April 2013
    Can't wait for those UIs to hit holodeck!
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    maxdredmaxdred Member Posts: 97 Arc User
    edited April 2013
    Drozana interior has been completely revamped. It's much bigger than before and you no longer have to go into a seperate instance to do the puzzle mission. I like it but I'll kind of miss the small, more intimate interior we have now. I couldn't beam out though so be careful if you want to have a look.
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    zerobangzerobang Member Posts: 0 Arc User
    edited April 2013
    most of the descriptions lack any info of duration of a buff, which is kind of important to know before you make a choice.


    ----

    "
    Physical Strength

    Physical Strength's bonus to melee damage has been increased from 10% up to 15%.
    In addition to its previous effects, this trait now gives your melee attacks a chance to knock down your target.
    "

    personally, i hate it when i knock back / down my targets while in personal combat, that usually breaks the combo i am trying to do and forces me to move up to the target again.
    a simple HOLD would be perfect.


    "
    Characters with Mental Discipline now gain an additional click power with a 240 second cooldown.
    "
    +
    "
    Stubborn

    Characters with Stubborn now gain an additional click power with a 240 second cooldown.
    "

    passive plz, got too many click buttons anyway



    "
    Cold Blooded
    Now provides resistance to all Plasma damage, instead of just Plasma DoTs.
    "

    that will make romulans happy... NOT



    "
    Bajorans now have access to Sturdy, Elusive, Aggressive, and Mental Discipline.
    "

    they only need one trait and that is whiny

    "
    Pakleds now have access to Acute Senses.
    "

    lol? rly?


    "
    All ships in the game now have a Warp Core slot.
    All KDF and Starfleet vessels use Matter/Antimatter Warp Cores.
    "
    hooray... now please put the MACO + BORG Impulse Engine Sector space speed boni on Warpcores! so i can use OTHER SETS without the need to swap engines all the time...



    "
    There are tens of thousands of possible cores out there to find and use
    "

    if true, then maybe better NOT add these to Set Items... we all know that Endgame is dominated by Set Items (shiny visuals + extra powers always win over simple good purple items with good stats), which is a bit sad IMHO.

    "
    Updated Go Down Fighting:
    This now requires you to be below 50% hull before activating.
    "
    i hate it when damage is required to press a button.
    chances are that i don't have time to press it when i am already half dead.
    -> make it a passive that activates on its own (maybe turn it into a trait instead of a captains power?)

    or
    -> redesign it to not require damage
    i don't care!

    But ...when was the last time you've seen a player using Ramming Speed or Self Destruct?... right... i don't remember either.
    With 50% damage required, nobody will even bother to press the button, with that much damage all one does want to do is heal or get out of range...
    this change will only manage to remove the skill from my powerbar.



    "
    Player's ship will be shown on the character select screen.
    "

    ...or the Shuttle... if you still suffer from the bug that the Shuttle Names are displayed on the log in screen instead of your ship name (even if the ship is selected)



    "
    Player's active costume will show on character selection screen, instead of always using the first costume.
    "

    please also display the equipped Armor / Kit graphics.
    my Jem'Hadar character looks rather unfamiliar without his Lobi Armor visual...



    "
    Added a Heal All button to the Injury window.
    "

    good!
    but... that window is still behind at least 2 screens -> keybind for that window or a heal all button in the powertray would be neat
    [SIGPIC][/SIGPIC]
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    tinkerstormtinkerstorm Member Posts: 853 Arc User
    edited April 2013
    • A new category of trait has been added - Class-specific traits.
      • These traits enhance specific aspects of your class, and can only be chosen by Captains of that class.
      • There are two new space traits and two new ground traits for each class.
        • Engineer:
          • Space - Grace Under Fire
            • Whenever you are hit for more than 25% of your hull in a 5 second period, the cooldown on Miracle Worker is reset.
              • This effect cannot occur more often than once per 90 seconds.
          • Space - EPS Manifold Efficiency:
            • Using a Battery for one subsystem also gives 25% of its effect to other subsystems.
          • Ground -Nanomolecular Architect:
            • All pets you create have increased damage resistance and regeneration.
          • Ground - Shield Harmonic Resonance:
            • When you take damage, your shields start to adapt to the incoming damage, giving you a stacking Resistance buff to that type of damage.
              • Only one damage type can grant this resistance at any given time.
        • Science:
          • Space - Photonic Capacitor:
            • Science powers you activate reduce the remaining cooldown of Photonic Fleet by 15 seconds.
              • This ability cannot trigger more often than once every 15 seconds.
          • Space - Conservation of Energy:
            • When Energy Weapons hit your shields, your exotic damage has a chance to be increased by 10%, stacking up to 3 times.
              • Exotic Damage is any damage which is increased by the Starship Particle Generators skill.
          • Ground -Medical Vanguard:
            • All powers you use on allies give them perfect shields for 4 seconds, along with a moderate Shield Heal.
          • Ground -Field Researcher :
            • You gain a 25% damage bonus against targets affected by Control powers or Debuff powers.
        • Tactical:
          • Space - Last Ditch Effort:
            • While Go Down Fighting is active, you gain 10% Damage Resistance to all damage types when you attack a target, stacking up to 3 times.
          • Space - Crippling Fire:
            • Your critical hits reduce your target's Accuracy by 5%, stacking up to 3 times.
          • Ground - Situational Awareness:
            • All of your Grenade powers now expose their target in addition to their normal effects.
          • Ground - Strike Team Specialist:
            • Your damaging attacks give you a 2.5% bonus to Crit chance. This buff can stack up to 3 times.
    Proving once again that the Cryptic devs play only Tactical.
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    haarspalterhaarspalter Member Posts: 0 Arc User
    edited April 2013
    Proving once again that the Cryptic devs play only Tactical.

    To give tacticians more survival abilities is realy stupid.
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    questeriusquesterius Member Posts: 8,381 Arc User
    edited April 2013
    Has anyone managed to enter since the update yesterday? I get stuck on the player selection.
    This program, though reasonably normal at times, seems to have a strong affinity to classes belonging to the Cat 2.0 program. Questerius 2.7 will break down on occasion, resulting in garbage and nonsense messages whenever it occurs. Usually a hard reboot or pulling the plug solves the problem when that happens.
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    beefsupreme79beefsupreme79 Member Posts: 234 Arc User
    edited April 2013
    havam wrote: »
    In his 2hour interview Gecko said about tac/scorts: NOt enough glass too much cannon.

    The passives from rep and trait system, are having the exact opposite effect of bringing the glass back to the cannons.

    The eng and sci career specific traits, are lack luster at best. Seriously can we get a re-career token in may. People are already " LFT no engs please", and they are right. You are killing a career. The feedback on this has been loud and clear, so it clearly happens on purpose. Making tac more tanky, further obsoletes the eng class (who needs EPS we have team batteries).

    Just delete engs, and remove the trinity from game. Instead of continuing this ridiculous poor design. Maybe with one class, systems can handle the balancing for both PvE and PvP more easily.

    BTW is this something that you want feedback for, or are we too close to release already and PvP will just have to live with these traits not matter what. If you don't have the time to react to feedback it would be nice to let us know.


    Dude, all you do in every thread is whine about the same damn thing. This is a tribble RELEASE note thread! are you kidding me? We are discussing whats on tribble, not your whines about tacs.
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    eisenw0lfeisenw0lf Member Posts: 0 Arc User
    edited April 2013
    I wonder how many times the -Acc trait stacks when multiple players use it. Imagine a Borg Tactical Cube with less than half accuracy ... if STF weren't easy enough already.

    The trait which lets grenades expose enemies seems to be way to overpowered, too.
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    beefsupreme79beefsupreme79 Member Posts: 234 Arc User
    edited April 2013
    zerobang wrote: »

    Updated Go Down Fighting:
    This now requires you to be below 50% hull before activating.
    "
    i hate it when damage is required to press a button.
    chances are that i don't have time to press it when i am already half dead.
    -> make it a passive that activates on its own (maybe turn it into a trait instead of a captains power?)

    or
    -> redesign it to not require damage
    i don't care!

    But ...when was the last time you've seen a player using Ramming Speed or Self Destruct?... right... i don't remember either.
    With 50% damage required, nobody will even bother to press the button, with that much damage all one does want to do is heal or get out of range...
    this change will only manage to remove the skill from my powerbar.









    yeh basicly they are nerfing tacs. how often are you lining up an alpha with 50% hull? yeh never.

    how long does a BoP survive if someone manages to get him 50%? yeh another blink or two. If im at 50%, means i screwed up and am evasive to the moon.


    this is a very bad thing for tacs, we are being nerfed by a rediculous, never will be used, stipulation of a power.
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    beefsupreme79beefsupreme79 Member Posts: 234 Arc User
    edited April 2013
    Proving once again that the Cryptic devs play only Tactical.

    of course you failed to notice us tacs are losing GDF as an alpha buff unless we are at 50% hull. thats a decrease of 24% dmg on an alpha. pay attention next time
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    havamhavam Member Posts: 1,735 Arc User
    edited April 2013
    Dude, all you do in every thread is whine about the same damn thing. This is a tribble RELEASE note thread! are you kidding me? We are discussing whats on tribble, not your whines about tacs.

    lol great feedback on the release notes. Carrer traits are what I'm commenting upon, you?
    As for cryptic listening to player feedback.... good luck waiting.
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    bitemepwebitemepwe Member Posts: 6,760 Arc User
    edited April 2013
    Looking good Z
    Leonard Nimoy, Spock.....:(

    R.I.P
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    bitemepwebitemepwe Member Posts: 6,760 Arc User
    edited April 2013
    Guess GDF is now a spacebar filler like Fleet Support.
    Leonard Nimoy, Spock.....:(

    R.I.P
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    karadrewkaradrew Member Posts: 0 Arc User
    edited April 2013
    Just logged in too Tribble first impression of expansion, really dislike new UI!!!
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    crimpson7crimpson7 Member Posts: 76 Arc User
    edited April 2013
    When i beam to earth spacedock I appear like my odyssey cruiser whats going on??
    The Wildcards Fleet =/\=
    Admiral T'Vanto of the I.R.W. Dreaded Balerion (Scimitar Dreadnought Warbird) "Burn them All!"
    Admiral Atraxis of the U.S.S. Daskalogiannis (Avenger class Cruiser) "I am Iron Cat!"
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    misterde3misterde3 Member Posts: 4,195 Arc User
    edited April 2013
    I just checked out the Dil store to see what warpcore types are available.
    As it turns out, only the Fedside Dil Store has warpcores, the KDF one is missing them entirely...

    Like the new UI options, even though I think it would have been much better if this were a per-character option.;)

    The TNG UI has a little problem with contrast: buttons like "Disable Astrometrics" are very bright along with white text.
    So it's a bit hard to actually read something on them.

    The Gorn UI looks nice, but the green is a bit off IMO.
    Something similar to the Orion green wuild suit them better.

    Reman UI is just painful to look at for me.:)

    EDIT: Will the Warpcores get their own unique icons, because with the same icons as the impulse engines it's kinda confusing right now;)
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    dirlettiadirlettia Member Posts: 1,632 Arc User
    edited April 2013
    Speaking of warp Cores having the same icons as the impulse engines, I have a question regarding the obvious split which is coming.

    The warp core tooltip on the standard issue core states quite clearly that it has a maximum speed of warp 10 yet a ship equipped with the current nice engines such as Maco/Borg etc go quite nicely at warp 13 or 14 so when is the split going to happen to take warp speed out of the current engines to give us a core instead? When you do, will we need both core and impulse engine to give a set bonus or will just one do?

    Still waiting to be able to use forum titles
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    zerobangzerobang Member Posts: 0 Arc User
    edited April 2013
    EDIT:
    The way it's currently implemented it's per-computer--it's stored in the same file that graphics settings are in.
    The way it currently works, if you use "Default", each character will see the default for that faction. So KDF see Klingon and Feds see Starfleet, etc. However, if you override it with a set color option, it will override the default for all characters on that computer. Changing this behavior is definitely not trivial.

    And thanks to those pointing out the bug with our error message about the shard being locked. We don't see that from here at Cryptic. :)

    you guys surely can make it save per character... ?
    like the HUD options ?

    (that are now broken for a full season, not letting me click anything without loosing all "On Mouse Over" options)
    [SIGPIC][/SIGPIC]
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