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Further upcoming EPtX tweaks

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    virusdancervirusdancer Member Posts: 18,687 Arc User
    edited May 2013
    I think its time for "upgrade kits" to be sold on C-store. They would be one use consumables that would allow you to change a Lt. or lower boff station to a universal one. This alone would work wonders for any and all ships but would be of most benefit to the ships released when the ship design philosophy was different.

    In the supplemental P1, Geko mentioned taking a look at some of the older ships...
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    skyranger1414skyranger1414 Member Posts: 1,785 Arc User
    edited May 2013
    In the supplemental P1, Geko mentioned taking a look at some of the older ships...

    They've always said that. But at the end there's always the feeling they left the old ships alone because they can't make as much money off fixing them as they can from simply releasing new ships.
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    ashgrey77xashgrey77x Member Posts: 0 Arc User
    edited May 2013
    Hi all,

    Sorry for the prolonged silence on the EPtX front, but until we had made a final decision on what we were going to do with these powers, I didn't want to risk miscommunication on the issue. We are planning to revert the cooldowns of these abilities back to their Holodeck recharge times, while maintaining the QoL upgrades to Weapons, Auxiliary, and Engines which are currently on Tribble. The duration of all Emergency Power buffs will be 30 seconds across the board.

    While we do want to create situations in which players choose between survivability and damage and make conscious choices about what powers they use when, we've decided it's more important right now to make all Emergency Power choices viable than it is to disrupt the metagame that's evolved around builds with ensign-level Engineering powers. My hope is that now, every time you get an Engineering Bridge Officer with an Emergency Power ability of any sort, you will feel like you could conceivably benefit from slotting that officer without retraining them. We may make further adjustments to these powers in the future as part of our ongoing quest to keep the game fun for all players, but for now, this is what we're planning on doing.

    -AdjudicatorHawk


    Very nice. You guys have made some good decisions lately with reverting the rommy cloak back to 20 seconds and now this. You guys are on a roll, keep it up. :)
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    aveimperatoraveimperator Member Posts: 319 Arc User
    edited May 2013
    ...While we do want to create situations in which players choose between survivability and damage...

    Except Escorts, apparently. They get both for some reason.
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    zarathos1978zarathos1978 Member Posts: 0 Arc User
    edited May 2013
    They have not listened to you. Just DEVs started to play and realized, that there is nice gap in survivability of only ships they play: escorts. So they fixed it.

    TRIBBLE. I really hoped that they will come live with it and slowly implement other changes making this game balanced and fun to play for anyone, not just X-Wing pilots.
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    adamkafeiadamkafei Member Posts: 6,539 Arc User
    edited May 2013
    They have not listened to you. Just DEVs started to play and realized, that there is nice gap in survivability of only ships they play: escorts. So they fixed it.

    Actually you have the communities CRUISER pilots to thank for the reversal of the change
    ZiOfChe.png?1
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    virusdancervirusdancer Member Posts: 18,687 Arc User
    edited May 2013
    adamkafei wrote: »
    Actually you have the communities CRUISER pilots to thank for the reversal of the change

    Actually, I like to think that it was changed despite that particular noisy subsection of the community's Cruiser pilots. Down the road when Cryptic attempts to make the changes again (as part of a larger set of changes), I hope they can do so despite that group as well.
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    autumnturningautumnturning Member Posts: 743 Arc User
    edited May 2013
    Actually, I like to think that it was changed despite that particular noisy subsection of the community's Cruiser pilots. Down the road when Cryptic attempts to make the changes again (as part of a larger set of changes), I hope they can do so despite that group as well.

    The evidence you supplied to support your supposition seems ... a little thin ... on the order of not being there ...
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    virusdancervirusdancer Member Posts: 18,687 Arc User
    edited May 2013
    The evidence you supplied to support your supposition seems ... a little thin ... on the order of not being there ...

    How could you have missed all the posts?
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    autumnturningautumnturning Member Posts: 743 Arc User
    edited May 2013
    Simple. No links, no citations, no mentions, no context, no analysis. You just assume everyone's read the same things you have and reached the exact same conclusions you have, because ... well ... just because.
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    virusdancervirusdancer Member Posts: 18,687 Arc User
    edited May 2013
    Simple. No links, no citations, no mentions, no context, no analysis. You just assume everyone's read the same things you have and reached the exact same conclusions you have, because ... well ... just because.

    Is there a reason that you quoted me with this line of thought rather than the person that I quoted with the same line of thought?
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    rononmarononma Member Posts: 19 Arc User
    edited May 2013
    Thank you, thank you, thank you!!!
    ~Sent via Carrier Pigeon~
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    mscowboymscowboy Member Posts: 231 Arc User
    edited May 2013
    I'm not going to lie.


    These new emergency powers....

    Are now the one thing I am most looking forward to in LoR. Please for the love of everything good or sweet or fluffy in all of existence, please don't rethink what you have done here today. They are perfect now.
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    virusdancervirusdancer Member Posts: 18,687 Arc User
    edited May 2013
    mscowboy wrote: »
    I'm not going to lie.


    These new emergency powers....

    Are now the one thing I am most looking forward to in LoR. Please for the love of everything good or sweet or fluffy in all of existence, please don't rethink what you have done here today. They are perfect now.

    EPtX is far from perfect. :(

    To correct the issues with EPtX would involve such an adjustment to everything outside of EPtX though, it could be its very own expansion.

    We're probably going to be stuck with broken EPtX for a long time to come...
    ...and these changes will just make it more difficult to fix down the road.

    Still, that being said - yes, I'm going to enjoy the changes as much as I can for as long as I can...I'm just not going to think they're perfect or that EPtX won't be addressed somewhere down the line.
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    skyranger1414skyranger1414 Member Posts: 1,785 Arc User
    edited May 2013
    EPtX is far from perfect. :(

    To correct the issues with EPtX would involve such an adjustment to everything outside of EPtX though, it could be its very own expansion.

    We're probably going to be stuck with broken EPtX for a long time to come...
    ...and these changes will just make it more difficult to fix down the road.

    Still, that being said - yes, I'm going to enjoy the changes as much as I can for as long as I can...I'm just not going to think they're perfect or that EPtX won't be addressed somewhere down the line.

    I don't think any issues EPtX may have will ever get fixed. This is it, tweaks that involve no new code is the best we can expect. I doubt we will ever see resources allocated to look at it again unless a dev does it on their own. The way Cryptic builds its games its layer upon layer of bandaid fixes that are always meant to be temporary. As they stack up on top of each other though, they tend to become harder and harder to fix until eventually we are where we are now. Where EPtS is considered a baseline power that everything is balanced around.

    Maybe if Cryptic was less of a proyect and system focused developer and was more focused on the game as whole with people actually in charge of things they babied and looked after....things might be different. After Heretic left the Doff system went into maintenance mode... did anyone NOT see that coming? A tailor made system, designed to easily allow for additions and expansion to be made and its been left to rot since its creator left... guess no one wanted to look after it, or more likely the higher ups didn't want to assign it to anyone. If everyone is looking at and taking care of everything, no one is looking at or taking care of anything. Things need to be assigned to specific people that are then held responsible for them.

    As it is, if its not the latest current thing everyone is working on it may as well not exist as far as allocating resources to it goes. Some may disagre with my conclusions but having run factories I'm well aware of how things look and feel when no one has taken charge of specific things and its left to run on autopilot.
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    breadandcircusesbreadandcircuses Member Posts: 2,355 Arc User
    edited May 2013
    Thank you. I aplogize it took me so long to post it here, but thanks for going over the feedback and mechanics postings. You retained improvements to the EP2x powers, while responding to concerns about cooldowns.

    Thank you.
    I think its time for "upgrade kits" to be sold on C-store. They would be one use consumables that would allow you to change a Lt. or lower boff station to a universal one. This alone would work wonders for any and all ships but would be of most benefit to the ships released when the ship design philosophy was different.

    Cryptic could charge 1000 Zen for it and no one would bat an eye at the chance to revitalize their favorite if useless ships.

    This is actually something that could easily get folks to spend Zen; I certainly would love to see this and would be willing to spend some Zen to make certain ships a bit more useful. More likely they would call it a Station Modification Token, charge 500 Zen, and allow for a single Lt and lower station to be changed to a different type of station.

    I don't see them actually letting us spend 3000 Zen to make a ship have 2 Lt. Universal and 1 Ensign Universal station... ships like the Chimera/Peghqu', Temporal Destroyer, MSSV, or Recluse could be turned into near KBoP types if Universals were an option.

    Unfortunately, I suspect that re-coding each ship's stations individually would be a pain in the aft from the devs' end of things.
    Ym9x9Ji.png
    meimeitoo wrote: »
    I do not like Geko ether.
    iconians wrote: »
    With each passing day I wonder if I stepped into an alternate reality. The Cubs win the world series. Donald Trump is President. Britain leaves the EU. STO gets a dedicated PvP season. Engineers are "out of control" in STO.​​
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    cha0s1428cha0s1428 Member Posts: 416 Arc User
    edited May 2013
    EPtX is far from perfect. :(

    To correct the issues with EPtX would involve such an adjustment to everything outside of EPtX though, it could be its very own expansion.

    We're probably going to be stuck with broken EPtX for a long time to come...
    ...and these changes will just make it more difficult to fix down the road.

    Still, that being said - yes, I'm going to enjoy the changes as much as I can for as long as I can...I'm just not going to think they're perfect or that EPtX won't be addressed somewhere down the line.

    I guess I don't really see the problem with them in their now current state, aside from the amount of shield resist given by EPtS3 with constant uptime. Tweak that a bit, or nerf tact team hard, and I see much of the problem being solved.
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    tpalelenatpalelena Member Posts: 1 Arc User
    edited May 2013
    cha0s1428 wrote: »
    I guess I don't really see the problem with them in their now current state, aside from the amount of shield resist given by EPtS3 with constant uptime. Tweak that a bit, or nerf tact team hard, and I see much of the problem being solved.


    Dont you dare nerf tac team! Nerf EPTS3 instead.
    Let us wear Swimsuits on Foundry maps or bridges please! I would pay zen for that.
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    sgtstarfallsgtstarfall Member Posts: 205 Arc User
    edited May 2013
    tpalelena wrote: »
    Dont you dare nerf tac team! Nerf EPTS3 instead.

    Prepare the Nerf Hammers and nerf EVERYTHING! :eek:

    But in all honesty, I think the last thing we need in this game are more nerfs. Tact. Team and EPtS3 are both strong abilities that work really well together. Here's some specs:

    Tact. Team:
    - Automatic Shield Distribution (towards where the damage is coming from).
    - Small Damage Buff
    - Removes all Tact. Debuffs (FOMM and APB)
    - Removes hostile Boarding Parties
    - shared CD of 15s

    Emergency Power to Shields 3:
    - +30% Damage Resistance to shields
    - Very Good shield heal (varies based on Shield Emitters skill)
    - High shield power boost (varies based on EPS systems)
    - shared CD of 30s
    - Repairs disabled Shield systems
    __________________________________________________
    All hands! Prepare the popcorn and tinfoil hats! :D
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    hungolyahungolya Member Posts: 5 Arc User
    edited May 2013
    And after all the talking, EPTS shield resist is going to be 20 seconds anyway.

    GJ CRYPTIC
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    virusdancervirusdancer Member Posts: 18,687 Arc User
    edited May 2013
    Wow, yeah...hrmmm...

    Updated "Emergency Power" Bridge Officer Abilities:

    The Emergency Power category of abilities has been tuned so that all four abilities are closer in utility to one another.
    The duration of all Emergency Power buffs has been standardized at 30 seconds.
    The shared cooldown between two Emergency Power-type abilities of the same type has been standardized at 30 seconds.
    Example: Emergency Power to Shields I and Emergency Power to Shields II
    Emergency Power to Engines:
    Increased the Flight Speed bonus of Rank 2 and Rank 3 of this ability.
    Increased the duration of the Flight Speed bonus from 5 seconds up to 20 seconds.
    This ability now also gives a small flat added value to Turn Speed.
    Emergency Power to Auxiliary:
    Modified the tooltip to display the actual amount of Starship Stealth Detection given by this ability.
    This ability now gives a skill bonus to Starship Particle Generators, Starship Graviton Generators, and Subspace Decompiler for 20 seconds when used.
    The Stealth and Stealth Detection attributes of this power now last 20 seconds, up from 5 seconds.
    Emergency Power to Shields:
    The Shield Damage Resistance and Shield Regeneration attributes of this power now last 20 seconds, down from 30 seconds.
    Emergency Power to Weapons:
    The Energy Weapon damage bonus of this power now lasts 20 seconds, up from 5 seconds.
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    stirling191stirling191 Member Posts: 0 Arc User
    edited May 2013
    Bran's reply:
    How they are on Tribble now is how they will go live tomorrow -- so it sounds like a typo, but I will verify before updating.

    Cheers,

    Brandon =/\=
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    virusdancervirusdancer Member Posts: 18,687 Arc User
    edited May 2013
    Right, he'll verify before updating.

    There's been no update.

    Tada...
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    pwebranflakespwebranflakes Member Posts: 7,741
    edited May 2013
    Captains,

    The team was gone for the day when I posted the notes, so I couldn't verify if the patch notes had a typo in that section. Once I get a chance to verify them today, I will update :) How they were on Tribble yesterday is how they are going live today -- I'm fairly certain that the patch notes have a typo in them, but I want to confirm with Hawk before I update.

    Cheers,

    Brandon =/\=
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    virusdancervirusdancer Member Posts: 18,687 Arc User
    edited May 2013
    Captains,

    The team was gone for the day when I posted the notes, so I couldn't verify if the patch notes had a typo in that section. Once I get a chance to verify them today, I will update :) How they were on Tribble yesterday is how they are going live today -- I'm fairly certain that the patch notes have a typo in them, but I want to confirm with Hawk before I update.

    Cheers,

    Brandon =/\=

    Hawk got jumped on pretty hard by some folks when he first posted...
    ...while it would be bad for his career, there's a part of me that always wanted him to stick it to folks over that.


    /cough

    Btw, Bran...good luck to you guys with a stable launch today.

    This post has been edited to remove content which violates the Perfect World Entertainment Community Rules and Policies . ~BranFlakes
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    toivatoiva Member Posts: 3,276 Arc User
    edited May 2013
    Captains,

    The team was gone for the day when I posted the notes, so I couldn't verify if the patch notes had a typo in that section. Once I get a chance to verify them today, I will update :) How they were on Tribble yesterday is how they are going live today -- I'm fairly certain that the patch notes have a typo in them, but I want to confirm with Hawk before I update.

    Cheers,

    Brandon =/\=

    Thanks for checking.

    Personally, I'd be fine with the version of EPtX described in the patch (it's still miles better than what followed it on Tribble that 'destroyed' cooldowns). It's sort of a compromise.

    But the current Tribble build with EPtX is much better, so I guess I'd have it rather. :D
    TOIVA, Toi Vaxx, Toia Vix, Toveg, T'vritha, To Vrax: Bring in the Allegiance class.
    Toi'Va, Ti'vath, Toivia, Ty'Vris, Tia Vex, Toi'Virth: Add Tier 6 KDF Carrier and Raider.
    Tae'Va, T'Vaya, To'Var, Tevra, T'Vira, To'Vrak: Give us Asylums for Romulans.

    Don't make ARC mandatory! Keep it optional only!
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    ussultimatumussultimatum Member Posts: 0 Arc User
    edited May 2013
    Captains,

    The team was gone for the day when I posted the notes, so I couldn't verify if the patch notes had a typo in that section. Once I get a chance to verify them today, I will update :) How they were on Tribble yesterday is how they are going live today -- I'm fairly certain that the patch notes have a typo in them, but I want to confirm with Hawk before I update.

    Cheers,

    Brandon =/\=


    Are you able to provide an update on this Bran?
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    pwebranflakespwebranflakes Member Posts: 7,741
    edited May 2013
    There is a correction I am making to the patch notes, under the "Systems" category.

    • Updated "Emergency Power" Bridge Officer Abilities:
      • The Emergency Power category of abilities has been tuned so that all four abilities are closer in utility to one another.
      • The duration of all Emergency Power buffs has been standardized at 30 seconds.
      • The shared cooldown between two Emergency Power-type abilities of the same type has been standardized at 30 seconds.
        • Example: Emergency Power to Shields I and Emergency Power to Shields II
      • Emergency Power to Engines:
        • Increased the Flight Speed bonus of Rank 2 and Rank 3 of this ability.
        • Increased the duration of the Flight Speed bonus from 5 seconds up to 30 seconds.
        • This ability now also gives a small flat added value to Turn Speed.
      • Emergency Power to Auxiliary:
        • Modified the tooltip to display the actual amount of Starship Stealth Detection given by this ability.
        • This ability now gives a skill bonus to Starship Particle Generators, Starship Graviton Generators, and Subspace Decompiler for 30 seconds when used.
        • The Stealth and Stealth Detection attributes of this power now last 30 seconds, up from 5 seconds.
      • Emergency Power to Weapons:
        • The Energy Weapon damage bonus of this power now lasts 30 seconds, up from 5 seconds.
      • Emergency Power to Shields:
        • There were no changes to this power.

    Cheers,

    Brandon =/\=
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    toivatoiva Member Posts: 3,276 Arc User
    edited May 2013
    Thanks for reposting it here as well. ;)
    TOIVA, Toi Vaxx, Toia Vix, Toveg, T'vritha, To Vrax: Bring in the Allegiance class.
    Toi'Va, Ti'vath, Toivia, Ty'Vris, Tia Vex, Toi'Virth: Add Tier 6 KDF Carrier and Raider.
    Tae'Va, T'Vaya, To'Var, Tevra, T'Vira, To'Vrak: Give us Asylums for Romulans.

    Don't make ARC mandatory! Keep it optional only!
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