Right, beamed in with my tac captain and found myself without any Boffs at all. A helpful member of the TTS channel suggested using the /fillpetteamlist command, which sadly only spawned two default redshirts.
Beamed out and rebeamed back into battlezone, which gave me the same default redshirts. Beamed out, waited 10 mins, switched toon, switched back and tried again, no change (same default redshirts).
Played around for a little bit today and I must say that it was good fun
I liked the Voth, they were not complete pushovers like most other enemies in this game.
I do wish we could have two instances of the battezone, one normal (for newly
dinged and and not top geared 50's) and one elite (for 50's in full fleet or rep gear). Which one to go to would be the players choice. I have a feeling that when I'm allowed to bring my correct bridge officers and bring my hubby along that the mobs will be mowed down rather easily.
The capture points provide fun gameplay and the scenery is great. Got a slight swtor vibe there, which is by no means a bad thing. Contrary to many others I do like the dinos, they fit the Voth species and I like that it's something out of the ordinary.
One thing that bugged me a bit is the Command Credits (the yellow lights). I don't particularly like having to run around and pick them up, why not just include a generic amount along with the dilithium reward after each point is captured? That way we can spend less time hanging around finished points and get to where the action is.
I'm looking forward to this hitting live, it will be a fun way to earn dilithium too. And with the changes to the rep system I am most definitely going to complete it
Joined in March, 2011. Lifer since December, 2011.
I was in Park boss area, and was poking around in corners because the Rex was a no-show. I fell off the edge of a platform and survived when I hit the skybox, and am now cheerfully running around underneath the map with no way to beam out. Time to reimport my character from holodeck.
Not had chance to get to the forums since last night, or should I say the early hours of this morning
Got a chance to play a bit in the new zone when it was working. Not a bad zone really, will be good when the bugs are ironed out, I am sure
A couple of things to note, though:
Is there any chance of the big mechs losing that shield that they use? Could it be a damage debuff instead of being pushed around, with not being able to do anything....
Not sure if this was a bug or not, but I wasn't getting credit for taking positions. I got credit for one, but then did another three and got a reward, but it didn't count towards the daily??
Is there any chance of the big mechs losing that shield that they use? Could it be a damage debuff instead of being pushed around, with not being able to do anything....
The force field prevents them from having explosives used on them and puts emphasis on their defensive nature. It gives them more bite in the long run. I like a good fight.
The force field prevents them from having explosives used on them and puts emphasis on their defensive nature. It gives them more bite in the long run. I like a good fight.
I wouldn't mind seeing it tied to their shields, and as long as it's up it acts as is and acts as a damage debuff, but once you drop their shields it goes away. Maybe beef up their shields a bit more (as it stands now a couple of good Tachyon Harmonics drops its pretty quick). A slightly beefier shield, plus those damn medbots will keep that push shield up for a while, but when the shield drops it drops, allowing the use of explosives.
I say this because as long as it's stands as it is, you might as well not use any Sci kit that has CC, any engineer kit that uses ground explosives, and any melee weapon tactical kit. It'll start to shoe horn us into certain kits again, and we don't want to go back down that road.
On this note I'd like to add the fact that there should be at least a vendor at the BZ to sell drops. I'm f2p so, not sure if there is one.
While your at it pls add a vendor to Defera. Filling up mail and having to run to DS9 half way through gameplay can be a hassle.
This is in order for us to keep our inv/bank/exch/mail to a certain amount and you guys have done really nothing to help the situation by constantly adding new items. :-P
Just asking to make it a bit easier. Thanks
There is a vendor on the battleground, but you know if its too much of a hassle, you can just use your replicator to sell stuff as well. If you're worried about max profit, sell the small ground TRIBBLE (which is all the BG gives really anyway) that isn't worth anything anyway, that way you only lose like 1 ec, and the big ticket items take to the vendor.
After the patch, the artillery point at the top-center of the eastern section of the map insists it needs 5 generators shut down to capture, but only appears to have 4. Edit: Ok, we eventually got it, I guess I can't see the 5th for some reason, but eventually it switched over.
Edit 2: Ok, something's really screwy with artillery points. Currently on the instance I'm in several of them are completing themselves without players interacting with the generators, and reading things like "(95/5)" on completion and not moving on to reinforcements.
I would like to venture an opinion: It's pretty common for things to be easy on tribble and then hard on holodeck when you jump from the generally higher skilled/better equipped tester population to the generation player population. I see this zone being very difficult to complete when it goes to holodeck.
It seems that after the second mission completes if you do not go back to turn in the mission you can inadvertently use the tokens or credits to call in rienforcments . Which i do believe is part of the next mission you pick up ,and if so does this not prevent you from completing the mission ,and if more people make the same mistake i did will this in turn cause the entire map to come to a halt for completing ? I may be wrong !
I have only watched a video so if I mess up a fact sorry.
The gameplay and enemies look fun.
But all the combat seems to take place in flat circular terrain with little cover. The environment seems to have hills and terrain, but i didnt see any of it affecting the combat. In future battle zones there should be elevated areas where snipers can perch out on. There should be interiors with only enemies that can open doors. There should be more boxes benches and other details engineers can work their turrets around. If I wanted to use a buzz word the combat focal points should be dynamic.
On this note I'd like to add the fact that there should be at least a vendor at the BZ to sell drops. I'm f2p so, not sure if there is one.
While your at it pls add a vendor to Defera. Filling up mail and having to run to DS9 half way through gameplay can be a hassle.
This is in order for us to keep our inv/bank/exch/mail to a certain amount and you guys have done really nothing to help the situation by constantly adding new items. :-P
Just asking to make it a bit easier. Thanks
There are vendors at both location you mentioned. The Defera vendor is at the back of the zone where you beam in, and the vendor on the invasion zone is next to the quest giver at the center of the map.
I'll be looking into the issue with the map behaving erratically today, along with why the V-Rex still isn't spawning in the park. For those who have seen these two bugs, any extra information that can be provided would help, such as:
1) Did the other V-Rex's spawn when the one in the park did not?
2) Did the zone begin behaving erratically (artillery generators going up and down on their own) after the zone was fully captured, or during normal gameplay?
I will give you all an update regarding all of this. Thank you for your help and attention to these issues!
I'll be looking into the issue with the map behaving erratically today, along with why the V-Rex still isn't spawning in the park. For those who have seen these two bugs, any extra information that can be provided would help, such as:
1) Did the other V-Rex's spawn when the one in the park did not?
2) Did the zone begin behaving erratically (artillery generators going up and down on their own) after the zone was fully captured, or during normal gameplay?
I will give you all an update regarding all of this. Thank you for your help and attention to these issues!
The last time I saw the V-rex, we took down the one in the partk, and the zone reset almost immediately, so I couldn't see the other V-rex spawns.
The zone was behaving erratically before that for me, with one of the zones listed as secured, but it didn't switch ont he map or seem to count. This was not an artillery one, but one of the move the cargo along the overhead track ones. Sorry, don't remember what they are called.
I was just on, one zone open, all territioy was owned, no vrex's spawned. and zone is stuck waiting, been this way for 2 days from what i can tell, if not it is happening again and again. It's sad, with the zone stuck like this I actually havent had the chance to participate in the taking of any territory.
On 2): I zoned into a map that was completely red, I dont' know if it was a new instance or had reset. The artillery points were red, and when I entered them the groups around each generator were spawning every couple minutes while the generators went up and down and the completion counter ran up to crazy numbers. The completion counter showed green, but the final wave never spawned in.
I'll be looking into the issue with the map behaving erratically today, along with why the V-Rex still isn't spawning in the park. For those who have seen these two bugs, any extra information that can be provided would help, such as:
1) Did the other V-Rex's spawn when the one in the park did not?
2) Did the zone begin behaving erratically (artillery generators going up and down on their own) after the zone was fully captured, or during normal gameplay?
I will give you all an update regarding all of this. Thank you for your help and attention to these issues!
I believe the zone reset after a successful completed one (where players had to make a new instance), is where the artillery areas become bugged.
When the artillery areas are fine, the V-rex in the park would be the problem I believe.
I think they said that only beating the map will give the commendation. i guess otherwise many people would capture a point or two then leave.
Perhaps for such a large investment of time, as you could be there for hours, the map should give out several if it does not do so already?
It takes long enough to capture two points though. Certainly matches the time/effort that the Romulan sector daily takes, or even an elite stf in some cases
Not sure many people will hang around for the whole map to be completed, and it is especially not worth one commendation :eek:
I'll be looking into the issue with the map behaving erratically today, along with why the V-Rex still isn't spawning in the park. For those who have seen these two bugs, any extra information that can be provided would help, such as:
1) Did the other V-Rex's spawn when the one in the park did not?
2) Did the zone begin behaving erratically (artillery generators going up and down on their own) after the zone was fully captured, or during normal gameplay?
I will give you all an update regarding all of this. Thank you for your help and attention to these issues!
I ran into a problem last night where the map reset, but the completion count of the generators did not reset. When I left, it was at something like 150/5.
There was also an issue where a point on the Outskirts (the western point) had been captured successfully, but it remained red so as to not trigger the V-Rex appearance for several minutes.
I'll be looking into the issue with the map behaving erratically today, along with why the V-Rex still isn't spawning in the park. For those who have seen these two bugs, any extra information that can be provided would help, such as:
1) Did the other V-Rex's spawn when the one in the park did not?
2) Did the zone begin behaving erratically (artillery generators going up and down on their own) after the zone was fully captured, or during normal gameplay?
I will give you all an update regarding all of this. Thank you for your help and attention to these issues!
Probably a little late, but it's early here for me.
1) For the few times I've done it or seen it, it's only worked once. The other two times the V-Rex's in the outskirts and the city worked just fine, but by the time I got to the park, it wasn't there. Other thing I noticed about the park, is that the Voth Medics don't spawn either with the V-Rex in the park and go after the [redacted].
2) When the zone resets it seems, after the V-Rex not showing up. It worked fine for about a day, then the V-Rex stopped showing up, the map would magically reset itself after a while, and the artillarly generators would be acting silly.
I will add this, it only seems to be instance 1 that's bugged all the heck, I've personally had no problems with instance 2, but I rarely get the chance to play in instance 2, so that may just be luck.
I have tried to play the Battlezone six different times now, but have not been successful at all. Everytime I arrive in the battlezone, all but one of the territories has been captured in each of the three zones, however there is no boss to fight. I have seen people say that the map should reset or Voth should be trying to recapture zones, but I have yet to see anything of the sort. I have tried at different time during the last day or so, but everytime I arrive the map is exactly the same as it was the last time I was there. NONE of the V-Rex's are spawning at all. I would love to get to try this zone out so I will continue to check and see if anything changes.
What is this invisible token? I just got it about 15 minutes ago.
Edit.
If you go under the map there is no way to leave the map unless you pay to transwarp to go the start of any story mission. If you log off and log on you will spawn right where you are under the map. I understand that this hole will probably be fixed but if there are other holes you may want to make it so a player respawns or can beam up.
What is this invisible token? I just got it about 15 minutes ago.
Edit.
If you go under the map there is no way to leave the map unless you pay to transwarp to go the start of any story mission. If you log off and log on you will spawn right where you are under the map. I understand that this hole will probably be fixed but if there are other holes you may want to make it so a player respawns or can beam up.
Comments
Beamed out and rebeamed back into battlezone, which gave me the same default redshirts. Beamed out, waited 10 mins, switched toon, switched back and tried again, no change (same default redshirts).
Did skirmish for the ground segment, worked fine.
Tried the battlezone again and problem solved.
Just incase anyone else has the same problem.
Daizen - Lvl 60 Tactical - Eclipse
Selia - Lvl 60 Tactical - Eclipse
I liked the Voth, they were not complete pushovers like most other enemies in this game.
I do wish we could have two instances of the battezone, one normal (for newly
dinged and and not top geared 50's) and one elite (for 50's in full fleet or rep gear). Which one to go to would be the players choice. I have a feeling that when I'm allowed to bring my correct bridge officers and bring my hubby along that the mobs will be mowed down rather easily.
The capture points provide fun gameplay and the scenery is great. Got a slight swtor vibe there, which is by no means a bad thing. Contrary to many others I do like the dinos, they fit the Voth species and I like that it's something out of the ordinary.
One thing that bugged me a bit is the Command Credits (the yellow lights). I don't particularly like having to run around and pick them up, why not just include a generic amount along with the dilithium reward after each point is captured? That way we can spend less time hanging around finished points and get to where the action is.
I'm looking forward to this hitting live, it will be a fun way to earn dilithium too. And with the changes to the rep system I am most definitely going to complete it
Joined in March, 2011. Lifer since December, 2011.
I was in Park boss area, and was poking around in corners because the Rex was a no-show. I fell off the edge of a platform and survived when I hit the skybox, and am now cheerfully running around underneath the map with no way to beam out. Time to reimport my character from holodeck.
Visit my youtube channel http://www.youtube.com/user/Akurie369?feature=watch
Captain Bi Shonen's official Thread! http://sto-forum.perfectworld.com/showthread.php?p=22866531#post22866531
Got a chance to play a bit in the new zone when it was working. Not a bad zone really, will be good when the bugs are ironed out, I am sure
A couple of things to note, though:
Is there any chance of the big mechs losing that shield that they use? Could it be a damage debuff instead of being pushed around, with not being able to do anything....
Not sure if this was a bug or not, but I wasn't getting credit for taking positions. I got credit for one, but then did another three and got a reward, but it didn't count towards the daily??
The force field prevents them from having explosives used on them and puts emphasis on their defensive nature. It gives them more bite in the long run. I like a good fight.
Visit my youtube channel http://www.youtube.com/user/Akurie369?feature=watch
Captain Bi Shonen's official Thread! http://sto-forum.perfectworld.com/showthread.php?p=22866531#post22866531
http://www.youtube.com/watch?v=sJNjatQ_UmM
Visit my youtube channel http://www.youtube.com/user/Akurie369?feature=watch
Captain Bi Shonen's official Thread! http://sto-forum.perfectworld.com/showthread.php?p=22866531#post22866531
I wouldn't mind seeing it tied to their shields, and as long as it's up it acts as is and acts as a damage debuff, but once you drop their shields it goes away. Maybe beef up their shields a bit more (as it stands now a couple of good Tachyon Harmonics drops its pretty quick). A slightly beefier shield, plus those damn medbots will keep that push shield up for a while, but when the shield drops it drops, allowing the use of explosives.
I say this because as long as it's stands as it is, you might as well not use any Sci kit that has CC, any engineer kit that uses ground explosives, and any melee weapon tactical kit. It'll start to shoe horn us into certain kits again, and we don't want to go back down that road.
There is a vendor on the battleground, but you know if its too much of a hassle, you can just use your replicator to sell stuff as well. If you're worried about max profit, sell the small ground TRIBBLE (which is all the BG gives really anyway) that isn't worth anything anyway, that way you only lose like 1 ec, and the big ticket items take to the vendor.
Edit 2: Ok, something's really screwy with artillery points. Currently on the instance I'm in several of them are completing themselves without players interacting with the generators, and reading things like "(95/5)" on completion and not moving on to reinforcements.
I would like to venture an opinion: It's pretty common for things to be easy on tribble and then hard on holodeck when you jump from the generally higher skilled/better equipped tester population to the generation player population. I see this zone being very difficult to complete when it goes to holodeck.
The gameplay and enemies look fun.
But all the combat seems to take place in flat circular terrain with little cover. The environment seems to have hills and terrain, but i didnt see any of it affecting the combat. In future battle zones there should be elevated areas where snipers can perch out on. There should be interiors with only enemies that can open doors. There should be more boxes benches and other details engineers can work their turrets around. If I wanted to use a buzz word the combat focal points should be dynamic.
https://youtube.com/channel/UCJZ5FBJ9bFaZ6yAFiNpZiRQ/featured?view_as=subscriber
Twitter:
https://twitter.com/CaptainCidStorm
There are vendors at both location you mentioned. The Defera vendor is at the back of the zone where you beam in, and the vendor on the invasion zone is next to the quest giver at the center of the map.
http://i.imgur.com/D4PNjqQ.jpg
It's either that, or it's taking a page out of a good portion of the KDF, and refusing to come out of cloak unless it has overwhelming superiority
I'll be looking into the issue with the map behaving erratically today, along with why the V-Rex still isn't spawning in the park. For those who have seen these two bugs, any extra information that can be provided would help, such as:
1) Did the other V-Rex's spawn when the one in the park did not?
2) Did the zone begin behaving erratically (artillery generators going up and down on their own) after the zone was fully captured, or during normal gameplay?
I will give you all an update regarding all of this. Thank you for your help and attention to these issues!
I think they said that only beating the map will give the commendation. i guess otherwise many people would capture a point or two then leave.
Perhaps for such a large investment of time, as you could be there for hours, the map should give out several if it does not do so already?
The last time I saw the V-rex, we took down the one in the partk, and the zone reset almost immediately, so I couldn't see the other V-rex spawns.
The zone was behaving erratically before that for me, with one of the zones listed as secured, but it didn't switch ont he map or seem to count. This was not an artillery one, but one of the move the cargo along the overhead track ones. Sorry, don't remember what they are called.
Nouveau riche LTS member
I believe the zone reset after a successful completed one (where players had to make a new instance), is where the artillery areas become bugged.
When the artillery areas are fine, the V-rex in the park would be the problem I believe.
It takes long enough to capture two points though. Certainly matches the time/effort that the Romulan sector daily takes, or even an elite stf in some cases
Not sure many people will hang around for the whole map to be completed, and it is especially not worth one commendation :eek:
I ran into a problem last night where the map reset, but the completion count of the generators did not reset. When I left, it was at something like 150/5.
There was also an issue where a point on the Outskirts (the western point) had been captured successfully, but it remained red so as to not trigger the V-Rex appearance for several minutes.
Probably a little late, but it's early here for me.
1) For the few times I've done it or seen it, it's only worked once. The other two times the V-Rex's in the outskirts and the city worked just fine, but by the time I got to the park, it wasn't there. Other thing I noticed about the park, is that the Voth Medics don't spawn either with the V-Rex in the park and go after the [redacted].
2) When the zone resets it seems, after the V-Rex not showing up. It worked fine for about a day, then the V-Rex stopped showing up, the map would magically reset itself after a while, and the artillarly generators would be acting silly.
I will add this, it only seems to be instance 1 that's bugged all the heck, I've personally had no problems with instance 2, but I rarely get the chance to play in instance 2, so that may just be luck.
Edit.
If you go under the map there is no way to leave the map unless you pay to transwarp to go the start of any story mission. If you log off and log on you will spawn right where you are under the map. I understand that this hole will probably be fixed but if there are other holes you may want to make it so a player respawns or can beam up.
http://youtu.be/7JQ1Wpr7cJg
It's suppose to be the Voth marks. Send a report.