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TRIBBLE Maintenance and Release Notes - January 10, 2014

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  • ratonhaggedonratonhaggedon Member Posts: 0 Arc User
    edited January 2014
    what was so important about the biochemist? i dont get it
    [SIGPIC][/SIGPIC]
  • markhawkmanmarkhawkman Member Posts: 35,236 Arc User
    edited January 2014
    what was so important about the biochemist? i dont get it
    Me neither. It had a nasty ability to reduce resistances, and that ability became, somewhat less awe inspiring. It's still good.
    -=-=-=-=-=-=-=-
    My character Tsin'xing
    Costume_marhawkman_Tsin%27xing_CC_Comic_Page_Blue_488916968.jpg
  • zeuxidemus001zeuxidemus001 Member Posts: 3,357 Arc User
    edited January 2014
    The change we're considering for the Point Defense System (both phaser and disruptor versions) is to retain the bonus damage vs. small craft only when you, yourself, are not in a small craft. The console was designed to do more damage to targets smaller than you - it does 3x damage to NPC Frigates and 20x damage (though it claims only 10x) vs Shuttles and Fighters. The Point Defense System would be completely untouched for standard-sized ships - it would just no longer gain its damage bonus when you yourself are in a Shuttle or Fighter and your targets are also Shuttles or Fighters. It will still be extremely effective at destroying mines and high-yield torpedoes, as it was designed to do.

    I'm going to be blunt this console in its present form on holodeck for missions like vault and atmosphere was pretty much a requirement because of the mental aptitude of the average player in a fighter or in anything really.

    In all honesty too the shuttle/fighters need to be reworked to work like ships layouts do except give them micro versions of ship skills based upon the size of the craft. Basically though thats why you see ques for the small craft no one ever in them because the design whoever designed it didn't do a very good job at it. Just my opinion but you gotta use common sense and look at the big picture here. Look at your average times it takes a full group to play a pve small craft event. Then look at how many are just an alt account queing just to get it started (then watch them just log out before it starts). After all that then check to see how many of those were moderately successful. Pretty much you'll see they never get played and decent players who know how to play rarely do them. Which is why this pvp thing imo is just going to cause more problems than help pvp. On top of all that as well the point defense for KDF is bugged or what it looks like is someone just did a cut and paste because it says disruptor but it has phaser animation and damage.
  • bobiwanbobiwan Member Posts: 0 Arc User
    edited January 2014
    bobiwan wrote: »
    I like the idea behind the quick-equip feature, but it needs changed.
    Single click should bring up the menu - and double-click should unequip the current item and close the quick-equip menu entirely.
    As it is now, it's clunky and annoying, in practice doing the opposite of what this feature was intended for - waste time.
    I hate to bump, but this is going to be very very very annoying for most of the player base if left like that live on holodeck.
    Any news of making the suggested change, or reconsidering the implementation?
    Unequipping an item leaving a floating menu hanging about requiring it to be manually closed is really difficult to not get annoyed by.
  • orondisorondis Member Posts: 1,447 Arc User
    edited January 2014
    The answer to the console problem is simple (probably not simple to carry out). Disable all consoles for all PvP.

    In one act you'll make PvP more fun, won't have to tolerate us stomping our feet and whining, less rebalancing would be needed (less dev time taken up) and less PvPer vs PvEer tensions when it comes to consoles.

    It's a win for everyone.
    Previously Alendiak
    Daizen - Lvl 60 Tactical - Eclipse
    Selia - Lvl 60 Tactical - Eclipse
  • mimey2mimey2 Member Posts: 0 Arc User
    edited January 2014
    nulonu wrote: »
    The buffs really should cancel if the engineer takes the kit off like all other powers do.

    Agreed. Kit switching is an issue for many a reason.

    Super-buff with combat supply, than switch to Enemy Neutralization or Equipment Technician *shudder*
    I remain empathetic to the concerns of my community, but do me a favor and lay off the god damn name calling and petty remarks. It will get you nowhere.
    I must admit, respect points to Trendy for laying down the law like that.
  • legendarylycan#5411 legendarylycan Member Posts: 37,283 Arc User
    edited January 2014
    what was so important about the biochemist? i dont get it
    Me neither. It had a nasty ability to reduce resistances, and that ability became, somewhat less awe inspiring. It's still good.

    what was so important was that it had no stack limit at all, so a person could have 5 of them equipped for a total of -50% damage resist on any given target for a good number of seconds when using pretty much any science power...maybe even multiple with AOE powers like tricorder scan or exothermic induction field
    Like special weapons from other Star Trek games? Wondering if they can be replicated in STO even a little bit? Check this out: https://forum.arcgames.com/startrekonline/discussion/1262277/a-mostly-comprehensive-guide-to-star-trek-videogame-special-weapons-and-their-sto-equivalents

    #LegalizeAwoo

    A normie goes "Oh, what's this?"
    An otaku goes "UwU, what's this?"
    A furry goes "OwO, what's this?"
    A werewolf goes "Awoo, what's this?"


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    In the chaos of their battle, I bring order.
    I am a shadow, darkness born from light.
    The Force is united within me.
  • markhawkmanmarkhawkman Member Posts: 35,236 Arc User
    edited January 2014
    what was so important was that it had no stack limit at all, so a person could have 5 of them equipped for a total of -50% damage resist on any given target for a good number of seconds when using pretty much any science power...maybe even multiple with AOE powers like tricorder scan or exothermic induction field
    Ah, that makes sense now. That does seem a bit OP. Especially in premade PvP teams....
    -=-=-=-=-=-=-=-
    My character Tsin'xing
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  • mimey2mimey2 Member Posts: 0 Arc User
    edited January 2014
    Ah, that makes sense now. That does seem a bit OP. Especially in premade PvP teams....

    He mentioned 50% or so resist off of a target, but a team that knows what they were doing could get WAY bigger numbers. Like in the 200 or more range taken off of a target's resist.

    We're talking real wrath of god stuff here. :P

    Kinda like super-stacking APB in space, but unlike space, it isn't quite as easily and often removed in a PvP situation. If I remember what I've been told, only a single DOFF (Overwatch DOFF I think) was the only thing (besides dying of course) that would remove the Biochemist debuff.

    Think about if you were in space, and your whole team got hit with a gigantic amount of resistance debuffs, and the only cleanse that would work is that Warp Core Engineer DOFF (Keel'el?). That is the power the Biochemist DOFF could bring.
    I remain empathetic to the concerns of my community, but do me a favor and lay off the god damn name calling and petty remarks. It will get you nowhere.
    I must admit, respect points to Trendy for laying down the law like that.
  • legendarylycan#5411 legendarylycan Member Posts: 37,283 Arc User
    edited January 2014
    mimey2 wrote: »
    He mentioned 50% or so resist off of a target, but a team that knows what they were doing could get WAY bigger numbers. Like in the 200 or more range taken off of a target's resist.

    We're talking real wrath of god stuff here. :P

    Kinda like super-stacking APB in space, but unlike space, it isn't quite as easily and often removed in a PvP situation. If I remember what I've been told, only a single DOFF (Overwatch DOFF I think) was the only thing (besides dying of course) that would remove the Biochemist debuff.

    Think about if you were in space, and your whole team got hit with a gigantic amount of resistance debuffs, and the only cleanse that would work is that Warp Core Engineer DOFF (Keel'el?). That is the power the Biochemist DOFF could bring.
    well, i would imagine those numbers came from multi-stacking of tricorder scan, already a powerful resist debuff itself before throwing in the biochemist doffs
    Like special weapons from other Star Trek games? Wondering if they can be replicated in STO even a little bit? Check this out: https://forum.arcgames.com/startrekonline/discussion/1262277/a-mostly-comprehensive-guide-to-star-trek-videogame-special-weapons-and-their-sto-equivalents

    #LegalizeAwoo

    A normie goes "Oh, what's this?"
    An otaku goes "UwU, what's this?"
    A furry goes "OwO, what's this?"
    A werewolf goes "Awoo, what's this?"


    "It's nothing personal, I just don't feel like I've gotten to know a person until I've sniffed their crotch."
    "We said 'no' to Mr. Curiosity. We're not home. Curiosity is not welcome, it is not to be invited in. Curiosity...is bad. It gets you in trouble, it gets you killed, and more importantly...it makes you poor!"
    Passion and Serenity are one.
    I gain power by understanding both.
    In the chaos of their battle, I bring order.
    I am a shadow, darkness born from light.
    The Force is united within me.
  • mimey2mimey2 Member Posts: 0 Arc User
    edited January 2014
    well, i would imagine those numbers came from multi-stacking of tricorder scan, already a powerful resist debuff itself before throwing in the biochemist doffs

    A fine point.

    But do keep in mind that it is easy to 20-stack or more the Biochemist as it stands on Holodeck. Each debuff takes away 10 resistance from all resists on armor/health.

    2 Scis with dedicated usage of this DOFF stacking all 4 abilities off a Physicist Mk X kit, that's 8 right there. Ignoring captain powers for the moment.

    1 Tac uses TI, to reduce all their CDs, few seconds later or so, both scis get all their stuff back, and they both put another 8 stack on the target. We're looking at 16 already.

    TI will probably wear off before they have a chance to use their stuff again, but they could still easily wait it out and still soon stack another 8 onto the target, presuming by this point the target isn't dead.

    Obviously 1 sci would mean half those numbers, but I hope that the example helps show how quickly it can add up.

    Even 1 sci without a tac can easily stack -40 from a full Physicist kit, and a big debuff from Tricorder scan within seconds of starting an engagement. Get 2 or 3 doing it, and stuff dies damn quick.
    I remain empathetic to the concerns of my community, but do me a favor and lay off the god damn name calling and petty remarks. It will get you nowhere.
    I must admit, respect points to Trendy for laying down the law like that.
  • shantavishantavi Member Posts: 129 Arc User
    edited January 2014

    [*]Resolved a couple of issues with the female Rom TOS outfit.
    • Romulan common color palette set to all the pieces and match from piece to piece.
    • Skirt legs have been changed to fix issues with how the legs looked from the side.
    • Already altered female TOS outfits will remain the same until it is taken into the tailor and altered.

    You know, it'd actually be nice to test this. Which is currently impossible as the 22nd Century Romulan uniform doesn't show up in the tailor on Tribble, even with characters who have the outfit and are copied over. Plus its not in the Tribble C-store, either.

    I mean, saying that it's been fixed is great and all, but the 22nd Century Uniforms were already 'supposedly' fixed twice in the past. So, forgive a little skepticism, especially when they can't be tested.


    "Back on topic. Destinii is correct."

    (Formerly Destinii until the 'Great PWE Forum Shakeup of 2012')
  • badname834854badname834854 Member Posts: 1,186 Arc User
    edited January 2014
    shantavi wrote: »
    You know, it'd actually be nice to test this. Which is currently impossible as the 22nd Century Romulan uniform doesn't show up in the tailor on Tribble, even with characters who have the outfit and are copied over. Plus its not in the Tribble C-store, either.

    I mean, saying that it's been fixed is great and all, but the 22nd Century Uniforms were already 'supposedly' fixed twice in the past. So, forgive a little skepticism, especially when they can't be tested.

    I can't even see the Romulan 22nd Century outfit on Holodeck, even though I purchased it and it shows up in my purchases. I wonder if its' because I made a Romulan alien?
  • markhawkmanmarkhawkman Member Posts: 35,236 Arc User
    edited January 2014
    I can't even see the Romulan 22nd Century outfit on Holodeck, even though I purchased it and it shows up in my purchases. I wonder if its' because I made a Romulan alien?
    I used it on a female Romulan Alien. Did you remember to look under "Jacket Tight"?
    -=-=-=-=-=-=-=-
    My character Tsin'xing
    Costume_marhawkman_Tsin%27xing_CC_Comic_Page_Blue_488916968.jpg
  • oakland4lifeoakland4life Member Posts: 545 Arc User
    edited January 2014
    I don't see how the Mixed Faction Teams PvP would work to begin with story wise and makes no sense, since u guys made the story as a major Klingon-Federation war, not a Klingon-Federation Alliance in some sort of war games. If u guys made it a private mixed match with KDF and Fed captains that personally know each other then fine, but not some sort of random KDF/Fed captains teaming up with each other while they suppose to kill each other in a Klingon-Federation WAR!

    If u want to boost KvF PvP queues, just come out with a PvP rep system for only KvF PvP, or give out better rewards for FvK PvP while not giving any on FvF/KvK PvP while degrade them to private matches.

    FvK queues takes longer is not because there is not enough KDF players (in reality there alot of old and new school KDF players thats doing PvP) but alot Fed players rather kill each other in simulated war games instead fighting a real war with the KDF.

    If u want more ppl play PvP, replace the inferior old Ground and Space PvP garbage maps, make them bigger, have real objectives, better spawn points, also a PvP maps similar to the Dyson Battlezone, a Space Systems Battlezones and PvP Rep system with Perks and PvP gear.

    SWTOR don't have mixed factions PvP
    WoW don't have mixed factions PvP
    EVE Online don't have mixed factions PvP
    Anarchy Online don't have mixed factions PvP
    Why should STO makes enemies teaming up with each other just to kill each other and thier own ppl to begin with?

    There are no neutrals with players of the Romulan Puppet Republic forced to be a pawn of either the Federation or the Klingon Empire in their war

    Like i said b4 the mixed factions pvp don't make sense in the STO storyline, unless u guys want to drop the major Klingon-Federation war and put them into a Cold War in the year 2410 with the Klingon Empire and the Federation fighting against more common powerful enemies like the Voth, Dominion, Borg, Species 8472, Iconians, etc.
  • captz1ppcaptz1pp Member Posts: 931 Arc User
    edited January 2014
    When will this update be on holodeck?
  • hanoverhanover Member Posts: 0 Arc User
    edited January 2014
    Oh, cry me a river. You'll have to learn to do more than cloak and gank with a gang of four other BOPs. :rolleyes:
    Does Arc install a root kit? Ask a Dev today!
  • canis36canis36 Member Posts: 737 Arc User
    edited January 2014
    I don't see how the Mixed Faction Teams PvP would work to begin with story wise and makes no sense, since u guys made the story as a major Klingon-Federation war, not a Klingon-Federation Alliance in some sort of war games. If u guys made it a private mixed match with KDF and Fed captains that personally know each other then fine, but not some sort of random KDF/Fed captains teaming up with each other while they suppose to kill each other in a Klingon-Federation WAR!

    If u want to boost KvF PvP queues, just come out with a PvP rep system for only KvF PvP, or give out better rewards for FvK PvP while not giving any on FvF/KvK PvP while degrade them to private matches.

    FvK queues takes longer is not because there is not enough KDF players (in reality there alot of old and new school KDF players thats doing PvP) but alot Fed players rather kill each other in simulated war games instead fighting a real war with the KDF.

    If u want more ppl play PvP, replace the inferior old Ground and Space PvP garbage maps, make them bigger, have real objectives, better spawn points, also a PvP maps similar to the Dyson Battlezone, a Space Systems Battlezones and PvP Rep system with Perks and PvP gear.

    SWTOR don't have mixed factions PvP
    WoW don't have mixed factions PvP
    EVE Online don't have mixed factions PvP
    Anarchy Online don't have mixed factions PvP
    Why should STO makes enemies teaming up with each other just to kill each other and thier own ppl to begin with?

    There are no neutrals with players of the Romulan Puppet Republic forced to be a pawn of either the Federation or the Klingon Empire in their war

    Like i said b4 the mixed factions pvp don't make sense in the STO storyline, unless u guys want to drop the major Klingon-Federation war and put them into a Cold War in the year 2410 with the Klingon Empire and the Federation fighting against more common powerful enemies like the Voth, Dominion, Borg, Species 8472, Iconians, etc.

    The queues are on life-support when they're not flatlining because they're no casual PvP. Everybody who would play casually has been driven out by the min-maxing dedicated PvP crowd because they're just no interested in spending the time and money needed to not be a free kill, much less compete.

    The mixed faction PvP teams are meant to try and bring the queues back to life and open it up to a more casual crowd because then people will (hopefully) be able to enter a queue and have it pop in a reasonable amount of time. They aren't in any way supposed to tie into the narrative of the game - they're purely gameplay mechanic. Which, to my eyes, is as it should be.
  • warpetwarpet Member Posts: 506 Arc User
    edited January 2014
    Borg Plasma Beam Arrays now play their beam FX on each pulse rather than only on initial activation.
    this means we will get borg beam array in new futured episode?:P
  • canis36canis36 Member Posts: 737 Arc User
    edited January 2014
    warpet wrote: »
    Borg Plasma Beam Arrays now play their beam FX on each pulse rather than only on initial activation.
    this means we will get borg beam array in new futured episode?:P

    I took it to mean that we'll actually see the beams when the Borg cubes and tac cubes are shooting things other than giant glowing death-balls at us.
  • tk79tk79 Member Posts: 1,020 Arc User
    edited January 2014
    Staying away from using any kit with Combat Supply while its buffs are usable by enemies and their buffs don't expire/vanish on kit switching. Good start on trying to get it improved though.
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  • oakland4lifeoakland4life Member Posts: 545 Arc User
    edited January 2014
    hanover2 wrote: »
    Oh, cry me a river. You'll have to learn to do more than cloak and gank with a gang of four other BOPs. :rolleyes:

    Interesting how Feds only can win in mobs of Fleet organized Premades, maybe when pug u should LEARN how to stick with ur group so u won't get picked off by mutiple KDF ships so ur Fed pug group can actaully win. PvP is any MMO game is dictated by a Team that players works well together and not by some single person fighting in Duels in mob fights. so cry urself a river, if u want to Duel then go back playing WoW and duel ppl in front Ogrimmar or Stromwind :rolleyes:
    canis36 wrote: »
    The queues are on life-support when they're not flatlining because they're no casual PvP. Everybody who would play casually has been driven out by the min-maxing dedicated PvP crowd because they're just no interested in spending the time and money needed to not be a free kill, much less compete.

    The mixed faction PvP teams are meant to try and bring the queues back to life and open it up to a more casual crowd because then people will (hopefully) be able to enter a queue and have it pop in a reasonable amount of time. They aren't in any way supposed to tie into the narrative of the game - they're purely gameplay mechanic. Which, to my eyes, is as it should be.

    Maybe u've have not been here b4 S7 when the PvP queues had a Player # amount list clearly shows that KDF players outnumbered Fed players in queues most of the time in KvF PvP. the reason why they're less Feds in KvF PvP is Fed's are too busy killing each otherin FvF PvP instead of fighting the KDF. if they knock off the rewards off of FvF PvP or add more rewards/PvP Rep stuff to FvK PvP then u will see queues time pop up in KvF pvp faster.

    Casual players in any MMO game have all one thing in common, they play PvP to gain better rewards and better gear for their characters, Casual players don't pvp to for the thrill of killing other players, yes it does feel good when they defeat an enemy player but to them whats the point of it if they get nothing out of it. Look suscess WoW PvP compare to STO PvP, STO PvP did not gain a major fan base because unlike WoW PvP, STO dev's did not update, add more maps, modes, pvp gears or any real updates since the game came out. the only time that anything in PvP was updated when a dev at his free time change the spawn points on the Kar'ret system, nothing more.

    Quote: Everybody who would play casually has been driven out by the min-maxing dedicated PvP crowd because they're just no interested in spending the time and money needed to not be a free kill, much less compete.
    Quote: The mixed faction PvP teams are meant to try and bring the queues back to life and open it up to a more casual crowd.
    - How mixed factions PvP gonna solve the issue of Casual PvP players from getting dominated by Superior PvP players?

    Interesting alot of MMO games have intergrated PvP with their storyline... Horde vs Alliance, Jedi vs Sith, Clans vs Omni and so on, PvP is not only a mechanic issue it's a storyline issue and the Dev's choose a Klingon-Federation War not a Klingon-Federation Alliance, so they'll have to stick what they have or change their story all together. and that to my eyes as it should be.

    I will say now that Mixed factions PvP will not solve the STO PvP player base issue, but adding more content to PvP like Maps, New Modes, PvP Rep system, PvP Gear will bring in more people into PvP... Casual and Hardcore PvP players alike.

    Edit: While i don't support a Mixed Faction PvP queues, i don't mind seeing a private mixed faction pvp match with only KDF and Fed players knowing each other teaming up and have fun, but it's something that rewards should not be giving out too.
  • forgottenmythforgottenmyth Member Posts: 11 Arc User
    edited January 2014
    Small Craft PVP is basically the answer to casual pvp. NOT saying theyres no way to make a power build or whatever, just that its got really good potential to be more fun than competitive as its fast paced (the shuttles just have so low hp that matches will never be 1hr+ long nightmares). You just set the match to about 30-40 points, then everyone starts vaping each other :) theres no real tactics for it just throw your most powerfull daul-beam and torpedo on it and start killing. Game will last barely 15 mins probably, none of this "You need an alpha and a nuke to kill this player stuff."

    Im thinking of this as a way to wind down after an exhausting starship match AND there will probably be a Dilithium mission to go along with it and who doesn't like that :)
  • gardatgardat Member Posts: 280 Arc User
    edited January 2014
    canis36 wrote: »
    The queues are on life-support when they're not flatlining because they're no casual PvP. Everybody who would play casually has been driven out by the min-maxing dedicated PvP crowd because they're just no interested in spending the time and money needed to not be a free kill, much less compete.

    The mixed faction PvP teams are meant to try and bring the queues back to life and open it up to a more casual crowd because then people will (hopefully) be able to enter a queue and have it pop in a reasonable amount of time. They aren't in any way supposed to tie into the narrative of the game - they're purely gameplay mechanic. Which, to my eyes, is as it should be.

    Actually its the opposite. The dedicated PVP'ers have mostly left/quit for other games where the core mechanics and game play aren't completely bugged.

    I imagine they'll come back when its fixed (hah!).
    486 DX2/66Mhz, 4MB SD-RAM, 16KB L-1 cache, 120MB HDD, 3.5" FDD, 2x CD-ROM, 8-Bit Soundblaster Pro, IBM Model M PS/2 keyboard, Microsoft trackball mouse, 256KB S3 graphics chip, 14" VGA CRT monitor, MS-DOS 6.22
  • hanoverhanover Member Posts: 0 Arc User
    edited January 2014
    Interesting how Feds only can win in mobs of Fleet organized Premades, maybe when pug u should LEARN how to stick with ur group so u won't get picked off by mutiple KDF ships so ur Fed pug group can actaully win. PvP is any MMO game is dictated by a Team that players works well together and not by some single person fighting in Duels in mob fights. so cry urself a river, if u want to Duel then go back playing WoW and duel ppl in front Ogrimmar or Stromwind

    So that's a 'yes,' you are addicted to your "cloak and gank squad" crutch, and cannot conceive of functioning without it.
    Does Arc install a root kit? Ask a Dev today!
  • captaind3captaind3 Member Posts: 2,449 Arc User
    edited January 2014
    The long shared cooldown on T5 abilities will be going away. It was the first attempt at fixing the "Tier 5 Rep Powers being affected by recharge reduction" bug, but there's a less disruptive way to fix that bug that we'll be pursuing.

    Thanks team, appreciate that. Any thoughts on shortening some of those cooldowns in general while we're on the subject :rolleyes:

    But I can only imagine how tangled the web of systems is that you have to navigate to detach the recharge reduction bug from the entire cooldown system to begin with.
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    "Rise like Lions after slumber, In unvanquishable number, Shake your chains to earth like dew, Which in sleep had fallen on you-Ye are many — they are few"
  • trickster34trickster34 Member Posts: 0 Arc User
    edited January 2014
    [*]Many items obtained via Lock Boxes can now be sold to vendors, and now have an Energy Credit value associated with them.
    • Genetic Resequencers Trait Packs : 200,000ec
    • Mirror Universe Ship Requisition Packs : 150,000ec
    • Assignment Items (Holonovel Code Fragments, Temporal Beacons, Tal Shiar Command Codes) : 100,000ec
    • Large Bonus Pool Consumables (10k CXP, 25k FC, 100 FM) : 100,000ec
    • Small Bonus Pool Consumables (2k CXP, 5k FC) : 20,000ec

    Just been on tribble and realised that the amounts shown are not the full amounts vendors will give you, for the item, for example you will only get 75,000 EC from a Mirror Ship.
  • markhawkmanmarkhawkman Member Posts: 35,236 Arc User
    edited January 2014
    Just been on tribble and realised that the amounts shown are not the full amounts vendors will give you, for the item, for example you will only get 75,000 EC from a Mirror Ship.
    Vendors never give you the list price for any item. For example: a deflector might have a list price of 50k, but vendors will only give you 20k or 25k for it.
    -=-=-=-=-=-=-=-
    My character Tsin'xing
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  • trickster34trickster34 Member Posts: 0 Arc User
    edited January 2014
    Vendors never give you the list price for any item. For example: a deflector might have a list price of 50k, but vendors will only give you 20k or 25k for it.

    I know that, I was just clarifying this, as when I first read it I assumed that the value shown there was what the vendor would give, but quickly popped on tribble just to check, and now making sure others realise as well, just in case. :)
  • oakland4lifeoakland4life Member Posts: 545 Arc User
    edited January 2014
    hanover2 wrote: »
    So that's a 'yes,' you are addicted to your "cloak and gank squad" crutch, and cannot conceive of functioning without it.

    Many KDF players including myself don't need a cloak and gank squad to take on inferior Fed players whom got no concept of teaming up with each other in pugs, like i said b4 if u acually LEARN how to fight in groups or stop running away like a coward in a middle of a battle then u won't get mob on easily and maybe ur team can win.

    There are groups of Fed player ships together are known as ''Fed Ball'', stick with it instead of fleeing away :)
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