test content
What is the Arc Client?
Install Arc

TRIBBLE Maintenance and Release Notes - January 22, 2014

coldsnappedcoldsnapped Member Posts: 520 Cryptic Developer
We will be bringing down the Tribble server for maintenance to apply a new update: ST.36.20140108a.9

New Features:
  • Fast Ship Swap: Change your current ship almost anywhere!
    • On Sector Space maps or social maps, a new Optional Action button has been added: Switch Starship
      • Click this button to open your list of ships. Click the ship to want to switch to and it will replace your current ship wherever you are.
      • Your new ship retains all the equipment and bridge officer stations from the last time you used it.
      • There is a one-minute cooldown after using Fast Ship Swap.
      • Fast Ship Swap can only be used on Sector maps or on Space Social maps such as Sol System or Qo'noS system.
  • Loadouts: Switch builds with just a couple clicks!
    • Open your ship's status window and click Manage Loadouts to create a new one. Each ship has 2 free loadouts and a maximum of 32.
      • Additional loadout slots can be purchased in the C-Store in sets of 10. Use them in any order on any number of ships, and discharge a ship to have the slots refunded to you.
    • Loadouts save all of your ship's current equipment and bridge officer stations.
    • Loadouts pull your saved equipment from your inventory, other ships, or bank.
    • Items in your account bank or fleet bank will not be retrieved.
    • Changing a build takes any gear currently equipped and places it into your inventory or Overflow bag.
    • Use Save As... to save any changes to your current loadout, or Rename it. Both are in the Manage Loadouts Menu.
    • There is a 60 second cooldown between switching loadouts.

General:
  • Resolved an issue where bridge officer power slots would sometimes not appear in the tray.
  • Quick Equip:
    • UI and icons have been updated closer to a final state.
    • The UI will now remember if you have chosen to view the items as a list or view as icons.
    • Equipping an item in icon view will now only require 1 click.
    • Icons now show if something is already equipped on a ship or if an item can be equipped but is still bound on equip.
    • A quick equip tutorial has been added when you click on the feature for the first time.
  • Resolved an issue which was causing KDF captains to get stuck in chairs for the Lounge fleet spire special project.
  • The rename button for Starships has been moved from the bottom of the pane to next to the name in both the Character Status window and the Starship Selection window.
  • The buy more ship slots button has been moved from the button bar at the bottom of the pane to the sidebar, beneath the option to switch between Starships and Small Craft.

Systems:
  • Powers: Beam Fire at Will:
    • Resolved an issue where this ability was unable to critically hit.
  • Combat Supply:
    • The buffs provided by this power have been reduced in magnitude and duration to bring them in line with the effect of other kit powers. It can now provide:
      • 20% Shields, 10% Max HP, 10% Damage, 20 Damage Resistance, or 20% Run Speed and Dodge, depending on which boost appears
      • The distance and height that Combat Supply's boosts travel when created has been reduced to make gathering them less difficult in interior maps. They should now remain relatively close to the Combat Supply chest.
  • Traits: Crippling Fire:
    • Resolved an issue where this trait was not affecting mines.
  • Bridge Officer Powers:
    • Resolved an issue where using some bridge officer powers could cause item or trait-based harmful procs to occur on the caster.
  • Removed reference to "Photonic Shockwave Torpedo" from Photonic Studies Scientist Active Roster Ability.
    • Console abilities of this nature should not be subject to cooldown reductions.

Known Issues:
  • Ship swapping and loadouts are not in their final phase.
    • Some known issues include:
      • Currently, you cannot ship swap between and large ship and a small craft.
      • Occasionally, a crash will occur when attempting to ship swap or unequip items.
      • Many items cannot be unequipped unless dragged back into your inventory.
      • Loadouts cannot be changed on ground maps.
      • UI is not final.
      • Cooldown for both ship switching and loadout switching do not have timers.
      • It's not easy to tell when a loadout has been changed.
      • Ship name cannot be renamed while in space.
  • Some KDF captains cannot switch to all of their costume slots.
  • Energy Weapons which have a proc effect no longer display this in tooltips or power descriptions.
    • This is a display issue only.
Post edited by coldsnapped on
«13

Comments

  • primar13primar13 Member Posts: 1,896 Bug Hunter
    edited January 2014
    I would like to thank the devs. I tested FAW and in my opinion i thought it work flawlessly. I am not a numbers guys so I am not sure weather it was working better,/worse/ or equal to itself before the break but it allowed me to wipe out an entire Enemy instance of borg by myself with just FAW without using any of my other Tactical abilities ie. (DEM3, Beam Overload, Atack patern Omega) I purposly ran without them to test FAW. and I love it. Good Job Guys.


    _________________________________________________________________



    I hope to update this post with a list of any bugs reported by everyone so that you devs only have to look at one post.

    Bug List and/or list of Suggestions
    • After switching to a Ship in Sector Space, the menu option did not reapeer without a instance change.
    • People have been reporting Crashes
    • People are suggesting removal of a cooldown between loadout changes
    • They agree with a ship change cooldown but not a loadout change cooldown.
    • Enlarge Icons indicating an item is equipped on another ship
    • They wish to be able to delete a loadout to reclaim one in the pool without deleting the ship.
    • request for a Separate Inventory for all equipment that will be rearranged my the new managment system
    • The use of the double click to equip feature to be restored, or for it to open the quick equip menu without the ship menu.
    • Visual Timer Icon for Ship Switching (Similar to the Quantum Slipstream icon)
    • Visual Timer Icon for Loadout Switching (Similar to the Quantum Slipstream icon)
    • Visual countdown for Ship Switching included on the ship page next to the corresponding button
    • Visual countdown for Loadout switching included on the ship page next to the corresponding button

    We need clarification as to where equipment goes when to swap to a different loadout. does it return to the previous ship or the inventory. If all possible we would like to to return to a previous ship or a secondary inventory. Perhaps the overflow bag?


    Last update: 1/23/14 9:01am EST
  • rylanadionysisrylanadionysis Member Posts: 3,359 Arc User
    edited January 2014
    Stop.



    Tribble time.
    Gold.jpg
    Fleet Admiral Rylana - Fed Tac - U.S.S Wild Card - Tactical Miracle Worker Cruiser
    Lifetime Subscriber since 2012 == 17,200 Accolades = RIP PvP and Vice Squad
    Chief of Starfleet Intelligence Service == Praise Cheesus
  • mikeflmikefl Member Posts: 861 Arc User
    edited January 2014
    Very nice... Great patch!

    Are the loadout slots account wide or per character?
    Gold Sub since March 2010
    Lifetime Sub since June 2010
  • doffingcomradedoffingcomrade Member Posts: 0 Arc User
    edited January 2014
    It seems very ugly that you have to discharge the ship to free an unused loadout page, since fleet and lockbox ships cannot be discharged...
    [SIGPIC][/SIGPIC]
  • pwebranflakespwebranflakes Member Posts: 7,741
    edited January 2014
    mikefl wrote: »
    Very nice... Great patch!

    Are the loadout slots account wide or per character?

    At this time, it's per character -- this may or many not change. For example, when you buy the additional slots pack on one of your characters, you buy them in packs of 10. If you use a slot on Ship A, you'll have 9 left to assign. If you use 2 more on Ship B, you'll have 7 left to assign. If you discharge Ship A, you're total left to assign will go back to 8 (since you used one on that ship).

    Cheers,

    Brandon =/\=
  • captaind3captaind3 Member Posts: 2,449 Arc User
    edited January 2014
    So when you purchase your ten extra loadouts, is that ten that can be accessed by every character on your account, so if My Fed Engineer uses one for his assault cruiser does that leave nine for my Klingon tactical, who would then use one leaving eight for my Romulan Sci etc. ?

    And going further, that one I used on the assault cruiser stays so until I discharge that ship I have three slots on that Assault Cruiser?

    And what about lockbox and earned event ships? Or is cancelling a loadout slot a feature that's gonna be added at a later date?
    tumblr_mr1jc2hq2T1rzu2xzo9_r1_400.gif
    "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"
  • ashkrik23ashkrik23 Member Posts: 10,809 Arc User
    edited January 2014
    Hey Brandon, was the team able to get a fix for the Dyson gear for cats yet?
    King of Lions rawr! Protect the wildlife of the world. Check out my foundry series Perfection and Scars of the Pride. arcgames.com/en/forums#/discussion/1138650/ashkrik23s-foundry-missions
    ashkrik_by_lindale_ff-d65zc3i.png
  • lucho80lucho80 Member Posts: 6,600 Bug Hunter
    edited January 2014
    And still no fix for the MACO/Omega costume issues or for the deflector officer doff....:mad:
  • tom61stotom61sto Member Posts: 3,673 Arc User
    edited January 2014
    Why the cooldowns for changing loadouts/ships? I'd hate to accidentally select one and then have to wait a full minute to grab the right one, particularly if I was changing based on what queue popped first. Not much trouble with two slots, but with more slots it could be problematic.

    The cancelling slots idea sounds good too.
  • ukcaptain420ukcaptain420 Member Posts: 345 Arc User
    edited January 2014
    well so far three attempts to change ship, 3 crashes.

    [edit]4th attempt i brought up the ship status window first, then click ship selector and it worked.
    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.
  • generalmocogeneralmoco Member Posts: 1,634
    edited January 2014
    3 words!!!



    "Woot Woot Woot"
  • ikuruyoikuruyo Member Posts: 132 Arc User
    edited January 2014
    captaind3 wrote: »
    So when you purchase your ten extra loadouts, is that ten that can be accessed by every character on your account, so if My Fed Engineer uses one for his assault cruiser does that leave nine for my Klingon tactical, who would then use one leaving eight for my Romulan Sci etc. ?

    And going further, that one I used on the assault cruiser stays so until I discharge that ship I have three slots on that Assault Cruiser?

    And what about lockbox and earned event ships? Or is cancelling a loadout slot a feature that's gonna be added at a later date?

    Your first 2 questions were answered in a ninja post by branflakes.

    Loadout slots are per character. If you spend a slot on a ship then discharge it you get that slot back.

    Would be interesting to be able to delete a loadout slot to get back a slot if you decide you really did not need 3 loadouts for a ship.

    How much of a concern this is will come down to the cost of the slots. If they are fairly cheap then I'm unlikely to care.
  • edited January 2014
    This content has been removed.
  • ussultimatumussultimatum Member Posts: 0 Arc User
    edited January 2014
    Overall this is positive, but here are some criticisms.


    1) Forcing players to discharge single character unlock ships like Fleet, Lockbox & Holiday Event ships to reclaim load slots seems exceptionally punitive for customers who have actually spent more on the game to get those items.

    2) BOFF powers are being removed from trays upon swap. This is an ancient bug.

    3) Pulling items out of a neatly organized inventory and dumping them in the top row is awful. Is there no way to save these positions - or perhaps its time to create separate inventory boxes for us for different types of gear like NW - because this part of the implementation now feels unpolished and annoying.

    4) The new drop down menus to equip items is ok, but it forces you to open the ship menu. Why was the ability to drag and drop or double click from inventory removed?

    5) A visual timer/icon for ship & load swap cooldowns would be good.


    Good luck, looking forward to the next round of polish.
  • erei1erei1 Member Posts: 4,081 Arc User
    edited January 2014
    Great patch.

    But,
    [*]Some KDF captains cannot switch to all of their costume slots.
    Just FYI, this bug also affect my non KDF captains (IE fed Rom and Fed). While it started on my KDF, it "propagated" to my others characters.
    Tailor dropdown menu is gone from all of them, and I can't choose anything else than uniform (no off duty, MACO, Voth....). Unlocking the Voth costume recently didn't help.


    This is a screenshot to show the problem. It was my OMEGA armor costume slot.
    As you can see, the dropdown menu is gone, and the costume reverted to a "default" one.

    One a side note, my BOFFs have the dropdown menu, but I can't use it.
    [SIGPIC][/SIGPIC]
  • edited January 2014
    This content has been removed.
  • commodoreshrvkcommodoreshrvk Member Posts: 477 Arc User
    edited January 2014
    • Loadouts pull your saved equipment from your inventory, other ships, or bank.
    • Items in your account bank or fleet bank will not be retrieved.
    • Changing a build takes any gear currently equipped and places it into your inventory or Overflow bag.
    • There is a 60 second cooldown between switching loadouts.

    I like everything about the new update except for the following. So now my inventory will fill completely up with loadout gear when I switch? Really guys I think you need to reconsider this. Want us to have more than one copy of Omega gear??? Well here is your chance, allow the gear to stay in the loadout. I mean, we are paying for storage space by having to buy ten loaouts at a time. Seems pretty chincy and NOT really a benefit for continuing to grind max level gear.

    The second thing I really dislike is why is there an artificial one minute cooldown? So I enter an fleet event that has Jemmies, I accidentally hit the wrong loadout now I hurt the team for 60 seconds because i cannot switch. Please reconsider this.

    Mr. D'angelo if you are watching, allowing the loadout to store the gear will make us WANT to get multiple sets of the same gear for different ships, i.e. keep re-running the same missions or using the rep system. The artificial swap timer also takes alot of wind out of this update.

    You have the chance to knock this quality of life update out of the park or leave it as a meh at launch. You guys decide.
  • commodoreshrvkcommodoreshrvk Member Posts: 477 Arc User
    edited January 2014
    dpglerch wrote: »
    Aren't you worried that a fast ship swap option from anywhere in the game would ultimately result in the shipyards being pointless in the game?

    That would assume there really was a point to them now to begin with besides just this one function. I mean, when we could turn in explo marks/badges or whatever they were at least fed to the economy and repeated visits. Honestly, I have my main ship that I primarily use and have already set up how I want it to look so my trips to the shipyard are very sparse, aside from having to buy hundreds of photon torpedoes.
  • ikuruyoikuruyo Member Posts: 132 Arc User
    edited January 2014
    Dumping everyting into my inventory also concerns me. I have enough trouble having space to loot stuff as it is but now you are going to dump up to 20+ items into my inventory? It would be best to store them in hte loadout slots like one poster mentioned or give us a completely seperate inventory to start the bound items we are using in our loadouts in. Its even worst in that you will have to find a bank if you want to store this stuff again. =/

    It was looking like a great feature until this little detail was mentioned. I have a large bank to allow me to store these things, We don't get the inventory space to be able to deal with this sort of "feature". The gear either needs to be stored in the loadout or on a different ship.

    Imagine if you pick the wrong loadout, like one person up above mentioned, when you finally switch to the proper one you now how 2 sets of weapons and consoles in your inventory. I sure hope you had a maxxed, mostly empty invenotry and you just lost 20 or more slots.
  • o0kami87o0kami87 Member Posts: 590 Arc User
    edited January 2014
    Not a feature I will be using, will not risk my mirror ship or my adapted ships if I decide I want to change my swap lineup. Please make the lineup reversible
    First, Vice Admiral, U.S.S. Wolf Pack-F, NX-101687-FFirst., Vice Admiral, A.R.W. Moon WolfWolf, I.K.S. Frost Bite
  • longasclongasc Member Posts: 490
    edited January 2014
    Downloading, I am very excited to test this.

    Some doubts about the extra layouts:
    I am not sure if selling "10 ship layouts" on a per ship basis is a good solution.
    I like to dismiss and reclaim my C-Store ships, as the lockbox ships already take up slots and you cannot dismiss and reclaim them without losing them.

    Due to this I am really not eager to pay for a ship-bound extra layout and will rather make do with the 2 slots we get, which should be enough for most of my ships.

    So if you want to sell me some extra layouts and make some cash out of the feature, you might want to rethink this.

    -> maybe you can think of char- or account wide alternatives to this?


    My other gripe is the way equipment gets handled: If changing layouts dumps the equipment of the ship in our inventory, the feature might be of VERY limited use.
    I will have to check this in practice, most of my changes are mostly from Beam to Cannon or some extra Neutronium rather than this or that, or just BOFF seating changes. But it can greatly limited the system and might make using it a bad idea when you switch from certain ships to others.
  • longasclongasc Member Posts: 490
    edited January 2014
    Bug report:

    - Dragging ship equipment to replace another item equipped on the ship no longer works. You have to move said item to the inventory, then you can place the new item in its place.
    - But simply double-clicking an item to swap it with the item equipped on the ship works, strangely enough

    Loading Equipment, BOFF seating and Active Duty doffs worked nicely! That stuff gets placed in inventory wasn't as much of an issue as I feared.

    1 Minute is a bit long, can't this time be lowered to maybe 30 seconds or less?


    Slightly off-topic, I wonder if this system will be available for GROUND combat/equipment in future?
  • daboholicdaboholic Member Posts: 265 Arc User
    edited January 2014
    So switching loadouts dumps equipment into your inventory? That's not gonna end in disaster is it?

    I can see the rage posts now when players who don't bother paying attention to what they're doing (even if the Devs put giant neon waring signs all over the screen) use this loadout swap and then proceed to vendor half their equipment thinking it's loot.
  • mimey2mimey2 Member Posts: 0 Arc User
    edited January 2014
    [*]Combat Supply:
    • The buffs provided by this power have been reduced in magnitude and duration to bring them in line with the effect of other kit powers. It can now provide:
      • 20% Shields, 10% Max HP, 10% Damage, 20 Damage Resistance, or 20% Run Speed and Dodge, depending on which boost appears
      • The distance and height that Combat Supply's boosts travel when created has been reduced to make gathering them less difficult in interior maps. They should now remain relatively close to the Combat Supply chest.

    Thank you for the update on Combat Supply. I will get onto testing this a bit more over the weekend. Expect a post in my thread I made the other day sometime during that.

    Only thing I wanna mention is that I feel the '20 Damage Resistance' was a bit too weakened. Even if I used a rather weak armor, 50 DR from how it was before was still hitting pretty serious diminishing returns pretty quick and didn't make much of a difference. 20 DR will make even less of one. Maybe have it so that it acts like the tier 1 dyson passive and ignores the diminishing returns scale? That'd be a bit more useful I feel.

    Even though I didn't agree with them the other day, the other numbers for the rest of the buffs feel good.

    Further feedback i will post in my thread when I test.
    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.
  • captainrevo1captainrevo1 Member Posts: 3,948 Arc User
    edited January 2014
    I was in a jem'hadar dreadnought and playing around with loadouts. i tried to use the quick equip but it would move the weapons there. i could only get one romulan duel heavy cannon to equip. the shield, deflector and engines did work, but then the consoles did not.

    i changed ships to see if that would help, then it caused another situation (which i think was hinted at in the known issues).

    basically i could now use the quick equip but it locked my weapons into place. they know displayed the little starship symbol above them. the only way to remove them was to use quick equip again to change it until the symbole was not there. however draging those weapons to the inventory just caused another weapon to take its place.
  • wanderer89wanderer89 Member Posts: 0 Arc User
    edited January 2014
    "Additional loadout slots can be purchased in the C-Store in sets of 10. Use them in any order on any number of ships, and discharge a ship to have the slots refunded to you." - Does this mean the C-store is up and running on Tribble? Last time I checked you couldnt buy anything on it?
    THE ARTIST FORMALLY KNOWN AS TRYULIS
    Vice Admiral Dir Sonatra, I.R.W. Kholairlha, Scimitar Class Warbird
    Vice Admiral Oshin S'ree, USS Steamrunner, Steamrunner Class

    TEN FORWARD FLEET
  • eazzieeazzie Member Posts: 4,230 Arc User
    edited January 2014
    An absolute superb patch. "Material Files Reloaded" GONE!!!, and the issue relating to the Boff try not appearing, sorted by just switching ships then switching back again.

    Absolute great work guys:):D
  • jaturnleyjaturnley Member Posts: 1,218 Arc User
    edited January 2014
    ashkrik23 wrote: »
    Hey Brandon, was the team able to get a fix for the Dyson gear for cats yet?
    Sadly, both the Obelisk Catnip Mouse and the Laser Pointer Swarmer remain broken. Get your act together, Cryptic! ;-)
  • meimeitoomeimeitoo Member Posts: 12,594 Arc User
    edited January 2014
    New Features:

    [*]Loadouts pull your saved equipment from your inventory, other ships, or bank.

    In that order of priority? I don't want a Leech get pulled off another ship, when I have a perfectly fine one sitting in my inventory.
    [*]Changing a build takes any gear currently equipped and places it into your inventory or Overflow bag.

    That could be a problem. A *major* problem, actually. On a good day I have about 4-5 open inventory slots (and yes, I purchased all upgrades to max). I most certainly don't have room for an *entire* ship equipment list. This spells disaster, quite frankly. People warping out, not realizing aforementioned 8 mil Plasmonic Leech having been put into Overflow bag... You get the gist.

    And there's no guarantee the newly fitted equipment will be drawn from inventory per se, leaving a good chance you're left with an Ovverflow bag.

    Please, rethink this strategy.
    3lsZz0w.jpg
  • this1isavailablethis1isavailable Member Posts: 228 Arc User
    edited January 2014
    Can you please now fix my ship's UI?

    http://imagizer.imageshack.us/v2/1280x1024q90/703/2t0p.jpg

    It's been only 4 years the somraw uses a placeholder in its UI :mad:. Bug reports and forum posts have no effect.
    At least the old one looked klingon...

    And i wont start on missing windows...
Sign In or Register to comment.