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TRIBBLE Maintenance and Release Notes - March 11, 2014

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  • drake122svkdrake122svk Member Posts: 731 Arc User
    edited March 2014
    It's adjustable - we'll tune it up if people are still abusing item swaps. We want to avoid inconvenience to non-exploiting players, but decrease the efficiency of item-swap exploits enough that it's no longer appealing enough to endure the inconvenience of it.

    We can also set specific items to have longer cooldowns on equip, but would prefer to keep the rules consistent across the board if at all possible.

    I am sorry, but 30 seconds is truly not going to solve anything. Right now, the exploiters can reduce the cooldown to 0 sec, from 2-3 mins. After this change, they will still be able to reduce it by more than 50 percent of the standard cooldown. Exploiting will still be worth the effort to them.
  • adjudicatorhawkadjudicatorhawk Member Posts: 0 Arc User
    edited March 2014
    twam wrote: »
    Also, does the stack drop if we get out of range? OP contains "while in range" clause, but the stack dropping would be a nuisance, what with all the escort-type ships behaving like ADD squirrels on PCP, these days.

    Yes, but it also already did/does.
    Jeff "Adjudicator Hawk" Hamilton
    Systems Designer - Cryptic Studios
    Twitter: @JeffAHamilton
  • adjudicatorhawkadjudicatorhawk Member Posts: 0 Arc User
    edited March 2014
    twam wrote: »
    Also, does the stack drop if we get out of range? OP contains "while in range" clause, but the stack dropping would be a nuisance, what with all the escort-type ships behaving like ADD squirrels on PCP, these days.
    I am sorry, but 30 seconds is truly not going to solve anything. Right now, the exploiters can reduce the cooldown to 0 sec, from 2-3 mins. After this change, they will still be able to reduce it by more than 50 percent of the standard cooldown. Exploiting will still be worth the effort to them.

    I think 30 seconds fixes all kit-swapping exploits. I think 30 seconds could also fix all console-swapping exploits, possibly if Battle Cloak and Enhanced Battle Cloak leave the user in combat as long as they're on.
    Jeff "Adjudicator Hawk" Hamilton
    Systems Designer - Cryptic Studios
    Twitter: @JeffAHamilton
  • altlenealtlene Member Posts: 0 Arc User
    edited March 2014
    Is lunge currently bugged? It seems to have disappeared from the existing close combat and operative kits, and slotting the module into a kit doesn't make it appear in my available skills.
  • adjudicatorhawkadjudicatorhawk Member Posts: 0 Arc User
    edited March 2014
    It came up in another thread, didn't see it asked yet - figured I should ask it here more than there (babble, yes I do)...

    Regarding Sensor Analysis...has the drain aspect been removed or should we assume that to work akin to the damage aspect?

    Against enemies, it does everything it did before, but does it to a target of your choice and does more of it faster.
    Jeff "Adjudicator Hawk" Hamilton
    Systems Designer - Cryptic Studios
    Twitter: @JeffAHamilton
  • captainmd10captainmd10 Member Posts: 199 Arc User
    edited March 2014
    We will be bringing down the Tribble server for maintenance to apply a new update: ST.40.20140223a.12

    [*]Fleet Holding Kits have been updated to provide a purple-quality Kit with a pre-slotted purple-quality Module of the power that was previously a “Mark IV” power.
    • These are equivalent in power to their previous versions.

    So help me understand this. If I am to get a purple quality max level / fleet kit and I have purple quality max level modules and assuming these purple quality modules have the same effectiveness as described in the above patch notes, does this mean I can upgrade all kit powers to have the same effectiveness as a Level 4 power?
  • virusdancervirusdancer Member Posts: 18,687 Arc User
    edited March 2014
    Against enemies, it does everything it did before, but does it to a target of your choice and does more of it faster.

    Thanks, Hawk.
  • adjudicatorhawkadjudicatorhawk Member Posts: 0 Arc User
    edited March 2014
    orangeitis wrote: »
    IMO, what we should be wanting is for a 3/4/3 setup to be just as good as a 4/3/3 setup, rather than just want more tactical ability on the ship.

    Ding ding ding ding!

    Also, as an aside, players drastically overvalue Tactical consoles. Their actual enhancement of any given weapon is quite limited. The tooltips on the consoles are misleading, which is why this valuation exists. But personally, if I'm building a ship for DPS, the difference between a 5 tac console ship and a 3 tac console ship is potentially entirely negated if the 3 tac console ship has higher DPS uptime during a fight by a factor of tens of seconds. That uptime can be due to turn rate keeping things in firing arcs, to higher survivability allowing my positioning to be closer to the boss, or due to the ability to slot more offensive-oriented BOff powers - any of these things can more than account for one or two tactical console slots.
    Jeff "Adjudicator Hawk" Hamilton
    Systems Designer - Cryptic Studios
    Twitter: @JeffAHamilton
  • ddesjardinsddesjardins Member Posts: 3,056 Media Corps
    edited March 2014
    WOW - again with the timely updates, and changes.

    WHAT ALIEN HAS TAKEN OVER YOUR MINDS? WHERE ARE THE DEVS WE KNOW AND LOVE!
  • adjudicatorhawkadjudicatorhawk Member Posts: 0 Arc User
    edited March 2014
    So help me understand this. If I am to get a purple quality max level / fleet kit and I have purple quality max level modules and assuming these purple quality modules have the same effectiveness as described in the above patch notes, does this mean I can upgrade all kit powers to have the same effectiveness as a Level 4 power?

    Yes, that is what is testing right now. We're aware that it's possible the combined magnitude of these Very Rare powers (they're now denoted by rarity rather than number) will be too high in ground combat, so many of them will be tuned during the Tribble testing period.
    Jeff "Adjudicator Hawk" Hamilton
    Systems Designer - Cryptic Studios
    Twitter: @JeffAHamilton
  • virusdancervirusdancer Member Posts: 18,687 Arc User
    edited March 2014
    It's adjustable - we'll tune it up if people are still abusing item swaps. We want to avoid inconvenience to non-exploiting players, but decrease the efficiency of item-swap exploits enough that it's no longer appealing enough to endure the inconvenience of it.

    We can also set specific items to have longer cooldowns on equip, but would prefer to keep the rules consistent across the board if at all possible.

    Would it be possible to put the items in question into a dynamically fused state upon use - where they could not be unequipped until the CD had expired?
  • drake122svkdrake122svk Member Posts: 731 Arc User
    edited March 2014
    One more question, where does the current Kit revamp leave the Borg Medical Analyzer kit? It was somewhat unique until now, will there be changes to make it worth holding into in Season 9?
  • drake122svkdrake122svk Member Posts: 731 Arc User
    edited March 2014
    Would it be possible to put the items in question into a dynamically fused state upon use - where they could not be unequipped until the CD had expired?

    Or perhaps change them in a way that re-equipping the console while the power is on CD does not modify the timer, ex. if you had 1 min 37 sec left before the switch the same amount remains and the timer continues to count down like no change was made. That would stop the exploit and not cause any annoyances to non-exploiting players.
  • rmy1081rmy1081 Member Posts: 2,840 Arc User
    edited March 2014
    Would it be possible to put the items in question into a dynamically fused state upon use - where they could not be unequipped until the CD had expired?

    I would rather have them have all copies of the same console have the same CD when one is activated.
  • rmy1081rmy1081 Member Posts: 2,840 Arc User
    edited March 2014
    Against enemies, it does everything it did before, but does it to a target of your choice and does more of it faster.

    Could we get a better tool tip on SA that states exactly what it does for science powers? Maybe have it show up on the science power itself? Right now it only states it boosts damage.

    Also, on Holodeck, weapons have a SA tool tip but on tribble they don't.


    EDIT: and thanks for all these changes :)
  • michaelp1989michaelp1989 Member Posts: 0 Arc User
    edited March 2014
    Thx for SA revamp and bop buff. :D
    [SIGPIC][/SIGPIC]
  • frtoasterfrtoaster Member Posts: 3,352 Arc User
    edited March 2014
    Equipping an item with a rechargeable power will now trigger a thirty second cooldown on that power.
    • This lockout period prevents unfair advantages gained by cycling multiple copies of a given item.

    I'm not sure what the scope of this statement is supposed to be. Does it apply only to kit powers?
    Raider Flanking: Attacking enemies from their rear arc will grant the attacker a 25% bonus damage boost.
    • This bonus is significantly reduced (+25% down to +8.3%) when attacking a player's rear arc.)
    • Affects all Klingon Raiders, with the exception of the Tier 1 B’Rel Bird-of-Prey.
    • Improved Ambush Damage: The bonus damage awarded from existing cloak has been increased on any Klingon Raider that also has Raider Flanking.
      • Raiders receive an additional +10% bonus damage while flanking.

    If I understand this correctly, there is a flanking bonus for attacking the target's rear arc, an ambush bonus for decloaking, and an additional bonus that applies when both flanking and decloaking.
    Removed all item overlay visual toggle options in the tailor, context menu, and status window.

    I'm not sure what this means.
    Resolved an issue where many Mk XII Quantum Torpedoes were incorrectly labeled as Mk XI.

    This is a very old bug; I'm glad it's finally being fixed. Will existing Mk XII quantum torpedoes be relabeled or does this change apply only to new drops?
    Waiting for a programmer ...
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  • lucho80lucho80 Member Posts: 6,600 Bug Hunter
    edited March 2014
    I kind of want to. I might have thought about that as soon as I typed out that paragraph.

    Science wizard calls out "Industria Siphonem"!
  • crypticarmsmancrypticarmsman Member Posts: 4,115 Arc User
    edited March 2014
    General:
    Resolved an issue which would occasionally warp players into completed maps for:
    Deep space encounters, Borg red alerts, and the Tholian red alert in Tau Dewa.
    ^^^
    I'll believe this when I see it live. If it works, thank you for FINALLY fixing one of the most annoying bugs which has been around since Borg Red Alerts launched in STO Season4.
    Formerly known as Armsman from June 2008 to June 20, 2012
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    PWE ARC Drone says: "Your STO forum community as you have known it is ended...Display names are irrelevant...Any further sense of community is irrelevant...Resistance is futile...You will be assimilated..."
  • virusdancervirusdancer Member Posts: 18,687 Arc User
    edited March 2014
    Ding ding ding ding!

    Also, as an aside, players drastically overvalue Tactical consoles. Their actual enhancement of any given weapon is quite limited. The tooltips on the consoles are misleading, which is why this valuation exists. But personally, if I'm building a ship for DPS, the difference between a 5 tac console ship and a 3 tac console ship is potentially entirely negated if the 3 tac console ship has higher DPS uptime during a fight by a factor of tens of seconds. That uptime can be due to turn rate keeping things in firing arcs, to higher survivability allowing my positioning to be closer to the boss, or due to the ability to slot more offensive-oriented BOff powers - any of these things can more than account for one or two tactical console slots.

    C'mon, Hawk - not all of us are mislead by Tac consoles in that sense and some of us have been walking a fine line while making fun of folks spending all they did for VR Mk XIIs over VR Mk XIs over the years...ahem.

    But the Raiders, to quote Geko are "assassins"...they're not looking at extended DPS - they're looking at that damage in that 10s or less. If somebody's looking to ramp up the DPS charts, they're going to be in a FAW boat spamming everything in sight...they're not going to be in a Raider.

    The following is just rough and pretty basic, but...

    DBB has base 130 damage.

    An additional ATVx would add 41.47 damage before weapon power (as well as either +1.6% CrtH or +8% CrtD).

    At 125 Weapon Power, that 41.47 becomes 103.675 damage.

    With Ambush (current, not Tribble), APA3, APO3, and EPtW that 103.675 becomes 207.35 damage.

    Let's BO3 that and 207.35 becomes 1754.181 damage.

    With anywhere from 125 to 175 or more CrtD, let's go with 150; that 1754.181 becomes 4385.4525 damage.

    From there you get into shield capacity/damage reduction and hull damage resistance...but still, we're looking at over 4k from having that 4th console. If those shields are down and the target's been debuffed, it's even more.

    At which point are you guys dismissing it in regard to the playstyle? Folks in Raiders aren't flying around in circles while leaning on their spacebars hoping eventually to outdamage everybody else...
  • frtoasterfrtoaster Member Posts: 3,352 Arc User
    edited March 2014
    All kit and armor visuals are now part of the Costume system. You can set your costume up to look like whatever you want to look like. If you don't want it to show the Kit Visuals, just don't add Kit Visuals to your uniform. The goal here is to get back to the root of allowing players to look like whatever they want to look like, as much as is feasible within the constraints of our multiple species and rigs.

    I hope this has been tested extensively. The tailor currently has many bugs, including STF uniform options not being available to all characters. There is also an issue where armor parts show up partially for uneditable boffs (see here). If you cannot fix these bugs in time, I suggest that you re-enable visuals.

    Also, does this change apply to ships as well as characters and boffs?
    Waiting for a programmer ...
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  • disposeableh3r0disposeableh3r0 Member Posts: 1,927 Arc User
    edited March 2014
    The new gfx settings look off to me. but then I'm not sure what the changes are between live and tribble (like which dx im using.)

    Its like everything is both more detailed but at lower quality.
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  • lucho80lucho80 Member Posts: 6,600 Bug Hunter
    edited March 2014
    rmy1081 wrote: »
    Could we get a better tool tip on SA that states exactly what it does for science powers? Maybe have it show up on the science power itself? Right now it only states it boosts damage.

    Also, on Holodeck, weapons have a SA tool tip but on tribble they don't.


    EDIT: and thanks for all these changes :)

    I do second this "beam target subsystem drain" I don't think really covers it.
  • virusdancervirusdancer Member Posts: 18,687 Arc User
    edited March 2014
    Or perhaps change them in a way that re-equipping the console while the power is on CD does not modify the timer, ex. if you had 1 min 37 sec left before the switch the same amount remains and the timer continues to count down like no change was made. That would stop the exploit and not cause any annoyances to non-exploiting players.
    rmy1081 wrote: »
    I would rather have them have all copies of the same console have the same CD when one is activated.

    Doesn't seem like they're tracking the CD on the player - it's tracked on the item. Thus the reason folks could slot a copy of the item to exploit it. The 30s thing they're talking about, correct me if I'm wrong, is just about enforcing a 30s CD on anything slotted...regardless.

    In order to track the CD on a copy of a console, they'd have to track the CD on the player...but by all appearances, all such things are tracked on the items themselves.
  • theuser2021theuser2021 Member Posts: 170 Arc User
    edited March 2014
    Kit visuals now in the character customization!

    Thank you, Thank you soooo much :D.
  • ursusmorologusursusmorologus Member Posts: 5,328 Arc User
    edited March 2014
    The new gfx settings look off to me. but then I'm not sure what the changes are between live and tribble (like which dx im using.)

    Its like everything is both more detailed but at lower quality.

    The settings are controlled by the preference files in the Localprefs folder. If you want to see how your holoeck settings will look with tribble, copy the folder from Live to Playtest
  • stomperx99stomperx99 Member Posts: 863 Arc User
    edited March 2014
    I don't know why but this kit update reminds me of Dead Space. (don't ask why)
    I'm not going to charge with content I.D or copyright infringement just for saying "Dead Space" right?




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  • ursusmorologusursusmorologus Member Posts: 5,328 Arc User
    edited March 2014
    Doesn't seem like they're tracking the CD on the player - it's tracked on the item. Thus the reason folks could slot a copy of the item to exploit it. The 30s thing they're talking about, correct me if I'm wrong, is just about enforcing a 30s CD on anything slotted...regardless.

    In order to track the CD on a copy of a console, they'd have to track the CD on the player...but by all appearances, all such things are tracked on the items themselves.

    I assume they do not want to track globally because there are some items/abiliteis that they expect to be used simultaneously.

    At least with this change you still have to leave combat, wait for red alert, then wait 30 seconds, by which time the dynamic might have changed quite a bit. Or it might not, if you are doing all of that in a cloaked ship and following your enemy around.
  • frtoasterfrtoaster Member Posts: 3,352 Arc User
    edited March 2014
    This might not be the best thread to ask this question, but since adjudicatorhawk is reading this thread, I would like to ask what the intent behind the new Hakeev doff is. In this thread, adjudicatorhawk seemed to indicate that they wanted to move away from hazard emitters being the primary hull heal. But the Hakeev doff makes hazard emitters stronger by turning it into an AoE power.
    Waiting for a programmer ...
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  • jivedutchjivedutch Member Posts: 357 Arc User
    edited March 2014
    ssargon wrote: »
    I used to keep old kits around because I liked how they complimented my costumes, until giving up on that entirely due to combat ineffectiveness. I must say, thank you for this!



    Another plus, imo. Not forced into anything. Options, yay!

    Not forced ... maybee ... but for quite a few players the cost for getting the fleet holdings kits was quite high ...
    Do the fleet kits get a buff then, to keep them on par / better than making your own kit ??
    Do we get a trade-in for the old kits, to return our dil/credit/provision that was spent on the "old" kit ...
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