test content
What is the Arc Client?
Install Arc

TRIBBLE Maintenance and Release Notes - March 11, 2014

1246711

Comments

  • therealmttherealmt Member Posts: 428 Arc User
    edited March 2014
    Great, a 30 second cooldown. Easy pie fix. Not sufficient though.

    This doesnt keep people from switching out weapons, boffs etc if it only counts for Consoles.

    Simply restrict any form of loadout changing while in a match i.e.

    Bad coding. gg
    [SIGPIC][/SIGPIC]
  • starboardnacellestarboardnacelle Member Posts: 67 Arc User
    edited March 2014
    If Go Down Fighting can't be stripped, does this mean that the Last Ditch Effort trait is also immune? If so, Grace Under Fire should be given the same immunity.
  • overlapooverlapo Member Posts: 0 Arc User
    edited March 2014
    Too many changes in here to go live this Thursday. When is the release planned for holodeck?
  • johnstewardjohnsteward Member Posts: 1,073 Arc User
    edited March 2014
    where will we get the powers to slot into the kits from except maybe drops? will there be fleet/embassy versions or dil store or rep stores? i assume we will get powers to slot in upcoming lockboxes?
  • adjudicatorhawkadjudicatorhawk Member Posts: 0 Arc User
    edited March 2014
    frtoaster wrote: »
    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.

    It's a cool power. It rewards players for being situationally aware and bouncing their targeting off things that are within 3k of a grievously injured ally. It's a one-off doff - it doesn't really have to constrain itself to the central design of the modified power, in fact they're more interesting when they don't.

    Additionally, my point that you're referencing with regards to HE being used as a hull heal was not that we didn't want HE to be used that way - just that we want to refocus Engineering on being capable of Hull healing and Science on being capable of Shield healing. If I were making a new shield heal power today, for instance, it would almost certainly be a Science power. If I were making a new Hull heal today, it would probably be an Engineering power. But yeah, basically, it's a Duty Officer - it's supposed to bend the rules a bit. That's what makes them fun.
    Jeff "Adjudicator Hawk" Hamilton
    Systems Designer - Cryptic Studios
    Twitter: @JeffAHamilton
  • orangeitisorangeitis Member Posts: 5,222 Arc User
    edited March 2014
    There needs to be more fun DOFFs like this!

    Also, would there be any chance for a Mirror Incursion queue where we have to fight mirror universe versions of our characters? Like Champions Online's Nemesis queues.
  • savingjsavingj Member Posts: 126 Arc User
    edited March 2014
    So If I heal someone and there are friendly pets around below 50% hull it will bounce to them?
  • starboardnacellestarboardnacelle Member Posts: 67 Arc User
    edited March 2014
    It's a cool power. It rewards players for being situationally aware and bouncing their targeting off things that are within 3k of a grievously injured ally. It's a one-off doff - it doesn't really have to constrain itself to the central design of the modified power, in fact they're more interesting when they don't.

    Additionally, my point that you're referencing with regards to HE being used as a hull heal was not that we didn't want HE to be used that way - just that we want to refocus Engineering on being capable of Hull healing and Science on being capable of Shield healing. If I were making a new shield heal power today, for instance, it would almost certainly be a Science power. If I were making a new Hull heal today, it would probably be an Engineering power. But yeah, basically, it's a Duty Officer - it's supposed to bend the rules a bit. That's what makes them fun.

    While you guys are at it, could you do a pass on all debuff cleanses? Ships with more Engineering stations would be infinitely more useful if abilities like Aceton Beam and Eject Warp Plasma weren't so easily cleared.
  • nebulgamnezarnebulgamnezar Member Posts: 152 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.


    that do nothing ..... 24 sec and u can have a FULL restart of all abbilety .... i dont think that will stop players that are curently console swaping , but im sure after that patch is in holodeck it will work as intended
    [System] Link has been on active duty for 415 days, 23 hours, 9 minutes, 16 seconds.
    [System] Zelda has been on active duty for 126 days, 11 hours, 51 minutes, 48 seconds.

    French Canadian
  • robdmcrobdmc Member Posts: 1,619 Arc User
    edited March 2014
    Graphic option tab is a mess if you need a smaller screen.
    http://i.imgur.com/cmgtiQV.png
  • toivatoiva Member Posts: 3,276 Arc User
    edited March 2014
    overlapo wrote: »
    Too many changes in here to go live this Thursday. When is the release planned for holodeck?
    Since the Mirror Event runs 3 weeks from this Thursday, definitely not before the 3rd of April. I'd say April 8 at the soonest since they now release new seasons on Tuesdays. (But could very well be a couple weeks later.)
    ...answers...

    Thanks for relentlessly answering all questions regarding new systems. If I may sneak in a small question as well: Do I understand it right that the new SA is independent of the currently selected target? As in switching targets doesn't remove stacks, only switching off the toggle, moving out of range of the 'Analyzed target' or death (of target or the user) does.
    TOIVA, Toi Vaxx, Toia Vix, Toveg, T'vritha, To Vrax: Bring in the Allegiance class.
    Toi'Va, Ti'vath, Toivia, Ty'Vris, Tia Vex, Toi'Virth: Add Tier 6 KDF Carrier and Raider.
    Tae'Va, T'Vaya, To'Var, Tevra, T'Vira, To'Vrak: Give us Asylums for Romulans.

    Don't make ARC mandatory! Keep it optional only!
  • lucho80lucho80 Member Posts: 6,600 Bug Hunter
    edited March 2014
    Ok, tested sensor analysis extensively. Just one very annoying bug. The effect is lost as soon as I open fire, killing the bonus instantly. It stays on fine while I use science boff powers, but just one shot and the bonus goes instantly away.
  • johnstewardjohnsteward Member Posts: 1,073 Arc User
    edited March 2014
    lucho80 wrote: »
    Ok, tested sensor analysis extensively. Just one very annoying bug. The effect is lost as soon as I open fire, killing the bonus instantly. It stays on fine while I use science boff powers, but just one shot and the bonus goes instantly away.

    cool^^ nice bug ;)
  • adjudicatorhawkadjudicatorhawk Member Posts: 0 Arc User
    edited March 2014
    While you guys are at it, could you do a pass on all debuff cleanses? Ships with more Engineering stations would be infinitely more useful if abilities like Aceton Beam and Eject Warp Plasma weren't so easily cleared.

    We're unhappy with our buff/debuff/dispel game in general. The engine can do a lot more than it's currently doing, but the game doesn't do a very good job of messaging buffs or debuffs. Working on good "Condition" messaging would be a prerequisite to refining or redesigning the buff/debuff game, I think - though tweaks can be done in the interim.
    Jeff "Adjudicator Hawk" Hamilton
    Systems Designer - Cryptic Studios
    Twitter: @JeffAHamilton
  • adjudicatorhawkadjudicatorhawk Member Posts: 0 Arc User
    edited March 2014
    lucho80 wrote: »
    Ok, tested sensor analysis extensively. Just one very annoying bug. The effect is lost as soon as I open fire, killing the bonus instantly. It stays on fine while I use science boff powers, but just one shot and the bonus goes instantly away.

    Are you, by chance, using a Dyson Science Destroyer and entering Tactical mode? Sensor Analysis is disabled by Tactical Mode on the DSDs.

    If that's not it, please respond with your specific ship and specific powers activated to reproduce the issue. We've tested it pretty extensively with a wide array of endgame weapons and have not seen this issue internally.
    Jeff "Adjudicator Hawk" Hamilton
    Systems Designer - Cryptic Studios
    Twitter: @JeffAHamilton
  • adjudicatorhawkadjudicatorhawk Member Posts: 0 Arc User
    edited March 2014
    toiva wrote: »
    If I may sneak in a small question as well: Do I understand it right that the new SA is independent of the currently selected target? As in switching targets doesn't remove stacks, only switching off the toggle, moving out of range of the 'Analyzed target' or death (of target or the user) does.

    This is correct.
    Jeff "Adjudicator Hawk" Hamilton
    Systems Designer - Cryptic Studios
    Twitter: @JeffAHamilton
  • adjudicatorhawkadjudicatorhawk Member Posts: 0 Arc User
    edited March 2014
    savingj wrote: »
    So If I heal someone and there are friendly pets around below 50% hull it will bounce to them?

    Yep! Or if a couple friends are injured and they all get within 3k of, say, a mine that you've dropped... or your own ship... or your separated saucer... you can bounce the heal off the most central target and apply the "Emergency Hazard Emitters" effect to the injured targets.
    Jeff "Adjudicator Hawk" Hamilton
    Systems Designer - Cryptic Studios
    Twitter: @JeffAHamilton
  • iconiansiconians Member Posts: 6,987 Arc User
    edited March 2014
    • Planets from the Alpha, Beta and Gamma quadrants are under attack and you’ve been called on to defend them.
    • Queuing up for this mission will send the player to one of four locations: Gornar, Andor, Cardassia or Ferenginar. There you will face the Undine. They have implanted a fully grown planet killer in extreme orbit.

    FYI, neither Gornar, Andor, Cardassia, or Ferenginar are located in the Gamma Quadrant.
    ExtxpTp.jpg
  • lucho80lucho80 Member Posts: 6,600 Bug Hunter
    edited March 2014
    We're unhappy with our buff/debuff/dispel game in general. The engine can do a lot more than it's currently doing, but the game doesn't do a very good job of messaging buffs or debuffs. Working on good "Condition" messaging would be a prerequisite to refining or redesigning the buff/debuff game, I think - though tweaks can be done in the interim.

    This is a bit of a departure in this threads topic, but I'll chime in.

    1) The a2b builds combined with the debuff cleanse doff is a problem

    2) Having both ST and HE clear debuffs (add to that TT and ET endless cycling on top) has created practically invincible heal boats.

    3) Not related but would it be possible to add drains to the combat log?
  • lucho80lucho80 Member Posts: 6,600 Bug Hunter
    edited March 2014
    Are you, by chance, using a Dyson Science Destroyer and entering Tactical mode? Sensor Analysis is disabled by Tactical Mode on the DSDs.

    If that's not it, please respond with your specific ship and specific powers activated to reproduce the issue. We've tested it pretty extensively with a wide array of endgame weapons and have not seen this issue internally.

    Voth Palisade just sitting in front of a target. I kick in SA. While I use boff powers only, the SA bonus remains in effect and works. I fire a single shot and poof, bonus gone.

    Kick in SA again, let it go to 5% or 10%, I fire one shot, poof, the tooltip goes back to zero.

    The fact that I have to press SA for the tooltip to start counting up again makes me think its a bug.

    Powers: Energy Siphon 2 and Tyken's Rift 3. Also used subsystems targeting 3 (shields) but firing with or without it made the tooltip reset to zero.

    Weapons: Polaron beam XI (blue) and the Hyper-Dual Refracting Tetryon Beam Bank (I only fired forward weapons)
  • johnstewardjohnsteward Member Posts: 1,073 Arc User
    edited March 2014
    Yep! Or if a couple friends are injured and they all get within 3k of, say, a mine that you've dropped... or your own ship... or your separated saucer... you can bounce the heal off the most central target and apply the "Emergency Hazard Emitters" effect to the injured targets.

    So all of them will get healed for the full amount that would normally apply to a single target? isnt that kind of a bit crazy?

    also with this and the command auras and all that do you guys want to make us fly in close quarter bubble formation?
  • centersolacecentersolace Member Posts: 11,178 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.

    Dis gunna be gud.
  • kirimuffinkirimuffin Member Posts: 695 Arc User
    edited March 2014
    Just hopped on Tribble. Immediately, I got a message saying that a mission called "The Big Year" had to be dropped and automatically restarted. I don't see it listed anywhere in my mission log, though. I don't suppose you could let us know what this is? ;)

    (Also, I see "Investigate Officer Reports" listed under my available missions on Tribble; does this mean it's coming back?)
  • oldkhemaraaoldkhemaraa Member Posts: 1,039 Arc User
    edited March 2014
    ok.. this patch is interesting nuff I'll bring a toon in or three.
    "I aim to misbehave" - Malcolm Reynolds
  • kirimuffinkirimuffin Member Posts: 695 Arc User
    edited March 2014
    So... where on Tribble are the ground vendors who sell these new kits? The one on Qo'nos just sells the same old ones -- no slots, just preset abilities.

    (I did find kit modules in the dil store, but no actual kits.)

    ETA: Never mind; found some on DS9. I guess the Qo'nos vendor just hasn't been updated yet.
  • oldkhemaraaoldkhemaraa Member Posts: 1,039 Arc User
    edited March 2014
    see release notes..
    "I aim to misbehave" - Malcolm Reynolds
  • kirimuffinkirimuffin Member Posts: 695 Arc User
    edited March 2014
    see release notes..

    Yes, and the release notes say this:
    [*]Basic Common-quality Kits and Modules are available from Ground vendors for Energy Credits

    But they're clearly not available from all the ground vendors they should be available from, hence my post.
  • doffingcomradedoffingcomrade Member Posts: 0 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.
    How does this affect space parts? Will this affect space parts as well?
    [SIGPIC][/SIGPIC]
  • iconiansiconians Member Posts: 6,987 Arc User
    edited March 2014
    How does this affect space parts? Will this affect space parts as well?

    It affects all space kits.
    ExtxpTp.jpg
  • ashkrik23ashkrik23 Member Posts: 10,809 Arc User
    edited March 2014
    Is this the beginning of season 9 or just an update to get us hyped for it?


    Either way, great stuff :D.
    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
Sign In or Register to comment.