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TRIBBLE Maintenance and Release Notes - March 11, 2014

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  • kirimuffinkirimuffin Member Posts: 695 Arc User
    edited March 2014
    Just tried equipping one of these new kits and slotting in some modules. Presently I have three powers slotted in the kit, but when I try to slot one of them in my tray, it constantly flickers, as if it's being added and removed. Removing a module from the leftmost slot of the kit allows the other powers to be tray-slotted just fine.

    I've also submitted this through the in-game bug reporting thingy. (ETA: Since then, I tracked the bug down to the Lunge module; equipping it into any slot will cause the kit to freak out like that. Weird.)

    I have to say, other than that, I'm really liking this idea so far. I'm already planning wild new ground builds in my head for when this goes to Holodeck.
  • bughunter357bughunter357 Member Posts: 588 Arc User
    edited March 2014
    thay8472 wrote: »
    How about... No? ;)

    why not it is the same credentials you use to log into the game no big deal ... oh wait some think ARC is the end of the world oh well your loss
  • ussultimatumussultimatum Member Posts: 0 Arc User
    edited March 2014
    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.


    Flanking for Raiders doesn't need improved bonus damage.


    With Embassy BOFFs it is already higher (+30%) than Romulan Ambush (+25%).


    So at this point, the Raider Ambush would be +30% (+Flanking) vs. +25%




    Also, I don't understand why there is a second +10% while flanking to "Raider Flanking" that has +25%.




    A lot of other good changes otherwise.
  • mightybobcncmightybobcnc Member Posts: 3,354 Arc User
    edited March 2014
    Was it really necessary to split the video settings into 3 tabs and change the way some of the settings function?

    When I logged into tribble it reset my graphics and murdered my framerate. Now I'm comparing screenshots of my settings on Holodeck and trying to adjust the different Tribble graphical settings to match and it is not fun.

    Joined January 2009
    Finger wrote:
    Nitpicking is a time-honored tradition of science fiction. Asking your readers not to worry about the "little things" is like asking a dog not to sniff at people's crotches. If there's something that appears to violate natural laws, then you can expect someone's going to point it out. That's just the way things are.
  • ursusmorologusursusmorologus Member Posts: 5,328 Arc User
    edited March 2014
    Gonna have to patch overnight

    Anybody know if BOFFs have access to armor pieces in the tailor? One of my toons has an away team full of Omega and MACO sets...


    Got on and tested this, so wanted to make an edit. First, for all characters, the Omega/MACO/KHG are still separate costume pieces and cannot be mixed with Uniform or Off-Duty costume pieces. Second, BOFFs still only have the Uniform costume slot, although a smal number of body armor and kit pieces have been made available. Cuimulatively this means that BOFFs cannot have Omega/MACO/KHG visuals under the present system.
  • kirimuffinkirimuffin Member Posts: 695 Arc User
    edited March 2014
    When I logged into tribble it reset my graphics and murdered my framerate. Now I'm comparing screenshots of my settings on Holodeck and trying to adjust the different Tribble graphical settings to match and it is not fun.

    Yeah, I'm noticing a lot more stalls/drops in Tribble than I ever have on this computer on Holodeck. The weird thing is I run on maxed settings in Holodeck and have few problems, but running on slightly-less-than-maxed settings on Tribble is making it unplayable. So, clearly, something more than just the UI has changed here. That has me a little worried.
  • lucho80lucho80 Member Posts: 6,600 Bug Hunter
    edited March 2014
    kirimuffin wrote: »
    Yeah, I'm noticing a lot more stalls/drops in Tribble than I ever have on this computer on Holodeck. The weird thing is I run on maxed settings in Holodeck and have few problems, but running on slightly-less-than-maxed settings on Tribble is making it unplayable. So, clearly, something more than just the UI has changed here. That has me a little worried.

    The graphics on Tribble got set to low by default for some reason. Game looks horrible.
  • frtoasterfrtoaster Member Posts: 3,352 Arc User
    edited March 2014
    How does this affect space parts? Will this affect space parts as well?

    There is currently no way to enable and disable space visuals, either through the ship status window or the ship tailor.
    Waiting for a programmer ...
    qVpg1km.png
  • kirimuffinkirimuffin Member Posts: 695 Arc User
    edited March 2014
    frtoaster wrote: »
    There is currently no way to enable and disable space visuals, either through the ship status window or the ship tailor.

    Uhh, you can disable visuals on items (e.g., the Borg set) by right-clicking the equipment in the status window and then clicking Disable Visuals.

    To answer the question: I don't think that the kit revamp has anything to do with that.
  • kirimuffinkirimuffin Member Posts: 695 Arc User
    edited March 2014
    lucho80 wrote: »
    The graphics on Tribble got set to low by default for some reason. Game looks horrible.

    And for me, it looks fine, but runs like TRIBBLE :( Something's seriously broken, here.
  • ursusmorologusursusmorologus Member Posts: 5,328 Arc User
    edited March 2014
    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.
    We value them as much as you do. You are the people that gave brick ships like carriers and heavy cruisers and sci vessels only 2 consoles, because you want them to tank instead of shoot, if it didnt matter why only 2? The other end of the scale, squirrely escorts in a dog fight nipping each other's heals, 5 is better than 4 yeah, its why you put a $$ premium on 5... Kind of a sidetrack here, but c'mon, of course it matters
  • rmy1081rmy1081 Member Posts: 2,840 Arc User
    edited March 2014
    lucho80 wrote: »
    The graphics on Tribble got set to low by default for some reason. Game looks horrible.

    that's funny because mine got set to max lol
  • frtoasterfrtoaster Member Posts: 3,352 Arc User
    edited March 2014
    kirimuffin wrote: »
    Uhh, you can disable visuals on items (e.g., the Borg set) by right-clicking the equipment in the status window and then clicking Disable Visuals.

    To answer the question: I don't think that the kit revamp has anything to do with that.

    Did you log onto Tribble and try it? I did, and I can no longer find that option. We're not talking about the kit revamp. We're talking about this:
    Removed all item overlay visual toggle options in the tailor, context menu, and status window.
    Waiting for a programmer ...
    qVpg1km.png
  • glassguitarglassguitar Member Posts: 427 Arc User
    edited March 2014
    We will be bringing down the Tribble server for maintenance to apply a new update: ST.40.20140223a.12

    UI:
    • Video settings have been streamlined and broken into three sections – Display, Graphics, and Advanced.
      • All three tabs are in the Options settings.

    Maybe it's down to making adjustments. but when I logged in to tribble, the first thing that happened was my graphics were "automatically" set to optimum settings and after about ten minutes I still could not get the game to look like it does currently on holodeck. It just looked horrible and washed out. In sector space in particular the objects looked they were from a nintendo 64 game. On the ground everything looked like it had a "soften" effect applied to it. I hope when this goes live, that it will not adjust settings for me, it's taken me FOREVER to get it just the way I like it.
  • lucho80lucho80 Member Posts: 6,600 Bug Hunter
    edited March 2014
    We value them as much as you do. You are the people that gave brick ships like carriers and heavy cruisers and sci vessels only 2 consoles, because you want them to tank instead of shoot, if it didnt matter why only 2? The other end of the scale, squirrely escorts in a dog fight nipping each other's heals, 5 is better than 4 yeah, its why you put a $$ premium on 5... Kind of a sidetrack here, but c'mon, of course it matters

    Once this sensor analysis bonus goes to Holodeck, I don't think sci captains can complain. Now, if you want to match a tac ship's +% damage, then you'll have to use a combination of weird equipment. 2 part Hirogen lobi set, 2 part Nukara set (+30%, there you have one console), Sensor analysis (+30%), and two +31.9% tac consoles. There you go a sci ship with "4" tac consoles in a way. Then again, the point of rolling a sci ship isn't damage.

    I do have a bit of a problem with how they controlled the GW damage when they fixed it because once they fixed the old formula it was determined it was too powerful (the now infamous 5 frigate test), when a tac captain can use GW1 and CSV destroys 5 frigates super quickly.
  • kirimuffinkirimuffin Member Posts: 695 Arc User
    edited March 2014
    frtoaster wrote: »
    Did you log onto Tribble and try it? I did, and I can no longer find that option.

    Well, darn, you're right. Ugh, why the hell would they remove that? I like being able to use rep sets without being forced to use their visuals. :( If the point really is to allow for more customization, then why remove customization options? That doesn't make any sense!
  • kirimuffinkirimuffin Member Posts: 695 Arc User
    edited March 2014
    I hope when this goes live, that it will not adjust settings for me, it's taken me FOREVER to get it just the way I like it.

    ^ This x 1000.
  • mightybobcncmightybobcnc Member Posts: 3,354 Arc User
    edited March 2014
    -edit- maybe I should read the other posts.. original follows..

    kirimuffin wrote: »
    Uhh, you can disable visuals on items (e.g., the Borg set) by right-clicking the equipment in the status window and then clicking Disable Visuals.

    This does not work. The other poster is correct.

    Joined January 2009
    Finger wrote:
    Nitpicking is a time-honored tradition of science fiction. Asking your readers not to worry about the "little things" is like asking a dog not to sniff at people's crotches. If there's something that appears to violate natural laws, then you can expect someone's going to point it out. That's just the way things are.
  • virusdancervirusdancer Member Posts: 18,687 Arc User
    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.

    ET1, HE1, ST1, TT1...cleanse as well as ET3, HE3, ST3, TT3.

    Just saying...
  • killdozer9211killdozer9211 Member Posts: 919 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.

    Forgive me if you answered this question somewhere between the quoted page and whatever this one lands on, I wanted to ask now while it was still fresh in my mind.

    The "emergency HE" power or whatever it is Mirror Hakeev triggers on AoE allies-- will it be affected by their repair skill, or the caster's?


    Still also waiting for clarification on raider/flanking/ambush buff relations.

    Also just saw the issue about the space set visuals. That is the opposite of cool, guys. Please tell me that was unintentional.
  • majortiraomegamajortiraomega Member Posts: 2,214 Arc User
    edited March 2014
    We will be bringing down the Tribble server for maintenance

    Kit Revamp:
    • The Kit system has been overhauled!
      • New Kits now allow you to add Modules to them.
        • Kits and Modules exist from Mark I to Mark XII and in Common, Uncommon, Rare, and Very Rare qualities.
        • Kits can provide skill bonuses to either general Ground skills or career-specific Ground skills:
          • Higher rarity kits provide a larger number of discrete bonuses
          • Higher Mark kits provide a larger magnitude of skill with each bonus
          • Higher Mark kits contain more slots for Kit Modules
      • Kit Modules are a new type of item, consisting of a single power.
        • Each module belongs to a Career (Science, Engineering, or Tactical) and a Specialization.
          • Each Career is made up of two Specializations:
            • Science
              • Research Modules emphasize experimental new science-based control and damage effects
              • Medic Modules focus on healing wounds and supporting teammates
            • Engineering
              • Fabrications Modules allow Engineers to create temporary constructions
              • Mechanic Modules focus on using devices to enhance allies or impair foes
            • Tactical
              • Assault Modules focus on direct damage and explosive effects
              • Strategic Modules emphasize the battlefield planning and control abilities of the user
          • Modules of a given Specialization can only slot into Kits with an open slot of that Specialization type.
            • For example, “Turret Fabrication” is a Fabrication-type Module.
            • It can be slotted into Fabrication slots in any Engineering Kit, but cannot be slotted into Mechanic slots in any Engineering Kit.
      • Basic Common-quality Kits and Modules are available from Ground vendors for Energy Credits
      • All qualities of Kits and Modules drop from ground enemies as reward possibilities.
      • 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.
      • For testing purposes, the test console on Drozana Station will provide anyone with random assortments of level-appropriate kits and modules as many times as the tester desires.

    Systems:
    • Powers:
      • 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.
    Kit revamp and a 30 second lockout on switching. This should significantly shake up the current state of Ground PvP and it will permanently fix kit swapping. I do have a few questions about the changes.

    First, will it be possible to reduce this 30 second cooldown via Tactical Initiative? If so, then the problem will be completely sidestepped via Tactical Officers on the team. Secondly, how will this change affect the Gambling Device and special tribbles? Nobody keeps Tribbles or the Gambling Device in a device slot because the items are one off buffs. Would it be possible to get a "buff slot" that could store and automatically activate the one off hourly device?

    Also, while working on the kit revamp, would it be possible to take a look at special Tribble buffs in order to consider making them scale on a player's level? +5 all damage resistance rating is fairly significant at low player levels (Lieutenant/Lieutenant Commander), but it does very little at Vice Admiral. Whereas the Gambling Device is scaled for Vice Admiral gameplay, granting +10% Critical Chance, +10% Critical Severity, and +10% Dodge chance. It is overpowered at lower levels.
    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.

    On the contrary, this change will solve kit swapping completely in Ground combat. 20 seconds to drop red alert and another 30 before the player can use the ability. This should work providing Tactical Initiative cannot reduce that lockout period.
    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.

    That could have a somewhat negative impact on single player mission gameplay. Players frequently use Cloak and Battle Cloak out of combat in between objectives in missions. It would fix a player's ability to swap consoles in PvP, but it would also remove the ability to use full impulse. Red alert would make it impossible for a cloaked ship to use full impulse while searching for targets or flying between objectives.
    --->Ground PvP Concerns Directory 4.0
    --->Ground Combat General Bugs Directory
    Real join date: March 2012 / PvP Veteran since May 2012 (Ground and Space)
  • lucho80lucho80 Member Posts: 6,600 Bug Hunter
    edited March 2014
    Hawk, my bad, mistake on my part. I put sensor analysis in a spot I have tied to my bind and I was kicking it on again and again when I fired. SA works great.

    Awesome addition to science ships. Thanks for bringing back from the dead an ability that had been rendered practically useless thanks to so many target lock removing abilities (PvP) and quick NPC kill DPS machines (PvE).
  • virusdancervirusdancer Member Posts: 18,687 Arc User
    edited March 2014
    We value them as much as you do. You are the people that gave brick ships like carriers and heavy cruisers and sci vessels only 2 consoles, because you want them to tank instead of shoot, if it didnt matter why only 2? The other end of the scale, squirrely escorts in a dog fight nipping each other's heals, 5 is better than 4 yeah, its why you put a $$ premium on 5... Kind of a sidetrack here, but c'mon, of course it matters

    It's not a sidetrack! We're talking about the Raider improvements mentioned in the notes...if that happens to include other ships as part of that discussion, it's only natural! ;)

    You know...kind of like...the Plesh Brek Raider with 5 Tac consoles.

    Hrmm, so uh...four ships (the Aquarius is included because I honestly believe it needs to be a Raider - it screams Raider (non-cloaking, mind you - but Raider all the same - it's nowhere near a Destroyer)...

    http://sto.gamepedia.com/Breen_Plesh_Brek_Heavy_Raider
    http://sto.gamepedia.com/Fleet_Aquarius_Destroyer
    http://sto.gamepedia.com/Fleet_T'varo_Light_Warbird_Retrofit
    http://sto.gamepedia.com/B'rel_Fleet_Bird-of-Prey_Retrofit

    Two aren't Raiders, two don't have cloaks, two have EBCs, and I just can't wrap my head around how these four are viewed as balanced ships...even with the upcoming changes for the Fleet B'rel (as one of the Raiders receiving an update).
  • mightybobcncmightybobcnc Member Posts: 3,354 Arc User
    edited March 2014
    So I just unequipped and then re-equipped my Scorpion Fighters consumable without using them and it kicked into a full 10 minute cooldown. Not cool.

    Also my ships on the character select screen are either ghosts with about 20% opacity, or invisible except for flashing running lights. Plus a bunch of my boffs have partially-black textures.

    http://i4.photobucket.com/albums/y110/mightybob2000/4589dfgh3798/login.jpg~original

    Joined January 2009
    Finger wrote:
    Nitpicking is a time-honored tradition of science fiction. Asking your readers not to worry about the "little things" is like asking a dog not to sniff at people's crotches. If there's something that appears to violate natural laws, then you can expect someone's going to point it out. That's just the way things are.
  • killdozer9211killdozer9211 Member Posts: 919 Arc User
    edited March 2014
    It's not a sidetrack! We're talking about the Raider improvements mentioned in the notes...if that happens to include other ships as part of that discussion, it's only natural! ;)

    You know...kind of like...the Plesh Brek Raider with 5 Tac consoles.

    Hrmm, so uh...four ships (the Aquarius is included because I honestly believe it needs to be a Raider - it screams Raider (non-cloaking, mind you - but Raider all the same - it's nowhere near a Destroyer)...

    http://sto.gamepedia.com/Breen_Plesh_Brek_Heavy_Raider
    http://sto.gamepedia.com/Fleet_Aquarius_Destroyer
    http://sto.gamepedia.com/Fleet_T'varo_Light_Warbird_Retrofit
    http://sto.gamepedia.com/B'rel_Fleet_Bird-of-Prey_Retrofit

    Two aren't Raiders, two don't have cloaks, two have EBCs, and I just can't wrap my head around how these four are viewed as balanced ships...even with the upcoming changes for the Fleet B'rel (as one of the Raiders receiving an update).

    Why are you lumping the tvaro in, it isn't getting flanking is it?
  • jodarkriderjodarkrider Member Posts: 2,097 Arc User
    edited March 2014
    As a pure melee Tac officer... Kit revamp - does it mean options for higher versions of Lunges & Sweep Kicks? :D
    [10:20] Your Lunge deals 4798 (2580) Physical Damage(Critical) to Tosk of Borg.

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  • undyingzeroundyingzero Member Posts: 313 Arc User
    edited March 2014
    Gonna have to patch overnight

    Anybody know if BOFFs have access to armor pieces in the tailor? One of my toons has an away team full of Omega and MACO sets...
    BOffs can use a limited number of kit tailor visuals, which is really sad. Players get TONS of new choices but BOffs only get a few sad options.
  • virusdancervirusdancer Member Posts: 18,687 Arc User
    edited March 2014
    Why are you lumping the tvaro in, it isn't getting flanking is it?

    It's not just flanking. It's the overall balance of the ships. There are only two ships with an Enhanced Battle Cloak (four if you count the Fleet versions). That's the T'varo and the B'rel - so even though the T'varo is not a Raider - that EBC makes it difficult not to compare the two boats. They're the only two boats that can do what the EBC allows them to do.

    Fleet T'varo
    Hull: 29700
    Shield Mod: 0.99
    Consoles: 4 Tac/3 Eng/3 Sci
    Weapons: 4/3
    Turn: 18
    Imp Mod: 0.20
    Inertia: 70
    Crew: 150
    +10 Weapon Power
    +5 Engine Power
    160 Base Power
    Access to T1-T4 Warbird and non-Warbird Consoles
    Ability to 2pc the T1/T5 T'varo Consoles
    Singularity Core
    Singularity Abilities
    Access to Romulan/Reman Captains
    Can run up to 5x Sub/SupOp BOFFs
    X, X, X, X
    X

    X, X
    X, X
    X, X, X


    Fleet B'rel (with upcoming changes)
    Hull: 27225
    Shield Mod: 0.88
    Consoles: 3 Tac/4 Eng/3 Sci
    Weapons: 4/2
    Turn: 23
    Imp Mod: 0.20
    Inertia: 80
    Crew: 30
    +15 Weapon Power (yes, on one of two boats that can fire Torps while cloaked there's +15 Weapon Power)
    200 Base Power
    Access to T1-T4 non-Warbird Consoles
    T5 B'rel Retro does not come with a Console
    Warp Core
    Flanking
    Can run up to 4x SupOp or 4x SupSub (or mix) BOFFs
    X, X, X, X
    X, X, X
    X, X
    X, X


    Would be along the lines of why the T'varo got lumped in...

    I've got 8 toons in my signature. 1x Reman and 7x KDF. While there are two M.Qins listed there, that's only because I haven't picked up a Guramba for that toon yet (been busy elsewhere with resources). The only reason there's a toon with a Hegh'ta/Raider is basically along the lines of why I'm picking up the Guramba and what one should notice as the other ships there...

    Raider
    Raptor
    Battle Cruiser
    Destroyer
    Support Vessel
    Flight-Deck Cruiser
    Carrier

    They're the seven types of ships available to the KDF. Seven toons...one for each type. I deleted 8 of my 9 toons at the end of last year, the only one I kept was Willard in his T'varo. I knew during the LoR beta that I was going to be rolling a Sci T'varo...I knew that I wasn't ever going to take a KDF Raider seriously - they just couldn't compare. Sure, a B'rel can Sci better than the T'varo...that's where I had been planning to go before LoR with a Sci that flew a 4x Sci Hegh'ta. But yeah...no...

    So when I look at KDF Raiders...well, since the LoR beta; I've been looking at the T'varo.
  • monkeybone13monkeybone13 Member Posts: 4,640 Arc User
    edited March 2014
    So instead of bringing back Elachi Alert you give us a whole new Undine event instead? *sigh*
  • lordfuzunlordfuzun Member Posts: 54 Arc User
    edited March 2014
    frtoaster wrote: »
    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?

    I don't think the old bugs will be an issue. They've revamped the character builder. Right now my KDF Science Captain is sporting the Fed Combat Armor skins (All of of them are available), with a mix of the Doctor and Researcher parts (they seems to be all there). And not only that I can use Engineering and Tactical kit parts of I want to use them. My entire KDF away team can be properly outfitted in gear now. And everything is colorable. No unchangable color palletes.
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