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Official feedback thread for the new Earth Space Dock

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  • captaind3captaind3 Member Posts: 2,449 Arc User
    edited March 2014
    Would just have to record "NCC" on it's own, 0 through 9 individually, and the NATO phonetic individually. It would be the programming to stitch everything together when needed, that would cause the headache.

    That did dawn on me after I wrote it. Still though while it seems simple.....:rolleyes:
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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"
  • darlexadarlexa Member Posts: 222 Arc User
    edited March 2014
    Originally Posted by darlexa View Post
    its always bugged me that the ships inside the space dock are positioned haphazardly around the interior. any chance at a bit more sensible position for them?

    Like What? Things are arranged in a logical (to me) order. Docked ships pull up next to the lugs on the central pylon (per ST:III) Undocked ships are arrayed around the outer walls, as space provides. The exception is the Vesta, which is admittedly positioned for a good view.


    *I was in the navy, I look at those ships out there, and wonder, how on earth would you move one of them in or out? once they are in position, sure, it doesn't matter, but more logical would be them moored on either side of the central piers, either bow in or out, and probably stacked depending on the ships so it would be two per side of the central tower. this is supported in st3, the ships are arrayed along either side of those projections form the central spire. and if I judge it right, those will align reasonably with the space doors. smaller ships could fit more of course, but I looks at the arrangement and think to myself that must be a nightmare for the harbor master to deal with. that's why I say it bugs me.

    *I have no problem with the featured ship in pride of place, but when you look out and see them all jammed in there every which way, or that you would have to move a ship to clear another ship, or worse, to have to change altitude to get past another to and from the space doors...

    *one thing I would like to note, I like that some ships are lit up as operational, and others are in various stages of powered up. makes things more interesting considering ships in the spacedock would be in various stages of reduced readiness. one thing to note, if the ships are moored in a more logical pattern, you could perhaps vary what's out there more often?

    *sorry to ramble.


    By something that is "not normally going to be used" do you mean in game? or fictionally?

    *I was remarking that it seemed to all be static scenery unless you were going to have in-game shuttle service out to the major fleet bases which seems unlikely given the duty officer transwarp unlocks.

    *I would think that the shuttle bay area would be useful for both STO missions and for foundry missions. I was just commenting on the massive amount of space that is apparently unutilized and that it doesn't seem designed very well for players traveling. now steps or ramps over the uneven scenery.

    Originally Posted by darlexa View Post
    also, there needs to be either a dedicated walkway above the shuttle areas for pedestrians, or more stairs between the zones. better would be a walkway as its more logical to not have persons wandering about an active bay.

    Look up.

    *I was referring to the shuttle area. I know about the other area though the upper walkway ends prematurely, but frankly, its like the upper walkways in all of the current stations, interesting, but will likely see minimal traffic since there is nothing up there except some outstanding lounges unless called for in a mission.

    *perhaps increase the size of the exterior observation windows so they line up better with the upper walkway?

    *an idle thought, what if the shuttle bay was directly underneath the ship yard windows? as a dynamic scenery underneath those windows with angled transparent aluminum and containment barriers? then you could have areas of cargo pallets and workbees as well as shuttle pads and through corridors for the inner space dock.

    In game: The area will be off limits to players. It is only meant to be a view from the balcony overlooking it.

    Fiction: There are turbolifts and doors arrayed throughout the Shuttlebay.

    *a crying shame.


    Originally Posted by darlexa View Post
    not all of the access console sin the exchange area are active.

    What's missing? They all glow over here.

    *my apologies, not the exchange consoles themselves, I meant some of the mail/bank kiosks to the side in the exchange are dead.

    *further, the mail and bank kiosks sprinkled around the station are greatly appreciated.

    Originally Posted by darlexa View Post
    where is the bar? I see plenty of lounges, but no bar?

    Club 47 is under renovation, and will likely not be ready by S9.

    *now I am curious, where is it going to be placed? I see tons of exceptional lounge areas but q really seems either like a party atmosphere, or be the center of attention, if we don't want him to set up on top of the fleet crest, we might need that bar sooner rather than later.

    Originally Posted by darlexa View Post
    you cannot go to the upper walkway from the lower level.

    I beg to differ.

    *my apologies, I was referring to the unused lower level #red level?#, not the main level. deck 80 something. you also cannot go directly all the way down from the upper walkway. in my mind, I am referencing using the main atrium its sub-levels as the "main level".


    Originally Posted by darlexa View Post
    the winding walkway/stair has no guardrail. fleet occupational safety and health will never stand for it. second item, could you use the round area at the bottom to tie into the upper area for the bar? its a kinda out of the way area and with guardrails to delineate the space form the walkways, might work.

    Railings have already been added. Not sure I understand what you want it to be used for?

    *I figured you could use the central lower round area and the upper more private area together as a bar or some such. I was coming from the standpoint that club 47 is missing, and that in my mind it still doesn't easily register that its all electronic and you can alter the space fairly readily. I realize its just a snazzy stairwell, but it was an idle thought of expanding the idea of the upper seating area and its single server which together, which seemed like an afterthought.

    Originally Posted by darlexa View Post
    lighting in sickbay area and its waiting area could be improved.

    Specifcally?

    *the waiting area is unlit and dim. the sickbay area proper seemed dim for a sickbay. I know voyager was a bit dark too, but the biobed areas were pretty bright. maybe the same thing? make the areas at the beds brighter than the whole of the sickbay. most current hospitals and sickbays on navy ships are pretty bright too wither with bright lighting or light coloring or both.


    Originally Posted by darlexa View Post
    and lastly, thank you for adding the white borders to the transparent walls.

    Which ones?

    *the star trek LCARS style white border strips. they help keep me from running headlong into the transparencies which is what I was doing the first time I checked out the new base.

    *unless there is something delineating the transparencies used in the game they are impossible to see except at extreme angles without something marking them. you can still see this problem with the ends of the transparent aluminum guardrails where the upper hand real ends but the transparent aluminum lower ends in a relatively shallow angle down to the deck.
  • sabremeister1sabremeister1 Member Posts: 108 Arc User
    edited March 2014
    I admit I didn't read any of the thread before posting my notes (I have read it now), so was unaware of the shuttle bay being scenery. Also didn't realise just how big 2.5 miles across is. Just a couple of things, though...

    The transparent aluminium ramp over the waterfall - I found it a bit disconcerting. It may have been due to the game resetting my graphics to default when I logged in to tribble that day, meaning the textures weren't very visible, but it did feel a bit like I was walking on nothing. Maybe a graphics pass to sort something out for people who have low-end machines?

    The empty Club 47 - since the devs apparently don't have time to decorate it, why not run a competition to do so? I understand a ship or two was largely player-designed, and since it just needs to look good, the only functionality being the barman (and possibly the arms dealer), comparatively little dev time would be needed to install the winning design.

    Some of the NPCs (a couple of them contacts) appear to be hidden behind consoles. You can tell they are there, and you can reach them easily enough, but they're on the other side of a bank of high line-of-sight obscuring consoles being used by other NPCs. Smaller consoles?

    Right. 2.20am. Sleep
  • psycoticvulcanpsycoticvulcan Member Posts: 4,160 Arc User
    edited March 2014
    Another mislabeled ship: U.S.S. Cerberus, listed as Prometheus class when it should be Cerberus class. Registry is wrong as well.
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    "Critics who say that the optimistic utopia Star Trek depicted is now outmoded forget the cultural context that gave birth to it: Star Trek was not a manifestation of optimism when optimism was easy. Star Trek declared a hope for a future that nobody stuck in the present could believe in. For all our struggles today, we haven’t outgrown the need for stories like Star Trek. We need tales of optimism, of heroes, of courage and goodness now as much as we’ve ever needed them."
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  • khamseenairkhamseenair Member Posts: 2,640 Bug Hunter
    edited March 2014
    The transparent aluminium ramp over the waterfall - I found it a bit disconcerting. It may have been due to the game resetting my graphics to default when I logged in to tribble that day, meaning the textures weren't very visible, but it did feel a bit like I was walking on nothing. Maybe a graphics pass to sort something out for people who have low-end machines?

    Definitely a graphic setting somewhere. The transparent aluminium is very apparent on my screen, there's no way I'd ever think I was walking on the air.


    Small bug I've noticed (this may also be graphic setting related but not sure), when I'm standing on the main ramp looking toward the central docking area with the Vesta and what not, I sometimes get a wall of the starbase replace the glass there. If I move a little closer it'll disappear, but then when I idle it comes back.

    Like I said, could be settings related but it only started showing up two patches ago so I wasn't sure if you'd maybe started doing some work on the view distance or something.

    Here are some screenshots to illustrate what I mean;

    Glass: http://i236.photobucket.com/albums/ff233/khamseen_air/2014-03-24_00003_zps37c73db9.jpg

    Wall: http://i236.photobucket.com/albums/ff233/khamseen_air/2014-03-24_00002_zps1ea8a0db.jpg
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  • derrico1derrico1 Member Posts: 282 Arc User
    edited March 2014
    well any ways was wondering the ambassadors that stand in admiral quinns office wouldnt it be better to find them all sitting arond that nice table in that empty conferance room under the admirals office ...
  • bughunter357bughunter357 Member Posts: 588 Arc User
    edited March 2014
    there is a lounge area by the shuttle bay area just past the tailor with 2 mail consoles and 1 bank console, both end consoles have chairs clipping in to them if the chairs are moved slightly over it will look better, the middle console that is mail is not able to be interacted with not sure if that is by design, also you have like 2 or more mail consoles in the exchange area but again one is not able to be interacted with, it is over by a door again not sure if that is by design or will become useable at a later build, would like to see one of those become a bank console instead.


    will keep looking for other lil errors that might have gotten skipped over as I am sure others will too



    p.s. hope this was not already reported if so sorry

    Edit:

    the above statement was from monday night when holodeck went down and I was bored and went to look at the new ESD some more, then I notice going thru some of the post that someone stated what i had above and taco said it was fixed so I am assuming it will go out in the next build will check when that happens.

    this is a bit off topic but hoping that the ships in the character select screen goes back to normal for S9, kinda looks odd all faded out.
  • monkeybone13monkeybone13 Member Posts: 4,640 Arc User
    edited March 2014
    there is a lounge area by the shuttle bay area just past the tailor with 2 mail consoles and 1 bank console, both end consoles have chairs clipping in to them if the chairs are moved slightly over it will look better, the middle console that is mail is not able to be interacted with not sure if that is by design, also you have like 2 or more mail consoles in the exchange area but again one is not able to be interacted with, it is over by a door again not sure if that is by design or will become useable at a later build, would like to see one of those become a bank console instead.


    will keep looking for other lil errors that might have gotten skipped over as I am sure others will too



    p.s. hope this was not already reported if so sorry

    Edit:

    the above statement was from monday night when holodeck went down and I was bored and went to look at the new ESD some more, then I notice going thru some of the post that someone stated what i had above and taco said it was fixed so I am assuming it will go out in the next build will check when that happens.

    this is a bit off topic but hoping that the ships in the character select screen goes back to normal for S9, kinda looks odd all faded out.

    Yeah those 3 consoles are just to the right of Commodity Broker Fhoss and I reported it earlier in this thread with a screenshot. Tacofangs said it's fixed and should be in the next patch. :)
  • pfreemanpfreeman Member Posts: 86 Arc User
    edited March 2014
    The transparent aluminium ramp over the waterfall - I found it a bit disconcerting. It may have been due to the game resetting my graphics to default when I logged in to tribble that day, meaning the textures weren't very visible, but it did feel a bit like I was walking on nothing. Maybe a graphics pass to sort something out for people who have low-end machines?

    I do agree I think in general the glass in STO could be tweaked a bit to make it more apparent that there is glass there. Across the board it seems like it's kept so clean to a point that unless they put something on it (like the frosted glass LCARS stuff on the new ESD) you generally can't tell it's even there. For big 'exterior' windows this isn't an issue really, but when you're having to run around little half walls or even full walls of glass, it can become much more difficult to tell where the glass is or ends.

    On the new ESD 2 places in particular are quite bad at this. The glass surrounding Club 47, from the inside of the club you cannot see it, the urge to just turn and depart the club from one of the consoles is very apparent & then you hit a glass (invisible) wall. The other place is by the empty conference room. There are 2 glass walls, making a doorway between the conference room & the training room, which are nearly impossible to see.

    peter
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  • bughunter357bughunter357 Member Posts: 588 Arc User
    edited March 2014
    pfreeman wrote: »
    I do agree I think in general the glass in STO could be tweaked a bit to make it more apparent that there is glass there. Across the board it seems like it's kept so clean to a point that unless they put something on it (like the frosted glass LCARS stuff on the new ESD) you generally can't tell it's even there. For big 'exterior' windows this isn't an issue really, but when you're having to run around little half walls or even full walls of glass, it can become much more difficult to tell where the glass is or ends.

    On the new ESD 2 places in particular are quite bad at this. The glass surrounding Club 47, from the inside of the club you cannot see it, the urge to just turn and depart the club from one of the consoles is very apparent & then you hit a glass (invisible) wall. The other place is by the empty conference room. There are 2 glass walls, making a doorway between the conference room & the training room, which are nearly impossible to see.

    peter

    to me the floor was not a issue as the glass walls were because there was a bit of reflection while walking up it were the walls did not have this. now on low end graphics on older machines this might not show up but I could tell that the floor was glass were the walls I did not realize until I walked into them.
  • captaind3captaind3 Member Posts: 2,449 Arc User
    edited March 2014
    I would like to say I'm incredibly happy with the new mail and bank consoles, they look great and far more present in the universe now.
    pfreeman wrote: »
    I do agree I think in general the glass in STO could be tweaked a bit to make it more apparent that there is glass there. Across the board it seems like it's kept so clean to a point that unless they put something on it (like the frosted glass LCARS stuff on the new ESD) you generally can't tell it's even there. For big 'exterior' windows this isn't an issue really, but when you're having to run around little half walls or even full walls of glass, it can become much more difficult to tell where the glass is or ends.

    On the new ESD 2 places in particular are quite bad at this. The glass surrounding Club 47, from the inside of the club you cannot see it, the urge to just turn and depart the club from one of the consoles is very apparent & then you hit a glass (invisible) wall. The other place is by the empty conference room. There are 2 glass walls, making a doorway between the conference room & the training room, which are nearly impossible to see.

    peter

    I have to be honest. There is a bit of realism to this. It's transparent aluminum. It's glass. You're supposed to be able to see through it unobstructed. As many videos as there are on the internet of people walking into glass doors that they should know are there, it's pretty funny to see people asking for something so they know that there's glass there.

    Maybe we could get a multi-purpose animation for when characters bump into glass. We could reuse it for bumping into a force field too, just with an SFX for the field.

    I haven't had any issues telling where the glass it though.
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  • tacofangstacofangs Member Posts: 2,951 Cryptic Developer
    edited March 2014
    The glass on the Club's Bubble has gotten the frosted LCARS treatment to hopefully prevent future injuries. I don't see the glass on the ramps as an issue.
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  • khamseenairkhamseenair Member Posts: 2,640 Bug Hunter
    edited March 2014
    tacofangs wrote: »
    The glass on the Club's Bubble has gotten the frosted LCARS treatment to hopefully prevent future injuries. I don't see the glass on the ramps as an issue.

    Any ideas about my bug reported a few posts up?

    http://sto-forum.perfectworld.com/showpost.php?p=15903031&postcount=396
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  • tacofangstacofangs Member Posts: 2,951 Cryptic Developer
    edited March 2014
    nope, that's a new one to me. Never seen that, have no idea what's going on for you.
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  • mightybobcncmightybobcnc Member Posts: 3,354 Arc User
    edited March 2014
    I believe the interior wall of ESD is just a mesh with two-sided shading turned off that has the texture for the inside of the shell on it, with normals projecting inward. It looks like somehow your machine is turning two-sided shading on or flipping the normals to face outward. o.O

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  • yulianhuayulianhua Member Posts: 46 Arc User
    edited March 2014
    Speaking of the glass ramp, did you see this post on the March 20th patch thread, Taco?
    yulianhua wrote: »

    Tacofangs: Please put glass or banisters or rocks or something (something that would block access but not "water flow" -- but NOT invisible walls because invisible walls SUCK) on the sides of the glass ramps with the waterfalls under them to avoid any unfortunate upskirt perversions. (Incidentally, there is an invisible wall under both ramps that prevents movement from south to north, but not from north to south.)
    Also ESD-related...
    yulianhua wrote: »

    Edit: The reflection maps on the STO-style combadges seem to be missing on ESD. The badge is dull metal in well-lit areas and black in less-well-lit areas. This seems to be an environmental issue, because the reflection maps are present both on the bridge and at Starfleet Academy.

    Just wanted to bring these to your attention in the appropriate thread (which I discovered after making that post) if you hadn't seen them. :)
  • duncanidaho11duncanidaho11 Member Posts: 7,980 Arc User
    edited March 2014
    derrico1 wrote: »
    well any ways was wondering the ambassadors that stand in admiral quinns office wouldnt it be better to find them all sitting arond that nice table in that empty conferance room under the admirals office ...

    I second that motion. Its nice seeing them there but it would be even better if they were there in the context of doing something. It's a problem with games generally that NPCs are used in the same way that a brick would be to build "scenery" and we can certainly do better here.
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  • kagasenseikagasensei Member Posts: 526 Arc User
    edited March 2014
    New patch (26 March):

    * The first aid kit and damage control "lockers" are a nice idea, but right now they look just like a cheap wall texture. They certainly need some 3D-model.
    * The background humming sound gets inconsistently quieter and louder again in some areas in the tailor (close to the "shop window").
    * The violet-blueish glow from the stripe-like windows seen from afar in the central core structure within the space dock is missing.
    * No 3D-chess tables? At all? :(((( They look so awesome in the Fleet Starbases...
    * The new (real-world) star background in the Sol System map is too bright and therefore looks unrealistic. Tone down the brightness and crank up the contrast a little bit perhaps. Also, the window by the Admiral's office still shows the old Earth model.


    AND: I hope SO MUCH that the new standard Federation cargo boxes (e.g., in the Commodity Broker) are generally going to replace the old ugly un-trekky gray ones throughout the game!!!
  • khamseenairkhamseenair Member Posts: 2,640 Bug Hunter
    edited March 2014
    tacofangs wrote: »
    nope, that's a new one to me. Never seen that, have no idea what's going on for you.
    I believe the interior wall of ESD is just a mesh with two-sided shading turned off that has the texture for the inside of the shell on it, with normals projecting inward. It looks like somehow your machine is turning two-sided shading on or flipping the normals to face outward. o.O

    Haha brilliant! It seems to happen every time I'm on ESD now, so I'll try having a play around with some of my graphics settings and see if I can get it to stop happening. I'll let you know if I have any luck.
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  • tuskin67tuskin67 Member Posts: 1,097 Arc User
    edited March 2014
    Protip guys, there are exterior map changes as well this update.

    I love the new signage and the orbiting Odyssey class and Sovereign Class you can see in Ops.

    Question to the team, are you going to match the earth in the interior map to the new exterior?
  • mandoknight89mandoknight89 Member Posts: 1,687 Arc User
    edited March 2014
    I came in to Earth orbit to see what was new with ESD this time... and for the first time in a long time while playing STO, the vista filled me with the wondrous awe of "I'm in SPAAAAAACE!"

    As to complaints of the starfield being too bright in the same shot as a Sol-lit ESD... STVI did it first! :P
  • monkeybone13monkeybone13 Member Posts: 4,640 Arc User
    edited March 2014
    I checked out ESD after getting today's tribble patch. I had such a nerdgasm I had to clean my glasses. Twice! :cool:

    1 thing I noticed that concerns me is that there is now a security officer hacking up a lung on a bed in sick bay and no medical staff attending to him. :(
  • sirboulevardsirboulevard Member Posts: 722 Arc User
    edited March 2014
    I checked out ESD after getting today's tribble patch. I had such a nerdgasm I had to clean my glasses. Twice! :cool:

    1 thing I noticed that concerns me is that there is now a security officer hacking up a lung on a bed in sick bay and no medical staff attending to him. :(

    Don't you know? Redshirts are a low medical priority.
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  • primar13primar13 Member Posts: 1,896 Bug Hunter
    edited March 2014
    The Invisible Walls make it impossible to Read the Info on the Ships for the Station Schematic, That was the Coolest Part for me was reading all the names and seeing them outside.
  • darlexadarlexa Member Posts: 222 Arc User
    edited March 2014
    In uniform supply, there is a blank wall to the left of the desk.

    I hope there will be some more variety in the mannequins. also, they should be the contemporary choices. the ones on display are all older styles, which would be fine in the museum display setup of the fleet base.

    the changing room is a nice touch, specially with the added toggle. that should help when there is a higher than normal need, but something stating so would probably be helpful.

    I noticed you changed the way the space around the station is setup. earth is now the background and such. its nice, but earth orbit is too boring now. needs more stuff. lots more. the previous setup was light on infrastructure, but not this light.

    thank you for paying attention to the frame numbers being correct.

    I think a case could be made for the ambassadors to be shifted to the unused lower conference room.

    the banners near the admiral's office are not dynamic like they are in the regular and fleet spires.

    curses, you fixed it so I cant walk up the framing members.

    you cannot turbolift directly from deck 83 to deck 47 upper walkway and vice-versa.

    deck 47 upper walkway should really be labeled with the proper corresponding deck number. maybe as high as a case could be made for the main multi level area taking up as many as 3 decks.

    the waterfall at the admiralty office/operations entrance should either have the water effects of you walking into it added, or more properly, a piece of transparent aluminum placed infront of it to render it purely decorative.

    when I walk through the water features, I don't have the dripping water effect.

    the white borders on the glass panels for the shipyard seem redundant because of the support beams and the crests themselves, especially now that the phantom barrier is in place to prevent people from walking up the incline.

    the phantom barrier around the exterior of the shipyard's inclined glass panels does not correctly track the base with an increasing error as you approach the end(s).

    sickbay is much better, thank you.. but the waiting area's lighting is still mediocre.

    the safety signage is a very nice touch. and is in keeping with my joking about fleetosh (fleet occupational safety and health) looks like they ran over the place with a vengeance.

    who ever redid the stairwell did a wonderfull job.
  • tuskin67tuskin67 Member Posts: 1,097 Arc User
    edited March 2014
    darlexa wrote: »
    I hope there will be some more variety in the mannequins. also, they should be the contemporary choices. the ones on display are all older styles, which would be fine in the museum display setup of the fleet base.

    The TOS uniforms are temporary.
  • tuskin67tuskin67 Member Posts: 1,097 Arc User
    edited March 2014
    Found a bug, the floor where the Mannequins are in the back of the Weapons shop is not solid

    http://puu.sh/7JLbE.jpg
  • josephdridgewayjosephdridgeway Member Posts: 517 Arc User
    edited March 2014
    tuskin67 wrote: »
    Found a bug, the floor where the Mannequins are in the back of the Weapons shop is not solid

    http://puu.sh/7JLbE.jpg

    Yep. Taco just took a trip down the rabbit hole, as well as a few other people.
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  • sirboulevardsirboulevard Member Posts: 722 Arc User
    edited March 2014
    darlexa wrote: »

    I think a case could be made for the ambassadors to be shifted to the unused lower conference room.

    the banners near the admiral's office are not dynamic like they are in the regular and fleet spires.

    Taco answered both theses questions:

    1) The Lower Conference Room was planned from the start to be for player use. This will remain so.

    2) Apparently they made cloth banners... but they didnt collide with the walls and tended to end up in Quinn's office.
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  • khamseenairkhamseenair Member Posts: 2,640 Bug Hunter
    edited March 2014
    tacofangs wrote: »
    The glass on the Club's Bubble has gotten the frosted LCARS treatment to hopefully prevent future injuries. I don't see the glass on the ramps as an issue.

    Not sure if it's of any help, but I narrowed my bug with the glass/wall down. It appears to be because I have post-processing turned off. As soon as I turn it on, the wall stops showing up, when I turn it off again it comes back.

    Generally I keep that setting off because I don't like what it does to my uniforms, makes them all glowy and stuff like I'm in a strange night club.

    Oh, I love the changes in today's patch by the way! :D I am a little apprehensive about the Sol exterior changes though, I feel it's a little too dark, I like being able to beam out and check what my ship looked like but now I can't really see it very well.

    Though I agree with the people saying it would make more sense for the 'delegates' to be in the conference area. It'd also help make that room look used.

    Edit: The option to beam to the academy appears to have disappeared from the transporter room.
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