test content
What is the Arc Client?
Install Arc

Official Viscous Cycle Feedback Thread

2»

Comments

  • primar13primar13 Member Posts: 1,896 Bug Hunter
    edited March 2014
    I'm not trying to be mean but I thought this map looked like it came from a Dr. Suess Book...

    Just a Funny Observation...

    I did think the mission was interesting but I do need a few more playthroughs
  • vamerrasvamerras Member Posts: 0 Arc User
    edited March 2014
    stodecker wrote: »
    I would love to use a "pushback" mechanic where the interact gets longer when you get hit, to encourage not getting hit but still not have the frustration levels of some enemies' errant FAW neutering your click, but that's not something the engine supports (yet).

    Imho a pushback mechanic could do and it would worth the effort. Like some of us said before the current solution is not encouraging tanking / support roles... these tasks like the ones in Mirror Universe are easier as a pure DPS build.
  • ashkrik23ashkrik23 Member Posts: 10,809 Arc User
    edited March 2014
    I think the planet killer optional needs a buff or something kind of attack. We killed it in seconds on elite.
    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
  • majortiraomegamajortiraomega Member Posts: 2,214 Arc User
    edited March 2014
    f2pdrakron wrote: »
    why Breaking the Plaent queue is dead and why many queues are dead.

    Breaking the Planet is dead because the mission is 20-30 minutes (even with a good team), but rewards a mere 640 dilithium and one random piece of Mk XI gear. I could do two Elite STFs in that time; making 1960 base dilithium, an additional 2000 more from marks/processors, and a chance for a random piece of Mk XI or XII gear or two. The same problem exists for Cure Ground Elite and Infected Ground Elite. Both missions take twice as long as an Elite Space STF, but the rewards aren't significantly better. It is hard enough to get people that want to play ground when about 89% of the playerbase is here for the Space gameplay. The rewards from playing most queued ground content isn't exactly an attracting force. The Voth Battlezone was a step in the right direction. Hopefully the devs will consider making reward changes to the ground queues down the road.
    --->Ground PvP Concerns Directory 4.0
    --->Ground Combat General Bugs Directory
    Real join date: March 2012 / PvP Veteran since May 2012 (Ground and Space)
  • borticuscrypticborticuscryptic Member Posts: 2,478 Cryptic Developer
    edited March 2014
    Regarding the Fluidic Rifts: Some recent changes have been made internally that are relevant to much of the conversation going on in this thread. So I figured I'd fill you in now, as I'm not entirely sure when those changes will appear on Tribble for testing...

    1) Undine NPCs will no longer attempt to spawn a Fluidic Rift if there is already one active within 10km of their current position.
    * It may still occasionally happen, if two NPCs spawn their Rifts simultaneously.

    2) If more than one Rift ends up spawned within 12km of one another, they will each begin counting the number of Puddles/Bubbles that currently exist.
    * Once there are a total of 12 Puddles in their vicinity, they will stop creating additional Puddles.
    * Once enough Puddles dissipate to drop the count below 12 in the vicinity, they will begin creating them again until the cap of 12 is reached.

    3) Rifts will no longer attempt to pull in Mines, Torpedoes or Hangar Craft
    * NOTE: Since this removes these entities from the rifts' Max Pulled Targets count (which has always been 5), it may actually seem like they are more voracious towards players after this change is made.

    4) Puddles no longer cause damage to Mines, Torpedoes or Hangar Craft
    * The Speed Debuff will still apply to these small pets.
    * Players piloting Small Craft (Shuttles/Fighters) will still suffer both Damage and Debuff from Puddles.

    We hope that these changes will alleviate some of the concerns over this power.

    We are also monitoring feedback regarding the strength of the Rifts' pull, and may end up tuning it in the future. However, for the time being, we'd like to see how the above changes go over first before pursuing any additional tuning.
    Jeremy Randall
    Cryptic - Lead Systems Designer
    "Play smart!"
  • borticuscrypticborticuscryptic Member Posts: 2,478 Cryptic Developer
    edited March 2014
    ashkrik23 wrote: »
    I think the planet killer optional needs a buff or something kind of attack. We killed it in seconds on elite.

    The escaping Planet Killer is currently not benefiting from any increase in difficulty when confronted on Elite. This will change soon. Probably just in the form of increased Hitpoints.

    There also may have been AI targeting errors at play in the build that's currently on Tribble, causing the PK to fire its mega-beam far less frequently than intended. That's already been fixed internally, and should make all versions of the Planet Killer more deadly.
    Jeremy Randall
    Cryptic - Lead Systems Designer
    "Play smart!"
  • neueraccountneueraccount Member Posts: 16 Arc User
    edited March 2014
    Regarding the Fluidic Rifts: Some recent changes have been made internally that are relevant to much of the conversation going on in this thread. So I figured I'd fill you in now, as I'm not entirely sure when those changes will appear on Tribble for testing...

    1) Undine NPCs will no longer attempt to spawn a Fluidic Rift if there is already one active within 10km of their current position.
    * It may still occasionally happen, if two NPCs spawn their Rifts simultaneously.

    2) If more than one Rift ends up spawned within 12km of one another, they will each begin counting the number of Puddles/Bubbles that currently exist.
    * Once there are a total of 12 Puddles in their vicinity, they will stop creating additional Puddles.
    * Once enough Puddles dissipate to drop the count below 12 in the vicinity, they will begin creating them again until the cap of 12 is reached.

    3) Rifts will no longer attempt to pull in Mines, Torpedoes or Hangar Craft
    * NOTE: Since this removes these entities from the rifts' Max Pulled Targets count (which has always been 5), it may actually seem like they are more voracious towards players after this change is made.

    4) Puddles no longer cause damage to Mines, Torpedoes or Hangar Craft
    * The Speed Debuff will still apply to these small pets.
    * Players piloting Small Craft (Shuttles/Fighters) will still suffer both Damage and Debuff from Puddles.

    We hope that these changes will alleviate some of the concerns over this power.

    We are also monitoring feedback regarding the strength of the Rifts' pull, and may end up tuning it in the future. However, for the time being, we'd like to see how the above changes go over first before pursuing any additional tuning.

    thats it? :( Why this nerv? I liked this a little bit overpowred skills. But now? Spezies 8472 is foot again.
    :mad:
  • ashkrik23ashkrik23 Member Posts: 10,809 Arc User
    edited March 2014
    The escaping Planet Killer is currently not benefiting from any increase in difficulty when confronted on Elite. This will change soon. Probably just in the form of increased Hitpoints.

    There also may have been AI targeting errors at play in the build that's currently on Tribble, causing the PK to fire its mega-beam far less frequently than intended. That's already been fixed internally, and should make all versions of the Planet Killer more deadly.

    Awesome.
    Thanks.
    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
  • mightybobcncmightybobcnc Member Posts: 3,354 Arc User
    edited March 2014
    2) Planet-Killer Shield Rings

    These are very much a Work In Progress. We are attempting to define a visual language for an "Immunity Facing" and currently working with our established Shield Ring FX to see what we can come up with. I'm glad to hear that most players like and understand the placeholder cue already, and will quickly fly to the front of the PK to deal damage.

    But we're still tuning it. The side/rear immunity on the PK is not Shields technically, so we're not certain that the current visual language is appropriate. Also, the color pink was purposefully chosen to be vivid and a little obnoxious, and is not likely to be the final color of whatever Immunity FX we come up with.

    Players can turn shield rings off and have no visual cue at all that there are 3 facings that are immune to damage. They'll still get the little popups on the side from their officer saying 'we can't penetrate that armor, attack from the front' but still.

    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.
  • cassielynacassielyna Member Posts: 111 Arc User
    edited March 2014
    The escaping Planet Killer is currently not benefiting from any increase in difficulty when confronted on Elite. This will change soon. Probably just in the form of increased Hitpoints.

    There also may have been AI targeting errors at play in the build that's currently on Tribble, causing the PK to fire its mega-beam far less frequently than intended. That's already been fixed internally, and should make all versions of the Planet Killer more deadly.

    Please give the elite version some additional powers- even APA or something, to make it more challenging to fight, not just increasing the time it takes to die. Actual challenging enemies is what the Elite versions of pretty much all the queued missions are missing.
    Cassie Lynn@Achlyssa
    Directive 010
  • borticuscrypticborticuscryptic Member Posts: 2,478 Cryptic Developer
    edited March 2014
    cassielyna wrote: »
    Please give the elite version some additional powers- even APA or something, to make it more challenging to fight, not just increasing the time it takes to die. Actual challenging enemies is what the Elite versions of pretty much all the queued missions are missing.

    Actually, the "time to die" is exactly what this portion of the mission is designed to challenge you with. If you do not destroy the escaping Planet Killer in time, it will make it to the portal and escape, and you lose out on the bonus.
    Jeremy Randall
    Cryptic - Lead Systems Designer
    "Play smart!"
  • celillarnoncelillarnon Member Posts: 56 Arc User
    edited March 2014
    Actually, the "time to die" is exactly what this portion of the mission is designed to challenge you with. If you do not destroy the escaping Planet Killer in time, it will make it to the portal and escape, and you lose out on the bonus.

    Isn't "time to die" just a gear check and not actually challenging us?
  • edited March 2014
    This content has been removed.
  • cassielynacassielyna Member Posts: 111 Arc User
    edited March 2014
    Actually, the "time to die" is exactly what this portion of the mission is designed to challenge you with. If you do not destroy the escaping Planet Killer in time, it will make it to the portal and escape, and you lose out on the bonus.

    "Time to die" was a poor choice of words on my part, given the mission here; Sorry Borticus. What I mean is that simply increasing it's HP caters to the "moar DPS" solution, whereas adding a power or two can allow science and engineers to shine too.

    Course, I'm in the crowd that wished for a third difficulty, so I'm always wishing that the enemies in the elite difficulty would be more interesting to fight ;)
    Cassie Lynn@Achlyssa
    Directive 010
  • chaosgod777chaosgod777 Member Posts: 237 Arc User
    edited March 2014
    I just tried this for the first time today. It wasnt even that hard. It's another DPS centric mission. Kill a number of enemies, beam in commandos, defend your possition...aka... blow up everything, blast the planet killers. Rush to the fleeing planet killer and burn it down. I didnt see any real tactical objective nor did i see any science based play, just tank and dps. More over once I finished the mission and opened my box i got fleet marks or nukara marks? not even undine marks?! Overall fun mission. Aperently their really suceptable to refracting tetryon. I hope to try the ground mission later today and I hope there is more objective gameplay then burn everything. I also was in that crowd that wanted a third difficulty and still do!
  • aegon1iceaegon1ice Member Posts: 0 Arc User
    edited March 2014
    Tried it today and got a score of 127. Opened the reward box and got 5 Undine marks and 42 Nukara Marks out of it. I really hope this is a bug or not hooked up yet.

    I don't know, but I have not really good stuff to say about this. I know we are in Fluidic Space, but the design of the bio-complex is really awkward and disgusting...at some points I had the urge to throw up. I cannot imagine to play this 5-man more than once on Holodeck. The intention is good and logical, but the environment is just not appealing. This "wobbling" around of your ship doesn't help either and in fact only makes things worse.

    Secondly, the gravimetric rifts aka "Eye of Sauron" are just to strong. I hit Evasive Maneuvers and full speed and couldn't get out of them. The fact that you are fighting in a very narrow area of space with 4 other players and dozen of ther Undine ships makes things worse.

    In conlusion: I won't play this - sorry.
  • madblooddollmadblooddoll Member Posts: 6 Arc User
    edited May 2014
    aegon1ice wrote: »
    Tried it today and got a score of 127. Opened the reward box and got 5 Undine marks and 42 Nukara Marks out of it. I really hope this is a bug or not hooked up yet.

    I don't know, but I have not really good stuff to say about this. I know we are in Fluidic Space, but the design of the bio-complex is really awkward and disgusting...at some points I had the urge to throw up. I cannot imagine to play this 5-man more than once on Holodeck. The intention is good and logical, but the environment is just not appealing. This "wobbling" around of your ship doesn't help either and in fact only makes things worse.

    Secondly, the gravimetric rifts aka "Eye of Sauron" are just to strong. I hit Evasive Maneuvers and full speed and couldn't get out of them. The fact that you are fighting in a very narrow area of space with 4 other players and dozen of ther Undine ships makes things worse.

    In conlusion: I won't play this - sorry.

    I agree, I don't like how it looks either. It's not fun either.

    This game sucks now since the traits change anyway. I just don't have fun like I did. It's like a big chore and slow and just not what it was. I regret buying lifetime when I did, because the game feels awful now, like when they changed a bunch of stuff in champions online years ago, it just killed it for me. Most everyone I know but like 1 person quit Star Trek Onlibe. I log in still but it's depressing to play. I don't even like the new earth spacedock. It just feels cold and crowded like a mall with indoor trees and fake waterfalls. The lighting isn't quite as good as the original. The shipyard used to be a nice place to hang out, I sure miss that look and atmosphere.

    I think the only thing I liked was the new episode.

    I don't want things more difficult.
Sign In or Register to comment.