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TRIBBLE Maintenance and Release Notes - April 3, 2014

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  • dinoyipidinoyipi Member Posts: 141 Arc User
    edited April 2014
    Many of the passives were actually buffed in this update, to compensate for being forced to select only a handful.
    For personal reasons, I've left Star Trek Online.
  • kimmymkimmym Member Posts: 1,317 Arc User
    edited April 2014
    Short Version:

    The Nukara T4 Aux - Offense Trait will be changed soon - the current Weapon Damage Bonus will become All Damage Bonus.

    Long Version:

    While adding the option of allowing Reputation Traits to be changed nearly at-will, we saw an opportunity to encourage players to try out different combinations, in different situations. Potentially, Reputation Traits could be tuned to be more situational in use, rather than having broad all-encompassing bonuses. Granted, we haven't changed many other traits to be situational, but the Nukara T4 stood out as an opportunity to do so.

    Our intention was not to reduce the effectiveness of Exotic Damage abilities. In fact, quite the contrary ... by making this Rep Trait affect only Weapon Damage, we were purposefully leaving ourselves an opening to introduce future Rep Traits that were specifically aimed at increasing Exotic Damage, without risking too much overlap or power bloat. However, this intention is hollow without implementation - we realize that now. If we don't offer an Exotic Damage trait now (which we can't really do without some major design changes), then we can't follow through on that design, and end up penalizing the same players in the short term that we were aiming to cater to in the long term.

    So that's part of the reason we're reverting the change.

    Another reason behind limiting this to Weapon Damage only, stems from the fact that starship builds that rely on Exotic Damage are already typically built with High Auxiliary in mind, so allowing this Trait to boost Exotic Damage is definitely a 'double-dipping' scenario: The power dealing the Exotic Damage already has Aux scaling built in, so adding an additional Bonus on top of that is a potential scaling issue.

    However, after examining the numbers at play here, we no longer feel it is sufficient concern to remove these potential boosts from the players that would be most likely to benefit from them.

    I hope that explanation eases some of the tension over this change. This change will be included in a future patch. I have no information regarding the timeline of that change appearing on Tribble.

    For those of us that didn't have a premature conniption because we understand the balancing process, can we still look forward to future increases of exotic damage?

    One of the reasons I wasn't excited about it before was because I understand that no change is made in a vacuum... but... Aux Offense parses poorly, I was personally excited that we might have been getting a change to actually really help exotic damage.

    Bah, forget I don't even care... I try to stave off my player prejudice, but like anyone I'm fallible... "Buff my DPS buff my DPS buff my DPS this is a slap in the fa..." Sorry. Keep calm and balance on...
    I once again match my character. Behold the power of PINK!
    kimmym_5664.jpg
    Fleet Admiral Space Orphidian Possiblities Wizard
  • reximuzreximuz Member Posts: 1,172 Arc User
    edited April 2014
    Anyone remember when Tricobalts were awesome?

    Yes! All my ships used to have a rear mounted one for that parting shot. Now only one alt that I barely play has one still.
  • mightybobcncmightybobcnc Member Posts: 3,354 Arc User
    edited April 2014
    ZOMG! This patch has a stealth fix for [Omega Force Antiproton Autocarbine Mk XII] showing on your back!!! (And the weapons-disappearing bug too!)

    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.
  • wraithshadow13wraithshadow13 Member Posts: 1,728 Arc User
    edited April 2014
    dinoyipi wrote: »
    Many of the passives were actually buffed in this update, to compensate for being forced to select only a handful.
    erei1 wrote: »
    Traits (non rep) weren't nerfed. You will just be able to swap them at will out of combat. In fact, it's an improvement.

    At least, that was my understanding.

    So they ARE limiting how many racial traits we get as well then? I'm still not clear on that end of it. as it stands currently, I have numerous defensive passives, all of which add up to pretty much nothing in the end game elite content, despite being geared out for it. There are still way too many times i'm being killed in two or three attacks, or one in many cases.

    Taking away the amount of passive abilities will either:

    A) do nothing, because they never seemed to work in the first place

    B) make my poor melee tac all the more fragile

    C) make him more fragile as well as nerf his damage

    Either way, I'm really not sure how limiting the amount of passives will help anything given the current power creep of the game. If they adjust the actual abilities to make up for fewer, it still doesn't really seem to benefit players if they still don't work as stated, or if the content just bypasses it all anyway.
  • wraithshadow13wraithshadow13 Member Posts: 1,728 Arc User
    edited April 2014
    Also, since we're getting less passive and active slots, what happens when they release new reps? All that would do is nerf us further. Each new rep gives us four passives and one power, so limiting us to four slots for space, ground, and power each, will only further diminish our characters. Instead of getting the benefit of our earned four passives and a power per rep, we're only getting the passives worth of two reps and four powers which will have to be switched between ground and space each time...


    This really does seem like the same kind of nerf as the hourly events, where it's too little of an upgrade to really make up for as much as they're taking away.
  • rmy1081rmy1081 Member Posts: 2,840 Arc User
    edited April 2014
    erei1 wrote: »
    Traits (non rep) weren't nerfed. You will just be able to swap them at will out of combat. In fact, it's an improvement.

    At least, that was my understanding.

    yep, now you can buy all the lock box traits you want and be able to switch them for each mission. Now i can have wing commander when I'm in a carrier and swap it out when I'm not.

    EDIT: After writing this, I think I know the reason for this change lol. $$$
  • centersolacecentersolace Member Posts: 11,178 Arc User
    edited April 2014
    So they ARE limiting how many racial traits we get as well then? I'm still not clear on that end of it. as it stands currently, I have numerous defensive passives, all of which add up to pretty much nothing in the end game elite content, despite being geared out for it. There are still way too many times i'm being killed in two or three attacks, or one in many cases.

    Taking away the amount of passive abilities will either:

    A) do nothing, because they never seemed to work in the first place

    B) make my poor melee tac all the more fragile

    C) make him more fragile as well as nerf his damage

    Either way, I'm really not sure how limiting the amount of passives will help anything given the current power creep of the game. If they adjust the actual abilities to make up for fewer, it still doesn't really seem to benefit players if they still don't work as stated, or if the content just bypasses it all anyway.

    This is dealing with Reputation Traits, not Racial Traits. Confusing isn't it?
  • wraithshadow13wraithshadow13 Member Posts: 1,728 Arc User
    edited April 2014
    This is dealing with Reputation Traits, not Racial Traits. Confusing isn't it?

    It is, especially since they mention that they're going to be doing a similar thing to the race traits.

    [*]Reputation Traits:
    • Species Traits have been updated to use the same slotting rules as Reputation Traits.
    • Species Traits no longer require respec tokens to change, and can be swapped between any unlocked traits while out of combat.
    • All Species and Reputation Traits are now limited to being changed while in Sector Space or on Social ground maps.

    So not only are they limiting our rep traits, but they're making in so we have to be in sector space or a social zone to switch them. That third line completely negates the second if it's true. This is entirely not the system they made it sound like, which is why I was hoping to get more of an official answer on how race traits were going to be getting limited.
  • olivia211olivia211 Member Posts: 675 Arc User
    edited April 2014
    Just waiting for the Risa event map to be added back in. I missed the event last year so I am looking to get a head start on the new stuff as soon as it comes out.
    No, I am not who you think I am. I am someone different. I am instead a banana.
  • locutusofcactuslocutusofcactus Member Posts: 651 Arc User
    edited April 2014
    Here's what happened when I logged on to tribble:

    •Omega force recruit (mk x) is still on my accolade list as in progress 0/0 parts done. Got the title from it.
    •Omega force veteran (mk xi) went away 1/3 parts done. Got the title.
    •Omega force operative (mk xii) in progress was removed 3/3 parts done. just the one showing in progress. the one under completed was left alone (there was a duplicate of this accolade).
    •Did not receive any additional accolade points but none were taken away.

    Looks like I have until season 9 to grind away for these accolade points? If I do manage to grind them out, will I keep the accolade points or will they get removed anyway? :confused:
  • ikuruyoikuruyo Member Posts: 132 Arc User
    edited April 2014
    I still like my idea of gaining an additional reputation trait slot for each reputation you take to tier V. Would give people an incentive to get to V and would let us gain a little more power with each one we max out.

    True with the current set of reps we would have a total of 8 slots for 16 powers but then it would go to 9 slots for 20 powers, 10 slots for 24 powers and so on. We would have to make choices in not too long.

    Would not have to increase the power of the current traits either under that method.
  • khamseenairkhamseenair Member Posts: 2,640 Bug Hunter
    edited April 2014
    It is, especially since they mention that they're going to be doing a similar thing to the race traits.




    So not only are they limiting our rep traits, but they're making in so we have to be in sector space or a social zone to switch them. That third line completely negates the second if it's true. This is entirely not the system they made it sound like, which is why I was hoping to get more of an official answer on how race traits were going to be getting limited.

    Racial traits aren't being limited. When they say they are now using the 'same slotting rules' they mean that they aren't permanent decisions that require a respec token to alter. We'll be able to use the same number of traits we currently do, but we'll be able to switch them out for other traits when we're not in combat and are in sector space or a social map.

    I do think that limiting the changes to sector space or a social map is a bit annoying though. If you enter a queued mission and then realise you forgot to switch your traits, you're stuffed and you'll just have to play on even though you may be ill equipped to do so.
    Join date is wrong, I've actually been around since STO Beta.
    True alters don't have a "main". Account wide unlocks for all unique event rewards!!
  • mecteshmectesh Member Posts: 137 Arc User
    edited April 2014
    I find this line of replies sadly hilarious. We put a lot of work into the massive list of fixes/changes above, and ya'll are hung up on the ability to skip our content. =p

    Personally, I always play the content in its entirety the first time through, especially when there are faction variants like the current First Contact mission. If it's intended to be repeated (e.g. daily like First Contact, or for additional gear like Step Between Stars), I do tend to skip it when repeating it during the same day/week. However, I also tend to (re)play it on alts when I haven't played it in awhile, partly to see if there have been any updates. :cool:
    Mac mini Server (mid 2011): 2GHz Intel Core i7, 8GB 1333 MHz DDR3, Intel HD Graphics 3000 512MB
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  • zboshik86zboshik86 Member Posts: 19 Arc User
    edited April 2014
    Still no new Klingon hairstyles...
  • edited April 2014
    This content has been removed.
  • wraithshadow13wraithshadow13 Member Posts: 1,728 Arc User
    edited April 2014
    zboshik86 wrote: »
    Still no new Klingon hairstyles...

    I'm still waiting for them to fix the Infected complexion, more so since it's so expensive to play as Liberated Borg, but so far no luck.
  • wraithshadow13wraithshadow13 Member Posts: 1,728 Arc User
    edited April 2014
    Racial traits aren't being limited. When they say they are now using the 'same slotting rules' they mean that they aren't permanent decisions that require a respec token to alter. We'll be able to use the same number of traits we currently do, but we'll be able to switch them out for other traits when we're not in combat and are in sector space or a social map.

    I do think that limiting the changes to sector space or a social map is a bit annoying though. If you enter a queued mission and then realise you forgot to switch your traits, you're stuffed and you'll just have to play on even though you may be ill equipped to do so.


    I really do think that this could have been a little better planned from the start, as well as better explained. I really don't like how many things they're changing that aren't broken or messed up, yet all of the messed up and broken things are still being overlooked.
  • lordmanzelotlordmanzelot Member Posts: 468 Arc User
    edited April 2014
    Kurland here ...
    Subscribed For: 2300+ Days
  • sfc#5932 sfc Member Posts: 992 Bug Hunter
    edited April 2014
    olivia211 wrote: »
    Just waiting for the Risa event map to be added back in. I missed the event last year so I am looking to get a head start on the new stuff as soon as it comes out.
    Don't bet on it as my tribble character is still in limbo. Had to transfer over another copy.
  • khamseenairkhamseenair Member Posts: 2,640 Bug Hunter
    edited April 2014
    I really do think that this could have been a little better planned from the start, as well as better explained. I really don't like how many things they're changing that aren't broken or messed up, yet all of the messed up and broken things are still being overlooked.

    I agree it really should have been explained better in the patch notes. Though I'm actually glad they've made this change for the traits (not the rep traits), I tend to set my traits once and then leave them because it costs money to change them. Now that it'll be free and easy to change them, I will be more likely to play around with my traits and experiment to find the one's that work best for me during a certain mission or what not.

    Though yes, I do get annoyed at all the bugs which have gone un-fixed for years now.
    Join date is wrong, I've actually been around since STO Beta.
    True alters don't have a "main". Account wide unlocks for all unique event rewards!!
  • olivia211olivia211 Member Posts: 675 Arc User
    edited April 2014
    Someone kindly send me an in-game mail when the Risa Event map is back. Thank you!
    No, I am not who you think I am. I am someone different. I am instead a banana.
  • wraithshadow13wraithshadow13 Member Posts: 1,728 Arc User
    edited April 2014
    olivia211 wrote: »
    Someone kindly send me an in-game mail when the Risa Event map is back. Thank you!

    For me personally, the only good thing about the Risa event was

    A) the new map, which was really nice to see

    B) the Jet pack functionality.


    For me though, the Jetpack functionality was the best part, but for all the wrong reasons. I really do feel that they should use that on the EV suits instead of that terribly and pointless post system. Seeing this done in the Sphere mission was great, but i was sad that they didn't make it a thing for all suits, working under the same timer as the sprint mechanic. Post hopping is terrible, especially in comparison to the jetpack mechanics.

    Risa's event wasn't so bad, but as most of my captains use the infected complexion, there was really no point in grinding for the costumes or any of that stuff. Hopefully, with the changes coming to the Borg/undine missions and such, they get around to fixing this (especially with the extremely high cost of playing as a liberated captain) but I doubt they will.

    Hopefully some one let's you know when it's back on tribble though.
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