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S9 Doff Bug: can't equip two or more of the same doff [Investigating]

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  • wast33wast33 Member Posts: 1,855 Arc User
    edited April 2014
    At the first moment it seem to work but after changing from space to ground and back to space the doffs was back at their previous state before i changed them. :(

    didn't try that, just changed maps in space.
  • ledemonqledemonq Member Posts: 20 Arc User
    edited April 2014
    I have the same problem :(
  • gt500dotorggt500dotorg Member Posts: 48 Arc User
    edited April 2014
    I don't know if anyone else has figured this out or not, but yesterday while I was streaming one of my viewers made a couple of suggestions that helped me work around the issue:

    1. Put DOFFs you don't actually want to use but don't intend on getting rid of on Active Space Duty.

    2. Drag and drop your technicians on top of them to equip them (don't waste your time with the stupid button at the bottom, it will only allow you to equip one of them).


    Doing that, I was able to equip all three of my Technicians for my Aux2Bat setup.

    Unfortunately it looks like it reverts to a setup I had a few weeks ago every time I change maps. I have not yet tested to see if the method I described above has any effect on the DOFFs reverting to an older configuration.

    Edit: I see someone else mentioned that as well. ;)
  • daisy0815daisy0815 Member Posts: 13 Arc User
    edited April 2014
    Same here.

    Changing active doffs will have no affect when warping to new sectors. It loads an old Doff Setup..ever and ever again.

    Workaround (but annoying)
    Open Doff window and change your Doffs (if possible :P ) and leave it open!
    Then warp into a Sector, STF or whatever with still the Doff window open. They will stay that way.
    Not the finest solution but it works.
    Ich schoss nem Hipster ins Bein, jetzt hopster.
  • abcde123123abcde123123 Member Posts: 342 Arc User
    edited April 2014
    save the loadout after you slotted doffs on top of the other. it seems to help when switching maps afterwards
  • wast33wast33 Member Posts: 1,855 Arc User
    edited April 2014
    updated op


    btw:
    epic sig daisy :D
  • nervehammer1004nervehammer1004 Member Posts: 38 Arc User
    edited April 2014
    Just an update:

    I was able to slot my three purple technicians with the same name by using the technique of dragging the purple tech over another active space officer and then saving the loadout while in sector space. They stayed as long as I stayed in space, but as soon as I hit a ground map (like beaming down to Klingon Academy or First City) I received the Loadout error message and they reverted to 3 active space and it unequipped my two with the same name.
  • wast33wast33 Member Posts: 1,855 Arc User
    edited April 2014
    tomorrow a week... any progression?
  • myconianmyconian Member Posts: 2 Arc User
    edited April 2014
    Just as an update from myself, I seem to have maybe fixed my triple tech doff issue. I switched ships and made a loadout after setting my techs up using the method mentioned here on using a placeholder. Now they are sticking around no matter if I transition between space and ground, or even to an stf. I switched from a JHDC to a dyson science ship. I haven't gone back to the jhdc yet to see if they are completely fixed yet though.
  • wast33wast33 Member Posts: 1,855 Arc User
    edited April 2014
    updated op

    btw: using the swap-method and then saving loadout seems to work for my doffs as well. but when switching boffs and then saving loadout the boff-powers of the switched-in boffs always disappear from the tray... dunno if the core of the problem may could be related to the doff issue regarding the whole setup of loadouts. could be, couldn't it? :confused:
  • geriszgerisz Member Posts: 23 Arc User
    edited May 2014
    Hi i use this for a solution:Set your doffs and tray save it,and restart the game.Its help for me,but i hope it will be fixed today.
  • xraiderv1xraiderv1 Member Posts: 487 Arc User
    edited May 2014
    tried both solutions, neither worked.
    Murphy's laws:
    1- Murphy’s Law tells us that anything that can go wrong will go wrong.
    2- And anything that does go wrong will get progressively worse.
    3- And if you survive the first two laws it’s time to panic.
  • wast33wast33 Member Posts: 1,855 Arc User
    edited May 2014
    from todays tribble notes:

    [*]Resolved an issue which was only allowing captains to slot one non-unique duty officer at once.


    yeeep :), thx!!!
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