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TRIBBLE Maintenance and Release Notes - May 13, 2014

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  • cobra5000cobra5000 Member Posts: 28 Arc User
    edited May 2014
    jer5488 wrote: »
    Seriously? One set of windows on this ship is worth dev resources, but the missing chunk of Windows on the Venture have been broken for over two years and all it's pilots can get is the DC Two Step on it?

    And what about the Maurader Flight-Deck Cruiser? The windows on the WHOLE right side of the ship are missing!
  • nxnovacatnxnovacat Member Posts: 83 Arc User
    edited May 2014
    Every playable ship in the game needs a proper pass to check for errors. They know this but wont acknowledge it with the community and personally leads me to believe they don't give two craps.

    Seriously you have the damn 3d editors to fix the window. Is it not just as easy to do the same thing to fix the Marauder's windows, the Venture's windows, and the freaking Galaxy-X's screwed up lance? I wouldn't doubt there are more ships messed up. Why do these post have to be spammed constantly. You know we won't shut up about it.

    It's funny how they fixed most of the Defiant's screwups with the new skins awhile back, that seemed easy for them to do.

    QC devs, QC
  • legendarylycan#5411 legendarylycan Member Posts: 37,284 Arc User
    edited May 2014
    [Acc] on Bio-Molecular mines will soon be replaced with a [Radius] mod which, for each instance of the mod, increases the explosion radius of the mines by 0.5k ... this replacement will be made to all existing Mines that have already been purchased or earned via Rewardpacks, as well as all of the Mines listed on the Counter Command Reputation Store.

    After extensive internal testing, utilizing multiple types, Marks, qualities and dispersal patterns, we've concluded that [Dmg] mods are definitely fully-functional on Mines in terms of the effect they have on the final damage calculations. We also identified an issue that is preventing that damage from being calculated as part of the damage displayed on the tooltip, and are investigating a potential fix for that. But the [Dmg] mod works, even if player-facing feedback on that matter is not currently working correctly.
    and what about every OTHER mine in the game? they ALL can roll with [Acc] mods, not just the bio-molecular ones
    Like special weapons from other Star Trek games? Wondering if they can be replicated in STO even a little bit? Check this out: https://forum.arcgames.com/startrekonline/discussion/1262277/a-mostly-comprehensive-guide-to-star-trek-videogame-special-weapons-and-their-sto-equivalents

    #LegalizeAwoo

    A normie goes "Oh, what's this?"
    An otaku goes "UwU, what's this?"
    A furry goes "OwO, what's this?"
    A werewolf goes "Awoo, what's this?"


    "It's nothing personal, I just don't feel like I've gotten to know a person until I've sniffed their crotch."
    "We said 'no' to Mr. Curiosity. We're not home. Curiosity is not welcome, it is not to be invited in. Curiosity...is bad. It gets you in trouble, it gets you killed, and more importantly...it makes you poor!"
    Passion and Serenity are one.
    I gain power by understanding both.
    In the chaos of their battle, I bring order.
    I am a shadow, darkness born from light.
    The Force is united within me.
  • lindalefflindaleff Member Posts: 3,734 Arc User
    edited May 2014
    Known Issues:
    • Occasionally, bridge officer and captain powers are removed from the power tray when transitioning to another map.
    Even more importantly, the duty officers themselves jump ship every time I change maps. I cannot run STFs because I need to sit there and slot all my duty officers all over again. I can re-slot them while I wait for the match to begin, but when I enter the match, they all jump ship again. I can even use the Save Loadout feature, but they still jump ship. The active duty officers should be a priority.
    I completed a 2-man CSE, ISE, and KASE, Optionals included. And I soloed Winter Invasion.
    My Ship Builds: USS Conqueror, HMS Victorious, HMS Concord, ISS Queen Elizabeth, Black Widow III
    Click here to view my DeviantArt.
  • canis36canis36 Member Posts: 737 Arc User
    edited May 2014
    tasshena wrote: »
    This is a critical issue, especially when it happens to people in STFs. Please concentrate on it. It's a near-showstopper for some.

    I agree with your sentiment, but I'm also quite sure that they already know this and are hard at work trying to track it down and get it fixed. Thing is, it's probably not an easy fix (no matter how much we wish it was) or it would've been in the patch notes as being fixed, not as a known issue.
  • chuzordie5chuzordie5 Member Posts: 30 Arc User
    edited May 2014
    [Acc] on Bio-Molecular mines will soon be replaced with a [Radius] mod which, for each instance of the mod, increases the explosion radius of the mines by 0.5k ... this replacement will be made to all existing Mines that have already been purchased or earned via Rewardpacks, as well as all of the Mines listed on the Counter Command Reputation Store.

    After extensive internal testing, utilizing multiple types, Marks, qualities and dispersal patterns, we've concluded that [Dmg] mods are definitely fully-functional on Mines in terms of the effect they have on the final damage calculations. We also identified an issue that is preventing that damage from being calculated as part of the damage displayed on the tooltip, and are investigating a potential fix for that. But the [Dmg] mod works, even if player-facing feedback on that matter is not currently working correctly.


    I would rather see the [Radius] mod increase activation sensitivity as well.. 2.5k range means that you have to get right under there nose to pop mines to be actually effective.. OR use net pattern and hope that the mob swings close to them.. Granted.. hot persuit trait extends this to 5k however.. dogfighting mobs tend to not stay in a specific area for very long.. while mines are an asset to a cruiser imho slow boat broadsiding with mine nets for when they buggers wanna strafe behind you .. its nice.. for escorts though.. the ones that strafe.. not just park an pew pew.. a more sensitive mine would benefit them as the mine itself would be more sensitive to enemy IFF markers and chase them down.. increase it to 1km per ACC rank being replaced.. therefore an ACCx3 mine would be an Radius x3 mine with a activation sensitivity of 5.5km without hot persuit and 11km with the trait. even with an increase of 0.5km in sensitivy / blast radius Radius x3 would increase default activation from 2.5km to 4km giving pilots more leeway in there weapon choice... again the ones that have the hot persuit trait there mines would activate with an 8km range.. well within normal beam firing arcs

    while increasing the blast radius seems like a cool idea.. getting the mines where they need to be would be a better overall fix for the issue at hand

    the general understanding that i have percieve from other players in game is that mines in general are a waste

    if they were more functional in this manner, there use could generate more creative builds. not just niche builds of torp varos and b'rell bombers.. even the precious Federation does not have an actual projectile ship like the young Republic or Glorious Empire

    even the TAl Shiar DOGS saw the importance of mine traps and invented the tractor beam mine..

    with this modification.. i believe that mines will be considered useful by more players as there damage would not be wasted by exploding in space unused.
  • legendarylycan#5411 legendarylycan Member Posts: 37,284 Arc User
    edited May 2014
    chuzordie5 wrote: »
    with this modification.. i believe that mines will be considered useful by more players as there damage would not be wasted by exploding in space unused.
    even with a change like that, they still wouldn't be useful, because in addition to having a limited tracking radius, they also take forever to arm and then when they finally DO arm, they're slow as hell to the point where a cruiser using the slowest engines in the game flying at half-impulse can outrun them
    Like special weapons from other Star Trek games? Wondering if they can be replicated in STO even a little bit? Check this out: https://forum.arcgames.com/startrekonline/discussion/1262277/a-mostly-comprehensive-guide-to-star-trek-videogame-special-weapons-and-their-sto-equivalents

    #LegalizeAwoo

    A normie goes "Oh, what's this?"
    An otaku goes "UwU, what's this?"
    A furry goes "OwO, what's this?"
    A werewolf goes "Awoo, what's this?"


    "It's nothing personal, I just don't feel like I've gotten to know a person until I've sniffed their crotch."
    "We said 'no' to Mr. Curiosity. We're not home. Curiosity is not welcome, it is not to be invited in. Curiosity...is bad. It gets you in trouble, it gets you killed, and more importantly...it makes you poor!"
    Passion and Serenity are one.
    I gain power by understanding both.
    In the chaos of their battle, I bring order.
    I am a shadow, darkness born from light.
    The Force is united within me.
  • dabelgravedabelgrave Member Posts: 979 Arc User
    edited May 2014
    But the [Dmg] mod works, even if player-facing feedback on that matter is not currently working correctly.

    Player feedback is broken. Lol.
    :D
  • cuatelacuatela Member Posts: 296 Arc User
    edited May 2014
    jer5488 wrote: »
    Seriously? One set of windows on this ship is worth dev resources, but the missing chunk of Windows on the Venture have been broken for over two years and all it's pilots can get is the DC Two Step on it?

    I'm more worried about the B'rotlh skin not working on the Fleet B'rel Retrofit. One would think that the skin would work considering I paid around 2800z on it (2000 for the retrofit, 400 for the refit, another 400 for the fleet retrofit), and it was advertised as working.

  • sashyenkasashyenka Member Posts: 6 Arc User
    edited May 2014
    Fix viscous cycle optional please, the random optional after 1st shipyard (the anomaly ones) the timer too fast, only 20 second not like the other and scanning the anomaly keep fail over and over. The 2nd optional at 3rd shipyard (destroy the fleeing planet killer) sometimes not spawning.

    And also fix the Undine assault bug which you get stuck inside invisible box around the shipyard after respawning too.
  • redsnake721redsnake721 Member Posts: 0 Arc User
    edited May 2014
    Any news on when the Breech and other voth missions are going to be fixed? Their weapons do %100 bypass on player shields on all attacks.
  • majortiraomegamajortiraomega Member Posts: 2,214 Arc User
    edited May 2014
    As your species trait, you don't have to choose it and it doesn't take up a Trait slot. If you click the "Details" button on your Trait window above the selection of Personal Traits, it should display the info of Seductive. Does this not match your experience?

    Speaking of that, is there any chance the dev team could consider adding another trait to the Orion female racial trait? Orion females are one of the only races in the game with a single racial trait rather than a double racial trait after the trait revamp. Orion Females just have Seductive for a racial trait, but Bajorans for example have Creative + Spiritual for a racial trait.
    --->Ground PvP Concerns Directory 4.0
    --->Ground Combat General Bugs Directory
    Real join date: March 2012 / PvP Veteran since May 2012 (Ground and Space)
  • jer5488jer5488 Member Posts: 506 Arc User
    edited May 2014
    cuatela wrote: »
    I'm more worried about the B'rotlh skin not working on the Fleet B'rel Retrofit. One would think that the skin would work considering I paid around 2800z on it (2000 for the retrofit, 400 for the refit, another 400 for the fleet retrofit), and it was advertised as working.

    As opposed to the Zen spent on the Venture skin and/or it's endgame refits? 1500 zen for the Venture, 2000 for the Galaxy refit or 2500 for the Galaxy Dread refits, 500 for the fleet ship module if you want to keep upgrading? - So best POSSIBLE price for the Galaxy Dreadnought with busted Venture windows is 4000 Zen if you got the bundle. If you're one of the silly asses like me who bought the ships at release - that's 6000 Zen for the ships with another 500 zen for the module for a fleet version.
  • futurepastnowfuturepastnow Member Posts: 3,660 Arc User
    edited May 2014
    Speaking of that, is there any chance the dev team could consider adding another trait to the Orion female racial trait? Orion females are one of the only races in the game with a single racial trait rather than a double racial trait after the trait revamp. Orion Females just have Seductive for a racial trait, but Bajorans for example have Creative + Spiritual for a racial trait.

    Orion females apparently now have the "Seduce" click-power as a racial trait, too. At least mine does.
  • sharpie65sharpie65 Member Posts: 679 Arc User
    edited May 2014
    pottsey5g wrote: »
    Half the undine mines in the new store are broken. Still no fix or acknowledgment in the known issue!!! ACC and DMG do not work on mines yet half the mines have ACC and DMG. Not really fair for something that costs so much.

    Please, define "broken" in this context so that those of us who don't yet have access to the mines in the store know what you mean. ACC translates into higher chance for criticals, whilst DMG gives a minor damage boost to them...if this means that they are broken, I'm sorry.
    MXeSfqV.jpg
  • jer5488jer5488 Member Posts: 506 Arc User
    edited May 2014
    sharpie65 wrote: »
    Please, define "broken" in this context so that those of us who don't yet have access to the mines in the store know what you mean. ACC translates into higher chance for criticals, whilst DMG gives a minor damage boost to them...if this means that they are broken, I'm sorry.

    Mines don't benefit from accuracy because they're an AOE - anything caught in their area takes damage. So improved accuracy doesn't apply to hit chance and/or increased crit damage. It's being replaced with a Radius modifier - which increases how big the mines explosive areas are.

    However, as far as I know - mines DO benefit from the DMG modifier.
  • pottsey5gpottsey5g Member Posts: 4,251 Arc User
    edited May 2014
    sharpie65 wrote: »
    Please, define "broken" in this context so that those of us who don't yet have access to the mines in the store know what you mean. ACC translates into higher chance for criticals, whilst DMG gives a minor damage boost to them...if this means that they are broken, I'm sorry.
    DMG shows zero damage boost on the mines or the tooltip. ACC doesn't really work on something that auto hits and never misses as its AoE. There is no point in taking ACC for crit on an auto hitting weapon when you can just take the crit mod which is better. I am very happy the devs have confirmed the bugs and are fixing.

    Now I just want to see Transphasic mines added to the fleet store as those are missing.
  • gypsybladegypsyblade Member Posts: 730 Arc User
    edited May 2014
    My Bolian is still stuck with Peak Health, we need a clear all traits button.
  • aureleusaureleus Member Posts: 175 Arc User
    edited May 2014
    What I want to know, and I think many others as well is, when are the Dev's going to address the Graphic's lag issues that Season 9 brought on release ? I mean seriously, its not like they have not noticed all the threads since the release of season 9 about FPS issues with the new content.
  • tigerariestigeraries Member Posts: 3,492 Arc User
    edited May 2014
    As your species trait, you don't have to choose it and it doesn't take up a Trait slot. If you click the "Details" button on your Trait window above the selection of Personal Traits, it should display the info of Seductive. Does this not match your experience?

    No the details only list the Seduce ability... thats to confuse enemies on ground "Seduce" trait.

    It does NOT list the threat reduction nor the increase resists to placate or confuse "Seductive" trait.. the Orion Bridge Officers has both. My toon only has the Seduce trait on details.


    If need be I can post a screen shot of my Orion's racial traits that show up when you hit the "Details" button.

    Also the Seductive trait is NOT listed on the available traits on the right side in case your wondering.
  • rybaksixrybaksix Member Posts: 193 Arc User
    edited May 2014
    Please fix the undine space battle zone rewards. Thank You.
  • psiameesepsiameese Member Posts: 1,650 Arc User
    edited May 2014
    As your species trait, you don't have to choose it and it doesn't take up a Trait slot. If you click the "Details" button on your Trait window above the selection of Personal Traits, it should display the info of Seductive. Does this not match your experience?

    I took a peek at my female Orion just now. The Details found in my Traits tab describe the lore of the pheromones. The Seduce trait isn't directly referenced as something she has innately. However, small print indicates: while on ground seduce your target, confuse them into attacking their allies. When I'm on a ground map, the Seduce button is there. With it's own tooltip indicating +1 Confuse 16 seconds.
    (/\) Exploring Star Trek Online Since July 2008 (/\)
  • howtokhowtok Member Posts: 0 Arc User
    edited May 2014
    They had no queue data to correctly identify AFKers in these events because the events were unplayed. Dev runs of these missions would hardly give them enough data to make correct AFK penalties.

    the f..king leechers can still easily avoid the penalty by using a macro prg so that is no real solution. A check if a player does < 1-5% dmg of the entire team would be.... :(
    Better to remain silent and be thought a fool than to speak and to remove all doubt.
  • howtokhowtok Member Posts: 0 Arc User
    edited May 2014
    howtok wrote: »
    the f..king leechers can still easily avoid the penalty by using a macro prg so that is no real solution. A check if a player does < 1-5% dmg of the entire team would be.... :(

    or better 15% when the leechers go on elite
    Better to remain silent and be thought a fool than to speak and to remove all doubt.
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