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Tribble Maintenance and Release Notes - June 19, 2014

coldsnappedcoldsnapped Member Posts: 520 Cryptic Developer
We will be bringing down the Tribble server for maintenance to apply a new update: ST.42.20140609a.9

New Feature:

Revamped Crafting System “Research and Development”:
  • The new Research and Development system will allow Captains to use materials they’ve gathered throughout the galaxy along with Duty Officers to create powerful gear to use.
  • Captains will craft items throughout a choice of 7 schools using Duty Officers to complete the project as well as increase the change of creating a higher quality item depending on the Duty Officers used.
  • At launch, we will have 7 schools each of which have 20 levels.
    • Tier 1 is levels 0-4, Tier 2 is levels 5-9, Tier 3 is levels 10-14, and Tier 4 is levels 15-20.
    • Your skill at making things depends on your level in the school from which you are crafting, and the difficulty of your task depends on the level of item you are trying to create.
      • As long as you have the materials, you can try to create Mark XII items at School Level 1 but your chance of creating a Very Rare will be nonexistent due to the task’s high difficulty and your low starting skill.
      • As you progress by crafting items, your Skill Rating increases, causing the overall quality of the items you craft to increase on average.
      • By the time you hit the maximum level of any school, you’ll regularly craft Rare and Very Rare items, and you’ll completely eliminate Common items from your potential outcomes.
    • Crafting Schools
      • Beams:
        • Beam Arrays, Dual Beam Banks
        • Beam Consoles – Unlocks at Tier 2
        • Dilithium Components – Unlocks at tier 3
        • Trait: On activating Beam skill, gain 2% Beam damage for 20 sec. Stacks x3.
      • Cannons:
        • Dual Cannons, Turrets, Single Cannons, Dual Heavy Cannons
        • Cannon Consoles – Unlocks at Tier 2
        • Dilithium Components – Unlocks at tier 3
        • Trait: On activating Cannon skill, gain +1 Turn Rate, +1 Inertia for 20 sec. Stacks x3.
      • Projectiles:
        • Torpedoes and Mines
        • Projectile Consoles – Unlocks at Tier 2
        • Dilithium Components – Unlocks at tier 3
        • Trait: Your Torpedoes and Mines penetrate an extra 10% of your target’s shields
      • Shields & Arrays:
        • Shields
        • Ground Shields – Unlocks at Tier 2
        • Dilithium Components – Unlocks at tier 3
        • Trait: Activating a Shield Heal gives the target 99% Shield DR for 1 second
      • Science:
        • Deflectors
        • Science Consoles – Unlocks at Tier 2
        • Dilithium Components – Unlocks at tier 3
        • Trait: Your Particle Generator skill gives up to 25% bonus crit chance on Science powers (at 100 PartGens)
      • Engineering:
        • Impulse Engines, Warp Cores, Singularity Cores, Ground Armor
        • Engineering Consoles – Unlocks at Tier 2
        • Dilithium Components – Unlocks at tier 3
        • Trait: Activating any Engineering Bridge Officer ability gives 100% dodge chance with 20% deflect for 3 seconds.
      • Ground Weapons:
        • Basic Ground Weapons
        • Advanced Ground Weapons – Unlocks at Tier 2
        • Dilithium Components – Unlocks at tier 3
        • Trait: All of your ground weapon attacks penetrate 10 armor rating.
  • Components are required to build items
    • Components are built from Materials.
    • Materials are found throughout the galaxy where harvesting nodes previously were.
    • Materials can also be collected through Duty Officer assignments and PVE Queues.
    • All Components and Materials can be traded or put up on the exchange.
  • The following is a list of each general type of recipe that can be created, and which Duty Officer you’ll need to slot to make that kind of item.
    • All Schools:
      • Energy Credit Components
        • Fabrication Engineer
      • Dilithium Components
        • Matter-Antimatter Specialist
    • Beam School:
      • Beam Weapons
        • Energy Weapon Officer
      • Consoles
        • Technician
    • Cannon School:
      • Cannon Weapons
        • Energy Weapon Officer
      • Consoles
        • Technician
    • Shield/Arrays:
      • Space Shields
        • Shield Distribution Officer
      • Ground Shields
        • Assault Squad Officer
      • Consoles
        • Systems Engineer
    • Projectiles:
      • Torpedoes
        • Projectile Weapons Officer
      • Mines
        • Armory Officer
      • Projectile Consoles
        • Security Officer
    • Engineering:
      • Impulse Engines
        • Systems Engineer
      • Warp Core
        • Warp Core Engineer
      • Ground Armor
        • Security Officer
      • Singularity Core
        • Warp Theorist
      • Engineering Console
        • Damage Control Engineer
    • Science:
      • Deflectors
        • Deflector Officer
      • Science Consoles
        • Research Lab Scientist
    • Ground:
      • Ground Weapons
        • Assault Squad Officer


General:
  • Star Cluster maps are no longer available to access for all factions.
    • The associated Exploration missions have also been removed.
    • Captains can still conduct Duty Officer assignments related to these maps by flying to the appropriate border and interact with the special Duty Officer Assignment button at each cluster's location.
      • For instance, in the Sirius sector block, you can fly to the northwest area labeled "Delta Volanis Cluster" and you will be able to pick up special Duty Officer assignments related to the cluster there, including the assignment chains that are specific to each cluster.
    • Any player in these maps prior to the update will be moved out of the map upon logging in.
    • The Tuffli Freighter and the Suliban ships will transwarp you to the associated cluster map Duty Officer interact location.
  • Memory Alpha is closed.
    • If you were on this map prior to the update, you will be transported off the map immediately after loading in.
  • All crafting vendors have been shut down.
  • Starfleet officers on fleet starbases are now wearing the Odyssey uniform.

Systems:
  • Pricing for items has been normalized.
    • This means that the disparity in value between weapons and non-weapon items has been removed.
      • Space weapons are now priced HIGHER.
      • Deflectors, shields, impulse engines, and warp cores are now priced LOWER.
      • Ground weapons are now priced HIGHER.
      • Ground armor is now priced LOWER.
      • Kit frames are now priced LOWER.
      • Ground items still have a lower value than space items.
        • Ground combat tends to be faster and involve more creatures, which means more items are gained in the same amount of time.
  • Removed non-specialty items from the Dilithium store.
    • The D-store button on the UI will still link to a store that sells specialty items such as Special Items, EV Suits, and Reclaim.
      • Players can also still access the Dilithium Exchange through the D-Store button.
    • Vendors that formerly sold these items for Dilithium in the game (on ESD, Qo'noS, Ganalda, K7, Gamma Orionis fleet) no longer offer a contact.
      • The vendor is still there but no longer has a store or a dialog.
    • Using Dilithium through the crafting system has replaced the removed items from the D-Store.
      • These items can still be found in random drops throughout the game as has always been the case.
  • Enhanced Induction Coils:
    • No longer shares a cooldown with Batteries.
    • Now effects Auxiliary subsystems in the same manner as existing Weapons/Engines bonuses.
    • Now grants Immunity to Weapons, Engines and Aux offline for full duration.
    • Now grants +10 Maximum Weapon, Engines and Aux power for full duration.
    • Increased base power bonus from 33 to 50, and gains additional benefit from the Starship Batteries skill.
    • Base duration reduced from 20 seconds to 15 seconds, but now gains more benefit from Starship Batteries skill.
    • Enhanced Induction Coils AND Enhanced Plasma Manifold:
      • Boosts to max power do not stack with the passive bonuses supplied by Warp Cores.
        • Only the higher will apply.
  • Tuned behavior of Scimitars that appear in queued events so that they cloak far less frequently.

Content:
  • Addressed an issue in "Colony Invasion" that could cause players not to get credit when beaming out diplomats.
  • Several Duty Officer assignments that normally become available on Earth Spacedock, such as "Participate in Colonial Assessment" and "Offer Asylum on Earth," will now appear on the new Earth Spacedock map.

UI:
  • The Duty Officer UI has been updated.
    • The updates apply to the available assignments list.
    • Functionally, the options work the same as in the past.

Known Issues:
  • The new Crafting system is not in its final state.
    • UI for the Crafting system is still a work in progress.
    • The list of available damage types does not refresh.
    • Changing duty officers has a chance to make the Start Task button stay grayed out.
    • Projects in progress will show up in assignments tab of the Completed section.
    • Crafting components go into the inventory instead of the materials bag.
    • Catalysts are not being consumes when they are used in a project.
  • New kit modules do not have their own search category in the Exchange.
  • Kits in your inventory cannot be equipped by double-clicking on them.
    • You can drag and drop slot them.
Post edited by coldsnapped on
«13456714

Comments

  • virusdancervirusdancer Member Posts: 18,687 Arc User
    edited June 2014
    I fell out of my chair. Was expecting this next Tuesday at the earliest...wheeeeee!

    edit: Oh, the EIC got love...nice.

    edit2: Oh snap, I can see some rage coming about some of what's said up there...I'm going to duck out now.
  • hajmyishajmyis Member Posts: 405 Arc User
    edited June 2014
    hmmm. 1st off it sounds mostly like elder scrolls online crafting system...but meh I will give it a try
    "Frankly, not sure why you're on a one man nerf campaign. "
  • tuskin67tuskin67 Member Posts: 1,097 Arc User
    edited June 2014
    Wait, how do we test this if all the crafting stuff is shut down.
  • ooiueooiue Member Posts: 0 Arc User
    edited June 2014
    • Enhanced Induction Coils:
      • No Longer Shares A Cooldown With Batteries.
      • Now Effects Auxiliary Subsystems In The Same Manner As Existing Weapons/engines Bonuses.
      • Now Grants Immunity To Weapons, Engines And Aux Offline For Full Duration.
      • Now Grants +10 Maximum Weapon, Engines And Aux Power For Full Duration.
      • Increased Base Power Bonus From 33 To 50, And Gains Additional Benefit From The Starship Batteries Skill.
      • Base Duration Reduced From 20 Seconds To 15 Seconds, But Now Gains More Benefit From Starship Batteries Skill.
      • Enhanced Induction Coils And Enhanced Plasma Manifold:
        • Boosts To Max Power Do Not Stack With The Passive Bonuses Supplied By Warp Cores.
          • Only The Higher Will Apply.


    Woohoo!!!!!!
    Play my missions on Holodeck!
    Return of Ja'Dok Series (6 Part Series)
    Enemy of the Exile Series (4 Part Series)
    Task Force Ja'Dok Series (3 Part Series)
  • jaturnleyjaturnley Member Posts: 1,218 Arc User
    edited June 2014
    I fell out of my chair. Was expecting this next Tuesday at the earliest...wheeeeee!

    edit: Oh, the EIC got love...nice.

    edit2: Oh snap, I can see some rage coming about some of what's said up there...I'm going to duck out now.

    Yeah, best to just download it, go and play, and ignore the forums for a while :P
  • hajmyishajmyis Member Posts: 405 Arc User
    edited June 2014
    hmm, i dont see what school you need to learn to make Tact consoles....maybe I am blind



    EDIT I am blind and should read in between the lines better...my bad
    "Frankly, not sure why you're on a one man nerf campaign. "
  • killdozer9211killdozer9211 Member Posts: 36 Arc User
    edited June 2014
    -Will nanoenergy cells still be craftable, or should I stock up before these changes go live?

    -Will the traits be additional perks like Well Traveled, or will they be competing for slots?

    -Any chance Aegis will get a warp core or secondary deflector or loving nudge? :)
  • gooddaytodie39gooddaytodie39 Member Posts: 0 Arc User
    edited June 2014
    Sounds like a carbon copy of the Neverwinter one. which is not a bad thing IMO. Really really hoping we'll be able to access crafting through Gateway like they can in NW.
    I'm guessing we can expect prices on DOFFs on the exchange to skyrocket to insane prices now.

    What I really want to know, and maybe I missed the explanation, but is there any craftable gear that will be as good as or better than rep/fleet gear? And I don't mean that it's a MKXII ultra violet, but that it will have great stats, procs, special attributes not found on rep and fleet gear?
  • entnx01entnx01 Member Posts: 546 Arc User
    edited June 2014
    So my question is this...

    From what I understand of the patch notes, the crafting system sounds like Console Crafting DOFF missions that take Strange Alien Artifacts.

    What I mean is, I input this expensive item and try to get the best DOFFs for it...yet I can still get Mk XII Uncommon/Green consoles fairly regularly.

    This system sounds the same.

    "As you progress by crafting items, your Skill Rating increases, causing the overall quality of the items you craft to increase on average.
    By the time you hit the maximum level of any school, you’ll regularly craft Rare and Very Rare items, and you’ll completely eliminate Common items from your potential outcomes."

    My concern comes in the form of the word "regularly."

    If I can't guarantee a Mk XII Rare or Very Rare item, this system is of no use to me. I'll spend my hard-earned Dilithium on guaranteed Mk XII Very Rare items from the Reputation system and Mk XII Elite-level equipment from the Fleet stores.
  • dahminusdahminus Member Posts: 0 Arc User
    edited June 2014
    Grind it for the traits to stay relevant in pvp...yay?

    I'll do it...
    Chive on and prosper, eh?

    My PvE/PvP hybrid skill tree
  • hajmyishajmyis Member Posts: 405 Arc User
    edited June 2014
    dahminus wrote: »
    Grind it for the traits to stay relevant in pvp...yay?

    I'll do it...

    ya some of the traits sound nice....IE the Def for the crit chance on sci attacks...okay I will try that
    "Frankly, not sure why you're on a one man nerf campaign. "
  • oracle54oracle54 Member Posts: 199 Arc User
    edited June 2014
    • As you progress by crafting items, your Skill Rating increases, causing the overall quality of the items you craft to increase on average.
    • By the time you hit the maximum level of any school, you’ll regularly craft Rare and Very Rare items, and you’ll completely eliminate Common items from your potential outcomes.

    Just to clarify, it's eliminate Common outcomes in that school, right?

    If not, awesome! If so, that's fair too :)
  • aelfwin1aelfwin1 Member Posts: 2,896 Arc User
    edited June 2014
    Not happy about gambling with Doffs for creating items that involves Dilithium .
    (or other materials purchased for Zen)
  • frtoasterfrtoaster Member Posts: 3,352 Arc User
    edited June 2014
    Trait: On activating Beam skill, gain 2% Beam damage for 20 sec. Stacks x3.

    Is this Strength or Bonus?
    Trait: Activating a Shield Heal gives the target 99% Shield DR for 1 second

    Not sure how I feel about this: 99% is rather high; 1 second is rather short.
    Trait: Your Particle Generator skill gives up to 25% bonus crit chance on Science powers (at 100 PartGens)

    I suppose this is good for science officers, but people have been complaining about runaway crit chances for a while now.
    Trait: Activating any Engineering Bridge Officer ability gives 100% dodge chance with 20% deflect for 3 seconds.

    This confuses me. Is this a ground trait or a space trait?
    Trait: All of your ground weapon attacks penetrate 10 armor rating.

    How does this work? Can we get the math?
    Star Cluster maps are no longer available to access for all factions.
    • The associated Exploration missions have also been removed.
    • Captains can still conduct Duty Officer assignments related to these maps by flying to the appropriate border and interact with the special Duty Officer Assignment button at each cluster's location.

    1. What happened to the Fed mission "Explore Strange New Worlds" and the KDF mission "We Need Breathing Room (Daily)"?

    2. What happened to the Vice Admiral version of the B'Tran Cluster and the Lt. General version of the Azlesa Expanse?

    3. Have the missions "Diplomatic Investigations" and "First Contact" from Jiro Sugihara also been removed?

    4. What happened to the NPCs who give exploration missions and the NPCs from the Federation Aid and Outreach Program?
    Memory Alpha is currently closed for renovations.

    What about the Qo'noS crafting station?
    Addressed an issue in "Colony Invasion" that could cause players not to get credit when beaming out diplomats.

    Thank you.
    New kit modules do not have their own search category in the Exchange.

    You should also update the Exchange for the new crafting materials and components.

    I see you started an official feedback thread for the new crafting system.
    http://sto-forum.perfectworld.com/showthread.php?t=1147621

    You should also start a feedback thread for the removal of exploration clusters.
    Waiting for a programmer ...
    qVpg1km.png
  • adjudicatorhawkadjudicatorhawk Member Posts: 0 Arc User
    edited June 2014
    tuskin67 wrote: »
    Wait, how do we test this if all the crafting stuff is shut down.

    Memory Alpha is closed, but you can now do R+D from anywhere - just click the R+D tab at the top of the Duty Officer window.
    Jeff "Adjudicator Hawk" Hamilton
    Systems Designer - Cryptic Studios
    Twitter: @JeffAHamilton
  • adjudicatorhawkadjudicatorhawk Member Posts: 0 Arc User
    edited June 2014
    oracle54 wrote: »
    Just to clarify, it's eliminate Common outcomes in that school, right?

    Yes, Skill Rating is school-specific and only benefits projects within that school.
    Jeff "Adjudicator Hawk" Hamilton
    Systems Designer - Cryptic Studios
    Twitter: @JeffAHamilton
  • zeuxidemus001zeuxidemus001 Member Posts: 3,357 Arc User
    edited June 2014
    So far seems pretty cool.
  • adarandreladarandrel Member Posts: 76 Arc User
    edited June 2014
    So is there no more common and uncommon dil materials???
  • adjudicatorhawkadjudicatorhawk Member Posts: 0 Arc User
    edited June 2014
    adarandrel wrote: »
    So is there no more common and uncommon dil materials???

    Your old items still exist, but they're not used in the new system.
    Jeff "Adjudicator Hawk" Hamilton
    Systems Designer - Cryptic Studios
    Twitter: @JeffAHamilton
  • tarastheslayertarastheslayer Member Posts: 1,541 Bug Hunter
    edited June 2014
    I'll certainly be testing this like crazy once tribble patches, gonna be a lot of testing to do.
    Ten soldiers wisely led will beat a hundred without a head. - Euripides
    I no longer do any Bug Hunting work for Cryptic. I may resume if a serious attempt to fix the game is made.
  • celillarnoncelillarnon Member Posts: 56 Arc User
    edited June 2014
    Can you tell us if secondary deflectors are planned for 9.5?
  • hajmyishajmyis Member Posts: 405 Arc User
    edited June 2014
    The UI for the RD is great, easy to understand and follow

    Although more detial, ie Tooltip before we craft an item would be helpful

    I would like to know what my def is going to boost, and or maybe chose the boost like PG or GG
    "Frankly, not sure why you're on a one man nerf campaign. "
  • lordhavelocklordhavelock Member Posts: 2,248 Arc User
    edited June 2014
    entnx01 wrote: »
    ...My concern comes in the form of the word "regularly."

    If I can't guarantee a Mk XII Rare or Very Rare item, this system is of no use to me. I'll spend my hard-earned Dilithium on guaranteed Mk XII Very Rare items from the Reputation system and Mk XII Elite-level equipment from the Fleet stores.
    This +1,000,000. :rolleyes:

    You can find/contact me in game as @PatricianVetinari. Playing STO since Feb 2010.
  • frtoasterfrtoaster Member Posts: 3,352 Arc User
    edited June 2014
    Your old items still exist, but they're not used in the new system.

    So what are people supposed to do with the common and uncommon unreplicateable materials? Is there a conversion?

    Off-topic: I would appreciate it if you would look at the following two threads when you have the time.

    Quality and Mk of modules that come with trade-in kits
    Damage of turret modules still too low
    Waiting for a programmer ...
    qVpg1km.png
  • velanarvelanar Member Posts: 24 Arc User
    edited June 2014
    I had a feeling damage traits etc would be near the end of the crafting trees.

    Well played/sneaky. :P
  • breadandcircusesbreadandcircuses Member Posts: 2,355 Arc User
    edited June 2014
    Your old items still exist, but they're not used in the new system.

    And can the Unreplicatable Materials be traded in (like the other crafting bits) for the refined dilithium spent to acquire them (or a portion thereof), or are those items simply defunct?
    Ym9x9Ji.png
    meimeitoo wrote: »
    I do not like Geko ether.
    iconians wrote: »
    With each passing day I wonder if I stepped into an alternate reality. The Cubs win the world series. Donald Trump is President. Britain leaves the EU. STO gets a dedicated PvP season. Engineers are "out of control" in STO.​​
  • captaintpolcaptaintpol Member Posts: 104 Arc User
    edited June 2014
    i really liked memory alpha for the roleplaying aspect :(

    other then that i like the crafting revamp
    (STO)
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    @captaintpol (with many alts)
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    (xbox version NW)
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  • possiblyboredpossiblybored Member Posts: 30 Arc User
    edited June 2014
    The first thing I've noticed is that you apparently can't convert old items to new in bulk--if you have a magnificent hoard be prepared for a LOT of clicking.

    It's going to take some time to figure out fully.

    Exciting though. :-)
  • borticuscrypticborticuscryptic Member Posts: 2,478 Cryptic Developer
    edited June 2014
    And can the Unreplicatable Materials be traded in (like the other crafting bits) for the refined dilithium spent to acquire them (or a portion thereof), or are those items simply defunct?

    We haven't finalized a decision on this yet. But it's on our list of concerns to address.
    Jeremy Randall
    Cryptic - Lead Systems Designer
    "Play smart!"
  • tpalelenatpalelena Member Posts: 1 Arc User
    edited June 2014
    While this seems overall nice, could Cannons get a trait that is comparative to the already superior beams?

    Like getting the same 2% bonus damage please?
    Let us wear Swimsuits on Foundry maps or bridges please! I would pay zen for that.
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