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Tribble Maintenance and Release Notes - June 24, 2014

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  • bendalekbendalek Member Posts: 1,781 Arc User
    edited June 2014
    msleeches wrote: »
    Ooooh I can't wait to see the new fleet uniforms!

    And keep crying in the corner about us the Rommie minority still not having any ^^ <snip>

    I'll be there with you, holding a big box of tissues ...

    You know they could maybe throw together a "kitbash" of the Tal Shiar and Reman Shadow costumes as a Fleet Uniform ... :D
    Oh, hoho hohhhhh, Oh,, hoho, hohhhhh
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  • tpalelenatpalelena Member Posts: 1 Arc User
    edited June 2014
    Will the dil-store unique romulan weapons get added to the Crafting or the Romulan rep?
    Let us wear Swimsuits on Foundry maps or bridges please! I would pay zen for that.
  • malkarrismalkarris Member Posts: 797 Arc User
    edited June 2014
    The [arc] weapons don't pay the normal damage tax that is associated with being a 360 or 90 degree weapon. Beams deal damage as though they were 270 degree weapons with one fewer mod - DHCs deal damage as though they were 45 degree weapons with one fewer mod. They are actually quite powerful.

    Hawk, if I may say, when your whole menu is cake and cookies, sometimes its best to offer meat and potatoes. These are okay gimmicks, but how about putting something actually worth it in the crafting system.

    Like these beam turrets, okay, they make any cruiser into the equivalent of an Avenger or Mogh if they are using beams. But how about you add another type of beam turret, with the same damage as the existing cannon turrets but a beam that works with beam weapon abilities. And let us put however many as we want on our ship. I think most old school science captain have been asking for this one since probably the game came out, so how about it?

    As for the [arc] DHC, I am seriously asking, what was your reason behind this? What did you think this would give the player. As it is now, there are two types of ships that can carry DHCs, those that can keep their nose on target, and those that can't. Things might very a bit by situation, but for as long as I have played the game, I've never seen a ship that can almost keep its nose on target. Its either on, or way off. So what would this [arc] DHC give the player, even if you could put on more than one? Does it give some percent more of damage against an evading target? Does it argo more enemies when I use scatter volley? What is it purpose? Why should I get this rather than find another DHC off the exchange? No troll, I want to know your reasons.

    Instead, why not let us craft quad cannons for the rest of the energy types? So Feds could use quad plasma and so on? Go ahead and lock out the racial energy types if you have to, but why not?

    Hey, how about you let us craft hypos and regenerators and components? Or shield charges, and the like. And if we crit it, it has a bonus like a shield charge could have +10 shield recharge for 30 seconds or something. I'd craft that, at least the regens and such like. But I'm getting off topic.
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  • havamhavam Member Posts: 1,735 Arc User
    edited June 2014
    tpalelena wrote: »
    Will the dil-store unique romulan weapons get added to the Crafting or the Romulan rep?

    very good question
  • tpalelenatpalelena Member Posts: 1 Arc User
    edited June 2014
    malkarris wrote: »
    Hawk, if I may say, when your whole menu is cake and cookies, sometimes its best to offer meat and potatoes. These are okay gimmicks, but how about putting something actually worth it in the crafting system.

    Like these beam turrets, okay, they make any cruiser into the equivalent of an Avenger or Mogh if they are using beams. But how about you add another type of beam turret, with the same damage as the existing cannon turrets but a beam that works with beam weapon abilities. And let us put however many as we want on our ship. I think most old school science captain have been asking for this one since probably the game came out, so how about it?

    As for the [arc] DHC, I am seriously asking, what was your reason behind this? What did you think this would give the player. As it is now, there are two types of ships that can carry DHCs, those that can keep their nose on target, and those that can't. Things might very a bit by situation, but for as long as I have played the game, I've never seen a ship that can almost keep its nose on target. Its either on, or way off. So what would this [arc] DHC give the player, even if you could put on more than one? Does it give some percent more of damage against an evading target? Does it argo more enemies when I use scatter volley? What is it purpose? Why should I get this rather than find another DHC off the exchange? No troll, I want to know your reasons.

    Instead, why not let us craft quad cannons for the rest of the energy types? So Feds could use quad plasma and so on? Go ahead and lock out the racial energy types if you have to, but why not?

    Hey, how about you let us craft hypos and regenerators and components? Or shield charges, and the like. And if we crit it, it has a bonus like a shield charge could have +10 shield recharge for 30 seconds or something. I'd craft that, at least the regens and such like. But I'm getting off topic.

    While I want quad Antiproton cannons too, the ARC DHCs are something that a lot of battlecruisers would benefit from.

    Why can't we craft the Arc Rear DC tailguns by the way?
    Let us wear Swimsuits on Foundry maps or bridges please! I would pay zen for that.
  • diotwdiotw Member Posts: 0 Arc User
    edited June 2014
    I may have missed this, but for those of us who already purchased the Odyssey uniforms from the Fleet Tailor, do we have to go back to the Fleet Tailor to unlock the new Fleet version, or is it unlocked automatically? Because I logged in today, and when I went to create a new character, the basic uniform was available, but when I went to the ESD tailor with my existing character, who already had the basic uniform, I couldn't find any of the new options.
    [SIGPIC][/SIGPIC]
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  • zntechzntech Member Posts: 153 Arc User
    edited June 2014
    Reverse engineering Reverse engineering Reverse engineering Reverse engineering Reverse engineering Reverse engineering Reverse engineering Reverse engineering Reverse engineering Reverse engineering
    In the beginning there was all and then become nothing

    I AM PISSED OFF AFTER 3 YRS. I STILL CAN'T USE OR CHANGE OR DELETE OUTFIT IN 3 OF 5 OUTFIT SLOTS ON MY KLINGON TOON !
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  • azurianstarazurianstar Member Posts: 6,985 Arc User
    edited June 2014
    The [arc] weapons don't pay the normal damage tax that is associated with being a 360 or 90 degree weapon. Beams deal damage as though they were 270 degree weapons with one fewer mod - DHCs deal damage as though they were 45 degree weapons with one fewer mod. They are actually quite powerful.

    And this is one good reason why I don't PvP anymore.


    And it's wrong to put these crafting items in Queues. The KDF queues have been empty for months and you darn well know that greedy players are going to sell those Rare and Very Rare Crafting items for more than an arm and a leg. Seriously, Lockbox keys are going to look cheap compared to these.

    And F2P players won't be able to afford them, because you nerfed EC.
  • smokeybacon90smokeybacon90 Member Posts: 2,252 Arc User
    edited June 2014
    Please just start again on the Doff UI. It contains less information, and in a much larger and uglier format than the current UI.
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  • raptor63549raptor63549 Member Posts: 642 Arc User
    edited June 2014
    tpalelena wrote: »
    While I want quad Antiproton cannons too, the ARC DHCs are something that a lot of battlecruisers would benefit from.

    Why can't we craft the Arc Rear DC tailguns by the way?

    One [Arc] DHC isn't going to do much about that, though.

    As I said before, we just need [Arc] to be in the general pool as a mod that raises arc and lowers damage to compensate
  • tpalelenatpalelena Member Posts: 1 Arc User
    edited June 2014
    One [Arc] DHC isn't going to do much about that, though.

    As I said before, we just need [Arc] to be in the general pool as a mod that raises arc and lowers damage to compensate

    I think you can make more than one of Dhcs. 3-5 ARC dhcs will mean a great deal more for a battlecruiser.
    Let us wear Swimsuits on Foundry maps or bridges please! I would pay zen for that.
  • virusdancervirusdancer Member Posts: 18,687 Arc User
    edited June 2014
    tpalelena wrote: »
    I think you can make more than one of Dhcs. 3-5 ARC dhcs will mean a great deal more for a battlecruiser.

    They're unique items, only one can be made. There was some confusion (to an extent, was just me that I know of - got cleared up early) about it...but it's a single one for now. You can [Arc] AP, [Arc] Phaser, etc, etc, etc...but you can't [Arc] AP & [Arc] Phaser.

    But that's right now - don't know what will happen down the line. Don't know if weapons other than DHCs/Arrays will get [Arc] mod items either.

    Something where we can give them our feedback on what we hope they do...
  • chiyoumikuchiyoumiku Member Posts: 1,028 Arc User
    edited June 2014
    Awesome, Can't wait to see the new uniform replacing the fleet one.
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  • tpalelenatpalelena Member Posts: 1 Arc User
    edited June 2014
    They're unique items, only one can be made. There was some confusion (to an extent, was just me that I know of - got cleared up early) about it...but it's a single one for now. You can [Arc] AP, [Arc] Phaser, etc, etc, etc...but you can't [Arc] AP & [Arc] Phaser.

    But that's right now - don't know what will happen down the line. Don't know if weapons other than DHCs/Arrays will get [Arc] mod items either.

    Something where we can give them our feedback on what we hope they do...

    I checked, that seems bad.

    One of these won't help much. Hope they'll change it to non unique.
    Let us wear Swimsuits on Foundry maps or bridges please! I would pay zen for that.
  • sci321sci321 Member Posts: 150 Arc User
    edited June 2014
    I find myself agreeing with the majority on the fact that having catalysts being consumed when used goes completely against the definition of a catalyst which CLEARLY STATES that catalysts ARE NOT consumed when used. It's like having an overclocking system that needs to be replaced after every use, highly illogical.
  • kasrakenkasraken Member Posts: 213 Bug Hunter
    edited June 2014
    Maybe I can alleviate “some” of the worries voiced in this thread.

    I have been on tribble testing the new content (shields at 20th level, beams at 10th, projectiles and cannons at 5th). Here are some high points about this system that might not be well known...

    - The specific items only available from the Crafting system (like [ARC] mod weapons) will only come in Very Rare (normally) and Ultra Rare (if you crit).

    - Normal loot drop items are randomized but with high skill you get VR 33%, R 47%, and UC 20% of the time.

    - leveling up without paying dilithium is possible even though it is time gated. The amount of time is not unreasonable compared to systems in other games I have played. (see my post here.)

    - Competitive pricing on the exchange for Mk XII basic type items will occur but with the randomness and dilithium component it should allow for continued profit.

    Summary: The special Items of crafting will not be random, their stats are set and they come in VR and UR only. Leveling can be done without paying any dilithium. Mk XII [ACC]x3 item drops vs crafted ones "should" still be rare enough due to randomness and costly enough due to the dilithium component that they command a good price on the exchange.

    I hope this was helpful?
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  • solemkofsolemkof Member Posts: 0 Arc User
    edited June 2014
    sci321 wrote: »
    I find myself agreeing with the majority on the fact that having catalysts being consumed when used goes completely against the definition of a catalyst which CLEARLY STATES that catalysts ARE NOT consumed when used.
    maybe check another dictionary:
    catalyst
    1 [the chemical definition you already know]
    2 a person or thing that precipitates a change
    Is it possible, in the context of people assembling components into devices, someone might use another than the chemical definition of the word catalyst?
    That second definition says nothing about the thing remaining unchanged or being non-consumable.
  • virusdancervirusdancer Member Posts: 18,687 Arc User
    edited June 2014
    tpalelena wrote: »
    I checked, that seems bad.

    One of these won't help much. Hope they'll change it to non unique.

    Yeah, I got a little too exuberant about the possibility of having some OD Arrays to go with some DBBs, to do the Beam 'n Beam thing instead of Cannons 'n Cannons thing. Hawk pointed out my error in reading what he had said though...meh. :(
  • frtoasterfrtoaster Member Posts: 3,352 Arc User
    edited June 2014
    Yeah, I got a little too exuberant about the possibility of having some OD Arrays to go with some DBBs, to do the Beam 'n Beam thing instead of Cannons 'n Cannons thing. Hawk pointed out my error in reading what he had said though...meh. :(

    That's the thing though. We didn't really need omni-directional beam arrays. Beam turrets, on the other hand, would have been a nice addition, since they would go well with DBBs. I already asked adjudicatorhawk about this in another thread.

    http://sto-forum.perfectworld.com/showpost.php?p=17650731&postcount=30
    frtoaster wrote: »
    Have you given any thought to 360-degree beam turrets as a standard weapon type? By this, I mean a weapon that works like a turret except it has a different animation and works with beam abilities and consoles. The main purpose would be to allow people to equip DBBs in the front and beam turrets in the rear.
    Waiting for a programmer ...
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  • danteandersendanteandersen Member Posts: 44 Arc User
    edited June 2014
    Will the Odyssey and Bortasqu' uniforms be made available to Romulan characters of the proper allegiance? Say, as an unlock at the end of the mission where the Romulan character declares their allegiance?

    Also, will the new fleet uniforms on both sides be purchaseable/wearable by allied Romulans?


    -END OF LINE
  • bberge1701bberge1701 Member Posts: 726 Bug Hunter
    edited June 2014
    • All NPC Starfleet personal will now wear Odyssey uniforms.

    I checked the interior of my ship, and I see that some of the NPCs are still wearing the old Antares 2 style uniform. I'd like to see those crew wearing the "enlisted" style uniform like we see on some of the NPCs in ESD (gray uniform, WoK pants, division color across the shoulders). Not everyone serving on a starship is an officer; in fact I would expect officers to be in the minority.
  • tpalelenatpalelena Member Posts: 1 Arc User
    edited June 2014
    frtoaster wrote: »
    That's the thing though. We didn't really need omni-directional beam arrays. Beam turrets, on the other hand, would have been a nice addition, since they would go well with DBBs. I already asked adjudicatorhawk about this in another thread.

    http://sto-forum.perfectworld.com/showpost.php?p=17650731&postcount=30

    Yeah, those would be nice for a more frontal style cruiser combat. Dual beam banks , beam turrets and a torpedo.
    Let us wear Swimsuits on Foundry maps or bridges please! I would pay zen for that.
  • lordhavelocklordhavelock Member Posts: 2,248 Arc User
    edited June 2014
    [*]The Odyssey Uniform is now a standard uniform all Federation captains freely have access to.
    [*]The default uniform for all Starfleet bridge officers will be the Odyssey uniform.
    [*]All NPC Starfleet personal will now wear Odyssey uniforms.
    [*]There is now a free Bortasqu’ uniform set named “Bortasqu’ Warrior” available to all KDF captains.
    I've loved the S9 changes at Fed Starbases making the Oddy standard, and salute you for making it free to all (and look forward to getting my new Fleet-Variant version :D)!!!

    Does this mean my NPC Ship Crew get the Oddy/Bort? PLEASE PLEASE PLEASE say this is true! I would love to finally have a fully matching crews.

    Likewise, what about the Photonic BOffs which are locked into their uniforms? The Fed one isn't so bad as-in, but the KDF BOff is a real disappointment. It would be great to see them in matching Oddy/Borts (especially the latter). What about cross-faction Diplomacy/Maurading BOffs? Will they get access to Bort/Oddy (respectively)?

    You can find/contact me in game as @PatricianVetinari. Playing STO since Feb 2010.
  • bberge1701bberge1701 Member Posts: 726 Bug Hunter
    edited June 2014
    What about cross-faction Diplomacy/Maurading BOffs? Will they get access to Bort/Oddy (respectively)?

    Right now, Republic officers can buy the Odyssey/Bortasq' uniforms for their allied crew members from a allied fleet tailor. I'm assuming these will also become the new fleet versions, same as for Fed/KDF crews themselves. It would be nice to have a similar arrangement for buy the appropriate fleet versions for diplomatic/marauding officers as well.
  • albertwesker45albertwesker45 Member Posts: 101 Arc User
    edited June 2014
    is there a reason why the Bortasqu warrior uniform suffers from the same WOK uniform belt bug where part of the colour(color if your US)pallet changes parts of the uniform
  • sci321sci321 Member Posts: 150 Arc User
    edited June 2014
    solemkof wrote: »
    maybe check another dictionary:

    Is it possible, in the context of people assembling components into devices, someone might use another than the chemical definition of the word catalyst?
    That second definition says nothing about the thing remaining unchanged or being non-consumable.

    The process is for taking components and putting them together in the right order to make a functional machine. All of the catalysts I can think of for it are the personnel and the tools they use. Now tell me if either would be consumed by the process, or give me an example of a catalyst that would be consumed by the process.
  • solemkofsolemkof Member Posts: 0 Arc User
    edited June 2014
    sci321 wrote: »
    The process is for taking components and putting them together in the right order to make a functional machine. All of the catalysts I can think of for it are the personnel and the tools they use. Now tell me if either would be consumed by the process, or give me an example of a catalyst that would be consumed by the process.
    Technology in Star Trek is overloading EPS-relais, burning out, blowing up, fusing, melting or otherwise suffering spectacularly catastrophic destruction every day. There can also be experimental construction procedures, such as a new replication technique creating better parts/devices that tends to overload standard replicators.
    Catalysts could be spare parts needed to replace all the stuff that's destroyed in these risky procedures. Without the spare parts, the crew has to play it safe and use riskless standard procedures resulting most of the time in standard (common quality) devices.

    Consider the direction control elements of a beam array. They operate with a certain response time, limiting how fast the phaser beam can be pointed in different directions thus limiting the weapons accuracy in a combat situation. Due to unavoidable production tolerances, some elements can be operated with shorter response times (probably involving higher frequencies somewhere) thus increasing accuracy. However, testing an element for out-of-spec timings will destroy any that can't handle it.
    If you've got spare elements, you can test the ones you were going to use in your new array for their potential to handle shorter timings. When they blow up you can still use the spares and go with standard timings. And if you've got more than enough spares, you can keep testing them until you find some that can handle the shorter timings.
  • sci321sci321 Member Posts: 150 Arc User
    edited June 2014
    solemkof wrote: »
    Technology in Star Trek is overloading EPS-relais, burning out, blowing up, fusing, melting or otherwise suffering spectacularly catastrophic destruction every day. There can also be experimental construction procedures, such as a new replication technique creating better parts/devices that tends to overload standard replicators.
    Catalysts could be spare parts needed to replace all the stuff that's destroyed in these risky procedures. Without the spare parts, the crew has to play it safe and use riskless standard procedures resulting most of the time in standard (common quality) devices.

    Consider the direction control elements of a beam array. They operate with a certain response time, limiting how fast the phaser beam can be pointed in different directions thus limiting the weapons accuracy in a combat situation. Due to unavoidable production tolerances, some elements can be operated with shorter response times (probably involving higher frequencies somewhere) thus increasing accuracy. However, testing an element for out-of-spec timings will destroy any that can't handle it.
    If you've got spare elements, you can test the ones you were going to use in your new array for their potential to handle shorter timings. When they blow up you can still use the spares and go with standard timings. And if you've got more than enough spares, you can keep testing them until you find some that can handle the shorter timings.

    Spare parts don't count.
  • captaind3captaind3 Member Posts: 2,449 Arc User
    edited June 2014
    diotw wrote: »
    I may have missed this, but for those of us who already purchased the Odyssey uniforms from the Fleet Tailor, do we have to go back to the Fleet Tailor to unlock the new Fleet version, or is it unlocked automatically? Because I logged in today, and when I went to create a new character, the basic uniform was available, but when I went to the ESD tailor with my existing character, who already had the basic uniform, I couldn't find any of the new options.
    I would imagine it's automatic as it's based on where there's a record of the purchase.

    However the new uniform hasn't been put in the game yet.
    sci321 wrote: »
    I find myself agreeing with the majority on the fact that having catalysts being consumed when used goes completely against the definition of a catalyst which CLEARLY STATES that catalysts ARE NOT consumed when used. It's like having an overclocking system that needs to be replaced after every use, highly illogical.

    Will someone please tell me what these catalysts are? I've heard allusions that they're Duty Officers, which means I will NEVER use catalysts if I don't get them back. This is my crew damn it not a chunk of decalithium.
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  • ikuruyoikuruyo Member Posts: 132 Arc User
    edited June 2014
    Are the special items produced from crafting limited to 1 per energy type or 1 total?

    Could we end up with rainbow beam turrets..
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