I would like the doff selector window that pops up to remember my settings while I'm working on a project. It can reset if I change projects but having it reset for every doff I want to change is a bit of a pain.
if i had to guess what causes this, i'd go with old assignments setting their doff requirements for the assignment id number they use, getting cached by client, then when a sector update happens the new assignments don't clear them out, so if previously it had 3 doff slots and new one has only 1, instead of set 1, clear everything else it only sets 1, and displays anything that's not cleared because it's set.
it fixes itself once you open the assignment.
Now clowns, that's another story. They scare the crap out of me.
We fight them too. Entire armies spilling out of Volkswagens.
We do our best to fight them off, but they keep sending them in.
There needs to also be a auto-select off feature. I can select my own team thank you. Though I can understand and appreciate that the team w/sh-ouldn't implement that until they have the filtering fully straightened out.
you do realise you can turn of 1st Officer Recommendations? check box next to your 1st officer in the Department Heads section
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.
Why did they do something so stupid and move the request more duty officer tab to the bottom. I had to search all the tabs to find and finally figured it out. GOOD JOB CRYPTIC, changing things and confusing even the most seasoned veteran.
It was fine the way it was. Change it back.
This particular tab should, imo, be put back on top of the whole Doffing window, right next to RnD tab.
TOIVA, Toi Vaxx, Toia Vix, Toveg, T'vritha, To Vrax: Bring in the Allegiance class. Toi'Va, Ti'vath, Toivia, Ty'Vris, Tia Vex, Toi'Virth: Add Tier 6 KDF Carrier and Raider. Tae'Va, T'Vaya, To'Var, Tevra, T'Vira, To'Vrak: Give us Asylums for Romulans.
Can't we have an option, where when it's switched "on", the doff system will just auto-buy materials from the replicator?
The replicator has become quite horrible after R&D...
i agree with this.
if the replicator wasn't breaking or auto closing almost every window you have open it wouldn't be as bad, but with the way it works it's just bad design.
so, since the doff gui gets an overhaul now, it would be a perfect time to include that option, (and hopefully even fix the replicator closing windows bug) before the gui redesign is frozen and not touched for another 2 years.
Now clowns, that's another story. They scare the crap out of me.
We fight them too. Entire armies spilling out of Volkswagens.
We do our best to fight them off, but they keep sending them in.
Found a bug- the assignment "Recruit Additional Labor to Aid Dosi Colonization Team," which clearly states in red that the doffs used will be lost, did not in fact remove the doffs used (and I'm not misinterpreting this due to the bug where it shows the wrong doffs, I've verified that it did not consume the doffs I assigned to it).
Okay a lot of improvements. No complaints just an issue to bring up that has been just annoying.
When slotting Doff missions it shows that I should have no problem running the task. But wont let me. I change the doffs around and still the same result. Close the window and reopen it. This is primarily only happening with Science and Exploration doff missions where R&D materials would be given on success.
Space is vast, it's wonderful and maddening. Yet in that madness is some of the greatest beauty I have ever seen.
Well, I'm happy to see the algorithm for choosing Doffs seems to have been corrected and seems to actually have some sanity again... However...
The filtering options are still selecting all available specialisations - requiring the player to deselect all but the specilisation they are looking for - either select no specialisations or just those which meet the base requirements... This should not be difficult to fix, so can this please get some attention?
The minimalistic view is nice and makes things easier to see, however, I can't see myself using it as I do like to see what the rewards are when choosing assignments (can't always remember them off the top of my head)... Showing the rewards, but hiding the requirements, would have been a better approach to minimising the interface IMO...
go into the department heads tab and uncheck the department head reccomendation box
I have a small sense of excitement about this.
EDIT:
Ah thank you both, that's so much better.
"Rise like Lions after slumber, In unvanquishable number, Shake your chains to earth like dew, Which in sleep had fallen on you-Ye are many they are few"
Comments
Post 7/29 Tribble Patch Feedback Thread --> http://sto-forum.perfectworld.com/showthread.php?t=1182161
I've been here since beta
it only filters out assignments that don't have enough required items, but those that lack required doffs don't disappear.
http://i.imgur.com/Zl9WvY1.png
i'm also still seeing false doff requirements.
http://i.imgur.com/QQJK5px.png
if i had to guess what causes this, i'd go with old assignments setting their doff requirements for the assignment id number they use, getting cached by client, then when a sector update happens the new assignments don't clear them out, so if previously it had 3 doff slots and new one has only 1, instead of set 1, clear everything else it only sets 1, and displays anything that's not cleared because it's set.
it fixes itself once you open the assignment.
We fight them too. Entire armies spilling out of Volkswagens.
We do our best to fight them off, but they keep sending them in.
you do realise you can turn of 1st Officer Recommendations? check box next to your 1st officer in the Department Heads section
Can't we have an option, where when it's switched "on", the doff system will just auto-buy materials from the replicator?
The replicator has become quite horrible after R&D...
go into the department heads tab and uncheck the department head reccomendation box
#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!"
This particular tab should, imo, be put back on top of the whole Doffing window, right next to RnD tab.
Toi'Va, Ti'vath, Toivia, Ty'Vris, Tia Vex, Toi'Virth: Add Tier 6 KDF Carrier and Raider.
Tae'Va, T'Vaya, To'Var, Tevra, T'Vira, To'Vrak: Give us Asylums for Romulans.
Don't make ARC mandatory! Keep it optional only!
if the replicator wasn't breaking or auto closing almost every window you have open it wouldn't be as bad, but with the way it works it's just bad design.
so, since the doff gui gets an overhaul now, it would be a perfect time to include that option, (and hopefully even fix the replicator closing windows bug) before the gui redesign is frozen and not touched for another 2 years.
We fight them too. Entire armies spilling out of Volkswagens.
We do our best to fight them off, but they keep sending them in.
>>>All filters boxes are checked, this still means you have to uncheck every box except the ONE
for the profession you're looking for, this is neither efficient, nor fun for larger assignments.
>>>Cluster based missions still rotating on a 20hr Dept Head timer....Not listed as a known issue,
is this really a bug/oversight or is this new behavior that's working as intended and simply never
mentioned?
>>>Frequency of Cluster Missions, Colony Chains/Supports/Forced Labor Camps is still HALVED w/
the removal of the actual cluster maps, their frequency should be increased at the new nodes to
compensate.
>>>Cluster Missions Previously available via Dept Head......Still MIA....again, not listed as a known
issue, are these being added to the sector maps/cluster lists/etc? (KDF 6hr raids, Tech to GQ
Allies, etc)
>>>Chance of returning the "in progress" list to the old format of time till finished rather than
splitting it into departments?
A Little insight as to if/when these issues are being addressed, or if these are intentional nerfs would
be appreciated.
When slotting Doff missions it shows that I should have no problem running the task. But wont let me. I change the doffs around and still the same result. Close the window and reopen it. This is primarily only happening with Science and Exploration doff missions where R&D materials would be given on success.
The filtering options are still selecting all available specialisations - requiring the player to deselect all but the specilisation they are looking for - either select no specialisations or just those which meet the base requirements... This should not be difficult to fix, so can this please get some attention?
The minimalistic view is nice and makes things easier to see, however, I can't see myself using it as I do like to see what the rewards are when choosing assignments (can't always remember them off the top of my head)... Showing the rewards, but hiding the requirements, would have been a better approach to minimising the interface IMO...
I have a small sense of excitement about this.
EDIT:
Ah thank you both, that's so much better.