I just had a critical success on my ultra rare exotic particle console mk xii science console, which is still crafting at the moment. When I looked at the details, however, it ends up with absolutely nothing! Currently there is another console just like mine on the Exchange, though that one could be gone quite soon. Its name also doesn't state any special stats and the name is the same as the very rare version.
It's the exact same as the very rare version with the only difference that it has 21.2% maximum shield capacity instead of 20% and starship particle generator at 31.9 instead of 30. This happens since the patch of yesterday.
This bug occurs since the patch of yesterday. Can this please be fixed asap, and also apply a bonus to the already crafted consoles which are missing their bonus stat?
I'd also like to add, that the modifier generation seems slightly broken since yesterdays patch, because 1. it applies engineering modifiers to science consoles (which might be somewhat intentional, as there still are the science mods on the engineering consoles), and 2. instead of using the new names, which I really liked, they use just the usual [mod] layout. What that results in, is have 2 different names for the same mod: http://imgur.com/guFh3vs vs. http://imgur.com/c1Vv4TO
I'd also like to add, that the modifier generation seems slightly broken since yesterdays patch, because 1. it applies engineering modifiers to science consoles (which might be somewhat intentional, as there still are the science mods on the engineering consoles), and 2. instead of using the new names, which I really liked, they use just the usual [mod] layout. What that results in, is have 2 different names for the same mod: http://imgur.com/guFh3vs vs. http://imgur.com/c1Vv4TO
Bort might have unintentionally added engineering mods to the sci consoles with the patch yesterday, not on purpose, probably lack of testing, so he'll have to leave them as-is now. The engineering console bonuses work using a [mod].
On the lack of any mod on the UR console, definitely a bad bad bug.
Bort might have unintentionally added engineering mods to the sci consoles with the patch yesterday, not on purpose, probably lack of testing, so he'll have to leave them as-is now. The engineering console bonuses work using a [mod].
On the lack of any mod on the UR console, definitely a bad bad bug.
It wasn't on accident, it was a conscious decision. Both of these Crafting consoles can have any Eng or Sci mod attached to them.
Once we decided to make that happen for the special RCS console, it seemed improper to not allow the Exciter to benefit from the same variety.
As for URs not getting a Mod... we'll investigate. I don't think that should be possible.
Jeremy Randall
Cryptic - Lead Systems Designer
"Play smart!"
It wasn't on accident, it was a conscious decision. Both of these Crafting consoles can have any Eng or Sci mod attached to them.
Once we decided to make that happen for the special RCS console, it seemed improper to not allow the Exciter to benefit from the same variety.
As for URs not getting a Mod... we'll investigate. I don't think that should be possible.
Lol, stealth patch. One more for the collection.
Anyway, any more mod fixes coming to other categories? Outside of beams, cannons, and these consoles, the new mods seem to be MIA from other VR items in the other schools.
*snip*
As for URs not getting a Mod... we'll investigate. I don't think that should be possible.
It unfortunately is possible!
After a few futile attempts to get a crit UR i got one.. without additional stats, the Project Currently runs on my Character Jimilla.
Is the missing Stat just a display bug or is the Console just expensive TRIBBLE? And can the Customer Service trade the bugged one for a real UR console?
Beta, LTA, CE, Multiple preorder Versions, all Addon Packs except AoY, nearly all KDF/Rom and ~50% of all Fedships, over 25 LockboxShips, Endurer of Atari's "Year of Hell", but...
Does anyone have any News about that? My Ticket is being ignored for 4 Days or so.
Beta, LTA, CE, Multiple preorder Versions, all Addon Packs except AoY, nearly all KDF/Rom and ~50% of all Fedships, over 25 LockboxShips, Endurer of Atari's "Year of Hell", but...
I'd love some news about what's going to happen with the bugged mod-less consoles. I have three of them!!
Seeing as they are already Ultra-Rare, I think that a random modifier should be assigned to them. That or you trade them in to a Ferengi for another Ultra-Rare with a random modifier.
They are growing in numbers... my ticket is open for 12 days now, i'm sure, with three modifiers instead of two this would have recieved a fix within 24 hours.
I'd love some news about what's going to happen with the bugged mod-less consoles. I have three of them!!
Seeing as they are already Ultra-Rare, I think that a random modifier should be assigned to them. That or you trade them in to a Ferengi for another Ultra-Rare with a random modifier.
My bet: it's the Neutronium Console, have seen pretty much everything else (as my own result or at the exchange).
Beta, LTA, CE, Multiple preorder Versions, all Addon Packs except AoY, nearly all KDF/Rom and ~50% of all Fedships, over 25 LockboxShips, Endurer of Atari's "Year of Hell", but...
One can hit up the Exchange, go to Sci Consoles, set it to Ultra Rare, and see the evidence of multiple consoles without the additional mod...if you're looking for the easiest way to verify whether the bug exists or not.
Since the issue seems to be hard to track:
Leave the bugged Consoles in the game and add a NPC who will trade them for a any other UR Console, that would compensate for the vast amount of useless UR Mods (like [Stealth], [pha] [Inert] or [...pwr]).
Beta, LTA, CE, Multiple preorder Versions, all Addon Packs except AoY, nearly all KDF/Rom and ~50% of all Fedships, over 25 LockboxShips, Endurer of Atari's "Year of Hell", but...
Since the issue seems to be hard to track:
Leave the bugged Consoles in the game and add a NPC who will trade them for a any other UR Console, that would compensate for the vast amount of useless UR Mods (like [Stealth], [pha] [Inert] or [...pwr]).
As useless as those mods may be, they are still engineering/science mods, and most likely WAI.
As useless as those mods may be, they are still engineering/science mods, and most likely WAI.
Maybe i was a little bit off topic, ->back to topic.
The problem here is the Mod-less UR-Console, and since it seems that they cannot be changed retroactively we have ~4 possibilities:
1) They stay as they are (a slap in the face of the crafter, every console need ~16k dil for the components + Catalysts)
2) Customer Service will replace them by hand ( ~14 days and still waiting since i wrote my ticket)
3) Some way to trade them in (Console? NPC?)
4) something else... (maybe it is just a "display bug" and we just don't see the Mod?)
Beta, LTA, CE, Multiple preorder Versions, all Addon Packs except AoY, nearly all KDF/Rom and ~50% of all Fedships, over 25 LockboxShips, Endurer of Atari's "Year of Hell", but...
The Problem still consists, 2-3 hours after the Server went up i had a Particle Exciter Field Generator UR "success" without mods.
Character is S'thek (have one more and one a bugged RCS on my character Jimila)
Ticket will be created when the the production Process is completed.
Beta, LTA, CE, Multiple preorder Versions, all Addon Packs except AoY, nearly all KDF/Rom and ~50% of all Fedships, over 25 LockboxShips, Endurer of Atari's "Year of Hell", but...
I've verified this issue. I don't have any say in getting you replacements, but I have notified appropriate parties who will have the ultimate decision as to what to do.
I've verified this issue. I don't have any say in getting you replacements, but I have notified appropriate parties who will have the ultimate decision as to what to do.
What you guys should do is add an option to have the ferengi who buys protoype consoles to buy/trade in the broken ones. People could just trade in the broken ones and get a random UR new one then.
I've verified this issue. I don't have any say in getting you replacements, but I have notified appropriate parties who will have the ultimate decision as to what to do.
Thank you!
Beta, LTA, CE, Multiple preorder Versions, all Addon Packs except AoY, nearly all KDF/Rom and ~50% of all Fedships, over 25 LockboxShips, Endurer of Atari's "Year of Hell", but...
Has there been any update on the issue? I haven't seen any patch notes regarding it so i assume the bug is still in effect.
They've chosen to ignore the R&D bugs (heck all bugs) in favor of Delta Rising. Given how buggy DR is at the moment, I don't blame them.
As far as I know:
1) The UR consoles (engineering AND science) are getting no mods.
2) Beams and cannons are the only two schools getting the new mods promised in Hawk's blog post.
3) The [Arc] mod sometimes fails to show in weapons that should have it, therefore allowing more mods sometimes.
4) The engineering trait from level 15 is broken
The bad news:
The fixes to 1 wouldn't be retroactive as I don't think they have a way to rectify consoles missing mods.
The bad news:
The fixes to 1 wouldn't be retroactive as I don't think they have a way to rectify consoles missing mods.
They could just just implement a temporary assignment that would give us a random console of the same ur quality in exchange for our worthless ones without any mods. They could also reduce the upgrade cost of these items (since i hope they get their missing mod when they will achieve epic rarity; still pretty expensive)
"except beams and cannons"? or are these the only ones getting their new mods? could swear i saw a lot of [Rapid], [Pen] and other mods out there.
They could just just implement a temporary assignment that would give us a random console of the same ur quality in exchange for our worthless ones without any mods. They could also reduce the upgrade cost of these items (since i hope they get their missing mod when they will achieve epic rarity; still pretty expensive)
Rapid and pen ARE beams and cannons mods.
I mean these:
Torpedo:
[Pen] – This mod causes all of its weapons attacks to ignore 10 points of Damage Resistance Rating on their target.
Shield:
[Amp] – This mod increases the strength of all heals used on the equipped starship by 10%.
Engines:
[Damp] – This mod increases the owner’s resistance to all crowd control effects.
Deflector:
[CdrS] – This mod grants Cooldown Reduction on all non-damaging Science powers.
Ground Weapons:
[Run] – This mod increases the run speed of the owner by 20%.
I look every day for [Amp], [Damp], [CdrS], and [Run] in the Exchange. They don't exist. They probably developed even more mods, but since they are not tied into the crafting system, we've never seen them.
Yeah, you wrote "except" in your previous post. That's why i was asking. "except beam and cannons" means everything but beams and cannons gets modifiers.
Yeah, you wrote "except" in your previous post. That's why i was asking. "except beam and cannons" means everything but beams and cannons gets modifiers.
Ok, you got me. Kind of sleepy and English isn't my main language. Edited that post.
Comments
I'd also like to add, that the modifier generation seems slightly broken since yesterdays patch, because 1. it applies engineering modifiers to science consoles (which might be somewhat intentional, as there still are the science mods on the engineering consoles), and 2. instead of using the new names, which I really liked, they use just the usual [mod] layout. What that results in, is have 2 different names for the same mod: http://imgur.com/guFh3vs vs. http://imgur.com/c1Vv4TO
Bort might have unintentionally added engineering mods to the sci consoles with the patch yesterday, not on purpose, probably lack of testing, so he'll have to leave them as-is now. The engineering console bonuses work using a [mod].
On the lack of any mod on the UR console, definitely a bad bad bug.
It wasn't on accident, it was a conscious decision. Both of these Crafting consoles can have any Eng or Sci mod attached to them.
Once we decided to make that happen for the special RCS console, it seemed improper to not allow the Exciter to benefit from the same variety.
As for URs not getting a Mod... we'll investigate. I don't think that should be possible.
Cryptic - Lead Systems Designer
"Play smart!"
Lol, stealth patch. One more for the collection.
Anyway, any more mod fixes coming to other categories? Outside of beams, cannons, and these consoles, the new mods seem to be MIA from other VR items in the other schools.
It unfortunately is possible!
After a few futile attempts to get a crit UR i got one.. without additional stats, the Project Currently runs on my Character Jimilla.
Is the missing Stat just a display bug or is the Console just expensive TRIBBLE? And can the Customer Service trade the bugged one for a real UR console?
Seeing as they are already Ultra-Rare, I think that a random modifier should be assigned to them. That or you trade them in to a Ferengi for another Ultra-Rare with a random modifier.
As odd as it is to add in a stealth change, either way I like the idea of multi-purpose consoles, so kudos to the addition.
Praetor of the -RTS- Romulan Tal Shiar fleet!
My bet: it's the Neutronium Console, have seen pretty much everything else (as my own result or at the exchange).
Leave the bugged Consoles in the game and add a NPC who will trade them for a any other UR Console, that would compensate for the vast amount of useless UR Mods (like [Stealth], [pha] [Inert] or [...pwr]).
As useless as those mods may be, they are still engineering/science mods, and most likely WAI.
Praetor of the -RTS- Romulan Tal Shiar fleet!
Maybe i was a little bit off topic, ->back to topic.
The problem here is the Mod-less UR-Console, and since it seems that they cannot be changed retroactively we have ~4 possibilities:
1) They stay as they are (a slap in the face of the crafter, every console need ~16k dil for the components + Catalysts)
2) Customer Service will replace them by hand ( ~14 days and still waiting since i wrote my ticket)
3) Some way to trade them in (Console? NPC?)
4) something else... (maybe it is just a "display bug" and we just don't see the Mod?)
Character is S'thek (have one more and one a bugged RCS on my character Jimila)
Ticket will be created when the the production Process is completed.
What you guys should do is add an option to have the ferengi who buys protoype consoles to buy/trade in the broken ones. People could just trade in the broken ones and get a random UR new one then.
Thank you!
They've chosen to ignore the R&D bugs (heck all bugs) in favor of Delta Rising. Given how buggy DR is at the moment, I don't blame them.
As far as I know:
1) The UR consoles (engineering AND science) are getting no mods.
2) Beams and cannons are the only two schools getting the new mods promised in Hawk's blog post.
3) The [Arc] mod sometimes fails to show in weapons that should have it, therefore allowing more mods sometimes.
4) The engineering trait from level 15 is broken
The bad news:
The fixes to 1 wouldn't be retroactive as I don't think they have a way to rectify consoles missing mods.
"except beams and cannons"? or are these the only ones getting their new mods? could swear i saw a lot of [Rapid], [Pen] and other mods out there.
They could just just implement a temporary assignment that would give us a random console of the same ur quality in exchange for our worthless ones without any mods. They could also reduce the upgrade cost of these items (since i hope they get their missing mod when they will achieve epic rarity; still pretty expensive)
Rapid and pen ARE beams and cannons mods.
I mean these:
Torpedo:
[Pen] – This mod causes all of its weapons attacks to ignore 10 points of Damage Resistance Rating on their target.
Shield:
[Amp] – This mod increases the strength of all heals used on the equipped starship by 10%.
Engines:
[Damp] – This mod increases the owner’s resistance to all crowd control effects.
Deflector:
[CdrS] – This mod grants Cooldown Reduction on all non-damaging Science powers.
Ground Weapons:
[Run] – This mod increases the run speed of the owner by 20%.
I look every day for [Amp], [Damp], [CdrS], and [Run] in the Exchange. They don't exist. They probably developed even more mods, but since they are not tied into the crafting system, we've never seen them.
Yeah, you wrote "except" in your previous post. That's why i was asking. "except beam and cannons" means everything but beams and cannons gets modifiers.
Ok, you got me. Kind of sleepy and English isn't my main language. Edited that post.
No probs, it isn't mine either.