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Official New Delta Quadrant Mission "Mindscape" Feedback Thread

coldsnappedcoldsnapped Member Posts: 520 Cryptic Developer
Please post here for all feedback and bugs involving the new Delta Quadrant missions "Escalation" and Mindscape".

New Features:
  • Level 50 Delta Quadrant Mission Content!
    • Added the new mission tab in the journal: The Delta Quadrant.
      • The full list of missions is currently not present.
    • Mission “Escalation”:
      • Upon logging in with a level 50 Captain which has completed the mission "Surface Tension", players will be able to accept the mission “Escalation” in The Delta Quadrant mission tab in the journal.
    • Mission “Mindscape”:
      • Complete the mission “Escalation” to begin “Mindscape”.

Known Issues:
  • Cutscenes, text, rewards, and art are not in a final state for this mission.
  • Occasionally, floating costumes parts will appear when a NPC is killed.
Post edited by coldsnapped on
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Comments

  • bazagbazag Member Posts: 375 Arc User
    edited September 2014
    This actually relates more to the Delta Command zone than to the actual missions but Commander Burgess, "Who am I?" dialogue is written in the third person. Which is weird when it should be coming from him and is about him and so should be first.

    Just a note, to remind people to update it.

    Same goes for the Klingon and Romulan representatives as well.
  • sfc#5932 sfc Member Posts: 992 Bug Hunter
    edited September 2014
    Have not entered mission yet but I have found a bug with the Jenolan sphere - you can jump off the platform there, there are no invisible walls.
  • birzarkbirzark Member Posts: 634 Arc User
    edited September 2014
    The mission was interesting i noted a couple of things about it, I know this is not in final state just adding comments:

    When first starting it cuts you into the transporter room before you even warp into the system:

    Is Tuvok going to stick with one uniform? i thought he was going to wear the new new Odyssey Uniform now.

    Why is Cooper at the end in his human form? Wouldn't it make more sense to be his true form after he is revealed already as Undine?

    When protecting Tuvok in the last mission i don't think he should break from what he is doing to attack if he has to concentrate on what he is working on.

    Aside from that i am very curious how this all plays out with the story certainly is an interesting way to start the expansion.
  • ashkrik23ashkrik23 Member Posts: 10,809 Arc User
    edited September 2014
    This///mission...is...AWESOME!


    The camera effects... the illusions..the Undine eyes...

    The inner fanboy in me was cheering! I can't wait to see the final product!
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  • trelane87trelane87 Member Posts: 242 Arc User
    edited September 2014
    Mission was good, the thing that saddened me was when asking the trill intelligence officer additional questions in the transporter room she states that the Krenim were wiped out... and that Krenim was spelled 'Kremin'... First of all how would she even know about them when Voyager only had 2 actual minutes of contact (since year of hell really never happened). And second, didn't they win a poll of species most wanted to be seen by the players? I hope that the 'Kremin' she was talking about wasn't the Krenim or I will be sad :(

    Also two bugs I noticed, last part of the battle in engineering seemed to bug out, there are two consoles I believe that are supposed to remove the force field around the warp core but I only had to use one to deactivate it then when I killed the target he just stood there for a minute... I had to use the other console on the opposite side of engineering to get him to die... not sure if bug or I had a case of the dumb :P

    Lastly the final cut scene with Cooper wouldn't end, I had to press the ESC key to continue, but other than that looked good, can't wait to do that mission with the voice work :)
  • callalilcallalil Member Posts: 3 Arc User
    edited September 2014
    In the final cutscene with Dr. Cooper (which would not finish and left his standing there after the quarantine) the ships announcement of the activated quarantine included a misspelling of quarantine.
  • norcaler2norcaler2 Member Posts: 114 Arc User
    edited September 2014
    callalil wrote: »
    In the final cutscene with Dr. Cooper (which would not finish and left his standing there after the quarantine) the ships announcement of the activated quarantine included a misspelling of quarantine.

    Specifically "Quarientine." The Mass Effect fan in me says, "Har har har."

    Other than that, "Mindscape" was flawless on my end. Can't wait for the version with voice overs.
  • coffeemikecoffeemike Member Posts: 942 Arc User
    edited September 2014
    Explains the announcement of the Voyager cast at 9am this morning for me... :eek:

    The interior looked strange: then again after a Species 8472 alteration run, why wouldn't it be?

    Yes, the 3 reps for the current factions in Delta Quad Command talked in third person when you click on them... I thought only my sisters and I did this. :rolleyes:

    I did like the mission overall... can't wait for the voice overs...

    PS: I want to hear Robert Picardo say this before he starts shooting: I'm a Doctor, but can also be a phaser.
  • overlapooverlapo Member Posts: 0 Arc User
    edited September 2014
    I was not offered to modify the away team during the boarding ops of the Undine control ship. A side effect of this is that my away team boffs were NOT moved to the top of my boff list, and the "boffs are out of alphabetic order and thus won't load on map changes" bug wasn't triggered.
  • mbfmbf Member Posts: 31 Arc User
    edited September 2014
    trelane87 wrote: »
    Lastly the final cut scene with Cooper wouldn't end, I had to press the ESC key to continue, but other than that looked good, can't wait to do that mission with the voice work :)

    That happened to me, but I had two Coopers in mine....the static npc that's to be used for that cutscene and the other one that had my shard twins and redshirts still firing on:

    http://i.imgur.com/2vXm38p.jpg
  • ereiidereiid Member Posts: 103 Arc User
    edited September 2014
    [*]Cutscenes, text, rewards, and art are not in a final state for this mission.
    [*]Occasionally, floating costumes parts will appear when a NPC is killed.
    [/LIST]

    Bug Reporting, Spoilers inherent:

    1) spelling: 'Krenim' - upon meeting Van Zyl.

    2) seating reticules intermittently misaligned for Voyager bridge seating; seems to depend on camera angle

    3) some Omega screens are reversed on Voyager bridge during final sequence: Tactical/Security station (Starboard), Science (Forward Port).

    4) Option to select BOffs for away team does not appear?

    Suggestions:

    1) Can we get a MSD for the rear display on the Voyager bridge? That'd really seal the deal on capturing the look

    2) is there voice for Dr. Cooper's taunting appearances?

    All, in all, superlative quality - an engaging premise, especially for one being able to to off-format in the story. I couldn't shake memories of 'Mindgame'. Golfclaps all around.
  • kamenriderzero1kamenriderzero1 Member Posts: 906 Arc User
    edited September 2014
    I liked it, seemed long, but long in a good way.

    Let's be honest, is the ending intentionally broken? Because I don't actually know what happens to everyone's favorite interdimensional invader...

    I had the two coopers bug, and the one that was part of the cut scene just stood there like he was waiting for the bus...

    And an M. Night Shyamalan joke? really?
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  • mirrorchaosmirrorchaos Member Posts: 9,844 Arc User
    edited September 2014
    the bioship brain chamber when tuvok has finally gotten to the 3rd cluster to meld with and convinces the ship that the alpha quadrant races are not its enemy, during the stage where the camera focuses on cooper the yellow field comes up some electrical like discharge comes up and the cooper character is just standing there, in fact the camera cinematics remain locked like that until you press esc. im assuming cooper is supposed to of been vaporized.
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  • wanderer89wanderer89 Member Posts: 0 Arc User
    edited September 2014
    Great little mission and a nice introduction to the Delta Quadrant. The only issue I, and seemingly others, had was the end cutscene with Cooper did not end and during that cutscene Cooper duplicated himself meaning my bridge crew were still firing at him during that cutscene. Ok if I say cutscene one more time I'll lose my mind :p

    Nice touches with those cameos, but with regards to that Omega on the screens I half expected Janeway to turn up. That isn't a criticism as it's still a fun mission. It just requires a few tweaks here and there.

    Oh and nice touch with the snowman :D
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  • jodarkriderjodarkrider Member Posts: 2,097 Arc User
    edited September 2014
    Loved the camera effects, and the mission was overall, quite interesting. Maybe a bit on the quicker side, as to how we ended up going to that command ship, to deal with Cooper - that could easily span to more missions, but other than that... if that's how we are going to roll with the Delta Rising, I like it.

    I played it on Elite difficulty, and that usually poses no sweat to me, as far as story missions are concerned especially. so it's my default setting actually. In this case, I was surprised, that mister Undine imposter managed to down me even. Doesn't happen too often, especially not with ground stuff, hence why I'm surprised - but in a good way. Yay for at least some challenge.

    Looking forward to voiceovers & final version of this for sure.

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  • tacofangstacofangs Member Posts: 2,951 Cryptic Developer
    edited September 2014
    coffeemike wrote: »
    The interior looked strange

    In what way? We intentionally modified the layouts of the decks for the actual mind meld bits.
    What didn't look right?




    ereiid wrote: »
    2) seating reticules intermittently misaligned for Voyager bridge seating; seems to depend on camera angle

    Can you elaborate? What do you mean exactly?

    ereiid wrote: »
    3) some Omega screens are reversed on Voyager bridge during final sequence: Tactical/Security station (Starboard), Science (Forward Port).
    I'll take a look.

    ereiid wrote: »
    1) Can we get a MSD for the rear display on the Voyager bridge? That'd really seal the deal on capturing the look

    We're still going to try and get this in, but it's all unscheduled time right now, because there are more important things to fix up.
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  • chaosgod777chaosgod777 Member Posts: 237 Arc User
    edited September 2014
    Ok so, This mission was one of the more interesting ones I've run in a long time in terms of story. When still in the meld I died once facing off with cooper due to neglegance. when I respawned it replayed the intro cinimatic and restarted the mission over, sadly tuvock was no where to be found. I personally think the rifts you must scan are way too close together in the northwest passage. facing the dread, It's attacks wiped out my smaller ship like an escort howevver a larger ship had not too much troubble. my suggestion for that is make the dread target voyager for the most part, they are suposed to be there helping you... On board the dread protecting tuvok is simple until cooper decides he dont want you to get that final console. His secondary fire blast and his AoE burst fire off way too often making it a true hassle to protect tuvock from the horde of undine that come as well. In the end the cutscene with cooper, doesn't end and had to use esc to skip. Did this on elite btw.
  • kamenriderzero1kamenriderzero1 Member Posts: 906 Arc User
    edited September 2014
    It's attacks wiped out my smaller ship like an escort howevver a larger ship had not too much troubble.

    heck, I just sat there in my Oddy tac and pummeled it to death with a Fleet MkXII Tricobalt in heavy 3.
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  • intrinsicalintrinsical Member Posts: 208 Arc User
    edited September 2014
    I could not complete the mission at the objective "Defeat Ensign Kim". What happened was when Ensign Kim started attacking me, I threw a Plasma Grenade at him. This caused him to move away from the warp core, towards one of the consoles on the left side of the engine room. There, he got stuck and became invulnerable to any of my attacks.

    I tried shooting at him, pulsewaved him, lobbing another Plasma Grenade on him, summoned security and pets, nothing could damage him.
  • suuperduudesuuperduude Member Posts: 367 Arc User
    edited September 2014
    All that work to open a door....couldn't I just shoot it?

    And Feline Supplement 74 as a reward?
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  • mbfmbf Member Posts: 31 Arc User
    edited September 2014
    I think it was meant to be humorous, I mean did you see the "commands" you had to do just to open the door?

    And also...
    And Feline Supplement 74 as a reward?
    Known Issues:
    • Cutscenes, text, rewards, and art are not in a final state for this mission.
    • Occasionally, floating costumes parts will appear when a NPC is killed.
  • kamenriderzero1kamenriderzero1 Member Posts: 906 Arc User
    edited September 2014
    you're playing one big, three person mind game, why would anything be easy.
    Everywhere I look, people are screaming about how bad Cryptic is.
    What's my position?
    That people should know what they're screaming about!
    (paraphrased from "The Newsroom)
  • blassreiterusblassreiterus Member Posts: 1,294 Arc User
    edited September 2014
    mbf wrote: »
    I think it was meant to be humorous, I mean did you see the "commands" you had to do just to open the door?

    And also...
    I agree that it was supposed to be humorous, I mean why would you need to descale a herring to open a door?
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  • ereiidereiid Member Posts: 103 Arc User
    edited September 2014
    tacofangs wrote: »
    Can you elaborate? What do you mean exactly?


    Well, if I'd select the Captain's chair to sit in - I'd sit in the Captain's side guest chair. If I'd select the First Officer's seat, I'd sit in the Captain's chair.

    It would work right (mostly), if I was facing the seats dead-on - like, 90* +/- 10.

    It seemed to be more of a problem if I was viewing them at any greater angle, to the point that it was pretty guaranteed if I was looking at them in a straight line.
  • coffeemikecoffeemike Member Posts: 942 Arc User
    edited September 2014
    tacofangs wrote: »
    In what way? We intentionally modified the layouts of the decks for the actual mind meld bits.
    What didn't look right?


    Can you elaborate? What do you mean exactly?


    I'll take a look.


    We're still going to try and get this in, but it's all unscheduled time right now, because there are more important things to fix up.


    I think it looked strange just because of the greenish overlay for the mind meld fishbowl look. It def was unsettling but that was the idea I think. For some reason the door alcoves to me also look like they are missing something but I took a look at still images of the corridors but they are fine.
  • tacofangstacofangs Member Posts: 2,951 Cryptic Developer
    edited September 2014
    ereiid wrote: »
    Well, if I'd select the Captain's chair to sit in - I'd sit in the Captain's side guest chair. If I'd select the First Officer's seat, I'd sit in the Captain's chair.

    It would work right (mostly), if I was facing the seats dead-on - like, 90* +/- 10.

    It seemed to be more of a problem if I was viewing them at any greater angle, to the point that it was pretty guaranteed if I was looking at them in a straight line.

    Ah, I understand now. Unfortunately, that's not something I can fix. But I can at least explain what's going on.

    Here's what you are not seeing: https://farm4.staticflickr.com/3856/14944049157_8a5c188560_b.jpg

    There are little red dudes sitting/standing there already. These are nodes we use to position how/where you will sit, and where you will stand up to, when you get up again. They are invisible, but they're there. They also act as the actual clickie.

    So, when you move your mouse around the chair, when it highlights to sit, you're actually mousing over these invisible dudes.

    That works well when you're facing the chair straight on, or looking down on it from above. But if we have a few chairs lined up (as we do here), and you view from the side, you will often end up with another chair's dude/node in the way, so when you click, you're clicking the other chair's dude. Thusly: https://farm4.staticflickr.com/3895/15127625811_5e06831b0c_b.jpg

    Sorry, I can't do much about it, but hope that helps a bit.
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  • jeffel82jeffel82 Member Posts: 2,075 Arc User
    edited September 2014
    tacofangs wrote: »
    Ah, I understand now. Unfortunately, that's not something I can fix. But I can at least explain what's going on.

    Here's what you are not seeing: https://farm4.staticflickr.com/3856/14944049157_8a5c188560_b.jpg

    There are little red dudes sitting/standing there already. These are nodes we use to position how/where you will sit, and where you will stand up to, when you get up again. They are invisible, but they're there. They also act as the actual clickie.

    So, when you move your mouse around the chair, when it highlights to sit, you're actually mousing over these invisible dudes.

    That works well when you're facing the chair straight on, or looking down on it from above. But if we have a few chairs lined up (as we do here), and you view from the side, you will often end up with another chair's dude/node in the way, so when you click, you're clicking the other chair's dude. Thusly: https://farm4.staticflickr.com/3895/15127625811_5e06831b0c_b.jpg

    Sorry, I can't do much about it, but hope that helps a bit.

    That makes sense - I've encountered this elsewhere in the game.
    You're right. The work here is very important.
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  • valasveladornvalasveladorn Member Posts: 0 Arc User
    edited September 2014
    Taco that is one of the creepiest things I've ever learned in this game. Thank you forever.

    What should we call these invisible horrors that beckon us to their laps? Rearenderman?
  • captainkroncaptainkron Member Posts: 123 Arc User
    edited September 2014
    Seven's AI? Seemed kinda erratic. Seven was jumping all around. It was Seven so hey just glad to have that in game. LOL
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  • lucho80lucho80 Member Posts: 6,600 Bug Hunter
    edited September 2014
    tacofangs wrote: »
    Ah, I understand now. Unfortunately, that's not something I can fix. But I can at least explain what's going on.

    Here's what you are not seeing: https://farm4.staticflickr.com/3856/14944049157_8a5c188560_b.jpg

    There are little red dudes sitting/standing there already. These are nodes we use to position how/where you will sit, and where you will stand up to, when you get up again. They are invisible, but they're there. They also act as the actual clickie.

    So, when you move your mouse around the chair, when it highlights to sit, you're actually mousing over these invisible dudes.

    That works well when you're facing the chair straight on, or looking down on it from above. But if we have a few chairs lined up (as we do here), and you view from the side, you will often end up with another chair's dude/node in the way, so when you click, you're clicking the other chair's dude. Thusly: https://farm4.staticflickr.com/3895/15127625811_5e06831b0c_b.jpg

    Sorry, I can't do much about it, but hope that helps a bit.

    Fascinating.

    On another note, does this bug fall under your department?
    http://sto-forum.perfectworld.com/showthread.php?t=1211141
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