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Official New Kobali Adventure Zone Feedback Thread

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  • mightybobcncmightybobcnc Member Posts: 3,354 Arc User
    edited September 2014
    There are transporter pads around the kobali zone - you can use the one in the city to go to major choke points

    There are?? O.o I saw that pink transporter-looking-thing near the gate but there was no interact prompt when I stepped on it. Other than that I've seen nothing else that looks like a transporter in this zone.

    Joined January 2009
    Finger wrote:
    Nitpicking is a time-honored tradition of science fiction. Asking your readers not to worry about the "little things" is like asking a dog not to sniff at people's crotches. If there's something that appears to violate natural laws, then you can expect someone's going to point it out. That's just the way things are.
  • graysockgraysock Member Posts: 172 Arc User
    edited September 2014
    There are?? O.o I saw that pink transporter-looking-thing near the gate but there was no interact prompt when I stepped on it. Other than that I've seen nothing else that looks like a transporter in this zone.

    you need to complete the story missions to unlock them.
  • damienvryce2damienvryce2 Member Posts: 428 Arc User
    edited September 2014
    Experienced the same issues as described in other posts. i have noticed a minor bug, though. When beaming back to your ship or goinf directly into an STF, all my battery icons in my skills tray vanish. i have to replace the icons every time. No biggie but I thought to mention it.
    STO: Where men are men and the women probably are too.
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  • commanderandercommanderander Member Posts: 78 Cryptic Developer
    edited September 2014
    Hi everyone,

    Just to give you all an update, here are a few fixes that are coming down the pipeline. I can't guarantee when they'll be pushed to Tribble, but they will be coming soon.

    - Strength in Shadows is currently spawning enemies for a 7 player team whenever you activate a device. This has been fixed so that it will spawn enemies appropriate to the players in the area.
    - Fixed the issue where NPC's were not appearing in several Open Missions.

    Another thing that is being changed is the way Mission Escalations worked. On the current verison, mission escalations start as soon as the open mission begins. However, this doesn't really promote good gameplay; instead, it penalizes you for not being omniscient and knowing an open mission was about to start in an area.

    The Mission Escalations will be changed trigger once you've completed a certain percent of the open mission.

    I can't guarantee when these will be put up to Tribble, but these are some of the issues that you're all seeing that we have fixed internally.
    Sean "Commander Ander" McCann - Content Designer
  • sirboulevardsirboulevard Member Posts: 722 Arc User
    edited September 2014
    Just some quick map feed back, in Kobali Temple there are a number of walls taht are not connecting together, letting us see "behind" them. These cracks in the walls need to be fixed.
    [SIGPIC][/SIGPIC]

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  • lcdrmillerlcdrmiller Member Posts: 47 Cryptic Developer
    edited September 2014
    Just some quick map feed back, in Kobali Temple there are a number of walls taht are not connecting together, letting us see "behind" them. These cracks in the walls need to be fixed.

    Yep I noticed these as well. Consider them fixed! =)
    Thanks for the look out!
    Jeff M.
    Environment Artist on Neverwinter Online
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  • toslover#1432 toslover Member Posts: 327 Arc User
    edited September 2014
    Regarding the Kobali Zone, I think it's extremely unfair to limit us to a two-man Away Team, especially when dealing with enemies this difficult. I believe that we should be allowed our full Away Team of four for this mission. If we were doing things that involved a small amount of enemies, I could see the two-man Away Team making sense, but, with these enemies and their level of power, I find a two-man team to be vastly insufficient.
    2rbz410.jpg
  • mightybobcncmightybobcnc Member Posts: 3,354 Arc User
    edited September 2014
    graysock wrote: »
    you need to complete the story missions to unlock them.

    Ah that would explain it, since I'm blocked by At the Gate. I'll see if I can do an instance hop workaround.

    Mesh issue: https://i.imgur.com/YyWwe57.jpg

    Joined January 2009
    Finger wrote:
    Nitpicking is a time-honored tradition of science fiction. Asking your readers not to worry about the "little things" is like asking a dog not to sniff at people's crotches. If there's something that appears to violate natural laws, then you can expect someone's going to point it out. That's just the way things are.
  • tacofangstacofangs Member Posts: 2,951 Cryptic Developer
    edited September 2014
    Regarding the Kobali Zone, I think it's extremely unfair to limit us to a two-man Away Team, especially when dealing with enemies this difficult. I believe that we should be allowed our full Away Team of four for this mission. If we were doing things that involved a small amount of enemies, I could see the two-man Away Team making sense, but, with these enemies and their level of power, I find a two-man team to be vastly insufficient.

    The only way we could allow your full away team, would be to bring down the player cap even further. I don't think that is going to happen.
    Only YOU can prevent forum fires!
    19843299196_235e44bcf6_o.jpg
  • pennylongpennylong Member Posts: 199 Arc User
    edited September 2014
    This is a just out of interest question...

    I think the map looks really nice but there do seem to be a lot of invisible walls that makes me feel like I am being confined to specific paths rather than being able to move freely around some areas of the map. A number of times I've thought oh I'll hop over this ridge only to bounce off nothing and have to go around.

    Is this something that is a requirement of the design of the map or an intentional game mechanic to kind of channel players where they need to be?

    So like with new romulus I feel immersed in a wide open world but here I feel kinda boxed in for example.
  • mikeflmikefl Member Posts: 861 Arc User
    edited September 2014
    tacofangs wrote: »
    The only way we could allow your full away team, would be to bring down the player cap even further. I don't think that is going to happen.

    I would definitely rather have living and breathing players vs. Boffs. I like the way it is now and quite enjoy that the enemies are quite difficult when in large groups as they should be.
    Gold Sub since March 2010
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  • maxxinamaxxina Member Posts: 158 Arc User
    edited September 2014
    Regarding the Kobali Zone, I think it's extremely unfair to limit us to a two-man Away Team, especially when dealing with enemies this difficult. I believe that we should be allowed our full Away Team of four for this mission. If we were doing things that involved a small amount of enemies, I could see the two-man Away Team making sense, but, with these enemies and their level of power, I find a two-man team to be vastly insufficient.

    Well. Its not a singleplayer .) Its a MMO , find someone to team up with you and then its doable with no problem :)
  • ereiidereiid Member Posts: 103 Arc User
    edited September 2014
    Regarding the Kobali Zone, I think it's extremely unfair to limit us to a two-man Away Team, especially when dealing with enemies this difficult. I believe that we should be allowed our full Away Team of four for this mission. If we were doing things that involved a small amount of enemies, I could see the two-man Away Team making sense, but, with these enemies and their level of power, I find a two-man team to be vastly insufficient.


    Hell to the no.

    Compared to the other Adventure Zones (Dyson BZ, Nimbus, New Romulus), chain aggro is seriously the only real functional limitation to survivability that sets Kobali Prime appart.

    Adding BOffs is the one way to make that worse.
  • pottsey5gpottsey5g Member Posts: 4,251 Arc User
    edited September 2014
    Hi everyone,

    Just to give you all an update, here are a few fixes that are coming down the pipeline. I can't guarantee when they'll be pushed to Tribble, but they will be coming soon.

    - Strength in Shadows is currently spawning enemies for a 7 player team whenever you activate a device. This has been fixed so that it will spawn enemies appropriate to the players in the area.
    - Fixed the issue where NPC's were not appearing in several Open Missions.

    Another thing that is being changed is the way Mission Escalations worked. On the current verison, mission escalations start as soon as the open mission begins. However, this doesn't really promote good gameplay; instead, it penalizes you for not being omniscient and knowing an open mission was about to start in an area.

    The Mission Escalations will be changed trigger once you've completed a certain percent of the open mission.

    I can't guarantee when these will be put up to Tribble, but these are some of the issues that you're all seeing that we have fixed internally.
    EDIT: Not sure how that happened wrong thread.
  • sfc#5932 sfc Member Posts: 992 Bug Hunter
    edited September 2014
    pottsey5g wrote: »
    Thanks for the info it’s just a shame half the lobi items are not worth upgrading. Items like the Tethered Quantum miness do half the damage of fleet mines.

    My Fleet mines do 3561.4 per mine, per weapon activation 14,245.6
    My Tethered Quantum 3358.9 per mine, per weapon activation 6,717.8 (Less damage per mine and half as many mines per activation, even with the extra hits from Tethered you end up doing around half the damage)

    Why waste all the resources on upgrading the next to useless lobi weapons? A lot of the lobi items need a good balance pass to make them worthwhile to upgrade. Another one that is extremely poor is the Apex set cannons which lowers your DPS over basic cannons.
    Wrong thread man. This isn't about Upgrading items or how useless they are. Relating to Upgrades, the upgrade system will allow you to upgrade them next.
    pennylong wrote: »
    This is a just out of interest question...

    I think the map looks really nice but there do seem to be a lot of invisible walls that makes me feel like I am being confined to specific paths rather than being able to move freely around some areas of the map. A number of times I've thought oh I'll hop over this ridge only to bounce off nothing and have to go around.

    Is this something that is a requirement of the design of the map or an intentional game mechanic to kind of channel players where they need to be?

    So like with new romulus I feel immersed in a wide open world but here I feel kinda boxed in for example.
    The Kobali are under siege on their own soil from all sides. I think it's kinda appropriate to be literally boxed in.
  • mightybobcncmightybobcnc Member Posts: 3,354 Arc User
    edited September 2014
    pennylong wrote: »
    This is a just out of interest question...

    I think the map looks really nice but there do seem to be a lot of invisible walls that makes me feel like I am being confined to specific paths rather than being able to move freely around some areas of the map. A number of times I've thought oh I'll hop over this ridge only to bounce off nothing and have to go around.

    Is this something that is a requirement of the design of the map or an intentional game mechanic to kind of channel players where they need to be?

    So like with new romulus I feel immersed in a wide open world but here I feel kinda boxed in for example.

    I think at least some of it can be attributed to them not wanting players getting stuck on weird geometry or collision by jumping over things. So far I haven't found any places that I can't escape from but just by looking at how they re-use the rock meshes for terrain (standard practice in games), and have placed artificial structures, I can see how they could end up making weird spots of collision that they just want to wall off to prevent players getting from stuck.

    pottsey5g wrote: »
    *snip*

    Wrong thread is wrong thread.

    Joined January 2009
    Finger wrote:
    Nitpicking is a time-honored tradition of science fiction. Asking your readers not to worry about the "little things" is like asking a dog not to sniff at people's crotches. If there's something that appears to violate natural laws, then you can expect someone's going to point it out. That's just the way things are.
  • graysockgraysock Member Posts: 172 Arc User
    edited September 2014
    So it seems the fix for "At the gates" didn't made it in this patch, to bad but I hope it makes it this week.
  • mightybobcncmightybobcnc Member Posts: 3,354 Arc User
    edited September 2014
    graysock wrote: »
    So it seems the fix for "At the gates" didn't made it in this patch, to bad but I hope it makes it this week.

    Worked for me. Or maybe that was just a side effect of being on tribble moments after the shard came back up.

    Joined January 2009
    Finger wrote:
    Nitpicking is a time-honored tradition of science fiction. Asking your readers not to worry about the "little things" is like asking a dog not to sniff at people's crotches. If there's something that appears to violate natural laws, then you can expect someone's going to point it out. That's just the way things are.
  • s101shikens101shiken Member Posts: 13 Arc User
    edited September 2014
    I appreciate the WWI ambiance but the shaking from the artillery is distracting to say the least.
    Vice Admiral Shiken, Senior Consul of the Council of Athena
  • sirboulevardsirboulevard Member Posts: 722 Arc User
    edited September 2014
    Confirmed - Enemy at the Gates is still broken.
    [SIGPIC][/SIGPIC]

    TRIBBLE Hydra! Hail Janeway!
  • barimanforumsbarimanforums Member Posts: 104 Arc User
    edited September 2014
    There are no enemies at the gate for me to kill. People are standing around waiting for nothing to show up.
  • jodarkriderjodarkrider Member Posts: 2,097 Arc User
    edited September 2014
    Confirmed - Enemy at the Gates is still broken.
    Yup, tried earlier, still broken. :(
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  • mightybobcncmightybobcnc Member Posts: 3,354 Arc User
    edited September 2014
    Typo. A sentence missing the word "and"

    https://i.imgur.com/qrGpJSy.jpg

    I also noticed a couple of instances during cutscenes where my captain doesn't have any subtitles for their portion of dialogue.

    One was either right before or after going to the temple (sorry I didn't think to write it down).

    The other is during Looming Shadows after the player fights off the ambushing Vaadwaur and then downloads the data from their computer, before returning to Commander Sadalore.

    I would also note that the turn-in text in the mission tracker underneath the minimap for Looming Shadows reads "Inform Commander about Vaadwaur Plans" instead of "Inform Commander Sadalore about Vaadwaur Plans"

    Joined January 2009
    Finger wrote:
    Nitpicking is a time-honored tradition of science fiction. Asking your readers not to worry about the "little things" is like asking a dog not to sniff at people's crotches. If there's something that appears to violate natural laws, then you can expect someone's going to point it out. That's just the way things are.
  • graysockgraysock Member Posts: 172 Arc User
    edited September 2014
    s101shiken wrote: »
    I appreciate the WWI ambiance but the shaking from the artillery is distracting to say the least.

    good thing there is an option to disable screen shaking. :P
  • captmasoncaptmason Member Posts: 42 Arc User
    edited September 2014
    During the Disarming Situation I have found that some of the mines do not seem to activate a prompt in anyway. These mines also seem to explode almost immediately upon entering their explosive radius.
    Executive Officer of the 1279th Imperial Assault Command
    Fleet Admiral Mason
  • azmodeasazmodeas Member Posts: 132 Arc User
    edited September 2014
    Enemy at the gates , portion of Calvary. Still broken as reported by several others. Same situation . no one to murder with a party totting pulsewave weapons . And no third kobali injured to rescue.
  • commanderandercommanderander Member Posts: 78 Cryptic Developer
    edited September 2014
    The fix for this should be coming up in our next Tribble push, which should be tomorrow as long as nothing catastrophic happens.
    Sean "Commander Ander" McCann - Content Designer
  • duncanidaho11duncanidaho11 Member Posts: 7,980 Arc User
    edited September 2014
    I've been on the ground for about a minute but already the camera shake (in the main city area, from the nearby artillery fire/explosions) is getting to be VERY, VERY obnoxious. Definitely needs to be removed (sound effect is sufficient to set the mood) or made about 1/20th as frequent.
    Bipedal mammal and senior Foundry author.
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  • mandoknight89mandoknight89 Member Posts: 1,687 Arc User
    edited September 2014
    I've been on the ground for about a minute but already the camera shake (in the main city area, from the nearby artillery fire/explosions) is getting to be VERY, VERY obnoxious. Definitely needs to be removed (sound effect is sufficient to set the mood) or made about 1/20th as frequent.

    Turning off camera shake is already an option.
  • commanderandercommanderander Member Posts: 78 Cryptic Developer
    edited September 2014
    We're lowering the camera shake in the city area, it is fixed internally and will be pushed in one of our builds.
    Sean "Commander Ander" McCann - Content Designer
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