test content
What is the Arc Client?
Install Arc

Official New Kobali Adventure Zone Feedback Thread

13

Comments

  • duncanidaho11duncanidaho11 Member Posts: 7,980 Arc User
    edited September 2014
    Turning off camera shake is already an option.

    Yes but you shouldn't have to use the nuclear option to avoid one poorly tuned SFX in one location.

    Anyway, good to hear about the artillery rumbling being tuned down. The city area should make for a good social zone but ATM you just want to run away from it. :P
    Bipedal mammal and senior Foundry author.
    Notable missions: Apex [AEI], Gemini [SSF], Trident [AEI], Evolution's Smile [SSF], Transcendence
    Looking for something new to play? I've started building Foundry missions again in visual novel form!
  • geekguy79geekguy79 Member Posts: 209 Arc User
    edited September 2014
    Well I finally got past enemy at the gates, jus changed instances to one with only 3 people in it, and that worked for me.

    Now, I'm stuck on the very last, I think, mission, The Last Stand, clear the enemy base and destroy the chemical stockpile, or something. I go to the area, some kind of progress bar flashes on the screen for just a second, then vanishes, and nothing happens. It flashes again a minute later, and nothing happens. Have tried changing instances, beaming out to space and back in, nuthin, won't work at all for me.
  • mirrorchaosmirrorchaos Member Posts: 9,844 Arc User
    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.

    could you completely eliminate it? the camera shaking is not doing any good to my vision and head and frankly its not needed to tell the story.

    cant progress past "The Cavalry" it appears to be bugged out when i got it, immediately it shows:

    [dot] the defenders

    [tick] defeat incoming vaadwuar

    [dot] recover wounded soldiers (2/3)

    you have a small range to travel around before it closes around the bridge out the city to the battlefield, i cant see another wounded soldier in that area.

    so reported as confirmed by the others.
    T6 Miranda Hero Ship FTW.
    Been around since Dec 2010 on STO and bought LTS in Apr 2013 for STO.
  • mirrorchaosmirrorchaos Member Posts: 9,844 Arc User
    edited September 2014
    Turning off camera shake is already an option.

    tried that, it dont work.
    T6 Miranda Hero Ship FTW.
    Been around since Dec 2010 on STO and bought LTS in Apr 2013 for STO.
  • bareelbareel Member Posts: 3 Arc User
    edited September 2014
    tried that, it dont work.

    Camera shake in games gives me migraines. I am hoping it still having the effect even when camera shake is disabled is merely an oversight.
  • mirrorchaosmirrorchaos Member Posts: 9,844 Arc User
    edited September 2014
    bareel wrote: »
    Camera shake in games gives me migraines. I am hoping it still having the effect even when camera shake is disabled is merely an oversight.

    i wasnt far from getting one with all that camera shaking, i endured it for about 20 minutes until part of the ground war got bugged, i also had initial feelings of dizziness as well throughout that, so yeah, while cryptic cant control that part they can control the source of the issue.
    T6 Miranda Hero Ship FTW.
    Been around since Dec 2010 on STO and bought LTS in Apr 2013 for STO.
  • commanderandercommanderander Member Posts: 78 Cryptic Developer
    edited September 2014
    The camera shake's radius and intensity have been lowered dramatically internally; you should now only see a slight shake when you're very close to the walls where the explosions are happening. You won't experience the shake near the area where the main contacts are.

    I will give you all an update when the change is up on Tribble; when it is, please check it out and give us your feedback regarding the changes in the shake - is it better, worse, or the same? Based on that, we'll see if we need to do anything else to the shake.
    Sean "Commander Ander" McCann - Content Designer
  • trygvar13trygvar13 Member Posts: 697 Arc User
    edited September 2014
    Yup, confirming. Got the same bug with 'At the Gates'. No enemies appear, nothing.

    Similar problem. There were like 20 of us on the bridge waiting for the Vaudwaar to appear but they never did. There was a mesage in the mission log telling me to Recover Wounded Soldiers 2/3... I did not even remember "recovering" a single one.
    Dahar Master Qor'aS
  • duncanidaho11duncanidaho11 Member Posts: 7,980 Arc User
    edited September 2014
    trygvar13 wrote: »
    Similar problem. There were like 20 of us on the bridge waiting for the Vaudwaar to appear but they never did. There was a mesage in the mission log telling me to Recover Wounded Soldiers 2/3... I did not even remember "recovering" a single one.

    Until the fix goes out just wander. You'll find something to shoot soon enough. :P

    Anyway as far as kobali zone gameplay goes I've been finding it rather extremely...amazing (ie. appropriately balanced and structured to promote the best possible ground gameplay experience I've seen so far in STO). Playing a KDF engineer with orbital devistation works particularly well in every respect (storming trenches with the honor guard pulsewave is simply brilliant) and so far I haven't encountered any other bugs or issues (beyond the camera shake) except one. (edit that: two)

    In the one Found mission where you have to disable Vaadwuar cloaking generators I was only able to find one of the devices (so I completed it by returnning to that first device once it reset.) I doubt this was a glitch but even with a keen eye and a good bit of wandering it wasn't clear to me just where I might find any others (since the zone placed on the map was rather broad.)

    A smaller search area and a more direct correlation with some piece of local geography/strategic assets (ie. friendly emplacements or high ground) might be advisable in this case.



    And one more thing, when tending wounded by the city gate some of the Kobali soldiers coming in disappear without entering into that "going into shock" state. It doesn't happen frequently enough to prevent the event from being successfully completed (though so far I've seen it happening every time I've been there), but it is a rather annoying glitch (particularly when you have an overabundance of players participating and therefore a shortage of patients).
    Bipedal mammal and senior Foundry author.
    Notable missions: Apex [AEI], Gemini [SSF], Trident [AEI], Evolution's Smile [SSF], Transcendence
    Looking for something new to play? I've started building Foundry missions again in visual novel form!
  • damzelltrilldamzelltrill Member Posts: 443 Arc User
    edited September 2014
    Worked fine for me now, though there needs to be a slightly easier way to get to the Temple. I was wiped out about a half dozen times trying to get there.
    A Trill, a Gorn, a Jem'Hadar, Bejoran and a Voth walk into a bar, and the Bartender asks "What is this a Joke?"
    "Nope, just my away team" the trill replies before ordering a round for the bar.
  • mightybobcncmightybobcnc Member Posts: 3,354 Arc User
    edited September 2014
    On the one hand, 10-15 minutes to defend the turrets during the 'random event' seems rather extreme, but on the other it gives time for players from far corners of the map to get there.. But at the same time I don't think players will do that. They will only come over to that area if they are already somewhat close to it. I don't think the reward is high enough to justify doing it for that long or to justify running across the map for it.

    TL;DR: I'm not sure how to feel about this. :P

    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.
  • koves1koves1 Member Posts: 0 Arc User
    edited September 2014
    I believe it was the second to last scene in the cutscene when first arriving...

    "You and several others will be the leading our forces here."

    Superfluous "the" in the sentence.
  • graysockgraysock Member Posts: 172 Arc User
    edited September 2014
    At the gates sadly is still broken, with the same error, despite patch notes say there was a fix applied.
  • hyplhypl Member Posts: 3,719 Arc User
    edited September 2014
    At the Gates still broken. Cannot progress with Breaking the Wall.
  • bendalekbendalek Member Posts: 1,781 Arc User
    edited September 2014
    Just got to Kobali Prime and ... I LOVE IT! ...

    Ok ... At the gates worked perfectly for me, though I did have to wait about 60 secs for the second wave of enemies to spawn. The third "injured soldier" spawned behind me, almost "inside" the gate, so it was lucky I turned around, otherwise I wouldn't have seen him.

    The "Found Mission" to disable the cloaking devices and kill the "infiltrators" takes a long time to reset the "device" particularly if there are several other players also doing it at the same time.

    I most definetly would NOT change the aggro and spawn rate in this area!

    It is totally friggin' intense and AWESOME and some of the most fun I've ever had in a Ground BZ.

    I admit I'm a HUGE fan of the Dyson BZ, because I took the time to actually learn how to play it, and unlike many (read: most) I haven't skilled or trait'd purely for Space Combat.

    It's Brilliant! ...

    Having said that, it does need a LOT of cleaning up, as there seems to be a significant amount of "hidden triggers" that drive your BoFF's absolutely crazy!

    One area for instance in the City is the "Triage" area. There must be a lot of "little trigger dudes" hidden there (obviously for the "wounded" to spawn onto) but almost all BoFF's spend their time doing "Enter the Dragon" Flying kicks trying to avoid those "hidden triggers". ...

    Similar things happen elsewhere in the city, and the pathfinding in the "trenches" is also very difficult for BoFF's. I did have to go find, and remind my BoFF's who they are supposed to be staying close to several times, as they did get sidetracked with enemies frequently, so perhaps a "distance from player" trigger needs to be added or adjusted in this area, so that they will break all engagements once you are a certain distance from them.

    ...

    I loved the "Repair the Turrets" mini mission, and once we had several players join the fray it was intense!

    I especially like the "Escalation" we got ... Seeing dozens of players "charging the enemy lines across the river" was so totally cool, and then we dived into the "trenches". It was just ... EPIC ... to see and play!

    All up though, so far it seems like it's going to be fantastic, when it's finished!
    Oh, hoho hohhhhh, Oh,, hoho, hohhhhh
    My%20STO%20Sig%20Clear_zps5etu86s1.png
  • arabaturarabatur Member Posts: 410 Arc User
    edited September 2014
    bendalek wrote: »
    Just got to Kobali Prime and ... I LOVE IT! ...

    Ok ... At the gates worked perfectly for me, . . . .snip

    You are confusing Defend the Gates with the much later and still bugged mission.
    Definitely not an Arc User.
  • duncanidaho11duncanidaho11 Member Posts: 7,980 Arc User
    edited September 2014
    The camera shake's radius and intensity have been lowered dramatically internally; you should now only see a slight shake when you're very close to the walls where the explosions are happening. You won't experience the shake near the area where the main contacts are.

    I will give you all an update when the change is up on Tribble; when it is, please check it out and give us your feedback regarding the changes in the shake - is it better, worse, or the same? Based on that, we'll see if we need to do anything else to the shake.

    The frequency and intensity are much improved but it still seems like its affecting too large an area. I was getting significant camera shake over by the tailor for example and to me it seems like it shouldn't be present that far beyond the first set of stairs (up to the main area past triage).

    Also, is there any chance we could get a transportation system? Otherwise there's going to be some fairly significant player population problems the further you head out from the City (besides being annoying to move about the map)
    Bipedal mammal and senior Foundry author.
    Notable missions: Apex [AEI], Gemini [SSF], Trident [AEI], Evolution's Smile [SSF], Transcendence
    Looking for something new to play? I've started building Foundry missions again in visual novel form!
  • sirboulevardsirboulevard Member Posts: 722 Arc User
    edited September 2014
    Also, is there any chance we could get a transportation system? Otherwise there's going to be some fairly significant player population problems the further you head out from the City (besides being annoying to move about the map)

    You unlock transporters as you progress through the story chain.


    That said, regarding Enemy at the Gate: last night I had the progress bar but no marker or enemies.
    [SIGPIC][/SIGPIC]

    TRIBBLE Hydra! Hail Janeway!
  • mirrorchaosmirrorchaos Member Posts: 9,844 Arc User
    edited September 2014
    a dev asked for a response on the upgraded shaking issue a few days back, the only place that shakes is around the shield to the city other then that, everything else seems a lot better.

    oh and those mines to disarm, quite a pain with quick spawning enemy pats and other mines. you could end up dead quickly by just being in the wrong location not expecting another mine to appear so soon, bam!
    T6 Miranda Hero Ship FTW.
    Been around since Dec 2010 on STO and bought LTS in Apr 2013 for STO.
  • chaosgod777chaosgod777 Member Posts: 237 Arc User
    edited September 2014
    i just completed (I think) Kobali Prime. In terms of flow it went rather smoothly, It wasn't until I was in to the upper hills that I started to get missions glitch a bit. Breaking the wall i think it was called, I waited to do it for ove an hour and it never showed up, switching phases corrected the issue however I have to think what if there was no phase to switch to. The second mission that I had troubble with the last one in the ser (I think) where you go destroy the chemical and fight the tank walker thing. At the end I recieved my reward for completing it however it kept popping up awarding me constantly. However nice this glitch is It impedes any further progress. The ship was beautiful and I was surprised to get an acolade for walking under it.
  • duncanidaho11duncanidaho11 Member Posts: 7,980 Arc User
    edited September 2014
    You unlock transporters as you progress through the story chain.

    Well I think you can probably guess why I haven't gotten that far yet with the story chain. :P
    Bipedal mammal and senior Foundry author.
    Notable missions: Apex [AEI], Gemini [SSF], Trident [AEI], Evolution's Smile [SSF], Transcendence
    Looking for something new to play? I've started building Foundry missions again in visual novel form!
  • commanderandercommanderander Member Posts: 78 Cryptic Developer
    edited September 2014
    Hi guys,

    Thanks for the feedback on the shakes, if anyone else has any issues (or if I missed a post about there still being an issue), please let me know.

    I'm going to continue investigating the issue with the OM's in the mountain area not completing properly. I'll give you all an update when you can expect some more tweaks to it.
    Sean "Commander Ander" McCann - Content Designer
  • wanderer89wanderer89 Member Posts: 0 Arc User
    edited September 2014
    I too had the bug with Breaking the Walls. I still carried on and walked under the Vaadwaur cruiser. Nice design. I love the scenery at the top of the Mountain looking across the region.

    For the most part I really enjoy the Kobali adventure zone and I think it is definitely an improvement of the Voth Dyson Sphere one we saw earlier.

    My only other critique is that every Kobali Male and Female look the same. Having not seen Voyager for many years I don't remember this being an actual race trait?
    THE ARTIST FORMALLY KNOWN AS TRYULIS
    Vice Admiral Dir Sonatra, I.R.W. Kholairlha, Scimitar Class Warbird
    Vice Admiral Oshin S'ree, USS Steamrunner, Steamrunner Class

    TEN FORWARD FLEET
  • captz1ppcaptz1pp Member Posts: 931 Arc User
    edited September 2014
    Could there be missions in the Kobali city for eng's to examine the Vaadwaur equipment, and for sci's to do medical tasks and counseling when they aren't working with tac players?
  • commanderandercommanderander Member Posts: 78 Cryptic Developer
    edited September 2014
    The Kobali costumes are still a work in progress. Our character artists are doing a fantastic job with them so far, I can't wait for you all to see the final product! At the moment, all males are using one costume, and all females are using another. This will be changed once our character art team is done with the Kobali.
    Sean "Commander Ander" McCann - Content Designer
  • suuperduudesuuperduude Member Posts: 367 Arc User
    edited September 2014
    Tried playing Breaking the Wall, but my BOFFs kept resetting it when they ran out to kill the enemy. I eventually set a rally point. Then other people came, and their BOFFs ran out of the choke point....and well it's not hard to see the infinite loop here. Plus griefers purposely bugging it out, but I digress.


    Also, Last Stand is also in an infinite loop where it just finishes and resets finishes and resets.
    --
    Lion Heart of Hammer Squadron
  • graysockgraysock Member Posts: 172 Arc User
    edited September 2014
    Tried playing Breaking the Wall, but my BOFFs kept resetting it when they ran out to kill the enemy. I eventually set a rally point. Then other people came, and their BOFFs ran out of the choke point....and well it's not hard to see the infinite loop here. Plus griefers purposely bugging it out, but I digress.


    Also, Last Stand is also in an infinite loop where it just finishes and resets finishes and resets.

    it resets at random even when you and your boff stay in the zone and noone other is around, seems as the mobs you killed despawn mission gets reset.
  • commanderandercommanderander Member Posts: 78 Cryptic Developer
    edited September 2014
    Hey guys,

    Can you please post screenshots or more details of what you're seeing?

    I'm having difficulty tracking down why these two missions are breaking, as we are only seeing this happen on Tribble and not internally. They are set up similarly to previous open missions, which are not being affected by this issue. The hope was that the fix put in on Tuesday's push would kickstart the mission if it failed.

    The fact that it is now constantly resetting is fantastic, as it gives us another clue as to what is going wrong. I'll continue to look into this, and we will see if we can finally track down this rather elusive (and annoying) bug. If you see it, please post screenshots or further details of when you saw it reset. The current details that you all posted were fantastic, so please keep them coming.
    Sean "Commander Ander" McCann - Content Designer
  • bwemobwemo Member Posts: 257 Arc User
    edited September 2014
    As soon as the final monster in the last stand mission (the tank monster that spawns near the Vaadwaur ship) is defeated, literally the first time after tribble comes up, the mission fails to complete in log, all the Vaadwaur around the chemical stacks you have to plant bombs on depop, the mission requeues on your screen (the progress bar for last stand) and then disappears.

    A few seconds go by, the Vaadwaur at the console reappear, begin fighting for 5-10s, then depop regardless of their health. Thus begins the endless loop. Prior to yesterday, sitting there for a long period of time compounded the exp recieved from 384 (starting) to nearly 4k every 20-30s. Thanks for helping me test your spec tree on day one, please see other thread for lots of stuff thats broken :P. Now its just a constant 1800~ exp per reset.

    Easy way to see this happen:

    1. Accept the mission "With Our Last Breath"
    (also you can share this mission with people lv 53, prolly another oops)
    2. Run to Vaadwaur ship on top of Kobali ground
    3. Shoot a couple of the mobs around the chemical area to build to Tier IV credit (just once)
    4. Rally boffs infront of you (gotta be safe)
    5. Turn on a movie
  • suuperduudesuuperduude Member Posts: 367 Arc User
    edited September 2014
    In this screen shot you can see that when the enemies engage the choke point never changes to a contested color.
    --
    Lion Heart of Hammer Squadron
Sign In or Register to comment.