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Imaginary Patch Notes

zubo100zubo100 Member Posts: 16 Arc User
Dear all,

Below you will find my personal "this would fix it" patch notes. I think most of them could be implemented fairly quickly. If you want you can join me and post your own. Perhaps this way we can point out the most pressing issues that we currently face.

I should point out that I have no idea about PvP so the things I made up do not take any needed changes there into account.

Patch notes

Bug fixes:

- The Mac client now works
- The quickbar is now fixed
- Fixed several crashes
- Borg red alters now spawn enemies correctly
- All known issues are fixed
- All items now upgrade correctly
- Several additional minor bugfixes

Upgrade System:

- When at max rank (MK XIV) the rarity upgrade chance increases by an additional 20% every time an upgrade fails
- All non-unique space weapons now require the same amount of points to upgrade

Specialization:

- Specialization XP gain is now shared account wide and you start gaining specialization XP at level 1 if you have at least on character above level 50. This only affects XP gain, you can still spend points individually on every character and only if said character is above level 50.


R&D System:

- A critical success on any R&D project now doubles the original R&D experience reward

PvE :

- Normal difficulty R&D rewards now reward 1 very rare crafting material
- Advanced difficulty R&D rewards now reward twice the "normal" reward (2 very rare, twice the amount of rare, etc.)
- Added a 50% chance for a Salvaged Technology reward to advanced R&D rewards
- Elite difficulty R&D rewards now reward twice the "advanced" (4x normal) reward (100% for Salvaged Technology, 4 very rare, etc.)

- All elite space NPCs (this does not include structures) had their HP reduced by ~25% and their outgoing damage of non-special attacks increased by 50%
- Borg STF NPCs have now access to several abilities they assimilated from other species. Be prepared.

Balance:

- All space energy weapons now have the same falloff in damage with respect to distance to the target. This change mostly affects Cannons. (Buff to cannon damage at range)
- The base damage of all torpedoes has been increased by 15%
- The base damage of all mines has been increased by 30%
- The base projectile speed of all non-target-able/non-avoidable torpedoes has been increased by 50%
- The damage component of all science and engineering abilities has been increased by 20%, several under-performing skills have received additional increases in damage.
- All self-buffing engineering and science captains space abilities had their durations increased.
- Increased the shield modifier on most cruisers and science ships.
- Reworked crew mechanic:
- Crew is now disabled at 10% the rate as before
- Crew death (non replenish-able in combat) is now 20% of before and can not exceed 50% of total crew.
- Crew now replenishes at 20% the rate as before in combat, 200% out of combat
- Having more than 50% crew reduces duration of all debuffs/hostile over time effects on your ship (up to 50% at 100% crew)
- Having less than 50% crew increases duration of all debuffs/hostile over time effects on your ship (up to 50% at 0% crew)
- Having less than 10% crew increases all cooldowns by 25%
- Reduced crew of all Scimitar variants to 1000.


I think that covers the most pressing issues and relaxes some of the most grindy features a bit.
Post edited by zubo100 on

Comments

  • willamsheridanwillamsheridan Member Posts: 1,189 Arc User
    edited November 2014
    What about this?

    -R&D 20 h projects now reward 10000 Technologypoints instead of 6000
    - Romulan, Jem`Hadar, Breen and Hierarchy Boffs now have access to all Uniforms unlocked by the player. (including Khan, Romulan senate Robe and Off Duty)

    - All XP rewards have been increased to the same amount they had prior to Delta Rising at Level 50 but are increasing with Level to 1.5 times the amount they had prior to Delta Rising

    -Dilithium Rewards have been Increased by 50% but all Requirements have been lowered by 20%

    -STF Objectives are Optional again
    -STF Siffivulty has been decreased. Advanced is now the same as the Old Elite

    -All STFs now reward either Dilithium or Lobi Crystals

    -DOff assignments are now Available in the Delta Quadrant, the Jenolan Sphere and the Delta Command
  • banatinebanatine Member Posts: 250 Arc User
    edited November 2014

    - All XP rewards have been increased to the same amount they had prior to Delta Rising at Level 50 but are increasing with Level to 1.5 times the amount they had prior to Delta Rising

    -Dilithium Rewards have been Increased by 50% but all Requirements have been lowered by 20%

    -STF Objectives are Optional again
    -STF Siffivulty has been decreased. Advanced is now the same as the Old Elite

    These would be literally the best things ever. Especially the first. Coz i'd love to play What lied beneath later today, if i wasn't still about 2 weeks away from getting to lvl 60 and actually playing any of the DR storyline.
    Real Temporal Operative: Purchased the Special Temporal Agent pack before it was even officially announced!
  • grouchyotakugrouchyotaku Member Posts: 0 Arc User
    edited November 2014
    zubo100 wrote: »
    Dear all,

    Below you will find my personal "this would fix it" patch notes. I think most of them could be implemented fairly quickly......

    Obviously, you've never worked on a large software project. These things are always considerable more complicated then first appearance from a layman...
  • humblesheephumblesheep Member Posts: 423 Arc User
    edited November 2014
    Wow! I could see all my friends coming back if this was true.
  • edited November 2014
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  • wilbor2wilbor2 Member Posts: 1,684 Arc User
    edited November 2014
    Wow! I could see all my friends coming back if this was true.

    Most would come back if half of it was true.
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  • jaymclaughlinjaymclaughlin Member Posts: 630 Arc User
    edited November 2014
    zubo100 wrote: »
    Dear all,
    Patch notes

    Bug fixes:

    - The Mac client now works

    This is literally all I want to make me happy!
    animated.gif
  • cpc2011acpc2011a Member Posts: 0 Arc User
    edited November 2014
    Imaginary fix to the not so imaginary skill tray shuffle mini-game....oh wait , they already did that imaginary fix.
  • hartzillahartzilla Member Posts: 1,177 Arc User
    edited November 2014
    zubo100 wrote: »
    Specialization:

    - Specialization XP gain is now shared account wide and you start gaining specialization XP at level 1 if you have at least on character above level 50. This only affects XP gain, you can still spend points individually on every character and only if said character is above level 50.

    Um, specialization points are a level 50 plus thing becuase they basically take over for leveling.
  • betayuyabetayuya Member Posts: 1,059 Arc User
    edited November 2014
    R&D System:

    - All upgrade costs have had their prices reduced by %50.
    - Very rare component costs have been reduced by %20.
    - All XP gains have been increased by %25 and all quality increase now gives at least %1 extra gain per upgrade component used.

    General

    - All Ground combat XP has been increased by %100 and all Space combat XP have been increased by %50
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  • englishnodenglishnod Member Posts: 197 Arc User
    edited November 2014
    cpc2011a wrote: »
    Imaginary fix to the not so imaginary skill tray shuffle mini-game....oh wait , they already did that imaginary fix.

    You mean you do not enjoy the skill bar shuffle game? it is the IN THING with the in game mini gamesi enjoy it very much!

    now we just need 16 more people to say they enjoy it then we will be having 17x to much fun and it will get nerfed :p
  • cpc2011acpc2011a Member Posts: 0 Arc User
    edited November 2014
    englishnod wrote: »
    You mean you do not enjoy the skill bar shuffle game? it is the IN THING with the in game mini gamesi enjoy it very much!

    now we just need 16 more people to say they enjoy it then we will be having 17x to much fun and it will get nerfed :p

    Damnit now I sprayed coffee all over my keyboard...thanks a LOT lmao
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  • englishnodenglishnod Member Posts: 197 Arc User
    edited November 2014
    cpc2011a wrote: »
    Damnit now I sprayed coffee all over my keyboard...thanks a LOT lmao

    would you like a telaxian outfit to clean that up with?
  • stardestroyer001stardestroyer001 Member Posts: 2,615 Arc User
    edited November 2014
    zubo100 wrote: »
    Dear all,

    Below you will find my personal "this would fix it" patch notes. I think most of them could be implemented fairly quickly. If you want you can join me and post your own. Perhaps this way we can point out the most pressing issues that we currently face.

    I should point out that I have no idea about PvP so the things I made up do not take any needed changes there into account.

    Patch notes

    ...

    Balance:

    - All space energy weapons now have the same falloff in damage with respect to distance to the target. This change mostly affects Cannons. (Buff to cannon damage at range)
    - The base damage of all torpedoes has been increased by 15%
    - The base damage of all mines has been increased by 30%
    - The base projectile speed of all non-target-able/non-avoidable torpedoes has been increased by 50%
    - The damage component of all science and engineering abilities has been increased by 20%, several under-performing skills have received additional increases in damage.
    - All self-buffing engineering and science captains space abilities had their durations increased.
    - Increased the shield modifier on most cruisers and science ships.
    - Reworked crew mechanic:
    - Crew is now disabled at 10% the rate as before
    - Crew death (non replenish-able in combat) is now 20% of before and can not exceed 50% of total crew.
    - Crew now replenishes at 20% the rate as before in combat, 200% out of combat
    - Having more than 50% crew reduces duration of all debuffs/hostile over time effects on your ship (up to 50% at 100% crew)
    - Having less than 50% crew increases duration of all debuffs/hostile over time effects on your ship (up to 50% at 0% crew)
    - Having less than 10% crew increases all cooldowns by 25%
    - Reduced crew of all Scimitar variants to 1000.


    I think that covers the most pressing issues and relaxes some of the most grindy features a bit.

    These are terrible suggestions. Increase torp damage by 15%? We already have problems with insta-ganking with the Neutronic torp. Increasing the damage component of sci and eng abilities is the worst way to go. It should be the other way around; increase the defense component of sci and eng powers, and fix Aceton Beam and CPB so they aren't so lousy. Also, increasing sci and eng captain abilities' durations seems rather pointless. We don't have a problem with the duration anyhow.

    Anything you do in terms of suggestions must take into account everybody that will be affected - including PvP players, as well as the other groups (RPs, etc). Everything you suggest has repercussions down the road.
    stardestroyer001, Admiral, Explorers Fury PvE/PvP Fleet | Retired PvP Player
    Missing the good ol' days of PvP: Legacy of Romulus to Season 9
    My List of Useful Links, Recently Updated November 25 2017!
  • crazyned1066crazyned1066 Member Posts: 198 Arc User
    edited November 2014
    How about restoring the game to where it was in August?

    I'd gladly do without all the "fun" features and content that we introduced with DR.
  • betayuyabetayuya Member Posts: 1,059 Arc User
    edited November 2014
    I'd gladly do without all the "fun" features and content that we introduced with DR.

    Tosk couldn't agree more lol
    eywdK7c.jpg
  • betayuyabetayuya Member Posts: 1,059 Arc User
    edited November 2014
    bump (it was a good thread... lol sorry)
    eywdK7c.jpg
  • mustrumridcully0mustrumridcully0 Member Posts: 12,963 Arc User
    edited November 2014
    • Each time you level or gain a specialization, one person is cured of cancer
    • Double Skill Point event until no more people have cancer.

    Known Issues:
    • Cured people may temporarily experience nausea or euphoria.
    Star Trek Online Advancement: You start with lowbie gear, you end with Lobi gear.
  • admiralkristovadmiralkristov Member Posts: 325 Arc User
    edited November 2014
    Known issues:
    • There are posts on the forum that whine about anything from the height of a chair to NPCs looking different after 30-40 years.
    • Playing for free sometimes requires some effort.
    • There is still a KDF faction.
  • orangeitisorangeitis Member Posts: 5,222 Arc User
    edited November 2014
    I haven't found a game yet in my almost decade-old experience with MMOs that reached that level of bug fixing.
  • betayuyabetayuya Member Posts: 1,059 Arc User
    edited November 2014
    Known issues:

    High Frequency sounds still make people angry, extreme bass still causes organ damage.
    No Real Life ships are available at this time or are non functional.
    Forum PVP Gear stats don't display proper texts.
    Some fires are still breaking out all over the place.
    People still dying of starvation in other parts of the world where others are worried about standing up.
    Rebellious gnashing of teeth still occurs at random.

    lol :D
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  • xapocalypseponyxxapocalypseponyx Member Posts: 577 Arc User
    edited November 2014
    It would be nice to see the crew mechanic function as it should, with a higher crew compliment being a bonus, not a liability.
    Anything you do in terms of suggestions must take into account everybody that will be affected - including PvP players, as well as the other groups (RPs, etc). Everything you suggest has repercussions down the road.

    Easy enough to address the PvP issue. Just need an asterisk on torpedoes. (*Does 1/10 damage to players) Then they can be useless in PvP as well.

    Honestly though, my issue with torpedoes is on ships not using DHCs and slow turning whales. In other words, ships in which you lose firepower to launch a torpedo, as well as essentially lose a weapon slot when the torpedo(s) can't be fired.

    A torpedo modifier, much like the shield modifier, to buff torpedo yield on such boats would be nice.
  • flash525flash525 Member Posts: 5,441 Arc User
    edited November 2014

    Tailor System

    • The Tailor has been enabled for various unique Bridge Officers.
      • This includes customization options for the following:
        • Embassy Purchased Romulan Officers
        • Cloaked Intentions Reman Science Officer
      • The above Bridge Officers are limited to wearing the allegiance costumes of your player faction, in addition to costumes already owned.
        • Republic Costumes cannot be worn unless you are playing with a Republic character.


    Upgrade System
    • Players can now choose their item modifiers upon upgrading.
    • Item upgrades no longer cost Dilithium to upgrade. Instead, EC is used.
      • Dilithium cost is only applied if the players desire is to upgrade the rarity of said item.
        • A player wanting to upgrade a (very rare) Mk XII Beam Array to (very rare) Mk XIII Beam Array can do so with EC alone.
        • A player wanting to upgrade a (very rare) Mk XII Beam Array to (ultra rare or epic) Mk XIII Beam Array will need to submit a dilithium contribution to their upgrade project.


    Feature Starships
    • Mirror Ships are now upgradable to match the existing upgrade system
    • The Fleet Star Cruiser has had a Boff Seating adjustment.
      • The Lieutenant Science has been swapped with the Lt.Cmd Engineering seating.


    The Romulan Republic
    • Has been practically completed to the best of our ability.
      • The Duty Officer System now works properly.
        • Federation and Klingon Doffs can now be directly exchanged for Republic Doffs of the same type and rarity.
        • All Star Cluster Assignments offer a unique Republic Doff instead of the Federation or Klingon counterpart.
      • The Bridge Officer System now works properly.
        • The Republic Bridge Officer icon now displays a small Federation or Klingon logo in the bottom left corner so that Republic players buying a Republic Bridge Officer from the exchange can distinguish between the two.
        • A unique Suliban Intelligence Bridge Officer has been added to the C-Store.
          • From your purchase, you are rewarded with a Token. Upon turning in the Token, you get a choice of career and gender options.
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  • coolheadalcoolheadal Member Posts: 1,253 Arc User
    edited November 2014
    hartzilla wrote: »
    Um, specialization points are a level 50 plus thing becuase they basically take over for leveling.

    But after you grind up to 61, 62, and etc you only get magic 1 to use ton specialize features. Which should be really 10 points out of that large number you need to reduce to get that 1 point to use.

    So bottom line reads if the patch notes read 50% increase then 20% lowered = 30% increase then.
    [SIGPIC][/SIGPIC]

    Time will only tell!
  • hyperionx09hyperionx09 Member Posts: 1,709 Arc User
    edited November 2014
    - All space energy weapons now have the same falloff in damage with respect to distance to the target. This change mostly affects Cannons. (Buff to cannon damage at range)
    That makes zero sense whatsoever and ruins the balance between beam boats and cannon boats.

    It also doesn't make sense given that a continuous beam should have less energy drop off than a self-contained globule of energy.

    Instead, Rapid Fire should be the ability that temporarily allows less damage drop-off at range due to basically overcharging the cannons to put more firepower and shots out there. It would also make it a bit more useful the way Beam Overload is currently somewhat useful. Maybe have it also take power from Aux to reduce and offset the weapon drain. This would still keep the balance of having powerful but micro-managed cannon vape builds, since unlike BO, it affects the firing duration rather than one shot.
This discussion has been closed.