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TRIBBLE Maintenance and Release Notes - January 13, 2015

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  • battykoda0battykoda0 Member Posts: 959 Arc User
    edited January 2015
    I do believe someone has pointed this out already but Gravity Well 3 is in the Lt Commander chair and Hazard Emitters 3 is in the Lieutenant chair while Photonic Officer 1 has been completely removed from my skill tree and was overwritten by Hazard Emitters 3.

    Also, I don't know if this is from freshly copying over my character but my loadouts are completely invalid. Tray configurations and boff seating were all empty when I loaded them up. The gear, however, was in place as it was left but did not change.

    I hope this is enough information.

    Regards
    Wow. There is a new KDF Science ship. I'll be!
  • crazyned1066crazyned1066 Member Posts: 198 Arc User
    edited January 2015
    erei1 wrote: »
    I'm sorry, but I think this is a terrible feature. Sometimes I "open" a ship just for the console, or to unlock the pet for another one. I don't want my gear being swapped from where it is, because I'll have to take it back, and put it back to where it was.

    Also, most ship I use have a specific gear loadout, and I'll have to, once again, take the gear back, put it where it belongs, and put the one I want instead.
    It's even more tedious than removing the common white as we used to do.
    Not only I have to remove it (no change), but you'll be messing with my inventory, bank and ships loadout, making it a mess everytime I have a new ship, and I'll spend a long time just to make everything back to what it was.

    As for "noobs" whose are the targeted people for this feature, if they were able to bind items when using them, they already knows how to build their ship. They don't need it.

    Seriously, give us the option to disable that "feature". Thank you.


    I agree. This seems to be a very inconvenient convenience feature.

    I just opened three Breen ships on one of my characters at the same time. Just imagine what a mess it would have been if this feature was in place.

    Stripping off the default gear is tedious, but so is grinding patrol missions.
  • tk79tk79 Member Posts: 1,020 Arc User
    edited January 2015
    Blind comment about the Simple Ship Transitions:

    Please make sure the feature does NOT slot items that are Bind on Equip, that haven't been equipped yet. That would result in bound items against our will.

    As for a Quality of Life suggestion: please enable a way for us to disable the feature.
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  • sharpie65sharpie65 Member Posts: 679 Arc User
    edited January 2015
    This has already been said at least twice, but the ship transition thingymabob will only activate when you select a new ship for the first time. AND it can be avoided by changing one of the items already slotted.
    MXeSfqV.jpg
  • tuskin67tuskin67 Member Posts: 1,097 Arc User
    edited January 2015
    ruinsfate wrote: »
    Please include an option to turn this off. It will be very aggravating to those of us who do not want to use it. Actually, while you're at it, can you add an option to turn the "Quick Equip" pop-ups off too?

    It only effects brand new ships that you set to ready, so just equip one piece of gear before setting it as "ready" and it won't happen.
  • arrmateysarrmateys Member Posts: 466 Arc User
    edited January 2015
    yeah, it sounds like the equipping will only happen if you select your new ship as an active one to fly it right after unpacking.

    just unpacking it won't affect it, so if you unpack ship, then remove its vendor trash equipment the feature will be forever removed for that ship.

    it's only for people who unpack new ship and immediately jump into it. probably mostly useful for the 1-40 leveling when you get free vendor ships that get obsoleted after a short while.
    Now clowns, that's another story. They scare the cr​ap out of me.
    We fight them too. Entire armies spilling out of Volkswagens.
    We do our best to fight them off, but they keep sending them in.
  • erei1erei1 Member Posts: 4,081 Arc User
    edited January 2015
    sharpie65 wrote: »
    This has already been said at least twice, but the ship transition thingymabob will only activate when you select a new ship for the first time. AND it can be avoided by changing one of the items already slotted.
    Sometimes I ready a new ship, without slotting anything, and go to the ship "tailor" guy.
    Now, I going to have a mess in my loadout/inventory/bank if I do that.
    [SIGPIC][/SIGPIC]
  • saber1973asaber1973a Member Posts: 1,225 Arc User
    edited January 2015
    :mad: I did have some time to think about the Auto-Equip feature for new ship and I do NOT like how it sounds:

    First time I'm switching to new ship it will be equipped with "best possible items"

    Problem 1 - It will do it without asking me if I want messing with loadouts... :mad:
    Problem 2 - Will it put everything back how it was when I switch back to my old ship? (the Load-outs still have problems with sets powers last time I checked)
    Problem 3 - From where it will get the items? - If only from old ship then it's bad, but not tragic, but if it will mess with my inventory or bank :mad: And if it will bound new items - ouch..
    Problem 4 - You just get all (I think) bugs fixed with loaduts and want messing with the system again?

    What I really would like is for option to "copy" any single Loadout from one of my ship to another...
    With all possible Equipment, power trays and space/ground DOFFs
    Even better from one character on account to another... now that would be realy usefull for me :D

    Edit:

    Problem 5 - The "best possible" Equipment? I want decide what it is for my new ship myself!
  • illcadiaillcadia Member Posts: 1,414 Bug Hunter
    edited January 2015
    That's fine - there was a LOT of information in the posts we put up.

    I'd just ask everyone to try and avoid spreading misinformation whenever possible. If unsure, it's safer to ask, than to assume an answer.

    Doctor heal thyself. When's the XP gain rate going to be fixed?
  • edited January 2015
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  • redshirtthefirstredshirtthefirst Member Posts: 415 Arc User
    edited January 2015
    ruinsfate wrote: »
    Please include an option to turn this off. It will be very aggravating to those of us who do not want to use it. Actually, while you're at it, can you add an option to turn the "Quick Equip" pop-ups off too?

    Or better, either if a 'common gear' is replaced, just scratch it, if the system cannot find a better gear to slot, then put in the 'common gear'
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  • rahmkota19rahmkota19 Member Posts: 1,929 Arc User
    edited January 2015
    The "Simple Ship Transitions" is hard to test out at the moment.

    I cannot claim an already-purchased ship at the Fleet Vendor.

    I tried to open up a boxed T6 ship (the Guardian and the Eclipse), and they opened with their regular equipment. Not one item was changed, while I had items that were way above Mk X common items.
  • saber1973asaber1973a Member Posts: 1,225 Arc User
    edited January 2015
    rahmkota19 wrote: »
    ...and they opened with their regular equipment. Not one item was changed, while I had items that were way above Mk X common items.

    Did you switch to the ship or just look them up in shipyard ships selector?

    The notes state "When a ship is readied for the first time" as in "When you switch to it first time"...

    But it's true it's hard to get new ships - I tried to do one race for Breen ship, but I can NOT even unlock Winter shops and projects - the starter project does not allow to put in my Terran Holiday Ornament in it...
  • cers001cers001 Member Posts: 286 Arc User
    edited January 2015
    The new ship system of slotting the best equipment for the sake of my brain cells No how are people going to learn and if you’re going to rip off your own work can you please rip off something this is more than a season old? (the in sector ship swapper and load out system) this is nothing more than pandering to the morons in the game cause what (the devs) think is the best may not be the best).

    For instance a pvp situation which mods on a weapon are better CRIT or ACC?

    Answer = ACC

    Why?

    Crit has only a chance of activating where is ACC means your base damage is always hitting the target which means a continuous stream of dps versus an off chance of crit DPS and less accuracy AND the crit can miss your ONLY job in pvp is to dish out the pain that is always on target is better than a missed and or low chance of kicking someone where it really hurts.

    Isn't crit important?

    Answer = YES but

    That can be regulated to consoles the best I've found is the spire tac consoles they give good rates for chance and damage so say a defiant is say x3 chance consoles and x2 damage consoles and if your federation using phasers get the phaser mod console version cause it covers, turrets, beam arrays and cannons

    But for this system is an algorithm not a human brain.
    CVN-65 U.S.S. Enterprise - A ship so badass it survived John McCain.
  • vsilverwings1vsilverwings1 Member Posts: 572 Arc User
    edited January 2015
    Having glanced at this thread it sounds like some are already questioning this but just to restate it I'm not enjoying the idea of this simple ship feature.

    Immediately I'm wondering what classes as 'best'. Mark? Quality? Modifers? Type even? If stuff is bind on equip and that gets added on automatically does that then bind stuff I didn't want bound?

    It seems like there isn't a way to have this off by default other than to manually move items/make a loadout BEFORE you ready the ship.

    Simple Transition.....Simple....hmmm...Nope don't see this as being any more simple than the system we've had for 5 years. It's customary to fix stuff that's broken not break stuff that's functioning fine but oh well.
  • zulisvelzulisvel Member Posts: 518 Arc User
    edited January 2015
    Tribble is being brought down for maintenance to update it to build ST.47.20141230a.7.

    New Feature:

    Simple Ship Transition
    • This feature was created to help equip new ships the player aquires.
    • When a ship is readied for the first time, the best items allowed to be slotted onto the ship will be automatically slotted.
      • The items moved will be shadowed on the ship they originally came from.
      • This system is only triggered the first time a new ship is used.
        • The ship switch process will work as it has always done when switching to already owned and used ships.
      • The feature will not work if items have been moved to the ship manually before readying it for the first time.
      • The feature will not work if a loadout has been made for the ship before readying it for the first time.
      • This feature will work either when readying the starship for the first time through the ship selector or when switching to the new ship for the first time in space.
      • The common gear of the new ship will be moved into the inventory of the player to make room for the gear being moved from the previous ship.
    • This is a work in progress and not in a final state.
    • There will be a blog in the near future with more details on this feature.

    Can we have an option to opt out of simple ship transitions completly? I still don't trust the loadout system and this new feature makes me nervous.
  • vsilverwings1vsilverwings1 Member Posts: 572 Arc User
    edited January 2015
    zulisvel wrote: »
    Can we have an option to opt out of simple ship transitions completly? I still don't trust the loadout system and this new feature makes me nervous.

    Probably cost us dil :P.
  • captaind3captaind3 Member Posts: 2,449 Arc User
    edited January 2015
    Ahhh, as someone who always tinkers a bit with the ship before I select or take a ship out for a spin, this functionality will likely completely pass me by 100% of the time.

    The question of what's the "best" gear is compelling. Will the system tell the difference between a MkXII common and a MkXI Very Rare? Will it move things by set?

    But the blog itself said that everything that can be legally moved. So obviously a eight weapon ship like a cruiser to a six weapon cruiser will leave two weapons behind. Will that include all beams, or a torpedo launcher? And clearly from science to cruiser will leave the secondary deflector behind, the same with carrier hangars.
    ... carefully?

    This bug has been fixed internally. We'll investigate what's holding up pushing it to Tribble.

    White Quality Command Boffs will soon be added to Bridge Officer requisitions at major hubs, as well.
    While you're on that can we see some readily available R&D School Doffs? Maybe assign some to Lt. Ferra at the academy for Dilithium. Even white-green quality ones would be welcome. Because I can't afford 54 million EC for a single purple DOFF. And I doubt any rookie with interest in crafting can either.
    druhin wrote: »
    And to that I say, so what? Nothing is free in life (not even in a "free" to play game). Even at lower levels, you always have the gear. Your starter ship has all the "default common gear" from the start, and gear drops all the time throughout leveling, or through quest rewards. If they want to use a system that automatically equips your newly acquired ships with your previous gear, then the new ship should have ZERO GEAR to begin with.

    The issue is sending in a new ship with zero gear just makes no sense. Who gets a ship with no engines, or equipment? And if you are getting the ship for a completely different function?

    Say I fly a cruiser. I want to try the Chel Grett to build a drain boat. I'm gonna need completely different gear across the board. Until I get it all, the stock is fine while grab polarons, the phasers on my Cruiser aren't gonna cut it for the purposes I have for the ship. As long as I don't run any Advanced+ STFs while I'm getting a feel for the ship it should be alright.
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    "Rise like Lions after slumber, In unvanquishable number, Shake your chains to earth like dew, Which in sleep had fallen on you-Ye are many — they are few"
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