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TRIBBLE Maintenance and Release Notes - June 22, 2012

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  • ltsmithltsmith Member Posts: 207 Arc User
    edited June 2012
    Hmm saw The Vault event is know avalible whenever thank you so much!
    Join date: January 2010
  • sean2448sean2448 Member Posts: 815 Arc User
    edited June 2012
    masive audio issue when you go to fire loud cracking noise in new fleet actions added today no win was fine
  • coffeemikecoffeemike Member Posts: 942 Arc User
    edited June 2012
    I'm not happy with the fact that after completing our first Fleet Starbase project that we have to wait 20 hours before we can redeem the rewards. I don't see the point... We already completed them. Why not just let us get the rewards? Or make it like DOFF missions where the cooldown kicks in when after getting the Fleet Starbase project rewards.
  • alastorforthrighalastorforthrigh Member Posts: 222 Arc User
    edited June 2012
    I don't mind the cooldown so much as I mind the length of it. I could stand for it to be 10 hours, but 20? Yeah. Bit of a long drawn out wait.
    2qTOAB3.gif
  • lilchibiclarililchibiclari Member Posts: 1,193 Arc User
    edited June 2012
    Well, there is something to be said for not letting the people who donate the last little bit to finish the project have dibs on the provisions, by letting it be available instantly when they may be the only ones on the starbase screen, but 20 hours is rather long--I think it was implemented to let all players have a day's time to become aware that the provisions are available before any players can actually grab them up, thus reducing monopolization of the provisions. After all, who wants to log in to find that a project has finished and the provisions were sold out while you were away at work? It would end up like people watching ebay auctions and checking the auction status every hour.

    What I would like to see is a "reservation" system whereby anybody who contributes more than a critical amount to a provisioning project be allowed to reserve one instance of the item provisioned. The critical amount should be high enough that less than half of the provisions can possibly be reserved in that way (e.g. you have to contribute at least 10% of the project requirement if it grants 20 of the item). This would let people "guarantee" that they could get the item, but doing so would cost them for the privilege.
  • zigadeiczigadeic Member Posts: 113 Arc User
    edited June 2012
    that would be nice :tongue:
    tumblr_m9xiz26mwj1rdabsoo1_r1_400.gif
  • coffeemikecoffeemike Member Posts: 942 Arc User
    edited June 2012
    Is there a reason we can't get the Heavy Escort Carrier on this build?
  • captainrevo1captainrevo1 Member Posts: 3,948 Arc User
    edited June 2012
    it looks like the deferi invasion is also being done a lot more often judging by the calendar.
  • zeuxidemus001zeuxidemus001 Member Posts: 3,357 Arc User
    edited June 2012
    coffeemike wrote: »
    Is there a reason we can't get the Heavy Escort Carrier on this build?

    I am guessing in PWE's part of the world they have never heard of the term *Test Drive* before LOL.
  • zeuxidemus001zeuxidemus001 Member Posts: 3,357 Arc User
    edited June 2012
    it looks like the deferi invasion is also being done a lot more often judging by the calendar.

    If they are going to keep that time gated they need to have a STF que like system for it too... I haven't bothered trying to do it since the month it came out because of problems with trying to find KDF players to group/team for it.

    Too much of a hassel to do that on top of the game playing me as in when I am allowed to go play certain content like this.
  • mustrumridcully0mustrumridcully0 Member Posts: 12,963 Arc User
    edited June 2012
    [*]A button for the new Fleet Interface has been added to the row of buttons below the Minimap, replacing the PVP Button.
    • The PVP Queue can now be accessed from the Minimap dropdown menu.
    :frown:
    You need to refine your mini-map UI to make space for it. I mean, sure, for Season 6 Starbases are in the forefront, but once Gozer's PvP revamp is coming, you'll need PvP more prominent again as well.

    Unless Gozer's PvP revamp Option B - remove PvP alltogether? :eek:
    Star Trek Online Advancement: You start with lowbie gear, you end with Lobi gear.
  • mustrumridcully0mustrumridcully0 Member Posts: 12,963 Arc User
    edited June 2012
    I am guessing in PWE's part of the world they have never heard of the term *Test Drive* before LOL.


    Isn't that an Electronic Arts title?

    Mustrum "It's so long, I don't remember" Ridcully
    Star Trek Online Advancement: You start with lowbie gear, you end with Lobi gear.
  • suburbanz71suburbanz71 Member Posts: 28 Arc User
    edited June 2012
    I was really hoping on that the Fleet Base would have a Fleet Leader's Office space kind of what Admiral Quinn has on ESD. There is no mention of one later in the info of the different Tiers of the base either. Could you Devs consider putting in a Fleet Admirals Leader Office. I want my Fish Tank beside my desk. I'll pay for it.......
    Other then that the Fleet Base looks great, I like the different lvls, lots of space, thank god its better then the Captain's Table, but we wont get in to that why no one wants to use it.
    Thanks.
    U.S.S. HONDA ODYSSEY NCC-170001-F-Odyssey Class
    Commanding Officer: Vice Admiral Maximus@blueamdgamer
    Dedication Plaque: "By Any Means Necessary" -Malcolm X
  • kvetkvet Member Posts: 106 Arc User
    edited June 2012
    I was really hoping on that the Fleet Base would have a Fleet Leader's Office space kind of what Admiral Quinn has on ESD. There is no mention of one later in the info of the different Tiers of the base either. Could you Devs consider putting in a Fleet Admirals Leader Office. I want my Fish Tank beside my desk. I'll pay for it.......
    Other then that the Fleet Base looks great, I like the different lvls, lots of space, thank god its better then the Captain's Table, but we wont get in to that why no one wants to use it.
    Thanks.

    You know, yesterday as I was exploring the base, I was thinking the same thing -- it does seem like a fairly big oversight that they'd leave that out. However, just because it's not mentioned doesn't mean it's not in the plans. I've only seen T0 so far (still waiting for T1 to finish...). And, frankly, it's sort of an aside anyway. I'm sure we could pick S6 apart like crazy, but as a whole, this is an amazing addition to the game.
  • coffeemikecoffeemike Member Posts: 942 Arc User
    edited June 2012
    kvet wrote: »
    You know, yesterday as I was exploring the base, I was thinking the same thing -- it does seem like a fairly big oversight that they'd leave that out. However, just because it's not mentioned doesn't mean it's not in the plans. I've only seen T0 so far (still waiting for T1 to finish...). And, frankly, it's sort of an aside anyway. I'm sure we could pick S6 apart like crazy, but as a whole, this is an amazing addition to the game.

    This is the first patch... it might be coming since even the fleet stores aren't activated. I'm more curious about the lower tier ship updates... T5 Nova Class!
  • sean2448sean2448 Member Posts: 815 Arc User
    edited June 2012
    no duty officer packs in cstore revamping them?on tribble?
  • zeuxidemus001zeuxidemus001 Member Posts: 3,357 Arc User
    edited June 2012
    Isn't that an Electronic Arts title?

    Mustrum "It's so long, I don't remember" Ridcully

    LOL, I was referring to the term of when you go to buy a car as in test driving it to see if you like it or not :D
  • backyardserenadebackyardserenade Member Posts: 0 Arc User
    edited June 2012
    I just hope those assets are just the first of a couple of new assets for the Foundry?

    If not, Bran, you should poke some devs with a stick and ask them to add a few things. ;)
    [SIGPIC][/SIGPIC]
    "Sometimes you have to do things that you hate, so you can survive to fight another day."
  • ofallonofallon Member Posts: 2 Arc User
    edited June 2012
    Well, no real follow up yet. Standing By for more Updates.

    Fleet UI Fail : When Contributing Data Traces, you can only contribute one at at time. This is a pain to say the least. There should be a Slider like there is for any other commodity being contributed. Please FIX IT !! To have to click "Contribute" 115 times is unnecessary.

    Thanks In Advance,

    Sypok Out.......
    [SIGPIC][/SIGPIC]
  • jg2112jg2112 Member Posts: 0 Arc User
    edited June 2012
    But what if there's a bug at Starbase tier 5, but since it takes so long to get there it's not discovered until season 6?
  • xandercorvusxandercorvus Member Posts: 1 Arc User
    edited June 2012
    jg2112 wrote: »
    But what if there's a bug at Starbase tier 5, but since it takes so long to get there it's not discovered until season 6?

    All the more reasonthis should've been done sooner.

    However, Devs have already stated that it would take about 6 months for even the largest fleet to reach a Tier 5 Starbase because of the Fleet Mission Timers.
    So, that's kind of unrealistic.

    No one is gonna publicly TEST" a feature for 6 months just to see another TestServer wipe eventually erase all of their progress.
    I know I wouldn't.
    That's why I put my "BETA" Foundry missions on Holodeck now.
    I had a lot ofgreat,highlyrated missions on Tribble, but one abrupt wipe erased EVERYTHING.
    I was only offline for two days, and everything went "bye-bye".
    "Join Date: Jun 2012" Says Cryptic's "new" forum system. I've been here since a week before launch, but SOME stuff just didn't carry over through multiple system changes/updates. :rolleyes:
  • captainrevo1captainrevo1 Member Posts: 3,948 Arc User
    edited June 2012
    jg2112 wrote: »
    But what if there's a bug at Starbase tier 5, but since it takes so long to get there it's not discovered until season 6?

    im hoping they will use dev magic to propel them up to tier 5 so we can see if it all looks ok.
  • ryanevryanev Member Posts: 0 Arc User
    edited June 2012
    im hoping they will use dev magic to propel them up to tier 5 so we can see if it all looks ok.

    Nah I doubt they'll spoil the fun of what ships await us at starbase tier 5.
  • cl0815cl0815 Member Posts: 0 Arc User
    edited June 2012
    [*]Added an Account Bank to each bridge and Ready Room.

    maybe im blind or u forgot the belfast bridge, cant find it there
    Mfg Blaze
  • ktaylrktaylr Member Posts: 4 Arc User
    edited June 2012
    ofallon wrote: »
    Well, no real follow up yet. Standing By for more Updates.

    Fleet UI Fail : When Contributing Data Traces, you can only contribute one at at time. This is a pain to say the least. There should be a Slider like there is for any other commodity being contributed. Please FIX IT !! To have to click "Contribute" 115 times is unnecessary.

    Thanks In Advance,

    Sypok Out.......

    agreed times a million.

    also it's sort of hard to test without a stream of common duty officers.
  • pullockpullock Member Posts: 27 Arc User
    edited June 2012
    Anybody been to see Morn yet in Quark's? He really does talk your head off. xD
  • greenusmarine53greenusmarine53 Member Posts: 7 Arc User
    edited June 2012
    I am not sure where to put this so I figured this is the best place.


    A couple of things. For the most part, many of the items you can contribute to fleet projects are a one to one conversion to Fleet Credits, i.e. 1000 shield generators equals 1000 fleet credits. Others, such as contributing a white duty officer nets you 150 fleet credits, but the mission will only require 10 so it maxes out at 1500 fleet credits. But Bridge Officer Skill points net over twenty times what you put in. I put in the max Boff Skill points into one task/mission, which was 10,000 skill points, and walked away with over 200,000 fleet credits. This may seem like a good thing but when testing first started, one fleet member went ahead and started three missions, contributing 30,000 Boff skill points and ended up with will over 600,000 fleet credits, all before anyone else had a chance to contribute. The rest of us didn't even make it over 7,000 with all our contributions. I chalk it up to enthusiasm but it highlights a potential issue. I suggest you lower the conversion or set a limit as to how much can be given. I would suggest giving fleet admins that responsibility but I have met far too many shady people to trust some random dude a half a world away.


    I like the system over all. I don't really have a gripe about the completion times or the cooldowns, many of the Doff missions have long completion times and long cooldowns, I get it. It helps the little fleets keep a decent pace with the larger fleets. It's probably too much to ask that requirements be scaled to the number of people within a fleet, which would have the added benefit of keeping those who don't really contribute searching for a home as they'll be kicked out soon enough (but I can already see how this might be exploited). The warning, for lack of a better term, long before this became available for testing, that this system would take months to complete adequately prepared me for the mission timers.


    I would like to see a mission tracker similar to that in the Doff system. I cannot see what missions have been completed which would help me ascertain the value of repeating a certain mission thus avoid spending resources on something that can/should be done at a later time.


    My biggest criticism, indeed, there is a strong fear that this system, this long awaited, highly anticipated system has been turned into a money grab. Like the gamble that is the lock box, the duty officer system has been turned into a cash guzzling monstrosity. Yes, we get a chance, but only a chance, to get a ship, or a very rare Mk XII console, or an ultra-rare duty officer or whatever promotion you're running at a given time and yes we get other things that aren't nearly as valuable, the duty officers that we do get are nearly worthless. Oorrr are they?


    We see that many of the missions require a certain number of duty officers, which I know you said would happen and that this system was tied closely with the duty officer system, which I am happy for, however, what discourages me is how one goes about acquiring these duty officers. Refugees aren't too much a problem as you get them when you successfully complete a 'Support (whatever) Colonization Efforts' and Colonists are even easier to come by.

    But the others? Where do we get the others? The Conn Officers and the Security Officers and so on and so forth? Sure the contact at Starfleet Academy has a few missions that take two days to complete, rewarding you with random doffs, but that's the point right there. It's random. And so players will do, now I'm guessing here but I'm absolutely certain I'm spot on, players will do exactly what I suspect and that is go for the packs.

    Whether it is to try and use what comes in the packs, or to sell the packs, or to sell the doffs that come in the packs, it creates an environment that is frustrating and completely disheartening. In order to get what you need, you either have to spend real money for packs or you spend real money to make fake money to buy doffs that are outrageously overpriced off of the exchange. And this is just for the first tier! A white doff is expensive enough but 10 of them, wow. (Already the prices are rising on the Holodeck) And let's not even get into how horrible it's going to be once we need greens, blues, and purples. I pity the little fleets. This system is extremely detrimental to little fleets. It will be so very difficult for them to make progress, unless it is a fleet made up of rich people.

    Everything else we need to start a mission can be found in game; granted some will take a lot of effort such as dilithium. I respectfully request that you make the doffs easier to obtain in game. Specific, though common, doffs such as conn officers or security and tac officers (I haven't yet started in on the engineering or science mission though I am pretty sure they are similar) and in numbers at least equal to that of refugees. (When I say common, I do not mean white, I mean the run of the mill type that come in the packs.) In order to keep the packs viable as a source of income, can I suggest that, rather than getting rid of altogether or something equally drastic, you loosen up a bit on the time it takes to complete, as well as the cooldown timer, those missions available at SFA, and add the option to get a single green or a single blue or, dare I ask, a single purple. Have them cost 12,000 dilithium like those you get from Lt. Ferr..r..er...the cat. If it takes two days to complete, so be it. At least we have a chance.


    Thank you for your time.
  • brackynewsbrackynews Member Posts: 132 Arc User
    edited June 2012
    started, one fleet member went ahead and started three missions, contributing 30,000 Boff skill points and ended up with will over 600,000 fleet credits, all before anyone else had a chance to contribute. The rest of us didn't even make it over 7,000
    I agree the rewards for Boff skill points seem ridiculously high. Totally skewing the leaderboards. Should perhaps be 1:1 or less.
    I would like to see a mission tracker similar to that in the Doff system. I cannot see what missions have been completed which would help me ascertain the value of repeating
    The current project selector clearly needs a lot of work. It is impossible to read all of the descriptive text in some, if there is any at all!
    Also a system for Senior Officers to actually vote on new projects during the time they are being completed would be a nice bonus. I can understand that "Front Loading" the fleet bank is perhaps not the goal of the system, but assuming the recipes are static it will all be on STOwiki regardless...
    My biggest criticism, indeed, there is a strong fear that this system, this long awaited, highly anticipated system has been turned into a money grab. Like the gamble that is the lock box, the duty officer system has been turned into a cash guzzling monstrosity.
    I'm not sure what you mean by "turned into". Heretic is on record saying that when he was assigned to create the DOFF project, one of the key pillars of the plan was to create a system to enable microtransactions. STOked #117, around ten minute mark. Perhaps your perception has changed over time, but the system itself appears to be working precisely as intended from the start. And in my opinion keeps improving. I would rather sink my points into that than a $50 ship with 3 consoles.
    money for packs or you spend real money to make fake money to buy doffs that are outrageously overpriced off of the exchange. And this is just for the first tier! A white
    I don't believe you can make a reasonable argument to spend real money for fake money. You might want it, but you don't need it. I got into a small debate with someone that master keys are a terrible yardstick for CP<>EC exchange rates, because I can and do get double the EC via Unreplicatables. The purpose of the exchange is to redistribute EC wealth, and with the exception of illicit farming it tends to balance out quickly enough. I have tried to shift market prices on occasion and it rarely works, because it requires the buyer to have total ignorance or an immediate need that won't wait 5 minutes to acquire from a vendor.
    easier to obtain in game. Specific, though common, doffs such as conn officers or security and tac officers (I haven't yet started in on the engineering or science mission though I am pretty sure they are similar) and in numbers at least equal to that of
    I agree if the DOFF contact started selling Common DOFFs for dilithium that would reduce the inflation on the exchange. But we may see entirely new ways to obtain DOFFs in game as well. As marvelous as Heretic's dedication has been, we will very likely see some new directions once someone new (Archon?) asserts ownership over it. (Possibly someone with less clout to push back at higher-up demands... but that's internal politics we'll never understand.)
    =/\= Transwarp 10.0 Victory Achieved on 26-July-2012, Six Months After F2P =/\=
  • proteus22proteus22 Member Posts: 0 Arc User
    edited June 2012
    i postreed this in another thread THIS IS THE TEST SERVER the reason so many points awarded for bridge officer points is so while testing you can buy some stuff once you unlock stuff at base on test server . its just more accelerated than it probably will be on main shard. i am sure they just want to give people an idea what to look forward to.
  • ascendantflameascendantflame Member Posts: 0 Arc User
    edited June 2012
    Seriously need to keep Dialogue with Object. That was the season 6 foundry feature I was most looking forward to. Major loss of awesome new functionality to remove it. As was said earlier, interact + popup dialogue is not the same.
This discussion has been closed.