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TRIBBLE Maintenance and Release Notes - April 2, 2013

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    admiralblackbaradmiralblackbar Member Posts: 0 Arc User
    edited April 2013
    I'm not so keen on the new 'light beam' effect added to the character select screen. Seems out of place and an effect tacked on just for an effects sake. It also brings about terrible jaggies on the edges of characters even with AA enabled.

    I like the new character creator, it looks great. Why not translate that over to the character select screen? It would look awesome to have my characters standing in the shipyard, with my current starship visible out the windows. It would also make a lot more sense than your characters floating in the middle of a strange red flare with a ship disproportionately hovering above them.

    Also, not an issue or anything, but any way with the new UI changes and all would we be able to get the old small mouse cursors as an option besides the Standard and Large options? I never understood why that was never how it was approached in the first place.
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    robdmcrobdmc Member Posts: 1,619 Arc User
    edited April 2013
    robdmc wrote: »
    Since the RMC is sometimes considered to be a battery and it gives +25 to all 4 subsystems, Does that mean each of the 4 boosts will give +6.25 to each of the other power levels?

    So +25 weapons gives +6.25 to Shields aux and eng While receiving +6.25 from each from their 25 boost for a total of 25 + 6.25 + 6.25 + 6.25 = 43.75 power boost in each category.

    Looks like I was almost right in that guess. The EPS manifold trait gives a flat +10 from each sub-system for a total of +55 In each system. If you add the Exocomp maintenance engineer doff It increases to +60 to all Subsystems.

    I know I am spec'ed into batters so the first +25 power lasts for about 30 Seconds. The other Bonus +35 power lasts for only about 20 seconds. When I set my power levels to balanced and only hit the rmc I get Max power in all subsystems for 20 seconds. Even If I set my engines to 56/25 it jumps to 116/25.

    I think that is a bit much. I like it but I think it should just get +10 in each for +35 instead of getting 10 for each of the other subsystems that got boosted at the same time.
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    ghostofphalaxxsghostofphalaxxs Member Posts: 0 Arc User
    edited April 2013
    wildweasal wrote: »
    there is upgrade your OS
    mrkollins wrote: »


    This might qualify for a episode on the TLC channel for the show " Extreme Cheapskates"
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    erei1erei1 Member Posts: 4,081 Arc User
    edited April 2013
    All pets you create have increased damage resistance and regeneration.
    Can we have another traits for explosives based engineer ? I use the mines and bombs a lot, and this traits is useless for them.

    For the UI, I would like to remove the black background behind the vital and the "interact" button. It's quite ugly.
    [SIGPIC][/SIGPIC]
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    lianthelialianthelia Member Posts: 7,827 Arc User
    edited April 2013
    I was hoping to give this a look but I keep getting Shard is locked...
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    fazemladaiyafazemladaiya Member Posts: 166 Arc User
    edited April 2013
    A follow-up after further testing.

    The balance is good. Everything is good about this patch. I enjoy the new features and I love the traits on every class.

    After further tests over the last 24 hours I still think the only change that even needs to be considered is making the UI character based, so that we can save per character, not account.

    Performance has not been an issue, and my system is a low end system which barely meets the specs for any game at all.
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    sanatobasanatoba Member Posts: 145 Arc User
    edited April 2013
    I'd like to see a separate slot for the impulse engines, especially since the current one is more specifically for the warp core now. I'd sure like to have a a warp core of one type and impulse engines of another type, all on the same ship. That would be awesome. Also another interesting idea would be to give us a slot for a security and/or deflector 'screen' that will modify the defense and security stats of the ship but are separate from shields (or the navigational deflector dish). But this second idea might be too much.
    Been Playing STO as much as I can for 11+ Years!

    "Never Surrender! Never give up Hope!"
    "Prosperity and Success in everything you do."
    "To Boldly go.........well punch it already!"
    "To Be or Not To Be"....Alas, the Foundry is Not To Be. We Shall miss Thee, dear Friend!
    "Does anyone remember when we used to be explorers?"- Captain Jean-Luc Picard
    Thank You, Cryptic......even when I don't agree with all your decisions....Thank You for Star Trek Online!
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    captaind3captaind3 Member Posts: 2,449 Arc User
    edited April 2013
    some questions to the devs:
    will we be able to craft warp cores? (OFF more importantly, when will we be able to craft MK XII items? /OFF)
    are there new deflector-engine-shield-warp core sets in plans, or any other set desin which features warp core?
    are there unige warp cores planned? (MACO/HG/Omega/or-any-existing-unique-set warp cores, fleet warp cores,storyline-granted unique warp cores for example)

    speculation coming in :)
    you said in the first post, that FED/KDF players use matter-antimatter warp cores, which makes me think that romulans will use different cores (singularity cores i quess). will there be amy "universal" core in the game, what is usable by all factions? will the warbirds able to use matter-antimatter warp cores?
    Romulan Warbirds cannot use M/A cores, that's in the tooltips for the cores themselves. I forget if it works the other way around, and I'd love to try a Singularity core out on my cruiser. But there may be limitations. You see the Romulan cores apparently have traits that synch up with Romulan specific traits or abilities. Plasma shockwave for instance.
    misterde3 wrote: »
    I just checked out the Dil store to see what warpcore types are available.
    As it turns out, only the Fedside Dil Store has warpcores, the KDF one is missing them entirely...

    Like the new UI options, even though I think it would have been much better if this were a per-character option.;)

    The TNG UI has a little problem with contrast: buttons like "Disable Astrometrics" are very bright along with white text.
    So it's a bit hard to actually read something on them.

    The Gorn UI looks nice, but the green is a bit off IMO.
    Something similar to the Orion green wuild suit them better.

    Reman UI is just painful to look at for me.

    EDIT: Will the Warpcores get their own unique icons, because with the same icons as the impulse engines it's kinda confusing right now;)
    Agree on the TNG text, it's a tad bright. I think the Federation one should be the TNG UI while the all blue color scheme should be the modern Federation one for people that still want to use that.

    Is there a noticeable difference between TNG and Voyager? I couldn't tell anything meaningful.

    How about a yellow/gold dominated color scheme? :D

    A set of LCARs schemes where the color is dominated by the division Blue/Gold/Red...although light on the red, there are enough complaints about the Klingons' current scheme anyway.

    And I also don't like the light on the character select screen. It's unnecessary. It was perfectly acceptable without it. If you must keep it, could you alter the color? The red makes little sense except for the Klingons. And even then Kruge's Bird of Prey bridge when not on battle alert had blue lighting. You could actually see on that bridge.
    dirlettia wrote: »
    Speaking of warp Cores having the same icons as the impulse engines, I have a question regarding the obvious split which is coming.

    The warp core tooltip on the standard issue core states quite clearly that it has a maximum speed of warp 10 yet a ship equipped with the current nice engines such as Maco/Borg etc go quite nicely at warp 13 or 14 so when is the split going to happen to take warp speed out of the current engines to give us a core instead? When you do, will we need both core and impulse engine to give a set bonus or will just one do?

    That would be the most logical. (Actually the most logical would be actual Warp Nacelle refits, but the warp cores have a heck of a lot more to do with it than Impulse engines).

    That would relieve the headache some have of using one engine for travel and another for combat.
    tumblr_mr1jc2hq2T1rzu2xzo9_r1_400.gif
    "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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    roamingmuttroamingmutt Member Posts: 117 Arc User
    edited April 2013
    Hope they unlock Tribble soon. Would really like to check this stuff out.
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    delvok5delvok5 Member Posts: 29 Arc User
    edited April 2013
    Although, I have to ask: When a ship goes *KABOOOOOM!*, how exactly are we looting it for its warp core?

    if you question it it gets sketchy like kirk's saying. each. word. like. it's. own. sentence.
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    dralthcaandralthcaan Member Posts: 27 Arc User
    edited April 2013
    Hope they unlock Tribble soon. Would really like to check this stuff out.

    THIS! This would be good. :/
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    captaind3captaind3 Member Posts: 2,449 Arc User
    edited April 2013
    So I'm back fresh from Tribble, and I gotta say the GUI is really shaping up beautifully.

    I LOVE the glass sheen and the opacity is near perfect now. The black shaded background actually looks like translucent glass now on all the pieces. It's great even on my mid tier rig.

    I'm curious about the how the warp cores are working. My Vice Admiral engineer with 9 in driver coil running Reman engines and a mkX Dilithium store Efficient was it? Warp core, only gets warp 9.97 in sector space versus the core's description which says warp 10. How is this supposed to function?

    That said, it does seem to be faster, just zipping around Eta Eridani seems much much quicker.

    And to people who have STF Transwarp engines; how are your engines working, any difference? There is a warp core in the dilithium store with a driver coil bonus, so the maximum available warp in the game is going to be going up pretty soon.
    tumblr_mr1jc2hq2T1rzu2xzo9_r1_400.gif
    "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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    ikuruyoikuruyo Member Posts: 132 Arc User
    edited April 2013
    sanatoba wrote: »
    I'd like to see a separate slot for the impulse engines, especially since the current one is more specifically for the warp core now. I'd sure like to have a a warp core of one type and impulse engines of another type, all on the same ship. That would be awesome. Also another interesting idea would be to give us a slot for a security and/or deflector 'screen' that will modify the defense and security stats of the ship but are separate from shields (or the navigational deflector dish). But this second idea might be too much.

    Impulse engines do have their own slot. They added a slot for the warp core and did not remove or in any way change the impulse engine slot.

    Its 2 or 3 slots above your warp core.
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    eradicator84eradicator84 Member Posts: 1,116 Arc User
    edited April 2013
    A follow-up after further testing.
    After further tests over the last 24 hours I still think the only change that even needs to be considered is making the UI character based, so that we can save per character, not account.

    I'd like to add to this further. Can we also have HUD element sizing and positioning saved per computer?
    Still keep which UI elements are shown etc synced but make the HUD sizing and positioning layout per PC.


    Here's why:
    I play this game on 2 separate machines. One with a 30" screen the other with a 23" screen.

    I can arrange my HUD elements how I like on my 30" PC, but, when I move over to the 23" screen size all the HUD elements are overlapping and crammed together.

    So I re-arrange to suit smaller screen resolution and make it playable.

    When I move back to the 30" PC all the HUD elements are spaced way far apart and (the chat box for example) sized smaller.

    So to work with both setups my larger resolution gaming setup needs to keep the HUD UI elements small and spaced far apart of the screen which is annoying, a shame and lets all that screen real estate go wanting.

    Along with the whole UI colour needed per toon thing, if you could work in HUD layouts (the sizing and positioning) saved per PC too that'd be really great.
    AFMJGUR.jpg
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    yreodredyreodred Member Posts: 3,527 Arc User
    edited April 2013
    I haven't read all 20 pages, but i hope Escorts/Science/Cruisers will get differently powerful Warp cores.

    Or Escorts/Science/Cruisers should get different Power modifiers (similar to shield Modifiers).
    Like Escorts 0.75/ Science 1.25/ Cruisers 1.9.
    "...'With the first link, the chain is forged. The first speech censured...the first thought forbidden...the first freedom denied--chains us all irrevocably.' ... The first time any man's freedom is trodden on, we're all damaged. I fear that today--" - (TNG) Picard, quoting Judge Aaron Satie

    A tale of two Picards
    (also applies to Star Trek in general)
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    dalnar83dalnar83 Member Posts: 2,420 Arc User
    edited April 2013
    yreodred wrote: »
    I haven't read all 20 pages, but i hope Escorts/Science/Cruisers will get differently powerful Warp cores.

    Or Escorts/Science/Cruisers should get different Power modifiers (similar to shield Modifiers).

    How dare you propose something that would be weaker for escorts ! Heresy!
    "Cryptic Studio’s Jack Emmert (2010): Microtransactions are the biggest bunch of nonsense. I like paying one fee and not worrying about it – like my cellphone. The world’s biggest MMO isn’t item based, even though the black market item GDP is bigger than Russia … microtransactions make me want to die.”
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    yreodredyreodred Member Posts: 3,527 Arc User
    edited April 2013
    dalnar83 wrote: »
    How dare you propose something that would be weaker for escorts ! Heresy!
    I must have been confusing STO with a Star Trek game.
    Sorry, it won't happen again, lol.:D:D:D
    "...'With the first link, the chain is forged. The first speech censured...the first thought forbidden...the first freedom denied--chains us all irrevocably.' ... The first time any man's freedom is trodden on, we're all damaged. I fear that today--" - (TNG) Picard, quoting Judge Aaron Satie

    A tale of two Picards
    (also applies to Star Trek in general)
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    tpalelenatpalelena Member Posts: 1 Arc User
    edited April 2013
    yreodred wrote: »
    I haven't read all 20 pages, but i hope Escorts/Science/Cruisers will get differently powerful Warp cores.

    Or Escorts/Science/Cruisers should get different Power modifiers (similar to shield Modifiers).
    Like Escorts 0.75/ Science 1.25/ Cruisers 1.9.

    So on 100 weapon power, an escort should get 75, a cruiser 190? Do you want an ability that destroys all enemy ships on the map with a 2 second cooldown too? :rolleyes:
    Let us wear Swimsuits on Foundry maps or bridges please! I would pay zen for that.
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    madajmamamadajmama Member Posts: 50
    edited April 2013
    Just wondering about this traits.Will be there by any chance some more traits(normal ones like creative,aggresive etc)Also since i didn't saw rest of traits in list being buffed,are u devs still working on them or will u keep em in current state?

    I like this new trait system coming in may <3.But i hope we will have a bit more choices to pick from.
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    captaind3captaind3 Member Posts: 2,449 Arc User
    edited April 2013
    yreodred wrote: »
    I haven't read all 20 pages, but i hope Escorts/Science/Cruisers will get differently powerful Warp cores.

    Or Escorts/Science/Cruisers should get different Power modifiers (similar to shield Modifiers).
    Like Escorts 0.75/ Science 1.25/ Cruisers 1.9.
    dalnar83 wrote: »
    How dare you propose something that would be weaker for escorts ! Heresy!

    Not so fast. While his proposal is imminently logical, it is not necessarily canon.

    There should be exceptions with drawbacks.

    Keep in mind that when first introduced the Defiant's problems that had plagued it since construction was that it had an extremely overpowered warp core. Part of the ship's charm, but it did effect the operation of the cloaking device. Before Sisko and O'Brien took the safeties off, the ship was always in danger of shaking itself apart at anything above..what? Warp six was it?

    So in keeping with canon and logic, you should be allowed to install a warp core of high power into an escort, but it should cause a drawback. Weakens the cloak, or structural integrity at high engine powers like a damage resist debuff. Maybe something that could be negated by the appropriate engine. Not something that would break it, but rather something that would make you think about your equipment.

    That said, Starfleet has also had almost fifty years to correct such design flaws, but it's something to think about.

    And just something for you devs to think about before you put in the warp core icons. Warp cores weren't designated by mark, but by class. The Galaxy class has a class 6 warp core, the Defiant Class 7, the Intrepid class a class 9 warp drive. I want to say that the Sovereign class has a class 8. I always say my Noble has a class XII (haven't seen a warp core on Tribble above Mk10 though :() I know you guys have your own thoughts on this and keeping the game streamlined, but something to think about, for flavor.
    tumblr_mr1jc2hq2T1rzu2xzo9_r1_400.gif
    "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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    zeratkzeratk Member Posts: 409
    edited April 2013
    More and more traits.....this does not make anything better.

    Especially on ground, it inceases the gap between newbie players and long time players. SCIs get better tankers and again more control abilities, while TACs again get a stronger Assault Attack.

    To implement more and more traits and abilites just risks balancing and makes it more confusing.
    This is Crypticverse... :mad:
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    yreodredyreodred Member Posts: 3,527 Arc User
    edited April 2013
    tpalelena wrote: »
    So on 100 weapon power, an escort should get 75, a cruiser 190? Do you want an ability that destroys all enemy ships on the map with a 2 second cooldown too? :rolleyes:

    No, not at all.
    what i was trying to say was that Warp Cores should give Cruisers/Escorts/Science Ships different Power bonuses, which is not the overall power a ship has in STO. Just the bonus each Warp Core gives you.

    For example, a escort would get +7.5 ADDITIONAL Weapon power while a Cruiser would get 18. (just a example)
    I think the Size and Mass of a ship should reflect how powerful/big its Warp Core is.

    If you think about that DHCs narrow fireing arch isn't really a drawback for escorts, since their rediculus high turn rates.
    In my opinion, it would be only fair to give low turning ships something advantage in exchange. (10000 more Hull Hitpoints is nothing compared to all the advantages a escort has IMO.)


    A ship like the Defiant might be overarmed for its size but in no way more powerful than a ship 5 or 10 times the mass.
    You wouldn't take anything from Escorts, they still would rule the Game, but other ships wouldn't be so boring compared to them anymore.

    Just my 2 cents.
    "...'With the first link, the chain is forged. The first speech censured...the first thought forbidden...the first freedom denied--chains us all irrevocably.' ... The first time any man's freedom is trodden on, we're all damaged. I fear that today--" - (TNG) Picard, quoting Judge Aaron Satie

    A tale of two Picards
    (also applies to Star Trek in general)
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    zntechzntech Member Posts: 153 Arc User
    edited April 2013
    Not bad not bad at all very large patch and their is small hardware incompatibility I have A4Tech X7 Series XL-740K mouse its a 5 clicker assigned commends like jump or anything else doesn't work
    In the beginning there was all and then become nothing

    I AM PISSED OFF AFTER 3 YRS. I STILL CAN'T USE OR CHANGE OR DELETE OUTFIT IN 3 OF 5 OUTFIT SLOTS ON MY KLINGON TOON !
    [SIGPIC][/SIGPIC]
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    yreodredyreodred Member Posts: 3,527 Arc User
    edited April 2013
    Maybe i'm a bit late but i wanted to thank the devs for removing that Defiant Bridge from the Characrer selection screen.

    At least Cryptic hides their preference for Escorts now a bit better and players who like Science ships or Cruisers don't feel like second rate players when starting the game.
    (but as soon as they actually play the game they will. :P )
    "...'With the first link, the chain is forged. The first speech censured...the first thought forbidden...the first freedom denied--chains us all irrevocably.' ... The first time any man's freedom is trodden on, we're all damaged. I fear that today--" - (TNG) Picard, quoting Judge Aaron Satie

    A tale of two Picards
    (also applies to Star Trek in general)
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    inputend21inputend21 Member Posts: 0 Arc User
    edited April 2013
    Can we get a fix for the equipment bug? ):
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    organicmanfredorganicmanfred Member Posts: 3,236 Arc User
    edited April 2013
    Does anyone have a screenshot of this warp core stuff?
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    fazemladaiyafazemladaiya Member Posts: 166 Arc User
    edited April 2013
    I'd like to add to this further. Can we also have HUD element sizing and positioning saved per computer?
    Still keep which UI elements are shown etc synced but make the HUD sizing and positioning layout per PC.


    Here's why:
    I play this game on 2 separate machines. One with a 30" screen the other with a 23" screen.

    I can arrange my HUD elements how I like on my 30" PC, but, when I move over to the 23" screen size all the HUD elements are overlapping and crammed together.

    So I re-arrange to suit smaller screen resolution and make it playable.

    When I move back to the 30" PC all the HUD elements are spaced way far apart and (the chat box for example) sized smaller.

    So to work with both setups my larger resolution gaming setup needs to keep the HUD UI elements small and spaced far apart of the screen which is annoying, a shame and lets all that screen real estate go wanting.

    Along with the whole UI colour needed per toon thing, if you could work in HUD layouts (the sizing and positioning) saved per PC too that'd be really great.


    I actually have a workaround for this one, though I see what you are requesting and do wish that the game would see the CFG file and auto-grab it when you log on.

    I play in two different locations as well, and in one location I play on multiple monitors at once widescreen (okay REALLY wide screen) and the other is a single monitor setup on a netbook (hey, I HAVE to do SOMETHING constructive at work . . . )

    The CFG file does seem to be saved per computer, so once I log on I just hit "escape", go to the HUD tab and click "Load UI" and my CFG for that PC is pulled and enabled.

    But as with this poster, I do wish that the game would auto-detect that PC and automatically pull those settings so we don;t have to every time we switch PCs.

    But, yeah, the current workaround is, on the one PC, get everything how you like it, then go into the HUD tab and click "Save UI". Do the same for the other computer/monitor. Then on each PC you have a saved CFG.
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    eradicator84eradicator84 Member Posts: 1,116 Arc User
    edited April 2013
    I actually have a workaround for this one, though I see what you are requesting and do wish that the game would see the CFG file and auto-grab it when you log on.

    I play in two different locations as well, and in one location I play on multiple monitors at once widescreen (okay REALLY wide screen) and the other is a single monitor setup on a netbook (hey, I HAVE to do SOMETHING constructive at work . . . )

    The CFG file does seem to be saved per computer, so once I log on I just hit "escape", go to the HUD tab and click "Load UI" and my CFG for that PC is pulled and enabled.

    But as with this poster, I do wish that the game would auto-detect that PC and automatically pull those settings so we don;t have to every time we switch PCs.

    But, yeah, the current workaround is, on the one PC, get everything how you like it, then go into the HUD tab and click "Save UI". Do the same for the other computer/monitor. Then on each PC you have a saved CFG.

    Ah interesting. I'll have to give that a try. Thanks for the tip.

    I'm thinking though that with the 2 factor authentication they can already determine which PC you're on, so having that cfg file saved per PC should be entirely possible.
    AFMJGUR.jpg
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    cranmerepsiloncranmerepsilon Member Posts: 14 Arc User
    edited May 2013
    Although, I have to ask: When a ship goes *KABOOOOOM!*, how exactly are we looting it for its warp core?
    Taking into consideration the fact ONE mk V photon torpedo yields a rough equivalent to 3 dozen 'fat boy' nuclear weapons, the idea of looting anything from a defeated starship
    that is bigger than an atom is in itself quite funny. .
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    argent007argent007 Member Posts: 220 Arc User
    edited May 2013
    Taking into consideration the fact ONE mk V photon torpedo yields a rough equivalent to 3 dozen 'fat boy' nuclear weapons, the idea of looting anything from a defeated starship
    that is bigger than an atom is in itself quite funny. .

    the thread hasn't been posted in for almost two months..........why are you posting here?
    [SIGPIC][/SIGPIC]
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