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TRIBBLE Maintenance and Release Notes - November 5, 2013

coldsnappedcoldsnapped Member Posts: 520 Cryptic Developer
We will be bringing down the Tribble server for maintenance to apply a new update: ST.35.20131029a.7

General:
  • AFK penalty has been re-enabled.
  • Captains that AFK in a queued map will now receive the following penalty:
    • 0 rewards for the event
    • 2 hour cooldown on the ability to queue for any event
    • These changes are implemented into the following queued events in normal and elite mode where applicable:
      • Atmosphere Assault
      • Breaking the Planet
      • Colony Invasion
      • Crystalline Catastrophe
      • Defend Rh?ihho Station
      • Federation Fleet Alert
      • Federation Starbase Blockade
      • Federation Starbase Incursion
      • Gorn Minefield
      • Hive Onslaught
      • Infected: The Conduit
      • Infected: Manus
      • Into the Hive
      • Khitomer in Stasis
      • Khitomer Vortex
      • Klingon Scout Force
      • Mine Trap
      • No Win Scenario
      • Nukara Prime
      • Starbase 24
      • Starbase Fleet Defense
      • The Big Dig
      • The Cure Applied
      • The Cure Found
      • The Vault: Ensnared
      • Vault Shuttle Event
  • Traits: Medical Vanguard
    • Resolved an issue where this trait was triggered by Adaptation procs on Fleet Elite shields, causing Science officers to have much higher survivability than intended.
    • Medical Vanguard no longer affects passive powers at all.

Adventure Zone:
  • Mission Neutralize Nyocene Clouds can now be completed.
  • Mission Wave Synchronicity can now be picked up from any of the anomalous signal points.
Post edited by coldsnapped on
«1

Comments

  • stoutesstoutes Member Posts: 4,219 Arc User
    edited November 2013
    Oh Joy!

    I wonder how the AFK will work (correctly, that is...)
    Nothing more painful then grinding your TRIBBLE off and getting nothing due to a faulty AFK checker.

    ps: Oh joy :D:P
    ps2: I can't lose the feeling they will say "Bazinga" when S8 is launched.
    maxvitor wrote: »
    Nerf is OP, plz nerf
    That's quite the paradox, how could you nerf nerf when the nerf is nerfed. But how would the nerf be nerfed when the nerf is nerfed? This allows the nerf not to be nerfed since the nerf is nerfed? But if the nerf isn't nerfed, it could still nerf nerfs. But as soon as the nerf is nerfed, the nerf power is lost. So paradoxally it the nerf nerf lost its nerf, while it's still nerfed, which cannot be because the nerf was unable to nerf.

    I call it, the Stoutes paradox.
  • themariethemarie Member Posts: 1,055 Arc User
    edited November 2013
    Byebye AFKrs. ;)
  • earloftharearlofthar Member Posts: 0 Arc User
    edited November 2013
    Saw that comment almost laughed... you mean bye bye current version of AFK'ers. I found that people will work VERY hard at being lazy.
    Stonewall@LordHarconan

    Lifetime Member
    Vice Admiral of the Omega Family Fleet
    (228 members and growing)
  • saedeithsaedeith Member Posts: 628 Arc User
    edited November 2013
    As long as it works correctly and does not flags someone as afk incorrectly, it's a solid solution to the issue.

    Personally, I would have been more harsh on the lockout.
  • astro2244astro2244 Member Posts: 623 Arc User
    edited November 2013
    themarie wrote: »
    Byebye AFKrs. ;)

    I shall let Picard explain about the future of afk'ers


    http://www.youtube.com/watch?feature=player_detailpage&v=IP247NokHOw#t=68
    [SIGPIC]583px-Romulan_Star_Empire_logo%2C_2379.svg.png
    [/SIGPIC]
  • smazazelsmazazel Member Posts: 0 Arc User
    edited November 2013
    well last time they rolled this it was broken it put anyone not firing their weapons as afk'ers even tho they were clearing the objectives in nebula rescue.
  • trinitycompletedtrinitycompleted Member Posts: 108 Arc User
    edited November 2013
    I'm still not sure how this can be implemented in a way that doesn't result in false positives AND can't be defeated though clever use of keybinds.
    Don't phaze me, bro!
  • zeuxidemus001zeuxidemus001 Member Posts: 3,357 Arc User
    edited November 2013
    themarie wrote: »
    Byebye AFKrs. ;)

    There goes the ppl who got the KDF only ques to pop lol.
  • peetapipmacpeetapipmac Member Posts: 2,131 Arc User
    edited November 2013
    Hey if they can get it to work, fair play to them, but I won't hold my breath.
    It's not my fault if you feel trolled by my Disco ball... Sorry'boutit.



    R.I.P. Leonard Nimoy
  • ussultimatumussultimatum Member Posts: 0 Arc User
    edited November 2013
    We will be bringing down the Tribble server for maintenance to apply a new update: ST.35.20131029a.7

    General:
    • AFK penalty has been re-enabled.
    • Captains that AFK in a queued map will now receive the following penalty:
      • 0 rewards for the event
      • 2 hour cooldown on the ability to queue for any event
      • These changes are implemented into the following queued events in normal and elite mode where applicable:
        • Atmosphere Assault
        • Breaking the Planet
        • Colony Invasion
        • Crystalline Catastrophe
        • Defend Rh?ihho Station
        • Federation Fleet Alert
        • Federation Starbase Blockade
        • Federation Starbase Incursion
        • Gorn Minefield
        • Hive Onslaught
        • Infected: The Conduit
        • Infected: Manus
        • Into the Hive
        • Khitomer in Stasis
        • Khitomer Vortex
        • Klingon Scout Force
        • Mine Trap
        • No Win Scenario
        • Nukara Prime
        • Starbase 24
        • Starbase Fleet Defense
        • The Big Dig
        • The Cure Applied
        • The Cure Found
        • The Vault: Ensnared
        • Vault Shuttle Event


    Hope you guys institute a penalty for AFKing or Warping out in PvP.


    Keep up the good work.
  • captainbaileycaptainbailey Member Posts: 356 Arc User
    edited November 2013
    Lets see if its instituted correctly first. Last time the AFK penalty was put into place I was hit with it for playing Azure Nebula Rescue too well i.e. staying out of Tholian firing range while releasing ships without firing a single shot.
  • starkaosstarkaos Member Posts: 11,556 Arc User
    edited November 2013
    Wonder how the afk system works. Has to be more than just a player getting afk status. If it is an activity based afk, then afkers can just get around it. It should be a metric-based afk so damage has to be dealt and/or actual health and shields restored. Of course, these metrics should be hidden.
  • majortiraomegamajortiraomega Member Posts: 2,214 Arc User
    edited November 2013
    Hope you guys institute a penalty for AFKing or Warping out in PvP.

    Keep up the good work.

    Until Cryptic fixes spawn camping, adding an "AFK penalty" or "warp out" penalty will just make it easier for spawn campers to get away with it. You can't spawn camp if the other team refuses to spawn until they get off the spawn. If you add an "AFK penalty", they must respawn (and get camped) and they can't warp out (they will get a leaver penalty). If camping and 5 man teaming to roll queues was fixed, you wouldn't have people leaving matches early.

    PvP is fun, but not when you are getting camped. Please spare me your typical "it's the team's own fault if they are getting camped" or "go join a premade team". Casual players shouldn't have to do that just because some Space PvP fleets want to play dirty. There are KDF teams that will use EPtE + Full Impulse while cloaked to ensure they can engage Starfleet before they can leave the spawn in Capture and Hold. After setting up acetons and transphasic/nukara web mines they will then drop gravity wells and warp plasma on the spawn. While less common, you also have 5 Scimitar Romulan teams doing the same thing in some matches as well, only with Elite drone pets. Matches like that aren't enjoyable, players that do it are there to grief, you can't blame anyone for AFKing or warping out at that point.
    --->Ground PvP Concerns Directory 4.0
    --->Ground Combat General Bugs Directory
    Real join date: March 2012 / PvP Veteran since May 2012 (Ground and Space)
  • lucho80lucho80 Member Posts: 6,600 Bug Hunter
    edited November 2013
    I hope Azure Nebula Rescue works fine since it's common strategy to split and spawn camp the Tholians. Throw a GW and CSV and boom they go.
  • sean2448sean2448 Member Posts: 815 Arc User
    edited November 2013
    i just hope it don't give penalty for long load time


    and byebye
  • ltsmithltsmith Member Posts: 207 Arc User
    edited November 2013
    I am glad to see this back in testing it will be interesting to see how it all turns out. Wonder if we might see some bugs of people being penalized who did play the mission guess we will have to test it and see.
    Join date: January 2010
  • ussultimatumussultimatum Member Posts: 0 Arc User
    edited November 2013
    Until Cryptic fixes spawn camping, adding an "AFK penalty" or "warp out" penalty will just make it easier for spawn campers to get away with it. You can't spawn camp if the other team refuses to spawn until they get off the spawn. If you add an "AFK penalty", they must respawn (and get camped) and they can't warp out (they will get a leaver penalty). If camping and 5 man teaming to roll queues was fixed, you wouldn't have people leaving matches early.

    PvP is fun, but not when you are getting camped. Please spare me your typical "it's the team's own fault if they are getting camped" or "go join a premade team". Casual players shouldn't have to do that just because some Space PvP fleets want to play dirty. There are KDF teams that will use EPtE + Full Impulse while cloaked to ensure they can engage Starfleet before they can leave the spawn in Capture and Hold. After setting up acetons and transphasic/nukara web mines they will then drop gravity wells and warp plasma on the spawn. While less common, you also have 5 Scimitar Romulan teams doing the same thing in some matches as well, only with Elite drone pets. Matches like that aren't enjoyable, players that do it are there to grief, you can't blame anyone for AFKing or warping out at that point.


    I'm guessing none of those awful things happen in your pristine ground pvp community?

    Feel free to make a thread that grants the opposite team 30s of damage immunity or whatever it would take to curb camping.
  • majortiraomegamajortiraomega Member Posts: 2,214 Arc User
    edited November 2013
    I'm guessing none of those awful things happen in your pristine ground pvp community?

    Feel free to make a thread that grants the opposite team 30s of damage immunity or whatever it would take to curb camping.

    Yes, a 30 second damage immunity as well as a 500% all damage and a 100% shield byass buff should about do it.

    More seriously though, we need protected spawns. Players in space should spawn inside of a heavily defended Starbase with a one way force field for Capture and Hold. Once you leave that Starbase, you can't run back inside for shelter. The Starbase should be equipped with the firepower equivalent of a Tier V Starbase to fend off any would be campers. No destructible hardpoints like the current system.

    Space arena, after spawning your are immune to damage, control powers, and debuffs for 20 seconds. That's time enough to engage full impulse to escape. This immunity if forfeited if the player attempts to use any attack buffs or fire any weapons.

    Ground is a bit more difficult, and yes, camping is a problem on ground at times. Assault needs an entire map revamp. There are so many invisible walls, exploitable terrain pieces. If that ever does happen, spawning in a structure with a one way forcefield and two indestructible heavy turrets at the entrance should about do it.

    Ground Arena maps are rather tiny, it's possible to run though all of Ghost ship in about a minute. It would be really nice to have fixed spawns with decent cover, but that's just dream talk. Is it possible Cryptic will do something like that, yeah, and I hope one day it happens. However, I suspect a crafting revamp or a space PvP revamp would come before a ground PvP revamp.
    --->Ground PvP Concerns Directory 4.0
    --->Ground Combat General Bugs Directory
    Real join date: March 2012 / PvP Veteran since May 2012 (Ground and Space)
  • nulonunulonu Member Posts: 507 Arc User
    edited November 2013
    Med vanguard fixed now too? You guys are stomping the ground bugs flat! :P
  • mimey2mimey2 Member Posts: 0 Arc User
    edited November 2013
    nulonu wrote: »
    Med vanguard fixed now too? You guys are stomping the ground bugs flat! :P

    Ikr?

    /10 chars
    I remain empathetic to the concerns of my community, but do me a favor and lay off the god damn name calling and petty remarks. It will get you nowhere.
    I must admit, respect points to Trendy for laying down the law like that.
  • mirrorchaosmirrorchaos Member Posts: 9,844 Arc User
    edited November 2013
    fleet teams may have a problem with the afk solution without knowing how it works.

    if a fleet sets up a 4 player charge on something like the breach, a few have played and a few have not, those that have will have to explain it out to those who have not played it and what to do, so those who have not played it reads the instructions and not doing anything for a few minutes, so they get marked as afk and nothing gets done.

    then there is the issue with random pugs that have a small issue in real life and need to be away from the keyboard for a moment, like phone call, answering door and such and by the time they are back.. even though they have partaken in the event upto that point.

    what about players who spend time adjusting their ship for specific encounters and ground maps? eg. switching out that breen build to AP cannon build, switching out all those parts at the start of a fight to others still takes a few minutes to get done right. there are people who take attention to detail to be the most effective they can be.

    then there is the azure nebula rescue mission, ri station, vault and hive space that all have a start timer that could count against players because in effect they are unable to move or do anything which could considered by the system as afk.

    again more detail on the afk feature is really needed.
    T6 Miranda Hero Ship FTW.
    Been around since Dec 2010 on STO and bought LTS in Apr 2013 for STO.
  • graham6411graham6411 Member Posts: 38 Arc User
    edited November 2013
    I am glad to see AFK'ers will now get a penalty, had to many AFK'ers just sit there while others do the work.
    Known as @graham6410 in game
  • aleaicaleaic Member Posts: 352 Arc User
    edited November 2013
    I think we need to know that the 'timer span' is, for ensuring proper players avoid afk penalization. And the 2 hour penalty may be too harsh, for those that end up with RL issues while playing the game (such as one player I came across in a ANR, that couldn't play for a good few minutes, cause of a child emergency. It 'does' happen...) as well as the usual problem of server lag and connectivity issues.

    I hope there is a proper 'tag' of players that make into an instance, for the afk timer to 'then' account for, that leaves alone the server disconnected players, that I see WHY too blasted often, in this game.

    A 45 minute penalty timer might be more legit, as even the afk penalty bit, might not defeat a player that just 'nudges' their ship forward, to simply 'beat' the timer. I hope there's a proper check and balances system in place, t ensure proper fairness, and even craftiness on the game code's part, somehow, to stay ahead of the honorless cheaters.
  • richardevegarichardevega Member Posts: 234 Arc User
    edited November 2013
    aleaic wrote: »
    I think we need to know that the 'timer span' is, for ensuring proper players avoid afk penalization. And the 2 hour penalty may be too harsh, for those that end up with RL issues while playing the game (such as one player I came across in a ANR, that couldn't play for a good few minutes, cause of a child emergency. It 'does' happen...) as well as the usual problem of server lag and connectivity issues.

    I hope there is a proper 'tag' of players that make into an instance, for the afk timer to 'then' account for, that leaves alone the server disconnected players, that I see WHY too blasted often, in this game.

    A 45 minute penalty timer might be more legit, as even the afk penalty bit, might not defeat a player that just 'nudges' their ship forward, to simply 'beat' the timer. I hope there's a proper check and balances system in place, t ensure proper fairness, and even craftiness on the game code's part, somehow, to stay ahead of the honorless cheaters.

    I agree with the first part that we need to know what the timer span is in order to not be considered AFK. Also quick question what if say im in a carrier and I send out my pets to attack and im just sitting there waiting for the target to come into range will that be consider??
  • revyremirevyremi Member Posts: 49 Arc User
    edited November 2013
    if only we could warp out when something happens like door bell or something but we cant even do that 1 hr cooldown for leaving or 2 hour cooldown for afk.

    cryptic could atleast make it so that if most of the players leave more players can enter. at the moment if people leave the team is stuck with what ever is left. trying to 2 man or 3 man onslught is tough.
  • fraghul2000fraghul2000 Member Posts: 1,590 Arc User
    edited November 2013
    We will be bringing down the Tribble server for maintenance to apply a new update: ST.35.20131029a.7

    General:
    • AFK penalty has been re-enabled.
    • Captains that AFK in a queued map will now receive the following penalty:
      • 0 rewards for the event
      • 2 hour cooldown on the ability to queue for any event
      • These changes are implemented into the following queued events in normal and elite mode where applicable:
        • Atmosphere Assault
        • Breaking the Planet
        • Colony Invasion
        • Crystalline Catastrophe
        • Defend Rh?ihho Station
        • Federation Fleet Alert
        • Federation Starbase Blockade
        • Federation Starbase Incursion
        • Gorn Minefield
        • Hive Onslaught
        • Infected: The Conduit
        • Infected: Manus
        • Into the Hive
        • Khitomer in Stasis
        • Khitomer Vortex
        • Klingon Scout Force
        • Mine Trap
        • No Win Scenario
        • Nukara Prime
        • Starbase 24
        • Starbase Fleet Defense
        • The Big Dig
        • The Cure Applied
        • The Cure Found
        • The Vault: Ensnared
        • Vault Shuttle Event
    • Traits: Medical Vanguard
      • Resolved an issue where this trait was triggered by Adaptation procs on Fleet Elite shields, causing Science officers to have much higher survivability than intended.
      • Medical Vanguard no longer affects passive powers at all.

    Adventure Zone:
    • Mission Neutralize Nyocene Clouds can now be completed.
    • Mission Wave Synchronicity can now be picked up from any of the anomalous signal points.

    please, please, please...make the ban account-wide.
  • mikeflmikefl Member Posts: 861 Arc User
    edited November 2013

    then there is the issue with random pugs that have a small issue in real life and need to be away from the keyboard for a moment, like phone call, answering door and such and by the time they are back.. even though they have partaken in the event up to that point.

    If this is the problem then too bad... you join a 5 to 15 minute mission and if you can't commit to it then you shouldn't be joining. If it's an emergency then take the leaver penalty of one hour and move on... surely a real life emergency isn't going to make you worry about a PvE event queue. So many excuses... I wouldn't want to play a mission with someone taking potty breaks and can't hold it for 15 minutes. Must be a terrible time for these people sitting in traffic going to work in the real world.
    Gold Sub since March 2010
    Lifetime Sub since June 2010
  • sharpie65sharpie65 Member Posts: 679 Arc User
    edited November 2013
    fleet teams may have a problem with the afk solution without knowing how it works.

    if a fleet sets up a 4 player charge on something like the breach, a few have played and a few have not, those that have will have to explain it out to those who have not played it and what to do, so those who have not played it reads the instructions and not doing anything for a few minutes, so they get marked as afk and nothing gets done.

    If this is the case, then time should be taken to explain to team members who haven't done it before/are unsure of what to do BEFORE the queue has been launched..the message that I'm getting from this is that your fleet/somebody else's fleet are too bothered about how long it takes to load up the map and not fussed about who hasn't done it before. As a result, that person will be hanging back/doing it differently to the rest of the team and may get a slight tirade from the rest of the team.
    MXeSfqV.jpg
  • bughunter357bughunter357 Member Posts: 588 Arc User
    edited November 2013
    Until Cryptic fixes spawn camping, adding an "AFK penalty" or "warp out" penalty will just make it easier for spawn campers to get away with it. You can't spawn camp if the other team refuses to spawn until they get off the spawn. If you add an "AFK penalty", they must respawn (and get camped) and they can't warp out (they will get a leaver penalty). If camping and 5 man teaming to roll queues was fixed, you wouldn't have people leaving matches early.

    PvP is fun, but not when you are getting camped. Please spare me your typical "it's the team's own fault if they are getting camped" or "go join a premade team". Casual players shouldn't have to do that just because some Space PvP fleets want to play dirty. There are KDF teams that will use EPtE + Full Impulse while cloaked to ensure they can engage Starfleet before they can leave the spawn in Capture and Hold. After setting up acetons and transphasic/nukara web mines they will then drop gravity wells and warp plasma on the spawn. While less common, you also have 5 Scimitar Romulan teams doing the same thing in some matches as well, only with Elite drone pets. Matches like that aren't enjoyable, players that do it are there to grief, you can't blame anyone for AFKing or warping out at that point.

    since this involves PVE ques only your gripping about PVP is useless till PVP is fixed then they can implement this to that.
  • ashtakuashtaku Member Posts: 0 Arc User
    edited November 2013
    please, please, please...make the ban account-wide.

    This. One needs only look at how people boast about circumventing the leaver penalty by switching to alts to see the necessity of this move.
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