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Official Revamp of Klingon War missions feedback thread

coldsnappedcoldsnapped Member Posts: 520 Cryptic Developer
Please post all feedback and bugs found for the revamp of the Federation missions in the Klingon War:

Klingon War mission revamp:
  • Many Federation episodes have been revamped to improve the quality and pacing.
  • These changes apply to the following missions:
    • Stranded in Space
    • Diplomatic Orders
    • Hide and Sneak
    • Stop the Signal
    • Researcher Rescue
    • The Kuvagh'Magh
    • Treasure Trading Station
    • Secret Orders
    • Task Force Hippocrates
    • The Ultimate Klingon
    • City on the Edge of Never
    • Past Imperfect
  • The mission "War is Good for Business" has been removed.
Post edited by coldsnapped on
«134

Comments

  • cehuscehus Member Posts: 179 Arc User
    edited January 2014
    BUG: Stranded in space fed transporter room uses the same atmosphere effect as Azure

    Will edit with more
    Cehus.png
  • oracle54oracle54 Member Posts: 199 Arc User
    edited January 2014
    Just finished Stranded in Space, the only difference noticed was the transporter room on your ship is a bit different and uses the effects for the Azura interior
  • oracle54oracle54 Member Posts: 199 Arc User
    edited January 2014
    Okay, so in the Kuva'magh, you reduced the number of Orion groups to destroy in the beginning to 3
    And the number of charges from 5 to 4...but why does it say [Engineer] at the start of the interact button? Ooooh, I see, there are different interactions. The 'Cut Wires' didn't show up for the first 2.

    Has the first ground map been changed around, or have I just forgotten what it looked like before?

    The interior looks a bit different, nice.

    Ending space fight is pretty much the same, but it seems alright...
  • sfc#5932 sfc Member Posts: 992 Bug Hunter
    edited January 2014
    I like it so far, you've shorted the starting experience to make it easier for new players. This is really great
  • jer5488jer5488 Member Posts: 506 Arc User
    edited January 2014
    There are little differences, but for the most part all I'm finding/seeing is 'We removed some npc's so the game's even easier then it already was'. I'm sorry, there are ten thousand better uses for the dev team then remastering episodes players will only do once or twice a playthrough. Especially since the 'remastering' only made them easier, and they still aren't on part with the Romulan or new KDF episodes.
  • trek21trek21 Member Posts: 2,246 Arc User
    edited January 2014
    jer5488 wrote: »
    There are little differences, but for the most part all I'm finding/seeing is 'We removed some npc's so the game's even easier then it already was'. I'm sorry, there are ten thousand better uses for the dev team then remastering episodes players will only do once or twice a playthrough. Especially since the 'remastering' only made them easier, and they still aren't on part with the Romulan or new KDF episodes.
    Well, Stranded in Space + "Diplomatic Orders were already revamped before, in addition to Doomsday Machine, so it wouldn't seem apparent at first glance.

    However, I saw quite a few dialogue additions in Stranded in Space, somewhat paraphrased below:

    "[Boff name], try and monitor that distress call" (when first getting in)
    "Try and keep a lock on the away team" (as we're in the transporter room)
    "Finding survivors is our top priority" (upon beaming in... though that makes it stick out even more, that only Sci can do that bit)
    "Helm, get us in range" (as the ship is about to explode)
    "Away team, prepare for emergency transport" (needed on the bridge... though we still have to take the turbolift :P )


    And those certainly made the experience seem more real :)

    Edit: Now have finished "Diplomatic Orders".

    + Shuttle atmosphere entry is a lot less 'rocky' - though I miss that one lol
    + Considerably expanded dialogue with High Priest Savin, explaining more about the Ambassador's request and other small bits. Also gives far more of an indication that something's 'off' about Sokketh (also good)
    + Little bits from the Klingon captain, and that new 'circling' for our Undine infiltrator
    - Most of the 'Continue' end-dialogues are still there - might seem odd after Stranded in Space
    ? Undine Dreadnought turned to Frigate? Seems odd, but then again, they can fight the Borg.
    Was named Trek17.

    Been playing STO since Open Beta, and have never regarded anything as worse than 'meh', if only due to personal standards.
  • jkirk13jkirk13 Member Posts: 63 Arc User
    edited January 2014
    jer5488 wrote: »
    There are little differences, but for the most part all I'm finding/seeing is 'We removed some npc's so the game's even easier then it already was'. I'm sorry, there are ten thousand better uses for the dev team then remastering episodes players will only do once or twice a playthrough. Especially since the 'remastering' only made them easier, and they still aren't on part with the Romulan or new KDF episodes.


    The devs also said in the notes that the missions on now do not represent the final versions of them.
    [SIGPIC][/SIGPIC]
  • trek21trek21 Member Posts: 2,246 Arc User
    edited January 2014
    Now done Hide and Seek :)

    The dilithilum gathering for the disabled ship actually has Tac/Eng/Sci objectives now; we now give a warning to the jamming station before bombing it (that's considerate lol); the minefield was now cloaked, as well as the scanning streamlined; and the base actually looked Klingon instead of generic

    Our Boffs even lampshaded how they built a base that deep in Fed space, and an otherwise throwaway line from a KDF officer to warn the fleet.

    Also, I'm not sure when this changed, but the Swordmaster type now apparently includes female versions XD

    Definitely an improvement imo
    Was named Trek17.

    Been playing STO since Open Beta, and have never regarded anything as worse than 'meh', if only due to personal standards.
  • castsbugccastsbugc Member Posts: 830 Arc User
    edited January 2014
    Game stopping issue for me in Diplomatic Orders:
    I cannot advance after talking to Sokketh and starting Speak with High Priest Savin
    Clicked through all the options including the green text one, and it will not advance to the next objective.

    This is on a new created character on the server.
  • whatinblueblazeswhatinblueblazes Member Posts: 200 Arc User
    edited January 2014
    Just about halfway through the newly remastered episodes, and a few things really stand out.

    They are gorgeous.
    I could really gush about how much better the ground maps look in particular. Researcher Rescue in particular looks positively stunning. While that's been the most noticeable overhaul, I'm noticing great tweaks to the environments in general. The new embassy exterior in the Kuvagh'Magh looks awesome, with just the appropriate amount of Starfleet-issue grandiosity. The interior now looks like it could actually be an embassy, too! The newly Klingonified listening posts are also a great improvement. I think some of the space maps were refined as well. Really, the environments are spectacular. Great job to the environment teams!

    They make good use of new techniques.
    It's a fairly minor thing, but I appreciate the refinements to disarming charges and the unobtrusive pop-up dialog that doesn't use a whole contact screen. It makes the missions feel more interactive, which is a big plus. A little polish has really spruced these missions up. I also appreciate the proliferation of new career-dependent optional objectives.

    They feel more finished.
    The dialog has definitely been improved across the board. Whereas the missions felt a little rushed before, now it's apparent that another level of polish has been applied. In particular, some of the logical inconsistencies have been addressed -- "how did the Klingons manage to build a base so far into Federation territory?" Well, we may not have an answer, but at least it's been acknowledged now.

    They don't take forever.
    Thank you, thank you, thank you! Some of the early missions really dragged on. Now, instead of defeating half the Klingon fleet before beaming down, I face a more realistic number of vessels. This helps with immersion and flow. Same goes for previously repetitive ground content. Much, much better.

    They seem a little too easy.
    On the other hand, I am now able to fly through the missions. Researcher Rescue in particular felt almost preposterously quick on that second ground map. Perhaps the wandering Gorn patrols were too much before, but it's a shame that such a gorgeous ground map only gets a few minutes of action. I know it's tough to walk the line between difficulty and flow.

    Those are the main points so far. I may add more feedback later.
  • castsbugccastsbugc Member Posts: 830 Arc User
    edited January 2014
    castsbugc wrote: »
    Game stopping issue for me in Diplomatic Orders:
    I cannot advance after talking to Sokketh and starting Speak with High Priest Savin
    Clicked through all the options including the green text one, and it will not advance to the next objective.

    This is on a new created character on the server.

    On my imported charcter replaying the mission, I did advance the story, one thing I notice, I have WAY more dialog options with Savin then I did my new created character

    Here is what the dialog looks like on the Tribble created character:
    http://www.flickr.com/photos/27616725@N05/11881534236/sizes/o/in/photostream/

    Here is what the replay looks like for the imported character:
    http://www.flickr.com/photos/27616725@N05/11880680885/sizes/o/in/photostream/


    You will notice there are more dialog choices for the replay character
  • trek21trek21 Member Posts: 2,246 Arc User
    edited January 2014
    castsbugc wrote: »
    On my imported charcter replaying the mission, I did advance the story, one thing I notice, I have WAY more dialog options with Savin then I did my new created character
    I noticed that too :)

    As for that bug, my character was not imported, but neither was he new (lvl 50 upon replay), and he played through fine. Perhaps it only affects fresh-into-server ones?
    Was named Trek17.

    Been playing STO since Open Beta, and have never regarded anything as worse than 'meh', if only due to personal standards.
  • castsbugccastsbugc Member Posts: 830 Arc User
    edited January 2014
    trek21 wrote: »
    I noticed that too :)

    As for that bug, my character was not imported, but neither was he new (lvl 50 upon replay), and he played through fine. Perhaps it only affects fresh-into-server ones?

    possibly, which is why I created a fresh one, if Im gonna break it, lets start breaking it from the very beginning, plus it let me see that stranded in space has the new origin transporter interior so yeah.
  • tuskin67tuskin67 Member Posts: 1,097 Arc User
    edited January 2014
    castsbugc wrote: »
    On my imported charcter replaying the mission, I did advance the story, one thing I notice, I have WAY more dialog options with Savin then I did my new created character

    Here is what the dialog looks like on the Tribble created character:
    http://www.flickr.com/photos/27616725@N05/11881534236/sizes/o/in/photostream/

    Here is what the replay looks like for the imported character:
    http://www.flickr.com/photos/27616725@N05/11880680885/sizes/o/in/photostream/


    You will notice there are more dialog choices for the replay character

    Your tribble character is a Vulcan, they know all that stuff already so it makes no sense to ask some of those questions. Notice how the Dialogue options are worded different as well? "Didn't *we* use P'Jem to spy on the Andorians?"

    So that is not broken at all, it makes... logical sense.
  • castsbugccastsbugc Member Posts: 830 Arc User
    edited January 2014
    tuskin67 wrote: »
    Your tribble character is a Vulcan, they know all that stuff already so it makes no sense to ask some of those questions. Notice how the Dialogue options are worded different as well? "Didn't *we* use P'Jem to spy on the Andorians?"

    So that is not broken at all, it makes... logical sense.

    fair point Ill have to try with a non vulcan, except for the bit where I cannot advance the story on the tribble created vulcan character.
  • tuskin67tuskin67 Member Posts: 1,097 Arc User
    edited January 2014
    castsbugc wrote: »
    fair point Ill have to try with a non vulcan, except for the bit where I cannot advance the story on the tribble created vulcan character.

    Oh that is weird. Maybe they broke something when implementing the species unique dialogue.
  • kazamiyukarinkazamiyukarin Member Posts: 158 Arc User
    edited January 2014
    My new character is also having this same problem (cannot progress in Diplomatic Orders), and she is also a Vulcan.
    Call me Yuka~
    ~Vice Admiral Saskia - U.S.S. Muenzuka (Dyson Science Destroyer)~
    ~Lieutenant General Kalinka - I.K.S. Kazami (Negh'Var Heavy Battlecruiser)~
    ~Vice Admiral Lorel - R.R.W. Aureus Aquila (Mirror Mogai Heavy Warbird)~
  • sfc#5932 sfc Member Posts: 992 Bug Hunter
    edited January 2014
    Task Force Hippocrates has a wonderful hospital map that I hope to see in the foundry. I quite like how you moved the Origin interiors in, and hope to see you add them to the rest of the story missions which use FED interiors.

    The only game "breaking" bug I've found is the grass in The Kuvah'Magh. That grass is a FPS killer.
  • tuskin67tuskin67 Member Posts: 1,097 Arc User
    edited January 2014
    castsbugc wrote: »
    fair point Ill have to try with a non vulcan, except for the bit where I cannot advance the story on the tribble created vulcan character.

    I copied over a level 50 Vulcan character, I also cannot advance. Diffidently an issue with Vulcans.

    On a side note, the Andorians get very slightly altered dialogue with the High Priest.
  • trek21trek21 Member Posts: 2,246 Arc User
    edited January 2014
    Two things I've noticed after playing Stop the Signal and Researcher Rescue

    One's already been mentioned (the grass on the latter being a frame-rate killer, despite being gorgeous; props for that), but I don't think the other. After using F to 'Take Items', I sometimes get a similar pop-up that says 'Talk to Look Critter'. It's appearance is random, and it's spacing is similar, but those elements appear to be somewhat consistent; they appear only whenever using F to 'Take Items' (Space and Ground)

    Even when prepared for it, the pop-up only lasts for a split-second, and appears to do nothing if it is triggered.

    Edit: Treasure Trading Station bug: the new dialogue from the beginning, where we're scanning for contraband, that pops up at the very end again, just before the recently-promoted KDF Captain swears revenge.

    Also, azurianstar, the updates are basically this imo: considerable visual updates here and there, dialogue that fits a Fed captain fairly well, some streamlining on already-easy content (I don't think it can be denied; the mobs merely took up time, not effort), and small touch-ups to the story that was already present. Oh, and some small branching paths now, due to the influx of Career-specific tasks
    Was named Trek17.

    Been playing STO since Open Beta, and have never regarded anything as worse than 'meh', if only due to personal standards.
  • sirboulevardsirboulevard Member Posts: 722 Arc User
    edited January 2014
    Treasure Trading Station is much improved. I love the revamped interior (looks more like a bar and less like a reconverted freighter. The bar fight? OMG the Fed Protag actually freaking set his Phaser to stun for once! Yes, no murdering the civies this time.

    And then releasing the prisoners int he shuttle bay actually gains you some allies with guns. Well done, guys.

    Also I like how B'vat is being re-written into like a Klingon Poorly Made Knock Off of Hakeev. I mean, its a good kind. Like he has no idea how to do the role so he just goes deliberately with the For EVIL! Routine. XDDD

    And in Secret Order they foreshadow the Doomsday Machine. Well written, Kestral.
    [SIGPIC][/SIGPIC]

    TRIBBLE Hydra! Hail Janeway!
  • azurianstarazurianstar Member Posts: 6,985 Arc User
    edited January 2014
    Started testing with the testing character that I used for testing the updated Federation Tutorial and already noticed a major problem. Elisa Florres, none of her powers are showing up in the Power Tray. Luckily I had a second Tactical with High Yield.


    Stranded in Space:

    Only changes I noticed was that the transporter room is using the new model and some Orions were taken out.

    Feedback:

    Think the cutscene needs to be integrated with the warp-in and the BOFF talk. Saves time.

    Reduced Orion Groups really makes it too easy and given there is no real storyline driving it, it seems bland.

    Tactical Option still needs to be looked at in team mode. I.E. In Team the accolade doesn't work.

    The Tactical Option Plasma doesn't match the other plasma vents.

    And of course, you still abandon the injured on the doomed ship as a Tactical Officer. :rolleyes:

    Also, you need to match up the Transporter Room with the Tutorial's. Because there was no Turbolift at that same door.


    Diplomatic Orders:

    So the changes are more Klingon groups removed and we not start off on the Steps that the entrance to the monastery? And you replaced the Undine Dreadnaught with a normal Captial ship (yet the accolade is still Dreadnaught).


    FYI: You list them as "B'Rels" but the models are Norgh-class BoPs

    Feedback:

    Shuttle still has no outside scenery. You need to give it a skyfire, like a shuttlebay interior, plantary orbit, or in the atmosphere. Something.


    Hide and Seek:

    Game Locked up upon killing the Orion Frigates............


    Didn't notice much of a revamp except the mission was way more boring. Though I applaud them finally giving it a proper Klingon Center Look. Though wish the artists came up with something new in design.


    Stop the Signal

    In some ways this mission was the most improved, yet not improved.

    I liked how you started with the Frequency trick from of Bajor, but it really didn't explain things other than "follow that road!" And liked the new crate trick with the keys. Though was disappointed you used the same exact map from the previous mission, while new, it feels nothing more than a copy and paste.

    And the last part of the mission, you should give more of a reason to aid the Klingons, just feels like you jumping in on someone elses fight than helping them stay alive, if you know what I mean.

    Also the middle part with the Klingon Satelites, even if you removed one, it still seems like this area could use an improvement. Just a little less of the original.

    Researcher Rescue

    First off, the Button says Kassae Patrol, might want to update that because people think it's a Patrol mission than the RR mission.

    Hate how the Researcher Station was downgraded, feels less epic and the lack of fires really makes it feel like there is less of an urgency.

    Though on the other hand, I do love how the swamp now feels like a swamp. HOWEVER, the lack of being surrounded by literally hundreds of Gorn..........just takes the umph out.


    The Kuvagh'Magh

    Beginning wasn't touched, which was baddly needed.

    Revamp of Regulus is much nicer than it once was, but given the sophistication of the buildings, you think there be sidewalks?

    The new command center is more believable inside and out, though the area by the BoP could've been improved. Also the BoP itself needs to be significantly larger, its about the size of a runabout than a starship that holds 50 people.

    The ending, lackluster.

    Also, B'Vat is an Ambassador, not an Admiral.




    Overall:

    I stopped here since I have to go back to grinding on my Holodeck characters. :rolleyes:

    But needless to say, while there is some decent artistic improvements, overall I felt the gameplay was significantly reduced and there was no story or challenge at all in these revamps. Basically, it felt dumbed down.

    As it is now, it really doesn't make me want to go back and play them again. Even after 4 years, these missions still have no umph.
  • sirboulevardsirboulevard Member Posts: 722 Arc User
    edited January 2014
    Just completed The Ultimate Klingon... and finally. FINALLY there is a mission that actually has branching paths!! When you get into Singh's facility you make the choice how you want to trick and capture Singh. I chose the option to disable his Transporter so he can't flee and the game actually recognized it and blocked his transporter when he tried to unleash his gorn on me, instead he got trapped with me AND his Gorn.

    Cryptic, well done!
    [SIGPIC][/SIGPIC]

    TRIBBLE Hydra! Hail Janeway!
  • kagasenseikagasensei Member Posts: 526 Arc User
    edited January 2014
    They seem a little too easy.
    On the other hand, I am now able to fly through the missions. Researcher Rescue in particular felt almost preposterously quick on that second ground map. Perhaps the wandering Gorn patrols were too much before, but it's a shame that such a gorgeous ground map only gets a few minutes of action. I know it's tough to walk the line between difficulty and flow.

    Isn't that excatly what the difficulty slider is for? Thereby creating fewer, but more interesting hostile encounters...
    Those first story mission are supposed to be easy on the EASIEST DIFFUCULTY setting. Experienced players will know where the difficulty slider is and adjust it appropriately.
  • kagasenseikagasensei Member Posts: 526 Arc User
    edited January 2014
    The Kuvagh'Magh

    Beginning wasn't touched, which was baddly needed.

    Revamp of Regulus is much nicer than it once was, but given the sophistication of the buildings, you think there be sidewalks?

    The new command center is more believable inside and out, though the area by the BoP could've been improved. Also the BoP itself needs to be significantly larger, its about the size of a runabout than a starship that holds 50 people.

    The ending, lackluster.

    Also, B'Vat is an Ambassador, not an Admiral.

    The tiny surface-BoP is an OLD issue. It was first intruduced to the game wit "Alpha". The crashed BoP is TINY, too, with its "head" being the same size as a person!!! Now it found its way to more locations, like the Ketha lowlands and Regulus... Very immersion-breaking and disappointing especially since the revamped "Doomsday Machine" had already introduced a realistically-sized BoP on the surface of Imaga. (I know the size of the Klingon BoP has alsways been "fluent" in canon, but one thing's for sure: Its head-section has to be larger than ONE PERSON!)

    --> Replace tiny landed BoP with larger model (used in "Doomsday Machine" on Imaga)!
  • azurianstarazurianstar Member Posts: 6,985 Arc User
    edited January 2014
    kagasensei wrote: »
    The tiny surface-BoP is an OLD issue. It was first intruduced to the game wit "Alpha". The crashed BoP is TINY, too, with its "head" being the same size as a person!!! Now it found its way to more locations, like the Ketha lowlands and Regulus... Very immersion-breaking and disappointing especially since the revamped "Doomsday Machine" had already introduced a realistically-sized BoP on the surface of Imaga. (I know the size of the Klingon BoP has alsways been "fluent" in canon, but one thing's for sure: Its head-section has to be larger than ONE PERSON!)

    --> Replace tiny landed BoP with larger model (used in "Doomsday Machine" on Imaga)!

    Actually the BoP first appeared on Defera. I've been pushing them to get it properly sized for years now.


    And that's the same model as in Doomsday.
  • kagasenseikagasensei Member Posts: 526 Arc User
    edited January 2014
    Actually the BoP first appeared on Defera.

    I've been pushing them to get it properly sized for years now.

    Right. At least on Defera it stands on that cliff and you cannot really get close to it, so the size-problem is not THAT obvious as in the Ketha Lowlands, on Orith II (Alpha), and now Regulus...
    Again, the funny thing is: The Devs already have a properly sized model of a landed BoP in "Doosmday Machine"... :-| They just need to reuse it!
  • erei1erei1 Member Posts: 4,081 Arc User
    edited January 2014
    And of course, you still abandon the injured on the doomed ship as a Tactical Officer. :rolleyes:
    That was probably the only thing worth revamping in this mission. I always felt awkward to let civilians die because I'm not sci. I can't beam them to sickbay, and even more dumb, I can't ask my Sci BOFF standing right next to me to heal them !
    The first time playing the mission, I thought I was missing something, and I was wondering how to ask my BOFF to heal them.
    [SIGPIC][/SIGPIC]
  • jarodroto123jarodroto123 Member Posts: 1,337 Arc User
    edited January 2014
    Stranded In Space:

    It may just be me, but was that new music I heard during the Azura mission? It set the tone of the mission much better then the music I usually hear in this game.
    I loved the graphical improvements and the optional dialogue at the end with the Azura's Captain made the mission feel more real, as did the additions to dialogue throughout the mission

    Diplomatic Orders

    The voiceover is amazing, to me it really captures the feel of an emotional Undine trying to act tike a Vulcan and I enjoy the little hints of his contempt for non-Undine . The little hints from T'Pela of illogical behavior from sokketh also provide more flavor to the story.

    at the part where the Undine turns into a klingon and adresses two klingons the female speaks with a male voice and vice versa, just a small bug

    Hide and Seek

    The map is much sharper and cleaner, the enhanced graphics do this mission good. I appreciate not making the escape vessels targetable, it gives more of a starfleet feel to let the survivors go. It is much easier to see objects in the paulson nebula, another positive effect of the graphical revamp. The map was much more klingon to me, I really felt like I was advancing through the halls a a klingon outpost.

    Stop the Signal

    I appreciated the reduction of reppetiveness in this misison
  • sfc#5932 sfc Member Posts: 992 Bug Hunter
    edited January 2014
    It may just be me, but was that new music I heard during the Azura mission?
    Nope, the Campaign theme has always been there, if you're talking about:

    https://www.youtube.com/watch?v=x3D1BZVHzsg
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