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TRIBBLE Maintenance and Release Notes - January 22, 2014

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  • ashkrik23ashkrik23 Member Posts: 10,809 Arc User
    edited January 2014
    jaturnley wrote: »
    Sadly, both the Obelisk Catnip Mouse and the Laser Pointer Swarmer remain broken. Get your act together, Cryptic! ;-)

    Aww, darn it.
    King of Lions rawr! Protect the wildlife of the world. Check out my foundry series Perfection and Scars of the Pride. arcgames.com/en/forums#/discussion/1138650/ashkrik23s-foundry-missions
    ashkrik_by_lindale_ff-d65zc3i.png
  • kagasenseikagasensei Member Posts: 526 Arc User
    edited January 2014
    When are we going to see the next push wrt the Klingon War-episode revamp/retouch/polish? There are some construction sites left there.
  • sfc#5932 sfc Member Posts: 992 Bug Hunter
    edited January 2014
    dpglerch wrote: »
    Aren't you worried that a fast ship swap option from anywhere in the game would ultimately result in the shipyards being pointless in the game?
    You still have to go to the shipyard to outfit the ship. You can't just warp in an empty escort and expect to find all of your inventory weapons magically on it.

    You still need to go to shipyards to cosmetically change your starship as well. The notion that this will make shipyards "useless" is laughable.
  • kimmymkimmym Member Posts: 1,317 Arc User
    edited January 2014
    My only complaint is needing to discharge a ship to get your slots back.

    I have quite a few ships that I will not be discharging... An option to simply take my slot back would be appreciated.
    I once again match my character. Behold the power of PINK!
    kimmym_5664.jpg
    Fleet Admiral Space Orphidian Possiblities Wizard
  • ikuruyoikuruyo Member Posts: 132 Arc User
    edited January 2014
    meimeitoo wrote: »
    In that order of priority? I don't want a Leech get pulled off another ship, when I have a perfectly fine one sitting in my inventory.



    That could be a problem. A *major* problem, actually. On a good day I have about 4-5 open inventory slots (and yes, I purchased all upgrades to max). I most certainly don't have room for an *entire* ship equipment list. This spells disaster, quite frankly. People warping out, not realizing aforementioned 8 mil Plasmonic Leech having been put into Overflow bag... You get the gist.

    And there's no guarantee the newly fitted equipment will be drawn from inventory per se, leaving a good chance you're left with an Ovverflow bag.

    Please, rethink this strategy.

    Overflow bag is never auto-emptied. It does not matter in the slightest if you warp out with a dozen or more items in it. Only time items are removed from the Overflow bag is if you open it and either take the item out or click "delete all"

    Only thing that autoempties when you warpout is "buyback" tab of the store.
  • ikuruyoikuruyo Member Posts: 132 Arc User
    edited January 2014
    longasc wrote: »
    Downloading, I am very excited to test this.

    Some doubts about the extra layouts:
    I am not sure if selling "10 ship layouts" on a per ship basis is a good solution.
    I like to dismiss and reclaim my C-Store ships, as the lockbox ships already take up slots and you cannot dismiss and reclaim them without losing them.

    Due to this I am really not eager to pay for a ship-bound extra layout and will rather make do with the 2 slots we get, which should be enough for most of my ships.

    So if you want to sell me some extra layouts and make some cash out of the feature, you might want to rethink this.

    -> maybe you can think of char- or account wide alternatives to this?


    My other gripe is the way equipment gets handled: If changing layouts dumps the equipment of the ship in our inventory, the feature might be of VERY limited use.
    I will have to check this in practice, most of my changes are mostly from Beam to Cannon or some extra Neutronium rather than this or that, or just BOFF seating changes. But it can greatly limited the system and might make using it a bad idea when you switch from certain ships to others.

    It amases me the number of people that parse the English incorrectly.

    Assuming that I'm reading it correctly. Each ship will have 2 load out slots. An additional 10 pack will be available on a per-character basis. If you want to have 3 loadouts for a ship it will use one of the 10 floating ones you bought and assign it to that ship. That slot is then locked to that ship until you discharge it at which point you regain the spent floating loadout slot which you can then us on a different ship.

    There is nothing requiring you to discharge a ship you don't want to lose unless you REALLY want to get that slot back and the only time you would need to do that is if you are spending a lot of extra loadout slots on other ships and don't want to bother to buy another pack of slots. It will come down to cost but I expect that the 10 pack will not be bank breaking expensive.

    And again, ALL SHIPS come with TWO loadout slots. You only need to worry about buying more slots if you want more then 3 options for gear loadout on several ships.

    Unless you are commonly using 3 or more ships with 5 or more different sets of gear on them I can't see it ever being an issue. If you just make a single console change then just change the console, the loadout changes should be if you are making a completely different arrangment for the ship (such as beams -> cannons, or 1 energy type to another)
  • theindefatigabletheindefatigable Member Posts: 351 Arc User
    edited January 2014
    This all looks very exciting, and I am VERY happy about the increase in the ship slot cap that is coming. It might be a good opportunity though to make another request: that Fleet and Lock Box ships be reclaimable for the character that purchased them. It would also be a huge boon to veterans if the 600-day VA ship token gave a discount for the fleet version of the ship chosen, as the token's value has been greatly cheapened due to the lack of FSM discount since VA ships are no longer "top dog."

    cheers
    [SIGPIC][/SIGPIC]
    Former/Cryptic Name: Captain_Hans_Langsdorff
    Founding member, Special Service Squadron
    "Fear God and Dread Nought." First Sea Lord, Adm. Jacky Fisher
  • longasclongasc Member Posts: 490
    edited January 2014
    Nevermind...
  • rmy1081rmy1081 Member Posts: 2,840 Arc User
    edited January 2014
    At this time, it's per character -- this may or many not change. For example, when you buy the additional slots pack on one of your characters, you buy them in packs of 10. If you use a slot on Ship A, you'll have 9 left to assign. If you use 2 more on Ship B, you'll have 7 left to assign. If you discharge Ship A, you're total left to assign will go back to 8 (since you used one on that ship).

    Cheers,

    Brandon =/\=

    that's great news :)

    STO is one of the most generous MMOs I've ever played. Other MMOs would just say tough luck, you discharged that ship so you have to buy a new one.
  • meimeitoomeimeitoo Member Posts: 12,587 Arc User
    edited January 2014
    ikuruyo wrote: »
    Overflow bag is never auto-emptied. It does not matter in the slightest if you warp out with a dozen or more items in it. Only time items are removed from the Overflow bag is if you open it and either take the item out or click "delete all"

    Only thing that autoempties when you warpout is "buyback" tab of the store.

    Oh, Overflow bag loses stuff too, believe me. May not have been on warp-out per se, but Overflow bag isn't an unlimited storage device. Perhaps it were better to have said it gets 'truncated' or something (on purpose or not, who knows).

    And what happens if your stuff is actually in the Overflow bag, and needs to be used for another loadout?!

    "[*]Loadouts pull your saved equipment from your inventory, other ships, or bank"

    Where is it taken from? Not from Overflow bag too, it would seem. With yet more stuff winding up in your Overflow bag (which you seem to believe to have an unending capacity).

    Losing stuff or no, this remains a very messy implementation.

    EvE Online, btw, puts everything into your inventory too, but said inventory truly *is* unlimited (for all purposes and intent, at least; I'm sure there's a hard database limit behind it somewhere, but one you'll never hit).

    Dumping into a limited storage device (like your inventory) remains a tricky proposition, especially when you plan to draw stuff from other ships too. That Overflow bag will be tilted to no end... or rather, to when it reaches its end, and stuff starts getting lost. When it does, consider this your preemptive "I told you so." post.
    3lsZz0w.jpg
  • fabinoudu73fabinoudu73 Member Posts: 0 Arc User
    edited January 2014
    About time for FAW, no congratulations patheticryptic.
  • contrarydecisioncontrarydecision Member Posts: 274 Arc User
    edited January 2014
    About time for FAW, no congratulations patheticryptic.

    You seem awfully mad. Why don't you go try and figure out a nearly 4 year old pile of uncommented code made in the mad rush to get this game to launch well under any normal development time for an MMO? How about doing it when anyone will jump on you with stupid remarks like your own if it doesn't work perfectly?
  • commodoreshrvkcommodoreshrvk Member Posts: 477 Arc User
    edited January 2014
    Let me ask the devs this. From a players perspective if the new "Loadout mechanic" is just going to pull and dump into our inventories how is it really different then from us just carrying all this TRIBBLE with us and just loading it in ourselves? Well to put it blankly, not really much difference, it will save us what a few seconds of double clicking? BOFF power locations are already "supposed" to be remembered when we swap them around.

    So, besides add in something more to purchase how is this a quality of life improvement? Unless the equipment stores with the loadout then this system, which I am sure cost a lot to create, offers very little. Again, I understand why you want to have surprises but you guys really do not know what or how we want something that improves the game.

    Again here are the problems with the loadout system that NEED to be addressed before it leaves Tribble.
    1. Equipment needs to be stored in the loadout
    2. Does not promote obtaining multiple sets of gear
    3. Does not promote running said mission, rep, etc... for multiple sets of gear
    4. Does not really save the player much time over doing it manually, therefore is not seeing its full potential
    5. Seems half developed again with little thought of its effects on the playerbase and benefits
    6. 60 second timer is arbitrary and capricious

    I am sure there are more issues but this is exactly the reason communication needs to be increased. You guys seem to be developing in a vacuum to add things you think are cool, which may be, but are not very playable by us. I am not saying you guys do not play the game, I know for a fact a few do, but you do not play, live in it, deal with it, as much as we do. We are the paying customer, if you want to purchase something, make it worthwhile. I for one see no use in buying 10 extra loadout slots ever unless my gear can be stored there for each loadout. I do not want the headache of having to load/unload my limited inventory space. Memory is cheap these days.
  • ashkrik23ashkrik23 Member Posts: 10,809 Arc User
    edited January 2014
    About time for FAW, no congratulations patheticryptic.

    I'm attempting to think of some comment about the ridiculousness of this, but I don't think anything will work.
    King of Lions rawr! Protect the wildlife of the world. Check out my foundry series Perfection and Scars of the Pride. arcgames.com/en/forums#/discussion/1138650/ashkrik23s-foundry-missions
    ashkrik_by_lindale_ff-d65zc3i.png
  • jediphoenixjediphoenix Member Posts: 0 Arc User
    edited January 2014
    Fire At Will still does not crit properly. I ran ACT as a parser, and it's only showing a 10% crit hit and I have over 21%.
  • mightybobcncmightybobcnc Member Posts: 3,354 Arc User
    edited January 2014
    Fun (but rare) little use case for you:

    1. Save a ship loadout
    2. "Accidentally" discard a piece of loadout gear (I chose Warp Core)
    3. Go to Replicator and Retrieve the discarded item back to your Inventory
    4. Load the loadout that had that item as part of the set

    Actual result: "Unable to equip some items from the loadout."

    Expected result: No errors; the loadout pulls the retrieved item from the inventory.


    I guess it stores the item "ID number" or whatever in the loadouts since vendoring and retrieving an item actually generates a new identical item with a different ID number on the back end.

    Joined January 2009
    Finger wrote:
    Nitpicking is a time-honored tradition of science fiction. Asking your readers not to worry about the "little things" is like asking a dog not to sniff at people's crotches. If there's something that appears to violate natural laws, then you can expect someone's going to point it out. That's just the way things are.
  • galadimangaladiman Member Posts: 346 Arc User
    edited January 2014
    The second thing I really dislike is why is there an artificial one minute cooldown? So I enter an fleet event that has Jemmies, I accidentally hit the wrong loadout now I hurt the team for 60 seconds because i cannot switch. Please reconsider this.

    I'm gonna take a flying leap and guess that the cooldowns are to give the servers a bit of a break in case of large numbers of players doing this simultaneously and repeatedly.
    Please reconsider ARC. Please make it optional, at the least. PLEASE.
    It seems the vast majority of your most active players (forum regulars) hate the idea... and while that's a small subset of the playerbase, I think it's an important constituency.
    THE PLAYERS DO NOT WANT THIS.
  • mightybobcncmightybobcnc Member Posts: 3,354 Arc User
    edited January 2014
    Tiny nitpick: When doing anything with loadouts, it sends the number 1 to your System messages.
    [1:04] [System] 1
    [1:06] [System] 1
    [1:08] [System] 1
    [1:10] [System] 1

    Joined January 2009
    Finger wrote:
    Nitpicking is a time-honored tradition of science fiction. Asking your readers not to worry about the "little things" is like asking a dog not to sniff at people's crotches. If there's something that appears to violate natural laws, then you can expect someone's going to point it out. That's just the way things are.
  • notrealednanotrealedna Member Posts: 1,028
    edited January 2014
    Since there will be shuttle pvp ,shuttles should be able to use a2b faw...pvp is faw .No ship should be without it.100k spike damage every second is the way to go.
  • jaturnleyjaturnley Member Posts: 1,218 Arc User
    edited January 2014
    Fire At Will still does not crit properly. I ran ACT as a parser, and it's only showing a 10% crit hit and I have over 21%.

    How big was your sample set? You might have just been unlucky during that run.
  • jaturnleyjaturnley Member Posts: 1,218 Arc User
    edited January 2014
    Let me ask the devs this. From a players perspective if the new "Loadout mechanic" is just going to pull and dump into our inventories how is it really different then from us just carrying all this TRIBBLE with us and just loading it in ourselves? Well to put it blankly, not really much difference, it will save us what a few seconds of double clicking? BOFF power locations are already "supposed" to be remembered when we swap them around.

    So, besides add in something more to purchase how is this a quality of life improvement? Unless the equipment stores with the loadout then this system, which I am sure cost a lot to create, offers very little. Again, I understand why you want to have surprises but you guys really do not know what or how we want something that improves the game.

    Again here are the problems with the loadout system that NEED to be addressed before it leaves Tribble.
    1. Equipment needs to be stored in the loadout
    2. Does not promote obtaining multiple sets of gear
    3. Does not promote running said mission, rep, etc... for multiple sets of gear
    4. Does not really save the player much time over doing it manually, therefore is not seeing its full potential
    5. Seems half developed again with little thought of its effects on the playerbase and benefits
    6. 60 second timer is arbitrary and capricious

    I am sure there are more issues but this is exactly the reason communication needs to be increased. You guys seem to be developing in a vacuum to add things you think are cool, which may be, but are not very playable by us. I am not saying you guys do not play the game, I know for a fact a few do, but you do not play, live in it, deal with it, as much as we do. We are the paying customer, if you want to purchase something, make it worthwhile. I for one see no use in buying 10 extra loadout slots ever unless my gear can be stored there for each loadout. I do not want the headache of having to load/unload my limited inventory space. Memory is cheap these days.

    I am unclear how promoting getting multiple sets of gear is in any way a benefit to the player. For ground gear, it's beneficial because you can equip them on your BOFFs, but for space gear, where you only can use one ship at a time, what does multiple copies of a set do for you beyond eat up valuable inventory space? What am I missing? Or am I not understanding what you mean?

    As far as benefits, once the "dump into inventory" issue is addressed, it saves you having to run all the way back to DS9/ESD/etc to swap loadouts. For solo players that's not a huge deal, but for people who play in groups, being able to spec out for a particular mission on the fly in sector space will be a big benefit.

    As for programming in a vacuum, this is not coming from nowhere - this feature has been asked for by lots of people since launch, and will be of great utility to a lot of players who don't want to waste time flying/running around or dinking with dragging items between ships when they could just be playing. As long as the BOFF slots and UI mappings get working as well, there's no downside here - it saves time, and that's the one resource you can never have enough of.
  • monkeybone13monkeybone13 Member Posts: 4,640 Arc User
    edited January 2014
    At this time, it's per character -- this may or many not change. For example, when you buy the additional slots pack on one of your characters, you buy them in packs of 10. If you use a slot on Ship A, you'll have 9 left to assign. If you use 2 more on Ship B, you'll have 7 left to assign. If you discharge Ship A, you're total left to assign will go back to 8 (since you used one on that ship).

    Cheers,

    Brandon =/\=

    Make it an account unlock and I might be able to justify the expense. I'm sick of these "nickle and dime you" services in the c-store that are single character unlocks.

    Examples:
    Duty officer slots purchased = a set of 100 for a single character. That's it. Won't buy anymore. 725 zen per 100 slots per character (I have 11 toons now) is too expensive. I need the doff roster slots so I can actually contribute them to fleet projects, but my rosters are full on my toons and it's not worth it. This means I have to wait for other fleet members to fill the doffs, and doffs are usually what holds us up, and possibly for this very reason; everyone has a full roster and slots cost too damned much.

    Bridge officer slots = purchased a few for a few characters because I needed them at the time. I don't plan on buying anymore and I'll make due with what I have.

    Character bank slots = purchased 3 sets of slots for 1 character. At the time I only had 2 or 3 characters and needed the room. I don't plan on buying anymore.

    Ship slots = purchased 0. I have plenty of ship slots for enough of a variety for each character. I can't justify purchasing any for multiple toons. The cost adds up. Seriously. What's the ship slot cap now? 50? Yeah at 250 zen for a set of 2 that's a total of like 6,250 zen PER CHARACTER if you want to max out your ship slots. For my 11 characters that would be roughly 68,750 zen if I wanted to max out my ship slots on all of them.

    Character inventory slots = purchased 0. I make due with what I have.

    Loadout slots = Plan to purchase 0, unless it's made into an account wide unlock.

    Except for doff slots, I got a bunch of free slots for everything else when I bought a lifetime sub so now there is even less reason for me to buy single character slot increases for anything.

    Here is where my money goes:

    Outfits in c-stores = I recently purchased the last outfit in the c-store. I now own ALL of them for all factions. I bought these because they are ACCOUNT unlocks. That's a ton of zen spent.

    Account bank slots = I purchased all 4 upgrades before buying lifetime sub. Lifetime sub gave me 2 rows of slots for free and it's still not enough. If the cap was increased on account bank slots, I'd buy more. 1,000 for 12 slots that can be used by all characters is worth it. That's 4,000 zen spent.

    Costume slots = Counting the 3 free slots everybody gets, I have about 39 slots. I plan to buy at least another 10 slots because I need them. Being an account wide unlock, I find it worth the zen. 2 slots per purchase costs 250 zen so that's roughly 4,500 zen spent on just costume slots and I plan to spend about another 2,000 or more eventually.

    Don't you guys make enough money off of lockboxes? A long time ago I turned off the messages because seeing "someguy@somename got lockbox ship" every 5 minutes being opened for the first 2 weeks of a new lockbox release is annoying. Considering how low the chance to get the ship is, with that many players getting them, you guys must be making bank on master keys.
  • jediphoenixjediphoenix Member Posts: 0 Arc User
    edited January 2014
    Big enough, large voth spawn that took me a few minutes to fight. Did it multiple times. I would like to parse an entire ISE with a group though.
    jaturnley wrote: »
    How big was your sample set? You might have just been unlucky during that run.
  • mightybobcncmightybobcnc Member Posts: 3,354 Arc User
    edited January 2014
    Could you please temporarily reduce the cooldown timer for ship and loadout swaps on the Tribble server to 5 or 10 seconds so we can iterate on our testing faster?

    Joined January 2009
    Finger wrote:
    Nitpicking is a time-honored tradition of science fiction. Asking your readers not to worry about the "little things" is like asking a dog not to sniff at people's crotches. If there's something that appears to violate natural laws, then you can expect someone's going to point it out. That's just the way things are.
  • jaturnleyjaturnley Member Posts: 1,218 Arc User
    edited January 2014
    Make it an account unlock and I might be able to justify the expense. I'm sick of these "nickle and dime you" services in the c-store that are single character unlocks.

    Examples:
    Duty officer slots purchased = a set of 100 for a single character. That's it. Won't buy anymore. 725 zen per 100 slots per character (I have 11 toons now) is too expensive. I need the doff roster slots so I can actually contribute them to fleet projects, but my rosters are full on my toons and it's not worth it. This means I have to wait for other fleet members to fill the doffs, and doffs are usually what holds us up, and possibly for this very reason; everyone has a full roster and slots cost too damned much.

    Bridge officer slots = purchased a few for a few characters because I needed them at the time. I don't plan on buying anymore and I'll make due with what I have.

    Character bank slots = purchased 3 sets of slots for 1 character. At the time I only had 2 or 3 characters and needed the room. I don't plan on buying anymore.

    Ship slots = purchased 0. I have plenty of ship slots for enough of a variety for each character. I can't justify purchasing any for multiple toons. The cost adds up. Seriously. What's the ship slot cap now? 50? Yeah at 250 zen for a set of 2 that's a total of like 6,250 zen PER CHARACTER if you want to max out your ship slots. For my 11 characters that would be roughly 68,750 zen if I wanted to max out my ship slots on all of them.

    Character inventory slots = purchased 0. I make due with what I have.

    Loadout slots = Plan to purchase 0, unless it's made into an account wide unlock.

    Except for doff slots, I got a bunch of free slots for everything else when I bought a lifetime sub so now there is even less reason for me to buy single character slot increases for anything.

    Here is where my money goes:

    Outfits in c-stores = I recently purchased the last outfit in the c-store. I now own ALL of them for all factions. I bought these because they are ACCOUNT unlocks. That's a ton of zen spent.

    Account bank slots = I purchased all 4 upgrades before buying lifetime sub. Lifetime sub gave me 2 rows of slots for free and it's still not enough. If the cap was increased on account bank slots, I'd buy more. 1,000 for 12 slots that can be used by all characters is worth it. That's 4,000 zen spent.

    Costume slots = Counting the 3 free slots everybody gets, I have about 39 slots. I plan to buy at least another 10 slots because I need them. Being an account wide unlock, I find it worth the zen. 2 slots per purchase costs 250 zen so that's roughly 4,500 zen spent on just costume slots and I plan to spend about another 2,000 or more eventually.

    Don't you guys make enough money off of lockboxes? A long time ago I turned off the messages because seeing "someguy@somename got lockbox ship" every 5 minutes being opened for the first 2 weeks of a new lockbox release is annoying.

    While it's great you spend money on the game at all, you need to adjust your perspective a little. Remember that this game generates ALL of its income from item store purchases. It's great that you can recognize what's a great deal for you and take advantage of that, but account unlocks don't make anywhere near as much money for the game overall as character unlocks do.

    At the lowest possible case, if you are a non-subscribing/LTS player and have your three character slots, in order for an account unlock to reach the potential income of a character unlock the prices would need to triple; each bank slot upgrade/pair of ship or Boff slots, etc would be $15/1500 zen, and they simply would not sell at that price. That's not counting players like me who have 9 character slots without ever buying one (LTS) or the ones with a lot more than that; because of that it would likely mean that each per toon unlock item would really need to be $20-25 to even out. Yes, that's a worst case scenario in all ways - people with 9 toons will not likely unlock everything on every one of them, but from a statistical perspective it means that the likelihood of selling more slots is higher.

    Now, what does that mean to someone like you, who only buys things that are of most benefit to them? Not a lot, unless the game goes under. If the game goes under, all of those smart purchases are lost money. In the end, it's best to not look at what is best for you as a single player right now, and look at a bigger picture. Nobody is going to make you buy a per-toon unlock item, but don't think that in the end you are doing anyone (including yourself) any favors by questioning the pricing models in a free to play game. The alternative to them making money where they can is you and everyone else losing all of their investment in the game.
  • jediphoenixjediphoenix Member Posts: 0 Arc User
    edited January 2014
    Yup, definitely not critting. Damage does not change when crit equipment is removed.

    FAW is still messed up.
    Big enough, large voth spawn that took me a few minutes to fight. Did it multiple times. I would like to parse an entire ISE with a group though.
  • tfomegatfomega Member Posts: 812 Arc User
    edited January 2014
    Don't know if this has already been mentioned or not, but while it is a good thing to be able to quick swap between ships, that sure doesn't affect your skill points. For example, on my b'rel, I can easily make it a science tac, or engineer ship. My skill points are different for each one of those setups depending on what I want to achieve. I'll still have to go to starbase to change skill points (which costs, by the way)

    I AM NOT A FAN OF PWE!!!!
    MEMBER SINCE JANUARY 2010
  • primar13primar13 Member Posts: 1,896 Bug Hunter
    edited January 2014
    tfomega wrote: »
    Don't know if this has already been mentioned or not, but while it is a good thing to be able to quick swap between ships, that sure doesn't affect your skill points. For example, on my b'rel, I can easily make it a science tac, or engineer ship. My skill points are different for each one of those setups depending on what I want to achieve. I'll still have to go to starbase to change skill points (which costs, by the way)

    That will probably never happen because they make to much money on respec coins... but who know they might decide to not be stingy...

    yeah right
  • jaturnleyjaturnley Member Posts: 1,218 Arc User
    edited January 2014
    tfomega wrote: »
    Don't know if this has already been mentioned or not, but while it is a good thing to be able to quick swap between ships, that sure doesn't affect your skill points. For example, on my b'rel, I can easily make it a science tac, or engineer ship. My skill points are different for each one of those setups depending on what I want to achieve. I'll still have to go to starbase to change skill points (which costs, by the way)

    You mean respecs? That's definitely not something most people do when changing ships or loadouts, even though BoPs can do what you're saying pretty well. Most people come up with a general skill build concept based on their class and base ship loadouts and choices on that. It would be nice if we could change everything on the fly, but in game parlance you are basically going back to the academy and taking new classes every time you respec - you aren't going to do that every time you swap equipment in your ship.
  • meimeitoomeimeitoo Member Posts: 12,587 Arc User
    edited January 2014
    Let me ask the devs this. From a players perspective if the new "Loadout mechanic" is just going to pull and dump into our inventories how is it really different then from us just carrying all this TRIBBLE with us and just loading it in ourselves? Well to put it blankly, not really much difference, it will save us what a few seconds of double clicking?

    Loadout load/save functionality can be a very good thing; but without also loading/saving your doffs along with it, considerably less useful, far as I'm concerned.

    The 'dumping into inventory' remains, to me, the far greater issue, as inventory space is not endless, and usually mostly filled up (seriously, who has permanently like 20 open inventory slots?!). This issue is compounded by stuff being occasionaly pulled from other ships (and thus, again, winding up in your already overtaxed inventory on unload).
    *]Equipment needs to be stored in the loadout

    Yes.
    [*]Does not promote obtaining multiple sets of gear

    Worse: obsoletes all the mulitple copies I already own. :P

    And, pray-tell, what happens if an item is actually pulled from another ship, and I take that other ship to space? Say it was a piece of the full Borg space set, will the Assimilated Tractor Beam still be on the Tray?

    Yes, questions. :)
    3lsZz0w.jpg
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