"All nearby idle players or NPC's will find themselves compelled to begin dancing. This animation is overridden by any other animations or movement , and does not inhibit or cancel interactions."
Observed effects:
While in the area of effect for the subspace party amplifier no other animations will launch. The item also overrides exiting running animations of any kind. This is an "apparent" contradiction of the tool tip stating the intent of the item.
No other animations will activate when in the area of effect of the device.. this is a DIRECT contradiction of what is stated in the tool tip.
If this is the intent of this social toy/device, then the tool tip needs to be changed to reflect this.
Commentary on item:
This has proven to be a very irritating "Feature" of this item. Several threads in other STO sub forums have been launched, degenerated into flaming and trolling, and been locked and removed by forum moderators.
Several suggestions have been made, including out right removal of the item from STO. Providing an "opt out" ability in "options" for players who do not want to be subjected to this and other social toys/device effects and visuals (including all party poppers, snow balls, etc) Any "opt Out" option should include in its tool tip that the "social items" must be enabled in options to experience the item effects.
This information provided to point out that a segment of the community is strongly displeased with this device apparently NOT working as stated in the tool tip.
As one of STO's original life time members, I ask that this be addressed as soon as possible in some form or another, but please do not leave it as it is. either fix the device or fix the tool tip. (Strongly recommend fixing the divice to work as stated in the tool tip)
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.
"All nearby idle players or NPC's will find themselves compelled to begin dancing. This animation is overridden by any other animations or movement , and does not inhibit or cancel interactions."
Currently if you are in the amps area of effect you cannot active any other animations.. go try it..
The tool tip states that any other animation will over ride the effect.
This party amplifier also causes issue while in shooter mode (especially aiming) where the character will dance infront of the reticule, blocking the view.
And yes, that is a description that needs to be fixed by editing the text or the power.
...talking to players is like being a mall Santa. Everyone immediately wants to tell you all of the things they want, and you are absolutely powerless to deliver 99% of them.
Anything an avatar does other just standing in place is an animation. Various and assorted emote, walking, running, jumping, crouching.. all of these require an articulation of the character "Bones" and that is an animation.
So if your avatar is performing any dance move (which are ongoing animations) and a party amplifier is activated, the party amp is going to over ride your running animation and impose its own programmed animation effect. The party amp is specifically only supposed to effect "Idle" NPC's and players according to the tool tip.
One thing that cannot be done is you cannot just copy code from one game to the other. It has to be bug tested to ensure its working properly. Apparently the party balls were stuck in at the last possible moment and NOT checked to ensure they were working properly. there's proof positive of this also. Within a day after they became available during last years summer event video's were posted on you tube showing them being used in STF runs to lock up borg NPC's (force them to dance iinstead of fighting) so they couldn't fight players making runs. The effects of the party amp were exploited to effect combat game play. It was also used in PvP ground conbat to the same effect.
Pretty much proof positive that the only QA done was to see if the thing worked, not to see if it was working properly..
Its now been over 6 months at at this point this particular bug is pretty well documented.
Now I've people say it doesn't effect game play... If your in the game, and someone sets one off and you at an in game party using your chosen dance emote, and it's effect takes over the players chosen actions I'd really have to say that it is effecting game play. Not all game play types requires combat. And this is technically an MMO-RPG.. (Role Playing Game) so if an item effects social play or characters in social areas when its not supposed to.. then its a bug and needs to be addressed.
*sigh* Apparently some folks have a bit of an issue with the concept that ALL of what we do in STO is by definition game play.
After over half a year of this bug, it's time this got fixed... I'll bet Steven D'Angelo could fix it all by himself within a half hour, likely as not even less. He is a REAL programmer after all.
Well, i can say that the gameplay of STO is droping day by day, but i dont think party amplifiers are even worthy the time lol and they contribute to it. Anyways, they dont have any effect on me, so..
"All nearby idle players or NPC's will find themselves compelled to begin dancing. This animation is overridden by any other animations or movement , and does not inhibit or cancel interactions."
Currently if you are in the amps area of effect you cannot active any other animations.. go try it..
The tool tip states that any other animation will over ride the effect.
I did and confirmed. Attempts at other emotes were overridden by the party amp. If "other animations" is meant to include user selected emotes, than these devices aren't quite working as intended.
Criticism, while never agreeable, is necessary. It is like pain in the body. It brings attention to an unhealthy state of things---Winston Churchill
Apparently there is yet additional exploits of this device happening..
on 3/17/14 at DS-9 in the quarks sub instance someone was apparently able to trigger 4 to 5 subspace party amps with in what should be an impossibly short distance of each other. I've seen it before, but this is simply the most recent.
I believe your not supposed to be able to trigger them with in 30 scale feet or so of another.
The visual effcets were so loud that I couldn't even see players names for the ahh "glare" it caused.
Comments
Oh, and I've just tested it, you can still run while you're in the AoE.
But...
Yet. Again?
I call it, the Stoutes paradox.
this is a direct quote
"All nearby idle players or NPC's will find themselves compelled to begin dancing. This animation is overridden by any other animations or movement , and does not inhibit or cancel interactions."
Currently if you are in the amps area of effect you cannot active any other animations.. go try it..
The tool tip states that any other animation will over ride the effect.
And yes, that is a description that needs to be fixed by editing the text or the power.
To be clear, are you referring to emotes when you say "other animations?"
Because regular movement (i.e., walking, jogging, and running) are, in fact, unaffected by the device, as are interacts.
So if your avatar is performing any dance move (which are ongoing animations) and a party amplifier is activated, the party amp is going to over ride your running animation and impose its own programmed animation effect. The party amp is specifically only supposed to effect "Idle" NPC's and players according to the tool tip.
One thing that cannot be done is you cannot just copy code from one game to the other. It has to be bug tested to ensure its working properly. Apparently the party balls were stuck in at the last possible moment and NOT checked to ensure they were working properly. there's proof positive of this also. Within a day after they became available during last years summer event video's were posted on you tube showing them being used in STF runs to lock up borg NPC's (force them to dance iinstead of fighting) so they couldn't fight players making runs. The effects of the party amp were exploited to effect combat game play. It was also used in PvP ground conbat to the same effect.
Pretty much proof positive that the only QA done was to see if the thing worked, not to see if it was working properly..
Its now been over 6 months at at this point this particular bug is pretty well documented.
Now I've people say it doesn't effect game play... If your in the game, and someone sets one off and you at an in game party using your chosen dance emote, and it's effect takes over the players chosen actions I'd really have to say that it is effecting game play. Not all game play types requires combat. And this is technically an MMO-RPG.. (Role Playing Game) so if an item effects social play or characters in social areas when its not supposed to.. then its a bug and needs to be addressed.
*sigh* Apparently some folks have a bit of an issue with the concept that ALL of what we do in STO is by definition game play.
After over half a year of this bug, it's time this got fixed... I'll bet Steven D'Angelo could fix it all by himself within a half hour, likely as not even less. He is a REAL programmer after all.
I did and confirmed. Attempts at other emotes were overridden by the party amp. If "other animations" is meant to include user selected emotes, than these devices aren't quite working as intended.
Apparently there is yet additional exploits of this device happening..
on 3/17/14 at DS-9 in the quarks sub instance someone was apparently able to trigger 4 to 5 subspace party amps with in what should be an impossibly short distance of each other. I've seen it before, but this is simply the most recent.
I believe your not supposed to be able to trigger them with in 30 scale feet or so of another.
The visual effcets were so loud that I couldn't even see players names for the ahh "glare" it caused.