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TRIBBLE Maintenance and Release Notes - March 11, 2014

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  • virusdancervirusdancer Member Posts: 18,687 Arc User
    edited March 2014
    For now, I can't say for sure. We're working on them, and that's really all I can say about them. Once I'm more than 99% confident in my answer, I'll let you know.

    It's curious, imho, that folks have expected them so soon - they're not just like the Cruiser Commands where it was just Cruiser, Battle Cruiser, Dreadnought Cruiser, Flight-Deck Cruiser and done...it's more in line with what you guys did with the Cores (not necessarily to the extent, but more toward that than just adding a console or the like).
  • snoggymack22snoggymack22 Member Posts: 7,084 Arc User
    edited March 2014
    AND YOU FIXED THE RED ALERT BUG? Cryptic you need extra kudos.

    ^^^ THIS. I completed my first red alert in ages.
    [SIGPIC][/SIGPIC]
  • direphoenixdirephoenix Member Posts: 0 Arc User
    edited March 2014
    ^^^ THIS. I completed my first red alert in ages.

    You completed a Red Alert on the Test Server? You can't even get enough people to test PvP there, how are there enough people doing Red Alerts?
    [SIGPIC][/SIGPIC]
    Raptr profile
  • legendarylycan#5411 legendarylycan Member Posts: 37,283 Arc User
    edited March 2014
    You completed a Red Alert on the Test Server? You can't even get enough people to test PvP there, how are there enough people doing Red Alerts?
    pfffffffft...power creep has gotten so bad lately, half my characters can solo one of those, and i'm only an above average player
    Like special weapons from other Star Trek games? Wondering if they can be replicated in STO even a little bit? Check this out: https://forum.arcgames.com/startrekonline/discussion/1262277/a-mostly-comprehensive-guide-to-star-trek-videogame-special-weapons-and-their-sto-equivalents

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  • ursusmorologusursusmorologus Member Posts: 5,328 Arc User
    edited March 2014
    pfffffffft...power creep has gotten so bad lately, half my characters can solo one of those, and i'm only an above average player
    yep, every one of my toons can solo the unimatrix
  • adjudicatorhawkadjudicatorhawk Member Posts: 0 Arc User
    edited March 2014
    It's curious, imho, that folks have expected them so soon - they're not just like the Cruiser Commands where it was just Cruiser, Battle Cruiser, Dreadnought Cruiser, Flight-Deck Cruiser and done...it's more in line with what you guys did with the Cores (not necessarily to the extent, but more toward that than just adding a console or the like).

    Apt comparison - changing Sensor Analysis to be a toggle is similar to the work of making one of the four cruiser auras. Adding a Secondary Deflector item slot and hundreds of Secondary Deflector items that modify science abilities is more like adding Warp Cores than it is like anything else we've done recently.
    Jeff "Adjudicator Hawk" Hamilton
    Systems Designer - Cryptic Studios
    Twitter: @JeffAHamilton
  • lucho80lucho80 Member Posts: 6,600 Bug Hunter
    edited March 2014
    Apt comparison - changing Sensor Analysis to be a toggle is similar to the work of making one of the four cruiser auras. Adding a Secondary Deflector item slot and hundreds of Secondary Deflector items that modify science abilities is more like adding Warp Cores than it is like anything else we've done recently.

    Hey Hawk, any comment about maybe adding bonus "sight" (sensors) to the user of sensor analysis against the target of said ability?
  • adjudicatorhawkadjudicatorhawk Member Posts: 0 Arc User
    edited March 2014
    Course, I can't which dev said it - but we're better off not talking about major things - cause they'll never happen. Little things, here and there...with enough folks mentioning it, might get done. The big stuff, regardless of how many folks are behind it...just won't.

    It's not that big things will never happen - it's that changes have to match player expectations for changes relatively closely over time. Which is to say, if we have a big drastic sweeping change we want to make, it's better for us to make it slowly over time, so that each step feels much less radical.
    Jeff "Adjudicator Hawk" Hamilton
    Systems Designer - Cryptic Studios
    Twitter: @JeffAHamilton
  • adjudicatorhawkadjudicatorhawk Member Posts: 0 Arc User
    edited March 2014
    lucho80 wrote: »
    Hey Hawk, any comment about maybe adding bonus "sight" (sensors) to the user of sensor analysis against the target of said ability?

    I'm testing Sensor Analysis not requiring line of sight and not requiring perception of the enemy, which means it will persist on cloaked vessels. It's disabled by holds, so any full stun will let someone escape it.

    I'm also testing Sensor Analysis giving a healing debuff to the hostile target (from all sources) if and only if it's been fully stacked. This lets a science vessel pick a single target as a "focus target", but requires the full 18 second rampup, during which time the vessel must maintain a 10 km range on target and must avoid holds and disables.

    I'm not sure either of these changes will end up being in the final version, but I want to at least give them a test drive on Tribble.

    Edit: To actually answer your question, I don't really want to change perception radius with Sensor Analysis, even vs. a single target. I'd like to keep it focused on "Modifies the effectiveness of Damage, Drains, and Healing".
    Jeff "Adjudicator Hawk" Hamilton
    Systems Designer - Cryptic Studios
    Twitter: @JeffAHamilton
  • aelfwin1aelfwin1 Member Posts: 2,896 Arc User
    edited March 2014
    aelfwin1 wrote: »
    re : Kit revamp :
    - There was nothing on the items that ppl DID NOT WANT to be turned into modules ... , such as the ophidian cane , Mirror Replicas Shard and other items .
    I'm not really understanding what you mean by that. Do you mean they are converting these items and we didn't want it, or they aren't converting these items and some people did want it for some obscure reason?

    I mean that Gecko said on more than one podcast that the Ophidian Cane , Shard of Possibilities and some other items that you can currently slot as a ground device , will be turned into a Kit Modules .

    This is a Very Bad Idea because it will take away slots in your ground Kit , slots that were intended for ground powers -- thus if you enjoy using these items , you will in effect be hindered by their use as you will have less ground powers if you equip them as modules .
    In short , this means that you will be less effective in Ground Combat then you are now .

    So , I would like to know if this is indeed happening now that we're at the point that they are presenting Beta versions of the Kit Modules on the test server .

    orangeitis wrote: »
    How can "All Tier 2 and above Klingon Raiders" be misinterpreted? The ships that are labeled "Raider" in the shipyard store were never referred to as another ship type other than "Bird of Prey", and there are no other playable ships aside from the Breen Raider that have carried the name "Raider".

    Your question has the answers in it .
    I want to know if this applies to BoP's as well ... (?) , since the only "Raiders" that I'm familiar with are the Nausicaan , Breen and possibly the Andorian ones (not sure about the Andorian one as that one is classified as a "Light Escort" on STOWiki) .

    So yeah , we have a ton of ships and it would not hurt Cryptic to put out a list as to which ships get the Flanking Bonus and which don't .

    Is that a problem ?
  • frtoasterfrtoaster Member Posts: 3,352 Arc User
    edited March 2014
    aelfwin1 wrote: »
    I mean that Gecko said on more than one podcast that the Ophidian Cane , Shard of Possibilities and some other items that you can currently slot as a ground device , will be turned into a Kit Modules .

    adjudicatorhawk has said in another thread that they decided not to do this.

    http://sto-forum.perfectworld.com/showpost.php?p=15286901&postcount=181
    Waiting for a programmer ...
    qVpg1km.png
  • toivatoiva Member Posts: 3,276 Arc User
    edited March 2014
    For graphics resets, /screenshot_ui_jpg your settings on the holodeck server, then you can compare what changed on Tribble. Use this as a guide to where the settings were moved in the new Tribble build:
    http://i4.photobucket.com/albums/y110/mightybob2000/4589dfgh3798/STOSettings.jpg~original
    Thanks for that. Might be helpful.
    lucho80 wrote: »
    The new version stays if the target flies away more than 10km but you can still see it, but it doesn't keep stacking while its more than 10km away. It starts dropping off at 45 seconds every 3 seconds. So if you had it fully stacked, it dissapears after a minute if the target is still more than 10Km away.
    That makes sense really. Since there are times where you'll fly just out of range to let your shields recharge or repair some hull damage etc. Would be kind of annoying I guess if doing that meant you started back at square one because of a few seconds outside of the 10Km range.

    I definitely agree, just wasn't entirely sure that was part of the design.
    TOIVA, Toi Vaxx, Toia Vix, Toveg, T'vritha, To Vrax: Bring in the Allegiance class.
    Toi'Va, Ti'vath, Toivia, Ty'Vris, Tia Vex, Toi'Virth: Add Tier 6 KDF Carrier and Raider.
    Tae'Va, T'Vaya, To'Var, Tevra, T'Vira, To'Vrak: Give us Asylums for Romulans.

    Don't make ARC mandatory! Keep it optional only!
  • woodwhitywoodwhity Member Posts: 2,636 Arc User
    edited March 2014
    aelfwin1 wrote: »
    Your question has the answers in it .
    I want to know if this applies to BoP's as well ... (?) , since the only "Raiders" that I'm familiar with are the Nausicaan , Breen and possibly the Andorian ones (not sure about the Andorian one as that one is classified as a "Light Escort" on STOWiki) .

    So yeah , we have a ton of ships and it would not hurt Cryptic to put out a list as to which ships get the Flanking Bonus and which don't .

    Is that a problem ?

    BoPs are Raiders, they are under the Raider-Tab of the Shipyard and were labeled as such in the Devblog during Winter Event.
  • hygtkilo98hygtkilo98 Member Posts: 98 Arc User
    edited March 2014
    We will be bringing down the Tribble server for maintenance to apply a new update: ST.40.20140223a.12

    Character Transfer Instructions:
    • Character transfers for Holodeck to Tribble may be accessed at the following link: Character Transfer
    • Sign in with your PWE account and the transfer options will be located at the bottom of the web page.

    New Features:

    Undine Assault Queued Event:
    • Mixed faction queued mission for level 50 Captains.
    • This queue takes 15-20 minutes and comes in both Normal and Elite Versions.
    • The Undine are attacking!
      • Planets from the Alpha, Beta and Gamma quadrants are under attack and you’ve been called on to defend them.
      • Queuing up for this mission will send the player to one of four locations: Gornar, Andor, Cardassia or Ferenginar. There you will face the Undine. They have implanted a fully grown planet killer in extreme orbit.
      • The player with the aid of local forces will need to push through waves of Undine ships in order to close the fluidic rifts that are reinforcing the Planet Killers defenses. Once the defenses have been weakened, players can either take on the Planet Killer by themselves or defeat the rest of the defenses to gain the aid of the local forces in confronting the Planet Killer.
    • Tips:
      • Keep an eye on the command vessel as you will need this ship to expose the rift for you.
      • Communicate! There will be times when you will want one team member or multiple team members to change position.
      • The special UI element on your screen will tell you where your friendly forces are located and which locations your team has cleared.
    • Notes:
      • Currently, the boss fight of the mission is not implemented but what is there should still be challenging.
      • The rewards are also a placeholder.

    Kit Revamp:
    • The Kit system has been overhauled!
      • New Kits now allow you to add Modules to them.
        • Kits and Modules exist from Mark I to Mark XII and in Common, Uncommon, Rare, and Very Rare qualities.
        • Kits can provide skill bonuses to either general Ground skills or career-specific Ground skills:
          • Higher rarity kits provide a larger number of discrete bonuses
          • Higher Mark kits provide a larger magnitude of skill with each bonus
          • Higher Mark kits contain more slots for Kit Modules
      • Kit Modules are a new type of item, consisting of a single power.
        • Each module belongs to a Career (Science, Engineering, or Tactical) and a Specialization.
          • Each Career is made up of two Specializations:
            • Science
              • Research Modules emphasize experimental new science-based control and damage effects
              • Medic Modules focus on healing wounds and supporting teammates
            • Engineering
              • Fabrications Modules allow Engineers to create temporary constructions
              • Mechanic Modules focus on using devices to enhance allies or impair foes
            • Tactical
              • Assault Modules focus on direct damage and explosive effects
              • Strategic Modules emphasize the battlefield planning and control abilities of the user
          • Modules of a given Specialization can only slot into Kits with an open slot of that Specialization type.
            • For example, “Turret Fabrication” is a Fabrication-type Module.
            • It can be slotted into Fabrication slots in any Engineering Kit, but cannot be slotted into Mechanic slots in any Engineering Kit.
      • Basic Common-quality Kits and Modules are available from Ground vendors for Energy Credits
      • All qualities of Kits and Modules drop from ground enemies as reward possibilities.
      • Fleet Holding Kits have been updated to provide a purple-quality Kit with a pre-slotted purple-quality Module of the power that was previously a “Mark IV” power.
        • These are equivalent in power to their previous versions.
      • For testing purposes, the test console on Drozana Station will provide anyone with random assortments of level-appropriate kits and modules as many times as the tester desires.


    [/LIST]


    Think it'd great what you have done to the kits and the display setting top marks:)
  • gurluasgurluas Member Posts: 464 Arc User
    edited March 2014
    So any word on how big the Tailor expansion is?
    Being able to mix-match Maco and Omega stuff would be really sweet.

    Character customization is very important.
  • lordfuzunlordfuzun Member Posts: 54 Arc User
    edited March 2014
    gurluas wrote: »
    So any word on how big the Tailor expansion is?
    Being able to mix-match Maco and Omega stuff would be really sweet.

    Character customization is very important.

    For now the MACO/Omega costume still have their own separate trees. No mixing and matching with them for now. But we still have many weeks for Tribble updates.
  • zeuxidemus001zeuxidemus001 Member Posts: 3,357 Arc User
    edited March 2014
    When you have a ship targeted, in the targeting UI frame, there's a white arrow that points to the shield facing that you'll currently hit if you fire on them. If you can get that white arrow to point at their aft shield, you're in good shape for flanking.

    I might have to look again but yesterday when I was testing it I saw nothing to indicate it lol. Thanks for the info though :)
  • gurluasgurluas Member Posts: 464 Arc User
    edited March 2014
    lordfuzun wrote: »
    For now the MACO/Omega costume still have their own separate trees. No mixing and matching with them for now. But we still have many weeks for Tribble updates.



    Yeah, I just wanted to know if the devs were planning something.
  • amosov78amosov78 Member Posts: 1,495 Arc User
    edited March 2014
    I'm a little bothered by the sensor analysis de-toggling once an enemy target has been destroyed, I already have enough things to have to click away on during combat, and most enemy NPC's die fast enough already not to really warrant me having to toggle this thing on again in most instances. I assumed that the toggle would remain on, but would only focus on whatever you were currently targetting.
    U.S.S. Endeavour NCC-71895 - Nebula-class
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  • rylanadionysisrylanadionysis Member Posts: 3,359 Arc User
    edited March 2014
    I think 30 seconds fixes all kit-swapping exploits. I think 30 seconds could also fix all console-swapping exploits, possibly if Battle Cloak and Enhanced Battle Cloak leave the user in combat as long as they're on.

    The part in red needs to happen. It has needed to happen for a very long time.
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  • ikuruyoikuruyo Member Posts: 132 Arc User
    edited March 2014
    The part in red needs to happen. It has needed to happen for a very long time.

    One of the stupidest ideas I can think of. For the sake of pvp you want to make anyone who cloaks in a romulan ship unable to go to full impulse. This is the method I use to get from one end of a map to the other at high speed without being stopped when I'm doing objectives in pve content.

    Just in the recent MU event I was using my battle cloak to go from one set of rifts or power stations to the other and not fighting all the little ships that were wandering around in the middle of the map.

    Please stop thinking up ideas that would ruin most peoples fun in pve just because you find it annoying in pvp.
  • tarastheslayertarastheslayer Member Posts: 1,541 Bug Hunter
    edited March 2014
    No full impulse while under cloak, get real. I already hate the sight of cannon based ships ramming themselves into the sides of ships to maximise their dps, I certainly don't want to see people cloaking within attack range of their target just to get the 'ambush' bonus, which would be a joke if everyone knows you're there anyway.

    It's just another case of the PvPer's crying and ruining something perfectly fine for the PvE crowd, why can't they at least keep PvP and PvE mechanics separate and let the PvPer's ruin the game amongst themselves instead of drawing in the PvEer's every time?
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    I no longer do any Bug Hunting work for Cryptic. I may resume if a serious attempt to fix the game is made.
  • captaind3captaind3 Member Posts: 2,449 Arc User
    edited March 2014
    I take a week off of checking the Tribble notes and miss something awesome. Kit revamp? Undine Fleet Action. Murmurs of an incoming Undine rep? The Raider flanking bonus coming to the wider world.


    DEAD INSTANCE RED ALERT FIX!!!!


    I still don't like this weekend stuff, but man you guys are on the ball improving this game's nuts and bolts.


    ^Seriously though you guys need to think about it, forcing people under cloak to remain in red alert can seriously backfire against a team. Especially with small raiders and escorts, dropping out of red alert increases hull recovery allowing them to get back in the fight faster. Being cloaked keeps them from getting attacked while doing that. That allows them to get back to dropping firepower on the enemy faster.

    Leave the cloaks and red alert alone. It already has a drawback, when you're using full impulse power comes out of auxiliary weakening the cloak. That's enough.
    tumblr_mr1jc2hq2T1rzu2xzo9_r1_400.gif
    "Rise like Lions after slumber, In unvanquishable number, Shake your chains to earth like dew, Which in sleep had fallen on you-Ye are many — they are few"
  • zeuxidemus001zeuxidemus001 Member Posts: 3,357 Arc User
    edited March 2014
    Reminds me the thing with the white arrow lol.

    I am wondering if that white arrow mentioned for flanking was speaking of the reticle of shield facings. I tried it out again on tribble when facing ships that their rear facing isn't identifyable unless you teleport behind them like borg for example I still am not seeing anything identifying what the rear facing actually is.
  • khamseenairkhamseenair Member Posts: 2,640 Bug Hunter
    edited March 2014
    I am wondering if that white arrow mentioned for flanking was speaking of the reticle of shield facings. I tried it out again on tribble when facing ships that their rear facing isn't identifyable unless you teleport behind them like borg for example I still am not seeing anything identifying what the rear facing actually is.

    It is indeed the arrow which tells you which shield is facing. The ship orientation is always front = top (same as the display for your own player ships), so if the arrow is pointing to the 'bottom' shield facing, you're flanking it.


    Loving the changes to the Tailor for the options to use Kits/Armour pieces by the way. I am now able to do this with my Liberated Borg Romulan toon and I love it. :D

    http://i236.photobucket.com/albums/ff233/khamseen_air/2014-03-14_00008_zpsb3048854.jpg~original (In the Tailor)

    http://i236.photobucket.com/albums/ff233/khamseen_air/2014-03-14_00009_zpsa67eee32.jpg~original (Arrived at ESD)

    http://i236.photobucket.com/albums/ff233/khamseen_air/2014-03-14_00012_zpscb589126.jpg~original (Looking for something to assimilate for breakfast)
    Join date is wrong, I've actually been around since STO Beta.
    True alters don't have a "main". Account wide unlocks for all unique event rewards!!
  • captaind3captaind3 Member Posts: 2,449 Arc User
    edited March 2014
    It is indeed the arrow which tells you which shield is facing. The ship orientation is always front = top (same as the display for your own player ships), so if the arrow is pointing to the 'bottom' shield facing, you're flanking it.


    Loving the changes to the Tailor for the options to use Kits/Armour pieces by the way. I am now able to do this with my Liberated Borg Romulan toon and I love it. :D

    http://i236.photobucket.com/albums/ff233/khamseen_air/2014-03-14_00008_zpsb3048854.jpg~original (In the Tailor)

    http://i236.photobucket.com/albums/ff233/khamseen_air/2014-03-14_00009_zpsa67eee32.jpg~original (Arrived at ESD)

    http://i236.photobucket.com/albums/ff233/khamseen_air/2014-03-14_00012_zpscb589126.jpg~original (Looking for something to assimilate for breakfast)

    OK, that is insanely cool.
    tumblr_mr1jc2hq2T1rzu2xzo9_r1_400.gif
    "Rise like Lions after slumber, In unvanquishable number, Shake your chains to earth like dew, Which in sleep had fallen on you-Ye are many — they are few"
  • khamseenairkhamseenair Member Posts: 2,640 Bug Hunter
    edited March 2014
    captaind3 wrote: »
    OK, that is insanely cool.

    Thanks! :)

    As soon as I saw you could customize the colours of them, I knew it had to be done haha.

    I also meant to mention that I really like the new kit system. I especially like that what I mentioned (letting some kits have half of one speciality and half another) is already in place. I think mostly my Sci captains will make good use of this, letting them have some offensive research abilities whilst also having a medical tricorder or something to help keep teams alive.
    Join date is wrong, I've actually been around since STO Beta.
    True alters don't have a "main". Account wide unlocks for all unique event rewards!!
  • toivatoiva Member Posts: 3,276 Arc User
    edited March 2014
    amosov78 wrote: »
    I'm a little bothered by the sensor analysis de-toggling once an enemy target has been destroyed, I already have enough things to have to click away on during combat, and most enemy NPC's die fast enough already not to really warrant me having to toggle this thing on again in most instances. I assumed that the toggle would remain on, but would only focus on whatever you were currently targetting.

    What you assumed is the current version on holodeck. It's not popular because many powers break targetting, as well as say healing an ally. Currently, you can select the big boss as the 'analyzed target' and in the meantime mow through probes, generators while helping out other players. When you get to the big target, you'll already have the max 6 stack bonus on it.

    Also, as a news, you can 'analyze' a friendly target, which will increase the effectivness of your heals toward that target, while you both combat enemies.
    TOIVA, Toi Vaxx, Toia Vix, Toveg, T'vritha, To Vrax: Bring in the Allegiance class.
    Toi'Va, Ti'vath, Toivia, Ty'Vris, Tia Vex, Toi'Virth: Add Tier 6 KDF Carrier and Raider.
    Tae'Va, T'Vaya, To'Var, Tevra, T'Vira, To'Vrak: Give us Asylums for Romulans.

    Don't make ARC mandatory! Keep it optional only!
  • mightybobcncmightybobcnc Member Posts: 3,354 Arc User
    edited March 2014
    Loving the changes to the Tailor for the options to use Kits/Armour pieces by the way. I am now able to do this with my Liberated Borg Romulan toon and I love it. :D

    http://i236.photobucket.com/albums/ff233/khamseen_air/2014-03-14_00008_zpsb3048854.jpg~original (In the Tailor)

    http://i236.photobucket.com/albums/ff233/khamseen_air/2014-03-14_00009_zpsa67eee32.jpg~original (Arrived at ESD)

    http://i236.photobucket.com/albums/ff233/khamseen_air/2014-03-14_00012_zpscb589126.jpg~original (Looking for something to assimilate for breakfast)

    Sick.

    /10char

    Joined January 2009
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  • generalmocogeneralmoco Member Posts: 1,634
    edited March 2014
    I like this picture I took here!! make my Tactical Char look so epic!!


    :D

    http://assets-cloud.enjin.com/users/5317513/pics/original/2533158.jpg
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