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TRIBBLE Maintenance and Release Notes - March 19, 2014

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  • x3of9x3of9 Member Posts: 157 Arc User
    edited March 2014
    I'm sorry, I have a problem with this specifically. Starfleet officers would not kill defenseless children (larvae). Giving rewards for killing Undine children is against Starfleet morals and beliefs. The Klingons wouldn't do it either because they believe killing of young is a coward's tactic. There is no honor in killing those too young to defend themselves.

    I'm hoping this is an issue of omission of an important detail. These are larvae SHIPS. They will eventually grow into full sized planet killers.

    At least, I hope that is the case.
    U.S.S. Marathon - NX-92781
    Joined: August 11, 2008
  • mightybobcncmightybobcnc Member Posts: 3,354 Arc User
    edited March 2014
    Viscous Cycle:
    So, we're flying into a giant space womb and aborting starship fetuses? Well I guess any chances of there ever being peace are right out the window.
    Klingon Scout Force: Klingon ship reinforcements will now arrive much faster during this event.
    Holy mother of god how many years did this fix take? Finally I can enjoy this fleet action once again!
    Smoke grenade
    I squee'd a little.
    There is an issue causing problems with patching slowing down or getting stuck.
    Before today's patch I was not one of the people afflicted with this problem. Now I am. Stupid shadercache... :( + :mad:

    -edit- Deleting the entire contents of playtest/.patch fixed it.

    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.
  • mvp333mvp333 Member Posts: 509 Arc User
    edited March 2014
    x3of9 wrote: »
    I'm hoping this is an issue of omission of an important detail. These are larvae SHIPS. They will eventually grow into full sized planet killers.

    At least, I hope that is the case.

    I hope so as well, but the point still stands, I believe. These hatchlings are still living, but too weak to put up resistance. There is no honor in killing them.
  • captaind3captaind3 Member Posts: 2,449 Arc User
    edited March 2014
    The Sensor Analysis healing debuff is still WIP - try it out in some duels or matches and let us know how it feels. A couple points worth noting:

    -Getting more than 10k away from the ship analyzing you clears the effect
    -Placating or Holding the ship analyzing you clears the effect
    -The effect does not stack with multiple applications

    It's intended to make at least one Science Vessel (not captain, per se) a very desirable member of a premade team. It's also intended to reduce the prevalence of massive healing in a way that provides both players with counterplay to each other.
    I'm of two minds about this. My Fed engineer is mildly concerned, while my Rom sci is mildly excited.

    My Fed and KDF Tacs are thinking this is gonna suck.

    I'm sorry, I have a problem with this specifically. Starfleet officers would not kill defenseless children (larvae). Giving rewards for killing Undine children is against Starfleet morals and beliefs. The Klingons wouldn't do it either because they believe killing of young is a coward's tactic. There is no honor in killing those too young to defend themselves.
    I gotta admit that is pretty much it. It is also counterproductive, resolving the conflict with the Undine would be infinitely more difficult if we were 86ing their offspring. But why would they have a hatchery for their young in a shipyard?

    x3of9 wrote: »
    I'm hoping this is an issue of omission of an important detail. These are larvae SHIPS. They will eventually grow into full sized planet killers.

    At least, I hope that is the case.

    That's what I was thinking.

    Undine grow their ships, and there's no indication that the ships are sentient like Gomtuu. It is essentially nipping the tree they make their ships out of at the bud.
    tumblr_mr1jc2hq2T1rzu2xzo9_r1_400.gif
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  • centersolacecentersolace Member Posts: 11,178 Arc User
    edited March 2014
    mvp333 wrote: »
    I hope so as well, but the point still stands, I believe. These hatchlings are still living, but too weak to put up resistance. There is no honor in killing them.

    They are also engineered weapons though...
  • borticuscrypticborticuscryptic Member Posts: 2,478 Cryptic Developer
    edited March 2014
    captaind3 wrote: »
    Undine grow their ships, and there's no indication that the ships are sentient like Gomtuu. It is essentially nipping the tree they make their ships out of at the bud.

    This guy's got it. The terminology being used may have been misleading, but we're definitely talking about pruning budding ships, rather than any of the more grisly options being discussed here.
    Jeremy Randall
    Cryptic - Lead Systems Designer
    "Play smart!"
  • cerritourugcerritourug Member Posts: 1,376 Arc User
    edited March 2014
    How SA is going to affect Romulans? If romis are the most popular DPS dealer, they are going to be GOD now. Vapers just going to keep doing their deal, just vape, run out of the 10 kms, reload and vape again.

    So, what motive a Federation Escort have to play in this new system? Is going to be debuffed by SA wile cloakers dont. Now they hit less and resist even less.

    So, I ask again.. is there going to be anything that affect and balance romulans? Anything???
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  • venkouvenkou Member Posts: 0 Arc User
    edited March 2014
    Viscous Cycle:
    Rewards for this event are Fleet Marks or Undine Marks.
    :: LINK ::

    Worf and Riker on The Bridge

    Viscous Cycle Indeed. When you do the same task repetitively, without any sense of verity, the brain stops growing and learning. Regardless about what is attached to the grind, the missions will be repeated in a nightmarish and endless cycle. As a result of repeating the same tasks a million times, the player becomes a perfect money giving drone. Mindless drones ready for suggestions and instructions.

    I now realize that "Star Trek: Online" is no longer a game.

    "Star Trek: Online" was created to milk the franchise. Even though some of the developers say they are fans, I fail to see any truth in their words.

    "Star Trek: Online" is an obsessive compulsive nightmare of repetitive tasks, low rewards, long cool down timers, high resource requirements, and mindless tasks.

    Where is the cognitive fruit in which "Star Trek" was built upon?

    Do you know the real reason why people left after grinding Dyson?

    People got tired of the grind.

    Where did the cognitive stimulation go?
  • zeuxidemus001zeuxidemus001 Member Posts: 3,357 Arc User
    edited March 2014
    I'd really love to these the sensor analysis out but the characters I really want to test it on cannot be transferred to tribble since it seems that issue with only showing a small amount of characters out of my many characters seems to be a problem again.
  • lucho80lucho80 Member Posts: 6,600 Bug Hunter
    edited March 2014
    It wasn't actually working this way before, mechanically - the debuff icon was just lying to you. I updated the debuff icon to tell the truth.

    Oh well, at least I still get the bonus from it I care the most, and it's a nice boost to science vessels.
  • lordfuzunlordfuzun Member Posts: 54 Arc User
    edited March 2014
    lucho80 wrote: »
    You mean carriers. Cruisers don't have SA.

    Science Odyssey does.
  • mightybobcncmightybobcnc Member Posts: 3,354 Arc User
    edited March 2014
    I'd really love to these the sensor analysis out but the characters I really want to test it on cannot be transferred to tribble since it seems that issue with only showing a small amount of characters out of my many characters seems to be a problem again.

    http://sto-forum.perfectworld.com/showthread.php?t=1043641&page=3

    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.
  • immaculateflaxenimmaculateflaxen Member Posts: 0 Arc User
    edited March 2014
    General:
    • Resolved an issue where common (Unfactioned) Romulan Aliengen Female characters had too high of a height limit.
      • They now match the than factioned Romulan Aliengen Female character height of 6 foot 4.

    Why not fix the minimum romulan female height bug that's been around since LoR released as well... During the character creator Romulan Female Aliens can be 4ft 6in but after you visit the tailor to change your outfit the game automatically reverts you to 5ft 6in and you can't go back to 4ft 6in. As far as I know this bug does not effect male romulans they can be 4ft 6in without any issues...
  • druhindruhin Member Posts: 7 Arc User
    edited March 2014
    Heh, I like how you put that...the emphasis on the boat rather than the Captain, cause that Sci can fly whatever to bring the Nuke/Scan/et al.

    You only get the Sensor Analysis ability, if you are flying a Science SHIP (regardless of Captain). Personally, I find the 50% Healing debuff to be PERFECT, and I don't even PVP. Damage and Healing is so incredibly high as is, there needs to be counters to reduce the amount of damage and healing people do. And besides which, there are several (easy) counters to the new Sensor Analysis, not the least of which being, to simply move out of range (10+ km)
  • virusdancervirusdancer Member Posts: 18,687 Arc User
    edited March 2014
    druhin wrote: »
    You only get the Sensor Analysis ability, if you are flying a Science SHIP (regardless of Captain). Personally, I find the 50% Healing debuff to be PERFECT, and I don't even PVP. Damage and Healing is so incredibly high as is, there needs to be counters to reduce the amount of damage and healing people do. And besides which, there are several (easy) counters to the new Sensor Analysis, not the least of which being, to simply move out of range (10+ km)

    Hrmmm, this is my fourth attempt to reply to this - each one admittedly being nicer than the last...but in the end, they'll need folks to hit up Tribble for some PUG action, some *made action, and see how it plays out - and offer some honest feedback.

    Also, have to hope that part of S9: The New Accord is going to offer some RvB queueing - otherwise the *mades that troll the queues will probably kill the queues.

    2-3 folks able to 6stack 2-3 different targets in 18s...there won't be the counters for it without organization...PUGs will get slaughtered harder and faster.
  • eradicator84eradicator84 Member Posts: 1,116 Arc User
    edited March 2014
    When used on enemies, Sensor Analysis now provides a 50% reduction to all healing on the targeted foe once it reaches 6 stacks.
    Uh oh. This makes me worried.
    The Sensor Analysis healing debuff is still WIP - try it out in some duels or matches and let us know how it feels. A couple points worth noting:

    -Getting more than 10k away from the ship analyzing you clears the effect
    -Placating or Holding the ship analyzing you clears the effect
    -The effect does not stack with multiple applications

    It's intended to make at least one Science Vessel (not captain, per se) a very desirable member of a premade team. It's also intended to reduce the prevalence of massive healing in a way that provides both players with counterplay to each other.
    Cruisers, who're best at healing/tanking will all of a sudden be up to less than half as effective?
    Not that tankers were of any use anyway in PvP. This will make them irrelevant.
    If you gave the attract fire cruiser command the ability to reduce SA stacking or something to those in the aura that'd be cool.

    10k business. In PvP not something a cruiser can effect easily unless spending a boff ability specifically for EptE.

    Romulans get more powerful. Just cloak to break SA?

    Burns anyone who ops for the shielding option in the Rom rep at T4. Roms get it best as they crit more thus placate even more means almost 100% immunity to it.
    People who want the tanky benefits of emergency secondary shielding would actually be worse off!!

    The amount of heal debuff seems way too high.

    Actually debuffs an engineer captains special ability 'Miracle Worker'?? That's not cool.
    Nothing else can debuff Attack Pattern Alpha or Sub nuke... (i think)
    Aceton Beam comes close i guess but that debuffs energy damage output only, not the pattern itself or kinetics/exotics.


    the clear on 10 range and placate make hold spam, GW and placate procs even more desirable, not a good direction to go in. battlecloaking rom sci ships, stacking SA wile cloaked would be beyond broken.

    Getting people to use placates and holds is nice i guess but the amount of placate procs available from the Rom t4 rep makes it unfair for those wanting the other option. Could make the KHG shield worthy of PvP, maybe.

    I would prefer it though if your counter measures skill actually offset/nullified it instead and/or gave cruiser command attract fire an SA immunity or reduction. Would balance things a bit and give a whole new electronics warfare an eco system to work with.
    AFMJGUR.jpg
  • frtoasterfrtoaster Member Posts: 3,352 Arc User
    edited March 2014
    It's difficult to thoroughly explain. Basically, the amount of healing you were receiving was being amplified by a variable that should not have been used - a variable that is a passive feature of all starships. The passive feature it was incorrectly being influenced by is the one that controls the amount of Max Hull any given starship has. This added an additional multiplier into the final healing value that skewed the results in favor of larger, high-Hull vessels (Cruisers, Carriers, etc) while penalizing smaller vessels (Raiders, Escorts, etc).

    When I tested hull repair rates more than a year ago, the Borg 2-piece bonus granted a flat 35%/min bonus to hull repair rate, regardless of the base hull repair rate of the ship. Are you saying that a bug was introduced causing it take into account the base hull repair rate? My old analysis of hull repair rates can be found here:

    http://sto-forum.perfectworld.com/showpost.php?p=8340431&postcount=3

    Note that it was written before the "Legacy of Romulus" changes to leadership.
    Waiting for a programmer ...
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  • antep01antep01 Member Posts: 96 Arc User
    edited March 2014
    No BO´s on Dyson Sci Destroyer.

    P.s: have to retake ship to fix it.
  • frtoasterfrtoaster Member Posts: 3,352 Arc User
    edited March 2014
    Resolved an issue where newly equipped devices were going on their full cooldown.
    • They will now go on a 30 second recharge when equipped.

    As of 3/19/2014, my observations still do not match the patch notes. These are the cooldowns that I observed:

    Kits: full cooldown
    Tribbles: 15 seconds
    Hypos: 30 seconds
    Ophidian Cane: 30 seconds
    Shard of Possibilities: 30 seconds
    Batteries: 30 seconds

    In any case, I do not think a lockout-on-equip is a good solution to swapping exploits. I have created the following thread to discuss the issue:
    http://sto-forum.perfectworld.com/showthread.php?t=1057661
    Waiting for a programmer ...
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  • xiaoping88xiaoping88 Member Posts: 1,493 Arc User
    edited March 2014
    I can't enter the Undine Zone anymore. The Bolian is talking with me, but I can only chose between "Battlezone rewards" and "What is happening here".
    No map transition is initiated.
    Reality is an illusion.
    The universe is a hologram.
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  • zeuxidemus001zeuxidemus001 Member Posts: 3,357 Arc User
    edited March 2014
  • mustrumridcully0mustrumridcully0 Member Posts: 12,963 Arc User
    edited March 2014
    It's difficult to thoroughly explain. Basically, the amount of healing you were receiving was being amplified by a variable that should not have been used - a variable that is a passive feature of all starships. The passive feature it was incorrectly being influenced by is the one that controls the amount of Max Hull any given starship has. This added an additional multiplier into the final healing value that skewed the results in favor of larger, high-Hull vessels (Cruisers, Carriers, etc) while penalizing smaller vessels (Raiders, Escorts, etc).

    Will this have a "minor" impact (say, a typical Tier 5 Escort will almost not notice), or is it bigger? We know from mancom's PvP leaderboards project that the borg healing proc is a really big part of hull healing in PvP, and from my experience running PvE with and without it, it seems also very important in PvE.

    (I might consider it OP compared to the other set abilities that exist, but I suppose the entire game is now "balanced" around the availability of this power, so major changes would need to e done with great care)
    Star Trek Online Advancement: You start with lowbie gear, you end with Lobi gear.
  • eristhevortaeristhevorta Member Posts: 1,049 Bug Hunter
    edited March 2014
    Borg Tribble: Please have it now reward 1 Omega Mark every hour.
    Undine Tribble: You know what I wanna say. :)
    "Everything about the Jham'Hadar is lethal!" - Eris
    Original Join Date: January 30th, 2010
  • thenoname711thenoname711 Member Posts: 204 Arc User
    edited March 2014
    xiaoping88 wrote: »
    I can't enter the Undine Zone anymore. The Bolian is talking with me, but I can only chose between "Battlezone rewards" and "What is happening here".
    No map transition is initiated.

    Same issue, but you can still enter it from the Voth ground battlezone.
    Gameserver not found.
  • zeuxidemus001zeuxidemus001 Member Posts: 3,357 Arc User
    edited March 2014
    My fleet intrepid is actually fun to play with the sensor analysis change.

    Only problem for KDF sci's however we have a severly limited amount of ships that have this.

    It would be cool if we had a some kind of bop with it maybe a vesta type thing with aux cannons. I figure though the weapons layout if there were to be one would be severly limited or else would be some kind of klingon/fek'ihr design heh.
  • johnstewardjohnsteward Member Posts: 1,073 Arc User
    edited March 2014
    Replaced the non-functional Fleet Credit Bonus on certain rare KDF Consultant Doffs with a working Fleet Mark Boost instead.

    This Boost only becomes active once you are rewarded sufficient Marks for it to round down to 1.
    For the 10% bonus, this is when you receive at least 10 Fleet Marks as a reward.
    For the 20% bonus, this is when you receive at least 5 Fleet Marks as a reward.
    Created FED versions of the aforementioned Consultant, so that this duty officer is not faction-limited.
    Both FED and KDF versions remain extremely rare.

    thats just so not okay so have something like this exist, in both versions
  • mirrorchaosmirrorchaos Member Posts: 9,844 Arc User
    edited March 2014
    Same issue, but you can still enter it from the Voth ground battlezone.

    late yesterday admin message came up saying that you should goto the ground zone, then head to the undine zone from there.
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  • lucho80lucho80 Member Posts: 6,600 Bug Hunter
    edited March 2014
    Cruisers, who're best at healing/tanking will all of a sudden be up to less than half as effective?
    Not that tankers were of any use anyway in PvP. This will make them irrelevant.
    If you gave the attract fire cruiser command the ability to reduce SA stacking or something to those in the aura that'd be cool.

    If I'm not mistaken, the "line of sight" change was done to compensate for the constant cloaking being one of the things that break SA (have yet to test it, but I will later today).

    As for cruisers being less effective, they still haven't taken away your precious aux2bat builds so you can still tank pretty well, but not be an eternally FAWing zombie out there.

    On another note, I frankly welcome the Borg 2-piece bonus being fixed. It's a crutch everyone has been leaning on because it was so OP compared to all other heals combined. My ship never used it, so I won't miss it.
  • amosov78amosov78 Member Posts: 1,495 Arc User
    edited March 2014
    This guy's got it. The terminology being used may have been misleading, but we're definitely talking about pruning budding ships, rather than any of the more grisly options being discussed here.

    It depends on how you define intelligence and causing suffering to organic lifeforms. Since the Undine ships are made from the same biological material as the Undine themselves, how do we know that there isn't a symbiotic relationship going on, that maybe the ship is an actual extension of a particular member of their species? I wonder if anyone at Starfleet even questioned the possibility? But then Starfleet hardly acts like Starfleet anymore.
    U.S.S. Endeavour NCC-71895 - Nebula-class
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    Dedication Plaque: "Nil Intentatum Reliquit"
  • rmy1081rmy1081 Member Posts: 2,840 Arc User
    edited March 2014
    amosov78 wrote: »
    It depends on how you define intelligence and causing suffering to organic lifeforms. Since the Undine ships are made from the same biological material as the Undine themselves, how do we know that there isn't a symbiotic relationship going on, that maybe the ship is an actual extension of a particular member of their species? I wonder if anyone at Starfleet even questioned the possibility? But then Starfleet hardly acts like Starfleet anymore.

    dude... you're thinking too hard on this. :)
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