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Tribble Maintenance and Release Notes - June 19, 2014

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    kirksplatkirksplat Member Posts: 0 Arc User
    edited June 2014
    I didn't read through the thread or hop on tribble. Just wondering, if MA is closed, what has happened to the 10 or so Foundry doors on that map?
    [SIGPIC][/SIGPIC]
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    j0hn41j0hn41 Member Posts: 0 Arc User
    edited June 2014
    • Dilithium tax
    • Random quality chance
    • Random [modifier] chance
    • Clunky UI
    • Time gating
    • Unfathomable addition of a new crafting stage (old system: Materials -> Craft desired item. New system: Materials -> Craft useless middleman objects -> Craft desired item)

    Oh yeah, the new crafting system is dead on arrival. But wait there's more! Now there's collateral damage in the form of removing exploration clusters and all of their associated content and doffing and bridge invites, and destroying the Doff UI, now powered by children's Mega Bloks(TM).

    Who needs pertinent information when you can have GIANT SCREEN WASTING BLOCKS instead!!? Too much information can easily overload the feeble or undeveloped mind. Protect your children today by only displaying FOUR large assignments on your 1080p monitor.
    john98837 wrote: »
    That right there is the problem, with such a high dil cost it is not reasonable to expect us to gamble on the mods. At the higher levels should be able to at the very least guarantee an x2, with a good chance of an x3 of the mod we want.

    As it stands can't see wasting resources on this crafting system, except to get the various traits if they are not able to be bought on the exchange.
    arrmateys wrote: »
    best part is, the dil store was removed because it actually gave more attractive deals. for 19k dil you were guaranteed a purple weapon with modifiers you knew about before hand.

    Too many good post to quote.

    Rep grind and the store dil sink are good because of guaranteed results.

    I cant justify wasting my hard earned dilithium on a project awarding gear that not only has uncertain mods, (which was pretty much the only reason I could think of to craft over the exchange,rep,dil store), but also has a chance to be rare or worse quality.
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    kirimuffinkirimuffin Member Posts: 692 Arc User
    edited June 2014
    Found a bug: Under the Beam school, the Emitter Module project is listed under "Subprocessor Unit". I crafted a bunch of them before I realized I was crafting something completely different than I thought.
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    kirimuffinkirimuffin Member Posts: 692 Arc User
    edited June 2014
    awlaforge wrote: »
    If the cluster exploration missions have been removed, is there anything being done to make up for the loss of diplomacy XP from the outreach missions?

    And while we're at it, what about the diplomacy missions on Memory Alpha?

    (Yes, I know that you can make more DXP from doff assignments, but still. Really bothers me that such huge chunks of game content are just getting ripped out.)
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    vivenneanthonyvivenneanthony Member Posts: 1,278 Arc User
    edited June 2014
    bluegeek wrote: »
    Okay, I have to agree there. No way am I gambling any amount of Dilithium on an uncertain outcome. Anything that costs Dilithium should be Rare, minimum.

    And if I'm not using the Crafting system as a result of that, I'm just going to end up selling all my materials and cash out. If I can.

    As far as the time to craft goes, if they push that out to the Gateway, fine. I can do that on my lunch hour or something and not interfere with my game time. I'd prefer that, actually.

    So, I think Cryptic successfully Nerfed the Exploration part of Star Trek Online. Actually, they killed it.
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    pottsey5gpottsey5g Member Posts: 4,195 Arc User
    edited June 2014
    I still don’t see the point of the new crafting as its pointless. Option 1, do 1000’s of clicks over hours hoping you randomly get what you want. Option 2 go to the fleet store or exchange and buy what you want x10 cheaper, x10 faster and x10 less boring all for no random chance.

    That and Alien artifacts which are what the main crafters in game use have no use in the new system?
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    vivenneanthonyvivenneanthony Member Posts: 1,278 Arc User
    edited June 2014
    pottsey5g wrote: »
    I still don’t see the point of the new crafting as its pointless. Option 1, do 1000’s of clicks over hours hoping you randomly get what you want. Option 2 go to the fleet store or exchange and buy what you want x10 cheaper, x10 faster and x10 less boring all for no random chance.

    That and Alien artifacts which are what the main crafters in game use have no use in the new system?

    There is no point. The main point since dilithium is harder to get. I think they want people to buy Zen and then convert to dilithium to gamble on a crafting system with luck of the draw. While, Cyptic nuke the whole exploration part of Star Trek.

    Hmmm.

    @ Cryptic

    Way to go Cryptic! Excellent Work.
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    lordhavelocklordhavelock Member Posts: 2,248 Arc User
    edited June 2014
    My thoughts:

    The new DOffing UI is Terrible.
    It's too big and blocky, and doesn't offer enough useful information. It's a HUGE step backwards. In my opinion, there are too many clicks and slides involved in trying to find/select the best DOffs on Holodeck, this new UI is even worse.

    Gambling on Results are Bad, Mm'Kay.
    Sending DOffs on an assignment to randomly find an item that I pay for is NOT crafting. It's overpaying for a scavenging assignment. Especially when that payment includes so much Dilithium (ie Time Money). It might be one thing to have a pass/fail chance (with a small fail chance, virtually none at high-level), if I were selecting exactly what I want, but to pay 20k Dil for a Mk XII Common or Uncommon (or really, even Rare) item?

    Seriously, that's just @^#$!-up! :mad:

    Inability to Select item Specifics:
    If I can't pick and choose that I want a Mark XII Very Rare Item with [X] [Y] and [Z] tags, +## to A, B, and C skills, and/or has this/that Feature, then fuggettaboutit. IT IS NOT CRAFTING. In the real world: designers, fabricators, engineers... These people decide on an intended goal and incorporate whatever it takes to manufacture an item that produces said goal. They don't say: "Hey, let's build a car, and we'll just wait and see whether it's got headlights or not."

    The new "crafting" feels like drive-thru at a bad restaurant: I order a well-done cheddar cheeseburger, on a toasted bun, with lettuce, tomato, onion, and easy ketchup and mustard, hold the mayo, but after I pay my bill and drive home, when I open up my bag there's raw sushi in there.

    :rolleyes:

    "Incentives" to use the New System:
    I find your price increases, and removal of the Dilithium store (so we can no longer just directly buy desired upper-medium (read: Adequate) gear), to "encourage" us to use this new system to be in bad form. Not quite despicable, but quite uncool.


    Overall first impression: THUMBS DOWN. :(

    Edit:
    I forgot to mention that I'm also displeased Exploration has been taken out of an Exploration-themed IP Game. There's always been very little Trek in this Star game, and now there is none. :(

    You can find/contact me in game as @PatricianVetinari. Playing STO since Feb 2010.
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    sthraxpwesthraxpwe Member Posts: 75 Arc User
    edited June 2014
    So...

    1) You killed any type of exploration in an IP that EMPHASIZED exploration

    2) Took a UI that was functional and made it 100% worse

    3) Added a crafting system that doesn't allow us to specify the specific properties of what we want to craft, making everything random

    4) Added significant Dil costs in said new random crafting

    5) Made crafting a much bigger grind

    I know you guys are professionals, but have you taken a step back to seriously look at this? In what universe would I ever attempt to craft a Polaron cannon if I can't guarantee rarity and the mods I want if I can go to my fleet store, the Exchange or Rep stores and buy exactly what I need?

    If this goes live, I won't be touching crafting. I'll get what I need through other methods or do without.
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    illcadiaillcadia Member Posts: 1,412 Bug Hunter
    edited June 2014
    Look: Unless choosing item specifics lets us choose the mods we want and the rarity, then it's just a crapshoot that's only different from grinding kerrat by needing a massive, massive dil investment for items that are likely not even the ones you want.

    At the very least let us choose which mods we want per rarity.

    So for example you might have a dropdown box that separates each rarity and you can select what you want for the mod that rarity adds.

    For example:

    uncommon/rare/very rare
    [acc]/[dmg]/[crtH]

    Then if your mission gets you an uncommon result, it's always going to be [acc]. If it gets you a rare result, it's always going to be [acc] [dmg], and if it gets you a very rare result, it's always going to be [acc] [dmg] [critH], rather than TOTALLY RANDOM MODS.
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    moo8emoo8e Member Posts: 80 Arc User
    edited June 2014

    General:
    • Star Cluster maps are no longer available to access for all factions.
      • The associated Exploration missions have also been removed.

    I hope there will be a new interesting way of obtaining the Exploration accolades and they are simply not just forgotten.
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    orangeitisorangeitis Member Posts: 5,222 Arc User
    edited June 2014
    orangeitis wrote: »
    See here's the problem with that assertion, adjudicatorhawk. The R&D system is in direct competition with the fleet system, the reputation system, the exchange... heck, even random drops. There are many players here who already think that this system is nowhere near worth it compared to any of those other systems. I'm sure you wish for the devs to implement a system that most players will actually want to use, and to be frank, the by way we understand the system now, it's far too costly and too random for a lot of us to even consider using over the other systems.

    This is a very important issue here adjudicatorhawk. I urge you and the rest of the team to reassess the system.
    Bumping my post up in the chance that a team member might want to respond. :(
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    havamhavam Member Posts: 1,735 Arc User
    edited June 2014
    My thoughts:

    The new DOffing UI is Terrible.
    It's too big and blocky, and doesn't offer enough useful information. It's a HUGE step backwards. In my opinion, there are too many clicks and slides involved in trying find/select the best DOffs on Holodeck, this new UI is even worse.

    Gambling on Results are Bad, Mm'Kay.
    Sending DOffs on an assignment to randomly find an item that I pay for is NOT crafting. It's overpaying for a scavenging assignment. Especially when that payment includes so much Dilithium (ie Time Money). It might be one thing to have a pass/fail chance (with a small fail chance, virtually none at high-level), if I were selecting exactly what I want, but to pay 20k Dil for a Mk XII Common or Uncommon (or really, even Rare) item?

    Seriously, that's just @^#$!-up! :mad:

    Inability to Select item Specifics:
    Seriously, if I can't pick and choose that I want a Mark XII Very Rare Item with [X] [Y] and [Z] tags, +## to A, B, and C skills, and/or has this/that Feature, then fuggettaboutit. IT IS NOT CRAFTING. In the real world: designers, fabricators, engineers... These people decide on an intended goal and incorporate whatever it takes to manufacture an item that produces said goal. They don't say: "Hey, let's build a car, and we'll just wait and see whether it's got headlights or not."

    The new "crafting" feels like drive-thru at a bad restaurant: I order a well-done cheddar cheeseburger, on a toasted bun, with lettuce, tomato, onion, and easy ketchup and mustard, hold the mayo, but after I pay my bill and drive home, when I open up my bag there's raw sushi in there.

    :rolleyes:

    "Incentives" to use the New System:
    I find your price increases, and removal of the Dilithium store (so we can no longer just directly buy desired upper-medium (read: Adequate) gear), to "encourage" us to use this new system to be in bad form. Not quite despicable, but quite uncool.


    Overall first impression: THUMBS DOWN. :(

    Edit:
    I forgot to mention that I'm also displeased Exploration has been taken out of an Exploration-themed IP Game. There's always been very little Trek in this Star game, and now there is none. :(

    Cannot agree more.

    Science and Exploration are taken out of a Star trek themed game....wtf.

    More accolades are going to be broken. And this time it really hurts these are hard to get, and there is a lot of them.

    sorry this is simply horribad....never had such a negative first impression of anything released up until today
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    hyplhypl Member Posts: 3,719 Arc User
    edited June 2014
    Rarity is based on chance, rather than assured.

    Fail. I want to use this system to create specific things. I will not waste resources to create something if it is not a 100% guarantee.
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    ceekayzeroceekayzero Member Posts: 411 Arc User
    edited June 2014
    Played with the system on Tribble for a fair bit. I echo many of the other posters on the board: the new method is incredibly time consuming and clunky.

    Right now, in order to craft the parts I need for a weapon, I have to scroll through the UI past stuff I cannot currently unlock (only at level 2 for the hour or so I was fooling around with beam weapons), and that is frustrating.

    Second, the time necessary to get from Level 1 to 2, and 2 to a further level, is nuts. I understand Cryptic doesn't want us to blast through the system, but given how complicated it is to make a single beam array getting to level 20 in any crafting category is going to take *Far* more time than getting a Tier 5 starbase. Also frustrating.

    If it costs 20K dilithium for a Mk XII weapon, with no guarantee it is going to be VR (and the possibility it could be a common), at the very least no weapons with the [DMG] mod should be in the loot table.

    I may tinker with the system from time to time, but this new crafting system simply is not what STO needs right now.
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    heraldofmanweheraldofmanwe Member Posts: 38 Arc User
    edited June 2014
    The Good:

    I know I am in the minority here, but I kind of like the new UI, given that this is just the first iteration (I hope). It could be a lot worse!

    While having it be chance based is bad, at least they tell you the odds going in, unlike lockboxes. So, that also could be worse.

    The bad:

    The prices are far too high. I currently use fleet gear on my feds and Romulan rep gear on my Romulan. That gear is expensive, but it is very good and I can pick exactly what I want. Crafting prices as they stand now are far too high to make me think "yeah, let's go give crafting a try." Would I spend 5K dil or so to roll the dice for a new console or maybe weapon, maybe. Will I be paying 20K dil to roll the dice? No. Not even a chance.

    We can't pick our modifiers. I don't need a warp core, I need THE warp core with the mods I need to make my build work. This system does not give me that. I dont want a [E->A] mod on my escort that runs 125+ weapons power and 30 engines/aux power!


    My verdict (TL;DR version):

    In a vacuum, the new crafting system will be a positive for me only in that I made practically no use of the old one. However, the elimination of the Dil store, the possible price hikes, and the adding of more gambling mechanics make me somewhere between cautious to worried about S9.5. That said, the recent "revamp" of the reputation system was a massive plus for me, so I am optimistic that you guys will get this fixed up.
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    cidstormcidstorm Member Posts: 1,220 Arc User
    edited June 2014
    I've just now seen the doff layout. It's terrible, missions are no longer separated and identified by mission type. Custom doff selections now take an entirely different window to implement and you guys have never been good at selecting the doffs we should use.
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    legendarylycan#5411 legendarylycan Member Posts: 37,282 Arc User
    edited June 2014
    cidstorm wrote: »
    and you guys have never been good at selecting the doffs we should use.
    no, because that's YOUR job to pick the best possible crew for any given mission, not theirs
    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

    #LegalizeAwoo

    A normie goes "Oh, what's this?"
    An otaku goes "UwU, what's this?"
    A furry goes "OwO, what's this?"
    A werewolf goes "Awoo, what's this?"


    "It's nothing personal, I just don't feel like I've gotten to know a person until I've sniffed their crotch."
    "We said 'no' to Mr. Curiosity. We're not home. Curiosity is not welcome, it is not to be invited in. Curiosity...is bad. It gets you in trouble, it gets you killed, and more importantly...it makes you poor!"
    Passion and Serenity are one.
    I gain power by understanding both.
    In the chaos of their battle, I bring order.
    I am a shadow, darkness born from light.
    The Force is united within me.
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    pottsey5gpottsey5g Member Posts: 4,195 Arc User
    edited June 2014
    no, because that's YOUR job to pick the best possible crew for any given mission, not theirs
    You always pick purple over blue. Defaulting to blue only forces extra clicks. It should default to purple if you have them. It is just extra clicks in a click heavy system.
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    cidstormcidstorm Member Posts: 1,220 Arc User
    edited June 2014
    no, because that's YOUR job to pick the best possible crew for any given mission, not theirs

    Ultimately I'm ok with that, but they just put another window in-between us and picking the proper crew members, and they took away the three man selection default option which would sometimes have the best crew within them. If I'm not mistaken the new crew selection window that comes up if you want to pick your own choices doesn't have the search options you used to have. This is a huge usability nerf.
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    woodwhitywoodwhity Member Posts: 2,636 Arc User
    edited June 2014
    no, because that's YOUR job to pick the best possible crew for any given mission, not theirs

    Yes, but they autochoose Doffs for you, which is simply stupid. Especially since those are the worse ones.
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    legendarylycan#5411 legendarylycan Member Posts: 37,282 Arc User
    edited June 2014
    woodwhity wrote: »
    Yes, but they autochoose Doffs for you, which is simply stupid. Especially since those are the worse ones.
    it reccommends what will get you the best chance of success

    if you want better, you need to hunt down the appropriate choices yourself - that's how heretic designed it
    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

    #LegalizeAwoo

    A normie goes "Oh, what's this?"
    An otaku goes "UwU, what's this?"
    A furry goes "OwO, what's this?"
    A werewolf goes "Awoo, what's this?"


    "It's nothing personal, I just don't feel like I've gotten to know a person until I've sniffed their crotch."
    "We said 'no' to Mr. Curiosity. We're not home. Curiosity is not welcome, it is not to be invited in. Curiosity...is bad. It gets you in trouble, it gets you killed, and more importantly...it makes you poor!"
    Passion and Serenity are one.
    I gain power by understanding both.
    In the chaos of their battle, I bring order.
    I am a shadow, darkness born from light.
    The Force is united within me.
  • Options
    soidutssoiduts Member Posts: 55 Arc User
    edited June 2014
    illcadia wrote: »
    At the very least let us choose which mods we want per rarity.

    So for example you might have a dropdown box that separates each rarity and you can select what you want for the mod that rarity adds.

    I agree the proc mods need to have a dropdown to select which mods you want to craft. Similar to how the kits are now, it allows people to customize. 20k dil for a random item is completely in direct competition with the exchange items, dil store items and fleet store items. You know what you are getting when you pay for it.

    Random items from Lockboxes is fine but doesn't work with the crafting system.

    Make it so that certain procs require certain doffs and materials. The better the proc mods, the more rare the doff and items need to be but don't make it random.
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    tarastheslayertarastheslayer Member Posts: 1,541 Bug Hunter
    edited June 2014
    I don't think I've seen such a unanimously unpopular response to something since Arc was first mentioned, and that's saying something O_o

    Not that I'm surprised, there's plenty of good posts in here that together perfectly summarise the issues with the crafting system as it is on tribble at the moment. I'd actually like to add that the idea of paying dilithium to speed things up is stupid. There's no need for it, I mean heck I'm lucky enough to be able to get dil in-game, but that would mean I would have a large advantage over many other people if I could afford to speed every significant project up.

    I hope one of the dev's has the decency to come in here at some point and address all the serious concerns that have been raised.
    Ten soldiers wisely led will beat a hundred without a head. - Euripides
    I no longer do any Bug Hunting work for Cryptic. I may resume if a serious attempt to fix the game is made.
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    hyplhypl Member Posts: 3,719 Arc User
    edited June 2014
    Crafting components is very boring, tedious, and time consuming, even if they're short 5 second assignments. Allow us to instantly create components using crafting materials to help speed the system along. It just feels like a turn-off.
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    pottsey5gpottsey5g Member Posts: 4,195 Arc User
    edited June 2014
    it reccommends what will get you the best chance of success

    if you want better, you need to hunt down the appropriate choices yourself - that's how heretic designed it
    It does not choose the best chance of success. For Crafting it chooses the worst chance of success. Every time. For crafting its simply white worst. Purple best and all Purple are the same. There is no best Purple or best blue.

    Crafting does not work the same way as heretic designed .
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    qjuniorqjunior Member Posts: 2,023 Arc User
    edited June 2014
    Since all my characters already have rep/fleet gear, I have no need for crafting anyway. Unfortunately I rather like Doffing, please don't ruin the Doff UI ! :(
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    forgottenmythforgottenmyth Member Posts: 11 Arc User
    edited June 2014
    There's no need for it, I mean heck I'm lucky enough to be able to get dil in-game, but that would mean I would have a large advantage over many other people if I could afford to speed every significant project up.

    not really, you'll just be the first person able to craft what we all can already FIND for lots less effort and money playing pve like always. Not to mention most people have access to fleets that have way better stuff. Yeah this is all kinda moot, pretty sad really its like all this work on the crafting system will be wasted cause nobody is going for it.

    come on!!! give us something through crafting that we cant get anywhere else!
  • Options
    legendarylycan#5411 legendarylycan Member Posts: 37,282 Arc User
    edited June 2014
    not really, you'll just be the first person able to craft what we all can already FIND for lots less effort and money playing pve like always. Not to mention most people have access to fleets that have way better stuff. Yeah this is all kinda moot, pretty sad really its like all this work on the crafting system will be wasted cause nobody is going for it.

    come on!!! give us something through crafting that we cant get anywhere else!
    nobody is going for it in its current state, but S9.5 is still a month away...plenty of time for them to make changes

    and even if they don't, there are people out there who will use it regardless
    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

    #LegalizeAwoo

    A normie goes "Oh, what's this?"
    An otaku goes "UwU, what's this?"
    A furry goes "OwO, what's this?"
    A werewolf goes "Awoo, what's this?"


    "It's nothing personal, I just don't feel like I've gotten to know a person until I've sniffed their crotch."
    "We said 'no' to Mr. Curiosity. We're not home. Curiosity is not welcome, it is not to be invited in. Curiosity...is bad. It gets you in trouble, it gets you killed, and more importantly...it makes you poor!"
    Passion and Serenity are one.
    I gain power by understanding both.
    In the chaos of their battle, I bring order.
    I am a shadow, darkness born from light.
    The Force is united within me.
  • Options
    tarastheslayertarastheslayer Member Posts: 1,541 Bug Hunter
    edited June 2014
    not really, you'll just be the first person able to craft what we all can already FIND for lots less effort and money playing pve like always. Not to mention most people have access to fleets that have way better stuff. Yeah this is all kinda moot, pretty sad really its like all this work on the crafting system will be wasted cause nobody is going for it.

    come on!!! give us something through crafting that we cant get anywhere else!

    Yeah I didn't mean that as a case of it being sensible or actually doing it, waste of dil to do that anyway. My point being was that if this was worth doing that would potentially be an issue, it's obviously more sensible to do it for free by waiting and getting stuff through playing, I'm not stupid :P
    Ten soldiers wisely led will beat a hundred without a head. - Euripides
    I no longer do any Bug Hunting work for Cryptic. I may resume if a serious attempt to fix the game is made.
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