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Tribble Maintenance and Release Notes - June 24, 2014

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  • adjudicatorhawkadjudicatorhawk Member Posts: 0 Arc User
    edited June 2014
    frtoaster wrote: »
    Is a harvest node the same thing as the old scannable anomalies?

    I believe that is what they meant, yes.
    I assume this applies only to crafting assignments and not to doff assignments.

    Yeah, only crafting was changed to make this true.
    Jeff "Adjudicator Hawk" Hamilton
    Systems Designer - Cryptic Studios
    Twitter: @JeffAHamilton
  • hajmyishajmyis Member Posts: 405 Arc User
    edited June 2014
    would be nice if the Devs had a console on esd where u can get all the Mats for free so I could test out the crafting....there is no way to get these Mats on tribble
    "Frankly, not sure why you're on a one man nerf campaign. "
  • adjudicatorhawkadjudicatorhawk Member Posts: 0 Arc User
    edited June 2014
    tpalelena wrote: »
    I do wonder why there is no AP Omni directional beam array.

    Perhaps the craftable ones are 1 per character too? Or you'll be able to get more APs than 1 from the FE ?

    There will be one, it's just not in that build. They are currently equip-limit one, so you can get one omni-directional beam of any type.
    Jeff "Adjudicator Hawk" Hamilton
    Systems Designer - Cryptic Studios
    Twitter: @JeffAHamilton
  • adverberoadverbero Member Posts: 2,045 Arc User
    edited June 2014
    There will be one, it's just not in that build. They are currently equip-limit one, so you can get one omni-directional beam of any type.

    This Is welcome news to me, Might replace my rear turret with an Omi Directional Phaser :)
    solar_approach_by_chaos_sandwhich-d74kjft.png


    These are the Voyages on the STO forum, the final frontier. Our continuing mission: to explore Pretentious Posts, to seek out new Overreactions and Misinformation , to boldly experience Cynicism like no man has before.......
  • gofasternowgofasternow Member Posts: 1,390 Arc User
    edited June 2014
    adverbero wrote: »
    This Is welcome news to me, Might replace my rear turret with an Omi Directional Phaser :)

    ...I may just be able to swap out a Bio-Molecular Phaser Beam Array for an Omni-Phaser on my Gal-X >_>
  • lucho80lucho80 Member Posts: 6,600 Bug Hunter
    edited June 2014
    To adjudicatorhawk

    The million dollar question:
    Will we see the secondary deflectors released with season 9.5 or will we have to wait until October for them?
  • adjudicatorhawkadjudicatorhawk Member Posts: 0 Arc User
    edited June 2014
    lucho80 wrote: »
    To adjudicatorhawk

    The million dollar question:
    Will we see the secondary deflectors released with season 9.5 or will we have to wait until October for them?

    Not sure, I'm not working on them. I'll look into the answer for you.

    Edit: But whenever they're available, they'll be craftable in the Science school.
    Jeff "Adjudicator Hawk" Hamilton
    Systems Designer - Cryptic Studios
    Twitter: @JeffAHamilton
  • fisheye1fisheye1 Member Posts: 21 Arc User
    edited June 2014
    What I'd really like is for the maximize and minimize buttons to be updated and reflect the current UI. For whatever reason, they weren't updated with the UI for LoR, and they still haven't. Also, I wish they would start using the "Bulletins" function in the drop-down menu. They never send any out; they could use them to announce in-game events, contests, livestreams and new content/patch notes.
  • adverberoadverbero Member Posts: 2,045 Arc User
    edited June 2014
    Not sure, I'm not working on them. I'll look into the answer for you.

    Edit: But whenever they're available, they'll be craftable in the Science school.

    Interesting, looks like I will need a Deflector Duty Officer for that then?
    solar_approach_by_chaos_sandwhich-d74kjft.png


    These are the Voyages on the STO forum, the final frontier. Our continuing mission: to explore Pretentious Posts, to seek out new Overreactions and Misinformation , to boldly experience Cynicism like no man has before.......
  • nikkojtnikkojt Member Posts: 372 Arc User
    edited June 2014
    • New kit modules do not have their own search category in the Exchange.

    cryptic pls
    I am NikkoJT, Foundry author and terrible player. Follow me!
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  • malkarrismalkarris Member Posts: 797 Arc User
    edited June 2014
    So anyone figure out how to do multiple R and D jobs in a row automatically, because I'm stumped. Unless I read the patch notes wrong.

    Also, our only options for very rare particles are to run all of the elite content or buy it in the c-store? Are you going to tell us what the chance is for getting a very rare in an elite run? Either way, yeah this is not getting better. So now, I have to pay dil, or buy off the exchange, and run elite content, all of which I have played to death already, or buy more stuff off the exchange, and then throw it all in the doffer, and hope I get something good. So here is your feedback for this section. I am not willing to do all of that, thanks. I would like it more if you didn't tack crafting onto already existing systems (DOFFs, Elite STFs, etc) but instead made it its own thing. I know this is not going to happen, but ideally, I would have loved to see a new exploration sector like area, where you go out into it, and find an area of space and have a mission there, pretty much like the old ones you are taking out. The mission would not necessarily be combat, and from these areas and only these areas you could get all of the materials necessary for crafting. Oh well.

    Another point, in the interviews people have said that you could craft a Mark XII beam array from day one, if you are a level 50. However, crafting that requires parts that don't unlock until you have gained levels in the crafting system. So you can't craft it day one. Is the system on Tribble currently not final in that respect, or are the interviews wrong? Or do you mean something like you can craft a Mark XII beam array, but you will need someone else to make the parts that you can't?

    Oh, and nice carrots with the toys. It looks like they're all only one of this type on your ship, but does that mean you could have a rainbow build of eight different beam turrets?
    Joined September 2011
    Nouveau riche LTS member
  • jarodroto123jarodroto123 Member Posts: 1,337 Arc User
    edited June 2014
    malkarris wrote: »
    So anyone figure out how to do multiple R and D jobs in a row automatically, because I'm stumped. Unless I read the patch notes wrong.

    Also, our only options for very rare particles are to run all of the elite content or buy it in the c-store? Are you going to tell us what the chance is for getting a very rare in an elite run? Either way, yeah this is not getting better. So now, I have to pay dil, or buy off the exchange, and run elite content, all of which I have played to death already, or buy more stuff off the exchange, and then throw it all in the doffer, and hope I get something good. So here is your feedback for this section. I am not willing to do all of that, thanks. I would like it more if you didn't tack crafting onto already existing systems (DOFFs, Elite STFs, etc) but instead made it its own thing. I know this is not going to happen, but ideally, I would have loved to see a new exploration sector like area, where you go out into it, and find an area of space and have a mission there, pretty much like the old ones you are taking out. The mission would not necessarily be combat, and from these areas and only these areas you could get all of the materials necessary for crafting. Oh well.

    Another point, in the interviews people have said that you could craft a Mark XII beam array from day one, if you are a level 50. However, crafting that requires parts that don't unlock until you have gained levels in the crafting system. So you can't craft it day one. Is the system on Tribble currently not final in that respect, or are the interviews wrong? Or do you mean something like you can craft a Mark XII beam array, but you will need someone else to make the parts that you can't?

    Oh, and nice carrots with the toys. It looks like they're all only one of this type on your ship, but does that mean you could have a rainbow build of eight different beam turrets?


    All those vr components can be sold on the exchange, thats what they are talking about. And the turrets are one per ship
  • raptor63549raptor63549 Member Posts: 642 Arc User
    edited June 2014
    There will be one, it's just not in that build. They are currently equip-limit one, so you can get one omni-directional beam of any type.

    Aww what gives. Why can't we get more than one? Ships with cannons can have as many turrets as they want, and those drop and are sold everywhere.

    So no special crafting only warp core or tactical consoles? That's slightly disappointing (admittedly tac consoles are treacherous ground; I'd totally go for a console that raised my proc rates, though). Also no crafted kits.
  • dontdrunkimshootdontdrunkimshoot Member Posts: 0 Arc User
    edited June 2014
    lets take a look at these new items that turned up!

    only 1 equitable at a time
    only 1 equitable at a time
    only 1 equitable at a time
    only 1 equitable at a time

    wow, they are making it super easy to ignore crafting the more they show off.
  • captaind3captaind3 Member Posts: 2,449 Arc User
    edited June 2014
    There will be one, it's just not in that build. They are currently equip-limit one, so you can get one omni-directional beam of any type.

    Is this a replacement for the set piece so people don't have to run AP, or is it a stand alone?
    tumblr_mr1jc2hq2T1rzu2xzo9_r1_400.gif
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  • gofasternowgofasternow Member Posts: 1,390 Arc User
    edited June 2014
    lets take a look at these new items that turned up!

    only 1 equitable at a time
    only 1 equitable at a time
    only 1 equitable at a time
    only 1 equitable at a time

    wow, they are making it super easy to ignore crafting the more they show off.

    Oh, wah, your needs. Special weapons have ALWAYS been like that.
  • raptor63549raptor63549 Member Posts: 642 Arc User
    edited June 2014
    Honestly, I don't think the [Arc] weapons should be special at all. They really deserve to be general use items, and I'd just as soon see [Arc] added to the regular mod pool for crafted items.
  • bridgernbridgern Member Posts: 709 Arc User
    edited June 2014
    Honestly, I don't think the [Arc] weapons should be special at all. They really deserve to be general use items, and I'd just as soon see [Arc] added to the regular mod pool for crafted items.

    That would unbalance the game even more than it already is, imagine a Scimitar, with eight ARC beam weapons and DEM that is a lot of damage.
    Bridger.png
  • losdoslosdos Member Posts: 0 Arc User
    edited June 2014
    • Catalysts are not being consumed when they are used in a project.

    Isn't that the actual definition of what a catalyst is.

    "Catalysis is the increase in the rate of a chemical reaction of one or more reactants due to the participation of an additional substance called a catalyst. Unlike other reagents in the chemical reaction, a catalyst is not consumed by the reaction."
  • raptor63549raptor63549 Member Posts: 642 Arc User
    edited June 2014
    bridgern wrote: »
    That would unbalance the game even more than it already is, imagine a Scimitar, with eight ARC beam weapons and DEM that is a lot of damage.

    That's no different from a scim broadsiding with regular beams, and, realistically, [Arc] should reduce damage a bit for balance reasons.

    The reason we need 360 beams is the same reason you use turrets for cannon ships: it lets you actually get use out of aft weapon slots, but in this case DBB builds might actually benefit.
  • lateralus1701lateralus1701 Member Posts: 14 Arc User
    edited June 2014
    I was very much pessimistic at first, but these patch notes look pretty substantial. I'm gonna patch Tribble again and check out these changes.

    It looks like some pretty neat items are available for crafting. This is what I was hoping for, something that you had to grind! I REALLY enjoy the crafting grind. Always have. I want something that's going to take time and effort to get, and that can distinguish me apart from other players when I've finished. Crafting named items!

    I listened to the entire podcast and I liked what I heard. And thank you for explaining that crafting is going to be iterative for a while. Implementing a shell and leaving it at that is one thing (don't do this!); laying a foundation and building from there is entirely another (totally understandable).

    You have some really good ideas. Show us what you got, and we'll tell you what we like and what we would like changed.

    Let me put it this way. I bought the LTS when it first came out, so I've been playing for free for quite a while. I'll buy a ship here or a ship pack there (once every few months or so), and on occasion I'll get a costume or something. I don't spend much money on STO, but I do try to continue supporting it with the one kind of support you really want: money. For me, I've gotten exactly what I wanted for everything I've ever bought off the c-store. Spending money should never be mandatory in a crafting system, and I should be able to craft everything without spending a single penny (it should take time and effort, but it shouldn't be a millimeter away from impossible either). BUT I would spend a little money in a crafting system if I was getting a value from it.

    Okay, done patching. Time to see what's on Tribble.


    EDIT: First mk IV weapon I ever crafted turned out purple quality, and my cannons are only level 2. [ACC] [CrtD] [CrtH] HA. :)
  • amosov78amosov78 Member Posts: 1,495 Arc User
    edited June 2014
    We will be bringing down the Tribble server for maintenance to apply a new update: ST.42.20140622a.1

    General:
    • The default uniform for all Starfleet bridge officers will be the Odyssey uniform.

    Will this include the Enterprise-F crew and Tuvok?
    U.S.S. Endeavour NCC-71895 - Nebula-class
    Commanding Officer: Captain Pyotr Ramonovich Amosov
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  • sirboulevardsirboulevard Member Posts: 722 Arc User
    edited June 2014
    amosov78 wrote: »
    Will this include the Enterprise-F crew and Tuvok?

    It does. I ran into Shon on DS9 during Second Wave, he's in Oddy. Tuvok's contact window is Oddy as well.
    [SIGPIC][/SIGPIC]

    TRIBBLE Hydra! Hail Janeway!
  • baddmoonrizinbaddmoonrizin Member Posts: 10,889 Community Moderator
    edited June 2014
    Concerning the upcoming release of the Odyssey and Bortasqu' uniforms: Will they be wearable by Diplomacy/Marauding BOFFs?
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  • malkarrismalkarris Member Posts: 797 Arc User
    edited June 2014
    That's no different from a scim broadsiding with regular beams, and, realistically, [Arc] should reduce damage a bit for balance reasons.

    The reason we need 360 beams is the same reason you use turrets for cannon ships: it lets you actually get use out of aft weapon slots, but in this case DBB builds might actually benefit.

    Well, checking in game, the AP beam turret we have seems about equivalent to a Mk XI very rare with 2 damage mods. Some quick calculations on base DPS between Mk XI and XII seem to say that Mk XII is about 5% more damage than Mk XI. So, really roughly, a full beam turret build would give up about 5% of the damage of an eight beam broadside in exchange for being able to hit with eight beams all the time. Maybe too powerful, maybe not. Why not restrict them to aft slots only? That way its only in the forward 110 arc that you have more than normal firepower, and that's at the cost of that rough 5% everywhere else. I think that could be fair.

    And duel heavies with arc? Why not have all four up front. Say its another 5% drop in firepower for matching the arc of your torpedoes or duel beam bank. Most escorts and destroyers are maneuverable enough that they don't care, which leaves the heavies that can carry duel cannons, which are mostly lobi carriers, and the Gal-X, in which case, I don't think it will give enough of a boost to really matter.
    Joined September 2011
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  • e1ime1im Member Posts: 63 Arc User
    edited June 2014
    (...)
    Known Issues:
    (...)
    • Catalysts are not being consumed when they are used in a project.
    (...)

    Aren't catalysts supposed to work that way?

    Also, resource nodes in missions are not random: you will get same type of resources each time you replay a mission. Is this intentional?
  • doffingcomradedoffingcomrade Member Posts: 0 Arc User
    edited June 2014
    [*]Catalysts are not being consumed when they are used in a project.
    Isn't this actually the correct behavior by the definition of the word "catalyst", something which is used in, but NOT consumed by, a reaction? A catalyst therefore should NOT be consumed, and thus made appropriately expensive or rare with this mind, no?
    [SIGPIC][/SIGPIC]
  • signumpaxsignumpax Member Posts: 43 Arc User
    edited June 2014
    Based on acctuall build i will give new feedback

    Doff Ui:
    I see some improvements but still not very comfortable to handle.
    And there are some bugs. Click completted tasks from main ui chrashes the game. Completted tasks cant be colleted with the button collet.

    The size of the ui still to "big" i run on 1200x1024. If i scale the enrire ui by 0.75 its better. So i would recommand to at least scale the. Pitures in the ui by 25%
    The task menu need the tasks to be grouped by catetgrory.

    Overall its still very click and scroll intesive. Old system for one task 4clicks new if i want to select doffs by my own. More than 8.
    And still hard to find right doff from list better but still hard. I would recomment to make selection from that list by click on the doff remove the addtion asign button.

    I still not understand why its was needed to change the ui at all, pls one of the deffs can explain that to us. The old systen was good why u now but si much work in that?

    Crafting seem to be still very grindy, would recommand to increase xp rewarded per part or item crafed drastically, i fear it could get frustration with such slow progress.
  • zntechzntech Member Posts: 153 Arc User
    edited June 2014
    1 B dollar question did you ever get idea about system for break all colors tech and stuff (common,uncommon,rare,very rare,ultra mega rare) in to basic components for crafting?

    Crafting & De-crufting

    All so you can make crafting more controllable.

    (No 1 on STO have love for your random engines , for example all blue and purple stuff can be very expensive , but on the end we can know what will be the result , green and white still can be random or just chip, random engine will reject players to craft I think .)

    Klingon players suffering from catastrophic long term old uniforms cant edit/remove/ware bugs especially those player who have more then 3 outfit/uniform slots they cant clear old buged uniforms from slots, so they cant use slots they payed ,can you fix that after 2 yrs.?

    What the point to give us new uniform when we cant delete old problematical ones ?
    In the beginning there was all and then become nothing

    I AM PISSED OFF AFTER 3 YRS. I STILL CAN'T USE OR CHANGE OR DELETE OUTFIT IN 3 OF 5 OUTFIT SLOTS ON MY KLINGON TOON !
    [SIGPIC][/SIGPIC]
  • frtoasterfrtoaster Member Posts: 3,352 Arc User
    edited June 2014
    Isn't this actually the correct behavior by the definition of the word "catalyst", something which is used in, but NOT consumed by, a reaction? A catalyst therefore should NOT be consumed, and thus made appropriately expensive or rare with this mind, no?

    I actually already mentioned this, but I don't really expect them to get their technobabble correct.

    http://sto-forum.perfectworld.com/showpost.php?p=17568801&postcount=41
    Waiting for a programmer ...
    qVpg1km.png
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