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Tribble Maintenance and Release Notes - July 3, 2014

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  • kazabokkazabok Member Posts: 230 Arc User
    edited July 2014
    That Ody dress jacket is awesome!

    Great work art folks.
  • gazurtoidgazurtoid Member Posts: 423 Arc User
    edited July 2014
    [*]Two titles have been added for participating in the prior incarnation of the crafting system:
    • "Genius", for having reached 1500 General Research Skill.
    Dammit. Now I am going to have to create and level a Cirno toon before the Season hits.
    yjkZSeM.gif
  • phantomeightphantomeight Member Posts: 567 Bug Hunter
    edited July 2014
    I'd like to see a comment in the patch notes about the status of the Duty Officer UI. I must admit I was one of those people who loudly and non-constructively commented about the DOff UI and demanded it be returned to what is on Holodeck.

    Looking at it now, I offer the following.
    • The refinements I see in this build are nice... I see where you are heading and it is getting better. I can see myself liking this more if you work at it some more.
    • I'd like to see the titles for each DOff mission have slightly bigger or bolder font. Just a little more, maybe a point size and bolded or just two point sizes and plain or just a point size...
    • I'd like to see the mission list tightened up. I realize you don't want things to look to busy, but I think it's still too bulky. I think they should be the same height as the duty officer rows in the "plan assingment" section. That is a good size.
    • When planning the missions, I'd really like to avoid the Select button and the UI pop up when picking another DOff. There are times where you don't want to send your best DOff out on a particular mission. The workflow you have now makes that too much of a pain to easily manage. How about a panel that slides in or expands the from the side or bottom that has your officers listed? I really don't like the extra window.
    • When planning missions, I'd like to see a way to bring back the auto selected duty officers.
    • In general, we could select duty officers with amazing speed with the current system on holodeck, the current workflow for selecting officers during the planning stage is not up to par. I would like to see it re-worked.

    I hope a dev see's this and find these comments constructive.
    join Date: Sep 2009 - I want my changeling lava lamp!
  • losdoslosdos Member Posts: 0 Arc User
    edited July 2014
    malkarris wrote: »
    So, since the chances are still borked, can we have a dev announce about what they want the chances to be? So, say you are at lvl 15 in a school, and you have a white doff, and are crafting a Mk XII item. What should the chance spread look like?

    What about with a green doff, a blue one, purple?

    I ask because if the chance for a purple item is something like 50%, on average you will get what you want after crafting 2 items, for a cost of 10,000 dilithium. Not bad.

    On the other hand, if the chance is 10%, on average you will get what you want after crafting ten items, for a cost of 50,000 dilithium. And that is just basic chance of purple, not adding in all of the other stuff like you want this specific mod on a purple, and so forth.

    I have seen screenshot from the initial build showing the chances of MKXII purple sitting around 32% with a purple doff at level 20. It may have changed since then, and since they fixed the Aegis shield bug (where it was craftable from level 0) I can't easily check myself.

    The real issue is just because an item is purple doesn't mean it is what I want. For weapons, I currently run Fleet dbb's [acc] x2 [critd], and the current crafting system will give me random modifiers. Not only will I have to craft a dbb 3 times (on average) to get a purple but I then have to do that over a many many times to get that dbb [acc]x3 that I want. So, even with the reduced Dil costs I don't think it goes far enough to offset the random modifier problem.

    That also doesn't include the thousands of hours it takes to get to that level in a crafting school (since the bug exploit for the shield school has been legitimately removed)

    I just don't see the system working at all (unless the fundamental mechanics are changed) until the next phase of crafting updates (like being able to pick and change modifiers) gets implemented, if it ever does get implemented.
  • jaturnleyjaturnley Member Posts: 1,218 Arc User
    edited July 2014
    kazabok wrote: »
    That Ody dress jacket is awesome!

    Great work art folks.

    Agreed. The TNG Admiral/WOK/Odyssey mix is just right. VERY well done, devs - bravo.
  • kirimuffinkirimuffin Member Posts: 695 Arc User
    edited July 2014
    gabytrek wrote: »
    Noticed a sneaky little tailor option in addition to the new uniforms. The color palette for badges and ranks (Starfleet) has been updated with new off-gold colors that REALLY help with the look of TNG era uniforms:

    Before:

    http://i407.photobucket.com/albums/pp159/gabybee/Star%20Trek/oldcolors.jpg

    After:

    http://i407.photobucket.com/albums/pp159/gabybee/Star%20Trek/newcolors.jpg

    Oh, nice. This'll help a ton with authenticity, yes yes :)
    gabytrek wrote: »
    As for the Odyssey uniforms. The vet reward one is the long variant as worn by the Chief Medical Officer on the new ESD. The Tactical variant is basically just the same as the Odyssey we currently have, but with more prominent seams. The Dress variant, however...

    http://i407.photobucket.com/albums/pp159/gabybee/Star%20Trek/newodysseyuniform_001.jpg

    Looks sort of like a 2410 take on the WOK-era uniforms. There is a basic Dress version, and a variant for Sciences, Engineering, and Tactical, with each division having its symbol represented on the shoulder strap.

    Sweet!! I totally want this one! Good show, Cryptic.

    As for the rest, it all looks pretty awesome. Especially the lowered dil costs. Though it still needs work, I've now gone from "meh" to "legitimately excited" about the crafting revamp.
  • futurepastnowfuturepastnow Member Posts: 3,660 Arc User
    edited July 2014
    In the long run, it's much safer (for both us, and players) to require this extra transactional step. Plus, it gives you another (small) excuse to visit that Starbase you put so much time and effort into!

    Also, we'd use our starbases for parties if cross-faction invites were possible and the zone held more than 25. Do want!
  • gabytrekgabytrek Member Posts: 0 Arc User
    edited July 2014
    So I went back on Tribble and fiddled around on the tailor some more. The Odyssey Tactical uniform is much more than I thought it originally was:

    http://i407.photobucket.com/albums/pp159/gabybee/Star%20Trek/odyssey_tactical_001.png

    It has its own unique pants (tight) and boots, which are only available for tight pants or knee level pants. And it has attachable hip and arm pouches, which as far as I can tell you can also use with other uniforms. Pretty good for a "Starfleet soldier" type of look, which I'm guessing is what the devs were going for.
    @GabyBee
    [SIGPIC][/SIGPIC]
  • xxxseadog117xxxxxxseadog117xxx Member Posts: 131 Arc User
    edited July 2014
    gabytrek wrote: »
    So I went back on Tribble and fiddled around on the tailor some more. The Odyssey Tactical uniform is much more than I thought it originally was:

    http://i407.photobucket.com/albums/pp159/gabybee/Star%20Trek/odyssey_tactical_001.png

    It has its own unique pants (tight) and boots, which are only available for tight pants or knee level pants. And it has attachable hip and arm pouches, which as far as I can tell you can also use with other uniforms. Pretty good for a "Starfleet soldier" type of look, which I'm guessing is what the devs were going for.

    Thanks for showing both unis. Apparently most of the tribble fleets are full so I can't see them :(

    Is there any pics of the Klink unis?
    Kurland Here Kurland Here This is Kurland Kurland Kurland Here Kurland, Do you copy?

    chiyoumiku wrote: »
    Here's a Tissue for your Issue.
  • gabytrekgabytrek Member Posts: 0 Arc User
    edited July 2014
    Even if you can't get an invite to a Tribble fleet, if you have the dilithium and fleet credits handy, just request an invite to a starbase with the tailor. You don't technically have to be in a fleet to buy the fleet uniforms. You just need to have the fleet credits. Transfer a character from holodeck with a bunch of fleet credits, and all set!

    I've been trying to get my Klingon into a KDF Tribble fleet, but no luck yet. When/if I get to those uniforms tonight I'll post screenies.
    @GabyBee
    [SIGPIC][/SIGPIC]
  • zntechzntech Member Posts: 153 Arc User
    edited July 2014
    Lot of work on uniforms nice.

    Are you gonna ever resolve Klingon additional old uniforms read-only bug for 2 yrs I cant erase,change,edit, do anything with 3 old additional uniforms (I have 3 normal slots and bought 2 more = 5 I cant use all 5 slots only 1)????????
    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]
  • coffeemikecoffeemike Member Posts: 942 Arc User
    edited July 2014
    gabytrek wrote: »
    You mean the DS9 style Admiral's uniform that comes with the DS9 Bundle?

    Something like it... yeah.
  • novapolaris#2925 novapolaris Member Posts: 805 Arc User
    edited July 2014
    Thank you team so much for all the work! Especially the Odyssey/Bortas uniform availability update, AEGIS update, and Foundry update! Looking very much forward to when this stuff goes live, so I'll see what I can turn up while it's in testing. Hopefully I can provide some useful feedback.

    With the Foundry assets, I'm very glad to see the 2409 vessels (as well as Vesta and Rhode Island) have been added to the Foundry's costume editor. Hopefully this means the Klingon and Romulan versions will be coming later on down the line. Also nice to see the TOS Starfleet uniforms given the rest of their options. Hopefully the Odyssey and Bortas uniforms will be available as well now due to the availability change. Otherwise, it's going to look pretty dang odd, almost akin to the old exploration cluster missions, if people can't show the current uniform.

    Really looking forward to checking out the new crafting system/improvements, including the AEGIS revision and the TR-116B. Although I would love to see a 2409 new model for the TR line, such as TR-121, since apparently (according to the tie-in novel) M.A.C.O. has been using the things against the borg. They likely would have been making new versions over the last 40-41 years since Nemesis, like with the 2409 ships. Or at least, they'd make a new version now due to the lore regarding the crafting update.
  • erei1erei1 Member Posts: 4,081 Arc User
    edited July 2014
    Romulans may purchase Bridge-Officer Only versions of any of the above new Costume Unlocks for a lesser price.
    These costumes can only be used on Bridge Officers from their ally's faction.
    What Romulan want is a Fleet uniform, not a BOFF uniform. Or maybe you've given up in making the Romulan a faction and not a fraction.

    Foundry:
    • Numerous ships have been added to the ship costume creator:
      • Armitage, Thunderchild, Venture, Regent, Gladius, Sao Paulo, Exeter, Tempest, Rhode Island, Bellerophon, Aventine, Rademaker, Vesta, Avenger.
    • TOS Dress and Medical uniform have been added to the ground costume creator.
    • The display names have been updated for the Akira family of ships.
    • The interact for star cluster sector doors can now be used for Foundry missions.
      • Star Cluster maps still cannot be accessed.
    While I appreciate this, can you please add the Odyssey/Bortasqu' uniform to the Foundry ?
    [SIGPIC][/SIGPIC]
  • ankokunekoankokuneko Member Posts: 318 Arc User
    edited July 2014
    gazurtoid wrote: »
    Dammit. Now I am going to have to create and level a Cirno toon before the Season hits.

         ⑨   ⑨    ⑨
      ⑨   ⑨  ⑨   ⑨   ⑨
         ⑨   ⑨    ⑨   ⑨
    ⑨    ⑨.i\ /i,  ⑨   ⑨
       ⑨  < '´  ̄ ヽ   ⑨
         _彡ノメノノlノリ〉 I am the strongest ー!
    ⑨ ⑨  \`ソリ!゚ ヮ゚ノi ⑨ ⑨ ⑨
         ⑨ ><(つ!>つ ⑨
       ⑨  /_,く//_|l〉   ⑨
    ⑨     ⑨ ̄ l.ノl.ノ  ⑨   ⑨
       ⑨  ⑨  ⑨  ⑨  ⑨
    ⑨    ⑨   ⑨   ⑨   ⑨
        ⑨     ⑨    ⑨

    Its difficult to make her costume lol, and dont get me started on her wings
    jFriX.png
  • nishkacmnishkacm Member Posts: 133 Arc User
    edited July 2014
    It's a great update, you all did a wonderful job. I'll definitely have fun testing the new stuff out. :D

    Will anything be done about the low exchange rate for rare particles though? I left my feedback regarding the subject here.
  • nyxadrillnyxadrill Member Posts: 1,242 Arc User
    edited July 2014
    Wait...say whaaa?

    • The Jem’Hadar ground costume set must be unlocked on the character first.

    There's a Jem'hadar ground costume???
    server_hamster6.png
  • dragonsbrethrendragonsbrethren Member Posts: 1,854 Arc User
    edited July 2014
    erei1 wrote: »
    What Romulan want is a Fleet uniform, not a BOFF uniform. Or maybe you've given up in making the Romulan a faction and not a fraction.

    I'd rather have Romulan fleets before Romulan fleet uniforms. Maybe that's just me.

    New Odyssey variants look great, but I think I'll just stick with the standard. Hope to see the Bortasqu' updates soon, I feel that uniform needed it more.
  • tyne123tyne123 Member Posts: 36 Arc User
    edited July 2014
    Very off topic but , to post an angry message to the public one you guys posted. NO FOUNDRY IS NOT IN LINE WITH EXPLORE CLUSTERS. The Foundry is by no way or means an excuse to allow you to continue. You developers are are a lame puppy, a newborn infant. trying to claw at something you don't quit grasp.

    The work is somewhat improved but the ideas and logic behind these ideas are causing a stir in the populous. Have you ever heard the Story of Skoda the company, it got such a reputation people started avoiding it.

    PWE/Cryptic is getting such a reputation. It would not matter what other games you have in your line up I.E new game like swordsman. No other game has taken away features like this before. And there is a reason why this has never happened.

    Do this and watch the consequences of your stupidity! As i have said I'm only with PWE because of STO no other title wows me enough.

    I understand , but reading three different post's from you people now. It's contradictory what you meant.
    Meaning 1 you want to get rid of Explores because of the memory they use forcing new players to leave.
    Meaning 2 You want to get rid of explore because it's not the vision you had??
    Two seperate sources of reading material gave two distinct finial meanings. And neither linked to the other.
  • ankokunekoankokuneko Member Posts: 318 Arc User
    edited July 2014
    STO never had exploration, they had a subset of missions paired with a subset of aliens and a subset of interiors put together into a mission
    jFriX.png
  • flyingcatmanflyingcatman Member Posts: 0 Arc User
    edited July 2014
    tyne123 wrote: »
    Very off topic but , to post an angry message to the public one you guys posted. NO FOUNDRY IS NOT IN LINE WITH EXPLORE CLUSTERS. The Foundry is by no way or means an excuse to allow you to continue. You developers are are a lame puppy, a newborn infant. trying to claw at something you don't quit grasp.

    The work is somewhat improved but the ideas and logic behind these ideas are causing a stir in the populous. Have you ever heard the Story of Skoda the company, it got such a reputation people started avoiding it.

    PWE/Cryptic is getting such a reputation. It would not matter what other games you have in your line up I.E new game like swordsman. No other game has taken away features like this before. And there is a reason why this has never happened.

    Do this and watch the consequences of your stupidity! As i have said I'm only with PWE because of STO no other title wows me enough.

    I understand , but reading three different post's from you people now. It's contradictory what you meant.
    Meaning 1 you want to get rid of Explores because of the memory they use forcing new players to leave.
    Meaning 2 You want to get rid of explore because it's not the vision you had??
    Two seperate sources of reading material gave two distinct finial meanings. And neither linked to the other.
    People can have more than one reason to do something.
  • tarastheslayertarastheslayer Member Posts: 1,541 Bug Hunter
    edited July 2014
    I like the Bortasqu' and Odyssey changes, those I'm very happy to hear about, just need to see if I can get access to them to check them out.

    The dil reductions are a pleasant thing to see, though I doubt I'll be crafting anything with dil beyond unique gear until something comes along that lets me change the modifiers. I don't really mind random mods so long as I can change them afterwards.

    I'd also like to echo the voices of others about items such as the unique plasma weapons not showing in the Ground Weapons tab, when are these going to get added?
    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.
  • agentexeideragentexeider Member Posts: 180 Arc User
    edited July 2014
    What if they make them lower? Do you still want them to keep them the same? :P

    How about lower them to zero, dilithium in crafting was a stop-gap measure because at the time people were very resistant against dilithium and purchasing any of the equipment that uses it, so they put it in there to pretty much kill crafting, which worked very well.

    since this is the revamp, and more over people are using dilithium, and more over people are comfortable with it as a permanent addition to the game, they need to just remove it.

    the unreplicatable materials were put in when Cryptic realized, that crafting became a single player game, because your fleet mates wanted to contribute to the fleet crafter but couldnt give him dilithium.

    with dilithium being in crafting again, it makes crafting a single player game, OR for your fleet mates to help you, they would have to at least craft components to trade to you, assuming they are even tradeable.

    some people don't want to craft, and so they shouldnt be forced to craft components if any to give the fleet crafter some help.

    all fleet mates should need to do is gather the stuff they run into and be able to give it to the fleet crafter, no dilithium required.

    moreover, crafting should be outside of the main economy that's the point, it allows those willing and able to engage in crafting to be able to MAKE their equipment instead of having to earn it through drops or grinds.
  • suavekssuaveks Member Posts: 1,736 Arc User
    edited July 2014
    So, wait, four new KDF outfit variants (including the Veteran one)?

    Wow, I'm pleasantly surprised.

    Are there any screenshots of those?
    PyKDqad.jpg
  • sharpie65sharpie65 Member Posts: 679 Arc User
    edited July 2014
    Not that I can see, the only KDF test fleet I've managed to find doesn't have the tailor yet. :( Could the one of the dev team please put some sample pics of the new Bortsaqu' variants? Pretty please? :D
    MXeSfqV.jpg
  • tyne123tyne123 Member Posts: 36 Arc User
    edited July 2014
    People can have more than one reason to do something.

    Listing different reasons in different post's. Is mute to what your saying. I would say this is why i don't want this for this and this reason. Not spread them in a variety of different messages. It creates a feel of we don't know what we're doing. However marginal the improvements are.

    I started at Launch, left back then before PWE came into the picture, now the reason i left in the first place was because of Cryptic's management the development, this has not changed. And honestly it's getting worse with removing content. However trivial to end game this was.

    But the whole point is no other MMO has ever subtracted functions within a game before they could ammend it. Cryptic/PWE have constantly said no take it out completely. And people are going what's the point , in playing. Or I hope they don't remove this other thing.

    The whole basis of why I'm annoyed, is a genre of gaming i enjoy gets butched utterly and entirely by the developers who are in control. The feel of Star Trek is nothing like the Novels, nothing like the series. Or even nothing like the other games. It's a game here where anything goes , never mind the fans lets get as much money as we can.

    You would honestly be better at keeping explorations in. Remove the crafting from them. And improve what you have. But this will only fall on deaf ears. I stopped sending suggestions and even testing years ago. Because one players would bash you and two the developers do not listen to the testers one bit.

    Here's finally hoping the message sinks in!
  • johnstewardjohnsteward Member Posts: 1,073 Arc User
    edited July 2014
    This effect may occur once every 30 seconds for 0.2 seconds? Really THAT often for THAT long. Incredible! I must have it. I will be invincable for 1/150th of the time thats just amazing. I MUST get this^^
  • adverberoadverbero Member Posts: 2,045 Arc User
    edited July 2014
    suaveks wrote: »
    So, wait, four new KDF outfit variants (including the Veteran one)?

    Wow, I'm pleasantly surprised.

    Are there any screenshots of those?

    Well more like variations on an existing uniform theme, But I like that even more than if completely new ones had been made.

    I like Uniforms to have a unified Theme, but I also appreciate diversity amongst that theme, especially when there are functional variations like a distinction between warrior and ceremonial parts


    Question to the devs here, any plans in future to update the Klingon Defence Force in the same way Starfleets uniforms have been updated? I like the way the Flagship crew looks in their newer style, but the rest of the KDF seems to have been left behind the times
    gabytrek wrote: »
    So I went back on Tribble and fiddled around on the tailor some more. The Odyssey Tactical uniform is much more than I thought it originally was:

    http://i407.photobucket.com/albums/pp159/gabybee/Star%20Trek/odyssey_tactical_001.png

    It has its own unique pants (tight) and boots, which are only available for tight pants or knee level pants. And it has attachable hip and arm pouches, which as far as I can tell you can also use with other uniforms. Pretty good for a "Starfleet soldier" type of look, which I'm guessing is what the devs were going for.

    Well that is going to make a great Away team uniform for my ground BOFF team without having to depart too far from the standard uniform.
    Hip Pouches are especially welcome since the kit leg attachments are a bit clunky looking in my opinion.

    The Dress Uniform, being similar to the TWOK jacket, Is very nice, I always liked that uniform, but the textures felt a bit outdated to me , so great to see it getting a bit of an update, Also getting a jacket with the department cuff bands is nice, I'd have loved to see a return of Cuff rank insignia for the formal dress uniform, but all the same I like it



    I must admit though, I'm a little dissapointed that the long coat versions are Veteran Rewards, but I guess theres got to be some exclusives for the Vets so not unexpected
    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.......
  • jeffel82jeffel82 Member Posts: 2,075 Arc User
    edited July 2014
    nyxadrill wrote: »
    There's a Jem'hadar ground costume???

    Collect the Jem'Hadar ground set and purchase the Mk XII update through the Lobi store.

    It's pretty awesome.
    You're right. The work here is very important.
    tacofangs wrote: »
    ...talking to players is like being a mall Santa. Everyone immediately wants to tell you all of the things they want, and you are absolutely powerless to deliver 99% of them.
  • nulonunulonu Member Posts: 507 Arc User
    edited July 2014
    Nanoenergy Cells now work with all Ground Weapons instead of only Jem'Hadar Ground Weapons.
    Standardized the mechanics of Nanoenergy Cells
    All stack to 100
    None of them can be sold to vendors
    All work with any ground weapons now, instead of only Jem'Hadar weaponry
    Updated all descriptions to reflect updated functionality and unify wording among all variations.


    Because NPCs buff up so strong and we need nanoenergy cells to win? This seems aimed right at PVP and really is just lol. Drop the chance to proc to be in line with other weapon procs and maybe increase the duration to offset.
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