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Tribble Maintenance and Release Notes - July 21, 2014

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  • pwefailpwefail Member Posts: 197 Arc User
    edited July 2014
    Known Issues:
    Doff Ui is a mess.
    The player formerly known as Chunter.
  • ikuruyoikuruyo Member Posts: 132 Arc User
    edited July 2014
    And this is being pushed to the live servers on the 22nd. Apparently testing is something that is done after its on live servers now...

    Seems the ability to slot several copies of the project was such a major bug it required a patch and fix on a Tuesday instead of Thursday.

    I wonder what will happen to the 3 copies of the project that I have slotted right now...
  • mustrumridcully0mustrumridcully0 Member Posts: 12,963 Arc User
    edited July 2014
    Doesn't the Aegis Set, or rather, the Aegis Shield, have another known issue? There are reports that the proc that is now supposed to be part of the shield ony comes when you have 3 items from the set, like it used to be. At least for old Aegis sets.
    Star Trek Online Advancement: You start with lowbie gear, you end with Lobi gear.
  • artan42artan42 Member Posts: 10,450 Bug Hunter
    edited July 2014
    Systems:
    • Research and Development:
      • Resolved an issue which was allowing players to run multiple Research Training projects from the same school simultaneously.
        • Only 1 Research Training project can be run at a time per school.

    That's a stupid idea.
    I'm only bothered about levelling one school (beams) the others don't interest me at all.
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    Norway and Yeager dammit... I still want my Typhoon and Jupiter though.
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    '...The Federation. Starfleet. We're not a military agency.' Scotty: Beyond
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  • virusdancervirusdancer Member Posts: 18,687 Arc User
    edited July 2014
    Doesn't the Aegis Set, or rather, the Aegis Shield, have another known issue? There are reports that the proc that is now supposed to be part of the shield ony comes when you have 3 items from the set, like it used to be. At least for old Aegis sets.

    It would make them look pretty bad if they were to acknowledge all the known issues...
  • woodwhitywoodwhity Member Posts: 2,636 Arc User
    edited July 2014
    I already suspected it, but now I really thank PWE hates his Costumeres :D
  • thomasp94232thomasp94232 Member Posts: 129 Arc User
    edited July 2014
    The officer selection windows is still TOO SMALL. The officer selection needs to take place in the existing doff windows (like it did before this "upgrade"), not a new pop-up screen that that only shows 5 officers. I have hundreds of officers, that good is looking at 5 supposed to do? It also needs to sort by department by default.

    TOO SMALL! ---> http://i398.photobucket.com/albums/pp62/thomasp94/Star%20Trek%20Online/WTF/DOFF_TOO_SMALL_zps2455e7ec.jpg

    I've been here since beta
  • doublechadoublecha Member Posts: 241 Arc User
    edited July 2014
    Should be corrected obtaining very rare materials, at least one by Pve
    Because since the beginning of the season 9.5 result=0
    Qapla'
  • kazabokkazabok Member Posts: 230 Arc User
    edited July 2014
    Systems:
    • Research and Development:
      • Resolved an issue which was allowing players to run multiple Research Training projects from the same school simultaneously.
        • Only 1 Research Training project can be run at a time per school.


    This is a really irritating change. Unless you're going to bump the XP per project up, or the XP per level down.

    What harm does allowing us to focus on one school do?

    The training projects are a great idea, you should feel good about adding them.

    Adding this limit is a bad change and you should feel bad.
  • frtoasterfrtoaster Member Posts: 3,354 Arc User
    edited July 2014
    1. You can't move the selection window.

    2. Selected qualities, traits, and specializations are reset each time the selection window is closed and reopened.

    3. The selection window doesn't show the "Show/Hide Filters" button if you have too few doffs that meet the slot's requirements. This may be intended, but it can create weird behavior. Suppose you have only two doffs that meet the requirements for the first slot and many doffs that meet the requirements for the second slot. Now, click the second slot's "Select" button, click "Show Filters", and close the selection window. Then, click the first slot's "Select" button. Filters will be shown for first slot, but the "Hide Filters" button is missing.

    4. The scrollbars still have problems. See point 8 from my post below.

    http://sto-forum.perfectworld.com/showpost.php?p=18064101&postcount=178
    frtoaster wrote: »
    8. In the assignment list, when the rewards or requirements do not fit in their surrounding box, a horizontal scrollbar is added to the bottom of the box. If I use the mouse wheel to scroll through the rewards or requirements, then when the scrollbar reaches the right or left end, the mouse wheel abruptly switches to vertically scrolling the page. This behavior is confusing.

    http://i.imgur.com/QRGcaa6.jpg

    Also, the following bug is still happening:

    Cannot drag horizontal scrollbar in "Assignment Details" tab
    Waiting for a programmer ...
    qVpg1km.png
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  • tk79tk79 Member Posts: 1,020 Arc User
    edited July 2014

    Systems:
    • Research and Development:
      • Resolved an issue which was allowing players to run multiple Research Training projects from the same school simultaneously.
        • Only 1 Research Training project can be run at a time per school.

    I was finally coming to terms with the crafting grind, but I guess it was too good to be true, eh?

    This is very disappointing, if not rather upsetting.
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  • arrmateysarrmateys Member Posts: 466 Arc User
    edited July 2014
    they realized the system was still somewhat good because of it. it can't be good, it can't be fun. it can only be torment for the users.

    then they will all leav- i mean, pay. yes. they will definitely not leave, and this ip will definitely not be dropped so it can be sold to someone else who will definitely not develop a facebook/tablet menu manager from it, which will definitely not flop, further burying the star trek franchise under the rubble.
    Now clowns, that's another story. They scare the cr​ap out of me.
    We fight them too. Entire armies spilling out of Volkswagens.
    We do our best to fight them off, but they keep sending them in.
  • bi0f0dd3rbi0f0dd3r Member Posts: 0 Arc User
    edited July 2014
    The least Cryptic could do is allow us to refine more than 8k/day of dilithium. Then again, they're no longer about happy customers. Let the misery REALLY commence!


    NO, No, no, why do ppl always knee jerk to this, raising the cap is ALWAYS a TERRIBLE idea.

    the cap is there to keep inflation in check. Raising the cap devalues Dilithium as a currency.

    If you're unhappy with the Dilithium requirements of something, complain those are too high, don't start this crazy talk of

    collapsing the economy.
  • arrmateysarrmateys Member Posts: 466 Arc User
    edited July 2014
    the filtering ui needs to remember its settings until you cancel/begin an assignment.

    resetting every time it's closed, along with having every single specialization enabled by default instead of them all being off (and game considering all off as all on, so when selecting one only that one's visible, like in old ui, or optionally have the behavior change with a button, so if it's on it's like now, if off, like i said before) is really annoying and kind of counter productive, since it makes things take even more time than looking through your doff list manually due to having you unselect every specialization but the one you need for each slot.

    and then you might as well not use it at all.

    i see the bug that keeps selected doffs still on the list so they can be selected twice wasn't fixed yet.

    neither was the one that displays wrong requirements on the assignment list, for example attaching extra doffs from the mission before/after it, and only updates after you open it.
    Now clowns, that's another story. They scare the cr​ap out of me.
    We fight them too. Entire armies spilling out of Volkswagens.
    We do our best to fight them off, but they keep sending them in.
  • smeeinn1tsmeeinn1t Member Posts: 618 Arc User
    edited July 2014
    bi0f0dd3r wrote: »
    NO, No, no, why do ppl always knee jerk to this, raising the cap is ALWAYS a TERRIBLE idea.

    the cap is there to keep inflation in check. Raising the cap devalues Dilithium as a currency.

    If you're unhappy with the Dilithium requirements of something, complain those are too high, don't start this crazy talk of

    collapsing the economy.

    2 seasons ago I would have agreed with you 100%, but now I don't see why a raise of say 2000 dil would break the economy, the 8000 limit was set at a time when the game economy and player base was very different than it is now.
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  • nikolunusnikolunus Member Posts: 162 Arc User
    edited July 2014
    106 days roughly to get to lvl 15 in a single crafting school doing the 20 hour research project. I'm accounting this at a 24 hour period for differences in log in time day to day. 630,000 crafting experience needed to get to lvl 15, 20 is 2mil; which is frankly insane.

    The limiting of doing just one research project per school per 20hours is well a massive turn off from the crafting system. To get to a point where your rewards from it become practical is rather pointless to want to put the time in. By the point you would be able to craft what you want it would just be ultimately cheaper and faster to just buy from the exchange, using the Ec from any materials or components you make to fund your purchases.

    If using all five crafting slots to do a research project you could get one school to lvl 15 in 21 days roughly.

    Of course you would have to spend the time to get a school to lvl 15 to get the fifth slot open. And the time total to get all school to lvl 15 would be near the 106 day mark if you could slot multiple research projects in the same school. It's hard to see how this is not reasonable and lest of a drain on the individual crafter. Having to spend the spare grind time doing stfs to get the components that otherwise would have to be bought on the exchange. Or the 48hour research assistance doff assignment, with the hope of getting some of the very rare materials that are needed to make higher tier equipment. The over all cost of time and resources is staggering as it stands.
    Space is vast, it's wonderful and maddening. Yet in that madness is some of the greatest beauty I have ever seen.
  • arrmateysarrmateys Member Posts: 466 Arc User
    edited July 2014
    it's funny how the filter box is bound to the assigned doff list. so, when you have an assignment with many doffs and scroll down to check something (and scroll you will, because by default only 2.4 doffs fit on the menu. way too little considering the small resolution some people are forced to play in), the filtering box will fly around with it.
    Now clowns, that's another story. They scare the cr​ap out of me.
    We fight them too. Entire armies spilling out of Volkswagens.
    We do our best to fight them off, but they keep sending them in.
  • diotwdiotw Member Posts: 0 Arc User
    edited July 2014
    Got to add my chorus of booing to the decision to limit the XP projects to one at a time. I had just started setting up each of my alts to specialise in different areas, and since they're all either level 50, or well on their way there, this was the only way to get to be able to craft things I would actually use. But I suppose that would make things too easy for us, and get us out of the hamster wheel too soon. :mad:
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  • claudiusdkclaudiusdk Member Posts: 561 Arc User
    edited July 2014
    Resolved an issue which was allowing players to run multiple Research Training projects from the same school simultaneously.
    Disappointing! This wasn't an issue to begin with, please undo the change now! :mad:
    Seriously, it was the one of the only things that made the grindfest/pay2win, and botched craftingXP curve semi-acceptable for a system thats slower and less rewarding than reputation.

    When the crafting system was being tested on tribble, I didn't feel like I wanted to waste time on it when it went live, cause it was just gonna be an endless grind. Only one reward I really wanted from that system, and its tradeable, so I could just pay someone else to make it for me, otherwise I could live without it. :cool:
    But then it went live with these wonderful missions you could run multiple off and suddenly it was looking like it was worth getting into for myself again! And then you take away that option, making it worthless again. No fun/buzzkill. :(
    "Please, Captain, not in front of the Klingons."
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    Star Trek V: "The Final Frontier"
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