Also, could you please add Fleet Marks to the Infinite Resource Console on Drozana? As there's no method of stockpiling them on Tribble, it may slow down the progression of testing the projects.
Oh yeah, totally doable. Will show up in a future build. Thanks for pointing it out.
Thank you. Risa kinda makes it easy because you can turn in pets for marks but otherwise if you aren't level 50, it is a pain in the butt trying to get fleet marks.
Although I can't tell just yet, the extra trait slots are a bit too expensive. Consider a small drop, maybe 10 or 20 percent.
Indeed. For a full set of upgrades, it's 200k Dilithium per toon. If it's that expensive, make them account-wide or possibly faction-wide unlocks.
Either that or drop the price a considerable amount. The game is grindy enough. Extra slots shouldn't be a grind in themselves. They should be side benefits for donating into the fleet, not the meat of the holding.
I'm not sure I like this continual blurring of the classes, but am I correct to assume that these cross-career kit abilities are fixed to the kit and cannot be removed? So the kit has 6 abilities: 5 career-specific slots and 1 fixed cross-career ability. How did you decide which abilities to make cross-career? And how did you decide which Mk XII and Mk XIII kit modules to sell in the fleet store?
I agree with the comments about pricing. The dilithium is a little over the top, maybe 16000 or 22000 each and many more fleet credits to compensate. I know people complain about fleet credits, but if someone if given the choice between Dil or Credits, it's always credits, plus the demand for dilithium is always too much.
Speaking of which, maybe a currency update, to prevent constant inflation of the exchange and dilithium exchange.
Also, I would like to suggest allowing the player to stay in a holding after doing a PvE. Then we can use it as a reasonable base of operations. Having the exchange along with a Medical officer and Ship Repair officer is a very handy place - not so much if you return to your last social zone though.
The science consoles from here look to be a flat upgrade to those from the embassy, although someone will have to parse their use in combat that to verify.
There's a lot of... power creep isn't the word here. More like power leap with this holding. Additional trait slots, powerful consoles, kits that seem to put all previous kits to shame, etc. Rather than giving us more control over crafting (what I was hoping), this holding gives us more power. Not what I was hoping for.
I totally agree. This holding does not resolve many of the R&D problems. Its one big power creep and with the new armanda setup not even a dilithium sink.
Also, it's kind of ironic that the trait system was reworked because it wasn't infinitely scalable -- but now we have the ability to grind our way to more trait slots? Am I the only one who sees the blatant contradiction here?
Also, it's kind of ironic that the trait system was reworked because it wasn't infinitely scalable -- but now we have the ability to grind our way to more trait slots? Am I the only one who sees the blatant contradiction here?
I am sure you are not the only one,but I think you#re wrong. "+1" Trait is not infinitely scalable. It's finitely expanded.
Star Trek Online Advancement: You start with lowbie gear, you end with Lobi gear.
The R&D daily mission does not complete when you finish the associated project.
On a more general note for R&D. While the R&D bonus pool from the assignment(s) and an additional 5k R&D xp you can gain per day do ease the grind 'slightly' it fails to amaze me.
After a year I am on the home stretch getting the schools on the characters I designated for crafting to level 20 without spending excess dilithium on them. I am certainly not starting to raise crafting schools on any 'new' characters even if I had an unlimited bonus pool. To even make me start considering that we would need something like sponsorship tokens for R&D schools, else I'm good with the chars I already have.
Also, it's kind of ironic that the trait system was reworked because it wasn't infinitely scalable -- but now we have the ability to grind our way to more trait slots? Am I the only one who sees the blatant contradiction here?
I am sure you are not the only one,but I think you#re wrong. "+1" Trait is not infinitely scalable. It's finitely expanded.
Finite is a lose term with Cryptic and changes every day. We had too many traits but now its a leap skill and the holding makes it so.
Provision research supplies III fleet project accepts only common civilian DOFFs instead of any common DOFF. Sent a bug report too. i.imgur.com/gYTYjwN.png
EDIT: Temporal tactics/engineering/applied science trait on krenim BOFFs doesn't seem to stack. Is it intended behavior?
EDIT2: Adapted version of abilities on versatile kit frames are said to benefit from their original skill(sonic pulse = particle physics/probability logistics). Are there any plans to change it to something so that, for example, tactical officer can boost effectiveness of adapted sonic pulse?
Those sci consoles......... WOW. Tasty. Does the 25% chance to proc stack? eg, if we had two would we have 2x25% chance?
Nice kits too, though I wish they were adding some of the nicer aabilties from each class (eg medical tricorder from sci, shield/medical gen or mines/turret from eng and photon grenade from tac)
Am I to understand from whats been said above that we can purchase more than one of the + ship trait slots? That seems unprecedented. Or am I misunderstanding?
The 100k dil costs for a single +starship trait slot seems beyond extortionate. If that goes live as is, it had better be an account wide unlock.
I would go on and test it myself, but Im a silver. The £200 or so ive spent on the game apparently isnt enough to let me on their test server.
Got a cat? Have 10 minutes to help someone make the best degree dissertation of all time?
Then please fill out my dissertation survey on feline attachment, it'd be a massive help (-:
Those sci consoles......... WOW. Tasty. Does the 25% chance to proc stack? eg, if we had two would we have 2x25% chance?
Nice kits too, though I wish they were adding some of the nicer aabilties from each class (eg medical tricorder from sci, shield/medical gen or mines/turret from eng and photon grenade from tac)
Am I to understand from whats been said above that we can purchase more than one of the + ship trait slots? That seems unprecedented. Or am I misunderstanding?
The 100k dil costs for a single +starship trait slot seems beyond extortionate. If that goes live as is, it had better be an account wide unlock.
I would go on and test it myself, but Im a silver. The £200 or so ive spent on the game apparently isnt enough to let me on their test server.
To get access, simply look at one of the stickied posts and follow the instructions, you may have to tinker with the launcher settings in order to show all servers. I'm a silver and only spent £150 on the game. Remember, it can take several hours (or seconds) for your character to be transferred.
ok can someone point to the right direction on where the new consoles/items from the research holding are located at??? I can't seem to find it and I am left pondering where the guys from Reddit found the items to snap the stats ...
Hey guys. Just wanted to pop in and thank you for sending us your feedback and bug reports. It's helped us iron out several ongoing issues with the Holding, most of which have been fixed internally already, or will be very soon.
We are getting closer to our actual release, so Tribble will likely be seeing more and more updates. Keep an eye out for patch notes to see the fixes, and keep telling us what you think about the Research Lab (as well as any new bugs you see)!
Jeremy Randall
Cryptic - Lead Systems Designer
"Play smart!"
Please note that this is... a bit of an understatement.
- Most of the UI display is just white boxes.
- Players will not have access to the actual maps associated with this Holding.
- There are multiple reward entries that currently just say "..." as those features are not yet finalized.
Most of the above is in a far better state on our internal builds, but the patch going to Tribble is a little more "work in progress" than some of you may be accustomed to seeing.
Which maps? It looks look a over-glorifield science officer pew pew winter wonder land.
Seriously, I check the Research #3 missions (I guess) and saw that you get materials. Honestly, I think someone can play some STF's or other combat and get the material faster maybe 70 times faster if you account they played 20 hours straight.
I thought there might be some way to change mods of equipment or do something similiiar to Mermory Alpha 1.0 which we can build with specific mods.
I guess I was wrong and the focus is buffing science officers and ships.
The science consoles from here look to be a flat upgrade to those from the embassy, although someone will have to parse their use in combat that to verify.
There's a lot of... power creep isn't the word here. More like power leap with this holding. Additional trait slots, powerful consoles, kits that seem to put all previous kits to shame, etc. Rather than giving us more control over crafting (what I was hoping), this holding gives us more power. Not what I was hoping for.
The daily research projects don't seem to be registering as completed after the project finishes in my R&D school. Takes 10 seconds to complete which is great but not getting credit for doing it after investing all those mats kinda sucks.
Hey guys. Just wanted to pop in and thank you for sending us your feedback and bug reports. It's helped us iron out several ongoing issues with the Holding, most of which have been fixed internally already, or will be very soon.
We are getting closer to our actual release, so Tribble will likely be seeing more and more updates. Keep an eye out for patch notes to see the fixes, and keep telling us what you think about the Research Lab (as well as any new bugs you see)!
Hey guys. Just wanted to pop in and thank you for sending us your feedback and bug reports. It's helped us iron out several ongoing issues with the Holding, most of which have been fixed internally already, or will be very soon.
We are getting closer to our actual release, so Tribble will likely be seeing more and more updates. Keep an eye out for patch notes to see the fixes, and keep telling us what you think about the Research Lab (as well as any new bugs you see)!
Are we not getting new things to craft?
We have Daily R&D Projects for each school, with Various rewards, I have not put any time in with those since I don't craft.
For a "R&D-Holding" i miss the R&D part,
OK, we have a Daily, a additional ctrafting slot, and some DOFFs
But where we can find new schematics? Or a way to improve the crafting result (=less randomized)?
Or a use for the Shield R&D DOFF? (Hint:still useless! Especially the Kobali ones)
Beta, LTA, CE, Multiple preorder Versions, all Addon Packs except AoY, nearly all KDF/Rom and ~50% of all Fedships, over 25 LockboxShips, Endurer of Atari's "Year of Hell", but...
I have a toon on tribble whose only a Commander, and tried to get to this new holding from the fleet starbase transporter, but it didn't work then, is it still the case that only highest tier's can go there?
Regarding the Mk 13 Medical Generator kit module for engineers.. we already have a good end game medical generator option (the Nanite Medical Generator Mk 12 from Undine tier 3 reputation). Why not something different? If you want to stay on the same theme, why not a shield generator? Also, the other professions get a defensive and an offensive module, but both engineering modules are defensive (and healing at that).
2. The very rare materials awarded by fleet research dailies are not evenly distributed. Argonite Gas appears three times, and Craylon Gas not at all.
Shields: Argonite Gas
Cannons: Argonite Gas
Projectiles: Argonite Gas
Engineering: Trellium-K
Science: Dentarium
Beams: Radiogenic Particle
Ground: Plekton
3. As an engineer, I could not buy tactical and science kit modules, but I could buy tactical and science kit frames, even though the frames are "Character Bind On Pickup". You might want to restrict frames by class so that someone doesn't accidentally buy a frame they can't use.
4. Kit modules are in the "Research" room with secondary deflectors and duty officers, and kit frames are in the "Development" room with science consoles. It would be more convenient if you put kit frames with kit modules and put science consoles with secondary deflectors.
5. In the "Holdings" tab, the upper section of the left sidebar is getting crowded with the addition of so many holdings. You might want to make the upper section bigger so that the user doesn't have to scroll.
[...]
2. The very rare materials awarded by fleet research dailies are not evenly distributed. Argonite Gas appears three times, and Craylon Gas not at all.
Shields: Argonite Gas
Cannons: Argonite Gas
Projectiles: Argonite Gas
Engineering: Trellium-K
Science: Dentarium
Beams: Radiogenic Particle
Ground: Plekton
[...]
4. Kit modules are in the "Research" room with secondary deflectors and duty officers, and kit frames are in the "Development" room with science consoles. It would be more convenient if you put kit frames with kit modules and put science consoles with secondary deflectors.
[...]
2) I assume those are just 'placedholder' rewards that will be randomized when you actually can complete that daily.
4) One area has all unlocks from the research track and the other area all unlocks from the development track. I find that 'convenient' enough for me.
1. There are multiple bugs with fleet research dailies.
Tribble ticket 49,953: Cannot complete fleet research daily
Tribble ticket 49,954: Inconsistent naming of fleet research daily tasks
Tribble ticket 49,955: Typo in fleet research daily task
These have all been fixed internally. Thank you for reporting them.
2. The very rare materials awarded by fleet research dailies are not evenly distributed. Argonite Gas appears three times, and Craylon Gas not at all.
The daily is supposed to give you the supplies to make a Superior Upgrade Tech for the school you chose for your Daily. This may explain the perceived disrepancy, if the Superior Upgrade recipes also contain the same inequality. We'll give it another look to make sure that the provided supplies match.
3. As an engineer, I could not buy tactical and science kit modules, but I could buy tactical and science kit frames, even though the frames are "Character Bind On Pickup". You might want to restrict frames by class so that someone doesn't accidentally buy a frame they can't use.
Yep, fair enough. If we protect you from being the wrong type of one item, we should protect you from the other.
4. Kit modules are in the "Research" room with secondary deflectors and duty officers, and kit frames are in the "Development" room with science consoles. It would be more convenient if you put kit frames with kit modules and put science consoles with secondary deflectors.
They are in the room that relates to the progression track which their unlock is associated with. Frames are unlocked by progressing in Development, while Modules are unlocked by progressing in Research. So, where they are makes sense from that perspective.
5. In the "Holdings" tab, the upper section of the left sidebar is getting crowded with the addition of so many holdings. You might want to make the upper section bigger so that the user doesn't have to scroll.
This request was made some time ago, but proved to be a larger task than it might appear. There are other frames to consider resizing if that one gets enlarged (the Featured Project sidebar).
Jeremy Randall
Cryptic - Lead Systems Designer
"Play smart!"
1. There are multiple bugs with fleet research dailies.
Tribble ticket 49,953: Cannot complete fleet research daily
Tribble ticket 49,954: Inconsistent naming of fleet research daily tasks
Tribble ticket 49,955: Typo in fleet research daily task
These have all been fixed internally. Thank you for reporting them.
2. The very rare materials awarded by fleet research dailies are not evenly distributed. Argonite Gas appears three times, and Craylon Gas not at all.
The daily is supposed to give you the supplies to make a Superior Upgrade Tech for the school you chose for your Daily. This may explain the perceived disrepancy, if the Superior Upgrade recipes also contain the same inequality. We'll give it another look to make sure that the provided supplies match.
3. As an engineer, I could not buy tactical and science kit modules, but I could buy tactical and science kit frames, even though the frames are "Character Bind On Pickup". You might want to restrict frames by class so that someone doesn't accidentally buy a frame they can't use.
Yep, fair enough. If we protect you from being the wrong type of one item, we should protect you from the other.
4. Kit modules are in the "Research" room with secondary deflectors and duty officers, and kit frames are in the "Development" room with science consoles. It would be more convenient if you put kit frames with kit modules and put science consoles with secondary deflectors.
They are in the room that relates to the progression track which their unlock is associated with. Frames are unlocked by progressing in Development, while Modules are unlocked by progressing in Research. So, where they are makes sense from that perspective.
5. In the "Holdings" tab, the upper section of the left sidebar is getting crowded with the addition of so many holdings. You might want to make the upper section bigger so that the user doesn't have to scroll.
This request was made some time ago, but proved to be a larger task than it might appear. There are other frames to consider resizing if that one gets enlarged (the Featured Project sidebar).
What exactly do the new Krenim DOFF's and assignments do besides reward materials? Is that functionality up yet?
Comments
Thank you. Risa kinda makes it easy because you can turn in pets for marks but otherwise if you aren't level 50, it is a pain in the butt trying to get fleet marks.
Indeed. For a full set of upgrades, it's 200k Dilithium per toon. If it's that expensive, make them account-wide or possibly faction-wide unlocks.
Either that or drop the price a considerable amount. The game is grindy enough. Extra slots shouldn't be a grind in themselves. They should be side benefits for donating into the fleet, not the meat of the holding.
http://www.reddit.com/r/sto/comments/3blbkf/went_ahead_and_documented_most_of_the_new_stuff/
http://i.imgur.com/ZnfjCxc.png
I'm not sure I like this continual blurring of the classes, but am I correct to assume that these cross-career kit abilities are fixed to the kit and cannot be removed? So the kit has 6 abilities: 5 career-specific slots and 1 fixed cross-career ability. How did you decide which abilities to make cross-career? And how did you decide which Mk XII and Mk XIII kit modules to sell in the fleet store?
Speaking of which, maybe a currency update, to prevent constant inflation of the exchange and dilithium exchange.
I totally agree. This holding does not resolve many of the R&D problems. Its one big power creep and with the new armanda setup not even a dilithium sink.
Also, it's kind of ironic that the trait system was reworked because it wasn't infinitely scalable -- but now we have the ability to grind our way to more trait slots? Am I the only one who sees the blatant contradiction here?
On a more general note for R&D. While the R&D bonus pool from the assignment(s) and an additional 5k R&D xp you can gain per day do ease the grind 'slightly' it fails to amaze me.
After a year I am on the home stretch getting the schools on the characters I designated for crafting to level 20 without spending excess dilithium on them. I am certainly not starting to raise crafting schools on any 'new' characters even if I had an unlimited bonus pool. To even make me start considering that we would need something like sponsorship tokens for R&D schools, else I'm good with the chars I already have.
Finite is a lose term with Cryptic and changes every day. We had too many traits but now its a leap skill and the holding makes it so.
Season 10.5
The Creep Is Rising.
i.imgur.com/gYTYjwN.png
EDIT: Temporal tactics/engineering/applied science trait on krenim BOFFs doesn't seem to stack. Is it intended behavior?
EDIT2: Adapted version of abilities on versatile kit frames are said to benefit from their original skill(sonic pulse = particle physics/probability logistics). Are there any plans to change it to something so that, for example, tactical officer can boost effectiveness of adapted sonic pulse?
Nice kits too, though I wish they were adding some of the nicer aabilties from each class (eg medical tricorder from sci, shield/medical gen or mines/turret from eng and photon grenade from tac)
Am I to understand from whats been said above that we can purchase more than one of the + ship trait slots? That seems unprecedented. Or am I misunderstanding?
The 100k dil costs for a single +starship trait slot seems beyond extortionate. If that goes live as is, it had better be an account wide unlock.
I would go on and test it myself, but Im a silver. The £200 or so ive spent on the game apparently isnt enough to let me on their test server.
Then please fill out my dissertation survey on feline attachment, it'd be a massive help (-:
https://www.surveymonkey.co.uk/r/87XKSGH
To get access, simply look at one of the stickied posts and follow the instructions, you may have to tinker with the launcher settings in order to show all servers. I'm a silver and only spent £150 on the game. Remember, it can take several hours (or seconds) for your character to be transferred.
Then please fill out my dissertation survey on feline attachment, it'd be a massive help (-:
https://www.surveymonkey.co.uk/r/87XKSGH
any help is appreciated...
Edit: I found them last night XD
We are getting closer to our actual release, so Tribble will likely be seeing more and more updates. Keep an eye out for patch notes to see the fixes, and keep telling us what you think about the Research Lab (as well as any new bugs you see)!
Cryptic - Lead Systems Designer
"Play smart!"
Which maps? It looks look a over-glorifield science officer pew pew winter wonder land.
Seriously, I check the Research #3 missions (I guess) and saw that you get materials. Honestly, I think someone can play some STF's or other combat and get the material faster maybe 70 times faster if you account they played 20 hours straight.
I thought there might be some way to change mods of equipment or do something similiiar to Mermory Alpha 1.0 which we can build with specific mods.
I guess I was wrong and the focus is buffing science officers and ships.
Yup. Power leap indeed.
https://docs.google.com/document/d/1HgsEGbdjAgssJGF6aQJrYSWfAJdHuFbvEptzIhQg2bo/edit?usp=sharing
Are we not getting new things to craft?
We have Daily R&D Projects for each school, with Various rewards, I have not put any time in with those since I don't craft.
OK, we have a Daily, a additional ctrafting slot, and some DOFFs
But where we can find new schematics? Or a way to improve the crafting result (=less randomized)?
Or a use for the Shield R&D DOFF? (Hint:still useless! Especially the Kobali ones)
Update: Just found that answer is no.
1. There are multiple bugs with fleet research dailies.
Tribble ticket 49,953: Cannot complete fleet research daily
Tribble ticket 49,954: Inconsistent naming of fleet research daily tasks
Tribble ticket 49,955: Typo in fleet research daily task
2. The very rare materials awarded by fleet research dailies are not evenly distributed. Argonite Gas appears three times, and Craylon Gas not at all.
Shields: Argonite Gas
Cannons: Argonite Gas
Projectiles: Argonite Gas
Engineering: Trellium-K
Science: Dentarium
Beams: Radiogenic Particle
Ground: Plekton
3. As an engineer, I could not buy tactical and science kit modules, but I could buy tactical and science kit frames, even though the frames are "Character Bind On Pickup". You might want to restrict frames by class so that someone doesn't accidentally buy a frame they can't use.
4. Kit modules are in the "Research" room with secondary deflectors and duty officers, and kit frames are in the "Development" room with science consoles. It would be more convenient if you put kit frames with kit modules and put science consoles with secondary deflectors.
5. In the "Holdings" tab, the upper section of the left sidebar is getting crowded with the addition of so many holdings. You might want to make the upper section bigger so that the user doesn't have to scroll.
http://i.imgur.com/GocmqgT.png
6. There are numerous UI bugs in the fleet window from before Season 10.5.
Holodeck ticket 2,597,295: Empty "Vault Log" in fleet window
Holodeck ticket 2,597,298: No space between scrollbars and tables in "News" tab of fleet window
Holodeck ticket 3,398,449: Cursor does not move when user types message of the day
Holodeck ticket 3,398,450: Wrong messages of the day for fleet holdings
Holodeck ticket 3,429,880: Order of fleet project requirements reversed
2) I assume those are just 'placedholder' rewards that will be randomized when you actually can complete that daily.
4) One area has all unlocks from the research track and the other area all unlocks from the development track. I find that 'convenient' enough for me.
These have all been fixed internally. Thank you for reporting them.
The daily is supposed to give you the supplies to make a Superior Upgrade Tech for the school you chose for your Daily. This may explain the perceived disrepancy, if the Superior Upgrade recipes also contain the same inequality. We'll give it another look to make sure that the provided supplies match.
Yep, fair enough. If we protect you from being the wrong type of one item, we should protect you from the other.
They are in the room that relates to the progression track which their unlock is associated with. Frames are unlocked by progressing in Development, while Modules are unlocked by progressing in Research. So, where they are makes sense from that perspective.
This request was made some time ago, but proved to be a larger task than it might appear. There are other frames to consider resizing if that one gets enlarged (the Featured Project sidebar).
Cryptic - Lead Systems Designer
"Play smart!"
What exactly do the new Krenim DOFF's and assignments do besides reward materials? Is that functionality up yet?