Turn in old ones for the new ship you mean? If so I think that was intentional and thus why you have the exchange option for various items under the event reputation store.
Can't have a honest conversation because of a white knight with power
1,000,000,000? How come? Won't this just trigger players using the Exchange for storage much more now?
No because you are still limited in the number of auctions you can post. Plus the items are returned to you after a while anyway. It's a really crappy storage medium in that way...
Also this is probably in response to the recent Reddit discussions on this topic over the past week or so.
Post edited by phantomeight on
join Date: Sep 2009 - I want my changeling lava lamp!
so ship prices are getting ready to climb even higher now that the ferengi players can set an even higher ridiculous price.
-Rule of Acquisition #113: Always have sex with the boss.
-I am one of the many victims from the hijacked Caspian Division.
I will not let the childish acts of a criminal ruin this game for me.
-The actions of Cryptic, on the other hand......
so ship prices are getting ready to climb even higher now that the ferengi players can set an even higher ridiculous price.
They already were setting those prices, they just weren't on the exchange meaning less undercutting was happening keeping prices higher. Open markets are anti-ferengi. Any good latinum hoarder will tell you how much more valuable an exclusive market is.
no fix for broken winter recipe items (eggs, gelatin) being under the new area's floor, or to make the new epohhs possible to turn into marks?
the gumdrop and sugar plum epohhs can't be turned in for marks.
Now clowns, that's another story. They scare the crap 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.
Raising the exchange cap is a good thing. We already have several ships that go for over 500M, so they are not listed on the exchange. This means there is no visible price competition, so private sellers can list much more inflated and outrageous prices.
Resolved an issue where players which were auto-teamed would stay teamed up after exiting a queue.
Doubled the maximum auction price of 500,000,000 Energy Credits to 1,000,000,000 Energy Credits.
That's a shame about the teaming, I know some people used to use that to cross-faction team to queue for missions easier. I mean I know it was a bug but still, never did much harm as far as I was aware. Isn't there a way this could be implemented as a feature so that everyone could team up for queues that bit easier?
Would make it easier for groups of friends to run queues without having to scourer a boatload of half-dead channels for fillers, just because they play different factions.
As to the exchange, it'll be interesting to see how that works out alongside the current state of the economy, though I feel doubtful its going to do anything about the gradually higher prices various things seem to go for nowadays simply because certain things are still rarer and sought after.
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.
so, instead of moving the eggs/gelatin spawn point two or three inches to the left to allow players to complete their event accolades and such from a change YOU all made, you raise the price cap in the exchange, nice, I see where the real priorities lie, so sad.
so, instead of moving the eggs/gelatin spawn point two or three inches to the left to allow players to complete their event accolades and such from a change YOU all made, you raise the price cap in the exchange, nice, I see where the real priorities lie, so sad.
Yes, because an accolade is far more important than a functional exchange!
Issue is unresolved. Still working 100% like before, you just get 1 new debuff icon. Tested firing at myself with high insulators so I could see how it works.
Fire torp or TS1 = You get the 6 second drain that sticks for 6 seconds. Shows 1 debuff from the torp and it sticks for 6 seconds. Had 104 power, went down to 81. Stuck at 81 for 6 seconds, and then started going up.
TS2 (2x torps) = Shows 2 debuffs (correct), but still only the first one sticks for the 6 seconds. The second one is just there for show as the power is returned immediately. Had 104 power, went down to 58, which quickly climbed up to 81, then stuck there 2 seconds while the debuff that actually sticks for 6 seconds ended, and then resumed going back up.
TS3 (3x torps) = Shows 2 debuffs (For 3 torps???), and still only the first one sticks for 6 seconds like described. It does drain for the 3 torpedo hits as before, but still only the first drain sticks for 6 seconds. The drain power from the other two is returned immediately. Had 104 power, went down to 35, but started going back up quickly. Had I had very high EPS skill, it would have floated to 81 before the 6 seconds was up and I would have seen the same thing as in TS2.
Any way of making the drain from torps 2 and 3 stick for 6 seconds as described? Maybe drain is 2x on TS2 and 3x on TS3. That way it sticks.
Issue is unresolved. Still working 100% like before, you just get 1 new debuff icon. Tested firing at myself with high insulators so I could see how it works.
Fire torp or TS1 = You get the 6 second drain that sticks for 6 seconds. Shows 1 debuff from the torp and it sticks for 6 seconds. Had 104 power, went down to 81. Stuck at 81 for 6 seconds, and then started going up.
The issue you described is not the issue that this fix was targeted at. This fix fixed an issue where the Neutronic Torpedo's power drain was 0 power if you did not have any skills buffing it, by giving it a nonzero base drain value.
Issue is unresolved. Still working 100% like before, you just get 1 new debuff icon. Tested firing at myself with high insulators so I could see how it works.
CrypticSpartan's statement is correct - this fix wasn't intended to change the behavior you're describing.
Furthermore, you're actually calling the wrong thing a "bug" in your assessment. The fact that additional drains past the first apply at all is actually not the intended behavior, and something we'll be looking to fix in the future. The Neutronic Torpedo's drain is actually supposed to ever only affect a target once, regardless of how many torpedo explosions they're affected by. Additional "not sticky" drains aren't properly being restricted in its current iteration.
Jeremy Randall
Cryptic - Lead Systems Designer
"Play smart!"
CrypticSpartan's statement is correct - this fix wasn't intended to change the behavior you're describing.
Furthermore, you're actually calling the wrong thing a "bug" in your assessment. The fact that additional drains past the first apply at all is actually not the intended behavior, and something we'll be looking to fix in the future. The Neutronic Torpedo's drain is actually supposed to ever only affect a target once, regardless of how many torpedo explosions they're affected by. Additional "not sticky" drains aren't properly being restricted in its current iteration.
So will the Neutronic get some sort of bonus on the main target for using TS2 or TS3 like the Quantum Phase torpedo making it a single debuff, and you'll just remove the extra drain procs?
I'd rather see a fair solution for science captains that heavily instead on using science instead of DPS to handle opponents.
1,000,000,000? How come? Won't this just trigger players using the Exchange for storage much more now?
No because you are still limited in the number of auctions you can post. Plus the items are returned to you after a while anyway. It's a really crappy storage medium in that way...
Also this is probably in response to the recent Reddit discussions on this topic over the past week or so.
Ah ok, thanks.
Reddit? To be honest, I dont use that because,.. well, I have no clue how that works and where I need to start reading
CrypticSpartan's statement is correct - this fix wasn't intended to change the behavior you're describing.
Furthermore, you're actually calling the wrong thing a "bug" in your assessment. The fact that additional drains past the first apply at all is actually not the intended behavior, and something we'll be looking to fix in the future. The Neutronic Torpedo's drain is actually supposed to ever only affect a target once, regardless of how many torpedo explosions they're affected by. Additional "not sticky" drains aren't properly being restricted in its current iteration.
So will the Neutronic get some sort of bonus on the main target for using TS2 or TS3 like the Quantum Phase torpedo making it a single debuff, and you'll just remove the extra drain procs?
I'd rather see a fair solution for science captains that heavily instead on using science instead of DPS to handle opponents.
you already suck targets dry to the point they end up looking like egyptian mummies WITHOUT a neutronic - how much more drain can you possibly need?
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.
so, instead of moving the eggs/gelatin spawn point two or three inches to the left to allow players to complete their event accolades and such from a change YOU all made, you raise the price cap in the exchange, nice, I see where the real priorities lie, so sad.
Yes, because an accolade is far more important than a functional exchange!
right, ok. imagine this then, yes, your "exchange" is very functional, or dysfunctional, depending on how you look at it. the point was..... and you can debate this all you want, the exchange upgrade was simple to do, change some numbers here, tweak a bit there, ok? and setting up the new event in the wonderland "cones of conduct" took what? weeks? months? ok, my point WAS, no one, in all the time they decided where to put this said extension, did anyone even BOTHER to check to see if and or HOW it was going to affect performance issues elsewhere, this is called LACK OF quality control. so while yes, your dysfunctional exchange is so uber important, but so is a little clean up/pre planning / checking to make sure everything works, or, really, what is even the point? lets continue to put out everything on an inferior level, never fix anything and watch the player base go nuts or rage or just go someplace else, cant pay the bills with 0 income. and really, no one needs that kind of stress. I understand being a Dev or coder is involved, and i'm not blaming anyone, but fixing something or pre playing things through might just eliminate all the run around later.
so, instead of moving the eggs/gelatin spawn point two or three inches to the left to allow players to complete their event accolades and such from a change YOU all made, you raise the price cap in the exchange, nice, I see where the real priorities lie, so sad.
Yes, because an accolade is far more important than a functional exchange!
right, ok. imagine this then, yes, your "exchange" is very functional, or dysfunctional, depending on how you look at it. the point was..... and you can debate this all you want, the exchange upgrade was simple to do, change some numbers here, tweak a bit there, ok? and setting up the new event in the wonderland "cones of conduct" took what? weeks? months? ok, my point WAS, no one, in all the time they decided where to put this said extension, did anyone even BOTHER to check to see if and or HOW it was going to affect performance issues elsewhere, this is called LACK OF quality control. so while yes, your dysfunctional exchange is so uber important, but so is a little clean up/pre planning / checking to make sure everything works, or, really, what is even the point? lets continue to put out everything on an inferior level, never fix anything and watch the player base go nuts or rage or just go someplace else, cant pay the bills with 0 income. and really, no one needs that kind of stress. I understand being a Dev or coder is involved, and i'm not blaming anyone, but fixing something or pre playing things through might just eliminate all the run around later.
Cryptic and Quality control/quality assurance dont belong in same paragraph, except for the complete lack of.
I honestly think they do their coding via ouija board, since they sure as hell don't bother to test anything they implement in.
but they can sure copy and paste a new window in and wonder why it cant count correctly.
any plans to actually take player wallets past long int's (like double long ints maybe) for ec? or should people just only sell something for a billion if they have absolutely zero ec.
... lets continue to put out everything on an inferior level, never fix anything and watch the player base go nuts or rage or just go someplace else, cant pay the bills with 0 income. and really, no one needs that kind of stress. I understand being a Dev or coder is involved, and i'm not blaming anyone, but fixing something or pre playing things through might just eliminate all the run around later.
They do fix things. I posted earlier this year as proof, so I will just link it for you (look for my post and open the spoiler) arcgames.com/en/forums/startrekonline/#/discussion/comment/12680185Note: the issue about armor resists in pvp has been fixed I just didn't update that thread to keep from "necro-ing" it (digging it back up).
so, instead of moving the eggs/gelatin spawn point two or three inches to the left to allow players to complete their event accolades and such from a change YOU all made, you raise the price cap in the exchange, nice, I see where the real priorities lie, so sad.
I copied over to tribble 7 times with a character who needed eggs and got them 7 times, so if you check on tribble you will notice the eggs are fixed just not listed in the tribble patch notes. Hopefully they put them in the Holodeck notes.
Post edited by kasraken on
Operational Support Team
Squishing Bugs for a better future
Comments
PS - Neutronic fix (if working properly) = [Insert Sinister Laugh Here]
Fleet Defiant Kinetic Heavy Fire Support | Fleet Manticore Kinetic Strike Ship | Tactical Command Kinetic Siege Refit | Fleet Defiant Quantum Phase Escort | Fleet Valiant Kinetic Heavy Fire Support
Turning the Galaxy-X into a Torpedo Dreadnought & torpedo tutorial, with written torpedo guide.
"A good weapon and a great strategy will win you many battles." - Marshall
I knew using Kinetics would be playing the game on hard mode, but what I didn't realize was how bad the deck is stacked against Kinetics.
Turn in old ones for the new ship you mean? If so I think that was intentional and thus why you have the exchange option for various items under the event reputation store.
CM
No because you are still limited in the number of auctions you can post. Plus the items are returned to you after a while anyway. It's a really crappy storage medium in that way...
Also this is probably in response to the recent Reddit discussions on this topic over the past week or so.
-Rule of Acquisition #113: Always have sex with the boss.
-I am one of the many victims from the hijacked Caspian Division.
I will not let the childish acts of a criminal ruin this game for me.
-The actions of Cryptic, on the other hand......
They already were setting those prices, they just weren't on the exchange meaning less undercutting was happening keeping prices higher. Open markets are anti-ferengi. Any good latinum hoarder will tell you how much more valuable an exclusive market is.
the gumdrop and sugar plum epohhs can't be turned in for marks.
We fight them too. Entire armies spilling out of Volkswagens.
We do our best to fight them off, but they keep sending them in.
That's a shame about the teaming, I know some people used to use that to cross-faction team to queue for missions easier. I mean I know it was a bug but still, never did much harm as far as I was aware. Isn't there a way this could be implemented as a feature so that everyone could team up for queues that bit easier?
Would make it easier for groups of friends to run queues without having to scourer a boatload of half-dead channels for fillers, just because they play different factions.
As to the exchange, it'll be interesting to see how that works out alongside the current state of the economy, though I feel doubtful its going to do anything about the gradually higher prices various things seem to go for nowadays simply because certain things are still rarer and sought after.
Yes, because an accolade is far more important than a functional exchange!
Exchange price limit increase = May God have mercy on us all.
Brace yourselves, the Ferengi in this game are about to put the hurt on all of us.
Thx for destroying Crossfaction.. this was the only way to teamup with FED-KDF.
David
*** Aktiv since 03.06.10 ***
"-Grind is good!" --Gordon Geko
Accolades checklist: https://bit.ly/FLUFFYS
@borticuscryptic or @crypticrock
Issue is unresolved. Still working 100% like before, you just get 1 new debuff icon. Tested firing at myself with high insulators so I could see how it works.
Fire torp or TS1 = You get the 6 second drain that sticks for 6 seconds. Shows 1 debuff from the torp and it sticks for 6 seconds. Had 104 power, went down to 81. Stuck at 81 for 6 seconds, and then started going up.
TS2 (2x torps) = Shows 2 debuffs (correct), but still only the first one sticks for the 6 seconds. The second one is just there for show as the power is returned immediately. Had 104 power, went down to 58, which quickly climbed up to 81, then stuck there 2 seconds while the debuff that actually sticks for 6 seconds ended, and then resumed going back up.
TS3 (3x torps) = Shows 2 debuffs (For 3 torps???), and still only the first one sticks for 6 seconds like described. It does drain for the 3 torpedo hits as before, but still only the first drain sticks for 6 seconds. The drain power from the other two is returned immediately. Had 104 power, went down to 35, but started going back up quickly. Had I had very high EPS skill, it would have floated to 81 before the 6 seconds was up and I would have seen the same thing as in TS2.
Any way of making the drain from torps 2 and 3 stick for 6 seconds as described? Maybe drain is 2x on TS2 and 3x on TS3. That way it sticks.
The issue you described is not the issue that this fix was targeted at. This fix fixed an issue where the Neutronic Torpedo's power drain was 0 power if you did not have any skills buffing it, by giving it a nonzero base drain value.
Thanks for taking a look at things.
CrypticSpartan's statement is correct - this fix wasn't intended to change the behavior you're describing.
Furthermore, you're actually calling the wrong thing a "bug" in your assessment. The fact that additional drains past the first apply at all is actually not the intended behavior, and something we'll be looking to fix in the future. The Neutronic Torpedo's drain is actually supposed to ever only affect a target once, regardless of how many torpedo explosions they're affected by. Additional "not sticky" drains aren't properly being restricted in its current iteration.
Cryptic - Lead Systems Designer
"Play smart!"
Again no mention of fixing the invisible ingredient bug.
So will the Neutronic get some sort of bonus on the main target for using TS2 or TS3 like the Quantum Phase torpedo making it a single debuff, and you'll just remove the extra drain procs?
I'd rather see a fair solution for science captains that heavily instead on using science instead of DPS to handle opponents.
Ah ok, thanks.
Reddit? To be honest, I dont use that because,.. well, I have no clue how that works and where I need to start reading
you already suck targets dry to the point they end up looking like egyptian mummies WITHOUT a neutronic - how much more drain can you possibly need?
#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!"
right, ok. imagine this then, yes, your "exchange" is very functional, or dysfunctional, depending on how you look at it. the point was..... and you can debate this all you want, the exchange upgrade was simple to do, change some numbers here, tweak a bit there, ok? and setting up the new event in the wonderland "cones of conduct" took what? weeks? months? ok, my point WAS, no one, in all the time they decided where to put this said extension, did anyone even BOTHER to check to see if and or HOW it was going to affect performance issues elsewhere, this is called LACK OF quality control. so while yes, your dysfunctional exchange is so uber important, but so is a little clean up/pre planning / checking to make sure everything works, or, really, what is even the point? lets continue to put out everything on an inferior level, never fix anything and watch the player base go nuts or rage or just go someplace else, cant pay the bills with 0 income. and really, no one needs that kind of stress. I understand being a Dev or coder is involved, and i'm not blaming anyone, but fixing something or pre playing things through might just eliminate all the run around later.
Cryptic and Quality control/quality assurance dont belong in same paragraph, except for the complete lack of.
I honestly think they do their coding via ouija board, since they sure as hell don't bother to test anything they implement in.
but they can sure copy and paste a new window in and wonder why it cant count correctly.
any plans to actually take player wallets past long int's (like double long ints maybe) for ec? or should people just only sell something for a billion if they have absolutely zero ec.
arcgames.com/en/forums/startrekonline/#/discussion/comment/12680185 Note: the issue about armor resists in pvp has been fixed I just didn't update that thread to keep from "necro-ing" it (digging it back up).
I copied over to tribble 7 times with a character who needed eggs and got them 7 times, so if you check on tribble you will notice the eggs are fixed just not listed in the tribble patch notes. Hopefully they put them in the Holodeck notes.
Squishing Bugs for a better future