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Official Feedback Thread for "Painful Omens"

coldsnappedcoldsnapped Member Posts: 520 Cryptic Developer
Please use this thread to post feedback and issues found for Painful Omens.

New Episode: Painful Omens
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Comments

  • sethpcsethpc Member Posts: 103 Arc User
    edited May 2016
    The mission generally seems alright given its development state. I continue to love the TOS sounds. As for the parasites: I don't recall offhand the TOS episode they're in, so I'm not sure if the explosion animations after they're attached to your back is in any way remotely close to what really happened on the show. Either way, I'm not sure I like it; it looks like a plasma leak and it took me a seeing it a few times to realize what was happening.

    General bugs
    Defeated NPCs soemtimes went into aim mode and walked for a few steps before going through their defeat animation. Not sure if this is a bug or WAI considering the parasites.

    "Future Fates" section:
    • After bringing the Na'Kuhl ship to low HP, the cutscene begins with ti still trapped in the charged particle beam
    • The cutscene after you evacuate K-13 is basically just the camera moving around; is something meant to happen there?

    POTENTIAL SHOWSTOPPER: After completing the mission, I departed the sector using the popup only to find that the mission log had reset back to "Future Fates" once I was in sector space. I went back into the mission and had to redo the "Future Fates" portion of the mission. This time, instead of departing prior to speaking with the Admiral, I spoke with him while still on the map and was able to get my rewards. Clicking on the "Depart System" box which appeared after doing this just brought up a blank dialogue window of Daniels; I had to click the "Depart system| button in my corner UI in order to actually exit the mission map.
    Post edited by sethpc on
  • akaar2akaar2 Member Posts: 67 Arc User
    as posted elsewhere
    game crash on map change and can repatch to New Dawn
    Graphics in space seem fuzzy as does Daniels close up on station
    Scotty walks off transporter while still in materialization process
  • vetteguy904vetteguy904 Member Posts: 3,919 Arc User
    edited May 2016
    overall well done. at a couple points Scott uses a TNG phaser. the cutscenes did not have voice overs, I'm assuming will be added before it hits holodeck. it seems like some of the objective in the space combat are autocompleteing. at any rate seemed disjointed to me
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  • daveynydaveyny Member Posts: 8,227 Arc User
    edited May 2016
    Over all I really liked the mission.
    The biggest problem is the cut scenes.
    They take too long to run and I missed seeing most of my accomplishments.
    They also tend to pop in space just when I'm closest to the enemy ships and I end up taking damage I can't defend against.
    I also lost the sound half way through the mission, but I'm not sure if that's a BUG on Your end or mine.
    I had to log out of the game to get the sound back.
    STO Member since February 2009.
    I Was A Trekkie Before It Was Cool ... Sept. 8th, 1966 ... Not To Mention Before Most Folks Around Here Were Born!
    Forever a STO Veteran-Minion
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  • rtk142rtk142 Member Posts: 613 Arc User
    Biggest things for me are 'depart system' bringing up a blank Daniels (I THOUGHT Hunter looked like him( dialogue, and when I get T'Met she's labeled as T'Vrell. Don't get me wrong, I like T'Vrell, I purple her when I can, but, yeah
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    Let us upgrade the Seleya Ceremonial Lirpa and Kri'stak Blade
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  • ultimatenewbieultimatenewbie Member Posts: 269 Arc User
    edited May 2016
    Overall, good work. More polished than the others. I noticed the following things (no particular order):

    1) Close up of Daniels' face is fuzzy, ala the 'soft lens' used on female character closeups in the TOS series. Doesnt work for the men. IIRC, similar effects were used for Spock and someone else in the earlier missions (but now appears to be a trend).
    2) Possessed Starfleet officers, once 'stunned', still take a few more steps after losing all their health - is that deliberate?
    3) I was in battle when T'Met's suggestion to scan the things popped up - which immediately disappeared. I knew to look for the extra button (normally hidden behind an open INV) but a new player to STO might not know that - perhaps make it pop more centrally whenever the player is near T'Met given it is essential to progress?
    4) It makes no sense that (Scotty?) immediately recognises temporal shielding, and immediately knows how to bust it. Perhaps a "not sure what kind of shielding they're using, but this works against other kinds of shield, so I'll give it a go" type of dialogue would be better?
    5) end of battle cutscene, once the Nakuhl ship is defeated, needs some fine tuning.
    6) end of station cutscene needs improvement - originally looking at some other part of the planet which pans to the station and the portal, but the station is obscured so cant really see 'the effect'.
    7) Scotty runs off the transporter pad still beaming (cool effect btw, like it! :)).
    8) Only three survivors from the Station?!?!
    9) It seemed unnecessary for the Ptolemy to be destroyed for the story to progress - why not just knocked out as we knocked out the ships at the start of the mission?
    10) I also saw a blank Daniels text box open just before my ship warped out (but didnt crash like the others above).
    11) Important - When turning the mission in and claiming T'Met, I actually receive a BOFF named T'Vrell. Sound familiar?? I think this should be fixed.
  • fimbulvinternfimbulvintern Member Posts: 17 Arc User
    After finishing the mission i found myself stuck inside the Denevan star in sector space.
  • badgerpants999badgerpants999 Member Posts: 241 Arc User
    edited May 2016
    Agreeing with some others, Opponents lose all their health, walk back to their starting point, then fall down, T'met is sometimes named T'vrell. other than that, a nice mission. I'd guessed about Hunter being Daniels a few days earlier, his introduction makes his importance a bit obvious, so, not an earth shaking revelation, at least not for me.

    P.S. have I mentioned lately that the Pioneer class is SEXY AS HELL recently?
  • horridpersonhorridperson Member Posts: 665 Arc User
    edited May 2016
    I enjoyed the mission. It flowed well with a story that felt classic and a nice balance of space and ground. The simple structure missions are built around suits the classic stories and they seem to flow more convincingly than contemporary ones.

    Scott:
    "I'll just lock the door so none of em get in while we dicuss our next course of action"
    spelling: discuss/dicuss
    our next course of action sounds awkward but it works.

    We are all familiar with Mr. Scott or Mr. Spock but 9 out of ten times it's Kirk addressing them. Scotty is a Lt. Cmdr to the player's Lt. and we shouldn't be addressing him as Mister. It would be cool if he called the character Mr. (Last name here regardless of gender). We could call him by rank or sir, Chief or throw formality out the window and tell you to call him Scotty.

    Daniels:

    After defeating the Nak'hul in the command center I was prompted to speak to Barrett. Daniel's assumed identity was Hunter.


    T'Met

    She reveals that tachyon emissions were detected and the station had been subjected to a temporal incursion in the last few hours. The Federation has time travel in 2268 (Assignment Earth) but an ensign hanging around sick bay shouldn't be this well informed. A generic space station of the time period seems unlikely to have detection equipment intended for this purpose. It's likely they could detect abnormal concentrations of tachyon particles so why not keep the exposition vague and more plausible. Having played the content in full to this point II arrived at, "Here come the Na'kuhl", instantly. Foreshadow the incursion but don't outright say it.


    I hope this doesn't come off as too critical. I really like what you have done here.
    Post edited by horridperson on
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  • blitzy4blitzy4 Member Posts: 839 Arc User
    I don't know if others had this problem, but Hunter followed behind my character and liked to be within 6 inches (almost touching). It seemed to interfere with my transitioning from a crouch to moving, or at least seemed to slow it, and he got no introduction, he just sorta strolled into the medical bay for no reason and started following us around.
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    "..and like children playing after sunset, we were surrounded by darkness." -Ruri Hoshino



  • fimbulvinternfimbulvintern Member Posts: 17 Arc User
    I have tried at least six times with out being able to take the turbolift to engineering without crashing to desktop, if i log in directly i get to start in engineering but it would be nice not having to restart the game, especially since it usually means the patching bug hits for 4Gb download (first a 1,8 Gb version mismatch patch and then a 2,1 Gb patch to get back to the working version).
  • jtoon74jtoon74 Member Posts: 409 Arc User
    edited May 2016
    Even though he was armed with a phaser 2, Skravin still kept running up to those neural parasites and shooting them at point blank range, it was either bad AI or hes stupid like Tarsi.

    Also on the ground section of the all the missions I get some v-sync tearing. Its fairly random but usually happens whilt moving about ofc.
    Post edited by jtoon74 on
  • markhawkmanmarkhawkman Member Posts: 35,236 Arc User
    Agreeing with some others, Opponents lose all their health, walk back to their starting point, then fall down,
    It's weird, yeah.... It's like the AI is scripted to die in a certain spot. I noticed that they don't fade out like most.
    After finishing the mission i found myself stuck inside the Denevan star in sector space.
    For me it was one of the planets. On holodeck I'd instance swap to escape, but Tribble only has 1.
    -=-=-=-=-=-=-=-
    My character Tsin'xing
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  • jtoon74jtoon74 Member Posts: 409 Arc User
    edited May 2016
    I like how the Neural Parasite's move about, just like in the episode, attached to a stick by a piece of string, then wiggled by somebody of camera. Might be best to just shout the people holding the stick. :p

    On a more important note, when you receive T'met as a boff her name is T'vrell and she as no commander level Ground skill.
    Post edited by jtoon74 on
  • catsmeatcatsmeat Member Posts: 106 Arc User
    edited May 2016
    Notable and disturbing to me was that my new Tellerite BO didn't look like the TOS Tellerites we encounter in this mission. Happily I was able to alleviate this issue at the tailor shop, but consistency would be nice here.

    Totally goofy: How Scotty on beaming up from the station to your ship runs over to the Transporter console as he is materializing.

    Overall I really liked this mission. It sure brought back memories of the TV show. :)

    Cheers! :)

    edit: Old brain added points that belong to a different mission.
    Post edited by catsmeat on
  • excalibur37excalibur37 Member Posts: 17 Arc User
    edited May 2016
    Still going through this episode, but one thing I've noticed: Is there anything that has established the player captain to have had a prior relationship with Montgomery Scott? If not, he'd probably refer to him formally as Mr. Scott, and not Scotty in the dialog.

    During the evacuation cutscene, Mr. Scott moves towards the transporter console while the transport effect was still in progress
  • demondeousdemondeous Member Posts: 1 Arc User
    noticed the crewmembers walking back to starting point to fall. also in engineering one parasite showing on mini map to the right when you enter is not shootable.
  • feiqafeiqa Member Posts: 2,410 Arc User
    Also had T'met turn to T'vrell
    Space cutscenes seemed jumpy. IE Scotty says there is something we can do then the na'khoul ship is moved to right in the beams from no where. Then when you destroy it, it is back in the beams.

    Otherwise very well done and enjoyed.

    Originally Posted by pwlaughingtrendy
    Network engineers are not ship designers.
    Nor should they be. Their ships would look weird.
  • rumbleprumblep Member Posts: 131 Arc User
    Ok, during my run through it all seemed pretty decent all in all, flowed well...
    However during the cutscene where the nakul ship gets hit with the beams from the station, the contact point was well behind the ship...
    also the cutscene where the station goes into the rift, all I see is the camera going around the rift.... never saw the station in the cutscene...
    On system exit, I go through the Daniels communications, but as i'm getting the dialog to agree to exit, it started the communications with Daniels all over from the beginning.
    Also, the escort didn't show an escort skin during the space fight, just the utility cruiser skin... place holder maybe?
    -Captain Saffrin
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  • mrlizardomrlizardo Member Posts: 155 Arc User
    Grand. I get to the sickbay, go through the dialogue, use the comm but can't seem to get the security gear now and can't progress without it.
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    "You seem to have gotten some of your blood in my raktajino. This is unfortunate."
  • captkelly31#5645 captkelly31 Member Posts: 392 Arc User
    My thought on this episode is that maybe the station shouldn't be called a K class. Everything else seems good.
  • zebulongileszebulongiles Member Posts: 335 Arc User
    With the latest Tribble patch this episode gets stuck at Defeat the station commander. After I defeat him the mission does not progress. With the prior Tribble patch I was able to complete the mission. I tried going to the character select screen, and back, tried defeating the station commander again, and wouldn't go past that point, station commander defeated, but mission not progressing. Same thing beaming out, and going through the mission from the start. Same problem after dropping the mission and restarting it, won't progress beyond defeat station commander. Thought I would try out a few different possible work arounds if a mission gets stuck for some reason, no matter what I do I can't progress beyond "Defeat Station Commander".

    Also, after you first rescue Scotty he says his next two statements at the same time, where he says "remember, the parasites like the dark, wee devils that they are", and the first relay: "That one was easy. just a few more to go." both overlapping/starting at the same time on the audio or his speaking those two lines. Also when you first enter the room with Scotty he isn't saying exactly what is shown in the box.
  • badgerpants999badgerpants999 Member Posts: 241 Arc User
    Got the same problem as zebulongiles, I've beaten the station commander, I can't target him any more and he's stopped shooting but, the mission won't progress as he doesn't fall down.
  • wewarren68wewarren68 Member Posts: 35 Arc User
    I've gotten to "Defeat Base Commander", which I do but like others have mentioned she walks back to starting position and game play stops, I can't continue.
  • lordreserei03lordreserei03 Member Posts: 12 Arc User
    edited June 2016
    Just chiming in to say that I have the same issue as others, with "Defeat Base Commander". Also, and I'm not sure whether it's important to note or not, but upon entering that section, Hunter has low HP (2HP to be precise), and seems to be stuck in the doorway.

    EDIT: New development--T'Met apparently has gone insane, and is continuously running into a wall.
    Post edited by lordreserei03 on
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  • badgerpants999badgerpants999 Member Posts: 241 Arc User
    I got many things.

    People standing still after you defeat them, people walking back to their spawn points and then falling down after you defeat them. No Nak'hul visible in the window while the cut scene with the base commander is showing, despite being visible before and after the cut scene. Hunter and T'met running into a corner and staying there, either individually or together.

    That's about all I remember.
  • anobroanobro Member Posts: 8 Arc User
    > @badgerpants999 said:
    > I got many things.
    >
    > People standing still after you defeat them, people walking back to their spawn points and then falling down after you defeat them. No Nak'hul visible in the window while the cut scene with the base commander is showing, despite being visible before and after the cut scene. Hunter and T'met running into a corner and staying there, either individually or together.
    >
    > That's about all I remember.

    Same problems here.
  • firestorm10491firestorm10491 Member Posts: 109 Arc User
    Mission does not proceed after you defeat the base commander.
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