Please use this thread to post feedback and issues found regarding the new Kit Revamp on Tribble.
Kit Revamp:
- Kits and Kit Modules have been revamped to change how Kit Modules are equipped and to support Upgrading.
- Characters no longer put Kit Modules into a Kit, but directly equip them on their Status page.
- Kits now only give passive skill increases.
- Kits with unique effects will continue to provide those effects
- Kit Modules can still be equipped to give distinct abilities
- Characters may now equip 5 Kit Modules regardless of level.
- The distinctions between Fabrication / Mechanic, Research / Medic, and Strategic / Assault Kit Modules have been removed.
- Kits and most Kit Modules can now be Upgraded.
- Kits can be upgraded to a maximum of Mk 14 Gold Quality.
- Standard Kit Modules can be upgraded to a maximum of Mk 14 Ultraviolet Quality.
- Kits Modules from Lockboxes, Reputations, and the Winter / Summer Events can be upgraded in Mk, but not Quality.
- All copies of these Kit Modules will be set to Gold Quality.
- Specialization Kit Modules, as well as Crystalline Spike, Jam Subspace Transmissions, Chroniton Jolt, and Subspace Rift cannot be Upgraded.
Comments
When kits were first revamped back in season 9, one item became up to six items. The difference then was, because the modules slotted into the frames themselves, you could take those six items and make them one again. And if you had extra modules, you could store them in an unused frame. It was a great setup and meant we really didn't lose any inventory space with the switch.
This, however...okay, maybe I hoard more modules than the typical player, but I can't empty my characters' overflow bags on Tribble. All of the modules I held onto in unused frames for situational use just got dumped into my inventory. I have no room for them.
Could we get something handled like the R&D tab of the inventory, modules-only, to get us some of our storage space back? I'm not asking for anything excessive, just maybe 10-20 slots, the equivalent of holding onto modules in 2-4 extra frames.
Right now, I'd rather opt out of converting my existing kits to this new format, but, unfortunately, the process is automated this time
1) Most of the old kit frames are missing (specifically looking at the old fleet ones), so can't equip these in order to get the passives.
2) The 2 kit frames I have in my inventory (general Mk 12 engineering one) and the Fluidic Engineering Kit, won't let me equip them. It's telling me the item isn't bound and will bind on use and then not equipping at all.
Agree with the comments above about needing specific kit storage, it was getting bad enough before the revamp (especially as I tended to not always bother loading frames with modules as it was a pain to swap them), but this is going to make it much worse and potentially off putting for having a range of module options available, especially on characters with small inventories.
Also any plans to make modules craftable allowing very rare modules at lower levels, or are we stuck with having to hope we get lucky with a rarity increase via the upgrade RNG as modules increase in level?
Also as all the old kits have been made useless, I think the compensation value needs to be higher (22.5k at a vendor for a Mk 10 very rare kit in the current STO market is nothing). I'd probably be happy if there was a way to trade/convert it to a module of choice or a kit.
I would settle for 10 upgradeable to 20 via fleet holdings using fleet credits or marks or both.
So I did another copy, logged in, checked my inventory, and relogged in case that would trigger an overflow bag. Nope.
I had 3 Kit Frames in my bank holding 5 Kit Modules each. The first frame (Counter-Command) had Event or Mission modules, and they all ended up in my inventory. The 2nd (random drop) had 5 VR modules from the Temporal Operative specialization. The 3rd (Spire Prototype Science Kit) also had 5 VR TempOp modules.
I also had a Paradox Bomb directly in my bank, and one in the Kit Frame my character was currently using.
So after the Tribble transfer, every Temporal Operative module have vanished. All 10 from the two Kits in my bank, the lone Paradox Bomb in bank, and the other Paradox Bomb in my inventory. They are nowhere to be found.
The Spire Prototype Science Kit frame also disappeared, along with a Jam Subspace Transmission that was in the Counter-Command frame.
+30 Crit Severity and 15% dmg remain the same.
EDIT : Even the +30 Kit Performance from my gold MKXIV Romulan Navy Kit don't affect statistics of Photonic Overcharge (It's like just a specialization module).
1. How will the old non-modular kits work now?
2. How will fleet kit trade-ins work now? When you trade in an old fleet kit, will the new kit and modules simply be dumped into your inventory?
3. Before the kit revamp in Season 9 (April 2014), the highest mark of kit you could get was Mk X. After the kit revamp, we discovered that Mk XII kit modules did not drop. Both AdjudicatorHawk and CrypticFrost were unaware of this. Frost had to talk to Borticus to confirm what we said.
When the upgrade system was added in Delta Rising (October 2014), the highest mark was increased from Mk XII to Mk XIV. However, Mk XIV kits and modules still do not drop; the highest mark you will find on the Exchange is Mk XIII. I believe there is a bug that limits loot drops of kits and kit modules to one less than the highest mark.
4. Several bugs related to kit modules:
This bug dates back to the kit revamp of Season 9 (April 2014) and has persisted through the skill revamp of Season 11.5 (April 2016). The bug report above contains data from after the skill revamp. As far as I know, the last dev to talk about this bug was AdjudicatorHawk, and that was in May 2014.
This delay was added to mines when the kit revamp happened in Season 9 (April 2014). As far as I know, no dev has ever commented on whether it is intended. AdjudicatorHawk did say that the damage of mines was intentionally lowered, but he never mentioned the delay.
If the delay is intended, then it should be documented in the description of Chroniton Mine Barrier, because 6.5 seconds is a rather long time to wait for a power to activate.
It's possible that this bug has always been in the game, but it's been there since at least August 2014. If the enemy is standing on the central mine when it detonates, then the middle three mines will deal two hits per mine.
Allow me to answer my own question: Right now, old non-modular kits do not work at all on Tribble. This includes both fleet kits and regular kits. See the screenshots below.
http://i.imgur.com/QJlNUV9.jpg
http://i.imgur.com/fpyRRn7.jpg
Currently, you can trade in old fleet kits for new kits and modules on Holodeck. I have no idea if the trade-in still works on Tribble; I can't test it, because I was kicked out of Cryptic's Tribble Reborn fleet months ago. There is no trade-in option for regular kits.
I kept all my old kits since I liked what I had and got tired of looking for those modules for the new kits.
(OOPs....I should have read before I typed...Frtoaster is already on it.)
“Tell me and I forget. Teach me and I remember. Involve me and I learn.” -- Benjamin Franklin
If you are using fleet kits the trade in kits come with the modules and are better that the old kits and modules in every way.
I have no idea what you are on about.
I am using the old non-modular kits....have no clue what if it is or is not available in the fleet. LOL!
“Tell me and I forget. Teach me and I remember. Involve me and I learn.” -- Benjamin Franklin
https://www.reddit.com/r/sto/comments/54y6n8/tribble_maintenance_and_release_notes_september/d860wej?context=1
I think she has non-modular, non-fleet kits. She's probably not aware of the existence of non-modular fleet kits.
For those who don't know, if you have an old non-modular fleet kit, you can trade it in for a new kit with modules at the embassy or spire. At least, you can do this on Holodeck. Can anyone confirm whether the fleet kit trade-in still functions on Tribble, or invite me to a Tribble fleet so that I can test this?
As far as I'm aware, there is no equivalent trade-in option for non-fleet kits, and I don't know if Cryptic ever intends to provide one.
Judging by the screenshots below, that would seem to be the case:
http://i.imgur.com/9E0mDtp.jpg
http://i.imgur.com/mY0KdCq.jpg
By the way, the possessive form of it is its; the word it's is a contraction of "it is" or "it has".
I took a couple of screenshots today and can confirm that this bug still exists in the current Tribble build. After the old kits are disabled on Holodeck, no one will be able to verify that this bug exists by comparing the old kits with the new modules.
Old kits: Mk 10 (Holodeck 10/01/2016)
http://i.imgur.com/bQTatzZ.jpg
http://i.imgur.com/gkWazWM.jpg
Old kits: Mk 12 (Holodeck 10/01/2016)
http://i.imgur.com/ZJYhPBe.jpg
http://i.imgur.com/229DCHp.jpg
Turret modules: Mk 11 and Mk 13 (Holodeck 10/01/2016)
http://i.imgur.com/6ZuvpWm.jpg
http://i.imgur.com/KgfZIL5.jpg
Turret module: Mk 11 (Tribble 10/01/2016)
http://i.imgur.com/1dpKBAs.jpg
And I can see why they do not want us updating the Specialization Kit Modules, it defeats the whole purpose of having four copies of the same stuff (Common, Uncommon, Rare, Very Rare) that are only unlocked when you progress to certain levels in the Specialization. You could circumvent that implementation, which now should be thought about in light of this Kit Revamp Redux.
For the amount of time it takes these days to Level up a Spec, is it worth the effort of keeping an entire class of Kit Modules out of the new revamp? The more exceptions you build into the system to begin with the more likely there will be errors. I mean as an alternative you could make only VR Specialization Kit Modules upgradeable if you really insist on complicating matters from the get-go. But you do know the KISS principle is a good goal to achieve.
It would have been better if this Kit Revamp Redux would have been implemented before the Temporal Recruits could unlock Reputation Mk XIII UR so the Rep Modules would have been included but Que Sera, Sera.
l don't know.
l really don't know what l'm about to say, except l have a feeling about it.
That l must repeat the words that come without my knowledge.'
And no, I did not know there were kits or modules somewhere in the fleet holdings, at all. Because what I had worked just fine for me. Besides I gave up looking for modules after the first month, or so, after the modular ones went live and were too much of a pain to locate.
But thank goodness, I didn't collect very many of those modules so I won't have storage issues. Cross my fingers the Event ones don't disappear from the bank.
“Tell me and I forget. Teach me and I remember. Involve me and I learn.” -- Benjamin Franklin
(a) I traded in
- [Romulan Engineering Kit - Fabrication Specialist Mk XII]
in exchange for- [Romulan Engineering Kit Mk XII [Armor] [HP] [PSG] [Will]]
(b) I traded in- [Spire Engineering Kit - Bunker Fabrication Mk XII]
in exchange for- [Spire Experimental Engineering Kit Mk XII [HP] [PSG] [WpnDmg] x2]
This is strange because, on Holodeck,- [Spire Engineering Kit - Bunker Fabrication Mk XII]
corresponds to- [Spire Prototype Engineering Kit Mk XII]
But there are no spire prototype kits in the "Trade-In" tab on Tribble.(c) I could not trade in
- [Spire Engineering Kit - Enemy Neutralization Mk XII]
though, on Holodeck, the above kit corresponds toIntelligence Kit Module - Resonant Tachyon StreamIV Mk XII: Missing space between Stream and IV, doesn't affect ranks I-III.
Intelligence Kit Module - Site-to-Site Ensnare: Ranks I-IV all have a white icon.
Edit: Apparently the kit frame is somehow still there but bugged. It's invisible but occupies an inventory slot and cannot be moved, deleted or equipped, you can right click and it gives you the option to ask for info but you only get an empty black box.
This Kit/Module Upgrade Update obviously had two main foci. One to allow Upgrades and the other to Reclaim 'Free' Inventory. The last Kit Update they introduced the loading of Modules into Kits. Now because of a perceived use of Kits as extra Inventory slots are removing that change.
Same thing happened with the implementation of Mark Boxes. They then got rid of them when it became apparent that people were keeping them for the Bonus Mark Weekends.
l don't know.
l really don't know what l'm about to say, except l have a feeling about it.
That l must repeat the words that come without my knowledge.'
Cannot trade in certain spire kits
Trade-in fleet kits do not come with modules
l don't know.
l really don't know what l'm about to say, except l have a feeling about it.
That l must repeat the words that come without my knowledge.'
As of October 20, 2016, I'm still seeing this bug on Tribble.
But since the devs are going through with it, I'm waiting to find out if we get an inventory tab just for the kit modules since some players have enough modules to fill their entire inventory and banks.
As always...