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Official Feedback Thread for the Kit Revamp

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

  • Options
    dragonsbrethrendragonsbrethren Member Posts: 1,854 Arc User
    edited September 2016
    First piece of feedback: We really need a storage solution for modules.

    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 :(

    GswXqOs.png
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    pottsey5gpottsey5g Member Posts: 4,177 Arc User
    I have the same problem a massive overflow and no where to store the modules. Many of them are rare and impossible to replace due to the events I got them from no longer being active. So I don't want to discard them.
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    mattaukettmattaukett Member Posts: 190 Arc User
    Few things from a quick look.

    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.
  • Options
    stossr2stossr2 Member Posts: 67 Arc User
    Since the console version uses this system, I would like to comment that my biggest complaint is the bag space of all the modules. Thinking of the future, it makes more sense to give us a module inventory of 10 or 20 spaces.

    I would settle for 10 upgradeable to 20 via fleet holdings using fleet credits or marks or both.
  • Options
    fastolphchizkafastolphchizka Member Posts: 3 Arc User
    After transferring my character to Tribble post-patch, I noticed a bunch of my Kit Modules and at least one Kit Frame was missing.

    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.
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    atomicbeeatomicbee Member Posts: 5 Arc User
    edited September 2016
    Hi, apparently Photonic Overcharge statistics do not increase with upgrades (to gold MKXIV). 

    +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).

    Post edited by atomicbee on
  • Options
    frtoasterfrtoaster Member Posts: 3,352 Arc User
    A few questions and comments:

    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.
    With regards to Seeker Drone Fabrication Mk XII and Forcefield Dome Mk XII, fighting high level ground critters on Elite are your best bet to generate these drops. If you are content with Mk XI modules, you can get class-relevant modules from replaying "Assimilation", one of the Borg missions that was overhauled with Season 9.
    I took another look and verified that your observations are correct. I then talked to Borticus and he said that Mk XII Kit Modules are indeed not dropping at this time and that it is by design. So this is not a bug but the result of an intentional design decision.

    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:
    • Holodeck ticket 4,012,165: Turret modules do less damage than turrets from non-modular kits

      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.
      Turrets weren't nerfed intentionally, but were extremely complex to port to modules, so it's possible undetected errors were made with regards to their inheriting of caster's skillpoints or enhancements or something, resulting in lower DPS.
    • Holodeck ticket 2,853,430: Delay of 6.5 seconds not mentioned in descriptions of Chroniton Mine Barrier

      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.
      Mines were intentionally lowered in how they scale up as your power improves, but that does seem to have missed the patch notes. We'll look at how that happened, as I know a patch note was written for the change.

      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.
    • Holodeck ticket 2,638,391: Mines hit twice when triggered at the moment of activation

      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.
    Waiting for a programmer ...
    qVpg1km.png
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    frtoasterfrtoaster Member Posts: 3,352 Arc User
    frtoaster wrote: »
    A few questions and comments:

    1. How will the old non-modular kits work now?

    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.
    Waiting for a programmer ...
    qVpg1km.png
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    where2r1where2r1 Member Posts: 6,054 Arc User
    edited October 2016
    Has the old (non-modular kits) quit working on Tribble?

    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.)
    "Spend your life doing strange things with weird people." -- UNK

    “Tell me and I forget. Teach me and I remember. Involve me and I learn.” -- Benjamin Franklin
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    atlmyklatlmykl Member Posts: 305 Arc User1
    where2r1 wrote: »
    Has the old (non-modular kits) quit working on Tribble?

    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.)

    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.

  • Options
    where2r1where2r1 Member Posts: 6,054 Arc User
    atlmykl wrote: »
    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!

    "Spend your life doing strange things with weird people." -- UNK

    “Tell me and I forget. Teach me and I remember. Involve me and I learn.” -- Benjamin Franklin
  • Options
    dukedom01dukedom01 Member Posts: 462 Arc User
    Maybe the ferengi collector could be coerced to hand out GPL for the non-functional legacy kits?
    Ceterum censeo Otha supplendum in praemiis.
  • Options
    prapiliusprapilius Member Posts: 13 Arc User
    edited October 2016
    1. Old non-kit-module-kits:
      • Include no kit modules
      • Aren't upgradeable
    2. Following kit modules with a aren't upgradeable:
      • [Elachi Kit Module - Subspace Rift]
      • [Universal Kit Module - Crystalline Spike]
      • [Universal Kit Module - Chroniton Jolt Mk XII]
      • [Universal Kit Module - Plasma Feedback Cascade Mk XII]
    Post edited by prapilius on
  • Options
    atlmyklatlmykl Member Posts: 305 Arc User1
    where2r1 wrote: »
    atlmykl wrote: »
    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!
    On about?? Just re read my post and it explains perfectly. The fleet kits from the embassy and spire were not modular, and some of the best in the game at the time and for those using non modular still some of the best which is why the first six words of my original post was "If you are using fleet kits..." Here is where you should have asked yourself "Do I use a fleet non modular kit?", yes or no. If the answer was yes then you would have taken my advice and said thanks, if no then you would have said that you are not using one of the old fleet non modular kits.


  • Options
    frtoasterfrtoaster Member Posts: 3,352 Arc User
    edited October 2016
    atlmykl wrote: »
    where2r1 wrote: »
    atlmykl wrote: »
    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!
    On about?? Just re read my post and it explains perfectly. The fleet kits from the embassy and spire were not modular, and some of the best in the game at the time and for those using non modular still some of the best which is why the first six words of my original post was "If you are using fleet kits..." Here is where you should have asked yourself "Do I use a fleet non modular kit?", yes or no. If the answer was yes then you would have taken my advice and said thanks, if no then you would have said that you are not using one of the old fleet non modular kits.

    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".

    frtoaster wrote: »
    Holodeck ticket 4,012,165: Turret modules do less damage than turrets from non-modular kits

    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.
    Turrets weren't nerfed intentionally, but were extremely complex to port to modules, so it's possible undetected errors were made with regards to their inheriting of caster's skillpoints or enhancements or something, resulting in lower DPS.

    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
    Post edited by frtoaster on
    Waiting for a programmer ...
    qVpg1km.png
  • Options
    ltminnsltminns Member Posts: 12,569 Arc User
    I am afraid with this going live in a few weeks we are scr*wed as far as an alternative to storing Kit Modules that will be dumped out of Kit Frames. One of my Science Characters has seven fully loaded Kit Frames, each having a different focus: Temporal, Command, Intel, Healing, etc. Most of my other Characters have three to five. That is a lot of stuff now taking up Inventory space.

    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.
    'But to be logical is not to be right', and 'nothing' on God's earth could ever 'make it' right!'
    Judge Dan Haywood
    'As l speak now, the words are forming in my head.
    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.'
    Lt. Philip J. Minns
  • Options
    where2r1where2r1 Member Posts: 6,054 Arc User
    OK...so, none of my non-modular, non-fleet kits will work at all any more after October 25th.

    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.
    "Spend your life doing strange things with weird people." -- UNK

    “Tell me and I forget. Teach me and I remember. Involve me and I learn.” -- Benjamin Franklin
  • Options
    frtoasterfrtoaster Member Posts: 3,352 Arc User
    edited October 2016
    I was able to trade in two out of my three fleet kits on Tribble. They did not come with modules.

    (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 to
    • [Spire Experimental Engineering Kit Mk XII]
    Post edited by frtoaster on
    Waiting for a programmer ...
    qVpg1km.png
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    dragonsbrethrendragonsbrethren Member Posts: 1,854 Arc User
    Spire Experimental Science Kit and Spire Prototype Science Kit: Removed on fresh Tribble copies (modules are converted)

    Intelligence 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.
  • Options
    bioixibioixi Member Posts: 764 Arc User
    edited October 2016
    My [Romulan Engineering Kit - Fabrication Specialist Mk XII] did not get copied when I copied my holodeck captain to tribble a few minutes ago. Is this a bug or are those kit frames gonna disappear?

    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.
  • Options
    dragonsbrethrendragonsbrethren Member Posts: 1,854 Arc User
    Try switching regions a couple times. My Romulan Imperial Navy Tactical Kit didn't convert at first and I almost bug reported it, but a few map changes did the trick.
  • Options
    ltminnsltminns Member Posts: 12,569 Arc User
    I put in a bug report in the other Forum. One of the things I noted was that an Embassy and a Spire Kit (ones that can load Modules) are in Inventory as blank spots that you cannot put anything in and show Info but with no Info. I know which they are as those were missing on Conversion and were in the spots that went blank.

    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.
    'But to be logical is not to be right', and 'nothing' on God's earth could ever 'make it' right!'
    Judge Dan Haywood
    'As l speak now, the words are forming in my head.
    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.'
    Lt. Philip J. Minns
  • Options
    frtoasterfrtoaster Member Posts: 3,352 Arc User
    edited October 2016
    Waiting for a programmer ...
    qVpg1km.png
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    ltminnsltminns Member Posts: 12,569 Arc User
    Never a word about potential problems with Storage after this goes live. They really ought to start preparing the 'public' of what one of the effects of this revamp may be to prepare before Inventory gets a number of new additions and Overflow Bag showing up for people.
    'But to be logical is not to be right', and 'nothing' on God's earth could ever 'make it' right!'
    Judge Dan Haywood
    'As l speak now, the words are forming in my head.
    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.'
    Lt. Philip J. Minns
  • Options
    dukedom01dukedom01 Member Posts: 462 Arc User
    On a slightly related note, how about adding standard kit modules to the reward tables of those ground warzones nobody ever goes to.
    Ceterum censeo Otha supplendum in praemiis.
  • Options
    frtoasterfrtoaster Member Posts: 3,352 Arc User
    frtoaster wrote: »
    Holodeck ticket 4,012,165: Turret modules do less damage than turrets from non-modular kits

    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.
    Turrets weren't nerfed intentionally, but were extremely complex to port to modules, so it's possible undetected errors were made with regards to their inheriting of caster's skillpoints or enhancements or something, resulting in lower DPS.
    frtoaster wrote: »
    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

    As of October 20, 2016, I'm still seeing this bug on Tribble.
    Waiting for a programmer ...
    qVpg1km.png
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    dragnridrdragnridr Member Posts: 671 Arc User
    Still after playing around with the "new Kit" idea, I'd rather NOT see this go through to holodeck. It's basically revamping something that didn't need revamping. All the devs had to do was just let us upgrade our kits and kit modules. The system was working just fine.

    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.
  • Options
    storulesstorules Member Posts: 3,253 Arc User
    Summary: THIS IS A MESS

    As always...
    tumblr_ncbngkt24X1ry46hlo1_400.gif
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