Hmm, there was a TFO I played not too long ago where you could grab a flashlight out of a crate. I don't recall anything about it being auto, but being the first time I had played it, too, I found myself too busy trying to keep up with everyone else to really take the time to figure it out. lol
Yeah, I just went and replayed the "Defend Rh'Ihho Station" TFO, and the flashlight from that TFO isn't automatic. It's also useless in said TFO due to the lighting changes, the light beam is barely noticeable.
So, I think it would be easier for Cryptic to just remove both physical items from the game, and make them just automatic equips during said missions/TFOs. Makes more sense then making a toolbelt for said items.
Yeah, I think things like that may be best as an auto? Especially if they have limited or no use outside of said scenario. At the least, for someone who's running through it for the first time with a bunch of people who are obviously vets at it, it gives them one less thing to worry about before being able to keep up and contribute.
Another thing, and this is a personal annoyance of mine, but I would like the transwarp list to either be condensed down to
Alpha Quadrant
Beta Quadrant
Delta Quadrant
Gamma Quadrant
With all locations under their respective Quadrant. Or have the list fully expanded out so there is no Alpha/Beta/Delta/Gamma sections, and just have the handful of things under said sections in the list with everything else. As it stands, having some items as an individual listing, and others under the quadrant tabs, is an annoying inconsistency.
Also, since transwarp to mission locations is now free, can we just.... get rid of the transwarp coil item? I am so tired of seeing people claim the transwarps to Defera and Bajor are broken, when they actually aren't, simply because they don't have the transwarp coil item needed to use them, and the free transwarp to mission locations has made the coil item worthless.
+1
+2
Now a LTS and loving it.
Just because you spend money on this game, it does not entitle you to be a jerk if things don't go your way.
I have come to the conclusion that I have a memory like Etch-A-Sketch. I shake my head and forget everything.
Another thing, and this is a personal annoyance of mine, but I would like the transwarp list to either be condensed down to
Alpha Quadrant
Beta Quadrant
Delta Quadrant
Gamma Quadrant
With all locations under their respective Quadrant. Or have the list fully expanded out so there is no Alpha/Beta/Delta/Gamma sections, and just have the handful of things under said sections in the list with everything else. As it stands, having some items as an individual listing, and others under the quadrant tabs, is an annoying inconsistency.
Also, since transwarp to mission locations is now free, can we just.... get rid of the transwarp coil item? I am so tired of seeing people claim the transwarps to Defera and Bajor are broken, when they actually aren't, simply because they don't have the transwarp coil item needed to use them, and the free transwarp to mission locations has made the coil item worthless.
Another thing, and this is a personal annoyance of mine, but I would like the transwarp list to either be condensed down to
Alpha Quadrant
Beta Quadrant
Delta Quadrant
Gamma Quadrant
With all locations under their respective Quadrant. Or have the list fully expanded out so there is no Alpha/Beta/Delta/Gamma sections, and just have the handful of things under said sections in the list with everything else. As it stands, having some items as an individual listing, and others under the quadrant tabs, is an annoying inconsistency.
Also, since transwarp to mission locations is now free, can we just.... get rid of the transwarp coil item? I am so tired of seeing people claim the transwarps to Defera and Bajor are broken, when they actually aren't, simply because they don't have the transwarp coil item needed to use them, and the free transwarp to mission locations has made the coil item worthless.
But yeah, a lot of the oldest TFOs in the game have that problem of being made to wait out a timer, even if all the objectives are completed. Newer TFOs like Mycelial Crisis, Battle at the Binary, and Operation Riposte, don't do this(at the appropriate stages at least). Cryptic has said they plan to revamp all the old TFOs at some point, I suspect this change will be added in once they get to The Vault.
It shows up in random queues every once in a while.
having the specializations separated for both ground and space for sure. ESPECIALLY if you plan on making people do random TFOs. that or add a 90 second timer and a splash screen to change your specs.
an equipment tab for your alternate loadouts, I hate a third of my inventory taken up by the tet/polaron/whatever stuff, and i sure as tribble don't want to schlep back to a bank to swap everything out.
Auto-navigation so you can choose a destination in a different quadrant, and it will just let you past the border without the proceed dialog.
Making the upgrade system a bit less confusing / more consistent.
Example item (stats captured while on ground, so hopefully nothing is affecting them): https://imgur.com/a/Sim8ADf (note that there are 3 images)
So for starters, notice that while the predicted outcome of the upgrade process from MK XII to XIII still has the [Cap]x3 modifier, the one for MK XV instead shows [???]x5. Putting aside the fact that this item (and others like it) has guaranteed modifiers, it should at the least still show the original 3 it had, not make it look like it's going to reroll all of them. (Also notice how in the stats of the MK XV that it does show the effect of the [Ap] mod that it's guaranteed to get....)
But let's go ahead and manually add those [Cap] mods back in. Each [Cap] is supposed to be +10% to capacity. So, 6435 x 1.3 = 8365.5... less than the MK XII's 8431.5 even though it is 3 MK levels higher!
Is there still something in my skills or whatever that's effecting this? Possibly (even though they have that fine print in there that explicitly states "Values do not reflect skills or other modifiers", even though they very obviously do). But this should be fixed. It's very confusing.
I add to the list a add point in fleet (somewhere) to not have to go to fleetbase for just fileing reports - this 2x 45 seconds loading time if u are unlucky is a mess - on 31 chars
nice u wasted so much time in your sig - i do not see it anyway
We can save loadouts for weapons, I wish we could save loadouts for doffs and or traits. This is more of a issue with my older toons with 40+ traits to scroll through, but I’d love to be able to switch these out quickly. Today I may want to fly my ship that has a cannon build but tomorrow I may feel like flying a different ship with beams and pets. Spending 15 mins swapping out doffs and traits because I changed ships is a pain.
Comments
Yeah, I think things like that may be best as an auto? Especially if they have limited or no use outside of said scenario. At the least, for someone who's running through it for the first time with a bunch of people who are obviously vets at it, it gives them one less thing to worry about before being able to keep up and contribute.
+2
+3
A small thing, but it'd be nice.
And the vault TFO should recognize when all ships have been rescued, so you don't have to wait 2 minutes to proceed to the next stage of the mission.
+4
arcgames.com/en/forums/startrekonline/#/discussion/1203368/pve-content-a-list-of-gamewide-polishing-pass-suggestions
It shows up in random queues every once in a while.
an equipment tab for your alternate loadouts, I hate a third of my inventory taken up by the tet/polaron/whatever stuff, and i sure as tribble don't want to schlep back to a bank to swap everything out.
Auto-navigation so you can choose a destination in a different quadrant, and it will just let you past the border without the proceed dialog.
Example item (stats captured while on ground, so hopefully nothing is affecting them):
https://imgur.com/a/Sim8ADf (note that there are 3 images)
So for starters, notice that while the predicted outcome of the upgrade process from MK XII to XIII still has the [Cap]x3 modifier, the one for MK XV instead shows [???]x5. Putting aside the fact that this item (and others like it) has guaranteed modifiers, it should at the least still show the original 3 it had, not make it look like it's going to reroll all of them. (Also notice how in the stats of the MK XV that it does show the effect of the [Ap] mod that it's guaranteed to get....)
But let's go ahead and manually add those [Cap] mods back in. Each [Cap] is supposed to be +10% to capacity. So, 6435 x 1.3 = 8365.5... less than the MK XII's 8431.5 even though it is 3 MK levels higher!
Is there still something in my skills or whatever that's effecting this? Possibly (even though they have that fine print in there that explicitly states "Values do not reflect skills or other modifiers", even though they very obviously do). But this should be fixed. It's very confusing.