just did event and it was bugged... no timer so it ran on till everyone gave up... 1 of the transport did not evac out... so... constant mobs and no end in sight.
Ran the episode on F2P and LTS accounts yesterday and it bugged for one of them leaving the entire borath section needing to get redone. Seen reports of it breaking if you don't let the cutscenes run so between the two choices it seems like a bit of a coin toss.
Ran the episode on F2P and LTS accounts yesterday and it bugged for one of them leaving the entire borath section needing to get redone. Seen reports of it breaking if you don't let the cutscenes run so between the two choices it seems like a bit of a coin toss.
Did the ep once... was long... very long. to me anyway. also storywise it seems we are missing a huge chuck somewhere in between... they wrapped up what happened and wham it's over... feels like there is no story, all you get is the begining and ending and what's inbetween is chucked into the airlock and spaced.
did the que on other toons... ran better this time, no ships stuck during evac. they really need to put a timer on it or put in a kill count that triggers the end and not let it be dependent on all the transport leaving.
also I saw a NPC ship stuck inside the space station...
rattler2Member, Star Trek Online ModeratorPosts: 58,687Community Moderator
The main issue I think, and this is coming from someone who has yet to try it, is that its a new system, and players have also not figured out the mechanics to come up with an effective strategy, like which to prioritize first.
The TFO seems to draw some inspiration from Battle Royale stuff. One of the Devs was said to have been interested or experimenting with a similar system for STO. Full implimentation is unlikely, but based on this TFO at least some of that has been kept for use.
I have also heard that different size transports take differing amounts of time. So the question really becomes what's the best strategy to speed it up? Go for the smaller ones first or have people focus the bigger ones?
The Devs have said that average time should be around 16 minutes. Maybe with the right tactics that's true. But we've only had one day... and an unfortunately bugged release to judge it ourselves.
Perhaps with feedback once the dang thing's operational... they may tweak it to include phase advancement based on performance of the team.
Again note I haven't actually played the TFO and I'm just drawing on what I read from the dev blog and what I've heard on the forums. So I'm pretty much neutral.
I can't take it anymore! Could everyone just chill out for two seconds before something CRAZY happens again?!
The nut who actually ground out many packs. The resident forum voice of reason (I HAZ FORUM REP! YAY!)
normal text = me speaking as fellow formite colored text = mod mode
It's not really a TFO that requires a strategy other than to alleviate the blandness of slaughtering endless spawns of ships made of tissue paper (even in a t5 ship with mk12 gear they're no threat at all)
The average time of 16minutes is a false claim since everything is timegated in such an obvious way. 5 minutes before the first shrinkage, another 5 for the next and 5 more before the lane based escape mode cloned from starbase one (and every other tfo with lanes) begins. That's 15 minutes plus the 30 secs for the pre-tfo pause, leaving 30 seconds or less for the escape and very loooooooong pause between final transport and completion being awarded in order to get an average close to 16 seconds.
Whoever said 16minutes obvious didn't sit down and play it. IF they want to stand by that time then they need to go ahead and play it on the livestream and also upload the run to their youtube channel.
The only way of speeding up the run really does seem like it's best to sit and do nothing at all but a bit of autofire to keep the afk flag appeased. Nothing the player does will reduce the timer for the shrinky bit and the escape phase is down to the glacial pace of NPC ships moving or not.
It's not really a TFO that requires a strategy other than to alleviate the blandness of slaughtering endless spawns of ships made of tissue paper (even in a t5 ship with mk12 gear they're no threat at all)
The average time of 16minutes is a false claim since everything is timegated in such an obvious way. 5 minutes before the first shrinkage, another 5 for the next and 5 more before the lane based escape mode cloned from starbase one (and every other tfo with lanes) begins. That's 15 minutes plus the 30 secs for the pre-tfo pause, leaving 30 seconds or less for the escape and very loooooooong pause between final transport and completion being awarded in order to get an average close to 16 seconds.
Whoever said 16minutes obvious didn't sit down and play it. IF they want to stand by that time then they need to go ahead and play it on the livestream and also upload the run to their youtube channel.
The only way of speeding up the run really does seem like it's best to sit and do nothing at all but a bit of autofire to keep the afk flag appeased. Nothing the player does will reduce the timer for the shrinky bit and the escape phase is down to the glacial pace of NPC ships moving or not.
It's not 15m or 16m. It's 25. Minimum. 3 phases of 5m each. Then another 5m for the transports and 5m for the defending fleet. The math is pretty straightforward. And that's not taking into account ships bugging out, which can add another 5-10m more.
Yeah, I'm veering towards the episode or basicly giving up on the whole event
You know for a 20 day Event the Equipment should have been UR quality.
'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.'
Just did my other accounts run and had a cruiser just under the top saucer of the starbase, took a good 10 mins or more for that single ship to die even with the all bar one of the group dead.
As of tomorrow I'll be going ahead with my plan to group both my accounts and find 3 others to sit idly autofiring, I'm fairly confident that I'll find willing "participants" and that others will follow suit.
I can't take it anymore! Could everyone just chill out for two seconds before something CRAZY happens again?!
The nut who actually ground out many packs. The resident forum voice of reason (I HAZ FORUM REP! YAY!)
normal text = me speaking as fellow formite colored text = mod mode
Perhaps, but with the mission you can just skip the dialog after the first run to shave off some time.
Someone posted that you cant skip dialogue or you will bug the mission...
just multi box multiple accounts to do the que... have em on auto follow going auto pew pew to everything. (make sure everything is using carriers or ships w/pets)
0
rattler2Member, Star Trek Online ModeratorPosts: 58,687Community Moderator
I was talking the story mission. And when I say skip, I mean just hit the dialog option to advance until you hit the next bit.
I can't take it anymore! Could everyone just chill out for two seconds before something CRAZY happens again?!
The nut who actually ground out many packs. The resident forum voice of reason (I HAZ FORUM REP! YAY!)
normal text = me speaking as fellow formite colored text = mod mode
Perhaps, but with the mission you can just skip the dialog after the first run to shave off some time.
Someone posted that you cant skip dialogue or you will bug the mission...
just multi box multiple accounts to do the que... have em on auto follow going auto pew pew to everything. (make sure everything is using carriers or ships w/pets)
I heard this as well, but I was able to skip all cut scenes and advance through the mission with no problems today.
It's still a long mission, but it's easy and it's quicker then the TFO (barely.) Big thing for me is I don't have to worry about getting a bad team, I can just do it myself and be done with it.
I just tried the TFO. Never again. I had absolutely no idea what I was supposed to do. The briefing was cut off by the timer but it would not have helped I don't think. Aside from the fact that I seem to have the DPS, I was probably going to be flagged AFK because sitting there clueless. I realize that there are all sorts of "nobody knows what their doing" in games, but this was a hundred times worse, with an emphasis on the "dred". What I saw of the map looked good. Sorry to be so negative but I was looking forward to this and I'm a little sad because I feel like the game just reminded me that I'm not smart.
Basically, the TFO now has TWO bugs that will prevent progress
Completed the TFO two times, and even with a stuck transport it took like 7 minutes longer than it should have.
Was also able to complete the episode just fine.
IMO there are worse problems with the latest update than the TFO/EP-related ones, and the "two active ships"-bug isn't even new, it was previously just incredibly rare. Now that all those tickets come in, it may finally be tracked down and eliminated tho.
If it's an AFK tag from not rescuing anything then probably a couple of transports should be enough.
The stuck ships seem to follow that standard cryptic thing of ships being given a tiny zone for things like warping into sol that turns into a game of bumper cars as everyone gets shoved about and hangar bays docking command having to interact with a point inside the model to work.
It appears as though the area given to NPC's is far too small for the possible number of ships so as they go nuzzling away like piglets hunting a teat they end up shoving the runts about and clip them into the starbase model because the designated zone is also too close. If that's the case and I caught it after a few runs while bored out my skull then QA really need to pay more attention.
I just tried the TFO. Never again. I had absolutely no idea what I was supposed to do. The briefing was cut off by the timer but it would not have helped I don't think. Aside from the fact that I seem to have the DPS, I was probably going to be flagged AFK because sitting there clueless. I realize that there are all sorts of "nobody knows what their doing" in games, but this was a hundred times worse, with an emphasis on the "dred". What I saw of the map looked good. Sorry to be so negative but I was looking forward to this and I'm a little sad because I feel like the game just reminded me that I'm not smart.
The first time you do these missions, they are a chaotic mess. It's like that for absolutely everyone.. just some people actually admit it and others don't.
When I did this for the first time, I was also completely lost despite listening to the entire briefing, that's normal. I did what I usually do, I flew into the first group of enemies I saw and unleashed as much damage as I possibly could, this prevents me from getting an AFK and then I started figuring it out. I started just beaming people up, putting them on ships and blowing up bad guys. When the area shrunk the first time, I had no idea.. I missed it and took a nice hit that dropped me to 3% hull.. lesson learned the hard way. Eventually, as it went on, I got my footing and now I know what to do.
Point is, you're not dumb because these queues are tough to figure out on the first go around. No one knows exactly what to do right off the bat, some people say they do but no one ever lies on the internet right?
just rescue 1 ship each phase and you should be good. skip the transports if possible. do a freighter, cruiser or battleship, in that order. they need to get rid of the space station and have all the ships be around it so they cant get stuck. its not just transports they can get stuck... I saw a battleship and cruiser get stuck in the station during 1 run... all fed npc ships need to leave (destroyed) the map for the que to end. really TRIBBLE poor design.
Comments
Did the ep once... was long... very long. to me anyway. also storywise it seems we are missing a huge chuck somewhere in between... they wrapped up what happened and wham it's over... feels like there is no story, all you get is the begining and ending and what's inbetween is chucked into the airlock and spaced.
did the que on other toons... ran better this time, no ships stuck during evac. they really need to put a timer on it or put in a kill count that triggers the end and not let it be dependent on all the transport leaving.
also I saw a NPC ship stuck inside the space station...
If they're already dead then they don't have to escape from anything, problem solved.
The TFO seems to draw some inspiration from Battle Royale stuff. One of the Devs was said to have been interested or experimenting with a similar system for STO. Full implimentation is unlikely, but based on this TFO at least some of that has been kept for use.
I have also heard that different size transports take differing amounts of time. So the question really becomes what's the best strategy to speed it up? Go for the smaller ones first or have people focus the bigger ones?
The Devs have said that average time should be around 16 minutes. Maybe with the right tactics that's true. But we've only had one day... and an unfortunately bugged release to judge it ourselves.
Perhaps with feedback once the dang thing's operational... they may tweak it to include phase advancement based on performance of the team.
Again note I haven't actually played the TFO and I'm just drawing on what I read from the dev blog and what I've heard on the forums. So I'm pretty much neutral.
normal text = me speaking as fellow formite
colored text = mod mode
The average time of 16minutes is a false claim since everything is timegated in such an obvious way. 5 minutes before the first shrinkage, another 5 for the next and 5 more before the lane based escape mode cloned from starbase one (and every other tfo with lanes) begins. That's 15 minutes plus the 30 secs for the pre-tfo pause, leaving 30 seconds or less for the escape and very loooooooong pause between final transport and completion being awarded in order to get an average close to 16 seconds.
Whoever said 16minutes obvious didn't sit down and play it. IF they want to stand by that time then they need to go ahead and play it on the livestream and also upload the run to their youtube channel.
The only way of speeding up the run really does seem like it's best to sit and do nothing at all but a bit of autofire to keep the afk flag appeased. Nothing the player does will reduce the timer for the shrinky bit and the escape phase is down to the glacial pace of NPC ships moving or not.
Yeah, I'm veering towards the episode or basicly giving up on the whole event
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 tomorrow I'll be going ahead with my plan to group both my accounts and find 3 others to sit idly autofiring, I'm fairly confident that I'll find willing "participants" and that others will follow suit.
Perhaps, but with the mission you can just skip the dialog after the first run to shave off some time.
normal text = me speaking as fellow formite
colored text = mod mode
Someone posted that you cant skip dialogue or you will bug the mission...
just multi box multiple accounts to do the que... have em on auto follow going auto pew pew to everything. (make sure everything is using carriers or ships w/pets)
normal text = me speaking as fellow formite
colored text = mod mode
I heard this as well, but I was able to skip all cut scenes and advance through the mission with no problems today.
It's still a long mission, but it's easy and it's quicker then the TFO (barely.) Big thing for me is I don't have to worry about getting a bad team, I can just do it myself and be done with it.
(Of course I mean doing it with a group of fellow afkers)
Completed the TFO two times, and even with a stuck transport it took like 7 minutes longer than it should have.
Was also able to complete the episode just fine.
IMO there are worse problems with the latest update than the TFO/EP-related ones, and the "two active ships"-bug isn't even new, it was previously just incredibly rare. Now that all those tickets come in, it may finally be tracked down and eliminated tho.
Even a disaster has a bright side to it.
The stuck ships seem to follow that standard cryptic thing of ships being given a tiny zone for things like warping into sol that turns into a game of bumper cars as everyone gets shoved about and hangar bays docking command having to interact with a point inside the model to work.
It appears as though the area given to NPC's is far too small for the possible number of ships so as they go nuzzling away like piglets hunting a teat they end up shoving the runts about and clip them into the starbase model because the designated zone is also too close. If that's the case and I caught it after a few runs while bored out my skull then QA really need to pay more attention.
The first time you do these missions, they are a chaotic mess. It's like that for absolutely everyone.. just some people actually admit it and others don't.
When I did this for the first time, I was also completely lost despite listening to the entire briefing, that's normal. I did what I usually do, I flew into the first group of enemies I saw and unleashed as much damage as I possibly could, this prevents me from getting an AFK and then I started figuring it out. I started just beaming people up, putting them on ships and blowing up bad guys. When the area shrunk the first time, I had no idea.. I missed it and took a nice hit that dropped me to 3% hull.. lesson learned the hard way. Eventually, as it went on, I got my footing and now I know what to do.
Point is, you're not dumb because these queues are tough to figure out on the first go around. No one knows exactly what to do right off the bat, some people say they do but no one ever lies on the internet right?
Don't be so hard on yourself.