I have had an ongoing issue with my Voyager bridge. When my captain clicks on the captain's chair he can't sit down. Also my engineer is always sitting halfway through the floor. It's very unsightly and quite annoying. This a bridge that came with a ship combination pack, so it cost a fair amount of money. I have politely informed them of the issue numerous times in the past year. Yes, it's been almost 1 year, and nothing has been done. I have also informed them of several Transwarp destinations that haven't worked in all the years I've played this game and they are still broken. Why would anyone pay good money for things they won't even maintain in working order?
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It depends on the severity of the bug. Unfortunately for something like you described... its rather low on the priority list as it is not game breaking to have some BOffs not sitting in chairs on a bridge, especially since its not a location that is visited often. An annoyance for sure... but not affecting actual gameplay.
The transwarp options... some of them might actually work, but require a consumable Transwarp Coil to use.
https://stowiki.net/wiki/Transwarp_Coil
Even with the Transwarp Coil... there is the possiblity that some of them may have broken after the Sector Block Walls came down years ago. So... could you compile a list of Transwarp Destinations that don't work? I can ask one of the other mods to ask their bug hunter friends to look into it.
As for the bridges, a lot of them do that currently to some degree, hopefully they will get around to fixing them soon (though the devs are of the opinion that no one every goes to their bridge). I was hoping with the two companies working on the game at once during the transition that they could get more of the bugs taken care of that Cryptic was able to do alone with its very small team.
All those NEED a transwarp coil. You can tell because they all have the transwarp coil icon next to them and if you hover your cursor over the icon, the tooltip also tells you you need a coil. When you have coils in your inventory, even more destinations come up.
Defera has a secondary listing that works without a coil.
Just Mempa is bugged.
I had much fewer single player instance map transfer server time outs. Almost every time i went to a fleet holding, a bridge interior, or any single player map i'd get a time out. The percentage of drops waxed and waned over the years but was always a high percentage of time outs. Friday and saturday was maybe 2 out of 10 time outs. The load times were also faster for those maps.
When I was at K-13 fleet holding the npc sitting at the bank/exchange terminal had always been sitting through the chair and legs through the floor, ever since K-13 was introduced. I was amazed that every time I visited there the npc was sitting in the chair! My initial though was omgosh a dev is probably fixing these little things in their spare or down time. I haven't tried out TOS bridge and interior yet, that was always a place that had a defiant crew who refused to sit in chairs, and the shuttle bay has been partially missing and messed up for idk how many years.
So maybe someone is is taking their own initiative to fix these little bugs.
For the Transwarp issues, could you post a thread in the bug section for further updates if you guys find any? This thread is starting to turn into a bug report thread, but would need some editing to zero in on the issues.
I think the Connie Shuttlebay has been fixed. While its been a while I do remember that part missing, and the last time I visited it the doors were back in place.
It can work the other way around. I've trained other developers before and it can be a huge time sink to bring them up to speed on an application -- they aren't productive yet, and helping them cuts into your own time.
It's because it's an abandoned mechanic, there seemed to be an idea that you'd have to use coils to use transwarp, but it was dropped before Delta or Gamma Quadrants opened so they're free.
Also I suspect the biggest time sink with bugs is "knowing what exactly is broken" not helped by people often going out of their way to be as unhelpful as possible, since it's rare that "x is broken and the problem is in x" (unless you're talking about what used to be called Twitter and that's not Cryptic's responsibility) but rather you get this chain of systems that work in isolation but somehow their interactions cause a bug to manifest.
That's is also why there's no exact time to give as how long a bug might take to fix as there's too many variables.
Besides it being an old mechanism, I think those specific ones may have been left there on purpose so people know what Transwarp coils are for outside of actually looking the coils in the Lobi menu. I think the original use of the coils was for places that had no Transwarp gate outside of either faction's occupied space. It makes no sense now to have the coils due to 'Transwarp to starting point' for missions came in because some players couldn't wait the up to 30 seconds transit time to locations and wanted a QoL change for it.
The stuff that bugs me about Transwarps is that there's a Transwarp to Bajor that comes from levelling up your Fleet and there a Transwarp to Bajor that costs 1 transwarp coil. The first is available at any level, provided the Fleet you're in has unlocked it. The second one appears after level 50, I think, and always displays over the Fleet Transwarp to Bajor, meaning you can never get the free version to work once the one that uses a Coil shows up.
Oh Christ! I forgot the in-system Starbase Transwarp gates existed, which is bad considering I own a Lvl 85 fleet!
if its not cash store related, or brutally game breaking, its often entirely ignored.
No. Saying some bugs are being ignored is wrong. Some bugs may involve legacy coding and the dev that created said coding may no longer work on STO so the current devs may have to start from scratch to strip everything right back. No bug goes ignored it is just a case of time and effort. In order to fix a bug the devs first have to recreate said bug to find the initial issue. If they can't recreate the bug then it may be deemed as working as intended. You have also got to take into consideration all our systems and in game settings are different what may be a bug to one player may not to another. But nothing goes ignored. That is why when submitting a bug report here on the forum you are asked to supply as much detail as requested by this thread ... https://account.arcgames.com/en/forums/startrekonline/#/discussion/1266890/issue-reporting-format and to not create multiple threads relating to the same issue as that only slows the process of fixing bugs down. With that said the mods are absolutely fantastic at getting threads merged when that occurs. Their passion for this game is second to none.
People sometimes talk about fixing cash shop bugs first as if there is something wrong with that, but think about it: the cash shop is the only funding source the game has. Without the cash shop, the game shuts down forever. Fixing cash shop bugs ASAP should be the highest priority for all of us even the pure free players.
this. when i worked for a software company we had one client that had an ongoing issue we could not reproduce. turned out it has something to do with a specific AMD processor and graphics card driver. I imagine a game would be worse in such glitches
How the FRAK it shipped in that state... I don't know. I blame Gearbox for bouncing it around so much while they worked on Borderlands 2.
Well the code for the attack was the correct "if object "enemy" gets hit reduce its hit points by 1" (not in those word but in effect) and was correctly spelled. It turns out there was redundant piece of geometry on the enemy object that got hit under specific conditions effectively causing the the enemy to be hit twice instead of just once, now this was much simpler code then what STO has and it still took us (as in the teacher and whole class) quite a while to find the culprit and I think we might found by accident in the end.
My point being that you sometimes can have 2 parts of the game that work as intended in isolation but under specific conditions their interactions produce something you didn't intend or predict.
That was a fun time. Don't remember what they did, but it broke the Borg and gave Spheres the ability to jump to warp by popping EP2E. Had to go chase down Spheres that shot across the map.
I will be interested to see how DECA handles the content vs bugs/maintenance balance as they take over, the fact the next episode has been delayed is promising.
You might be able to find that in the Cryptic YT channel, as they have some 10 forward streams there I can't remember how many though
I don't think I ever had to experience that but I gave my example there so emphasize that the take away from your post isn't that Cryptic can't spell check, but rather that it doesn't take much to break the code and the flaw not always in the most obvious place.
Well here's the thing. Cryptic inherited STO from Perpetual, including the release deadline. The fact STO was released in a playable state at all was a miracle in itself. The code is speggetti, but still going strong after... what? 14 years? And in a game engine that was never designed for the things STO does.
Honestly at this point the little quirks are amusing, and are prime examples of the fact you never know how one bit of code may interact with another bit of code. Sometimes we get funny bugs out of it. Other times we get annoying bugs. BUT that is honestly the nature of ANY long living MMO. It is a constantly evolving creature, and there will always be something that doesn't play well no matter what is done.
I got a sticky I called the STO Video Archive. I might have to see if they got the most recent videos as well since its been a while, but it should provide a direct link to the STO YouTube Channel.