Memoryholed, as expected. I was told my ticket was listed as "solved" while also being told "they" were continuing to look into it. This is after 2 months. I was also told that I would be updated on the News page. I would like an explanation. Is that a flame?
After two months, here's the official response to my ticket requesting help with this: My ship was somehow turned into a fighter and all it's gear erased. Private Correspondence and flame redacted - rattler
Have run five elite TFOs that should drop advanced material but only received material for batteries. If the drop rate is random for the new material, it's too low to hold my interest.
Similar. T'Ket and assorted Borg on lower level are untargetable making it impossible to advance the mission. Seven and DO also seem to have ended up down there (DO died). Submitted a Bug report but no ticket number so I'm posting instead.
I don't mind that Cryptic prioritizes more critical bug fixes; I'm glad they do. However, the reason this rankles me so is that Cryptic actually spent the time and money to fix the original problem (the crew on the bridge missing their chairs) only to break the crew deck (crewmen sitting on the floor) essentially wasting…
I only care about the AFK issue because someone with their thumb up their butt means it takes longer to complete missions. It would be nice to have a group kick function with the RTFO system prioritizing filling the spot. Gaming the game is fine but do it on your own time.
The automated AFK penalty is so simplistic it is useless. It doesn't stop serial AFKers and only frustrates players trying to use creative tactics. Penalizing players for not shooting everything in sight is one of the reasons STO has become ever more boring. Deincentivizing teamwork also leads to the assumption from many…
Addresses the symptom, not the problem which is an ever increasing amount of EC floating around. Long-term solution would be an EC sink the same way there are dilithium sinks in the game and/or replacing the EC on the Exchange with a currency with real value like dilithium. I'm not hopeful that anything will be done,…
Ever since Delta Rising, STO has felt less and less like Star Trek and more and more like yet another generic MMO in space. Every time I watched a cut scene of me saluting I wanted to punch myself in the face. I will admit that there have been welcome improvements in the game mechanics (counterbalanced by an insidious…
In the same vein, this is an idea I've been kicking around (and may flesh out later): Since battlezones can be soloed, for the most part, turn queues that share marks with a battlezone (Solanae Dyson Sphere, Badlands, Gon'cra) into daily/weekly events instead. Make the battlezones a little more structured and rewarding…
PvE UI: Change the All tab to Joined tab (one that remember the difficulty level of joined queues). Listing all the queues without adequate filters is somewhat pointless and the difficulty level pop-downs still make it a choir to use unless all you do are normal queues. EDIT: Change the All tab to Selected/Joined tab.
PvE UI: Better but still designed for beginning/casual players playing on normal, not the end-game players who use it the most. Lists do not remember selected difficulty level of joined queues after window is closed, for example. Ground/Space filter would be nice. Sort by joined queue would be helpful as well. Still buggy:…
Space is big and history often depends on who is writing it so I'm not adverse to a new series with a slightly different take or look from what we are accustomed to in order to tell a story. On the other hand, a new Star Trek series that lacks continuity with the previous shows and/or ignores established cannon would not…
Yes. Cryptic continues to try to cram all types of play - casual, end-game (farming), PvP - into one content box and pretend they are all the same so content gets dumbed down to avoid scaring away the casual players, gear/skills/traits/abilities keep getting introduced to attract the advanced players leading to power…
Yep. Expecting a good PvP experience from a bunch of random players with widely different skills, builds, and experience is futile. It's a team map with no teams, for the most part. If it were fleet v. fleet or some other pre-built combination, that would be interesting, though. Not sure why Cryptic thought a PvP map would…
Just spitballing: Scale weapon damage on a curve with diminishing returns the same way damage resistance is handled. Scale back energy weapon overcap so that continuous full weapon power is unsustainable. Continuous use of overcap causes ship damage and/or drains shields and/or drains other systems. Raise the energy cost…
Queues for reps that have a battlezone should be turned into weekly/monthly events with increased/special rewards. That reduces the number of queues and populates the battlezones. Most control points in battlezones can be soloed by a moderately advanced player. Dump the rep token rewards in the battlezones and queues -…
I think Cryptic missed a chance to make the game more interesting when they locked in range. Granted they game that out by playing with accuracy and damage stats but forcing everyone into the same engagement window is boring. I've always thought that a ship bias of Tac/damage, Eng/accuracy, Sci/range would have made for…
Speaking as someone who doesn't do a lot of PvP, I find the speed and maneuverability of capital ships disquieting (I'm fine with escorts and BoPs, though); I'm often reminded of the cringe-worthy scene in Star Trek: Insurrection when Riker activates "the manual steering column". I prefer my tall ships in space stately and…
The new PvE UI works fine if you are only queuing for one queue at a time. Where it fails is when you queue for multiple queues across multiple reps/types. The left panel with visible rep/types of queues is welcome but the feedback for selected queues is awful, especially if you select non-normal (default) queues and close…