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View Full Version : TRIBBLE Maintenance and Release Notes - November 4, 2011


Archived Post
11-04-2011, 11:58 AM
We will be bringing the Tribble server down for maintenance to apply a new update.
ST.16.20111030a.3

EDITED to add a known issue.
EDIT 2: added information about the skill point cap increase. (Thanks for pointing out the omission!)

General:

Each transwarp power now has its own unique icon to let you know which sector block you are warping to.
The bulletins window no longer pops up before the opening cinematic plays.
Dilithium refinement changes for gold players:

When a player logs in for the first time during a dilithium refining day and they have dilithium ore, it will refine all ore up to the maximum possible since the last time they refined ore.

For example, a player logs in on Monday and manually refines 2500 ore. They next log in on Thursday and we automatically refine 21500 ore

5500 for Monday, and 8000 each for Tuesday and Wednesday.

Resolved an issue that allowed fleets to have duplicate names.
Foundry contact "Style" animations now play properly.
Updated Klingon crafting stores to include even-mark items with dilithium costs, and dilithium costs for all Mk IX and XI items.
Resolved an issue on the Bellerophon where any other stanchion would be upside down and wonky.
Players will no longer be able to lay mines or cover shields on Earth Spacedock or in Qo’noS.
The color picker no longer defaults selection to a recent color instead of the color in the main palette.
Re-enabled the ability to right-click equip items when there is already an item in the correct slot.


Powers:

All New Skill System:

The skill point cap has been raised by 50 points.
When you log in after this change:

All of your skill points will be refunded to you and you will have none spent.
When you enter a map you will be prompted to spend your skill points.

If you do not spend your skill points you will be prompted on every single map to do so.

All Space Skills have been changed.

The effects of all space skills are more transparent.

Most simply improve a function type directly.

Such as improving all healing or all control powers.

Alternately, the skill may simply grant a direct bonus.

Training/Command skill branch is gone.

No more ship captain skills.

There are just flat ship bonuses that apply to any ship you fly.
This is designed to let you swap ships painlessly.

The space weapon skill branch no longer has energy/torpedo type skills.

This is designed to let you swap weapons painlessly.

There are a lot fewer skills now. As such, the cost has increased by 50%.
All space powers and abilities have been adjusted to utilize the new skills.
All Items that affected skills have been updated.

This significantly impacted Science Consoles and Defector Dish Items. They have all been adjusted to utilize the new skills.

Ground skills, powers, and items remain unchanged for now, except for having their costs updated.

Changes to the Excelsior have been reverted back to the state that it is on Holodeck.
Due to player feedback, Devidian powers and abilities have been tuned down slightly.
Carrier AI updates to fighters & raiders:

On Attack mode, craft will now follow you if there are no more enemies to fight, until you target a new enemy or are attacked.
On Recall mode, craft will engage full impulse to follow you if they are too far away.
Intercept mode has received overhauls.

Your craft will intercept enemy mines, fighters, or torpedoes within 12 km preferentially, and will still attack enemy ships if no other small targets are available.

Updated all carrier fighter pets so you can equip more than one.
Buffed player carrier pets to compensate for reduction of waves from 3 to 2.
Updated carrier pet store so you can only buy certain pets if you own the correct ship.

Gorn Aceton Assimilators can no longer be deployed while cloaked.
Slightly reduced potential displacement distance for additional Gravity Wells formed by Gravimetric active roster duty officer power.
Targetable torpedoes now have a very high defense value; approximately three shots in four will miss.
Reduced max number of targets Torpedo Spread can hit.

Was incorrectly set at 10. Now it’s 3, 4 and 5 (based on Rank of the spread).

Tricobalts remain at 2,3,4 max number of targets.




Duty Officers:

The Sickbay tab will now display Duty Officers in sickbay, instead of showing Sickbay assignments.

Sickbay assignments will now be displayed on the Assignments tab.

Request Duty Officers will now display the appropriate Duty Officer Packs from the C-Store, as well as the Recruitment Packs.

This tab will also allow you to open the packs, without having to hunt for them in your inventory.

Recommendations should now default to the First Officer if you do not have any bridge officers for the department head.
Duty Officer assignments will now display a pie graph of the various success rates.
Duty Officers on assignment will now display the time remaining on an assignment in their dossier.
Updates to commendation accolades to make them award more smoothly and added correct icons.
Resolve an issue where the specialization icon was not disappearing.
Duty Officer assignments will now always appear in the Completed List before going to the Assignment Log until you read it.
Moved Assignment Log to its own tab.

The Assignment outcome now displays for assignments in the Assignment Log.

The available assignment lists will now display the assignment with an error if you do not have enough duty officers to satisfy all of the slots.
Added failure message when unpacking a cadre duty officer recruitment assignment and your reserve roster is full.
Reduced Military resupply assignment commodity requirements.
Ensure that in the rare event of 20 failures/disasters, assignments will not be lost.
Reduced Reassignment assignment durations, lockouts and Dilithium rewards.

Reassignment assignments now take an hour and have essentially no lockout time.

Added Brig tab that stores up to 20 Prisoners.

Only new Prisoners will be eligible.

Added Passengers tab that stores up to 20 Colonists.

Only new Colonists will be eligible.

Added Cargo Bay tab that shows you all commodities you have in your inventory or your personal bank.
Most Uncommon or rarer assignments will now require at least one slot by specialization rather than department.

The other slots may or may not also require by specialization rather than department.
Not every assignment will follow this model.

Added additional sector block for Federation prisoner exchange assignment.
Sector assignments have been broken up internally into "long" ones that are 20h or longer, and "short" ones.

The sector assignment distribution can have up to three long assignments; the rest will be short assignments.
Long assignments of 20h or more now have vastly improved CXP rewards compared to before.
Many assignments have had their durations changed; some have had their rarity changed.

Reduced the sector assignment refresh rate from four hours to two hours.
Re-named trait "Trader" to "Cunning" and trait "Diplomatic" to "Tactful".
Bridge officers on the ground will now take advantage of your active rostered duty officers.
Added red warning text to descriptions of assignments where you can lose duty officers of green or better quality.
Added death text to "not really dead, but still removed from your roster" assignments such as dropping colonists off or reassignments.
Added long-duration Trade assignments and short-term Medical assignments. More of both still intended.
Reduced Military resupply assignment commodity requirements.
Renamed anomaly assignments to include the basic data sample given.
KDF prisoner exchange no longer gives DXP.
Added civil engineering, routine shipboard medical, shipboard development and many other assignments.
Made Gold Pressed Latinum assignments rarer and mostly in outlying sectors.
Increased max CXP to 150,000.


STFs:

Normal and Elite versions of all STFs are now available from the Queue.
STF trash mobs drop loot slightly more often.
Every Weekend a specific STF is showcased as an event.

Running the specific STF on its weekend will give players more EDC’s (formerly known as Common Salvage) as well as slightly more Dilithium Ore.

The difficulty (Normal or Elite) of the STF will determine the bonus amount you will receive.

This is an ongoing event that will happen every weekend, however the specific STF will change from week to week.

Check the in-game calendar in the Events section of your Journal for more details and for the schedule.


Queue Auto-Teaming may still have some issues, but we think we may have found them all. Let us know if you see auto-teaming issues.


Missions:

Under the Cover of Night: Can now scan Freighters while moving
Night of the Comet: Resolved issue that occasionally allowed bar fighters to become invulnerable.
Night of the Comet: Changed the D7 Cruisers to a weaker version.
Hana System: Destroying the turrets before the rendezvous with the U.S.S. Mirek no longer blocks mission completion.
War is Good Business: Captain Mok is killable once again.


Known Issues:

There is an issue that allows certain ship powers to be used on every ship without having to equip the related console:

Emission Seeking Torpedo
Photonic Shockwave Torpedo – Load

Ki'tang Bird-of-Prey cannot be obtained for free with a Captain ship plaque.
All maps entered via a queue will boot you out 5 seconds after the mission is complete.

This includes STFs, so grab that loot as fast as possible.

Archived Post
11-04-2011, 12:03 PM
Sweet, thanks for the heads up.

Look forward to checking out the changes.

Archived Post
11-04-2011, 12:03 PM
Nice update.

Archived Post
11-04-2011, 12:04 PM
thanks, looking forward to seeing the skill system or at least it seems the space part of it.

great having tabs for commodities. that's really helpful.

Archived Post
11-04-2011, 12:05 PM
looks good. can't wait.

Archived Post
11-04-2011, 12:05 PM
The bug in "Under the Cover of Night" was also present in treasure trading station and a few other places. Has it been fixed for all of them, or just for t e one mission?

Also, new skill system! *squee*

Archived Post
11-04-2011, 12:07 PM
This can silence a lot of critics that say you never listen to what they say...

The fact that you are doing a Dilithium refinement change for Gold Players is big and it's funny because I was just reading about that possible solution a few days ago. Well done.

Also.. The 3/4 misses on the torpedos like Plasmas and Tricobalts now officially makes them fun as can be to use. This coupled with the buffs to torpedos makes plasmas now something to play with.

Nice.

Archived Post
11-04-2011, 12:09 PM
Now, if only I had some C points, with the new skills in I could try out a carrier while I wait for the Ki'Tang fix. :)

Archived Post
11-04-2011, 12:09 PM
can not wait to play with my VA

Archived Post
11-04-2011, 12:18 PM
thx Rex, thou I would have prefeared the energy weapon type to skill into

Archived Post
11-04-2011, 12:18 PM
Dilithium refinement changes for gold players:

When a player logs in for the first time during a dilithium refining day and they have dilithium ore, it will refine all ore up to the maximum possible since the last time they refined ore.

For example, a player logs in on Monday and manually refines 2500 ore. They next log in on Thursday and we automatically refine 21500 ore

5500 for Monday, and 8000 each for Tuesday and Wednesday.



Powers:

All New Skill System:

When you log in after this change:

All of your skill points will be refunded to you and you will have none spent.
When you enter a map you will be prompted to spend your skill points.

If you do not spend your skill points you will be prompted on every single map to do so.

All Space Skills have been changed.

The effects of all space skills are more transparent.

Most simply improve a function type directly.
[LIST]
Such as improving all healing or all control powers.

Alternately, the skill may simply grant a direct bonus.

Training/Command skill branch is gone.

No more ship captain skills.

There are just flat ship bonuses that apply to any ship you fly.
This is designed to let you swap ships painlessly.

The space weapon skill branch no longer has energy/torpedo type skills.

This is designed to let you swap weapons painlessly.

There are a lot fewer skills now. As such, the cost has increased by 50%.
All space powers and abilities have been adjusted to utilize the new skills.
All Items that affected skills have been updated.

This significantly impacted Science Consoles and Defector Dish Items. They have all been adjusted to utilize the new skills.

Ground skills, powers, and items remain unchanged for now, except for having their costs updated.

Changes to the Excelsior have been reverted back to the state that it is on Holodeck.


Excellent! Love the change to dilithium for gold players, NOW it is worth something to subscribe! THANK YOU DEVS FROM THE BOTTOM OF MY HEART! Also, nice on the Excelsior. I don't like things like that being taken away after people spend money on it. The DOff system keeps being refined and is turning into a real jewel.

Looking forward to testing the skill redo. Hopefully we can get some good feedback on it and make this awesome.

Archived Post
11-04-2011, 12:19 PM
Any word on the length of downtime to expect?

Archived Post
11-04-2011, 12:21 PM
I have what may be a stupid question:

With the new cargo bay tab, does that mean i can leave my commodities in my bank and still use them? Or could I always do that?

Archived Post
11-04-2011, 12:22 PM
Bravo. great changes. I noticed several changes which have been a point of controversy, thanks for listening to us Cryptic! Especially love the dilithium refinement change!

Archived Post
11-04-2011, 12:24 PM
And every comment ignored the one part I have seen in numerous threads and post the Excelsior Class reverted to it's Holodeck state.

other then that thanks for the update, woot can't wait to try out the new skills tree

Archived Post
11-04-2011, 12:24 PM
And every comment ignored the one part I have seen in numerous threads and post the Excelsior Class reverted to it's Holodeck state.

other then that thanks for the update, woot can't wait to try out the new skills tree

is that not a good thing?

Archived Post
11-04-2011, 12:24 PM
Estimated Down Time?

peter

Archived Post
11-04-2011, 12:25 PM
Awesome news!!! I shall break many speed limiting laws to make it home to test.:D

Though I must ask? Is the Honorable trait gonna be changed from con to pro for KDF DOff maurauding missions?

Archived Post
11-04-2011, 12:25 PM
Any word on the length of downtime to expect?

Read Stormshade's sig, and roll 1d4 :p


Estimated Down Time?

peter

and another 1d4.

Archived Post
11-04-2011, 12:25 PM
Thanks for getting this out today!!

Will be great to try out the STF fixes and see how the skill points work now.

I look forward to providing feedback

Archived Post
11-04-2011, 12:26 PM
Read Stormshade's sig, and roll 1d4 :p




and another 1d4.

and multiply by the sum of a D8?

Archived Post
11-04-2011, 12:27 PM
I have what may be a stupid question:

With the new cargo bay tab, does that mean i can leave my commodities in my bank and still use them? Or could I always do that?

That was possible all the time. Same with samples and particle traces, can be used directly from the bank

Archived Post
11-04-2011, 12:28 PM
and multiply by the sum of a D8?

Or just flip a coin, since it's now 50% chance of making it take longer. :p :)

Archived Post
11-04-2011, 12:28 PM
is that not a good thing?

Haha I was expecting more posts of "Thank you for changing this back" then their actually are :), I don't own an excelsior personally don't like the ship, but I'm pleased for they've changed it for those who have it.

Archived Post
11-04-2011, 12:30 PM
That was possible all the time. Same with samples and particle traces, can be used directls from the bank

ah ok. i knew about the samples, not the commodities. thanks.

Haha I was expecting more posts of "Thank you for changing this back" then their actually are :), I don't own an excelsior personally don't like the ship, but I'm pleased for they've changed it for those who have it.

ah okay lol

Archived Post
11-04-2011, 12:33 PM
As for changing the D7's to a weaker version. well yay. *squee*

Now change the 23rd century Starfleeters phaser 2's to weaker versions, they act 2-3 levels above the blue Night of the Comet one for the char level. And 23rd century fleeters should not have personal shields. :p

Thanks. ;p

Archived Post
11-04-2011, 12:36 PM
Haha I was expecting more posts of "Thank you for changing this back" then their actually are :), I don't own an excelsior personally don't like the ship, but I'm pleased for they've changed it for those who have it.

I'm glad our input is being heard. Auto refine is nice, I don't really see the big deal over it.

The excelsior power was a bummer so I'm glad to see it back to normal. I'm actually more excited its transwarp is a console that I can use on my other ships. I've never been impressed with her as a ship and only picked her up because of the 50% off sale.

Archived Post
11-04-2011, 12:37 PM
thx Rex, thou I would have prefeared the energy weapon type to skill into

You're welcome, and please, just Zero. Rex sounds so manly. LOL ;)

Archived Post
11-04-2011, 12:38 PM
Aside from some slight disappointment at still not being able to craft items above Mk VII without loads of Dilithium, I approve of the changes in this update.

Archived Post
11-04-2011, 12:39 PM
I'm glad our input is being heard. Auto refine is nice, I don't really see the big deal over it.

The excelsior power was a bummer so I'm glad to see it back to normal. I'm actually more excited its transwarp is a console that I can use on my other ships. I've never been impressed with her as a ship and only picked her up because of the 50% off sale.

does it have any restrictions on what ship it can go in or is it for any ship or just excelsior?

if its any ship that is awesome.

Archived Post
11-04-2011, 12:39 PM
Looks like someone is listening. Many thanks.

As for the DoF's; The one big thing that I believe needs to be done, is some symbol or character on the DoF panel in the exchange indicating if the DoF is usable by the Fed, Klinks or both.

Another refinement would be to allow multiple trait searches in both the DoF screen and in the exchange.
I've tried this many times on my DoF screen and you can only really search on ONE trait. With one hundred DoF's this would make assignment much easier and therefore success easier and DoF loss less often ... I hope!

Thanks Again!!

Archived Post
11-04-2011, 12:39 PM
Excellent! Love the change to dilithium for gold players, NOW it is worth something to subscribe! THANK YOU DEVS FROM THE BOTTOM OF MY HEART! Also, nice on the Excelsior. I don't like things like that being taken away after people spend money on it. The DOff system keeps being refined and is turning into a real jewel.

There needs to be more ways to earn the stuff (and not limited to dailies). I've yet to earn 8k in one day.

Archived Post
11-04-2011, 12:41 PM
If you do all the dailies, you get about 7k a day (at least at VA), so you have to do STFs, events or such to fill the gap.

Archived Post
11-04-2011, 12:43 PM
You're welcome, and please, just Zero. Rex sounds so manly. LOL ;)

i always kind of had a crush on you zero... just needed to get that out, i feel so much better

Archived Post
11-04-2011, 12:43 PM
Overall a most excellent release!

Powers:

Snipped


AMAZING, thank you Cryptic I can't wait to play with this!


Duty Officers:

Duty Officers on assignment will now display the time remaining on an assignment in their dossier.


All fantastic update, but please thank Heretic from me for this one quoted above, I only suggested this 13 days ago here (http://forums.startrekonline.com/showthread.php?t=237874) and now it's patching to Tribble, which is awesome because this will be very useful to me and others (I hope).


Missions:

Hana System: Destroying the turrets before the rendezvous with the U.S.S. Mirek no longer blocks mission completion.


Cool, I remember bug reporting this one a couple of weeks ago, only accidentally noticed I broke this mission after I warped in and didn't bother to wait for the U.S.S. Mirek. I blew up all the turrets and then thought to myself, oops...


Known Issues:

Snipped


No mention of KDF players not being able to purchase the VOR'KANG CLASS via the test C-Store, are you aware of that?

Archived Post
11-04-2011, 12:44 PM
There needs to be more ways to earn the stuff (and not limited to dailies). I've yet to earn 8k in one day.

Between the dailies, STF's and DoF missions, refining 8000 a day is not enough. Would like to see 12k or 14k. If you are not pulling 8k a day in unrefined ore, join a Fleet that does STF's, do your dailies and get cracking on those DoF missions!!

Archived Post
11-04-2011, 12:46 PM
There needs to be more ways to earn the stuff (and not limited to dailies). I've yet to earn 8k in one day.

ive done it, but only barely.

yeah, i'd be very surprised if we didn't get more ways to earn it. i'd rather i had too much ore to refine, as opposed to not enough.

Archived Post
11-04-2011, 12:46 PM
Ground skills, powers, and items remain unchanged for now, except for having their costs updated.


seperate space and ground skills completely. its overdue :rolleyes:

Archived Post
11-04-2011, 12:52 PM
We cant train our BOs any more ?

But how do I get my BO to be able to build a Phaser Turret 3 or so ?

Archived Post
11-04-2011, 12:53 PM
We will be bringing the Tribble server down for maintenance to apply a new update.
ST.16.20111030a.3

Known Issues:

There is an issue that allows certain ship powers to be used on every ship without having to equip the related console:

Emission Seeking Torpedo
Photonic Shockwave Torpedo – Load

Ki'tang Bird-of-Prey cannot be obtained for free with a Captain ship plaque.
All maps entered via a queue will boot you out 5 seconds after the mission is complete.

This includes STFs, so grab that loot as fast as possible.



Bolded for emphasis:

Will these consoles ever get changed to function with more torpedo types? I have no experience with the "Emission" console, but I know the Shockwave torpedo is only usable with Photon torpedoes. Seems wrong to have these "premium" ships that cost real cash (if you don't use dilithium -> c-store conversion), and then make the consoles locked to a single type of weapon.

Archived Post
11-04-2011, 12:54 PM
We will be bringing the Tribble server down for maintenance to apply a new update.
ST.16.20111030a.3




Powers:

All New Skill System:

When you log in after this change:

All of your skill points will be refunded to you and you will have none spent.
When you enter a map you will be prompted to spend your skill points.

If you do not spend your skill points you will be prompted on every single map to do so.

All Space Skills have been changed.

The effects of all space skills are more transparent.

Most simply improve a function type directly.

Such as improving all healing or all control powers.

Alternately, the skill may simply grant a direct bonus.

Training/Command skill branch is gone.

No more ship captain skills.

There are just flat ship bonuses that apply to any ship you fly.
This is designed to let you swap ships painlessly.

The space weapon skill branch no longer has energy/torpedo type skills.

This is designed to let you swap weapons painlessly.

There are a lot fewer skills now. As such, the cost has increased by 50%.
All space powers and abilities have been adjusted to utilize the new skills.
All Items that affected skills have been updated.

This significantly impacted Science Consoles and Defector Dish Items. They have all been adjusted to utilize the new skills.

Ground skills, powers, and items remain unchanged for now, except for having their costs updated.




this, pay attention to this part all the rest , allthough " nice" is irrelivant to THIS PART. it is now friday, the patch just started, unfortunitly , all i can see coming from this , is the need for a steel helmet and a flak jacket.:eek: yea, it's gona be bad.

Archived Post
11-04-2011, 12:57 PM
My initial view of this, and a problem with this is, to free up more points for people to be more balanced you made fewer skills, you then counter acted this, reducing its usefulness to nothing, by increasing skill costs. You can't.do.both.

Archived Post
11-04-2011, 01:00 PM
We cant train our BOs any more ?

But how do I get my BO to be able to build a Phaser Turret 3 or so ?

Perhaps blue/purple quality BOFFs can be tweaked so that they always have a level III skill in their Commander rank slot? That would keep such abilities reasonably available so that you could use them to "train up" your crew.

However, I expect that what we will get is to have the level III BOFF skills available in the BOFF skill store but they will cost dilithium. Hopefully they won't cost an annoyingly large amount of dilithium--preferably not more than 2k each.

Archived Post
11-04-2011, 01:00 PM
this, pay attention to this part all the rest , allthough " nice" is irrelivant to THIS PART. it is now friday, the patch just started, unfortunitly , all i can see coming from this , is the need for a steel helmet and a flak jacket.:eek: yea, it's gona be bad.

What are you talking about? Those changes look pretty nice.

Archived Post
11-04-2011, 01:01 PM
Maybe someone can clarify this for me but if you reduced the number of space skills and increased the cost, but left all the ground skills and increased their cost, doesn't that just mean that we will have significantly fewer powers and abilities until the ground skills are reworked as well?

Archived Post
11-04-2011, 01:02 PM
My initial view of this, and a problem with this is, to free up more points for people to be more balanced you made fewer skills, you then counter acted this, reducing its usefulness to nothing, by increasing skill costs. You can't.do.both.

You haven't understood the point of these changes then.

The changes have been made to both make it easier for people to use more than one energy and torpedo type, and to make it easier to understand the link between skills invested in an abilities improved.

It hasn't been done to allow people to spec up in *more* skills.

Archived Post
11-04-2011, 01:03 PM
Maybe someone can clarify this for me but if you reduced the number of space skills and increased the cost, but left all the ground skills and increased their cost, doesn't that just mean that we will have significantly fewer powers and abilities until the ground skills are reworked as well?

Initially they were talking about increasing skill costs by 100%. In this release the skill costs have increased by 50%, presumably as a stop-gap until ground skills can be similarly streamlined.

Archived Post
11-04-2011, 01:05 PM
It's also virtually impossible to spend all your points, this isn't going to work out, you need to go back to the old 100, 200, 300, 400, 500 costs, not something including 50's and so on.

Archived Post
11-04-2011, 01:06 PM
Initially they were talking about increasing skill costs by 100%. In this release the skill costs have increased by 50%, presumably as a stop-gap until ground skills can be similarly streamlined.

Well I'm not looking to be able to train into more skills, but I guess I feel like I have a pretty good balance now and I didn't want to lose any abilities I have trained at the moment. I kinda wish they would have waited to roll this out when they could do the ground at the same time. But I am totally for streamlining things and making it easier to understand. This should be an interesting update :)

Archived Post
11-04-2011, 01:06 PM
You haven't understood the point of these changes then.

The changes have been made to both make it easier for people to use more than one energy and torpedo type, and to make it easier to understand the link between skills invested in an abilities improved.

It hasn't been done to allow people to spec up in *more* skills.

It's also to make the skill tree more balanced (in space and ground) and easier to use. This doesn't really work, because You can't even use all your points due to the new off setting costs.

It is honestly not possible to speck into things as much as you used to.

Archived Post
11-04-2011, 01:08 PM
Duty officers: Skills/traits that increase decrease chances of succes are not shown at all and the chances stay the same no matter if its gumbo the moron or dr.phd.mvp. august von schlichtenbaum III the greatest scientist on earth that i assign. Ok I made the names up they arent really on my crew.:cool:

Archived Post
11-04-2011, 01:08 PM
Known Issues:

All maps entered via a queue will boot you out 5 seconds after the mission is complete.

This includes STFs, so grab that loot as fast as possible.



LOL, 5 seconds. You do need to be VERY quick :D

Good to see more changes on this patch, any word on expected fixes reference issues leveling up new characters?

Archived Post
11-04-2011, 01:09 PM
I have what may be a stupid question:

With the new cargo bay tab, does that mean i can leave my commodities in my bank and still use them? Or could I always do that?

After season 2 you could do that. (I think it was 2 :confused:)

Archived Post
11-04-2011, 01:10 PM
This is honestly a nice prime example of how this game wasn't meant to have a skill cap in that it either doesn't permit you to have enough points, or gives you too many to use.

which also means you can't level up to vice admiral because you can't spend all your points.

Archived Post
11-04-2011, 01:13 PM
There are just flat ship bonuses that apply to any ship you fly.
This is designed to let you swap ships painlessly.

I stopped reading and wept tears of joy after reading this.

EDIT:
The space weapon skill branch no longer has energy/torpedo type skills.

This is designed to let you swap weapons painlessly.

And did so again when I continued and read this part.

Archived Post
11-04-2011, 01:14 PM
Auto refining Di.. nice that beats logging in every day for a loooooooooooooong time :p

+ Finally more logic & the freedom to fly whatever ship I want whit out losing valuable hull, speed & overall performance.

Of course this gets overshadowd by the fact that the split for ground & space is here :confused: or does this still needs to be implemented,... patch notes are kind of vague on that one.

Archived Post
11-04-2011, 01:15 PM
Initially they were talking about increasing skill costs by 100%. In this release the skill costs have increased by 50%, presumably as a stop-gap until ground skills can be similarly streamlined.

you missed it completly, IT IS A NERF, of the players to make it , so grindy, so not fun ,so soul suckingly WORK like , that it then becomes acceptible to " pay to win "

Archived Post
11-04-2011, 01:18 PM
LOL, 5 seconds. You do need to be VERY quick :D

Good to see more changes on this patch, any word on expected fixes reference issues leveling up new characters?

Ummm not to be a debbie downer but unless your on top of where the loot spawns there is no way you can collect your loot bag in 5 seconds...which means you have wasted your time running the map. I am surprised they would send a build like this to be tested. I mean especially if your running the STFs on elite and you don't get your reward!

Archived Post
11-04-2011, 01:18 PM
Excellent! Love the change to dilithium for gold players, NOW it is worth something to subscribe! THANK YOU DEVS FROM THE BOTTOM OF MY HEART! Also, nice on the Excelsior. I don't like things like that being taken away after people spend money on it. The DOff system keeps being refined and is turning into a real jewel.

Looking forward to testing the skill redo. Hopefully we can get some good feedback on it and make this awesome.

Agreed!! It's VERY nice to see them listen to us and make some good changes to keep Gold status lucrative. :) Xryptic, THANK YOU. I mean it.

I may have to log on tonight! It's been a while. Lol

Archived Post
11-04-2011, 01:25 PM
Amazing patch notes, not least for the new things or UI improvements but the targeted fixes for bugs in years old missions.

Archived Post
11-04-2011, 01:26 PM
ok more issues.

1. You can't spec as well as you used to. This is near a global nerf on players, you can't as effectively fill out your skills meaning you are less effective.

2. The ground tree isn't even updated, so its virtually usless to test this system, because its not even half complete.

Archived Post
11-04-2011, 01:26 PM
Moved Assignment Log to its own tab. Yay :D

Also, colour me intrigued by the new skill system. Is this a twinge of... excitement, that I feel?

Archived Post
11-04-2011, 01:31 PM
All this looks interesting so far...I'll check it out after dinner.
But I see nothing in the notes saying you can finally now buy the Vor'kang from the Cstore...
It's been borked since the relaunch of Tribble, multiple threads about it.
Please...did ya fix that too?

Archived Post
11-04-2011, 01:34 PM
It's also to make the skill tree more balanced (in space and ground) and easier to use. This doesn't really work, because You can't even use all your points due to the new off setting costs.

It is honestly not possible to speck into things as much as you used to.

Wow, kinda disappointing to hear...
I'll put it to the test myself shortly and we'll see how it works out.

Archived Post
11-04-2011, 01:36 PM
All maps entered via a queue will boot you out 5 seconds after the mission is complete.

This includes STFs, so grab that loot as fast as possible.

[/LIST]

Uh,ok. How are we supposed to do that? The only map where I was able to claim the loot instantly was The Cure Space.

Edit: And just in case anybody cares. It takes some time for the Need and Greed in case the team got the optional objective. You need a fricking temporal phenomenon to do this and the normal loot in 5 seconds.

Archived Post
11-04-2011, 01:37 PM
The amount updates you guys are releasing is quite remarkable. Clearly you are all working tremendously hard! Well done.

Thanks for fixing the Excelsior and reverting it back to Holodeck features. Getting unique Transwarp icons is a nice bit of polish. Thanks again!

The new Skill System is on, you say? Just when I had signed-off on additional Tribble Testing, you guys drop this... Well, I guess I'll have to check out this car wreck. :p I'm sure it'll be spectacular! ;) Ok, I jest... Seriously, I'm looking forward to being able to swap ships/weapons without loss of functionality, so I'm really rooting for this!

The DOff System continues to impress. A Brig, Passenger Tab, Cargo Bay... Nice, nice, nice.

STFs? Sorry, but with Mk XI items going for 60 EDCs I might get around to playing them a bit on Holodeck to outfit my main character, but I don't need to add any "testing cycles" to that grindfest. Besides, the uh, "STF Dev System" has their "Pets" and is, in my opinion, too closed-minded to affect change based on feedback I agree with anyway, so why bother? :o

You fixed the Under the Cover of Night freighter scanning? Is that only for this mission, cuz it happened on other missions too...

Is there further word on unlocking mission progression? I know EEPH agrees it's bad (http://forums.startrekonline.com/showthread.php?p=3806497), but I haven't seen any other recent updates.

Archived Post
11-04-2011, 01:40 PM
This is honestly a nice prime example of how this game wasn't meant to have a skill cap in that it either doesn't permit you to have enough points, or gives you too many to use.

which also means you can't level up to vice admiral because you can't spend all your points.

They raised the skill cap by 50 points but didn't bother to put that in the patch notes. Go earn 50 more points somewhere and you can finally use all your points. Way to fail on informing us there Cryptic.

Archived Post
11-04-2011, 01:43 PM
All of it looks great!

If you guys adjusted that much becuase of feedback and all that, I am impressed.

Yes I know the adjustments to the crafting + Dil is not addressed yet, but this newest update is giving me hope that we will be pleased with the outcome.

Great work guys and keep it up!

Archived Post
11-04-2011, 01:44 PM
What happend to Doff traits? Do any of those little symbols do anything now.... no Duty mission seems to require/recommend them.

Archived Post
11-04-2011, 01:44 PM
Dilithium refinement changes for gold players:

When a player logs in for the first time during a dilithium refining day and they have dilithium ore, it will refine all ore up to the maximum possible since the last time they refined ore.

For example, a player logs in on Monday and manually refines 2500 ore. They next log in on Thursday and we automatically refine 21500 ore

5500 for Monday, and 8000 each for Tuesday and Wednesday.


Now that is what I call a good Change

Powers:

All New Skill System:
When you log in after this change:

All of your skill points will be refunded to you and you will have none spent.
When you enter a map you will be prompted to spend your skill points.

If you do not spend your skill points you will be prompted on every single map to do so.

All Space Skills have been changed.

The effects of all space skills are more transparent.

Most simply improve a function type directly.

Such as improving all healing or all control powers.

Alternately, the skill may simply grant a direct bonus.

Training/Command skill branch is gone.

No more ship captain skills.

There are just flat ship bonuses that apply to any ship you fly.
This is designed to let you swap ships painlessly.

The space weapon skill branch no longer has energy/torpedo type skills.

This is designed to let you swap weapons painlessly.

There are a lot fewer skills now. As such, the cost has increased by 50%.
All space powers and abilities have been adjusted to utilize the new skills.
All Items that affected skills have been updated.

This significantly impacted Science Consoles and Defector Dish Items. They have all been adjusted to utilize the new skills.

Ground skills, powers, and items remain unchanged for now, except for having their costs updated.

Am I the only one out there that liked the old System and now is upset because a good System Changed?
If the change is good or bad I will stat in a few days

All maps entered via a queue will boot you out 5 seconds after the mission is complete.

This includes STFs, so grab that loot as fast as possible.


And why the ------ are you pushing this to Tribble if you know about it?

Archived Post
11-04-2011, 01:46 PM
This is great. Not sure I like all of the skill changes. WHen I have more time I'll get into greater detail on that. As for the repaired missions that is really good. Those aren't the only broken ones. Pathing in many of the Cardassian missions is terrible, its not just Cage of Fire. In my run through it was the worst I had seen it. KDF missions also have similar pathing issues. Namely the one involving the mars attack. In the House always wins storyline, there are significant problems with the waves appearing. In the 5th episode of the Romulan Featured Episodes (name eludes me at the moment) there are problems where the Remans don't spawn in, or when they do, they are vastly underlevelled. It essentially means you end up soloing mobs meant for a team... very annoying if you are playing a tactical. Please look into that. Also, while you're at it, something needs to be done to make Tactical more worthwhile in PvE. Fun sure, but frankly I find them inferior to an Engineer or a Scientist any day, since Crossfire.

Archived Post
11-04-2011, 01:47 PM
You accidentally broke the DOff System, time for an emergency patch yes? Please and thank you. :)

/Edit

Assignments no longer refresh chance of success percentages (when doffs are slotted into assignment requirements) and the doff slots no longer show traits that boost or lower the chance of success, failure, etc...

[TicketCreated] Successfully submitted ticket ID #23,206.

Archived Post
11-04-2011, 01:48 PM
Any chance you can give us like a stack of 10 respec tokens per character over the next week or so so that we can properly run numbers tests to fully test and figure out the rebalance for this? I think that would reduce the number of uninformed opinions flying around and would actually allow those of us who know how to test to actually be able to give you informed feedback.

Also someone should start posting on stowiki what abilities are now modded by what skills, etc.

Archived Post
11-04-2011, 01:50 PM
They raised the skill cap by 50 points but didn't bother to put that in the patch notes. Go earn 50 more points somewhere and you can finally use all your points. Way to fail on informing us there Cryptic.They raised the cap 50pts? LOL Now that's funny. You'd think they could have just given them us VAs... Or taken them away from our BO points that we've been double-delivered for eons. Rather, we have to go actually earn 50 points? Oh, the horror! :D

Archived Post
11-04-2011, 01:51 PM
Am I the only one out there that liked the old System and now is upset because a good System Changed?
If the change is good or bad I will stat in a few days


The old system was ok, quite simple compared to what other MMOs offer. Honestly, everytime somebody says STOs skill tree is too complicated I fail to see where this complexity is. Every power tells us on which skills it depends and there are filters to highlight them. People just refuse to use or read the information they can get. Tears usually carry more weight than reason.

Archived Post
11-04-2011, 01:53 PM
You guys just destroyed the DOff system... what about the traits? They were all the fun about Duty Officers! ;) Come on! And as you destroyed some skills too and raised the cost of the rest (which is awefull by the way :mad:) you should make missions reward more skill points!

You shouldn't take some of the skill away, that was what could make a captain a lot different from the other, no one would be the same.... come on guys?!
What happened in this new patch?!
:(


-- EDIT --
One more thing, the % off succes, critical success, failure........... isn't changing when we assign Duty officer to a assignment...

Archived Post
11-04-2011, 01:55 PM
They raised the cap 50pts? LOL Now that's funny. You'd think they could have just given them us VAs... Or taken them away from our BO points that we've been double-delivered for eons. Rather, we have to go actually earn 50 points? Oh, the horror! :D

Yeah, much less time to earn the points than to figure out that there's no way to spend 72700 points in the new system since they didn't mention the raising of skill points on the patch notes OR the dev blog.

Archived Post
11-04-2011, 01:57 PM
They raised the cap 50pts? LOL Now that's funny. You'd think they could have just given them us VAs... Or taken them away from our BO points that we've been double-delivered for eons. Rather, we have to go actually earn 50 points? Oh, the horror! :D

Now I wished I'd of waitied to do the daily Lore quiz, that alone would be enough.

Archived Post
11-04-2011, 01:58 PM
The old system was ok, quite simple compared to what other MMOs offer. Honestly, everytime somebody says STOs skill tree is too complicated I fail to see where this complexity is. Every power tells us on which skills it depends and there are filters to highlight them. People just refuse to use or read the information they can get. Tears usually carry more weight than reason.

not complicated, just plain broken.

Seriously, why would you spend 500 SP per level of tetryons when at the same level it does the same dps and has the same proc % as the same level phaser which cost 200 SP to train... Quantums vs. Photons vs. tricobalt and so on...
Some of us raised this all through beta and launch but nobody listened until 4 years later. Better late than never I guess...

Archived Post
11-04-2011, 02:02 PM
◦Buffed player carrier pets to compensate for reduction of waves from 3 to 2.


wait, you did what? reduced the carrier pets waves from 3 to 2...?
Are you frakking kidding me...?
WTF for?
*shakes head*

Archived Post
11-04-2011, 02:07 PM
doff UI is all sorts of fubar:

* debriefing screen is comingled with the old-style assingment log, showing a screenful of past-completed assignments that then reset when the # of completed assignements have been checked in...
* new assignment log won't log half of succesfully completed doff missions
* doff skill/department/etc. success modifiers do not apply at all

Archived Post
11-04-2011, 02:16 PM
not complicated, just plain broken.

Seriously, why would you spend 500 SP per level of tetryons when at the same level it does the same dps and has the same proc % as the same level phaser which cost 200 SP to train... Quantums vs. Photons vs. tricobalt and so on...
Some of us raised this all through beta and launch but nobody listened until 4 years later. Better late than never I guess...

Yeah!

*looks down*


I may have to actually change my signature... Been there since before Launch I think...

Archived Post
11-04-2011, 02:31 PM
Hmm the Doff system...

- the recommendations are now truely broken, my XO recommends the same 3 guys for everything?
- there do not seem to be any traits required or recommended per an assignement...
- we have a pie chart ... whats it for ?

Archived Post
11-04-2011, 02:32 PM
Don't know if this is just me or if it's broken for everyone but when I was doing my mandatory respec, at the end it told my I had 100 skill points left when tier 1 skills are worth 150 point each. Then after clicking accept it gave me my missing 50 points.

Archived Post
11-04-2011, 02:39 PM
The old system was ok, quite simple compared to what other MMOs offer. Honestly, everytime somebody says STOs skill tree is too complicated I fail to see where this complexity is. Every power tells us on which skills it depends and there are filters to highlight them. People just refuse to use or read the information they can get. Tears usually carry more weight than reason.

Yes exactly, ad the system was changed I guess because of the Folks that are refusing to use the Information they have got.

Archived Post
11-04-2011, 02:40 PM
Read the latest on the issues with the DOff system here: http://forums.startrekonline.com/showthread.php?t=239660

Archived Post
11-04-2011, 02:40 PM
All maps entered via a queue will boot you out 5 seconds after the mission is complete.

This includes STFs, so grab that loot as fast as possible.



Really? 5 Seconds? I'm not even going to try an STF until that part's scrapped. I can understand your desire to be rid of us as quickly as possible and prevent trouble with people warping or beaming into finished instances, but if you make the window that small: Replace reward drops with unpackable canisters being automatically deposited into people's inventory.

Save yourself, and us, a lot of grief.

Archived Post
11-04-2011, 02:46 PM
Really? 5 Seconds? I'm not even going to try an STF until that part's scrapped. I can understand your desire to be rid of us as quickly as possible and prevent trouble with people warping or beaming into finished instances, but if you make the window that small: Replace reward drops with unpackable canisters being automatically deposited into people's inventory.

Save yourself, and us, a lot of grief.

I have to agree with this.

Archived Post
11-04-2011, 02:47 PM
This is honestly a nice prime example of how this game wasn't meant to have a skill cap in that it either doesn't permit you to have enough points, or gives you too many to use.

which also means you can't level up to vice admiral because you can't spend all your points.

Do a DOFF assignment, it will get you the last 50 skill points. It's mentions this in the Blog 18 forum.

EDIT: I hadn't seen the other thread concerning the DOFF changes.

Archived Post
11-04-2011, 02:48 PM
Looks pretty cool, but after all these updates I have yet to see anything about the Fire All Weapons buttons, any ETA?

Archived Post
11-04-2011, 02:58 PM
When you enter a map you will be prompted to spend your skill points.
If you do not spend your skill points you will be prompted on every single map to do so.



Built in nagware? Really? This is supposed to be progress? :eek:

Archived Post
11-04-2011, 02:59 PM
This includes STFs, so grab that loot as fast as possible.


LOL

/10char

Archived Post
11-04-2011, 03:00 PM
Hi,

I like the new skill system. It needs some fine tuning but the general direction is very good imo.
Just two things :
1)with the new skill costs it is easy to end up in a situation where it is impossible to spend all your points.
2) right now there are no separated skill point pools for ground and space skills although I seem to remeber this being one of the changes. Are you going to add this with the new ground skills?

Archived Post
11-04-2011, 03:02 PM
Hmm the Doff system...

- the recommendations are now truely broken, my XO recommends the same 3 guys for everything?
- there do not seem to be any traits required or recommended per an assignement...
- we have a pie chart ... whats it for ?

The XO is suggesting the same guys BECAUSE the traits aren't on the missions any longer. Someone at Cryptic poohed the scrooch again.

The pie chart is a visual representation of your success/failure percentages listed to the left. If the traits actually had any effect on things, you'd see that change when you selected the officers for that assignment.

Archived Post
11-04-2011, 03:36 PM
what happened to crafting Harqh'peng Torpedo's??

Archived Post
11-04-2011, 04:01 PM
Heads up -- I forgot to mention that the skill point cap was increased by 50; sorry about that. I've updated the patch notes with that information. (Thanks for reminding me!)

Also, I've heard grumblings about the duty officer system, and we're already working on some issues that have arisen with that. :)

Archived Post
11-04-2011, 04:05 PM
General:
Gold: When a player logs in for the first time during a dilithium refining day and they have dilithium ore, it will refine all ore up to the maximum possible since the last time they refined ore.

I imagine the limits on earning dilithium are still very much in place? So this change would allow you to skip a day of playing, so long as you had a surplus, and not be punished for it? But if you do not have a surplus or always refine to your maximum each and every day, you receive no additional benefit, correct?

Archived Post
11-04-2011, 04:07 PM
well^^, the new skill system is ok, but now missing rare Mk XI antiproton tactical console, coz the cannon cosole and beam console are the same now and give less damage then before -.- what makes me realy sad :mad:

Archived Post
11-04-2011, 04:10 PM
Reduced the sector assignment refresh rate from four hours to two hours.


This is actually still 4hrs.. which personally I feel is ok. As those with multiple toons will have a lot of difficulty getting around in 2 hrs.

Archived Post
11-04-2011, 04:30 PM
Hi,

I like the new skill system. It needs some fine tuning but the general direction is very good imo...

I agree I think the new system makes a lot more sense - after all you generally train to captain a ship, and a ship is a ship is a ship etc. I'm sure the minor issues with the change over can be fixed in future builds, but overall an excellent start.

Archived Post
11-04-2011, 05:03 PM
Heads up -- I forgot to mention that the skill point cap was increased by 50; sorry about that. I've updated the patch notes with that information. (Thanks for reminding me!)

Also, I've heard grumblings about the duty officer system, and we're already working on some issues that have arisen with that. :)

There are also some issues with carrier fighter commands not working consistently.

Archived Post
11-04-2011, 05:17 PM
Thanks for the update cryptic

Some feedback

Doff system
As others have mentioned the recommandation part is surely broken. Nothing changes no matter what I click on. Always same failure rate and success rate

Skill points
Not sure if anyone else noticed but there is not much room to work with. If you take just the bare minimum points for each tier up till you get to the last one. You only have enough to fill up one item in that last tier. The old way at least you had enough points to fill up 3 or 4. It really limits the amount of robustness you can do with your character.

Otherwise I really like the new setup, yes will need to re-learn it all.

Archived Post
11-04-2011, 05:48 PM
Here's my feedback:

1) For testing this, we need at least ten respecs to play around with the system. If you could do infinite for free on Tribble, that would be even better.
2) Skills are overall too expensive. You need to take the amount down a knotch.
3) The menu needs to be improved in the skills section to identify which skills affect which powers (or put them all in the "popup". (I hate scrolling through the list to find it).
4) Also I didn't see many of my Tac skills (THY, CRF, BO) in the menu. Are they not affected by anything?
5) The nerf for the consoles is just stupid, especially the power ones. My inclination is that nerfing consoles is there to make the +1 ships consoles more attractive to buy.
6) Overall, I like the idea, especially to swap around on different ships with different energy types.
7) Also, you need to update the ground skills at the same time for F2P. It'll be too confusing otherwise. Maybe not do the whole "separate" pool things, but at least have the newer overall design.

Archived Post
11-04-2011, 05:59 PM
Skill descriptions could be better. For example, 'Shield Emitters' does not say it affects Rotate Shield Frequency.

Archived Post
11-04-2011, 06:39 PM
I don't see anything in the patchnotes of a remedy for no longer being able to respec for free since the removal of the Merit/Honor system. :(

Archived Post
11-04-2011, 07:10 PM
DOFF System Update Feedback:
1) Debriefing should only show items you need to turn on. I don't want to see the ones I've already turned in. (If you must have it, please seperate the ones you turn in with the older ones.)
2) When you turn in the rewards, it should auto next, so you can collect your rewards rapidly.

Archived Post
11-04-2011, 07:52 PM
Looks pretty cool, but after all these updates I have yet to see anything about the Fire All Weapons buttons, any ETA?

Over a week now, and still not worthy of an emergency patch? I'm not changing my keybinds. Fix it. I'm not changing the way I play. Fix it. I'm not growing a third arm so that I can pilot my ship, use my Boff powers, and fire my weapons. Fix it. I am not doing anything to work around a bug that I didn't cause. Fix it. My subscription expires on Sunday. I'm not renewing until you fix it. :mad:

Archived Post
11-04-2011, 07:55 PM
First .. New Skills : Did all my skills and had 100 points left over .

Second ... STFs : i know i only drive a little Defiant .. but dang .. even had some bigger ships drop out of the mission cause it was hard.

Archived Post
11-04-2011, 08:19 PM
I like how the idea for the ship and weapon consolidation was attempted to be changed. It was a long time coming to put a basis for ships and weapons. However the "new skills" are 1000 times more confusing then the old system. In the old system we could tell what skill was affecting what power. Photonic as a prime example helped photonic abilities, shockwave, officer, fleet, etc. Now it's confusing, what the heck does a hyperbonic transducer do? (made up skill i know, just couldn't remember some of them at this time heh.) But they are confusing as all heck. Also the fact that skills are costing more, even with less skills it is a serious across the board nerf. The current skills we can not put our ships up to our current par stat/skill wise, and add on top of that "max points in a skill" only gives us 75% of what it does on live currently? Might as well put us all back in our Tier 2 ships. I know this is only the "first" iteration and i sincerely hope this is a rushed alpha of this build. Cause it needs some serious tweeking. I could have been just as easy to just remove all of the extra ship stats (Starcruiser, assault cruiser etc) and made it one, and converted the weapons. But there was no reason to even touch the science, or engineering trees, they worked, we know how they work.

Again good try. But imho, a pretty big failure for the first build.

Archived Post
11-04-2011, 08:49 PM
I love the revamp of the skills, to me it is easier to understand. The Doff system .... well, if it ain't broke don't fix it.... please put it back the way you first had it. My sickbay is full, even though the pie charts dont change when I assign officers, I still remember which traits i used for each type of mission, but omg they fail now. Could be me or maybe my tribbles are eating away at my officer's brains and they cannot remember what to do! Pie charts are good eye candy but please make them update as we assign officers so we can have better success rate.

Side note... Going to check out the new escort I think the speed boost in combat will be awesome!

Archived Post
11-04-2011, 11:51 PM
Over a week now, and still not worthy of an emergency patch? I'm not changing my keybinds. Fix it. I'm not changing the way I play. Fix it. I'm not growing a third arm so that I can pilot my ship, use my Boff powers, and fire my weapons. Fix it. I am not doing anything to work around a bug that I didn't cause. Fix it. My subscription expires on Sunday. I'm not renewing until you fix it. :mad:

+1

It's damn near impossible to effectively steer my ship while hitting CTRL+Shift. I can do it but my hand hurts after awhile >:-[ Not to mention some enemies are OPed as heck which means we need it back more than ever!

Edit* Emergency Patch? Hah, yeah right, We've seen 2 patches since this broke. (Maybe even 3 but don't quote me on that, my memory fails me at the moment lol)

Archived Post
11-04-2011, 11:53 PM
DOFF System Update Feedback:
1) Debriefing should only show items you need to turn on. I don't want to see the ones I've already turned in. (If you must have it, please seperate the ones you turn in with the older ones.)
2) When you turn in the rewards, it should auto next, so you can collect your rewards rapidly.

+1 Yes!

I thought I was the only one that noticed this. It confused the heck out of my the first few times I tried to collect. I thought "Holy crap, I have like 20 completed assignments! Sweet! .....wait a minute...awwww man.."

Archived Post
11-05-2011, 01:52 AM
I don't like the changes at all. First of all it ruined my build. Cannot get same ship stats due to lacking flexibility. Costs increased. Not enough diversity. No finetuning possible. And I cannot experiment because every change cost re-spec token. How on earth should I play test If I don't get unlimited free re-spec tokens?:mad:

And why is my transwarp drive gone?

Archived Post
11-05-2011, 03:13 AM
Really liking the changes, especially the gold dilithium. A really good idea for something to be added that makes buying a subscription on top, more worthwhile.

I thought the freighter bug was as intended and I was doing something wrong. haha :S

Archived Post
11-05-2011, 03:13 AM
I don't see anything in the patchnotes of a remedy for no longer being able to respec for free since the removal of the Merit/Honor system. :(

Beginning to suspect the worst on this issue...:(

Targetable torpedoes now have a very high defense value; approximately three shots in four will miss.

Is that three in every four will miss with standard, common equipment with an unspecced toon? Or three in every four will miss in a more probable situation, which is a toon with the acc trait, fully specced and with [acc] mods on weapons?

Archived Post
11-05-2011, 04:16 AM
Glad I'm not the only one that noticed skill point issue. Just wanted to add that before I had skill points in both space and ground.

Granted they have changed, but I tried to spec my character as before and couldnt do it. It just seams that there are less skills.

Solution
Instead of making skills points 50% more expansive then before across the board - tier them
There are 5 tiers for skills
Tier 1 = 50%
Tier 2 = 40%
Tier 3 = 30%
Tier 4 = 20%
Tier 5 = 10% more cost then before

Archived Post
11-05-2011, 04:44 AM
Glad I'm not the only one that noticed skill point issue. Just wanted to add that before I had skill points in both space and ground.

Granted they have changed, but I tried to spec my character as before and couldnt do it. It just seams that there are less skills.

Solution
Instead of making skills points 50% more expansive then before across the board - tier them
There are 5 tiers for skills
Tier 1 = 50%
Tier 2 = 40%
Tier 3 = 30%
Tier 4 = 20%
Tier 5 = 10% more cost then before

yes i agree it seems almost impossible to get a character into a state where they can train and do things

Archived Post
11-05-2011, 05:35 AM
Is anyone else at the higher levels having trouble applying all of their respec points? I'm no math wiz but I'm always winding up with 50 to 250 points left over at Lieutenant General / Vice Admiral. Since i can't gain anymore levels, leaving those points unspent is wasteful. It might help to have the Tier 1 skills cost only 100 instead of starting at 150. Otherwise, I like the new revamp and descriptions; much more user-friendly.

Edit: I ran into another oddity. When respeccing a Captain 8 character who had about 407 points unused, all except for 107 points were spent. Once the "Accept" button was pressed, a series of messages popped up on the screen denoting the award of a Captain rank accolade as well as Admiral Accolades I, II and III. When checking in the accolades log, sure enough, all were there and checked-marked with Flag Officer unchecked. The abilities associated with those accolades are not in the selectable powers list.

Archived Post
11-05-2011, 05:37 AM
Over a week now, and still not worthy of an emergency patch? I'm not changing my keybinds. Fix it. I'm not changing the way I play. Fix it. I'm not growing a third arm so that I can pilot my ship, use my Boff powers, and fire my weapons. Fix it. I am not doing anything to work around a bug that I didn't cause. Fix it. My subscription expires on Sunday. I'm not renewing until you fix it. :mad:

So let me get this straight....your saying your not going to renew your subscription that expires on Sunday because there is a bug that has not been fixed on a test server? I'm not sure if you have read previous posts but on this test server they do small fixes on Tuesday's usually, and bigger roll outs on Thursday's or Friday's. The only thing that is going to warrant an emergency patch on a test server is something that is soooo game breaking that they can't gather any useful data. Since this is a test server you should just expect to find things that are bugged out. And yes there is a good chance they the might be bugged out for a week or longer.

Archived Post
11-05-2011, 05:44 AM
Over a week now, and still not worthy of an emergency patch? I'm not changing my keybinds. Fix it. I'm not changing the way I play. Fix it. I'm not growing a third arm so that I can pilot my ship, use my Boff powers, and fire my weapons. Fix it. I am not doing anything to work around a bug that I didn't cause. Fix it. My subscription expires on Sunday. I'm not renewing until you fix it. :mad:

beta test ... chill :cool:

Archived Post
11-05-2011, 05:54 AM
yes i agree it seems almost impossible to get a character into a state where they can train and do things

I through all my points into space pretty much until they revamp the ground skills. I did manage to get all of my points spent. I would say that in space i'm a little stronger then I was before.

I think what maybe needs to happen is that space skills and ground skills are totally split up. You earn space skills points in space for those skills, and the ground skill points on away missions.

Archived Post
11-05-2011, 06:21 AM
So let me get this straight....your saying your not going to renew your subscription that expires on Sunday because there is a bug that has not been fixed on a test server? I'm not sure if you have read previous posts but on this test server they do small fixes on Tuesday's usually, and bigger roll outs on Thursday's or Friday's. The only thing that is going to warrant an emergency patch on a test server is something that is soooo game breaking that they can't gather any useful data. Since this is a test server you should just expect to find things that are bugged out. And yes there is a good chance they the might be bugged out for a week or longer.

I wouldn't waste your time with such a logical argument, he sounds a bit infantile, as if anyone would read his post and say "Oh wow x user is upset about a bug on the test server. Oh No! He's throwing a tantrum and is going to cancel his subscription, we better jump on this right away!". It's obvious to rational people like you and I the Dev's have bigger fish to fry, especially things like the DoFF system being busted which would affect the test data they are collecting. Besides, don't try to talk him out of it, let him cancel his subscription, at least that way there would be one less petulant child winge-ing on the forums. :D

Archived Post
11-05-2011, 06:41 AM
Sorry if someone mentioned this before, but i didnt have the time to read all posts.

Zero:

Did you notice that with the new skills set in 150 points steps it is impossible to get a build which uses all 72700 skillpoints? That is because 72700 isn't devideable by 150. I think you should have considered this.

EDIT: Forget that ;) Just saw a post, which states there are 50 more points to get. Sry :)

Archived Post
11-05-2011, 09:04 AM
Well the space skill revamp has hit with what could only be called "mixed" reactions. Will it be any better or worse? It's probably too early to tell as this is only the first attempt and the ground system has yet to be modified.

What would be usefull would be to give us "free respecs" while this is going on so we can really see what setting has the greatest effect on what power. I remember the Klingon side had an infinite re-spec/token system before so why not now.

Love the DOFF system - hope that little "bug" that sneaked in gets fixed soon and a big well done to Heretic and Rehpic for the level of communication with the players.

It was nice to see some of the bug mountain being fixed, I just hope you know how critical it is to fix these long standing bugs, we gripe and whine about bugs but the vast majority of the free to play crowd will just walk.

So can we have some action/info on :-

a) Cloned Bridge Officers (people PAID for these bridges)
b) Sloooow Loading onto ESD why and whats being done to fix it
c) Fire all weapons still greyed out - how does that get past QA
d) Would it kill you to make a few missions - even test ones to try these new ships on
e) Foundry - Desperate for updates
f) Confirmation of what the "new" 500 day rewards will be and when we get them
g) Dilithium/time/money balance to be fair

Sorry if it sounds like I am complaining too much, I just want this transition to be a success and unless we see more stuff and less fluff (c-store jellyfish for goodness sake) then I fear for the future of the game.

Archived Post
11-05-2011, 10:23 AM
Well, I'm here again just to say that everything on this new patch is ok!
You just messed up the DOff system, why?
Well... Let me point everything:

1- Traits of the Duty Officers no longer change anything about the chances of succes and failures.
2- That pie chart you added isn't working > Probably because of item 1.
Resume: With the traits and skills of the DOff not working there's no point having them! Really... It was ALMOST great before you changed it with this new patch.

Please start a emergency patch so we can play with the DOff correctly. I'd love that. Or just restore to default and while it's on default mode (just the DOff system) you develop a new patch more.... pleasent.

Thank you for the attention, I hope you consider this post.
Have a nice day you all!

Archived Post
11-05-2011, 11:50 AM
Well, I'm here again just to say that everything on this new patch is ok!
You just messed up the DOff system, why?

I'm guessing it was all part of their plan to upset their customer base :eek:, or maybe, just maybe it's a beta system and its a "bug" ...

Archived Post
11-05-2011, 11:58 AM
I think that a big part of why it feels like the skill points don't go as far at present is because the ground traits cost 150% as well as the space traits. That means that re-speccing into the exact same ground traits that you had before will leave you with fewer skill points for space traits than you had previously.

Archived Post
11-05-2011, 12:46 PM
The problem i found was that they need to increase the skill points cap so that we can increase all of our space traits to level 9 and not get shorted on those abilities because the way it is now you still have to plan how you want to use your skill points which causes your ship to not be as powerful as you want it. And why increase the points needed to get those skills where if they had left it alone we could have gotten all the space traits with the points we already have and we wouldn't need the increase in the skills cap area.

Archived Post
11-05-2011, 03:52 PM
I think the goal of the skill points is either be very powerful in space or very powerful ground, but not both at the same time. You will need to compromise on what is important to you.

The point I tried to make in my previous post is that the compromise between the two before this update was much less as it is now. That is why I suggested tier method of cost of points.

What would be the point of the game if we all were powerful in space and ground. There would be no variety of players with different powers trying to out do the other guy/gal.

I just hope they give us a bit more wiggle room as we had before.

Archived Post
11-05-2011, 04:22 PM
Well I just noticed the new blog #18

Sounds like its time to take a breath and wait and see what happens. Per the blog they havent even touched the ground skills. So that could explain what we are seeing.

Archived Post
11-05-2011, 04:48 PM
I wouldn't waste your time with such a logical argument, he sounds a bit infantile, as if anyone would read his post and say "Oh wow x user is upset about a bug on the test server. Oh No! He's throwing a tantrum and is going to cancel his subscription, we better jump on this right away!". It's obvious to rational people like you and I the Dev's have bigger fish to fry, especially things like the DoFF system being busted which would affect the test data they are collecting. Besides, don't try to talk him out of it, let him cancel his subscription, at least that way there would be one less petulant child winge-ing on the forums. :D

Posters who take time out of their days to devote entire posts to hurling condescending insults at other posters will, judging by the above quote, continue to be well represented. Maybe that's the "bigger fish" that needs to be fried? Probably.

Archived Post
11-05-2011, 06:03 PM
My question is this . . . are they taking diplomatic missions out of the Doff system completely, as well as recruitment?

I see nothing about this in the patch notes, yet since the patch released, not only have I noticed the issues with the traits disappearing, but have not been able to find a single diplomatic mission until just a while ago. Now an even bigger issue arises. I shall explain:

I FINALLY found a diplomatic DOFF mission in Alpha Trianguli. It called for an Advisor and trader. I had neither, so I went to the exchange and spent a lot of energy credits acquiring an advisor. I returned to Alpha Trianguli and the DOFF I purchased was, though an advisor, still not available for the mission. She is an advisor, she is verified to be in my roster, she is NOT assigned to ground or ship rosters. She is completely available.

Thus the only logical conclusion is that the traits ARE still in effect, and she has been disqualified for one of her traits. Which one? Who knows? One cannot tell because the devs took out the trait icons from the UI.

I also know that the trait system must still be active because after the patch I was forced to assign random officers to the missions without taking traits into account. The result: Multiple failures and 1 disaster. Not good. Before the patch I was able to use command decisions and review the officers and assign accordingly. In a roleplay environment this is how it should be. Leaders in real life also assign staff based on skills and abilities. So why disable those here after they were already existant in the system before the patch? It was a good thing, yet was disabled. before the patch I was able to use such judgement and had no casualties. After the patch my sick bay is filling up - and fast. I had 3 come in just today. Wow.

Now I do not like to make any gripes without giving helpful suggestions, so here are mine:


PLEASE add the traits back into the UI so we can properly assign our officers.
Please go back to the availabilities of DOFF missions as before. No longer having any diplomatic or recruiting missions available (or functional when we DO find one, as I described above) completely defeats the purpose of even having diplomatic or recruitment tier trees available.


Thank you in advance for seeing this, Devs, and thank you again for considering these points if you have not already done so :)

As for everything else resulting from the patch - great job! love the new icons, and LOVE the fact that bridge officer abilities in the UI are now grouped by class. THANK YOU for that!

Take care.

Archived Post
11-05-2011, 07:04 PM
My question is this . . . are they taking diplomatic missions out of the Doff system completely, as well as recruitment?

I see nothing about this in the patch notes, yet since the patch released, not only have I noticed the issues with the traits disappearing, but have not been able to find a single diplomatic mission until just a while ago. Now an even bigger issue arises. I shall explain:

I FINALLY found a diplomatic DOFF mission in Alpha Trianguli. It called for an Advisor and trader. I had neither, so I went to the exchange and spent a lot of energy credits acquiring an advisor. I returned to Alpha Trianguli and the DOFF I purchased was, though an advisor, still not available for the mission. She is an advisor, she is verified to be in my roster, she is NOT assigned to ground or ship rosters. She is completely available.

Thus the only logical conclusion is that the traits ARE still in effect, and she has been disqualified for one of her traits. Which one? Who knows? One cannot tell because the devs took out the trait icons from the UI.

I also know that the trait system must still be active because after the patch I was forced to assign random officers to the missions without taking traits into account. The result: Multiple failures and 1 disaster. Not good. Before the patch I was able to use command decisions and review the officers and assign accordingly. In a roleplay environment this is how it should be. Leaders in real life also assign staff based on skills and abilities. So why disable those here after they were already existant in the system before the patch? It was a good thing, yet was disabled. before the patch I was able to use such judgement and had no casualties. After the patch my sick bay is filling up - and fast. I had 3 come in just today. Wow.

Now I do not like to make any gripes without giving helpful suggestions, so here are mine:


PLEASE add the traits back into the UI so we can properly assign our officers.
Please go back to the availabilities of DOFF missions as before. No longer having any diplomatic or recruiting missions available (or functional when we DO find one, as I described above) completely defeats the purpose of even having diplomatic or recruitment tier trees available.


Thank you in advance for seeing this, Devs, and thank you again for considering these points if you have not already done so :)

As for everything else resulting from the patch - great job! love the new icons, and LOVE the fact that bridge officer abilities in the UI are now grouped by class. THANK YOU for that!

Take care.

Most likely you brought a cross faction DOFF. KDF faction doffs(klingon, orion etc) bought off the exchange or traded for can't be used by fed characters and fed race doffs can't be used by a KDF character. They show in your roster but can't be assigned to missions and this is not a bug it is intended.

Archived Post
11-05-2011, 07:57 PM
The problem i found was that they need to increase the skill points cap so that we can increase all of our space traits to level 9 and not get shorted on those abilities because the way it is now you still have to plan how you want to use your skill points which causes your ship to not be as powerful as you want it. And why increase the points needed to get those skills where if they had left it alone we could have gotten all the space traits with the points we already have and we wouldn't need the increase in the skills cap area.

The number of points is deliberately kept short so that we have to choose which traits we want to invest in. However, the present setup has us a bit short on points because the ground traits, which have not been updated yet, cost 150%, meaning that we have fewer skill points to devote to space traits than we did before the space trait update. Personally I would like for Cryptic to change ground trait costs back to the old cost until the new ground traits become available.

Archived Post
11-05-2011, 08:00 PM
I have been using a Vo'quv with to'duj fighters and orion interceptors. I have noticed an inconsistency in the carrier commands. Not all fighters are following orders. I have not seen a pattern of when commands are given and fighters launched to suggest a sure fire way to reproducing it. However, I have not had a map yet that the commands all worked 100%. I have toggled the attack command to have anywhere from 1 to 5 fighters continue to follow me as if the recall command was still toggled. I have toggled the recall command to have fighters not use full impulse when I do and get left behind. This leaves me with only the few that do use full impulse. To make it even more crazy, I have had a the following scenario.

1. spawn fighters,
2. toggle attack.
3. target destroyed with a few fighters being destoyed.
4. toggle recall
5. go to full impulse of the 8 remaining fighters, three do not use full impulse
6. reach next target and toggle attack.
7. during battle, the left behind fighters catch up.
8. Battle ends with only the three fighters that were left behind and caught up surviving.
9. Isssue the recall order
10. go to full impulse, this time the three fighters that had previously not gone to full impulse, now go to full impulse and follow properly.

As far as full impulse is concerned, it is almost as if, if I have too many fighters out, say more that six, then some of the fighters will not go to full impulse. When I have six or less left, they all seem to go full impulse. Again, this is not every time, but what seem to be happening when this behavior occurs.

As far as fighters remaining on recall and not attacking when attack is toggled, I have not seen any rhyme or reason for it. I will continue to keep my eye on it.

Archived Post
11-05-2011, 08:23 PM
Most likely you brought a cross faction DOFF. KDF faction doffs(klingon, orion etc) bought off the exchange or traded for can't be used by fed characters and fed race doffs can't be used by a KDF character. They show in your roster but can't be assigned to missions and this is not a bug it is intended.

Oh . . . okay. Well the rest of my points stand but I stand corrected on that part. Thank you for the reply.

Just curious then . . . how do we tell if a DOFF is Fed or KDF before we buy it? In the exchange it only appeared as "name", "advisor", "common". That's it. There is no info other than that and one cannot accurately tell by a thumbnail art if a DOFF is Fed or KDF. If this is the case i wish I'd have known before blowing 50,000 energy credits on it.

Not griping here . . . actually hoping there is something i missed that someone can assist me with.

As for the points I made about traits, though . . . I still hope those are brought back into the UI. My sick bay is getting packed . . . . O.o Bringing back diplomacy missions would be awesome also.

"EDIT" . . . She has the federation logo in the background of her picture. She is Klingon, but she is listed as Klingon. Her name is Daran. Anyone able to tell me if this is indeed a bug to be reported. Actually . . . either way it's a bug in my opinion. One or the other needs to be fixed. Either she needs to be able to work my staff, or DOFFs need to be identifiable by faction so that we may know that it is not usable by us. Also, it was pointed out to me that with bridge officers, feds cannot buy them on the exchange. You'll get a dialog blocking you from doing so. Why not do so with DOFFs also? A thought for a future patch, me thinks?

Archived Post
11-05-2011, 08:34 PM
Thanks for the update Zero; glad to see that you are still with us :) Left my feedback tonight for the latest build.

Archived Post
11-05-2011, 08:59 PM
Oh . . . okay. Well the rest of my points stand but I stand corrected on that part. Thank you for the reply.

Just curious then . . . how do we tell if a DOFF is Fed or KDF before we buy it? In the exchange it only appeared as "name", "advisor", "common". That's it. There is no info other than that and one cannot accurately tell by a thumbnail art if a DOFF is Fed or KDF. If this is the case i wish I'd have known before blowing 50,000 energy credits on it.

Not griping here . . . actually hoping there is something i missed that someone can assist me with.

As for the points I made about traits, though . . . I still hope those are brought back into the UI. My sick bay is getting packed . . . . O.o Bringing back diplomacy missions would be awesome also.

"EDIT" . . . She has the federation logo in the background of her picture. She is Klingon, but she is listed as Klingon. Her name is Daran. Anyone able to tell me if this is indeed a bug to be reported. Actually . . . either way it's a bug in my opinion. One or the other needs to be fixed. Either she needs to be able to work my staff, or DOFFs need to be identifiable by faction so that we may know that it is not usable by us. Also, it was pointed out to me that with bridge officers, feds cannot buy them on the exchange. You'll get a dialog blocking you from doing so. Why not do so with DOFFs also? A thought for a future patch, me thinks?

Being able to sort KDF/FED doffs in exchange is one of the things they said they are going to add to avoid this confusion.

If she has a fed logo then I am guessing whoever put her up got her from a instigate defection mission or prisoner exchange mission meaning she really is a fed doff and Hereitic has said that cross faction doffs earned through missions are supposed to be useable and it was an oversight that those were disabled when they disabled the ability to use cross faction doffs. I have 2 Klingon armory officers on my fed that I got from instigate defection missions that I can't use at the moment. No time frame was given when those will be useable again though.

The traits and percentages not changing is a bug and said would be fixed in a patch on Tuesday.

Archived Post
11-05-2011, 10:09 PM
Being able to sort KDF/FED doffs in exchange is one of the things they said they are going to add to avoid this confusion.

If she has a fed logo then I am guessing whoever put her up got her from a instigate defection mission or prisoner exchange mission meaning she really is a fed doff and Hereitic has said that cross faction doffs earned through missions are supposed to be useable and it was an oversight that those were disabled when they disabled the ability to use cross faction doffs. I have 2 Klingon armory officers on my fed that I got from instigate defection missions that I can't use at the moment. No time frame was given when those will be useable again though.

The traits and percentages not changing is a bug and said would be fixed in a patch on Tuesday.

Awesome awesome awesome. That clears up everything for me then :) Something to look forward to this week then :) I apologize for missing those quotes if they were from this thread (reallllly long thread).

Archived Post
11-06-2011, 05:14 AM
Thank You!!!

Archived Post
11-06-2011, 10:14 AM
The ground skills need to be scaled down to the old skill point values until that section is revamped.

Archived Post
11-06-2011, 11:14 AM
Having just done the mission

•Night of the Comet: Resolved issue that occasionally allowed bar fighters to become invulnerable.
•Night of the Comet: Changed the D7 Cruisers to a weaker version.

Are both very welcome, I encountered the invulnerable patrons and thought I was going crazy with superstrong D7's.

Archived Post
11-06-2011, 12:37 PM
All maps entered via a queue will boot you out 5 seconds after the mission is complete.

This includes STFs, so grab that loot as fast as possible.

[/LIST]

What? Fix it.

Archived Post
11-06-2011, 07:39 PM
I have been using a Vo'quv with to'duj fighters and orion interceptors.

Just out of curiosity, is buying an Orion starship the only way to get the Interceptors item, or can they be acquired separately?

Archived Post
11-06-2011, 10:04 PM
I concur. great additions. perhaps one doff mission could be espianage to get enhaced battle cloak???
or able to purchase from Reman friends. their cloak was best. they could fire while cloaked.

thank you.

also, when sao paolo class tactical escort available?? can we purchase/craft quad cannons???

thank you for any answers..

Archived Post
11-06-2011, 10:52 PM
Quad cannons in their current incarnation (available in the C-store Commander-level KDF Bird-of-Prey--I learned all of this information by purchasing one) are a unique weapon item (i.e. only one may be mounted per ship) mountable in any weapons slot that can accept Dual Cannons. They level with the player the same way that the TOS Constitution's Retrofit Phasers do, and are (DmgX3), which makes them 30% more potent than regular Dual Cannons (NOT Dual Heavy Cannons)--15% increase from being purple quantity and 15% increase from having three Dmg enhancements. Also, being quad rather than dual, they fire twice as many bolts per second as normal Dual Cannons, resulting in twice the proc activation rate. The drawback is that simply having them equipped reduces your Engine systems power by 10 (or to 25, if reducing by 10 would make it less than 25).

So in short, in the current version you can mount only a single Quad Cannon. It yields 130% of the DPS of a Dual Cannon, triggers the proc at twice the rate, and penalizes you by 10 engine power.

Personally I feel that this is slightly underwhelming because level-less weapons are always one Mark below the highest that your ship can mount--a Mk XI Dual Cannon with (CritH)(DmgX2) can match it in DPS without the engine power penalty, leaving the Quad Cannon with only the proc rate bonus as an advantage. Given the choice, I would thus enhance the current Quad Cannons by giving them one additional enhancement--(CritD) or (CritH) would be most in keeping with the weapon's theme of "enhanced damage output via drawing on engine power". Lest anyone say that this results in four enhancements and therefore clashes with the game's normal scheme, I would like to point out that the Shard Sword of Kahless already has four enhancements--it is (CritH)(CritD)(DmgX2), therefore there is a precedent for special unique items to have four enhancements.

Archived Post
11-07-2011, 01:53 AM
The Shard Sword of Kahless also has four enhancements, so it would be the second special item with this modification. However, as I suggested elsewhere, why not eventually introduce a new rarity to us, the "legendary" rarity (gold background)?

Archived Post
11-07-2011, 02:28 AM
I've been playing F2Ptribble for quite some time and have seen sllight improvements with each update so far in spite of the occasional broken system (it's a test server, it's to be expected). But this is the first update I've felt is a major step in the wrong direction. The thing I've always felt made STO so fun is the realism of the experience. You ARE the captain and, just like a real person, any character has it's strength and weaknesses. If you are unhappy being a character you make a different one with different strength and weaknesses. So far, the updates proposed by the test server have been baby steps toward enhanceing the realism of the experience. The DOFF system was a great step in that dirrection. In this update the addition of the cargo bay and passenger manifest are small improvements, but it seams like the trend with this system is to make it less cool with each update. Shipboard system diagnostics used to give temporary buffs to those systems( nice realism, a maintained ship runs better than a neglected one) but got bumped in favor of dilithium because they can't get a hold on what they want to do with the game economy. Failed missions used to give a debriefs instead of disappearing instantly to the assignment log with no notice given(other than the mission is complete). Now they've dropped the detailed info on which DOFF to assign to a specific mission and the scaling of risk that came with it to give us a useless pie chart( like we're really dumb enough that we don't understand what these percentages mean). It also seams like they can't get a hold on DOFF mission distribution. With each update, there have been less DOFF missions available to the point that half the time I can't maxamize my duty roster. I also really don't like this new skill tree either. I agree the UI could have used an update to make skill effects a little more clear. But, they butcherd the whole system by dumbing it down and flatteneing out the skills of your character. They say there doing this to make it easier for people to change ships( a great way to encourage people to BUY more ships) but, again this takes away from the realism of the experience. A crew and captain are always going to be more effective in a ship they are familiar with. In another ship they would naturally be less effective until trained up and familiar with that ship. Players can easily be effective in more than one ship by using different characters whom are suited to the ship at hand. A simple solution to making it easier for players to use multiple ships would have been to simply lower the price of retrain tokens and extra character slots. Meanwhile they still ignore major problems like the new mission UI which makes it easier to find missions and events but locks players into a boring drudge of forced progression that nowhere near matches the mission availibilty listed in the character progress chart. I mean, seriously, my primary character has played the heck out of missions and has made it to vice admiral and still hasn't even unlocked the Cardassian front???

I'm really frustrated at the picture this whole F2P path is painting. At the beginning it was all about improving gameplay by expanding the user base and improving the immersive nature of the experience. But, as things are progressing, it seems it's more about addressing the issue of how they are going to maximize profits off silver members(C-store price increases, more and more paid ships, etc.). I recognize that the company has to make money to survive, but I don't think taking away the fun of stepping away from life for a couple hours to BE a starfleet or klingon captain is going to aid in that goal. I think it would be far more in their interest to focus on making the game fun to play by creating new challenges, events, and missions, improving immersion, and finding new ways to encourage players to play together( what I see as the biggest advantage of F2P, getting friends who wouldn't pay for ongoing subcriptions to log in and play alongside/against) rather than flattening the game out into a no-brainer shoot'em up.

Archived Post
11-07-2011, 04:19 AM
Quad cannons in their current incarnation (available in the C-store Commander-level KDF Bird-of-Prey--I learned all of this information by purchasing one) are a unique weapon item (i.e. only one may be mounted per ship) mountable in any weapons slot that can accept Dual Cannons. They level with the player the same way that the TOS Constitution's Retrofit Phasers do, and are (DmgX3), which makes them 30% more potent than regular Dual Cannons (NOT Dual Heavy Cannons)--15% increase from being purple quantity and 15% increase from having three Dmg enhancements. Also, being quad rather than dual, they fire twice as many bolts per second as normal Dual Cannons, resulting in twice the proc activation rate. The drawback is that simply having them equipped reduces your Engine systems power by 10 (or to 25, if reducing by 10 would make it less than 25).

So in short, in the current version you can mount only a single Quad Cannon. It yields 130% of the DPS of a Dual Cannon, triggers the proc at twice the rate, and penalizes you by 10 engine power.

Personally I feel that this is slightly underwhelming because level-less weapons are always one Mark below the highest that your ship can mount--a Mk XI Dual Cannon with (CritH)(DmgX2) can match it in DPS without the engine power penalty, leaving the Quad Cannon with only the proc rate bonus as an advantage. Given the choice, I would thus enhance the current Quad Cannons by giving them one additional enhancement--(CritD) or (CritH) would be most in keeping with the weapon's theme of "enhanced damage output via drawing on engine power". Lest anyone say that this results in four enhancements and therefore clashes with the game's normal scheme, I would like to point out that the Shard Sword of Kahless already has four enhancements--it is (CritH)(CritD)(DmgX2), therefore there is a precedent for special unique items to have four enhancements.

Quads in current form are more "fluff" than substance, id say less valuable than the TOS connies weapons because you can fit t1-t5 with those and fit as many as you like.

Its a few DPS higher than a purple MkXI DHC/ HC, like 2% at best, its far from double (100% increase is double).

The only change id like to see would be dropping the "unique" equip from the quads. Otherwise they are fine as is given they require no effort other than a c-store purchase .

Making them significantly better than any ingame drops would not be a good move.

Archived Post
11-07-2011, 04:34 AM
Making them significantly better than any ingame drops would not be a good move.

I agree but eventually when they have some free time, they should allow us to use the Crafting System or preferably the DOff System to aquire Quad Cannons and Quad Heavy Cannons with various different bonuses attached to the item, such as [CrtH] and [CrtD], etc...

Alternatively these could even be unique mission rewards.

Archived Post
11-07-2011, 08:01 AM
Hi, i just started few days ago to test the f2p stuff, i just want to ask a question ( i dident read all post of each topics) : I send some Officer on mission, when all my mission finished, il "complete" a mission and then, all other finished mission dissapear until i complete an other mission, my question is: is it a bug? or i really can validate one mission a time and not all missions at same time?


i hope it is clear, i am not the best in english ^^

Archived Post
11-07-2011, 08:16 AM
Thank you for restoring the Excellsor back to it original default. The main reason I purchased the ship is for it's transwarp capabilities. This lessons the amount of time moving between sector space. Again thank you.:)

Archived Post
11-07-2011, 08:42 AM
When you enter a map you will be prompted to spend your skill points.

If you do not spend your skill points you will be prompted on every single map to do so.




I have spent my skill points and yet I still get prompted on every. single. map. Other than that I quite like the changes so far, looking forward to what comes next :)

Archived Post
11-07-2011, 08:51 AM
This :

Dilithium refinement changes for gold players:

* When a player logs in for the first time during a dilithium refining day and they have dilithium ore, it will refine all ore up to the maximum possible since the last time they refined ore.
o For example, a player logs in on Monday and manually refines 2500 ore. They next log in on Thursday and we automatically refine 21500 ore
+ 5500 for Monday, and 8000 each for Tuesday and Wednesday.


and restoring the Excelsior back to the way it was is brilliant! This is a prime example of Cryptic listening to our opinions.

Archived Post
11-07-2011, 08:55 AM
I just got promoted to Researcher in the science category and the Caitian officer popped up and said I would be rewarded with a green doff but I wasn't. I checked the logs and they agree. I don't know if this is a bug or if they just haven't gotten that far with the programming and integrating the doff system yet. Just wanted to point that out.

Archived Post
11-07-2011, 09:03 AM
It is now unfortumenately possible to have 100 unuseable pionts remaining with the Skill tree revamp, and thus keep my previously LG character from being an LG again. She is now an MG that can't spend the 100 points left...

Archived Post
11-07-2011, 10:34 AM
It is now unfortumenately possible to have 100 unuseable pionts remaining with the Skill tree revamp, and thus keep my previously LG character from being an LG again. She is now an MG that can't spend the 100 points left...

They raised the skill points by 50. You have to do a mission or DOFF assignment to make up the difference.

I have a feeling that when they add in the ground skill stuff, I might as well play all my missions on hard. Except for the occasional torpedo spread, I'm wiping the floor with everything. I am a RA tactical officer on Tribble, but still....

Archived Post
11-07-2011, 11:02 AM
With each and every patch, this game gets farther and farther from the Star Trek franchise and the STO game itself that I came to love. Don't get me wrong, there have been some baby steps taken in the right direction, but they don't even come close to cancelling out the Olympic Games Record-breaking Long Jumps that have been taken in the wrong direction. I would say that I feel disappointed or underwhelmed but these words so ill-fit my current sentiments that they almost make me feel like I'm giving positive feedback on the changes. I keep looking at the calendar and hoping to see that it is actually April 1st and this has all been a very bad April Fool's joke, but its not.

Archived Post
11-07-2011, 06:36 PM
and restoring the Excelsior back to the way it was is brilliant! This is a prime example of Cryptic listening to our opinions.

wrong, wrong, and more wrong. Apparently they did not listen to us "minority" who wanted the "nerf" to stay.
Since you can no longer buy the Excelsior for "free" (without resorting to the dilithium exchange), the Excelsior has become way overpowered, with its +1 turn rate (with engine power set to 30, I got a 15.1 turn, that's -1 the base turn of an escort!). I seriously have no idea what ya'll were thinking when you thought that only "losing" an eng console slot was unsuitable. Now you can put 4 eng console slots back in there. For all the b***** you people do about F2P you sure love promoting what has obviously become a Pay2Win cruiser...

(I didn't mention btw, that they are going to do something about the Excelsior to rebalance it but they dialed it back to what it was so they could back to the drawing board with it).

Archived Post
11-07-2011, 09:17 PM
. Resolved an issue on the Bellerophon where any other stanchion would be upside down and wonky.

I was very happy to see this fix !

One thing, the windows get screwed up when you mixed parts. Can this be fixed too please?

Any idea when this fix will make it to holodeck ?

Archived Post
11-08-2011, 07:29 AM
wrong, wrong, and more wrong. Apparently they did not listen to us "minority" who wanted the "nerf" to stay.
Since you can no longer buy the Excelsior for "free" (without resorting to the dilithium exchange), the Excelsior has become way overpowered, with its +1 turn rate (with engine power set to 30, I got a 15.1 turn, that's -1 the base turn of an escort!). I seriously have no idea what ya'll were thinking when you thought that only "losing" an eng console slot was unsuitable. Now you can put 4 eng console slots back in there. For all the b***** you people do about F2P you sure love promoting what has obviously become a Pay2Win cruiser...

(I didn't mention btw, that they are going to do something about the Excelsior to rebalance it but they dialed it back to what it was so they could back to the drawing board with it).

So basically you're complaining about nothing. Congrats. I don't PvP, so I don't care about PvP issues. I also don't care that I had to buy the Excelsior. I've owned it since they released it. I'm a ship collector. All I know is that there was a large section of the player base who really hated what they did with the Excelsior, and that there were a lot of people feeling that Cryptic wasn't listening to player feedback about the F2P changes. Hence my response.

Archived Post
11-08-2011, 08:16 AM
Since you can no longer buy the Excelsior for "free" (without resorting to the dilithium exchange), the Excelsior has become way overpowered, with its +1 turn rate (with engine power set to 30, I got a 15.1 turn, that's -1 the base turn of an escort!). I seriously have no idea what ya'll were thinking when you thought that only "losing" an eng console slot was unsuitable. Now you can put 4 eng console slots back in there. For all the b***** you people do about F2P you sure love promoting what has obviously become a Pay2Win cruiser...

(I didn't mention btw, that they are going to do something about the Excelsior to rebalance it but they dialed it back to what it was so they could back to the drawing board with it).

The only Excel that's "free" is the Tier 3 one, which you only use for 10 levels and then becomes meaningless. As a long time user of the Tier 5 Excelsior I can tell you this. It's certainly not a "pay to win" cruiser and the extra degree of turn rate can hardly be noticed. Base 6 for Galaxy classes, 7 for Sovereign and Stars and 8 for the Excel. Even science ships blow this away, let alone escorts. This seems like complaining just for the sake of it to me.

You can't please everyone but a lot more people seem happy with reverting the Excel back to form than hate it. And that's about the best result you can hope for.

Archived Post
11-08-2011, 08:32 AM
The amount updates you guys are releasing is quite remarkable. Clearly you are all working tremendously hard! Well done.

Thanks for fixing the Excelsior and reverting it back to Holodeck features. Getting unique Transwarp icons is a nice bit of polish. Thanks again!

The DOff System continues to impress. A Brig, Passenger Tab, Cargo Bay... Nice, nice, nice.



Wouldn't it be neat if those DOFFs actually appeared in your ship interior in those areas? (For example, you walk into sick bay, and a subset of your DOFFs currently in sick bay would be shown in the beds.) A technological leap would be required, I know - but it sure would be cool.

Archived Post
11-08-2011, 08:41 AM
The only Excel that's "free" is the Tier 3 one, which you only use for 10 levels and then becomes meaningless. As a long time user of the Tier 5 Excelsior I can tell you this. It's certainly not a "pay to win" cruiser and the extra degree of turn rate can hardly be noticed. Base 6 for Galaxy classes, 7 for Sovereign and Stars and 8 for the Excel. Even science ships blow this away, let alone escorts. This seems like complaining just for the sake of it to me.

You can't please everyone but a lot more people seem happy with reverting the Excel back to form than hate it. And that's about the best result you can hope for.

When did Tier 5 Excelsior become unavailable for emblems? AFAIK that's still "free" in the sense that you are not forced to pay C-points to get it. However in F2P, it is only available for C-points (which if you wish I suppose you could wait 4 months to accumulate your stipend points or try to exchange for dilithium, which at current rates will actually take longer than 4 mo to trade dil for 1600CP).

Why do you think people keep trying to petition for +1 turn to Sov? Because they know once T5 Excel can not be gotten by just grinding emblems (especially for people who got the 250 emblem reward before Cryptic yanked that too), it becomes better than Sov - not to mention the more usefulness of the ltcdr tac slot (as opposed to ens+lt). If Cryptic isn't going to grant +1 to Sov then there is no reason to complain when they nerf Excel to bring it inline with other T5 cruisers. What do you think is worth more? +1 turn (bigger advantage) or 1 console slot that you already have 3 of?

Archived Post
11-08-2011, 08:43 AM
So basically you're complaining about nothing. Congrats. I don't PvP, so I don't care about PvP issues. I also don't care that I had to buy the Excelsior. I've owned it since they released it. I'm a ship collector. All I know is that there was a large section of the player base who really hated what they did with the Excelsior, and that there were a lot of people feeling that Cryptic wasn't listening to player feedback about the F2P changes. Hence my response.

Using "I don't PVP so I don't care" as an argument is equivalent to Cryptic not listening to the other half of the playerbase. Same attitude if you ask me. You want to actually try to make the game work? How about leading by example instead of saying "well I don't do [insert activity] in the game so everyone who does doesn't deserve the same attention as me"

Archived Post
11-08-2011, 12:19 PM
All maps entered via a queue will boot you out 5 seconds after the mission is complete.

This includes STFs, so grab that loot as fast as possible.

:confused::confused::confused::confused:

o.o?

wa?

alltho, looks like a really big bug fix overall, u guys should keep up the bug fixing, don't bring new content without improving the game much further :3

Archived Post
11-10-2011, 06:29 AM
yay finaly the new powers system cant wate till servers come back up to give it a whorl have been wating for this for a while now!

Archived Post
11-10-2011, 10:53 AM
I love the changes and I cant't wait to see what else they do.