View Full Version : TRIBBLE Maintenance and Release Notes - May 1, 2012
Archived Post
05-01-2012, 05:19 PM
We will be bringing the Tribble server down for maintenance to apply a new update.
ST.17.20120423a.12
Updated to add something awesome.
General:
Added more French and German translations.
Updated the Defera Invasion mission to Collect Cortical Arrays from Borg across the map.
It will now correctly remove all 50 of the required arrays from your inventory after turning it in.
Creating a Liberated Borg character will no longer result in character creation failing.
A Ferengi Energy Whip has been added to the Lobi Crystal shop.
The primary attack deals electrical damage.
Its secondary attack deals a smaller amount of damage and stuns the target.
The whip also has a chance to stun or knock back the target with any attack.
Players may no longer queue for STFs if they are in shuttles or other small craft.
Caitian characters can now use all M.A.C.O. Costume pieces.
Yes, even the females. Even the helmets!
Added a few new hairstyles for Caitians.
Duty Officers:
Increased the frequency of Colonial Renown assignments showing up.
Updated several Photonic Duty Officers from the Hamlet production to correct their departments.
Improved numerical rewards for Gorn Separatist assignments.
Ghosts of the Jem'Hadar 9/10 assignment has been made Uncommon rather than Rare, with appropriately adjusted numerical rewards.
Resolved bad critical trait requirement for KDF Prisoner Exchange assignment.
Renamed an unfortunately-named Vulcan Astrometrics officer.
Systems:
All instances of the phrase "Inertial Dampeners" have been changed to "Inertial Dampers" in order to more closely reflect canon sources.
We're certain that some were missed, feel free to point them out so they can be corrected.
Control resistances gained from "Power Insulators," "Sensors" and "Inertial Dampers" have been reduced from 75% back to 50%.
"Subsystem Repair" no longer offers additional resistance to subsystem power drains.
This is what the "Power Insulators" skill is for.
Resistance to subsystem offline scales as a percentage of your remaining Crew, based on your Subsystem Repair skill.
You must keep your current Ready Crew % high in order to gain full benefit from your "Subsystem Repair" skill.
Reduced the Disable duration on all ranks of Photonic Shockwave.
Max skill in Subspace Decompiler would previously grant 3, 4, and 5 second disables.
This was reduced to 2, 3, and 4 seconds.
1, 1.5 and 2 seconds with full resists via Inertial Dampeners.
Reduced Disable duration on all Tricobalt detonations. New values are approximately 75% of previous.
Note: Periodic Disable caused by Tricobalt Rifts are not affected by this change.
This Disable effect cannot be resisted, and will take effect as long as you remain within the rifts' radius.
Increased the pull on all ranks of Gravity Well.
Rank 3 was increased by 7.1%
Rank 2 was increased by 7.4%
Rank 1 was increased by 7.6%
Since this pull effect is applied periodically while within the radius of the Well's effects, this small change can have a profound effect.
The strength of Gravity Well's pull is greater the further you are from the epicenter.
This makes it relatively easy to escape the center, but almost impossible to completely escape without firing a skill to increase your speed, or your resistance to Repel.
The radius of this drop-off range was pulled slightly closer to the epicenter for all ranks, making the full force of the pull activate slightly closer than before.
The previous max was around .8km and it is now closer to .65km.
Resistance is now a little less futile versus Borg Tractor Beams.
Their speed dampening effect was previously unresistable by skill in Inertial Dampers; this has been resolved.
Hazard Emitters now properly cleanse Hazard debuffs from the target of the power, instead of the person using the ability.
Unless they use it on themself, obviously...
Reduced the duration of the Confuse Immunity granted on expiration of Scramble Sensors and Antimatter Spread from 30 seconds to 20seconds.
Jam Sensors updated:
The "Countermeasure" skill increases the amount of damage a target can take before the effect is removed.
The amount of benefit you can receive from this skill has been increased from 25% to 50%.
The "Sensors" skill grants resistance to this effect, and reduces the amount of damage you can take before the effect is removed from you.
The power drain ability of Siphon Drones, Jem'Hadar Dreadnoughts and Breen Fighters can now be resisted, but only half as effectively as typical energy drains.
The power drain ability of the Plasmonic Leech Console can now be resisted, but only half as effectively as typical energy drains.
Tricobalt Mines can no longer be used in social zones.
All Carrier pets are now considered Green Quality.
This does not affect their performance in any way.
Any Carrier Pet Purchased in the Store can now be traded, unless that pet required ownership of a specific carrier.
Fighters no longer turn friendly to enemy players if their carrier gets more than 30km away.
New Blue/Rare Quality carrier pets are now available for Dilithium.
You must own a C-store Carrier in order to buy the pets that are associated with that Carrier.
For instance, you must own Orion Marauder to buy any quality Orion Marauding Force hangar pet.
Binding rules have changed for store carrier pets.
If it is a carrier pet associated with a C-Store carrier, it is always Bind on Pickup.
Only Green/Uncommon quality carrier pets that are not associated with a C-Sore carrier is Bind on Equip and Tradable.
All Rare carrier pets are Bind on Pickup.
Green/Uncommon quality carrier pets that are associated with C-Store carriers can always be bought/reclaimed for free from the carrier store
Blue/Rare quality still costs Dilithium.
All existing carrier pets are now considered Green/Uncommon, including those that come on C-store ships.
This did not affect their stats in any way.
Slaver carrier pets can now earn you EC and Commodities when they raid a ship.
They do not steal from a player in PvP.
Rare Slavers steal more.
Tuned Tachyon and Siphon Drones.
All Orion Carrier Pets no longer have a Max Equip limit, so you can now put two on a carrier with two hangar bays.
Siphon drones launched from Klingon carriers will now respond to Attack, Recall, and Escort orders.
Resolved some issues that could impact consistency of Escort commands.
Removed the shared cooldowns from the Ferengi D'Kora's Swarm Missile special ability.
This power should be able to be fired regardless of the cooldowns of other active projectile weapons, and will respect only its own internal cooldown timer.
The Ferengi Marauder Cadre and Ferengi Privateer Cadre can no longer be opened by players that are too low of level to have access to the Duty Officer System.
Increased the turn rate of the Fer'Jai Frigate carrier pet.
Its turn rate was very low and it was unable to bring its cannons and torpedoes to bear.
UI:
Fire All Torpedoes will now only fire torpedoes and will not fire mines.
Added bindable commands to fire both torpedoes and mines, fire torpedoes and phasers, and fire just mines.
The Standard Away Team selectors will now better reflect the behavior of the options.
Tray modes 1 and 2 in space are now 10 slots instead of 8 slots.
This makes Zero extremely happy. No, really.
There is support for adding a second tray to the UI in space.
To enable the new tray, press escape and click "Rearrange", then click the "New" button on the Big Tray.
This new tray will be placed in the lower right corner of the screen, but may be moved by rearrange mode.
Icons for space pet items have been updated.
New icon styles have been added that distinguish between non-combat pets, consumable combat pets and carrier hangar pet items.
Carrier hangar pets use the preexisting style, but non-combat pets use a new background and angle that matches the style used for ground pet icons.
Archived Post
05-01-2012, 05:33 PM
A Ferengi Energy Whip has been added to the Lobi Crystal shop.
My Ferengi loves you :D
If only we could buy Lobi Crystals with GPL :(
Archived Post
05-01-2012, 05:45 PM
The carrier pets don't seem to be showing up on the federation side.
Archived Post
05-01-2012, 05:48 PM
Tray modes 1 and 2 in space are now 10 slots instead of 8 slots.
This makes Zero extremely happy. No, really.
Well, yay for more buttons in tray modes 1 & 2
BUT...
Can someone responsible for UI please tell us why we don't have 12 action bar buttons per row?
Since launch we've had the option to set keybinds for action bar slots #11 and #12 (defaulted to the "-" and "+" keys, respectively) for every action bar possible... slots that DON'T EXIST IN ANY UI CONFIGURATION STO HAS EVER HAD!!!
Give us the full bar already!
Archived Post
05-01-2012, 05:57 PM
"•Tray modes 1 and 2 in space are now 10 slots instead of 8 slots."
Oh my . . . oh my . . . THANK YOU!!!!!!!!!! I run the 2-slot mode and have always been annoyed that 3 or 4 slots were too much for the skills I used, yet 2 seemed always 1 or 2 skills short. This is absolutely PERFECT!!! THANK you.
Also, each and every update in this patch is outstanding. Awesome. Thank you, guys.
Archived Post
05-01-2012, 05:57 PM
Well, yay for more buttons in tray modes 1 & 2
BUT...
Can someone responsible for UI please tell us why we don't have 12 action bar buttons per row?
Since launch we've had the option to set keybinds for action bar slots #11 and #12 (defaulted to the "-" and "+" keys, respectively) for every action bar possible... slots that DON'T EXIST IN ANY UI CONFIGURATION STO HAS EVER HAD!!!
Give us the full bar already!
Agreed can you please do this, Thomas?
Archived Post
05-01-2012, 05:59 PM
The carrier pets don't seem to be showing up on the federation side.
has not yet patched
Archived Post
05-01-2012, 06:02 PM
Control resistances gained from "Power Insulators," "Sensors" and "Inertial Dampers" have been reduced from 75% back to 50%.THANK YOU! Between that and the gravwell fix, Science vessel captains will be allowed to fly their ships again in real pvp! The stun reduction on shockwave doesn't excite me per se, but it's a reasonable fix that is probably appropriate.
Tray modes 1 and 2 in space are now 10 slots instead of 8 slots.
This makes Zero extremely happy. No, really.Me too! :D
I can't wait to test out my CPB on tribble and see if it is worth using again. :)
Archived Post
05-01-2012, 06:03 PM
I can have 2 bars in space?!?!
I think I love you... really, will you marry me?
Archived Post
05-01-2012, 06:08 PM
out of curiosity, why was it determined that photonic shockwave needed a nerf?
Archived Post
05-01-2012, 06:09 PM
Renamed an unfortunately-named Vulcan Astrometrics officer.
Well there goes Pe...
So no Caitian Carrier for testing?
Archived Post
05-01-2012, 06:10 PM
A Ferengi Energy Whip has been added to the Lobi Crystal shop.
[LIST]
The primary attack deals electrical damage.
Its secondary attack deals a smaller amount of damage and stuns the target.
The whip also has a chance to stun or knock back the target with any attack.
Kinky! No Orion dungeon should be without one! :p
Renamed an unfortunately-named Vulcan Astrometrics officer.
You took my ***** away! :( Give me back my *****! :p
Archived Post
05-01-2012, 06:15 PM
There is support for adding a second tray to the UI in space.
To enable the new tray, press escape and click "Rearrange", then click the "New" button on the Big Tray.
This new tray will be placed in the lower right corner of the screen, but may be moved by rearrange mode.
Woah what?! Cool.
Now all we need are slots 11 and 12 for each row. And it would be nice if we could get a section in the Keybinds menu for binding rows 4+ so I wouldn't have to do it with commands.
Does any of this fix the issue with slotting boff powers in space causing powers to disappear (http://forums.startrekonline.com/showthread.php?t=267175)?
Archived Post
05-01-2012, 07:14 PM
The only thing that makes me sad is the shuttle thing... my guild used to make events out of seeing how far we could get in Infected Space using only shuttles.
Archived Post
05-01-2012, 07:31 PM
it would be kinda nice to play with the new carrier for a day... just a thought... :p
Archived Post
05-01-2012, 07:40 PM
Feds get no BOP etc equal for the carrier it seems.
Archived Post
05-01-2012, 07:49 PM
The carrier is in the ship store but it can't be bought so this begs the question.
Can we buy the carrier yet or is only to look at?
Archived Post
05-01-2012, 08:02 PM
I would love it if you guys could add the 11th and 12th slots on all rows and tray settings as atm I have enough abilities to fill up 4 rows (5 and 6 if you include the pets and such) and my only solution for now was to use the 3 row tray and manualy bind shift as the modifier for the 4th row + two binds to cycle through the rows on the 3rd row (i.e. q = will cycle to the 4th row when pressed and shown on the 3rd row) have done that on both space and ground.
If anyone wants a copy of those binds let me know as i have bound every command and window minus the injury window till I know the name for it in the commands.
Archived Post
05-01-2012, 08:05 PM
out of curiosity, why was it determined that photonic shockwave needed a nerf?
And why does resistance only effect siphon drones (!) and other abilities by half the amount of other skills?
Also, while 50 is better, you're still going to find it generally too high. At least for shield resistance. Too easy to spec into. All other resistance skills are tier 4 or higher. That 50 also needs to be a hard cap, which I doubt is the case. Hard cap wouldn't be necessary if science resists used the same diminishing return formulas as the weapon resistance powers, which they should.
AMS/SS immunity down to 20 is better. But let's be reasonable. 30 was an obviously stupid value. 15 seconds should be the absolute highest value allowed.
Archived Post
05-01-2012, 08:06 PM
Siphon Drones are launching 4 Per hanger
Advanced Siphon Drones are Launching 6 per Hanger :confused:
Archived Post
05-01-2012, 08:08 PM
Siphon Drones are launching 4 Per hanger
Advanced Siphon Drones are Launching 6 per Hanger :confused:
And they can only be resisted by half the amount of other skills. What the heck is going through your heads, Cryptic? :mad:
Archived Post
05-01-2012, 08:28 PM
"When raiding an enemy ship, they [(Advanced Orion Slavers)] also have a chance to steal energy credits, Commodities, or uncomon Contraband Commodities. The loot will automatically appear in your inventory. (You cannot steal loot from other players.)"
Okay. So to clarify, the slavers can "steal" stuff, but they don't actually take anything away from a player target, correct?
Archived Post
05-01-2012, 08:40 PM
...
Creating a Liberated Borg character will no longer result in character creation failing.
...
Players may no longer queue for STFs if they are in shuttles or other small craft.
Yay... thank you (especially for the SFT thing!!)
Archived Post
05-01-2012, 08:55 PM
typo on the discription for the advanced runabouts
Archived Post
05-01-2012, 09:02 PM
Theres a potentially big problem with the carrier pets on tribble, while all the green quality pets fed side are bound when bought the same isnt true of the KDF pets, this has the potential of letting KDF pets being used on the Cat Carrier, peopel are already commenting on this on Holodeck and buying the KDF pets on KDF alts and mailing them to their Fed characters with the hope that they will be able to use them once the carrier launches.
As the Fed carrier isnt available yet we cant be sure if the KDF pets will work with it but if they do this is somthing that needs sorting before the patch rolls out to Holodeck as im sure as hell that i dont want to see Fed ships launching KDF pets.
The KDF pets that can be mailed are: To'Duj Fighters, Shield repair Shuttles, Power Siphon Drones and Orion Slavers.
Archived Post
05-01-2012, 09:14 PM
•Fire All Torpedoes will now only fire torpedoes and will not fire mines.
ABOUT TIME! Been waiting years for this (literally!) :p
Archived Post
05-01-2012, 09:28 PM
UI Bug: If you were on 4, you have to go to 3, then back to 4 other wise you are treated as if on UI #3 while in space.
Archived Post
05-01-2012, 09:30 PM
Bug: Adding a second space tray is borked. It adds a vertically oriented tray instead of a horizontal tray...
Archived Post
05-01-2012, 09:33 PM
Bug: Adding a second space tray is borked. It adds a vertically oriented tray instead of a horizontal tray...
I wish I could do that with my BO tray.
Archived Post
05-01-2012, 09:40 PM
I wish I could do that with my BO tray.
Why not just get rid of the BO tray and use the 3 row (soon to be up to 6 row) power tray?
Archived Post
05-01-2012, 09:44 PM
Carrier is unclaimable now.
Archived Post
05-01-2012, 10:30 PM
Siphon Drones are launching 4 Per hanger
Advanced Siphon Drones are Launching 6 per Hanger :confused:
These issues should be updated soon. :) Just didn't have them in the build we ended up pushing to Tribble this evening.
Thanks for calling them out!
Archived Post
05-01-2012, 10:41 PM
UI:
Fire All Torpedoes will now only fire torpedoes and will not fire mines.
Added bindable commands to fire both torpedoes and mines, fire torpedoes and phasers, and fire just mines.
The Standard Away Team selectors will now better reflect the behavior of the options.
Tray modes 1 and 2 in space are now 10 slots instead of 8 slots.
This makes Zero extremely happy. No, really.
There is support for adding a second tray to the UI in space.
To enable the new tray, press escape and click "Rearrange", then click the "New" button on the Big Tray.
This new tray will be placed in the lower right corner of the screen, but may be moved by rearrange mode.
Nice!
Now we could also use distinct commands forfiring beams and cannons, maybe perhaps? (The standard command of firing all energy weapons should definitely stay, but the distinction can be useful for some builds)
Archived Post
05-01-2012, 11:17 PM
Resistance to subsystem offline scales as a percentage of your remaining Crew, based on your Subsystem Repair skill.
You must keep your current Ready Crew % high in order to gain full benefit from your "Subsystem Repair" skill.
This is going to be an issue for Odyssey pilots; simply because of the crew issues - it's a 2500 person crew that can lose 20 percent from an attack that doesn't even damage the hull. Crew death/injuries appear to still being calculated as a percentage instead of flat numbers; which nullifies the benefits to having a high crew value.
I mean, it's strange to have my Odyssey with a half dead crew when my hull didn't even dip below 90 percent in the process.
Archived Post
05-02-2012, 12:50 AM
very good job indeed with the new carrier/flight deck pets on the klink side... very nice boost indeed...
as for what the fed carrier will have to use... well i must say a fed carrier vs a klink carrier... the klink should win every time as the lack of a frig pet for feds makes there carrier overall damage output meh.
will there be a frig class pet for the fed carrier when the carrier goes live ? if not is there a frig class fed pet coming out any time soon ?
thanks.
Nova
Archived Post
05-02-2012, 12:59 AM
This is going to be an issue for Odyssey pilots; simply because of the crew issues - it's a 2500 person crew that can lose 20 percent from an attack that doesn't even damage the hull. Crew death/injuries appear to still being calculated as a percentage instead of flat numbers; which nullifies the benefits to having a high crew value.
I mean, it's strange to have my Odyssey with a half dead crew when my hull didn't even dip below 90 percent in the process.
I hadn't heard about that before. Shaken Crew Syndrome, eh? Me thinks the Odyssey needs another shakedown to work out kinks in the inertial damper system. ;)
Archived Post
05-02-2012, 01:15 AM
I think 50 % resists may still be too high. I would consider either this:
1) The skill should directly counter the contribution of the buffing science skill, e.g. apply the reverse effect. If you have +50 in a resist skill, and a +50 in the buffing skill, the net result is that no buff or penalty is applied.
But his may not be technically feasible due the way the modifiers are applied.
2) Stay with the 50 % resists, but increase the magnitude of science skills as well. If we'd boost offensie science BO skills by 50 % across the board, 50 % resists would mean 75 % effectiveness compared to now.
If all of that magnitude buff comes via skills, the cost are also similar. It has the advantage of particularly damaging science powers becoming stronger in PvE, and I think Science BO powers are still a rather ineffective class in PvP.
If the PvE concern is that this makes science too effective, consider adding resist abilities to NPCs. (It would be generally a good idea if some of their hit points would be scaled down in favor of resists.)
This is going to be an issue for Odyssey pilots; simply because of the crew issues - it's a 2500 person crew that can lose 20 percent from an attack that doesn't even damage the hull. Crew death/injuries appear to still being calculated as a percentage instead of flat numbers; which nullifies the benefits to having a high crew value.
I mean, it's strange to have my Odyssey with a half dead crew when my hull didn't even dip below 90 percent in the process.
Well, maybe they'll finally get around to fixing the crew mechanic. Though honestly, I'd just ditch the entire mechanic. It affects so few abilities that it seems like a superflous statistic.
Archived Post
05-02-2012, 02:38 AM
I don't have time to update the tribble atm, but could someone tell me how expensive are the blue quality hangar bays?
Archived Post
05-02-2012, 02:53 AM
just over 30k dilith each... c-store ship pets blues u will have to buy from the dilth store. ie.. Orion pets ect
Normal drones/pets like the power drones and fighters, shield heals ect u can trade so you could buy them from the exchange
Archived Post
05-02-2012, 03:01 AM
Players may no longer queue for STFs if they are in shuttles or other small craft.
That's really good to hear :) Thank you.
Archived Post
05-02-2012, 03:47 AM
Carrier is unclaimable now.Same issue. It's not on the experimental ship console list, it's not on the c-store, and I can't purchase it from ship vendor, as all prices just state "loading...".
Are the reduced Lobi prices for some items permanent, or just for tribble test? Will players who purchased these items for their original price receive some lobi crystals?
Archived Post
05-02-2012, 03:58 AM
Ghosts of the Jem'Hadar 9/10 assignment has been made Uncommon rather than Rare, with appropriately adjusted numerical rewards.
Ooooo Thanks!
I'v been looking for that one for what seems like YEARS. . . . . I hope it pops up now
Players may no longer queue for STFs if they are in shuttles or other small craft.
Heh, heh. . . .
Archived Post
05-02-2012, 04:08 AM
so no Caitian Atrox Carrier testing?
Archived Post
05-02-2012, 05:00 AM
as it's not up for testin on the tribble server then it's either goin to b very op or not good at all :confused:
Archived Post
05-02-2012, 05:33 AM
ok so i just got on to see the new powertray addition, its a nice touch, but could i have the option to set it horizontal since i run a 32"screen and like having my stuff in view in center? having it locked vertical is gonna take screen space for me if its left as is.
Archived Post
05-02-2012, 06:06 AM
What an Awesome update! Can't wait! Very well done! :cool:
Go Cryptic!
Archived Post
05-02-2012, 07:02 AM
I
Well, maybe they'll finally get around to fixing the crew mechanic. Though honestly, I'd just ditch the entire mechanic. It affects so few abilities that it seems like a superflous statistic.
All of the Team skills should be based on crew, subsytem repair, natural hull regen, maybe countermeasures boost ("What just happened? Scotty, fix the targetting computer!!")
Archived Post
05-02-2012, 07:54 AM
Are the reduced Lobi prices for some items permanent, or just for tribble test? Will players who purchased these items for their original price receive some lobi crystals?
You need to copy over a toon that either already has lobi crystals or lockboxes and keys. There are no Master Keys on the TRIBBLE C-Store, and when I checked last night, the TRIBBLE Exchange also did not have any keys.
So what you need to do is to go to Holodeck on one of your real toons (preferably one with some lockboxes), buy some keys (on the C-Store or Exchange), copy THAT toon over and open the boxes with your copied keys in order to get some lobi crystals
Archived Post
05-02-2012, 08:29 AM
All of the Team skills should be based on crew, subsytem repair, natural hull regen, maybe countermeasures boost ("What just happened? Scotty, fix the targetting computer!!")
That would be awesome! :cool:
Archived Post
05-02-2012, 08:50 AM
All of the Team skills should be based on crew, subsytem repair, natural hull regen, maybe countermeasures boost ("What just happened? Scotty, fix the targetting computer!!")
I think less is more. Get rid of it, it's just flavor text. If the crew value would actually become important, they would need to rebalance all the existing ships. (And fix the crew death mechanic.) I think they have enough on their plate already and it would be better if the fewer mechanics would work better.
Archived Post
05-02-2012, 08:51 AM
That would be awesome! :cool:
and my engineer would probably be dead all the time as her Odyssey seems to start off with 25% of it's crew almost all the time, and never really gets any better during the course of battle. I'd invest in Crew Recovery, but really it makes little difference at this point.
Archived Post
05-02-2012, 09:22 AM
I would like to ask since all these latest nerfs seem to target functions of the KDF if the KDF will then be seeing nerfs that benefit the kdf as well since out captain skills are ones copied from the federation that do not benefit us as well as they do the federation and we do not have specific counters in skills like the federation does for example immune from teleport... I don't see any immunity from federation consoles anywhere...
Just saying though all these changes seem biased in favor of the federation faction when we do not ever see anything like this for the kdf and then the company wonders why people have issues with going to playing the kdf. You know what they say if you want a job done right you gotta do it yourself but of course I can't so this is meaningless.
Archived Post
05-02-2012, 09:25 AM
The carrier pets don't seem to be showing up on the federation side.
i love your profile picture
p.s. Zero where can we test the new carrier
Archived Post
05-02-2012, 09:29 AM
Loving the ten power tray slots. However...
Does anyone else get this (http://imgur.com/EBLy3)? The tray keyboard shortcut labels have moved down, so they are sitting awkwardly over the power icon.
Archived Post
05-02-2012, 11:02 AM
Bug: Adding a second space tray is borked. It adds a vertically oriented tray instead of a horizontal tray...
This is by design.
Archived Post
05-02-2012, 11:26 AM
You need to copy over a toon that either already has lobi crystals or lockboxes and keys. There are no Master Keys on the TRIBBLE C-Store, and when I checked last night, the TRIBBLE Exchange also did not have any keys.
So what you need to do is to go to Holodeck on one of your real toons (preferably one with some lockboxes), buy some keys (on the C-Store or Exchange), copy THAT toon over and open the boxes with your copied keys in order to get some lobi crystals
Umm... ok... but... what?
You seem to completely miss the point of my question.
I did copy one of my characters with some lobi already acquired and noticed that some items from the Lobi store are now cheaper. Like, something that costs 50 Lobi on holodeck now costs 30 Lobi on tribble. My question was - do people who already purchased these items for their original price receive some lobi crystals back due to this change, or were they simply screwed over and threw their money/lobi away?
Archived Post
05-02-2012, 11:26 AM
This is by design.
Then it is a bad design TBH... I really would like to have it vertically. and re-sizeable like the BoFF Tray.
2. Why the heck can we not test the Atrox Carrier? Do you think it is not worth testing in terms of balance??? This is important devs. The first carrier for Feds and no testing involved at all? really bad.
Archived Post
05-02-2012, 11:29 AM
First, sorry for bad English, is not my natural language.
Since this patch came out to tribble, I made two test with 2 different fleet mates (thanks to Kollins and Murnock). One was yesterday, and the other was ten minutes ago.
FIRST TEST
He was in a Oddysey Class Star Ship, with the MACO MK XI shield and deflector but with the Aegis engine.
• Engine Energy: 49
• Shield Energy: 79
• None console to any type of scie resistance.
I was with a Nebula Class, and I use Borg set with Maco MK XII Shield.
• Auxilary energy: 125
• Fully skilled Starship Flow Capacitors, Starship Graviton Generators, Starship Particle Generators, Starship Shield Emitters and Starship Shield Systems
All test were made with me at 2 KM (more or less) distance.
1) Test with Gravity Well III and him having 0 (cero) on Inertial Dampeners and with Aegis engine.
Speed before GW: 20.33
With the GW the speed was always 20.33
Damage to hull 1901
2) Test with Gravity Well III and him having 0 (cero) on Inertial Dampeners and with no engine.
Speed before GW: Speed 5.0
With the GW the speed was always 5.0
Damage to hull 2531
SECOND TEST
He was in a Defiant Class Star Ship, with the full BORG set.
• Engine Energy: 74
• Shield Energy: 54
• None console to any type of scie resistance.
I was with a Nebula Class, and I use Borg set with Maco MK XII Shield.
• Auxiliary energy: 125
• Fully skilled Starship Flow Capacitors, Starship Graviton Generators, Starship Particle Generators, Starship Shield Emitters and Starship Shield Systems
Test with Gravity Well III and him having 0 (cero) on Inertial Dampeners and with Aegis engine.
Speed before GW: Speed 30.84
With the GW the speed was always 30.84
Damage to hull 1769
Personal opinion: Gravity Well III seems to be in the same broken state that is on holodeck. It was not worth it to try it with him having some points on Inertial Dampeners. Is clear that this patch is going live tomorrow, but I beg you devs to not consider the GW fixed because is still very much broken.
Charge Particle Burst III test:
In a few hrs I deliver some more test with Charge Particle Burst III, but the preliminary test I made today, with Tractor beam with Very Rare Doff, Tachyon Beam II and CPB III and him with 9 on Power Insulators, I only made 4126 (from 5927 to 1801) shield damage.
Archived Post
05-02-2012, 11:33 AM
This is by design.
huh.......I am not sure I am gonna like this, I want another horizontal tray methinks!!!
Archived Post
05-02-2012, 11:44 AM
Zero,
you say new translations are avaible this is true. But the text of the mission Operation Gamma in the journal in the german client is still missing. you have say, you give it to the QA Team but its not fixed.
Archived Post
05-02-2012, 11:56 AM
This is by design.
How would you recommend we set up our UI in such a way we can implement this without covering anything that has been in place for 2 years and without sticking it in the middle of the screen where it blocks our field of view?
Seriously if it could go either way I could use it but as it is it's worthless to me and Id imagine its current state is worthless to many others.
Archived Post
05-02-2012, 11:56 AM
Charge Particle Burst III test:
In a few hrs I deliver some more test with Charge Particle Burst III, but the preliminary test I made today, with Tractor beam with Very Rare Doff, Tachyon Beam II and CPB III and him with 9 on Power Insulators, I only made 4126 (from 5927 to 1801) shield damage.
So shield Drains are still not really useable in Pvp.
Archived Post
05-02-2012, 12:01 PM
So shield Drains are still not really useable in Pvp.
I still need to do more test on shield dran, but at this point I think thatSci ship are still not really useable in PVP.
I am afraid that at the end of the patch, we end up worst than before, with PSW nerfed and shield drain and GW still useless.
Archived Post
05-02-2012, 12:44 PM
(Gravity Well Test)
Gravity Well does not, and never has, directly had an effect on a person's speed. It is a pull, or "reverse-repel," that forces the target to slide toward a position at each pulse. They are not slowed down, they are simply moving in multiple directions as the same time.
Archived Post
05-02-2012, 01:17 PM
I think less is more. Get rid of it, it's just flavor text. If the crew value would actually become important, they would need to rebalance all the existing ships. (And fix the crew death mechanic.) I think they have enough on their plate already and it would be better if the fewer mechanics would work better.
I agree. Dump the crew mechanic as it has never been useful or remotely worked well (especially the death mechanic).
Archived Post
05-02-2012, 01:24 PM
I've never considered it a death, more of a rattled and unconscious thing.
Archived Post
05-02-2012, 01:30 PM
May i ask if and when (eta) we will be able to test the Atrox ?
i have tested all the kdf blue d-store pets now and would like to get to work on this fed carrier...
Archived Post
05-02-2012, 01:48 PM
UI:
Tray modes 1 and 2 in space are now 10 slots instead of 8 slots.
This makes Zero extremely happy. No, really.
This makes Bob happy too. :D
Archived Post
05-02-2012, 02:00 PM
Still no word on the Atrox Carrier?
It's released tomorrow and it's not even been publicly tested? i don't like the sound of that...
Archived Post
05-02-2012, 02:03 PM
Gravity Well does not, and never has, directly had an effect on a person's speed. It is a pull, or "reverse-repel," that forces the target to slide toward a position at each pulse. They are not slowed down, they are simply moving in multiple directions as the same time.
Humm.. thank you for that info, that clear some stuff. I need to check that when I can.
Archived Post
05-02-2012, 02:12 PM
Still no word on the Atrox Carrier?
It's released tomorrow and it's not even been publicly tested? i don't like the sound of that...
Yes, that never works out well. Everything always has some bug come with it. no testing means something is bound to be wrong from a graphical glitch to a transwarp sending us to the wrong place to something more serious.
i hope at least its gone through some extensive testing internally, assuming its still coming tomorrow and not been delayed.
Archived Post
05-02-2012, 02:46 PM
hope at least its gone through some extensive testing internally, assuming its still coming tomorrow and not been delayed.
CTD the game for the owner or those who have the bad luck to be in the visual range :D
Archived Post
05-02-2012, 05:10 PM
How would you recommend we set up our UI in such a way we can implement this without covering anything that has been in place for 2 years and without sticking it in the middle of the screen where it blocks our field of view?
Seriously if it could go either way I could use it but as it is it's worthless to me and Id imagine its current state is worthless to many others.
The UI tray changes have been two-pronged; first, to increase the number of available buttons on the standard tray for those who prefer that, and second, to add a vertical tray that can be placed on the side of the screen for those who would get a benefit out of that arrangement.
If there is a benefit to increasing the number of buttons available on either or both, or alter existing functionality to make it more useful, these are things we can certainly consider. As it is, this is very far from the first MMORPG to use vertical button trays, so I think many people will in fact find the vertical tray useful; maybe not everybody, but making something that everybody likes is rarely feasible. And by rarely, I mean never, of course. :cool:
Archived Post
05-02-2012, 05:24 PM
The UI tray changes have been two-pronged; first, to increase the number of available buttons on the standard tray for those who prefer that, and second, to add a vertical tray that can be placed on the side of the screen for those who would get a benefit out of that arrangement.
If there is a benefit to increasing the number of buttons available on either or both, or alter existing functionality to make it more useful, these are things we can certainly consider. As it is, this is very far from the first MMORPG to use vertical button trays, so I think many people will in fact find the vertical tray useful; maybe not everybody, but making something that everybody likes is rarely feasible. And by rarely, I mean never, of course. :cool:
To use a meme... SLOT ALL THE THINGS! :D
Archived Post
05-02-2012, 05:56 PM
The UI tray changes have been two-pronged; first, to increase the number of available buttons on the standard tray for those who prefer that, and second, to add a vertical tray that can be placed on the side of the screen for those who would get a benefit out of that arrangement.
If there is a benefit to increasing the number of buttons available on either or both, or alter existing functionality to make it more useful, these are things we can certainly consider. As it is, this is very far from the first MMORPG to use vertical button trays, so I think many people will in fact find the vertical tray useful; maybe not everybody, but making something that everybody likes is rarely feasible. And by rarely, I mean never, of course. :cool:
So make the extra tray able to be swapped between vertical or horizontal... I'll never use it with vertical buttons, but can always use another 3 horizontal rows...
Archived Post
05-02-2012, 06:42 PM
The UI tray changes have been two-pronged; first, to increase the number of available buttons on the standard tray for those who prefer that, and second, to add a vertical tray that can be placed on the side of the screen for those who would get a benefit out of that arrangement.
If there is a benefit to increasing the number of buttons available on either or both, or alter existing functionality to make it more useful, these are things we can certainly consider. As it is, this is very far from the first MMORPG to use vertical button trays, so I think many people will in fact find the vertical tray useful; maybe not everybody, but making something that everybody likes is rarely feasible. And by rarely, I mean never, of course. :cool:
Does this mean that having one vertical tray and one horizontal tray is more of a workaround for them not being switchable or am I way off base?
Archived Post
05-02-2012, 06:58 PM
so no Caitian Atrox Carrier testing?
What would be the point?
Every ship that was put on tribble for testing, all feedback was ignored and it went live anyways :rolleyes:
Archived Post
05-02-2012, 08:26 PM
Eh still with dilithium store pets they dont have any weapons power behind their weapons they are just standard damage that beams/cannons do. On top of that if the slavers are working the chance of them stealing from their target has to be super super low not even worth the dilithium of purchasing imo.
Not to mention this SKILL TRAY thing is horrible... having to go to option 3 and then 4 every time to change instances. Locking the tray seems to work for now though...
Okay it stopped it from changing once but now locking it does not keep it from changing... blah
Archived Post
05-02-2012, 11:19 PM
If there is a benefit to increasing the number of buttons available on either or both, or alter existing functionality to make it more useful, these are things we can certainly consider.
Well Heretic,
how about making the rows expand to 12 slot each?
Funny thing is the keybinds have per default slot 11 and 12 linked to the - and = key. But there is no slots we can fill ...
Archived Post
05-02-2012, 11:41 PM
I was excited until I found out the tray was vertical. I'm glad that there can be a vertical tray for the people who like it, but I am not one of those people.
I would rather have 12 slots in 3 rows, or even better 12 slots in 4 rows.
-edit- That being said though, I'll give it a shot and I am glad that it default binds row 4 to Shift+N now (including options to set it in the keybinds screen instead of doing it manually with commands) and gives you something visual to look at.
Archived Post
05-03-2012, 12:11 AM
Anyone else tried out the Caitan hair? It seems I can add it to costumes in my first 2 slots, but not in the additional slots. goes through the motions and you get the confirm box to accept the 180ec charge, but then doesnt apply the change to the costume. It also doesnt seem to deduct the charge either.
Archived Post
05-03-2012, 12:26 AM
im trying to buy the Atrox carrier on the test server and when i look at the ship the price just stats 'loading' and i am unable to buy it ?!
is this a bug or is it locked out ?
Archived Post
05-03-2012, 12:28 AM
im trying to buy the Atrox carrier on the test server and when i look at the ship the price just stats 'loading' and i am unable to buy it ?!
is this a bug or is it locked out ?
same here - guess they don't want any testing/leaks of issues ahead of schedule ;)
Archived Post
05-03-2012, 04:01 AM
What would be the point?
Every ship that was put on tribble for testing, all feedback was ignored and it went live anyways :rolleyes:
Not sure how true that is, but i have always managed to test somthing out before main release , just seems strange that they (cryptic) want to keep this secret...and that makes me wonder why, it's not really fair that they expect us to buy a product that we can't even test or get a refund on.
just all seems wrong to me, i don't want to buy somthing that i can't test, or get a refund on.
im trying to buy the Atrox carrier on the test server and when i look at the ship the price just stats 'loading' and i am unable to buy it ?!
is this a bug or is it locked out ?
It's beeing kept secret, and i seen lots of devs come in here and not a single word about it so obviously are questions are being ignored.
same here - guess they don't want any testing/leaks of issues ahead of schedule ;)
This is exactly why i like to test the things i want to buy, since no refunds are offered for broken products.
Archived Post
05-03-2012, 04:44 AM
well unless they have something extra for us that they want to give us as a bonus and do not want us to find out, like a frig pet or +1 mod or something that they have not told us about that will seal the deal in terms of players buying the ship... then i see no reason why they would not let us test it before it goes live !?
On this point. 2000cp and no +1 mod or anything other than the ship its self... not selling me on weather or not to buy it guys !!! i think... every 2000cp ship we have today has a +1console of sorts and/or something extra that comes with the ship, but this seems to have nothing at all... no +1 console no frig class carrier pet, no custom Bridge... seems like just the hull and thats it... the fighters are the standard ones and u still need to spend 30k dilith EACH... just for the VR copys let alone the other stuff in the D-store... i really do hope there is something your not telling us cryptic and theres more to this, cus tbh im not seeing a worthwhile investment and would rather buy the kar'fi at this point.
if this is all we get then you have got it all wrong and messed this whole fed carrier thing up for me,and alot of others... for 2000 CP we should as a standard get the full package or atleast more than just the ship hull!
if im wrong and you have indeed hidden something to sweeten the deal then ok i take it all back and u can have my 2000 cp :p
we will see within the next few hours...
Archived Post
05-03-2012, 05:33 AM
The Atrox comes standard with two hangar bays, each stocked with Caitian Stalker Fighters. These stealth fighters can mask their energy signature and are equipped with Tetryon Pulse Cannons and a Thoron Device.
I'm guessing the +1 console is the thoron device?
I just want to test it, as it's by far one of the best looking ships in all of the scifi universe.
but if it's useless in the game, then it's not worth 2000CP just to be "pretty" lol
Archived Post
05-03-2012, 02:56 PM
I hate this tray crap it changes every time you change instances utter crap.
Archived Post
05-04-2012, 06:14 AM
Still no word on this?...
amazing really.
A simple yes or no answer would do wonders, but can't even expect that these days.
Archived Post
05-04-2012, 12:57 PM
All instances of the phrase "Inertial Dampeners" have been changed to "Inertial Dampers" in order to more closely reflect canon sources.
* We're certain that some were missed, feel free to point them out so they can be corrected.
The actual science console has not been changed and this is in the live patch notes too. (Checked one console in my bank and also the one in the dilithium store).
It is indeed renamed in the skill tree though.
Archived Post
05-04-2012, 07:43 PM
Well there goes Pe...
So no Caitian Carrier for testing?
what was the name? (PM me because i've been away from the game for a while)
Archived Post
05-05-2012, 02:59 PM
please, i must know what the name was.
•Renamed an unfortunately-named Vulcan Astrometrics officer.
Archived Post
05-05-2012, 08:27 PM
please, i must know what the name was.
•Renamed an unfortunately-named Vulcan Astrometrics officer.
The reason you will not get an answer here is because the name is also a word that is not allowed here on the forums due to forum policy. However, to be vague enough not to get into trouble, but still get the message across, think of human male anatomy . . . mainly in the area of making kids . . .
Archived Post
05-07-2012, 05:13 PM
Added a few new hairstyles for Caitians.
I just took a look at the female Caitian hairstyles, and I must say "fire the designer!" No Mane? I Say go back to the drawing board on this, and watch a few episodes of The Animated Series with M'Ress. :eek:
Archived Post
05-12-2012, 05:15 AM
Added a few new hairstyles for Caitians.
I just took a look at the female Caitian hairstyles, and I must say "fire the designer!" No Mane? I Say go back to the drawing board on this, and watch a few episodes of The Animated Series with M'Ress. :eek:
I agree. I have the animated series and was expecting something similar. i was . . . less than impressed. i GUESS the new styles are okay if you want your cat to have a punk look.