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-   -   Odd crew damage since patch? (http://sto-forum.perfectworld.com/showthread.php?t=128547)

Archived Post 02-26-2010 06:06 PM

Odd crew damage since patch?
 
From the patch notes;

Quote:

Some larger enemy ships were not damaging player crew, and some smaller ships were damaging too many. This is now fixed.
Has anyone else been experiencing massive crew injury since the patch? particularly from smaller ships? On my galaxy I've gone from 1000 able to 212 able before i popped the first of 3 frigates today, but i rarely have any dead crew no matter who I'm fighting. Am i just that lucky or are others experiencing this?

Archived Post 02-26-2010 08:41 PM

Quote:

Originally Posted by Jayrune
From the patch notes;



Has anyone else been experiencing massive crew injury since the patch? particularly from smaller ships? On my galaxy I've gone from 1000 able to 212 able before i popped the first of 3 frigates today, but i rarely have any dead crew no matter who I'm fighting. Am i just that lucky or are others experiencing this?

probably has something to do with the smaller groups firing too many torpedos and their explosions or something.

Archived Post 02-27-2010 04:40 AM

Same problem large numbers of crew dying before any shield or hull damage.

Archived Post 02-27-2010 04:50 AM

Quote:

Originally Posted by Kevscar (Post 2237959)
Same problem large numbers of crew dying before any shield or hull damage.

Considering that that was the originally planned DP, and I've little doubt will be the one they 'develop', they really, really need to figure it out and get it settled.

Bugs like these make me wonder just how much the devs understand their own code...

Archived Post 02-27-2010 05:59 AM

Quote:

Originally Posted by squidheadjax (Post 2238017)
Bugs like these make me wonder just how much the devs understand their own code...

Like you understand it better? :p One line of code in the wrong place, one miss type can be disastrous to it all. And from what I understand Cryptic doesn't have a test server to test things with atm, they had to convert it to cope with the player load.

Archived Post 02-27-2010 06:06 AM

I think it's more important to make sure the devs are aware if something is not behaving as intended so they can in turn fix it rather than speculate on their development skills. Obviously the game still has growing pains ;) i just wanted to know if what i was experiencing was isolated or if there really is a problem.

and yes it does tend to occur when i have 3 frigs tossing high yeild 2's at me for 9 torps. but since torps are supposed to do the lesser of -20 able or -20% able i found it odd that 9 torps took me down to less than 300 able crew (since the max that should have theoreticly done is -180 able crew from 9 torps)

It looked to me that the formula is either taking the greater of the two or is always taking the percentage.

Archived Post 02-27-2010 07:18 AM

It would depend if the enemy gets exactly the same skills as us. I have 3 different torp tubes, first fires with High yeild 2. second torp is faster than first so hits about the same time. 3rd is fired with spread 1. then you have aplpha strike and fire on my mark. Three consoles woth +20 +22 and +22 torpedo damage and you get hits with them.

Archived Post 02-27-2010 08:06 AM

Quote:

Originally Posted by Trekker88 (Post 2238447)
Like you understand it better? :p One line of code in the wrong place, one miss type can be disastrous to it all. And from what I understand Cryptic doesn't have a test server to test things with atm, they had to convert it to cope with the player load.

Does "I've written enough lousy code to call it when I see it" count? :D

But seriously, Unintended Consequences popping up in so many things that should just be changing a value in an array here or there are kinda boggling.


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