Lt. Commander
Join Date: Sep 2012
Posts: 204
# 161
08-20-2013, 12:52 PM
My problem with the SIC console was it was a total slap in the face to science abilities since it was like a super GW+old VM effect (both of which are now near useless for science even in pve)

How did they ever think it was a good idea to put this in game oh that right people spent money on keys to get it...
Empire Veteran
Join Date: Jun 2012
Posts: 1,484
# 162
08-20-2013, 12:53 PM
Quote:
Originally Posted by topset View Post
They haven't "ruined it for PvE with their bratty whining" - There were plenty of people on both sides (PvE and PvP) that knew this console couldn't stay in its current state, it was too powerful.

It's way better than any lobi console, it's dirt cheap and extremely common.

Keeping it as it was would be BAD FOR THE GAME. I don't understand how people don't see that. It's not like they are nerfing your favourite toy, they are nerfing a brand new items which evidently had no QA done on it.



You made it pretty clear that you don't like PvP, or PvPers, so it was a logical assumption that you don't spend much time in the PvP Subforum....
It was my favorite toy, Q_Q. It worked great with gravity well in particular because NPCs couldn't escape it like they sometimes do.

To clarify, I do pvp myself every once in a while myself but I play mostly PVE. And now that I think about it, it's an ok balance but it still stinks for sci players. Shame for us too because Cryptic could have balanced it fine by making it only useable on sci ships. I think they nerfed mostly because of tacs abusing it. Such a shame.

Last edited by knuhteb5; 08-20-2013 at 01:10 PM.
Lieutenant
Join Date: Mar 2013
Posts: 32
# 163
08-20-2013, 12:57 PM
Wow we have a cool console from a lockbox that is fun to use and a people whine and complain about it and it gets nerfed this is like call of duty . nerf it so the loudest complainers get what they want. While the rest of the players are left to suffer.
Career Officer
Join Date: Jun 2012
Posts: 1,098
# 164
08-20-2013, 01:06 PM
[quote=maicake716;12022041]how did we ruin it?

Here:

Quote:
Originally Posted by coldsnapped View Post
We will be bringing down the Tribble server for maintenance to apply a new update: ST.31.20130803a.10

General
  • Updates have been made to the Subspace Integration Circuit console.
    • The damage dealt by the rupture's collapse has been increased by about 25%.
    • The flight speed reduction value has been decreased from -83.33% to -80.00%.
    • The flight speed reduction now takes all of a target's resistances into account when calculating the magnitude.
    • The "Disable" component has been replaced with a "Weapons Offline" mode, while within the subspace hazard.
  • The occasional crash to desktop while using Gateway has been fixed.

Known Issue
  • The text of the Subspace Integration Circuit console still mentions it uses Disable.
----------------------------------------

Its been nerfed seriously...next time the battle should be about getting more maps for PvPs (no change since inception) NOT about this console...pick your battles more strategically...this is FAR from the I WIN button you always scared about and now PvP will be get a bad connotation...players would abandon even more than before...sad day
Captain
Join Date: Oct 2012
Posts: 1,803
# 165
08-20-2013, 01:22 PM
I for one love the changes. It will work better in pve than it did before because spheres with epte3 will now get the full speed debuff and most enemy ships don't use skills anyways so having weapons offline will be a big boost
Career Officer
Join Date: Jun 2012
Posts: 869
# 166
08-20-2013, 02:15 PM
[quote=crusader2007;12022781]
Quote:
Originally Posted by maicake716 View Post
how did we ruin it?

Here:


----------------------------------------

Its been nerfed seriously...next time the battle should be about getting more maps for PvPs (no change since inception) NOT about this console...pick your battles more strategically...this is FAR from the I WIN button you always scared about and now PvP will be get a bad connotation...players would abandon even more than before...sad day
That is akin to saying, the next case the homicide unit should investigate is the one where the woman accidentally backed over the child who was riding his bike on the sidewalk. We'll deal with the serial killer's murder victim later.

New maps for PvP would be great, but they would be a minor and largely cosmetic addition, like plastic surgery. The new console was by contrast a gaping, bleeding wound that seriously disrupted PvP balance.
Cryptic Studios Team
Join Date: Jun 2012
Posts: 1,388
# 167
08-20-2013, 02:18 PM
Can we please put a stop to this worthless "PvP vs. PvE" hot air that's being spewed back and forth on these forums lately? It is completely worthless to ongoing discussion, and the raised tempers are causing flaming and trolling to take over conversations that could otherwise be considered worthwhile feedback. This will (and already has) result in warnings and/or forum bans. Continuing with these attitudes does not serve you - the Community - any more than it serves us Devs.

Here's a simple truth: Both PvP and PvE systems exist in Star Trek Online, and therefore both systems will be supported by the Developers to the best of our abilities.

As for the console specifically - it was changed because it was not meeting its intended functionality, and exceeding its intended performance when used in this unintended manner.

The Subspace Rupture ability was designed around the notion of removing a target from an ongoing fight, to be dealt with at a later point in time. This is why we used a Perception debuff instead of a simple Hold or Placate - so that the afflicted target can't even heal their teammates while stuck in the hazard. They are completely removed from the conflict, unless they escape.

Instead, this ability was being used basically as a "Hold still while I destroy you, and you have no recourse" manuever. To make matters worse, using the console in this unintended manner was extremely effective - far more so than originally anticipated, or designed for. Since this usage didn't match the ability's original design, and exceeded our design intentions, it had to be modified to more closely resemble the console's original intent and bring its usage back in line.

I challenge you to try out the changes on Tribble, and leave feedback regarding the updated functionality. If this console feels as though its usefulness against NPC enemies is significantly altered or reduced, I'd like to hear about the in-game scenarios you encountered which led you to those conclusions.
-=-=-=-=-=-
Jeremy Randall
Cryptic - Systems Design
"Play smart!"
Quote:
Originally Posted by Me
Kurland here...
Career Officer
Join Date: Jun 2012
Posts: 869
# 168
08-20-2013, 02:22 PM
Quote:
Originally Posted by borticuscryptic View Post
Can we please put a stop to this worthless "PvP vs. PvE" hot air that's being spewed back and forth on these forums lately? It is completely worthless to ongoing discussion, and the raised tempers are causing flaming and trolling to take over conversations that could otherwise be considered worthwhile feedback. This will (and already has) result in warnings and/or forum bans. Continuing with these attitudes does not serve you - the Community - any more than it serves us Devs.

Here's a simple truth: Both PvP and PvE systems exist in Star Trek Online, and therefore both systems will be supported by the Developers to the best of our abilities.

As for the console specifically - it was changed because it was not meeting its intended functionality, and exceeding its intended performance when used in this unintended manner.

The Subspace Rupture ability was designed around the notion of removing a target from an ongoing fight, to be dealt with at a later point in time. This is why we used a Perception debuff instead of a simple Hold or Placate - so that the afflicted target can't even heal their teammates while stuck in the hazard. They are completely removed from the conflict, unless they escape.

Instead, this ability was being used basically as a "Hold still while I destroy you, and you have no recourse" manuever. To make matters worse, using the console in this unintended manner was extremely effective - far more so than originally anticipated, or designed for. Since this usage didn't match the ability's original design, and exceeded our design intentions, it had to be modified to more closely resemble the console's original intent and bring its usage back in line.

I challenge you to try out the changes on Tribble, and leave feedback regarding the updated functionality. If this console feels as though its usefulness against NPC enemies is significantly altered or reduced, I'd like to hear about the in-game scenarios you encountered which led you to those conclusions.
It is good to hear (and see, since action speaks more loudly than words) that the development team is taking PvP feedback seriously. Sometimes it seems like PvP is ignored completely by the developers.
Career Officer
Join Date: Jun 2012
Posts: 1,701
# 169
08-20-2013, 02:29 PM
Quote:
Originally Posted by borticuscryptic View Post
The Subspace Rupture ability was designed around the notion of removing a target from an ongoing fight, to be dealt with at a later point in time. This is why we used a Perception debuff instead of a simple Hold or Placate - so that the afflicted target can't even heal their teammates while stuck in the hazard. They are completely removed from the conflict, unless they escape.

Instead, this ability was being used basically as a "Hold still while I destroy you, and you have no recourse" manuever. To make matters worse, using the console in this unintended manner was extremely effective - far more so than originally anticipated, or designed for. Since this usage didn't match the ability's original design, and exceeded our design intentions, it had to be modified to more closely resemble the console's original intent and bring its usage back in line.

I challenge you to try out the changes on Tribble, and leave feedback regarding the updated functionality. If this console feels as though its usefulness against NPC enemies is significantly altered or reduced, I'd like to hear about the in-game scenarios you encountered which led you to those conclusions.
Okay, just an incredibly crazy thought: If your intention was that it should remove enemies from the fight add a massive stealth buff. So the afflicted ships can't see beyond the rupture but can't be targeted from outside either.
FKA K-Tar, grumpy Klingon/El-Aurian hybrid. Now assimilated by PWE.
Sometimes, if you want to bury the hatchet with a Klingon, it has to be in his skull. - Captain K'Tar of the USS Danu about J'mpok.
Career Officer
Join Date: Jun 2012
Posts: 1,098
# 170
08-20-2013, 02:31 PM
Wow...now I can see how devs really take sides. If we are to remain neutral and just depend on pure OBJECTIVE feedback...how is it that some members that have "good" connections to DEVS (I wont say the E word- for respect and sanctioning) suddenly cry foul for something so insignificant as a console while lots of countless of people who ask about a fix (for instance Tour of the galaxy which had over 100 pages of feedback click here-we even come up with a GREAT solution) yet those voices were shrugged off in favor for the few as in this case with the console. This is a double standard and you should not play sides when it comes to RECEPTIVE feedback.

If you are fixing exploits to make players suffer do it across the board rather than choose sides. Feedback is feedback no matter where it comes. Just being objective.

Last edited by crusader2007; 08-20-2013 at 02:33 PM.
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