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"Login failed for unknown reason" error
Missing additional character slot for current/ lapsed Gold Members
Slow patching in the launcher
A bug that involved Romulan Liberated Borg captains and their skills once they chose an ally
Some characters were stuck in a loading screen with a "Server Not Responding" message
Was playing last night with my Lieutenant 8-9 and entered some Enemy Contacts in the Regulus Sector. Found some rather ... unfortunate ... spawns in there. There was more than one group of +11 Birds of Prey ... and there was a massive group of battlecruisers, fighters and escorts that was level +35!
Needless to say, these massively overpowered groups of hostiles would simply SMOKE anything that got within 10km in "nearly no time flat" since players were flying Tier 1 and 2 ships against them. What was egregiously bad was when these groups decided to fly to the zone respawn point for players ... meaning they'd just destroy you over and over and over and over and over ...
Obviously, these groups spawned in response to a high level player entering a Deep Space Combat at some point ... but since they never got destroyed by that original player, they lingered onwards. And because the only way to "clear" them is to destroy them ... since the Reset doesn't clear them apparently ... they just hang around and overwhelm anyone in that instance who isn't as high a level as the person who caused them to spawn at their level in the first place.
When a Zone Reset occurs in a Deep Space Combat, have the reset adjust the levels of any remaining spawns to "match" the level(s) of the players currently in the zone.
Dev cooperation in this effort would be much appreciated.
This reminds me of a similar bug in CO (They fixed it eventually) where unkilled Nemesis Minions would not despawn when the player who's Nemesis they were from left the immediate area. They would remain after they deagroed and would agro on any player in their level range until killed.
Deepspace maps should either reset to the level range of the Sector Space they were in when the timer resets, or since the enemy "camp" spawns don't reset with time resets, the instance should continuously adjust the mobs' level to be the average of the players inside it so it can still provide challenge to high lavels (If no low levels are present) without lower levels getting instagibed.
Just my idea. Might take a while for them to implement. The Nem fix took like a couple of months or so IIRC.