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Career Officer
Join Date: Jun 2012
Posts: 1,007
# 21
05-08-2013, 03:12 PM
I always felt something was missing now i know what it was too bad I'm stuck in tutorial well time for delete and recreate see if that will fix it,


just grab the disruptor pulsewave outta the locker or your Bat'leth from your inventory , hacking feds to peices since F2P

errors so far:

stuck in tutorial segh'pa disappeared
fed ship was visible in intro cutscence
shouldn't it be "assist the segh'pa" in destroying the petaQ federation galaxy class cruiser
I don't have a mek'leth or dagger in my inventory (drats)
1st officer duron referred to federation as feds, lol, don't know if I'd call it an error but thought it was hilarious

Good Hunting
Lt. Commander
Join Date: Jun 2012
Posts: 146
I love the tutorial. It has a few bugs, like the Musashi being visible from the beginning of the first cutscene, but everyone else has covered all the bugs I encountered. I really enjoy the Federation prisoner, who I won't name for spoiler purposes, and the plot surrounding him is interesting. All the allusions to wanting to kill him are very amusing. I loved the voice acting for the prison warden in the tutorial. I was really disappointed when I encountered him again in a later mission and he didn't have a VO. I'm looking forward to concluding this arc. Overall this was really well done and felt very Klingon, the tutorial especially.

I didn't find anything wrong with the balance of these missions. They're all quite easy, as low level MMO content generally is. Everything died in 1 or 2 shots. The pacing of combat was quite swift.
Ensign
Join Date: Jun 2012
Posts: 4
# 23
05-08-2013, 04:54 PM
Right at the beginning of the tutorial: the Engineer-specific objective in the crew quarters to seal the micro-breaches might be frustrating to a new player. The micro-breaches are invisible and there are no waypoints on the minimap, so you either need to wander around hoping to stumble into them or scan with the tricorder -- an action which hasn't been mentioned in the tutorial yet.
Edit: Umm, unless it's mentioned in the help tooltips that I forgot that I turned off, in which case, never mind!

Last edited by crazypachyderm; 05-08-2013 at 05:02 PM.
Commander
Join Date: Jul 2012
Posts: 465
# 24
05-08-2013, 05:13 PM
Certain buildings in the First City are flickering in and out of existence.

http://hydra-images.cursecdn.com/sto...stcity_bug.jpg


Furthermore: The signs in the First City swich from Klingonese to English way to soon, at a distance where they are not readable yet.


Both is already an issue on Holodeck.
STOWiki admin.
Career Officer
Join Date: Mar 2013
Posts: 7
# 25
05-08-2013, 05:53 PM
Quote:
Originally Posted by blagorm View Post
Well... the FEDERATION ship was visible while the two Klingon ships were prisoner exchanging.... and I know that's not suppose to happen by the dialogue. Also... the other ship phased and that lookd weird as well. PLease check this out.

------- EDIT ------

There are also some dialoges missing as well from First Officer after you take control of ship.

---- EDIT 2 -------
Same with when you find the Sepla instead it is with the Spela Captian

----- EDIT 3-----
Lag or No Federayion Vessle To Kill for Saving the Sepla.
I created a second character to see if I could get past it and it happen again.
Empire Veteran
Join Date: Jun 2012
Posts: 959
# 26
05-08-2013, 07:10 PM
The only error I hit was the Fed Galaxy being visible during the initial prisoner exchange. Everything else seemed smooth.

Great tutorial - very Klingon-y!
_________________________________________________
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Joined October 2009. READ BEFORE POSTING
Cryptic Studios Team
Join Date: Jun 2012
Posts: 2,032
# 27
05-08-2013, 07:24 PM
Quote:
Originally Posted by kagasensei View Post
Certain buildings in the First City are flickering in and out of existence.

[url]http://hydra-images.cursecdn.com/sto.gamepedia.com/1/1f/Screenshot_STO_firstcity_bug.jpg[/url

This SHOULD be fixed already. Can you confirm it's actually still happening since the last build?
-The Artist formerly known as Tumerboy



Quote:
Originally Posted by mightybobcnc View Post
Tacofangs, what is your beef with where's Sulu?
Rihannsu
Join Date: Jun 2012
Posts: 62
# 28
05-08-2013, 08:41 PM
The tutorial mission itself is very good, great story. Aside from some the problems mentioned (the Fed ship being visible before it should be, the Sep'ta not being at the location shown on the map, etc) the VO is so low I can't hear it over the music and sound effects. Adjusting the slider in the options panel didn't affect at all, and even with the sound off on the FX and music, it was far too low. Other than that, the Klingon side is very good.
Starfleet Veteran
Join Date: Jun 2012
Posts: 243
# 29
05-08-2013, 09:07 PM
Quote:
Originally Posted by blagorm View Post
Well... the FEDERATION ship was visible while the two Klingon ships were prisoner exchanging.... and I know that's not suppose to happen by the dialogue. Also... the other ship phased and that lookd weird as well. PLease check this out.

------- EDIT ------

There are also some dialoges missing as well from First Officer after you take control of ship.

---- EDIT 2 -------
Same with when you find the Sepla instead it is with the Spela Captian

----- EDIT 3-----
Lag or No Federayion Vessle To Kill for Saving the Sepla.
I had similar issues; no distortion on the fed cruiser, but it was there. No lack of fed vessels to kill to save the Sepla.

I did get a brief klaxon and signs of fire right after selecting "go to sleep" before the fire and klaxons actually started.

Overall, nice cutscenes.

I was somewhat amused that my first task as a might WARRIOR of the Klingon Empire was...to sign off on some paperwork. Yeah.
Career Officer
Join Date: Jun 2012
Posts: 6,416
# 30
05-09-2013, 02:33 AM
Tutorial: Tooltips interupt the dialogue with the voice acting in many places.

Ship somewhat feels more like a B'Rel interior, but I don't agree with the Crew Quarters, there is no way Klingons would sleep like that.

The space cutscene shows a Galaxy-class parked next to us during the prisoner scene, then we get attacked after we "wake up". Does not make sense.

Don't like using the term "Feds", in Star Trek they always said "The Federation".


Arrival at Qo'nos:

Nice new look, but Qo'nos itself is reflecting the Red from the Nebula.

Gorn Commander - nice VO and liked the lesson from the DS9 FE with gorniness. But the VO doesn't sound the same after you beam down.

Drake generiously walked into the cell, would've been better if they knocked him into it or said something to the effect "get in the cell, federation dog"


AWESOME Showing the Melee Chart. Now if you could make it readily available so we could bring it up months later after we forget.


Suspicious Activity: Haha punch the Ferengi clerk.

Ch'Gren - should have Emergency Shield 1 than Engineering Team 1.

Optional - not sure how you investigate when there are no options to complete it. Only thing else there was to do in the Exchange was plant the device and clock the Ferengi. This needs looked into.


The Hunt is On: There is missing storyline connecting the attack on the Prison and the attack on the Exchange.

Talking to the Tailor - I looked at the mannequins, the TOS one has the wrong Baldric / sash. The TOS Sash is the same exact one Worf wore in the first season, except it it was over the left shoulder (which the mannequin got right).

Shipyard Orion - check dialogue he says "looks at you up and down", instead of indication it's a text emote.


Space Chase- Getting Spammed by both Mr. Nimoy's Omega Leonis Dialogue and the Tutorial Voice Over.

Boreth Orbit - not sure what that blue trail is that's been added, but it clips into the top and bottom of the zone walls.

Drake's Dialogue - if the KDF are at war, how can Starfleet get this deep into Klingon Territory? Especially a fleet being undetected?


Manhunt: Would've been nice if there was a kind of intro/scene with you're arrival. Because you just are there at the prison.

And the warden's office is next to a force field? Seems like a problem if the power went out. Usually prison offices are in layers of security.

Also, you should have doors on the railing for the guards so they don't have to climb down into the population. That's just asking for trouble.

I don't recall Drake ever introducing himself in the dialogue. Did I miss something? Or did someone not add it to the story?

Nice touch with the explosion with Drake, but it doesn't feel like Rura Penthe from Star Trek 6, its like someone threw together a couple of halls and a hole in the wall. Foundry authors made Rura Penthe more realistic than this (no offense).

Though K'mtar (aka Future Alexander) is a nice touch and obviously going to go through the plot that ends up killing (or seemingly killing) Worf in the Firstborn and All Good Things storylines. Betting Drake is the one who provided the means to send Alexander back in time.

And loved the Ending with a touch of Star Trek 5 and Star Trek 6. Though you guys didn't have to copy the Warden's dialogue that closely, seems like plagarism. Nontheless, loved blowing them up.

Though one bit of suggestion, since we are put into temporary costumes, why not give us something more "warm" if you get my drift.


Friend or Foe: Yridian and Worf's dialogues seems real good and authentic.

Bringing down the House: Always wished you put Sirella in her Klingon Dress than a Warrior's attire.

The Parked BoP is not to scale. It needs to be 3x as large. Unless this is a shuttle BoP.

Heir we go again (Forcas): Worf just mysteriously appears, bad story telling having a character appear out of the blue.

After finding the Gun, you have "Talk to Worf" - as per the old version.

Then there was some massive confusion where you beam up and warp back to Qo'nos. IMHO, you should be able to continue the next mission right there instead of running back to Qo'nos, then running back to Forcas again.
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