Lt. Commander
Join Date: Dec 2007
Posts: 120
# 31
04-17-2012, 01:28 AM
It´s Polaron, not Poloron.... :p
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 32
04-17-2012, 01:50 AM
The biggest issue at current with STFs is that the optionals are meaningless more often than not.

I don't know how often I've acheived an optional only to not get any of the drops from it. As optionals are a team effort, THIS NEEDS TO BE RESOLVED.

Everyone needs to get something.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 33
04-17-2012, 02:07 AM
Zero, here are two "Trade" fixes needed I hoped to see in this patch as rarity got fixed for sum duff missions:

"Trade for Industrial Energy Cells" is a rare assignment, and awards only 4 (9 on crit success) energy cells ... that's far too low for the basic value of the item itself. Even weather control systems have more value and their rarity is uncommon for duff assignments. Can you reduce the rarity to uncommon to get it in line with Water Purification Systems and Antigens etc.? Thanks in advance.

Also, "Trade Shield Generators for Energy Credits" is a bit bugged. Only 15 shield gens needed to get 7'500 or even more EC in return? I think it should be 60 shield gens like the other two minor commodities (Med Sups and Provs).

PS: As for optional loot in STF's, I cumpletely agree with the post above. We need to have individual item ****ainers and have stuff in them for any player, around the same of the size as we have now in the major item ****ainer for all players.

PPS: I say Pawlaron or Pullaron sumtimes, butt yeah ... Polaron sounds original.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 34
04-17-2012, 02:22 AM
The respawn timer is too much imo. Each respawn should only add 5 secs max per cumulative respawn up to a max of 30-35 secs respawn. 2 mins is just overkill i mean imagine cure space elite when some idiot blows a cube up before the right time to which spawns all them ships. Each person is valuable and 2 mins cool down or even 1 min or even over 40 secs is FAR too long. The principle of the idea is fine but only small increases not large ones i think is needed to prevent ppl just rushing in. Dont forget gozer that on elites there is a injury system to deter people from rushing in as well so a combo of injury system and 2 mins max timer (even 40 secs or more max timer) would be pretty hurtful to a team.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 35
04-17-2012, 02:26 AM
Quote:
Originally Posted by ZeroniusRex
[...][list][*]All STFs now feature a respawn timer that gets progressively longer every time a player dies and respawns, up to a max respawn time of 2 minutes.
[...]
I like that, especially with the downscaling of the NPC damage. Now there is actually a reason to command anything else but an escort.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 36
04-17-2012, 03:39 AM
Sweet. So now when we are waiting a minute or more for people to respawn in a STF, Im just gonna go have a beer and a smoke.

You thought people AFK'd before...wait till this garbage hits the game.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 37
04-17-2012, 04:31 AM
Quote:
Originally Posted by ryeknow
Sweet. So now when we are waiting a minute or more for people to respawn in a STF, Im just gonna go have a beer and a smoke.

You thought people AFK'd before...wait till this garbage hits the game.
You don't want to wait? Then don't die. Easy.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 38
04-17-2012, 04:44 AM
Quote:
Originally Posted by ZeroniusRex
The time stack will clear after 3 minutes of play without a death.
Good too see this was adjusted downwards from the initial 5 minutes proposed. Shouldn't make the 2 minute limit an entire STF length issue.



Quote:
Originally Posted by Azurian View Post
Are you SERIOUS?

Talk about punishing escort players, especially BoP players.
imo escorts are hit and run ships, if you don't know when to run, play a cruiser.



Quote:
Originally Posted by SkeeterUK View Post
The respawn timer is too much imo. Each respawn should only add 5 secs max per cumulative respawn up to a max of 30-35 secs respawn. 2 mins is just overkill i mean imagine cure space elite when some idiot blows a cube up before the right time to which spawns all them ships. Each person is valuable and 2 mins cool down or even 1 min or even over 40 secs is FAR too long. The principle of the idea is fine but only small increases not large ones i think is needed to prevent ppl just rushing in. Dont forget gozer that on elites there is a injury system to deter people from rushing in as well so a combo of injury system and 2 mins max timer (even 40 secs or more max timer) would be pretty hurtful to a team.
To get to the full 2 minute spawn times you would've been out of the action for 7 minutes already and would have had to have died 7 times. That's all providing you can't stay alive longer than 3 minutes for the timer to reset, which should be quite doable. It sucks yes but unless you're really bad at STFs not many should hit the 2min spawn limit.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 39
04-17-2012, 05:12 AM
Quote:
Originally Posted by ZeroniusRex
The Gold Ferengi Lock Box is now Bind on Pickup.
Why? i dont like having to open one and get loby crystals or w/e inside bound to a character that isnt my mian. let us send to other toons.

Quote:
Updated the audio for Photonic Fleet.
What audio? was there something other than the weapons fire i've been missing all this time?

Quote:
STFs:
*All STFs now feature a respawn timer that gets progressively longer every time a player dies and respawns, up to a max respawn time of 2 minutes.
*The time stack will clear after 3 minutes of play without a death.
Epic Fail!

Quote:
Mission completion loot bags on Space STFs will now spawn at the player’s position on the map, instead of central location on the map.
*The drop rate for Mark XII Borg Tech has been increased.
YIPEE!

Quote:
The Optional Objective timer starts after leaving the first room.
how long is the timer now?
Lt. Commander
Join Date: Dec 2007
Posts: 120
Dear cryptic, we tried to test a few things on tribble today. Unfortunately once we opened a private challenge or clicked on the friends in order to start a private challenge we get cryptic errors left and right.

As of this moment it is impossible for a challange on tribble....
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