Quantcast
Channel: Recent Discussions — perfectworld-startrekonline
Viewing all 98327 articles
Browse latest View live

My STO Keeps crashing.

$
0
0
It started after the last Windows update. And after getting through the AoD tutorial with one restart of a mission.

Windows version: Windows 10 , 10.0, build: 17134
Windows dir: C:\WINDOWS
Hardware: ASRock, Z77 Extreme4
CPU: GenuineIntel Intel(R) Core(TM) i5-3570K CPU @ 3.40GHz Intel586, level: 6
4 logical processors, active mask: 15
RAM: 8467333120 bytes total

On Sat 10/13/2018 3:03:34 AM your computer crashed or a problem was reported
crash dump file: C:\WINDOWS\MEMORY.DMP
This was probably caused by the following module: ntkrnlmp.exe (nt!IoClearAdapterCryptoEngineExtension+0xF77)
Bugcheck code: 0x4E (0x99, 0x16ED9F, 0x2, 0x2000150001536A0)
Error: PFN_LIST_CORRUPT
Bug check description: This indicates that the page frame number (PFN) list is corrupted.
This bug check belongs to the crash dump test that you have performed with WhoCrashed or other software. It means that a crash dump file was properly written out.
The crash took place in the Windows kernel. Possibly this problem is caused by another driver that cannot be identified at this time.

Now in the last 24 hrs, I've reset my PC, I've checked my Drivers, I've checked my memory, I've used a clean Steam install & game install (the Arc Launcher kept crashing on download). So, any ideas why I keep getting crashes with STO?

Dyson Ground Battle zone: No Away team

$
0
0
Captains are beaming in alone on the the Dyson Ground Battlefield.
I am able to select my crew (the 2 members accompanying me) but they fail to appear when I arrive on the map

This seems to apply to the Kobali Map also (reading another bug report)

EPIC Screenshot Thread is EPIC

Revamped Mission(s) (no spoilers save to mission names)

$
0
0
Just did the Diplomatic Orders with my Disco dude.
I love how they reworked this one, really done well.

Are there other revamped ones?

Female characters cannot wear "Oddysey Uniform" (FIXED)

$
0
0
Hello!

Discovered a new bug, on any female character. You cannot wear the Oddysey uniform from the drop down menu, only way to wear it is to individually find the parts in the advanced menu.

It is available for male characters just as before though.

C9hKX2Z.png
6hQh92I.png

Creating Characters

$
0
0
I know your not allowed to create toons that look like real trek actors, but could I create a toon based on something like this:

https://metrouk2-files-wordpress-com.cdn.ampproject.org/ii/w1000/s/metrouk2.files.wordpress.com/2013/09/kirk-imgur.png?quality=80&strip=all&zoom=1&resize=480,716

It’s an amalgam of Shatner and Pines Kirk so it doesn’t look like either of them but is still recognisably Kirk.

I was considering doing a mission where you meet a young Kirk in the Discovery era.

Abnormal/Lagging UI Response on Fleet & other menus after Discovery update

$
0
0
After the Age of Discovery update, I have been observing some odd behavior on the Fleet menu window and other parts of the UI. When I try to contribute resources to a fleet project, half the time it hangs up and the contribution does not register on the Fleet window even though I see the removal of the resources from my inventory or assets. If I do a contribution to a different project, that seems to unstick the first one and get it to display on the window. Something similar also happened when I tried to add a fleet project. I had to contribute some resources to a different project before the project I added showed up as slotted.

A somewhat similar issue has been happening with the R&D interface. When I try to build an R&D component, sometimes it will give an error, "Failed to start new assignment..." when I try to make multiple items by dragging the slider bar, but it will work when I tell it to make just 1 component. Making just 1 component seems to "unstick" the system somehow.

Anyone else encountering these issues? Thanks!

Skills, I'm having a bad time to find my path.

$
0
0
Ok, this is gonna be really annoying for some people, because I know I can customize my character skills how I want it, and it's good; but, the problem is I really need a guide.
I tried some skills configuration for my ship, but the results I got are not positive: I put a lot of firepower on my ship, but it loses shields too fast, the shield healing is too low and even if I heal hull quite well, after a while I explode and I become a space debris.
So I wanted to ask some advice for a Federation Tactical admiral that pilots a Tactical Escort (for now, at least), like what you think about some skills, why you pick them in comparison to others and such: for example, is it better to have Shield or Hull Penetration? I tried to put points on both, but ofc I didn't put points on some 'survivability' and that costed me so much; then, are Regeneration of Shields/Hull better than Shield/Hull healing? I would want, as an Escort, to survive a lot of hits (so a lot of defense and healing hull, because Escorts have low shields anyway), but be able to drop enemy shields fast and hit them hard in the hull.
PS: I know it exists the Skill Planner, I searched for other people skills build, but everyone was focused only on the ship so I found none about the skills; also, I tried there some builds, but I can't decicide which skill is worth it in comparison to another. :(

Star Trek: Classic Universe

$
0
0
These ships are my own ST:TOS/ST:KT (Kelvin Timeline) style of ships. Total fan-art, nothing official, and posted here solely for your enjoyment. :smiley:
Most designs are taken from "Apocryphal" sources which include licensed books, maps, blue-prints, video games, and the FASA RPG.

I'll do them one post at a time and start with the Federation ship chart.

a_glimpse_of_things_to_come_by_kodai_okuda-dcawp0e.jpg


(Changed title to be less vague. - BMR)
Thank you.

Daily Reputation Projects

$
0
0
You need to make what you see in the video below happen unless you want all your players to get Carpal Tunnel Syndrome on their way to T6 reputations.

First part is what it is like now, second part is what it should have been YEARS ago.

image

Turn critical hits into injuries?

$
0
0
While levelling my new Age of Discovery captain, a thought occurred to me that I'd like to share: Changing the critical hit mechanic from "adds more damage" to "gives the target ship injuries. The higher the "damage" that the critical does, the higher the severity of the injury, and potentially the more injuries you receive. So say you score a critical hit worth 100,000 damage points, that does NOT any longer vaporize the enemy, but give that opponent lots and lots (and lots...) of injuries at once, which will diminish that enemy's abilities slightly.

Currently, there are those who can run queues alone, and this is essentially because of critical hits going wild and increasing the damage numbers to a point where one ship does the damage that the TFO's makers assume five ships do. You can do this by aquiring lots of gear and traits.

But with the above change, people would still wreck havoc on the enemy and see quite spectacular results, but in a more creative and varied way, while at the same time balancing damage numbers of players among each other nicely.

What do you think?

Upgrade weekend?

$
0
0
When was the last Upgrade weekend? I've played since summer after a long several years of vacation from the game, and i'd love to see this returning before i get tired of the game again so i can feel up-to-date. I do have some gear upgraded to Mk XV but i do not remember when i did those. Last spring, or last winter?

I'm not the most dps:hungry captain out there and like to be a mix, Jack of all trades. I like healing others. Playing an instance that is over in 2 minutes is not fun, and the main dps:er complaints that the rest of the group are lacking skill. Well, thank you, in a way, for the free marks and dilithium, but, it was boring as hell to play when you killed everything and blamed the rest to lack dps before they could touch enough mobs.

Anyways.... So, when can we look forward to a weekend to upgrade our goodie good goods?

Bortasqu' Bridge

$
0
0
HOLY COWS....IT IS AWESOME!!
@ichaerus1 gave me a tour of one last night. There are even Targs on there. :)

I really don't bother going on ship bridges...only time is to set a trophy for the Bat'leth tournament because I like that. LOL! So, this was all new to me. LOL!

Will it fit on my BoP??? LOL!

It gave me a respite from hours and hours and hours of Foundry mission runs I was doing, yesterday.

Console packs for Jem'Hadar?

$
0
0
Looking to get hold of the Dynamic Redistributor module for my new Jem'hadar and I wondered why it isn't available through a console pack like it is for the Roms and Klinks?

Over here, XO. We need you to unlock the armory! Repeat issue

$
0
0
During Discovery beginners tutorial i have constantly someone saying "Over here, XO. We need you to unlock the armory!" even when Tilly or Gerry speaks when i progress to the ship this still happens but when restart the game then the problem is solved. this is annoying and distracting! This may not happen to everyone but i think some people will experience this issue.

x7ZHMmP.png

Queues/TFOs, and why most of them don't get played

$
0
0
Recently, we have seen Cryptic trying to revitalize Queues (rebranded into TFOs). So, I thought real hard why I don't get myself into some of the TFOs, and when I ran out of thoughts, asked several of my friends to share their opinions too. So while some parts of my post and criticisms are not exactly my own personal thoughts, they are absolutely a concern shared by multiple people in game.

And actually, it really boils down to that most of the offerings in game are just repetitive, tedious and sometimes downright annoying after multiple times of playing. Rewards, as they currently are, are more of a mid-tier problem, since while obviously players are driven to queues that give out the most rewards for least effort, ultimately it doesn't start to matter once you have solid fleet of Admirality ships to get your daily dil and thousands of marks just waiting in your Assets tab. Rewards surely play their part, but I don't want to discuss those in this post - it's about mission designs themselves.

So, apart from poor rewards, what makes the queues so unappealing? Mostly timegates, or bad mechanics. All of the popular queues (sans Swarm, but I predict it will die down soon) are totally case of "how good team is" = "how fast you complete the mission". There's no senseless waiting or at worst cases trying to fight the game rather than NPCs. But that's minority of the queues in game.

Rather, so many queues in game have timers that you simply have to wait to run out, before you either progress to next stage or mission can end. Even worse, that horrible practice has also crept into latest storyline missions. And the mandatory timers are not just annoying, they are also anti-immersive. As one of my friends said: "if a fleet is invading, they don't gain more ships just because you can kill them extra fast;
or realistically they wouldn't, anyway". Yet we see this practice in so many queues today. And at the same time, it doesn't give you any incentive to play well, cause you know the mission will be over in X minutes anyway.

Another extremely annoying feature is how either being shot at or shooting yourself completely breaks almost every interaction on missions, whether it is closing a portal, transport or whatever. Thus, an incredibly good QoL change would be if at least being shot at wouldn’t cancel said interactions. Said mechanic feels just to be thrown in to annoy the hell out of everyone, while actually not adding a layer of challenge.

Thus, I, with a little help from my friends, compiled a list of worst offenders, and thought what might be good ideas to perhaps revitalize those. I'm not saying that all of my suggestions are perfect, but something needs to change and just complaining and yelling "fix it now!!!" while not offering anything at all didn't seem very right thing to do either. Also, I apologize if I left something important out, but it's open forum, you readers can always add your own thoughts.

Assault on Terok Nor – console sequence is unintuitive, there's no real indication which consoles might be the right ones, so it becomes mindless running around and pressing F. Also other players can mess up your progress.
Possible fix: Keep 3 consoles only you need to activate in correct sequence, and mission progresses as soon as one player gets it right. Activating wrong console resets sequence only for that player, not for the entire team.
Alternative possible fix: If a logic puzzle is absolutely needed, maybe replace the console run with something similar to Quark’s Lucky Seven (where Rom hacks Odo’s computer), that only 1 person needs to complete.

Azure Nebula Rescue – ideally, it’s 12 minutes of doing exactly the same stuff, and the reward is only determined by luck - not very good mission design if you ask me. Current state is doing something for 3 minutes and waiting 9 for nothing to happen - it's horribly bugged and needs to be fixed ASAP.
Possible fix: there are 4 asteroid bases, and 4 classes of ships to be rescued. Assign one ship to each base and have the mission to end as soon as you’ve rescued 2 ships from each class. Autofail when you don’t manage to do so in 12 minutes.

Battle of Procyon 5 – same **** 3 times in a row. I know you wanted to make it look like the actual “battle of Procyon 5”, but it just feels so dumb and unappealing.
Possible fix: Cut parts 1 and 2 entirely and change the interaction mechanic per my interaction paragraph in this post, and it could possibly become one of my favourite missions in game.

Binary Circuit – mission is absolutely awesome, but the race mechanic between 2 teams (for some unexplained reason) + required amount of 10 players can be offputting.
Possible fix: Make it a single team, 5 player mission.

Borg Disconnected
Possible fix: Make the stage progress as soon as the team manages to save 15 disconnected Borg vessels.

Counterpoint – actually, this mission doesn’t seem to have a big problem with getting players, so probably not a big priority, but for QoL improvement…
Possible fix: Have the mission autoprogress as soon as the team has closed 5 portals and transported 15 troops.

Days of Doom – I know it’s integral part of the mission, so I have a hard time of coming up with a meaningful change, but 10 minutes of waiting until Scotty finishes his core is incredibly unpopular among large part of players.

Dranuur Gauntlet – this would be a fun mission, but it suffers from what's possibly the worst execution in the game. Killing enemies faster just means enemies spawn faster and you get **** faster. And the mobs move right to and past the satellites and will spawncamp the players, and when you're not quick enough, they'll spawn more waves whether or not you finished the current one.
Special comment from a tank friend: tanking doesn’t help at all, it's impossible to draw fire away from defense satellites.
Possible fix: Fix the aggro and design the mission to autoprogress as soon as you’ve cleared X number of enemy groups. Fix the respawn location so that players aren’t under fire from all three groups as they re-enter. And make it possible to heal the defense satellites.

Gateway to Grethor
Possible fix: mission progresses to boss stage as soon as 15 transports get through. Autofail when they don’t after allocated time.

Herald Sphere
Possible fix: Stage 2 progresses as soon as you kill 5 Herald attack groups. Autofail when you can’t do it in 4 minutes or when 15 ships get through. Stage 3 - fix the bug with command ships and have it autoprogress as soon as you kill 1, maybe 2 groups of herald forces.
Link to bug

Storming the Spire – probably my personal favourite mission, but so many of my friends are complaing about timegates, so here goes.
Possible fix: Mission autoprogresses as soon as you get 50% control of the spire. Autofail when you fail to do that in 10 minutes or when Voth get more than 150 troops.

Swarm - 3rd stage is too long and gets repetitive.
Possible fix: Mission autocompletes when X number of transports get through.

Undine Infiltration – mission was very popular until the fire extinguish mechanic was changed and turned into an incredibly bugged state.
Possible fix: Revert it back to the previous state.

Turning the Tier 6 Andromeda/Galaxy in a powerful ship - is it possible?

$
0
0
I played my Fed Engineer again recently, and levelled up the Ambassador/Narendra. I enjoyed it, but it made me lust for running the Galaxy Class again. So I got myself the Tier 6 Fleet Andromeda I already had the regular C-Store one maxed out, and decided to go on since I still have some spare Fleet Modules that I never get to use.

So, now I am trying to make it work in some way. And compared to my Science/Exotic/Projectile focused ships it just seems to suck compared to them. Of course, I am also stuck with my Captain being an Engineer, without something like Attack Pattern Alpha or Sensor Scan to really boost her damage output.

I admit, I might be harmstringing myself in some ways - I would prefer a phaser beam build with a Torpedo Launcher, to get reasonably close to canon looks. It seems I fared much beter with the Narenda, which actually had a LtCmdr Science Slot and a Commander Temporal seat, which gave me some more decent damage and crowd control option.

I got pretty much all C-Store and Event Ship Mastery, Specialization and Reputation Traits at my disposal, plus Peak Efficiency, Repair Mode and Waylay from lockbox/prom ships.

Currently I am running with
  • Weapon: 5 Phaser Beam Arrays, 1 Omni-Beam Phaser, 1 Quantum Phase Torpedo Launcher (front) and 1 Terran Task Force Torpedo Launcher (aft)
  • Primary Set: Kobali Set (Shields, Impulse Engines, Deflector, Warp Core and Console)
  • Consoles: Consoles I equpped are Antimatter Spread and Molecular Cohesion Modifier, Conductive RCS Accelerator and Enhanced RCS Acceleration [ResKin+Phys], Quantum Phase Converter, Protomatter Field Projecter, 2 Tactical Vulnerability Exploiter [Phaser] and Counter-Command Conduit Energy Relay and the ASsimilated Module.
  • Bridge Officer Seats
    • Torpedo Spread I
    • Tactical Team I, Attack Pattern Beta I, Beam Fire at Will III
    • Endothermic Inhibitor Beam I, Emergency Power to Shields II, Emergency Power to Weapons III, Aceton Beam III
    • Overwhelm Shields I, Auxiliary to Structural Integrity I, Concentrate Firepower III
    • Science Team, Hazard Emitters
    • Starship Mastery Traits, Stay at your Posts, Peak Efficiency, Improved Critical Systems, Emergency Weapon Cycle, History Will Remember

Anyone ideas what one could do here to make this work better? Or is there really not much to get out of here, and I have to accept that beating the Tactical Cube in the Red Alert solo in time before the others finish the others can summon the B'Ger will depend on luck?

Enough already with the time travel!

$
0
0
I'm bored with Cryptic using the dual crutch of Q and temporal displacement to support their wandering narrative. Is life after Voyager really so bereft of content opportunities that we have to keep going back in time? In the future - why don't you confine your time traveling stories to HOLODECK simulations. AoY and AoD could both have been novel HOLODECK programs - we haven't had a malfunctioning holodeck storyline!

Ban the person above you, any reason at all! Part III

$
0
0
wait, what happened to the other ban thread? cant believe it got buried....

retrobanning alexmakepeace for good measure

Comprehensive list of Cardassian graphical bugs I've found

$
0
0
Cardassian women using “Cardassian 1” face don't blink:

2vvwc1t.jpg

I noticed the bug a couple of weeks ago and I looked a bit further in the issue: Cardassian men don't have the problem and also with women the problem is limited to head type "Cardassian 1", with the 2 and 3 closing their eyes properly. Also, with "Cardassian 1" it seems the animation triggers, as, with the camera close-up in the tailor, you can see the character's eye barely twitching every now and then, but the animation somewhat doesn't work.
In the pic the bug it's very evident: at the character selection window the captain and boffs close their eyes at the same moment, and my Cardassian captain doesn't blink at all.

Clipping problems with the neck:

When a female character change position with her head, some strange triangular polygonal shapes emerges from the lower part of the neck.

Cardassian_Bug01.jpg
Cardassian_Bug02.jpg
Cardassian_Bug03.jpg
Cardassian_Bug04.jpg
Cardassian_Bug05.jpg
Cardassian_Bug06.jpg
xdz7gx.jpg
ogmo36.jpg

The bug present itself with clothes that don't cover neck and shoulders of a character.

It happens also with the canon uniform:

1zwj9dh.jpg

This problem exist also on the back of the neck, where the neck isn't connected properly to the torso.

2dhfqc4.jpg
pca69.jpg

Also the scales on one side of the neck connect in a visually very bad style compared to the ones on the other side. It's possible some clipping is involved as well.

In the waist area you can see trough the body in two different points:

ng7yup.jpg

It's quite evident form the photo that it's possible to see the sea on the background.

One of the colors of the Cardassian leggings cannot be modified:

wkss2s.jpg
2ephkrq.jpg

To modify it it's necessary to load another uniform piece for the legs, change it from there and then it's possible to reload the Cardassian leggings.

Some uniform pieces have problems with the neck:

2558555.jpg

As it's shown in the image, the base of the neck it's not present and you can see trough the body.

Notes:

All these bugs are present on Cardassian women. I'm not sure they're present also on Cardassian men, but I suggest to look also for male characters.
Viewing all 98327 articles
Browse latest View live


Latest Images

<script src="https://jsc.adskeeper.com/r/s/rssing.com.1596347.js" async> </script>