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Eyrie Productions, Unlimited
laudre
Member since Nov-14-06
428 posts |
Mar-13-14, 03:48 PM (EDT) |
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"Game updates - live and test"
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Well, maintenance is apparently complete (I'm at work, so I can't check), and the new event is live. I've not been terribly enthusiastic about doing PvE queue stuff in the past, but that's a big enough carrot that I'll be doing it on at least two characters daily, if not more. Also, over on Tribble the Test Server, the latest patch notes reveal that the revamped kit system is up there (I've done a bit of formatting to make the snarf'n'barf a bit more readable):
Kit Revamp: The Kit system has been overhauled! New Kits now allow you to add Modules to them. Kits and Modules exist from Mark I to Mark XII and in Common, Uncommon, Rare, and Very Rare qualities. Kits can provide skill bonuses to either general Ground skills or career-specific Ground skills: * Higher rarity kits provide a larger number of discrete bonuses * Higher Mark kits provide a larger magnitude of skill with each bonus * Higher Mark kits contain more slots for Kit Modules Kit Modules are a new type of item, consisting of a single power. Each module belongs to a Career (Science, Engineering, or Tactical) and a Specialization. Each Career is made up of two Specializations: * Science - Research Modules emphasize experimental new science-based control and damage effects - Medic Modules focus on healing wounds and supporting teammates * Engineering - Fabrications Modules allow Engineers to create temporary constructions - Mechanic Modules focus on using devices to enhance allies or impair foes * Tactical - Assault Modules focus on direct damage and explosive effects - Strategic Modules emphasize the battlefield planning and control abilities of the user Modules of a given Specialization can only slot into Kits with an open slot of that Specialization type. For example, “Turret Fabrication” is a Fabrication-type Module. It can be slotted into Fabrication slots in any Engineering Kit, but cannot be slotted into Mechanic slots in any Engineering Kit. Basic Common-quality Kits and Modules are available from Ground vendors for Energy Credits. All qualities of Kits and Modules drop from ground enemies as reward possibilities. Fleet Holding Kits have been updated to provide a purple-quality Kit with a pre-slotted purple-quality Module of the power that was previously a “Mark IV” power. These are equivalent in power to their previous versions. For testing purposes, the test console on Drozana Station will provide anyone with random assortments of level-appropriate kits and modules as many times as the tester desires.
I love this in principle, since the lack of flexibility in the kit system has long frustrated me. Also, the visual bits from kits will be moved over to the costume system, which, I hope, finally means KDF will get them too. "Mathematics brought rigor to economics. Unfortunately, it also brought mortis." - Kenneth Boulding |
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laudre
Member since Nov-14-06
428 posts |
Mar-14-14, 08:40 AM (EDT) |
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3. "RE: Game updates - live and test"
In response to message #0
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>Well, maintenance is apparently complete (I'm at work, so I can't >check), and the new event is live. I've not been terribly enthusiastic >about doing PvE queue stuff in the past, but that's a big enough >carrot that I'll be doing it on at least two characters daily, if not >more. Did it on three characters yesterday evening, and it didn't suck to do so at all. It's nifty in that it gives cruisers and science vessels something special to do beyond the ill-fitting tank and CC/healing metaphor rather clumsily adapted from the fantasy MMO "holy trinity," and the first phase is long enough to feel meaty and satisfy an appetite for blowing up lots of things without dragging out. I can see it sucking to do with particularly inept players, of course, who don't pay attention to the things to do that aren't blowing things up, since that'd wreak havoc with the mark rewards, though. And the second phase would definitely suck if you land in a queue with a bunch players who are busy chewing on their keyboards. One thing that's very nice: for now, at least, the queue time is wonderfully short. "Mathematics brought rigor to economics. Unfortunately, it also brought mortis." - Kenneth Boulding |
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BeardedFerret
Member since Apr-21-08
514 posts |
Mar-24-14, 01:36 AM (EDT) |
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6. "RE: Game updates - live and test"
In response to message #5
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>New Undine-related rep faction stuff in a >huge image (seriously, 3380 x 1430). >There's a bunch of placeholder art, of course, but it looks pretty >similar to Dyson rep, in a good way. > >I'm wondering if the space weapons will be a single weapon type (like >the polaron weapons from Dyson rep) or if there'll be a selection. (At >the very least, it looks like there's the option of both phasers and >disruptors, and the projectile "weapons" suggests more than one >option.) I wonder if they'll add a plasma turret to keep with each >faction's signature energy weapon type. For what it's worth, they usually go with a single type, so this is positively generous! Speaking of generosity, Cryptic appear to be moving to make rep grinds way less annoying in Season 9. Instead of buying and them immediately offloading useless replicated parts, you just throw money, marks and experience at a daily project, and if you're on a roll on a given day there are daily projects to boost your progress. Should make rep a LOT more achievable. They're also changing the way some of the endgame sets work - big whoop - and changing endgame gear requisitions so that you can only requisition Mk XII stuff. I think this is a good change, particularly with the Solanae set giving you a very viable endgame setup right off the bat. |
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laudre
Member since Nov-14-06
428 posts |
Mar-24-14, 06:50 AM (EDT) |
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7. "RE: Game updates - live and test"
In response to message #6
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>They're also changing the way some of the endgame sets work - big >whoop - and changing endgame gear requisitions so that you can only >requisition Mk XII stuff. I think this is a good change, particularly >with the Solanae set giving you a very viable endgame setup right off >the bat. Yes -- I am very, very pleased. I did some New Romulus stuff, and made a couple of desultory pokes at Omega and Nukara, but Dyson has been so much nicer a rep grind that I've basically ignored the others since it came along. (That I'm only at Tier III has a lot more to do with my rather laid-back approach to the game than any difficulty with the rep grind itself.) Once it goes live, I can look at a shiny thing from one of the older rep factions and actually start putting stuff towards it, instead of groaning, grumbling, and deciding to go do something else instead. (Especially Nukara.) I just wish I hadn't lost an entire evening of the Foundry weekend, because I could've racked up a bunch more marks to save up for when the reps change. "Mathematics brought rigor to economics. Unfortunately, it also brought mortis." - Kenneth Boulding
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version 3.3 © 2001
Eyrie Productions,
Unlimited
Benjamin
D. Hutchins
E P U (Colour)
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