Issues In Review

Project: Star Trek Council - Filter Team (6) - Issues: 20

TicketIDSummaryReporterDescriptionCreatedUpdated
910Two minute timer on boss (exploit)reyoflightWe have a two minute timer in boss to get a better flow of people through the event and prevent people from hitting the boss for say 5-10 minutes. This is all great and all, except for people getting around the time limit by using M'lara/Eliza on their fleet, and said officer rebirths on K'Orvac's skill shot which means they can keep battling past the two minute mark, and at times keep rebirthing several times AFTER K'Orvac has fired off his two minute skill shot that SHOULD mean the end of the battle for that person.

Quite frankly: Turn OFF rebirth and ANY other rebirth like passive or skill from ships and officers at the two minute mark. NOTHING should be immune to, or get past the two minute skill shot. What someone does within their two minutes does not matter, but the two minute skill shot needs to be a definite end of battle regardless of what ships and officers someone uses. It is not acceptable that people can exploit the two minute limit by using certain officers and/or ships on their fleets. Two minute limit means two minute limit, at two minutes everything should stop working and get blown up by K'Orvac to let someone else take a turn.
2019-10-26T13:19:58-07:002019-11-04T14:24:02-08:00
909Boss that matches current fleetsreyoflightBattling K'Orvac should be a fun and hopefully somewhat challenging server event where the factions work together to bring down the boss. This worked well at the time where K'Orvac was initially introduced into the game when our ships had a comparably low damage output if comparing then and now. Today we have much more powerful ships, much more powerful equipment and much more powerful officers, and if each of those things are put together in a way where ship passives and officer skills work optimal together, it is possible for a player to take down a level 80 K'Orvac in just 3-4 turns as it is fully possible to hit between 500M to about 900M in just one turn with an optimized fleet setup.

If we can not have a boss for players that are level 90+ then can we at least have an increased level cap of K'Orvac so that he can go to for example level 95 which is our current captain level cap, or is it possible to increase the durability of a level 80 K'Orvac so that he lasts longer and become at least a bit of a challenge again?

I do not know how common it is game wide for a single player to be able to hit close to 900M per turn, but I have seen such hits with my own eyes as I do have such a player on my server who is very good at making powerful setups. I just wish that the boss events become more inclusive again, so heavy hitters don't feel they can't take a turn, or can't take another turn because their high scores kills the boss too fast so others may miss to even take a turn on the boss.

We need the boss to match our current damage output as it is too easy today to kill a level 80 K'Orvac.
2019-10-22T09:15:01-07:002019-11-04T14:23:48-08:00
908Aron Einsberg STAD Memorial ProposallashedtodeckCreation of a NEW officer card to Remember the Late actor Aron Einsberg.

Please read the attached Proposal.
2019-09-26T07:45:07-07:002019-11-04T14:23:33-08:00
907Time stamp for chatreyoflightMissing a time stamp for chat messages in Incursion. A time stamp helps as you can then see when a message was posted in the chat. As it is now you sit there and see a message but there's no way of knowing if it was sent a minute ago or hours ago if you have many tabs open and don't spend all day actually looking at the Incursion screen. A time stamp for chat messages would also help in the event of someone needing to contact support regarding someone's behavior in game, as it can then be seen when the chat was ongoing in a screenshot. A time stamp in chat would help both players and game support. We can see if a chat message is current or old, and it's easier to investigate behavior in case such cases occur.2019-08-25T16:05:36-07:002019-11-04T14:23:10-08:00
893Mission tracking at lvl 91+reyoflightMission tracking upon reaching captain level 91 in STAD has this one mission where we need to put a level 85 officer on fleet to progress. This can not be done currently as only 5* officers can be leveled past level 82, and hence this mission excludes a majority of players as only relatively few, regardless of spending, have 5 star officers at such a high level- be it a 4 star officer that has been upgraded to 5 stars, or be it an officer that was 5 stars originally. Mission tracking missions HAS to be obtainable for ALL players regardless of how much or how little they have been spending in the game, and on what. By having a mission that can only be completed with one type of officer, a majority of players are excluded from being able to progress further and this is not ok, especially not for a mission tracking mission.

A possible solution to this issue would be to require you to have 4 level 82 officers on fleet to progress, which gives you a choice of using ANY officers in game, or raise the level cap of 1-3 star officers so that they too can go past level 82 and which would also allow players to use up some of their many random officer badges that many have a lot of by now, something that would also put value back into the officer exchange. Both options means people may have to work some to complete the mission, but it would at least make it obtainable for ALL players and not just the top few percent who have managed to get a 5 star officer to level 85 or above.
2019-05-31T11:21:01-07:002019-11-04T11:54:01-08:00
906Background music in IncursionreyoflightThe in-game music and sounds start playing most of the time when you load or reload Incursion, even though you have your sounds set to "OFF" up in the left corner. This has been ongoing for weeks now and it is extremely annoying. If anyone wanted to hear the in-game sounds, they wouldn't have the sounds turned OFF to begin with. This happens in normal browser mode where your game is not freshly loaded the way it is if running it in incognito mode, hence the music should be OFF if you have selected it to be OFF, and it should only ever start playing if you choose to have it ON, or if you play the game in incognito mode where a fresh copy is loaded each time and hence doesn't have your personal preferences saved.2019-08-25T15:56:24-07:002019-10-22T09:00:42-07:00
905Durability Chips coming back into game.lashedtodeckAt the moment some players have just one durability chip because it was a free giveaway. What I propose is that the Durability chips fully enter the game and game be won as a Random chip within the current levels of the Trials.

These Chips should only enter as random when a player gets to Nightmare stages, and they should be only level 1 chips. The reason for them to start as level 1 chips is because it will mean players will have to level them up to level 8. This will mean player would have to use the Chip Fragments to level up the chips, and it would bring life back into a dead part of the game.

The random nature of trials could mean a player gets a chip once every 5 levels, or a different chip altogether or nothing at all.

The durability chip was introduced and then left out of the game, this chip could have been a game changer for many low level players that could not manage to do something but adding the durability chip in any level of trials would help all players and it should have been added years ago.
2019-08-06T14:15:31-07:002019-10-22T09:00:25-07:00
904Key binds movedreyoflightThe key binds have been moved not just once, but twice in the past few days, and it's messing up with players ability to play manually as people may have over 4 years of muscle memory to deal with. It was bad enough with the torpedo skill and secondary weapon changing keys with each other, but now it's both that change AND PN and Overload that has changed position with each other, so now we have PN on W and Overload on Q, then secondary weapon on R and torpedo on T, and there is no way for players to change anything except for where they have their two weapon skills depending on which slot they choose for each weapon. For example someone using a full level 85 set on flag, you can choose to have Pandoras Box on E or R (but should be E or T) depending on if they put that weapon in slot 1 or in slot 2. But for everything else, there's no way of changing where a skill is fired from.

PN belongs on Q, overload on W, primary weapon on E, torpedo on R and secondary weapon on T as this is a lot more ergonomic and something players are used to from a long time of playing the game. Changing key binds is not just awkward for players, but also messes with muscle memory and finger layout. To take myself as an example and that is not unique by any means, my boss finger setup will now be Q, R, T instead of W, R, T and this will be the case for many people. Even if we put the secondary weapon in the first weapon slot it will be very awkward with Q, E, T
Also for ergonomic reasons it's often better to have a turret in the primary weapon position, yet the "equip all" always puts the cannon in that slot which can be very awkward for people who use full sets and where the turret of a set is the big AOE skill and cannon is a smaller single target skill such as Titans arrow or multishot. It makes more sense to have PN, overload, AOE skill on Q, W, E keys as it allows for rapid firing manually, and gives a good finger layout for boss battles where you would normally only use overload, torpedoes and a single target skill such as Titans arrow or multishot.

The torpedo and secondary weapon changing keys can be manageable and people can re-learn with time, but PN and overload changing keys just does NOT work as it is too awkward and gives a terrible finger layout which is also very uncomfortable and outright painful!
2019-07-26T10:47:44-07:002019-10-22T09:00:07-07:00
903Squad leadership takeoverreyoflightThere is currently no way of taking over the squad if the squad leader is inactive for an extended amount of time. This is an issue because that means squads run without active leadership if a squad leader chooses to leave the game for an extended period of time or permanently, and hence the remaining players are deprived of taking part in events such as Faction War as it relies on active leadership. There is a text stating that if a squad leader is offline for 120 hours, they will be deposed automatically so someone else can take over, but this is just not happening so squads run for a long time without leadership or with only a vice leader that can not take over the leadership to keep the squad alive.

Here is a screenshot of the information text about squad, but #3 just does not happen when a leader is no longer playing or is offline for an extended amount of time: https://cdn.discordapp.com/attachments/574871699636486152/602940641902592021/image0.jpg
2019-07-22T12:21:03-07:002019-10-22T08:59:47-07:00
896Dealer credits needed for refreshing the dealer,do not match the actual valuedrisshaDealer text pop up for credit refresh cost is not matching the numerical value asked2019-06-09T19:19:50-07:002019-10-22T08:59:18-07:00
885Why are members names have a stroke across name and why do they no longer have member acessWhy are members names have a stroke across name and why do they no longer have member acess. as a member of counsil I no longer can Get into mantis using member name and password2019-05-06T06:53:43-07:002019-10-22T08:59:03-07:00
884V/B battle crashing Browser when timer ending for tournamentdrisshaThe browser is crashing when the V/b timer is ending causing browser to crash2019-03-18T20:53:34-07:002019-10-22T08:58:48-07:00
878SuggestiondrisshaIt has been suggested to allow donations of dilithium to the squadron banks.2019-01-18T09:22:47-08:002019-10-22T08:58:30-07:00
870Squad - Vice Leader PermissionTamlinAllow Leaders to assign a permission that gives Vice Leaders the ability to refresh the squad shop.2019-01-08T12:10:35-08:002019-10-22T08:58:13-07:00
902Faction War Upgrade Only one running at one timedrisshaA cool down time between each faction war is recommended to prevent more than one faction war to take place at one time. This will stop people from exploiting the system and gaining an unfair advantage. (If more than 2 faction wars are started it makes game play pointless)
At the moment there can be an unlimited amount of faction wars at the same time which spoils the game play. If there was a cool down time between faction wars it would prevent multiple faction wars taking place at the same time which would allow players to enjoy the game a little more, as they would be able to take part better in the faction wars. As the game only has 2 factions Federation and Dominion there should be only one faction war at one time, so a 5 minutes cool down should apply between wars.
A cool down between faction wars could be a better way to attract more faction wars being brought into the game and create more content for players as people could participate in a faction war after the cool down has finished.

At the same time, prevent faction wars from:

• Run when other events are running.

A good timed system could be put in place that would prevent leaders creating faction wars when other game play is taking place.

Players want game play and also want to enjoy content which is already in the game, so any faction wars should not be taking place at the same time as set events.

• We also recommend that there is a 66-minute timer put in place that would not allow creation of a Faction war before a set event is to take place.

This would not allow a faction war to start 66 minutes before a main event, so it means a Faction War can still be completed just before a main event, but it will also prevent somebody starting a faction war just before a main event in game.

A faction war once started can take up to 65 minutes to complete (including prep period) A 66-minute timer ensures the event can be completed before another event can begin.

• The reason for this 66-minute delay on creating a faction war before a main game event is because it helps create a better enjoyment within the game.

Nobody wants to do any event at the same time as a faction war as it removes the ability to take part.

In order to make up for lost hours due to timers, Faction wars could be extended to run 24 hrs, around the clock, and giving players more choices. Faction wars are fun and player should be able to choose times outside the existing events, from between 00.00 server time to 2250 server time, Last event can then start at 22.45 server time and would finish before the server refresh 23.59.

Please Remember this is about getting players to take part, and not pushing players away from good aspects of the game just because they cannot take part in events and faction wars just because at the moment they overlap and create conflicts between players who are in the same Squadrons who want to do the events and not just do conflict after conflict. The game has to be balanced between content and events. This would mean more players can take part in more things, and not just get abuse from angry Squadron members who demand they join a Faction wars, instead of doing events they enjoy.
2019-07-18T13:15:14-07:002019-08-26T12:35:49-07:00
887Suggestion: Random 8472 invasions in sectorsPlease see my suggestion under the below thread on yoru own forum
https://forums.gamesamba.com/star-trek/the-fludic-space_aa/general-discussion_aa/74834-suggestion-on-game-content-8472-random-invasions?_=1557528393028
2019-05-10T15:47:26-07:002019-07-22T04:55:21-07:00
900Exchange shop for equipment does not contain selections for level 75 gearAnyanaThe exchange shop does not contain the gear for level 75 debris. The sector clash sector 18, 19, 20 give level 75 gear. When open Exchange - go to equipment - there is no level 75 gear to exchange debris with.2019-07-13T10:45:25-07:002019-07-22T04:44:14-07:00
899Squadron War / Faction Squadron War - stronghold tabs generate negative numbers unable to retake basesAnyanaDuring Squadron War - each stronghold has tabs which state the players on the bases as well as defense clones
Opposing teams take base - then defending team retakes the base -

Once the base is retaken - the stronghold tabs numerically begin to decrease into negative numerical values. Once negative numbers are displayed the Opposing team is UNABLE to retake the base back regardless of how many players they have or how strong they are.
It is at this point the Squadron War is broken.
2019-07-09T11:35:10-07:002019-07-22T04:41:16-07:00
901Borg Invasion timesreyoflightAt this time, there is only event of Borg invasion in STAD I per day, and that one event is at stupid o'clock for majority of players which means a lot of people rarely or never have the ability to participate or even try the event. In Central European Time the event starts at 04:00 (4am) which means people living anywhere in Europe can not participate without either staying up all night, or wake up just to participate and none of it is worth it. For players located in Asia the event is during office hours which means they can not participate due to being at work, for people in Australia and New Zealand it is again during office hours or when people are on their way home from work. For people in America the event is at 22:00 for people on the East Coast, a time where people may want to get to sleep. We need a second event of the Borg Invasion to open the event for more players time wise as today only a relatively few can take part due to time of event and their time zone.2019-07-15T12:39:07-07:002019-07-22T04:38:39-07:00
898Investigations Idea. Random Boss (a strong fleet) attacklashedtodeckWe already have investigations, however nobody is interested in doing them any more. To create a new idea, and to bring players back into wanting to play, we could have a Random (Big fleet)
attack the player attacking the investigation, instead of a weak fleet.

There would be a 33% change of hitting a big fleet, which could be set by the sectors, from the list we already have.
We recommend that 2 more sectors be added, which includes sector 24.
2019-07-08T12:23:41-07:002019-07-08T12:38:33-07:00

  • filter/mantis/start.txt
  • Last modified: 2018/07/17 06:23
  • by tamlin