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	<title>Five Sec Rule &#187; Star Trek Online</title>
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	<link>http://www.5secrule.de</link>
	<description>Ein MMO-Blog von Sleth</description>
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		<title>Star Trek Online &#8211; Season Two Update Ancient Enemies noch im Juli geplant</title>
		<link>http://www.5secrule.de/2010/07/star-trek-online-season-two-update-ancient-enemies-noch-im-juli-geplant/</link>
		<comments>http://www.5secrule.de/2010/07/star-trek-online-season-two-update-ancient-enemies-noch-im-juli-geplant/#comments</comments>
		<pubDate>Sun, 25 Jul 2010 12:21:32 +0000</pubDate>
		<dc:creator>Sleth</dc:creator>
				<category><![CDATA[Star Trek Online]]></category>
		<category><![CDATA[Ancient Enemies]]></category>
		<category><![CDATA[Dabo]]></category>
		<category><![CDATA[Diplomatic Corp]]></category>
		<category><![CDATA[Fluidic Space]]></category>
		<category><![CDATA[Levelcap]]></category>
		<category><![CDATA[Mark XI Gear]]></category>
		<category><![CDATA[Mini-Games]]></category>
		<category><![CDATA[neue Talentpunkte]]></category>
		<category><![CDATA[Patch]]></category>
		<category><![CDATA[Rear Admiral]]></category>
		<category><![CDATA[Season Two]]></category>
		<category><![CDATA[STO]]></category>
		<category><![CDATA[Tier 5 Schiffe]]></category>
		<category><![CDATA[Vice Admiral]]></category>
		<category><![CDATA[Weekly Quests]]></category>

		<guid isPermaLink="false">http://www.5secrule.de/?p=4681</guid>
		<description><![CDATA[So langsam nähert sich der Juli dem Ende entgegen. Allerdings noch terminiert für Juni ist der nächste grosse Star Trek Online Patch, der auf den Namen Season Two: Ancient Enemies hört. Ob Cryptic es in den verbleibenden sechs Tagen noch schafft, den kompletten Patch online zu stellen, bleibt noch abzuwarten. Im schlimmsten Fall wird sich der  <a href="http://www.5secrule.de/2010/07/star-trek-online-season-two-update-ancient-enemies-noch-im-juli-geplant/" class="more-link">Mehr &#62;</a>]]></description>
			<content:encoded><![CDATA[<p>So langsam nähert sich der Juli dem Ende entgegen. Allerdings noch terminiert für Juni ist der nächste grosse Star Trek Online Patch, der auf den Namen Season Two: Ancient Enemies hört. Ob Cryptic es in den verbleibenden sechs Tagen noch schafft, den kompletten Patch online zu stellen, bleibt noch abzuwarten. Im schlimmsten Fall wird sich der bevorstehende Patch in den August verschieben.</p>
<p>Doch was erwaret uns mit dem kommenden Season Two: Ancient Enemies Patch? Das Wichtigste gleich vorweg: Es wird eine Erhöhung des Level-Caps geben. Und damit löst STO den derzeitigen Spitzenreiter Aion ab, das bis dato mit der schnellsten Level-Cap Erhöhung in der mir bekannten MMO-Geschichte punkten konnte. So wird es in Star Trek Online gleich drei neue Ränge geben: Rear Admiral Lower und Upper Half und Vice Admiral. Für diesen neuen Tier 5 Bereich wird es eigene neue Gebiete geben, in denen man leveln kann. Als Belohnung winken neue Tier 5 Schiffe und Fähigkeiten. Das eigene Equipment kann man fortan mit epischem Mark XI Gear verbessern.</p>
<p>Neben diversen Mini-Games wie Dabo sind zudem wöchentliche Quests geplant, die sich der Level-Range des Spielers individuell vom Schwierigkeitsgrad her anpassen. Wir dürfen also gespannt sein, wie sich diese neuen Quests ins gesamte Konzept einfügen. Was leider noch nicht bekannt sind, ob es einhergehend mit der Level-Chap Erhöhung auch weitere Talentpunkte zum Verteilen gibt (womit zu rechnen ist), bzw. ob es komplett neue Talente geben wird.</p>
<p>Hier die kompletten, derzeit bekannten, Features zum Season Two: Ancient Enemies Patch:</p>
<p>Our latest content update, Season Two: Ancient Enemies, will be available in July 2010. In Ancient Enemies, you&#8217;ll encounter and do battle with even more of Star Trek&#8217;s iconic races, enjoy all new Episodes and experience Star Trek Online in brand new ways. Here&#8217;s some of what you can expect in Season Two: Ancient Enemies:</p>
<h4>Congratulations, Admiral</h4>
<p>We&#8217;re raising the level cap from 45 all the way to 51. With the increase comes new ranks:</p>
<ul>
<li>Federation:
<ul>
<li>Rear Admiral, Lower Half (41-45)</li>
<li>Rear Admiral, Upper Half (46-50)</li>
<li>Vice Admiral (51)</li>
</ul>
</li>
<li>Klingon:
<ul>
<li>Brigadier General (41-45)</li>
<li>Major General (46-50)</li>
<li>Lieutenant General (51)</li>
</ul>
</li>
</ul>
<p>With the new distinction comes a new set of rewards and content:</p>
<ul>
<li>New Tier 5 ships for both the Federation and Klingon factions. The Federation will receive an Exploration Cruiser retrofit featuring saucer separation, a Tactical Escort retrofit with a non-combat cloaking device and a Long Range Science Vessel retrofit with ablative generators. The Klingon Empire will receive the Kar&#8217;Fi Carrier, a Fek’Ihri Tactical Carrier with kamikaze S&#8217;Kul Fighters.</li>
<li>Level 51 versions of every Special Task Force mission and Fleet Action.</li>
<li>Mark XI gear rewards.</li>
</ul>
<h4>Klingon Episodes</h4>
<p>In Season Two: Ancient Enemies, the Klingon faction will feature eight brand new Episodes tailored specifically to the Empire.</p>
<p>These Episodes star the Fek&#8217;ihri, the fabled enemy of Kahless, founder of the Klingon Empire. In Season Two, the Fek&#8217;ihri have returned and have again set their eyes upon Qo&#8217;noS. It&#8217;s up to you and your friends to protect the jewel of the Empire from occupation!</p>
<h4>The Federation Diplomatic Corps</h4>
<p>There&#8217;s more to life than leading with the sword. The Federation Diplomatic Corps brings subtlety to galactic turmoil. To kick off the new gameplay option, we&#8217;re introducing First Contact missions in which you&#8217;ll meet and interact with brand new civilizations.</p>
<p>As you progress with your diplomacy, you&#8217;ll earn special ranks and rewards within the Diplomatic Corps, so you&#8217;ll be rewarded for leading with the olive branch rather than the arrow.</p>
<h4>Now Entering: Fluidic Space</h4>
<p>In Season Two: Ancient Enemies, you&#8217;ll continue your interaction with the Undine, venturing into their native Fluidic space to learn more about the enigmatic species and their struggle with the Borg.</p>
<p>The Undine story continues with five new Episodes, a Fleet Action and all new Deep Space Encounters.</p>
<h4>Introducing Mini-Games</h4>
<p>Coming to a space station near you is the casino game Dabo. Play Dabo in social hubs to earn gold pressed latinum, which you can then use to buy all sorts of special rewards.</p>
<p>Along with Dabo is the Anomaly Scan mini-game.</p>
<p>Anomaly Scan is a new way to discover resources in-game. By playing this special mini-game, you&#8217;ll be able to find more anomalies than normal. You&#8217;ll improve your yield and feel more engaged.</p>
<h4>Feature Episodes, Weekly</h4>
<p>In addition to all the great story-based Episodes we&#8217;ve got on tap for you, we&#8217;ll be releasing new Feature Episodes every week, starting in August. These Episodes will introduce a new neutral mission giving race, the Deferi. Players of any level from both factions will be able to aid the Deferi against a new adversary. Be sure to keep an eye out for these special Feature Episodes as you enjoy Season Two!</p>
<h4>Customization And More</h4>
<p>We&#8217;ve got some great quality of life features headed your way, too. Some new improvements include:</p>
<ul>
<li><strong>Fleet Emblems</strong>: Fleets can customize their own emblems and display them on ships, giving a Fleet a unified appearance in space.</li>
<li><strong>Improved Klingon Customization</strong>: All new costume options for Klingon Captains, and we&#8217;ve redesigned existing costume options to look better.</li>
</ul>
<h4>Even More on the Way</h4>
<p>These are only some of the changes, fixes and updates in Season Two: Ancient Enemies. For a full list of what&#8217;s bundled into Season Two: Ancient Enemies, please visit <a href="http://forums.startrekonline.com/forumdisplay.php?f=158">the Engineering Reports forum</a>.</p>
]]></content:encoded>
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		<item>
		<title>Star Trek Online – Patch 2.0 &#8211; Erhöhung des Level Caps auf 51, Vice Admiral und Lieutenant General, Tier 5 Schiffe und Mark XI Gear</title>
		<link>http://www.5secrule.de/2010/06/star-trek-online-patch-2-0-erhoehung-des-levelcaps-auf-51-vice-admiral-lieutenant-general-tier-5-schiffe-mark-xi-gear/</link>
		<comments>http://www.5secrule.de/2010/06/star-trek-online-patch-2-0-erhoehung-des-levelcaps-auf-51-vice-admiral-lieutenant-general-tier-5-schiffe-mark-xi-gear/#comments</comments>
		<pubDate>Wed, 16 Jun 2010 10:53:38 +0000</pubDate>
		<dc:creator>Sleth</dc:creator>
				<category><![CDATA[Star Trek Online]]></category>
		<category><![CDATA[Erhöhung]]></category>
		<category><![CDATA[Fähigkeiten]]></category>
		<category><![CDATA[Juli]]></category>
		<category><![CDATA[Level 51]]></category>
		<category><![CDATA[Level Cap]]></category>
		<category><![CDATA[Lieutenant General]]></category>
		<category><![CDATA[Mark XI Gear]]></category>
		<category><![CDATA[neue Schiffe]]></category>
		<category><![CDATA[Patch 2.0]]></category>
		<category><![CDATA[Rear Admiral]]></category>
		<category><![CDATA[Season Two]]></category>
		<category><![CDATA[Skills]]></category>
		<category><![CDATA[STO]]></category>
		<category><![CDATA[Stufe 51]]></category>
		<category><![CDATA[Tier 5]]></category>
		<category><![CDATA[Vice Admiral]]></category>

		<guid isPermaLink="false">http://www.5secrule.de/?p=4232</guid>
		<description><![CDATA[Nachdem ja bereits mit den Season One Patches einiges am Star Trek Online Gameplay verbessert wurde, wichtige Stichworte sind hier Difficult Slider und Accolade Archievement System, wurden nun die geplanten Änderungen zur Season Two bekannt gegeben. Und auch diese Patchnotes haben es in sich.
Habe ich vor einigen Wochen noch bei Aion behauptet, dass es dort  <a href="http://www.5secrule.de/2010/06/star-trek-online-patch-2-0-erhoehung-des-levelcaps-auf-51-vice-admiral-lieutenant-general-tier-5-schiffe-mark-xi-gear/" class="more-link">Mehr &#62;</a>]]></description>
			<content:encoded><![CDATA[<p>Nachdem ja bereits mit den Season One Patches einiges am Star Trek Online Gameplay verbessert wurde, wichtige Stichworte sind hier Difficult Slider und Accolade Archievement System, wurden nun die geplanten Änderungen zur Season Two bekannt gegeben. Und auch diese Patchnotes haben es in sich.</p>
<p>Habe ich vor einigen Wochen noch bei Aion behauptet, dass es dort mit dem bevorstehenden Patch 2.0 die schnellste Levelcap-Erhöhung in der (mir bekannten) Geschichte von MMOs geben wird, übertrifft diesen Sachverhalt Star Trek Online nun um Längen. Denn mit dem Season Two Update, was vormals unter der Bezeichnung Patch 1.3 lief, wird auch bei Star Trek Online das Levelcap erhöht.</p>
<p>Zur Erinnerung: Das derzeitige STO Level-Cap liegt bei Stufe 45, also dem Rear Admiral Grade 5. Was kommt nach dem Rear Admiral 5 in STO? Nichts, es endet quasi dort. Hier setzt nun die Season 2 an: Das Levelcap wird auf Stufe 46 bis 51 und somit um zwei Ränge, den Vice Admiral und den Lieutenant General erweitert. Also 6 neue Level, die es zu meistern gibt. Hierfür werden eigens neue Gebiete auf der Sternenkarte implementiert, bzw. freigeschaltet, in denen sich dann die derzeitigen Admiräle tummeln können. Beim Leveln wird es natürlich auch wieder neue Skillpunkte zum verteilen geben. Ob es komplett neue Fähigkeiten und Talente für die neuen Ränge geben wird, geht aus den Patchnotes leider nicht so klar hervor, ich vermute aber, dass es auch diese geben wird, womit man dann seine bisherige Skillung verfeinern kann. Zudem wird es dann auch neue Tier 5 Schiffe geben, für die es brandneue Mark XI Ausrüstung geben wird. Also einiges zu tun für die Spieler, die schon als Rear Admiral Langeweile schieben.</p>
<p>Das es massig neue Quests und Fleet Actions geben wird, versteht sich dabei von selbst. Die nächste STF, Special Task Force, ist dabei Into the Hive, für die leider noch keine näheren Infos bekannt sind, da der Termin etwas nach dem Patch 2.0, also für den Patch 2.1, terminiert ist.</p>
<p>Zusätzlich werden neue Mini-Games den Weg in die Star Trek Online Welt finden, für die extra eine neue Ingame-Währung, goldgepresstes Latinum, implementiert wird, für das man sich dann direkt im Spiel neue Ausrüstung etc. kaufen kann. Den Anfang macht hier das in der Star Trek Welt beliebte Dabo, was man ja aus Deep Space Nine kennen sollte. Für spätere Patches sind weitere Minigames, wie etwa Poker, geplant.</p>
<p>Ebenfalls interessant sind die wöchentlichen Storylinequests, die sich dem Level eines jeden Spielers anpassen sollen, und nicht wie die STF nur den High Levels vorbehalten sind. Mit diesen wöchentlichen Star Trek Online Quests sollen interessante Geschichten erzählt werden, für die es dann natürlich auch wieder Beute für das entsprechende Spielerlevel abzustauben gibt.</p>
<p>Mann kann Cryptic vieles vorwerfen, aber eines muss man zugeben: Sie geben sich verdammt  viel Mühe das Spieler weiter zu pflegen und auf Vordermann zu bringen bzw. dort zu halten. Geplant ist der Patch 2.0 übrigens schon im Juli.</p>
<p>Die kompletten STO Patch 2.0 Season Two Patchnotes findet ihr nun hier:</p>
<p><span style="font-family: Arial Black;"><strong>In Testing</strong></span></p>
<ul>
<li>Veteran Rewards</li>
<li>Fleet Action Level Banding Fixes</li>
<li>Fed Playable Species: Caitians</li>
<li>Season 2.0 (see list below)</li>
</ul>
<p><span style="font-family: Arial Black;"><strong>Under Investigation</strong></span></p>
<ul>
<li>Galaxy  X Referral Reward Claim Issue</li>
<li>Some Accolades not granting properly</li>
<li>Away Team behavior / ignoring commands / aggro issues / selection</li>
<li>Sometimes being unable to train an officer till you zone</li>
<li>Inconsistencies in what Captain Skills are trainable</li>
<li>Exchange search and expiration issues</li>
<li>Kits with incorrect MK number</li>
<li>Similar kit power stacking</li>
<li>Weapons disappearing during combat</li>
<li>Camera clipping through your ship hull</li>
<li>Several missions not completing properly for someplayers</li>
<li>Deepspace encounters do not always have safe spawn points</li>
<li>Borgified planets without Borg in B&#8217;Tran</li>
<li>Exploration Mission Tracker Issues</li>
<li>Orbital Strike</li>
<li>Motion Accelerator</li>
<li>Empty PVP maps</li>
<li>Sniper shot rooting players to the ground</li>
<li>Minor injuries not healing after 30 mins</li>
</ul>
<p><span style="font-family: Arial Black;"><strong>In Development</strong></span><br />
<strong>Season 2.0</strong><br />
The following features are schedule to release with 2.0, but keep in  mind that there is always a chance a feature may get postponed to a  later update.</p>
<ul>
<li>Rank up to 51 (Vice Admiral/Lieutenant General)</li>
<li>- New Captain Power</li>
<li>- Rank 5 Ship Reward  (Special T5 Ship)</li>
<li>- Mark XI Gear</li>
<li>Player Ship Interiors (FED and KLG)</li>
<li>- Select between 3 layouts</li>
<li>- Make Consumables Mini-Game</li>
<li>- Trophy Case</li>
<li>- New Ship Interior Designs</li>
<li>- Sliding Doors</li>
<li>Anomaly Scanning Mini-Game</li>
<li>- chance for additional anomalies</li>
<li>Dabo MiniGame</li>
<li>- Holo Leeta Dabo Girl</li>
<li>- Gold Pressed Latinum Item Store</li>
<li>Klingon PVE</li>
<li>- 8 New Klingon Episodes</li>
<li>- New Enemy Group unique to the Klingon Faction</li>
<li>Weekly Episodes &#8211; Series 1</li>
<li>- Weekly Story Advancement Mission</li>
<li>- Scales to all levels</li>
<li>- Episodes available to FED and KLG</li>
<li>- New Enemy Group Faction</li>
<li>Level 46-51 Sector (FED and KLG)</li>
<li>- 5 New Episodes</li>
<li>- New Level 53 Fleet Action</li>
<li>- New Daily Fleet Actions for Level 51</li>
<li>- Run STFs at Level 51</li>
<li>Federation Diplomatic Corps</li>
<li>- Earn FDC-XP for non-combat gameplay</li>
<li>- New First Contact Missions in Exploration Sectors</li>
<li>- 4 New non-combat missions</li>
<li>- New Rewards at each rank</li>
<li>Klingon Costume Customization Updates</li>
<li>Trade Commissioned Officers</li>
<li>Fleet Logos</li>
<li>Fleet Action Level Banding Changes</li>
<li>Global Help Chat Channel</li>
<li>New Exploration Enemy Ship Designs</li>
<li>New Wildlife Creatures</li>
<li>Gamepad/Controller Support</li>
</ul>
<p><strong>Season 2.X</strong><br />
The following features may or may not make it into Season 2.0 and if not  would be added to a later update.</p>
<ul>
<li>Episode Replay</li>
<li>Stores that allow you to obtain &#8220;random&#8221; Bridge Officers</li>
<li>Sitting in Chairs Tech</li>
<li>Controller Support</li>
<li>New Memory Alpha Items</li>
<li>Poker MiniGame</li>
<li>STF &#8211; Into the Hive</li>
<li>Older Science Consoles Refit</li>
<li>Daily Mission Re-Scoping</li>
</ul>
<p><span style="font-family: Arial Black;"><strong>Upcoming C-Store Release</strong></span><br />
Not everything planned for the upcoming C-Store is listed below and  dates are tentative</p>
<p><strong>Pack 7 &#8211; June 15</strong></p>
<ul>
<li>KLG Bridge Pack &#8211; Raptor</li>
<li>FED Costume Pack &#8211; DS9</li>
<li>FED Costume Pack &#8211; MU</li>
<li>FED Costume Pack &#8211; TNG</li>
<li>FED COstume Pack &#8211; TOS</li>
<li>FED Costume Pack &#8211; Wrath of Khan</li>
<li>FED Light Cruiser &#8211; TOS USS Enterprise</li>
<li>FED NX Ship Registry Prefix</li>
<li>FED Playable Fed Species: &#8220;Caitian&#8221; (crossing fingers)</li>
<li>FED/KLG Playable Species: &#8220;Joined Trill&#8221;</li>
<li>FED Borg Bridge Officer</li>
<li>KLG Borg Bridge Officer</li>
<li>KLG Pet &#8211; &#8220;Targ&#8221;</li>
<li>Emote &#8211; Bloodwine</li>
<li>Emote &#8211; Khan</li>
<li>&#8220;Rivera&#8221; Tribble</li>
</ul>
<p><strong>Pack 8 &#8211; July 1</strong></p>
<ul>
<li>KLG Bridge Pack &#8211; Cruiser</li>
<li>Fed Playable Species: &#8220;Rigelian&#8221;</li>
</ul>
<p><strong>Future Packs (After Season 2 launch)</strong></p>
<ul>
<li>New Off-Duty Costumes  Types</li>
<li>- Merc Outfits</li>
<li>- Formal Wear</li>
<li>New Ships</li>
<li>New Species</li>
</ul>
]]></content:encoded>
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		<item>
		<title>Star Trek Online: Season One Update Two &#8211; Die Patchnotes vom 03.06</title>
		<link>http://www.5secrule.de/2010/06/star-trek-online-season-one-update-two-die-patchnotes-vom-03-06/</link>
		<comments>http://www.5secrule.de/2010/06/star-trek-online-season-one-update-two-die-patchnotes-vom-03-06/#comments</comments>
		<pubDate>Thu, 03 Jun 2010 14:20:06 +0000</pubDate>
		<dc:creator>Sleth</dc:creator>
				<category><![CDATA[Star Trek Online]]></category>
		<category><![CDATA[03.06]]></category>
		<category><![CDATA[Accolade System]]></category>
		<category><![CDATA[Patch]]></category>
		<category><![CDATA[Patchnotes]]></category>
		<category><![CDATA[Season One]]></category>
		<category><![CDATA[Squad Support]]></category>
		<category><![CDATA[STO]]></category>
		<category><![CDATA[Update Two]]></category>

		<guid isPermaLink="false">http://www.5secrule.de/?p=4093</guid>
		<description><![CDATA[Nachdem gestern der Aion Patch 1.9 aufgespielt wurde, geht es heute gleich mit Star Trek Online weiter, wo der Season One, Update Two Patch den Weg auf die Live-Server gefunden hat. Einzig bei WoW tut sich derzeit nicht viel. Aber zurück zu Star Trek Online. Welche Neuerungen brachten der neuste Patch mit sich?
Zum einen gibt  <a href="http://www.5secrule.de/2010/06/star-trek-online-season-one-update-two-die-patchnotes-vom-03-06/" class="more-link">Mehr &#62;</a>]]></description>
			<content:encoded><![CDATA[<p>Nachdem gestern der Aion Patch 1.9 aufgespielt wurde, geht es heute gleich mit Star Trek Online weiter, wo der Season One, Update Two Patch den Weg auf die Live-Server gefunden hat. Einzig bei WoW tut sich derzeit nicht viel. Aber zurück zu Star Trek Online. Welche Neuerungen brachten der neuste Patch mit sich?</p>
<p>Zum einen gibt es jetzt ein <a href="http://www.startrekonline.com/accolades" target="_blank">Accolade System</a>, was im Grunde ein Achievement oder Trophie System ist, was man bereits aus anderen Spielen kenn. Man bekommt also für gewisse Aktionen im Spiel Punkte gutgeschrieben, die manchmal sogar mit einem Titel, oder sonstigen Fähigkeiten, belohnt werden. Dies dürfte besonders für die Trophäensammler interessant sein und einen besonderen Reiz ausmachen, auf die Jagd nach den neuen Punkten zu gehen. Einige dieser Daten sind bereits seit dem Gamerelease von Star Trek Online im Hintergrund mitgetrackt worden, so daß ihr beim nächsten Einloggen durchaus schon ein paar Achievements erledigt haben könntet. Das System fängt also nicht jetzt erst bei Null an.</p>
<p>Ferner gibt es jetzt den sogenannte <a href="http://www.startrekonline.com/squad_support" target="_blank">Squad Support</a>, bei dem sich höherlevlige Spieler auf ein niedrigeres Niveau eines Freundes zurückstufen lassen können, um hier etwa gemeinsam leveln zu können. Dieses System kennt man ja schon aus Warhammer Online. Eine gute Sache, wenn man Freunde erst später überzeugen konnte mit Star Trek Online anzufangen, aber dennoch zusammen spielen will, ohne lange warten zu müssen, bis der Nachzügler die eigene Levelstufe erreicht hat.</p>
<p>Ansonsten gab es noch ein paar kleine Änderungen an den Fähigkeiten, besonders an den Cooldowns und Shared-CDs von gleichen oder stackenden Buffs. Am besten lest ihr die kompletten Star Trek Online Season One, Update Two Patchnotes, die ihr nun hier findet:</p>
<div id="content_bg_wide">
<div>
<h1>General</h1>
<h2>New Feature: Accolades</h2>
<ul>
<li>Accolades in Star Trek Online are special missions that track  various achievements throughout a players career in the STO universe and  unlock   various rewards at certain milestones. Players can earn Accolades for  many different actions in the STO universe such as defeating a certain  number of   critters from a certain species or faction, completing main storyline  missions, dealing tons of damage of a certain energy type, and many  more.</li>
<li>Since launch we have been tracking many of the statistics for  Accolades in the background so Accolades that players have already  completed will be   granted automatically when this feature goes live.</li>
<li>For every Accolade that is completed the player will earn  Accolade points, so earn a bunch and compare your score to your friends!  You can view   your total Accolade Points by opening your Journal and going to the  Accolades tab where you will be able to see specific details about which  accolades   you have completed, how many Accolade points you have earned for each  Accolade as well as your Accolade point total.</li>
<li>In addition to points certain Accolades will grant special  rewards to the player. Exclusive titles and special powers are some of  the rewards that   players can unlock by completing Accolades.</li>
</ul>
<h2>New Feature: Squad Support</h2>
<ul>
<li>Squad support is a feature that allows a user to scale their  in-game efficacy to emulate as close as possible a comparable level of a    designated member of their team.</li>
<li>This is a great social tool that players can use to form teams  with their friends, match their level and then go explore the universe  of Star Trek   Online together.</li>
<li>Players will be able to Squad Support both up and down in  level.</li>
</ul>
<h2>New Feature: Veteran Rewards</h2>
<p>The following rewards are now granted to accounts that have had an  active subscription for 100 days or more:</p>
<ul>
<li>Stalwart Title</li>
<li>1 free respec per character</li>
<li>A new veterans badge costume piece</li>
<li>A 2% Skill Point and Officer Skill Point to any characters on  your account that are less then Lieutenant Commander 6.</li>
</ul>
<h2>Items, Crafting and Vendors</h2>
<ul>
<li>Ship info was updated at ship vendors in Qonos and ESD.</li>
<li>Exploration stores for a few MKVIII items were asking for Badge  &#8211; 3rd order, when they should have been Badge &#8211; 4th order.  Specifically, space   Shields should now be correct.</li>
<li>The Ferengi Memory Alpha Vendors (Physical Advanced) is now  receiving his Ferengi price-gouge bonus. He now is back to overcharging  for his goods,   and might just yet make it into the divine treasury.</li>
<li>Restored 20 auction lot limit for selling that was accidentally  removed in a previous update.</li>
<li>Chromodynamic and some Tier 5 armor will now show up on your  character and bridge officers.</li>
<li>Corrected the bulk buy confirmation text from &#8220;Move how many X&#8221;  to &#8220;How many X?&#8221;</li>
<li>Added a new retro klingon material option to the ship tailor.</li>
<li>Fixed an issue where having two respec tokens would cause  neither to be used and charge the player merits.</li>
</ul>
<h2>Social and Fleet Updates</h2>
<ul>
<li>Made the search areas in the &#8216;Find Fleet&#8217; and &#8216;Search&#8217; tabs  collapsible. Broke the fleet tags into individual dropdowns.</li>
<li>Changed the appearance of the fleet tag &#8216;exclude&#8217; checkboxes  and added tooltips</li>
<li>Added &#8220;View Website&#8221; button to Fleet Details tab and moved the  team name to the window title.</li>
<li>Added &#8216;Class&#8217; column to Search list. In the &#8216;Find Team&#8217; window,  team members are only displayed in the tooltip.</li>
<li>Fleet leaders now have permissions to edit any of the new event  settings after creating a new Fleet.</li>
<li>The issue where certain “Bind on Pickup” items were displaying  as “Bind on Equip” has been fixed.</li>
<li>Players are now re-subscribed to a fleet chat channels if they  are kicked and re-invited back to the fleet.</li>
<li>Trial Accounts can no longer create or join a fleet if they are  in a team.</li>
<li>Changed the order of some of the fleet search tags</li>
<li>Fleets can now create a fleet calendar of events. Fleet leaders  can allow posting permission to this calendar, but all members can view  the   calendar in the general fleet window.</li>
<li>Improved the News, Events and Roster pages.</li>
<li>Corrected misspellings in the fleet UI.</li>
<li>Made the Calendar be a table and show rank info only in a  tooltip.</li>
<li>Made footer buttons disappear if you don&#8217;t have fleet  permission.</li>
<li>Moved the &#8216;Reply&#8217; message to an RSVP window</li>
<li>There is now a fleet recruitment system that is located in the  fleet management tab.</li>
<li>Improved Event Detail layout.</li>
<li>Cancelling an event now gives an action to remove it  completely.</li>
<li>Events are now specified by a start time and duration (instead  of an end time). The description no longer persists.</li>
<li>A “Looking for Team” column has been added to the general fleet  window.</li>
<li>Corrected a bug that was causing details and RSVP windows to  disappear.</li>
</ul>
<h2>FX and Animation</h2>
<ul>
<li>The ground shield regeneration turret fx have been  shifted to a bluer tone to better match the other shield fx in the game.</li>
<li>The bunny hopping issue is now fixed. You can change directions  while doing multiple jumps and the correct new direction will play at  the   beginning of each new hop</li>
</ul>
<h2>UI</h2>
<ul>
<li>Team leaders are no longer blocked from adding team members if  they have a “Request to Join Team” window open from another player.</li>
<li>The tailor camera distance no longer changes due to changing  your overall game resolution.</li>
<li>The ship tailor camera distance has been moved slightly forward  so make minor ship details more visible.</li>
<li>While in Sector Space, shield stats are listed correctly  instead of as -1/-1.</li>
<li>If the player has a hidden contact dialog while in the away  team picker, it will now show up when the away team picker is closed.</li>
<li>Fixed the bug where the &#8220;injury&#8221; confirmation text was not  getting cleared for regular stores</li>
<li>Fixed a bug that prevented players from getting feedback about  their away team changes if a contact dialog tried to pop up while the  away team   picker was open.</li>
<li>There is a brand new C-Store UI that is much clearer than the  previous iteration.</li>
<li>Fixed a bug in the skill picker that would provide invalid  points &#8220;To Next Rank&#8221; for the captain.</li>
<li>The font size on the rename button on the character select  screen has been enlarged.</li>
<li>Players can now turn off all ui in the game with the command  “gameui 0” and bring it back with “gameui 1”. No quotation marks  required.</li>
<li>Players can now make a short note about each of their friends  on their friends list. These are only visible to the player owning the  friends list.</li>
<li>Disable the invite button if a player isn&#8217;t selected.</li>
<li>Team Join &#8211; Changed the team difficulty field and tooltip to be  clearer. Added a &#8220;Match level&#8221; radio button to the Join Team window.</li>
<li>The MOTD button now disappears instead of becoming disabled if  the player doesn&#8217;t have permission (to match the Events and Roster tabs)</li>
<li>Modified the text of the buy, sell, and buyback tabs on stores  so that it uses new text.</li>
<li>Removed the header (the innate/passive line) from power  descriptions on powers in the &#8220;passives&#8221; accordian in the character  status screen.</li>
<li>Added the &#8220;Highlight Contributing&#8221; dropdown to Respec window.</li>
<li>Made the skill display window scroll to show the category with  contributing skills highlighted when a power is selected.</li>
<li>Added an exposed state to each member in the team status  window. This will help healers quickly identify who needs assistance!</li>
<li>Revised the officer training UI so that it sorts skills by  rank, region, and career. It is now also possible to filter by region  and career.</li>
<li>Fixed some mouse-over/mouse-click audio issues with the emotes  window.</li>
<li>Added tooltips for pinning/unpinning the emotes pane to the  chat window.</li>
<li>The hull-strength of targeted ships now shows up on mouse-over  in a tooltip.</li>
<li>Fixed a problem with the map window not closing via ESC when  another window opens over the top of it.</li>
<li>Fixed an issue where an invisible button was overlapping the  Rename button and stealing its mouse clicks.</li>
<li>Before a player has started a search in the exchange, a caption  will be displayed that explains that clicking the search button is  required for   any items to be displayed.</li>
<li>Fixed a typo in the Klingon Team Search UI that made the rank  icon not appear</li>
<li>Players can now rename their ground characters in a space map.</li>
<li>The correct count of items will be displayed when viewing  attached mail items.</li>
<li>Added a &#8220;Passive&#8221; accordion for captain and BOffs that shows  traits (racial and chosen) and also for captain to show all innates and  passives. The   innates and passives are grouped according to whether they come from  accolades or not.</li>
<li>There will be an error dialog displayed when a player tries to  double-click on a store item when they don&#8217;t meet the requirements for  it.</li>
<li>Selecting players that are in different maps no longer returns  invalidentityname.</li>
</ul>
<h2>Powers</h2>
<h3>Cloak and Battle Cloak</h3>
<ul>
<li>When activated, your shields now immediately drop, but  you will also immediately receive 25% to your defense rating.</li>
<li>It now takes 3 seconds for the cloak to engage.</li>
<li>Immediately after decloaking, you will now have a 15% damage  buff for 5 seconds.</li>
<li>After decloaking your shields will also come back online, but  your shield power will need to regenerate at your normal rate.</li>
<li>The strength of the cloak (the distance at which you can be  seen) is determined by your starship&#8217;s auxiliary power setting.</li>
<li>Battle Cloak now grants a Turn Rate and Impulse speed buff  while cloaked.</li>
</ul>
<h3>Hull Healing/Resistance Changes</h3>
<h4>Auxiliary to SIF</h4>
<ul>
<li>Main instant hull heal</li>
<li>It now targets both self and ally, providing a small instant  hull heal and medium damage resistance buff over duration.</li>
<li>Efficacy is based on Auxiliary Power.</li>
</ul>
<h4>Engineering Team</h4>
<ul>
<li>Reserve instant hull heal.</li>
<li>It provides a medium instant hull heal, engineering skill buff,  and cleanses engineering debuffs over its duration. No longer provides  damage   resistance.</li>
<li>Works well in tandem with Auxiliary to SIF, as Auxiliary to SIF  can be used frequently to restore hull health and maintain damage  resistance while   Engineering Team is kept in reserve to provide a larger instant heal or  remove debuffs.</li>
<li>This ability is not modified by Power Levels. However, it also  grants a buff to the targets Warp Core Training and Engineering Training  Stat. The   magnitude of this stat buff is based on the percent of your alive  crewmen.</li>
</ul>
<h4>Hazard Emitters</h4>
<ul>
<li>Main hull heal over time (HoT).</li>
<li>It provides a large hull heal over time, small damage  resistance buff over duration, and cleanses hazard debuffs over  duration.</li>
<li>Efficacy is   based on Auxiliary Power</li>
</ul>
<h4>Miracle Worker</h4>
<ul>
<li>Engineering captain super recovery.</li>
<li>It provides a large instant hull heal, large instant shield  heal, and repairs damaged subsystems.</li>
</ul>
<h4>Polarize Hull</h4>
<ul>
<li>Damage Resistance self buff.</li>
<li>Provides a large damage resistance buff.</li>
<li>Performance tied to Auxiliary Power setting.</li>
</ul>
<h4>Auxiliary to Inertial Dampeners</h4>
<ul>
<li>Kinetic Damage Resistance, Movement Buff, Repel and Knockback  Immunity.</li>
<li>It provides a large kinetic damage resistance buff, a speed and  turn rate buff, as well as immunity to repel and knockback effects.</li>
<li>Performance tied to Auxiliary Power setting.</li>
</ul>
<h3>Shield Healing/Resistance Changes</h3>
<h4>Emergency Power to Shields</h4>
<ul>
<li>Main instant self shield heal.</li>
<li>Provides a small instant shield heal and medium shield damage  resistance buff over duration.</li>
</ul>
<h4>Science Team</h4>
<ul>
<li>Reserve instant shield heal</li>
<li>It provides a medium instant shield heal, science skill buff,  and cleanses science debuffs over duration. No longer provides shield  damage   resistance.</li>
<li>Works well in tandem with either Emergency Power to Shields or  Transfer Shield Strength to keep Science Team in reserve to provide  larger instant   shield heal or remove debuff.</li>
<li>Grants a buff to the targets Starship Operations Stat. The  magnitude of this stat buff is based on the percent of your alive  crewmen.</li>
<li>This ability is not modified by Power Levels.</li>
</ul>
<h4>Transfer Shield Strength</h4>
<ul>
<li>Main ally shield heal (instant + HoT).</li>
<li>Provides a small instant shield heal followed by a large shield  heal over time. It also provides a small shield damage resistance buff  over   duration.</li>
<li>Auxiliary Power affects the performance of this ability.</li>
</ul>
<h4>Extend Shields: Main ally shield damage resistance.</h4>
<ul>
<li>Provides a large shield damage resistance buff, along with a  small shield heal over time.</li>
<li>Shield Power affects the performance of this ability.</li>
</ul>
<h4>Rotate Shield Frequency</h4>
<ul>
<li>Engineering captain main shield damage resistance</li>
<li>Provides a large shield damage resistance buff, along with a  small shield heal over time.</li>
<li>Shield Power affects the performance of this ability.</li>
</ul>
<h3>Changes to Attack Patterns</h3>
<p>The &#8220;Attack Pattern&#8221; family of powers have also been reconfigured to  be more versatile:</p>
<ul>
<li>Attack Pattern Alpha: Remains a Self Damage buff</li>
<li>Attack Pattern Beta: Remains as a Targeted Damage resistance  debuff (one player will no longer be able to stack this debuff on a  target multiple   times, however, a team of players working together can still use this  ability to much the same effect, as it will still stack from multiple  sources)</li>
<li>Attack Pattern Delta: Self/Ally Damage Resistance Buff. Enemies  that attack a target with this effect receive a damage resistance  debuff (this   ability can now also be used on yourself)</li>
<li>Attack Pattern Omega: This ability now grants a Self Damage  Buff, Movement Buff, damage resistance buff and Control Immunity.</li>
</ul>
<h3>Weapon Energy Drain Mechanic Changes</h3>
<p>The weapon energy drain mechanic will be changing once this build  goes to Holodeck. Weapon Power drain is now instantly refunded at the  end of a   weapon’s firing cycle, instead of a slow return as was previously  implemented. Multiple weapons being fired at the same time will still  produce a   significant drain and will affect their damage proportionately, but once  the weapons stop firing, the weapon power level will immediately return  to   normal.</p>
<p>This change was primarily inspired by player feedback &#8211;  specifically on the topic of the energy drain caused by firing multiple  bursts of energy   weapons. Players may now fire all of their energy weapons repeatedly  burst after burst, but the damage for each weapon is still diminished  during the   firing cycle.</p>
<p>As a result of this change to the energy drain mechanic, the EPS  Flow Regulator Station Mods, will no longer have an effect on DPS. They  will   continue to function to improve power transfer rates between different  systems.</p>
<h3>Narrow Arc Multiplier</h3>
<p>All energy weapons receive a firing arc multiplier to their damage.  The narrower the firing arc, the higher the bonus. This bonus is used to  offset   the extra difficulty of keeping a target in arc.</p>
<p>Before the season 1.2 patch the bonus granted vs. the difficulty  of keeping targets in arc for ships that mainly use cannons was  excessive. This   bonus has now been reduced such that cannons still deliver more damage  than beams, but the difference is more in line with the challenge of  keeping   the target in arc. Weapons with 180 and 90 degree firing arcs have also  had their multiplier slightly reduced as well.</p>
<h3>Damage Type Tactical Consoles</h3>
<p>The damage type tactical consoles (such as bonus phaser damage) have  been reduced in magnitude to match consoles that grant a bonus to a  weapon   type (such as bonus beam damage). This change was made to reduce end  game damage slightly, as well as provide more choice for the player to  either   augment a damage type or a weapon type equally, without feeling like the  choice would be diminishing their maximum potential.</p>
<h3>Excessive Critical Hits</h3>
<p>It was determined that Attack Pattern Alpha was out of line in the  amount of critical hit chance and severity that it was granting. These  values   were reduced.</p>
<h3>Ability Stacking and Duration vs. Recharge</h3>
<p>Significant changes have been made to ability stacking and the  recharge duration ratios of abilities. Abilities now have smaller system  shared   cooldowns (15 seconds for most) but a larger global ability cooldown  that affects all versions of that ability across all officers (using  Engineering   Team I puts all Engineering Team abilities into a global ability  cooldown). This global ability cooldown is 2:3 of the ability’s recharge  time, which   means that slotting two copies of the same ability is helpful in that it  can be used more frequently, but the same ability will no longer be  able to   be stacked by a single player.</p>
<p>Duration vs. Recharge is related to the ability stacking issue.  Each ability now conforms to a Duration/Recharge category (1-5), which  indicates   the ratio between its duration and recharge values.</p>
<ul>
<li>Category 1 has a 2:3 ratio (duration to recharge)</li>
<li>Category 2 has a 1:3 ratio</li>
<li>Category 3 has a 1:6 ratio</li>
<li>Category 4 has a 1:9 ratio</li>
<li>Category 5 has a 1:12 ratio</li>
</ul>
<p>Note that Category 1 abilities have a ratio that matches the global  ability cooldown, which means that these abilities can have a 100%  uptime if   two copies of the same ability are slotted.</p>
<p>Complete Category List: <a title="http://forums.startrekonline.com/showthread.php?t=157669" href="http://forums.startrekonline.com/showthread.php?t=157669">http://forums.startrekonline.com/showthread.php?t=157669</a></p>
<h3>Subsystem Debuff Stacking</h3>
<p>The debuff power level drain caused by subsystem targeting attacks on  the same system will no longer stack. Only the most powerful drain  debuff   will apply at any one time, but the other debuffs are still active  should the most powerful drain’s duration expire.</p>
<p>For example: If three subsystem target shield debuffs (-30, -40,  -50) were applied to a single ship, only the -50 debuff would apply  while the   other two debuffs would remain on the starship for their durations.  Should the -50 expire before the other two, the -40 would then apply and  so on.</p>
<h3>Auxiliary Scale</h3>
<p>Now Auxiliary affects abilities is on a linear scale so that 100  energy grants 100% effectiveness, while 25 energy still grants 50%  effectiveness.   This allows the use of auxiliary powers to still be beneficial at  minimum Aux, but can be improved by putting more power into auxiliary.</p>
<h3>Officer Abilities</h3>
<ul>
<li>Sensor Scan now uses Aux. The magnitude has been buffed so that  it provides the original value at 75 power.</li>
<li>Dampening Field now uses Aux. The magnitude has been buffed so  that it provides the original value at 75 power.</li>
<li>Energy Siphon now uses Aux. The magnitude has been buffed so  that it provides the original value at 75 power.</li>
<li>Tractor Beam now uses Aux. The kinetic damage has been buffed  so that it provides the original value at 75 power.</li>
<li>Jam Sensors now uses Aux &#8211; Aux strengthens the jam, which is  fragile to damage delivered from the source. Attacking a target that  you&#8217;ve jammed   will break the jam once you have delivered damage that exceeds the  strength of the jam (which is affected by the Aux level when the jam was  applied)</li>
<li>Nadion Inversion has been improved so that the skill and  console modifier to its magnitude has been doubled.</li>
<li>Added a proper shield power multiplier for Extend Shields III</li>
<li>Added a proper Aux power multiplier for Versions II/III of  Sensor Scan</li>
</ul>
<h3>Ship Starting Power Levels</h3>
<ul>
<li>Cruiser +5 to all powerl levels</li>
<li>Raider, Raptor, Escort +15 to Weapons</li>
<li>Battlecruiser +10 to Weapons and Engines</li>
<li>Carrier +5 to Weapons and Aux</li>
<li>Science +10 to Aux</li>
</ul>
<h3>Tier 5 Klingon Stations</h3>
<ul>
<li>Raider &#8211; 3 Tactical, 3 Science, 3 Engineering</li>
<li>Raptor &#8211; 4 Tactical, 3 Engineering, 2 Science</li>
<li>Battlecruiser &#8211; 3 Tactical, 4 Engineering, 2 Science</li>
<li>Carrier &#8211; 2 Tactical, 3 Engineering, 4 Science</li>
</ul>
<h3>Other Powers Changes</h3>
<ul>
<li>Cannon: Scatter Volley now is a duration based ability, allowing  all of a ships cannons and turrets to fire in scatter volley mode for  the   duration. Cannon: Rapid Fire is still superior in damage against a  single target, but scatter volley now has more punch as an alternate and  is   superior against multiple targets in a cluster.</li>
<li>There has been a general increase to Escort Shields</li>
<li>There has been a general increase to the Raptor Hull</li>
<li>Increased the recharge time of Ramming Speed from 120 to 180.</li>
<li>Tripled the transfer rate of EPS consoles</li>
<li>Full Impulse: Reduced power recovery delay from 5 seconds to 2.</li>
<li>Destructible objects were modified so they don&#8217;t get HP and  Shield bonuses from the difficulty slider.</li>
<li>Fixed Tier 5 Klingon ship mod slots. They were each missing 1.</li>
<li>Fixed a bug with the Tier-based scaling of Gravity Well,  Tractor Beam, Tractor Beam Repulsors, Charged Particle Burst, Eject Warp  Plasma Bridge</li>
<li>Removed system cooldown from captain space abilities</li>
</ul>
<h2>Missions</h2>
<h3>Undine STF</h3>
<li>Engineers attempting to hack the consoles now reset properly,</li>
<li>Reduced the numbers of Undine inside Quark&#8217;s Bar</li>
<li>Reduced the number of static Undine spawns inside of the  Terradome,</li>
<li>Players can no longer farm the boss in the phase “Trial of  Janus”. This also contains an additional message directing players  towards the hatch in   Quark&#8217;s once they&#8217;ve completed Déjà Vu.</li>
<li>Sulu and J&#8217;Vek will now attempt to avoid the dangerous gas in  the pits of the boss room.</li>
<li>Fixed an issue causing Breaking the Planet to sometimes get  stuck at 4 of 5 bombs planted.</li>
<li>Updated return text of fed PvP engame daily missions to point  to correct contact</li>
<li>Fixed Metreon gas so it has only 1 HP and plays its on-death  fx.</li>
</div>
</div>
]]></content:encoded>
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		<item>
		<title>Star Trek Online &#8211; Der Elite Modus – Und was er bringt</title>
		<link>http://www.5secrule.de/2010/05/star-trek-online-der-elite-modus-%e2%80%93-und-was-er-bringt/</link>
		<comments>http://www.5secrule.de/2010/05/star-trek-online-der-elite-modus-%e2%80%93-und-was-er-bringt/#comments</comments>
		<pubDate>Wed, 26 May 2010 13:27:26 +0000</pubDate>
		<dc:creator>Sleth</dc:creator>
				<category><![CDATA[Star Trek Online]]></category>
		<category><![CDATA[blau]]></category>
		<category><![CDATA[Elite]]></category>
		<category><![CDATA[Elite Modus]]></category>
		<category><![CDATA[episch]]></category>
		<category><![CDATA[Loot]]></category>
		<category><![CDATA[Schwierigkeitsgrad]]></category>
		<category><![CDATA[Science]]></category>
		<category><![CDATA[STO]]></category>
		<category><![CDATA[Taktik]]></category>
		<category><![CDATA[verschiedene Schwierigkeitsstufen]]></category>
		<category><![CDATA[Vessel]]></category>

		<guid isPermaLink="false">http://www.5secrule.de/?p=3997</guid>
		<description><![CDATA[Ich hatte die beste Änderung seit Langem in Star Trek Online ja schon in den Season One Update One Patchnotes angesprochen, wollte das Thema der verschiedenen Schwierigkeitsstufen dennoch noch einmal aufgreifen.
Vor jeder Mission, die für einen selbst instanziert wird, hat man die Möglichkeit die Schwierigkeit auszuwählen: Normal, Advanced oder Elite. Ausgeschlossen von den verschiedenen Schwierigkeitsstufen  <a href="http://www.5secrule.de/2010/05/star-trek-online-der-elite-modus-%e2%80%93-und-was-er-bringt/" class="more-link">Mehr &#62;</a>]]></description>
			<content:encoded><![CDATA[<p>Ich hatte die beste Änderung seit Langem in Star Trek Online ja schon in den <a href="http://www.5secrule.de/2010/05/star-trek-online-patch-1-1-season-one-update-one-welcome-back-weekend/" target="_blank">Season One Update One Patchnotes</a> angesprochen, wollte das Thema der verschiedenen Schwierigkeitsstufen dennoch noch einmal aufgreifen.</p>
<p>Vor jeder Mission, die für einen selbst instanziert wird, hat man die Möglichkeit die Schwierigkeit auszuwählen: Normal, Advanced oder Elite. Ausgeschlossen von den verschiedenen Schwierigkeitsstufen sind Flottenmissionen, PVP und derzeit noch Special Task Forces, die allerdings noch nachgereicht werden sollen, aber noch spezielles Feintuning benötigen, da diese von Haus aus schon schwerer waren, als die normalen Missionen.</p>
<p>Wagt man sich nun in eine Mission auf der Elite-Stufe, wird man sehr schnell feststellen, dass hier richtig die Post abgeht. Die Gegner halten viel mehr aus, verursachen dabei extrem viel Schaden und stellen sich dabei richtig clever an, da sie ihre Fähigkeiten wirklich gut einsetzen und kombinieren. So kommt es nicht selten vor, dass sie erst gezielt das Schild zerbröseln, dich dann mit dem Traktorstrahl pinnen, um dir dann eine volle Breitseite Torpedos vor den ungeschützten Bug zu knallen. Bekommt man hier sein Schiff nicht schnell genug gedreht, kann es binnen Sekunden passieren, dass das eigene Schiff platzt.</p>
<p>Hier muss man also selber alle Register des Könnens ziehen, um gerade gegen Mehrfach-Spawns bestehen zu können. Lumboo und ich fliegen beide zum Glück Science-Vessels und sind damit mit einer ganzen Reihe von Buffs und Debuffs, sowie Heilungsmöglichkeiten, ausgestattet. Ohne diese rettenden Heals hätten wir in den Elite-Missionen sicher sehr oft das Zeitliche gesegnet, was auf Dauer recht teuer werden kann, da durch jeden Tod durch das neue Injury-System kritische Systemfehler auftreten können, die das Schiff beschädigen. Sofern man sich nicht zwischendurch „reparieren“ kann, bekommt man ein echtes Problem, gerade wenn die Fehler die Schilde betreffen.</p>
<p>Als Belohnung winkt hierbei dann meist blauer Loot, den die erledigten Gegner fallen lassen. Aber auch ein paar epische Items konnten wir hier schon erbeuten. Also eine deutliche Steigerung zum normalen Schwierigkeitsgrad. Allerdings wird neben dem Loot, auch der Spaßfaktor dadurch deutlich angehoben. Denn man kann nicht mehr so einfach den Kirk-Rambo um Weltraum spielen und einfach alles wegzergen. Auf Elite ist Taktik gefragt, da man sonst nicht gerade weit kommen wird. Ebenso wird dadurch das Teamplay gefördert, da man auf Heiler angewiesen ist, was noch in den unteren Schwierigkeitsgraden nicht der Fall war.</p>
<p>Mehr Spaß, mehr Spannung, mehr Loot und Teamplay. Ingesamt ist der Elite-Mode also eine runde Sache in Star Trek Online. Nur schade, dass er nicht von Beginn an implementiert war, da es dem ganzen Spiel wesentlich mehr Tiefe verleiht.</p>
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		<title>STO: STF Undine Terradome und Season 1.1 Supplemental Patchnotes &#8211; Neues Crafting System</title>
		<link>http://www.5secrule.de/2010/05/sto-stf-undine-terradome-season-1-1-supplemental-patchnotes-crafting-system/</link>
		<comments>http://www.5secrule.de/2010/05/sto-stf-undine-terradome-season-1-1-supplemental-patchnotes-crafting-system/#comments</comments>
		<pubDate>Fri, 14 May 2010 15:44:32 +0000</pubDate>
		<dc:creator>Sleth</dc:creator>
				<category><![CDATA[Star Trek Online]]></category>
		<category><![CDATA[Crafting]]></category>
		<category><![CDATA[Crafting System]]></category>
		<category><![CDATA[Deep Space Nice]]></category>
		<category><![CDATA[DS9]]></category>
		<category><![CDATA[Memory Alpha]]></category>
		<category><![CDATA[Patchnotes]]></category>
		<category><![CDATA[R&D]]></category>
		<category><![CDATA[Season 1.1]]></category>
		<category><![CDATA[Special Task Force]]></category>
		<category><![CDATA[STF]]></category>
		<category><![CDATA[STO]]></category>
		<category><![CDATA[Supplemental]]></category>
		<category><![CDATA[Undine Terradome]]></category>

		<guid isPermaLink="false">http://www.5secrule.de/?p=3881</guid>
		<description><![CDATA[Passend zum neuen Star Trek Online Patch, dem Season 1.1 Supplemental Patch, wird es mal wieder Zeit für ein kleines Update aus dem Star Trek Online Universum. Mittlerweile bin ich zum Captain Grade 2 aufgestiegen, der weitere Weg hat mich nun in den Bajoranischen bzw. Cardassianischen Raum verschlagen, wo man sich mit einer Menge an  <a href="http://www.5secrule.de/2010/05/sto-stf-undine-terradome-season-1-1-supplemental-patchnotes-crafting-system/" class="more-link">Mehr &#62;</a>]]></description>
			<content:encoded><![CDATA[<p>Passend zum neuen Star Trek Online Patch, dem Season 1.1 Supplemental Patch, wird es mal wieder Zeit für ein kleines Update aus dem Star Trek Online Universum. Mittlerweile bin ich zum Captain Grade 2 aufgestiegen, der weitere Weg hat mich nun in den Bajoranischen bzw. Cardassianischen Raum verschlagen, wo man sich mit einer Menge an Jem&#8217;Hadar rumschlagen muss.</p>
<p>Dabei haben gerade die letzten Änderungen des letzten Patches erheblich zum Spielspaß beigetragen. Denn auf Elite sind die Missionen hart, was das Ganze natürlich extrem spannend macht, da man kontrolliert spielen muss. Den besonderen Kick verleiht dabei das neue Injury-System, da Sterben nun deutliche Nachteile mit sich bringt und zudem nicht gerade billig ist. Statt auf Max-DPS zu stetzen, packt man so lieber mal das Heal-Kit aus, um sich und seine Crew zu verarzten. Eine Tatsache die vorher kaum der Fall gewesen ist. Dadurch bekommt das Spiel nun deutlich mehr Tiefe und Komplexität. Die ersten blauen und epischen Items konnte ich so schon looten.</p>
<p>Wer allerdings beim Leveln Wert auf Geschwindigkeit legt, spielt weiter den trivialen &#8220;Normal-Modus&#8221;, da man hier deutlich schneller levelt. Da ich aber getreu des Mottos spiele &#8220;Der Weg ist das Ziel&#8221;, bevorzuge ich den Elite-Schwierigkeitsgrad, auch wenn das Leveln dadurch insgesamt etwas länger dauert.</p>
<p>Mitte der Woche gab es dann den letzen Patch aus der Season 1.1 Reihe, mit der Bezeichnung Supplemental. Im Fokus stand hier das Star Trek Online Crafting System, was derzeit kaum vorhanden, bzw. sehr kryptisch gelöst war. Hier schafft der neuste Patch nun Abhilfe und bringt Klarheit mit einem neuen Crafting System. Sprich nun weiß man, was man später bauen kann, was für Materialien man dafür braucht und das Wichtigste: Wie sich die Skillpunkte beim Craften entwicklen. Das neue Crafting System lässt sich via Menü &#8220;View R&amp;D Progress&#8221; an der Mini-Map aufrufen und verschafft sofort Klarheit. Insgesamt stehen drei verschiedene Schwerpunkte neben dem General-Research zur Verfügung: Energy Fields, Physical Science und Technology R&amp;D.</p>
<p><a href="http://www.5secrule.de/wp-content/uploads/stocrafting.jpg" rel="lightbox[3881]"><img class="aligncenter size-full wp-image-3882" title="stocrafting" src="http://www.5secrule.de/wp-content/uploads/stocrafting.jpg" alt="" width="596" height="466" /></a></p>
<p>Ich habe mich selbst mit dem Thema Crafting noch nicht näher beschäftigt und wollte dies verschieben, bis ich das maximale Admirals-Level erreicht habe, da Berufe skillen in der Regel lediglich aufhält. Die gesammelten Mats habe ich vorsorglich erst Mal in die Bank eingelagert.</p>
<p>Apropos Admiräle: Neben dem neuen Crafting System gab es auch wieder eine neue Special Task Force Raidisode für die Spieler auf dem maximalen Level: Undine Terradome. Als Setting für diese Raidisode dient Deep Space Nine DS9. Hier die komplette Beschreibung der Special Task Force Undine Terradome:</p>
<blockquote><p>Our latest Special Task Force mission, &#8220;Undine Terradome,&#8221; presents  all new challenges and introduces a new menace to Admiral-ranked  players.</p>
<p>It all starts simply enough: You&#8217;re tasked with investigating a  strange energy signature, but things quickly take a turn for the  dangerous when you uncover an Undine terradome! As you investigate its  exterior, you&#8217;ll happen upon a Federation ship captained by none other  than Akira Sulu, Admiral Quinn&#8217;s stalwart officemate back on Earth Space  Dock. Something seems off about him, though &#8230;.</p>
<p>Once you&#8217;ve sufficiently pacified the space  surrounding the terradome, you&#8217;ll beam down to its decks and discover  some familiar surroundings: Inside, it looks very similar to DS9. The  Undine are planning to invade Federation space!</p>
<p>As you make your way through the Undine DS9, you&#8217;ll rescue captured  Federation officers, eventually moving to the bowels of the terradome to  engage the Undine mastermind behind the invasion plan. Can you prevent  the invasion from occurring? Play &#8220;Special Task Force: Undine Terradome&#8221;  to find out!</p></blockquote>
<p>Die kompletten Season 1.1 Supplemental Patchnotes findet ihr hier. Ende des Monats geht dann Star Trek Online mit dem Patch 1.2 in die nächste Runde, wo hoffentlich wieder viele gute Neuerungen den Weg ins Spiel finden werden.</p>
<div id="content_bg_wide">
<div>
<blockquote>
<h1>General</h1>
<ul>
<li>The Terradome is now available to players! Take your  level 45 character out into borg space and try it out!</li>
<li>STF- Khitomer Accord &#8211; Reward mission for the &#8220;Assimilated&#8221;  Accolade, is now available to players. The mission will be granted to  anyone that has already completed the Accolade or to anyone that gets  the Accolade from this point forward.</li>
<li>Skyfiles across the entire game have been optimized.</li>
<li>Sulu has been promoted!  Samuel Winters is now the contact for all  patrol missions. Where’s Winters? He’s located in   Admiral Quinn’s office in Earth Space Dock.</li>
<li>The Constellation ship name has been fixed so it no longer says  Cheyenne.</li>
</ul>
<h1>Memory Alpha:</h1>
<ul>
<li>You can now look up Memory Alpha R&amp;D progress and  recipes at any time by using the drop down on the mini map, however you  MUST be standing near an appropriate console at Memory Alpha to create  the item. The create button will light up when you are standing near the  console. Opening the appropriate computer console at Memory Alpha also  brings up the R&amp;D UI.</li>
<li>There are 7 areas of research. All players start with Basic. Once  you max out your Basic level skill, the other 3 stores  (Energy, Physical, Technology) will open up. These stores also have  advanced recipes that can be learned once you’ve maxed out the standard  items.</li>
<li>The research skill you will receive is listed to the left of each  item.</li>
<li>Items you cannot make yet, will be grayed out. The skill required to  make the item is listed next the recipe component requirements.</li>
<li>Recipes have been reviewed and number of components needed reduced  in some cases</li>
<li>There are vendors at Memory Alpha that sell basic components needed  in R&amp;D recipes</li>
<li>Any Memory Alpha progress you had prior, will be converted to the  approximate new skill amounts. Due to some store  restructuring, this  may mean that some items you were previously able to make may require  more skill than you have now, but it will be close.</li>
</ul>
<h1>UI</h1>
<ul>
<li>Hovering over preset buttons will update your costume in  real time.</li>
<li>Headshots now appear for team members that are not on your map.</li>
<li>There is now a notification messages for when an injury is  automatically removed after a set amount of time passes.</li>
<li>Ship and BOff deletion now requires name validation.</li>
<li>The “Contributing” art for the skill picker has been improved.</li>
<li>Fixed some issues with &#8220;for next&#8221; values for rank and grade on the  experience bar tooltip. These values should all be  accurate now.</li>
</ul>
<h1>Missions</h1>
<ul>
<li>Fixed DS9 Fleet Action from restarting in a broken  condition that would sometimes make it get stuck at 7/8 force  fields.</li>
<li>The Space PvP Assault map now requires the proper score of 30 to  complete</li>
</ul>
<h1>Powers:</h1>
<li>Miracle Worker has been updated so the chance to repair  damaged subsystems is 100% when activated.</li>
</blockquote>
</div>
</div>
]]></content:encoded>
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		<slash:comments>1</slash:comments>
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		<title>Star Trek Online Demo funktioniert nicht &#8211; Contact the Billing Support &#8211; Die Lösung</title>
		<link>http://www.5secrule.de/2010/05/star-trek-online-demo-funktioniert-nicht-contact-the-billing-support-die-losung/</link>
		<comments>http://www.5secrule.de/2010/05/star-trek-online-demo-funktioniert-nicht-contact-the-billing-support-die-losung/#comments</comments>
		<pubDate>Sat, 08 May 2010 14:50:31 +0000</pubDate>
		<dc:creator>Sleth</dc:creator>
				<category><![CDATA[Star Trek Online]]></category>
		<category><![CDATA[Contact the Billing Support]]></category>
		<category><![CDATA[Demo]]></category>
		<category><![CDATA[einrichten]]></category>
		<category><![CDATA[Fehler]]></category>
		<category><![CDATA[free Trial]]></category>
		<category><![CDATA[geht nicht]]></category>
		<category><![CDATA[kostenlos]]></category>
		<category><![CDATA[STO]]></category>

		<guid isPermaLink="false">http://www.5secrule.de/?p=3823</guid>
		<description><![CDATA[Eine gute Nachricht für alle Freunde von Star Trek Online: Mittlerweile ist die kostenlose Demo freigeschaltet, so dass jeder das Spiel endlich kostenlos testen kann. Diese Trialphase ist zeitlich nicht begrenzt und man kann das komplette Tutorial durchspielen, sowie die ersten zwei richtigen Missionen. Es ist zwar nur ein kleiner Einblick in Star Trek Online,  <a href="http://www.5secrule.de/2010/05/star-trek-online-demo-funktioniert-nicht-contact-the-billing-support-die-losung/" class="more-link">Mehr &#62;</a>]]></description>
			<content:encoded><![CDATA[<p>Eine gute Nachricht für alle Freunde von Star Trek Online: Mittlerweile ist die kostenlose Demo freigeschaltet, so dass jeder das Spiel endlich kostenlos testen kann. Diese Trialphase ist zeitlich nicht begrenzt und man kann das komplette Tutorial durchspielen, sowie die ersten zwei richtigen Missionen. Es ist zwar nur ein kleiner Einblick in Star Trek Online, aber immerhin besser als nichts.</p>
<p>Allerdings haben sehr viele Spieler das Problem, dass sie die Demo nicht aktivieren können. Wie bereits <a href="http://www.5secrule.de/2010/05/star-trek-online-trial-demo-sto-kostenlos-testen-testaccount-machts-jetzt-moeglich/" target="_blank">hier</a> beschrieben, müsst Ihr Euch zunächst den Star Trek Client herunter laden und anschließend Patchen und dann einen <a href="http://www.startrekonline.com/user/register" target="_blank">Account erstellen</a>. Loggt man nun allerdings mit den frisch erstellten Accountdaten ein, bekommt man einen Fehler: <strong>Account Error. Contact the Billing Support</strong>. Geht nicht, also die große Enttäuschung.</p>
<p>Der Schritt der euch fehlt, der auch leider nirgendwo näher beschrieben ist: Ihr müsst die Demo natürlich zunächst aktivieren, damit Eurer Account für die Star Trek Trialphase freigeschaltet wird. Folgt dazu einfach folgendem Link, um die <a href="http://www.startrekonline.com/user/free_demo_start/Cryptic" target="_blank">Star Trek Demo zu aktivieren</a>. Fertig. Belohnt wird das ganze mit folgender Meldung:</p>
<p><a href="http://www.5secrule.de/wp-content/uploads/demo.jpg" rel="lightbox[3823]"><img class="aligncenter size-medium wp-image-3824" title="demo" src="http://www.5secrule.de/wp-content/uploads/demo-300x139.jpg" alt="" width="300" height="139" /></a></p>
<p>Ich habe das ganze extra mit einem neuen Account, den ich mir mit einer zweiten, frischen, Mailadresse erstellt habe, getestet. Es funktioniert. Ich kann mit meinem neuen Account problemlos die Demo spielen. Kostenlos, ohne vorher das Spiel zu kaufen, oder gar ein Abo abschließen zu müssen.</p>
<p>Wenn Ihr also Fragen habt, helfe ich euch an dieser Stelle gerne weiter.<br />
Ansonsten viel Erfolg und vor allem Spaß, in der Welt von Star Trek Online!</p>
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		<title>Star Trek Online Trial Demo &#8211; STO kostenlos testen- Testaccount machts jetzt möglich</title>
		<link>http://www.5secrule.de/2010/05/star-trek-online-trial-demo-sto-kostenlos-testen-testaccount-machts-jetzt-moeglich/</link>
		<comments>http://www.5secrule.de/2010/05/star-trek-online-trial-demo-sto-kostenlos-testen-testaccount-machts-jetzt-moeglich/#comments</comments>
		<pubDate>Wed, 05 May 2010 16:33:54 +0000</pubDate>
		<dc:creator>Sleth</dc:creator>
				<category><![CDATA[Star Trek Online]]></category>
		<category><![CDATA[Client]]></category>
		<category><![CDATA[Demo]]></category>
		<category><![CDATA[kostenlos testen]]></category>
		<category><![CDATA[runterladen]]></category>
		<category><![CDATA[STO]]></category>
		<category><![CDATA[Testzugang]]></category>
		<category><![CDATA[Trial]]></category>

		<guid isPermaLink="false">http://www.5secrule.de/?p=3768</guid>
		<description><![CDATA[Wie man an den Kommentaren unschwer erkennen kann, gehört der Artikel mit den Star Trek Buddy Keys zu einem der beliebtesten Beiträgen, da viele einen kostenlosen Blick in Star Trek Online werfen möchten, um das Spiel vorab auf Herz und Nieren zu testen. Bis dato war es nicht möglich einen Trialphase in Star Trek Online  <a href="http://www.5secrule.de/2010/05/star-trek-online-trial-demo-sto-kostenlos-testen-testaccount-machts-jetzt-moeglich/" class="more-link">Mehr &#62;</a>]]></description>
			<content:encoded><![CDATA[<p>Wie man an den Kommentaren unschwer erkennen kann, gehört der Artikel mit den <a href="http://www.5secrule.de/2010/02/star-trek-online-trial-account-testversion-kostenloser-sto-testzugang-buddy-key/" target="_blank">Star Trek Buddy Keys</a> zu einem der beliebtesten Beiträgen, da viele einen kostenlosen Blick in Star Trek Online werfen möchten, um das Spiel vorab auf Herz und Nieren zu testen. Bis dato war es nicht möglich einen Trialphase in Star Trek Online in Anspruch zu nehmen, um einen ersten Eindruck gewinnen zu können. Lediglich über die Buddy Keys konnte man Freunde zu einer kurzen Testphase einladen. Allerdings waren diese Keys leider stark begrenzt, so daß ich nicht allen einen Key zusenden konnte.</p>
<p>Dabei halte ich es durchaus für legitim, das man ein Produkt vorab kostenlos testet, bevor man sich für einen endgültigen Kauf entscheidet. Gerade wenn die Pressestimmen nicht nur positiv urteilen und andere MMOs sich auf den zweiten Blick als herber Fehlkauf herausgestellt haben. Verständlich, dass Konsumenten immer vorsichtiger werden.</p>
<p>Darum freut es mich nun um so mehr, dass es nun endlich ein richtiges Star Trek Online Demo für jeden gibt. Denn seit heute gibt es die offizielle Star Trek Online Trialphase, die von jedem, kostenlos, in Anspruch genommen werden kann. Das positive: Die Star Trek Online Testphase ist zeitlich nicht begrenzt, ihr könnt das Demo so lange und oft spielen wie ihr wollt. Allerdings umfasst die Trialphase lediglich das Tutorial sowie die ersten zwei richtigen Missionen. Allerdings bekommt man hier schon einen guten Eindruck, wie das Gameplay aufgebaut ist.</p>
<p><a href="http://installers.crypticstudios.com/STO_Demo_Installer.exe" target="_blank"><img class="aligncenter size-full wp-image-3770" title="stodemo" src="http://www.5secrule.de/wp-content/uploads/stodemo.png" alt="" width="331" height="149" /></a></p>
<p>Ihr müsst Euch dazu lediglich den <a href="http://installers.crypticstudios.com/STO_Demo_Installer.exe" target="_blank">Star Trek Online Demo Client</a>, der knapp 9GB gross ist, herunter laden und installieren. Keine Sorge, der Demo Client entspricht dem normalen Client und kann später auch für den normalen Star Trek Online Zugang genutzt werden. Allerdings müsst ihr Euch (wahrscheinlich) noch bis zum 10.5 gedulden. Denn derzeit sind die Trial-Zugänge noch nicht freigeschaltet. Sobald Ihr kostenlos ins Spiel einloggen könnt, werde ich es bekannt geben. Es kann sich allerdings nur noch um ein paar Tage handeln, bis die kostenlosen Testzugänge verfügbar sind. Also stay tuned.</p>
<p><strong>Update</strong>: Mittlerweile ist die Demo freigeschaltet und aktiv. Ihr könnt nun also kostenlos Star Trek Online spielen. Da es allerdings ein paar Probleme bei der Einrichtung des Demo-Zuganges gibt, habe ich an dieser Stelle beschrieben, wie ihr trotzdem die <a href="http://www.5secrule.de/2010/05/star-trek-online-demo-funktioniert-nicht-contact-the-billing-support-die-losung/" target="_blank">Star Trek Demo spielen</a> könnt. Quasi eine kleine FAQ bzw. ein How to. Hoffe es hilft Euch.</p>
<p>Hier die komplette <a href="http://www.startrekonline.com/demo" target="_blank">News zur Star Trek Online Trial</a>:</p>
<blockquote><p>Welcome to the Star Trek Online download site! You can download the  game now using one of the links below. <strong>Some special notes about the  Star Trek Online Demo:</strong></p>
<ul>
<li>You can play through the entire Star Trek Online Tutorial, as  well as the Episode &#8220;Stranded in Space.&#8221; Master your skills in space and  on the ground, then rescue the <em>S.S. Azura</em>!</li>
<li>You may create two different Federation characters within our  character creator. You will not be able to create a Klingon character.</li>
</ul>
<li>You have unlimited play time. Play as much as you like</li>
</blockquote>
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		<slash:comments>9</slash:comments>
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		<item>
		<title>Star Trek Online Patch 1.1: Season One, Update One und Welcome Back Weekend</title>
		<link>http://www.5secrule.de/2010/05/star-trek-online-patch-1-1-season-one-update-one-welcome-back-weekend/</link>
		<comments>http://www.5secrule.de/2010/05/star-trek-online-patch-1-1-season-one-update-one-welcome-back-weekend/#comments</comments>
		<pubDate>Sun, 02 May 2010 15:38:47 +0000</pubDate>
		<dc:creator>Sleth</dc:creator>
				<category><![CDATA[Star Trek Online]]></category>
		<category><![CDATA[besser Loot]]></category>
		<category><![CDATA[Death Penalty]]></category>
		<category><![CDATA[Difficult Slider]]></category>
		<category><![CDATA[Injurys]]></category>
		<category><![CDATA[Patch 1.1]]></category>
		<category><![CDATA[Patchnotes]]></category>
		<category><![CDATA[Season One]]></category>
		<category><![CDATA[ST]]></category>
		<category><![CDATA[Update One]]></category>
		<category><![CDATA[verschiedene Schwierigkeitsstufen]]></category>
		<category><![CDATA[Welcome Back Weekend]]></category>

		<guid isPermaLink="false">http://www.5secrule.de/?p=3672</guid>
		<description><![CDATA[Auch wenn ich wieder einmal etwas spät dran bin, wollte ich noch kurz den letzten großen Patch im Star Trek Online Universum besprechen: Mit dem Common Ground Season One, Update One Patch, der auch kurz Patch 1.1 genannt wird, gab es einen weiteren 700 MB Patch, der Star Trek Online wieder ein Stück weit in  <a href="http://www.5secrule.de/2010/05/star-trek-online-patch-1-1-season-one-update-one-welcome-back-weekend/" class="more-link">Mehr &#62;</a>]]></description>
			<content:encoded><![CDATA[<p>Auch wenn ich wieder einmal etwas spät dran bin, wollte ich noch kurz den letzten großen Patch im Star Trek Online Universum besprechen: Mit dem Common Ground Season One, Update One Patch, der auch kurz Patch 1.1 genannt wird, gab es einen weiteren 700 MB Patch, der Star Trek Online wieder ein Stück weit in die richtige Richtung gebracht hat.</p>
<p>Kernpunkt beim ST Patch 1.1 waren die verschiedenen Schwierigkeitsstufen bei Missionen, der sog. Difficult Slider, da viele Spieler den bisherigen Schwierigkeitsgrad für zu niedrig hielten, was bisweilen auch stimmte. Man brauchte wirklich keine Gruppen für Missionen und konnte sehr gut alles alleine bewältigen. In einem MMO eigentlich ein Unding, da doch gerade das Gruppenspiel gefördert werden sollte. Hier hat Cryptic nun nachgebessert und nun erhält Star Trek Online drei Schwierigkeitsstufen für Missionen, die vom Teamleader gewählt werden können: Normal, Advanced und Elite. Logisch, dass man dann für die härten Modi ganze Gruppen braucht. Als Belohnung winken dann natürlich Gegenstände von besserer Qualität. Sprich das Gruppenspiel wird fortan mehr belohnt als noch in der Vergangenheit.</p>
<p>Allerdings bringt die Sache neben besserem Loot auch Gefahren mit sich: Bisweilen hatte nichts in Star Trek Konsequezen, da jeder Tod quasi kostenlos war. Man verlor keine Haltbarkeit, keine Energy Credits, nichts. Auch dies ändert sich nun, da der viel geforderte Death Penalty endlich eingeführt wurde. Sobald man den Difficult Slider höher als auf Normal stellt, verliert das Schiff bei jedem Tod quasi Haltbarkeit und erleidet sog. Injurys, die Minor, Major oder Critical sein können. Szenarien in denen dann tatsächlich mal das Schild, die Waffen oder der Warp-Antrieb ausfallen können, sind nun also keine Fiktion mehr. Ob man dann angeschlagen in die Schlacht fliegen will, oder doch lieber erst zum Earth Space Dock zurück kehrt, wo man sein Schiff für Energy Credits reparieren kann, ist die Entscheidung des Captians. Damit man nicht jedes Mal zurück ins Dock muss, gibt es praktische &#8220;Reperatur-Kits&#8221; für unterwegs. Will man keine Credits dafür ausgeben, heisst es 30 Minuten warten, bis die eigene Crew die Debuffs quasi automatisch von allein repariert hat.</p>
<p>Optionale Schwierigkeitsgrade verknüpft mit dem Injury System machen Star Trek Online ein ganzes Stück interessanter, da man wesentlich vorsichtiger agieren muss und nicht einfach mehr drauf los holzen kann. Dafür lockt besserer Loot, was das Gruppenspiel fördert. So muss das sein! Und damit alte Spieler, die in der Zwischenzeit ihren Account auf Eis gelegt haben, einen Blick auf diese neuen Änderungen werfen können, räumt Cryptic ein ganzes Testwochenende ein, an dem jeder Spieler, selbst die ohne bezahlte GameTime, das Spiel kostenlos spielen kann. Geplant ist dieses Welcome Back Weekend für den 7-10. Mai:</p>
<blockquote><p>Have you taken a break from Star Trek Online, but are interested to  see what you may have missed? To celebrate the release of <a href="http://www.startrekonline.com/season_one1">Season One, Update One</a>,  we&#8217;re inviting former Star Trek Online players to spend a weekend with  us, free of charge.</p>
<p><strong>The free promotional weekend will run from Friday, May 7,  2010 at 10:00 a.m. Pacific until Monday, May10, 2010 at 10:00 a.m.  Pacific.</strong></p>
<p>Don&#8217;t have a copy of the game client anymore? Simply visit our <a href="http://startrekonline.com/download">Star Trek Online Downloader</a> and begin patching up any time between now and the end of the weekend.  The galaxy is waiting!</p>
<p><em>Special note: You may begin downloading the client right away,  but please return to this page on or after Monday, May 3 to officially  reactivate your account for the free weekend. You won&#8217;t be able to play  without completing this step.</em></p></blockquote>
<p>Die kompletten Season One, Update One Patchnotes findet ihr nun hier:</p>
<blockquote><p><span style="font-family: Arial Black;"><strong>Season 1.1 Update &#8211; New Features FAQ</strong></span></p>
<p><strong><span style="font-family: Arial Black;">Difficulty Settings</span></strong><br />
By popular demand, we have added the ability to scale difficulty in  instanced missions so that you can customize the combat challenges to  your liking. The difficult you have been playing on is the default which  is considered “Normal”. If you would like more of a challenge, you can  adjust this via the Options screen or the Episodes tab on your mission  journal.</p>
<p>The available settings are:</p>
<ul>
<li>Normal – The default combat settings  prior to this update with no injuries as a result of defeat.</li>
<li>Advanced – Increases combat difficulty and introduces injuries as a  result of defeat.</li>
<li>Elite – Significantly increases combat difficulty with an increased  chance of injury as a result of defeat.</li>
</ul>
<p>As an added incentive to the additional risks, there is greater  frequency and quality of rewards from defeating enemies on higher  difficulty setting. Mission rewards are not impacted by difficulty  settings.</p>
<p>Things to note about difficulty settings:</p>
<ul>
<li>When teamed, the Team  Leader’s difficulty setting prior to entering the system determines the  difficulty of the mission.</li>
<li>Difficulty settings do not apply to Fleet Actions, PVP, Social Maps,  or Deepspace Encounters (or any other non-instance map)</li>
<li>We have disabled difficulty settings for Special Task Forces  temporarily while we adjust the system to work with the increased  difficulty of these special missions.</li>
<li>You cannot modify difficulty once you have entered a mission map.  All settings must be set or modified prior to entering the mission. If  you want to change the difficult of a mission you are currently on, all  players must exit the mission and wait 15 minutes for the mission to  cooldown before your new difficulty settings can be applied.</li>
</ul>
<p><strong><span style="font-family: Arial Black;">Injury System</span></strong><br />
In conjunction with the new Difficulty Settings, we are introducing an  injury system that adds added risks to playing on higher difficulties.  Depending on the type and severity of the injury sustained, you will  notice a decrease in related performance until treated. Federation  players will receive a mission that sends you a contact on Earth Space  Dock which will explain more about injuries.</p>
<p>Here’s How It Works</p>
<ul>
<li>If your captain, your bridge officers, or  your ship is defeated, there is a chance they will receive one injury.  This occurs at the time you are defeated, regardless of whether or not  you respawn or are resuscitated. Injuries cause various de-buffs  depending on the type and severity.</li>
<li> If you receive an injury, the severity of that injury is determined  by chance, modified by the existence of any untreated injuries already  on that character/ship. For example, the chance of receiving a Major or  Critical injury is increased if the character/ship has an untreated  injury already.</li>
<li>Injuries do not occur below level 5 on any difficulty setting and  there is a maximum of 50 total injuries each character/ship can sustain  at any given time.</li>
</ul>
<p>Type of Injuries</p>
<ul>
<li>Minor – The negative effect of minor injuries is  small enough that it would take several minor injuries before most  players would notice any difference in performance.</li>
<li>Major – These injuries feel significant, but the character/ship can  continue to function with only slight performance decreases. Sustaining  more than one major injury of the same type (which modifies the same  stat) will begin to cause noticeable performance impacts.</li>
<li>Critical – These injuries will cause noticeable performance impacts.  A character/ship may still continue on in a mission (and succeed) with  more than one critical injury, but each additional critical injury will  prove costly to treat and will put the character/ship below the expected  potency curve.</li>
</ul>
<p>How to Treat an Injury</p>
<ul>
<li>Visit a medic/engineer in your faction’s  major social hub and pay them energy credits to remove the injuries. Use  an injury pack to remove the item yourself.</li>
<li>Regenerators treat personnel injuries – Components treat ship  “injuries” (damage)</li>
<li>Each pack comes in 3 versions that correspond to the severity of the  injury.</li>
<li>Injury packs are not available in replicators, but some packs are  available stores.</li>
<li>There’s a chance of finding some types of injury packs as a reward  drop.</li>
<li>Your medical/engineering staff will automatically treat each Minor  Injury 30 minutes after each injury was sustained.</li>
</ul>
<p><span style="font-family: Arial Black;"><strong>Important Power Updates</strong></span><br />
Several key powers are being updated with this release in order to  address concerns and bring their functionality in line with expected  design goals.</p>
<p><strong>Feedback Pulse</strong><br />
Goal: This ability can be used to augment DPS by reflecting your  opponents directed energy attacks, as well as a deterrent in PvP if  currently the main target of a group.</p>
<p>Changes:</p>
<ul>
<li>Now reflects all directed energy types (beams, cannons,  turrets)</li>
<li>Feedback Pulse is now an energy type, buffed and resisted similar to  other damage types</li>
<li>Damage reflected by Feedback Pulse hits shields first, but does have  50% shield penetration</li>
<li>Overall reflected damage has been reduced for each version. Version 1  damage is about 60%, version 2 about 80%, and version 3 nearly 100%.</li>
</ul>
<p>Countered by: Subnucleonic Beam removes buff; Projectile Weapon or  Indirect Damage ignores it.</p>
<p><strong>Subnucleonic Beam</strong><br />
Goal: This ability removes buffs and slows performance of targeted  enemy. Counters abilities such as Feedback Pulse, Reverse Shield  Polarity, Attack Pattern Alpha, by removing the applied buff.</p>
<p>Changes:</p>
<ul>
<li>This does not put abilities into recharge, but instead  slows the recharge time for bridge officer abilities and weapons systems  over its duration.</li>
<li>Removes currently applied buffs from target at activation time.  Buffs can be later applied while subnucleonic beam is active.</li>
</ul>
<p>Countered By: Science Team applied while SNB active removes the debuff;  Photonic Officer helps to offset slow recharge</p>
<p><strong>Viral Matrix</strong><br />
Goal: Cripples target, but target has the chance to remove debuff or  continue to fight at a disadvantage.</p>
<p>Changes:</p>
<ul>
<li>This is no longer a hold, but instead takes three of a  ship&#8217;s subsystems offline.</li>
<li>Shields subsystems are unaffected, but weapons, engines, and  auxiliary will go offline in a random order (each time it is used) over  the course of the duration. As the systems go offline in a staggered  method, the target has some time to react and does not have all three  systems disabled for the entire duration.</li>
<li>The best case duration for a subsystem being offline is approx 7.2,  9.6, and 12 seconds for ver 1, 2, and 3 respectively.</li>
</ul>
<p>Countered By: Engineering Team now restores all subsystems; Emergency  Power to (system) will restore that particular subsystem.</p>
<p><span style="font-family: Arial Black;"><strong>Commodity Missions</strong></span><br />
Based on feedback with Federation “Aid the Planet” missions, we’ve made  changes so these exploration missions are more viable.</p>
<ul>
<li>Federation  players will now receive some basic information about what commodities  might be useful in the nearby Star Cluster as well as a few commodities  to get you started.</li>
<li>Unknown Systems within Star Cluster previously were in need of up to  5 different types of commodities, which meant that if you wanted to be  prepared, you had to haul around a cargo hold’s worth of goods. We’ve  reduced this to 3 types that could possibly be needed.</li>
<li> If you didn’t have the commodities needed on board, you had to exit  the system and find a trader who would sell them to you. This is where  most players would drop the mission. Now, you have the option to  replicate the necessary commodities on the spot. Be warned that the cost  of doing this is at a premium.</li>
<li>If you are looking for better prices on commodities other than your  replicator or via trade ships, you can hover over a commodities tooltip  to learn which system sells the commodity at the lowest price.</li>
<li>As a reward for taking the time to deliver these commodities, the  planet you are aiding will now offer you a gift as an additional reward.  These gifts could be anything, so open them up and see what you get!</li>
</ul>
<p><span style="font-family: Arial Black;"><strong>Exchange Improvements</strong></span><br />
If you’ve ever used the exchange to look for an item, you’d noticed it  was a bit messy. This update introduces changes to help clean the  exchange up and makes some general improvements.</p>
<ul>
<li>When searching  for an item, results are now returned in a sorted list by either price  or item name</li>
<li>Items you place on the exchange will now expire after 1 week if no  buyer is found. The item will be returned to you via an attachment using  in-game mail.</li>
<li>Once this update goes live – many (if not all) items on the exchange  will be returned as they are long overdue to expire.</li>
<li>To aid in comparison price purchasing, you can now drag and drop an  item on the search field to look for similar items</li>
</ul>
<div id="post_message_2609859"><span style="font-family: Arial Black;"><strong>Team Mission Tracker</strong></span><br />
When you are teamed, your mission journal will now show you which  missions your team mates are currently working on to aid in team mission  planning.</p>
<p><strong><span style="font-family: Arial Black;">Space Auto-fire Improvements</span></strong><br />
By popular demand (and to save your fingers) we’ve opened up the ability  to set all ship weapons to auto-fire. Simply right click a weapon  (notice the green outline) to toggle auto-fire. Weapons auto-fire in the  order they are placed in the Weapon’s Tray. Keep in mind that having  all weapons on auto-fire can lead to danger if you are frequently  switching targets.</p>
<p><span style="font-family: Arial Black;"><strong>Store Inventory Changes</strong></span><br />
Mark (Valor, Honor, and Exploration) Stores now sell a variety of  equipment and weapon damage types. You’re no longer limited to  Anti-Proton damage when searching for Rear Admiral Gear.</p>
<p><strong><span style="font-family: Arial Black;">Female TOS/Mirror Universe Costume Updates</span></strong><br />
Many of you who received these costumes as part of your purchase bundle  were underwhelmed with what you received. While there was some  miscommunication as to what was initially available, we are happy to  announce that female TOS and Mirror Universe costume updates are now  available to those who have them unlocked on their account.</p>
<p><strong><span style="font-family: Arial Black;">Playable Joined Trill of the Klingon Faction</span></strong><br />
For those who purchased a bundle pack which offered you the ability to  play as a Joined Trill, you may have been bummed that you could not  create a Joined Trill that was aligned with the Klingon Faction. Well  Jack promised it, and here it is. If you have Joined Trill unlocked on  your account, you can now make a Joined Trill of the Klingon Faction.</p>
<p><span style="font-family: Arial Black;"><strong>Inventory Stacking Improvements</strong></span><br />
We’ve made a first pass at making things stack better in your inventory  as well as when purchasing items in bulk. Let us know what you think!</p>
<p><strong><span style="font-family: Arial Black;">Fleet Mail</span></strong><br />
Fleet Leaders can now send messages to their entire fleet at once per  day</p>
<p><span style="font-family: Arial Black;"><strong>General Updates</strong></span></p>
<ul>
<li>Your  starship will now look for a clear path and adjust heading prior to  warping out so that it doesn&#8217;t warp through the center of a planet</li>
<li>Adjusted the stuck message to remove the suggestion use /killme if  stuck doesn&#8217;t work</li>
<li>Updated the details about what changes with a “short name” rename</li>
<li>Fixed bug that prevented players from continuing to respec once  they&#8217;d pressed the &#8220;Accept&#8221; button unless they pressed the &#8220;Reset&#8221;  button</li>
<li>The in-game camera will no longer pass through ship geometry when  zooming in all the way</li>
<li>Nearly all Tribble descriptions have been updated</li>
<li>The camera will now attempt to avoid obstacles when playing the beam  out cutscene</li>
<li>Updated French and German localized text</li>
<li>Klingon Faction players now have their own replicator menu</li>
<li>Klingon Faction players can now set ground weapons to auto-fire</li>
<li>Fixed a crash that would occur when inviting others to your Fleet</li>
<li>Fixed a crash that would occur while trying to take a screenshot in  certain circumstances</li>
<li>Fixed a crash that would occur when a player attempted to enter a  private queue that was full</li>
<li>Fixed a crash that would occur when dismissing or training certain  bridge officers</li>
<li>Fixed a crash that would occur when attempting to mail certain item</li>
<li>Fixed a crash that would occur when inviting players from an enemy  faction</li>
<li>Fixed a bug with renaming that could occur if your captain’s name  was the same as any of the other officers in your crew</li>
<li>Fixed a bug where some items attached via mail could not be viewed</li>
<li>Add a LFG option for teams either at the player’s difficulty level  or any difficulty level.</li>
</ul>
<p><strong><span style="font-family: Arial Black;">PVP</span></strong></p>
<ul>
<li>Scaling PvP rewards  are now in. Players will now be rewarded for the time spend in a pvp  match, making longer matches now just as viable as short ones.</li>
<li>Added the ability to request to “Join New Game” in the PvP Queue  window. The join button is now a drop-down. When clicked, this displays  two options: &#8220;Join New Game&#8221; or &#8220;Join Any Game&#8221;</li>
<li>Updated the look and feel for the PvP Queue</li>
<li>Personal scores in the PvP score window are now in columns to take  up less space</li>
<li>The current team is now indicated with an icon in PvP</li>
<li>Personal missions are no longer shown on PvP maps, only Open  Missions, so the PvP scoreboard should no longer be hidden by the  mission tracker UI</li>
<li>Corrected a mistake in the Area Control reporting which was showing  incorrect winning conditions</li>
<li>Adjusted the “Show Queues” drop down so it now only shows queues</li>
<li>Added a join time limit for the various queue types. This prevents  players from queuing up for a pvp game and entering a map that is well  into the game. Arena Maps: 2 minute time limit, Everything else: 4  minute time limit</li>
<li>Fixed a bug which prevented players from seeing their open mission  while on a PvP map</li>
<li>Fixed the issue where players would spawning inside of geo in PvP  area control maps</li>
<li>Fixed an issue with the second Federation base in PvP FvF Area  control</li>
<li>Added defensive turrets to protect player spawn-points on PvP area  control maps.</li>
<li>The map logic has been updated on PvP KvK Assault for both ground  and space versions</li>
<li>Abort Mission and Beam to Ship buttons are now disabled on all PvP  maps in anticipation of a quitting penalty for PvP</li>
<li>PvP Assault Report now shows appropriate team names instead of Red  and Blue.</li>
<li>Fixed an issue with the Assault Scoreboard score values</li>
</ul>
<p><strong><span style="font-family: Arial Black;">UI</span></strong></p>
<ul>
<li>Restored the missing  &#8220;Base Defense&#8221; (AccuracyMiss) ship stat in the status window</li>
<li>Eliminated duplicate instances of combat maneuvers, starship  strategy, and starship attack vectors in the ship status window</li>
<li>Fixed bug where additional stats were sometimes being displayed on  tooltips for weapons linked in chat</li>
<li>Players are now able to search Fleet Bank log activity by category</li>
<li>Removed unnecessary spacing from item and power tooltip and inspect  descriptions</li>
<li>Added the pips background to the Klingon Team List and made Klingons  use Klingon pips</li>
<li>Fixed issue with all trait/power descriptions displaying twice</li>
<li>Fixed bug where item stack counts were not being shown for items in  the Exchange</li>
<li>Updated the Fleet Management Roster button bar</li>
<li>Updated the Friends Tab with backgrounds for rank pip icons</li>
<li>Tooltips were added to LFG icons and abbreviations</li>
<li> The &#8220;Friends&#8221; tab in the social window has been upgraded:</li>
<li>Added an &#8220;Accept Request&#8221; button</li>
<li>Changed the name of the team invite button from &#8220;Invite&#8221; to &#8220;Team  Invite&#8221; for clarity</li>
<li>Moved the &#8220;Add Friend&#8221; button to the bottom right</li>
<li>Added a &#8220;Remove Friend&#8221; button</li>
<li>Now show &#8220;Decline Request&#8221; instead of &#8220;Remove Friend&#8221; if the  currently selected character sent a friend request</li>
<li>Added a confirm dialog when attempting to remove a friend or decline  a request</li>
<li>Improvements to the &#8220;Ignored&#8221; tab in the social window</li>
<li>Added a &#8220;Remove Ignore&#8221; button</li>
<li>Moved the &#8220;Add Ignore&#8221; button to the bottom right of the window</li>
<li>Added a remove confirm dialog when attempting to remove an ignore</li>
<li>Reorganized the buttons in the &#8220;Find Team&#8221; and &#8220;Search&#8221; tabs of the  social window. Buttons that affect elements in the player list are on  the left (&#8220;Tell&#8221;, &#8220;Invite&#8221;). Other buttons are on the right (&#8220;Set  Status&#8221;, &#8220;LFG&#8221;, Visibility&#8221;).</li>
<li>The Skill Picker and Skill Respec &#8220;Accept&#8221; button is now disabled if  no net change has actually been made. Added a 5 second cooldown on the  &#8220;Reset&#8221; button to prevent server spamming</li>
<li>Implemented new UI for privacy options in the social UI. Added  a  privacy button which replaces the (confusing) visibility button. This  opens up a menu with allowed chat members and visibility options.</li>
<li>Updated the PVP icons to denote which status you&#8217;re in &#8211; Queue,  Ready, Invited or Snooze for Fed and Klingon</li>
<li>Bridge officer status windows will now display correctly while on a  ground map</li>
<li>Tweaked the mouse filtering default settings to reduce enormous  delay at the highest value</li>
<li>Fixed some issues with the options screen:</li>
<li>Mouse filtering option wasn&#8217;t saving properly.</li>
<li>Restore defaults wouldn&#8217;t properly reset shield FX setting.</li>
<li>Moved game-specific settings to the top of the options list.</li>
<li>Added a setting to HUD options that will allow the user to enable or  disable &#8220;critical status&#8221; information on reticules. If enabled, this  will show indicators when a sub-system goes down or when the entity&#8217;s  life is low.</li>
<li>Rolled fleet invite, team invite, interior invites into a single  invite approved list.</li>
<li>Added a check so blacklisted players cannot be invited to fleets,  teams, or interiors.</li>
<li>The UI will now properly display that a free respec is no longer  available.</li>
<li>If the user cannot afford a stack of items when buying in bulk,  there is now UI that tells the player &#8220;You do not have enough &lt;energy  credits or merits/honor&gt;&#8221;.</li>
<li>Fixed bug where some skills in the skillpicker would show +0%  modifiers.</li>
<li>The clear button will now clear all the fields in the player search  window</li>
<li>Fixed the fisheye text problem in the &#8220;Regions&#8221; filter.</li>
<li>All Buff/Debuff trays now use the new function that combines buffs,  debuffs, injuries, status and DoTs into one list</li>
<li>Fixed an issue where landmark icons in sector space would go  offscreen</li>
<li>Fixed a waypoint icon scaling bug</li>
<li>Fixed bug where &#8220;Expose Attack&#8221; or &#8220;Exploit Attack&#8221; was being  displayed multiple times for a single power on the power&#8217;s tooltip or  inspect description.</li>
<li>Added some missing powers to tooltip displays</li>
<li>The power transfer rate of your ship will now be displayed as a  percentage in your status screen</li>
<li>Fore weapons are mapped to keys 1,2,3 and aft 4,5,6. This adjusts  based on how many weapon slots you actually have.</li>
</ul>
<p><strong><span style="font-family: Arial Black;">Powers and Skills</span></strong></p>
<ul>
<li>Special  Antiproton ground weapons that have a bonus proc vs. Borg can now be  given to your bridge officers.</li>
<li>Fixed the Tribble of Borg buff from stacking in certain situations</li>
<li>Updated the Borg tactical Cube: They were given more beams, their  cannon firing arc is increased to 90 degrees, their recharge timer has  been reduced on cannons, and the recharge time on their shield  neutralizer has been increased.</li>
<li>The reverse shield polarity tooltip now displays the three skills  that modify the magnitude/duration. Feedback Pulse has been updated:  It  now works against all direct energy weapons, not just beams. Reduced  reflected damage for each version (Version 1~ 60% , Version 2 ~ 80%,  Version 3 ~ 100% ). Reflected damage hits the enemy shield but with 50%  penetration to the hull instead of 100%.</li>
<li>Viral Matrix has been updated: Instead of a hold, Viral Matrix now  takes three subsystems offline in a staggered duration. The best case  duration for a subsystem being offline is approx 7.2, 9.6, and 12  seconds for versions I, II,III respectively. The subsystems affected are  Weapons, Engines, and Auxiliary. The order that the subsystems go  offline is determined randomly upon each use. Engineering Team will  repair subsystems that are offline.</li>
<li>Subnucleonic Beam has been updated: Instead of adding a recharge to  all abilities, subnucleonic beam now removes currently active buffs and  slows bridge officer recharge timers. Science Team will remove  subnucleonic beam</li>
<li>Photonic Officer has been updated: Photonic Officer now accelerates  the recharge time of all bridge officer powers over its duration. Best  case the speed of the recharge is improved by 30%, 40%, 50% for versions  I, II, III respectively. Accuracy and Defense modifiers should now show  up as a percentage</li>
<li>Power Level Changes:  Turn rate improvement has been moved from the  auxiliary power level to the engine power level. Updated Evasive  Maneuvers to use the engine power level as the modifier to turn rate,  instead of auxiliary. Increasing power to shields now increases shield  damage resistance to any damage. The formula is shield power level  divided by 500, so 100% shield power would impart 20% damage resistance.</li>
<li>Plasma Grenade now delivers more damage on impact and is comparable  to other grenade attacks</li>
<li>The short hold that occasionally procs on Palm Strike and Rifle Butt  no longer affects players. It will still affect enemies</li>
<li>Fixed a display icon error that would generate a white square rather  than the icon for Dampening Field.</li>
<li>Increased Donotra’s Scimitar resistances</li>
<li>Battleships and Dreadnoughts now have some innate resistance to some  control powers &#8211; like subsystems offline, or jam sensors or scramble  sensors, and viral matrix. The resistance reduces the effective duration  of such abilities when used against these targets</li>
<li>Fixed an issue in the tooltip for Nadion Inversion. The power is  unchanged</li>
<li>Confuse debuffs will no longer persist after a map change to prevent  griefing and NPC killing</li>
<li>Fixed a bug that would allow multiple copies of viral matrix to  apply in a single attack. This issue also prevented Engineering Team  from cleanly removing Viral Matrix.</li>
</ul>
<p><strong><span style="font-family: Arial Black;">Audio </span></strong></p>
<ul>
<li>The Big Dig map  ambient audio has been updated.</li>
<li>Missing sound FX for the Undine orbital cannon explosion has been  added, as well as toning down the loud blast audio from the orbiting  cannon arrays.</li>
<li>The transwarp to Sol Starbase and transwarp to Qonos sound is no  longer cut off by the loading screen</li>
</ul>
<p><span style="font-family: Arial Black;"><strong>FX and Animation</strong></span></p>
<ul>
<li>Players  will now see a targeting ring that indicates where a grenade is going to  drop.</li>
<li>The screens of players affected by stun grenade will go from bright  white to normal lighting throughout the duration of the effect.</li>
<li>The screens of players affected by smoke grenade will be occluded by  smoke while they are in the smoke grenades cloud.</li>
<li>Smoke Grenade effect has been thinned out.</li>
<li>Removed the tricorder light FX to fix the issue with it not turning  off.</li>
</ul>
<p><span style="font-family: Arial Black;"><strong>Missions and Environments</strong></span></p>
<ul>
<li>Fixed  the race condition that sometimes kept the Borg Tactical Cube from  spawning by the gate in Infected.</li>
<li>Fixed an environment issue with the Boarding Party side-action that  allowed players to get stuck in the warp core.</li>
<li>Removed some bad spawn point maps in the Federation and Klingon star  clusters.</li>
<li>NPC ships fighting outside of the U.S.S. Saratoga in the “State of  Q” mission are now more era appropriate.</li>
<li>Updated hostiles in Sector Space so they have no collision once they  turn into Deep Space Encounters.</li>
<li>Star Cluster missions are no longer showing their logical names in  the mission text.</li>
<li>Updated the “Suspect” mission reward to contain new Science console  choices.</li>
<li>Commodities have become more exclusive to different social hubs,  with different prices at different places.</li>
<li>Updated the On Ship Replicator to include all the commodities,  albeit expensive versions of them.</li>
<li>Rator III mission is now more clear on how to progress. This should  help make it less likely that the mission appears stuck or confusing.</li>
<li>Updated mission logic for the Big Dig to fix issues with stages  stalling at 19/20.</li>
<li>The Cerin&#8217;s Fire mission is no longer gated.</li>
<li>The Borg geometry has been returned to “The Cure” ground.</li>
<li>Fixed a problem during the Khitomer Accord STF where players would  not be able to drop shields on the power nodes, thereby halting  progress.</li>
<li>Fixed a bad mission location of the War Games episode.</li>
<li>Fixed DS9 Fleet Action from restarting in a broken condition that  would sometimes make it get stuck at 7/8 force fields.</li>
<li>Fixed an LOD issue with Epsilon Satellites</li>
</ul>
<p><strong><span style="font-family: Arial Black;">Ships</span></strong></p>
<ul>
<li>Added a new set of  pylons to DSSV Science ship called &#8220;N Modified&#8221; to allow the player to  straighten out the nacelles like in the C-Store Picture. This new set is  available to all players and when used on other hull types will allow  nacelles to be angled up.</li>
<li>All window types should now show up on C-Store Federation Ships</li>
</ul>
<p><strong><span style="font-family: Arial Black;">Characters and Costumes</span></strong></p>
<ul>
<li>Players  can now create Fleet Uniforms from a saved costume file</li>
<li>Fixed several bugs with Cardassian textures in Alien creation</li>
<li>Fixed several bugs with Trill spots not always showing correctly</li>
<li>Updated combadges to work on more costumes</li>
<li>Anyone with a skirt can now choose to have a stockings material  applied over the legs. Trill spots now go all the way down.</li>
<li>TOS Female costume has been updated:</li>
<li>Upper &#8211; Starfleet, the original series – loose neck variation</li>
<li>Lower: Skirt TOS Split</li>
<li>Feet: Boots – High TOS style</li>
<li>Head Attach Tech: Earpiece</li>
<li>Mirror Universe Female Option is now available to those who have it  unlocked.</li>
<li>Upper: Terran TOS Mirror Universe tanktop</li>
<li>Badge: Mirror universe badge</li>
<li>Belt: Sash with cloth</li>
<li>Lower: Skirt Short Angled</li>
<li>Feet: Boots – Knee High</li>
<li>Head Attach Tech: Earpiece</li>
</ul>
<p><strong>Known Issues:</strong></p>
<ul>
<li>The “learn about commodities” mission will  not complete properly if your inventory is full at the time you receive  your free commodities. Make sure you have at least one space available  to prevent this issue.</li>
<li>Tooltips for high end ground shields and weapons have vastly  incorrect values for some attributes (while the actual items are  themselves correct) and state that they are bind on pickup when they are  bind one equip.</li>
</ul>
<p>Fixes for both of the above known issues are being tested internally and  will make it into the next game update.</p>
</div>
</blockquote>
]]></content:encoded>
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		<title>STO: Crystalline Catastrophe und Hunting the Hunters</title>
		<link>http://www.5secrule.de/2010/04/sto-crystalline-entity-catastrophe-und-hunting-the-hunters/</link>
		<comments>http://www.5secrule.de/2010/04/sto-crystalline-entity-catastrophe-und-hunting-the-hunters/#comments</comments>
		<pubDate>Mon, 12 Apr 2010 15:44:19 +0000</pubDate>
		<dc:creator>Sleth</dc:creator>
				<category><![CDATA[Star Trek Online]]></category>
		<category><![CDATA[Bug]]></category>
		<category><![CDATA[Crystalline Catastrophe]]></category>
		<category><![CDATA[Crystalline Entity]]></category>
		<category><![CDATA[Guide]]></category>
		<category><![CDATA[Hunting the Hunters]]></category>
		<category><![CDATA[Quest]]></category>
		<category><![CDATA[STO]]></category>
		<category><![CDATA[Taktik]]></category>
		<category><![CDATA[verbugged]]></category>

		<guid isPermaLink="false">http://www.5secrule.de/?p=3398</guid>
		<description><![CDATA[Es wird mal wieder Zeit für ein kleines Update aus dem Star Trek Online Universum: Mittlerweile habe ich mich auf den Rang eines Commanders 2.Grade vorgespielt. Nachdem ich den Süden komplett durch hatte, ging es wieder gen Norden, in den Alpha Centauri Sector.
Hier wartete die Fleet-Action Quest „Crystalline Catastrophe“ auf mich, in der das Ziel  <a href="http://www.5secrule.de/2010/04/sto-crystalline-entity-catastrophe-und-hunting-the-hunters/" class="more-link">Mehr &#62;</a>]]></description>
			<content:encoded><![CDATA[<p>Es wird mal wieder Zeit für ein kleines Update aus dem Star Trek Online Universum: Mittlerweile habe ich mich auf den Rang eines Commanders 2.Grade vorgespielt. Nachdem ich den Süden komplett durch hatte, ging es wieder gen Norden, in den Alpha Centauri Sector.</p>
<p>Hier wartete die Fleet-Action Quest „Crystalline Catastrophe“ auf mich, in der das Ziel ist, die Crystalline Entity zu besiegen. Das klingt einfach, ist es aber nicht. Denn die Crystalline Entity spawnt zu ihrem Schutz kleine Shards, welche die Spieler verfolgen und auf keinen Fall angegriffen oder berührt werden dürfen, da sie sonst die Crystalline Entity drastisch heilen. Eine Fleet-Action kann dabei maximal aus 20 Spielern bestehen, in der Regel komplett aus Randoms.</p>
<p>Ich habe nun eine ganze Woche jeden Abend probiert die Quest „Crystalline Catastrophe“ abzuschließen, was mir bis Heute nicht gelang. Dabei ist es nicht die Quest, die sonderlich schwer ist, sondern mal wieder die werten Mitspieler, sprich die Randoms, die es schwer machen. Denn je mehr Spieler im System sind und versuchen die Quest abzuschließen, desto größer ist die Gefahr das einer von den Randoms auf die Shards schießt, oder von ihnen getroffen wird. Denn mit einem Hit der Shards ist die Crystalline Entity sofort wieder voll. Fehler werden hier also kaum verziehen.</p>
<p>Dabei ist die Taktik doch so leicht: Engine Settings auf kompletten Speed, damit man schneller als die Shards fliegt, und dann immer im Kreis um die Entity rumfliegen und dabei die Shards kiten. Selbst nach mehrmaliger Ansage im Local, bekommen es die Randoms allerdings nicht hin und fliegen mitten in die Shards, oder ballern diese gar weg. Derzeit kann man die Quest wohl nur abschließen, wenn man sich mit einer kompletten 20er Gruppe in die Instanz wagt, da sonst ein einziger Random sehr schnell alles versauen kann. Ich vermute mal, dass diese Quest recht bald generft wird, da die Heilung der Shards für Randoms einfach zu stark und somit zu fehlerintolerant ist, was dazu führt, dass kaum jemand die Quest im derzeitigen Zustand abschließen kann, da die Randoms den Local sowieso nicht beachten, aber im Gegenzug ständig nach einem Guide fragen. Man kommt sich vor, als ob man die Tipps im Local für umsonst schreibt.</p>
<p>Nach dem Alpha Centauri Sector ging es dann in den Psi Velorum Block, wo mich die Quest „Hunting the Hunters“ beschäftigte, wo mein erster Gedanke „bugged!“ war. Denn man kann zu Beginn die Geiseln nicht befreien, lediglich das optionale Ziel, die Holoemitter deaktivieren, erfüllen. Die Geiseln kann man danach jedoch nicht ansprechen und befreien. Nach 3maligen Neustart der Mission, habe ich mir gedacht, ich gehe mal bis zum Ende der Karte und siehe da, dass war des Rätsels Lösung: Man muss zunächst die Holoemitter deaktiveren, denn die Geiseln auf dem Weg sind in der Tat nur holographische Projektionen, die man deswegen nicht ansprechen kann. Die zu rettenden Geiseln sind ganz am Ende der Map in einer Höhle versteckt. Also ist Hunting the Hunters nicht verbugged, auch wenn es im ersten Moment schwer danach aussieht. 3x also umsonst neu gestartet. Nett verwirrend gemacht.</p>
]]></content:encoded>
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		<item>
		<title>STO: Special Task Force &#8220;Khitomer Accord&#8221; jetzt verfügbar</title>
		<link>http://www.5secrule.de/2010/04/sto-special-task-force-stf-khitomer-accord-jetzt-verfuegbar/</link>
		<comments>http://www.5secrule.de/2010/04/sto-special-task-force-stf-khitomer-accord-jetzt-verfuegbar/#comments</comments>
		<pubDate>Thu, 08 Apr 2010 17:02:57 +0000</pubDate>
		<dc:creator>Sleth</dc:creator>
				<category><![CDATA[Star Trek Online]]></category>
		<category><![CDATA[Infected]]></category>
		<category><![CDATA[Khitomer Accord]]></category>
		<category><![CDATA[lila]]></category>
		<category><![CDATA[Mark X Gear]]></category>
		<category><![CDATA[purple]]></category>
		<category><![CDATA[Special Task Force]]></category>
		<category><![CDATA[STF]]></category>
		<category><![CDATA[STO]]></category>
		<category><![CDATA[täglich wiederholbar]]></category>
		<category><![CDATA[The Cure]]></category>

		<guid isPermaLink="false">http://www.5secrule.de/?p=3347</guid>
		<description><![CDATA[Nachdem Cryptic bereits letzten Monat mit The Cure und Infected zwei Raidisodes veröffentlicht hat, folgt zu Beginn diesen Monats direkt die dritte Special Task Force, um den Admirälen in Star Trek Online mehr Abwechslung zu bieten.
Mit dem Khitomer Accord steht nun die dritte täglich wiederholbare STF in STO zur Verfügung, die als Belohnung mit lilanen  <a href="http://www.5secrule.de/2010/04/sto-special-task-force-stf-khitomer-accord-jetzt-verfuegbar/" class="more-link">Mehr &#62;</a>]]></description>
			<content:encoded><![CDATA[<p>Nachdem Cryptic bereits letzten Monat mit <a href="http://www.5secrule.de/2010/03/star-trek-online-raidisodes-special-task-force-infected-und-the-cure/" target="_blank">The Cure und Infected</a> zwei Raidisodes veröffentlicht hat, folgt zu Beginn diesen Monats direkt die dritte Special Task Force, um den Admirälen in Star Trek Online mehr Abwechslung zu bieten.</p>
<p>Mit dem Khitomer Accord steht nun die dritte täglich wiederholbare STF in STO zur Verfügung, die als Belohnung mit lilanen (purple) Mark X Gear aufwartet. Wie in den ersten beiden Special Task Forces auch, geht es auch im Khitomer Accord um die Borg, die dieses mal versuchen, mit einem temporalen Riss in die Vergangenheit zu reisen, um dort die Geschichte der Menscheit ein für alle mal zu verändern. Die Aufgabe des Spielers ist also klar: In das Vega System reisen und verhindern, dass die Borg ihren Plan, den temporalen Riss zu benutzen, umsetzen können.</p>
<p>Dabei muss sich der Spieler einem alten und bekannten Schiff stellen, welches von den Borg assimiliert wurde. Um nicht zu viel zu spoilern, verrät Cryptic an dieser Stelle nicht, um welches Schiff es sich genau handelt. Ich vermute, daß es um ein Schiff aus dem Star Trek Serienuniversum handeln wird, was jeder kennt. Epische Schlachten sind also auch mit der STF Khitomer Accord wieder vorprogrammiert.</p>
<blockquote><p>Continue the fight against the Borg in our latest Special Task Force &#8211;  &#8220;Khitomer Accord&#8221;!</p>
<p>You cut your teeth during the Borg invasion of the Vega system. &#8230;  Or did you?</p>
<p>The Borg seemed unusually weak, unable to adapt and most of their  fleet was already seriously damaged.  It seems like someone may have got  to them first and softened them up, because if the Borg were at full  strength that day, you may not have fared so well.</p>
<p>More questions are being raised as Starfleet intelligence and the  Klingon Defense Force have both detected a controlled emission of a  massive quantity of chronometric particles in the Vega system.  The last  time a surge like that was detected, the Borg opened a temporal vortex  and attempted to change the history of Earth.</p>
<p>Travel to Vega to investigate exactly what the Borg are up to,  neutralize the temporal anomaly and prevent history from changing  forever!</p>
<p><strong>Quick &#8220;Khitomer Accord&#8221; Facts</strong></p>
<ul>
<li><strong>Advanced Tactics:</strong> Execute advanced strategic  decisions to survive your latest encounter.</li>
<li><strong>Assimilated Danger:</strong> Do battle against an  assimilated battle ship of long-time renown.</li>
<li><strong>There and Back Again:</strong> Reference your earlier  accomplishments in &#8220;Khitomer Accord.&#8221;</li>
<li>It is a daily repeatable mission.</li>
<li>Purple Mark X gear drops in the mission.</li>
</ul>
</blockquote>
]]></content:encoded>
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