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Pending Level Cap Increase

blznfunblznfun Member Posts: 241 Arc User
We all know that Cryptic has said (with some uncertainty) that the level cap will eventually increase. I am for this with one main concern in mind....

A lot of us have spent much EC and dilithium on gearing our ships for our play style. Getting the MK XII Very rare items specifically.

I would like to see that the MK of items do not increase with the level cap increase. Does anyone else feel the same way or do you think the items should go to MK XIII and MK XIV?

I don't really see the need for these items to increase other than to make a profit by Cryptic in the dilithium end of it. These items are already powerful and a simple update to ships and toons (that everyone gets by default) would make up for no MK XIII and MK XIV items.

Just a thought.
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Comments

  • voporakvoporak Member Posts: 5,621 Arc User
    edited May 2013
    Add on to that, please no T6 ships.

    So then after those are subtracted, what point is there to a cap increase, really?
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  • blznfunblznfun Member Posts: 241 Arc User
    edited May 2013
    voporak wrote: »
    Add on to that, please no T6 ships.

    So then after those are subtracted, what point is there to a cap increase, really?

    A new rank Title of Admiral/Fleet Admiral?

    I wouldn't mind T6 ships with a little hesitancy (emphasis on hesitancy). Fleet ships and Lockbox ships would have to be adjusted to be on par with T6 ships so that those of us that have fleet/lockbox ships don't have to spend more money yet again to get those ships all over again.

    Upgrading ships would be a definite possibility as well to replace a "set" T6 ship...
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  • matridunadan1matridunadan1 Member Posts: 579 Arc User
    edited May 2013
    blznfun wrote: »
    Fleet ships and Lockbox ships would have to be adjusted to be on par with T6 ships so that those of us that have fleet/lockbox ships don't have to spend more money yet again to get those ships all over again.

    Hahaha! You dreamer, you!
  • mimey2mimey2 Member Posts: 0 Arc User
    edited May 2013
    I believe they once said that Mk XII would be the top of the line stuff. Nor would there be tier 6 ships. Or if there were, they'd essentially be equal to what we have now, aka the Fleet level/lockbox ships.

    Plus I doubt they wanna go through the effort of having to make ways of even getting the Mk XII/XIV level stuff.

    Only thing I care about if they ever raise the level cap is the skill points, anything else is just bonus.
    I remain empathetic to the concerns of my community, but do me a favor and lay off the god damn name calling and petty remarks. It will get you nowhere.
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  • futurepastnowfuturepastnow Member Posts: 3,660 Arc User
    edited May 2013
    I agree, no T6 ships and no weapons item higher than Mk XII. I'm not opposed to advancement, but too much money has been sunk.

    What should an Admiral get instead? A Flag Captain: a universal Commander boff slot added to every ship that Admiral commands.
  • blznfunblznfun Member Posts: 241 Arc User
    edited May 2013
    mimey2 wrote: »
    I believe they once said that Mk XII would be the top of the line stuff. Nor would there be tier 6 ships. Or if there were, they'd essentially be equal to what we have now, aka the Fleet level/lockbox ships.

    Plus I doubt they wanna go through the effort of having to make ways of even getting the Mk XII/XIV level stuff.

    Only thing I care about if they ever raise the level cap is the skill points, anything else is just bonus.

    Correct.. Skill points... That would be the biggest thing. If Cryptic really did say the other stuff above about items and ships, that's where I stand too... No need for new ships (T6) or anything higher than MK XII...
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  • hasukurobihasukurobi Member Posts: 1,421 Arc User
    edited May 2013
    I am in full agreement on the no T6 and MKXIII+ for the same reasons mentioned.
  • kintishokintisho Member Posts: 1,040 Arc User
    edited May 2013
    Admiral (or fleet admiral) for the "escort" slots (taking ships out of mothballs to fly at your side) "an away team of ships" as has been intermittently mentioned form time to time, truly EPIC space battles to ensue.. the carnage will be awesome if they ever do it.

    Admiral (T6) 1-2 escorts
    Fleet Admiral (T7) 3-4 escorts (or 2 if prior was 1 only)

    GG
  • darkkindness2darkkindness2 Member Posts: 257 Arc User
    edited May 2013
    Here's a relevant quote from November 2012's Ask Cryptic:
    Q: (cbp4964) Will we ever be able to send out bridge officers off on separate missions, or have them accompany us to battle in ships we assign them from our own selection?

    Dstahl: We have some pretty awesome plans for when we increase ranks to Admiral level 60 which make good use of your bridge officers, ships, and crew. We ultimately want full Admirals to command their fleets. You'll have to wait until at least Season 9 to get more details though.
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  • potasssiumpotasssium Member Posts: 1,226 Arc User
    edited May 2013
    It would be interesting if we were able to use say carrier commands to control other ships we own in missions/engagements. Somewhere along the line of using them as a combat pet, but with stats derived from the gear we have equipped on them.
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  • dracounguisdracounguis Member Posts: 5,358 Arc User
    edited May 2013
    Hahaha! You dreamer, you!

    Too true! If the level cap increases and gear levels in any meaningful way, all the current gear/ships will be obsolete. I ground (grinded?) my TRIBBLE off in WoW Cataclysm and was at 95% max gear. Then the pandas came and all my uber-gear was beat by uncommon quest gear. I had no thought to whine to Blizzard to magically upp my gear! This is how MMOs work! :D
  • nickarcher404nickarcher404 Member Posts: 40 Arc User
    edited May 2013
    Although the concept of just escorts is great that would fly by your side, I think that having slots specific to your starship would be nice. Ex: if you fly a cruiser, an escort and science vessel could accompany you, also allowing to promote two of your BOFFs to the rank of Captain, and give them command of said vessels.

    In line with this concept, your pet ships' powers should then have the option of load outs, if you press their power buttons or the new BOFF captain will, and also if the 'escort' ships are as powerful as they were before. This could also enhance gameplay if your ranked up BOFF 'Captains' could also be given kits instead of their normal powers, or just give them a fifth power instead. That would enhance versatility and elaborate gameplay as well as giving Cryptic a good reason to advertise more high end dilithium or reputation equipment to waste our money, Zen or dil on just to upgrade our BOFFs. I think these would have to be in place for anything to go down though.
  • whamhammer1whamhammer1 Member Posts: 2,290 Arc User
    edited May 2013
    voporak wrote: »
    Add on to that, please no T6 ships.

    So then after those are subtracted, what point is there to a cap increase, really?

    Fleet level ships are pretty much Tier 6. The P2W ships (Excel, Cloaking Defiant, MVAM, Regent, etc.) were already Tier 5.5. Fleet level ships increased hull, shields and console slots.
  • skyranger1414skyranger1414 Member Posts: 1,785 Arc User
    edited May 2013
    Too true! If the level cap increases and gear levels in any meaningful way, all the current gear/ships will be obsolete. I ground (grinded?) my TRIBBLE off in WoW Cataclysm and was at 95% max gear. Then the pandas came and all my uber-gear was beat by uncommon quest gear. I had no thought to whine to Blizzard to magically upp my gear! This is how MMOs work! :D

    That's how MMOs with progression work, STO has no raid or gear progression. IT'd be like WoW.. but without raids, only ailies. That's what STO is like :D

    Besides, in WoW you can't really assign a dollar value to your chest piece can you? Or at least no in ways outside the EULA. In STO, you can.
  • tahnalostahnalos Member Posts: 257 Arc User
    edited May 2013
    Here are my suggestions to dealing with this problem:

    1) Make Lieutenant 20 levels instead of 10. After all, they missed the distinction between Lieutenant JG and regular Lietenant. Such progression was common in the STO universe, why can't they make it here? Keep Lieutenant at Mk I-II gear, this way you get to keep your Mk XII gear when the level cap increases. A side benefit of this would be to ensure that users enjoy the PVE content. When I created my Tac Officer, I ended up jumping to Commander Level on the first Campaign alone because I was grinding the DOff system so much. I eventually made Admiral as I finished the Romulan Campaign. Hadnt event started the Cardassian campaign at all.

    2) Make a new round of XIII and XIV gear, but leverage either the DOff or Crafting system on a temporary basis to upgrade their XI and XII gear for very rare items only. This means you still have to work for your weapons, but it won't be as expensive and time consuming. These items you create should be bound to the character to prevent people trying to leverage the system to make extra EC. And finally, this would probably only be active for one month. People who snooze on this will basically lose.

    3) If Season 9 is due to come out during the later part of 2013, then I suspect they may have an idea in play for Q's Winter Wonderland for free MKXIII and MKXIV stuff. How bout it?
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  • gr4v1t4rgr4v1t4r Member Posts: 0 Arc User
    edited May 2013
    tahnalos wrote: »
    Here are my suggestions to dealing with this problem:

    2) Make a new round of XIII and XIV gear, but leverage either the DOff or Crafting system on a temporary basis to upgrade their XI and XII gear for very rare items only. This means you still have to work for your weapons, but it won't be as expensive and time consuming. These items you create should be bound to the character to prevent people trying to leverage the system to make extra EC. And finally, this would probably only be active for one month. People who snooze on this will basically lose.

    I like this idea, although perhaps it should be limited too one or two full sets of weapons, with the system of endgame content already in place anyway it wouldn't be so hard for Cryptic to implement too. Say a 1000 OM's, 8k dili per weapon as upgrade costs. Hell, maybe throw in a payment of 2 mil EC on top of that. A similar system could be used for the current lockbox ships, say 3000 OM's, 100k dili and perhaps a limited number of Lobi crystals say 200 Lobi. This would allow the owners of hard-earned lockbox ships to continue to use their ships at a competitive level without giving them a free upgrade. Not that I would mind a free upgrade per se, since I currently own 6 lockbox ships and I plan to add to that number, but if lockbox ships where to get free, effortless upgrades, the C-Store ships should have to get a similar treatment which I just don't see happening.

    (EDIT) Ow, forgot about fleetships there, replace the 200 Lobi with one FSM for those and problem solved :).
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  • twg042370twg042370 Member Posts: 2,312 Arc User
    edited May 2013
    I'd prefer the sideways career growth someone mentioned one of the other hunndred times this topic came up;

    More points to career skills. A raise in career bonuses. An Epohh in the Jefferies Tubes or whatever is going on right now since I'm unable to play...
    <3
  • starmanjstarmanj Member Posts: 719 Arc User
    edited May 2013
    I hope it all Increases lvl Cap Equips and new tier 6 Ships. We need the game to progress:D
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  • blznfunblznfun Member Posts: 241 Arc User
    edited May 2013
    dark4blood wrote: »
    I have already addressed many of these issues in my post about the need for more variety in consoles and weapons. It expands the Lower and Upper Admiral ranks into two separate 10 level ranks and then only adds Full Admiral for MK XIII and MK XIV.

    Thats just it. I think (from what I read on this thread) is most of us don't want MK XIII or higher gear. We have spent BILLIONS of EC and dilithium to get where we are at now to get our MK XII very rare gear.

    I saw something that someone posted about "Well this is the way MMO's progress". Well I would like to think this is just the everyday-run-of-the-mill MMO. I would like to think this is better than that and that Cryptic treats their members (all members, not just a select group) with honor and dignity and won't make them re-grind for all the good stuff... If the level cap increased every 2 or 3 months, then hey, no problem. But it didn't. We have been at level 50 for a very long time. To increase the level cap now (and add numerous T6 ships and MK XIII or higher items) would drive their veterans away.

    More skill points and upgradeable/modifiable ships are the only benefits I see to the level cap increase.
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  • edited May 2013
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  • whamhammer1whamhammer1 Member Posts: 2,290 Arc User
    edited May 2013
    tahnalos wrote: »
    Here are my suggestions to dealing with this problem:

    1) Make Lieutenant 20 levels instead of 10. After all, they missed the distinction between Lieutenant JG and regular Lietenant. Such progression was common in the STO universe, why can't they make it here? Keep Lieutenant at Mk I-II gear, this way you get to keep your Mk XII gear when the level cap increases. A side benefit of this would be to ensure that users enjoy the PVE content. When I created my Tac Officer, I ended up jumping to Commander Level on the first Campaign alone because I was grinding the DOff system so much. I eventually made Admiral as I finished the Romulan Campaign. Hadnt event started the Cardassian campaign at all.

    I think it would make sense to have 10 ranks of LT JG and 10 ranks LT. In addition, the RA LH and RA UH should have been 10 levels each as well.
  • bluegeekbluegeek Member Posts: 0 Arc User
    edited May 2013
    #1 - The rank of "Fleet Admiral" should be an NPC rank. There shouldn't be a million of 'em running around.

    #2 - I'd like to see full Admirals getting the ability to control multiple ships in fleet action scenarios built around territory control.

    #3 - I'd like to see full Admirals getting the ability to deploy ships and "away teams" to different zones and queue up DOFF assignments as if they were physically in each zone.

    #4 - I'd like to see full Admirals getting the ability to switch to any of their ships just by talking to the Transporter/Shuttlebay Chief and not having to go to a starbase to do it.
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  • nicha0nicha0 Member Posts: 1,456 Arc User
    edited May 2013
    The biggest problem with the ideas of having Boffs in space and ground, fighting along with you is the AI. It has always been terrible and has never gotten any better. Any ship run by an AI will not be able to set up a fraction of the defense of a player ship, they know nothing of resistance, regen and passive defense, that further limits lvl 60 content to joke material.

    What they can do to fix it is release an AI editor for players. Other games have done it, its complex and people can share AI builds, but it allows for far better ability than the devs have a hope to program, and not test.
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  • velquavelqua Member Posts: 1,220 Arc User
    edited May 2013
    Being a Fleet Admiral at level 69 with Mk TRIBBLE gear might sound "awesome" and be fun, but I feel like the higher the level progression and the higher the gear, the more the game loses its flavor. I would rather see both Gamma and Delta Quadrants open for exploration and new story missions, as well as missons dealing with the Iconians, than get high rank and gear. More diverse PvE and PvP arenas should be added as well. More "new worlds" to explore, patrol, and visit. (Who wouldn't want to visit Ferenganar, Betazed, the Trill home-world, the Caitian and Ferasan home-worlds, New Bajor, or even some of the Delta Quadrant worlds that Voyage visited?

    Personally, I feel that STO needs to get back to the roots of "Star Trek" through exploration, crafting, and diverse encounters. We need to feel like we are "boldy going". And as much as New Romulus is a funner part of exploration, diplomatic aid, and a newer part of STO, we still need much more.
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  • bluegeekbluegeek Member Posts: 0 Arc User
    edited May 2013
    nicha0 wrote: »
    The biggest problem with the ideas of having Boffs in space and ground, fighting along with you is the AI. It has always been terrible and has never gotten any better. Any ship run by an AI will not be able to set up a fraction of the defense of a player ship, they know nothing of resistance, regen and passive defense, that further limits lvl 60 content to joke material.

    What they can do to fix it is release an AI editor for players. Other games have done it, its complex and people can share AI builds, but it allows for far better ability than the devs have a hope to program, and not test.

    An AI editor is probably overkill and probably too complicated to implement.

    The trick is getting your boffs to fire off the abilities you want when you want. I have an idea for something I'll call "Standing Orders" but I think I'll post it separately as it's rather off-topic.
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  • awaken21awaken21 Member Posts: 3 Arc User
    edited May 2013
    Hmm, all this adversity towards increasing the level of gear?

    What about me? I'm a new player, I'm liking the game. Got 3 characters up to level 50 in a months play, and just starting to look at the endgame gear, starting ESTFs etc.

    I think the game could use a gear reset. Fair enough, keep the tier of ships the same - all those C-store unlocks, a lot of real money has been sunk in, and the basic "hull" of the ship is only part of the story.

    But gear? All the time some of you guys have had to sink your daily dilithium into mark 12 purples, some of which are much harder or even impossible to obtain now. Have you seen the price of the antiproton weaponary for example? No more [borg] stuff I keep reading about in guides. And some of the better consoles? Ouch. Especially ouch in PVP :)

    I can't really hope to ever close that gap, no matter how good I might get at actually playing the game, I'll always be disadvantaged. If the game's going to continue to evolve, and you want new players to actually come into it and stay playing, a bit of a reset every now and then makes a lot of sense.

    The top end of gear at the moment is also, from an outsiders perspective (new to the game, like I said, but lots of mmo experience previously), REALLY MESSY.

    There's a whole slew of items from multiple sources, X - XII, blue to striped blue/purple, plenty of XII purple that's worse than XI blue, too many grandfathered items that still exist but can't be obtained, others which were easy to obtain and are now very hard. Also, all crafted gear is seemingly obsolete, and ridiculously overpriced, which is a stupid situation.

    So yes, bring on MK XIII / XIV, clean it up, and bring the playerbase back into a bit more balance. It'll be fun!

    Oh yeah, and more end game content to get it from :) Rather light on that, don't seem to be a lot of real PVE challenges.
  • matridunadan1matridunadan1 Member Posts: 579 Arc User
    edited May 2013
    bluegeek wrote: »
    The trick is getting your boffs to fire off the abilities you want when you want.
    I'd rather settle for them using their weapon's primary fire a lot more often.

    As it is now, they use abilities twice as often as secondary fire, and secondary fire ten times as often as primary fire.
  • loading159loading159 Member Posts: 184 Arc User
    edited May 2013
    increasing the level cap would be good....if it came with something new other than a new title.

    I used to play world of ********, what really made me quit was the constant grinding for new gear doing the same thing over and over to get it for hours, and sometimes at the end of raid you end up with nothing at all.

    In STO I like that I can:
    -play bymyself and still earn gear
    -play on a team and still earn gear
    -raids do not take the entire day


    What I think cryptic should do:

    1) add more quadrents, theres lots of content to be added, lets do it (delta)

    2) more game mechanics for raids to make the team actually feel like a team and not 5 people shooting anything that moves, but lets not over do this. I don't want to have to stand in a green circle while targeting one enemy while watchnig three others, while looking for some totem to pop up while maknig sure 9000 cooldowns are right? you know?

    damage over time effects, not high enoguh to become nearly impossible/rage quiting everyone, but enough to force cruisers to care for escorts

    enemies that require science debuffs before they are targetable or damageable

    3) continue adding different item sets, maybe more weapon types and damage types
    maybe make a crafting system where weapons can be combined to make the hybrid weapons?

    4) instead of minigames, make them major games ( or some name thats not dumb:P). for example, create a game where a player has to take their ship and navigate through many systems, worlds, starbases, make friends, enemies, alliances, etc etc. ( kind of like a voyager game?)
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  • bluegeekbluegeek Member Posts: 0 Arc User
    edited May 2013
    I'd rather settle for them using their weapon's primary fire a lot more often.

    As it is now, they use abilities twice as often as secondary fire, and secondary fire ten times as often as primary fire.

    From an internal perspective, I'm sure the game treats them all as powers. Primary fire is just another power.

    So given a way to dramatically increase the AI's preference for executing a power designated by the player at a time of the player's choosing, a lot of options would open up.

    That said, I rarely micromanage my BOFFs on the ground and they usually do just fine as long as they're properly equipped. At least on Normal difficulty, they do.
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