I have to agree, that while this may ease leveling the rep for some, it is not enough of a change for people that run 10 or more toons.
But, given that zen/dil sales and exchanges are the life blood of this game, it is unlikely we will ever seem more then this kind of token effort to alter the current mechanics.
I think account rep is better for micro transactions. Fewer alts, fewer ships and gear purchased per human being. Me as an example, I am down to an engineer and tactical. The battlecruiser actually could be the last ship I buy in a very long time for both. And since my KDF never gets played I haven't bought a kdf ship since their 3 pack released, and won't till they are given rep. Finally my romulan flies a DD that was free for leveling and mk x green gear, never started rep. I enjoyed the rommie leveling experience, but not the thought of 4 reps so no romulan sales.
Account bound rep is not something for nothing, some form of laziness, or anything negative. It permits altoholics to enjoy diversity. STO gives us account bound rep, we give them account wide purchases. STO gives us character bound rep, and sto gets character wide purchases. To further that, I am still using the alts to get doffs routinely and run doff missions so i get more EC by selling common doffs, hoping for greens and blues to actually keep on the roster. But the EC permits me to buy stuff off the exchagne instead of lock box keys. I really don't understand why alts get deleted by some with extra unused slots, there is a possibility they could be used in the future. And as far as content goes, I am only playing the end episodes twice instead of 10 times because the alts are stored on my sleeper ship. Also rep missions would probably be played as much or more because the alts have account bound rep, but character bound gear which means that isntead of running rep twice, I would run it once for xp, then on my alts for gear. I see account bound rep increasing my utilization of the rep based missions.
PvE Jem'Hadar motto:Participation Ribbonsare life.
I could see the change before season 9. The dyson rep tech is new and Geko or someone stated they waited till S8 to test it with all the release stuff. But if it is proven, then they can clone it to the others, using Dyson as a template and update the other reps mid season. On the other hand, if they want to see its reception from the player base, it could take a few months to get a warm fuzzy, then they may just work it into the S9 release just to make a simpler work flow. I am not sure, my speculation, I would not be surprised if it happens before S9.
It's a bit more complicated than simply "cloning" the Dyson Joint Command rep. We need to make sure the existing reps are giving out meaningful and varied items in the Equipment Requisition boxes and stores unlocked at each tier are selling valuable items. In some cases, we'd ideally create new set items and algorithmically generated items (the stuff you see in the dilithium stores) to flesh out the reputation so that there's meaningful rewards at each tier.
That said, if players enjoy the new reputation we'd want to make sure the experience is consistent across all reps.
TL;DR version: Updating older reps will require a lot of work, it's too early to say precisely when we would perform this update.
It's a bit more complicated than simply "cloning" the Dyson Joint Command rep. We need to make sure the existing reps are giving out meaningful and varied items in the Equipment Requisition boxes and stores unlocked at each tier are selling valuable items. In some cases, we'd ideally create new set items and algorithmically generated items (the stuff you see in the dilithium stores) to flesh out the reputation so that there's meaningful rewards at each tier.
That said, if players enjoy the new reputation we'd want to make sure the experience is consistent across all reps.
TL;DR version: Updating older reps will require a lot of work, it's too early to say precisely when we would perform this update.
Regards,
Phil "Gorngonzolla" Zeleski
I think it's safe to say we enjoy the random loot *as a bonus*. Don't increase the costs on the old Reps to accommodate and it's all good if you ever decide to update the older Reps.
As long as it *stays going forward*, then I'm fine ultimately.
yes they really should stop the money grabbing. you know that currency that keeps the game developed and the devs in a job.
Sarcasm aside, it's sad when they forego creating new content, or bringing older content upto speed, in order to release a "new lockbox" for a quick buck. But I digress...
And hope to see the rest of the reputation categories updated accordingly within the forseeable future.
It's a bit more complicated than simply "cloning" the Dyson Joint Command rep. We need to make sure the existing reps are giving out meaningful and varied items in the Equipment Requisition boxes and stores unlocked at each tier are selling valuable items. In some cases, we'd ideally create new set items and algorithmically generated items (the stuff you see in the dilithium stores) to flesh out the reputation so that there's meaningful rewards at each tier.
That said, if players enjoy the new reputation we'd want to make sure the experience is consistent across all reps.
TL;DR version: Updating older reps will require a lot of work, it's too early to say precisely when we would perform this update.
Regards,
Phil "Gorngonzolla" Zeleski
Even if you just changed the project inputs of the old reps to be more like the Dyson rep that would be a massive improvement.
In other words, I wouldn't be sad to see improvement roll out over time in pieces instead of waiting a long time and having it all done as once. Of course I don't know if doing it in bits is even viable.
Sarcasm aside, it's sad when they forego creating new content, or bringing older content upto speed, in order to release a "new lockbox" for a quick buck. But I digress...
Its not sad, its just reality. You could technically argue there are a thousand things that need to be done now, but if they dont constantly create ways to get more money then the game will very quickly shut down. if there is no new lockbox at the launch of season 8 then the vast majority of returning people will turn up, play it, leave while having nothing to new to buy. thats how the majority play MMO's that are f2p.
there is a big difference between a quick buck and continuous revenue. the reason we are getting larger and larger updates for free is because of these lockboxes go hand in hand. you cant just do one without the other. its development suicide.
They offer the game for free, they offer this new FE free, season 8 update for free, the winter event for free. its not exactly like there is no new content coming. some things will get delayed because of its priority (and to draw the relevant feedback from the new system) and they cant make everything at once.
I wonder if more consequence could be added. I would like harder stuff, better drops for increased difficulty, and real consequences for failing. I just feel like a grade schooler that gets a pat on the back for a good shot, even if I kick the ball in my own goal.
New content isn't the problem, it is just too darn easy. Increased difficulty just makes it take longer because the enemies don't die as fast, but I don't typically have problems with being sploded.
I really want consequence and less rep.
PvE Jem'Hadar motto:Participation Ribbonsare life.
How about harder content and optionals that aren't time-related?
The TRIBBLE AI and the time limit on optionals is what has led to the current meta of DPS > All because the AI doesn't require any kind of tactics other than "mash spacebar to win" and the time-sensitive optionals means speed is of the essence which, when coupled with the aforementioned AI issues, moar DPS > all.
How about harder content and optionals that aren't time-related?
The TRIBBLE AI and the time limit on optionals is what has led to the current meta of DPS > All because the AI doesn't require any kind of tactics other than "mash spacebar to win" and the time-sensitive optionals means speed is of the essence which, when coupled with the aforementioned AI issues, moar DPS > all.
I am not sure how to make the AI better with all the boff abilities and stuff. I think it has to be situational. The timer is fine, dps is required to beat the timer because the only thing we do is kill stuff. Maybe have other types of objectives to accomplish like repair things with our heals, make a reason to run a cruiser without A2B on it. Azure Nebula is in the right direction, i love that mission and try to complete it without taking a shot.
PvE Jem'Hadar motto:Participation Ribbonsare life.
I do have a question, the proc for the damage on the Sci consoles, the one triggered by exotic damage powers, does it stack, can it be multi triggered, does it have some sort of internal cool down, like the Elachi crescent weapons, or does it just reset the dots time on the target?
aka is their any real benefit to putting more then one of these consoles on for the exotic damage proc.
I am not sure how to make the AI better with all the boff abilities and stuff. I think it has to be situational. The timer is fine, dps is required to beat the timer because the only thing we do is kill stuff. Maybe have other types of objectives to accomplish like repair things with our heals, make a reason to run a cruiser without A2B on it. Azure Nebula is in the right direction, i love that mission and try to complete it without taking a shot.
I like the bait and switch method, or hard sci control. Pull the guarding ships out a bit, let someone slip in, or pull them out, then grav well them in place so the ship can be set free. but that's two people compared to the one its possible to free them with.
I like the bait and switch method, or hard sci control. Pull the guarding ships out a bit, let someone slip in, or pull them out, then grav well them in place so the ship can be set free. but that's two people compared to the one its possible to free them with.
one person freeing is guaranteed to work for all but the 5 pointers. You have to have a floater to guarantee the Tholians are kited away. Now it typically works for even the 5 points, but I think the size of the tarantula allows it to get too close and will zap you.
PvE Jem'Hadar motto:Participation Ribbonsare life.
I do have a question, the proc for the damage on the Sci consoles, the one triggered by exotic damage powers, does it stack, can it be multi triggered, does it have some sort of internal cool down, like the Elachi crescent weapons, or does it just reset the dots time on the target?
aka is their any real benefit to putting more then one of these consoles on for the exotic damage proc.
There is no internal cooldown on the procs from the Shield Refrequencer Science consoles. Both the shield heal and the science power damage proc can trigger multiple times at once if you have multiple consoles. The proton damage caused by the console is direct, there is no damage over time. So, it should happen almost immediately upon power activation.
There is no internal cooldown on the procs from the Shield Refrequencer Science consoles. Both the shield heal and the science power damage proc can trigger multiple times at once if you have multiple consoles. The proton damage caused by the console is direct, there is no damage over time. So, it should happen almost immediately upon power activation.
Regards,
Phil "Gorngonzolla" Zeleski
Don't know why I thought it was a dot like the tal shiar set bonus, but this does raise a different question. And I'm happy to test how this works, but is the proc only supposed to go off on the first activation of a power that is persistent, like tractors or gravwells, or does it have a change to apply every time those powers tick and apply damage.
If it is only supposed to apply once, that seems very lack luster for giving up half a console bonus, even with the shield bonus too, but on the other side of the coin I could see how a lucky streak with 4-5 of them in could get nasty with a tractor beam or grav well.
Which is a different question, if applied with a AoE power, should it have a chance to apply to all targets hit, just the first, just the target, if applied with gravwell which requires a primary target.
Don't know why I thought it was a dot like the tal shiar set bonus, but this does raise a different question. And I'm happy to test how this works, but is the proc only supposed to go off on the first activation of a power that is persistent, like tractors or gravwells, or does it have a change to apply every time those powers tick and apply damage.
If it is only supposed to apply once, that seems very lack luster for giving up half a console bonus, even with the shield bonus too, but on the other side of the coin I could see how a lucky streak with 4-5 of them in could get nasty with a tractor beam or grav well.
Which is a different question, if applied with a AoE power, should it have a chance to apply to all targets hit, just the first, just the target, if applied with gravwell which requires a primary target.
Great questions Verline1! The proc on these consoles can only trigger once on activation, but can potentially be applied to multiple targets.
Great questions Verline1! The proc on these consoles can only trigger once on activation, but can potentially be applied to multiple targets.
Regards,
Phil "Gorngonzolla" Zeleski
Funny how the theme is to overload instances with objects from ally or enemy along with all the broken code that makes a game that is less intensive on looks compared to neverwinter requires about 90% more power from cpu and gpu than neverwinter does LOL.
Could we please move the Atmospheric Flight from the Spire Fleet holding to the Dyson Reputation system?
Seems more logical to have it as a reward for working on the Dyson reputation since learning Atmospheric flight is something that is learned, not bought. And also, it would allow non-fleeted players or small fleets (who won't be able to afford to work on the new Spire Holding) to have access without feeling like they are penalized.
Could we please move the Atmospheric Flight from the Spire Fleet holding to the Dyson Reputation system?
Seems more logical to have it as a reward for working on the Dyson reputation since learning Atmospheric flight is something that is learned, not bought. And also, it would allow non-fleeted players or small fleets (who won't be able to afford to work on the new Spire Holding) to have access without feeling like they are penalized.
This^^^
I am lucky to be in a fleet that will have this asap, but why penalize people who are not in a fleet?
Should be in the Dyson Rep as tier rewards....
Weapons and Consoles awarded through this reputation's Dilithium Stores and Dyson Equipment Requisition boxes no longer have any sell value.
What is the reason for this change? Often, a player doesn't want the reward from an equipment requisition box, because it doesn't fit his build. Do you really expect enough of these boxes to drop that selling the rewards to vendors would be generate too much EC? If so, how is this different from selling other loot? Can we at least still sell them on the Exchange?
What is the reason for this change? Often, a player doesn't want the reward from an equipment requisition box, because it doesn't fit his build. Do you really expect enough of these boxes to drop that selling the rewards to vendors would be generate too much EC? If so, how is this different from selling other loot? Can we at least still sell them on the Exchange?
The Reputation system was never intended to be a source of Energy Credits being generated into the Economy. Consoles, for example, were selling well in excess of 10,000 EC apiece to vendors. Allowing that to stay in place would have caused an unintended glut of new EC into the game world, unbalancing a portion of the overall Economy that is generally considered healthy in its current state.
These items can be sold on the Exchange to other players, but will not yield any EC if sold to a vendor.
Jeremy Randall
Cryptic - Lead Systems Designer
"Play smart!"
Could we please move the Atmospheric Flight from the Spire Fleet holding to the Dyson Reputation system?
Seems more logical to have it as a reward for working on the Dyson reputation since learning Atmospheric flight is something that is learned, not bought. And also, it would allow non-fleeted players or small fleets (who won't be able to afford to work on the new Spire Holding) to have access without feeling like they are penalized.
I agree with this. I know you want to give the fleets something but they get enough as it is and Atmospheric Flight seems to be something more of what you would do as you learn to fight inside the sphere, regardless if you are in a fleet or not, not just because your fleet was big and you were able to purchase it, even though you personally never saw the interior of the Dyson Sphere at all.
The Reputation system was never intended to be a source of Energy Credits being generated into the Economy. Consoles, for example, were selling well in excess of 10,000 EC apiece to vendors. Allowing that to stay in place would have caused an unintended glut of new EC into the game world, unbalancing a portion of the overall Economy that is generally considered healthy in its current state.
These items can be sold on the Exchange to other players, but will not yield any EC if sold to a vendor.
From my perspective as a player, my ship and crew only needs a small number of these reward items. If these rewards cannot be sold for EC, nor I cannot find any use for these items on my ships and boffs, then these rewards are pointless since they essentially have no value to us as players. These rewards in essence become nuisance items that pile up and we have to waste our time discarding them.
So how about a compromise?
Since the dyson sphere daily and hourly projects require energy credits as inputs, a good way to balance these items would be to set their average vendor purchase price to an average of the project's energy credit price. I'm talking about averages here so some of the rarer items may sell for more than the project ec cost while the more common items sell for much less than the project ec cost. This way, reward items that are not suitable for a player (such as duplicate, unusable or undesireable items) can be sold to vendors in order to cover dyson sphere project costs. The items would not become a new source of EC as there is a balance between project costs and unwanted item value.
Comments
I think account rep is better for micro transactions. Fewer alts, fewer ships and gear purchased per human being. Me as an example, I am down to an engineer and tactical. The battlecruiser actually could be the last ship I buy in a very long time for both. And since my KDF never gets played I haven't bought a kdf ship since their 3 pack released, and won't till they are given rep. Finally my romulan flies a DD that was free for leveling and mk x green gear, never started rep. I enjoyed the rommie leveling experience, but not the thought of 4 reps so no romulan sales.
Account bound rep is not something for nothing, some form of laziness, or anything negative. It permits altoholics to enjoy diversity. STO gives us account bound rep, we give them account wide purchases. STO gives us character bound rep, and sto gets character wide purchases. To further that, I am still using the alts to get doffs routinely and run doff missions so i get more EC by selling common doffs, hoping for greens and blues to actually keep on the roster. But the EC permits me to buy stuff off the exchagne instead of lock box keys. I really don't understand why alts get deleted by some with extra unused slots, there is a possibility they could be used in the future. And as far as content goes, I am only playing the end episodes twice instead of 10 times because the alts are stored on my sleeper ship. Also rep missions would probably be played as much or more because the alts have account bound rep, but character bound gear which means that isntead of running rep twice, I would run it once for xp, then on my alts for gear. I see account bound rep increasing my utilization of the rep based missions.
It's a bit more complicated than simply "cloning" the Dyson Joint Command rep. We need to make sure the existing reps are giving out meaningful and varied items in the Equipment Requisition boxes and stores unlocked at each tier are selling valuable items. In some cases, we'd ideally create new set items and algorithmically generated items (the stuff you see in the dilithium stores) to flesh out the reputation so that there's meaningful rewards at each tier.
That said, if players enjoy the new reputation we'd want to make sure the experience is consistent across all reps.
TL;DR version: Updating older reps will require a lot of work, it's too early to say precisely when we would perform this update.
Regards,
Phil "Gorngonzolla" Zeleski
I think it's safe to say we enjoy the random loot *as a bonus*. Don't increase the costs on the old Reps to accommodate and it's all good if you ever decide to update the older Reps.
As long as it *stays going forward*, then I'm fine ultimately.
Translation: Likely won't be updated until they can find time in the schedule (between the constant lockboxes, and other money-grabbing shenanigans).
Sad really
yes they really should stop the money grabbing. you know that currency that keeps the game developed and the devs in a job.
Sarcasm aside, it's sad when they forego creating new content, or bringing older content upto speed, in order to release a "new lockbox" for a quick buck. But I digress...
And hope to see the rest of the reputation categories updated accordingly within the forseeable future.
Even if you just changed the project inputs of the old reps to be more like the Dyson rep that would be a massive improvement.
In other words, I wouldn't be sad to see improvement roll out over time in pieces instead of waiting a long time and having it all done as once. Of course I don't know if doing it in bits is even viable.
Its not sad, its just reality. You could technically argue there are a thousand things that need to be done now, but if they dont constantly create ways to get more money then the game will very quickly shut down. if there is no new lockbox at the launch of season 8 then the vast majority of returning people will turn up, play it, leave while having nothing to new to buy. thats how the majority play MMO's that are f2p.
there is a big difference between a quick buck and continuous revenue. the reason we are getting larger and larger updates for free is because of these lockboxes go hand in hand. you cant just do one without the other. its development suicide.
They offer the game for free, they offer this new FE free, season 8 update for free, the winter event for free. its not exactly like there is no new content coming. some things will get delayed because of its priority (and to draw the relevant feedback from the new system) and they cant make everything at once.
New content isn't the problem, it is just too darn easy. Increased difficulty just makes it take longer because the enemies don't die as fast, but I don't typically have problems with being sploded.
I really want consequence and less rep.
The TRIBBLE AI and the time limit on optionals is what has led to the current meta of DPS > All because the AI doesn't require any kind of tactics other than "mash spacebar to win" and the time-sensitive optionals means speed is of the essence which, when coupled with the aforementioned AI issues, moar DPS > all.
I am not sure how to make the AI better with all the boff abilities and stuff. I think it has to be situational. The timer is fine, dps is required to beat the timer because the only thing we do is kill stuff. Maybe have other types of objectives to accomplish like repair things with our heals, make a reason to run a cruiser without A2B on it. Azure Nebula is in the right direction, i love that mission and try to complete it without taking a shot.
aka is their any real benefit to putting more then one of these consoles on for the exotic damage proc.
I like the bait and switch method, or hard sci control. Pull the guarding ships out a bit, let someone slip in, or pull them out, then grav well them in place so the ship can be set free. but that's two people compared to the one its possible to free them with.
one person freeing is guaranteed to work for all but the 5 pointers. You have to have a floater to guarantee the Tholians are kited away. Now it typically works for even the 5 points, but I think the size of the tarantula allows it to get too close and will zap you.
There is no internal cooldown on the procs from the Shield Refrequencer Science consoles. Both the shield heal and the science power damage proc can trigger multiple times at once if you have multiple consoles. The proton damage caused by the console is direct, there is no damage over time. So, it should happen almost immediately upon power activation.
Regards,
Phil "Gorngonzolla" Zeleski
Don't know why I thought it was a dot like the tal shiar set bonus, but this does raise a different question. And I'm happy to test how this works, but is the proc only supposed to go off on the first activation of a power that is persistent, like tractors or gravwells, or does it have a change to apply every time those powers tick and apply damage.
If it is only supposed to apply once, that seems very lack luster for giving up half a console bonus, even with the shield bonus too, but on the other side of the coin I could see how a lucky streak with 4-5 of them in could get nasty with a tractor beam or grav well.
Which is a different question, if applied with a AoE power, should it have a chance to apply to all targets hit, just the first, just the target, if applied with gravwell which requires a primary target.
Great questions Verline1! The proc on these consoles can only trigger once on activation, but can potentially be applied to multiple targets.
Regards,
Phil "Gorngonzolla" Zeleski
Funny how the theme is to overload instances with objects from ally or enemy along with all the broken code that makes a game that is less intensive on looks compared to neverwinter requires about 90% more power from cpu and gpu than neverwinter does LOL.
They will be added to Tribble, I am not certain where though. I think it's either Drozana or DS9.
Regards,
Phil "Gorngonzolla" Zeleski
Seems more logical to have it as a reward for working on the Dyson reputation since learning Atmospheric flight is something that is learned, not bought. And also, it would allow non-fleeted players or small fleets (who won't be able to afford to work on the new Spire Holding) to have access without feeling like they are penalized.
This^^^
I am lucky to be in a fleet that will have this asap, but why penalize people who are not in a fleet?
Should be in the Dyson Rep as tier rewards....
Heck if this a major factor i want this in rep because I don't want the small fleeters making things take longer due to poorly equipped.
What is the reason for this change? Often, a player doesn't want the reward from an equipment requisition box, because it doesn't fit his build. Do you really expect enough of these boxes to drop that selling the rewards to vendors would be generate too much EC? If so, how is this different from selling other loot? Can we at least still sell them on the Exchange?
The Reputation system was never intended to be a source of Energy Credits being generated into the Economy. Consoles, for example, were selling well in excess of 10,000 EC apiece to vendors. Allowing that to stay in place would have caused an unintended glut of new EC into the game world, unbalancing a portion of the overall Economy that is generally considered healthy in its current state.
These items can be sold on the Exchange to other players, but will not yield any EC if sold to a vendor.
Cryptic - Lead Systems Designer
"Play smart!"
Say its not so! Oh my we can sell bound items on the exchange? Shame on such people who are doing that!
I agree with this. I know you want to give the fleets something but they get enough as it is and Atmospheric Flight seems to be something more of what you would do as you learn to fight inside the sphere, regardless if you are in a fleet or not, not just because your fleet was big and you were able to purchase it, even though you personally never saw the interior of the Dyson Sphere at all.
From my perspective as a player, my ship and crew only needs a small number of these reward items. If these rewards cannot be sold for EC, nor I cannot find any use for these items on my ships and boffs, then these rewards are pointless since they essentially have no value to us as players. These rewards in essence become nuisance items that pile up and we have to waste our time discarding them.
So how about a compromise?
Since the dyson sphere daily and hourly projects require energy credits as inputs, a good way to balance these items would be to set their average vendor purchase price to an average of the project's energy credit price. I'm talking about averages here so some of the rarer items may sell for more than the project ec cost while the more common items sell for much less than the project ec cost. This way, reward items that are not suitable for a player (such as duplicate, unusable or undesireable items) can be sold to vendors in order to cover dyson sphere project costs. The items would not become a new source of EC as there is a balance between project costs and unwanted item value.