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Official Revamped Trait and Reputation Powers System Feedback Thread

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  • mustrumridcully0mustrumridcully0 Member Posts: 12,963 Arc User
    edited April 2014
    User Interface for Reputation Choices
    What is the current state? When I last tested it, it was this system where you had to put a check-mark to the power you wanted to slot.
    I found this really difficult to use.

    The racial trait system worked by moving a possible trait option from the left to the active traits to the right. If you also implement the way back to "unslot" a trait and add a few dividers for the different categories (racial trait, ground reputation passive, space reputation passive, reputation active), you have a neat interface that's a lot more intuitive and gives you a better overview of what traits you have available and what you have slotted.
    Star Trek Online Advancement: You start with lowbie gear, you end with Lobi gear.
  • mustrumridcully0mustrumridcully0 Member Posts: 12,963 Arc User
    edited April 2014
    cynder2012 wrote: »
    whats the "hopefully" added 4?

    i know 4 space passive, 4 ground passive, and 4 active.

    Well, IMO, ground and space actives should also be seperated into different categories. (I might do it 4/4/2/2 overall, however). Because with the setup as it's now, you would try to reslot on every map change between space and ground (if permissable). That's awkward.

    In fact, I might make it more something like 4 / 4 / 4 / 4 / 2 / 2 / 2
    4 Racial Ground Traits
    4 Racial Space Traits
    4 Reputation Ground Traits
    4 Reputation Space Traits
    2 Reputation Ground Actives
    2 Reputation Ground Actives
    2 Racial Actives (which means introducing 2 racial actives avialable to each race. Currently only some races have these. Stuff like the Vulcan Mind Meld or the Orion Pheromenes or Alien Telekinesis)
    Star Trek Online Advancement: You start with lowbie gear, you end with Lobi gear.
  • clannmacclannmac Member Posts: 279 Arc User
    edited April 2014
    Very simply put: nope...I don't like it. You grind for the passives, actives, etc. in the Reps, you earn the Traits by racial choice at character creation and by leveling up - some of them you may even go in and buy or gain via lockboxes etc. So, in the latter case, you are telling folks who may have put in real-world dollars that they have to choose what to use; they should ALWAYS get the bonuses they bought. In the former case, I feel if you do the Rep work, you should likewise ALWAYS gain whatever bonuses you worked your tail off for, and not have to switch back and forth between them on a case-by-case basis.

    Put simply: a) I don't want to pay for (or heck, even get free) "10 trait/Rep loadout slots" I have to switch between every time I do something different, particularly since the current ship loadout system fails about 25% of the time already, and I have to re-re-re-set my tray, etc. and, b) you are really running the risk of OVER-complicating things you THINK you are simplifying and/or streamlining. Ridiculous.

    And, can characters really be TOO powerful? Maybe, but my question is: who cares? If you do PvP and you come up against an opponent "too powerful for you" because they did the reps and you didn't? Sorry; cry me a river - go do the damned things yourself; even the playing field. And, if you are at a level wherein you can join but not COMPETE with opposing players, well, thicken your skin a little, and realize that you are NOT at their level - don't expect to be able to compete with them.

    But, since most of the folks I know and game with rarely, if ever, do PvP, it is kind of a moot point for us, as I suspect it will be for others. And, even with all of those powers, active and passive, in play, we still get our backsides handed to us from time-to-time during Fleet and personal missions alike.

    The Tholian Rep system is, in my opinion, sort of useless, but others like it. Not everyone will like or do the Undine Rep; some will. Same applies to the other Reps. To each his/her own. But don't TELL us how to use the rewards we earn or especially those we grind for or purchase! It's the same heavy-handedness that came along before with the Fleet System and Fleet Marks rewards, then with the weekend events rather than hourlies. By the way, on this latter point, do you know why folks weren't doing all of them? Some of them just sucked, plain and simple! "Time to Craft;" "Academy Event;" "Tour the Galaxy;" yeah, fun for some, but did you notice that most folks focused on the Bonus Marks periods, Mirror Invasion, and things that were actually to the BENEFIT of players - Dil drops, gear and, most importantly, Fleet and Rep Marks? THOSE are what players were most concerned with, but since someone's pride (such as those who developed "Time to Craft," for example) got wounded because folks weren't playing them, we were, once again, told how AND WHEN to play certain things.

    But, I digress... As it stands with the Rep and Trait systems, while they can possibly be improved somewhat (e.g., adding the "store" for each Tier unlock; lowering the overall costs on some of the items, particularly consumables, etc.), I don't think the way they are set up is inherently flawed.

    I know everyone wants to keep things improving, moving toward the "next level," and all that stuff, but why don't you a) FIX THE STUFF THAT HAS BEEN PROBLEMATIC SINCE BETA before "moving on" and, b) more to the point, LEAVE WELL ENOUGH ALONE. OR, if you really want to "play with it, make it a choice! Heck, even the "we think content is a four-letter word" folks at BigPoint made it a CHOICE to use the advanced flying vs. basic controls OR NOT in Battlestar Galactica Online, and those folks have about 1/3 the talent, and -1/3 the drive you all possess.

    In other words, the two "Daddy always said" rules for living should apply to this (and probably every) game: 1) Keep it simple, stupid and, 2) If it ain't broke, don't "fix" it...

    A game stops being worth playing if you spend as much (or more) time PREPARING to play as you do actually playing.

    You're going to implement it anyway, regardless of what I say or what anyone else who comments says, but I wanted to throw in my own two cents,' just in case...
    366400.jpg

    Fleet Commander
    Caprica's Revenge
    (...actually active since November 2010, which may one day be important to archaeologists, but not to anyone else...)
  • snoggymack22snoggymack22 Member Posts: 7,084 Arc User
    edited April 2014
    clannmac wrote: »
    I don't want to pay for (or heck, even get free) "10 trait/Rep loadout slots" I have to switch between every time I do something different, particularly since the current ship loadout system fails about 25% of the time already, and I have to re-re-re-set my tray, etc. and, b) you are really running the risk of OVER-complicating things you THINK you are simplifying and/or streamlining. Ridiculous.

    Run me through a typical gaming session for you. How often do you do something different?

    Here's me last night:

    - Space combat
    - Space combat
    - Tried the new particle Academy Junior Officer thing.
    - Got bored with it, went and did some Space combat
    - Some more Space combat

    That was me last night.

    What's your session look like? How much switching would you have to do on a given night? Last night, I'd have had to do zero. Because none of the traits I could switch would have helped with the particle things. And the rest was all space combat. Different kinds of space combat, but space combat.

    How much micro-management are people really going to be facing here?

    do you know why folks weren't doing all of them? Some of them just sucked, plain and simple! "Time to Craft;" "Academy Event;" "Tour the Galaxy;" yeah, fun for some, but did you notice that most folks focused on the Bonus Marks periods, Mirror Invasion, and things that were actually to the BENEFIT of players - Dil drops, gear and, most importantly, Fleet and Rep Marks? THOSE are what players were most concerned with, but since someone's pride (such as those who developed "Time to Craft," for example) got wounded because folks weren't playing them, we were, once again, told how AND WHEN to play certain things.

    I don't think the people responsible for the current iteration of crafting are even with the company anymore. So I doubt anyone's pride is wounded.
    [SIGPIC][/SIGPIC]
  • jack24bau3rjack24bau3r Member Posts: 451 Arc User
    edited April 2014
    Well, IMO, ground and space actives should also be seperated into different categories. (I might do it 4/4/2/2 overall, however). Because with the setup as it's now, you would try to reslot on every map change between space and ground (if permissable). That's awkward.

    In fact, I might make it more something like 4 / 4 / 4 / 4 / 2 / 2 / 2
    4 Racial Ground Traits
    4 Racial Space Traits
    4 Reputation Ground Traits
    4 Reputation Space Traits
    2 Reputation Ground Actives
    2 Reputation Ground Actives
    2 Racial Actives (which means introducing 2 racial actives avialable to each race. Currently only some races have these. Stuff like the Vulcan Mind Meld or the Orion Pheromenes or Alien Telekinesis)

    **** ground.
  • tpalelenatpalelena Member Posts: 1 Arc User
    edited April 2014
    Run me through a typical gaming session for you. How often do you do something different?

    Here's me last night:

    - Space combat
    - Space combat
    - Tried the new particle Academy Junior Officer thing.
    - Got bored with it, went and did some Space combat
    - Some more Space combat

    That was me last night.

    What's your session look like? How much switching would you have to do on a given night? Last night, I'd have had to do zero. Because none of the traits I could switch would have helped with the particle things. And the rest was all space combat. Different kinds of space combat, but space combat.

    How much micro-management are people really going to be facing here?




    I don't think the people responsible for the current iteration of crafting are even with the company anymore. So I doubt anyone's pride is wounded.


    Never. I would not change loadouts. I would just choose one loadout and stick with it, unless they'll add new reputation powers that will be very situation specific...

    Like Ferengi reputation power : "Merchants now give you a discount at purchasing gear" which i would use when buying stuff, but not in combat.
    Let us wear Swimsuits on Foundry maps or bridges please! I would pay zen for that.
  • clannmacclannmac Member Posts: 279 Arc User
    edited April 2014
    Run me through a typical gaming session for you. How often do you do something different?

    Here's me last night:

    - Space combat
    - Space combat
    - Tried the new particle Academy Junior Officer thing.
    - Got bored with it, went and did some Space combat
    - Some more Space combat

    That was me last night.

    What's your session look like? How much switching would you have to do on a given night? Last night, I'd have had to do zero. Because none of the traits I could switch would have helped with the particle things. And the rest was all space combat. Different kinds of space combat, but space combat.

    How much micro-management are people really going to be facing here?

    In a way, I suppose I should thank you for proving my point. My complaint was - and is - that the whole re-vamp is so that we can choose what passives/actives we call into play on a (to paraphrase the blog) "case-by-case basis," thereby giving us choices as to DPS, damage resistance, etc. each time we go into whatever scenario we enter into.

    But, you're exactly right: as you "had to do zero" last night (though, come now: are you saying you did not go in and make your initial selections? This is not "doing zero"), and I too, "had to do zero (save for set-up)," I expect most people will also "have to do zero." So again, in a roundabout way, you have proven my point, which is to say, "what IS the point?" The way the system is right now, you don't have to worry about what's being brought into play at all; it's just "there."

    Now, my (and you must admit, justifiable) fear is that we will have to set it up again - and again - each time we realize that the inevitable bug has caused the Rep/Trait power 'tray' to empty, and we find ourselves WITHOUT the things we set up, even if it's just once.

    So again I say: leave well enough alone.


    I don't think the people responsible for the current iteration of crafting are even with the company anymore. So I doubt anyone's pride is wounded.

    OK, I will admit to being a tad "snippy" with this comment when I wrote it, but as it is a), by my own admission, a tangential aside ("...But, I digress..." I think I said), and b) not stated as fact, but as MY OPINION, as I asserted repeatedly throughout, my wonder is why you felt this was an important point at which to "return fire."

    But, since you have done, by their own admission, the Devs told us they changed the way events were run because of "the lack of play being drawn" by many that were available. This is PWE/Cryptic, after all: can you honestly tell me that the switch from the hourly events we got to CHOOSE to participate in OR NOT on a DAILY basis (and change our minds about the next day if we wished), to the weekend events THEY choose FOR us to participate in (yes, OR NOT, admittedly) is to the PLAYERS' advantage, or to the Devs' advantage? And yes, somewhere someone said, "hey, no one's playing the I]enter event name here[/I, anymore - what gives?" so attention was drawn to it. I'd be willing to bet that person was the developer of said event. So, yes, pride probably played into it. Do I have proof? Of course not. Can I speculate by asserting my opinion? Yep. Do you have to agree? NO, of course you don't. But, as this is the "Official Feedback" thread, I have given MY feedback to the Developers, not come on to argue for or against other players, save on those inadvertently overlapping points wherein our opinions agree or disagree with each other.
    366400.jpg

    Fleet Commander
    Caprica's Revenge
    (...actually active since November 2010, which may one day be important to archaeologists, but not to anyone else...)
  • godo3godo3 Member Posts: 23 Arc User
    edited April 2014
    Well, IMO, ground and space actives should also be seperated into different categories. (I might do it 4/4/2/2 overall, however). Because with the setup as it's now, you would try to reslot on every map change between space and ground (if permissable). That's awkward.

    In fact, I might make it more something like 4 / 4 / 4 / 4 / 2 / 2 / 2
    4 Racial Ground Traits
    4 Racial Space Traits
    4 Reputation Ground Traits
    4 Reputation Space Traits
    2 Reputation Ground Actives
    2 Reputation Ground Actives
    2 Racial Actives (which means introducing 2 racial actives avialable to each race. Currently only some races have these. Stuff like the Vulcan Mind Meld or the Orion Pheromenes or Alien Telekinesis)

    NO. This is a game of customization, meaning that we should, as the players, have the option, when we deem fit, to choose our traits (whether they be reputation or other traits) from any pool of traits!

    In fact, IMO, we should not even have a space/ground reputation trait split; it should just be 8 traits in total out of all reputation traits and 8 from species traits, and just leave it as that. That way people who like to maximize ground or space, can do so freely; and people who like to dabble in both, can just simply choose their own ratio of ground/space traits. This way, you please everyone, and don't annoy anyone- I mean for god's sake, it's common sense.

    If you want to micromanage or control how many traits people can have in a certain section of the game, even if they do not even play it, go to a communist country, and ask the government what parts of your balls you can keep. Seriously, the only reason to even have such a system that limits the amount of traits per section of the game, is purely for easy switching of traits/ not having to care as much about traits- aka: You just want to be lazy; just like those communists who go to an American store and are to lazy to choose and thus complain about being given a choice. But, If there is no choice, there can be no free-will. And dang it, I want my free-will and as much of it as possible, even if it is inside of a virtual realm.

    The point is: Make all traits be part of a pick-and-choose from a set pool of traits. Let there be No separation between ground or space, just because someone is lazy and finds it more convenient. And For convenience, add a traits load-out system, just as you did for ships, to quickly switch between ground and space trait builds. Simple as that.

    Thanks. Oh and sorry for the extreme answers; but certain ideas (like the one quoted above) really make my blood boil; forgive me for sounding to harsh. Thanks again.


    This post has been edited to remove content which violates the Perfect World Entertainment Community Rules and Policies . ~LaughingTrendy
  • mustrumridcully0mustrumridcully0 Member Posts: 12,963 Arc User
    edited April 2014
    godo3 wrote: »
    NO. This is a game of customization, meaning that we should, as the players, have the option, when we deem fit, to choose our traits (whether they be reputation or other traits) from any pool of traits!

    In fact, IMO, we should not even have a space/ground reputation trait split; it should just be 8 traits in total out of all reputation traits and 8 from species traits, and just leave it as that. That way people who like to maximize ground or space, can do so freely; and people who like to dabble in both, can just simply choose their own ratio of ground/space traits. This way, you please everyone, and don't annoy anyone- I mean for god's sake, it's common sense.

    If you want to micromanage or control how many traits people can have in a certain section of the game, even if they do not even play it, go to a communist country, and ask the government what parts of your balls you can keep. Seriously, the only reason to even have such a system that limits the amount of traits per section of the game, is purely for easy switching of traits/ not having to care as much about traits- aka: You just want to be lazy; just like those communists who go to an American store and are to lazy to choose and thus complain about being given a choice. But, If there is no choice, there can be no free-will. And dang it, I want my free-will and as much of it as possible, even if it is inside of a virtual realm.

    The point is: Make all traits be part of a pick-and-choose from a set pool of traits. Let there be No separation between ground or space, just because someone is lazy and finds it more convenient. And For convenience, add a traits load-out system, just as you did for ships, to quickly switch between ground and space trait builds. Simple as that.

    Thanks. Oh and sorry for the extreme answers; but certain ideas (like the one quoted above) really make my blood boil; forgive me for sounding to harsh. Thanks again.

    Well, if it'S any consolation to you, ideas like forcing people to choose between a ground or a space trait also makes my blood boil. It's such a stupid min/max option. "OKay, I want only to do space today/thisweek/fortherestofmylife, so I will only slot space traits, and have an advantage over anyone that mixes". For all I care, if your game can handle it, they can give you fivehundred space trait slots and fivehundred ground trait slots. But don't give me 10 slots and let me decide whether I slot something for space or ground in them. Because your system is most likely not be able to handle this well in the long run, unless you create only content that forces people to run both (without letting them reslot between the, if you allow that, it's even a pure inconvenience feature). Because how do you balance ground or space content if you don'T know if a player has (a simplistic example, but you get the point) a +500 bonus to ground and a +500 bonus to space, or a +1000 bonus to ground and a +0 bonus to space? You'll likely fail, and probably create a bunch of noob traps along the way, unless your system is very clear that you should respec before you move from ground to space or vice versa.
    Star Trek Online Advancement: You start with lowbie gear, you end with Lobi gear.
  • jack24bau3rjack24bau3r Member Posts: 451 Arc User
    edited April 2014
    godo3 wrote: »
    NO. This is a game of customization, meaning that we should, as the players, have the option, when we deem fit, to choose our traits (whether they be reputation or other traits) from any pool of traits!

    In fact, IMO, we should not even have a space/ground reputation trait split; it should just be 8 traits in total out of all reputation traits and 8 from species traits, and just leave it as that. That way people who like to maximize ground or space, can do so freely; and people who like to dabble in both, can just simply choose their own ratio of ground/space traits. This way, you please everyone, and don't annoy anyone- I mean for god's sake, it's common sense.

    If you want to micromanage or control how many traits people can have in a certain section of the game, even if they do not even play it, go to a communist country, and ask the government what parts of your balls you can keep. Seriously, the only reason to even have such a system that limits the amount of traits per section of the game, is purely for easy switching of traits/ not having to care as much about traits- aka: You just want to be lazy; just like those communists who go to an American store and are to lazy to choose and thus complain about being given a choice. But, If there is no choice, there can be no free-will. And dang it, I want my free-will and as much of it as possible, even if it is inside of a virtual realm.

    The point is: Make all traits be part of a pick-and-choose from a set pool of traits. Let there be No separation between ground or space, just because someone is lazy and finds it more convenient. And For convenience, add a traits load-out system, just as you did for ships, to quickly switch between ground and space trait builds. Simple as that.

    Thanks. Oh and sorry for the extreme answers; but certain ideas (like the one quoted above) really make my blood boil; forgive me for sounding to harsh. Thanks again.

    preach it. get your commie hands off my 8 space traits.
  • colonelchenchuancolonelchenchuan Member Posts: 0 Arc User
    edited April 2014
    tpalelena wrote: »
    Never. I would not change loadouts. I would just choose one loadout and stick with it, unless they'll add new reputation powers that will be very situation specific...

    Like Ferengi reputation power : "Merchants now give you a discount at purchasing gear" which i would use when buying stuff, but not in combat.

    there really isn't a need. Unless you switch from ship to ship and change your "role".

    Otherwise there is just no point. I am not going to change anything because I am fighting Voth for 10 minutes or Tholians.

    Truth be told, if it wasn't for GRINDING out reps I would likely never even encounter most of the MOBs.

    Here is something else to ponder. Really for PVE, none of this stuff - kits, rep ect. actually makes a lick of difference. You can go level from cadet to VA without even training your BOs, using a kit or even keeping your weapons up to date. Its only when you start doing Elite STFs - ie borg - when any of it really matters.

    I don't even think there actually is a "power creep"... If people are sailing thru content the devs think we shouldn't, maybe its because we have done it 100 times and its the same thing every time and stopped being challenging the 5th time you did it. I could probably write a macro for Condiuit elite and just go afk for 10 minutes. the only challenge is when you have newbs or dumb players TRIBBLE things up.

    The devs seem to think this game is more in depth than it actually is....
    [SIGPIC][/SIGPIC]
  • tpalelenatpalelena Member Posts: 1 Arc User
    edited April 2014
    there really isn't a need. Unless you switch from ship to ship and change your "role".

    Otherwise there is just no point. I am not going to change anything because I am fighting Voth for 10 minutes or Tholians.

    Truth be told, if it wasn't for GRINDING out reps I would likely never even encounter most of the MOBs.

    Here is something else to ponder. Really for PVE, none of this stuff - kits, rep ect. actually makes a lick of difference. You can go level from cadet to VA without even training your BOs, using a kit or even keeping your weapons up to date. Its only when you start doing Elite STFs - ie borg - when any of it really matters.

    I don't even think there actually is a "power creep"... If people are sailing thru content the devs think we shouldn't, maybe its because we have done it 100 times and its the same thing every time and stopped being challenging the 5th time you did it. I could probably write a macro for Condiuit elite and just go afk for 10 minutes. the only challenge is when you have newbs or dumb players TRIBBLE things up.

    The devs seem to think this game is more in depth than it actually is....

    I know, I managed to tank an elite tank cube in ISE with a Patrol escort fed tac, using mark X purple phaser dhcs and mark XI blue consoles.


    Its not the items, the reps, the boffs, the doffs. Its the Bo ability build and the skill build that matters. You either have a good one, or a bad one there.
    Let us wear Swimsuits on Foundry maps or bridges please! I would pay zen for that.
  • meimeitoomeimeitoo Member Posts: 12,594 Arc User
    edited April 2014
    To me, it really isn't about whether I can survive without 50% of my passives (I likely can, as I could before the rep systems too); I just think 4/4/4 is too harsh. Even the latter '4' makes little sense: we're getting 133% 'Active' slots (we currently have 3; Undine Active doesn't even exist yet), vs. 50% of our 'Passives.' Even 6/6/2 seems a lot more reasonable, in that regard.
    3lsZz0w.jpg
  • cptskeeterukcptskeeteruk Member Posts: 559 Arc User
    edited April 2014
    Just checking it from tribble to holo and i get more damage out of my weapons on holo than tribble using the same procs from rep system on my weapons afaik. On tribble i get 1,110.6 from my romulan plasma array and on holo i get 1,141,4 on the same weapon. I think its the nukura tier 4 offensive power that is doing it. It should be buffed up a bit more i think so i dont lose damage compared to holo.

    Things that are on my romulan plasma array are.

    http://img841.imageshack.us/img841/5664/eh1o.jpg Tribble
    http://img836.imageshack.us/img836/733/trm8.jpg holodeck

    If you buff the nukura tier 4 offensive rep power a bit it might make it more near to as my holodeck weapons. I do hope you do. Its the only thing i can think of that has nerfed my weapons on tribble.
    [SIGPIC][/SIGPIC]
  • straengestraenge Member Posts: 0 Arc User
    edited April 2014
    I apologize if I am just repeating what another has stated but didn't read every page.

    Normally, I stay away from testing unless I am doing early Alpha/Beta but decided to see a few upcoming things on Tribble in the last couple of days so I thought I would give a somewhat newbie perspective on the Traits as I have only been playing since September and only recently started more into the Reputation system.

    Overall, I like the idea in general but the implementation is a bit.. off, for me at least. As someone who is still learning what works and what doesn't, it just feels like there should be a few more slots. For instance, the Active Rep slots. IMO, these should just be automatic. Granted, it would take me another year probably to max every Rep to activate those but I know that once I did, I would rather have them automatically active. As for the amount of passive traits, 4 slots just does not seem enough, at least for me. 6 or 8 would feel more appropriate.

    As for Personal traits, personally, I probably won't use the switch out. For me, traits are part of the character and in a way, switching out between them at any time just feels odd. Like I am re-inventing my character every time I change one of them but I do like the idea of being able to switch from ground traits to space traits when it's needed. Also, though I could be missing it, is the special 9th racial trait now included in with the rest of the choices? If it is, then shouldn't we have 9 slots rather than 8?
  • architect13architect13 Member Posts: 1,076 Arc User
    edited April 2014
    straenge wrote: »
    . . . As for the amount of passive traits, 4 slots just does not seem enough, at least for me. 6 or 8 would feel more appropriate.

    But if Crypic did that, then players that only did 2 reps would not be as rep strong as players who do 3+. We must "level the playing field", all must be equal . . . have you checked out ESD, its shiny!
    Have you tried the new forum on your phone?
  • sarek93sarek93 Member Posts: 274 Arc User
    edited April 2014
    Is there any word yet on what the compensation will be for players who already have trait respec tokens sitting around that they bought? Or are we just out the Zen on that front?
    "Insufficient facts always invite danger." - Spock
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  • mattyou4mattyou4 Member Posts: 0 Arc User
    edited April 2014
    Players may choose up to 4 space reputation powers, 4 ground reputation powers, and 4 active reputation powers for a total of 12 powers.


    omg you lot went an did it i dont fuking bleave you you could of at least given us 8 an increecs it with every new rep.

    but no fuking ****** me like most ppl put reall time in to this an you fukers kik us in the nuts TRIBBLE on uz an call it shampain.

    haha get real we worked for that we shoud be able to deside if we want to get it or not but no you let uz get this far make uz work are TRIBBLE of then for what you go an change **** agen just

    like with the repsyston when it first came out ppl was pised ya but not for what most thik it was the pasive (borg) prock on space weps after all them ppl worked thir TRIBBLE of to get them an full sets mined you dident nerf it you removed it an no compensation for it ither ...

    an now your dowing the same agen well dun,, gowing back 3 months thir was over 5.000 ppl on at eney given time an now at best thirs 1.000 an that just on ESD well dun getting sto to smoke crak is working wonders (YA KILLIKNG THE GAME)

    an whats interestying you dont cair opvp gone stf training gon pvp training gone fleets haha ime in 3 fleets with all players from way back most just wanted to play an not have to spend every 5 min fuking about with thir bild just colz thay want to change from 1 spcece to another spacece.

    the hole idear of capping so mew ppl have more of anadvantige is insulting to thos that heave been playing well for a long time even me ime now guna have to do a respek

    ive lost 400 dps an as for my sivive abillity well thats out the fuking windo i got no more room for hull plating with all the other things i want to go withn my bild.

    ffs 2 universell consols are standerd with every ship buid but we got no wair to put the fukers be for it was not neeeded as we had rep pasives to help keep us to geter,

    now what the TRIBBLE an i ment to do i have to re learn the hole thing just to figer out how to fix my **** not fuking happy so please give me some good reason for dowing rep eney more as i got all the gear ill ever need ime stuk with whats left of the deasent pasives to use with no hope of adding eney more like befor.

    so ither put it back or go 8 an add 1 with every new rep having to chouisce 4 out of 12 an soon to be more hahah TRIBBLE of not fuikng thinking so it just end up same once agen

    or even better make harder stf so having a op ship that gets better with time can still ahve deasent things to kill cone on

    an chat natzi's sorry your head will expload wen you try to read this an so what devs dont give **** so why the TRIBBLE should we i got nothink left in this game all me frends gon all the fun been suked out the game thank you
  • vengefuldjinnvengefuldjinn Member Posts: 1,521 Arc User
    edited April 2014
    mattyou4 wrote: »
    -snip-
    Yeeeeeeaaaaahhhhhhhh, This post's gonna help things much............ :rolleyes:
    tumblr_o2aau3b7nh1rkvl19o1_400.gif








  • vengefuldjinnvengefuldjinn Member Posts: 1,521 Arc User
    edited April 2014
    you know, I just had a thought, (doesn't happen much :P), But what about accolade passives ?
    Have those been left untouched by this?
    tumblr_o2aau3b7nh1rkvl19o1_400.gif








  • legendarylycan#5411 legendarylycan Member Posts: 37,284 Arc User
    edited April 2014
    you know, I just had a thought, (doesn't happen much :P), But what about accolade passives ?
    Have those been left untouched by this?
    considering those have absolutely nothing to do with the reputation or trait systems, i'd say yes...but they do need to be touched

    a 2% damage increase against one type of enemy after killing one THOUSAND of that enemy is utterly pathetic

    i can get 5x that much for the price of a ground warfare specialist and an active ground slot
    Like special weapons from other Star Trek games? Wondering if they can be replicated in STO even a little bit? Check this out: https://forum.arcgames.com/startrekonline/discussion/1262277/a-mostly-comprehensive-guide-to-star-trek-videogame-special-weapons-and-their-sto-equivalents

    #LegalizeAwoo

    A normie goes "Oh, what's this?"
    An otaku goes "UwU, what's this?"
    A furry goes "OwO, what's this?"
    A werewolf goes "Awoo, what's this?"


    "It's nothing personal, I just don't feel like I've gotten to know a person until I've sniffed their crotch."
    "We said 'no' to Mr. Curiosity. We're not home. Curiosity is not welcome, it is not to be invited in. Curiosity...is bad. It gets you in trouble, it gets you killed, and more importantly...it makes you poor!"
    Passion and Serenity are one.
    I gain power by understanding both.
    In the chaos of their battle, I bring order.
    I am a shadow, darkness born from light.
    The Force is united within me.
  • senatorvreenaksenatorvreenak Member Posts: 0 Arc User
    edited April 2014
    Yes you can get 5x that much for a ground warfare specialist.
    You can also stack that ground warfare specialist on top of what you get from the accolades.

    While not epicly game changing, once you have completed all the kill accolades all those small 2% bonuses start to add up.
    And continue to do so as new enemies are added to the game.
  • legendarylycan#5411 legendarylycan Member Posts: 37,284 Arc User
    edited April 2014
    While not epicly game changing, once you have completed all the kill accolades all those small 2% bonuses start to add up.
    And continue to do so as new enemies are added to the game.
    except they don't, because the damage bonus only applies against the enemy which you fought against to get the passive in the first place, and no other
    Like special weapons from other Star Trek games? Wondering if they can be replicated in STO even a little bit? Check this out: https://forum.arcgames.com/startrekonline/discussion/1262277/a-mostly-comprehensive-guide-to-star-trek-videogame-special-weapons-and-their-sto-equivalents

    #LegalizeAwoo

    A normie goes "Oh, what's this?"
    An otaku goes "UwU, what's this?"
    A furry goes "OwO, what's this?"
    A werewolf goes "Awoo, what's this?"


    "It's nothing personal, I just don't feel like I've gotten to know a person until I've sniffed their crotch."
    "We said 'no' to Mr. Curiosity. We're not home. Curiosity is not welcome, it is not to be invited in. Curiosity...is bad. It gets you in trouble, it gets you killed, and more importantly...it makes you poor!"
    Passion and Serenity are one.
    I gain power by understanding both.
    In the chaos of their battle, I bring order.
    I am a shadow, darkness born from light.
    The Force is united within me.
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