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Season 9 Dev Blog #7: Kit Revamp

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  • wry1wry1 Member Posts: 117 Arc User
    edited April 2014
    I presented 3 possible compensations for this in 2 posts earlier in this thread. Those would all be varying levels of effective at balancing this in a pvp scenario, and I'm sure professional game designers could think of many, better alternatives that I could not.

    Your right, you did. Although I admittedly am not a fan of PVP balancing to predicate game changes. PVP represents a small percentage (albeit a hard core %) of the player base. I prefer games to tackle things from a PVE perspective then alter PVP accordingly, the other way around is the tail wagging the dog. Although I will say PVP does seem to find broken concepts, and min max issues way quicker than PVE.
  • pwecangetlostpwecangetlost Member Posts: 538 Arc User
    edited April 2014
    This has been a loooooong time in the works. Cheers guys. Its great to see you're all working on these long thought up plans. :D
  • killdozer9211killdozer9211 Member Posts: 919 Arc User
    edited April 2014
    wry1 wrote: »
    Your right, you did. Although I admittedly am not a fan of PVP balancing to predicate game changes. PVP represents a small percentage (albeit a hard core %) of the player base. I prefer games to tackle things from a PVE perspective then alter PVP accordingly, the other way around is the tail wagging the dog. Although I will say PVP does seem to find broken concepts, and min max issues way quicker than PVE.

    I could've sworn you came into this thread talking about ground pvp. But anyway, wait-- so you're arguing this from a PVE perspective? Why would it matter if a tac had miracle worker or an engineer had stealth module then? It wouldn't affect anyone but they player's experience, it'd only be a plus.

    Also, while I'm thinking about it, people really underestimate the value of speccing into your abilities. I ran an eng char with no spec in any space repair skills for a while back, and took my "Grace under fire" trait off him. I cannot express to you how utterly useless miracle worker was compared to now when I'm running a more conventional spec. It was pretty much ET1/ST1 at best.

    Then again, we don't use kits in space, so we'd never see tacs running miracle workers or subnucs.

    Anyway, I can assure you, without skill spec, running a non-career power would likely be a liability in competitive pvp when you instead could be running a fully specced high level power of your own career...
  • lordhavelocklordhavelock Member Posts: 2,248 Arc User
    edited April 2014
    I'm looking forward to the kit revamp. I think it will be great for the game. The art work displayed in the blog for the frames and modules all looks fantastic. Very Trek-like.

    However, I wish new seasons had fewer systems updates/changes and more story missions/content.

    Maybe instead of a new Enemy Rep System, we could have a Rep System based around the Foundry where we could play a new mission every day for a month, instead of just repeating the same STF/Battlezone over and over for the one zillionth time.

    I might then have a reason to continue playing STO for more than a few days before leaving for a few weeks/month.

    And yes, I realize there would be exploit missions made, but maybe if Cryptic put some of their Systems Muscle into improving/locking down the Foundry, it'd be manageable.

    Anyway, bravo on what looks like a neat new feature that'll keep me entertained for a few minutes.

    Meh.

    :rolleyes:

    P.S. I've heard various rumors, but what happens to the existing kit visuals?

    You can find/contact me in game as @PatricianVetinari. Playing STO since Feb 2010.
  • centersolacecentersolace Member Posts: 11,178 Arc User
    edited April 2014
    P.S. I've heard various rumors, but what happens to the existing kit visuals?

    They're in the tailor now.
  • jadensecurajadensecura Member Posts: 660 Arc User
    edited April 2014
    wry1 wrote: »
    Two main reason many people don't like ground is 1) disparity of EC in loot. One shield drop in space can equate to all the ec your combined loot would get in a ground run. 2) the time/reward equation. ground takes more time for often less reward.

    I have to say, those really aren't the big reasons I don't play ground. I don't play ground because there's so little you can do in terms of making a better build, since there are too few options and too little space to do anything really fun and clever, there isn't even much use for keybinding.

    This kit revamp should definitely help with that. Even though I did spend 20 mil on a Borg Medical Analyzer kit that'll be obsolete now, I'm still definitely looking forward to these changes, since they'll finally add some real room for customization. Of course, there still won't really be anything to chain, so ground will still be lower on my list, but this is a major improvement.
  • monkeybone13monkeybone13 Member Posts: 4,640 Arc User
    edited April 2014
    I'm looking forward to the kit revamp. I think it will be great for the game. The art work displayed in the blog for the frames and modules all looks fantastic. Very Trek-like.

    However, I wish new seasons had fewer systems updates/changes and more story missions/content.

    Maybe instead of a new Enemy Rep System, we could have a Rep System based around the Foundry where we could play a new mission every day for a month, instead of just repeating the same STF/Battlezone over and over for the one zillionth time.

    I might then have a reason to continue playing STO for more than a few days before leaving for a few weeks/month.

    And yes, I realize there would be exploit missions made, but maybe if Cryptic put some of their Systems Muscle into improving/locking down the Foundry, it'd be manageable.

    Anyway, bravo on what looks like a neat new feature that'll keep me entertained for a few minutes.

    Meh.

    :rolleyes:

    P.S. I've heard various rumors, but what happens to the existing kit visuals?

    The ground armor and kit visuals are now tailor uniform options and fully customizable. You have a large quantity of suit tops, bottoms, and all kinds of various kit visuals to mix and match. If you want a science kit wrist attachment and a security kit chest guard, you can. :D

    Also bridge officers have access to armor and kit visuals at the tailor but they are very limited, for example, only type 1 and 2 each for alpha, beta, and omega tops and pants instead of all 3 variations of each. They also don't have access to any kit chest gear and are limited on the arm and wrist attachments. But it's better than nothing.

    And get this!: KDF and Romulan faction characters also have access to them at the tailor also. They are all exactly the same tops, pants, and kit parts that feds get, but it's better than nothing. For the longest time players complained about KDF not having armor and kit visuals, and then romulans when LoR launched. Well now you have it. :)

    Edit: The sad part is there is only *one* 'Suit' boot option to go with the ground armor uniform tops and pants. The tops and bottoms are in the 'Tight' category and you can use any boots with it that you can use on any other tight pants, so that is a plus.

    And since KDF have the same armor and kit options as feds and rommies, you can at least use the KDF shoulderpads, sashes, boots, belts, etc., to give them a KDF feel. Same for romulans with their rank dual shoulderpads, boots, belts, etc.
  • red01999red01999 Member Posts: 0 Arc User
    edited April 2014
    Happy you're doing this.

    Sad that you're not taking it far enough.

    A universal belt. Choose what you need per mission.

    I have an iphone - I choose what I want to use. You'd think by the 24th century you could do that with your kit as well.

    My guess - and hope - is that sooner or later (very much preferably sooner) we'll get some kit with 1-2 universal slots. This would allow some expansion outside of your chosen field, yet keep your character primarily oriented towards their career.
  • wry1wry1 Member Posts: 117 Arc User
    edited April 2014
    I could've sworn you came into this thread talking about ground pvp. But anyway, wait-- so you're arguing this from a PVE perspective? Why would it matter if a tac had miracle worker or an engineer had stealth module then? It wouldn't affect anyone but they player's experience, it'd only be a plus.

    Also, while I'm thinking about it, people really underestimate the value of speccing into your abilities. I ran an eng char with no spec in any space repair skills for a while back, and took my "Grace under fire" trait off him. I cannot express to you how utterly useless miracle worker was compared to now when I'm running a more conventional spec. It was pretty much ET1/ST1 at best.

    Then again, we don't use kits in space, so we'd never see tacs running miracle workers or subnucs.

    Anyway, I can assure you, without skill spec, running a non-career power would likely be a liability in competitive pvp when you instead could be running a fully specced high level power of your own career...

    I am concerned about PVP but I'm not a huge fan of altering game mechanics based on PVP. changes have to work with both enviorments. That's the main reason we can't alter beam colors, way back in Beta you could ( through leftover Champions code) alter beam color, but for PVP sake devs then wanted people to know what opponents were using by the color. That works for both environments. conversely Sci's have been nerfed to heck because of PVP, not so good. I get your point and agree with it.
  • i8472i8472 Member Posts: 225 Arc User
    edited April 2014
    From the Dev blog=
    "One important note about this new slotting system: older Kits never contained a full suite of Rank III powers, but new Kits can be filled with all Very Rare (equivalent in power to Rank III) Modules. This means players who participate in the new Kit system will slowly overtake the power level they had reached with previously existing Kits, as they fill out their Modules with better quality powers."



    go to the crafting system on Holodeck and grab the kits MK X purple with 4 rank III powers. might be able to make few EC selling those later...


    they're deleting those from the game come Season 9.
  • wry1wry1 Member Posts: 117 Arc User
    edited April 2014
    I have to say, those really aren't the big reasons I don't play ground. I don't play ground because there's so little you can do in terms of making a better build, since there are too few options and too little space to do anything really fun and clever, there isn't even much use for keybinding.

    This kit revamp should definitely help with that. Even though I did spend 20 mil on a Borg Medical Analyzer kit that'll be obsolete now, I'm still definitely looking forward to these changes, since they'll finally add some real room for customization. Of course, there still won't really be anything to chain, so ground will still be lower on my list, but this is a major improvement.

    It's my experience that there is a huge difference between someone specced in ground skills vs. someone who is not. I've been in many a pug through (SpartanSTF, a channel devoted to ground combat) where 5 specced toons could role through IGE without ever stopping for a trigger line, getting optional with +5 minutes to spare and in Rebecca room each person jump to a corner take out the borg and complete the room in less than 4 minutes or so. You won't see much difference between 5 toons all of whom are only specced in with minimum skill points.
    The problem is ground and space skills are linked together. That needs to be separated. Additonally powers among classes need to be leveled. Due to long ago sci nerfs science toons need to allocate more points at end of skill tree to be as effective as Engineers or Tac's who can accomplish the same with first 2 or 3 ranks of skills.

    I want STO to grow.. that means PVE & PVP, but also Space and Ground. otherwise you get a lopsided game like Pirates of the Burning Sea: great ship combat, horrible ground. I think one of the most short sighted things STO ever did was separate the STF's giving away any reason for people to be cross trained for space and ground.
  • captaintpolcaptaintpol Member Posts: 104 Arc User
    edited April 2014
    I saw that initial title typo there Trendy.

    But in all seriousness, I've tested the kits and love the new customization potential.

    i love this new approach and i can't wait to see the new tailor options :D FTW
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  • sennahcheribsennahcherib Member Posts: 2,823 Arc User
    edited April 2014
    this revamp seems really great, can't wait to test this new stuff
  • ryuuenjinryuuenjin Member Posts: 0 Arc User
    edited April 2014
    thay8472 wrote: »
    I suspect this was only changed so you can "sell" new abilities via lockboxes/reps and so on.

    if they wanted to they could have just sold brand new kits with different powers in the lockboxes and reputations.
  • mcduffie369mcduffie369 Member Posts: 787 Arc User
    edited April 2014
    Thank you! This is going to make ground live again!
  • orangeitisorangeitis Member Posts: 5,222 Arc User
    edited April 2014
    dareau wrote: »
    I heard rumor that there won't be "4/0" kits, you know, 4 medic no research slot kits. Is this still going to be true? Aren't current medic kits built on this principle (4/0) currently?
    That's correct. The closest you'll get is a 4/1 kit in the new system.
  • eradicator84eradicator84 Member Posts: 1,116 Arc User
    edited April 2014
    tl:dr thread

    In blog it mentions
    they have bonuses to class skills on the Kit Frame

    Can we get a run down of what frame gives what kind of bonuses, here on forums on in blog?
    AFMJGUR.jpg
  • markhawkmanmarkhawkman Member Posts: 35,236 Arc User
    edited April 2014
    tl:dr thread

    In blog it mentions


    Can we get a run down of what frame gives what kind of bonuses, here on forums on in blog?
    Green quality kit frames give a bonus(20-ish) to one of your class's ten ground combat stats. This is distinct from the slots of the kit, Also... the ones I saw were either 1/3, 2/2, or 3/1.

    Fleet kits have 4 stats, and a higher bonus to each(26-ish), but at this time have one specific set of stats; armor, weapon, shield, and willpower. The ones I saw were either 3/2 or 2/3.
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  • mightybobcncmightybobcnc Member Posts: 3,354 Arc User
    edited April 2014
    older Kits rarely contained a full suite of Rank III powers
    I truly do not understand why people, especially a dev, say this. EVERY end-game mk X kit has a full suite of 4 Rank III powers. Not that it matters in the new system, it just bugs the heck out of me when people say that. :P

    Joined January 2009
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  • eradicator84eradicator84 Member Posts: 1,116 Arc User
    edited April 2014
    Green quality kit frames give a bonus(20-ish) to one of your class's ten ground combat stats. This is distinct from the slots of the kit, Also... the ones I saw were either 1/3, 2/2, or 3/1.

    Fleet kits have 4 stats, and a higher bonus to each(26-ish), but at this time have one specific set of stats; armor, weapon, shield, and willpower. The ones I saw were either 3/2 or 2/3.

    I see. Good to know, thanks!
    AFMJGUR.jpg
  • robeasomrobeasom Member Posts: 1,911 Arc User
    edited April 2014
    Here is a question and sorry if it has already been answered. If I hand in my current Kit with all it's powers would I get a kit with the same powers n back so i can then delete the ones I never use or would I just get the blank kit frame?
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  • robeasomrobeasom Member Posts: 1,911 Arc User
    edited April 2014
    ashkrik23 wrote: »
    Yea, that would defeat the point of classes.

    Is there a point in classes after all apart from the Dyson Ship (Which is also a tactical ship) The only ships seeming to be released if for tacs only. So the game is either called Escorts online or Star Tactical online. This game is no longer Star Trek with people using breen and jem hadar ships so they may as well have universal kit slots
    NO TO ARC
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  • i8472i8472 Member Posts: 225 Arc User
    edited April 2014
    robeasom wrote: »
    Here is a question and sorry if it has already been answered. If I hand in my current Kit with all it's powers would I get a kit with the same powers n back so i can then delete the ones I never use or would I just get the blank kit frame?



    from dev on tribble... *not an exact quote*

    only the fleet kits can be turned in for a frame and modules



    I don't know exact details though.
    but in short if it's not a fleet kit.... it can Not be exchanged for the new kits...
  • robeasomrobeasom Member Posts: 1,911 Arc User
    edited April 2014
    In real-life I'm an entrepreneur.

    At times I've been HR, accounting, design, programming, sales - oh and yeah, the Grande Fromage.

    I even change light bulbs and sweep the floor.

    If you need a specialist - YES by all means specialize his gear.

    But the real explorers know how to adapt. Change. Grow.

    Swapping out 1 or 2 totally under used and ignored kit options is great. Adding things I would actually use is better.

    What People are forgetting is that in Star Trek Sulu was a Botanist before he got on the conn (So he has a speciality in plants and flying a Star Ship) 2 Completley different skill sets. So the above comment is a good point to all those saying there should not be universal slots.
    NO TO ARC
    Vice Admiral Volmack ISS Thundermole
    Brigadier General Jokag IKS Gorkan
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    [SIGPIC][/SIGPIC]
  • cirnonnuscirnonnus Member Posts: 1 Arc User
    edited April 2014
    thay8472 wrote: »
    I suspect this was only changed so you can "sell" new abilities via lockboxes/reps and so on.

    I'll bet one EC you are absolutely right. But that said I"m not mad at the ptb for that. Remember they are after all, running a business, and in the world of business if they don't make money they don't exist. And well none of us wants that, a world were STO doesn't exist. :)

    That said, with the advent of season nine, and much more emphasis on group missions, such as the Mirror invasion mission for example, STO needs to either do something about groups of individuals who enter them with the intention of TRIBBLE up the mission for others. (yes they exist folks). That said I think what they should do to address that is either they should simply perma ban/suspend the accounts of individuals shown to be doing that. And yes monitoring an account can very easily show that as it would and does leave a pattern. Or change the "leave" option so a player who finds themselves in a mission with such individuals, don't get penalized for leaving a mission.
  • jennycolvinjennycolvin Member Posts: 1,100 Arc User
    edited April 2014
    Tried the new kit system on Tribble, and I can only say one thing: thanks, but no thanks.
    It's a good idea theoretically but, as always, the implementation is poorly, at best.

    I'll take my chances with my present kits and I'll keep changing them accordingly with the ground mission I'm doing at the moment.
    I certainly won't trade my fleet kits for these new ones, and I'm not going to give you any dilithium to buy new ones.

    So, again: thanks, but no thanks.
    kv1Ohsx.png
    Not agreeing with someone doesn't give you the right to be an TRIBBLE.

    Ci sono tre tipi di giocatori:
    - quelli a cui non va mai bene niente... e vanno sul forum a trollare;
    - quelli che sono talmente imbesuiti da credere a qualunque cosa i dev dicano, perfino che la luna è fatta di formaggio... e vanno sul forum a trollare;
    - quelli che credono a quello a cui è giusto credere, sono d'accordo con quello con cui è giusto essere d'accordo e sono critici con quello che non va;

    Ai giocatori dei primi due tipi, gratis in omaggio un bello specchio lucente su cui arrampicarsi. E una mazzata in testa per la loro poca intelligenza e compassione verso gli altri giocatori che non la pensano come loro.
    Agli appartenenti al terzo tipo, invece, dico grazie. Anche se non sempre si riesce a mantenere la calma, siete quelli per cui vale la pena incazzarsi.
  • darthpostaldarthpostal Member Posts: 245 Arc User
    edited April 2014
    So, basically, we got console slots copy-pasted from space to ground.
    Not really sure how I feel about it.
  • spookpwaspookpwa Member Posts: 316 Arc User
    edited April 2014
    Sounds like a good idea unless you intend to sell new better powers in lock boxes.
    Then it is a just PTW. :rolleyes:
    Double_e23652_217093.jpg

    A test server is supposed to be used to properly test patches before patching anything....
  • bones1970bones1970 Member Posts: 953 Arc User
    edited April 2014
    Now we only need a reason to play ground missions.. how about giving modules on estf ground maps ??
  • rylanadionysisrylanadionysis Member Posts: 3,359 Arc User
    edited April 2014
    Im really pleased you guys are going to do a fleet kit trade in for these.

    I feel listened to, and no longer ripped off. Well done.
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