Are you kidding right?? 1 hundred percent rek?? are you dreaming?? that was 4 years ago, when the game was on beta state looool. , maybe you dont know star trek as well as you think (i know i dont), because right now, its not even 70% star trek. And that is too much already for me to say it.
You like the game, we got it, but dont fool yourself lol.
Yeah, I had the same thought.
I mean, when did actual dinosaurs with friggin' lazer beams attached to their friggin' heads EVER happen in Trek? Dude...
My Old Blog about things that could and should have been added when I wrote it. Not sure what I want to do with it now. I'll just keep it available now that most of it is outdated.
I mean, when did actual dinosaurs with friggin' lazer beams attached to their friggin' heads EVER happen in Trek? Dude...
Star trek is full of stupid TRIBBLE. Intelligent plants, intelligent rocks, intelligent oil slicks, gods trapped at the center of the galaxy, sentient holograms, sentient robots, TRIBBLE, salt vampires, machine zombies, and so on. The only reason it doesn't seem stupid is because cbs did it before cryptic. If cryptic did it first you'd scream how un-trek it was.
Under the old Rep system you got two space traits, two ground traits, and one passive trait per reputation. You also had to choose and look in you choice of each non-passive trait; and could only respec said traits by using Zen; but again, prior to S9, with the 4 Reps that existed, that was total of 8 locked in space traits, 8 locked in ground traits and 4 Passive traits. Also, a lot of the traits as they were prior to S9, were not all that great.
Under the new system you choose 4 Space traits, 4 Ground traits, and can use all 4 passives from the Reputations that you advanced to T5 prior to S9. So, you're not loosing any of the previous Rep passives; but are loosing 4 space and 4 ground; BUT the majority of them are better then they were, and instead of taking one articular space trait over another (remember in the old system of the two offered, you had to pick one, and loose access to the other); you can use two of the same group. <--- Effectively you can now have more focused trait builds that highlight an aspect of you ship you want to buff.
Basically, the new system does prevent power creep in that it ensures you'll only get so much 'extra' from the Rep system; but it also eliminates 'cookie cutter' builds in that it puts the focus back on the player to look at the optional traits provided and make a decision about what he wants to buff for the next bit of STO game content he wants to play. (Basically, it takes the game of 'easy' mode, and requires the players who are interested in 'power' builds to put some thought into what they want to buff). And given that you can respec traits on the fly for free in non-combat social zones; you can make specific combos for STFs, PvE, PvP, etc.
IMO - I don't think the new system takes all that much from the players, or somehow invalidates the work they did on previous Reps (All the 4 passives are decent and you get to keep using all those you've earned through SA8.) It DOES require to make choices (that he can change at no currency cost whenever he feels like it) - and yes, it also gives him a choice as to whether he wants to grind new Reputations for more trait options, or just keep what he's earned to date; but in the end, it's the individual player's choice, and that's fine.
In the end, it does effectively but a cap on the trait aspect of 'power creep' and puts the focus on the player to learn/test/choose what works best for him (basically, it makes actually them learn/play the game if they want a more effective ship.) <--- To me, that's no a bad thing. VMMV.
Formerly known as Armsman from June 2008 to June 20, 2012 PWE ARC Drone says: "Your STO forum community as you have known it is ended...Display names are irrelevant...Any further sense of community is irrelevant...Resistance is futile...You will be assimilated..."
Basically, the new system does prevent power creep in that it ensures you'll only get so much 'extra' from the Rep system; but it also eliminates 'cookie cutter' builds in that it puts the focus back on the player to look at the optional traits provided and make a decision about what he wants to buff for the next bit of STO game content he wants to play.
Sorry, but it doesn't mitigate against cookie cutter builds, it strongly encourages it.
It's not the limitation, per se, that does this. It's the size of the limitation.
With just four slots, the trait equivilant of the A2B build will quickly be discovered, disseminated and soon used by everyone and their dog.
We're already hearing from people whose DPs has gone up because of the changes.
This is not fighting power creep.
Two points, in my view.
Firstly, reputation traits are not the source of power creep.
Lockbox, fleet and lobi gear is.
They have not been touched.
Until we see cryptic tackling those issues, we have to take any claim of tackling power creep with a bushel of salt.
Fiddling with rep passives, in power creep terms, is rearranging the deckchairs on the titanic.
Secondly, the number of trait slots is too small.
I do get that some limitation is desireable, but in my view the number is too low.
Six slots would allow some extra variation, to mitigate against the cookie cutter.
And, final point......theres absolutely no point in limiting active rep powers.
Given that currently from five reps we have 2 ground and 3 space actives, and given that we can hotswap them, the new regime doesn't limit anything at all in this regard.
All it does do is give us a need to make few redundent clicks when we switch from ground to space.
And that is all it will do until we hit nine reputations.
Until then this change enables no choices whatsoever, just busy work.
We'd need a whopping 16 reputation tracks before someone in space could have a wholly different set of space actives compared to someone else.
And, seriously, has anyone ever said that rep active powers are OP?
They're situational at best, with long CDs.
Active powers should never have been included in this revamp.
Star trek is full of stupid TRIBBLE. Intelligent plants, intelligent rocks, intelligent oil slicks, gods trapped at the center of the galaxy, sentient holograms, sentient robots, TRIBBLE, salt vampires, machine zombies, and so on. The only reason it doesn't seem stupid is because cbs did it before cryptic. If cryptic did it first you'd scream how un-trek it was.
So much this^. Star Trek: TOS is what gave us the concept of an antimatter universe... where contact between the two universes could destroy them.... and not by a giant explosion.... just winking out of existence due to some metaphysical "pressure valve".
Comments
Yeah, I had the same thought.
I mean, when did actual dinosaurs with friggin' lazer beams attached to their friggin' heads EVER happen in Trek? Dude...
Again, PWE is DOING NOTHING. Some people will never understand lol.
Under the old Rep system you got two space traits, two ground traits, and one passive trait per reputation. You also had to choose and look in you choice of each non-passive trait; and could only respec said traits by using Zen; but again, prior to S9, with the 4 Reps that existed, that was total of 8 locked in space traits, 8 locked in ground traits and 4 Passive traits. Also, a lot of the traits as they were prior to S9, were not all that great.
Under the new system you choose 4 Space traits, 4 Ground traits, and can use all 4 passives from the Reputations that you advanced to T5 prior to S9. So, you're not loosing any of the previous Rep passives; but are loosing 4 space and 4 ground; BUT the majority of them are better then they were, and instead of taking one articular space trait over another (remember in the old system of the two offered, you had to pick one, and loose access to the other); you can use two of the same group. <--- Effectively you can now have more focused trait builds that highlight an aspect of you ship you want to buff.
Basically, the new system does prevent power creep in that it ensures you'll only get so much 'extra' from the Rep system; but it also eliminates 'cookie cutter' builds in that it puts the focus back on the player to look at the optional traits provided and make a decision about what he wants to buff for the next bit of STO game content he wants to play. (Basically, it takes the game of 'easy' mode, and requires the players who are interested in 'power' builds to put some thought into what they want to buff). And given that you can respec traits on the fly for free in non-combat social zones; you can make specific combos for STFs, PvE, PvP, etc.
IMO - I don't think the new system takes all that much from the players, or somehow invalidates the work they did on previous Reps (All the 4 passives are decent and you get to keep using all those you've earned through SA8.) It DOES require to make choices (that he can change at no currency cost whenever he feels like it) - and yes, it also gives him a choice as to whether he wants to grind new Reputations for more trait options, or just keep what he's earned to date; but in the end, it's the individual player's choice, and that's fine.
In the end, it does effectively but a cap on the trait aspect of 'power creep' and puts the focus on the player to learn/test/choose what works best for him (basically, it makes actually them learn/play the game if they want a more effective ship.) <--- To me, that's no a bad thing. VMMV.
PWE ARC Drone says: "Your STO forum community as you have known it is ended...Display names are irrelevant...Any further sense of community is irrelevant...Resistance is futile...You will be assimilated..."
Sorry, but it doesn't mitigate against cookie cutter builds, it strongly encourages it.
It's not the limitation, per se, that does this. It's the size of the limitation.
With just four slots, the trait equivilant of the A2B build will quickly be discovered, disseminated and soon used by everyone and their dog.
We're already hearing from people whose DPs has gone up because of the changes.
This is not fighting power creep.
Two points, in my view.
Firstly, reputation traits are not the source of power creep.
Lockbox, fleet and lobi gear is.
They have not been touched.
Until we see cryptic tackling those issues, we have to take any claim of tackling power creep with a bushel of salt.
Fiddling with rep passives, in power creep terms, is rearranging the deckchairs on the titanic.
Secondly, the number of trait slots is too small.
I do get that some limitation is desireable, but in my view the number is too low.
Six slots would allow some extra variation, to mitigate against the cookie cutter.
And, final point......theres absolutely no point in limiting active rep powers.
Given that currently from five reps we have 2 ground and 3 space actives, and given that we can hotswap them, the new regime doesn't limit anything at all in this regard.
All it does do is give us a need to make few redundent clicks when we switch from ground to space.
And that is all it will do until we hit nine reputations.
Until then this change enables no choices whatsoever, just busy work.
We'd need a whopping 16 reputation tracks before someone in space could have a wholly different set of space actives compared to someone else.
And, seriously, has anyone ever said that rep active powers are OP?
They're situational at best, with long CDs.
Active powers should never have been included in this revamp.
My character Tsin'xing