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If you enjoyed your Rep powers becoming slottable ...

aelfwin1aelfwin1 Member Posts: 2,896 Arc User
... while loosing the option to use all your powers that you've earned because you could only slot a few , then enjoy grinding Argala ... , because your awards points and the powers they unlock may join the list of slottable powers that may become "optional" .

That is according to Stephen Riccosa , senior producer on STO , in an interview to the UFP fleet website :
Q : Stephen D'Angelo stated when he took over as STO's Executive Producer that he would be focusing on quality of life improvements. We have seen wonderful leaps in this area, however many issues that players are having involve the trait system, needing to trait into ground or space depending on what they do, are there any plans to streamline this?
STEPHEN - “ I’m glad that our focus on improving quality hasn’t gone unnoticed! We’re definitely putting in the time to squash bugs, streamline features, and improve old content wherever we can. The goal for the trait system was to give players additional customization options and ways to differentiate their builds from other players. We are currently considering whether or not we should simply split the trait slots into dedicated ground and space slots so players no longer feel the need to swap them per region.

https://ufplanets.com/content.php?508-Interview-with-Stephen-Ricossa-Sr-Producer-for-Star-Trek-Online

I'm guessing that as they are looking own the road to expand the Specialization Traits , they see themselves repeating the same "mistake" of offering endless powers that stack up .
So they want to avoid the stack .




... then name of the game changed , but the game remained the same ... -- give'em power , then find a way to limit them and take that power back ...
Post edited by Unknown User on
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Comments

  • cbrjwrrcbrjwrr Member Posts: 2,782 Arc User
    edited December 2014
    They just don't think stuff through.
  • iconiansiconians Member Posts: 6,987 Arc User
    edited December 2014
    Or maybe they just want to make it convenient to have 2 separate windows for people who enjoy both space and ground but are tired of clicking and dragging each trait to your trait UI when they want to specialize in both.

    What is there to consider, Mr. Ricossa? There is not a single person in STO who would not benefit to having a trait loadout for both space and ground.

    Personally, I am tired of clicking and dragging my trait slots for Borg Disconnected, then doing it all over again for Bug Hunt.
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  • erei1erei1 Member Posts: 4,081 Arc User
    edited December 2014
    iconians wrote: »
    Or maybe they just want to make it convenient to have 2 separate windows for people who enjoy both space and ground but are tired of clicking and dragging each trait to your trait UI when they want to specialize in both.

    What is there to consider, Mr. Ricossa? There is not a single person in STO who would not benefit to having a trait loadout for both space and ground.

    Personally, I am tired of clicking and dragging my trait slots for Borg Disconnected, then doing it all over again for Bug Hunt.
    That was my understanding. And to be honest, that's something I'm waiting.
    Just like Iconians, I'm bored of switching my traits everytime I do Bug Hunt, and to forget to switch them back.
    [SIGPIC][/SIGPIC]
  • iconiansiconians Member Posts: 6,987 Arc User
    edited December 2014
    erei1 wrote: »
    That was my understanding. And to be honest, that's something I'm waiting.
    Just like Iconians, I'm bored of switching my traits everytime I do Bug Hunt, and to forget to switch them back.

    That Inspirational Leader trait isn't doing much good fighting the V-Rex in the Voth Battlezone.
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  • darkjeffdarkjeff Member Posts: 2,590 Arc User
    edited December 2014
    Dev says they're considering giving us separate Ground and Space trait slots, something at the top of the wishlist of everyone who does both Ground and Space content.

    What kind of jerk twists that into a negative thing, and ****s about it on the forums? And people wonder why devs avoid engaging in discussions on the forum.

    Also, for the record - unlocking more options instead of constantly adding abilities is horizontal progression instead of vertical progression, and it's a good thing.
  • ralphgraphiteralphgraphite Member Posts: 628 Arc User
    edited December 2014
    I'd support a trait loadout system - it would make life easier. I'd ONLY support it if they can get it working though, and the current ship loadout system is not a good sign on that front - still broken, a year later.

    That said, spec trees are already limited, by design. They just need to make it so only 1 primary, and 1 secondary spec tree can be active at any time, and no power creep (further than already currently built into the spec trees) when they add additional specializations. The current system allows players to fill the trees in the order they choose, and to change what specializations they are using.

    I see no need to modify the specialization system so soon after launching it.

    *Edited to remove a just wow that shouldn't have been there.

    TLDR - Seperate Ground and Space Trait sections great! - as LONG as it works, and as LONG as we don't lose trait slots in the deal (ie if you had X trait slots before, you need to have X Space and X Ground trait slots after - not Y ground trait slots and Z space trait slots where Y+Z=X. That would be yet another in a long line of nerfs.
  • inthefluxxinthefluxx Member Posts: 0 Arc User
    edited December 2014
    Frankly, they need to increase the amount of reputation slots. 4 wasn't that bad when they first introduced it with 4 groups, but now with six I only slot the best four. I would like 6.
  • js26568js26568 Member Posts: 0 Arc User
    edited December 2014
    aelfwin1 wrote: »
    ... while loosing the option to use all your powers that you've earned because you could only slot a few , then enjoy grinding Argala ... , because your awards points and the powers they unlock may join the list of slottable powers that may become "optional" .

    That is according to Stephen Riccosa , senior producer on STO , in an interview to the UFP fleet website :



    https://ufplanets.com/content.php?508-Interview-with-Stephen-Ricossa-Sr-Producer-for-Star-Trek-Online

    I'm guessing that as they are looking own the road to expand the Specialization Traits , they see themselves repeating the same "mistake" of offering endless powers that stack up .
    So they want to avoid the stack .




    ... then name of the game changed , but the game remained the same ... -- give'em power , then find a way to limit them and take that power back ...

    How the hell did you reach that conclusion from what he said, you demented fool?
    [SIGPIC][/SIGPIC]
    Free Tibet!
  • mustrumridcully0mustrumridcully0 Member Posts: 12,963 Arc User
    edited December 2014
    Sounds like something I wanted for a long time.

    I also think the Reputation Traits also need that Ground/Space split.


    I guess the anger and fear and gnashing of teeth will come when you find out that they don't just double up the number of slots you can have. I wouldn't mind, though.
    Star Trek Online Advancement: You start with lowbie gear, you end with Lobi gear.
  • horridpersonhorridperson Member Posts: 665 Arc User
    edited December 2014
    If there were a ceiling imposed on level 60 character abilities it would provide a baseline for balancing existing and future content; Good. It would be wonderful to have ground and space specializations slotted for relevant play environments and especially nice for missions with both space and ground components.
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  • berginsbergins Member Posts: 3,453 Arc User
    edited December 2014
    Well OP, I think you misinterpreted what was said. Honestly, I think even if you were right it's a good thing. Limiting abilities so that newer players can still compete? Good. Making it so I can have ground and space builds slotted at the same time? Good. Either way I'm happy.
    "Logic is a little tweeting bird chirping in a meadow. Logic is a wreath of pretty flowers which smell BAD." - Spock
  • markhawkmanmarkhawkman Member Posts: 35,236 Arc User
    edited December 2014
    iconians wrote: »
    Or maybe they just want to make it convenient to have 2 separate windows for people who enjoy both space and ground but are tired of clicking and dragging each trait to your trait UI when they want to specialize in both.

    What is there to consider, Mr. Ricossa? There is not a single person in STO who would not benefit to having a trait loadout for both space and ground.

    Personally, I am tired of clicking and dragging my trait slots for Borg Disconnected, then doing it all over again for Bug Hunt.
    My best guess is that he is talking about having separate boxes for space and ground captain traits. Thus making it so that you no longer have the ability to slot 9 space traits at the same time. To be honest I was expecting that the last time they revamped traits.

    As for me.... I don't swap traits. I make a single setup with the best space and ground traits and use it constantly.
    -=-=-=-=-=-=-=-
    My character Tsin'xing
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  • reginamala78reginamala78 Member Posts: 4,593 Arc User
    edited December 2014
    I'm more laughing at the comment about 'a way for players to differentiate their builds.' Riiiiiiiight. Like we have content that encourages diversity. :rolleyes:
  • battykoda0battykoda0 Member Posts: 959 Arc User
    edited December 2014
    My best guess is that he is talking about having separate boxes for space and ground captain traits. Thus making it so that you no longer have the ability to slot 9 space traits at the same time. To be honest I was expecting that the last time they revamped traits.

    As for me.... I don't swap traits. I make a single setup with the best space and ground traits and use it constantly.

    That's pretty much how I do it. The only time I actually slot a ton of ground stuff is bug hunt elite. I need as much anti-goo protection as I can get. LOL
    Wow. There is a new KDF Science ship. I'll be!
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  • iconiansiconians Member Posts: 6,987 Arc User
    edited December 2014
    I know some do not swap their traits, and like a perfect balance of space/ground. This is particularly important when doing story missions that have a mixture of both (and you can't change traits mid-mission).

    However, there are those of us who want to be equally awesome at both ground and space separately and want to use all the traits for one particular type of game.

    If doing a story mission, I would love it if the game recognized I'm on the ground and really don't need all those space traits, but when I beam back up? That those space traits are available to me once more.

    Oh, and while the dev team is at it? Let us switch our traits around on Fleet Starbases and holdings. They're non-combat areas, last I checked. I'm not going to be doing any exploiting while performing cadet uniform inspections, and I don't think the Officer of the Watch cares if I switch from Regenerative Tissue to Warp Theorist while escorting an Ambassador to my starbase.
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  • ralphgraphiteralphgraphite Member Posts: 628 Arc User
    edited December 2014
    My best guess is that he is talking about having separate boxes for space and ground captain traits. Thus making it so that you no longer have the ability to slot 9 space traits at the same time. To be honest I was expecting that the last time they revamped traits.

    As for me.... I don't swap traits. I make a single setup with the best space and ground traits and use it constantly.

    See - ultimately this will have people up in arms that it's a nerf, which in reality, it would be.

    Correct me if I'm wrong, I was around pre trait-revamp but memory is fuzzy, pretty sure you had to think hard about your traits, because you needed to respec if you wanted to change them. To be honest, this system, while it had flaws, made you think about "who" you wanted your character to be.

    Then we got the trait revamp, where we were told "reps are getting out of hand, so we're limiting you to 4 space, 4 ground, and 4 T5 traits, but you can choose ANY of them, and you can change your traits for your character too." (I'm pretty sure they were at the same time, and that's how it went).

    Fair enough. There was a riot, but infinite rep systems would have made things crazy. I don't think they're going to stop adding rep system, even with the spec trees, so something had to be done.

    People had crazy OP space builds pre-trait revamp, but they had no ground traits as a consequence.

    I'm guessing some people had some ground characters as well.

    If they give use 6 space and 3 ground, then they are making characters less effective. Worse still if they make it 5/4. With all the lockbox traits and whatnot, it'll be very hard to choose a very small number of traits from a very long list (I mean really, would I still slot Salvage on my Talaxian?).

    I'm for this change - if it's 9 and 9, or a loadout system that works.
  • ralphgraphiteralphgraphite Member Posts: 628 Arc User
    edited December 2014
    iconians wrote: »
    Oh, and while the dev team is at it? Let us switch our traits around on Fleet Starbases and holdings. They're non-combat areas, last I checked. I'm not going to be doing any exploiting while performing cadet uniform inspections, and I don't think the Officer of the Watch cares if I switch from Regenerative Tissue to Warp Theorist while escorting an Ambassador to my starbase.

    Iconians, haven't you heard? Sure Footed prevents you from falling over laughing at the fact that all the cadets have uniform flaws - AGAIN. :P

    Agreed that changing traits on Fleet Bases and holdings would be good. I think that being in a Fleet - you should be able to do any hub tasks from your Fleet Holdings, otherwise - why have them other than for the vendor?
  • battykoda0battykoda0 Member Posts: 959 Arc User
    edited December 2014
    See - ultimately this will have people up in arms that it's a nerf, which in reality, it would be.

    Correct me if I'm wrong, I was around pre trait-revamp but memory is fuzzy, pretty sure you had to think hard about your traits, because you needed to respec if you wanted to change them. To be honest, this system, while it had flaws, made you think about "who" you wanted your character to be.

    Then we got the trait revamp, where we were told "reps are getting out of hand, so we're limiting you to 4 space, 4 ground, and 4 T5 traits, but you can choose ANY of them, and you can change your traits for your character too." (I'm pretty sure they were at the same time, and that's how it went).

    Fair enough. There was a riot, but infinite rep systems would have made things crazy. I don't think they're going to stop adding rep system, even with the spec trees, so something had to be done.

    People had crazy OP space builds pre-trait revamp, but they had no ground traits as a consequence.

    I'm guessing some people had some ground characters as well.

    If they give use 6 space and 3 ground, then they are making characters less effective. Worse still if they make it 5/4. With all the lockbox traits and whatnot, it'll be very hard to choose a very small number of traits from a very long list (I mean really, would I still slot Salvage on my Talaxian?).

    I'm for this change - if it's 9 and 9, or a loadout system that works.

    However, I do feel we should have 1 slot per rep system so we can at least have a choice of one per.
    Wow. There is a new KDF Science ship. I'll be!
  • knuhteb5knuhteb5 Member Posts: 1,831 Arc User
    edited December 2014
    My best guess is that he is talking about having separate boxes for space and ground captain traits. Thus making it so that you no longer have the ability to slot 9 space traits at the same time. To be honest I was expecting that the last time they revamped traits.

    As for me.... I don't swap traits. I make a single setup with the best space and ground traits and use it constantly.

    I pray it doesn't mean that. I invested millions in traits so that my alts are decked out the way I want them to be. Are you telling me it was all for nothing? What the heck?

    I hope the dev means 18 slots total, 9 for ground and 9 for space.
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  • warmaker001bwarmaker001b Member Posts: 9,205 Arc User
    edited December 2014
    iconians wrote: »
    Or maybe they just want to make it convenient to have 2 separate windows for people who enjoy both space and ground but are tired of clicking and dragging each trait to your trait UI when they want to specialize in both.

    What is there to consider, Mr. Ricossa? There is not a single person in STO who would not benefit to having a trait loadout for both space and ground.

    Personally, I am tired of clicking and dragging my trait slots for Borg Disconnected, then doing it all over again for Bug Hunt.

    I very much agree with this. It's annoying to no end to switch my traits around. Even more annoying if I go into a space/ground instance and forgot to set my traits appropriately for it.
    XzRTofz.gif
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  • markhawkmanmarkhawkman Member Posts: 35,236 Arc User
    edited December 2014
    See - ultimately this will have people up in arms that it's a nerf, which in reality, it would be.

    Correct me if I'm wrong, I was around pre trait-revamp but memory is fuzzy, pretty sure you had to think hard about your traits, because you needed to respec if you wanted to change them. To be honest, this system, while it had flaws, made you think about "who" you wanted your character to be.

    Then we got the trait revamp, where we were told "reps are getting out of hand, so we're limiting you to 4 space, 4 ground, and 4 T5 traits, but you can choose ANY of them, and you can change your traits for your character too." (I'm pretty sure they were at the same time, and that's how it went).

    Fair enough. There was a riot, but infinite rep systems would have made things crazy. I don't think they're going to stop adding rep system, even with the spec trees, so something had to be done.

    People had crazy OP space builds pre-trait revamp, but they had no ground traits as a consequence.

    I'm guessing some people had some ground characters as well.

    If they give use 6 space and 3 ground, then they are making characters less effective. Worse still if they make it 5/4. With all the lockbox traits and whatnot, it'll be very hard to choose a very small number of traits from a very long list (I mean really, would I still slot Salvage on my Talaxian?).

    I'm for this change - if it's 9 and 9, or a loadout system that works.
    Well, last time they made a bug change they increased the total number of slots. Some races effectively had 1 trait before the last revamp.

    I say last because there was a smaller revamp in a previous season that was focused on improving the balance between races. (some reace shad a tiny pool to choose from before)
    -=-=-=-=-=-=-=-
    My character Tsin'xing
    Costume_marhawkman_Tsin%27xing_CC_Comic_Page_Blue_488916968.jpg
  • ralphgraphiteralphgraphite Member Posts: 628 Arc User
    edited December 2014
    battykoda0 wrote: »
    However, I do feel we should have 1 slot per rep system so we can at least have a choice of one per.

    I think as they add them, this could be a good idea.

    Otherwise, why not choose the reps you want, and ignore the rest?
  • admrenlarreckadmrenlarreck Member Posts: 2,041 Arc User
    edited December 2014

    TLDR - Seperate Ground and Space Trait sections great! - as LONG as it works, and as LONG as we don't lose trait slots in the deal (ie if you had X trait slots before, you need to have X Space and X Ground trait slots after - not Y ground trait slots and Z space trait slots where Y+Z=X. That would be yet another in a long line of nerfs.

    My bet is on this being a 5/5 split, they add in one trait slot, but cut you down to 5 space and 5 ground, or a 4/4 split to bring it inline with the other traits.

    knuhteb5 wrote: »
    I pray it doesn't mean that. I invested millions in traits so that my alts are decked out the way I want them to be. Are you telling me it was all for nothing? What the heck?

    I hope the dev means 18 slots total, 9 for ground and 9 for space.

    18 Slots? ummm your joking right? They would say that that increases the power creep.
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  • jodarkriderjodarkrider Member Posts: 2,097 Arc User
    edited December 2014
    As long as I can keep 9 ground traits slotted, and it's really just cosmetic thing for people, then I'm all for it. But if it's another 'nerf', where I'm forced to slot Space traits b/c "reasons", that's going to be little too much disappointing... it's one of things I actually disliked with the rep traits; that I couldn't just slot all of them into ground - really don't want that for generic traits.
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  • reginamala78reginamala78 Member Posts: 4,593 Arc User
    edited December 2014
    "If you like your traits, you can keep your traits, period."
  • aelfwin1aelfwin1 Member Posts: 2,896 Arc User
    edited December 2014
    westmetals wrote: »
    I think you've wildly misinterpreted the point.

    If I wanted to do that I just would have posted the bit in red in the OP as my "evidence" .
    I posted my conclusion , which was my concern that this will end up one more way to box us in .
    They're not changing the slots you use for rep traits. They're talking about the ones you use for 'generic' traits...

    You're welcome to read it and come to your own conclusions .
    Their treatment of the Rep powers taught me differently .... , plus the Specialization Tree ("Commando & Pilot first") were said to be one of a number of Trees we would be offered .

    Right now you are only seeing one tree (just like once upon a time you only just saw one Rep category), so you grind for it not heeding the fact that you will be offered more "Primary / Secondary" Trees down the road , and you won't be able to slot them all , just one at a time (hence my comment about the Argala grind) .

    And if you are right , and this is just about the slotting of existing powers without limiting them in some fashion ... -- do you expect that to go off without a hitch ?
    (see the "loadout" system for further evidence) .



    ... but it's nice to see that everyone is hoping for the best once more ...
  • sheldonlcoopersheldonlcooper Member Posts: 4,042 Arc User
    edited December 2014
    I can tell you right now this is going to really suck. I would not be surprised to see 4 and 4 or possibly 5 and 5, but most likely 4 and 4 to match all the others - so a 60% nerf to traits, which were already nerfed into the bronze age.
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