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  • inthefluxxinthefluxx Member Posts: 0 Arc User
    edited December 2014
    How would 9 traits ground, 9 traits space make it more powerful? All it would do is simply cut down on the waste of time you have to go through to slot when on ground missions and when you are on space.
  • jellico1jellico1 Member Posts: 2,719
    edited December 2014
    seperate ground traits from space

    Is a good idea I support it
    Jellico....Engineer ground.....Da'val Romulan space Sci
    Saphire.. Science ground......Ko'el Romulan space Tac
    Leva........Tactical ground.....Koj Romulan space Eng

    JJ-Verse will never be Canon or considered Lore...It will always be JJ-Verse
  • solidneutroniumsolidneutronium Member Posts: 510 Arc User
    edited December 2014
    Cryptic/PWE Defenders are swarming. Defenders Z-formation!
    Professional Slider Since 2409

    Officially Nerfed In Early 2410
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  • rosetyler51rosetyler51 Member Posts: 1,631 Arc User
    edited December 2014
    skollulfr wrote: »
    im guessing you are very much below average cognitive ability if you failed to process what i pointed out.
    when you choose pilot, you get all passive specialisations at the same time.
    the only spec ability that is limited, it the clicky trait.
    which means just by selecting pilot, you get;
    manouvering thrusters = +10% speed when engines disabled
    attack pattern spec = 4500 temporary hp every 15 seconds with 2x apb
    back her off = +X reverse speed depending on power/buffs
    eat my dust = stacking bonus defence when shot from rear
    desperate flight = agility bonus increasing at low hull
    and
    reckless abandon = immunity to movement debuffs with evasive manoeuvres.

    you get all of these just from having pilot active.
    which is nothing compared to the bonuses availailable if you get all 5 tiers of the int officer spec filled.
    there is a lot of power there, and no ****ing choosing going on.

    adding yet more TRIBBLE in future is completely irrelevant to the TRIBBLE they already added.

    trying to claim otherwise on your part is either deliberate ignorance, delusion, or plain lack of mental capacity

    I think I finally get what you are trying to say.

    The so called "power creep" of specialization gives more power to match what happen to Advanced and Elite NPCs.
  • darkjeffdarkjeff Member Posts: 2,590 Arc User
    edited December 2014
    skollulfr wrote: »
    im guessing you are very much below average cognitive ability if you failed to process what i pointed out.
    when you choose pilot, you get all passive specialisations at the same time.
    the only spec ability that is limited, it the clicky trait.
    which means just by selecting pilot, you get;
    manouvering thrusters = +10% speed when engines disabled
    attack pattern spec = 4500 temporary hp every 15 seconds with 2x apb
    back her off = +X reverse speed depending on power/buffs
    eat my dust = stacking bonus defence when shot from rear
    desperate flight = agility bonus increasing at low hull
    and
    reckless abandon = immunity to movement debuffs with evasive manoeuvres.

    you get all of these just from having pilot active.
    which is nothing compared to the bonuses availailable if you get all 5 tiers of the int officer spec filled.
    there is a lot of power there, and no ****ing choosing going on.

    adding yet more TRIBBLE in future is completely irrelevant to the TRIBBLE they already added.

    I don't think I know what you're talking about.

    Currently there's only one primary spec to choose from, and two secondary specs to choose from. There's no reason to think they won't release another 5 tier primary spec, and only 2 tier secondary specs.
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  • rsoblivionrsoblivion Member Posts: 809 Arc User
    edited December 2014
    inthefluxx wrote: »
    How would 9 traits ground, 9 traits space make it more powerful? All it would do is simply cut down on the waste of time you have to go through to slot when on ground missions and when you are on space.

    If they split it like that then fine, but if they don't then it could be a rather massive flamebait...
    Chris Robert's on SC:
    "You don't have to do something again and again and again repetitive that doesn't have much challange, that's just a general good gameplay thing."
  • hyperionx09hyperionx09 Member Posts: 1,709 Arc User
    edited December 2014
    skollulfr wrote: »
    you know what, go for it.
    go full pay to win. why not?

    jsut kill the entire game with power greed.
    not like it hast killed teh queues and pvp already.
    It isn't power greed when we can already come close with what we currently have.

    Traits alone is 9 or so slots. 9 slots you can fully fill with exclusively Space traits, or Ground traits.

    Add in the 4 Rep Traits and you get 13 Space or 13 Ground, dependent on what you set your focus for.

    If they did the former possibility, where regular and passive Rep traits are in two big piles; then that would result in about 8-12 Space and Ground Traits slots. Most of which would be slotted with the more powerful passive Rep traits. So that guarantees a power spike. No matter how much you look at it and think pooling them all is a good idea.

    Of course, if they kept regular passive traits and passive Rep traits separate, like my second possibility, The worst that could happen is being stuck with 6-8 regular trait slots, but the possibility of adding 1 or 2 of those slots to the passive Rep slots we currently have. Only a slight boost, and a worthwhile tradeoff without setting the forums aflame.

    The last part of the possibility I suggested is the worst-case scenario; where regardless of what the setup witll be, Cryptic decides to just give us all a low number of slots that doesn't come close to what we could do prior, with a bit of time between queues/instances (13 slots dedicated to Space or 13 slots dedicated to ground). In which case, they may as well offer the unlock via Zen path so that we could pay to have what we had prior.

    Because if they just gave us 8 total Space Slots and 8 total Ground slots, or less, that's a big nerf. The magic number to balance it is around 12-14 passive slots (passive trait and passive Rep trait total, regardless of whether they're kept separate or grouped). 12-14 Space slots and 12-14 Ground slots, without lighting too much of a fire and causing a fresh ****storm.
  • sennahcheribsennahcherib Member Posts: 2,823 Arc User
    edited December 2014
    Personally, I am tired of clicking and dragging my trait slots for Borg Disconnected, then doing it all over again for Bug Hunt.

    yep me too. they must do something for that. and at level60, a new slot for rep traits should ba available. we have a lot of rep traits, but we can't use them; at least 1 new slot would be a good thing
  • mightybobcncmightybobcnc Member Posts: 3,354 Arc User
    edited December 2014
    Space and ground traits have no overlap whatsoever so this can only be a positive QoL enhancement that in no way increases power creep over current levels. If it's a 9/9 10/10 split for Personal Traits (with the other categories remaining as-is*) then it cannot come soon enough.

    If it's 4/4 or 5/5 or some pathetically small number like that on the other hand, then it can die in a fire. I will essentially have no reason to continue buying lockbox traits if they reduce the number that you can equip simultaneously.


    *although Active Reputation needs a split as well, 4 space, 4 ground.

    Joined January 2009
    Finger wrote:
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  • virusdancervirusdancer Member Posts: 18,687 Arc User
    edited December 2014
    The Alien/Speices Trait might actually be something that will require some work by them. Aliens ahve a free choice, but species may have access to a special trait only they can get (but most take), but it may be useful in Space or in Ground.

    Anyway, I honestly expect a reduction in numbers you can maximally get in one category. But I would be fine with that. Anything that makes the game more about choices rather than just slapping on extras is fine by me.

    My thought process on that particular post was the following...

    Aliens, 10. So if they split it by making it 10 Space and 10 Ground; it's simple. If they split it by making it 5 Space and 5 Ground, once again it's straightforward.

    Now take my Klingon for example. He's got the Species Trait and then 9 more. If they make it 9 and 9, then he would have the choice of 9 Space and 10 Ground...because he's got the Species Ground Trait as well. So would that be a case of making it 10 Space and 9 Ground? Then you get into the other Species and have to do the same there - if they've got a Ground Trait, then they're 10/9 - Space Trait, they're 9/10 - both Space/Ground, then 9/9? If they were to do a split, would it be 5/4 for those with Ground Species Traits, 4/5 for Space, and 4/4 for both?
  • warpangelwarpangel Member Posts: 9,427 Arc User
    edited December 2014
    My thought process on that particular post was the following...

    Aliens, 10. So if they split it by making it 10 Space and 10 Ground; it's simple. If they split it by making it 5 Space and 5 Ground, once again it's straightforward.

    Now take my Klingon for example. He's got the Species Trait and then 9 more. If they make it 9 and 9, then he would have the choice of 9 Space and 10 Ground...because he's got the Species Ground Trait as well. So would that be a case of making it 10 Space and 9 Ground? Then you get into the other Species and have to do the same there - if they've got a Ground Trait, then they're 10/9 - Space Trait, they're 9/10 - both Space/Ground, then 9/9? If they were to do a split, would it be 5/4 for those with Ground Species Traits, 4/5 for Space, and 4/4 for both?
    And wait for the epic stink raised by those who got their 10th slot in the "wrong" category? Unless we also get a species-changing option that one's not a good idea.

    As it is 10/10 for Aliens and 9/9 for everyone else replicates our current capabilities exactly.
  • darkjeffdarkjeff Member Posts: 2,590 Arc User
    edited December 2014
    If they make us lose slots, it would really devalue any additional traits that come out. Hopefully they're not that bad.
    skollulfr wrote: »
    it is completly and utterly and totally irrelivant if they add another one in the future
    what they have is already enough to kill their game.
    the time gated power gap of teh current system is already utterly stupid.
    attack pattern spec alone represents around 12k hull hp a minute to someone using attack patterns.

    Ah, okay, you're saying the current spec are already overpowered/causing power creep.
  • orangeitisorangeitis Member Posts: 5,222 Arc User
    edited December 2014
    aelfwin1 wrote: »
    then enjoy grinding Argala ...
    Okay, how about I NOT go to Argala at all outside of the storyline wrapper mission and NOT grind like I NEED those specialization points before I die? Yeah, that's probably better.

    Also, have fun NEEDING specializations when they release twice as much as are out now.
  • sqwishedsqwished Member Posts: 1,475 Bug Hunter
    edited December 2014
    darkjeff wrote: »
    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.

    Whilst they messing around with this, I wonder if they'd be willing to separate the Space and ground skill tree as well.
    Oh, it's not broken? We can soon fix that!

  • virusdancervirusdancer Member Posts: 18,687 Arc User
    edited December 2014
    sqwished wrote: »
    Whilst they messing around with this, I wonder if they'd be willing to separate the Space and ground skill tree as well.

    I can't remember which particular podcasts they were, but Geko had previously discussed pretty significant changes to how skills were handled with a skill revamp that they had been looking at for DR but pushed back to S10 or later. Hrmm, will have to see if I can hunt that down...but it was a massive change compared to how they're done now with them being more akin to mix of traits/specialization if one were to look at it, eh?

    Hrmm, he talked about it multiple times - but yeah, will see if I can hunt those podcasts down.
  • rmy1081rmy1081 Member Posts: 2,840 Arc User
    edited December 2014
    I can't remember which particular podcasts they were, but Geko had previously discussed pretty significant changes to how skills were handled with a skill revamp that they had been looking at for DR but pushed back to S10 or later. Hrmm, will have to see if I can hunt that down...but it was a massive change compared to how they're done now with them being more akin to mix of traits/specialization if one were to look at it, eh?

    Hrmm, he talked about it multiple times - but yeah, will see if I can hunt those podcasts down.

    yeah, I remember that too but it's hard to find those things. You're looking for less than a min in 2-3 hours of podcast for each podcast lol.
  • markhawkmanmarkhawkman Member Posts: 35,236 Arc User
    edited December 2014
    My thought process on that particular post was the following...

    Aliens, 10. So if they split it by making it 10 Space and 10 Ground; it's simple. If they split it by making it 5 Space and 5 Ground, once again it's straightforward.

    Now take my Klingon for example. He's got the Species Trait and then 9 more. If they make it 9 and 9, then he would have the choice of 9 Space and 10 Ground...because he's got the Species Ground Trait as well. So would that be a case of making it 10 Space and 9 Ground? Then you get into the other Species and have to do the same there - if they've got a Ground Trait, then they're 10/9 - Space Trait, they're 9/10 - both Space/Ground, then 9/9? If they were to do a split, would it be 5/4 for those with Ground Species Traits, 4/5 for Space, and 4/4 for both?
    For even more fun: Humans and Joined Trill!

    Their species traits both have space and Ground aspects to them, and used to be two separate traits prior to the big revamp. There's probably more, those were an easy example. (Lib Borg, Nausicaans, and Romulans are others)

    Human:
    Increases Subsystem Repair and Hull Regen Rate in Space (Leadership)
    Increases team exploit damage on Ground (Teamwork)

    Joined Trill:
    +33 Radiation Damage resistance
    +33 Toxic Damage resistance
    +10% Health Regeneration (Hyper Metabolism)

    +3.3 Starship Hull Repair
    +3.3 Starship Shield Emitters
    +3.3 Starship Weapons Training
    +3.3 Starship Warp Core Potential
    +6.7 Starship Graviton Generators
    +6.7 Starship Particle Generator
    +6.7 Starship Subspace Decompiler (Joined Symbiote)

    hehe, in the current system humans and Joined Trill each have a single species trait. Would those take up one space and one ground slot?
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  • crypticarmsmancrypticarmsman Member Posts: 4,115 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 ...

    I think you need to improve your reading comprehension because it looks like what he's saying is - instead of having one trait UI window where you can slot any trait (space or ground) - he just wants to make it easier and give you a set amount of ground traits you can slot AND a set amount of ground traits you can slot; and have a UI that only hows the space traits for the space section an ground trait for the ground section.

    Now, might that mean you can't use the same amount of space traits or ground traits as you had under the current setup (where you can go all space or all ground)? Possibly, but we won't know until we see the implementation. Overall though it'll make the game easier to understand and use; and will make sure that characters can go into any space or ground content with abilities that help and you no longer have the situation of: "Whoops forgot to swap traits fur run (be it space or ground content.)

    Overall I see it as an improvement if/when it happens. YMMV.
    Formerly known as Armsman from June 2008 to June 20, 2012
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  • mustrumridcully0mustrumridcully0 Member Posts: 12,963 Arc User
    edited December 2014
    For even more fun: Humans and Joined Trill!

    Their species traits both have space and Ground aspects to them, and used to be two separate traits prior to the big revamp. There's probably more, those were an easy example. (Lib Borg, Nausicaans, and Romulans are others)

    Human:
    Increases Subsystem Repair and Hull Regen Rate in Space (Leadership)
    Increases team exploit damage on Ground (Teamwork)

    Joined Trill:
    +33 Radiation Damage resistance
    +33 Toxic Damage resistance
    +10% Health Regeneration (Hyper Metabolism)

    +3.3 Starship Hull Repair
    +3.3 Starship Shield Emitters
    +3.3 Starship Weapons Training
    +3.3 Starship Warp Core Potential
    +6.7 Starship Graviton Generators
    +6.7 Starship Particle Generator
    +6.7 Starship Subspace Decompiler (Joined Symbiote)

    hehe, in the current system humans and Joined Trill each have a single species trait. Would those take up one space and one ground slot?
    And while we contemplate how to resolve this, remember that this is stuff they have to consider every time they make even "simple" changes to the game. "Oh, but what about this special case over here, how do we handle that..." :p

    Of course, I've been in meetings where we discussed the particular "special case" behavior for a single (admittedly important) button for half an hour with 8 people...
    Star Trek Online Advancement: You start with lowbie gear, you end with Lobi gear.
  • futurepastnowfuturepastnow Member Posts: 3,660 Arc User
    edited December 2014
    Of course it's simple. Give aliens 10 space and 10 ground, all others get 9 space and 9 ground. That's exactly what we have right now, only without the wasted time swapping traits before queues.

    Heck, it could be a revenue-generator. Everyone has 10+ ground traits to choose from, but the only way to get 9 or more space traits is via reward packs. How many people will take their 7 or 8 available space traits, then look at that empty slot and start opening lockboxes? My guess is at least a few.
  • pwecangetlostpwecangetlost Member Posts: 538 Arc User
    edited December 2014
    Separate ground and space is desperately needed. I don't understand why specialisations exist as separate ground and space which you need to continually switch between to get full benefit.
  • warpangelwarpangel Member Posts: 9,427 Arc User
    edited December 2014
    Separate ground and space is desperately needed. I don't understand why specialisations exist as separate ground and space which you need to continually switch between to get full benefit.
    True. There should be separate ground and space settings for those too. Though at least switching between Pilot/Commando is a lot easier than cycling 10 traits so its not as bad.
  • aelfwin1aelfwin1 Member Posts: 2,896 Arc User
    edited December 2014
    Overall I see it as an improvement if/when it happens. YMMV.

    YMMV as well if your suggestion gets implemented , as it's very likely to either be based on or associated with this little jem of programming .


    As to what I got out of the initial quote ... , I have already expanded on that in the link below, and for the sake of the game and it's players, I'm more than willing to be wrong . :)

    http://sto-forum.perfectworld.com/showpost.php?p=21411601&postcount=30



    ... we'll see in about a year or a year and a half ... when we'll have as many Specializations as we have Reps today ...
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