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Unique Items

SystemSystem Member, NoReporting Posts: 178,019 Arc User
They're conspicuously missing from the majority of the game; you get a few via storyline missions, but in end-game the [borg] prog is as unique as it seems to get, barring some kits. I'd love to see more unique items of any type; make them purple, give them drawbacks, and give them maybe small bonuses.

For example, a tetryon-polaron experimental beam array. Has the procs of both only, say, 2% instead of 2.5% and does less damage. Maybe with only two enchantment types on it, as well, to compensate; like [Acc] and [CritH].

Anyone else want to see this?
Post edited by Unknown User on

Comments

  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2010
    Stacking incompatible technobable has proven to cause impudence in 2 out of three geeks.

    Mixing tech as you have described and introduction of the form of drop you suggest is like mixing metaphors... it only gets you in trouble and enrages trekkers and offends people who enjoy the lack of hardcore systems and mechanics in STO
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2010
    I always hoped that Cryptic would have done something like to Transphasic/Chroniton Torpedoes or Anti-proton weapons: they should be very powerful, but also very rare and difficult to acquire. I was also hoping they would have other unique weapons (I kind of like what they did to tricobalts) like Borg cutting beams. And yes, you can still have balance and have powerful items (I said "powerful", not "game-breaking"), that's what's present in almost every MMORPG out there.

    The weapons (and other items) available to us right now are boring: for energy weapons, it's "What 2.5% chance proc do I want?" and for kinetic weapons, there are only quantum torpedoes - there's no reason whatsoever to use any other kinetic weapon.

    The RPG aspects of working towards better gear do not exist in this game (not in any worthwhile form, anyway).
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2010
    Bomook wrote: »
    The RPG aspects of working towards better gear do not exist in this game (not in any worthwhile form, anyway).

    Bait has nothing to do with RPGs. That is a carrot on a stick design tactic that need not be in any MMORPG. It only devalues a game and its players. I would rather see smart design not that kind of elitism inducing BS.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2010
    Ayenn wrote:
    Bait has nothing to do with RPGs. That is a carrot on a stick design tactic that need not be in any MMORPG. It only devalues a game and its players. I would rather see smart design not that kind of elitism inducing BS.
    To clarify, I never asked for "zomg ub3r" gear, I just wanted to see more variety in items. I can't see how giving players more options can hurt. As it is, we only have 2 viable energy weapons (phasers and disruptors, and maybe anti-proton if you're really into PvE) and only 1 viable kinetic weapon (quantums) - I don't exactly consider that smart design either.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2010
    Bomook wrote: »
    To clarify, I never asked for "zomg ub3r" gear, I just wanted to see more variety in items. I can't see how giving players more options can hurt. As it is, we only have 2 viable energy weapons (phasers and disruptors, and maybe anti-proton if you're really into PvE) and only 1 viable kinetic weapon (quantums) - I don't exactly consider that smart design either.

    Explain why these are the only viable options for weapons, please.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2010
    Ayenn wrote:
    Explain why these are the only viable options for weapons, please.
    The other energy weapons cost more skill points, often for worse, or (in the case of polaron) worthless proc. effects.

    For kinetic weapons, quantums do by far the most damage, period. They also cost the least skill points to specialize in, that's win-win. While tricobalts can be made useful in PvE, this is very situational - however, being able to be shot down makes them absolutely worthless in upper-level PvP.
    Ayenn wrote:
    Bait has nothing to do with RPGs. That is a carrot on a stick design tactic that need not be in any MMORPG. It only devalues a game and its players. I would rather see smart design not that kind of elitism inducing BS.
    I agree that the carrot-on-a-stick tactic need not be in any MMORPG. However, I disagree with "Bait has nothing to do with RPGs." and "It only devalues a game and its players." The video game industry's definition (which doesn't really involve empirical role-playing) is almost completely based around what you call "bait". Also, every successful MMORPG in history has better gear that you work towards. The one exception is Guild Wars, but that game is light on RPG aspects anyways (GW gameplay isn't too different from Shadowrun or Team Fortress 2 - both FPS's, GW is just more in-depth). Again, I'm not proposing "ub3r 1337" items or "bait", just some more depth, there is a difference. That would be what I consider a form of smart design.

    Surely you don't consider the current set-up as smart design? (I would be pretty satisfied if Cryptic actually balanced the weapons, although I still think they can do a lot more to expand on the currently shallow system) Even Guild Wars, a hardcore PvP game which revolved around everyone being the same stat-wise had a much more in-depth item system than STO does. What would you consider to be smart design (especially in the context of what they should do to STO)?
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2010
    I for 1 agree with more option....

    But everyone should have the option, this is called True Customization, but then again, you are talking a huge database to spend all these PVP points or Exploration Points we seem to get. Part of the issues with balancing any game is the fact of Super Rare drops. So if you allow it to one, you allow it to all, that's true balancing.


    SWG was ruined because of Legacy Parts that could be all reverse engineered to create Super Legacy Parts. So all the folks with these do very well, all new players are very much handicapped. Other venues take this approach, and it ruins true competitive nature of human beings, because it creates an imbalance in mechanics, rather then truly being skill based. Cryptic has already taken this approach with Science Consoles, this was definately a mistake and caused a huge imbalance in PVP.

    Now they are changing things again, which will further the imbalances of PVP. Finding the Balance between PVP and PVE games is a huge issue for all major MMOs, this class is great for PVE, but suck at PVP. Or this class is great for PVP but don't let them in our group because that class sucks for our big raids. So the balance is, PVP characters don't get good loot drops because they excel at PVP, but once those PVE characters get the nicer gear, they become as formidable as the PVP characters. But if a PVP character has a great guild as is able to get the good gear, they become Overpowered... therefore nerf worthy.

    So, in closing. Dream Big For Everyone to Benefit, Wish Big For Everyone to Benefit, Suggest Big for Everyone to Benefit, not just a select few. And remember, Klingon's lack in the PVE department, so your basically saying, let us get odd, not necessarily overpowered rare items, but that alone would imbalance the game a bit, since it wasn't really an option for Klingon's.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2010
    Originally Posted By Bomook

    The other energy weapons cost more skill points, often for worse, or (in the case of polaron) worthless proc. effects.

    For kinetic weapons, quantums do by far the most damage, period. They also cost the least skill points to specialize in, that's win-win. While tricobalts can be made useful in PvE, this is very situational - however, being able to be shot down makes them absolutely worthless in upper-level PvP.

    I agree with you that all energy damage types should be the same check box, that would grant us true versatility and customization. That would make it so you could choose the damages you want to specialize in.

    I can say however, I found use of my Tricobalts, people get trigger happy and use them to often, me, I shoot their window out (Shields) and then run really fast towards them throwing little rocks (Quantums) and by the time I get to the wall where the window is (Ship), I have my Big Rock coming down on them. Sometimes I don't even have to use the Little Rocks.

    Then again, I play an escort, and instead of running 3 Dual Cannons and a Trico/Quantum, I run 2 Dual Cannons and a Trico and a Quantum. Thinking about dropping back to just 1 Dual Cannon as well, and running 2 Tricobalts and a Quantum :P
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