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Reputation Revamp

bareelbareel Member Posts: 3 Arc User
The reputation system is a great new system that has a ton going for it. It really is the best new thing added to STO I would say since the doff system and I do really like it. But it does have some major issues because it was built from the fleet advancement system. Now don't get me wrong that system does work well for what it was designed to originally do for large group based projects but it has major issues with the reputation system and really drags it down. Here is my brief list of issues I find.

1) Too much pointless clicking required to select and fill up projects
2) Time-Gating with getting gear/turning in marks/upgrading
3) Error prone, too easy to slot the wrong assignment
4) Little to no purpose for low rank gear
5) Completely UNINTUITIVE, unegaging, UI that removes the player from the game

So how would I have done it? Simple, crafting system + Doff system. You would go to DS9 or New Romulas and access a 'reputation' NPC and it would open up just like the crafting system does now with the current UI. For tier upgrades or special gear you would select a special doff mission to allow the time-gating that cryptic seems to think is required. I for one would find that much less, cumbersome. Cumbersome is acceptable for something that a fleet is interacting with but not for something just I interact with.
Post edited by bareel on

Comments

  • atomictikiatomictiki Member Posts: 0 Arc User
    edited December 2012
    The current system is burdened with bloat that does not increase depth of play. It's just layers of complexity for its own sake.

    It's a very simple system at it's base, consume X amount of resources and time to open a store and some passive player buffs. While Cryptic has roots in Zynga (who just started going into Vegas style real money gambling this week) and in Chinese grinders, those don't promote depth of play. They're very shallow gameplay models that rely on addiction. Could the rep system have bean a much more fulfilling and elegant system? Certainly.
    Leave nerfing to the professionals.
  • ussultimatumussultimatum Member Posts: 0 Arc User
    edited December 2012
    atomictiki wrote: »
    The current system is burdened with bloat that does not increase depth of play. It's just layers of complexity for its own sake.

    It's a very simple system at it's base, consume X amount of resources and time to open a store and some passive player buffs. While Cryptic has roots in Zynga (who just started going into Vegas style real money gambling this week) and in Chinese grinders, those don't promote depth of play. They're very shallow gameplay models that rely on addiction. Could the rep system have bean a much more fulfilling and elegant system? Certainly.


    Seriously, part of me wishes there was a way to just pay all of the inputs up front for Tiers 1 through 5 and check back in a month and a half when it's finished instead of logging on to 10 different characters to CONSTANTLY run back to ESD to buy hypos - hypos that insist on coming out of my personal device slots first as opposed to my personal inventory or bank.


    Nothing about the actual system itself is fun or engaging, it's boring micro-management in the extreme and is completely devoid of character or appeal on it's own merits. To use a harsh word, it's soulless.

    The rewards for the system itself are (generally) good.
  • wilkaastwilkaast Member Posts: 0 Arc User
    edited December 2012
    Removing the in-game store was a bad idea. It was fun to have a spot to hang out, see other people's gear and so on. It was good for the social aspect of the game too, and its too bad its gone.
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