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Season 9 Dev Blog #5: Changes to Reputation Powers

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  • hajmyishajmyis Member Posts: 405 Arc User
    edited March 2014
    I like this

    This setup brings some balance. you now have to specialize your build instead off being a all trick pony. i.e. kill in 3secs and still tank and heal. And they BUFFEd up the skills to make them better, so you have to chose which ones actually help ur build

    anyway y so mad, you cant have all 30 or so career traits, why should you have 16 active passives.

    so stop with the entitlement and being mad that they took your cookies away when you had 16 already
    "Frankly, not sure why you're on a one man nerf campaign. "
  • paspinallpaspinall Member Posts: 296 Arc User
    edited March 2014
    You did see this part of the blog post, I hope (emphasized part):
    That's the point right there. you can still choose the powers you want, even choose a different power if you feel you want something diffierent... That's a good thing.


    As most of the time there is still going to be a "best" option for each character type that choice is going to mean far less than I think people feel it will, what they have done is mess around with passives, make Nukara even more pointless than it is now, given a net difference of a slightly different build to now.... when they could have been trying to fix some of the more broken things in the game and "solved" this issue by not adding more passives to the game anyway
  • tarsudotarsudo Member Posts: 343 Arc User
    edited March 2014
    I only can say: WOW!! good work, the new reputation looks very good
  • badname834854badname834854 Member Posts: 1,186 Arc User
    edited March 2014
    Excellent change, soon further reputations won't offer anything and will be easily ignorable.

    No, they likely will make the utility deltta more pronounced to the upper-tiered rep to compensate, thus forcing you to uber-grind to get rep passives worth a TRIBBLE.
  • adjudicatorhawkadjudicatorhawk Member Posts: 0 Arc User
    edited March 2014
    Will we ever get our actual Shield Regen number listed on the ship paperdoll?

    I've wanted this so badly for so long. I want it to show effective shield hitpoints over a 10 second period or something, too, so that Regen shields' effectiveness can actually be shown. I'm not sure if it'll ever happen - shields are really arcane - but we'll keep pushing for it if at all possible.
    Jeff "Adjudicator Hawk" Hamilton
    Systems Designer - Cryptic Studios
    Twitter: @JeffAHamilton
  • killdozer9211killdozer9211 Member Posts: 920 Arc User
    edited March 2014
    1) Are we gonna start seeing fleet holding slot expansions or special lockbox traits for this new system as well?
    2) If we're going to start differentiating between ground and space spec, can we go back and seperate skills and traits as well soon?
    3) Can we get deets on the revamped rep item/sets pleaseeeeee?
    4) If we can rotate these for free, can we rotate skills/traits for free soon too please?
    5) How do you plan on incentivizing future grind if players decide their build only needs, say, tier 1 granted powers across the board? That reeks of power creep and the obsoletion of lower tier powers, where a system like this, they all need to be weighted of equal importance.
  • kevaldtkevaldt Member Posts: 0 Arc User
    edited March 2014
    This is how it works. Sorry if that wasn't clear in the blog. If you've unlocked all rep tiers in New Romulus, Nukara, Omega, and Dyson reputations, you'll be able to choose any of the powers in those reps to slot into your power slots.

    What I am referring to is as I am tiering up I choose from the list, not the 2 you have decided to gate at that tier.

    As it stands now, I am slowly tiering up the nukara rep, but with this change you have made me not want to touch the reps any more as its time/cost prohibitive for what is essentially very little payout (as far as powers go, as I can only USE a grand total of 12)
    [SIGPIC]InGame - @Darth_Tauri[/SIGPIC]
    Joined - 9/2011
    "You Best Make Peace With Your Dear & Fluffy Lord" - Malcolm Reynolds
  • tk79tk79 Member Posts: 1,020 Arc User
    edited March 2014
    Cryo Immobilizer Module: Increased damage over time by 33% and Root strength slightly

    Can this be looked into? Reports say this passive disables powers in addition to immobilizing the target, acting as a HOLD/STUN rather than a ROOT. Roots shouldn't disable powers.

    (I don't think the last fix to the passive, Willpower reducing root duration, addressed the disable issue, but if it did, my apologies, carry on.)
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  • shadowhuntermanshadowhunterman Member Posts: 16 Arc User
    edited March 2014
    I'm 100% against this. Why is this even being done in the game, when they have just had repeated server issues and bugs still continue for the KDF side? I'm so confused here...
  • paspinallpaspinall Member Posts: 296 Arc User
    edited March 2014
    hajmyis wrote: »
    I like this

    This setup brings some balance. you now have to specialize your build instead off being a all trick pony. i.e. kill in 3secs and still tank and heal. And they BUFFEd up the skills to make them better, so you have to chose which ones actually help ur build

    anyway y so mad, you cant have all 30 or so career traits, why should you have 16 active passives.

    so stop with the entitlement and being mad that they took your cookies away when you had 16 already

    You already have to pick, this actually means you need to care LESS about things, just change between any given fight.
  • lucho80lucho80 Member Posts: 6,600 Bug Hunter
    edited March 2014
    Dumb me, didn't read the tier 4 weapons offline only happens every 20 seconds.
  • johngazmanjohngazman Member Posts: 2,826 Arc User
    edited March 2014
    At face value, I have no idea how this is going to affect me. So I shall reserve judgement until I test it first-hand.

    I will say; you can only have four passive powers in any region at the moment? I did not know this.
    You're just a machine. And machines can be broken.
    StarTrekFirstContactBorgBattleonetumblr_lln3v6QoT31qzrtqe.gif
  • purplegamerpurplegamer Member Posts: 1,015 Arc User
    edited March 2014
    It's just not infinitely scalable. As I pointed out in the blog, if we had 100 reps in the current live setup, the difference in performance between a fresh 50 and a "complete" 50 would be so immense they wouldn't fit in the same proverbial room.

    So stop adding them or at least stop giving every new reputation a whole slew of powers. There are other ways to reward people for the grind...
  • cidstormcidstorm Member Posts: 1,220 Arc User
    edited March 2014
    No, they likely will make the utility deltta more pronounced to the upper-tiered rep to compensate, thus forcing you to uber-grind to get rep passives worth a TRIBBLE.

    With the way Iv'e heard Devs talk about the need to keep players constantly in the game I would not be surprised if this was true. A certain Undine rep ability that gives a chance to reflect 100% of damage received at the attacker comes to mind.
  • mosul33mosul33 Member Posts: 836 Arc User
    edited March 2014
    Damm, really disapointed in this :(.

    A big nerf imo. Overall not mostly for the number of the powers we can have at any given time, but for some of the changes in the skills. The limiting of numbers wont hurt so much, will just need more micro-managing.

    But as a ground fan, the skill I will miss the most will be the Omega tier 3 rep passive "Rotate weapon frequencies". That skill alone made the fast cycle firing weapons like the Omega Autocarabine useble in borg STFs, since the borg adapt on rate of fire, not on cycle. Guess now we can throw away the fast firing weapons like the full auto assault rifles for the borg STFs :(

    Also I am guessing the placate been replace with weps offline is due to the new sensor analisys new mechanic.
  • asovanraasovanra Member Posts: 139 Arc User
    edited March 2014
    I like the theory, however, I feel you should only apply the repuatation powers limit in PvP arenas, since that's where the problem is. In PvE it wouldn't matter because we're all working together, however in PvP, this will ensure new players can participate in a more balanced fight against folks who've playing this game for years and have achieved tier 5 in ever reputation system.
  • usscapitalusscapital Member Posts: 985 Arc User
    edited March 2014
    I've wanted this so badly for so long.

    what nerfing all that we have ground out butt off for ?
    NERF NERF NERF ONLINE

    DELTA PRICE RISING
  • neok182neok182 Member Posts: 551 Arc User
    edited March 2014
    I see two MAJOR problems with this and i don't think you (the devs) realize it.

    With the 4 reps most players consider Nukara and Dyson worthless, and pretty much they are. The only reason people bothered with them was to get the abilities. Your now taking those abilities away.

    For people running alts, and anyone who hasn't finished reps might look at this and say, well there is no point to be doing anything other than omega and romulan and maybe just T1 or T2 on the others. And obviously you guys are not going to stop with the rep system anytime soon. so lets say we eventually hit 10 reps.

    At 10 reps we'll have 80 passive powers. 40 ground/40 space and 10 active. We'll have to pick 8 powers out of 80, that kinda sucks.

    Now all that being said, i understand the reason. Like you said, a guy with 10 reps done compared to the guy with 0 is at a huge disadvantage.

    But with that being said, your current plan strips us of 50% of our powers, though you are doubling most of the in effectiveness to improve that and thank you for that and it does make it up a bit, but unless the Undine rep is the last one, eventually were going to have tons of powers and very few slots to actually use them.

    Personally i feel that 8 or even 6 passives each would be better than 4.

    At 4 we lose half and many people might not even see a point in grinding future reps if they're happy with what they have now.

    at 6 we only lose 2 which would make it easier to pick which ones were okay with losing and would give us more room to switch between them with future reps.

    at 8 we keep what we already have but are forced to remove them if we want anything else, we already have more coming with the undine rep, and i'm sure there is another rep coming with S10.

    Though of course you guys made them stronger so to keep us at 8, though we would have to get rid of some to add new options would give us even stronger options tan what we have.

    So:

    IMO the best thing to do here would be 6 ground passives, 6 space passives. 4 active.

    This gives us 2 more than the current plan, 2 less than we currently have and gives them an increase to make up for the lost 2 and the fact that in all future reps we'd have to lose a power to gain a power.
    ACCESS DENIED
  • rahmkota19rahmkota19 Member Posts: 1,929 Arc User
    edited March 2014
    Guys, I might have to change my signature about the power creep.
    Just got three words to describe my feelings right now.

    Was. About. Time.

    Thank you Cryptic for this nerf bat! No matter how many people are going to be angry and raging and hateful, I will support this. Except for the scenario in post 10: a fleet holding with additional unlocks. Now that would be painful indeed.
  • kurtzroykurtzroy Member Posts: 0 Arc User
    edited March 2014
    paspinall wrote: »
    You already have to pick, this actually means you need to care LESS about things, just change between any given fight.

    People will just grab the best min/max powers and forget about the rest.
  • darthpostaldarthpostal Member Posts: 245 Arc User
    edited March 2014
    Awwww maaaaaan... :(

    I loved being OP :D
  • jam062307jam062307 Member Posts: 197 Arc User
    edited March 2014
    Basically you guys are changing the power creep to benefit new players and anger your long timers. In order to make each additional rep system worth while for us to do, it'll have to make all of the old rep systems obsolete. So those of us long time players who have wasted time, money and resources grinding them will find our work worthless with each new iteration of the rep system. Because if you don't, there's no point in making a new one. Thanx for giving veteran and long time players the shaft yet again Cryptic!
    STOP THE
    tacofangs wrote: »
    We planned on doing it next weekend, but then we saw your post and were like, "Dude, we should totally move that up a week! Tee Hee!"
  • sfc#5932 sfc Member Posts: 992 Bug Hunter
    edited March 2014
    This is how it works. Sorry if that wasn't clear in the blog. If you've unlocked all rep tiers in New Romulus, Nukara, Omega, and Dyson reputations, you'll be able to choose any of the powers in those reps to slot into your power slots.
    So if I wanted to fight Borg I could slot in the Borg passives so I can play my STF's or what not, then when I want to do something else I can slot out the Borg passives for whatever I need?

    Are these going to be part of loadouts by any chance?
    jam062307 wrote: »
    Basically you guys are changing the power creep to benefit new players and anger your long timers. In order to make each additional rep system worth while for us to do, it'll have to make all of the old rep systems obsolete. So those of us long time players who have wasted time, money and resources grinding them will find our work worthless with each new iteration of the rep system. Because if you don't, there's no point in making a new one. Thanx for giving veteran and long time players the shaft yet again Cryptic!
    There is nothing wrong with this new system and in fact it allows for more player choice in what they want. You can now equip yourself easily for combat situations easily but equipping the passives you want. It's not all bad.
  • killdozer9211killdozer9211 Member Posts: 920 Arc User
    edited March 2014
    neok182 wrote: »
    I see two MAJOR problems with this and i don't think you (the devs) realize it.

    With the 4 reps most players consider Nukara and Dyson worthless, and pretty much they are. The only reason people bothered with them was to get the abilities. Your now taking those abilities away.

    For people running alts, and anyone who hasn't finished reps might look at this and say, well there is no point to be doing anything other than omega and romulan and maybe just T1 or T2 on the others. And obviously you guys are not going to stop with the rep system anytime soon. so lets say we eventually hit 10 reps.

    At 10 reps we'll have 80 passive powers. 40 ground/40 space and 10 active. We'll have to pick 8 powers out of 80, that kinda sucks.

    Now all that being said, i understand the reason. Like you said, a guy with 10 reps done compared to the guy with 0 is at a huge disadvantage.

    But with that being said, your current plan strips us of 50% of our powers, though you are doubling most of the in effectiveness to improve that and thank you for that and it does make it up a bit, but unless the Undine rep is the last one, eventually were going to have tons of powers and very few slots to actually use them.

    Personally i feel that 8 or even 6 passives each would be better than 4.

    At 4 we lose half and many people might not even see a point in grinding future reps if they're happy with what they have now.

    at 6 we only lose 2 which would make it easier to pick which ones were okay with losing and would give us more room to switch between them with future reps.

    at 8 we keep what we already have but are forced to remove them if we want anything else, we already have more coming with the undine rep, and i'm sure there is another rep coming with S10.

    Though of course you guys made them stronger so to keep us at 8, though we would have to get rid of some to add new options would give us even stronger options tan what we have.

    So:

    IMO the best thing to do here would be 6 ground passives, 6 space passives. 4 active.

    This gives us 2 more than the current plan, 2 less than we currently have and gives them an increase to make up for the lost 2 and the fact that in all future reps we'd have to lose a power to gain a power.

    Maybe they'll do like they do with the event rep- For every new reputation they add, the t5 reward or something will be an additional space/ground slot. It would be counterproductive eventually, but at a smaller rate than the threat they're addressing now.
  • paspinallpaspinall Member Posts: 296 Arc User
    edited March 2014
    So if I wanted to fight Borg I could slot in the Borg passives so I can play my STF's or what not, then when I want to do something else I can slot out the Borg passives for whatever I need?

    Are these going to be part of loadouts by any chance?

    But there aren't really passives for facing particular people, we give it a month after its out and then there will be the "best" spec for a given ship type/build and no one will care to get anything else bar what they need.
  • adjudicatorhawkadjudicatorhawk Member Posts: 0 Arc User
    edited March 2014
    1) Are we gonna start seeing fleet holding slot expansions or special lockbox traits for this new system as well?
    I don't think so.
    2) If we're going to start differentiating between ground and space spec, can we go back and seperate skills and traits as well soon?
    It was a mistake not to separate traits, I think - people just choose all space traits and sit up in space. If/when we revisit Traits and Skills, separating behavior for the two regions would make a lot of sense.
    3) Can we get deets on the revamped rep item/sets pleaseeeeee?
    Soon™
    4) If we can rotate these for free, can we rotate skills/traits for free soon too please?
    No plans to change skills/traits stuff right now, but maybe ask again later.
    5) How do you plan on incentivizing future grind if players decide their build only needs, say, tier 1 granted powers across the board? That reeks of power creep and the obsoletion of lower tier powers, where a system like this, they all need to be weighted of equal importance.
    All future rep powers should meet the current standard of the revamped rep powers, not creep back to vertical power growth. The power rewards are interesting choices and build-affecting powers, which we can make now because we know there's a limit to the total number of said powers one can slot, and we can plan player performance around having that many powers slotted.
    Jeff "Adjudicator Hawk" Hamilton
    Systems Designer - Cryptic Studios
    Twitter: @JeffAHamilton
  • thenoname711thenoname711 Member Posts: 204 Arc User
    edited March 2014
    You are stripping from me half of my reputation passives? Good, I will keep only those that really matter for me.... but... how you will now force me to grind new reputations when existing ones are better than new ones?

    Right now I am working on to get all reputations to t5 on all of my chars, after this I will have no motivation to do them all, I will do just those I really want and I will skip the rest.
    Gameserver not found.
  • jbw32jbw32 Member Posts: 10 Arc User
    edited March 2014
    I put a lot of time and effort into the reputation tiers. When I chose to do it I believed it was worth the effort. Now it looks like my time would of been better spent focusing on other things. This was a very tedious grind back when I did it, and it's frustrating to see all that effort undermined. "Power creep" is just another way of saying "reasons for longtime players to continue playing".
  • commodoreobviouscommodoreobvious Member Posts: 114 Arc User
    edited March 2014
    Another question about the actives:

    Shouldn't we get 4 slots for ground and 4 for space?

    With a new rep coming in season 9, there will be a 5th active power, but if the slots are all universal, we'll just be swapping powers in and out every time we transition from ground to space and vice versa to make sure our powers are maximized. 4 space power slots might not be relevant now, but I'm sure they will be in future.
  • emacsheadroomemacsheadroom Member Posts: 994 Arc User
    edited March 2014
    It's just not infinitely scalable. As I pointed out in the blog, if we had 100 reps in the current live setup, the difference in performance between a fresh 50 and a "complete" 50 would be so immense they wouldn't fit in the same proverbial room.

    Wasn't that the original point of the Rep system? You know, to give players a way to advance without raising the level cap? Now we cannot advance, we can only swap traits out.

    What you guys should have done is give us 8 slots for space and for ground so nobody currently gets nerfed, but we will still have to make choices later when you release further Reputations.
This discussion has been closed.