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An easy fix for the BROKEN rep system

dragnridrdragnridr Member Posts: 671 Arc User
edited April 2014 in Reputation System
Cryptic is so worried about pvp? Then during a pvp match, ALL REP PASSIVES are no longer active during the match. Once your back in pve, then you have all your passive you have EARNED back. There...Powercreep problem solved without effing up the rep system. Oh, and remove the 3 hourly project limit, just because putting the 20 hour cooldown on hourly projects was just a STUPID idea.
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Comments

  • daqheghdaqhegh Member Posts: 1,490 Arc User
    edited April 2014
    They're trying to please everyone. Hence why the game has been in a perpetual nosedive for a couple years now.
    My Old Blog about things that could and should have been added when I wrote it. Not sure what I want to do with it now. I'll just keep it available now that most of it is outdated.
  • revandarklighterrevandarklighter Member Posts: 0 Arc User
    edited April 2014
    daqhegh wrote: »
    They're trying to please everyone. Hence why the game has been in a perpetual nosedive for a couple years now.

    Well they could have pleased everyone by doing 8 slots instead of 4.
  • atlmyklatlmykl Member Posts: 305 Arc User1
    edited April 2014
    Read this slowly.

    IT WAS NOT FOR PVP.

    Power creep is a pve problem. In PVP both side were getting more powerful, which was fine. If both sides have +20% dps and +20% resistances it really does not change much. In pve however the players were getting more powerful with each rep released while the npcs stayed the same. The pve became a massive push over.

    Now you can change the thread title to 'They fixed the rep for pve'.
  • fatman592fatman592 Member Posts: 1,207 Arc User
    edited April 2014
    The only thing PvPers wanted changed (well, some of them) was tier 4 Romulan Placate. This tended to be more of an annoyance instead of powercreep.

    Beyond that, it has been stated several times that the rep changes were to help dial back PvE powercreep.
  • warpangelwarpangel Member Posts: 9,427 Arc User
    edited April 2014
    atlmykl wrote: »
    Power creep is a pve problem. In PVP both side were getting more powerful, which was fine. If both sides have +20% dps and +20% resistances it really does not change much. In pve however the players were getting more powerful with each rep released while the npcs stayed the same. The pve became a massive push over.
    The NPCs are what the devs make them. If PvE is a massive pushover (which it is with or without the nerf and has been for a long time) its because the devs have failed to add harder missions. Hive would have been a step in the right direction, except they screwed it up by giving it the same rewards than ISE and not even any accolades, so nobody played it. NWS is the only thing in the game that I can call a challenge with a straight face.

    PvP or PvE, it doesn't matter. The nerf was done for the benefit of newbies, because apparently the powers that be decided that once you've played a week and hit the level cap, thats enough and you now deserve to be just as powerful as people who have been here for years. Unfortunately, that also means that you're now as powerful as you're ever going to be, which doesn't leave much to look forward to for anyone.
  • starkaosstarkaos Member Posts: 11,556 Arc User
    edited April 2014
    warpangel wrote: »
    The NPCs are what the devs make them. If PvE is a massive pushover (which it is with or without the nerf and has been for a long time) its because the devs have failed to add harder missions. Hive would have been a step in the right direction, except they screwed it up by giving it the same rewards than ISE and not even any accolades, so nobody played it. NWS is the only thing in the game that I can call a challenge with a straight face.

    PvP or PvE, it doesn't matter. The nerf was done for the benefit of newbies, because apparently the powers that be decided that once you've played a week and hit the level cap, thats enough and you now deserve to be just as powerful as people who have been here for years. Unfortunately, that also means that you're now as powerful as you're ever going to be, which doesn't leave much to look forward to for anyone.

    Under Cryptic's belief, they can't make harder missions. Every new mission has to be completable by a veteran and fresh level 50. If they make harder missions, then it is too hard for fresh level 50s. If they kept on adding reputation passives, then the missions would be too easy for veterans. Adding more difficulty levels would just mean that they have to keep on adding them so eventually we will have 5 different difficulty levels instead of 2.
  • casanova11casanova11 Member Posts: 0 Arc User
    edited April 2014
    Under Cryptic's belief, they can't make harder missions. Every new mission has to be completable by a veteran and fresh level 50. If they make harder missions, then it is too hard for fresh level 50s. If they kept on adding reputation passives, then the missions would be too easy for veterans. Adding more difficulty levels would just mean that they have to keep on adding them so eventually we will have 5 different difficulty levels instead of 2.


    Problem has already been solved they just can see it.
    Veterans do Elite and the fresh 50's do they normal runs. They can easily make the Elites harder and leave the normal runs alone for the new players.
  • oracion666oracion666 Member Posts: 338 Arc User
    edited April 2014
    casanova11 wrote: »
    Problem has already been solved they just can see it.
    Veterans do Elite and the fresh 50's do they normal runs. They can easily make the Elites harder and leave the normal runs alone for the new players.

    No they can't, because if they made elite harder, people making the transition fresh from normal to hard couldn't do it. They would have to make a whole new difficulty class for that. Even then, it would quickly become easy again for vets, as each new rep that is released would bring more passives and equipment, hence, more power creep.
    Formerly known as Echo@Rivyn13
    Member since early 2011




  • fltadmirallancefltadmirallance Member Posts: 67 Arc User
    edited April 2014
    Solution here is quite simple, though nobody wants to listen to me:

    A) We currently have 5 Reps w/ the addition of the Undine... either get rid of it, which I doubt they going to waste the time put into it to do that, therefore add 1 more to make an even amount... AFTER THAT: NO MORE!

    B) Go back to 8 Passive Traits slotted up at once, force the players to choose ONLY 4 offensive & 4 defensive.

    C) Disable Rep skills for PvP missions, allowing ALL players to rely on their piloting skills , choice of loadout, and their character build for the PvP match. That will give a level playing field prior to those choices. After that, Fresh level PvPers will have to earn the same stuff the experienced player has in order to be competitive.
    Solution 1) This will solve fresh lvl 50 inexperienced players from coming into Elites when they KNOW they aren't ready or prepared with a strategy and relying on Vets players to carry them through, while they mess the Elite mission up for the Vet, or Vets having to compensate for their inabilities.
    They come in, they might mess the Vets up, but they will suffer the repetitive die-ing, not the experience Vet that earned the ability to survive in these missions. sooner or later, they will get tire & go back to Normal to learn how to play the missions.

    Solution 2) Slightly more difficulty in PvE compared to PRIOR S9, ending power creep AND experienced players aren't pissed for losing so many Passive Traits they grinded for & earned.
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  • causalityeffectcausalityeffect Member Posts: 178 Arc User
    edited April 2014
    Adding custom traits works and the option to choose between a selection adds variety.

    The major issue is that the rep powers were not designed for the new system. As a result, players are going to be putting in the powers that give them the biggest bang for the buck.
    However, some of the existing traits should still be passives that are automatically on.
    Prime example: Longer adaption times from the Borg.

    The way the passives really should have worked would have been to add ultra specific bonus against the enemies the reputation is for.

    Result: Borg Rep gives resistance against Borg special gimmicks.
    A passive that reduces the shield neutralizers for example would be ideal.
    A passive that makes the Borg take longer to adapt, obviously a major win
    A passive that automatically adds those special enemy specific procs. as if I am going to waste dilithium on buying items that only work against a SPECIFIC enemy on a chance ?

    Instead of making items with [Borg] [Undine] etc...
    Have the reputation grant a those bonuses as a passive boost.

    Incidentally, I find it extremely annoying that the Reputation stores do not pass on the traits to your bridge officers.
    THAT should be fixed because it is really kinda stupid to have longer adaption times only for myself and not the rest of my ground crew.
    [SIGPIC][/SIGPIC]
  • jam3s1701jam3s1701 Member Posts: 1,825 Arc User
    edited April 2014
    Can someone tell me how!! the power creep if its wasnt PvP and PvE is a problem???

    I thought the whole idea was to clear the map how the PLAYER sees fit? not what everyone else wants?:cool:
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