Season 8
Season 9
The entire Sphere stuff
Undine Lockbox
Tholian Lockbox
Cross-faction consoles
Instances
Divide et Impera
Anniversary grindfest
Over the top graphical effects
-This thread.
-Star Trek Online General Discussion
-canon babbys
-players that dislike things I like
-players that like things I dislike
-players that can do 20k+ dps, but can't manage to do the optional in ISE
-This thread.
-Star Trek Online General Discussion
-canon babbys
-players that dislike things I like
-players that like things I dislike
-players that can do 20k+ dps, but can't manage to do the optional in ISE
1- Remove whoever in charge that is prioritizing lockbox TRIBBLE over bug fixes and decent content.
2- Remove all of the incredibly long list of bugs, glitches, bad graphics, model errors and various assorted other glaring defects in this game.
3- Remove the Season 9 graphic engine changes. - Whatever they did with it, it wasn't an improvement.
4- Remove the LoR Character editor. - This thing has been messed up from day one.
5- Remove the glowing beamout effect around consoles and objects. - It is one of the most stupid and unrealistic aspects of the game.
6- Remove Lockboxes and the Lobi store - This shouldn't even be legal and we all know it, if they need us to spend money to support the game then let them put more legitimate items in the C-store and give us more legitimate avenues to invest money into the game.
7- Remove Neutral faction player ships - Another unrealistic element added to the game, captains would never be flying an alien ship on a permanent basis, but if they must be in the game they should be in the form of faction specific variants with appropriate appearance modifications. ie Federation Modified, Klingon Modified etc.
8- Remove Tovan Khev's ability to speak, let us mute this mouthy TRIBBLE, let him use sign language and subtitles.
9- Remove Kurland's coms during Boldly they Rode, remove them or give us an option to tell him to shut the hell up during a covert insertion op.
Actually there is a lot of stuff this game could do without.......
If something is not broken, don't fix it, if it is broken, don't leave it broken.
1. The boundaries between sector blocks.
2. The restrictions on presently unavailable (to players) NPC customization options.
3. The rarity-driven system of BOFF quality (just let us customize their traits with some cost/limitation to prevent abuse.)
I prefer the constructive approach. Far less whiny. :rolleyes:
Bipedal mammal and senior Foundry author.
Notable missions: Apex [AEI], Gemini [SSF], Trident [AEI], Evolution's Smile [SSF], Transcendence
Looking for something new to play? I've started building Foundry missions again in visual novel form!
Percentage based boosts (both positive and negative) as well as the ratios that come about because of them. Replacing them with flat boosts (both positive and negative). Percentage based boosts simply do not scale well over a period of time.
Some examples of the above.
The DPV of a DHC is 1.74 that of an Array. When looking at the base damage, that's a difference of 74. 100 vs. 174. If the Array were to hit for 3000 DPV, the DHC would hit for 5220. That's a difference of 2220 DPV. 4x DHCs vs. 4x Arrays, you'd have gone from +296 DPV to +8800 DPV because of the way the game maintains the ratios.
A VR Mk XII Tac Console provides a strength boost of +30% (basically, +30% base damage). At 125 Weapon Power, that's a +75% boost of base damage. For a DHC, that's +130.5 DPV. For a Turret, that's +33.75 DPV. With 4x consoles, the DHC gets +522 DPV and the Turret gets +135 DPV.
Say you had a Shield with 8000 Capacity, eh? On a ship with a 0.833 Shield Modifier, you'd be looking at 6664 Capacity. On a ship with a 1.45 Shield Modifier, you'd be looking at 11600 Capacity.
edit1: Let's work some shield damage reduction into those numbers, eh? Another percentage based boost. Take a look at some Shield Effective Health? Let's just go with the 35% from running 125 Shield Power. The 6664 (0.833) guy would be at 10252 effective shield capacity. The 11600 (1.45) guy would be at 17846 effective shield capacity. That difference of 4936 becomes an effective difference of 7594.
Say you took 9 in Starship Structural Integrity, which provides a boost of ~30% to base hull. On a ship with 26400 hull, you'd get +7920 hull. On a ship with 45000 hull, you'd get +13500 hull.
edit2: Let's work some hull damage resistance into those numbers, eh? Another percentage based boost. Take a look at some Hull Effective Health? Let's run with the same 35% as we did for shields. So that 26400 guy became the 34320 guy would become the 52800 guy. And that 45000 guy became the 58500 guy would become the 90000 guy. Started with a difference of 18600 that became 24180 that ended up an effective difference of 37200.
edit3: But hey, that damage reduction/resistance stuff is not just about the effective health there. It's damage reduction/resistance. Let's stick with the 35%, k? Say we've got a shot coming in doing 1000 damage. It's going to do 650, because 35% of it - 350 - was reduced/resisted. 5000 damage shot? It will do 3250 damage. 1750 damage was reduced/resisted. 10000 damage shot? It will do 6500 damage. 3500 damage resisted. 50000 damage shot! Would lose 17500 damage to reduction/resistance. Fun, eh? Meh.
The game is riddled with percentage based boosts and ratios - it's at the core of so many mechanics. They present issues of scaling, where a difference may start at a certain level - but as one continues to scale, even though the ratio stays the same - the difference represented by ratio continues to grow and grow and grow. It's just the way it works - it's basic math. They creates issues where the same investment nets very different returns. This all tends to lend itself to cases of extremes and various yo-yo scenarios. Yes, some of the many issues that folks experience day in and day out can simply be traced back to percentages and ratios...rather than flat bonuses.
Because there just nonsense I think almost 60% won't buy any off it only wait for free give aways. So I think they would earn more putting it available in the C-Store.
2. Lockboxes
Same story as I said to point one make it available in the C-Store
3. GPL
Most people earn GPL to buy Disco Balls, Rest of GPL store is TRIBBLE.
4. Crafting
Crafting well we all know that answer it will not be upgraded it's TRIBBLE no one is using it anymore these days.
5. The ridiculous High mark cost of these REP Systems
What reason it has to have such a high cost to these objects ?
6. Starbase System
Back to the drawing board, first off all the ridiculous high costs even for small fleets, promise after promise but NO delivery, Then the system itself convert fleet credits to fleet marks to earn gear if you can because there is nothing there after you done tier 5, wrong wrong, there is a flaw in the slaw... As Rosco.P.Coltrane would have said....
7. Nukara & Romulan Rep System
they don't add anything good it's a waste of time and resources....
[SIGPIC][/SIGPIC]
"Coffee: the finest organic suspension ever devised. It's got me through the worst of the last three years. I beat the Borg with it."
It's just the way it works - it's basic math. They creates issues where the same investment nets very different returns. This all tends to lend itself to cases of extremes and various yo-yo scenarios. Yes, some of the many issues that folks experience day in and day out can simply be traced back to percentages and ratios...rather than flat bonuses.
Indeed but should everything one invests in be met with the same returns? Sure, a flat bonus to hull points would help the scaling issues associated with high HP versus low but what do you get with a flat bonus to, say, antiproton damage? You obscure the base scaling between different weapon types (ex. DHC and Turrets) which is a very important thing to maintain for their respective balance.
It's something to consider but percentage-based bonuses should not be flatly removed because that differential scaling can have useful applications in some areas of the game.
Bipedal mammal and senior Foundry author.
Notable missions: Apex [AEI], Gemini [SSF], Trident [AEI], Evolution's Smile [SSF], Transcendence
Looking for something new to play? I've started building Foundry missions again in visual novel form!
Indeed but should everything one invests in be met with the same returns? Sure, a flat bonus to hull points would help the scaling issues associated with high HP versus low but what do you get with a flat bonus to, say, antiproton damage? You obscure the base scaling between different weapon types (ex. DHC and Turrets) which is a very important thing to maintain for their respective balance.
It's something to consider but percentage-based bonuses should not be flatly removed because that differential scaling can have useful applications in some areas of the game.
The ratio is maintained. The difference went from 129 to 2994.7482225...and that was with incomplete gearing/buffs.
One might make the argument that the ratio staying the same is fine, but that would not only be ignoring the difference represented by the changes taking place as the ratio is maintained - but - it's also looking at the ratio in a vacuum.
Let's fire them both, at both points, against a target. Let's say our target has 35000 health.
That same ol' 3.867 ratio is maintained, but the DHC's taking an 11.54% chunk compared to the 3% chunk of the Turret...where they'd previously been a 0.497% chunk and 0.129% chunk.
In actual application, maintaining the ratio only serves to increase the difference rather than maintain it.
The better geared one is - the better one buffs...the better the DHC becomes over the Turret - even while maintaining the ratio. Does the arc become harder to maintain? As one is better geared and buffed, the arc actually becomes easier to maintain. Does the rate of fire change? The rate of fire stays the same. Everything either stays the same or gets easier...while the difference in damage gets better and better.
The scaling is woefully off, imho...there is no balance being maintained - and - that's precisely the issue.
- Switch focus from Fedplay because that cow has already been milked (I doubt her udders can take the abuse much longer) and establish new factions (Borg, Dominion and Maquis).
- Get rid of the current iteration of the Fleet System and convert it to using the Ferengi traders/shops to buy Fleet items.
The Fleets themselves will complete projects for the Ferengi (missions and such) for discounts or limited time acquisitions.
- Get rid of lockboxes and establish a Ferengi and/or Risian Casino(s).
NO to ARC RIP KDF and PvP 2014-07-17 Season 9.5 - Death by Dev
Personally and of course my own views/opinions are my own and not Cryptic/PWE's -
Undine lockbox for sure. I hate the idea of being able to fly those ships as it makes no sense in my mind and no amount of convincing could change it.
Sector borders that cause loading screens - It was stated they want to do this but haven't seen it done nor any movement towards it (course watch it be in the expansion lol).
100% in agreement Tovan can go away now....
And finally crafting. The reason for it though is at this moment in time it's just pointless to even have so why not just dump it until a new, better version can be done.
That be my top 4
Yes, I'm that Askray@Batbayer in game. Yes, I still play. No, I don't care. Former Community Moderator, Former SSR DJ, Now Full time father to two kids, Husband, Retail Worker. Tiktok: @Askray Facebook: Askray113
I would completely eliminate the factional divides after a player reaches endgame.
I would allow players of any faction to visit any other faction's home base (New Romulus, ESD, Qo'nos), I would allow cross faction teaming, I would allow access to any of the endgame missions cross-faction. I would make everything more universal at endgame.
The factions could each have their own ships, costumes, and unique 0-50 story missions, but that would be about all the difference between the factions. In fact, I would subsequently remove the Romulan 'alliance' system, and limit them to their own faction's ships as well.
This would also allow cross faction fleets. The format of the fleet would only depend on the founder's faction. Then members of any other faction could join in. It would act more like a joint task force than a factional fleet. Then Romulan starbases could be a possibility as well.
fleet system and rep keep all toy go back to old system and increase the drop rate maybe like 1 or 2 % for the stf drop add fleet stuff go to the cstore add rep go to stf's also maybe cstore or maybe 50-50
I would trash the Odyssey class starship because it's the least Star Trek looking ship on the whole game. It looks like one of those japanese rip off which is JUST similar enough to be confused with the genuine article, but JUST different enough to avoid copyright infringement.
I would trash the Odyssey class starship because it's the least Star Trek looking ship on the whole game. It looks like one of those japanese rip off which is JUST similar enough to be confused with the genuine article, but JUST different enough to avoid copyright infringement.
I like the Oddy and I don't know where you coming from with it's looks, it looks way more Trekkey than most of the ships they've been offering us. What I don't like about it was that when they went with three variants they just made three clones instead of three different ships following a common design tree so if I would change anything about the Odyssey it would be to make two more variants with different physical configurations to go along with whatever specialization the ship is supposed to have.
If something is not broken, don't fix it, if it is broken, don't leave it broken.
You know, the guy who interrupts you even when you're not dealing with him.
At least send him to Gamma Orionis!
Star Trek Battles Channel - Play Star Trek like they did in the series!Avatar: pinterest-com/pin/14003448816884219Are you sure it isn't time for a "colorful metaphor"? --Spock in 'The Voyage Home' SCE ADVISORY NOTICE: Improper Impulse Engine maintenance can result in REAR THRUSTER LEAKAGE. ALWAYS have your work inspected by another qualified officer.
Yeah. Instead have a warp animation with a percentage of "distance" traveled at the bottom somewhere in small numbers. But then they would have to figure out how to load a new map while running a current map... Map queuing?
Star Trek Battles Channel - Play Star Trek like they did in the series!Avatar: pinterest-com/pin/14003448816884219Are you sure it isn't time for a "colorful metaphor"? --Spock in 'The Voyage Home' SCE ADVISORY NOTICE: Improper Impulse Engine maintenance can result in REAR THRUSTER LEAKAGE. ALWAYS have your work inspected by another qualified officer.
Comments
This would make combat much more dynamic and allow for a much more "realistic" feel to the movement in space.
Season 8
Season 9
The entire Sphere stuff
Undine Lockbox
Tholian Lockbox
Cross-faction consoles
Instances
Divide et Impera
Anniversary grindfest
Over the top graphical effects
personally i think 60% is too generous, but yes.
-Star Trek Online General Discussion
-canon babbys
-players that dislike things I like
-players that like things I dislike
-players that can do 20k+ dps, but can't manage to do the optional in ISE
We have a winner, folks!
2- Remove all of the incredibly long list of bugs, glitches, bad graphics, model errors and various assorted other glaring defects in this game.
3- Remove the Season 9 graphic engine changes. - Whatever they did with it, it wasn't an improvement.
4- Remove the LoR Character editor. - This thing has been messed up from day one.
5- Remove the glowing beamout effect around consoles and objects. - It is one of the most stupid and unrealistic aspects of the game.
6- Remove Lockboxes and the Lobi store - This shouldn't even be legal and we all know it, if they need us to spend money to support the game then let them put more legitimate items in the C-store and give us more legitimate avenues to invest money into the game.
7- Remove Neutral faction player ships - Another unrealistic element added to the game, captains would never be flying an alien ship on a permanent basis, but if they must be in the game they should be in the form of faction specific variants with appropriate appearance modifications. ie Federation Modified, Klingon Modified etc.
8- Remove Tovan Khev's ability to speak, let us mute this mouthy TRIBBLE, let him use sign language and subtitles.
9- Remove Kurland's coms during Boldly they Rode, remove them or give us an option to tell him to shut the hell up during a covert insertion op.
Actually there is a lot of stuff this game could do without.......
2. The restrictions on presently unavailable (to players) NPC customization options.
3. The rarity-driven system of BOFF quality (just let us customize their traits with some cost/limitation to prevent abuse.)
I prefer the constructive approach. Far less whiny. :rolleyes:
Notable missions: Apex [AEI], Gemini [SSF], Trident [AEI], Evolution's Smile [SSF], Transcendence
Looking for something new to play? I've started building Foundry missions again in visual novel form!
Some examples of the above.
The DPV of a DHC is 1.74 that of an Array. When looking at the base damage, that's a difference of 74. 100 vs. 174. If the Array were to hit for 3000 DPV, the DHC would hit for 5220. That's a difference of 2220 DPV. 4x DHCs vs. 4x Arrays, you'd have gone from +296 DPV to +8800 DPV because of the way the game maintains the ratios.
A VR Mk XII Tac Console provides a strength boost of +30% (basically, +30% base damage). At 125 Weapon Power, that's a +75% boost of base damage. For a DHC, that's +130.5 DPV. For a Turret, that's +33.75 DPV. With 4x consoles, the DHC gets +522 DPV and the Turret gets +135 DPV.
Say you had a Shield with 8000 Capacity, eh? On a ship with a 0.833 Shield Modifier, you'd be looking at 6664 Capacity. On a ship with a 1.45 Shield Modifier, you'd be looking at 11600 Capacity.
edit1: Let's work some shield damage reduction into those numbers, eh? Another percentage based boost. Take a look at some Shield Effective Health? Let's just go with the 35% from running 125 Shield Power. The 6664 (0.833) guy would be at 10252 effective shield capacity. The 11600 (1.45) guy would be at 17846 effective shield capacity. That difference of 4936 becomes an effective difference of 7594.
Say you took 9 in Starship Structural Integrity, which provides a boost of ~30% to base hull. On a ship with 26400 hull, you'd get +7920 hull. On a ship with 45000 hull, you'd get +13500 hull.
edit2: Let's work some hull damage resistance into those numbers, eh? Another percentage based boost. Take a look at some Hull Effective Health? Let's run with the same 35% as we did for shields. So that 26400 guy became the 34320 guy would become the 52800 guy. And that 45000 guy became the 58500 guy would become the 90000 guy. Started with a difference of 18600 that became 24180 that ended up an effective difference of 37200.
edit3: But hey, that damage reduction/resistance stuff is not just about the effective health there. It's damage reduction/resistance. Let's stick with the 35%, k? Say we've got a shot coming in doing 1000 damage. It's going to do 650, because 35% of it - 350 - was reduced/resisted. 5000 damage shot? It will do 3250 damage. 1750 damage was reduced/resisted. 10000 damage shot? It will do 6500 damage. 3500 damage resisted. 50000 damage shot! Would lose 17500 damage to reduction/resistance. Fun, eh? Meh.
The game is riddled with percentage based boosts and ratios - it's at the core of so many mechanics. They present issues of scaling, where a difference may start at a certain level - but as one continues to scale, even though the ratio stays the same - the difference represented by ratio continues to grow and grow and grow. It's just the way it works - it's basic math. They creates issues where the same investment nets very different returns. This all tends to lend itself to cases of extremes and various yo-yo scenarios. Yes, some of the many issues that folks experience day in and day out can simply be traced back to percentages and ratios...rather than flat bonuses.
1. Lobi Crystals
Because there just nonsense I think almost 60% won't buy any off it only wait for free give aways. So I think they would earn more putting it available in the C-Store.
2. Lockboxes
Same story as I said to point one make it available in the C-Store
3. GPL
Most people earn GPL to buy Disco Balls, Rest of GPL store is TRIBBLE.
4. Crafting
Crafting well we all know that answer it will not be upgraded it's TRIBBLE no one is using it anymore these days.
5. The ridiculous High mark cost of these REP Systems
What reason it has to have such a high cost to these objects ?
6. Starbase System
Back to the drawing board, first off all the ridiculous high costs even for small fleets, promise after promise but NO delivery, Then the system itself convert fleet credits to fleet marks to earn gear if you can because there is nothing there after you done tier 5, wrong wrong, there is a flaw in the slaw... As Rosco.P.Coltrane would have said....
7. Nukara & Romulan Rep System
they don't add anything good it's a waste of time and resources....
"Coffee: the finest organic suspension ever devised. It's got me through the worst of the last three years. I beat the Borg with it."
no i dont wanna dance
Indeed but should everything one invests in be met with the same returns? Sure, a flat bonus to hull points would help the scaling issues associated with high HP versus low but what do you get with a flat bonus to, say, antiproton damage? You obscure the base scaling between different weapon types (ex. DHC and Turrets) which is a very important thing to maintain for their respective balance.
It's something to consider but percentage-based bonuses should not be flatly removed because that differential scaling can have useful applications in some areas of the game.
Notable missions: Apex [AEI], Gemini [SSF], Trident [AEI], Evolution's Smile [SSF], Transcendence
Looking for something new to play? I've started building Foundry missions again in visual novel form!
(UFP) Ragnar
VR Mk XII Disruptor DHC
Base Damage: 174
@125 Weapon Power: *2.5 = 435
+VR: +32.625 = 467.625
+Mk XII: ~+522 = 989.625
+9 Weapon Training: +215.325 = 1204.95
+9 Energy Weapons: +215.325 = 1420.275
+4x [AMP]: +57.42 = 1477.695
+4x ATVx Consoles: +555.06 = 2032.755
+2pc Silent Enemy: +33.06 = 2065.815
+Tactical Team I: +39.15 = 2104.965
+Emergency Power to Weapons I: +210.4965 = 2315.4615
+Attack Pattern Omega III: +522.03132 = 2837.49282
+Attack Pattern Alpha III: +1044.06264 = 3881.55546
+2pc 8472 Ordnance: +157.872375 = 4039.427835
VR Mk XII Disruptor Turret
Base Damage: 45
@125 Weapon Power: *2.5 = 112.5
+VR: +8.4375 = 120.9375
+Mk XII: ~+135 = 255.9375
+9 Weapon Training: +55.6875 = 311.625
+9 Energy Weapons: +55.6875 = 367.3125
+4x [AMP]: +14.85 = 382.1625
+4x ATVx Consoles: +143.55 = 525.7125
+2pc Silent Enemy: +8.55 = 534.2625
+Tactical Team I: +10.125 = 544.3875
+Emergency Power to Weapons I: +54.43875 = 598.82625
+Attack Pattern Omega III: +135.0081 = 733.83435
+Attack Pattern Alpha III: +270.0162 = 1003.85055
+2pc 8472 Ordnance: +40.8290625 = 1044.6796125
174 / 45 = 3.8666666666666666666666666666667
4039.427835 / 1044.6796125 = 3.8666666666666666666666666666667
The ratio is maintained. The difference went from 129 to 2994.7482225...and that was with incomplete gearing/buffs.
One might make the argument that the ratio staying the same is fine, but that would not only be ignoring the difference represented by the changes taking place as the ratio is maintained - but - it's also looking at the ratio in a vacuum.
Let's fire them both, at both points, against a target. Let's say our target has 35000 health.
174 / 35000 = 0.00497142857142857142857142857143
45 / 35000 = 0.00128571428571428571428571428571
4039.427835 / 35000 = 0.11541222385714285714285714285714
1044.6796125 / 35000 = 0.02984798892857142857142857142857
That same ol' 3.867 ratio is maintained, but the DHC's taking an 11.54% chunk compared to the 3% chunk of the Turret...where they'd previously been a 0.497% chunk and 0.129% chunk.
In actual application, maintaining the ratio only serves to increase the difference rather than maintain it.
The better geared one is - the better one buffs...the better the DHC becomes over the Turret - even while maintaining the ratio. Does the arc become harder to maintain? As one is better geared and buffed, the arc actually becomes easier to maintain. Does the rate of fire change? The rate of fire stays the same. Everything either stays the same or gets easier...while the difference in damage gets better and better.
The scaling is woefully off, imho...there is no balance being maintained - and - that's precisely the issue.
- Switch focus from Fedplay because that cow has already been milked (I doubt her udders can take the abuse much longer) and establish new factions (Borg, Dominion and Maquis).
- Get rid of the current iteration of the Fleet System and convert it to using the Ferengi traders/shops to buy Fleet items.
The Fleets themselves will complete projects for the Ferengi (missions and such) for discounts or limited time acquisitions.
- Get rid of lockboxes and establish a Ferengi and/or Risian Casino(s).
RIP KDF and PvP 2014-07-17 Season 9.5 - Death by Dev
The Romulan pseudo-fRaction. Replace with an actual faction, or not at all.
Personally and of course my own views/opinions are my own and not Cryptic/PWE's -
That be my top 4
Former Community Moderator, Former SSR DJ, Now Full time father to two kids, Husband, Retail Worker.
Tiktok: @Askray Facebook: Askray113
I would allow players of any faction to visit any other faction's home base (New Romulus, ESD, Qo'nos), I would allow cross faction teaming, I would allow access to any of the endgame missions cross-faction. I would make everything more universal at endgame.
The factions could each have their own ships, costumes, and unique 0-50 story missions, but that would be about all the difference between the factions. In fact, I would subsequently remove the Romulan 'alliance' system, and limit them to their own faction's ships as well.
This would also allow cross faction fleets. The format of the fleet would only depend on the founder's faction. Then members of any other faction could join in. It would act more like a joint task force than a factional fleet. Then Romulan starbases could be a possibility as well.
Savik - Vulcan Fed Temporal Sci
Dahar Masters Fleet: Alphal'Fa - Alien KDF Engineer Qun'pau - Rom/KDF Engineer D'nesh - Orion KDF Scientist Ghen'khan - Liberated KDF Tac
Welcome to StarBug Online - to boldly Bug where no bug has been before!
STO player since November 2013
Aye. The Voth are pretty atrocious.
system Lord Baal is dead
You know, the guy who interrupts you even when you're not dealing with him.
At least send him to Gamma Orionis!
SCE ADVISORY NOTICE: Improper Impulse Engine maintenance can result in REAR THRUSTER LEAKAGE. ALWAYS have your work inspected by another qualified officer.
Yeah. Instead have a warp animation with a percentage of "distance" traveled at the bottom somewhere in small numbers. But then they would have to figure out how to load a new map while running a current map... Map queuing?
SCE ADVISORY NOTICE: Improper Impulse Engine maintenance can result in REAR THRUSTER LEAKAGE. ALWAYS have your work inspected by another qualified officer.
this warms my romulan heart
system Lord Baal is dead