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Just an opinion, The trait system needs changing.

stuart1965stuart1965 Member Posts: 691 Arc User
As we all know, theres 9 slots for the traits up to level 60.
I think we should be allowed to make full use of traits for both ground and space, in the form of 18 slots instead of 9. 9 space and 9 ground.
It is a right royal pain having to alter traits like when you want to go from space to ground, or visa-versa.
Some will probably say, divide the traits equally for ground and space in the 9 slots?
My answer is, why can't we have the full benefits of 9 space and 9 ground?
It would make things alot easier and quicker to do, and give added fun as well.
After all there is a long list of traits , to allow us to utilise more of them at the same time would be great.
Post edited by Unknown User on

Comments

  • revandarklighterrevandarklighter Member Posts: 0 Arc User
    edited February 2015
    stuart1965 wrote: »
    As we all know, theres 9 slots for the traits up to level 60.
    I think we should be allowed to make full use of traits for both ground and space, in the form of 18 slots instead of 9. 9 space and 9 ground.
    It is a right royal pain having to alter traits like when you want to go from space to ground, or visa-versa.
    Some will probably say, divide the traits equally for ground and space in the 9 slots?
    My answer is, why can't we have the full benefits of 9 space and 9 ground?
    It would make things alot easier and quicker to do, and give added fun as well.
    After all there is a long list of traits , to allow us to utilise more of them at the same time would be great.

    I agree I made the same suggestion when the currently active revamp was in development.

    After all they did do the same to the reputation unlocks, there we have slots for ground and space seperately.
    Doffs are for ground and space seperate.

    The current system is kind of extremly anoying. I end up spending a lot of time switching the trait arround every time I do a ground map (and do far less ground then I would otherwise because of that)
  • crusader2007crusader2007 Member Posts: 1,883 Arc User
    edited February 2015
    If they monetize trait slots as they do bank/ships I'm willing to spend to avoid the pain in the neck of changing things around...however, dont know why Cryptic hasn't looked into this yet.
    DUwNP.gif

  • lordsteve1lordsteve1 Member Posts: 3,492 Arc User
    edited February 2015
    I just worry that if they go the route of the rep traits and split them 2 ways then they will at the same time reduce the number of slots you have for each area.
    That could seriously mess with a lot of people's play styles but that seems to be the trend these days, change things how we'd like them but nerf at the same time.

    And their excuse will be to level the gap between newbie Lvl 60's and veteran players, or some nonsense like that.

    However....if they didn't go that route and went 9 + 9 i'd fully support it.
    SulMatuul.png
  • leviathan99#2867 leviathan99 Member Posts: 7,747 Arc User
    edited February 2015
    I favor this.

    I also favor making species trait selectable.

    Since a proper re-species would be technically challenging, what I'd favor is instead having them sell a bundle which unlocks access to a species trait and a dropdown option in the tailor to switch a costume slot's species.

    That would likely mean giving aliens a default "All Around" trait.

    Then have your character info display the species costume slot you have active. Maybe your species trait defaults to the species selected in your current costume slot.

    But then if you switch to a costume slot you've tagged as "Vulcan" the Vulcan species trait automatically activates while that costume is selected and you have Vulcan species options in that slot.
  • bandraoi44bandraoi44 Member Posts: 32 Arc User
    edited February 2015
    Making them savable via load-outs would also be handy
  • thatcursedwolfthatcursedwolf Member Posts: 1,617 Arc User
    edited February 2015
    I'd go four of each at the minimum to a more usable six of each at max.

    Traits used to be a choice. Getting everything isn't an interesting option.
    This is my Risian Corvette. There are many like it, but this one is mine.
  • ddesjardinsddesjardins Member Posts: 3,056 Media Corps
    edited February 2015
    Some people forget we used to have to choose a trait on reps permanently, but you could use all of them at the same time.

    But I completely agree with the OP's sentiments.

    I think it has to do with how the underlying code works, and that it would be a major change (and major undertaking) to establish separate ground and space sets which would change automatically.

    Retreating between 9 space and ground is a pain, but it's do-able.
  • revandarklighterrevandarklighter Member Posts: 0 Arc User
    edited February 2015
    I'd go four of each at the minimum to a more usable six of each at max.

    Traits used to be a choice. Getting everything isn't an interesting option.

    The title said changing not nerfing....
  • rybaksixrybaksix Member Posts: 193 Arc User
    edited February 2015
    I would like to have 10 space and 10 ground trait slots.

    Current separation doesn't serve any purpose.

    On the other hand if cryptic were to drop the amount of trait slots that is for example 6 space/6 ground or something I rather stick to the current one.

    It is 10 space + 10 ground or 10 universal. Nothing else should be acceptable.
  • thatcursedwolfthatcursedwolf Member Posts: 1,617 Arc User
    edited February 2015
    The title said changing not nerfing....

    Five and six slots of each would not be nerfing. 5+5 = 10 > 9.

    Before you could change traits at will you had to use a respec to change them. You could still go all space or all ground but it'd cost you to switch between the two.
    This is my Risian Corvette. There are many like it, but this one is mine.
  • whamhammer1whamhammer1 Member Posts: 2,290 Arc User
    edited February 2015
    Is ground that area under my feet on my starship? ;) I dont do heavy ground, but usually the ground traits left on my space loaded loadout pull me through. I dont see why they couldnt do a space and a ground loadout for traits as well. Just click on too. To change.
  • warpangelwarpangel Member Posts: 9,427 Arc User
    edited February 2015
    I'd go four of each at the minimum to a more usable six of each at max.

    Traits used to be a choice. Getting everything isn't an interesting option.
    I just counted 57 traits in my list and I'm pretty sure don't even have all of them yet...let's just say "getting everything" isn't an issue. :rolleyes:
    Five and six slots of each would not be nerfing. 5+5 = 10 > 9.
    Anything less than 9 + 9 (10 + 10 for Aliens) is nerfing. That's what we have now, just with the hassle of manually switching them when doing ground or space content.

    Remove the switching, keep the slots.
  • hunteralpha84hunteralpha84 Member Posts: 524 Arc User
    edited February 2015
    No.

    Trait system is fine. You don't need all the space traits and all the ground traits.
  • thatcursedwolfthatcursedwolf Member Posts: 1,617 Arc User
    edited February 2015
    warpangel wrote: »
    I just counted 57 traits in my list and I'm pretty sure don't even have all of them yet...let's just say "getting everything" isn't an issue. :rolleyes:


    Anything less than 9 + 9 (10 + 10 for Aliens) is nerfing. That's what we have now, just with the hassle of manually switching them when doing ground or space content.

    Remove the switching, keep the slots.

    Shouldn't you be asking for 9 space pvp trait slots and 9 ground pvp trait slots as well?

    How about 9 solo space slots and 9 ground slots?

    A set of slots for every team size?

    Oh, better get a set for teaming with other races.
    This is my Risian Corvette. There are many like it, but this one is mine.
  • lieutenantusherlieutenantusher Member Posts: 56 Arc User
    edited February 2015
    I agree with the main sentiment here; make it 9/10 space and ground or leave it how it is. Because traits have become a big selling point of lockboxes I really can't see why they wouldn't take a look at it, and if doing a big change or keeping track of 18-20 traits is too hard on the system then there's one really nice feature that would be almost as good.

    Give us a "clear all" button.
    I know what traits I need for a specific build, ship, or ground scenario I just hate having to scroll through my list first to remove them all and then again to add the changed ones, or play the deactivate this, activate that move.
  • captyoung01captyoung01 Member Posts: 311 Arc User
    edited February 2015
    I favor this idea too, not sure myself why Cryptic hasn't looked into this issue. Even if they went 6+6 I would still go for it.
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