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Star Trek Online: Trait System Improvements Awesome!!!

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  • kaiserkactokaiserkacto Member Posts: 482 Arc User
    Everyone will get 9 slots for ground traits and 9 slots for space traits. It's on testing with Tribble. After we're happy with it, we'll push to Holodeck. Hope that clears things up.

    Well, that sounds quite good, thank you very much, I will be waiting for this​​
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  • tempus64tempus64 Member Posts: 806 Arc User
    Very awesome!
  • ltminnsltminns Member Posts: 12,572 Arc User
    The Active ones are easy to swap out as there are only four slots. With the Terran Rep we will now have four of each. The only time that is any sort of a problem is when doing a mission that has you going from Space to Ground, etc. as you can't swap during.
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  • kyrrokkyrrok Member Posts: 1,352 Arc User
    No more back and forthing between ground and space traits? As in being able to finish a ground STF and then start a space STF in short order? Hallelujah!
  • orion0029orion0029 Member Posts: 1,122 Bug Hunter
    This is a great change, I'm excited to see this on Holodeck!

    I am, however, somewhat concerned about the little fact that Aliens will get another leg-up on other races by having +1 ground AND +1 space trait slots...

    Would it be possible in the engine to program in 1 universal slot for aliens, so they'd have the same number of traits as the rest (taking into consideration that other races have a hard-coded trait slotted)?
  • tousseautousseau Member Posts: 1,484 Arc User
    As someone who plays as "alien", to replicate my Aenar race, it does make me wonder if there remains any benefit to play as a normal race...

    Right now, alien seems to be the way to go...
  • kitsunesnoutkitsunesnout Member Posts: 1,210 Arc User
    aesica wrote: »
    It looks great on Tribble. Now, if only we could get this same thing for active reputation traits, as it would eliminate cumbersome trait-swapping entirely.

    Currently, active reputation still mixes ground and space traits, forcing players to choose ground-heavy vs space-heavy.

    This, they still need to throw that in as well, while this is still a great improvement, it would be nice to completely and totally forget about having to worry about the transition from ground to space and back.
  • hyperionx09hyperionx09 Member Posts: 1,709 Arc User
    xyquarze wrote: »
    Now if only they can add another slot or two to the Reputation and Starship Trait set for a total of 5-6 base slots and 6-7 via R.Lab unlocks.

    While I would also certainly like to use more of the fine traits available, the more they give us, the less we have to think about what we need, the less engaging the trait setup becomes.
    But that's the thing.

    Each Reputation has 4 space (T2 and T4) and 4 ground (T1 and T3) traits. We're at about 8 Reputations now, and it's only going to grow as new seasons come. That's 32 space and 32 ground traits to choose from currently. And unlike Lockbox traits, are guaranteed as long as one does the rank climb.

    That's still plenty of options to choose from for a mere 6 slots (assuming we did get only +1 Space and Ground Rep trait slot).
    Ideally, 8 or 9 total possible Reputation Trait slots for each Reputation slot (8-9 ground and 8-9 space) would be reasonable. Heck, expand on the Alien species advantage and let them have up to 9 with R. Lab unlock, while everyone else gets 8 maximum with R.Lab unlock.

    Active Reputation can remain at 4S/4G regardless of species race if split, with +1 to each via R.Lab unlock. We'll eventually have to choose between ground and space anyway once the next Reputation comes in months from now.

    Starship traits can remain at a possible 6, though I would prefer 8 as well, if only because it benefits both Cryptic and players. The former can still push T6 ships with reduced slump (unlike the slump we got once everyone had 4 traits and were almost always unchanging), and the latter can personalize their build with multiple traits towards one weapon type if they want, or branch out and be a DPS/Tank hybrid.
  • breadandcircusesbreadandcircuses Member Posts: 2,355 Arc User
    edited November 2015
    Super awesome. :grin:
    > I understand from the article that Aliens will retain 10 slots a piece...is that still the plan?

    The article was just posted so it probably hasn't changed since then :) . This is slightly unfair to non-aliens since aliens get 10+10 while non-aliens get 9+9+1 racial trait

    Plus, Romulan aliens can wear a goatee. Real Romulans? We can't! :mad:

    Alien species captains don't have a built in racial trait. That's why they've always had the extra trait slot. For other species the racial trait makes up for the extra trait slot aliens get.

    Not only that, but most Species Traits encompass two or more individual Traits, though there are exceptions (such as Orions) that only have a single Trait (but Orion Female jiggly-bits are so OP that players still favor them heavily). That means that for the most part Aliens will now be on par with other species, though they will be more flexible thanks to having a choice as to what to slot for both map types. In practice, though, the more dedicated gamers were already swapping Trait sets based on the area of operations anyway; this just allows everyone to run a full array of each Trait set, rather than swapping or compromising performance compared to those that did swap.

    The best part to me is still the new Space Traits, available to all captains... especially important to my Ferasan. It's also a small step towards improving faction parity; Romulans/Remans will still have better Species and Boff Traits, but since everyone has access to the new additions the comparative difference is narrowed.


    I was wondering, though: are Betazoid characters finally going to get the Pacification Trait that our Betazoid boffs have access to?
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  • lucho80lucho80 Member Posts: 6,600 Bug Hunter
    edited November 2015
    omfg!!! MORE CRIT D CRTH!!!!! YEAH!!!!!!
    I'm pleased
    ^
    And here is the response to this I expect from 9/10 players. My hope is that "Impact Defense Specialist" is worth slotting in order to bring some sanity to PvP torpedo spam.

    Now if they could only fix the boff space trait problem.
  • aesicaaesica Member Posts: 736 Arc User
    ltminns wrote: »
    The Active ones are easy to swap out as there are only four slots. With the Terran Rep we will now have four of each. The only time that is any sort of a problem is when doing a mission that has you going from Space to Ground, etc. as you can't swap during.
    It's not a matter of them being easy or difficult, it's a matter of the menuwork required to do so. As much as I like this game, there's really far too much menucraft as it is. I think most people would rather be exploring or blowing things up than managing menu contents.
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  • davefenestratordavefenestrator Member Posts: 10,690 Arc User
    Yes, my Science captain is at the Kobali stage of the Delta story which means wanting 9 ground traits to help survive. But he's also doing the mirror event where he wants space traits. Switch daily, or do one without traits? The new system won't maker me remember to do that.
  • id0liciousid0licious Member Posts: 74 Arc User
    edited November 2015
    lucho80 wrote: »
    omfg!!! MORE CRIT D CRTH!!!!! YEAH!!!!!!
    I'm pleased
    ^
    And here is the response to this I expect from 9/10 players.

    Don't expect miracles...

    From Reddit:

    STOCrypticRockSystems - Design Monkey, 4 points 2 hours ago
    "Innocuous's Crit Severity is being lowered to 1.5%, to bring it in line with other crit severity enhancing traits."

    That was quick! :D
  • farmallmfarmallm Member Posts: 4,630 Arc User
    This is good, I been wanting this to happen.
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  • tinkerstormtinkerstorm Member Posts: 853 Arc User
    So when do they make captain abilities available to all professions? Hmmmmm?
  • tinkerstormtinkerstorm Member Posts: 853 Arc User
    tousseau wrote: »
    As someone who plays as "alien", to replicate my Aenar race, it does make me wonder if there remains any benefit to play as a normal race...

    Right now, alien seems to be the way to go...
    This change actually makes alien less of a special snowflake.

  • imadoctornotaimadoctornota Member Posts: 469 Arc User
    Indeed! A very exciting announcement. I'm really hoping for customization of Boff traits next! That has been on my list for so long!
    Thanks for the expansion that had "as much content as the last"
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  • ltminnsltminns Member Posts: 12,572 Arc User
    Don't get me wrong. I have been an advocate of having duel tracks for Space and Ground. Personal was where the relative heavy lifting was. If we were to get one that would be the one to do for two tracks.

    Do I want duel for Active, you bet. But if these changes need to be done incrementally they definitely picked the right one for now. Let's hope they get to do the other soon as that has a more telling affect on your trays.

    And the arguments about Aliens, give it up already. They have ten for reasons already explained. This is not giving them a two advantage over one. People that swapped out did it to ten anyway. This change is a quality of life improvement at its core (without the new Traits that is). It saves people the 'aggravation' of constantly fumbling around switching stuff in and out.
    'But to be logical is not to be right', and 'nothing' on God's earth could ever 'make it' right!'
    Judge Dan Haywood
    'As l speak now, the words are forming in my head.
    l don't know.
    l really don't know what l'm about to say, except l have a feeling about it.
    That l must repeat the words that come without my knowledge.'
    Lt. Philip J. Minns
  • aesicaaesica Member Posts: 736 Arc User
    So when do they make captain abilities available to all professions? Hmmmmm?
    As soon as they expand the specialization system to encompass tactical, science, and engineering. Obviously, you'd unlock things as you leveled up on whatever specialization you chose during character creation. And kit modules would need to be restricted to whatever you had set for your primary and secondary specializations.

    Could it work, or would it be a bad idea? Not sure, actually.
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  • seaofsorrowsseaofsorrows Member Posts: 10,919 Arc User
    Everyone will get 9 slots for ground traits and 9 slots for space traits. It's on testing with Tribble. After we're happy with it, we'll push to Holodeck. Hope that clears things up.


    This is...

    AWESOME! :)
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  • cryptkeeper0cryptkeeper0 Member Posts: 989 Arc User
    I hope they eventually update required racial to have both ground and space bonuses.
  • melineaaelemelineaaele Member Posts: 87 Arc User
    Great addition, and about time.
  • gradiigradii Member Posts: 2,824 Arc User
    Everyone will get 9 slots for ground traits and 9 slots for space traits. It's on testing with Tribble. After we're happy with it, we'll push to Holodeck. Hope that clears things up.

    About time this happened, thanks for this it's gonna be a serious Quality of Life improvement not to have to re trait for ground and space!

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  • lostmindfinditlostmindfindit Member Posts: 6 Arc User
    awsome change, i would like recomend one more change to go with it, to allow us to create ground and space set of specializations, since we have 4 of them now and only two can be active at same time....
  • mustrumridcully0mustrumridcully0 Member Posts: 12,963 Arc User
    edited November 2015
    The fact that they couldn't even anticipate the need for this from the beginning just beggar's belief...
    Very early in the beginning of STO, even the skill system required sacrifices between ground and space (and to some extent, that's still there). And there were plenty of people that thought this was a good design (and that was without easy skill respecs or anything) I never agreed and obviously eventually the devs saw this as a flawed design, too - but it takes time to change the design. Now they have found the time for it, and it looks pretty cool.


    Now the only remains of a forced ground/space split in build is in the skill system you use from level 1-50, and in active reputationt raits. If they can address that, too, things will be perfect.
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  • sennahcheribsennahcherib Member Posts: 2,823 Arc User
    wow! excellent news, thx :)
  • risian4risian4 Member Posts: 3,711 Arc User
    Awesome indeed :D

    As a player who has separate ground and space characters, this is a much appreciated change. If one character mostly focus on ground, for example, and your space gear on that character isn't that good for that reason, traits can make an important difference if you decide to do that one space mission.

    And most of those new traits look really good :)
  • daciaeternadaciaeterna Member Posts: 219 Arc User
    edited November 2015
    Nice changes!
    I was waiting this for a long time, no more annoying trait swap if i wanna do ground/space.

    Great work.
    Post edited by daciaeterna on
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    • sheldonlcoopersheldonlcooper Member Posts: 4,042 Arc User
      I'm very pleased to see this at full 9/9. Along with drydock we have 2 fantastic improvements this month. Thank you and well done to Cryptic!
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