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Official Feedback Thread for the new Trait System Improvements.

PLease use this thread to post feedback and issues found in the new Trait System Improvements.

General:
  • Trait System Improvements:
    • Personal Traits will be split into two panels within the trait UI – Ground Personal Traits and Space Personal Traits.
    • Players will have access to the same number of traits (9, 10 if playing an Alien species) for both sections, and these traits unlock at the same levels as before.
    • The UI properly sorts out ground and space traits.
    • We’ve added 4 new ground and 14 new space traits.
      • These new traits are available to all species, regardless of rank or faction.
    • For more details, please visit the Trait System Improvements blog at: http://www.arcgames.com/en/games/star-trek-online/news/detail/9653823-star-trek-online:-trait-system-improvements
  • Badlands Battlezone: The correct rewards are now given out when placed in first through third place.
  • Khitomer Vortex Advanced cannot be failed.

Comments

  • amayakitsuneamayakitsune Member Posts: 977 Arc User
    edited November 2015
    The Warp Theorist Trait is missing from my alien character's space trait list. (Happens on both a previous character on tribble and a newly copied one).
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  • crypticrockcrypticrock Member Posts: 120 Cryptic Developer
    The Warp Theorist Trait is missing from my alien character's space trait list.

    This was something which was noticed by QA and subsequently fixed. The fix didn't make it into the Tribble build.
  • amayakitsuneamayakitsune Member Posts: 977 Arc User
    The Warp Theorist Trait is missing from my alien character's space trait list.

    This was something which was noticed by QA and subsequently fixed. The fix didn't make it into the Tribble build.

    Better safe than sorry. Thanks for the info.
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  • crypticrockcrypticrock Member Posts: 120 Cryptic Developer
    The Warp Theorist Trait is missing from my alien character's space trait list.

    This was something which was noticed by QA and subsequently fixed. The fix didn't make it into the Tribble build.

    Better safe than sorry. Thanks for the info.

    Thank you for asking about it. Far better to get false positives and mentions of known problems.
  • azmodeasazmodeas Member Posts: 132 Arc User
    for some reason both my Romulan sci and Romulan Tac captains have Romulan operative locked taking up 3 space trait slots on both characters with an option to add Romulan operative in a fourth trait slot. the three locked traits I've been unable to cancel / remove. So I'm going to presume this is a bug ?.
  • lucho80lucho80 Member Posts: 6,600 Bug Hunter
    Not feedback (I'll give that once Tribble patches up) but question. Why can't you give boffs some random space traits like this? Frankly, I'd love to play a full Vulcan or Andorian crew IF they had space traits like Saurians, Romulans, and Humans.
  • khamseenairkhamseenair Member Posts: 2,640 Bug Hunter
    This is a VERY welcome change to the trait system. No more having to remember to switch them all out before switching to a ground map. :D​​
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  • saber1973asaber1973a Member Posts: 1,225 Arc User
    edited November 2015
    azmodeas wrote: »
    for some reason both my Romulan sci and Romulan Tac captains have Romulan operative locked taking up 3 space trait slots on both characters with an option to add Romulan operative in a fourth trait slot. the three locked traits I've been unable to cancel / remove. So I'm going to presume this is a bug ?.

    I think it's bug, cause i have 1 Romulan Operative Space trait locked. and the only thing i can do with it is add another one Rom. Operative Trait....

    Edit:
    When i chenged toons, then back and switched map to ground the locked trait vanished - so it fixed itself
  • electrumleopardelectrumleopard Member Posts: 88 Arc User
    Are romulans supposed to have both Romulan Operative and Operative?
  • martakurillmartakurill Member Posts: 456 Arc User
    edited November 2015
    I'm wondering if maybe some of the free traits are a little too good when compared to those that are earned / purchased. For example, the new beam trait grants a flat 5%, while the R&D beam trait grants 6% IF you are closely monitoring you powers and timing activations correctly. I feel that in most situations, this freebie trait is superior. Is this intended?

    Also, I feel like in the current meta, throwing out more basic + damage buffs isn't helping matters. Instead, I'd rather see things like:

    Beams - weapon power cost for beams slightly reduced
    Cannons - range based damage penalty sightly reduced

    They are good, but not immediately "best in slot". Anyway, that's my 2 ec.
  • lucho80lucho80 Member Posts: 6,600 Bug Hunter
    Also, I feel like in the current meta, throwing out more basic + damage buffs isn't helping matters. Instead, I'd rather see things like:

    Beams - weapon power cost for beams slightly reduced
    Cannons - range based damage penalty sightly reduced

    They are good, but not immediately "best in slot". Anyway, that's my 2 ec.

    I do agree with you that the devs are stuck in a +dmg/+damage res/+heal rut, and for some reason they can't think outside the box. I like your idea with the cannons trait, can't say the same for the beam one since you end up getting the same benefit a different way.

    @crypticrock - Why can't we get traits that do something other than the usual 3 (+dmg/+damage res/+heal)? I do agree that the beam damage boost is way to generous considering the R&D boost which takes work to get.


  • torsten1009torsten1009 Member Posts: 454 Arc User
    I've just read the announcement, not tested anything yet, but:
    1. Getting seperate slots for ground- and space-traits is a welcome change.

    2. The new traits are "too much":

    2.1. Ground:
    Pistol-, Assault- and Rifle-Training... Why? - On one of my characters I'm using a Plasma-Repeater Pistol, a Plasma Pulsewave Assault and a Plasma Sniper-Rifle. Now you tell me that I've got to use 3 different traits for 3 weapon-types?
    By the way, that character owns the Sniper-Trait (Lockbox), will it be better or worse then the new Rifle-Trait? Do I need to switch my Plasma Repeater Pistol (Epic Mk XIV by the way) for another Rifle just to get most out of these new Traits?

    Field Technician could be a good one.

    2.2. Space:
    Imposing Presence, Innocuous, Fleet Coordinator, Shield Frequency Analyst, Bulkhead Technician, Operative and Thrill-seeker could be good.
    But I've got to repeat the question: Will Romulans be able to slot Romulan Operative and Operative? What's about the Premium Species Remans? Will Remans get the Cloak-Ambush from Infiltrator and Operative?

    Particle Defense Specialist, Molecular Defense Specialist, Impact Defense Specialist that's too much again. Just think about Borg Disconnected: Voth and Undine shooting Antiproton and Borg shooting Plasma... If I want more Resistances, I'd need to waste 3 of 9 (for Aliens 10) Traits for that?
    A nightmare for every PvP-Match... What will the other team be using? Flavour of the month or just the weapons that hurt (Antiproton, Plasma, Disruptor)?
    You'd need to include something against weapon-procs, too, if these traits are supposed to help. Phasers can disable Subsystems, so Subsystem-Repair might be nice, Drain-Weapons (Polaron, Tetryon) can be countered with Power-Insulators, but what would you do against Plasma, Antiproton and Disruptor? - Hull-Repair?

    Cannon Training, Beam Training, Projectile Training - again 3 different Traits? Just look at your standard setups for the Avenger/Arbiter/Mogh/Kurak Battlecruisers, all 3 weapon types. But it's even worse on the Dyson-Destroyers and the Tempest Escort (Patrol Escort Retrofit), you can't remove Cannons on those ships (Dyson - Front Dual Heavy Proton Cannons and the Tempest Tail-Gun on the Tempest).
    So again "too much". You could at least reduce it to 2 Traits, one that improves Energy-Damage and one for Kinetic-/Physical-Damage. The Energy-Damage Trait could have different values for Cannons (those would need a big boost to become interesting again) and Beams.

    Did you remember the Cutting-Beam? An Energy-Weapon that deals Kinetic-Damage... Is that one boosted by Beams or Kinetic now?

    3. Powergap between Players and Bridge Officers:
    Well, Bridge-Officers are still limited to 4 fixed Traits (players had only 4, Aliens 5, Traits before Legacy of Romulus launched, too).
    We are now at a point where most Players collect a set of Space Bridge-Officers and a set for Ground. For example: The 2 worst BOFFs for ground are the tactical Reman from the Delta-Rising OPs Pack and the Hierachy (both have got 2 Space-Traits each), but these BOFFs are about the best (Hierachy just for non-Romulans) for Space.
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  • martakurillmartakurill Member Posts: 456 Arc User
    @lucho80, I see your point about the beam trait. What about something to make subsystem targeting interesting? No idea what could do that, though...
  • azmodeasazmodeas Member Posts: 132 Arc User
    saber1973a wrote: »
    azmodeas wrote: »
    for some reason both my Romulan sci and Romulan Tac captains have Romulan operative locked taking up 3 space trait slots on both characters with an option to add Romulan operative in a fourth trait slot. the three locked traits I've been unable to cancel / remove. So I'm going to presume this is a bug ?.

    I think it's bug, cause i have 1 Romulan Operative Space trait locked. and the only thing i can do with it is add another one Rom. Operative Trait....

    Edit:
    When i chenged toons, then back and switched map to ground the locked trait vanished - so it fixed itself

    yeah after logging out and restarting I was able to use the trait slots previously locked. It also allowed me to choose both rom operative and plain Operative. Nice boost there if it's Working as intended.
  • mustrumridcully0mustrumridcully0 Member Posts: 12,963 Arc User
    The traits seem a bit... boring. Straight damage buffs? I guess they are cheap on the computing side, but they will add a bit more power creep again - and they feel like no-brainers. Which I think is always boring in game design.
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  • eclipsegsxeclipsegsx Member Posts: 4 Arc User
    azmodeas wrote: »
    saber1973a wrote: »
    azmodeas wrote: »
    for some reason both my Romulan sci and Romulan Tac captains have Romulan operative locked taking up 3 space trait slots on both characters with an option to add Romulan operative in a fourth trait slot. the three locked traits I've been unable to cancel / remove. So I'm going to presume this is a bug ?.

    I think it's bug, cause i have 1 Romulan Operative Space trait locked. and the only thing i can do with it is add another one Rom. Operative Trait....

    Edit:
    When i chenged toons, then back and switched map to ground the locked trait vanished - so it fixed itself

    yeah after logging out and restarting I was able to use the trait slots previously locked. It also allowed me to choose both rom operative and plain Operative. Nice boost there if it's Working as intended.

    The Superior Rom Operative traits are still in my Fed after relogging multiple times... On a related note, the Nausican BOFF trait "Pirate" does not appear to take a slot on my KDF's space traits.
  • crypticrockcrypticrock Member Posts: 120 Cryptic Developer
    The Superior Rom Operative traits are still in my Fed after relogging multiple times... On a related note, the Nausican BOFF trait "Pirate" does not appear to take a slot on my KDF's space traits.

    @eclipsegsx I just want to make sure I'm understanding this -- you have both Superior Romulan Operative and Pirate available for use on your character? Not your bridge officers?
  • qjuniorqjunior Member Posts: 2,023 Arc User
    Just a little suggestion...could it be possible to give Federation characters something like Phaser Specialist and KDF characters something like Disruptor Specialist ? Romulans got the Plasma Specialist trait, but there are no equivalents in the other factions.
  • ishigawa1ishigawa1 Member Posts: 16 Arc User
    So, I'm curious: When will these trait changes be made available to Holodeck?
  • amayakitsuneamayakitsune Member Posts: 977 Arc User
    ishigawa1 wrote: »
    So, I'm curious: When will these trait changes be made available to Holodeck?

    Generally normal Tribble patches have a one week lead time to holodeck patches. So we can expect this at earliest, this Thursday.
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  • lucho80lucho80 Member Posts: 6,600 Bug Hunter
    edited November 2015
    @lucho80, I see your point about the beam trait. What about something to make subsystem targeting interesting? No idea what could do that, though...

    Only thing that would make it interesting for people would be either to give a 20% boost to the drain, the disable or both. Disables in general are considered junk in this game.
    qjunior wrote: »
    Just a little suggestion...could it be possible to give Federation characters something like Phaser Specialist and KDF characters something like Disruptor Specialist ? Romulans got the Plasma Specialist trait, but there are no equivalents in the other factions.

    +1 to this. Why do Romulans get all the damage boosts? (CritH, CrtD, and damage)
  • bioixibioixi Member Posts: 764 Arc User
    edited November 2015
    You've forgot about separating active reputation abilities, we still have 4/5 slots for both ground and space instead of separate slots.
  • welcome2earfwelcome2earf Member Posts: 1,746 Arc User
    Yes, I'd like to pop in and ask why Romulans are the ONLY ones that have a boost for their common weapon-type? And what is with the "best-in-slot" traits? It kinda removes the fun and options.
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  • arrmateysarrmateys Member Posts: 466 Arc User
    lucho80 wrote: »
    I do agree with you that the devs are stuck in a +dmg/+damage res/+heal rut, and for some reason they can't think outside the box. I like your idea with the cannons trait, can't say the same for the beam one since you end up getting the same benefit a different way.
    what if instead it increased the beam's horizontal range by some 10-20 degrees, which would make it much better for double beams, but also not too shabby for regular beam, increasing the broadside range by a bit?​​
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  • primar13primar13 Member Posts: 1,896 Bug Hunter
    arrmateys wrote: »
    lucho80 wrote: »
    I do agree with you that the devs are stuck in a +dmg/+damage res/+heal rut, and for some reason they can't think outside the box. I like your idea with the cannons trait, can't say the same for the beam one since you end up getting the same benefit a different way.
    what if instead it increased the beam's horizontal range by some 10-20 degrees, which would make it much better for double beams, but also not too shabby for regular beam, increasing the broadside range by a bit?​​


    Actually thats an interesting idea, and I wouldn't be surprised if Beam Arcs are hard coded.
  • welcome2earfwelcome2earf Member Posts: 1,746 Arc User
    What's the use of ANY of these feedback threads if no devs ever pipe-in?
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