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Starship Trait proliferation

It seems like Tier 6 ships have been out long enough now that an enforced cap of 4 Ship Trait slots (5 if you happen to have a maxed out Research Facility and plenty of spare Dil) is becoming increasingly restrictive to creative ship building. I think it would be reasonable with a content or Season expansion in the near future to open up a free fifth slot to players. What does anyone else think? Should this only be tied to the far-off possibility of Tier 7? It's worth remembering they've already recently done this with Character Traits, as well.
Is this too pie-in-the-sky, or is it a more realistic dream?
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Comments

  • samt1996samt1996 Member Posts: 2,856 Arc User
    No.

    /thread
  • jbmaverickjbmaverick Member Posts: 935 Arc User
    What samt said. You're asking for more powercreep, which is the last thing we need right now. You're supposed to adapt to the restrictions of the system, not ask for those restrictions to be lifted.

    The universe has a wonderful sense of humor. The trick is learning how to take a joke.
  • cuchulainn74cuchulainn74 Member Posts: 831 Arc User
    jbmaverick wrote: »
    What samt said. You're asking for more powercreep, which is the last thing we need right now. You're supposed to adapt to the restrictions of the system, not ask for those restrictions to be lifted.

    You certainly make a good point there about the power creep. I hadn't so much been considering that, as freedom to explore more combinations in design. Thanks for the thought!
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  • asuran14asuran14 Member Posts: 2,335 Arc User
    I could see it as something you could buy/obtain outside of getting into fleets, but as a quite higher investment of resources, dil, and time compared to the fleet alternative that would make sense to be quicker to obtain an less expensive in the long run.I actually think this for alot of the fleet-only bonuses like the traits (ground and space) as well as reputation actives. These being behind a fleet-only method of gaining is weird as not all players are interested in being in a fleet, and already players in fleets get access to consoles/weapons/ships that are fleet-only obtainable though I can understand these largely being like this. I would rather see fleet-exclusive space, ship, and ground traits you could buy via a fleet, than seeing that an aspect of your character is tied to being in a fleet thus reducing your ability to reach your potential unless you are in/been in a fleet.
  • wintermutevreswintermutevres Member Posts: 100 Arc User
    On one hand i gotta agree that having more ship trait slots will cause power creep. On the other what real choice do we have atm? Reciprocity, AHoD and EWC. That leaves us with 1-2 free slots that are gonna be filled with APDP, Battle Ready, Emitter Synergy, Supremacy or Pedal to The Metal depending on a build. There is very little variety atm. We have ton of traits but only few are actually make a significant difference. Well at least thats the way i feel atm.
  • cuchulainn74cuchulainn74 Member Posts: 831 Arc User
    On one hand i gotta agree that having more ship trait slots will cause power creep. On the other what real choice do we have atm? Reciprocity, AHoD and EWC. That leaves us with 1-2 free slots that are gonna be filled with APDP, Battle Ready, Emitter Synergy, Supremacy or Pedal to The Metal depending on a build. There is very little variety atm. We have ton of traits but only few are actually make a significant difference. Well at least thats the way i feel atm.

    Ah, this is exactly what I'm feeling. I want to experiment with changes, but there's very little room to do so without obviously and drastically handicapping your build. Maybe it's down to just caring less about DPS (gasp!) and having some good old fashioned fun instead? I figured it would make for an interesting discussion at least.
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  • leemwatsonleemwatson Member Posts: 5,525 Arc User
    edited February 2016
    Pretty much power creep. People seem to forget there are more boosts applied to your character than you realize. You get alot of boost from accolades. Cryptic stated that the total number of boosts is around 300, which include Personal Ground/Space traits, Reputation Traits, Starship Traits and Accolade traits and that's on top of Skill stats, Doff Traits, Boff Traits and Career Traits.
    "You don't want to patrol!? You don't want to escort!? You don't want to defend the Federation's Starbases!? Then why are you flying my Starships!? If you were a Klingon you'd be killed on the spot, but lucky for you.....you WERE in Starfleet. Let's see how New Zealand Penal Colony suits you." Adm A. Necheyev.
  • warmaker001bwarmaker001b Member Posts: 9,205 Arc User
    edited February 2016
    No. There's plenty enough Power Creep already. Hell, we recently got the Research Lab that you can expand your non-captain trait slots by +1 each.
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  • tousseautousseau Member Posts: 1,484 Arc User
    edited February 2016
    I like the sound of that... Stop chassing the DPS carrot and just make builds that are fun and/or themed...

    Wait. I already do that... nm...

    EDIT: Accolades give boosts? I never knew that...
  • lucho80lucho80 Member Posts: 6,600 Bug Hunter
    On one hand i gotta agree that having more ship trait slots will cause power creep. On the other what real choice do we have atm? Reciprocity, AHoD and EWC. That leaves us with 1-2 free slots that are gonna be filled with APDP, Battle Ready, Emitter Synergy, Supremacy or Pedal to The Metal depending on a build. There is very little variety atm. We have ton of traits but only few are actually make a significant difference. Well at least thats the way i feel atm.

    Depends on what build you run. A lot of those are DPS centric traits. I myself like greedy emitters since it's awesome on a Breen ship drain build.
  • cuchulainn74cuchulainn74 Member Posts: 831 Arc User
    No. There's plenty enough Power Creep already. Hell, we recently got the Research Lab that you can expand your non-captain trait slots by +1 each.
    It's really remarkable how much the issue of power creep permeates this game. It must be exhaustively challenging for the Devs to conceive of new content/systems/variety for the game. How to include extensive flexibility without driving power creep could probably be somebody's dissertation over there at Cryptic. As for me, I'm still pinching my Dilithium pennies for that Fleet Research trait slot.
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  • asuran14asuran14 Member Posts: 2,335 Arc User
    THat is very true that there is alot of unnoticed buffs that are being applied, yet is it honestly a good idea to lock away a set of four buff slots not abilities but slots that can be used for those abilities from players at large. I would much rather have access to those four buff slots an yet have to spend fleet credits an resources to get fleet-exclusive traits to be used in those slots that could be really interesting. The idea that I am going to always be four buffs short of someone in a fleet, as well as being more limited of what traits I take is not something feels right, while as said being limited in my choices of traits because I choose to not be in a fleet yet I still can slot the same traits as someone in a fleet actually feels much more forgiving.

    Why should a player be restricted by how many traits he/she can slot compared to another player that is in a fleet, compared to being limited by what traits he/she has access to compared to the same fleet player that has access to fleet-based traits an the nromal traits yet both have the same number of trait slots.
  • warmaker001bwarmaker001b Member Posts: 9,205 Arc User
    No. There's plenty enough Power Creep already. Hell, we recently got the Research Lab that you can expand your non-captain trait slots by +1 each.
    It's really remarkable how much the issue of power creep permeates this game. It must be exhaustively challenging for the Devs to conceive of new content/systems/variety for the game. How to include extensive flexibility without driving power creep could probably be somebody's dissertation over there at Cryptic. As for me, I'm still pinching my Dilithium pennies for that Fleet Research trait slot.

    It may take you a while, but it's there to begin with.

    People warned about the Power Creep years ago, before Delta Rising, but Cryptic went Full Speed and straight on until dawn for it. The result is what we have now: PVP being horribly unbalanced and PVE being something of a joke in many different ways.
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  • nikeixnikeix Member Posts: 3,972 Arc User
    ...an enforced cap of 4 Ship Trait slots (5 if you happen to have a maxed out Research Facility and plenty of spare Dil) is becoming increasingly restrictive to creative ship building.

    There's nothing 'creative' about being able to take everything you want. Creativity is working within the restrictions and yet still pulling off your goals with panache.
  • peterconnorfirstpeterconnorfirst Member Posts: 6,225 Arc User
    edited February 2016
    Tier 7? No thank you!

    If Tier 7 would only get another boff power and another console things would be half way reasonable. But the whole ship trait mechanic we got with tier 6 already pushed power creep so far ahead that yet another mechanic on top of that would break the game we now have entirely.
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  • nephitisnephitis Member Posts: 456 Arc User
    asuran14 wrote: »
    That is very true that there is alot of unnoticed buffs that are being applied, yet is it honestly a good idea to lock away a set of four buff slots not abilities but slots that can be used for those abilities from players at large. I would much rather have access to those four buff slots an yet have to spend fleet credits an resources to get fleet-exclusive traits to be used in those slots that could be really interesting. The idea that I am going to always be four buffs short of someone in a fleet, as well as being more limited of what traits I take is not something feels right, while as said being limited in my choices of traits because I choose to not be in a fleet yet I still can slot the same traits as someone in a fleet actually feels much more forgiving.

    Why should a player be restricted by how many traits he/she can slot compared to another player that is in a fleet, compared to being limited by what traits he/she has access to compared to the same fleet player that has access to fleet-based traits an the nromal traits yet both have the same number of trait slots.
    It is not meant to feel right. It is meant to be a challenge. Besides, isn't a challenge what everyone here screams for like babies wanting their pacifiers?

    Truth be told, I can tell that you (among a very large group so you are not alone and entirely to blame) belong to a group that likes the game more easier than hard. Having that kind of attitude is not wrong, but I am not going to give you a thumbs up for it. I don't know what it is with players but many speak of things as if it is or should be their god given birth right to have certain things. To be honest, it is not like you are being denied these features of the game. All you have to do is join a fleet. If you don't want to do that then I guess you will have to play the game as is.

    This kind of attitude makes me wonder if people think the same about other perks and advantages fleet gear may provide, such as the Spire critH/critDMG consoles? Do people want those things to be an easy-access-item purchasble from a vendor on ESD?
  • iceeaglexiceeaglex Member Posts: 375 Arc User
    No. There's plenty enough Power Creep already. Hell, we recently got the Research Lab that you can expand your non-captain trait slots by +1 each.

    Sigh. Are people already forgetting that we already HAD all our rep traits. ALL of them. THEN cryptic nerfed the TRIBBLE out of them and limited them to 5. The ones we had worked for, had played for. They TOOK THEM AWAY.

    Then, they gave you the option to BUY BACK 1. Thats right, BUY BACK something that we had already earned and they took away.

    Now people think they did us a service by letting us buy +1? Are you freaking kidding me?
  • asuran14asuran14 Member Posts: 2,335 Arc User
    nephitis wrote: »
    asuran14 wrote: »
    That is very true that there is alot of unnoticed buffs that are being applied, yet is it honestly a good idea to lock away a set of four buff slots not abilities but slots that can be used for those abilities from players at large. I would much rather have access to those four buff slots an yet have to spend fleet credits an resources to get fleet-exclusive traits to be used in those slots that could be really interesting. The idea that I am going to always be four buffs short of someone in a fleet, as well as being more limited of what traits I take is not something feels right, while as said being limited in my choices of traits because I choose to not be in a fleet yet I still can slot the same traits as someone in a fleet actually feels much more forgiving.

    Why should a player be restricted by how many traits he/she can slot compared to another player that is in a fleet, compared to being limited by what traits he/she has access to compared to the same fleet player that has access to fleet-based traits an the nromal traits yet both have the same number of trait slots.

    It is not meant to feel right. It is meant to be a challenge. Besides, isn't a challenge what everyone here screams for like babies wanting their pacifiers?

    Truth be told, I can tell that you (among a very large group so you are not alone and entirely to blame) belong to a group that likes the game more easier than hard. Having that kind of attitude is not wrong, but I am not going to give you a thumbs up for it. I don't know what it is with players but many speak of things as if it is or should be their god given birth right to have certain things. To be honest, it is not like you are being denied these features of the game. All you have to do is join a fleet. If you don't want to do that then I guess you will have to play the game as is.

    This kind of attitude makes me wonder if people think the same about other perks and advantages fleet gear may provide, such as the Spire critH/critDMG consoles? Do people want those things to be an easy-access-item purchasble from a vendor on ESD?

    There is a huge difference between gating something like consoles, a grade of ships, weapons, and even some traits behind being in a fleet, compared to gating something like limiting how many traits a player in a fleet an out of a fleet can slot. I am not saying giving players all the trait slots for free, but give players the option to get these slots thru another method even if that method were more costly both in dil an resources. I can completely understand as said gating actual gear as well as actual trait to being in fleets, but making it that innately one group has access to one additional trait per kind (ship, ground, active and space) compared to another which is hugely wrong. Also it is not feeling entitled that something innate like a trait slot be available for everyone to get, even if a player in a fleet can get said trait slots quicker since it costs less for them, that is actually saying you want a even ground to build off for all players.

    Also in actuality i would rather see true challenge added to the game by increasing the complexity of content, new mechanics to enemies (like a form of adaption concept to the borg), but restricting something like a a trait slot is not the same as adding challenge in the least. What challenge is there to getting into a fleet spending credit, and finishing projects, upgrading your base to get access to these? It was a perk gained thru a grind not a challenge, an even if you give players a method outside of fleets to gain these slots that would not change in the least it is just more of a grind. Hell if you make it that non-fleet players in the end spend 1.5-2x the amount of a fleet player for these slots it is actually harder on the non-fleet players in the end, since they only get the additional trait slots none of the added bonuses of being in a fleet like consoles an weapons.
  • nephitisnephitis Member Posts: 456 Arc User
    iceeaglex wrote: »
    No. There's plenty enough Power Creep already. Hell, we recently got the Research Lab that you can expand your non-captain trait slots by +1 each.

    Sigh. Are people already forgetting that we already HAD all our rep traits. ALL of them. THEN cryptic nerfed the TRIBBLE out of them and limited them to 5. The ones we had worked for, had played for. They TOOK THEM AWAY.

    Then, they gave you the option to BUY BACK 1. Thats right, BUY BACK something that we had already earned and they took away.

    Now people think they did us a service by letting us buy +1? Are you freaking kidding me?
    Actually you only had half of each reputation. The main difference now is the fact that you can swap them in and out as you please. You couldn't do that before without respeccing. I like the current system though I wouldn't mind one or two ground/space reputation trait slots
  • smokeybacon90smokeybacon90 Member Posts: 2,252 Arc User
    No, I do not like this notion of adding more slots for everyone. It decreases the number of build options and variety. On the other hand... last night I was talking with a fleetmate who wanted to know some good ship traits he could use. Because he owned very few T6 C-store or box ships, his choice was very limited. We should add more mission reward starship traits, or even allow us to have 1 or 2 free starship traits to begin with.
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  • eldritchxeldritchx Member Posts: 120 Arc User
    edited February 2016
    asuran14 wrote: »
    There is a huge difference between gating something like consoles, a grade of ships, weapons, and even some traits behind being in a fleet, compared to gating something like limiting how many traits a player in a fleet an out of a fleet can slot. I am not saying giving players all the trait slots for free, but give players the option to get these slots thru another method even if that method were more costly both in dil an resources. I can completely understand as said gating actual gear as well as actual trait to being in fleets, but making it that innately one group has access to one additional trait per kind (ship, ground, active and space) compared to another which is hugely wrong. Also it is not feeling entitled that something innate like a trait slot be available for everyone to get, even if a player in a fleet can get said trait slots quicker since it costs less for them, that is actually saying you want a even ground to build off for all players.

    Also in actuality i would rather see true challenge added to the game by increasing the complexity of content, new mechanics to enemies (like a form of adaption concept to the borg), but restricting something like a a trait slot is not the same as adding challenge in the least. What challenge is there to getting into a fleet spending credit, and finishing projects, upgrading your base to get access to these? It was a perk gained thru a grind not a challenge, an even if you give players a method outside of fleets to gain these slots that would not change in the least it is just more of a grind. Hell if you make it that non-fleet players in the end spend 1.5-2x the amount of a fleet player for these slots it is actually harder on the non-fleet players in the end, since they only get the additional trait slots none of the added bonuses of being in a fleet like consoles an weapons.

    You do realise that you only need an invitation to a fleet lab with enough advancement to buy the trait, right? It doesn't use provisions so you don't even need to be in a fleet with provisions to do so. And there are a LOT of fleets giving free access.

  • nephitisnephitis Member Posts: 456 Arc User
    edited February 2016
    asuran14 wrote: »
    /.../ I can completely understand as said gating actual gear as well as actual trait to being in fleets, but making it that innately one group has access to one additional trait per kind (ship, ground, active and space) compared to another which is hugely wrong. Also it is not feeling entitled that something innate like a trait slot be available for everyone to get, even if a player in a fleet can get said trait slots quicker since it costs less for them, that is actually saying you want a even ground to build off for all players. /.../
    I cannot say I find your argument very good but that is just my opinon as I might imagine you would otherwise be quick to say. As for your statement regarding innate, we did not have five slots to begin with so there is nothing innate about five slots. After the reputation trait slotting revamp we had and still have, what you personally refer to as, four "innate" or rather default unlocked slots. The developer then decided to add a fifth slot across the board and this became an extra bonus for those who wanted that "extra" to work toward (doesn't matter how it is done).

    And since you are beating around the bush, I will say it for you. The problem is not that 5th slot's mere existence, but rather the fact that people cannot be arsed to go about the method to acquire that extra slot. Truth be told and whether you agree or not, the laziness of gamers has become an epidemic that spreads like a wildfire in any game that requires an extra effort regardless of what that effort may entail. If people cannot be arsed to go about the methods that is required of them to acquire the more desirable things they probably shouldn't play a time consuming game like an MMO.

    And yes, I do hear what you are saying but I do not agree with it. As harsh and rude as I may sound, I think people spend less time playing the game and put far too much effort into complaining and working toward making that hard-to-get-stuff into an easy-access thing. Effort they could have otherwise spent on... well, getting that thing they really wanted.

  • kontarnuskontarnus Member Posts: 289 Arc User
    edited February 2016
    nikeix wrote: »
    ...an enforced cap of 4 Ship Trait slots (5 if you happen to have a maxed out Research Facility and plenty of spare Dil) is becoming increasingly restrictive to creative ship building.

    There's nothing 'creative' about being able to take everything you want. Creativity is working within the restrictions and yet still pulling off your goals with panache.

    ^This.

    To OP and others: 'DPS reasons' are not valid reasons for increasing powers.


    iceeaglex wrote: »
    No. There's plenty enough Power Creep already. Hell, we recently got the Research Lab that you can expand your non-captain trait slots by +1 each.

    Sigh. Are people already forgetting that we already HAD all our rep traits. ALL of them. THEN cryptic nerfed the TRIBBLE out of them and limited them to 5. The ones we had worked for, had played for. They TOOK THEM AWAY.

    Then, they gave you the option to BUY BACK 1. Thats right, BUY BACK something that we had already earned and they took away.

    Now people think they did us a service by letting us buy +1? Are you freaking kidding me?

    Actually, in the old system, if you chose your rep traits well, you could create a set of buffs that outdid anything possible after they fixed it, for quite a while (with a space or ground focus). But, since then, there has been more than enough power creep to compensate and surpass that by a large margin, spare us the whining, please.
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  • qziqzaqziqza Member Posts: 1,044 Arc User
    edited February 2016
    i think there is massive value already to be had in the ship trait allocation as it stands, with it's cap at 5. increasing that limit would, i think, be detrimental to the game in terms of its continued power creep, and also the disparity of available traits between factions.

    i can understand where you are coming from in terms of rounding out a ship build though, i could actually see that being better suited to choices within the new skill revamp (and less problematic too, as it is a uniform system across all factions)

    so i think it's a wee bit unfortunate, that the skill revamp, with its new take on things tac/eng/sci will be linked solely to our captains, as i can easily imagine it unlocked from being captain specific at level 50, and adopting the same system we have for loadouts, reputation abilities, and ship traits.​​
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  • warpangelwarpangel Member Posts: 9,427 Arc User
    1. I'd rather they first create content hard enough to need all the existing power creep.
    2. Then make us earn the extra power creep by overcoming that challenge instead of giving them for free.
    3. And then go back to #1 to create new challenge that needs the new power creep.
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  • sheldonlcoopersheldonlcooper Member Posts: 4,042 Arc User
    The pattern is to take away skills and abilities then sell a small portion back. We see this with the research lab and its various buybacks. The next area will be skill points - probably around October you will be able to buy back maybe 2 to 4 skill points. Not sure what the mechanism will be. And I will gladly buy these back at whatever price.

    Will we see more buybacks of traits? Probably not.
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  • peterconnorfirstpeterconnorfirst Member Posts: 6,225 Arc User
    The next area will be skill points - probably around October you will be able to buy back maybe 2 to 4 skill points.

    Lol yea, probably over a new fleet-holding to ensure the community has to pay twice!
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  • nikephorusnikephorus Member Posts: 2,744 Arc User
    They will increase it eventually just be patient. It will probably cost you a lot of fleet marks and dilithium though so be prepared for that.
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