Why can't we look up what things trigger a particular thing to function? I don't mean that facetiously, I really don't understand why the basic info required to play a complex game is not available.
Even if a full list is too big for a tooltip there ought to be a text file, web page or spreadsheet that has a comprehensive list of what is intended to trigger something. Ideally there also be a ship builder app that would calculate the synergies on a build and show how various things will vary when powers are triggered - I'd rather have that than anything the cstore has to offer.
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There is tons of information on how things work in the game online. No need for the Devs to be pulled away from thier job making content. Heck I have yet to see a game where how things get triggered by gear is set out in the game. Always vague hints thats it.
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And HOW IT WORKS with what you have set up on your individual character: from skill tree, to collected ships, to traits, to specializations etc...etc...
And there is so many ways to combine it...it comes down to: can you get it to work for your intended results???
“Tell me and I forget. Teach me and I remember. Involve me and I learn.” -- Benjamin Franklin
Its not fun guessing before grinding/buying when there are 100+ boff abilities, 100+ space sets, 80ish starship traits, 40+ unlockable space traits, 100ish universal consoles and 100+ doffs, with the good starship traits costing a huge amount of grinding or real world money.
At cryptic they must have a live doucment(s) that detail this stuff, unless they don't.
For example you see something like triggered by 'control power', sounds simple enough but in both space and ground there will be a more things that it could apply and doesn't, than it actually works for.
YMMV, of course, but that's been my experience.
Edit: This also applies to lockbox skills, which, while powerful, are often gimmicky and fiddly and may or may not be affected.
A big problem now is that so many things have mulitple effects its unclear how something will be treated in any given case. I'm not even that annoyed by any particular power not working a particulr boost, its just the needless opacity thats so frustrating.
I do it the easy way, I wait for the "experts" to test the living TRIBBLE out of it and publish their results, then I decide if I want it or not.
Note: Experts is in quotes not as sarcasm but as an acknowledgement that not everyone considers them experts, and a lot of them don't even call themselves experts.
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You'd be surprised at how little they know. Sure, they're Devs, and know a whole lot. But when it comes to synergies (aka, what meshes well with what), they often appear as lost as the majority of the player base. I say, that's why so many things appear OP, after they've been introduced: because even the Devs apparently have no good model to predict/oversee all (often ridiculously OP) interactions from stacking certain abilities a certain way. The amount of permutations is simply too large, and Devs have limited time to test it all out exhaustively, whereas the player base has a sheer endless amount of time to meticulously figure out how to obain the often very OP results (that then need to be nerfed/fixed).
And also, while I'm here, there are just so many kit modules that are unaffected by kit performance, it's kinda depressing, especially when it's marketed as increasing all modules' stats.
Used to love SSI games. Panzer General was pretty addictive.
Staying on topic, for me it's more fun to just try new things. Besides, judging by what the devs release I'm not one hundred percent sure that they know what everything does, how it interacts with other objects, or how an item will influence or detract from the game. It almost seems some times that they look at an idea and say "cool, do that" and poof it's a reward item.
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SSI games are out there now published by Slitherine for example Panzer Corps, on PC and mobile, with tons of addons, the websites that enable people to sell unwanted download game codes might be worth a browse.
I agree that they need to be more concise with their wording. If something says it boosts 'exotic' damage, for example, then any powers that are 'exotic' based need to clearly say they are. Other than that, I'm fine with limited tooltips.