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Join Date: Dec 2007
Posts: 148
# 61
03-12-2012, 09:22 PM
I was about to make my own thread about "holy crow, you level too fast in this game", and then I saw this thread. So I'll put in my 2 cents here.


Quote:
Originally Posted by carmenara
New solution for fast leveling - dont play the duty officer assignments at all. Sell away the doff packs you get when levelling up.

Mission based progress from levels 1 to 35 is VERY slow
I'll definitely argue this. Experience from the story missions is WAY too high right now. You get a level for each story mission you do, more or less.
In fact, it's been my experience that there's a LOT on unbalance when it comes to how much experience is rewarded from certain missions. For example, tonight I decided to do 2 random system patrol missions that I hadn't touched yet. One had me talk to 5 miners to find their grievances, then do a quick "did you pay attention" quiz. The other had me just go and scan 5 pillars placed in a row (with no combat). Both of those "patrols" got me 2000 skill points at Commander 21. The two people who were tagging along with me wanted to know how they just gained a full level doing NOTHING.

In comparison, if I had taken a "Explore 3 systems in XXX uncharted sector" (Khazan Cluster, for example), I'd have gotten around 150-200 skill points per each of the 3 missions done, then 650-900 skill points from actually turning in the mission for exploring 3.

Now let's compare...yes, some of these "explore random system in a sector" missions can come up with non-combats along the lines of "scan a couple things on a planet/in space", but you don't get two THOUSAND skill points for doing them. I've gotten from level 20 to 22 in the last day and a half doing close to nothing, really. And I'm one of the people who're avoiding any duty officer missions that pay out more than double-digits in skill points rewards.

Honestly, if there's anything I'm going to avoid to prevent leveling too fast, it's going to be A) Story missions, and B) system patrols. And really, that shouldn't be a thing....
Join Date: Dec 2007
Posts: 148
# 62
03-14-2012, 02:36 PM
I have to agree with earlier posts, I just hit va in feb after starting in august, because I have to work alot and I don't have much, free time. Those who just start the game and those who don't have as much time to play as others should not have to do a endless grind for months on end just to enjoy content. Things can be improved for sure but it doesn't need to be at a snails pace.
Join Date: Dec 2007
Posts: 148
# 63 leveling
03-15-2012, 07:29 AM
I think a way to make leveling more interesting would be to let players level there ships as well. Have a system where over time ( if say you love the miranda or centuar class) you can raise Hull, number of console and weapon slots and so on. I often wondered if the creators of this game ever accually watched the TV shows or Movies, where in you had Miranda's and other older ships side by side with Galaxy's in combat. Even the books show retrofiting the USS Hathaway to return to service to fight. Under the current system you level your toon and everyone and their mother is sitting in Zone in a Odessey. With a ship leveling system there would atleast be veriety at VA levels.
Join Date: Dec 2007
Posts: 148
# 64
03-15-2012, 05:29 PM
Quote:
Originally Posted by tfeltonjr View Post
I think a way to make leveling more interesting would be to let players level there ships as well. Have a system where over time ( if say you love the miranda or centuar class) you can raise Hull, number of console and weapon slots and so on. I often wondered if the creators of this game ever accually watched the TV shows or Movies, where in you had Miranda's and other older ships side by side with Galaxy's in combat. Even the books show retrofiting the USS Hathaway to return to service to fight. Under the current system you level your toon and everyone and their mother is sitting in Zone in a Odessey. With a ship leveling system there would atleast be veriety at VA levels.
With one caveat - the systems and hull may be 'unlocked' to scale with level but the weapon and console slots will remain as per their original tiers.

This makes low-tier escorts and cruisers desirable for their fast maneuvering but there will still be no way in hell that a Miranda with 2F/1A weapon slots will ever scratch the paint of a post-modern Odyssey type.
Join Date: Dec 2007
Posts: 148
# 65
03-15-2012, 06:35 PM
Quote:
Originally Posted by Ebeneezergoode
"Congratulations....captain!!!!"

There needs to be a way for us to pause our progress so we can enjoy the non-endgame stuff or perhaps more importantly, lower tier ships and pvp .

Simple workaround that will help you to do this: Do all of the patrol missions, but don't turn them in.

This slows down the hyper-leveling. Since you still get all of the XP for the kills, you get enough XP to help you keep up with the Storyline Level requirements. Also, if you find yourself needing a boost, you can always turn in one or two of the "banked" patrol missions to help you over the top.
Join Date: Dec 2007
Posts: 148
# 66
03-15-2012, 06:42 PM
Quote:
Originally Posted by Privateer
Simple workaround that will help you to do this: Do all of the patrol missions, but don't turn them in.

This slows down the hyper-leveling. Since you still get all of the XP for the kills, you get enough XP to help you keep up with the Storyline Level requirements. Also, if you find yourself needing a boost, you can always turn in one or two of the "banked" patrol missions to help you over the top.

Interesting concept. I wish there was a way to do a complete 'tour of duty' without ever turning in anything, then upon return to Starbase, cash in the entire campaign at once. This is more 'realistic' in the sense that once you deploy a capital warship, you're more or less stuck with whatever loadout and supplies you launched with for the majority of a deployment (assuming I am hardcore enough, I can roleplay underway replenishment by communicating with other players)

But with the level reqs per mission, I'm forced to level progressively keep up. Unless... I level up to Captain (30) through grinding and doffs then play entire seasons as a exploration cruiser captain and don't bank in anything until a campaign is over. That might be rather fun in the TNG sense, esp the no resupply and no major modification rule above.

It's the only reason why I'm picking a "fat, slow" exploration cruiser this time around - there's no way in hell a Defiant class can realistically withstand a "season long" deployment without calling in at Starbase every one or two missions, but a Galaxy is designed exactly for this.
Join Date: Dec 2007
Posts: 148
# 67
03-15-2012, 07:04 PM
Quote:
Originally Posted by carmenara
Interesting concept. I wish there was a way to do a complete 'tour of duty' without ever turning in anything, then upon return to Starbase, cash in the entire campaign at once. This is more 'realistic' in the sense that once you deploy a capital warship, you're more or less stuck with whatever loadout and supplies you launched with for the majority of a deployment (assuming I am hardcore enough, I can roleplay underway replenishment by communicating with other players)
I never thought about it from an RP perspective, but you're right. I usually start each new sector by doing all of the patrol missions first. Then I will start the Storyline missions. When a mission brings me to a new sector, I treat it as a new sector patrol.

Not turning in the patrols for XP gives me more time "In Type" before getting "bumped upstairs".

As for replenishment, you have the Azuria and a base in nearly every sector that you visit. (K7,SB114 (Celes System), SB 39, etc,...)

Once per sector or so, I go back to ESB for Doffs and Boffs and allow myself up research on mem-Alpha after each Cluster Exploration mission. (I give myself a little leeway with the R&D since it's a bear to keep up with juggling materials and the skill point reqs for making equipment.
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