Commander
Join Date: Jul 2012
Posts: 290
# 281
05-12-2013, 12:33 AM
Quote:
Originally Posted by salamiinferno View Post
You can now get free respecs on Drozana station. There is a console called "Test Special Items" that the you can use to get all the free respecs you want. Please use them to test out different builds, traits, etc, and please leave your feedback!
I'm in New Drozana as I type this and I can find no such console anywhere.

Pointer, please? Thank you.
Husker - RugBurn
Zaan - Mel'Kor - Zarek
Career Officer
Join Date: Jun 2012
Posts: 6,416
# 282
05-12-2013, 01:35 AM
Yeah, its not there. If it is, I don't recall seeing it.
Empire Veteran
Join Date: Jul 2012
Posts: 83
# 283
05-12-2013, 07:37 AM
Quote:
Originally Posted by azurianstar View Post
Third, why is Regular Trill Traits better than Joined Trills?
I'd like to know too, i've a joined trill I payed for. Will be a bummer if the free trill is better.

Last edited by ziggyds; 05-12-2013 at 07:53 AM.
Captain
Join Date: Nov 2012
Posts: 1,465
# 284
05-15-2013, 10:00 PM
So, my thoughts on Trait selection and Character Creation.

[Re-posted for legibility]

1) There is no way to select Traits during Character Creation. This results in every Alien in the universe having the exact same Traits. Yes, the Respec Traits token allows you to fix this after the fact, but it just bugs me that we need to do so. Can we get the option to select Traits from the beginning put back please?

2) As a side effect of not choosing Traits at Character Creation, there is no way to know what Traits a Race/Class has prior to starting the game. This means that if, for example, a player wanted Efficient Captain as a means to help balance the reduced power from a Singularity Core, they must:
---a) Make a Romulan, Respec Traits, check to see what is available, Change Character.
---b) Delete the Romulan, make a Reman, Respec Traits, check to see what is available, Change Character.
---c)Delete the Reman, make an Alien, Respec Traits, check to see what is available, Change Character.
---d) Delete the Alien, make whichever character had access to the traits the player desires, then finally play that character.
It seems a bit cumbersome.

3) Romulans can be neither Efficient Captains, nor Elusive. Clearly you and I have different impressions of the Romulan people...

Last edited by breadandcircuses; 05-15-2013 at 10:11 PM.
Captain
Join Date: Nov 2012
Posts: 1,465
# 285
05-15-2013, 10:05 PM
Next, display and/or actual functional errors in the new Traits.

[Re-posted for legibility]

1) I have noticed that the Traits behave like politicians. At Character Creation, they promise one thing, then on the in-game Traits tab they indicate a lesser benefit once you actually have those Traits. So far as I have been able to determine, it seems specific to Ground Traits; Space Traits seem to have their full promised effects.
---Example 1) Covert
------Character Creation: +30% Stealth, +15% Exploit Damage
------In-game Traits tab: +20% Stealth, +10% Exploit Damage
---Example 2) Plasma Weapon Specialist
------Character Creation: +15% Plasma Energy Weapon Damage
------In-game Traits tab: +10% Plasma Energy Weapon Damage
---Example 3) Resilient
------Character Creation: +7.5 Physical/All Energy Damage Resistance Rating
------In-game Traits tab: +5 Physical/All Energy Damage Resistance Rating
Actually, this is not behaving like a politician at all... there is no way a politician would fulfill a full 2/3 of what is promised!

2) Creative in not working as described; it neither applies its bonuses to all kit powers, nor all heals. Specifically:
---a) Engineer turrets and drones from the Fabrication Specialist kit receive no damage bonus.
---b) Engineer medical generators (unsure about the shield generator proc) and Reroute Power to Shields III receive no healing bonus.
---c) Engineer bombs and mines from the Enemy Neutralization kit receive no damage bonus.
This may be working as intended, but the description needs to specify that this does not apply to damage/healing done by explosives or pets (unless it does work on the Tactical captain grenades and pets?). It should, however, affect Reroute Power to Shields, as this is a shield HoT; I assume that part is not WAI.
This was tested on a ground combat map in order to allow all appropriate modifiers. I checked the tooltip damage without Creative active, then added Creative and hit the Commit Traits button before re-checking tooltip damage with Creative active. I then deleted, re-copied, and re-tested to confirm the change.
Captain
Join Date: Nov 2012
Posts: 1,465
# 286
05-15-2013, 10:35 PM
OK, and the last little bit is this:

If you wanted this to be the Official Trait Revamp Feedback Thread, and we all just got full access during the Tribble Test Weekend, why didn't this thread get a "Sticky" to keep it readily available for feedback? I suspect you lost out on some valuable feedback on potential issues and bugs by not making it a priority, as well as generated several redundant threads on related topics for you to comb through.

Once the wrinkles are ironed out, the new Trait system is going to be pretty awesome. It offers greater customization for our captains, and gives us an array of options we never had before. I applaud your efforts in this direction, and I thank you for your hard work and patience in dealing with all of our... let's just say passionate... feedback on the game. Think of it this way: we wouldn't give so much feedback if we didn't all enjoy the game. Now, get to work
Captain
Join Date: Jun 2012
Posts: 1,860
# 287
05-16-2013, 12:29 PM
The descriptions of many traits are out of date or incomplete. Please see the following bug reports:

http://sto-forum.perfectworld.com/sh...d.php?t=619611
http://sto-forum.perfectworld.com/sh...d.php?t=630611
Captain
Join Date: Jun 2012
Posts: 1,860
# 288
05-16-2013, 12:32 PM
Quote:
Originally Posted by breadandcircuses View Post
2) Creative in not working as described; it neither applies its bonuses to all kit powers, nor all heals. Specifically:
---a) Engineer turrets and drones from the Fabrication Specialist kit receive no damage bonus.
---b) Engineer medical generators (unsure about the shield generator proc) and Reroute Power to Shields III receive no healing bonus.
---c) Engineer bombs and mines from the Enemy Neutralization kit receive no damage bonus.
This may be working as intended, but the description needs to specify that this does not apply to damage/healing done by explosives or pets (unless it does work on the Tactical captain grenades and pets?). It should, however, affect Reroute Power to Shields, as this is a shield HoT; I assume that part is not WAI.
This was tested on a ground combat map in order to allow all appropriate modifiers. I checked the tooltip damage without Creative active, then added Creative and hit the Commit Traits button before re-checking tooltip damage with Creative active. I then deleted, re-copied, and re-tested to confirm the change.
If this is true, then there is no reason for me to take creative. I was considering adding that trait to my engineer. I wonder if creative is even working on Holodeck. From what I can tell, the trait system still has many bugs. I hope these will be fixed before the launch of "Legacy of Romulus".
Captain
Join Date: Jun 2012
Posts: 2,051
# 289
05-16-2013, 01:48 PM
The tooltip for passives on the "passives" tab in the character window, the tooltip in the traits tab, and the actual effects of said traits are all very inconsistent. Is there any chance these things could be clarified/updated before LoR goes live? For example Covert lists +30% stealth and 15% exploit damage on the passives tab, +20% stealth and +10% exploit damage on the traits tab, and actual effect of the trait is +20% stealth and +10% exploit damage.
Captain
Join Date: Jun 2012
Posts: 2,926
# 290
05-16-2013, 02:05 PM
I thought romulans could get Elusive.

Tactical space traits are also totally useless.

Not that it matters, I can put Elusive and Accurate in instead of them.
Let us wear Swimsuits on Foundry maps or bridges please! I would pay zen for that.
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