Career Officer
Join Date: Jun 2012
Posts: 223
# 21
05-07-2013, 03:30 PM
Quote:
Originally Posted by dark4blood View Post
I have already addressed many of these issues in my post about the need for more variety in consoles and weapons. It expands the Lower and Upper Admiral ranks into two separate 10 level ranks and then only adds Full Admiral for MK XIII and MK XIV.
Thats just it. I think (from what I read on this thread) is most of us don't want MK XIII or higher gear. We have spent BILLIONS of EC and dilithium to get where we are at now to get our MK XII very rare gear.

I saw something that someone posted about "Well this is the way MMO's progress". Well I would like to think this is just the everyday-run-of-the-mill MMO. I would like to think this is better than that and that Cryptic treats their members (all members, not just a select group) with honor and dignity and won't make them re-grind for all the good stuff... If the level cap increased every 2 or 3 months, then hey, no problem. But it didn't. We have been at level 50 for a very long time. To increase the level cap now (and add numerous T6 ships and MK XIII or higher items) would drive their veterans away.

More skill points and upgradeable/modifiable ships are the only benefits I see to the level cap increase.

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Commander
Join Date: Aug 2012
Posts: 376
# 22 MK XIII and Higher
05-07-2013, 03:45 PM
You can not stiffen progression just because you have spent billions of EC. EC doesn't cost anyone anything and personally extending out two level to fully use MK XII will to make the move to MK XIII and MK XIV seemless. Personally, not moving the game forward is pretty selfish. EC is easy to accumulate for players who have been playing for a while and for new players, they won't know the difference. If you look at my post, which I will put back up top addressing ship space sets and adapted sets. Then you will see that by adding variety and randomness, one can lessen the impact of adding another two sets to the game.

Last edited by dark4blood; 05-07-2013 at 04:06 PM.
Captain
Join Date: Jun 2012
Posts: 1,333
# 23
05-09-2013, 07:37 AM
Quote:
Originally Posted by tahnalos View Post
Here are my suggestions to dealing with this problem:

1) Make Lieutenant 20 levels instead of 10. After all, they missed the distinction between Lieutenant JG and regular Lietenant. Such progression was common in the STO universe, why can't they make it here? Keep Lieutenant at Mk I-II gear, this way you get to keep your Mk XII gear when the level cap increases. A side benefit of this would be to ensure that users enjoy the PVE content. When I created my Tac Officer, I ended up jumping to Commander Level on the first Campaign alone because I was grinding the DOff system so much. I eventually made Admiral as I finished the Romulan Campaign. Hadnt event started the Cardassian campaign at all.
I think it would make sense to have 10 ranks of LT JG and 10 ranks LT. In addition, the RA LH and RA UH should have been 10 levels each as well.
Community Moderator
Join Date: Jun 2012
Posts: 4,004
# 24
05-09-2013, 09:03 AM
#1 - The rank of "Fleet Admiral" should be an NPC rank. There shouldn't be a million of 'em running around.

#2 - I'd like to see full Admirals getting the ability to control multiple ships in fleet action scenarios built around territory control.

#3 - I'd like to see full Admirals getting the ability to deploy ships and "away teams" to different zones and queue up DOFF assignments as if they were physically in each zone.

#4 - I'd like to see full Admirals getting the ability to switch to any of their ships just by talking to the Transporter/Shuttlebay Chief and not having to go to a starbase to do it.
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Last edited by bluegeek; 05-09-2013 at 09:09 AM.
Career Officer
Join Date: Jul 2012
Posts: 1,122
# 25
05-09-2013, 09:21 AM
The biggest problem with the ideas of having Boffs in space and ground, fighting along with you is the AI. It has always been terrible and has never gotten any better. Any ship run by an AI will not be able to set up a fraction of the defense of a player ship, they know nothing of resistance, regen and passive defense, that further limits lvl 60 content to joke material.

What they can do to fix it is release an AI editor for players. Other games have done it, its complex and people can share AI builds, but it allows for far better ability than the devs have a hope to program, and not test.
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Career Officer
Join Date: Jun 2012
Posts: 302
# 26
05-09-2013, 10:22 AM
Being a Fleet Admiral at level 69 with Mk XXX gear might sound "awesome" and be fun, but I feel like the higher the level progression and the higher the gear, the more the game loses its flavor. I would rather see both Gamma and Delta Quadrants open for exploration and new story missions, as well as missons dealing with the Iconians, than get high rank and gear. More diverse PvE and PvP arenas should be added as well. More "new worlds" to explore, patrol, and visit. (Who wouldn't want to visit Ferenganar, Betazed, the Trill home-world, the Caitian and Ferasan home-worlds, New Bajor, or even some of the Delta Quadrant worlds that Voyage visited?

Personally, I feel that STO needs to get back to the roots of "Star Trek" through exploration, crafting, and diverse encounters. We need to feel like we are "boldy going". And as much as New Romulus is a funner part of exploration, diplomatic aid, and a newer part of STO, we still need much more.
Community Moderator
Join Date: Jun 2012
Posts: 4,004
# 27
05-09-2013, 10:36 AM
Quote:
Originally Posted by nicha0 View Post
The biggest problem with the ideas of having Boffs in space and ground, fighting along with you is the AI. It has always been terrible and has never gotten any better. Any ship run by an AI will not be able to set up a fraction of the defense of a player ship, they know nothing of resistance, regen and passive defense, that further limits lvl 60 content to joke material.

What they can do to fix it is release an AI editor for players. Other games have done it, its complex and people can share AI builds, but it allows for far better ability than the devs have a hope to program, and not test.
An AI editor is probably overkill and probably too complicated to implement.

The trick is getting your boffs to fire off the abilities you want when you want. I have an idea for something I'll call "Standing Orders" but I think I'll post it separately as it's rather off-topic.
Volunteer Community Moderator for the Star Trek Online forums -- My views may not represent those of Cryptic Studios or Perfect World Entertainment. If you wish to speak to someone on the community team, file a "forums and website" support ticket here, as we are not able to respond to PMs regarding moderation inquiries.
Link: How to PM - Twitter @STOMod_Bluegeek
Ensign
Join Date: Apr 2013
Posts: 5
# 28
05-09-2013, 10:55 AM
Hmm, all this adversity towards increasing the level of gear?

What about me? I'm a new player, I'm liking the game. Got 3 characters up to level 50 in a months play, and just starting to look at the endgame gear, starting ESTFs etc.

I think the game could use a gear reset. Fair enough, keep the tier of ships the same - all those C-store unlocks, a lot of real money has been sunk in, and the basic "hull" of the ship is only part of the story.

But gear? All the time some of you guys have had to sink your daily dilithium into mark 12 purples, some of which are much harder or even impossible to obtain now. Have you seen the price of the antiproton weaponary for example? No more [borg] stuff I keep reading about in guides. And some of the better consoles? Ouch. Especially ouch in PVP

I can't really hope to ever close that gap, no matter how good I might get at actually playing the game, I'll always be disadvantaged. If the game's going to continue to evolve, and you want new players to actually come into it and stay playing, a bit of a reset every now and then makes a lot of sense.

The top end of gear at the moment is also, from an outsiders perspective (new to the game, like I said, but lots of mmo experience previously), REALLY MESSY.

There's a whole slew of items from multiple sources, X - XII, blue to striped blue/purple, plenty of XII purple that's worse than XI blue, too many grandfathered items that still exist but can't be obtained, others which were easy to obtain and are now very hard. Also, all crafted gear is seemingly obsolete, and ridiculously overpriced, which is a stupid situation.

So yes, bring on MK XIII / XIV, clean it up, and bring the playerbase back into a bit more balance. It'll be fun!

Oh yeah, and more end game content to get it from Rather light on that, don't seem to be a lot of real PVE challenges.
Career Officer
Join Date: Jun 2012
Posts: 523
# 29
05-09-2013, 04:10 PM
Quote:
Originally Posted by bluegeek View Post
The trick is getting your boffs to fire off the abilities you want when you want.
I'd rather settle for them using their weapon's primary fire a lot more often.

As it is now, they use abilities twice as often as secondary fire, and secondary fire ten times as often as primary fire.
Lt. Commander
Join Date: Sep 2012
Posts: 165
# 30
05-09-2013, 04:30 PM
increasing the level cap would be good....if it came with something new other than a new title.

I used to play world of ********, what really made me quit was the constant grinding for new gear doing the same thing over and over to get it for hours, and sometimes at the end of raid you end up with nothing at all.

In STO I like that I can:
-play bymyself and still earn gear
-play on a team and still earn gear
-raids do not take the entire day


What I think cryptic should do:

1) add more quadrents, theres lots of content to be added, lets do it (delta)

2) more game mechanics for raids to make the team actually feel like a team and not 5 people shooting anything that moves, but lets not over do this. I don't want to have to stand in a green circle while targeting one enemy while watchnig three others, while looking for some totem to pop up while maknig sure 9000 cooldowns are right? you know?

damage over time effects, not high enoguh to become nearly impossible/rage quiting everyone, but enough to force cruisers to care for escorts

enemies that require science debuffs before they are targetable or damageable

3) continue adding different item sets, maybe more weapon types and damage types
maybe make a crafting system where weapons can be combined to make the hybrid weapons?

4) instead of minigames, make them major games ( or some name thats not dumb). for example, create a game where a player has to take their ship and navigate through many systems, worlds, starbases, make friends, enemies, alliances, etc etc. ( kind of like a voyager game?)
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