Page 1 of 2

Trait System Improvements

Posted: Sat November 14th, 2015 8:14 pm
by cmdraftbrn
https://www.arcgames.com/en/games/star- ... il/9653823


Currently, our ground-based and space-based Personal Traits are grouped into the same category. This leaves people at a distinct disadvantage when they go on a ground mission with all space-based traits, and the other way around. It’s an area of the game which has been need of some attention. Constantly having to swap traits around simply isn’t fun.

Going forward, Personal Traits will be split into two panels within the trait UI – Ground Personal Traits and Space Personal Traits. Players will have access to the same number of traits (9, 10 if playing an Alien species) for both sections, and these traits unlock at the same levels as before. The UI properly sorts out ground and space traits, so you don’t have to worry about accidentally slotting the wrong type of trait.

Additionally, we recognized different species had access to different numbers of ground and space traits. Some species would not have enough options to fill out their Ground Personal Traits and Space Personal Traits without having earned extra ones. As such, we’ve added 4 new ground and 14 new space traits. These new traits are available to all species, regardless of rank or faction. This gives all players more choices with how to improve their characters, based on your own play-style.

The new traits are:

Space Traits

Imposing Presence
+Threat gen, +outgoing hull healing

Innocuous
–Threat gen, + Crit Severity

Fleet Coordinator
+All Damage for each member of your team (self included)

Particle Defense Specialist
+Antiproton, Polaron, and Tetryon Resists

Molecular Defense Specialist
+Phaser, Disruptor, and Plasma Resists

Impact Defense Specialist
+Kinetic and Physical Resists

Cannon Training
+Cannon Weapon Damage

Beam Training
+Beam Weapon Damage

Projectile Training
+Projectile Weapon Damage

Shield Frequency Analyst
+Outgoing Shield Healing

Bulkhead Technician
+Max Hull Hit Points

Operative
+Crit Chance and Crit Severity
Thrill-seeker
+Flight Speed and Full Impulse Speed


Ground Traits

Pistol Training
+Pistol Weapon Damage

Rifle Training
+Rifle Weapon Damage

Assault Training
+Assault Weapon Damage

Field Technician
–Kit Module Recharge Time


We feel these changes will go a long way in terms of improving the gameplay experience. Please remember to check out what traits you have equipped, and fill in both categories.

See you in game!

Jon “CrypticRock” Steady
Systems Designer
Star Trek Online

Re: Trait System Improvements

Posted: Sat November 14th, 2015 8:44 pm
by LBlackmoor
Very interesting. When I saw this I was hoping that it would include switching active/secondary specializations... but this is pretty good.

Some of those space traits though... I mean, who isn't going to take Operative...

Have to wait and see how much of a bonus they provide...

Re: Trait System Improvements

Posted: Sun November 15th, 2015 7:59 am
by cmdraftbrn
could be interesting depending on how it works.

although they could have saved themselves this headache when we told them to do this when they rebuilt the trait system the last time.

Re: Trait System Improvements

Posted: Mon November 16th, 2015 4:22 pm
by Amicus
Hmm, is there any suggestion as to when this is going to go live?

Trait System Improvements

Posted: Tue November 17th, 2015 1:24 pm
by Maverick
This is cool and could help boost the pvp ques I think . More people will do ground and space. As it is People who prefer ground stay ground and people who prefer space stay space. Now rather the switching all your traits around between every space map and ground map just to stay competitive you can just play . It is about time they fixed this problem they made.

Re: Trait System Improvements

Posted: Tue November 17th, 2015 6:36 pm
by cmdraftbrn
Amicus wrote:Hmm, is there any suggestion as to when this is going to go live?
id say sometime in the next month or two, if not sooner.

just look at drydocks

Re: Trait System Improvements

Posted: Wed November 18th, 2015 4:59 am
by QorDaq
I can see this going live as soon as Thursday frankly. It's something Cryptic has been working on for a while, and they have been releasing things shortly after announcing them lately. We'll see.

Re: Trait System Improvements

Posted: Wed November 18th, 2015 11:20 am
by Whyome
We have noticed that trend as well QorDaq however We am expecting nerfs to them if there over powered shortly after in an emergency patch.

Re: Trait System Improvements

Posted: Wed November 18th, 2015 7:13 pm
by LBlackmoor
Whyome wrote:We have noticed that trend as well QorDaq however We am expecting nerfs to them if there over powered shortly after in an emergency patch.
True, though honestly, I set up my traits awhile ago and never really thought about it after that. Some of the new ones look interesting though.

My biggest problem currently is remembering to switch my primary specialization to Intel when heading to ground... and switching back to pilot when heading back up.

heh, nothing like getting caught up in a warp core breach to remind you that you forgot to make pilot your primary...

Re: Trait System Improvements

Posted: Thu November 19th, 2015 2:46 pm
by mavar
True Dat! Maybe today, agreed.

Sent from my XT1254 using Tapatalk