Can someone explain to me how buying the abilities works in regards to new trees?
Let's say I buy levels of Intelligence Officer skills. Now let's say some other Specialization comes out. Let's call it "Wafflemancer." Now I've already put a bunch of points into Intelligence Officer, but I think Wafflemancer fits my concept better and want to specialize in that instead. Will I able to buy points in Wafflemancer instead, or does me having already bought points in Intelligence Officer preclude that?
I'm assuming that it works kind of like Traits: you can have as many levels in the various and sundry specializations as you like, but you can only use one Primary and one Secondary at a time. So if I wanted to go from Intelligence Officer to Wafflemancer, I'd just have to buy levels of Wafflemancer and slot it as my active specialization.
Is this correct?
If I complete the Wafflemancer tree, can I be the waffle king?
New home of the Romulan Republic.
I have an idea for what Season 11 should be; Season 11: The Big Bug Fix.
I have not been able to read my bug tickets in over a year, not even the tickets about not being able to see my tickets.
I find the drama of your signature proof of your immaturity, this means you, DR whiners.
Abilities that have been purchased will only remain available while the Specialization is active.
Unlocks are earned automatically, based on the number of Abilities you have purchased within their associated Specialization.
Unlocks are available regardless of the active/inactive status of their associated Specialization.
This is what I was talking about, i don't completely understand this.
Abilities are actual abilities that you can use in combat, either active toggles like the barrel roll or passive ones like the speed boost from Desperate Flight. You can basically think of them like reputation traits - passives like omega graviton amplifier and actives like refracting tetryon cascade. They'll only work when the specialization is active in the same way as the rep traits are only active if you have them slotted, except rather than picking traits you're picking a tree.
Unlocks are similar to how you unlock the ability to buy things in reputation except that they cover more than just equipment. The examples they give are the ability to use intel kits, the ability to train intel officers in rank 3 skills, and starship traits. Unlocks are always accessible even if you don't have the tree they come from selected as your active ability pool. I would assume you can only have one starship trait active at a time.
So, Intelligence Officers are the only ones to get Specializations? What about the playable careers (Science Officer, Engineering Officer and Tactical Officer) ? Left out in the cold until Season 10 or beyond?
Although only a single Primary Specialization will be included with Delta Rising, we have already begun laying the ground work for an additional Primary Specialization to be released with an upcoming update. Future updates may also result in the conversion of an existing Secondary Specialization into a Primary Specialization, expanded to include additional progression options within that specialization.
Let me guess, if we choose 1 of 3 specialization now, when future update comes with new specialization sets you will charge us respec?
Or respec of each char will be free ?
I think you just start putting points into the new tree. From my understanding, this is a VERY long term feature. I doubt you'll be able to move points from one Primary Specialization to another.
So, Intelligence Officers are the only ones to get Specializations? What about the playable careers (Science Officer, Engineering Officer and Tactical Officer) ? Left out in the cold until Season 10 or beyond?
Intelligence Officers aren't separate from the others. Your Science Officer can take ranks in Intel Officer, as well as ranks in Pilot and Commando. If you've bought up every possible rank available at this time, you'll get D instead. I assume once a new thing comes out, you'll begin gaining points again instead of D.
So, Intelligence Officers are the only ones to get Specializations? What about the playable careers (Science Officer, Engineering Officer and Tactical Officer) ? Left out in the cold until Season 10 or beyond?
I guess that having ridden those careers all the way to Fleet Admiral, we've taken those as far as they go; and now the only way is sideways into new things.
Other than being on a tree, how is this any different than the current activatable trait pools?
By the sound of it, it's similar, and probably more productive to think of it in that manner. Just you buy the abilities with SP instead of little boxes and it's a little more involved.
Other than being on a tree, how is this any different than the current activatable trait pools?
Because they are planning adding more trees, so you will be deciding your skills by not only by spending points, but also by what Tree of of abilities that you will have active at any one time.
I don't know how useful Lying in Wait would be but it's such a classic sci-fi move that I'm glad it's included even if it's totally useless.
Unfortunately, this is a very old blog (I wrote it ~2.5 weeks ago) and the Specializations have undergone a lot of changes.
Namely, "Lying in Wait" was cut. It turned out to be too problematic and of limited usefulness. It may come back in some different incarnation at a later place and time, but it was determined to not be a useful addition to the Intelligence Officer Specialization.
I've requested to have it removed from the Dev Blog. Sorry for any confusion.
Jeremy Randall
Cryptic - Lead Systems Designer
"Play smart!"
Hmm...I quoted a different post. And I don't know why yours showed up instead. I am very confused with this forums quoting system at times.....
Sorry for any confusion. I was trying to quote Albinovampire987's post.
Don't worry, Gecko made the same mistake multiple times in one of the other DR blog threads. I suppose you hit the quote button underneath a post you wanted to quote. But the one above a post is the correct one.
Unfortunately, this is a very old blog (I wrote it ~2.5 weeks ago) and the Specializations have undergone a lot of changes.
Namely, "Lying in Wait" was cut. It turned out to be too problematic and of limited usefulness. It may come back in some different incarnation at a later place and time, but it was determined to not be a useful addition to the Intelligence Officer Specialization.
I've requested to have it removed from the Dev Blog. Sorry for any confusion.
That's too bad (if understandable), but maybe keep it in mind for a one-off thing in a mission or something sometime.
Sounds good to me, but I can't believe that these will be perma-locked. Respec tokens from the C-store seem inevitable and lucrative, which is 100% fine by me.
This blog has made me a LOT more optimistic for Delta Rising.
First, because it would require SO much work to implement we would miss out on one or two seasons just so they could code it
Second, it would remove some of the flavor from the game, class specific optionals, and just general uniqueness of characters
I don't think it would require that much work. Replace ability gain on level with specialization gain (which will now be from lvl 60 so it's just ctl+c; ctl+v) Now granted not that simple but definitely not even one season time.
If they are keeping one primary specialization then optionals can remain as they are, the character would just have to be in that specialization.
The only difference between current classes are those few powers (tactical initiative etc). If they were renamed to specializations not that much would change.
Specializations belong to one of two classifications Primary or Secondary.
At any point in time, a Captain may only set one Primary and one Secondary to active status.
Primary Specializations consist of a total of 30 Abilities, and have many Unlocks to earn.
Secondary Specializations consist of only 15 Abilities, and offer far fewer Unlocks.
So one Primary and one Secondary active.
Specializations are comprised of a combination of Abilities and Unlocks.
Abilities must be actively purchased one at a time, at the cost of one Specialization Point each.
Abilities that have been purchased will only remain available while the Specialization is active.
Unlocks are earned automatically, based on the number of Abilities you have purchased within their associated Specialization.
Unlocks are available regardless of the active/inactive status of their associated Specialization.
So this means that Unlocks will remain in effect, even if you do not have that Secondary selected as active, right?
Let us wear Swimsuits on Foundry maps or bridges please! I would pay zen for that.
So this means that Unlocks will remain in effect, even if you do not have that Secondary selected as active, right?
Yeah, but I don't think "in effect" is quite right for unlocks. None of the described unlocks are passives or anything, they give you the ability to do stuff like equip certain things or train certain skills. Well, there's the starship traits, but it should obvious that you don't need to have something active to slot a trait since you can slot T-6 ship traits on anything once you get them.
I hope the next secondary specialization is more science specific, because those two are escort and engineer benefiting.
Science - Always the last one to get anything in this game.
you must have missed the sci crafting trait, and all those crafting consoles buffing particles, resulting in an approximate doubling of the exotic damage sci ships can do now, since just last season. lol.
I'm going through this thread to pick out a few more FAQs to clarify. Here's what I have so far:
No respecs?!
You will be able to earn as many Specialization Points as there are Abilities to purchase. In other words, you can eventually purchase every single thing there is to offer.
There is no reason to un-spend points, when there is no cap on how many you can spend.
The Dilithium Conversion kicks in only when you've run out of Abilities to purchase (currently 60). That cap will be increased when additional Specializations are introduced.
How much Dilithium for overcapping?
I'm not certain that we're committing to a figure just yet. The plan is to make your time spent earning XP at level 60 feel rewarding, even if you're "done" with the Specialization System.
What happens when new Specializations are added later?
- The cap on Specialization Points increase, allowing all players (even those that were capped) to progress in the system by earning more XP.
- If it's a new Primary Specialization, all players will now have the choice of which to have Active. Note that you can purchase Abilities from an inactive specialization. So you don't have to "give up" on your Intelligence Officer investment when we release Wafflemancers.
Can I save my points for future Specializations?
Absolutely. You'll be missing out on purchasing a lot of very useful abilities from the existing Specializations, but there's nothing preventing you from making that choice.
Although, many are upgrades/additions to other Abilities, increases in Ranks, etc. It probably actually works out to less than half that many.
Example:
"Redundant Sensors I" is an Ability in the Intelligence Officer specialization which grants a 10% chance to immediately cleanse any Confuse or Placate effects you are hit by. But once you've purchased that one, you also open up the option of purchasing "Redundant Sensors II" which increases the chance to 20%.
---
I'll try to keep returning to answer more questions as they are raised here.
Jeremy Randall
Cryptic - Lead Systems Designer
"Play smart!"
- If it's a new Primary Specialization, all players will now have the choice of which to have Active. Note that you can purchase Abilities from an inactive specialization. So you don't have to "give up" on your Intelligence Officer investment when we release Wafflemancers.
you must have missed the sci crafting trait, and all those crafting consoles buffing particles, resulting in an approximate doubling of the exotic damage sci ships can do now, since just last season. lol.
Where's the Secondary Deflectors promised over a year ago?
Where's the Secondary Deflectors promised for Season 9?
Where's the Secondary Deflectors promised during Season 9?
Where's the Secondary Deflectors promised after Season 9.5?
Where's the Secondary Deflectors promised after Delta Rising?
Need I go on? Even Capt Harriman promised that things would arrive by Tuesday. It's been many Tuesday's since CaptGeko first announced Secondary Deflectors. Hasn't arrived yet.
you must have missed the sci crafting trait, and all those crafting consoles buffing particles, resulting in an approximate doubling of the exotic damage sci ships can do now, since just last season. lol.
Yet again, the idea that buffing the amount of damage science can do is supporting the science playstyle...
Comments
I have an idea for what Season 11 should be; Season 11: The Big Bug Fix.
I have not been able to read my bug tickets in over a year, not even the tickets about not being able to see my tickets.
I find the drama of your signature proof of your immaturity, this means you, DR whiners.
Abilities are actual abilities that you can use in combat, either active toggles like the barrel roll or passive ones like the speed boost from Desperate Flight. You can basically think of them like reputation traits - passives like omega graviton amplifier and actives like refracting tetryon cascade. They'll only work when the specialization is active in the same way as the rep traits are only active if you have them slotted, except rather than picking traits you're picking a tree.
Unlocks are similar to how you unlock the ability to buy things in reputation except that they cover more than just equipment. The examples they give are the ability to use intel kits, the ability to train intel officers in rank 3 skills, and starship traits. Unlocks are always accessible even if you don't have the tree they come from selected as your active ability pool. I would assume you can only have one starship trait active at a time.
The proper term is Wafflemarch.
I think you just start putting points into the new tree. From my understanding, this is a VERY long term feature. I doubt you'll be able to move points from one Primary Specialization to another.
Intelligence Officers aren't separate from the others. Your Science Officer can take ranks in Intel Officer, as well as ranks in Pilot and Commando. If you've bought up every possible rank available at this time, you'll get D instead. I assume once a new thing comes out, you'll begin gaining points again instead of D.
I guess that having ridden those careers all the way to Fleet Admiral, we've taken those as far as they go; and now the only way is sideways into new things.
Hmm...I quoted a different post. And I don't know why yours showed up instead. I am very confused with this forums quoting system at times.....
Sorry for any confusion. I was trying to quote Albinovampire987's post.
KDF: Dahar Master Kan (Borg Klingon Tactical)::Dahar Master Torc (Alien Science)::Dahar Master Sisteric (Gorn Engineer)
RR-Fed: Citizen Sirroc (Romulan Science)::Fleet Admiral Grell (Alien Engineer)
RR-KDF: Fleet Admiral Zemo (Reman Tactical)::Fleet Admiral Xinatek (Reman Science)::Fleet Admiral Bel (Alien Engineer)
TOS-Fed: Fleet Admiral Katem (Andorian Tactical)::Lieutenant Commander Straad (Vulcan Engineer)
Dom-Fed: Dan'Tar (Jem'Hadar Science)
Dom-KDF: Kamtana'Solan (Jem'Hadar Science)
CoHost of Tribbles in Ecstasy (Zombee)
By the sound of it, it's similar, and probably more productive to think of it in that manner. Just you buy the abilities with SP instead of little boxes and it's a little more involved.
Because they are planning adding more trees, so you will be deciding your skills by not only by spending points, but also by what Tree of of abilities that you will have active at any one time.
KDF: Dahar Master Kan (Borg Klingon Tactical)::Dahar Master Torc (Alien Science)::Dahar Master Sisteric (Gorn Engineer)
RR-Fed: Citizen Sirroc (Romulan Science)::Fleet Admiral Grell (Alien Engineer)
RR-KDF: Fleet Admiral Zemo (Reman Tactical)::Fleet Admiral Xinatek (Reman Science)::Fleet Admiral Bel (Alien Engineer)
TOS-Fed: Fleet Admiral Katem (Andorian Tactical)::Lieutenant Commander Straad (Vulcan Engineer)
Dom-Fed: Dan'Tar (Jem'Hadar Science)
Dom-KDF: Kamtana'Solan (Jem'Hadar Science)
CoHost of Tribbles in Ecstasy (Zombee)
Unfortunately, this is a very old blog (I wrote it ~2.5 weeks ago) and the Specializations have undergone a lot of changes.
Namely, "Lying in Wait" was cut. It turned out to be too problematic and of limited usefulness. It may come back in some different incarnation at a later place and time, but it was determined to not be a useful addition to the Intelligence Officer Specialization.
I've requested to have it removed from the Dev Blog. Sorry for any confusion.
Cryptic - Lead Systems Designer
"Play smart!"
Don't worry, Gecko made the same mistake multiple times in one of the other DR blog threads. I suppose you hit the quote button underneath a post you wanted to quote. But the one above a post is the correct one.
USS Casinghead NCC 92047 launched 2350
Fleet Admiral Stowe - Dominion War Vet.
Science - Always the last one to get anything in this game.
That's too bad (if understandable), but maybe keep it in mind for a one-off thing in a mission or something sometime.
This blog has made me a LOT more optimistic for Delta Rising.
I don't think it would require that much work. Replace ability gain on level with specialization gain (which will now be from lvl 60 so it's just ctl+c; ctl+v) Now granted not that simple but definitely not even one season time.
If they are keeping one primary specialization then optionals can remain as they are, the character would just have to be in that specialization.
The only difference between current classes are those few powers (tactical initiative etc). If they were renamed to specializations not that much would change.
At any point in time, a Captain may only set one Primary and one Secondary to active status.
Primary Specializations consist of a total of 30 Abilities, and have many Unlocks to earn.
Secondary Specializations consist of only 15 Abilities, and offer far fewer Unlocks.
So one Primary and one Secondary active.
Specializations are comprised of a combination of Abilities and Unlocks.
Abilities must be actively purchased one at a time, at the cost of one Specialization Point each.
Abilities that have been purchased will only remain available while the Specialization is active.
Unlocks are earned automatically, based on the number of Abilities you have purchased within their associated Specialization.
Unlocks are available regardless of the active/inactive status of their associated Specialization.
So this means that Unlocks will remain in effect, even if you do not have that Secondary selected as active, right?
My Recluse wants to ballet dance.
Rename Rock and Roll to Barrel Roll or I will boycott this game.
:P
I would like to say that these specializations are a welcome addition to the game!
Yeah, but I don't think "in effect" is quite right for unlocks. None of the described unlocks are passives or anything, they give you the ability to do stuff like equip certain things or train certain skills. Well, there's the starship traits, but it should obvious that you don't need to have something active to slot a trait since you can slot T-6 ship traits on anything once you get them.
you must have missed the sci crafting trait, and all those crafting consoles buffing particles, resulting in an approximate doubling of the exotic damage sci ships can do now, since just last season. lol.
Yay! More power creep!
Yay! Another system frendly to alters!
Nay! I dont care..
Division Hispana
www.divisionhispana.com
You will be able to earn as many Specialization Points as there are Abilities to purchase. In other words, you can eventually purchase every single thing there is to offer.
There is no reason to un-spend points, when there is no cap on how many you can spend.
The Dilithium Conversion kicks in only when you've run out of Abilities to purchase (currently 60). That cap will be increased when additional Specializations are introduced.
I'm not certain that we're committing to a figure just yet. The plan is to make your time spent earning XP at level 60 feel rewarding, even if you're "done" with the Specialization System.
- The cap on Specialization Points increase, allowing all players (even those that were capped) to progress in the system by earning more XP.
- If it's a new Primary Specialization, all players will now have the choice of which to have Active. Note that you can purchase Abilities from an inactive specialization. So you don't have to "give up" on your Intelligence Officer investment when we release Wafflemancers.
Absolutely. You'll be missing out on purchasing a lot of very useful abilities from the existing Specializations, but there's nothing preventing you from making that choice.
One Primary + One Secondary.
Primary = 30 Abilities
Secondary = 15 Abilities
Total = 45 Abilities
Although, many are upgrades/additions to other Abilities, increases in Ranks, etc. It probably actually works out to less than half that many.
Example:
"Redundant Sensors I" is an Ability in the Intelligence Officer specialization which grants a 10% chance to immediately cleanse any Confuse or Placate effects you are hit by. But once you've purchased that one, you also open up the option of purchasing "Redundant Sensors II" which increases the chance to 20%.
---
I'll try to keep returning to answer more questions as they are raised here.
Cryptic - Lead Systems Designer
"Play smart!"
Wafflemancers confirmed for next update!
Where's the Secondary Deflectors promised over a year ago?
Where's the Secondary Deflectors promised for Season 9?
Where's the Secondary Deflectors promised during Season 9?
Where's the Secondary Deflectors promised after Season 9.5?
Where's the Secondary Deflectors promised after Delta Rising?
Need I go on? Even Capt Harriman promised that things would arrive by Tuesday. It's been many Tuesday's since CaptGeko first announced Secondary Deflectors. Hasn't arrived yet.
From the Intergalactic House of Pancakes (or their Klingon counterpart, the Intergalactic House of Paincakes).
Yet again, the idea that buffing the amount of damage science can do is supporting the science playstyle...
It's SO ingrained!!!