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Official Captain Specialization Feedback Thread

zer0niusrexzer0niusrex Member Posts: 0 Arc User
Please use this thread to post all feedback and bugs found with the new Captain Specialization system.

Captain Specializations
  • The Captain Specialization system is now available!
  • Access to this is found between the Skills and Traits tab of the Status window.
  • The available Trees are Intelligence Officer, Commander, and Pilot.
  • Players will gain 1 Captain Specialization Point for each level they gain from 50 – 60 which will be 10 points in total.
  • After reaching level 60, captains will continue to gain Captain Specialization Points by filling up their Skill Points bar.
  • Each time the full bar is filled, 1 point will be earned.
    • There is no limit to how many points can be earned.
  • This system is not in a final state.
Post edited by zer0niusrex on
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Comments

  • borticuscrypticborticuscryptic Member Posts: 2,478 Cryptic Developer
    edited September 2014
    Just to head off a few specific bits of feedback, the following are known bugs/issues that are under investigation already.

    GENERAL

    * We have no quick/easy way for you to earn extra Specialization Points on Tribble, other than the Level Up contact (... not sure if he grants Spec Points once you're at 60). I'm not sure if we will find a solution to this or not, but we're aware that it might mean limiting the amount of hands-on feedback we receive regarding the higher-tier Abilities/Unlocks.
    * None of the Scaling Passive abilities currently improve with your number of Specialization Points spent.

    INTEL

    * Automated Reinforcement is currently far too powerful. Have fun while it lasts. ;)
    * Both Automated Reinforcement and Hide Weakness trigger each time you enter a map, even when your shields are undamaged.
    * Precision Offensive needs a balance pass. It's probably a bit too good at the moment.
    * All Intelligence Kit Modules are purchased from the Delta Reputation Store... but this portion of the Store is currently disabled. It will become available in a future update.

    COMMANDO

    * Resilient Power Cells is probably too good at Rank II and III. This will probably be changed to be "X sec or %, whichever is more" just like Quick Draw is currently set up.

    PILOT

    * I've received spotty reports of Rock and Roll not triggering in some circumstances, but have had a hard time reproducing the error. Please report this if it happens to you, including what Map you are on, what Ship you are flying, and whether or not you had purchased the All Shook Up or Magic Carpet Ride enhancements.
    Jeremy Randall
    Cryptic - Lead Systems Designer
    "Play smart!"
  • mrtsheadmrtshead Member Posts: 487 Arc User
    edited September 2014
    ...

    PILOT

    * I've received spotty reports of Rock and Roll not triggering in some circumstances, but have had a hard time reproducing the error. Please report this if it happens to you, including what Map you are on, what Ship you are flying, and whether or not you had purchased the All Shook Up or Magic Carpet Ride enhancements.

    While I'm waiting for the server to be back up, let this be my first bit of feedback, regarding these power names:

    Yes. A thousand times yes.

    :)
  • mightybobcncmightybobcnc Member Posts: 3,354 Arc User
    edited September 2014
    ^ Agreed. The names are just plain catchy. :D

    Joined January 2009
    Finger wrote:
    Nitpicking is a time-honored tradition of science fiction. Asking your readers not to worry about the "little things" is like asking a dog not to sniff at people's crotches. If there's something that appears to violate natural laws, then you can expect someone's going to point it out. That's just the way things are.
  • mrtsheadmrtshead Member Posts: 487 Arc User
    edited September 2014
    Okay, for some quick real feedback, so far purely from a system design perspective - right now I can freely change between active secondary specializations while on a mission map (just tried it in the Nassordin system patrol). I'm not sure if that is intended or not - should switching active specializations be limited to non-mission maps, like changing traits is? If it is intended that we can switch mid mission, why not change it to be one "primary" with both space and ground powers, and then one ground secondary, and one space secondary, since effectively that's what we'll have anyway, right? If I can change freely, then I will always switch from pilot in space to commando on the ground, so I may as well just have both active, and save myself the bother of clicking over.

    Edit: Just confirmed I can switch specializations while in combat, even, and I kept the buff stacks I had from Pilot for their full duration. Maybe there should be a cooldown for switching active specializations, to future proof against people swapping mid combat to bring up new powers?
  • schneemann83schneemann83 Member Posts: 0 Arc User
    edited September 2014
    45 levels to get primary and secondary specialization, 15 more if you want the choice, more to come confirmed...Would it be possible to make specialization account wide? Otherwise Alts are, especially combined with the other changes in DR, pretty much dead - the necessary effort to keep them up to date is exploding.
  • birzarkbirzark Member Posts: 634 Arc User
    edited September 2014
    I like what i am seeing so far but i noticed a bug, i used 7 points in the system so far and it thinks i am using 9 points. Also i used 5 points in Intelligence and 2 Points in Pilot and the status screen says i used 9 Points in each tree.(Ie: 9 points in intelligence, 9 points in Commando and 9 Points in Pilot.)
    Having that affects the bonuses you get from each tree.
  • borticuscrypticborticuscryptic Member Posts: 2,478 Cryptic Developer
    edited September 2014
    birzark wrote: »
    I like what i am seeing so far but i noticed a bug, i used 7 points in the system so far and it thinks i am using 9 points. Also i used 5 points in Intelligence and 2 Points in Pilot and the status screen says i used 9 Points in each tree.(Ie: 9 points in intelligence, 9 points in Commando and 9 Points in Pilot.)
    Having that affects the bonuses you get from each tree.

    This is all a bug related to the Scaling Passives not working correctly -- it's looking for the incorrect numeric, of which you already have 9.
    Jeremy Randall
    Cryptic - Lead Systems Designer
    "Play smart!"
  • borticuscrypticborticuscryptic Member Posts: 2,478 Cryptic Developer
    edited September 2014
    mrtshead wrote: »
    Okay, for some quick real feedback, so far purely from a system design perspective - right now I can freely change between active secondary specializations while on a mission map (just tried it in the Nassordin system patrol). I'm not sure if that is intended or not - should switching active specializations be limited to non-mission maps, like changing traits is?

    No, not intended. You should only be free to swap on static maps, just like Traits.

    Thanks for reporting that.
    Jeremy Randall
    Cryptic - Lead Systems Designer
    "Play smart!"
  • overlapooverlapo Member Posts: 0 Arc User
    edited September 2014
    PILOT

    * I've received spotty reports of Rock and Roll not triggering in some circumstances, but have had a hard time reproducing the error. Please report this if it happens to you, including what Map you are on, what Ship you are flying, and whether or not you had purchased the All Shook Up or Magic Carpet Ride enhancements.

    The roll animation fails to play while under the "dodge and weave" animation (I think it is from eat my dust) but the power itself works.
    The Alliance mission maps, Fleet Chimera T5U and I didn't purchase any of those two powers you mentioned.
  • nishkacmnishkacm Member Posts: 133 Arc User
    edited September 2014
    I like the abilities from what I read so far, but one thing is really confusing; with some of the abilities in the Intelligence tier it's not clear whether they affect space, ground, or space and ground.

    Can you please update the description?

    For example, currently we have:
    Flank Protection I

    Damage dealt from flanking angles deals less damage than normal.
    Incoming Flanking Damage Reduced by 10%.


    Suggestion:
    Flank Protection I
    Ground

    Damage dealt from flanking angles deals less damage than normal.
    Incoming Flanking Damage Reduced by 10%.


    Although we may assume that somebody knows by level 50 that flanking damage involves ground combat, having it shown visually would be very nice when you just scan over the abilities to see whether it improves ground, space, or both.



    Bug:
    The description on the right sidse says "Current points spent: 10", even though I didn't spend any points in the specizializations.

    Bug 2:
    I added 1 point in Commando and the text remained 10, I expected this to be updated to 11.
  • bwemobwemo Member Posts: 257 Arc User
    edited September 2014
    Demolitions team doesn't work. The counter gets stuck at 3 and infinite loops 3 - 2 - 3 - 2 - 3 - 2. Also when unsetting it to go back to Piloting tree, you keep demolitions team. Not sure if thats intentional as you don't keep Pedal to the Metal when using Commando.

    Opportunistic doesnt seem to work at all after testing it for about 30 minutes. Sensor scan always resulted in a 90 second cooldown (default is 90 seconds). Science Fleet resulted in a 5 minute cooldown (default 5 minutes). The 5% reduction was never applied.

    Any chance of an option to turn Eat my Dust I/II's visuals off? After so much Mechwarrior Online, Im kind of sick of playing games that can be renamed to Earthquake Simulator Online/Motion Sickness Online.

    Under certain conditions, I've only replicated it twice so far, you can attack an enemies rear and rock and roll, and keep the flanking damage bonus the entire time during the roll even though youre infront of the mob.

    Pedal to the medal loses stacks when turning abruptly even though throttle is maintaining full. I assume this is poor wording on the tool tip? (tool tip only states throttle needs to be at full, not ship speed)

    Also after filling the skill tree (60 points), every time you level up you do not gain another spec point...or at least the counter stays at Available: 0.

    Everything else both ground and space seem to function properly but dear god option to shut off eat my dust asap or I need a supply of barf bags to play this game. (making the visual only play upon reaching full stacks would also be acceptable, as it is right now it literally SPAMS it non stop)
  • nychusnychus Member Posts: 22 Arc User
    edited September 2014
    Ok I have to echo the comment about Eat my Dusts animation, it goes off far to often, if it were me I'd drop the animation from that trigger completely and maybe move it to Evasive maneuvers which atm don't look very evasive at all.
  • toivatoiva Member Posts: 3,276 Arc User
    edited September 2014
    nishkacm wrote: »
    I like the abilities from what I read so far, but one thing is really confusing; with some of the abilities in the Intelligence tier it's not clear whether they affect space, ground, or space and ground.

    Can you please update the description?

    For example, currently we have:
    Flank Protection I

    Damage dealt from flanking angles deals less damage than normal.
    Incoming Flanking Damage Reduced by 10%.


    Suggestion:
    Flank Protection I
    Ground

    Damage dealt from flanking angles deals less damage than normal.
    Incoming Flanking Damage Reduced by 10%.


    Although we may assume that somebody knows by level 50 that flanking damage involves ground combat, having it shown visually would be very nice when you just scan over the abilities to see whether it improves ground, space, or both.

    Flanking does exist in space as well. On raiders. Therefore adding the description ground/space is a good idea.
    TOIVA, Toi Vaxx, Toia Vix, Toveg, T'vritha, To Vrax: Bring in the Allegiance class.
    Toi'Va, Ti'vath, Toivia, Ty'Vris, Tia Vex, Toi'Virth: Add Tier 6 KDF Carrier and Raider.
    Tae'Va, T'Vaya, To'Var, Tevra, T'Vira, To'Vrak: Give us Asylums for Romulans.

    Don't make ARC mandatory! Keep it optional only!
  • mightybobcncmightybobcnc Member Posts: 3,354 Arc User
    edited September 2014
    My weapons stop firing during Rock and Roll. I'm heartbroken. :( So much for the cool factor. I can't even set off my Fireworks emote while doing the roll. What's the point of having a barrel roll if I can't shoot at the same time? :(

    Eat my Dust animation could probably stand to be toned down a little bit (20%?). It's kind of disorienting sometimes.

    overlapo wrote: »
    The roll animation fails to play while under the "dodge and weave" animation (I think it is from eat my dust) but the power itself works.

    Yeah I think it's a conflict with Eat my Dust. Mobius Temporal Destroyer in Sakari System patrol. These are my specialization investments:
    https://i.imgur.com/ZUw8vWH.jpg



    Eat my Dust overrides some other effects like hull material/shader changes when abilities like Aux to Structural or Polarize Hull are active. The 'ghostly ship duplicate' meshes that phase off to the right and left of your ship as it weaves around won't have the same hull effects active.

    Also I believe that if you're on the receiving end of a beam-type.. thing.. such as a teammate applying Hazard Emiiters to your ship, the HE beam will be aiming at the 'root' of your ship instead of where the actual ship mesh is during an Eat my Dust weave animation.

    Joined January 2009
    Finger wrote:
    Nitpicking is a time-honored tradition of science fiction. Asking your readers not to worry about the "little things" is like asking a dog not to sniff at people's crotches. If there's something that appears to violate natural laws, then you can expect someone's going to point it out. That's just the way things are.
  • trek21trek21 Member Posts: 2,246 Arc User
    edited September 2014
    Well Bort, yeah, our Devidan Level Up contact doesn't offer levels once you're at 60.

    So perhaps a second option is in order - once you're at lvl 60, once per day, he'll give you a level's worth of skill points anyway. That way we can continue to gain specialization points at a semi-fast rate
    Was named Trek17.

    Been playing STO since Open Beta, and have never regarded anything as worse than 'meh', if only due to personal standards.
  • zeuxidemus001zeuxidemus001 Member Posts: 3,357 Arc User
    edited September 2014
    I do have a proposal for one of my main gripes that could be alleviated if it already has been with information we haven't been disclosed on yet. There is the issue on how romulan ship that have the benefit of infiltrator trait where as federation or kdf characters that can't increase the duration of their cloak ambushes that for kdf since there is a specific specialization on the flanking to possibly (since its limited to bops) put in a large enough extension in where the cloak ambush doesn't expire as long as you are doing damage to a ships flank but expires if and when battle cloak is off its cooldown or if a target gets out of flanking facing(aft). Seems like a logical and not unreasonable if it could possibly be done. The other thing is for fed ships since they don't have a battle cloak if say they were to choose this same option because they can't flank if under specific conditions with this trait that their cloak could be reactivated like a battle cloak can during battle. So its beneficial to fed or kdf but provides uniqueness and function not typically available and as well not requiring any specific boffs to be used or needed just for this specific function like remans are to romulan republic but yet balancing the whole issue with this new system of captain specialization.

    Edit: As far as flanking reduction it's really not viable in its current form but could see it if something along lines of my proposal would be used. As far as space though being our raiders are so limited on damage and only have 5 second duration for cloak ambush there is no reason for that. As far as for ground its not really needed there because you have so many traits already for ground that reduce flanking damage and defeats the purpose of using tactics to add more on top of that.
  • mightybobcncmightybobcnc Member Posts: 3,354 Arc User
    edited September 2014
    "Juggernaut Shielding I" doesn't do anything.

    The tooltip states that it should add 10% shield capacity but my shield capacity does not change when I have the Commando secondary specialization activated.

    My shield is an [Omega Force Reflex-Enhancing Shield Mk XIV] and the capacity stays at 513 whether I have Commando or Pilot active.


    -edit- I take that back. Something goofy is happening with the UI display.

    When I don't have Commando active, the numbers next to my character portrait are "513/513" as are the numbers on my Status screen under the "Stats" section "Shields: 513/513" and the Tooltip as well if I hover over the shield "513.8 Maximum Shield Capacity."


    When I then activate Commando, the Portrait numbers remain 513/513 and the Status screen remains 513/513 but the hover Tooltip properly updates to "560.5 Maximum Shield Capacity." I have to unequip and re-equip the shield in order for the Portrait numbers and the Status screen to properly update to 560/560.

    "Juggernaut Shielding II" has the same issue if you toggle Command on/off as well.

    Its counterpart, "Juggernaut Armor Plating I & II" doesn't seem to have this display issue. Health display updates immediately.


    I'm not sure if this is intended but "Braced Crouch" seems to stack with itself when out of combat. i.e. while crouched in combat I get +14.2 hitpoints, but while out of combat I get +14.2 hitpoints +28.4 hitpoints at the same time for a total of +42.6 hitpoints per second

    Joined January 2009
    Finger wrote:
    Nitpicking is a time-honored tradition of science fiction. Asking your readers not to worry about the "little things" is like asking a dog not to sniff at people's crotches. If there's something that appears to violate natural laws, then you can expect someone's going to point it out. That's just the way things are.
  • dalolorndalolorn Member Posts: 3,655 Arc User
    edited September 2014
    45 levels to get primary and secondary specialization, 15 more if you want the choice, more to come confirmed...Would it be possible to make specialization account wide? Otherwise Alts are, especially combined with the other changes in DR, pretty much dead - the necessary effort to keep them up to date is exploding.

    I agree with this. Even the reputation band-aid (AKA sponsorships) isn't all that useful, and crafting is similarly messed up. Granted, you only need crafting on one character, but...

    Infinite possibilities have implications that could not be completely understood if you turned this entire universe into a giant supercomputer.p3OEBPD6HU3QI.jpg
  • otisnobleotisnoble Member Posts: 1,290 Arc User
    edited September 2014
    Not sure which of the Captain's New Space Specialization does this but it's a bit annoying. When ever I get into a battle my ship starts moving crazy and whenever I'm hit by torps or rays the ship looks like it has mirror images or shadow images which I wouldn't mind if they could all shoot. This effect gets me seasick.:(:o
    Fleet Admiral Stephen
  • jennycolvinjennycolvin Member Posts: 1,100 Arc User
    edited September 2014
    I would love to try the new system, but I can't activate a single specialization trait.
    I have 8 point available - and yes, I select the one I want to have - but the "accept" button remains greyed out.
    This happens in all three "branches": intelligence officer, commando and pilot.
    kv1Ohsx.png
    Not agreeing with someone doesn't give you the right to be an TRIBBLE.

    Ci sono tre tipi di giocatori:
    - quelli a cui non va mai bene niente... e vanno sul forum a trollare;
    - quelli che sono talmente imbesuiti da credere a qualunque cosa i dev dicano, perfino che la luna è fatta di formaggio... e vanno sul forum a trollare;
    - quelli che credono a quello a cui è giusto credere, sono d'accordo con quello con cui è giusto essere d'accordo e sono critici con quello che non va;

    Ai giocatori dei primi due tipi, gratis in omaggio un bello specchio lucente su cui arrampicarsi. E una mazzata in testa per la loro poca intelligenza e compassione verso gli altri giocatori che non la pensano come loro.
    Agli appartenenti al terzo tipo, invece, dico grazie. Anche se non sempre si riesce a mantenere la calma, siete quelli per cui vale la pena incazzarsi.
  • borticuscrypticborticuscryptic Member Posts: 2,478 Cryptic Developer
    edited September 2014
    I would love to try the new system, but I can't activate a single specialization trait.

    http://sto-forum.perfectworld.com/showpost.php?p=19432191&postcount=9
    If you have a number other than Zero next to "Available" and your Accept button still won't light up, it's because you must Respec your character -- something has caused your skill trees to become invalid, which a Respec will fix.

    If you cannot Respec on Tribble, it is because your character has become incompatible thru the course of our recent patches to the post-50 leveling process. The only recourse at that point is to Delete and Re-Copy your character. If you end up having to do this, remember there is now an NPC on Drozana that will artificially grant you one full level-up per day.

    That should fix the problem. Please post in the Bug Forum if it does not.
    Jeremy Randall
    Cryptic - Lead Systems Designer
    "Play smart!"
  • jennycolvinjennycolvin Member Posts: 1,100 Arc User
    edited September 2014
    Thanks, borticuscryptic!
    I'll delete and re-copy the character, since I can't respec on Tribble.
    It's a little annoying, but if that's what it takes to be able to test the new system, then so be it.
    Thanks again for the help!
    kv1Ohsx.png
    Not agreeing with someone doesn't give you the right to be an TRIBBLE.

    Ci sono tre tipi di giocatori:
    - quelli a cui non va mai bene niente... e vanno sul forum a trollare;
    - quelli che sono talmente imbesuiti da credere a qualunque cosa i dev dicano, perfino che la luna è fatta di formaggio... e vanno sul forum a trollare;
    - quelli che credono a quello a cui è giusto credere, sono d'accordo con quello con cui è giusto essere d'accordo e sono critici con quello che non va;

    Ai giocatori dei primi due tipi, gratis in omaggio un bello specchio lucente su cui arrampicarsi. E una mazzata in testa per la loro poca intelligenza e compassione verso gli altri giocatori che non la pensano come loro.
    Agli appartenenti al terzo tipo, invece, dico grazie. Anche se non sempre si riesce a mantenere la calma, siete quelli per cui vale la pena incazzarsi.
  • j0hn41j0hn41 Member Posts: 0 Arc User
    edited September 2014
    My ship involuntarily swerving back and fourth across the screen while Eat My Dust is active is incredibly annoying.

    It might not be as big a deal for everyone, but as a cannon armed player, I want know where my nose is pointing at all times. While the effect is active the nose of the ship swings back and fourth but the forward firing arc remains the same (presumably).

    That and it was starting to make me sick...

    Could we have an an option to turn the animation off? As it stands now the only way to stop the effect is to stop using pilot all together.
  • ereiidereiid Member Posts: 103 Arc User
    edited September 2014
    j0hn41 wrote: »
    My ship involuntarily swerving back and fourth across the screen while Eat My Dust is active is incredibly annoying.

    +1

    I'm not the weakest constitutioned person I know - and yet Eat My Dust was definitely triggering an aura of motion sickness and nausea after only a couple of missions.

    Don't get me wrong, I enjoy the fun of the animation - but the scale of it, especially because it's designed to proc so often (I mean, up to once every two seconds? Yeeep.).

    I'd also add that the groovy screen warped frame from 'Mindscape' adds to the disorientation.

    ...which adds up to a shame. I really like the animation, and the power; but as-is, I'm going to have to skip this power on Launch.

    I might also add that the serious PITA were to be if I'd found this out after Launch, and was unable to retrait out of Eat My Dust without wholly disabling the Pilot tree.
  • borticuscrypticborticuscryptic Member Posts: 2,478 Cryptic Developer
    edited September 2014
    The animations and FX currently associated with Eat My Dust are definitely far from final. They will be adjusted and tuned back. Possibly even removed outright if we can't get them to feel right for an ability that triggers so frequently.
    Jeremy Randall
    Cryptic - Lead Systems Designer
    "Play smart!"
  • ereiidereiid Member Posts: 103 Arc User
    edited September 2014
    The animations and FX currently associated with Eat My Dust are definitely far from final. They will be adjusted and tuned back. Possibly even removed outright if we can't get them to feel right for an ability that triggers so frequently.

    Thanks for the headsup.

    Like I said - the animation is super-funzies. If it were activatable - or maybe only triggered to denote that the full proc stack had been attained?
  • overlapooverlapo Member Posts: 0 Arc User
    edited September 2014
    The animations and FX currently associated with Eat My Dust are definitely far from final. They will be adjusted and tuned back. Possibly even removed outright if we can't get them to feel right for an ability that triggers so frequently.

    I love how it looks right now.
  • bluegeekbluegeek Member Posts: 0 Arc User
    edited September 2014
    Captains,

    Just to make clear this thread is for testing feedback only. If you have not tested the feature, please do not post here.

    Please do feel free to post any non-test-related feedback into a new or existing thread in an appropriate forum category.

    Also, speculative posts about future specialization abilities really belong in a new thread somewhere else. I've moved a couple of these posts to an existing thread here: http://sto-forum.perfectworld.com/showthread.php?t=1229341

    As always, thanks for your feedback!
    My views may not represent those of Cryptic Studios or Perfect World Entertainment. You can file a "forums and website" support ticket here
    Link: How to PM - Twitter @STOMod_Bluegeek
  • nsawcnsawc Member Posts: 17 Arc User
    edited September 2014
    The animations and FX currently associated with Eat My Dust are definitely far from final. They will be adjusted and tuned back. Possibly even removed outright if we can't get them to feel right for an ability that triggers so frequently.

    Please don't remove the effect! I think its perfect the way it is right now. I find it much more immersive to see my ship actually taking evasive action when its getting shot.
  • chaosgod777chaosgod777 Member Posts: 237 Arc User
    edited October 2014
    nsawc wrote: »
    Please don't remove the effect! I think its perfect the way it is right now. I find it much more immersive to see my ship actually taking evasive action when its getting shot.

    i agree! the effect is awesome as it is.
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