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Skill System Revamp

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  • hivercidehivercide Member Posts: 67 Arc User
    I usually go for a "generalist" skill build. A jack of all trades and master of none. I'll never set DPS records or out-tank an Aggronaut, but I'm also not bad at anything.

    My main concern with any skill revamp is that I still be able to play this way. A system that tries to force roles on the player by making you choose between A/B is a throwback to the skill system STO launched with, and that's not a good thing.

    This pretty much sums up my playstyle, and my fears.
  • seriousxenoseriousxeno Member Posts: 473 Arc User
    I'm cautiously optimistic. The current system is a mess. Some skills somehow cost way more to invest into than others, but their importance doesn't live up to the cost.

    This new system could work, it certainly looks better (to me).

    One good thing I caught was that energy damage dropoff over distance is now the same (50% for both cannons and beams) and that attack patterns will perform fully now without investment.

    I shall wait and see.
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  • monkeybone13monkeybone13 Member Posts: 4,640 Arc User
    Well my question was answered, I guess. http://www.arcgames.com/en/forums/startrekonline#/discussion/1212090/tribble-maintenance-and-release-notes-february-19-2016
    Upon logging in for the first time after this update, player’s skills will automatically be reset and it will not cost a token to reapply skills in this new system for the first time only.

    Future skill retrains will cost a standard Retrain Token.
    So we are still going to need to pay 500 zen for respec tokens from the c-store. Since we get 1 free respec when the system goes live, make it count (unless you still have veteran respec tokens you can spare). Tip: Use the STOAcademy skill planner, when it's updated for the new system, to plan your new builds out http://www.stoacademy.com/tools/skillplanner/ (Disclaimer: not a paid for advertisement; I don't run the site)
  • sgtfloydpepper#7911 sgtfloydpepper Member Posts: 1,111 Arc User
    I'd also really like to see this heavily tested before it goes live. I'm quite tired of content being rushed on to the live server before it's actually ready and working correctly. Just once, it'd be nice for something new to actually work properly and not require emergency maintenance. Surely this isn't an unrealistic goal, eh?
    1xe027q.png
  • beaver#8175 beaver Member Posts: 31 Arc User
    We're proud to announce our new Skill System Revamp! We have set out to create a more streamlined experience that makes gaining levels and skills more enjoyable and impactful.

    Learn more about the c-c-c-c-changes.

    ~Morrigan "LaughingTrendy"

    IMO go back to original idea in beta, be able to eventually get every skill, and then with each update you can give us more skills to pursue, that way the customer never feels like he is missing out and never stops playing (and potentially making purchases from the cstore).
  • megamanx82megamanx82 Member Posts: 46 Arc User
    Ugg... why are they wrecking an already decent system? Have you ever heard of "If it isn't broken, don't fix it"? Just leave the system alone. Time would be better spent fixing current bugs.
    [SIGPIC][/SIGPIC]
  • ltminnsltminns Member Posts: 12,572 Arc User
    You couldn't max out every category with the current system as it us, so I have no idea what some of these people are complaining about.
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  • bobs1111bobs1111 Member Posts: 471 Arc User
    edited February 2016
    So all I have read here... is we are deleting a bunch of bad options and just naturally maxing them for you... and adding more Shileds more hull more more more. More Creep... fantastic its what the game needed to help sell some more ships.

    The system needed an over haul sure... but does it really need more creep. You guys could act like game designers for once and actually program in some negative choices. Instead of just boosting things so no one feels like they are "loosing" something... way to be jokers.
  • bobbydazlersbobbydazlers Member Posts: 4,534 Arc User
    edited February 2016
    paspinall wrote: »
    I have a feeling this will be ok for new players but seasoned players will have to start from scratch as if they were new, any skill setups you have will be lost with zero “Experience Points” awarded in compensation.
    basically very similar to when they introduced lv60 and specializations, seasoned players had to start at lv50 with no specialization points where they would have earned enough points after actually reaching lv50 to not only bump them up to lv60 but also to have probably completely filled the spec trees if the system had been in place at that time in many cases.

    As experience points for the tree are tied to your level you cant have lost any


    that will be good I guess, I cant make hardly any sense of the news blog.
    its a pity they did not do a similar thing with reputation and award spec points based on how much exp you had earned since playing.
    they know exactly how much exp you needed to gain to reach lv50 together with your total exp earned, it would not take much effort to extrapolate approximately how much rep points you would have earned since you hit lv50.

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  • whisperorwhisperor Member Posts: 71 Arc User
    We're proud to announce our new Skill System Revamp! We have set out to create a more streamlined experience that makes gaining levels and skills more enjoyable and impactful.

    Learn more about the c-c-c-c-changes.

    ~Morrigan "LaughingTrendy"

    IMO go back to original idea in beta, be able to eventually get every skill, and then with each update you can give us more skills to pursue, that way the customer never feels like he is missing out and never stops playing (and potentially making purchases from the cstore).

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    7ac.jpg
  • trollson1trollson1 Member Posts: 5 Arc User
    Great job! Exelent work thank you guyz! I really love the new skill tree!
  • xylylxylyl Member Posts: 45 Arc User
    Going boldly forth, where no one has gone before... bring on the re-spec! No fear of a learning curve here!

    Thank you, Cryptic, for Star Trek Online!

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  • paspinallpaspinall Member Posts: 296 Arc User
    megamanx82 wrote: »
    Ugg... why are they wrecking an already decent system? Have you ever heard of "If it isn't broken, don't fix it"? Just leave the system alone. Time would be better spent fixing current bugs.

    Except it is broke, its not a good system and in the survey was very complained about.. hence the change.
    bobs1111 wrote: »
    So all I have read here... is we are deleting a bunch of bad options and just naturally maxing them for you... and adding more Shileds more hull more more more. More Creep... fantastic its what the game needed to help sell some more ships.

    The system needed an over haul sure... but does it really need more creep. You guys could act like game designers for once and actually program in some negative choices. Instead of just boosting things so no one feels like they are "loosing" something... way to be jokers.

    Yeah cause that's a great way to keep a player base... as a general group of people imagine, they are already bitching this heavily here when all the builds people have posted they currently have in the test thread people have been able to duplicate (usually with spare points) and they Still complain... so imagine if they actually made anything worse ... it would be horrendous.

    (and attack plans which we now get automatically was a bad option !? errr hardly)
  • omega6theta1omega6theta1 Member Posts: 130 Arc User
    Personally I think the the new skill tree should be handled like the ship loadout slots are, give 2 "skill loadouts" with the option to buy more... I change ships a lot, some days I like to fly a carrier and some an escort, The way I'm reading it (and forgive me if I'm wrong) is If I pick the skill to enhance hanger pets and I switch to the escort those are totally wasted points and I'll have to buy a respec token each time I want to change to a different type of ship if I want to play to its full potential?

    I think that will pigeon-hole people into playing one type of ship and ultimately kill ship sales because most people will not be willing to spend cash on a ship and then more cash to be able to play it effectively.

    (apologies if this has been brought up and addressed, I didn't read all 20 pages of this thread :) )
  • tygerzztygerzz Member Posts: 105 Arc User
    Thanks. I never really did like the old system. It was nice and allowed a good deal of flexability but without a good understanding of game mechanics, left you with alot of guessing.
    That brings me to the point I would like to make. There are a lot of good guesses at how the current system works but no one really knows for sure and i think this would be a great time to share a little bit of that with the player base.
    I'll used Crit H for an example.
    When you roll for Crit H, does a % chance go through each roll individually ( e.g. 2% for weapon, 2% for space console, 2% for space console, 2% for space console, 5% for specialization, 1% for space trait, 4 % for space reputation etc.) with each roll being independant of the first.
    or
    is there an additive effect as in the total for the above example is 18%
    or
    something akin to a logarithm scale where continued investment still offers a return but there is a maximum upper limit. <most player's guess>
    Having a bit more knowledge would be great for the playerbase and helpful in future decisions.
    BTW props for upfront communication.
  • lucho80lucho80 Member Posts: 6,600 Bug Hunter
    I'd also really like to see this heavily tested before it goes live. I'm quite tired of content being rushed on to the live server before it's actually ready and working correctly. Just once, it'd be nice for something new to actually work properly and not require emergency maintenance. Surely this isn't an unrealistic goal, eh?

    ^
    So this. The last time they tested something for a month before actually putting the change in Holodeck was when they fixed the gravity well and tyken's rift. Everything else gets mad rushed into Holodeck.
  • antiquesroadshowantiquesroadshow Member Posts: 227 Arc User
    This one of the best decisions they have made in years. Finally they are fixing this. 10/10.
  • tinyfistedtinyfisted Member Posts: 193 Arc User
    hivercide wrote: »
    szim wrote: »
    Sounds very interesting. A revamp of the skill system is very much welcome. But with yet another set of new abilities coming in, would you please consider expanding the UI so we have enough room to slot them all? A fourth or even fifth row of possible abilities would be very much appreciated.

    I'm not sure if anyone has already answered this for you or not....you weren't aware that there ARE more rows already available? Go into Option, rearrange HUD, and there in your Tray Window is a marker, labeled (I believe) "New Tray". Click on that, and it opens another vertical tray in the lower right, which offers you up to 3 rows, the same as the Main power tray.

    Three rows aren't enough for some builds.
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  • sistericsisteric Member Posts: 768 Arc User
    edited February 2016
    tinyfisted wrote: »
    hivercide wrote: »
    szim wrote: »
    Sounds very interesting. A revamp of the skill system is very much welcome. But with yet another set of new abilities coming in, would you please consider expanding the UI so we have enough room to slot them all? A fourth or even fifth row of possible abilities would be very much appreciated.

    I'm not sure if anyone has already answered this for you or not....you weren't aware that there ARE more rows already available? Go into Option, rearrange HUD, and there in your Tray Window is a marker, labeled (I believe) "New Tray". Click on that, and it opens another vertical tray in the lower right, which offers you up to 3 rows, the same as the Main power tray.

    Three rows aren't enough for some builds.


    He's talking about opening an additional three rows vertically, for a total of 6 rows. 3 vertical and 3 horizontal.

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  • oninotaki18oninotaki18 Member Posts: 38 Arc User
    Is there any chance that this skill and item revamp will change it so that our warp speed maximum is dictated by warp cores instead of impulse engines? I am really tired of having to switch to my over to my borg impulse engines every time I go to sector space to hit warp 14.

    It just seems like now would be a good time to make a change since the driver coil skill is getting reworked and so are almost all skill giving items.
  • keletteskelettes Member Posts: 488 Arc User
    edited February 2016
    Is there any chance that this skill and item revamp will change it so that our warp speed maximum is dictated by warp cores instead of impulse engines? I am really tired of having to switch to my over to my borg impulse engines every time I go to sector space to hit warp 14.

    It just seems like now would be a good time to make a change since the driver coil skill is getting reworked and so are almost all skill giving items.

    Warp cores have been influencing warp speeds for a while now :smile: Check their tooltips to see the max warp factor that each particular core allows.

    Speeds above warp ~9.97 are considered "unconventional" drive methods. The Borg subtranswarp engine is just one example.

    But to stay on topic, yeah, I'm curious how this revamp will affect Driver Coil as well. It helps me out a lot during Tour the Galaxy and I like zooming around in sector space in general. :smiley:
    Post edited by kelettes on
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  • alcyoneserenealcyoneserene Member Posts: 2,414 Arc User
    The icons require textual labels next to them.

    Mouse-over text is no more acceptable than trying to read a book with hidden text that only pops up when you point at the empty space with your finger or mouse pointer.
    Y945Yzx.jpg
  • grayfoxjamesgrayfoxjames Member Posts: 1,516 Arc User
    edited February 2016
    Edited my questions since I did a little more reading. Thanks everyone.

    1. Since hull regen has been set to max levels are we talking both in and out of combat?

    Does this mean that if we spend hull regen points we'll exceed what our maxes were before and if we don't our numbers will be as are now?

    2. Since shield power benefits have been lowered about how many points will one have to put in shield regen to gain previous levels if shield power setting is kept at same levels?

    Also is this new Hull Pen skill the same and tied to the [Pen] modifier of crafted weapons?
    Post edited by grayfoxjames on
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  • daveynydaveyny Member Posts: 8,227 Arc User
    edited February 2016
    The "Crew" Part of the game has been removed with this Skill Tree upgrade.
    (the little crew gauge isn't even on the UI anymore)
    B)
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  • keletteskelettes Member Posts: 488 Arc User
    daveyny wrote: »
    The "Crew" Part of the game has been removed with this Skill Tree upgrade.
    (the little crew gauge isn't even on the UI anymore)
    B)

    *gasp*

    So from now on, only players and their bridge crews will be flying the ships from now on? :smiley: Wonders of future technology and automation ^^
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  • daveynydaveyny Member Posts: 8,227 Arc User
    kelettes wrote: »
    daveyny wrote: »
    The "Crew" Part of the game has been removed with this Skill Tree upgrade.
    (the little crew gauge isn't even on the UI anymore)
    B)

    *gasp*

    So from now on, only players and their bridge crews will be flying the ships from now on? :smiley: Wonders of future technology and automation ^^

    Aww Hell, my Borg Princess TAC can fly the ship all by herself with a few button clicks.
    B)
    STO Member since February 2009.
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    Forever a STO Veteran-Minion
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  • [Deleted User][Deleted User] Posts: 0 Arc User
    megamanx82 wrote: »
    Ugg... why are they wrecking an already decent system? Have you ever heard of "If it isn't broken, don't fix it"? Just leave the system alone. Time would be better spent fixing current bugs.

    Wouldn't go so far as to say they are wrecking it. And some of the changes are something that should have been done a long time ago.

    But I question the claim of flexibility being added to builds.

  • oninotaki18oninotaki18 Member Posts: 38 Arc User
    kelettes wrote: »
    Is there any chance that this skill and item revamp will change it so that our warp speed maximum is dictated by warp cores instead of impulse engines? I am really tired of having to switch to my over to my borg impulse engines every time I go to sector space to hit warp 14.

    It just seems like now would be a good time to make a change since the driver coil skill is getting reworked and so are almost all skill giving items.

    Warp cores have been influencing warp speeds for a while now :smile: Check their tooltips to see the max warp factor that each particular core allows.

    Speeds above warp ~9.97 are considered "unconventional" drive methods. The Borg subtranswarp engine is just one example.

    But to stay on topic, yeah, I'm curious how this revamp will affect Driver Coil as well. It helps me out a lot during Tour the Galaxy and I like zooming around in sector space in general. :smiley:

    Yeah I know that lol, it's the unconventional warp drive speeds I am interested in. Since sector space got merged into giants zones I want to be able to exceed warp 10 with special warp drives not special impulse drives.
  • azthar#8407 azthar Member Posts: 2 Arc User
    ::thumbs up::
  • tigercatgirltigercatgirl Member Posts: 108 Arc User
    "Drain Expertise combines the mechanical benefits of what used to be Flow Capacitors, Power Insulators and Subsystem Repair. In other words, this single Skill now oversees both the offensive potential, and the player’s resistances to, all Shield Drains, Energy Drains, and Subsystem Offline effects."

    Ok here is my question lets say I have deflector with
    +8.5 flow capacitors
    +8.5 Power insulators
    +24.4 subsytem repair

    What is my new Drain Expertise skill?
    This is what I mean about items and set items. Do we only get the highest, or an average, or lowest, or all 3 added. This could mean many of the items normal, upgraded, fleet, rep. may all be majorly changed. Are they going to change all the texts on these items too? I wonder if the developres thought on this issue, as this would be a lot of work.
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