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Skill System Revamp

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  • tancrediivtancrediiv Member Posts: 728 Arc User
    Ah, if only there were time to read so much from so many thteads. At least it states it isn't out of the realm of possibility for later.

    Player and forumite formerly known as FEELTHETHUNDER

    Expatriot Might Characters in EXILE
  • woodrandywoodrandy Member Posts: 8 Arc User
    edited March 2016
    I copied my favorite alt over (finally) an Engineer in a Fleet Guardian cruiser. My initial reaction after tuning it a few times is the ship is basically like it was on Holodeck. I did have to give up some sheild resist via Power Insulators (in the old system) in order to make my weapons more effective, but I do not feel I was "cheated" in any way that mattered.

    I will say that my ship would be different if I worked on obtaining the Utlimate Engineering skill in the new skill tree. I will have to decide if this is worth it in the long run. It will make my ship different than it was under the old skills system, but i am not sure if that is definitely a bad thing.

    One issue i am having is being online with other users on Tribble. I would like to test this ship in an Advanced STF to she how she fares, but I am constantly online on Tribble as the only player in the map. Has anyone else have this happen?

    BTW: You can go to the bar area on Drozana Station (on Tribble) and pull out as many respec tokens as you wish from a console on the left. I forget what it is called, but it is along the left wall half way between the bar and its opposing side.
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    Admiral Raynal Waton (UFP) - Temporal Operations Group
    General Kragh (KDF) - House of Ta'al
  • borg0vermindborg0vermind Member Posts: 498 Arc User
    Will the new skill system cause currently assigned skills on ship's powerbars to disappear ?
  • saragosassaragosas Member Posts: 1 Arc User
    yolta wrote: »
    nimrod007 wrote: »
    I left all the rest mmorpg becouse of "we like to make thing more clear for new players"....it ended up allways-allways bad...STO is one of the most comlplicated MMORPG....and Thats WHY I LIke it how it is...Its complexity...Im playing like 3 years and i have to tell there is allways something to learn if a new contents comes out. And thats inspirating...If U guys going to make this changes, then u willl take away this "freedom of creation" from all captian because ppl are too leasy to learn Eng/Ger/Fra languages etc. to understand STO it self.We going to see hundreds and hundreds of the same skilltree.Wich is one of the core point wich give me the feeling: "I can do what ever i want, and how I want and i like it how it is".PPl do like Strek Univers thats great now do not let it riun couse a buch guys who do not have the minimum IQ to play it.Is it harder to play STO as the rest of MMORPG it is...and SORRRY...BUT THATS WHY PPL LIKE IT.U're going to KILL this game for a few low minded....BUT u cloud do it from an other way be more specific in certan thing in the skill tree lets say show the calculation of the corrent players stats and how it would it change with varius chooses on a diagram or with animated mini vid or something. But do not destroy this game with such a changes...why don't u make a free forum to captains ask them what should be a benefit for STO and it community.PIck captains and if it needed pay the to help....Thank U for taking the time to read this.

    in game name:Daniel Pike@doki777

    I agree copletly with Nimrod007
    ak255 wrote: »
    About the combined skill powers: Do they give more or less of a benefit than as if they did before? Here's what I mean: because now certain skills are combined and I can't focus more on one than the other, do those skills still give me same benefit as before if I maxed out both of those now combined skills? Or am I actually LOSING benefit in one of those areas because YOU decided that I HAVE to have those skills combined, not me? What if I WANT to focus more on damage instead of defense? Now that certain defense and offense skills are combined, am I actually getting the same as I would if I COULD max out both?

  • markhawkmanmarkhawkman Member Posts: 35,236 Arc User
    Will the new skill system cause currently assigned skills on ship's powerbars to disappear ?
    Not likely. It doesn't have anything to do with clicky powers.
    -=-=-=-=-=-=-=-
    My character Tsin'xing
    Costume_marhawkman_Tsin%27xing_CC_Comic_Page_Blue_488916968.jpg
  • casidiencasidien Member Posts: 51 Arc User
    edited March 2016
    [moved to another thread]
  • uncharted2420uncharted2420 Member Posts: 26 Arc User
    capttrevor wrote: »
    I got lost about 1/4 of the way through the blog post, to be honest. :'(

    Ditto, and what do you mean by "Prevent players from making bad choices?" If i want to play like a Renegade I should be able to play like a renegade or someone who is utterly ruthless, even respond like someoen who is a Renegade or someone is Ruthless. And that whole Midnight ending didn't sit right with me. But of course you never listen to the gamers. just the ones who throw hundreds or thousands of dollars into this game
  • keletteskelettes Member Posts: 488 Arc User
    edited March 2016
    Ditto, and what do you mean by "Prevent players from making bad choices?" If i want to play like a Renegade I should be able to play like a renegade or someone who is utterly ruthless, even respond like someoen who is a Renegade or someone is Ruthless.
    [SNIP]

    O.o?

    By "bad choice" they mean assembling a skill table that would make you a laughing stock. For example a cruiser with no points spent in shield emitters, hull repair, structural integrity, and shield systems is a straight charge at the brick wall.

    They don't want to tell players how to use their ships / ground gear -- just improving the odds that the characters are built so they can stand their ground.
    Post edited by kelettes on
    "Ad astra audacter eamus in alis fidelium."
    -
    "To boldly go to the stars on the wings of the faithful."
  • markhawkmanmarkhawkman Member Posts: 35,236 Arc User
    Actually, I'm pretty sure "bad choice" means skills that aren't useful in general. IE, things no one wants because they're junk.
    -=-=-=-=-=-=-=-
    My character Tsin'xing
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  • remedistremedist Member Posts: 1 Arc User
    I like the idea. But I have a few concerns. Something I really like about the "Current" system is that the names of ships systems like Flow capacitors, Driver Coils, etc makes it feel like you are tweaking an actual ship. I hope that the new system does not reduce this experience to something that resembles a no brainer style unlock system with absolutely no strategic user input so to speak. It would be nice to still feel like you can get down and dirty with your ships systems. For that to happen they need to feel like ships systems and ground systems and not just a pretty little icon that lights up when you have logged in a certain number of hours. I'm not sure if I am expressing myself accurately but to the DEVs please try and make it so that the new system retains the flavour of the old system while optimising its functionality. I mean Science and Operations , Engineering, and Tactical sounded really Starship like. Felt like you were running a starship also the names of each subsystem and the green yellow and red level bars felt really great. I do hope there is room for some latitude in the design of the revamp at this stage and in this regard.

  • breadandcircusesbreadandcircuses Member Posts: 2,355 Arc User
    remedist wrote: »
    I like the idea. But I have a few concerns. Something I really like about the "Current" system is that the names of ships systems like Flow capacitors, Driver Coils, etc makes it feel like you are tweaking an actual ship. I hope that the new system does not reduce this experience to something that resembles a no brainer style unlock system with absolutely no strategic user input so to speak. It would be nice to still feel like you can get down and dirty with your ships systems. For that to happen they need to feel like ships systems and ground systems and not just a pretty little icon that lights up when you have logged in a certain number of hours. I'm not sure if I am expressing myself accurately but to the DEVs please try and make it so that the new system retains the flavour of the old system while optimising its functionality. I mean Science and Operations , Engineering, and Tactical sounded really Starship like. Felt like you were running a starship also the names of each subsystem and the green yellow and red level bars felt really great. I do hope there is room for some latitude in the design of the revamp at this stage and in this regard.

    I think I see what you mean, and unfortunately that aspect is going to be a "sorta" thing... we're getting something much closer to the Specializations, were you buy your skills using a Skill Tree rather than the systems chart thing that is currently present on Holodeck. For the most part we're going to be able to re-build our characters similarly, but it won't have the 9-pips design anymore. The naming is still pretty good as far as making it feel like tweaking a starship, but as far as the UI it will look much more generic than what we had.
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    meimeitoo wrote: »
    I do not like Geko ether.
    iconians wrote: »
    With each passing day I wonder if I stepped into an alternate reality. The Cubs win the world series. Donald Trump is President. Britain leaves the EU. STO gets a dedicated PvP season. Engineers are "out of control" in STO.​​
  • bluesunshot#7246 bluesunshot Member Posts: 39 Arc User
    remedist wrote: »
    I like the idea. But I have a few concerns. Something I really like about the "Current" system is that the names of ships systems like Flow capacitors, Driver Coils, etc makes it feel like you are tweaking an actual ship. I hope that the new system does not reduce this experience to something that resembles a no brainer style unlock system with absolutely no strategic user input so to speak. It would be nice to still feel like you can get down and dirty with your ships systems. For that to happen they need to feel like ships systems and ground systems and not just a pretty little icon that lights up when you have logged in a certain number of hours. I'm not sure if I am expressing myself accurately but to the DEVs please try and make it so that the new system retains the flavour of the old system while optimising its functionality. I mean Science and Operations , Engineering, and Tactical sounded really Starship like. Felt like you were running a starship also the names of each subsystem and the green yellow and red level bars felt really great. I do hope there is room for some latitude in the design of the revamp at this stage and in this regard.

    I just tried it today on Tribble and i am sad because just like you the tweaking seem better, now it is more encompass and just look the the specialization skills look and tree. But a good thing, when you spend enough point to go to the next level you can choose want you want in that level of the tree. The revamp is good and not good, feeling we lost some part of the tweaking we could do.

  • cinderfernocinderferno Member Posts: 21 Arc User
    remedist wrote: »
    I like the idea. But I have a few concerns. Something I really like about the "Current" system is that the names of ships systems like Flow capacitors, Driver Coils, etc makes it feel like you are tweaking an actual ship. I hope that the new system does not reduce this experience to something that resembles a no brainer style unlock system with absolutely no strategic user input so to speak. It would be nice to still feel like you can get down and dirty with your ships systems. For that to happen they need to feel like ships systems and ground systems and not just a pretty little icon that lights up when you have logged in a certain number of hours. I'm not sure if I am expressing myself accurately but to the DEVs please try and make it so that the new system retains the flavour of the old system while optimising its functionality. I mean Science and Operations , Engineering, and Tactical sounded really Starship like. Felt like you were running a starship also the names of each subsystem and the green yellow and red level bars felt really great. I do hope there is room for some latitude in the design of the revamp at this stage and in this regard.

    I have this concern as well, and have physically had to restrain myself from hitting everything around me at the possibility of losing this subtle flavor, it may seem minor, but it has a tremendous impact to people, in a manner you would call 'Immersive'.

    Make no mistake, 'Perfect World', a lot of flavors have vanished already over the seasons and expansions, someone really enjoyed making the menu's look as they do, it may APPEAR superficial, but it added to the identity of the game, this is a critical factor to the overall feeling of the game too, and if it is removed, well.. to be honest:

    What point is there in upping a game's playability if most individuals won't really feel inspired to play it at all?

    It doesn't appeal, at all, the current state of 'Merging' several skills into a single skill in a neatly-organized tree.

    Said tree is a bonus, but the cost is too great if the visual taste of the skill menu is lost, and any real immersion with it.

    I am appealed by the prospect of some way to discern what 'Threat Control' is almost immediately after finding it and optional suggestions as to what skills should be put in first, but i don't want it to be forced that way, suggesting someone eat a particular food and shoving it down their throat is quite obviously different, and that's what i'm sort of seeing in certain segments of this revamp, particularily the aesthetics, and the eye-candy of pressing buttons on the menu screen, and i'm not sure i'm the only one.

    Trust me, I like the idea behind it, when i first came onto Star Trek Online, i just went with the skills that appealed to me most in name, 'Starship Weapons training' sounded like a good idea then, so i kinda went with that from the start, plus, it was at the top of the list, which also factored, though i liked the menu's looks, fiddling with the buttons of the skill menu simply to see the effects and visuals pop up and off was fun, or at least kinda.. Stimulating, as some would put it, because it looked real, it told you without words that you were in command and in control of a starship, truly in command, down to the very functions of it's nature.

    So PLEASE, for the sake of the community whom have been here since Star trek Online was first released on 2010 -- or people who've been around near that time -- don't go overboard with simplifying the visuals as well as the skills, do what you must with the skills themselves, but naming them like starship components, as Remedist said, and giving a truly starfleet-futuristic-like feel to the Style of the button -- And, i must emphasize, The names themselves -- is also important, albeit, in a Less-than-obvious way, but it's just as important, if not more.

    P.S: My visual's and aesthetics taste also applies to the HUD, much too compact, i like the Glossy-liquidly, yet solidly-button like feel of the HUD before Legacy of Romulus was even an expansion, no offense to those who likely did hard work on the new one, but i know for a fact it wasn't well received either.



    "Be who you are and say what you feel, because those who mind don’t matter and those who matter don’t mind." --Dr. Seuss

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  • nimbullnimbull Member Posts: 1,564 Arc User
    I hope this new system will remove the class dependence on certain kinds of ships. As it stands now an engineer will never be as good as a tactical officer in an escort ship or a tactical officer in a cruiser. Which really locks people into certain classed ships for their character if they want to excel in that specific ship type. I figure not too many people want to grind an entirely new character just so they can be really good at one certain type of ship over another. You'd probably sell more ships too if people didn't feel so locked into specific ship classes.

    That will never change. Ships are designed around it! If you are playing a science officer, you chose that role. The science vessels were built to accommodate your class. If you want to fly different ships and be totally effective, then why not roll a new captain?

    LOL... good luck if you are a Romulan or KDF science captain looking for a nice selection of pure science ships to choose from for your role like Feds have. Especially at the T6 level. :)
    Green people don't have to be.... little.
  • pottsey5gpottsey5g Member Posts: 4,251 Arc User
    edited April 2016
    Gravimetric Photon Torpedo broken with high yield & grav skill + Control Expertise

    After stacking up Control Expertise the Grav torpedo should create a 14 second gravity well. Although the tooltip counts up to 14 seconds as I boost the skill, the grav wells them self-do not increase in time. Using a stop watch the grav well it stuck at 6 seconds half the amount of time it should be.

    The trait Destabilizing Phase Array seems to be broken as well. I am not seeing any Damage Immunity.
  • saebrithsaebrith Member Posts: 9 Arc User
    This looks like SoE's combat downgrade for SWG, oh wait...neither one exists anymore. LOL I guess this company will swirl down the drain too.
  • mustrumridcully0mustrumridcully0 Member Posts: 12,963 Arc User
    saebrith wrote: »
    This looks like SoE's combat downgrade for SWG, oh wait...neither one exists anymore. LOL I guess this company will swirl down the drain too.
    I think you need better glasses.

    Star Trek Online Advancement: You start with lowbie gear, you end with Lobi gear.
  • zedbrightlander1zedbrightlander1 Member Posts: 14,782 Arc User
    Are we going to have to spend most of tomorrow re-jiggering our skills for the new system before we can even go out and try this new mission? Is there any way to play the mission without setting/re-setting up the new points on the new system?
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  • highlandrise85highlandrise85 Member Posts: 74 Arc User
    After being away for some days, just logged in on Tribble to see whether or not they Finaly changed that Terrible Skill by Skill Purchase to a First Choose all Skills than Purchase system like we have with the old system, but NOPE, even so that basically everyone was complaining and criticizing that User HATING nonsense system they are now bringing the revamp live today with that thing unchanged.......unbelievable how persistently they ignore this Issue when everyone is pointing at it :| many people will be frustrated because of mistakes during respecs due to the fact that no final check is possible before buying so we can adjust before accepting....thats also a way to "force" people to buy more Respec Tokens (that should be retired anyway) :| maybe i should stay away a little bit longer, will save my nerves, and hopefully they realize that people are NOT happy with that BS and also hopefully will change it....................
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  • stormstryke2stormstryke2 Member Posts: 254 Arc User
    I really got turned off by the choice of aim or crouch at one point. I don't need either and never bothered using either. So giving on that "choice" is like a waste.
  • toivatoiva Member Posts: 3,276 Arc User
    I use crouch a lot, it gives many benefits from a range of gear pieces. But I never learned what aim was...
    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!
  • keletteskelettes Member Posts: 488 Arc User
    toiva wrote: »
    I use crouch a lot, it gives many benefits from a range of gear pieces. But I never learned what aim was...

    Basically it's an alt. firing mode that you can keybind -- for the middle mouse button for example.
    It's analogous to "aiming down the sights of a weapon", and gets you roughly +30% damage on every shot fired while "aiming".

    The commando spec. boosts aim with crit chance, and the new skill revamp slaps that with an unlock that boost the raw damage bonus.

    Find it quite handy, I do :3
    "Ad astra audacter eamus in alis fidelium."
    -
    "To boldly go to the stars on the wings of the faithful."
  • stormstryke2stormstryke2 Member Posts: 254 Arc User
    I really got turned off by the choice of aim or crouch at one point. I don't need either and never bothered using either. So giving on that "choice" is like a waste.
    toiva wrote: »
    I use crouch a lot, it gives many benefits from a range of gear pieces. But I never learned what aim was...

    I don't die by standing up and just firing. So it's kind of blah IMO but to force a choice of which can benefit when not using either and never will is seen as a lack of choice in this cookie cutter system.
  • redshirt1981redshirt1981 Member Posts: 34 Arc User
    Wow, I'm speachless, just ONE louse retrain token!

    After such an big change, which no one wanted, we get only one free token. Very greedy!

    Thanks for not listening to us and beeing such a cash-hungry gamedeveloper.
  • markhawkmanmarkhawkman Member Posts: 35,236 Arc User
    Um... you get a free respec, and a token that you can use later if you choose to respec a second time.
    -=-=-=-=-=-=-=-
    My character Tsin'xing
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  • misterferengi#8959 misterferengi Member Posts: 486 Arc User
    Well setting up a Tact and Eng hasn't been to hard but Sci has been a little tricker as i want to use some science abilities, thats where the difficulty pops up having to spread my points across 3 professions instead of just Eng and Tact. Found my Tact only needs about 6/7 points in sci for shield reg/hitpoints and targeting distance although this may not be ness. Do not waste points in shield hardness totally not worth it
  • husker1964husker1964 Member Posts: 21 Arc User
    After going through the process of resetting all my skills and trays. My head hurts. There were some good things that were done, but for the most part. It is just a bigger headache.
  • stormstryke2stormstryke2 Member Posts: 254 Arc User
    Will the new skill system cause currently assigned skills on ship's powerbars to disappear ?
    Not likely. It doesn't have anything to do with clicky powers.


    It did for both space and ground actually.
  • nathankomarannathankomaran Member Posts: 56 Arc User
    Well, even though I'm not on the Tribble Server, I was able to re-assign all my skills as they had been refunded unto me on logging in. I really like this new skill system apart from this one change highlighted in bold: One profession-specific skill missing from the above lists is Combat Specialist, which is getting a slightly different treatment. It will be granted automatically to all characters (not just Tacticals), but no longer improves critical hits and melee-themed kit abilities.. Seriously, why did you remove this? Was it your way of nerfing us players to prevent us from becoming to over-powered as a result of your decision to re-vamp the entire skill system? o.o
  • crypticspartan#0627 crypticspartan Member Posts: 847 Cryptic Developer
    Well, even though I'm not on the Tribble Server, I was able to re-assign all my skills as they had been refunded unto me on logging in. I really like this new skill system apart from this one change highlighted in bold: One profession-specific skill missing from the above lists is Combat Specialist, which is getting a slightly different treatment. It will be granted automatically to all characters (not just Tacticals), but no longer improves critical hits and melee-themed kit abilities.. Seriously, why did you remove this? Was it your way of nerfing us players to prevent us from becoming to over-powered as a result of your decision to re-vamp the entire skill system? o.o

    Melee-themed abilities now benefit from Kit Performance, like other kit powers. There is additionally the Weapon Criticals skill that you can purchase to make up for the critical hit changes. I hope that explains things better.

    I am glad to hear that you are enjoying the rest of the system. :)
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