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Skill System Revamp Developer Livestream

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  • toivatoiva Member Posts: 3,276 Arc User
    toiva wrote: »
    samt1996 wrote: »
    Carrier skills will also grant a lesser buff to ALL your teammates as well... these will be very useful on support builds which carriers suit very well. In fact they may become part of the DPS Meta depending on the buff.

    Nannies to the rescue.

    Ah, I was counting on it also buffing non-hangar pets soon. Which would be better but still not all that useful.
    Now buffing teammates? Alright, you got me. Then it gets at least some use in many situations. Thumbs up for that.

    Onto another matter now: is there a way in the new skill system to buff Full impulse like Driver Coil used to? Particularly a way for Full impulse not to drain power to only 5 in all subsystems but Engines? 9 points in Driver Coil mean that while at Full Impulse, power levels drop only to 25 (and also lead to a higher Full Impulse speed and turn rate).
    As someone who always puts at least 6 points in Driver Coil, I wouldn't like to see those bonuses go (sector space speed buff can be achieved in an unlock, at least).
    Yeah, but it currently requires buying EPS as a pre-req.
    Thank you, another skill I completely missed (expected EPS III there instead).
    kelettes wrote: »
    toiva wrote: »
    Onto another matter now: is there a way in the new skill system to buff Full impulse like Driver Coil used to? Particularly a way for Full impulse not to drain power to only 5 in all subsystems but Engines? 9 points in Driver Coil mean that while at Full Impulse, power levels drop only to 25 (and also lead to a higher Full Impulse speed and turn rate).
    As someone who always puts at least 6 points in Driver Coil, I wouldn't like to see those bonuses go (sector space speed buff can be achieved in an unlock, at least).

    I could be wrong, but I think you are looking for "Full Impulse Energy Shunt" :smile:

    You were not wrong, thanks.
    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!
  • totenmettotenmet Member Posts: 592 Arc User
    edited March 2016
    PROBLEM:

    I really do not like that the ABANDON SHIP ability is removed. It is a typical Star Trek commando given several times by the captain in the series, to survive or as tactic.

    I do not agree with the reasoning "no one uses it so we removed it", because that is the easy way out. If something is not used, that means the way the ability worked was not good.

    SOLUTION:

    How it SHOULD work according to me: In the series no Captain blows up the ship without sending the crews to the escape pods. So after blowing up the ship a cloud of escape pods should be hanging in space.

    My suggestion is if a team mate flies through this area he picks up the escaped crew (or alternatively automatically by all remaining members of the team, if programming this is to difficult). This should give him extra crew and extra abilities/power for the remaining time of the PVE (or alternatively for a period of time e.g. 30 seconds or as long as the cooldown period of the player who's ship exploded takes).

    Cooldowns for re-spawning currently increases, the more a player dies, so deliberately dying would be useful for the other team members because they get an abilities or power boost if some one dies deliberate by blowing up his ship.

    If it would have been implemented like this players would have made use of it, I am 100% sure. Because now it is a tactical feature.

  • toivatoiva Member Posts: 3,276 Arc User
    The problem was not that nobody ever used it (but that unpopularity sure doesn't help), but that when used, it was often a too for grief. Particularly back in the day when you could fly alongside another player even in a social zone and just explode.

    Moreover, 'crew' is being discontinued altogether with the skill revamp and the goal is to not have players explode (hence the respawn time increasing). So I'm afraid them removing the ability 'abandon ship' is entirely logical and in line with the latest game development.

    Also I really like the threatening stance toggle.
    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!
  • markhawkmanmarkhawkman Member Posts: 35,236 Arc User
    @vegeta50024

    I agree that what you said is the most likely reason, one that I had concluded myself. The real question is why can't a dev' answer in a thoughtful manner like that, in a way that educates the consumer, and not an answer that made it sound like he didn't feel like he wanted to take the effort to answer it.
    That's a re-phrasing of something Borticus already said elsewhere....
    -=-=-=-=-=-=-=-
    My character Tsin'xing
    Costume_marhawkman_Tsin%27xing_CC_Comic_Page_Blue_488916968.jpg
  • totenmettotenmet Member Posts: 592 Arc User
    toiva wrote: »
    The problem was not that nobody ever used it (but that unpopularity sure doesn't help), but that when used, it was often a too for grief. Particularly back in the day when you could fly alongside another player even in a social zone and just explode.

    Moreover, 'crew' is being discontinued altogether with the skill revamp and the goal is to not have players explode (hence the respawn time increasing). So I'm afraid them removing the ability 'abandon ship' is entirely logical and in line with the latest game development.

    Also I really like the threatening stance toggle.

    Are you aware that Crew affects Tactical Team? And things like Weapons Training?

    No healthy crew means no Tac Team bonus to Weapons Training.
    If crew is being discontinued as you write, what impact will that have on weapons training of the Tac Team ability?



  • willamsheridanwillamsheridan Member Posts: 1,189 Arc User
    a few thoughts about the new system:

    1: The Hangar pet skills: Hangar pets need a boost, thats sure. They are not that good, esp. after a few nerfs. But since we are limited to only 46 skillpoints, carriers are a minority and carriers are not linked to a career (we have Sci, Tac and Eng. heavy cruisers) the Hangar pets should get a boost for free, not for the price of 6 or more skillpoints.

    2: 46: Why 46 Points? Yes i know the "1 point from 5 to 50" explanation but thats no reason. If the new System is supposed to be more like the Specialisation system, why not mkate it more llike that? WE can fill all the skills over time ( like with the spec system, 1 skillpoint with each level up, even beyond lvl 60) but we can only have a limited number of skills active at a time.

    So if i want to fly a carrier i can set my skills to a more carrier-friendly, supporting role or, if i want to fly my escort i change them to a more offensive, dmg-focussed build.

    Of course that would mean no more respecs are needed. But i think since STO is supposed to be f2p, thats a small sacrifice if it means satisfied, happy players, isn't it? Unless the main reason about changing a totally good and fine skilltree is to make money because many players will have to reskill several times.
  • toivatoiva Member Posts: 3,276 Arc User
    totenmet wrote: »
    toiva wrote: »
    The problem was not that nobody ever used it (but that unpopularity sure doesn't help), but that when used, it was often a too for grief. Particularly back in the day when you could fly alongside another player even in a social zone and just explode.

    Moreover, 'crew' is being discontinued altogether with the skill revamp and the goal is to not have players explode (hence the respawn time increasing). So I'm afraid them removing the ability 'abandon ship' is entirely logical and in line with the latest game development.

    Also I really like the threatening stance toggle.

    Are you aware that Crew affects Tactical Team? And things like Weapons Training?

    No healthy crew means no Tac Team bonus to Weapons Training.
    If crew is being discontinued as you write, what impact will that have on weapons training of the Tac Team ability?



    Afaik all abilities/systems that used crew before are made to work now as if crew were at its max. Basically same as with the discontinued 'Attack pattern' skill. That also makes hull regen innately better on tribble (barring some skill and item bugs that plague it right now).
    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!
  • whamhammer1whamhammer1 Member Posts: 2,290 Arc User
    @markhawkman

    One would think that Bort' would have said it just as well on a Dev' Livestream event, don't you think ?
  • viguriviguri Member Posts: 8 Arc User
    Borticus mentioned a place on tribble to buy captain respect tokens. I can't view the past broadcast to remember where.. anyone remember? Drozana sticks in my brain.
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