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What did we learn from the Skill Revamp Livestream?

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  • equinox976equinox976 Member Posts: 2,305 Arc User
    nikeix wrote: »
    I think the absence of the PowerCart tech is gonna be a lot more noticeable to the target audience then the Devs are trying to reassure themselves because frankly the center of mass of the whole industry has moved on from real-money paid re-spec's towards actual freedom to experiment with these kinds of systems. It's a black eye that undoes a lot of the good being done when you toss the new lighter/cleaner skill system in front of that fresh new audience we all need to hope will be joining us here in STO in the aftermath of the movies and the rise of a new TV show.

    I think you might want to reword this as it comes across as random word salad.
  • markhawkmanmarkhawkman Member Posts: 35,236 Arc User
    equinox976 wrote: »
    nikeix wrote: »
    I think the absence of the PowerCart tech is gonna be a lot more noticeable to the target audience then the Devs are trying to reassure themselves because frankly the center of mass of the whole industry has moved on from real-money paid re-spec's towards actual freedom to experiment with these kinds of systems. It's a black eye that undoes a lot of the good being done when you toss the new lighter/cleaner skill system in front of that fresh new audience we all need to hope will be joining us here in STO in the aftermath of the movies and the rise of a new TV show.
    I think you might want to reword this as it comes across as random word salad.
    I think it was just a long winded way of saying that having PowerCart is better than not having it. Which I agree with, however he words it to make it sound like a major negative. Which I disagree with since it's not much of an inconvenience to me.
    -=-=-=-=-=-=-=-
    My character Tsin'xing
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  • nikeixnikeix Member Posts: 3,972 Arc User
    edited March 2016
    equinox976 wrote: »
    I think you might want to reword this as it comes across as random word salad.

    Your editing suggestion is duly noted.
    Which I disagree with since it's not much of an inconvenience to me.

    It's great that you're representative of all possible players yet to happen. That'll simplify Cryptic's marketing strategy for new customer acquisition immensely. They can just ask themselves, "But, will markhawkman like it?" and break early for lunch. :tongue:
  • markhawkmanmarkhawkman Member Posts: 35,236 Arc User
    nikeix wrote: »
    Which I disagree with since it's not much of an inconvenience to me.
    It's great that you're representative of all possible players yet to happen. That'll simplify Cryptic's marketing strategy for new customer acquisition immensely. They can just ask themselves, "But, will markhawkman like it?" and break early for lunch. :tongue:
    Well, ponder this: How much "freedom to experiment" as you put it, comes from the current power cart system? None, because you have to lock-in changes before you can actually use them. Sure you can spend all day pushing numbers around, but if that's all you want to do then you can do that in a skill planner app. Either way it's all theory crafting until you click the commit button.
    -=-=-=-=-=-=-=-
    My character Tsin'xing
    Costume_marhawkman_Tsin%27xing_CC_Comic_Page_Blue_488916968.jpg
  • neos472neos472 Member Posts: 580 Arc User
    nikeix wrote: »
    Which I disagree with since it's not much of an inconvenience to me.
    It's great that you're representative of all possible players yet to happen. That'll simplify Cryptic's marketing strategy for new customer acquisition immensely. They can just ask themselves, "But, will markhawkman like it?" and break early for lunch. :tongue:
    Well, ponder this: How much "freedom to experiment" as you put it, comes from the current power cart system? None, because you have to lock-in changes before you can actually use them. Sure you can spend all day pushing numbers around, but if that's all you want to do then you can do that in a skill planner app. Either way it's all theory crafting until you click the commit button.

    aptly put good sir and both systems fall under that department if i am not mistaken they both take effect after you commit the point that is just me talking. also apart from skill planners talking to people and and learning knowledge of how things work skillwise is also a great thing to keep down respec honestly the only thing i ever used powercart for was putting all my skills in at once which could be disastrous as well. this new system kinda minimizes that damage by going through one at a time and adding your skills.
    manipulator of time and long time space traveler
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  • mustrumridcully0mustrumridcully0 Member Posts: 12,963 Arc User
    At least to me, I don't see your average new player coming to the game understanding what things like +7.5 Defense bonus or +15 Kinetic damage resistance means. Questions like; Are those values good? Do I need them for the ship I am piloting? How does gear/consoles etc. impact this?

    All those kinds of answers are going to come from tribal knowledge or spending $5 a pop experimenting.
    That is generally true, but the amount of tribal knowledge is now a bit lower than it was before.

    How much of a bonus was the old hull healing skills? Well... That depends on which skill you were talking about.
    Now, it's listed in the skill +x means +y %.
    You still have to figure out if +y % is relevant or not, but at least you don't have to guess this y % anymore, and it's the same regardless of the bridge officer ability we're talking about.
    But I think a bit of a learning experience is okay - and quite possibly unavoidable.

    My only real remaining problem is that I think that some skills are just not worth it. Buff to innate regeneration of hull or shields? In my experience, the majority of your survival comes from heals and resists, not from innate regeneration. Spending a point on Hull Restoration sounds wiser than spending a point on Damage Control, for example. Maybe I am actually wrong, and this isn't true, but if it is, it's exactly the kind of false choice I want to avoid. The choice whether you need more Damage Control or more Hull Restoration should be something dependent more on build specifics than generalities.
    Well, ponder this: How much "freedom to experiment" as you put it, comes from the current power cart system? None, because you have to lock-in changes before you can actually use them. Sure you can spend all day pushing numbers around, but if that's all you want to do then you can do that in a skill planner app. Either way it's all theory crafting until you click the commit button.
    I don't know what the original poster you were quoting was actually trying to say, but as i see it: "Freedom to experiment" is really more an argument for cheaper respecs, not for the skill cart. Which is fine, I can subscribe to that, too. (And I get the feeling that some at Cryptic/PWE think the same, but some at Cryptic/PWE disagree, and that's why there hasn't been a final declaration on permanent changes to respecs yet.)
    Star Trek Online Advancement: You start with lowbie gear, you end with Lobi gear.
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  • legendarylycan#5411 legendarylycan Member Posts: 37,284 Arc User
    and since they're on a deadline like always, some of those revision iterations will be on holodeck​​
    Like special weapons from other Star Trek games? Wondering if they can be replicated in STO even a little bit? Check this out: https://forum.arcgames.com/startrekonline/discussion/1262277/a-mostly-comprehensive-guide-to-star-trek-videogame-special-weapons-and-their-sto-equivalents

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