You can test everything including the ultimates for free on Tribble to your hearts content.
I did, but one should not have to log in to a testing and troubleshooting server in order to preview a skill setup, especially since that was a functionality that was available in the immediately preceding version of the system in question.
I so agree. To not have this feature is a underscore as to how unprofessional and/or under-staffed the Cryptic development team is. Losing useful features with an supposed upgrade is just beyond sad.
http://www.aesica.net/sto/ is a workaround for this problem, but STO shouldn't depend upon its fan base to develop its game. Or rather if it does, it should be linked directly in the game (such as player created Foundry content).
Since the dawn of the industry, I've played and am currently playing a number of MMOs. STO's communication, development, and general professionalism lacks in comparison to all of them.
I find this amusing simply because the old power cart system provided no ability to actually preview skills either. Sure you could place points, then rearrange them before accepting, but there was no actual preview ability.
That's correct. That said this was the perfect opportunity to add a way to look at the stats as you were adding things in.
You don't think there's anything wrong with being directed to Tribble in order to figure out how to rebuild what you had?
They didn't do that in the last skill revamp. Also they updated the tooltips to actually explain at least some of the math behind how the new skills work. Skill system 2.1 had tooltips that were kinda like "This increases your ship hit points." Skill system 3.0 has tooltips like "This increases your ship hit points by 15% at rank 1."
Does it actually give you the precise numbers? no. But it gives you a good idea as to what it does. Thus it's not a blind choice. If your goal is parsing your DPS, yeah, there's no realistic reason to expect to see that in skill preview.
I agree, I like it a lot. I would've preferred the precise numbers though. Don't look at me on that last point, I don't parse DPS. I'm actually more interested in what ending turn rate, hull value, and shield numbers look like. Considering the unlocks on the bottom track, I would've liked to have seen what the final set up would look like before finalizing like in the old system.
"Rise like Lions after slumber, In unvanquishable number, Shake your chains to earth like dew, Which in sleep had fallen on you-Ye are many they are few"
Just curious what your answers will be if you have to say just yes or no.
I do not like that high Aux power effects were curtailed and reduced.
I do not like that one of the three Ultimate Science skills effect damage, and another damage resistance (this is a more science leaning skill), not Science.
I'd like the anti-crew mechanics of torpedoes under the old system to be replicated within the new system. An interesting idea would be that torpedoes affect passive healing, as they damage and disable crew.
New skills and improving player comprehension are good things. The new system has lost some nuance that could be applied to builds (e.g. Grav Gens vs Part Gens vs Subspace Decompiler or combinations of all).
A skill choice cannot be undone during the initial choices.
I like the new skill system, but a good tutorial is missing along the way, It felt more like here you are and have fun with it. There was a small explanation how you choose stuff and order it but nothing like we go true the system with you and explain to you what a specific button or skill option does for your ship... What they could have done was set up for those that are level 60 an command school or something to learn the new system. But overall I like the system
[SIGPIC][/SIGPIC]
"Coffee: the finest organic suspension ever devised. It's got me through the worst of the last three years. I beat the Borg with it."
You can test everything including the ultimates for free on Tribble to your hearts content.
I did, but one should not have to log in to a testing and troubleshooting server in order to preview a skill setup, especially since that was a functionality that was available in the immediately preceding version of the system in question.
I so agree. To not have this feature is a underscore as to how unprofessional and/or under-staffed the Cryptic development team is. Losing useful features with an supposed upgrade is just beyond sad.
http://www.aesica.net/sto/ is a workaround for this problem, but STO shouldn't depend upon its fan base to develop its game. Or rather if it does, it should be linked directly in the game (such as player created Foundry content).
Since the dawn of the industry, I've played and am currently playing a number of MMOs. STO's communication, development, and general professionalism lacks in comparison to all of them.
I find this amusing simply because the old power cart system provided no ability to actually preview skills either. Sure you could place points, then rearrange them before accepting, but there was no actual preview ability.
That's correct. That said this was the perfect opportunity to add a way to look at the stats as you were adding things in.
You don't think there's anything wrong with being directed to Tribble in order to figure out how to rebuild what you had?
They didn't do that in the last skill revamp. Also they updated the tooltips to actually explain at least some of the math behind how the new skills work. Skill system 2.1 had tooltips that were kinda like "This increases your ship hit points." Skill system 3.0 has tooltips like "This increases your ship hit points by 15% at rank 1."
Does it actually give you the precise numbers? no. But it gives you a good idea as to what it does. Thus it's not a blind choice. If your goal is parsing your DPS, yeah, there's no realistic reason to expect to see that in skill preview.
Not always. The ground kit skills make no sense and do not seem to do what it says. I had to guess with trial and error on which space skills boosted my stats. For example how is a new player meant to know which skill extends the duration of high yield gravimetric wells?
You can test everything including the ultimates for free on Tribble to your hearts content.
I did, but one should not have to log in to a testing and troubleshooting server in order to preview a skill setup, especially since that was a functionality that was available in the immediately preceding version of the system in question.
I so agree. To not have this feature is a underscore as to how unprofessional and/or under-staffed the Cryptic development team is. Losing useful features with an supposed upgrade is just beyond sad.
http://www.aesica.net/sto/ is a workaround for this problem, but STO shouldn't depend upon its fan base to develop its game. Or rather if it does, it should be linked directly in the game (such as player created Foundry content).
Since the dawn of the industry, I've played and am currently playing a number of MMOs. STO's communication, development, and general professionalism lacks in comparison to all of them.
I find this amusing simply because the old power cart system provided no ability to actually preview skills either. Sure you could place points, then rearrange them before accepting, but there was no actual preview ability.
That's correct. That said this was the perfect opportunity to add a way to look at the stats as you were adding things in.
You don't think there's anything wrong with being directed to Tribble in order to figure out how to rebuild what you had?
They didn't do that in the last skill revamp. Also they updated the tooltips to actually explain at least some of the math behind how the new skills work. Skill system 2.1 had tooltips that were kinda like "This increases your ship hit points." Skill system 3.0 has tooltips like "This increases your ship hit points by 15% at rank 1."
Does it actually give you the precise numbers? no. But it gives you a good idea as to what it does. Thus it's not a blind choice. If your goal is parsing your DPS, yeah, there's no realistic reason to expect to see that in skill preview.
Not always. The ground kit skills make no sense and do not seem to do what it says. I had to guess with trial and error on which space skills boosted my stats. For example how is a new player meant to know which skill extends the duration of high yield gravimetric wells?
Hmm. Well I know that the gravity well on the torpedoes is a hold effect, so that goes under control, but I get your point. It requires distinct understanding of the system already in order to know what direction to go. That said it's still an improvement over the old system.
"Rise like Lions after slumber, In unvanquishable number, Shake your chains to earth like dew, Which in sleep had fallen on you-Ye are many they are few"
You can test everything including the ultimates for free on Tribble to your hearts content.
I did, but one should not have to log in to a testing and troubleshooting server in order to preview a skill setup, especially since that was a functionality that was available in the immediately preceding version of the system in question.
I so agree. To not have this feature is a underscore as to how unprofessional and/or under-staffed the Cryptic development team is. Losing useful features with an supposed upgrade is just beyond sad.
http://www.aesica.net/sto/ is a workaround for this problem, but STO shouldn't depend upon its fan base to develop its game. Or rather if it does, it should be linked directly in the game (such as player created Foundry content).
Since the dawn of the industry, I've played and am currently playing a number of MMOs. STO's communication, development, and general professionalism lacks in comparison to all of them.
I find this amusing simply because the old power cart system provided no ability to actually preview skills either. Sure you could place points, then rearrange them before accepting, but there was no actual preview ability.
That's correct. That said this was the perfect opportunity to add a way to look at the stats as you were adding things in.
You don't think there's anything wrong with being directed to Tribble in order to figure out how to rebuild what you had?
They didn't do that in the last skill revamp. Also they updated the tooltips to actually explain at least some of the math behind how the new skills work. Skill system 2.1 had tooltips that were kinda like "This increases your ship hit points." Skill system 3.0 has tooltips like "This increases your ship hit points by 15% at rank 1."
Does it actually give you the precise numbers? no. But it gives you a good idea as to what it does. Thus it's not a blind choice. If your goal is parsing your DPS, yeah, there's no realistic reason to expect to see that in skill preview.
Not always. The ground kit skills make no sense and do not seem to do what it says. I had to guess with trial and error on which space skills boosted my stats. For example how is a new player meant to know which skill extends the duration of high yield gravimetric wells?
Hmm. Well I know that the gravity well on the torpedoes is a hold effect, so that goes under control, but I get your point. It requires distinct understanding of the system already in order to know what direction to go. That said it's still an improvement over the old system.
If you are referring to the Gravimetric Torpedo then a Gravimetric Rift is produced. Unfortunately there is no hold effect, just damaging shears.
Comments
I agree, I like it a lot. I would've preferred the precise numbers though. Don't look at me on that last point, I don't parse DPS. I'm actually more interested in what ending turn rate, hull value, and shield numbers look like. Considering the unlocks on the bottom track, I would've liked to have seen what the final set up would look like before finalizing like in the old system.
I do not like that high Aux power effects were curtailed and reduced.
I do not like that one of the three Ultimate Science skills effect damage, and another damage resistance (this is a more science leaning skill), not Science.
I'd like the anti-crew mechanics of torpedoes under the old system to be replicated within the new system. An interesting idea would be that torpedoes affect passive healing, as they damage and disable crew.
New skills and improving player comprehension are good things. The new system has lost some nuance that could be applied to builds (e.g. Grav Gens vs Part Gens vs Subspace Decompiler or combinations of all).
A skill choice cannot be undone during the initial choices.
"Coffee: the finest organic suspension ever devised. It's got me through the worst of the last three years. I beat the Borg with it."
Hmm. Well I know that the gravity well on the torpedoes is a hold effect, so that goes under control, but I get your point. It requires distinct understanding of the system already in order to know what direction to go. That said it's still an improvement over the old system.
If you are referring to the Gravimetric Torpedo then a Gravimetric Rift is produced. Unfortunately there is no hold effect, just damaging shears.