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Admiral 5 and still have endgame content to explore...

SystemSystem Member, NoReporting Posts: 178,019 Arc User
But I don't want to.

I have about 6 or 7 missions left to do and plenty of other things to try but I won't do them. Why?

BECAUSE MY SKILLS ARE F***ING CAPPED.

I refuse to waste the potential skillpoint gain on those missions when they'll just get turned into officer skillpoints that I won't need.

Please Cryptic, raise the skillcap to 70k. Don't make me pvp for the next few weeks and then cancel my subscription until you release a major content patch. In fact since you just released one, shouldn't you be upping the skill cap along with it anyway?
Post edited by baddmoonrizin on

Comments

  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    But I don't want to.

    I have about 6 or 7 missions left to do and plenty of other things to try but I won't do them. Why?

    BECAUSE MY SKILLS ARE F***ING CAPPED.

    I refuse to waste the potential skillpoint gain on those missions when they'll just get turned into officer skillpoints that I won't need.

    Please Cryptic, raise the skillcap to 70k. Don't make me pvp for the next few weeks and then cancel my subscription until you release a major content patch. In fact since you just released one, shouldn't you be upping the skill cap along with it anyway?

    because other games up the level and give you more talent points with every single content patch.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    The skillcap seems to me to have been a completely arbitrary figure chosen by Cryptic when they realised during beta that people would just grind until they maxed out all skills. I'm not suggesting the cap be removed, I just think they set it far too low for the content they have available.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    I agree, I've hit it in 2 weeks, without power levelling. I say either ditch it, allow us to have the points and not spend, or just remove the cap. There's potential for 3 or 4x the points that we have.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    i completeley agree with the op, i don't see the point in doing missions for no exp reward.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    The end game missions that they've just added are not about getting XP. They are about getting gear and are following the Blizzard model of rewarding tokens. The additional epiosde missions give us new story lines, in addition to some gear without needing to use tokens.

    I'm actually for the skill cap, simply because I can see why its there. Not having a cap would lead it to being very difficult for end game content to be balanced. Those who were maxed out (or near) would find things just way to simple. To address it would make things more difficult for those fresh into Admiral 5. Very few MMOs allow skill progression once level caps have been reached, for that very reason.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    I know little of what your talking about, but i would assume the skill points should work just like XP in other mmo's. Once you have reached the level cap, you just cease to obtain them.

    But if your reaching the cap before the max level, something is not right there.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    Totally agree, the figure they arrived at for the skill cap makes no sense.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    Dryan wrote:
    The end game missions that they've just added are not about getting XP. They are about getting gear and are following the Blizzard model of rewarding tokens. The additional epiosde missions give us new story lines, in addition to some gear without needing to use tokens.

    I'm actually for the skill cap, simply because I can see why its there. Not having a cap would lead it to being very difficult for end game content to be balanced. Those who were maxed out (or near) would find things just way to simple. To address it would make things more difficult for those fresh into Admiral 5. Very few MMOs allow skill progression once level caps have been reached, for that very reason.

    The problem is that standard MMO's also don't dangle the endgame skills in front of your nose then turn around and say "Nope, sorry. You can look but not touch."
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    KabaalGen wrote:
    The problem is that standard MMO's also don't dangle the endgame skills in front of your nose then turn around and say "Nope, sorry. You can look but not touch."

    Yeah they do, for about a month after launch because MMOs don't come out with end game already in game, its added later. Now STO has been out for well over a month so it deserves end game content right now right? Oh...wait....
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    mouseno4 wrote: »
    I know little of what your talking about, but i would assume the skill points should work just like XP in other mmo's. Once you have reached the level cap, you just cease to obtain them.

    But if your reaching the cap before the max level, something is not right there.

    This is totally correct. Skill points = XP.

    You stop getting them, because one has reached max level. Hence why the number. One doesn't stop getting them before level cap and no more are given after reaching it.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    KabaalGen wrote:
    The problem is that standard MMO's also don't dangle the endgame skills in front of your nose then turn around and say "Nope, sorry. You can look but not touch."

    except they do.

    Or just show me ONE (!) Restoration / Enhancer / Elemental-Shaman out there with all skills maxed out.

    The keyword: Specialization.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    In the meantime they could just give extra energy credits instead of skill points to a skill capp'd character for quest rewards.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    Dunnagh wrote: »
    except they do.

    Or just show me ONE (!) Restoration / Enhancer / Elemental-Shaman out there with all skills maxed out.

    The keyword: Specialization.

    Show me a game where it only allows you to fill a single skill at cap.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    Currently sitting on 60k BO points........
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    Dryan wrote:
    The end game missions that they've just added are not about getting XP. They are about getting gear and are following the Blizzard model of rewarding tokens. The additional epiosde missions give us new story lines, in addition to some gear without needing to use tokens.

    Except none of those gear rewards are better than what I've already gained through exploration and turning in badges. And last time I checked, the missions always offer XP so your point is moot. I'm not advocating the removal of the skillpoint cap. I am advocating extending it to 70k or thereabouts so players can actually invest some points in admiral level skills and so they won't waste their endgame missions.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    I agree with the OP here. We need at least a higher skill cap.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    A game has a start, and some end. Then lots of stuff in the middle.

    It can be leveling up, then some end content after that finally to some point where character is maxed out. WIth some top level of skills and equipment.

    By going through the leveling phase in days, much of the time that could be played in the game, and time played means game longevity, if fun during that time, much of that time is compressed, and is not part of the character's real play.

    Almost like start the long game at 50, then maybe make the game stretch out with massive endgame content. Making really the first 50 just like level 1 to 10 used to be.

    A game comes out with many levels and that is it. like EQ did, People find reward in getting to top level in that game, so when they play another game, they take that attachment to being high level along with them. So to make the player happy that new game gets them to that level with little effort, or after only a few days.

    Hey I am a 50, insert feeling of fun carried over from some other game where it was difficult to do, that originally created the motive and accomplishment of leveling. But really it is like level 1 to 10.


    But since in some games you max level in a couple weeks, the new entire game is something else called end game that has to be stretched out. So end game getting equipment becomes like what used to be level 10 to 50 to stretch out play. And the whole mechanics of leveling get lost as a playable goal, or part of a long time factor or mechanic in the game.

    So if you can max all your skills, or all your xp, or get enough money in the game within the first weeks hitting 50, many of the game mechanics can not be used in the longevity end game phase. I think they had to put a skill cap in to stop the bleeding of people maxing out characters. Since somehow they have to be able to offer some rewards over a longer time. Maybe they might have some way to do that later, but having everyone maxed out, means people have no way to improve characters.

    I find it really interesting seeing the changes in mmos and how they evolve.
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