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Skill System Revamp Developer Livestream

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  • samt1996samt1996 Member Posts: 2,856 Arc User
    People are supposed to have a fixed number of skill points just like now. Once you reach level 50 specializations become the main source of leveling as was always intended.
  • cowcookies1cowcookies1 Member Posts: 18 Arc User
    1. Why not allow players to continue to earn skill points, the way the specialization system works?
    2. why not allow players to have enough boff slots to have all the available boff abilitys on one ship?
    3. Is there any possibility that Lobi store items could be sold back to the lobi store for half the lobi they were bought for?
    4. what is the likelihood of getting a service in the c-store that allows the player to repack a previously opened lockbox orlobi ship? i know that i would be willing to pay as much as 1000c or maybe even 1500c for such a service.
  • thestargazethestargaze Member Posts: 1,020 Arc User
    When is this in UK time?
  • gradiigradii Member Posts: 2,824 Arc User
    edited March 2016
    storules wrote: »
    Ground Revamp skills questions:

    Many of us have dedicated ground characters. Its sad to see this change to a "normalized model" with the revamp... Is there a plan for people to still experience different parts of the game (space vs ground) instead? Maybe 5 Points as flexible where the player has to decide where to spend them (space or ground) so we can get this kind of differentiation again? IMO space is just pew...pew and doesn't involve much thinking other than just press"spacebar" when you have a good DPS system. However, in most ground stuff you have to use your "head" or work as a team. Why was this removed from the new skill revamp? Is this the new norm for future to come?

    Thanks!​​

    Space and ground are both equally essential to the trekiness of the game, which is why having to choose between them would be a bad idea. I agree however, that the ground half of the tree is far too oversimplified.

    And lastly how will you address the Skill Respec issues? Seriously the skill system you're implementing isn't really easy. It has lots of potential but the problem is the inability to customize due to limitations that is due behind the payment of Respec Tokens which I think would only make new players dismay because other games already have their skill resets for free or can be done by ingame monetary that can be earned through the game and not cash shop.


    Please address this cryptic.

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  • chipg7chipg7 Member Posts: 1,577 Arc User
    Thanks for running this stream, looking forward to it!

    My question: Will there be a visual way for players who specialise to show that off? For example, if I chose the Medic path, will there be an icon on my player info page, a new title unlock, or even better a new tag icon (like the Delta Recruit logo)? It'd help in PvEs, where other players can immediately know what skills I'm bringing to the team, and what to expect from me. Right now, they would only know that toon is a science character, given the existing career icon. Having something additional to immediately show I'm playing a Medic would be awesome.

    If this isn't in the plan already, could it be something added in a near-future update?

    Thanks!
  • delliboydelliboy Member Posts: 288 Arc User
    How will this affect our current builds?
  • evilmark444evilmark444 Member Posts: 6,951 Arc User
    I have an additional question, why was it decided that each point must be committed to as we go along, as opposed to what we have had since launch where we get to spend all our points, look it over, and make some last minute adjustments before committing to the build.

    Don't take this as an attack, but without an explanation it -appears- like a shady business strategy designed to take advantage of anyone who makes a misclick.
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  • keletteskelettes Member Posts: 488 Arc User
    edited March 2016
    I took a peek at the skill tree and noticed that even our hangar pets get some boosts to their performance. Now:

    [question]
    What prevents console pets (i.e.: like separated saucers or the Odyssey's Aquarius escort) from getting the same bonuses?
    [/question]

    Note: I'd be totally fine with it if items like "Nimbus Pirate Distress Call" don't get boosted, since, strictly speaking, they are not "launched" from the player ship.

    Other than this tiny thing, I like what I'm seeing :smile:
    Excited to see the final version on Holodeck!
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  • mustrumridcully0mustrumridcully0 Member Posts: 12,963 Arc User
    Has there been any decisions yet what will happen with the respec system? Will it become cheaper (or free) or limited differently than before?

    When you started working on the new system, what did you overall hope to accomplish, what goals did you (or the team) lay out? How will you measure the success?

    What was the weirdest/funniest/surprising thing you discovered while reworking the skill system? What was the greatest obstacle?
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  • antonine3258antonine3258 Member Posts: 2,391 Arc User
    What changes to the respec system are going to take place- how does a character 'built similarly' to holodeck for multiple ship types compare on Tribble?

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  • banatinebanatine Member Posts: 250 Arc User
    kelettes wrote: »
    What prevents console pets (i.e.: like separated saucers or the Odyssey's Aquarius escort) from getting the same bonuses?


    Note: I'd be totally fine with it if items like "Nimbus Pirate Distress Call" don't get boosted, since, strictly speaking, they are not "launched" from the player ship.

    Other than this tiny thing, I like what I'm seeing :smile:
    Excited to see the final version on Holodeck!

    This would definately be my question too. There is obviously some kind of mechanical distinction between an hangar bay and a separation pet, but surely the bonuses can be made to apply to either?

    Separation pets are a SERIOUSLY neglected trick in the game right now. I honestly can't remember the last time i saw anyone use them, i doubt it would be breaking anything to let them have a little boost from awful to mediocre :)
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  • jasonyeefongjasonyeefong Member Posts: 105 Arc User
    A Q for Trendy,

    Will there be more streams like this?

    There haven't been as much streams now as there was before Delta Rising.
  • neogabi1neogabi1 Member Posts: 31 Arc User
    Thanks for doing this stream and taking questions!

    Almost all of my space questions and concerns have already been addressed and while I am concerned about some of the unlock choices and crafting of training manuals, I'm cautiously optimistic about the new system. Although I will add that I'd adore the ability to purchase multiple skill loadouts so I can more easily adapt to multiple ship and playstyles.

    As one of the people who are big fans of the ground game in STO however, I'm concerned that the ground tree seems very neglected compared to the space trees. I understand that you don't want people to have to choose between ground or space, but the ground tree seems overly limited and linear now. While the stated purpose for the new system is to encourage build diversity, it seems like the ground section now encourages the opposite.

    I realize that the space game has been getting most of the attention in the new system, but I haven't seen any responses to questions we've had about whether any of our skills will affect abilities like unarmed attacks, bite for Gorn, Pounce for Ferasans and Caitians, etc. Will there be anything that helps these abilities or are all the new ground skills only affecting weapons?

    Finally, are there going to be any options for a threat control toggle in ground combat like there is for space? I saw that threat control was being removed from the ground tree "because people didn't understand the mechanics", but it obviously still exists for space combat.
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  • daveynydaveyny Member Posts: 8,227 Arc User
    I have several questions about the viability of this Major Change in the games basic structure to bring in/retain players and the teams response if things should go south...
    But none of them are such that this particular livestream could answer, so I'll refrain from posting them here.
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  • midaskensaimidaskensai Member Posts: 40 Arc User
    is it planned to remove the current clunky "accept each point" state and replace it with "select/unselect-by-doubleklick and confirm the entire thing when satisfied" mechanic ?
    this would REALLY help VERY MUCH.
  • dracounguisdracounguis Member Posts: 5,358 Arc User
    It's T+9 let's get the party started already!
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  • captaind3captaind3 Member Posts: 2,449 Arc User
    edited March 2016
    Why was it decided to put hangar pet buffs in the skill tree, rather than in its own full blown specialization? It makes more sense IMHO for something so specialized to be a spec, rather than a small selection of skills.
    I concur. Especially since there are so many different ships that are carriers. From the Vesta and the Atrox, to the Galaxy-X, the Obelisk, the Jupiter, and the Escort Carriers.
    dareau wrote: »
    Couple of "starter" questions:

    Is there some sort of "master guide" or "conversion chart" that'll help players identify exactly what "new" skill is the correspondence for the "current" skill?
    I don't want to "misread" a critical skill and buy the wrong one...

    Is there going to be a way to see our "current" builds post-revamp - or do we have to screenshot/take notes on every character we have?

    I saw mention of "discounted respec token period". Are we looking at a 100% discount for 2-3 months or what?

    I certainly need this and what I came to ask. After playing around on Tribble I'm concerned that I won't be able to replicate what I have before making any improvements.
    1. Why not allow players to continue to earn skill points, the way the specialization system works?
    2. why not allow players to have enough boff slots to have all the available boff abilitys on one ship?
    3. Is there any possibility that Lobi store items could be sold back to the lobi store for half the lobi they were bought for?
    4. what is the likelihood of getting a service in the c-store that allows the player to repack a previously opened lockbox orlobi ship? i know that i would be willing to pay as much as 1000c or maybe even 1500c for such a service.

    Because under such a scenario we would all be flying around with fully specced ships and there would be no variety. It would completely negate the point of having a skill system or Boff seating.

    3 Is unlikely as Lobi ships can be sold on the exchange, thus this would allow for the sale of lobi.

    4. Not a bad idea in truth.
    I have an additional question, why was it decided that each point must be committed to as we go along, as opposed to what we have had since launch where we get to spend all our points, look it over, and make some last minute adjustments before committing to the build.

    I'd like to see that come back as well.
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  • skymagus00skymagus00 Member Posts: 140 Arc User
    neogabi1 wrote: »
    As one of the people who are big fans of the ground game in STO however, I'm concerned that the ground tree seems very neglected compared to the space trees. I understand that you don't want people to have to choose between ground or space, but the ground tree seems overly limited and linear now. While the stated purpose for the new system is to encourage build diversity, it seems like the ground section now encourages the opposite.

    I realize that the space game has been getting most of the attention in the new system, but I haven't seen any responses to questions we've had about whether any of our skills will affect abilities like unarmed attacks, bite for Gorn, Pounce for Ferasans and Caitians, etc. Will there be anything that helps these abilities or are all the new ground skills only affecting weapons?

    Finally, are there going to be any options for a threat control toggle in ground combat like there is for space? I saw that threat control was being removed from the ground tree "because people didn't understand the mechanics", but it obviously still exists for space combat.

    ^^This, particularly with regards to ground threat control. With all the rising DPS-creep, ground tanks need a way to reliably hold aggro. Feign Disintegration is unreliable in this regard, particularly due to its secondary effect once health drops, and Draw Fire is limited to the least durable class in the game. Please, what is being done to address this?
  • vegeta50024vegeta50024 Member Posts: 2,336 Arc User
    spc1 wrote: »
    Here's a question:

    Why are we only getting 46 points in space and 10 points in ground, since we're level 60 ?
    New skill system revamp brings alot of new skills because of level 5-50 limit we can't choose more than 46 skills.

    It would be awesome if we could get skills from level 1 to 60 or continue getting new skills after level 60 so that players can "level up" even after level 60.

    Let's say we get 1 space point every 10 levels of specialization and 1 ground point every 20 levels of specialization, people will be more motivated to "level up" and eventually get all the skillpoints in the tree, this would allow use of all classes of ships, not just limit user to one class.

    This has been addressed before in the skill revamp feedback threads.

    Even though we go up to level 60, the current skill system (on the live server) ceases to allow us to spend any more points on it after level 50. The specialization system then kicks in, acting as our progression from level 51-60 and then beyond with the XP bar being filled.

    The new system is supposed to resemble the specialization system in practice (they even have lumped the specialization trees in with the skills tab). The only difference is that because they want the skill tree to still be tied to being able to respecs, they had to limit the number of points we get and still have the specializations kick in from level 50.

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  • donitiardonitiar Member Posts: 20 Arc User
    Are we going to get the ability to train Science Team 3 back?
  • electrumleopardelectrumleopard Member Posts: 88 Arc User
    edited March 2016
    Now that you are nearly done ironing out the new skill system what other game systems are on your radar for additions/revamping(I won't consider your thoughts an official road map, disclaimer and all that.)?
  • leceterleceter Member Posts: 196 Arc User
    edited March 2016
    As far as I could see, the space engineering path gives you an upgraded Aceton Beam called "EPS Corruption" as Ultimate.
    Aceton Beam is one of the least used skills and this Ultimate is far inferior to both alternate ones.

    This makes it the least attractive path and I don't think, it'll be considered worth investing skill points by anyone.

    Do you want to decrease the number of dedicated Engineers?

    (Edit: As for the damage output of this ability, it is close to nothing with NPC of over 1000k hitpoints. Most I got was 1,5k critical per second for 15 sec and does not affact allies/team.)
    Post edited by leceter on
  • captxpendablecaptxpendable Member Posts: 127 Arc User
    edited March 2016
    In the new Ground Skills you have a regeneration skill that, apparently, only effects out of combat regeneration. Is that a mistake?
    Do you really expect anyone to spend points just to improve a regen rate that doesn't really matter?

    On a somewhat related note, our skills and stats seem to be strangely focused on telling us how we're performing while sitting at Earth Spacedock. Is there any chance we could see a refocus to primarily telling us what we can expect while in a fight?
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  • bahagssbahagss Member Posts: 8 Arc User
    When will there be more pie in game? I mean this game needs more pie :D
  • evilmark444evilmark444 Member Posts: 6,951 Arc User
    It appears there are some technical difficulties with the stream atm? Or is my twitch app just broken? I see 2 vods suffering from a major echo problem, and no signs that the stream is live atm
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  • nebfabnebfab Member Posts: 672 Arc User
    It's finally live.
  • evilmark444evilmark444 Member Posts: 6,951 Arc User
    nebfab wrote: »
    It's finally live.

    Not seeing that on the app or through chrome
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  • nebfabnebfab Member Posts: 672 Arc User
    nebfab wrote: »
    It's finally live.

    Not seeing that on the app or through chrome
    It's definitely on, listening to it as I type, no issues, so it's probably something your side... It was mostly intro stuff so far.
  • evilmark444evilmark444 Member Posts: 6,951 Arc User
    finally came up as live after i posted that, probably a problem with the mobile versions of twitch
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