View Full Version : Skill Tree
01-29-2010, 08:25 AM
I don't know if its going to be the same as beta, but I believe this could use some cleaning up or simplifying. I didn't understand exactly how each one affected something and what they affected. Some you could guess at but the tooltips didn't seem to explain much on its part. Some things seemed repetitive in the skill tree also.
Guess what I am saying is they don't seem to follow any reason. I guess they could be split up in categories to better follow them but I have no real suggestion. I think there is just something wrong with it.
Love the game btw :) Cannot wait to see it grow.
01-29-2010, 08:27 AM
I actually sent a bug report at one stage because it seemed the Cruiser and Escort skills from one Tier to the next were mixed up. Hopefully it will be more intuitive in live; or if not, that a fix comes for the outlay before too long.
01-02-2012, 01:37 PM
I've been looking at the new skills in tribble and I have a couple of comments ...
1. Cudos for the required division on skills between ground and space. I perfer to play the whole game ... and not be destroyed by PVP players who load everything into space adn blow you away.
2. I have to admit the skill categories still confuse me. I know what counter meastuers are supposed to be ... launching of targets that distract attackers from the real target ... but that doesn't seem to be what counter measures are. Graviton as a term confuses me. The root of the work would seem to indicate that I can make things heavier, but that is not the case either. So what I am trying to say here is that although it inceases the flavor of a space voyage game ... it does make it hard to understand. It seems to me that a straight forward approach would meet with more understanding.
For example, these seem to be the space attacks:
Distraction (Photonic attacks)
Uncover hdden foes
And these seem to be the defences (Singel counter for each attack):
Maybe these are too simple, but a skill for each of these would seem to cover the bases and be easily understood in context.
The ground system seems much clearer: make my armor better, make me a better weapons shot, that kind of thing. Seems much better.
One last thing about skills. Threat Control. If I read this right, if a pour points into this skill, the more points I have the more the attacker will want to attack me. Why would I ever want an opponent to attack me? This would only seem to work if I had real counter measures. In other words, I get an opponent to attack me. Then I lauch my counter measures so that the attack misses. But there are no real counter measures ... so why would I every pump points into to this? Try as I might I couldn't get my hands to click on these skills. If they have no use, why put them there? I must be missing something ... but are not hundreds of other players going to miss the same thing? Now If Threat Control was switch my attack to whoever was doing the most damage to me ... that might be worth a point or two. But this doesn't seem to be the case. What am I missing?
I also ended up with two characters with 1,000 points I could not spend (and no advise as to what I was doing wrong.) That's a bit frustrating. Fristrated players are not good for business.