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-   -   Current skill point mechanics make me leery (http://sto-forum.perfectworld.com/showthread.php?t=96195)

Archived Post 02-01-2010 10:49 AM

Current skill point mechanics make me leery
 
Currently, skill points are capped. This alone would not be a problem (indeed, it tends to add more diversity to the game). However, there is also no method of respeccing (and I have little faith that there will be an in-game mechanic for this, but rather a pay-cash method). This too wouldn't be a problem, in and of itself. What IS a problem is combining these two things with exceedingly poor skill descriptions.

I have no confidence in spending my skill points, none. Since skill points are capped AND there is no mechanic to respec, the poor descriptions make it nearly impossible to make informed decisions about skill choices. That leads to an utter lack of confidence when spending points (especially beyond tier 3).

As of now, I pay/play month to month. As things stand I doubt I will continue for more than one or two, opting instead to cancel and try again a year or so down the road. I enjoy the game play, but I hate the nagging feeling that Iím going to regret choices I am making now at some point much later in my career. With no obvious way to correct 'mistakes', and little to no information available to avoid them, it tends to leave me with little to no confidence in the choices I make.

Anyone else feel this way?

Archived Post 02-01-2010 10:50 AM

the devs have specifically said that there will be ways to earn respecs in game. So I don't think it's a issue

Archived Post 02-01-2010 10:54 AM

Yes, I have the same concerns. I have to think there will be a couple of freebie respecs thrown out there because the system is a bit confusing at the moment. (As an aside, am I correct that the skills are not tree based? Example, You can take Fleet Escort once you get to Admiral even if you have not taken any other of the starship piloting skills such as Heavy Escort? Would help clarify things if they progressed in a tree I think.)

Back on topic, I would even be OK with the method being you can choose to "unlearn" a skill like in SWG's early days. You didn't get those spent points back so they were a loss, but you were never stuck forever with a set up that you didn't like.

Archived Post 02-01-2010 10:57 AM

Quote:

Originally Posted by sabrem (Post 1849358)
the devs have specifically said that there will be ways to earn respecs in game. So I don't think it's a issue

Do you have a link? I haven't heard anything to that effect. Not that I doubt you; between changes being released on third party interviews and devs stating conflicting things on the forums, it's entirely possible I missed it.

Archived Post 02-01-2010 12:36 PM

Quote:

Originally Posted by salion2 (Post 1849522)
Do you have a link? I haven't heard anything to that effect. Not that I doubt you; between changes being released on third party interviews and devs stating conflicting things on the forums, it's entirely possible I missed it.

This has been posted several times by Devs here on the forums. Do a forums search for the information. The problem is that they need to get this in game now, not a month from now or whenever it is implemented because currently if you screw up your allocations you are going to be screwed until they do decide to implement it. What I don't understand is why it isn't available already since they have a system in Champions Online. Umm, since a great deal of this game is borrowed from CO, why not borrow that system as well? :confused:

Archived Post 02-01-2010 01:58 PM

Yup, respecs are coming down the line. Though if they go the CO route, their respec system will be overly costly.

But, yes, we do need more information available to us.

For example, if we are looking at an ability on the bridge officer trainer, it should tell us right there which skills impact that ability and what parts of the ability they increase. Instead, the only way to get that information is to have the power on a BOff slotted in a station where he can actually use the power, assuming a space power.

Likewise, when looking at the skills list, it should list all the abilities impacted by the skill. Not just two as examples. And they need to be accurate. There's at least one mistake in there. And for things like the captain skills, it should tell us exactly how much hull increase, turn rate, and so on it provides. For any trainable abilities unlocked, it should say explicitly what background it unlocks for, in case people didn't read what one particular NPC might have said if you picked the right option.

And so on.


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