Lt. Commander
Join Date: Dec 2007
Posts: 120
Wow are we lacking points at admiral rank.

We have 8000 points, and 1 ability to 9 is 4500 ;( Thats 9 in a ship with 5 points left over for every tree.

We need enough skill points to choose at least 4 skills at least to 7. That admiral points should be 14k or more.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 2
02-04-2010, 09:41 AM
That's what happens when you slam a cap on a system designed without one.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 3
02-04-2010, 09:44 AM
Yeah, they need to raise the cap a bit. The current system is far too restrictive.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 4
02-04-2010, 09:45 AM
What Ayanla said. They hastily implemented a skill cap with plans to apparently raise it with each block of new content, completely going against their first explanation, being that you can eventually max out everything.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 5
02-04-2010, 09:45 AM
umm, does anyone else see the irony in someone who is at admiral by day 3 and is questioning that they dont have enough skill points to rank up an admiral ability to 9?

i think the point would make more sense if this was 3 months into the game, or more...but 3 days? my guess is you will culminate enough in the next month or two to max everything out
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 6
02-04-2010, 09:46 AM
A raise across all tiers or just Admiral ?
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 7
02-04-2010, 09:50 AM
Quote:
Originally Posted by Uther2000 View Post
A raise across all tiers or just Admiral ?

From what I gathered in their explanation, they added a cap at 60,700 skill points at max level so that new players wouldn't be completely outclassed as soon as they hit max level when playing with someone who has already maxxed everything.

All of the other tiers have enough points to specialize except the 5th tier of skills, which you can only max one and fill the other in halfway, limiting complete specialization. Their plan was to just give you skill points from certain quest chains in newly released content to add to the admiral cap.

Just gonna fall into cookie cutter builds instead of people being able to play how they want when they want. I'd love to be able to fully pilot a science, cruiser, and escort and pick which one I flew depending on how I felt that day, but I'm probably just going to stick with a star cruiser on my first character and be forced to have a science ship and an escort ship on two different characters, as respecs will cost an arm and a leg in game and I'm not a fan of micro-transactions.


Quote:
Originally Posted by Elboulevardo View Post
my guess is you will culminate enough in the next month or two to max everything out

No, he won't. After you hit Admiral there is a point where you stop earning skill points - a grand total of 60,700. More will be released with content patches, apparently.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 8
02-04-2010, 09:57 AM
Your best bet if you don't feel like paying for a respec later on is to plan your build out before hand using one of the STO Character builders.

The one I use is by Ghley, and allows you to add in what bridge officer abilities you plan to have, and highlights the skills that effect those abilities, as the system can be confusing.

http://sto-builder.binarybit.ch/inde...5-45--_4-58---

That happens to be my current build.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 9
02-04-2010, 11:48 AM
Quote:
Originally Posted by Uther2000 View Post
A raise across all tiers or just Admiral ?
The problem is admiral itself. 1 Fix would be to change the skill points from 500 spent per adjusted down to 250, as an example. Captain is pretty tight, but admiral is ridiculous.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 10
02-04-2010, 11:53 AM
Quote:
Originally Posted by Ayanla View Post
That's what happens when you slam a cap on a system designed without one.
This. That is one of the reasons why we had a huge 500+ page discussion thread about this in open beta.
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