Lt. Commander
Join Date: Dec 2007
Posts: 120
# 11
07-12-2010, 09:49 PM
Quote:
Originally Posted by CaptainTate View Post
well i assume they will add more skills so you will have somethng to buy later on.
I do too. But they're not going to add a lot of new skills. So the way this all works out, it expands to the point where it gives you a lot of breathing room. And let's you add a lot more "versatility" to your build. It's like I say ... a soft-cap moreso than a hard cap.

The skill cap won't be as limiting.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 12
07-12-2010, 10:44 PM
At the time they said they weren't planning on a skill cap, they also said that they were planning to be continually adding new skills/raising the level cap so that no one would ever have all of them...

...not very far into the Beta they realized what every MMO player and developer in the world already knew: You cannot produce content faster than players can chew through it.

So the only answer was a skill cap. Without one, you have one less way to make your character unique and define it. In regard to skills, all of a sudden, all members of the three classes become identical. This means, among other things, fewer people rolling alts...which means more players growing bored and leaving. This means less connection with a character due to less investment in its creation, which means overall less loyalty to the MMO.

For a billion reasons, the skill cap makes eminent sense, and Cryptic would be stupid, from a business standpoint, to get rid of it, at any level. Just like they would be stupid to ever stop raising the level cap and tell players, "Yup, you've gone as far as you can in this game, you have all the best gear..." Why would anyone continue playing at that point?
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 13
07-13-2010, 07:33 AM
Quote:
Originally Posted by Buffalo-6
I dont have a problem with a level cap.......

What I clamor for is a dang skill tree that actually makes sense, because the one we have might be the worst one I have seen in a MMO. its that bad.
This. I'd also like to see the skills in the correct place. Why are Science ship skills following Tactical ship skills?

Oh, and where are they going to go after the Admiral ranks are used up? The current Admiral ranks should be Commodore ranks, and then Admiral ranks after that.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 14
07-13-2010, 07:55 AM
I never understood the screaming and tantrums over the skill points. I was able to ground spec my tactical officer in fire team with all his skills maxed except plasma grenade and ambush. Which were only one skill box each from being maxed.

I was able to put the rest in the places I needed for my build with my escort. I was competitive with with my escort in PVP ground spec'ed with all ground traits.

I couldn't see why so many people were going nuts over the skill points.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 15
07-13-2010, 07:55 AM
We'll... I Surely hope that they decide to increase the skill cap or at least separate the Space from the Ground and give us a duel spec. But the truth is Skill caps are probably Cryptics biggest money maker. Every time you respec its $6 for your 500 CP's so for them to increase to get rid of skill cap would be... well... Iíll be leave it when i see it... thatís a big hit in Crypticís pocket book...
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 16
07-13-2010, 08:33 AM
so twenty levels for teir 5 should give people plenty of skill points to spend on their character builds, but where does teir 6 come into the equation - 61 plus?.

i've also seen one of dstahls posts where he's said mk xi gear would drop from lvl 47 mobs and mk xii gear from level 53 mobs. where's the projected / planned use for such gear? seems to be hinting that it'll have to be lvl61, and then we'll have the problem all over again of 5 ranks for mk 12 gear where now its mk 10 gear with this problem......
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 17
07-13-2010, 08:58 AM
The new areas are going to be fluidic space and probably something to do with the 'new enemy'

- Its currently hinted at in one of the episodes on Tribble so new area = new enemies

Of course, the Gamma Quadrant is just begging to be opened up for a whole new area of expansion but thats likely to come in season 6 / 7 with a Dominion Faction possibly.

Finally, we have the Delta Quadrant to open up, throw in a selection of all the minor races from Voyager and you have more than enough expansion room for higher ranks.

As for skillpoints,
I would prefer to see more skills that further enhance specialisation I.E Cannons Advanced / Phaser Specialisation.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 18
07-13-2010, 09:03 AM
the only thing i would fix is make all the weapons have the same skill points cost. that for me is the only thing that really does not make much sense and screws things up if you want polaron or antiproton. the rest is fine for me
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 19
07-13-2010, 09:05 AM
I wonder what happens, since the specific starship skills partially apply to later ships, if I totally max Escort skill, then all types of specific escort skills...........

Oooooooh.

Poss-i-bili-ties....
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 20
07-13-2010, 09:25 AM
Quote:
Originally Posted by MisterMiracle View Post
all members of the three classes become identical. This means, among other things, fewer people rolling alts...which means more players growing bored and leaving. This means less connection with a character due to less investment in its creation, which means overall less loyalty to the MMO.
If there were no skill cap at this point....

Would a Tactical Officer have access to Sensor Scan, Subnucleonic Beam, Dampening Field, Photonic Fleet, Rotate Shield Frequency, EPS Power Transfer, and Miracle Worker?

Would a Tactical Officer be able to use an Engineering Kit or a Science Kit?

Would a Vulcan have the same traits as an Andorian or a Klingon or a Benzite or an Orion?
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