Cryptic Studios Team
Join Date: Jun 2012
Posts: 2,351
# 21
04-10-2013, 05:21 PM
As a n00b who never understands his skills, so he just clicks wildly into the air. . . er . . . buttons, thank you from the bottom of my tostada!
Only YOU can prevent forum fires!

Career Officer
Join Date: Jun 2012
Posts: 1,879
# 22
04-10-2013, 05:34 PM
Originally Posted by captiandata1 View Post
for me space combat is what i enjoy in star trek online the most but because i can only put 300,000 points into space which is about 75% out of a total of 360,000 skill points so i end up putting 66,000 skill point into ground because i have to not that i want to. it would be nice if the skill points could be either more flexible to to 90% of skill points in to space or if the skill points could be unlimited or simply increase skill point to 400,000 to 500,000 skill points to finish current skill points tree?
Heh... Pre-Season 5 we were able to put 100% in to Space (or Ground), but when they revamped the Skill Tree w/F2P (S5), they forced players to at least partially skill in both.

Cryptic stated that knowing everyone had at least some skill in both Space/Ground, would allow them to build better balanced content. At the time, there were also complaints: People felt Ground combat was too hard (and conversely, Space combat too easy), the lack of Ground spec'ing was blamed. Further, Cryptic didn't want new (F2P) players to ragequit when they hit a wall they couldn't overcome because they weren't properly skilled in that portion of the game.

Their solution was to force players to put a required percentage of XP into each Ground/Space.

You're welcome.

I mock, but really I personally never did much mind, because while I mostly spec'd for Space (as I think most players did/do), I would still put a little XP into Ground. So things didn't change much for me.

When XP earnings during a Double-XP Weekend still feel like I'm underperforming,
there's something terribly wrong with the reward system...

You can find/contact me in game as @PatricianVetinari. Original Join Date: Feb 2010.
Join Date: Jun 2012
Posts: 738
# 23
04-10-2013, 05:35 PM
Originally Posted by tacofangs View Post
As a n00b who never understands his skills, so he just clicks wildly into the air. . . er . . . buttons, thank you from the bottom of my tostada!
Haha, that's supposed to be a joke right Tacofangs? If you were that confused, you could just ask one of your fellow developers for help on skills. After all, they know the most about what will work best since they designed the skills.
Career Officer
Join Date: Jun 2012
Posts: 1,092
# 24
04-10-2013, 06:11 PM
My skill planning philosophy is fairly simple: 6 levels on all skills that unlock a BOff training ability for my type of captain, and 3 levels on everything else, then add to other useful skills for my ships and playing style, one level at a time until I hit the threshold for the next rank.

This broad-based approach is because each of my toons will have their own Odyssey cruiser, Vesta sci, Andorian escort and Chimera destroyer in their respective fleets when they make VA, and I don't want my captains to end up completely useless aboard ships that don't match their skill set.
Career Officer
Join Date: Jan 2013
Posts: 898
# 25
04-10-2013, 06:41 PM
This post has been edited to remove content which violates the Perfect World Entertainment Community Rules and Policies . ~BranFlakes
look for me in game as "Admiral Quinn" yeah that admiral quinn..and while your at it get off muh station!!!

Last edited by pwebranflakes; 04-10-2013 at 07:15 PM.
Career Officer
Join Date: Jul 2012
Posts: 8
# 26 Guest Blog: Skill Planner
04-10-2013, 07:19 PM
I tried to post on the blog but perhaps i was too long winded. Ill put it here instead. Basically im very thankful to players like Attilio, Hilbert, SpiderMitch, etc... that put such time and effort into the little extras that add to the game as a whole and also to the game people for recognizing their contributions.

This is one of the most useful and pleasing blogs I have read. There are several excellent contributions to the game from talented, dedicated players but Attilio?s are second to none. His web presence keeps growing in both quantity and quality and helps countless players enjoy STO by simplifying the complex and elucidating the obscure. The skill planer is unparallel and has almost become a part of the game. I am very grateful for the hard work you have put in to this and it is an extremely positive reflection on cryptic that they have highlighted your accomplishment, kudos to you both. Portia popped into my mind as I read the guest blog grateful to the powers that be that they commissioned it. Thrice blest is more applicable in this case as the player community itself benefits most when the game developers put the spot light on such invaluable tools as the skill planner.
Portia: The quality of mercy is not strain'd, It droppeth as the gentle rain from heaven Upon the place beneath. It is twice blest: It blesseth him that gives and him that takes. The Merchant Of Venice Act, scene 1, 180?187
Lt. Commander
Join Date: Oct 2012
Posts: 245
# 27
04-11-2013, 03:03 AM
Originally Posted by virusdancer View Post
If you spent less time rolling your eyes, they might not be so dusty, and you could see how easy it would be for somebody that didn't know better - to take what he said as a recommendation. It's a terrible recommendation for the majority of players.

Big paragraph on the 'rule' you have to follow the 'rule''s an example.

Driver Coil?

Look through the list... look at going from 6 to 9.

Do you see where it might have been possible to give a few examples to the new player, different ideas, and then perhaps add in Driver Coil as a preference (with the reason why and what the opportunity cost is for making that choice instead of spending those points anywhere else)...?

You might be wondering if you need to follow this ?rule? all the time. The answer is ?no.? For example, I like putting 9 points into the Driver Coil skill because I enjoy the extra warp speed boost in sector space that it gives, but that?s just a personal preference. I recommend putting 6 points into the skills you will use first, and then when you?re done you can use the extra points as filler.
Career Officer
Join Date: Jul 2012
Posts: 1,451
# 28
04-11-2013, 09:45 AM
Our fleet does a lot of training of members, and I can tell you a few things that most people totally screw up in their skills

1. People don't read what a skill does, if they explode a lot then they will pick the shield performance skill all the way to red to help their shields. Except shield performance affects power levels, not your shields directly. IF you go through most people's skills, you'll see a very common pattern of people putting points into the skills with names of what they do poorly in. Whether or not the skills they spec actually do what they think the name says is another story.

People don't read.

2. Most skill charts are very focused. Lots of red, maxed out skills. When you ask people about it, they have not the faintest idea that the red area is only giving them 30% of what the green area does.

People don't read

3. Power calculations are tricky, virtually nobody does them, but you can be efficient with skill points if you plan in Warp core potential , efficiency and traits along with Boffs.

4. Nobody actually examines how they do in battle to see what does what. People over spec into torps when the reality is most people have torpedos doing <10% of their damage, thats a lot of wasted skill points and it isn't bringing you up to 11%. The effects are similar for most science skills as well
Delirium Tremens
Completed Starbase, Embassy, Mine, Spire and No Win Scenario
Nothing to do anymore.
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