Join Date: Jun 2012
Posts: 9,045
**Caution: Contains Spoilers**

In part two (the conclusion) of this week's episode of Priority One, Lead Designer Al "CaptainGeko" Rivera stops by to answer questions about Season 8.5.

Link to the interview.
Empire Veteran
Join Date: Jun 2012
Posts: 10,291
# 2
01-31-2014, 05:09 PM
Really wish they had a transcript.
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Join Date: Jan 2013
Posts: 4,567
# 3
01-31-2014, 05:30 PM
He's trying to solicit ideas for a skill revamp? I HAVE TONS.

Send those devs my way.

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Career Officer
Join Date: Jul 2012
Posts: 3,598
# 4
01-31-2014, 05:34 PM
Originally Posted by ashkrik23 View Post
Really wish they had a transcript.

Couldn't agree more.
Join Date: Jan 2014
Posts: 1,015
# 5
01-31-2014, 06:08 PM
captain powers in lockbox ...only a matter of time till we get that.
Join Date: Jun 2012
Posts: 2,088
# 6
01-31-2014, 06:48 PM
I don't like the idea of a possible skill tree revamp. This is especially true if the plan is to make us pick and choose abilities at the skill level. I am very fond of the bridge officer training mechanic in the game, it allows for us as players to quickly switch between abilities and setups. Our skill trees serve as our specialization into specific skills I do not wish to lose that aspect, nor do I want a skill tree to lock me into a limited selection of abilities. Star Trek Online has an unprecedented amount of customization compared to other games in the form of kit abilities and bridge officer abilities.

As of late, there has been a lot of attempted work to simplify the game's mechanics for the new incoming players. Please, stop it, we as players love the complexity of the mechanics. Once one learns the game's mechanics, it's very enjoyable to work with in detail. If anything, please focus efforts to teach new incoming players how to use abilities via more of those high quality tutorials. The broadside tutorial in the new federation revamp was a great example of such a tutorial. The number one thing I get from players I teach the game is not how complex the game's mechanics are, but how little the actual missions teach players about existing mechanics. Once I do teach players the ropes; they go on as successful ship and character builders.

If anything, I'd love to see an extra 44,000 skill points in order to allow us to maximize both Ground and Space trees.
--->Ground PvP Concerns Directory 4.0
Real join date: March 2012 / PvP Veteran since May 2012 (Ground and Space)
Empire Veteran
Join Date: Jun 2012
Posts: 7,512
# 7
01-31-2014, 07:11 PM
great to hear the borg arc is getting revamped next. surely it can be made to make more sense with the dyson storyline.

thats quite interesting, another skill tree revamp. as someone who knows the skill tree and what everything does like the back of my hand, for me its no problem making the perfect spce. but a new player, totally clueless. i dont think theres much of a problem, but this sounds like a station and captain power revamp too.

comm array items! expanded functionality is always interesting, like how doff active roster literally changed everything.

so there hasn't yet been work done to add flanking to bops yet? we really are going to see secondary deflectors added to all sci ships first arent we

oh, pvp isnt on a scheduled. but, it nearly is, after season 9 or whatever. dont trust your data mining completely, PVP'ers have to grind PVE to get their fatt loot too. just because people arent pvping at any given time, doesn't mean they wouldn't RATHER be. you just cant grind and pvp at the same time.

PLEASE ditch the boff officer training system. every time i swap ships i need at least some boff retraining, so all this quick ship swapping, basically useless to me unless i can change what station powers my collections of boffs has as well.
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Career Officer
Join Date: Jan 2013
Posts: 911
# 8
01-31-2014, 08:50 PM
Everything he's mentioned I've been on board for.

I'm glad you're focusing on new player retention... Since I started playing a year ago, I've gotten 4 friends to download the game and give it a try. Only one hasn't given up and is still playing. All these skill tree, kit, crafting, and boff adjustments would make things so much more accessible to them.

I would like to mention that it's really difficult to get them to stick around when you keep dangling these beautiful new ships with awesome gimmicks in front of them, but only if they stick around and grind for a month. That's not the kind of first impression you want to make on a new player. You guys have to slow down on this.

Also, you said it takes 60 work days to make a ship interior. You guys put all that work into that federation tutorial interior, that shuttle bay, that beautiful armory, etc. It sure is a shame that that beautiful 60 days' worth of work is just sitting there, only being used once in game...

Last edited by killdozer9211; 01-31-2014 at 08:54 PM.
Survivor of Romulus
Join Date: Sep 2012
Posts: 689
# 9
02-01-2014, 08:43 AM
Another "first world problems" money for you from me for quite some time, Cryptic.

Why change the skills system when you can just EXPLAIN what skills influence what abilities better?
It seems to change with every patch/nerf.

As for the Crafting thingy this game has, why change it when YOU CAN MAKE IT WORTH THE TIME/EXPENSE/EFFORT?
I thought you could craft ANYTHING before realizing the sad truth, including Ships and Shuttles...why not?
Unless meaningful changes are included, why bother?
It will still be a crap system with crap rewards that will still be the stepchild of the STO family.
Yeah...THAT stepchild.

RIP KDF 2014-07-17 Season 9.5 - Death by Dev
Career Officer
Join Date: Sep 2012
Posts: 226
# 10
02-01-2014, 10:08 AM
Hate the cane & shard stuff he mentioned in the interview.

A) the transitioning sounds totally awful.. keep it in device slot = keep it device, take it out and it turns into a useless kit-universal power. Thats really bad design, reminds about grandfathering of consoles back then. But well nice to know, i'll be sure to put em into device slots where i don't take em out then lol.

B) turning cane & shard into universal kit powers is really bad in general too tho, those 2 things are rather situational powers, they were fitting pretty well into device slots as they are not of the same power a true kit power, neither do they have the uptime for that. Turning em into kit-powers will pretty much take em away from pvp, cause theres much better options.

C) the 5-powers on a kit thing, he kinda makes it sound like its an upgrade, but all of those spire and embassy kits are already 5 powers, having em all tier3 powers is a really minor upgrade, losing cane & shard for that is much more of a nerf then anything else really.

The skill tree changes he talks about sound pretty bad too, sounds to me rather like an idea how to make people spend more on respecs by locking people more into abilities rather then skills that affect a bunch of abilities. I kinda like putting points into a skill that affects a lots of skills and give some versatility what i really use rather then making me buy some skill in a fixed skilltree.. in fact most of those fixed-skilltree games offer a dual-spec system because people hate to be locked into a skill choice that much, sto's current design is actually better then what a lot of games have and offer some freedom to change a setup a bit without needing a respec all the time. Seems its taking a turn for the worse now.
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