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Piloten94
06-14-2009, 09:36 AM
Hi, I think it would be better to make Star Trek Online without a skill system like wow or guild wars and make all players equal, meaning that it requires skill and tactical thinking to solve different situations, not saying you doesn't have to do that in other mmorpg games but i think you get more of the star trek feeling when you play the game if you dont make a skill system like wow. But thats my opinion:P

Tamgros
06-14-2009, 09:47 AM
The skill system in STO will be a bit different than WoW, but progression is huge in both MMOs and ST. Star Fleet officers commonly talking about improving, training and advancing in their career.

And, just because you have skills doesn't eman there won't be a 'cap' at some point. When people reach the cap everyone is pretty equal again.

I do agree that tactical thinking should be required, but it's not like having a skill system impedes this in any way... In fact, I could make an argument that it makes the game even more tactical and you have to use even more strategy when you have skills and have to figure out what is important for your game style.

Welcome to the forums :)

Piloten94
06-14-2009, 09:55 AM
what i meant was that i dont think that there should be skills like "piercing shot: 43damage" but instead people receive damage from where they was shot, how powerful the weapon is, etc...
of course progression is important i never said it wasn't:P

Tamgros
06-14-2009, 10:11 AM
what i meant was that i dont think that there should be skills like "piercing shot: 43damage" but instead people receive damage from where they was shot, how powerful the weapon is, etc...
of course progression is important i never said it wasn't:P
Well, the progression system in STO is a skill system (coupled with a rank system). That's why your OP is a bit misleading.

STO will have abilities though (what you call skills). The devs have already mentioned several. But again, skills don't necessarily mean reduced tactics and strategy. We'll be able to distribute shield strength to four different directions and change power distribution. In this way, movement and positioning will be rather important.

I don't want fantastical abilities (like the picard maneuver) to be used all the time either. I have some pretty cool theories about how this will work, but I'm still thinking about the exact implimentation. :)

knightofhyrule730
06-14-2009, 10:43 AM
what i meant was that i dont think that there should be skills like "piercing shot: 43damage" but instead people receive damage from where they was shot, how powerful the weapon is, etc...
of course progression is important i never said it wasn't:P

youll most likely see those kinds of attacks in ground combat, as that makes the combat more fast paced and interesting.

in space i assume youll see only basic phasers and torpedoes. though i think you might see different types of firing spreads for torpedoes.

USS_Parallax
06-14-2009, 11:11 AM
There will always be a level of skilless gear. I just hope it's not to the level of WoW and most MMOs which are 5% skill 95% gear. I'm hoping for an ideal 50/50. :p

scorpiovaeden
06-14-2009, 01:43 PM
The game needs to be approachable for all players from all skill levels..... otherwise it will not be successful. If you gear the game to heavily towards pure player skill... you'll have a lot of players alienated from not being able to keep up because they are not "skillful". To be honest, most people who play mmo's are not tactical or skillful, they merely rely upon skill systems for the characters... and thats a large player base.

There needs to be a balance of course.

Nasedo
06-14-2009, 01:47 PM
There will always be a level of skilless gear. I just hope it's not to the level of WoW and most MMOs which are 5% skill 95% gear. I'm hoping for an ideal 50/50. :p

im hopeing for a SWG skill system... Mix and match professions with 250 points... and hoping for 20% Gear and 80% Skill

cjfs
06-14-2009, 01:48 PM
The game needs to be approachable for all players from all skill levels..... otherwise it will not be successful. If you gear the game to heavily towards pure player skill... you'll have a lot of players alienated from not being able to keep up because they are not "skillful". To be honest, most people who play mmo's are not tactical or skillful, they merely rely upon skill systems for the characters... and thats a large player base.

There needs to be a balance of course.

True. The way this is usually done is have a certain attainable gear level and slow/mostly cosmetic gear progression after that. This way when a player hits that base, end-game gear level, skill becomes the main difference.

Saying something is 95% gear, 5% skill is pretty pointless. What's the gear being compared? Max end-game gear to being naked? With basic end-game gear vs best gear the ratio to skill in most games is around even.

gargamehl
06-14-2009, 02:52 PM
skills.....as i understood it, the "skills" are based on
-YOUR career-desicion
-YOUR way to drill the bridge-crew
-YOUR decision about the "lower deck-crew"

so, it is logical, that a "fighter-skipper" is better in fighting than a equal level-producer. But on the other hand, a sientist has (maby) the better guns and shields^^^^

there is no need for a skill tree like in wow(so deep). when there is a skill tree-system, i can not say anything about it without more infos.....on the other hand, it will be interesting to see the treesystem.....

MoppyCGDaniels
06-14-2009, 03:16 PM
skills.....as i understood it, the "skills" are based on
-YOUR career-desicion
-YOUR way to drill the bridge-crew
-YOUR decision about the "lower deck-crew"

so, it is logical, that a "fighter-skipper" is better in fighting than a equal level-producer. But on the other hand, a sientist has (maby) the better guns and shields^^^^

there is no need for a skill tree like in wow(so deep). when there is a skill tree-system, i can not say anything about it without more infos.....on the other hand, it will be interesting to see the treesystem.....

I allways thought special skills in the UI could prove very beneficial for the PCs. In the chain of Command could the skills be in use for spaceship duties, kinda unlocking a rank.

Actualy I was referring at abilities like as I guess are in CoX, or when in the X-Men Archangel becomes type of the black suit for Spiderman. I can live with surgerely altering the bridge crewmembers.

moessner
06-14-2009, 05:06 PM
There will always be a level of skilless gear. I just hope it's not to the level of WoW and most MMOs which are 5% skill 95% gear. I'm hoping for an ideal 50/50. :p

this is very true.....in almost any mmo what makes you win in pve or pvp is not skill its gear. i was just glade to hear a dev state there will not be 1 shot kills in the game like others

knightofhyrule730
06-14-2009, 05:21 PM
The game needs to be approachable for all players from all skill levels..... otherwise it will not be successful. If you gear the game to heavily towards pure player skill... you'll have a lot of players alienated from not being able to keep up because they are not "skillful". To be honest, most people who play mmo's are not tactical or skillful, they merely rely upon skill systems for the characters... and thats a large player base.

There needs to be a balance of course.

from what weve seen, it seems as though player skill > gear. but you know what we've seen from the game, lol. pretty pictures does not a good description make.

Piloten94
06-14-2009, 05:50 PM
so, it is logical, that a "fighter-skipper" is better in fighting than a equal level-producer. But on the other hand, a sientist has (maby) the better guns and shields^^^^.

Well, thats what was i was thinking.


there is no need for a skill tree like in wow(so deep). when there is a skill tree-system, i can not say anything about it without more infos.....on the other hand, it will be interesting to see the treesystem.....

I dont like the idea of having that skill system, as i stated before because i think that it wouldn't work.