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Starsector => General Discussion => Topic started by: Sutopia on May 03, 2021, 10:12:39 PM

Title: Simple poll: Do you like the old skill system or new skill system more
Post by: Sutopia on May 03, 2021, 10:12:39 PM
No funny business, no confusing wall of options, just choose one from the two.
You can leave a comment to describe why or why not you like/dislike one over the other but I think it has been discussed too much/all over the place.
I am here for a simple result.

Sorry for anyone that has only played one version but not the other, this poll is not for you.
Title: Re: Simple poll: Do you like the old skill system or new skill system more
Post by: Ramiel on May 03, 2021, 10:26:49 PM
Thing is, the old system had it's issues, but the new one didn't fix them. It added a brand new system, with it's own issues. Some of the new skills are actually interesting, but overall, it's even more limiting.....
Title: Re: Simple poll: Do you like the old skill system or new skill system more
Post by: SCC on May 04, 2021, 12:22:08 AM
(It's 0.95, only one dot)
Despite not liking 0.95 skill system that much at the moment, I'm going to pick it anyway. Why? Because even now there's more than a single skill set, because it's optimal for everything...
Title: Re: Simple poll: Do you like the old skill system or new skill system more
Post by: Locklave on May 04, 2021, 02:24:51 AM
Way less build option. Forcing generalization vs "extremely limited specialization", fighters vs better skills in both cases as an example.

Strange DP specialization limiters on skills making them useless if you actually specialize,

- suddenly having a drone tender is making you fighter specialization weaker
- suddenly having militarization on support crafts for increased speed is making auxiliary support weaker

This is a SP sandbox game, I don't understand why I can't have all logistics skills if I want or why combat players can't do the same. If you want tons of fighters, the fighter specialization skills are not for you... Counter intuitive much?
Title: Re: Simple poll: Do you like the old skill system or new skill system more
Post by: Tartiflette on May 04, 2021, 04:05:38 AM
What about a "I prefer the new skills but hate the 'loop around' layout" option?
Title: Re: Simple poll: Do you like the old skill system or new skill system more
Post by: Megas on May 04, 2021, 04:33:57 AM
The new one only because it has respec while the old one did not.  If the old one had respec, I would prefer the old one... unless I want to pilot a phase ship.
Title: Re: Simple poll: Do you like the old skill system or new skill system more
Post by: TaLaR on May 04, 2021, 04:35:05 AM
I'm not a fan of being married to single ship (or a handful of ships). In 0.91 you could have a reasonable all-around build and switch ships mid-combat as needed, all while retaining all the really important fleet-wides.

What about a "I prefer the new skills but hate the 'loop around' layout" option?

Would vote that if offered. Some new skills are interesting, but loop structure is not.

The new one only because it has respec while the old one did not.  If the old one had respec, I would prefer the old one.

Old one didn't need respec nearly as much though, since it didn't marry you to a single ship.
Title: Re: Simple poll: Do you like the old skill system or new skill system more
Post by: Megas on May 04, 2021, 04:38:23 AM
Old one didn't need respec nearly as much though, since it didn't marry you to a single ship.
It effectively did if player took carrier skills.  Player was locked to Drover, Mora, Heron, and Astral if he took pilot-only carrier skills.

But the worst one is taking non-combat (colony) skills that become obsolete after player plays long enough.  Player can sink nine to twelve skills into colonies, and that still does not touch other non-combat skills like salvaging.
Title: Re: Simple poll: Do you like the old skill system or new skill system more
Post by: Vextor on May 04, 2021, 05:18:43 AM
I'm not the "old good, new bad" type of guy, far from it. But I just find the new skill system has too many limitations, especially the permanent picks, even though it was meant to be a dynamic skill tree, at least from my own perspective.
Also, IMO, regardless of where the skill is located, it should be useful from the start of the game and until to the end of the game (looking at you, Industry 1). Also the point defense skill is really kind of meh; these skills just feel like a filler.
Title: Re: Simple poll: Do you like the old skill system or new skill system more
Post by: Hiruma Kai on May 04, 2021, 05:49:07 AM
While the current implementation in 0.95a needs a lot more work, it at least has the potential to provide more fundamental gameplay changing effects.  A tiered system allows for things like Automated Ships, a far more interesting skill than say, any given tier 3 in the combat tree of 0.9.1a.  Ideally, I'd like all the tier 5 skills to be of that order of power and game changing nature.  Limited to 3 out of 8 truly run defining abilities sounds good and at least possible given Starsector's game space.  It's much harder to do something like that when it's 17 out of 31 "run defining abilities", given I don't think we can come up with 31 such things.  At which point, you get things like +25% damage to missiles, +15% damage generally, and +10% ordinance points.  These can only become run defining by stacking to become bigger numbers, which tends to be less interesting.
Title: Re: Simple poll: Do you like the old skill system or new skill system more
Post by: Mordodrukow on May 04, 2021, 07:48:27 AM
I like both, but if you force me to choose, i ll take the last one.
Title: Re: Simple poll: Do you like the old skill system or new skill system more
Post by: nathanebht on May 04, 2021, 08:40:31 AM
Don't like being forced to pick a not-too-great skill just to get to one I really want.

Don't like stat boosts from skills that get smaller as my fleet grows. Understand why it was done but seems silly. Just make the stat boost small and fixed.

Skills that provide a new ability or feature are the best. Hope to see more of these.
Title: Re: Simple poll: Do you like the old skill system or new skill system more
Post by: Retry on May 04, 2021, 08:50:31 AM
What about a "I prefer the new skills but hate the 'loop around' layout" option?
This.  0.95 brought a lot of conceptually interesting skills (and a few outright broken ones), but I'm not terribly fond of either the wrap-around layout or most of the DP Theshold limitations.
Title: Re: Simple poll: Do you like the old skill system or new skill system more
Post by: Low Settings on May 04, 2021, 08:51:57 AM
I like the new one because of the respec option. On the last patch I had to start over 3 times I think because I wasted 1 skill point. Restartaritis is real folks. On the complaints about the new skill set, I can live with all of it. What I can't live wihtout is the new field repairs.
Title: Re: Simple poll: Do you like the old skill system or new skill system more
Post by: Sutopia on May 04, 2021, 09:20:58 AM
I like the new one because of the respec option. On the last patch I had to start over 3 times I think because I wasted 1 skill point. Restartaritis is real folks. On the complaints about the new skill set, I can live with all of it. What I can't live wihtout is the new field repairs.
I think this patch is no better due to three specific skills are not re-spec-able.
Worse of all they’re either tier 4 or 5, which means 4 or 5 dead skill points- that’s a third of your god power. Not mention if you take both leadership dead skills, you’re permanent locked 9 skills in there. Not fun.
Previous patch you can just get console command and respec - my only usage of console command. Is it cheating? Depends on context, but since it’s introduced officially in .95 I consider it not.
Title: Re: Simple poll: Do you like the old skill system or new skill system more
Post by: Vanshilar on May 04, 2021, 09:23:43 AM
I think people sometimes forget that the purpose isn't necessarily to give the player what they want per se (in which case we should just start at max level with all ships and weapons with all shipsystems and unlimited HP) but to have the player confront interesting choices and have to make meaningful tradeoffs. A lot of the complaints I see basically boil down to "but I can't get everything I want" which is entirely the point (and for those people who really think it's too limiting, you can just edit settings.json to give yourself as many levels and hence as many skill points as you want).

The new skill system lets the player max/min more, but they have to give up more to do so. Want to have a Radiant in your fleet? Sure, but you'll have to give up essentially 10-15 OP on all of your ships (i.e. what you save with a 3rd s-mod) to do so. So you really have to think about if you want a single powerful ship or buffing all other ships.

Similarly, the DP maxes on some of the skills prevent them from being too powerful, and rewards having an effective fleet instead of simply spamming Paragons. So again it gives the player a meaningful choice to consider.

The new system certainly needs some tweaking (for example I'm not a fan of a choice between both frigate-buffing skills) but it gives the player more meaningful choices and potentially more powerful fleets if constructed properly.
Title: Re: Simple poll: Do you like the old skill system or new skill system more
Post by: Ramiel on May 04, 2021, 09:26:38 AM
What's the point of limiting players, if it takes away the fun?
Title: Re: Simple poll: Do you like the old skill system or new skill system more
Post by: Sutopia on May 04, 2021, 09:29:17 AM
I think people sometimes forget that the purpose isn't necessarily to give the player what they want per se (in which case we should just start at max level with all ships and weapons with all shipsystems and unlimited HP) but to have the player confront interesting choices and have to make meaningful tradeoffs. A lot of the complaints I see basically boil down to "but I can't get everything I want" which is entirely the point (and for those people who really think it's too limiting, you can just edit settings.json to give yourself as many levels and hence as many skill points as you want).

The new skill system lets the player max/min more, but they have to give up more to do so. Want to have a Radiant in your fleet? Sure, but you'll have to give up essentially 10-15 OP on all of your ships (i.e. what you save with a 3rd s-mod) to do so. So you really have to think about if you want a single powerful ship or buffing all other ships.

Similarly, the DP maxes on some of the skills prevent them from being too powerful, and rewards having an effective fleet instead of simply spamming Paragons. So again it gives the player a meaningful choice to consider.

The new system certainly needs some tweaking (for example I'm not a fan of a choice between both frigate-buffing skills) but it gives the player more meaningful choices and potentially more powerful fleets if constructed properly.
You’re also missing some points:
It’s not about getting everything I want but I’m forced to pick things I don’t want to get what I want. The feel of wasted skill points is where all the complaints come from. In both versions of the skill system a pick is always at an opportunity cost of picking another and it has never changed.
Editing setting file is essentially claiming the vanilla balance is no good, do I need to say more?

Title: Re: Simple poll: Do you like the old skill system or new skill system more
Post by: Inhilicon on May 04, 2021, 10:34:50 AM
It's only a small example comparison, but in the old system I could have Technology's Sensors and Navigation skills both. Now I cannot.

And these skills that eventually hit a limit, after which they do nothing? I don't like that. And why do not all skills have elite effects? Combat gets a lot of favoritism, I swear.
Title: Re: Simple poll: Do you like the old skill system or new skill system more
Post by: SCC on May 04, 2021, 11:07:48 AM
And these skills that eventually hit a limit, after which they do nothing?
So that the optimal use of any fleetwide skill isn't to spam 20 Paragons.

I don't like that. And why do not all skills have elite effects? Combat gets a lot of favoritism, I swear.
Because, for example, when you get Special Modifications, you get 10-20 new opportunities to spend story points on ships. When you get Systems Expertise, you have no new incentive to spend story points on anything, so as a participation award story point sink, you get the elite upgrade.
You can also think of it this way: combat skills cost 1 1/4th of a skill point to fully unlock.

The feel of wasted skill points is where all the complaints come from.
There were wasted points in 0.9.1, too, though it typically had some good stuff at the level 3 (though it's not guaranteed, as with Defensive Systems 3 or Helmsmanship 3). Current system would feel better, if top skills were strong enough to guarantee their price without taking previous skills into much consideration.
Title: Re: Simple poll: Do you like the old skill system or new skill system more
Post by: Sutopia on May 04, 2021, 11:27:55 AM
It’s a different story when you need to waste 4 out of 15 (wrapping) comparing to 2 out of 30.
Title: Re: Simple poll: Do you like the old skill system or new skill system more
Post by: Scorpixel on May 04, 2021, 12:14:33 PM
The new version seem to be more clement toward players who'd rather pilot themselves rather than take full fleet and logistic skills.
However it's less because personal skills were buffed and more because non-personal ones were severely hampered by the "get half of it and loop for the other half" on top of diminishing returns on some and the trap of derelict+fieldrepair.

As someone who doesn't pilot, 0.9.1 but i do understand the point of those who prefer 0.95, and will too be in favour of it when skills gets some balancing to make the system flexible without leaving an aftertaste of doing concessions rather than specialisation.
Title: Re: Simple poll: Do you like the old skill system or new skill system more
Post by: Sutopia on May 04, 2021, 12:20:23 PM
The new version seem to be more clement toward players who'd rather pilot themselves rather than take full fleet and logistic skills.
However it's less because personal skills were buffed and more because non-personal ones were severely hampered by the "get half of it and loop for the other half" on top of diminishing returns on some and the trap of derelict+fieldrepair.

As someone who doesn't pilot, 0.9.1 but i do understand the point of those who prefer 0.95, and will too be in favour of it when skills gets some balancing to make the system flexible without leaving an aftertaste of doing concessions rather than specialisation.
Adding a side note, combat tree is pretty no-brain picks. You either need one or the other, with the only exception of tier 5 that both may be useful. But noone is going to pay 4 points of skill tax just to wrap around to get both. Every other tree you’re making choices between similar skills that serve similar functions to some extent that it’s hardly counting as meaningful choices, if the results are similar.
Title: Re: Simple poll: Do you like the old skill system or new skill system more
Post by: Draba on May 04, 2021, 12:22:05 PM
Prefer the new one, but it does have a "crew traning" problem. I'd take that one over 5 from the entire industry tree any day of the week.
Same for tech 4-5 and either officer skills. Not much leeway after the obvious picks are done.
Title: Re: Simple poll: Do you like the old skill system or new skill system more
Post by: Vanshilar on May 04, 2021, 01:23:26 PM
The feel of wasted skill points is where all the complaints come from.

In which case under the old skill system you had to burn 12 of your 40 points just to unlock tier 3 of each tree. That's almost 1/3 of your points going into exactly zero benefit except to unlock skills. The old system was also similarly tiered, with skills locked behind other skills which may or may not be useful, just 3 instead of 5.
Title: Re: Simple poll: Do you like the old skill system or new skill system more
Post by: Sutopia on May 04, 2021, 02:18:53 PM
The feel of wasted skill points is where all the complaints come from.

In which case under the old skill system you had to burn 12 of your 40 points just to unlock tier 3 of each tree. That's almost 1/3 of your points going into exactly zero benefit except to unlock skills. The old system was also similarly tiered, with skills locked behind other skills which may or may not be useful, just 3 instead of 5.
However all the skills are themed properly. When you get industry aptitude you get industry skills, hands down no dispute. It’s not barring all colony skills at tier 5 and force players to pay 80% of skill points as taxes. Not to mention you’re making a false assumption of people getting all aptitudes - which is often not the case.

Like seriously, you can’t even get a tier 5 from each tree because you only have 15 points.
It’s far worse than previous iteration when you can actually get top skills from every tree.
I’m not seeing paying 80% tax better than 30%.
Title: Re: Simple poll: Do you like the old skill system or new skill system more
Post by: Ad Astra on May 04, 2021, 04:06:22 PM
In all due honesty I had to pick 0.91 because it didn't have skills directly acting against each other in the same tree (Industry T4) and because it would have been easier to fix the power differences between trees then than now.

Still if I were to explain what's wrong with the skill tree in few words it would be that the structure in which its configured is terribly restrictive to skill design and makes it impossible to balance and organize in any satisfactory way.
Make a tree with branches, create a clear Tier power hierarchy, forget about symmetry, and you have a win.
Title: Re: Simple poll: Do you like the old skill system or new skill system more
Post by: JadedTarget on May 04, 2021, 04:24:28 PM
I'm going to simplify my preference and critique by saying that I prefer Quality Captains: Skill Lanes + A New Level Of Confidence: 20 over either vanilla system.
Title: Re: Simple poll: Do you like the old skill system or new skill system more
Post by: YAZF on May 04, 2021, 08:34:20 PM
New system 100%. Could still be improved, sure, but definitely a step in the right direction.

1. Stronger, fewer skills > weaker, more numerous skills. The old system suffered from far too many small incremental upgrades. While over time they could make a very strong character, any individual level rarely felt impactful unless you hit one of the few major upgrades like transverse jumping. Levels in 0.95 give you more per level overall and that feels good.
2.  No dead levels. In the old system you'd usually have ~10 levels per playthrough where you just spent your skill points on raising aptitude. Now, there are some levels that might feel a little worse than others still, but you still always get SOMETHING.
3. More choice isn't always better. By limiting each level to a choice between 8 available skills, it helps players (especially new players) avoid getting overwhelmed with analysis paralysis.
4. (Most subjective opinion)  I LIKE the fact you can't get everything you might want. In 0.91 being able to get whatever you wanted with few restrictions made each playthrough feel so incredibly same-y. Despite all the choices I had available I always found myself falling into the same general builds by level 50. Now, fewer choices force more player consideration and planning, which I find quite fun. And since each skill is fairly impactful, it helps the player feel good about their choice afterward, even if it was a hard choice to make.
Title: Re: Simple poll: Do you like the old skill system or new skill system more
Post by: Sutopia on May 04, 2021, 10:26:24 PM
New system 100%. Could still be improved, sure, but definitely a step in the right direction.

1. Stronger, fewer skills > weaker, more numerous skills. The old system suffered from far too many small incremental upgrades. While over time they could make a very strong character, any individual level rarely felt impactful unless you hit one of the few major upgrades like transverse jumping. Levels in 0.95 give you more per level overall and that feels good.
2.  No dead levels. In the old system you'd usually have ~10 levels per playthrough where you just spent your skill points on raising aptitude. Now, there are some levels that might feel a little worse than others still, but you still always get SOMETHING.
3. More choice isn't always better. By limiting each level to a choice between 8 available skills, it helps players (especially new players) avoid getting overwhelmed with analysis paralysis.
4. (Most subjective opinion)  I LIKE the fact you can't get everything you might want. In 0.91 being able to get whatever you wanted with few restrictions made each playthrough feel so incredibly same-y. Despite all the choices I had available I always found myself falling into the same general builds by level 50. Now, fewer choices force more player consideration and planning, which I find quite fun. And since each skill is fairly impactful, it helps the player feel good about their choice afterward, even if it was a hard choice to make.
Re:2. I play a monitor thus is forced to waste 3 points completely useless to get a better shield. Technology tier 2 is also a waste.

Re:3. has been discussed many times and these type of nonsense arguments still pops everywhere.
You can't get derelict contingent without investing 3 other dead skills in. If I'm actually choosing from 8 skills all the time there is no chance I'd ever get to DC.
It's a completely false assumption due to limited skill points, player HAD to plan ahead how they want their skill points distributed.
More often than not players are in one of the two situations:
1. Still staring at 40 skills and struggling to put in 15
2. Looking at 3 options from their planned picks and decide picking which first
You're not playing a deck building game where only limited options are available and by random that makes you really need to value between given options. This is a dang RPG where all the build paths are known.

Re:4. Vanilla level cap is at 40 and was offering equally tough decisions. Level 50 has to be modded (cheating) and the same would apply to current system if you give yourself something like 25 total skill points. The worse skills will be left unpicked and you'll be able to get "everything", which makes playthroughs still feeling same-ish.


Edit:
I would argue that stronger skills feels way worse than weaker skills. If I don't want EVERYTHING in such bundle I feel I'm wasting skill points. Unlike the old system, I'm paying for what I get most of the time with a few exception of skill level 3 being very good. The skills are mostly in line and synergizes for all three levels so it's seldom wasted point.

I would also argue that the time between upgrades has become longer than previous version, making much longer downtime of boringness between excitement for power surges - which usually doesn't last long before you take it as granted; Not to mention taking dead skills for the later feels way worse after longer waiting time.
Title: Re: Simple poll: Do you like the old skill system or new skill system more
Post by: intrinsic_parity on May 04, 2021, 10:40:32 PM
In the old system, you were never forced to make difficult decisions because of the structure of the system. You just take all the best skills, and then pick which mediocre/QOL skills you want after that, so you're only ever making decisions between the weakest skills by design. There was no way to change that within the old system, which is why it was abandoned.
Title: Re: Simple poll: Do you like the old skill system or new skill system more
Post by: ubuntufreakdragon on May 04, 2021, 10:55:05 PM
It's ok to have to spend 10 point on getting a radiant with 3 S-mods, but not to spend 6 just to get sensors+navigation.
Title: Re: Simple poll: Do you like the old skill system or new skill system more
Post by: Sutopia on May 04, 2021, 10:57:36 PM
In the old system, you were never forced to make difficult decisions because of the structure of the system. You just take all the best skills, and then pick which mediocre/QOL skills you want after that, so you're only ever making decisions between the weakest skills by design. There was no way to change that within the old system, which is why it was abandoned.
What's "All the best skills"?
What "tough" decisions did you ever had to make in .95?
I'm legit curious.
Title: Re: Simple poll: Do you like the old skill system or new skill system more
Post by: SCC on May 04, 2021, 11:32:17 PM
What's "All the best skills"?
At least Fleet Logistics 3, Coordinated Manoeuvres 1, Fighter Docttine 3, Loadout Design 3 and Electronic Warfare 1.
Title: Re: Simple poll: Do you like the old skill system or new skill system more
Post by: Histidine on May 04, 2021, 11:38:36 PM
So much for this being a poll-only thread without yet more discussion, teehee
(and I'm about to make the problem worse!)

In the old system, you were never forced to make difficult decisions because of the structure of the system. You just take all the best skills, and then pick which mediocre/QOL skills you want after that, so you're only ever making decisions between the weakest skills by design. There was no way to change that within the old system, which is why it was abandoned.
Personally I (and at least a few other people) would be considerably happier if the system focused more on 'to get this really cool thing you have to give up on this other really cool thing' and less 'to get this really cool thing you have to spend a ton of skill points on things you didn't want to begin with'. More 'choice of prize' and less 'tax'.

Re:4. Vanilla level cap is at 40 and was offering equally tough decisions. Level 50 has to be modded (cheating) and the same would apply to current system if you give yourself something like 25 total skill points. The worse skills will be left unpicked and you'll be able to get "everything", which makes playthroughs still feeling same-ish.
Vanilla level cap was 50.

Quote
I would argue that stronger skills feels way worse than weaker skills. If I don't want EVERYTHING in such bundle I feel I'm wasting skill points. Unlike the old system, I'm paying for what I get most of the time with a few exception of skill level 3 being very good. The skills are mostly in line and synergizes for all three levels so it's seldom wasted point.
Huh, can't relate. For me it's the opposite: the 3 levels almost invariably have 1-2 junk levels I avoided if I could and got annoyed by if I couldn't, whereas if I get it as a "free" part of a package deal I feel like, whatever.
It's like, I'm paying the same bill for the same goods in the end, but when it's itemized and I see that part of the bill was for something I didn't want and would prefer to save money by not buying, I get annoyed.

In the old system, you were never forced to make difficult decisions because of the structure of the system. You just take all the best skills, and then pick which mediocre/QOL skills you want after that, so you're only ever making decisions between the weakest skills by design. There was no way to change that within the old system, which is why it was abandoned.
What's "All the best skills"?
Can't speak for i_p, but for me:

Long, rambly, nobody asked
The skills I absolutely never went without (and in the case of tech, often beelined) were:
-Loadout Design 3
-Navigation 3
-Fleet Logistics 3
-Fighter Doctrine 3
-Officer Management 2-3
-Coordinated Maneuvers 1
-Electronic Warfare 1

Then, since I already have maxed the aptitudes for Leadership and Technology anyway, and they're great to have, I get:
-Ground Operations 2
-Power Grid Modulation 2

Every single one of my builds was like this.

In the same vein of "I already spent aptitude points on this anyway", but lower priority and so I sometimes picked other stuff:
-Command & Control 2
-Gunnery Implants 3

After that, basically the only major decision in 92% of cases* remaining was whether to go for tier 3 Combat + tier 1 Industry or the reverse, and once that decision was made the skills I picked were basically the same each time. Combat: pick almost all the level 1 combat skills, if going for tier 3 grab the ones with the really good level 3 buffs. Industry: Max salvaging if we're doing it, grab level 1-2 Field Repairs, then pick either the 'no D-mods' option or the 'D-mods are good' option.

*The other 8% is for the one or two times I bothered getting personal fighter skills, because they were relevant to my intended flagship
[close]
Title: Re: Simple poll: Do you like the old skill system or new skill system more
Post by: TaLaR on May 05, 2021, 12:00:18 AM
3. More choice isn't always better. By limiting each level to a choice between 8 available skills, it helps players (especially new players) avoid getting overwhelmed with analysis paralysis.

In the end you are always analyzing max level skill configuration, the rest are intermediate steps. Unless you plan to respec mid-way (and you have to plan, resetting elite personal skills is too SP-expensive otherwise).

Nature of choices just changes from "which skills do I want in priority order" to "how much am I willing to sacrifice to have both skills on a level / which skills can I afford to skip".
Title: Re: Simple poll: Do you like the old skill system or new skill system more
Post by: Histidine on May 05, 2021, 12:04:55 AM
I think the solution to analysis paralysis is respec anyway, if you start overthinking which skills you want you can just grab whatever looks good and decide afterwards if you want a change.
Title: Re: Simple poll: Do you like the old skill system or new skill system more
Post by: intrinsic_parity on May 05, 2021, 12:37:55 AM
What's "All the best skills"?
What "tough" decisions did you ever had to make in .95?
I'm legit curious.

In .9 I always took: Loadout design 3, officer management 3, fleet logistics 3, electronic warfare 1, thats 16/40 skills (including 6 dead aptitude points) that never change. I think if you didn't take these skills, you were straight up handicapping yourself.

then I would almost always take navigation 3, gunnery implants 3, Power grid modulation 3, fighter doctrine 3, sensors 1: another 13 skills that I would say were there 95%+ of the time, so 29/40 skills didn't change 95% of the time.

The last 11 skills would be some combat skills, usually something like (2 dead combat aptitudes), target analysis 2, defensive systems 2, evasive action 1, impact mitigation 1, coordinated maneuvers 1, combat endurance 1. I also might shuffle skills around to grab stuff like ordinance expertise 3, evasive action 3, impact mitigation 3 etc. The variation was just deciding which combat buffs to take basically, or maaaaybe going for colony skills, although that always felt terrible since I had to make combat much more boring by not taking combat skills to do that. Most builds didn't differ by more than 3-6 skills usually.

In the end I usually modded the level cap up a bit so I could take saftey procedures 3 entirely for free emergency burns, which I consider a huge QOL factor but entirely not worth 6 skill points if I am taking nothing else in industry, and then sometimes I would mod it even higher to take colony skills and maybe QOL salvaging skills, but those were definitely unnecessary IMO.

In .95:
I would say for me, I always take tech 5 and combat 5, although there are a lot of smaller variations within that, and then the biggest decision to make is whether to take leadership for officers and wolfpack, industry for QOL/derelict contingent, or wrapping tech. Those are the big playstyle altering choices for me. Then within those choices, there's lots of little decisions between skill pairs that are interesting to me. I'm not claiming that that's an acceptable amount of choices, but in the last patch, there weren't really any big choices for me, it was just small permutations on a standard build. Even just having a few big choices that totally change how I play feels more enjoyable to me. In the old system, I would never have to choose between something like extra officers and extra s-mods, I would just always take both. Now there are a couple different major builds that can't be combined which makes for difficult and interesting choices IMO. I would definitely like to see better skills added at industry 5 and leadership 5 so that I feel compelled to drop tech 5 or combat 5 sometimes. It's also possible future colony developments will make colony skills more useful, but I think having 4 of the 8 tier 5 skills being colony skills is too much.

Personally I (and at least a few other people) would be considerably happier if the system focused more on 'to get this really cool thing you have to give up on this other really cool thing' and less 'to get this really cool thing you have to spend a ton of skill points on things you didn't want to begin with'. More 'choice of prize' and less 'tax'.

I guess it's kinda a matter of perspective, but I think of choosing between trees as the 'to get this cool thing you give up this other cool thing'. I view the set of buffs from taking 4 or 5 points in a tree as one option, rather than seeing it as 4-5 separate options, and I happen to get to make a few minor choices between some of those buffs, but the core decisions are which trees to go for. I'm ultimately picking between combinations of tier 4/5 skills and getting a few side benefits along the way.

I can definitely understand people not liking the feel of taking bonuses that don't want. I definitely wouldn't be opposed to adding a 3rd option, especially at the lower tiers. I think that would increase the chances of people finding low tier skills they like on the way to big juicy skills, and also make wrapping more feasible.
Title: Re: Simple poll: Do you like the old skill system or new skill system more
Post by: Vanshilar on May 05, 2021, 01:26:51 AM
However all the skills are themed properly. When you get industry aptitude you get industry skills, hands down no dispute.

Old industry tree had Safety Procedures which was combat-related. Then you had 3 which were salvage-related, and 2 which were colony-related.

It’s not barring all colony skills at tier 5 and force players to pay 80% of skill points as taxes.

Are you claiming that there is no usefulness to more post-battle salvage, additional cargo/crew/fuel capacity, additional peak time, additional CR, etc.? Here you're arguing that the first 4 tiers of the new system don't provide any benefit whatsoever, when in the old system you explicitly had to burn points purely to access each tier of skills in each aptitude with no other benefit. You can certainly debate how much benefit each skill provides under the new system but every point provides at least some benefit to the player.

Not to mention you’re making a false assumption of people getting all aptitudes - which is often not the case.

I never said you had to take all 4 aptitudes in the old system, but under the old system each aptitude generally did have something that were pretty much must-haves, at least for me.

Like seriously, you can’t even get a tier 5 from each tree because you only have 15 points.

Exactly, which forces you to make some choices. The "better" skills are toward the end of each tree, so that they can put more powerful skills there without those skills being overpowering and have the player make some meaningful tradeoffs.

It’s far worse than previous iteration when you can actually get top skills from every tree.

And yet you said I was making a false assumption when I talked about having to burn 12 points to access tier 3 of each tree under the old system, but now you're extolling the benefit of being able to get tier 3 of each tree under the old system and, in the process, burning 12 points!
Title: Re: Simple poll: Do you like the old skill system or new skill system more
Post by: TaLaR on May 05, 2021, 02:05:36 AM
You didn't need to burn 12 points in 0.91, Industry was entirely fine to skip. So only 9 points.
Title: Re: Simple poll: Do you like the old skill system or new skill system more
Post by: Sutopia on May 05, 2021, 02:05:46 AM
Stop using straw man.
You were demonstrating there is a max of 30% tax in the old skill tree while I demonstrate you there is a max of 80% skill tax in the new. If I for one solely want to run colony and build a trading empire, its extremely punishing in .95. All other skills are irrelevant as they don’t help with what I try to achieve, when I only want that sweet sweet monthly tick. Yes, 12 completely wasted points, that’s how I feel.
Getting skills from all tree to demonstrate how restrictive current system is. Of course you can get all lower tier skills, dip into every tree but I don’t think anyone is doing that. The over emphasis on tier 5 bounded there only exists 24 possible builds.

There is no meaningful choices for me as of current patch as I always pick the same set of skills.
Wolfpack is a blind pick. Special modification is a blind pick. Level 6 officer is a blind pick. Sensor is a blind pick. Industry tree doesn’t exist. I only need to respec combat tree for flagship but again it provided no meaningful choices as my flagship only benefit from one skill of any given tier than the other. It’s just annoying to need to spend SP to respec when switching flagship.

I know immediately you’re going to straw man by quoting I want to play colony and quote the last paragraph about fully despising industry tree. I can immediately tell you that since full colony play became impossible I ditched colony focus altogether as “it’s not the right way to play the game”.

I feel forced to pick combat tree otherwise there is no possible way to beat end game enemies. (Of course we’re talking about full vanilla, including any setting values.) I do understand the game was designed to be combat focus, but it’s now over emphasizing it. The addition of colony and whatnot was meant to have different approaches to combat, now it’s all nullified. It’s essentially expelling all players that had fun by utilizing features added between.8 and .91.
Title: Re: Simple poll: Do you like the old skill system or new skill system more
Post by: Vanshilar on May 05, 2021, 03:31:17 AM
You didn't need to burn 12 points in 0.91, Industry was entirely fine to skip. So only 9 points.

Sure, Industry was probably the least-used tree in 0.9.1a. But it means you were missing out on +50% rare items and +10% post-battle salvage. The former essentially meant you had to do 50% more grind for the good items, roughly speaking. I'm a bit of a loot *** so it was a must-have for me :) but yes it meant 6 points spent on a 3-point skill. If you prefer to do more grind instead then sure you only waste 22.5% of your skill points, with the difference of 7.5% meaning that much more grind for you.

Stop using straw man.

Show me where I misrepresented any of your arguments.

You were demonstrating there is a max of 30% tax in the old skill tree while I demonstrate you there is a max of 80% skill tax in the new. If I for one solely want to run colony and build a trading empire, its extremely punishing in .95. All other skills are irrelevant as they don’t help with what I try to achieve, when I only want that sweet sweet monthly tick. Yes, 12 completely wasted points, that’s how I feel.

So your position is that the new system has 80% skill tax because a player may want to play the game purely for the colony/trading aspects, without any regard for how to fund, build, support, and defend the colonies? All of that requires a fleet of some sort, at which point the rest of the skills become useful, however marginally, and thus no longer a tax in our context here.

There is no meaningful choices for me as of current patch as I always pick the same set of skills.
Wolfpack is a blind pick. Special modification is a blind pick. Level 6 officer is a blind pick. Sensor is a blind pick. Industry tree doesn’t exist. I only need to respec combat tree for flagship but again it provided no meaningful choices as my flagship only benefit from one skill of any given tier than the other. It’s just annoying to need to spend SP to respec when switching flagship.

Sure, you can choose however you wish. But for example, my fleet doesn't have frigates (maybe I should experiment with them more), so I got Coordinated Maneuvers because maneuverability is much more important for me (right now, my flagship is a SO Aurora, and oftentimes I feel like it's still too slow for my taste). Special Modifications (buffing your whole fleet with additional OP) vs Automated Ships (getting one really powerful ship) continues to be debated. I much prefer the 20 speed from Navigation to Sensors so I can move my fleet around more quickly on the campaign layer. I didn't bother with officers, instead Salvaging's +20% post-battle salvage and Reliability Engineering's various bonuses were more relevant. You chose your set of skills, which is completely up to you, but the skills that you *didn't* choose (faster ships, one big buff ship, etc.) can also be very beneficial, and you're making a tradeoff with those benefits. That's the meaningful choice right there.

I know immediately you’re going to straw man by quoting I want to play colony and quote the last paragraph about fully despising industry tree. I can immediately tell you that since full colony play became impossible I ditched colony focus altogether as “it’s not the right way to play the game”.

Your own argument for justifying why the new system has an 80% tax is directly that the player might want to play colony. That's not a straw man, that's directly what you said to justify saying why the new system means a 80% tax compared with the old system's 30% tax. Since as soon as you admit that a person playing this game might want to buff their flagship or their fleet, then the whole 80% tax argument falls apart since the rest of the skills become at least somewhat useful. But you're the one who staked out that position and that justification for it, not me.

To me, the colony skills are not worth taking simply because there's no need to. Alpha cores take care of them. They're easy enough to acquire in-game whereas skill points are very limited, so I'd rather put my skill points toward other things. (I didn't bother with the colony skills in 0.9.1a either for the same reason.)

I feel forced to pick combat tree otherwise there is no possible way to beat end game enemies. (Of course we’re talking about full vanilla, including any setting values.) I do understand the game was designed to be combat focus, but it’s now over emphasizing it. The addition of colony and whatnot was meant to have different approaches to combat, now it’s all nullified. It’s essentially expelling all players that had fun by utilizing features added between.8 and .91.

I'm not sure what your point here is supposed to be. Yes the combat tree is important, but simply because the player's flagship is the single most important ship in that it has the greatest effect on the outcome of the battle. You can certainly choose to autopilot your flagship if you want, but the human player can do things that the AI can't (particularly with respect to battle strategy). Colonies add more complexity to the campaign layer (gives you a base of operations, lets you build your own fleet, etc.), but I don't see how the new skills system nullifies that, nor how it expels players from recent updates.
Title: Re: Simple poll: Do you like the old skill system or new skill system more
Post by: Eluxor on May 05, 2021, 03:44:26 AM
My main problem with the new skill system is the lack of available fleetwide buffs. I am not a good fighter, I suck at flying ships so going for the fleetwide buffs was a good thing! But now with the new system there are barely any fleetwide buffs, personal buffs are still strong... Industry tree is really useless unless you are going for a derelict contingent build. You cant use Dships, you cant lower maintenance... The new skill system sucks for people who dont pick combat skills.
Title: Re: Simple poll: Do you like the old skill system or new skill system more
Post by: Havoc on May 05, 2021, 03:47:29 AM
I cant vote A or B
would prefer .95 like now for fleet&colony skills, but (my)ship only stuff like combat more freely like .91
also elite is a good stuff
Title: Re: Simple poll: Do you like the old skill system or new skill system more
Post by: michail on May 05, 2021, 05:04:16 AM
Are you claiming that there is no usefulness to more post-battle salvage, additional cargo/crew/fuel capacity, additional peak time, additional CR, etc.? Here you're arguing that the first 4 tiers of the new system don't provide any benefit whatsoever, when in the old system you explicitly had to burn points purely to access each tier of skills in each aptitude with no other benefit. You can certainly debate how much benefit each skill provides under the new system but every point provides at least some benefit to the player.

To me, the problem here is the cost, not the lack of benefit (aside of the weird I4L+R interaction, all skills are at least occasionally useful). 3 completely useless points in the old system didn't feel too bad (were annoying, yes, but not too much) due to relatively low power per point of the skills, high level cap and the width of possibilities they opened (admittedly, this one got progressively smaller with each level). In the new system wasting points on something I don't care about hurts (my minmaxing soul, not necessarily my build) a lot more, because each point is so much more precious. The gateway skills' benefits don't feel like benefits, but rather a small consolation. To continue someone's tax analogy: I see them as a tax deduction. Nice but it's still attached to a tax.
Title: Re: Simple poll: Do you like the old skill system or new skill system more
Post by: Inhilicon on May 05, 2021, 06:37:15 AM
Quote from: SCC
So that the optimal use of any fleetwide skill isn't to spam 20 Paragons.

I wouldn't do that to begin with. I don't do tryharding super optimal builds in a single player game, that's dumb.

Quote from: SCC
Because, for example, when you get Special Modifications, you get 10-20 new opportunities to spend story points on ships. When you get Systems Expertise, you have no new incentive to spend story points on anything, so as a participation award story point sink, you get the elite upgrade.
You can also think of it this way: combat skills cost 1 1/4th of a skill point to fully unlock.

This would make sense if Industry also got a nice elite effect as a consolation prize, but it doesn't allow you to tap into comparable power. Only Combat and Technology get the good stuff either with or without elite effects, being vastly OP compared to Leadership and Industry.

Also, sorry for late reply.  :(
Title: Re: Simple poll: Do you like the old skill system or new skill system more
Post by: Sarcolemma on May 05, 2021, 06:43:39 AM
I tend to like both in their own ways

In 0.95 I love making skills elite for me and my officers, love being able to respec, and I like some of the new skills like automated ships. However, I don't like the wrap around or the significant DP penalties. I see what the goal was with choosing between 2 skills but I feel there are a lot of non choices where one skill will always be better than the other.

Colony skills I think should be put into their own fleshed out tree with a bunch more choices/nodes. They're fundamentally different than all the others. Having colony skills on the last tier makes colony specialization much harder for those that want to go that route, forcing them into taking combat skills they might not be interested in. It also diminishes the incentive to reach a higher skill tier if colony management isn't an interest.

In 0.91 I didn't like having to invest points to unlock tiers but I liked that I could make any selection I wanted in a given tier once it was unlocked

Overall I think I prefer 0.95. If I could change anything fundamentally though it would be grouping skills by specialization rather than by generalized category. Meaning there would be 1 tree for colony stuff, 1 tree for piloted ship buffs, 1 tree for fleet buffs, 1 for logistics etc with some special skills fitting in between the trees that you could get by going down either one
Title: Re: Simple poll: Do you like the old skill system or new skill system more
Post by: Schwartz on May 05, 2021, 07:04:41 AM
There are two sides to skills and how they change over time.

1) The skills themselves change, get more powerful, get nerfed. This is a balancing act and I would say it has generally gotten better over time. With a few exceptions. Firstly, trap skills that still exist - old trap skills get removed, new trap skills get added. Secondly, by nerfing skills too hard and gimping playstyles, like we are currently seeing with carrier-heavy builds.

2) The skill tree overall. First we just had points, then we had points and attributes. Now we have a tier choice system. This is where I think 0.91 was better.
Title: Re: Simple poll: Do you like the old skill system or new skill system more
Post by: Draba on May 05, 2021, 07:24:37 AM
For the new system I'm not a big fan of the tier/wraparound system, if some skills are too good compared to the rest it locks in a bit too much.
IMO loosening that restriction in some way would help a lot.

I do like the fever, more impactful points and choice between 2 alternatives parts.


There is no meaningful choices for me as of current patch as I always pick the same set of skills.
Wolfpack is a blind pick. Special modification is a blind pick. Level 6 officer is a blind pick. Sensor is a blind pick. Industry tree doesn’t exist. I only need to respec combat tree for flagship but again it provided no meaningful choices as my flagship only benefit from one skill of any given tier than the other. It’s just annoying to need to spend SP to respec when switching flagship.
You having a skill preference doesn't mean the alternative is bad or the system is broken.
A good portion of players will take the exact opposite of your blind picks, because they have different preferences or made different choices in fleet composition.

Wolfpack is decent, a mixed fleet with +20% speed destroyers/cruisers is generally much stronger IMO.
I'd probably pick CM even for full frigate fleets unless I'm lugging around a bunch of nav relay kites.

Level 5 officers already get helmsmanship+target analysis/PD+shield modulation+gunnery implants+reliability engineering.
The leftover (impact mitigation/ranged spec or systems expertise/missile spec + a weaker elite bonus) doesn't benefit AI ships that much, just swap something out for missile spam fleets.
You could also luck out on lvl 6-7 sleeper officers, I'd pick 2 extra officers every time.

For general use navigation over sensors every time.
Stealth helps with spy missions and clean raiding for blueprints, but +2 burn is much more useful later on and reducing the nebula penalty on top of that is a massive QoL improvement.

Industry 2 reliability engineering is a very good universal combat skill.
For some flagships it easily beats combat 5 even with the industry 1 tax.
Title: Re: Simple poll: Do you like the old skill system or new skill system more
Post by: Realm on May 05, 2021, 07:54:30 AM
I love the new skills for the most part, bar some small gripes with DP limits. My only particular gripe with 0.95 isn't the skills themselves but rather the imbalance of options at some tiers, such as with Automated Ships competing with the obscenely better Special Modifications to where you actively gimp yourself by not choosing the latter - or a particular offender, Carrier Group competing with Crew Training when Carriers highly value their CR (Due to how fighters rely on the CR of their Carrier, if Carrier Group boosted CR of ships w/ wings by 15% I'd be much happier). Overall though, I agree with their layout on the skill tree.

I do also love that skills are, on paper, far more meaningful upgrades and offer some interesting decisions (Coordinated Maneuvers vs Wolfpack Tactics) on what you plan to do with your fleet.
Title: Re: Simple poll: Do you like the old skill system or new skill system more
Post by: Sutopia on May 05, 2021, 07:57:26 AM
Funny people would put alpha core on the table as counter argument to colony skills. Other people have been ranting about AI inspection so they’re nerfed all the way to a minor factor as of current iteration while I think the punishment should be much more severe and without a upper limit.
I for one am a believer of Ludd thus if I run a colony there won’t be a luddic pather cell, nor would it get inspected. Your choice of abusing AI core and exploit the out of balance punishment does not stand as a counter argument to invalidate a colony play style picking all colony skills.


.8 one of the major changes was embedding fighters to carrier instead of using up a ship slot.
Along with it came with skills that benefit fighters that greatly increases their efficiency. In current iteration there is only 1 combat skill out of 14 supporting fighters while there were sometimes like 3 out of 12 in previous iteration, not to mention fleet wide skill is limited by decks now and carriers are double taxed by also taking up DP for other fleet wide skills.
Tl;dr Carriers in .95 are not fun.

.91 with colonies it became possible to print your own ships. Replacing lost ship became trivial and paragon-only meme fleet became reality. Colony were to support a playstyle that runs a business and use sheer amount of cash to crush whatever is in the way. I would argue paragon spam is totally valid as long as you can foot the bill.
That said colony challenges are lackluster and too weak to be a thing. It was weak but people were ranting about it, so the challenges got nerfed while they ought to get buffed. People complained about needing to babysit colonies not realizing how much money they print and why it worth the effort to defend a golden goose. At the end of the day colony system is left in piles of unbalanced debris that poorly interacts with the rest of the game.
Title: Re: Simple poll: Do you like the old skill system or new skill system more
Post by: SCC on May 05, 2021, 08:31:37 AM
You know, if we consider "doing things, but not the ones I want" as taxes... CE2, OE2, TA1, DC1, DC2, IM2, DS1, FL1, FD1, GI2, PGM1, LD1, LD2 weren't really of any use or interest to me, meaning 42% of old skill points were taxes.

I wouldn't do that to begin with. I don't do tryharding super optimal builds in a single player game, that's dumb.
You might not, but the thought that getting a fleetwide skill over a personal/limited one because the former is potentially better is still there.

This would make sense if Industry also got a nice elite effect as a consolation prize, but it doesn't allow you to tap into comparable power. Only Combat and Technology get the good stuff either with or without elite effects, being vastly OP compared to Leadership and Industry.
But Industry combat skills do get their elites and for what it's worth, I consider both of them to be pretty good, too. Now, the issue of Industry not giving you combat power (sans the combat skills and derelict contingent), unlike other trees, isn't an issue that should be solved by sprinkling some story point sinks on it.

There is no meaningful choices for me as of current patch as I always pick the same set of skills.
Wolfpack is a blind pick. Special modification is a blind pick. Level 6 officer is a blind pick. Sensor is a blind pick. Industry tree doesn’t exist. I only need to respec combat tree for flagship but again it provided no meaningful choices as my flagship only benefit from one skill of any given tier than the other. It’s just annoying to need to spend SP to respec when switching flagship.
Wolfpack Tactics is decent early game. I used it mostly for exploration, to take more expdrones with my Tempest. Specmods seems good, but I have a feeling that most people take it simply because it's a safer pick, or because they don't know just how good a Radiant is. Hm. I don't think it's worth comparing my choices with yours, unless there's a clear target to reach, like maximum power.
Industry tree indeed needs help. It was and still is "lose less" tree, where you want to "win more" instead.

I feel forced to pick combat tree otherwise there is no possible way to beat end game enemies. (Of course we’re talking about full vanilla, including any setting values.) I do understand the game was designed to be combat focus, but it’s now over emphasizing it. The addition of colony and whatnot was meant to have different approaches to combat, now it’s all nullified. It’s essentially expelling all players that had fun by utilizing features added between.8 and .91.
Interesting. I actually feel the other way around: with the exception of phase ships (because of course...), combat tree isn't what it used to be and it's probably more optimal (though less fun) to invest into making your fleet stronger now. At least, I got a considerable power boost by accepting I can't do as much as I used to and focusing on getting fleet more optimised.

such as with Automated Ships competing with the obscenely better Special Modifications to where you actively gimp yourself by not choosing the latter
I think Spec Mods is better for phase fleets and low-tech fleets (former benefit from extra s-mod than a Radiant, simply because phase ships are better than Radiants now, and the former cannot keep up with a Radiant, which means a higher risk of it overextending and dying) and Auto Ships is better for midline and high-tech fleets that can keep up with the Radiant as it pulverises anything in its path.

At the end of the day colony system is left in piles of unbalanced debris that poorly interacts with the rest of the game.
As far as I know, colonies are supposed to be means that let you take on actual, proper endgame, once that actual, proper endgame is a thing, and not just hard battles you can do for fun. They don't give a "money making-focused playstyle enabler" vibe to me. I wonder if Alex is going to go through with his idea to remove colony skills (and administrators) entirely.
Title: Re: Simple poll: Do you like the old skill system or new skill system more
Post by: Megas on May 05, 2021, 01:50:50 PM
Last release, babysitting was not just player colonies, but also the core worlds.  If player did not defend the core worlds from endless pirate raids, there was a not insignificant chance of some core worlds decivilizing.

I may want to explore, farm Remnants, hunt bounties, or otherwise goof around.  It was hard to do that in earlier 0.9.x releases because the game expected the player to play Superman and defend everyone from... the universe and themselves, more often than not.  (At least half of my playtime was spent intercepting pirates and occasionally expeditions last release.)  It was a reason why I was (and still am) somewhat obsessed with destroying the core worlds simply for peace of mind and no more babysitting.  I did not care if I lost all income from trade and took a 90% cut out of income if it meant I could do whatever I want at my own pace.

I do not want to be forced to play babysitter for the majority of the game (because if I refuse to, core worlds will die or my colonies burn down).
Title: Re: Simple poll: Do you like the old skill system or new skill system more
Post by: Locklave on May 05, 2021, 05:36:37 PM
It’s a different story when you need to waste 4 out of 15 (wrapping) comparing to 2 out of 30.

Right on the money. There can't be wasted points to reach stuff you want when the limit is 15.

When I say "can't" I mean the system shouldn't allow for that to happen, these trees have failure baked into them. Everyone knows the Industry tree is using I4 as a crutch, remove those skills and it's not even a real tree. I2 is good for person combat, something the tree isn't about, the rest is sub par trash that doesn't compare to the scale and scope of Leadership or Technology. Although they have some losers and counter intuitive locking design they are superior trees.

Which of the lame options did you want to choose to reach the thing you actually want? Even if that single skill is overpowered you are left feeling like your other levels were wasted.
Title: Re: Simple poll: Do you like the old skill system or new skill system more
Post by: silfidum on May 06, 2021, 10:21:30 AM
I don't really like either due to mixture of there being officer skills, economic skills and fleet wide buffs. I generally just cheat my way to unlock all the skill since it's convenient in terms of logistics, even though a little OP.

IMO economic side of things should be on logistic ship and colonies rather then skill management and officer skills should be in their own category outside of player skills entirely so they can be balanced separately.

All in all it's kinda meh since it's largely modifiers to existing things that don't really provide more options but instead provide specialization.
Title: Re: Simple poll: Do you like the old skill system or new skill system more
Post by: DatonKallandor on May 06, 2021, 10:58:29 AM
The old one had wasted points in the aptitudes and too many must-take or filler skills.
The new has respecs.

Clearly the new one wins for me.
Title: Re: Simple poll: Do you like the old skill system or new skill system more
Post by: Ad Astra on May 06, 2021, 11:10:08 AM
I don't really like either due to mixture of there being officer skills, economic skills and fleet wide buffs. I generally just cheat my way to unlock all the skill since it's convenient in terms of logistics, even though a little OP.

IMO economic side of things should be on logistic ship and colonies rather then skill management and officer skills should be in their own category outside of player skills entirely so they can be balanced separately.

All in all it's kinda meh since it's largely modifiers to existing things that don't really provide more options but instead provide specialization.

Oohh I've thought of something like that before too, if your character was just an admiral type (only fleet wide and logistic bonuses) and you could decide whether you want to put an officer in your flagship or not, balancing officers would be far easier. I might start a thread to talk about that.
Title: Re: Simple poll: Do you like the old skill system or new skill system more
Post by: Impetus on May 06, 2021, 11:24:35 AM
While I do like some things about the new skill system, I also feel like there are far less options available for different builds, in particular when it comes to combat skills I feel like the skillbuild has become rather one-dimensional. Elite skills are cool, but they are just a story point tax for combat tree players, which feels a bit strange.
Title: Re: Simple poll: Do you like the old skill system or new skill system more
Post by: Sutopia on May 06, 2021, 11:29:23 AM
I don't really like either due to mixture of there being officer skills, economic skills and fleet wide buffs. I generally just cheat my way to unlock all the skill since it's convenient in terms of logistics, even though a little OP.

IMO economic side of things should be on logistic ship and colonies rather then skill management and officer skills should be in their own category outside of player skills entirely so they can be balanced separately.

All in all it's kinda meh since it's largely modifiers to existing things that don't really provide more options but instead provide specialization.

Oohh I've thought of something like that before too, if your character was just an admiral type (only fleet wide and logistic bonuses) and you could decide whether you want to put an officer in your flagship or not, balancing officers would be far easier. I might start a thread to talk about that.

Alex has solidly denied this path. I have proposed it once and it got turned down immediately.


Oh in fact it wasn’t even my thread.
https://fractalsoftworks.com/forum/index.php?topic=13076.0
Title: Re: Simple poll: Do you like the old skill system or new skill system more
Post by: TaLaR on May 06, 2021, 11:38:08 AM
Alex has solidly denied this path. I have proposed it once and it got turned down immediately.

Then skill system should guarantee that player won't be left inferior to an average officer. It's just immensely not fun even in cases when it works. Like separate point pool that can be spent only on personal skills (you can spend general purpose points to go above minimum investment).
Title: Re: Simple poll: Do you like the old skill system or new skill system more
Post by: SCC on May 06, 2021, 11:42:26 AM
I assume the rationale is that for some players, combat skills are the optimal skills. In 0.9.1, it was the case for me. In this version, too many combat tree skills are wasted, and I don't like phase ships (though if I did use them, Doom would be better than ever, thanks to some skills... Key word: some) so I'm not abusing them.
Title: Re: Simple poll: Do you like the old skill system or new skill system more
Post by: Ad Astra on May 06, 2021, 12:30:00 PM
Alex has solidly denied this path. I have proposed it once and it got turned down immediately.

My sadnery knows no bounds.  :'(

Then skill system should guarantee that player won't be left inferior to an average officer. It's just immensely not fun even in cases when it works. Like separate point pool that can be spent only on personal skills (you can spend general purpose points to go above minimum investment).

Yeah, I feel like he isn't making his own job easier very often. Balancing some things the way they are is hard as nuts, on the other hand I'm a very stubborn person myself at times, so I understand wanting to fulfil your expectations about something even if it costs.
Title: Re: Simple poll: Do you like the old skill system or new skill system more
Post by: Helldiver on May 06, 2021, 01:09:06 PM
I like the new system better overall, but I hate the skills that fluctuate based on deployment points. For example the one about using militarized civilian ships as combat ships, is designed in a way where the only good use is to buff a single bigger ship and remove every other civ ship from your fleet.

I love Derelict Contingent.
Title: Re: Simple poll: Do you like the old skill system or new skill system more
Post by: Igncom1 on May 06, 2021, 01:15:32 PM
Anything is better then putting useless points into aptitude points.
Title: Re: Simple poll: Do you like the old skill system or new skill system more
Post by: WeiTuLo on May 06, 2021, 01:32:01 PM
The old system was more suited towards having an uncapped level. Doing so in the new one would make story points take longer to get as well. Hitting max level also felt a lot faster in the new one, additional levels would have been great. Getting rid of aptitude points was also good.
Title: Re: Simple poll: Do you like the old skill system or new skill system more
Post by: Sutopia on May 06, 2021, 01:41:29 PM
I think I should have added the option to choose .72 when aptitude points actually had effects.
I should also have added the disclaimer to disregard re-spec as it’s not the core of the discussion but is used commonly as the tie breaker.
Title: Re: Simple poll: Do you like the old skill system or new skill system more
Post by: WeiTuLo on May 06, 2021, 02:34:03 PM
Oh what did they do in 0.72? I wasn't here for that.
Title: Re: Simple poll: Do you like the old skill system or new skill system more
Post by: Pappus on May 06, 2021, 02:47:06 PM
It is disheartening to see such a poll just after you released something new like this.

Personally they feel largely the same to me.
Title: Re: Simple poll: Do you like the old skill system or new skill system more
Post by: Sutopia on May 06, 2021, 02:55:59 PM
Oh what did they do in 0.72? I wasn't here for that.

It is like .91 but the skills were more granular. Each skill has a maximum of 10 levels but each player level grants you multiple points. Most skills have power spike at level 5 and level 10.
Aptitudes back in .72 provided some generic boost such as CR % per level and other things I can’t really remember atm.
Title: Re: Simple poll: Do you like the old skill system or new skill system more
Post by: Eji1700 on May 06, 2021, 04:56:37 PM
I have some nitpicks/issues but the new system is better overall.  It's going to take some polishing/balance but putting points in "industry" so you can choose industry skills was just bleh.

I don't love how the skills are allocated in either system (tech/industry/fleet being generic with pilot being ship specific, and of course a random smattering through other 3). but I like the idea of "pick one, not both, unless you wrap around".

I do think that "generic" bonuses might help.  Like you get 3 points in fleet and you always get X, no matter what 3 you chose.  It would help with some of the MUST HAVE picks.
Title: Re: Simple poll: Do you like the old skill system or new skill system more
Post by: Histidine on May 06, 2021, 07:35:10 PM
0.72 skill system was almost a straight-up worse version of 0.9.1 skill system. 10 levels per aptitude/skill, making up a stream of 1% buffs punctuated by interesting perks at very specific levels.
Title: Re: Simple poll: Do you like the old skill system or new skill system more
Post by: Nao on May 07, 2021, 01:12:43 AM
Don't hate the new system but feel like it's a step back on conceptual level. It's hard to mess up even when not reading ahead. Kind of "easy to learn and easier to master" type of deal. And you spend way less time building the character than before, which tbh i'd love to go the other way.

In 0.95 you can blindly gun for "must have skills" and give little thought to anything else along the way. In 0.91 even if you had whole build planned from day 1 you still had to pick skills in order based on what was happening in space (what you've found, what type of gameplay you want to pursue early or mid game etc.) it was involving and fun process.

IMHO the best part of Starsector is that it's open ended with enough safety nets so a player can fun while making mistakes. 0.95 skill system seems to turn away from that. I understand the appeal of streamlining game mechanics but character building feels like a great place to have it's own "minigame". Give the player ability to mess up, or to go "his way". I'd personally go for more skills (like in 0.91 which had like 87?) open them from lvl1, put in tiers, higher tier = more costly in exp (by a lot), and balance everything around cost reductions and penalties for tiers and individual skills in similar way 0.91 aptitudes and 0.95 pick 1 of 2 go.

Speaking of, I always felt the "aptitudes" weren't bad, just not fleshed enough to feel good. Idea to have build with one specialization to invest heavily to get "must have" skills, and some sidegrades in other trees from sounds great. The failure of aptitudes IMHO was that "must haves" were everything and sidegrades nothing. But having individual skill cost that changes as the build goes forward could balance it out. And half of the game is apprising value of stuff already so even if it looked like complicated system on the surface it would fit right in. Imagine being able to take all low tier skills and not be punished too much, or get a late game skill early on at big cost, or spend hours brainstorming a build. 0.91 is closer to that than 0.95 and so vote was on former.
Title: Re: Simple poll: Do you like the old skill system or new skill system more
Post by: Mordodrukow on May 07, 2021, 01:58:51 AM
Aptitudes in 9.1 were the good part of skill system imo. I mean: you can deep for 1-2 skills in one line, but you also need to put points in aptitude to do that, which means that 1 skill will cost you twice more, 2 skills will cost you 50% more. The more skills you have in line, the cheaper they get. And it was really smart. Now we have tier system instead. It is not strictly worse, just different (for me, at least).

But i can agree that spending point into nothing feels kinda bad. It is ok, when you have 50 skill points, but pretty bad when you have 15. Maybe if the aptitude points would give some kind of bonuses on their own, or enhance the skills associated with them, it would feel better. For example: you need only few skills at tier 2 in Leadership, but level 3 aptitude makes them more powerful, so you have a reason to put a point in aptitude.

Also i want to say: even if we will get phase OPness fixed, Derelict contingent reworked, ability to pick alternative skills in already opened tiers and more adequate DP limits, there will be people who want 9.1 system back. Now we have 55/45 percent distribution. Then it will be 25/75, i guess. May be 20/80. It is still big part of comunity. So, what i want to say: different people want to play game in different ways. Some like the level cap. Some want the ability to pick every skill. One of the 9.5 goals was to make skill system more newbie friendly, but some people want hardcore character building like in PoE. So, maybe it is better to make mods implementing different systems? Is it possible?
Title: Re: Simple poll: Do you like the old skill system or new skill system more
Post by: SCC on May 07, 2021, 09:46:11 AM
In 0.95 you can blindly gun for "must have skills" and give little thought to anything else along the way. In 0.91 even if you had whole build planned from day 1 you still had to pick skills in order based on what was happening in space (what you've found, what type of gameplay you want to pursue early or mid game etc.) it was involving and fun process.
I actually went straight for must haves or held off until I had ~20 points, because of decision paralysis. It didn't really matter what was happening or what ships I had, because I could do everything no matter the skills. There's not much difference between 0.9.1 and 0.95 for me.
Title: Re: Simple poll: Do you like the old skill system or new skill system more
Post by: Draba on May 07, 2021, 11:19:20 AM
Now we have 55/45 percent distribution. Then it will be 25/75, i guess. May be 20/80. It is still big part of comunity.
Note that only a tiny fraction of players use the forums, and a small fraction of those who do voted in the poll.
People who feel they have been personally wronged by the skill changes are also much more likely to click on a thread like this.
Probably better not to read too much into it, beyond being a source of discussion.
Title: Re: Simple poll: Do you like the old skill system or new skill system more
Post by: Sutopia on May 07, 2021, 11:51:14 AM
Now we have 55/45 percent distribution. Then it will be 25/75, i guess. May be 20/80. It is still big part of comunity.
Note that only a tiny fraction of players use the forums, and a small fraction of those who do voted in the poll.
People who feel they have been personally wronged by the skill changes are also much more likely to click on a thread like this.
Probably better not to read too much into it, beyond being a source of discussion.
Or it can be the opposite, because I’m reading more new system defending arguments in the thread . There is no telling of the voting demographics in first place. I also tried to be as neutral as can be to prevent any voting bias in my OP.
As you can see the total voters are double than the other new skill discussion thread, which I would consider it a good sign. Also do remember there are a lot of silent voters that don’t want to speak out loud.
Title: Re: Simple poll: Do you like the old skill system or new skill system more
Post by: Locklave on May 07, 2021, 03:21:50 PM
Can we agree that we clearly aren't in a good place with the system if it's anywhere near this close?

We aren't talking about a fringe % of people that aren't happy with X change(s). I hope Alex is taking a serious long look at how this system functions and how it isn't functioning for people like me for example. I've stopped playing, I don't enjoy this and that most certainly wasn't his goal. I look at this skill system and I feel like I have nearly no options. I shouldn't feel that way.

If you like it fine. But the goal isn't to leave a large section of the player base behind. It isn't good for the game or it's future.
Title: Re: Simple poll: Do you like the old skill system or new skill system more
Post by: Ad Astra on May 07, 2021, 05:18:11 PM
Or it can be the opposite, because I’m reading more new system defending arguments in the thread . There is no telling of the voting demographics in first place. I also tried to be as neutral as can be to prevent any voting bias in my OP.
As you can see the total voters are double than the other new skill discussion thread, which I would consider it a good sign. Also do remember there are a lot of silent voters that don’t want to speak out loud.

Yeah, I think this thread should be helpful to show how the active members feel towards each system, we could assume there shouldn't be any bias towards either among us because the real difference between an active and a silent member of the community tends to be how over-analytical and outspoken each person is.
Analysis and voicing shouldn't really skew the balance either way in this sort of poll, in any case we are more likely to find more strengths and weaknesses on both skill systems and discuss them extensively, that's about it. Most people who play a game won't really think in depth about game systems but rather think, "I like this" or "I don't like this" and to know why that is, you'd either need to reach all or at least a significant amount of those people and ask why, or do what we do here and try to figure out what is and isn't really working. This forum is a sort of honorary QA team but without any pressure from management lol.
Title: Re: Simple poll: Do you like the old skill system or new skill system more
Post by: Draba on May 07, 2021, 05:27:39 PM
Can we agree that we clearly aren't in a good place with the system if it's anywhere near this close?

We aren't talking about a fringe % of people that aren't happy with X change(s). I hope Alex is taking a serious long look at how this system functions and how it isn't functioning for people like me for example. I've stopped playing, I don't enjoy this and that most certainly wasn't his goal. I look at this skill system and I feel like I have nearly no options. I shouldn't feel that way.

If you like it fine. But the goal isn't to leave a large section of the player base behind. It isn't good for the game or it's future.
I do agree there is room for improvement, some skills are too good and with this structure (IMO!) it comes down to lead 4/tech 5 being obvious, probably with combat 5 or combat 4 + reliability engineering.
That does make it a bit samey and locks in quite a few bitter pill choices where you might not want either.

My point was just the gameplay arguments are plenty, numbers on a poll with a very narrow and specific sample are barely better than noise.
People attached to a game tend to react to changes really poorly(understatement of the year right there :) ), let's just see what happens with the updates.
Title: Re: Simple poll: Do you like the old skill system or new skill system more
Post by: Nao on May 07, 2021, 07:39:42 PM
In 0.95 you can blindly gun for "must have skills" and give little thought to anything else along the way. In 0.91 even if you had whole build planned from day 1 you still had to pick skills in order based on what was happening in space (what you've found, what type of gameplay you want to pursue early or mid game etc.) it was involving and fun process.
I actually went straight for must haves or held off until I had ~20 points, because of decision paralysis. It didn't really matter what was happening or what ships I had, because I could do everything no matter the skills. There's not much difference between 0.9.1 and 0.95 for me.
Yeah, both systems feel pretty similar, at least for how different they seem. And I definitely did that few times too.

But i wonder if (at least in Alex eyes) that is "an issue". That we are supposed to have fluid, emergent skill raising experience (gameplay) instead of fixed cookie cutter builds and decision paralysis. I mean new mechanics like story points, new opportunistic missions etc. seem to facilitate player winging it as he goes. So i wonder if he specifically does not want that to happen for skill trees, or that it's too hard to do for now, or he fears that too much complexity will alienate the players. (Thou with the initially confusing DP scaled bonuses i start to doubt 3rd option matters haha.)
Title: Re: Simple poll: Do you like the old skill system or new skill system more
Post by: FooF on May 07, 2021, 08:18:56 PM
The new system is foundationally better. It hasn't been iterated upon/honed-in like the previous version but current system has a higher ceiling. It's still pretty new and I haven't gone super-specialized yet but there is potential here. Granted, the previous system allowed me to do more of what I "wanted" but at the same time, I rarely deviated from a certain path. With this system, I feel like I can experiment more, or at least, there is more opportunity for an alternative playstyle. Certain skills make you tailor your fleet a certain way or think longer-term than the next battle.

There needs to be changes and balance, sure, but there's more potential here for diverse gameplay than the previous version. I'm willing to reserve judgement until there's been a few more passes at balance and mechanic adjustments.
Title: Re: Simple poll: Do you like the old skill system or new skill system more
Post by: torbes on May 07, 2021, 09:21:18 PM
This new system does not achieve it's goals of diverse gameplay, meaningful choices. Full stop. How do I know this ? Because there are ~3 skills that really change gameplay... AI ships, SMods and phase skill. And really given the hullmod options for SMods being mostly stat buffs, I could argue it's only 2 of them. This is a frustratingly false dichotomy that a very restrictive, sparse system by definition makes the skills more meaningful/impactful. It actually matters what the skills do. At least half of the current skills could be copy pasted into the old system!

If you want diverse gameplay and meaningful choices these capstone, end-tier skills need to significantly open up and/or restrict fleet comps and play styles. The other design option, in the constraints of this system, would be synergistic vertical themes. For example, the entire L/R line of a tree would gradually buff a single playstyle or fleet comp, such as carriers, phase, etc. Essentially a class system.

Remove the 4 separate trees, balance the skills across horizontal tiers, and offer game changing end-tier skills at T5. This would alleviate much of the negative feedback about wasted picks, restrictions, etc.

Like Locklave I too stopped playing after 1 playthrough, not just because of the skill system, but the opportunity cost that it took to implement.

Finally if the goals are as stated, why a skill system at all? Why not have players only get these sort of game changing abilities through in game accomplishments? Hunt 100 radiants, do some story point quests with some bar contacts, explore some hidden location and BAM! you now have AI ships....

Title: Re: Simple poll: Do you like the old skill system or new skill system more
Post by: Albreo on May 07, 2021, 11:47:48 PM
I'm OK with 0.9.5 but I want it more complex, simplicity is reserved for AAA games. As of right now, it's easier to fix a meta build suiting myself than in 0.9.1. And preferably, if it can be switch to a skill point gate that allows you to choose from any in the lower tier but have to put in enough point to unlock the next tier. This is more reliably widespread and has been implemented in many games. Also preferably, the number of the skills to choose from has to at least increase to 3 choices per tier.
Title: Re: Simple poll: Do you like the old skill system or new skill system more
Post by: Pappus on May 08, 2021, 12:30:10 AM
Now we have 55/45 percent distribution. Then it will be 25/75, i guess. May be 20/80. It is still big part of comunity.
Note that only a tiny fraction of players use the forums, and a small fraction of those who do voted in the poll.
People who feel they have been personally wronged by the skill changes are also much more likely to click on a thread like this.
Probably better not to read too much into it, beyond being a source of discussion.

Isn't that important technically. You can roughly extrapolate towards the entire population although in these instances you have to accept that there will be a selection bias. This works largely like all the political polling. They aren't asking most of the people, they grab random ppl off the street. Which is a bit better, because in our case we can't circumvent that we grabbed people from the forum and if that has a meaning that meaning would be in our results aswell before extrapolation.
Title: Re: Simple poll: Do you like the old skill system or new skill system more
Post by: DatonKallandor on May 08, 2021, 04:31:40 AM
People on forums are a tiny fraction and have very different tastes than the general population for the most part. They wouldn't be on forums if they didn't. There's a bunch of data underlying this, but basically, forums culture does not represent general player culture at all and making changes to gameplay based primarily on forum demands is a really bad road to go down.
Title: Re: Simple poll: Do you like the old skill system or new skill system more
Post by: JUDGE! slowpersun on May 08, 2021, 09:23:36 AM
I do agree with some comments pointing out that such a binary choice isn't necessary completely representative of all opinions.  There are parts of the 0.91 skill/leveling system that I didn't like or necessarily agree with, but I SIGNIFICANTLY hate dislike the new system more, both choice of skill location AND rerolling system.
Title: Re: Simple poll: Do you like the old skill system or new skill system more
Post by: Locklave on May 08, 2021, 10:13:09 AM
People on forums are a tiny fraction and have very different tastes than the general population for the most part. They wouldn't be on forums if they didn't. There's a bunch of data underlying this, but basically, forums culture does not represent general player culture at all and making changes to gameplay based primarily on forum demands is a really bad road to go down.

Is what someone says when they want to dismiss the results of something they don't like.

Present a better larger cross section or remain silent, your line of thought isn't productive. If you have better data then this poll then present it. This is what we and Alex has to work with, not non existent imaginary more inclusive data more reflective of people who don't give feedback. So we can only base general thoughts off of this or we are just guessing based on nothing.

I do not accept your premise or suggestion of underlying data. The people who don't speak up get spoken for by those who do and that's what this is.
Title: Re: Simple poll: Do you like the old skill system or new skill system more
Post by: Sutopia on May 08, 2021, 01:10:40 PM
Or it can be the opposite, because I’m reading more new system defending arguments in the thread . There is no telling of the voting demographics in first place. I also tried to be as neutral as can be to prevent any voting bias in my OP.
As you can see the total voters are double than the other new skill discussion thread, which I would consider it a good sign. Also do remember there are a lot of silent voters that don’t want to speak out loud.
People on forums are a tiny fraction and have very different tastes than the general population for the most part. They wouldn't be on forums if they didn't. There's a bunch of data underlying this, but basically, forums culture does not represent general player culture at all and making changes to gameplay based primarily on forum demands is a really bad road to go down.

Is what someone says when they want to dismiss the results of something they don't like.

Present a better larger cross section or remain silent, your line of thought isn't productive. If you have better data then this poll then present it. This is what we and Alex has to work with, not non existent imaginary more inclusive data more reflective of people who don't give feedback. So we can only base general thoughts off of this or we are just guessing based on nothing.

I do not accept your premise or suggestion of underlying data. The people who don't speak up get spoken for by those who do and that's what this is.
I may safely assume some of these just never read or simply not willing to hear out. It's literally on the same page.
I call this arrogance.
It's also funny that these "wow your poll is so biased" argument start pouring in after page 6.
I'm wondering when they'll call in dominion voting system. Any time now.
Title: Re: Simple poll: Do you like the old skill system or new skill system more
Post by: SCC on May 08, 2021, 01:30:07 PM
I think the poll is fine. While only a fraction of people will post here, that's only a fraction of those who voted, and those are only a fraction of who use the forum, and those are finally only a fraction of people who play the game. And it's the best we've got.
I'm surprised the results seem to be tending into a 50/50 split. How neat.
Title: Re: Simple poll: Do you like the old skill system or new skill system more
Post by: WeiTuLo on May 08, 2021, 01:34:51 PM
They both have their ups and downs, but I like aspects of both. I do miss more skillpoints/carrier buffs. The new Sparks have a sustained DPS of like 32 each, and they die so fast now. They feel weaker than the 5 OP Wasps. To be fair, Wasps also outdamage Lux LPCs now, and despite their fragility, the 5 second/replacement makes them more deployable than Lux/Spark.
Title: Re: Simple poll: Do you like the old skill system or new skill system more
Post by: Morrokain on May 08, 2021, 03:20:37 PM
Brainstorming:

Regarding the complaints about wrap-around limitations I've seen come up a couple of times, I wonder what it would feel like if the player could spend a story point (or maybe more than one?) to take a skill without needing to wrap around the tree.

Maybe the amount of SP would scale based upon how high up the skill is in the tree - and perhaps T5 would still require a wrap around or it would break the overall system.

Respeccing would require investing the story point cost again.
Title: Re: Simple poll: Do you like the old skill system or new skill system more
Post by: Rudette on May 08, 2021, 05:36:25 PM
More is relative. Not satisfied with either really.

I like the direction the 95 version is heading towards or trying to be, but some flaws and inconsistencies hold it back. I think a more refined 95 version could lead to some fun build diversity.
Title: Re: Simple poll: Do you like the old skill system or new skill system more
Post by: kenwth81 on May 09, 2021, 12:28:26 AM
I think the poll is fine. While only a fraction of people will post here, that's only a fraction of those who voted, and those are only a fraction of who use the forum, and those are finally only a fraction of people who play the game. And it's the best we've got.
I'm surprised the results seem to be tending into a 50/50 split. How neat.

The poll doesn't matter. It is more a question what is Alex gonna do. Isn't it?
Title: Re: Simple poll: Do you like the old skill system or new skill system more
Post by: Hessu on May 09, 2021, 01:26:49 AM
I like the old system, but that is probably because i like big fleets and battles. This new skill system is not suited for big stuff with its buffs getting smaller as fleets get bigga. Also those skills that give fleetwide buffs from officers doesn't work when you use big battles because the AI essentially cheats with its 20 officers while you only get a handfull.

But i dunno, maybe for small guys it works perfect. I personally would prefer if this game would go for huge battles and not these tiny skirmishes.
Title: Re: Simple poll: Do you like the old skill system or new skill system more
Post by: Locklave on May 09, 2021, 05:42:06 AM
I may safely assume some of these just never read or simply not willing to hear out. It's literally on the same page.
I call this arrogance.
It's also funny that these "wow your poll is so biased" argument start pouring in after page 6.
I'm wondering when they'll call in dominion voting system. Any time now.

This issue is insanely complex and some people just don't wanna have to take that deep dive. I was arguing with people in past threads about it but this thread really showed me how split we are on this change, it's a mix of really good/bad ideas/concepts. It makes doing a perfect poll with the questions having the flex required to pick for caveats impossible. Any poll like that would be a giant wall of options giving no clear outcome.

I know Alex reads a lot of this even if he doesn't post in these threads specifically, which I think is wise of him, I feel badly about that because I've made some angry posts. That said we gotta do this and confront the problems and address the issues, help Alex see our concerns/likes. I believe in his ability to take this in and produce a solution, he's done it before.

We need to resist anyone trying to dismiss everything as biased/invalid.

The poll doesn't matter. It is more a question what is Alex gonna do. Isn't it?
No and yes. The poll is just there to present that there is a clear problem, the posts are here to explain those thought/feelings in detail. What Alex does matters the most but this is what we have to work with. So we keep walking forward, debating/arguing and hopefully creating something useful for him work with mixed in this mess.
Title: Re: Simple poll: Do you like the old skill system or new skill system more
Post by: DatonKallandor on May 10, 2021, 01:54:23 AM
I do not accept your premise or suggestion of underlying data. The people who don't speak up get spoken for by those who do and that's what this is.

So clearly you do accept the premise that there is a majority that doesn't speak up, since otherwise no-one could spoke *for them*, then?
Title: Re: Simple poll: Do you like the old skill system or new skill system more
Post by: Locklave on May 10, 2021, 02:24:30 AM
I do not accept your premise or suggestion of underlying data. The people who don't speak up get spoken for by those who do and that's what this is.

So clearly you do accept the premise that there is a majority that doesn't speak up, since otherwise no-one could spoke *for them*, then?

I answered that in the quote already. The majority not speaking up here doesn't invalidate anything.

You are using this to try and dismiss the only actual data we have to work with. Are you saying guessing at what people think is better? It's clearly not, so come back with better data or stop talking about it.

Data we have is better then Data that doesn't exist. The community is conflicted on the changes and the poll and posts in here alone support this conclusion, not even getting into the countless other threads directly or indirectly addressing the same problem(s).

edit: Again since you missed it in the quote.

The people who don't speak up get spoken for by those who do and that's what this is. If they don't want that then they can speak, no one is stopping them. Just like people who don't vote in elections, they are allowing others to chose for them.
Title: Re: Simple poll: Do you like the old skill system or new skill system more
Post by: Gothars on May 10, 2021, 03:36:00 AM
I'm pretty sure if we had the .95 skill system first and now the .91 system, people would be way more upset. Losing the reskill ability and the elite skill option would be considered a major step backwards. That's why I can't take the nostalgia for the old system very serious.


I quite like the new system, although I don't think it is a enormous improvement - besides the reskill option - yet. The overall principle of always having a specialized and a general option to choose from is pretty cool. Just some details of how the individual skills work have to be iterated on.

My gripes are
a) that not al skills can be unlearned, which makes me very hesitant to choose them.
b) skills where the general option is still so specialized that it might be useless for you, like coordinated maneuvers/wolfpack tactics.


I think it would also be worth a thought to let the player freely pick from all available skills, but make the better ones more expensive.

Title: Re: Simple poll: Do you like the old skill system or new skill system more
Post by: kenwth81 on May 10, 2021, 03:39:37 AM


I answered that in the quote already. The majority not speaking up here doesn't invalidate anything.

You are using this to try and dismiss the only actual data we have to work with. Are you saying guessing at what people think is better? It's clearly not, so come back with better data or stop talking about it.

Data we have is better then Data that doesn't exist. The community is conflicted on the changes and the poll and posts in here alone support this conclusion, not even getting into the countless other threads directly or indirectly addressing the same problem(s).


Bad inaccurate data can be worse than no data. It is often lead to poor or wrong decision. Take it with a pinch of salt.

Quote
The people who don't speak up get spoken for by those who do and that's what this is. If they don't want that then they can speak, no one is stopping them. Just like people who don't vote in elections, they are allowing others to chose for them.

Depend on where you are talking about. That is how some system of government works. Some places have rules specifically in place to stop a minority from making decision for the majority. Like requiring at least 50% of the population to vote for the vote to be legitimate or the need to reach a certain threshold of voters to count.  People who don't vote aren't designating allowing others to chose for them, not really.
Title: Re: Simple poll: Do you like the old skill system or new skill system more
Post by: SonnaBanana on May 10, 2021, 05:02:56 AM
a) that not al skills can be unlearned, which makes me very hesitant to choose them.
All three unlearnable skills are made so to prevent technical complications.
Still, unlearnable skills should provide a non-bonus XP gain boost.
Title: Re: Simple poll: Do you like the old skill system or new skill system more
Post by: SCC on May 10, 2021, 07:58:27 AM
I quite like the new system
I think it would also be worth a thought to let the player freely pick from all available skills, but make the better ones more expensive.
But that's just 0.9.1 with extra steps!
All three unlearnable skills are made so to prevent technical complications.
Still, unlearnable skills should provide a non-bonus XP gain boost.
I hope Alex will make at least Officer Management respeccable, just force de-assign all officers (or two random officers) and have the extras go over the cap. It's somewhat annoying since you can't stash those over the cap officers anywhere, though.
Title: Re: Simple poll: Do you like the old skill system or new skill system more
Post by: Sutopia on May 10, 2021, 08:33:35 AM
I'm pretty sure if we had the .95 skill system first and now the .91 system, people would be way more upset. Losing the reskill ability and the elite skill option would be considered a major step backwards. That's why I can't take the nostalgia for the old system very serious.


I quite like the new system, although I don't think it is a enormous improvement - besides the reskill option - yet. The overall principle of always having a specialized and a general option to choose from is pretty cool. Just some details of how the individual skills work have to be iterated on.

My gripes are
a) that not al skills can be unlearned, which makes me very hesitant to choose them.
b) skills where the general option is still so specialized that it might be useless for you, like coordinated maneuvers/wolfpack tactics.


I think it would also be worth a thought to let the player freely pick from all available skills, but make the better ones more expensive.

I think the ability to respec count toward story point system, not necessarily skill system itself. Respec adding to .91 system is probably not gonna break things at all, except for a few skills may be left “permanent” and not un-learn-able just like the big 3 in .95.

However I for one disagree with elite skill options. Story point barring some functionality from obtaining at all is not what I expected. Most story point usages are providing an alternative instead of straight addition that is otherwise unobtainable. Skill system being one of the core system shouldn’t just tax elite effect with SP. It doesn’t feel right, at least for me.
Title: Re: Simple poll: Do you like the old skill system or new skill system more
Post by: chandl34 on May 10, 2021, 09:47:12 AM
I didn't play 0.91, so I can't comment on that.  However, he should fix all the permanent skills, so that they are no longer permanent.  It should be possible to make all their bonuses inert, if the skills are re-spec'ed.  He could do something like the following:

Officer Training
If removed, the max level and elite skill limit will be readjusted.  New variables can be added to track the 6th level skill and the 2nd elite skill, so that they can be removed when the skill is re-spec'ed.  Another new variable can be added to track the initial level of each officer, so that officers found in the wild with levels over 5 will not be affected by the re-spec.

Officer Management
If removed, the officer limit will be readjusted.  Officers over the limit should be removed from their ships.

Special Modifications
If removed, the vent and cap limits will be readjusted.  Vents/caps over the limit should be set to the new max.  A new variable can be added to track the 3rd s-mod, so that it can be removed when the skill is re-spec'ed.

Title: Re: Simple poll: Do you like the old skill system or new skill system more
Post by: Locklave on May 10, 2021, 03:30:36 PM
I'm pretty sure if we had the .95 skill system first and now the .91 system, people would be way more upset. Losing the reskill ability and the elite skill option would be considered a major step backwards. That's why I can't take the nostalgia for the old system very serious.


I quite like the new system, although I don't think it is a enormous improvement - besides the reskill option - yet. The overall principle of always having a specialized and a general option to choose from is pretty cool. Just some details of how the individual skills work have to be iterated on.

My gripes are
a) that not al skills can be unlearned, which makes me very hesitant to choose them.
b) skills where the general option is still so specialized that it might be useless for you, like coordinated maneuvers/wolfpack tactics.


I think it would also be worth a thought to let the player freely pick from all available skills, but make the better ones more expensive.

To be fair Relearn/Elite skills (elite skills being SP/Skills System combined) and the version aren't mutually exclusive.

Both of those are just ways to interact with the system and not the system itself, thus could stay in another form. I don't think anyone is suggesting to throw out the baby with the bath water so to speak.

a) The skill locks are counter intuitive to the general intent of system. So completely agree with you there.
b) I feel like there need to be more/branching trees if Alex intends us to not feel forced into specializations we might not want to get deeper skills. Perfect example btw.

Bad inaccurate data can be worse than no data. It is often lead to poor or wrong decision. Take it with a pinch of salt.
That is certainly correct, but I don't believe that applies here. I strongly disagree with him suggesting/implying that is the case completely unsupported. There does not appear to be a bad faith effort by anyone on either side or even the middle of this issue.
Title: Re: Simple poll: Do you like the old skill system or new skill system more
Post by: SpadeDraco on May 10, 2021, 08:02:14 PM
Old system was significantly better.
Don't get me wrong I like the new SKILLS.
I just prefer the old SYSTEM.
The new system completely kills any sort of player agency, build diversity or interesting synergy.
There's like 2-3 optimal builds now and only like 5-6 ways to build a character period.
It's lame.
Title: Re: Simple poll: Do you like the old skill system or new skill system more
Post by: Thaago on May 10, 2021, 10:57:16 PM
Old system was significantly better.
Don't get me wrong I like the new SKILLS.
I just prefer the old SYSTEM.
The new system completely kills any sort of player agency, build diversity or interesting synergy.
There's like 2-3 optimal builds now and only like 5-6 ways to build a character period.
It's lame.

Huh, I feel like the opposite comparing versions: last version there were really only about 4 ways to build a good character because it was pretty well known that like 80% of skill picks were just plain better, and the only variety was in the last little bits of mid tier skills.

In this one I've seen a lot more ways to build good characters: double combat and double tech + any of the others work including each other, there's derelict contingent being bustedly good making a whole other set of industry builds plus mix and match of the others, there's broader builds with thing like L4, T5, C4, I2, there's leadership tier 2 choice of wolfpack or coordinated, T3 can go either way easily, C5 goes either way depending on ship, T5 can go either way... There's a deceptively large number of builds that are actually good simply because we can't always take the best skills in order like the last version.
Title: Re: Simple poll: Do you like the old skill system or new skill system more
Post by: TaLaR on May 11, 2021, 03:28:24 AM
Huh, I feel like the opposite comparing versions: last version there were really only about 4 ways to build a good character because it was pretty well known that like 80% of skill picks were just plain better, and the only variety was in the last little bits of mid tier skills.

In this one I've seen a lot more ways to build good characters: double combat and double tech + any of the others work including each other, there's derelict contingent being bustedly good making a whole other set of industry builds plus mix and match of the others, there's broader builds with thing like L4, T5, C4, I2, there's leadership tier 2 choice of wolfpack or coordinated, T3 can go either way easily, C5 goes either way depending on ship, T5 can go either way... There's a deceptively large number of builds that are actually good simply because we can't always take the best skills in order like the last version.

0.91 had pretty much single true core build, with about 10-20% being free choices on top of that.

Now there are several core builds. Ones I can see as viable:
- 5/3/7/0 (fast high tech or phase depending on which C4 is taken).
- 4/4/7/0 (Paragon build, it doesn't want either C5). Being locked by L4 makes this build less desirable though.
- 8/0/7/0 (barely viable, overpimped Odyssey comes at too heavy cost to fleet performance)
- 3/3/5/4 (DC and optionally AI ship build)
- Runner-up 3/7/5/0. CM + WP could be a strong combo, if was not blocked by useless L5 and L1R. As well as general lack of points after near-mandatory T5 - it has neither C4 and no DC to compensate. Being unable to respec doesn't help either.

Double combat is not an option. No single ship benefits fully from doing that. Odyssey comes closest, getting both C5 at cost of wasted C4R is just not the best way to further improve it's performance. The better option is Tech 7 with 8/0/7/0.

And I'm generally not interested in builds with below 4 combat (or 3 with DC). I don't want to pilot a ship with stats inferior to average enemy ship (which all have level 5+ officers). So double tech builds like 0/3/10/0+2 or 0/0/10/4+1 are out, while something like 5/0/10/0 doesn't properly leverage AI ships (no CR boosts).
Title: Re: Simple poll: Do you like the old skill system or new skill system more
Post by: kenwth81 on May 11, 2021, 03:34:23 AM
There's a deceptively large number of builds that are actually good simply because we can't always take the best skills in order like the last version.

Or the system is relatively new and people haven't gotten their feet wet. Good is not good enough when better is expected. Maybe People have no idea which build is great and optimal yet...
Title: Re: Simple poll: Do you like the old skill system or new skill system more
Post by: Sutopia on May 11, 2021, 01:53:56 PM
I don’t think there is any virtual difference except for additional restrictions posting annoyance.
As the other poll suggests, over 80% people think tech tree best tree, and I have yet to seen a build completely ignoring tech. That’s the “top tier” equivalent to whatever was best last patch.

Combat is also strong and many builds pick them, so that represents A tier skills. It’s also wroth mentioning that it’s probably the only tree not worth wrapping at all, except maybe for odyssey.
Combat tree is also the most boring tree since every hull benefit from only one from each tier and there is no meaningful decision making in the process.

Then the last 5 points is like how we pick from mediocre skills in the last version that only so slightly changes how a campaign plays out.

The overall skill picking process is identical to last iteration with additional restrictions to deliberately bar exceptionally good skills at tier 5.
Title: Re: Simple poll: Do you like the old skill system or new skill system more
Post by: Locklave on May 11, 2021, 05:21:14 PM
Industry tree tier 4 skills destroy each other. Lapping can literally undo your industry playstyle. It was not a well thought out tree.
Title: Re: Simple poll: Do you like the old skill system or new skill system more
Post by: JUDGE! slowpersun on May 20, 2021, 12:06:13 AM
Getting closer to poll close date, interesting to see how close the poll still is.  However, dunno if less than 200 people is an adequate sample size.  But at least this will give a better understanding of people's reactions to such an abrupt change (though admittedly it was at least well-advertised that change was coming).

Edit:
Well, over 200 peeps now, at least.