I'm posting this here because I could use some help nailing down the specifics of Section II. A. And, I’ll update this post with helpful feedback.
The “spoilers” buttons list out more details about the bulleted points. If you read quickly or are curious about a particular point, expand the "spoiler" sections to read more.
SUMMARY:
The Crew Skill Tree worked well for the launch of the game. However, as the game has evolved, it is no longer functioning as well as intended. In fact, it has become the root cause of many of the game’s issues.
Spoiler: Summary continued
The current Skill Tree provides item and ship stat bonuses at different levels. So, different items and different ships get random increases in power at drastically different points in the game, i.e., early-game vs. late game. Two players, at the same captain level with the same items, may have very different stats depending on their training choices and number of games played.
Thus, a multitude of variables are created, and these constantly changing variables - depending on items and ships selected - make it nearly impossible to assign accurate strength or power numbers to. The result of trying to capture too many variables is poor matchmaking.
However, if the Skill Tree was to be fully redesigned in favor of a lock-step upgrade system – where items would scale in power equally from the early-game to the late-game - this would pave the way for better item balancing, better matchmaking, and more variety.
I. CURRENT ISSUES
A. What are the top issues in the game?
Event Matchmaking and Seal Clubbing
Gear and Power Score Issues
Lack of Item Balancing
Hitting the Ceiling
Spoiler: Top Issues Explained
Event Matchmaking and Seal Clubbing
The difficulty of matching players (without using infamy) is in finding another rating system that balances the relative strengths of players. In the current system, gear score and power score are used to form a player strength index. However, this same rating system can fail to prevent seal clubbers yet punish legitimate players that trigger an anti-exploitation measure.
Gear and Power Score Issues
Gear Score has been modified a few times, but the issues remain. The issue is there is no easy solution. With different crew selections and bonuses, the same item may vary drastically in power. Those differences are not easy to measure – with differences in cooldowns, damage, range, projectile speed, and so on. Likewise, different items ‘develop’ into powerful at different levels, so there’s a difficulty in properly measuring their strength across the full spectrum of rarities and levels.
Power Score is supposed to even out the gaps between Gear Score and crew training. However, there is still an issue of too many variables. If you use captain level, how to do adjust strength if none of the crew options are selected for the event ship they’re using? How do you numerically measure the strength of having +1 range for weapons, or a cooldown reduction, or increased ship agility? I give the developers credit for doing fairly well considering how complicated the system is they have to work with, but these Power Score adjustments are overestimating the strength of some players while also underestimating the strengths of others – which leads to more unbalanced matches.
Lack of Balancing
Under the current system, item balances are far and few between. Why? Because of how the system is set up. Crew selections drastically change an item’s power and usefulness at different levels. For instance, if a 10% reduction in Tshield HP were made to reduce its dominance at the high end, that adjustment would make lower levels and lower rarities severely underpowered.
Hitting the Ceiling
Once a player has completed all their training, hit captain level 50, and maxed out the 9-10 epics they use on a regular basis, the only thing left to do is push infamy as high as your skill (or the skill of your fleet) will take you. After a few seasons, you’ll find your ceiling and it will not change much after another 10 seasons of pushing higher. This is the end game.
Of course, the most committed and loyal players will seek to grind out enough item pieces to level their legendary items to T3 or T4, but, even with events, the amount of time required for this goal is measured in years, not months (without purchasing a large quantity of epic containers).
Eventually, this is where players will get bored and quit. What do they need? They need more variety or new content. The new event perks have done a good job of keeping players entertained, but, once the 9-10 items they use are full of legendary perks, they’ll have nothing left to do.
B. What is a contributing factor to these issues? Or, what makes these issues so difficult to address?
The Crew Skill Tree … in its current format.
C. What other issues does the current format of the Skill Tree create?
In its current format, the Crew Skill Tree is also a contributing factor in a few more issues:
Exacerbates issues or makes them more difficult to solve
Limits Variety, Limits the Game
Encourages the wrong things
Speeds progression
Spending pearls to switch training isn’t practical
Limits YouTubers and Streamers
Increases difficulty of gauging true item use rates and popularity
Encourages use of duplicate items
Designed as a one-off skill tree, rather than allowing room for expansion
Spoiler: More issues - explained
First off - Why is the Skill Tree so important?
The skill tree determines how players approach and play the game.
Currently, the skill tree encourages players to select one ship, one set of items, and scrap everything else. This approach not only limits the variety of playing the game but also speeds a player’s progress towards their ceiling – or end game. The sooner a player hits their ceiling, the sooner they grow bored, and the sooner they quit – without experiencing 80% of the game’s content because switching to other ships/items is too costly or burdensome.
Obviously, a player may use a ship or item without selecting the proper crew training, but in doing so lowers their power and the quality of the matches. On the infamy ladder, the MM system expects players to play at their typical potential in order to balance matches properly. When a player uses a ship or items below that level, the match balance is thrown off. When a player uses items or a ship that is less than half of their typical level, the match balance is thrown way off. In Events, PS is supposed to adjust for these differences, but we know how well that's working.
The Issues:
Limits Variety, Limits the Game; Encourages the wrong things; Speeds progression
See above.
Exacerbates issues or makes them more difficult to solve;
Because of how the Skill Tree is set up, each tier of training varies greatly. Some items become useful at later stages, some are more powerful early-game. While this design may be more interesting than a straight-forward layout, it also makes properly balancing nearly impossible. Items should scale together in power from beginning to end.
Spending pearls to switch training isn’t practical
A player can switch crew training for the benefit of a different set of items or ship, but the time required could easily surpass 24 hours or cost hundreds of pearls to do so instantly. Obviously, this is doable. It is not even that unreasonable if you only play events and have days to switch crew selections. However, if you wish to switch between 3-4 ships and 5-6 different sets of items – with the proper crew selections – you will have to spend thousands of pearls to do so. A night of variety could easily cost you $50 or more.
Limits YouTubers and Streamers
The number of streamers and viewers has dramatically increased the past few years. They generate new users for games, increase community buzz, and act basically as free advertisers. Their content, knowledge of different ships and items, and strategies are drastically limited because of the current format of the skill tree. Likewise, for the player and viewer, playing the same ship with the same items and the same strategies on each map does get boring – and is less likely to inspire large followings.
Increases difficulty of gauging true item use rates and popularity; Encourages use of duplicate items
Since the Skill Tree limits what types of items you can use, it encourages players to use the same items in multiple slots. For instance, sniper selections make other cannons weaker, so players are more likely to use multiple snipers rather than using weakened cannons. Moreover, a sniper user might enjoy using a blast cannon, but its crew selections prevent use of the blast cannon – so gauging true item popularity or true use rates (without conflicts) becomes more difficult. Thus, proper balancing also becomes more difficult.
Players that value variety might be encouraged to use ships that allow for the greatest amount of variety. For example, defenders, enforcers, speeders, and fixers are typically use many of the same items, so this might increase shooter usage rates far higher than they would otherwise be.
Designed as a one-off tree, rather than allowing room for expansion
The current Skill Tree was designed as a one-off. Any expansion of item or ship tiers, additions of new items or effects (e.g., poison/acid/blinding/etc.) would be very difficult.