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Killar-12
The Corporate Raiders
1031
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Posted - 2013.09.09 01:54:00 -
[1] - Quote
Nguruthos IX wrote:It is unreasonable to expect new players, or even vets to expend a decent chunk of time/SP into discovering they don't even like the basic version of a weapon.
Now take a new player. You have it all backwards. The FIRST thing you need to do is sell them on why they should play the game, before you can expect them to want to grind and explore anything more*
They would have to:
~grind for basic level weapons to test things like Nova Knives, Scram Rifle, Laser Rifle, HMG. ~Understand the SP system, skilling up, making fittings, PG, CPU limitations ~May be rightly concerned about wasting a limited resource into weapons they are unsure about.
[Suggestion]
Make each militia weapon available to all players, along with a fitting for each weapon PRE-MADE.
Laser ShotGun HMG Etc.
If you don't want to place these weapons on the market, have each new player start with 50 copies of EACH so they can get a good idea of the game before being told to grind for it. Here's an Idea about introducing more militia Items and starter fits even if it has items not in the game yet |
Killar-12
The Corporate Raiders
1031
|
Posted - 2013.09.09 01:57:00 -
[2] - Quote
Nguruthos IX wrote:Killar-12 wrote:Nguruthos IX wrote:It is unreasonable to expect new players, or even vets to expend a decent chunk of time/SP into discovering they don't even like the basic version of a weapon.
Now take a new player. You have it all backwards. The FIRST thing you need to do is sell them on why they should play the game, before you can expect them to want to grind and explore anything more*
They would have to:
~grind for basic level weapons to test things like Nova Knives, Scram Rifle, Laser Rifle, HMG. ~Understand the SP system, skilling up, making fittings, PG, CPU limitations ~May be rightly concerned about wasting a limited resource into weapons they are unsure about.
[Suggestion]
Make each militia weapon available to all players, along with a fitting for each weapon PRE-MADE.
Laser ShotGun HMG Etc.
If you don't want to place these weapons on the market, have each new player start with 50 copies of EACH so they can get a good idea of the game before being told to grind for it. Here's an Idea about introducing more militia Items and starter fits even if it has items not in the game yet well for now I see some of those items don't exist. True but mlt RE's MD's Scanners LR's and such can and should be put in |
Killar-12
The Corporate Raiders
1033
|
Posted - 2013.09.09 02:01:00 -
[3] - Quote
KING CHECKMATE wrote:Or give respecs , so we dont need MLTs.... This isn't for vets it's for new guys |
Killar-12
The Corporate Raiders
1033
|
Posted - 2013.09.09 02:07:00 -
[4] - Quote
Nguruthos IX wrote:Mobius Kaethis wrote:I agree that there should be militia versions of all weapons and modules but not that everyone should have access to those weapons in premade fits.
It would be much more sensible to have premade fits contain all the weapons produced by a character's race.
For example the Amarr starter fits would include: scrambler pistol, scrambler rifle, laser rifle, and the heavy laser (or what ever the Amarr heavy weapon will be).
It would be silly for an Amarr starter fit to come equiped with gallente AR's (which is what happens now) just as an example.
I am going to go out on a limb and say that this is probably what CCP intends to do in the long run, once all the weapons have been implemented but since that is a long way off I'd settle for militia versions of all the weapons.
Edit: On a side note, you can use AUR to by standard level versions of any weapon which are useable without the skills. Just a thought for those really wanting to try stuff out. And I promise you out of 1000 players, maybe 1 will care enough to put in their credit card on day 1 and test out a Cash Gun. Lol. I agree, the premade fits should be racially setup. I think it would make sense to have like 50 copies of each, so they can try each gun. 50 sounds like a lot, but realistically they're going to pick one and go through it. And as a noob it may take 50 deaths before they decide that's a gun worth speccing into. so wait? Racial starter fits and 50 copies of every weapon and module? sounds good |
Killar-12
The Corporate Raiders
1033
|
Posted - 2013.09.09 02:11:00 -
[5] - Quote
501st Headstrong wrote:The problem is how powerful would this stuff be? If someone has a Militia Mass Driver or Flaylock, do you really think they'll dump thousands of SP into Flaylocks, or will they just kill with that Starter Suit. The Assault- Medic absolutely destroys players. If they do this, all militia gear has to powerful enough to entice players, but not so powerful that they don't want to go Proto. And hence why I declare that weapon attachments should only be allowed for Advance and Proto level guns only, if they ever do implement attachments... MLT MD's might only have 4 rounds and a lower ROF MLT Flaylock damage might be lower etc
Weapon attachment aren't coming for a few YEARS |
Killar-12
The Corporate Raiders
1035
|
Posted - 2013.09.09 02:23:00 -
[6] - Quote
Nguruthos IX wrote:501st Headstrong wrote:The problem is how powerful would this stuff be? The simplest way I can see to do this programatically is 1. Make a copy of each basic level weapon. Name Prefix them with "Training", remove SP requirements. 2. Create a fit for each weapon, matching it's race and give 50 copies. Then so the player knows what to do next 3. A popup message in Merc Quarters after each battle where the player used a Training Fit, explaining that these suits are in limited supply, but if they find the weapon they most prefer, they can unlock More and higher levels of that weapon using Skill Points in the skills tree. 4. Also note that weapons come in different sizes, and may be used by multiple frames of suit, provided that suit houses a weapon slot of that size. Still there need to be BPO fits too... |
Killar-12
The Corporate Raiders
1036
|
Posted - 2013.09.09 03:29:00 -
[7] - Quote
Nguruthos IX wrote:Killar-12 wrote:Nguruthos IX wrote:501st Headstrong wrote:The problem is how powerful would this stuff be? The simplest way I can see to do this programatically is 1. Make a copy of each basic level weapon. Name Prefix them with "Training", remove SP requirements. 2. Create a fit for each weapon, matching it's race and give 50 copies. Then so the player knows what to do next 3. A popup message in Merc Quarters after each battle where the player used a Training Fit, explaining that these suits are in limited supply, but if they find the weapon they most prefer, they can unlock More and higher levels of that weapon using Skill Points in the skills tree. 4. Also note that weapons come in different sizes, and may be used by multiple frames of suit, provided that suit houses a weapon slot of that size. Still there need to be BPO fits too... Ah. Yeah, nevermind. They really should just make a BPO for each with it's own militia lol. For Example for the Amarr all MLT variants
Assault Frontline Scrambler Rifle (only 30 rds, longer cooldown) Scrambler Pistol Some sort of Amarr Nade or Locus for now Rep tool(Hive for Caldari, Scanner for Gals, RE's for Minnies)
Assault Specialty(Cal=Sniper,Gal=Shotty,Min=MD) LR(longer cooldown) ScP Amarr Nade
Medic fit just with ScR
AV with an Amarr AV weapon |
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