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PEW JACKSON
s i n g u l a r i t y
35
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Posted - 2013.09.30 00:45:00 -
[1] - Quote
I was playing in a random squad earlier today that had voice comms. I joined a Domination that was nearly finished, but hearing some sensible discussion going on in team chat, I went ahead and joined the squad.
The topic about Uprising vs Chromosome came up while we were all restocking and playing with fits in merc quarters. With all of the forum discussion in mind (that I've read personally) I didn't expect to hear anything much too different from what I've already heard. Our squad leader said something that I personally had forgotten about.
The question was: What made Chrome more addicting than Uprising? Without hesitation, our squad leader said "It took a week or two to skill into another role."
He hit that one home for me. I had to reflect back on what really kept me glued to my t.v. at 3am in the morning. I remember back when in a matter of days you could have a viable new fit to try out for damn near miniscule sp costs. I had roughly 6mil sp when I joined my first corp, and with that I had a basic forge/ hmg heavy, a laser/scrambler scout, a smg/shotgun logi, and an ar/sniper rifle assault.
3.5mil SP went a looooong way last build and was one of the biggest reasons Chrome had the best player retention. Newberries felt like the casual effort they put into the game yielded rewards in a few days/ weeks. Having 18.5 mil sp in Uprising feels like how having 3.5mil sp would in Chrome.
We touched base on the fact that SP in Uprising didn't have the value it did compared to the previous build, and it also translated into the feeling of being robbed of precious time by some of the now dearly departed players. What made Chrome fun and addicting for most of us in the squad, was diversity and the fair to low price for it.
The one thing that was done right in Chrome was the skill tree, it may not have been all shiny and purrty looking, but it served it's purpose and was very efficient.
Name the next big build "Emulation", bring back the old skill system with Chrome's skills prices, add it in with Uprising's polish and new skills, and you have a very very solid mechanic for bringing back some of Dust's old players while also retaining many of the new.
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PEW JACKSON
s i n g u l a r i t y
35
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Posted - 2013.09.30 00:50:00 -
[2] - Quote
Chunky Munkey wrote:That was back when the game was being tested. CCP needed to make the top gear more accessible because it had months to test the skill progression for a system intended to last years.
They can still make the system last years by simply making new additions every so often. |
PEW JACKSON
s i n g u l a r i t y
35
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Posted - 2013.09.30 00:51:00 -
[3] - Quote
ZeHealingHurts HurtingHeals wrote:Yup.
But realistically, that ain't gonna happen. Said along time ago that the beta was accelerated and that the it'd take blah blah blah.
Sadly we are still in beta until we have all of the content available to us. |
PEW JACKSON
s i n g u l a r i t y
35
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Posted - 2013.09.30 00:53:00 -
[4] - Quote
Melchiah ARANeAE wrote:The only problem with this is what happens when someone has every skill they want? Sure, this'll happen with the current uprising mechanics, but no where near as quickly as it would with chromosomeGÇÖs skill costs. It would only take a few months to a year to get pretty much everything and then what? As much as I'd love to have all of my skills getting upgraded a lot faster, it'd reach the 'end game' much quicker as well. There isn't enough content currently to carry anything past the grind to get new gear, which is the bigger issue here.
What we really need is a better way to grind for SP instead of just running the same 3 game modes on the same maps over and over again.
CCP needs to look at new player retention than pleasing the old and already faithful ones. I doubt you'd completely quit the game because you have all the skills maxed for a few months. |
PEW JACKSON
s i n g u l a r i t y
35
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Posted - 2013.09.30 01:12:00 -
[5] - Quote
Melchiah ARANeAE wrote:
I agree, new player retention is an issue as well and it has to be addressed, but faster skill progression, in my opinion, isn't the answer.
What could you do once you have all the skills? Stomp pub matches? Put up with glitch abusing try-hards in planetary conquest? Sure, there'd be new content and skills to get. But you'd have so much unspent SP from the previous options you wouldn't need to really do much to get the skills. After that, how long would it be until it gets boring? A few weeks to a month? If I were in that situation, I'd have to stop playing (or at least not play that much) until new content is released.
Still missing the point I'm making. Faster skill progression was a very effective way to keep players interested. Even if CCP accelerated the progression, it'd still take a considerable amount of time and boosters to reach end-game. From what I understand if you maxed everything, you still wouldn't quit the game. let the newberries skill up and feel useful faster. |
PEW JACKSON
s i n g u l a r i t y
38
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Posted - 2013.09.30 02:03:00 -
[6] - Quote
Iron Wolf Saber wrote:I think we can there does need to be a stronger emphasis on redoing the tree's individual skills as there are still plenty of skills with no effect, no effect at lvl 2 and 4, no effect beyond lvl 3.
There is the problem of passive verses attached skills though with too many passive skills you wind up with players of the veteran variety getting too strong over the rookies who are just starting out. This also makes passive skills must have skills. While current system could be argued to be similar you would have to purposely choose those kills for the roles you are going for instead of these skills being blanket cover for any role decision choice.
I doubt we can completely go back to the old tree how would it be better shaped or would the branches be stronger? Tanking on the strengths from the previous trees and keeping it fairer in the new one?
The only thing I'd like to see return from the old skill tree is the SP costs of skills. Keep the core change of the skill tree that came with Uprising and even further improve on it as more skills become available, but lower the costs back to Chrome levels.
Those little frequent mile stones in unlocking new gear kept the game fun in MMO aspects. Uprising gained the FPS mechanics needed to make the game a relevant title, but lost the MMO feel due to the massive grind.
Thanks for the post btw |
PEW JACKSON
s i n g u l a r i t y
40
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Posted - 2013.09.30 03:40:00 -
[7] - Quote
RydogV wrote:I couldn't disagree more. I have no interest in unlocking everything in the first few months. If you want different options then create another PSN ID and start a new char with passive SP turned on and build that into your variety.
No what the game needs is more options. More maps, more modes, more reason to log on. I love Dust 514 but a certain boredom factor does set in from time to time. I have stepped away for a week or two here and there...but I always come back. The game does not need EASY MODE when it comes to skill progression. But is does need options for play and not all these elaborate EVE integration ideas...save that for a bit later in the "10 year plan".
The game needs the things shooter fans want to engage in...because despite the EVE setting this is a shooter first and an MMO second...always. Honestly, I stopped caring about SP and what I spent it on at around the 12 million mark LOL.
Hey you, yea you... Go away.
You can't unlock everything in a few months. Why go through all that trouble? Cutting sp costs in turn gives players more options. This game has things players (shooters) like to engage in. The problem is for players to enjoy the things they enjoy, they first need to put in months and months of time before being able to firmly plant a foot down to enjoy the experience many of us call New Eden.
I'll gladly take the majority interest over your personal need to have a game that caters to you. In this sense HTFU. |
PEW JACKSON
s i n g u l a r i t y
43
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Posted - 2013.09.30 13:01:00 -
[8] - Quote
Aeon Amadi wrote:Maybe if they split the bonuses on the suit skills between the specialization suit and it's frame it would make more sense - or hell, giving the frame bonuses at all would make sense.
I have Gallente Medium Frame to 5 solely because I thought that it would give me the first bonus listed under Gallente Assault (5% reduction to Hybrid Weapon PG/CPU) under the pretense that it was like Eve in that you still get bonuses for a Tech 2 ship from having Tech 1 skills.
There is no reason to get the frame skill even though you're forced to get it before getting the suit. Would make more sense if you got a bonus from the frame skill that applied to both the frame and the specialization suit. For instance:
Gallente Medium Frame: 5% reduction to Hybrid Weapon PG/CPU Gallente Assault Suit: Whatever Gallente Logistics Suit: Whatever
So, both the Assault and Logistics got the bonus from the Frame. This would allow new players to have -SOMETHING- while they're speccing into the specialization suits that reduces the blow from higher-skilled players, as well as forced higher skilled players to invest in those skills to get the maximum bonus for the suit they're choosing to role with.
More SP required in the long run but faster application of bonuses.
I like the concept, but that still leaves the huge SP cost towering over newberries. Changes like these would be very welcomed after we have all of the dropsuits available to us.
Question: Would it be too much to ask if we made basic frame skills x3 and racial x5? I also think all core skills need to be reduced back to x1- x2 multipliers. |
PEW JACKSON
s i n g u l a r i t y
49
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Posted - 2013.10.01 12:50:00 -
[9] - Quote
Morning Bump :D |
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