Here's the second presentation hopefully giving us some more info about the future of Dust/Legion
There's a lot of detail here, so make sure you go over it a few times to make sure you didn't miss anything.
Enjoy ^^
Link to the first text version of the keynote here:
https://forums.dust514.com/default.aspx?g=posts&m=2109439#post2109439______________________________________________________________________
Learning from Dust
Plus: So much choice
Negative: So much choice
Skill tree is just unlocking, bad progression, making mistakes is too hard on new players
Why is progression important?
-Customize your experience
-Players set their own objectives
-Base of our economy
-Be who you want to be on the battlefield
Design goals for skill tree
-Ease of use (new players making informed decisions, and easy skill tree progression)
-Choice (If you want to play support or demolition, logistics will be the obvious choice)
-Natural fit (making it obvious what you're skilling into, and those things skilled into will fit easily in the role you're going into)
-Customization (being able to still customize your roles within the skill tree
-Specialization (or focus on one primary progression within the role)
-Counter play (Have fittings and items easy to skill into even as a new player, easily able to skill into a role in hours instead of months)
Cleaning up trees
-All 6 trees into one splitting off into roles
-Remove levels in skill "nodes" (no more pointless skill levels)
-Instead of words, use pictures of items in skill tree for better understanding, make it look "sexy"
Role based progression
Academy NPE
Explain light, medium, heavy suits
Two different endgame specializations
Changing skill tree to focus on designing your own role (Medium>Logtistics>Support equipment>Support weapons all in one tree)
Items are looted/scavenged (common, uncommon, rare)
Dropsuits when unlocked become BPOs, create emotional attachment (but items on suits will cost much more)
No more power of items (removal of basic, advanced, prototype, introduce meta values for items)
Weapons unlocked through specific role trees that make sense (but unlocking a weapon allows you to use it on any suit able to use it)
Examples
Scout
-Nova Knives
-Shotgun
-Locus Grenade
-Bolt Pistol
-Flaylock Pistol
Assault
-Swarm Launcher
-Sniper Rifle
-Assault Scrambler Rifle
-Assault Rail Rifle
Sentinel
-Forge Gun
-HMG
-Breach Bolt Pistol
-Breach Ion Pistol
Logitsics
-Mass Driver
-Laser Rifle
-Remote Explosives
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"What will be Dust and what will be Legion?"
"Most will be Legion, but hopefully everything will come to Dust"
Legion is Dust as the sandbox experience that Dust was supposed to beDrone PVE is only for Legion
Assault players will unlock items/modules in their role tree that will make the most sense for assault players to use, while logistics will unlock completely different items. Skilling down a role tree essentially creates fittings for you based on weapons and modules you choose to unlock instead of a very confusing skill tree.