Joseph Ridgeson
WarRavens Final Resolution.
1684
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Posted - 2014.05.07 08:03:00 -
[1] - Quote
Maken Tosch wrote:Mobius Wyvern wrote:I really don't see why they would need to completely tear up and redo the progression system we have right now, to be honest.
Again, the EVE team talked in their NPE presentation about better teaching players how to handle complexity, while the Dust team is approaching the problem as "complexity isn't sexy!" and trying to dumb down the game. The progression system in Dust is flawed at best. Too many SP sinks, some weapons didn't have optimization skills (nova knives for example... the only example), some skill levels were useless (no point in training lvl 4-5 in certain skill books), etc. Then there was the academy that wasn't really an academy and didn't show players how to properly progress in the game and were instead fed to the sharks.
^ that. The SP change from beta to launch was quite shocking. Each racial suit requiring an extra 273,600 SP to get into because of the Frame System, skills going from x2 to x5 because "we looked at it and decided that those skills were powerful", and more skills needed to get to simple things. The problem is that they put an EVE type "it is going to be two years from today that I can fly a Titan" skill sinks into a game type that is traditionally "log in, skill some people, have some fun, log off." This was probably done to artificially give the game more depth so CCP could say "DUST 514 would require years to get everything as it has so much depth" to the cameras and slow down the burn of people going into Prototype. In beta it was about 4 million SP to hit Prototype in a suit, now it is between 6 and 8 million.
They don't need to completely tear down the skill tree but it is not a terrible idea to be honest. Making things more streamlined and lowering complexity isn't necessarily dumbing things down. Something can be difficult without being complex. For example, any 8 year old should be able to learn the rules of Chess inside of 30 minutes. Not too difficult really, even D'Angelo was able to teach two drug dealers how to play Chess in three minutes. Legion is hoping to be the same way I guess. Something that anyone can learn how to do but it is difficult in different ways.
Let's be honest for a minute. The SP tree is not hard, it is complicated. This means that a ten minute read through of a "So You Just Started DUST" guide arms people well enough to make moves that help them out just fine but people that go in without that level of preparedness waste their SP. The difficulty comes in fitting. Prototype weapon with Basic-Advanced Modules or Basic weapon with Prototype modules? You can use this module but you lose this or you can use this module but it takes up a fitting slot and isn't as efficient. Difficulty should be in the game through choices and gameplay, not in mechanics. The new X-COM game is fairly difficult and rewards great strategic play but are far, far less complicated than original UFO Defense. That is a good change and my guess is that Legion wants to be the same thing.
EVE is having the same changes though in different ways. The ISIS system has made the game a LOT more approachable in regards to what is each ship supposed to do and what I should have to fly each ship competently. Complexity and frustration do not a difficult name make.
"This is B.S! This is B.S! I paid money! Cash money, dollars money, cash money!"
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