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Thread Statistics | Show CCP posts - 3 post(s) |
Fox Gaden
Immortal Guides
3213
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Posted - 2014.05.12 19:12:00 -
[1] - Quote
This is an idea I came up with today while listening to the Biomassed PodCast. I think it has relevance in this thread as well.
Fox Gaden wrote:The most difficult balance in developing a skill system for Legion is finding the balance between making it easy for new players to figure out, while making it complex and flexible enough to keep veteran players interested.
Some of the criticism with CCP Z's plan comes from people thinking that it leans too far toward the new player, and that it will not be as fun for veteran players as a result.
While thinking about this I also thought about the certificate system in EVE, as well as what CCP did when they changed the UI for the skill system in DUST. If you know where to look, you can still open the old skill system in DUST which uses a list interface rather than a node interface. The key that I took from this was knowing where to look.
My proposal is that the skill system that is prominently displayed when you start the game would be CCP Z's Role based Item Progression system, and if you purchase your skills through that progression you will get a skill plan that works for the role you choose. The prerequisites for the skills in that interface would be set by the interface, rather than being the actual prerequisites for the skill.
Then there should be a second skill system interface designed for the veteran player which is much more free form. This second system should be buried a bit so that you have to discover it, or be told about it. This interface would include the same skills as CCP Z's interface (possible more skills), but they would be based on their actual prerequisites, rather than role based prerequisites.
So lets say you want to use the Tactical Assault Rifle: - New Player Interface: You need to skill up through the Assault suit tree, get Assault Rifle, and then you can get the Tactical Assault Rifle skill. - Veteran Player Interface: You simply go to the weapons tree, get the Assault Rifle skill, and then you can get the Tactical Assault Rifle skill.
Key premises:
1) You can't go wrong with the New Player Interface, but you can be more creative with the Veteran Player Interface. On the flip side, the Veteran Player Interface will give you the freedom to make mistakes, while the New Player Interface imposes restrictions that protect you from yourself.
2) The New Player Interface is the default which new players will find easily when they start the game. They will only discover the Veteran Player Interface if they are exploring the UI, or doing research. In either case they are taking actions which indicate that they are ready to discover greater complexity in the game.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Fox Gaden
Immortal Guides
3213
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Posted - 2014.05.12 19:13:00 -
[2] - Quote
This is a letter I sent to all CPM members:
Fox Gaden wrote:Greetings CPM members:
I am the CEO of the second largest training Corporation in DUST 514, a cofounder of the Learning Coalition, and a sponsor of the Spanish Rookie help channel (Novatos Espa+¦ol).
I see CCP ZGÇÖs proposed Item Progression Tree as a vastly superior way to unlock items, but I believe that completely abandoning the 5 level skill system, specifically the 5 level skills that provide bonuses, is a huge mistake!
I have spent hours talking players who were completely new to the New Eden universe through how skills and fittings interact to allow them to build a suit that works for what they want to do. I completely agree with Dennie Fleetfoot that CCP ZGÇÖs proposed system will make getting started a lot easier for new players.
But I have also talked to those same players two or three weeks later and had them tell me that DUST 514 is so much better than CoD, Battlefield, or any other FPS they have played because of the depth and complexity of the character/fit customization.
The fitting optimisation skills are a mini game within the game. I remember how satisfied I felt when I realized that I could make my fit work for less than half the skill point cost by training Heavy Weapon Optimization to 4 rather than training Electronics to 5. I had solved the puzzle! That is depth through complexity. That is fun!
Other item optimization skills are important as well. It is one thing to have access to a weapon or a piece of equipment, but it is another thing to put the skill points into specialising in it. Skills that reduce PG or CPU usage; reduce sway, kick, or dispersion; or otherwise make the item easier to fit or more effective, help to make you feel like a specialist. They arenGÇÖt mandatary, but they give you a slight advantage with that item over someone who does not specialise.
If we are going to use the Item Progression tree to unlock items, it should also unlock 5 level bonus skills associated with each of those items. If Item Progression is the tree, the Item Optimization skills should be the leaves on that tree.
Personal Enhancement skills are important too:
I want my character to be more than the sum of his modules!
I want to be Tonny Stark, not one of those dam suits! I want to train skills that make my character better regardless of what fit he wares. I want to train Electronics and Engineering so I can make unconventional fits that no one else has considered. That is sand in the sandbox. DonGÇÖt take my sand away! When no one in the squad has hacking mods equipped, I want to be the guy who can hack a little faster because I put skill points into a skill that others considered merely a quality of life skill. Or I might want to be the Logi who can see other medium frame suits on my radar closing in on me when I am hacking, because I put some points into Scan Precession. These are skills that give the character individuality beyond what suit he wares. This helps with immersion, and with forming an emotional tie to your character. He is not a robot! Under the armour he is flesh and blood.
If Item Progression is the tree, then Personal Enhancement skills would be the roots that make the entire tree stronger.
The 5 Level Skill system is what has allowed EVE Online to work for 11 years. The 5 Level Skill system is one of the best things that DUST 514 has going for it. It is a large part of why DUST 514 is better than Call of Duty or Battlefield. It is a diminishing returns system which allows new players to get more than half of the potential benefit by skilling to level 3, for a very reasonable expenditure of skill points, while also letting veteran players go back and gain small advantages over their opponents by spending large amounts of skill points to nudge a skill up to level 5.
Abandoning this fundamental aspect of the game just because skills donGÇÖt work well for unlocking equipment is like throwing the baby out with the bath water. The Item Progression tree is a good replacement for skills such as Dropsuit Command which served only to unlock items, but getting rid of the bonus skills at the same time is like an American remake of a French movie, it completely misses the point!
Fox Gaden / Crash Gaden / Renier Gaden
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Fox Gaden
Immortal Guides
3213
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Posted - 2014.05.12 19:22:00 -
[3] - Quote
Kevall Longstride wrote:I understand peoples concerns but I've felt for the longest time that Dust's skill tree is as it is to satisfy Eve players rather than become its own thing. I have to disagree on this point. Most of my members are new players from other FPS games. (Lets face it, the EVE players usually join DUST University due to name recognition.) I certainly agree that there is an NPE problem with the current skill system, but the same FPS vets who struggle with the skill system in their first days of DUST, tell me in their second or third week of the game that the complexity of the skill and fitting systems is in their minds the best thing about DUST and gives DUST far more depth than CoD or Battlefield.
Kevall Longstride wrote:While aesthetically and lore wise the game should be very close to New Eden, I'm concerned that being too much a slave as to what has come before can handicap and stifle the games identity. Dust/Legion should be its own thing in the New Eden Universe. Simply doing something one way because Eve does it like that is the wrong way to think about it. The converse to this is that if CCP seeks to copy the way things are done in other FPS games, there will be nothing that sets Legion apart from those other games.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Fox Gaden
Immortal Guides
3223
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Posted - 2014.05.13 11:50:00 -
[4] - Quote
The Good and the Bad of CCP ZGÇÖs proposal:
More intuitive system for new players: Good. Getting rid of no bonus skills (Dropsuit Command etc.): Good Discouraging fitting diversity: Bad Dumbing down the skill system to the level of other FPSGÇÖs: BAD! Getting rid of the 5 level skill system: Bad, BAD, BAD!!!
The 5 level skill system is one of the bet features of DUST and is more interesting to work with than in other skill system I have encountered in any non CCP game.
Dropping the Standard/Advanced/Proto divisions in favour of a Meta Level system is a good move though. A Meta Level system has the double advantage of having the potential to add greater complexity, while at the same time being easier to understand and use.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Fox Gaden
Immortal Guides
3223
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Posted - 2014.05.13 12:11:00 -
[5] - Quote
Kevall Longstride wrote: I hate to break this to you, but the reason that Dust hasn't gained the player base that was hoped isn't just because a lot of feature haven't made it or lack of quality in the game, it's because it's so bloody hard to understand for those that are used to the Halo's and COD's of the FPS world. We keep the tree 'as is' and the player base will never grow beyond 5K. Ever.
I completely disagree with you on this point. I was in a squad with a bunch of new players this morning. One of them commented that he had Modern Warfare in his PS3 but had not played it in days because he could not tare himself away from DUST. Another young guy in the squad piped up to say that DUST was way better than CoD.
I encounter FPS vets with no connection to EVE all the time who really like this game. Players who have been playing FPS games for years, and find that the complexity of DUST provides a fresh new experience compared to the same old stale experience of other FPS games that just rehash the same formula over and over again.
If we can get new players past those first couple days of confusion, it is the complexity which will keep them interested. DUSTGÇÖs niche should be the same as EVEGÇÖs niche. DUST should be The Thinking ManGÇÖs FPS, just as EVE is The Thinking ManGÇÖs MMO. DUST does not have to be a complex as EVE, I agree, but to hold that niche it must be a lot more complex than other FPS games. Same goes for Legion.
DUST lost a lot of players in the past year because there were serious problems with builds 1.0 through 1.7, but in 1.8 we finally have a relatively decent build with reasonable balance. Sure there are still problems, but nothing really major.
I donGÇÖt think that anyone who had played the game for more than a week ever left due to the skill system. We only have to make that first step easier. Ruining the rest of the game just to make the first 3 days easier is a big mistake. There are other ways to make the first 3 days easier without ruining the game for the rest of the players.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Fox Gaden
Immortal Guides
3223
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Posted - 2014.05.13 12:30:00 -
[6] - Quote
Kevall Longstride wrote:We need a system more welcoming, more forgiving and less prone to wasting SP like the current system is. None of the other FTP games use a 5 level system quite like ours, and they have A: larger player bases than Dust and B: Make more money. I agree that we need a system that is less prone to wasting SP, but I vehemently disagree that the 5 level system is a the problem. The problem is that they tried to jam item unlocks into the 5 level skill point system without including bonuses. If they canGÇÖt come up with a bonus to make every level of a skill worth something, then they need to separate Item Unlocks from the Skill System! But that does not mean throw out the 5 level skill system! It just means separate the two into complementary systems.
The 5 level skill system in DUST, even as broken as it is with the non bonussed Item Unlock skills, is still vastly better than the skill system in World of Warcraft, which has active skill point accumulation.
Kevall Longstride wrote:Continuing to use a subscription based model in a FTP game is financial suicide for CCP. Changes will have to be made if the game is to compete with The World of Tanks and Planetside 2's of the PC based FTP genre. If anything, I believe that the 5 level skill system works better with active skill point gain, because active skill point gain means that some veteran players will get way ahead of new players in terms of skill points, so being able to access over half the benefit of a skill by levelling it to 3 makes it easier for new players to improve quickly and compete against the vet players who have those skills at 5. Where as in the type of linier progression tree that many other games have the veteran player will have much MORE of an advantage over new players.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Fox Gaden
Immortal Guides
3223
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Posted - 2014.05.13 12:47:00 -
[7] - Quote
Maken Tosch wrote:On your last point, Kevall, I especially agree. The Dust system of progression may have been an improvement in Uprising compared to previous builds but it's still lacking in understanding.
Again, the ISIS system in Eve helped players better understand what each ship is best used for and what skills best support the roles that each ship is suited for. That same principle should apply to Legion. Maybe not with the exact same tree setup as seen in ISIS due to the problem you pointed out earlier, but it's a step in the right direction in helping new players understand the progression without needing any tutorial to explain it to them. I am not familiar with the ISIS system but I do know that I am happily training skills in EVE the way I have always done. They did not take the skill system away in EVE. If the ISIS system is an overlay on the skill system that grew out of the Certificate system, then I agree this would be a good thing for Legion, but only if it is an overlay. Taking away the skill system for veteran players is not the same as adding an overlay system.
When I came back to EVE in 2012 after a 4 year break, I found the Certificate system very useful until I got back up to speed enough to know what I wanted to train without it. If new Legion players were funneled into a system like that where they selected their training from a tree based on defined roles, it would make it a lot easier for new players. But that is a solution to help them through their first days or weeks. It should be an opt out system, not the entire system!
I only used the Certificate system in EVE for about a Month or so, until I felt like I knew what I wanted to do better than the system did. It was suggesting that I train skills that I knew I would not need for the particular thing I was doing, because it was following general principles and I was creating a customized plan.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Fox Gaden
Immortal Guides
3228
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Posted - 2014.05.13 13:00:00 -
[8] - Quote
Spectral Clone wrote:To be honest, CCP Z need to come to the forums and talk with us soon. Its not fun to communicate with a wall.
So... Your goal is to make the skill tree more accessible. I definately agree with this! But you probably should not waste time on revamping it from scratch, since that will take a lot of manhours, and we do not want the game to be delayed!!! I will describe how to save development time in the following section.
There is a way to make both the hardcore theorycrafters from EVE and the instant gratification crowd pleased. And this concept already exists in the game (in a crude sense): The graphical skill tree/Skill tree list.
In Diablo 3, there is a game option to enable advanced customization (check box in the game menu, which is off by default on new accounts), I.E. remove the conditional dependence between certain modules and slots. This kind of supportive game option could be great support wheels for the new players, while at the same time offering the option to remove the support wheels and offer a interesting and complex skill tree for the hardcore theorycrafters.
So how would this be implemented?
1. Add an option in the game menu related to advanced skill progession OFF/ON (OFF by default for new players). 2. The option should enable/disable a skill tree overlay UI that makes it more accessible and add 'conditioned' paths through the skill tree. 3. If the option of advanced skill progession is enabled, there should be no dependence between dropsuits, modules and weapons, other than what we have today.
I do not support your wild card idea, it gives me and many others the picture that you did not design the system well enough from the beginning.
Harden The F*ck Up and back to the drawing board CCP Z! ;) Like you say yourself, killing (your idea in this case) is only a means of communication. I fully support this idea.
I also think Spectral Clone is right. CCP ZGÇÖs should not bother with a Blog or a video. He should post his ideas in detail on the forum and let us enter a direct discussion with him on how it should work. Frankly the quality and level of constructive feedback on this issues has been amazing. While people have serious concerns about some of CCP ZGÇÖs ideas, we see that he has good ideas too. He would not be throwing himself to the wolves if he came on here and talked to us. We would be gentile, I promise. (And if anyone gets to worked up and starts making a seen, CCP Logi Bro can show them the door.)
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Fox Gaden
Immortal Guides
3228
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Posted - 2014.05.13 13:02:00 -
[9] - Quote
CCP Saberwing wrote:Yes, he's off sick at the moment. I've just fired him an email with some forum thread links and he does want to chat. He's a friendly dude. Just make sure to keep him well fed and groomed. Yeah, he does seem like a likeable fellow. I hope he gets well soon. (Not TM)
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Fox Gaden
Immortal Guides
3233
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Posted - 2014.05.13 13:36:00 -
[10] - Quote
The Solution in Point Form:
- Node based Item Unlocks (no 5 level system here.)
- Only Item perquisites would be more general versions of that Item: * You have to unlock Sniper Rifle, before you can unlock Charged Sniper Rifle. * You have to unlock Assault Rifle before you can unlock Tactical Assault Rifle. * You have to unlock Nano Hives before you can unlock Triage Nano Hives.
- Item unlock nodes would also unlock 5 level skills that enhance that item in some way.
- There would also be skills that are not tied to an item (Engineering, Electronics, Hacking, etc.) that help you regardless of what fit you use.
- Place these items and skills in a Opt Out system which places them in a role based skill tree, where following a tree will ensure a viable setup for that play style. (You donGÇÖt even have to include all the available items/skills, if an item or skill does not quite fit in any of the role trees. Keep it simple.)
- Include an option to Opt Out of the role based system, so that you can gain access to the open free form Item/Skill system. (DonGÇÖt make this Opt Out option obvious. Make it so there is a sense fo discovery if you find it. Make the option to turn the Role based system back on really easy to find.)
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Fox Gaden
Immortal Guides
3245
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Posted - 2014.05.13 17:59:00 -
[11] - Quote
Default System: Use the Item Progression tree that CCP Z proposed. DonGÇÖt add any wild cards or any complicated hybridisation. Keep it simple. But add optional 5 level skills like leaves on the skill tree, attached to each item, that give bonuses for that item. If there are no good bonuses, donGÇÖt add leaves (skills) to that node.
Advanced System: This would be an open list system with only sensible prerequisites. (# Items, *Skills):
#Assault Rifle |_* Assault Rifle Operations [1 to 5] | |__ * Assault Rile Proficiency [1 to 5] |_* Rapid Reload [1 to 5] |_* Power Grid efficacy [1 to 5] |_* CPU efficacy [1 to 5] |_# Tactical Assault Rifle |_# Breach Assault Rifle |_# Burst Assault Rifle
#Nano Hive |_# Compact Nano Hive |_# Triage Nano Hive
# Medium Frame Dropsuit .|_# Gallente Medium Frame Dropsuit .. |_ # Gallente Assault Dropsuit .. | |__* Gallente Assault Dropsuit Operation [1 to 5] .. |_ # Gallente Logistics Dropsuit .. | |__* Gallente Logistics Dropsuit Operation [1 to 5]
* Engineering [1 to 5] * Electronics [1 to 5] * Hacking [1 to 5] * Profile Dampening [1 to 5]
There is only so much I can do to draw a picture using ASKII text and without being able to use tab spacing, but that is the general idea. Instead of a few big trees, it would have a lot of little bushes.
Also, the number of Skill Points needed to unlock an Item Node should be proportional to the Meta Level of the item. So while skilling into the Sniper Rifle node would unlock access to both the Tactical Sniper Rifle node and the Charged Sniper Rifle node, unlocking the Charged Sniper Rifle should require more points than unlocking the Tactical Sniper Rifle, because the Charged Sniper rifle will be a higher Meta Level than the Tactical.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Fox Gaden
Immortal Guides
3278
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Posted - 2014.05.14 12:46:00 -
[12] - Quote
Principal: Every Skill Point spent should return a tangible benefit.
However, Skill Point sinks are still required. I propose that the weapons unlocked by the first node in each weapon tree be the same as the Militia variant of that weapons, except for reduced PG and CPU requirements. This would bring weapons in line with models, where the only change is PC & CPU. Then the variant of the weapon with the larger clip size or equivalent benefit, should be unlocked by the next node in that weapon three.
For example the Plasma Rifle would be the same as the Militia Plasma Rifle except for PC and CPU requirements. Then the Assault Plasma Rifle with the larger clip size would be unlocked by a node you have access to once they have unlocked the Plasma Rifle.
I think unlocking the Plasma Rifle should give you access to the nodes for the Assault Plasma Rifle, Burst Plasma Rifle, Breach Plasma Rifle, and the Tactical Plasma Rifle. Each would have a different skill point cost to unlock them according the meta level assigned to them.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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