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Fox Gaden
Immortal Guides
3243
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Posted - 2014.05.13 16:24:00 -
[1] - Quote
I think that if we try to adapt CCP ZGÇÖs item progression trees to fit the complexity and choice that veteran players are demanding, that we will get an awkward confusing system.
I have concluded that it would be better to have CCP ZGÇÖs simple and elegant system as an opt out overlay that players use be default when they start the game, but have the ability to turn off once they learn how to do so.
This way the default tree does not have to be complicated by accommodating every eventuality such as wanting to use a Shotgun on an Assault suit. You don't even have to include all the skills and items in it. Just make a tree for each of the most common roles.
When the default tree overlay system is shut off, you should gain access to a much less restrictive skill system that does not follow role progression and does not hold your hand.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Fox Gaden
Immortal Guides
3243
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Posted - 2014.05.13 16:35:00 -
[2] - Quote
Iron Wolf Saber wrote:We're not copying eve's system unfortunately.
Dust 514 and Legion are supposed to be lower barriers of entry to the eve universe and with the setting of a shooter environment the 5 node system doesn't work for us at all as it tries to force every node to be worth something. It is not the 5 level skills that cause a problem there, it is trying to force Item unlocks into a 5 node skill tree when there are no bonuses attached that is the problem. It is having levels in the node that have no benefit that is the problem.
If you separate items from skills, and keep the 5 levels for the skill while moving the item unlocks to a single level node system, you can come up with a system that has all the strengths of the EVE system, but works for an FPS.
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 17:51:00 -
[3] - 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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