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Thread Statistics | Show CCP posts - 28 post(s) |
Aeon Amadi
Edimmu Warfighters Gallente Federation
5646
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Posted - 2014.05.16 09:51:00 -
[1] - Quote
Spectral Clone wrote:CCP Z wrote:Again, no weapon or module will be available for AURUM or give you any type of leapfrogging through the Progression. I-Śm assuming dropsuits and vehicle BPOs will be available for purchase with AURUM then?
The only BPO that will be in the game is your personal dropsuit - of which there will be only be one. Your weapons/modules and what not are all expendable on your fittings and what not. The only thing you'll never really "lose" IS your dropsuit. The best way that this can be described is what CCP Z said at Fanfest - it's like your Iron Man suit.
Useful Links
//forums.dust514.com/default.aspx?g=posts&t=133588
//forums.dust514.com/default.aspx?g=posts&t=134182
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Aeon Amadi
Edimmu Warfighters Gallente Federation
5646
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Posted - 2014.05.16 09:56:00 -
[2] - Quote
CCP Z wrote:KAGEHOSHI Horned Wolf wrote: Feedback on Progression I like a lot the sidegrades idea and that is something that our Design Team is currently looking at (more or less modules, different weapon types, different abilities like being able to hack or not ...)
One thing I really want to know is how you guys are going to progress with... well, progression itself. From what you presented at Fanfest, you choose a role before a race - which makes sense, it flows much in the same way of Battlefield 2142.
However, one thing that has been kinda irking me is how the player's dropsuit will look until they've chosen a race? Is there going to be a neutral suit that has no aesthetic value like the Amarr gold/filigree or the Gallente green/sexy curves...? Just a "frame" of a suit with no real graphical element to it?
If so, are those elements added in when we've established what our role/race is? Are we going to be able to mix elements together to make our own playstyle (Caldari Shield buffer with Gallente repair rate, for instance) like the pirate factions in Eve?
Sorry for so many questions, just the whole progression process seems quite foreign to me
Useful Links
//forums.dust514.com/default.aspx?g=posts&t=133588
//forums.dust514.com/default.aspx?g=posts&t=134182
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Aeon Amadi
Edimmu Warfighters Gallente Federation
5658
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Posted - 2014.05.17 16:32:00 -
[3] - Quote
Cyrius Li-Moody wrote:
The current skill system we have works to a certain extent but has it's obvious problems. 1/3/5 is bad. Items should be unlocked at 1 and every point after should provide a bonus. Why is this difficult?
Guess you were so angry you completely missed the part where they practically described the system being exactly like this.
Useful Links
//forums.dust514.com/default.aspx?g=posts&t=133588
//forums.dust514.com/default.aspx?g=posts&t=134182
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Aeon Amadi
Edimmu Warfighters Gallente Federation
5659
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Posted - 2014.05.17 16:43:00 -
[4] - Quote
Maken Tosch wrote:Aeon Amadi wrote:Cyrius Li-Moody wrote:
The current skill system we have works to a certain extent but has it's obvious problems. 1/3/5 is bad. Items should be unlocked at 1 and every point after should provide a bonus. Why is this difficult?
Guess you were so angry you completely missed the part where they practically described the system being exactly like this. That's usually what happens in a 23-page thread. EDIT: Woops! 24 pages now. EDIT2: My only concern about the new progression system is that I would be forced into training up a suit I don't want for a weapon that I like. That to me is an even bigger SP sink than what Dust currently has.
Not really. Guy said that it would be really easy to get stuff and that most of your SP investment in the early-game would be spent on unlocks, not so much bonuses. I like to think that once you get to the racial bit (since it's Academy > Frame > Role > Racial > Specialization) you're focusing more on fine-tuning and turning your dials than you are setting everything up. Making your playstyle more powerful as opposed to getting stuff for it.
What with a system where you don't have to get Dropsuit Command 3 > Amarr Heavy 3 > Amarr Sentinel 1, it seems like it'd be a hell of a lot easier to blaze through to the suit you want and then focus on all the extra stuff. I know a lot of people are saying that "modules/weapons shouldn't be locked behind roles" but honestly, I can't see much of a reason you'd need Profile Dampeners and Myrofibril Stimulants on a Sentinel xD
Big problem I see right now is that people are so angry, they're not doing their research/reading to find the answers. I mean, there is a "First Dev Post" button in the upper right and then you can just click on the blue banners to go to the next one =P
Useful Links
//forums.dust514.com/default.aspx?g=posts&t=133588
//forums.dust514.com/default.aspx?g=posts&t=134182
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Aeon Amadi
Edimmu Warfighters Gallente Federation
5842
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Posted - 2014.05.29 03:09:00 -
[5] - Quote
CCP Z wrote:Hey guys,
Sorry it took me so long to get back to you. The current focus is on making the Market, so I was really busy!
Let's start with answering some questions, and again, sorry if I missed yours but ... 31 pages ...
To combat the general feeling that player's have - that weapons/modules will be locked behind roles - are you interested in providing ways to jump directly to what they want, within moderation? I can understand the mutual dislike for having to go through an entire role just to get a certain weapon that I like.
Another consideration is how much SP all of this will cost? How hard will it be for me to specialize in, say, Assaults and then have to go through the Logistics tree to unlock 'x' weapon? This sort of thing matters on a play-time scale, it probably shouldn't take me weeks/months to unlock a particular weapon locked behind a role.
Useful Links
Aeon Amadi for CPM1
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