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Thread Statistics | Show CCP posts - 28 post(s) |
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CCP Z
C C P C C P Alliance
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Posted - 2014.05.14 07:32:00 -
[1] - Quote
Hello everybody,
Really great to see all of the feedback on these forums. Many questions and discussions have been raised after the presentation made during Fanfest, and CCP Frame pulled together a recap of some of the main concerns you guys had. I will try to answer these in this thread! Here are some of them:
Quote:What makes DUST special IS that a player with 50 million SP can still have a use for a militia Dropsuit. That ALL of those 2,000+ suits/items you have are actually useful and donGÇÖt become obsolete once you reach the next GÇ£level.GÇ¥ High SP players can squeeze higher meta modules into that militia suit and create great ISK efficient fits with it. ItGÇÖs incredibly gratifying to kill someone wearing a very expensive suit using a cheap one. The asymmetrical nature of DUST 514 is what makes the game compelling.
This will remain the case in Legion, for different reasons: You will have different contracts offered to you depending on your Dropsuit Meta Level. Basically, if you have 3 fittings with a 120, 200 and 350 Metalevel, you will have access to 3 different brackets where people will have the same Metalevel range as you. So, no Dropsuit will be obsolete. You will have access to non-match made battles, so basically you can pick any Dropsuit you want.
Quote:And no, looking at your old suits stacked up in your quarters doesnGÇÖt fix this. The inevitable result is to introduce an expansion with suit D that everyone works towards, and then gets bored with: i.e. the gear treadmill. People get exhausted with this kind of system and eventually move on to another game. All MMOGÇÖs with this approach to progression have declined in users over time. The only one that hasnGÇÖt is EVE, and it doesnGÇÖt use this approach. It is foolish to ignore this point.
Again, the nature of Legion is to work against Gear obsolescence, so your old gear will still have an interest for you after unlocking the GÇ£nextGÇ¥ Dropsuit in your tree. You donGÇÖt have to move in a linear way (ie, by going directly to the next Dropsuit). We will offer you many side choices that will make you more efficient or have more fitting choices with your current Dropsuit.
Quote:The proposed system makes it difficult to change directions if youGÇÖre deeply invested in something you donGÇÖt like. Under the system proposed you donGÇÖt unlock certain weapons until much deeper in the tree. As balancing nerfs/buffs come out (and theyGÇÖre unavoidable in a game of this nature) itGÇÖs going to make adjusting your character much more difficult.
We will offer a Respec Option (which does not exist in DUST 514). More information will come down the line as the projectGÇÖs development progresses.
Quote:In the current system, you can quickly start a different weapon and move on, while waiting for your weapon of choice to get fixed. I think your proposed progression system will create a lot of unnecessary friction and frustration by limiting playerGÇÖs freedom for the questionable benefit of accessibility (which can be better addressed via the UI and tutorials).
If you look at the tree that I showed during the presentation, basic weapons for all classes will be available early in the progression so you will be able to try them fairly easily (or quickly if you prefer). But yes, we are making the Progression more difficult. Right now, within a couple of weeks of play, you can basically create your ultimate Fitting and never do anything else.
Quote:You can have depth AND accessibility if you build the right UIs and invest the resources into making an amazing, story-based gameplay tutorial. EVEGÇÖs ISIS, and Mastery systems are excellent examples of how this can be done.
I donGÇÖt necessarily agree with the EVE example, it remains a really difficult progression system to understand. Legion is not and will not be EVE, even if both games share the same universe. We have many reasons justifying that choice: we are not the same business model (subscription vs free to play), we are not talking to the same target audience (hardcore MMO players vs Online FPS Players). That isnGÇÖt to say that their progression system isnGÇÖt great and applicable to EVE GÇô only that it does not necessarily fit the game we want Project Legion to become. I think that the new system will allow both: accessibility for new users to understand, while keeping the high level complexity of mix-matching modules, weapons and Dropsuits.
Quote:I suspect that your proposed system may very well draw in more players, at least initially, but it will suffer the same fate as other MMOGÇÖs using more traditional skill progression systems, and players will get bored and burn out.
We offer a much deeper and varied system than almost any MMO on the market, we are just trying to make it more accessible.
Please feel free to add any other questions, IGÇÖll do my best to answer them all :)
Z |
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CCP Z
C C P C C P Alliance
23
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Posted - 2014.05.14 11:30:00 -
[2] - Quote
1st batch of answers:
Quote:Can whatever system you put in place be change after launch ,like the 3 different trees we had from beta till now in Dust?
We are trying to create the best system for Legion, so I would say no.
Quote:With a PC game can't you do both the new easy progression and keep the lvl 5 system so we can just get what we want since we know what we want. Yes we could keep the 5 levels. From the studies and the research we made on DUST, people seems to not understand it. ThatGÇÖs why we want to remove it.
Quote:Are the weapons of each dropsuit tree race specific as Gallentee have Assault rifle but no scrambler or rail rifle? No, weapon types will be linked to Role and not necessarily Race. You will end up with 2 different Rail Rifle depending on the race though.
Quote:Will electronics and engineering skills still that bring those numbers as cpu and pg still be in the game? Yes
Quote:how will you implement passive skills and bonuses? They will be a node to unlock (same as a new weapon, Drop Suit or module)
Quote:I would want to know why the current skill system could not be a base for EVE Legion with a UI overlay guiding players into roles? Has a investigation of this been done? Re-watch the presentation, both Progression systems are not that far away from each other.
Respec will have a gradually increasing cost, so your choices matter
Monetization and Progression Producer
-CCP Z
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CCP Z
C C P C C P Alliance
43
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Posted - 2014.05.15 02:08:00 -
[3] - Quote
Quote: for what it's worth i'm of a strong opinion that players should be able to experiment easily at a low level/tier/etc with their progression and fitting variety...while it could spike increasingly in difficulty/time as they specialize deeper into roles/skills.
Yes, that is exactly what we are aiming for: easy at the beginning, so you understand all roles, what is their role on the battlefield and what items are associated to it; but specializing will take a lot longer and you will have to make difficult choices along the way (Cost of SP increasing as you go down a path)
Quote:I feel the current pace at which players can unlock basic suits/modules/weapons in dust514 is pretty close to where it should be-while reaching high end suits/modules/weapons/passives could reasonably use some tweaking (increased time/difficulty).
ThatGÇÖs where I donGÇÖt agree. The Current system is too fast, too many weapons, modules, drop suits given away to quickly.
Quote:Posting the skill tree
It will take a while before it happens. Just imagine, you are in a room with 3,000 people, you state your opinion, or explain your idea (a complex one, like all trees for all roles), and all 3,000 people start screaming at once to give feedback, opinion, comments GǪ it is just not constructive. I will be as transparent with you guys as I can, but CPM will be representing the Community for these matters and helping us design all the new systems for Legion.
Quote:Methodology Discussion No I will not discuss how the test was made. Seriously guys. Do you think we want to change things for the fun of it. We identified several issues that make Dust 514 less enjoyable, we are now trying to fix them for Legion
Quote:I think the above quotes really illustrate where we disagree. I have serious concerns about the financial viability of targeting a more casual player with Project Legion at the expense of your more hardcore fans. As much as I love New Eden and have invested in DUST 514, I have very little interest in playing the game of the nature youGÇÖre describing. I donGÇÖt think IGÇÖm alone. Now you may believe that by bringing in a flood of casual players it will more than make up for the losses from players like myself. There are some important points to consider with this strategy though. We are not trying to bring casual players in the game, we are trying to open the game to more players and not only create a niche game (as DUST is currently). If we want Legion to live, it has to provide an amazing experience but also be a financial success. Being a free to play Shooter on PC, we have to reach out to a bigger target audience than for the Console version if we want it to be successful
Quote:The online FPS player (the more casual players you seem to be targeting) are more fickle than the more hardcore players. LetGÇÖs be brutally honest here. Project Legion could be really great, and might have some cool visual flair, but it will never be able to compete directly with the major gaming studios/publishers with budgets that dwarf yours and teams with decades of experience producing shiny/polished games for the same core audience I donGÇÖt necessarily agree here. Money spent and team size are not the only factors. Innovation and user experience are what we are aiming for. Create a different game (sandbox Wild PVE/PVP) with a polished experience (more accessible, better UI, better immersion) will make us successful
Quote: Your concern that EVE is a different financial model is a bit misguided. EVE is free-to-play as well with the PLEX system. Why canGÇÖt we reduce the amount of unboosted passive and active SP gained by some percentage (maybe 30% or so) and increase the percentage of boosters by the same amount to make them a better value and more desirable? If we can buy/sell boosters on the market like PLEX then the systems will be very similar. Players can grind ISK to gain access to boosters, and players with more real money than time can sell them boosters for ISK. I have not presented the new Monetization system for Legion. We will be very far away from what DUST currently is (no gear/items for AURUM, players who donGÇÖt want to spend money will still have access to all GÇ£paidGÇ¥optionsGǪ). I will create a separate thread when I am ready to have this discussion
Again, as I said in the presentation and in this thread: the level of customization remains the same as in DUST, we are changing the way it is presented to all players.
Monetization and Progression Producer
-CCP Z
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CCP Z
C C P C C P Alliance
44
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Posted - 2014.05.15 03:01:00 -
[4] - Quote
Ulysses Knapse wrote:I strongly suggest that EVE: Legion adopt a progression system that mirrors EVE Online. I don't see why not.
And I am strongly working doing the opposite for the reasons stated 20 times in this thread :)
Monetization and Progression Producer
-CCP Z
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CCP Z
C C P C C P Alliance
68
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Posted - 2014.05.16 08:27:00 -
[5] - Quote
Quote: Negative Respec/Skillback idea I love it. That is really the kind of thing I will be looking at for our respec system
Quote: ISIS UI Discussion 100% agreed here again, ISIS is the basis of our thinking. I will share the mockups with you when they are ready
Quote: Will new players be able to see a noticeable improvement in their abilities as they apply their skill points early in their career?
Yes, but mostly they will unlock new items
Quote: Will new players that specialize in one role be able to develop enough in a month or two to be able to compete with veteran players? I donGÇÖt mean even playing field, but rather narrowing the gap in the area they specialise in enough to give them a fighting chance.
It is a choice you make. Within a couple of months, you will be more than competitive with Veteran player if you invest your effort in one role only
Quote: Are you simply collapsing 5 level skills into single nodes? Are you taking a lot of small rewarding steps and replacing them with a few huge daunting steps? Am I going to have to grind for two weeks to get 25% PG from the Engineering node when I only need 5% more PG to make my fit work?
We are basically creating 5 nodes level 1 instead of 1 node with 5 levels. It helps people understand and allow our trees to be more linear
Quote: Monetization Discussion
I can promise you, we are working on the fairest, none pay to win system ever seem in a free to play game.
Quote: How is restricting players for newcomers and/or idiots a better idea than keeping everything free and explaining it all?
Less frustration leads to better engagement. When a system is way too complex and obscure, you have 2 solution: explain it better, make it simpler. Both solutions are not exclusive, and thatGÇÖs what we are shooting for.
Again remember, as CCP_ROUGE stated it during the Keynote, Legion is a prototype, Legion is NOT Dust514, even if they share the same DNA. We have to make drastic changes to make Legion first green lit and then successful. Progression seems to be one of them.
If you look at the ecosystem he talked about: Player driven economy, sandbox MMO, Immersive experience, the new Progression System we are working on makes a lot more sense.
I am going through all the replies here and will make sure the feedback will help us improve our current design
Monetization and Progression Producer
-CCP Z
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CCP Z
C C P C C P Alliance
68
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Posted - 2014.05.16 08:56:00 -
[6] - Quote
Kevall Longstride wrote:Item and Variation discussion.
Think about it this way: there will be no market in the way it has been implemented on PS3. All items have to be looted from our scavenging/pve/wild pvp areas and then traded between players.
Again, no weapon or module will be available for AURUM or give you any type of leapfrogging through the Progression.
Basically, all variations of an item will have the same Metalevel but variations will be a little better in terms of performance .
Monetization and Progression Producer
-CCP Z
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CCP Z
C C P C C P Alliance
70
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Posted - 2014.05.16 09:26:00 -
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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-¦m assuming dropsuits and vehicle BPOs will be available for purchase with AURUM then?
Of course not.
Monetization and Progression Producer
-CCP Z
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CCP Z
C C P C C P Alliance
71
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Posted - 2014.05.16 09:32:00 -
[8] - Quote
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 ...)
Monetization and Progression Producer
-CCP Z
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CCP Z
C C P C C P Alliance
127
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Posted - 2014.05.29 02:36:00 -
[9] - Quote
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 ...
Quote: He must be trying to derive a substantial amount of income from respecs - and all respec discussion The primary goal of a respec system was more to allow people who made a mistake to correct it than to make money out of it. I did not foresee that it will create such a big debate :) I will get back to our design team to work on it.
That's where we have to stop guys. That is not constructive AT ALL! We did a survey, we have our results, just trust me on that. If we start questioning that kind of things, it will be impossible to have a good conversation.
Quote: Just to reiterate fully however, once unlocked those weapons can be used in any fit/with any suit so regardless of race or role correct? (with the possible exception of special cases such has Heavy Weapons) Yes and yes again. We are keeping all the functionalities we currently have in DUST, the tree example you saw in my presentation is a GEAR UNLOCK tree, so once we unlock one piece of equipment, you can use it the same way it si in DUST right now.
I agree with all of you guys on that. Our current NPE is bad so we are working on a new and much better one. This will solve a lot of the complexity issues we are seeing in the game right now. Overall Progression still is much more than just NPE.
Right now our Progression system is the center of our Economy Flows. As CCP_Rouge said during his presentation, we want a Player Driven Economy, where you loot your gear and then sell it to other players. This Progression will be the base on how loot will be distributed, on how the overall economy will work.
I understand what some of you said: it is against some ideas we have in new Eden. I still think that we are doing that for the greater good. Not owning anything in a game is conter-intuitive for many people. It does not change anything on the ISK sink they were, we will just have to adjust other sinks.
Quote: Natus Nobilis NFS World Progression System No, we are not getting that Progression. We all know that Legion Progression will be much deeper, much more interesting and a lot more integrated in the Core Experience.
I will go through all the design that some of you worked on and discuss them on the different thread.
Thanks again for your feedback, it is helping us a lot!
Z
Monetization and Progression Producer
-CCP Z
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CCP Z
C C P C C P Alliance
137
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Posted - 2014.06.24 10:19:00 -
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Hello,
And sorry for not giving any answer for quite a while, but as you can see in my other thread, Market has been my focus for the past couple of months (and a lot of secret other stuff of course!).
Basically, a lot of good points were made during this discussion and I had some long chats regarding the Progression System. I looked at all the different proposal, our vision for what the Progression for Legion should be evolved a lot since Fanfest.
So a lot of changes will be made from the presentation I made. Even though we want to change the way Progression was in DUST, we still want to keep some important mechanics you guys love.
So for now, I will close this Thread and get back to you as soon as we have the Progression 2.0 Design.
Thanks a lot for all your Feedback, it helps us a lot making the right choice for our game.
Z
Monetization and Progression Producer
-CCP Z
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