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Thread Statistics | Show CCP posts - 28 post(s) |
Celus Ivara
DUST University Ivy League
192
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Posted - 2014.05.15 08:48:00 -
[1] - Quote
Ulysses Knapse wrote:CCP Z wrote: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 :) Take EVE's progression system, mirror it, then streamline it. Now, create an analogue to ISIS for players to use. Congratulations, you now have a system that is easy to understand as well as non-restrictive. Can you find any flaws in my logic? (A note: My apologies at quoting you Ulysses, I'm actually addressing many people at once with this post.)
Firstly if I may, the skill tree we're using in Dust has some deep intrinsic problems in it. It makes sense to us because we've been using it for the last year, but it is hyper unintuitive to the new player.
And, iIt's more than just Dropsuit Command doing nothing at level 5. -Some skills unlock gear at 1/3/5. -Others unlock gear at 1/2/3/4/5. -Some skills give buffs to gear (confusingly called "efficacy"), in addition to unlocking gear. -There's "core skills" that give universal buffs to suits. -"Hacking" gives universal buffs, while ALSO unlocking gear. -Skills exist that have no purpose other than unlocking other skills. -"Which of these 4 shield skills is the one that gives me more health?" -To figure out what an item is you have to leave the skill menu, enter the Market, press the secret "Show Info" button, and toggle out of the flavor text to the attributes.
Yes. Our present skill tree "works". But by no means does it "work well".
I know it's counter-intuitive, but user-friendly and deep are not mutually exclusive things. There is a difference between bad-complexity and good-complexity.
Secondly, many here are making the argument: "The present skill tree is EVE's skill-tree, and EVE's skill-tree is perfect so why are we changing it?" There's two parts to this argument so let's break it down:
1: "The present skill-tree is EVE's skill-tree,..." Actually it's not. EVE's system relies upon Attributes, implants, neural remaps, solely Passive learning of a specific skill, subscriptions, and EVE bonuses are granted by the Ships after checking the Skill level while Dust bonuses are granted by the Skill to the Dropsuits (which sounds like the same thing, but is different and subtly causes massive issues for balancing), ...to name but a few.
Just as I've taught many FPS players how the Dust skill-tree works, I've also taught EVE players how Dust works and they've been just as confused.
2: "... EVE's skill-tree is perfect so why are we changing it?" EVE's skill-tree was not pulled from the Ark of the Covenant. Nor is it Euler's Identity, nor a pyrite crystal. It's a "messy" solution cobbled together by human hands in response to a very specific problem.
It has had both in the past (eg: Learning Skills) and today (eg: Drone Skills) many issues. It is not an immaculate solution to a shared problem.
Lastly, there is another argument people are making: "Dust/Legion should be EVE, but on the planets. And thus we should be mimicking EVE's gameplay as much as possible." This is obviously related to the above statement, but comes at it from the angle of gameplay as opposed to the skill-tree. As such, I'll respond to it from a different angle.
Allow me to be straightforward: EVE is an amazing sandbox, with battles where thousands of players led by gods tear away at each other, filled with spying, politics and altruism, where your cunning and ambition shape your future as much as any character stats you may have. EVE is a glorious story-engine with one teeny-tiny problem: It is not fun to play.
Do you want Planetary Conquest 2.0 to be a 5 hour POS grind? Do you want PvE to be so simplistic many people bot it with trivial programs? Do you want to have to run two accounts at once to have access to basic reconnaissance? Do you want Dust to also become the "game you play while you're doing something else"? Should Dust be "Spreadsheets on Planets"?
If you think that sounds great then you know what? That's fine! Only you know what you find fun. No one can tell you otherwise. :) But here's the thing, that game already exists, it's called EVE Online. EVE is very, very, very good at being EVE.
But, if you want a sandbox/MMO/FPS, well we're going to have build that. And since no other game has done that, we'll have to invent. Which means iteration. Which means occasionally tearing down the old and replacing it with the new.
Our present skill system works. But by no means does it work well.
Let's find something that does. :)
Supporting Kevall Longstride, CEO of DUST University, for CPM1
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Celus Ivara
DUST University Ivy League
193
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Posted - 2014.05.15 09:01:00 -
[2] - Quote
CCP Saberwing wrote:Celus Ivara wrote: Insert long post here.
Loved this. I agree completely. Aaaand I put it at the tail end of a page; no one will see it now.
Supporting Kevall Longstride, CEO of DUST University, for CPM1
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Celus Ivara
DUST University Ivy League
193
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Posted - 2014.05.15 09:05:00 -
[3] - Quote
Ulysses Knapse wrote:Holy freakin' crap, that's a lot of text. Not to mention most of it is wrong. Please shorten your post and I'll consider debating it. I put a lot of effort into formatting it. It's not that hard to read.
Supporting Kevall Longstride, CEO of DUST University, for CPM1
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Celus Ivara
DUST University Ivy League
201
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Posted - 2014.05.15 09:19:00 -
[4] - Quote
Ulysses Knapse wrote:Celus Ivara wrote:Ulysses Knapse wrote:Holy freakin' crap, that's a lot of text. Not to mention most of it is wrong. Please shorten your post and I'll consider debating it. I put a lot of effort into formatting it. It's not that hard to read. You quoted me even though you weren't addressing me alone. Why should I read such an overly long post when I can't even tell which parts of your argument are engaging me and which parts are not? I get the confusion. As I said, I wasn't so much addressing you as I am a broad collection of issues that many in this thread are working on. I needed a pull-quote to summerize them and your's was rather on point so I chose that one. :)
I get that when one is quoted like that, it comes off as a gauntlet being thrown down. Not my intention on a personal level. :)
That said though, given that I was trying to help us parse the issues Progressions faces, if you have any thoughts on those issues I'd like to hear them. You said: "Not to mention most of it is wrong." Which parts? :)
Supporting Kevall Longstride, CEO of DUST University, for CPM1
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Celus Ivara
DUST University Ivy League
201
|
Posted - 2014.05.15 10:31:00 -
[5] - Quote
First off I'd like to say that often times when people find themselves pushed towards opposing sides on an issue, they tend to reflexively take defensive stances and the conversation becomes more of a pitched battle instead of a seeking towards a shared truth. (Akin to the blind men and the elephant.) You responded to the ideas put forward, I'm very happy to see that. :) (Okay, that sounds super insulting, not meant to be.) My goal is-and-has-been to help us figure out what's going on with the issues surrounding the Progression system. Not trying to score "right" points. :)
Ulysses Knapse wrote:Celus Ivara wrote:And it's more than just Dropsuit Command doing nothing at level 5. *SNIP* Character count issues. :\ *SNIP*
Current system is bad, we get it. That's why I suggested redoing it but better. Celus Ivara wrote:Secondly, many here are making the argument: "The present skill tree is EVE's skill-tree, and EVE's skill-tree is perfect so why are we changing it?" There's two parts to this argument so let's break it down:
1: "The present skill-tree is EVE's skill-tree,..." Actually it's not. EVE's system relies upon Attributes, implants, neural remaps, solely Passive learning of a specific skill, subscriptions, and EVE bonuses are granted by the Ships after checking the Skill level while Dust bonuses are granted by the Skill to the Dropsuits (which sounds like the same thing, but is different and subtly causes massive issues for balancing), ...to name but a few. No one is saying that it's the same as EVE. It's only inspired by it. Poorly, I might add. Celus Ivara wrote:2: "...EVE's skill-tree is perfect so why are we changing it?" EVE's skill-tree was not pulled from the Ark of the Covenant. Nor is it Euler's Identity, nor a pyrite crystal. It's a "messy" solution cobbled together by human hands in response to a very specific problem. It has had both in the past (eg: Learning Skills) and today (eg: Drone Skills) many issues. It is not an immaculate solution to a shared problem. Lastly, there is another argument people are making: "Dust/Legion should be EVE, but on the planets. And thus we should be mimicking EVE's gameplay as much as possible." This is obviously related to the above statement, but comes at it from the angle of gameplay as opposed to the skill-tree. As such, I'll respond to it from a different angle. Allow me to be straightforward: EVE is an amazing sandbox, with battles where thousands of players led by gods tear away at each other, filled with spying, politics and altruism, where your cunning and ambition shape your future as much as any character stats you may have. EVE is a glorious story-engine with one teeny-tiny problem: It is not fun to play. Do you want Planetary Conquest 2.0 to be a 5 hour POS grind? Do you want PvE to be so simplistic many people bot it with trivial programs? Do you want to have to run two accounts at once to have access to basic reconnaissance? Do you want Dust to also become the "game you play while you're doing something else"? Should Dust be "Spreadsheets on Planets"? If you think that sounds great then you know what? That's fine! Only you know what you find fun. No one can tell you otherwise. :) But here's the thing, that game already exists, it's called EVE Online. EVE is very, very, very good at being EVE. But if you want a sandbox/MMO/FPS, well we're going to have build that. And since no other game has done that, we'll have to invent. Which means iteration. Which means occasionally tearing down the old and replacing it with the new. Our present skill system works. But by no means does it work well. Let's find something that does. :) This whole chunk is mostly irrelevant. The current problems with EVE's skill system are due to it being a +10-year old patchwork quilt, not because the concept is bad. Furthermore, no one is suggesting that EVE: Legion become just like EVE except without spaceships. They are asking for an MMOFPS that is a meaningful part of the EVE universe. In short, you could make an EVE-inspired skill system without any of these problems. Well, at least you should be able to. Not sure why CCP ****** up so badly last time. Well? Anything else you want to throw at me? Instead of responding point-by-point, I'll try to clarify my OP and hope that that resolves any confusion. :)
My post was a response to some things I was seeing people argue (either directly, or as a strong undercurrent to other arguments): - The current progression is fine and should be left alone. - The current progression has problems and should be fixed in the way EVE's progression has been "fixed" (certificates, ISIS, etc..)
My post was meant to show that: 1: There are intrinsic problems with the current progression. 2: EVE's progression has a mosaic of problems unto itself, thus shouldn't be considered a panacea for Dust. 3: EVE is fundamentally different from Dust, thus a fix for one won't be a fix for the other.
Supporting Kevall Longstride, CEO of DUST University, for CPM1
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Celus Ivara
DUST University Ivy League
206
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Posted - 2014.05.15 12:05:00 -
[6] - Quote
Monkey MAC wrote:True but at the same time therd are a lot of positives to the DUST tree, mainly that you can play any role with any weapon pretty quickly, that is a good point about our system that Z wants to take away. If I want to be a sentinel with Plasma Cannon I can do that very easily, if I want to be a Scout with 2 SMG's I can do that. Err, yes and no. Your core point that a player can access most of the weapon tree pretty early in their career is true. But say, to be a Logi under the current system requires a Logi suit, which means skilling into the specialization. And there's a massive SP barrier to being able to access the Biotic tree. To make Kinetic Catalyzers tricky to access for assaults has made them tricky to access for Scouts for whom they're vital.
Honestly though, that's not too big of an issue (it is an issue, just not quite a big one). I'd say the real issue though is this:
Monkey MAC wrote:Because the skill tree encourages it, legions does not and I don't understand why Z wants it like that. The thing is I wouldn't quite say the present system "encourages" it, I'd say more that it "allows" it. From what we've seen of CCP Z's system, the entire idea is to encourage certain skill unlocks (and thus gear combinations) that make sense for common/popular playstyles.
One of the biggest issues with the present system is that it is very confusing for new players (and even intermediate players), and part of that is that it's kind of everything is available all at once, with little explanation to what may be up your ally.
Like say, a new player drops a ton of SP into the Assault Rifle, but also levels the hell out of a Caldari Assault suit, then they only later realize the suit bonuses only apply to rail weaponry.
Or, all those new players who put tons of SP into a suit as the very first thing they do, without realizing they neither have the modules nor core-skills to make their hyper expensive suit useful.
While hypothetically a lengthy tutorial would fix this, as someone who's given the Dust 101 tutorial several times to new players, I can tell you from firsthand experience that it would be a loooonng tutorial to provide the amount of knowledge needed to make an informed decision (consistently takes me about 3 hours to teach). Now, if we had most of the skills grouped into logical combinations, then any NPE with-or-with-out a tutorial would go a lot smoother.
Your core point is still 100% true, but I think any utility in that openness only exists for the vets like us who know how to use it. The new players are lost in a sea of choices and trapped burning SP on bad decisions. :\
Now honestly, a (potentially) vastly improved NPE is the main benefit from this new system. And IMO, that alone would justify it.
But there are some secondary benefits to it, which ironically benefit vets. Presently, if you want to be something inventive like a "sentinel with a Plasma Cannon" you can "do that very easily", but so can everyone else! There's little special about it.
Now imagine if to get that Plasma Cannon you had to figure out that it'd be an interesting combination, and then level up through a side tree you might of (and all the other Sentinels did) ignore. When you deploy that fit onto the battlefield, you'll be unique! One of only a very small amount of people in New Eden to have figured out that skill path, and one of few who can field that cool combo!
While this new Progression is mainly built for easing the experience for new players, it also allows vets to personalize, be clever, and have a use for late game SP (which we need).
Yes, this new system introduces limits to what can be done quickly. But I suspect limiting what can be done quickly will result in more fun for everyone. :)
Supporting Kevall Longstride, CEO of DUST University, for CPM1
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Celus Ivara
DUST University Ivy League
208
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Posted - 2014.05.15 12:37:00 -
[7] - Quote
Haerr wrote:CCP Z: I think it would help a lot if you could post an image of how you currently have set up one role. This.
There's a bit of a hindrance to how useful this conversation can be, in that quite a few key details are unknown to us right now. A map of even a small part of the skill-tree (okay, medium part, we have the 2 Fanfest slides; something expanded from that) would go a long way in aiding our feedback. :)
Supporting Kevall Longstride, CEO of DUST University, for CPM1
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Celus Ivara
DUST University Ivy League
212
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Posted - 2014.05.15 12:50:00 -
[8] - Quote
Godin Thekiller wrote:Celus Ivara wrote:First off I'd like to say that often times when people find themselves pushed towards opposing sides on an issue, they tend to reflexively take defensive stances and the conversation becomes more of a pitched battle instead of a seeking towards a shared truth. (Akin to the blind men and the elephant.) You responded to the ideas put forward, I'm very happy to see that. :) (Okay, that sounds super insulting, not meant to be.) My goal is-and-has-been to help us figure out what's going on with the issues surrounding the Progression system. Not trying to score "right" points. :) My post was a response to some things I was seeing people argue (either directly, or as a strong undercurrent to other arguments): - The current progression is fine and should be left alone. - The current progression has problems and should be fixed in the way EVE's progression has been "fixed" (certificates, ISIS, etc..) My post was meant to show that: 1: There are intrinsic problems with the current progression. 2: EVE's progression has a mosaic of problems unto itself, thus shouldn't be considered a panacea for Dust. 3: EVE is fundamentally different from Dust, thus a fix for one won't be a fix for the other. Obviously not everything is perfect with EVE's system. We are asking for it's layout basically (bonuses on pretty much every skill, trees that has all similar things in them, no forced skills that has nothing to give). Also, ISIS and certificates are tools to help guide someone along with their progress; a check list if you will. That will pretty much always help if the player uses it (and knows what he/she is looking at). Lastly, if they actually thought the newcomers how to actually use the systems, maybe they would understand more frequently rather than being thrown into the deep in, seeing this massive wall of ****, and then saying "**** it, it's too much, I quit.". I get what you're saying, but I honestly think that that's what everyone here that disagrees with it thinks. Kevall answered this pretty well:
Kevall Longstride wrote:Adding a dust version of ISIS, certificates, explanations...
That's three layers of extra UI you've just added (which takes resources) and adds more stuff to read through before gaining the clarity you crave.
There is an admission by some that the old system needs 're-done but better' but there is a point I think we can all agree, where there is so much to redo, its actually better to just start again. We've had the current system for over a year and numbers haven't grown.
Godin, the proposed solution of fixing the nastiest of the problems with the present system, then adding an ISIS and/or Certificate system on top of it to explain good skill combinations to new players has merit. But it also carries some strong costs. Main one being that a new player will have to figure out ISIS/Certificates before they can use them to figure out skills. :\
I suspect "simply" (heavy quotes) designing the skill-tree in a way that fundamentally encourages good use of SP would make for a more user friendly system. :)
Supporting Kevall Longstride, CEO of DUST University, for CPM1
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Celus Ivara
DUST University Ivy League
213
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Posted - 2014.05.15 13:05:00 -
[9] - Quote
Fox Gaden wrote:I donGÇÖt think it is constructive to claim that DUST 514's poor new player retention rate was due to the skill system. While lack of education about the skill and fitting systems may have been one of many contributing factors, we all know that by far the most significant factor in DUST 514's lousy new player retention was the constant and relentless Proto Stopping they experienced on leaving the Academy.
Thankfully Legion will have both PVE and the Meta Level match making to soften this transition, which should make a big difference for new player retention.
This is not to say that we should not try to make the skill system more intuitive and remove frustrating, poorly implemented elements of it, but even with the system we have now, if new players were able to enjoy playing the game in there first few days in their starter suits they would eventually get the skill system and fittings figured out. The important part is not to overwhelm them with too much at one time. If they can go into PVE with a starter suit, without having to allocate any skill points, then they can work at figuring out the skills and fittings at their own pace.
Frustration with the Skill tree comes when they come out of the academy and get stomped into the ground so that they panic and feel forced to figure out the skill and fitting system immediately so they can get those black suits so that they can defend themselves. That is when people get confused, make mistakes, and feel frustrated or overwhelmed.
We need a new player experience which allows them to learn the game at their own pace. The New Player experience in DUST would be like dumping an EVE character into Low Sec on their first day. We need to give Legion players the High Sec experience, and give them the option to go into more dangerous territory when they feel ready. I agree with everything you said here, Fox. Problems with the skill-tree are but one of many things that were hurting the NPE. 24/7 proto-stomping definitely being the biggest one. If I implied otherwise, it wasn't my intent. :)
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