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Thread Statistics | Show CCP posts - 28 post(s) |
Fox Gaden
Immortal Guides
3278
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Posted - 2014.05.14 12:47:00 -
[1] - 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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Fox Gaden
Immortal Guides
3287
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Posted - 2014.05.14 12:57:00 -
[2] - Quote
CCP Z wrote: we are not talking to the same target audience (hardcore MMO players vs Online FPS Players). WHAT?!!! I came to DUST BECAUSE it was an MMO! Or at least was supposed to be an MMO. I would not play a FPS which was not an MMO!
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Fox Gaden
Immortal Guides
3287
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Posted - 2014.05.14 12:59:00 -
[3] - Quote
This is an idea I came up with while listening to the Biomassed PodCast. Since this is the official thread I am posting it here.
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
3287
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Posted - 2014.05.14 13:00:00 -
[4] - 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
3293
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Posted - 2014.05.14 13:35:00 -
[5] - Quote
Spectral Clone wrote:The fact is simple, if we wanted to play WoW or CoD, we would not be your customers paying for this vision. This is a very good point. I came to EVE because WOW was constantly getting dumbed down, and because I felt like I was on a gear treadmill. I came to DUST because EVE did not offer me the twitch muscle direct interaction in combat. While the tactical combat of EVE is fun and challenging, I yearned for something closer to the direct combat experience of WOW but with the intellectual challenge of EVE.
A lot of the FPS vets I have talked to like DUST for the same reason. After years of playing the same old same old FPS rehashed with a different skin every year or so, they want something more persistent and complex. They have grown up playing FPS games, and now they want an Adult FPS. One that requires a longer attention span and challenges their intellect a little more than the games they enjoyed when they were 12.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Fox Gaden
Immortal Guides
3293
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Posted - 2014.05.14 13:38:00 -
[6] - Quote
Luther Mandrix wrote:Note how about you delete the post that are not asking questions you can moderate the thread. If we only ask questions, and CCP Z only answers questions, that is not a discussion!
A discussion is two way communication.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Fox Gaden
Immortal Guides
3295
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Posted - 2014.05.14 14:10:00 -
[7] - Quote
Principals:
- The progression system needs to be non linier, so that new players can become competitive against veterans fairly quickly. (The 5 level skill system was a diminishing returns non linier system.)
- Every skill point invested should provide a tangible benefit. (The current system breaks this rule. Think level 4 and 5 of Dropsuit Command.)
- No max number of skill points. The fact that you never stop progressing in EVE is one of the reasons people stick with EVE so long, and why when they do leave they usually come back. Legion needs to maintain this as well.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Fox Gaden
Immortal Guides
3304
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Posted - 2014.05.14 18:22:00 -
[8] - Quote
CCP Z wrote:1st batch of answers: 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: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) So would I understand this right that the Engineering skill will be a single node that gives a 25% bonus to PC? Will I have to grind for 2 weeks just to get this 1 node? Will I not have the option of levelling Engineering a little at a time as I need it? How is this not removing choice and making the game more grindy?
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Fox Gaden
Immortal Guides
3304
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Posted - 2014.05.14 18:29:00 -
[9] - Quote
SponkSponkSponk wrote:I like the concept of 're-spec as negative skill training'.
I.e. you decide you don't want Gallente Prototype Assault Riles any more, so you flag that as de-respecializing, then the SP used to buy that drains into your unallocated SP pool slowly.
So, while you can definitely recoup all the SP you spent (I originally thought about only a percentage coming back, but that penalises honest mistakes, whereas FOTM players will just suck it up), getting that SP will take time, perhaps days or weeks to become available, which puts a massive crimp on FOTM-chasing.
This is an innovative idea that I had not heard of or thought about before. CCP Z should definitely consider this.
It could also have an cost that is proportional to the amount of skill points that get redirected.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Fox Gaden
Immortal Guides
3304
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Posted - 2014.05.14 19:01:00 -
[10] - Quote
This quote sums the situation up very well. It is worth reading this again.
Natu Nobilis wrote:Dust skill tree is incomplete. And i don-¦t mean "It-¦s ok but missing certain nodes because all the suits weren-¦t there", i mean incomplete in "It trashes the purpose of the skill tree".
1-3-5 to unlock basic-advanced-proto is a terrible way of using the tree.
It-¦s counterintuitive, makes people hate the skills because they-¦re not seen as "The thing tht will give me that extra 2% so i can get the final blow instead of recieving it" or "the extra 3% i needed to make my kickassfitting that i played around for hours on my Dust fitting tool, without having to buy an implant for it" (Wish we had implants), but instead as that "Thing that unlocks shiny dropsuit" with absolutely no regard to the rest of the skills needed to use modules with the shiny dropsuit.
How many people went straight for the dropsuit while still using basic modules?
How many times they complained on the forums that their suit was nerfed, and that they wanted respec because of it?
You think it was because the skilltree is complicated? No.
It-¦s because the skill tree doesn-¦t serve much purpose other than unlocking things (instead of being it-¦s own ecosystem of positive feedback troughout any game modes) and because it was (is) incomplete!
People like unlocking things because it-¦s an achievment. Doesn-¦t matter if i have the proper fitting, i have ALL THE BLACK PROTOTYPE SUITS, then i-¦m better than a militia guy, right? Wait, how did that milita guy killed me? I unlocked a better suit, why am i dying? This skilltree sucks.
Trashing a system that was implemented badly and getting a new one opesn the possibility of instead making the bad tried system good, to get the whole fiasco again with the new one. Dumbing down is not necessarily better, specially when it removes the "Secret CCP Special Sauce" that is the wild range of possible fittings, that you said it won-¦t be the case anymore fort they will be linked to role. (Or was their unlocking?)
While I agree with CCP Z that we should not be slaves to how things are done in EVE, I also donGÇÖt think we should throw out the aspects of DUST that worked. The Skill system in DUST had parts that worked, and parts that did not work. Why canGÇÖt we just threw out the parts that did not work, and keep the parts that did? I am fine with rejigging the parts which did not work (the unlock skills) into a system that works better. But I think throwing out the 5 level bonus skills is a big mistake.
CCP Z has not yet explained how he is going to make his system non linear without making it a gruelling grind fest. The 5 level bonus system did that very well. With a active skill point system it is critical that the system be non linear, otherwise new players will not stand a chance. You ever try taking a level 10 character in WOW and attack a level 70 character? I donGÇÖt want that sort of imbalance in this game!
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Fox Gaden
Immortal Guides
3304
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Posted - 2014.05.14 19:09:00 -
[11] - Quote
Garth Mandra wrote:CCP Z wrote: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. People didn't seem to understand it? Have you tried explaining it to them? I suspect that this can be solved with the NPE. I share the worries of dumbing down the skill tree and making it boring and restrictive. That is a good point. I run a Basic Training Corp. I never had any trouble explaining the skill system to people. Of course if I did not get to them before they maxed out Dropsuit Command there was not much I could do, so there definitely is some room for improvement.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Fox Gaden
Immortal Guides
3304
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Posted - 2014.05.14 19:21:00 -
[12] - Quote
Joseph Ridgeson wrote:Also, the complete and total openness from you has been refreshing. I noticed it in the "DUST 514" Progression speech where someone just asked "How much of this is coming to DUST 514?" and you just said, completely without bullshit, "It is for Legion." That wasn't something that we were particularly happy to hear because of the "Is DUST totally dead then?" before Rouge was able to get the information out at the CCP keynote but the plan speaking, honesty that we have seen from you is nice.
Same with this post. Even if it isn't things that we are necessarily happy to see, we all appreciate the fact that you are informing us as the Project moves forward. I second this, and would also like to say that I really appreciate us having this discussion before the anything is programmed.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Fox Gaden
Immortal Guides
3306
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Posted - 2014.05.14 21:14:00 -
[13] - Quote
You would not believe how many people I have encountered who thought that all Snipers should ware the Scout suit because the Sniper in the early DUST ads is in a Scout suit. With the role system in place, the masses are going to react to any attempt at thinking outside the box with scorn and suspicion, because CCP told us all what roles to play and how to setup our suit.
Of course, being a rebel has a certain appeal...
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Fox Gaden
Immortal Guides
3308
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Posted - 2014.05.14 21:51:00 -
[14] - Quote
Starlight Burner wrote:I still fail to see how any of this is related to DUST 514. I strongly remember this being the DUST 514 forums for the DUST 514 PlayStation Exclusive.
CCP Z still hasn't answered anything that pertains to the advancements of DUST 514 and nor has any of the other devs. Why doesn't CCP do something right for once? Maybe because CCP means Consistently Causing Problems?
Go make a darn(m) LEGION forum. The Legion forum is here for the same reason there is a DUST 514 sub forum on the EVE Online Forums.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Fox Gaden
Immortal Guides
3309
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Posted - 2014.05.14 22:36:00 -
[15] - Quote
The target audience for Legion should be people who have been playing FPS or MMO games for years and are looking for a deeper more fulfilling experience.
- There are a lot of people who have played these games for years. - These players are years older and more likely to be financially independent. (AUR Sales.) - These players are looking for a greater commitment. - These players are too jaded to run off after every new shiny game that comes out. - These players are the ones who are active across multiple media. (Free advertising.) - These are the players that new gamers look up to and want to emulate.
Although, all that being said, I have met plenty of young players who felt DUST was more interesting than other FPS games they had played, and I donGÇÖt think this will change with Legion. Even among young players there are those who seek a higher intellectual standard. Catering the veteran gamer will not preclude plenty of young players finding it interesting as well. The stuff adults design for themselves are often more fun that stuff adults design for kids.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Fox Gaden
Immortal Guides
3311
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Posted - 2014.05.14 23:22:00 -
[16] - Quote
Kevall Longstride wrote:Maybe I'm being a little over sensitive here but I'm beginning to detect a very disturbing undercurrent of dismissing 'casual players' as not being worthy enough or too stupid to join our game. I hope I'm misreading that. We are saying that if you target hardcore players (while trying to accommodate casual players), then casual players will flock around each of the Hardcore players. How many casual players have stayed with DUST because of you and I?
If they target casual players and make the game uninteresting for hardcore players, then the hardcore players will leave, and then the casual players will not have anything to latch onto and they will leave as well.
If I feel like there is nothing left to learn in the game, I will leave, and find a new game to learn. I like games were I am constantly learning and being challenged.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Fox Gaden
Immortal Guides
3334
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Posted - 2014.05.15 12:49:00 -
[17] - Quote
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.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Fox Gaden
Immortal Guides
3336
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Posted - 2014.05.15 13:02:00 -
[18] - Quote
Regis Blackbird wrote:The current progression system in Dust 514 is not complex in itself (it is a simple skill tree with 5 level nodes), but it's the combination of finding gear in the market, then checking prerequisites, then figuring out how much your core skills affect the values you are seeing (and not seeing) on the fitting screen which is daunting. This is a good point.
- If you want to fit something you donGÇÖt have the skills for, you should be able to find that item (displays red) in your fittings screen, click on it to find out why you canGÇÖt equip it, and be able to access and train the skills required to use that item from that point, rather than having to back out and go into another menu to find and train the skills.
- Clicking on an item should also give you a list of complementary skills and how they benefit that item.
Why not have access to skill training from the fitting screen?
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Fox Gaden
Immortal Guides
3346
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Posted - 2014.05.15 17:25:00 -
[19] - Quote
Questions for CCP Z:
1) Will new players be able to see a noticeable improvement in their abilities as they apply their skill points early in their career?
2) 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.
3) Will there be opportunities for veteran players to go back when they have more skill points and be able to get additional small bonuses in order to gain slight advantages?
4) 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?
5) Why do you feel the EVE Skill system is inappropriate for a Free to Play FPS? You have stated this many times, but have not actually explained why you believe that to be the case. What aspects of the EVE system donGÇÖt work in an FPS and why?
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Fox Gaden
Immortal Guides
3359
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Posted - 2014.05.16 13:10:00 -
[20] - Quote
CCP Z wrote:Negative Respec/Skillback idea I love it. That is really the kind of thing I will be looking at for our respec system
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
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
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
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
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.
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
Ok, CCP Z, you are starting to win me over.
Converting 5 level nodes into 5 separate nodes (instead of 1 big node) is something I can get behind, particularly since it does not restrict you to 5 when 3 or 6 would work better.
Say you were going to include a skill that increases clip size. 5 nodes that each increase clip size by a small percentage would work great for automatic weapons. It would not work so great for a sniper rifle or a flaylock pistol. For those weapons you might only want to have 1 or 2 nodes that each give a single additional round, rather than a percentage. If that is how you are looking at it, then your system may have greater versatility than the old system.
Some of your other points make me feel a lot more optimistic as well. Thanks for having the courage to engage the player base this early in the development cycle.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Fox Gaden
Immortal Guides
3360
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Posted - 2014.05.16 13:47:00 -
[21] - Quote
CCP Z wrote: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 . I would love to be in that first Closed Beta event where all the unarmed mercs go scrounging in a barren wasteland somewhere trying to find their first assault rifle, so that they can fight off Rogue drones while they look for more weapons and gear to fill out their fit and start seeding the market.
Good thing you already have a player base of masochists to draw on, who will enjoy walking unarmed and unequipped into a dangerous landscape in order to find the stuff we need to get the economy going.
I mean, you could seed some stuff at first to get things started, but that would not be as fun.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Fox Gaden
Immortal Guides
3360
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Posted - 2014.05.16 14:06:00 -
[22] - Quote
KAGEHOSHI Horned Wolf wrote: [Roles] Dust 514 has had a very limited and boring set of roles. It was fairly recently that we got the commando, which added some spice to the formula, and there are promised roles we are still missing: there was a role mentioned by CCP called the commander or crusader mentioned by CCP that was supposed to give area-of effect bonuses to teammates, and penalties to enemies (like rate of fire reduction). There is also the still missing pilot suit that was supposed to give bonuses to vehicles. Despite the game's lack of modes besides just the basic archetypes, you want to remove the commando? I implore you to not only keep the commando, but to also expand specializations into a wide variety of options with various specialties (like that area-of-effect specialization CCP never added).
I like the idea of the crusader suit that gives bonuses to people close by, but this also gave me an idea for an E-War module.
Jammer: When activated this device masks the sensor profile of any friendly suit within 50m by creating excessive electronic noise, but increases the profile of the person who has the active jammer equipped. This module could be used both to mask an assault on a point, and to act as bate in springing an ambush.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Fox Gaden
Immortal Guides
3360
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Posted - 2014.05.16 14:11:00 -
[23] - 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 ...) Just remember, Sentinels are a bit War Point starved as it is. If you take away their ability to hack, you need to be thinking about ways to give them another way of generating some WP other than just slaying. (Not against the idea, just raising an issue you need to consider.)
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Fox Gaden
Immortal Guides
3361
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Posted - 2014.05.16 14:30:00 -
[24] - Quote
Malkai Inos wrote:CCP Z wrote: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 . So, wait. Are there plans to introduce any kind of industry/production/invention, be it through the EVE/Legion connection or as a self sufficient profession for Legion players? Edit: Or does the Legion economy amount to nothing more than fully operational items popping out of thin air? If I recall CCP RougeGÇÖs answer correctly when he was asked this at Fan Fest, once they have a fully functioning economy based on salvage, then they may consider manufacturing. I would not expect to see it at launch. But they have not ruled it out in the long term.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Fox Gaden
Immortal Guides
3361
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Posted - 2014.05.16 14:34:00 -
[25] - Quote
Regarding: Common, Uncommon, and Rare.
I am assuming that Common would be the Proto gear we use now. Would Rare be Officer Weapons? What would be an example of Uncommon?
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Fox Gaden
Immortal Guides
3429
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Posted - 2014.05.21 13:45:00 -
[26] - Quote
Pokey Dravon, include a copy of the link to the PDF outside of the quote. Quoted links are not active. It will save people a click if they can go straight to the PDF.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Fox Gaden
Immortal Guides
3430
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Posted - 2014.05.21 13:55:00 -
[27] - Quote
Dunce Masterson wrote:If you want Legion to live then PVE is going to have to be priority #1
Are you going to use some thing like the security system for missions restricting open pvp to every man for him self going from 1-0.0?
are all the racial vehicles and turrets going to be in legions launch? It would be great to have the perfect imbalance in the game.
Have you thought about making Medium weapons like a light machine gun and other suppression weapons for the Commandos to use?
Good points, wrong thread.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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