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Thread Statistics | Show CCP posts - 28 post(s) |
Godin Thekiller
shadows of 514
2276
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Posted - 2014.05.15 02:24:00 -
[1] - Quote
According to Frame, I'm supposed to leave my opinions here instead of making a thread, but I've already done that (lol), so I'll just make it short and sweet: This seems like it just restricts the people who does get it, and that's a no no in the eyes of myself and pretty much almost everyone else. We want to unlock what we want on our own made path, not how someone else wants us to (you know, because New Eden is about choice). Obviously not everyone won't get it, so do what every single teacher gets paid for: teach the people who don't via tutorial.
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Godin Thekiller
shadows of 514
2280
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Posted - 2014.05.15 10:03:00 -
[2] - Quote
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 :)
We are saying that that's a bad idea, you know, the people who has been attracted to your game?
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Godin Thekiller
shadows of 514
2280
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Posted - 2014.05.15 10:26:00 -
[3] - Quote
Captain Crutches wrote:I can't say any better what's already been said here. I will just say I love this thread, I love the (mostly) constructive nature of the feedback, and I love that Z is taking the time to answer questions, even if I don't necessarily like all his answers.
I will just give a brief TL;DR of my views: Respecs in any form unsettle me a lot, the suit BPO idea unsettles me even more, locking weapons to roles in the progression trees is weird (why must I skill into an entire role I'm not interested in just so I can use its associated weapon?). On the other hand, I literally fist-pumped when I read there will be no more P2W Aurum gear, I raged every time I died to that.
My feelings about this system (as it seems to be with most here) lean more toward the negative than the positive overall. I'd love to see concrete examples of it in action (UI mockups, video demos, more than just what Z presented at Fanfest) as I think that would help a lot of us come to more informed conclusions (either "huh, this actually might not be that bad" or "yup, confirmed for awful"), but based on what I know I remain very skeptical.
I would echo that a system consistent with Eve will help immersion and emphasize the connection between the games. No, Dust/Legion is not Eve, but they are and should be closely linked in both concrete interaction and feel/mechanics, to keep players of both games grounded in the New Eden universe and facilitate moving from one to the other (you want Legion players' Eve subscription money, don't deny it). Many Eve players will flock to Legion if only to give it a try, and they will be comforted by a similar system that reminds them of where they are.
Why do I always write long posts late at night right before I go to bed? I really need to catch up on sleep, why am I here...
You know that P2W AUR gear has been removed from the game during the CB, right?
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Godin Thekiller
shadows of 514
2280
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Posted - 2014.05.15 10:46:00 -
[4] - Quote
XxGhazbaranxX wrote:Godin Thekiller 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 :) We are saying that that's a bad idea, you know, the people who has been attracted to your game? If it aint broke dont fix it...
Well the system is broke (1/3/5 system for the skills with no bonuses. and forced skills with no bonuses that don't unlock anything). But it is a hell of a lot better than the new one (in not just my eyes, but most eyes). So, I say amen to that.
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Godin Thekiller
shadows of 514
2280
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Posted - 2014.05.15 10:55:00 -
[5] - Quote
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.".
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Godin Thekiller
shadows of 514
2280
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Posted - 2014.05.15 10:56:00 -
[6] - Quote
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.
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Godin Thekiller
shadows of 514
2287
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Posted - 2014.05.15 20:21:00 -
[7] - Quote
Celus Ivara wrote: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. :)
Adding bonuses, and making T I tiers useful isn't hard.
And I've already said it several times now; if you explain something to someone rather than throwing them in the deep end, they might understand it. I don't want to be forced to go own a skill tree that I don't want to to get a single weapon or equipment. So why in the hell should I be forced to be? (and I'm pretty sure that making a interesting tutorial would although take a bit longer, would in the long run hook players into playing more, especially if you explain everything well, as well as the potential battles and such that you could have).
So I ask again: How is restricting players for newcomers and/or idiots a better idea than keeping everything free and explaining it all?
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Godin Thekiller
shadows of 514
2305
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Posted - 2014.05.16 19:48:00 -
[8] - Quote
Cyrius Li-Moody wrote:Days later and I still don't like the concept of this proposed progression system for pretty much every reason people have posted. I'm definitely getting the classic CCP Dust Development vibe of "we're going to do what we want on this with the illusion of feedback."
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?
The idea that "there's too much choice" is simply silly. Yes, at first there is a bit too much choice but this can be remedied by a certification system similar to eve's. It can give you an idea of a "vanilla" role and you can go from there.
You guys seem so ridiculously deadset on the idea that your players are idiots and it's insulting. Part of the biggest problem of NPE is that they don't know where to put their SP to make a decent build and also that weapons are incredibly imbalanced.
We want depth and customization, not progression on rails until you hit end game. Stop trying to reinvent the progression and just fix the problems the current system has and make sure weapons and suits are balanced properly.
You nailed my post in a much better way. +1
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Godin Thekiller
shadows of 514
2306
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Posted - 2014.05.16 20:07:00 -
[9] - Quote
Iskandar Zul Karnain wrote:The more I read through this thread the more I become fearful that CCP Z is going to flatten Dust and dumb everything down for the sake of a few idiots who couldn't figure out how to use the skill tree.
I understand that improving the NPE is critical. I do not believe that in order to improve the NPE that we need to lobotomize DUST.
Would it be possible to implement an open New Eden friendly skill tree with an optional 'safety' for new players, whereby their SP choices are guided in a certain direction(s) up unto the point at which the player decides he or she is competent enough to make informed SP decision on their own?
Essentially we could superficially create a class system but still allow those willing to spend their SP as they see fit.
Anyone have any thoughts on a system like this?
Option 1: Get the regular trees
Option 2: Get a system designed off of ISIS (like the one he's trying to force on us, but without the academy suits and other useless **** like that), and make the player go down that path as many times as he/she wants, and even change to another path (skills stay though, and already unlocked skills would stay unlocked), and could also turn it off whenever they want.
That good Isk?
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Godin Thekiller
shadows of 514
2313
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Posted - 2014.05.17 21:13:00 -
[10] - Quote
Kevall Longstride wrote:It's not for the sake of a few idiots as some as stated, it's for quite a lot of idiots (your terminology there).
They've researched and identified with their own numbers short comings in the current system, both in the progression system and the NPE. Questioning the findings of the research because it happens to not agree with your view isn't going to alter the Dev teams trust in its findings either. Besides, I think we can all agree, that nearly everyone on this thread, defending Z or not has highlighted shortcomings in the current system.
Very unusually, Z has opened this up to public discussion a lot earlier than they normally would. And he has answered a lot questions already, liked a number of your suggestions, clarified a number points of confusion and explained his thinking on others.
Insulting him or questioning his competence is up to you. If I want someone to bend to my way of thinking, I've found that calling them names rarely works.
He's still working on it. Its a work in progress. Please consider that.
Do you really think that people would quit because of the skill system? LOL
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Godin Thekiller
shadows of 514
2313
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Posted - 2014.05.17 21:37:00 -
[11] - Quote
Maken Tosch wrote:Since we're on the topic of Progression and it's a very hot topic from the looks of it, I have a proposal that CCP Z should read up on. Project Legion Skill Progression Proposal - By Maken ToschIt's probably not as elaborate as others have posted, but it's a proposal that I feel needs attention, particularly CCP Z's. It would be nice to compare our ideas to see how much of us are on the same page. Also, my proposal comes with a twist. Hope you like it.
Maken, so there is no T I frames, only T II frames? Huh.
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Godin Thekiller
shadows of 514
2313
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Posted - 2014.05.17 21:44:00 -
[12] - Quote
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.
He said there would only be 1 level to each skill......
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Godin Thekiller
shadows of 514
2313
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Posted - 2014.05.17 21:45:00 -
[13] - Quote
Aeon Amadi wrote: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
Z said that getting things would be a lot longer than it was before...........
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Godin Thekiller
shadows of 514
2313
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Posted - 2014.05.17 21:54:00 -
[14] - Quote
Z, for the game's sake, you're taking in all of this......
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Godin Thekiller
shadows of 514
2315
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Posted - 2014.05.18 00:07:00 -
[15] - Quote
Alaika Arbosa wrote: I brought up Attributes back in Closed Beta.
I thought they were a good idea then and I still do. We should get the same Attributes as Eve characters (plus Strength, Dexterity and Stamina for obvious reason).
Same, and same.
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Godin Thekiller
shadows of 514
2317
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Posted - 2014.05.18 02:04:00 -
[16] - Quote
Jaysyn Larrisen wrote:Godin Thekiller wrote:Alaika Arbosa wrote: I brought up Attributes back in Closed Beta.
I thought they were a good idea then and I still do. We should get the same Attributes as Eve characters (plus Strength, Dexterity and Stamina for obvious reason).
Same, and same. Seems doable and would give some added depth to things. Curious to here if CCP Z thinks they could be incorporated.
He thinks the fools wouldn't get it
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Godin Thekiller
shadows of 514
2317
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Posted - 2014.05.18 02:17:00 -
[17] - Quote
Jaysyn Larrisen wrote:One thing i didn't see addressed too much was the concept of Social or even something like Research type skills in Legion.
With the advent of salvage missions, PVE, and perhaps mission running then a skill branch similar to Social Skills in EVE. Basically SP unlock or level nodes that generate bonuses to faction standings, ISK / LP payouts, salvage payouts, buffs to dealing with NPC entities.
Seems like a skill branch that would assist in emphasizing the financial and PVE aspects of Legion.
Also...i think it would go a ways to giving some potential options to give you some enticing options (perhaps down the road) to more sandbox activity than purely shooting players and drones.
or pirates, cops, soldiers, religious zealots, zombies, etc.
I kinda rounded this into a "other skills that would be odd with this system" as it doesn't fit anywhere tbh...........
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Godin Thekiller
shadows of 514
2322
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Posted - 2014.05.18 18:31:00 -
[18] - Quote
Maken Tosch wrote:Ulysses Knapse wrote:I'm getting tired of this.
We played DUST 514 because it was different from other FPS games, not because it was the same.
Not sure why CCP seems so keen on removing some of the things that kept DUST 514 alive. It's certain at this point that one of the very few things that kept Dust alive was the complexity it offered. What killed it was the lack of understanding that complexity. There were absolutely NO TOOLS in place to aid the player in better understanding the progression system let alone understand the myriad of complex mechanics that were not immediately apparent. No, I'm not talking about the 3rd party tools. I'm talking about in-game tools. 3rd party tools are great but there is no way for the new player to know for certain that those tools exist unless they visit the forums which brings me to my next point. According to Dennie Fleetfoot (since he often gets in touch with CCP) it seems that the vast majority of the players that exist in the game don't really visit the forums... at all. If I recall correctly it was like somewhere in the neighborhood of 75-85% of the player base. That's a huge chunk of the players that don't read the forums at all. That means: 1. They won't know of any of the 3rd party tools available to them right now at this moment. 2. They won't know of any of the incoming changes that are happening to Dust which means they also don't know that Dust is now on the back burner of development as a result of Project Legion. This is why Dennie switched gears and focused mainly on sending out in-game mails to the D-Uni members compared to posting on the forums. This way, especially considering that Dust University is among some of the largest corps out there at the moment, the information about anything happening to Dust can be disseminated to a much wider audience effectively to those who never frequent the forums. Now if you happen to be one of those people who go out of their way to ignore EVERY piece of mail sent to you, then obviously there is no hope in informing you.
Agreed. YOu know, I think we are starting to sound like a broken record lol
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Godin Thekiller
shadows of 514
2322
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Posted - 2014.05.18 18:35:00 -
[19] - Quote
Pyrex finally made a good point (lol), and that is that is that it seems as though CCP Z is trying to bring in his views from another company into CCP, and is trying to turn Legion more into what they had; he's not tuned to what New Eden is all about, and what our expectations is for it.
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Godin Thekiller
shadows of 514
2326
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Posted - 2014.05.18 20:46:00 -
[20] - Quote
Kevall Longstride wrote:Maken Tosch wrote:Ulysses Knapse wrote:I'm getting tired of this.
We played DUST 514 because it was different from other FPS games, not because it was the same.
Not sure why CCP seems so keen on removing some of the things that kept DUST 514 alive. It's certain at this point that one of the very few things that kept Dust alive was the complexity it offered. What killed it was the lack of understanding that complexity. There were absolutely NO TOOLS in place to aid the player in better understanding the progression system let alone understand the myriad of complex mechanics that were not immediately apparent. No, I'm not talking about the 3rd party tools. I'm talking about in-game tools. 3rd party tools are great but there is no way for the new player to know for certain that those tools exist unless they visit the forums which brings me to my next point. According to Dennie Fleetfoot (since he often gets in touch with CCP) it seems that the vast majority of the players that exist in the game don't really visit the forums... at all. If I recall correctly it was like somewhere in the neighborhood of 75-85% of the player base. That's a huge chunk of the players that don't read the forums at all. That means: 1. They won't know of any of the 3rd party tools available to them right now at this moment. 2. They won't know of any of the incoming changes that are happening to Dust which means they also don't know that Dust is now on the back burner of development as a result of Project Legion. This is why Dennie switched gears and focused mainly on sending out in-game mails to the D-Uni members compared to posting on the forums. This way, especially considering that Dust University is among some of the largest corps out there at the moment, the information about anything happening to Dust can be disseminated to a much wider audience effectively to those who never frequent the forums. Now if you happen to be one of those people who go out of their way to ignore EVERY piece of mail sent to you, then obviously there is no hope in informing you. It's actually less than 10% of the actively playing player base that has used these forums ever, and even less than that figure that post more than once a week. Thats what I've been told anyway by the Dev's and I've no reason to not believe them. So it's a dangerous for anyone (including myself I'll be the first to admit) to claim to be speaking for the majority when 90% of them don't even vocalise in or visit the forums. So when anyone says majority, the very best level of support they can ever claim to have is a majority of the 10% that come here. As to the tools question, right now the only way I can ensure that new starters get as much information as possible is to send them it directly to their game mailbox. So right now I have to send each new member to D-UNI 30 training 101's emails.... EACH. Been doing that since the beginning of the year and the retention rate for brand new starters has doubled. But you can imagine the maths and workload.... Even with the mails already written and waiting to be forwarded, I still have to add the recipients to the 'To" box Average of 10-15 applications to D-UNI each day. 300-450 mails a day..... 54,000/81,000 emails since the beginning of the year from my Eve account. Because the mail system of Eve is deliberately slowed to prevent spam it can take over an hour each day to send them all. 180 days = 180 hours = 7 and a half days JUST sending emails since the beginning of this year.. I think you all might be beginning to realise just how important it is to me that we have a more friendly and intuitive progression system. You still have yet to answer my question. I think you're ignoring it on purpose.......
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Godin Thekiller
shadows of 514
2326
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Posted - 2014.05.18 20:51:00 -
[21] - Quote
ZDub 303 wrote:Hammerhead LandSharkX wrote:Z's system isn't self exploratory-it removes the need for explanation by forcing you down a path to a role rather than explaining the roles before you choose. Limiting options and the ability to make your own role from the beginning =/= explaining anything better...it's just giving you less ways to skrew up. Its not really forcing you to do anything. The system may add more prerequisites for certain items but that may just be a part of the new pseudo-tiercided equipment system in general.
You have to jump through all sorts of hoops to just get to one single item that you want......
Imagine having to have to go through multiple ones to get the fit that you actually want
The system is flawed, as it limits creativity and freedom, the exact opposite of what New Eden is all about. I'll ask again: How is a system that limits people better than a open system that is improved upon, and then explained well?
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Godin Thekiller
shadows of 514
2328
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Posted - 2014.05.18 23:58:00 -
[22] - Quote
Alaika Arbosa wrote:Maken Tosch wrote:Starfire Revo wrote:Maken Tosch wrote:(an idea often proposed by the scrubby FOTM chasers). This is a bit of a tangent, but people who chase the optimal way to play are actually the opposite of scrubs. FOTM wouldn't be such an issue if balance was given a higher priority. Perhaps they aren't scubs then if they figured out an optimal way. But as you and me have seen first hand in Dust, a lot of those FOTM chasers end up being detrimental to the game as they often draw the attention of the "nerf-it" crowd who then often demand unwarranted nerfs to something that might not even be overpowered. I stopped counting over 2 years ago how many FOTMs we went through and how many times people asked for nerfs. Here is at least 5 I can remember from the top of my head. 1. Dropships Dropping (literally) 2. Dumb-Fire Swarms 3. The Rail Rifle 4. Cloaky Shottie 5. Redline Rail Tanks CalLogi + DTAR? I will also disagree with the assertion that they aren't scrubs seeing as how if they truly were as elite as they claim they are, they'd be chasing sub-optimal ways to play in order to truly prove their eliteness. Difference of opinions though I guess.
If that's the case, Wouldn't the PC master race do the same?
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Godin Thekiller
shadows of 514
2328
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Posted - 2014.05.19 00:01:00 -
[23] - Quote
Master Smurf wrote:Why dont they have some archetype suits (like they do now) but they show a roadmap of skills to max them out for players that want a streamlined experience.
I understand why CCP is going the way they are proposing but I am almost positive it is because its an easy way for them to force balance.
It flies in the face of their proposed vision but so be it it seems; the same way they are moving to a more comfortable platform, the same way they make this move to build a more balanced experience in the game. Then after iteration and iteration they may take the training wheels off and allow what we have now.
We don't need training wheels, the idiots do.
I ask the question yet again: How is a system that is restricting people better than improving the curret one and teaching people hot to use it?
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Godin Thekiller
shadows of 514
2329
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Posted - 2014.05.19 00:54:00 -
[24] - Quote
Master Smurf wrote:Godin Thekiller wrote:Master Smurf wrote:Why dont they have some archetype suits (like they do now) but they show a roadmap of skills to max them out for players that want a streamlined experience.
I understand why CCP is going the way they are proposing but I am almost positive it is because its an easy way for them to force balance.
It flies in the face of their proposed vision but so be it it seems; the same way they are moving to a more comfortable platform, the same way they make this move to build a more balanced experience in the game. Then after iteration and iteration they may take the training wheels off and allow what we have now. We don't need training wheels, the idiots do. I ask the question yet again: How is a system that is restricting people better than improving the curret one and teaching people hot to use it? Missing my point - they are doing this because they arent capable of doing better. None of this is for our benefit, its for theirs. It also very funny that they are trying to sell this plan to an audience that are Dust vets and EVE players. This would have made more sense if they were bringing the game to a new console audience. Ah well - Gotta love CCP
They have an entire playerbase (actually two) that does better on a daily basis.......
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Godin Thekiller
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Posted - 2014.05.19 01:03:00 -
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Kevall Longstride wrote:Any perceived restrictions that may or may not be in place (it is still a work in progress) will be slight and in the very early stages of the progression.
The current roles as proposed start, like the logistics example given, as a series of unlocks for suits, weapons and equipment. As the standard and advanced versions have been scrapped, there is no grind to improve the abilities of said item until you are sure you'd like to go deeper with it.
Once you unlock an item, your are free to use it on any suit you wish (subject to any restrictions that may be placed on a suit) IE heavies being locked using a heavy and sidearm and no abilities to put a light weapon in the heavy slot.
Giving a new player a lot of unlocks in the early stages of a free to play game is an established way to reward and give them reason to play your game longer.
It gives a more structured progression without the need of a raft of UI to explain it all. Which is why I like the role idea.
I'd also like to point out that a lot of people's concerns are based on established practise and game mechanics. That is just going to cause a lot of frustration because right now we've no clue as to the extent of the changes to them. Take for example the slot and fitting system for suits. Do you know for certain that those design principles will carry over to Legion?
I don't, so I'm choosing to assume there might be getting changed. Z has talked about our suit being our shell and making truly unique fittings. Who's to say there's a new system where we can configure the slot layout for instance? This would actually give you much more choice and depth than we have now.
I've always considered the original design decision to try and be as Eve as possible has put artificial barriers as to the development of Dust and now Legion. These choices like many in the early stage of the games development were made to appease the eve players. They share the same universe as Eve and have the same law as Eve. They don't have to do anything the same way as Eve.
And yes I shouldn't have to send all this information out and have already submitted a large number of ideas to improve the ways it can be delivered to players.
But I do because I enjoy helping as much as I can. And if I've made any meaningful contribution to steadying and stablising new player retention then so much the better.
They could always restructure it and put the things we are complaining about (equipment, a T II weapons, etc) further behind the barrier. There's no execuse for putting this barrier in the game in the first place, And Still nobody has answered my question: Why is a skill system that restricts people is better than one that is open, improving that one, and then EXPLAINING THE GODDAMN SYSTEM
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Godin Thekiller
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Posted - 2014.05.19 19:55:00 -
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Kevall Longstride wrote:Godin Thekiller wrote:And Still nobody has answered my question: Why is a skill system that restricts people is better than one that is open, improving that one, and then EXPLAINING THE GODDAMN SYSTEM You've already highlighted your answer in bold. If you have to explain the system, you designed it poorly in the first place.
So you're saying that all math ever made should be able to be figured out by just looking at it? Using your logic, yes it should.
And that doesn't answer my question at all.
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Godin Thekiller
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Posted - 2014.05.19 23:22:00 -
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Atlas Kordan wrote:A quick question about game mechanics. Will the MCC's have more interaction in Legion, rather than being a place to spawn currently? For instance, will we be able to board and fight on them, while people are fighting on the ground below? Or perhaps, having the ability to launch ships from the MCC, like an aircraft carrier?
The MCC is too small for that.
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Posted - 2014.05.20 00:45:00 -
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Atlas Kordan wrote:Godin Thekiller wrote:Atlas Kordan wrote:A quick question about game mechanics. Will the MCC's have more interaction in Legion, rather than being a place to spawn currently? For instance, will we be able to board and fight on them, while people are fighting on the ground below? Or perhaps, having the ability to launch ships from the MCC, like an aircraft carrier? The MCC is too small for that. They can always make it bigger, like they're doing with the maps.
They could (would make MCC fights a bit cooler, as you would have enough room to fight in them lol), but I doubt it for some reason that they would.
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Posted - 2014.05.20 03:49:00 -
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Maken Tosch wrote:Godin Thekiller wrote:Atlas Kordan wrote:Godin Thekiller wrote:Atlas Kordan wrote:A quick question about game mechanics. Will the MCC's have more interaction in Legion, rather than being a place to spawn currently? For instance, will we be able to board and fight on them, while people are fighting on the ground below? Or perhaps, having the ability to launch ships from the MCC, like an aircraft carrier? The MCC is too small for that. They can always make it bigger, like they're doing with the maps. They could (would make MCC fights a bit cooler, as you would have enough room to fight in them lol), but I doubt it for some reason that they would. They could at least dedicate the rest of the 80% of the MCC we don't take up to allowing Legionaries to pilot the MCC and commandeer the guns. Would make for some epic MCC-on-MCC action!
People would just aim those XL cannons at anything that moved on the ground. Make it lock on, and okay.
EDIT: Lock on as in lock, and it shoots a dumbfire shot.
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Posted - 2014.05.20 16:29:00 -
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byte modal wrote:^ lol. I like you.
"...investing unreasonable time and effort and real money trying to win. ITryHard."
Like I said in my posts, I was soliciting opinions. So thank you for that. My posts are kind of where I'm leaning. I don't like it, but it's what I see. With that said though, like you I too will be investing unreasonable time and effort and real money to... well. At least to try to have a neutral KDR. lol. Mostly though, I just want to see this game succeed and do so by the standards already established in the EVE Universe. It's a brilliant idea to merge an FPS into it, even if progression is slightly watered-down. Slightly, that is. >=]
Restricting us is not slightly, but I get your point
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Posted - 2014.05.20 20:40:00 -
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byte modal wrote:Godin Thekiller wrote:Restricting us is not slightly, but I get your point lol weeeeeelllll....... in context of what I was replying to, hoping that IF it must be dumbed down, then fingers crossed it's open to evolve. To be clear though, I want EVE-style progression, dag nabbit!!!11!!11! ^.^
Well, that's the point we're trying to point out I guess, that it doesn't need dumbing down, just improvement and a actual explanation.
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Posted - 2014.05.20 21:41:00 -
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byte modal wrote:Godin Thekiller wrote:Well, that's the point we're trying to point out I guess, that it doesn't need dumbing down, just improvement and a actual explanation. 100% ...wait. I thought there was a thumbs-up icon thingy?! maybe that's another forum =\ lol. either way, I'm with you.
top right of each comment there's a like button with a thumbs up.
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Posted - 2014.05.21 01:52:00 -
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byte modal wrote:Godin Thekiller wrote:byte modal wrote:Godin Thekiller wrote:Well, that's the point we're trying to point out I guess, that it doesn't need dumbing down, just improvement and a actual explanation. 100% ...wait. I thought there was a thumbs-up icon thingy?! maybe that's another forum =\ lol. either way, I'm with you. top right of each comment there's a like button with a thumbs up. lol smartass. I know THAT, how else do you explain all theses notifications of, "byte modal liked your forum post bla bla" haha. No, I mean thumbs-up icon like the default row of emoticons. Ah, I'm thinking of the Optima forums =\ Well... mystery solved at least.
Wat? Oh, I see now. I get confused sometimes my bad
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Posted - 2014.05.21 03:58:00 -
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Ulysses Knapse wrote:CCP says that they want to make EVE: Legion special and unique, but their actions tell another story.
Help me out here, guys, what's the word for someone who says one thing but does another? Hippogryph?
you're warm
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Posted - 2014.05.25 17:33:00 -
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Gyn Wallace wrote:Pokey Dravon wrote:https://forums.dust514.com/default.aspx?g=posts&m=2169542#post2169542 PDF (Below Link): https://drive.google.com/file/d/0B6Pqc0ScXKN7OE1mczZ3RHduX180TU1MMEEzeW9LaU4yWDM0/edit?usp=sharingPokey Dravon wrote:https://drive.google.com/file/d/0B6Pqc0ScXKN7OE1mczZ3RHduX180TU1MMEEzeW9LaU4yWDM0/edit?usp=sharing
Please view PDF above at full zoom so all text is visible.
Recent discussion has heavily been focused on the proposed ideas for the Skill System in EVE: Legion.
Development feels that the current system is too complicated for the target audience, and has suggested a simplified system to make things easier for new players to understand. I however feel that simplifying the system excessively betrays the freedom of gameplay that is New Eden, and that the primary issue lies in the presentation of the system and not the system itself. The above PDF presents and interface designed to make Skilling easy for new players, while maintaining the depth of the skill system for veteran players. ... I'd love to hear some dev feedback on this. If the goal is simplifying the NPE, is there any concern that Pokey's suggestion doesn't serve that goal adequately? Does CCP Z perceive any downside to Pokey's suggestion? I can't think of any downside. Its fantastic.
Of course he does, as it's better than his idea, and whatever his idea is is always right. After all, he has numbers
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Posted - 2014.05.30 00:02:00 -
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Alaika Arbosa wrote:CCP Z wrote: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. If we get an Eve-style charaction creation process where we see ourselves outside of our Dropsuits and you drive home the idea of buying gear, it will only be counter-intuitive to the morons (which, lets be honest, do we really want the morons in Legion?). Hell, you could even give us the option to go into battle without a dropsuit. It would be a sub-par setup (1 LW, 1 SA, 1G, 1E) and only available in certain situations (non-hostile environment temperate planets), but it could be an option and it would be a good reminder that we only own that which we spend our AUR/Isk on (though we only own the quantities that we purchase). Stand apart from the other **** shooters on the market, if we wanted to play them, we would be playing them rather than Dust/Legion. There is no reason that we need to have our hands held in this way and IMHO it is the top of a slippery slope through the "BPO-ification" of all items because some simpletons ***** and moan about being consumers within the game and how they don't want to have to math. If only you'd commit to ensuring your players understand how and why Dust/Legion stands apart you could forget this process of oversimplification.
Nailed it.
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Posted - 2014.05.30 19:17:00 -
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byte modal wrote:steadyhand amarr wrote:Oh dont get me wrong dust was a big bag of fail in many ways. But a lot of above could be tolerateed if players new what the **** was going on.
But yeh a lot of the above is was done because they treated the game like EvE i should no i was here from the start.
Also look at your list a big problem of dust is itcomplex not deep their is a difference and it started with how ccp wanted to do progresion. All of it traces back to the skill system.
Under no situation should need a video or txt to explain whats going on. Everything should be easy to follow and understand onlu getting complex near the end game, WoW was nearly flawless in this.
My big point is Dust514 tried to be EvE. Shooter fans dont want an EvE they want a persitant cod/ bf2142 so we need desgin the game around that understanding.
Fluff lore feel of new eden of course but we should not look to EvE on how to do things EvE is a space sim legion is a shooter they could not be more diffrent and i wont watch the same debats we had in closed beta repeat here.
Im also 4 banning EvE in any debate and stating you must look to other shooters as an example or make the argument stand on its own feet, saying its not new eden is a load of bull, legion is legion and the new kid is going to change the rules Eh, a lot of that is my point. First let me be clear I don't want to sound like I'm just being a smart ass or anything lol. I'm just sharing a point of view here. Right or wrong ,eh wtf. Ya know? That out of the way, DUST IMHO, never tried to be EVE. It was a jumble of random parts from EVE that had nothing to do with each other, let alone the concepts of EVE. much of my list isn't at all related to complexity. It was just a broken release. There are players coming from EVE that may play it no matter what just for branding's sake. Others because it's "different". I think that most though will see a jumbled mess of an interface without clear logic that links you from one thing to another conceptually, and they throw their hands up and move on. It was a free DL after all, so oh well. On to the next. I don't want the extreme here, playing a dull spreadsheet FPS shooter full-on EVE mode. At least for me, I just don't want the EVE flavor to be so watered down and diluted that it no longer falls within the EVE Universe. Use only what you can afford to lose; skills that are universal allowing ONE character to play unique roles relative to the context of the game at hand (not single role, sub-tiered class-driven like warcraft); security space that matters for new players to integrate; a skill system that grows and evolves with the player; and a damn serious death penalty! Hey, I still play WoW, but I play EVE to get the hell away from that too. Again, I don't think we want an EVE clone. I'm sure some do, but I doubt that's the main argument. Search the forums, there are countless posts from capsulers clearly explaining what it is that they hope for to make a better, but still UNIQUE, FPS. I'm from Closed Beta myself, so ya. And I don't necessarily disagree with you about needing a complex video or text block to understand; however, as a graphic designer, I totally understand how much that can be addressed by using a properly designed and thought out interface (I'm talking menu structure, navigation, hierarchy, etc.) if that were done right you probably wouldn't need anything more to understand the concept but maybe a shooting range or something to apply and test that concept. You're also right that LEGION is not EVE, but as long as the game insists on being part of the EVE universe, there are core principles that really should be kept. Otherwise, why bother wasting the time? Just make another COD? I mean, honestly man? Why bother leveraging the EVE name at all? Just create a sister corporation and develop independently and done. I'd play that game too, but here we are. I guess my Mario without Mushrooms would better fit here =\ Idunno man. I get what you're saying, but disagree. I don't want EVE. I just want the concept to remain in tact. I also want the failure of a poorly implemented and unnecessarily bloated experience to stop being the justification of nixing EVE concepts. The two ARE different. That's like saying I'm never eating chinese food again because this Domino's pizza is the sux. Yeah, it does. So order the right thing next time ;)
Nailed it.
I swear, people have been nailing **** all this week
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Godin Thekiller
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Posted - 2014.05.30 20:13:00 -
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ZDub 303 wrote:byte modal wrote:ZDub 303 wrote:I'm curious... for those who are worried about Legion losing its 'EVE" feel. Did you prefer Chromosome's skill tree to Uprisings? As an EVE player, I could relate to the original skill tree easier than some---nothing backing that up except talk around the forums at the time. That's not to say that I found it efficient, pleasing, or technically easy to understand, just that I could relate to it without much effort. It was pretty bad though knowing its purpose and how little there was to help non-EVE players relate. I mean in design. Transition to the later node-based graphic skill tree was awkward. At first glance I didn't want to bother with it because I already understood the original. Now though, the later is all that I use. I do want to point out though that the core concept is the same, only the representation of that concept has changed. I think your specific question and the conversations that may branch from it could cover many subtle shifts, but at the core, I think EVE players are arguing to keep the concept within the EVE realm of thought, just have better representation of how that translates in a FSP mindset---not knocking one or the other. It FEELS (again, without much backing that up either except talk around the forums) that the concept is shifting a bit too far. Here's a Mario universe game but.. without mushrooms. Kinda. lol? I think I may be trying to answer another post by burying it into my reply here. If I missed your point, sorry! I was just curious. I feel that it is a somewhat analogous case though. In chromosome we had secondary skill requirements a la EVE and in Uprising it became completely linear. In terms of the 'EVE' feel, the chromosome skill tree should generally be preferred, as it was essentially EVEs skill tree adapted to ground based combat as well as they could. They then went to completely dumb down the skill tree. Instead of using the names like in EVE, say 'Shield Management' for example, they renamed everything to its module name. So it became 'Dropsuit Shields' and 'Shield Extension', 'Shield Recharging' etc etc. It became completely linear, and not very 'eve-like' at all. I really never saw that much in terms of "linearized the skill tree ruined uprising" posts. You know? If the Chromosome to Uprising skill rework wasn't a complete crisis and breakdown of the entire structure of the game, maybe, just maybe, the Legion skill tree won't be either?
I think you need to take a look at the skill names in EVE, as a lot of them says exactly what the skill does. Especially the drone tree. Also, unlocking things in Dust is basically the same as in EVE. skill requirements are a little different, but otherwise it's the same layout.
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Godin Thekiller
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Posted - 2014.05.30 22:18:00 -
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ZDub 303 wrote:Godin Thekiller wrote:I think you need to take a look at the skill names in EVE, as a lot of them says exactly what the skill does. Especially the drone tree. Also, unlocking things in Dust is basically the same as in EVE. skill requirements are a little different, but otherwise it's the same layout. Yeah, I play EVE now. While the description for most things does a decent job in explaining what they do, I would not say the EVE skill tree is completely obvious. Just some minor examples... Its not obvious that 'damage' armor compensation affects the energized adaptive nano membrane. its not necessarily difficult to find out, but the skill tree doesn't link those two together in any way, I had to find that information out externally. Same for 'damage' shield compensation... nothing tells me that doesn't work for shield hardeners... in fact I hadn't even heard of passive shield resistance modules until I had to look up online what that skill does. Things like... Capacitor Emission Systems... I still don't know if that works for laser weapons or not. I'm assuming it doesn't but the description says 'Energy Emission Weapons'... I have no idea what is... is it neuts? vampire mods? The ui tells me nothing so i'll have to look it up later. 'Racial' Sensor Compensation? I still don't know what that does and how its different from Signature Analysis. Things like Shield Operation... "...including the use of shield boosters and other basic shield modules" - what is a "basic shield module" for $100 please Alex. These things aren't impossible to figure out by any means but the game gives me nothing in terms of what these do, I must look on a forum or occasionally on battleclinic comments to find out what some of these skills actually do. At 8 weeks played (so not that long) I'm definitely still confused about what some of these core skills actually do... and if I should be prioritizing these over something else. Looking up these skills online is something I am willing to do personally, but its these kinds of things that could scare away potential players of Legion. Those tings sadly haven't been changed. Well, at least they are trying. I mean, the drone tree just got adjusted. I get what you are saying don't get me wrong, they need to explain things better. But what I'm saying is don't limit me doing so. Half assing it is never good after all
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Godin Thekiller
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Posted - 2014.05.30 22:23:00 -
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ZDub 303 wrote:Natu Nobilis wrote: Give the player tools and they-¦ll do amazing things. Minecraft being a perfect example.
If the purpose of the game is to dumb down a little bit to appeal the masses, they-¦ll neither have the masses nor the challenge.
A complex skill tree doesn't introduce depth into the game though. There are other, far more substantial ways of introduce sandbox elements and giving tools for the players to make their own content. Do you truly believe that EVE's skill system is the core to the experience you built for yourself? Do you think those pirates wouldn't have blown up your Raven if EVE had a more intuitive skill system? Kinda see where I'm going here? Its the sandbox mechanics that make EVE, not its skill system.
It's the openness of the skill system that makes it easier to do the sandbox things though.
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Godin Thekiller
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Posted - 2014.05.31 00:04:00 -
[41] - Quote
ZDub 303 wrote:Godin Thekiller wrote:ZDub 303 wrote:Natu Nobilis wrote: Give the player tools and they-¦ll do amazing things. Minecraft being a perfect example.
If the purpose of the game is to dumb down a little bit to appeal the masses, they-¦ll neither have the masses nor the challenge.
A complex skill tree doesn't introduce depth into the game though. There are other, far more substantial ways of introduce sandbox elements and giving tools for the players to make their own content. Do you truly believe that EVE's skill system is the core to the experience you built for yourself? Do you think those pirates wouldn't have blown up your Raven if EVE had a more intuitive skill system? Kinda see where I'm going here? Its the sandbox mechanics that make EVE, not its skill system. It's the openness of the skill system that makes it easier to do the sandbox things though. I won't disagree with that. An overly restrictive skill tree will push more people away than it will bring in. As Z releases information that will be the primary focus of my feedback I think. It needs to be accessible in more ways than one... intuitively obvious (okay good for NPE) without massive skill sinks (good for post NPE). But that is completely possible with what he is proposing (the role based system). It appears that this role based system is borrowing heavily from Valkyrie as well as they just recently moved from a class to a role based system. Having some skill sinks isn't a crisis either though. Eve has plenty of skills sinks as well. To say the assault rail rifle requires an assault dropsuit isn't really that much different than Mining Barges requiring Industry 5 and Astrogeology 3 on top of Mining Frigate 3 is it?
See, here's the thing with that: it's not the same thing. It would rather be like requiring you to get a Eagle or a Deimos to get T II medium rails, but you can still use it on any ship that can fit them.
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Godin Thekiller
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Posted - 2014.05.31 19:29:00 -
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ZDub 303 wrote:
So requiring a Heavy Assault Cruiser before tech II medium rails would be kind of silly I agree. What if you needed Caldari Cruiser III to use tech II rails though? If it would help guide newbies to the fact that the Moa uses medium rails?
While it might be obvious to you that you should pair rails on the Moa, it may not be obvious to others and making that connection, at a relatively insignificant cost in training time, might be worth it?
I dunno... just a thought. Playing a little devil's advocate I guess.
Making the skill sinks relatively light wouldn't be catastrophic. But locking all weapons behind the racial specialization set of the skill tree would be silly I agree. To require caldari assault dropsuit (at virtually the end of the assault role tree) before being able to use any rail rifle would be bad design imo. I would 100% fight against a change like that.
Seeing as though they want you to go down a T II suit tree before getting a T II gun, it is like I just said.
Look, I get Z's reasoning behind it, and why you like it. But here's the thing: If at any point I'm forced to go down a tree just to get something that I want, and most of the tree has nothing to do with what I want, then Godin is not happy. My point is that if they took the time to actually explain the damn tree in the first place, then there would be no problem. Hell, simply having a class (because it's called the academy for a reason) teaching what all the trees do (ex. in the dropsuit command, you can unlock dropsuits *explains frame sizes*. Under the weaponry tree, you can unlock weapons *explains weapon sizes* etc.), then maybe people might get it?
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Godin Thekiller
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Posted - 2014.06.02 22:56:00 -
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Malkai Inos wrote:ZDub 303 wrote:[...]I see nothing about consumable dropsuits that adds to the game play of Legion.[...] "I see nothing about consumable weapons that adds to the game play of Legion." Your reasoning isn't wrong in that it does follow when viewed in isolation but you can rephrase it to include every other item with little or no modification as long as you overlook the fact that it's logical conclusion necessarily begs the question where to stop and why.
this grammatical phenomenon is called a fallacy
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Godin Thekiller
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Posted - 2014.06.03 22:34:00 -
[44] - Quote
Himiko Kuronaga wrote:ZDub 303 wrote:Himiko Kuronaga wrote: I appreciate the visual distinction, for one thing.
If a person is running proto I can tell right away he is a bigger threat than the scrubs surrounding him. This allows me to make an intelligent decision about who, and how, to engage.
If every tom **** and jerry is running proto, but some people are running it with militia mods and some are running with proto mods, I can't make that immediate distinction. It's bad battlefield intel.
Of course, back in the day CCP were a lot better about making proto colors obvious. Now, it's really rather difficult sometimes. Like the difference between a Gal Sent proto or advanced is hard to tell from a glance.
If dropsuit painting becomes part of the monetization model in Legion, we're probably going to need to get away from 'suits at a glance' identification mechanics and completely redo how we identify suits and their potential threat level using a more developed UI. Although, just like Eve, there should be some level of mystery as well imo. There is no level of mystery in EVE. Your overview tells you exactly the hull of the ship they are flying, and if you zoom in you can even see what kind of turrets they have mounted before they even fire. The only unknown is what modules and riggings they have on it. While paint bucket may be a thing in the future we need to account for, I'm not entirely certain it's even a good idea for some things. If you replace visual confirming of the model itself with something like a symbol above a persons head, then the game will largely degrade back down to chevron hunting. If it's nothing more than some text at the bottom of the screen, then that's a really poor way of doing it as you can't really take the time to read everything going on when a target zips past you. When you're running around in crap gear and a dark silouette with a pair of blood red glowy eyes comes around the corner, you know EXACTLY what the situation is. That kind of visual intimidation should not be replaced with some dinky icon or subtext nobody is going to read. It damages the experience. And if everyone is running around with the same intimidating model, it is also made irrelevant because it is then the norm.
You zoom in on the ship models?
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Posted - 2014.06.06 02:57:00 -
[45] - Quote
steadyhand amarr wrote:Alaika Arbosa wrote:Maken Tosch wrote:I suppose we may have discouraged CCP Z for a long while. I haven't seen him post anything here recently. Hopefully this is because he is taking our advice and revising his ideas for Progression AHAHHAAHAHHAHAAHHAHAHAHAAHHAH i mean sure :) (joke was easy to make, i acuttly agree with the progression change because i understand where are making a shooter here)
"shooter" Doesn't mean "a bunch of idiots are playing"
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Godin Thekiller
shadows of 514
2560
|
Posted - 2014.06.10 06:38:00 -
[46] - Quote
Maken Tosch wrote:The-Errorist wrote:Will vehicle hulls also not be part of what is lost in battle? Also will skillbooks come from salvage or from NPCs and will they most likely be very expensive? If Legion follows Eve Online's style of NPE, then some skill books would likely be free to those who complete tutorials and stuff like that.
Most of the skillbooks still have to be bought in EVE.
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Godin Thekiller
shadows of 514
2560
|
Posted - 2014.06.10 06:41:00 -
[47] - Quote
Maken Tosch wrote:Natu Nobilis wrote:Do not despair! There-¦s always Battlefront to look foward to I like Star Wars when it was only known as a movie.
That period lasted for like 6 years.
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Godin Thekiller
shadows of 514
2585
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Posted - 2014.06.12 02:58:00 -
[48] - Quote
Maken Tosch wrote:Regis Blackbird wrote:Skylight Atoma wrote:Quote: 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.
So it sounds like you want to discourage swapping fittings, or even suits, during a match. I hope this isn't the case because the ability for me to swap suits/fittings for my next spawn adds a lot of depth in gameplay. I am also worried about MMR RNG, where your team's suit comp is vastly outmatched by the enemies suit comp without the ability to adapt. And I see that you want progression to be harder, but is it really going to be THAT much harder to always have to focus on one suit at a time? What will be the purpose of restricting some game types to certain meta level brackets, outside of newbie battles? If we can still swap fittings/suits in match, how are you going to stop someone capable of fitting a 350 meta level suit from queuing with a 120 suit and then swapping to their 350? One suggestion I have is you could make a list of 3-4 fittings you queue with and the MMR averages the meta level of those fittings, though that is still limiting compared to what DUST is like now. I think Wolfman have stated that they are looking into limiting the number of suites you can bring with you. If this is the case it has my full support, since I always disliked the idea of having your entire inventory in your pocket (halfway across the galaxy). This would mean you can swap suites during battle, but only to the small pool you have picked to bring with you. However, this has very little to do with the progression, and I am also interested in an progress update from CCP Z So, Z... Any progress of the skill tree? I am keeping a very open mind as we only have seen a very small piece so far. I would like to get your thoughts about how the proposed skill tree will work together with fitting and market options. It does not have to be a presentation of the full skill tree, but just a rough overview, perhaps with a noob example of a player's first steps in the game. This is very much true. In Eve Online, every player doesn't have immediate access to their entire inventory as all of their crap is scattered throughout the entire galaxy. The limited cargo hold for every ship is designed to only allow players to carry the ammunition that they need with some room to spare for looting wrecks when they go off alone in far-off places. But yeah, I am still interested in knowing what's the status of the progression that CCP Z proposed.
^very much this.
EDIT: I have like 20 stations with stuff in them. only like 4 has stuff I actually use...........
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Godin Thekiller
shadows of 514
2586
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Posted - 2014.06.12 05:44:00 -
[49] - Quote
Maken Tosch wrote:@Godin
Oh please. I have at least 100 stations scattered throughout New Eden because I'm a market trader in Eve. Only three of those stations have things I actually use and they are all regions apart from each other. ;) If none of my **** blew up, I'd have far more. But alas, my **** does blow up after all
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Godin Thekiller
The Corporate Raiders
2607
|
Posted - 2014.06.15 02:27:00 -
[50] - Quote
Maken Tosch wrote:byte modal wrote:Maken Tosch wrote:I just noticed... CCP Z has been awfully quiet ever since the recent bout of layoffs. Came here to bump a thread for more attention then realized uh... it's a sticky Wow. I don't know how to read that. I saw the article and then the layoff news. I honestly am at a loss as to what to think or feel since, ...on all of this. I just keep typing and backspacing here because nothing that comes out really holds the weight that I feel this topic deserves. Nor does this process help clear my head of random thoughts that usually comes from the forced organization required to translate those thoughts to another. Sure, I have been frustrated in the level of communication or lack of dialogue, but at the end of the day I get that it's not my game to build. I'll either enjoy the results or I will not. I will continue to hope for the best and see what comes. But if it's true that Z was part of the 49, wow. just wow. On a personal level, I hope not. On a more general level I can't help but think wtf, CCP? Sh!t rolls downhill. I've learned that in my employment, sure. But learning that should come with perspective along side that realization---perspective that management at any level should damn well know before daring to take the reigns of any project. Sh!t may roll on down that hill because it's just damn easier to blame "those... down there" than to accept responsibility for one's poor decisions, mismanagement, or blatant ignorance of a product and its production requirements and constraints, but until the later is corrected, that same sh!t will just continue rolling on and on and on.... no matter how many rounds of layoffs or staff replacements occur. I'm going to stop here out of fear of this turning into a rant, or worse, derailing this thread more than it has been already. Idunno, guys. Fingers cross and all that, I guess. For whatever it's worth, I've enjoyed reading most all of your posts (both player and dev alike) and being part of the conversations that I've put into, ever how minimal my part may be. Whether I agree with you or not, I respect and enjoy the debate. We'll see what comes then, yes? All the best, - me. Well, I just brought it up because of the shear coincidence I see here. Even though I have my disagreements with CCP Z on the issue of progression, I also personally don't want him to go as I want to give every Dev a chance to improve themselves. CCP Z did say he is taking in our feedback. I just want to see for myself if he really has changed his mind so far after the loooooooooong discussion we all just had.
I remember seeing a interview with CCP Z showing that he still stuck to his ideas.
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Godin Thekiller
The Corporate Raiders
2613
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Posted - 2014.06.15 20:04:00 -
[51] - Quote
Maken Tosch wrote:@Godin
Sounds like an old interview. I like to see him come over to this thread right here as soon as possible and tell us if he has changed his mind or not.
I think it was like 10 days ago that I saw it.
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Godin Thekiller
The Corporate Raiders
2616
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Posted - 2014.06.16 00:54:00 -
[52] - Quote
Maken Tosch wrote:Godin Thekiller wrote:Maken Tosch wrote:@Godin
Sounds like an old interview. I like to see him come over to this thread right here as soon as possible and tell us if he has changed his mind or not. I think it was like 10 days ago that I saw it. Do you remember the link or at least the name of the website?
Nope, I just remember that he said basically the same thing that he's been saying in this thread.
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Godin Thekiller
The Corporate Raiders
2616
|
Posted - 2014.06.16 01:24:00 -
[53] - Quote
Malkai Inos wrote:Maken Tosch wrote:Godin Thekiller wrote:Maken Tosch wrote:@Godin
Sounds like an old interview. I like to see him come over to this thread right here as soon as possible and tell us if he has changed his mind or not. I think it was like 10 days ago that I saw it. Do you remember the link or at least the name of the website? This is the most recent interview with CCP Z I could google fu and I faintly remember seeing it cited around here as evidence that he's committed on going ahead with his proposal despite community concerns. Having been released may 21st and thus seven days after his OP here in this thread would somewhat fit this narrative but only as long as you ignore the high possibility that the Interview itself was conducted before that. Every other interview with Rouge and/or Z was released within hours of each other on may 2nd and I can't find anything in this one indicating that cannot be just as old. I wouldn't resort to panic just yet based this alone if that's what Godin is referring to. I would however appreciate any life sign from CCP Z so we can rekindle this, arguably heated, dialogue.
Na, it wasn't that one, the wording is off. Also, the website had a white background.
Anyways, nobody should panic anyways. Panic makes things go bad quickly.
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Godin Thekiller
The Corporate Raiders
2616
|
Posted - 2014.06.16 02:33:00 -
[54] - Quote
Malkai Inos wrote:That interview is with CCP Rouge (Jean-Charles Gaudechon) and, later, Hilmar (-Veigar P+¬tursson). Not CCP Z (Julien Dulioust) and progression is only mentioned in passing. Relevant quote on progression I found: Eurogamer wrote:Player progression will be "heavily updated, heavily changed" from how it is in Dust, although it'll share roughly the same DNA. "It's one of the things that will have a lot of love on Project Legion," I'm told. That's seems like the entirety of it after a quick glance. Edit: Added real names because many interviews don't reference the CCP names.
No, that's not it either, although I saw that, and I wasn't sure what to make of it.
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