|
Author |
Thread Statistics | Show CCP posts - 28 post(s) |
Hammerhead LandSharkX
Liberum Sapiens Xenodochi
16
|
Posted - 2014.05.15 00:25:00 -
[1] - Quote
CCP Z wrote: If you look at the tree that I showed during the presentation, basic weapons for all classes will be available early in the progression so you will be able to try them fairly easily (or quickly if you prefer). But yes, we are making the Progression more difficult. Right now, within a couple of weeks of play, you can basically create your ultimate Fitting and never do anything else.
in regards to the part I underlined...
could you elaborate on how progression will be 'more difficult' yet 'more accessible'? By 'more difficult' do you mean it is going to take longer to skill into a fully defined role? Do you intend for it to take longer for people to cap out in a respective role's skills or to achieve a role specific fitting...both? Do you intend for it to take longer or somehow be more difficult to be able to switch roles through different fittings?
for what it's worth i'm of a strong opinion that players should be able to experiment easily at a low level/tier/etc with their progression and fitting variety...while it could spike increasingly in difficulty/time as they specialize deeper into roles/skills. I feel the current pace at which players can unlock basic suits/modules/weapons in dust514 is pretty close to where it should be-while reaching high end suits/modules/weapons/passives could reasonably use some tweaking (increased time/difficulty).
CCP Z wrote:Quote:I would want to know why the current skill system could not be a base for EVE Legion with a UI overlay guiding players into roles? Has a investigation of this been done? Re-watch the presentation, both Progression systems are not that far away from each other. If the progression systems are not that far away from each other-is it not a good idea to try and carry over the current skill system as much as possible to ease the transfer of characters from dust to legion? Couldn't this be done in conjunction with your re-defined roles as the aforementioned ui overlay like ISIS & EVE certificates or some other 'new player friendly' possibly more automatic tree guidance system. Thus allowing both to exist-where one (yours) streamlines the other (current) but does not force everyone to adhere to it?
I realize it's unfair of me to assume this without fully seeing an outline of the revamped tree...but taking the 'starter fits' from dust514 as an example...It's hard to trust predefined roles as the primary way to progress. I believe allowing the current skill system to remain the base is a good way to allow for the continued freedom and creativity of the playerbase to thrive while introducing and refining a way to draw in newer and less 'skill tree oriented' players to progress with ease on top of that base.
|
Hammerhead LandSharkX
Liberum Sapiens Xenodochi
17
|
Posted - 2014.05.15 01:10:00 -
[2] - Quote
*oops* |
Hammerhead LandSharkX
Liberum Sapiens Xenodochi
21
|
Posted - 2014.05.15 17:47:00 -
[3] - Quote
Kigurosaka responded largely how I would have wanted to-so thanks for saving me some time.
And to highlight some of the more general sentiments:
Kigurosaka Laaksonen wrote: No one claimed EVEGÇÖs skill tree was perfect and perfect is the wrong word to use in this instance. Implying itGÇÖs GÇÿdivinely perfectGÇÖ is certainly out of place. It is, however, very functional. Tweaks like taking out Learning skills were done after a few yearGÇÖs experience showed they werenGÇÖt needed. The skills were removed and attributes were increased so there was almost no net change in SP/hr. The ends (total SP/hr) were justified, the means (Learning skills vs. higher base attributes and remaps) needs work. For Drone skills, thatGÇÖs an entirely subjective tweak being done to bring drones in line with other weapons. Drones are broken for a few reason, the UI and AI being a few, but the skill tree is not one of them.
Lastly, there is another argument people are making: "Dust/Legion should be EVE, but on the planets. And thus we should be mimicking EVE's gameplay as much as possible." This is obviously related to the above statement, but comes at it from the angle of gameplay as opposed to the skill-tree. As such, I'll respond to it from a different angle.
Allow me to be straightforward: EVE is an amazing sandbox, with battles where thousands of players led by gods tear away at each other, filled with spying, politics and altruism, where your cunning and ambition shape your future as much as any character stats you may have. EVE is a glorious story-engine with one teeny-tiny problem: It is not fun to play.
Do you want Planetary Conquest 2.0 to be a 5 hour POS grind? Do you want PvE to be so simplistic many people bot it with trivial programs? Do you want to have to run two accounts at once to have access to basic reconnaissance? Do you want Dust to also become the "game you play while you're doing something else"? Should Dust be "Spreadsheets on Planets"?
This is ridiculous. EVE is fun to play. ThatGÇÖs the only reason I play it. Also, this is yet another misrepresentation of the argument. I never said DUST (Legion?) should be EVE but on planets. I said DUST should mirror EVE as much as is suitable in an FPS environment.
If you think that sounds great then you know what? That's fine! Only you know what you find fun. No one can tell you otherwise. :) But here's the thing, that game already exists, it's called EVE Online. EVE is very, very, very good at being EVE.
But if you want a sandbox/MMO/FPS, well we're going to have build that. And since no other game has done that, we'll have to invent. Which means iteration.
There are sandbox MMOFPSs. One example that comes to mind is Firefall. ItGÇÖs not so good. Those guys are really going it on their own. ItGÇÖs theyGÇÖre first and only IP. They donGÇÖt have amazing opportunities and experiences gained from an incredibly successful 10yr old IP. We donGÇÖt have to GÇÿinventGÇÖ a tier system that is balanced for new and old players. EVE has already invented it. We donGÇÖt have to GÇÿinventGÇÖ an economy where the goods are mainly player manufactured. EVE has already invented it. Of course thereGÇÖs room to improve, such as PvE. But EVEGÇÖs setting and DUSTGÇÖs (LegionGÇÖs?) setting will lend themselves to massively different PvE. No one is saying copy and paste EVE to DUST. But what if instead of public contracts, we had to accept PvE, PvP, or mixed PvE / PvP missions (we could even still call them contracts) from agents in a station?
Which means occasionally tearing down the old and replacing it with the new.
Our present skill system works. But by no means does it work well.
Let's find something that does. :)
EVE built on a solid foundation. It was never torn down and rebuilt fresh. The skill system and ship class system is largely the same. Our present skill system DOES NOT WORK. Our present game DOES NOT WORK WELL. Being more like EVE would solve that.
thank you kigurosaka!
Celus, Kevall and a few others seem to be ignoring some of CCP Z's replies where he stated his skill tree and the current aren't even that different...so what are the differences? forced progression and some ui tweaks? Not to metion 'more difficult' progression which i can only currently interpret as more time to train down a newly forced focus on predefined roles before i can get back to my basic custom fits.
This sounds like a better system to you guys? The new progression presentation didnt look like a 'new ui' covering up the same old skill tree but removing your option to deviate from roles? Why would a cert/ISIS system have to only be ui map and not (optionally) automatically train things for people the same way a skill que does? Why are you guys refusing to improve upon a system with more freedom and customization in favor of starting over and adding restrictions that will likely make it harder to iterate on without enforcing more restrictions?
do i want legion to 'play' like eve-**** no. i want eve's systems to provide the foundation for an fps . I don't expect to be trotting around on a planet-point my gun at someone...wait 10 seconds to get a lock and start playing an automated orbital dance with intervals of automatic gun fire thereafter...
i want my fittings and modules and skill training to build a unique loadout that plays the way i want it to play against an abundance of adversarial variance where all of that is rooted in a player driven market in a competitive sandbox environment with economic/political/fun consequences. Thats the 'eve' i want in legion.
I find comments like "legion should not look to EVE" in opposition to pursuing that vision .
"There's a game like that-it's called eve" BS, eve aint an fps. that's like me saying "there's a game like ccp z's it's called firefall/planetside/MAG/battlefield" that would be BS too.
|
Hammerhead LandSharkX
Liberum Sapiens Xenodochi
27
|
Posted - 2014.05.17 01:37:00 -
[4] - Quote
TLDR I broken record, nothing new to see here.
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. very much, this.
A very elaborate effort. Details aside, I'm with you in your line of thinking and believe very strongly that this avenue is the best for legion with eve, dust to legion, and for both new & vet players. Sadly I'm currently feeling Cyrius' words and the responses i've seen thus far as indicative of the kind of response you might get.
Suggestions and feedback along these lines has been echo'd in this thread and in the forums and seem to be a reasonable route and the reason's thus far I've seen given to the contrary:
CCP Z wrote:
- The Current system is too fast, too many weapons, modules, drop suits given away to quickly.
I would want to know why the current skill system could not be a base for EVE Legion with a UI overlay guiding players into roles? Has a investigation of this been done? Re-watch the presentation, both Progression systems are not that far away from each other.
You can have depth AND accessibility if you build the right UIs and invest the resources into making an amazing, story-based gameplay tutorial. EVEGÇÖs ISIS, and Mastery systems are excellent examples of how this can be done. I donGÇÖt necessarily agree with the EVE example, it remains a really difficult progression system to understand. Legion is not and will not be EVE, even if both games share the same universe. We have many reasons justifying that choice: we are not the same business model (subscription vs free to play), we are not talking to the same target audience (hardcore MMO players vs Online FPS Players). That isnGÇÖt to say that their progression system isnGÇÖt great and applicable to EVE GÇô only that it does not necessarily fit the game we want Project Legion to become.
referring to the underlined part-what do they want it to become?
CCP Z wrote:
- We are not trying to bring casual players in the game, we are trying to open the game to more players and not only create a niche game (as DUST is currently). If we want Legion to live, it has to provide an amazing experience but also be a financial success. Being a free to play Shooter on PC, we have to reach out to a bigger target audience than for the Console version if we want it to be successful
- I think that the new system will allow both: accessibility for new users to understand, while keeping the high level complexity of mix-matching modules, weapons and Dropsuits.
- what we are aiming for: easy at the beginning, so you understand all roles, what is their role on the battlefield and what items are associated to it; but specializing will take a lot longer and you will have to make difficult choices along the way (Cost of SP increasing as you go down a path)
- the level of customization remains the same as in DUST, we are changing the way it is presented to all players.
Nagging contradictions aside, I think myself and many others are in support of changes and drastic improvements to what seems to be planned for the NPE, PVE, and hopefully to item and skill balance. I just firmly believe we shoudln't change the way we progress, rather those other changes are the biggest factor for improving the way new players understand how to progress. Balancing and cleaning up current skills instead of changing (and restricting) the way we progress seems a better option for both games and all audiences. I don't see why CCP won't make current progression "more difficult" by increasing skill point costs. Why a new role specific UI (ala ISIS) or a well designed certificate system isn't a good/convenient/compromising tool CCP can use to... |
Hammerhead LandSharkX
Liberum Sapiens Xenodochi
31
|
Posted - 2014.05.17 05:08:00 -
[5] - Quote
you should start a thread for that |
Hammerhead LandSharkX
Liberum Sapiens Xenodochi
31
|
Posted - 2014.05.18 10:36:00 -
[6] - Quote
Vell0cet wrote:As an alternative to respecs how do you guys feel about character sales for ISK, with an AUR transaction fee paid by the buyer? That's how eve gets away with not having respecs-but i think that would be hard to migrate to PSN and the like if legion is ever ported. Though if they can build it into the game I'm not against it.
Though Starfire Revo makes a good point with: "Wouldn't work as well in a free to play game as there would be little to nothing preventing someone from making 100+ characters and passively letting them skill up." Eve's subscription at least mitigates this tactic and forces these methods to be of a certain quality and value to be worth while. Eve's market also makes this work with the variety of training that is available for trade-rather than having a flat isk/aur rate for character swapping-players can choose how much isk/plex/etc they trade for individually. |
Hammerhead LandSharkX
Liberum Sapiens Xenodochi
33
|
Posted - 2014.05.18 20:14:00 -
[7] - Quote
Kevall Longstride wrote: But I'd still have to send another mail to explain the certificates....
If you have to send mails out to explain certificates you'd have to send just as much out to explain Z's tree.
Certs and Z's progression could look and function the exact same way. Equal understanding but difference in that one would be optional.
ZDub 303 wrote:I don't find certificates to be all that helpful in EVE myself... I suspect most new players would skip certs in Legion like they skip the text based tutorial in Dust.
A well designed system should be self explanatory... imo at least. 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.
Ulysses Knapse wrote:Certificates would ostensibly be more useful in Legion, as you wouldn't even have to take heed of the skills within the certificates. Just spend skillpoints on the certificates, and it would automatically assign them to the necessary skills. yup. |
Hammerhead LandSharkX
Liberum Sapiens Xenodochi
33
|
Posted - 2014.05.18 21:24:00 -
[8] - Quote
Himiko Kuronaga wrote: I have seen no proof whatsoever that a lack of understanding the skill system plagued the majority of players. I believe they simply quit because the game was horrible and, by default, never got a chance to learn the skill system as a result.
Whatever exit survey Z conducted was likely tainted.
Can we hold back on just being Inflammatory and nonconstructive to discussion? You 'believe' they quit for a different reason and gave as much proof as they did for their reason. It doesn't matter if we see proof for whatever reasons, so long as we can understand that the game needs to improve to get more people playing and for ccp to think it's successful enough to move forward. Shouting 'consipiracy' isn't going to help-discussing reasons why proposed fixes/ideas/etc do or do not improve the state of things will. |
Hammerhead LandSharkX
Liberum Sapiens Xenodochi
38
|
Posted - 2014.05.20 18:51:00 -
[9] - Quote
Stated in the pdf Pokey Dravon wrote:Please keep in mind that the skill tree presented here is for conceptual purposes only. This document is to examine a more user friendly presentation to the skill system to help new players understand the system better. Constructive criticism is expected and while we may not agree on everything, the purpose of this is to initial a point of discussion, so please keep it civil.
Thank you pokey for presenting a very clean and well explained example of what (i think) is a better option. Using your mock up in reference, things this kind of system allows for:
- adding achievements (psn, live, steam), rewards (isk, skins, skill bonuses/discounts, assets) for completing each rank of mastery (marked #2 in your pdf) adds extra encouragement for following role guidelines.
- Adding video reels for each role (marked #3 in pdf) accompanied by a voice-over of the summary would be a nice touch.
- Adding notifications or some other alert system that lets players know that they've unlocked fitting access to something and temporarily highlighting its category in the market.
- in "basic mode" or pehaps an 'auto mode' players could simply select the role and watch the skill points be spent for them.
- Adding a 'certification progress' to the end of battle screen showing how far you've advanced towards your current selected role based on skill points earned in battle (whether auto spent or not)(potential progress vs automated progress).
(Again) I believe this route is better for both transitioning from dust to legion or eve players to legion, as well as for legion to provide an accessible introduction for new players to a deeper and free skill & progression system that sets the (fps) game apart from others. |
|
|
|