Karl Koekwaus
227
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Posted - 2014.05.15 18:38:00 -
[1] - Quote
CCP Z wrote:This will remain the case in Legion, for different reasons: You will have different contracts offered to you depending on your Dropsuit Meta Level. Basically, if you have 3 fittings with a 120, 200 and 350 Metalevel, you will have access to 3 different brackets where people will have the same Metalevel range as you. So, no Dropsuit will be obsolete. You will have access to non-match made battles, so basically you can pick any Dropsuit you want.
So are we back to Legion being a Lobby shooter?
In a proper sandbox in which you scan for battles using the overview maps like we've seen in the Intro Movie, I don't think the whole separation in Meta levels is needed. If battles are more massive and constant changing (Planetside 2), difference in Gear becomes less obvious and player, leadership and tactical skills becomes more obvious.
CCP Z wrote:Again, the nature of Legion is to work against Gear obsolescence, so your old gear will still have an interest for you after unlocking the GÇ£nextGÇ¥ Dropsuit in your tree. You donGÇÖt have to move in a linear way (ie, by going directly to the next Dropsuit). We will offer you many side choices that will make you more efficient or have more fitting choices with your current Dropsuit.
I think it's wise to give suits, weapons and modules less power and move more power in the Skills. This way you can have people 'taste' a playstyle without spending a lot of stuff, but to be really effective you need to invest. Support skills which are useful for all suits/mods or weapons are nice in this aswell, since you unlock them once and they benefit everything, even after deciding that your chosen playstyle was not really the way you want to play the game. (Accuracy Skills, Reload speed skills, Shield recharge rate skills etc)
CCP Z wrote:We will offer a Respec Option (which does not exist in DUST 514). More information will come down the line as the projectGÇÖs development progresses.
That is a really bad Idea, games in the EVE universe should require consequence. see my above text for a way to deal with this in a much more elegant way. What's next? Renames for money?
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.
Like said above, I don't think a more difficult progression system is needed atm. it seems CCP already thinks progression in Dust is too difficult, it's why we're having this discussion. If you like the way you play the game a few weeks in and want to focus on that asap, why is it a bad thing? I already know what I'm going to skill in atm. Why make it harder for people who know what they want, to do it?
CCP Z wrote: I donGÇÖt necessarily agree with the EVE example, it remains a really difficult progression system to understand. Legion is not and will not be EVE, even if both games share the same universe. We have many reasons justifying that choice: we are not the same business model (subscription vs free to play), we are not talking to the same target audience (hardcore MMO players vs Online FPS Players). That isnGÇÖt to say that their progression system isnGÇÖt great and applicable to EVE GÇô only that it does not necessarily fit the game we want Project Legion to become. I think that the new system will allow both: accessibility for new users to understand, while keeping the high level complexity of mix-matching modules, weapons and Dropsuits.
The difference between Dust and EVE, is WHEN you use the skillpoints. In dust you play for a bit and then wonder what to do with the points , while in EVE you think about what you're doing and then apply skill training to get to that point. You know what skills you have to put points in and what these skills do, because you checked it before you started training them. Like I said above, I think a system in which you have a lot more global or skills that affect a weapon type (Rifles/Pistols etc) are a better way to let people find out what they like without making their previously used skillpoints useless. Trying new stuff should be painless, getting the best of the best should take a long while.
I'm sorry to say it, but it reads like gear progression in WOW, 3 sets per class for different purposes, 1x Arena, 1x BG's, 1x Raids.
A start would be to move all Weapon and Module skills out of the Suit progression and tie suit progression to support skill levels. So you can't have Tech 3 suits, with bad support skills. It also let's people faf about a lot more than predefined skillpaths. Making skills more important than the base stats for modules and suits goes a long way in this too, and lets people switch around more easily, making the awful Respec not necessary.
Numbers don't mean anything. Case in point; Rebecca Black.
Micheal Jackson died for my sins
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