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Author |
Thread Statistics | Show CCP posts - 28 post(s) |
Natu Nobilis
DUST BRASIL S.A Caps and Mercs
473
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Posted - 2014.05.14 12:36:00 -
[1] - Quote
TL;DR
- Current skilltree is badly implemented - It makes player go for "unlock mode" instead of understanding the mechanic and playing with it - Respec is okay for your business model - LoL matchmaking with WoW items and Diablo III auction house it-¦s a frightening persepctive.
CCP Z wrote:1st batch of answers:
Yes we could keep the 5 levels. From the studies and the research we made on DUST, people seems to not understand it. ThatGÇÖs why we want to remove it.
No, weapon types will be linked to Role and not necessarily Race. You will end up with 2 different Rail Rifle depending on the race though.
Respec will have a gradually increasing cost, so your choices matter
Ok, NOW we-¦re talking.
First question i have is about the methodology of your study, the sample space and these things, because if the questions were linked to the Dust skill tree, then you have a serious bias compromising your study.
Dust skill tree is incomplete. And i don-¦t mean "It-¦s ok but missing certain nodes because all the suits weren-¦t there", i mean incomplete in "It trashes the purpose of the skill tree".
1-3-5 to unlock basic-advanced-proto is a terrible way of using the tree.
It-¦s counterintuitive, makes people hate the skills because they-¦re not seen as "The thing tht will give me that extra 2% so i can get the final blow instead of recieving it" or "the extra 3% i needed to make my kickassfitting that i played around for hours on my Dust fitting tool, without having to buy an implant for it" (Wish we had implants), but instead as that "Thing that unlocks shiny dropsuit" with absolutely no regard to the rest of the skills needed to use modules with the shiny dropsuit.
How many people went straight for the dropsuit while still using basic modules?
How many times they complained on the forums that their suit was nerfed, and that they wanted respec because of it?
You think it was because the skilltree is complicated? No.
It-¦s because the skill tree doesn-¦t serve much purpose other than unlocking things (instead of being it-¦s own ecosystem of positive feedback troughout any game modes) and because it was (is) incomplete!
People like unlocking things because it-¦s an achievment. Doesn-¦t matter if i have the proper fitting, i have ALL THE BLACK PROTOTYPE SUITS, then i-¦m better than a militia guy, right? Wait, how did that milita guy killed me? I unlocked a better suit, why am i dying? This skilltree sucks.
Trashing a system that was implemented badly and getting a new one opesn the possibility of instead making the bad tried system good, to get the whole fiasco again with the new one. Dumbing down is not necessarily better, specially when it removes the "Secret CCP Special Sauce" that is the wild range of possible fittings, that you said it won-¦t be the case anymore fort they will be linked to role. (Or was their unlocking?)
I don-¦t mind (anymore) the monetization of respec. It-¦s a different economic model than EVE and it should be possible specially because the new player experience is non existent and people are taken by hand to error due to the stupid unlocking achievment mode of the current skill tree format. But blame the errors on Dusts crap implementation of a skilltree, not the skilltree that we-¦re talking about.
LoL matchmaking of "same powerlevel players" is good for some sort of "Mock arena gladiator" mode that doesn-¦t involve anythign relevant, but what about the other modes? Are there any in mind?
I sincerely get the impression that you guys want to make a hybrid game that takes the League of Legends instant battle and matchmaking system (excellent for casual fun quick matches), mixing it with a WoW style availability of items (instead of a restricted set of option on LoL, and gathered by PvE gaming experience), a bonus tree like Diablo-WoW-LoL, and a trading system that looks like will be an auction house from wow or diablo (plus Plex).
And all this being called "Customization", "Player Market" "Sandbox" "Choice".
If you guys want to make a commercially viable game, not a problem. Just call it by it-¦s real name and don-¦t use words like "Sandbox" when it doesn-¦t appear to be the case.
If Planetary Interaction was a farmville to be played from the cell phone, and people could sell the production for isk (or buy better tools to manage the planets with plex and isk), i bet a lot of people would be playing it just because of the isk-selling.
Farmville in space with New Eden brand.
The proper names of the games should be (with the current information)
EVE Online EVE: Valkyrie Hybrid LoL-Blizzard FPS/Skill/Market system with New Eden Brand and EVE on it-¦s name
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Natu Nobilis
DUST BRASIL S.A Caps and Mercs
476
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Posted - 2014.05.14 13:24:00 -
[2] - Quote
Joseph Ridgeson wrote:The respec bit is the one I find most... strange. Not that a respec thing is not a bad idea or that other games don't have it or anything like that; it is just the sudden reversal of everything that CCP and CPM has said before. Things like "Pay to Win", or "your choices matter", or stuff like that. I don't necessarily have anything against respecs but I have to ask why the sudden change in design philosophy?
Them companies needz moneyz to run.
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Natu Nobilis
DUST BRASIL S.A Caps and Mercs
476
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Posted - 2014.05.14 13:33:00 -
[3] - Quote
Luk Manag wrote:Can we still choose to use our cheap-fits in a high-meta match? I want to tactically deploy ISK assets to optimize my ISK efficiency (fun gambling).
The low meta matches are for new or casual players, right? Low rewards, low cost, fun matches for the masses?
From what i understood, the matchmaking will calculate your stuff power and put you with similar players.
You and your team: Powerlevel OVER 9000 Opponente team A: Powerlevel 400 Opponente team B: Powerlevel 8500 Opponente team C: Powerlevel 500
So the system calculates the Powerlevel with the modules, dropsuit and other variables, and will make matches based on it, so you would fight against team B and the teams A and C would fight each other.
(From what i understood)
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Natu Nobilis
DUST BRASIL S.A Caps and Mercs
478
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Posted - 2014.05.14 14:09:00 -
[4] - Quote
Kevall Longstride wrote:When people start questioning the methodology of an internal study because its findings happen to contradict their strongly held views, you know you've hit a nerve.
Again, I have to remind everyone to please till Z has presented his completed work. I only ask because I suspect it is strongly connected to the new player market and a lot of the ISK sinks that have been put in place to prevent the current PC derived glut of ISK plaguing the game.
The progression in the game is just part of Z's job title. He's also in charge of the economy which tells me that the two are linked.
Methodology is everything. Peer review exists for a reason.
Without methodology, data, and a proper presentation of the findings, it becomes a speculation game.
I-¦m not saying they are not competent, i want to know what kind of questions were asked and mostly, HOW.
While i don-¦t have data, i can only provide interpretations for an answer that i don-¦t know the question.
Pratical example:
What-¦s the menaing of life? 42
See what a lack of methodology does ?
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Natu Nobilis
DUST BRASIL S.A Caps and Mercs
478
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Posted - 2014.05.14 14:23:00 -
[5] - Quote
Luk Manag wrote: That can't be right. If they were going to do this, they would absolutely need a weighted performance attribute. If you have a lot of nice gear, but have low K/D - WP/D - and poor ISK efficiency, you should be ranked lower, and not dropped into a battle where your solo-no-coms-using 0/10 tard tactics cannot harm the experience for the other players.
Something liek this LOL Matchmaker |
Natu Nobilis
DUST BRASIL S.A Caps and Mercs
486
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Posted - 2014.05.15 02:24:00 -
[6] - Quote
If there was ANY kind of market, there wouldn-¦t be a need to scrap aurum weapons if we could simply trade isk <->aurum.
If you guys are going to change all the things that were half-implemented, then we-¦re going to get an entirely different game.
Well, i guess now it-¦s just wait for the presentation of the plans, and when that happens, there-¦s not much to be done about it.
In the end, i just hope it-¦s a fun game with meaning, because persistency is lacking in the market.
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Natu Nobilis
DUST BRASIL S.A Caps and Mercs
487
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Posted - 2014.05.15 12:40:00 -
[7] - Quote
A humble request.
Since Dust is dead but hasn-¦t started to rot yet, how about you go crazy and just experiment a little bit before it-¦s gone?
I don-¦t know how many man-hours are needed for these suggestions, so let me know if it-¦s too much to play around.
What i see as the main problems so far and a "patch" for them.
Problem 1 - Unbalanced battles Patch: Battle with Bots (Easy - Medium - Hard) Explanation: If it takes too long for the art crew to make models of drones to fight, use some "Infected Automated Dropsuits" and let group of players fight AI. Those that want quick action get it, those who are tired of never winning can go for somethign "easier" and you get Replay Value and short waiting time (Only 4 people on the team? No problem, 4 bots against, or a few on your side). Diminished returns the easyer the battle is of course.
Problem 2 - Interface Patch: ISIS Mode (Via website if it-¦s too much trouble to do it Ingame) Explanation: People need some sort of "thinking ahead" so they can plan properly, and also a brief explanation of what is good where. ISIS is an excellent example of how this can be done.
Problem 3 - Skill Tree Patch: Respec + Change on the tree Explanation: The current tree is half-implemented for reasons already discussed, so why not implement it once and for all and see what happens? Your SP pool is removed from the skills so you can reapply them.
Dropsuit Interface: (12 Basic - X Advanced)
[Basic: 2 Bonuses % per lever on the suit based on it-¦s "intended role"]
[Pre-req: None] Amarr - Light / Caldari - Light / Gallente- Light / Minmatar - Light
[Pre-req: {Faction} Light Lvl 3] Amarr - Medium / Caldari - Medium / Gallente- Medium / Minmatar - Medium
[Pre-req: {Faction} Medium Lvl3 Amarr - Heavy / Caldari - Heavy / Gallente- Heavy / Minmatar - Heavy
[Advanced: Role Bonus [Fixed] + 2 Bonuses based on frame size level] [Pre-req: Frame Size Lvl 5] Assault Commando Logistics Sentinel [Insert more specializations here, Specialist (For hacking/stealth), Pilot (for vehicles and ships), Whatever]
Vehicles:
Basic [Pre-req: None] {Faction} - Light
[Pre-req: {Faction} Light Lvl 3] {Faction} - Medium
[Pre-req: {Faction} Medium Lvl3 {Faction} - Heavy
Same with Aircraft
(You get the spirit)
Problem 4 - Roles on the battlefield Patch: Specific equip for specific actions Explanation: Why have an escort mission in PvE when i can have one in every pvp battle? "How" you may ask, and for this i answer "Just make a "Hacking Module" required for hacking instalations. (And a militia suit (role) equipped with a fitted one of course). If certain actions are acccomplished only by the right modules (NOT SUITS, MODULES [If i want a heavy with a nova knife and a hacking module that recieves no bonus from the suit, it-¦s MY problem).
Hacking-Scanning-Repairing-Coordinates for an Orbital strike[Ghost unit from Starcraft pointing the location for X ammount of time, why not?]-etc...
With specific modules for specific actions, it balances the teams from all the indiscriminated shooting (Still available in Ambush) and gives a more "Coordinated" approach for the battle, giving more fun to the same maps we play over and over and over and over and over and over and over and over and over and over and over and over and over and over again.
This gives more tools for the players (I want a fast hacking team to gain ground, deploy uplinks and hack the **** out of the map so my secon wave of suits is more focused on heavy defensive, do i mix a balanced approach of roles and go with the flow, or do i.... [insert strategy here])
The starter fits should be the basal line of roles. You get to try everything from the start of the game (in miltia modules of course) and you can have a lot of "roles" as mentioned earlier simply with a different pre-made set of equipments.
I don-¦t know how much of this can be done fast, nor how much of it is wanted by you guys, but the things i mentioned (at least in my ignorant head) are not hard to do because they are ALREADY THERE, they just need a little tweak.
What frustrates me is that what we have NOW could be so much MORE if only a few things changes, and when we finally have a migration plan to a plataform that can make things happen much much faster, you guys decide to change everything instead of making the tweaks that were requested years ago.
If you could do this do the Dust 514 now, it would make a lot of people very very happy with the scarce resources that PS3 provides us with. |
Natu Nobilis
DUST BRASIL S.A Caps and Mercs
487
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Posted - 2014.05.15 14:11:00 -
[8] - Quote
All "roles" can be performed by basic Light-Medium-Heavy suits with a different pre-made milita module loadout.
If different actions are performed excusively by different modules, you can have plenty of "roles" performing them, at the beggining, with no pre-req, jsut doing the above. |
Natu Nobilis
DUST BRASIL S.A Caps and Mercs
488
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Posted - 2014.05.17 10:46:00 -
[9] - Quote
Kevall Longstride wrote: Who here demanded to see all the research and the methodology behind it before they swallowed a couple of painkillers?
Or enquired as to the quality of the peer review behind the research which led to Pepto Pismol?
I'm all for being more empirical in such choices but really, asking or even demanding as some have in this thread, details of a computer game company's R&D process is taking perceived entitlement to a new level.
My point is, we'll all happily put into our bodies a pill given to us by a doctor without thought as to how it came to be. But when research finds that changes to a computer game are needed......
Did anyone ask Picasso what was in his head?
Your memory do you no justice fellow player. Here is what i said:
Natu Nobilis wrote:First question i have is about the methodology of your study, the sample space and these things, because if the questions were linked to the Dust skill tree, then you have a serious bias compromising your study.
Hardly a demand of anything. Simply a question (almost rethorical) to present some variables that may not have been taken in account.
Again, you should check the reference instead of what your memory and personal bias may be leading you to.
Some players may not be familiar with the steps involved in a study (or how scientific work is done in general) and i insist on the methodology topic (again, i-¦m not demanding anything, i-¦m suggesting that certain variables may ahve been overlooked) because i happened to reply a questionary about Dust 514 made by CCP, and from what i remembered, i reviewed the skill tree system very very poorly.
With the way DUST questionary asked questions, i may be one of the 95% that bashed the skill tree system. (That i don-¦t know if it served as basis for their internal conclusions)
Do i hate the Tree Skill system? No. Do i hate DUST-¦s pseudo-Tree Skill system? YES.
See the difference and how a badly formulated question may induce error?
If two separate and different systems are called "Dust Skill Tree" my answers will either favour a badly implemented skilltree like the one we have now, or point to the removal of said skill tree, when all i wnated was for it to be properly implemented without the 1-3-5 unlock, with all of them giving bonus to something, and all that i pointed previously.
You are not "just another forum poster", you-¦re a CPM candidate, and quite frankly, Ad Hominem does you no service. If you have questions, i would be more than glad to answer and try to explain my line of thought, but putting words in my mouth, and doing a deturpation of what i said it-¦s not cool man.
I-¦ve read all the 23 pages of the discussion, i tried to give structured feedback, and of course i-¦m trying to make a point for something i believe, specially when the counterpoint is not presented or structured (All in all, that we have of the new progression system is a vague idea with a Fanfest presentation and some replies from CCP Z) (Other counterpoints may or not be what CCP Z have in mind, so may be classified as a third or more proposed system)
I love UNI and i recommend new players to you guys, both in Dust and EVE, but YOU, specially as a Candidate, if you can-¦t look at a line of reasoning in a cold, clinical way, and bash other players on public forum trying to mock them, that-¦s really not cool man, and that-¦s a characteristic that worries me about representation in the council.
If you can-¦t try to comprehend what players with unpopular opinios are saying, how can you represent them?
Food for your thought, not a demand, threat or something, only a call to reflexion. |
Natu Nobilis
DUST BRASIL S.A Caps and Mercs
495
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Posted - 2014.05.19 15:17:00 -
[10] - Quote
I-¦m getting the feeling that Need for speed World will be a reference on the Progression system. |
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Natu Nobilis
DUST BRASIL S.A Caps and Mercs
508
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Posted - 2014.05.27 13:33:00 -
[11] - Quote
Dont worry man, they have magic numbers.
Design team wouldn-¦t screw the game up making it like similar more structured with larger public games, and the company wouldn-¦t make a PR fumble of ignoring internal advice and announcing something that would change the rules to the point of allienating the existing playerbase in a event to said players.
It-¦s all cool, they have their **** together. |
Natu Nobilis
DUST BRASIL S.A
509
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Posted - 2014.05.30 04:46:00 -
[12] - Quote
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.
This, this this.
And it's not against "some ideas in new Eden" it's against ALL New Eden stands for.
Using BPO for unlimited withou costa its Aldo another bad thing when trying to integrante the games. BPO means i only hav+¬ to worry about production costs withiut worrying about copy licenses.
Everything but militia stuff should have a production cost. |
Natu Nobilis
DUST BRASIL S.A
510
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Posted - 2014.05.30 14:59:00 -
[13] - Quote
Dust failed beause it was launched half-implemented.
Incomplete Modules Incomplete Vehicles Incomplete Skills Incomplete and repetitive modes No PvE Nothing to do but the same maps over and over and over and over and over and over nd over again.
Blaming on the skill tree it-¦s just lazy work. Jut beause your whole moetization plan is attached to the progression i-¦ve seen that it won-¦t be subject to change.
And Z, i didn-¦t want at any moment to take a look at the results of the survey, i merely asked for you guys to take a look at the numebrs taking in account that a half-implemented skil tree recieves the same negative review as a difficult tree, and the solution for these 2 situations are different.
But, i-¦m just a player, you guys are the company, and when i have a game that i want to play, i-¦ll play it. Hope you guys can make it.
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Natu Nobilis
DUST BRASIL S.A
511
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Posted - 2014.05.30 19:34:00 -
[14] - Quote
IGN Interviewer: So, what are your expectations about Project Legion Player: Mario without Mushrooms.
The main complain is about the "Core", the "Soul", the elements that makes "New Eden" a "New Eden", and all the things that are not New Eden being Named New Eden. Dust is not EVE, Legion is not EVE, Valyrie is not EVE, and no one wants it to be EVE because only EVE is EVE.
But to deserve a "New Eden" seal of approval there-¦s a certain "Internal Consistency" that doesn-¦t appear to be respected right now. Yes there will be New Eden Elements, planets, technology, background, but so far, i dont see new eden soul.
Valkyrie it-¦s a totally different thing from EVE and i didn-¦t see (nor have) any complaint so far about the soul of new eden.
30 pages of discussion resumed in one sentence.
Mario without mushrooms in a 2014 game scene.
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Natu Nobilis
DUST BRASIL S.A
515
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Posted - 2014.05.30 21:20:00 -
[15] - Quote
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.
Good Guides or Good Friends
Even in EVE they need better NPE, no doubt, but while in EVE they improved a loooooooooooooooooooooooot, in Dust it appears that basic things that could be transported weren-¦t even known. |
Natu Nobilis
DUST BRASIL S.A
515
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Posted - 2014.05.30 21:55:00 -
[16] - Quote
Everyone wants a more friendly way of introducing the world ofr new players. Back in 2007 i had the privilege of having a friend showing me the basics, and then finding a corporation that was all for training and doing stuff together. I learned a lot from them, i-¦ve made a shiton of mistakes, i went to a mission in low-sec and had my Raven Blown up by pirates (thanks for the lesson guys and girls!), i learned what i had to learn from that group and decided to create my own group, changed to fighting style and most of all, i trained new people.
I trained people because i heard from older players that newbies would be noobs forever, that they couldn-¦t do ****, and i took it personally, because i didn-¦t know how to play once, they didnt also, and just because they had a lot of years they could talk like this?
I managed to assemble a big Brazilian group, we had a lot of fun, i burned out, had RL things blah blah blah (Bittervet syndrome) but what i consider my biggest accomplishment was the possibility of training new, lost, ignorant people and get them on their feet on whatever activity they chose to do, even the carebear ones.
A good NPE is fundamental, no one is denying that. have you checked the rest of the topic proposals? There are many many ways of making things more chewable without reducing the ammount my mouth can bite.
It-¦s not about trying to get people away from the game because they-¦re not "smart enough", it-¦s about inviting people to the game BECAUSE it challenges and makes people think about their chouces, actions, and it-¦s consequences.
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.
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Natu Nobilis
DUST BRASIL S.A
515
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Posted - 2014.05.30 22:28:00 -
[17] - Quote
There are several proposals of a better way of introducing the skill system for players, this one i like the most. You don-¦t think this would be a good compromise between new and old players alike?
What is the difference between Several Lvl 5 Skills with different bonus (like in EVE) that an advanced player can choose as he pleases and a "Role" automated progression that hides the tree and fills it automatically as the new player progresses ?
One example:
Have you heard of the Battle Badger?
The Badger is a transport ship, not remotely involved in combat (usually). But, with the right skills, and the right intentions, you can transform a ship that was "meant" for transport, into a killing machine!
If i had the "Roles" system proposed for Legion, i would probably gain skills that would give bonuses to Volume Transported, Warping Speed, and several other skills that make sense for transport.
But i-¦m an advanced player, i don-¦t want to use the badger for transport, i want ot use it for combat.
I-¦ll train combat skills, resistance skills, the transport ship skill, and i-¦ll head for combat with it.
Is this the most "effective" way of fighting? Hell no !
But the fun meter EXPLODES when i fight like this!
"Why would you do that?" some may ask. "Why the hell not?" would be the answer. I have the ISK, i have the skills, and i want to do it. I-¦m not crystalized in a "Role", i have skils that give bonus to certain things, and after my own calculations, i want to try differnt things.
I can do this with a Hulk (Minning Ship), with an Orca (Minnin/Transport), damn, i can do several crazy configurations just because i can!
And this is entwined with the skill progression. The way things look like in Z progression, i don-¦t think i-¦ll be able to do crazy things like this.
And to be stuck in a role where skill bonus is not a differential, TF2 is a lot of fun.
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Natu Nobilis
DUST BRASIL S.A
515
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Posted - 2014.05.30 22:40:00 -
[18] - Quote
ZDub 303 wrote: 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?
But they all have bonus for somethng in the game.
Industry: Allows basic operation of factories. 4% reduction in manufacturing time per skill level. Astrogeology Skill at analyzing the content of celestial objects with the intent of mining them. 5% bonus to mining turret yield per skill level. Mining Barge Skill at operating ORE Mining Barges. Can not be trained on Trial Accounts. (Buth when you go to the ships it enables, they all ahve bonus depending on the skill level of the Minnin Barge skill [Covetor: Able to equip Strip Miner and Ice Harvester turrets. 3% better yield for Strip Miners per level])
Unlike the stupid 1-3-5 some no bonus skills of Dust |
Natu Nobilis
DUST BRASIL S.A
515
|
Posted - 2014.05.30 22:44:00 -
[19] - Quote
ZDub 303 wrote: I really don't know if there is a good Dust equivalent to a battle badger lol.
Killing Protosuits that didnt invest in good core skills while using Militia ones with good skills
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Natu Nobilis
DUST BRASIL S.A
515
|
Posted - 2014.05.30 23:13:00 -
[20] - Quote
ZDub 303 wrote:
Yeah, the lack of passive bonuses on skills in Dust really hurts the game.
But Industry doesn't help the Mining Barge at all.. right?
So like... having to go
Assault Dropsuit into Assault Rail Rifle to then put that Assault Rail Rifle on your Logistics suit.
2/3 of those skills will directly affect your current suit you are wearing - Logi suit with an ARR while one does not.
That Mining Barge needs: Industry 5 Astrogeology 3 Mining Frigate 3 Mining Barge 1
Of the above, only two of those four skills (Astrogeo and Min Barge) actually affect the ship you are currently running (Mining Barge with Strip Miners).
So functionally... its not really all that different. Some skills affect what you are currently running and some do not. It wouldn't any different in Z's skill system either. Although he has already said that he is making sure EVERY single node does something and has sorta/unofficially confirmed passive bonus nodes as well.
but... don't get me wrong. I could easily make a 5 level skill tree work, I am very familiar after 1 year in Dust and 8 weeks in EVE with the 5 level system. These changes aren't for people like me though, they are for people like my 18 year old stepbrother who used to play COD religiously and was confused and generally became disinterested in Dust after about 45 minutes. He's a solid FPS player and I wish I could have played more Dust with him when it was in its prime, he just couldn't/didn't want to figure out the skill tree.
Wait wait.
It-¦s not just an SP sink, there-¦s a progression down the road.
You first use Frigates Then you can fly a Minning Barge Then you can fly an Exhumer (T2)
Yes, the frigate bonus doesn-¦t apply directly to the Exhumer, but in order to use an Exhumer, you first used a frigate. It-¦s not a Sink, it-¦s a progression. (Like Frigate - Cruiser - Battleship, i don-¦t just jump in a BS)
The role system seems to "lock" certain skills down a path and you have to travel many many paths to unlock items that would be faster if you did it manually. (Like using Laser with Gallente suits instead of hybrid weapons)
The link i posted where a "role" would follow an "automated progression of skill" managed by the game (and hidden from the player), we get the "Roles" for new people, and we still have the skills for advanced players.
Don-¦t you think it-¦s a good compromise?
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Natu Nobilis
DUST BRASIL S.A Dark Taboo
517
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Posted - 2014.05.31 12:34:00 -
[21] - Quote
ZDub 303 wrote:
Although... there is one thing that CCP Z mentioned which might be a valid concern. Prior to the legion release a lot of posts started to crop up about how "im bored and there is nothing left to skill into" because they had their racial dropsuit of choice and a couple of weapons with maxed core skills. For people to be saying that 8-12 months into a games life might indicate a poorly designed skill tree.
If your game objective was to lvl up, then yes, it-¦s a silly mechanism. Just like WoW where you lvl up quickly, you waste some time playing % games on Raids, get yout phat loot that is never gone, and is done with the game.
If your game objective was to have an INTERESTING game that was meant to be played, to do things, to explore, to conquer, to fight permanently with other EVE forces, to integrate the warfare and make a total warfare scenario with a dynamic economy based on resoures from space and from planets, where the 2 games would open up a whole new concept of playing and this fantastic features would bring the masses interested in FPS - Strategy - Managment - Casual play, then the skilltree wouldn-¦t make the slightest difference, because at the beggining or at the end of my skills, i would have a whole universe to conquer in a balance that would forever make me adapt to new players, new strategies and new tactics..
Again, half-implemented game is the reason it sucked, not the skill tree. Boring game because it-¦s boring. How much time do they think i would waste capturing point A B C on the same maps over and over again?
However, on the Caldari Prime event, i skipped my class to play both in space (stuck on gate trying to join) and i played on the ground with all my might and coordination to get as many victories for the Caldari as i could, including instructing people that didn-¦t know any better and dealing with morons. Because that-¦s the time of game that i wanted to play.
I knew the game i wanted would be 3-4 years away, i just didn-¦t expect that instead of finishing implementing what was lacking, they would take another direction.
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.
If skill sink is needed, simply change the X3 for a x5 or x8 multiplyer and so on. It takes as much time as design wants, and we still can have every skill with a passive bonus instead of the stupid system of 1-3-5 unlocks things and give no bonus.
On the proposed system the Game would train your skils (Including matching Assault Suits and Assault Rifles, or "Caldari Cruiser to Railgun"), so the objective of taking the player by the hand is still accomplished without ANY loss of depth for the advanced players that coould still manage their prefere skills in the order that they wanted.
Locking things down the path it-¦s stupid, it goes against New Eden, and it-¦s a lazy work, if not an offense to a certain niche of players that understand completely that a NPE is important and offered SEVERAL options of implementation, but don-¦t want to be restricted because of them. |
Natu Nobilis
DUST BRASIL S.A Dark Taboo
518
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Posted - 2014.05.31 20:00:00 -
[22] - Quote
Quick short term money is at younglings with a short attention span. EA knows how to make money out of them and CCP hired a lot of EA folks for this very purpose.
2-3 years of a good hit should be enought to balance the financial situation of the company, after this lets ser what happens.
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Natu Nobilis
DUST BRASIL S.A Dark Taboo
524
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Posted - 2014.06.02 12:22:00 -
[23] - Quote
ZDub 303 wrote: 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.
Just read this today.
I-¦m not saying it was the skill system that gave me the experience i described, but the skill system was part of the foundation of it.
When i lost my Raven to pirates in low-sec, it wasn-¦t the modules i cared about, it was my shinny recently bought ship that i saved money for a long time in order to do so. One click to jump, the locking sound and several shots later, and it was gone.
Gone
I had freinds that taught me "Neve fly what you can-¦t afford to lose", so i had my Drake as a back-up went went back to missioning with it until i had money to buy another.
Ships, matter.
I have billions of isk today, i can buy the ships i want, and even tough i rationalize "It-¦s just pixels", from my Carrier to my Frigate, i still get the adrenaline rush when i-¦m in combat, and i still get pissed, even if for a moment, when i lose 1b or 1m isk when i gamble it in a fight.
I use a frigate with T1 modules to get a rush, to test my habilites, to see how far i can go with it, to test it-¦s limits, even tough i can fly whatever the hell i want (and i do fly them also)
With the currently proposed "Progression" system, Suits are permanent, that-¦s a layer of excitment and challenge that is removed.
If i don-¦t connect to the impermanence of the core of my experience, what am i supposed to connect to? Mindless grinding of for scaps of "phat loot"? To get a purple module picture on my epic mount? To realize that my mortal coil has a finite time and that this time is valuable, so i better buy plexes to get said purple equip?
What to do with it? What for?
Show it around?
What is there to conquer when everyone has their stuff secured?
I know i may be a tiny % of a playstyle that i no way justifies economically the making of a game, that the majority of players will get confort in securing their achievments and never get them taken away by someone, that they-¦ll pay a lot of money to keep this sense of security, and at the end of the day that-¦s what makes a company run and do stuff.
I don-¦t htink Z model will be a failure on a financial aspect. I know a lot of people who get phisically ill when they lose stuff in EVE to the point that they disappear for a week mourning for a minning ship blown up, even tough they have 45billion on their wallet. That-¦s the majority of the players, and they-¦re willing to pay a lot of money for that.
It-¦s just... well. When there-¦s nothing to lose, there-¦s nothing to conquer, and when there-¦s nothing to conquer, it-¦s just a game that will get some attention and then... meh.
A sandobox gives replay value.
A game that i bought when it was released was X-Com (1993 not the recent one). It mixed managing funds and construction of your bases (plural, not that single crap of the recent one), the hiring of your staff (engineers, researchers and soldiers), the manufacture of your equipment (and selling it to Governments) and besides that you had the turn based combat in randomly generated scenarios.
I still play this game. I-¦ve finished it in so many ways, that i play games without loading just so i can get my high from it-¦s challenge. It gives you a set of tools, you play it around, and play it forever. And sometimes i still have nightmares from the sound of the walking on metal that the aliens do inside their ships (A sound that i heard in Dust btw).
So simple, and yet so.... awesome. No wonder it-¦s at the top list of "best game of all time" (even tough lists are stupid and you can make any list with any criteria tha tyou want)
With proper tools, and something to lose (or to be taken away), games will triumph. The way the game direction seems to be heading.... i don-¦t know about the challenges involved.
That-¦s what i mean when i talk about "New Eden" spirit. The experience you get from Sonic is not the same of the "Mario and Sonic at the Winter Games". Mega Man X is not the same experience as "Mega Men Legends".
Can games be made using good IP and not be a cheap ripoff? Of course! Super Smash Brawl is awesome, even tough it-¦s a bunch of known characters fighting against each other.
I see Valkyrie going this way and being good. We need a flying game like X-Wing vs Tie-Fighter or Wing Commander back, they were absolutely ******* awesome. I-¦ve been an orphan of this type of game for what, a decade now? No woder everyone is so excited, a game type brought coming back from exctincion AND with VR ! How can this go wrong?
Completely different from an FPS market that-¦s over saturated, more consolidated, with plenty of (fun) options. Battles without meaning i have Team Fortress 2. Don-¦t even care about progression because it-¦s meaningless, there-¦s nothing to conquer, nothing to take away from someone, just fun matches until i go do other stuff.
Progression is entwined with game Design, and game design is the soul of the game. You screw one up, it will impact the rest.
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Natu Nobilis
DUST BRASIL S.A Dark Taboo
526
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Posted - 2014.06.02 14:51:00 -
[24] - Quote
ZDub 303 wrote:
While a good post on your first experiences in New Eden.. I don't see how the skill system does anything to relate to that. Do you mean you lost that Raven because you ****-fit it since you didn't understand the skill in Eve at the time? I'm failing to see how the structure of the skill system made that lost Raven more meaningful to you...
Now with BPO suit... you understand that if you put 500k isk worth of rare modules on your BPO suit and then you die... you are out 500k isk worth of modules right? Just because the suit itself is a BPO doesn't mean everything on your character is.
Also... Eve is a cool game, I'm really enjoying it myself, but it does NOT translate 1:1 into a first person shooter experience. The closest we can get is that we're all flying frigates pretty much. There is no translation of anything Cruiser+ in Eve (maybe marauder HAVs in chromosome were the closest to anything like a Cruiser imo) and I don't think there ever could/will be. In Eve its a lot easier to have very large ships with massive power differentials due to the 'navy simulator' kind of mechanics that dominate its combat. In an FPS its much more fast-paced low TTK style combat where you should expect anything you have to be relatively much more disposable than things are in Eve. We could possibly expand on the vehicle selection to get more analogues of the BC+ style ships in EVE, although I believe they would be generally very rare, much more than you would see those types of ships in EVE.
I also haven't seen any posts wanting vehicle BPOs in game. I know I certainly don't want to see BPO vehicles myself.
The Skill tree system in EVE is not an obstacle to the aquisition of different ships.
The skil progression system in Legion is specifically entwined with the aquisition of equipment and suits. Besides that, the suits are also infinite.
I can-¦t talk about the progression, the gameplay, and the game design, without talking about the skill progression system in Legion, that-¦s the main point. The foundation of the game is the progression system!
It-¦s not the progression that defines the gameplay, it-¦s the game design. But when the game design is attached to the progression, then the progression becomes an issue.
I din-¦t ****** up my fitting, i had a perfectly good missioning Raven that happened to go to low-sec and got blown up. The impact was that the SHIP that i trained for during months, that i spent a couple of weeks missioning to buy, was blown up and not replaced without more weeks of missioning to buy another one.
If a suit is permanent, what-¦s the attachment to it? Zero. Specially if a Suit is so powerful, that a "Prototype Caldari Assault equiped with a Stick of Truth +1" can beat a "Just started Caldari Suit with a +50 Purple Staff of Anal Probing that i bought on the market with real money after someone sold it after spending 2 weeks gringing to have a % chance of dropping it" (Don-¦t know if that-¦s the case, but seems like a good business model unlike EVE where a good ship with poorly fitted equipment DIES to low-tech ships with good player and proper modules).
A Lvl 80 player killing 200 Lvl 1 with a single hand and the stater sword is WoW, not "New Eden".
Progression ends up defining the overall experience because it-¦s related to how your time is translated in power, and the power is measured in Suits (tied to roles, tied to progression) and equipment (tied to salvaging, hopefully tied to manufacturing from said salvage).
We can-¦t talk about Legion and it-¦s overall gameplay experience without talking about progression in it-¦s current apparent form.
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Natu Nobilis
DUST BRASIL S.A Dark Taboo
527
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Posted - 2014.06.02 15:14:00 -
[25] - Quote
ZDub 303 wrote: Also... Eve is a cool game, I'm really enjoying it myself, but it does NOT translate 1:1 into a first person shooter experience. The closest we can get is that we're all flying frigates pretty much. There is no translation of anything Cruiser+ in Eve (maybe marauder HAVs in chromosome were the closest to anything like a Cruiser imo) and I don't think there ever could/will be. In Eve its a lot easier to have very large ships with massive power differentials due to the 'navy simulator' kind of mechanics that dominate its combat. In an FPS its much more fast-paced low TTK style combat where you should expect anything you have to be relatively much more disposable than things are in Eve. We could possibly expand on the vehicle selection to get more analogues of the BC+ style ships in EVE, although I believe they would be generally very rare, much more than you would see those types of ships in EVE.
I also haven't seen any posts wanting vehicle BPOs in game. I know I certainly don't want to see BPO vehicles myself.
Part 2
Vehicles? All we had was Murder Taxis (lots of fun) , Tanks and dropships. Not even all racial variants of the incomplete trees (Light - Medium - Heavy vehicles).
I expected to use the MCC as a mobile transportation system with built in command center / clone bays / and a "Battlecruiser Operational" feeling to advance at the districts and go capturing Command Nodes with the soldiers dropping from it like crazy, until someone intervened with Jets, another MCC, or player build Null Cannons protecting the area (that would make a ground invsion necessary prior to aerial deployment)
The absurdity of the SP required would be comparable to a Titan!
Perhaps our conflict of visions is that i see Dust/Legion more as a RTS with FPS than an FPS per se.
Shooting people in itself is meaningless. Salvaging equip to shoot people adds a degree of complexity. Salvaging stuff to use said stuff to build equipments adds another degree of complexity.
Salvaging stuff to use said stuff to build equipments, that are sold on a market that is player driven, with difference of places to aquire said materials, making possible to fight for districts due to it-¦s specific natural resources and to secure it-¦s logistics of transportation, making it possible to deny certain items on the market due to speculation, attack of convoys and buying out, making the players decide if they want to build an industrial district heavyly defended to supply their group, to import equipment from other group, or to simply steal equipment from other people, making it so conneced that a battle in region A may decide the price of weapon on region C, changing the Doctrine of a group due to economic reasoning, and influencing the war of conquest on region D, all this due to player built tools, that-¦s the Dust/Legion that i-¦m hoping for.
It has shooting people in the face, but it-¦s one of the many many game modes that a FPS can offer. You want ground action? o for it. Want to be an economic tycoon? ave fun. Want to be an architect of designing and maintaining bases (and the cost attached to it?) Here! Want to be a tactical commander, guiding your troops eithr on the ground, or at the confort of your MCC control room? You got it!
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Natu Nobilis
DUST BRASIL S.A Dark Taboo
527
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Posted - 2014.06.02 15:21:00 -
[26] - Quote
byte modal wrote:Natu Nobilis wrote:ZDub 303 wrote: I really don't know if there is a good Dust equivalent to a battle badger lol.
Killing Protosuits that didnt invest in good core skills while using Militia ones with good skills eh... lol. OK, this morning is off to a strange start. Skimming through here to see what I missed over the weekend and you got my attention. Totally misread you and thought you said "killing prostitutes..." carry on. carry on...
GTA is the other way =p |
Natu Nobilis
DUST BRASIL S.A Dark Taboo
528
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Posted - 2014.06.02 16:11:00 -
[27] - Quote
Having a cost makes people plan how much they-¦ll buy. Having a market /manufacturing, makes people plan how much they-¦ll buy, how they-¦-¦ll get it, who-¦s gonna supply how they-¦ll transport, how they-¦re going to secure the transport and the storage of said items.
"Major Heist at NLO-3Z IV - "Okinawa" District"
Today Capsuleer forces were surprised with a bold move that cleared the stocks of planetary equipment worth 15 Billion ISK at the staging point system "NLO-3Z", the Headquarters of [+ülliance Name] ground forces. Invading elements managed to bypass all stellar and planetary defense systems, and descend into the planet-¦s orbit with an unknown ammount of MCC-¦s in an masterfully planned operation that took 2 hours, 500 mercenary lives, and the pride of said Alliance."
It-¦s not only about the "ISK cost", otherwise there would be Titans in every corner.
It-¦about the ISK cost + Logistics + Manufactuing + Securing the Location + Time + Material Costs = Titan (2 Months + Several Billion)
This point is important to follow the reasoning.
You can sell batches of 1000 suits for 1m (making it virtually "unlimited"), i don-¦t care, but it has to have COST be it in time - money - items - work, because there-¦s a holistic system going on with different players doing different things.
Same thing for Vehicles, in a larger scale.
The meaning it-¦s not only on the equipment itself, the meaning comes from the logistical chain, the time, and the effort invested to get something.
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Natu Nobilis
DUST BRASIL S.A Dark Taboo
528
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Posted - 2014.06.02 16:57:00 -
[28] - Quote
ZDub 303 wrote:
If a dropsuit costs 250k isk in modules + 0 isk in suit or it costs 240k in modules + 10k in suit.... whats the difference?
Your example newscast would be exactly the same either way.
If you-¦re asking what-¦s the difference, you haven-¦t read that it-¦s not about ISK cost alone but the logistical chain behind it, the EFFORT of doing it.
If a person didn-¦t stockpiled enough Suit (cheap or not) and a battle happens over a district, and there-¦s no suits available neither on the district/planetary/station market hub, they should fight with militia suits and militia equip because they were stupid enought not to plan ahead.
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Natu Nobilis
DUST BRASIL S.A Dark Taboo
530
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Posted - 2014.06.02 19:39:00 -
[29] - Quote
If we want an effortless game, forget the economy, manufacturing, logistics and market. All suits are unlimited, equip drop after we kill bosses,/salvage, we trade items between players and if i want to sell something i use an auction house.
That would be an unique MMORPGFPS on the market.
If you consider Industry a bloat, then we-¦re talking from very different perspectives.
All i can see so far is a simplified skiltree that will be very easy for both players and Drinking Birds, a grinding system that is very similar to any hack/slash game out there, an auction house and a player trade window that will be called "market", in a fast paced action fps.
NPE had several suggestions to be both player acessible and veteran fluid. The suit thing is attached to the skillsystem No idea what the Industry will (or won-¦t) do Market looks like player trade window and Acution house No hint on mechanics of PC, but it-¦s connected to the Industry (or lack of)
Want to try something new? Sure. Different from the current system being completely broken.
Really need to see more, but so far... Progression links to everything, that-¦s why this topic is (was) so populated.
Again, CCP is the company, i-¦m a mere player, all i can do is talk about the game i-¦ve been expecting since 2009
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Natu Nobilis
DUST BRASIL S.A Dark Taboo
533
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Posted - 2014.06.05 14:16:00 -
[30] - Quote
This explains a lot.
http://www.theguardian.com/technology/2014/jun/05/world-of-darkness-the-inside-story-mmo-ccp-white-wolf |
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Natu Nobilis
DUST BRASIL S.A Dark Taboo
537
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Posted - 2014.06.05 17:08:00 -
[31] - Quote
The-Errorist wrote:[quote=Natu Nobilis] It does, but this thread nor this section of the forums is the right place to post it.
Actually, its the perfect place for it.
CCP is showing a lack of perspective on their goals, "the final destination", and progression is ALL about the "here to from here".
Half-implemented stuff kills games. Dust is half-implemented. In the vehicles case, it-¦s not a figure of speech, it-¦s actually "There-¦s only Caldari and Gallente Vehicles"
A half system is as bad as a bad system. The answer is not necesarily to implement a new system (probably a new half one), but to fix the things that are lacking and launch new stuf only when complete.
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Natu Nobilis
DUST BRASIL S.A Dark Taboo
537
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Posted - 2014.06.05 19:16:00 -
[32] - Quote
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
Nahhhh, he's giving interviews about all the things we are complaining and he wants to implement anyway.
http://www.mmorpg.com/mobile/features.cfm?read=8525&game=494&ismb=1 |
Natu Nobilis
DUST BRASIL S.A Dark Taboo
539
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Posted - 2014.06.10 01:40:00 -
[33] - Quote
Do not despair!
There-¦s always Battlefront to look foward to |
Natu Nobilis
DUST BRASIL S.A Dark Taboo
539
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Posted - 2014.06.10 16:16:00 -
[34] - Quote
Why can-¦t we get more games like Tie-Fighter?
I-¦m really hoping EVE Valkirie does somethign like this =~
My CCP wetdream woud be a New Eden battlefront with the EVE economy system |
Natu Nobilis
DUST BRASIL S.A Dark Taboo
539
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Posted - 2014.06.10 17:00:00 -
[35] - Quote
About "Open Worlds"
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Natu Nobilis
DUST BRASIL S.A Dark Taboo
541
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Posted - 2014.06.16 02:12:00 -
[36] - Quote
This one? |
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