Ulysses Knapse 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 :)
Take EVE's progression system, mirror it, then streamline it. Now, create an analogue to ISIS for players to use.
Congratulations, you now have a system that is easy to understand as well as non-restrictive.
Can you find any flaws in my logic?
(A note: My apologies at quoting you Ulysses, I'm actually addressing many people at once with this post.)
Firstly, the skill tree we're using in Dust has some deep intrinsic problems in it. It makes sense to us because we've been using it for the last year, but it is
hyper unintuitive to the new player.
And it's more than just Dropsuit Command doing nothing at level 5.
- Some skills unlock gear at 1/3/5.
- Others unlock gear at 1/2/3/4/5.
- Some skills give buffs to gear (confusingly called "efficacy"), in addition to unlocking gear.
- There's "core skills" that give universal buffs to suits.
- "Hacking" gives universal buffs, while ALSO unlocking gear.
- Skills exist that have no purpose other than unlocking other skills.
- "Which of these 4 shield skills is the one that gives me more health?"
- To figure out what an item is you have to leave the skill menu, enter the Market, press the secret "Show Info" button, and toggle out of the flavor text to the attributes.
Yes. Our present skill tree "works".
But by
no means does it "work well".
I know it's counter-intuitive, but user-friendly and deep are not mutually exclusive things.
There
is a difference between bad-complexity and good-complexity.
Secondly, many here are making the argument: "The present skill tree is EVE's skill-tree, and EVE's skill-tree is perfect so why are we changing it?"
There's two parts to this argument so let's break it down:
1: "The present skill-tree is EVE's skill-tree,..."
Actually it's not.
EVE's system relies upon Attributes, implants, neural remaps, solely Passive learning of a specific skill, subscriptions, and EVE bonuses are granted by the Ships after checking the Skill level while Dust bonuses are granted by the Skill to the Dropsuits (which sounds like the same thing, but is different and subtly causes
massive issues for balancing), ...to name but a few.
Just as I've taught many FPS players how the Dust skill-tree works, I've also taught EVE players how Dust works and they've been just as confused.
2: "...EVE's skill-tree is perfect so why are we changing it?"
EVE's skill-tree was not pulled from the Ark of the Covenant. Nor is it
Euler's Identity, nor a
pyrite crystal.
It's a "messy" solution cobbled together by human hands in response to a
very specific problem.
It has had both in the past (eg: Learning Skills) and today (eg: Drone Skills) many issues.
It is not an immaculate solution to a shared problem.
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"?
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.
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. :)