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Thread Statistics | Show CCP posts - 28 post(s) |
Vrain Matari
Mikramurka Shock Troop Minmatar Republic
2096
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Posted - 2014.05.15 09:19:00 -
[1] - Quote
CCP Saberwing wrote:Celus Ivara wrote: Insert long post here.
Loved this. I agree completely. Players make long posts when issues matter to them. There are a lot of solid arguments in this thread, with players and fully explaining their motivations and concerns.
PSN: RationalSpark
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Vrain Matari
Mikramurka Shock Troop Minmatar Republic
2099
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Posted - 2014.05.16 15:53:00 -
[2] - Quote
Immersion-breaking progression mechanics remove a lot of credibility from the game.
I imagine our immortal clone mercs as pretty tough cookies: independent, capable, self-directed make-sh!t-happen operators. Working against this are several mechanics in the proposed progression scheme for Legion that significantly break immersion.
1) Role-based progression. What agency in New Eden is constraining the choices of these independent mercenary contractors? Why do they comply? What is preventing my merc from learning on his own? What leverage does this 'educational authority' have on mercs? Characters in the new progression system will feel more like schoolboys/girls than rugged individualists who make their own way.
2) Respecs. Hard universe. Consequences. Living and dying by your own choices. New Eden. Under CCP Z's system, not really - personal responsibility/pride definitely take a backseat to protecting peeps from their own mistakes. The sense of making big personal decisions when spending hard-earned sp on your progression will be gone.
In the new system, the game becomes more obvious, the universe fades into an irrelevant background, at least where personal choice is concerned.
3) BPO suits. Where do the physical resources come from to build these complex, powerful pieces of battlefield equipment? Whatever my weapon costs in terms of materials, surely my suit requires more? In New Eden, everything is manufactured by players for players. What agency is providing my mercenary clone with an unlimited supply of expensive military-grade equipment?
In most games, the very gamey progression system that is being proposed wouldn't really be an issue, since the entire backstory of most games is ad-hoc and arbitrary, often serving only to motivate game mechanics.
But when we import that kind of gamey thinking to New Eden it generates a cognitive and aesthetic dissonance. In a gritty 'real' virtual universe, a gamey progression system stand out like a sore thumb.
If the developer doesn't respect the IP, why should we expect new players to? What will 'New Eden' be for them? Some far paler and anemic thing than it is for us, methinks.
New Eden is real - or is it, CCP Z?
PSN: RationalSpark
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Vrain Matari
Mikramurka Shock Troop Minmatar Republic
2100
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Posted - 2014.05.16 16:06:00 -
[3] - Quote
Kevall Longstride wrote:Samael Artico wrote:I just had an idea.
Take CCP Z's idea, then suggest, on the EVE Forums, to implement that same system into EVE Online.
We'll use the EVE community's outrage over the idea to show CCP Z how bad he is at New Eden. I'm sure that someone would point out that using a progression system designed for a FTP game of a different genre wouldn't work on a subscription based ga....... Hang on a minute I'm here for New Eden, not the payment model.
PSN: RationalSpark
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Vrain Matari
Mikramurka Shock Troop Minmatar Republic
2101
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Posted - 2014.05.16 16:12:00 -
[4] - Quote
Maken Tosch wrote:Fenix Alexarr wrote:Quote:" Negative Respec/Skillback idea" I love it. That is really the kind of thing I will be looking at for our respec system A lot of people are expressing what a terrible idea the respec is and what it means for the credibility of the system. I personally don't like the idea of removing consequences from choices for such a small cost. The skillback booster idea is not what you think. Here, take a look at this link that originally brought it up. https://forums.dust514.com/default.aspx?g=posts&t=86041&find=unreadThis basically allows you to remove SP from an unwanted skill book but at a pace equal to how you passively gain SP and your passive SP is disabled for the duration of the booster so you won't earn SP while removing SP. It's a fair system that appeases both the anti-respec and the pro-respec crowds. Interestingly enough, there appeared to be quite a number of pro-respec folks who don't like this idea. I like this idea. Keep in mind that I'm well known for hating respecs in general. That says something. I like this idea much more than what peeps think of as respecs, but also find it horribly gamey and immersion-breaking.
Why is my merc 'unlearning' and at the same time unable to learn anything else passively? Was my hard drive full? Has my learning module been turned off?
PSN: RationalSpark
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Vrain Matari
Mikramurka Shock Troop Minmatar Republic
2101
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Posted - 2014.05.16 16:20:00 -
[5] - Quote
Maken Tosch wrote:Ulysses Knapse wrote:Kevall Longstride wrote:And it has to be financed. Payment model is everything right now. The grinder don't play the music till you put the money in the monkey's cup. And I'm sure alienating your current playerbase and a large potential playerbase is a fantastic way to finance a game. Hold that thought until we see the work that CCP Z will show us. My intuition says that the reason CCP Z is so inflexible on his progression system is because it's intimately tied to his monetization program.
This is not so much marketing influencing game design as marketing in full control of game design.
Still hoping for the best, tho i don't see a lot of respect for New Eden or her citizens in what we've seen so far. Maybe Rouge/Z can pull a miracle out of their hats.
PSN: RationalSpark
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Vrain Matari
Mikramurka Shock Troop Minmatar Republic
2101
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Posted - 2014.05.16 16:21:00 -
[6] - Quote
Maken Tosch wrote:Vrain Matari wrote:Maken Tosch wrote:Fenix Alexarr wrote:Quote:" Negative Respec/Skillback idea" I love it. That is really the kind of thing I will be looking at for our respec system A lot of people are expressing what a terrible idea the respec is and what it means for the credibility of the system. I personally don't like the idea of removing consequences from choices for such a small cost. The skillback booster idea is not what you think. Here, take a look at this link that originally brought it up. https://forums.dust514.com/default.aspx?g=posts&t=86041&find=unreadThis basically allows you to remove SP from an unwanted skill book but at a pace equal to how you passively gain SP and your passive SP is disabled for the duration of the booster so you won't earn SP while removing SP. It's a fair system that appeases both the anti-respec and the pro-respec crowds. Interestingly enough, there appeared to be quite a number of pro-respec folks who don't like this idea. I like this idea. Keep in mind that I'm well known for hating respecs in general. That says something. I like this idea much more than what peeps think of as respecs, but also find it horribly gamey and immersion-breaking. Why is my merc 'unlearning' and at the same time unable to learn anything else passively? Was my hard drive full? Has my learning module been turned off? It's less to do with immersion and more to do with discouraging FOTM chasers. Good game design doesn't break immersion, regardless of the motivation.
PSN: RationalSpark
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Vrain Matari
Mikramurka Shock Troop Minmatar Republic
2106
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Posted - 2014.05.16 20:31:00 -
[7] - Quote
Maken Tosch wrote:Sarus Rambo wrote:Maken Tosch wrote: Corp taxes, Planetary Interaction, POCO taxes (assuming you control the POCO), and tycoon-level market trading hardly qualify as passive income generation. All of them require player effort in some form in addition to maintaining that effort. I have been playing Eve Online since 2008 and I still do. There is absolutely no passive income generation in Eve in the sense that you do nothing to earn it.
Ok, then read my original post. I basically state you need to setup everything, send drones out to get you salvage, and also putting them at risk of being destroying by players. Also stated the possibility to add fitting options to these drones to give someone more interaction and choice. If we are defining passive income as doing nothing for ISK, how is this passive then? (My definition would be you do something in game to setup something, leave, come back to ISK). In that case, it should be fine as long as you have to put in the effort (not just initially but every now and then). I guess I misread it originally. Sorry about that. Even then i have my reservations. Don't forget research agents and datacores. i've had 5 lvl 4 research agents running for years.
It required effort to get them, and risk, iirc the boundless station is close to Rancer. But it was a one-time effort almost a decade ago.
PSN: RationalSpark
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Vrain Matari
Mikramurka Shock Troop Minmatar Republic
2108
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Posted - 2014.05.17 03:31:00 -
[8] - Quote
Malkai Inos wrote:Kevall Longstride wrote:[...]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. [...] I happen to question them because we know nothing substantial about this research other than the claim of it's existence and the assertion that the proposed system is a sensible response to its findings. Yes, the current system isn't perfect but that doesn't mean that the proposed system is the only, let alone optimal, alternative. We have no idea what they've been looking for, we don't know how they decided to look, we don't know what they've found and, most critically, we don't know how their findings ended up informing the proposed design other than the blunt assertion that people cannot handle the current system. This is important because, as several others have pointed out, assuming the research was sound and accepting CCP Z's et al. stated conclusion still doesn't tell us why a visual guiding frame (ISIS) wrapped around the current system, or really anything else that doesn't change the actual progression on any fundamental level, wouldn't work Also well elaborated in multiple posts is the fact that central concepts such as "no respecs" being the default position, players having full freedom of their skill choices without being soft-locked into arbitrary roles and the full distinction between your character and whatever gear he might be using at any given time are discarded, seemingly, without further consideration of their inherent place within the existing universe that is New Eden. Based on that. The proposed changes require some prior justification that goes beyond "95% of the people don't get it". Providing insight as to what this research is all about would be a reasonable first step. Edit: Yes I get and agree with your overall call for some civility and appreciation. Yes I am deliberately confrontational because getting some info on why CCP Z chose the proposed design is vital in My opinion. Well said Malkai. These conclusions drawn from research sound like they're rock-solid, but they can't be - for example, how did CCP control for a terrible NPE? Short answer is they couldn't.
But many of us in the community know from experience that taking a few minutes to give a new player a helping hand and answer a few questions could make all the difference.
CCP seemed to think it was never worth the effort, and their answer now is to flatten the power differential and add permanent training wheels to the progression system.
Here's a little self-indulgent DUST story. In the past 8 months i trained up an Ammarian(shudder) alt, Sairhyssa Talith. No passive sp, no AUR(xcept 1 omega for one of the big sp events). Just pure combat grind against blue donut protostompers. She finally hit 10 million sp and on a good day she can kick ass.
I will treasure that experience forever, because given the state of thinking displayed by CCP Z i will never face that challenge in New Eden again, at least not on the ground.
If Sairhyssa Talith were here to speak for herself, i know what she would call that: she'd call it heartbreaking.
And so do i.
PSN: RationalSpark
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Vrain Matari
Mikramurka Shock Troop Minmatar Republic
2109
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Posted - 2014.05.17 03:42:00 -
[9] - 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. Nicely presented and good content Maken.
So many mercs here have presented progression systems that serve newberries and vets, reflect the values of New Eden and fit the game on the ground very well.
It warms the heart to see what we can do when we're not going to war over tiericide, blue donuts, tankspam and redline snipers ;)
PSN: RationalSpark
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Vrain Matari
Mikramurka Shock Troop Minmatar Republic
2114
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Posted - 2014.05.18 23:19:00 -
[10] - Quote
Captain Crutches wrote:Kevall Longstride wrote:So you can imagine my reservations as to the assertions of others, that the current system is fine or just needs a bit of a tweak.... when I have to send out that much information to new players to explain it all!! If you want my .02 isk... you shouldn't be the one who has to send all those mails! The complexity of the current progression system is, IMO, less of a problem than that the NPE does virtually nothing to explain it to new players, passing the burden on to people like you. Of course we appreciate you for it, but the problem is that it's necessary in the first place. If all CCP changed was the progression system, you'd still have to send out mails to every new D-UNI member explaining it. The mails would be different, yes, and there may be fewer of them, but the burden would still be on you to do it. If CCP instead focused on making a great NPE and explaining all that info that you so painstakingly mail everyone, I think more people would understand the progression system (however complex it was) and we wouldn't have this problem. The universally acknowledged problem is that people don't understand the progression system. But players can't be blamed for that when CCP does such a terrible job teaching them right off the bat. You yourself have shown without doubt that when someone is there to teach a newbie about the game they stick around longer. But only those that join D-UNI or another training corp get that instruction. TL;DR - Make a comprehensive NPE that teaches the progression system to those that need it, and then show me new data on retention and universal understanding - I bet it will be higher, and it'll give people like Dennie less work too! I agree. The workload Dennie is describing is a direct consequence of poor corp/communication tools and absolutely no investment in new players by CCP, in spite of the fact that they knew full well that new peeps were getting fed to the wolves.
It's almost as if they wanted DUST to fail.
PSN: RationalSpark
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Vrain Matari
Mikramurka Shock Troop Minmatar Republic
2114
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Posted - 2014.05.19 03:44:00 -
[11] - Quote
Maken Tosch wrote:Alaika Arbosa wrote:The Skill System isn't as broken as some believe, though NPE is FUBAR. Just because NPE is FUBAR doesn't mean that you need to rework the Skill System, it means you need to rework NPE. It isn't "as broken" as it seems. That part you are correct. But it still is broken regardless. It's not just the NPE (or lack of it in this case) that's the problem. Parts of the skill tree are absolutely useless. 1. Unlocking items only at levels 1, 3, and 5 results in some skill books having wasted SP on levels 2 and 4. Take a look at Active Scanner Operation as one example. Also, Dropsuit Command levels 4 and 5 are pointless as they don't unlock anything else after level 3. Even if it did unlock more items, there is a major problem brought up by my next point. 2. Some skill books don't give bonuses at all and only exist to unlock more skill books. This is wasteful in terms of SP. Gallente Light Frame for example only unlocks Gallente Light Frames suits but these suits don't offer any bonuses and they are more expensive than their role-based counterparts (WTF?). They exist only as stepping stones which only gets in the way and doesn't really show anything to the player about the suit in terms of its benefits and intended role. So even if you implemented a proper NPE system, it doesn't address the two issues I just brought up. You're right, ofc, but i think many of us are on the same page.
These issues with the skill system have been part of the forum conversation for two years now. The issues were obvious right at the beginning and the fixes are straightforward. The solution suggests itself in the statement of the problem, it doesn't get much easier than that.
PSN: RationalSpark
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Vrain Matari
Mikramurka Shock Troop Minmatar Republic
2116
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Posted - 2014.05.21 02:23:00 -
[12] - Quote
Pokey Dravon wrote:https://forums.dust514.com/default.aspx?g=posts&m=2169542#post2169542 Pokey 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.
This is in some contrast to the plan CCP Z suggested, but I feel that the ideas he presented are good, but need some redirection.
When presented in this manner, new players will be able to quickly identify what role they want to play and in what order they should train skills in order to fulfill that role. The system guides them gradually into that role, but does not restrict their access to cross training skills if they so choose to. Players will be able to dynamically switch between roles as well as Basic and Advanced mode in order to gain a broader understanding of their progress without being overwhelming by the size and complexity of the system.
And as always not everyone may agree with each other but these sort of documents are created to foster healthy and productive discussion, no fighting and bickering. I ask that you keep the conversation clean and productive. Nice work Pokey, and a clean demonstration of how a gently guiding overlay serves new and old players, casuals and tryhards.
Also an excellent example of how an extra layer of UI can be worth it's weight in educational aurum gold.
PSN: RationalSpark
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