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ZDub 303
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Posted - 2014.05.14 12:07:00 -
[1] - Quote
CCP Z wrote:Quote:Are the weapons of each dropsuit tree race specific as Gallentee have Assault rifle but no scrambler or rail rifle? 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.
Could you clarify this a little?
It seems like you want to make racial variants of the rail rifle. So like... Caldari Rail Rifle, Gallente Rail Rifle, etc. This doesn't really make any sense though... its the Caldari racial variant of the 'assault rifle' class of weaponry and not a class of weaponry on its own.
I'm guessing you meant 2 different Rail Rifles depending on the role though
edit:
Additionally, I have always been in support of a limited respec system myself. 'Choices matter' doesn't really happen when you guys are making balancing choices that are out of the players control. However, a full respec system, as much as I would love one, would probably hurt the game in the long run.
I suggest getting saberwing or logi bro to dig up some of the old suggestions on respec systems, there were some amazing ideas posted back in 1.3 about it. A system where you accumulate 'respec points' passively which can allow you 1:1 to respec is a really good idea. Its low cost for low SP characters trying new stuff while being a substantial cost for any substantial amount of SP redistribution for high SP players. You can also sell a remap booster as an optional way of increasing this pool. Its remains open to all while giving an additional monetization avenue for those who so desire to purchase a booster.
As already pointed out, do not lock SP refunds behind isk or aurum... that is a dark dark road I suggest you stay far away from. |
ZDub 303
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Posted - 2014.05.14 14:52:00 -
[2] - Quote
It seems that people have the wrong impression of exactly what is going to happen with the new role system.
So if the only to unlock Assault Rail Rifles is to first skill into the Assault Role, that does not mean that you can only use Assault Rail Rifles with the Assault Dropsuits.
I can put a ton of SP in logistics, unlock my Amarr logi near the end of the tree and then stop there, start putting SP into the Assault Role and unlock Assault Rail Rifles. I can now take that Assault Rail Rifle and put it on my Amarr Logi suits. CCP Z has already confirmed that this is how he intends for the system to work.
We will still be able to make the exact same types of fit we are making today, its just a different progression path through the skill tree to get those same modules. |
ZDub 303
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Posted - 2014.05.14 15:20:00 -
[3] - Quote
Spectral Clone wrote:ZDub 303 wrote:It seems that people have the wrong impression of exactly what is going to happen with the new role system.
So if the only way to unlock Assault Rail Rifles is to first skill into the Assault Role, that does not mean that you can only use Assault Rail Rifles with the Assault Dropsuits.
I can put a ton of SP in logistics, unlock my Amarr logi near the end of the tree and then stop there, start putting SP into the Assault Role and unlock Assault Rail Rifles. I can now take that Assault Rail Rifle and put it on my Amarr Logi suits. CCP Z has already confirmed that this is how he intends for the system to work.
We will still be able to make the exact same types of fit we are making today, its just a different progression path through the skill tree to get those same modules. This makes sense, as long as you can turn it off and do free-hand skilling.
He's also kind of confirmed he wishes for those prerequisite skills to be a form of SP sink. I don't think he intends to allow you to skill into any part of the skill tree. You can think of it like a simplified version of secondary and tertiary skill requirements.
In EVE it would look like this:
Assault Rail Rifle - Requirements: Basic Assault Dropsuit Command I Assault Rail Rifle I
But in Legion it looks like:
Assault Role -> Basic Assault Dropsuits -> Assault Rail Rifle
Its bringing back secondary skill requirements without explicitly telling you they are secondary skill requirements.
The second idea he presented was to give you wildcards throughout your progression such that you can skip these prerequisites. However, I personally feel that wildcards just make the system more convoluted than it needs to be and the idea should just be scrapped entirely. If you want assault weapon variants you skill into the assault role, no exceptions. This gives you the benefit of having an assault suit, so you try that out a little and decide... oh man I wanna spec into this too!
Its meant to draw you in by forcing you to try new things as a stepping stone to what you actually want, presenting an opportunity for you to want more of that as well. Its a clever system, I don't think we're giving CCP Z enough credit for what he's building here.
Yeah sure I don't want to waste SP on prereqs either and skill into exactly the items that I want, but that's not always the most engaging system either. I really want to see a prototype of this once he's got it developed to a point where he feels comfortable sharing it.
edit: Also, CCP Z - you've opened a can of worms with your statement on respecs. You need to create a second thread dedicated purely to that asap or this whole forum is going to get out of control with 1000 threads on the topic. |
ZDub 303
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Posted - 2014.05.15 13:09:00 -
[4] - Quote
While I can go either way on organizing into roles, I have to personally admit that I have not liked the 5 node skill system in Dust.
Now i've been playing EVE for about 2 months now and I find that I LOVE the 5 level system in EVE. It works, and it works really well. And I think its been mostly a failure in Dust at the same time.
Some of it has to do with the lack of passive bonuses and tech II variants and such. The other half though has to do with the active vs passive nature of each game.
In Dust, level 5 = level 1-4 in terms of SP cost... in EVE level 5 = 4x level 1-4 in SP cost, yet I still find myself wanting level 5 abilities depending on what they give me and not minding their substantial SP cost. In EVE I don't find level 5 abilities all that punishing... even looking at 21d for Cloaking 5 doesn't bother me (yes I know there are skills with higher multipliers than cloaking but bear with me). In Dust... getting level 5 in anything x5 or higher was a terrible/boring experience, and hardly even felt worth it to me. Trying to get a second proto suit without an SP event? omg ugh... not fun at all.
I guess when it came down to it, I am fine waiting for a level 5 skill in EVE but I hate grinding for level 5 in Dust.
I just don't feel like the 1-5 system is all that engaging in an active SP system. I would rather have 15 nodes than 5 levels. Its more incremental and makes the SP grind feel better when you can unlock something every 4-5 days instead of saving for 2-3 months straight.
I can understand the concerns about locking weapons and abilities behind substantial SP walls... but if the roots of each role tree aren't expensive and we can still move directly towards the items and modules that we want without too much SP expenditure, I can deal with that if it does end up meaning a tree that is easier to understand for brand new players.
I don't believe an ISIS system is necessarily the answer though. ISIS in eve is an graphical depiction of a linearized spaceship command tree. It tells me nothing about modules, turrets, drones, etc. I've still had to learn about all of that outside of the game, something that I, personally, am willing to do... but that is not necessarily for everyone. I do believe that is what they are trying to do with this system. |
ZDub 303
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Posted - 2014.05.15 17:09:00 -
[5] - Quote
To echo the two posts on the last page. (299 & 300). Don't be afraid to just put it out there and see what comes of it.
Nothing is ever perfect the first time around, you should use the CPM for rapid iteration but don't be afraid to get some community feedback here as well. It would go a long way to making this a better game and soothe some of our concerns. |
ZDub 303
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Posted - 2014.05.16 11:58:00 -
[6] - Quote
CCP Z,
It seems like most of the discussion and concern is centered around where modules and weapons fit into this new skill tree you want to build.
So far, everything I've seen has seemed very logical from a 'Dropsuit Command' standpoint, very similar to the ISIS system in EVE. But "Weaponry' and 'Dropsuit Upgrades' seem like they will undergo a very radical change.
Could you give us just a basic idea of how deep you intend to place modules and weapons in each tree? Will the be available at the Basic Frame level, the Specialist level, and/or the racial level? All three? Are you intending to have many different variants unlocked through tree progression?
For example...
Academy Suit.......Basic Medium Suit..........Assault Suit.........Caldari Assault Suit (Whats here?)..........(Rail Rifle?).............(Assault Rail Rifle?) ...... (anything?)
Where do modules fit in here?
Some basic answers here would give us all some talking points while you finish up a prototype of the skill tree you feel you are ready to share. |
ZDub 303
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Posted - 2014.05.16 16:58:00 -
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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.
At the same rate though? Then what is the point? It would be literally useless except to satisfy a couple people's OCD.
It would have to be faster than accumulating regular SP or otherwise it would be completely pointless. |
ZDub 303
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Posted - 2014.05.18 19:37:00 -
[8] - Quote
I still don't see why going from Powergrid Upgrades (1-5) would be so bad compared to Powergrid Upgrades (1) - (2) - (3) - (4) - (5).
You have more flexibility to add more or less levels as well. Imagine if proficiency was split into 15 levels at 1% instead of 5 levels at 3%? You can choose to go to level 11 or 13 or whatever. More resolution = more items skill into = more sense of progression.
Profiency 5 is 777k SP in Dust iirc (as a x5 skill). For most people that is 3-4 weeks of playing with no progress. That's just such a bummer and its not nearly as fun as having 15 levels that you skill into every couple days. Each level is a smaller increment of progress but most players would feel better pushing through it.
I personally can see so many reasons to move away from the 5 level system. A node-based system sounds like it could be so superior in so many ways. UI-wise you can also directly add what items unlock in any specific node. So players can see exactly what they are getting every time they buy something.
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ZDub 303
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Posted - 2014.05.18 19:49:00 -
[9] - Quote
Ulysses Knapse wrote:Kevall Longstride wrote:Ulysses Knapse wrote:As someone else mentioned earlier in this thread, certificates are a valid option.
Certificates could be sets of skills that, if you don't quite understand the skill tree, would allow for a much simpler guideline by which to train skills. Combine this with something akin to ISIS and you have a recipe for simplicity itself. But I'd still have to send another mail to explain the certificates.... If new players can't even understand something so simple, you probably have bigger problems than that.
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. |
ZDub 303
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Posted - 2014.05.18 20:41:00 -
[10] - Quote
Hammerhead LandSharkX wrote: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.
Its not really forcing you to do anything. The system may add more prerequisites for certain items but that may just be a part of the new pseudo-tiercided equipment system in general. |
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ZDub 303
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Posted - 2014.05.30 14:53:00 -
[11] - Quote
I'm curious... for those who are worried about Legion losing its 'EVE" feel. Did you prefer Chromosome's skill tree to Uprisings? |
ZDub 303
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Posted - 2014.05.30 19:59:00 -
[12] - Quote
byte modal wrote:ZDub 303 wrote:I'm curious... for those who are worried about Legion losing its 'EVE" feel. Did you prefer Chromosome's skill tree to Uprisings? As an EVE player, I could relate to the original skill tree easier than some---nothing backing that up except talk around the forums at the time. That's not to say that I found it efficient, pleasing, or technically easy to understand, just that I could relate to it without much effort. It was pretty bad though knowing its purpose and how little there was to help non-EVE players relate. I mean in design. Transition to the later node-based graphic skill tree was awkward. At first glance I didn't want to bother with it because I already understood the original. Now though, the later is all that I use. I do want to point out though that the core concept is the same, only the representation of that concept has changed. I think your specific question and the conversations that may branch from it could cover many subtle shifts, but at the core, I think EVE players are arguing to keep the concept within the EVE realm of thought, just have better representation of how that translates in a FSP mindset---not knocking one or the other. It FEELS (again, without much backing that up either except talk around the forums) that the concept is shifting a bit too far. Here's a Mario universe game but.. without mushrooms. Kinda. lol? I think I may be trying to answer another post by burying it into my reply here. If I missed your point, sorry!
I was just curious. I feel that it is a somewhat analogous case though. In chromosome we had secondary skill requirements a la EVE and in Uprising it became completely linear. In terms of the 'EVE' feel, the chromosome skill tree should generally be preferred, as it was essentially EVEs skill tree adapted to ground based combat as well as they could.
They then went to completely dumb down the skill tree. Instead of using the names like in EVE, say 'Shield Management' for example, they renamed everything to its module name. So it became 'Dropsuit Shields' and 'Shield Extension', 'Shield Recharging' etc etc. It became completely linear, and not very 'eve-like' at all. I really never saw that much in terms of "linearized the skill tree ruined uprising" posts. You know?
If the Chromosome to Uprising skill rework wasn't a complete crisis and breakdown of the entire structure of the game, maybe, just maybe, the Legion skill tree won't be either? |
ZDub 303
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Posted - 2014.05.30 21:13:00 -
[13] - Quote
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. |
ZDub 303
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Posted - 2014.05.30 21:33:00 -
[14] - Quote
byte modal wrote:^ No, I think that's a fair point (zdub). Honest. Trimming the fat isn't bad. But I do think that relationships were simply never made between skills and their use. Or at least those relationships were never made clear within the interface. Unless a merc had prior EVE knowledge of going to the prereq tabs to see what required what to gain access, that player would be lost I imagine. Personally, I just don't think it was thought out to begin with. The devs understood it, they were programing it. But understanding of a thing doesn't inherently mean one can teach it. I went with the lesser of two evils and I'm fine with it. Like I noted in a post a few pages back, we can debate day and night over this but until we all can see an actual roadmap and framework, we're all just speculating. Still though, good point.
Yeah, I guess my point (this reply is to Natu Nobilis' post as well) is that their entire goal for Legion is to design a skill system that does not require a third party to explain it.
We should keep that in mind as we move forward, get your girlfriend, wife, partner, friend who's never played, etc to take a look at the skill tree and see if its intuitive. Most importantly, if you have a friend that has played COD and never touched EVE... see if the proposed trees and even Z's tree when he starts to show it is intuitive and if they understand all of it completely. See what looks overwhelming and what doesn't etc etc.
100% agree that we can't really say anything substantial until we have a prototype in front of us.
I guess my point at its core is... I can work with most anything, simple or complex or whatever. So if the tree has to be redesigned to be a little more restrictive so that its intuitive and obvious on its own, without a third party at all, then I am fine with that. |
ZDub 303
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Posted - 2014.05.30 22:03:00 -
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Natu Nobilis wrote: 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.
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.
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ZDub 303
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Posted - 2014.05.30 22:30:00 -
[16] - Quote
Godin Thekiller wrote:ZDub 303 wrote:Natu Nobilis wrote: 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.
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. It's the openness of the skill system that makes it easier to do the sandbox things though.
I won't disagree with that. An overly restrictive skill tree will push more people away than it will bring in. As Z releases information that will be the primary focus of my feedback I think. It needs to be accessible in more ways than one... intuitively obvious (okay good for NPE) without massive skill sinks (good for post NPE).
But that is completely possible with what he is proposing (the role based system). It appears that this role based system is borrowing heavily from Valkyrie as well as they just recently moved from a class to a role based system.
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?
Natu Nobilis wrote: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.
Yeah I can see where you're coming from and I 100% agree with you. Although we won't know until he's started releasing information how flexible everything will be. Although he's already stated that you can equip anything you unlock on anything you unlock. So putting a sniper rifle on a sentinel and things like that is still possible.
I really don't know if there is a good Dust equivalent to a battle badger lol. |
ZDub 303
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Posted - 2014.05.30 22:50:00 -
[17] - Quote
Natu Nobilis wrote: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
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.
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ZDub 303
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Posted - 2014.05.30 23:42:00 -
[18] - Quote
Natu Nobilis wrote: 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?
Well... Industry never makes you a better miner... its purely a skill sink :p (and just an example really, not worth debating).
In terms of dual a system... perhaps. I'm not for or against either system necessarily. A way to mix both would be great too if implemented correctly.
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.
I understand the desire for freedom to skill into anything at any time, but it may be harmful for the long term health of the game as well. I'm not trying to argue against an open skill tree necessarily but that might be a valid concern as well?
Even though its very unlike eve... I wouldn't mind seeing a skill tree that has more specific passive bonuses. In eve you have skills like Trajectory Analysis or Surgical Strike that affect all weapon turrets (some skills are sub captial only but you get my drift here) while in Dust we have weapons with more specific passive bonuses... like how each weapon has its own proficiency, ammo capacity, fitting optimization, etc skills. I would like to see this expanded to include equipment and dropsutis as well while reducing some of the absurd multipliers on those skills like the 'lol x6 are kidding me?' for fitting opt.
The role based skill tree could support this quite well. You can unlock each item VERY quickly and move through the 'roots' of the skill tree with very low SP investment. You are then left with choices on which pieces of equipment, weapons, and dropsuits you wish to specialize in through passive SP investment. I feel that its a good compromise between each to understand for newbies while providing depth for veterans.
In terms of passive bonuses... it would be quite simple to change the 1-5 system to something like..
Rail Rifle - Unlocks use of Rail Rifle. Rail Rifle Operation +5% damage to rail rifles Rail Rifle Proficiency + 5% damage Rail Rifle Mastery +5% damage
with, of course, increasing SP requirements. Its functionally the exact same thing - but maybe its easier for someone new to understand? At least that seems to be CCP Z's thinking.
Lots of good ideas on skill progression in this forum imo. I'm definitely in no way saying that any one of them is wrong or bad. |
ZDub 303
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Posted - 2014.05.31 04:57:00 -
[19] - Quote
Godin Thekiller wrote:ZDub 303 wrote:Godin Thekiller wrote:ZDub 303 wrote:Natu Nobilis wrote: 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.
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. It's the openness of the skill system that makes it easier to do the sandbox things though. I won't disagree with that. An overly restrictive skill tree will push more people away than it will bring in. As Z releases information that will be the primary focus of my feedback I think. It needs to be accessible in more ways than one... intuitively obvious (okay good for NPE) without massive skill sinks (good for post NPE). But that is completely possible with what he is proposing (the role based system). It appears that this role based system is borrowing heavily from Valkyrie as well as they just recently moved from a class to a role based system. 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? See, here's the thing with that: it's not the same thing. It would rather be like requiring you to get a Eagle or a Deimos to get T II medium rails, but you can still use it on any ship that can fit them.
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.
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ZDub 303
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Posted - 2014.05.31 23:07:00 -
[20] - Quote
Godin Thekiller wrote: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.
Seeing as though they want you to go down a T II suit tree before getting a T II gun, it is like I just said. Look, I get Z's reasoning behind it, and why you like it. But here's the thing: If at any point I'm forced to go down a tree just to get something that I want, and most of the tree has nothing to do with what I want, then Godin is not happy. My point is that if they took the time to actually explain the damn tree in the first place, then there would be no problem. Hell, simply having a class (because it's called the academy for a reason) teaching what all the trees do (ex. in the dropsuit command, you can unlock dropsuits *explains frame sizes*. Under the weaponry tree, you can unlock weapons *explains weapon sizes* etc.), then maybe people might get it?
All I was trying to say is that if the prereqs arent terrible then I could deal with. I could make most any skill tree work.
I personally would prefer a skill tree similar to Dust's myself. I think having a tree for dropsuits, weapons, vehicles, etc makes more sense to me but I'm not necessarily against Z's skill tree either.
To be quite honest saying "having to go into a tree to get x with useless items and skills makes me unhappy" just sounds a little childish. I go back to my mining barge example or even jump drive operation. I don't want Warp Drive Operation 5, Navigation 5, AND Science 5 to get into Jump Drive Operation... Science doesn't do ANYTHING with how I fly my ship... this is complete BS that the skill system is making me get all three of these abilities to 5... I should just be able to skill directly into Jump Drive Operation... EVE's skill tree is complete BS! See how silly that sounds?
You can't say that one tree has useless prereqs and the other has 'natural progression'. They are the same thing, you are just perceiving them differently. To be required to have a heavy suit before using an HMG... well I don't see why that is so bad...
Its true that there are other ways to approach this problem as well. Copying Dust's skill tree and removing useless skills while adding passives to everything and creating a system that guides new players could work. It could also be expensive to make that system and may also be glossed over by new players just like the current tutorial is. There are pros and cons to everything though and always multiple answers to any problem. I'm not against any of the current proposals given by the community though, I think a lot of them are pretty good. I just don't think that Z's skill tree is a bad idea either. |
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ZDub 303
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Posted - 2014.06.01 02:03:00 -
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The-Errorist wrote:ZDub 303 wrote:... I really don't know if there is a good Dust equivalent to a battle badger lol. How about an ak.0 with....
I don't think that really works... cause the a.k0 is still a combat focused suit. A badger is an industrial ship that was not designed for combat... everything in Dust is designed for combat. |
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Posted - 2014.06.02 13:17:00 -
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Natu Nobilis wrote: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.... Progression is entwined with game Design, and game design is the soul of the game. You screw one up, it will impact the rest.
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. |
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Posted - 2014.06.02 15:15:00 -
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Natu Nobilis wrote: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.
The hull focused nature of Eve works in Eve, given the slow paced nature of that game but it doesn't translate well to Dust. Your dropsuit having meaning... I think just having access to a dropsuit will give it plenty of meaning to players. Its access to the playstyle that will matter. Do you really think if a dropsuit were to cost 10k ISK instead of 0 ISK it would really have any more meaning? Hell... dropsuits in Dust generally don't hold any meaning to me as it is... its just a counter for the number of lives I have before I have to restock. Because a proto amarr logi suit is X ISK doesnt mean I treasure and value every individual suit like I do in Eve. That will never happen, period. Its the nature of the game. Dust/Legion is not and will never be Eve, they are just fundamentally different games.
For me, and most players I suspect, its not the price of a dropsuit that gives it meaning, its being to use it at all. Gallente logi has no meaning to me, because I can't use it. Having 10 Gal logi suits in my inventory is completely irrelevant to me. If I had a Leviathan in my Hanger in Eve that would mean something to me, even though I can't fly one.
To try and force some ideal of permanence to Legion because of some misconception of 'meaningful' equipment isn't going to work. If you make dropsuits so expensive that they are truly meaningful just having a single one of them, then you've precluded the use of that suit completely. How many people do you really think would be rolling around in a 10 million isk dropsuit in Dust? I suspect that number would be in the single digits. Its a bad design philosophy for a first person shooter.
Now... expensive and high end vehicles? That's another story and I think all of your points could make a lot of sense for the vehicle side of Legion. With which I 100% agree that BPO vehicles are a terrible idea. |
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Posted - 2014.06.02 16:27:00 -
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Natu Nobilis wrote: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.
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. |
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Posted - 2014.06.02 17:06:00 -
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Natu Nobilis wrote: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.
Sounds like a lot of unnecessary effort tbh, both on the development and player side... for no good reason but to exist in itself.
If you don't bring enough modules you'll be playing in suits with no mods... which are gonna be just as, if not less, effective than a militia suit with militia equipment.
In terms of manufacturing and logistics... you can do all of that with modules alone. If you price suits cheap enough then everyone just brings 10000 of every suit to a match... having suits cost isk doesn't add any additional depth to the gameplay. If you notice with these industry changes, even EVE is trying to reduce some of the bloat from unnecessarily complex things that don't actually add any depth to game play.
I don't disagree with the null sec logistics side of things at all, I just don't see how having non-BPO dropsuits make it any better. You still have all of the same gameplay elements, just less bloat. |
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Posted - 2014.06.02 19:59:00 -
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Natu Nobilis wrote:If you consider Industry a bloat, then we-¦re talking from very different perspectives.
Industry in Eve, and by extension much of the economy itself, is not a bloat altogether as a feature. But it has a lot of bloat in it.
Things like 'Get Jobs' in the UI. That serves no purpose, do you believe that its really important that its there? I don't mean the feature is inconsequential by any means, but its not all that streamlines either. Hence the substantial changes they are making to the game.
I truly believe that these things are similar to isk for suits in Legion. It doesn't really matter that you have to pay isk for a suit, its just an additional step and it doesn't matter. It solves several issues on its own though, such as porting Dust Dropsuit BPOs, trying to tie suits into the salvage economy, rookie fits (in general) to name a few.
I see nothing about consumable dropsuits that adds to the game play of Legion.
As far as the rest of your post... I agree. Need to see more before making any judgement on other aspects of the game. They've really shown us very little in terms of game play elements, its all just UI and graphics that we've so far. |
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Posted - 2014.06.02 23:29:00 -
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Malkai Inos wrote:ZDub 303 wrote:[...]I see nothing about consumable dropsuits that adds to the game play of Legion.[...] "I see nothing about consumable weapons that adds to the game play of Legion." Your reasoning isn't wrong in that it does follow when viewed in isolation but you can rephrase it to include every other item with little or no modification as long as you overlook the fact that it's logical conclusion necessarily begs the question where to stop and why.
There is a difference between suits and the equipment that goes on each suit. Looting weapons and modules is a thing in Eve and will be a thing in Legion as far as we know atm. Looting hulls in Eve (except repackaged ones being moved by indys and maybe carriers I guess) doesn't really happen. However, given the S/M/L/Captial classifications on ships, having hull costs makes a lot of sense from a design standpoint. In Legion its essentially like flying around in only tech I frigates. The normalization of hull strength between all tech I frigates would mean very little in that context, and removing the hulls themselves wouldn't really affect much.
In Legion, there will be several classifications of weaponry (STD/ADV/PRO in Dust atm which will turn into whatever it gets renamed to in Legion), that weaponry will have a CPU/PG fitting cost and that will partially determine your characters strength on the field. The sum of the modules will be your suits power, much less than the tiercided dropsuit selection. Also, almost everything (except for Light weapons atm, which may even be optional in Legion) are not required to spawn. A suit is ALWAYS required to spawn and to house modules. You will pay an ISK cost for a more powerful weapon. In legion, with tiercide, you will not be able to pay an increased cost for a more powerful dropsuit.
There are distinct fundamental differences between Dropsuits and the modules that you place into dropsuits, you cannot equate the two from a design standpoint.
At some point there will have to be a 'free' suit option at some point in the game, where there will never have to be a free weapon option in the game (if a suit requires a LW like it does in Dust then that free suit would have to come with a free weapon but that weapon would never have to be free on any other suit). |
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Posted - 2014.06.03 02:03:00 -
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To add on to the above though, if the game begins to move away from tiercided dropsuits and direct upgraded variants to any of the dropsuit, I believe those should come with an isk cost. It would also be okay to add direct upgrade variants as they are implementing metascore matchmaking.
For an easy example:
If they introduce a Caldari Assault Dropsuit II - which is pretty much just a direct upgrade to the Caldari Assault Dropsuit, that upgrade SHOULD definitely come with an isk. Possibly through something like the invention system where you could salvage data cores and create tech II BPCs based on the number of data cores you have. So you have a CAD I BPO and then you could take CAD + 15 Caldari Data Cores (or more specifically Caldari Medium Data Cores or even Caldari Assault Data Cores) = 15 Caldari Assault Dropsuit II BPCs. It remains simplified while adding another layer to the game play. The isk cost to those suits comes directly from the price of the data cores themselves. It maintains a 'no npc' market as well as a plus side.
Something like this could also be done directly to the racial variants if necessary based on their power differential. Something like Basic Assault Dropsuit + Caldari Data Core = Caldari Assault Dropsuit. I get the impression though that they intend for relatively equal power for all existing dropsuit assets. So a system like that might be better saved for an expansion release. |
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Posted - 2014.06.03 13:33:00 -
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Himiko Kuronaga wrote: I appreciate the visual distinction, for one thing.
If a person is running proto I can tell right away he is a bigger threat than the scrubs surrounding him. This allows me to make an intelligent decision about who, and how, to engage.
If every tom **** and jerry is running proto, but some people are running it with militia mods and some are running with proto mods, I can't make that immediate distinction. It's bad battlefield intel.
Of course, back in the day CCP were a lot better about making proto colors obvious. Now, it's really rather difficult sometimes. Like the difference between a Gal Sent proto or advanced is hard to tell from a glance.
If dropsuit painting becomes part of the monetization model in Legion, we're probably going to need to get away from 'suits at a glance' identification mechanics and completely redo how we identify suits and their potential threat level using a more developed UI.
Although, just like Eve, there should be some level of mystery as well imo. |
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