Pages: 1 2 3 4 5 6 7 8 9 [10] 11 12 13 14 15 16 17 18 19 20 :: one page |
|
Author |
Thread Statistics | Show CCP posts - 28 post(s) |
Haerr
Legio DXIV
625
|
Posted - 2014.05.15 11:27:00 -
[271] - Quote
CCP Z: I think it would help a lot if you could post an image of how you currently have set up one role.
|
Ulysses Knapse
Knapse and Co. Mercenary Firm
1588
|
Posted - 2014.05.15 11:37:00 -
[272] - Quote
Maybe if we're lucky, Hilmar will refuse to greenlight the game with this progression system.
I am become Legion, the destroyer of bunnies.
|
TrueXer0z
DUST University Ivy League
555
|
Posted - 2014.05.15 11:48:00 -
[273] - Quote
Kevall Longstride wrote:Adding a dust version of ISIS, certificates, explanations...
That's three layers of extra UI you've just added (which takes resources) and adds more stuff to read through before gaining the clarity you crave.
There is an admission by some that the old system needs 're-done but better' but there is a point I think we can all agree, where there is so much to redo, its actually better to just start again. We've had the current system for over a year and numbers haven't grown.
I agree with you Dennie. I see that when it comes to the progression system we want it to be done properly. It is a huge factor in how the game will evolve and stand the test of time. Legion is a new game in its own right. Or at least it should be. However, what I am seeing is not an addition to the foundation created by dust, but a radical change that we are all too familiar with when dealing with the Dust 514 IP.
Change can be good in the right context. Growing pains are natural in the life of an ever evolving universe such as New Eden. Can we as a community accept another radical change? Especially to a system that yes, may be flawed in some way, but not enough to do a complete overhaul. So much time and effort is being put into something that doesn't really seem to be an issue for a lot of the players coming forward.
You and I of all people should know better then most. We both have spent well over a year interacting with new players. Countless hours talking and testing. Literally crunching numbers and putting in the time to get real feedback from new players and their concerns about things. Very rarely was the idea of the skill tree being overly complicated ever brought to our attention.
I think a lot of what upsets people is that we are seeing the cycle starting all over again and Legion hasn't even been green lite. Devs have grandiose ideas and ask for feedback on a product we haven't even really seen outside of a power point slide. Like I said before. It isn't even going to matter much since CCP Z has a idea of how he wants things to work. It doesn't really matter if we agree with what he is doing. It is happening. Nothing will change that outcome.
Where does this leave us? In the same exact situation that cause the community to start getting upset in the first place. Lots of Devs posting and it looks sweet and feels good to see the blue tags, but the communication is jaded and more of a distraction while CCP get their stuff in order.
We don't want to be so toxic CCP. We want to help you make a game that people will enjoy for years to come. You have the best opportunity to collaborate with a community that is painfully loyal. Please, guys...seriously.....please...listen to what your community is telling you. We are trying to break down the walls of CCP to create something amazing. Allow that to happen.
Director, Dust University
@TrueXer0z
Kevall Longstride - CPM1
|
Kevall Longstride
DUST University Ivy League
1309
|
Posted - 2014.05.15 11:51:00 -
[274] - Quote
Negris Albedo wrote:The new progression system is, quite honestly, a disgrace.
It insults the intelligence of the community. It dishonors the traditions of New Eden. It is being implemented in place of things that would actually help the game. It panders to the dumb who can't understand a game with depth. It restricts the freedom of the players.
Why would you think that it's a good idea, CCP? Because the old system was bad? That's because you broke it!
Thanks for your contribution.
CPM1 Candidate
CEO of DUST University
|
Spectral Clone
Dust2Dust. Top Men.
2708
|
Posted - 2014.05.15 11:55:00 -
[275] - Quote
Negris Albedo wrote:The new progression system is, quite honestly, a disgrace.
It insults the intelligence of the community. It dishonors the traditions of New Eden. It is being implemented in place of things that would actually help the game. It panders to the dumb who can't understand a game with depth. It restricts the freedom of the players.
Why would you think that it's a good idea, CCP? Because the old system was bad? That's because you broke it!
This is the constructive feedback CCP Z needs to hear.
#RedLightLegion
This message was brought to you by the PC master race.
|
Spectral Clone
Dust2Dust. Top Men.
2708
|
Posted - 2014.05.15 11:57:00 -
[276] - Quote
Kevall, come on man!
It does NOT take longer to add a GUI overlay to a currently existing system than to delete the old system and start from scratch with a completely new system and GUI.
This message was brought to you by the PC master race.
|
Spectral Clone
Dust2Dust. Top Men.
2708
|
Posted - 2014.05.15 12:00:00 -
[277] - Quote
TrueXer0z wrote: We don't want to be so toxic CCP. We want to help you make a game that people will enjoy for years to come. You have the best opportunity to collaborate with a community that is painfully loyal. Please, guys...seriously.....please...listen to what your community is telling you. We are trying to break down the walls of CCP to create something amazing. Allow that to happen.
They dont gives a rats a$$ im afraid. They only post here to make it seem like they care, so they can use the fact that they "communicate with the players" in marketing.
This message was brought to you by the PC master race.
|
Bendtner92
Imperfects Negative-Feedback
2110
|
Posted - 2014.05.15 12:05:00 -
[278] - Quote
Spectral Clone wrote:TrueXer0z wrote: We don't want to be so toxic CCP. We want to help you make a game that people will enjoy for years to come. You have the best opportunity to collaborate with a community that is painfully loyal. Please, guys...seriously.....please...listen to what your community is telling you. We are trying to break down the walls of CCP to create something amazing. Allow that to happen.
They dont gives a rats a$$ im afraid. They only post here to make it seem like they care, so they can use the fact that they "communicate with the players" in marketing. Inb4 "Your feedback matters" Legion newsletter just like we got a DUST one a while back
Winner of the EU Squad Cup & the closed beta Tester's Tournament.
Go Go Power Rangers!
R.I.P MAG.
|
Celus Ivara
DUST University Ivy League
206
|
Posted - 2014.05.15 12:05:00 -
[279] - Quote
Monkey MAC wrote:True but at the same time therd are a lot of positives to the DUST tree, mainly that you can play any role with any weapon pretty quickly, that is a good point about our system that Z wants to take away. If I want to be a sentinel with Plasma Cannon I can do that very easily, if I want to be a Scout with 2 SMG's I can do that. Err, yes and no. Your core point that a player can access most of the weapon tree pretty early in their career is true. But say, to be a Logi under the current system requires a Logi suit, which means skilling into the specialization. And there's a massive SP barrier to being able to access the Biotic tree. To make Kinetic Catalyzers tricky to access for assaults has made them tricky to access for Scouts for whom they're vital.
Honestly though, that's not too big of an issue (it is an issue, just not quite a big one). I'd say the real issue though is this:
Monkey MAC wrote:Because the skill tree encourages it, legions does not and I don't understand why Z wants it like that. The thing is I wouldn't quite say the present system "encourages" it, I'd say more that it "allows" it. From what we've seen of CCP Z's system, the entire idea is to encourage certain skill unlocks (and thus gear combinations) that make sense for common/popular playstyles.
One of the biggest issues with the present system is that it is very confusing for new players (and even intermediate players), and part of that is that it's kind of everything is available all at once, with little explanation to what may be up your ally.
Like say, a new player drops a ton of SP into the Assault Rifle, but also levels the hell out of a Caldari Assault suit, then they only later realize the suit bonuses only apply to rail weaponry.
Or, all those new players who put tons of SP into a suit as the very first thing they do, without realizing they neither have the modules nor core-skills to make their hyper expensive suit useful.
While hypothetically a lengthy tutorial would fix this, as someone who's given the Dust 101 tutorial several times to new players, I can tell you from firsthand experience that it would be a loooonng tutorial to provide the amount of knowledge needed to make an informed decision (consistently takes me about 3 hours to teach). Now, if we had most of the skills grouped into logical combinations, then any NPE with-or-with-out a tutorial would go a lot smoother.
Your core point is still 100% true, but I think any utility in that openness only exists for the vets like us who know how to use it. The new players are lost in a sea of choices and trapped burning SP on bad decisions. :\
Now honestly, a (potentially) vastly improved NPE is the main benefit from this new system. And IMO, that alone would justify it.
But there are some secondary benefits to it, which ironically benefit vets. Presently, if you want to be something inventive like a "sentinel with a Plasma Cannon" you can "do that very easily", but so can everyone else! There's little special about it.
Now imagine if to get that Plasma Cannon you had to figure out that it'd be an interesting combination, and then level up through a side tree you might of (and all the other Sentinels did) ignore. When you deploy that fit onto the battlefield, you'll be unique! One of only a very small amount of people in New Eden to have figured out that skill path, and one of few who can field that cool combo!
While this new Progression is mainly built for easing the experience for new players, it also allows vets to personalize, be clever, and have a use for late game SP (which we need).
Yes, this new system introduces limits to what can be done quickly. But I suspect limiting what can be done quickly will result in more fun for everyone. :)
Supporting Kevall Longstride, CEO of DUST University, for CPM1
|
Aqil Aegivan
The Southern Legion Final Resolution.
331
|
Posted - 2014.05.15 12:19:00 -
[280] - Quote
Celus Ivara wrote: But there are some secondary benefits to it, which ironically benefit vets! :) Presently, if you want to be something inventive like a "Sentinel with a Plasma Cannon" you can "do that very easily", but so can everyone else! There's little special about it.
Now imagine if to get that Plasma Cannon you had to figure out that it'd be an interesting combination, and then level up through a side tree you might of (and all the other Sentinels did) ignore. When you deploy that fit onto the battlefield, you'll be unique! One of only a very small amount of people in New Eden to have figured out that skill path, and one of few who can field that cool combo. :)
While this new Progression is mainly built for easing the experience for new players, it also allows vets to personalize, be clever, and have a use for late game SP (which we need).
Respecs. |
|
Ulysses Knapse
Knapse and Co. Mercenary Firm
1593
|
Posted - 2014.05.15 12:29:00 -
[281] - Quote
You would think CCP is intentionally alienating all of their current playerbase with all that's been going on.
It's kind of funny, actually. I'd laugh if I wasn't so upset about it.
I am become Legion, the destroyer of bunnies.
|
Celus Ivara
DUST University Ivy League
208
|
Posted - 2014.05.15 12:37:00 -
[282] - Quote
Haerr wrote:CCP Z: I think it would help a lot if you could post an image of how you currently have set up one role. This.
There's a bit of a hindrance to how useful this conversation can be, in that quite a few key details are unknown to us right now. A map of even a small part of the skill-tree (okay, medium part, we have the 2 Fanfest slides; something expanded from that) would go a long way in aiding our feedback. :)
Supporting Kevall Longstride, CEO of DUST University, for CPM1
|
Natu Nobilis
DUST BRASIL S.A Caps and Mercs
487
|
Posted - 2014.05.15 12:40:00 -
[283] - 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. |
Fox Gaden
Immortal Guides
3334
|
Posted - 2014.05.15 12:49:00 -
[284] - Quote
I donGÇÖt think it is constructive to claim that DUST 514's poor new player retention rate was due to the skill system. While lack of education about the skill and fitting systems may have been one of many contributing factors, we all know that by far the most significant factor in DUST 514's lousy new player retention was the constant and relentless Proto Stopping they experienced on leaving the Academy.
Thankfully Legion will have both PVE and the Meta Level match making to soften this transition, which should make a big difference for new player retention.
This is not to say that we should not try to make the skill system more intuitive and remove frustrating, poorly implemented elements of it, but even with the system we have now, if new players were able to enjoy playing the game in there first few days in their starter suits they would eventually get the skill system and fittings figured out. The important part is not to overwhelm them with too much at one time. If they can go into PVE with a starter suit, without having to allocate any skill points, then they can work at figuring out the skills and fittings at their own pace.
Frustration with the Skill tree comes when they come out of the academy and get stomped into the ground so that they panic and feel forced to figure out the skill and fitting system immediately so they can get those black suits so that they can defend themselves. That is when people get confused, make mistakes, and feel frustrated or overwhelmed.
We need a new player experience which allows them to learn the game at their own pace. The New Player experience in DUST would be like dumping an EVE character into Low Sec on their first day. We need to give Legion players the High Sec experience, and give them the option to go into more dangerous territory when they feel ready.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
|
Celus Ivara
DUST University Ivy League
212
|
Posted - 2014.05.15 12:50:00 -
[285] - Quote
Godin Thekiller wrote:Celus Ivara wrote:First off I'd like to say that often times when people find themselves pushed towards opposing sides on an issue, they tend to reflexively take defensive stances and the conversation becomes more of a pitched battle instead of a seeking towards a shared truth. (Akin to the blind men and the elephant.) You responded to the ideas put forward, I'm very happy to see that. :) (Okay, that sounds super insulting, not meant to be.) My goal is-and-has-been to help us figure out what's going on with the issues surrounding the Progression system. Not trying to score "right" points. :) My post was a response to some things I was seeing people argue (either directly, or as a strong undercurrent to other arguments): - The current progression is fine and should be left alone. - The current progression has problems and should be fixed in the way EVE's progression has been "fixed" (certificates, ISIS, etc..) My post was meant to show that: 1: There are intrinsic problems with the current progression. 2: EVE's progression has a mosaic of problems unto itself, thus shouldn't be considered a panacea for Dust. 3: EVE is fundamentally different from Dust, thus a fix for one won't be a fix for the other. Obviously not everything is perfect with EVE's system. We are asking for it's layout basically (bonuses on pretty much every skill, trees that has all similar things in them, no forced skills that has nothing to give). Also, ISIS and certificates are tools to help guide someone along with their progress; a check list if you will. That will pretty much always help if the player uses it (and knows what he/she is looking at). Lastly, if they actually thought the newcomers how to actually use the systems, maybe they would understand more frequently rather than being thrown into the deep in, seeing this massive wall of ****, and then saying "**** it, it's too much, I quit.". I get what you're saying, but I honestly think that that's what everyone here that disagrees with it thinks. Kevall answered this pretty well:
Kevall Longstride wrote:Adding a dust version of ISIS, certificates, explanations...
That's three layers of extra UI you've just added (which takes resources) and adds more stuff to read through before gaining the clarity you crave.
There is an admission by some that the old system needs 're-done but better' but there is a point I think we can all agree, where there is so much to redo, its actually better to just start again. We've had the current system for over a year and numbers haven't grown.
Godin, the proposed solution of fixing the nastiest of the problems with the present system, then adding an ISIS and/or Certificate system on top of it to explain good skill combinations to new players has merit. But it also carries some strong costs. Main one being that a new player will have to figure out ISIS/Certificates before they can use them to figure out skills. :\
I suspect "simply" (heavy quotes) designing the skill-tree in a way that fundamentally encourages good use of SP would make for a more user friendly system. :)
Supporting Kevall Longstride, CEO of DUST University, for CPM1
|
Fox Gaden
Immortal Guides
3336
|
Posted - 2014.05.15 13:02:00 -
[286] - Quote
Regis Blackbird wrote:The current progression system in Dust 514 is not complex in itself (it is a simple skill tree with 5 level nodes), but it's the combination of finding gear in the market, then checking prerequisites, then figuring out how much your core skills affect the values you are seeing (and not seeing) on the fitting screen which is daunting. This is a good point.
- If you want to fit something you donGÇÖt have the skills for, you should be able to find that item (displays red) in your fittings screen, click on it to find out why you canGÇÖt equip it, and be able to access and train the skills required to use that item from that point, rather than having to back out and go into another menu to find and train the skills.
- Clicking on an item should also give you a list of complementary skills and how they benefit that item.
Why not have access to skill training from the fitting screen?
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
|
Varoth Drac
The Unholy Legion Of DarkStar DARKSTAR ARMY
93
|
Posted - 2014.05.15 13:02:00 -
[287] - Quote
Celus Ivara wrote:
-snip-
Now honestly, a (potentially) vastly improved NPE is the main benefit from this new system. And IMO, that alone would justify it.
But there are some secondary benefits to it, which ironically benefit vets! :) Presently, if you want to be something inventive like a "Sentinel with a Plasma Cannon" you can "do that very easily", but so can everyone else! There's little special about it.
Now imagine if to get that Plasma Cannon you had to figure out that it'd be an interesting combination, and then level up through a side tree you might of (and all the other Sentinels did) ignore. When you deploy that fit onto the battlefield, you'll be unique! One of only a very small amount of people in New Eden to have figured out that skill path, and one of few who can field that cool combo. :)
While this new Progression is mainly built for easing the experience for new players, it also allows vets to personalize, be clever, and have a use for late game SP (which we need).
Yes, this new system introduces limits to what can be done quickly. But I suspect limiting what can be done quickly will result in more fun for everyone. :)
This is pretty much exactly how I feel. I was trying to think of a good way to articulate it so I am quite relieved that you have come up with this excellent post for me.
As for new player experience, whilst now I enjoy the complex and time consuming business of coming up with suit builds, when I started I did feel kind of crushed with indecision in how to fit my suit.
I started trying to fit a scout suit as I had read they were good with shotguns but it was very difficult to know which directions to go. It is fun once you are invested in the game to have complex and varied options, but I honestly believe that when I started I would have preferred a few basic choices and a clear direction for progression.
At that early stage I didn't want to be worrying about whether I should have profile dampeners, armour or code breakers, or whether I should have damage mods or shields, or the numerous other options. I just wanted to shotgun people in a suit that I knew wasn't gimped. |
Celus Ivara
DUST University Ivy League
213
|
Posted - 2014.05.15 13:05:00 -
[288] - Quote
Fox Gaden wrote:I donGÇÖt think it is constructive to claim that DUST 514's poor new player retention rate was due to the skill system. While lack of education about the skill and fitting systems may have been one of many contributing factors, we all know that by far the most significant factor in DUST 514's lousy new player retention was the constant and relentless Proto Stopping they experienced on leaving the Academy.
Thankfully Legion will have both PVE and the Meta Level match making to soften this transition, which should make a big difference for new player retention.
This is not to say that we should not try to make the skill system more intuitive and remove frustrating, poorly implemented elements of it, but even with the system we have now, if new players were able to enjoy playing the game in there first few days in their starter suits they would eventually get the skill system and fittings figured out. The important part is not to overwhelm them with too much at one time. If they can go into PVE with a starter suit, without having to allocate any skill points, then they can work at figuring out the skills and fittings at their own pace.
Frustration with the Skill tree comes when they come out of the academy and get stomped into the ground so that they panic and feel forced to figure out the skill and fitting system immediately so they can get those black suits so that they can defend themselves. That is when people get confused, make mistakes, and feel frustrated or overwhelmed.
We need a new player experience which allows them to learn the game at their own pace. The New Player experience in DUST would be like dumping an EVE character into Low Sec on their first day. We need to give Legion players the High Sec experience, and give them the option to go into more dangerous territory when they feel ready. I agree with everything you said here, Fox. Problems with the skill-tree are but one of many things that were hurting the NPE. 24/7 proto-stomping definitely being the biggest one. If I implied otherwise, it wasn't my intent. :)
Supporting Kevall Longstride, CEO of DUST University, for CPM1
|
ZDub 303
TeamPlayers Dirt Nap Squad.
2903
|
Posted - 2014.05.15 13:09:00 -
[289] - 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. |
Kigurosaka Laaksonen
DUST University Ivy League
982
|
Posted - 2014.05.15 13:39:00 -
[290] - Quote
This is going to be a long one. Two posts should do me.
DUST 514 Recruit Code - https://dust514.com/recruit/zluCyb/
EVE Buddy Invite - Too damn long. Ask me for it.
|
|
Kigurosaka Laaksonen
DUST University Ivy League
982
|
Posted - 2014.05.15 13:40:00 -
[291] - Quote
rsrvd
DUST 514 Recruit Code - https://dust514.com/recruit/zluCyb/
EVE Buddy Invite - Too damn long. Ask me for it.
|
Kevall Longstride
DUST University Ivy League
1311
|
Posted - 2014.05.15 13:41:00 -
[292] - Quote
Spectral Clone wrote:Kevall, come on man!
It does NOT take longer to add a GUI overlay to a currently existing system than to delete the old system and start from scratch with a completely new system and GUI.
Well, as I asked JC and several other non CCP Dev's present at Fanfest as players that question and they told me 9 time out of 10 its easier to start again, I'll defer to their experience.
CPM1 Candidate
CEO of DUST University
|
Jadek Menaheim
Ancient Textiles.
3001
|
Posted - 2014.05.15 13:57:00 -
[293] - Quote
After brainstorming with several players in a sub-forum I would like to present our proposal for your consideration regarding a respect system.
CCP Z wrote:We will offer a Respec Option (which does not exist in DUST 514). More information will come down the line as the projectGÇÖs development progresses. I share the sentiments of the community that a respec option should be handled carefully and here is my proposal to both potentially reduce issues of flavor of the month band-waggoning and making skill development planning critical. The idea incorporates a concept similar to Major Lee High's Skillback booster and mirrors a secondary system already in place, the log-in bonus.
Flagging Skills for 'Skillback' Players are offered the option to skillback character traits after unlocking their first node (of five) by accruing active and passive play time on the Time Investment Respec Meter (T.I.R. Meter, see below). Players are allowed to skill back as many traits as they wish in a single go, however players are warned multiple times that this procedure is dangerous because they must actively (not passively) earn those skill points (all allocated for skillback) back within the period of a single week (168 hours). It is possible to ruin a developed character this way so the results of the skillback procedure are not applied until the player authorizes it at the end of the seven days. This places the impetus on the player to preform well during that week to take most advantage of their skillback and the nodes which they used up. Even if a player chooses not to apply their skillback results nodes from the Time Investment Respec Meter are skill used.
Additional, skills flagged for skill can still be used up until the point at which a player choose to apply skillback results.
Time Investment Respec Meter As you actively play matches and participate in loot recovery missions you gradually accrue time to your T.I.R Meter. After 75 hours of active and passive play you reach a node point on your five level meter that awards the player a single day active booster and the option for a skillback respec. The player may simply take the respec or chose to continue building the meter for more and better booster farther down the line of active and passive play time (see A1). However, if a player chooses to respec at any time down this meter progression path, the path is reset back to zero time and the player must re-accrue time to unlock rewards once again. Please see Exhibit A2 for more details on this point.
Exhibit A1: [Node 1] 75 Hours: Give a 1 day Active Booster. [Node 2] 150 Hours: Give a 3 day Passive Booster [Node 3] 300 Hours: Give a 3 day Active Booster. [Node 4] 900 hours: Give a 1 day Omega Booster. [Node 5] Every 700 hours after that: 3 day Passive Omega + 1 Day Omega Booster
Exhibit A2: For example, you've unlocked 4 node levels by accruing active and passive time. Activating a skillback here will use all three node levels. Now the level 4 node applies a +1.6x bonus to the original 1x now giving you 2.6x the active sp back from matches which means you are using the skillback more efficiently to earn allocated points back. Active SP bonus modifiers also apply from CCPs 5x active sp player events.
[O] >>>> [O] >>> [O] >>> [_] >>> [_] [+.4x] > [+.8x] > [+1.6x] > [+3.2x] > [+6.4x]
It is important to note that if you use nodes it will enable a stasis period before time is allocated again to the T.I.R Meter from passive and active play. Stasis time is cumulative to the amount of nodes used in combination with skillback. For example, if you've built up time and unlocked four nodes, a +3.2x earning bonus, you would place the T.I.R meter in a combined stasis period of 11 days, 2 hours as four nodes were absorbed in activation.
[_] >>>>> [_] >>>>> [_] >>>>> [_] >>>> [_] [2hrs] > [24hrs] > [3days] > [7days] > [2weeks]
- - - - - -
TL;DR: Respecs should not be instant. This proposal introduces a risk wager system that requires active player participation in a procedure called skillback. A level 5 node based sub-mechanic called the Time Investment Respec Meter allows players use their skillbacks more efficiently to recoup most if not all SP allocated for skillback wager. Skillbacks can be activated and canceled at any time without loss of SP to the player during the seven day period. This places the impetus on the player to preform well during that week to take most advantage of their skillback and the nodes which they used up.
Gÿ+/ Join MySpaceTom's army
/Gûî
/\
|
Monkey MAC
Rough Riders..
2853
|
Posted - 2014.05.15 14:02:00 -
[294] - Quote
[quote=Celus Ivara]
I still believe that the skill tree should be re-looked at, I just don't think that Z's is the best way of doing it.
Quote:But there are some secondary benefits to it, which ironically benefit vets! :) Presently, if you want to be something inventive like a "Sentinel with a Plasma Cannon" you can "do that very easily", but so can everyone else! There's little special about it.
To the contrary though, there is something incredibly special about it, that's why all the registries and chat channels for specific fits arose. There was/is a chat channel specifically for people who run plasma cannons on heavy suits. They discuss and exchange fits, it's all part of the fun. Being the ONLY guy who has that fit under Z's progression makes you feel more like an outsider (your mixing skill trees).
Quote:But say, to be a Logi under the current system requires a Logi suit, which means skilling into the specialization. And there's a massive SP barrier to being able to access the Biotic tree. To make Kinetic Catalyzers tricky to access for Assaults has made them tricky to access for Scouts for whom they're vital.
There I agree with you completely there are too many steps between a medium suit and logistics suit, which if you look at one of my previous posts is why I think factional suits should be later down the tree, one of the good points about Z's progression tree.
In the end there are 2 ways you can do skill trees 1) This is the closest to Z's idea, you get the maximum amount of choice at the beginning. You are given hundreds of potential start points. Once you choose your path you just follow it to the end. Only then do you really bother with other trees.
2) You give the user increasingly complex choices, starting with a simple choice. Light, Medium or Heavy? What KIND of weapon do you want? Then as you progress you get more choices, Sentinel or Commando? Assault Rifles or Tactical Rifles?
You slowly introduce people to the play styles and then let them formulate there own way of doing it. I would like to refer you to Star Trek Online a game which at the very least achieves method 2 quite well. In the beginning you only have type of ship, which is capable of doing all 3 roles available in the game rather well.
As you move to the next tier, you get a choice of Cruiser, Escort of Science Vessels, it's here you make your first choice, which style do you prefer? I personally went with cruisers, which are all about the broad side, you get a ridiculous number of pahser banks on target at a time and a lot f health, but your possible hull damage is minimal.
On the next tier you then get selection again, (if you feel like you can move over 2 the other 2 classes), Assault Crusier or Exploration Cruiser, once again the Exploration cruiser focuses on higher tank and broadsiding, while the Assault Cruiser favours broadsiding the shields and then torpeoding the now exposed flank.
Done like this your understanding of the role progresses with the craft you never feel like your thrown in the deep end and at the same time, you aren't fixed to one style all the way through.
Looks like its back to FPS Military Shooter 56
Monkey Mac - Just another pile of discarded ashes on the battlefield!
|
Monkey MAC
Rough Riders..
2853
|
Posted - 2014.05.15 14:10:00 -
[295] - Quote
Ulysses Knapse wrote:Monkey MAC wrote:Ulysses Knapse wrote:Just finished drafting up a potential skill tree for dropsuits. It's very streamlined and simple. A bit ugly, though. I'm not much of a concept artist, I'm afraid.T1 Dropsuits require Racial Dropsuit Command I. T2 (Specialized) Dropsuits require Racial Dropsuit Command V and Specialized Dropsuits I. I don't see how this could even be remotely a problem to understand, given proper UI. Goodness me no, that's almost the other extreme of Z's Idea, try this one (sorry about format) -----------------------------/\---------------> Amarr Assault Dropsuit Operation (...) -----------------------------/\---------------> Caldari Assault Dropsuit Operation (...) ------------Assault Dropsuit Operation ----> Gallante Assault Dropsuit Operation (...) --------------/\---- -------\/--------------> Minmatar Assault Dropsuit Operation (...) Medium Dropsuit Operation --------------\/---- -------/\----------------> Amarr Logistics Dropsuit Operation (...) ------------Logistics Dropsuit Operation----> Caldari Logistics Dropsuot Operation (...) -----------------------------\/----------------> Minmatar Logistics Dropsuit Operation (...) -----------------------------\/----------------> Gallante Logistics Dropsuit Operation (...) You have to break it down a little more, so you start with suit size, the specalization, then faction, then officer gear. Now what you do is then give weapons and modules/equipment a similar based skill tree, interseed all of them with single node skill bonuses (you can even have skill bonuses you have to choose between - Do I want +100% Max Ammo Capacity for explosive weapons or do I want +30% Dropsuit Repair rate on Repair Tools?) In the end people build a suit which suits them perfectly, because not everyone plays the same role in the same way and we should encourage people to do as such. That's... a lot of skills. I think the number of skills should be kept at a manageable level. EVE does it fairly well. Also, I don't think your proposed system encourages factional ties very much.
It's not meant to, you should be familiar with suits archetype before you move on to the faction. My idea has the same number of skills as the CURRENT system, the only different is that you choose Assault or Logistics before you choose the faction. It reduces the number of redundant/duplicate skills and makes the initial choices as easy possible without limiting the depth of choice.
By comparison you suggested skill tree is TOO open (in exact opposite to Z's like I said) there is too much choice for at a high level for it to be reasonable for a new player to make a choice.
Looks like its back to FPS Military Shooter 56
Monkey Mac - Just another pile of discarded ashes on the battlefield!
|
Natu Nobilis
DUST BRASIL S.A Caps and Mercs
487
|
Posted - 2014.05.15 14:11:00 -
[296] - 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. |
Tallen Ellecon
1934
|
Posted - 2014.05.15 15:43:00 -
[297] - Quote
Celus Ivara wrote: Long thought out counterpoint
Though I don't agree 100% it's good to see the other side of the argument.
|
Eddie Rio
The Unholy Legion Of DarkStar DARKSTAR ARMY
123
|
Posted - 2014.05.15 16:06:00 -
[298] - Quote
the ins and outs of it all are very confusing and because the details currently are shady I find it hard to comment in depth over specifics that aren't realised yet.
in saying that I can see allot of fear from our shaken up community over mercs not wanting legion development to 'reinvent the wheel', my view is that this is the best time restructure the whole damn progression system and make it more accessible for new players as well as keeping the interests of the old and hardy dust/eve player who likes to spreadsheet...
my main issue to trying to bring friends and others to game is telling people that you currently need months and months of training to enjoy the game and feel equal to other in dust. I hope a new progression system will make this easier, being able to make your gun 10% more powerful from 2 months of training in that weapon is one example that I would like to see eradicated from the game. if i can use a gun, i can use a gun just as well as someone who has just specced into it, the skill should come from how well you can use it...
another issue is mainly the risk you take speccing into something, you have no idea how it operates or feels or even if you like it, you can easily spec into a basic version, but you will never know its true potential... in other games, they have a firing range or a server you can jump in and unlock all the things to try em out.. unlike eve, even in the test server you are still bound by your skills, but maybe it would be nice to try before you buy so to speak,,, some form of game mode, which is a test range or a game type with no meaning or results would be great...
I cant really comment on anything else until maybe a dev blog is out really outlining the plans of the progression system, i feel we need something we can all refer to when giving an opinion on this subject..
now is the time for change, change the whole progression system as this was one of the main factors from stopping new players to the game. I look forward to future posts and discussion about this, now the cloak has been unveiled about legion I hope we can get allot more communication of the development process, hiding ideas and information at this point is not needed, things in the gaming world have changed allot and the players have allot more interaction with devs and this is a good thing (bar the trolls)..
ive said it before and i will say this again: a weekly or bi weekly dev blog outlining the thing being worked on and ideas being discussed will keep the whole community happy, toss in a cuple of images of game play or features. set up some player drive polls and questionnaires to boot...
Im excited...
|
Tallen Ellecon
1935
|
Posted - 2014.05.15 16:12:00 -
[299] - Quote
I'm for redoing the skill tree. I'm for a more informative UI (ISIS) I'm against locking people into roles..... this is my only concern.
|
Ace Starburst
Tom Cruise Thetan Army
105
|
Posted - 2014.05.15 16:25:00 -
[300] - Quote
I'll hold off on specific criticism of the system until I see the completed skill tree. Some of the interactions are still a bit vague from my understanding.
All I really want with a progression system is simplicity*, depth, balance, strategic variability, and possible expandability into industrial and economic pathways. Give me that and I'll be a loyal customer.
*As in not needlessly complicated, complexity is good as far as I'm concerned.
|
|
|
|
|
Pages: 1 2 3 4 5 6 7 8 9 [10] 11 12 13 14 15 16 17 18 19 20 :: one page |
First page | Previous page | Next page | Last page |