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Thread Statistics | Show CCP posts - 28 post(s) |
Maken Tosch
DUST University Ivy League
8596
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Posted - 2014.05.16 04:00:00 -
[331] - Quote
Malkai Inos wrote:Maken Tosch wrote:Captain Crutches wrote:Cyrus Militani wrote:If a respect option is "the solution" for changing directions this new system is already broken. So what you're saying is I'll either need insanely more SP to diversify my class / fittings, or I'll need to respec every time I want to change classes. I have seen this in other games, and nothing is worse than hearing "hold on I need to respec into x". This. The mark of a good progression system, IMO, should be that no respecs of any sort are necessary. I put up with them in Dust thus far with the understanding that when all planned equipment and skills were hammered out they would stop. Hearing you plan to offer them in Legion right from the get-go tells me the system must be (at least a little bit) deeply flawed or you wouldn't let us have them. Agreed. As long as you give new players in the academy a chance to try out every suit, weapon, module, and vehicle before they graduate and present them with the proper tools to understand the skill progression (ISIS) then there would be no need to implement a respec. PS: Didn't CCP say earlier they were reluctant to give out respecs? I think they called them "disruptive" for the game and community just during EVE Vegas. I will also agree that "needs respecs to work" ought to be an instant disqualifier when it comes to designing a progression system. Not only do they not fit into New Eden from a conceptual standpoint. The potential for negative impact on balance, retention and the EVE/Legion economy have been discussed ad nauseam in this forum so it troubles me to see it suggested in passing just like that. It's like a new and improved sports car model that also happens to ship with an unreliable engine. That's why a pair of horses is included in the price in case of the inevitable engine failure: They introduce their own set of requirements and risks, they don't fit in with the product you're shipping and they really should not be necessary in the first place.
The economy in particular is what came up, though not as often as one hoped, whenever respecs were ever discussed as an option.
The New Eden economy relies heavily on players being dependent on one thing or another usually because they were already invested heavily in one role or the other.
Let's say for example that you have trained up to be able to fly the Megathron Battleship and need Null T2 ammo for maximum effectiveness for Incursion running. Then let's say I'm a market trader who happens to sell Null ammo on a regular basis and it has become a major part of my trade portfolio. As long as you can only use Null ammo on your ship because that's the extent that you trained for, I'm mostly fine with selling you the ammo you need.
But then let's say you get a respec and then instantly swap to a Nightmare Battleship and as a result you need laser crystals instead of the Null ammo I have. That instantly affects my portfolio which took a considerable amount of research and investment to establish. It's not easy finding a diversified portfolio of commodities that have been found to be lucrative and stable. It requires hours, if not days, of monitoring the regional markets for new stable commodities and then having to invest some capital in testing such markets before finally settling in on the various commodities I researched.
Of course, the market always changes and I always have to update my portfolio accordingly but that's usually not a problem as the market changes in subtle ways thus allowing me to catch up with the changes. If respecs ever get introduced especially if it encourages FOTM chasers, that will likely cause major market shocks across the region and ultimately impact my entire portfolio and thus force me to change probably more time than it is necessary.
On Twitter: @HilmarVeigar #greenlightlegion #dust514 players are waiting.
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McFurious
TeamPlayers Dirt Nap Squad.
780
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Posted - 2014.05.16 04:51:00 -
[332] - Quote
KAGEHOSHI Horned Wolf wrote:Despite the game's lack of modes besides just the basic archetypes, you want to remove the commando? I implore you to not only keep the commando, but to also expand specializations into a wide variety of options with various specialties (like that area-of-effect specialization CCP never added).
Whoa... WHAT?!
Somehow I missed this. For the love of all things awesome do not get rid of the commando. That was one of the best things in any of the updates.
Half Irish. Often angry.
Grizzled Masshole Closed Beta Vet
PC > Console
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calisk galern
BurgezzE.T.F General Tso's Alliance
2504
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Posted - 2014.05.16 05:01:00 -
[333] - Quote
McFurious wrote:KAGEHOSHI Horned Wolf wrote:Despite the game's lack of modes besides just the basic archetypes, you want to remove the commando? I implore you to not only keep the commando, but to also expand specializations into a wide variety of options with various specialties (like that area-of-effect specialization CCP never added). Whoa... WHAT?! Somehow I missed this. For the love of all things awesome do not get rid of the commando. That was one of the best things in any of the updates.
according to them the commando has no place yet in their design, this doesn't mean we will never get one, just that as of this moment in time they believe it to not have a place in legion. |
Fellhahn Aldrenhost
Kinsho Swords Caldari State
3
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Posted - 2014.05.16 05:57:00 -
[334] - Quote
Please do not nest weapon skills as a sub tree of particular suit/frame sizes.
I don't want to have to drill needlessly into medium suits, when I'd rather drop as a light or heavy, just so I can use my much loved Rail Rifle (as an example). That's just pouring SP down a drain.
Keep weapon skills independent of the drop suit specialization tree. |
Fenix Alexarr
BurgezzE.T.F General Tso's Alliance
120
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Posted - 2014.05.16 06:21:00 -
[335] - Quote
Is anyone almost entirely on board with Z's proposed changes? (like >90%) From what I'm reading here the proposed solution needs to be scraped. There's no shame in that, devs. I'd rather get it right than have it wrong when you have the opportunity to basically start from scratch.
That being said, if you really are looking to actually use feedback from the players and this isn't just an "FYI" session, thank you. This is the kind of thing Dust has needed sorely for a long time. I only want to stress (again) that it's okay to scrap this new system altogether and start fresh. I'm a developer by trade and I will trash an idea (no matter how heavily invested I am in a solution) if it isn't the absolute best solution at its core for the product.
Requirements gathering is hard, but thank you guys for putting real effort into it. |
Fenix Alexarr
BurgezzE.T.F General Tso's Alliance
120
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Posted - 2014.05.16 06:24:00 -
[336] - Quote
ANON Cerberus wrote:At this point, we need to actually see a diagram or some sort of depiction of this new progression system. It might not be as bad as it sounds however its hard to visualise at this point.
The main thing I keep seeing on the forums is - people DO NOT want to be forced into specific roles and we certainly do not want any dumbing down / being pigeon holed into role X role Y role Z.
https://www.youtube.com/watch?v=pnsLCz10CVU&index=31&list=PLldrBIEnJ5hMIXwk_e8-VZb0EldJqXmg_
relevant link. |
Buster Friently
Rosen Association
2389
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Posted - 2014.05.16 06:35:00 -
[337] - Quote
Reposting based on suggestions from Frame to post here rather than in other threads.
I'm not a fan of the skill progression based on what I saw in the Fanfest video.
After watching the video I can say that it seems like a step in the wrong direction.
One of the things people have criticised about Dust, is that you had to unlock meaningless skills to get to the ones you want.
So, why again, do I have to unlock a certain suit (say Logi) so I can unlock the MD?
This seems really stupid.
I'm also not a fan of the common-uncommon-rare distinction. How is that supposed to be managed when we have an Eve connected market with player crafted gear? |
Captain Crutches
Nexus Marines
118
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Posted - 2014.05.16 07:04:00 -
[338] - Quote
Fenix Alexarr wrote:Is anyone almost entirely on board with Z's proposed changes? (like >90%) I'm sure some people are. Indeed, they may be just as numerous (if not more so) than those of us who oppose it. It is the dissenters that tend to speak out the loudest, after all. And there are of course the CCP apologists who just go along with whatever and try to justify it in various outlandish ways. (For the record, I'm generally a shameless CCP apologist, but this progression system is just... *cringe*)
Indeed, if "petition" threads weren't frowned upon, I might be tempted to make one for people who are strongly in favor of this system, just to see how many people speak up. While constructive criticism the likes of which this thread is (mostly) full of is definitely healthy, what's even more healthy is when the constructive criticism is constructively criticized and becomes informed, civilized debate (Not just "this system is **** and CCP Z should feel terrible for coming up with it" vs "**** you guys, this is great for the game and anyone who thinks otherwise wants to see Legion fail").
Legion is absolutely the right move for the future of Dust. How CCP went about revealing it is the biggest problem.
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Galadween Z
Pator Tech School Minmatar Republic
2
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Posted - 2014.05.16 07:49:00 -
[339] - Quote
Quote: Negative Respec/Skillback idea I love it. That is really the kind of thing I will be looking at for our respec system
Quote: ISIS UI Discussion 100% agreed here again, ISIS is the basis of our thinking. I will share the mockups with you when they are ready
Quote: Will new players be able to see a noticeable improvement in their abilities as they apply their skill points early in their career?
Yes, but mostly they will unlock new items
Quote: Will new players that specialize in one role be able to develop enough in a month or two to be able to compete with veteran players? I donGÇÖt mean even playing field, but rather narrowing the gap in the area they specialise in enough to give them a fighting chance.
It is a choice you make. Within a couple of months, you will be more than competitive with Veteran player if you invest your effort in one role only
Quote: Are you simply collapsing 5 level skills into single nodes? Are you taking a lot of small rewarding steps and replacing them with a few huge daunting steps? Am I going to have to grind for two weeks to get 25% PG from the Engineering node when I only need 5% more PG to make my fit work?
We are basically creating 5 nodes level 1 instead of 1 node with 5 levels. It helps people understand and allow our trees to be more linear
Quote: Monetization Discussion
I can promise you, we are working on the fairest, none pay to win system ever seem in a free to play game.
Quote: How is restricting players for newcomers and/or idiots a better idea than keeping everything free and explaining it all?
Less frustration leads to better engagement. When a system is way too complex and obscure, you have 2 solution: explain it better, make it simpler. Both solutions are not exclusive, and thatGÇÖs what we are shooting for.
Again remember, as CCP_ROUGE stated it during the Keynote, Legion is a prototype, Legion is NOT Dust514, even if they share the same DNA. We have to make drastic changes to make Legion first green lit and then successful. Progression seems to be one of them.
If you look at the ecosystem he talked about: Player driven economy, sandbox MMO, Immersive experience, the new Progression System we are working on makes a lot more sense.
I am going through all the replies here and will make sure the feedback will help us improve our current design
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Mia Romani
Nexus Marines
145
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Posted - 2014.05.16 07:54:00 -
[340] - Quote
Galadween Z wrote:Quote: Are you simply collapsing 5 level skills into single nodes? Are you taking a lot of small rewarding steps and replacing them with a few huge daunting steps? Am I going to have to grind for two weeks to get 25% PG from the Engineering node when I only need 5% more PG to make my fit work? We are basically creating 5 nodes level 1 instead of 1 node with 5 levels. It helps people understand and allow our trees to be more linear Ohhhh... That makes A LOT more sense! Thank you!
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Musta Tornius
Molon Labe. General Tso's Alliance
1347
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Posted - 2014.05.16 08:09:00 -
[341] - Quote
CCP Z: It would be really helpful if we could get a picture of the current proposed skilltree, to discuss it better. We (most of us) understand it's work in progress and is subject to change, but it would help clarify tremendously what you have in mind and also focus the discussion around it.
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Argo Filch
Circle of Huskarl Minmatar Republic
77
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Posted - 2014.05.16 08:25:00 -
[342] - Quote
You know what the sad part is? This whole DUST514 was too complicated (or people are just f-ing morons that can`t even peel a banana) progression wise would`ve been no problem at all if you CCP would`ve cared to implement any kind of meaningful NPE into the game.
As it was (and i`m talking past tense here, because for all intents and purposes DUST is dead!) the game didn`t have any kind of NPE at all!
Three things that would`ve made more players stay and that would`ve been doable without any problems on the PS3 (still think the "PS3 is too limiting" argument is mostly bullshit).
1. Free Respec till you reach 2mil SP. 2mil SP are about 4 months of passive SP or about 2 months of regular capping. If somebody hasn`t found their niche in this game by then all hope`s lost anyways. But this would fix problems like "I`ma gonna be a tanker but then realize i can`t sustain that iso wise!". This would`ve needed some form of button in the skill tree that vanishes after 2mil SP are passed.
2. Every and all weapons, modules, suits as militia variant. As it stands now there`s a ton of things not available as militia gear. This would rectify the problem that people need to skill into **** before getting to try out it out at all. Don`t really remember if the SCR has a militia variant but i for example fount out through the Templar BPOs that i don`t really like that weapon.
3. Virtual Training Ground: Something like that. MWO is the shining example of this. If you want to try out a new Mech build you get into a single player only version of the standard maps and have immobile enemy mechs on the ground that you can shoot. Or just to get the hang of the controls if you played for the first time. Dust could`ve just used any one of the maps with fixed sockets, placed a few immobile dummy enemy suits, tanks, lavs and so forth on that map for the player to shoot at. Frist thing. You could learn the controls of the game, second you can try out stuff in this mode. Get a new fitting? Test it there for a couple of minutes. Wanna try another type of weapon? Fit a militia one and it first to see if you like it!. Wanna give tanking a go? Build one. Spawn it there, go to town on enemy dummy tanks. Wanna learn how to fly a derpship... well you know what i`m saying here.
In my opinion, these three things would`ve increased player retention by a very big margin. Because new players aren`t thrown into matches with protobears after 3 academy rounds to get stomped and then leave!
But what did we get instead? Academy mode...
And yeah i know... CCP Z thinks that people shouldn`t have every weapon available from the start... but to you dear sir i say, you`re so wrong! so completely wrong here! |
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CCP Z
C C P C C P Alliance
68
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Posted - 2014.05.16 08:27:00 -
[343] - Quote
Quote: Negative Respec/Skillback idea I love it. That is really the kind of thing I will be looking at for our respec system
Quote: ISIS UI Discussion 100% agreed here again, ISIS is the basis of our thinking. I will share the mockups with you when they are ready
Quote: Will new players be able to see a noticeable improvement in their abilities as they apply their skill points early in their career?
Yes, but mostly they will unlock new items
Quote: Will new players that specialize in one role be able to develop enough in a month or two to be able to compete with veteran players? I donGÇÖt mean even playing field, but rather narrowing the gap in the area they specialise in enough to give them a fighting chance.
It is a choice you make. Within a couple of months, you will be more than competitive with Veteran player if you invest your effort in one role only
Quote: Are you simply collapsing 5 level skills into single nodes? Are you taking a lot of small rewarding steps and replacing them with a few huge daunting steps? Am I going to have to grind for two weeks to get 25% PG from the Engineering node when I only need 5% more PG to make my fit work?
We are basically creating 5 nodes level 1 instead of 1 node with 5 levels. It helps people understand and allow our trees to be more linear
Quote: Monetization Discussion
I can promise you, we are working on the fairest, none pay to win system ever seem in a free to play game.
Quote: How is restricting players for newcomers and/or idiots a better idea than keeping everything free and explaining it all?
Less frustration leads to better engagement. When a system is way too complex and obscure, you have 2 solution: explain it better, make it simpler. Both solutions are not exclusive, and thatGÇÖs what we are shooting for.
Again remember, as CCP_ROUGE stated it during the Keynote, Legion is a prototype, Legion is NOT Dust514, even if they share the same DNA. We have to make drastic changes to make Legion first green lit and then successful. Progression seems to be one of them.
If you look at the ecosystem he talked about: Player driven economy, sandbox MMO, Immersive experience, the new Progression System we are working on makes a lot more sense.
I am going through all the replies here and will make sure the feedback will help us improve our current design
Monetization and Progression Producer
-CCP Z
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Mia Romani
Nexus Marines
145
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Posted - 2014.05.16 08:47:00 -
[344] - Quote
CCP Z wrote:Quote: Are you simply collapsing 5 level skills into single nodes? Are you taking a lot of small rewarding steps and replacing them with a few huge daunting steps? Am I going to have to grind for two weeks to get 25% PG from the Engineering node when I only need 5% more PG to make my fit work? We are basically creating 5 nodes level 1 instead of 1 node with 5 levels. It helps people understand and allow our trees to be more linear Ohhh... That makes a lot more sense! Thank you!
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Kevall Longstride
DUST University Ivy League
1313
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Posted - 2014.05.16 08:49:00 -
[345] - Quote
Thanks for this new batch of answers Z.
I do have a specific question regarding the Common, Un-common and Rare items.
With you getting rid of the Standard and Advanced tiers and sticking to prototype only, it makes sense that if the Common tier is the Weapon you can buy for the from market to use when you unlock it in the tree, the Un-common and Rare are going to be loot drops only.
Is their damage/effect output is going to be the same as the common but the fitting requirements lowered allowing their use without first having to unlock them from a role tree? This would be similar to how Meta Level works with tech 1 gear in Eve and obviously would make them very valuable on a player market to players not wanting, if I use the Logistics example from your presentation, to go through the logistics tree to unlock the Mass driver.
If that is not your thinking with these items, could you explain what is? Because having them as I've just explained, would go a long way to counter peoples fears of being forced into a role they don't want and give one hell of an ISK sink for those wanting to save SP.
CPM1 Candidate
CEO of DUST University
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CCP Z
C C P C C P Alliance
68
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Posted - 2014.05.16 08:56:00 -
[346] - Quote
Kevall Longstride wrote:Item and Variation discussion.
Think about it this way: there will be no market in the way it has been implemented on PS3. All items have to be looted from our scavenging/pve/wild pvp areas and then traded between players.
Again, no weapon or module will be available for AURUM or give you any type of leapfrogging through the Progression.
Basically, all variations of an item will have the same Metalevel but variations will be a little better in terms of performance .
Monetization and Progression Producer
-CCP Z
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Kevall Longstride
DUST University Ivy League
1313
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Posted - 2014.05.16 09:01:00 -
[347] - Quote
Right so no NPC seeding to the market what so ever then?
I take it then like now, there will be some same basic free fits to allow us to destroy each other initially, in order for these drops items to be saleable on the market?
CPM1 Candidate
CEO of DUST University
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steadyhand amarr
shadows of 514
3067
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Posted - 2014.05.16 09:07:00 -
[348] - Quote
Will unlocking items (basic items on the new system) be part of new players early system so they can spread out their sp to try out all da things?
I know thats phrased oddly cant think of better way of explaining other than, the abity for a new player to try new items must be protected incase they want to bail from their there chosen spec
"i dont care about you or your goals, just show me the dam isk"
winner of EU squad cup
GOGO power rangers
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Kevall Longstride
DUST University Ivy League
1313
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Posted - 2014.05.16 09:08:00 -
[349] - Quote
Also would you consider, at a later date perhaps once the market has stabilised, rare drop items that do allow for a limited leapfrogging of a role tree? Not for the price of Aurum but the game currency, ISK.
They would be very desirable on the market and a real ISK cash cow for anyone finding them.
CPM1 Candidate
CEO of DUST University
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Spectral Clone
Dust2Dust. Top Men.
2759
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Posted - 2014.05.16 09:10:00 -
[350] - Quote
CCP Z wrote:Again, no weapon or module will be available for AURUM or give you any type of leapfrogging through the Progression.
I-¦m assuming dropsuits and vehicle BPOs will be available for purchase with AURUM then?
This message was brought to you by the PC master race.
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Kevall Longstride
DUST University Ivy League
1313
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Posted - 2014.05.16 09:14:00 -
[351] - Quote
Spectral Clone wrote:CCP Z wrote:Again, no weapon or module will be available for AURUM or give you any type of leapfrogging through the Progression. I-¦m assuming dropsuits and vehicle BPOs will be available for purchase with AURUM then?
I'm not too sure on that. As I understand it they want to pull away from AURUM and use a very successful system that a not unrelated game already uses....
But I'm guessing Z wants to leave that till he's ready for the monetisation chat.
CPM1 Candidate
CEO of DUST University
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CCP Z
C C P C C P Alliance
70
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Posted - 2014.05.16 09:26:00 -
[352] - Quote
Spectral Clone wrote:CCP Z wrote:Again, no weapon or module will be available for AURUM or give you any type of leapfrogging through the Progression. I-¦m assuming dropsuits and vehicle BPOs will be available for purchase with AURUM then?
Of course not.
Monetization and Progression Producer
-CCP Z
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KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
10796
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Posted - 2014.05.16 09:28:00 -
[353] - Quote
KAGEHOSHI Horned Wolf wrote:To CCP Z:
[Progression] I would prefer if dropsuit progression wasn't so centered around upgrades but sidegrades, so you would unlock suits that gain a big strength, but at the cost of a weakness.
Examples: Instead of unlocking even better assault suits in the assault role tree, you can unlock a new skill to use a new specialization with no grenade, less slots, & less speed than an assault in exchange for a bonus to range & zoom, as well as inheriting the assault bonuses (call it the marksmen).
Going deeper in the logistics tree grants you access to a new specialization with less slots but has built-in E-war equipment. Would inherit logistics bonuses in addition to bonuses to the E-war equipment (call it the engineer).
Going deeper in the scout tree unlocks a new specialization with only one equipment slot, less modules, but 2 sidearms (or 3 sidearms & no light weapon); in addition to inheriting the scout bonuses, they could have a bonus to sidearm damage & racial knife fitting (predator or assassin).
Going deeper in the sentinel tree unlocks a new specialization with less slots, penalty (or restriction) to fitting light weapons, but in exchange inherit the sentinel bonuses in addition to racial heavy weapon damage (sentry).
[Roles] Dust 514 has had a very limited and boring set of roles. It was fairly recently that we got the commando, which added some spice to the formula, and there are promised roles we are still missing: there was a role mentioned by CCP called the commander or crusader mentioned by CCP that was supposed to give area-of effect bonuses to teammates, and penalties to enemies (like rate of fire reduction). There is also the still missing pilot suit that was supposed to give bonuses to vehicles. Despite the game's lack of modes besides just the basic archetypes, you want to remove the commando? I implore you to not only keep the commando, but to also expand specializations into a wide variety of options with various specialties (like that area-of-effect specialization CCP never added). Any response to my concerns?
Gû¦Supreme emperor god-kingpÇÉKAGEH¦PSHIpÇæ// Lord of threads // Forum altGû+
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Aran Abbas
Goonfeet Special Planetary Emergency Response Group
419
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Posted - 2014.05.16 09:29:00 -
[354] - Quote
Any word on how the BPO's already in existence will transfer over to Legion, CCP Z? Internal thoughts, even if nothing is set in stone? |
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CCP Z
C C P C C P Alliance
71
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Posted - 2014.05.16 09:32:00 -
[355] - Quote
KAGEHOSHI Horned Wolf wrote: Feedback on Progression
I like a lot the sidegrades idea and that is something that our Design Team is currently looking at (more or less modules, different weapon types, different abilities like being able to hack or not ...)
Monetization and Progression Producer
-CCP Z
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Kevall Longstride
DUST University Ivy League
1313
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Posted - 2014.05.16 09:49:00 -
[356] - Quote
See, no Aur use at all for stuff in game..
Boosters are another matter obviously
CPM1 Candidate
CEO of DUST University
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Aeon Amadi
Edimmu Warfighters Gallente Federation
5646
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Posted - 2014.05.16 09:51:00 -
[357] - Quote
Spectral Clone wrote:CCP Z wrote:Again, no weapon or module will be available for AURUM or give you any type of leapfrogging through the Progression. I-¦m assuming dropsuits and vehicle BPOs will be available for purchase with AURUM then?
The only BPO that will be in the game is your personal dropsuit - of which there will be only be one. Your weapons/modules and what not are all expendable on your fittings and what not. The only thing you'll never really "lose" IS your dropsuit. The best way that this can be described is what CCP Z said at Fanfest - it's like your Iron Man suit.
Useful Links
//forums.dust514.com/default.aspx?g=posts&t=133588
//forums.dust514.com/default.aspx?g=posts&t=134182
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Aeon Amadi
Edimmu Warfighters Gallente Federation
5646
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Posted - 2014.05.16 09:56:00 -
[358] - Quote
CCP Z wrote:KAGEHOSHI Horned Wolf wrote: Feedback on Progression I like a lot the sidegrades idea and that is something that our Design Team is currently looking at (more or less modules, different weapon types, different abilities like being able to hack or not ...)
One thing I really want to know is how you guys are going to progress with... well, progression itself. From what you presented at Fanfest, you choose a role before a race - which makes sense, it flows much in the same way of Battlefield 2142.
However, one thing that has been kinda irking me is how the player's dropsuit will look until they've chosen a race? Is there going to be a neutral suit that has no aesthetic value like the Amarr gold/filigree or the Gallente green/sexy curves...? Just a "frame" of a suit with no real graphical element to it?
If so, are those elements added in when we've established what our role/race is? Are we going to be able to mix elements together to make our own playstyle (Caldari Shield buffer with Gallente repair rate, for instance) like the pirate factions in Eve?
Sorry for so many questions, just the whole progression process seems quite foreign to me
Useful Links
//forums.dust514.com/default.aspx?g=posts&t=133588
//forums.dust514.com/default.aspx?g=posts&t=134182
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KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
10796
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Posted - 2014.05.16 10:07:00 -
[359] - Quote
CCP Z wrote:KAGEHOSHI Horned Wolf wrote: Feedback on Progression I like a lot the sidegrades idea and that is something that our Design Team is currently looking at (more or less modules, different weapon types, different abilities like being able to hack or not ...) At Fanfest you mentioned after the race choice in the skill tree there are these specializations. Can you give any examples or details about these specializations?
If the commando doesn't make it into Legion, can there be an assault specialization with 2 light weapons? possibly at the cost of something else.
Also, can you share some monetization ideas?
Gû¦Supreme emperor god-kingpÇÉKAGEH¦PSHIpÇæ// Lord of threads // Forum altGû+
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Monkey MAC
Rough Riders..
2858
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Posted - 2014.05.16 10:59:00 -
[360] - Quote
Fenix Alexarr wrote:Is anyone almost entirely on board with Z's proposed changes? (like >90%) From what I'm reading here the proposed solution needs to be scraped. There's no shame in that, devs. I'd rather get it right than have it wrong when you have the opportunity to basically start from scratch.
That being said, if you really are looking to actually use feedback from the players and this isn't just an "FYI" session, thank you. This is the kind of thing Dust has needed sorely for a long time. I only want to stress (again) that it's okay to scrap this new system altogether and start fresh. I'm a developer by trade and I will trash an idea (no matter how heavily invested I am in a solution) if it isn't the absolute best solution at its core for the product.
Requirements gathering is hard, but thank you guys for putting real effort into it.
no don't get us wrong there are parts of it we like, I think making you choose your faction AFTER you choose your specalization, in that you have a CONCORD/non-descript Assault suit first, is a master stroke.
It's just that we don't want weapons and equipment tied to these dropsuits, it's unccesacry, highly limiting and pretty much agains the nature of what LEGION should be.
Other than that there are lot of things we like, replacing the nodes with images where applicable replacing the 5lvl nodes with single level nodes giving people the oppurtunity to a do a role really really well..
Looks like its back to FPS Military Shooter 56
Monkey Mac - Just another pile of discarded ashes on the battlefield!
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