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Author |
Thread Statistics | Show CCP posts - 28 post(s) |
ZDub 303
TeamPlayers Dirt Nap Squad.
2925
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Posted - 2014.05.16 11:58:00 -
[361] - 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. |
Fox Gaden
Immortal Guides
3359
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Posted - 2014.05.16 13:10:00 -
[362] - Quote
CCP Z wrote:Negative Respec/Skillback idea I love it. That is really the kind of thing I will be looking at for our respec system
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
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
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
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
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.
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
Ok, CCP Z, you are starting to win me over.
Converting 5 level nodes into 5 separate nodes (instead of 1 big node) is something I can get behind, particularly since it does not restrict you to 5 when 3 or 6 would work better.
Say you were going to include a skill that increases clip size. 5 nodes that each increase clip size by a small percentage would work great for automatic weapons. It would not work so great for a sniper rifle or a flaylock pistol. For those weapons you might only want to have 1 or 2 nodes that each give a single additional round, rather than a percentage. If that is how you are looking at it, then your system may have greater versatility than the old system.
Some of your other points make me feel a lot more optimistic as well. Thanks for having the courage to engage the player base this early in the development cycle.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Malkai Inos
Onikanabo Brigade Caldari State
1335
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Posted - 2014.05.16 13:28:00 -
[363] - Quote
CCP Z wrote: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 . So, wait. Are there plans to introduce any kind of industry/production/invention, be it through the EVE/Legion connection or as a self sufficient profession for Legion players?
You can take a benign object, -you can take a cheeseburger and deconstruct it to its source...
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Samael Artico
Company of Marcher Lords Amarr Empire
123
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Posted - 2014.05.16 13:40:00 -
[364] - Quote
Why are the skill trees being unified? Aren't there other ways to improve the NPE that don't annoy the bittervets? |
Fox Gaden
Immortal Guides
3360
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Posted - 2014.05.16 13:47:00 -
[365] - Quote
CCP Z wrote: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 . I would love to be in that first Closed Beta event where all the unarmed mercs go scrounging in a barren wasteland somewhere trying to find their first assault rifle, so that they can fight off Rogue drones while they look for more weapons and gear to fill out their fit and start seeding the market.
Good thing you already have a player base of masochists to draw on, who will enjoy walking unarmed and unequipped into a dangerous landscape in order to find the stuff we need to get the economy going.
I mean, you could seed some stuff at first to get things started, but that would not be as fun.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Fox Gaden
Immortal Guides
3360
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Posted - 2014.05.16 14:06:00 -
[366] - Quote
KAGEHOSHI Horned Wolf wrote: [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).
I like the idea of the crusader suit that gives bonuses to people close by, but this also gave me an idea for an E-War module.
Jammer: When activated this device masks the sensor profile of any friendly suit within 50m by creating excessive electronic noise, but increases the profile of the person who has the active jammer equipped. This module could be used both to mask an assault on a point, and to act as bate in springing an ambush.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Fox Gaden
Immortal Guides
3360
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Posted - 2014.05.16 14:11:00 -
[367] - 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 ...) Just remember, Sentinels are a bit War Point starved as it is. If you take away their ability to hack, you need to be thinking about ways to give them another way of generating some WP other than just slaying. (Not against the idea, just raising an issue you need to consider.)
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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CCP Logibro
C C P C C P Alliance
7611
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Posted - 2014.05.16 14:11:00 -
[368] - Quote
KAGEHOSHI Horned Wolf wrote: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?
The current default Assault has two light weapons. Commandos haven't really been worked on yet, but if they stick around it's likely they'll have a new role.
CCP Logibro // Patron Saint of Logistics // Distributor of Nanites
(a¦á_a¦á)
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RailTank QQ
SAM-MIK General Tso's Alliance
43
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Posted - 2014.05.16 14:17:00 -
[369] - Quote
CCP Logibro wrote:KAGEHOSHI Horned Wolf wrote: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? The current default Assault has two light weapons. Commandos haven't really been worked on yet, but if they stick around it's likely they'll have a new role.
Oh really.....hmmmm..... Interesting
Don't mention popcorn or lackthereof while watching CPM0 go supernova, forum overlords don't like it.
SoldnerVonkuechle
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Fenix Alexarr
BurgezzE.T.F General Tso's Alliance
123
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Posted - 2014.05.16 14:21:00 -
[370] - Quote
CCP Logibro wrote:KAGEHOSHI Horned Wolf wrote: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? The current default Assault has two light weapons. Commandos haven't really been worked on yet, but if they stick around it's likely they'll have a new role.
Please don't tie weapons to suits :(
Is there any reason they MUST be tied to suits? |
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Fox Gaden
Immortal Guides
3361
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Posted - 2014.05.16 14:30:00 -
[371] - Quote
Malkai Inos wrote:CCP Z wrote: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 . So, wait. Are there plans to introduce any kind of industry/production/invention, be it through the EVE/Legion connection or as a self sufficient profession for Legion players? Edit: Or does the Legion economy amount to nothing more than fully operational items popping out of thin air? If I recall CCP RougeGÇÖs answer correctly when he was asked this at Fan Fest, once they have a fully functioning economy based on salvage, then they may consider manufacturing. I would not expect to see it at launch. But they have not ruled it out in the long term.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Fox Gaden
Immortal Guides
3361
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Posted - 2014.05.16 14:34:00 -
[372] - Quote
Regarding: Common, Uncommon, and Rare.
I am assuming that Common would be the Proto gear we use now. Would Rare be Officer Weapons? What would be an example of Uncommon?
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Fenix Alexarr
BurgezzE.T.F General Tso's Alliance
124
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Posted - 2014.05.16 14:40:00 -
[373] - 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 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.
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 If the progression system is linear, why on Earth would anyone need an ISIS-style layout for gear?
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 mostly? I suppose we need more concrete details, but this system you're describing mirrors Hawken/Mech Warrior Online almost identically. That isn't a good thing.
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 This is one thing specifically that many people are complaining about. It effectively removes skills from the game since incremental improvements come only in the (quite limited) form of new gear.
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.
Fine, I understand your motivation. But in this process of 'making it simpler' you're removing what distinguishes dust/legion from other games. It removes my incentive to play entirely since I can go to other, more polished games that have little to no problems.
"I am going through all the replies here and will make sure the feedback will help us improve our current design" Again, thank you for this effort.
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Kevall Longstride
DUST University Ivy League
1315
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Posted - 2014.05.16 14:42:00 -
[374] - Quote
Fox Gaden wrote:Regarding: Common, Uncommon, and Rare.
I am assuming that Common would be the Proto gear we use now. Would Rare be Officer Weapons? What would be an example of Uncommon?
I'd guess that AR it'll be Krin uncommon and Balac rare.
So the market price for Thales is gonna be interesting to speculate on. Lol
CPM1 Candidate
CEO of DUST University
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Ulysses Knapse
Knapse and Co. Mercenary Firm
1648
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Posted - 2014.05.16 15:13:00 -
[375] - Quote
The guys on the EVE forums seem to dislike this, too. Considering that a lot of EVE players will be trying out EVE: Legion when it comes to PC, I think this is an important thing to note.
I am become Legion, the destroyer of bunnies.
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Samael Artico
Company of Marcher Lords Amarr Empire
124
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Posted - 2014.05.16 15:33:00 -
[376] - Quote
I just had an idea.
Take CCP Z's idea, then suggest, on the EVE Forums, to implement that same system into EVE Online.
We'll use the EVE community's outrage over the idea to show CCP Z how bad he is at New Eden. |
Maken Tosch
DUST University Ivy League
8605
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Posted - 2014.05.16 15:45:00 -
[377] - Quote
CCP Z wrote:I am going through all the replies here and will make sure the feedback will help us improve our current design
Ok. At least now I know you're trying to incorporate our feedback into your design. Again, I want to stress the importance of two things.
1. Show us your work. This will definitely help clear out any misunderstanding we have.
2. Don't force us to train up a suit we don't want just to access a weapon.
On Twitter: @HilmarVeigar #greenlightlegion #dust514 players are waiting.
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Ulysses Knapse
Knapse and Co. Mercenary Firm
1650
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Posted - 2014.05.16 15:50:00 -
[378] - Quote
I was listening to CCP Z's presentation when I noticed something...
He's a noob.
He was talking about how, when he needed a module, he would look at the skill tree to find out what skills were needed for it. This is despite the fact that in market it tells you exactly what skills you need for each module.
We're leaving our future in the hands of someone who can't even understand that!
I am become Legion, the destroyer of bunnies.
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Vrain Matari
Mikramurka Shock Troop Minmatar Republic
2099
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Posted - 2014.05.16 15:53:00 -
[379] - Quote
Immersion-breaking progression mechanics remove a lot of credibility from the game.
I imagine our immortal clone mercs as pretty tough cookies: independent, capable, self-directed make-sh!t-happen operators. Working against this are several mechanics in the proposed progression scheme for Legion that significantly break immersion.
1) Role-based progression. What agency in New Eden is constraining the choices of these independent mercenary contractors? Why do they comply? What is preventing my merc from learning on his own? What leverage does this 'educational authority' have on mercs? Characters in the new progression system will feel more like schoolboys/girls than rugged individualists who make their own way.
2) Respecs. Hard universe. Consequences. Living and dying by your own choices. New Eden. Under CCP Z's system, not really - personal responsibility/pride definitely take a backseat to protecting peeps from their own mistakes. The sense of making big personal decisions when spending hard-earned sp on your progression will be gone.
In the new system, the game becomes more obvious, the universe fades into an irrelevant background, at least where personal choice is concerned.
3) BPO suits. Where do the physical resources come from to build these complex, powerful pieces of battlefield equipment? Whatever my weapon costs in terms of materials, surely my suit requires more? In New Eden, everything is manufactured by players for players. What agency is providing my mercenary clone with an unlimited supply of expensive military-grade equipment?
In most games, the very gamey progression system that is being proposed wouldn't really be an issue, since the entire backstory of most games is ad-hoc and arbitrary, often serving only to motivate game mechanics.
But when we import that kind of gamey thinking to New Eden it generates a cognitive and aesthetic dissonance. In a gritty 'real' virtual universe, a gamey progression system stand out like a sore thumb.
If the developer doesn't respect the IP, why should we expect new players to? What will 'New Eden' be for them? Some far paler and anemic thing than it is for us, methinks.
New Eden is real - or is it, CCP Z?
PSN: RationalSpark
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Kevall Longstride
DUST University Ivy League
1316
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Posted - 2014.05.16 15:57:00 -
[380] - Quote
Samael Artico wrote:I just had an idea.
Take CCP Z's idea, then suggest, on the EVE Forums, to implement that same system into EVE Online.
We'll use the EVE community's outrage over the idea to show CCP Z how bad he is at New Eden.
I'm sure that someone would point out that using a progression system designed for a FTP game of a different genre wouldn't work on a subscription based ga.......
Hang on a minute
CPM1 Candidate
CEO of DUST University
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Samael Artico
Company of Marcher Lords Amarr Empire
124
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Posted - 2014.05.16 16:00:00 -
[381] - Quote
Kevall Longstride wrote:Samael Artico wrote:I just had an idea.
Take CCP Z's idea, then suggest, on the EVE Forums, to implement that same system into EVE Online.
We'll use the EVE community's outrage over the idea to show CCP Z how bad he is at New Eden. I'm sure that someone would point out that using a progression system designed for a FTP game of a different genre wouldn't work on a subscription based ga....... Hang on a minute Are you sure about that? What makes you think that the payment model has so much to do with it? |
Ulysses Knapse
Knapse and Co. Mercenary Firm
1650
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Posted - 2014.05.16 16:02:00 -
[382] - Quote
Kevall Longstride wrote:Samael Artico wrote:I just had an idea.
Take CCP Z's idea, then suggest, on the EVE Forums, to implement that same system into EVE Online.
We'll use the EVE community's outrage over the idea to show CCP Z how bad he is at New Eden. I'm sure that someone would point out that using a progression system designed for a FTP game of a different genre wouldn't work on a subscription based ga....... Hang on a minute None of us play DUST 514 because it's F2P. We play it because of the depth that no one has ever seen in a shooter.
CCP Z wants to take away that depth. That's taking away the most important aspect of the game.
I am become Legion, the destroyer of bunnies.
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Maken Tosch
DUST University Ivy League
8605
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Posted - 2014.05.16 16:04:00 -
[383] - Quote
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=unread
This 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.
On Twitter: @HilmarVeigar #greenlightlegion #dust514 players are waiting.
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Vrain Matari
Mikramurka Shock Troop Minmatar Republic
2100
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Posted - 2014.05.16 16:06:00 -
[384] - Quote
Kevall Longstride wrote:Samael Artico wrote:I just had an idea.
Take CCP Z's idea, then suggest, on the EVE Forums, to implement that same system into EVE Online.
We'll use the EVE community's outrage over the idea to show CCP Z how bad he is at New Eden. I'm sure that someone would point out that using a progression system designed for a FTP game of a different genre wouldn't work on a subscription based ga....... Hang on a minute I'm here for New Eden, not the payment model.
PSN: RationalSpark
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Kevall Longstride
DUST University Ivy League
1317
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Posted - 2014.05.16 16:07:00 -
[385] - Quote
And it has to be financed. Payment model is everything right now. The grinder don't play the music till you put the money in the monkey's cup.
CPM1 Candidate
CEO of DUST University
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Ulysses Knapse
Knapse and Co. Mercenary Firm
1652
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Posted - 2014.05.16 16:10:00 -
[386] - Quote
Kevall Longstride wrote:And it has to be financed. Payment model is everything right now. The grinder don't play the music till you put the money in the monkey's cup. And I'm sure alienating your current playerbase and a large potential playerbase is a fantastic way to finance a game.
I am become Legion, the destroyer of bunnies.
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Vrain Matari
Mikramurka Shock Troop Minmatar Republic
2101
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Posted - 2014.05.16 16:12:00 -
[387] - Quote
Maken Tosch wrote:Fenix Alexarr wrote:Quote:" Negative Respec/Skillback idea" I love it. That is really the kind of thing I will be looking at for our respec system A lot of people are expressing what a terrible idea the respec is and what it means for the credibility of the system. I personally don't like the idea of removing consequences from choices for such a small cost. The skillback booster idea is not what you think. Here, take a look at this link that originally brought it up. https://forums.dust514.com/default.aspx?g=posts&t=86041&find=unreadThis basically allows you to remove SP from an unwanted skill book but at a pace equal to how you passively gain SP and your passive SP is disabled for the duration of the booster so you won't earn SP while removing SP. It's a fair system that appeases both the anti-respec and the pro-respec crowds. Interestingly enough, there appeared to be quite a number of pro-respec folks who don't like this idea. I like this idea. Keep in mind that I'm well known for hating respecs in general. That says something. I like this idea much more than what peeps think of as respecs, but also find it horribly gamey and immersion-breaking.
Why is my merc 'unlearning' and at the same time unable to learn anything else passively? Was my hard drive full? Has my learning module been turned off?
PSN: RationalSpark
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Maken Tosch
DUST University Ivy League
8605
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Posted - 2014.05.16 16:13:00 -
[388] - Quote
Ulysses Knapse wrote:Kevall Longstride wrote:And it has to be financed. Payment model is everything right now. The grinder don't play the music till you put the money in the monkey's cup. And I'm sure alienating your current playerbase and a large potential playerbase is a fantastic way to finance a game.
Hold that thought until we see the work that CCP Z will show us.
On Twitter: @HilmarVeigar #greenlightlegion #dust514 players are waiting.
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Negris Albedo
Nuevo Atlas Corporation
71
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Posted - 2014.05.16 16:17:00 -
[389] - Quote
Maken Tosch wrote:This 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. If it's at the same rate as you gain passive SP, why even use it in the first place?
The only time I could see it being useful would be if there was a maximum skillpoint limit... which would be terrible. |
Maken Tosch
DUST University Ivy League
8605
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Posted - 2014.05.16 16:17:00 -
[390] - Quote
Vrain Matari wrote:Maken Tosch wrote:Fenix Alexarr wrote:Quote:" Negative Respec/Skillback idea" I love it. That is really the kind of thing I will be looking at for our respec system A lot of people are expressing what a terrible idea the respec is and what it means for the credibility of the system. I personally don't like the idea of removing consequences from choices for such a small cost. The skillback booster idea is not what you think. Here, take a look at this link that originally brought it up. https://forums.dust514.com/default.aspx?g=posts&t=86041&find=unreadThis basically allows you to remove SP from an unwanted skill book but at a pace equal to how you passively gain SP and your passive SP is disabled for the duration of the booster so you won't earn SP while removing SP. It's a fair system that appeases both the anti-respec and the pro-respec crowds. Interestingly enough, there appeared to be quite a number of pro-respec folks who don't like this idea. I like this idea. Keep in mind that I'm well known for hating respecs in general. That says something. I like this idea much more than what peeps think of as respecs, but also find it horribly gamey and immersion-breaking. Why is my merc 'unlearning' and at the same time unable to learn anything else passively? Was my hard drive full? Has my learning module been turned off?
It's less to do with immersion and more to do with discouraging FOTM chasers.
On Twitter: @HilmarVeigar #greenlightlegion #dust514 players are waiting.
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