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Author |
Thread Statistics | Show CCP posts - 28 post(s) |
Maken Tosch
DUST University Ivy League
8605
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Posted - 2014.05.16 16:19:00 -
[391] - Quote
Negris Albedo wrote: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.
It could be setup so that maybe you can unlearn faster than you gain passive SP, but not unlearn too fast or else you're back to encouraging FOTM chasers.
On Twitter: @HilmarVeigar #greenlightlegion #dust514 players are waiting.
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Luk Manag
of Terror TRE GAFFEL
510
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Posted - 2014.05.16 16:19:00 -
[392] - 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.
The Black Eagle should be a scout specialization too!
There will be bullets. ACR+SMG [CEO of Terror]
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Vrain Matari
Mikramurka Shock Troop Minmatar Republic
2101
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Posted - 2014.05.16 16:20:00 -
[393] - Quote
Maken Tosch wrote:Ulysses Knapse wrote:Kevall Longstride wrote:And it has to be financed. Payment model is everything right now. The grinder don't play the music till you put the money in the monkey's cup. And I'm sure alienating your current playerbase and a large potential playerbase is a fantastic way to finance a game. Hold that thought until we see the work that CCP Z will show us. My intuition says that the reason CCP Z is so inflexible on his progression system is because it's intimately tied to his monetization program.
This is not so much marketing influencing game design as marketing in full control of game design.
Still hoping for the best, tho i don't see a lot of respect for New Eden or her citizens in what we've seen so far. Maybe Rouge/Z can pull a miracle out of their hats.
PSN: RationalSpark
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Vrain Matari
Mikramurka Shock Troop Minmatar Republic
2101
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Posted - 2014.05.16 16:21:00 -
[394] - Quote
Maken Tosch wrote:Vrain Matari wrote:Maken Tosch wrote:Fenix Alexarr wrote:Quote:" Negative Respec/Skillback idea" I love it. That is really the kind of thing I will be looking at for our respec system A lot of people are expressing what a terrible idea the respec is and what it means for the credibility of the system. I personally don't like the idea of removing consequences from choices for such a small cost. The skillback booster idea is not what you think. Here, take a look at this link that originally brought it up. https://forums.dust514.com/default.aspx?g=posts&t=86041&find=unreadThis basically allows you to remove SP from an unwanted skill book but at a pace equal to how you passively gain SP and your passive SP is disabled for the duration of the booster so you won't earn SP while removing SP. It's a fair system that appeases both the anti-respec and the pro-respec crowds. Interestingly enough, there appeared to be quite a number of pro-respec folks who don't like this idea. I like this idea. Keep in mind that I'm well known for hating respecs in general. That says something. I like this idea much more than what peeps think of as respecs, but also find it horribly gamey and immersion-breaking. Why is my merc 'unlearning' and at the same time unable to learn anything else passively? Was my hard drive full? Has my learning module been turned off? It's less to do with immersion and more to do with discouraging FOTM chasers. Good game design doesn't break immersion, regardless of the motivation.
PSN: RationalSpark
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Samael Artico
Company of Marcher Lords Amarr Empire
125
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Posted - 2014.05.16 16:25:00 -
[395] - Quote
He must be trying to derive a substantial amount of income from respecs.
That's the only reason I can think of to restrict choice in a game where choice is so heavily emphasized. |
Gyn Wallace
OSG Planetary Operations Covert Intervention
119
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Posted - 2014.05.16 16:39:00 -
[396] - Quote
Maken Tosch wrote:Vrain Matari wrote: ...[stuff about respecs]... It's less to do with immersion and more to do with discouraging FOTM chasers.
The correct remedy for discouraging FOTM chasers, is not to create FOTM in the first place. To the extent CCP re-balances items, changing what we had previously chosen, our choices are rendered meaningless. Respecs are an absolutely necessary evil, if CCP is going to do any re-balancing of items. They are necessary to avoid the greater evil of treating their customers like the victims of a bait and switch scam.
Arguing that customers should be stuck with a choice they didn't make (a differently balanced version of their prior choice) is an argument against people enduring the consequences of their own choices, and in favor of making people endure the consequences of someone else's choice.
The entire "no respecs bc choices should have consequences" argument is thoroughly sloppy. |
Captain Crutches
Nexus Marines
122
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Posted - 2014.05.16 16:52:00 -
[397] - Quote
Gyn Wallace wrote:Maken Tosch wrote:Vrain Matari wrote: ...[stuff about respecs]... It's less to do with immersion and more to do with discouraging FOTM chasers. The correct remedy for discouraging FOTM chasers, is not to create FOTM in the first place. To the extent CCP re-balances items, changing what we had previously chosen, our choices are rendered meaningless. Respecs are an absolutely necessary evil, if CCP is going to do any re-balancing of items. They are necessary to avoid the greater evil of treating their customers like the victims of a bait and switch scam. Arguing that customers should be stuck with a choice they didn't make (a differently balanced version of their prior choice) is an argument against people enduring the consequences of their own choices, and in favor of making people endure the consequences of someone else's choice. The entire "no respecs bc choices should have consequences" argument is thoroughly sloppy. I invite you to head over to the Eve forums and ask for a refund if your Drones SP in light of the major drone changes coming in Kronos. I'm sure the community there will be very enthusiastic in their response.
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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ZDub 303
TeamPlayers Dirt Nap Squad.
2929
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Posted - 2014.05.16 16:58:00 -
[398] - 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.
At the same rate though? Then what is the point? It would be literally useless except to satisfy a couple people's OCD.
It would have to be faster than accumulating regular SP or otherwise it would be completely pointless. |
Sarus Rambo
Direct Action Resources
156
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Posted - 2014.05.16 17:04:00 -
[399] - Quote
Giant post incoming:
The progression system described sounds pretty terrible honestly. I've seen it described perfectly as a "WoW" like skill tree. Yes this is stupid easy to understand for new people, but it lacks any sort of complexity and depth. Does EvE box you into only using a certain weapon for a certain ship? No. You can fly a Battleship with Reps and small turrets if you want. Progression should be up to the player, and they should make their own decisions on what to be, you shouldn't make it for them. You need to take many more queues from EvE, not move farther away from it.
My vision:
Suits: Two tiers of suits per class of suit, mirroring Eves tech 1 and 2 system. Like in Eve, Tech 2 would be about 2x more expensive, and give the player advanced capabilities in some areas, while stifling the other areas. Basically turning the dial up on the strengths and weaknesses of the tech 1 suit itself. You pay for the greater strength in the area you excel, but still have to pay a whole lot more for it. The strength of the tech 2 suit and its cost would be directly proportional to the advantage it gives the player. If a tech 2 suit beats a equally skilled player in a basic suit 5/1 times, it needs to be 5 times the cost. That's ISK balance.
Battles: This lobby stuff is stupid. The original idea that was pitched oh so many years ago was to have a large maps. You even see how some maps are connected. These would be giant districts that people connect to battle in and leave once they are over, or even when they aren't over. Pushing forward and back on a much larger scale, yet still small enough to make a difference later. This needs to be realized, and a matchmaking system isn't really the way to go. Progression should be able getting cool stuff that isn't just better then the stuff a noob gets initially, it should be about flavor and choice.
Weapons + Gear: All this stuff needs to matter and be relevant. There should be no such thing as a direct upgrade, and modules need to be balanced based on effective value. Gear should have the same tech 1 and 2 system as suits, with tech 2 gear having the same ratio of advantages vs drawbacks as tech 1 gear.
NPC interaction: This ties into the Battlefield cleanup interaction. Once a district is taken, there should be a period of time that people can go and salvage and fight NPC drones to get salvage from the previous battle. There also should be specific drone controlled planets always open for NPC interaction and player interaction.
Passive ISK Generation: Ive heard talk of industry in Dust for a long time. I dont think it really fits. If you want to build stuff, play EvE. Game item production already exists in a whole level of complexity there. The drone cleanup idea introduces a passive generation of ISK however. Instead of going to a planet, you should be able to buy drones and set them up to be sent to the planets of your choosing once a battle their has been completed. Your drones would be some of the drones, perhaps more powerful versions of the drones, people fight in their PVE salvaging operations. It would be a whole new dimension of PVE, considering you are still be destroying something player owned.
Player market: Tie in with EvE on a small scale. Eve players should be able to sell Mercs all their gear. all production of gear should be produced EvE manufacturing side, then sold to Mercs. Mercs should only have access to this gear, and should be able to also sell this on an open market to other Dust Mercs
TL;DR: Make this game more like first person EvE with guns, and not first person WoW with guns.
This sums up 100% of the forum posts after Fanfest 2014.
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Gyn Wallace
OSG Planetary Operations Covert Intervention
119
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Posted - 2014.05.16 17:11:00 -
[400] - Quote
Captain Crutches wrote:I invite you to head over to the Eve forums and ask for a refund if your Drones SP in light of the major drone changes coming in Kronos. I'm sure the community there will be very enthusiastic in their response. Did you imagine that as a counterpoint to something I'd written? You just gave an example of re-balancing diminishing the importance of my choices, and subjecting me to the consequences of someone else's choice. Thanks for supporting what I'd written, by providing an apt example of what's wrong with the "no respecs bc choices should have consequences" argument. That argument is just as sloppy here, as it is in Eve Online.
There are all sorts of arguments for and against respecs. "Bc choices should have consequences" isn't a good one.
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Alaika Arbosa
Matari Combat Research and Manufacture Inc.
1985
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Posted - 2014.05.16 17:46:00 -
[401] - Quote
I've heard that it will not be done, but I really think that you should just copy pasta the Eve Skills setup for Legion.
IMHO, it is a mistake to do otherwise.
I am not saying that It should be an exact mirror, just that it is similar enough in Dust now and it should stay this way for Legion.
If anything, you should make it more like Eve (include Leadership, Social and Trade skill trees).
Arzadu Akbar Motherfuckers!!!!
Closed Beta Bittervet Bomber
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Sarus Rambo
Direct Action Resources
157
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Posted - 2014.05.16 17:49:00 -
[402] - Quote
Alaika Arbosa wrote:I've heard that it will not be done, but I really think that you should just copy pasta the Eve Skills setup for Legion.
IMHO, it is a mistake to do otherwise.
I am not saying that It should be an exact mirror, just that it is similar enough in Dust now and it should stay this way for Legion.
If anything, you should make it more like Eve (include Leadership, Social and Trade skill trees).
I agree with this. I think since the number scales we are using create a large disparity between new and old players, like for example 25% more health or damage, all these values need to be severely reduce. I don't care if someone has something unlocked that I don't have. I don't like when someone who is clearly less skilled then wins a fight because they are 50% more powerful than me due to skill points.
This sums up 100% of the forum posts after Fanfest 2014.
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Kevall Longstride
DUST University Ivy League
1317
|
Posted - 2014.05.16 17:57:00 -
[403] - Quote
There's a good article here about progression in a successful FTP game.
Regardless of the discussion here, its a good read.
CPM1 Candidate
CEO of DUST University
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Unit-775
Villore Sec Ops Gallente Federation
62
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Posted - 2014.05.16 18:03:00 -
[404] - Quote
Vrain Matari wrote:Maken Tosch wrote:Ulysses Knapse wrote:Kevall Longstride wrote:And it has to be financed. Payment model is everything right now. The grinder don't play the music till you put the money in the monkey's cup. And I'm sure alienating your current playerbase and a large potential playerbase is a fantastic way to finance a game. Hold that thought until we see the work that CCP Z will show us. My intuition says that the reason CCP Z is so inflexible on his progression system is because it's intimately tied to his monetization program. This is not so much marketing influencing game design as marketing in full control of game design. Still hoping for the best, tho i don't see a lot of respect for New Eden or her citizens in what we've seen so far. Maybe Rouge/Z can pull a miracle out of their hats.
waiting for : we have to pay for unlocking skill nodes or trees
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Alaika Arbosa
Matari Combat Research and Manufacture Inc.
1986
|
Posted - 2014.05.16 18:15:00 -
[405] - Quote
Sarus Rambo wrote:Giant post incoming:
The progression system described sounds pretty terrible honestly. I've seen it described perfectly as a "WoW" like skill tree. Yes this is stupid easy to understand for new people, but it lacks any sort of complexity and depth. Does EvE box you into only using a certain weapon for a certain ship? No. You can fly a Battleship with Reps and small turrets if you want. Progression should be up to the player, and they should make their own decisions on what to be, you shouldn't make it for them. You need to take many more queues from EvE, not move farther away from it.
My vision:
Suits: Two tiers of suits per class of suit, mirroring Eves tech 1 and 2 system. Like in Eve, Tech 2 would be about 2x more expensive, and give the player advanced capabilities in some areas, while stifling the other areas. Basically turning the dial up on the strengths and weaknesses of the tech 1 suit itself. You pay for the greater strength in the area you excel, but still have to pay a whole lot more for it, and also increase the risk with the weaknesses involved. The strength of the tech 2 suit and its cost would be directly proportional to the advantage it gives the player. If a tech 2 suit beats a equally skilled player in a basic suit 5/1 times, it needs to be 5 times the cost. That's ISK balance.
Battles: This lobby stuff is stupid. The original idea that was pitched oh so many years ago was to have very large maps. You even see how some maps are connected now. These would be giant districts that people connect to battle in and leave once they are over, or even when they aren't over. Pushing forward and back on a much larger scale inside a map, somewhat longer battle times, yet still small enough not to be too ridiculous. These would make a difference on the planet as a whole. This needs to be realized, and the continuation of a matchmaking system isn't really the way to go. Progression should be about getting cool stuff that isn't just better then the stuff a noob gets initially, it should be about flavor and choice.
Weapons + Gear: All this stuff needs to matter and be relevant, not just HP gear. There should be no such thing as a direct upgrade, and modules need to be balanced based on effective value. Gear should have the same tech 1 and 2 system as suits, with tech 2 gear having the same ratio of advantages vs drawbacks as tech 1 gear.
NPC interaction: This ties into the Battlefield cleanup interaction. Once a district is taken, there should be a period of time that people can go and salvage and fight NPC drones to get salvage from the previous battle. There also should be specific drone controlled planets always open for NPC interaction and player interaction.
Passive ISK Generation: I've heard talk of industry in Dust for a long time. I don't think it really fits. If you want to build stuff, play EvE. Game item production already exists in a whole level of immense complexity there. The drone cleanup idea introduces a faucet for passive generation of ISK however. Instead of going to a planet, you should be able to buy drones and set them up to be sent to the planets of your choosing once a battle there has been completed. Your drones would be some of the drones (perhaps more powerful versions of the drones) people fight in their PVE salvaging operations. It would be a whole new dimension of PVE, considering you are still be destroying something player owned. Obviously the amount of ISK would be very small in comparison to a player who goes to the planet themselves.
Player market: Tie in with EvE on a small scale. EvE players should be able to sell Mercs all their gear. All production of gear should be produced EvE manufacturing side, then sold to Mercs. Mercs should only have access to this gear, and should be able to also sell this on an open market to other Dust Mercs
TL;DR: Make this game more like first person EvE with guns, and not first person WoW with guns. Only part of this post that I disagree with is the part about PIG (Passive Isk Generation). There should be 0 PIG, all income generation should be Active.
Give all players the ability to Actively generate Isk and then allow Alliances/Corps to tax their membership. IMHO, Alliance tax should be drawn from the Taxes that a Corp generates.
Ex: My corporation has a tax rate of 12.5%, say that my Alliance has a 10% tax rate. If my Corp makes 12.5k in tax revenue from me then my Alliance should get 10% of that giving them 1250 Isk and leaving my corp with 11250 Isk.
Arzadu Akbar Motherfuckers!!!!
Closed Beta Bittervet Bomber
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Cyrius Li-Moody
0uter.Heaven
5342
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Posted - 2014.05.16 18:47:00 -
[406] - Quote
Days later and I still don't like the concept of this proposed progression system for pretty much every reason people have posted. I'm definitely getting the classic CCP Dust Development vibe of "we're going to do what we want on this with the illusion of feedback."
The current skill system we have works to a certain extent but has it's obvious problems. 1/3/5 is bad. Items should be unlocked at 1 and every point after should provide a bonus. Why is this difficult?
The idea that "there's too much choice" is simply silly. Yes, at first there is a bit too much choice but this can be remedied by a certification system similar to eve's. It can give you an idea of a "vanilla" role and you can go from there.
You guys seem so ridiculously deadset on the idea that your players are idiots and it's insulting. Part of the biggest problem of NPE is that they don't know where to put their SP to make a decent build and also that weapons are incredibly imbalanced.
We want depth and customization, not progression on rails until you hit end game.
Youtuber. Your friendly neighborhood whiskey-fueled merc.
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Sarus Rambo
Direct Action Resources
157
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Posted - 2014.05.16 19:09:00 -
[407] - Quote
Unit-775 wrote: waiting for : we have to pay for unlocking skill nodes or trees
Well if this happened then no one would play the game honestly. Holding parts of a game hostage is not good marketing. and only pisses people off. Single use vanity items are really where its at. TF2 is a great example of a free to play game that doesn't block content, and makes ridiculous money on vanity items and pay to not wait items. TOR is a great example of how not to do free to play, barring people from lots of features until they pony up the dough. These are both better than paying to win schemes though.
This sums up 100% of the forum posts after Fanfest 2014.
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Captain Crutches
Nexus Marines
123
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Posted - 2014.05.16 19:14:00 -
[408] - Quote
Cyrius Li-Moody wrote:You guys seem so ridiculously deadset on the idea that your players are idiots and it's insulting. Part of the biggest problem of NPE is that they don't know where to put their SP to make a decent build and also that weapons are incredibly imbalanced. So much this.
The problem isn't that your players are stupid, the problem is that your NPE is ****. Even the "smartest" gamers are going to have trouble picking up Dust's complex system without some training/tutorials, and that's not a bad thing, it just means you need to actually put in some training/tutorials!
A lot of us here have the advantage of having played Eve before Dust arrived, so we were able to pick it up fairly easily because of how similar it was, and I think that's something you should aim for - like I said earlier, it will help both with immersion and with players transitioning from one game to the other. But for someone who's never played anything with the depth and choice capability of the New Eden universe, it's going to be hard to get at first - and that's okay!
Take the time to make a good NPE, explain the progression system to an inexperienced player, and you will be rewarded with an informed, intelligent playerbase worthy of New Eden - not the respec-happy, confined-role WoW/CoD crowd you seem to be trying to attract.
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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Maken Tosch
DUST University Ivy League
8607
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Posted - 2014.05.16 19:16:00 -
[409] - Quote
Alaika Arbosa wrote:Sarus Rambo wrote:Passive ISK Generation: I've heard talk of industry in Dust for a long time. I don't think it really fits. If you want to build stuff, play EvE. Game item production already exists in a whole level of immense complexity there. The drone cleanup idea introduces a faucet for passive generation of ISK however. Instead of going to a planet, you should be able to buy drones and set them up to be sent to the planets of your choosing once a battle there has been completed. Your drones would be some of the drones (perhaps more powerful versions of the drones) people fight in their PVE salvaging operations. It would be a whole new dimension of PVE, considering you are still be destroying something player owned. Obviously the amount of ISK would be very small in comparison to a player who goes to the planet themselves. Only part of this post that I disagree with is the part about PIG (Passive Isk Generation). There should be 0 PIG, all income generation should be Active. Give all players the ability to Actively generate Isk and then allow Alliances/Corps to tax their membership. IMHO, Alliance tax should be drawn from the Taxes that a Corp generates. Ex: My corporation has a tax rate of 12.5%, say that my Alliance has a 10% tax rate. If my Corp makes 12.5k in tax revenue from me then my Alliance should get 10% of that giving them 1250 Isk and leaving my corp with 11250 Isk.
Agreed. There is no game that I can think of today that gives you passive income generation.
On Twitter: @HilmarVeigar #greenlightlegion #dust514 players are waiting.
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Sarus Rambo
Direct Action Resources
157
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Posted - 2014.05.16 19:19:00 -
[410] - Quote
Alaika Arbosa wrote: Only part of this post that I disagree with is the part about PIG (Passive Isk Generation). There should be 0 PIG, all income generation should be Active.
You have a lot of people looking for some sort of manufacturing or something. I'm really not against passive ISK as long as the ISK per hour is terrible. It should be equivalent to like 1 or 2 game ISK payouts per day. Say it takes 12 hours for a drone to complete its salvage run, and you only have the "bandwidth" to have 2 drones working at once. There are various ways to limit it, and I think it would be very satisfying to kill someone else's drone that they payed for and took the time to send to a specific planet (It should obviously let you know when you did this).
Being able to open it up to fitting the drones you send to would be really cool. maybe you want one that sucks at defending itself but makes more money. Or one that is a beast but makes less money. That would be cool.
Maken Tosch wrote: Agreed. There is no game that I can think of today that gives you passive income generation.
EvE Online? If Dust or Legion ever got a player market, you would see passive income generation there as well.
This sums up 100% of the forum posts after Fanfest 2014.
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XxGhazbaranxX
The New Age Outlaws Proficiency V.
1328
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Posted - 2014.05.16 19:22:00 -
[411] - Quote
Cyrius Li-Moody wrote:Days later and I still don't like the concept of this proposed progression system for pretty much every reason people have posted. I'm definitely getting the classic CCP Dust Development vibe of "we're going to do what we want on this with the illusion of feedback."
The current skill system we have works to a certain extent but has it's obvious problems. 1/3/5 is bad. Items should be unlocked at 1 and every point after should provide a bonus. Why is this difficult?
The idea that "there's too much choice" is simply silly. Yes, at first there is a bit too much choice but this can be remedied by a certification system similar to eve's. It can give you an idea of a "vanilla" role and you can go from there.
You guys seem so ridiculously deadset on the idea that your players are idiots and it's insulting. Part of the biggest problem of NPE is that they don't know where to put their SP to make a decent build and also that weapons are incredibly imbalanced.
We want depth and customization, not progression on rails until you hit end game. Stop trying to reinvent the progression and just fix the problems the current system has and make sure weapons and suits are balanced properly.
This...
Plasma Cannon Advocate
Dust 514 Survivor
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Sarus Rambo
Direct Action Resources
157
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Posted - 2014.05.16 19:26:00 -
[412] - Quote
Cyrius Li-Moody wrote: You guys seem so ridiculously deadset on the idea that your players are idiots and it's insulting. Part of the biggest problem of NPE is that they don't know where to put their SP to make a decent build and also that weapons are incredibly imbalanced.
This is really the true problem with the current progression. That and skills just for the sake of skills. Each one should do something other then unlock more stuff.
Cyrius Li-Moody wrote: We want depth and customization, not progression on rails until you hit end game. Stop trying to reinvent the progression and just fix the problems the current system has and make sure weapons and suits are balanced properly.
Exactly.
This sums up 100% of the forum posts after Fanfest 2014.
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Maken Tosch
DUST University Ivy League
8607
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Posted - 2014.05.16 19:27:00 -
[413] - Quote
Sarus Rambo wrote:Alaika Arbosa wrote: Only part of this post that I disagree with is the part about PIG (Passive Isk Generation). There should be 0 PIG, all income generation should be Active.
You have a lot of people looking for some sort of manufacturing or something. I'm really not against passive ISK as long as the ISK per hour is terrible. It should be equivalent to like 1 or 2 game ISK payouts per day. Say it takes 12 hours for a drone to complete its salvage run, and you only have the "bandwidth" to have 2 drones working at once. There are various ways to limit it, and I think it would be very satisfying to kill someone else's drone that they payed for and took the time to send to a specific planet (It should obviously let you know when you did this). Being able to open it up to fitting the drones you send to would be really cool. maybe you want one that sucks at defending itself but makes more money. Or one that is a beast but makes less money. That would be cool. Maken Tosch wrote: Agreed. There is no game that I can think of today that gives you passive income generation.
EvE Online? If Dust or Legion ever got a player market, you would see passive income generation there as well.
LOL.
Corp taxes, Planetary Interaction, POCO taxes (assuming you control the POCO), and tycoon-level market trading hardly qualify as passive income generation. All of them require player effort in some form in addition to maintaining that effort. I have been playing Eve Online since 2008 and I still do. There is absolutely no passive income generation in Eve in the sense that you do nothing to earn it.
On Twitter: @HilmarVeigar #greenlightlegion #dust514 players are waiting.
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Sarus Rambo
Direct Action Resources
158
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Posted - 2014.05.16 19:30:00 -
[414] - Quote
Maken Tosch wrote: Corp taxes, Planetary Interaction, POCO taxes (assuming you control the POCO), and tycoon-level market trading hardly qualify as passive income generation. All of them require player effort in some form in addition to maintaining that effort. I have been playing Eve Online since 2008 and I still do. There is absolutely no passive income generation in Eve in the sense that you do nothing to earn it.
Ok, then read my original post. I basically state you need to setup everything, send drones out to get you salvage, and also putting them at risk of being destroying by players. Also stated the possibility to add fitting options to these drones to give someone more interaction and choice.
If we are defining passive income as doing nothing for ISK, how is this passive then? (My definition would be you do something in game to setup something, leave, come back to ISK).
This sums up 100% of the forum posts after Fanfest 2014.
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Maken Tosch
DUST University Ivy League
8607
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Posted - 2014.05.16 19:36:00 -
[415] - Quote
Sarus Rambo wrote:Maken Tosch wrote: Corp taxes, Planetary Interaction, POCO taxes (assuming you control the POCO), and tycoon-level market trading hardly qualify as passive income generation. All of them require player effort in some form in addition to maintaining that effort. I have been playing Eve Online since 2008 and I still do. There is absolutely no passive income generation in Eve in the sense that you do nothing to earn it.
Ok, then read my original post. I basically state you need to setup everything, send drones out to get you salvage, and also putting them at risk of being destroying by players. Also stated the possibility to add fitting options to these drones to give someone more interaction and choice. If we are defining passive income as doing nothing for ISK, how is this passive then? (My definition would be you do something in game to setup something, leave, come back to ISK).
In that case, it should be fine as long as you have to put in the effort (not just initially but every now and then). I guess I misread it originally. Sorry about that.
On Twitter: @HilmarVeigar #greenlightlegion #dust514 players are waiting.
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Sarus Rambo
Direct Action Resources
158
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Posted - 2014.05.16 19:46:00 -
[416] - Quote
Maken Tosch wrote: In that case, it should be fine as long as you have to put in the effort (not just initially but every now and then). I guess I misread it originally. Sorry about that.
Lol ok, no problem. I think that idea is very EvE like. Very Risk vs Reward oriented, with plenty of choice thrown in there.
This sums up 100% of the forum posts after Fanfest 2014.
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Godin Thekiller
shadows of 514
2305
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Posted - 2014.05.16 19:48:00 -
[417] - Quote
Cyrius Li-Moody wrote:Days later and I still don't like the concept of this proposed progression system for pretty much every reason people have posted. I'm definitely getting the classic CCP Dust Development vibe of "we're going to do what we want on this with the illusion of feedback."
The current skill system we have works to a certain extent but has it's obvious problems. 1/3/5 is bad. Items should be unlocked at 1 and every point after should provide a bonus. Why is this difficult?
The idea that "there's too much choice" is simply silly. Yes, at first there is a bit too much choice but this can be remedied by a certification system similar to eve's. It can give you an idea of a "vanilla" role and you can go from there.
You guys seem so ridiculously deadset on the idea that your players are idiots and it's insulting. Part of the biggest problem of NPE is that they don't know where to put their SP to make a decent build and also that weapons are incredibly imbalanced.
We want depth and customization, not progression on rails until you hit end game. Stop trying to reinvent the progression and just fix the problems the current system has and make sure weapons and suits are balanced properly.
You nailed my post in a much better way. +1
click me
Blup Blub Bloop. Translation: Die -_-
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Cyrus Militani
Leon Conglomerate
63
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Posted - 2014.05.16 19:49:00 -
[418] - Quote
I am more disgusted by the idea of a skill progression system, especially given what has been discussed so far. The current DUST 514 skill progression system is "ok". The proposed system is just terrible. What makes DUST great is the economic aspect. The skill progression system, for me, is "just there", and more of an annoyance.
Lets just toss out the idea of a skill progression system and get as far away from an MMO as possible. Here is my proposal for that:
https://forums.dust514.com/default.aspx?g=posts&t=162593
If you do that there will be no need for respecs. You either have the money to buy the equipment or you don't. If you blow your ISK on expensive equipment it should hurt. |
Iskandar Zul Karnain
Hellstorm Inc League of Infamy
2648
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Posted - 2014.05.16 19:50:00 -
[419] - Quote
The more I read through this thread the more I become fearful that CCP Z is going to flatten Dust and dumb everything down for the sake of a few idiots who couldn't figure out how to use the skill tree.
I understand that improving the NPE is critical. I do not believe that in order to improve the NPE that we need to lobotomize DUST.
Would it be possible to implement an open New Eden friendly skill tree with an optional 'safety' for new players, whereby their SP choices are guided in a certain direction(s) up unto the point at which the player decides he or she is competent enough to make informed SP decision on their own?
Essentially we could superficially create a class system but still allow those willing to spend their SP as they see fit.
Anyone have any thoughts on a system like this? |
Fenix Alexarr
BurgezzE.T.F General Tso's Alliance
127
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Posted - 2014.05.16 20:03:00 -
[420] - Quote
Cyrius Li-Moody wrote:Days later and I still don't like the concept of this proposed progression system for pretty much every reason people have posted. I'm definitely getting the classic CCP Dust Development vibe of "we're going to do what we want on this with the illusion of feedback."
The current skill system we have works to a certain extent but has it's obvious problems. 1/3/5 is bad. Items should be unlocked at 1 and every point after should provide a bonus. Why is this difficult?
The idea that "there's too much choice" is simply silly. Yes, at first there is a bit too much choice but this can be remedied by a certification system similar to eve's. It can give you an idea of a "vanilla" role and you can go from there.
You guys seem so ridiculously deadset on the idea that your players are idiots and it's insulting. Part of the biggest problem of NPE is that they don't know where to put their SP to make a decent build and also that weapons are incredibly imbalanced.
We want depth and customization, not progression on rails until you hit end game. Stop trying to reinvent the progression and just fix the problems the current system has and make sure weapons and suits are balanced properly.
I didn't want to sound this harsh, but you've hit the nail on the head. I was hoping this wasn't an 'FYI feedback' thread. But more and more, I think the Devs are so set on this rotten core of a system that there's no chance of avoiding this train wreck. Others might buy into this new system. I won't. |
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