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Thread Statistics | Show CCP posts - 28 post(s) |
Godin Thekiller
shadows of 514
2328
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Posted - 2014.05.19 00:01:00 -
[541] - Quote
Master Smurf wrote:Why dont they have some archetype suits (like they do now) but they show a roadmap of skills to max them out for players that want a streamlined experience.
I understand why CCP is going the way they are proposing but I am almost positive it is because its an easy way for them to force balance.
It flies in the face of their proposed vision but so be it it seems; the same way they are moving to a more comfortable platform, the same way they make this move to build a more balanced experience in the game. Then after iteration and iteration they may take the training wheels off and allow what we have now.
We don't need training wheels, the idiots do.
I ask the question yet again: How is a system that is restricting people better than improving the curret one and teaching people hot to use it?
click me
Blup Blub Bloop. Translation: Die -_-
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Alaika Arbosa
Matari Combat Research and Manufacture Inc.
1994
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Posted - 2014.05.19 00:17:00 -
[542] - Quote
Godin Thekiller wrote:Alaika Arbosa wrote:Maken Tosch wrote:Starfire Revo wrote:Maken Tosch wrote:(an idea often proposed by the scrubby FOTM chasers). This is a bit of a tangent, but people who chase the optimal way to play are actually the opposite of scrubs. FOTM wouldn't be such an issue if balance was given a higher priority. Perhaps they aren't scubs then if they figured out an optimal way. But as you and me have seen first hand in Dust, a lot of those FOTM chasers end up being detrimental to the game as they often draw the attention of the "nerf-it" crowd who then often demand unwarranted nerfs to something that might not even be overpowered. I stopped counting over 2 years ago how many FOTMs we went through and how many times people asked for nerfs. Here is at least 5 I can remember from the top of my head. 1. Dropships Dropping (literally) 2. Dumb-Fire Swarms 3. The Rail Rifle 4. Cloaky Shottie 5. Redline Rail Tanks CalLogi + DTAR? I will also disagree with the assertion that they aren't scrubs seeing as how if they truly were as elite as they claim they are, they'd be chasing sub-optimal ways to play in order to truly prove their eliteness. Difference of opinions though I guess. If that's the case, Wouldn't the PC master race do the same? IDK, ask them (though yes, following my logic, they would play on consoles to prove their superiority)
Arzadu Akbar Motherfuckers!!!!
Closed Beta Bittervet Bomber
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Master Smurf
Nos Nothi
461
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Posted - 2014.05.19 00:27:00 -
[543] - Quote
Godin Thekiller wrote:Master Smurf wrote:Why dont they have some archetype suits (like they do now) but they show a roadmap of skills to max them out for players that want a streamlined experience.
I understand why CCP is going the way they are proposing but I am almost positive it is because its an easy way for them to force balance.
It flies in the face of their proposed vision but so be it it seems; the same way they are moving to a more comfortable platform, the same way they make this move to build a more balanced experience in the game. Then after iteration and iteration they may take the training wheels off and allow what we have now. We don't need training wheels, the idiots do. I ask the question yet again: How is a system that is restricting people better than improving the curret one and teaching people hot to use it?
Missing my point - they are doing this because they arent capable of doing better.
None of this is for our benefit, its for theirs.
It also very funny that they are trying to sell this plan to an audience that are Dust vets and EVE players. This would have made more sense if they were bringing the game to a new console audience.
Ah well - Gotta love CCP
"Shine bright like a diamond"
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Kevall Longstride
DUST University Ivy League
1333
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Posted - 2014.05.19 00:52:00 -
[544] - Quote
Any perceived restrictions that may or may not be in place (it is still a work in progress) will be slight and in the very early stages of the progression.
The current roles as proposed start, like the logistics example given, as a series of unlocks for suits, weapons and equipment. As the standard and advanced versions have been scrapped, there is no grind to improve the abilities of said item until you are sure you'd like to go deeper with it.
Once you unlock an item, your are free to use it on any suit you wish (subject to any restrictions that may be placed on a suit) IE heavies being locked using a heavy and sidearm and no abilities to put a light weapon in the heavy slot.
Giving a new player a lot of unlocks in the early stages of a free to play game is an established way to reward and give them reason to play your game longer.
It gives a more structured progression without the need of a raft of UI to explain it all. Which is why I like the role idea.
I'd also like to point out that a lot of people's concerns are based on established practise and game mechanics. That is just going to cause a lot of frustration because right now we've no clue as to the extent of the changes to them. Take for example the slot and fitting system for suits. Do you know for certain that those design principles will carry over to Legion?
I don't, so I'm choosing to assume there might be getting changed. Z has talked about our suit being our shell and making truly unique fittings. Who's to say there's a new system where we can configure the slot layout for instance? This would actually give you much more choice and depth than we have now.
I've always considered the original design decision to try and be as Eve as possible has put artificial barriers as to the development of Dust and now Legion. These choices like many in the early stage of the games development were made to appease the eve players. They share the same universe as Eve and have the same law as Eve. They don't have to do anything the same way as Eve.
And yes I shouldn't have to send all this information out and have already submitted a large number of ideas to improve the ways it can be delivered to players.
But I do because I enjoy helping as much as I can. And if I've made any meaningful contribution to steadying and stablising new player retention then so much the better.
CPM1 Candidate
CEO of DUST University
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Godin Thekiller
shadows of 514
2329
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Posted - 2014.05.19 00:54:00 -
[545] - Quote
Master Smurf wrote:Godin Thekiller wrote:Master Smurf wrote:Why dont they have some archetype suits (like they do now) but they show a roadmap of skills to max them out for players that want a streamlined experience.
I understand why CCP is going the way they are proposing but I am almost positive it is because its an easy way for them to force balance.
It flies in the face of their proposed vision but so be it it seems; the same way they are moving to a more comfortable platform, the same way they make this move to build a more balanced experience in the game. Then after iteration and iteration they may take the training wheels off and allow what we have now. We don't need training wheels, the idiots do. I ask the question yet again: How is a system that is restricting people better than improving the curret one and teaching people hot to use it? Missing my point - they are doing this because they arent capable of doing better. None of this is for our benefit, its for theirs. It also very funny that they are trying to sell this plan to an audience that are Dust vets and EVE players. This would have made more sense if they were bringing the game to a new console audience. Ah well - Gotta love CCP
They have an entire playerbase (actually two) that does better on a daily basis.......
click me
Blup Blub Bloop. Translation: Die -_-
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Godin Thekiller
shadows of 514
2329
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Posted - 2014.05.19 01:03:00 -
[546] - Quote
Kevall Longstride wrote:Any perceived restrictions that may or may not be in place (it is still a work in progress) will be slight and in the very early stages of the progression.
The current roles as proposed start, like the logistics example given, as a series of unlocks for suits, weapons and equipment. As the standard and advanced versions have been scrapped, there is no grind to improve the abilities of said item until you are sure you'd like to go deeper with it.
Once you unlock an item, your are free to use it on any suit you wish (subject to any restrictions that may be placed on a suit) IE heavies being locked using a heavy and sidearm and no abilities to put a light weapon in the heavy slot.
Giving a new player a lot of unlocks in the early stages of a free to play game is an established way to reward and give them reason to play your game longer.
It gives a more structured progression without the need of a raft of UI to explain it all. Which is why I like the role idea.
I'd also like to point out that a lot of people's concerns are based on established practise and game mechanics. That is just going to cause a lot of frustration because right now we've no clue as to the extent of the changes to them. Take for example the slot and fitting system for suits. Do you know for certain that those design principles will carry over to Legion?
I don't, so I'm choosing to assume there might be getting changed. Z has talked about our suit being our shell and making truly unique fittings. Who's to say there's a new system where we can configure the slot layout for instance? This would actually give you much more choice and depth than we have now.
I've always considered the original design decision to try and be as Eve as possible has put artificial barriers as to the development of Dust and now Legion. These choices like many in the early stage of the games development were made to appease the eve players. They share the same universe as Eve and have the same law as Eve. They don't have to do anything the same way as Eve.
And yes I shouldn't have to send all this information out and have already submitted a large number of ideas to improve the ways it can be delivered to players.
But I do because I enjoy helping as much as I can. And if I've made any meaningful contribution to steadying and stablising new player retention then so much the better.
They could always restructure it and put the things we are complaining about (equipment, a T II weapons, etc) further behind the barrier. There's no execuse for putting this barrier in the game in the first place, And Still nobody has answered my question: Why is a skill system that restricts people is better than one that is open, improving that one, and then EXPLAINING THE GODDAMN SYSTEM
click me
Blup Blub Bloop. Translation: Die -_-
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Alaika Arbosa
Matari Combat Research and Manufacture Inc.
1995
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Posted - 2014.05.19 01:21:00 -
[547] - Quote
The Skill System isn't as broken as some believe, though NPE is FUBAR. Just because NPE is FUBAR doesn't mean that you need to rework the Skill System, it means you need to rework NPE.
Arzadu Akbar Motherfuckers!!!!
Closed Beta Bittervet Bomber
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Maken Tosch
DUST University Ivy League
8652
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Posted - 2014.05.19 02:19:00 -
[548] - Quote
Alaika Arbosa wrote:The Skill System isn't as broken as some believe, though NPE is FUBAR. Just because NPE is FUBAR doesn't mean that you need to rework the Skill System, it means you need to rework NPE.
It isn't "as broken" as it seems. That part you are correct. But it still is broken regardless. It's not just the NPE (or lack of it in this case) that's the problem. Parts of the skill tree are absolutely useless.
1. Unlocking items only at levels 1, 3, and 5 results in some skill books having wasted SP on levels 2 and 4. Take a look at Active Scanner Operation as one example. Also, Dropsuit Command levels 4 and 5 are pointless as they don't unlock anything else after level 3. Even if it did unlock more items, there is a major problem brought up by my next point.
2. Some skill books don't give bonuses at all and only exist to unlock more skill books. This is wasteful in terms of SP. Gallente Light Frame for example only unlocks Gallente Light Frames suits but these suits don't offer any bonuses and they are more expensive than their role-based counterparts (WTF?). They exist only as stepping stones which only gets in the way and doesn't really show anything to the player about the suit in terms of its benefits and intended role.
So even if you implemented a proper NPE system, it doesn't address the two issues I just brought up.
On Twitter: @HilmarVeigar #greenlightlegion #dust514 players are waiting.
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Alaika Arbosa
Matari Combat Research and Manufacture Inc.
1996
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Posted - 2014.05.19 02:21:00 -
[549] - Quote
Maken Tosch wrote:Alaika Arbosa wrote:The Skill System isn't as broken as some believe, though NPE is FUBAR. Just because NPE is FUBAR doesn't mean that you need to rework the Skill System, it means you need to rework NPE. It isn't "as broken" as it seems. That part you are correct. But it still is broken regardless. It's not just the NPE (or lack of it in this case) that's the problem. Parts of the skill tree are absolutely useless. 1. Unlocking items only at levels 1, 3, and 5 results in some skill books having wasted SP on levels 2 and 4. Take a look at Active Scanner Operation as one example. Also, Dropsuit Command levels 4 and 5 are pointless as they don't unlock anything else after level 3. Even if it did unlock more items, there is a major problem brought up by my next point. 2. Some skill books don't give bonuses at all and only exist to unlock more skill books. This is wasteful in terms of SP. Gallente Light Frame for example only unlocks Gallente Light Frames suits but these suits don't offer any bonuses and they are more expensive than their role-based counterparts (WTF?). They exist only as stepping stones which only gets in the way and doesn't really show anything to the player about the suit in terms of its benefits and intended role. So even if you implemented a proper NPE system, it doesn't address the two issues I just brought up. If you scroll up through my responses here, I've addressed both of your concerns (at least with my opinion) earlier in the thread.
Arzadu Akbar Motherfuckers!!!!
Closed Beta Bittervet Bomber
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Maken Tosch
DUST University Ivy League
8652
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Posted - 2014.05.19 02:53:00 -
[550] - Quote
Alaika Arbosa wrote: If you scroll up through my responses here, I've addressed both of your concerns (at least with my opinion) earlier in the thread.
You mean this one?
Quote:My thoughts on how the Eve:Legion Progression should look.
Firstly, it should be mainly Passive SP gain with the Passive SP filling a queued skill (just like Eve). Active SP gain should be present, though not in the same fashion as we are currently accustomed to.
I strongly believe that we'd best be served by a "Practice makes Perfect" style of Active SP generation. We should be rewarded for using the things we use by getting better at using them. This would reward new players with the carrot of SP for simply being in a match and being active. This would also prevent vets from skilling up like a runaway train without diversification.
I know that there are those who will decry this method, though I honestly believe that it is the best route for Legion to take. It allows rookies to have the illusion of accelerated SP gain while discouraging vets from instantly achieving Prof 5 by roflstomping everything with a tried and true fit.
After a point, we stop growing taller and we start growing wider, it makes no sense that we should excel at using something we've never touched before.
It allows the player to control what they gain skill points in by choosing what skill to queue, what gear to fit, what dropsuits to use and what weapons to use.
The Skill Tree itself should remain largely unchanged in design, though with some minor tweaks to values (to bring it more in line with Eve's skill costs) as well as the addition of certain branches found in Eve that are not currently found in Dust (namely Leadership, Social and Trade).
Lastly, every skill should provide a benefit outside of any unlocks, there should be no useless skills. Even if said benefits are tied to the Dropsuits/Modules/Weapons rather than the skill itself.
Looks like I missed it. Damn, I had to scroll through 5 pages in order to find it.
On Twitter: @HilmarVeigar #greenlightlegion #dust514 players are waiting.
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Vrain Matari
Mikramurka Shock Troop Minmatar Republic
2114
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Posted - 2014.05.19 03:44:00 -
[551] - Quote
Maken Tosch wrote:Alaika Arbosa wrote:The Skill System isn't as broken as some believe, though NPE is FUBAR. Just because NPE is FUBAR doesn't mean that you need to rework the Skill System, it means you need to rework NPE. It isn't "as broken" as it seems. That part you are correct. But it still is broken regardless. It's not just the NPE (or lack of it in this case) that's the problem. Parts of the skill tree are absolutely useless. 1. Unlocking items only at levels 1, 3, and 5 results in some skill books having wasted SP on levels 2 and 4. Take a look at Active Scanner Operation as one example. Also, Dropsuit Command levels 4 and 5 are pointless as they don't unlock anything else after level 3. Even if it did unlock more items, there is a major problem brought up by my next point. 2. Some skill books don't give bonuses at all and only exist to unlock more skill books. This is wasteful in terms of SP. Gallente Light Frame for example only unlocks Gallente Light Frames suits but these suits don't offer any bonuses and they are more expensive than their role-based counterparts (WTF?). They exist only as stepping stones which only gets in the way and doesn't really show anything to the player about the suit in terms of its benefits and intended role. So even if you implemented a proper NPE system, it doesn't address the two issues I just brought up. You're right, ofc, but i think many of us are on the same page.
These issues with the skill system have been part of the forum conversation for two years now. The issues were obvious right at the beginning and the fixes are straightforward. The solution suggests itself in the statement of the problem, it doesn't get much easier than that.
PSN: RationalSpark
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Kevall Longstride
DUST University Ivy League
1335
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Posted - 2014.05.19 07:16:00 -
[552] - Quote
Godin Thekiller wrote:And Still nobody has answered my question: Why is a skill system that restricts people is better than one that is open, improving that one, and then EXPLAINING THE GODDAMN SYSTEM
You've already highlighted your answer in bold.
If you have to explain the system, you designed it poorly in the first place.
CPM1 Candidate
CEO of DUST University
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TrueXer0z
DUST University Ivy League
573
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Posted - 2014.05.19 09:17:00 -
[553] - Quote
Kevall Longstride wrote:Godin Thekiller wrote:And Still nobody has answered my question: Why is a skill system that restricts people is better than one that is open, improving that one, and then EXPLAINING THE GODDAMN SYSTEM You've already highlighted your answer in bold. If you have to explain the system, you designed it poorly in the first place.
This is true, but a tutorial option isn't something I see being a bad thing. Even a re playable tutorial. Organizations like Dust University should not have to run lectures on the basic elements of the game. Our focus should be on teaching people what options they can take in order to make their experience a smoother one. Tool tips are an easy way to accomplish a huge leap in understanding on the part of a new player. A simple option to turn tool tips off should be easy enough to handle.
I reiterate my original concerns about even needing something so drastic. I still feel this is a big mistake. It will require more time re-balancing everything. Are you as a community ready for another year of that? Are you CCP ready for another year of that? I see this specific thread as a big distraction anyway.
Once again like I said before, CCP Z already has an idea of how things will be done. Nothing is going to change the outcome of his vision for our "progression." The discussion might influence very slight changes, but not enough to the point where any major ideas shared here will have any impact on the final product.
It is good that the CCP Devs are talking to us a bit more, but I see more deflection and continuously vague statements made. Granted progress is progress and some communication is better then none. But, it is quantity over quality. It is as plain as day and we slowly bite into the same apple that damned us before.
These discussions mean nothing more then to quell the masses. To stop you from taking any real action to make a change. Answers to questions that mean nothing. Statements carefully crafted to keep you chasing the rabbit. Still no concrete evidence supporting a green light. Just an escape from a failed attempt at getting into the console market (Trying again with Valkyrie) and a whole lot of talk.....just talk...
Director, Dust University
@TrueXer0z
Kevall Longstride - CPM1
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Ulysses Knapse
Knapse and Co. Mercenary Firm
1669
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Posted - 2014.05.19 10:04:00 -
[554] - Quote
Kevall Longstride wrote:Godin Thekiller wrote:And Still nobody has answered my question: Why is a skill system that restricts people is better than one that is open, improving that one, and then EXPLAINING THE GODDAMN SYSTEM You've already highlighted your answer in bold. If you have to explain the system, you designed it poorly in the first place. That's not necessarily true.
A lot of games avoid explaining things to the player by letting them learn via trial and error. And while that certainly does work for some things, other things, like skill training, should be explained beforehand for obvious reasons.
I am become Legion, the destroyer of bunnies.
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Jebus McKing
Legio DXIV
464
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Posted - 2014.05.19 10:41:00 -
[555] - Quote
Jeez, I don't really care what you do to the progression system. As long as I can spec into a Minmatar Heavy with kincats on day one without having to spend SP on a different skilltree unlocking stuff I don't want, I'm OK with it.
But, if I have to go halfway through the scout skilltree spending SP on a suit I don't care about just to unlock one module/equipment/weapon then I can not agree with the new system.
Make it easier for new players to understand what initially might be the right skill to get for their preferred role and why that is so. But don't establish walls for people who know what they are doing, limiting what they can do or putting options behind huge SP sinks.
New players won't be new players forever.
@JebusMcKing
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Atlas Kordan
Concordiat Mercenaries Dropsuit Samurai
0
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Posted - 2014.05.19 10:44:00 -
[556] - Quote
Thoughts/Ideas/Constructive Criticisms
1. The idea posted before about respec'ing SP (essentially given a thumbs up by CCP Z), in which you gain your respec'ing SP points gradually and have to pay ISK as well, I think is a great idea. However, I think it could go a step further. My suggestion (whether you agree with it or not is you opinion), is that the ISK you pay be equal to the amount of SP you respec. So, if you want to respec 1.0 Mil SP, you have to pay 1.0 Mil ISK! Additionally, I don't know if this was addressed or not, but also give the option to respec specific amounts of SP. For instance, (and I'm going to use the current method that DUST 514 uses for progression as an example, and I know this is not going to be the progression used for Legion), if I want to respec Caldari Logi 5 (which I wouldn't btw lol), I would be given the options to either respec the full 5 nodes of the skill, or 4 nodes, or 3, or 2, or 1. Then, in conjunction with the ideas from former posts, I would pay an amount for the SP respec (which I believe should be 1:1), and have to wait til the SP points passively fills my un-allocated SP bar. Furthermore, you could limit the number of respecs per time period (a month, a week, or whatever), or you can limit the amount you can respec in a specific time period, So, for example, you could respec 1.0 Mil SP in 1 month, but every time you do, the amount you respec comes off the 1.0 Mil total. So, Day 1, respec 100,000 SP (900,000 SP left). Day 2, respec 50,000 SP (850,000 SP left), and so forth.
2. Concerning a post (again given to thought by CCP Z), in which potentially sub-equipment on suits also be given mod slots, how about weapons themselves be able to be customizable, with mod slots on them as well. For instance, my Rail Gun has a mod for a scope. It would increase the range by a certain amount, but may, for example, increase its weight, and thus kick-back. Or, I could mod by weapon with a specific type of metal which makes the gun lighter, and thus quicker to iron sight, or make it lighter to carry and thus allow me to run faster, but would do less damage.
3. Cloaking ... it's OP. I know this, you know this. Here's an idea for a potential fix. If it's included in Legion, how about have it similar to how cloaking works in EVE, whereby if you fire your weapon you become de-cloaked (which I think is how it works now in DUST 514), but have a cool down whereby you can't cloak until a limited time after you have fired, even if your cloak mod has recharged since you have used it. So, essentially having the cloak usage based upon a skill, and a time limit after you fired your weapon. For instance, if I cloak, I have expelled the charge on my cloak, and based upon the skill, it will recharge after a certain amount of time. Once I shoot at another player, I lose my cloak, but cannot cloak until a time has passed since I fired my last shot, even if the cloak mod has recharged. This effectively relegates the cloak to guerrilla warfare tactics and/or quick capturing of capture points. Also, making cloaks only usable by specific armor(s) types will essentially make them less OP, since you have to skill towards a cloaking armor at the expense of other skills.
Make Music Not War!
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Luk Manag
of Terror TRE GAFFEL
525
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Posted - 2014.05.19 12:42:00 -
[557] - Quote
I can't wait to hear more details on the progression system. I think active-passive hybrids are a good move. In Eve, I'm hardly motivated to do anything except save up ISK, and I avoid activities that cut into the bottom line. If I earned something for active participation in PvP I would probably join RvB and grind out the participatory rewards like I do in Dust (I would invest/burn ISK to finance progression.).
Also, planning the monetization of the progression would be fair if you had multiple paths to acquire the bonus (Boosters). An open market with player trading, or LP to AUR converters, or something so people could have equal access without spending real money...and you simply hope they become personally invested enough over time that they get over their aversion to spending real money.
There will be bullets. ACR+SMG [CEO of Terror]
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Natu Nobilis
DUST BRASIL S.A Caps and Mercs
495
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Posted - 2014.05.19 15:17:00 -
[558] - Quote
I-Śm getting the feeling that Need for speed World will be a reference on the Progression system. |
Maken Tosch
DUST University Ivy League
8656
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Posted - 2014.05.19 15:29:00 -
[559] - Quote
@atlas
No, the cloak in DUST decloaks as soon as you switch from the equipment to the weapon or something else. In order to maintain cloak you need to have the cortex equipment in front of you.
On Twitter: @HilmarVeigar #greenlightlegion #dust514 players are waiting.
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byte modal
83
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Posted - 2014.05.19 15:57:00 -
[560] - Quote
Just curious, but has anything been posted or detailed beyond the fanfest presentation? I've seen a few player's post a few general outlines showing what they each hope for, wondering if any of that hierarchy might pull some dev-level attention. Hell, I've even started drawing up one of my own. But honestly, is there anything dev-side offering more insight to the intended logic or structure of player progression?
While it's nice to see ideas popping around, to discuss hypothetical development and structure, to be inspired by what others are bringing to the conversation, we are only bringing it to a table (not necessarily the table).
In your opinion, is this thread serving any productive purpose? I mean, apart from a laser pointer to our cat/DUST, easily distracted, minds?
I personally find this very civil discussion inspiring. Towards the player base, that gives me comfort, especially in context of so many negative troll-bait threads I've read through during the life of DUST. But as positive of a discussion that this may be for us, I can't help but feel that we are just spinning our wheels fruitlessly. I'm still trying not to be cynical with all of this, but really, what's the point of this?
Irony: Post #35
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DAMIOS82
WarRavens Final Resolution.
117
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Posted - 2014.05.19 16:12:00 -
[561] - Quote
In every game players want to be the dominating force, That is why there are skill systems, to make sure that by planning your skill path you can defeat another in one way or the other. Skill systems are not about noobs, there about getting ahead of each other. Thus creating a skill system that is only based on passive skill gain takes the drive away to continuously play. If i compare my gaming habbits with EVE and another random game, i always play the last one. Why because other then isk and the occasional roaming/looking at the view or waiting for a useless skill to complete in a months time, there is no reall reason for me to continuously play. I can't get ahead skill wise, so getting that 'titan' is a 3-4 year plan nonetheless and flying a battleship vs anything is pointless in everyway, since they can still blow you out of the sky very easely (even in a destroyer), meaning that nomatter what you skill into it has no reall effects. Dust/Legion tries to do it another way and that is with active skill gain, It drives players to play when ever they can, so that when they do face that one opponent they don't get there asses kicked. Protostomping is just there due to the lack of a bad selection system and has nothing to do with the skills. So to sum it all up, NO a passive only system will just decrease the will to play dust/legion, even if you criple it a little bit.
Secondly i can imagine that the guys over at dust university have it hard with the noobs. However in every game there is always a tutorial and even if you did skip it, you could always go back to look at it. EVE has it aswell in the sence of tutorial agents, where you not only can read it, but you also hear this beautifull voice. Legion needs the same thing, where you go thrue severall different tutorials that explain what every button does and how it all works, both in text and voice. Before you start and should you skip it all, then you should be able to go back at it. Thus unloading other corporations. Legion/Dust lacks this, so it has to be improved.
Thirdly like i have said before, the way skills work now is useless. having 1-5 levels of which half do nothing are pointless. A node system where for instance (like a few posts above) you would have powergrid management basics, powergrid management advanced and powergrid management mastery is alott easier to understand and to work with. If each would give the right amount of bonus aswell, then you don't need levels 1-5. Now if we had hundreds upon hundreds in many, many category's like in EVE then perhaps yes such a system will work, but it took them 10 years to get there. Legion is still in the womb and lets face it, it's not like it's overflowing with skills. So a system that is easier on the eyes, with a better overview is the way to go, atleast untill we have reached the EVE standards skill wise.
As for ISIS, imo it's nothing more then a graphical upgrade of the skillsystem, perhaps for some it could be usefull as an overview, but to me it's pointless. For the last 9 years in EVE if i wanted to know what skills i needed (and we did not have ISIS back in those days), i'd press right click and then info. There is this nice little tab called requirements that tells you all you need to know about what skills you need. So imo it's simply feeding the lazy gamers. And the certificate system is even more pointless, it's only usefull for perhaps corporations that want to know what you can fly, but there's an even better system for that called API keys. Other then that it has no value (ok perhaps the ego). If you can fly a ship, you can fly it. I don't need some certificate telling me i can fly the same ship, i've been flying for the last 9 years without it.
So incorporating systems like those two into Legion will only stroke the ego and has ads no value to the game. The API keys however would and should be incorporated into legion, so that corporation that want to know you skill set, can look for them selfs. |
DAMIOS82
WarRavens Final Resolution.
117
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Posted - 2014.05.19 16:16:00 -
[562] - Quote
byte modal wrote:Just curious, but has anything been posted or detailed beyond the fanfest presentation? I've seen a few player's post a few general outlines showing what they each hope for, wondering if any of that hierarchy might pull some dev-level attention. Hell, I've even started drawing up one of my own. But honestly, is there anything dev-side offering more insight to the intended logic or structure of player progression? While it's nice to see ideas popping around, to discuss hypothetical development and structure, to be inspired by what others are bringing to the conversation, we are only bringing it to a table (not necessarily the table). I mean, we can go round and round all day with wonderful ideas, but until we have a clear(er) idea of dev intent, well,... we're just chasing our tails. In your opinion, is this thread serving any productive purpose? I mean, apart from a laser pointer to our cat/DUST, easily distracted, minds? I personally find this very civil discussion inspiring. Towards the player base, that gives me comfort, especially in context of so many negative troll-bait threads I've read through during the life of DUST. But as positive of a discussion that this may be for us, I can't help but feel that we are just spinning our wheels fruitlessly. I'm still trying not to be cynical with all of this, but really, what's the point of this?
Well the thing is CCP does listen to a degree. It is still there game and they will do what they think is best, but they also try and pick out a few idea's from the crowd and try to incorporate it into the game. They have done this with EVE alott and even with Dust beta. So it's not pointless, but it's like saying well maybe, just maybe.....if they agree with it. So if enough gamers try to make the same point, it is more then likely they will have a better look at it. |
byte modal
83
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Posted - 2014.05.19 16:53:00 -
[563] - Quote
DAMIOS82 wrote:Well the thing is CCP does listen to a degree. It is still there game and they will do what they think is best, but they also try and pick out a few idea's from the crowd and try to incorporate it into the game. They have done this with EVE alott and even with Dust beta. So it's not pointless, but it's like saying well maybe, just maybe.....if they agree with it. So if enough gamers try to make the same point, it is more then likely they will have a better look at it.
Oh don't get me wrong, I think we're basically on the same page. I've been in EVE since 2006 and here since Closed Beta. I'm familiar with CCP. However, specifically with DUST, my view has become a bit jaded. You say tomato, I say to-MAH-to. I get that my perspective may be skewed, hence the question to begin with. I'm more curious to know what, if anything, has been posted regarding this specific path.
I mean outlines of logic for us to gain perspective so that our ramblings out here on the forums can actually mean something beyond wishful thinking. If they're building a track moving north to south, it does us no good really to comment our opinions on a track moving west to east. Sure, there may be a few random ideas that spring up that might influence a subtlety here or there, but for the most part we're not doing anything useful except for discussion for discussion's sake.
With that, I'm hoping that I've missed the obvious: a post outlining dev intent, more than the fanfest PPT. I've seen player posts more detailed content, but all of that, while nice and informative, is and can only ever be hypothetical. Our time would be better spent reacting to and offering detailed suggestions based off in-game (and historical) experience, rather than patting each other on the back for what may honestly be brilliant ideas, if only they had any place whatsoever within the dev's concept of progression. Until we see that as concrete, there's not much good that can come of this other than disappointment when we discover we all were way off base in our assumptions that fueled this discussion to begin with. =)
Hey, that's negative. I know. Again, it's why I'm asking for opinions---to counter this. I love DUST and I imagine I will love Legion as well, just look at any post of mine and you should have a good idea of where I stand. My good nature still though shouldn't mask my concerns. Patterns are patterns because they are repeated. I'm not the only poster in this thread that sees that and recognizes a repeated pattern forming yet again---posts from far more passionate and dedicated players than I.
Either way, I hope for the best. My expectations are average, unfortunately. I'm still excited and wish they would just greenlight this mother, already! >=P~
- me.
edit: I guess I'm replying more to your previous post along with this one.
Irony: Post #35
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Godin Thekiller
shadows of 514
2339
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Posted - 2014.05.19 19:55:00 -
[564] - Quote
Kevall Longstride wrote:Godin Thekiller wrote:And Still nobody has answered my question: Why is a skill system that restricts people is better than one that is open, improving that one, and then EXPLAINING THE GODDAMN SYSTEM You've already highlighted your answer in bold. If you have to explain the system, you designed it poorly in the first place.
So you're saying that all math ever made should be able to be figured out by just looking at it? Using your logic, yes it should.
And that doesn't answer my question at all.
click me
Blup Blub Bloop. Translation: Die -_-
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Cross Atu
OSG Planetary Operations Covert Intervention
2073
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Posted - 2014.05.19 20:54:00 -
[565] - Quote
Maken Tosch wrote:Himiko Kuronaga wrote:I have seen no proof whatsoever that a lack of understanding the skill system plagued the majority of players. I believe they simply quit because the game was horrible and, by default, never got a chance to learn the skill system as a result.
Whatever exit survey Z conducted was likely tainted. That's also part of it. But the topic of skill progression came up every now and then. Not as much as the topics of lag, broken PC mechanics, protostomping, and being put into a match in progress did, but when the topic of skill progression came up (often under the topic of respecs) it was almost always a heated debate on how it should be fixed. On the one side you had people like me saying no to respecs while advocating a more clear and concise set of tools that can aid a player in better understanding the game. This eventually brought up the idea of overhauling the academy as part of the solution. On the other side you had people saying yes to respecs simple on the basis that the skill progression system is broken and players need a chance to undo their mistakes which was the result of not being able to fully understand the skill progression. Of course another idea was allowing players to just let them play around with the SP allocation just for the fun of it (an idea often proposed by the scrubby FOTM chasers). EDIT: I forgot to mention that the pro-respec side also referred to the fact that some people didn't like certain play styles they tried earlier and feel that SP invested in those skills were wasted SP.
On a side note related to this, often the "skill progression system is broken" set were actually talking about effects from weapon rebalances. Yes they wanted skill points back but it wasn't due to the skill tree being unclear so much as a specific weapon/suit/bit of gear being rebalanced and thus losing the type/degree of functionality that they'd come to expect. Also flavor text, which is perhaps part of the skill tree, caused trouble when someone would read the fluff about how a given item/skill should work and then the skill or item did not in fact work that way.
This is to say that even among those who were frustrated (often rightfully) about their skill progression, the causal element wasn't actually rooted within the skill system.
0.02 ISK Cross
Cross Atu for CPM1- An emergent candidate
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Happy Violentime
OMFGZOMBIESRUN
628
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Posted - 2014.05.19 21:01:00 -
[566] - Quote
Have you thought about not reinventing the wheel? Just use a progression system like in COD or Battlefield?
I mean that is what you're trying to do - albeit in some half-assed Evetard way. There's no middle ground dude, pick your audience OR give people the choice between a role based system and what is in Dust now. |
Atlas Kordan
Concordiat Mercenaries Dropsuit Samurai
1
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Posted - 2014.05.19 22:28:00 -
[567] - Quote
Happy Violentime wrote:Have you thought about not reinventing the wheel? Just use a progression system like in COD or Battlefield?
I mean that is what you're trying to do - albeit in some half-assed Evetard way. There's no middle ground dude, pick your audience OR give people the choice between a role based system and what is in Dust now.
If Legion goes this route, I for one will not play the game. The progression system in those games, especially COD, do not offer the progression depth that we have come to expect, and love, from CCP games. I don't want to play another game where my kills solely are used to open up skills/weapons/items. I enjoyed the idea of WP and where in matches I can run an isk efficient fit, go 5/5 k/d, but still was an integral part in the game because I could heal, nano, etc.
Make Music Not War!
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Atlas Kordan
Concordiat Mercenaries Dropsuit Samurai
1
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Posted - 2014.05.19 22:37:00 -
[568] - Quote
A quick question about game mechanics. Will the MCC's have more interaction in Legion, than rather being a place to spawn currently? For instance, will we be able to board and fight on them, while people are fighting on the ground below? Or perhaps, having the ability to launch ships from the MCC, like an aircraft carrier?
Make Music Not War!
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Godin Thekiller
shadows of 514
2340
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Posted - 2014.05.19 23:22:00 -
[569] - Quote
Atlas Kordan wrote:A quick question about game mechanics. Will the MCC's have more interaction in Legion, rather than being a place to spawn currently? For instance, will we be able to board and fight on them, while people are fighting on the ground below? Or perhaps, having the ability to launch ships from the MCC, like an aircraft carrier?
The MCC is too small for that.
click me
Blup Blub Bloop. Translation: Die -_-
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Maken Tosch
DUST University Ivy League
8662
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Posted - 2014.05.19 23:23:00 -
[570] - Quote
Atlas Kordan wrote:A quick question about game mechanics. Will the MCC's have more interaction in Legion, rather than being a place to spawn currently? For instance, will we be able to board and fight on them, while people are fighting on the ground below? Or perhaps, having the ability to launch ships from the MCC, like an aircraft carrier?
I don't think CCP Z is tasked with handling that part of the game development. That sounds like something another team handles. CCP Z handles monetization and skill progression.
On Twitter: @HilmarVeigar #greenlightlegion #dust514 players are waiting.
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