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Thread Statistics | Show CCP posts - 28 post(s) |
steadyhand amarr
shadows of 514
3138
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Posted - 2014.05.30 14:37:00 -
[631] - Quote
Oh dont get me wrong dust was a big bag of fail in many ways. But a lot of above could be tolerateed if players new what the **** was going on.
But yeh a lot of the above is was done because they treated the game like EvE i should no i was here from the start.
Also look at your list a big problem of dust is itcomplex not deep their is a difference and it started with how ccp wanted to do progresion. All of it traces back to the skill system.
Under no situation should need a video or txt to explain whats going on. Everything should be easy to follow and understand onlu getting complex near the end game, WoW was nearly flawless in this.
My big point is Dust514 tried to be EvE. Shooter fans dont want an EvE they want a persitant cod/ bf2142 so we need desgin the game around that understanding.
Fluff lore feel of new eden of course but we should not look to EvE on how to do things EvE is a space sim legion is a shooter they could not be more diffrent and i wont watch the same debats we had in closed beta repeat here.
Im also 4 banning EvE in any debate and stating you must look to other shooters as an example or make the argument stand on its own feet, saying its not new eden is a load of bull, legion is legion and the new kid is going to change the rules
"i dont care about you or your goals, just show me the dam isk"
winner of EU squad cup
GOGO power rangers
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ZDub 303
Escrow Removal and Acquisition
2989
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Posted - 2014.05.30 14:53:00 -
[632] - Quote
I'm curious... for those who are worried about Legion losing its 'EVE" feel. Did you prefer Chromosome's skill tree to Uprisings? |
Natu Nobilis
DUST BRASIL S.A
510
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Posted - 2014.05.30 14:59:00 -
[633] - Quote
Dust failed beause it was launched half-implemented.
Incomplete Modules Incomplete Vehicles Incomplete Skills Incomplete and repetitive modes No PvE Nothing to do but the same maps over and over and over and over and over and over nd over again.
Blaming on the skill tree it-¦s just lazy work. Jut beause your whole moetization plan is attached to the progression i-¦ve seen that it won-¦t be subject to change.
And Z, i didn-¦t want at any moment to take a look at the results of the survey, i merely asked for you guys to take a look at the numebrs taking in account that a half-implemented skil tree recieves the same negative review as a difficult tree, and the solution for these 2 situations are different.
But, i-¦m just a player, you guys are the company, and when i have a game that i want to play, i-¦ll play it. Hope you guys can make it.
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byte modal
97
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Posted - 2014.05.30 17:00:00 -
[634] - Quote
ZDub 303 wrote:I'm curious... for those who are worried about Legion losing its 'EVE" feel. Did you prefer Chromosome's skill tree to Uprisings?
As an EVE player, I could relate to the original skill tree easier than some---nothing backing that up except talk around the forums at the time. That's not to say that I found it efficient, pleasing, or technically easy to understand, just that I could relate to it without much effort. It was pretty bad though knowing its purpose and how little there was to help non-EVE players relate. I mean in design.
Transition to the later node-based graphic skill tree was awkward. At first glance I didn't want to bother with it because I already understood the original. Now though, the later is all that I use.
I do want to point out though that the core concept is the same, only the representation of that concept has changed. I think your specific question and the conversations that may branch from it could cover many subtle shifts, but at the core, I think EVE players are arguing to keep the concept within the EVE realm of thought, just have better representation of how that translates in a FSP mindset---not knocking one or the other. It FEELS (again, without much backing that up either except talk around the forums) that the concept is shifting a bit too far. Here's a Mario universe game but.. without mushrooms. Kinda. lol?
I think I may be trying to answer another post by burying it into my reply here. If I missed your point, sorry!
Irony: Post #35
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byte modal
97
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Posted - 2014.05.30 18:23:00 -
[635] - Quote
steadyhand amarr wrote:Oh dont get me wrong dust was a big bag of fail in many ways. But a lot of above could be tolerateed if players new what the **** was going on.
But yeh a lot of the above is was done because they treated the game like EvE i should no i was here from the start.
Also look at your list a big problem of dust is itcomplex not deep their is a difference and it started with how ccp wanted to do progresion. All of it traces back to the skill system.
Under no situation should need a video or txt to explain whats going on. Everything should be easy to follow and understand onlu getting complex near the end game, WoW was nearly flawless in this.
My big point is Dust514 tried to be EvE. Shooter fans dont want an EvE they want a persitant cod/ bf2142 so we need desgin the game around that understanding.
Fluff lore feel of new eden of course but we should not look to EvE on how to do things EvE is a space sim legion is a shooter they could not be more diffrent and i wont watch the same debats we had in closed beta repeat here.
Im also 4 banning EvE in any debate and stating you must look to other shooters as an example or make the argument stand on its own feet, saying its not new eden is a load of bull, legion is legion and the new kid is going to change the rules
Eh, a lot of that is my point. First let me be clear I don't want to sound like I'm just being a smart ass or anything lol. I'm just sharing a point of view here. Right or wrong ,eh wtf. Ya know?
That out of the way, DUST IMHO, never tried to be EVE. It was a jumble of random parts from EVE that had nothing to do with each other, let alone the concepts of EVE. much of my list isn't at all related to complexity. It was just a broken release. There are players coming from EVE that may play it no matter what just for branding's sake. Others because it's "different". I think that most though will see a jumbled mess of an interface without clear logic that links you from one thing to another conceptually, and they throw their hands up and move on. It was a free DL after all, so oh well. On to the next.
I don't want the extreme here, playing a dull spreadsheet FPS shooter full-on EVE mode. At least for me, I just don't want the EVE flavor to be so watered down and diluted that it no longer falls within the EVE Universe. Use only what you can afford to lose; skills that are universal allowing ONE character to play unique roles relative to the context of the game at hand (not single role, sub-tiered class-driven like warcraft); security space that matters for new players to integrate; a skill system that grows and evolves with the player; and a damn serious death penalty!
Hey, I still play WoW, but I play EVE to get the hell away from that too.
Again, I don't think we want an EVE clone. I'm sure some do, but I doubt that's the main argument. Search the forums, there are countless posts from capsulers clearly explaining what it is that they hope for to make a better, but still UNIQUE, FPS. I'm from Closed Beta myself, so ya.
And I don't necessarily disagree with you about needing a complex video or text block to understand; however, as a graphic designer, I totally understand how much that can be addressed by using a properly designed and thought out interface (I'm talking menu structure, navigation, hierarchy, etc.) if that were done right you probably wouldn't need anything more to understand the concept but maybe a shooting range or something to apply and test that concept.
You're also right that LEGION is not EVE, but as long as the game insists on being part of the EVE universe, there are core principles that really should be kept. Otherwise, why bother wasting the time? Just make another COD? I mean, honestly man? Why bother leveraging the EVE name at all? Just create a sister corporation and develop independently and done. I'd play that game too, but here we are. I guess my Mario without Mushrooms would better fit here =\
Idunno man. I get what you're saying, but disagree. I don't want EVE. I just want the concept to remain in tact. I also want the failure of a poorly implemented and unnecessarily bloated experience to stop being the justification of nixing EVE concepts. The two ARE different. That's like saying I'm never eating chinese food again because this Domino's pizza is the sux. Yeah, it does. So order the right thing next time ;)
Irony: Post #35
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Godin Thekiller
shadows of 514
2482
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Posted - 2014.05.30 19:17:00 -
[636] - Quote
byte modal wrote:steadyhand amarr wrote:Oh dont get me wrong dust was a big bag of fail in many ways. But a lot of above could be tolerateed if players new what the **** was going on.
But yeh a lot of the above is was done because they treated the game like EvE i should no i was here from the start.
Also look at your list a big problem of dust is itcomplex not deep their is a difference and it started with how ccp wanted to do progresion. All of it traces back to the skill system.
Under no situation should need a video or txt to explain whats going on. Everything should be easy to follow and understand onlu getting complex near the end game, WoW was nearly flawless in this.
My big point is Dust514 tried to be EvE. Shooter fans dont want an EvE they want a persitant cod/ bf2142 so we need desgin the game around that understanding.
Fluff lore feel of new eden of course but we should not look to EvE on how to do things EvE is a space sim legion is a shooter they could not be more diffrent and i wont watch the same debats we had in closed beta repeat here.
Im also 4 banning EvE in any debate and stating you must look to other shooters as an example or make the argument stand on its own feet, saying its not new eden is a load of bull, legion is legion and the new kid is going to change the rules Eh, a lot of that is my point. First let me be clear I don't want to sound like I'm just being a smart ass or anything lol. I'm just sharing a point of view here. Right or wrong ,eh wtf. Ya know? That out of the way, DUST IMHO, never tried to be EVE. It was a jumble of random parts from EVE that had nothing to do with each other, let alone the concepts of EVE. much of my list isn't at all related to complexity. It was just a broken release. There are players coming from EVE that may play it no matter what just for branding's sake. Others because it's "different". I think that most though will see a jumbled mess of an interface without clear logic that links you from one thing to another conceptually, and they throw their hands up and move on. It was a free DL after all, so oh well. On to the next. I don't want the extreme here, playing a dull spreadsheet FPS shooter full-on EVE mode. At least for me, I just don't want the EVE flavor to be so watered down and diluted that it no longer falls within the EVE Universe. Use only what you can afford to lose; skills that are universal allowing ONE character to play unique roles relative to the context of the game at hand (not single role, sub-tiered class-driven like warcraft); security space that matters for new players to integrate; a skill system that grows and evolves with the player; and a damn serious death penalty! Hey, I still play WoW, but I play EVE to get the hell away from that too. Again, I don't think we want an EVE clone. I'm sure some do, but I doubt that's the main argument. Search the forums, there are countless posts from capsulers clearly explaining what it is that they hope for to make a better, but still UNIQUE, FPS. I'm from Closed Beta myself, so ya. And I don't necessarily disagree with you about needing a complex video or text block to understand; however, as a graphic designer, I totally understand how much that can be addressed by using a properly designed and thought out interface (I'm talking menu structure, navigation, hierarchy, etc.) if that were done right you probably wouldn't need anything more to understand the concept but maybe a shooting range or something to apply and test that concept. You're also right that LEGION is not EVE, but as long as the game insists on being part of the EVE universe, there are core principles that really should be kept. Otherwise, why bother wasting the time? Just make another COD? I mean, honestly man? Why bother leveraging the EVE name at all? Just create a sister corporation and develop independently and done. I'd play that game too, but here we are. I guess my Mario without Mushrooms would better fit here =\ Idunno man. I get what you're saying, but disagree. I don't want EVE. I just want the concept to remain in tact. I also want the failure of a poorly implemented and unnecessarily bloated experience to stop being the justification of nixing EVE concepts. The two ARE different. That's like saying I'm never eating chinese food again because this Domino's pizza is the sux. Yeah, it does. So order the right thing next time ;)
Nailed it.
I swear, people have been nailing **** all this week
click me
Blup Blub Bloop. Translation: Die -_-
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Natu Nobilis
DUST BRASIL S.A
511
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Posted - 2014.05.30 19:34:00 -
[637] - Quote
IGN Interviewer: So, what are your expectations about Project Legion Player: Mario without Mushrooms.
The main complain is about the "Core", the "Soul", the elements that makes "New Eden" a "New Eden", and all the things that are not New Eden being Named New Eden. Dust is not EVE, Legion is not EVE, Valyrie is not EVE, and no one wants it to be EVE because only EVE is EVE.
But to deserve a "New Eden" seal of approval there-¦s a certain "Internal Consistency" that doesn-¦t appear to be respected right now. Yes there will be New Eden Elements, planets, technology, background, but so far, i dont see new eden soul.
Valkyrie it-¦s a totally different thing from EVE and i didn-¦t see (nor have) any complaint so far about the soul of new eden.
30 pages of discussion resumed in one sentence.
Mario without mushrooms in a 2014 game scene.
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ZDub 303
Escrow Removal and Acquisition
2992
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Posted - 2014.05.30 19:59:00 -
[638] - Quote
byte modal wrote:ZDub 303 wrote:I'm curious... for those who are worried about Legion losing its 'EVE" feel. Did you prefer Chromosome's skill tree to Uprisings? As an EVE player, I could relate to the original skill tree easier than some---nothing backing that up except talk around the forums at the time. That's not to say that I found it efficient, pleasing, or technically easy to understand, just that I could relate to it without much effort. It was pretty bad though knowing its purpose and how little there was to help non-EVE players relate. I mean in design. Transition to the later node-based graphic skill tree was awkward. At first glance I didn't want to bother with it because I already understood the original. Now though, the later is all that I use. I do want to point out though that the core concept is the same, only the representation of that concept has changed. I think your specific question and the conversations that may branch from it could cover many subtle shifts, but at the core, I think EVE players are arguing to keep the concept within the EVE realm of thought, just have better representation of how that translates in a FSP mindset---not knocking one or the other. It FEELS (again, without much backing that up either except talk around the forums) that the concept is shifting a bit too far. Here's a Mario universe game but.. without mushrooms. Kinda. lol? I think I may be trying to answer another post by burying it into my reply here. If I missed your point, sorry!
I was just curious. I feel that it is a somewhat analogous case though. In chromosome we had secondary skill requirements a la EVE and in Uprising it became completely linear. In terms of the 'EVE' feel, the chromosome skill tree should generally be preferred, as it was essentially EVEs skill tree adapted to ground based combat as well as they could.
They then went to completely dumb down the skill tree. Instead of using the names like in EVE, say 'Shield Management' for example, they renamed everything to its module name. So it became 'Dropsuit Shields' and 'Shield Extension', 'Shield Recharging' etc etc. It became completely linear, and not very 'eve-like' at all. I really never saw that much in terms of "linearized the skill tree ruined uprising" posts. You know?
If the Chromosome to Uprising skill rework wasn't a complete crisis and breakdown of the entire structure of the game, maybe, just maybe, the Legion skill tree won't be either? |
steadyhand amarr
shadows of 514
3138
|
Posted - 2014.05.30 20:06:00 -
[639] - Quote
Byte i think we agree at the core level i agree maybe dusts jumbled mess as made me very nervous on the subject, another core worry is that people are just ditching an idea because its diffrent.
If Z had gone you can spawn in 3 types of clone thin fast or a bit in middle and as you skill up you get better at using it, to show this we give you fluff items. Most people would have been happy because its the word clone instead of dropsuit.
Also good post byte have people who actually debate is taking some getting used too :-P
"i dont care about you or your goals, just show me the dam isk"
winner of EU squad cup
GOGO power rangers
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Godin Thekiller
shadows of 514
2483
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Posted - 2014.05.30 20:13:00 -
[640] - Quote
ZDub 303 wrote:byte modal wrote:ZDub 303 wrote:I'm curious... for those who are worried about Legion losing its 'EVE" feel. Did you prefer Chromosome's skill tree to Uprisings? As an EVE player, I could relate to the original skill tree easier than some---nothing backing that up except talk around the forums at the time. That's not to say that I found it efficient, pleasing, or technically easy to understand, just that I could relate to it without much effort. It was pretty bad though knowing its purpose and how little there was to help non-EVE players relate. I mean in design. Transition to the later node-based graphic skill tree was awkward. At first glance I didn't want to bother with it because I already understood the original. Now though, the later is all that I use. I do want to point out though that the core concept is the same, only the representation of that concept has changed. I think your specific question and the conversations that may branch from it could cover many subtle shifts, but at the core, I think EVE players are arguing to keep the concept within the EVE realm of thought, just have better representation of how that translates in a FSP mindset---not knocking one or the other. It FEELS (again, without much backing that up either except talk around the forums) that the concept is shifting a bit too far. Here's a Mario universe game but.. without mushrooms. Kinda. lol? I think I may be trying to answer another post by burying it into my reply here. If I missed your point, sorry! I was just curious. I feel that it is a somewhat analogous case though. In chromosome we had secondary skill requirements a la EVE and in Uprising it became completely linear. In terms of the 'EVE' feel, the chromosome skill tree should generally be preferred, as it was essentially EVEs skill tree adapted to ground based combat as well as they could. They then went to completely dumb down the skill tree. Instead of using the names like in EVE, say 'Shield Management' for example, they renamed everything to its module name. So it became 'Dropsuit Shields' and 'Shield Extension', 'Shield Recharging' etc etc. It became completely linear, and not very 'eve-like' at all. I really never saw that much in terms of "linearized the skill tree ruined uprising" posts. You know? If the Chromosome to Uprising skill rework wasn't a complete crisis and breakdown of the entire structure of the game, maybe, just maybe, the Legion skill tree won't be either?
I think you need to take a look at the skill names in EVE, as a lot of them says exactly what the skill does. Especially the drone tree. Also, unlocking things in Dust is basically the same as in EVE. skill requirements are a little different, but otherwise it's the same layout.
click me
Blup Blub Bloop. Translation: Die -_-
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ZDub 303
Escrow Removal and Acquisition
2992
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Posted - 2014.05.30 21:13:00 -
[641] - Quote
Godin Thekiller wrote:I think you need to take a look at the skill names in EVE, as a lot of them says exactly what the skill does. Especially the drone tree. Also, unlocking things in Dust is basically the same as in EVE. skill requirements are a little different, but otherwise it's the same layout.
Yeah, I play EVE now. While the description for most things does a decent job in explaining what they do, I would not say the EVE skill tree is completely obvious.
Just some minor examples... Its not obvious that 'damage' armor compensation affects the energized adaptive nano membrane. its not necessarily difficult to find out, but the skill tree doesn't link those two together in any way, I had to find that information out externally.
Same for 'damage' shield compensation... nothing tells me that doesn't work for shield hardeners... in fact I hadn't even heard of passive shield resistance modules until I had to look up online what that skill does.
Things like... Capacitor Emission Systems... I still don't know if that works for laser weapons or not. I'm assuming it doesn't but the description says 'Energy Emission Weapons'... I have no idea what is... is it neuts? vampire mods? The ui tells me nothing so i'll have to look it up later.
'Racial' Sensor Compensation? I still don't know what that does and how its different from Signature Analysis.
Things like Shield Operation... "...including the use of shield boosters and other basic shield modules" - what is a "basic shield module" for $100 please Alex.
These things aren't impossible to figure out by any means but the game gives me nothing in terms of what these do, I must look on a forum or occasionally on battleclinic comments to find out what some of these skills actually do. At 8 weeks played (so not that long) I'm definitely still confused about what some of these core skills actually do... and if I should be prioritizing these over something else. Looking up these skills online is something I am willing to do personally, but its these kinds of things that could scare away potential players of Legion. |
Natu Nobilis
DUST BRASIL S.A
515
|
Posted - 2014.05.30 21:20:00 -
[642] - Quote
ZDub 303 wrote:Godin Thekiller wrote:I think you need to take a look at the skill names in EVE, as a lot of them says exactly what the skill does. Especially the drone tree. Also, unlocking things in Dust is basically the same as in EVE. skill requirements are a little different, but otherwise it's the same layout. Yeah, I play EVE now. While the description for most things does a decent job in explaining what they do, I would not say the EVE skill tree is completely obvious. Just some minor examples... Its not obvious that 'damage' armor compensation affects the energized adaptive nano membrane. its not necessarily difficult to find out, but the skill tree doesn't link those two together in any way, I had to find that information out externally. Same for 'damage' shield compensation... nothing tells me that doesn't work for shield hardeners... in fact I hadn't even heard of passive shield resistance modules until I had to look up online what that skill does. Things like... Capacitor Emission Systems... I still don't know if that works for laser weapons or not. I'm assuming it doesn't but the description says 'Energy Emission Weapons'... I have no idea what is... is it neuts? vampire mods? The ui tells me nothing so i'll have to look it up later. 'Racial' Sensor Compensation? I still don't know what that does and how its different from Signature Analysis. Things like Shield Operation... "...including the use of shield boosters and other basic shield modules" - what is a "basic shield module" for $100 please Alex. These things aren't impossible to figure out by any means but the game gives me nothing in terms of what these do, I must look on a forum or occasionally on battleclinic comments to find out what some of these skills actually do. At 8 weeks played (so not that long) I'm definitely still confused about what some of these core skills actually do... and if I should be prioritizing these over something else. Looking up these skills online is something I am willing to do personally, but its these kinds of things that could scare away potential players of Legion.
Good Guides or Good Friends
Even in EVE they need better NPE, no doubt, but while in EVE they improved a loooooooooooooooooooooooot, in Dust it appears that basic things that could be transported weren-¦t even known. |
byte modal
99
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Posted - 2014.05.30 21:27:00 -
[643] - Quote
^ No, I think that's a fair point (zdub). Honest.
Trimming the fat isn't bad. But I do think that relationships were simply never made between skills and their use. Or at least those relationships were never made clear within the interface. Unless a merc had prior EVE knowledge of going to the prereq tabs to see what required what to gain access, that player would be lost I imagine. Personally, I just don't think it was thought out to begin with. The devs understood it, they were programing it. But understanding of a thing doesn't inherently mean one can teach it. I went with the lesser of two evils and I'm fine with it.
Like I noted in a post a few pages back, we can debate day and night over this but until we all can see an actual roadmap and framework, we're all just speculating.
Still though, good point.
Irony: Post #35
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ZDub 303
Escrow Removal and Acquisition
2992
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Posted - 2014.05.30 21:33:00 -
[644] - Quote
byte modal wrote:^ No, I think that's a fair point (zdub). Honest. Trimming the fat isn't bad. But I do think that relationships were simply never made between skills and their use. Or at least those relationships were never made clear within the interface. Unless a merc had prior EVE knowledge of going to the prereq tabs to see what required what to gain access, that player would be lost I imagine. Personally, I just don't think it was thought out to begin with. The devs understood it, they were programing it. But understanding of a thing doesn't inherently mean one can teach it. I went with the lesser of two evils and I'm fine with it. Like I noted in a post a few pages back, we can debate day and night over this but until we all can see an actual roadmap and framework, we're all just speculating. Still though, good point.
Yeah, I guess my point (this reply is to Natu Nobilis' post as well) is that their entire goal for Legion is to design a skill system that does not require a third party to explain it.
We should keep that in mind as we move forward, get your girlfriend, wife, partner, friend who's never played, etc to take a look at the skill tree and see if its intuitive. Most importantly, if you have a friend that has played COD and never touched EVE... see if the proposed trees and even Z's tree when he starts to show it is intuitive and if they understand all of it completely. See what looks overwhelming and what doesn't etc etc.
100% agree that we can't really say anything substantial until we have a prototype in front of us.
I guess my point at its core is... I can work with most anything, simple or complex or whatever. So if the tree has to be redesigned to be a little more restrictive so that its intuitive and obvious on its own, without a third party at all, then I am fine with that. |
Natu Nobilis
DUST BRASIL S.A
515
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Posted - 2014.05.30 21:55:00 -
[645] - Quote
Everyone wants a more friendly way of introducing the world ofr new players. Back in 2007 i had the privilege of having a friend showing me the basics, and then finding a corporation that was all for training and doing stuff together. I learned a lot from them, i-¦ve made a shiton of mistakes, i went to a mission in low-sec and had my Raven Blown up by pirates (thanks for the lesson guys and girls!), i learned what i had to learn from that group and decided to create my own group, changed to fighting style and most of all, i trained new people.
I trained people because i heard from older players that newbies would be noobs forever, that they couldn-¦t do ****, and i took it personally, because i didn-¦t know how to play once, they didnt also, and just because they had a lot of years they could talk like this?
I managed to assemble a big Brazilian group, we had a lot of fun, i burned out, had RL things blah blah blah (Bittervet syndrome) but what i consider my biggest accomplishment was the possibility of training new, lost, ignorant people and get them on their feet on whatever activity they chose to do, even the carebear ones.
A good NPE is fundamental, no one is denying that. have you checked the rest of the topic proposals? There are many many ways of making things more chewable without reducing the ammount my mouth can bite.
It-¦s not about trying to get people away from the game because they-¦re not "smart enough", it-¦s about inviting people to the game BECAUSE it challenges and makes people think about their chouces, actions, and it-¦s consequences.
Give the player tools and they-¦ll do amazing things. Minecraft being a perfect example.
If the purpose of the game is to dumb down a little bit to appeal the masses, they-¦ll neither have the masses nor the challenge.
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ZDub 303
Escrow Removal and Acquisition
2993
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Posted - 2014.05.30 22:03:00 -
[646] - Quote
Natu Nobilis wrote: Give the player tools and they-¦ll do amazing things. Minecraft being a perfect example.
If the purpose of the game is to dumb down a little bit to appeal the masses, they-¦ll neither have the masses nor the challenge.
A complex skill tree doesn't introduce depth into the game though. There are other, far more substantial ways of introduce sandbox elements and giving tools for the players to make their own content.
Do you truly believe that EVE's skill system is the core to the experience you built for yourself? Do you think those pirates wouldn't have blown up your Raven if EVE had a more intuitive skill system?
Kinda see where I'm going here? Its the sandbox mechanics that make EVE, not its skill system.
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Godin Thekiller
shadows of 514
2483
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Posted - 2014.05.30 22:18:00 -
[647] - Quote
ZDub 303 wrote:Godin Thekiller wrote:I think you need to take a look at the skill names in EVE, as a lot of them says exactly what the skill does. Especially the drone tree. Also, unlocking things in Dust is basically the same as in EVE. skill requirements are a little different, but otherwise it's the same layout. Yeah, I play EVE now. While the description for most things does a decent job in explaining what they do, I would not say the EVE skill tree is completely obvious. Just some minor examples... Its not obvious that 'damage' armor compensation affects the energized adaptive nano membrane. its not necessarily difficult to find out, but the skill tree doesn't link those two together in any way, I had to find that information out externally. Same for 'damage' shield compensation... nothing tells me that doesn't work for shield hardeners... in fact I hadn't even heard of passive shield resistance modules until I had to look up online what that skill does. Things like... Capacitor Emission Systems... I still don't know if that works for laser weapons or not. I'm assuming it doesn't but the description says 'Energy Emission Weapons'... I have no idea what is... is it neuts? vampire mods? The ui tells me nothing so i'll have to look it up later. 'Racial' Sensor Compensation? I still don't know what that does and how its different from Signature Analysis. Things like Shield Operation... "...including the use of shield boosters and other basic shield modules" - what is a "basic shield module" for $100 please Alex. These things aren't impossible to figure out by any means but the game gives me nothing in terms of what these do, I must look on a forum or occasionally on battleclinic comments to find out what some of these skills actually do. At 8 weeks played (so not that long) I'm definitely still confused about what some of these core skills actually do... and if I should be prioritizing these over something else. Looking up these skills online is something I am willing to do personally, but its these kinds of things that could scare away potential players of Legion. Those tings sadly haven't been changed. Well, at least they are trying. I mean, the drone tree just got adjusted. I get what you are saying don't get me wrong, they need to explain things better. But what I'm saying is don't limit me doing so. Half assing it is never good after all
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Godin Thekiller
shadows of 514
2483
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Posted - 2014.05.30 22:23:00 -
[648] - Quote
ZDub 303 wrote:Natu Nobilis wrote: Give the player tools and they-¦ll do amazing things. Minecraft being a perfect example.
If the purpose of the game is to dumb down a little bit to appeal the masses, they-¦ll neither have the masses nor the challenge.
A complex skill tree doesn't introduce depth into the game though. There are other, far more substantial ways of introduce sandbox elements and giving tools for the players to make their own content. Do you truly believe that EVE's skill system is the core to the experience you built for yourself? Do you think those pirates wouldn't have blown up your Raven if EVE had a more intuitive skill system? Kinda see where I'm going here? Its the sandbox mechanics that make EVE, not its skill system.
It's the openness of the skill system that makes it easier to do the sandbox things though.
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Natu Nobilis
DUST BRASIL S.A
515
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Posted - 2014.05.30 22:28:00 -
[649] - Quote
There are several proposals of a better way of introducing the skill system for players, this one i like the most. You don-¦t think this would be a good compromise between new and old players alike?
What is the difference between Several Lvl 5 Skills with different bonus (like in EVE) that an advanced player can choose as he pleases and a "Role" automated progression that hides the tree and fills it automatically as the new player progresses ?
One example:
Have you heard of the Battle Badger?
The Badger is a transport ship, not remotely involved in combat (usually). But, with the right skills, and the right intentions, you can transform a ship that was "meant" for transport, into a killing machine!
If i had the "Roles" system proposed for Legion, i would probably gain skills that would give bonuses to Volume Transported, Warping Speed, and several other skills that make sense for transport.
But i-¦m an advanced player, i don-¦t want to use the badger for transport, i want ot use it for combat.
I-¦ll train combat skills, resistance skills, the transport ship skill, and i-¦ll head for combat with it.
Is this the most "effective" way of fighting? Hell no !
But the fun meter EXPLODES when i fight like this!
"Why would you do that?" some may ask. "Why the hell not?" would be the answer. I have the ISK, i have the skills, and i want to do it. I-¦m not crystalized in a "Role", i have skils that give bonus to certain things, and after my own calculations, i want to try differnt things.
I can do this with a Hulk (Minning Ship), with an Orca (Minnin/Transport), damn, i can do several crazy configurations just because i can!
And this is entwined with the skill progression. The way things look like in Z progression, i don-¦t think i-¦ll be able to do crazy things like this.
And to be stuck in a role where skill bonus is not a differential, TF2 is a lot of fun.
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ZDub 303
Escrow Removal and Acquisition
2993
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Posted - 2014.05.30 22:30:00 -
[650] - Quote
Godin Thekiller wrote:ZDub 303 wrote:Natu Nobilis wrote: Give the player tools and they-¦ll do amazing things. Minecraft being a perfect example.
If the purpose of the game is to dumb down a little bit to appeal the masses, they-¦ll neither have the masses nor the challenge.
A complex skill tree doesn't introduce depth into the game though. There are other, far more substantial ways of introduce sandbox elements and giving tools for the players to make their own content. Do you truly believe that EVE's skill system is the core to the experience you built for yourself? Do you think those pirates wouldn't have blown up your Raven if EVE had a more intuitive skill system? Kinda see where I'm going here? Its the sandbox mechanics that make EVE, not its skill system. It's the openness of the skill system that makes it easier to do the sandbox things though.
I won't disagree with that. An overly restrictive skill tree will push more people away than it will bring in. As Z releases information that will be the primary focus of my feedback I think. It needs to be accessible in more ways than one... intuitively obvious (okay good for NPE) without massive skill sinks (good for post NPE).
But that is completely possible with what he is proposing (the role based system). It appears that this role based system is borrowing heavily from Valkyrie as well as they just recently moved from a class to a role based system.
Having some skill sinks isn't a crisis either though. Eve has plenty of skills sinks as well.
To say the assault rail rifle requires an assault dropsuit isn't really that much different than Mining Barges requiring Industry 5 and Astrogeology 3 on top of Mining Frigate 3 is it?
Natu Nobilis wrote:And this is entwined with the skill progression. The way things look like in Z progression, i don-¦t think i-¦ll be able to do crazy things like this.
And to be stuck in a role where skill bonus is not a differential, TF2 is a lot of fun.
Yeah I can see where you're coming from and I 100% agree with you. Although we won't know until he's started releasing information how flexible everything will be. Although he's already stated that you can equip anything you unlock on anything you unlock. So putting a sniper rifle on a sentinel and things like that is still possible.
I really don't know if there is a good Dust equivalent to a battle badger lol. |
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Natu Nobilis
DUST BRASIL S.A
515
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Posted - 2014.05.30 22:40:00 -
[651] - Quote
ZDub 303 wrote: Having some skill sinks isn't a crisis either though. Eve has plenty of skills sinks as well.
To say the assault rail rifle requires an assault dropsuit isn't really that much different than Mining Barges requiring Industry 5 and Astrogeology 3 on top of Mining Frigate 3 is it?
But they all have bonus for somethng in the game.
Industry: Allows basic operation of factories. 4% reduction in manufacturing time per skill level. Astrogeology Skill at analyzing the content of celestial objects with the intent of mining them. 5% bonus to mining turret yield per skill level. Mining Barge Skill at operating ORE Mining Barges. Can not be trained on Trial Accounts. (Buth when you go to the ships it enables, they all ahve bonus depending on the skill level of the Minnin Barge skill [Covetor: Able to equip Strip Miner and Ice Harvester turrets. 3% better yield for Strip Miners per level])
Unlike the stupid 1-3-5 some no bonus skills of Dust |
Natu Nobilis
DUST BRASIL S.A
515
|
Posted - 2014.05.30 22:44:00 -
[652] - Quote
ZDub 303 wrote: I really don't know if there is a good Dust equivalent to a battle badger lol.
Killing Protosuits that didnt invest in good core skills while using Militia ones with good skills
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ZDub 303
Escrow Removal and Acquisition
2993
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Posted - 2014.05.30 22:50:00 -
[653] - Quote
Natu Nobilis wrote:ZDub 303 wrote: Having some skill sinks isn't a crisis either though. Eve has plenty of skills sinks as well.
To say the assault rail rifle requires an assault dropsuit isn't really that much different than Mining Barges requiring Industry 5 and Astrogeology 3 on top of Mining Frigate 3 is it?
But they all have bonus for somethng in the game. Industry: Allows basic operation of factories. 4% reduction in manufacturing time per skill level. Astrogeology Skill at analyzing the content of celestial objects with the intent of mining them. 5% bonus to mining turret yield per skill level. Mining Barge Skill at operating ORE Mining Barges. Can not be trained on Trial Accounts. (Buth when you go to the ships it enables, they all ahve bonus depending on the skill level of the Minnin Barge skill [Covetor: Able to equip Strip Miner and Ice Harvester turrets. 3% better yield for Strip Miners per level]) Unlike the stupid 1-3-5 some no bonus skills of Dust
Yeah, the lack of passive bonuses on skills in Dust really hurts the game.
But Industry doesn't help the Mining Barge at all.. right?
So like... having to go
Assault Dropsuit into Assault Rail Rifle to then put that Assault Rail Rifle on your Logistics suit.
2/3 of those skills will directly affect your current suit you are wearing - Logi suit with an ARR while one does not.
That Mining Barge needs: Industry 5 Astrogeology 3 Mining Frigate 3 Mining Barge 1
Of the above, only two of those four skills (Astrogeo and Min Barge) actually affect the ship you are currently running (Mining Barge with Strip Miners).
So functionally... its not really all that different. Some skills affect what you are currently running and some do not. It wouldn't any different in Z's skill system either. Although he has already said that he is making sure EVERY single node does something and has sorta/unofficially confirmed passive bonus nodes as well.
but... don't get me wrong. I could easily make a 5 level skill tree work, I am very familiar after 1 year in Dust and 8 weeks in EVE with the 5 level system. These changes aren't for people like me though, they are for people like my 18 year old stepbrother who used to play COD religiously and was confused and generally became disinterested in Dust after about 45 minutes. He's a solid FPS player and I wish I could have played more Dust with him when it was in its prime, he just couldn't/didn't want to figure out the skill tree.
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Natu Nobilis
DUST BRASIL S.A
515
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Posted - 2014.05.30 23:13:00 -
[654] - Quote
ZDub 303 wrote:
Yeah, the lack of passive bonuses on skills in Dust really hurts the game.
But Industry doesn't help the Mining Barge at all.. right?
So like... having to go
Assault Dropsuit into Assault Rail Rifle to then put that Assault Rail Rifle on your Logistics suit.
2/3 of those skills will directly affect your current suit you are wearing - Logi suit with an ARR while one does not.
That Mining Barge needs: Industry 5 Astrogeology 3 Mining Frigate 3 Mining Barge 1
Of the above, only two of those four skills (Astrogeo and Min Barge) actually affect the ship you are currently running (Mining Barge with Strip Miners).
So functionally... its not really all that different. Some skills affect what you are currently running and some do not. It wouldn't any different in Z's skill system either. Although he has already said that he is making sure EVERY single node does something and has sorta/unofficially confirmed passive bonus nodes as well.
but... don't get me wrong. I could easily make a 5 level skill tree work, I am very familiar after 1 year in Dust and 8 weeks in EVE with the 5 level system. These changes aren't for people like me though, they are for people like my 18 year old stepbrother who used to play COD religiously and was confused and generally became disinterested in Dust after about 45 minutes. He's a solid FPS player and I wish I could have played more Dust with him when it was in its prime, he just couldn't/didn't want to figure out the skill tree.
Wait wait.
It-¦s not just an SP sink, there-¦s a progression down the road.
You first use Frigates Then you can fly a Minning Barge Then you can fly an Exhumer (T2)
Yes, the frigate bonus doesn-¦t apply directly to the Exhumer, but in order to use an Exhumer, you first used a frigate. It-¦s not a Sink, it-¦s a progression. (Like Frigate - Cruiser - Battleship, i don-¦t just jump in a BS)
The role system seems to "lock" certain skills down a path and you have to travel many many paths to unlock items that would be faster if you did it manually. (Like using Laser with Gallente suits instead of hybrid weapons)
The link i posted where a "role" would follow an "automated progression of skill" managed by the game (and hidden from the player), we get the "Roles" for new people, and we still have the skills for advanced players.
Don-¦t you think it-¦s a good compromise?
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ZDub 303
Escrow Removal and Acquisition
2994
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Posted - 2014.05.30 23:42:00 -
[655] - Quote
Natu Nobilis wrote: Wait wait.
It-¦s not just an SP sink, there-¦s a progression down the road.
You first use Frigates Then you can fly a Minning Barge Then you can fly an Exhumer (T2)
Yes, the frigate bonus doesn-¦t apply directly to the Exhumer, but in order to use an Exhumer, you first used a frigate. It-¦s not a Sink, it-¦s a progression. (Like Frigate - Cruiser - Battleship, i don-¦t just jump in a BS)
The role system seems to "lock" certain skills down a path and you have to travel many many paths to unlock items that would be faster if you did it manually. (Like using Laser with Gallente suits instead of hybrid weapons)
The link i posted where a "role" would follow an "automated progression of skill" managed by the game (and hidden from the player), we get the "Roles" for new people, and we still have the skills for advanced players.
Don-¦t you think it-¦s a good compromise?
Well... Industry never makes you a better miner... its purely a skill sink :p (and just an example really, not worth debating).
In terms of dual a system... perhaps. I'm not for or against either system necessarily. A way to mix both would be great too if implemented correctly.
Although... there is one thing that CCP Z mentioned which might be a valid concern. Prior to the legion release a lot of posts started to crop up about how "im bored and there is nothing left to skill into" because they had their racial dropsuit of choice and a couple of weapons with maxed core skills. For people to be saying that 8-12 months into a games life might indicate a poorly designed skill tree.
I understand the desire for freedom to skill into anything at any time, but it may be harmful for the long term health of the game as well. I'm not trying to argue against an open skill tree necessarily but that might be a valid concern as well?
Even though its very unlike eve... I wouldn't mind seeing a skill tree that has more specific passive bonuses. In eve you have skills like Trajectory Analysis or Surgical Strike that affect all weapon turrets (some skills are sub captial only but you get my drift here) while in Dust we have weapons with more specific passive bonuses... like how each weapon has its own proficiency, ammo capacity, fitting optimization, etc skills. I would like to see this expanded to include equipment and dropsutis as well while reducing some of the absurd multipliers on those skills like the 'lol x6 are kidding me?' for fitting opt.
The role based skill tree could support this quite well. You can unlock each item VERY quickly and move through the 'roots' of the skill tree with very low SP investment. You are then left with choices on which pieces of equipment, weapons, and dropsuits you wish to specialize in through passive SP investment. I feel that its a good compromise between each to understand for newbies while providing depth for veterans.
In terms of passive bonuses... it would be quite simple to change the 1-5 system to something like..
Rail Rifle - Unlocks use of Rail Rifle. Rail Rifle Operation +5% damage to rail rifles Rail Rifle Proficiency + 5% damage Rail Rifle Mastery +5% damage
with, of course, increasing SP requirements. Its functionally the exact same thing - but maybe its easier for someone new to understand? At least that seems to be CCP Z's thinking.
Lots of good ideas on skill progression in this forum imo. I'm definitely in no way saying that any one of them is wrong or bad. |
Himiko Kuronaga
Fatal Absolution General Tso's Alliance
4295
|
Posted - 2014.05.30 23:50:00 -
[656] - Quote
When the skill tree changed from chromosome to uprising we were told it was simplified so that a lot of the useless skills that you didn't want got shaved off so you could reach your goal in a more immediate fashion.
But Z's progression is the exact opposite of that, while he claims it is an attempt to be more simple.
If I wanted to be a heavy with an assault rifle who runs damps (because let's pretend its viable for whatever reason) I have to spec into three different suits of varying degrees, potentially. That's supposed to be more simple? Bull.
You don't think that's maybe, I dunno... dumb as hell?
Z has said he thinks people can reach their goal too quickly. That's nonsense as far as I'm concerned and this is just an attempt to get even more money out of people for faster skill access. As if it wasn't already bad enough. |
Godin Thekiller
shadows of 514
2483
|
Posted - 2014.05.31 00:04:00 -
[657] - Quote
ZDub 303 wrote:Godin Thekiller wrote:ZDub 303 wrote:Natu Nobilis wrote: Give the player tools and they-¦ll do amazing things. Minecraft being a perfect example.
If the purpose of the game is to dumb down a little bit to appeal the masses, they-¦ll neither have the masses nor the challenge.
A complex skill tree doesn't introduce depth into the game though. There are other, far more substantial ways of introduce sandbox elements and giving tools for the players to make their own content. Do you truly believe that EVE's skill system is the core to the experience you built for yourself? Do you think those pirates wouldn't have blown up your Raven if EVE had a more intuitive skill system? Kinda see where I'm going here? Its the sandbox mechanics that make EVE, not its skill system. It's the openness of the skill system that makes it easier to do the sandbox things though. I won't disagree with that. An overly restrictive skill tree will push more people away than it will bring in. As Z releases information that will be the primary focus of my feedback I think. It needs to be accessible in more ways than one... intuitively obvious (okay good for NPE) without massive skill sinks (good for post NPE). But that is completely possible with what he is proposing (the role based system). It appears that this role based system is borrowing heavily from Valkyrie as well as they just recently moved from a class to a role based system. Having some skill sinks isn't a crisis either though. Eve has plenty of skills sinks as well. To say the assault rail rifle requires an assault dropsuit isn't really that much different than Mining Barges requiring Industry 5 and Astrogeology 3 on top of Mining Frigate 3 is it?
See, here's the thing with that: it's not the same thing. It would rather be like requiring you to get a Eagle or a Deimos to get T II medium rails, but you can still use it on any ship that can fit them.
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ZDub 303
Escrow Removal and Acquisition
2995
|
Posted - 2014.05.31 04:57:00 -
[658] - Quote
Godin Thekiller wrote:ZDub 303 wrote:Godin Thekiller wrote:ZDub 303 wrote:Natu Nobilis wrote: Give the player tools and they-¦ll do amazing things. Minecraft being a perfect example.
If the purpose of the game is to dumb down a little bit to appeal the masses, they-¦ll neither have the masses nor the challenge.
A complex skill tree doesn't introduce depth into the game though. There are other, far more substantial ways of introduce sandbox elements and giving tools for the players to make their own content. Do you truly believe that EVE's skill system is the core to the experience you built for yourself? Do you think those pirates wouldn't have blown up your Raven if EVE had a more intuitive skill system? Kinda see where I'm going here? Its the sandbox mechanics that make EVE, not its skill system. It's the openness of the skill system that makes it easier to do the sandbox things though. I won't disagree with that. An overly restrictive skill tree will push more people away than it will bring in. As Z releases information that will be the primary focus of my feedback I think. It needs to be accessible in more ways than one... intuitively obvious (okay good for NPE) without massive skill sinks (good for post NPE). But that is completely possible with what he is proposing (the role based system). It appears that this role based system is borrowing heavily from Valkyrie as well as they just recently moved from a class to a role based system. Having some skill sinks isn't a crisis either though. Eve has plenty of skills sinks as well. To say the assault rail rifle requires an assault dropsuit isn't really that much different than Mining Barges requiring Industry 5 and Astrogeology 3 on top of Mining Frigate 3 is it? See, here's the thing with that: it's not the same thing. It would rather be like requiring you to get a Eagle or a Deimos to get T II medium rails, but you can still use it on any ship that can fit them.
So requiring a Heavy Assault Cruiser before tech II medium rails would be kind of silly I agree. What if you needed Caldari Cruiser III to use tech II rails though? If it would help guide newbies to the fact that the Moa uses medium rails?
While it might be obvious to you that you should pair rails on the Moa, it may not be obvious to others and making that connection, at a relatively insignificant cost in training time, might be worth it?
I dunno... just a thought. Playing a little devil's advocate I guess.
Making the skill sinks relatively light wouldn't be catastrophic. But locking all weapons behind the racial specialization set of the skill tree would be silly I agree. To require caldari assault dropsuit (at virtually the end of the assault role tree) before being able to use any rail rifle would be bad design imo. I would 100% fight against a change like that.
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Kevall Longstride
DUST University Ivy League
1372
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Posted - 2014.05.31 08:39:00 -
[659] - Quote
ZDub 303 wrote:
But that is completely possible with what he is proposing (the role based system). It appears that this role based system is borrowing heavily from Valkyrie as well as they just recently moved from a class to a role based system..
Actually, it was the other way round. Valkyrie are copying Legion's system. And that isn't the first or last thing that the other two New Eden games are borrowing from Legion....
CPM1 Candidate
CEO of DUST University
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Ulysses Knapse
Knapse and Co. Mercenary Firm
1673
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Posted - 2014.05.31 10:24:00 -
[660] - Quote
Kevall Longstride wrote:ZDub 303 wrote:
But that is completely possible with what he is proposing (the role based system). It appears that this role based system is borrowing heavily from Valkyrie as well as they just recently moved from a class to a role based system..
Actually, it was the other way round. Valkyrie are copying Legion's system. And that isn't the first or last thing that the other two New Eden games are borrowing from Legion.... That winky face is incredibly out of place.
If what you say is true, shouldn't you be using this ?
I am become Legion, the destroyer of bunnies.
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