Pages: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 :: one page |
|
Author |
Thread Statistics | Show CCP posts - 28 post(s) |
The-Errorist
Sver true blood
725
|
Posted - 2014.05.31 10:32:00 -
[661] - Quote
Ulysses Knapse wrote: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 ? It seems appropriate to me; if he was against things copying from stuff from Legion (which is not the case) and not for it, he would probably use the sad face instead.
MAG + Dust cb vet, an alt of Velvet Overkill & Agent Overkill. Scanned scouts aren't dead scouts, they're +600HP scouts.
|
Samael Artico
Company of Marcher Lords Amarr Empire
128
|
Posted - 2014.05.31 10:35:00 -
[662] - Quote
CCP Z, there's something I need to tell you about your ideas... |
Natu Nobilis
DUST BRASIL S.A Dark Taboo
517
|
Posted - 2014.05.31 12:34:00 -
[663] - Quote
ZDub 303 wrote:
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.
If your game objective was to lvl up, then yes, it-¦s a silly mechanism. Just like WoW where you lvl up quickly, you waste some time playing % games on Raids, get yout phat loot that is never gone, and is done with the game.
If your game objective was to have an INTERESTING game that was meant to be played, to do things, to explore, to conquer, to fight permanently with other EVE forces, to integrate the warfare and make a total warfare scenario with a dynamic economy based on resoures from space and from planets, where the 2 games would open up a whole new concept of playing and this fantastic features would bring the masses interested in FPS - Strategy - Managment - Casual play, then the skilltree wouldn-¦t make the slightest difference, because at the beggining or at the end of my skills, i would have a whole universe to conquer in a balance that would forever make me adapt to new players, new strategies and new tactics..
Again, half-implemented game is the reason it sucked, not the skill tree. Boring game because it-¦s boring. How much time do they think i would waste capturing point A B C on the same maps over and over again?
However, on the Caldari Prime event, i skipped my class to play both in space (stuck on gate trying to join) and i played on the ground with all my might and coordination to get as many victories for the Caldari as i could, including instructing people that didn-¦t know any better and dealing with morons. Because that-¦s the time of game that i wanted to play.
I knew the game i wanted would be 3-4 years away, i just didn-¦t expect that instead of finishing implementing what was lacking, they would take another direction.
ZDub 303 wrote:
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.
If skill sink is needed, simply change the X3 for a x5 or x8 multiplyer and so on. It takes as much time as design wants, and we still can have every skill with a passive bonus instead of the stupid system of 1-3-5 unlocks things and give no bonus.
On the proposed system the Game would train your skils (Including matching Assault Suits and Assault Rifles, or "Caldari Cruiser to Railgun"), so the objective of taking the player by the hand is still accomplished without ANY loss of depth for the advanced players that coould still manage their prefere skills in the order that they wanted.
Locking things down the path it-¦s stupid, it goes against New Eden, and it-¦s a lazy work, if not an offense to a certain niche of players that understand completely that a NPE is important and offered SEVERAL options of implementation, but don-¦t want to be restricted because of them. |
Godin Thekiller
shadows of 514
2490
|
Posted - 2014.05.31 19:29:00 -
[664] - Quote
ZDub 303 wrote:
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.
Seeing as though they want you to go down a T II suit tree before getting a T II gun, it is like I just said.
Look, I get Z's reasoning behind it, and why you like it. But here's the thing: If at any point I'm forced to go down a tree just to get something that I want, and most of the tree has nothing to do with what I want, then Godin is not happy. My point is that if they took the time to actually explain the damn tree in the first place, then there would be no problem. Hell, simply having a class (because it's called the academy for a reason) teaching what all the trees do (ex. in the dropsuit command, you can unlock dropsuits *explains frame sizes*. Under the weaponry tree, you can unlock weapons *explains weapon sizes* etc.), then maybe people might get it?
click me
Blup Blub Bloop. Translation: Die -_-
|
Natu Nobilis
DUST BRASIL S.A Dark Taboo
518
|
Posted - 2014.05.31 20:00:00 -
[665] - Quote
Quick short term money is at younglings with a short attention span. EA knows how to make money out of them and CCP hired a lot of EA folks for this very purpose.
2-3 years of a good hit should be enought to balance the financial situation of the company, after this lets ser what happens.
|
ZDub 303
Escrow Removal and Acquisition
2998
|
Posted - 2014.05.31 23:07:00 -
[666] - Quote
Godin Thekiller wrote:ZDub 303 wrote:
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.
Seeing as though they want you to go down a T II suit tree before getting a T II gun, it is like I just said. Look, I get Z's reasoning behind it, and why you like it. But here's the thing: If at any point I'm forced to go down a tree just to get something that I want, and most of the tree has nothing to do with what I want, then Godin is not happy. My point is that if they took the time to actually explain the damn tree in the first place, then there would be no problem. Hell, simply having a class (because it's called the academy for a reason) teaching what all the trees do (ex. in the dropsuit command, you can unlock dropsuits *explains frame sizes*. Under the weaponry tree, you can unlock weapons *explains weapon sizes* etc.), then maybe people might get it?
All I was trying to say is that if the prereqs arent terrible then I could deal with. I could make most any skill tree work.
I personally would prefer a skill tree similar to Dust's myself. I think having a tree for dropsuits, weapons, vehicles, etc makes more sense to me but I'm not necessarily against Z's skill tree either.
To be quite honest saying "having to go into a tree to get x with useless items and skills makes me unhappy" just sounds a little childish. I go back to my mining barge example or even jump drive operation. I don't want Warp Drive Operation 5, Navigation 5, AND Science 5 to get into Jump Drive Operation... Science doesn't do ANYTHING with how I fly my ship... this is complete BS that the skill system is making me get all three of these abilities to 5... I should just be able to skill directly into Jump Drive Operation... EVE's skill tree is complete BS! See how silly that sounds?
You can't say that one tree has useless prereqs and the other has 'natural progression'. They are the same thing, you are just perceiving them differently. To be required to have a heavy suit before using an HMG... well I don't see why that is so bad...
Its true that there are other ways to approach this problem as well. Copying Dust's skill tree and removing useless skills while adding passives to everything and creating a system that guides new players could work. It could also be expensive to make that system and may also be glossed over by new players just like the current tutorial is. There are pros and cons to everything though and always multiple answers to any problem. I'm not against any of the current proposals given by the community though, I think a lot of them are pretty good. I just don't think that Z's skill tree is a bad idea either. |
The-Errorist
Sver true blood
727
|
Posted - 2014.06.01 01:49:00 -
[667] - Quote
ZDub 303 wrote:... I really don't know if there is a good Dust equivalent to a battle badger lol. How about an ak.0 with Carthum Assault Scrambler Pistol Core Flaylock Pistol Flux Grenade Clock Field 2 Complex Myofibril Stimulants Complex Light damage modifier 2 Complex Profile Dampeners Complex Kinetic Catalyzer and a Complex Armor Repairer
Himiko Kuronaga wrote: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. CCP Z said that you won't be able to buy skill boosters or items with lower skill requirements with AUR in Legion.
MAG + Dust cb vet, an alt of Velvet Overkill & Agent Overkill. Scanned scouts aren't dead scouts, they're +600HP scouts.
|
ZDub 303
Escrow Removal and Acquisition
3000
|
Posted - 2014.06.01 02:03:00 -
[668] - Quote
The-Errorist wrote:ZDub 303 wrote:... I really don't know if there is a good Dust equivalent to a battle badger lol. How about an ak.0 with....
I don't think that really works... cause the a.k0 is still a combat focused suit. A badger is an industrial ship that was not designed for combat... everything in Dust is designed for combat. |
Zatara Rought
General Tso's Alliance
3327
|
Posted - 2014.06.01 02:19:00 -
[669] - Quote
My swarms don't feel designed for combat. T_T;;
CEO of FA, Candidate for CPM1
Follow me on twitter Skype Zatara.Rought
|
The-Errorist
Sver true blood
727
|
Posted - 2014.06.01 02:29:00 -
[670] - Quote
Zatara Rought wrote:My swarms don't feel designed for combat. T_T;; Unfortunately, swarms are only useful on a Minmatar Commando that's using the prototype swarms.
MAG + Dust cb vet, an alt of Velvet Overkill & Agent Overkill. Scanned scouts aren't dead scouts, they're +600HP scouts.
|
|
Natu Nobilis
DUST BRASIL S.A Dark Taboo
524
|
Posted - 2014.06.02 12:22:00 -
[671] - Quote
ZDub 303 wrote: 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.
Just read this today.
I-¦m not saying it was the skill system that gave me the experience i described, but the skill system was part of the foundation of it.
When i lost my Raven to pirates in low-sec, it wasn-¦t the modules i cared about, it was my shinny recently bought ship that i saved money for a long time in order to do so. One click to jump, the locking sound and several shots later, and it was gone.
Gone
I had freinds that taught me "Neve fly what you can-¦t afford to lose", so i had my Drake as a back-up went went back to missioning with it until i had money to buy another.
Ships, matter.
I have billions of isk today, i can buy the ships i want, and even tough i rationalize "It-¦s just pixels", from my Carrier to my Frigate, i still get the adrenaline rush when i-¦m in combat, and i still get pissed, even if for a moment, when i lose 1b or 1m isk when i gamble it in a fight.
I use a frigate with T1 modules to get a rush, to test my habilites, to see how far i can go with it, to test it-¦s limits, even tough i can fly whatever the hell i want (and i do fly them also)
With the currently proposed "Progression" system, Suits are permanent, that-¦s a layer of excitment and challenge that is removed.
If i don-¦t connect to the impermanence of the core of my experience, what am i supposed to connect to? Mindless grinding of for scaps of "phat loot"? To get a purple module picture on my epic mount? To realize that my mortal coil has a finite time and that this time is valuable, so i better buy plexes to get said purple equip?
What to do with it? What for?
Show it around?
What is there to conquer when everyone has their stuff secured?
I know i may be a tiny % of a playstyle that i no way justifies economically the making of a game, that the majority of players will get confort in securing their achievments and never get them taken away by someone, that they-¦ll pay a lot of money to keep this sense of security, and at the end of the day that-¦s what makes a company run and do stuff.
I don-¦t htink Z model will be a failure on a financial aspect. I know a lot of people who get phisically ill when they lose stuff in EVE to the point that they disappear for a week mourning for a minning ship blown up, even tough they have 45billion on their wallet. That-¦s the majority of the players, and they-¦re willing to pay a lot of money for that.
It-¦s just... well. When there-¦s nothing to lose, there-¦s nothing to conquer, and when there-¦s nothing to conquer, it-¦s just a game that will get some attention and then... meh.
A sandobox gives replay value.
A game that i bought when it was released was X-Com (1993 not the recent one). It mixed managing funds and construction of your bases (plural, not that single crap of the recent one), the hiring of your staff (engineers, researchers and soldiers), the manufacture of your equipment (and selling it to Governments) and besides that you had the turn based combat in randomly generated scenarios.
I still play this game. I-¦ve finished it in so many ways, that i play games without loading just so i can get my high from it-¦s challenge. It gives you a set of tools, you play it around, and play it forever. And sometimes i still have nightmares from the sound of the walking on metal that the aliens do inside their ships (A sound that i heard in Dust btw).
So simple, and yet so.... awesome. No wonder it-¦s at the top list of "best game of all time" (even tough lists are stupid and you can make any list with any criteria tha tyou want)
With proper tools, and something to lose (or to be taken away), games will triumph. The way the game direction seems to be heading.... i don-¦t know about the challenges involved.
That-¦s what i mean when i talk about "New Eden" spirit. The experience you get from Sonic is not the same of the "Mario and Sonic at the Winter Games". Mega Man X is not the same experience as "Mega Men Legends".
Can games be made using good IP and not be a cheap ripoff? Of course! Super Smash Brawl is awesome, even tough it-¦s a bunch of known characters fighting against each other.
I see Valkyrie going this way and being good. We need a flying game like X-Wing vs Tie-Fighter or Wing Commander back, they were absolutely ******* awesome. I-¦ve been an orphan of this type of game for what, a decade now? No woder everyone is so excited, a game type brought coming back from exctincion AND with VR ! How can this go wrong?
Completely different from an FPS market that-¦s over saturated, more consolidated, with plenty of (fun) options. Battles without meaning i have Team Fortress 2. Don-¦t even care about progression because it-¦s meaningless, there-¦s nothing to conquer, nothing to take away from someone, just fun matches until i go do other stuff.
Progression is entwined with game Design, and game design is the soul of the game. You screw one up, it will impact the rest.
|
Luk Manag
of Terror TRE GAFFEL
538
|
Posted - 2014.06.02 12:29:00 -
[672] - Quote
Sorry if I was being unconstructive with criticisms related to PS3 quitter survey results. I'll try not to be too critical in the future.
Dust 514 has been something of an indulgence for me, combining the excitement of shooting others in the face (old headshot silent heartbeat was better) with obsessive SP grinding to fill out a classic RPG character sheet (Eve style preferred). I can't not cap out every week... I might even ask my little brother (skilowpaw) to cap out for me when I'm spending a week at a mountain resort (vacation)... I might want to brag a bit here because my little brother had no problems figuring out how to use the skill tree :D The only thing that would make the character sheet better is more skills and abilities, more fine tuning, more specialization, and more SP for all the things. I'm a long way from unlocking all of the suits, but I would rather be specializing as opposed to diversifying. Would it ruin the experience for new players and casuals if I spent a million SP to quick draw my sidearm 25% faster?
So, on the other hand, yeah, the SP cap is odd ("bonus SP" and hard 1000SP per match cap when bonus SP is exhausted). I would probably play half as many rounds on average if I didn't have a specific SP target to reach. I probably wouldn't solo grind SP either, and as a result I would burn less AUR. My main problem with the daily cap was that I usually need a few warm-up rounds to really get into the action, and it was a real buzz kill to start having good 2000+ WP rounds and only get 1000SP. I had experimented with using alts to warm up, but there were many occasions where I didn't have time to cap on a particular day, so that was frustrating. The weekly cycle is better, but sometimes it feels too small, and other times if feels too big. I would rather not have caps in the new progression system.
In the past I would play shorter and more intense fps matches (Halo/BF) and spend long hours late into the night with actual MMOs, with PvE grinding, player markets, and subscription fees. These are different kinds of games and experiences, and I appreciate that CCP is trying merge them into a single Sci-Fi MMO, and finally deliver on the original promise of Dust.
There will be bullets. ACR+SMG [CEO of Terror]
|
ZDub 303
Escrow Removal and Acquisition
3002
|
Posted - 2014.06.02 13:17:00 -
[673] - Quote
Natu Nobilis wrote:ZDub 303 wrote: 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.
Just read this today. I-¦m not saying it was the skill system that gave me the experience i described, but the skill system was part of the foundation of it. When i lost my Raven to pirates in low-sec, it wasn-¦t the modules i cared about, it was my shinny recently bought ship that i saved money for a long time in order to do so. One click to jump, the locking sound and several shots later, and it was gone. Gone.... Progression is entwined with game Design, and game design is the soul of the game. You screw one up, it will impact the rest.
While a good post on your first experiences in New Eden.. I don't see how the skill system does anything to relate to that. Do you mean you lost that Raven because you ****-fit it since you didn't understand the skill in Eve at the time? I'm failing to see how the structure of the skill system made that lost Raven more meaningful to you...
Now with BPO suit... you understand that if you put 500k isk worth of rare modules on your BPO suit and then you die... you are out 500k isk worth of modules right? Just because the suit itself is a BPO doesn't mean everything on your character is.
Also... Eve is a cool game, I'm really enjoying it myself, but it does NOT translate 1:1 into a first person shooter experience. The closest we can get is that we're all flying frigates pretty much. There is no translation of anything Cruiser+ in Eve (maybe marauder HAVs in chromosome were the closest to anything like a Cruiser imo) and I don't think there ever could/will be. In Eve its a lot easier to have very large ships with massive power differentials due to the 'navy simulator' kind of mechanics that dominate its combat. In an FPS its much more fast-paced low TTK style combat where you should expect anything you have to be relatively much more disposable than things are in Eve. We could possibly expand on the vehicle selection to get more analogues of the BC+ style ships in EVE, although I believe they would be generally very rare, much more than you would see those types of ships in EVE.
I also haven't seen any posts wanting vehicle BPOs in game. I know I certainly don't want to see BPO vehicles myself. |
Natu Nobilis
DUST BRASIL S.A Dark Taboo
526
|
Posted - 2014.06.02 14:51:00 -
[674] - Quote
ZDub 303 wrote:
While a good post on your first experiences in New Eden.. I don't see how the skill system does anything to relate to that. Do you mean you lost that Raven because you ****-fit it since you didn't understand the skill in Eve at the time? I'm failing to see how the structure of the skill system made that lost Raven more meaningful to you...
Now with BPO suit... you understand that if you put 500k isk worth of rare modules on your BPO suit and then you die... you are out 500k isk worth of modules right? Just because the suit itself is a BPO doesn't mean everything on your character is.
Also... Eve is a cool game, I'm really enjoying it myself, but it does NOT translate 1:1 into a first person shooter experience. The closest we can get is that we're all flying frigates pretty much. There is no translation of anything Cruiser+ in Eve (maybe marauder HAVs in chromosome were the closest to anything like a Cruiser imo) and I don't think there ever could/will be. In Eve its a lot easier to have very large ships with massive power differentials due to the 'navy simulator' kind of mechanics that dominate its combat. In an FPS its much more fast-paced low TTK style combat where you should expect anything you have to be relatively much more disposable than things are in Eve. We could possibly expand on the vehicle selection to get more analogues of the BC+ style ships in EVE, although I believe they would be generally very rare, much more than you would see those types of ships in EVE.
I also haven't seen any posts wanting vehicle BPOs in game. I know I certainly don't want to see BPO vehicles myself.
The Skill tree system in EVE is not an obstacle to the aquisition of different ships.
The skil progression system in Legion is specifically entwined with the aquisition of equipment and suits. Besides that, the suits are also infinite.
I can-¦t talk about the progression, the gameplay, and the game design, without talking about the skill progression system in Legion, that-¦s the main point. The foundation of the game is the progression system!
It-¦s not the progression that defines the gameplay, it-¦s the game design. But when the game design is attached to the progression, then the progression becomes an issue.
I din-¦t ****** up my fitting, i had a perfectly good missioning Raven that happened to go to low-sec and got blown up. The impact was that the SHIP that i trained for during months, that i spent a couple of weeks missioning to buy, was blown up and not replaced without more weeks of missioning to buy another one.
If a suit is permanent, what-¦s the attachment to it? Zero. Specially if a Suit is so powerful, that a "Prototype Caldari Assault equiped with a Stick of Truth +1" can beat a "Just started Caldari Suit with a +50 Purple Staff of Anal Probing that i bought on the market with real money after someone sold it after spending 2 weeks gringing to have a % chance of dropping it" (Don-¦t know if that-¦s the case, but seems like a good business model unlike EVE where a good ship with poorly fitted equipment DIES to low-tech ships with good player and proper modules).
A Lvl 80 player killing 200 Lvl 1 with a single hand and the stater sword is WoW, not "New Eden".
Progression ends up defining the overall experience because it-¦s related to how your time is translated in power, and the power is measured in Suits (tied to roles, tied to progression) and equipment (tied to salvaging, hopefully tied to manufacturing from said salvage).
We can-¦t talk about Legion and it-¦s overall gameplay experience without talking about progression in it-¦s current apparent form.
|
byte modal
103
|
Posted - 2014.06.02 14:55:00 -
[675] - Quote
Natu Nobilis wrote: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
eh... lol. OK, this morning is off to a strange start. Skimming through here to see what I missed over the weekend and you got my attention. Totally misread you and thought you said "killing prostitutes..."
carry on. carry on...
Irony: Post #35
|
Natu Nobilis
DUST BRASIL S.A Dark Taboo
527
|
Posted - 2014.06.02 15:14:00 -
[676] - Quote
ZDub 303 wrote: Also... Eve is a cool game, I'm really enjoying it myself, but it does NOT translate 1:1 into a first person shooter experience. The closest we can get is that we're all flying frigates pretty much. There is no translation of anything Cruiser+ in Eve (maybe marauder HAVs in chromosome were the closest to anything like a Cruiser imo) and I don't think there ever could/will be. In Eve its a lot easier to have very large ships with massive power differentials due to the 'navy simulator' kind of mechanics that dominate its combat. In an FPS its much more fast-paced low TTK style combat where you should expect anything you have to be relatively much more disposable than things are in Eve. We could possibly expand on the vehicle selection to get more analogues of the BC+ style ships in EVE, although I believe they would be generally very rare, much more than you would see those types of ships in EVE.
I also haven't seen any posts wanting vehicle BPOs in game. I know I certainly don't want to see BPO vehicles myself.
Part 2
Vehicles? All we had was Murder Taxis (lots of fun) , Tanks and dropships. Not even all racial variants of the incomplete trees (Light - Medium - Heavy vehicles).
I expected to use the MCC as a mobile transportation system with built in command center / clone bays / and a "Battlecruiser Operational" feeling to advance at the districts and go capturing Command Nodes with the soldiers dropping from it like crazy, until someone intervened with Jets, another MCC, or player build Null Cannons protecting the area (that would make a ground invsion necessary prior to aerial deployment)
The absurdity of the SP required would be comparable to a Titan!
Perhaps our conflict of visions is that i see Dust/Legion more as a RTS with FPS than an FPS per se.
Shooting people in itself is meaningless. Salvaging equip to shoot people adds a degree of complexity. Salvaging stuff to use said stuff to build equipments adds another degree of complexity.
Salvaging stuff to use said stuff to build equipments, that are sold on a market that is player driven, with difference of places to aquire said materials, making possible to fight for districts due to it-¦s specific natural resources and to secure it-¦s logistics of transportation, making it possible to deny certain items on the market due to speculation, attack of convoys and buying out, making the players decide if they want to build an industrial district heavyly defended to supply their group, to import equipment from other group, or to simply steal equipment from other people, making it so conneced that a battle in region A may decide the price of weapon on region C, changing the Doctrine of a group due to economic reasoning, and influencing the war of conquest on region D, all this due to player built tools, that-¦s the Dust/Legion that i-¦m hoping for.
It has shooting people in the face, but it-¦s one of the many many game modes that a FPS can offer. You want ground action? o for it. Want to be an economic tycoon? ave fun. Want to be an architect of designing and maintaining bases (and the cost attached to it?) Here! Want to be a tactical commander, guiding your troops eithr on the ground, or at the confort of your MCC control room? You got it!
|
ZDub 303
Escrow Removal and Acquisition
3004
|
Posted - 2014.06.02 15:15:00 -
[677] - Quote
Natu Nobilis wrote:The Skill tree system in EVE is not an obstacle to the aquisition of different ships.
The skil progression system in Legion is specifically entwined with the aquisition of equipment and suits. Besides that, the suits are also infinite.
I can-¦t talk about the progression, the gameplay, and the game design, without talking about the skill progression system in Legion, that-¦s the main point. The foundation of the game is the progression system!
It-¦s not the progression that defines the gameplay, it-¦s the game design. But when the game design is attached to the progression, then the progression becomes an issue.
I din-¦t ****** up my fitting, i had a perfectly good missioning Raven that happened to go to low-sec and got blown up. The impact was that the SHIP that i trained for during months, that i spent a couple of weeks missioning to buy, was blown up and not replaced without more weeks of missioning to buy another one.
If a suit is permanent, what-¦s the attachment to it? Zero. Specially if a Suit is so powerful, that a "Prototype Caldari Assault equiped with a Stick of Truth +1" can beat a "Just started Caldari Suit with a +50 Purple Staff of Anal Probing that i bought on the market with real money after someone sold it after spending 2 weeks gringing to have a % chance of dropping it" (Don-¦t know if that-¦s the case, but seems like a good business model unlike EVE where a good ship with poorly fitted equipment DIES to low-tech ships with good player and proper modules).
A Lvl 80 player killing 200 Lvl 1 with a single hand and the stater sword is WoW, not "New Eden".
Progression ends up defining the overall experience because it-¦s related to how your time is translated in power, and the power is measured in Suits (tied to roles, tied to progression) and equipment (tied to salvaging, hopefully tied to manufacturing from said salvage).
We can-¦t talk about Legion and it-¦s overall gameplay experience without talking about progression in it-¦s current apparent form.
The hull focused nature of Eve works in Eve, given the slow paced nature of that game but it doesn't translate well to Dust. Your dropsuit having meaning... I think just having access to a dropsuit will give it plenty of meaning to players. Its access to the playstyle that will matter. Do you really think if a dropsuit were to cost 10k ISK instead of 0 ISK it would really have any more meaning? Hell... dropsuits in Dust generally don't hold any meaning to me as it is... its just a counter for the number of lives I have before I have to restock. Because a proto amarr logi suit is X ISK doesnt mean I treasure and value every individual suit like I do in Eve. That will never happen, period. Its the nature of the game. Dust/Legion is not and will never be Eve, they are just fundamentally different games.
For me, and most players I suspect, its not the price of a dropsuit that gives it meaning, its being to use it at all. Gallente logi has no meaning to me, because I can't use it. Having 10 Gal logi suits in my inventory is completely irrelevant to me. If I had a Leviathan in my Hanger in Eve that would mean something to me, even though I can't fly one.
To try and force some ideal of permanence to Legion because of some misconception of 'meaningful' equipment isn't going to work. If you make dropsuits so expensive that they are truly meaningful just having a single one of them, then you've precluded the use of that suit completely. How many people do you really think would be rolling around in a 10 million isk dropsuit in Dust? I suspect that number would be in the single digits. Its a bad design philosophy for a first person shooter.
Now... expensive and high end vehicles? That's another story and I think all of your points could make a lot of sense for the vehicle side of Legion. With which I 100% agree that BPO vehicles are a terrible idea. |
Natu Nobilis
DUST BRASIL S.A Dark Taboo
527
|
Posted - 2014.06.02 15:21:00 -
[678] - Quote
byte modal wrote:Natu Nobilis wrote: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 eh... lol. OK, this morning is off to a strange start. Skimming through here to see what I missed over the weekend and you got my attention. Totally misread you and thought you said "killing prostitutes..." carry on. carry on...
GTA is the other way =p |
Natu Nobilis
DUST BRASIL S.A Dark Taboo
528
|
Posted - 2014.06.02 16:11:00 -
[679] - Quote
Having a cost makes people plan how much they-¦ll buy. Having a market /manufacturing, makes people plan how much they-¦ll buy, how they-¦-¦ll get it, who-¦s gonna supply how they-¦ll transport, how they-¦re going to secure the transport and the storage of said items.
"Major Heist at NLO-3Z IV - "Okinawa" District"
Today Capsuleer forces were surprised with a bold move that cleared the stocks of planetary equipment worth 15 Billion ISK at the staging point system "NLO-3Z", the Headquarters of [+ülliance Name] ground forces. Invading elements managed to bypass all stellar and planetary defense systems, and descend into the planet-¦s orbit with an unknown ammount of MCC-¦s in an masterfully planned operation that took 2 hours, 500 mercenary lives, and the pride of said Alliance."
It-¦s not only about the "ISK cost", otherwise there would be Titans in every corner.
It-¦about the ISK cost + Logistics + Manufactuing + Securing the Location + Time + Material Costs = Titan (2 Months + Several Billion)
This point is important to follow the reasoning.
You can sell batches of 1000 suits for 1m (making it virtually "unlimited"), i don-¦t care, but it has to have COST be it in time - money - items - work, because there-¦s a holistic system going on with different players doing different things.
Same thing for Vehicles, in a larger scale.
The meaning it-¦s not only on the equipment itself, the meaning comes from the logistical chain, the time, and the effort invested to get something.
|
ZDub 303
Escrow Removal and Acquisition
3004
|
Posted - 2014.06.02 16:27:00 -
[680] - Quote
Natu Nobilis wrote:Having a cost makes people plan how much they-¦ll buy. Having a market /manufacturing, makes people plan how much they-¦ll buy, how they-¦-¦ll get it, who-¦s gonna supply how they-¦ll transport, how they-¦re going to secure the transport and the storage of said items. "Major Heist at NLO-3Z IV - "Okinawa" District" Today Capsuleer forces were surprised with a bold move that cleared the stocks of planetary equipment worth 15 Billion ISK at the staging point system "NLO-3Z", the Headquarters of [+ülliance Name] ground forces. Invading elements managed to bypass all stellar and planetary defense systems, and descend into the planet-¦s orbit with an unknown ammount of MCC-¦s in an masterfully planned operation that took 2 hours, 500 mercenary lives, and the pride of said Alliance." It-¦s not only about the "ISK cost", otherwise there would be Titans in every corner. It-¦about the ISK cost + Logistics + Manufactuing + Securing the Location + Time + Material Costs = Titan (2 Months + Several Billion) This point is important to follow the reasoning. You can sell batches of 1000 suits for 1m (making it virtually "unlimited"), i don-¦t care, but it has to have COST be it in time - money - items - work, because there-¦s a holistic system going on with different players doing different things. Same thing for Vehicles, in a larger scale. The meaning it-¦s not only on the equipment itself, the meaning comes from the logistical chain, the time, and the effort invested to get something.
If a dropsuit costs 250k isk in modules + 0 isk in suit or it costs 240k in modules + 10k in suit.... whats the difference?
Your example newscast would be exactly the same either way. |
|
Alaika Arbosa
Matari Combat Research and Manufacture Inc.
2012
|
Posted - 2014.06.02 16:48:00 -
[681] - Quote
Natu Nobilis wrote:Having a cost makes people plan how much they-¦ll buy. Having a market /manufacturing, makes people plan how much they-¦ll buy, how they-¦-¦ll get it, who-¦s gonna supply how they-¦ll transport, how they-¦re going to secure the transport and the storage of said items. "Major Heist at NLO-3Z IV - "Okinawa" District" Today Capsuleer forces were surprised with a bold move that cleared the stocks of planetary equipment worth 15 Billion ISK at the staging point system "NLO-3Z", the Headquarters of [+ülliance Name] ground forces. Invading elements managed to bypass all stellar and planetary defense systems, and descend into the planet-¦s orbit with an unknown ammount of MCC-¦s in an masterfully planned operation that took 2 hours, 500 mercenary lives, and the pride of said Alliance." It-¦s not only about the "ISK cost", otherwise there would be Titans in every corner. It-¦about the ISK cost + Logistics + Manufactuing + Securing the Location + Time + Material Costs = Titan (2 Months + Several Billion) This point is important to follow the reasoning. You can sell batches of 1000 suits for 1m (making it virtually "unlimited"), i don-¦t care, but it has to have COST be it in time - money - items - work, because there-¦s a holistic system going on with different players doing different things. Same thing for Vehicles, in a larger scale. The meaning it-¦s not only on the equipment itself, the meaning comes from the logistical chain, the time, and the effort invested to get something. TL;DR:
If you're going to give us BPO anything, give us BPO everything. If you're going to give us BPOs in any case, make sure they have a Bill of Materials and aren't just "yay here's free stuffz!!!!"
Minmatar Weapons Specialist
Explosives Connoisseur
Logi for Hire
|
Natu Nobilis
DUST BRASIL S.A Dark Taboo
528
|
Posted - 2014.06.02 16:57:00 -
[682] - Quote
ZDub 303 wrote:
If a dropsuit costs 250k isk in modules + 0 isk in suit or it costs 240k in modules + 10k in suit.... whats the difference?
Your example newscast would be exactly the same either way.
If you-¦re asking what-¦s the difference, you haven-¦t read that it-¦s not about ISK cost alone but the logistical chain behind it, the EFFORT of doing it.
If a person didn-¦t stockpiled enough Suit (cheap or not) and a battle happens over a district, and there-¦s no suits available neither on the district/planetary/station market hub, they should fight with militia suits and militia equip because they were stupid enought not to plan ahead.
|
ZDub 303
Escrow Removal and Acquisition
3005
|
Posted - 2014.06.02 17:06:00 -
[683] - Quote
Natu Nobilis wrote:ZDub 303 wrote:
If a dropsuit costs 250k isk in modules + 0 isk in suit or it costs 240k in modules + 10k in suit.... whats the difference?
Your example newscast would be exactly the same either way.
If you-¦re asking what-¦s the difference, you haven-¦t read that it-¦s not about ISK cost alone but the logistical chain behind it, the EFFORT of doing it. If a person didn-¦t stockpiled enough Suit (cheap or not) and a battle happens over a district, and there-¦s no suits available neither on the district/planetary/station market hub, they should fight with militia suits and militia equip because they were stupid enought not to plan ahead.
Sounds like a lot of unnecessary effort tbh, both on the development and player side... for no good reason but to exist in itself.
If you don't bring enough modules you'll be playing in suits with no mods... which are gonna be just as, if not less, effective than a militia suit with militia equipment.
In terms of manufacturing and logistics... you can do all of that with modules alone. If you price suits cheap enough then everyone just brings 10000 of every suit to a match... having suits cost isk doesn't add any additional depth to the gameplay. If you notice with these industry changes, even EVE is trying to reduce some of the bloat from unnecessarily complex things that don't actually add any depth to game play.
I don't disagree with the null sec logistics side of things at all, I just don't see how having non-BPO dropsuits make it any better. You still have all of the same gameplay elements, just less bloat. |
Natu Nobilis
DUST BRASIL S.A Dark Taboo
530
|
Posted - 2014.06.02 19:39:00 -
[684] - Quote
If we want an effortless game, forget the economy, manufacturing, logistics and market. All suits are unlimited, equip drop after we kill bosses,/salvage, we trade items between players and if i want to sell something i use an auction house.
That would be an unique MMORPGFPS on the market.
If you consider Industry a bloat, then we-¦re talking from very different perspectives.
All i can see so far is a simplified skiltree that will be very easy for both players and Drinking Birds, a grinding system that is very similar to any hack/slash game out there, an auction house and a player trade window that will be called "market", in a fast paced action fps.
NPE had several suggestions to be both player acessible and veteran fluid. The suit thing is attached to the skillsystem No idea what the Industry will (or won-¦t) do Market looks like player trade window and Acution house No hint on mechanics of PC, but it-¦s connected to the Industry (or lack of)
Want to try something new? Sure. Different from the current system being completely broken.
Really need to see more, but so far... Progression links to everything, that-¦s why this topic is (was) so populated.
Again, CCP is the company, i-¦m a mere player, all i can do is talk about the game i-¦ve been expecting since 2009
|
ZDub 303
Escrow Removal and Acquisition
3006
|
Posted - 2014.06.02 19:59:00 -
[685] - Quote
Natu Nobilis wrote:If you consider Industry a bloat, then we-¦re talking from very different perspectives.
Industry in Eve, and by extension much of the economy itself, is not a bloat altogether as a feature. But it has a lot of bloat in it.
Things like 'Get Jobs' in the UI. That serves no purpose, do you believe that its really important that its there? I don't mean the feature is inconsequential by any means, but its not all that streamlines either. Hence the substantial changes they are making to the game.
I truly believe that these things are similar to isk for suits in Legion. It doesn't really matter that you have to pay isk for a suit, its just an additional step and it doesn't matter. It solves several issues on its own though, such as porting Dust Dropsuit BPOs, trying to tie suits into the salvage economy, rookie fits (in general) to name a few.
I see nothing about consumable dropsuits that adds to the game play of Legion.
As far as the rest of your post... I agree. Need to see more before making any judgement on other aspects of the game. They've really shown us very little in terms of game play elements, its all just UI and graphics that we've so far. |
byte modal
103
|
Posted - 2014.06.02 21:23:00 -
[686] - Quote
Natu Nobilis wrote:If we want an effortless game, forget the economy, manufacturing, logistics and market. All suits are unlimited, equip drop after we kill bosses,/salvage, we trade items between players and if i want to sell something i use an auction house. That would be an unique MMORPGFPS on the market. If you consider Industry a bloat, then we-¦re talking from very different perspectives. All i can see so far is a simplified skiltree that will be very easy for both players and Drinking Birds, a grinding system that is very similar to any hack/slash game out there, an auction house and a player trade window that will be called "market", in a fast paced action fps. NPE had several suggestions to be both player acessible and veteran fluid. The suit thing is attached to the skillsystem No idea what the Industry will (or won-¦t) do Market looks like player trade window and Acution house No hint on mechanics of PC, but it-¦s connected to the Industry (or lack of) Want to try something new? Sure. Different from the current system being completely broken. Really need to see more, but so far... Progression links to everything, that-¦s why this topic is (was) so populated. Again, CCP is the company, i-¦m a mere player, all i can do is talk about the game i-¦ve been expecting since 2009
That's it. Naming my first born Natu.
Irony: Post #35
|
Malkai Inos
Any Given Day
1354
|
Posted - 2014.06.02 22:47:00 -
[687] - Quote
ZDub 303 wrote:[...]I see nothing about consumable dropsuits that adds to the game play of Legion.[...] "I see nothing about consumable weapons that adds to the game play of Legion."
Your reasoning isn't wrong in that it does follow when viewed in isolation but you can rephrase it to include every other item with little or no modification as long as you overlook the fact that it's logical conclusion necessarily begs the question where to stop and why.
You can take a benign object, -you can take a cheeseburger and deconstruct it to its source...
|
Godin Thekiller
shadows of 514
2509
|
Posted - 2014.06.02 22:56:00 -
[688] - Quote
Malkai Inos wrote:ZDub 303 wrote:[...]I see nothing about consumable dropsuits that adds to the game play of Legion.[...] "I see nothing about consumable weapons that adds to the game play of Legion." Your reasoning isn't wrong in that it does follow when viewed in isolation but you can rephrase it to include every other item with little or no modification as long as you overlook the fact that it's logical conclusion necessarily begs the question where to stop and why.
this grammatical phenomenon is called a fallacy
click me
Blup Blub Bloop. Translation: Die -_-
|
ZDub 303
Escrow Removal and Acquisition
3006
|
Posted - 2014.06.02 23:29:00 -
[689] - Quote
Malkai Inos wrote:ZDub 303 wrote:[...]I see nothing about consumable dropsuits that adds to the game play of Legion.[...] "I see nothing about consumable weapons that adds to the game play of Legion." Your reasoning isn't wrong in that it does follow when viewed in isolation but you can rephrase it to include every other item with little or no modification as long as you overlook the fact that it's logical conclusion necessarily begs the question where to stop and why.
There is a difference between suits and the equipment that goes on each suit. Looting weapons and modules is a thing in Eve and will be a thing in Legion as far as we know atm. Looting hulls in Eve (except repackaged ones being moved by indys and maybe carriers I guess) doesn't really happen. However, given the S/M/L/Captial classifications on ships, having hull costs makes a lot of sense from a design standpoint. In Legion its essentially like flying around in only tech I frigates. The normalization of hull strength between all tech I frigates would mean very little in that context, and removing the hulls themselves wouldn't really affect much.
In Legion, there will be several classifications of weaponry (STD/ADV/PRO in Dust atm which will turn into whatever it gets renamed to in Legion), that weaponry will have a CPU/PG fitting cost and that will partially determine your characters strength on the field. The sum of the modules will be your suits power, much less than the tiercided dropsuit selection. Also, almost everything (except for Light weapons atm, which may even be optional in Legion) are not required to spawn. A suit is ALWAYS required to spawn and to house modules. You will pay an ISK cost for a more powerful weapon. In legion, with tiercide, you will not be able to pay an increased cost for a more powerful dropsuit.
There are distinct fundamental differences between Dropsuits and the modules that you place into dropsuits, you cannot equate the two from a design standpoint.
At some point there will have to be a 'free' suit option at some point in the game, where there will never have to be a free weapon option in the game (if a suit requires a LW like it does in Dust then that free suit would have to come with a free weapon but that weapon would never have to be free on any other suit). |
ZDub 303
Escrow Removal and Acquisition
3007
|
Posted - 2014.06.03 02:03:00 -
[690] - Quote
To add on to the above though, if the game begins to move away from tiercided dropsuits and direct upgraded variants to any of the dropsuit, I believe those should come with an isk cost. It would also be okay to add direct upgrade variants as they are implementing metascore matchmaking.
For an easy example:
If they introduce a Caldari Assault Dropsuit II - which is pretty much just a direct upgrade to the Caldari Assault Dropsuit, that upgrade SHOULD definitely come with an isk. Possibly through something like the invention system where you could salvage data cores and create tech II BPCs based on the number of data cores you have. So you have a CAD I BPO and then you could take CAD + 15 Caldari Data Cores (or more specifically Caldari Medium Data Cores or even Caldari Assault Data Cores) = 15 Caldari Assault Dropsuit II BPCs. It remains simplified while adding another layer to the game play. The isk cost to those suits comes directly from the price of the data cores themselves. It maintains a 'no npc' market as well as a plus side.
Something like this could also be done directly to the racial variants if necessary based on their power differential. Something like Basic Assault Dropsuit + Caldari Data Core = Caldari Assault Dropsuit. I get the impression though that they intend for relatively equal power for all existing dropsuit assets. So a system like that might be better saved for an expansion release. |
|
|
|
|
Pages: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 :: one page |
First page | Previous page | Next page | Last page |