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Thread Statistics | Show CCP posts - 28 post(s) |
Brush Master
HavoK Core RISE of LEGION
1227
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Posted - 2014.05.14 14:22:00 -
[91] - Quote
Will there be some sort of suit/weapons testing grounds / virtual training? One of the big reasons that people skill into something, just to find they hate it is because they want to try it before they buy it. If you could test a possible build without having to vest into it, would make skilling into something you don't like a lot less likely.
Dust Veteran. June 2012 - ?
twitter.com/dustreports
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Natu Nobilis
DUST BRASIL S.A Caps and Mercs
478
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Posted - 2014.05.14 14:23:00 -
[92] - Quote
Luk Manag wrote: That can't be right. If they were going to do this, they would absolutely need a weighted performance attribute. If you have a lot of nice gear, but have low K/D - WP/D - and poor ISK efficiency, you should be ranked lower, and not dropped into a battle where your solo-no-coms-using 0/10 tard tactics cannot harm the experience for the other players.
Something liek this LOL Matchmaker |
RailTank QQ
SAM-MIK General Tso's Alliance
29
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Posted - 2014.05.14 14:44:00 -
[93] - Quote
All of this sounds actually very PlanetSide 2 like.
EVER piece of equipment is locked to a 'suit' (role) in that game, and the little variation there is comes from suits accidentally sharing a 'module' to customize.
Also, it becomes a super duper grindfest, with little cross variation and adaptibility.
Is this really how your internal metrics have shown to be a better option than improving NPE and tiericiding suits?
Or have I missed the point after staring at the progression threads and videos for hours?
Soldner's in exile after calling for a riot and getting BANANA'ed.
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ZDub 303
TeamPlayers Dirt Nap Squad.
2884
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Posted - 2014.05.14 14:52:00 -
[94] - Quote
It seems that people have the wrong impression of exactly what is going to happen with the new role system.
So if the only to unlock Assault Rail Rifles is to first skill into the Assault Role, that does not mean that you can only use Assault Rail Rifles with the Assault Dropsuits.
I can put a ton of SP in logistics, unlock my Amarr logi near the end of the tree and then stop there, start putting SP into the Assault Role and unlock Assault Rail Rifles. I can now take that Assault Rail Rifle and put it on my Amarr Logi suits. CCP Z has already confirmed that this is how he intends for the system to work.
We will still be able to make the exact same types of fit we are making today, its just a different progression path through the skill tree to get those same modules. |
Spectral Clone
Dust2Dust. Top Men.
2671
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Posted - 2014.05.14 15:09:00 -
[95] - Quote
ZDub 303 wrote:It seems that people have the wrong impression of exactly what is going to happen with the new role system.
So if the only way to unlock Assault Rail Rifles is to first skill into the Assault Role, that does not mean that you can only use Assault Rail Rifles with the Assault Dropsuits.
I can put a ton of SP in logistics, unlock my Amarr logi near the end of the tree and then stop there, start putting SP into the Assault Role and unlock Assault Rail Rifles. I can now take that Assault Rail Rifle and put it on my Amarr Logi suits. CCP Z has already confirmed that this is how he intends for the system to work.
We will still be able to make the exact same types of fit we are making today, its just a different progression path through the skill tree to get those same modules.
This makes sense, as long as you can turn it off and do free-hand skilling.
This message was brought to you by the PC master race.
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Kevall Longstride
DUST University Ivy League
1296
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Posted - 2014.05.14 15:10:00 -
[96] - Quote
ZDub 303 wrote:It seems that people have the wrong impression of exactly what is going to happen with the new role system.
So if the only way to unlock Assault Rail Rifles is to first skill into the Assault Role, that does not mean that you can only use Assault Rail Rifles with the Assault Dropsuits.
I can put a ton of SP in logistics, unlock my Amarr logi near the end of the tree and then stop there, start putting SP into the Assault Role and unlock Assault Rail Rifles. I can now take that Assault Rail Rifle and put it on my Amarr Logi suits. CCP Z has already confirmed that this is how he intends for the system to work.
We will still be able to make the exact same types of fit we are making today, its just a different progression path through the skill tree to get those same modules.
^ this.
Progression isn't changing, it'll just be done differently.
CPM1 Candidate
CEO of DUST University
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RailTank QQ
SAM-MIK General Tso's Alliance
29
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Posted - 2014.05.14 15:11:00 -
[97] - Quote
Spectral Clone wrote:ZDub 303 wrote:It seems that people have the wrong impression of exactly what is going to happen with the new role system.
So if the only way to unlock Assault Rail Rifles is to first skill into the Assault Role, that does not mean that you can only use Assault Rail Rifles with the Assault Dropsuits.
I can put a ton of SP in logistics, unlock my Amarr logi near the end of the tree and then stop there, start putting SP into the Assault Role and unlock Assault Rail Rifles. I can now take that Assault Rail Rifle and put it on my Amarr Logi suits. CCP Z has already confirmed that this is how he intends for the system to work.
We will still be able to make the exact same types of fit we are making today, its just a different progression path through the skill tree to get those same modules. This makes sense, as long as you can turn it off and do free-hand skilling.
So you're saying the skill sheet system is still an option like we have now?
Then I redact my pseudo accusatory post.
Don't mention popcorn or lackthereof while watching CPM0 go supernova, forum overlords don't like it.
SoldnerVonkuechle
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Maken Tosch
DUST University Ivy League
8550
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Posted - 2014.05.14 15:16:00 -
[98] - Quote
Melchiah ARANeAE wrote:CCP Z wrote:Respec will have a gradually increasing cost, so your choices matter What kind of cost are we talking about? ISK would allow the mega rich nullsec alliances to constantly give their best players respecs to keep ontop of the FOTM, which will negatively impact NPE and seriously hinder smaller, poorer alliances. AUR respecs would give dust a very strong P2W label, which, I'm sure you know, will make a lot of people stay away from legion. A percentage of total SP could work if you intend to make it a tool for new players to use to try out different roles and find out what they're comfortable with, but I doubt any hardcore players would want to lose months worth of SP for a respec. The problem is what do you want respecs to be used for? What target audience do you see using respecs?
On Twitter: @HilmarVeigar #greenlightlegion #dust514 players are waiting.
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ZDub 303
TeamPlayers Dirt Nap Squad.
2885
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Posted - 2014.05.14 15:20:00 -
[99] - Quote
Spectral Clone wrote:ZDub 303 wrote:It seems that people have the wrong impression of exactly what is going to happen with the new role system.
So if the only way to unlock Assault Rail Rifles is to first skill into the Assault Role, that does not mean that you can only use Assault Rail Rifles with the Assault Dropsuits.
I can put a ton of SP in logistics, unlock my Amarr logi near the end of the tree and then stop there, start putting SP into the Assault Role and unlock Assault Rail Rifles. I can now take that Assault Rail Rifle and put it on my Amarr Logi suits. CCP Z has already confirmed that this is how he intends for the system to work.
We will still be able to make the exact same types of fit we are making today, its just a different progression path through the skill tree to get those same modules. This makes sense, as long as you can turn it off and do free-hand skilling.
He's also kind of confirmed he wishes for those prerequisite skills to be a form of SP sink. I don't think he intends to allow you to skill into any part of the skill tree. You can think of it like a simplified version of secondary and tertiary skill requirements.
In EVE it would look like this:
Assault Rail Rifle - Requirements: Basic Assault Dropsuit Command I Assault Rail Rifle I
But in Legion it looks like:
Assault Role -> Basic Assault Dropsuits -> Assault Rail Rifle
Its bringing back secondary skill requirements without explicitly telling you they are secondary skill requirements.
The second idea he presented was to give you wildcards throughout your progression such that you can skip these prerequisites. However, I personally feel that wildcards just make the system more convoluted than it needs to be and the idea should just be scrapped entirely. If you want assault weapon variants you skill into the assault role, no exceptions. This gives you the benefit of having an assault suit, so you try that out a little and decide... oh man I wanna spec into this too!
Its meant to draw you in by forcing you to try new things as a stepping stone to what you actually want, presenting an opportunity for you to want more of that as well. Its a clever system, I don't think we're giving CCP Z enough credit for what he's building here.
Yeah sure I don't want to waste SP on prereqs either and skill into exactly the items that I want, but that's not always the most engaging system either. I really want to see a prototype of this once he's got it developed to a point where he feels comfortable sharing it.
edit: Also, CCP Z - you've opened a can of worms with your statement on respecs. You need to create a second thread dedicated purely to that asap or this whole forum is going to get out of control with 1000 threads on the topic. |
Spectral Clone
Dust2Dust. Top Men.
2673
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Posted - 2014.05.14 15:29:00 -
[100] - Quote
No enforcement of roles, ever.
This message was brought to you by the PC master race.
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Kevall Longstride
DUST University Ivy League
1296
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Posted - 2014.05.14 15:44:00 -
[101] - Quote
I will say I'm not a fan of the wildcard till I know more about it.
CPM1 Candidate
CEO of DUST University
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Gyn Wallace
OSG Planetary Operations Covert Intervention
112
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Posted - 2014.05.14 15:45:00 -
[102] - Quote
tl;dr: Only the new player, high security experience needs simplicity.
I don't have a question for CCP Z, as much as a statement of my own preference, which bears upon his choices for designing Legion's character progression.
Massive character inequality isn't a problem. Whether in terms of wealth or abilities or combat effectiveness. Some people will try to tell you, CCP Z that these inequalities are a huge problem. They generally aren't. They become a problem only if they are achieved through paying money (pay-to-win) instead of by playing an excellent game really well. Pay very close attention to the dynamic of the Eve Online sandbox, where the most active players are really your partners in creating emergent game play for the rest of your customers; where those creators of emergent game play aren't your monetization targets. Pay attention to the way some customers who hate grinding for isk subsidize the play (through the plex system) of those who perform services for other players for isk.
That could be poorly described as one group of players functioning as the "slaves" of another group of players. In reality its CCP designing Eve Online so well, that a significantly diverse group of players can all enjoy it. Someone who wants to pay for his own account (and my account through the plex market), gets to play PvP to his heart's content, without worrying about grinding isk, because he just pays more to CCP. I get to play without paying real money to CCP, by playing in the industry and market CCP created, in a way that serves that other player.
How can this principle be implemented in Legion? Recognize that your monetization targets are the people who want convenience, not the people who want and pursue the most wealth, combat effectiveness, or organizational dominance. Avoiding pay to win is only one side of that coin. The other side is, giving Legion players skills that can serve other players, through the in game market.
If you build a Legion salvage system without any of the mildly inconvenient* steps we see in the Eve Online industrial economy, if its too simple, you will not be taking advantage of the diversity of players Legion could attract, and the ways that interaction can spur income for CCP.
--- *If you give salvage and all equipment (not just armor plates) weight or volume that slows players down, there's a reason to prefer an LAV with more torque instead of a more offensive/defensive ability. Bingo, you've just introduced the "hauling" trade to Legion. ---
You do need simplicity in the progression system, but ONLY for new players in high security space. You also need complexity, depth, hardship, and massive inequality if you want Legion to have longevity and appeal to a large and diverse set of players.
Also, people will warn you to be cautious building connections to Eve Online's economy. Don't be too cautious; be bold, but share the economic links you're contemplating with the community on a test server or in the forums, and you'll get excellent projections of their impact. If you share your bad ideas with us, we will let you know before you implement them and drive away customers. |
Himiko Kuronaga
Fatal Absolution General Tso's Alliance
4064
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Posted - 2014.05.14 16:34:00 -
[103] - Quote
Look, I'll just say it.
This new system isn't very good. Dust is harsh with Proto stomping (bad players hate this), EVE is harsh with gate camping/blobbing/suicide ganking (bad players hate this), Legion should be equally harsh. Matchmaking should be good, but not at the expense of the powerful versus not powerful struggle.
You're trying to flip the "mass appeal" switch and sacrifice good gameplay for popularity (and in the office this translates to dollar signs). It won't work, your game isn't as polished as Titanfall or COD and knowing your development process it's never going to be. You pump out updates too fast, and your team is too small. I'm sorry, those are the facts. The casuals will see your game, and think "Oh, well this game is alright... Titanfall is better though" and they won't come back. They have no vested interest in Dust, EVE, and they won't have an interest in Legion either. The production value is what they care about, and it simply isn't there.
Its core appeal is to a Machiavellian playerbase who ignores these facts because it allows them to live out a power fantasy regarding taking away other peoples toys and griefing those who are not in a strong position to defend themselves. If you try to build your game the other way and ignores these basic New Eden principles -- making fights "fair" -- you will pretty much just create another version of every other game in existence. |
Monkey MAC
Rough Riders..
2845
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Posted - 2014.05.14 16:37:00 -
[104] - Quote
Not much discussing here, no offence but since you've offered to talk to us, it would be nice if you actually did so.
We want to understand your reasons behind the system amd discuss the good and bad points about it. TALK to us!
Looks like its back to FPS Military Shooter 56
Monkey Mac - Just another pile of discarded ashes on the battlefield!
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Gyn Wallace
OSG Planetary Operations Covert Intervention
112
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Posted - 2014.05.14 16:40:00 -
[105] - Quote
Kevall Longstride wrote:If anyone can explain a way for a subscription, time based progress system to work in a FTP FPS which uses active SP accrual, while providing a monetisation system that enables CCP to make a profit, encouraging new player take up and not needing huge resources to create an extensive NPE to explain all that, then this is your moment to shine...
As to the monetization portion of your question, make Legion players so influential on Eve Online planetary interaction and sovereignty that Eve Online players will spend isk (supporting plex purchases) to help their Legion allies. Legion should not repeat the mistake of Dust514 having a weak connection to Eve Online. This is Legion's primary selling point and advantage over other FPS titles.
NPE? Legion players fight drones for salvage, AND to reduce the "drone infestation" statistic that lowers the resource gathering rates for planetary installations.
If you tie the NPE into the economy in high sec in a way that protects new players from the proto-stopmping-inclined "elite," players who are also industrialists will provide the tutorials for new players. This is Legion's single greatest asset and distinction from every other FPS title: a connection to emergent game play creators of Eve Online. Give them map editors and appropriate economic connections to Legion, and they'll build the NPE for CCP. |
Maken Tosch
DUST University Ivy League
8551
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Posted - 2014.05.14 16:49:00 -
[106] - Quote
I don't like general respecs like many people come to know and understand. If there is ever a respec, then please consider this old suggestion that was brought up last year and was later recognized by CCP Cmdr Wang (back when he was working for you guys).
Skill Back Booster https://forums.dust514.com/default.aspx?g=posts&t=86041&find=unread
Feedback/Suggestions List https://forums.dust514.com/default.aspx?g=posts&m=1009985#post1009985
Have you at least considered these options, CCP Z?
One more question.
I'm still not completely understanding the progression system you outlined regarding the weapons. What I want to know is, can I still be able to fit a Nova Knife onto a Commando suit or an Plasma Rifle onto a Scout or a Sniper Rifle onto a Logistics regardless of their role and and race? If not, why?
On Twitter: @HilmarVeigar #greenlightlegion #dust514 players are waiting.
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Gyn Wallace
OSG Planetary Operations Covert Intervention
112
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Posted - 2014.05.14 17:03:00 -
[107] - Quote
Maken Tosch wrote:I'm still not completely understanding the progression system you outlined regarding the weapons. What I want to know is, can I still be able to fit a Nova Knife onto a Commando suit or an Plasma Rifle onto a Scout or a Sniper Rifle onto a Logistics regardless of their role and and race?
I believe they've already answered this. Except for your question's reference to the commando suit (whose role hasn't been designed in the new system yet) the answer is yes, you can. It will require that you progress down two separate paths for two different roles, but once you have done so, you'll be able to combine those roles, mixing and matching elements from each.
Or am I mistaken?
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Starlight Burner
ROGUE RELICS
34
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Posted - 2014.05.14 17:24:00 -
[108] - Quote
I still fail to see how any of this is related to DUST 514. I strongly remember this being the DUST 514 forums for the DUST 514 PlayStation Exclusive.
CCP Z still hasn't answered anything that pertains to the advancements of DUST 514 and nor has any of the other devs. Why doesn't CCP do something right for once? Maybe because CCP means Consistently Causing Problems?
Go make a darn(m) LEGION forum.
Screw you CCP, y'all are leaving DUST behind.
Never forget 514, we carved the way.
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Maken Tosch
DUST University Ivy League
8551
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Posted - 2014.05.14 17:34:00 -
[109] - Quote
Gyn Wallace wrote:Maken Tosch wrote:I'm still not completely understanding the progression system you outlined regarding the weapons. What I want to know is, can I still be able to fit a Nova Knife onto a Commando suit or an Plasma Rifle onto a Scout or a Sniper Rifle onto a Logistics regardless of their role and and race? I believe they've already answered this. Except for your question's reference to the commando suit (whose role hasn't been designed in the new system yet) the answer is yes, you can. It will require that you progress down two separate paths for two different roles, but once you have done so, you'll be able to combine those roles, mixing and matching elements from each. Or am I mistaken?
I don't know about that. If I want to be able to run just a scout suit but want to use a weapon meant for a commando, why should I be forced to train into the commando suit in addition to the scout suit if I don't even want to be a commando? Sounds like an even bigger SP sink than what Dust has.
On Twitter: @HilmarVeigar #greenlightlegion #dust514 players are waiting.
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Maken Tosch
DUST University Ivy League
8551
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Posted - 2014.05.14 17:35:00 -
[110] - Quote
Starlight Burner wrote:I still fail to see how any of this is related to DUST 514. I strongly remember this being the DUST 514 forums for the DUST 514 PlayStation Exclusive.
CCP Z still hasn't answered anything that pertains to the advancements of DUST 514 and nor has any of the other devs. Why doesn't CCP do something right for once? Maybe because CCP means Consistently Causing Problems?
Go make a darn(m) LEGION forum.
You mean the forum section you're posting in right now?
On Twitter: @HilmarVeigar #greenlightlegion #dust514 players are waiting.
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George Moros
Balkan Express Squad
397
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Posted - 2014.05.14 17:54:00 -
[111] - Quote
CCP Z wrote: Yes we could keep the 5 levels. From the studies and the research we made on DUST, people seems to not understand it. ThatGÇÖs why we want to remove it.
"EVE Online is a spaceship sim MMO in which players take the role of spaceship pilots know as capsuleers. Spaceships come in different sizes, roles and abilities, and can be customized with various weapons and modules. Player characters with time train various skills, which range from 0 (untrained) to 5 (fully trained). Skills give characters improved abilities (usually related to various aspects of spaceship operation) and unlock access to better (and more costly) spaceships and equipment."
This is EVE's skill system in a nutshell. It took me 4 sentences to describe it, together with the brief description of the game itself. Now, if you replace the words "spaceship" and "capsuleer" with "dropsuit" and "mercenary", you pretty much get the description of DUST's skill system. And you're saying people couldn't understand it? Excuse me, but what was the target group of your research? 5-year-olds?
Pulvereus ergo queritor.
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Villanor Aquarius
WASTELAND JUNK REMOVAL Top Men.
181
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Posted - 2014.05.14 18:13:00 -
[112] - Quote
My feedback is more general just that skills and unlocks need to provide a lasting benefit. Getting a node just to get something isn't satisfying. However very easily unlocking that thing but dramatically improving it's performance through further unlocks is satisfying. You have real choices in that system.
For a node system to be good, the nodes need to provide something beyond simple gear access. A meaningful skills system should leave the player with good skill allocation having better stats than someone not skilled for the same role. Even when both these players are in the same gear.
Basically passive bonuses are essential otherwise skills feel like stepping stones rather than actual worthwhile achievements. |
Fox Gaden
Immortal Guides
3304
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Posted - 2014.05.14 18:22:00 -
[113] - Quote
CCP Z wrote:1st batch of answers: Quote:With a PC game can't you do both the new easy progression and keep the lvl 5 system so we can just get what we want since we know what we want. Yes we could keep the 5 levels. From the studies and the research we made on DUST, people seems to not understand it. ThatGÇÖs why we want to remove it. Quote:Will electronics and engineering skills still that bring those numbers as cpu and pg still be in the game? Yes Quote:how will you implement passive skills and bonuses? They will be a node to unlock (same as a new weapon, Drop Suit or module) So would I understand this right that the Engineering skill will be a single node that gives a 25% bonus to PC? Will I have to grind for 2 weeks just to get this 1 node? Will I not have the option of levelling Engineering a little at a time as I need it? How is this not removing choice and making the game more grindy?
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Paladin Sas
Ancient Exiles. General Tso's Alliance
379
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Posted - 2014.05.14 18:25:00 -
[114] - Quote
i know im a little late to the party guys, but bear with me here.
i like the idea of a simplified progression system, but i dont feel that its needed on the PC. without resorting to "fanboi" i feel that a simplified progression system is required on the console, due to the vast majority of gamers being younger in age, or to busy enjoying some hash-brownies to really take the time to understand progression.
on the flip side PC gamers tend to be an older more mature crowd that tend to take the time to learn how something works, and i worry they may be insulted if you over simplify things. look at eve for an example, the learning curve on that game is brutal, even with all the new improvements they've made, and ten years later, its still growing and thriving.
TL;DR i hope im wrong, but i think you guys might have the correct solution, on the wrong platform |
Fox Gaden
Immortal Guides
3304
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Posted - 2014.05.14 18:29:00 -
[115] - Quote
SponkSponkSponk wrote:I like the concept of 're-spec as negative skill training'.
I.e. you decide you don't want Gallente Prototype Assault Riles any more, so you flag that as de-respecializing, then the SP used to buy that drains into your unallocated SP pool slowly.
So, while you can definitely recoup all the SP you spent (I originally thought about only a percentage coming back, but that penalises honest mistakes, whereas FOTM players will just suck it up), getting that SP will take time, perhaps days or weeks to become available, which puts a massive crimp on FOTM-chasing.
This is an innovative idea that I had not heard of or thought about before. CCP Z should definitely consider this.
It could also have an cost that is proportional to the amount of skill points that get redirected.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Gyn Wallace
OSG Planetary Operations Covert Intervention
112
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Posted - 2014.05.14 18:45:00 -
[116] - Quote
Himiko Kuronaga wrote:...Matchmaking should be good, but not at the expense of the powerful versus not powerful struggle.
You're trying to flip the "mass appeal" switch and sacrifice good gameplay for popularity (and in the office this translates to dollar signs). It won't work, your game isn't as polished as Titanfall or COD and knowing your development process it's never going to be. You pump out updates too fast, and your team is too small. I'm sorry, those are the facts. The casuals will see your game, and think "Oh, well this game is alright... Titanfall is better though" and they won't come back. They have no vested interest in Dust, EVE, and they won't have an interest in Legion either. The production value is what they care about, and it simply isn't there.
Its core appeal is to a Machiavellian playerbase who ignores these facts because it allows them to live out a power fantasy regarding taking away other peoples toys and griefing those who are not in a strong position to defend themselves. If you try to build your game the other way and ignore these basic New Eden principles -- instead making fights "fair" -- you will pretty much just create another, lesser version of every other game in existence. I agree with the bold portion entirely. However, you're downplaying the diversity of Eve Online's appeal. Machiavellian game play is an option, its not the core. Its one of several approaches to the game. Some like building sandcastles, some like knocking them down, some like ruling. Eve Online appeals to all three, no one type of player is the "core." Legion can do the same. It needs to have the same broad appeal if CCP Z hopes to take advantage of the different opportunities for monetization those different styles of play offer.
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Villanor Aquarius
WASTELAND JUNK REMOVAL Top Men.
182
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Posted - 2014.05.14 18:47:00 -
[117] - Quote
Fox Gaden wrote:SponkSponkSponk wrote:I like the concept of 're-spec as negative skill training'.
I.e. you decide you don't want Gallente Prototype Assault Riles any more, so you flag that as de-respecializing, then the SP used to buy that drains into your unallocated SP pool slowly.
So, while you can definitely recoup all the SP you spent (I originally thought about only a percentage coming back, but that penalises honest mistakes, whereas FOTM players will just suck it up), getting that SP will take time, perhaps days or weeks to become available, which puts a massive crimp on FOTM-chasing.
This is an innovative idea that I had not heard of or thought about before. CCP Z should definitely consider this. It could also have an cost that is proportional to the amount of skill points that get redirected.
That cost could be imperfect SP recovery. Perhaps only 90% of the original sp is converted. |
Fox Gaden
Immortal Guides
3304
|
Posted - 2014.05.14 19:01:00 -
[118] - Quote
This quote sums the situation up very well. It is worth reading this again.
Natu Nobilis wrote:Dust skill tree is incomplete. And i don-¦t mean "It-¦s ok but missing certain nodes because all the suits weren-¦t there", i mean incomplete in "It trashes the purpose of the skill tree".
1-3-5 to unlock basic-advanced-proto is a terrible way of using the tree.
It-¦s counterintuitive, makes people hate the skills because they-¦re not seen as "The thing tht will give me that extra 2% so i can get the final blow instead of recieving it" or "the extra 3% i needed to make my kickassfitting that i played around for hours on my Dust fitting tool, without having to buy an implant for it" (Wish we had implants), but instead as that "Thing that unlocks shiny dropsuit" with absolutely no regard to the rest of the skills needed to use modules with the shiny dropsuit.
How many people went straight for the dropsuit while still using basic modules?
How many times they complained on the forums that their suit was nerfed, and that they wanted respec because of it?
You think it was because the skilltree is complicated? No.
It-¦s because the skill tree doesn-¦t serve much purpose other than unlocking things (instead of being it-¦s own ecosystem of positive feedback troughout any game modes) and because it was (is) incomplete!
People like unlocking things because it-¦s an achievment. Doesn-¦t matter if i have the proper fitting, i have ALL THE BLACK PROTOTYPE SUITS, then i-¦m better than a militia guy, right? Wait, how did that milita guy killed me? I unlocked a better suit, why am i dying? This skilltree sucks.
Trashing a system that was implemented badly and getting a new one opesn the possibility of instead making the bad tried system good, to get the whole fiasco again with the new one. Dumbing down is not necessarily better, specially when it removes the "Secret CCP Special Sauce" that is the wild range of possible fittings, that you said it won-¦t be the case anymore fort they will be linked to role. (Or was their unlocking?)
While I agree with CCP Z that we should not be slaves to how things are done in EVE, I also donGÇÖt think we should throw out the aspects of DUST that worked. The Skill system in DUST had parts that worked, and parts that did not work. Why canGÇÖt we just threw out the parts that did not work, and keep the parts that did? I am fine with rejigging the parts which did not work (the unlock skills) into a system that works better. But I think throwing out the 5 level bonus skills is a big mistake.
CCP Z has not yet explained how he is going to make his system non linear without making it a gruelling grind fest. The 5 level bonus system did that very well. With a active skill point system it is critical that the system be non linear, otherwise new players will not stand a chance. You ever try taking a level 10 character in WOW and attack a level 70 character? I donGÇÖt want that sort of imbalance in this game!
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Fox Gaden
Immortal Guides
3304
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Posted - 2014.05.14 19:09:00 -
[119] - Quote
Garth Mandra wrote:CCP Z wrote:Quote:With a PC game can't you do both the new easy progression and keep the lvl 5 system so we can just get what we want since we know what we want. Yes we could keep the 5 levels. From the studies and the research we made on DUST, people seems to not understand it. ThatGÇÖs why we want to remove it. People didn't seem to understand it? Have you tried explaining it to them? I suspect that this can be solved with the NPE. I share the worries of dumbing down the skill tree and making it boring and restrictive. That is a good point. I run a Basic Training Corp. I never had any trouble explaining the skill system to people. Of course if I did not get to them before they maxed out Dropsuit Command there was not much I could do, so there definitely is some room for improvement.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Mia Romani
Nexus Marines
103
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Posted - 2014.05.14 19:13:00 -
[120] - Quote
I think the 5-point skill system only works if each and every skill provides some sort of passive bonus like it does in EVE Online.
Without them, you're left with a bunch of "dead" skills, where buying a skill level that doesn't actually unlock an item just causes you to waste your SP. |
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