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CCP Z
C C P C C P Alliance
40
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Posted - 2014.05.15 01:40:00 -
[31] - Quote
Ulysses Knapse wrote: But you are implementing a system that we can infer was made for the less intelligent.
No, easier to understand for people that still want to play the game
Ulysses Knapse wrote:The fault doesn't lie with the system, it lies with how the system was explained.
The current system does need some work, but for a completely different reason..
The system remains the same: many choices, freedom to create your own and customized fitting, we just present it differently
Ulysses Knapse wrote:Forcing complexity is a bad thing. Complexity in and of itself is not, and depth certainly isn't.
Complexity is already in and cannot stay that way.
Monetization and Progression Producer
-CCP Z
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Ulysses Knapse
Knapse and Co. Mercenary Firm
1526
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Posted - 2014.05.15 01:44:00 -
[32] - Quote
CCP Z wrote:The system remains the same: many choices, freedom to create your own and customized fitting, we just present it differently Your progression system is tainted. It has no place in New Eden.
It just doesn't make sense. Sure, it's easier to understand how, but it's harder to understand why. I do not take kindly to you trying to shoehorn us into specific roles. You're killing creativity, even if the options are still there.
I am become Legion, the destroyer of bunnies.
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Leeroy Gannarsein
Shining Flame Amarr Empire
91
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Posted - 2014.05.15 01:51:00 -
[33] - Quote
Ulysses Knapse wrote:CCP Z wrote:The system remains the same: many choices, freedom to create your own and customized fitting, we just present it differently Your progression system is tainted. It has no place in New Eden. It just doesn't make sense. Sure, it's easier to understand how, but it's harder to understand why.
I don't know about that... When I was a baby Merc back in Chromosome, I was walking around shooting people with my rifle, and suddenly a guy with a mini gun melts me.
I thought 'ooh damn I want one of those!' And I went and got one. And then I discovered I needed a suit for it, too ( didn't realise MLT was a thing...). So then I went and did that.
As long as they're not constraining us by role, and just structuring it by role, which seems to be the case, I can fit as many RRs to my sentinels as I have slots (i.e. One.); I just need to invest a small amount of SP to unlock them. Looking at the tree Z provided, weapons are the lowest branch of the tree; in conjunction with DUST's layout with the cheapest being at the bottom, I very much doubt that the investment will be high, and for people like myself back in my noob stage, it'd be very helpful.
And once you work out how to customise your fittings properly and competently without needing your hand held, you shod have enough SP to skill things anyway.
I'm just not sold on the loss of the 1-5 system, tbh, or more specifically (because it is a stupid system IMO) the loss of complexity from the loss of prototype modules.
If I can fit a basic reactive and a complex extender to my suit in Legion (or the equivalents thereof) I will be happy.
MY ACTUAL NAME IS LORHAK
It would seem like wisdom, but for the warning in my heart...
CCP BLOWOUT FOR CPM1
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Godin Thekiller
shadows of 514
2276
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Posted - 2014.05.15 02:03:00 -
[34] - Quote
CCP Z wrote:Replying just to acknowledge I read this thread.
1- I am not calling anybody dumb 2 - You understand the current system? Cool bro, but the other 95% of the people who tried DUST did not 3 - A good NPE? Yes we are planning on having one. The level of complexity is high enough, we need to make some things more accessible.
I won't reply on that thread anymore, I don't know why but I don't find it very constructive :)
Thanks for reading!
First off, I wasn't saying that you were calling us dumb; I simply thought that you were saying that we were less intelligent than people who play EVE. If we were dumb, I doubt we would be able to find dust, and the off chance that we did, I doubt that we'd get through the process of figuring everything out.
Second off, again, if it was explained well through a actual tutorial, maybe people would understand the system. It's like learning to multiply; you can figure it out by staring at it long enough, but if someone teaches you it, the process will be a lot quicker.
Lastly, again, the people you are talking to right now are the kind of people who are attracted to dust (and therefore Legion) on a long term scale. Firstly, most idiots are on consoles (which we are mostly going away from). Secondly, adding a actual tutorial would educate the newer players who are not familiar with the system. If the tutorial is proficient (as in not the abomination that we have in dust), then we will probably have a hell of a lot more people who get it. It becomes a non-issue.
So I ask a simple question: Why is making a system that limits people is better than a system that is open (therefore not limiting people), and then explaining the system to people don't get it (so they will get it, and might stick around to make something out of it)?
click me
Blup Blub Bloop. Translation: Die -_-
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Godin Thekiller
shadows of 514
2276
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Posted - 2014.05.15 02:06:00 -
[35] - Quote
Leeroy Gannarsein wrote:Ulysses Knapse wrote:CCP Z wrote:The system remains the same: many choices, freedom to create your own and customized fitting, we just present it differently Your progression system is tainted. It has no place in New Eden. It just doesn't make sense. Sure, it's easier to understand how, but it's harder to understand why. I don't know about that... When I was a baby Merc back in Chromosome, I was walking around shooting people with my rifle, and suddenly a guy with a mini gun melts me. I thought 'ooh damn I want one of those!' And I went and got one. And then I discovered I needed a suit for it, too ( didn't realise MLT was a thing...). So then I went and did that. As long as they're not constraining us by role, and just structuring it by role, which seems to be the case, I can fit as many RRs to my sentinels as I have slots (i.e. One.); I just need to invest a small amount of SP to unlock them. Looking at the tree Z provided, weapons are the lowest branch of the tree; in conjunction with DUST's layout with the cheapest being at the bottom, I very much doubt that the investment will be high, and for people like myself back in my noob stage, it'd be very helpful. And once you work out how to customise your fittings properly and competently without needing your hand held, you shod have enough SP to skill things anyway. I'm just not sold on the loss of the 1-5 system, tbh, or more specifically (because it is a stupid system IMO) the loss of complexity from the loss of prototype modules. If I can fit a basic reactive and a complex extender to my suit in Legion (or the equivalents thereof) I will be happy.
What if I want to be a Scout with a Assault CR? Oh wait, going to be forced to go down a path that I don't want to go down. There's no excuse for restricting something here like that.
click me
Blup Blub Bloop. Translation: Die -_-
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Cyrus Militani
Leon Conglomerate
64
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Posted - 2014.05.16 20:09:00 -
[36] - Quote
CCP Z wrote:Replying just to acknowledge I read this thread.
1- I am not calling anybody dumb 2 - You understand the current system? Cool bro, but the other 95% of the people who tried DUST did not 3 - A good NPE? Yes we are planning on having one. The level of complexity is high enough, we need to make some things more accessible.
I won't reply on that thread anymore, I don't know why but I don't find it very constructive :)
95% of the people who tried DUST did not? Where does this number come from? Can I please see a study that proves this? Because I am willing to bet that most people that gave up on DUST did not enjoy being thrown to the proto-wolves after 2-3 academy battles. It has very little to do with the skill progression system.
The skill progression system only limits what players can do. If someone brings out a proto tank, I can't bring out a proto swarm launcher because I haven't skilled into it, even though I have plenty of ISK to buy one. Remove the skill tree and proto stomping will quickly be tempered by the economy.
Would that mean that anyone can buy all proto gear? Yes, and that's a good thing. But it may not always be the smartest thing to do. Buying better quality gear will deplete my wallet much faster than buying more economical fits.
Does this mean that corporations can provide proto gear to their members? Yes. For that, I say: Welcome to New Eden. If you allowed people to choose who to fight and where, avoiding certain players becomes a strategic maneuver. |
Godin Thekiller
shadows of 514
2306
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Posted - 2014.05.16 20:25:00 -
[37] - Quote
Cyrus Militani wrote:CCP Z wrote:Replying just to acknowledge I read this thread.
1- I am not calling anybody dumb 2 - You understand the current system? Cool bro, but the other 95% of the people who tried DUST did not 3 - A good NPE? Yes we are planning on having one. The level of complexity is high enough, we need to make some things more accessible.
I won't reply on that thread anymore, I don't know why but I don't find it very constructive :) 95% of the people who tried DUST did not? Where does this number come from? Can I please see a study that proves this? Because I am willing to bet that most people that gave up on DUST did not enjoy being thrown to the proto-wolves after 2-3 academy battles. It has very little to do with the skill progression system. The skill progression system only limits what players can do. If someone brings out a proto tank, I can't bring out a proto swarm launcher because I haven't skilled into it, even though I have plenty of ISK to buy one. Remove the skill tree and proto stomping will quickly be tempered by the economy. Would that mean that anyone can buy all proto gear? Yes, and that's a good thing. But it may not always be the smartest thing to do. Buying better quality gear will deplete my wallet much faster than buying more economical fits. Does this mean that corporations can provide proto gear to their members? Yes. For that, I say: Welcome to New Eden. If you allowed people to choose who to fight and where, avoiding certain players becomes a strategic maneuver.
PROTO stomping is caused by the fact that Dust is a lobby shooter with no matchmaking, not because of the SP system......
click me
Blup Blub Bloop. Translation: Die -_-
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Sarus Rambo
Direct Action Resources
159
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Posted - 2014.05.16 21:06:00 -
[38] - Quote
CCP Z wrote:Replying just to acknowledge I read this thread.
1- I am not calling anybody dumb 2 - You understand the current system? Cool bro, but the other 95% of the people who tried DUST did not 3 - A good NPE? Yes we are planning on having one. The level of complexity is high enough, we need to make some things more accessible.
I won't reply on that thread anymore, I don't know why but I don't find it very constructive :)
I'm just looking for a little clarification:
When the presentation goes over how weapons will be grouped by roles. Does this mean you have to have an assault suit to unlock the assault riffle? Or will we have a system like the current system, but instead of everything in the "light weapons" or "heavy weapons" group you'll have sections designated by role? I really hate the former and would much prefer the latter.
Also, as far as the weapons, broken up into common, uncommon, and rare, Id like to say this really doesn't fit with the spirit of EvE. It fits more in the Blizzard Diabo/WoW realm of things. I believe if you're going to call them anything, call them either Tech I, Tech II, or Factional weapons. I would say as well that no weapon should be better then a previous version, it should have different qualities, or have more strengths but more weaknesses.
I'm not into the whole "Every suit is a BPO" either. The emotional attachment is to the fitting, not to the suit itself. Losing your suit is a unique twist that should stick around, it gives this FPS a unique twist which is a good thing.
This sums up 100% of the forum posts after Fanfest 2014.
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Godin Thekiller
shadows of 514
2306
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Posted - 2014.05.16 21:07:00 -
[39] - Quote
Sarus Rambo wrote:CCP Z wrote:Replying just to acknowledge I read this thread.
1- I am not calling anybody dumb 2 - You understand the current system? Cool bro, but the other 95% of the people who tried DUST did not 3 - A good NPE? Yes we are planning on having one. The level of complexity is high enough, we need to make some things more accessible.
I won't reply on that thread anymore, I don't know why but I don't find it very constructive :) I'm just looking for a little clarification: When the presentation goes over how weapons will be grouped by roles. Does this mean you have to have an assault suit to unlock the assault riffle? Or will we have a system like the current system, but instead of everything in the "light weapons" or "heavy weapons" group you'll have sections designated by role? I really hate the former and would much prefer the latter. Also, as far as the weapons, broken up into common, uncommon, and rare, Id like to say this really doesn't fit with the spirit of EvE. It fits more in the Blizzard Diabo/WoW realm of things. I believe if you're going to call them anything, call them either Tech I, Tech II, or Factional weapons. I would say as well that no weapon should be better then a previous version, it should have different qualities, or have more strengths but more weaknesses. I'm not into the whole "Every suit is a BPO" either. The emotional attachment is to the fitting, not to the suit itself. Losing your suit is a unique twist that should stick around, it gives this FPS a unique twist which is a good thing.
NO, he's saying that you'd have to go down the assault path to get the assault versions of the AR's.
click me
Blup Blub Bloop. Translation: Die -_-
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Godin Thekiller
shadows of 514
2306
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Posted - 2014.05.16 21:08:00 -
[40] - Quote
Sarus Rambo wrote:CCP Z wrote:Replying just to acknowledge I read this thread.
1- I am not calling anybody dumb 2 - You understand the current system? Cool bro, but the other 95% of the people who tried DUST did not 3 - A good NPE? Yes we are planning on having one. The level of complexity is high enough, we need to make some things more accessible.
I won't reply on that thread anymore, I don't know why but I don't find it very constructive :) I'm just looking for a little clarification: When the presentation goes over how weapons will be grouped by roles. Does this mean you have to have an assault suit to unlock the assault riffle? Or will we have a system like the current system, but instead of everything in the "light weapons" or "heavy weapons" group you'll have sections designated by role? I really hate the former and would much prefer the latter. Also, as far as the weapons, broken up into common, uncommon, and rare, Id like to say this really doesn't fit with the spirit of EvE. It fits more in the Blizzard Diabo/WoW realm of things. I believe if you're going to call them anything, call them either Tech I, Tech II, or Factional weapons. I would say as well that no weapon should be better then a previous version, it should have different qualities, or have more strengths but more weaknesses. I'm not into the whole "Every suit is a BPO" either. The emotional attachment is to the fitting, not to the suit itself. Losing your suit is a unique twist that should stick around, it gives this FPS a unique twist which is a good thing.
T I, T II, and faction (and all the rest that you obviously missed ) =/= tiers..........
click me
Blup Blub Bloop. Translation: Die -_-
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CCP Saberwing
C C P C C P Alliance
4768
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Posted - 2014.05.17 02:46:00 -
[41] - Quote
Ulysses Knapse wrote:CCP Z wrote:The system remains the same: many choices, freedom to create your own and customized fitting, we just present it differently Your progression system is tainted. It has no place in New Eden. I disagree. It may not have a place or feel fit in EVE, but to make a sweeping assumption like this in regards to New Eden as a whole (and by proxy, every game that is set in the Universe) is fairly presumptious. EVE, Valkyrie and Project Legion are different games, with different intended audiences and playtimes (see the CCP Presents Keynote).
CCP Saberwing // DUST 514 Community Manager // @kanafchian
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Mobius Wyvern
Ahrendee Mercenaries
5276
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Posted - 2014.05.17 03:00:00 -
[42] - Quote
CCP Z wrote:Ulysses Knapse wrote: But you are implementing a system that we can infer was made for the less intelligent.
No, easier to understand for people that still want to play the game Ulysses Knapse wrote:The fault doesn't lie with the system, it lies with how the system was explained.
The current system does need some work, but for a completely different reason.. The system remains the same: many choices, freedom to create your own and customized fitting, we just present it differently Ulysses Knapse wrote:Forcing complexity is a bad thing. Complexity in and of itself is not, and depth certainly isn't. Complexity is already in and cannot stay that way. So are we to understand from this that rather than completely changing up the skill system, you're putting together a different and more clear way to present it?
I can get behind that, but I'm curious if we'll still have the option of using the "Skill List" if we want to unlock things at our own pace?
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Himiko Kuronaga
Fatal Absolution General Tso's Alliance
4186
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Posted - 2014.05.17 07:03:00 -
[43] - Quote
CCP Saberwing wrote:Ulysses Knapse wrote:CCP Z wrote:The system remains the same: many choices, freedom to create your own and customized fitting, we just present it differently Your progression system is tainted. It has no place in New Eden. I disagree. It may not have a place or feel fit in EVE, but to make a sweeping assumption like this in regards to New Eden as a whole (and by proxy, every game that is set in the Universe) is fairly presumptious. EVE, Valkyrie and Project Legion are different games, with different intended audiences and playtimes (see the CCP Presents Keynote).
The intended audience for Legion as described by CCP Z does not exist within the spectrum of what you are capable of providing. To make a casual game would be fine, except that the mechanics don't work well enough to reach the massive braindead audience and CCP has never been able to provide that kind of experience outside of Valkyrie. |
Godin Thekiller
shadows of 514
2313
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Posted - 2014.05.17 15:51:00 -
[44] - Quote
CCP Saberwing wrote:Ulysses Knapse wrote:CCP Z wrote:The system remains the same: many choices, freedom to create your own and customized fitting, we just present it differently Your progression system is tainted. It has no place in New Eden. I disagree. It may not have a place or feel fit in EVE, but to make a sweeping assumption like this in regards to New Eden as a whole (and by proxy, every game that is set in the Universe) is fairly presumptious. EVE, Valkyrie and Project Legion are different games, with different intended audiences and playtimes (see the CCP Presents Keynote).
Who Z described for Legion to go for is already playing COD and BF. They see Legion, and say "it's soo hard, don't want it". You're literally putting in open world and things like PC and FW as well as a full player market and you think they'll get that if they couldn't understand a goddamn skill system? LOL.
Explain it, and fix the actual problems with the system rather than limit me (as limiting me will **** me off in a game advertised had a lot of freedom).
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Blup Blub Bloop. Translation: Die -_-
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Ceerix MKII
Arrogance.
79
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Posted - 2014.05.17 18:48:00 -
[45] - Quote
The current 5 tier system adds choice in SP investment compared to reward. To a new player can get 1-3 LV in a skill with minimal investment while still adding a lot to whats available to them in game. While an older player will come back to the same skill and get it to level 5 because they need the extra few % to get a slight edge. This part of the system that needs to move into legion.
What legion doesn't need is all the 5 tier skills that unlock items at 1,3,5 and that's it. They just act as clutter on the skill screen and how no purpose at 2,4. Also when adding extra ammo to a firearm, there is no reason for it to be a %. They could be changed into a 2 tier skill, each level giving another clip/magazine worth of ammo.
The hard thing is for a new player to understand what skills are affecting what piece of gear, or what they need to use it. A solution to this would be use the fitting screen in a mode that acts like Pyfa/EFT in EVE. The player use the tool knowing it doesn't represent their current ability to use it. But they still are able to see the fit they want to use in the game. Then they can visually see what skills are in red and level them right there if they have the SP. Combine this with each of the equipment showing all the skills that currently affect it. So an older player can see what would happen to if it was maxed out.
Cliffs: 1. Current system is fine needs a few minor changes. 2. Over complexity of current system comes from how the player have to use it. Not the way it works. 3. We need an IN GAME Pyfa/EFT like tool. |
Godin Thekiller
shadows of 514
2316
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Posted - 2014.05.18 00:30:00 -
[46] - Quote
Ceerix MKII wrote:The current 5 tier system adds choice in SP investment compared to reward. To a new player can get 1-3 LV in a skill with minimal investment while still adding a lot to whats available to them in game. While an older player will come back to the same skill and get it to level 5 because they need the extra few % to get a slight edge. This part of the system that needs to move into legion.
What legion doesn't need is all the 5 tier skills that unlock items at 1,3,5 and that's it. They just act as clutter on the skill screen and how no purpose at 2,4. Also when adding extra ammo to a firearm, there is no reason for it to be a %. They could be changed into a 2 tier skill, each level giving another clip/magazine worth of ammo.
The hard thing is for a new player to understand what skills are affecting what piece of gear, or what they need to use it. A solution to this would be use the fitting screen in a mode that acts like Pyfa/EFT in EVE. The player use the tool knowing it doesn't represent their current ability to use it. But they still are able to see the fit they want to use in the game. Then they can visually see what skills are in red and level them right there if they have the SP. Combine this with each of the equipment showing all the skills that currently affect it. So an older player can see what would happen to if it was maxed out.
Cliffs: 1. Current system is fine needs a few minor changes. 2. Over complexity of current system comes from how the player have to use it. Not the way it works. 3. We need an IN GAME Pyfa/EFT like tool.
Agreed
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Blup Blub Bloop. Translation: Die -_-
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Sarus Rambo
Direct Action Resources
165
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Posted - 2014.05.18 18:45:00 -
[47] - Quote
Godin Thekiller wrote: NO, he's saying that you'd have to go down the assault path to get the assault versions of the AR's.
This is pretty lame. How about splitting the tree up by racial parity? For example:
Caldari dropsuit -> Caldari medium, heavy, light -> specialized suits. Caldari weaponary -> Caldari Light, Heavy, Sidaarm -> specialized weapon skills. Caldari Vehicles -> Caldari LAV, HAV, DS -> specialized vehicles.
Then when someone is picking there race, explain to them that races doctrine.
- Caldari prefer long range weapons like railguns and missles with strong shield defenses. - Minmatar prefer explosive weaponry along with high rate of fire weapons and speed. - Gallante prefer plasma based close range weaponry and quick repairing armor. - Ammar prefer laser based medium ranged weaponry and heavy armor.
Then you have your person pick what fits their play style the best and you will see them naturally progress into the racial variants of their suits and weapons. Then you just need to actually balance each weapon that parity's with another racial weapon (ie combat rifle <-> rail rifle <-> plasma rifle <-> scrambler rifle).
This sums up 100% of the forum posts after Fanfest 2014.
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Godin Thekiller
shadows of 514
2322
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Posted - 2014.05.18 19:03:00 -
[48] - Quote
Sarus Rambo wrote:Godin Thekiller wrote: NO, he's saying that you'd have to go down the assault path to get the assault versions of the AR's.
This is pretty lame. How about splitting the tree up by racial parity? For example: Caldari dropsuit -> Caldari medium, heavy, light -> specialized suits. Caldari weaponary -> Caldari Light, Heavy, Sidaarm -> specialized weapon skills. Caldari Vehicles -> Caldari LAV, HAV, DS -> specialized vehicles. Then when someone is picking there race, explain to them that races doctrine. - Caldari prefer long range weapons like railguns and missles with strong shield defenses. - Minmatar prefer explosive weaponry along with high rate of fire weapons and speed. - Gallante prefer plasma based close range weaponry and quick repairing armor. - Ammar prefer laser based medium ranged weaponry and heavy armor. Then you have your person pick what fits their play style the best and you will see them naturally progress into the racial variants of their suits and weapons. Then you just need to actually balance each weapon that parity's with another racial weapon (ie combat rifle <-> rail rifle <-> plasma rifle <-> scrambler rifle).
That's still bad, as I don't want to be forced down a Caldari tree for a Magsec.
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Blup Blub Bloop. Translation: Die -_-
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