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Jadek Menaheim
Ancient Textiles.
2997
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Posted - 2014.05.14 15:19:00 -
[1] - Quote
CCP Z wrote:We will offer a Respec Option (which does not exist in DUST 514). More information will come down the line as the projectGÇÖs development progresses. I share the sentiments of the community that a respec option should be handled carefully and here is my proposal to both potentially reduce issues of flavor of the month band-waggoning and making skill development planning critical. The idea mirrors a system already in place, the log-in bonus.
Time Investment Respec Meter As you actively play matches and participate in loot recovery missions you gradually accrue time to your T.I.R Meter. Say after 10 hours of active play you reach a module point on your meter that awards the player a single day booster and the option for a respec. The player may simply take the respec or chose to continue building the meter for more and better booster farther down the line of active play time. However, if a player chooses to respec at any time down this meter progression path, the path is reset back to zero time and the player must re-accrue time to unlock rewards once again.
I am asking for help from the community to hammer out the specifics of progression awards in the T.I.R. Meter.
With regards, Jadek Menaheim
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Jadek Menaheim
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Posted - 2014.05.14 16:06:00 -
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Joseph Ridgeson wrote:All Boosters would be Account Bound. Taking the Respec at at any time drops it to zero hours and requires a two weeks to start ticking again. The problem is that it rewards grinding games consistently which is something that DUST has never really been about. Making it a passive thing could work though you would need to triple the time. That would mean a 3 day Omega Booster every month basically and burning the respec would make it a month until you get your next one. I'm curious what function the two week buffer would add? As for active and passive systems, it could be possible to implement both at the same time similar to how SP is currently accrued. The T.I.R meter is always filling, even when you are away, albeit during this passive state it builds time far more slower. It would be nice to visualize this (passive and active time generation shown as two sections of a single bar).
Also very good points on the aspects of not including real money as a factor for initiating respecs.
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Jadek Menaheim
Ancient Textiles.
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Posted - 2014.05.14 16:14:00 -
[3] - Quote
Joseph Ridgeson wrote:10 Hours: Give a 1 day Passive Booster and a Respec 25 Hours: Give a 1 day Active Booster. 50 Hours: Give a 3 day Passive 100 Hours: Give a 3 day Active Booster. 250 hours: Give a 3 day Omega Booster. Every 250 hours after that: 3 day Omega I would also lower the time of that last point. For example, every 180 hours after that: 3 day Omega. There's greater incentive not break the earning chain as you don't have to play another 250 hours to earn another Omega. Also, these figures feel like quite a lot of time for relatively low payouts...
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Jadek Menaheim
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Posted - 2014.05.14 16:26:00 -
[4] - Quote
Point well taken.
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Jadek Menaheim
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Posted - 2014.05.14 17:33:00 -
[5] - Quote
@Maken Tosch I was thinking about that system and had considered ways to connect it to the one I proposed, but it seemed a bit complex. I would have gone along the line of something akin to the nodes unlocked on the T.I.R Meter being used to earn skillback points faster from each booster more efficiently.
For example, you've unlocked 3 node levels by accruing active an passive time. Activating a skillback booster offer the player an option to use the last unlocked node. Say a skill back booster normally gives you a 1.5x modifer to earn active and passive skill points back. Now the node applies a +1.6x bonus to the original 1.5x now giving you 3.1x the active and passive sp back allow you to use up the booster faster. [O] >>>> [O] >>> [O] >>> [_] >>> [_] [+.4x] > [+.8x] > [+1.6x] > [+3.2x] > [+6.4x]
At this point you could continue to skill back and use the next available node, a +.8x modifier, however you do not need to. [O] >>>> [O] >>> [_] >>> [_] >>> [_] [+.4x] > [+.8x] > [+1.6x] > [+3.2x] > [+6.4x]
However, it is important to note that if you use a node it will enable a stasis period before time is allocated again to the T.I.R Meter. Stasis time is cumulative to the amount of nodes used in combination with boosters. For example, if you've built up time and unlocked nodes all the way up to the +3.2x bonus using all nodes in a successive string of skillback booster use you would place the T.I.R meter in a combined stasis period of 11 days, 2 hours.
[_] >>>>> [_] >>>>> [_] >>>>> [_] >>>> [_] [2hrs] > [24hrs] > [3days] > [7days] > [2weeks]
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Jadek Menaheim
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Posted - 2014.05.14 23:55:00 -
[6] - Quote
Anyone have more thought or input on these designs?
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Jadek Menaheim
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Posted - 2014.05.15 13:59:00 -
[7] - Quote
updated the op
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Jadek Menaheim
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Posted - 2014.05.16 09:41:00 -
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Looking for further feedback on the mechanics discussed.
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Jadek Menaheim
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Posted - 2014.05.16 09:43:00 -
[9] - Quote
It's good to see that CCP Z is very receptive to the idea of a skillback and negative skillpoints.
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Jadek Menaheim
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Posted - 2014.05.16 20:30:00 -
[10] - Quote
Cyrus Militani wrote:What is the point of spending active time playing to get a respec when you can just earn more skill points to invest somewhere else? I would say the idea is to refocus a skill path or radically change a play style by going down a different skill path. The idea behind this respec system is to allow player to recoup points, but not do so immediately and all at once. There is a good amount of effort involved.
The skillback system is designed for players to take advantage of CCP's active SP player events to either earn back some skillpoints they already have to gain new ones to add elsewhere. In this context, the system earns back more waged existing SP than new SP gained. For example, a player has unlocked five nodes on the T.I.R Meter with active and passive time built up over a hard fought month of time. This means they have a 7.4x multiplier to earn back active SP gained from battles for skill back of allocated skills. When a 5x Sp active SP event comes around this means they can earn 12.4x (also there is no cap on the amount of SP earned while in Skillback, normal dampeners on WP accrual still remain). While this initially sounds like a lot it's really not when you are considering the player is not earning any new active SP, only existing SP from lifetime reserves allocated for skillback.
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Jadek Menaheim
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Posted - 2014.05.16 20:49:00 -
[11] - Quote
@Cyrus Militani
Yes there is a degree of simplicity to passive skillback, however, I feel there is something more enticing to a player in actively earning back points. In the freedom to allocate as many skillpoints (and skill nodes respectively) you are giving yourself a goal to reach at the end of the week. It takes some planning to know what is possible to actively earn back in a week so you don't lose existing points. And the results of what you accumulated for skillback doesn't become final until you give the green light; just to protect players from royally ******* themselves over by testing out the skillback function on all of their skill nodes.
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