Pokey Dravon
OSG Planetary Operations Covert Intervention
2034
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Posted - 2014.05.17 00:25:00 -
[1] - Quote
The progression system needs to be non linear (logarithmic), so that new players can become competitive against veterans fairly quickly. (The 5 level skill system was a diminishing returns non linear system. If the 5 level system is dropped it needs to be replaced with another non linear diminishing returns system.)
This is completely crucial to keeping the difference between High SP characters and Low SP character from becoming game breaking. Typically speaking it is important that a new player can get a skill to level 3 fairly quickly, whereas level 4 and 5 can be trained later on to optimize performance but at a much steeper benefit/SP cost. This allows new players to skill into a role fairly quickly but gives veterans the ability to use their larger SP pool to give them a competitive edge (but not an insurmountable advantage).
I feel that the 5-Level system is pretty solid at its core be allowing players to choose how much on an SP investment they want to make. It does however have some issues and I will cover a few of those below.
- Every skill point invested should provide a tangible benefit. (The current system breaks this rule. Think level 4 and 5 of Dropsuit Command.)
This is one of my biggest pet-peeves about the current system. Skill levels that do literally nothing only serve to make players feel like theyGÇÖre wasting their SP on nothing. Every single skill, not matter what, should offer some sort of bonus. I'd actually argue that variations of suits and weapons should be unlocked on levels 1,2, and 3, allowing for levels 4 and 5 to be trainable for additional bonuses. Some unlocks should be based on 4 and 5 and would be evaluated on a case by case basis, but even if a level does not unlock something, it should still offer a bonus.
- No max number of skill points. (The fact that you never stop progressing in EVE is one of the reasons people stick with EVE so long, and why when they do leave they usually come back. Legion needs to maintain this as well.)
There should never be a Maximum SP. Character progression should go on effectively endlessly so players always have something new they can train.In terms of a weekly cap, I think this needs to stay in one form or another. SP generation in EVE is always passive meaning there is a maximum amount of SP you can earn every week. There are of course ways to increase the speed at which you generate Sp but only to a point.
That being said Dust/Legion should operate on a similar principle, and while you can increase SP generation to a point (Boosters), there should be limits on how much SP you can earn earn in a given period of time. If you want to get specific, IGÇÖm a big fan of the rolling SP cap where players can GÇÿstoreGÇÖ bonus SP up over multiple weeks (to a limit) and level through it at their leisure. I think this opens up the game for those who have odd schedules and play availability.
Like my ideas?
Pokey Dravon for CPM1
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Pokey Dravon
OSG Planetary Operations Covert Intervention
2040
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Posted - 2014.05.18 05:47:00 -
[2] - Quote
Fox Gaden wrote: I got a clarification from CCP Z. When he said he was getting rid of the 5 Level system, he just meant that he was changing the way it is presented from 5 levels of a single node, to 5 separate nodes. As far as I can tell, it will work the same as the 5 level system, but will simply be displayed differently.
Well that's reasonable. I don't really mind the single node but if it makes it easier for new players to understand I'm all for it. I think perhaps that gives a better visual of progression, rather than filling up a single node.
Like my ideas?
Pokey Dravon for CPM1
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