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Cyrus Militani
Leon Conglomerate
55
|
Posted - 2014.05.16 07:09:00 -
[1] - Quote
I agree with Vell0cet's letter to CCP completely. Especially the part about the skill progression. Here is a excerpt from Vell0cet post that puts how I feel into words better than I can:
Vell0cet wrote: ... I think there has been a serious miscalibration in the analysis of DUSTGÇÖs strengths and weaknesses that went into the planning for how to design Project LegionGÇÖs progression system. Nearly all MMOs have the serious challenge of creating a progression system that is compelling for GÇ£end-gameGÇ¥ veterans. Most fall into the trap of World of WarcraftGÇÖs GÇ£gear treadmillGÇ¥ system where the cool stuff you work for becomes obsolete as a better version is released several months/years later.
EVE solved this problem with itGÇÖs skill tree, and DUST inherited that solution by being derived from it. In EVE, all ships are useful: your Rifter is still fun to use even after you unlock the Wolf. There are times when a cheap ship is better than an expensive one, and youGÇÖre forced to make those decisions about when you want to risk exponentially more expensive ships for linear power advantages every time you undock. ItGÇÖs part of the GÇ£secret sauceGÇ¥ that has made EVE the only MMO to grow every year since launch ... High SP players can squeeze higher meta modules into that militia suit and create great ISK efficient fits with it. ItGÇÖs incredibly gratifying to kill someone wearing a very expensive suit using a cheap one. The asymmetrical nature of DUST 514 is what makes the game compelling. There is supposed to be an economic ecosystem where you run cheap suits/fits at a disadvantage or grind PvE (in theory) to build ISK so you can buy better suits that give you an advantage. DUSTGÇÖs economy is broken because of the ISK faucet PC has become, not because of this modelGÇöwhich is excellent ... Incentive for power should be balanced by the pain of grinding for ISK (via cheap fits in PvP or PvE). There will always be a strong desire to run the best possible stuff. This needs to be tempered by making the best suits and gear take a lot of player time and effort to acquire (by acquire, I donGÇÖt mean unlock once and have forever, I mean each death)GÇöeach death in top-of-the-line gear should really hurt.
The current DUST 514 skill system isn't perfect, but it works well. Changing it to be more in-line with mainstream MMORPG's will not help the game, it will inevitably destroy it. As Vell0cet points out, just because you CAN use proto gear doesn't mean it's economical to do so.
If the game were to somewhat re-imagined, these are some core concepts I would change:
1 - Eliminate SP and skill trees.
Skill trees make very little sense for FPS games, at least when it concerns ability in battle for most things. FPS games require actual human skill to play. Reaction time. Aiming various weapons. Getting used to recoil from different weapons. Team strategy. Flanking. Outflanking. Phycological warfare.
Equipment should be usable by anyone, as long as they have the ISK to buy it. If you die with expensive equipment it should hurt your (virtual) wallet. You should be driven to create economical fits. Equipment should not define a good player, how well they use it should.
Things like increasing the damage of a weapon or decreasing the charge time should not be skill based. It should be based on the weapon you're using. How well that weapon was constructed.
Things like time to reload a given weapon is one of the few things that require "skill" that isn't translatable through M/KB or controller. With that you could make the time to reload slightly faster every time you do it, and more so if you do it in the heat of battle. Things like time to reload should be based on repeated use of that class of weapon.
(To contrast, MMORPGs are different because they use one-button press spells / abilities. The only skill involved is strategizing what to use at the right time and in the right combinations.)
2 - Introduce crafting.
Remove static classes, such as Scout, Sentinel, Commando, Logistics, Assault, etc... Just have Light frame, Medium frame, and Heavy frame as a starting point and allow players to somehow interactively define/craft classes themselves. Each crafter can have their own secret-sauce. The more you craft effects your success vs failure rate.
Allow Legion players to craft Dropsuit stuff (Dropsuits, modules, weapons, equipment) and make the materials needed buyable from EVE miners.
Do the same thing with vehicles, but only allow EVE players to craft vehicles.
(Not every merc will always have the same exact gear. Stats on each item would vary. Gear with some positives and negatives would be more common. Gear with mostly positives would be more rare. For example, a Forge gun might have quick charge time, but the damage would suffer. A Forge gun with quick charge time and high damage would more rare.)
3 - Eliminate random match making.
Allow players to decide where to fight, who to fight, who not to fight. Just like EVE you should be able to pick your battles. Make these battles more worthwhile and meaningful.
Allow multiple squads to be on the same side. Each squad's voice chat would still be separate. Have a "battle commander" who isn't in battle, but is able to talk to all the squad leaders. Off-map support would be carried out by the "battle commander" (instead of the squad leader) based on the success of each squad. |
Dauth Jenkins
Ultramarine Corp
533
|
Posted - 2014.05.16 14:34:00 -
[2] - Quote
Having a "battle commander" would make sense, especially in PC. It would also work really well with the map that we have now, as it shows allies movements in real time already.
-Sincerely
--The Dual Swarm Commando
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Ender Storm
Goonfeet Special Planetary Emergency Response Group
146
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Posted - 2014.05.16 17:35:00 -
[3] - Quote
I like your suggestions very much.
Legion must be unique.
If it tries to be one more FPS, it will fail. If it tries to be dependant on gear and this MMO mentality, it will Fail.
Legion must be EVE on boots.
Levels must be subordinate to skill and planing.
The small should be able to contend with the powerful.
"every rifter counts" should be embraced by Legion as a goal.
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Godin Thekiller
shadows of 514
2306
|
Posted - 2014.05.16 20:08:00 -
[4] - Quote
This idea is horrible............
click me
Blup Blub Bloop. Translation: Die -_-
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Cyrus Militani
Leon Conglomerate
64
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Posted - 2014.05.16 20:12:00 -
[5] - Quote
Godin Thekiller wrote:This idea is horrible............
How so? Feedback please. |
137H4RGIC
SVER True Blood Dirt Nap Squad.
233
|
Posted - 2014.05.16 20:45:00 -
[6] - Quote
Well first, leveling up by usage is a horrid idea as this follows the same model you're preaching against. Eve had never been level by usage. Additionally, in order to get that secret sauce. We're going to need many, many more modules. Relying on eve for vehicles is dangerous at first, being that we don't know if they'll integrate well together. Try to stay away from generic words like crafting.... makes me cringe thinking of wow... research and production would need to be its own skill tree which doesn't fall into the skill tree as set forth by ccp z...
EVE players? Good at Dust?! Let the indiscriminate slaughter of PC huggers begin >:)
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Godin Thekiller
shadows of 514
2306
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Posted - 2014.05.16 20:52:00 -
[7] - Quote
Cyrus Militani wrote:Godin Thekiller wrote:This idea is horrible............ How so? Feedback please.
No progression nor structure to getting or doing things. It would just end up Being arich corp picks up the best new players, and at the start have a large amount of players that can do a multitude of roles, which ain't the point of New Eden......
Hell, even mainstream FPS's has skill trees...............
EDIT:
1: We don't learn things by practice, we literraly plug in the info into our heads via skillbooks.
2:There's skills that has nothing to do with combat (corp skills, market skills, etc), so, how would we get those ingame?
click me
Blup Blub Bloop. Translation: Die -_-
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Cyrus Militani
Leon Conglomerate
67
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Posted - 2014.05.16 21:01:00 -
[8] - Quote
Godin Thekiller wrote:Cyrus Militani wrote:Godin Thekiller wrote:This idea is horrible............ How so? Feedback please. No progression nor structure to getting or doing things. It would just end up Being arich corp picks up the best new players, and at the start have a large amount of players that can do a multitude of roles, which ain't the point of New Eden...... Hell, even mainstream FPS's has skill trees............... EDIT: 1: We don't learn things by practice, we literraly plug in the info into our heads via skillbooks. 2:There's skills that has nothing to do with combat (corp skills, market skills, etc), so, how would we get those ingame?
This is already happening now. The difference is these corps are picking up players who have proto skill trees. New players are being barred from this, even if they are good FPS players. Removing the skill restriction helps newer players take down these well intrenched players.
With things like reloading, sure you know how to reload the gun. But unless you have practice at doing it in real life, you aren't going to be as fast at doing it, especially with the pressure of someone shooting at you.
With corp skills these things can be controlled by the market. Can you afford to employ that many members? |
Forlorn Destrier
2503
|
Posted - 2014.05.16 21:09:00 -
[9] - Quote
CCP Z did confirm you can still use the older suits after you move to the new ones. In fact, the new matchmaking will be based on a metascore - this score is based on the metalevel of suits, weapon, and gear. You would be limited to a range of scores in a particular battle. So for example, you could have a high meta gun, and a bunch of low meta gear/suit, and still get into a mid range battle with higher tier items (basially you budget the metalevel scores accordingly.
A little off topic I know - but just wanted to point out you will not be limited to the "best" suit like people thought he meant with the original comment in the presentation.
(I'm still on the fence between both the current Dust progression, and with CCP Z's new system - I really see the benefits of both systems) |
137H4RGIC
SVER True Blood Dirt Nap Squad.
233
|
Posted - 2014.05.16 21:10:00 -
[10] - Quote
What irks me the most is you want to remove the most fundamental attraction of new Eden. Rewarding players for tenure. Not letting some 13 year old puck up the controller, grind out for a week and be one of the better players because he has time to be.
EVE players? Good at Dust?! Let the indiscriminate slaughter of PC huggers begin >:)
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Cyrus Militani
Leon Conglomerate
67
|
Posted - 2014.05.16 21:15:00 -
[11] - Quote
Forlorn Destrier wrote:CCP Z did confirm you can still use the older suits after you move to the new ones. In fact, the new matchmaking will be based on a metascore - this score is based on the metalevel of suits, weapon, and gear. You would be limited to a range of scores in a particular battle. So for example, you could have a high meta gun, and a bunch of low meta gear/suit, and still get into a mid range battle with higher tier items (basially you budget the metalevel scores accordingly.
A little off topic I know - but just wanted to point out you will not be limited to the "best" suit like people thought he meant with the original comment in the presentation.
(I'm still on the fence between both the current Dust progression, and with CCP Z's new system - I really see the benefits of both systems)
How is that going to work with different fittings? Just because I have a high level proto fittings means I'm in a high-level match? Match making based on things like meta level is a slippery slope. I'm a good logi, but my KDR sucks.
I would much rather be able to decide what battle to fight. Not being whisked away to some random battle. |
Cyrus Militani
Leon Conglomerate
68
|
Posted - 2014.05.16 21:23:00 -
[12] - Quote
137H4RGIC wrote:What irks me the most is you want to remove the most fundamental attraction of new Eden. Rewarding players for tenure. Not letting some 13 year old puck up the controller, grind out for a week and be one of the better players because he has time to be.
I understand where you're coming from. But we still have this problem, it just takes a little longer. The only thing preventing this is the skill cap. But you still have proto-level players stomping pub matches. The skill cap actually hurts medium players from being able to do anything about it.
If someone dropped a proto tank there is nothing I can do about it, especially as a new player. Why? Because I don't have the skill into AV, and it will take me months to get there. I may not have the ISK to get the gear right now, but between my squad mates we can pull our funds to make sure that one of us can on the next match. Nothing is more frustrating than having our entire squad pulling out Militia Forge Guns for more than half the match just to maybe take down this tank. And it happens all the time.
What I'd rather be able to do is say: Guys these tankers are out of control. We need one of us to run AV. Lets give Bob X amount of ISK to carry AV and take out that tank. This does two things: (1) If a proto tank comes out, Bob can take him down. The tanker will think twice about brining out a proto tank. (2) If Bob fails to take down that tank, it costs us money. Either way someone is losing money.
I would prefer that then hoping that all of us have a snow ball chance to take out a super tank. |
Vordred Knight
scratch my balls
184
|
Posted - 2014.05.17 03:10:00 -
[13] - Quote
Cyrus Militani wrote:I agree with Vell0cet's letter to CCP completely. Especially the part about the skill progression. Here is a excerpt from Vell0cet post that puts how I feel into words better than I can: Vell0cet wrote: ... I think there has been a serious miscalibration in the analysis of DUSTGÇÖs strengths and weaknesses that went into the planning for how to design Project LegionGÇÖs progression system. Nearly all MMOs have the serious challenge of creating a progression system that is compelling for GÇ£end-gameGÇ¥ veterans. Most fall into the trap of World of WarcraftGÇÖs GÇ£gear treadmillGÇ¥ system where the cool stuff you work for becomes obsolete as a better version is released several months/years later.
EVE solved this problem with itGÇÖs skill tree, and DUST inherited that solution by being derived from it. In EVE, all ships are useful: your Rifter is still fun to use even after you unlock the Wolf. There are times when a cheap ship is better than an expensive one, and youGÇÖre forced to make those decisions about when you want to risk exponentially more expensive ships for linear power advantages every time you undock. ItGÇÖs part of the GÇ£secret sauceGÇ¥ that has made EVE the only MMO to grow every year since launch ... High SP players can squeeze higher meta modules into that militia suit and create great ISK efficient fits with it. ItGÇÖs incredibly gratifying to kill someone wearing a very expensive suit using a cheap one. The asymmetrical nature of DUST 514 is what makes the game compelling. There is supposed to be an economic ecosystem where you run cheap suits/fits at a disadvantage or grind PvE (in theory) to build ISK so you can buy better suits that give you an advantage. DUSTGÇÖs economy is broken because of the ISK faucet PC has become, not because of this modelGÇöwhich is excellent ... Incentive for power should be balanced by the pain of grinding for ISK (via cheap fits in PvP or PvE). There will always be a strong desire to run the best possible stuff. This needs to be tempered by making the best suits and gear take a lot of player time and effort to acquire (by acquire, I donGÇÖt mean unlock once and have forever, I mean each death)GÇöeach death in top-of-the-line gear should really hurt.
The current DUST 514 skill system isn't perfect, but it works well. Changing it to be more in-line with mainstream MMORPG's will not help the game, it will inevitably destroy it. As Vell0cet points out, just because you CAN use proto gear doesn't mean it's economical to do so. If the game were to somewhat re-imagined, these are some core concepts I would change: 1 - Eliminate SP and skill trees. Skill trees make very little sense for FPS games, at least when it concerns ability in battle for most things. FPS games require actual human skill to play. Reaction time. Aiming various weapons. Getting used to recoil from different weapons. Team strategy. Flanking. Outflanking. Phycological warfare. Equipment should be usable by anyone, as long as they have the ISK to buy it. If you die with expensive equipment it should hurt your (virtual) wallet. You should be driven to create economical fits. Equipment should not define a good player, how well they use it should. Things like increasing the damage of a weapon or decreasing the charge time should not be skill based. It should be based on the weapon you're using. How well that weapon was constructed. Things like time to reload a given weapon is one of the few things that require "skill" that isn't translatable through M/KB or controller. With that you could make the time to reload slightly faster every time you do it, and more so if you do it in the heat of battle. Things like time to reload should be based on repeated use of that class of weapon. (To contrast, MMORPGs are different because they use one-button press spells / abilities. The only skill involved is strategizing what to use at the right time and in the right combinations.) 2 - Introduce crafting. Remove static classes, such as Scout, Sentinel, Commando, Logistics, Assault, etc... Just have Light frame, Medium frame, and Heavy frame as a starting point and allow players to somehow interactively define/craft classes themselves. Each crafter can have their own secret-sauce. The act of crafting increases your success vs failure rate. Allow Legion players to craft Dropsuit stuff (Dropsuits, modules, weapons, equipment) and make the materials needed buyable from EVE miners. Do the same thing with vehicles, but only allow EVE players to craft vehicles. (Not every merc will always have the same exact gear. Stats on each item would vary. Gear with some positives and negatives would be more common. Gear with mostly positives would be more rare. For example, a Forge gun might have quick charge time, but the damage would suffer. A Forge gun with quick charge time and high damage would more rare.) -- If this were to happen there would be no need for respecs. The skill of the human player would be emphasized. The economical aspect, which I believe to be DUST's biggest strength, would be enhanced. (I had a #3 w/ match-making, but I felt it udetracted from my main topic, so I split it off here: https://forums.dust514.com/default.aspx?g=posts&m=2164573) lol you got 69 likes sooo immature i am
Markdown:
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Joel II X
Dah Gods O Bacon
2582
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Posted - 2014.05.17 03:21:00 -
[14] - Quote
Ender Storm wrote:I like your suggestions very much.
Legion must be unique.
If it tries to be one more FPS, it will fail. If it tries to be dependant on gear and this MMO mentality, it will Fail.
Legion must be EVE on boots.
Levels must be subordinate to skill and planing.
The small should be able to contend with the powerful.
"every rifter counts" should be embraced by Legion as a goal.
This, because what was said in the OP reminded me of CoD.
In CoD, you progress through money so that you could buy gear and classes once and unlock them forever. What the OP said was this, except that your gear would have to be bought with each use.
I played this game for the SP system. It was unique. Take that away, and you will kill the game before it's even born.
While I support tiericide, I, also, think skills should improve your gear by enabling your clones to use it more efficiently. So, no one uses a Duvolle Assault Rifle, but someone with full skills with a STD AR will always beat a dude with the same weapon, but less skills (assuming they are having a fair fight, and have the same accuracy and suit/module levels), you know, like Eve.
T1, T2 should be a thing, though. |
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