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Hammerhead LandSharkX
Liberum Sapiens Xenodochi
29
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Posted - 2014.05.17 01:54:00 -
[1] - Quote
yupHammerhead LandSharkX wrote: A very elaborate effort. Details aside, I'm with you in your line of thinking and believe very strongly that this avenue is the best for legion with eve, dust to legion, and for both new & vet players.
Quote:Although not being a fan of tiericide myself, it seems CCP and a significant portion of the community is. I'm with you here too.
Quote:In addition to the ISIS interface, the cost of skill books should be used to GÇ£coralGÇ¥ new players into successful strategies without explicitly prohibiting freedom. Skills that will be very helpful early on should be very cheap, and those that are better trained later should be very expensive. in both isk cost and skill cost
I won't go into detailed criticism of your imagery and organization of the tree as I'm not taking the time to do the same (nor would I consider myself competent enough to)-but it's a good example. I think if CCP would explore this route good things would happen.
Basically I'm in agreement that a Certificate like system with an ISIS like ui coupled with some cleaning/tweaking/fixing of our current skills working and built together would be an excellent bridge between games as well as new & veteran players/audiences.
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Hammerhead LandSharkX
Liberum Sapiens Xenodochi
31
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Posted - 2014.05.18 10:12:00 -
[2] - Quote
Kevall Longstride wrote: The problem is so bad that a tidy up of the tree and the introduction of some new UI just isn't going to be enough now. The proposals I've seen so far from players including your own Vell0cet are merely re-jigs of what we have now. And what we have now has seen the games retention rates drop for a year.
Z's progression is a re-jig of what we have now, he even said his isnt that different from what is currently there. Problem is his re-jig forces roles for everyone rather than allowing them to be easily accessed/viewed/explained. His re-jig could easily be a default ui that looks just like he describes it and works just like he describes it-while giving other players the option to not use it.
Quote:In the early stages of joining game such as ours, players should be free to experiment and try as much as possible BEFORE they have to consider specialisations and bonuses for items. In those first few hours they must be given a sense of real achievement in order for them to feel comfortable in staying. contradictory to what you say later and Z's opinion that there's too many weapon/module/suit options at the start and they're attained too quick. He doesnt want people to experiment early-he wants people funneled down a pipe for a longer period of time before they can start really experimenting. How can people experiment before they specialize if they have to specialize to experiment? You need to be able to experiment with those roles at a base level before you decide to spend weeks in one and find out it's not your thing or to get that weapon you wanted.
Quote:The first couple of hours should be spent unlocking as much as they can for use. They shouldn't be yet burdened with choices regarding bonuses till they know what things they like to do and want to do better. contradictory to Quote: But to prevent them doing it with no structure or end game, giving a role to unlock with weapons pertinent to that role as unlocks to give a sense of progress is the key to do it. Unlocking a weapon to use should be an experiment not a life choice. Allowing that weapon to be used in any other role while busy unlocking lots of stuff should be seen as bonus, not a requirement.
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Hammerhead LandSharkX
Liberum Sapiens Xenodochi
31
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Posted - 2014.05.18 10:13:00 -
[3] - Quote
6 quote limit continued...
Quote:Giving a player a lot of achievement early in the game with the promise of greater reward with increasing specialisation is how we grab them and keep them. absolutely. Yet Z said he wants progression to be harder and take longer out the gate. Quote:Having roles gives them structure and understanding without the need of a separate tutorial or extra UI, it streamlines the process and facilitates self teaching. forcing roles just limits options so you are less likely to skrew up cause you don't understand....it's not making it easier to understand (in the beggining) it's making it harder to f*** up. The clarification from Z's system that might help people understand is all ui stuff that could be tooled into what we have now. As others like Vell0cet are advocating for and demonstrating
Quote:A better NPE will help with things like teaching them game lore and PvE, explaining the value of corps.
yes, far more so than Z's progression system would. Improved NPE and PvE are the best ways to allow players to experiement and know how to experiment from the start-and they'd have more to experiment with from the start under our current progression system-not Z's.
For Z's system to work like some of what you said-there'd need to be a lot of neutral (non-role) suit tree space to unlock some type of role hybriding options for people to experiment with before they went into a deep hard role. Weapons and modules unlocked during basic suit stages-not in role stages. Which is what we can do now-we just need to show/guide/introduce people to that better (NPE, PvE, UI).
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