Fox Stormstrike
FALL3N ANGELS
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Posted - 2014.08.02 21:00:00 -
[1] - Quote
I've mostly played MMORPGs my entire life, and coming across DUST 514 was a pleasant change from my typical choice in games. The Skill Point system, though brutal, finally seems to have been polished well enough so that a new player can understand how it works and what purpose it has. The symmetry of the Vehicle/Dropsuit trees is a welcome introduction. However, I can't help but grieve over the fact that some of the mechanics regarding the Skill Point system have yet to be changed. Yes, these topics have been posted before, but I feel that they need to be re-examined and re-addressed given how much the game has changed since release.(at the very least, the second topic)
I may be mistaken about this, but I understand that there is still a weekly hard-cap on how many skill points you can earn. The only reason I could ever see imposing such a cap is to disallow the poopsockers from rapidly progressing beyond the players who have lives outside of the game. The only reason I could see allowing the cap to continue is to prevent the poopsockers from maxing their total accumulated skill points and having everything available to them, thus creating a class of demi-god players who can change their specialization at will; but poopsockers and even casual players already have this ability, thus making the hard-cap redundant and an obstacle for new players.
I also am aware that there is still no system to return incorrectly/accidentally allocated skill points, if only available to those whose total skill points fall under a certain threshold. By enacting a threshold, say, 3,000,000 total accumulated SP, you prevent the players who are more experienced with the game from exploiting the system while not punishing new players who already have to deal with a steep learning curve.
If this is an issue about income generated by selling the Passive/Active boosters, I suggest making the cost of returning the incorrectly spent skill points (a service which would be purchasable with AUR) relative to the AUR cost of the boosters necessary to generate the same amount of skill points necessary to purchase the skills.
Coming back from a year-long hiatus, I feel these changes would make the game more tolerable for new AND returning players who have to reacquaint themselves with all the new changes over the past year. It would allow these players a chance to "catch up" so they do not get proto-stomped and ragequit (again) because they decided to spend their initial SP into all three archetypes of drop suits for all four races, but failed to regard this as a bad move until AFTER purchasing the skills.
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