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[Veteran_Baal Roo]
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Posted - 2012.06.10 08:10:00 -
[1] - Quote
So, the SP system is clearly set up as a collection of skill trees, but it's not represented clearly as such in the menus. Is this intentionally obfuscated? |
[Veteran_xAckie]
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Posted - 2012.06.10 14:28:00 -
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I too think the skill tree needs some work. Perhaps some explanation as to what equipment each purchase of skill level opens up? This would stop people (me ) worrying where to ' spend' skill points.
I understand there is supposed to be complexity in this game but there is complexity for the sake of it.
I also think that console gamers are often casual gamers (or like me older gamers) and grinding skills for one attribute without being able to trade these skills or realise 40 hours in that I wished I had gone another route may make me think twice about booting up the game.
This is not a monthly purchase game where the hardcore will keep the game afloat but F2P which will mean we will need numbers for it to be successful if money is to be made by CCP and if people arent able to 'enjoy' the game there will be a tail off.
This does not mean I am a COD (or even a BF3) fanboy - I am not.
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[Veteran_Dragon Grace]
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Posted - 2012.06.10 14:29:00 -
[3] - Quote
Baal Roo wrote:So, the SP system is clearly set up as a collection of skill trees, but it's not represented clearly as such in the menus. Is this intentionally obfuscated?
Are you an EVE player? you will find in EVE is very similar. You know there is a skill tree, but you have to follow each branch of that tree to make sure you are training the right thing for the course of developing your character.
you will find that there are many sites out there that the EVE community have made to act as a guide for this kinda thing, as with ship fitting and manufacturing and all that kinda stuff.
i would not be the least bit surprised if the DUST community do the same thing. CCP support 3rd parties a lot with their API system. it allows the community to grow the in game universe outside of the game. so...keep the eyes peeled for that kinda stuff once more and more is known about the game by the player. |
[Veteran_Dragon Grace]
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Posted - 2012.06.10 14:37:00 -
[4] - Quote
xAckie wrote:I too think the skill tree needs some work. Perhaps some explanation as to what equipment each purchase of skill level opens up? This would stop people (me ) worrying where to ' spend' skill points.
I understand there is supposed to be complexity in this game but there is complexity for the sake of it.
I also think that console gamers are often casual gamers (or like me older gamers) and grinding skills for one attribute without being able to trade these skills or realise 40 hours in that I wished I had gone another route may make me think twice about booting up the game.
This is not a monthly purchase game where the hardcore will keep the game afloat but F2P which will mean we will need numbers for it to be successful if money is to be made by CCP and if people arent able to 'enjoy' the game there will be a tail off.
This does not mean I am a COD (or even a BF3) fanboy - I am not.
what you should be doing perhaps is looking at this backwards. look at the weapons/dropsuits/vehicles you wanna use. find out what skills you need to get there. and then look at the skills and find out the pre-requisites for them....and so on.
EVE is hard.....DUST is HARD. both statements have been stated by CCP on numerous occasions. if a player isnt in the mindset to persevere and reap the rewards of playing a hard game for a change (the majority of games today like to hold your hand too much in my opinion, despite them being nice to play) then you are in the wrong game. plus...there are a number of accesibility level. you have the quick matches for the casual guys. once the corp battles and stuff are opened up....thats the dedicated guys teritory right there. no one will feel out of place.
i dont think enjoyability would be an issue. you either like it...or you dont. plus....when you think about the millions of people who are sick of the recycled COD projects....im sure you will find that a number of them will enjoy this breath of fresh air purely on the challenge alone. once that happens. the community and the "alive" nature of this game...aswell as being patched directly into the living, perpetual machine that is EVE online, the scope of the game will keep them amused for years :)
as an eve player for years...thats how i see it anyway. Anyone just jumping into this to player "a shooter"....isnt really playing it for the right reason i dont think. once they realise this, the open minded and non "quick match quick victory" player will try and find the reason for this game. |
[Veteran_xAckie]
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Posted - 2012.06.10 15:25:00 -
[5] - Quote
I dont play EVE so I dont know how hard it is. I dont know much about how DUST will eventually play as this is a Beta and I am not sure how much the maps/ gameplay/ objectives etc will change for the build release and I presume the game will continue to evolve - but having said that I dont think DUST at the moment is 'hard' to understand.
I take your point about working backwards re: SP but when I buy the attributes it gives me a load of info anyway, L2 R2 gives me a description, requirements etc - it was here I thought a sub heading might help in letting you know what you will be able to access etc.
I totally agree with you in trying to avoid a carbon copy FPS etc. but I worry fi the game is as good as we can hope for then we will want people to play and stay around and join the 'dedicated guys' territory. If it is an endless grind to become assault or a sniper then people will drift off - maybe as you say thats a good thing.
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[Veteran_Traynor Youngs]
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Posted - 2012.06.10 15:47:00 -
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The reason there is no skill tree is that there is no tree.
As was said, you create your own tree by looking at what you want to do, figuring out what skills you have to have and what skills you should have in order to be effective and then you design the tree yourself.
That is one of the best features of CCP's skill model. It is not set in stone what tree to train, its up to the players to decide what skills they need and build their own tree.
Also remember that there are a lot of skills that are not required but that are good ideas. For instance, if you want to be a great sniper, it might be tempting to build a tree that gets you to prototype scout suits, prototype sniper rifles and thats it. But you should also train all of the light weapon skills (for capacity, reload speed, damage, etc), you should also train weaponry (+5% damage of all weapons) and you should train the skills for weapons damage mods that boost your damage. All of those skills mean the difference between single shot assault suit kills and having to plink away 3-4 shots to kill them.
So you see, there is no way to make a tree because there are a lot of skills that are optional and depend on your play style. |
[Veteran_xAckie]
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Posted - 2012.06.10 16:07:00 -
[7] - Quote
fair enough |
[Veteran_Traynor Youngs]
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Posted - 2012.06.10 16:19:00 -
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Perhaps the best thing would be the EVE style of certificates.
Certificates in Eve have skills that you have to get in order to get them, and different ships have certificate's that are recommended to have.
This way you could see that XX heavy drop suit recommends heavy drop suit certificate and heavy armor tanking certificate or something like that, which would help you guide your skill progression.
Certificates are not binding though, they are just recommended. If you want to jump into combat with the minimum skills for your suit, its a risk but you can do it even if you don't have all of the recommended certificates. |
[Veteran_Rafgas Joe]
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Posted - 2012.06.10 16:21:00 -
[9] - Quote
Traynor Youngs wrote:Perhaps the best thing would be the EVE style of certificates.
Certificates in Eve have skills that you have to get in order to get them, and different ships have certificate's that are recommended to have.
This way you could see that XX heavy drop suit recommends heavy drop suit certificate and heavy armor tanking certificate or something like that, which would help you guide your skill progression.
Certificates are not binding though, they are just recommended. If you want to jump into combat with the minimum skills for your suit, its a risk but you can do it even if you don't have all of the recommended certificates.
quoted for truth. This could be a very good guide for people not used to the eve skill system. Even for everyone i imagine, even as an Eve veteran, i liked the certificates, it serves as a very good reminder on what skills are related to a certain role or action. |
[Veteran_Baal Roo]
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Posted - 2012.06.10 19:33:00 -
[10] - Quote
Traynor Youngs wrote:The reason there is no skill tree is that there is no tree.
As was said, you create your own tree by looking at what you want to do, figuring out what skills you have to have and what skills you should have in order to be effective and then you design the tree yourself.
That is one of the best features of CCP's skill model. It is not set in stone what tree to train, its up to the players to decide what skills they need and build their own tree.
Also remember that there are a lot of skills that are not required but that are good ideas. For instance, if you want to be a great sniper, it might be tempting to build a tree that gets you to prototype scout suits, prototype sniper rifles and thats it. But you should also train all of the light weapon skills (for capacity, reload speed, damage, etc), you should also train weaponry (+5% damage of all weapons) and you should train the skills for weapons damage mods that boost your damage. All of those skills mean the difference between single shot assault suit kills and having to plink away 3-4 shots to kill them.
So you see, there is no way to make a tree because there are a lot of skills that are optional and depend on your play style.
this is simply incorrect, there most certainly are skill trees, they just use the term "prerequisites" for this purpose. If I have to purchase one skill to access other skills, that is a skill tree. My point is simply that there is no good reason not to clearly state on the skills themselves exactly what other skills they unlock, considering you can find this information out in other ways anyhow. Adding extra button clicks to find information doesn't make something "deeper," IMO, it just makes it clunky. Few people are going to just toss points willy nilly into skills without knowing there function, so it can be assumed the player will back out, go look up the skill they want to get to, and figuring out the tree to get there anyway, so why add in the unnecessary work and just put that information where it's useful?
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[Veteran_Baal Roo]
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Posted - 2012.06.10 19:44:00 -
[11] - Quote
Dragon Grace wrote:Baal Roo wrote:So, the SP system is clearly set up as a collection of skill trees, but it's not represented clearly as such in the menus. Is this intentionally obfuscated? Are you an EVE player? you will find in EVE is very similar. You know there is a skill tree, but you have to follow each branch of that tree to make sure you are training the right thing for the course of developing your character. you will find that there are many sites out there that the EVE community have made to act as a guide for this kinda thing, as with ship fitting and manufacturing and all that kinda stuff. i would not be the least bit surprised if the DUST community do the same thing. CCP support 3rd parties a lot with their API system. it allows the community to grow the in game universe outside of the game. so...keep the eyes peeled for that kinda stuff once more and more is known about the game by the player.
I'm not an eve player, but I don't understand why ccp would want players to have to go to a 3rd party for basic information on their skill trees. Why shouldn't I be able to see from the Weaponry skill info page (for example) that at lvl 3 I'll gain access to Heavy Weapons? I mean, sure I can go work backwards and figure it out, but there's nothing about such a process that requires any intelligence or ingenuity, it's simply a hassle. It's obfuscation for the sake of obfuscation and really achieves nothing other than making assigning skill points a more obnoxious process of menu navigation. I like the system quite a bit, I just don't see the point in the extra menu juggling to gain access to basic information. |
[Veteran_Traynor Youngs]
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Posted - 2012.06.10 21:20:00 -
[12] - Quote
Baal Roo wrote:Traynor Youngs wrote:The reason there is no skill tree is that there is no tree.
As was said, you create your own tree by looking at what you want to do, figuring out what skills you have to have and what skills you should have in order to be effective and then you design the tree yourself.
That is one of the best features of CCP's skill model. It is not set in stone what tree to train, its up to the players to decide what skills they need and build their own tree.
Also remember that there are a lot of skills that are not required but that are good ideas. For instance, if you want to be a great sniper, it might be tempting to build a tree that gets you to prototype scout suits, prototype sniper rifles and thats it. But you should also train all of the light weapon skills (for capacity, reload speed, damage, etc), you should also train weaponry (+5% damage of all weapons) and you should train the skills for weapons damage mods that boost your damage. All of those skills mean the difference between single shot assault suit kills and having to plink away 3-4 shots to kill them.
So you see, there is no way to make a tree because there are a lot of skills that are optional and depend on your play style. this is simply incorrect, there most certainly are skill trees, they just use the term "prerequisites" for this purpose. If I have to purchase one skill to access other skills, that is a skill tree. My point is simply that there is no good reason not to clearly state on the skills themselves exactly what other skills they unlock, considering you can find this information out in other ways anyhow. Adding extra button clicks to find information doesn't make something "deeper," IMO, it just makes it clunky. Few people are going to just toss points willy nilly into skills without knowing there function, so it can be assumed the player will back out, go look up the skill they want to get to, and figuring out the tree to get there anyway, so why add in the unnecessary work and just put that information where it's useful?
Wrong.
If all you had to learn were the prerequisites, then you would be very bad at using that equipment. There are far more skills that affect the effectiveness of the equipment than just what is required to use it.
My point is that a "tree" is misleading because it can't include all of the supporting skills because learning ALL the skills that have an impact is impossible, but learning the right ones for you is doable.
There are no skill trees for a reason. They don't make sense when it depends on what you as the player want to do.
You can tell what the skill does by looking at the description. IF you need to unlock something, just to unlock it, then you probably shouldn't be using it cause you need more skill to use it right. |
[Veteran_Steve Renuken]
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Posted - 2012.06.10 21:56:00 -
[13] - Quote
With any luck we'll have an Static data extract for Dust, just like Eve.
At which point, people like me come along and do neat stuff with it. Like build training plan tools, and so on. (Full tree plan will be available shortly after release. I've got tools ready to make it quickly)
There'll also, probably, be a Wiki that will contain a great deal more information. This will be a deep game. |
[Veteran_Baal Roo]
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Posted - 2012.06.10 21:57:00 -
[14] - Quote
Traynor Youngs wrote:
Wrong.
If all you had to learn were the prerequisites, then you would be very bad at using that equipment. There are far more skills that affect the effectiveness of the equipment than just what is required to use it.
That may very well be so, but why does that mean that we shouldn't be given that information in a clear and concise way? Why should YOU have to tell ME this, when it could be graphically represented in the game? This is basically the entire point of my post.
Traynor Youngs wrote: My point is that a "tree" is misleading because it can't include all of the supporting skills because learning ALL the skills that have an impact is impossible, but learning the right ones for you is doable.
But, if it doesn't tell me which skills unlock which other skills, how am I to figure out which ones are the "right" ones? I shouldn't have to leave the SP menu to figure out that Shields are unlocked with Electronics, or that Heavy Weapons are unlocked with Weaponry. It's just bad UI not to explain how this all works. If we want depth and customization, we need to have the information to take advantage of the system.
Traynor Youngs wrote: There are no skill trees for a reason. They don't make sense when it depends on what you as the player want to do.
Again, there ARE skill trees. I don't know why you keep saying there aren't.
Traynor Youngs wrote: You can tell what the skill does by looking at the description. IF you need to unlock something, just to unlock it, then you probably shouldn't be using it cause you need more skill to use it right.
No, you can't. This is exactly what the problem is. The wording is extremely vague and unhelpful. To continue the example I used earlier. If I've got Weaponry lvl 2, and I'm trying to decide if spending precious SP on lvl 3 is worth it, I shouldn't have to leave the SP menus to find out what I will gain from advancing to lvl 3. It's counter-intuitive to make me go to the MARKETPLACE to find out information about SKILL POINTS. It just doesn't make sense for the UI to work in this fashion.
I'm not arguing that they change how the system works, or use an RPG style physical reprentation of a "skill tree" in the way you seem to be assuming (like in Skyrim, Diablo, Final Fantasy, etc). All I'm saying is that in the "view info" panel, there should be a listing of what each level unlocks... or at least, what the next level unlocks when you spend your hard earned SP.
We all back out and go check the gear we are wanting in order to find out what the skill tree is for the things we want anyway, so why not just include it where it makes the most sense: the skills page? I'm in no way arguing for any changes in how the skill system works, just for more accurate and useful information to be included when viewing the skills themselves. |
[Veteran_yaok888]
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Posted - 2012.06.10 22:01:00 -
[15] - Quote
yes please, to attract and keep the more casual gamer types including me.
lots will be Non-EVE players who find the skill system very confusing.
example - I go to the market to try and get better armor module for my suit and see it requires armor upgrade level 1 skill.
I go back to the Character - Skill screen and page around for 5 minutes and do NOT see anything that says "armor upgrade" skill.
go back to market , look at prerequisites again, ok I see Mechanics is UNDERNEATH the armor upgrade skill listed.
this seems backwards, but I buy the Mechanics skill and now the Armor upgrade skill shows up as a subskill.
Either the prerequisites Need to be changed to show the correct unlock order: (so you know what to get FIRST) -- Major skill ------ subskill
or ALL the subskills need to be shown but "greyed out" in the Skill list so you know which Major skill you need to unlock.
better yet - have these Certificates or Skill Templates that give you a step by step recipe of what skills you need for selected "popular" classes.
You want to be a Heavy Machine gunner? - you'll want to get equipment A, B, C and D. and in order to use your equipment you'll need to get skills X, Y, and Z in this particular order.
This would be Mucho helpful.
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[Veteran_Baal Roo]
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Posted - 2012.06.10 22:18:00 -
[16] - Quote
yaok888 wrote:yes please, to attract and keep the more casual gamer types including me.
lots will be Non-EVE players who find the skill system very confusing.
example - I go to the market to try and get better armor module for my suit and see it requires armor upgrade level 1 skill.
I go back to the Character - Skill screen and page around for 5 minutes and do NOT see anything that says "armor upgrade" skill.
go back to market , look at prerequisites again, ok I see Mechanics is UNDERNEATH the armor upgrade skill listed.
this seems backwards, but I buy the Mechanics skill and now the Armor upgrade skill shows up as a subskill.
Either the prerequisites Need to be changed to show the correct unlock order: (so you know what to get FIRST) -- Major skill ------ subskill
or ALL the subskills need to be shown but "greyed out" in the Skill list so you know which Major skill you need to unlock.
This top part is basically what I'm trying to say and alone is worth a "like." The basic idea of the skill system is great, but it could be explained a bit more clearly and made a bit easier to navigate.
It just doesn't make sense to have to go to the market place in order to figure out which skills you need to unlock which other skills. This should be information that is accessed in the skills menu, NOT the marketplace.
OTOH, the rest of this below, I disagree with
yaok888 wrote: better yet - have these Certificates or Skill Templates that give you a step by step recipe of what skills you need for selected "popular" classes.
You want to be a Heavy Machine gunner? - you'll want to get equipment A, B, C and D. and in order to use your equipment you'll need to get skills X, Y, and Z in this particular order.
This would be Mucho helpful.
I don't like this because console players are already used to playing with "classes" and these "templates" would lead to a whole lot of cookie cutter set ups and ruin one of the more interesting parts of this game, which is that there are no predefined classes. They just need to make the trees more obvious so players can easily see exactly what it is they want, and how to get there... what they don't need is to hold the players hand with the decision making process itself. |
[Veteran_Alerion King]
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Posted - 2012.06.10 23:00:00 -
[17] - Quote
In Eve there is an option to show all skills being greyed out so you can see them all. I agree that they need to bring this feature into Dust to remove the need to bounce back and forth with market. It is not your typical skill tree from other MMOs so that is what he means skill trees but it has the prerequisites that your typical skill trees get. With more time non eve players will understand what we eve players do. So give us another option where we have our skills and available skills. Add show all skills please. This would help even eve players. Not as much but still helpful. |
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