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Stefan Stahl
Seituoda Taskforce Command
1
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Posted - 2015.08.12 14:30:00 -
[1] - Quote
Hey,
I recently created a new account to see what the NPE was like these days. After graduating the academy I had some mixed experience but managed to struggle through with an overall positive kdr, so I chalk that up as a victory for the matchmaker until I get to run more trials.
However, I noticed that my progression through the skill-tree was very unguided. Due to my prior knowledge of the game I noticed that - as an assault type player - I needed to quickly skill into HP modules, a rifle, and a medium suit. That would give me over 650 ehp and a STD AScR on an Amarr medium suit which would be enough to make it to the fight and snag kills at the periphery.
This progression is not very visible at all in the skill tree to the untrained eye. - The first thing I wanted for my militia suits was non-MLT hp modules. To see those you need to switch to dropsuit upgrades -> dropsuit armor/shield upgrades and from there buy the rather expensive armor plating or shield extension skills. - The second thing I wanted was a STD weapon. Those are very tough to get. You first have to upgrade weaponry to level 2, then buy and upgrade the light weapon operation skill before finally buying the skillbook for the rifle you want. If you want the assault variant of that rifle you'll need to push that skill to level 2 before you get to use the same weapon you had on your Frontline fitting. - The medium suit skill is available to buy right off the start when you open the skill tree. That's a good thing as that class is a good starting point. However it shouldn't be the thing a new player chooses first. It's a costly investment and should only be done after playing a while.
I think the skilltree needs to be a lot more intuitive to use. Even if we had a tutorial it wouldn't be feasible to dump all that knowledge on a new player when really he just wants to shoot people in the face. So here are some possible suggestions to help new players navigate the skilltree: - The skill tree opens at the dropsuit upgrades tab. That really is the most useful place to start putting in points. - Dropsuit core upgrades becomes available at dropsuit upgrades level 2. New players start at dropsuit upgrades level 1. This only leaves armor and shield upgrades available for upgrading after first opening the skill tree. - Possibly move dropsuit armor and shield upgrades to the top of the dropsuit upgrades tree. Biotics and Core upgrades go to the bottom. - The ISK cost for armor plating and shield extension should be very low. I intuitively inferred "late game content" from high ISK costs for skillbooks and I'm sure other players do so too. - Weaponry should be the second tab in the skill tree. - Light weapon operation should only require weaponry level 1. Sidearm operation should require level 2. That guides new players towards graduating from a MLT main weapon. - Light weapon operation should be be at level 1 from the start, maybe. The skill does nothing but still eats up ISK and SP. It's not enjoyable to upgrade it. - Only rifles should be available at light weapon operation level 1. It really is where new players should start. - Grenades are hidden under weaponry -> explosives -> grenadier. The explosives skillbook doesn't do anything and just eats up ISK and SP. Maybe push grenadier up one tier and make it a direct sub-item of weaponry. Demolitions then becomes a sub-item of grenadier. - Dropsuit command should be the third tab on the skill tree. - Possibly reduce the ISK cost associated with the medium suit operation skillbook to reduce early game ISK grind. However I'm fine with gating this choice for a while to make sure players play with some other MLT suits before deciding what race to spec into.
And finally, I'd like to see a pop-up after upgrading a skill to notify me of what that expense has just done for me. The popup should both tell me the stat effects and the items I can now use.
Any other suggestions as to how the skilltree can be optimized to help new players find their way? |
Stefan Stahl
Seituoda Taskforce Command
1
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Posted - 2015.08.13 20:52:00 -
[2] - Quote
My next topic is going to be about why HAVs are OP, ScRs need to be nerfed and how Logis have it too easy. Also people who use prototype gear are scrubs and squads should be removed from pubs.
That's going to get more attention.
Actually I didn't even expect many replies to this topic. I didn't take a look at the early skill tree progression in two years myself and wouldn't have been able to comment on it two weeks ago. But I think it's an important aspect of helping people understand why this game can be fun - sometimes - for a while . |
Stefan Stahl
Seituoda Taskforce Command
1
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Posted - 2015.09.03 14:51:00 -
[3] - Quote
Some more ideas: 1. Right now armor upgrades are unlocked by the armor plating skill under "Dropsuit upgrades -> Armor upgrades -> Armor plating". New players don't need the +5% to dropsuit armor before they need STD armor modules. So switch Armor plating and armor upgrades so people get to unlock armor modules earlier. That way you first skill into "Dropsuit upgrades -> Armor plating" and can now use STD plates. Later on you may decide to add "Dropsuit upgrades -> Armor plating -> Armor repair systems" for the reppers or "Dropsuit upgrades -> Armor plating -> Armor upgrades" for the +5% to dropsuit armor. May I also suggest renaming the skill to "Armor fortification" or something like that?
2. The Shield upgrades and Shield extension skills could have the same thing done to them.
3. Reactive plates should be unlocked via the armor repair system skill and have its bonus applied to it, instead of the armor plating skill like it does right now. (If afterwards armor reppers need a minor buff to be better than reactives I wouldn't mind that either. Reps as a type of tank is hardly OP right now.)
4. Whenever you unlock a non-AUR/non-BPO module, the game should gift you a couple of them. And tell you so. That way you shorten the path from SP to fitting. The player only has to unlock the skill and can fit it right away. The same popup that told you what you unlocked and that you now own a few of those could also ask you whether you want to go to the fitting menu and open your most used fitting for you right away. You may also grant a few AUR items to make people more used to doing that, if you're feeling particularly enterprising. Maybe this should be restricted to low tier modules only. Your call.
5. The fitting menu should raise awareness of modules or suits that have recently been unlocked. We could use the orange exclamation mark that is otherwise used to notify the player of a change in the fittings for this purpose. So when you unlock the Armor plating skill at level 1 you first get a popup that tells you that you have now unlocked STD armor plates. When you next go to the fitting screen and open the context menu of a fitting it shows an orange exclamation mark near "Edit". Once in the editor it shows an orange exclamation mark at a low slot. Once that is selected it shows an orange exclamation mark near the "Armor" category. Then "Armor plates". Then "Std armor plates" and "Std ferroscale plates". Once the player has looked at the new items the orange exclamation mark won't appear again. Note that he doesn't have to actually fit them, just see that they can be selected now. |
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