Varoth Drac
Dead Man's Game
1
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Posted - 2015.11.01 15:03:00 -
[1] - Quote
The new(ish) progression window is a nice idea (if it worked correctly), helping new players with fittings and giving structure to skill point progression for those that need guidance. However, it has some problems.
The trouble is, in order to follow the progression, you end up having to skill into things that you may not want to. For example, the Amarr assault progression requires skilling into the flaylock. I don't want to use a flaylock on my assault, I already have SMG maxed.
Also, it is kind of confusing, with the inclusion of aurum gear and the branching of frame suits to specialised suits.
Here is an alternative. I appreciate this will probably not be implemented, as it is a replacement to the already developed progression system. However, I hope CCP would consider this for a future iteration of the game, if not Dust itself. Though there is nothing stopping it being put in the game in addition to the progression page.
Idea:
Equip all suits with a full set of militia, yellow boxed, gear. As much as can be fitted on a suit with no fitting skills. This goes for advanced and proto suits too.
When a player makes a new suit they can use it straight away. Make it clear with a dialog box when they make the suit that the modules can be upgraded and changed.
When a player selects a module they get the option to either upgrade or replace it. They then get given a list of all the available upgrades and the skill points required to upgrade it.
Empty slots would give you the option to add modules as normal. However, players should be given a full set of non-consumable militia modules from the start of the game. Militia bpos that are purchased should be upgraded to standard.
Advantages:
Focusses new player's progression to the dropout fitting menu, which is the driving force of progression - improving your suits. Clearly shows the benefits and direction of player's skill point and isk progression. Provides clear guidance to new players on how to fit their suits. Allows new players to quickly make a fit without worrying about what to put in each slot. They can just select a suit and it is instantly ready for combat. Allows progression without forcing players to skill into anything they don't want to.
What do people think? Have I explained this well enough?
As an aside: Another thing that would make this clearer, would be the removal of basic frames. Skilling directly into assaults, for example, would be more appealing, less grindy, more forgiving in battle and more straightforward than the current system. If the current sp requirements of special suit progression is too much for new players, reduce the requirements to that of the current frames and introduce sp intensive type B/C skill trees for vets to skill into. These would be side grades rather than improvements on the original suits. |
Varoth Drac
Dead Man's Game
1
|
Posted - 2015.11.02 13:52:00 -
[3] - Quote
Adipem Nothi wrote:TheD1CK wrote: Regarding the comment on Basic Frames.. good point This is literally encouraging low SP players to skill into a bad suit
Removing them, making Scout the base for Light Frame, Assault for Medium, Sentinel for Heavy would make much more sense, and inb4 noooo don't remove anything .. they are right next to useless anyway and not a big loss - Basic frames.
Agreed on removing Basic Frames.
@ Varoth Put together some numbers on the Gear Gap. Thought I'd share; would love to hear your thoughts: Google Doc I've been thinking about new player experience a lot recently, after reading (some of) that large GD thread about it. This thread was intended as part of a NPE series. I may still write the other threads.
Lessening the gap between standard and proto is a nice idea, and would probably help newer players enjoy the game more. However I think the best way to really improve enjoyment for new or less capable players, would be to introduce a low meta level capped pub match queue.
The variation in power and cost of tiered gear is integral to the risk/reward element of the game. It may be damaging to modify this too much. I'm not saying we can't, but the variation will still exist. Currently matchmaking can't cope with the large variation in power of players, and their decisions to commit to varying degrees to the battle. A meta locked mode would introduce a safer area for less confident players to compete.
A PVE mode would be the best option. But in the absence of this, meta locking is the way.
At least, that's my opinion based on my thoughts on the subject.
My third thread was going to talk about passive skills, but that's another issue. |