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![Marston VC Marston VC](https://web.ccpgamescdn.com/dust/img/character_creator/male_minmatar_128.jpg)
Marston VC
SVER True Blood RUST415
1690
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Posted - 2016.03.28 17:28:00 -
[1] - Quote
I was reading around the forums and saw someone mention that in EVE: Valk, there are no skill points.
SO I wanted to come on here and ask what you guys would think about it being that way in Dust 2.0?
Personally...... I really hope they dont get rid of skill points as a feature. Specialization and customization is what made Dust 514 so special for me compared to 95% of other FPS shooters, and I just simply cant see a way they could maintain that level of customization if they get rid of skill points. Or, maybe they could keep it at the same level, but it would really take away a lot of the reward aspect of unlocking things. I understand that waiting a week or more to upgrade one level can be annoying but alternatively I always thought it was a great feeling when you finally did unlock a new proto suit or whatever else.
I understand they're making a completely new game. BUT I really hope that they don't take it too far from its roots and make the game complete garbage. The only problem with Dust 514 was the fact that it was limited by hardware. If CCP had more flexibility in terms of updates and better software I truly feel as if the game would have been much better off. So with that out there I also really hope they don't try to make the game "too" different from dust to the point to where its just like any other mediocre FPS.
Look at Star Wars Battlefront for example. Dice went too far trying to differentiate that game from its battlefield games/past battlefront games and what we got in the end was a game that was mediocre and wouldn't please fans from either series.
Marston VC, STB Director
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![Marston VC Marston VC](https://web.ccpgamescdn.com/dust/img/character_creator/male_minmatar_128.jpg)
Marston VC
SVER True Blood RUST415
1690
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Posted - 2016.03.28 17:59:00 -
[2] - Quote
Murder Medic wrote:I mean I'm all for seeing skill boosters and the equivalent vanish into thin air, I somehow doubt CCP will get rid of their one real cash cow with this game.
I don't care what they do so long as the grind and progression remain, if not increase. What's the point of being a specialist if a day one character can do the same things you can? SP in my opinion is far better than just automatically unlocking crap as you play. Having some actual control over how you grow was always a big draw with this game.
Thats exactly how I feel. Im tired of these washed down FPS's where you can jump into anything within a week of getting the game. I want to be rewarded for spending months and months into specializing into a single role. Im not at all about that instant-gratification bs.
Marston VC, STB Director
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![Marston VC Marston VC](https://web.ccpgamescdn.com/dust/img/character_creator/male_minmatar_128.jpg)
Marston VC
SVER True Blood RUST415
1693
![View only posts by author View only posts by author](/images/icon_filter.gif) |
Posted - 2016.03.28 19:21:00 -
[3] - Quote
Count- -Crotchula wrote:They set DUST apart in a good way on one hand, nobody goes this deep with character building and customisation, but it also set DUST apart in a bad way because it's not accessible or marketable and pretty much never has been.
It has to be more traditional for people to get into it and not be turned-off within the first hour.
Who says SP scares new players away? I understand the skill wall concept, but I think what scared most the new people away was bad gameplay controls with mediocre graphics/game performance. Not the concept in and of itself.
Addressing that though, all CCP needs to do in order to get around the skill wall is have PVE alternatives, and private match/training rooms. Possibly some more in depth tutorials. A better matchmaker wouldn't hurt either. Which would be possible if there were a lot of people playing. When dust officially launched on PS3 there were 10,000 people playing. Much busier days back then. If CCP improves on their retention features I feel it will largely negate any sort of skill wall.
Short answer: EVE online "Tierecide" is how they "fixed" the problem you mentioned in EVE. Which makes sense. Make it so that with only a little bit of effort you can jump into a basic or advanced role/specialization. But make it so that it takes a long time to get get marginal increases in performance. That way the skill wall wont be overbearing to new players. They'll still see the difference. But it wont be an insurmountable difference.
Marston VC, STB Director
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