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Gunner Visari
Crux Special Tasks Group Gallente Federation
163
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Posted - 2012.12.17 20:50:00 -
[1] - Quote
I looked in the forums and couldn't find anyone suggesting this so here goes, i already suggested it in my comments in a survey request.
For the record let me begin by saying i have RPG experience so this current system works fine for me if only a bit of a hassle, however i am thinking about the playerbase that this game is trying to attract which will be primarily FPS players.
Okay so currently if i want to figure out what skills i should skill into i read the descriptions under the all skills tab of my character which i then cross reference with modules, weapons etc to see which skills i need and the prereqs it requires so i don't waste SP in areas that serve me no benefit. I realize chromosome is to give us better descriptions however i think a visual tree may be a bit better.
Basically i should be able to see all the skills and how each converges or diverges from each other and when i select one i should be able to get a drop down menu or a tab in the info section that specifically tells me what modules/weapons/etc would require this skill instead of cross-referencing them in the marketplace in the modules section.
As i said this isn't a big deal for me, i've played for 3 days and now understand the skill system and now have a map in my mind of what skills in need to spec into to use modules and weapons that im interested in using. However if you could see this in a visual "tree" it would make mapping out your specs much easier especially for newbies and people who just don't play RPG's |
Ten-Sidhe
Osmon Surveillance Caldari State
414
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Posted - 2012.12.17 20:58:00 -
[2] - Quote
just having skills offset if they require the skill above them would help. like the offsets in c code, for nested loops for example, helps read the source easier.
Certificates, like in EvE, should help new player on launch too.
A full skill tree may be hard to read, maybe a little tree that only shows the skills that require or are prereq for the skill being looked at? For items unlocked by skill, maybe just list categories, since if list is to long it could be a text wall to non-rpg/rts players.
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Gunner Visari
Crux Special Tasks Group Gallente Federation
163
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Posted - 2012.12.17 21:05:00 -
[3] - Quote
Yea i like that idea bit better, anything will do, as it is now cross-referencing everything is a monumental pain, (i think using the module symbols would be a could way from creating a massive wall of text, of course that would assume you know what those symbols mean, which would still require a bit of cross-referencing, unless they created a legend that you could toggle on/off) |
byte modal
Algintal Core Gallente Federation
34
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Posted - 2012.12.17 22:39:00 -
[4] - Quote
I've seen a few posts on this so there is clearly an issue for some players adapting to EvE/Dust skill structures. Whether that's on the complexity of the interface or assumptions on the player base migrating from other games, I do not know. Probably a mix of the two to be fair. I do think CCP could do something to direct new players unfamiliar with either game in whatever skill planning process they (CCP) feel is intended. Perhaps that will come closer to release with more introductory tutorials and PVE missions to explain the context. EvE does have several starter missions and introductory tutorials. Years back when I started, it took a good day or two to go through them, repeat, and repeat again ;) My point is, instructions, my guess, are coming ...with a vengeance!
For now though, my suggestion would be to reverse that perspective maybe? Look at it from the gear level first. Generally in a battle I can pick up what I'm slacking on. Hm. My shields need upgrading so what's available? Review the gear that will boost that property (i.e., shield extenders, dropsuit upgrades, shield regulators, etc.) and figure out what ITEMS may boost my stat the most based on module descriptions. More specifically, the Prerequisite Skills tab under the module descriptions. Each module from the market place does list a short specific required skill tree by using the L2/R2 scroll-through sub-screens that do show a proper hierarchy of required skills. Most of these skills will overlap based on the module set you are considering. Shield boosters will all generally require the same base skills. Armor will require another base set. I'm rambling.
I know this is not the solution you are looking for. Perhaps CCP will reconsider the structure. For me, I'm used to it coming from EvE. Yes i am biased! But, having said that, I do find this method refreshing as my options are endless. I would like for more of a nudge to be made for new users to first look at gear to find a skill path to take, rather than reviewing all skills and guessing what might be needed to some arbitrary gear selection down the road. I really think that could help a LOT for new players. I want to use a Tactical AR? What skills are required to do that? Check the mod's prereqs and go. Do I have them? If not, I'll train them and only them until I can use the gear. Right now, I wonder if people are starting at the skill level first wondering where in New Eden to go to just get started? That way seems daunting to me.
Idunno, man. I hope I'm not assuming too much here. I'm honestly trying to remember what it was like starting out in EvE. Now that I'm so familiar with the process, I try to spread the gospel, so to speak. I could be wrong and I do realize that evolution is part of it, particularly when trying to bring a new player base into the fold. We'll see what comes I guess, but I do hope that something up there helps.
All the best,
- me.
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