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Volgair
Tritan-Industries Legacy Rising
200
|
Posted - 2013.01.18 07:26:00 -
[1] - Quote
First Post While i know the grand majority of weapons, skills, dropsuits, vehicles and modules are not yet in game it feels as though skill progression for specialized roles has been simplified and condensed a bit too far.
Skills that feel like they are missing, for currently available gear.
-Role bonus skills for dropsuit class to complement Empire specific specialization (IE Logistics Dropsuit Operation , or Assault Dropsuit Proficiency)
-Empire specific weapon specialization for all weapon categories (IE Amarr Assault Rifle, Minmatar Forge Gun)
-Empire specific hacking protocols
-Role bonus skills for vehicle class to complement Empire specific specialization (IE HAV Operation, or Dropship Proficiency)
What I am not saying, is what the role bonus should be. If the specialization should entail anything beyond simply making unique equipment available. Or that my way is the only solution. Not even that CCP doesn't have something planed already to address this. What I am saying, is that a dedicated role specialization investment should entail a path lasting more then 7-9 months. (~14.5-18.5mil SP for one weapon, dropsuit, shields, armor and fitting to level 5.) 1 month for every weapon beyond, assuming your regularly capping your active SP income. Especially for a game intended to last at minimum 5 years, and act as a new limb to EVE. Maybe I am wrong, I don't know. I would like to know what others think. Oh yeah, and here is to never getting our SP reset... Again, 5th times the charm.
On topic response #1. (You may need to reference Sake Monsters thread below to understand context)
Sake's right on the money here, what I am attempting to do is make the community aware that any one role is currently capable of being maximized within 8 months. (effectively by the time this game goes live you will have become as powerful as you can be with any one suit and weapon combination) I would like to know how long the current community feels is adequate for one role to be taken to full potential. mind you that "full potential" means only side grades by way of a different suit and other weapons.
i for one would like to see the "core fitting" skill set extended, as well as shield and armor. in addition to those elongate every dropsuit and weapon to a 3 stage progression.
On topic response #2.
In light of other more pressing threads over the last 3 days I've let this thread slip to page 11. Given said excitement of the last 3 days relating to SP I am hoping to finally get some real community input on this. To do so, I will begin with another example using existing gear to elaborate my point.
Realize folks that this is a thought and theory thread dedicated to gaining a community consensus, for "down the line," requests for the DUST Dev team relating to Skill/ Roll Simplification. This is not a thread about ANY specific weapons or their stats, instead the point of this thread, as stated before is SP investment and dedication to specialized functionality.
Now that that is out of the way. Let us look at Forge Guns and give each variant to a faction, for the purpose of elaborating my point. Operation- -5% reduction to charge time/level, Profecency- +3% damage/level. Note the operation and proficiency would apply to all of the below equally. The "specialization" given might be trainable at level 3 profecency.
Faction--------Variant---------------------Specialization (skill bonus would only apply for faction specific variant) Gallente---- Standard Forge--- -3% charge time/level Minmatar--- Assault Forge----- +1 Round in Mag & +1 round capacity/Level Caldari------ Breach Forge----- LV1 allows you to move at 10% speed while charging & +10% movement speed/ level Amarr------- Stanard Forge---- +5% Splash radius and damage & 10% movement speed while charging/ level
Let me know what you think, again not about the weapon changes (which i really do like.) Instead about how you feel about the skill progression as it currently exists. |
Volgair
Tritan-Industries Legacy Rising
200
|
Posted - 2013.01.18 10:23:00 -
[2] - Quote
You missed a few, like falling through the map spawning on the CRU, next to alpha on line junction. Its not a bug but the 2 second timer on grenades is all but ruining the pace of combat.
I'm not here to talk about DUST's many, many bug's and im here to talk about dust 2 years from now. if we can get back to that it would be appreciated. |
Volgair
Tritan-Industries Legacy Rising
200
|
Posted - 2013.01.18 11:23:00 -
[3] - Quote
Unique skins (hopefully with unique stats) aside, (that should all be available on release, the fact its not yet in game is a bit surprising.) i want to get an opinion on elongating the progression from day one to "fully invested" into any one specific profession. The idea of continued, dedicated improvement is more of a draw to me then side grades.
I am assuming the same holds for the rest of you, or at least a good portion of you. |
Volgair
Tritan-Industries Legacy Rising
200
|
Posted - 2013.01.20 11:44:00 -
[4] - Quote
I'm not done attempting to stress this issue, most players i feel are blinded by current affairs in regards to the state of the game. While that is good in the immediate sense, The universe this game is being merged with does not have an 8 month shelf life. I am looking at Dust after those issues have found a fix, or at least a compromise. the fast food analogy from the poster before me is pretty cleaver and I find myself not only applauding it, but referencing it here.
So again, i find myself asking for more, at minimum. Community awareness, and ideally some more input on the subject. |
Volgair
Tritan-Industries Legacy Rising
200
|
Posted - 2013.01.20 23:02:00 -
[5] - Quote
Sake's right on the money here, what I am attempting to do is make the community aware that any one role is currently capable of being maximized within 8 months. (effectively by the time this game goes live you will have become as powerful as you can be with any one suit and weapon combination) I would like to know how long the current community feels is adequate for one role to be taken to full potential. mind you that "full potential" means only side grades by way of a different suit and other weapons.
i for one would like to see the "core fitting" skill set extended, as well as shield and armor. in addition to those elongate every dropsuit and weapon to a 3 stage progression. |
Volgair
Tritan-Industries Legacy Rising
200
|
Posted - 2013.01.22 00:26:00 -
[6] - Quote
I used the term skin instead of model. My bad, and yes we should have them. I agree. Its to the point now of near disappointment, the only thing standing in the way of said disappointment is the fact I'm familiar with the with the stress the DEV team is under. |
Volgair
Tritan-Industries Legacy Rising
200
|
Posted - 2013.01.23 16:56:00 -
[7] - Quote
In light of other more pressing threads over the last 3 days I've let this thread slip to page 11. Given said excitement of the last 3 days relating to SP I am hoping to finally get some real community input on this. To do so, I will begin with another example using existing gear to elaborate my point.
Realize folks that this is a thought and theory thread dedicated to gaining a community consensus, for "down the line," requests for the DUST Dev team relating to Skill/ Roll Simplification. This is not a thread about ANY specific weapons or their stats, instead the point of this thread, as stated before is SP investment and dedication to specialized functionality.
Now that that is out of the way. Let us look at Forge Guns and give each variant to a faction, for the purpose of elaborating my point. Operation- -5% reduction to charge time/level, Profecency- +3% damage/level. Note the operation and proficiency would apply to all of the below equally. The "specialization" given might be trainable at level 3 profecency.
Faction--------Variant---------------------Specialization (skill bonus would only apply for faction specific variant) Gallente---- Standard Forge--- -3% charge time/level Minmatar--- Assault Forge----- +1 Round in Mag & +1 round capacity/Level Caldari------ Breach Forge----- LV1 allows you to move at 10% speed while charging & +10% movement speed/ level Amarr------- Stanard Forge---- +5% Splash radius and damage & 10% movement speed while charging/ level
Let me know what you think, again not about the weapon changes (which i really do like.) Instead about how you feel about the skill progression as it currently exists. |
Volgair
Tritan-Industries Legacy Rising
200
|
Posted - 2013.01.23 17:28:00 -
[8] - Quote
Patoman OfallColors wrote:Volgair wrote:Sake's right on the money here, what I am attempting to do is make the community aware that any one role is currently capable of being maximized within 8 months. (effectively by the time this game goes live you will have become as powerful as you can be with any one suit and weapon combination) I would like to know how long the current community feels is adequate for one role to be taken to full potential. mind you that "full potential" means only side grades by way of a different suit and other weapons.
i for one would like to see the "core fitting" skill set extended, as well as shield and armor. in addition to those elongate every dropsuit and weapon to a 3 stage progression. 8 months is a long time for a game, I understand people want things to last but seriously. you aiming for have to live to 150 to train everything.
8 months entails suit, weapon, shield & armor (which also ties into vehicles mitigating that specialty as well) some fitting and general weapons skills (Light weapon sharp shooter or heavy weapon rapid reload ETC.) while i don't necessarily disapprove of field adaptability i do however find that in 1 month some one can come close to being as good as me by stats in any weapon i have spent months specializing in... Honestly that notion is a bit demeaning.
Which also brings me to another point. We need to have games where we use a player defined limited SP clone. while i want specialization and the upper hand for corp and faction matches, i also want some challenge in these pub matches... Its not fair to them honestly. Not only am i generally better, have more skill points and deeper pockets. But I also have FAR more experience on these maps. Make it fair, keep it challenging. |
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