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Gunner Niv
Playstation Soldiers
3
|
Posted - 2013.03.03 10:32:00 -
[1] - Quote
People are never going to agree over the SP cap and ways to stop SP farming like AFK players etc, so why not remove SP all together?
My idea is the same as most others who have talked of similar and that's that you start off with the basic weapons in game and play to unlock new versions by using the item.
Lets say you have assault rifle level 1, to get to level 2 you need say 100 points, an assist using the AR gives say 0.5 points, a kill gives 1 point and a headshot gives 1.5.
Cardio modules etc, every use gives 0.5 points, using for longer duration gives 1 point. each time.
The current system is like a soldier joining the army, training to do first aid but deciding he wants to turn that skill into marksmanship, or he's trained as an explosives expert but decides he wants to use his skills to become a tank driver..... It wouldn't happen like that in life so why allow it in game?
Fact is, you use a gun often, you become better at it over time. If you drive a tank, you become better over time.
You do not however drive a tank for 10yrs and suddenly become awesome at sniping as a result.
I've been asking simply to get what I earn, this is a fairer more balanced way to progress.
Using this method it means you can keep boosters as the active ones give a 0.5 bonus to every action performed in game, passive boosters are applied to a skill and stay on that skill until you either change it or the skill hits max (lvl5). Passive would give say 0.5 points every 1.5 or 2 seconds instead of the current 1 SP. This eliminates people simply buying passive boosters for free points when they're out doing whatever, they'll still need to work to earn most of the unlocks (upgrades)
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Tex Mex Aztec
Deadly Blue Dots RISE of LEGION
1
|
Posted - 2013.03.03 10:35:00 -
[2] - Quote
Gunner Niv wrote:People are never going to agree over the SP cap and ways to stop SP farming like AFK players etc, so why not remove SP all together?
My idea is the same as most others who have talked of similar and that's that you start off with the basic weapons in game and play to unlock new versions by using the item.
Lets say you have assault rifle level 1, to get to level 2 you need say 100 points, an assist using the AR gives say 0.5 points, a kill gives 1 point and a headshot gives 1.5.
Cardio modules etc, every use gives 0.5 points, using for longer duration gives 1 point. each time.
The current system is like a soldier joining the army, training to do first aid but deciding he wants to turn that skill into marksmanship, or he's trained as an explosives expert but decides he wants to use his skills to become a tank driver..... It wouldn't happen like that in life so why allow it in game?
Fact is, you use a gun often, you become better at it over time. If you drive a tank, you become better over time.
You do not however drive a tank for 10yrs and suddenly become awesome at sniping as a result.
I've been asking simply to get what I earn, this is a fairer more balanced way to progress.
Using this method it means you can keep boosters as the active ones give a 0.5 bonus to every action performed in game, passive boosters are applied to a skill and stay on that skill until you either change it or the skill hits max (lvl5). Passive would give say 0.5 points every 1.5 or 2 seconds instead of the current 1 SP. This eliminates people simply buying passive boosters for free points when they're out doing whatever, they'll still need to work to earn most of the unlocks (upgrades)
That... that actually makes sense. I do think there is still a place for Skill Points, though.
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Lykos Pyro
Omega Myriad
7
|
Posted - 2013.03.03 10:42:00 -
[3] - Quote
never gonna happen. |
Gunner Niv
Playstation Soldiers
3
|
Posted - 2013.03.03 10:42:00 -
[4] - Quote
Tex Mex Aztec wrote:Gunner Niv wrote:People are never going to agree over the SP cap and ways to stop SP farming like AFK players etc, so why not remove SP all together?
My idea is the same as most others who have talked of similar and that's that you start off with the basic weapons in game and play to unlock new versions by using the item.
Lets say you have assault rifle level 1, to get to level 2 you need say 100 points, an assist using the AR gives say 0.5 points, a kill gives 1 point and a headshot gives 1.5.
Cardio modules etc, every use gives 0.5 points, using for longer duration gives 1 point. each time.
The current system is like a soldier joining the army, training to do first aid but deciding he wants to turn that skill into marksmanship, or he's trained as an explosives expert but decides he wants to use his skills to become a tank driver..... It wouldn't happen like that in life so why allow it in game?
Fact is, you use a gun often, you become better at it over time. If you drive a tank, you become better over time.
You do not however drive a tank for 10yrs and suddenly become awesome at sniping as a result.
I've been asking simply to get what I earn, this is a fairer more balanced way to progress.
Using this method it means you can keep boosters as the active ones give a 0.5 bonus to every action performed in game, passive boosters are applied to a skill and stay on that skill until you either change it or the skill hits max (lvl5). Passive would give say 0.5 points every 1.5 or 2 seconds instead of the current 1 SP. This eliminates people simply buying passive boosters for free points when they're out doing whatever, they'll still need to work to earn most of the unlocks (upgrades)
That... that actually makes sense. I do think there is still a place for Skill Points, though.
If SP are still involved then include the ability to "bank" your passive and active points as a way to boost skills you've almost unlocked, so say you have 20 in the bank, have 80 on AR lvl 1 you can use the skills from the bank to finish off the upgrade. Seem fair?
Edit: Just to add, banked SP would need to be banked at a lower rate of say 0.1SP per 2 secs or lower, again to avoid afk warriors, emphasis should be placed on play to progress rather than pay to win. |
Tex Mex Aztec
Deadly Blue Dots RISE of LEGION
2
|
Posted - 2013.03.03 10:50:00 -
[5] - Quote
I'm not gonna quote that thing.
What I am saying is leveling up a skill through experience would not cost SP, but opening a new skill tree would. |
Gunner Niv
Playstation Soldiers
4
|
Posted - 2013.03.03 10:54:00 -
[6] - Quote
So you earn SP to unlock 1st tier of a skill set and use in game points to level the new skill up as you use the items within the skill set? Seems fair. +1 |
Django Quik
R.I.f.t
223
|
Posted - 2013.03.03 11:24:00 -
[7] - Quote
So you really want CCP to completely dismiss one of the most major components of the game? This is the new most stupid suggestion ever on this forum. |
Gunner Niv
Playstation Soldiers
4
|
Posted - 2013.03.03 11:27:00 -
[8] - Quote
Django Quik wrote:So you really want CCP to completely dismiss one of the most major components of the game? This is the new most stupid suggestion ever on this forum.
Did EvE rely on SP points to progress? Last I checked EvE was a pretty popular game.
If you read the thread instead of just the title you'd perhaps have a little more input to give. |
Django Quik
R.I.f.t
223
|
Posted - 2013.03.03 11:29:00 -
[9] - Quote
To add to that - your comments about it not relating to real life learning processes are irrelevant because the way it is posited in the Eve universe is that you purchase skills and implant them into your brain/body - this is why you have to spend isk on skill books. Mercs gain SP over time like it's another form of currency that you can spend on whatever skills you want - it's not the same as experience points in games like Skyrim (which is the system you seem to be describing). |
madd greazy
OSG Planetary Operations Covert Intervention
27
|
Posted - 2013.03.03 11:30:00 -
[10] - Quote
You say that in the military you could not change position/professions at will, but this is not the military, nor are we soldiers, we are mercenaries.
We don't have rules like armies do, we can just bring a tank into battle if we've got the isk for it, just like real life mercenaries can drive a black armored suburban, not a humvee.
They can also purchase top of the line equipment, unlike the military where every man is entitled to an m16A5 and standard infantry gear, a mercenary can go out and purchase an AUG Steyr if they should so choose.
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Django Quik
R.I.f.t
223
|
Posted - 2013.03.03 11:32:00 -
[11] - Quote
Gunner Niv wrote:Django Quik wrote:So you really want CCP to completely dismiss one of the most major components of the game? This is the new most stupid suggestion ever on this forum. Did EvE rely on SP points to progress? Last I checked EvE was a pretty popular game. If you read the thread instead of just the title you'd perhaps have a little more input to give.
Read my second post for a more expansive explanation.
Also, yes EvE does rely on SP - it's a pretty integral component of the game. |
Gunner Niv
Playstation Soldiers
4
|
Posted - 2013.03.03 11:33:00 -
[12] - Quote
madd greazy wrote:You say that in the military you could not change position/professions at will, but this is not the military, nor are we soldiers, we are mercenaries.
We don't have rules like armies do, we can just bring a tank into battle if we've got the isk for it, just like real life mercenaries can drive a black armored suburban, not a humvee.
They can also purchase top of the line equipment, unlike the military where every man is entitled to an m16A5 and standard infantry gear, a mercenary can go out and purchase an AUG Steyr if they should so choose.
They're called skills, not entitlements. Using your logic why not have everything unlocked at the start and if you can afford the isk to pay for it then go for it? |
RINON114
B.S.A.A.
20
|
Posted - 2013.03.03 11:37:00 -
[13] - Quote
I think this makes a certain kind of sense but really we should just steal the system straight from EVE to solve all the problems you listed. Instead of playing for SP people could play for a boost in the time it takes to develop skills or even just have ISK as a reward and make ISK more meaningful. |
Tex Mex Aztec
Deadly Blue Dots RISE of LEGION
2
|
Posted - 2013.03.03 11:37:00 -
[14] - Quote
Django Quik wrote:To add to that - your comments about it not relating to real life learning processes are irrelevant because the way it is posited in the Eve universe is that you purchase skills and implant them into your brain/body - this is why you have to spend isk on skill books. Mercs gain SP over time like it's another form of currency that you can spend on whatever skills you want - it's not the same as experience points in games like Skyrim (which is the system you seem to be describing). I said this,
"What I am saying is leveling up a skill through experience would not cost SP, but opening a new skill tree would."
Wouldn't that be the reasonable use of SP according to the Eve universe? I just don't see how using an assault rifle for the majority of the time spent playing would result in a person learning how to fly the most high tech dropship. But if somehow by the Eve Universe skill acts as a pool, I stand corrected. |
Django Quik
R.I.f.t
223
|
Posted - 2013.03.03 11:41:00 -
[15] - Quote
Tex Mex Aztec wrote:Django Quik wrote:To add to that - your comments about it not relating to real life learning processes are irrelevant because the way it is posited in the Eve universe is that you purchase skills and implant them into your brain/body - this is why you have to spend isk on skill books. Mercs gain SP over time like it's another form of currency that you can spend on whatever skills you want - it's not the same as experience points in games like Skyrim (which is the system you seem to be describing). I said this, "What I am saying is leveling up a skill through experience would not cost SP, but opening a new skill tree would." Wouldn't that be the reasonable use of SP according to the Eve universe? I just don't see how using an assault rifle for the majority of the time spent playing would result in a person learning how to fly the most high tech dropship. But if somehow by the Eve Universe skill acts as a pool, I stand corrected.
You do stand corrected. It's like I said - SP is not XP. This is not Skyrim. |
Vyzion Eyri
The Southern Legion
182
|
Posted - 2013.03.03 11:54:00 -
[16] - Quote
The strongest argument for this suggestion is the "if I spend my whole life driving cars, I can't be good at painting" theory. That is, specialising in one area should not contribute to the mastery of another.
The argument against is the fact that we are not exactly mortal humans in this universe. Death is obsolete, consciousness can be transferred. To possess such control over consciousness in New Eden must mean we can alter it, too. Hence, skill books. In this universe, skills, which are basically unique patterns of connections of neurons in your brain, can be taught through books because our capacity to learn is infinite and malleable; you aren't ageing.
Besides, the freedom it gives us as players is refreshing.
And furthermore, the proposed system of becoming proficient at certain equipment by using it can still lead to a huge gap between newbies and veterans; something that all MMORPGs have, but FPS' cannot let get out of hand.
So either way, there will still be need to have some kind of restriction, or else none at all. |
KalOfTheRathi
CowTek
184
|
Posted - 2013.03.03 12:03:00 -
[17] - Quote
You might have missed the part where this is an RPG as well as a FPS tied to EVE.
RPGs and Skilling up with XP (or SP) is a reasonable way to focus your character in a particular direction. Just basing it on actual using of a weapon, although interesting, is not consistent with the lore behind Immortal Mercs in New Eden.
Note that EVE is very heavily into SP and CCP, if you recall, is the Dev for both DUST and EVE.
So, no it isn't going to happen. And I seriously don't want it to. The RPG portion is what got me interested in a multiplayer FPS for the first time. The exploits possible with you solution are just to numerous to count.
As it turns out I am fine with the Current SP Cap and how it works. The two or three previous versions were ... not good. But this seems to have a reasonable balance with CCP goals and what is good for the players. |
Tex Mex Aztec
Deadly Blue Dots RISE of LEGION
5
|
Posted - 2013.03.03 12:40:00 -
[18] - Quote
Vyzion Eyri wrote:The strongest argument for this suggestion is the "if I spend my whole life driving cars, I can't be good at painting" theory. That is, specialising in one area should not contribute to the mastery of another.
The argument against is the fact that we are not exactly mortal humans in this universe. Death is obsolete, consciousness can be transferred. To possess such control over consciousness in New Eden must mean we can alter it, too. Hence, skill books. In this universe, skills, which are basically unique patterns of connections of neurons in your brain, can be taught through books because our capacity to learn is infinite and malleable; you aren't ageing.
Besides, the freedom it gives us as players is refreshing.
And furthermore, the proposed system of becoming proficient at certain equipment by using it can still lead to a huge gap between newbies and veterans; something that all MMORPGs have, but FPS' cannot let get out of hand.
So either way, there will still be need to have some kind of restriction, or else none at all. This makes sense, but books are only bought once using ISK and SP. After that, SP can then level the skill up, no matter what you did to get it. It would make sense if books were used to level up a skill instead of SP.
I buy a book on Assault rifle operation and use skill points to process it. Afterwards, I can use nothing but a shotgun and still level up Assault rifle operation without having to purchase a book per level. This occurs as opposed to simply buying the book and having the skill leveling up automatically without the integration of SP
Now lets take into account what you said. If information/books is/are the future of skill progressions as opposed to needing actual experience, then why aren't skill books bought per level with ISK and not SP?
When I take all this into account, I can't help but view SP as simply another magic currency to look out for and need.
I completely agree with you about the freedom and gap closure. Geez, now after writing all that I kind of understand the purpose of said "second currency". What I am trying to say is it only makes sense as a game mechanic. |
Alan-Ibn-Xuan Al-Alasabe
Planetary Response Organisation Test Friends Please Ignore
119
|
Posted - 2013.03.03 13:17:00 -
[19] - Quote
I really wish they'd just stuck with all passive SP. |
Byrnedairy
Intl Secret Intelligence Service
0
|
Posted - 2013.03.03 13:32:00 -
[20] - Quote
I don't like this idea, it takes the rpg element out. Turns it into another COD or BF3 (both of which I don't like to play). I think of it this way. While I am playing, my guy is shooting guns. But what do they do when your not on? Who's to say your character isn't practicing piloting on a simulator, or at the target range shooting a sniper rifle? SP and choosing what skills you want adds a nice element to the game. |
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CYRAX SERVIUS
Planetary Response Organisation Test Friends Please Ignore
28
|
Posted - 2013.03.03 14:23:00 -
[21] - Quote
Gunner Niv wrote:People are never going to agree over the SP cap and ways to stop SP farming like AFK players etc, so why not remove SP all together?
My idea is the same as most others who have talked of similar and that's that you start off with the basic weapons in game and play to unlock new versions by using the item.
Lets say you have assault rifle level 1, to get to level 2 you need say 100 points, an assist using the AR gives say 0.5 points, a kill gives 1 point and a headshot gives 1.5.
Cardio modules etc, every use gives 0.5 points, using for longer duration gives 1 point. each time.
The current system is like a soldier joining the army, training to do first aid but deciding he wants to turn that skill into marksmanship, or he's trained as an explosives expert but decides he wants to use his skills to become a tank driver..... It wouldn't happen like that in life so why allow it in game?
Fact is, you use a gun often, you become better at it over time. If you drive a tank, you become better over time.
You do not however drive a tank for 10yrs and suddenly become awesome at sniping as a result.
I've been asking simply to get what I earn, this is a fairer more balanced way to progress.
Using this method it means you can keep boosters as the active ones give a 0.5 bonus to every action performed in game, passive boosters are applied to a skill and stay on that skill until you either change it or the skill hits max (lvl5). Passive would give say 0.5 points every 1.5 or 2 seconds instead of the current 1 SP. This eliminates people simply buying passive boosters for free points when they're out doing whatever, they'll still need to work to earn most of the unlocks (upgrades)
|
CYRAX SERVIUS
Planetary Response Organisation Test Friends Please Ignore
28
|
Posted - 2013.03.03 14:25:00 -
[22] - Quote
Django Quik wrote:So you really want CCP to completely dismiss one of the most major components of the game? This is the new most stupid suggestion ever on this forum. Agreed 100% sir. |
Coleman Gray
Coalition Of Goverments
71
|
Posted - 2013.03.03 14:35:00 -
[23] - Quote
The SP system makes the game |
CYRAX SERVIUS
Planetary Response Organisation Test Friends Please Ignore
28
|
Posted - 2013.03.03 15:03:00 -
[24] - Quote
I am sorry I have to disagree with you and correct you. I was a United States Marine for eight years, you are trained as a rifleman first and foremost. Then you can begin to move on to your chosen training "skills". This involves multiple tests both physical and practical, also many class room hours for advanced individual training. You are correct about being a tanker and not becoming a sniper overnight, or at all.. You would have to go back and pass multiple tests and then spend months of training to probably fail in the end. Very few marksman ever make the jump to sniper. This being said, real life is very relative to this game, you must properly train skills to become proficcient at your chosen role on the battlefield. I chose assault class as my primary choice. I just made the skills to type A assault suits and am glad I was patient in staying the course. I have also spread a few sp around to other classes as well, got a pretty good heavy and a kick ass av class as well. Working on building tank skills now. This game is not an overnight change "oh I want to try doing this" game. COD has those options of building skills similar to the way you describe.After all this is an rpg, fps, this game has a long long lifespan. The choices you make now will affect you in different ways as the game progresses just as all our actions are going to affect it in the long run.. |
zeek1227 zeek1227
Blitzkrieg Co.
172
|
Posted - 2013.03.03 15:05:00 -
[25] - Quote
Gunner Niv wrote:Django Quik wrote:So you really want CCP to completely dismiss one of the most major components of the game? This is the new most stupid suggestion ever on this forum. Did EvE rely on SP points to progress? Last I checked EvE was a pretty popular game. If you read the thread instead of just the title you'd perhaps have a little more input to give. *facepalm* yes, yes eve did use skill points...
|
trollsroyce
Seraphim Initiative. CRONOS.
176
|
Posted - 2013.03.03 15:44:00 -
[26] - Quote
Grinding one weapon system to excel in it would detach from having fun. I rarely snipe, because it becomes repetitive fast. Still its my chosen role which I want to excel in, when needed.
The SP system should, IMHO, resemble the EVE system more. SP needs not be a reward! I'd do all passive and focus in material rewards instead. SP system is pretty much fixed in this stage of the game, though. Even if all passive was the best way to go about it (p2w skill clusters added), its not going yo happen probably.
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Kazio De Vihura
Ostrakon Agency Gallente Federation
9
|
Posted - 2013.03.03 15:50:00 -
[27] - Quote
lol no, you need only 2 week to be decent in one role, and its not like you can be in heavy and assault dropsuit in the same time... new person can easy catch up with veterans as long he know where to invest points. |
Gunner Niv
Playstation Soldiers
5
|
Posted - 2013.03.03 15:53:00 -
[28] - Quote
Coleman Gray wrote:The SP system makes the game
My problem's not with the SP system but rather the fact they limit the amount of SP you can earn, if they want to limit the SP then why not take it away and change the method in which you gain skills since there clearly seems to be an issue with the amount of SP people can earn.
If you read threads on SP caps there is often a group who are happy to simply accept whatever the game becomes regardless of whether it's good or bad, then the people who have an alternative idea of how things should be done.
What I'm offering is an alternative to the current SP setup and looking for input. Im not asking people to accept what I'm proposing as the only way forward, but rather trying to highlight the flaws in the current setup and find ways in which it can be fixed.
I want to know that when I log into the game my success or failure on the battlefield matters, currently if I play well I'm given SP to spend on making my merc better, if I do badly then I get less. After a day or so it doesn't matter because no matter what I do I'm given 1000SP which I feel is wrong.
Rather than push for the removal of the cap which for some reason people seem to enjoy, I'm offering something which gives constant progression.
As it stands the game is only worth playing from at the weekend as once this is done the cap kicks in and the rest of the time you cannot improve your merc. |
Ulysses Knapse
Nuevo Atlas Corporation
73
|
Posted - 2013.03.03 16:09:00 -
[29] - Quote
Ha. Training. Good one. We're so badass that we just upload the skills into our neural cortex. |
Django Quik
R.I.f.t
224
|
Posted - 2013.03.03 16:13:00 -
[30] - Quote
Gunner Niv wrote:Coleman Gray wrote:The SP system makes the game My problem's not with the SP system but rather the fact they limit the amount of SP you can earn, if they want to limit the SP then why not take it away and change the method in which you gain skills since there clearly seems to be an issue with the amount of SP people can earn. If you read threads on SP caps there is often a group who are happy to simply accept whatever the game becomes regardless of whether it's good or bad, then the people who have an alternative idea of how things should be done. What I'm offering is an alternative to the current SP setup and looking for input. Im not asking people to accept what I'm proposing as the only way forward, but rather trying to highlight the flaws in the current setup and find ways in which it can be fixed. I want to know that when I log into the game my success or failure on the battlefield matters, currently if I play well I'm given SP to spend on making my merc better, if I do badly then I get less. After a day or so it doesn't matter because no matter what I do I'm given 1000SP which I feel is wrong. Rather than push for the removal of the cap which for some reason people seem to enjoy, I'm offering something which gives constant progression. As it stands the game is only worth playing from at the weekend as once this is done the cap kicks in and the rest of the time you cannot improve your merc.
Once you hit the cap you don't get 1000SP no matter what; you have to earn at least 1000WP to get that 1000SP. You only get SP equal to your WP, so if you do badly, you get less SP.
Your system doesn't fix the SP cap issue. It totally replaces it but is entirely unnecessary and doesn't at all fit with the lore already established in the EvE universe. |
|
The-Last-Ninja
FIND CARL CORP
38
|
Posted - 2013.03.04 12:20:00 -
[31] - Quote
Gunner Niv wrote:People are never going to agree over the SP cap and ways to stop SP farming like AFK players etc, so why not remove SP all together?
My idea is the same as most others who have talked of similar and that's that you start off with the basic weapons in game and play to unlock new versions by using the item.
Lets say you have assault rifle level 1, to get to level 2 you need say 100 points, an assist using the AR gives say 0.5 points, a kill gives 1 point and a headshot gives 1.5.
Cardio modules etc, every use gives 0.5 points, using for longer duration gives 1 point. each time.
The current system is like a soldier joining the army, training to do first aid but deciding he wants to turn that skill into marksmanship, or he's trained as an explosives expert but decides he wants to use his skills to become a tank driver..... It wouldn't happen like that in life so why allow it in game?
Fact is, you use a gun often, you become better at it over time. If you drive a tank, you become better over time.
You do not however drive a tank for 10yrs and suddenly become awesome at sniping as a result.
I've been asking simply to get what I earn, this is a fairer more balanced way to progress.
Using this method it means you can keep boosters as the active ones give a 0.5 bonus to every action performed in game, passive boosters are applied to a skill and stay on that skill until you either change it or the skill hits max (lvl5). Passive would give say 0.5 points every 1.5 or 2 seconds instead of the current 1 SP. This eliminates people simply buying passive boosters for free points when they're out doing whatever, they'll still need to work to earn most of the unlocks (upgrades)
I kinda like this idea. I thought of a similar one a very long time ago, my idea wasn't specifically for DUST, just for a tactical shooter with skill tree advancements.
My idea was basically like this:
Reload X amount of times with a certain gun and you'll have become more familiar with reloading that gun, and this would unlock a new reload animation that is slightly faster than the previous one. For example with a Kalashnikov rifle, the default reload animation would be grabbing the magazine and using your thumb to hit the mag release, then grabbing a fresh mag to load. The more proficient reload animation would be grabbing a fresh mag and using it to hit the mag release and immediately load the new one in.
People would also have to qualify for certain roles. America's Army training stuff is the best example of what I mean. People wanting to be a Scout would have to complete sniper school. Qualify through flight school to become a dropsuit pilot or tank operator. Etc.
Really though, I'm more for equal playing fields and barebones stuff. I don't really like it when games give players advantages in equipment/stats just because they played longer. But when it comes down to what kind of game DUST is, I feel like this would have been a better approach for mastering skills. It would also be a good tutorial system and ensure people know what they're doing when they take a certain role.
With your idea, I'm thinking they could lump in all the upgrades for that certain gun. Like, Lvl2 AR has faster reload speed, Lvl3 is Reduction to kick and bullet dispersion, Lvl4 is increased effective range, Lvl5 starts back at faster reload speed and goes on until each is maxed out. |
digi mech
Sanmatar Kelkoons Minmatar Republic
2
|
Posted - 2013.03.04 12:42:00 -
[32] - Quote
excellant idea OP.. I hope it happens..
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Thrillhouse Van Houten
Expert Intervention Caldari State
15
|
Posted - 2013.03.04 22:55:00 -
[33] - Quote
I completely disagree with people saying that the OPs idea is out of line with MMORPGs and would make the game more like COD. Anyone ever hear of Ultima Online. One of the first non-level based MMORPGs if not the first in existence. The skill system relied solely on the use of a giving skill. Want to increase your musicianship? Play an instrument. Your swordsmanship? Go clout baddies with a sword.
Pretty much like many aspects of learning in real life. You learn to use what you actually use. Not ALL learning is done that way, though.
That being said, this isn't UO. Whoever said that bit about our Mercs training on simulators in their down time (when we log off)...that was exactly how I thought of SP usage. You are a janitor now but want to become a civil engineer? You don't just go out and design bridges...you go to school for years of learning.
I do understand the OPs problem with the current SP system and his idea would address the passively gained skill gap problem (you started 6 months ago so, no matter how much time you've actually played, your character is much better). You would only be good with what you've used. At the end of the day, though, this is a game and a RPG at that. Some leveling system needs to be in place and this is the one CCP has chosen.
Eve DOES use SP. You are unable, however, to actively gain SP in Eve. The passive SP system does make more sense, admittedly, for spaceship pilots using high powered modules to achieve ends than for an actual physical person in a single suit whose muscle memory and physical conditioning, coordination and even things like eyesight are usually much more important than academic knowledge.
At the end of the day, people still have to spend their SP. Nobody gets 50 million SP for free and having SP into a skill doesn't guarantee that the person with the character is any good with that particular skill set.
TL; DR... While I see the OPs point and don't think the idea is ********...there isn't much wrong with the current SP system in my opinion. |
Buster Friently
Rosen Association
58
|
Posted - 2013.03.04 22:59:00 -
[34] - Quote
Django Quik wrote:So you really want CCP to completely dismiss one of the most major components of the game? This is the new most stupid suggestion ever on this forum.
QFT, skills have their place. Pointing out that people argue is hardly reason to scrap a good system. You might as well promote getting rid of the forums.
Problem solved, right? |
Lonnar
KILL-EM-QUICK RISE of LEGION
1
|
Posted - 2013.03.04 23:24:00 -
[35] - Quote
Hmm nope. Not happenin bro.
First of all, there are bigger problems in this game that need immediate attention as well as new content to be released. Completely revamping the Skill system in order to imitate games like CoD or Skyrim isn't a top priority, and never will be.
Keep in mind, that with boosters (both active and passive) it will take an estimated total of 7 FREAKIN YEARS in order to master every skill in the CURRENT SYSTEM to level 5.
That's 7 years of your life going up in smoke in a game just to master the current set of skills, not taking into account that there will undoubtedly be new skills and new content to match with every major update. This is how the current system works and to be perfectly honest, I wouldn't have it any other way.
This idea of using something in order to unlock newer gear would also force a revamp of the current weapons and vehicles in order to balance them. Someone with a level 5 Assault Rifle now vs a Militia suit means the Militia scrub pretty much get's whacked. With your system implemented, they'd have to bring all the weapons to the same relative level in order for new players to actually stand a fighting chance. They'd also have to largely nerf or remove most (if not all) of the damage, shield and armor mods so that even the high level players don't abuse the advantage they have over scrubs. Doing all this will remove any sense of clear reward from progression as you can effectively get by with a basic assault rifle vs a proto heavy.
TL;DR The OPs suggestion will have us turning into common foot soldiers instead of the super human mercs we are. |
Free Beers
Internal Error. Negative-Feedback
1143
|
Posted - 2013.03.05 00:47:00 -
[36] - Quote
No
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