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RINON114
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Posted - 2013.03.11 16:04:00 -
[1] - Quote
I have to say that this seems like a good idea with only a couple of obvious flaws:
- Low level stuff doesn't get tested. - All players will become extreme versions of current playstyles.
I do however fully support the idea for a weekly respec for those that want it as it will allow people to experiment with different playstyles and give more diverse feedback. At the moment people are just playing the game how it was intended, testers (which we all are) are supposed to find ways of breaking the game or finding what is broken.
It all just boils down to whether CCP want diverse feedback or feedback based on what people find to be the best fitting/skillset (less diverse feedback). At the moment we still have a huge gap in the testing anyway as people can't try out the more extreme fits. |
RINON114
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Posted - 2013.03.13 05:43:00 -
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So a lengthy speech ends the discussion?
Personally I don't see this as being anywhere near as bad as people are making it out to be. Instead of discussing this and iterating on it to maybe make a small gem of an idea, we get responses like: "Heyul naw!!!"
If the respec was a player choice and not a once a week event then we get two things from this: - People respec and have fun with new gear and see what happens when they try a different playstyle. - Playing the game differently allows more diverse feedback from more players choosing to play differently.
This idea is great when considered like this as CCP will get more diverse feedback on many things (and let's not forget they don't have to listen to "QQ something is OP"). Add to this the fact that people will stay interested in the game for longer allowing CCP more time to get real stuff done, means that CCP get more money. |
RINON114
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Posted - 2013.03.13 09:40:00 -
[3] - Quote
Delirium Inferno wrote:RINON114 wrote:So a lengthy speech ends the discussion?
Personally I don't see this as being anywhere near as bad as people are making it out to be. Instead of discussing this and iterating on it to maybe make a small gem of an idea, we get responses like: "Heyul naw!!!"
If the respec was a player choice and not a once a week event then we get two things from this: - People respec and have fun with new gear and see what happens when they try a different playstyle. - Playing the game differently allows more diverse feedback from more players choosing to play differently.
This idea is great when considered like this as CCP will get more diverse feedback on many things (and let's not forget they don't have to listen to "QQ something is OP"). Add to this the fact that people will stay interested in the game for longer allowing CCP more time to get real stuff done, means that CCP get more money. Great post, especially that last part which I hadn't even considered. The time between builds can get quite lengthy and with all the limited content while in beta it's easy for players to lose interest that they may have moved on by the time the game releases. Thank you. I think it's very important to consider how impatient people can be too. This game tests the upper limits of my patience (which I believe to be at quite a high level) like nothing else, and I am a teacher of children aged between 3 and 16 (believe me when I say you need patience).
Allowing people the option to respec whilst still in beta would give those that adopted this game early some reward for sticking with it, as well as an incentive to try at least part of the build they may one day be aiming for.
Let me suggest this instead. How about we don't get a full respec. Maybe we can respec any skill that is at level 2 or 1. By level 3 a player should know what they are doing and are buying it based on the fact they know the skill has helped them. Is that better? |
RINON114
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36
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Posted - 2013.03.13 11:59:00 -
[4] - Quote
Django Quik wrote:Also, completely ignores all the extremely good points raised in the 'lengthy speech'. Which was entirely tl;dr for someone with a life to live right now, maybe I'll give it a look when I have nothing better to do. You could also address the points I raised but are instead trying to be funny.
The main point I am raising is to try and find something workable in this idea, because skill respecs are something that the more casual players want and also what we should be entitled to. Like it or not, casual players will be the main source of income and publicity for this game.
And please correct me if I'm wrong but there actually is a respec in EVE, just not for skill points. You can respec your attributes (twice a year?) to get training times faster in certain areas. This could easily be applied to Dust and give all players a chance to respec in some form of time constraint that would be considerably shorter for the beta.
Edit: Not everybody was able to get into the closed beta, and the current build doesn't accurately reflect much of what happened therein. Please stop saying "you had your chance in the closed beta" - thanks. |
RINON114
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Posted - 2013.03.13 16:02:00 -
[5] - Quote
Django Quik wrote:RINON114 wrote:Django Quik wrote:Also, completely ignores all the extremely good points raised in the 'lengthy speech'. Which was entirely tl;dr for someone with a life to live right now, maybe I'll give it a look when I have nothing better to do. You could also address the points I raised but are instead trying to be funny. The main point I am raising is to try and find something workable in this idea, because skill respecs are something that the more casual players want and also what we should be entitled to. Like it or not, casual players will be the main source of income and publicity for this game. And please correct me if I'm wrong but there actually is a respec in EVE, just not for skill points. You can respec your attributes (twice a year?) to get training times faster in certain areas. This could easily be applied to Dust and give all players a chance to respec in some form of time constraint that would be considerably shorter for the beta. Edit: Not everybody was able to get into the closed beta, and the current build doesn't accurately reflect much of what happened therein. Please stop saying "you had your chance in the closed beta" - thanks. There is a respec system in EvE but it certainly is nowhere near every week and you can't respec absolutely everything, which is what this thread suggests should happen. There is absolutely no advantage to CCP to have a weekly respec. Zero. I'm not trying to be funny. None of this is funny. It's a bad idea and should not even be entertained by CCP. And you are completely wrong about casual players being the main source of income to this game - that would be true of a boxed FPS but with free to play games casual players tend to put very little if any money into playing. It is the hardcore player-base that actually pays real money into F2P games. Yes the title suggests a weekly reset but why can't we mould it into something better? Or are you suggesting I start a new thread with the title "reasonable respec parameters" or something similar?
As for your argument on whether casual gamers or hardcore gamers will be paying for Dust, there is no saying which is true without any evidence to prove it. However please be mindful of the fact that games like Farmville generate revenue in the hundreds of millions, unless Dust attracts the casual AND hardcore crowd then CCP will never see figures even close to that if what you say is correct.
Pease read above about all my ideas which counter your entire first paragraph, including respeccing only level two or one skills and the already mentione bi-yearly respec.
Let's also try and keep it friendly and open. |
RINON114
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Posted - 2013.03.13 16:07:00 -
[6] - Quote
Django Quik wrote:Also, that post you've quoted was a one off from someone who didn't really contribute anything to the discussion - when us others refer to the closed beta, we are not reiterating that point. We are saying that the beta testing of all the gear was done previously and doesn't need to be done significantly more now, thus refuting the point that the OP makes by suggesting that he needs to personally test every single thing in the game. I think the guy just contributed his support, I thanked him and carried on from there to be honest.
Sure the gear has been tested already, fine let's move past that. How about a functional respec that I have tried to suggest by at least being friendly, instead of just complaining that the OP is wrong and as a byproduct suggesting that this discussion, in it's entirety, is a waste of time. |
RINON114
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Posted - 2013.03.14 01:41:00 -
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Bojo The Mighty wrote:RINON114 wrote:So a lengthy speech ends the discussion?
Personally I don't see this as being anywhere near as bad as people are making it out to be. Instead of discussing this and iterating on it to maybe make a small gem of an idea, we get responses like: "Heyul naw!!!"
Quote: This idea is great when considered like this as CCP will get more diverse feedback on many things
This was a solid discussion, did you not read Cross' posts? The problem with the feedback, diverse as you see it, as I will iterate again, will enact scenarios that on the grandscale would occur next to zilch in the finished game. These kinds of scenarios if tested through, will generate the feedback that I've been talking about, the feedback that misleads the developers. It's like basing a monster defense system on the one time Godzilla has the Flu, the runs, and a hangover. We must test the beta like the finished product would be played. Not really, no. I find they to make little sense to be honest considering the last three responses have been to simply read the earlier posts which I don't have the time to read or try and understand. That's not a dig at you either Cross, your posts are too long for me to get my head around. I mean that sincerely.
I fully agree with you that it could create misleading feedback but on the flipside it could allow people to understand that laser rifles aren't OP, or tanks aren't OP and possibly mitigate hundreds of QQ threads that seem to litter the feedback section.
I understand there are pluses and minuses to any kind of respec, but letting players respec to some degree surely isn't that bad. |
RINON114
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Posted - 2013.03.14 03:19:00 -
[8] - Quote
Cross Atu wrote:RINON114 wrote: Edit: As for the link provided by Cross, thanks. Although they are doing a great job of "real" testing, not all of us have the knowledge or know how to work that kind of stuff out. I personally am an artist, not a mathematician so my feedback is obviously going to be qualitative. This doesn't mean this kind of feedback is worth any less to CCP.
For the record it was not my intent to imply that mathematics/quantitative feedback was the only valid kind, nor that qualitative feedback holds no place in the sphere of beta testing. I offer my sincere apologies if I have given that impression. Further as you mention in your post one of the best ways to aid testers/players in understanding how balanced things can be is to allow them to try out those things for themselves. While in my assessment respecs are not the correct way to go about this within D514 I do agree with and support the general concept stated. It is my perception that a full array of militia variations (as they require no SP investment to employ) combined with a 'shooting range' (something easy to code that would let players get a feel for the effectiveness of various weapons on armor vs shields at an array of ranges) would open things up to providing players this same type of benefit without running afoul of the problems invoked by the respec method. (Even absent the shooting range, a full array of militia items would still offer these benefits albeit in a somewhat more restrictive manner) On a closing note while I analyze points rather intently and am dogged in calling for details it is not my intent to be discourteous in my postings. I know however that sometimes I fail at conveying this and offer my apologies on this count if such has been the case here. Cheers, Cross It's not your problem, just sometimes I have a hard time with so many words on my phone's screen but I thank you for clarifying nonetheless.
It also seems we have found some common ground as I think militia variations of everything is definitely the best way to go in favour of understanding different playstyles, with the only problem being the huge difference between militia and proto gear, but I can settle on this point.
With that said I still think that a simple bi-yearly respec of some skills could very much find a place in the final version of Dust, just as there is a similar respec option in EVE. To further this point only slightly, perhaps the skill you respec could be locked out for a lengthy period of time, meaning that your choices could have even bigger consequences.
Thanks again Cross for clarifying your points, much appreciated. |
RINON114
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Posted - 2013.03.14 05:21:00 -
[9] - Quote
Cross Atu wrote:RINON114 wrote: It's not your problem, just sometimes I have a hard time with so many words on my phone's screen but I thank you for clarifying nonetheless.
It also seems we have found some common ground as I think militia variations of everything is definitely the best way to go in favour of understanding different playstyles, with the only problem being the huge difference between militia and proto gear, but I can settle on this point.
With that said I still think that a simple bi-yearly respec of some skills could very much find a place in the final version of Dust, just as there is a similar respec option in EVE. To further this point only slightly, perhaps the skill you respec could be locked out for a lengthy period of time, meaning that your choices could have even bigger consequences.
Thanks again Cross for clarifying your points, much appreciated.
I'm glad we've reached a point of more common ground, and thank you for taking the time to participate in the discussion that led to it. Regarding an EVE style "respec". The option in EVE is remap that when used goes on a 12 month cooldown timer. In essence you can remap once per year. The effects of this remap are not to alter any of the skills or SP you have currently invested but rather to provided a faster rate of gain within a selected specialized area at the cost of taking a slower rate of gain throughout the other areas available. The system would need some mechanic refitting to mesh with Dust but I see no reason the fundamental concept would not also be viable within D514. (As a side note regarding some of my prior points, if this method were slated to work within the live release the having it now during beta would trigger none of the potential problems I've mentioned in this thread). Since rate of SP gain works differently within Dust perhaps the reworked version would discount the cost of skills within a specific sub-group allowing for more specialization while raising the cost on all skills outside of the selected group. A note worth keeping in mind, when I mention "specialization" it is more of a "weapons, armor, or equipment" question than a "Logi, Assault, or HAV" question. My idea likely needs further refinement but would that adaptation be moving in the direction you're looking for? Cheers, Cross From what I understand, yes definitely. Sorry for the confusion I had around the EVE respec, I last played more than two years ago.
Allow me to clarify so far: - Respec would be on a yearly basis. - Points taken away from a specific group (Engineering for example) would ramp up the costs if you were to put points back into any skill in the engineering group at a later date. Would we then have a group multiplier as well as a skill multiplier?
Perhaps we could respec skills with diminishing returns? If you respec a level 2 HMG skill for example, instead of getting back the toral SP invested, you only get 75% (or a figure that works) to spend on other skills. The only problem here is that total earned SP would not match current invested SP but maybe we could track that statistic somehow?
I like where this could be going! |
RINON114
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39
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Posted - 2013.03.14 11:12:00 -
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Django Quik wrote:Glad we've finally gotten this discussion to a sensible place and I feel I can throw my support behind the current direction.
But just to make absolutely clear to anyone new joining the thread - the OP idea of a weekly respec has been completely and utterly thrown out. There is no need to post any more about that suggestion. Please read Cross and Rinon's latest posts above to understand and contribute accordingly.
Thanks guys. Thank you. Would somebody be able to consolidate this into a new thread in the next few hours for clarity or should I do it when I get home in a few hours? |
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RINON114
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Posted - 2013.03.14 13:43:00 -
[11] - Quote
Kray Dytt wrote:I'd vote "no" to any kind of respec/refund other than refund of SP used for skills that become obsolete due to changes to the game (i.e., a certain skill gets removed completely).
Reason being that you can effectively learn all the skills available, so in no way are you limited by your choices. Any type of respec would, even if only slightly, increase "FOTM" speccing.
Also, if a respec option becomes available, it won't be long before people ask for more respec options. I think CCP would be wise to stick to "your choices are final". Since, again, your choices in no way limit your future options, it is not possible to make an uncorrectable mistake.
I would agree with you if we hadn't already covered this several times. You can't have flavour of the month when the respec is yearly, do you propose a new acronym: FOTY?
Let me re-iterate that this would be a limited respec of redundant or scarcely developed skills on a yearly basis. The skill you take points away from would either give diminishing returns or add a multiplier to the group which that skill belonged to.
As for the comment about CCP yielding to "more respec options" then I have to ask on what basis did you found this claim? CCP are open to suggestions and will do what they feel is progress in the right direction. If they feel a respec option within such limited parameters is viable and a good fit for Dust then that is up to them, if not then so be it.
The ability to shape the game is in our hands, take the opportunity instead of ignoring everything we have worked out in this thread and disagreeing with it. |
RINON114
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Posted - 2013.03.15 01:51:00 -
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Kray Dytt wrote:RINON114 wrote:Kray Dytt wrote:I'd vote "no" to any kind of respec/refund other than refund of SP used for skills that become obsolete due to changes to the game (i.e., a certain skill gets removed completely).
Reason being that you can effectively learn all the skills available, so in no way are you limited by your choices. Any type of respec would, even if only slightly, increase "FOTM" speccing.
Also, if a respec option becomes available, it won't be long before people ask for more respec options. I think CCP would be wise to stick to "your choices are final". Since, again, your choices in no way limit your future options, it is not possible to make an uncorrectable mistake.
I would agree with you if we hadn't already covered this several times. You can't have flavour of the month when the respec is yearly, do you propose a new acronym: FOTY? Let me re-iterate that this would be a limited respec of redundant or scarcely developed skills on a yearly basis. The skill you take points away from would either give diminishing returns or add a multiplier to the group which that skill belonged to. As for the comment about CCP yielding to "more respec options" then I have to ask on what basis did you found this claim? CCP are open to suggestions and will do what they feel is progress in the right direction. If they feel a respec option within such limited parameters is viable and a good fit for Dust then that is up to them, if not then so be it. The ability to shape the game is in our hands, take the opportunity instead of ignoring everything we have worked out in this thread and disagreeing with it. FOTY, yes, that would work ;) No but seriously, what I mean by this is that any option to (partially) change your skill layout will in some way promote using that option to spec into whatever seems most OP. I admit that with what you propose the impact would be tiny. But, that combined with the fact that I simply so no reason whatsoever to allow any kind of respec option leads to my opinion on this suggestion (and more broadly on any form of respec options): I'd rather not see it happening. However yes, obviously it's up to CCP. I was just voicing my opinion on the matter. That's fair enough, but you can't just ignore the advantages for the type of respec we have worked out. The new/casual players need the ability to redo at least some of their choices due to the game's steep learning curve. Perhaps even one single reset in the lifetime of a character could help but this brings back some of the problems mentioned earlier.
I could go on to say that I understand where you're coming from, that life doesn't give any second chances but this is a game. CCP's real world business depends on how well this game does. If they want it to do well then they need to adapt to a brand new market that is nothing like the EVE one, a fact which I hope they already know, and which few people take into account when discussing ideas like these. |
RINON114
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Posted - 2013.03.15 05:16:00 -
[13] - Quote
Vermaak Doe wrote:Riya Von wrote:In EVE ONLINE there was an option to reset your SP but only like once a year or something like that. That would be a cool option but certainly not every week, where's the fun in that? It's part of the learning curve to be able to manage your SP wisely! And that doesn't make you think it was removed for a reason? Lol precisely. A full reset of SP is not the answer!
However, the ideas suggested in this thread very well could be.
@Riya Von - If you don't want to read the whole thread that's fine, I understand we don't all have the time. BUT you should at least read the page or two prior to posting to at least understand the recent developments, thanks. |
RINON114
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Posted - 2013.03.15 05:54:00 -
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Vermaak Doe wrote:No reason tp help people too lazy to look up how the game works Unfortunately there IS a reason, it's called money. |
RINON114
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Posted - 2013.03.15 06:23:00 -
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Vermaak Doe wrote:And you wanna know what that changes into? People leaving ptw games Well if these people can't stick around because they're getting their backsides handed to them then good. Those players will be few and far between.
This game is also not pay to win, anything you can pay for with Aurum, you can buy with either time invested or isk.
Back on topic: do you have anything useful to add to this discussion? Perhaps your thoughts on why a respec would not work in Dust? |
RINON114
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Posted - 2013.03.15 06:37:00 -
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Vermaak Doe wrote:It isn't ptw but buying resets would make it ptw, they're suppose to be consequences for not planning ahead and this is one of them How would the form of reset suggested here make Dust a pay to win game? We aren't talking a full respec every Wednesday like the OP suggested anymore, we're talking about a yearly reset of skills that are undertrained with a punishment for doing so. |
RINON114
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Posted - 2013.03.15 08:07:00 -
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Vermaak Doe wrote:/so whenever things change does it or does it not allow someone to change into the next unbalanced/buffed weapon? Only as much as it does now realistically. |
RINON114
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Posted - 2013.03.16 02:53:00 -
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Kray Dytt wrote: I understand where you're coming from, and I admit that the type of respec you propose wouldn't be that much of an issue. I'd still prefer a hard line one respeccing just to play safe. I admit some people may have issues with the learning curve but I think that should be addressed through other means (tutorials, trial suits, etc).
I still believe that since any choice you make will never limit future choices, respecs are simply not required.
And I agree completely. It should be addressed by other means. This thread has mainly been for figuring out a reasonable respec option for when or if CCP ever felt the need to introduce one.
More later: gtg |
RINON114
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Posted - 2013.03.17 10:45:00 -
[19] - Quote
Vermaak Doe wrote:If you misplaced it that means you willingly put it there, so now you're just able to use the new FOTM rifle instead, which is a what ccp is trying to avoid which they have done so far Sorry but all that has been discussed above negates FOTM. |
RINON114
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Posted - 2013.03.17 11:27:00 -
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TODDSTER024 wrote:Why mot just have an option to respec for like 1M ISK Because I have 7 mill and I haven't been trying to bank at all. There are people out there well into double digits and probably beyond. Maybe 300 million isk (same price as a super cheap PLEX) then maybe you're onto a better idea but I believe what we've discussed already is the only way a respec would (or could) work. |
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RINON114
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Posted - 2013.03.21 15:30:00 -
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Soozu wrote:Lynn Beck wrote:you could give a 10 skill reset capability in the skills section, would give a bit more variability, without going too far off in the "i wanna try prototype dropships today" direction, give the guy a chance, i for one, would love to get rid of my nova knives/shotgun operation lv4's tyvm
I like that idea. I suspect you'll rack up a few more likes for it too. Even some of the naysayers might admit they'd like to have a couple in the bank. Though they'd probably say 10 is too many. 5 maybe? I still think one per year is enough and should not be a full reset. Maybe you could get the ability to reset any 5 of your skills at any level if that's what you mean, and gain this ability only once per year. |
RINON114
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Posted - 2013.03.21 15:33:00 -
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Daedric Lothar wrote:Skill resets are not needed and skill books can be kept forver and you can eventually learn that skill.
Reason: You have a bunch of Free BPC for all the base classes. Militia Gear is super cheap and requires no skills. I actually think the Militia gear and free BPCs are overpowered and game breaking. Oh hey, I get a free Car whenever I feel like ? Awesome. I can save up for a few rounds and then get like 6 basic tanks? Awesome.
If they remove the BPCs and Militia gear, then yes I would agree skill resets are needed.
[Edit]: And any skills that really are bad, can be balanced later. Thats why we are in Beta Did you read any of this? Being in Beta has nothing to do with a reset as that's not going to happen even on release.
Militia gear doesn't exist for all items in the game and so your argument for that is invalid. Either we get more militia fits or we can get some form of reset to try out some new stuff.
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RINON114
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Posted - 2013.03.22 05:36:00 -
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Daedric Lothar wrote:RINON114 wrote: .... Militia gear doesn't exist for all items in the game and so your argument for that is invalid. Either we get more militia fits or we can get some form of reset to try out some new stuff.... Yea but most stuff you can try, you can run as a medic, assault, sniper, drive a tank, drive a car, get a plane, The only nonmilitia thing I saw was a heavy, correct me if I'm wrong, I don't really see what you are missing. I haven't checked recently but last time I did there was no militia laser rifle or mass driver.
There should be militia versions of higher grade things too like the triage nanohive but just a super nerfed version, even the different AR or HMG variants could have militia variants so you don't waste all your SP getting to the proto HMG's to find they are garbage and the level 4's are miles better.
The above paragraph is why I think a yearly (personally I feel bi-yearly would be best) respec is better, because adding all of those things would be time consuming and stupid. An SP re-allocation system would be far more efficient and also much less work for CCP.
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RINON114
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Posted - 2013.03.22 05:42:00 -
[24] - Quote
Cross Atu wrote:Respecs (the removal of already spent SP which is then placed back into the unallocated SP pool) aren't the proper solution, they're somewhat analogous to taking painkillers for a back or shoulder injury. You alleviate some of the symptoms at the front end while making the overall problems worse in the long run. For much of my analysis on that front see my earlier posts, this one will be focused on solutions which are less 'symptomatic' in nature. The New Player ExperienceWhile D514 is still in beta one key aspect of the game which needs testing (and polish) is the new player experience. The first impression, accessibility of the game and the implications of it's many choices. Price adjusting, skill respecs, and many frustrated threads calling "nerf X" or "buff Y" are the children of Dusts steep learning curve. If a player entering the game were greeted by the information needed to make informed decisions than there is no longer any need for those decisions to ever be 'rolled back' because the implications of choice then fall fully upon the user. This information needs to come in forms more interactive and engaging than our current wall of text popups. What gamer who's just downloaded a game the size of dust, and is excited to play it, takes the time to read and absorb so many walls of text? Experience says not very many, combine that with the diverse learning modality people possess and the new player experience is calling out for more videos, more voiced explanations and more PvE style hands on training scenarios, to fully balance out the VARK offerings of Dust. Simply put lets make the game more accessible from the outset, first exposure to Dust should ideally give a player the following sensation easy to learn, difficult to master.My ideas (and those that I've read) are far from the final word when it comes to how we reach that goal but I think it's a mark worth aiming for, and continuing to work on (and what better time to start than the beta?) Some more detailed ideas are presented here https://forums.dust514.com/default.aspx?g=posts&t=64043&find=unreadIn addition to that, more directly related to skills I'd like to raise the concept of skill spikes and skill clusters. Now we don't know what these are or whether CCP has already conceptually defined their intended purpose. So my ideas following are theoretical, but lets try to focus on concepts rather than specific terminology. Skill Clusters - EVE has a "remap" usable once every 12 months for free. This remap allows a player to focus the development of skill growth through specialization, gaining a bonus to gains within a specialty while taking penalties to growth in other areas. Introduce "skill clusters" in Dust to provide the same effect, as an example: A player picks up an Armor skill cluster from the market, plugs in that augmentation and now receives a discount on skills related to improving their ability to use and fit armor for the duration of the mod (other skills would during this time cost more to upgrade thus encouraging players to plan ahead while still allowing enhance flexibility for any player wishing to train into a new battlefield role). Skill Spikes - The "try before you buy" augmentation. AUR gear already reduces the character skills required to run a given piece of gear but doesn't grant the full effect as the value of supporting skills remains absent. Skill spikes would be the other side of this coin offering (temporarily and for a price) a single level increase in a given skill. This will not only allow players the chance to test out new fits and ideas (even after the live launch) but prevents abuse by limiting use to a timed single slot augmentation. When combined with a full range of militia gear and stronger/more diverse full spectrum new player experience Dust can 'have it's cake and eat it too' keeping all choices lasting and their implications persistent while at the same time not shortchanging players who are either new to the game or trying something new with their Dust gaming. [Note: Even if skill spikes and clusters are slated to be something else I would encourage CCP to consider the ideas above as possible game additions. Their possible value for helping new players and keeping the game fresh for vets shouldn't be undersold]Rather than continue this tug of war over when/how/how much to "reinvent the wheel" with regards to Dust and skill point (re)allocation lets build on trends and features already within game in ways that accomplish a resolution for the same concerns that raised this topic in the first place. Cheers, Cross OR just this. +9001 this. |
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