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