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RINON114
B.S.A.A. General Tso's Alliance
280
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Posted - 2013.07.13 10:49:00 -
[1] - Quote
Sorry guys, but there is a massive issue. Half the skills we have are useless SP sinks that give us nothing. I have always made the point that skills should have cheap buy-ins with exponentially more expensive skills later down the line. At the moment we have too many skills which escalate much quicker than they should. |
RINON114
B.S.A.A. General Tso's Alliance
280
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Posted - 2013.07.13 14:38:00 -
[2] - Quote
KalOfTheRathi wrote:CCP doesn't care. Why would you even think they did? The current plan is multiple years (7+) to max out a Merc. The Beta level of SP was so we would test out all the shiny toys. Beta is gone. The current situation is exactly what CCP wants. This was the design from the beginning. Multi-year efforts to play a space shooter. Although, now we have Events to entice us to play*. My mistake was thinking that the plan was to add to the game, not throttle the progression to a crawl. Like adding Heavies to all races, then adding all suit types to all races would be great. Plus the famously deleted Pilot Suit. Now, who knows and more importantly, who cares? * We will see if rewards for these events are worth the time. Since most of the actual rewards are either not usable nor able to be sold, what is the actual point? Maybe its all an experiment for someone's thesis. This isn't aimed directly at you, but more this particular attitude that many players share. Dust is supposed to last seven years, but I'm not going to max out my merc because I will lose interest before that happens. There are only so many strategies I care about, only so many skills I can bear to grind into and only so many times I can pay for boosters before SP becomes meaningless.
The solution to this is to make characters take longer to max out, but give more meaningful skills and bonuses. Take Nanocircuitry for example, it governs nanite injectors and nanohives. Instead, I propose two skills: - Nanite Injectors (1x/2x) : +1% efficacy of nanite injectors per level. - Nanohives (1x/2x) : +1 Nanite Clusters per level.
Using the above method we have either more total SP needed for proto nanite injectors and proto nanohives, or we have less total SP with reduced buyins for each skill. I believe this solution would be great as it would encourage specialisation much more. This would be adding depth.
What we currently have is equivalent to a 100 square foot kiddie pool.
Edit: To make matters worse, we have completely nonsensical training timers on some skills. Systems Hacking has a 5x multiplier!? The rest of the module based skills in dropsuit upgrades only have 3x multipliers. This is the kind of weird junk that needs fixing. |
RINON114
B.S.A.A. General Tso's Alliance
280
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Posted - 2013.07.13 17:55:00 -
[3] - Quote
Orin Issa wrote:I can tell you for a fact that the assault dropship doesn't take 6 million SP to unlock. Heck, with half that amount (3 million SP) you can get the assault dropship, some proto turrets, and some proto mods. I'm not sure that this is really the point. I think the OP is trying to convey the message that skills are put of whack. Perhaps it would be better to break down skills into their fundamental parts? You must get dropship command level five first, but the multiplier would be 2x instead of 6x? |
RINON114
B.S.A.A. General Tso's Alliance
280
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Posted - 2013.07.14 02:44:00 -
[4] - Quote
Malkai Inos wrote:RINON114 wrote:Orin Issa wrote:I can tell you for a fact that the assault dropship doesn't take 6 million SP to unlock. Heck, with half that amount (3 million SP) you can get the assault dropship, some proto turrets, and some proto mods. I'm not sure that this is really the point. I think the OP is trying to convey the message that skills are put of whack. Perhaps it would be better to break down skills into their fundamental parts? You must get dropship command level five first, but the multiplier would be 2x instead of 6x? Sorry to go into aggro mode but look at the damn date of the OP. This was before the skill tree redesign so going ADS required racial DS V and both skills had +2x(?) multipliers. His concern has been adressed just days after this post and the first announcement that these change would be happending was by the time or very shortly after this thread has been opened. That's the first time I've ever been called out on replying to an ancient thread. Well done!
I still think these points raised are still valid however. |
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