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RINON114
B.S.A.A.
144
|
Posted - 2013.05.10 05:43:00 -
[1] - Quote
Let's face it, a 6x multiplier for rapid reload is kind of ridiculous. So are many of the skills in this game which is why I propose more variety like we had in Chromosone, but better.
My proposal is that we have basic skills that have a 1x multiplier and have a few levels of that. Example:
Rapid Reload (1x) --> Rapid Reload Proficiency (2x) --> Rapid Reload Superiority (3x) --> Rapid Reload Mastery (4x)
Instead of providing a 25% bonus at level 5 each skill woukd provide a 1% bonus instead, with mastery providing 2% per level.
Personally I feel this system would have massive advantages and allow for people to grow VERY quickly but take years to reach mastery. Let me put it this way: Characters will either have mastery over one thing, and that will be their identity or people can spec into lots of small bonuses to allow them better chances of survival in more situations.
This type of skill system has one HUGE benefit and that is allowing new characters to feel more powerful, where the current syatem does not. |
RINON114
B.S.A.A.
145
|
Posted - 2013.05.10 11:04:00 -
[2] - Quote
Nobody else feel this way? |
Delta 749
Maverick Security Consulting
30
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Posted - 2013.05.10 11:10:00 -
[3] - Quote
Making skills take years to level up will not make this game last longer Adding more maps/weapons/armor types/vehicles/game types and so on will give this game longevity, not big ass SP sinks |
RINON114
B.S.A.A.
146
|
Posted - 2013.05.10 11:57:00 -
[4] - Quote
Delta 749 wrote:Making skills take years to level up will not make this game last longer Adding more maps/weapons/armor types/vehicles/game types and so on will give this game longevity, not big ass SP sinks But that's kind of my point, the skills are ALREADY sp sinks and don't offer players a very good sense of progression. Perhaps instead try suggesting some new numbers?
Rapid Reload: (1x) 1% per level Rapid Reload Proficiency: (2x) 2% per level Rapid Reload Mastery: (3x) 2% per level
This would allow for players to get a good grip on many skills instead of the sinks we have now. |
Delta 749
Maverick Security Consulting
33
|
Posted - 2013.05.10 12:16:00 -
[5] - Quote
RINON114 wrote:Delta 749 wrote:Making skills take years to level up will not make this game last longer Adding more maps/weapons/armor types/vehicles/game types and so on will give this game longevity, not big ass SP sinks But that's kind of my point, the skills are ALREADY sp sinks and don't offer players a very good sense of progression. Perhaps instead try suggesting some new numbers? Rapid Reload: (1x) 1% per level Rapid Reload Proficiency: (2x) 2% per level Rapid Reload Mastery: (3x) 2% per level This would allow for players to get a good grip on many skills instead of the sinks we have now.
I get where you are coming from but its an RPG mindset and its ill suited to the core gameplay, now skill systems do work but they need to be much more simplified and quicker to max out with the carrots to keep people going along being little bits of customization and battling for planet holdings Things like that have worked well for other games and theres nothing wrong with copying the success' of others |
RINON114
B.S.A.A.
147
|
Posted - 2013.05.10 13:51:00 -
[6] - Quote
Delta 749 wrote:RINON114 wrote:Delta 749 wrote:Making skills take years to level up will not make this game last longer Adding more maps/weapons/armor types/vehicles/game types and so on will give this game longevity, not big ass SP sinks But that's kind of my point, the skills are ALREADY sp sinks and don't offer players a very good sense of progression. Perhaps instead try suggesting some new numbers? Rapid Reload: (1x) 1% per level Rapid Reload Proficiency: (2x) 2% per level Rapid Reload Mastery: (3x) 2% per level This would allow for players to get a good grip on many skills instead of the sinks we have now. I get where you are coming from but its an RPG mindset and its ill suited to the core gameplay, now skill systems do work but they need to be much more simplified and quicker to max out with the carrots to keep people going along being little bits of customization and battling for planet holdings Things like that have worked well for other games and theres nothing wrong with copying the success' of others I personally feel that the skills right now don't really offer anything that I really want. Sure I want complex shield extenders and everything else but it takes a long time to train these skills to the point where character progression is almost at a standstill. I don't think I've levelled anything since the respec and that to me seems kind of sad. This game is an FPSMMO but it is also an RPG too. People live on EVE for the metagame, because their character IS them.
Character progression should be deeper than it is now and allow players some level of difference that isn't game breaking. Obviously I don't just want the rapid reload skill to be like this, I think many skills could benefit from extensions. The blanket weapon skills in Chromosone were a great example of what I mean:
First you got the weapon's max capacity up for a fairly cheap price and then had the option of a more expensive skill. |
RINON114
B.S.A.A.
147
|
Posted - 2013.05.10 23:24:00 -
[7] - Quote
Anybody else have any comment? |
CLONE117
Planetary Response Organisation
2
|
Posted - 2013.05.10 23:29:00 -
[8] - Quote
RINON114 wrote:Let's face it, a 6x multiplier for rapid reload is kind of ridiculous. So are many of the skills in this game which is why I propose more variety like we had in Chromosone, but better.
My proposal is that we have basic skills that have a 1x multiplier and have a few levels of that. Example:
Rapid Reload (1x) --> Rapid Reload Proficiency (2x) --> Rapid Reload Superiority (3x) --> Rapid Reload Mastery (4x)
Instead of providing a 25% bonus at level 5 each skill would provide a 1% bonus instead, with mastery providing 2% per level.
Personally I feel this system would have massive advantages and allow for people to grow VERY quickly but take years to reach mastery. Let me put it this way: Characters will either have mastery over one thing, and that will be their identity or people can spec into lots of small bonuses to allow them better chances of survival in more situations.
This type of skill system has one HUGE benefit and that is allowing new characters to feel more powerful, where the current system does not.
the way u put i have to say that i dont like this idea.
wed been through sp even faster at this rate..
take alook at the uprising skill system
splitting skills does not go well for the players sp... |
RINON114
B.S.A.A.
147
|
Posted - 2013.05.11 00:19:00 -
[9] - Quote
CLONE117 wrote:RINON114 wrote:Let's face it, a 6x multiplier for rapid reload is kind of ridiculous. So are many of the skills in this game which is why I propose more variety like we had in Chromosone, but better.
My proposal is that we have basic skills that have a 1x multiplier and have a few levels of that. Example:
Rapid Reload (1x) --> Rapid Reload Proficiency (2x) --> Rapid Reload Superiority (3x) --> Rapid Reload Mastery (4x)
Instead of providing a 25% bonus at level 5 each skill would provide a 1% bonus instead, with mastery providing 2% per level.
Personally I feel this system would have massive advantages and allow for people to grow VERY quickly but take years to reach mastery. Let me put it this way: Characters will either have mastery over one thing, and that will be their identity or people can spec into lots of small bonuses to allow them better chances of survival in more situations.
This type of skill system has one HUGE benefit and that is allowing new characters to feel more powerful, where the current system does not. the way u put i have to say that i dont like this idea. wed been through sp even faster at this rate.. take alook at the uprising skill system splitting skills does not go well for the players sp... Neither does upping the SP requirement to get level one of the skill.
At the moment skills feel like a case of GÇ£why would I spend two million SP on 25% faster reload for my ARGÇ¥. This system would be a case of GÇ£I can spend 600k SP on 15% and feel like I'm getting somewhereGÇ¥ - Bear in mind these are figure taken from the top of my head.
Let me just reiterate: This system would allow for a much lower base investment of SP whilst still retaining the same current values for reaching the total.
Rapid Reload currently costs 2 million (as an example) for 25%
My system would cost 2 million SP for 25% BUT the base cost would be lower to begin with using the 1x multiplier. |
ZDub 303
Pink Fluffy Bounty Hunterz Noir. Mercenary Group
79
|
Posted - 2013.05.11 00:27:00 -
[10] - Quote
Rapid reload is only 3% per level. Makes it even more ridiculous huh?
At the very least it should be RR at 3x for 3% per level next to ammo capacity and RR pro at 5x for 2% per level.
I would be all for more resolution in levels tbh. To get lvl 4-5 in some of these skills takes weeks... kind of boring tbqh :/ |
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CLONE117
Planetary Response Organisation
2
|
Posted - 2013.05.11 00:41:00 -
[11] - Quote
all this talk of skills only makes my miss the broad ranged skills even more... primarily light weapon reload light weapon ammo capacity and that other one wich increased damage by 2% per level...
i also miss field mechanics and shield control... |
RINON114
B.S.A.A.
147
|
Posted - 2013.05.11 02:27:00 -
[12] - Quote
CLONE117 wrote:all this talk of skills only makes my miss the broad ranged skills even more... primarily light weapon reload light weapon ammo capacity and that other one wich increased damage by 2% per level...
i also miss field mechanics and shield control... We have those still except for weaponry which we just got back in the latest hotfix. But I do miss those blanket bonuses, it gave a little incentive to try new weapons or at least made their investment less daunting. Sharpshooter had to go but I still feel we need more basic skills to allow players to feel progression. |
Iskandar Zul Karnain
Hellstorm Inc League of Infamy
384
|
Posted - 2013.05.11 04:14:00 -
[13] - Quote
This is a bad idea because,
a. Your system costs more and takes longer to reach the same result thus defeating the purpose of your system b. SP sinks shouldn't be nurtured; we asked for content not inflation |
RINON114
B.S.A.A.
147
|
Posted - 2013.05.11 05:01:00 -
[14] - Quote
Iskandar Zul Karnain wrote:This is a bad idea because,
a. Your system costs more and takes longer to reach the same result thus defeating the purpose of your system b. SP sinks shouldn't be nurtured; we asked for content not inflation Read the post above.
It's not an SP sink, the idea is that overall they cost the same but the higher levels are more expensive. The multiplier is now 6x, by my math, three skills with multipliers 1x, 2x and 3x should equal the same SP. If they don't then I dunno... |
Sjem'Tolk
Mercenaries On Duty
2
|
Posted - 2013.05.11 05:25:00 -
[15] - Quote
I don't really know what would be better. As it is now, I have become pretty close to abandoning playing because trying to earn skill points, to up my skill levels are even harder than previously. Add to this is the fact that I am having a harder time getting through the game with earning about half of the kills that I did previously.
I know that this may be whining to some, but not everyone playing this game is young, and has good hand/eye coordination. I was enjoying the game, and yes spending a few $, but they are quickly loosing me at this rate GÇô and without people like me spending the $, then they wouldnGÇÖt be wanting to continue providing a game for free.
So if they made it so I felt I was progressing, then maybe I would rather continue playing, |
RINON114
B.S.A.A.
147
|
Posted - 2013.05.11 07:47:00 -
[16] - Quote
Sjem'Tolk wrote:I don't really know what would be better. As it is now, I have become pretty close to abandoning playing because trying to earn skill points, to up my skill levels are even harder than previously. Add to this is the fact that I am having a harder time getting through the game with earning about half of the kills that I did previously.
I know that this may be whining to some, but not everyone playing this game is young, and has good hand/eye coordination. I was enjoying the game, and yes spending a few $, but they are quickly loosing me at this rate GÇô and without people like me spending the $, then they wouldnGÇÖt be wanting to continue providing a game for free.
So if they made it so I felt I was progressing, then maybe I would rather continue playing, I agree with everything here and I can only hope that CCP implement some new and more basic skills. |
Iskandar Zul Karnain
Hellstorm Inc League of Infamy
386
|
Posted - 2013.05.11 13:33:00 -
[17] - Quote
RINON114 wrote:Iskandar Zul Karnain wrote:This is a bad idea because,
a. Your system costs more and takes longer to reach the same result thus defeating the purpose of your system b. SP sinks shouldn't be nurtured; we asked for content not inflation Read the post above. It's not an SP sink, the idea is that overall they cost the same but the higher levels are more expensive. The multiplier is now 6x, by my math, three skills with multipliers 1x, 2x and 3x should equal the same SP. If they don't then I dunno... Derp. Check the numbers. Rather than one 6x skill that costs: 1865520 to Max for 25% bonus
You are suggestig four seperate skills of 1x 2x 3x 4 x Using you system the first 5% costs 310 920 vs the 6x of 37 320
10% 2x - 621 840 6x - 149 220
15% 3x - 932 760 6x - 410 400
25% 4x- 1 243 680 6x- 1 865 520
Cost for your system: 3 109 200 Old system: 1865 520
Re-read my first post. |
Faerghail Verticorda
Cult of the Dust Bunny Cave of Caerbannog
7
|
Posted - 2013.05.11 15:03:00 -
[18] - Quote
I'd rather have it as one single 6x skill like it is now. The reason behind this is that it doesn't add more skills (and thus keeps it from being more complex than it needs to be) and because progression is much smoother and the first points in it are much cheaper (III in the 6x (15%) is about half of what you'd need to max 1x and 2x, if you'd split it up to 1x (1%), 2x (2%), 3x (2%))
You don't need to have all skills at V to be effective with something. As a rule of thumb: If you use something sometimes, take the appropriate support skills to III, if you use it often, IV and if you really want to specialise in it, V. |
RINON114
B.S.A.A.
148
|
Posted - 2013.05.11 16:33:00 -
[19] - Quote
Iskandar Zul Karnain wrote:RINON114 wrote:Iskandar Zul Karnain wrote:This is a bad idea because,
a. Your system costs more and takes longer to reach the same result thus defeating the purpose of your system b. SP sinks shouldn't be nurtured; we asked for content not inflation Read the post above. It's not an SP sink, the idea is that overall they cost the same but the higher levels are more expensive. The multiplier is now 6x, by my math, three skills with multipliers 1x, 2x and 3x should equal the same SP. If they don't then I dunno... Derp. Check the numbers. Rather than one 6x skill that costs: 1865520 to Max for 25% bonus You are suggestig four seperate skills of 1x 2x 3x 4 x Using you system the first 5% costs 310 920 vs the 6x of 37 320 10% 2x - 621 840 6x - 149 220 15% 3x - 932 760 6x - 410 400 25% 4x- 1 243 680 6x- 1 865 520 Cost for your system: 3 109 200 Old system: 1865 520 Re-read my first post. I didn't do the match because I post on my commute to work and I don't know the numbers. If you read the part in bold that I posted, my point is to make the skill cost the same total SP but for a lower investment cost. I can't figure out the maths for the aforementioned reason but how about this? The first skill, Rapid Reload has a 1x multiplier and gives 3% per level, then the final two skills give the 1% with a 2x multiplier. I'm not a maths guy so please don't berate my skill with numbers. |
RINON114
B.S.A.A.
148
|
Posted - 2013.05.11 16:35:00 -
[20] - Quote
Faerghail Verticorda wrote:I'd rather have it as one single 6x skill like it is now. The reason behind this is that it doesn't add more skills (and thus keeps it from being more complex than it needs to be) and because progression is much smoother and the first points in it are much cheaper (III in the 6x (15%) is about half of what you'd need to max 1x and 2x, if you'd split it up to 1x (1%), 2x (2%), 3x (2%))
You don't need to have all skills at V to be effective with something. As a rule of thumb: If you use something sometimes, take the appropriate support skills to III, if you use it often, IV and if you really want to specialise in it, V. Good points, thank you. How about if we reversed the numbers? Giving a greater bonus at a lower cost, then having the specialisations give smaller bonuses for higher cost? |
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Faerghail Verticorda
Cult of the Dust Bunny Cave of Caerbannog
7
|
Posted - 2013.05.11 17:40:00 -
[21] - Quote
RINON114 wrote:Good points, thank you. How about if we reversed the numbers? Giving a greater bonus at a lower cost, then having the specialisations give smaller bonuses for higher cost? You'd have to be close to 3% on an 1x to approximately yield the same results (as III on the 6x with 5%). And I guess many people would be put off by having to spend SP with an multiplicator of 5x for 2% per level (or 2x and 3x for 1%) which might not even be noticeable, thus probably negating any feeling of progression.
Additionally you'll have some kind of gating effect after you've brought one skill to V by having the first two levels of the next one cost almost nothing in comparison (which feels really weird in EVE - Targeting/Multitasking; (Advanced) Laboratory Operation and (Advanced) Mass Production (each level adds +1 to something)).
One way to circumvent this would be to unlock the "deeper" skills earlier (IV or maybe even III), but this too would just add unneccesary complexity and probably would feel very weird, too.
Assuming III unlocks the next skill and it's 3% for 1x, and 1% for both 2x and 3x: Bring 1x to III, then 2x to I, then 1x to IV, then 2x to II, then 1x to V, then 2x to III, then 3x to III, then 2x to IV, then 3x to IV, then 2x to V and finally 3x to V for maximum SP/effect ratio.
Assuming IV unlocks the next skill, same % distribution: 1x to IV, 2x to II, 1x to V, 2x to IV, 3x to IV, 2x to V and 3x to V for maximum SP/effect ratio.
Unlocking at IV doesn't look this bad, but I still doubt that the effect on 2x and 3x would be noticeable enough to warrant such a change.
To be honest, if Rapid Reload stays at 6x I don't think it was meant to be maxed any time soon anyway. You'll probably only have use for the last level if you're reloading after each shot. And if you do that... well... I don't know what to say to you then. :D
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RINON114
B.S.A.A.
148
|
Posted - 2013.05.12 00:41:00 -
[22] - Quote
Faerghail Verticorda wrote:RINON114 wrote:Good points, thank you. How about if we reversed the numbers? Giving a greater bonus at a lower cost, then having the specialisations give smaller bonuses for higher cost? You'd have to be close to 3% on an 1x to approximately yield the same results (as III on the 6x with 5%). And I guess many people would be put off by having to spend SP with an multiplicator of 5x for 2% per level (or 2x and 3x for 1%) which might not even be noticeable, thus probably negating any feeling of progression. Additionally you'll have some kind of gating effect after you've brought one skill to V by having the first two levels of the next one cost almost nothing in comparison (which feels really weird in EVE - Targeting/Multitasking; (Advanced) Laboratory Operation and (Advanced) Mass Production (each level adds +1 to something)). One way to circumvent this would be to unlock the "deeper" skills earlier (IV or maybe even III), but this too would just add unneccesary complexity and probably would feel very weird, too. Assuming III unlocks the next skill and it's 3% for 1x, and 1% for both 2x and 3x: Bring 1x to III, then 2x to I, then 1x to IV, then 2x to II, then 1x to V, then 2x to III, then 3x to III, then 2x to IV, then 3x to IV, then 2x to V and finally 3x to V for maximum SP/effect ratio. Assuming IV unlocks the next skill, same % distribution: 1x to IV, 2x to II, 1x to V, 2x to IV, 3x to IV, 2x to V and 3x to V for maximum SP/effect ratio. Unlocking at IV doesn't look this bad, but I still doubt that the effect on 2x and 3x would be noticeable enough to warrant such a change. To be honest, if Rapid Reload stays at 6x I don't think it was meant to be maxed any time soon anyway. You'll probably only have use for the last level if you're reloading after each shot. And if you do that... well... I don't know what to say to you then. :D You don't reload after every shot!?
I'm messing (hopefully that was obvious) but anyway thanks. Again you bring up good points and although I can't check the maths to discuss that point further I still feel very strongly that a cheaper buy in for any percentage of a skill is better than what we have currently. My favourite thing about the Chromosone build was the blanket skills that offered a bonus for one skill and then a proficiency for that skill, right now we don't have that and I don't really feel like my character is really mine anymore.
Of course I can get the same gear but the skills mostly only unlock gear now which always comes with a drawback (or several; increased cost of isk/pg/cpu etc) whereas the skills in Chromosone did not. |
Kaze Eyrou
ROGUE SPADES EoN.
184
|
Posted - 2013.05.12 01:57:00 -
[23] - Quote
I like where OP was going with this, lowering the multiplier and extending the tree while keeping overall cost the same...
But I'll have to say no unfortunately because someone said it would add too much complexity (or more unneeded complexity?) to it. I believe 6x for Rapid Reload is a high multiplier but I don't think we need to add several tiers to our skill tree either.
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RINON114
B.S.A.A.
148
|
Posted - 2013.05.12 02:50:00 -
[24] - Quote
Kaze Eyrou wrote:I like where OP was going with this, lowering the multiplier and extending the tree while keeping overall cost the same...
But I'll have to say no, unfortunately because someone said it would add too much complexity (or more unneeded complexity?) to it. I believe 6x for Rapid Reload is a high multiplier but I don't think we need to add several tiers to our skill tree either.
EDIT: "Unnecessary" complexity is what I was looking for. Would it add unnecessary complexity though? I don't see how anybody would find this difficult to understand, at least no more than the current skill tree. For me it's far more logical to have several tiers that go up in cost as opposed to just having a massive multiplier. |
Azri Sarum
Company of Marcher Lords Amarr Empire
0
|
Posted - 2013.05.12 04:10:00 -
[25] - Quote
So it seems people agree that the current multipliers cause SP brick walls at times, and that more frequent upgrades would make progression feel like its actually happening.
I agree with the concerns others brought up about adding more skills, it would unfortunately add bloat.
The one idea i haven't seen suggested (perhaps for good reason?) is to consider upping the number of tiers of a skill beyond 5.
For example, level V of the current system has the following steps:
37,320 111,900 261,180 522,360 932,760
If instead there were say, 10 ranks, you might have something more like this:
(just some rough numbers to give an idea what the levels might look like)
50k 80k 110k 140k 170k 200k 230k 260k 290k 320k
More steps would let you increase your skills more often and it would keep the total skill points for the skill the same. More importantly though, it would reduce the saving you have to do, letting you upgrade skills more often, albeit for lower gains.
Personally i would much prefer a 2.5% boost now and another next week, than waiting another week or two for a 5% gain. |
RINON114
B.S.A.A.
149
|
Posted - 2013.05.12 07:37:00 -
[26] - Quote
Azri Sarum wrote:So it seems people agree that the current multipliers cause SP brick walls at times, and that more frequent upgrades would make progression feel like its actually happening.
I agree with the concerns others brought up about adding more skills, it would unfortunately add bloat.
The one idea i haven't seen suggested (perhaps for good reason?) is to consider upping the number of tiers of a skill beyond 5.
For example, level V of the current system has the following steps:
37,320 111,900 261,180 522,360 932,760
If instead there were say, 10 ranks, you might have something more like this:
(just some rough numbers to give an idea what the levels might look like)
50k 80k 110k 140k 170k 200k 230k 260k 290k 320k
More steps would let you increase your skills more often and it would keep the total skill points for the skill the same. More importantly though, it would reduce the saving you have to do, letting you upgrade skills more often, albeit for lower gains.
Personally i would much prefer a 2.5% boost now and another next week, than waiting another week or two for a 5% gain. Aha yes, this is perfect. I know my maths were off but this is exactly |
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