|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |
J-Lewis
Edimmu Warfighters Gallente Federation
213
|
Posted - 2013.07.18 13:44:00 -
[1] - Quote
I blame bad skill progression and lack of useful bonuses.
Good skill progression is one where regretting your choice is only a small step back down the skill tree. That way the user doesn't feel like he/she has wasted his/her skill points (as much).
In DUST, making a mistake and regretting your specialization essentially makes you start all over again; your SP is wasted unless you force yourself to play that specialization. The obvious result is posting threads like these.
How would one go about solving it?
Vehicle progression is a good place to start: To train HAV you need LAV 3. So, apply that to dropsuit progression: everyone starts with Light suits, before moving on to Mediums, before moving on to Heavies? Same for weapons.
Now you might say "Yeah but look at HAVs, they're just as bad as heavies" but then I'd counter with "Perhaps, but every HAV specialist can also drive LAVs!" Guess what's popular in the vehicle meta? That's right. Murder taxis. Those that used to drive HAVs are only a hair away from driving LLAVs, so logically, many do.
Apply that theory to dropsuits and weapons. If you've trained heavies under the new system, you've also trained mediums and lights, which means you're all set if the meta changes to Assaults or Logistics.
And then asking for respecs doesn't seem like something you have to do anymore.
So to conclude: It's all the skill tree's fault. |
J-Lewis
Edimmu Warfighters Gallente Federation
214
|
Posted - 2013.07.18 15:40:00 -
[2] - Quote
Malkai Inos wrote:Jaqen Morghalis wrote:Surt gods end wrote:...changing your load outs on the fly and being able to do it from the start keeps the battlefield changing. a staple to fps games. so you see why a fps player would be for it. so far it's "accept the pub stomp" cause no one in your whole team speced into a effective counter to the roving tanks. This is also a pretty good argument for diversifying and speccing into a SECOND role, rather than using a respec to re-specializing into another, single, specific role. While there might not happen to be a specialized AV guy on your squad to take out that roving tanks, one or two guys with the ability to swap to their AV secondary fits could be a viable alternative. Yes, exactly. This is one of the most basic functions of the SP system. It's the reason why anybody can compete with the top SP players in one area with just a few months invested while at the same time the top SP player still has the advantage of versatility so that there's always more SP to profit from. Respecs kill this concept and, if you ask me, the SP system with it because it's devolved into just a power grind. Just ask for a removal of the SP system because that's what this demand already implies.
Top SP infantry players don't get much versatility right now (in fact, most of it is in the Dropsuit Upgrades tree if at all). It'd be nice if some level of versatility was a prerequisite to reach specialization.
As I mentioned in an earlier post, the vehicle progression is a good example. All Madrugar and Vayu pilots can drive a Methana. They're in a good spot to diversify into LLAVs too, but aren't be able to do it as well as a dedicated LLAV pilot until they specialize into that role (in large part due to the bonus on the LLAV skill).
This builds versatility into specialization, and it gives 'paths of least resistance' for nerf victims to take, while they wait for the meta to come full circle. |
J-Lewis
Edimmu Warfighters Gallente Federation
214
|
Posted - 2013.07.18 16:01:00 -
[3] - Quote
WyrmHero1945 wrote:No to respecs. Look how many Caldari logibros want one now to switch to Caldari assault suit.
-Wyrm
The worst thing is they have it lucky. Swapping from Logi to Assault is as pain-free as it gets for infantry.
Like, seriously, think of the heavies... |
J-Lewis
Edimmu Warfighters Gallente Federation
216
|
Posted - 2013.07.18 18:05:00 -
[4] - Quote
Malkai Inos wrote:J-Lewis wrote:Top SP infantry players don't get much versatility right now (in fact, most of it is in the Dropsuit Upgrades tree if at all). It'd be nice if some level of versatility was a prerequisite to reach specialization.
As I mentioned in an earlier post, the vehicle progression is a good example. All Madrugar and Vayu pilots can drive a Methana. They're in a good spot to diversify into LLAVs too, but aren't be able to do it as well as a dedicated LLAV pilot until they specialize into that role (in large part due to the bonus on the LLAV skill).
This builds versatility into specialization, and it gives 'paths of least resistance' for nerf victims to take, while they wait for the meta to come full circle. I agree that the skilltree, especially its infantry portion scatters a little too much a little too early on. This limits the reusability of invested SP as any investment in, say, one weapon type is completely immaterial to the use of other weapon types. We have to remember though, that the pre uprising tree offered a variety of blanket bonuses to whole weapon classes (light, heavy) and constituted too large of an advantage for high SP chars (the old Sharp Shooter skill comes to mind) so that specialization, as an alternative for generalization, was not exactly viable as core weaponry skills were a necessary part of every combat focused role. I like the fact that currently one can focus his fit and skills in order to get competitive performance with a comparatively limited amount of skillpoints (core skills+weapon+other mods). A balance has to be found between those two concepts in order to make them both viable with their respective ups and downs. What's interesting and refreshing in your point is that it identifies a potential problem without defaulting to respecs as the ideal solution. I think that the most common causes for this need (bad information regarding skills/modules, bad balance, bad progression) could and should be adressed directly to solve the underlying issues in a future proof way, rather than mask their symptoms with a respec option. One that introduces a long tail of problems on its own. For starters I'd like to see a layer of more general weapon skills that group similar types of weapons into categories so that, in the event of a balance overkill, one can revert to another functionally similar weapon without having to reinvest the full amount of SP. For example: Light weapons could distinguish between "assault" "av" "precision" and "specialist" (the latter leaves room for improvement) weapons that each share some of the currently seperated support skills. To offer a level of specialization, and to maintain the balance I would like to see, I propose a "[weapon type] specialization" skill, that unlocks the prototype level of said weapon, coupled with additional support skills, while the group skills only unlock the ADV variants of their weapon group and a generic set of passive skills.
I think it'd be best to group things by race, then by size, and finally have a single specialization skill for a given item.
An example; to get into a Gallente Logistics suit: Dropsuit Operation 1 Gallente Light Dropsuit Operation 3 Dropsuit Operation 3 Gallente Medium Dropsuit Operation 5 Gallente Logistics Dropsuits 1
Another example; this time for the Minmatar HMG: Weaponry 1 Minmatar Sidearm Operation 3 Weaponry 3 Minmatar Light Weapon Operation 3 Weaponry 5 Minmatar Heavy Weapon Operation 1
This has a sense of progression within a given race, but the important part is that it inherently makes the player more nerf resistant than before; better able to cope with shifts in the meta game. When Logistics become undesirable for whatever reason, the player still has options, since getting to Logistics required investments in other areas. Much of the skill points to get there has not been "wasted", and the player can identify what his/her best course of action is.
And in the example above, each Operation skill unlocks access to ALL Minmatar STD meta sidearms at level 1, and at Level 5, specializations become unlocked (e.g. Minmatar SMG Specialization), which unlocks ADV at level 1 and PRO at level 3.
Currently, the 'path of least resistance' consists of the other role in your frame size. This remains true in the structure above, except it also adds all the other roles for all the other suits and weapons that you've already trained.
In other words: there is less feeling of starting over, more feelings of continued progression, if something doesn't work out at least getting there got you closer to something else you might want to try.
Cross training to a different race becomes a much more heavy choice too, especially for the bigger equipment.
One requirement for this to work right is that there needs to be bonuses on every single skill. They all need to be worth training to 5 at some point; and each level needs to feel like a worthy milestone. Basic suits need bonuses, for example.
Which brings me to blanket skills.
You mention:Malkai Inos wrote:[...]that the pre uprising tree offered a variety of blanket bonuses to whole weapon classes (light, heavy) and constituted too large of an advantage for high SP chars[...]
But I would argue that the root of that problem lay in game mechanics. Sharpshooter gets demonized a lot, but it was really just the fact that it increased the range at which bullets magically disintegrated which was the issue. The fact that a newbie couldn't shoot back at a veteran because of a few meters of magic range. With the addition of Absolute range, sharpshooter could technically make a comeback, because that scenario just can't happen anymore.
Blanket skills only become problems when the mechanics they affect are weak enough to break under them; and in those cases, its the mechanics that need fixing.
And that's about all I have to say. |
J-Lewis
Edimmu Warfighters Gallente Federation
216
|
Posted - 2013.07.18 19:16:00 -
[5] - Quote
Keyser Soze VerbalKint wrote:Love how the EVEtards fight for this tooth and nail to stay out. IT should happen and there should be 1 free and 1 paid yearly. But my decisions wont matter and this isnt hardcore enough for me boo hoo. Everyone will just spec into the FOTM and nobody will spec into anything that doesnt perform. Thats why nobody specs into heavies or dropships or scout suits I totally enjoy you fools keep shooting yourselves in the foot over this dumb game. I feel most bad for CCP their aim in bringing this game to console was to bring a new community into the EVE universe in the end they will be left with the same ones who play EVE, they were simply better off putting this thing on PC and saving themselves the headache. Good job since your arrival post E3 EVEtards have systematically destroyed this game and are the direct reason for the pitiful numbers CCP has in terms of playercounts and reviews. Round of applause and pat on the back
Your pain is our pleasure.
You can thank us later. |
J-Lewis
Edimmu Warfighters Gallente Federation
217
|
Posted - 2013.07.19 08:47:00 -
[6] - Quote
Malkai Inos wrote: I very much like this proposition. A couple things:
I agree that this would greatly help coping with faulty balance passes through switching of the suit/role. As it stands though, since most roles are only (and probably will for a long time) represented with only one type of item from each race, switching gear with the least change in play style means cross training in most cases.
This could/should be alleviated though by releasing two or more variations of all basic roles per race. One could argue that the amarr LR and SCR already fit into this as they are both direct hit assault type light weapons. This way players can change their gear without necceserily changing their playstyle along with it.
Concerning blanket bonuses your perspective is quite interesting and agreeable. And while i completely agree that every single skill should have a bonus associated with it i would reply that those bonuses could easily add up towards a significant advantage against a lower SP char, all else equal. Sharp shooter was the worst offender but extra dmg, ammo, fitting, and range at the same time could allow a vet to outperform a new player with the same or even better suit by virtue of his SP alone. This is ok for a full out RPG but could be an issue in an FPS/RPG hybrid
The current tree avoids this situation as all passive bonuses (except for tank and fitting core skills) are by design highly specific and thus quite limited in significance even when added on top of each other. I would prefer to conserve this behavior with two general rules:
Skill bonuses become more significant the further up the tree and expensive they are, starting from miniscule fitting bonuses to dmg etc. at the very end.
Skill bonuses become more specific the further up the tree and expensive they are. Slight fitting bonuses can apply to all weapons of one race but things like damage bonuses should only apply to a specific weapon.
This allows players to achieve acceptable performance of a wide variety of gear with rather low investment and allows SP intensive specialization for excelling performance of a specific type of gear.
Edit: added underlined section
Yes, we need more suit variations, and it's not a system that can be properly implemented before every race has at least one drop suit and weapon of each size or class. This is a large reason why I haven't started a feedback and requests thread about it; there are somewhat more pressing matters, such as getting all the content that was supposed to be live at launch into the game. It's not like things are going to be immovable later. In fact, I think it's only going to become easier to make positive changes to the game as CCP creates a tighter bond with the DUST community.
Anyway.
There's an argument to be had about the existence of tiers for suits. I don't like suits being partitioned into Standard, Advanced and Prototype, with prototype being the obvious "better than everything below it". It's not that big a problem for weapons due to the increased fitting requirements, so it makes sense there, just not for suits or vehicles. If anything, how much of what proto gear can be fitted to a suit should be determined by role; what we call 'specialization' suits such as Logistics. For example: Assault could have a role bonus to reduction of fitting requirements for light weapons, so that it is designed to use prototype weapons.
With relation to skill bonuses, I'd argue that putting the most noticeable bonuses (damage and so on) at the end of the tree will only widen the gap between new and old players. Think about it: if damage bonuses are put out in the branches, who else does that benefit but those who have the SP to actually reach them? Certainly not the newbie. Instead, I think it's best to build those important bonuses (specifically damage and rate of fire) into the progress path, so that as many train them to some degree as possible - in other words, they become core skills, but core skills that are prerequisites for advancement. The idea here is to have newbies training the skills to at least level 3, so that they get the majority of the same bonus as veteran players. This is where we're in a good position due to the 5 level skill model: training a skill from 4 to 5 takes as much SP as it took to get it to 4 in the first place, yet the return is only the same 1/5th as every other level for that skill. Bluntly: veterans having a 4% damage advantage is better than veterans having a 10% damage advantage.
Here's an example: John wants to kit out his Minmatar Medium Frame with a Minmatar Combat Rifle. The Combat Rifle requires Minmatar Light Weapon Operation, which requires Weaponry 3 and Minmatar Sidearm Operation 3. Minmatar Sidearm Operation requires Weaponry 1. For good measure, he trains Minmatar Light Weapon Operation to 3, as it is only a rank 3 skill, and the bonus is desirable. By training for the Combat Rifle, John has gained the following bonuses: 6% increase in rate of fire from Weaponry 3
6% increase in Minmatar Sidearm Damage from Minmatar Sidearm Operation 3
6% increase in Minmatar Light Weapon Damage from Minmatar Light Weapon Operation 3
John now has 3/5ths of the magnitude of the damage and ROF bonus that a Minmatar veteran would have, which narrows the gap considerably. He is in a good spot to grab Weaponry 5 to further reduce the gap.
Now, I don't see there being much wrong in veteran players outperforming newer players, because that's true for just about any game. What's important is that new players feel relevant. The best way to fix that is to introduce ways for newbies to play a useful role on the field with veterans. And reasons for veterans to include newbies in their battles. EVE's equivalent is tackling.
I'd say more, but... :wordlimit: |
|
|
|