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Beren Hurin
K-A-O-S theory
763
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Posted - 2013.07.22 11:15:00 -
[1] - Quote
Cosgar wrote:I'll just leave this here. also this |
Beren Hurin
K-A-O-S theory
763
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Posted - 2013.07.22 11:34:00 -
[2] - Quote
I transcribed what I think was the best part of that video:
Quote:...All too often the developer will put in a batch of other strategies or techniques that are slightly more powerful than the [easy access intro strategies] and that require a lot more skill to perform (technique). And theyGÇÖll simply continue expecting to keep climbing up this power ladder because ability B is indisputably stronger than ability A. TheyGÇÖll expect the player to abandon their initial strategy as soon as a more powerful object comes along. But this is a fallacy. If ability GÇÿBGÇÖ is 10% stronger than ability GÇÿAGÇÖ but 3x harder to execute, then ability GÇÿBGÇÖ is only better if you are a machine. This leads to players blindly continuing to do the easier tactic for as long as its effective....
It goes on to speculate that if players don't have a gradual skill (technique) progression, they eventually quit because of an overwhelming difficulty spike to get to the next level.
The biggest key toward getting marginal advantages in DUST IMO, is squad play. Specializations are the biggest advantages, and vanilla fits are completely optimal. You can be a frontlines super tank fit, if you know you have some heavier hitting players backing you up and a logi ready to heal you. If you are making a team of 6 players, you can get greater max dps and max eHP through specialization, than you would through all taking caldari logi AR players. |
Beren Hurin
K-A-O-S theory
772
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Posted - 2013.07.22 13:44:00 -
[3] - Quote
The best thing the game could do is provide some kind of benefit for old players to group up with/train/skill up with/help new players so that they could close that technical skill gap ASAP.
I think the CPM gets this. Balancing/mechanics/core gameplay etc, can only go so far to give everyone the balance that is fair. What remains needed are tools for the corporation/player role in Eve called 'enablers'. Enablers are people who try to grow other players in the game and consistantly provide content to the communities that they manage.
Social tools, training environments, recommended skill training certificates/queues, linked/recommended fits, reimbursement programs, player made tutorials, |
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