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J-Lewis
Edimmu Warfighters Gallente Federation
244
|
Posted - 2013.07.25 11:50:00 -
[1] - Quote
(I originally wrote a longer post (more like a manifesto TBH), but I realized it was too TL;DR for most people, so I'm just going to keep it 'short' and sweet.)
This thread aims to be a discussion and proposal platform for specific changes to the structure, and to some extent bonuses of the Skill Tree in DUST 514.
Note: What I'm about to propose can be implemented by one developer in less than one sprint in terms of coding; it does not significantly alter any functional code within the skill tree. This particular area can be seen as high bang for buck, small changes can make a lot of ripples (for better or worse).
I'm going to extend a hand to the community at this point. I want you to try to come up with what you think is a good skill tree. I want to fill the next two posts with as many alternate takes on the the skill trees as the post limit will allow. I want this thread to be a community think tank about the skill tree. I want your expert opinion and help. :srsbzns:
Dropsuit Command and Weaponry. These are the trees that I feel present the biggest issues at the moment. If you feel another tree also has problems, post! I'll accommodate them as needed.
The reason I picked these two trees is because: Dropsuit Command lacks direction, pure and simple. Everything is equidistant and needs the same amount of SP, so it's no wonder that players pick the one everyone seems to be having success with, and then regret it later. We like setting goals, and then setting new goals when we get there. We hate feeling that we wasted effort when we move to the next thing. We like feeling that our past efforts contributed to get to the next stage. The Dropsuit Command tree does not contribute positively to these feelings, and it affects game play negatively as a result- we see the same people running the same suits.
The Weaponry tree suffers from a severe case of 'feature bloat' despite only containing skills for 16 weapons; this is on top of similar problems to the Dropsuit Command tree. There are currently 77 skills in the Weaponry tree. By the time the remaining 30 or so missing weapons (racial variants) are added, there will be over 200 skills in this tree alone.
If you'd rather have that converted to SP: The Weaponry tree currently has about 98 million SP in it. Every new weapon adds 6.8-7.7 million SP to the tree. By the time the 30 missing racial variants of weapons are added, the current tree will have about 314 million SP in it, of which about 290 would be 'duplicate' skills, or ~95%.
I find this to be rather poor design for a game with a 5-10 year road map. I think it's important to emphasize that the primary MMO/RPG mechanic of this game has just as big an effect on player retention and enjoyment of the game as any other mechanic. Fixing this may inadvertently solve a lot of problems, and raise other more critical issues.
In the couple of posts below, you will find suggestions listed (in image format) on how the Skill Tree could be restructured. Which is best isn't as important as being better than what we currently have.
Post constructively, or troll; post good, or bad; post happy, or sad - what's important is that you post. Posting is caring. Never stop posting. |
J-Lewis
Edimmu Warfighters Gallente Federation
244
|
Posted - 2013.07.25 11:50:00 -
[2] - Quote
DROPSUIT COMMAND ORIGINAL DROPSUIT COMMAND TREE - from wiki.dust514.info Problems: No lines of progression. No paths of least resistance (everything is equidistant). Diversifying discouraged by design. Breeds "pure" class players vulnerable to nerfs.
RACIAL SUIT LINES - by J-Lewis Pros: Clear lines of progression. Paths of least resistance. Lights and Mediums are cheap(er). Encouraged diversification. Breeds more adaptive players. Compatible with current "no multiple prerequisites" policy. Easy to understand. Cons: Heavies are going to feel nerfed (should be solved through suit balancing). Note: I feel this tree is strong for DUST; it's both easy to implement and adds many of the good feelings of progress and contributed effort that this tree needs. Its only real weakness is certain classes being less powerful than the tree would alude, but that's a balance problem.
MODIFIED EVE ONLINE MODEL - by J-Lewis Pros: Lines of progression. Paths of least resistance. Lights and Mediums are cheap(er). Encouraged diversification. Breeds more adaptive players. Specialization becomes more powerful the more you diversify. Cons: Heavies are going to feel nerfed. Incompatible with "no multiple prerequisites" policy. Somewhat complicated. Controversial. Note: This tree is as close to the EVE Online Spaceship Command tree as I dared. Specializations are global, so cross training becomes more valuable the more you do it. Its weakness is its association with EVE (bitter DUST vets), requirement for multiple prerequisites from different trees, its complexity, and certain classes being underpowered despite appearing late in the tree (balance problem). |
J-Lewis
Edimmu Warfighters Gallente Federation
244
|
Posted - 2013.07.25 11:51:00 -
[3] - Quote
WEAPONRY ORIGINAL WEAPONRY TREE - from wiki.dust514.info Problems: Diversifying discouraged by design. Breeds "pure" weapon users vulnerable to nerfs. Not future proof. Messy. Full of SP sinks.
TECH LINES - by J-Lewis Pros: Only adds one skill per weapon. Clear structure. Paths of least resistance. Encouraged diversification. Breeds more adaptive players. Compatible with current "no multiple prerequisites" policy. Easy to understand. No SP sinks. Cons: The list of proficiencies could get rather long, though nowhere near as bad as currently. Note: Categorizes weapons by technology, and groups all the upgrade skills into a Weapon Upgrades branch. Reduces the need for militia versions of weapons significantly. Added a few non existing skills in the Weapon Upgrades branch (up for debate). There is some potential for the Weapon Upgrade branch skills to play into a modular weapon system... |
Django Quik
R.I.f.t
1052
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Posted - 2013.07.25 12:17:00 -
[4] - Quote
I did a thread a while back about Generalising the Skill Trees at the Lower End and still believe it to be a good potential revamp.
Basically you would have the first nodes of the skill trees be the most basic categories - i.e. Dropsuit Command > Light/Medium/Heavy dropsuit. These nodes give access to all the racial variants of the lower level basic frames, STD and maybe ADV and possibly even proto but only for the basic frames. In order to use specialisations like the assault or sentinel, you have to skill into the next nodes which would be where the racial splits come in. So:
DS Command > Frames > Racials > Further Specialisations
A similar setup could be used for Weaponary: (using rifles as an example)
Weaponary > Light > Rifles (covers meta 1-3 for AR, ScR and other racial rifles) > AR (meta 4+ for individual weapons) > AR specialisations (sharpshooter, etc.)
This system would simplify the skill tree immensely, as well as allowing people to try out different racial variants without having to spend large amounts of SP in something they might not like but maintains the advantages of specialising at the higher ends. As an added benefit, when new racial variants of weapons and dropsuits become available this would allow people to easily move across to them whilst allowing them some good similar options to use in the meantime, while their racial desires are unavailable.
The downside, particularly to weapons but also dropsuits currently, is that some routes would provide a great deal of options, while others would only provide one. e.g. Medium frames would give 4 racial frames to choose from but Heavy frames would only give 1. However this would only be an issue until the racial variants are released and as mentioned as an upside, heavies would be able to play as the amarr and then use any racial heavy frame instantly when it is released (but not the sentinel/commando specialisations). |
J-Lewis
Edimmu Warfighters Gallente Federation
244
|
Posted - 2013.07.25 13:35:00 -
[5] - Quote
Django Quik wrote:I did a thread a while back about Generalising the Skill Trees at the Lower End and still believe it to be a good potential revamp.
Basically you would have the first nodes of the skill trees be the most basic categories - i.e. Dropsuit Command > Light/Medium/Heavy dropsuit. These nodes give access to all the racial variants of the lower level basic frames, STD and maybe ADV and possibly even proto but only for the basic frames. In order to use specialisations like the assault or sentinel, you have to skill into the next nodes which would be where the racial splits come in. So:
DS Command > Frames > Racials > Further Specialisations
A similar setup could be used for Weaponary: (using rifles as an example)
Weaponary > Light > Rifles (covers meta 1-3 for AR, ScR and other racial rifles) > AR (meta 4+ for individual weapons) > AR specialisations (sharpshooter, etc.)
This system would simplify the skill tree immensely, as well as allowing people to try out different racial variants without having to spend large amounts of SP in something they might not like but maintains the advantages of specialising at the higher ends. As an added benefit, when new racial variants of weapons and dropsuits become available this would allow people to easily move across to them whilst allowing them some good similar options to use in the meantime, while their racial desires are unavailable.
The downside, particularly to weapons but also dropsuits currently, is that some routes would provide a great deal of options, while others would only provide one. e.g. Medium frames would give 4 racial frames to choose from but Heavy frames would only give 1. However this would only be an issue until the racial variants are released and as mentioned as an upside, heavies would be able to play as the amarr and then use any racial heavy frame instantly when it is released (but not the sentinel/commando specialisations).
Isn't that like the current skill tree, with another more generalized layer added to the mix?
Using your example for Rifles, couldn't the same issue be solved by having the Light skill itself unlock all Standard light weapons?
My Tech Lines solution more or less has your idea built into it, except it categorizes weapons by technology instead of size, so where my idea differs from yours is in cross-racial availability; both ideas maintain advantages in specializing, though yours does this more directly, focusing on individual weapons (similar to current system). Arguably, weapon trial should be built into a firing lane type feature rather than the skill tree.
The big flaw as I see it is that your solution maintains the specialization that's causing players to stick to one weapon. As I mentioned, you can put up to 7.7 million SP into a single weapon, and swapping away from that weapon leaves that SP behind - it doesn't help you if you don't use that weapon, so why bother changing? This problem only compounds, the more SP you put into a weapon, the harder it is to use something else. It's easier to leave 1-2 million SP behind than 6 or 7.
I think that in particular acts as a catalyst in the creation of respec "petitions".
What your system does do is alleviate the blow that nerfs give. You don't quite have to go back to square one, which is good.
+1 for posting constructively.
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Harpyja
DUST University Ivy League
374
|
Posted - 2013.07.25 13:46:00 -
[6] - Quote
I support the idea of making specializations global to make cross training more valuable. If I want to operate a logistics dropsuit, I should only need training (skill points) into operating a logistics dropsuit (a general logistics skill book) and the racial dropsuit (a general racial medium dropsuit skill book). This means if I spec into Amarr logi, I should only need Gallente medium dropsuit operation 3 to be able to operate a Gallente logi as efficiently as my Amarr logi.
Also, let me provide an observation: you said it would be over 300 million SP in weaponry alone when it gets finished. I've been unsubbed from EVE for a couple months now so I can't remember correctly anymore, but the best clone one could ever get in EVE retains something above 300 million SP for a cost of 90 million ISK. And that is getting level 5 in every single skill in EVE.
Due to this observation, I support your need to change the trees because there will be more skills in Dust than in EVE, and most of them will be duplicates! |
Django Quik
R.I.f.t
1059
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Posted - 2013.07.25 14:05:00 -
[7] - Quote
You're a smart cookie - I agree with everything you said about my idea that I hadn't really considered before. Your tech idea makes a lot of sense. |
J-Lewis
Edimmu Warfighters Gallente Federation
245
|
Posted - 2013.07.25 14:54:00 -
[8] - Quote
Harpyja wrote:I support the idea of making specializations global to make cross training more valuable. If I want to operate a logistics dropsuit, I should only need training (skill points) into operating a logistics dropsuit (a general logistics skill book) and the racial dropsuit (a general racial medium dropsuit skill book). This means if I spec into Amarr logi, I should only need Gallente medium dropsuit operation 3 to be able to operate a Gallente logi as efficiently as my Amarr logi.
That's what I was originally thinking too, but I remembered a lot of people shunning the idea of making any aspect of DUST more similar to EVE. I don't want to get accused of being biased, so I made one that more or less apes EVE's and one that just takes the existing skills and shuffles them into order. Both encourage players to cross train to some extent, less SP being required for light and medium suits, while heavies see a slight increase in SP required.
But I want to emphasize that for that last case, we're dealing with a balance issue. Heavies need a lot of love.
Harpyja wrote: Also, let me provide an observation: you said it would be over 300 million SP in weaponry alone when it gets finished. I've been unsubbed from EVE for a couple months now so I can't remember correctly anymore, but the best clone one could ever get in EVE retains something above 300 million SP for a cost of 90 million ISK. And that is getting level 5 in every single skill in EVE.
Due to this observation, I support your need to change the trees because there will be more skills in Dust than in EVE, and most of them will be duplicates!
I think EVE is at about 450 million SP or thereabouts at the moment. The highest SP publicly registered character on EveBoard is Dr Caymus with 228,025,321 SP.
I will point out that EVE's gunnery, drone and missile operation groups have a combined SP total of just over 92 million, which is about as much SP as DUST has in weaponry alone right now.
It gets pretty obvious that DUST's Weaponry tree is the one in most need of a redesign. And all this because we got spooked by Sharpshooter!
Harpyja wrote: I want to add that the old skill tree was actually better in terms of generalization. You had a single skill to increase range in all light weapons, a single skill to increase ammo on all light weapons, a single skill to increase reload speed on all light weapons, etc. We need more generalization, as it allows players to skill into different items more easily, and diversification is the key to surviving in the future. Nature and evolution (I'm sorry if you don't believe in this) understand this concept: climate change is bound to happen and a species with enough diversification in its genes will survive. Dust is no different: nerfs can always be expected, and being specialized into different weapons will get you through any nerf.
If you take a peek at my Tech Lines tree, you'll notice it looks a lot like the old skill tree, just with all the fat trimmed. You see, the old skill tree wasn't generalized either; you still had to specialize into a given size of weapon for things like range, ammo, fitting and so on...
Nerf proofing one self is definitely something that should be a encouraged.
But again, we got spooked by sharpshooter; a problem that has been solved with Absolute range.
Solve mechanics issues with mechanics. Sharpshooter was a mechanics issue. |
gbghg
L.O.T.I.S. RISE of LEGION
2811
|
Posted - 2013.07.25 19:08:00 -
[9] - Quote
I support this post (please don't hurt me). |
Cosgar
ParagonX
3188
|
Posted - 2013.07.25 20:24:00 -
[10] - Quote
No offense, but you have a lot of passive skills that promote curbstomping. RoF and Range increasing through skills encourage a SP > SKill gap, similar to the situation we had in Chromosome. |
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Vulcanus Lightbringer
Eyniletti Rangers Minmatar Republic
34
|
Posted - 2013.07.25 20:53:00 -
[11] - Quote
J-Lewis wrote:RACIAL SUIT LINES - by J-Lewis Pros: Clear lines of progression. Paths of least resistance. Lights and Mediums are cheap(er). Encouraged diversification. Breeds more adaptive players. Compatible with current "no multiple prerequisites" policy. Easy to understand. Cons: Heavies are going to feel nerfed (should be solved through suit balancing). Note: I feel this tree is strong for DUST; it's both easy to implement and adds many of the good feelings of progress and contributed effort that this tree needs. Its only real weakness is certain classes being less powerful than the tree would alude, but that's a balance problem.
I like this, but I would change Medium and Light so that Medium is first. The second row would then contain Logistics, Assault, Light and Heavy. This would allow players to skill into a more general role first, then branch into either Light or Heavy, which are more specialized.
For reference, it would look something like this:
Row 1: Medium Dropsuits
Row 2: Logistics Assault Light Dropsuits Heavy Dropsuits
Row 3: Scout Pilot Sentinel Commando
It's not very visual but I hope you get the idea. |
J-Lewis
Edimmu Warfighters Gallente Federation
248
|
Posted - 2013.07.25 20:55:00 -
[12] - Quote
Vulcanus Lightbringer wrote:J-Lewis wrote:RACIAL SUIT LINES - by J-Lewis Pros: Clear lines of progression. Paths of least resistance. Lights and Mediums are cheap(er). Encouraged diversification. Breeds more adaptive players. Compatible with current "no multiple prerequisites" policy. Easy to understand. Cons: Heavies are going to feel nerfed (should be solved through suit balancing). Note: I feel this tree is strong for DUST; it's both easy to implement and adds many of the good feelings of progress and contributed effort that this tree needs. Its only real weakness is certain classes being less powerful than the tree would alude, but that's a balance problem. I like this, but I would change Medium and Light so that Medium is first. The second row would then contain Logistics, Light, Heavy and Assault. This would allow players to skill into a more general role first, then branch into either Light or Heavy, which are more specialized. For reference, it would look something like this: Row 1: Medium Dropsuits Row 2: Logistics Assault Light Dropsuits Heavy Dropsuits Row 3: Scout Pilot Sentinel Commando It's not very visual but I hope you get the idea.
I'll turn it into a tree and put it up there with the others tomorrow morning. Thanks!
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Vulcanus Lightbringer
Eyniletti Rangers Minmatar Republic
34
|
Posted - 2013.07.25 20:56:00 -
[13] - Quote
Great stuff! |
J-Lewis
Edimmu Warfighters Gallente Federation
248
|
Posted - 2013.07.25 21:25:00 -
[14] - Quote
Cosgar wrote:No offense, but you have a lot of passive skills that promote curbstomping. RoF and Range increasing through skills encourage a SP > SKill gap, similar to the situation we had in Chromosome.
Thanks for the feedback!
They're not particularly important to the overall structure; I don't have a particularly strong reason for including them. What's important is that the passive skills that are currently duplicated ad nausea (CPU/PG reductions, Rapid reload, dispersion, ammo) every time new weapons are added be consolidated into one place; I hope you agree with this point.
But I'd like to question the opinion that there's anything wrong with what are perceived as "curbstomping skills" such as ROF and range. Are they any different from passive damage increasing skills? I don't personally think so.
I joined in Chromosome. Yeah, we had Sharpshooter proficiency trained peeps with Viziams melting dudes at ridiculous ranges. But I think that was down to the bonus being too big. We were talking a 40% range boost. That's why I toned down the bonuses to a more reasonable 15% Optimal + 10% Falloff, and separated them by range band. They're useful, but with the advent of Absolute range, not the deciding factors in the vast majority of situations (range increases do not scale damage projection linearly).
I don't think they should be seen as skills that promote curbstomping, they're no different than the vast majority of Dropsuit Upgrades core skills IMO (HP bonuses and the like). In fact, I'd argue that all these skills simply reinforce the importance of tactical play.
In the grand scheme of things, some of these bonuses, if tuned right, will affect some items more than others. A rate of fire increase of 15% is most noticeable on an SMG, but doesn't affect a Plasma Cannon or Charge based Weapon at all. A range bonus is less useful, or even pointless on gravity affected weapons like the mass driver but very useful on a hit-scan sniper. I think if both items and bonuses are taken into account, these bonuses will become a powerful balancing asset rather than a curbstomping tool.
It's a long philosophical balance discussion though, so I'd love some back and forth on this particular one. I'll sleep on it and come back to it tomorrow, hopefully with a more clear mind.
Maybe I should hop into IRC more often too... |
Cosgar
ParagonX
3191
|
Posted - 2013.07.25 21:36:00 -
[15] - Quote
J-Lewis wrote:Cosgar wrote:No offense, but you have a lot of passive skills that promote curbstomping. RoF and Range increasing through skills encourage a SP > SKill gap, similar to the situation we had in Chromosome. Thanks for the feedback! They're not particularly important to the overall structure; I don't have a particularly strong reason for including them. What's important is that the passive skills that are currently duplicated ad nausea (CPU/PG reductions, Rapid reload, dispersion, ammo) every time new weapons are added be consolidated into one place; I hope you agree with this point. But I'd like to question the opinion that there's anything wrong with what are perceived as "curbstomping skills" such as ROF and range. Are they any different from passive damage increasing skills? I don't personally think so. I joined in Chromosome. Yeah, we had Sharpshooter proficiency trained peeps with Viziams melting dudes at ridiculous ranges. But I think that was down to the bonus being too big. We were talking a 40% range boost. That's why I toned down the bonuses to a more reasonable 15% Optimal + 10% Falloff, and separated them by range band. They're useful, but with the advent of Absolute range, not the deciding factors in the vast majority of situations (range increases do not scale damage projection linearly). I don't think they should be seen as skills that promote curbstomping, they're no different than the vast majority of Dropsuit Upgrades core skills IMO (HP bonuses and the like). In fact, I'd argue that all these skills simply reinforce the importance of tactical play. In the grand scheme of things, some of these bonuses, if tuned right, will affect some items more than others. A rate of fire increase of 15% is most noticeable on an SMG, but doesn't affect a Plasma Cannon or Charge based Weapon at all. A range bonus is less useful, or even pointless on gravity affected weapons like the mass driver but very useful on a hit-scan sniper. I think if both items and bonuses are taken into account, these bonuses will become a powerful balancing asset rather than a curbstomping tool. It's a long philosophical balance discussion though, so I'd love some back and forth on this particular one. I'll sleep on it and come back to it tomorrow, hopefully with a more clear mind. Maybe I should hop into IRC more often too... There's nothing wrong with things that increase range and such, but I think something like that should be tied to a suit bonus rather than a character. That way it's not something that's always on. Think of dropsuits as the control that dictates what a player uses and the role they want to fill on the field. Take the sharpshooter suit idea in my topic- the suit gets a range bonus, but has to give up close range combat effectiveness. |
Spademan
The Unholy Legion Of DarkStar DARKSTAR ARMY
195
|
Posted - 2013.07.25 21:57:00 -
[16] - Quote
I'ma just throw in an idea I've had bobbling around in my head for the Dropsuit Skills. Here it is: Get rid of the starting skill, dropsuit command, it's only a sink with no real service. Change the next tier of skills to Amarr Dropsuits, Gallente Dropsuits, Minmatar Dropsuits and Caldari Dropsuits. My Idea is that these would give you access to all basic suits, for example: Skilling into Amarr dropsuits would unlock standard light, medium and heavy dropsuits at level 1, advanced at 3, and pro at 5. From here, one would specialise, for example, I could choose Amarr logistics, Amarr scout, or Amarr Sentinel.
I await your feedback on why this is a bad idea. |
Vulcanus Lightbringer
Eyniletti Rangers Minmatar Republic
35
|
Posted - 2013.07.25 22:05:00 -
[17] - Quote
J-Lewis wrote:TECH LINES - by J-Lewis Pros: Only adds one skill per weapon. Clear structure. Paths of least resistance. Encouraged diversification. Breeds more adaptive players. Compatible with current "no multiple prerequisites" policy. Easy to understand. No SP sinks. Cons: The list of proficiencies could get rather long, though nowhere near as bad as currently. Note: Categorizes weapons by technology, and groups all the upgrade skills into a Weapon Upgrades branch. Reduces the need for militia versions of weapons significantly. Added a few non existing skills in the Weapon Upgrades branch (up for debate). There is some potential for the Weapon Upgrade branch skills to play into a modular weapon system...
The on+¦y thing that I would change about this is to split the Hybrid category into Hybrid-Plasma (Assault Rifle, Plasma Cannon, Shotgun) and Hybrid-Railgun (Sniper Rifle, Forge Gun). |
J-Lewis
Edimmu Warfighters Gallente Federation
248
|
Posted - 2013.07.25 22:28:00 -
[18] - Quote
Cosgar wrote: There's nothing wrong with things that increase range and such, but I think something like that should be tied to a suit bonus rather than a character. That way it's not something that's always on. Think of dropsuits as the control that dictates what a player uses and the role they want to fill on the field. Take the sharpshooter suit idea in my topic- the suit gets a range bonus, but has to give up close range combat effectiveness.
That would work too.
Vulcanus Lightbringer wrote: The on+¦y thing that I would change about this is to split the Hybrid category into Hybrid-Plasma (Assault Rifle, Plasma Cannon, Shotgun) and Hybrid-Railgun (Sniper Rifle, Forge Gun).
I think it'd split the categories up too much in this one. Hybrids only seems overpopulated because most of the weapons (like vehicles) are Gallente/Caldari hyrbids. If I made a modified EVE Online version of that tree, I'd do that for specializations though, instead of specific weapons.
Spademan wrote:I'ma just throw in an idea I've had bobbling around in my head for the Dropsuit Skills. Here it is: Get rid of the starting skill, dropsuit command, it's only a sink with no real service. Change the next tier of skills to Amarr Dropsuits, Gallente Dropsuits, Minmatar Dropsuits and Caldari Dropsuits. My Idea is that these would give you access to all basic suits, for example: Skilling into Amarr dropsuits would unlock standard light, medium and heavy dropsuits at level 1, advanced at 3, and pro at 5. From here, one would specialise, for example, I could choose Amarr logistics, Amarr scout, or Amarr Sentinel.
I await your feedback on why this is a bad idea. Dropsuit Command can be given a 1% bonus to turn it into a useful skill. I think unlocking the sizes at 1, 2 and 3 instead of unlocking tiers would be better in this case.
But overall terrible valid idea. I think it might work out.
I'll throw it into the pot when I get a moment and see what comes out, if it looks good I'll add it to the OP. |
J-Lewis
Edimmu Warfighters Gallente Federation
249
|
Posted - 2013.07.26 08:42:00 -
[19] - Quote
I've updated the OP with the following addition to the Dropsuit Command suggestions:
Quote:ALTERNATE RACIAL SUIT LINES - by Vulcanus Lightbringer. Pros/Cons: About the same as Racial Suit Lines. Notes: See post #11. Alternate take on the Racial Suit Lines.
More additions on Sunday (a modified EVE style tree for weaponry and another Dropsuit Command tree). |
Korvin Lomont
United Pwnage Service RISE of LEGION
68
|
Posted - 2013.07.26 09:51:00 -
[20] - Quote
Django Quik wrote:I did a thread a while back about Generalising the Skill Trees at the Lower End and still believe it to be a good potential revamp. ... Weaponary > Light > Rifles (covers meta 1-3 for AR, ScR and other racial rifles) > AR (meta 4+ for individual weapons) > AR specialisations (sharpshooter, etc.) ....
I have thought of about a similar aproach quite some time now so first of all +1 :)
Weaponry > Light > Assault (giving access to all Racial Assault rifes) > Racial specialisation (eg. Caldari Assault Rifle Proficancy) Weaponry > Light > Combat Rifles (current Burst Variants) > Racial specialisation (eg. Caldari Combat Rifle Proficancy) tec.
And basicly the Same for Dropsuits
Dropsuit Command > Medium DS giving access to all Basic Medium DS) > Assault (giving general Assault bonus) > Caldari Assault Specialisation (giving Race specific bonus)
I think that way CCP would get a lot more Data for balancing and due to the easy accessability it would become pretty fast obvious if a DS or Weapon is out of balance in either direction.
And even lore wise it would make sense as all medium DS share the same basic characteristics.... Apart from that CCP would avoid skills that do not benefit all Racial variants like with the current SR skilltree where the Scrambler Assault Rifle gets nothing from the skilltree.
*edit* Regarding missing Racial variants CCP could add placeholder weapons / Dropsuits and name them with Manufacturers from the faction the Placeholder should represent. |
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Django Quik
R.I.f.t
1067
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Posted - 2013.07.26 10:35:00 -
[21] - Quote
There are some skills that should not be considered including (or re-including), like the sharpshooter range increase skill. This was removed because it simply became a skill that everyone had to have. Same as skilling weaponary to level 5 was a must have in old builds too. If there is a skill that is so useful and affects pretty much everything in the game, it's not appropriate. A ROF increase skill for instance would affect most weapons in the game (pretty much the only one it wouldn't is the plasma cannon), so everyone would get it.
There are a number of skills that are currently weapon specific but should be moved back to general core skills like in your tech tree idea. Maybe there should be a Weapons Upgrades Skills tree like the Dropsuit Upgrades skills tree - afterall, we don't have dropsuit upgrade skills tied to specific suits; why should weapons upgrade skills be tied to specific weapons? |
J-Lewis
Edimmu Warfighters Gallente Federation
250
|
Posted - 2013.07.26 10:57:00 -
[22] - Quote
Django Quik wrote:There are some skills that should not be considered including (or re-including), like the sharpshooter range increase skill. This was removed because it simply became a skill that everyone had to have. Same as skilling weaponary to level 5 was a must have in old builds too. If there is a skill that is so useful and affects pretty much everything in the game, it's not appropriate. A ROF increase skill for instance would affect most weapons in the game (pretty much the only one it wouldn't is the plasma cannon), so everyone would get it.
There are a number of skills that are currently weapon specific but should be moved back to general core skills like in your tech tree idea. Maybe there should be a Weapons Upgrades Skills tree like the Dropsuit Upgrades skills tree - afterall, we don't have dropsuit upgrade skills tied to specific suits; why should weapons upgrade skills be tied to specific weapons?
That's the idea, but I as I replied to Cosgar: If a bonus is too strong, you reduce, tweak or change it until it's only really useful for certain intended weapons, but you never remove it, because that nullifies the usefulness of a skill.
I think the argument that "skills that everyone has to have are not appropriate" is flawed, first because not every weapon benefits as much from the same stats. People should be encouraged to complement their weapon choices with skills that support those weapons; like the proficiency skills we currently have, some are not worth as much as others; for example, a 3% increase in forge gun damage has a much bigger effect on weapon efficiency than a 3% increase in HMG damage (a weapon where putting more bullets down range in a short time is more useful).
People like to prioritize things in order of importance, and the goal of these trees is to get people to spread points around. The jump from level 4 ROF to level 5 ROF might not seem worth a 2% ROF increase when the same amount of SP could get you 6-9% more damage. We like to make our own judgement about what skills are worth the most at a given time. This spills over into categories like Dropsuit Upgrades. Why do we consider a ROF bonus "mandatory" any more than an increase in HP? I think its because we like to think of weapons being more important than dropsuits. Makes sense: weapons get kills, dropsuits don't, this is an FPS, RAWR! But what do dropsuits do that weapons don't? A lot of things it turns out, but we tend to gloss over them because again, weapons are more important. Who cares about 25% more HP?
Cosgar suggested using suit bonuses instead, and that is a very good suggestion... But I'd rather have that on top of rather than instead of.
My opinion that the removal of sharpshooter and the bonus on weaponry was a huge mistake from a game design point of view will probably never change. The problems could have been solved differently, without cutting content, and it could have maintained some very important tools for game balance.
No one trains Dropsuit Operation beyond 3 because there's no benefit to doing so.
C'est la vie I suppose. |
Vulcanus Lightbringer
Eyniletti Rangers Minmatar Republic
38
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Posted - 2013.07.26 13:18:00 -
[23] - Quote
I've got nothing to add, I just want CCP to see this... :) |
LongLostLust
Dead Six Initiative Lokun Listamenn
95
|
Posted - 2013.07.26 15:17:00 -
[24] - Quote
This is sweet. My favorite is starting with a racial variant split in drop suits. Then more specialized into classes. This would give folks access to more options and decrease boredom. This would eliminate some of the grind but I don't think CCP wants that because the grind is what makes them money. Without it few would buy boosters. |
Django Quik
R.I.f.t
1089
|
Posted - 2013.07.26 17:09:00 -
[25] - Quote
J-Lewis wrote:[quote=Django Quik]My opinion that the removal of sharpshooter and the bonus on weaponry was a huge mistake from a game design point of view will probably never change. The problems could have been solved differently, without cutting content, and it could have maintained some very important tools for game balance. I understand what you're saying about these skills being more useful to some than others but at the end of the day they are useful to everyone, so everyone will have to have them.
Your example with the heavies is flawed because that skill is only useful to heavies, not anyone else. A range increasing skill would affect all weapons - granted it would give the most increase to snipers but getting an extra couple of meters on your SMG is an amazing bonus.
I also get what you're saying about the dropsuit skills and should say that I think the core skills that give you HP/CPU/PG buffs to base stats should go because they're just as universal and useful as the old weaponary skill. Everything should be tied to some specific category, not just applied to everything in the game because when that happens everyone gets it and it makes the skill pointless existing at all - just give everyone the buff inately and get rid of the skill entirely.
Now what we need are more weapon type specific skills, like the current sharpshooter reducing spread/dispersion or whatever they call it. That's only useful for ARs, and SMGs (and HMGs? I dunno) but would be much better served as a standalone core weapon skill that affects all weapons with spread. There should be more skills like this; maybe a heatsink skill or a feedback damage reduction skill. |
Sardonk Eternia
Multnomah Interstellar Holdings Inc.
133
|
Posted - 2013.07.26 18:07:00 -
[26] - Quote
Bumping this because current skill tree is garbage
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J-Lewis
Edimmu Warfighters Gallente Federation
253
|
Posted - 2013.07.27 18:48:00 -
[27] - Quote
A bump a day keeps the necromancer at bay.
(To be replaced with a reply to Django's above post ) |
Terry Webber
Turalyon Plus
279
|
Posted - 2013.07.27 19:12:00 -
[28] - Quote
For the Dropsuit Command skill tree, I think it should be organized like this:
Dropsuit Command -> Race -> Frame -> Specializations
But I like the Weaponry skill tree proposed by J-Lewis. |
rickyhong02
Crux Special Tasks Group Gallente Federation
10
|
Posted - 2013.07.28 01:18:00 -
[29] - Quote
Korvin Lomont wrote:Weaponry > Light > Assault (giving access to all Racial Assault rifes) > Racial specialisation (eg. Caldari Assault Rifle Proficancy) Weaponry > Light > Combat Rifles (current Burst Variants) > Racial specialisation (eg. Caldari Combat Rifle Proficancy) tec.
And basicly the Same for Dropsuits
Dropsuit Command > Medium DS giving access to all Basic Medium DS) > Assault (giving general Assault bonus) > Caldari Assault Specialisation (giving Race specific bonus)
This, especially for dropsuits. Racial specialization should be the last thing for player to spec into because it is the hardest to decide on. This also lets players generalize early on and play with all racial variants to see what they like. Plus, since all racial variants aren't out yet, this skill tree wouldn't penalize players that badly for racial specialization. You can still shape the skill tree to reward you for locking into a role. For example, if I want a proto Cal logi:
Dropsuit Command lv.2 > Medium Dropsuits lv. 3 > Logistics lv. 5 > Caldari Optimization lv. 5
The Logistics Skill adds the Logistics bonus and unlocks all racial STD dropsuits at lv. 1 and all racial ADV dropsuits at lvl. 5; the Caldari Skill adds the racial logistics bonus for Cal logi suits and unlocks the proto Cal logi at lvl 5.
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Spademan
The Unholy Legion Of DarkStar DARKSTAR ARMY
200
|
Posted - 2013.07.29 21:31:00 -
[30] - Quote
Bumping. |
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