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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... |
J-Lewis
Edimmu Warfighters Gallente Federation
244
|
Posted - 2013.07.25 13:35:00 -
[4] - 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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J-Lewis
Edimmu Warfighters Gallente Federation
245
|
Posted - 2013.07.25 14:54:00 -
[5] - 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. |
J-Lewis
Edimmu Warfighters Gallente Federation
248
|
Posted - 2013.07.25 20:55:00 -
[6] - 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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J-Lewis
Edimmu Warfighters Gallente Federation
248
|
Posted - 2013.07.25 21:25:00 -
[7] - 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... |
J-Lewis
Edimmu Warfighters Gallente Federation
248
|
Posted - 2013.07.25 22:28:00 -
[8] - 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 -
[9] - 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). |
J-Lewis
Edimmu Warfighters Gallente Federation
250
|
Posted - 2013.07.26 10:57:00 -
[10] - 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. |
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J-Lewis
Edimmu Warfighters Gallente Federation
253
|
Posted - 2013.07.27 18:48:00 -
[11] - Quote
A bump a day keeps the necromancer at bay.
(To be replaced with a reply to Django's above post ) |
J-Lewis
Edimmu Warfighters Gallente Federation
255
|
Posted - 2013.07.29 23:50:00 -
[12] - Quote
Terry Webber wrote:I made a vehicle skill tree feedback thread here. Go check it out. The vehicle tree is in much less of a pickle. The only tree less in need than the vehicle tree is the corp management tree - for now. The turret operation tree is worse than vehicles in its current state TBH.
But I did read your post and... Yeah, it'll probably end up needing a revamp once CCP adds more vehicles -- assuming they don't get the structure right -- but until then I think it's more important to focus on the most critically "terrible" trees.
It's going to take a [u[lot[/u] of effort to even get any of this on CCPs "officially recognized issues, will fix soonGäó" radar, so making sure we all push for the right things is ~kind of important~.
But thank you for posting, I sincerely appreciate it.
Note: Please excuse the lapse in my own posting, I'll have some larger updates to this thread by this weekend barring any unforeseen black swans. |
J-Lewis
Edimmu Warfighters Gallente Federation
257
|
Posted - 2013.07.30 23:28:00 -
[13] - Quote
Damus Trifarn wrote:One thing I would consider adding would be a "related skills" bonus that would allow you to receive slight SP requirement drop for certain skills related to other skills.
For example, take armor plates and a Gallente dropsuit since they specialize in armor over shields. If I put my SP into the a Gallente dropsuit then I could get a SP discount on my armor plates. Using imaginary numbers for the sake of math and time, say the first level of the dropsuit and armor plate are 200,000 and 100,000, respectively. I spend my 200,000 SP to get the first level of the dropsuit and then I see that the armor plates have dropped to 95,000 SP to unlock. I still have a choice between armor plates and shield extenders, but I see that armor plates costs less, so I'm more likely to skill into that. This could be used for all kinds of things like Heavy Suits and Forge Gun/Heavy Machine Gun or Logistics and Uplinks or anything that is reasonably related to another. I think that this could not only eliminate some repetitive grinding but also give new players an unique twist in their Dust experience that I haven't seen in any other FPS while also being a subtle guide for the new mercs through the very complicated and overwhelming skill tree. It would also reward specialization and help people try out different combinations without being so punishing on overall SP. There would be limitations on how much it discounts, maybe depending on the level of the skill (5% of a skill at level 5 with an 8x multiplier, like the Sentinel or Commando, is a ton of SP, so we can reduce the %). I apologize for the random SP numbers, I just didn't have access to the right numbers and wanted to get this post out quickly. Others can debate percentages and specifics, but I just thought it would be an interesting idea in a revised skill tree.
I'd rather they do this particular kind of incentives through suit bonuses. It achieves the same thing but doesn't require nearly as much coding, and is much less confusing for the end user (case in point, we like to think of skill ranks as numbers 1-5, not the actual SP amount- hence approximates ). If what you want to use incentivizes the use of certain other items, you're probably going to aim for those other items, regardless of SP requirement. It's also easier to balance bonuses than SP discounts, you can be more creative in your solutions.
Case example: Gallente Assault Dropsuit: 10% reduction per level to Armor Plate speed penalty.
2% bonus per level to Light Hybrid Weapon Damage.
Seeing this, the user will be encouraged to train Light Hybrid Weapons, and fit Armor Plates that gain the most advantage from the bonus. No SP reductions required, it's simple and clean and developer friendly.
SP discounts is taking it a tad too far IMO, because it's the throttle mechanism for content - there are other far less complex ways to reduce feelings of grind: such as shifting SP more towards passive gain.
But thanks for posting, the bump alone is worth a +1 from me. |
J-Lewis
Edimmu Warfighters Gallente Federation
259
|
Posted - 2013.08.06 14:17:00 -
[14] - Quote
Wow, I really missed my own deadline didn't I... Anyway, better four days late than never! Update time!
1. Added the following entry to the Weaponry Skill Tree post:
J-Lewis wrote:MODIFIED EVE ONLINE MODEL - by J-Lewis Pros: No new skills need to be added with new weapons - very future proof. Clear structure. Paths of least resistance. Encouraged diversification. Breeds more adaptive players. Compatible with current "no multiple prerequisites" policy. No SP sinks. Cons: Slightly more complex than TECH LINES, as weapons are grouped into sub-technology. Bonuses need to be moved to the individual weapons for specializations. Note: Categorizes weapons by technology, groups all the upgrade skills into Weapon Upgrades branch, specialization skills are grouped into sub-technologies (e.g. Blasters & Railguns for Hybrid).
2. A reply to Django's post at the top of the page:
Django Quik wrote:J-Lewis wrote: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. The question isn't as much "Do I train these skills?" as it is "which skill is more beneficial to my current situation?". In other words; the final destination is the same for everyone (if you keep at it long enough), but how you get there determines your experience. Universal skills are not a bad thing, they just need to be easy goals.
The skill tree needs these low hanging fruits to entice players into learning to set goals for themselves. You start with skills that affect everything and cost very little SP, then as you progress and SP requirements increase, bonuses become less important than what the skill enables you to use.
Specialization skills in EVE give a relatively minor bonus compared to broader use skills for a massive SP cost. Nearly no one trains turret specialization skills beyond level 4 because the last 2% damage bonus just isn't worth 16 days of waiting unless every other skill in your tree is that long.
And that's really how it all works: you entice players to keep going for the short, low SP skills to keep them invested and logging on often. It's a hook to give new players their first set of goals, before they even know what to do. |
J-Lewis
Edimmu Warfighters Gallente Federation
265
|
Posted - 2013.08.07 12:54:00 -
[15] - Quote
Spademan wrote:Good to know you're still at it, just one comment on the new proposed weapon tree, it seems like it would take the heavy's a bit too long and too much unnecessary sp to get their weapons
Heavies shouldn't be regarded as standard infantry IMO. I think they should be compared to battleships (I'm intentionally omitting vehicles); slow, with a lot of tank and a lot of firepower, but expensive, require a lot of SP to max, and generally vulnerable without lighter support units (medics, counter snipers, suppression). |
J-Lewis
Edimmu Warfighters Gallente Federation
268
|
Posted - 2013.08.07 15:37:00 -
[16] - Quote
Iskandar Zul Karnain wrote:Can't believe I've been missing this thread. Nice work, J-Lewis. CCP needs to redesign the skill tree but unfortunately I don't foresee that happening anytime soon.
You've hit quite a number of problems square on the head (skill overlap, SP sinks, equidistant specialization) and offered an appealing alternative to the mess of a skill tree we're currently using. You're suggestion promotes healthy growth within a discipline without penalizing players for wanting to try new things or moving away from a certain weapon or suit.
Back in Chromosome the common complaint against the skill tree was the necessity of certain skills and therefore their redundancy. CCP went completely overboard in their segregation of all skills for racial variants and weapons. To make matters worse, skill multipliers had been increased further compounding this problem.
To be perfectly honest, this is one of the very few choices CCP has made that has genuinely disappointed me as a gamer and as a customer. We asked for content and we were given higher SP costs. I feel as though this is simply an underhanded ruse to sell us boosters. Welp. I continue to buy them, at 20m SP, not because there is anything I even want to skill into but because I want this game to succeed.
CCP, pro tip; no one likes being coerced. If players could more easily skill into a specialization and not feel buyer's remorse when leaving that weapon or suit behind they would be more willing to buy future boosters.
Sadly, while all this is important, there are more pressing matters to be rioting over. If we ever get the aiming core mechanics ironed out I suppose I'll be spamming the forums Planetside2 bomber style for the skill tree to get more attention.
Good work with all this! Hope to see more of your posts on here.
Thanks!
I tend to agree that yes: nailing core FPS mechanics is really more important right now than the skill tree. But I'm also trying to be forward thinking. The hot topic of the day changes on a dime, and because of that we rarely see threads grow and become longer term topics of discussion, if they're not simple bursts of outrage. This is not one of those threads. When CCP realizes that the skill tree is the next thing on the workbench to fix, and communicates as such, I hope people flock to this thread to add to the discussion.
Until that point in time I'll be slowly (but steadily) adding content to the thread, hopefully with a lot of help from the rest of the community - it'd be really boring and obnoxious if I were the only one posting.
If EVE has taught me anything, it's that the best way to convince CCP is with a large common consensus and a lot of respect.
So far... Let's just say I'm impressed. |
J-Lewis
Edimmu Warfighters Gallente Federation
271
|
Posted - 2013.08.09 14:00:00 -
[17] - Quote
Vulcanus Lightbringer wrote:I made my own tree, refer to my previous post (the long-ass one) to see what goes where. It's not as fancy as J-Lewis' but it works, I think... http://i.imgur.com/BpSv7FL.jpgLaser: Orange Missile: Red Plasma: Green Projectile: Grey Railgun: Blue The X's show where the Combat and Rail rifles would be. The S's look a little suspect, but they're supposed to know the (currently available) sidearms.
A bit of constructive criticism if I may...
It's fine to have Rails and Blasters together - just like rockets (flaylock) and guided missiles (swarm launcher) are the same group. Each group has two technologies within it.
Additionally, each race uses two types of weaponry... As you may guess, the missing group is drones.
So to sum it up by groups: Amarr: Lasers and Drones.
Caldari: Hybrids and Missiles.
Gallente: Hybrids and Drones.
Minmatar: Projectiles and Missiles.
And breaking it into individual technologies: Amarr: Beam/Scrambler Lasers, many sets of lighter drones.
Caldari: Railguns and Blasters, Guided Missiles and Rockets.
Gallente: Blasters and Railguns, fewer sets of heavier drones.
Minmatar: Autocanons and Artillery, Rockets and Guided Missiles.
The only reason the Hybrid group seems overpopulated is because it's the most completed of them all. Much in the same way as Gallente and Caldari vehicles, the first and most often added weapons in DUST development were Caldari/Gallente, so it's pretty obvious why Hybrids is the most populated group.
How do you progress from row 3 to row 4? Does the Scrambler Rifle unlock the Laser Rifle? Seems confusing. In particular, this is what stops me from being able to make a fully fleshed out tree to put into the OP.
I'm also interested in why you think the tree was one layer too deep.
I think that's about all though. |
J-Lewis
Edimmu Warfighters Gallente Federation
271
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Posted - 2013.08.09 16:53:00 -
[18] - Quote
Okay, this I can work with.
I'll polish it up, add some clarification text, and add it to the OP.
Thanks a lot! |
J-Lewis
Edimmu Warfighters Gallente Federation
275
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Posted - 2013.08.10 08:41:00 -
[19] - Quote
Spademan wrote:J-Lewis wrote: More additions on Sunday (a modified EVE style tree for weaponry and another Dropsuit Command tree).
Just a thought, you've included the weaponry skill tree but I don't think you included the mentioned Dropsuit tree, unless I missed it? No, you're right. The Dropsuit tree in question referred to this (your idea actually):
J-Lewis wrote: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. Thanks for the reminder. |
J-Lewis
Edimmu Warfighters Gallente Federation
275
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Posted - 2013.08.10 09:12:00 -
[20] - Quote
Scottie MaCallan wrote:just wanted to post to say I absolutely love this thread.
Also, as for the OP,
MODIFIED EVE - definitely my favorite alternative to the current dropsuit tree, the prereqs aren't too bad, and I'm assuming it would require you to reach level 5 in a frame suit to be able to train the specialty skills. I would say that this would mean we should have higher multipliers for the frame suits to balance the SP and make it so you can't just burn through dropsuit skills and pick all of them up, but I like it way more than the current tree. There's no useless frame skils (IE any frame above 3 right now is wasted SP), it allows for crosstraining your role much easier, as in EVE, which gives people dedicated to a role more flexibility (like a scout that can go for minmatar CQC or gallente recon without blowing months of SP that just feel like a sink).
TECH LINES - this makes way more sense than the current weapon tree, and would alleviate the boredom of specialization currently in DUST (why specialize if it means I have to grind through hours with the same guns and mods? that's boring. nobody wants to do that in a FPS, and it means that in pub matches, some games you will just underperform with no alternative. This is a huge difference between EVE and DUST right now. For starters, in EVE you can specialize into a career but still do different things with your ships and skills, and secondly, in EVE it's a lot less time intensive to get in a bunch of different hulls and fits. Not like DUST right now, specialization combined with power creep makes you feel pressured to go into a single role, single weapon, single fit build until you have like 10m SP. My one comment would be we should maybe keep sidearms and light/heavy (primary) weapons separate still
one comment would be, some of your proposed weapon upgrade skills are useless and/or OP. Like optimal range or falloff bonus, that's an imbalanced skill and could disrupt the way the game flows. After all this time CCP has spent modifying those values I think it's clear that they work very differently in a FPS than in EVE. Also they would make the current power creep problem in the STD to PROTO progression we currently have even worse. I mean, we could have alternatives, or more specialized skills that do similar things without altering optimal/falloff ranges, but only to certain classes of weapons. Tracking upgrades also seems silly for guns as CCP Wolfman is toying with removing suit based turn speed. Also turning speed is suit based, not weapon based at the moment. For vehicles, sure, but infantry doesn't work the same
Thanks for posting!
About the weapon upgrade skills in TECH LINES: they're not really important to the idea. They're actually remnants from a different idea that involved upgrade skills unlocking weapon modules that you fit directly to the weapon (the whole modular weapon idea CCP was throwing around at fanfest). In such a case, if fitting for extra range had a ROF penalty it would probably be pretty balanced, and the skill bonus would be to the effectiveness of those modules. The structure is more important than the individual bonuses or ranks for all of these trees; I've got a bit of game design experience, but it's not any amount that matters. The rank numbers and bonuses are really just there as fluff.
The point stands though: Players should be encouraged by game design to diversify, but encouraged by players to specialize. Which really just means that the game should offer all these tempting options for players, all of which seem great and distracting from what you're trying to accomplish. Like a kid in a candy store, going in for toffee and coming out with sugar canes. Let players handle the meta and what constitutes specialization. Specialization was always and still is but player advice in EVE; the skill tree does quite the opposite. You get diminishing returns when your specialize, so diversifying just seems more and more tempting the further you specialize.
I cannot state enough how critically DUST currently fails at that particular point. I'd rather see many players able to field everything than every player only fielding one thing. Being able to field anything is a valid goal. I want to kill a shotgun scout and see him come back with a fit that counters what he thinks I'm using, not the same shotgun scout again and again. I want him to kill me so I can come back with a different fit to counter what I think he is using. It progresses the meta, and really ups the competitive nature of DUST.
I think that's what's killing the game more than anything else. More than aiming mechanics or gun-play. Without diversity, things get stale and people leave.
And I think you, and many others (especially in this thread) might agree with that last line... |
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J-Lewis
Edimmu Warfighters Gallente Federation
277
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Posted - 2013.08.10 15:59:00 -
[21] - Quote
This weekend's updates:
J-Lewis wrote:VL'S MODIFIED TECH LINES - by Vulcanus Lightbringer Pros: Only adds one skill per weapon. Paths of least resistance. Encouraged diversification. Breeds more adaptive players. Compatible with current "no multiple prerequisites" policy. No SP sinks. Good sense of progression. Cons: The tree becomes more complicated the more weapons are added. Only really an option once we have more weapons to flesh out the branches (feels very incomplete currently). Notes: See posts 46 through 50 on page 3.
J-Lewis wrote:SPADEMAN'S TREE - by Spademan Pros: Paths of least resistance. Light and Mediums are cheap(er). Encouraged diversification. Breeds more adaptive players. Simple and easy to understand. Compatible with current "no multiple prerequisites" policy. We'll see more Heavies fielded. Cons: Might unlock content too fast(!). We'll see more Heavies fielded. Notes: See post #18. I believe that clears the backlog! |
J-Lewis
Edimmu Warfighters Gallente Federation
280
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Posted - 2013.08.10 19:24:00 -
[22] - Quote
Vulcanus Lightbringer wrote:J-Lewis wrote:This weekend's updates: VL'S MODIFIED TECH LINES - by Vulcanus Lightbringer Pros: Only adds one skill per weapon. Paths of least resistance. Encouraged diversification. Breeds more adaptive players. Compatible with current "no multiple prerequisites" policy. No SP sinks. Good sense of progression. Cons: The tree becomes more complicated the more weapons are added. Only really an option once we have more weapons to flesh out the branches (feels very incomplete currently). Notes: See posts 46 through 50 on page 3. Cool! 2 things though; Why is the Flaylock in Missile while the Mass Driver is in Projectile? Do they operate in different ways? And I'd replace the "Missile Rifle" spot with the Swarm Launcher as I think it's quite unlikely that we ever see anything that would equate to a "Missile Rifle". Other than that, good stuff!
I did consider putting the Flaylock in the Projectile group, but this is where I started seeing conflicts between EVE lore and real world definitions. Rockets are technically Artillery after all... However, in EVE lore, Rockets are missiles, so I wound up sticking to that.
The main reason I put the Mass Driver in Projectile is that its projectiles operate like bullets: the explosion drives the shell out of the tube and the rest is down to ballistics, whereas a missile is characterized by its continuous thrust and trajectory correction capabilities. A grenade launcher is a handheld mortar, so it stands to reason that like mortars, it falls under Artillery, not missiles. The rockets commonly associated with Artillery are typically dumb-fire RPGs, which are more or less simple mortar shells with a different delivery system - like the flaylock... however... the main difference is that the Flaylock can use guided rockets (its description hints at homing capabilities- perhaps in a future build), whereas the Mass Driver is stuck with trajectory ballistics, just like any other projectile weapon.
The Missile Rifle is a there because we don't have an light anti infantry missile weapon. It's simply a placeholder since the Swarm Launcher doesn't have any use besides Anti Vehicle.
Hope that helps. |
J-Lewis
Edimmu Warfighters Gallente Federation
281
|
Posted - 2013.08.11 19:30:00 -
[23] - Quote
Terry Webber wrote:Hey, J-Lewis, do you remember my vehicle skill tree thread? Can you make a visual representation of it? I'm not going bump it anytime soon but if I have to, the representation would help a lot. Depends how busy things get during the rest of August; both in terms of this thread, and IRL stuff (it's university paperwork season, jump up and clap hands with glee). If I get the spare time one evening, yeah, I could probably do that for you no problem.
Just don't expect it by tomorrow, or before next weekend.
Thanks for the bump too. |
J-Lewis
Edimmu Warfighters Gallente Federation
281
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Posted - 2013.08.12 12:11:00 -
[24] - Quote
Vulcanus Lightbringer wrote:In the interest of keeping the discussion alive, I thought about how the current skilltree could be improved but with the least amount of work. As much as I want one of the trees that we've come up with in this thread I don't think they're realistic, at least in the short-term. So I did this: http://i.imgur.com/fKnTL3m.jpgFor reference, here is the current tree: http://wiki.dust514.info/images/6/63/Skill_tree_weaponry.pngAll I did was move all the weapon upgrades (except proficiency) to the Handheld Weapon Upgrade branch. I also added an Advanced Upgrades skill that unlocks Fitting Optimization and Reload Speed. This tiny change, comparative to the other trees in this thread, would in my mind encourage some diversification, or at least not discourage it as much as the current tree does.
Yes, that would certainly be a more conservative approach. However, as I pointed out in the OP, the actual act of restructuring the skill tree is the easy part. One dev can do it in a day or two as long as the change doesn't require a redesign of the interface or system. Because the biggest difficulty is actually assigning a dev, there's no reason not to go all out so it doesn't have to be revisited (hopefully for a long time).
It's how it gets deployed that's the tricky part, because it will require some degree of SP respec, even if it's just for individual skills that get moved/removed. That requires design meetings, and without an Executive Producer it probably won't happen. Oh, and of course, there's the little fact that this topic hasn't garnered a lot of constant community pressure.
But who knows, I might get surprised one morning.
The best we can do is spread the word. Get people aware of the issue. Get people talking about the issue. |
J-Lewis
Edimmu Warfighters Gallente Federation
281
|
Posted - 2013.08.12 18:45:00 -
[25] - Quote
Vulcanus Lightbringer wrote:J-Lewis wrote:Yes, that would certainly be a more conservative approach. However, as I pointed out in the OP, the actual act of restructuring the skill tree is the easy part. One dev can do it in a day or two as long as the change doesn't require a redesign of the interface or system. Because the biggest difficulty is actually assigning a dev, there's no reason not to go all out so it doesn't have to be revisited (hopefully for a long time).
It's how it gets deployed that's the tricky part, because it will require some degree of SP respec, even if it's just for individual skills that get moved/removed. That requires design meetings, and without an Executive Producer it probably won't happen. Oh, and of course, there's the little fact that this topic hasn't garnered a lot of constant community pressure.
But who knows, I might get surprised one morning.
The best we can do is spread the word. Get people aware of the issue. Get people talking about the issue. That's my point. A drastic change, like the ones on the first page require more "out-of-game" planning while a relatively minor change might seem more favourable. But I agree that if the skilltree is changed it should be changed completely. Well, between weird hit detection, non-existent tutorial/training, FOTM-balancing and proto-stomping I'd say that a more esoteric issue like reworking the skilltree is pretty low on the communitys to-do list...
It's the same amount of planning needed regardless of how the tree is structured as long as it doesn't require a rewrite of the skill tree's underlying code. The only tree that breaks this is the Modified EVE Online Model for Dropsuit Command due to multiple prerequisites (it'd require some UI code to display properly). |
J-Lewis
Edimmu Warfighters Gallente Federation
282
|
Posted - 2013.08.13 06:43:00 -
[26] - Quote
Talbain Sigmund wrote:I'd swap the drop suit tree to include racial and dropsuit classes separately. All medium drop suits follow a certain functionality just the same as heavy and lights. If you know how to use an Amarr heavy why wouldn't you have some measure of competence with a Caldari, Gallente, or Minmatar heavy suit (other than them not existing yet). The same holds true for suits belonging to a race as well. Gallente suits follow design theory specific to Gallente while Minmatar would use a different approach to their equipment. We see this currently on the specialized suits and "Logistics Bonus" and "Minmatar dropsuit bonus" or whatever combination thereof. So here's my TERRIBLY MSPAINTED idea. https://www.dropbox.com/s/nwz185zntdojm60/Dropsuit%20Command%20Tree.pngTo prevent Newbies from derping their skill points away and not being able to actually deploy a non militia suit I would say that a new character should begin with a rank in whatever racial drop suit command they originate from, DS Command 1, and Medium DS 1. Because whoever immortalized this new combatant sure as hell isn't going to not train them so there's a minimum return on investment. It's recommend a similar approach for weapons grouping type and then racial but there's plenty of other ideas out there that make support skills make sense and I like that.
I'll polish the tree when I get the time and add it to the OP.
I really like your idea Talbain, it looks great. Do you mind if I use your dropbox link temporarily in the OP?
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J-Lewis
Edimmu Warfighters Gallente Federation
282
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Posted - 2013.08.13 15:12:00 -
[27] - Quote
Talbain Sigmund wrote:J-Lewis wrote: Do you mind if I use your dropbox link temporarily in the OP?
Have at it. Pretty sure there's no copyright on my weak ass MSpaint skill.
I've added your idea to the OP.
I've also removed the Pros/Cons text filler from all the trees. It takes up too much space and isn't really useful; a lot of it is subjective and I'd rather the individual reader/viewer make up his/her own mind about what the pros/cons of each tree are. |
J-Lewis
Edimmu Warfighters Gallente Federation
282
|
Posted - 2013.08.13 20:14:00 -
[28] - Quote
Django Quik wrote:Any chance of getting some CPM support for this thread too? I did send a mail to IWS a week or two ago, but never got a response. I guess they're busy with the whole CCP communication issue right now.
Some kind of dev response, even just a "hey, we're a bit busy with other stuff" would be nice. But then we're only four pages in and slowly growing, so it's not that surprising that this hasn't cropped up on their radar yet. |
J-Lewis
Edimmu Warfighters Gallente Federation
288
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Posted - 2013.08.23 18:55:00 -
[29] - Quote
Cosgar wrote:Your name made me think a dev finally replied to this. Yeah, me too.
Thanks for the bumps though, I'll get back to regular updates soon-ish (juggling a couple of RL things ATM). Rest assured, I do check this thread every day or so and will reply as needed.
Zan Azikuchi wrote:My idea's for weapon evolution, is that when you skill into say a rail weapon operation it would increase damage by 3% each level and unlock various weapons based on the level.
Level 1: Pistol, SMG, various other possible sidearm
Level 3: AR, Shotgun, SR, various other possible weapons of light category
Level 4: HMG, FG various other possible weapons
Same for Dropsuit, mainly because i've played many FPS RPG some have better aspects than Dust but mainly what im getting at is, you start small and grow big, I personally think that ALL the dropsuits should be more powerful than what they are and personally believe that the Light Suit should be the first suit you ever get,
Furthermore noted above more generalised bonuses would obviously be given to those of they're own race since it was that individual race that created the line of technology.
Now for the main idea: As you skill into and gain benefits in a weapon that weapons benefits would in turn bleed into other weapons of the same category. If a weapon like the Mass driver gained a 0.4 bonus to ammo (and was not Type specific) then ALL Types of the Mass driver would gain the 0.4 bonus (Level 5: 2 additional bullets). However each weapon and its categorial types will have different bonuses, and if done right would fix the Underpowered weapons of Dust 514!
What are your idea's is there anything I should improve on? (Other than representation).
Your idea seems to be primarily affecting gear progression more than the actual structure of the tree. Some of the trees in the OP have implied gear unlock progression changes, it's just not noted very clearly (if at all). The reason for not noting it is for one to keep the thread focused on the structure (a design topic), and for two to not get lost in semantics about what level unlocks which weapon (a balance topic). This topic is primarily about finding skill tree structures that aren't subject to feature bloat, or shoehorning players into single roles that they have to stick to for the next 10 million SP (what I think is the biggest problem with the current trees).
I concluded that it was probably not a good idea to include particularly polarizing ideas into future skill tree structure proposals due to the valuable feedback I got about how re-including Sharpshooter was a bad idea, despite it being a leftover piece from a different idea. So I'm not going down that path again anytime soon.
The two topics are of course linked, and yes, I want to talk about it, but it's really something that requires its own dedicated thread (there are a few of them, not so much the case for the actual skill tree structure), and it easily gets mixed up with arguments about meta levels and whether we should even have prototype gear in the first place.
I'll gladly add your idea to the backlog if you can come up with a clear structure for how the actual tree would look; see some of Vulcanus Lightbringer's posts in this thread for some decent examples of plotting trees into interpret-able text form.
Just keep in mind that the most I will do to link your tree to your gear progression idea is referencing your post in the same way as I reference everyone else's (e.g. "Notes: see post #...").
My suggestion would be to not get lost too much into what skills get what bonuses and to what items. Just changing the structure can accomplish a lot. So that's my advice: work more on the structure, less on the bonuses.
Thanks for posting and happy theory-crafting!
... Now to digest the latest dev-blog... |
J-Lewis
Edimmu Warfighters Gallente Federation
288
|
Posted - 2013.08.28 09:32:00 -
[30] - Quote
Vulcanus Lightbringer wrote:gargantuise aaron wrote:How has this not gotten a dev post? Atleast then saying they've saw and may or may not implement ideas? Not insulting devs just curious I can think of three reasons. 1. They haven't seen it. 2. They've seen it, but don't want to change the skilltrees and responding to the thread would only bring disappointment to the players. 3. They've seen it, but don't have time for it right now.
If CCP Wolfman's vehicle thread is anything to go by, they might be back on track - he mentions revamping the vehicle skills entirely (both structure and bonuses and stats). I just hope they do the same for infantry eventually.
Here's to hoping he removes tiers at the same time. |
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J-Lewis
Edimmu Warfighters Gallente Federation
309
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Posted - 2013.09.15 17:29:00 -
[31] - Quote
I'll get stuff updated in the next week or so; sorry about the hiatus, I've been busy moving. |
J-Lewis
Edimmu Warfighters Gallente Federation
309
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Posted - 2013.09.23 22:51:00 -
[32] - Quote
Iskandar Zul Karnain wrote:This thread needs some blue tag. Yeah, that'd be nice, might give the thread a kick in activity. I've had a bit of difficulty* recently with finding the motivation to get this thread going places (garnering support for this is a fight uphill). You're all very welcome to keep posting, and of course, if you can make a tree and upload it to an image service and post a link, I'll add it to the OP.
Obviously it's not a big enough issue to attract a self sustaining critical mass of posters, so feel free to link this thread to your friends and corps whenever the discussion comes up internally. The extra posting might get me motivated too- well, at least they'll get free likes...
So I guess it's a case of "Wake me when you need me".
*That's an understatement unfortunately.
PS: Gah, this post feels like "sry peeps, it's dead". It's not, I'm still here. I read and like the posts and I appreciate the goodwill and enthusiasm that you all put into your posts. As always: Thanks for caring. |
J-Lewis
Edimmu Warfighters Gallente Federation
319
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Posted - 2013.11.26 01:29:00 -
[33] - Quote
RedBleach LeSanglant wrote:I like many of the ideas here, and I choose think that CCP is working on some sort of restructuring - I feel I've read it somewhere... oh yeah, it was on their weekly reports listing something about worthless skills and what not. This also gives rumors to a possible respec in the future.
Regardless I think you should rename the thread and create a post as best you can to give visual representation to the subject matter. My business experience leads me to believe this would help. Remember -
1. Make it easy for your audience to get the info they want, a link defeats that purpose and all but the most dedicated move on.
2. Have the information up front. The reasons and proposal history can wait. If the organized information isn't readily available in 3 seconds the common browser will move on.
3. Title shift. The title advertises to the intellectual - many of the smart ones that think about these things - and you need attention. Think tank implies work and we subconsciously avoid that. Go for the quick reaction and quick comment to make it a hot topic. Making the title similar - as it is - to the others about skill re-balancing or class balancing or weapon balancing will lead more of your desired audience here. Those and logi v. assault threads are the most popular.
4. Visual appeal. Walls of text rarely accomplish anything. Stream lining phrasing to communicate only the essential to give a good white and black space flow increases the ability to read any post.
Incorporating these elements with in the first post should increase traffic. There are already some well named commentators out here. IF this doesn't help you will have lost nothing. If it does contact me for further advertisement representation. And, as this is my opinion fee free to insult my ideas, give me the finger, and tell me to get the hell out... gosh I love forums.
I did take most of this into consideration at the time: everyone was raging (logi'saults) and I didn't feel that attempting to harness that outrage was a good idea, since I wanted calm and composed proposals at the time.
That time may have passed however. Perhaps this is an issue that cannot be resolved without some measure of crowd pressure; it might be something the more prominent faces of the community have to champion to see change. I'm happy for the changes Dust is seeing, but I just haven't been logging in.
I still want to see the changes happen, so that's why I'd gladly pass the torch to whoever will take it. Maybe I'll do it myself one day, who knows...
Whatever the case, the content in the OP remains available for anyone to use for their own work.
Thanks for posting. |
J-Lewis
Edimmu Warfighters Gallente Federation
328
|
Posted - 2014.01.09 12:37:00 -
[34] - Quote
To be honest, the new suit bonuses look a million times better than what we used to* have (at least to me). It's not so much the actual bonuses, but rather that they are consistent across races.
On the downside, the addition of racial suits and the Magsec SMG and Bolt Pistol will add another 10 million SP to the weaponry tree alone.
I don't think the skill tree will be tweaked at the same time as these items are added, unfortunately.
*read: currently |
J-Lewis
Edimmu Warfighters Gallente Federation
330
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Posted - 2014.01.09 18:28:00 -
[35] - Quote
Sole Fenychs wrote:Vulcanus Lightbringer wrote: ORIGINAL DROPSUIT COMMAND TREE and RACIAL SUIT LINES? They work for me.
I simply get 404s. It seems like a plus is added at the end of the url. For whatever reason. Fixed, there was a space at the end of the url bracket. If it is considered part of the url, browsers will usually interpret it as a + (or it could be DUST forum side). |
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