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Terry Webber
Turalyon Plus
282
|
Posted - 2013.07.29 21:49:00 -
[31] - Quote
I made a vehicle skill tree feedback thread here. Go check it out. |
J-Lewis
Edimmu Warfighters Gallente Federation
255
|
Posted - 2013.07.29 23:50:00 -
[32] - 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. |
Terry Webber
Turalyon Plus
283
|
Posted - 2013.07.30 00:02:00 -
[33] - Quote
J-Lewis wrote: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. Thank you for your comments. If CCP does think about revamping the vehicle skill tree. I'll be sure to bump it for them. |
Spademan
The Unholy Legion Of DarkStar DARKSTAR ARMY
203
|
Posted - 2013.07.30 19:52:00 -
[34] - Quote
This gets buried really fast o.o |
Damus Trifarn
The Yellow Lantern Corps
4
|
Posted - 2013.07.30 22:08:00 -
[35] - Quote
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. |
J-Lewis
Edimmu Warfighters Gallente Federation
257
|
Posted - 2013.07.30 23:28:00 -
[36] - 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. |
Damus Trifarn
The Yellow Lantern Corps
5
|
Posted - 2013.07.31 00:06:00 -
[37] - Quote
No problem, and thanks for the +1! I definitely see the potential applications in your idea and definitely support the concept. Some bonuses for dropsuits do seem random and sometimes barely helpful, so tweaking them to support what the suit is good at is a definite plus for everyone. |
J-Lewis
Edimmu Warfighters Gallente Federation
259
|
Posted - 2013.08.06 14:17:00 -
[38] - 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. |
Spademan
The Unholy Legion Of DarkStar DARKSTAR ARMY
215
|
Posted - 2013.08.07 09:41:00 -
[39] - Quote
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 |
Spectral Clone
The Unholy Legion Of DarkStar DARKSTAR ARMY
191
|
Posted - 2013.08.07 10:04:00 -
[40] - Quote
This thread has many good ideas, I-¦m for implementing more general skills while keeping the specializations SP heavy. |
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RINON114
B.S.A.A. General Tso's Alliance
399
|
Posted - 2013.08.07 11:53:00 -
[41] - Quote
Posting to show my support, although I plan to make a more detailed post later. Good work guys, keep it up! |
J-Lewis
Edimmu Warfighters Gallente Federation
265
|
Posted - 2013.08.07 12:54:00 -
[42] - 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). |
Django Quik
Dust2Dust. Top Men.
1203
|
Posted - 2013.08.07 13:59:00 -
[43] - Quote
I hope that CCP have been reading everything we've discussed here and taken some ideas away on doing something with the skill trees and even if they don't agree with anything we've said here, I hope that it helps them realise that something needs to be done to adjust them. |
Iskandar Zul Karnain
Hellstorm Inc League of Infamy
1523
|
Posted - 2013.08.07 14:37:00 -
[44] - Quote
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. |
J-Lewis
Edimmu Warfighters Gallente Federation
268
|
Posted - 2013.08.07 15:37:00 -
[45] - 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. |
Vulcanus Lightbringer
Eyniletti Rangers Minmatar Republic
58
|
Posted - 2013.08.07 18:50:00 -
[46] - Quote
J-Lewis wrote: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 respectful posting. So far... Let's just say I'm impressed.
This is exactly my line of thinking, the more potential problems we prevent now the less we have fix later.
Now, as for the weaponry tree. I like your "Tech Lines" idea but it looks rather shallow, especially compared to your new one. I think your new one runs a little too deep though, so this is an attempt to merge the two. With my own little twist... ;)
The basic principle is Technology > Main Weapon (+ Sidearm) > Specialist Weapon(s).
First you unlock the type of technology, just like in Tech Lines although though I've split Hybrid into Plasma and Rail. I did this to keep the Hybrid branch from having twice the options of the other two main trees, Projectile and Laser. After one or two levels in the desired technology you unlock the sidearm for that technology, to give the player a taste of what is to come. At level 3 or above in technology you unlock the main weapon, the Scrambler Rifle for Laser, the Swarm Launcher for Missile, the Assault Rifle for Plasma, the Combat Rifle for Projectile and the Rail Rifle for Rail. The latter two are yet to be released but I assume they would be released before any major changes to the skill tree or done but if not there could easily be a placeholder skill for the time being. Now, after gaining a couple of levels in the main weapon you start unlocking the various specialist weapons for each technology. I'm leaving the debate open as to which weapons should require more points in the main skill.
I realize that this could promote the "AR 514" sentiment that we're seeing right now on the forums, but given that the concept of the assault rifle is sort of a jack-of-all-trades weapon and the fact that its the workhorse of every army in the world today I'm okay with that. Once the two unreleased versions (Combat rifle, Rail rifle) come out there will at least be some variety.
This would also make sure that everyone, sniper, machinegunners, cannoneers ,shotgunners etc. would have access to at least an ADV-level assault rifle. This in my mind would make people more likely to have a "general infantry" loadout when their main specialist weapon isn't appropriate. CQC for snipers and open fields for shotgunners for example.
Edit: Another advantage is that though it promotes general AR use, the more you skill into the main weapon the more weapons you unlock. This would make it easier to try a new weapon, as in order to unlock it you improve your main.
In the interest of readability I'm leaving out the Upgrades and Explosives branches. I pretty much agree with the ones you posted anyway.
Here's the "tree", the arrows show which skill unlocks the next tier. It's a little hard to read but I think it adequately describes my idea.
Row 1 Weaponry >
Row 2 Laser > Missile > Plasma > Projetile > Railgun >
Row 3 Scrambler Rifle (Laser) > Scrambler Pistol (Laser) Swarm Launcher (Missile) > Flaylock Pistol (Missile) Assault Rifle (Plasma) > Combat Rifle (not yet released, Projectile) > Submachine Gun (Projectile) Rail Rifle (not yet released, Rail) >
Row 4 Laser Rifle (Laser) Mass Driver (Missile) Plasma Cannon (Plasma) Shotgun (Plasma) Heavy Machine Gun (Projectile) Forge Gun (Railgun) Sniper Rifle (Railgun)
I've placed the Swarm Launcher before the Mass Driver simply because I think the Swarm is far more important, but I realize that the Mass Driver could be considered a main weapon.
/Essay 514 |
Vulcanus Lightbringer
Eyniletti Rangers Minmatar Republic
63
|
Posted - 2013.08.09 12:06:00 -
[47] - Quote
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.jpg
Laser: 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. |
J-Lewis
Edimmu Warfighters Gallente Federation
271
|
Posted - 2013.08.09 14:00:00 -
[48] - 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. |
Vulcanus Lightbringer
Eyniletti Rangers Minmatar Republic
65
|
Posted - 2013.08.09 14:14:00 -
[49] - Quote
J-Lewis wrote:A bit of constructive criticism if I may...
By all means... ;)
Quote: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.
Yeah, I don't know much about EvE, so I put it in terms I understand...
I guess now that I think about it in those terms, I guess I could join some of trees together more.
Quote: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.
Yes, you level the main weapon. If you level the Assault rifle (Plasma) to level 2 you unlock the Shotgun, at level 4 the Plasma Cannon and so. The numbers are just an example.
Quote:I'm also interested in why you think the tree was one layer too deep. I think that's about all though.
I think that most players have a preferred type of weapon that they want to skill into first. A weapon that regardless of which shooter they're playing they try or at least want to try first. Some want shotguns, others want machineguns and so on, and I think that putting specialist weapons like those too deep in a tree can cause some frustration in a player. It will also in my mind, lead to that when the player finally unlocks it he will stick to it no matter what. Should it be underwhelming the disappointment may lead the player to quit for feeling like it was a waste of time. |
Vulcanus Lightbringer
Eyniletti Rangers Minmatar Republic
65
|
Posted - 2013.08.09 15:04:00 -
[50] - Quote
I've thought about it a bit more and here's a revised version, using the same four technologies you had in "Tech Lines".
http://i.imgur.com/LIymBJw.jpg
Row 1 Weaponry
Row 2 Hybrid Laser Missile Projectile
Row 3 Assault Rifle Rail Rifle (x) Scrambler Rifle Scrambler Pistol (s) Swarm Launcher Flaylock Pistol (s) Mass Driver Combat Rifle (x) Submachine Gun (s)
Row 4 Plasma Cannon Shotgun Sniper Rifle Forge Gun Laser Rifle HMG |
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J-Lewis
Edimmu Warfighters Gallente Federation
271
|
Posted - 2013.08.09 16:53:00 -
[51] - 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! |
Spademan
The Unholy Legion Of DarkStar DARKSTAR ARMY
220
|
Posted - 2013.08.09 21:29:00 -
[52] - Quote
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? |
Scottie MaCallan
Krusual Covert Operators Minmatar Republic
39
|
Posted - 2013.08.09 23:30:00 -
[53] - Quote
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
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J-Lewis
Edimmu Warfighters Gallente Federation
275
|
Posted - 2013.08.10 08:41:00 -
[54] - 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
|
Posted - 2013.08.10 09:12:00 -
[55] - 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... |
J-Lewis
Edimmu Warfighters Gallente Federation
277
|
Posted - 2013.08.10 15:59:00 -
[56] - 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! |
gargantuise aaron
Sanguine Knights
15
|
Posted - 2013.08.10 16:18:00 -
[57] - Quote
I think the dropsuit command tree should go dropsuit command (should give cpu/pg bonuses) racial variant proficiency (amplifies the inherent abilities that come with the suit) and unlocks ability to use that races armor( light lvl 1, medium. lvl 3 , heavy lvl5) then the then the light medium or heavy skills that unlock std adv and proto gear then the sub division of armor should have its part inline unlocking assault logistics or scout as you normaly would |
Vulcanus Lightbringer
Eyniletti Rangers Minmatar Republic
68
|
Posted - 2013.08.10 17:04:00 -
[58] - Quote
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! |
gargantuise aaron
Sanguine Knights
15
|
Posted - 2013.08.10 17:27:00 -
[59] - Quote
Ccp should definitely read this pick their top 5 for dropsuits, their top 5 for weapons and let us vote on new weapon and dropsuit skill tree |
Scottie MaCallan
Krusual Covert Operators Minmatar Republic
40
|
Posted - 2013.08.10 17:31:00 -
[60] - Quote
J-Lewis wrote:
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.
So much yes here. I mean, the quickest way to get someone to quit a FPS is to pidgeonhole them into a single role. That's why I don't play CoD anymore, higher level play degenerates instantly into a single class, everyone runs the same perks, same guns, same everything. Even if CCP manages to balance all the classes properly, making no single fit the winner in every situation, we will still see this single fit problem in any new players looking to do well and get into the game, the current skill tree penalizes you for wanting to use more than one fit. AND it takes months to get that single fit, I mean, I've been playing since february (not religiously, I will admit, but on a regular basis), and my main has 5.2m SP, in other words, still several million away from my perfect shotgun scout fit. That's a single suit, single weapon, single sidearm fit. I'd need to invest even more to get a scout with several truly different fits. That's a turn off, that encourages people to quit for 6 months and come back later, play until I'm bored of my role, quit for six months, and come back later.
In comparison, we have games like TF2 or BF3. In BF3, I can be combat effective in 4 basic roles within a week or two of playing. Then, I have to dedicate significant chunks of time to specialize that role. But the important thing is, I can go run a support/shotgun class, or go marksman sniper, or go long range sniper, or go AV, or frontline assault, and not perform completely miserably within the first month of playing. It takes many more months to get that perfect, final tier sniper with all the perfect attachments & equipment, but that just makes me specialized, it's not a flat out power creep like DUST's std. To proto level gear power creep. In DUST, a proto shotgun scout is just a standard shotgun scout on steroids.
In TF2, I can be generally combat effective in each of the classes, but I have to dedicate time to specialize in a class. So now I have, say, 5 potential pyro classes, 3 spy classes, 3 demoman classes, and maybe only 1 medic class. So I'm rewarded with more specialized roles of my favorite roles, but can swap roles when one is ineffective, or I get bored of playing. This is what DUST doesn't let you do until you grind up 10m or more SP, which is bull. The fastest way to get someone to quit a FPS is to get them bored, and the fastest way to do that is to force a single role with the amount of SP sinks DUST has right now.
But yea, I think the two trees I liked do a pretty good job of alleviating this problem in DUST, although they are only half the problem (the other half being power creep, and the need to make proto specialized, and slightly more powerful in certain areas, but not the exponential power jump it can be when all proto suits/weapons/mods in a single fit get stacked together). The EVE style suit tree makes frames useful again, and rewards dedication to a role with specialization, not power creep, while your tech tree weapon skill variation encourages the use of more weapons without too dramatically reducing the SP investment, adding variety that can keep players interested and engaged. |
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