PlanetSide Universe - View Single Post - Meaningful Customization & Balance via Tradeoff Decisions
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Old 2011-08-03, 03:25 AM   [Ignore Me] #19
exLupo
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Re: Meaningful Customization & Balance via Tradeoff Decisions


Originally Posted by Malorn View Post
EVE Online shows how time-based power progression turns out - with many alts and a lot of missed opportunities from players who wanted to feel competitive but know they can't possibly catch up to vets with many years of skill points. They're effectivley operating at a handicap which they can never overcome. This is bad.
While not being able to ever "catch up" is bad, this is an example of a very common misconception of EVE's skill system. It's not hard at all for a new player to catch up in one particular area. If your goal is T1 Battleships with T2 guns and 4s and 5s in support skills, you can get there. Don't deviate and dabble, just stick to your plan. Can your vet buddy also fly a covert ops boat, produce T2 missiles and run a 1000 man corporation? Sure. Does any of this matter when you're smashing your ships together? Not at all.

Age in EVE equates very early on to power but that plateaus quickly. Eventually all age really means is role versatility. An old PS2 player could be able to grunt and pilot and infiltrate and drive a tank and... None of that matters when it's him versus a relatively new player in a stand up rexo/ha/med/engi* brawl. Will role versatility matter in the overall scheme of things? Of course. Does it matter when that relative, aggregate 20% is nullified? Again, not at all.

As an EVE player without any alts, the only place I feel like I'm missing out -is- alts and only then because I can't perform two independent actions at once. I don't like the game enough to pay for it 2x per month or grid enough cash to pay for it in game. I've never felt like my combat skills lagging behind my peers except when I choose to put points into Mining Drone Frigate 5 or max out my Astrometrics. I'm choosing versatility before power and even then I still catch up with them when they get their 4s and 5s and move on to logistics boats or command skills that I don't need.

I have no doubt that PS2 will forever suffer from the same fundamental "I'll never be able to play now that the game has been out for X." misunderstanding. Hopefully, like EVE, this won't be the reality.

*Skill stacking example for PS2 relative to EVE's T2 gunned T1 boat with viable support skills (armor, hull, shield, nav, cap, etc.)
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Last edited by exLupo; 2011-08-03 at 03:28 AM.
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