Forums | Chat | News | Contact Us | Register | PSU Social |
PSU: ACE? No HART for you silly MAX, LOL! GG, no RM, TTYL!
Forums | Chat | News | Contact Us | Register | PSU Social |
Home | Forum | Chat | Wiki | Social | AGN | PS2 Stats |
|
|
Thread Tools | Search this Thread | Display Modes |
|
2011-08-02, 07:45 PM | [Ignore Me] #1 | |||
Contributor PlanetSide 2
Game Designer |
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. When everyone has everything we get the behavior we are seeing in PS now where cert points become meaningless. There is no specialization, there is only the universal soldier. Even with classes you will still see a lack of specialization as every player has access to the same things at hte same time as every other player. Therefore your "customization" only goes as far as what class you choose to play. I do not believe that is what they are going for when they want a rich customization model. You say my interpretation is not the only one, yet you have not provided counter-examples and reasons where my logic is flawed. Please provide these. I also don't need to wait to see what will happen. Like the mathematical concept of limits, I don't need to actually count to infinity to see what value it is approaching. For low values of t differentiation is possible with a pure time-based power progression, but as t -> infinity, all players will have the same set of skills. Thus purely skill-based differentiation fails because as time goes on differentiation and specialization decreases. The trend with a time based system is that player skill trees converge. This convergence is bad. You actually want the opposite with divergence so the possibilities and specializations available among the playerbase increase over time, not converge. If options increase with t but total active options stays constant, then you have the opposite effect. Differentiation increases over time and specialization becomes more refined and meaningful. What I understand of the current system is the former. What I am proposing is the latter. I dont' need to wait 6 years to see that the first system fails to achieve customization. And I agree on personal taste in FPS games. I like that. I want that. I want a world where specialization is meaningful and valuable thoughout the lifetime of PS. Thus, this thread. Last edited by Malorn; 2011-08-02 at 07:47 PM. |
|||
|
2011-08-02, 08:49 PM | [Ignore Me] #2 | ||
Private
|
For the most part I concur with Malorn.
Any power gain traits should be designed with express purpose of giving a player a way to build a character to fit a role that aligns with their favored play style with respect still for general balance of gameplay. I am confident that the devs are aware of the importance of the game balance and will strive ensure it while providing an in depth experience, whatever your flavor. |
||
|
2011-08-03, 01:33 AM | [Ignore Me] #3 | ||
Brigadier General
|
Dude, if it's too early to freak out about what these type of balance issues will look like at launch, then it is waaaayyyy too early to worry about what it will look like in 5-6 years.
|
||
|
2011-08-03, 03:25 AM | [Ignore Me] #4 | ||||
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.)
__________________
And that was that. Last edited by exLupo; 2011-08-03 at 03:28 AM. |
|||||
|
2011-08-03, 03:42 AM | [Ignore Me] #5 | ||||
Colonel
|
The original eve, when there was no t2, no level 5 prereqs, was pretty nice and didn't offer vets a giant advantage over newbs. A few weeks training got you to level 4 in most things, where you were 80 or 90% as capable as a dedicated vet.
I don't see a need for my character to be different than your character, because I'll play different, and if the classes and vehicles are properly balanced, there will be a good representation of everything on the field, because everything is useful. Just like the 9 classes of TF2 are commonly used, but seldom by any one person. If you want to be a special snowflake then practice hard and get good at what you love doing. Its largely pointless though. Higdog said, not sure where the quote is, that you can spend more than a year speccing out a single class/vehicle. So. Unless you plan to be playing for 20 or 30 years, and they add nothing new in that time, it shouldn't be an issue. And if you do play for that long.. You earned it imo. Last edited by CutterJohn; 2011-08-03 at 03:47 AM. |
||||
|
2011-08-03, 07:56 PM | [Ignore Me] #6 | ||
Brigadier General
|
Thanks for taking the time to clarify your point of view to me. I don't think there is anything in what you just wrote that I would disagree with. I'm sorry for mistaking your kinda long posts for panic instead of just thorough explanations which is what they are. It's our job to provide feedback like you've been doing, and it's the devs' job to digest that feedback and weigh it accordingly. I'm with you in that I hope PS2 turns out to be the amazing game we've been waiting for.
|
||
|
2011-08-04, 07:25 PM | [Ignore Me] #7 | ||
Contributor PlanetSide 2
Game Designer |
One thing occurred to me that this entire thing I'm rambling about could boil down to an enhancement of the Implant system.
Instead of 3 slots for activated abilities you could have something like... 3 slots for activated abilities 4 slots for passive combat augments 3 slots passive non-combat augments (quality of life stuff) It ends up being similar to the WoW Glyph model or an EVE ship. High slots, medium slots, low slots, etc. The cert tree could unlock all the different options but you get to augment your base soldier with a ton of different options. And since you have to make choices the bonuses are meaningful and don't converge over time. I suppose that's a simpler way to look at it. |
||
|
2011-08-04, 11:27 AM | [Ignore Me] #8 | ||
Colonel
|
If its just about permanent upgrades that are not tied to any piece of equipment, and are just a few %, then I see no issue leaving them always on. A few percent in an fps only has meaning on paper.
I would not like stronger bonuses that you must pick between, because I don't like character differentiation like that. You should get good at a role because you play it a lot and are good at it, not pick a role to be good at so you can play it. |
||
|
2011-08-04, 11:34 AM | [Ignore Me] #9 | ||||
Contributor PlanetSide 2
Game Designer |
I did a quick edit of my previous post while you were posting this (its labeled at the end).
I don't think power progression is necessary. I also dont' think it's bad for the game unless it is applied across-the-board through time-based unlocks, rather than by explicit customization decisions a player makes and has tradeoffs with. That's the context of the thread. |
||||
|
2011-08-05, 03:22 PM | [Ignore Me] #10 | ||
Sergeant
|
I would prefer a system that has very little or no convergence. I think PS2 could benefit from a system that promotes "roles" and not "Super Soldiers." Specialized Soldiers or Load outs, similar to what Malorn mentioned above is a good system. LoL uses a system similar to this as well, very high customization and easily switched depending on play style or load out.
|
||
|
2011-08-07, 04:44 PM | [Ignore Me] #11 | |||
Sergeant Major
|
Here was my proposed system:
|
|||
|
|
Bookmarks |
|
|