
Catherine Laartii
Crimson Serpent Syndicate Heiian Conglomerate
548
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Posted - 2015.07.03 18:52:15 -
[1] - Quote
CCP Rise wrote:
Q: 'Starting skills are a huge barrier, can we give a lot more to new players' A: Yes. But this is not a simple change. You guys seem fairly agreed that the small amount of starting skills, combined with a high amount of 'must have' support and requirement skills, leads to some really icky barriers to participation for new players. We are inclined to agree and we are in the process of laying out a plan to address the problem. Nothing is set in stone yet but it seems likely that we will try and move new players towards starting with significantly more SP. Maybe between 1 and 2 million. It also seems likely that we will probably avoid any major skill reworks or skill removals. As this plan solidifies you will hear more from us.
Around 2 million would be ideal, and the tutorial should be refocused on training pilots on the skills they already HAVE, not say, 'here's a skillbook; wait a half hour for this to train up before you can use this thing we're giving you and talking about'.
New players should be able to have the following to start out with: -fit afterburner and microwarp drive
-fit rigs
-fit salvagers
-fit tackle modules
-have relevant capacitor skills to 3
-have relevant primary sensor and targeting skills to 3
-have their native race's tanking (armor or shield) skills to 3, including active tanking skills
-have their races native frigate class ships trained to 3
-have astrometric skills to 3 and secondary skills to 2
-have primary resource processsing and industry skills to 3, and secondary skills to 2
-have mining frigate 1 trained
-have basic navigation skills to 3 and secondary skills to 2
-be able to use weapon upgrades effectively and include them in the combat and advanced combat sections of the tutorial
-have their native race's weapon system and secondary skills (gunnery, drones, missiles, etc) trained to 3. Pilots should be able to start out with both type of their race's weapon systems trained (ex. caldari pilots can use hybrids and missiles day 1)
That about covers it. Obviously secondary skills that require a lvl 5 or 4 skill prereq would not be trained day one; giving pilots the necessary amount of SP to be spaceworthy on day one is important, since it gives them a solid foundation to figure out where to specialize after they've run the tutorials and decide what they want to start out doing in the game. |