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Killar-12
Molon Labe. League of Infamy
449
|
Posted - 2013.08.09 03:21:00 -
[1] - Quote
It isn't a going to bring millions of new players fix but it gives things more in line with in EVE and it does go against Protostomping, But Cat Merc Explained it better so... Here's the more complete Thread. I'd like to see what the General Discussions think of this |
FATPrincess - XOXO
Shining Flame Amarr Empire
421
|
Posted - 2013.08.09 03:26:00 -
[2] - Quote
I don't understand.
-XOXO |
Colonel Killar
The Corporate Raiders
190
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Posted - 2013.08.09 03:55:00 -
[3] - Quote
FATPrincess - XOXO wrote:I don't understand.
-XOXO It's rather Confusing tbh how it's explained Dumbed down version No Proto/Advanced Suits
T1 Minmatar suit= (Current Advanced Basic Medium Frame Minmatar Dropsuit) 3 high slots 2 lows 1 light 1 sidearm 1 equipment 8 total slots
(T2 Offensive Assault) Bounuses 2% per level RoF increase 5% per level Clip Size 4 High Slots 2 low slots 1 Light 1 Sidearm Very High CPU For Damage mods Decent PG No Equipment
(T2 Tanked Assault) Bounuses 2% per level Shield Extender Boost (Minnies Buffer tank) 2% per level Base and Sprint Speed Boost 3 High Slots 2 low slots 1 Light 1 Sidearm 1 Equipment High CPU For Shields Good PGFor Shields
(T2 Engineer Logi) 5% per level boost to RE+Proxy damage and AoE 2% per level buff to Shield Extenders 3 High Slots 1 Low slots 1 Light 3 Equipment
(T2 Medic Logi) 10% chance Per level of picking up a enemy killed by explosives 10% Repair Tool Efficiancy 3 High slots 2 Low Slots 1 Light 2 Equipment slots
(T2 Specialty)(For minmatars something to go between the Scout and Medium) 3% faster Sprint speed per level 3% reduction to PG and CPU for Biotic Modules 2 Highs 3 Lows 1 light 1 Sidearm 1 Equipment |
Royce Kronos
Sand Mercenary Corps Inc. Interstellar Conquest Enterprises
101
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Posted - 2013.08.09 04:14:00 -
[4] - Quote
You kind of have to read gbghg's thread to get the info first.
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Mobius Wyvern
Guardian Solutions
2962
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Posted - 2013.08.09 04:39:00 -
[5] - Quote
Basically, you only have role based suits, no Meta level progression. That way everyone gets the same suit no matter the skill level, but you get more bonuses for that skill based on your skill level.
Meta levels for gear would be kept, in order to support more options in fitting. |
Criteria Shipment
Baynaer Space Command The Ditanian Alliance
51
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Posted - 2013.08.09 04:42:00 -
[6] - Quote
This is starting to sound like DCUO and Team Fortress 2 combined.
No harm of giving the idea a shot. |
Colonel Killar
The Corporate Raiders
191
|
Posted - 2013.08.09 13:59:00 -
[7] - Quote
Royce Kronos wrote:You kind of have to read gbghg's thread to get the info first. ghghg's thread is a little complicated for some people... I like it though. |
Colonel Killar
The Corporate Raiders
191
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Posted - 2013.08.09 14:00:00 -
[8] - Quote
Criteria Shipment wrote:This is starting to sound like DCUO and Team Fortress 2 combined.
No harm of giving the idea a shot. It's also sounding like EVE |
Goric Rumis
Dead Six Initiative Lokun Listamenn
188
|
Posted - 2013.08.09 14:53:00 -
[9] - Quote
I've been thinking about what I'd like to call "minor tiericide," which is keeping the various levels but increasing drawbacks as you increase effectiveness. Assault rifles have more kick, HMG's overheat faster, grenades either have a tighter radius and more damage or a wider radius and less damage. So that, as you invest in higher-tier weapons, they require more actual skill to use well. This would give people the feeling that they're "upgrading," while causing them to have to adjust their play in minor ways to take advantage of the upgrade. It would also be a simple way of providing variety within a skill tree.
You could take a similar approach to dropsuits: for example, the higher tiers are slower than the lower tiers (except the scouts, where speed is the whole point--maybe they can have a higher recharge delay).
Optionally, the negative effects could be mitigated by the operations skill, so that the kick of a proto AR at level 5 is only slightly greater than the kick of the standard AR at level 1, but the standard AR at level 5 feels like butter.
Militia items should remain as an unquestionably lower-level variant of the standard items, because that's their purpose.
In any case, having tiers where everything about the higher-level item is better than the corresponding lower-level item just doesn't feel right. I would prefer trade-offs and variety. |
First Prophet
Valor Company Incorporated
795
|
Posted - 2013.08.09 15:38:00 -
[10] - Quote
Criteria Shipment wrote:This is starting to sound like DCUO and Team Fortress 2 combined.
No harm of giving the idea a shot. Current Dust is actually way more like DCUO. Post tiericide dust would be way less DCUO. |
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Killar-12
Molon Labe. League of Infamy
454
|
Posted - 2013.08.09 15:51:00 -
[11] - Quote
Goric Rumis wrote:I've been thinking about what I'd like to call "minor tiericide," which is keeping the various levels but increasing drawbacks as you increase effectiveness. Assault rifles have more kick, HMG's overheat faster, grenades either have a tighter radius and more damage or a wider radius and less damage. So that, as you invest in higher-tier weapons, they require more actual skill to use well. This would give people the feeling that they're "upgrading," while causing them to have to adjust their play in minor ways to take advantage of the upgrade. It would also be a simple way of providing variety within a skill tree.
You could take a similar approach to dropsuits: for example, the higher tiers are slower than the lower tiers (except the scouts, where speed is the whole point--maybe they can have a higher recharge delay).
Optionally, the negative effects could be mitigated by the operations skill, so that the kick of a proto AR at level 5 is only slightly greater than the kick of the standard AR at level 1, but the standard AR at level 5 feels like butter.
Militia items should remain as an unquestionably lower-level variant of the standard items, because that's their purpose.
In any case, having tiers where everything about the higher-level item is better than the corresponding lower-level item just doesn't feel right. I would prefer trade-offs and variety. I'd say that would rather go full Teiricie rather than that tying to keep everything as simple as possible. |
calisk galern
BurgezzE.T.F
690
|
Posted - 2013.08.09 16:07:00 -
[12] - Quote
I never got the tier system complaint, sure basic suits, are worse then proto suits, but theirs no particular suit in eve that is a guaranteed loss to another suit.
a scout can beat a heavy, a heavy can beat a proto, also suits can beat vehicles etc.
even basic frames can beat proto suits.
the tier system in eve was as such that a basic ship could not beat the next tier of ship, you moved up ad then you got better, but that's n ot how it is in dust.
|
Oso Peresoso
RisingSuns
581
|
Posted - 2013.08.09 16:36:00 -
[13] - Quote
I agree there is a problem with protosuits. THe problem is they give you ungodly amounts of HP. The model is that linear improvements in performance should require exponentially increasing cost. I think too much of the increased performance of protosuits comes by having higher HP. |
gbghg
L.O.T.I.S. RISE of LEGION
3041
|
Posted - 2013.08.09 17:27:00 -
[14] - Quote
Yeah cat merc did a good job of putting my idea into practice, way better than I could have done, it definitely helps you understand my general idea.
As Oso said the main issue is the huge HP advantage proto suits give you, I personally think it's a good thing that the fitting system allows you to do this, it provides variety and means that good fitting choices can throw a spanner in the works, after all who doesn't start cursing when you run into a group of heavies?
Proto suits takes it out of proportion though, we all saw the extreme of this with the whole cal logi fiasco, you had medium frame suits with more HP than heavies running around being effectively invincible. This combined with the TAC AR, a broken weapon that at the Proto level could out DPS an advanced large blaster turret. That's the other issue with proto, as their health advantage increases so must the weapons DPS to things balanced and to stop fights dragging out to ridiculous lengths, that's simple game design.
The biggest issue however is how the two combine, we saw the perfect example with the TAC AR cal logi, a medium frame suit with the highest EHP in the game and the highest infantry DPS as well. That is in effect every single proto suit to the tiers below. If the proto suits only had a EHP or a DPS advantage things would be fine, basic/militia tier players would be able to compete by using the appropriate strategy, the problem is the proto suits combine both advantages leaving basic players with only 2 choices, try to mob him and do as much damage as you can before you die or run away, it makes for crappy gameplay.
Have you not noticed how every single time we have a feedback thread from a new player or a veteran who's made an alt to try out the academy or NPE they have complained about the exact same thing in every single thread, "squads of proto players". I know what your going to say and it's true, squads are a huge force multiplier that has to be taken into account, but imagine what it must be like for a newbie, who comes out of the academy, where it is more or less a level playing field suddenly to find himself facing opponents who can take twice as much damage as them while doing twice as much damage to their opponents. It's a killer, when someone sees that they will have to endure months of being stomped on to reach a level playing field just to do the exact same thing to a new player are you surprised that retention is so low?
And in no way can the ISK cost be argued to be a limiting factor, the asset liquidation we got with uprising gave a lot of people enough to run proto forever effectively. I know of at least 2 people who claimed to have close to a billion ISK, and add on the eventual economy merge and proto suits will become peanuts for people with EVE backing.
The bottom line is something has to change, and the sooner it happens e better. |
Spectral Clone
The Unholy Legion Of DarkStar DARKSTAR ARMY
200
|
Posted - 2013.08.09 17:31:00 -
[15] - Quote
Oso Peresoso wrote:I agree there is a problem with protosuits. THe problem is they give you ungodly amounts of HP. The model is that linear improvements in performance should require exponentially increasing cost. I think too much of the increased performance of protosuits comes by having higher HP.
Hence, the solution to this would be to soft cap the EHP on each type of dropsuit (Light, Medium, Heavy). Posted about this in the suggestions, noone seemed to like the idea. Soft capping the HP would be the mathematical equivalent of linear improvements in HP but exponential cost. |
Catina Mercia
Commando Perkone Caldari State
28
|
Posted - 2013.08.09 17:36:00 -
[16] - Quote
\o/ |
Killar-12
Molon Labe. League of Infamy
458
|
Posted - 2013.08.09 17:37:00 -
[17] - Quote
gbghg wrote:Yeah cat merc did a good job of putting my idea into practice, way better than I could have done, it definitely helps you understand my general idea.
As Oso said the main issue is the huge HP advantage proto suits give you, I personally think it's a good thing that the fitting system allows you to do this, it provides variety and means that good fitting choices can throw a spanner in the works, after all who doesn't start cursing when you run into a group of heavies?
Proto suits takes it out of proportion though, we all saw the extreme of this with the whole cal logi fiasco, you had medium frame suits with more HP than heavies running around being effectively invincible. This combined with the TAC AR, a broken weapon that at the Proto level could out DPS an advanced large blaster turret. That's the other issue with proto, as their health advantage increases so must the weapons DPS to things balanced and to stop fights dragging out to ridiculous lengths, that's simple game design.
The biggest issue however is how the two combine, we saw the perfect example with the TAC AR cal logi, a medium frame suit with the highest EHP in the game and the highest infantry DPS as well. That is in effect every single proto suit to the tiers below. If the proto suits only had a EHP or a DPS advantage things would be fine, basic/militia tier players would be able to compete by using the appropriate strategy, the problem is the proto suits combine both advantages leaving basic players with only 2 choices, try to mob him and do as much damage as you can before you die or run away, it makes for crappy gameplay.
Have you not noticed how every single time we have a feedback thread from a new player or a veteran who's made an alt to try out the academy or NPE they have complained about the exact same thing in every single thread, "squads of proto players". I know what your going to say and it's true, squads are a huge force multiplier that has to be taken into account, but imagine what it must be like for a newbie, who comes out of the academy, where it is more or less a level playing field suddenly to find himself facing opponents who can take twice as much damage as them while doing twice as much damage to their opponents. It's a killer, when someone sees that they will have to endure months of being stomped on to reach a level playing field just to do the exact same thing to a new player are you surprised that retention is so low?
And in no way can the ISK cost be argued to be a limiting factor, the asset liquidation we got with uprising gave a lot of people enough to run proto forever effectively. I know of at least 2 people who claimed to have close to a billion ISK, and add on the eventual economy merge and proto suits will become peanuts for people with EVE backing.
The bottom line is something has to change, and the sooner it happens e better. Thank you +1 |
Mamertine Son
R.E.B.E.L.S
62
|
Posted - 2013.08.09 17:39:00 -
[18] - Quote
To those who say it falls inline with eve, I think also follows the pattern of the popular shooters right now (cod, bf3, you know the rest better than i do).
Gaining skills/experience in those games just offers more stuff, like in bf3 where players gain access to dozens of different guns that are basically the same but gives the illusion of accomplishment and variety.
The way we have it now its like the game is trying to mimic the structure of a standard mmorpg. That is, basic player roles (tank, healer, knight, thief) that get stronger and stronger as it gets upgraded.
Cool idea for what should have bin an mmofps but I don't think its working out. |
ZDub 303
TeamPlayers EoN.
1575
|
Posted - 2013.08.09 17:40:00 -
[19] - Quote
I don't think anything will happen... know why?
Aurum gear.
Its meant to be the primary monetization model in this game, I can't imagine they will ever get rid of tiers. |
Mobius Wyvern
Guardian Solutions
2970
|
Posted - 2013.08.09 17:46:00 -
[20] - Quote
Effectively, just like getting Frigate skill in EVE, as soon as you get level 1 you have access to a wide range of basic Frame suits that all have bonuses to enhance their performance per level of their skill. These different versions of the same suit would have at least a few that mirror all available specialist suits, but with less capability, such that a new player or someone who wants to save ISK can use one of those suits.
The ONLY thing that you get from increasing the level of the suit skill is more bonus to the suit. There are NO higher meta levels of suits.
Specialist suits would be the same as they are now, except that they would have the whole STD->ADV->PRO tier system removed, and it would just be the one suit with a set of bonuses that get better the more levels you have in that skill.
Theoretically, you could just eliminate the STD and ADV tiers and have the suits all sit at the current PRO tier with the new bonus system to provide progression without the excessive power-creep we have right now.
Oh, and all Frame suits should be less expensive than Specialist suits. This way the Frame suits remain a less capable but still usable option for players that want to run more cheap fits to make ISK, for instance.
Meanwhile, the Specialist suits would now receive bonuses both from the Frame suit skill and the Specialist skill. This way you can leave your Frame skill at level 3 to have your Specialist suit, and those who already have them will in fact receive three levels worth of the Frame bonus automatically, but you still have the option of either keeping that |
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gbghg
L.O.T.I.S. RISE of LEGION
3047
|
Posted - 2013.08.09 17:48:00 -
[21] - Quote
ZDub 303 wrote:I don't think anything will happen... know why?
Aurum gear.
Its meant to be the primary monetization model in this game, I can't imagine they will ever get rid of tiers. I came to the same conclusion before I made the original post, but I thought it better to try and fail (be ignored) than to not try at all. And I seriously didn't expect to get anywhere near as much community support as I did, I expected my thread to be invaded by hordes of proto bears decrying my idea. |
Colonel Killar
The Corporate Raiders
191
|
Posted - 2013.08.09 17:50:00 -
[22] - Quote
Come become a raider at least on the alt, corp forums are getting boring, (Shameless Recruiting Plug) |
Colonel Killar
The Corporate Raiders
191
|
Posted - 2013.08.09 17:54:00 -
[23] - Quote
gbghg wrote:ZDub 303 wrote:I don't think anything will happen... know why?
Aurum gear.
Its meant to be the primary monetization model in this game, I can't imagine they will ever get rid of tiers. I came to the same conclusion before I made the original post, but I thought it better to try and fail (be ignored) than to not try at all. And I seriously didn't expect to get anywhere near as much community support as I did, I expected my thread to be invaded by hordes of proto bears decrying my idea. Then make T2 or T1 without Skills cost = Aurum Suits. |
Mobius Wyvern
Guardian Solutions
2972
|
Posted - 2013.08.09 17:54:00 -
[24] - Quote
gbghg wrote:ZDub 303 wrote:I don't think anything will happen... know why?
Aurum gear.
Its meant to be the primary monetization model in this game, I can't imagine they will ever get rid of tiers. I came to the same conclusion before I made the original post, but I thought it better to try and fail (be ignored) than to not try at all. And I seriously didn't expect to get anywhere near as much community support as I did, I expected my thread to be invaded by hordes of proto bears decrying my idea. Your point being?
They already have AURUM suits at the Prototype level, and like I said in my post, you can just remove the lower tiers and use the bonuses to provide progression.
If you had to, you could knock the MAG suits back to the Frame suit that has matching bonuses. |
Operative 1171 Aajli
Bragian Order Amarr Empire
113
|
Posted - 2013.08.09 17:58:00 -
[25] - Quote
I'd like to simplify things down to a militia suit, standard suit and proto suit. No basic vs. role based.
A militia suit would be the present basic suit but you can only use it with the prefitted gear and it is as good with modules as a proto suit would be only it is well rounded on offense/defense.
A standard suit would be a non role bonus suit but have the slots of the proto.
A proto would have the role bonus and the slots.
All suits would have 3 high/3 low slot config. You can spec it however you like.
It wouldn't cost that much to get up to proto suit. It's already a grind to get the mods and that is what really matters.
Make it about the mods and weapons and not the suits CCP! |
gbghg
L.O.T.I.S. RISE of LEGION
3048
|
Posted - 2013.08.09 17:59:00 -
[26] - Quote
Mobius Wyvern wrote:gbghg wrote:ZDub 303 wrote:I don't think anything will happen... know why?
Aurum gear.
Its meant to be the primary monetization model in this game, I can't imagine they will ever get rid of tiers. I came to the same conclusion before I made the original post, but I thought it better to try and fail (be ignored) than to not try at all. And I seriously didn't expect to get anywhere near as much community support as I did, I expected my thread to be invaded by hordes of proto bears decrying my idea. Your point being? They already have AURUM suits at the Prototype level, and like I said in my post, you can just remove the lower tiers and use the bonuses to provide progression. If you had to, you could knock the MAG suits back to the Frame suit that has matching bonuses. Frankly I'm not overly fussed about my idea being implemented word for word so to speak, something like your idea which eliminates the power creep and ridiculous artificial limit between tiers would be good. |
Catina Mercia
Commando Perkone Caldari State
30
|
Posted - 2013.08.09 18:15:00 -
[27] - Quote
Operative 1171 Aajli wrote:I'd like to simplify things down to a militia suit, standard suit and proto suit. No basic vs. role based.
A militia suit would be the present basic suit but you can only use it with the prefitted gear and it is as good with modules as a proto suit would be only it is well rounded on offense/defense.
A standard suit would be a non role bonus suit but have the slots of the proto.
A proto would have the role bonus and the slots.
All suits would have 3 high/3 low slot config. You can spec it however you like.
It wouldn't cost that much to get up to proto suit. It's already a grind to get the mods and that is what really matters.
Make it about the mods and weapons and not the suits CCP! Why shouldn't suits matter? |
Colonel Killar
The Corporate Raiders
191
|
Posted - 2013.08.09 18:40:00 -
[28] - Quote
gbghg wrote:Mobius Wyvern wrote:gbghg wrote:ZDub 303 wrote:I don't think anything will happen... know why?
Aurum gear.
Its meant to be the primary monetization model in this game, I can't imagine they will ever get rid of tiers. I came to the same conclusion before I made the original post, but I thought it better to try and fail (be ignored) than to not try at all. And I seriously didn't expect to get anywhere near as much community support as I did, I expected my thread to be invaded by hordes of proto bears decrying my idea. Your point being? They already have AURUM suits at the Prototype level, and like I said in my post, you can just remove the lower tiers and use the bonuses to provide progression. If you had to, you could knock the MAG suits back to the Frame suit that has matching bonuses. Frankly I'm not overly fussed about my idea being implemented word for word so to speak, something like your idea which eliminates the power creep and ridiculous artificial limit between tiers would be good. Power Creep? |
Mobius Wyvern
Guardian Solutions
2974
|
Posted - 2013.08.09 19:18:00 -
[29] - Quote
Colonel Killar wrote:gbghg wrote:Mobius Wyvern wrote:gbghg wrote:ZDub 303 wrote:I don't think anything will happen... know why?
Aurum gear.
Its meant to be the primary monetization model in this game, I can't imagine they will ever get rid of tiers. I came to the same conclusion before I made the original post, but I thought it better to try and fail (be ignored) than to not try at all. And I seriously didn't expect to get anywhere near as much community support as I did, I expected my thread to be invaded by hordes of proto bears decrying my idea. Your point being? They already have AURUM suits at the Prototype level, and like I said in my post, you can just remove the lower tiers and use the bonuses to provide progression. If you had to, you could knock the MAG suits back to the Frame suit that has matching bonuses. Frankly I'm not overly fussed about my idea being implemented word for word so to speak, something like your idea which eliminates the power creep and ridiculous artificial limit between tiers would be good. Power Creep? Any gear lower than the highest level is just a stepping stone to get to that level.
Basically means that anything lower than Proto isn't worth using unless you need more ISK, and the Frame suits are useless period. |
Killar-12
Molon Labe. League of Infamy
459
|
Posted - 2013.08.09 19:23:00 -
[30] - Quote
Mobius Wyvern wrote:
Basically means that anything lower than Proto isn't worth using unless you need more ISK, and the Frame suits are useless period.
Okay |
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