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Killar-12
The Corporate Raiders
497
|
Posted - 2013.08.12 14:24:00 -
[61] - Quote
Vyzion Eyri wrote:Patrick57 wrote: AHEM Isn't better gear SUPPOSED to be better? You really cannot expect people to be satisfied if EVERYONE has the SAME GEAR. There is no fun to be had with a system like that. That is when this game becomes the equivalent to Call of Duty. I've seen teams run standard gear and beat unorganized randoms with Proto gear. Unlocking "more for less" really doesn't give us an objective. That's like taking the easy way out.If you want some system where you can unlock the best gear that really isn't the best because it's all the same, then go right ahead. But there will be no challenge if you choose to do so. Alot of the fun included with this game is that it poses a challenge. Killing Proto Veterans with Militia gear is very satisfying. Now where does that satisfaction go when the Vets are now using the same stuff as the rest of us?
Don't you ever try compare what we're considering here with Call of Duty. Right now, "better gear is better". Advanced is better than militia. Prototype is better than advanced. Therefore: A prototype dropsuit tanks longer, fits more and kills more than an advanced suit. It does EVERYTHING the advanced suit does, AND MORE! Our system proposes that some dropsuits are better at SOME things, but weaker than others. A scout dropsuit with a speed bonus (Dropsuit A) is good at hacking points before the enemy gets there, and getting out before the enemy gets there. A scout dropsuit with a scan profile reduction bonus (Dropsuit B) is better at getting behind enemy lines and causing chaos. Dropsuit A is better at one thing, Dropsuit B is better at something else. One's strength is another one's weakness. Another example. Dropsuit C has an assault rifle damage bonus, Dropsuit D has an assault rifle reload bonus. Playstyles alter slightly across C and D, but there's still a difference. Dropsuit D suits the close range sprayers, dropsuit C suits the medium range precision masters. In close range, dropsuit D outperforms C, but at medium range, C outperforms D. Apply this to almost every statistic that can be changed on dropsuits, and we have DOZENS of variants. You want a challenge? This system will bring you a challenge far greater than what we are presented with now. Right now, it's just countering or joining the FotM. With tiercide, it is almost a guarantee that every player in a match will be running a different dropsuit, with different modules, and totally different setups. Trying to figure out how to counter that is FAR more challenging than killing a prototype veteran in militia gear. You want something to strive for? Right now, all you can 'strive for' is better gear. With tiercide, you can strive to be the best hacker with a mean shotgun to stop counter-hackers. With tiercide, you can be a logistics player who has an incredibly powerful repair tool. With tiercide you can strive to be that assault that uses the sidearm to engage a fight because you have a huge damage bonus on it, and once you lose the element of surprise you can switch to finish off the enemy with your main hand. Specialisation becomes meaningful, instead of shallow. ZDub 303 wrote:What about aurum gear? How will CCP monetize when there is no need for aurum gear and bonuses aren't enough of a motivation to buy boosters?
This isn't a free game after all. Aurum to purchase colourful dropsuits. Dropsuit/vehicle paint. Purchasing Aurum can put a little gold symbol over your mercenary picture so in the future EVE contractors know you're willing to pay to win. (lol) Permanent, aesthetic customisation. Furthermore, boosters won't lose much of their appeal. If they're still offered, people will still purchase them. It will still take hundreds of millions of SP to get every skill. It will still take 10-15m to fully specialise in a single role. Except now that single role is even smaller than a single role today. Initially SP isn't as important, but after specialising into one role it starts adding up. And even if things are easier to unlock, people aren't going to go straight into unlocking everything. Items will still be purchased in Aurum to try out. Also, Aurum saves ISK. ISK is going to become more important eventually, as CCP slowly implements player installations, more assets we can own, ways to customise or even leave our quarters, PvE, player-owned MCCs, more things a corporation can spend its money on. Players will essentially pay money for their gear so they don't have to spend ISK, since ISK is (will become) so important for a mercenary.
Eventually, ISK will become more important. |
Killar-12
The Corporate Raiders
497
|
Posted - 2013.08.12 15:10:00 -
[62] - Quote
gbghg wrote:Mobius Wyvern wrote:Also, again, the idea is to have SUITS have no tiers, not weapons.
In this one case, we want to use EVE Online as a model. The ships are all useful on their own now, rather than you just using some as stepping stones to get to others and then never touching them again.
However, meta levels for gear are essential to the fitting mechanic. If all we had was PRO equivalent gear, trying to be a top-level Logistics player would be impossible because you'd run out of fitting.
With meta levels on modules and weapons, you could fit Complex equipment and modules while using STD level weapons to free up more CPU and PG. Listen to mobius, he knows what he's talking about.
He does |
Killar-12
The Corporate Raiders
503
|
Posted - 2013.08.12 22:24:00 -
[63] - Quote
Mobius Wyvern wrote:Also, again, the idea is to have SUITS have no tiers, not weapons.
In this one case, we want to use EVE Online as a model. The ships are all useful on their own now, rather than you just using some as stepping stones to get to others and then never touching them again.
However, meta levels for gear are essential to the fitting mechanic. If all we had was PRO equivalent gear, trying to be a top-level Logistics player would be impossible because you'd run out of fitting.
With meta levels on modules and weapons, you could fit Complex equipment and modules while using STD level weapons to free up more CPU and PG. So... we'd have to choose to either be a Logi OR Assault? these Assault Logis will QQ. |
Vyzion Eyri
The Southern Legion
1163
|
Posted - 2013.08.12 22:33:00 -
[64] - Quote
Altina McAlterson wrote: I gotta go back and read it all again because I have no idea what you're talking about. Nothing against what you're saying or how you said it. I just don't understand it and I think I was envisioning something completely different than what you guys are talking about.
My bad. I might not have answered your question directly.
You were wondering whether or not CPU/PG skills would change so that there's more of a bonus per level, but less base CPU/PG on suits to compensate.
In an answer to that, I basically said it was a balancing issue that had nothing to do with tiercide.
If the skills/base values have to change, that will happen AFTER tiercide, and after we see how all the modules and dropsuits fit together, and whether or not the CPU/PG skills are giving too much/too little of a bonus.
|
gbghg
L.O.T.I.S.
3104
|
Posted - 2013.08.13 01:49:00 -
[65] - Quote
Killar-12 wrote:Mobius Wyvern wrote:Also, again, the idea is to have SUITS have no tiers, not weapons.
In this one case, we want to use EVE Online as a model. The ships are all useful on their own now, rather than you just using some as stepping stones to get to others and then never touching them again.
However, meta levels for gear are essential to the fitting mechanic. If all we had was PRO equivalent gear, trying to be a top-level Logistics player would be impossible because you'd run out of fitting.
With meta levels on modules and weapons, you could fit Complex equipment and modules while using STD level weapons to free up more CPU and PG. So... we'd have to choose to either be a Logi OR Assault? these Assault Logis will QQ. Basically, it should still be possible to make an assault logi but we'd have to see them sacrifice a bit of the logi to gain the assault, in other words pick a single role to do well or two roles to be mediocre in. |
Justin Tymes
Dem Durrty Boyz
304
|
Posted - 2013.08.13 01:52:00 -
[66] - Quote
Killar-12 wrote:Vyzion Eyri wrote:Patrick57 wrote: AHEM Isn't better gear SUPPOSED to be better? You really cannot expect people to be satisfied if EVERYONE has the SAME GEAR. There is no fun to be had with a system like that. That is when this game becomes the equivalent to Call of Duty. I've seen teams run standard gear and beat unorganized randoms with Proto gear. Unlocking "more for less" really doesn't give us an objective. That's like taking the easy way out.If you want some system where you can unlock the best gear that really isn't the best because it's all the same, then go right ahead. But there will be no challenge if you choose to do so. Alot of the fun included with this game is that it poses a challenge. Killing Proto Veterans with Militia gear is very satisfying. Now where does that satisfaction go when the Vets are now using the same stuff as the rest of us?
Don't you ever try compare what we're considering here with Call of Duty. Right now, "better gear is better". Advanced is better than militia. Prototype is better than advanced. Therefore: A prototype dropsuit tanks longer, fits more and kills more than an advanced suit. It does EVERYTHING the advanced suit does, AND MORE! Our system proposes that some dropsuits are better at SOME things, but weaker than others. A scout dropsuit with a speed bonus (Dropsuit A) is good at hacking points before the enemy gets there, and getting out before the enemy gets there. A scout dropsuit with a scan profile reduction bonus (Dropsuit B) is better at getting behind enemy lines and causing chaos. Dropsuit A is better at one thing, Dropsuit B is better at something else. One's strength is another one's weakness. Another example. Dropsuit C has an assault rifle damage bonus, Dropsuit D has an assault rifle reload bonus. Playstyles alter slightly across C and D, but there's still a difference. Dropsuit D suits the close range sprayers, dropsuit C suits the medium range precision masters. In close range, dropsuit D outperforms C, but at medium range, C outperforms D. Apply this to almost every statistic that can be changed on dropsuits, and we have DOZENS of variants. You want a challenge? This system will bring you a challenge far greater than what we are presented with now. Right now, it's just countering or joining the FotM. With tiercide, it is almost a guarantee that every player in a match will be running a different dropsuit, with different modules, and totally different setups. Trying to figure out how to counter that is FAR more challenging than killing a prototype veteran in militia gear. You want something to strive for? Right now, all you can 'strive for' is better gear. With tiercide, you can strive to be the best hacker with a mean shotgun to stop counter-hackers. With tiercide, you can be a logistics player who has an incredibly powerful repair tool. With tiercide you can strive to be that assault that uses the sidearm to engage a fight because you have a huge damage bonus on it, and once you lose the element of surprise you can switch to finish off the enemy with your main hand. Specialisation becomes meaningful, instead of shallow. ZDub 303 wrote:What about aurum gear? How will CCP monetize when there is no need for aurum gear and bonuses aren't enough of a motivation to buy boosters?
This isn't a free game after all. Aurum to purchase colourful dropsuits. Dropsuit/vehicle paint. Purchasing Aurum can put a little gold symbol over your mercenary picture so in the future EVE contractors know you're willing to pay to win. (lol) Permanent, aesthetic customisation. Furthermore, boosters won't lose much of their appeal. If they're still offered, people will still purchase them. It will still take hundreds of millions of SP to get every skill. It will still take 10-15m to fully specialise in a single role. Except now that single role is even smaller than a single role today. Initially SP isn't as important, but after specialising into one role it starts adding up. And even if things are easier to unlock, people aren't going to go straight into unlocking everything. Items will still be purchased in Aurum to try out. Also, Aurum saves ISK. ISK is going to become more important eventually, as CCP slowly implements player installations, more assets we can own, ways to customise or even leave our quarters, PvE, player-owned MCCs, more things a corporation can spend its money on. Players will essentially pay money for their gear so they don't have to spend ISK, since ISK is (will become) so important for a mercenary. Eventually, ISK will become more important.
For what? I currently have 200k+, I'm sure alot of people have more. |
Killar-12
The Corporate Raiders
508
|
Posted - 2013.08.13 02:09:00 -
[67] - Quote
Justin Tymes wrote:Killar-12 wrote:Vyzion Eyri wrote:Patrick57 wrote: AHEM Isn't better gear SUPPOSED to be better? You really cannot expect people to be satisfied if EVERYONE has the SAME GEAR. There is no fun to be had with a system like that. That is when this game becomes the equivalent to Call of Duty. I've seen teams run standard gear and beat unorganized randoms with Proto gear. Unlocking "more for less" really doesn't give us an objective. That's like taking the easy way out.If you want some system where you can unlock the best gear that really isn't the best because it's all the same, then go right ahead. But there will be no challenge if you choose to do so. Alot of the fun included with this game is that it poses a challenge. Killing Proto Veterans with Militia gear is very satisfying. Now where does that satisfaction go when the Vets are now using the same stuff as the rest of us?
Don't you ever try compare what we're considering here with Call of Duty. Right now, "better gear is better". Advanced is better than militia. Prototype is better than advanced. Therefore: A prototype dropsuit tanks longer, fits more and kills more than an advanced suit. It does EVERYTHING the advanced suit does, AND MORE! Our system proposes that some dropsuits are better at SOME things, but weaker than others. A scout dropsuit with a speed bonus (Dropsuit A) is good at hacking points before the enemy gets there, and getting out before the enemy gets there. A scout dropsuit with a scan profile reduction bonus (Dropsuit B) is better at getting behind enemy lines and causing chaos. Dropsuit A is better at one thing, Dropsuit B is better at something else. One's strength is another one's weakness. Another example. Dropsuit C has an assault rifle damage bonus, Dropsuit D has an assault rifle reload bonus. Playstyles alter slightly across C and D, but there's still a difference. Dropsuit D suits the close range sprayers, dropsuit C suits the medium range precision masters. In close range, dropsuit D outperforms C, but at medium range, C outperforms D. Apply this to almost every statistic that can be changed on dropsuits, and we have DOZENS of variants. You want a challenge? This system will bring you a challenge far greater than what we are presented with now. Right now, it's just countering or joining the FotM. With tiercide, it is almost a guarantee that every player in a match will be running a different dropsuit, with different modules, and totally different setups. Trying to figure out how to counter that is FAR more challenging than killing a prototype veteran in militia gear. You want something to strive for? Right now, all you can 'strive for' is better gear. With tiercide, you can strive to be the best hacker with a mean shotgun to stop counter-hackers. With tiercide, you can be a logistics player who has an incredibly powerful repair tool. With tiercide you can strive to be that assault that uses the sidearm to engage a fight because you have a huge damage bonus on it, and once you lose the element of surprise you can switch to finish off the enemy with your main hand. Specialisation becomes meaningful, instead of shallow. ZDub 303 wrote:What about aurum gear? How will CCP monetize when there is no need for aurum gear and bonuses aren't enough of a motivation to buy boosters?
This isn't a free game after all. Aurum to purchase colourful dropsuits. Dropsuit/vehicle paint. Purchasing Aurum can put a little gold symbol over your mercenary picture so in the future EVE contractors know you're willing to pay to win. (lol) Permanent, aesthetic customisation. Furthermore, boosters won't lose much of their appeal. If they're still offered, people will still purchase them. It will still take hundreds of millions of SP to get every skill. It will still take 10-15m to fully specialise in a single role. Except now that single role is even smaller than a single role today. Initially SP isn't as important, but after specialising into one role it starts adding up. And even if things are easier to unlock, people aren't going to go straight into unlocking everything. Items will still be purchased in Aurum to try out. Also, Aurum saves ISK. ISK is going to become more important eventually, as CCP slowly implements player installations, more assets we can own, ways to customise or even leave our quarters, PvE, player-owned MCCs, more things a corporation can spend its money on. Players will essentially pay money for their gear so they don't have to spend ISK, since ISK is (will become) so important for a mercenary. Eventually, ISK will become more important. For what? I currently have 200k+, I'm sure alot of people have more. 1 million is chump change 1billion about $30 |
Zero Notion
Red Star Jr. EoN.
193
|
Posted - 2013.08.13 16:55:00 -
[68] - Quote
I'm pretty okay with this but I think there should be a heavier investment of SP required for weapons and passive.
I'm still looking over the thread but I would love to see a level of customization that allows for the ability to switch out slots; gain an equipment slot in exchange for losing your side-arm. Gain an extra high at the cost of two lows. Something similar of that nature - of course, this level of customization to a base suit or any suit should cost a reasonable X amount of SP. I could build my own unique suits with their own bonuses/attributes. I would spend so many SPs to be able to do this. |
low genius
the sound of freedom Renegade Alliance
285
|
Posted - 2013.08.13 16:59:00 -
[69] - Quote
every thread like this is totally confused about what tiericide was in eve. it's sad, really. |
Takahiro Kashuken
Red Star. EoN.
832
|
Posted - 2013.08.13 17:26:00 -
[70] - Quote
Aka dumbing the game down |
|
gbghg
L.O.T.I.S.
3113
|
Posted - 2013.08.13 17:33:00 -
[71] - Quote
Takahiro Kashuken wrote:Aka dumbing the game down Aka making the fitting system more complicated https://forums.dust514.com/default.aspx?g=posts&t=97244 |
Monty Mole Clone
Shiv M
40
|
Posted - 2013.08.13 17:34:00 -
[72] - Quote
low genius wrote:every thread like this is totally confused about what tiericide was in eve. it's sad, really.
if anybody is confused what this thread is on about take 10 minutes of your life and go and check out the 4 eve races, cruiser size class of ships.
then look at the choice we get in dust for medium frames, i know its still early doors but its night and day in terms of variety |
gbghg
L.O.T.I.S.
3113
|
Posted - 2013.08.13 17:35:00 -
[73] - Quote
Monty Mole Clone wrote:low genius wrote:every thread like this is totally confused about what tiericide was in eve. it's sad, really. if anybody is confused what this thread is on about take 10 minutes of your life and go and check out the 4 eve races, cruiser size class of ships. then look at the choice we get in dust for medium frames, i know its still early doors but its night and day in terms of variety I think you might want to change that. |
Monty Mole Clone
Shiv M
40
|
Posted - 2013.08.13 17:41:00 -
[74] - Quote
gbghg wrote:Monty Mole Clone wrote:low genius wrote:every thread like this is totally confused about what tiericide was in eve. it's sad, really. if anybody is confused what this thread is on about take 10 minutes of your life and go and check out the 4 eve races, cruiser size class of ships. then look at the choice we get in dust for medium frames, i know its still early doors but its night and day in terms of variety I think you might want to change that.
why? there is no best ship in say the amarr cruiser line up because they all can do something different, granted there is more pre req skills in eve |
Takahiro Kashuken
Red Star. EoN.
832
|
Posted - 2013.08.13 17:49:00 -
[75] - Quote
No it wouldnt
Lees suits = less choice
Everyone uses a standard FOTM fit |
gbghg
L.O.T.I.S.
3113
|
Posted - 2013.08.13 18:00:00 -
[76] - Quote
Monty Mole Clone wrote:gbghg wrote:Monty Mole Clone wrote:low genius wrote:every thread like this is totally confused about what tiericide was in eve. it's sad, really. if anybody is confused what this thread is on about take 10 minutes of your life and go and check out the 4 eve races, cruiser size class of ships. then look at the choice we get in dust for medium frames, i know its still early doors but its night and day in terms of variety I think you might want to change that. why? there is no best ship in say the amarr cruiser line up because they all can do something different, granted there is more pre req skills in eve I meant the bolded bit, reread what you posted. |
gbghg
L.O.T.I.S.
3113
|
Posted - 2013.08.13 18:04:00 -
[77] - Quote
Takahiro Kashuken wrote:No it wouldnt Lees suits = less choice Everyone uses a standard FOTM fit Did you even read the link I gave you? Tiercide would mean more suits and choices, not less. |
Takahiro Kashuken
Red Star. EoN.
833
|
Posted - 2013.08.13 18:13:00 -
[78] - Quote
gbghg wrote:Takahiro Kashuken wrote:No it wouldnt Lees suits = less choice Everyone uses a standard FOTM fit Did you even read the link I gave you? Tiercide would mean more suits and choices, not less.
Less choices, no one would use basic/adv
Proto all day everyday on the same suit, we lose basic/adv and FOTM fits pop up while half the suits wont be used |
gbghg
L.O.T.I.S.
3113
|
Posted - 2013.08.13 18:23:00 -
[79] - Quote
Takahiro Kashuken wrote:gbghg wrote:Takahiro Kashuken wrote:No it wouldnt Lees suits = less choice Everyone uses a standard FOTM fit Did you even read the link I gave you? Tiercide would mean more suits and choices, not less. Less choices, no one would use basic/adv Proto all day everyday on the same suit, we lose basic/adv and FOTM fits pop up while half the suits wont be used Okay, have you even read any of the tiercide threads? I have a list of every tiercide thread I know of in the council chamber thread, go and read them. The basic point of tiercide is that there would be no "proto", "ADV", or "standard", we would have basic and specialised. The basic suits can be fit to pull off any role, the specialised suits can pull off one role better, this promotes fitting choices and proper suit usage, rather than using one suit for everything you will use a different suit for a different role.
If you want to be the tank in your squad, eg the guy in front who soaks up the damage, you use a suit with a bonus to EHP module effectiveness, if you want to a logi you use a suit that carries more equipment slots and a bonus to equipment uses. If you want to do the most DPS possible you use a suit with a bonus to damage mods etc etc, you get the picture, I have no idea how you got the idea that tiercide would dumb the game down, it's the complete opposite. |
Monty Mole Clone
Shiv M
40
|
Posted - 2013.08.13 18:24:00 -
[80] - Quote
Takahiro Kashuken wrote:gbghg wrote:Takahiro Kashuken wrote:No it wouldnt Lees suits = less choice Everyone uses a standard FOTM fit Did you even read the link I gave you? Tiercide would mean more suits and choices, not less. Less choices, no one would use basic/adv Proto all day everyday on the same suit, we lose basic/adv and FOTM fits pop up while half the suits wont be used
if dust followed the way eve does it, the basic proto amarr heavy plus the the current proto sentinel and commando would be under the same skill = more choice |
|
Dusters Blog
Galactic News Network
402
|
Posted - 2013.08.13 18:48:00 -
[81] - Quote
we suggested something similar in our piece detailing 'Where Dust Went Wrong' its essentially a model where the better equip is better in subtle ways [an adv AR having a 60 rounds and a red dot sight while a std one has 45 and iron sights, for instance] instead of making players with higher SP Godlike. Dust already has many of these subtle mechanics in the game so it would be an easy rebalance.
this would improve the gameplay, be kinder to newer players and puts the emphasis back on skill rather than acquiring gear that somehow lets u survive 4 times the bullets of a new player. with this system higher grade armor and shields would repair/recharge faster and have less movement penalty instead of the current huge health gap we currently see.
http://dustmercs.blogspot.com/2013/08/what-needs-improving-part-1.html#more |
Killar-12
The Corporate Raiders
521
|
Posted - 2013.08.14 01:18:00 -
[82] - Quote
Dusters Blog wrote:we suggested something similar in our piece detailing 'Where Dust Went Wrong' its essentially a model where the better equip is better in subtle ways [an adv AR having a 60 rounds and a red dot sight while a std one has 45 and iron sights, for instance] instead of making players with higher SP Godlike. Dust already has many of these subtle mechanics in the game so it would be an easy rebalance. this would improve the gameplay, be kinder to newer players and puts the emphasis back on skill rather than acquiring gear that somehow lets u survive 4 times the bullets of a new player. with this system higher grade armor and shields would repair/recharge faster and have less movement penalty instead of the current huge health gap we currently see. http://dustmercs.blogspot.com/2013/08/what-needs-improving-part-1.html#more Thank you Have you been given a community spotlight? You deserve one if you haven't. |
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