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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
|
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
|
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
|
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
|
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
|
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. |
|
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 |
|
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 |
|
Mobius Wyvern
Guardian Solutions
2974
|
Posted - 2013.08.09 19:28:00 -
[31] - Quote
Killar-12 wrote: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 That's with the way the assets are set up now, is what I'm saying. |
ZDub 303
TeamPlayers EoN.
1576
|
Posted - 2013.08.09 19:50:00 -
[32] - 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.
What would be the point of aurum gear if you unlocked all gear at level 1?
Also... what would be the point of SP (and boosters) if the different between 12k in a module and 600k for level 5 is a small bonus?
I'm not trying to be a **** here, just curious. Need to think about monetization every time you make a change, if this was a subscription based game then anything goes, but its not. |
Mobius Wyvern
Guardian Solutions
2976
|
Posted - 2013.08.09 19:59:00 -
[33] - Quote
ZDub 303 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. What would be the point of aurum gear if you unlocked all gear at level 1? Also... what would be the point of SP (and boosters) if the different between 12k in a module and 600k for level 5 is a small bonus? I'm not trying to be a **** here, just curious. Need to think about monetization every time you make a change, if this was a subscription based game then anything goes, but its not. Right now, the AURUM Proto suits are equivalent, but have different paint schemes. You can use them with one level less of the suit skill, but that can be compensated for under my proposal by, say, giving them a different bonus set to make them equivalent to level 4 of the Frame skill, for instance. |
Killar-12
Molon Labe. League of Infamy
460
|
Posted - 2013.08.09 20:00:00 -
[34] - Quote
ZDub 303 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. What would be the point of aurum gear if you unlocked all gear at level 1? Also... what would be the point of SP (and boosters) if the different between 12k in a module and 600k for level 5 is a small bonus? I'm not trying to be a **** here, just curious. Need to think about monetization every time you make a change, if this was a subscription based game then anything goes, but its not.
Bounuses would be the difference. Make suits that would replicate the same effect with no skills also reduce the skill needed per level.
so Skill multipliers would be x3 for T1 and x6 for T2(easier to start high and reduce multipliers)
2 Aurum suits would be made 1 50 Aur suit that has the particular slot loadout 1 250 Aur suit that has a the loadout and bounuses without any skills
make the bounuses considerable. I was a little modest when I wrote the bounuses down as not to freak people out. 5%, 10%, and 20% would be more common multipliers. |
Killar-12
Molon Labe. League of Infamy
489
|
Posted - 2013.08.11 04:33:00 -
[35] - Quote
Mobius Wyvern wrote:Killar-12 wrote: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 That's with the way the assets are set up now, is what I'm saying. Yeah... |
Morrigan Uroboros
The Phoenix Federation
20
|
Posted - 2013.08.11 04:48:00 -
[36] - Quote
I was thinking about this a few days ago, but don't we technically have tiericide? Admittedly with the skills as they are now it doesn't look like it, but replacing the scout/medium/heavy of each race into one skill would effectively give tiericide. And from there choose your specilisations such as logi assault commando or whatever, And treat them like T2 ships in eve where the skill carrys over to other races, opening more possible play styles than spending one month to get one suit to proto which could then be nerfed hard like the cal logi. |
Vyzion Eyri
The Southern Legion
1150
|
Posted - 2013.08.11 05:04:00 -
[37] - Quote
Morrigan Uroboros wrote:I was thinking about this a few days ago, but don't we technically have tiericide? Admittedly with the skills as they are now it doesn't look like it, but replacing the scout/medium/heavy of each race into one skill would effectively give tiericide. And from there choose your specilisations such as logi assault commando or whatever, And treat them like T2 ships in eve where the skill carrys over to other races, opening more possible play styles than spending one month to get one suit to proto which could then be nerfed hard like the cal logi.
It's 'flat' across basic to specialised suits, but we go 'up' from std->adv->pro. We don't want up; just a nice big flat plane.
A level playing field, so to speak.
This change, though, isn't a small one. I fear that CCP will be afraid to take such a big leap, given how they seem to prefer small, safe steps over a longer period of time. If we implement tiercide, ISK rewards must change. The skill system will change. Gameplay could be affected, so map/level designers will change. Vehicles would have to change.
It's an overhaul of the whole system. Whilst it may not be the right path, if we don't give it a go soon I don't think we ever will, 'cause it looks like CCP are slowly propping up the current system instead of considering alternatives. |
Killar-12
Molon Labe. League of Infamy
492
|
Posted - 2013.08.11 05:07:00 -
[38] - Quote
Vyzion Eyri wrote:Morrigan Uroboros wrote:I was thinking about this a few days ago, but don't we technically have tiericide? Admittedly with the skills as they are now it doesn't look like it, but replacing the scout/medium/heavy of each race into one skill would effectively give tiericide. And from there choose your specilisations such as logi assault commando or whatever, And treat them like T2 ships in eve where the skill carrys over to other races, opening more possible play styles than spending one month to get one suit to proto which could then be nerfed hard like the cal logi. It's 'flat' across basic to specialised suits, but we go 'up' from std->adv->pro. We don't want up; just a nice big flat plane. A level playing field, so to speak. This change, though, isn't a small one. I fear that CCP will be afraid to take such a big leap, given how they seem to prefer small, safe steps over a longer period of time. If we implement tiercide, ISK rewards must change. The skill system will change. Gameplay could be affected, so map/level designers will change. Vehicles would have to change. It's an overhaul of the whole system. Whilst it may not be the right path, if we don't give it a go soon I don't think we ever will, 'cause it looks like CCP are slowly propping up the current system instead of considering alternatives. Vehicles wouln't need great changes, look at how they are set up. |
Morrigan Uroboros
The Phoenix Federation
21
|
Posted - 2013.08.11 05:13:00 -
[39] - Quote
Vyzion Eyri wrote:Morrigan Uroboros wrote:I was thinking about this a few days ago, but don't we technically have tiericide? Admittedly with the skills as they are now it doesn't look like it, but replacing the scout/medium/heavy of each race into one skill would effectively give tiericide. And from there choose your specilisations such as logi assault commando or whatever, And treat them like T2 ships in eve where the skill carrys over to other races, opening more possible play styles than spending one month to get one suit to proto which could then be nerfed hard like the cal logi. It's 'flat' across basic to specialised suits, but we go 'up' from std->adv->pro. We don't want up; just a nice big flat plane. A level playing field, so to speak. This change, though, isn't a small one. I fear that CCP will be afraid to take such a big leap, given how they seem to prefer small, safe steps over a longer period of time. If we implement tiercide, ISK rewards must change. The skill system will change. Gameplay could be affected, so map/level designers will change. Vehicles would have to change. It's an overhaul of the whole system. Whilst it may not be the right path, if we don't give it a go soon I don't think we ever will, 'cause it looks like CCP are slowly propping up the current system instead of considering alternatives.
Ahh ok, I see what your saying. The only thing with that is we would probably end up with suits that have less slots than the protos atm. I'm only at 6.5 mil sp so far, and I am far from getting into a proto suit as it is, Im looking at maybe getting a proto suit by the 15 mil mark at this rate, but I love the idea of what I could do with the slots. I think something with the suits skill trees been closer to the weapon trees would also be a better alternative, because to me they feel more thought out. You get your weapon to proto and then work on other aspects you want to improve with it. I think suit skills as they are and how long they take to get is bad for the newer players to get to what they think is a more competitive level.
Basically lower the suit skill multiplyer, and add suit or specialisation specific skills
|
Killar-12
Molon Labe. League of Infamy
492
|
Posted - 2013.08.11 05:28:00 -
[40] - Quote
Morrigan Uroboros wrote:Vyzion Eyri wrote:Morrigan Uroboros wrote:I was thinking about this a few days ago, but don't we technically have tiericide? Admittedly with the skills as they are now it doesn't look like it, but replacing the scout/medium/heavy of each race into one skill would effectively give tiericide. And from there choose your specilisations such as logi assault commando or whatever, And treat them like T2 ships in eve where the skill carrys over to other races, opening more possible play styles than spending one month to get one suit to proto which could then be nerfed hard like the cal logi. It's 'flat' across basic to specialised suits, but we go 'up' from std->adv->pro. We don't want up; just a nice big flat plane. A level playing field, so to speak. This change, though, isn't a small one. I fear that CCP will be afraid to take such a big leap, given how they seem to prefer small, safe steps over a longer period of time. If we implement tiercide, ISK rewards must change. The skill system will change. Gameplay could be affected, so map/level designers will change. Vehicles would have to change. It's an overhaul of the whole system. Whilst it may not be the right path, if we don't give it a go soon I don't think we ever will, 'cause it looks like CCP are slowly propping up the current system instead of considering alternatives. Ahh ok, I see what your saying. The only thing with that is we would probably end up with suits that have less slots than the protos atm. I'm only at 6.5 mil sp so far, and I am far from getting into a proto suit as it is, Im looking at maybe getting a proto suit by the 15 mil mark at this rate, but I love the idea of what I could do with the slots. I think something with the suits skill trees been closer to the weapon trees would also be a better alternative, because to me they feel more thought out. You get your weapon to proto and then work on other aspects you want to improve with it. I think suit skills as they are and how long they take to get is bad for the newer players to get to what they think is a more competitive level. Basically lower the suit skill multiplyer, and add suit or specialisation specific skills Nice Idea... |
|
Patrick57
GunFall Mobilization Covert Intervention
23
|
Posted - 2013.08.11 05:32:00 -
[41] - Quote
While I do not fully understand this, I will comment anyway. Tiers are what make this game fun. What exactly will I have to work toward if there are no tiers? |
Killar-12
Molon Labe. League of Infamy
492
|
Posted - 2013.08.11 05:37:00 -
[42] - Quote
Patrick57 wrote:While I do not fully understand this, I will comment anyway. Tiers are what make this game fun. What exactly will I have to work toward if there are no tiers? Bounuses/versitility. |
Aizen Intiki
Ghost Wolf Industries Alpha Wolf Pack
385
|
Posted - 2013.08.11 05:40:00 -
[43] - Quote
Killar-12 wrote:Vyzion Eyri wrote:Morrigan Uroboros wrote:I was thinking about this a few days ago, but don't we technically have tiericide? Admittedly with the skills as they are now it doesn't look like it, but replacing the scout/medium/heavy of each race into one skill would effectively give tiericide. And from there choose your specilisations such as logi assault commando or whatever, And treat them like T2 ships in eve where the skill carrys over to other races, opening more possible play styles than spending one month to get one suit to proto which could then be nerfed hard like the cal logi. It's 'flat' across basic to specialised suits, but we go 'up' from std->adv->pro. We don't want up; just a nice big flat plane. A level playing field, so to speak. This change, though, isn't a small one. I fear that CCP will be afraid to take such a big leap, given how they seem to prefer small, safe steps over a longer period of time. If we implement tiercide, ISK rewards must change. The skill system will change. Gameplay could be affected, so map/level designers will change. Vehicles would have to change. It's an overhaul of the whole system. Whilst it may not be the right path, if we don't give it a go soon I don't think we ever will, 'cause it looks like CCP are slowly propping up the current system instead of considering alternatives. Vehicles wouldn't need great changes, look at how they are set up.
Which is why I want tiercide. Maybe that's ehat they're doing; starting tiercide for AV weapons and vehicle turrets, then adjusting from there. Hell, they might even start it in 1.4.......... |
Iron Wolf Saber
Den of Swords
7135
|
Posted - 2013.08.11 05:47:00 -
[44] - Quote
I am a supporter of tetricide suits.
No more slot real estate getting devoured. |
Killar-12
Molon Labe. League of Infamy
493
|
Posted - 2013.08.11 05:52:00 -
[45] - Quote
Iron Wolf Saber wrote:I am a supporter of tetricide suits.
No more slot real estate getting devoured. Woo Hoo!!! |
Vyzion Eyri
The Southern Legion
1151
|
Posted - 2013.08.11 06:14:00 -
[46] - Quote
Patrick57 wrote:Tiers are what make this game fun. What exactly will I have to work toward if there are no tiers?
The problems of the newbie-veteran SP gap, the constant cries for SP respecs, SP sinks whenver new content is introduced, complaints about wasted SP when the FotM is nerfed, complaints about wasted SP when an item is buffed and now everyone wants it, complaints about wasted SP when any small change to anything requiring SP occurs
FAR OUTWEIGHS
the 'fun' that you initially have unlocking new gear. Because that fun will fade eventually, but the above problems will always stick around.
This system, I agree, will mean less to 'work towards'. You will certainly unlock more for less. But as Killar pointed out there is still the ability to specialise into a role (which will cost a significant amount of SP to fully specialise), only now you will get an edge over opponents only by working as a team and understanding your purpose on the battlefield, instead of becoming more powerful simply because your gear is better. |
Iron Wolf Saber
Den of Swords
7137
|
Posted - 2013.08.11 06:16:00 -
[47] - Quote
There is no need to teiricide modules however. there should be more fun on how best to fit your suit for your needs
|
Vyzion Eyri
The Southern Legion
1151
|
Posted - 2013.08.11 06:20:00 -
[48] - Quote
Iron Wolf Saber wrote:There is no need to teiricide modules however. there should be more fun on how best to fit your suit for your needs
I would prefer lots of module variants (such as what we have with ferroscale, reactive, and basic armour plates) than current tiers, but if CCP will only settle for a partial tiercide, I'm fine with that too. |
Patrick57
GunFall Mobilization Covert Intervention
24
|
Posted - 2013.08.11 06:26:00 -
[49] - Quote
Vyzion Eyri wrote:Patrick57 wrote:Tiers are what make this game fun. What exactly will I have to work toward if there are no tiers? The problems of the newbie-veteran SP gap, the constant cries for SP respecs, SP sinks whenver new content is introduced, complaints about wasted SP when the FotM is nerfed, complaints about wasted SP when an item is buffed and now everyone wants it, complaints about wasted SP when any small change to anything requiring SP occurs FAR OUTWEIGHS the 'fun' that you initially have unlocking new gear. Because that fun will fade eventually, but the above problems will always stick around. This system, I agree, will mean less to 'work towards'. You will certainly unlock more for less. But as Killar pointed out there is still the ability to specialise into a role (which will cost a significant amount of SP to fully specialise), only now you will get an edge over opponents only by working as a team and understanding your purpose on the battlefield, instead of becoming more powerful simply because your gear is better. 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? |
Killar-12
The Corporate Raiders
493
|
Posted - 2013.08.11 06:31:00 -
[50] - Quote
Patrick57 wrote:Vyzion Eyri wrote:Patrick57 wrote:Tiers are what make this game fun. What exactly will I have to work toward if there are no tiers? The problems of the newbie-veteran SP gap, the constant cries for SP respecs, SP sinks whenver new content is introduced, complaints about wasted SP when the FotM is nerfed, complaints about wasted SP when an item is buffed and now everyone wants it, complaints about wasted SP when any small change to anything requiring SP occurs FAR OUTWEIGHS the 'fun' that you initially have unlocking new gear. Because that fun will fade eventually, but the above problems will always stick around. This system, I agree, will mean less to 'work towards'. You will certainly unlock more for less. But as Killar pointed out there is still the ability to specialise into a role (which will cost a significant amount of SP to fully specialise), only now you will get an edge over opponents only by working as a team and understanding your purpose on the battlefield, instead of becoming more powerful simply because your gear is better. 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? Bounuses? |
|
ZDub 303
TeamPlayers EoN.
1594
|
Posted - 2013.08.11 07:16:00 -
[51] - Quote
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. |
KAGEHOSHI Horned Wolf
Brutor Vanguard Minmatar Republic
5366
|
Posted - 2013.08.11 09:01:00 -
[52] - Quote
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. AUR specialized suits, access specializations without any skills. |
Vyzion Eyri
The Southern Legion
1153
|
Posted - 2013.08.11 09:18:00 -
[53] - Quote
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.
|
Altina McAlterson
Pure Innocence. EoN.
670
|
Posted - 2013.08.11 11:17:00 -
[54] - Quote
So would the CPU/PG on the suit be lower to start with and the skills give a much larger bonus to it per level? Same for the armor and shield skills? |
Vyzion Eyri
The Southern Legion
1154
|
Posted - 2013.08.11 11:51:00 -
[55] - Quote
Altina McAlterson wrote:So would the CPU/PG on the suit be lower to start with and the skills give a much larger bonus to it per level? Same for the armor and shield skills?
It won't matter because that's relative to what becomes the 'base' level when tiercide is implemented. If we choose prototype gear currently to be the basic level, then we will keep prototype module levels, and new variants will simply have similar CPU/PG requirements which are currently pretty well balanced. The other items in the lower tiers will be discarded and in return we get more variants. This will probably be what happens if we implement tiercide, since prototype suits have the most slots, and it'll be modify suits to make variants of prototype suits since they have lots of CPU/PG, and any crazy OP outliers can easily be adjusted.
Since the skill system probably will change too, I personally would use a skill system which requires a different set of skills per variant of item. But the majority are currently advocating an 'umbrella' skill system, where one skill unlocks a base item and all the variants under it. So lets stick with that to avoid confusion.
This means CPU/PG skills will probably apply to every dropsuit, like how they do currently. Bonus won't be tweaked unless fitting problems start popping up.
|
Altina McAlterson
Pure Innocence. EoN.
670
|
Posted - 2013.08.11 12:43:00 -
[56] - Quote
Vyzion Eyri wrote:Altina McAlterson wrote:So would the CPU/PG on the suit be lower to start with and the skills give a much larger bonus to it per level? Same for the armor and shield skills? It won't matter because that's relative to what becomes the 'base' level when tiercide is implemented. If we choose prototype gear currently to be the basic level, then we will keep prototype module levels, and new variants will simply have similar CPU/PG requirements which are currently pretty well balanced. The other items in the lower tiers will be discarded and in return we get more variants. This will probably be what happens if we implement tiercide, since prototype suits have the most slots, and it'll be modify suits to make variants of prototype suits since they have lots of CPU/PG, and any crazy OP outliers can easily be adjusted. Since the skill system probably will change too, I personally would use a skill system which requires a different set of skills per variant of item. But the majority are currently advocating an 'umbrella' skill system, where one skill unlocks a base item and all the variants under it. So lets stick with that to avoid confusion. This means CPU/PG skills will probably apply to every dropsuit, like how they do currently. Bonus won't be tweaked unless fitting problems start popping up. 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. |
gbghg
L.O.T.I.S. RISE of LEGION
3074
|
Posted - 2013.08.11 17:46:00 -
[57] - Quote
Iron Wolf Saber wrote:There is no need to teiricide modules however. there should be more fun on how best to fit your suit for your needs
I'm with IWS here, I'd keep the current modules but tweak the various stats a bit. Give people the choice to go with the best mods (but the most demanding PG/CPU wise) or the less effective but less demanding (PG/CPU wise) ones. It would help keep variety in the fitting system, of course we would also need more modules, just to give us a good range of fitting option.
And I'd like to see the current steep hill that tiers are currently shift towards a shallow slope that gradually increases as an image of the SP/gear slope, it would mean that it's easier to get into things but they become increasingly hard to specialise in. No idea about numbers but (for examples sake) let's say that the basic shield skill has a 3x multiplier, a more specialised shield skill would have a 5x multiplier and so on. It means getting a decent basic (or frame) fit would be easy, but a specialised fit would require more time and SP to get. Progession is preserved but new players don't have to wait ages to become effective on the battlefield. |
Patrick57
GunFall Mobilization Covert Intervention
26
|
Posted - 2013.08.11 17:57:00 -
[58] - 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. Thank you for clearing up this idea. I was not entirely sure what the entire "Tiercide" thing was about, and you really dumbed it down for me. Now that I fully understand it, it does sound like an interesting idea, but i do really like the system we use now. I would be willing to give this "Tiercide idea a try. |
Mobius Wyvern
Guardian Solutions DARKSTAR ARMY
3038
|
Posted - 2013.08.11 18:04:00 -
[59] - Quote
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. |
gbghg
L.O.T.I.S. RISE of LEGION
3074
|
Posted - 2013.08.11 18:07:00 -
[60] - 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. Listen to mobius, he knows what he's talking about. |
|
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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