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ZDub 303
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1865
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Posted - 2013.08.27 18:44:00 -
[1] - Quote
Exmaple Core wrote:Firstly, lets all be on the same page with the deffinition of proto: the highest level of gear openly avaliable to the player; gear earned reaching max level skills; the highest tier items avaliable on the market; end game status
Additionally, we have to use "the current environment" to prove people wrong. So, it is apparent in this current environment that vehicals and dropsuits alike receive more slots and fitting when they advance through the tiers. So, it would be logical to give an adv caldari tank 6 highs and 3 lows because the standard caldari tank has 5 highs and 2 lows. Mirrior the same advancements for the armor tanks and give both more fitting and bam! Thats an advanced tank. From there, follow the same procedure for the proto tank, escalating their builds to be a true proto tank.
In this envirnment of progression, skills often give additional benifits in additon to unlocking gear, like mass driver operation unlocks more massdriver variants and gives a 5% increase to explosion radius per level. So, the skill that unlocks the tiers of tanks could give a +5 to 10% shield/armor tottal HP per level, respectfully. Or +5 to 10% PG/cpu bonus, or speed, or additional resist, what have you.
This way, tanks become much, much more powerful throughout the tiers so they can compete with proto AV. Giving proto tanks 7/5 respectfully would be okay because infantry will still be able to handle them, many AV specialist have proficientcy 5, double/triple damage modded proto AV, the maximum amount of punishment possible in dust and they travel together in squads. They can handle a tank no problem and by the time we actually do get our proto tanks, many dozens of hundreds more players will be doing the absolute maximum amount of damage possible in dust
Why not make it so that HAV Operation gives HP + CPU/PG?
Seriously, all you're asking is for Wolfman to take his current idea of a balanced HAV and then nerf it twice and call it STD/ADV.
Its not the right way to go. It would be better to balance AV than to add tiers to vehicle frames.
Same thing with dropsuits, we need to remove the tiers.. Why?
because proto dropsuits are literally pay to win. You pay more isk for more power, no drawbacks. Having proto vehicles does the same thing, more isk for more power, no drawbacks. Its the wrong way to go and its why new players hate this game so much.
Weaponry tiers and turret tiers are okay to have in game as long as running higher tiers of weaponry comes at the cost of HP and modules in general.
Also... damage mods... they are probably ruining the game and any sort of V vs AV balance more than anything. |
ZDub 303
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1874
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Posted - 2013.08.27 23:11:00 -
[2] - Quote
Exmaple Core wrote:Needless Sacermendor wrote:You didn't read his post did you ... Iron Wolf Saber wrote:Max Rack Size in Dust is 5 and you're giving advanced 6 and proto 7 ! If thats so then np, just give the proto tanks better stats and some built in perks
Nah I agree with IWS on this one.
Proto tanks, like proto dropsuits, are the fundemental definition of pay to win. I hadn't thought about it before but its very true.
The only way to balance tiers is by isk cost, and if you are balancing against isk you are doing nothing be creating a pay to win scenario. More power for more isk, thats all proto tanks will be, and it will be textbook pay to win, pay more isk for more power. This game has terrible new player retention because of this pay to win scheme they have inadvertently created.
Proto tanks is counter productive, instead we should be working on removing std/adv dropsuits and balancing std vs proto AV.
I think this is the mentality that Shanghai is starting to take and I wholeheartedly agree with them now. Just had to think about it some. |
ZDub 303
TeamPlayers EoN.
1874
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Posted - 2013.08.27 23:26:00 -
[3] - Quote
gbghg wrote:The very idea of a traditional proto vehicle revolts me, it would be so unbalanced and would lead to rudiculous levels of qq on the forums, not to mention that it would just turn vehicles into an even more expensive version of that crap called infantry balance. I'd rather see something like halidor proposed, where we get speciluased variants that suffer in other regards, while we get mire generalised variants as the base tanks.
And before that moron takarisho (something like that) blunders in here I would see proto av removed as well (along with everything else proto) and what's left be balanced against the new vehicles.
Not necessarily, removing all proto of everything would also go in the wrong direction. Prototype modules and weaponry have their place, its just that inflated dropsuit power combined with prototype weapons and modules has created a power imbalance.
Prototype modules and weapons should exist as a means to create 'slot efficiency' at the cost of relatively high CPU/PG (vs. their lower tier counterparts). With specialized variants of different suit and vehicle frames offering a reduction in this penalty to create a bias towards certain modules as part of each frame's playstyle.
Prototype items (that are non suit/vehicle) are balanced by their CPU/PG costs, and they are an integral part of the EVE based fitting system. Prototype suits and frames, however, are not balanced by anything but cost. Which is why they need to go.
Tiericide only needs to apply to items that are balanced purely by isk cost. Everything else can be balanced separate from cost and will not result in P2W imbalances. |
ZDub 303
TeamPlayers EoN.
1875
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Posted - 2013.08.27 23:31:00 -
[4] - Quote
Charlotte O'Dell wrote:I'd say change module slots
Std 2/5 Adv 3/6 Pro 4/7
Then boost PG and CPU 20%/tier
Also increase speed 5%/tier
Then double cost per tier
Happiness clacheived.
Tanks need to be designed with the fact that everyone in a battle will have proto AV.
While this sounds fun an interesting, this is a clear definition of pay to win. The original intent of the developers was to create a risk vs reward scenario to balance the tiered dropsuits and vehicle frames, its clear however that this does not work. These changes cannot happen, or the game will just end up in a worse position than it is now.
However, creating new variants down the road. Like a behemoth class tank with 4/7 module slots, but requires 2-3 people to operate it can be an interesting addition to the field. They can be the titans of Dust and require the coordination of multiple vehicle drivers, yet be a completely terrifying presence on the battlefield as a result. |
ZDub 303
TeamPlayers EoN.
1879
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Posted - 2013.08.28 03:57:00 -
[5] - Quote
Vrain Matari wrote:ZDub 303 wrote:
While this sounds fun an interesting, this is a clear definition of pay to win. The original intent of the developers was to create a risk vs reward scenario to balance the tiered dropsuits and vehicle frames, its clear however that this does not work. These changes cannot happen, or the game will just end up in a worse position than it is now.
However, creating new variants down the road. Like a behemoth class tank with 4/7 module slots, but requires 2-3 people to operate it can be an interesting addition to the field. They can be the titans of Dust and require the coordination of multiple vehicle drivers, yet be a completely terrifying presence on the battlefield as a result.
You're using "pay to win" in a sloppy sense. Why? State your agenda. I think when you say "pay to win" you mean tiericide. And also alignment of DUST with more conventional FPS titles.
You're essentially paying isk for more power. Yeah its not paying real money to win, so its not 'pay to win' in the conventional sense, but its no less a problem in reality. It didn't seem like it would be, but in reality its a more insidious problem than we all probably realized. |
ZDub 303
TeamPlayers EoN.
1881
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Posted - 2013.08.28 04:03:00 -
[6] - Quote
gbghg wrote:Zdub, you've earnt thus thread a place on my lust with your comments, you made some points I hadn't considered before. Also Im off the opinion that tiered modules aren't a bad thing, it promotes fitting choices and speciliasiation in your fit, that's good. I'm after the suits and the weapons to a lesser extent, I'd like to see the tiered variants removed and balaned correctly, say around the advanced level for examples sake, and then a greater emphasis being placed on the varaints of weapons, such as the breach and the burst AR, you get the picture.
That said in prepared to hold off on that area and see how things like the changes to swarm launchers turn out, it may be that im off the Mark in this area, we'll just have to wait and see.
well swarm launchers are just poorly balanced. I dont have the numbers in front of me but 4 missiles for std and 6 for proto? That's a 50% increase in the number of missiles. Unless proto swarms do significantly less damage per missile the power gap is enormous.
There should be a maximum of 10% damage increase tier to tier, which is how most weapons are already balanced. |
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