George Moros
Area 514
178
|
Posted - 2013.11.17 10:32:00 -
[1] - Quote
Nice interview CCP Wolfman.
So, you're the guy in charge of core gameplay design? Well then, you're the guy who would surely know the answer to my question.
DUST core mechanics, as I understand, follows the principle of diminishing returns. The more you wish to enhance a certain aspect of your performance, the more SP/ISK/CPU/PG/whatever you have to invest to get it, and (most importantly) the price of increase in performance rises at a much higher rate than the gain you get.
The reasoning behind this is sound. It prevents people form making OP builds by focusing on one single aspect of their performance, and it also serves as an "equalizer" between new players and veterans.
It is therefore beyond my ability to understand why is it that with damage modifiers you have:
basic: 23 CPU, 3 PG, 3% bonus, 1275 ISK enhanced: 45 CPU, 5 PG, 5% bonus, 3420 ISK complex: 68 CPU, 9 PG, 10% bonus, 5595 ISK
Let me analyze:
2 basic DM give you a 5.69% damage bonus - marginally better than 1 enhanced DM, costing 1 extra CPU and PG, 870 ISK less, and one extra high slot !
2 enhanced DM give you a 9.56% damage bonus - marginally worse than 1 complex DM, costing 22 extra CPU, 1 extra PG, 1245 ISK more and one extra high slot !?!
In the two examples above, the lone fact that it takes you one extra high slot to get lesser tier gear performing as gear one tier above it, throws the concept of diminishing returns right out the window!
But it gets even worse... in fact, it gets worse to the point of being ridiculous - due to the stacking penalty, it would take an infinite number of basic DM to get the bonus of one single complex DM !!!!!
So, to conclude, there's obviously no diminishing returns here. On the contrary. You actually get more and more gain, the higher your Handheld Weapon Upgrades skill is. It makes absolutely no sense to use lesser tier DM if you've got the skill at level 5. The only situation where it would potentially make sense to use lesser tier DM is if you're restricted by your dropsuit's CPU/PG limit, and only if you're deciding whether to put one single basic / advanced DM, or none at all. And since the bonus they provide is a measly 3 / 5 %, "none at all" is usually the best option.
The result of all this is that a player should either train Handheld Weapon Upgrades to 5, or don't bother with it at all - not exactly a situation you would call "new player friendly". Gaining new DUST players and improving player retention rates is, I believe, in CCP's best interest (as well as existing player's).
Regrettably, damage modifiers aren't the only modules with this problem. Similar situation is with shield extenders, armor repairers, and some others. I mean, no offense, but with shield extender bonuses you get the impression that who ever did the balancing, wasn't thinking in the line of diminishing returns, but more in the line of "let's have some nice same-digit numbers here".
On the other hand, there are modules which seem well balanced. Armor plates for example are just fine now. Ferroscale and reactive still have problems, but not as near as damage modifiers IMHO.
Are there any plans to fix these modules in the future, or, if not, could you please provide the reasoning why are they balanced as they are, because I sure as hell don't see any diminishing returns there.
Sorry for the wall of text, and for the rage. I have nothing but best intentions / hopes for DUST.
Pulvereus ergo queritor.
|