Pages: 1 2 3 4 [5] 6 :: one page |
|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |
True Adamance
Kameira Lodge Amarr Empire
6648
|
Posted - 2014.02.05 04:01:00 -
[121] - Quote
I see so much Imperial Guardsman 40k in that...love the pic IWS
"My Faith in you is absolute; my sword is Yours, My God, and Your will guides me now and for all eternity."
|
843 nerfnut96
BurgezzE.T.F Public Disorder.
208
|
Posted - 2014.02.05 04:56:00 -
[122] - Quote
Very nice job on this man
Capt. Nerfnut96 // Ranking Officer // War Director // Burgezz ETF
|
Iron Wolf Saber
Den of Swords
12918
|
Posted - 2014.02.05 08:54:00 -
[123] - Quote
True Adamance wrote:I see so much Imperial Guardsman 40k in that...love the pic IWS
Hmm I didn't realize it.
Anyways as for the skills and the sorts, I know why the range bonus was removed was because at max level the gun would have immunity to a newbie and was making for poor gameplay similar to how proto stomping works. It is still possible to see the mechanic return though not for most weapons (swarm launcher being the only one right now knowing that bumping its range works okay still) but in the form of increasing the optimal slice.
CPM 0 Secretary
Omni-Soldier, Forum Warrior, Annoying Artist
\\= Advanced Caldari Assault // Unlocked
|
Ensar Cael
The Unit 514
80
|
Posted - 2014.02.05 10:53:00 -
[124] - Quote
Is there any possibility that you could think on limiting the number of times you can change class at the supply depot? It seem odd to me that you have limited clones that don't replenish, yet you can alter you clone class as much as you like.
Surely changing class means you have to change clone to accommodate that? I say this because so many times you see people just swapping class as they go. If this game is to be more tactical, it makes more sense that people should be limited in the number of changes they can make. That or it should affect the overall clone count as one clone is sacrificed for another. Further, if you are changing class, you should lose the fit you had just as if you had died.
I can see this getting flamed at hard, but I really do feel it would add more to the game overall.
Edit - Saying that, if you die then you can change class before respawn. |
zzZaXxx
The Exemplars Top Men.
240
|
Posted - 2014.02.05 15:14:00 -
[125] - Quote
This is amazing! |
Iron Wolf Saber
Den of Swords
12919
|
Posted - 2014.02.05 16:51:00 -
[126] - Quote
Ensar Cael wrote:Is there any possibility that you could think on limiting the number of times you can change class at the supply depot? It seem odd to me that you have limited clones that don't replenish, yet you can alter you clone class as much as you like.
Surely changing class means you have to change clone to accommodate that? I say this because so many times you see people just swapping class as they go. If this game is to be more tactical, it makes more sense that people should be limited in the number of changes they can make. That or it should affect the overall clone count as one clone is sacrificed for another. Further, if you are changing class, you should lose the fit you had just as if you had died.
I can see this getting flamed at hard, but I really do feel it would add more to the game overall.
Edit - Saying that, if you die then you can change class before respawn.
Supply depots will behave like hives, they have ninite clusters that will drain out as they're being used and they cycle them back slowly it would be possible to drain them out doin too many class swapping or using it as an ammo point. Damaging the supply depot itself would also drain the clusters quickly because it will use the clusters to self heal.
But I am not to the battlefield section yet. So hold your horses a bit as I grind through the borning things.
CPM 0 Secretary
Omni-Soldier, Forum Warrior, Annoying Artist
\\= Advanced Caldari Assault // Unlocked
|
J-Lewis
Edimmu Warfighters Gallente Federation
342
|
Posted - 2014.02.05 21:17:00 -
[127] - Quote
Iron Wolf Saber wrote: Anyways as for the skills and the sorts, I know why the range bonus was removed was because at max level the gun would have immunity to a newbie and was making for poor gameplay similar to how proto stomping works. It is still possible to see the mechanic return though not for most weapons (swarm launcher being the only one right now knowing that bumping its range works okay still) but in the form of increasing the optimal slice.
I'd argue that the poor gameplay was having to run towards one another until one side finally gets into range, not that one side had a range advantage to begin with; that last part still happens now, just with rail rifles and snipers. The act of having to abandon cover to close a few meters so your bullets didn't magically disappear was the real issue. The maps seemed to relish in abusing this: remember the roof parts of those warehouse junctions? An AR without sharpshooter could not reach the roof without moving right up to it, but a maxed sharpshooter just barely could, and from much safer cover without as much return fire.
The range skills only exasperated the underlying issue: that weapons in DUST have amazingly poor range across the board to begin with. That issue was alleviated with the advent of effective range, and as a result there is much less range immunity these days. Hence little reason not to reintroduce an important alternative to damage modules.
|
Iron Wolf Saber
Den of Swords
12922
|
Posted - 2014.02.05 21:43:00 -
[128] - Quote
J-Lewis wrote:Iron Wolf Saber wrote: Anyways as for the skills and the sorts, I know why the range bonus was removed was because at max level the gun would have immunity to a newbie and was making for poor gameplay similar to how proto stomping works. It is still possible to see the mechanic return though not for most weapons (swarm launcher being the only one right now knowing that bumping its range works okay still) but in the form of increasing the optimal slice.
I'd argue that the poor gameplay was having to run towards one another until one side finally gets into range, not that one side had a range advantage to begin with; that last part still happens now, just with rail rifles and snipers. The act of having to abandon cover to close a few meters so your bullets didn't magically disappear was the real issue. The maps seemed to relish in abusing this: remember the roof parts of those warehouse junctions? An AR without sharpshooter could not reach the roof without moving right up to it, but a maxed sharpshooter just barely could, and from much safer cover without as much return fire. The range skills only exasperated the underlying issue: that weapons in DUST have amazingly poor range across the board to begin with. That issue was alleviated with the advent of effective range, and as a result there is much less range immunity these days. Hence little reason not to reintroduce an important alternative to damage modules.
This can be addressed with better designs (for give them similar max ranges (which they do closer) and adjust where their optimals are(max damage) just right now the gaps are very drastic on purpose because there are not enough entries in the necessary engagement envelopes. It something more guns will help fix or variants and customization.
CPM 0 Secretary
Omni-Soldier, Forum Warrior, Annoying Artist
\\= Advanced Caldari Assault // Unlocked
|
Ensar Cael
The Unit 514
80
|
Posted - 2014.02.05 23:41:00 -
[129] - Quote
Bumpity bump for attention it deserves. |
J-Lewis
Edimmu Warfighters Gallente Federation
342
|
Posted - 2014.02.06 01:05:00 -
[130] - Quote
Iron Wolf Saber wrote:J-Lewis wrote:Iron Wolf Saber wrote: Anyways as for the skills and the sorts, I know why the range bonus was removed was because at max level the gun would have immunity to a newbie and was making for poor gameplay similar to how proto stomping works. It is still possible to see the mechanic return though not for most weapons (swarm launcher being the only one right now knowing that bumping its range works okay still) but in the form of increasing the optimal slice.
I'd argue that the poor gameplay was having to run towards one another until one side finally gets into range, not that one side had a range advantage to begin with; that last part still happens now, just with rail rifles and snipers. The act of having to abandon cover to close a few meters so your bullets didn't magically disappear was the real issue. The maps seemed to relish in abusing this: remember the roof parts of those warehouse junctions? An AR without sharpshooter could not reach the roof without moving right up to it, but a maxed sharpshooter just barely could, and from much safer cover without as much return fire. The range skills only exasperated the underlying issue: that weapons in DUST have amazingly poor range across the board to begin with. That issue was alleviated with the advent of effective range, and as a result there is much less range immunity these days. Hence little reason not to reintroduce an important alternative to damage modules. This can be addressed with better designs (for give them similar max ranges (which they do closer) and adjust where their optimals are(max damage) just right now the gaps are very drastic on purpose because there are not enough entries in the necessary engagement envelopes. It something more guns will help fix or variants and customization.
As long as more guns doesn't entail adding 7 million SP and 5 skills per gun (as currently) I'm all ears.
|
|
Iron Wolf Saber
Den of Swords
12926
|
Posted - 2014.02.06 02:21:00 -
[131] - Quote
J-Lewis wrote:Iron Wolf Saber wrote:J-Lewis wrote:Iron Wolf Saber wrote: Anyways as for the skills and the sorts, I know why the range bonus was removed was because at max level the gun would have immunity to a newbie and was making for poor gameplay similar to how proto stomping works. It is still possible to see the mechanic return though not for most weapons (swarm launcher being the only one right now knowing that bumping its range works okay still) but in the form of increasing the optimal slice.
I'd argue that the poor gameplay was having to run towards one another until one side finally gets into range, not that one side had a range advantage to begin with; that last part still happens now, just with rail rifles and snipers. The act of having to abandon cover to close a few meters so your bullets didn't magically disappear was the real issue. The maps seemed to relish in abusing this: remember the roof parts of those warehouse junctions? An AR without sharpshooter could not reach the roof without moving right up to it, but a maxed sharpshooter just barely could, and from much safer cover without as much return fire. The range skills only exasperated the underlying issue: that weapons in DUST have amazingly poor range across the board to begin with. That issue was alleviated with the advent of effective range, and as a result there is much less range immunity these days. Hence little reason not to reintroduce an important alternative to damage modules. This can be addressed with better designs (for give them similar max ranges (which they do closer) and adjust where their optimals are(max damage) just right now the gaps are very drastic on purpose because there are not enough entries in the necessary engagement envelopes. It something more guns will help fix or variants and customization. As long as more guns doesn't entail adding 7 million SP and 5 skills per gun (as currently) I'm all ears.
I haven't set down multipliers or SP expected gains so still up in the ether on how it will come together, other than that just finished the social section
https://docs.google.com/document/d/1VEXecdgmCJUzkFoD9vR3Fox_Zy0-ih35B4cGKBa63Vo/edit
CPM 0 Secretary
Omni-Soldier, Forum Warrior, Annoying Artist
\\= Advanced Caldari Assault // Unlocked
|
Iron Wolf Saber
Den of Swords
12954
|
Posted - 2014.02.08 01:04:00 -
[132] - Quote
Going live
http://www.twitch.tv/ironwolfsaber
Watch me concept a Large Infested Drone Turret.
CPM 0 Secretary
Omni-Soldier, Forum Warrior, Annoying Artist
\\= Advanced Caldari Assault // Unlocked
|
Iron Wolf Saber
Den of Swords
12957
|
Posted - 2014.02.08 04:39:00 -
[133] - Quote
Stream over; incase you missed it
http://fc07.deviantart.net/fs70/f/2014/038/0/d/dust_514___lupis_mammoth_by_novafox-d75jjz9.jpg
Infested Large Turret Installation Strain Lupis Mammoth and yes its misspelled on purpose (similar to Alvis strains in eve instead of Avis probably to signify its artificiality)
Updated the Combat tutorial to reflect the new design.
CPM 0 Secretary
Omni-Soldier, Forum Warrior, Annoying Artist
\\= Advanced Caldari Assault // Unlocked
|
Spectre-M
The Generals General Tso's Alliance
264
|
Posted - 2014.02.08 05:08:00 -
[134] - Quote
Wow. Great job and keep it up. I really hope to see you at least on the CPM or even better, on the game design team.
I do 3d professionally photoshop, Softimage and Zbrush. If you want, I can contribute. Any assets, animation ect... I've actually been looking for some more projects to keep busy. Feel free to contact me on my PSN.
Drone is looking awesome btw.
Amarr Factional Warfare Loyalist
Minnmatar in Amarr Armor
I am a Wolf in Sheeps Clothing
|
Iron Wolf Saber
Den of Swords
12958
|
Posted - 2014.02.08 05:58:00 -
[135] - Quote
Spectre-M wrote:Wow. Great job and keep it up. I really hope to see you at least on the CPM or even better, on the game design team.
I do 3d professionally photoshop, Softimage and Zbrush. If you want, I can contribute. Any assets, animation ect... I've actually been looking for some more projects to keep busy. Feel free to contact me on my PSN.
Drone is looking awesome btw.
If you want to do anything I got here already feel free or clean up any of the UI panels (or out do me and do it proper)
CPM 0 Secretary
Omni-Soldier, Forum Warrior, Annoying Artist
\\= Advanced Caldari Assault // Unlocked
|
Iron Wolf Saber
Den of Swords
13073
|
Posted - 2014.02.13 20:47:00 -
[136] - Quote
Sorry folks no updates lately been real busy with school, life and cpm stuff.
CPM 0 Secretary
Omni-Soldier, Forum Warrior, Annoying Artist
\\= Advanced Caldari Assault // Unlocked
|
The Infected One
Fatal Absolution General Tso's Alliance
829
|
Posted - 2014.02.16 22:43:00 -
[137] - Quote
Just finished reading all the links IWS. Very nice indeed. Very well thought out and it would really help keep players in the game.
I am here to ask you one question, and one question only: EXPLOSIONS?
THAT SENTENCE HAD TOO MANY SYLLABLES! APOLOGIZE!
|
Iron Wolf Saber
Den of Swords
13162
|
Posted - 2014.02.24 04:03:00 -
[138] - Quote
After some thinking I have completely abandoned the previous current as is weapon skill tree and shifted to something little bit more dramatic
This allows skill investments to retain good quality despite new content, however this also means that likely multipliers for the weapon tree overall WILL go up.
Do also note there will continue to be skill number placeholders I haven't sat down and made the base line deflections yet. There is also going to be a lack of parity of skills but the few additional skills that one tree might have are just an example.
https://docs.google.com/spreadsheet/ccc?key=0AqHgiF-KXQZXdHVUUjVmdUxKWThHYmczWTBYWGtGQWc&usp=sharing#gid=8
https://docs.google.com/spreadsheet/ccc?key=0AqHgiF-KXQZXdDdKYjRQT193VDlfbFM5b0FwdlB5Ymc&usp=drive_web#gid=5
Suits and vehicles will remain the same for now.
CPM 0 Secretary
Omni-Soldier, Forum Warrior, Annoying Artist
\\= Advanced Caldari Assault // Unlocked
|
Forever ETC
703rd
29
|
Posted - 2014.02.24 04:22:00 -
[139] - Quote
CPP heading the right direction.
Well, time to go Commando. Fill the Ranks at 703rd.
Love,Hate, and everything in between.- ETC 2013
|
Iron Wolf Saber
Den of Swords
13162
|
Posted - 2014.02.24 04:36:00 -
[140] - Quote
Forever ETC wrote:CPP heading the right direction.
This is nothing on ccp's part this is my own ideas and its up to ccp to decide to use or not use em.
CPM 0 Secretary
Omni-Soldier, Forum Warrior, Annoying Artist
\\= Advanced Caldari Assault // Unlocked
|
|
Forever ETC
703rd
29
|
Posted - 2014.02.24 05:03:00 -
[141] - Quote
Iron Wolf Saber wrote:Forever ETC wrote:CPP heading the right direction. This is nothing on ccp's part this is my own ideas and its up to ccp to decide to use or not use em. Well, if CCP gets their head out of the gutter and try to make this a great game, they will do your idea.
Well, time to go Commando. Fill the Ranks at 703rd.
Love,Hate, and everything in between.- ETC 2013
|
The Robot Devil
Molon Labe. General Tso's Alliance
1714
|
Posted - 2014.02.24 05:09:00 -
[142] - Quote
Iron Wolf Saber wrote:Reserved
Looks very interesting but a long read. I will read it and get back with you.
"You people voted for Hubert Humphrey, and you killed Jesus."
Raoul Duke
|
C0TS
Sebiestor Field Sappers Minmatar Republic
10
|
Posted - 2014.02.24 05:47:00 -
[143] - Quote
You say that the SP modifiers will be going up.. Won't that emphasize the growing disparity between the elite and everyone else? Increasing the SP required for top tier weapons and their mods/status effects will hurt the mid to low tier players, and expand the gap between elite and everyone else no?
Will this issue be handled in maybe a more balanced match making process?
-Cots |
Iron Wolf Saber
Den of Swords
13167
|
Posted - 2014.02.24 06:52:00 -
[144] - Quote
C0TS wrote:You say that the SP modifiers will be going up.. Won't that emphasize the growing disparity between the elite and everyone else? Increasing the SP required for top tier weapons and their mods/status effects will hurt the mid to low tier players, and expand the gap between elite and everyone else no?
Will this issue be handled in maybe a more balanced match making process?
-Cots
Currently there is a disparity now.
'Weapon' Proficiency skills is and shouldn't be a tier 4 skill but it is. Damage + skills need to be tier 1 skills.
Ultimately there is no way to truly get rid of the height vs wide arguments. Any game that has you permanently stuck at 'lvl 1' still continue to be a game where its a race to get to top the fastest in other means (gear, position, resources) and that veteran players will always can and will retain the advantage.
You can place a true vet in the shoes of a noob (called smurfing) and they will still absolutely ruin everything still.
Bottom line is to not make it so that veterans are completely neutered but to allow the newer players the ability to get skills that could improve their experience and empower them.
So the best way to do this is first get rid of dead skills that do nothing. Get rid of skills for just because skills (all current weapon operations are guilty of this And get rid of pure unlock skills.
These type of skills only serve as a buffer between veterans and rookies, putting the best fruit at the top of the tree is not the way to go, but putting the best fruit near the bottom is.
The problem with near the bottom is that we may get faced with the 'must train' skills and while these are not as fun they're not as bad as a dead skill.
However with so few skills unlocking so many gun choices for small investments the real skill investments in specialization has to be taken out on the specialization skills.
CPM 0 Secretary
Omni-Soldier, Forum Warrior, Annoying Artist
\\= Advanced Caldari Assault // Unlocked
|
Auris Lionesse
Capital Acquisitions LLC Renegade Alliance
275
|
Posted - 2014.02.24 07:19:00 -
[145] - Quote
Where's the weapon tree link? Didn't see it on the front page.
|
NK Scout
Storm Wind Strikeforce Caldari State
527
|
Posted - 2014.02.24 07:56:00 -
[146] - Quote
Iron Wolf Saber wrote:C0TS wrote:You say that the SP modifiers will be going up.. Won't that emphasize the growing disparity between the elite and everyone else? Increasing the SP required for top tier weapons and their mods/status effects will hurt the mid to low tier players, and expand the gap between elite and everyone else no?
Will this issue be handled in maybe a more balanced match making process?
-Cots Currently there is a disparity now. 'Weapon' Proficiency skills is and shouldn't be a tier 4 skill but it is. Damage + skills need to be tier 1 skills. Ultimately there is no way to truly get rid of the height vs wide arguments. Any game that has you permanently stuck at 'lvl 1' still continue to be a game where its a race to get to top the fastest in other means (gear, position, resources) and that veteran players will always can and will retain the advantage. You can place a true vet in the shoes of a noob (called smurfing) and they will still absolutely ruin everything still. Bottom line is to not make it so that veterans are completely neutered but to allow the newer players the ability to get skills that could improve their experience and empower them. So the best way to do this is first get rid of dead skills that do nothing. Get rid of skills for just because skills (all current weapon operations are guilty of this And get rid of pure unlock skills. These type of skills only serve as a buffer between veterans and rookies, putting the best fruit at the top of the tree is not the way to go, but putting the best fruit near the bottom is. The problem with near the bottom is that we may get faced with the 'must train' skills and while these are not as fun they're not as bad as a dead skill. However with so few skills unlocking so many gun choices for small investments the real skill investments in specialization has to be taken out on the specialization skills. Remember weapons will still have a bonus local to their performance (that is anchored to the 'family' 'size' weapon skill, operator skills are a secondary bonus to further tweak the performance of weapons. It should takemthe same or less sp to get to level 5 as it is now, 2 months for level 5, real nice.....
2 exile assault rifles,
Skinweave cal. frame,
Staff recruiter mlt frame
Caldari Master Race
One day shields, soon.
|
Iron Wolf Saber
Den of Swords
13167
|
Posted - 2014.02.24 10:51:00 -
[147] - Quote
Auris Lionesse wrote:Where's the weapon tree link? Didn't see it on the front page.
https://docs.google.com/spreadsheet/ccc?key=0AqHgiF-KXQZXdDdKYjRQT193VDlfbFM5b0FwdlB5Ymc&usp=drive_web#gid=5
Amarr tree has labeled weapon classes, this tree is fully more populatable.
CPM 0 Secretary
Omni-Soldier, Forum Warrior, Annoying Artist
\\= Advanced Caldari Assault // Unlocked
|
Iron Wolf Saber
Den of Swords
13167
|
Posted - 2014.02.24 10:57:00 -
[148] - Quote
NK Scout wrote:Iron Wolf Saber wrote:C0TS wrote:You say that the SP modifiers will be going up.. Won't that emphasize the growing disparity between the elite and everyone else? Increasing the SP required for top tier weapons and their mods/status effects will hurt the mid to low tier players, and expand the gap between elite and everyone else no?
Will this issue be handled in maybe a more balanced match making process?
-Cots Currently there is a disparity now. 'Weapon' Proficiency skills is and shouldn't be a tier 4 skill but it is. Damage + skills need to be tier 1 skills. Ultimately there is no way to truly get rid of the height vs wide arguments. Any game that has you permanently stuck at 'lvl 1' still continue to be a game where its a race to get to top the fastest in other means (gear, position, resources) and that veteran players will always can and will retain the advantage. You can place a true vet in the shoes of a noob (called smurfing) and they will still absolutely ruin everything still. Bottom line is to not make it so that veterans are completely neutered but to allow the newer players the ability to get skills that could improve their experience and empower them. So the best way to do this is first get rid of dead skills that do nothing. Get rid of skills for just because skills (all current weapon operations are guilty of this And get rid of pure unlock skills. These type of skills only serve as a buffer between veterans and rookies, putting the best fruit at the top of the tree is not the way to go, but putting the best fruit near the bottom is. The problem with near the bottom is that we may get faced with the 'must train' skills and while these are not as fun they're not as bad as a dead skill. However with so few skills unlocking so many gun choices for small investments the real skill investments in specialization has to be taken out on the specialization skills. Remember weapons will still have a bonus local to their performance (that is anchored to the 'family' 'size' weapon skill, operator skills are a secondary bonus to further tweak the performance of weapons. It should takemthe same or less sp to get to level 5 as it is now, 2 months for level 5, real nice.....
Define the new level 5s?
Did some quick math
To unlock ALL Plasma Weapons is 3,072,000 SP to prototype level. So ALL Weapons to Prototype is 12+ million sp
No matter how many new guns get added this stays the same under the new tree.
What is going to take MILLIONS of more SP is all the quirks, perks, and specialization skills, skills that slightly change function, make it easier to operate the weapons, and add those special quirks and perks that makes that family of weapons a bit more unique.
CPM 0 Secretary
Omni-Soldier, Forum Warrior, Annoying Artist
\\= Advanced Caldari Assault // Unlocked
|
ALT2 acc
The Phoenix Federation Proficiency V.
102
|
Posted - 2014.02.24 15:05:00 -
[149] - Quote
Iron Wolf Saber wrote:NK Scout wrote:Iron Wolf Saber wrote:C0TS wrote:You say that the SP modifiers will be going up.. Won't that emphasize the growing disparity between the elite and everyone else? Increasing the SP required for top tier weapons and their mods/status effects will hurt the mid to low tier players, and expand the gap between elite and everyone else no?
Will this issue be handled in maybe a more balanced match making process?
-Cots Currently there is a disparity now. 'Weapon' Proficiency skills is and shouldn't be a tier 4 skill but it is. Damage + skills need to be tier 1 skills. Ultimately there is no way to truly get rid of the height vs wide arguments. Any game that has you permanently stuck at 'lvl 1' still continue to be a game where its a race to get to top the fastest in other means (gear, position, resources) and that veteran players will always can and will retain the advantage. You can place a true vet in the shoes of a noob (called smurfing) and they will still absolutely ruin everything still. Bottom line is to not make it so that veterans are completely neutered but to allow the newer players the ability to get skills that could improve their experience and empower them. So the best way to do this is first get rid of dead skills that do nothing. Get rid of skills for just because skills (all current weapon operations are guilty of this And get rid of pure unlock skills. These type of skills only serve as a buffer between veterans and rookies, putting the best fruit at the top of the tree is not the way to go, but putting the best fruit near the bottom is. The problem with near the bottom is that we may get faced with the 'must train' skills and while these are not as fun they're not as bad as a dead skill. However with so few skills unlocking so many gun choices for small investments the real skill investments in specialization has to be taken out on the specialization skills. Remember weapons will still have a bonus local to their performance (that is anchored to the 'family' 'size' weapon skill, operator skills are a secondary bonus to further tweak the performance of weapons. It should takemthe same or less sp to get to level 5 as it is now, 2 months for level 5, real nice..... Define the new level 5s? Did some quick math To unlock ALL Plasma Weapons is 3,072,000 SP to prototype level. So ALL Weapons to Prototype is 12+ million sp No matter how many new guns get added this stays the same under the new tree. What is going to take MILLIONS of more SP is all the quirks, perks, and specialization skills, skills that slightly change function, make it easier to operate the weapons, and add those special quirks and perks that makes that family of weapons a bit more unique. The weapon operative skills you see now are additional perks to the weapon and are a second but separate bonus from standard operation local to the weapon. Of course this is assuming that only basic gear will be highly common drops, or tech 2 which requires much more investment. Anyways I am going to review the technology tree again, and skill trees and be adding and cutting skills as I see fit. I also am going to add the inventory soon so you guys can stop asking what does this and that do? Rww, any more sp sink is just BAD It makes it worse for newer players Months to get 1 level, yea, I so want to do that for a bonus..
Banned until the 10th
Reason: I said "feg"
I lol'd so8 dammed hars, it's not even funny, oh wait, yes it is.
|
Iron Wolf Saber
Den of Swords
13171
|
Posted - 2014.02.24 17:26:00 -
[150] - Quote
ALT2 acc wrote:Iron Wolf Saber wrote:NK Scout wrote:Iron Wolf Saber wrote:C0TS wrote:You say that the SP modifiers will be going up.. Won't that emphasize the growing disparity between the elite and everyone else? Increasing the SP required for top tier weapons and their mods/status effects will hurt the mid to low tier players, and expand the gap between elite and everyone else no?
Will this issue be handled in maybe a more balanced match making process?
-Cots Currently there is a disparity now. 'Weapon' Proficiency skills is and shouldn't be a tier 4 skill but it is. Damage + skills need to be tier 1 skills. Ultimately there is no way to truly get rid of the height vs wide arguments. Any game that has you permanently stuck at 'lvl 1' still continue to be a game where its a race to get to top the fastest in other means (gear, position, resources) and that veteran players will always can and will retain the advantage. You can place a true vet in the shoes of a noob (called smurfing) and they will still absolutely ruin everything still. Bottom line is to not make it so that veterans are completely neutered but to allow the newer players the ability to get skills that could improve their experience and empower them. So the best way to do this is first get rid of dead skills that do nothing. Get rid of skills for just because skills (all current weapon operations are guilty of this And get rid of pure unlock skills. These type of skills only serve as a buffer between veterans and rookies, putting the best fruit at the top of the tree is not the way to go, but putting the best fruit near the bottom is. The problem with near the bottom is that we may get faced with the 'must train' skills and while these are not as fun they're not as bad as a dead skill. However with so few skills unlocking so many gun choices for small investments the real skill investments in specialization has to be taken out on the specialization skills. Remember weapons will still have a bonus local to their performance (that is anchored to the 'family' 'size' weapon skill, operator skills are a secondary bonus to further tweak the performance of weapons. It should takemthe same or less sp to get to level 5 as it is now, 2 months for level 5, real nice..... Define the new level 5s? Did some quick math To unlock ALL Plasma Weapons is 3,072,000 SP to prototype level. So ALL Weapons to Prototype is 12+ million sp No matter how many new guns get added this stays the same under the new tree. What is going to take MILLIONS of more SP is all the quirks, perks, and specialization skills, skills that slightly change function, make it easier to operate the weapons, and add those special quirks and perks that makes that family of weapons a bit more unique. The weapon operative skills you see now are additional perks to the weapon and are a second but separate bonus from standard operation local to the weapon. Of course this is assuming that only basic gear will be highly common drops, or tech 2 which requires much more investment. Anyways I am going to review the technology tree again, and skill trees and be adding and cutting skills as I see fit. I also am going to add the inventory soon so you guys can stop asking what does this and that do? Rww, any more sp sink is just BAD It makes it worse for newer players Months to get 1 level, yea, I so want to do that for a bonus..
Lack of any activity is horrible. Lets all have lvl 5 everything day 1. youll get plenty of quitters then.
and if you're not looking at this right, you're not going to see this is a vet nerf.
CPM 0 Secretary
Omni-Soldier, Forum Warrior, Annoying Artist
\\= Advanced Caldari Assault // Unlocked
|
|
|
|
|
Pages: 1 2 3 4 [5] 6 :: one page |
First page | Previous page | Next page | Last page |