GVGMODE
87
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Posted - 2013.12.15 19:04:00 -
[1] - Quote
The problem arises in public matches where players that havenGÇÖt spent a single skill point into the vehicle tree are spamming vehicles continuously and endlessly, such spam is because of two breaking points that affect the propensity a player has towards calling another tank fitting after being destroyed.
Effectiveness of Modules
The effectiveness of a militia module to a prototype module is almost the same, while CCP might argue that the difference that exists between each type and level of module is good and sufficient. It is hideous to expect balance when you have every module doing the same, therefore I must pledge for CCP to look into this matter and decrease the effectiveness of a module by reasonable percentage.
A personal estimate would be to decrease the effectiveness of a module using the prototype module as a base. The advanced module could be 25% less effective that the prototype, while the basic module could be 50% less effective than the prototype module and the militia module could be 75% less effective in comparison with a prototype module.
Pricing of Modules and Vehicles
If CCP attempted to fix the pricing of every module it would take them a long time to find the equilibrium without the proper information regarding the elasticity a player has towards buying a module or not.
It is necessary to not only change the pricing of modules but to also change the GÇ£rawGÇ¥ price of an unequipped vehicle, so that with a possible increase in the prices we would see a change in the propensity a player has towards using a vehicle.
As of current build I am able to make a fully militia vehicle at a cost of 77 k per vehicle that in conjunction with the current effectiveness of modules can be as strong as a prototype level vehicle for a given period of time.
Destruction of Vehicles
The vehicles as of 1.7 are very powerful for a few seconds and then weak for a long period in which they have to take cover just like any other infantry player waiting for you to heal completely after being badly injured or die to almost anything.
I should not be able to drive my militia LAV with a hardener (21,990 ISK) with my full BPO dropsuit, GÇ£stickGÇ¥ remote explosives (1,500 ISK) and drive against a vehicle that is worth around ~20 times more. In fact I love the developer that thought GÇ£stickyGÇ¥ remotes would be a good idea when their cost is almost none if compared to the rate we earn ISK in this game. |
GVGMODE
Ancient Exiles.
97
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Posted - 2014.01.05 00:34:00 -
[3] - Quote
Scheneighnay McBob wrote:You've got the wrong idea with cost-to-effectiveness.
Vehicles should be easy to replace but easy to destroy. High prices break the game.
So long the prices and the effectiveness of the modules remains fixated at the current state, we will continue to have a continuous spam of 4+ tanks running at the same time on just one team.
If you want to discourage an unmeasured use of a certain good you have to affect the propensity that people have to acquire it, you must affect the price of it. If we allowed the prices in the market to float we will have the prices of tanks and modules going up do its high demand.
As of right now some players have a demand for MLT tanks and low tier modules that it's not highly elastic, because they are cheap, they do same as prototype modules with lower duration but it doesn't matters when you can kill anything on less than 10 seconds.
KEROSIINI-TERO wrote: Effectiveness of Modules Having strongly by-effect tiered modules is the old system. It had fundamental problems, only the Maxxxximumm TanKING was viable. The new philosophy with effect being same but different cooldown is GREAT. Only the cooldowns are too short. See thread
Look where such new philosophy has taken usGǪ
A place where a MLT tank with MLT modules can kill in less than 8 seconds any standard tank that has prototype active modules on and in less than 2 seconds any tank that has no active modules on, which let me add that running Sicas is so profitable.
It is not because the cool down is long or duration, in fact you could care less about it when you have every single player that has not invested any Skill Points into a specific skill tree can be able to do the same as somebody who has spent millions of Skill Points into that tree.
Quote: AVG Joe: My tank has MLT modules and I havenGÇÖt invested anything aside from the initial payment of around 60,000 ISK
Billy: I have invested so much time to gather experience to use the best modules and made the most of my fit that it costs me around 500,000 ISK each.
Jason: My LAV costs 21,990 ISK and I just came out from the academy :D
AVG Joe: >_<
Billy: >_<
Jason: ^_^
KEROSIINI-TERO wrote: Pricing of Modules and Vehicles Pricing is the last thing to balance by hand. Isk balancing is the wrong way. Future player market will take care.
The player market is not going happen anytime soon in an array of 1.5+ years, assuming Dust will survive with a consistent population. CCP should not rely on the probability of creating a successful player market when it cannot even balance weapons, classes, ranges and what not.
KEROSIINI-TERO wrote: Destruction of Vehicles
You are describing so called Jihad Jeeps which are fine, they have right to exist and are a great addition to game. Again, don't think isk-wise. Using Jihad Jeep takes time, the need of proper safe area to setup, intel to approach red tank from suitable angle, a little skill and LUCK not to get blown up even by small arms.
Maybe I am missing something but let me get this straight calling an MLT Shield LAV with MLIT nitro module on the redline near the resupply, spamming remote explosives and stomping it into the tank requires skill?
I just successfully created a jihad LAV ALT with a fresh character from the academy and spammed 10+ jihad LAVs and still made a profit.
As for intel it was not necessary the map pretty much tells you everything you need to know.
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