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Zeylon Rho
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Posted - 2014.01.12 18:47:00 -
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I think Dust might be better served by a suit/role/skill bonus somewhat more similar to EVE, and this is relevant to the current suit bonus discussion. This also ties in with making the basic suits useful, and I think KAGEHOSHI's thread about adjusting the stats on those suits is also quite relevant there.
Basically, the idea is removing the passive bonuses from the suit skills and adding them to the items themselves (suit types/classes). This allows for an easier introduction of special suits, pirate suits, and more flexible use of bonuses. This is the same as it works with standard vs. tier-2 ships in EVE. In short, you have a basic ship (i.e. - racial frigate in EVE, basic racial medium in Dust) and your basic ship has some sort of bonus that is modified by that skill. You also have specialist ships (i.e. - assault frigate in EVE, assault suit in Dust) and that ship has bonuses that are modified by both the basic and specialist skills.
This is also discussed directly in KAGEHOSHI's threadnought as well, but I figured it bore repeating as we go into feedback on suits-mode. Also, I wanted to emphasize the distinction of merely having a skill bonus on the basic suit skill (status quo), vs. bonuses on the suit that are modified.
So, examples... take these skills: Amarr Medium Amarr Logistics Amarr Assault
Rather than a bonus on the skill, the skills modify the suit bonus. Basic suits receive no "role" bonuses, but have medium bonuses. Role-specific suits receive both the basic bonus and role bonus, but not necessarily the same bonuses per skill level. The only part that's iffy in my opinion as that there's some vacillation in terms of build for the races dev-side (e.g. - Amarr being "dual-tanked" apparently vs. armor tanking... vs. armor repping?). Examples (with bonuses just made up):
Amarr Basic Suits: 3% bonus to laser weapon cooldown and 3% bonus to armor plate hp per rank of Amarr Medium
Amarr Assault Suits: 5% bonus to laser weapon cooldown and 5% bonus to armor plate hp per rank of Amarr Medium & 1% bonus to light weapon damage and 5% bonus to stamina per rank of Amarr Assault
Amarr Logistics Suits: 3% bonus to armor repper efficacy and 3% bonus to armor plate hp per rank of Amarr Medium & 5% bonus to PG/CPU fitting of equipment and -10% bonus to spawn time of Drop Uplinks per rank of Amarr Logistics
Taken in tandem with the suit adjustments that Kagehoshi suggests, we have basic skills and suits that are actually useful.
With skill bonuses on suits, we could transition easily to having special suits as tournament rewards, pirate suits, etc:
Amarr Tournament Champion Suit: 7% bonus to laser weapon cooldown and 5% bonus to armor plate hp per rank of Amarr Medium & 3% bonus to shield resistance vs. blaster and 3% bonus to armor resistance vs. projectile per rank of Amarr LogisticsorAssault.
and/or
Sansha Assault suit (requires Caldari AND Amarr skills): 6% bonus to laser weapon cooldown and 2% bonus to laser weapon damage per rank of Amarr Assault & 5% bonus to shield extender efficacy and 2% shield resistance per rank of Caldari Assault
Neither special suit requires making new skills, and the items scale off and provide variety in bonuses off existing skills. This makes for much more interesting special suit options because rather than the excitement of "slightly more shields or fitting... woo" (the Master Recruiter suit is an example of this) on some putative event reward, you can have something with a meaningful effect that's interesting... but wouldn't imbalance the game if handed out at a rate of 3-5 suits for a set of tournament winners.
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Zeylon Rho
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Posted - 2014.01.12 20:20:00 -
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Breakin Stuff wrote:No putting them on the suits allow both tiericide as well as suit variety.
The point is the suit provides a bonus based on your relevant skills. Not you have to get a new skill for every new goddamned dropsuit that comes out.
I don't think you understand.
Tiericide works just as easily with the skills on the suits, this example is from EVE, which experienced tiericide. The skills would operate exactly the same on a given suit class (STD/ADV/PRO), so if those levels were removed and there was just one "whatever" assault suit - the skills would be just as relevant. You'd be receiving "a bonus based on your relevant skills", to quote you. I'm not sure where you got the idea that we have to get a new skill for every suit that comes out, but feel free to attack and curse at that strawman!
As far as suit variety, which is more varied? A different suit released (Type 2 let's say) that has slightly different stats, but receives the exact same skill bonuses as regular assault suit because it's on the skill, not the suit? Or suit that has both different stats and modifiers coming from a single skill? The range of effects (read: variety) is infinitely greater in the latter case.
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Zeylon Rho
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Posted - 2014.01.12 20:22:00 -
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Mordecai Sanguine wrote:Zeylon Rho wrote: ~pure brilliance~ No. It will encourage players to play proto even more. This is the interests of "Passive skillls"
Perhaps you'd better explain yourself better, since you're using "proto" as a verb, and ascribing "interests" to objects.
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Zeylon Rho
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Posted - 2014.01.13 18:38:00 -
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Kelrie Nae'bre wrote:So... if they don't release any different suits, and just move the current (or 1.8 bonuses) to the suits instead of skills... then it's functionally identical to our current system? The numbers are just in a different place?
Yes. Aside from the example (and preference) of shifting bonuses to the basic-frame skills to make them useful, having the bonuses on the suits themselves functionally changes exactly zero things for the players. They'd have to introduce new suits, etc. for the change to really be noticed, and that's one of the things that the change would make easier.
If the bonuses were then listed in the suit description (as you'd expect if they were actually tied to the suits), then it would probably be quicker/easier to look at the bonuses when you're making fittings as well. Doubly so if they tossed the variables into the suit descriptions so you could see a little number representing your current skill level.
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Zeylon Rho
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Posted - 2014.01.18 04:04:00 -
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With more info on role bonuses released, I feel it's important to note that we can still do something like this, and it's not too late to make basic frames useful in some way as something other than a stepping stone.
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Zeylon Rho
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Posted - 2014.01.25 08:34:00 -
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And again. Still a chance to make basic suits useful, and make the suit skill system more flexible for the future.
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Zeylon Rho
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Posted - 2014.01.25 19:06:00 -
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deepfried salad gilliam wrote:i agree that skills and how their applied to a certain suit should be more like eve, although the exact way to do it its debatable
The way I describe (just moving them to the suits and keeping the same skills) would keep the bonuses players get functionally identical (no change). It would just make it easier to add more variety since they could introduce suits with new bonuses without changing the skills at all.
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Zeylon Rho
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Posted - 2014.01.27 06:20:00 -
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Making this change at the same time as suit changes would probably be easier as well.
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Zeylon Rho
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Posted - 2014.02.06 05:10:00 -
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ADAM-OF-EVE wrote:Agree. This also allows for different versions of same tied suits within a role such as dedicated medics and dedicated supply runners or av assaults as well as AP assaults etc
Also the cross skilling to give suits a different purpose to their intended role is nice. Scout/ logo would create a blockade runner. Heavy/logi would create the heavy logistics suit for running with heavies.
Exactly. It's all about future possibilities and extending the amount of flexibility both the developers have in crafting items, and that players can get out of skills.
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Zeylon Rho
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Posted - 2014.02.06 08:49:00 -
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KAGEHOSHI Horned Wolf wrote:
I'm going to bed now, hopefully there will be a reply when I wake up.
Not exactly, you're overthinking it a bit. In practice, it's the same as our current system. Let me explain it without moving any bonuses to basic frames first.
The skill description in the tree changes and no longer mentions any bonuses whatsoever, but the skill itself (say, Amarr Assault) still runs from 1 to 5 at the same cost.
In contrast, if you were to look at a suit an Amarr Assault suit, the suit description will specifically mention the bonuses (for clarity, it would probably be best to have the lore-flavor text and bonuses on separate tabs to make the bonuses easy to find, on the first thing you see when you check a suit). The bonuses listed are the same on STD, ADV, and PRO suits -- same as they are now.
In the case of the actual description on the suit, in the current system the Amarr Assault suit might read: 5% bonus to shield recharge rate per rank of Amarr Assault and 5% reduction to Laser Weapon heat buildup per rank of Amarr Assault
The end result is that people would have EXACTLY the same bonuses for exactly the same skill investment (assuming nothing else changes). So, the obvious question is, "Why bother if it doesn't change anything?" Well, it may seem like a piddling distinction as to whether a bonus is directly from a skill or a "rank" of a skill modifying the same bonuses on a suit, but it can actually have a potentially large impact on the flexibility in balancing skills and adding content to the game.
You're already aware of the hullabaloo about the potential bonuses we may or may not have after the "suits" are rebalanced. Of course, it's not just the suits that are being rebalanced, the "skills" are changing as well. Any alteration to the role of a given suit is dictated to a large degree by the static bonuses conferred within the skill-tree.
If they change their mind in the current framework about, say, the Minmatar Logistics being overly repair-tool focused and wanted to broaden the role without unbalancing the class, then they can't do that without changing the bonuses for everyone since they're tied to the skill itself. If the bonuses were on the suits instead, they could release multiple Minmatar logistics suits with different bonuses, like one that loses a light weapon slot and some fitting in exchange for a different bonus and more tank. The role can be expanded or offered the versatility of a separate set of bonuses conferred by a different suit being modified by the same skill.
As mentioned previously, it also frees them up to use your skills as passes for something like "pirate" suits. In the EVE universe, the various pirate factions have ships that both require and draw benefits from multiple racial skills. Sansha's nation ships require both Caldari and Amarr skills, for example. In our current framework, a suit receiving bonuses from 2 races would be overpowered, because they'd effectively get 2 sets of passives on 1 suit. A theoretical Sansha Assault suit just receiving the bonuses-dumbly would get something like:
50% bonus to shield recharge, 25% reduction to laser heat build-up, and 10% bonus to shield extender efficacy. with rank 5 in both Amarr and Caldari Assault (depending on if the shield recharge bonuses were added or multiplied I guess).
This is obviously a little broken, even with the shield extender bonus being a bit of a lemon. With the bonuses on suits instead, the theoretical pirate suits could be customized to have bonuses more in line with specialized/interesting roles that use both skills, but aren't inherently 2x the strength of existing bonuses. For example:
4% bonus to shield extender efficacy per rank of Caldari Assault 5% reduction to laser heat build-up per rank of Amarr Assault
Obviously, the nature of those bonuses is meant to be more in-line with current bonuses than the unknown 1.8 ones, and the suit base stats could be quite different as well.
So, moving skill bonuses over to the suits in practice doesn't have to change anything as far as how the player experiences the game or how they progress. If they'd did it overnight tonight, your suits would all function identically. The change is about enabling more ease in introducing variety and flexibility without overhauling the skilltree.
My desire to have the basic-frame skill have bonuses that are also carried by the sub-suits is a separate idea, though also similar in principle to the way specialized ships work in EVE. In EVE, the "Amarr Frigate" skill might be considered analogous to the basic frame skills. Except, in EVE, the frigate skill would unlock many different ships for to use with different bonuses given by the same skill. Specialist skills, such as Assault Frigate, Electronic Attack ships, etc., can be unlocked that are more specialized than the regular ships. Specialist ships receive bonuses from both their skill and the original frigate skill. Both the original skill (Amarr Frigate in this case) and the sub skill (Electronic Attack Ships, Interceptors) unlock multiple ships with different bonuses.
Moving the bonus to the suits is a way of introducing similar flexibility to Dust as that. Having a bonus on basic suits (or the basic frame skill) that is carried over to specialist suits is a way to make that skill useful as something other than an unlocking mechanism.
As examples: Amarr frigates: Executioner Punisher -note the two ships have different bonuses ON the ship, but they're modified by the same unlocking skill Interceptors (a specialized ship): Malediction Crusader Note the dual bonuses...
Dren and Templar equipment stats, wrong since release.
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Zeylon Rho
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Posted - 2014.02.06 21:04:00 -
[11] - Quote
I think the meaning or value behind the idea is lost on people reading the title. It's not an urgent thing I guess, but that's why we have an idea/features forum.
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Zeylon Rho
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3411
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Posted - 2014.02.10 14:00:00 -
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Yup.
It's actually pretty intuitive, and makes sense to anyone that already knows the EVE system I'm sure.
I think the only problem in understanding it is understanding that what the point is if nothing is changing necessarily.
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Zeylon Rho
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Posted - 2014.02.14 08:09:00 -
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One of the nice things is that it works with or without tiericide.
As an additional bonus, it solves a problem the pilot suits seemed to have:
The largest problem with pilot suits as they were presented before is that they were like most of our dropsuits: the passive bonus from the suit skill applies in full regardless of the suit.
Presumably a "pilot" wants to be a dedicated vehicle jockey, right? What does it matter what the suit stats are then? Once you hit rank 5 and get the full skill bonus, you have no reason to ever step into a proto-model suit, as you can get the same bonuses to your vehicle by wearing the standard suit. Your vehicle is your shield, so the suit models become largely superfluous. Seems a bit backwards.
With bonuses on the suits themselves, they could make the pilot suit an "exception" to the normal passive skill rule by scaling the bonus amounts on the suit tiers. That way, you have to run the proto suit to get the maximum bonus to your vehicle. It seems appropriate for that one scenario because pilots present a unique problem with their vehicle bonuses otherwise.
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Zeylon Rho
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Posted - 2014.02.14 08:35:00 -
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Hagintora wrote:Zeylon Rho wrote:One of the nice things is that it works with or without tiericide.
As an additional bonus, it solves a problem the pilot suits seemed to have:
The largest problem with pilot suits as they were presented before is that they were like most of our dropsuits: the passive bonus from the suit skill applies in full regardless of the suit.
Presumably a "pilot" wants to be a dedicated vehicle jockey, right? What does it matter what the suit stats are then? Once you hit rank 5 and get the full skill bonus, you have no reason to ever step into a proto-model suit, as you can get the same bonuses to your vehicle by wearing the standard suit. Your vehicle is your shield, so the suit models become largely superfluous. Seems a bit backwards.
With bonuses on the suits themselves, they could make the pilot suit an "exception" to the normal passive skill rule by scaling the bonus amounts on the suit tiers. That way, you have to run the proto suit to get the maximum bonus to your vehicle. It seems appropriate for that one scenario because pilots present a unique problem with their vehicle bonuses otherwise. Actually the problem with the Pilot Suit is that it is redundant. You already skill into vehicles the same way that you skill into Dropsuits, effectively making the vehicle itself a Dropsuit. Adding a Pilot Suit on top of that just doesn't make any sense. Add to that the difficulty that CCP has already faced when trying to balance vehicles, giving them something else that adds more bonuses above and beyond anything that dropsuits can get is just going flood the forums with more "Nerf Vehicle" threads.
I won't argue the point that vehicles have issues, and at the moment, serious serious issues. The pilot suit bonuses, etc. were at a different time in the game as well. Given they've actually said they planned on a pilot suit (that is, it seems unlikely they'll just scratch it since it STILL has existing spots in the market, etc.) I'd gear the arguments more towards how the suit might be balanced, and what the vehicles have to look like in light of that.
The way the pendulum has shifted at the moment, a heavily bonused suit (to something like timers on shield/armor hardeners) would break the game. I was just noting that moving suit bonuses works to fix a very specific problem - the pilot suit tiers themselves being mostly irrelevant to vehicle users within the current framework.
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Zeylon Rho
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Posted - 2014.02.14 17:17:00 -
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KalOfTheRathi wrote:Zeylon Rho wrote:I think Dust might be better served by a suit/role/skill bonus somewhat more similar to EVE, ... Dust514 was supposed to be a FPS. If your only players are EVE players then you might have a good idea there. However, I suspect that most of the players are in fact - Not - EVE players. And only EVE players will care about your solution. Additionally your solution reeks of complexity and CCP/Shanghai has been steering a course towards simplification of everything.
The EVE comparison is for the benefit of the developers who would already be familiar with it, and for players that have played it. I've played Dust 4 times as long as I've played EVE, and I find it more intuitive than Dust's. There's plenty of console games with more complex systems than what I'm suggesting, unless you're suggesting performing the exact same multiplication (all the way to x5) is somehow more difficult if the bonus description isn't next to the skill.
Where my suggestions do get more complex is the idea of moving bonuses to the basic tier, which is a separate issue but is also intuitive. The way we have things now, you train into a suit just to unlock other suits and get no bonuses in the process. It would make more sense and introduce the nature of "bonused" suits/skills better if the intermediary suit also had a purpose. Purposeless suits aren't "less complex" than EVE, they're idiotic.
Really, the larger problem is that the equip screen and other places do a poor job of telegraphing where changes are being made and what's being modified (something you'd find in very old console RPGs). You also don't even have every stat than can be modified displayed. This is a separate UI issue that persists and causes issues now as well, and has little bearing on this idea.
Moving the bonuses to the suits literally means nothing changes except where the bonus description is located. If you believe that "reeks" of complexity, then I'm not sure what else to tell you. Perhaps, "Here's a shiny ball. Go play with it."
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Zeylon Rho
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Posted - 2014.02.19 14:34:00 -
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Still got a bit before 1.8 drops, I hope this is still being considered.
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Zeylon Rho
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3515
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Posted - 2014.02.24 09:03:00 -
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Celus Ivara wrote:I actually really like this idea. I gives the devs more options for balancing and diversifying the suits (which may also lead to Basic suits having a use for vets), gives a purpose to the basic suit skills other than just the lvl 3 unlock, and offers an interesting high-level skill sink (I'm of the opinion that roles should be easy to get into, but hard to master). I share the concern though (which others have pointed out) that this will increase the power disparity between veteran players and new players. Honestly though, I feel this is likely an intractable problem anyway, and is better resolved through other means: better matchmaking, new low SP and/or low meta-lvl gear only matches, better newbie squading tools, more UI changes to direct new players into corps (so they are more likely to be rolling with Proto-Bears instead of just being rolled by them), and gameplay options other than PvP (PvE, Exploration, Mining/Building/Manufacturing, really anything from the MMO side of things).
At it's core, moving bonuses to the suits doesn't HAVE to change anything. The current bonuses could be moved directly over without changing anything. In that sense, a bonus-shift is just a setup for future suits.
I also try to make a case for shifting a bonus set to basic frames of course, which isn't "just" a ploy to make the skill useful beyond being a path to unlocking other suits.
The current system has your path go:
Dropsuit Command --> Basic Frame --> Choice of Specialist Suit.
A veteran reaps the benefits of being around longer in part because they have the SP to blow past Basic Frame 3, and max the Specialist Suit for full bonuses.
Splitting the bonuses across basic in specialist serves not just to make Basic Frames useful, but also to add value to the suits earlier on.
A current new vs. old situation might play out as: Basic Suit with no bonuses, but same vaguely comparable stats vs. Specialist Suit with full bonuses.
Post shift, it would be closer to: Basic suit with general race bonus to X vs. Specialist Suit with the Basic bonus and Specialist bonuses (which would be intended to be only slightly better or comparable to the current bonus sets).
So, if the end combination of Basic bonus + Specialist bonus is kept equivalent to current bonuses, the curve is smoothed out and you get a more welcoming NPE. If the basic bonus adds something extra on top of the specialist bonus, then a newbie with access to basic suit is in about the same situation they are currently, both players would have the basic bonus but only one would have the specialist.
Both cases make the Basic frame skill and suits more useful I think. Putting the bonuses on the suits is a somewhat separate no-brainer though I think, it's just a good idea even if they don't want to change the bonuses as-is.
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Zeylon Rho
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Posted - 2014.02.26 18:04:00 -
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KAGEHOSHI Horned Wolf wrote:https://forums.dust514.com/default.aspx?g=posts&m=1878734#post1878734 made it to the bi-weekly thing
Yup, I just saw that! It's nice to know it's on their radar at least.
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Zeylon Rho
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Posted - 2014.02.26 18:39:00 -
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KAGEHOSHI Horned Wolf wrote:Zeylon Rho, I think you should edit the OP and explain it better. Feel free to use the example I used in post #23. The OP is still a bit confusing.
You're right. I've been putting that off.
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Zeylon Rho
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Posted - 2014.02.26 19:25:00 -
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I've hopefully made the points in the first post more distinct and understandable. I tried to separate the Basic frame ideas from the suit bonus ideas more.
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Zeylon Rho
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Posted - 2014.02.26 21:33:00 -
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Aerius Corius wrote:KAGEHOSHI Horned Wolf wrote: Not my thread, but OP has updated it to be more clear. Yes for the current suits and bonuses it will be functionally the same, but it opens the possibility of different suits with different bonuses being modified by the same type; this means for example you could have 3 Amarr assault variants all using the same skill, but all ysing the same skill. The variety it could bring completely justifies the developmental resources to accomplish this in my opinion.
Bad Grammar is Bad...had to figure what you meant, but I get it. This is indeed a great idea, my apologies for misunderstanding. Balance is always a concern of mine, but what is proposed is laying the groundwork now for future variations by altering the skill system. OK that makes sense and is very reasonable. Let me do an example make sure I've got this right...tell me if I don't! Amarr Assault - Reaper -Bonus to Dmg (More force reduction potential) Amarr Assault - Defender -Bonus to armor (Longevity through survival bonuses) Amarr Assault - Adaptable -Bonus to fitting requirements (Utility through ability to equip more varied modules or even additional equipment) (Excuse the names - just doing bare bones concept). Each suit has its own bonuses, as listed, modified by the same skill. Variants within variants is what you mean for future suit expansion. The skill itself either becomes a modifier and nothing more or could still provide a simple bonus that benefits all the suits while also improving that suit at its specific role...in this case: DMG, Longevity, or Utility. Personally I'd prefer skills to still provide a bonus, not just be a modifier - but that's really just preference and nothing more. Probably the pod pilot in me talking.
You seem to have the gist of it, yes. The skill becomes a modifier only here. The suit bonuses are replacing the skill passives for that purpose. Other different skills like Armor Upgrades or Shield Upgrades will still provide you with global passives not directly tied to specific suits. You lose little here really, since the skills were already so specific as to only apply to very very specific suits.
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Zeylon Rho
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Posted - 2014.03.04 01:11:00 -
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Lazy Scumbag wrote:In a game so full of passive skills, I have grown to despise spending sp on 'unlock' only skills. Probably because the gear stats can be tweaked by developers rendering said items useless.
Agreed. Putting bonuses on the suits is another way to get even more mileage out of those skills though (more than one kind of bonus). On any skill that isn't getting that sort of treatment (acting as multiplier), I'd like there to be some kind of passive to reflect the users increased skill with that item type, etc., so that it confers at least some advantage to the user... even if marginal, when a higher ranked user uses the low grade equipment/whatever.
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Zeylon Rho
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Posted - 2014.03.06 15:42:00 -
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Nirwanda Vaughns wrote:i've been on about this for ages. having the skills work as they do it EVE. some skills work that way like rifles and suits ect where htey boost teh item but rep tool, nano circuitry ect dont when they should.
things liek repair tool operation - 5% repair range nanocircuitry - 2% increase nanites to hives and helath given on pickup active scanner op - 5% scan range
and so on so forth. this way the racial boosts further enhance the items in question and it gives you a purpose to train the skill because you get an additional benefit to it.
Of course. I wouldn't want to give the impression that implementing some features/traits of the EVE skills system is somehow revolutionary. Since they called out this topic, I guess time will tell what they do with it.
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Zeylon Rho
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3834
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Posted - 2014.03.18 03:15:00 -
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KAGEHOSHI Horned Wolf wrote:Bump!
Out of curiosity, do you think it makes a difference if they've already "called out" an idea thread to keep it bumped? They apparently noticed the topic. Do you figure they... forget about it? Or... they need to be reminded? Or...?
I'm being completely serious. After a thread gets a weekly call out, I normally figure that it's about as much recognition as it'll get from CCP on the design/idea side. More player visibility... I'm not sure that helps? They can be very particular about what player feedback they will observe in the first place, and I'm not sure if continued support/interest in something they're already positive about shifts the priority of its implementation.
It's not entirely clear to me how they "consume" our ideas and feedback.
Dren and Templar equipment stats, wrong since release.
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