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KalOfTheRathi
Nec Tributis
965
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Posted - 2014.02.14 12:18:00 -
[31] - Quote
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.
And so it goes.
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Hagintora
Chatelain Rapid Response Gallente Federation
192
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Posted - 2014.02.14 12:41:00 -
[32] - Quote
I've never played EVE and I like the OP. It helps give Frame Suits a role on the battlefield, which in turn helps newer players.
I'm not sure what you mean by complexity, though. Do you mean complexity for the developers, or the players? |
Zeylon Rho
Subdreddit Test Alliance Please Ignore
3435
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Posted - 2014.02.14 17:17:00 -
[33] - Quote
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."
Dren and Templar equipment stats, wrong since release.
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SILENTSAM 69
SONS of LEGION RISE of LEGION
646
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Posted - 2014.02.14 17:45:00 -
[34] - Quote
This would be much better for suits. I fully support this idea. It would improve many aspects of the game. |
Zeylon Rho
Subdreddit Test Alliance Please Ignore
3464
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Posted - 2014.02.19 14:34:00 -
[35] - Quote
Still got a bit before 1.8 drops, I hope this is still being considered.
Dren and Templar equipment stats, wrong since release.
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KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
9519
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Posted - 2014.02.22 21:22:00 -
[36] - Quote
I love this idea still
Gû¦Gû+Supreme emperor god-kingpÇÉKAGEH¦PSHIpÇæ// Lord of threads // Forum alt Gû¦Gû+
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Mobius Wyvern
Ahrendee Mercenaries EoN.
4639
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Posted - 2014.02.22 21:25:00 -
[37] - Quote
Bumping an excellent thread.
Amidst the blue skies
A link from past to future
The sheltering wings of the protector
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Celus Ivara
DUST University Ivy League
168
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Posted - 2014.02.24 07:04:00 -
[38] - Quote
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). |
Zeylon Rho
Subdreddit Test Alliance Please Ignore
3515
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Posted - 2014.02.24 09:03:00 -
[39] - Quote
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.
Dren and Templar equipment stats, wrong since release.
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KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
9618
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Posted - 2014.02.26 18:02:00 -
[40] - Quote
https://forums.dust514.com/default.aspx?g=posts&m=1878734#post1878734 made it to the bi-weekly thing
Gû¦Gû+Supreme emperor god-kingpÇÉKAGEH¦PSHIpÇæ// Lord of threads // Forum alt Gû¦Gû+
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Zeylon Rho
Subdreddit Test Alliance Please Ignore
3598
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Posted - 2014.02.26 18:04:00 -
[41] - Quote
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.
Dren and Templar equipment stats, wrong since release.
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Aerius Corius
FACTION WARFARE ARMY FACTION WARFARE ALLIANCE
29
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Posted - 2014.02.26 18:18:00 -
[42] - Quote
The ideas have a lot of merit and I can't say whether or not they are good or detrimental...just to be careful. Proto-stomping is a problem right now, but we also don't want players who invest the isk and sp (and thus the time to get there) to feel like their efforts are meaningless.
Some points to consider...
CCP WILL have Aurum gear at all levels - when you directly increase stats of gear, so too do you increase AURUM stats rendering sp less valuable. Players who invest sp should get more out of their suits than someone who swipes the credit card. Vice Versa, Aurum users should feel their cash investment is performing at the same base level as whatever they bought.
EX: Prototype Caldari Medium Frame vs. Aurum Prototype Caldari Medium Frame -Both should have the exact same statsbefore skills. -If a player who has skilled into the frame runs into a player who has also skilled into the frame, but is running the aurum version, the match should be even by virtue of sp. If the player who skilled into a frame runs into a player who has not skilled the frame but is running its aurum version, the player with skills should have the advantage by virtue of skill bonuses.
Power Creep is dangerous and while proto suits and their aurum equivalents should be strong, CCP has done well to ensure that militia gear (the bottom of the scale) does have some chance, however slim, of succeeding. This is the fine line both DUST and EvE walk in skill vs. gear - the goal is for players with skill to be able to triumph over players with gear and no skill, and vice versa, a player with gear has the chance to triumph over a player with skill IF they are in inferior or strategically inferior gear (ex. an aum proto HMG vs a rail rifle at range - or an aur proto rail rifle vs. std nova knives).
Simply be sure to keep this in mind as you propose stat changes. I do imagine CCP is trying to eventually get all skillbooks to have meaning (not be sp sinks).
That guy you killed with 0% shields?
Yeah, I sniped him - go team.
Oh, you didn't know...hmm.
*CCP: Display Assists!!!
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KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
9619
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Posted - 2014.02.26 18:25:00 -
[43] - Quote
Aerius Corius wrote:The ideas have a lot of merit and I can't say whether or not they are good or detrimental...just to be careful. Proto-stomping is a problem right now, but we also don't want players who invest the isk and sp (and thus the time to get there) to feel like their efforts are meaningless.
Some points to consider...
CCP WILL have Aurum gear at all levels - when you directly increase stats of gear, so too do you increase AURUM stats rendering sp less valuable. Players who invest sp should get more out of their suits than someone who swipes the credit card. Vice Versa, Aurum users should feel their cash investment is performing at the same base level as whatever they bought.
EX: Prototype Caldari Medium Frame vs. Aurum Prototype Caldari Medium Frame -Both should have the exact same statsbefore skills. -If a player who has skilled into the frame runs into a player who has also skilled into the frame, but is running the aurum version, the match should be even by virtue of sp. If the player who skilled into a frame runs into a player who has not skilled the frame but is running its aurum version, the player with skills should have the advantage by virtue of skill bonuses.
Power Creep is dangerous and while proto suits and their aurum equivalents should be strong, CCP has done well to ensure that militia gear (the bottom of the scale) does have some chance, however slim, of succeeding. This is the fine line both DUST and EvE walk in skill vs. gear - the goal is for players with skill to be able to triumph over players with gear and no skill, and vice versa, a player with gear has the chance to triumph over a player with skill IF they are in inferior or strategically inferior gear (ex. an aum proto HMG vs a rail rifle at range - or an aur proto rail rifle vs. std nova knives).
Simply be sure to keep this in mind as you propose stat changes. I do imagine CCP is trying to eventually get all skillbooks to have meaning (not be sp sinks).
I don't think you understand the idea. The skill will act as a multiplier. If you have level 0 of a dropsuit skill, and the dropsuit bonus is +5% armor, then you will receive no bonus (0 x 5% = 0). Aurum or no Aurum, it makes no difference.
Gû¦Gû+Supreme emperor god-kingpÇÉKAGEH¦PSHIpÇæ// Lord of threads // Forum alt Gû¦Gû+
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KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
9620
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Posted - 2014.02.26 18:32:00 -
[44] - Quote
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.
Gû¦Gû+Supreme emperor god-kingpÇÉKAGEH¦PSHIpÇæ// Lord of threads // Forum alt Gû¦Gû+
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Zeylon Rho
Subdreddit Test Alliance Please Ignore
3600
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Posted - 2014.02.26 18:39:00 -
[45] - Quote
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.
Dren and Templar equipment stats, wrong since release.
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Aerius Corius
FACTION WARFARE ARMY FACTION WARFARE ALLIANCE
29
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Posted - 2014.02.26 18:57:00 -
[46] - Quote
KAGEHOSHI Horned Wolf wrote: I don't think you understand the idea. The skill will act as a multiplier. If you have level 0 of a dropsuit skill, and the dropsuit bonus is +5% armor, then you will receive no bonus (0 x 5% = 0). Aurum or no Aurum, it makes no difference.
I'll give it a reread - as someone just said though, do clarify. Again - I'm not against it just providing insights to be cognizant of.
Right now my main concern is proto gear (keep in mind skills right now are % base, so gear can exponentially become powerful hence me comment on power creep). You could run the risk of stretching the scale so far that advanced equipment is annihlated by virtue that proto equipment requires lvl 5, and thus full bonuses.
If all you're doing is switching the bonus to the suit and the skill has no meaning except as a modifer like you describe...this seems more like an argument on just looking at it differently with the same result. That's developer resources spent on accomplishing nothing...no offence, please tell me if I'm reading wrong. But, what I'm seeing is you're providing a solution to a problem not there. Again, don't get prickly - help me understand.
The current skill system is built around the model they know (EvE) where skills modify the stats of the items directly as well as unlock the equipment. The equipment itself in no way is changed without the corresponding skills. Assault suits don't need to have a built in bonus, the skill itself does this - if you wear X suit this skill provides Y bonus to modules on it based on Z level of skill. Personally I think it makes perfect sense and changing it isn't warranted.
Now your points on basic frames are great and they do need some improvement. As I said before, I imagine the stats on the basic suits are fine - the problem is that the 'standard' skill (such as Caldari Medium) does nothing for those suits. Just keep in mind that if you have this apply up the line, like in EvE, the benefit is not even. It's exponential. The medium frame and its advanced parts (the logi and assault) do both get this bonus...which means they are still aligned per normal, but you then add ANOTHER bonus to the assault and logi pushing them much further out...creating a potential (not a guaranteed but possible) imbalance...and screwing the basic suits back to where they are now. Wasted development.
I totally agree basic suits should be more utilitarian - my personal opinion is that their stats are fine but their cost is not. I think basic suits should be our 'new' militia suits after we're established as a player and function as utilitarian economy suits for when the battle is so far gone or we're expecting significant clone loss to secure an objective (like bunker busting) where TTK far outweighs the benefit of the better gear and its cost due to combat conditions.
I don't understand why a basic costs MORE than an assault variant - you're penalizing a lower sp player economically, which doesn't make sense as that slows growth. A lower sp player should want to use basics to help pad their wallet (and sp) as they work towards the assault. The assault will cost more in this model, but with it comes the gains of better performance and thus better pay - covering its cost and then some. i.e. progression in sp should lead to progression in gear should lead to progression in isk gain to cover it all.
EX: You've got to bust a bunker. You WILL die. A lot. Your TTK with the basic is 4 seconds. Your TTK with the proto is 5. TYhis is not at all unusual and you see it often. Is that extra second worth the 50k+ isk you're about to blow? Probably not - in comes the utility of having basic suits on standby. This is a tactical reason for basics - keeping them relevant to veterans as well as new players.
Food for thought.
That guy you killed with 0% shields?
Yeah, I sniped him - go team.
Oh, you didn't know...hmm.
*CCP: Display Assists!!!
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Zeylon Rho
Subdreddit Test Alliance Please Ignore
3603
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Posted - 2014.02.26 19:25:00 -
[47] - Quote
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.
Dren and Templar equipment stats, wrong since release.
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KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
9622
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Posted - 2014.02.26 20:39:00 -
[48] - Quote
Aerius Corius wrote:KAGEHOSHI Horned Wolf wrote: I don't think you understand the idea. The skill will act as a multiplier. If you have level 0 of a dropsuit skill, and the dropsuit bonus is +5% armor, then you will receive no bonus (0 x 5% = 0). Aurum or no Aurum, it makes no difference.
I'll give it a reread - as someone just said though, do clarify. Again - I'm not against it just providing insights to be cognizant of. Right now my main concern is proto gear (keep in mind skills right now are % base, so gear can exponentially become powerful hence me comment on power creep). You could run the risk of stretching the scale so far that advanced equipment is annihlated by virtue that proto equipment requires lvl 5, and thus full bonuses. If all you're doing is switching the bonus to the suit and the skill has no meaning except as a modifer like you describe...this seems more like an argument on just looking at it differently with the same result. That's developer resources spent on accomplishing nothing...no offence, please tell me if I'm reading wrong. But, what I'm seeing is you're providing a solution to a problem not there. Again, don't get prickly - help me understand. The current skill system is built around the model they know (EvE) where skills modify the stats of the items directly as well as unlock the equipment. The equipment itself in no way is changed without the corresponding skills. Assault suits don't need to have a built in bonus, the skill itself does this - if you wear X suit this skill provides Y bonus to modules on it based on Z level of skill. Personally I think it makes perfect sense and changing it isn't warranted. Now your points on basic frames are great and they do need some improvement. As I said before, I imagine the stats on the basic suits are fine - the problem is that the 'standard' skill (such as Caldari Medium) does nothing for those suits. Just keep in mind that if you have this apply up the line, like in EvE, the benefit is not even. It's exponential. The medium frame and its advanced parts (the logi and assault) do both get this bonus...which means they are still aligned per normal, but you then add ANOTHER bonus to the assault and logi pushing them much further out...creating a potential (not a guaranteed but possible) imbalance...and screwing the basic suits back to where they are now. Wasted development. I totally agree basic suits should be more utilitarian - my personal opinion is that their stats are fine but their cost is not. I think basic suits should be our 'new' militia suits after we're established as a player and function as utilitarian economy suits for when the battle is so far gone or we're expecting significant clone loss to secure an objective (like bunker busting) where TTK far outweighs the benefit of the better gear and its cost due to combat conditions. I don't understand why a basic costs MORE than an assault variant - you're penalizing a lower sp player economically, which doesn't make sense as that slows growth. A lower sp player should want to use basics to help pad their wallet (and sp) as they work towards the assault. The assault will cost more in this model, but with it comes the gains of better performance and thus better pay - covering its cost and then some. i.e. progression in sp should lead to progression in gear should lead to progression in isk gain to cover it all. EX: You've got to bust a bunker. You WILL die. A lot. Your TTK with the basic is 4 seconds. Your TTK with the proto is 5. TYhis is not at all unusual and you see it often. Is that extra second worth the 50k+ isk you're about to blow? Probably not - in comes the utility of having basic suits on standby. This is a tactical reason for basics - keeping them relevant to veterans as well as new players. Food for thought. 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.
Gû¦Gû+Supreme emperor god-kingpÇÉKAGEH¦PSHIpÇæ// Lord of threads // Forum alt Gû¦Gû+
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Aerius Corius
FACTION WARFARE ARMY FACTION WARFARE ALLIANCE
30
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Posted - 2014.02.26 21:24:00 -
[49] - Quote
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.
That guy you killed with 0% shields?
Yeah, I sniped him - go team.
Oh, you didn't know...hmm.
*CCP: Display Assists!!!
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Zeylon Rho
Subdreddit Test Alliance Please Ignore
3605
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Posted - 2014.02.26 21:33:00 -
[50] - Quote
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.
Dren and Templar equipment stats, wrong since release.
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KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
9626
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Posted - 2014.02.27 01:10:00 -
[51] - Quote
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 Sorry, I typed it on my phone; that usually leads to getting sloppy for me. Wasn't in a position to get on my laptop at the time.
Gû¦Gû+Supreme emperor god-kingpÇÉKAGEH¦PSHIpÇæ// Lord of threads // Forum alt Gû¦Gû+
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Jack Kittinger
Molon Labe. General Tso's Alliance
154
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Posted - 2014.02.28 20:34:00 -
[52] - Quote
Zeylon Rho wrote:Aerius Corius wrote:KAGEHOSHI Horned Wolf wrote:snip Let me do an example make sure I've got this right...tell me if I don't! Minmatar Logi - Demo Man Minmatar Logi - Hoarder Minmatar Logi - Chubby Chaser Personally I'd prefer skills to still provide a bonus, not just be a modifier 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.
Just read your proofread OP and I think Aerius' post clearly states a common scenario of the variety that you're proposal might trigger.
I like it. A lot!
*modified it to roles I would actually like to see
Proud winner of the 'Templar BPO Raffle' by Castor Crave!!
Lucky Number 29
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Spectral Clone
Dust2Dust. Top Men.
1453
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Posted - 2014.03.03 06:27:00 -
[53] - Quote
I support this, if combined with tiericide, the skill trees will work much better for both vets and newberries!
Drop it like its hat.
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Lazy Scumbag
Intara Direct Action Caldari State
137
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Posted - 2014.03.03 15:08:00 -
[54] - Quote
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. |
Zeylon Rho
Subdreddit Test Alliance Please Ignore
3703
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Posted - 2014.03.04 01:11:00 -
[55] - Quote
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.
Dren and Templar equipment stats, wrong since release.
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Nirwanda Vaughns
Death Firm.
401
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Posted - 2014.03.06 15:19:00 -
[56] - Quote
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.
Rolling with the punches
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Zeylon Rho
Subdreddit Test Alliance Please Ignore
3742
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Posted - 2014.03.06 15:42:00 -
[57] - Quote
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.
Dren and Templar equipment stats, wrong since release.
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KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
9976
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Posted - 2014.03.17 22:21:00 -
[58] - Quote
Bump!
Gû¦Gû+Supreme emperor god-kingpÇÉKAGEH¦PSHIpÇæ// Lord of threads // Forum alt Gû¦Gû+
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Zeylon Rho
Subdreddit Test Alliance Please Ignore
3834
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Posted - 2014.03.18 03:15:00 -
[59] - Quote
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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Sardonk Eternia
RisingSuns
202
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Posted - 2014.04.05 20:43:00 -
[60] - Quote
Love it |
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