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Iron Wolf Saber
Den of Swords
12048
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Posted - 2014.01.14 20:02:00 -
[1] - Quote
Since people can't read.
Before Teiricide
With Captions
After Teiricide
Edit : Yes I noticed the link slot on the pre teiricide being a typo sorry.
As you can see this gets rid of climbing up the tree overall but now breaks out into branching the tree out to more interesting branches. Militia -> Basic Tech 1 -> Advanced Tech 2 as you can notice is losing slots as it goes up but it trades it for additional specialized bonuses.
Suits start off with meager fittings when you train their suit command to 1, but as you train up command skills for the specific suits that need it to operate you will be then getting more fitting, and more bonuses thus allows you to develop and specialize the suit further.
Also under Teiricide 'type 2 and type 3s' return and are a part of the logical progression where type 2 and 3s are not better just different dice rolled for the same class.
Tech 1s get tech 2 previews of the suits as you can notice one class is suited to being a pilot, one a scout, and one a spec ops by slot layouts alone.
Milita (not shown) post teiricide has 'fixed bonuses' and does not gain anything per level and fitting overall is pretty low despite having the highest number of slots verses its tech 1 cousin. While powerful for a rookie at the start once the rookie starts investing into the skill of the amarr light around lvl 2 and 3 the tech 1 suits start to outperform the militia suit in terms of fitting then bonuses.
Despite this none of the suits get obsoleted by skill training as the captioned pre teiricide cuts out clearly. A maxed out amarr light operator can still effectively use the tech 1 suits to a great advantage and would currently achieve the 'going cheaper' motif the current specialist advanced suits enjoy. While tech 2 is for going 'pro'. The only reason not to use a certain suit on any of these post teiricide trees is the simple fact its not your play style, some people like their sidearms some don't care to lose it for a second equipment slot.
And yes the three tech 1 suits will have different models under the new teiricide when art allows for it.
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Iron Wolf Saber
Den of Swords
12050
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Posted - 2014.01.14 20:09:00 -
[2] - Quote
Joseph Ridgeson wrote:What is the likelihood of this happening?
Thanks for all the information you are constantly giving us players.
Be well. -Joseph
Dunno, but I got a fugly stick ready for this to get something like it or similar verses what I been hearing is the future plans.
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Iron Wolf Saber
Den of Swords
12050
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Posted - 2014.01.14 20:11:00 -
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Zekain K wrote:Meh seems like too much work, and Ccp doesn't like work.
This will actually save them quite a bit of work instead.
On an equivalent role to suit scale this takes 7 suits ccp currently has between 2 roles and reduces to 3 with no scaling needs.
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Iron Wolf Saber
Den of Swords
12053
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Posted - 2014.01.14 20:21:00 -
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Beren Hurin wrote:Lets say this magically solves all of the 'balance' problems as you see them, after tiericide how does the economics of suits work?
Will light suit v.1 be as cheap/expensive as light suit v.3?
If I'm accumulating larger piles of isk, what am I generally spending it on? If the grade of equipment doesn't exponentially increase my isk cost to field it, where does my isk go? Does it just pile up? When I can choose a 1k isk suit, a 10k isk suit, and a 100k isk suit, then a 200k isk payout means something substantial.
When/if all suits are similarly only specifically useful and similarly priced:
1) How does that effect the entry cost of suits-the price new players are paying to be competitive in them? 2) Are you going to assume that most of the cost of fits will lie in module fitting now? 3) Proponents of tiericide propose that suit bonuses rather than module fits will determine the uniqueness of different suit types/roles...what does this mean for the uniqueness of how each one is fit?
What I haven't heard from the tiericide folks is the approach tiericide will take toward the faucet:sink relationship that current STD>ADV>PRO gear has set up. The current tiers forces a significant relationship between cost and profit per match based on how strong of a suit you field.
The reason there is so much isk in the game at the moment has much less to do with tier/dropsuit balance and much more to do with the design of PC and the salvage rebates with Chromosome/Uprising. It is statistically impossible for everyone to eventually be running proto AND profit unless they all are just walking around in the game and not shooting each other.
Tl;DR: please also explain the micro/macro economic/cost/profit/incentive side of tiericide. Otherwise, I think this idea leads to an unsustainable and ultimately boring system.
Costs move over the modules instead.
Tech 1 suit with basic modules and guns will be in similar price to current base suits and base modules in pricing.
A tech 2 suit with mostly proto modules and guns will be slightly more expensive than current proto layouts.
A tech 1 suit with advanced/proto mix or tech 2 suit with basic advanced should be around the same cost as todays proto to advanced fit prices being costs effective for performance.
Thus its going to be up to the player to determine (and it is currently like this) how expensive his fit is going to be, Thales or not to Thales? Thales are going to be an estimate 20 million isk already which are typically being fitted on a suit that barely costs 1/100th of that price.
When manufacturing comes in, tech 1 suits are easily manufactured as are the modules, meta modules and tech 2s will be slightly more difficult requiring a technology base on either behalf of the eve overlords ( who may be the ones ultimately building all of this stuff ) or ourselves to make them possible and those can become a point in conflict.
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Iron Wolf Saber
Den of Swords
12053
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Posted - 2014.01.14 20:28:00 -
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Guildo Crow wrote:I support this thread, and all mentions of Tiercide.
Bringing back the type 2 suits is a fantastic idea, I almost forgot about those things. (initially their intent was for gameplay symmetry)
Has there been any response, official or not, from CCP regarding Tiercide?
I had to have to start a fire somewhere.
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Iron Wolf Saber
Den of Swords
12058
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Posted - 2014.01.14 20:30:00 -
[6] - Quote
Lynn Beck wrote:Would like to see some numbers on how much you expect things to cost, is this going to mimic the EVE setup where a T1 ship costs 300k, but the T2 equivelent is like (not sure) 2 mill?
Or would specializing be same cost or negligibly higher, but module costs jumping like 1k-10k-40k a module?
I don't want to see the suits go sky high though and overall it would be just estimates. Until I have a fuller picture on my end (this is taken from another project of mine) I cannot give anything accurate
I say 150-250k tops for a 'proto' suit with no offshot weapons
70-150k for your cost effective builds
20-50k for a tech 1 bare bones suit.
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Iron Wolf Saber
Den of Swords
12058
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Posted - 2014.01.14 20:31:00 -
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Pokey Dravon wrote:Whats your opinion on modules? Keep them as is or change how they skill up?
Modules will mostly still stay the same (withstanding balance needs between level) cept for in prices to eat up what suit prices are lost out with this change.
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Iron Wolf Saber
Den of Swords
12058
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Posted - 2014.01.14 20:38:00 -
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Beren Hurin wrote:Iron Wolf Saber wrote:Beren Hurin wrote:Lets say this magically solves all of the 'balance' problems as you see them, after tiericide how does the economics of suits work?
Will light suit v.1 be as cheap/expensive as light suit v.3?
If I'm accumulating larger piles of isk, what am I generally spending it on? If the grade of equipment doesn't exponentially increase my isk cost to field it, where does my isk go? Does it just pile up? When I can choose a 1k isk suit, a 10k isk suit, and a 100k isk suit, then a 200k isk payout means something substantial.
When/if all suits are similarly only specifically useful and similarly priced:
1) How does that effect the entry cost of suits-the price new players are paying to be competitive in them? 2) Are you going to assume that most of the cost of fits will lie in module fitting now? 3) Proponents of tiericide propose that suit bonuses rather than module fits will determine the uniqueness of different suit types/roles...what does this mean for the uniqueness of how each one is fit?
What I haven't heard from the tiericide folks is the approach tiericide will take toward the faucet:sink relationship that current STD>ADV>PRO gear has set up. The current tiers forces a significant relationship between cost and profit per match based on how strong of a suit you field.
The reason there is so much isk in the game at the moment has much less to do with tier/dropsuit balance and much more to do with the design of PC and the salvage rebates with Chromosome/Uprising. It is statistically impossible for everyone to eventually be running proto AND profit unless they all are just walking around in the game and not shooting each other.
Tl;DR: please also explain the micro/macro economic/cost/profit/incentive side of tiericide. Otherwise, I think this idea leads to an unsustainable and ultimately boring system. Costs move over the modules instead. Tech 1 suit with basic modules and guns will be in similar price to current base suits and base modules in pricing. A tech 2 suit with mostly proto modules and guns will be slightly more expensive than current proto layouts. A tech 1 suit with advanced/proto mix or tech 2 suit with basic advanced should be around the same cost as todays proto to advanced fit prices being costs effective for performance. Thus its going to be up to the player to determine (and it is currently like this) how expensive his fit is going to be, Thales or not to Thales? Thales are going to be an estimate 20 million isk already which are typically being fitted on a suit that barely costs 1/100th of that price. When manufacturing comes in, tech 1 suits are easily manufactured as are the modules, meta modules and tech 2s will be slightly more difficult requiring a technology base on either behalf of the eve overlords ( who may be the ones ultimately building all of this stuff ) or ourselves to make them possible and those can become a point in conflict. So would you say then that, "Under tiericide, the bonuses and base stats on your suit will have the greater impact on the role of the suit than the way they are fit?"
Not exactly
Tech 1 are generalists for example the amarr light may get a blanket bonuses (armor efficancy % & Energy weapon efficancy%) Where tech 2 is more specific (Laser Optimal %, Armor repair rates % Cloak module effectiveness, Sensor Booster Bonus %) Also most tech 2s are trading in specific 'noise' out to focus on its true passion.
Tech 1 bonuses are slightly weaker than tech 2 specifics but because tech 1 skills cover a broad number of modules it gains quite a bit of flexibility of how it can go about doing its business while still maintaining its racial identity, there will be suit stats/fitting and slot layouts that synergizes greatly with the modules installed still with its race. For example a reduced heat traite may be mostly amarrian but there are other weapons that still build up heat outside of the amarrian arsenal.
Tech 2 suits are somewhat built up around use of certain modules to overperform in that area that a tech 1 cannot exactly match, but tech 2 trades up flexibility for it combined with their increased costs this is a double sacrifice to break the mold as you're now discounting a major factor as to why its missing a slot or two.
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Iron Wolf Saber
Den of Swords
12060
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Posted - 2014.01.14 20:42:00 -
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Pokey Dravon wrote:Iron Wolf Saber wrote:Pokey Dravon wrote:Whats your opinion on modules? Keep them as is or change how they skill up? Modules will mostly still stay the same (withstanding balance needs between level) cept for in prices to eat up what suit prices are lost out with this change. How do you feel about modules having inherent disadvantages that decrease as tier increases paired with a smaller increase in benefit to what we have now? I'm mostly concerned with excessive stacking of modules, particularly HP and Damage modules on the fits we see currently. It would be much akin to some of the 1.7 vehicle modules.
Most of the time this is done through fitting and gains, the gains from meta 4 to 5 is not as strong as 1 to 2 as well. Fitting will be more important under this model of tetricide I purposed (there are many other ways to do this, mine's slightly more complicated) so overall to go full proto requires a bit of dedication to make it all work out. A player in advanced gear would not feel entirely outclassed as much by a full proto but the full proto is paying a lot in time, isk, and risks for that slight edge he needs for whatever grudge match he's in and its not something he can casually use anymore.
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Iron Wolf Saber
Den of Swords
12060
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Posted - 2014.01.14 20:54:00 -
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Beren Hurin wrote:Iron Wolf Saber wrote:Pokey Dravon wrote:Whats your opinion on modules? Keep them as is or change how they skill up? Modules will mostly still stay the same (withstanding balance needs between level) cept for in prices to eat up what suit prices are lost out with this change. See my point above. If you are then asking suit stats and bonuses to define roles, but increasing module costs, how much have you considered the marginal benefit of fitting STD>ADV>PRO modules? Additionally, we start to get into a UI/Feedback issue then where players can currently be pretty aware of the marginal differences between suit performance just by looking at different suits (like the sharpshooter skill issue from updates prior). To the extent that modules did or did not determine performance differences you would be messing with this ability to prejudge your effectiveness vs. a target. Also, dropsuit visuals and naming conventions would present its own learning curve to the new player that may not first be evident. Knowing all of the various races' individual t1 and t2 light/medium/heavy flavors would be tremendously overwhelming compared to the more conventionaly hierarchical approach that we currently have.
Standards would likely decrease (as the base suit is probably going to be more expensive than current base suits) Advances and protos might spike up.
Intel window should start shifting to displaying Amarr Recon. Amarr Scout. as more important information, as long as each class is well themed and races are well understood, one would not have to know what exactly the bonuses are for the amarr recon to know what type of threats he can pose. Its amarrian, he's going to hit hard and take a beating, he's a recon, he's going to be the hardest thing to sneak up let alone hide from.
If done right that is. Also shooter players have been rather capable of IDing and counter threatening against a very rich variety target environment before as not only weapons have been providing 'classes' of enemies but compounding with classes with different guns has been multiplying that in a multiplayer field. Just some games don't emphasize either.
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Iron Wolf Saber
Den of Swords
12070
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Posted - 2014.01.14 22:09:00 -
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Vulpes Dolosus wrote:SoGǪ how will this apply to modules and weapons?
Not as much, I feel the whole progress of modules is far more fitting for an FPS environment and honestly something ccp should have done at the start with eve.
You will still have tech 1 base adv and proto then tech 2 modules (if any) with a smattering of officers, army, and pirate factions gear at top of the trees.
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Iron Wolf Saber
Den of Swords
12079
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Posted - 2014.01.14 23:17:00 -
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Gemini Reynolds wrote:Aizen Intiki wrote:IWS, link the Dust 2.0 project post. Then people can love you even more
Doo eet
been done https://forums.dust514.com/default.aspx?g=posts&t=126376
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Iron Wolf Saber
Den of Swords
12091
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Posted - 2014.01.15 02:55:00 -
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knight of 6 wrote:great illustrations and they are immediately familiar to an eve player. if you added in bonuses I think it would better illustrate the effects of tiericide. a T2 (tech 2)(sorta like proto but not at all like proto) frame is simply more specialized than it's tech 1(standard) equivalent. an assault is probably the easiest thing to demonstrate this with. amarr med fame "Paul" bonus:{ . [%] laser PG/CPU cost . [%] laser heat build } amarr med frame "Dakar" bonus:{ . [%] bonus armor HP . [%] laser laser damage } T2 amarr med frame "Paul" bonus:{ . amarr med frame bonus: . { . . [%] laser PG/CPU cost . . [%] laser heat build . { [%] bonus laser damage [%] reload speed reduction } T2 amarr med frame "Dakar" bonus:{ . amarr med frame bonus: . { . . [%] bonus armor HP . . [%] swarm launcher damage . { [%] swarm launcher reload speed [%] swarm flight speed } some of you may be saying I was following you until the "T2 Dakar bonus" WTF happened there? welcome to the cluster kitten that is T2 bonuses sometime they completely change the role of the frame. tiericide is interesting because it poses the question "do you want extra damage and tank? or the fitting and heat bonus? and while T2 "Paul" is basically a proto suit, T2 "Dakar" is a beastly AV frame. these questions and trades make it interesting to fight and adds another layer of complexity to fitting without making the fitting process harder to learn. I think tiericide in suits(I haven't been sold on weapons or mods yet) is an extremely interesting Idea that would add needed depth and complexity to the game as well as making it more new player friendly. it should be implemented with the utmost haste. authors notes:
- Paul and Dakar are names of variables I use in programming, they have no significance.
- Rarara add post formatting tools to the forums I need my tab key back
- if you were thinking, those bonuses look familiar
.....Paul = Omen .....Dakar = Mallar .....T2 "Paul" = Zealot .....T2 "dakar" = Sacrilege
- why did I pick Amarr? I fly Amarr in EvE and am familiar with the bonuses, also the Sacrilege demonstrates how drastically fittings can change between T1 and T2 really well.
this post took about 3 hours to research, plan out, organize, format, and type, so if you found it helpful I'd appreciate the "like". I don't pander for likes but I feel it's deserved here. thanks!
Yup basically how I imagined bonuses to work to some degree as well under plan b model.
Plan A is to tailor tech 1 suits to being generalists and tech 2 specialists, plan b which I am somewhat trying to move away from as it factors into the 'power creep' would have tech 1 base bonuses and tech 2 building up on tech 1.
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Iron Wolf Saber
Den of Swords
12127
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Posted - 2014.01.15 15:22:00 -
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Kierkegaard Soren wrote:It just makes sense.
In all honestly though, what is the realistic probability that CCP will ever adopt this approach?
Depends how much sense I can sell and how much support I can garner.
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Den of Swords
12170
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Posted - 2014.01.17 04:05:00 -
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knight guard fury wrote:but we still need to keep our officer weapons though
Like I said weapons and modules are likely to be untouched in this teiricide modules they will be the drive behind specialization as you seek to make these highest end gear fit reliably without sacrificing too much.
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Iron Wolf Saber
Den of Swords
12614
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Posted - 2014.01.26 06:40:00 -
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Cpt Merdock wrote:I could live with this, it make specialized roles more relevant to the game and may even kill that damn virus known as "Flavour of the Month"
There will still be a flavour of the month but it will be less pronounced and far far easier to balance out (instead of adjusting up to possibly 9 suits or more (vanity suits)
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Den of Swords
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Posted - 2014.01.26 09:10:00 -
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The thing is though is that under a proper teiricide system a tech 1 suit fully fitted with basic gear is not only perfectly acceptable but the battlefield norm and demanded by leadership. And and proto gear could be treated like eve's where those modules though better are not cost effective to run all the time; what drives this email n eve is supply off said modules. Tech 1 and tech 2 are manufacturable where as their adv, limited, and prototype gear is not and is drops only. Those modules also are tiered as well requiring higher skip levels to use. A prototype module in eve is as powerful as a tech 2 module usually without the skill requirement nor does that t bnifit from tech 2 skills.
Either way if teiricide can be pulled off proper tech 1 is going to be the bread and butter. If you want better gear you're going to have to generate game play to obtain them.
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Iron Wolf Saber
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Posted - 2014.01.26 09:24:00 -
[18] - Quote
Spectral Clone wrote:I like that the suits cost less and modules cost more. It definately adds another dimension to theorycrafting, cost efficiency.
So, i-¦m assuming you have presented this to CCP.
Can you comment if they are positive to tiericide? Or any other change to the infantry skill tree to make dropsuits more accessible in the short term?
Actually no, though someone else tweeted my work before I was ready so got things to do.
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Iron Wolf Saber
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Posted - 2014.01.26 16:12:00 -
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Marc Rime wrote:I don't get it. New content doesn't magically appear as a consequence of removing tiers. Removing tiers would only result in 2/3 of the dropsuits disappearing and remove (or at least limit) the whole "should I risk losing ISK on this game, or should I play it safe with weaker fits?"-aspect of the game.
Don't get me wrong, more variety and specialised suits would be great, but why not ask for that (if that's what we want)?
Currently right now we have problems in the overall arching design of the game.
You are right on the grounds of content being removed.
Where you missing the point is the quality and retention of content.
Let's take weapons in other popular FPS games then.
Doom 2
You start off with the measly pistol, but as you go further along you eventually get the minigun and never looked back. The two uses the same ammo but the mini-gun is far vastly superior to the pistol due to the rate of fire alone, there is simply no need to swap back to the pistol ever unless you wanted to be macho that day but we go the chainsaw for that.
Now lets take a look at a shooter that in similar analogy performed teiricide on the guns.
Halo: Combat Evolved
You pick up the magnum.
Yet despite picking up the assault rifle, plasma rifle, and even more powerful weapons such as rocket launcher and sniper rifle the pistol remains and still is an amazing powerful and a weapon you can not only fallback onto but if the game supported it enough beat the game with its use and it would actually not be considered a macho move but the exact opposite.
In dust 514 we have dozens of suits that fall into the category of the doom pistol. that by simply getting the minigun equivalent there is no need to go back to those suits ever, not even to save isk because the suit of higher tier is absolutely better in every way imaginable including the cost effectiveness.
While ideally would be to replace the suits individually this is not possible for every suit is a totem in what we have at most 20 totem poles. So to remedy this the need to come in and chop these totems apart and place them into different totem poles all together. A teiricide with the new racial suits included and preserving the number of classes would lead to 24 totem poles still despite losing 2/3rd of the suits.
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Posted - 2014.01.26 16:32:00 -
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Cooper Eudaemon wrote:I hate to be that guy, but I can't see the pictures you linked. Wat do.
Well I won't do quick captions but I am sure you can look this document up right?
https://docs.google.com/spreadsheet/ccc?key=0AqHgiF-KXQZXdDdKYjRQT193VDlfbFM5b0FwdlB5Ymc&usp=docslist_api#gid=0
This is mostly my idea and there are a few extra classes thrown in but these suits in this chart are the only one of its tier. There is no advanced or prototype suit. Take note of the suit type designation and see how things progress between the skill levels needed by displayed names. Then you can mouse over the names for the light frames and read their bonuses and compare the stats between tech 1 and tech 2.
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Posted - 2014.01.26 17:58:00 -
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Maken Tosch wrote:Vrain Matari wrote: In one sense we don't set the prices - that comes down to mineral, blueprint and manufacturing costs. Market forces will do the rest. But i'm all in for us having the ability to manufacture for ourselves.
It could protect us if any agency(DUST or EVE) tries to corner a market. Hard to do though, the DUST market is large and should be fed by many different manufacturers.
Actually in Eve Online we do set the prices regardless of the mineral costs. And I mean that in the sense that we have the physical/technical capability to do so. Pretty much like that joke on why Cain killed Abel. Because he was Able. Often times people try to set higher prices than normal which is often a tactic used by smart marketeers who run margin trade scams. How this specific scam works can be best described by this: https://forums.eveonline.com/default.aspx?g=posts&t=18942I'm not sure if this tactic is still being used today since the thread I linked dates back a few years. Can someone who is also an Eve player confirm this?
It is still around today unfortunately.
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Posted - 2014.01.27 00:58:00 -
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Marc Rime wrote:Iron Wolf Saber wrote:In dust 514 we have dozens of suits that fall into the category of the doom pistol. that by simply getting the minigun equivalent there is no need to go back to those suits ever, not even to save isk because the suit of higher tier is absolutely better in every way imaginable including the cost effectiveness. But they're not always more cost efficient, if they were, everyone would always run proto and they don't. It's only safe when you're on the team doing the stomping. In a balanced game or on the losing team you're likely to lose ISK - though it may be worth it anyway ofc ;). The above isn't really the point though. Even if I'm wrong and proto is always better I don't see the problem with tiers. So what if MLT, STD and ADV suits are mere stepping stones until you reach "endgame"? No resources are wasted on them -- it's not like they could free up awesome suit models or something if they would only remove the tiers. In EVE, it made sense, but the situation there was totally different from what we have here. ...or is there something I'm missing? EDIT: Again, the kind of variety you've outlined would be really nice to have. I'm just saying it's possible to add that type of content without removing the tiers, and that removing the tiers won't really speed up or ease the creation of that content.
One scenario would be the prototype medium frame of being an underclasses tier worth none of the skill points going into it. For cost savings the general populance would use advanced suits instead of proto or straight militia for lost cause fighting.
Under my tiericide idea (as there is more than one way yo skin this cat) everyone who trained even trains one level into that suit gets the best suit available. The difference between a newbie and a rookie is how much more potential that can be squeezed.out of that dropsuit bonus and expanded fitting ability.
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Posted - 2014.01.27 05:05:00 -
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Cooper Eudaemon wrote:Iron Wolf Saber wrote:Cooper Eudaemon wrote:I hate to be that guy, but I can't see the pictures you linked. Wat do. Well I won't do quick captions but I am sure you can look this document up right? https://docs.google.com/spreadsheet/ccc?key=0AqHgiF-KXQZXdDdKYjRQT193VDlfbFM5b0FwdlB5Ymc&usp=docslist_api#gid=0This is mostly my idea and there are a few extra classes thrown in but these suits in this chart are the only one of its tier. There is no advanced or prototype suit. Take note of the suit type designation and see how things progress between the skill levels needed by displayed names. Then you can mouse over the names for the light frames and read their bonuses and compare the stats between tech 1 and tech 2. Seems like a completely different paradigm than what we have now; though I don't play EVE, this layout seems to mesh better with how skills and ships and fittings work in that game. It is a good bit more complicated, and my only concern is that it might raise the barrier of entry to the point that, like EVE, a new player would be utterly lost without the help of a corp and several hours of study in wikis and on youtube.
Ah but the barrier of entry is now an educational one, no longer that of just having lots of sp and top end gear. If you fit your suit like some of the best veterans with some of the weaker modules you can manage to fit at early levels you should perform nearly as admirably as the veteran stats wise. Ultimately this gets rid of 'proto stomping' as well without removing veteran feel of progression. Veterans will have access to the most exotic and hardest to fit modules for that every ounce of performance when the time calls for it because the cost and frequency of the modules providing that much more powerful is not as likely when player market is fully involved making it very cost inefficient to run in a normal non isk gaining activity (PVP should remain a material gathering activity, co-op missioning when and if introduced should be isk generating activity, with market and loot being the isk transferral activity.)
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Posted - 2014.01.27 06:17:00 -
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Joel II X wrote:With tiericide, what suits will we have? Ones that look like their standard variant, or their prototype variants?
leaning toward prototype slot layouts for tech 1, and advanced layouts for tech 2s (they get more bonuses and built in stats to make up for it though)
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Posted - 2014.01.27 17:16:00 -
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Pvt Numnutz wrote:I don't like the idea for tierecide on suits. I think it would make it more dull.
Explain?
because we are rapidly approaching in the number of suits beyond the number of ships eve online has and we have FAR FAR fewer ways to enjoy the game whereas in eve almost every ship is a new experience.
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Posted - 2014.01.28 07:35:00 -
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Viktor Hadah Jr wrote:Where do BPO's fit in this master plan?
As manufacturing devices.
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Posted - 2014.01.28 18:22:00 -
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Tebu Gan wrote:Iron Wolf Saber wrote:Viktor Hadah Jr wrote:Where do BPO's fit in this master plan? As manufacturing devices. Hey, sorry off topic, but free bump. I take back the mean things I ever said to you. You are right, about Takahiro Kashuken, sense isn't a strong point of his. Sorry fella.
That's okay just when you cut through many brambles as I have you get to know who hardheaded or not.
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Posted - 2014.01.28 20:32:00 -
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Ivan Avogadro wrote:I like the idea. But whether or not Tiericide is the answer, I do believe CCP needs to do something about the PRO Frame suits, which are simultaneously more expensive and have less bonuses.
While tetricide may not be the answer I know what isn't the answer either and that is they current system. Something needs to change somehow. There are also like I said other people's approaches to teiricide; my model just happens to copy eve's a bit more closely.
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Posted - 2014.02.16 20:22:00 -
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Refreshing.
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Posted - 2014.02.16 21:34:00 -
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Bethhy wrote:More like This is what it would do to dropsuits in DUST.Yet again a fix because everyone plays public high security matches because there isn't anything else to do. A Giant waste of time for a problem that exists for a completely different reason.
The number of problems are excessively massive and are not isolated to just pub stomping to which I will say that gear restrictions which have been proven WILL NOT FIX.
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