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Tallen Ellecon
KILL-EM-QUICK RISE of LEGION
1200
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Posted - 2014.01.14 20:21:00 -
[1] - Quote
I like it and I don't know why anyone wouldn't, but I wonder if this cuts into CCPs bottom line.
Tarn chose peace. Tallen chose war. Where is my Gallente sidearm?
SoonGäó514
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Tallen Ellecon
KILL-EM-QUICK RISE of LEGION
1201
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Posted - 2014.01.14 20:29:00 -
[2] - Quote
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: STD>ADV>PRO largely exists as an economic disincentive against fielding higher tier gear because pub match profit is so low. Please explain the micro/macro economic/cost/profit/incentive side of tiericide. Otherwise, I think this idea leads to an unsustainable and ultimately boring system.
I think a good answer to this question would be to to make higher tiered modules a bigger cost sink. The frame should be just that, a frame. Right now higher tiers only benifit from the higher number of slots and PG/CPU, if the new suits slots were filled with more expensive modules than there would still be a way to make the same suit cost substantially more.
Tarn chose peace. Tallen chose war. Where is my Gallente sidearm?
SoonGäó514
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Tallen Ellecon
KILL-EM-QUICK RISE of LEGION
1201
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Posted - 2014.01.14 21:02:00 -
[3] - Quote
I sure hope you've brought this to CCP. I wish modules were tiered more like they are in EVE to add more variety without making T2 ridiculously better than standard. At the same time the biggest limiting factor is that the whole module and weapon tier system we have now are intertwined with the suit tiering. The extra slots are great but the PG and CPU increase is important because it's still difficult to fit complex modules on a standard suit even with maxed fitting skills.
Like I said earlier I think the main problem is that this could cut into the games bottom line, because the gear itself outweighs the bonuses 95 percent of the time. As it stands weapon tiering is probably the most balanced because the passive skills and modules do far more than the actual stat increases for most weapons (excluding ranges) and the higher ISK, CPU, and PG costs balance it a bit.
But I think they should scrub the tier systems all together while this game is young. Every skill should contributes to a stat.
To continue monotizing all they'd need would have an open market, aur gear, and SP boosters. Boosters still remain important, but now aur versions of gear have less to do with getting ahead, but avoiding grind. Aur could just allow you to access a specialized suit and weapons with no skill, still being balanced because the skills make the suit. If you have the skill you can avoid the grind. Buy gear with Aur, sell it for ISK, avoid unnecessary grind. Now those who never stop playing can make enough in game to buy boosters with ISK, those with $ can sell aurum bought stuff for ISK to avoid grind.
If a bonus SP rollover system is implemented (which we need it's one of the few reasons why I hate active boosters, I can't take a break) I'd buy a booster that turned bonus SP into passive SP.
Tarn chose peace. Tallen chose war. Where is my Gallente sidearm?
SoonGäó514
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Tallen Ellecon
KILL-EM-QUICK RISE of LEGION
1201
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Posted - 2014.01.14 21:26:00 -
[4] - Quote
I'm going to keep bumping this thread and pushing this idea until CCP gives us clear reasons why they aren't doing it. It solves the balance problems, adds variety, still incentives grind, and allows people to try useful things out at lower levels.
Tarn chose peace. Tallen chose war. Where is my Gallente sidearm?
SoonGäó514
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Tallen Ellecon
KILL-EM-QUICK RISE of LEGION
1311
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Posted - 2014.01.27 17:51:00 -
[5] - Quote
This is the kind of overhaul I'd like to see sooner rather than later. It would require a complete respec on an Uprising 1.0 scale.
Where is my Gallente sidearm? 1.8? When is that? SoonGäó514
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