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Iron Wolf Saber
Den of Swords
12048
|
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.
CPM 0 Secretary
Omni-Soldier, Forum Warrior, Annoying Artist
\\= Advanced Caldari Assault // Unlocked
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Lynn Beck
Granite Mercenary Division Top Men.
534
|
Posted - 2014.01.14 20:06:00 -
[2] - Quote
FIRST! And i don't know if troll or no troll...
Under 28db
Officially nerfproof (predicting CR nerf February '14)
I have a God, His name is Dakka.
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Joseph Ridgeson
WarRavens League of Infamy
304
|
Posted - 2014.01.14 20:08:00 -
[3] - Quote
What is the likelihood of this happening?
Thanks for all the information you are constantly giving us players.
Be well. -Joseph |
Iron Wolf Saber
Den of Swords
12050
|
Posted - 2014.01.14 20:09:00 -
[4] - 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.
CPM 0 Secretary
Omni-Soldier, Forum Warrior, Annoying Artist
\\= Advanced Caldari Assault // Unlocked
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Zekain K
Expert Intervention Caldari State
1037
|
Posted - 2014.01.14 20:10:00 -
[5] - Quote
Meh seems like too much work, and Ccp doesn't like work.
CALDARI not so MASTER RACE
Forum Warrior Level: 10
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Iron Wolf Saber
Den of Swords
12050
|
Posted - 2014.01.14 20:11:00 -
[6] - Quote
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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Omni-Soldier, Forum Warrior, Annoying Artist
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Gemini Reynolds
Sanmatar Kelkoons Minmatar Republic
123
|
Posted - 2014.01.14 20:15:00 -
[7] - Quote
I like the idea IWS. Here's wishing I had the patience to actually run through all the suits and numbers in my head lol but good show. |
Beren Hurin
Onslaught Inc RISE of LEGION
1970
|
Posted - 2014.01.14 20:17:00 -
[8] - Quote
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. |
Cyrius Li-Moody
The New Age Outlaws WINMATAR.
2840
|
Posted - 2014.01.14 20:17:00 -
[9] - Quote
I support. std/adv/pro needs to go.
Youtuber. Your friendly neighborhood whiskey-fueled merc.
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Tallen Ellecon
KILL-EM-QUICK RISE of LEGION
1200
|
Posted - 2014.01.14 20:21:00 -
[10] - 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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Iron Wolf Saber
Den of Swords
12053
|
Posted - 2014.01.14 20:21:00 -
[11] - 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: 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.
CPM 0 Secretary
Omni-Soldier, Forum Warrior, Annoying Artist
\\= Advanced Caldari Assault // Unlocked
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TechMechMeds
Swamp Marines
2087
|
Posted - 2014.01.14 20:23:00 -
[12] - Quote
Iron Wolf Saber wrote:Since people can't read. Before TeiricideWith Captions After Teiricide (and yes I realized I need to find an image hosting service without annoying advertisements) Edit : Yes I noticed the link slot on the pre teiricide being a typo sorry; and no the slots are theorycrafting from flipping the minmatar suit over...) 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.
I'm still not getting it lol.
Wow it actually looks good, iv not seen anything posted on the subject that states anything other than that we'd all be more equal and we'd be grinding to remove inherent penalties, nothing mentioned as far as iv seen about opneninbg up opportunities for more suit variants.
This is the first post iv seen that shows any enjoyable benefit for tiericide and I'm now for it.
Thank you.
Level 2 forum warrior.
Minmatar and Gallente fw.
I sold my wife and kids to the Amarr for isk, its a valid tactic.
|
Guildo Crow
ZionTCD Public Disorder.
188
|
Posted - 2014.01.14 20:25:00 -
[13] - Quote
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? |
Lynn Beck
Granite Mercenary Division Top Men.
534
|
Posted - 2014.01.14 20:27:00 -
[14] - Quote
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?
Under 28db
Officially nerfproof (predicting CR nerf February '14)
I have a God, His name is Dakka.
|
Iron Wolf Saber
Den of Swords
12053
|
Posted - 2014.01.14 20:28:00 -
[15] - Quote
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.
CPM 0 Secretary
Omni-Soldier, Forum Warrior, Annoying Artist
\\= Advanced Caldari Assault // Unlocked
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Beren Hurin
Onslaught Inc RISE of LEGION
1971
|
Posted - 2014.01.14 20:28:00 -
[16] - Quote
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?" |
R F Gyro
Clones 4u
1043
|
Posted - 2014.01.14 20:28:00 -
[17] - Quote
While I'd love to see this implemented, it looks like it would be a massive amount of work, and would need a huge amount of balancing itself. I'm not sure I'd put this at the top of the pile, priority-wise.
RF Gyro: 12.5% damage bonus; 10.5% rate of fire bonus
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Tallen Ellecon
KILL-EM-QUICK RISE of LEGION
1201
|
Posted - 2014.01.14 20:29:00 -
[18] - 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
|
stlcarlos989
SVER True Blood Public Disorder.
950
|
Posted - 2014.01.14 20:29:00 -
[19] - Quote
So is this is just what you want to see? Or is CCP actually considering this? I think would be good for the game but I doubt CCP had any intention on doing this.
Also try imgur.
STB Director, #1 in Warpoints E3 Closed Beta Build, Water Pipe Aficionado
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Fire of Prometheus
DUST University Ivy League
2889
|
Posted - 2014.01.14 20:30:00 -
[20] - Quote
I'm ok with it as long as the t2 suits LOOK the same as the current proto suits
Commando 6 // A.R.C Commander // D-Uni instructor
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Pokey Dravon
OSG Planetary Operations Covert Intervention
1482
|
Posted - 2014.01.14 20:30:00 -
[21] - Quote
Whats your opinion on modules? Keep them as is or change how they skill up?
1.8 Analysis - Sentinel Damage Efficiency Calcs
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Iron Wolf Saber
Den of Swords
12058
|
Posted - 2014.01.14 20:30:00 -
[22] - 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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Omni-Soldier, Forum Warrior, Annoying Artist
\\= Advanced Caldari Assault // Unlocked
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Iron Wolf Saber
Den of Swords
12058
|
Posted - 2014.01.14 20:31:00 -
[23] - Quote
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.
CPM 0 Secretary
Omni-Soldier, Forum Warrior, Annoying Artist
\\= Advanced Caldari Assault // Unlocked
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Pokey Dravon
OSG Planetary Operations Covert Intervention
1482
|
Posted - 2014.01.14 20:36:00 -
[24] - Quote
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.
1.8 Analysis - Sentinel Damage Efficiency Calcs
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Iron Wolf Saber
Den of Swords
12058
|
Posted - 2014.01.14 20:38:00 -
[25] - Quote
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.
CPM 0 Secretary
Omni-Soldier, Forum Warrior, Annoying Artist
\\= Advanced Caldari Assault // Unlocked
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Quil Evrything
Triple Terrors
731
|
Posted - 2014.01.14 20:39:00 -
[26] - Quote
Iron Wolf Saber wrote:Since people can't read.
people apparently cant spell, either Please edit your post and fix; it's driving me nuts
"Tiericide"
Also,when posting images that include text, please use png, not jpg. Lossy compression makes for fuzzy text :( |
Iron Wolf Saber
Den of Swords
12060
|
Posted - 2014.01.14 20:42:00 -
[27] - Quote
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.
CPM 0 Secretary
Omni-Soldier, Forum Warrior, Annoying Artist
\\= Advanced Caldari Assault // Unlocked
|
Beren Hurin
Onslaught Inc RISE of LEGION
1972
|
Posted - 2014.01.14 20:42:00 -
[28] - Quote
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. |
Iron Wolf Saber
Den of Swords
12060
|
Posted - 2014.01.14 20:54:00 -
[29] - Quote
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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Gemini Reynolds
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Posted - 2014.01.14 20:57:00 -
[30] - Quote
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.
Personal anecdote: I rather enjoy the challenge of having to learn to tie what name to what inherent abilities. It took some time to do with Eve's ships, but that only caused me to become more invested in the game as a whole. Variations can be defined in as simple a means as a palette swap (see Logi and/or proto) to make it a little simpler (basics, not specifics).
I cannot say this would be true of all players. Just, as noted, a personal anecdote. |
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