Cross Atu
OSG Planetary Operations Covert Intervention
1910
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Posted - 2014.02.06 19:06:00 -
[1] - Quote
Mixing solutions for a performance issue (Lag) and a mechanics issue (tactical balance) likely isn't the best way to go about things, it muddies the waters as it were.
The lag effect from deployed objects just needs to be fixed. That's something on it's own and should not be a factor in considerations of game balance. It seems like a allocation issue with the paging file but I could be wrong on that. Regardless of what the problem is it's certainly not insurmountable. I've upgraded to an SSD for my PS3 and even when stress testing it by usual multiple logi to deploy full sets of hives and links into a confined area and then engaging in a fire fight there I have encountered zero lag, and that's with a network connection that is solid but not top of the line. So the lag from deployed objects, just like the lag from having several chat channels at once, simply needs to be improved on.
Regarding the spam, there are several aspects to consider. One is that the current scaling on WP within the equipment line is broken in several cases, which encourages spam because the Risk vs Reward paradigm is distorted. Another is the effect of other meta game aspects, such as scanners and flux nades. If you can't hide an uplink anywhere (best you can do is put it so high it requires a dropship to reach) and a single flux can take out several in a radius then to get reliable value from the uplink (be that tactical value or WP value) you're best bet is to spam like mad, and for tactical value to have your squad mates spamming like mad too. One Merc with fluxes can clear an entire room of 14+ uplinks in a matter of seconds, often while hugging cover most of the time, if he has a coordinated squad this is even easier.
Beyond those elements there's the question of "balance" what what it means/what is intended. If the claim is being made that spam causes game imbalance (I don't think it does, I think it's a symptom of imbalance, not a cause) then explain how it causes that imbalance, what that imbalance is and how the alternative method of play would be superior. Once that's been outlined we'd need to refit CPU/PG/ISK/SP costs to bring them inline with the new level of function. If the function of the item is lowered the cost should be as well otherwise it will damage the risk vs reward ratio.
0.02 ISK Cross
SupportSP Rollover & an improved Recruting System
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Cross Atu
OSG Planetary Operations Covert Intervention
1911
|
Posted - 2014.02.06 19:20:00 -
[2] - Quote
Ku Shala wrote:the only real fix to equipment spam is to have equipment become disabled or destroyed when they are placed to close together That opens the door to a world of griefing. One board troll who's left an alt account running passive to level up a type of equipment could grief their entire friendly team by running around and popping their deployed equipment through use of this mechanic.
Of course if it were limited to a radius based on only your own deployed equipment that would remove the potential for griefing and could in theory help spam, but only sort of because squads/teams of players could/would still spam.
The solution to spam is to make deployed equipment useful outside of a spammed context so that it's worthwhile to do something else with it. At present players spam, because there's really minimal incentive, either tactically or WP wise, to do anything else. (Yes of course there are cases where not spaming is worth while, but they do not define the average and they tend to come with higher levels of risk)
0.02 ISK Cross
SupportSP Rollover & an improved Recruting System
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