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Beren Hurin
Onslaught Inc RISE of LEGION
2325
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Posted - 2014.04.28 16:58:00 -
[1] - Quote
There are so many ways that Dust and Eve are different. The reason that the variety of roles CAN exist in Eve is not limited too:
-The rate of fire, tracking ability, and reload of turrets/launchers are all automated in eve, outsourcing the damage application to the client. -Damage application in Eve is more about positioning than any kind of 'turret game', -Targets rotate around the 'shooter' in 3 axis, while in dust this is mostly 2 -Damage projection is a function of the interplay between the 'virtual hitboxes' of sig radius and the 'rotation speed' of turrets in addition to falloff, optimal range, and some other factors. This only has meaning because the damage application is largely automatic. -In a system where damage application is MUCH MORE analog/manual the equivelencies of 'role differentiation' are FALSE.
To have the kind 'role depth' of cruiser > destroyer > frigate interplay between dropsuits assumes some things about the damage application that don't yet exist in the game, and I have not yet seen displayed. |
Beren Hurin
Onslaught Inc RISE of LEGION
2327
|
Posted - 2014.04.28 18:54:00 -
[2] - Quote
Iron Wolf Saber wrote:Quil Evrything wrote:Iron Wolf Saber wrote:The more I talk with people who disagree the more I find out most are just confused to what tiericide would do and may be the source of their opposition against the idea.
... blah blah TL;DR
If you cant explain why your idea is a great thing in 3 sentances or less, it will never get the popular vote. Please work on that. "Empowering player decisions and rewarding those decisions."
Your idea does not really explain the HOW of that though.
From a business point of view, extra SP is valuable only insofar as it buys relatively equal power over equal spans of time. As the utility of new SP declines, so does the need to log on to gain it. A role progression system must be balanced with a business mindset that reflects this reality.
The extent to which you 'reduce the gap' between brand new, and old players WILL BE the extent to which you destroy the business model that drives people to log on to get meaningful amounts of SP. Less useful SP over time will mean less reason to pay/log on/squad/lead squads/teach new players etc/feed the system.
The alternative is a business model is a CONTENT PROGRESSION system that provides increased utility for the diversity of possible roles a player skills into over time (in eve this is more about career diversity rather than pvp roles). To the extent you make the skill tree the CORE aspect of your content progression system, is the extent to which you gamble on the community's rationality to choose a self-balancing ecosystem of role-reward relationships.
The biggest beef I have about the PIE IN THE SKY Panacea of 'Tiericide' is that it does just this. It is asking CCP to make the culture of progression within the game revolve around the skill tree. I would not be excited for this kind of development formula.
I would rather see a kind of content progression that reinforces the Price-buys-power system that we have now. The extent to which losses are more guaranteed within PvP or to which power is less relavant in PvE will be the extent to which budgeting your suits, exploiting various resources within the game, building relationships that leverage your power, and studying and outmanuevering your opponent across the geography of the region will make the meta-progression outshine the current limitations of 'price-buys-power'. |
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