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MarasdF Loron
Fatal Absolution Dirt Nap Squad.
495
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Posted - 2014.04.28 18:26:00 -
[31] - Quote
Just tell me that infantry side tiercide will be nothing like the tiercide that vehicles got in 1.7 and tiercide has my full support.
R.I.P. Pre-1.7 Vehicles & AV, you will be missed.
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Awry Barux
Ametat Security Amarr Empire
2266
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Posted - 2014.04.28 18:33:00 -
[32] - Quote
Maken Tosch wrote:Django Quik wrote:Tiericide won't happen in Dust until there is a LOT more content. Tiericide didn't happen in Eve when each race had only a handful of ships; we're going to be waiting a long long time for there to be enough suits and roles for this to have a chance of being beneficial to the game. Which is why tieracide in Eve Online didn't occur until around 2012 even though Eve came out in 2003. When Eve was released, there were no dedicated Mining Barges or Exhumers, no Subcapitals to Super Capitals, no Tech 3 ships, no Tier 3 ships, etc. Basically almost half of the ships you see in Eve now didn't exist back then. In order for Dust to have a practical tieracide, there will have to be more content to compensate. So far, we are severely limited. We don't have bubble shields, we don't have remote shield repariers, we don't have fighters, we don't have medium assault vehicles, we don't pilot suits, and we don't even have all the tanks/LAVs/Dropships for that matter. There is just too much missing to make effective tieracide at this stage. By the same token, though, the tiered system really doesn't make up for the lack of content. I don't buy into the false depth that is differing suit tiers. There's nothing interesting about beating down a STD Cal Assault with a PRO Cal Assault.
Nerdier than thou
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Ander Thedas
Subdreddit Test Alliance Please Ignore
578
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Posted - 2014.04.28 18:39:00 -
[33] - Quote
Awry Barux wrote:Good post +1. Though it's spelled "Tiercide" ("tier" + "-cide") not "Teiricide"
Actually, it should be tiericide. Like suicide, homicide, regicide, fratricide, etc. The I is the connector to the suffix meaning "to kill."
Omnia mutantur nihil interit
FW lvl10 reward
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Pvt Numnutz
R 0 N 1 N
1156
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Posted - 2014.04.28 18:40:00 -
[34] - Quote
Maken Tosch wrote:Django Quik wrote:Tiericide won't happen in Dust until there is a LOT more content. Tiericide didn't happen in Eve when each race had only a handful of ships; we're going to be waiting a long long time for there to be enough suits and roles for this to have a chance of being beneficial to the game. Which is why tieracide in Eve Online didn't occur until around 2012 even though Eve came out in 2003. When Eve was released, there were no dedicated Mining Barges or Exhumers, no Subcapitals to Super Capitals, no Tech 3 ships, no Tier 3 ships, etc. Basically almost half of the ships you see in Eve now didn't exist back then. In order for Dust to have a practical tieracide, there will have to be more content to compensate. So far, we are severely limited. We don't have bubble shields, we don't have remote shield repariers, we don't have fighters, we don't have medium assault vehicles, we don't pilot suits, and we don't even have all the tanks/LAVs/Dropships for that matter. There is just too much missing to make effective tieracide at this stage. Ah so he was meaning eve style tiercide, yes we don't have enough content for that. Sorry really early here and catching a 15 hrs flight in a bit.
without the other races vehicles, or other aerial vehicles of a similar class eg dropship, gunship, logiship = Medium aerial vehicle operation skill and then assault and other specialization skills, the tiercide wouldn't be very effective. For now we should focus on content, then lump it all up together when we have enough that it would make a difference. |
Quil Evrything
Triple Terrors
1332
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Posted - 2014.04.28 18:46:00 -
[35] - 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."
Fail.
That's about equivalent to "Let's enhance productivity by leveraging synnergy!!"
It doesnt communicate any actual information. it's pure marketing.
Seriously, if you cant communicate the heart of your proposal, in 3 sentences, then you fail at proposal-making.
Details are nice. Details are required. But you have to have a USEFUL SUMMARY FIRST, so people can judge whether it is worth their time to actually read the details.
Hint: there are a million and one forum posts with subject lines like,
"The REAL problem with xyz". They all fail, and deserve to, first of all because they think they have authority to claim that, and secondly because they have demonstrated they are too mentally deficient to even put a useful subject line together. Therefore, anything else they have to say will be similarly mentally deficient.
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Quil Evrything
Triple Terrors
1332
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Posted - 2014.04.28 18:52:00 -
[36] - Quote
MarasdF Loron wrote:Just tell me that infantry side tiercide will be nothing like the tiercide that vehicles got in 1.7 and tiercide has my full support.
I actually like what they did to vehicle modules, organizationally.
I wish there were more options for modules. but at a high level, I like what they did. It made it much more straightforward to choose the style of vehicle you want to run, and then actually put it together.
(The OP-ness of assorted weaponry and modules is a completely separate issue.)
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Beren Hurin
Onslaught Inc RISE of LEGION
2327
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Posted - 2014.04.28 18:54:00 -
[37] - 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'. |
Awry Barux
Ametat Security Amarr Empire
2266
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Posted - 2014.04.28 18:55:00 -
[38] - Quote
Ander Thedas wrote:Awry Barux wrote:Good post +1. Though it's spelled "Tiercide" ("tier" + "-cide") not "Teiricide" Actually, it should be tiericide. Like suicide, homicide, regicide, fratricide, etc. The I is the connector to the suffix meaning "to kill." Hmm, so it should be. I stand corrected.
Nerdier than thou
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ZDub 303
TeamPlayers Dirt Nap Squad.
2591
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Posted - 2014.04.28 19:00:00 -
[39] - Quote
Maken Tosch wrote:Django Quik wrote:Tiericide won't happen in Dust until there is a LOT more content. Tiericide didn't happen in Eve when each race had only a handful of ships; we're going to be waiting a long long time for there to be enough suits and roles for this to have a chance of being beneficial to the game. Which is why tieracide in Eve Online didn't occur until around 2012 even though Eve came out in 2003. When Eve was released, there were no dedicated Mining Barges or Exhumers, no Subcapitals to Super Capitals, no Tech 3 ships, no Tier 3 ships, etc. Basically almost half of the ships you see in Eve now didn't exist back then. In order for Dust to have a practical tieracide, there will have to be more content to compensate. So far, we are severely limited. We don't have bubble shields, we don't have remote shield repariers, we don't have fighters, we don't have medium assault vehicles, we don't pilot suits, and we don't even have all the tanks/LAVs/Dropships for that matter. There is just too much missing to make effective tieracide at this stage.
I call bull... yeah we dont have 46 variations of dropsuits yet but we could just as easily apply eve's tiercide mechanics to dust's dropsuits TODAY. On top of that, less labor is required to balance future assets as they are released. It is a win-win to tiercide dropsuits asap.
Exhumer's did not need supercaptial ships being released before tiercide made sense, and neither does existing dust assets need future assets before tiercide makes sense.
Tiercide today, less work tomorrow. |
MarasdF Loron
Fatal Absolution Dirt Nap Squad.
495
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Posted - 2014.04.28 19:10:00 -
[40] - Quote
Quil Evrything wrote:MarasdF Loron wrote:Just tell me that infantry side tiercide will be nothing like the tiercide that vehicles got in 1.7 and tiercide has my full support. I actually like what they did to vehicle modules, organizationally. I wish there were more options for modules. but at a high level, I like what they did. It made it much more straightforward to choose the style of vehicle you want to run, and then actually put it together. (The OP-ness of assorted weaponry and modules is a completely separate issue.) What they did was take all the fun things vehicles had and then threw it out the window. Replaced that with boring straightforward stuff with very limited options how to fit stuff, removed the "spider tanking" element of vehicles, all the interesting fittings you could make, the slots and then in the end we were left with 6 main module types all in all: active hardeners, extenders/plates, repairs/boosters, nitrous/afterburner, scanners and damage mods. And then of course 3 more secondary types: CPU upgrades, PG upgrades and ammo upgrades.
We used to have: plates(60/120/180)/extenders, active harderners, passive hardeners, active repair modules/boosters, passive shield repair modules, damage modules, active tracking modules, passive tracking modules, active heat sinks, passive heat sinks, spool-up time reducers, scanners, nitrous/afterburner, remote reppers/transporters and I'm sure I forgot something. And the secondary ones: CPU, PG, hull upgrades and overdrives. I'm sure I forgot to mention something here as well. Also all the turret types... there were many, oh, so many. And then the skills, oh man, the skills, they actually did more than just unlock stuff.
R.I.P. Pre-1.7 Vehicles & AV, you will be missed.
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Maken Tosch
DUST University Ivy League
8145
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Posted - 2014.04.28 19:14:00 -
[41] - Quote
ZDub 303 wrote:Maken Tosch wrote:Django Quik wrote:Tiericide won't happen in Dust until there is a LOT more content. Tiericide didn't happen in Eve when each race had only a handful of ships; we're going to be waiting a long long time for there to be enough suits and roles for this to have a chance of being beneficial to the game. Which is why tieracide in Eve Online didn't occur until around 2012 even though Eve came out in 2003. When Eve was released, there were no dedicated Mining Barges or Exhumers, no Subcapitals to Super Capitals, no Tech 3 ships, no Tier 3 ships, etc. Basically almost half of the ships you see in Eve now didn't exist back then. In order for Dust to have a practical tieracide, there will have to be more content to compensate. So far, we are severely limited. We don't have bubble shields, we don't have remote shield repariers, we don't have fighters, we don't have medium assault vehicles, we don't pilot suits, and we don't even have all the tanks/LAVs/Dropships for that matter. There is just too much missing to make effective tieracide at this stage. I call bull... yeah we dont have 46 variations of dropsuits yet but we could just as easily apply eve's tiercide mechanics to dust's dropsuits TODAY. On top of that, less labor is required to balance future assets as they are released. It is a win-win to tiercide dropsuits asap. Exhumer's did not need supercaptial ships being released before tiercide made sense, and neither does existing dust assets need future assets before tiercide makes sense. Tiercide today, less work tomorrow.
I can give you one clear example why tieraciding the Dust suits TODAY would be a bad idea.
Heavy weapons for Heavy suits. Or... lack of Heavy weapons I should say.
Right now we only have 2 (two) heavy weapons available. One is Caldari (I think) which is the forge gun and the other is Minmatar which is the HMG. The Amarr and Gallente variant is still not available. If CCP does the tieracide for all suits without the remaining the heavy weapons, then the tieracide will only be balanced around two weapons instead of all four for the heavy suits. This is not the way to go about balancing especially when you have to later waste more time rebalancing old weapons with new ones of the exact same class as they come in. The same can be said for nova knives. There is only one racial set and that is the Caldari Nova Knives. There are suppose to be three other racial knives coming later on. This will likely involve the scouts especially the Minmatar Scout since it's a Minmatar suit using a Caldari Knife (go figure).
Now, if you tieracide just the medium suits we'll have no problem since every light weapon and sidearm has finally been made available for every race. But then again all the heavy and scout players will feel left out if just the mediums get the tieracide.
Dedicated Scout // Ninja Knifer
Everything I know about the Caldari I learned at Nouvelle Rouvenor
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byte modal
65
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Posted - 2014.04.28 19:17:00 -
[42] - Quote
Forgive my ignorance as I'm just passively reading along the related threads, but at this stage in the game I'm not sure exactly how this will make a difference? Speaking strictly to the gap between new-comers and so-called "vets," I just don't get it? Maybe 1) I'm looking too far into some of the random supporting comments that this will help lesson the gap or 2) I'm assuming way too much of your arguments, but with current modules as they are, those with more SP will still fit better (stronger) gear and fit it more efficiently. The gap will remain, no? Logging in as a newbie I should be able to skill into std. ARs, but I'm still going up against Duvolles, with better shielding, damage mods, etc. What am I missing?
I guess in theory it could provide a foundation for future possible development of suits in balance, but that's assuming the player base follows suit by actually taking up those roles. I mean we currently have so called tiers with scout, heavy, logistics, and medium frames. Just as they are currently, would not the min/max players work to game the tiered system for the most direct DPS options anyway? This is technically an FPS still... that's a hard mindset to break.
Sure, suit breakdown comparisons only, yeah OK I guess I can get behind the concept of tiercide, but I don't see what good it will do while so little options exist to begin with. Too, suits do not exist in a vacuum. As long as I can drop a proto-level weapon into my standard frame (or whatever you would like to call it after the transmutation), I'm still taking down new players that aren't as skilled SP-wise to put out the same damage. A specialized logistic may have a blast with his new specialization, but the moment he's obliterated for not being able to defend himself at a level of his attacker, I imagine that player would take more of an assault posture from that point forward just to stay alive.
What I'm trying to get at, I suppose, is that there are far more variables and problems at play here than just suit stacks. I don't see this really fixing anything. Not currently at least. I still believe the introductory stages of any new player and the proper placement of that player within a moderately balanced (skill-wise) pool of competition would go much farther. Hell, just throwing new players back into auto-squads would go some distance in pushing team play that could in time reinforce the division of roles that tiercide one day may offer. At that point, assuming a much greater depth of content, then sure. I can see that all playing out----in context of everything else. But not without it. If true, then I seriously have to question the desire to spend time conceptualizing and developing this as opposed to what seems to me as more pressing new player-experience issues.
What am I missing? Honest =\
Irony: Post #35
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lampwizard
Sanmatar Kelkoons Minmatar Republic
11
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Posted - 2014.04.28 19:19:00 -
[43] - Quote
Iron Wolf Saber wrote:introduction/enforcement of roles. Don't go too specific with this or you'll remove playstyles. A suit needs some fitting flexibility. Otherwise there's less of a point to the modules that a player decides to fit. |
Cotsy
The Unholy Legion Of DarkStar DARKSTAR ARMY
15
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Posted - 2014.04.28 19:20:00 -
[44] - Quote
First things i first, tiericide is a terrible idea. It was introduced into a non-FPS game to balanced problems in EVE which are not in Dust 514.
While i completely agree that matchmaking is broken, dividing matches based on gear to separate and highlight role performance is an invalid argument. I would also like to point out the phrase, "we would likely to see return to balance of power" is also completely false. In fact it is misleading, if we were to follow your argument the balanced based on tiers would actually increase the gap of power and not close it. So tiericide will be/is a mechanism that rewards those who are already holding the advantage.
There is 0 truth to balance based upon gear, the only logical solution to matchmaking is a system which balances based upon skill level (average WP + SP of individual or if people are in a squad then the top 3 members or the squad). And there is 0 truth that balancing based on gear will reward specialization, while in fact Dust punishes specialization (in infantry, obviously not vehicles).
Here is where you contradict yourself, you want to see modules and an importance placed on skills... Yea great idea, why not just reward the elite SP guys more. You make a suggestion and then one paragraph later you suggest something that is in direct contrast to your balanced game outlook. You have completely thrown out balance for rewarding those able to get high level mods (get the bonuses) and then equip them, immediately creating a disadvantage in a match.
I will look past how you suggest you can dump effort into both or want to completely change up the skills, the skills are not even close to being the problem, and frankly neither are the mods.
This tiericide idea is also garbage. The logic is flawed, the solution which is trying to be addressed only widens the problem and doesn't address it.
I know what you are trying to do, you see CCP has used the theory before in EVE and it did a good job at balancing battles by capping the ships, creating a cap is good for a game with such wild advantages built into its game design. But dust514 isn't like EVE, the ceiling so to speak is only around 26m SP. While that seems high the difference between most lv4-5 skills is marginal and one can easily compete with a 26m SP player at around 16-18m SP.
The real,problem lies in how matches are determined, they should be divided into a tier system based on SP + skill. So that it would look something like:
If we agree that 26m is a ceiling we can use the tiericide concept and use that as the maximum tier. Any player within 4m SP may be drawn into a game.
Beginners: 0-4m Battle Academy. Simply stated that all basic gear, basic suits, basic vehicles are unlocked. Players will be given more default options, they will be able to call in and use anything they want and ISK will not be available to be spent or used. They will receive ISK payouts, but only have access to them once they leave the academy.
5-9m SP, the Novice or Beginner Matches. Once a player has finished the academy, his skills will be reset and he will have the option of which class, weapon etc to specialize in. The ISK he has gained will then become available to him so that he may buy gear and skill books. The ceiling will be 9m, it's about the time people are able to get a Proto suit, have sufficient core skills, and are on their way to maxing out their primary weapon (and prof) and have spent a good deal of time playing the game against similarly skilled opponents. Only militia vehicles can be used under 9m SP. This is very important.
Intermediate: 10-14m SP and 15-19m SP are the intermediate classes. These classes will see std vehicles, begin to see Proto type gear, weapons, and are likely to begin to see squads. Players, based on skill, will be selected to either the lower tier or the upper tier of this class based on skill as well as their SP. So a player with lower skill but 16m SP can be placed in matches with someone who matches their skill level, as to create a balanced match. Its a little bit of an over so implication. But a player will receive a score based on his WP + skill and be placed in matches with similar scores. So players between 10-19m SP will see each other, while not seeing another below 9m SP are anyone above 20m SP. This of course will work because players will not be leaving the game, because a balanced match due to the division by SP + WP will make matches competitive, balanced, fun.
Advanced: After 20m SP it will be a FFA. Their will be a score given to a player which will indicate who he will be matches up against, a skill score. That will determine the level of his competition, there can be a few tiers here, say weaker players are in scout tier, good players are in assault tier, great players are in assault tier, and the best of the best are in sentinel tier. You can be matched against people only in the tier above and below you, meaning the games are competitive.
A matchmaking system based on gear and the idea of specialization being a strong point is a terrible idea. The separation based on SP and skill is the only, i repeat only, solution. It fixes the NPE, it fixes Proto stomps, or q-sync'ing stomping etc...
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Goric Rumis
Dead Six Initiative Lokun Listamenn
399
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Posted - 2014.04.28 19:20:00 -
[45] - Quote
Pvt Numnutz wrote:You make it sound pretty nice but I worry that it will only dumb things down like it did for vehicles. I feel like tiericide actually improves the situation. As IWS points out, the tiers are just "better" versions of the lower-tier items. So the only purpose they really serve is not to provide more variety but to provide a simple trade-off between ISK and performance. Killing any tiers where unequivocally MTL < STD < ADV < PRO would put greater emphasis on designing variants rather than just upgrades.
Personally, I would like to extend what I call "minor tiericide" to all items in the way that it exists with shield extenders and armor plates. Everything improvement is balanced by a negative. For example, a rifle that gets higher damage at the advanced and proto level also gets higher kick. A profile dampener reduces scan radius by an increasing percentage. Give every positive a negative and it's no longer just about spending more money to get something better, it's about a trade-off.
On the other hand, if suits receive tiericide, you may not have enough CPU and PG to fit everything proto, and so your trade-off will be whether you want a more powerful weapon or a more effective armor rep. The important take-away is that every advantage comes with a disadvantage. And that means more variety, not less.
The Tank Balancing Factor No One Is Discussing
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ZDub 303
TeamPlayers Dirt Nap Squad.
2591
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Posted - 2014.04.28 19:26:00 -
[46] - Quote
Maken Tosch wrote:ZDub 303 wrote:Maken Tosch wrote:Django Quik wrote:Tiericide won't happen in Dust until there is a LOT more content. Tiericide didn't happen in Eve when each race had only a handful of ships; we're going to be waiting a long long time for there to be enough suits and roles for this to have a chance of being beneficial to the game. Which is why tieracide in Eve Online didn't occur until around 2012 even though Eve came out in 2003. When Eve was released, there were no dedicated Mining Barges or Exhumers, no Subcapitals to Super Capitals, no Tech 3 ships, no Tier 3 ships, etc. Basically almost half of the ships you see in Eve now didn't exist back then. In order for Dust to have a practical tieracide, there will have to be more content to compensate. So far, we are severely limited. We don't have bubble shields, we don't have remote shield repariers, we don't have fighters, we don't have medium assault vehicles, we don't pilot suits, and we don't even have all the tanks/LAVs/Dropships for that matter. There is just too much missing to make effective tieracide at this stage. I call bull... yeah we dont have 46 variations of dropsuits yet but we could just as easily apply eve's tiercide mechanics to dust's dropsuits TODAY. On top of that, less labor is required to balance future assets as they are released. It is a win-win to tiercide dropsuits asap. Exhumer's did not need supercaptial ships being released before tiercide made sense, and neither does existing dust assets need future assets before tiercide makes sense. Tiercide today, less work tomorrow. I can give you one clear example why tieraciding the Dust suits TODAY would be a bad idea. Heavy weapons for Heavy suits. Or... lack of Heavy weapons I should say. Right now we only have 2 (two) heavy weapons available. One is Caldari (I think) which is the forge gun and the other is Minmatar which is the HMG. The Amarr and Gallente variant is still not available. If CCP does the tieracide for all suits without the remaining the heavy weapons, then the tieracide will only be balanced around two weapons instead of all four for the heavy suits. This is not the way to go about balancing especially when you have to later waste more time rebalancing old weapons with new ones of the exact same class as they come in. The same can be said for nova knives. There is only one racial set and that is the Caldari Nova Knives. There are suppose to be three other racial knives coming later on. This will likely involve the scouts especially the Minmatar Scout since it's a Minmatar suit using a Caldari Knife (go figure). Now, if you tieracide just the medium suits we'll have no problem since every light weapon and sidearm has finally been made available for every race. But then again all the heavy and scout players will feel left out if just the mediums get the tieracide.
I guess I don't understand, current heavy suits do just fine atm, why would removing tiers on heavy suits cause any problems?
Just cause eve has turret bonuses doesn't mean dust needs to have gun bonuses on everything. We could just as easily release a new specialized variant down the road that has heavy weaponry bonus after all of the heavy weapons have been added.
We could just give basic frames ehp or fitting bonuses and everything is still in place. Basic Heavy Frame bonus could easily just be 3% PG/CPU per level or something simple. There is a benefit to devoting SP into basic frames but its not a massive power differential that PRO heavy vs STD heavy suffers now.
Removing std and adv tier heavy suits and giving new players pro suits doesn't do anything but level the playing field for new players some. yes there is still a difference between a heavy with HMG maxed out and a heavy with HMG at Op 1 but its not as silly as it is now. |
Autoaim Bot514
The Hetairoi
91
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Posted - 2014.04.28 19:35:00 -
[47] - Quote
I'll just leave this here...
Autoaim Bot514 wrote:Heres how it would work, as I imagine it:
Take the unbonused frame suits (light med and heavy) and keep the ADV as the new militia variants, none of which would require SP. The pro, you get to try out these suits, but they dont specialized, dont get any kind of bonus. basically, they are there for you to try out, find your playstyle before you commit SP.
Now, regular suits. All suits are to be replaced by their Proto equivilent. Example:
To unlock a minmatar Logi suit, you need to invest first in the Minmatar Dropsuit skill (this replaces the min light, med and heavy suit skills, SP sinks as they are). Different tiers of this skill unlock the different types of suit, similarly to todays dropsuit command skill, which I would remove. 1=Assault, 3=Scout,pilot, 5= sentinel, etc.
Minmatar Dropsuits 3 > Minmatar Logistics 1 = todays proto min logi.
Now, this suit will not be at its full potential, but you have the same amount of slots as everyone else and fitting. But, with the skill at just 1, you wont be as powerful, but you will be close. As you add more SP to the suit skill it gets better.
Caldari Dropsuits 5 > Caldari Commando 1 = todays proto Calcommando.
etc
TL;DR: all suits are now protosuits, SP just makes them better thru bonuses, nearly equalizing suits thru fitting, and not relying on "content = variety" |
Quil Evrything
Triple Terrors
1333
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Posted - 2014.04.28 19:44:00 -
[48] - Quote
Cotsy wrote: While i completely agree that matchmaking is broken, dividing matches based on gear to separate and highlight role performance is an invalid argument. I would also like to point out the phrase, "we would likely to see return to balance of power" is also completely false. In fact it is misleading, if we were to follow your argument the balanced based on tiers would actually increase the gap of power and not close it.
your post is very long.. but unfortunately spends most of it on describing, and not enough justifying. You seem to think the use of the word 'logical', makes your argument magicaly logical, without actually providing logical grounding to it.
For example:
Cotsy wrote: There is 0 truth to balance based upon gear, the only logical solution to matchmaking is a system which balances based upon skill level (average WP + SP of individual or if people are in a squad then the top 3 members or the squad).
The reason why this lacks logic, is that it doesnt sufficiently define goals, and words like "balance".
If your goal is, "match up players of equal skill, every time".. well, good luck, but I doubt that will ever be possible.
Meanwhile, I think most folks are more interested in fair matchups, where I will also define 'fair' more precisely. I, and others, have accepted the fact that there will always be a certain amount of skill imbalance between the players in a match. What irritates us the most, is when there is skill imbalance, combined with gear imbalance. It is the gear balance only, that I view as unfair.
Heck, I want to play against players who are better than me. That's how I learn and improve. Trouble is, it ceases to be learning, and degenerates into stomping, when they're all wearing full proto-everything. So I dont want to be matched with people who are exactly my skill. i do want matches with restricted gear.
You dont. you have other goals. that's just fine.. as long you you dont claim that is what everyone wants, or that YOUR plan is somehow the most or only "logical" thing to implement.
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Iron Wolf Saber
Den of Swords
14372
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Posted - 2014.04.28 19:48:00 -
[49] - Quote
Details are nice but details never survive any plan with ccp you have to understand that.
Concept level is overall the more important concept to sell to CCP though.
Getting lost in the nitty gritty is a terrible way to set poor expectations (or great ones) and destroy them when ccp comes out with and at times details can distract from obtaining something that accomplishes tiericides goals smartly or identifying poorly thought out ideas instead.
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Iron Wolf Saber
Den of Swords
14373
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Posted - 2014.04.28 20:03:00 -
[50] - Quote
Autoaim Bot514 wrote:I'll just leave this here... Autoaim Bot514 wrote:Heres how it would work, as I imagine it:
Take the unbonused frame suits (light med and heavy) and keep the ADV as the new militia variants, none of which would require SP. The pro, you get to try out these suits, but they dont specialized, dont get any kind of bonus. basically, they are there for you to try out, find your playstyle before you commit SP.
Now, regular suits. All suits are to be replaced by their Proto equivilent. Example:
To unlock a minmatar Logi suit, you need to invest first in the Minmatar Dropsuit skill (this replaces the min light, med and heavy suit skills, SP sinks as they are). Different tiers of this skill unlock the different types of suit, similarly to todays dropsuit command skill, which I would remove. 1=Assault, 3=Scout,pilot, 5= sentinel, etc.
Minmatar Dropsuits 3 > Minmatar Logistics 1 = todays proto min logi.
Now, this suit will not be at its full potential, but you have the same amount of slots as everyone else and fitting. But, with the skill at just 1, you wont be as powerful, but you will be close. As you add more SP to the suit skill it gets better.
Caldari Dropsuits 5 > Caldari Commando 1 = todays proto Calcommando.
etc
TL;DR: all suits are now protosuits, SP just makes them better thru bonuses, nearly equalizing suits thru fitting, and not relying on "content = variety"
yup one way to skin this cat. There are plenty of other ways too.
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Jack McReady
DUST University Ivy League
1368
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Posted - 2014.04.28 20:05:00 -
[51] - Quote
lampwizard wrote:Iron Wolf Saber wrote:introduction/enforcement of roles. Don't go too specific with this or you'll remove playstyles. A suit needs some fitting flexibility. Otherwise there's less of a point to the modules that a player decides to fit. the point of tiercide is that the "basic" suits are specalized but still flexible and the further you go dont the skill tree you get more and more specialized suits in one aspect but weaker in other aspects.
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Shinobi MumyoSakanagare ZaShigurui
The Containment Unit
661
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Posted - 2014.04.28 20:11:00 -
[52] - Quote
I can't for the life of me see how this is even getting any attention or is constantly being brought up and you just don't have the tools to implement it and if it's a bad idea now , what would make it such a great ideal in the future .
Vehicle's are horrible now and was far better pre 1.7 with the exception of the balance between the anti-vehicle and the vehicle .. much like we have now but to a lesser degree .
Why not give this type of energy into talking about how to fix the problems that currently plague this game like matchmaking and other content and performance problems .
The Academy and how the community is influencing this game to take a downward spiral .
Always things in the forums that can not help the game now but I guess it's better than the ranting about tanks , scouts and how anti-vehicle is underpowered .
All B.S. topics and that's why this game is in the situation it's in right now .
Jet packs , cloaked vehicles and all other non-related to the now get's center stage while the game runs around like a chicken with it's head cut off .
Does anyone know what direction that this game is actually going in or will someone say something only to have that direction change in the next build ???
Here and now just doesn't get any attention , just complaints , role killing attempts , propaganda and topics that can not and do not help in the here and now .
Stop asking for tiercide , your killing variety and the fun of this game at the same dam time .
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ishtellian
SAM-MIK General Tso's Alliance
63
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Posted - 2014.04.28 20:37:00 -
[53] - Quote
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.
Tiericide is not only the removal of teirs but introduction/enforcement of roles.
The problem with the current system is that A < B on the simple grounds that B is A+1.
Under a more ideal tiericide system A = B on the grounds that neither have anything better than the other in every way. Both do different things their own ways. Of course imperfection or needs of roles will skew the popularity between A and B the two can find competition in various performances.
Dust 514 however if a tericide where to happen we are likely to see a removal of power and a return to focus on roles.
Where
Assault Lineup A [militia]< B [basic frame] < E [basic specialist] < C[adv frame] < F [adv specialist] < D [Proto Frame] < G [Proto Specialist]
Would likely turns into
An Assault suit that emphasizes the Assault Role and performs it well.
and developer time willing then
A second assault suit that may have a similar but different approach to the role in the same race. With possible third fourth and more as time goes on. In this environment no one assault suit is numerically just better because it's a tier 9 (current setup) but better because its closer to what the player wants to play as and has built his skills and fittings around that role strongly.
This would also mean majority of the new stats and the like may see a major shift away from the suits and may dump veterancy onto the skills instead; or maybe modules get a stronger emphasis or a mix of the two; it is up to ccp if and how they do the tiericide.
I am in support where the modules remain largely the same in line-up and may absorb more of the cost of the suit squash.
Other models includes a module squash; or a skill tree flourish (more RPG like) or mixes and focuses of each.
But I am open to hearing other possible models of role focus over power focus and of course any questions concerning how teiricide works and what it is supposed to do.
Just to clarify, Tiercide, an example would be Amarr and Gallente logistics ships in Eve, they both rep armor and support a fleet, but Guardians ( Amarr ) are better for logi chains, and Oneiros ( Gallente ) is better at solo work. They both do the same job, but do it differently fitting more playstyles. is that kinda what Tiercide is?
another example, in Eve the Gallente Assault frigates, Enyo utilizes guns, whereas Ishkur utilizes drones. Is that kinda what Tiercide is?
My Heavy Never Dies.
Logibro In training.
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Zahle Undt
Bullet Cluster Lokun Listamenn
1441
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Posted - 2014.04.28 20:48:00 -
[54] - Quote
I still don't get it and I still don't get what the point of SP is for except to then unlock more things laterally which to me makes Dust about as pointless as every other multiplayer FPS shooter out there in its current state.
Most tankers are like sand people. They frighten easily, but will quickly return...and in greater numbers.
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Quil Evrything
Triple Terrors
1335
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Posted - 2014.04.28 21:00:00 -
[55] - Quote
Iron Wolf Saber wrote:...
Concept level is overall the more important concept to sell to CCP though. ... Also far as I am concerned; you can forget anything about gear restrictions. Those restraints if ever made are going to be constructs of players own design and tools; not the developers.
Approximate skill matching is something being looked into but gear will never be factored as a part of it.
What you have implicitly just stated there, is:
"CCP supports, and stands behind, protostomping. They like it, so it must always be protected".
In which case, what I have to say is,
"Screw you CCP, I'm out of here" |
Iron Wolf Saber
Den of Swords
14381
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Posted - 2014.04.28 21:01:00 -
[56] - Quote
Zahle Undt wrote:I still don't get it and I still don't get what the point of SP is for except to then unlock more things laterally which to me makes Dust about as pointless as every other multiplayer FPS shooter out there in its current state.
and this is a problem Tiericide can fix easily by shifting all of the suit's previous progression between teirs into the skill points instead and can be tweaked to not give overtly massive advantage to the veteran.
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Quil Evrything
Triple Terrors
1335
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Posted - 2014.04.28 21:04:00 -
[57] - Quote
IWS you posted at the same time I did, so you may have missed my post. Here's a little nudge for you to scroll up.
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Iron Wolf Saber
Den of Swords
14381
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Posted - 2014.04.28 21:09:00 -
[58] - Quote
Quil Evrything wrote:Iron Wolf Saber wrote:...
Concept level is overall the more important concept to sell to CCP though. ... Also far as I am concerned; you can forget anything about gear restrictions. Those restraints if ever made are going to be constructs of players own design and tools; not the developers.
Approximate skill matching is something being looked into but gear will never be factored as a part of it. What you have implicitly just stated there, is: "CCP supports, and stands behind, protostomping. They like it, so it must always be protected". In which case, what I have to say is, "Screw you CCP, I'm out of here"
You implicably stated you don't bother to try to understand or read or understand the situation.
You need to understand not every idea anyone including myself can be considered a good idea and have thoroughly explained it before.
Sell me your destruction of the player base with your Militia, basic, basic specialist, advanced, advanced specialist, prototype and prototype specialist lobbies and throw on top vehicles and no vehicles with basic, advanced and prototype restrictions each then throw on top the 'i don't care about filter' lobby as well.
You got 3 sentences to convince me otherwise go.
Oh and before you get to far into it
TWINK SMURF
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Omni-Soldier, Forum Warrior, Annoying Artist
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Rusty Shallows
Caldari State
1697
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Posted - 2014.04.28 21:12:00 -
[59] - Quote
Beren Hurin wrote:snip
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'. That will never work with the current framework of Public Contracts. Not without either the best matchmaking software of all FPSes or a system of controlled environments people can choose between with different risk/reward options.
In Eve Online they rejected "Bigger is Better" or "Pay to Win" with changes done to Titan Doomsday weapons and Moms drone/fighter bays.
Forums > Game: So here is a cookie and a Like. Please keep posting.
Bwahahahahahahahahahaha! >>> GòÜ(GÇóGîéGÇó)Gò¥ >>>
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Tebu Gan
Dem Durrty Boyz Dirt Nap Squad.
840
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Posted - 2014.04.28 21:20:00 -
[60] - Quote
While I did at one time think this was a good idea, I've since changed my mind on the matter. So a question for you.
What is so wrong with the current system? It would seem the difference gear makes on performance. But isn't this a matter that could be solved with a unique matchmaking system?
Just for example, one that uses meta to determine fits usable in battle. Tiered matchmaking even. What is so wrong with those ideas, that you would have to rework everything from the ground up?
Tanks - Balancing Turrets
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