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Alena Ventrallis
The Neutral Zone Psychotic Alliance
1297
|
Posted - 2014.06.11 21:50:00 -
[1] - Quote
Before I begin, I want to say that I love your candor and activity on the forums. While I may not always agree with your changes, your presence and responses to the community are deeply appreciated, and I give you a salute good sir.
o7
That said, you are missing one of the biggest assets you have to balance the game. the answer is SKILLBOOKS. So many skillbooks do nothing more than unlock the different tiers. By comparison, I can count the skills that only unlock things in eve on my fingers. Every skill, with very few and very notable exceptions, should give a player a bonus to something, be it a weapon, a suit, a module, whatever.
I'll focus on vehicles since I mainly run vehicles. Let's take large railguns. Combined with damage mods, a no skills railgun can kill any tank in 4 shots or less, and only armor stacked maddies can take that 4th shot. Vehicle TTK is low because of this.
So why not nerf large railgun damage by a flat 15% across the board, and then give the LArge Railgun Operation skill a 3% bonus to large railgun damage per level, returning original damage at level 5? now a no skills character is at a disadvantage, while those of us who invested into it can continue on as we were, without worrying about no skills characters downing our skill and isk invested tanks.
Damage mods are too powerful? Nerf them by a flat 50%, and give 10% efficiency per level of Vehicle Turret Upgrades.
Active Scanners too powerful? Nerf their precision by 10% and give 2% per level of Active Scanner Operation.
Use whatever numbers you feel are best, these are just examples to demonstrate the point. Give those of us who invest the SP gain an advantage over those who do not, beyond unlocking better gear that can be bypassed rather easily with AUR/LP. This also solves some of your railgun issues by nerfing the real problem (people with no skills in vehicles are getting the same benefit as someone with level 5 in everything) while keeping the ones who have invested where they are at.
That's what you get!! - DA Rick
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Godin Thekiller
shadows of 514
2583
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Posted - 2014.06.11 21:56:00 -
[2] - Quote
1.6 damage was fine. And There's other bonuses that don't break balance (optimal range and falloff are good ones).
And no, We don't need to come back to this TTK ever.
click me
Blup Blub Bloop. Translation: Die -_-
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Tebu Gan
Dem Durrty Boyz General Tso's Alliance
998
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Posted - 2014.06.11 22:03:00 -
[3] - Quote
Alena Ventrallis wrote:Before I begin, I want to say that I love your candor and activity on the forums. While I may not always agree with your changes, your presence and responses to the community are deeply appreciated, and I give you a salute good sir.
o7
That said, you are missing one of the biggest assets you have to balance the game. the answer is SKILLBOOKS. So many skillbooks do nothing more than unlock the different tiers. By comparison, I can count the skills that only unlock things in eve on my fingers. Every skill, with very few and very notable exceptions, should give a player a bonus to something, be it a weapon, a suit, a module, whatever.
I'll focus on vehicles since I mainly run vehicles. Let's take large railguns. Combined with damage mods, a no skills railgun can kill any tank in 4 shots or less, and only armor stacked maddies can take that 4th shot. Vehicle TTK is low because of this.
So why not nerf large railgun damage by a flat 15% across the board, and then give the LArge Railgun Operation skill a 3% bonus to large railgun damage per level, returning original damage at level 5? now a no skills character is at a disadvantage, while those of us who invested into it can continue on as we were, without worrying about no skills characters downing our skill and isk invested tanks.
Damage mods are too powerful? Nerf them by a flat 50%, and give 10% efficiency per level of Vehicle Turret Upgrades.
Active Scanners too powerful? Nerf their precision by 10% and give 2% per level of Active Scanner Operation.
Use whatever numbers you feel are best, these are just examples to demonstrate the point. Give those of us who invest the SP gain an advantage over those who do not, beyond unlocking better gear that can be bypassed rather easily with AUR/LP. This also solves some of your railgun issues by nerfing the real problem (people with no skills in vehicles are getting the same benefit as someone with level 5 in everything) while keeping the ones who have invested where they are at.
I like your thinking here.
Tanks - Balancing Turrets
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Forever ETC
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
536
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Posted - 2014.06.11 22:14:00 -
[4] - Quote
This really emphasis on player skill on what they use. I LIKE.
Lock me Bro. I DARE YOU!!!
PS News
R.A.W- Rich and Worthless
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Alena Ventrallis
The Neutral Zone Psychotic Alliance
1299
|
Posted - 2014.06.11 22:31:00 -
[5] - Quote
Godin Thekiller wrote:1.6 damage was fine. And There's other bonuses that don't break balance (optimal range and falloff are good ones).
And no, We don't need to come back to this TTK ever.
Alena Ventrallis wrote:Use whatever numbers you feel are best, these are just examples to demonstrate the point.
That's what you get!! - DA Rick
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CCP Rattati
C C P C C P Alliance
2541
|
Posted - 2014.06.11 23:15:00 -
[6] - Quote
Alena Ventrallis wrote:Before I begin, I want to say that I love your candor and activity on the forums. While I may not always agree with your changes, your presence and responses to the community are deeply appreciated, and I give you a salute good sir.
o7
That said, you are missing one of the biggest assets you have to balance the game. the answer is SKILLBOOKS. So many skillbooks do nothing more than unlock the different tiers. By comparison, I can count the skills that only unlock things in eve on my fingers. Every skill, with very few and very notable exceptions, should give a player a bonus to something, be it a weapon, a suit, a module, whatever.
I'll focus on vehicles since I mainly run vehicles. Let's take large railguns. Combined with damage mods, a no skills railgun can kill any tank in 4 shots or less, and only armor stacked maddies can take that 4th shot. Vehicle TTK is low because of this.
So why not nerf large railgun damage by a flat 15% across the board, and then give the LArge Railgun Operation skill a 3% bonus to large railgun damage per level, returning original damage at level 5? now a no skills character is at a disadvantage, while those of us who invested into it can continue on as we were, without worrying about no skills characters downing our skill and isk invested tanks.
Damage mods are too powerful? Nerf them by a flat 50%, and give 10% efficiency per level of Vehicle Turret Upgrades.
Active Scanners too powerful? Nerf their precision by 10% and give 2% per level of Active Scanner Operation.
Use whatever numbers you feel are best, these are just examples to demonstrate the point. Give those of us who invest the SP gain an advantage over those who do not, beyond unlocking better gear that can be bypassed rather easily with AUR/LP. This also solves some of your railgun issues by nerfing the real problem (people with no skills in vehicles are getting the same benefit as someone with level 5 in everything) while keeping the ones who have invested where they are at.
Good point
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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XxGhazbaranxX
Eternal Beings Proficiency V.
1446
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Posted - 2014.06.11 23:54:00 -
[7] - Quote
CCP Rattati wrote:Alena Ventrallis wrote:Before I begin, I want to say that I love your candor and activity on the forums. While I may not always agree with your changes, your presence and responses to the community are deeply appreciated, and I give you a salute good sir.
o7
That said, you are missing one of the biggest assets you have to balance the game. the answer is SKILLBOOKS. So many skillbooks do nothing more than unlock the different tiers. By comparison, I can count the skills that only unlock things in eve on my fingers. Every skill, with very few and very notable exceptions, should give a player a bonus to something, be it a weapon, a suit, a module, whatever.
I'll focus on vehicles since I mainly run vehicles. Let's take large railguns. Combined with damage mods, a no skills railgun can kill any tank in 4 shots or less, and only armor stacked maddies can take that 4th shot. Vehicle TTK is low because of this.
So why not nerf large railgun damage by a flat 15% across the board, and then give the LArge Railgun Operation skill a 3% bonus to large railgun damage per level, returning original damage at level 5? now a no skills character is at a disadvantage, while those of us who invested into it can continue on as we were, without worrying about no skills characters downing our skill and isk invested tanks.
Damage mods are too powerful? Nerf them by a flat 50%, and give 10% efficiency per level of Vehicle Turret Upgrades.
Active Scanners too powerful? Nerf their precision by 10% and give 2% per level of Active Scanner Operation.
Use whatever numbers you feel are best, these are just examples to demonstrate the point. Give those of us who invest the SP gain an advantage over those who do not, beyond unlocking better gear that can be bypassed rather easily with AUR/LP. This also solves some of your railgun issues by nerfing the real problem (people with no skills in vehicles are getting the same benefit as someone with level 5 in everything) while keeping the ones who have invested where they are at.
Good point
This has been a problem that the community has mentioned many many times as a balancing mechanic and has fallen on deaf ears. I hope this is finally considered considering that the way you are handling interaction differently; Having played EvE for 5 years I was completely baffled by the lack of importance on the skills actually having an Impact on the player experience beyond unlocking stuff.
Again; I hope this is finally considered and implemented
Plasma Cannon Advocate
Dust 514 Survivor
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KEROSIINI-TERO
The Rainbow Effect
1061
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Posted - 2014.06.12 00:45:00 -
[8] - Quote
CCP Rattati wrote:Alena Ventrallis wrote: . . . OP POST . . .
Good point
Sorry but I dare to say: NOT a good point. The system described would be a return to the dark ages.
Why? Because balance has to be created taking the maximum skills into consideration. Sure no one has every single skill maxed - but on single field like vehicles even alts have maximums. People will max narrow areas in masses. Those maxed out chars will go out against each other - and junior players as well.
In that environment the REAL ttk on vehicles would still be as low as now - on field it would seem that tanks for example live longer and are vital lions hunting. But those would be the high-SP tankers while anyone not maxed out would be the prey. Until they get that 22M SP for tanks...
Abovementioned tanks are just one example. The same goes to suit balance and all weapons. The highest possible combination sets the par in all balance design. If ignored, it there will be opening for another FOTM.
During the years of Dust developement the biggest improvements have been getting away from the hard skill bonuses (proficency +2%s, AR operation +5%s and - sigh - blanket weaponry +5%) into soft bonuses. Soft bonuses are ones like smaller dispersion, faster reload, faster turret rotation. Those make skilling up interesting but not knife on the throat mandatory. Hard bonuses make SP king. Hard bonuses are the dark middle ages.
:-S
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KEROSIINI-TERO
The Rainbow Effect
1061
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Posted - 2014.06.12 00:49:00 -
[9] - Quote
To make it clear, my stance on 'unlocking-only'-skills is that they are dull. Every skill should grant some bonus - but a soft one.
:-S
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Alena Ventrallis
The Neutral Zone Psychotic Alliance
1303
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Posted - 2014.06.12 01:42:00 -
[10] - Quote
KEROSIINI-TERO wrote:CCP Rattati wrote:Alena Ventrallis wrote: . . . OP POST . . .
Good point Sorry but I dare to say: NOT a good point. The system described would be a return to the dark ages.Why? Because balance has to be created taking the maximum skills into consideration. Sure no one has every single skill maxed - but on single field like vehicles even alts have maximums. People will max narrow areas in masses. Those maxed out chars will go out against each other - and junior players as well. In that environment the REAL ttk on vehicles would still be as low as now - on field it would seem that tanks for example live longer and are vital lions hunting. But those would be the high-SP tankers while anyone not maxed out would be the prey. Until they get that 22M SP for tanks... Abovementioned tanks are just one example. The same goes to suit balance and all weapons. The highest possible combination sets the par in all balance design. If ignored, it there will be opening for another FOTM. During the years of Dust developement the biggest improvements have been getting away from the hard skill bonuses (proficency +2%s, AR operation +5%s and - sigh - blanket weaponry +5%) into soft bonuses. Soft bonuses are ones like smaller dispersion, faster reload, faster turret rotation. Those make skilling up interesting but not knife-on-the throat mandatory. Hard bonuses make SP king. Hard bonuses are the dark middle ages. That's not the problem with SP, it's a problem with fundamental game design. Eve has lots of skills that give "Hard bonuses" like damage and optimal range. These are fine because low skill characters without those trained up have safe places to do their thing, like PVE missions and such. True matchmaking would help out greatly with this. But skills should definitely confer a bonus, up to and including raw damage. If you've invested the SP, you should gain an advantage, plain and simple.
I will say this though, that it can definitely cause an imbalance if the skills are too powerful. But giving flat nerfs and returning them through skills, gives CCP a way to more easily adjust things.
Let's take large railguns again. As mentioned before, give a flat 15% nerf and return it through 3% per level of operation. Now CCP thinks this is too much, and wants to tone it down. Now they can either a. adjust railgun damage directly or b. reduce how much the skill gives, like to 2% instead. This can complicate things y having many variables, but it also allows more fine tuned tweaking to happen.
That's what you get!! - DA Rick
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jaksol JAK darnson
Kameira Lodge Amarr Empire
18
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Posted - 2014.06.12 04:53:00 -
[11] - Quote
Alena Ventrallis wrote:Before I begin, I want to say that I love your candor and activity on the forums. While I may not always agree with your changes, your presence and responses to the community are deeply appreciated, and I give you a salute good sir.
o7
That said, you are missing one of the biggest assets you have to balance the game. the answer is SKILLBOOKS. So many skillbooks do nothing more than unlock the different tiers. By comparison, I can count the skills that only unlock things in eve on my fingers. Every skill, with very few and very notable exceptions, should give a player a bonus to something, be it a weapon, a suit, a module, whatever.
I'll focus on vehicles since I mainly run vehicles. Let's take large railguns. Combined with damage mods, a no skills railgun can kill any tank in 4 shots or less, and only armor stacked maddies can take that 4th shot. Vehicle TTK is low because of this.
So why not nerf large railgun damage by a flat 15% across the board, and then give the LArge Railgun Operation skill a 3% bonus to large railgun damage per level, returning original damage at level 5? now a no skills character is at a disadvantage, while those of us who invested into it can continue on as we were, without worrying about no skills characters downing our skill and isk invested tanks.
Damage mods are too powerful? Nerf them by a flat 50%, and give 10% efficiency per level of Vehicle Turret Upgrades.
Active Scanners too powerful? Nerf their precision by 10% and give 2% per level of Active Scanner Operation.
Use whatever numbers you feel are best, these are just examples to demonstrate the point. Give those of us who invest the SP gain an advantage over those who do not, beyond unlocking better gear that can be bypassed rather easily with AUR/LP. This also solves some of your railgun issues by nerfing the real problem (people with no skills in vehicles are getting the same benefit as someone with level 5 in everything) while keeping the ones who have invested where they are at.
it didnt use to be that ways every skill has a small like 2% bonus like dropsuit fiting skilluse to give a 1 to 5% pg and cpu increase same with tanks you some skills you can buy lvl 5 in but after 1 or 3 you dont get rewarded for going higher! needs to change
"Sacrifice is a choice you make. Loss is a choice made for you."
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Sole Fenychs
Sinq Laison Gendarmes Gallente Federation
505
|
Posted - 2014.06.12 09:51:00 -
[12] - Quote
KEROSIINI-TERO wrote:To make it clear, my stance on 'unlocking-only'-skills is that they are dull. Every skill should grant some bonus - but a soft one. I totally agree with you.
You want hard bonuses? Those are called higher tier equipment. Run proto if you want more damage. Skills should give soft bonuses. Otherwise you have proto stompers that not only run proto, but also get massive skill gains. That issue already exists, as most of the tanking module skills increase the strength of their associated modules, but this would make it even worse.
However, I really wish the pure unlock skills would grant actual bonuses. There should be a point to level dropsuit command, basic dropsuits or HAV/LAV/DS operation to level 5. |
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ChribbaX
Otherworld Enterprises Dust Control Otherworld Empire Productions
1173
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Posted - 2014.06.12 10:39:00 -
[13] - Quote
Do everything on average (even if powerful) or do one thing extremely good?
That's pretty much unlock vs bonus on skills as it is right now. And that's what I absolutely love about EVE, you chose your path and become a specialist rather than doing everything (over time yes you will be good at many things but it will take time).
/c
DUSTBoard
DUST Server Status
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Stefan Stahl
Seituoda Taskforce Command
575
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Posted - 2014.06.12 12:17:00 -
[14] - Quote
KEROSIINI-TERO wrote:CCP Rattati wrote:Alena Ventrallis wrote:OP POST
Good point Sorry but I dare to say: NOT a good point. The system described would be a return to the dark ages. I absolutely agree. The spread between low-SP and high-SP players should rather be reduced than increased. A player that is using PRO equipment is already extremely powerful compared to a different player of equal player skill in STD equipment. Additional skill bonuses will increase the gap even further, making the actual matches even worse.
We have to accept that there aren't going to be any improvements in matchmaking any time soon. That means any time someone goes 30/0 somebody else died 30 times without a chance to retaliate. The veteran is bored, the new player quits the game. It's a lose-lose situation that has been in effect for much too long. |
KEROSIINI-TERO
The Rainbow Effect
1066
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Posted - 2014.06.12 23:00:00 -
[15] - Quote
Alena Ventrallis wrote: That's not the problem with SP, it's a problem with fundamental game design. Eve has lots of skills that give "Hard bonuses" like damage and optimal range. These are fine because low skill characters without those trained up have safe places to do their thing, like PVE missions and such. True matchmaking would help out greatly with this. But skills should definitely confer a bonus, up to and including raw damage. If you've invested the SP, you should gain an advantage, plain and simple.
I will say this though, that it can definitely cause an imbalance if the skills are too powerful. But giving flat nerfs and returning them through skills, gives CCP a way to more easily adjust things.
Let's take large railguns again. As mentioned before, give a flat 15% nerf and return it through 3% per level of operation. Now CCP thinks this is too much, and wants to tone it down. Now they can either a. adjust railgun damage directly or b. reduce how much the skill gives, like to 2% instead. This can complicate things y having many variables, but it also allows more fine tuned tweaking to happen.
Actually that is not tweaking, that is just delaying the inevitable with the expense of juniors. And yes skills should have effect but damage bonuses are as hard as they get.
Others have already mentioned this is not eve. - no other game forms (especially PVE) - limits on player counts so that an extra junior rifter pilot is not extra, it's hindrance in from of militia suit - Combat variables and environment play differently
:-S
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KEROSIINI-TERO
The Rainbow Effect
1066
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Posted - 2014.06.12 23:03:00 -
[16] - Quote
jaksol JAK darnson wrote:
it didnt use to be that ways every skill has a small like 2% bonus like dropsuit fiting skilluse to give a 1 to 5% pg and cpu increase same with tanks you some skills you can buy lvl 5 in but after 1 or 3 you dont get rewarded for going higher! needs to change
[/quote]
That is one particular detail in the way skill tree was built. Designers ignored that as PG values are small few %s won't matter. Blame the unfinished design or beta legacy weaknesses.
:-S
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KEROSIINI-TERO
The Rainbow Effect
1066
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Posted - 2014.06.12 23:08:00 -
[17] - Quote
Sole Fenychs wrote:KEROSIINI-TERO wrote:To make it clear, my stance on 'unlocking-only'-skills is that they are dull. Every skill should grant some bonus - but a soft one. I totally agree with you. You want hard bonuses? Those are called higher tier equipment. Run proto if you want more damage. Skills should give soft bonuses. Otherwise you have proto stompers that not only run proto, but also get massive skill gains. That issue already exists, as most of the tanking module skills increase the strength of their associated modules, but this would make it even worse. However, I really wish the pure unlock skills would grant actual bonuses. There should be a point to level dropsuit command, basic dropsuits or HAV/LAV/DS operation to level 5.
Interesting thing about how better modules could be considered hard bonuses is that they bring many choices. Choices about sacrificing a slot, PG+CPU and maybe some handicap. With isk cost on top (which btw is NOT a good way to balance ever).
Only thing where that high SP unlocked gear does not function that way is dropsuits themselves with only isk cost countering their use (plus minor addition: CPU modules...)
:-S
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Alena Ventrallis
The Neutral Zone Psychotic Alliance
1315
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Posted - 2014.06.12 23:13:00 -
[18] - Quote
I think you guys are missing the point. If you read the OP, I said the skills were examples. It could be decreased heat buildup, less recoil, whatever, as long as it confers a bonus. I run advanced/standard gear all day, with suits under 30k, and do well because I have good skills. This should be the case with all the skills. There are plenty that don't need to be higher than 3, or even 1 sometimes, because that unlocks everything you need. I should WANT to take skills to 5.
That's what you get!! - DA Rick
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Adipem Nothi
Nos Nothi
1750
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Posted - 2014.06.12 23:22:00 -
[19] - Quote
Correction: To find imbalance, look to Nyain San. They are the ultimate in optimization.
Shoot scout with yes...
- Ripley Riley
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Sole Fenychs
Sinq Laison Gendarmes Gallente Federation
506
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Posted - 2014.06.13 09:43:00 -
[20] - Quote
Alena Ventrallis wrote:I think you guys are missing the point. If you read the OP, I said the skills were examples. It could be decreased heat buildup, less recoil, whatever, as long as it confers a bonus. I run advanced/standard gear all day, with suits under 30k, and do well because I have good skills. This should be the case with all the skills. There are plenty that don't need to be higher than 3, or even 1 sometimes, because that unlocks everything you need. I should WANT to take skills to 5. I think that is something that everyone can agree on.
We should make a list of skills that have no point beyond a certain level and ask the devs to give them bonuses during a later hotfix.
Examples: - Dropsuit Command past lvl 3 (Should grant a bonus. Maybe an incentive for beginner players for something really basic) - Basic Dropsuits past lvl 3 (In this case, it would be sufficient to make basic dropsuits actually useful - No bonus would be needed then) - HAV/LAV operation past lvl 1 (DS at least unlocks ADS) |
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Ice Fitzy
Fatal Absolution General Tso's Alliance
43
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Posted - 2014.06.14 13:45:00 -
[21] - Quote
Alena Ventrallis wrote:Before I begin, I want to say that I love your candor and activity on the forums. While I may not always agree with your changes, your presence and responses to the community are deeply appreciated, and I give you a salute good sir.
o7
That said, you are missing one of the biggest assets you have to balance the game. the answer is SKILLBOOKS. So many skillbooks do nothing more than unlock the different tiers. By comparison, I can count the skills that only unlock things in eve on my fingers. Every skill, with very few and very notable exceptions, should give a player a bonus to something, be it a weapon, a suit, a module, whatever.
I'll focus on vehicles since I mainly run vehicles. Let's take large railguns. Combined with damage mods, a no skills railgun can kill any tank in 4 shots or less, and only armor stacked maddies can take that 4th shot. Vehicle TTK is low because of this.
So why not nerf large railgun damage by a flat 15% across the board, and then give the LArge Railgun Operation skill a 3% bonus to large railgun damage per level, returning original damage at level 5? now a no skills character is at a disadvantage, while those of us who invested into it can continue on as we were, without worrying about no skills characters downing our skill and isk invested tanks.
Damage mods are too powerful? Nerf them by a flat 50%, and give 10% efficiency per level of Vehicle Turret Upgrades.
Active Scanners too powerful? Nerf their precision by 10% and give 2% per level of Active Scanner Operation.
Use whatever numbers you feel are best, these are just examples to demonstrate the point. Give those of us who invest the SP gain an advantage over those who do not, beyond unlocking better gear that can be bypassed rather easily with AUR/LP. This also solves some of your railgun issues by nerfing the real problem (people with no skills in vehicles are getting the same benefit as someone with level 5 in everything) while keeping the ones who have invested where they are at.
This seem's an excellent idea.
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JP Acuna
Pendejitos Zero-Day
185
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Posted - 2014.06.16 02:56:00 -
[22] - Quote
Actually, this would unbalance everything. Newer players won't have a chance against veterans. This is not a way to reward real skill, but seniority.
The essential aspect of any module, turret or weapon (like damage, precision, etc) shouldn't be affected by the skill unless it's a skill made for that specific attribute (proficiency, for example). Instead, i'd rather give bonuses to secondary things that would still improve performace: heat buildup, clip size, charge-up time... stuff like that. Weapon operation skills have it right IMO. |
True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
10647
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Posted - 2014.06.16 03:18:00 -
[23] - Quote
Alena Ventrallis wrote:Before I begin, I want to say that I love your candor and activity on the forums. While I may not always agree with your changes, your presence and responses to the community are deeply appreciated, and I give you a salute good sir.
o7
That said, you are missing one of the biggest assets you have to balance the game. the answer is SKILLBOOKS. So many skillbooks do nothing more than unlock the different tiers. By comparison, I can count the skills that only unlock things in eve on my fingers. Every skill, with very few and very notable exceptions, should give a player a bonus to something, be it a weapon, a suit, a module, whatever.
I'll focus on vehicles since I mainly run vehicles. Let's take large railguns. Combined with damage mods, a no skills railgun can kill any tank in 4 shots or less, and only armor stacked maddies can take that 4th shot. Vehicle TTK is low because of this.
So why not nerf large railgun damage by a flat 15% across the board, and then give the LArge Railgun Operation skill a 3% bonus to large railgun damage per level, returning original damage at level 5? now a no skills character is at a disadvantage, while those of us who invested into it can continue on as we were, without worrying about no skills characters downing our skill and isk invested tanks.
Damage mods are too powerful? Nerf them by a flat 50%, and give 10% efficiency per level of Vehicle Turret Upgrades.
Active Scanners too powerful? Nerf their precision by 10% and give 2% per level of Active Scanner Operation.
Use whatever numbers you feel are best, these are just examples to demonstrate the point. Give those of us who invest the SP gain an advantage over those who do not, beyond unlocking better gear that can be bypassed rather easily with AUR/LP. This also solves some of your railgun issues by nerfing the real problem (people with no skills in vehicles are getting the same benefit as someone with level 5 in everything) while keeping the ones who have invested where they are at.
THIS!
Tanks currently are pretty powerful but they should be powerful....however the Vehicle Command Skill tree can be used to break down the current vehicles stats and power into manageable parts that require significant SP investment to achieve current power and reduce the effectiveness and spammability of MLT fit vehicles.
Also Vehicles need their own engineering skills to allow for the fitting of Basic Modules in all vehicle slots at the very least.
"You are weak Ouryon....weakness serves not the Empire. I shall teach you strength."
-Yurius of the Brutor to Ouryon
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Velociraptor antirrhopus
Kang Lo Directorate Gallente Federation
199
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Posted - 2014.06.16 09:16:00 -
[24] - Quote
didnt he already nerf the scouts skillbooks? i think they know how important skills are
My thoughts on Hotfix Alpha: First I noticed a scout running from my AR. Then a heavy. Then a COMBAT RIFLE USER. CCP +1
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Seymour KrelbornX
Holdfast Syndicate Amarr Empire
68
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Posted - 2014.06.16 21:10:00 -
[25] - Quote
KEROSIINI-TERO wrote:To make it clear, my stance on 'unlocking-only'-skills is that they are dull. Every skill should grant some bonus - but a soft one.
your ideas only serve to undermine the beauty and uniqueness of the skillbook system and tree this game uses...
I agree with the OP... the new eden experience is all about reward for investment. using skillbooks as part of the plan for balancing is a no brainer. unlocking skills should be mandatory if you want to have something powerful in this game. a new player vs a vet should never even come into question, because if you try to balance based on this it makes investment pointless.
if there were proper matchmaking that wouldn't even be an issue. balancing should be viewed from equal tiers, and skillbooks are an important part of doing this. |
Killar-12
The Exemplars Top Men.
2860
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Posted - 2014.06.16 21:15:00 -
[26] - Quote
Alena Ventrallis wrote:Before I begin, I want to say that I love your candor and activity on the forums. While I may not always agree with your changes, your presence and responses to the community are deeply appreciated, and I give you a salute good sir.
o7
That said, you are missing one of the biggest assets you have to balance the game. the answer is SKILLBOOKS. So many skillbooks do nothing more than unlock the different tiers. By comparison, I can count the skills that only unlock things in eve on my fingers. Every skill, with very few and very notable exceptions, should give a player a bonus to something, be it a weapon, a suit, a module, whatever.
I'll focus on vehicles since I mainly run vehicles. Let's take large railguns. Combined with damage mods, a no skills railgun can kill any tank in 4 shots or less, and only armor stacked maddies can take that 4th shot. Vehicle TTK is low because of this.
So why not nerf large railgun damage by a flat 15% across the board, and then give the LArge Railgun Operation skill a 3% bonus to large railgun damage per level, returning original damage at level 5? now a no skills character is at a disadvantage, while those of us who invested into it can continue on as we were, without worrying about no skills characters downing our skill and isk invested tanks.
Damage mods are too powerful? Nerf them by a flat 50%, and give 10% efficiency per level of Vehicle Turret Upgrades.
Active Scanners too powerful? Nerf their precision by 10% and give 2% per level of Active Scanner Operation.
Use whatever numbers you feel are best, these are just examples to demonstrate the point. Give those of us who invest the SP gain an advantage over those who do not, beyond unlocking better gear that can be bypassed rather easily with AUR/LP. This also solves some of your railgun issues by nerfing the real problem (people with no skills in vehicles are getting the same benefit as someone with level 5 in everything) while keeping the ones who have invested where they are at.
So vehicle Engineering and Electronics return with fitting bonuses... cool...
Number 1 Consumer of Warp Core Stabilizers in EVE Online
Orbital Pilot (FW and PC) if you're interested just mail me
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
10685
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Posted - 2014.06.16 22:51:00 -
[27] - Quote
Killar-12 wrote:Alena Ventrallis wrote:Before I begin, I want to say that I love your candor and activity on the forums. While I may not always agree with your changes, your presence and responses to the community are deeply appreciated, and I give you a salute good sir.
o7
That said, you are missing one of the biggest assets you have to balance the game. the answer is SKILLBOOKS. So many skillbooks do nothing more than unlock the different tiers. By comparison, I can count the skills that only unlock things in eve on my fingers. Every skill, with very few and very notable exceptions, should give a player a bonus to something, be it a weapon, a suit, a module, whatever.
I'll focus on vehicles since I mainly run vehicles. Let's take large railguns. Combined with damage mods, a no skills railgun can kill any tank in 4 shots or less, and only armor stacked maddies can take that 4th shot. Vehicle TTK is low because of this.
So why not nerf large railgun damage by a flat 15% across the board, and then give the LArge Railgun Operation skill a 3% bonus to large railgun damage per level, returning original damage at level 5? now a no skills character is at a disadvantage, while those of us who invested into it can continue on as we were, without worrying about no skills characters downing our skill and isk invested tanks.
Damage mods are too powerful? Nerf them by a flat 50%, and give 10% efficiency per level of Vehicle Turret Upgrades.
Active Scanners too powerful? Nerf their precision by 10% and give 2% per level of Active Scanner Operation.
Use whatever numbers you feel are best, these are just examples to demonstrate the point. Give those of us who invest the SP gain an advantage over those who do not, beyond unlocking better gear that can be bypassed rather easily with AUR/LP. This also solves some of your railgun issues by nerfing the real problem (people with no skills in vehicles are getting the same benefit as someone with level 5 in everything) while keeping the ones who have invested where they are at.
So vehicle Engineering and Electronics return with fitting bonuses... cool...
I think they should TBH.
EVE side every aspect of ship vs ship combat skill is broken down into beautiful skills. Inclusive of DPS, resistances, speed and agility, armour and hull HP, etc,etc.
HAV should be like this.
0 SP Investment the tanks are cheap and disposable, easily killed by any tier of AV.
Medium SP Investments 10+ Million and tanks take on more durability, fitting functionality, turret options, and can stand up to lower AV tiers.
25+ Million SP tanks are rough and tough, High tier AV is required to take down these beasts but most AV can still deter them from combat. Orbital Strikes however are Insta tank busters and HAV cannot survive them......unless in siege mode if marauder.
"You are weak Ouryon....weakness serves not the Empire. I shall teach you strength."
-Yurius of the Brutor to Ouryon
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Alabastor 'TheBlaster' Alcar
Silver Bullet Solutions DARKSTAR ARMY
670
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Posted - 2014.06.17 21:28:00 -
[28] - Quote
yeah skills that do nothin but only unlock gear suk they need to provide somesort of bonus to what ever the skill unlocks |
Killar-12
The Exemplars Top Men.
2864
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Posted - 2014.06.18 01:39:00 -
[29] - Quote
Going to Spitball some Ideas Dropsuit Command +1% to Dropsuit Total HP -Amarr Heavy -1% to heat build up per level -Amarr Medium +2% Armor Resistance To Explosive and Projectile Damage per level -Amarr Light -4% per level for Biotic Module (All Types) costs -Caldari Heavy -2% to Charge Times Per Level -Cadari Medium +3% Shield Recharge Rate per Level -Caldari Light +2% bonus to Hybrid/Rail Optimal Range per Level -Gallente Heavy +5% to Clip Size -Gallente Medium +4% to Armor Repair Module Bonus -Gallente Light +5% to Active Scanner Recharge -Minmatar Heavy +2% ROF per Level -Minmatar Medium +2% Shield Resistance to Lasers -Minmatar Light +2% to Walk Speed Dropsuit Upgrades -1% to Module Fitting Costs -Active Scanner +2% to Active Scanner Range -Cloak Field +1% to Cooldown Reovery -Nanocircutry +3 Nanite Clusters per level -Repair Tool Operation +3 HP/s to reps per Level -Drop Uplinks +2 Spawns Per Link per Level Weaponry +1% to Weapon Damage -Grenadier +10% to Grenade throw range -Demolitions +2% Remote Explosive/Proximity Explosive Damage Vehicle Operation +1% to Vehicle HP Per Level -LAV Operation +2% LAV Acceleration per Level -DS Operation +2% to Dropship Maneuverability per level -HAV Operation +2% Fitting Reuction to Heavy Plates, Shield Extenders, Large Armor Reps and Large Shield Boosts Vehicle Updgrades +1% reduction to Module Fitting Requirements -Armor/Shield Upgrades +5% Armor/shield per Level -Core upgrades +1% to PG and CPU Per Level -Engeineering/Electronics +5% to PG/CPU -Turret Modifiers +1% to Efficacy Turret Operation +1% to turret Damage per level -Small/Large Turret -3% CPU needs -Small/Large Blaster +5% reduction to heat build up -Small/Large Missle Turret +10% to Missle Speed -Small/Large Rail -4% to Spool up time per level Corporations Make all Corp Skills Equal to in EVE...
Number 1 Consumer of Warp Core Stabilizers in EVE Online
Orbital Pilot (FW and PC) if you're interested just mail me
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
10738
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Posted - 2014.06.18 02:06:00 -
[30] - Quote
Killar-12 wrote:Going to Spitball some Ideas Dropsuit Command +1% to Dropsuit Total HP -Amarr Heavy -1% to heat build up per level -Amarr Medium +2% Armor Resistance To Explosive and Projectile Damage per level -Amarr Light -4% per level for Biotic Module (All Types) costs -Caldari Heavy -2% to Charge Times Per Level -Cadari Medium +3% Shield Recharge Rate per Level -Caldari Light +2% bonus to Hybrid/Rail Optimal Range per Level -Gallente Heavy +5% to Clip Size -Gallente Medium +4% to Armor Repair Module Bonus -Gallente Light +5% to Active Scanner Recharge -Minmatar Heavy +2% ROF per Level -Minmatar Medium +2% Shield Resistance to Lasers -Minmatar Light +2% to Walk Speed Dropsuit Upgrades -1% to Module Fitting Costs -Active Scanner +2% to Active Scanner Range -Cloak Field +1% to Cooldown Reovery -Nanocircutry +3 Nanite Clusters per level -Repair Tool Operation +3 HP/s to reps per Level -Drop Uplinks +2 Spawns Per Link per Level Weaponry +1% to Weapon Damage -Grenadier +10% to Grenade throw range -Demolitions +2% Remote Explosive/Proximity Explosive Damage Vehicle Operation +1% to Vehicle HP Per Level -LAV Operation +2% LAV Acceleration per Level -DS Operation +2% to Dropship Maneuverability per level -HAV Operation +2% Fitting Reuction to Heavy Plates, Shield Extenders, Large Armor Reps and Large Shield Boosts Vehicle Updgrades +1% reduction to Module Fitting Requirements -Armor/Shield Upgrades +5% Armor/shield per Level -Core upgrades +1% to PG and CPU Per Level -Engeineering/Electronics +5% to PG/CPU -Turret Modifiers +1% to Efficacy Turret Operation +1% to turret Damage per level -Small/Large Turret -3% CPU needs -Small/Large Blaster +5% reduction to heat build up -Small/Large Missle Turret +10% to Missle Speed -Small/Large Rail -4% to Spool up time per level Corporations Make all Corp Skills Equal to in EVE...
On the right track but instead focus less on applicable skills for combat and focus on utility skills that are less specific to the suit and more focuses towards generic benefits.
For example you have several types of skills
Hull/Frame Operation and Optimisation- Skills the enhance and a allow the fitting of certain frames/hulls, typically with basic increases to PG and CPU or agility. Opens up T2 frames and Hulls
Weapon Skills- Skills for fitting and altering the functionality of weapons systems, directly affect damage, rates of fire, cycling of modules (reload) etc. Opens Up T2 weapons systems.
Core Skills- Basic Operations of Core modules and systems, this determines the worth of your character and affects the fitting and efficiency of all modules ranging from EWAR to Shield Extenders. Opens up T2 Equiment and Modules.
The others like
Social Industrial Corporation Science Etc
"You are weak Ouryon....weakness serves not the Empire. I shall teach you strength."
-Yurius of the Brutor to Ouryon
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