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Thread Statistics | Show CCP posts - 2 post(s) |
Logi Bro
Brutor Vanguard Minmatar Republic
3119
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Posted - 2014.07.28 19:42:00 -
[1] - Quote
So we know there are a significant amount of SP sinks in the skill tree currently, and I'd like to propose a fix to it. This is in General Discussions since these are my musings, and I want input before I ask they be made.
First, which skills are in need of bonuses? Here are the skills (infantry only, since I have no intimate knowledge of vehicles) that have little or no use.
Dropsuit Command All basic dropsuit skills (12 total) Dropsuit Upgrades Weaponry
So, a total of 15 skills that need bonuses. To save my self a lot of typing for every bonus, let me say here that for each basic suit skill, the skill only applies to the suits that are under that skill, example: Amarr Heavy Dropsuit skill only applies to Amarr heavy basic suits, Amarr sentinels, and Amarr commandos. Here are my thoughts:
Dropsuit Command- +1% base shield and armor per level
Dropsuit Upgrades- +1% to all module efficacy per level
Weaponry- +3% to total ammo capacity per level (+1 per level to weapons with small ammo count, ex swarm launchers, plasma cannons)
Amarr Heavy Dropsuits +2% armor from armor plates per level (all types)
Amarr Light Dropsuit -2% CPU/PG cost of laser weaponry per level
Amarr Medium Dropsuits -2% CPU/PG cost of all armor plates
Caldari Heavy Dropsuits +2% shield from shield extenders per level
Caldari Light Dropsuits -2% CPU/PG cost of rail weaponry per level
Caldari Medium Dropsuits -2% CPU/PG cost of all shield modules
Gallente Heavy Dropsuits +2% armor repair module rate per level
Gallente Light Dropsuits -2% CPU/PG cost of plasma weaponry per level
Gallente Medium Dropsuits -2% CPU/PG cost of armor repair modules
Minmatar Heavy Dropsuits +2% kinetic catalyzer effect per level
Minmatar Light Dropsuits -2% CPU/PG cost of projectile weaponry per level
Minmatar Medium Dropsuits -2% CPU/PG cost of biotic modules per level
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Logi Bro
Brutor Vanguard Minmatar Republic
3120
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Posted - 2014.07.28 20:09:00 -
[2] - Quote
Ahkhomi Cypher wrote:that +1% per lvl to dropsuit command and upgrades just feels like it will have a ridiculous trickle down effect. i obviously didnt run any numbers but thats the first thing i noticed.
I doubt the dropsuit command bonus would do so, but I can see how the dropsuit upgrades one would.
Maybe -1% CPU/PG cost of all modules?
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Logi Bro
Brutor Vanguard Minmatar Republic
3120
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Posted - 2014.07.28 20:35:00 -
[3] - Quote
Soraya Xel wrote:The +1 per level for Weaponry, in some cases, would horribly unbalance things in the cases where those weapons' ammo sizes are intentionally designed as a balancing metric. They'd have to revisit those weapons to see if they needed to be nerfed to compensate.
Are you thinking of any one specific weapon? I can't really see the 3% doing any harm, seeing as the current +5% that each weapon has only grants one extra clip when fully maxed out. The +1 per level might be more useful than the +3%, but I still don't see that being damaging in any way. If someone were really tryhard-y, they'd just squad up with someone with nanohives anyways, and total ammo capacity would be irrelevant.
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Logi Bro
Brutor Vanguard Minmatar Republic
3121
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Posted - 2014.07.28 20:39:00 -
[4] - Quote
Ripley Riley wrote:
The passive relating to dropsuits will need to be carefully balanced after the CPU/PG and slot layout overhauls. I'm not saying OP's are crap, I'm just saying they need a lot of data before we can create good passives for them.
I can definitely see how that would a problem, I was just throwing this out ahead of the Delta discussions, seeing as they have listed, "efficacy bonuses" as one of the topics of delta, and I figure this is probably one thing they can include with that.
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Logi Bro
Brutor Vanguard Minmatar Republic
3121
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Posted - 2014.07.28 20:45:00 -
[5] - Quote
Soraya Xel wrote:I'm only talking about the +1 per level. On weapons like the Plasma Cannon or Forge Gun, that'd be a pretty huge buff, wouldn't it? Particularly since FGers can't carry their own nanohives.
I definitely see what you are saying, but it wouldn't be a huge buff, from my point of view. It wouldn't have impact on an individual situation, a dropship that wouldn't die before this bonus still wouldn't die after, it just lengthens the time the forge gunner can do his job before running back to the supply depot/nanohives.
Though I'd be more willing to change it, maybe more like +1 every other level? (That would invalidate level 5, but I can't really think of a better way to nerf that bonus)
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Logi Bro
Brutor Vanguard Minmatar Republic
3121
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Posted - 2014.07.28 21:06:00 -
[6] - Quote
Shadow Archeus wrote:If I'm right there are also vehicle skills that give no passive bonus
I'm not really much of a vehicle guy, but if someone else were to come up with some bonuses that sound good, I'd be willing to throw them into the OP, just so long as there weren't any glaring issues with them.
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Logi Bro
Brutor Vanguard Minmatar Republic
3124
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Posted - 2014.07.28 21:11:00 -
[7] - Quote
Joel II X wrote:The "roots", as I like to call them, should be something that's beneficial to newcomers, and kind of an indifference to a dude with 40 mil SP. These "roots" are the initial skills known as Dropsuit Command, Dropsuit Upgrades, and Weaponry. I'm thinking something along the lines of:
- Dropsuit Command: Unlocks STD, ADV, and PRO at 1, 3, and 5.
-2% Dropsuit Price per level.
- Dropsuit Upgrades: Unlocks whatever at their own respective levels.
-#% Equipment Duration per level.
- Weaponry: Unlocks Instruments of Death at their respective levels.
-2% Weapon Price per level.
I don't know. It's something that's not necessarily game breaking, and it fills in the blanks while helping newcomers out a bit as well. Maybe upgrades should be a price reduction, too? Dropsuit Upgrades: Unlocks whatever at their own respective levels.
-2% Dropsuit Modules/equipment cost per level?
That would definitely benefit newcomers, but at the same time benefit protostompers. -10% cost is a lot more useful to someone using a 200k ISK fit than someone using a 20k ISK fit. Also, I'm not really sure that equipment duration is such a good idea, it would be of no help at all to sentinel users, and 'duration' isn't really a concept with repair tools and nanite injectors.
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Logi Bro
Brutor Vanguard Minmatar Republic
3125
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Posted - 2014.07.29 02:43:00 -
[8] - Quote
Boot Booter wrote:I like the idea however, as a min assault, I think the minmatar medium bonus is practically useless compared to the others. I mean a Caldari should practically be filling all slots with shield related modules. The minmatar might use one or two biotic modules which are generally lower CPU and PG costs than shields. I think these sort of things would throw the balance Rattati has been trying to achieve out the window. I'd rather see a small bonus to base stats for these.
As a Minmatar Assault, is there any one thing you emphasize on all your fittings? If it were more like:
Caldari Medium Dropsuits -2% CPU/PG cost of shield rechargers and extenders per level
Minmatar Medium Dropsuits -2% CPU/PG cost of shield energizers and regulators per level
Would that fit the Minmatar philosophy better?
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Logi Bro
Brutor Vanguard Minmatar Republic
3127
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Posted - 2014.07.29 05:03:00 -
[9] - Quote
JRleo jr wrote: Anything less than 2% per level is not welcome Look at biotic upgrades, useless.
Beggars can't really be choosers, currently we have +0%, so it's hardly like you're losing anything.
If I get a couple more people that say that a +2% armor/shields per level skill wouldn't be too much, I would be willing to change it.
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Logi Bro
Brutor Vanguard Minmatar Republic
3127
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Posted - 2014.07.29 05:16:00 -
[10] - Quote
Made an edit that I am interested in hearing what you all think about.
Dropsuit Upgrades +0.2 armor repair per level
So all the people whoever said that shield suits need innate repair as well as armor suits, now you get at least a small regen, and armor based suits just get a bit of boost to their much more powerful regen.
Win/win.
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Logi Bro
Brutor Vanguard Minmatar Republic
3148
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Posted - 2014.07.31 07:35:00 -
[11] - Quote
I was bored and figured I'd bump this one last time.
I would really like to hear about the +1 armor rep for all suits, though.
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Logi Bro
Brutor Vanguard Minmatar Republic
3191
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Posted - 2014.08.15 20:05:00 -
[12] - Quote
Bump
SP Sinks? Fixed.
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Logi Bro
Brutor Vanguard Minmatar Republic
3194
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Posted - 2014.08.15 20:19:00 -
[13] - Quote
Cat Merc wrote:10% CPU/PG on armor reps vs Plasma weapons? Or straight up armor repair bonus?
The medium frame one is definitely the weakest link.
I'm not sure what you are asking. The Gallente heavy frames get the straight up armor repair bonus, the mediums get armor repair module CPU/PG reduction.
I'm not much of a Gallente loyalist, but I figure the most common fit has two reppers. Complex reppers have 45/11 CPU/PG, so two would cost 90/22. The Duvolle Assault rifle costs 90/13. So the medium bonus actually saves more than the light bonus.
SP Sinks? Fixed.
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Logi Bro
Brutor Vanguard Minmatar Republic
3194
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Posted - 2014.08.15 20:26:00 -
[14] - Quote
501st Headstrong wrote:I like the bonus for the Minmatar Medium Frame, but I feel that the Biotics bonus and the Medium Frame should be switched. The Scout should be faster, getting more bang out of Kincat PG/CPU reduction, while the Medium Frames use the Reduction for projectile weapons.
I likey thug
My only problem with that is the Min assault suit would get a 25% light weapon CPU/PG reduction, and the the medium frame skill would give an additional 10% projectile weapon reduction as well.
I really didn't want to double up the same bonuses.
SP Sinks? Fixed.
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Logi Bro
Brutor Vanguard Minmatar Republic
3196
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Posted - 2014.08.15 20:39:00 -
[15] - Quote
501st Headstrong wrote:I like the bonus for the Minmatar Medium Frame, but I feel that the Biotics bonus and the Medium Frame should be switched. The Scout should be faster, getting more bang out of Kincat PG/CPU reduction, while the Medium Frames use the Reduction for projectile weapons.
I likey thug
Made edits to the OP, see what you think of that.
SP Sinks? Fixed.
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Logi Bro
Brutor Vanguard Minmatar Republic
3200
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Posted - 2014.08.15 21:54:00 -
[16] - Quote
Nestil wrote:I say "no" to your suggestions. this we would only increase the gab between high and low SP players. everyone has to skill into them if he wants better gear..so it's fair...
These skills all have, at the very most, a 4x skill multiplier. Low SP requirements does not increase the gap between low and high SP players. You have to skill into level three of these skills just to move on to the higher SP investments anyways.
SP Sinks? Fixed.
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Logi Bro
Brutor Vanguard Minmatar Republic
3204
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Posted - 2014.08.16 17:42:00 -
[17] - Quote
Another bump
SP Sinks? Fixed.
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Logi Bro
Brutor Vanguard Minmatar Republic
3205
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Posted - 2014.08.16 18:31:00 -
[18] - Quote
Cyzad4 wrote:May have been brought up but how about something like "+3% dropsuit mod efficacy per lvl" rather than just a straight eHP bonus?
just tossing it out there
I originally had that on the list, but changed it because of the possibilities of trickle down effect.
SP Sinks? Fixed.
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Logi Bro
Brutor Vanguard Minmatar Republic
3206
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Posted - 2014.08.17 17:41:00 -
[19] - Quote
daily bump
SP Sinks? Fixed.
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Logi Bro
Brutor Vanguard Minmatar Republic
3216
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Posted - 2014.08.19 02:37:00 -
[20] - Quote
daily bump
SP Sinks? Fixed.
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Logi Bro
Brutor Vanguard Minmatar Republic
3217
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Posted - 2014.08.19 02:59:00 -
[21] - Quote
True Adamance wrote:HAV Operation........ I only have Lvl 1 in it......why does it not do something like increase PG and CPU of HAV by 1-2% per level.
I very rarely touch vehicles, so I'm not much of an authority on how many SP sinks they have, or even what kind of bonuses they should get....but if you want to write up some in the same format I have, I'd be more than willing to add them to the OP.
SP Sinks? Fixed.
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Logi Bro
Brutor Vanguard Minmatar Republic
3218
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Posted - 2014.08.19 06:22:00 -
[22] - Quote
Eurydice Itzhak wrote:Sometimes I'll have a bad day, and then I'll come to the dust forums and see a bunch of people arguing about balance over an abandoned dead game.
It really brightens my day.
Stay pathetic people :)
Well, thanks for bumping my thread I guess.
SP Sinks? Fixed.
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Logi Bro
Brutor Vanguard Minmatar Republic
3221
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Posted - 2014.08.19 07:28:00 -
[23] - Quote
CCP Rattati wrote:This could be stickied in Feedback and Ideas - this is relevant to our interests but not necessarily for Delta
I'll go ahead and copy paste it there, though I put it here originally just because I get so many more people to respond in General Discussions than I do in Feedback/Requests.
SP Sinks? Fixed.
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Logi Bro
Brutor Vanguard Minmatar Republic
3242
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Posted - 2014.08.19 18:03:00 -
[24] - Quote
TYCHUS MAXWELL wrote:Yay! More ways for newer players to get the **** kicked out of them by the sp disparity!!!! *lots of words that have nothing to do with the OP*
Are you aware that you HAVE to put points into these skills just to get to other skills? This would have no effect on SP disparity, as everybody is already putting SP into these skills just to move on to the next. This would actually help NPE, as it would allow them to get more effect out of the small SP pool they start with, instead of wasting a large portion of their SP on filler skills.
SP Sinks? Fixed.
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Logi Bro
Brutor Vanguard Minmatar Republic
3242
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Posted - 2014.08.19 18:07:00 -
[25] - Quote
IgniteableAura wrote:In effect your proposal creates more SP sinks than removes them. If a skill has a bonus behind it, then it will be utilized.
The main problem in your proposal is that currently the non-racial dropsuit skills provide no benefit after level 3. If they had a bonus associated with them, it would be important to increase those to level 5, therefore creating another SP sink; not removing one.
Removing SP sinks would mean removing skills or lowering the amount of SP required to unlock things. Something like, being able to use prototype weapons even at the lower end of the tree. So once you unlock the skills to get assault rifle for example, you can use all the assault rifles.
Alright mr. politically correct. You could instead say that this removes the filler skills, where you only put into them to get to a further point in the tree. If they had passive bonuses, you would skill into them for the sake of skilling into them, instead of just putting the mandatory minimum required SP then moving on.
SP Sinks? Fixed.
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Logi Bro
Brutor Vanguard Minmatar Republic
3255
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Posted - 2014.08.20 21:22:00 -
[26] - Quote
Ryme Intrinseca wrote: Here's one example of many. Suppose you have level 3 in amarr light suits. You really needed to save PG to fit your optimum loadout so you spent loads on scrambler rifle fitting optimization. Suddenly the skills are changed and you are getting 6% PG from the amarr light skills, and turns out you wasted 1 million SP in fitting optimization. Your choice, which was a good one at the time, is turned into a bad one by the seemingly innocuous change to the skill tree. Your SP investment is devalued. In fact, the OP achieves the opposite of what he sets out to do - he creates SP sinks (SP trapped in useless places).
Your argument has very little merit with that example. Besides the fact that ScR optimization provides a far greater PG reduction than the Amarr light frame skills does, and will always be useful for as long as you have an ScR equipped, you also have to consider that the CPU/PG reduction will allow you to upgrade things besides the weapon.
If you skilled into ScR optimization because your suit literally could not fit it without the PG reduction, and then you skill into Amarr light frame afterwards, then now you can use your extra CPU/PG to change out a basic ferroscale plate with an enhanced one, or something else along those lines. Therefore, it doesn't devalue your invested skills, it just adds to them.
As far as your SP sink argument, levels 4-5 SHOULD be an SP sink for veteran players. Those levels would provide only a small bonus for a large SP requirement, skilling into those last 2 levels would be optimizing their fits only, whereas the first three levels are skills that are MANDATORY for everyone to put into just to get to specialized suits. To sum up that paragraph, having these bonuses would make levels 1-3 of the basic frame skills actually worth skilling into, since people have to skill into them anyways, and levels 4-5 would be more of an end-game investment.
SP Sinks? Fixed.
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Logi Bro
Brutor Vanguard Minmatar Republic
3255
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Posted - 2014.08.20 21:47:00 -
[27] - Quote
TYCHUS MAXWELL wrote: >New players come with all the sp sinks on their characters.
Oh okay... I didn't realize you were proposing to give all the new players more than 500k sp for all those sp sinks that are getting turned into buffs, my bad.
If you actually weren't planning this, then you should reread what I just quoted from you and reconsider your logical reasoning.
EVENTUALLY, yes new players will have all those buffs. EVENTUALLY, i'll have every skill at 5. Inb4 CCP pulls the plug on Dust.
This would do nothing but widen the gap between a new player and a vet. What I said still stands, you just didn't put points into logic.
I don't think you understand the point I am trying to make, let me break it down.
Let's say there is a new player. He is given his 500k starting SP, but he's a smart guy, so he plays around with militia fits without spending any of it. After playing for a while, he decides that he wants to play sentinel. In order to play sentinel he HAS to put at least level 3 in dropsuit command to unlock heavy frame skills, at least level 3 of a heavy frame skill to unlock a sentinel skill, and level 5 in weaponry to unlock heavy weapon operation. Those are just the basics. He will also need to put in at least level 4 in dropsuit upgrades to unlock all the useful core skills.
Three of those skills are literally worthless, the fourth is meh. Dropsuit Command, Dropsuit Upgrades, and Weaponry are all 1x skills, if I remember correctly, that means they cost ~310k SP to get to 5, and half as much to get to 4. So he spent ~310k SP to get Weaponry to 5, ~155k SP to get Dropsuit Upgrades to 4, and ~87k SP to get Dropsuit Command to 3. So ~552k into skills that do absolutely nothing for him. The basic frame skills are x4 skills, off the top of my head I believe that is ~300k to get to level 3. So a total of ~852k SP in skills that have little or no use. That's more than the starting SP amount, to get practically no benefit at all.
So yes, these bonuses would definitely improve NPE.
SP Sinks? Fixed.
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Logi Bro
Brutor Vanguard Minmatar Republic
3284
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Posted - 2014.08.31 02:04:00 -
[28] - Quote
IgniteableAura wrote:Correct, but you are creating more places for SP to go. Therefore creating sinks. I don't think you understand the definition of an sp sink. I don't mind having skills mean something when skilled. But you are still making the hurdle larger for low sp players.
Not only that but CCP would never give us "free" bonuses. Instead to get your racial frame to current standard you would probably need to skill both racial and non racial dropsuit command skills to five. Therefore creating a larger sp sink for the same effect.
Reducing multipliers, cost of skills, or allowing items to be used earlier would ease the burden of sp. To reduce the sink means to slow the flow. Creating more skills bonuses just increases that hole.
Ex: CCP decides to create more items on the market that are officer variety. Would this increase or decrease the amount of isk in circulation.........decrease correct! Adding things to sink sp into, increases the sink in the same way. Even if those sp are providing a bonus.
I actually revised my statement in a reply to someone else....let me give a summary.
As it stands, you HAVE to skill to level three of basic suits to get to the specialized variants. Whether or not you actually use the suits given to you by the skill is irrelevant, it is a mandatory skill with little or no use. However, with these bonuses, you are actually benefiting for a reason other than unlocking the suits. Your SP was wasted in that skill, because it did nothing for you. But after these bonuses, you benefit from the SP invested, however small the benefit is.
And yes, this does mean you need to get levels 4 and 5 to maximize your suit to the fullest, and that does increase the SP investment. BUT I believe that those two levels should do that. They should be a skill for veteran players, who want to improve their favorite fit and have SP to spare. A small boost for the sake of optimization, not a skill that is necessary in order to compete.
SP Sinks? Fixed.
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Logi Bro
Brutor Vanguard Minmatar Republic
3326
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Posted - 2014.09.03 06:18:00 -
[29] - Quote
bump
SP Sinks? Fixed.
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