Vell0cet
Fraternity of St. Venefice Amarr Empire
2225
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Posted - 2014.09.01 15:45:00 -
[1] - Quote
CCP Rattati, thanks for posting this. Apologies for being a little GÇ£late to the partyGÇ¥ so-to-speak. I have a few thoughts:
NPE
While IGÇÖm thrilled that new players will get more time being sheltered from being matched against organized squads of high SP players, I would however like to see this implemented differently than just extending the existing academy. IGÇÖm not sure if itGÇÖs possible to do as a hotfix, but I think having a 2nd tier academy (implemented as an optional game mode) for players under some SP threshold makes more sense. I think the current academy being short makes sense. You want new players to realize there is more depth to this game than just the academy, fairly early on. I recall CCP experimented with the cap on the Academy and how it reflected on new player retention at some point in the past and concluded that shorter was better. Remember, itGÇÖs a free-to-play game so a lot of players download it just because itGÇÖs free. Many have no clue what the gameplay is like and theyGÇÖre expecting it to be crappy and limited (most free games are, and if it was GÇ£goodGÇ¥ CCP would be charging for it, right?). ItGÇÖs important to help correct these misconceptions early.
Having an optional academy game mode (the only one checked by default) makes a lot of sense because new players be able to play against lower SP players, make friends, and build up the map knowledge and skills (both player skill and SP) they need to make a reasonably competitive ADV fit. I think a good cap is 5 mill SP. You canGÇÖt put players with 4.9 mill SP in the same match as a player learning the controls for the first time either though. ThatGÇÖs why keeping the existing academy short is good, and this allows for a much longer academy mode to be available. TheyGÇÖre solving 2 separate problems. The first academy is all about the player learning what the game is, how to tweak controls, what is available to them, what are supply depots, objectives, CRUs, how turrets work, etc. The second is about building up skills, map knowledge, social connections, and other tools to help them be more successful and have a more enjoyable time in game once they cap out of the 2nd tier academy. You could simply label this as GÇ£AcademyGÇ¥ in the mode selection list even thought theyGÇÖll never be matched against players in the initial academy. I think this is the easiest way to do it from a UX standpoint. Players under 5mill SP would still be able to participate in regular pubs, FW, or even PC (not likely) but they always have the option to run academy matches if theyGÇÖre getting demolished.
Segregating by gear is a bad solution here, SP is better because it reflects the playerGÇÖs time in game and limits fits to those possible with that SP cap while still giving the players freedom to try to maximize their fits (which is important for them to learn). Players can militia stomp just fine. HereGÇÖs a video of Saxonmish going 33/7 in full MIL gear, and thatGÇÖs playing against people wearing all levels of gear, imagine how much more severe that would have been if everyone else was running full MIL gear.
Hopefully we will see the matchmaking changes youGÇÖve been discussing as well. I think this will also help significantly (although not eliminate the need for the 2nd tier academy).
Along those lines, IGÇÖm happy to hear that the starting ISK is dropping so much. ItGÇÖs my hope that we can use the price of skill books to help guide new players into successful skill choices early on. IGÇÖd like to see the price of some skill books drop to free or very cheap (like 1000 ISK) for skills like drop suit upgrades, shields, armor, engineering, electronics, light weapons, weapon upgrades, etc.
ScR
Please donGÇÖt break the ScR by ruining the fluidity of it shots (like was done to the ScP). I understand that modded controllers are an issue. It seems trivial to code a turbo detection function since turbo buttons have 2 easily detectable properties. They fire at rates that exceed human ability to tap the trigger, and there is 0 variability in the firing intervals. When it is detected that the player is using a modded controller, they should suicide (loosing a suit) and be kicked from the match. Apply the function to check for this server-side for all weapons. The ScR may need additional tweaks, but IGÇÖd like to see the Gal and Cal Assault bonuses improved first to see if that changes the metrics youGÇÖre seeing. There is a fine line between the ScR being OP and being completely useless. Please tread carefully and look at the data in PC matches for ScR as well, not just pubsGÇöthe ScR is very effective against low hp players, and struggles worse than other rifles against high HP players, a fact that may be skewing your data somewhat.
CR
As far as the CR profile changes go, I tend to think of the Minmatar as being all about versatility. They duct tape their suits together with whatever they can find, they have speed, some armor some shields. They are all about being resourceful and I think this lends itself to a more balanced -5%/+5% profile. They are still bounsed for armorGÇögetting the hugely advantageous proficiency bonus to armor, and wonGÇÖt be crippled against shields. It also seems weird to have projectile and explosive damage profiles be completely redundant.
(cont.)
Best PvE idea ever!
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Vell0cet
Fraternity of St. Venefice Amarr Empire
2225
|
Posted - 2014.09.01 15:46:00 -
[2] - Quote
Redline snipers
One way to help the sniper balance is to change the redline mechanics. IGÇÖd like to see the redline timer function like the cloak timer does. You get a significantly longer period of time in the redline (like 45sec to 1min) but when you're out of the redline, your timer slowly recharges instead of instantly resetting. So you have plenty of time to fly a dropship, LAV or whatever into the redline to take out a sniper, redline rail tank, or redline installation gunner, but you're forced to spend the same amount of time out of the enemy's redline (or even longer if the recharge isn't a 1:1 ratio). This prevents sustained camping of the enemy's spawns, but does allow for hit/run attacks. You could also prevent repairing shields/armor when you're in the enemy's redline, to make it harder for organized squads to stomp, and giving the defenders an advantage.
Here's an example. Say the timer is 1 minute. You invade the enemy redline, kill the sniper and then get out after 40 seconds. You now have only 20 seconds of redline time left. You wait 30 seconds out of the redline and now have recharged to 50 seconds of enemy redline time. IGÇÖm not sure if this can be changed in a hotfix but I think it would address many problems in a fairly simple and elegant way.
Best PvE idea ever!
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