Zaria Min Deir
0uter.Heaven
1179
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Posted - 2015.02.08 14:35:00 -
[1] - Quote
Cat Merc wrote:I would have to reiterate a point that Pokey brought up, Kevall. We only have 5 subsystems, and it takes 3 years (From estimations flying around) to max it out.
3 years for 5 subsystems out of 14. Isn't that asking for slightly too much?
Let's compare it to the SP system. Within 2 years of playing this game, I have every single weapon to Proto level, I have my core skills maxed out and I have nearly every single Gallente suit to Prototype level. That's within 2 years, I have nearly maxed out infantry gear I want, and maxed out my specific specialization (Gallente Assault). And that's mostly boosted passive, I almost never ever cap, I don't even remember the last time I did (aside from the current bug). Some players have nearly double my SP at this point.
And the biggest insult to injury is that with just 100 dollars (Again, from estimations I've seen flying around), you can bypass it all. 3 years bypassed with 100 dollars. 3 years.
To top it all off, this timer locks us from getting a 5% damage boost and Experimental/Officer gear (Kane tells us daily about what he got from the lab, officer gear is common), and you can see why people are not exactly happy.
What we have now should not even take half the time, and Aurum should only boost the speed, not make it instant. You cannot stretch out this tiny amount of content over 3 years, this is ridiculous. I do believe Kevall tried to address that very point.
Kevall Longstride wrote: The length of time that it takes to upgrade the Warbarge is likely so long right now for the same reason that the loyalty rank is. The team didn't want everyone to be maxed out right away and removing the sense of progression they'd hope that the feature would bring. But the time required can be altered once it's shown that the mechanic works. Nothing is set in stone.
Sure, adding a new feature like this would be silly if it could be maxed out right away. Ignoring the fact that it can, in fact, be maxed out right away by the use of AUR.
However, and this is a big however... There is a difference between giving players stretch goals to create fluff content, and making those goal impossible.
Would it really have been so bad to give the community a chance to provide feedback on the warbarges before release? And I mean actual feedback, that could have had some impact on development. We had no idea about the numbers involved in relation to the components. If they had, for instance, given us a rough estimate of generation rates, drop rates, and the amount needed to do various things on the warbarge... People could have done the math for them and gone "hey, we think the time needed to just get those first 5 subsystems is way too high, and if you do release more subsystems later, it will get pretty ridiculous... maybe consider increasing droprates and scaling the upgrade costs down a bit, to start with?" etc. Or, "Hey, are you sure it's agood idea to make it entirely passive, look at the SP system, that also rewards people for actually playing the game, isn't that a trend you'd like to continue?"
Instead, people had to get this information by trying to upgrade their warbarge and being told by people who bought it outright how impossible it will be without liberal applications of aur. That is what breeds frustration. And, sure, that frustration might lead to some bitching going on in skype channels, isn't it good that people have an outlet for their frustration that isn't actually seen (at least it shouldn't be) by any devs...? Just like when LOLoyalty ranks were released, we didn't know what the formula CCP would use to calculate it beforehand, so people got confounded and even disappointed by how the system worked, particularly once it was demonstrated how very little effect actual gameplay had on it, as opposed to AUR... Hey, just like the warbarges! It's almost like there's a pattern...
Have you considered installing the improved keyboard?
"Go Go Power Rangers!"
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Zaria Min Deir
0uter.Heaven
1187
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Posted - 2015.02.08 19:58:00 -
[3] - Quote
Pokey Dravon wrote:
EDIT: Also note that while I am aware that you can get components to drop randomly...that's too reliant on RNG. There needs to be a way to consistently generate a slow but steady flow of components from playing the game. If you want to keep the large chunk of components as a random drop, that's fine by me.
Also, to underline... while even random drops could by some be considered "active" generation... the drop rates would have to be actually reasonable, which they are nowhere near.
And randomness in this is really unnecessary, IMHO. Playing the game should reward you with components, playing to WIN even more so.
Have you considered installing the improved keyboard?
"Go Go Power Rangers!"
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Zaria Min Deir
0uter.Heaven
1191
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Posted - 2015.02.09 15:47:00 -
[4] - Quote
Pokey Dravon wrote:ZDub 303 wrote: However, in this instance I think some small tweaks could have saved everyone a lot of heartache. First, a WC booster which increases component generation by 50% would be step one. The booster mechanics in dust where spot as far as im concerned, they gave you a boost but limited that boost over time so it doesn't feel like pay to win.
Honestly that might be a very solid idea. Remove Ability to buy Components with AUR Add Components as EoM rewards (Frequently drops in salvage) Sell Component Production Booster for AUR to increase passive production +1 Agreed, as long as "frequently drops in salvage" is pretty much 100% drop chance for at least the winning team, quantities can be varied, but the droprate should be consistent.
Have you considered installing the improved keyboard?
"Go Go Power Rangers!"
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