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Godin Thekiller
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Posted - 2015.04.16 19:14:00 -
[1] - Quote
I don't see the point in adding caps into the system, especially since the timers does just that, having their own caps.
Also, under your system, you wouldn't be able to turn on all of your modules at once. **** that.
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Godin Thekiller
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Posted - 2015.04.16 23:13:00 -
[2] - Quote
Kaeru Nayiri wrote:True Adamance wrote:Lightning35 Delta514 wrote:This sounds good. It would definitely be helpful to "nerf" the madrugars. However not in a health manner. What is model basically suggests placing an additional limitation on HAV module use rather than providing a frame work on which competitive builds can be constructed. The example given basically institutes a model under which dual module activation is simply not possible. dual activation isew definitely possible with this model. I only gave an example. Don't be closed minded to the idea of DIFFERENT kinds of hardeners. No reason for basic, enhanced and prototype to use the same number of battery cells. Different hulls can also have MORE cells. There can and SHOULD be configurations that can dual harden. This is not about limiting the HAV fitting possibilties, it's adding depth to them. Also, the question I asked in my previous post, do I extract my answer to it as "I'd rather have nothing akin to capacitor at all" ? If that's really the case, I am ready to give up on this idea.
This is just adding unnecessary complexity (or simplicity, if you want to say that active times are simpler) for no reason is the main point. You're seriously trying to shape this silly idea around everything because you want it. Problem is, there's no point in it being here, seeing as we already have cooldowns and active timers.
How about we just fix what's broken instead of adding unnecessary ****?
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Godin Thekiller
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Posted - 2015.04.17 00:26:00 -
[3] - Quote
Pokey Dravon wrote:Kaeru Nayiri wrote:Pokey Dravon wrote:[...] I just think we should be revert back to an active system that we know worked in the past before we start exploring options to limit functionality of module use. Agreed 100% ! Sorta off topic question for you, since you know dropships well. Would Dropships suffer if Light Armor Repairers moved back to an active style?
Not really, they'd be better off imo, especially for dropoffs.
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Godin Thekiller
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Posted - 2015.04.17 00:27:00 -
[4] - Quote
Vell0cet wrote:We need real "EVE-style" capacitors for vehicles and dropsuits (dropsuits would use this for active equipment). It's really not very complicated, and simpler than trying to manage multiple batteries. There is one pool that regenerates. All active mods use the pool. There are a few nuances in how it regenerates, but they aren't that critical to understand, just don't let it get too low and you're good. It's nearly identical to stamina and people seem to understand that just fine. With capacitors, neutralizers and webs we would finally be able to achieve vehicle balance. Vehicles would be durable, powerful and expensive, but always vulnerable to being "tackled." That's what's been missing from vehicle/anti-vehicle gameplay and it can't ever be balanced without it.
And for what reason do we "need" them? This has never been told to me.
It seems utterly pointless to have them.
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Godin Thekiller
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Posted - 2015.04.17 00:28:00 -
[5] - Quote
Sgt Kirk wrote:A lot of things in this game could easily be balanced by capacitors. We said this in the beginning but Blam thought we were too stupid to understand the concept of capacitors.
To manage caps, especially during a fight would be hell. Especially for other vehicles.
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Godin Thekiller
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Posted - 2015.04.17 00:33:00 -
[6] - Quote
blub
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Godin Thekiller
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Posted - 2015.04.17 00:34:00 -
[7] - Quote
Vell0cet wrote:
I'm not saying we should be obnoxious about it, but persistent and try to provide suggestions for how it could be done and make the case for why it's so crucial.
They have the resources to do warbarges, trading, matchmaking, etc. so there are guys who can dig into the code, get their hands dirty and make changes. I'm looking at DUST as a low-res beta for the x86 version. I think it's important to have as much stuff balanced and figured out in DUST so that the relaunch can have the best possible initial release to the public. The game will live or die by how those first few months go.
1. Vehicles can't ever be properly balanced without capacitors. They're either very weak and feel cheap and pathetic. or they're too strong and they ruin the experience for everyone. It's pretty impossible to get that right unless vehicles have to fear being tackled.
2. Having balanced vehicles is a critical component of a relaunch.
3. Therefore capacitors need to be a priority at some point this year.
It's easy to always pick the low hanging-fruit, but sometimes you need to roll up your sleeves and tackle the hard problems, like CCP Rattati is doing with PC right now.
Vehicles were almost balanced in 1.6 against each other. Squid HAV's and missile were a little too weak, and Rail/blaster variation needed adjusting among other small things. That's about it. Balance therefore isn't a valid argument.
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Godin Thekiller
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Posted - 2015.04.17 01:00:00 -
[8] - Quote
True Adamance wrote:Godin Thekiller wrote:Sgt Kirk wrote:A lot of things in this game could easily be balanced by capacitors. We said this in the beginning but Blam thought we were too stupid to understand the concept of capacitors. To manage caps, especially during a fight would be hell. Especially for other vehicles. It would bring actually less balance than the current timer system we have in place now. I don't see how. It's like looking at one combined module cool down. If its going down you might need to turn some modules off if you get to <25%. If it's going up you are in the clear and probably should turn some mods on.
This is a problem when you realize that you will have to manage this one wheel, but while you are moving around and/or fighting back, and have to figure out what and what not to turn off. It works for ship combat because aiming isn't even a thing, and moving around takes much less to do, as well as being able to set modules on and off to a button.
it would work well on larger platforms, like say a MCC, but on smaller platforms, it simply won't work well.
EDIT: Look, the only thing I can see caps actually adding doing positively is making it to where you can control how long you run a module better, vs. having just a straight timer. This has been done however through the cloak. Having the timer mechanics of the cloak on active modules would effectively do just that, but still allows the current timers a thing.
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Godin Thekiller
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Posted - 2015.04.17 01:35:00 -
[9] - Quote
True Adamance wrote:Godin Thekiller wrote:True Adamance wrote:Godin Thekiller wrote:Sgt Kirk wrote:A lot of things in this game could easily be balanced by capacitors. We said this in the beginning but Blam thought we were too stupid to understand the concept of capacitors. To manage caps, especially during a fight would be hell. Especially for other vehicles. It would bring actually less balance than the current timer system we have in place now. I don't see how. It's like looking at one combined module cool down. If its going down you might need to turn some modules off if you get to <25%. If it's going up you are in the clear and probably should turn some mods on. This is a problem when you realize that you will have to manage this one wheel, but while you are moving around and/or fighting back, and have to figure out what and what not to turn off. It works for ship combat because aiming isn't even a thing, and moving around takes much less to do, as well as being able to set modules on and off to a button. it would work well on larger platforms, like say a MCC, but on smaller platforms, it simply won't work well. EDIT: Look, the only thing I can see caps actually adding doing positively is making it to where you can control how long you run a module better, vs. having just a straight timer. This has been done however through the cloak. Having the timer mechanics of the cloak on active modules would effectively do just that, but still allows the current timers a thing. Godin I may not be aiming in EVE but I am trying to process a lot more information when I fly an EVE ship than I drive a tank in Dust. Speed, Distance, Transversal (multiple ships) drones, targeting, orbits, d-scanner, fleet broad casts, DPS values, capacitor,etc. Honestly if we were looking at on decreasing orange wheel/meter it would be easier to process cap consumption and hardener/module life than doing the same on half a dozen smaller such metres. But to each their own.
Mostly none of that is done at once in most cases, and even when they are, multitasking for it is much easier than in Dust, because even if you momentarily stop doing a function, it doesn't completely stop; but rather it keeps on going by itself. A lot of that stuff can even be automated as well.
Also, managing modules is much easier in EVE vs. Dust, because they can all have their own button, or you can easily select them with the mouse.
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Godin Thekiller
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Posted - 2015.04.17 01:40:00 -
[10] - Quote
Vell0cet wrote:Godin Thekiller wrote:Vell0cet wrote:We need real "EVE-style" capacitors for vehicles and dropsuits (dropsuits would use this for active equipment). It's really not very complicated, and simpler than trying to manage multiple batteries. There is one pool that regenerates. All active mods use the pool. There are a few nuances in how it regenerates, but they aren't that critical to understand, just don't let it get too low and you're good. It's nearly identical to stamina and people seem to understand that just fine. With capacitors, neutralizers and webs we would finally be able to achieve vehicle balance. Vehicles would be durable, powerful and expensive, but always vulnerable to being "tackled." That's what's been missing from vehicle/anti-vehicle gameplay and it can't ever be balanced without it. And for what reason do we "need" them? This has never been told to me. It seems utterly pointless to have them. I've been working on a long post about this for a while now, but haven't gotten around to finishing it. For one thing there is a fundamental difference between vehicle play and infantry play. A huge part of what makes infantry vs. infantry fun is the simple act of trying to hit a target thats actively evading your fire. Imagine how little fun would be had in an FPS with players the size of buildings. It would be a matter of who started shooting first. Vehicles are huge and rather simplistic. Capacitors help add a ton of depth to fittings and strategy, so vehicle play becomes as much about tactics and fits as it is about positioning. Fights can last much longer and be more interesting instead of quickly blaping each other off the field. In most cases capacitors would actually free up a lot of the obnoxious module-management that the current system uses, since you could create cap-stable fits, if that's your preferred play style. You call in your vehicle, activate your stuff and then don't worry about cap for the rest of the battle (aside from perhaps pulsing some reps after a fight). Another problem with the current system is that adding active modules actually INCREASES the size of your "virtual capacitor," since each one basically has it's own independent capacitor. This creates a lot of weird imbalances that a single shared capacitor would solve. In EVE if you fit all active mods, your cap would only last a few seconds, in DUST each one lasts as long as its active timer. You're essentially getting capacitor batteries, and rechargers for "free" since you don't need to sacrifice a slot or the PG/CPU to fit it. As for things being balanced in the past, I respectfully disagree. There has always been QQ about vehicles vs. AV. It was better in 1.6 than after CCP Blam ruined things, but if you search back, you'll find a lot of rage back then too (it's what motivated the rebalance in the first place). It always comes down to the central question of can one AV take out one HAV. With capacitors, one player can always tackle an HAV, but they may need help to kill it. That's a reasonable balance. HAVs can ride around feeling like gods, but they will always have that tingle in their balls that someone's going to get tackle on them.
1: If cap stable fits are anything like they are in EVE, they won't be viable for actual combat, unless it's against a idiot, or it's mostly passive stuff.
2: lel. I said nothing about AV in that, I specifically pointed out that VEHICLES were mostly balanced against each other. Also, even if AV wasn't balanced, how in the **** does that reason "HERP DERP LET'S ADD UNNECESSARY ****!!!!!!"?
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Godin Thekiller
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Posted - 2015.04.17 02:35:00 -
[11] - Quote
Vell0cet wrote:Godin Thekiller wrote:1: If cap stable fits are anything like they are in EVE, they won't be viable for actual combat, unless it's against a idiot, or it's mostly passive stuff.
2: lel. I said nothing about AV in that, I specifically pointed out that VEHICLES were mostly balanced against each other. Also, even if AV wasn't balanced, how in the **** does that reason "HERP DERP LET'S ADD UNNECESSARY ****!!!!!!"? 1. So what's your point, that you should run fits that require lots of micromanagement? I thought you said that would be difficult to use. How would using a difficult-to-use fit be more advantageous in a fight? Maybe you could eek out a bit higher EHP or DPS, but then if you're fumbling around with your module wheel and not DPSing then it's probably not going to be a good fit. The point is that cap stable fits would be an option for some, that would be easier than we have now, and people that want to try to micro manage stuff can give it a go, but it's probably not going to work well. People will find a balance that works well for their play style. Having that kind of fitting flexibility would make vehicles a lot more interesting than they are now with cookie-cutter builds.
Pure passive fits are always **** against their active counterpart for the most part. That is the norm in both EVE and Dust, for like ever. I don't get your point.
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Godin Thekiller
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Posted - 2015.04.17 03:16:00 -
[12] - Quote
Vell0cet wrote:Godin Thekiller wrote:Vell0cet wrote:Godin Thekiller wrote:1: If cap stable fits are anything like they are in EVE, they won't be viable for actual combat, unless it's against a idiot, or it's mostly passive stuff.
2: lel. I said nothing about AV in that, I specifically pointed out that VEHICLES were mostly balanced against each other. Also, even if AV wasn't balanced, how in the **** does that reason "HERP DERP LET'S ADD UNNECESSARY ****!!!!!!"? 1. So what's your point, that you should run fits that require lots of micromanagement? I thought you said that would be difficult to use. How would using a difficult-to-use fit be more advantageous in a fight? Maybe you could eek out a bit higher EHP or DPS, but then if you're fumbling around with your module wheel and not DPSing then it's probably not going to be a good fit. The point is that cap stable fits would be an option for some, that would be easier than we have now, and people that want to try to micro manage stuff can give it a go, but it's probably not going to work well. People will find a balance that works well for their play style. Having that kind of fitting flexibility would make vehicles a lot more interesting than they are now with cookie-cutter builds. Pure passive fits are always **** against their active counterpart for the most part. That is the norm in both EVE and Dust, for like ever. I don't get your point. The point is that you've been saying it would be impossible to manage all of the modules with a capacitor because it would make driving/flying/shooting too difficult. I'm saying, if that's the case then cap-stable fits would have the advantage since they can focus 100% on driving/flying/shooting. In all likelihood the best fits will probably have a small amount of management, but not so much that it's obnoxious (i.e. because if it's obnoxious than it's probably going to cause you to loose fights).
I never said impossible, I said it will be hell. Two very different things.
My point is that it's unnecessary, and it's counter productive.
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Godin Thekiller
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Posted - 2015.04.17 03:18:00 -
[13] - Quote
True Adamance wrote:Vell0cet wrote:Godin Thekiller wrote:Vell0cet wrote:Godin Thekiller wrote:1: If cap stable fits are anything like they are in EVE, they won't be viable for actual combat, unless it's against a idiot, or it's mostly passive stuff.
2: lel. I said nothing about AV in that, I specifically pointed out that VEHICLES were mostly balanced against each other. Also, even if AV wasn't balanced, how in the **** does that reason "HERP DERP LET'S ADD UNNECESSARY ****!!!!!!"? 1. So what's your point, that you should run fits that require lots of micromanagement? I thought you said that would be difficult to use. How would using a difficult-to-use fit be more advantageous in a fight? Maybe you could eek out a bit higher EHP or DPS, but then if you're fumbling around with your module wheel and not DPSing then it's probably not going to be a good fit. The point is that cap stable fits would be an option for some, that would be easier than we have now, and people that want to try to micro manage stuff can give it a go, but it's probably not going to work well. People will find a balance that works well for their play style. Having that kind of fitting flexibility would make vehicles a lot more interesting than they are now with cookie-cutter builds. Pure passive fits are always **** against their active counterpart for the most part. That is the norm in both EVE and Dust, for like ever. I don't get your point. The point is that you've been saying it would be impossible to manage all of the modules with a capacitor because it would make driving/flying/shooting too difficult. I'm saying, if that's the case then cap-stable fits would have the advantage since they can focus 100% on driving/flying/shooting. In all likelihood the best fits will probably have a small amount of management, but not so much that it's obnoxious (i.e. because if it's obnoxious than it's probably going to cause you to loose fights). I have to admit currently tanks (Armour) need very little imput from their pilot to function properly. Activate everything and drive away 3-5 seconds before modules go on cool down.
When reps were active, there was more method to moving around.
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Godin Thekiller
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Posted - 2015.04.17 03:37:00 -
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Vell0cet wrote: The current system is hell, trying to manage 5 different modules with long cooldowns that won't auto-cycle. Vehicles that become nearly invincible and can absorb insane amounts of focused fire, retreat for a few seconds only to return and be at full strength again. Capacitors would solve all of those issues.
Well, if it's simple to use, which you seem to agree with, I call bullshit.
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Godin Thekiller
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Posted - 2015.04.17 03:59:00 -
[15] - Quote
Vell0cet wrote:Godin Thekiller wrote:Vell0cet wrote: The current system is hell, trying to manage 5 different modules with long cooldowns that won't auto-cycle. Vehicles that become nearly invincible and can absorb insane amounts of focused fire, retreat for a few seconds only to return and be at full strength again. Capacitors would solve all of those issues.
Well, if it's simple to use, which you seem to agree with, I call bullshit. I agreed that armor tanks are currently very simple to use. The whole system is clunky and awkward. It would be much easier to say toggle on a couple active modules and have them auto-cycle as cap stable and manage a couple of others (maybe a prop mod or a rapper) during the fight as cap allows. That's more flexible, more interesting, more fun, and less management that what we currently have.
Yet that exact same fit is would be stomped by a unstable fit, and said unstable fit (probably a fit made just like one we have now) would be hell to manage period. ALso, what makes you think it won't be any less clunky?
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Godin Thekiller
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Posted - 2015.04.17 05:22:00 -
[16] - Quote
Kaeru Nayiri wrote:True Adamance wrote:I like your suggestion very much but honestly I would not want it on vehicles because I don't believe its a step forwards.
Vell0cet wrote:I think it's an unnecessary compromise [...] I gladly and humbly can accept this. Both Vellocet and yourself want the absolute best capacitor system we can get. I still feel like I have to ask, though, if they don't want to give you Eve's cap system, would you be satisfied with nothing at all?
My question is why do we need one in the first place, when we can just as easily balance it out?
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Godin Thekiller
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Posted - 2015.04.17 05:35:00 -
[17] - Quote
Vell0cet wrote:Godin Thekiller wrote:Kaeru Nayiri wrote:True Adamance wrote:I like your suggestion very much but honestly I would not want it on vehicles because I don't believe its a step forwards.
Vell0cet wrote:I think it's an unnecessary compromise [...] I gladly and humbly can accept this. Both Vellocet and yourself want the absolute best capacitor system we can get. I still feel like I have to ask, though, if they don't want to give you Eve's cap system, would you be satisfied with nothing at all? My question is why do we need one in the first place, when we can just as easily balance it out? How can you possibly balance out this power curve with the existing broken system?
That seriously doesn't mean **** when you realize that these two systems aren't in the same game. You are seriously saying since EVE does it, Dust should as well.
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Godin Thekiller
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Posted - 2015.04.17 05:55:00 -
[18] - Quote
Vell0cet wrote:Godin Thekiller wrote:That seriously doesn't mean **** when you realize that these two systems aren't in the same game. You are seriously saying since EVE does it, Dust should as well. No I'm saying that EVE's system is balanced, and ours is broken, and the graphs show exactly why we can't have balance with our current system. When we get Amarr tanks, and you can run an even more beastly armor tank, it will further highlight the problem.
Yet there's been several points in which it was balanced in Dust. I guess those weren't for some reason?
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Godin Thekiller
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Posted - 2015.04.17 06:32:00 -
[19] - Quote
Vell0cet wrote:Godin Thekiller wrote:Vell0cet wrote:Godin Thekiller wrote:That seriously doesn't mean **** when you realize that these two systems aren't in the same game. You are seriously saying since EVE does it, Dust should as well. No I'm saying that EVE's system is balanced, and ours is broken, and the graphs show exactly why we can't have balance with our current system. When we get Amarr tanks, and you can run an even more beastly armor tank, it will further highlight the problem. Yet there's been several points in which it was balanced in Dust. I guess those weren't for some reason? I can't remember a time when I would describe vehicles as being balanced. There have been times that were better than others, but there has always been issues, and now we have proto tanks, and will be getting Amarr tanks. The point stands, in EVE active modules are better than passives but come at the cost of your cap pool and the threat of cap warfare. In DUST there is no downside to fitting active mods. There is no counter-balance to the system. It's broken and will remain so.
Let's see:
Codex before the rail buff and after the missile nerf
Chromosome after the rail nerf
Pretty much all of Uprising, minus Squid HAV's being too weak
Explain those time periods, Because I quite remember those periods of time being quite balanced.
Also, there's always little balance issues in EVERY game. Does that validate restructuring an entire system for no reason? Nope. nada. Hell no.
You've yet to say any other reason by the way.
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