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Godin Thekiller
Negative-Feedback. Negative-Feedback
3098
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Posted - 2015.04.17 03:16:00 -
[61] - 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
Negative-Feedback. Negative-Feedback
3098
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Posted - 2015.04.17 03:18:00 -
[62] - 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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Vell0cet
OSG Planetary Operations Covert Intervention
2956
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Posted - 2015.04.17 03:20:00 -
[63] - Quote
Godin Thekiller 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 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. 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.
Best PvE idea ever!
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Kaeru Nayiri
Ready to Play
968
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Posted - 2015.04.17 03:22:00 -
[64] - Quote
I feel like the purpose behind this thread is being lost.
Vehicle users want capacitor for depth. It's not "low hanging fruit". It's complicated for the average dust player. I propose more simple alternative that would functionally be similar, right down to having neuts in the distant future. But we want real capacitors, except the're too complex.
Hence the compromise.
I don't want this idea to be implemented right away. I agree that many other things should come first. But changes happen WAAAY in advance, and once theyre in QA it's too late for any player input.
If and when we ever need a cap system, this idea will be here. Until then, it's fine if we focus on other things. try to understand this is a compromise, not an ideal.
Know what cannot be known.
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Vell0cet
OSG Planetary Operations Covert Intervention
2956
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Posted - 2015.04.17 03:31:00 -
[65] - Quote
Kaeru Nayiri wrote:I feel like the purpose behind this thread is being lost.
Vehicle users want capacitor for depth. It's not "low hanging fruit". It's complicated for the average dust player. I propose more simple alternative that would functionally be similar, right down to having neuts in the distant future. But we want real capacitors, except the're too complex.
Hence the compromise.
I don't want this idea to be implemented right away. I agree that many other things should come first. But changes happen WAAAY in advance, and once theyre in QA it's too late for any player input.
If and when we ever need a cap system, this idea will be here. Until then, it's fine if we focus on other things. try to understand this is a compromise, not an ideal. I think it's an unnecessary compromise. I disagree that EVE-style capacitors are too hard for the average Merc to figure out. It's like a stamina bar that goes down when you sprint, jump or melee, or like a mana bar in other games. Hell I remember very old-school FPS games had flashlights with a battery that recharges, people seemed to understand that pretty quickly.
Your solution doesn't address many of the reasons why a capacitor is a good thing (such as basically giving all active modules free batteries and rechargers) and doesn't diminish the hassles of trying to manage lots of independent cooldowns. And it adds the complexity of having a "bandwitdth" for active modules. I don't want to be disrespectful but it's much worse (and more complex) than just adding EVE capacitors.
Best PvE idea ever!
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Godin Thekiller
Negative-Feedback. Negative-Feedback
3098
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Posted - 2015.04.17 03:37:00 -
[66] - Quote
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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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
18306
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Posted - 2015.04.17 03:47:00 -
[67] - Quote
Kaeru Nayiri wrote:I feel like the purpose behind this thread is being lost.
Vehicle users want capacitor for depth. It's not "low hanging fruit". It's complicated for the average dust player. I propose more simple alternative that would functionally be similar, right down to having neuts in the distant future. But we want real capacitors, except the're too complex.
Hence the compromise.
I don't want this idea to be implemented right away. I agree that many other things should come first. But changes happen WAAAY in advance, and once theyre in QA it's too late for any player input.
If and when we ever need a cap system, this idea will be here. Until then, it's fine if we focus on other things. try to understand this is a compromise, not an ideal.
I like your suggestion very much but honestly I would not want it on vehicles because I don't believe its a step forwards.
GÇ£That is not dead which can eternal lie,
And with strange aeons even death may die.GÇ¥
-The Nameless City
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Vell0cet
OSG Planetary Operations Covert Intervention
2956
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Posted - 2015.04.17 03:53:00 -
[68] - Quote
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.
Best PvE idea ever!
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Godin Thekiller
Negative-Feedback. Negative-Feedback
3100
|
Posted - 2015.04.17 03:59:00 -
[69] - 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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Vell0cet
OSG Planetary Operations Covert Intervention
2956
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Posted - 2015.04.17 04:07:00 -
[70] - Quote
Godin Thekiller wrote: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? Because modules would auto-cycle. If I'm only actively managing a couple of modules (e.g. prop mod and reps), and allowing my hardeners to auto-cycle while you're distracted trying to micro your hardeners and everything else there's a good chance I can out maneuver/gun you and take you out. That's the point. There will be a natural balance in how much mico managing modules gives you an advantage vs. distracts you from the fight. I suspect there will be an equilibrium with just a few modules being actively managed while the rest auto-cycle for most players. This would be a significant improvement over the current level of management with having to constantly toggle all modules.
Best PvE idea ever!
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Pokey Dravon
OSG Planetary Operations Covert Intervention
5896
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Posted - 2015.04.17 04:08:00 -
[71] - Quote
Vell0cet wrote:Pokey Dravon wrote:Again I have to ask, why do you need capacitors to tackle vehicles? Can you not use Webifiers to slow vehicles and open up opportunities for AV to break through a vehicles tank before it escapes? It would be a start, but a vehicle could still activate it's prop mod if webbed and probably get away. With cap, and neuts, you could shut down the prop mod and kill their ability to run hardeners/reppers. The whole thing becomes a lot more deep and fun.
True, but with the sake of manpower in mind, I think it may be better to go with a simply webifier before we go into something as intensive as a full cap system. I think that in of itself would be awesome. Remote Webifier Mines? Awww yeah.
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
Dust514 // Podcast & Blog
www.biomassed.net
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Vell0cet
OSG Planetary Operations Covert Intervention
2958
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Posted - 2015.04.17 04:12:00 -
[72] - Quote
Pokey Dravon wrote:Vell0cet wrote:Pokey Dravon wrote:Again I have to ask, why do you need capacitors to tackle vehicles? Can you not use Webifiers to slow vehicles and open up opportunities for AV to break through a vehicles tank before it escapes? It would be a start, but a vehicle could still activate it's prop mod if webbed and probably get away. With cap, and neuts, you could shut down the prop mod and kill their ability to run hardeners/reppers. The whole thing becomes a lot more deep and fun. True, but with the sake of manpower in mind, I think it may be better to go with a simply webifier before we go into something as intensive as a full cap system. I think that in of itself would be awesome. Remote Webifier Mines? Awww yeah. I agree that there are some more immediate pressing concerns (like trading, and PC, and webs) but I think trying to add capacitors and get them balanced before a relaunch is important (hopefully before December). DUST is the perfect "laboratory" to work this stuff out and get it all balanced.
Best PvE idea ever!
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Pokey Dravon
OSG Planetary Operations Covert Intervention
5896
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Posted - 2015.04.17 04:13:00 -
[73] - Quote
Vell0cet wrote:Pokey Dravon wrote:Vell0cet wrote:Pokey Dravon wrote:Again I have to ask, why do you need capacitors to tackle vehicles? Can you not use Webifiers to slow vehicles and open up opportunities for AV to break through a vehicles tank before it escapes? It would be a start, but a vehicle could still activate it's prop mod if webbed and probably get away. With cap, and neuts, you could shut down the prop mod and kill their ability to run hardeners/reppers. The whole thing becomes a lot more deep and fun. True, but with the sake of manpower in mind, I think it may be better to go with a simply webifier before we go into something as intensive as a full cap system. I think that in of itself would be awesome. Remote Webifier Mines? Awww yeah. I agree that there are some more immediate pressing concerns (like trading, and PC, and webs) but I think trying to add capacitors and get them balanced before a relaunch is important (hopefully before December). DUST is the perfect "laboratory" to work this stuff out and get it all balanced.
You speak as if a relaunch is a guaranteed thing right now. Was there something I missed on this topic?
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
Dust514 // Podcast & Blog
www.biomassed.net
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
18309
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Posted - 2015.04.17 04:19:00 -
[74] - Quote
To qualify my earlier statement more given the example in the OP I just simply find it strange that the model would keep the same cool down timers, etc but only limit the effectiveness of those modules to the value of one primary tanking module and one utility module active at a time.
GÇ£That is not dead which can eternal lie,
And with strange aeons even death may die.GÇ¥
-The Nameless City
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Vell0cet
OSG Planetary Operations Covert Intervention
2958
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Posted - 2015.04.17 04:22:00 -
[75] - Quote
Pokey Dravon wrote:Vell0cet wrote:Pokey Dravon wrote:Vell0cet wrote:Pokey Dravon wrote:Again I have to ask, why do you need capacitors to tackle vehicles? Can you not use Webifiers to slow vehicles and open up opportunities for AV to break through a vehicles tank before it escapes? It would be a start, but a vehicle could still activate it's prop mod if webbed and probably get away. With cap, and neuts, you could shut down the prop mod and kill their ability to run hardeners/reppers. The whole thing becomes a lot more deep and fun. True, but with the sake of manpower in mind, I think it may be better to go with a simply webifier before we go into something as intensive as a full cap system. I think that in of itself would be awesome. Remote Webifier Mines? Awww yeah. I agree that there are some more immediate pressing concerns (like trading, and PC, and webs) but I think trying to add capacitors and get them balanced before a relaunch is important (hopefully before December). DUST is the perfect "laboratory" to work this stuff out and get it all balanced. You speak as if a relaunch is a guaranteed thing right now. Was there something I missed on this topic? Well either we have one and we should get ready for it, or we don't, in which case none of this really matters much at all. Either way I'd like to give feedback under the assumption that the game will have a future. If it won't than nothing I write (or you or anyone else for that matter) really means anything. CCP Hilmar hinted that he's happy with the direction of the game, I have to think we're going to have some kind of future.
Best PvE idea ever!
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Pokey Dravon
OSG Planetary Operations Covert Intervention
5896
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Posted - 2015.04.17 04:32:00 -
[76] - Quote
Vell0cet wrote: Well either we have one and we should get ready for it, or we don't, in which case none of this really matters much at all. Either way I'd like to give feedback under the assumption that the game will have a future. If it won't than nothing I write (or you or anyone else for that matter) really means anything. CCP Hilmar hinted that he's happy with the direction of the game, I have to think we're going to have some kind of future.
Fair enough.
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
Dust514 // Podcast & Blog
www.biomassed.net
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Kaeru Nayiri
Ready to Play
968
|
Posted - 2015.04.17 05:12:00 -
[77] - Quote
True Adamance wrote:To qualify my earlier statement more given the example in the OP I just simply find it strange that the model would keep the same cool down timers, etc but only limit the effectiveness of those modules to the value of one primary tanking module and one utility module active at a time.
you're assuming my example is the only possibility with the proposition. I actually regret giving an example at all, now.
Have an 80% hardener that lasts 10 seconds and takes many cells. Have passive resistance modules that require none. Have multiple smaller cycle active armor reps. etc..
Think BEYOND what we currently have. Compromise or true capacitor allows us to have better active modules because they can't be stacked ontop of one another for as many slots as the hull can allow. I'm fine with multiple hardeners being on at once in this model. The point is it would be deliberate and balanced instead of a by product.
Another example: passive armor rep at 15 hp/s active armor rep at 75 hp/s (3 cells) armor hardener A (4 cells) armor hardener B (4 cells) again, 8 cells on the hull.
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Kaeru Nayiri
Ready to Play
968
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Posted - 2015.04.17 05:15:00 -
[78] - Quote
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.
I gladly and humbly can accept this. Both Vellocet and yourself want the absolute best capacitor system we can get.
Know what cannot be known.
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Godin Thekiller
Negative-Feedback. Negative-Feedback
3100
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Posted - 2015.04.17 05:22:00 -
[79] - 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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Vell0cet
OSG Planetary Operations Covert Intervention
2960
|
Posted - 2015.04.17 05:32:00 -
[80] - Quote
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?
Best PvE idea ever!
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Godin Thekiller
Negative-Feedback. Negative-Feedback
3100
|
Posted - 2015.04.17 05:35:00 -
[81] - 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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Vell0cet
OSG Planetary Operations Covert Intervention
2960
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Posted - 2015.04.17 05:47:00 -
[82] - Quote
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.
Best PvE idea ever!
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Godin Thekiller
Negative-Feedback. Negative-Feedback
3102
|
Posted - 2015.04.17 05:55:00 -
[83] - 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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Vell0cet
OSG Planetary Operations Covert Intervention
2960
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Posted - 2015.04.17 06:00:00 -
[84] - Quote
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.
Best PvE idea ever!
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Godin Thekiller
Negative-Feedback. Negative-Feedback
3102
|
Posted - 2015.04.17 06:32:00 -
[85] - 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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Vell0cet
OSG Planetary Operations Covert Intervention
2960
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Posted - 2015.04.17 07:14:00 -
[86] - Quote
Godin Thekiller wrote: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. Maybe we're playing different games, because I recall years of vehicle fights being very short and dull, fits being cookie-cutter, an endless debate about vehicles vs. anti-vehicles. Redline Rail QQ. The rule for ambush being whoever can call in vehicles faster than the other team wins (ultimately resulting in them being removed from the mode entirely). Dropships being insanely OP, UP. Vehicles being too expensive, being much too cheap, and on and on. Now with pro tanks these problems are compounded, and with the intro of Amarr and Minmatar placeholders, the problems will likely get worse. If you think vehicles are great as they are, there's no convincing you of anything.
I'm confident that EVEifying vehicles (modeling them after frigates) would allow for a wide range of fits, gameplay depth and tactics, fewer balancing issues (EVE has been balancing these for over a decade), while retaining the fast-paced feel of a frigate brawl. If we could bring that to DUST we would have the best vehicle experience of any multiplayer FPS. Incidentally when vehicles were much more EVE-like (pre 1.7) they were a lot more fun and interesting. I'm not saying we need an "orbit" button or crap like that, but brining in the diversity of modules, the ability to fit in many different ways for different play styles and tactics would be so much richer than what we have now.
Best PvE idea ever!
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Kaeru Nayiri
Ready to Play
968
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Posted - 2015.04.17 17:05:00 -
[87] - Quote
Kindly answer my final question.
Know what cannot be known.
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Vell0cet
OSG Planetary Operations Covert Intervention
2962
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Posted - 2015.04.17 17:14:00 -
[88] - Quote
Kaeru Nayiri wrote:Kindly answer my final question. CCP are capable of implementing an EVE-style capacitor system. It's a matter of them choosing to make it a priority. I'd rather them stick with the existing sh*tty system than spend a lot of energy on a compromise solution. It would mean they can add capacitors that much faster when they do have the time.
Best PvE idea ever!
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Shamarskii Simon
The Hundred Acre Hood Rise Of Legion.
333
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Posted - 2015.04.17 18:07:00 -
[89] - Quote
Capacitor wouldn't be hard to introduce... In a programming sense.
Say i Have a cap of Y, and gain X per second, or however it is in Eve (guesstimating)
Get a thread that counts the seconds, or make it sleep every 1000 seconds.
Then, simply subtract from Y, and then add X to the difference.
So it's like this:
Thread starts; Declare a variable in thread, restricts scope (tX) tX = X; [moving vehicle given X into a variable i can play with] tX -= Drain; [total energy drain from modules] tX += Y; [regeneration] Off = (tX < 0)? True:False; [turns off modules if no energy left] Thread sleeps;
yu kinda feel?
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Cross Atu
OSG Planetary Operations Covert Intervention
4338
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Posted - 2015.04.17 21:42:00 -
[90] - Quote
Kaeru Nayiri wrote:Posting this on behalf of someone, I also think it's a great idea and a potentially less difficult implementation compared to full blown EVE style vehicle capacitor.
CONTEXT: For awhile now, many vehicle users have wanted to have a capacitor on vehicles to manage active modules and balance them a bit better. Balance itself could be made easier with capacitor as very strong active modules do not need be nerfed into the ground or limited in other ways that may render them un-fun to use. Capacitor is an arguably complex system that DOES NOT cater well to the average FPS player. It's something that is very important in Eve but potentially just an unnecessary level of complexity in Dust.
IDEA: What we are proposing is a compromise. Something simple, effective and different that can achieve the desired goal. This idea requires no change in the functionality of current active_duration modules.
Every vehicle has a certain number of Battery Cells. This is a number based on the hull. Some vehicles can have less others can have more. Every active module "occupies" a certain number of battery cells when it is turned on. When the module's active duration has run out, or when the active module is manually turned off, those battery cells are liberated for use. This is akin to bandwidth for equipment or even RAM for computer applications. If there are not enough available battery cells to activate a given module, it cannot be turned on.
EXAMPLE: Tank with 8 battery cells rolls out onto the field. It is equipped with:
Heat Sink (2 cells) FuelInjector (3 cells) Armor HardenerA (5 cells) Armor HardenerB (5 cells) Passive Armor Repair (null)
Tank activates Armor Hardener A and drops from 8 cells to 3. Tank activates Heat Sink and drops from 3 to 1 Armor Hardener A active duration runs out, battery cells go from 1 up to 6 Tank activates Armor Hardener B, going from 6 back to 1 Tank manually de-activates Heat Sink after ending engagement with hostile armor, going from 1 to 3 Tank activates Fuel Injector to escape hostile AV with hardener B still on, going from 3 to 0 cells left available for other modules.
After escaping into redline and all active modules turn off, all 8 cells are available for use again.
The important thing here is that it does not change the active_time and cooldown_time of current modules, meaning less overhead. ______________________________________________________
In the future, I would like to see weapons that can disable X number of battery cells on vehicles, forcing their modules to deactivate if they cannot be sustained. I would also like to see more active modules, the likes of which we cannot implement right now because they would be OP. With this battery cell system, we could easily see the co-existence of active and passive armor repair, as well as shield boosting.
THANK YOU FOR READING
Sounds like it would occupy less client run time to maintain this, and the option for additional weapons or tactical options later down the line is appealing. I'm also a fan of having more than one "nob" to twist as a method for tuning balance because I really dislike hardline solutions to problems if more dynamic ones can be offered.
Could possibly even offer some more options for mods to be included in future. This seems like it could be a useful way to expand vehicle options when we've established a nice foundation. It may also provide options for addressing disparities between vehicle types as opportunity costs for mods could be scaled more fully.
CPM 1 mail me your feedback and remember to have fun!
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