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Thread Statistics | Show CCP posts - 3 post(s) |
IAmDuncanIdaho II
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2359
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Posted - 2015.05.16 08:42:00 -
[1] - Quote
CCP Rattati wrote:Aero Yassavi wrote:Taking an idea from Avallo Kantor and expanding it.
Currently we have 120 unique base suits. 5 roles 4 races 3 tiers 3 variants aurum and ISK and LP Compounded together is 180.
The SKIN system looks to eliminate redundant assets of BPO's, but let's take it a step further. Give all suits the slot layout of their prototype, then add a power core slot similar to the SKIN slot. The power core would add the tier appropriate CPU and PG. Suits would cost the same as standard, and then power cores will cost the equivalent difference in tier costs. There will also be aurum cores and LP cores unlocked early.
Now you have 5 roles 4 races nothing else Compounded is 20 unique suits
You just shaved off 160 suits from the memory cap. Even more if you do this to basic suits as well. Mind Blown. I am going to spreadsheet some stuff.
Sounds very promising, though I thought you already solved the resource issue with the existing SKIN module addition. However if the number of suits being tracked in game is still causing problems, if refactoring code is an option, you could also consider applying the flyweight pattern. Though these ideas sound like they cover multiple bases, not just performance.
Good job o7 |
IAmDuncanIdaho II
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2359
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Posted - 2015.05.16 08:52:00 -
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MINA Longstrike wrote: I've gotten some feedback from people who don't like the name of 'powercore' as they don't feel its really lore-y enough. I kind of like the idea of some sort of acronym that incorporates aspects of subsytems, reactor, computer and datacore (datacores in eve represent the sum of a races knowledge about [subject]). So the datacore provides doctrinal info, the computer provides cpu, the reactor provides powergrid (and support for shield and armor functions?) and the subsystems flavor some of the other things like profile, scans and equipment/weapons.
Jury rigging? |
IAmDuncanIdaho II
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2373
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Posted - 2015.05.17 07:35:00 -
[3] - Quote
RedBleach LeSanglant wrote:Dreis ShadowWeaver wrote:Meisterjager Jagermeister wrote:Avallo Kantor wrote:You misunderstand the tiericide; the pg / CPU allotment for each level is based around fitting ALL slots with that level of module. Then I am not sure I am in favor of tiericide. You can design for what you intend to happen but players will ALWAYS use it as THEY intend. Give me a 3/5 layout and a STD level module with enough resources to fit all at basic and I'll leave 4 slots empty (or fit boosters in them) and fit as much ADV and PROTO as I can. APEX suits avoid this only because they have all slots with locked in pre fits; you cannot leave a slot empty. You will understand when you see Std level resourced GalAss bouncing around with 3 fibs and 4 or 5 empty low slots or a Std level resourced AmrAss running triple stacked shield extenders and an armor plate in a low slot. That'll be fine, because those fits will probably be less effective than their balanced-fitted counterparts. Yep. Countering a racial/inherent weakness in a dropsuit is usually counter productive to a fit for that class/race. Building on Strengths is more efficient and has a lower impact on resources. Sure, a shield tanked Amarr fit can be made, but it still suffers from the lower speed, lower regens, that even when corrected leave it worse off than the proper Caldari build. A logi can fit what most assaults can, or even scouts, yet the built in weaknesses like lower HP, speed, regen, stamina, etc. make that suit a poor imitation that now excels at even less than it did before. That is why class and race matter. The bonuses and stat differences count alot. Sure, some unique fits occur, but they are the exception. These are rare, and when they begin to dominate (like the killer bees 3 yrs ago, bricked scouts, myofibed flyers) corrective actions are taken.
I agree with your point but what about fitting modules that either *do* fit in with a suit's strengths, or those that are role-neutral (e.g. kincats, EWAR mods).
Does this not enable the STD suit to be better than it is now? It gets closer to the ADV variation, and the ADV variation gets closer to the PRO. Suit progression is compressed. All because there are spare slots and PG/CPU mods to put in them.
I would also suggest this will make future balancing more difficult because you have to be more careful due to these possibilities of progression-creep.
Surely we should look for a way to lock the slots down instead of thinking it will be ok? Or perhaps I've missed something? |
IAmDuncanIdaho II
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2374
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Posted - 2015.05.17 14:53:00 -
[4] - Quote
Aero Yassavi wrote:So I'll comment on two reoccurring points:
Making dropsuits BPOs. I'm not sure what people's issues are. You'll be paying the exact same price per fit by simply allocating all the dropsuit price to the core price. It's simple and turns two transactions into one. If your concern is lore, explain to me why we never had to purchase the clones that go in our dropsuits?
Regarding progression creep, it is absolutely intentional to make standard and advanced better while keeping prototype the same. Currently progression is quadratic in that you get multiple upgrades each tier - more slots and more fitting space to fit better mods to fill these slots. The goal here is to make progression linear, only one benefit as you upgrade - more fitting space. Now sure you can withhold slots to fit some better gear a tier above, but it will never be as good as a proper next tier fit. And sure with maxed fitting skills you could probably fit some next tier items, which is fine but it'll have to be carefully managed as like anything else.
Thanks for the explanation on progression creep, the fact that it's an intended outcome for you means you and others got it covered :)
I guess what this means is we're doing this in addition to the original reason of cutting down on instantiated objects during battle on the PS3 platform. Fine by me...is this the proper definition of tiericide of which everyone speaks? |
IAmDuncanIdaho II
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2380
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Posted - 2015.05.18 07:17:00 -
[5] - Quote
Maken Tosch wrote:Aero Yassavi wrote:Nocturnal Soul wrote:Aero Yassavi wrote:Interesting thought, power cores should be able to affect other stats as well besides just fitting space. Also the role skill would apply to the core not the suit (or at least should). This would open the door to class variation (Type 1 Type 2) as well as perhaps sub classes or such (Pirate power cores with the correctly themed pirate skill bonuses for instance). One step at a time. I know all the cliches, but I wasn't to dream. As long as the developers are focused. Emphasis on just "Focused" instead "Laser Focused".
Core Focus Crusade |
IAmDuncanIdaho II
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2380
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Posted - 2015.05.18 07:19:00 -
[6] - Quote
Maken Tosch wrote:Aero Yassavi wrote:NextDark Knight wrote:Question being does this help inventory system or the actual game engine while playing?
Because aren't we just going to reuse all the same models we already have in the game. Most of them are just reskins right? Problem is for whatever silly reason Old CCP designed this game such that say an Assault C-1, Neo Assault C-1, and Assault C/1-Series all are viewed by the game as a unique object despite having the exact same character model. So yes, reducing the number of suits and replacing them by mods will definitely help. That irks the hell out of me because it only shows how little thought CCP gave to the system when they first launched the game. But I'm gonna stop complaining about that as that won't change the past. But at the very least I look forward to seeing what CCP Rattati comes up with since now we know he's doing some spreadsheet stuff related to the OP. I honestly don't have much concern over the APEX and Officer suits as well since those are just very few suits compared to the number of redundant suits your proposal eliminates.
Yeah it's better than now, and it requires all those unique suits to be in the same 32-player battle at one time to cause a detrimental effect.
[edit]
So PC / raids perhaps... |
IAmDuncanIdaho II
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2
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Posted - 2015.05.20 07:44:00 -
[7] - Quote
Maken Tosch wrote:Overall, the idea proposed by Aero and Avallo seems easy to implement. Let's look at the Scout Mk.0 since that is the suit I know very well.
Scout Mk.0 (Currently In Game) Slots: 3 High/3 Low/2 Equipment CPU/PG: 366/62
Scout Mk.0 (With Proposal) Slots: Same as above. CPU/PG: 0/0
Core (working like PG or CPU upgrade mods but without actually taking up CPU/PG): Tier 3 Core Bonus: +366 CPU/+62 PG when fitted
However, I think this will require a change on some of the current skill books from affecting the suit to affecting the module itself much like how Shield Extension or Shield Regulation affect the efficacy of the respective modules. For example:
Dropsuit Core Upgrades From: +1% to dropsuit maximum PG and CPU per level To: +1% to overall Core efficacy per level
Dropsuit Electronics From: +5% bonus to dropsuit CPU output per level To: +5% bonus to Core CPU efficacy per level
Good point
I thought about not needing to do this but it would be confusing if it was even possible...I think probably it must be done like you suggest.
Hopefully changing the code that currently points at the suit's CPU/PG attributes to point at the core's equivalent attributes won't be difficult. If that's even required.
On a sidenote: imagine logis being able to carry around cores.......we could have walking supply depots. |
IAmDuncanIdaho II
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2
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Posted - 2015.05.21 07:25:00 -
[8] - Quote
Maken Tosch wrote:Kain Spero wrote:Lightning35 Delta514 wrote:+++++++++++++++++++++++++++ - 10000000
This is great, but what about the skill points? Would we be respecked, and how about adding this to vehicles too. Why would there be a SP refund? In order to get proto CPU and PG you would still need a PRO core unlocked at level 5. ++++++++++++++ Something I haven't seen mentioned. What happens to bandwidth? Does it get flattened like the suit slots in the scenario or is that something that can be attached to the power core as well? Excellent question. I'm not sure which would be better.
Perhaps you could keep the B/W stat on the suits but make them a modifier of PG and / or CPU to achieve the current numbers? Much the same as the cores dictating how much you can fit, they would also dictate how much B/W your suit has....but the attributes can stay on the suit.
Or maybe as Aero said it's no biggie to put the B/W attribute on the cores themselves...though we should probably be careful about dumping more and more attributes onto the cores as problems are found. |
IAmDuncanIdaho II
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2
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Posted - 2015.05.21 17:55:00 -
[9] - Quote
Avallo Kantor wrote:Update: Rattati is working on the powercore / tiericide Google doc. So it seems he has plans to implement it.
*proceedes to run around screaming in excitement.*
Just had a vision of this |
IAmDuncanIdaho II
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2
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Posted - 2015.05.22 08:11:00 -
[10] - Quote
Maken Tosch wrote:SHADOWBlood ASSASSIN wrote: You forgot frame suits. There would still be 32 suits.
Even then, 32 suits is a hell lot smaller than 180.
Right, and how many frame suits do you see at a time in battle anyway? I've seen the odd one or two.
Let's not forget the important savings here are related to battles, and only manifest themselves *in battle*. So you can only ever save a maximum of 31 memory allocations, assuming 32-player battles.
You're not gonna run all 180 variants in the same match - different battles would see different levels of performance increase depending on the suits (cores) being used. I would tentatively say that a battle between all variants of all suit roles (say 32 suits) would see far less performance increase than say, a battle between all Amarr Logis (which would give the aforementioned maximum memory reduction).
In fact this is even testable now with 32 guinea-pigs, the right skills, and the purest q-syncs ever seen ;-) |
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IAmDuncanIdaho II
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2
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Posted - 2015.05.22 20:04:00 -
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Maken Tosch wrote:Soldner VonKuechle wrote:Correct if im wrong, which i quite possibly am, but hasnt Ratatti stated that the battles load ALLLLLL art assests into the actual battle, because ya know, random change each asset will be used at some point? Not just the ones actually deployed. If that is the case, then all the more reason to implement the CORE idea.
@Soldner
I hadn't heard that but that doesn't mean you're wrong. As Maken said, in that case... |
IAmDuncanIdaho II
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2
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Posted - 2015.05.22 20:29:00 -
[12] - Quote
Maken Tosch wrote:Just so that everyone here can know, I have scheduled a new lecture this Saturday 23 May @ 1500 EST / 1900 GMT at the Lecture.D-UNI chat channel.
The purpose of this lecture is to help bring this discussion to the game. Apparently there are a still a lot of players in Dust who don't know about this discussion and have often times made their disagreements known about this idea of the Core either because they are confused about it or because there are certain questions left unanswered. They don't visit the forums for whatever reason such as lack of access to a computer, not wanting to bother reading a 21-page threadnought, or because they just don't ever visit the forums at all.
Therefore if anyone here likes to join in and help me explain things better to those people, that would be great. Aero, Avallo, and Rattati, if any of you can attend at that time, I will be happy. Just let me know.
I'm available to record it if you think it useful..let me know. |
IAmDuncanIdaho II
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2
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Posted - 2015.05.22 23:35:00 -
[13] - Quote
Anyone any views on tiericide marginalising suits with lesser slot progression?
eg. currently, scouts get one slot per tier, max. six. Assaults get two per tier, max. eight. Assaults will have an extra two slots for PG/CPU mods, scouts the one. Power creep is higher. |
IAmDuncanIdaho II
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2
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Posted - 2015.05.23 11:33:00 -
[14] - Quote
Maken Tosch wrote:IAmDuncanIdaho II wrote:Anyone any views on tiericide marginalising suits with lesser slot progression?
eg. currently, scouts get one slot per tier, max. six. Assaults get two per tier, max. eight. Assaults will have an extra two slots for PG/CPU mods, scouts the one. Power creep is higher. It's likely that the Cores will be categorized by both race and role.
Yeah that's my thinking too, but it doesn't address my question, which I don't think I explained very well.
Scouts will get six slots. Assaults will get eight. Assaults get more room for PG/CPU mods, allowing their power to creep more than scouts.
G Clone wrote:https://docs.google.com/spreadsheets/d/1pHiL03gy5uNwjFAUQEljbFOn1bKJB96rT098BgoPpbo/edit?usp=sharing
Looks like current escalation in CPU/PG differs between suit-sizes.
Wow that's a surprise. STD assault has less PG/CPU than a STD scout (at least the Minmatar race that I looked at). But it doesn't continue in that fashion. ADV assault has more PG/CPU than ADV scout. Makes sense as they have more slots to fit...
Anyway as Maken said, I think there will be cores per race / class, so the additional core bases not in your sheet will allow those multipliers to be even. If I understood that correctly. |
IAmDuncanIdaho II
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2
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Posted - 2015.05.23 16:50:00 -
[15] - Quote
Maken Tosch wrote:IAmDuncanIdaho II wrote:Maken Tosch wrote:IAmDuncanIdaho II wrote:Anyone any views on tiericide marginalising suits with lesser slot progression?
eg. currently, scouts get one slot per tier, max. six. Assaults get two per tier, max. eight. Assaults will have an extra two slots for PG/CPU mods, scouts the one. Power creep is higher. It's likely that the Cores will be categorized by both race and role. Yeah that's my thinking too, but it doesn't address my question, which I don't think I explained very well. Scouts will get six slots. Assaults will get eight. Assaults get more room for PG/CPU mods, allowing their power to creep more than scouts. It was my understanding that scouts are always weaker than assaults in some areas. But what you're forgetting here are the bonuses. Scouts are the only suits that benefit from the cloaking fitting bonus and EWAR. Assaults do not benefit from this at all.
What I'm saying is that the current inter-class balance will change. For example, a STD-core assault will be more powerful than today, due to 4 extra slots. A STD-core scout will be more powerful than today, due to 2 extra slots. This is what I call power creep. However, the power creeps *more* for the assaults due to base number of slots. |
IAmDuncanIdaho II
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2
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Posted - 2015.05.24 12:52:00 -
[16] - Quote
Maken Tosch wrote:Poor Aero Yassavi came too late for the lecture. I was just about to finish when all of a sudden he stopped by to say "HI". XD
Lecture is up: https://youtu.be/_j8aqIW6lYI
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IAmDuncanIdaho II
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2
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Posted - 2015.05.25 09:33:00 -
[17] - Quote
I thought you handled that well Maken, though it's a pity there's not some easy way for the host to control that sort of thing. |
IAmDuncanIdaho II
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2
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Posted - 2015.05.25 09:35:00 -
[18] - Quote
Maken Tosch wrote:Soldner VonKuechle wrote:Maken Tosch wrote:G Clone wrote:https://docs.google.com/spreadsheets/d/1pHiL03gy5uNwjFAUQEljbFOn1bKJB96rT098BgoPpbo/edit?usp=sharing
Looks like current escalation in CPU/PG differs between suit-sizes. Interesting to see that the PILOT suits are listed there. EDIT: An interesting observation here. The following roles per race seem to be the most dominant in their race in terms of CPU and PG availability. Minmatar = Scouts Gallente = Logistics Caldari = Somewhere between Logistics and Heavies Amarr = CRUSADER????????????!!!!!!!!!!??????????????!!!!!!!! EDIT: Question, is this from Rattati himself? Looks like it was built from and SDE, when i couldnt tell you tho After my recent lecture, I just had the realization that this may not be from Rattati as I originally thought. I like to apologize for any confusion I may have caused as a result of that mistake.
I'd assumed it was from G Clone the person that posted it. He didn't really explain what he put it together for...short of showing the PG/CPU progression wasn't linear across suits. |
IAmDuncanIdaho II
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2
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Posted - 2015.05.26 07:50:00 -
[19] - Quote
Maken Tosch wrote:IAmDuncanIdaho II wrote:I thought you handled that well Maken, though it's a pity there's not some easy way for the host to control that sort of thing. I will remember to adjust my mic accordingly next time. I noticed that I sound about as quiet as a mouse when I was giving my lectures which might explain why the guy was able to talk over me effectively. Being loud and clear is something I'm trying to aim for but obviously I wasn't loud enough that day. I will not make that mistake again. The reason my mic was set to "3" in the accessory settings of the PS3 was because I didn't want to be too loud especially when I was in a squad when the Squad Leader needs to be heard (I'm almost never squad leader anyways). I will remember to adjust that to a louder setting at least only for the lectures.
Let me know if the vid can be edited in any way, and also for future, I notice you have a youtube channel, I have no problem putting the mp4 up privately so you can grab it and put it on your own youtube site? I can see a tiny bit of confusion in the comments there...anyway happy to do that if you want. This is DUST Uni IP afaic :) |
IAmDuncanIdaho II
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3
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Posted - 2015.07.30 11:51:00 -
[20] - Quote
Dreis ShadowWeaver wrote:So is this still happening or what? You're still happening. |
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IAmDuncanIdaho II
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3
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Posted - 2015.07.30 17:04:00 -
[21] - Quote
Joel II X wrote:How in the glorious hell did I know that's what the link led to?
How did you not?
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