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Aeon Amadi
12
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Posted - 2015.09.18 00:42:00 -
[1] - Quote
First of all I want show my sincerest gratitude to everyone that provided feedback in the last thread for staying on point with your concise and critical thinking. Since that rough draft, some aspects of that proposal have been taken, modified, or outright removed and new elements have been introduced, inspired by your feedback.
Optional Reading:
Quote:I want to address some confusion that cropped up last time: The current goal is to created a design for dropsuits' base stats, in regards to shield tanking, that makes it easier to balance the suits and modules as a whole. Shield modules differ compared to armor modules in that they are percentage based gains/losses as opposed to hard-set values. This makes it difficult to balance the suits and shield tanking in general as any changes have overarching, dynamic effects across the entire spectrum.
To alleviate that, a standardized design philosophy must be put into play that we can use to predict the effects of changes in the future. Please note that, in this proposal, there is a strong emphasis to retain the theme of EHP to Speed Ratio hallmarked by CCP Rattati that has had success.
One glance at the correlation between Shield Recharge and Shield Recharge Delay across all suits (race and role) will show just how confusing and chaotic the current system (if it can be called that) is. There seems to be little actual design and this has caused some serious problems. Shield Modules work differently for different suits and there is little to no consistency among them.
Taking feedback from the previous thread (Commandos need a general buff, Scouts need to retain high regen, etc) the optimal solution was to use opposite extremes as the range for our values. Using the Caldari Scout and the Amarr Sentinel as those extremes, with racial and role-based combat philosophies, the decision came to this: http://i.imgur.com/JXB9XIZ.png. This may look confusing at first, but when the racial suits are color-coded you'll begin to see a much more concise pattern and flow: http://i.imgur.com/Iavlf2Z.png.
Upon glancing over the second chart, with indicated flow for each race, you will notice that there is a pattern. Arranged from best shield tanking capability to worst, we see two paths: RACE: Caldari > Minmatar > Gallente > Amarr ROLE: Scout > Assault > Logistics > Commando > Sentinel
For a more in depth analysis at the numbers, you can check out this screenshot of the spreadsheet with my considerations/notes on the nuances: http://i.imgur.com/eshWaQK.jpg
Again, there is a strong emphasis to retain the standards brought on by the recent "EHP to Speed Ratio" design mentioned above. With this proposal, many suits will receive a shield buff in some way, shape. The nuances/considerations of all of this will be posted later on to help explain the thinking. What is important is that this proposal will work to create a standardized design form that will allow us to accurately assume how certain suits will perform before nerfs/buffs to shield modules and slot layouts are even considered, rather than trying to make sense of the chaos that is the current system.
Negative Introspection - Aeon's CPM Blog
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Aeon Amadi
12
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Posted - 2015.09.18 00:44:00 -
[2] - Quote
Considerations and Nuances
The nuances are being posted separately as they are not quite the main issue being addressed or the methodology on how to go about that. They are considerations from this proposal, specifically, that are being anticipated. The overarching theme remains: Shield Tanking must have some form of design that can be easily changed in the future if they are to ever be competitive.
Also, you will notice that Depleted Delay was left out of this proposal. This was intentional as there are some conundrums and issues that need a bit more time to consider before anything can be done about them, none more obvious than the Caldari Sentinel's notorious one second depleted delay. There is also the thinking that once the player reaches depleted delay, as a shield tanker, they are usually dead anyway. There will likely be some more thought put into this at a later time but at the moment it has little to do with the thread topic of standardized, designed, and easy to change shield tanking.
Note that the Caldari Scout and Caldari Sentinel remain un-changed. Any functionality you had with them now would be retained in this proposal. The only suits that received nerfs are:
Minmatar Sentinel, which received a slight nerf to delay but also received a slight buff to shield recharge Amarr Scout, which had a similar treatment Amarr Sentinel, which received a slight nerf to shield delay
Bear in mind that the latter two are armor tanks and likely do not rely on shields anyway, therefore the concerns should be limited as they are minor changes and there are better suits for that job anyhow.
Another factor is the increase in capability of the Minmatar Assault, which I'm certain a lot of you will be screaming at your monitors for reform immediately. This is an isolated outlier among the entire paradigm and, as you can see in the spreadsheet screenshot, is noted and considered. It is, however, a problem that can be resolved in other areas. Perhaps the suit's fitting can be adjusted to compensate for increase in regen capability, just as an example.
The last consideration is the tricky problem of the Logistics, more specifically where they should fall in the paradigm. There is some consideration to have them follow, strictly, the EHP to Speed Ratio pattern and have a higher regen than Assaults. For the sake of this proposal however, which focuses exclusively on standardization and not the nuances, it is perhaps best to consider this as a part of the whole.
Negative Introspection - Aeon's CPM Blog
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Aeon Amadi
12
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Posted - 2015.09.18 13:29:00 -
[3] - Quote
A few notes:
1) Caldari Sentinel Shield Recharge Depleted Delay: As a reminder, this thread is -not- about Depleted Delay values. That will have to be addressed after a standardized form is illustrated on so that we have something to work off of. I appreciate the feedback and concerns but it's best addressed when the time comes :)
2) There are no plans, proposals, or current considerations to change armor. I think the majority, if not the whole of the CPM, is in agreement that to buff shields and nerf armor at the same time would be a bad move (pendulum balancing). We are also, to my knowledge, in agreement that shields need to be brought up and armor not brought down to reinforce the high TTK that Dust 514 is known for. To nerf armor at the moment would not fix anything and only further institute the broken shield design (of which I use that term loosely).
3) The next iteration of this proposal will switch Assault and Logistics on the design path. Logistics should reasonably have a higher regen than Assaults, lacking Assaults' EHP and further constituting a relationship with the EHP to Speed Ratio design format.
4) I cannot comment on Basic Frames at the moment, but I will look into creating a proposal with which they would follow a similar spectrum. They likely may not be as powerful, or more powerful, due to their lack of specialization. It is too early to tell without additional research.
Thanks for the feedback ^_^
Negative Introspection - Aeon's CPM Blog
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Aeon Amadi
12
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Posted - 2015.09.18 13:33:00 -
[4] - Quote
Adipem Nothi wrote:Aeon Amadi wrote:For a more in depth analysis at the numbers, you can check out this screenshot of the spreadsheet with my considerations/notes on the nuances: http://i.imgur.com/eshWaQK.jpg Big buff to Gal Assault? Didn't see that one coming. Do you really think that today's GalAssault needs a buff to shield performance? A simple Yes/No will suffice.
There's an additional proposal (that would have to come after standardization of course) to change the Caldari Assault and Gallente Assault's base HP values to correlate more with their combat philosophy. More specifically, taking away subsidiary tank HP and giving it to primary tank HP. Caldari shields are 275 and armor is 155, with Gallente being a mirror of this in it's respective areas. So, you'd more likely see a Gallente Assault with 330 armor and 100 shields after that change.
This is just one additional proposal, of which there are many that are being considered.
However, regardless of what proposal it is, it would be something that would have to come after standardization took place as it would be chaotic to balance otherwise. There are going to be some oddities and outliers in this system that will need more refined work but the baseline/foundation must first be established.
Negative Introspection - Aeon's CPM Blog
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Aeon Amadi
12
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Posted - 2015.09.18 15:00:00 -
[5] - Quote
Adipem Nothi wrote:Aeon Amadi wrote:Adipem Nothi wrote:Aeon Amadi wrote:For a more in depth analysis at the numbers, you can check out this screenshot of the spreadsheet with my considerations/notes on the nuances: http://i.imgur.com/eshWaQK.jpg Big buff to Gal Assault? Didn't see that one coming. Do you really think that today's GalAssault needs a buff to shield performance? A simple Yes/No will suffice. There's an additional proposal (that would have to come after standardization of course) to change the Caldari Assault and Gallente Assault's base HP values to correlate more with their combat philosophy. More specifically, taking away subsidiary tank HP and giving it to primary tank HP. Caldari shields are 275 and armor is 155, with Gallente being a mirror of this in it's respective areas. So, you'd more likely see a Gallente Assault with 330 armor and 100 shields after that change. This is just one additional proposal, of which there are many that are being considered. However, regardless of what proposal it is, it would be something that would have to come after standardization took place as it would be chaotic to balance otherwise. There are going to be some oddities and outliers in this system that will need more refined work but the baseline/foundation must first be established. "Unified Theories" sound good, but I can't get behind the proposed buffs in the HP department. These will only lead to a widening of the performance gap between both Vet & Newbro and HP-oriented & Non-HP-oriented playstyles. Both of these are bad for Dust, and I can't see how the benefits of this proposal will outweigh the drawbacks. Chromosome had its flaws, but it was a good time to be a newbro. They bumbled about, just like today. They dropped like flies, just like today. But when a newbro got the drop on a vet, he had damn good odds of killing that vet. Prototype or not. HP tanked or not. I fell in love with this game as a newbro in Chromosome. Call it nostalgia, but in my opinion, that is the direction we should be heading in if we want better NPE, higher retention rates and a healthier playerbase: * Higher odds of success when outplaying/outpositioning one's opponent * Fewer get-out-of-jail-free cards afforded by HP tank * A better balanced playing field for non-HP-oriented playstyles Player thinking, planning and skill should play a part in any shooter. And in a shooter with as many loadout options as Dust, different playstyles and configurations should be encouraged rather than marginalized in the wake of King HP. When a newbro gets the drop on one of us and manages to keep his shots on target, we owe that newbro good odds of success. Spin-and-win is an NPE killer, and reinforcing the predominant meta by slowing TTK will ultimately amount to another free pass for vets (and another kick-in-the-teeth for those of us who don't stack HP). That's my two cents, at least. PS: The correct answer to my question, was "No. GalAssaults are not in need of a shield buff."
As a re-iteration, HP would be re-assigned, not necessarily buffed. The suits would still have the same EHP but more focused and consolidated into their specialized areas of tank, meaning that weapons that work better against them will be enhanced in their performance rather than having to chew through the subsidiary tank. The numbers aren't set in stone, more of a spit-balled example but total HP would remain the same, in either case.
Nothing about the shield proposal affects TTK either as there are not direct HP buffs. Does it open up for more opportunities to fit Shield Extenders in the wake of increase regen? Perhaps. One thing that many of the CPM are hesitant to do is further reduce TTK further. I apologize if you don't like this but this is the state of Dust 514 design, which has been developed consistently as a high-TTK Tactical Shooter.
EDIT: Players like being able to react to situations and there is a strong desire to maintain that. When a player gets killed faster than they can reasonably react, they feel cheated, and while there is merit in a newer player getting a kill because he got the jump on a veteran that can be accomplished in other areas and it is not a justifiable reason why shields should not be standardized/balanced.
Negative Introspection - Aeon's CPM Blog
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Aeon Amadi
12
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Posted - 2015.09.18 18:09:00 -
[6] - Quote
Doc DDD wrote:The Ehp -Mobility model that is being adhered to works against shields. If shield suits are supposed to be 'skirmishers that pop in and out of battle using cover and speed' then should have speed. 5 high slots on a Caldari assault fully skilled gives you 707 shields with no equipment, no grenade and no side arm you can squeeze on a total of around 370 armor with no speed penalties. 1077 Ehp, 7.28 sprint. Amar assault you can get 399 shield and 806 armor, 1205 Ehp, 6.98 sprint, plus a sidearm, plus a grenade, plus a nanohive. Balancing suit speed to Ehp does little to balance much about the suits when the difference in speed does little when the Amar weapon deletes the Caldari suit in 0.4 seconds. While the Caldari weapon barely finishes spooling and getting a couple shots off. The game is no where near balanced, and so far all we have done is balanced the ratio of speed to possible Ehp. 700 armor can move as fast as 700 shields which given the status of shields puts armor at a huge advantage.
Shield suits of equal Ehp to armor suits should be much faster as they have to stay out of scrambler range.
Hence why shield tankers are getting higher regen rates. Faster speed is generally assumed, as well, because their primary defense does not impact their speed, unlike armor. I don't necessarily believe that 700 Armor is in any way better than 700 Shields because they have their own merits. That armor will be moving slow as ****, will be missing a lot of low-slot utility, and have terrible regen unless they sacrifice the fitting capabilty/tank for that.
Regardless, it has little to do with shield standardization as a whole. The method and the math are completely separate balancing factors. This proposal illustrates the method.
Alena Ventrallis wrote:As far as Cal and Gal being mirrors of each other, Gal is actually in the right spot. LEss armor than Amarr, but more regen. Giving them more base armor means they could have the same hp as Amarr AND higher base regen than Amarr. This is not good. Instead, Leave Gal where they are, and simply buff Cal. Although personally I think Cal should come out with slightly more hp than Gal After the change, considering Caldari are all about stacking all the shields.
Again, it is a proposal being considered but not the fundamental topic at hand -right now-.
Negative Introspection - Aeon's CPM Blog
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Aeon Amadi
12
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Posted - 2015.09.18 18:56:00 -
[7] - Quote
Vesta Opalus wrote:
Ill stop posting about the SCR though, since this thread is about regen delays.
I'd appreciate that.
Negative Introspection - Aeon's CPM Blog
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Aeon Amadi
12
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Posted - 2015.09.18 19:20:00 -
[8] - Quote
Vesta Opalus wrote:Aeon Amadi wrote:Vesta Opalus wrote:
Ill stop posting about the SCR though, since this thread is about regen delays.
I'd appreciate that. Your mom would appreciate that.
She would.
If the weapon balance posts continue I'll have them snipped, so best not to waste precious time you guys will never get back because our lives are in fact finite.
Negative Introspection - Aeon's CPM Blog
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Aeon Amadi
12
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Posted - 2015.09.19 01:31:00 -
[9] - Quote
Booby Tuesdays wrote:I agree that the shield numbers need to be refined, as they're all over the place now. However, why on God's green earth would we buff armor tanking suits at all? Repping a few more HP per second, sure. Like 5 HP more max. I do not understand why the armor based suits need any type of shield buff what so ever. Armor suits would have no weakness with these proposed numbers. If anything it would encourage dual tanking and King HP even more...
Explain how, don't just make the statement. Pretend this is college and you're being graded on an essay because right now you're not including supporting arguments or backing for your statements.
That generally results in an F, btw.
Negative Introspection - Aeon's CPM Blog
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Aeon Amadi
12
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Posted - 2015.09.19 02:39:00 -
[10] - Quote
Adipem Nothi wrote:Doc DDD wrote:Adipem Nothi wrote:Aeon Amadi wrote:For a more in depth analysis at the numbers, you can check out this screenshot of the spreadsheet with my considerations/notes on the nuances: http://i.imgur.com/eshWaQK.jpg Big buff to Gal Assault? Didn't see that one coming. Do you really think that today's GalAssault needs a buff to shield performance? A simple Yes/No will suffice. No The gallente do not need any sort of shield buff.. nor do Amar, all around Nerf to both classes shields IMHO. My thoughts exactly. "Shield tankers are being outperformed by armor tankers. Let's buff 'em, but while we're at it let's also buff armor tankers."Does not compute. Flowery unified theory or not.
Over-simplification with absolutely nothing provided as far as feedback besides infantile repetition. You're welcome to propose changes with rational and reasonable backing, but parroting "Armor is bad" over and over isn't going to accomplish much.
Negative Introspection - Aeon's CPM Blog
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Aeon Amadi
12
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Posted - 2015.09.19 02:52:00 -
[11] - Quote
Adipem Nothi wrote:Aeon Amadi wrote:Adipem Nothi wrote: "Unified Theories" sound good, but I can't get behind the proposed buffs in the HP department. These will only lead to a widening of the performance gap between both Vet & Newbro and HP-oriented & Non-HP-oriented playstyles. Both of these are bad for Dust, and I can't see how the benefits of this proposal will outweigh the drawbacks.
Chromosome had its flaws, but it was a good time to be a newbro. They bumbled about, just like today. They dropped like flies, just like today. But when a newbro got the drop on a vet, he had damn good odds of killing that vet. Prototype or not. HP tanked or not. I fell in love with this game as a newbro in Chromosome. Call it nostalgia, but in my opinion, that is the direction we should be heading in if we want better NPE, higher retention rates and a healthier playerbase:
* Higher odds of success when outplaying/outpositioning one's opponent * Fewer get-out-of-jail-free cards afforded by HP tank * A better balanced playing field for non-HP-oriented playstyles
Player thinking, planning and skill should play a part in any shooter. And in a shooter with as many loadout options as Dust, different playstyles and configurations should be encouraged rather than marginalized in the wake of King HP. When a newbro gets the drop on one of us and manages to keep his shots on target, we owe that newbro good odds of success. Spin-and-win is an NPE killer, and reinforcing the predominant meta by slowing TTK will ultimately amount to another free pass for vets (and another kick-in-the-teeth for those of us who don't stack HP).
That's my two cents, at least.
PS: The correct answer to my question, was "No. GalAssaults are not in need of a shield buff."
1. As a re-iteration, HP would be re-assigned, not necessarily buffed. The suits would still have the same EHP but more focused and consolidated into their specialized areas of tank, meaning that weapons that work better against them will be enhanced in their performance rather than having to chew through the subsidiary tank. The numbers aren't set in stone, more of a spit-balled example but total HP would remain the same, in either case. (2A) Nothing about the shield proposal affects TTK either as there are not direct HP buffs. Does it open up for more opportunities to fit Shield Extenders in the wake of increase regen? Perhaps. (2B) One thing that many of the CPM are hesitant to do is further reduce TTK further. (2C) I apologize if you don't like this but this is the state of Dust 514 design, which has been developed consistently as a high-TTK Tactical Shooter. (3) EDIT: Players like being able to react to situations and there is a strong desire to maintain that. When a player gets killed faster than they can reasonably react, they feel cheated, and while there is merit in a newer player getting a kill because he got the jump on a veteran that can be accomplished in other areas and (4) it is not a justifiable reason why shields should not be standardized/balanced. 1. I'm looking at your numbers. Looks like you're proposing a buff for anyone and everyone who tanks HP. Not just the underperforming shield-tankers; you've somehow managed to squeeze in a substantial buff for armor tankers as well. 2A. There's more to TTK than base HP values. Otherwise, folks wouldn't run ferro or reactive plates. 2B. Sure. But I doubt that any member of CPM would knowingly support changes which would worsen overall balance or detrimentally impact NPE. I imagine that most CPM would agree that "grow the player base" should rank among our top priorities. Reinforcing the predominant, proto-friendly meta will not help in that cause. I include you in this assessment of CPM. I believe you mean well, even when you're dead wrong. I don't think that you recognize King HP for the problem it is. 2C. I agree that Dust isn't and shouldn't become a twitch shooter, but I also believe that there should be consequence to making mistakes, being caught unaware and being out-positioned/out-played. Stacking brick and shields should not be made a substitute for smart play. 3. A vet fails to check his surroundings, advances from cover, and is gunned down from behind by a newbro. A newbro gets the drop on a vet, watches as he advances from cover, guns him down from behind ... and dies to spin-and-win. Which player should feel cheated? Which player is more likely to quit Dust and play other games? 4. 100% in favor of better armor-v-shield balance. Always have been. I'm simply opposed to solutions which will further entrench King HP.
What does any of this have to do with Shield Standardization and design methodology?
Negative Introspection - Aeon's CPM Blog
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Aeon Amadi
12
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Posted - 2015.09.19 02:59:00 -
[12] - Quote
Adipem Nothi wrote: How exactly does a buff to the GalAssault regen/delay translate to better armor-v-shield interplay?
Again, you're welcome to propose your own system that provides a baseline/foundation for shield balancing and I wish you the best of luck in trying to fix it. However, I think this little back-and-forth has gone on long enough as there is nothing useful being gained from this and it is almost entirely non-sequitur to what this entire thread is trying to accomplish. I apologize if that effort is not clear to you and I will try to make future proposals as clear cut as possible.
Adipem Nothi wrote:Aeon Amadi wrote: What does any of this have to do with Shield Standardization and design methodology?
Everything. I'm openly opposed to further entrenching King HP, and I've explained precisely why. Negative feedback and concerns are absolutely constructive feedback, whether you want to hear them or not. There are other ways to fix armor-v-shield interplay. I'd encourage you to explore alternatives. Even those that -- god forbid -- might take a toll on your personal playstyle.
Shield Stats 3.0 will include all Gallente suits having 0 HP, 0 Recharge/Repair. My assurances.
Negative Introspection - Aeon's CPM Blog
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Aeon Amadi
12
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Posted - 2015.09.19 03:18:00 -
[13] - Quote
Tesfa Alem wrote:To check out caldari commando stats, I took it to advanced. Put my SP where my mouth is, or erm might have been before stating my opinion on whether your proposal would helped it or would that make it OP.
Well, it need far more than just a shield recharge buff. Far more than the min commando. Its the only commando suit out of my 3 advanced commando suits (Amarr and Minmatar) that I cannot fit a single proto light weapon on without both a pg and cpu mod.
Minando has Wyrokami or Freedom MD + BK-42, damage mod, 2x shield extender, plate, rep. Amando has Kal tactical sniper + GB9 breach, 2 damage mods 2 plates rep
Calmando has Kal Tac Tactical sniper + SB39 RR, 2 shield mods, PG mod, 1 plate + 1 cpu mod.
I downgraded the calmando to a adv tactical sniper + RR, and its shield rates + delay are still abysmaly low. You have to run regulators, but you only have space for one, because you still need an armor repper.
A round about way of saying i approve for the calmando.
It's a foundation for future changes that must occur in some way, shape, or form. Otherwise we're just shooting in the dark and hoping something sticks. Once an established baseline is made then we can freely change modules, skills, suits, etc.
Negative Introspection - Aeon's CPM Blog
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Aeon Amadi
12
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Posted - 2015.09.19 11:48:00 -
[14] - Quote
I initially had a very long drawn out post about the concepts and principles of design but I think those of you who are smart enough to use illustrations and context clues can easily understand how frustrating some of these comments are once I provide you something to look at. Those of you who can't... Well, let's just say that god loves all of his children.
http://discoverdesign.org/files/images/general/design_process_0.gif
We're in between the Brainstorm and Analyze and Feedback portions, respectively. I'll let you figure out what that means for why getting bent out of shape over the numbers presented in this proposal is just downright silly.
If it is anything I've learned from this experience it is that my proposals, from now on, will simply not include numbers or values (at least not publicly) because the Dust 514 community has shown, without a shadow of a doubt, that they cannot remain objective when numbers - even conceptual and placeholder - are presented and will don Prototype Tinfoil in an effort to destroy a perceived threat while completely ignoring the entire premise of a proposal.
Run on sentences aside I'm starting to understand very clearly why CCP simply doesn't talk 90% of the time.
Negative Introspection - Aeon's CPM Blog
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Aeon Amadi
12
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Posted - 2015.09.19 12:00:00 -
[15] - Quote
Adipem Nothi wrote:Aeon Amadi wrote:I initially had a very long drawn out post about the concepts and principles of design but I think those of you who are smart enough to use illustrations and context clues can easily understand how frustrating some of these comments are once I provide you something to look at. Those of you who can't... Well, let's just say that god loves all of his children. http://discoverdesign.org/files/images/general/design_process_0.gifWe're in between the Brainstorm and Analyze and Feedback portions, respectively. I'll let you figure out what that means for why getting bent out of shape over the numbers presented in this proposal is just downright silly. If it is anything I've learned from this experience it is that my proposals, from now on, will simply not include numbers or values (at least not publicly) because the Dust 514 community has shown, without a shadow of a doubt, that they cannot remain objective when numbers - even conceptual and placeholder - are presented and will don Prototype Tinfoil in an effort to destroy a perceived threat while completely ignoring the entire premise of a proposal. Run on sentences aside I'm starting to understand very clearly why CCP simply doesn't talk 90% of the time. Right. Because you're smarter than us, Aeon. Keep telling yourself that.
I'd like to thank you, specifically, for keeping this thread on the front page for as long as you have.
Negative Introspection - Aeon's CPM Blog
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Aeon Amadi
12
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Posted - 2015.09.19 12:26:00 -
[16] - Quote
CommanderBolt wrote:Aeon Amadi wrote:I initially had a very long drawn out post about the concepts and principles of design but I think those of you who are smart enough to use illustrations and context clues can easily understand how frustrating some of these comments are once I provide you something to look at. Those of you who can't... Well, let's just say that god loves all of his children. http://discoverdesign.org/files/images/general/design_process_0.gifWe're in between the Brainstorm and Analyze and Feedback portions, respectively. I'll let you figure out what that means for why getting bent out of shape over the numbers presented in this proposal is just downright silly. If it is anything I've learned from this experience it is that my proposals, from now on, will simply not include numbers or values (at least not publicly) because the Dust 514 community has shown, without a shadow of a doubt, that they cannot remain objective when numbers - even conceptual and placeholder - are presented and will don Prototype Tinfoil in an effort to destroy a perceived threat while completely ignoring the entire premise of a proposal. Run on sentences aside I'm starting to understand very clearly why CCP simply doesn't talk 90% of the time. I dont see how this is helpful mate. I know that you're better than this so please explain in simple terms how a buff to the shield stats of armour tanking suits is going to help you balance shield modules and fittings? People have a problem with your proposal because before anything else it instantly smacks you in the face that certain suits appear to be getting a big buff. I look at the bonus you propose to give to the Amarr assault, the Gallente Assault, the Gallente Scout and feel that you are giving me even more of a reason to not run a primarily shielded suit. Without proposals for how this will help you change the actual modules I can only see this.
And that was my fault. Had they never seen the placeholder numbers, designed specifically and for no other reason than to show the design flow and pathway of Race (Caldari > Minmatar > Gallente > Amarr) and Role (Scout > Logistics > Assault > Commando > Sentinel) it would have never even been raised as an issue. There is literally nothing to this proposal besides that design structure, one that follows the EHP to Speed Ratio that has shown marked success despite baseless claims of otherwise. Had I just left those values blank and nebulous this argument would have never been brought up.
It's a learning experience.
EDIT: and how it would help the modules is that, right now, if you change say, shield rechargers from a 45% bonus to a 40% bonus (or 50% or 100% or 1000% or -100053053005%, don't get bent out of shape over this or I swear to christ I'll have the post deleted)... It affects every suit differently in ways we can't begin to predict for without extensive theorycrafting and spreadsheet work because of this. If you change the module, because it is percentage based, it affects every suit differently as opposed to say, Shield Extenders, which have a set, flat-rate value that is consistent no matter what suit it's on.
Without this foundation/baseline it is impossible to predict the effect changing shield modules will have. It may break some suits, it may make others OP. The amount of time and effort that would be spent trying to predict those effects is impractical and requires a set design that we can get an idea of the effects. That is literally all this proposal is for but it got derailed because of armor phobia.
Negative Introspection - Aeon's CPM Blog
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Aeon Amadi
12
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Posted - 2015.09.19 12:42:00 -
[17] - Quote
Varoth Drac wrote:TL/DR: Set a racial regen baseline common for all racial suits. Move scouts and sentinels beyond that baseline for reasons of hit and run (scouts) and defence (sentinels). Deal with armour - shield balance separately by buffing shield regen mods.
-snip-.
And finally, we have something that is rational, logical, and most of all useful.
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Aeon Amadi
12
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Posted - 2015.09.19 13:35:00 -
[18] - Quote
Varoth Drac wrote: 1) Essentially what we have now, is medium suits as the benchmark for shield regen. Scouts then have better regen to emphasise hit and run gameplay. Sentinels have better regen as they are the most tanky class and need to rely on self-regen, since there is no option to support shield regen remotely. Also remember that the game is designed so that the specialised suits (heavies, and lights) have better base stats in trade for less slots, in order to push them to certain roles, in comparison to mediums that have more slots to allow more choice in what stats they want their suit to have. I don't see anything wrong with these principles.
2.) I appreciate that the specific numbers are up for debate, but whatever values are chosen, this design principle will always result in a relative nerf to sentinels and scouts compared to mediums. It could be argued that shield tanking sentinels and scouts are fine, and it is the shield tanking mediums that need a buff. Now, I know balance isn't the goal here, it's clear design principle. But this leads us to another problem.
3) If base regen stats on mediums are too good it discourages the use of regen mods. Yes rechargers are buffed by base recharge being buffed, since they are percentage based. However the opposite is true of regulators as they are a percentage reduction. Buffing base regen also amounts to a buff to extenders, further encouraging the fitting of purely extenders, which leads to dual tanking, and a boring "king hp" meta.
4) So with medium suit regen kept constant, to maintain the proposed regen relationship of heavy < medium < scout, sentinel shield regen would need a significant nerf. This presents a problem because how to you buff sentinels in a way that makes up for nerfing their shield regen? It's a thing that shield tanking sentinels rely on heavily, as there is no remote shield regen option in game.
First of all, thank you so much for actually bothering to explain your position instead of repeating the same phrases.
1) To better explain why medium frames were chosen to have a higher regen it was delegated in the CPM, as well as posted by Cross Atu somewhere in this thread, that a role can have high EHP or high Regen, but not both. As such it was addressed early on that Logistics should have the higher regen than Assault suits because they lack the EHP necessary to justify or validate the higher regen. When we look at Commandos and Sentinels, yes, Commandos are in a bad place. That is going to change no matter what. The Heavy suits themselves however have enormous EHP gains compared to their lighter comparisions and having high regen with that may be problematic. Your feedback is something that is going to be considered very heavily though, as I agree that their fitting versatility should be factored in.
2) Balance is the goal, but not with this initial proposal. To achieve balance we need something to go off of and somewhere to go to. The foundation and design is the principle element there and it is open for feedback and debate, hence this thread. Medium Frames do not -have- to be the baseline. Caldari don't even have to be the primary shield tankers, we just assume them to be because it is how it has always worked in both Eve and Dust. It's all subject for debate but we need -something- for the foundation because what we currently have simply does not work. This proposal was made with cautious optimism from the CPM as the optimal solution, but feedback can (and will) change that. Provided it is productive and objective minded...
3) Bearing in mind, of course, that shield regen can and will be stopped by taking damage - even fall damage, which was also heavily considered as a primary pain point, particularly to Scouts with their lower EHP. Whether or not it encourages or discourages the use of 'x, y, and z' module remains to be seen, as the drawbacks of the higher regen go hand in hand with EHP. The higher EHP suits have less necessity for extenders and, by design, would benefit more from regen. The opposite is true for lighter roles which already have a high regen but require more EHP. This sort of fluctuating balance can be hallmarked and exacted on.
The balance spectrum can be adjusted at either the suit or module level, but again this can only take place once we have something concise to go off of: A foundation. That applies to both shield and armor as we [the CPM] are unanimously hesitant to nerf armor when shields are so chaotic and lacking.
4) This was an issue brought up previously in the Racial Shield Stats discussion (though I'm not sure if it was in the forum thread). Racial Shield Stats would have addressed that concern in that every race would have had standardized shield stats, so it wouldn't have been as necessary to nerf sentinels. This was problematic as it would bring Scouts down as well. That homogenization was found to be subpar and led to this proposal of a hybrid solution. It is in no way set in stone and Sentinels can even have higher regen. Its up for debate.
Ran out of space.
Negative Introspection - Aeon's CPM Blog
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Aeon Amadi
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Posted - 2015.09.19 13:36:00 -
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Devadander wrote:My entire suit list is shield. I don't feel like this will make the difference we need.
We need to look into racial bonuses much like eve, where you get your normal stats for skilling each level, but the frame will have a set bonus just for being them. This could enhance shield tanking without armor suits getting more love than they already have.
Look at the modules, tinker with them, give caldari a shield module fitting bonus.
Anything but this.
The cal assault just keeps getting worse and worse.....
How would that address the problem of shield modules being percentage based having to handle up on this ?
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Aeon Amadi
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Posted - 2015.09.19 14:21:00 -
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Devadander wrote:I don't want to have to textwallate every post...
This thread suggests that all suits have a shield problem, hence the need for normalization..
But the fact, carved into maths and observable data, is that the only race that feels the shields lackluster performance ATM IS CALDARI! This could be solved with one addition, a fitting bonus for shield mods.
Data and math will also show you how a max plated cal anything outperforms its non-plated counterpart, even if max shield fitted.
Cover is a joke. Take cover from one, and the guy on the hill finishes the job. Long range is a joke. We now have fatties that can fly and cross huge gaps in a single sprint.
Dust has changed a lot. Time to bring the caldari back to speed.
I can't even begin to wrap my head around the Caldari Assault getting higher shield recharge and less shield delay being a bad thing.... And no, the thread does -not- suggest that all suits have a shield problem, it suggests that all shield modules have a problem because of reasons that have already been well explained at least three times now.
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Aeon Amadi
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Posted - 2015.09.19 14:40:00 -
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Devadander wrote:Aeon Amadi wrote:Devadander wrote:I don't want to have to textwallate every post...
This thread suggests that all suits have a shield problem, hence the need for normalization..
But the fact, carved into maths and observable data, is that the only race that feels the shields lackluster performance ATM IS CALDARI! This could be solved with one addition, a fitting bonus for shield mods.
Data and math will also show you how a max plated cal anything outperforms its non-plated counterpart, even if max shield fitted.
Cover is a joke. Take cover from one, and the guy on the hill finishes the job. Long range is a joke. We now have fatties that can fly and cross huge gaps in a single sprint.
Dust has changed a lot. Time to bring the caldari back to speed. I can't even begin to wrap my head around the Caldari Assault getting higher shield recharge and less shield delay being a bad thing.... And no, the thread does -not- suggest that all suits have a shield problem, it suggests that all shield modules have a problem because of reasons that have already been well explained at least three times now. So you disagree that giving the cal as a race a fitting bonus to shield mods would fix all this?
Kind of a loaded question. I don't think it would fix everything, it might help fix Caldari but it won't address the core issue being described in this thread. It would just be a bandaid solution for one race that will inevitably have to be addressed later on as the game progresses and develops.
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Aeon Amadi
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Posted - 2015.09.19 14:47:00 -
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Devadander wrote:
The title of the thread said shield stats... /hardfacepalm
Edit: MEANING CALDARI
http://media.giphy.com/media/mWMML2LQBsj8k/giphy.gif
Negative Introspection - Aeon's CPM Blog
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Aeon Amadi
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Posted - 2015.09.19 15:08:00 -
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Devadander wrote:Priceless, you won't even consider a racial bonus. Then respond with that. I've tried to keep my loathing of you out of this....
I never once said I wouldn't consider a racial bonus. I said it was a band-aid solution to a higher problem. See Cross's above post because he's a lot more PC and friendly than I'm going to be with this and that's all I'm going to say on the matter.
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Aeon Amadi
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Posted - 2015.09.19 15:47:00 -
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Be sure to include written statements as to what defines the implementation of the design pattern.
For example: - Caldari are the primary shield tankers and therefore should have a higher regen than other races. - Scouts are hit-and-run focused with low EHP, so should have a higher regen than other roles.
Etc. Something that can be easily followed, recognized, and adhered to in future design. Numbers are fantastic for the nuance but the overall design principles are best written.
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Aeon Amadi
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Posted - 2015.09.19 16:41:00 -
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Sgt Kirk wrote:*steps into thread* There's a lot of instigating in here. You can't effect one attribute of the game without affecting the other. Everything is related. Even if say I changed a stat that primarily benefits x race it will still trickle down to the others but that's already been addressed. CPM already knows my stance on the issue, fix shields no matter what, Aeon and breaking are doing a great job on that so I'mnot too bothered besides looking over the numbers they post. I'm the one sitting in the corner trying to figure out when this change happens how do we stop the impending dual tanking storm, because it will come. As much as I believe this game needs more TTK, dual tanking as is (or will be) is not the way. (This post was not constructive sorry Aeon)
Much like in Eve Online, the only way to assuredly nyx dual-tanking is to make it simply not worth doing. And that does not mean making it so that dual-tanking is impossible or counter-intuitive through penalties, it simply means providing modules in both high and low slots are just better to run.
Look at Armor Tanking in Eve Online and it opens up your mid-slots for a plethora of EWAR opportunities, like tackle and mobility. Look at Shield Tanking and it opens up for damage amplification, tracking enhancement, mobility, and cargo space.
Players can dual-tank in Eve but they choose not to because the options available provide for much more diverse and generally just better fittings than you'd get if you tried to brick down. We need to consider that for Dust 514, I feel. Carrot, not the stick.
Negative Introspection - Aeon's CPM Blog
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Aeon Amadi
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Posted - 2015.09.19 19:28:00 -
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Varoth Drac wrote: True.
I guess the carrot would be buffs to damage mods, biotics, EWAR mods and codebreakers. Though I suspect buffing damage mods and myofibs would be bad.
If we refrain from buffing assault and logi base shield regen and delays we should avoid a rise in dual tanking. Buffs to shields should come from the modules that encourage synergy in a dedicated tanking type. Modules such as energisers (% based so less effective on armour tanks) and regulators (which compete with armour and synergise with energisers) are what should be looked at.
Have a few Myo proposals being worked on. Just as an example: Increased dispersion/recoil when jumping, separating jump mods from melee mods, etc. Nothing quite ready to be thrown out yet though, still weighing the options.
Doc DDD wrote:We have a baseline tfor shield stats right now and it is garbage.. has always been garbage..
What baseline is that?
Negative Introspection - Aeon's CPM Blog
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Aeon Amadi
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Posted - 2015.09.20 11:03:00 -
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CommanderBolt wrote:Just wanted to say - Props to Cross and Aeon. This might be getting a bit heated in here but you two are sticking with it and fighting back. Best CPM interaction ever I think. Much rather have disagreements with people who will actually give a damn and post stuff rather than agree with a load of yes men who barely do anything for the community.
Imagine what it's like when we're not on the forums
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Aeon Amadi
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Posted - 2015.09.20 15:37:00 -
[28] - Quote
Cross Atu wrote: A lot of this looks more like our (CPM) 'step 2' #1 is the base suit stats having a method that provides a solid foundation #2 is tuning the mods (and hopefully adding a few options as well) to give shields more love and diversity #3 is looking at possible comparative issues with weapons, such a profile bias, this is more of a side step. #4 is looking at the raw stats of the armor mods.
The iterative balance process takes this one step at a time and allows for more finite adjustments as well as leaving entire steps alone if balance is reached before they are enacted.
That's just a roughed out framework of course, but it should illustrate the concept and context.
One step at a time is key.
Cheers, Cross
Oh no, our secret step-by-step balancing approach! Now who will take us seriously D:
Negative Introspection - Aeon's CPM Blog
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Aeon Amadi
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Posted - 2015.09.20 15:41:00 -
[29] - Quote
Doc DDD wrote:Vesta Opalus wrote:Doc DDD wrote: The time spent debating the necessity of nerfing shield regen and actually altering it would have far better been spent either playing the game and realizing how rediculous the nerf would be Of course at the time shield tanks were the ones that were overpowered so the nerf seemed entirely appropriate, indeed if armor tanks didnt have this absurd rep/hardener synergy they might actually be much closer to balanced. [quote=Doc DDD] or by fixing shield boosters or having second thoughts about MAKING ARMOR HARDNERS BETTER THAN SHIELD HARDENERS IN EVERY WAY. Hindsight is easymode. It's not a matter of Hindsight, some were very outspoken regarding the armor hardener buff and shield regen nerf, and the true reason shields were superior was that you could STACK ARMOR PLATES AND DAMAGE MODS. But this is for another thread at another time. Buffing Gallente shields just makes the buffer better on a suit that can stack armor plates and damage mods.
I question how OP having high regen on 200 shields is when the regen doesn't occur while taking damage. Wouldn't matter how much regen they have, their primary tank is still going to be armor and if they managed to get away/killed you before you broke their shields having a high regen wouldn't matter anyway because you've got bigger problems
Negative Introspection - Aeon's CPM Blog
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Aeon Amadi
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Posted - 2015.09.21 21:11:00 -
[30] - Quote
Doc DDD wrote:Repping an extra 10 shields per second under cover is not going to matter much when the player is getting blasted before his shields rep more than one cycle.
We had considered the plausibility of just doing away with shield delay altogether unless it was at zero, meaning you'd only have depleted delay. We decided to go against this because it'd just homogenize it with armor and make it incredibly difficult to find distinction between the two and would be hard to balance extreme fits like Cal Sentinels with stacked Energizers (having upward of 100+hp/s).
We haven't gotten rid of the option yet, just severely unlikely it will be implemented as anything other than a last ditch effort. Too many problems with it.
Vesta Opalus wrote:
"not even close to an armor stacked player with a rep tool"
Then shields still fail in the overall meta. Thats why I was asking about support equipment.
If shield suits cant compete as a team against armor based suits, its still not balanced.
Echoing Cross' sentiment, I'm pretty sure that logic was applied in the AV vs Vehicles bit and look how well that worked out, lol. It's sort of flawed logic to balance one player versus two (because you will have to have two in order for the repair tool to be considered) and if that one guy is over-powering or even balanced with the two, than imagine how powerful he'd be against one.
Devadander wrote:To clarify: We have indeed seen wonders suggested in the past that went stale within weeks.
I can see where this leads, and its glorious.
But, the steam can't stop once this starts rolling. This isn't something that can be drug out over a year and expect to have any shield players left. The initial change will leave us balanced... but out-supported. Things have to move quickly.
On that note, the more we buck and argue, the longer it will take. See the big picture and you will be on board.
Nobody runs more shield fits than me, sorry for all the heat. o7
As Cross mentioned, we have a multi-step plan to completely re-evaluate all of this. We're receiving feedback and making minor changes to what is proposed with Step One (this thread) and have already begun work on Step Two and -some- work on Step Three. Once the ball is rolling, our intent is to continuously work on it until balance has been achieved and the remaining steps rendered moot, being as they are relatively independent of one another.
Who knows, maybe Step One will knock balance where it needs to be. Maybe it'll be Step Two. We might have to go all the way to Step Four or further to achieve balance but know that the CPM -is- working on it and that this was a project given (implied) approval by CCP, so the only barrier is their time.
Breakin Stuff wrote:
dual tanking will always be a thing unless doing so is directly penalized.
I've suggested doing so, but I'm outvoted.
Not so much outvoted as a general air of improving utility to encourage diversity over penalizing dual-tanking. Inherently there's nothing wrong with dual-tanking, but it should generally be assumed that you'll be making too many sacrifices in other areas by doing so. So much so that it becomes less advantageous.
DeathwindRising wrote:
you dont outright penalize dual tanking. you make it impossible to make a viable fit.
meaning the pg and cpu cost of a dual tank would leave you running sidearms with no equipment. that would solve everything naturally.
the easiest way would be a fitting bonus to the modules. either increase fitting cost of the modules or reduce fitting capacity.
im also wondering about the overall design here. regarding caldari suits mostly, their slower suits need more regen than the more mobile suits
S'one way to do it but optimally you want to make other things better than what dual-tanking could offer. Encouraging a player to think, "I could dual-tank but I could also use profile dampeners to enhance my hit-and-run shield tanking", as an example, is the better method, I feel. Cross elaborates on that a bit better than I do but I'm sick atm so.
Negative Introspection - Aeon's CPM Blog
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Aeon Amadi
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Posted - 2015.09.21 21:49:00 -
[31] - Quote
Varoth Drac wrote:Come on Apidem. Gallente buffs in the OP are very similar to Caldari buffs. Shield buffs hold more value for Caldari suits, and besides, balancing armour and shields wasn't the intention of the thread.
I'm much more worried about significant buffs to assaults and logis, whilst leaving sentinels and scouts where they are. Without doing anything to try to maintain balance.
I think if this goes through how it is, balancing will need to be done. Either by nerfing the suits getting buffed, or buffing the suits being held relatively constant.
I guess it's simple logic.
It's all good, lol. I changed up the progression a little bit given all the armor hatred, even if it is a little unfounded given what the foundation is trying to do. Considering how much bickering there is about Myos, and scrambler+damage mod fits, you'd think that dual-tanking would be the last of anyone's concerns!
Malleus Malificorum wrote:
"Never attribute to malice, that which is adequately explained by stupidity" - Hanlons Razor.
I mean, it could be out of malice... but given aeons track record of being wrong it's probably just failure to actually comprehend.
Where were these comments when I single-handedly found out what Burst AR's were under-performing compared to Combat Rifles?
Or when I had multiple videos and spreadsheets showing why and how Myofibrils were broken?
Like, you guys aren't arguing the proposal anymore you're just pissy because it was me that posted it I'll just have Cross post the next one and you guys will be none the wiser! (Oh ****, now there's a level of uncertainty, how can we trust the rest of the CPM if they'll be ghost-writing for Aeon!?)
EDIT: You guys do realize that this is the work of the -ENTIRE- CPM and not just me, right? Or did you forget that the CPM is a council of seven people?
zzZaXxx wrote:http://i.imgur.com/eshWaQK.jpg
Overall I support the above proposed changes. Some suits, such as Min and Gal Assault, seem to benefit too much from these changes, but to really get the payoff they'll have to invest in shield regen mods and make sacrifices elsewhere. And recharge delays are really such an incredible handicap that it's best to err on the side of liberality in buffing shield regen. Anything egregious will be adjusted swiftly, i.e. when the Rail Rifle was nerfed into the underworld.
Having said that, scouts will be nerfed into oblivion by these changes. They're already extremely squishy compared to assaults. If they end up having the same delay and only 5 more regen than assaults there REALLY will be no reason to run scout.
I suggest that the proposed changes be altered to create some distance between scouts and assaults:
- Reduce all scouts' proposed delays by 1 second.
- Increase all scouts' proposed recharge by 5.
So on one end you'd have Caldari Scout with recharge of 55 and delay of 2 seconds. On the other end Amarr Scout with 40 and 3.5.
If everything else is getting a buff to shields then scouts need one too because right now scouts are somewhat UP and without some love it's going to get worse.
Commandos also merit a little more love. It's a mistake to always give them stats that fall just above sentinels in these progressions. The only thing that commandos have in common with sentinels is a larger hitbox, which is an extreme handicap. Otherwise they are slower assaults (major handicap) with less regen that can run two light weapons and no grenades. No grenades is also a handicap in this grenade crazy game. They don't even have more EHP than assaults due to their slot layouts. Their shield regen needs to be brought closer to assaults. My suggestion to accomplish this is simple:
- Give commandos the same regen and delays as logistics
Just following a strict pattern without acknowledging the reality of how scouts and commandos are performing is going to leave them even more in the lurch. We need more scouts and definitely more commandos in the field, but if the above proposed changes go through without tweaks in their favor you'll find that players will be running them even less than they do now. Heed my words CPM!!
Yeah, we'll just ignore the fact that Scouts are inherently faster, have a lower profile, multiple equipment slots, and the unique capability to fit cloaking devices without extreme sacrifices >_>;;;
Can we try not balancing in a vacuum?
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Aeon Amadi
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Posted - 2015.09.21 21:56:00 -
[32] - Quote
Alena Ventrallis wrote: False. Dual taking is not penalized in Eve, it's just pointless to do so since you have all kinds of mods that make killing things easier. A dual tanked ship will lose to a normal ship because it either A) doesn do as much damage as the normal ship or B) doesn't apply damage as well as the normal ship. The problem with Dust is there is no way to have things like tracking disruptors or target painters, so HP is almost always the betterchoice. In the case of Caldari, dual tanking is the only way to survive.
Pretty much. Utility modules should be brought up to viability as there are quite a bit that just aren't used. This was the case with Myos before they got jump capability but now those might be a little too powerful, something I've been keeping an eye on and considering how to balance without directly impacting their usability. Can find my posts in other threads regarding this, if interested.
It's almost ironic that Myos are such a good example for combating dual-tanking but are hated so much
Varoth Drac wrote: If you are looking at depleted delays may I just state that I am strongly of the opinion that depleted delays should simply last a fixed percentage longer that non-depleted delays.
It's simple. It makes sense. It results in an interesting gameplay mechanic where you try not to let your shields become completely depleted. This also reduces the value of armour on your shield tanking fit, as the goal is to not get into armour in the first place, helping to distinguish between tanking styles and rewarding fits that contain synergy.
Perhaps. That was my original intent but after looking at the conundrum of the Caldari Sentinel with it's one second depleted delay I sort of put it on the back-burner and let Breakin take over that side of things. There's a good argument for depleted delays actually being -lower- than normal delays because shield tankers -do- need to get their shields back faster, especially when they have none.
Reason being is because dedicated shield tankers generally have so little armor that by the time they hit zero shield HP they're usually dead anyway, so it probably makes more sense for them to start regenerating shields -faster- when they have none in order to maintain some survivability, having typically lower armor repair rates.
I'll talk it over with the others, see what they think. Sort of a primordial idea at the moment.
Adipem Nothi wrote: I understand that "Step 2" will involve improving shield modules, which will help shield tankers, but make no mistake. Aeon's angling for a buff for armor tankers (unless he has since changed his mind).
Lol, like racial slurs it doesn't seem often that my name is followed by anything positive, let alone accurate
zzZaXxx wrote:Yo CPM! What are your thoughts on allowing damage mods to be placed in low slots as well? Armor tankers get to have the best of both worlds while shield tankers have to choose, and in their low slots they have no choice: regulator and reactives.
I don't think it's something we've talked about much. Considering that we're pretty unanimous in not providing anything in the game that would further lower the TTK, it's a wonder we haven't advocated for the current damage mods to go the way of the Dodo xD
But then again I'm not really for removing anything in the game when we've lost so much already. Shield Tankers have a lot more choice than they realize, just those choices usually pale in comparison when it comes to usability to the typical cookie-cutter. I personally use biotics and occasionally code breakers, but there's a lot more options in the low slots than in the highs.
S'why I get a little peeved when people start pulling market statistics for the stuff that does go in the highs, lol. S'like, what else are they supposed to use? The variety isn't there to begin with so when people start saying there needs to be more you have to really wonder what they're supposed to do when their only choices are Precision Enhancers, Damage Mods, and Shield Mods.
Adipem Nothi wrote:
I'm just looking at the numbers, and it looks to me like Aeon's angling for a buff for Armor Tankers. Unless, as I said above, he has since changed his mind. What am I missing here, Breakin?
Not my fault CCP decided the original numbers by throwing a dart at the wall O.o;
How does it make sense that a Sentinel, Logistics, and Commando all have the same regen, even on the Gallente/Amarr? Does that follow the Speed to EHP Ratio that we've outlined? Not at all. We've established several pages ago that, even despite the race, the role needs to adhere to that same progression.
Scout > Logistics > Assault > Commando > Sentinel
Obviously Sentinels and Commandos have a higher EHP than Logistics, so why would it make sense that they all have the same regen for any reason other than vindictiveness toward the race/role or... Well, I can't think of another reason.
Yeah, no, this isn't "buff armor" lol, this is adhering to the design principles that have been laid out and established.
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Aeon Amadi
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Posted - 2015.09.21 22:00:00 -
[33] - Quote
At this point many of the same concerns are being echoed by the same people and the thread has run it's course of usefulness. We've made some changes to the proposal presented here and will be shipping it off soon. We'll also be working out step two of the proposal and moving on from there.
Thank you, everyone, for your feedback. See you in the next [CPM Feedback] discussion
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Aeon Amadi
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Posted - 2015.09.21 23:20:00 -
[34] - Quote
Malleus Malificorum wrote:Aeon Amadi wrote:Malleus Malificorum wrote:
"Never attribute to malice, that which is adequately explained by stupidity" - Hanlons Razor.
I mean, it could be out of malice... but given aeons track record of being wrong it's probably just failure to actually comprehend.
Where were these comments when I single-handedly found out what Burst AR's were under-performing compared to Combat Rifles? Or when I had multiple videos and spreadsheets showing why and how Myofibrils were broken? Like, you guys aren't arguing the proposal anymore you're just pissy because it was me that posted it I'll just have Cross post the next one and you guys will be none the wiser! (Oh ****, now there's a level of uncertainty, how can we trust the rest of the CPM if they'll be ghost-writing for Aeon!?) Being right once or twice doesn't mean you're now infallible, to presume so implies a massive amount of arrogance and ego (which pairs up nicely with the implication that you might actually be incompetent). As the proverb says "Even the sun shines on a dogs ass some days". But hey, this only happens cause you have a habit of feeding the trolls with your dramatic " leave britney alone" freakouts ("GOD, I'M NEVER POSTING NUMBERS ON THE FORUMS EVER AGAIN, STOP BEING MEAN TO ME") Also yep, myo's are broken: Which is why you're defending the status quo with them so hard to keep them the way they are right? Cause superman leaps and punching for 700 damage is in no way overpowered and you totally don't run them on a lot of your fits at all, because making use of something that's overpowered totally isn't in poor taste. But whenever someone tries to rationalize with you about it, you refuse to even listen to other viewpoints. Where's the objectivity? I mean you seem to only want people to agree with you and have a flip-out any time they don't.
S'why I flipped out so hard in this thread, right?
I could ask you where the objectivity is considering you're, again, questioning who the proposal is coming from (me) as opposed to the proposal itself. Nothing in that post even addresses anything this topic is related to, lol.
I've been wrong about some things in the past. Who hasn't? Who -is- infallible on the forums? I've got hits and misses and I never claimed otherwise but acting like because I was wrong on the things in the past is all the evidence needed to assume that this proposal is wrong..? That's what we call Ad Hominem and it's a -great- way to get yourself in the same boat as some of our other prestigious forum warriors in being completely black listed and dismissed entirely from critical discussions , especially with the CPM which is probably the last people you'd want to do that with
And sure, you can chalk that up to the Chris Crocker response... but who really wants to try and argue about a person (or themselves) and not the position their taking? Probably (and I'm just guessing based on google's definition) a reason why it's a logical fallacy. In this last post you've made you've not once addressed anything about the proposal in this thread, only me and my past standpoints which are certifiably and critically inaccurate considering that I have - recently even - stated that Myos could use some balancing (increased weapon dispersion, separation of jump and melee mods, etc).
So to say that I'm defending the status quo of Myos isn't even accurate, despite not even being related to this thread! And no, I don't run them on a lot of my fits because I only have one fit with them on The only viewpoint I've -ever- not rationalize with, when it comes to Myos, is their outright removal. For obvious reasons.
Now, this is the last time I'm going to respond to this sort of thing. And you can pretend that I'm doing the Chris Crocker thing if you really want to but it isn't going to change that fact. If you would like to discuss what is being outlined here in this thread (that is, specifically, Base Shield Stats Standardization) you can hit me up on Skype under the username 'nomistrav' because this thread is being closed as it has been derailed far too much to be useful anymore. Otherwise, well, have fun playing the marionettest and arguing with yourself :)
EDIT: And I'll say again that before this proposal was even presented to the public it was hashed out by -EVERYONE- on the CPM, so don't even pretend like this is solely my idea because six other people that you, the community, elected had it run past them prior
Negative Introspection - Aeon's CPM Blog
Skype: nomistrav
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Aeon Amadi
12
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Posted - 2015.09.21 23:42:00 -
[35] - Quote
Malleus Malificorum wrote:I like how you just attribute all the legitimate complaints people have had as only being complaints about you. Most of it is reacting to a questionable proposal and only a small portion of the reactance is actually attributed to your motives. As far as my viewpoints on the proposal, it's been summed up relatively adequately by enough other people that most of what I have to do here is attempt to correct your belief that people are reacting to you rather than to a questionable proposal.
In fact your false attributions tend to be the reason why people react to you, rather than to your proposals. It's rather hard to discuss something with a person who is being irrational / in denial ("they didn't like it because they don't like me!" instead of "they didn't like it because they didn't like it, also they said it was stupid" - and thus we get to "I am invested in this so attacking my position means they're attacking me").
Four posts later I still don't know what your stand-point is other than what you're saying now, which is "I agree with what everyone else is saying" O.o;;;
At any rate. Skype me. Or any of the other CPMs. Or you can sit here and keep whatever this is up, I really don't care, it isn't going to stop me from doing my job
Negative Introspection - Aeon's CPM Blog
Skype: nomistrav
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Aeon Amadi
12
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Posted - 2015.09.21 23:45:00 -
[36] - Quote
Doc DDD wrote:I think one of the problems I an having with this thread, and maybe others are as well, is that the statement ' this is not a shield balancing thread' comes up anytime anyone has a critique of any of the numbers, especially the amar/galente regen buff...
So are we to assume the intent if this thread is to completely disregard balance of suits in any way for the sake of forcing through I couple people's vision?
Is this not short sighted?
Is it not similar to saying: ' We would like to set a baseline for grenade damage, basic grenades will now do 500 damage with a radius of 12 meters and no one better mention how this makes armor and shield suits imbalanced as it is not the intent of the thread.
Short answer, yes, buffing gallente and Amar shield regen is short sighted and I would like to hope not self serving.
Over-simplification, really. It isn't the -whole- of shield balancing and the numbers were up for debate from the very beginning. The margins have since changed but the numbers really don't matter because the balancing is going to come primarily from Phase Two of the overall plan, as mentioned a few pages ago by Cross. Amarr Sentinel could have 1000000 hp/sec regen and that may not even matter come Phase Two in which, who knows, maybe armor tankers can't fit shield modules at all for whatever reason.
So, arguing about the numbers (and likewise the whole "armor tankers getting shield buff") is pointless because this is just one part of the story and the rest of that story is going to flesh things out better.
Negative Introspection - Aeon's CPM Blog
Skype: nomistrav
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Aeon Amadi
12
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Posted - 2015.09.21 23:46:00 -
[37] - Quote
Alena Ventrallis wrote:Doc DDD wrote:I think one of the problems I an having with this thread, and maybe others are as well, is that the statement ' this is not a shield balancing thread' comes up anytime anyone has a critique of any of the numbers, especially the amar/galente regen buff...
So are we to assume the intent if this thread is to completely disregard balance of suits in any way for the sake of forcing through I couple people's vision?
Is this not short sighted?
Is it not similar to saying: ' We would like to set a baseline for grenade damage, basic grenades will now do 500 damage with a radius of 12 meters and no one better mention how this makes armor and shield suits imbalanced as it is not the intent of the thread.
Short answer, yes, buffing gallente and Amar shield regen is short sighted and I would like to hope not self serving. Then give me numbers showing how a slight improvement to Gallente shield delays is going to make them OP. And it's the same reasoning Rattati gave to the speed/hp curve: it might throw some things out of whack for awhile, but those will be more easily corrected when we have a solid foundation to build on. Right now shields are chaotic and garbage, but Aeon has a logical progression that will smooth things out. If Gallente suddenly become OP (they won't) then it will be easier to correct that than to try and make shields work on such a whacked out system. We're trying to fix the foundation of the house, and your worried that the work might knock some pictures off the wall. Fixing the foundation is more important than having neatly hung pictures.
Well, you see, when Gallente had +5% Shield Recharge per level they were all over the place and face-rolling everything. I don't remember that ever happening but apparently it was a thing =P
Negative Introspection - Aeon's CPM Blog
Skype: nomistrav
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Aeon Amadi
12
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Posted - 2015.09.21 23:59:00 -
[38] - Quote
Doc DDD wrote:It's easy.. if the numbers create the amar or galente suits shield stats to regen faster then your baseline is wrong.
It's not difficult to understand, stop saying ' but it's just a little ', if just a little doesn't matter to you then make the stats ' just a little ' worse... after all its ' just a little ' what possible difference could it make?
Why is it so hard to create a baseline system that does NOT buff the shield stats of armor suits?
I know I know.. " it's just a little "...
Listen, I'm sick as hell right now so I'm trying my hardest to be polite but I'mma level with you.
Long Term > Short Term.
Just fixing Commandos isn't going to solve the core design issues and "buffing armor tanks shield regen" is a perception based on this critically flawed system we currently have: http://i.imgur.com/qFIcvgC.png. If that system wasn't so stupidly chaotic, you probably wouldn't even notice the minute little buff the armor tankers were getting, but unfortunately because of the whacky bullshit CCP did in the early days of Uprising that's just how it is.
Negative Introspection - Aeon's CPM Blog
Skype: nomistrav
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Aeon Amadi
12
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Posted - 2015.09.22 00:01:00 -
[39] - Quote
Doc DDD wrote:Aeon, can you not kill two birds with one stone in phase one rather than open up the possibility that amar could hypothetically have 100000000 reps per second? I know you aren't being serious, but at the same time would it not be easy just avoid giving amar 10000000 reps per second in the first place?
I have no idea what the hell you're talking about at this point.
Negative Introspection - Aeon's CPM Blog
Skype: nomistrav
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Aeon Amadi
12
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Posted - 2015.09.22 00:27:00 -
[40] - Quote
Doc DDD wrote:Aeon Amadi wrote:Doc DDD wrote:Aeon, can you not kill two birds with one stone in phase one rather than open up the possibility that amar could hypothetically have 100000000 reps per second? I know you aren't being serious, but at the same time would it not be easy just avoid giving amar 10000000 reps per second in the first place? I have no idea what the hell you're talking about at this point. Two or three posts back you replied to my comment saying for all it matters the numbers could show amar sentinel shields regen in at 10000000hps but it wouldnt matter due to whatever you do in phase two, I'm stating why not just take care of the issue in phase one.
Because that's just not going to work for the long-term. It won't, it's just that simple. We could address it in Phase One but then, six months or a year ahead of time, if we make any changes to the modules suddenly we'll start seeing problems again because they are percentage based. We can't change that, so we have to change the base values of the dropsuits and provide a foundation for the modules to work in a predictable environment.
As far as your question as to why Gallente and Amarr are being balanced instead of just leaving them alone, take a look at these two charts:
Our Current System: http://i.imgur.com/9MZvU0W.png The Proposed System: http://i.imgur.com/62OslDx.png
The EHP/Movement Speed Ratio set forth by CPM1 and CCP Rattati don't associate with shield regen stats and as a result we started looking at how to make that happen. Why? Because it doesn't make any sense at all that a Gallente Logistics should have worse regen stats than an Amarr Sentinel, or why a Minmatar Commando should have worse regen than, say, an Amarr Scout.
It is simply this: As a suits EHP goes up, it's movement speed goes down. Subsequently, it's regen capability should also go down. A suit should not have high buffer and high regen by nature.
So why did the Gallente and Amarr get buffs here and there? Because they're following this new design path. Whereas, for example the Gallente, saw that the Sentinel, Logistics, and Commando all about the same regen (15hp/s) they had different EHP and Movement Speeds. It doesn't make sense that a Logistics and Sentinel should have the same regen when the Sentinel -clearly- has more EHP and therefore initial survivability. Logistics, being weaker, need to recover faster if our design premise for Scouts was any indicator.
Hope that helps make more sense of things.
Negative Introspection - Aeon's CPM Blog
Skype: nomistrav
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Aeon Amadi
12
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Posted - 2015.09.22 00:29:00 -
[41] - Quote
GRIM GEAR wrote:You have contradicted yourself right here brahhh! Why do the assault suits have lower shield delays compared to logistics on you're spread sheet?
Beeeeecause this was an early rendition prior to a critical change that was made in the internal CPM deliberation that now has Logistics with better regen than Assaults? As I stated in previous posts, changes have been made as this was a rough draft and they are all - until implemented in the game - drafts.
EDIT: You're like nine pages late on that btw, as it was mentioned.
EDIT: You can actually see that in the previous post where Logistics have better regen than Assaults. Oooooh aaaahhh such bias!
Negative Introspection - Aeon's CPM Blog
Skype: nomistrav
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Aeon Amadi
12
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Posted - 2015.09.22 00:50:00 -
[42] - Quote
Doc DDD wrote:I'm sure the same will be done for armor in the future with Caldari being lowest on the totem pole. I don't expect Caldari to receive armor repair buffs.
That already happened, and they did.
Negative Introspection - Aeon's CPM Blog
Skype: nomistrav
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