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Cross Atu
OSG Planetary Operations
5
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Posted - 2015.09.18 02:15:00 -
[1] - Quote
Just stopping by to state that I fully support a unified method just as I did with the speed to eHP ratio.
The presence of a unified method is vital to attaining and polishing the game.
As with the speed to eHP ratio the particulars are up for negotiation so long as the method is evenly and universally applied.
In this case we have several clear premises at work
- Armor and shields should exist within an inverse ratio (if you're good at one you're bad at the other)
- The speed to eHP ratio should be maintained
- Regen and raw HP should exist within an inverse ratio (if you have a lot of one you generally have less of the other)
- Racial combat paradigms should be applied as one axis in correspondence with frame size/role as the other axis
With questions of balance within role the race will largely define strengths and weaknesses. With questions of balance between frame sizes/roles the guide line properly will be higher base HP equals lower base regen and vice versa.
To highlight this in one trifecta of examples which are often raised as a point of concern. Commandos having higher base HP than medium frames will have lower average regen - by race - than their medium frame counterparts. This moves us to the question of logi and assault raw HP vs base regen values. I will reiterate here what I stated in the speed vs eHP thread, either role could hold either end of that balance so long as neither role holds both ends. (for those who care I lean more towards logi being closer to scouts on the spectrum as they are not dedicated slayers, but legitimate cases can be made for either method and so long as neither Logi nor Assault has best of both worlds in buffer HP and native regen things will be fine).
While this has been my firm stance since the speed to eHP thread and even prior to that I am as ever open to more discussion on the subject, please feel free to direct any questions my way that you would like.
Cheers, Cross
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Cross Atu
OSG Planetary Operations
5
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Posted - 2015.09.18 06:03:00 -
[2] - Quote
Avallo Kantor wrote:Anmol Singh wrote:Cross Atu wrote:
Regen and raw HP should exist within an inverse ratio (if you have a lot of one you generally have less of the other)
The ratio thing doesn't really work with armor because armor has set repair values unless you're talking about just base stat values. The already exists with base stats. Shield Scouts have most regen and it goes down from there. Except for Cal Commando having way worse regen than it's Sentinel counterpart. By what they mean by ratio is how much regen you can have vs how much raw hp. Looking just at armor, you have to compare plates vs repair modules. For armor you have a terrible conversion rate. (Compare plate of any level vs rep of same level. You have some absurd ratio of hp to regen rate) Meanwhile shields have less ehp overall and thus benefit from FAR higher regen rate out of combat, and let us be honest, the armor rep through combat is not enough to be a factor in a majority of cases. This was more to contextualize armor tanking vs shield tanking. It does remain true within the tanking styles as well, but contextualized by the tanking style itself.
In other words we're not aiming to directly weigh shield regen vs armor regen as despite both being regen they clearly carry a differing portion of the load within their respective tanking style.
It should also be noted that this thread and the posts here in are aimed at improvements to shield tanking not alterations to armor tanking. Such alterations indeed come later on, but they are cast as a consideration after improvements to shield tanking so as to maintain the iterative balance approach. As such in the context of this thread we generally needn't concern ourselves with armor tanking much at all.
Cheers, Cross
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Cross Atu
OSG Planetary Operations
5
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Posted - 2015.09.18 14:17:00 -
[3] - Quote
Sequal's Back wrote:Cross Atu wrote:It should also be noted that this thread and the posts here in are aimed at improvements to shield tanking not alterations to armor tanking. Such alterations indeed come later on, but they are cast as a consideration after improvements to shield tanking so as to maintain the iterative balance approach. Armor is actually in a good state right now and doesn't need to be changed IMO. Why alterate something that doesn't need a fix ? This is pretty much what CCP used to do before and we know where it lead us. If it's not broken, don't fix it. Sorry late night typing.
Sentence should read such iterations may come later on if needed
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Cross Atu
OSG Planetary Operations
5
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Posted - 2015.09.18 14:38:00 -
[4] - Quote
Aeon Amadi wrote: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 ^_^ Just quoting this important information so that everyone is more likely to see and read it
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Cross Atu
OSG Planetary Operations
5
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Posted - 2015.09.18 18:25:00 -
[5] - Quote
Doc DDD wrote: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. Sounds like a weapons balance concern as much as a speed or HP concern. The real match framework absolutely includes all these elements, there's no question about that. But the intent is to find overall game balance by iterating one system at a time so that each exists within a framework. This was, AFAIK, not done in the early days of Dust and thus while not idea it needs to be done now.
Using the present game as a base for arguments such as this is problematic in the extreme because with the issues currently present one can find a reason to do/not do most things. Or do/not do thing X before thing Y and vice versa.
That's why specific iterative steps are needed, and thus why framing things in a broader context such as those including weapons balance implications isn't of use to the balance process at this point on this subject.
0.02 ISK
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Cross Atu
OSG Planetary Operations
5
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Posted - 2015.09.18 18:41:00 -
[6] - Quote
I heartily agree that there's room for discussion on the topic of the, generally speaking, "rile line" of light weapons. And while I encourage that discussion I'd like to remind everyone that this thread isn't about weapon balance and will be most effective in gathering your feedback if we do not allow it to become side tracked by discussions of other aspects - weapons or otherwise - no matter how relevant they are in their own separate right.
Thanks all ~Cross
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Cross Atu
OSG Planetary Operations
5
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Posted - 2015.09.19 14:20:00 -
[7] - Quote
CommanderBolt wrote:I appreciate the fact that you acknowledge that there is an imbalance between shields and armour but I strongly suggest that these proposals are not the answer.
I really dont see how buffing Gallente Scout and Assault shield stats so much helps anyone.
EDIT - I see that the answer to my above statement is - it is more about having a baseline to work from rather than buffs to armour suits but I still cant help but feel this is iffy...
Why dont we for the love of all things just look at the stats from the current shield modules and adjust those? Regulator buffs, extender buffs (How about removing the shield delay penalty from extenders).
Also its all great trying to balance base stats but how on earth can we ever have balance when Armour has triage hives and repair tools and Shields have none of those? Please explain to me how balance can ever be achieved.
Go and speak to people in EVE and ask them if it would be fair to remove shield logistics modules and ships..... Without a baseline moving the values on the % based shield mods is highly problematic. It has been looked into a number of times and every method fails because in essence increasing them enough to matter, increases them too much to be acceptable in certain cases, hence the requirement for a baseline. With a baseline in place tuning the mods themselves becomes much more attainable and is something being readily considered, just not as the first step.
CommanderBolt wrote:Also its all great trying to balance base stats but how on earth can we ever have balance when Armour has triage hives and repair tools and Shields have none of those? Please explain to me how balance can ever be achieved. I quite agree that support options for shield based squad and play is a currently lacking element in Dust 514. I have been, and staunchly remain, a proponent of a shield transporter (shield rep tool) at minimum.
It's also important to remember how things function within their context, to grab fictional numbers that do not represent the proposal, if you have a armor tanked suit with 1000 armor and 75 shields gaining a reduced shield rep delay it's not going to be meaningful in most contexts. Now clearly the fictional numbers are exaggerated and illustrative not literal by any means but the point remains that building a conceptual foundation is the requisite first step when looking to build actual stats for things like better polish H/L slot mods for shield work, and shield support modules.
Thanks for the participation Cross
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Cross Atu
OSG Planetary Operations
5
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Posted - 2015.09.19 14:37:00 -
[8] - Quote
Mina Longstrike wrote:Alena Ventrallis wrote:The reason it works is because Gallente aren't exactly being saved by their shields on a regular basis. All it is is a small buffer before they get into their main tank. I don't see how a small buff to delay is going to make Gal suits suddenly OP. That's like worrying that sentinels getting a 0.1 m/s sprint speed buff will make them god mode: it's a buff, sure, but not one to even warrant attention, much less worry. A 'small buffer' that they'd get to use in effectively every engagement? with delays and recharge values that make you go "Hey, maybe I'll put one complex extender on here so I can have 200 hp, and get it all back in ~10 seconds all the time". Meanwhile the actual shield tanked suits do not possess this buffer and when they take armor damage it stays there for ungodly amounts of time (values can be in the minutes range, eg cal sent has 487 armor and reps at 1/sec natively) if you don't have a rep or a reactive fit and even then that doesn't shorten it by much. This exacerbates existent problems, because armor is already the clearly better tanking style for a wide variety of reasons... so in attempting to 'address' the woes of shield users, somehow a nice sneaky and rather large buff to shield tanking for armor suits gets wiggled in there too. Do armor tanks need a buff to their ability to shield tank? No. Why are they getting one? Because purple prose and [reasons]. Meanwhile lets yammer on about pendulum balance. Shield tanking should be buffed independently, armor tankers should not be recieving any buffs to their shields at the moment (with the sole exceptions being armor commandos, who do often rely on their shields and could use some love) Mina if you have specific, and I do mean specific, concerns please do itemize them for me with examples. I've spoken at length on the forums and occasionally in squads you know I'm inclined to discussion rather than dogma.
If your critique of the method is that some of the particular numbers aren't where you'd like them to be then I would say two things. 1) The method is not about particular numbers, it's about having a functional context and is needed in that way. 2) Since the method is macro not micro, the particular numbers are much more negotiable and any specific cases of concern you have are certainly something that could be taken into account, please provide them.
Show me for example the points of concern regarding the application of the method.
- Cal Assault vs Gal Assault pre and post change and why post change is a downgrade for the Cal
- Cal Sentinel vs Gal Sentinel (or Min vs Am if you'd rather) and why/how the situation post change is a down grade compared to present.
- Calmando vs Minmando and how the method weakens Cal post change vs Min, relative to current suit stats.
If your concern lies in the role to role balance rather than race to race, that's murkier due to there being shield and armor tankers within every role, but if roles are your concern would you outline Commando vs Scout to show me where the proposal weakens one vs the other in a detrimental and undue fashion, or Sentinel vs Assault with the same case. The key thing to remember in this case is that when comparing roles we must not mix and match, the comparison of roles needs to remain within the same race. If there's a racial concern then use method one from above.
@Thread, this is an open invitation to any participants in this thread, please give me your input here. A reminder in this context however, we are working on a shield balance method so things like rifle balance (which likely could use some polish) are not part of this assessment. Further the assessment is not meant as a short term/stop gap tweak to stats in response to the current player meta (i.e. use trends) but rather a foundation context, as such anecdotal evidence regarding frequency of use of X vs Y isn't relevant here because that's a transient micro view and while useful and relevant for various things we're not at the stage where it is useful here (that would come later once a workable foundation is built).
Cheers, Cross
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Cross Atu
OSG Planetary Operations
5
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Posted - 2015.09.19 15:02:00 -
[9] - Quote
I'll go line by line here because I think there are key aspects to address which your post raises o7
Devadander wrote:I'll make a constructive post.
We all know when we say 'shield tanking..' we mean caldari. I won't try to classify everyone but when I say shield tanking I mean Caldari > Minmatar > Gallente > Amarr which I believe is a key distinction, as this is about providing a unified conceptual foundation for overall game balance, not a light buff to one race due to the current meta situation.
Devadander wrote:So gal and ama need zero change. Minmatar already have the best of all worlds, so no soup for you. They all need to fit within the same system/method regardless of where their raw stat profiles ultimately land. If there's a problem with the stats they can be tuned within the method, if there's a problem with the method not the specific stats then now is the perfect time to address that at a macro (not current meta/numbers) level and find an alternate method. The only non-negotiable aspect here AFAIK is whether or not there is a method in place at all. There needs to be a method, some method. It can be this one, or another, but the prior status of non-unified profiles is something that needs to be moved beyond.
Devadander wrote:I see the desire to keep this fair, and cannot respect it. Shields (caldari) have been SoL for a long time now. Caldari only needs a rework here. Sorry if it hurts your butt. It's not a question of what's "fair" per se, it's a question of having a viable foundation/framework for long term development and polish. Ultimately that should result in a fair and balanced game you are absolutely correct, but this is not about a single step direct redress to the current meta, nor is it about using history to assess which race, role, or sub-combo now deserves their turn to be our shiny new FotM. It is in fact about building something so as to preclude that type of pattern as much as possible.
I have zero racial bias in Dust, I play them all, I have them all to proto in more than one role, my min scout is stronger than people seem to give it credit for, my cal scout is doing quite well for itself, my cal logi cries itself to sleep every night, my manndos all seem "out of breath" a lot of the time, and my Min Assault - even with the semi-recent changes - still kind of laughs at most of the other suits and tells them to HTFU.
But this isn't about hyper-focus on one race, this is about having a foundational methodology so that other things within that, such as possible racial imbalances, can be addressed properly. In essence the question of "is Cal in a good space" comes after this question, not during, before, or instead of. Unless of course - specifically with regards to shields - you have an objection with the proposed racial hierarchy of Cal > Min > Gal > Am. If you object to that then please do elaborate on why so it can be taken into account as part of the feedback process.
There's tons of relevant and accurate feedback out there, and getting it all is worthwhile, but it is not all relevant to every thread or topic no matter how accurate or pertinent it is.
Cheers, Cross
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Cross Atu
OSG Planetary Operations
5
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Posted - 2015.09.19 15:11:00 -
[10] - Quote
Devadander wrote:This thread suggests that all suits have a shield problem, hence the need for normalization..
I think this is the point of disconnect. My motive for advocating - both in this thread and elsewhere - that there be a macro level method for each system is not exclusively about identifying a problem in the current game meta. That is of course relevant, for example if there were an area of balance that seemed spot on I'd likely try to look at it and derive the method already in play.
However, the point is that foundational methodologies are key to further development, they maximize time and effectiveness. I could cite my conversations with CCP Rattati as support for this, but I don't need to evoke the NDA chats to highlight this fact, everyone can see how much CCP Rattati calls for this and moves toward this in his work throughout the last year. One of the most recent clear examples is the Speed to eHP ratio thread he posted.
For the sake of development efficacy having a stated foundational method is important and valuable even if present balance were considered perfect. (Not that it is )
Hence, this thread states that one is needed - because it is regardless of current in game meta, this is as much an out of game concern as an in game one - and invites the community to participate in feedback on establishing that required method. Almost everything is up for debate when it comes to the particulars, but due to the nature of structured development I assure you there will be a method put in place even if the community and CPM remain utterly silent on the issue, as such I'd rather we all collaborate now so as to have our input involved.
Cheers, Cross
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Cross Atu
OSG Planetary Operations
5
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Posted - 2015.09.19 15:30:00 -
[11] - Quote
Devadander wrote:Cross Atu wrote:I'll go line by line here because I think there are key aspects to address which your post raises o7 Devadander wrote:I'll make a constructive post.
We all know when we say 'shield tanking..' we mean caldari. I won't try to classify everyone but when I say shield tanking I mean Caldari > Minmatar > Gallente > Amarr which I believe is a key distinction, as this is about providing a unified conceptual foundation for overall game balance, not a light buff to one race due to the current meta situation. Devadander wrote:So gal and ama need zero change. Minmatar already have the best of all worlds, so no soup for you. They all need to fit within the same system/method regardless of where their raw stat profiles ultimately land. If there's a problem with the stats they can be tuned within the method, if there's a problem with the method not the specific stats then now is the perfect time to address that at a macro (not current meta/numbers) level and find an alternate method. The only non-negotiable aspect here AFAIK is whether or not there is a method in place at all. There needs to be a method, some method. It can be this one, or another, but the prior status of non-unified profiles is something that needs to be moved beyond. Devadander wrote:I see the desire to keep this fair, and cannot respect it. Shields (caldari) have been SoL for a long time now. Caldari only needs a rework here. Sorry if it hurts your butt. It's not a question of what's "fair" per se, it's a question of having a viable foundation/framework for long term development and polish. Ultimately that should result in a fair and balanced game you are absolutely correct, but this is not about a single step direct redress to the current meta, nor is it about using history to assess which race, role, or sub-combo now deserves their turn to be our shiny new FotM. It is in fact about building something so as to preclude that type of pattern as much as possible. I have zero racial bias in Dust, I play them all, I have them all to proto in more than one role, my min scout is stronger than people seem to give it credit for, my cal scout is doing quite well for itself, my cal logi cries itself to sleep every night, my manndos all seem "out of breath" a lot of the time, and my Min Assault - even with the semi-recent changes - still kind of laughs at most of the other suits and tells them to HTFU. But this isn't about hyper-focus on one race, this is about having a foundational methodology so that other things within that, such as possible racial imbalances, can be addressed properly. In essence the question of "is Cal in a good space" comes after this question, not during, before, or instead of. Unless of course - specifically with regards to shields - you have an objection with the proposed racial hierarchy of Cal > Min > Gal > Am. If you object to that then please do elaborate on why so it can be taken into account as part of the feedback process. There's tons of relevant and accurate feedback out there, and getting it all is worthwhile, but it is not all relevant to every thread or topic no matter how accurate or pertinent it is. Cheers, Cross Thank you sir. I agree with the order no doubt as far as effectiveness and supposed to have. Just feeling like more regen is not going to be a boon. However, if its just the beginning I guess we have to start somewhere. Threshold, if it can be tuned per race, could be a good next step. I have a phone pic of a 99m kill on me from a militia CR and he was the only one shooting at me as I ran to redline depot to refill. But I still feel strongly on the caldari receiving a fitting bonus to make the modules shine when the pure shield race fits them. Idk, either way, here nor there, thanks for being you and knowing how to shut me up xD I had not considered the idea of a racially tuned threshold but it is a good one that could further tune racial shield balance. I've no idea of the tech feasibility but I'll see if I can find out o7
A fitting, and/or efficiency bonus for racially relevant mods (shields for cal, biotics for min, armor reps for gal, plates for ammar) does seem conceptually sound. It is my understanding that the current tech in Dust limits our ability to directly apply this method however the mechanics that support it are valuable enough for both racial and role balance that I've advocated a change to the current iteration of code if at all possible. I do not know how labor intensive such a change might be so have no idea if/when we might see it but I'm hoping it is something that will be on the table in days to come.
Thanks for the constructive responses, I know it can be hard sometimes to frame ones thoughts clearly and more than that forums can be kittening frustrating in their nature, and the 'tone' of text readily lend itself to distortion of the writers intent. So no worries mate, I'm glad you stuck it out with me till we could get to the heart of the ideas we both brought up here. And again, thanks for mentioning that shield delay idea, the more tools in the box the better IMO
Cheers, Cross
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Cross Atu
OSG Planetary Operations
5
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Posted - 2015.09.19 15:31:00 -
[12] - Quote
Adipem Nothi wrote:Cross Atu wrote: @Thread, this is an open invitation to any participants in this thread, please give me your input here.
o/ Cross Here's an alternative method: Google DocDespite what the bubble chart on Page 1 suggests, there is in fact a clear progression in current shield stats. Present values were not assigned at random. The Google Doc above attempts to clean up the existing progression to make it more clear (labeled Step 1), and then it achieves the target inverse relationship between Recovery and HP potential (labeled Step 2). This model diverges most evidently from Aeon's in that a more logical framework is established without substantial buffs to shield performance of Armor Tankers. This isn't a comprehensive solution, rather (like Aeon's model) this is a framework upon which to build. Here ladies and gentleman is a merc that knows my fondness for data and spreadsheets. Thank you for the doc and the link, I'll dive into it here shortly. o7
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Cross Atu
OSG Planetary Operations
5
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Posted - 2015.09.19 15:33:00 -
[13] - Quote
Varoth Drac wrote:So I put down some example numbers for my shield regen proposal: Shield regen proposalThis is based on the following principles: Racial shield regen stats: Caldari - 30hp/s 5s delay. Minmatar - 25hp/s 6s delay. Gallente/Amarr - 20hp/s 7s delay. Scouts get 50% superior shield regen and delay. This is to facilitate stealthy hit and run combat. Sentinels get 20% superior shield regen and delay. This is to facilitate defensive combat. You will notice from the highlighted buffs and nerfs, that this design results in little change to most suits, except for commandos (especially Caldari) which get buffed. More specifically, sentinels and logis get their regen rate buffed slightly, but their delay nerfed slightly at the same time. Minmatar scouts get their regen nerfed, but their delay buffed. Caldari sentinels recieve a small buff to regen rate. In my opinion this provides a sensible and neat design principle, resulting in very little change to actual balance. With the exception of commandos, particularly Caldari, which get their shield regen buffed. Armour shield balance can be addressed separately. I suggest buffing shield regen mods, since this would specifically target medium and heavy shield tankers, who are the ones that need a buff. More links (yes I'm reading this page from the bottom up xD ) thank you for the break down, I look forward to checking it out.
o7
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Cross Atu
OSG Planetary Operations
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Posted - 2015.09.19 15:47:00 -
[14] - Quote
Adipem Nothi wrote:Devadander wrote:Adipem Nothi wrote:Cross Atu wrote: @Thread, this is an open invitation to any participants in this thread, please give me your input here.
o/ Cross Here's an alternative method: Google DocDespite what the bubble chart on Page 1 suggests, there is in fact a clear progression in current shield stats. Present values were not assigned at random. The Google Doc above attempts to clean up the existing progression to make it more clear (labeled Step 1), and then it achieves the target inverse relationship between Recovery and HP potential (labeled Step 2). This model diverges most evidently from Aeon's in that a more logical framework is established without substantial buffs to shield performance of Armor Tankers. This isn't a comprehensive solution, rather (like Aeon's model) this is a framework upon which to build. The 8 second depleted on calmando needs to go away. I did notice that shield delays were abnormally high for the Commando class. If there isn't a good reason to keep them high, I'd absolutely support moving them closer in line with that of Assaults.
This underscores one thing that's useful to keep in mind with conceptual methods. Cal > Min > Gal > Am ^Method But the margins between each step of the method are another question entirely. We need rational, and usually will start out with a more regimented alignment closer to 1:1, but that doesn't mean it has to, or is planned for, staying that way.
Margins can make all the difference in the world.
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Cross Atu
OSG Planetary Operations
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Posted - 2015.09.19 18:58:00 -
[15] - Quote
Starting with the conceptual macro here's what I'm seeing, please correct me if that is not representative of your intent.
Varoth Drac
- Race: Cal > Min > Gal/Am
- Role: Scout > Assault/Logistics/Commando/Sentinel
Adipem Nothi
- Race: Cal > Min > Gal/Am
- Role: Scout > Logi > Assault/Commando > Sentinel
Now, considering the discussion we've had of margins and how important they can be I am interested if either of you are completely dedicated to the hard and fast X=Y or if marginal degrees would address your inclinations, something along the lines of W>>X>Y>Z
If so what degrees of separation, at a conceptual level, are desired/acceptable and why. If not please elaborate on why in your view the aspects listed as equal must retain identical state profiles to maintain a conceptually sound method.
Numbers are wonderful for illustrative purposes, so please feel free to keep them coming, but also bear in mind that we're addressing the conceptual macro level right now not specific stat profiles so please frame your input accordingly
@Thread, I'd love to renew my invitation for anyone to jump in and participate here, generally speaking the more constructive feedback the better. o7
Cheers, Cross
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Cross Atu
OSG Planetary Operations
5
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Posted - 2015.09.20 15:18:00 -
[16] - Quote
Varoth Drac wrote:But anyway, the exact numbers required to bring balance isn't the point of the thread.
It sounds like you are in agreement with shield regen being Caldari > Minmatar > Gallente/Amarr, that's good. What about Scout > Sentinel >(or =) Assault = Logi = Commando ? At least as far as base stats go. With modules recovery time should be Scout = Assault = Logi = Commando = Sentinel, but with scouts fitting no regen mods, and sentinels fitting more than the others. I see even more clearly now where you're coming from. Just so we're on the same page the base method in the OP and the things presented by the CPM assumes the case of frames prior to the addition of mods, as such I think our outcome cases once mods are included would likely be closer in nature than may have been previously assumed.
Great continued discussion o7
Cross
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Cross Atu
OSG Planetary Operations
5
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Posted - 2015.09.20 15:19:00 -
[17] - Quote
Vesta Opalus wrote:Doc DDD wrote:Ratatti et al actually agreed to NERF SHIELD REGEN on shield vehicles as they thought the stat was OP.. Now no one sensible uses shield vehicles outside of the redline.
Its worth noting that the regen nerf is probably not the reason shield tanks arent used anymore, more likely the problem for shield tanks is that armor tanks are way, way better. Double (passive) repped double hardened Maddys are just too potent at present, they're going to need a touch up (I advocate the shift to active reps personally, but that's an entire discussion of it's own)
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Cross Atu
OSG Planetary Operations
5
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Posted - 2015.09.20 15:30:00 -
[18] - Quote
Varoth Drac wrote:TL/DR - All fitted racial suits should have similar recovery times. - Heavier suits should fit more regen, lighter suits less regen. - Therefore base regen rate progression should either be light > heavy > medium (like now), or light > heavy = medium (like my spreadsheet). See below for current recovery times and associated fits. Cross Atu wrote:Varoth DracIf so what degrees of separation, at a conceptual level, are desired/acceptable and why. If not please elaborate on why in your view the aspects listed as equal must retain identical state profiles to maintain a conceptually sound method. Numbers are wonderful for illustrative purposes, so please feel free to keep them coming, but also bear in mind that we're addressing the conceptual macro level right now not specific stat profiles so please frame your input accordingly Cheers, Cross If I'm interpreting you question correctly, I think you are asking why I am proposing Heavy = medium < light. This is a difficult question to answer properly, and I'm sorry for taking a long time to respond. My thinking is this: "In general, after fitting modules, all racial suits should regen their shields in approximately the same time period." This is the key principle. I do not agree that heavier suits should regen shields more slowly. And I am referring to the time it takes to return to full shields, rather than regen rate. This means heavies should have a faster regen rate, as they have more hp to regen. However what does need to be taken into account is the modules fitted on these suits. Hp mods, being set values, are more suited for lighter suits, whereas regen mods are more suited to heavier suits, who have the native hp already. It then follows that heavy shield suits will fit mainly regen mods, medium suits will fit a mix of hp and regen, and light suits will fit only hp (I'm just talking about tanking mods here, obviously they will fit other types of mods as well), in order to all achieve approximately equal shield regen times. This is approximately the situation we have now. Consider these three fits: Caldari SentinelCaldari AssaultCaldari ScoutThe time to regen full shields on these fits, assuming starting a 1 shield hp, so using the non-depleted shield delay: Sentinel = 10 seconds Assault = 11 seconds (could easily be fit with another energiser for faster regen) Scout = 10.6 seconds All three suits regen in a very similar timeframe. You may ask, why should scouts not have to fit regen mods? The answer to this is two-fold. Firstly, this is the way they are balanced. If you reduced the native scout regen, to maintain their ability to regen quickly they would have to swap hp for regen mods, thus reducing their overall effectiveness. You could swap the native regen for some more hp, assuming scout players would fit regen. This leads us to the second problem though. Players probably wouldn't do this. The static value nature of hp mods makes them more worthwhile on low hp suits. Scouts would probably sacrifice their quick regen, hit and run ability in order to stack more hp. This is a problem because you then lose some of the identity of the suit. The imposed sacrifice of hp for regen forces scouts more into their correct role of stealthy hit and run. Thus I don't recommend changing this. On the other end of the scale, why should sentinels fit more regen mods than hp? Bear in mind I'm just talking about shield sentinels here, as the remote reps for armour make armour sentinels a different case. Anyway, much like how hp mods are very effective on light suits, they are less effective on heavies. For example, a complex shield extender provides a 20% shield boost to a Caldari assault, but only an 11% shield boost for a Caldari sentinel. Whereas regen mods are more worthwhile as you have more base hp to regen. I guess this leads me to advocating the current shield regen progression of scout > sentinel > assault. Though I thought that heavy = medium < light was simpler and more in line with what others had suggested, hence my earlier proposal. I don't think that sentinels should take longer to regen shields than other suits, assuming they are properly fitted out for shield regen. Reducing their regen slightly to that of an assault may hurt this. However, as I would argue the shield/armour balance should be addressed by looking at shield regen modules, any buff would help sentinels more (assuming they follow the paradigm of fitting more regen than lighter suits), and therefore would offset this potential slight nerf relative to lighter suits. It's worth noting though, that currently assault and sentinel shield regen is quite similar, and my proposal for a neater heavy = medium regen model, only really results in a minor nerf to the Caldari sentinel. 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 i...
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Cross Atu
OSG Planetary Operations
5
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Posted - 2015.09.20 15:31:00 -
[19] - Quote
Aeon Amadi wrote: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 lol, it did get a bit rowdy at times last night didn't it?
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Cross Atu
OSG Planetary Operations
5
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Posted - 2015.09.20 15:47:00 -
[20] - Quote
Thaddeus Reynolds wrote:Mina Longstrike wrote: Getting into a discussion of the modules themselves, while in theory HP should = HP shield dropsuits pay much more in terms of fitting costs for their individual points of hp (and take much more damage from anti-shield weaponry)... and the existence of modules that provide 'cheap hp' and functionally don't have drawbacks like reactives or ferroscales complicates matters a great deal. I know you guys don't want to discuss armor modules here, but I think that's somewhat wrong because in truth they ARE part of the issue. Lower health pools with higher proportional damage intake plus higher fitting cost per point of hp and it's easy to see why people find them weak.
So much this. I've been doing an examination of shield vs armor modules for a while, and came up with something I call "Fitting Power," to examine the total combined cost of fitting modules, and the benefit given for those modules. The data is in this spreadsheet. This should demonstrate some of the problems that shield is having module side compared to armor, and should demonstrate where stick style dual tanking fixes should fall. Mina Longstrike wrote: When comparing shield tanking to armor tanking, often the biggest issue is that armor NEVER stops repping and with some of the buffs to armor repairers their reps can often be in the 20-30hp/s range, which is as good as or better than some shield recharge values if shield isn't interrupted: and as I've demonstrated with numbers in a previous thread discussing inhibition values almost everything stops shield recharge even well outside of its optimal.
Which is a big problem I've had with the shield delay mechanics in dust since...well...I tried to go as a Caldari suit back in beta. In addition to being able to stack high repair rates that cannot be stopped, armor has a number of choices of support equipment, some of which does not require another player to assist them with provided their suit has equipment slots (looking at you nanohives). Another problem we're facing in this discussion is that for shields to work properly, they need both excellent stats on suits and modules, whereas armor only really needs their modules to be effective. Some Regen Numbers I spitballed back in the first thread Both of you guys are on to something here, but allow me to interject. We're not looking to make HP=HP so much as eHP = eHP such that shields and armor still provide some unique value and flavor. The % value of many shield mods aids in this, but also requires a more solid and predicable baseline to work from so that mods can be made properly potent for shield users while not becoming utterly OP and still retain the fidelity of Dusts' user choices so if someone want's to make a sub-optimal once off shield amarr fit they can do it and get some value from their mod slots, just nothing that would compete with the Cal.
I talk a lot about margins in this thread and I highly advocate that no two races or roles be pinned as identical because that removes possible knobs for tuning balance. However not all margins have to be, or should be, on a 1:1 basis. To grab some simplified fictional numbers you could have Cal > Min > Gal > Amarr that equals 4 > 3 > 2 > 1 or you could have 7 > 4 > 2 > 1. Both of the listed numbers are still within the conceptual framework as presented, the key element of difference then is that the framework allows some fine tuning down the line, where as if the method is build around X = Y at all times, then there is simply less room for fine tuning and balance work in the long term becomes a more tricky prospect.
At present buffing a % mod has results that are somewhat quixotic, with a solid method in play we'd know that a % buff to the effect of an energizer (as a random example) would net a 10% gain in all use cases but would keep races and roles within their respective relative positions regarding shield potency. Thus we could begin to tune shield balance without having to look at a question of race balance and role balance for each and every change.
The foundational method makes the situation easier to assess and address.
~ Cross
ps - I continue to be a staunch advocate of a shield transporter in game, I think it would be a positive aspect for game diversity and I address the situation in that light, I mention this because it is not only a stance but a bias and I feel it important to note those clearly whenever possible. We all have them, it's just a matter of owning them so we can have useful rational discourse.
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Cross Atu
OSG Planetary Operations
5
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Posted - 2015.09.20 16:00:00 -
[21] - Quote
Aeon Amadi wrote: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: I know! I need to level up 'NDA and secret keeping' again, it seems as a 2nd term'er on the CPM I'm getting forgetful in my old age
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Cross Atu
OSG Planetary Operations
5
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Posted - 2015.09.20 16:27:00 -
[22] - Quote
Varoth Drac wrote: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
Just to check, did I successfully explain why I'm in favour of scout > sentinel > commando = assault = logi? I hope I've explained why I feel this is preferable to the OP's suggestion of scout > logi > assault > commando > sentinel. I've also explained a method of working out the relative levels of base shield regen that should be applied to each role, i.e. fitted suits should experience similar recovery times. I believe you did, but you also mentioned you were including the use of fitted mods in your outline correct?
Where as the OP does not include fitted mods in the outlined concept and saves the inclusion of their effects for the following step.
If I have misread your intent and you instead advocate that without mods fitted the relation should be scout > sentinel > commando = assault = logi then please correct me.
Further I will reiterate that while in some cases I could fully support the margins being very small, I do not support a hard and fast X must equal Y method because it constrains fine tuning balance during further development.
As an illustrative example I could support conceptually placing gal and amarr shield regen within 0.1 of each other, but I would not support a methodology that called for them to remain at all times identical to each other. The same is true for roles, we can push the margins and I am totally open to that discussion, but a hard and fast rule of 'these roles much always remain equal' is something I find too conceptually limiting to be supported.
Thanks for your continued participation Cross
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Cross Atu
OSG Planetary Operations
5
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Posted - 2015.09.20 16:55:00 -
[23] - Quote
Varoth Drac wrote:TL/DR - All fitted racial suits should have similar recovery times. - Heavier suits should fit more regen, lighter suits less regen. - Therefore base regen rate progression should either be light > heavy > medium (like now), or light > heavy = medium (like my spreadsheet).
Just to do a deeper dive in case we're not on the same page.
When defining a suit as "fitted" are you assuming all H/L slots using mods of the same value and being completely filled with tanking mods? Are you assuming a given % of total slots being fitted with tanking mods (as total H/L slot count differs between roles)?
You are defining recovery time as "time it takes to get from 0 HP to full HP" correct? If so is it acceptable in your estimation for that recovery time to be varied in the case of roles or suits that fully buffer tank rather than fit any regen mods?
What ratio of regen mods to buffer mods (and which mods) are you assuming are used?
To make this more tangible, under your proposal what would the fits look like for a Cal Mando and a Cal Assault so that their fitted values ultimately equate?
You do note a guideline for this in your second point, Heavier suits should fit more regen, lighter suits less regen. but the question becomes how are we balancing that. Is one energizer slot on a heavy meant to equal one extender slot on an assault?
What is the base regen rate (HP/s) per buffer rate (raw HP) ratio needed to provide an equal method - considering that extenders are raw HP and regen mods are % based - and how do we account for each role having a viable place within the speed vs eHP curve if suits with higher base buffer HP are also slated to have higher base regen rates?
I know this is quite the pile of questions so allow me to be absolutely clear that they are sincere questions not just a pile of "?" meant to smother alternate ideas. I may not see the path with all of these myself but you are much more firmly acquainted with your idea and thus I rely on you to illuminate it for me (as to the questions themselves they are the kinds of things which the CPM wrestled with prior to coming to the conclusion that a fundamental method was needed so that mod balance could be adequately addressed).
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Cross Atu
OSG Planetary Operations
5
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Posted - 2015.09.20 19:25:00 -
[24] - Quote
Vesta Opalus wrote: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. [/b]
Cheers, Cross Are there any plans to look into the disparity of equipment? Availability of triage hives and rep tool support is a real spoiler that takes away the one advantage shield suits (at least currently) have, primary tank repair speed. Yes, I've been chewing on an overhaul of equipment which very much includes considerations of adding shield based support actions. It was not included in the above rough list because 'the equipment stuff' and 'the shield stuff' has sort of been mentally in differing 'stacks' for me. (I do however remain aware of their implications for each other and as recently as today was commenting on this very subject to my fellow CPM members)
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Cross Atu
OSG Planetary Operations
5
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Posted - 2015.09.20 19:31:00 -
[25] - Quote
Thaddeus Reynolds wrote:Cross Atu wrote: The foundational method makes the situation easier to assess and address.
Which seems to be what people aren't getting. As I understand it, this thread is about finding a foundational method that makes more sense than the other ones, so we have a predictable framework to work within Spot on.
Lots of folks seem to want to, understandably, jump in with both feet and start tweaking actual numbers and applying mods to fits with a layer of racial or role bonuses.
All of these things are absolutely relevant, there's no real question of that, but trying to tackle everything at once - as opposed to working one step at a time from macro to micro - is largely responsible for the various issues of imbalance seen during Dusts history.
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Cross Atu
OSG Planetary Operations
5
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Posted - 2015.09.20 19:47:00 -
[26] - Quote
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.
Yeah if shield suits are not able to hold a viable place then balances is skewed. Equally, if 1 merc (running shields, or armor, or a pink bunny suit, doesn't matter) is as potent as 2 mercs running an alternate fitting type then we still don't have balance.
Having the possibility of shield support actions thus becomes rather important because then it's down to player and team choices which options to bring to the field. It's opportunity cost.
Currently there's some degree of catch 22 in that if a squad of 4 shield based mercs can't stand against 4 armor based mercs 1-2 of which are support then there's clearly not functional balance.
However if 1 shield based merc can stand against 1 armor based merc with reps (meaning the shield merc is winning a 2v1) then there is also not functional balance.
It is also why the first step, the codification of a clear conceptual method, is so vital and cannot be done within the context of tweaking current numbers especially on mods etc It is needful to break it down into it's simplest possible state and move upward from there into details which will tune things. Honestly almost any number set is going to end up being altered after its actual in game effects are seen, so getting caught looking for the perfect set of numbers prior to deployment will likely just bog down making any changes at all.
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Cross Atu
OSG Planetary Operations
5
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Posted - 2015.09.21 01:00:00 -
[27] - Quote
Breakin Stuff wrote:Varoth Drac wrote:Meh, maybe it will all be fine.
If scouts need buffing CCP could always role back some of the cloak nerfs a bit.
If sentinels need buffing CCP could always role back some of the HMG nerfs a bit.
If shield tanking needs more of a buff, there are ways.
Maybe people won't dual tank. dual tanking will always be a thing unless doing so is directly penalized. I've suggested doing so, but I'm outvoted. I have long held that the worries about duel tanking are drastically over stated and are usually attempting to solve a problem by attacking the symptom.
There are primarily two major reasons why people duel tank. 1) Relative TTK is too low for their tastes (their own at least, I'm sure many of them would happy if a higher TTK applied only to them and not everyone ) 2) There's little to nothing of equal worth to fill those H/L slots with.
Duel tanking is in many cases less about tanking and more about having no other useful option. The Min suits can fit other mods relatively well in some cases because they are already high mobility suits. Some fits (min or otherwise) will indeed stack damage mods, but there's a penalty to stacking them and they only fit in the high slots. A subset of suits can meaningful benefit from some of the eWar mods, but only some, others are pretty near useless. The CPU/PG utility mods are employed but they're used to stretch a fitting so you can fill another slot or two, that's fine as far as it goes but it doesn't change end result profiles on fitting emphasis.
The underling situation is that if there were H/L mods of equal value you wouldn't see such common duel tanking, but honestly for most fits a bit more HP or eHP (regen counts) has more use than the other options on the table and part of that is down to how game play flows. No one enjoys dying without even a chance to respond so players stack HP to avoid frustrating in match experiences. If speed mods, eWar mods, damage mods, hacking mods or a combination there of could provide a lower frequency of frustrating in match moment then they'd be used more, at which point we wouldn't be dealing with this problem because not only would duel tanking be less common, it wouldn't matter if someone made that fittings choice because they'd be giving up something of equal value.
On the other hand if we force the symptom to go away, rather than address the problem, all we've done (presuming the stick succeeds in beating people into new play patterns) is increased average frustration in match and thus decreased the fun of what is, end of the day, a game
As to the quote within the quote more directly my responses are
- I'm already looking at that, when I say equipment I mean I'm looking at all of it
- If heavies need some love we can always give it to them, honestly having a wider range of shield options and more support options seems like it'll directly impact their game play but other things can be tuned if/as needed
- Yes there are ways to buff shield tanking further, and to an extent it is presumed that will be called for. Looking at depleted delays as well as shield mod offerings being next up to bat.
As ever each CPM holds their own views, but also gathers feedback, the other value of threads like this is that regardless of what proposal is passed along to the Devs these threads are in the open forums where everyone can consider the ideas and make their own assessments and the Devs read a whole lot more than they comment AFAIK (look at how often I commented on Rattati's Speed to eHP ratio thread vs his own posts, but he was reading that thread no question) and in the final analysis it is the Dev team which makes these choices, we - the player base - give input that then can become part of the process but the final choice is always down to the Devs.
Thanks for your continued participation, and remember if I or any of my colleges seem argumentative at times, well, we argue with each other too so aside from debating us on topics which are under NDA being in this thread is pretty much like being in a CPM meeting. We're pretty unfiltered as a group, what you see is what you get
Cheers, Cross
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Cross Atu
OSG Planetary Operations
5
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Posted - 2015.09.21 01:04:00 -
[28] - Quote
DeathwindRising wrote: im also wondering about the overall design here. regarding caldari suits mostly, their slower suits need more regen than the more mobile suits
True, the Speed to eHP ratio should be maintained, slower suits need more relative net eHP than faster suits as has already been established by CCP Rattati and is a design intent proposals moving forward need to work within.
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Cross Atu
OSG Planetary Operations
5
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Posted - 2015.09.21 03:00:00 -
[29] - Quote
Gents I can debate you both, I have and I'm sure I will again, but I'm going to be a bit firm in this instance and say it's time to go back on topic now rather than later, fair?
Honestly in many ways there seem to be only minor differences in view on this subject - considering that as stated near the start of the thread the numbers were meant as placeholders not final values - mods would be the next layer.
Fair warning to all concerned (warning? maybe just notice) I'm going to try to start fighting my way through massive thing that is equipment soon, and collage is still a thing, so I may be much less active on the next step of the shield rework.
The key aspect however is the point I've been reiterating since the Speed to eHP curve, have a universal method, apply it, scale as needed.
And remember, no play survives first contact
Cheers, Cross
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