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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
11
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Posted - 2015.09.30 01:11:00 -
[31] - Quote
Tesfa Alem wrote:On the idea of taking officer weapons away from warbarges:
That cuts down on a huge amount of meta gameplay, and definitly hurts player trade. You still need to invest some time and resources to produce officer gear. I like the idea that everyone who has saved thier own resources can produce something valuable. The only reason to trade officer weapons is that you dont have to worry about them becoming so rare that you are better off skilling into that weapon rather than trading them.
Personally, that would wreck my own meta, since i trade officer weapons for suits and skins. Strongbox drops just dont cut it.
Rattati's premise that officer gear should be for top PC corps:
Just, no. Instead of officer weapons being spread out according to the free market, what that entails is creating a marketplace bottleneck where only a relative few well have acess to large amounts OP gear.
That would drag PC's back into its elitist state, where up and commers will have alot of trouble going against a vet PC corp with bons's running about. And those same corps will turn around and stop the crap out of pubs. They have acess and nobody else does. Recipe for disaster that.
Please do not interpret "spitballing" theorycrafting as a statement of intent tesfa.
There is not, thus far, any talk of removing or reducing battle salvage or lockbox weapons. The only reason it's being considered for the barge is the rapidity and comparative effortlessness of harvesting officer weapons from the barge.
My read is that Rattati wants the officer gear most prevalent and easily obtained via PC.
There is no talk about there being "only" PC methods of acquisition. None of us have issue with players being able to acquire as far as I know. But the incredible ease and rapidity of generation in the barge feels a bit much.
It would help player trade by forcing prices for officer gear upward.
But in my opinion officer gear shouldn't be so easily attained that people spam it in pubs without a second thought.
WoW has taught me that Purple means Legendary. This means Quafe suits are the optimal loadout for killing all of you.
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Aeon Amadi
12
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Posted - 2015.09.30 01:15:00 -
[32] - Quote
Tesfa Alem wrote:On the idea of taking officer weapons away from warbarges:
That cuts down on a huge amount of meta gameplay, and definitly hurts player trade. You still need to invest some time and resources to produce officer gear. I like the idea that everyone who has saved thier own resources can produce something valuable. The only reason to trade officer weapons is that you dont have to worry about them becoming so rare that you are better off skilling into that weapon rather than trading them.
Personally, that would wreck my own meta, since i trade officer weapons for suits and skins. Strongbox drops just dont cut it.
Rattati's premise that officer gear should be for top PC corps:
Just, no. Instead of officer weapons being spread out according to the free market, what that entails is creating a marketplace bottleneck where only a relative few well have acess to large amounts OP gear.
That would drag PC's back into its elitist state, where up and commers will have alot of trouble going against a vet PC corp with bons's running about. And those same corps will turn around and stop the crap out of pubs. They have acess and nobody else does. Recipe for disaster that.
Yeah, we're definitely in agreement (at least I am) that officer weapons being put into PC is a bad idea. Positive feedback loops and all that. On the other hand, Officer weapons need to be cut from the warbarge -or at the very least- need to have their spawn ratio toned down dramatically.
Reason being is because, yes, it does take quite a bit of start up funding but once you have it down you can get free officer gear just for logging in. That makes no sense at all considering that everything else from STD/ADV/PRO ISK gear and FW gear must be paid for. Weaponry that powerful needs to be given out with moderation and at the moment it is so prolific that corporations creating leisure stock-piles to just hand out for battles. That probably shouldn't be the case, given that it is literally the most powerful gear you can get.
Varoth Drac wrote:The shield module ideas are pretty good. Please look into the lower tier rechargers, energisers and regulators. The progression from militia to complex is pretty poor.
*edited out the rest. I think I see the CPM's perspective on regulators now. Fitting costs have been balanced here without consideration of regulators. I thought this was a problem, but when I think of the regen delay changes, I see that regulators are being relegated to a minor module to help shield tanking, rather than a main tanking module.
Due to the regulator's ability to discourage dual tanking, I think it's a bit of a shame to reduce it's importance. However I can see how it is easier to balance things in a world where regulators are less significant. I guess the idea then would be that kincats are the shield tanker's equivalent of damage mods, as an assault module that can be fitted without sacrificing tank, to discourage dual tanking.
With this in mind, I like the numbers presented here for modules, having looked at both the regen penalties on reinforced extenders and the new CPU and PG stats for basic extenders. I think the increased fitting cost of reinforced extenders should follow a similar markup as armour plates, so needs to be a bit more costly. A plate costs 50% more than ferro, and gives about 75% more hp. The reinforced shield would give 50% more hp, so should cost about 30% more than normal extenders.
I do wonder though whether the regen penalty on the reinforced extender is enough. Have you considered adding a profile penalty? As well as increasing the sacrifice on all suits for getting the extra hp, it would particularly discourage scouts from using them, who otherwise may get a disproportionately high benefit from them. Don't shields increase profile in EVE?
I think the CPU/PG of flux extenders should be similar to normal extenders, in the same way that reactive plates are similar to ferroscale. For example, a reinforced extender and a fiux extender together give more hp, better regen and a shorter delay than fitting two regular extenders, and costs less PG.
I think you should have a look at some slightly lower hp configurations. Such as 2 rep 3 ferro, or 3 extender 2 energiser. All the examples are pretty high up in the hp scale. It would also be interesting to see the figures using the hotfix regen numbers. Perhaps I'll have a look myself.
Thing about regulators is that while they're designed to discourage dual-tanking, a lot of times they fail at it. Making shield tankers fit regulators by necessity has already proven not to work with the shield extender penalties, it just makes them fit armor plates which are far more beneficial. If we ever want to see regulators (or anything besides armor) we need to encourage the use of those non-buffer modules so that their more beneficial to run than just stacking plates.
Negative Introspection - Aeon's CPM Blog
Skype: nomistrav
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Varoth Drac
Dead Man's Game
1
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Posted - 2015.09.30 06:47:00 -
[33] - Quote
@Aeon - yep, I can see it working. You just let need higher fitting costs on the new modules. And maybe an extra reinforced drawback. |
Tesfa Alem
Death by Disassociation
1
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Posted - 2015.09.30 10:54:00 -
[34] - Quote
Breakin Stuff wrote:
Please do not interpret "spitballing" theorycrafting as a statement of intent tesfa.
There is not, thus far, any talk of removing or reducing battle salvage or lockbox weapons. The only reason it's being considered for the barge is the rapidity and comparative effortlessness of harvesting officer weapons from the barge.
My read is that Rattati wants the officer gear most prevalent and easily obtained via PC.
There is no talk about there being "only" PC methods of acquisition. None of us have issue with players being able to acquire as far as I know. But the incredible ease and rapidity of generation in the barge feels a bit much.
It would help player trade by forcing prices for officer gear upward.
But in my opinion officer gear shouldn't be so easily attained that people spam it in pubs without a second thought.
Sorry if tone seemed a bit off, thats the trouble with typing i suppose. I agree officer in pubs ought to be taken a look at. When players, not just PC players, but financialy smart ones have 100, 150, 200 mil isk in the wallet, how scarce would CCP have to make Officer gear that it would drive the market price up high enough to deter pub use?
Without a sort of meta lock, you would have to seriously cut down on warbarge production.
Creative ways of doing that might mean getting the other sub-systems up and running. Incentivize the players to spread the components out a lot more, instead of just pumping them into weapons.
Perhaps decrease the component costs of tier upgrades, coupled witha similar decrease in warbarge bonus drops. Right now, its either I pump in 10,000 components into a 1% damage bonus increase or just invest in weapons. The grind is so outstanding that it is niether worth the time or the aur to max out the warbarge, when i have something i can trade now, engage in the meta now, and indulge in myself from time to time.
I thinked i just talked my way into explaining why officer gear is so prevalent. Simply no other reasonable option to spend components on. Everybody therefore invests in officer gear, and now officer gear is everywhere.
Redline for Thee, but no Redline for Me.
"I sometimes wonder why I share stuff "- CCP Rattati
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Adipem Nothi
Nos Nothi
16
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Posted - 2015.10.02 01:57:00 -
[35] - Quote
Varoth Drac wrote:Interesting stuff, thanks for sharing.
May I just caution against adding more suit bonuses. The per level bonuses are very bad for new players as they significantly increase the gap between high SP and low SP. I thought it was generally accepted that this gap was too large in Dust already and could do with being reduced not increased.
For example, if you wanted to increase TTK (which I don't think I agree with btw), it would be better to put the hp and regen buffs straight onto the suit base stats rather than make them skill bonuses. ^ |
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
11
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Posted - 2015.10.02 02:14:00 -
[36] - Quote
Adipem Nothi wrote:Varoth Drac wrote:Interesting stuff, thanks for sharing.
May I just caution against adding more suit bonuses. The per level bonuses are very bad for new players as they significantly increase the gap between high SP and low SP. I thought it was generally accepted that this gap was too large in Dust already and could do with being reduced not increased.
For example, if you wanted to increase TTK (which I don't think I agree with btw), it would be better to put the hp and regen buffs straight onto the suit base stats rather than make them skill bonuses. ^ Also an option, but we'll see what comes of it.
Believe it or not the frame bonus proposal has a lot to do with the inability to really differentiate fitting meta and doctrine.
Gallente can't rep significantly more than an identically fit Amarr, and the Amarr are generally supposed to have more raw toughness on their side.
Caldari are supposed to be the shield buffer race while the minmatar go heavy speed and fast recovery a lot.
It was one way to do it, and as importantly, to remove an "sp tax" of skills that do nothing.
Past that, I'm not really interested in dinking around with TTK much. Screw with it TOO much and you get the same problems in the reverse.
But that's also why the bonuses would go to base stats on the suits.
There's a few more "SP Tax" skills that provide no actual benefit, but the frams skills are one of the ones that really hose newer players IMHO, getting dropsuits with no bonuses whatsoever in order to graduate to suits that benefit from actually skilling into them.
Of course, vehicles have similar issues with no-benefit skills where the skills were stripped of bonusing between chrome and uprising.
WoW has taught me that Purple means Legendary. This means Quafe suits are the optimal loadout for killing all of you.
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Varoth Drac
Dead Man's Game
1
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Posted - 2015.10.02 09:37:00 -
[37] - Quote
Breakin Stuff wrote: Also an option, but we'll see what comes of it.
Believe it or not the frame bonus proposal has a lot to do with the inability to really differentiate fitting meta and doctrine.
Gallente can't rep significantly more than an identically fit Amarr, and the Amarr are generally supposed to have more raw toughness on their side.
Caldari are supposed to be the shield buffer race while the minmatar go heavy speed and fast recovery a lot.
It was one way to do it, and as importantly, to remove an "sp tax" of skills that do nothing.
Past that, I'm not really interested in dinking around with TTK much. Screw with it TOO much and you get the same problems in the reverse.
But that's also why the bonuses would go to base stats on the suits.
There's a few more "SP Tax" skills that provide no actual benefit, but the frams skills are one of the ones that really hose newer players IMHO, getting dropsuits with no bonuses whatsoever in order to graduate to suits that benefit from actually skilling into them.
Of course, vehicles have similar issues with no-benefit skills where the skills were stripped of bonusing between chrome and uprising.
I see. The problem with these skill bonuses then, are that they don't really encourage racial fitting, as they just affect the base stats. Also, +20% base shields or armour is pretty extreme, and definitely would be bad for newer players.
How about the following frame skills (which also carry over to the specialised suits):
Amarr: +2% efficacy per level to armour plate modules (includes ferroscale and reactive) Gallente: +2% efficacy per level to armour repair modules Minmatar: + 2% efficacy per level to kinetic catalyser modules Caldari: +2% efficacy per level to shield recharger and shield energiser modules
These would encourage skilling up the frame skills and encourage racial fitting styles by giving bonuses to the modules themselves.
It also doesn't provide such a large bonus as to significantly disadvantage new players. Though it would still increase the divide between the new and veteran players, which is a bad thing.
As for new players and basic frames: In an ideal world I would see the basic frames removed from the game. They are a pointless tax. Even with the buffs Ratatti has given them they are still pretty rubbish, and are a big part of the problem with the power gap between new players and veterans. They also just sound bad. Who want's to run around in a "basic frame" when you could use an "assault" or a "sentinel".
Assuming frames won't be removed because CCP doesn't want to "remove content", they should be made actually viable for a new player. I know they have an extra equipment slot and more fitting, but let's be honest, a new player just wants to shoot people.
Basic medium frames should have the same stats and slots as assault suits (like they used to). You can keep the extra equipment slot, as I like that they are between an assault and a log, but they have to have the hp of an assault. An assault suit then sacrifices it's second equipment for the weapon bonuses and weapon fitting bonuses. This way an assault is still worth skilling into (especially now Gallente and Caldari are getting decent weapon bonuses), but a medium frame isn't at a huge disadvantage, and may even be useful to a veteran due to the second equipment. |
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
11
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Posted - 2015.10.02 18:55:00 -
[38] - Quote
The upshot is the bonuses we picked cant be modified by overstacking similar modules. They are based entirely on the base suit stats..
The other thing to consider is that modifying based off modules doesn't provide even returns.
10% bonus to an armor rep gives about 1 rep per second. Four of them gives roughly 4. That hardly answers the age old question of why racial suits aren't flat better at racial fitting doctrine. 10% to 4 extenders on a calassault would give what, 26-ish HP? Again, that's pretty much a not-bonus.
Finally there are technical reasons why we had to pick skills modifying the base suit stats rather than modules. I dunno if I can go into specifics, so I won't.
WoW has taught me that Purple means Legendary. This means Quafe suits are the optimal loadout for killing all of you.
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Varoth Drac
Dead Man's Game
1
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Posted - 2015.10.03 09:01:00 -
[39] - Quote
Breakin Stuff wrote:The upshot is the bonuses we picked cant be modified by overstacking similar modules. They are based entirely on the base suit stats..
The other thing to consider is that modifying based off modules doesn't provide even returns.
10% bonus to an armor rep gives about 1 rep per second. Four of them gives roughly 4. That hardly answers the age old question of why racial suits aren't flat better at racial fitting doctrine. 10% to 4 extenders on a calassault would give what, 26-ish HP? Again, that's pretty much a not-bonus.
Finally there are technical reasons why we had to pick skills modifying the base suit stats rather than modules. I dunno if I can go into specifics, so I won't. Technical reasons I can't argue with, though we have had module based bonuses in the past.
You just aren't going to achieve what you want without module bonuses though. Giving Gallente more base armour repair is in no way going to encourage people to fit more armour repair on them. In fact it will do the opposite as people fit to reach the optimal middle ground between hp and regen.
And it would still be much better to just add them to the base suit stats rather than making them a bonus. Except this variation is already intrinsic to the suits. Gallant already have more armour repair, Amarr already have more hp. If anything, it's the added speed of the Gallente that encourages regen over the Amarr.
The bonuses I suggested were deliberately light, as they were designed to gently encourage fitting doctrines, not dictate how people must fit their suits. I also didn't want to add too much to the veteran advantage.
I think without module bonuses you should just give up on the idea of further differentiating the races. If you really want to do it, I recommend modifying the base stats in a balanced way. No more bonuses. Reduce Gallente hp in exchange for regen. Reduce Amarr regen in exchange for hp, that kind of thing. No need to power creep everything.
If you are worried about basic frames, just make them good, not a method of skilling up your specialised suits. Pure skill bonuses are bad because they mess up the idea of risk vs reward. You are supposed to have to pay for the advantages you take to the field. A skill bonus gives you an advantage for free. |
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
11
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Posted - 2015.10.04 08:31:00 -
[40] - Quote
I'm going to agree to disagree with you here, Valroth, and leave it at that. While you do bring valid concerns to the table I have to say, for example the gallente bonus you propose, I assert that spending a skill to level 5 in order to gain a .975 HP/sec boost to an armor repair isn't worth the SP.
Part of the idea is to give new players and veterans alike a reason to make bringing the frame skills to 5 worth the SP. the proportions you propose are, in my opinion, not going to make it worth that much.
And at this point, given the way the discussions over the last three years have gone, I believe we can safely assume that no, removing the basic frames is NOT on the table for discussion. I don't even have to ask that question to know the answer to the question that has been asked hundreds of times over.
One of the reasons for a suit bonus rather than a module bonus is that there's a lopsided gain based on module fittings. a 10% hit point gain from armor is disproportionate to a 10% gain from shields. a 10% bonus to speed modules (for example) isn't the same as a 10% bonus to armor repair modules.
Giving the bonuses directly to the suits allows forcing the bonuses to be roughly equal to the races regardless of fitting choices. You cannot do that running across modules the same way it's done in EVE quickly. It's taken CCP YEARS of tweaking to come to some modicum of balance on the EVE modules.
Part of the reason is for ease of toning up (or more likely, down) to even things out, and get the actual racial stylings to some semblance of parity. yes, some people will take a more balanced approach to balancing armor or shield module use with rep rate. But one of the things DUST lacks is a racial theme, a thing that each race, at it's core just does BETTER on a technical side.
The Gallente are supposed to have the best armor repair capacity in New Eden. The Amarr are supposed to have the best armor plates. The caldari are supposed to have the most powerful shields the minmatar strike a odd balance between speed, or recovery, depending on the shift of the meta. In this particular case, it was felt that a recovery buff to minmatar would probably not be as unbalancing as further buffing the speed relative to the other suits.
Applying the frame skill bonuses directly to the base stats of the dropsuits makes it easier to pin down and adjust within a spectrum that isn't dependent upon player fitting styles.
But it's important to have a distinction of what one race does better than the others defensively. The fact that there is no case where a gallente player can build a gallente suit to significantly outrep an amarr suit no matter what his build can be percieved as a problem inherent to the meta. The fact that the Caldari aren't significantly better at shield tanking (overall) than the minmatar can be seen as a problem.
Adjusting that problem with very small bonuses to modules won't fix that oddity.
This is my two cents, but the final decision does not, and never has been in my hands. Until it hits a patch/hotfix, most of this is just crapshoot theorycrafting.
WoW has taught me that Purple means Legendary. This means Quafe suits are the optimal loadout for killing all of you.
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Varoth Drac
Dead Man's Game
1
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Posted - 2015.10.04 11:10:00 -
[41] - Quote
Interesting theorycrafting nonetheless.
I think I understand what you mean about significant racial variation when looking at extreme fittings. I think Caldari and Minmatar are reasonably differentiated, but a Gallente suit fitted with all armour reps won't regen significantly faster than an Amarr suit.
We can agree to disagree about bonuses. Personally I think adjustments to base suit stats to add more racial variety would be much better than bonuses, or you further stack things against new players.
The only reason to make it a bonus would be to make skilling into frames worthwhile. But there are much better ways to do this. To start with you could make the frames worthwhile to run. Secondly, you only need a moderate bonus to make the skills worthwhile, if you were going down that road.
There's no need to kill two birds with one stone. There are two issues. One is racial variety, the other is basic frame skills. Racial variety can done with base stats. With that taken care of you only need mild frame skills to make them worthwhile, limiting the impact on newer players.
And let's not up everyone's hp again and mess up the TTK.
I know you disagree Breakin, I'm glad you are listening though, and that we've been able to have this discussion. Perhaps some of the other CPM, or CCP will see things a bit my way. If any of these issues are addressed at any point. I don't really see it as a priority to be honest (other than medium frame base stat buffs). |
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
11
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Posted - 2015.10.31 01:32:00 -
[42] - Quote
Varoth Drac wrote: I know you disagree Breakin, I'm glad you are listening though, and that we've been able to have this discussion. Perhaps some of the other CPM, or CCP will see things a bit my way. If any of these issues are addressed at any point. I don't really see it as a priority to be honest (other than medium frame base stat buffs).
I've had time to percolate on this for a bit now.
The reason I want to put these on the frame skills is so they carry over to the specialist suits directly, without having to tweak each individual suit, saving some dev time in the process.
But just adjusting (as an example) the gallente heavy frame directly to have +15hp/sec regen (again, as an example) doesn't alter the fact that the gallente sentinel doesn't have the ability to regen faster than an amarr sentinel.
Setting such bonuses that are specific to racial doctrine to the frame skills and having them carry forward to the specialist suits derived from that allow a universal carry-forward of racial doctrine and flavor without having to micromanage all of the different dropsuits individually.
I realize we all have our "perfect world" theories (god knows I do) but the more streamlined the process is dev side, the more likely that we are to see something that we want like that introduced.
Plus it also carries the advantage of only having a single variable to tweak across the board if it turns out OP rather than going in and changing each individual entry.
WoW has taught me that Purple means Legendary. This means Quafe suits are the optimal loadout for killing all of you.
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