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Aeon Amadi
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Posted - 2015.10.17 20:24:00 -
[1] - Quote
This is something the CPM has been discussing since before Hotfix FoxFour, as indicated by CPM Breakin Stuff's "CPM Show 'n Tell" thread. One of the main issues that we seem to have an overall consensus on is that officer weaponry is far too prolific.
Passive Generation of Officer Weaponry through the warbarge is perhaps too powerful and easy. Once properly set up a player only needs to log in to obtain the most powerful weaponry in the game. The reduction or removal of officer weapon output through the warbarge to result in a higher experimental weapon output is perhaps a quick solution but there is some concern that we'd only be replacing passive generation of one powerful type of weapon with another. If the issue is the passive generation of powerful weaponry, then the removal of one or the other (passive generation or powerful weaponry) may be necessary.
However, on the other side of the coin, many players invested a great deal of time, effort, and in many cases real life funding in order to upgrade their warbarge to a point where these elite weapons could be obtained. If we change that aspect of the warbarge we essentially devalue those investments. There are concerns that we'd essentially be pulling a bait and switch by changing these aspects of the warbarge. If there is one thing the CPM feels very strongly about, it is the time and investment of players.
This leaves us at a stalemate. We'd like to bring the discussion to the Dust 514 community and ask your opinions regarding this matter.
How do you feel about the proliferation of officer weaponry? How do you feel about passive generation of those weapons? How do you feel about changes and how they'd affect the investments of players?
Negative Introspection - Aeon's CPM Blog
Skype: nomistrav
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Aeon Amadi
13
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Posted - 2015.10.17 20:30:00 -
[2] - Quote
As a side note, I would like to make an additional comment. Please note that this is my own opinion and does not reflect the whole of the CPM.
I dislike the notion of removal/reduction of Officer weaponry without looking at Experimental weapons as well. I personally feel that making changes to the passive generation of the most powerful weaponry but leaving the second most powerful weaponry open and available still would just be resolving one problem and starting another. In my opinion, players should not be able to freely access the most powerful gear just by logging in and pressing a few buttons. It is unfair to new and old players alike that because someone simply has an upgraded warbarge that they are getting the most powerful weaponry in the game just for logging in. That counts for both Officer and Experimental weaponry.
Negative Introspection - Aeon's CPM Blog
Skype: nomistrav
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Aeon Amadi
13
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Posted - 2015.10.18 00:20:00 -
[3] - Quote
Leither Yiltron wrote:Making the game better by revoking a bad design decision is never a bait-and-switch. In a perfect world these sorts of things wouldn't happen, but in practice everyone is fallible. To be honest, the over-generation has been going on so long as to prevent a significant stockpiling problem anyways.
"There's a problem thing and people have stockpiles of it, so obviously we just need to let everyone keep getting more," is literally the stupidest argument possible. Next thing you know we'll be advocating against nuclear disarmament and anti-proliferation efforts.
-Shrug-
Negative Introspection - Aeon's CPM Blog
Skype: nomistrav
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Aeon Amadi
13
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Posted - 2015.10.18 11:51:00 -
[4] - Quote
Thor Odinson42 wrote:Adipem Nothi wrote:Some Ideas (mostly stolen):
* Reset warbarges & refund 100% of barge components * Subsystem 1 - Mobile Factory: No Change * Subsystem 2 - Market Network: Increase ISK pay EOM (5% per level, max level 10) * Subsystem 3 - Augmented Munitions: Increase max carry capacity (3% per level, max level 10) * Subsystem 4 - Neural Statistics: Increase SP yields EOM (5% per level, max level 10) * Subsystem 5 - Experimental Lab: Outputs Experimental Gear and the occasional Booster
* Disallow Officer Gear in Public Contracts (restricts use to FW and PC) * Increase NPC market buyback price of Officer Gear (encourages removal from circulation) What is the problem with officer gear? I just don't get it. Right now it's hard to find a Bons for less than 500k. A Rattati suit is going for 1.5 mil ISK. If a dude is willing to lose things like that in a pub is that not the ISK sink people have been wanting to see? I don't care what anybody says, gear is not the issue that's harming public matches. We've seen public matches declining in quality for as long as I can remember. There's a problem with participation in public matches. There's no incentive to win so most people give it a shot for a few pushes and then go hide. I'd 100% support removing the ability to run officer in pubs, but it will not change anything in regards to quality of matches. Just as meta-locking or removing proto wouldn't. We could have full tiercide and it wouldn't change anything for players who don't participate.
Just so we're all clear, that is not an ISK sink. An ISK sink is something that takes ISK -OUT- of the economy, not redistributes it. A player purchasing an officer weapon or suit from another player is only redistributing that ISK but it is still in someone's wallet at the end of the day. The only ISK sink we have at the moment is the NPC market and it is not enough to counter the amount of ISK currently in the inflated player economy.
Which is honestly part of the problem, really. Players with more ISK than they'll ever spend (from PC farming, BPOs, etc) can afford to buy officer gear in bulk and basically run it whenever, hence it's proliferation in pubs and such.
Negative Introspection - Aeon's CPM Blog
Skype: nomistrav
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Aeon Amadi
13
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Posted - 2015.10.18 12:03:00 -
[5] - Quote
Thor Odinson42 wrote:Adipem Nothi wrote:Ydubbs81 RND wrote:I'd be ok with the labs only producing experimental gear only and leave the officer gear to strong boxes and salvage. Honestly, I thought that's how it was going to be from the start. IIRC, that's how it was initially designed. We (myself included) complained about the Lab being lackluster, so Rattati dialed up the Officer drop rates. Which seems kind of strange that this was the area they choose to listen to QQ. The DK Market could have driven so much active content. I'm willing to discuss ways to change the way we get the officer weapons, but they are fun and fun is needed in Dust and I think taking it away removes content (trading) that is a big part of keeping people around.
It seems strange to you that it would later become a problem that players would advocate the passive generation of the most powerful weaponry in the game, completely free of cost once invested in, permanently..?
The only thing this "feature" served to do, imo, was entitle the aristocratic players with a free source of powerful gear that they could buy and trade amongst themselves. Given how crazy expensive it is to even -get- the experimental lab, it certainly isn't helping any new players and I'd be hard pressed to believe it's even attainable in any near future for a player that does not spend Aurum on components.
For those that do, it basically just funnels out free ISK for the gear you don't use and offers a disproportionate amount of power with the gear you do use.
Negative Introspection - Aeon's CPM Blog
Skype: nomistrav
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Aeon Amadi
13
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Posted - 2015.10.18 14:25:00 -
[6] - Quote
Thor Odinson42 wrote:Shaun Iwairo wrote:Aeon Amadi wrote:It seems strange to you that it would later become a problem that players would advocate the passive generation of the most powerful weaponry in the game, completely free of cost once invested in, permanently..?
The only thing this "feature" served to do, imo, was entitle the aristocratic players with a free source of powerful gear that they could buy and trade amongst themselves. Given how crazy expensive it is to even -get- the experimental lab, it certainly isn't helping any new players and I'd be hard pressed to believe it's even attainable in any near future for a player that does not spend Aurum on components.
For those that do, it basically just funnels out free ISK for the gear you don't use and offers a disproportionate amount of power with the gear you do use.
I really really agree with what you're saying, but: TBH it's already too late. Even if you stopped new officer gear coming into the game from all sources, they're still going to be a problem for months to come. Look at the quantities available on the Player Trading sub, then imagine how many people have more in their assets but aren't bothered to sell them. Restricting where they come from won't have it's effects felt for ages, so it's going to be a crazy hard thing to get any feedback on in-game and in turn balance properly. Are you aiming to have them not be a viable option in certain game-modes? Pubs? FW? Anything is a viable option when you've got enough ISK, and there's plenty of players that do. At this point trying to balance the prevalence of an item in Dust through rarity is probably not going to work. You're still going to see those items in at least the top end of the battle in all game-modes. Unless, of course, you lock them out. You are correct, introducing fun and an ability to make ISK for the first time outside of exploits of broken and ignored PC mechanics will be hard to put back into the bag. FYI Aeon thinks Apex suits are game breaking, just for some context. Possibly the single best thing to ever happen for newer players and he also dislikes this. This dude is more anti-fun than Soraya was and that ladies and gentlemen is hard to pull off.
I am, if anti-fun is defined as being against a mechanical advantage that allows players to be exempt from the same costs and risk/reward mechanics that players without APEX BPOs must follow. It's different everyone starts with it, or if everyone has the same opportunity with which to obtain it (hence why they were added to the LP store, btw). But even still, the permanent ability to exempt oneself from the rules that must be followed is BS because it creates a barrier that new players -MUST- overcome in order to be as competitive as the players that came before them.
If that is "fun" than it is subjective. Hate to break your heart.
Negative Introspection - Aeon's CPM Blog
Skype: nomistrav
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Aeon Amadi
13
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Posted - 2015.10.18 14:40:00 -
[7] - Quote
Tesfa Alem wrote:Respect your opinions but you guys are going about this the wrong way.
- Officer weapons are rare.
Player Trading made them plentiful in the hands of collectors who spam them. Thats players making lage collections via meta gaming. Don't ignore the effect trade had in making large amounts of proto into the hands of players that afford them. That was determined by the free market, not by the warbarge availability.
- Collecting via the warbarge is hardly passive.
You do not make enough components per day to collect your officer/experimental gear. You'll run out of components simply logging in and collecting weapons then signing out.You have to activley play and finish either missions or salvage warbarge components from matches in order to have enough to collect from the warbarge. I have my exp. lab, and the component factory at level 3.
1) Warbarge produces 600 components every 48 hours
2) Experimental lab cost 1,188 every 48 hours. Produces 6 random experimental/officer gear.
3) Wait 56 hours to collect 48 hours worth of gear with zero 12 components left over or
4) make up the 588 components up through active gaming every 48 hours and via active gaming save unspent componenets fro futre investment.
I reiterate, these are active gameplay rewards rather than passively generated ones.
Which leade me to my next point - The biggest cause of officer weapon production is that there is nothing else provided by the warbarge to invest worth investing compeonents into.
I have the option of investing 10,000 warbarge components:
1) 100 more components per 24 hours, 25 days to earn back
2) A tiny increase of SP (67 million SP whats an extra 1,00 going to do for me?)
3) 1 % of damage.
4) A ferw thousand more Isk
5) Experimental / officer gear which in turn gives me access to trade markets and meta gaming.
Its not even a realistic comparision. There is no levels 6 to save components for and invest into. That leaves the only worthwhile option collecting weapons to trade and enhance the meta game experience.
Have something cool for the remaining, unfinished levels of the warbarge, and you will see player invest more components in other items than just officer gear.
Much better than punishing the entire playerbase for the market forces that lets us use officer in pubs.
May be true for some players, not true for others. From experience, I have my Warbarge set up so that I can get two (2) free weapons from the Experimental Lab and still have Warbarge Components left over. A player that takes the time to set up their warbarge correctly and invests components correctly will 100% be able to make passive gains. We know of one player (not saying names) that uses alt accounts to farm officer gear in this manner.
Officer proliferation is made much easier by the free market, yes, and there is no intention of limiting that. However the sheer amount that is being created and put into the market is cause for concern considering this possibility to exploit being that Dust 514 is a FTP game. Any player that has enough real life money to throw at the problem can create an alt farm and input much more officer gear into the system than is reasonable for simply logging into the game.
Negative Introspection - Aeon's CPM Blog
Skype: nomistrav
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Aeon Amadi
13
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Posted - 2015.10.18 14:51:00 -
[8] - Quote
Tesfa Alem wrote:Ripley Riley wrote:Tesfa Alem wrote:- Collecting via the warbarge is hardly passive.
You do not make enough components per day to collect your officer/experimental gear. You'll run out of components simply logging in and collecting weapons then signing out.You have to activley play and finish either missions or salvage warbarge components from matches in order to have enough to collect from the warbarge. I have my exp. lab, and the component factory at level 3.
1) Warbarge produces 600 components every 48 hours
2) Experimental lab cost 1,188 every 48 hours. Produces 6 random experimental/officer gear.
3) Wait 56 hours to collect 48 hours worth of gear with zero 12 components left over or
4) make up the 588 components up through active gaming every 48 hours and via active gaming save unspent componenets fro futre investment.
I reiterate, these are active gameplay rewards rather than passively generated ones. Tesa, what are you on? Just claim the experimental lab's goods every other day and you still net positive warbarge components. You can speed it up by playing matches, sure, but it is still passive. At level V a warbarge produces 600 components per day, by the way. Veterans have the mobile factory V by now. No more passive than ISK or SP. Technically nobody needs to play to generate either. But if you aint playing you aren't earning enough.
If that were true, this thread wouldn't exist, lol.
Negative Introspection - Aeon's CPM Blog
Skype: nomistrav
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Aeon Amadi
13
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Posted - 2015.10.18 16:03:00 -
[9] - Quote
Varoth Drac wrote:For what it's worth, I think the experimental lab should produce mainly experimental weapons, producing officer only on rare occasions. Perhaps something like 90% experimental, 10% officer. This would be an easy improvement for CCP to implement.
Firstly this makes sense based on the fact that it's called an experimental lab. The experimental lab is the only source of experimental gear. Also, experimental gear should be more common than officer since it is less powerful.
I feel officer gear is a little too prevalent for it's power. I do not think experimental gear is such an issue as it is only a small amount better than proto, whereas officer is a lot better.
As for the wider subject of the warbarge, I think it is unlikely to change much. I am against passive generation of assets. I thought the warbarge subsystems were going to provide a bonus to rewards earned in game, not just give you stuff. I thought the lab was supposed to use components salvaged from battle.
The augmented ammo providing +% damage I am against. This really is getting into pay to win territory. Many people were upset by this when it was released, but accepted it on the basis you could only get a 4 or 5% bonus. Now this has been increased, making it worse.
In fact, I wish the game was devoid of passive bonuses entirely. Skill points giving access to more expensive gear is fine, as you pay for the better gear. But skills that just bonus what you have are bad, and shouldn't have been part of the game from the start. At least they could have given minor advantages, not the major ones we have. This is a large cause of the poor new player experience in my opinion. To be honest, the more in depth I think about this, the more I want CCP to just start again with a clean slate.
By the way. An Apex suit is no more problematic than arum gear. You could always pay money to avoid the risk to your isk wallet. I don't have a problem with this. At least they are only a little better than standard suits. Giving medium frames the hp of an assault would help even the odds for new players.
Sales on the aurum gear, to my knowledge, are so abyssmally low they might as well not even exist. They're just market clutter. That and the fact that LP gear essentially does the same exact thing (but actually requires playing the game!) drives the point home a lot.
Negative Introspection - Aeon's CPM Blog
Skype: nomistrav
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Aeon Amadi
13
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Posted - 2015.10.18 20:01:00 -
[10] - Quote
Varoth Drac wrote:Aeon Amadi wrote: Sales on the aurum gear, to my knowledge, are so abyssmally low they might as well not even exist. They're just market clutter. That and the fact that LP gear essentially does the same exact thing (but actually requires playing the game!) drives the point home a lot.
That's because people don't like to buy something that isn't permanent. I think of Apex suits as being similar to the starter fits. Yes they diminish the risk / reward gameplay. However they don't destroy it. There is plenty of room for escalation and risk vs reward with advanced, proto, experimental and officer gear. Plus vehicles.
Whether or not there is escalation is of no circumstance to the risk/reward of APEX BPOs. You deploy in an APEX BPO, you are exempt from losses. Is there better gear? Yes. That has nothing to do with the fact that you're not spending ISK on the gear you are using and the fact that it is more competitive than Standard and Militia gear. The only items that should be free are the bottom of the barrel, low-end performance.
I don't get irritated when a player kills me with a Militia Ion Pistol in a Starter Suit. I get very irritated when Johnny Nobody kills me with a Prototype Weapon on an APEX Suit.
Negative Introspection - Aeon's CPM Blog
Skype: nomistrav
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Aeon Amadi
13
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Posted - 2015.10.22 21:50:00 -
[11] - Quote
Russel Mendoza wrote:Darth-Carbonite GIO wrote:My opinion, Officer weapons are supposed to be rare, and mean something to you when you use them, as well as those you use them on.
Experimental should stay. While Experimental is more powerful than your average ISK gear, the increase in effectiveness is minimal compared to Officer.
Passive Generation is a bad idea in general, and should be changed. I like you. Your more sensible than the other cpm. Officer gear should not be in a experimental lab. Remove officer gear production. Increase production rate of experimental gear.
For wanting pretty much the same thing, just worded differently?
CPM is far too political, imo...
Negative Introspection - Aeon's CPM Blog
Skype: nomistrav
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