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RedBleach LeSanglant
Immortal Guides Learning Alliance
894
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Posted - 2016.01.16 01:45:00 -
[1] - Quote
I fully support this idea. The disparity is to great a divide between players and the gear (modules, EQ). I would like some CPM attention on this, even if it is to say that they are working on it. Especially since all these changes are server side and therefore much more manageable. I'll take another look at the documents presented here to double check the numbers, but I like it so far - and well done; CCP likes to have the ideas already hammered out before the presentation to allow for an easy slip into a hotfix.
The Logi Code. Creator, Believer, Follower
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RedBleach LeSanglant
Immortal Guides Learning Alliance
896
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Posted - 2016.01.21 21:48:00 -
[2] - Quote
Taking a second look I still support the idea, but I feel that the gap is still too great. 50% difference is a huge percentage, even though on some modules we are looking at small numbers. Any thoughts on a 40/20 or 30/15? I guess I see it more in the view that each tier should offer a small advantage, not a full 50% from the STD... but maybe it is just my mind latching on to the percentage more than the actual number increases. I thought a second look would be good enough but it may require a third.
... after moving past the %
I prefer the 50/30, without further discussion about actually adjusting each particular module for "reasons"- but just the current power differences. To match the pricing structure to performance a bit better I like the 50/30 or even a 50/35. Simply because I think this is what we see most often in the tech markets. Video cards, for example, a basic one will work ($300 for a GTX780). The next step up will get you a whole lot more - like the commonly purchased gamer video card ($600 GTX970). But the Premium will be a hell of alot more expensive but only offer a small increase in performance ($1200+ GTX Titan Z). You can see the same with cell phones and cars... only the specialists, technophiles, and those with the finances to purchase the new and the best do, the masses wait for the STD and the hobbyists get the ADV.
This could also lead to more use of ADV gear... something CCP has been wanting to see. Less Pro or STD but a useful shift in module use. Though all the data is easily clouded by the ISK imbalances - but that is another topic altogether.
I did not see any adjustments to to the CPU/PG that was hinted at... that may be another topic. Nevermind.
The Logi Code. Creator, Believer, Follower
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RedBleach LeSanglant
Immortal Guides Learning Alliance
898
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Posted - 2016.01.22 02:32:00 -
[3] - Quote
Shaun Iwairo wrote:Check out the link in my sig for the numbers on this topic.
0.0 That thread was quite a read. 30/20 it is.
The Logi Code. Creator, Believer, Follower
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RedBleach LeSanglant
Immortal Guides Learning Alliance
909
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Posted - 2016.01.30 23:13:00 -
[4] - Quote
Thaddeus Reynolds wrote:It will be tough to pin down an effective ratio to work with, when you're dealing with the low TTK of a shooter...
The difference between tiers needs to be large enough to notice, but not so large as to invalidate the other choices. At the same time, a proto module can't be so large that it breaks the feel of the game...
It might be interesting to look at the range, median, and mean of weapon dps figures to determine how many additional seconds of life a plate provides, and work from there...determine the max time a plate should increase TTK by, determine a minimally acceptable TTK increase, subtract once for ADV twice for STD...
For sake of argument, let's say a maximum TTK increase from a plate was 2s, and a minimally acceptable increase was .25s, under this the STD plate would increase TTK by 1.5s, ADV by 1.75, and PRO by 2. There are other methods to go about balancing things than percentages, percentages just lend themselves well to being easy to compare across disparate categories. Non-percentage is fine, provided the methodology Akers sense, and is used consistently for all modules of a given type (in the example given, HP modules should be balanced similarly).
As for the SP gap...questions there are a bit harder to answer...Module efficacy increases are difficult to examine, or balance properly when combined with tiered modules...Module efficiency on the other hand is easier to work with (where the skill modifies fitting cost) in a tiered module system.
Good points, all. While it is not my intention to invalidate the work that has gone before by Apediem Nothi and others with the spread sheets I believe that there is not a quick and easy ratio that will work across the board. I agree with your comment about finding the points of increase where there is noticeable difference or advantage and that each type should be adjusted in its own bracket. The ratio that worked for shields may not work for the scanning modules or vice versa because the jumps may be too insignificant or to great... ALL of that to say that I agree - but I don't have the time to work this out right now. :(
I like the idea of reworking the skill tree, bigger advantages up front. Perhaps even compressing the benefits from a 25% total to a 10 or 15% for some of the skills that increase HP (efficiency and base) - and maybe damage. Look at a 5, 4, 3, 2, 1% benefit for each efficiency so that the newbro would see an immediate jump in the first few levels, and then really have to grind to max out the skill just as everyone does. As was stated before, narrowing that gap would make it easier to rework the module gap as the SP disparity directly affects the HP disparity. Smaller jumps, compressing the power gap. That may be enough to start solidifying the new players is staying for the 2 week mark where they become lifers.
The Logi Code. Quiet Ally to CPM2
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RedBleach LeSanglant
Immortal Guides Learning Alliance
928
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Posted - 2016.02.26 00:59:00 -
[5] - Quote
Shaun Iwairo wrote:RedBleach LeSanglant wrote:Look at a 5, 4, 3, 2, 1% benefit for each efficiency so that the newbro would see an immediate jump in the first few levels, and then really have to grind to max out the skill just as everyone does. Just so we're clear, for say the Shield Extender skill it would give: +5% module efficacy at LVL 1 +4% module efficacy at LVL 2 +3% module efficacy at LVL 3 +2% module efficacy at LVL 4 +1% module efficacy at LVL 5 If so, I really think this is a great idea.
Thanks :)
Sorry for the late reply, worked has kicked my butt.
The Logi Code. Quiet Ally to CPM2
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