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Fox Gaden
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Posted - 2016.04.28 14:44:00 -
[1] - Quote
I would like to see Proficiency in NOVA be based on use of an item, as in gaining proficiency through practice. Proficiency should be a 5 tiered bonus on an item that is leveled up through using that item.
Proficiency level would be based on: - Total Damage done with a weapon type or subtype. (Would be a multiple of the weapon's DPS to normalize it.) - Total number of deployments of a type of equipment (Or possibly total number of times your equipment is used. eg. total number of spawns from your Uplinks.)
The bonus should be moderate so that it does not cause too much of a disparity between new players and vets, but still large enough to reward specialization. (Say 3% damage for weapons, 3% faster spawn times on uplinks, etc.)
The level-up requirements for each tier of Proficiency should be exponential as with Skill tiers in DUST. Eg. Say the damage requirement to reach Proficiency level 1 was 100 times the weapon's DPS (~100 seconds of damage) then the requirement to get from Proficiency 1 to Proficiency 2 would be double that (200 times the DPS or ~200 seconds of damage).
So with these numbers (which may be way too low*): - Proficiency 1: 100 seconds of damage (100 seconds of damage total.) - Proficiency 2: 200 seconds of damage (300 seconds of damage total.) - Proficiency 3: 400 seconds of damage (700 seconds of damage total.) - Proficiency 4: 800 seconds of damage (1500 seconds of damage total.) - Proficiency 5: 1600 seconds of damage (3100 seconds of damage total.)
* I am not sure how much game time it takes to inflict 100 seconds of damage with a weapon, so maybe Proficiency 1 should require 500 or 1000 seconds of damage. Some testing would be required, and then it would have to be determined how long they want it to take for an average player to level up.
If you are confused over what I mean by seconds of damage, imagine a weapon does 300 dps. 100 x 300 = 30,000. So by the time your total damage with that weapon reaches 30,000 you can assume that you have spent 100 seconds with the trigger depressed and a target in your cross hairs.
This would reward players for specializing and inhibit flavor of the month chasing, as there will likely be a new flavor of the month before the people who switched weapons last month get to Proficiency 5.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Fox Gaden
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Posted - 2016.04.28 17:29:00 -
[2] - Quote
Avallo Kantor wrote:As a general design principle an important thing to keep in mind is perceived mobility between play styles. This is to say, that players feel there is a low cost to switching playstyles compared to the costs of staying the course, or quitting the game.
EVE and DUST do this relatively well as it is perceived that if one trains up in the skills needed for a switch in play style (different ship, weapon system, or tanking style for example) all they need to do is plan out and train toward this new playstyle. Other games, generally have some form of obtaining gear / switching skill sets so that players can easily choose a new style if they wish.
Adding proficiency as a function of use increases the cost of switching playstyles in a way that can not be mitigated except by switching playstyles, causing a dip in performance. Having no way to mitigate the cost of switching except by switching means that players are less likely to switch playstyles (Guns in this case) which may seem like a positive to stop Flavor of the Month chasers, but it can be a net negative for the playerbase as a whole, because more people will become less willing to switch playstyles due to the proficiency disparity between their weapon systems. This can cause people to stick with a playstyle they do not enjoy, or switch and feel "cheated" out of performance they could have otherwise gained through more mitigatable switching costs.
This can cause, over time, players to choose to simply drop a game over switching playstyles as the perceived cost of switching becomes higher than the cost of just quitting.
Generally, games that have individual progressions per playstyle also have a way of making those new play styles play at lower tiers. (Making a new character in an MMO starts you at 1, or switching suits in Warframe puts you in content that suit can better handle.) In PvP games, or PvP focused games this becomes an issue because there is not really a way to bring the challenge down due to the challenge being in the form of other players. You make a valid point. We don't want the disparity to be so great that it discourages trying new roles any more than we wont the disparity to be discouraging to new players. That is why I suggested the bonus only be 3% per level of proficiency. We should also keep in mind that it should not take all that long to get to Proficiency level 3, and then there is only a 6% damage difference between the proficiency level 3 person just getting into the new role and the veteran in that role at proficiency level 5. As with DUST or EVE skills, it is levels 4 and 5 that take the time, but at level 3 you already have over half the benefit.
If 3% per level for a final bonus of 15% is too much of a barrier, then the bonus could be changed to 2% per level for a final bonus of 10%.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Fox Gaden
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Posted - 2016.04.28 17:46:00 -
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Arkena Wyrnspire wrote:Avallo Kantor wrote:As a general design principle an important thing to keep in mind is perceived mobility between play styles.
-snip- Excellent post. This is a good explanation of the major problem facing use-based unlocks. +1 As far as unlocks go, I prefer a much flatter progression tree than what CCP Z proposed for Project Legion some years ago.
I would have a few hours of play time unlock the base model of all weapon types. Then a much much longer time with a base weapon to unlock variants of that weapon. So, once you have played long enough to get oriented to the base game you get a message letting you know that you have unlocked other suits and weapons. (Encourages you to investigate fittings after you have figured out other mechanics so it is not so overwhelming.)
So, once the base weapons are unlocked you have access to the Assault Plasma Rifle and the Breach Rail Rifle, but you would still have to play for an extended amount of time to gain access to the Breach Plasma Rifle. But then, the main reason to chose the Breach Plasma Rifle over the Rail Rifle is if you want to take advantage of your Plasma Rifle Proficiency, which takes time to level anyway.
This setup allows fitting versatility fairly early on, while still rewarding specialization.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Fox Gaden
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Posted - 2016.04.29 13:20:00 -
[4] - Quote
Avallo Kantor wrote: Unlocking specializations / variants is generally a better way to go about things than use-base power progression, especially if those specializations / variants are more or less "side-grades"
One thing to keep in mind though is that if variants of a weapon differ too greatly from each other, then players may feel they are being forced to play through content they do not wish to so that they can get to content they actually want.
As an example the Scrambler Rifle has a variant weapon in the Assault Scrambler Rifle, but I feel it can be justified in saying that these two weapons do not play quite the same as each other. So then you run into the problem with your unlock method as listed that a player will have to play through the Scrambler Rifle before unlocking the ASR, which may prove to be anti-fun to a player. As a general rule, you want to avoid players feeling like they have to play through undesirable content to get a desired outcome. (As a corollary to this, don't put valuable content behind annoying content because players will still do it, then hate your game) This, in time, can cause player drop off or players not expanding because desired variants are locked behind undesired weapon bases.
Now as a counterpoint you might say that it means we just need to be smarter about which weapons unlock which variants. As you propose above using Assault or Breach or Tactical to unlock variants in the AR, RR, SR etc. This does not eliminate the problem as described above due to the simple assumption that these weapons vary in some meaningful way. (Otherwise why have seperate weapons?) This variance, to player taste, may make one weapon distasteful but another weapon enjoyable even if the weapons were deemed variants of one another. (SR v ASR, or BAR v BRR)
Ideally the unlocked variants are of a more subtle approach than feel of the weapon such as Variant A having More Ammo per clip / Less Ammo total, or Variant B having less PG fitting, but more CPU fitting. These variants allow for tactical flexibility while retaining the core features that drew a player to that weapon type to begin with.
Weapons (including the Assault, Breach, Tactical, Burst variants of them) should be readily available to players without having to first invest in weapons they may not like. Although at the same time, your point remains strong that opening the flood gates from the word "Go" has it's own host of issues and problems.
Ok, let me lay out my understanding of the principals behind the weapons in DUST/NOVA in order to explain why I don't think there is as much dissidence between my suggestion and your concerns as there might otherwise be.
At least within the Rifles of DUST the types of rifles are covered by the base models of the different racial rifles:
The base model Plasma Rifle is an Assault Rifle. The base model Combat Rifle is a Burst Rifle. The base model Rail Rifle is a Breach Rifle. The base model Scrambler Rifle is a Tactical Rifle.
Now, these rifle types have things they are good at, and things they are not good at. In DUST you had to commit skill points to Optimization and Proficiency to get the most out of one of these racial variants, but what if you are skilled into the Rail Rifle and find yourself in a close quarters map? That is where the variants came in. The Assault Rail Rifle was supposed to give people specializing in the Rail Rifle a close quarters option that still took advantage of the skill points they had allocated to Rail Rifles. In NOVA I am suggesting leveling Proficiency through using the weapon rather than allotting skill points, but the same principal applies.
If you are not overly committed to Rail Rifles, then you can just switch to the base Plasma Rifle for close quarter rifle work.
Now the specialty weapons such as the Shotgun, Swarm Launcher, Mass Driver, etc. do not vary as greatly in their variant versions as the rifles did. In those cases a Breach Shotgun or an Assault Mass Driver were just minor tweaks to the behavior of the base model.
Therefor, while I feel your point is valid, I think the system addresses many of your concerns.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Fox Gaden
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Posted - 2016.04.29 13:50:00 -
[5] - Quote
Alena Asakura wrote: Can I add just one thing - NOT using something for a period of time should result in the proficiency dropping. Anything based on practice degenerates with lack of practice. So it should be that if you use something enough to get its proficiency to 5, if you subsequently stop using it as much, your proficiency should drop, similar to something like standings, which can drop if you don't keep at them.
This would make "proficiency" actually mean something.
Interesting. Without endorsing, nor rejecting the idea without further thought, I will point out that you get good as something you once were good at much much faster than you get good at something you have never tried before.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Fox Gaden
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Posted - 2016.04.29 13:55:00 -
[6] - Quote
Alena Asakura wrote:Pokey Dravon wrote:The only glaring issue that I think needs to be carefully assessed that if skilling up is caused by doing damage....we should really address how to avoid the issue of boosting and people sitting in the corner of the ship shooting each other and skilling up while ignoring the rest of the game. You dont want to encourage behavior that will take people out of the battle because they would rather go skill up in a more efficient way. Extremely important point. Perhaps it should be based on the number of DIFFERENT targets that are hit, as well as the amount of damage over a given amount of time. Or maybe CCP should flag for investigation any instance were someone kills the same person more than 5 times in a row, or does a ridiculous amount of damage to a single person. If it all happens in the same small corner of the map then it is probably boosting. If it happens across the map, then it is probably a vendetta.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Fox Gaden
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Posted - 2016.04.29 13:56:00 -
[7] - Quote
Alena Asakura wrote:Pokey Dravon wrote:The only glaring issue that I think needs to be carefully assessed that if skilling up is caused by doing damage....we should really address how to avoid the issue of boosting and people sitting in the corner of the ship shooting each other and skilling up while ignoring the rest of the game. You dont want to encourage behavior that will take people out of the battle because they would rather go skill up in a more efficient way. Extremely important point. Perhaps it should be based on the number of DIFFERENT targets that are hit, as well as the amount of damage over a given amount of time. Hmm, number of unique individuals killed with the weapon?
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Fox Gaden
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Posted - 2016.04.29 14:16:00 -
[8] - Quote
True Adamance wrote:Did anyone ever think about unlocking say for example T2 ammunition types or something rather similar for weapons through the proficiency skill rather than having flat damage increases?
I'll try to compose my thoughts on this matter but CCP Rattati did mention that he wanted to introduce modular weapons fittings and such. Perhaps increasing your proficiency opens up the use of these T2 ammunition types which offer only minute differences but are still worth getting if you plan on using weapons in specific ways.
T2 might excel in certain roles light increasing optimal range or modifying a damage profile more significantly but would also come with more notable draw backs for players who use them like increased spool up times, faster heat build up, or slower reloads. I totally support a choice in ammunition types.
Rail or Projectile: - Solid shot = Longer range, lower damage. - Explosive (or hollow tip) shot = Short range (because the rounds are lighter with less kinetic energy), higher damage ( because the round explodes or fractures on impact). - EMP burst = EMP charge detonates on impact. Low armor damage, high shield damage.
Laser: (Keeping the reduced damage both inside and outside of the optimal range.) - Short Rang focal length lenses. - Mid Range focal length lenses. - Long Range focal length lenses. - Hyper focus crystals = Higher damage at optimal range, but greater damage fall-off.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Fox Gaden
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Posted - 2016.04.29 16:35:00 -
[9] - Quote
byte modal wrote:I dig the ammo types, and I also like the variant ammo types for ranger to damage balance. My immediate concern is how this will factor into an FPS shooter environment? In EVE I always have time to evaluate my situation and load the appropriate ammo type before engagement. Will the average NOVA player have that time?
I suppose we could use user-defined command keys or macros, but do you see ammo types being selected pre-deployment as part of your loadout? Unable to change types unless you access some terminal giving you options to change your fittings?
Or do you see this more as a change-on-the-fly option during combat as if you were simply changing primary light weapon to secondary sidearm? I would see it as something you would chose before you deploy, or possibly something you can change at a Supply Depot. I don't want every fit to be able to optimize itself to every situation on the fly, as one of the things that makes fitting fun it the tactical planning aspect. You try to pick the right fit for what you expect to be doing, and if you chose wrong you try to make the best of it until you get a chance to change fits.
However, being able to change ammo type on your fit before you respawn, or while interfaced with a Supply depot without having to save a different fit for every eventuality would be nice.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Fox Gaden
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Posted - 2016.04.29 18:53:00 -
[10] - Quote
Shamarskii Simon wrote: Eve names for ammo variants... Cause I would run around with an infrared and multi-frequency Crystal... Hate getting caught close range...
I agree on using EVE names for ammo where appropriate. I do not favor being able to live swap in game without the use of a supply depot, but you could have a Commando (are they called Vanguard now?) with two laser rifles, one setup for close quarters and the other setup for long range. Might see more Amarr Commandos/Vanguards around then.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Fox Gaden
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Posted - 2016.04.29 18:56:00 -
[11] - Quote
Shamarskii Simon wrote:Double post.. I have been getting a lot of post lag, and have been having to exercise a lot of patience as I keep thinking that I must have hit cancel when my post does not appear. I have managed to restrain myself from double posting so far, but I have come close a number of times this week.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Fox Gaden
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Posted - 2016.04.29 19:10:00 -
[12] - Quote
Shamarskii Simon wrote:Fox Gaden wrote:Shamarskii Simon wrote: Eve names for ammo variants... Cause I would run around with an infrared and multi-frequency Crystal... Hate getting caught close range...
I agree on using EVE names for ammo where appropriate. I do not favor being able to live swap in game without the use of a supply depot, but you could have a Commando (are they called Vanguard now?) with two laser rifles, one setup for close quarters and the other setup for long range. Might see more Amarr Commandos/Vanguards around then. Ah... Why not walk with your ammo? Take two ammo types, divide total ammo by two types. Why do you oppose "live swapping?" I understand if it's like I have the freedom to reach way out and now I can punish closely without worry I don't support "live swapping" because with several types of ammo you could keep your setup optimized for every possible situation. I like there to still be a tactical planning aspect that forces you to predict what fit will be needed, and force you to commit to it.
I am fine with swapping at respawn, or at a supply depot.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Fox Gaden
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Posted - 2016.05.02 16:58:00 -
[13] - Quote
Avallo Kantor wrote: I understand what you are saying here, and my point in the second post was referring to the specific nature that some players may find variants of weapons more / less tasteful than the "main" variants. In other words, a player may enjoy the ASR, but not the SR and thus will feel punished if they have to spend any amount of time with the SR to unlock or power up their ASR that can not be done via the SR. So the point here is that variants themselves may share proficiency (and this is a good idea), but the variant types should NOT be locked behind using the main types of weapons as that may prove to be an annoyance to certain players, or even prevent players from finding out about a weapon they may like because it is locked behind a weapon they do not.
I personally favor the old Skill system for unlocks, and then item use to gain proficiency. Then you could skill up SR until you unlock ASR, and would not be forced to actually use the SR for a time to gain access to the ASR, but would still have to use a Scrambler Rifle of some sort to gain proficiency with the ASR.
However, CCP seems to be leaning toward using items in order to unlock other items. I try to work my suggestions around my best understanding of CCP's plans. It is still early though, so maybe we can talk them into having experience lead to proficiency and skills for unlocks instead of forcing people to use intermediate items.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Fox Gaden
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Posted - 2016.05.02 17:05:00 -
[14] - Quote
byte modal wrote:Ok, back for a moment. What if we are assuming primary and secondary weapon types (light and sidearm) where each weapon has a primary and secondary ammo type. In addition to that, maybe connect ammo slots to the suit based on class or something. I'm rambling...
Alright, so each weapon offers the player a maximum of two ammo type slots per weapon. At a maximum, primary light weapons can toggle either ammo type A or ammo type B on field and in action. It would require a reload animation as a hindrance. Same for sidearm or secondary weapon. Suit class may add an additional level of restriction. The lighter classes get (just for example!) 4 ammo type slots max; med gets 3 (even if their two weapons are capable of supporting 4 total); and heavy with 2. Numbers here are just generic to help illustrate my point. Also, I'm assuming light class as having considerably less HP to balance the additional ammo type options in field.
The point is, your suit class (however it's classified) dictates your maximum carry capacity thus requiring you to prioritize not just your weaponry, but ammo type that you choose to carry. If we have 4 ammo types per weapon (again, just a number here), you still would only be able to choose to carry 2 for your primary and one for your sidearm/secondary as a medium suit class. Or even less, depending. So in this case, you would need to be very considerate of what engagements you intend to enter before deployment.
A heavy in this example would be able to carry 2 ammo types: 1 for primary and 1 for secondary; 2 for primary with no secondary; or 2 for secondary with no primary. Each type being hot-swapable during combat but requiring a reload sequence risking a moment of vulnerability.
Suit class is somewhat useless here other than to use as an example. This may negate the point of having multiple weapons. It may also create vastly more complex combat situations to react to in the moment. He's got a rail rifle with a specialized ranged ammo? Let me just get close enough.... ah crap! He also has antimatter?!
I also think though, this would lead to armor and shield type specializations to counter ammo types. But this all is going off the deep end now....
OK. The general idea is put out. Sorry for the skitzo method of conveying it ;) Also sorry for possible derail!
...back to work. You make this sound incredibly complicated.
Edit: Oh, someone already said that. I am just responding as I read through, as I did not check the forum on the weekend.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Fox Gaden
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Posted - 2016.05.02 17:25:00 -
[15] - Quote
Happy Violentime wrote:Absolutely rubbish.
Weapons should not do more damage the more you use them, that's just pathetic and one of many reasons why player retention in Dust was so bad.
In one of the interviews Hilmar gave he said he wanted more realism, well guess what, a real gun will do just as much damage if fired by a 4 year old kid or a 40 year old combat veteran.
Novas not even lit and you're already looking at ways to get advantages over new players.
You're a ******* disgrace. I suppose it would be more realistic if experience with a weapon decreased reload times (because you get faster with practice), reduced kick (as you learn to compensate for the kick and bring it back to true zero more efficiently), or improved rang (as you learn to compensate for bullet drop or the effect of crosswinds), but % damage is a stat that is easier to apply across the board.
Still, I suppose you have a point... about a damage bonus not being realistic, at least. I think you are off a bit in your assessment of my motivations.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Fox Gaden
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Posted - 2016.05.02 17:36:00 -
[16] - Quote
Alena Asakura wrote: What's this "Breach Rifle" cr@p? I"ve never heard of such a thing. There's a breach variant of the Assault Rifle and various others, but the Rail Rifle is the base model of the Rail Rifles. The variants are just either faster (Assault variant) or just more powerful.
"Breach" variants of faster firing base weapons like the AR or CR were created as an answer to the RR being natively a better weapon for long range, just as the Assault variant of the RR was created to improve CQC use of the RR.
As you yourself explain, the Breach versions of other rifles were there to compete with the Rail Rifle. Essentially the Rail Rifle filled the "Breach" role among the racial rifles. I was calling it the Breach Rail Rifle for clarity, to remind people that the base Rail Rifle had the characteristics common to the Breach rifle variants.
In DUST only the Plasma Rifle carried its variant name (Assault Rifle) at the base version.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Fox Gaden
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Posted - 2016.05.02 17:55:00 -
[17] - Quote
Alena Asakura wrote:Fox Gaden wrote:True Adamance wrote:Did anyone ever think about unlocking say for example T2 ammunition types or something rather similar for weapons through the proficiency skill rather than having flat damage increases?
I'll try to compose my thoughts on this matter but CCP Rattati did mention that he wanted to introduce modular weapons fittings and such. Perhaps increasing your proficiency opens up the use of these T2 ammunition types which offer only minute differences but are still worth getting if you plan on using weapons in specific ways.
T2 might excel in certain roles light increasing optimal range or modifying a damage profile more significantly but would also come with more notable draw backs for players who use them like increased spool up times, faster heat build up, or slower reloads. I totally support a choice in ammunition types. Rail or Projectile: - Solid shot = Longer range, lower damage. - Explosive (or hollow tip) shot = Short range (because the rounds are lighter with less kinetic energy), higher damage ( because the round explodes or fractures on impact). - EMP burst = EMP charge detonates on impact. Low armor damage, high shield damage. Laser: (Keeping the reduced damage both inside and outside of the optimal range.) - Short Rang focal length lenses. - Mid Range focal length lenses. - Long Range focal length lenses. - Hyper focus crystals = Higher damage at optimal range, but greater damage fall-off. Different Laser lens types could be indicated by the color of the laser beam. Different projectile ammunition could be indicated by slight variations in the sound of the weapon firing and bullet impact. Unfortunately, your suggestions for the RRs wouldn't work. According to the technology of rain guns, they only give kinetic and thermal damage. Also the nature of the charge is such that you don't get a choice of solid shots, explosive or EMP. You just get whatever isotope is in the charge, and that gives you the range and damage. The T2 variants however are interesting, at least if you look at the EvE versions. One for extreme short range, like a blaster, and one for extreme long range, almost like a mini missile. These would be good to see explored. You also missed out the other hybrid gun class - blasters, which are the Gallente variant, if you like. They use the same charges, but in a completely different way, and are far shorter range, but very powerful. The T2 variants are similar to those of rail charges, with similar long and short range roles. In short the four gun types in the EvE universe are:
- Caldari - Hybrid/Rail - unspecialised T1 hybrid charges with specialised T2 variants for rail guns. Damage types Kinetic/Thermal
- Gallente - Hybrid/Blaster - unspecialised T1 hybrid charges with specialised T2 variants for blasters. Damage types Thermal/Kinetic
- MInmatar - Projectile/Explosive
- Amarr - Laser/EM
If you want to use explosive or EM damage types, use the appropriate weapons. A rail gun propels the round up the barrel using magnetism. You can put an explosive in an iron shell and fire it out of a rail gun. What do you think Antimatter ammunition is in EVE? It is just Antimatter held in containment within the round, which is released when the round it destroyed by the kinetic impact. Rail damage is restricted to Kinetic (Primary) and thermal (Secondary) in EVE for game balance reasons. NOVA may or may not (probably not) use the same damage type balance as EVE. (Dust mainly used Shield and Armor damage with a little Explosive to represent AOE, rather than EVE's Kinetic, Thermal, Explosive, and EMP damage types.)
I left out plasma weapons because I could not think of any good examples off the top of my head. However, cooler plasma would be more coherent, allowing the round to maintain cohesion over a longer distance, but would contain less thermal energy and would therefore do less damage. Hotter plasma would do more damage, but would dissipate more quickly, giving it a much sorter range.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Fox Gaden
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Posted - 2016.05.02 18:05:00 -
[18] - Quote
Alena Asakura wrote:Shamarskii Simon wrote:Fox Gaden wrote:Shamarskii Simon wrote: Eve names for ammo variants... Cause I would run around with an infrared and multi-frequency Crystal... Hate getting caught close range...
I agree on using EVE names for ammo where appropriate. I do not favor being able to live swap in game without the use of a supply depot, but you could have a Commando (are they called Vanguard now?) with two laser rifles, one setup for close quarters and the other setup for long range. Might see more Amarr Commandos/Vanguards around then. Ah... Why not walk with your ammo? Take two ammo types, divide total ammo by two types. Why do you oppose "live swapping?" I understand if it's like I have the freedom to reach way out and now I can punish closely without worry For a start, live swapping wouldn't work where the ammo type required a different rifle. Hybrid (therma/kinetic) ammo is used on blasters (ARs) and railguns (RRs and SRs). Projectile/explosive is used on artillery (CRs). EM is used on lasers (ScRs). Swapping as needed between these four damage types would require changing the rifle. Even changing from thermal/kinetic to kinetic/thermal would require changing from an AR or variant to an RR or variant. If they decide to use the same damage type balance as they used in EVE, then you have a point. If they do, then those restrictions to damage will apply. But there is no guarantee that they will use the same damage type balance. DUST did not.
Lore wise, if you make a small Flux grenade and mount it at the front of a casing of explosive powder, then you have EMP projectile ammo. If you put a miniature flux grenade in an iron case you have EMP rail ammo.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Fox Gaden
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Posted - 2016.05.02 18:37:00 -
[19] - Quote
Another theme has popped up in this thread, and that is the segregation of new players for OP stomping vets.
Current thread themes: - Proficiency earned through practice with the item. - Different Ammo types effecting the characteristics of a weapon. - Segregation of new players from Vets.
Regarding the New Player experience, in DUST I would have liked to have seen it segregated so that High Sec matches would have had a meta level cap, with new players only getting access to Low Sec matches (which would have had no meta level cap) when they created a fit above a certain meta level. But I don't think there is going to be as much of a gear discrepancy in NOVA between new players and Vets. It looks like new players with have Vet level gear, they will just be very limited in gear variety.
So, what would be the best way to setup a High Sec (~safer), Low Sec (not safe), Null Sec (Wild West/ lawless/anything goes) dynamic in an FPS game like NOVA? Or at least, how would you suggest setting up a New Player friendly area and an anything goes Vet area?
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Fox Gaden
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Posted - 2016.05.03 12:58:00 -
[20] - Quote
byte modal wrote: Re: proficiency over time. In a way, it's six of one, half dozen of the other. What I mean to say is that I do not see actively gaining improvement with each fire of a gun. I assume we gain skill points over a period of time then "hit" the next level. Hitting that next level places our character on the next tier of proficiency. I see the steps from one level to the next as shelves rather than a curve. If true, saving skill points to manually apply on the back-end, and automatically gaining skills to then (at some point) "ping" to the next level pf proficiency are the same. "Congrats! You just reached Assault Rifle Level 2!! You have unlocked access to X and Y rifle types!! You have gained +2 INT points in weapon reload speed!" or is it more that with each kill you see a slight fraction of a point improvement in one efficiency or another?
The reason behind my suggestion about earning Proficiency by using a weapon was because in DUST you could earn Skill Points using a Sniper Rifle, and then use those Skill Points to level Shotgun Proficiency to 5, so that you could have the Shotgun maxed before you had even used it. (Just picking random weapons as an example.) I just liked the idea of improving your skills with a weapon by using that weapon.
And yes, I was thinking of a tiered system, rather than a continuum, just for simplicity of calculation.
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Fox Gaden
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Posted - 2016.05.03 13:06:00 -
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byte modal wrote: Re: segregation of the player base. Very difficult to predict without more info on NOVA; however, there are a few suggestions that continually surface in the DUST community that could be adopted for NOVA regardless of how new and veteran players are handled. Assuming players are able to improve proficiencies, modular efficiency boosts, weaponry access, etc., then I think we need access to both instructional waves of combat (AI bot matches, individual target practice, private firing range, and ideally tutorial-bases single-player objectives) and some form of level cap access to match types. I won't speculate as to what those restrictions should be applied to (SP, weapons, time in game) as we just don't know enough of Project NOVA to bother. I am also assuming there will be no open world exploration in which players can practice techniques on NPCs and other random players they may come across. That alone would cover more than half of my suggestions above in parenthesis, but I think that's a bit too pie-in-the-sky thinking. Also, less modular for development I would imagine. Without some open-world concept, I don't really see a purpose for security space (sadly).
*EDIT* Unless "HISEC/LOWSEC" is just kind of an EVE-way of naming Jr. Varsity and Varsity divisions. "Join HISEC battles now for entry level matches capped at XXX where you can play in a squad or solo to annoy those pesky raiders!!!!!" or "Enter LOWSEC (oooooo scary place!!) for elite team based combat to determine the fate of the universe!!!" where we never really affect any outcome other than a EOM screen.
I don't think that open world is such a pipe dream. They had salvage grounds developed in Legion before they shelved the project. They had NPC Drones developed in DUST in 2013 but never released, and those Drone models were reused in the Legion Salvage Grounds concept. The assets are there, so they might as well use them.
Maybe in High Sec Salvage Grounds there should be a Police drones that attack you if you kill another player, but maybe have them be less effective than Concord in Space, so they would act more to even the odds between new players and people trying to Gank them, rather then massively over-killing the aggressor.
Or they could completely go EVE style, and in High Sec Salvage Grounds you could only kill another player if they stole your salvage or something.
Then have Low Sec Salvage Grounds were there was no Police to protect you.
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Fox Gaden
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Posted - 2016.05.03 14:04:00 -
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Alena Asakura wrote:Pokey Dravon wrote:Alena Asakura wrote:Pokey Dravon wrote:I agree. I could see it being something more like a swappable mod for the gun rather than something you swap on the fly. Besides, we are all just going to use Antimatter anyways ;) Unfortunately, due to the different ammos only working on the different rifles, you have to swap out the rifle. Something you will learn very quickly is that Rattati really doesn't care if something is done a certain way in EVE. If it makes sense to him in an FPS setting, he will do it regardless of how EVE does it. I'm not saying either of us is right or wrong, I'm just saying that "Because EVE does it this way" is typically not a valid argument in Rattatis eyes unless there is other reasons to back it up. And therein, Rattati wrecks it for me. There is a REASON that rail guns and blasters only use hybrid ammo, which only does kinetic and thermal damage. It's the nature of the guns. Blasters only fire a superheated plasma derived from what's inside the casing of the hybrid ammo, while railguns fire the whole thing and allow the kinetic energy to create the plasma on impact. What you're saying is that Rattati would be willing to throw out ALL the science that's built into that, just to suit being able to put a different ammo type in a rail or assault rifle. I have long considered a lot of the things that Rattati apparently did to Dust (I wasn't here at the time, I think) to be ludicrous and extremely ill advised. Interestingly, many of these things are what Dusters actually like about Dust. Count me out. If you throw the rules out you can do anything and it's the idea that you can do anything you like that destroys structure in a game and leads inexorably to FOTM, which I personally loath. I'll look at the Nova Alpha/Beta, if I'm invited, but I'll be dropping it like a hot potato if I sense any of this sort of thing in it. I am not sure what has gotten your panties in a knot. EVE has different ammo types that can be swapped to change damage, range, and damage type profiles for a weapon.
Or was it that I suggested earlier having Explosive or EMP rounds for Rail or Projectile? If an Explosive or EMP round can be made small enough it can certainly be pushed down a barrel by an explosion, or pulled down a barrel by a magnetic relay (assuming iron content). They probably don't have that for Rail ammo in EVE because for some stupid reason which makes little sense they use the same ammo in EVE for both Rail and Plasma weapons. An Explosive or EMP round would lose its properties when converted to plasma, so that prevents those two damage types from being included in hybrid ammo.
That does not mean it would be unrealistic to include them in NOVA as long as different ammo is used for Rail weapons than what is used for plasma weapons (Blasters).
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Fox Gaden
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Posted - 2016.05.03 14:15:00 -
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Alena Asakura wrote:Fox Gaden wrote:Alena Asakura wrote: What's this "Breach Rifle" cr@p? I"ve never heard of such a thing. There's a breach variant of the Assault Rifle and various others, but the Rail Rifle is the base model of the Rail Rifles. The variants are just either faster (Assault variant) or just more powerful.
"Breach" variants of faster firing base weapons like the AR or CR were created as an answer to the RR being natively a better weapon for long range, just as the Assault variant of the RR was created to improve CQC use of the RR.
As you yourself explain, the Breach versions of other rifles were there to compete with the Rail Rifle. Essentially the Rail Rifle filled the "Breach" role among the racial rifles. I was calling it the Breach Rail Rifle for clarity, to remind people that the base Rail Rifle had the characteristics common to the Breach rifle variants. In DUST only the Plasma Rifle carried its variant name (Assault Rifle) at the base version. Interestingly I see it the other way around. The Assault Rifle was the close range rifle that the RR could never be. To compensate for that, they introduced a shorter range (not "short range" per se) variant, the Assault Rail Rifle. It's all a matter of how you look at things. The RR existed before there were any "Breach" anything. It came first. Breach variants were the long range answer to RR for closer range rifles, same as Assault variants were the shorter range answer to the AR for longer range rifles. Yes, in Lore the base model rifles came first, and the Breach variants were created to compete with the Rail Rifle, while the Assault variants were developed to compete with the Plasma Rifle.
However, in DUST development history the Plasma Rifle came first, and it was named the Assault Rifle which made non EVE players assume it was a projectile weapon and lead to much confusion. The Breach, Burst, and Tactical Assault Rifles came long before the Scrambler Rifle, Rail Rifle, and the Combat Rifle. The balancing of these rifles and their variants was based on the Lore of the four base models, and the variants being answers to the other rifle types. This being said, those who just play the game and don't follow the Lore may need a reminder of how that balancing worked, which is why I added the redundant "Breach" description to the base Rail Rifle.
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Fox Gaden
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Posted - 2016.05.03 14:33:00 -
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Alena Asakura wrote: Yes, of course you're correct when you say you can put anything inside the hybrid ammo. But the reality of it is, the way it's fired, its kinetic and thermal effects will far outweigh the explosive or EM effects. The guns in Dust use the same technologies as EvE because, well, they do. What you're suggesting is that magically, Dusters will start using technologies that EvE DOESN'T use, mainly because it wouldn't work.
You actually make a very good point which has shifted my perspective on Hybrid Ammo in EVE. It makes a lot more sense to me now. Thanks.
However, it does not rule out using Explosive or EMP rounds for Rail weapons in DUST, and here is why:
To punch a hole in the thick armor of a spaceship a round has to be traveling at extreme speeds, and to propel a round to those speeds a rail gun requires a huge amount of power, such as the power available from the power plant in a spaceship. So yes, your point is valid that at those speeds even an Explosive or EMP round would really mostly be doing kinetic and thermal damage.
However, punching through a half inch of Dropsuit armor requires a lot less speed than punching through a 3m thick ship's haul, which is good, because the battery pack in a Rail Rifle (or the Dropsuit's miniature power plant) does not have enough power to propel a round at the speeds of a round from a spaceship mounted Rail Turret. The kinetic damage is still going to be high, but an explosive or EMP round could still probably shift 25% of the damage to Explosive or EMP damage respectively.
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Posted - 2016.05.03 14:43:00 -
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Alena Asakura wrote: But even supposing it did, you're still throwing out the rulebooks and that to me just doesn't fly. I'm not interested in playing any game where all the limitations built into the game are removed in favour of anyone just being able to do anything they like. The richness of a game comes from all the DIFFERENCES. If there are none or very few, because you've let everyone do whatever they want, and FOTM has relegated everything else to history, then it becomes just boring and ridiculous. Sort of they way Dust was tending when they announced it was closing.
My thoughts on game development methodology are not as Anarchistic as you make them out to be. I do want the system to make sense from a scientific perspective, and I do want it to be compatible with EVE lore-wise, but there are dramatic differences in scale between hand held weapons and ship mounted weapons. The physics effecting the behavior of the two scales of weapon is often different. We are talking about different orders of magnitude in regard to both size and power. The balance of the forces involved are different.
So, you can have differences in how weapon damage is applied and calculated in NOVA versus EVE without breaking or even bending the Lore.
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Posted - 2016.05.03 15:15:00 -
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Alena Asakura wrote:Fox Gaden wrote:Another theme has popped up in this thread, and that is the segregation of new players for OP stomping vets.
Current thread themes: - Proficiency earned through practice with the item. - Different Ammo types effecting the characteristics of a weapon. - Segregation of new players from Vets.
Regarding the New Player experience, in DUST I would have liked to have seen it segregated so that High Sec matches would have had a meta level cap, with new players only getting access to Low Sec matches (which would have had no meta level cap) when they created a fit above a certain meta level. But I don't think there is going to be as much of a gear discrepancy in NOVA between new players and Vets. It looks like new players with have Vet level gear, they will just be very limited in gear variety.
So, what would be the best way to setup a High Sec (~safer), Low Sec (not safe), Null Sec (Wild West/ lawless/anything goes) dynamic in an FPS game like NOVA? Or at least, how would you suggest setting up a New Player friendly area and an anything goes Vet area?
I would suggest it should be the other way around. Hisec should only be accessible BELOW a certain skill cap. Note, perhaps not a meta cap. Put a vet in a MLT fit and he's going to just wipe the floor with noobs. But restricting vets to only nullsec might be a bit unreasonable. Losec and Nullsec would be accessible to noobs, if they were silly enough to go there. Losec would be restricted to experienced and seasoned players via the same skill or meta cap. Vets would not be allowed even in losec, according to the skill cap. Via the meta cap, of course everyone could play anywhere, at their own risk. I don't disagree with you. After all, I moved to Low Sec in my first Week playing EVE, and stayed there for 3 months. Jumping in the deep end is definitely a very effective way to learn. So, yes, that is a flaw in my suggestion. I think my primary concern is that it not be easy for a new player to fall into the deep end accidentally. I have no problem with a new player choosing to go hard mode, but want to direct the masses toward the less overwhelming content until they feel ready to take off the training wheels.
In DUST an Academy noob could skip the Academy by squadding with Vets and go into a regular match even for their first match.
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Posted - 2016.05.03 15:29:00 -
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Pokey Dravon wrote:Fox Gaden wrote:Happy Violentime wrote:Absolutely rubbish.
Weapons should not do more damage the more you use them, that's just pathetic and one of many reasons why player retention in Dust was so bad.
In one of the interviews Hilmar gave he said he wanted more realism, well guess what, a real gun will do just as much damage if fired by a 4 year old kid or a 40 year old combat veteran.
Novas not even lit and you're already looking at ways to get advantages over new players.
You're a ******* disgrace. I suppose it would be more realistic if experience with a weapon decreased reload times (because you get faster with practice), reduced kick (as you learn to compensate for the kick and bring it back to true zero more efficiently), or improved rang (as you learn to compensate for bullet drop or the effect of crosswinds), but % damage is a stat that is easier to apply across the board. Still, I suppose you have a point... about a damage bonus not being realistic, at least. I think you are off a bit in your assessment of my motivations. (Let me preface this with the fact that I do not subscribe to "This is how EVE does it therefor it is good" mentality, but I think in this case it's an example of something I think EVE does well) I actually don't have as much of an issue with a damage skill bonus, what I took issue is WHEN you got it in DUST. I access the "Proficiency" skill in DUST you had to grind through 5 levels of "Operation" SP (and we all know how long level 5 takes) to get to the Proficiency skill to get the damage buff. This meant that there was a very long time between starting the game and getting that damage buff, which admittedly was a significant advantage to those who had it compared to new players who would not have it for a long time. EVE on the other hand has the damage buff for the skill on the "Operation" skill, so it's actually the first buff you get, and then the secondary buffing stats come a bit later. This means that the damage buff is literally the first thing a new player will unlock when using a new weapon which instills a sense of progress and reward early on because damage is really the first things new players are thinking about. Additionally the time scale is typically really short, so for example say Heavy Missiles is a x3 skill in EVE. This means that Level 1 is unlocked in less than half an hour, level 2 in about 2 hours, level 3 in about 10 and a half hours. So in the case of EVE where each level is +5% damage, a new player can get a +15% damage in literally a day. Level 4 and 5 obviously take a bit longer and provide an additional reward to veterans, it's a far less difference than what we saw in DUST. This drastically reduces the differential between Brand New Players and Veterans, while still providing a benefit to veterans, but also immediate gratification to new players.
Well said, and some excellent points!
I like the time scales mentioned. While gaining experience by use would not be as exact as skill points over time as in EVE, it would be nice if the average player could get to Level 3 in 10 to 14 hours. That could be anywhere from 1 day, to a week of play depending on how much you play, but it would be fast enough for new players to see progress, and within a week, even for fairly casual players, the gap between the new player and a Vet would be narrowed substantially.
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Fox Gaden
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Posted - 2016.05.03 15:51:00 -
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True Adamance wrote:Pokey Dravon wrote:Alena Asakura wrote:Pokey Dravon wrote: Something you will learn very quickly is that Rattati really doesn't care if something is done a certain way in EVE. If it makes sense to him in an FPS setting, he will do it regardless of how EVE does it.
I'm not saying either of us is right or wrong, I'm just saying that "Because EVE does it this way" is typically not a valid argument in Rattatis eyes unless there is other reasons to back it up.
And therein, Rattati wrecks it for me. There is a REASON that rail guns and blasters only use hybrid ammo, which only does kinetic and thermal damage. It's the nature of the guns. Blasters only fire a superheated plasma derived from what's inside the casing of the hybrid ammo, while railguns fire the whole thing and allow the kinetic energy to create the plasma on impact. What you're saying is that Rattati would be willing to throw out ALL the science that's built into that, just to suit being able to put a different ammo type in a rail or assault rifle. I have long considered a lot of the things that Rattati apparently did to Dust (I wasn't here at the time, I think) to be ludicrous and extremely ill advised. Interestingly, many of these things are what Dusters actually like about Dust. Count me out. If you throw the rules out you can do anything and it's the idea that you can do anything you like that destroys structure in a game and leads inexorably to FOTM, which I personally loath. I'll look at the Nova Alpha/Beta, if I'm invited, but I'll be dropping it like a hot potato if I sense any of this sort of thing in it. As I said, if there is a good reason gameplay reason for it he's all in. But he won't make something that is bad for the game "because lore". I'm not saying he's completely insensitive to lore, but I am saying that he knows not everything translates 1:1 and he won't keep something if it doesn't. I'll admit that things are the way they are in EVE (In most cases) for a good reason. But that's not 100% always true when you try to apply the same concepts to an FPS game. And don't think I'm specifically ragging on ammo, AI think that one won't be problematic, just making a general statement. I honestly hate the recurring idea that lore is there to screw things up for people. It isn't. It provides context for everything that exists in the game. That said I don't think we'll have a model that features four kinds of damage like in EVE. Well still likely have standard damage profiles for weapons and ammo types if they exist will modify those percentages rather that determine it. A lena is right with some of his thinking. Keeping weapons consistent with the eve universe is a great thing however if it jeopardizes game balance then let's open up discussion with groups like the ISD or Novas version of and see how we can make lore work for us to suit game mechanics I think one issue we run into is that some people mix up what are game mechanics and what is lore. Then add to that the fact that differences in scale can lead to differences in function without impacting lore one bit.
Sometimes when people says "But that brakes lore!" they actually mean "Those game mechanics are different than the game mechanics in EVE!".
After all, Shield vs Armor damage and EMP vs Kinetic damage are jest different ways of representing the same damage profile. The effects are the same. The Lore of the weapons is the same. Just the metrics used to measure the damage breakdown are different.
Then you have the differences of scale between ship mounted turrets using ship sized power supplies and extremely large gauge ammo vs handheld weapons using vastly scaled down versions of the technology. Even if the technological principals are the same, the behavior at such vastly different scales can be quite different.
So when someone like Pokey suggests that NOVA should not necessarily use the same game mechanics as EVE, he is not saying we should through Lore out the window. True Adamance, I know that you know this, as you understand the Lore well enough to know the difference between Lore and game mechanics, but I think there are others who are getting confused on this matter.
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Fox Gaden
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Posted - 2016.05.03 19:06:00 -
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byte modal wrote:Just playing devil's advocate on this one, but i think there is an ideal that was born in at least a few players' hearts when considering a CCP-developed FPS shooter and the implied connections and feathering with EVE that such a game might have. It is very easy to use EVE as a model for logic because it exists having already exerted energy to R&D, refining itself and internal rules through years of trial-and-error. Too, an FPS from CCP carries with it a default sense of expectation.
When wheels like skill points progression and blueprint function are reinvented (for two easy examples), that invalidates what has been learned already and creates an entirely new beast to tame when that very beast is already calm and resolved had it been used to begin with. In part, it becomes a matter of principle. In that view, what's the point of creating more problems by reinventing what already exists when there is a clear roadmap to be used as a model off to the side there? BPO's are a good example of what not to do. With BPO's DUST really did screw up the Lore. (I will point out that the current Dev team was not responsible for that fiasco, and recognize the problems with it.) Sticking to the Lore they should have used the terminology "Unlimited Use License" or something similar rather than "Blue Print Original". By pinning existing terminology on a completely unrelated mechanic they broke the Lore horribly, not to mention the problems it would have caused trying to balance the economy had we ever gotten an open market.
AS for the Skill point system, I think it was a case of using a different mechanic and then trying too hard to make it look like the EVE mechanic. It was designed to "look like EVE" while not following the core principals that make the EVE skill system work. One example Pokey pointed out earlier was that the damage bonus skill was not quickly accessible to new players, so in the DUST system there was more disparity between new players and Vets than there is in EVE.
I originally liked the system of accruing skill points points and allocating them later, but have since decided that the ability to save up a lot of unused skill points made FOTM hopping too easy. I think now I would favor a train in real time method similar to EVE, but with a default training plan setup so new players don't waste skill points before they figure out how to edit their training plan for their own objectives. Pare that with proficiency being based on use of items in game, and I think you might have a system that would work for a FPS. It would be a system that would include both book learning and experience.
But to your larger point, yes, there were things done in the development of DUST that broke Lore in a big way (BPO's being one of the worst), but while Rattati says he is not tied to doing things one way just because "that is how EVE does it", I also think that Rattati is more interested in getting the Lore right than DUST's original design team. I think we can thank True Adamance and people like him for turning Rattati onto the Lore aspect of the game universe.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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