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Slayer Deathbringer
Planetary Response Organisation FACTION WARFARE ALLIANCE
87
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Posted - 2016.04.29 11:52:00 -
[1] - Quote
Fox Gaden wrote: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. considering how different the play style of a different variant is i think variants should be low cost so people aren't pushed away from a weapon because the vanilla variant is terrible to them ex. the Forge gun needs at least level 3 for any assault which is better in about every way to the vanilla and is much more easy for me to use so every variant should have a basic version not you need level 4 operation to use the burst and tactical AR that are the most different from the vanila
"It's not my fault that you lost a 1 mill isk suit to a 1k isk forge gun"
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Slayer Deathbringer
Planetary Response Organisation FACTION WARFARE ALLIANCE
89
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Posted - 2016.04.30 04:26:00 -
[2] - Quote
Fox Gaden wrote: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. well I think tat different suits would have more ammo types so they can adapt the only requirement is the time it takes to switch those and I think vanguards should have a bonus for ammo types held ex. 4 instead of two and/or time needed to switch ammo types making them more versatile in that regard than any other suit even officers kinda like equipment for logis most officers have just one more. and maybe even get a bonus for certain ammo types depending on the suits manufacturer
"It's not my fault that you lost a 1 mill isk suit to a 1k isk forge gun"
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Slayer Deathbringer
Planetary Response Organisation FACTION WARFARE ALLIANCE
89
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Posted - 2016.04.30 04:34:00 -
[3] - Quote
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 ;) as long as i can hit you in the face with a shotty with positron shells ill be just fine
"It's not my fault that you lost a 1 mill isk suit to a 1k isk forge gun"
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Slayer Deathbringer
Planetary Response Organisation FACTION WARFARE ALLIANCE
95
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Posted - 2016.05.04 20:08:00 -
[4] - Quote
Fox Gaden wrote: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). Edit: I am fairly sure this is more of a misunderstanding between me, you, and Pokey than an actual conflict of beliefs/values. unless they use antimatter then it will explode just as powerfully
"It's not my fault that you lost a 1 mill isk suit to a 1k isk forge gun"
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Slayer Deathbringer
Planetary Response Organisation FACTION WARFARE ALLIANCE
95
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Posted - 2016.05.04 22:04:00 -
[5] - Quote
Varoth Drac wrote:TL/DR: Significant power progression good, vets encouraged to stomp noobs bad, increasing risk vs reward good.
I don't think CCP should shy away from a progression system that significantly powers up a character, like it does in Dust. This is an MMO aspect that really keeps people invested.
Yes the gear and passive skill disparity in Dust between vets and new players was a problem, I find it more an issue with mixing new players and vets than a problem with the progression system itself. If I was going to criticise dust's system I'd say it took too long to unlock the higher level skills, rather than the skills being a problem. Though I agree that %damage increases don't really make much sense lore-wise.
The higher isk cost helped mitigate the power of high level gear, which I really like. But in the end, especially with the vast wealth available from PC, this element further pushed the gap between those who could aford expensive gear and those that couldn't.
I've been playing a lot of Hearthstone recently, which is a lot more similar to Dust than you might imagine. That game has a massive power discrepency between new players and veterans / pay-2-win players. But that power-gap also means that you can feel a significant progression as you play. Also, as you are generally matchmade against similar level players you don't get crushed all the time. It's helped by the 1v1 format so there's no relying on blueberries.
I guess my point is, I'm worried that without a certain amount of power progression people may not be as invested.
Part of the problem with Dust was that vets stomped noobs, and were rewarded for it. How about this for an idea, inspired by other MMOs:
Players can choose from high-sec or low-sec matches. In high-sec you can skill up gear from level 1 to 3 but not beyond. Only level 1-3 gear can be used. In low-sec any gear can be used and gear can be leveled from 3 to 5.
If ISK is a thing (which I hope it is), rewards in low-sec would be significantly greater than high-sec, as to render high-sec effectlively worthless to veterans unless they are skilling up gear from low levels. Matchmaking should also exist within tiers.
By the way, death costing you ISK is an issue as it breeds cowardice. Something to think about if CCP carry this aspect over.
It's worth noting, part of the progression in Hearthstone is the opening up options to build decks with powerful combinations, rather than just more powerful cards. It sounds like Nova's proposed progression of opening up options may work in a similar way. death costing isk is the main thing for risk/reward
"It's not my fault that you lost a 1 mill isk suit to a 1k isk forge gun"
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