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Fox Gaden
Immortal Guides
7668
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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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Avallo Kantor
1133
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Posted - 2016.04.28 16:09:00 -
[2] - Quote
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.
"Mind Blown" - CCP Rattati
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Arkena Wyrnspire
Fatal Absolution Bleeding Sun Conglomerate
29570
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Posted - 2016.04.28 17:01:00 -
[3] - Quote
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
Everything has to come to an end, sometime.
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Fox Gaden
Immortal Guides
7669
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Posted - 2016.04.28 17:29:00 -
[4] - 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
Immortal Guides
7672
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Posted - 2016.04.28 17:46:00 -
[5] - Quote
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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byte modal
731
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Posted - 2016.04.28 17:47:00 -
[6] - Quote
Wow. Great point and counterpoint. I really enjoyed reading this thread. Now. Who do I get angry at for being irrational?! This is confusing my understanding of the DUST514 General Discussion forums!!!
kitten bacon taco (nom)
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Avallo Kantor
1135
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Posted - 2016.04.28 20:46:00 -
[7] - 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.
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.
"Mind Blown" - CCP Rattati
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Bright Cloud
Namtar Elite Gallente Federation
1921
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Posted - 2016.04.29 03:03:00 -
[8] - Quote
lol you assume that they gonna keep that. The regular idiot who played dust didnt even know that they could skill up to begin with. So i highly doubt it that they will keep something that requires more then 2 braincells to understand in the maybe greenlighted game.
Rudimentary Mercs of scrubs and incompetence. You touch my mind, fumbling in Ignorance, incapable of understanding.
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Pokey Dravon
OSG Planetary Operations
8094
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Posted - 2016.04.29 05:23:00 -
[9] - Quote
The vibe I got from the Rattati interviews is that you will more or less have access to all of the basic equipment very very quickly. As suggested in a later post, skilling into a weapon unlocks options, not necessarily upgrades. Honestly I doubt we'll even have tiers, at least not ones locked behind skill walls.
Chances are we'll see more of a tiered specialization, where you start off very generic and then unlock specialized version that have a tradeoff one one thing to gain another. In fact skilling into a certain specialization may offer a bonus unique to just that weapon...so for example you start with an Assault Rail Rifle....skilling into that unlocks both the Tactical Rail Rifle and the Burst Rail Rifle....skilling deeper into the Tactical would say give increased headshot damage for Tactical Rail Rifles, where the Burst would get decreased charge time for Burst Rail rifles. Essentially the bonus is specially tailored for that weapon variant to really draw out the playstyle its designed for.
You could get even more fancy and dictate variant unlocks through certain conditions. For example to unlock the Tactical Rail Rifle you need to do X amount of Headshot Damage with an Assault Rail Rifle. Granted that could get obnoxious depending on the conditions but it's just a thought.
Additionally we could see bonuses that are unlocked for a family of weapon....for example simply using Hybrid Rail weapons will increase reload speed for all Hybrid Rail Weapons....that way even if you switch weapons, staying within the same family of them will still offer some benefit earned from using the previous weapon.
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.
EVE: Phoenix - 'Rise Again' Trailer
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Alena Asakura
Rogue Clones Yulai Federation
914
|
Posted - 2016.04.29 08:57:00 -
[10] - Quote
Fox Gaden wrote: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.
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. |
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Alena Asakura
Rogue Clones Yulai Federation
914
|
Posted - 2016.04.29 09:00:00 -
[11] - 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. Yes, I understand everything you say and agree with what you say would be problems with it.
However, I actually support the idea of proficiency precisely because of these perceived "problems". |
Alena Asakura
Rogue Clones Yulai Federation
914
|
Posted - 2016.04.29 09:05:00 -
[12] - Quote
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.
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Slayer Deathbringer
Planetary Response Organisation FACTION WARFARE ALLIANCE
87
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Posted - 2016.04.29 11:52:00 -
[13] - 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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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
22383
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Posted - 2016.04.29 12:48:00 -
[14] - Quote
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.
Waves that dye the land gold.
Blessed breath to nurture life in a land of wheat.
A path the Sef descend drawn in ash.
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Fox Gaden
Immortal Guides
7676
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Posted - 2016.04.29 13:20:00 -
[15] - 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
Immortal Guides
7677
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Posted - 2016.04.29 13:50:00 -
[16] - 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
Immortal Guides
7677
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Posted - 2016.04.29 13:55:00 -
[17] - 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
Immortal Guides
7677
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Posted - 2016.04.29 13:56:00 -
[18] - 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
Immortal Guides
7677
|
Posted - 2016.04.29 14:16:00 -
[19] - 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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Pokey Dravon
OSG Planetary Operations
8100
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Posted - 2016.04.29 16:12:00 -
[20] - Quote
Fox Gaden wrote: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?
That's also an option. We are need to consider proficiency in suits and modules as well.
EVE: Phoenix - 'Rise Again' Trailer
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byte modal
742
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Posted - 2016.04.29 16:14:00 -
[21] - Quote
Hm. I don't really have time to think on this here at the office, but I wanted to throw this out before I forget and maybe come back to it later.
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?
If so, I suppose a command+reload key combo would trigger the reload animation of the optional type and that's that, but then we probably need to deal with carry capacity.
If we open that door, do we also consider "cargo" weight to speed?
Yeah. So I went a bit nuts on that one. Clearly I'd rather be doing this that what I'm getting paid for today =\
okokok. Back to the grind!
- me.
kitten bacon taco (nom)
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Fox Gaden
Immortal Guides
7680
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Posted - 2016.04.29 16:35:00 -
[22] - 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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Pokey Dravon
OSG Planetary Operations
8100
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Posted - 2016.04.29 16:45:00 -
[23] - Quote
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 ;)
EVE: Phoenix - 'Rise Again' Trailer
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
22386
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Posted - 2016.04.29 17:12:00 -
[24] - 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 ;)
All Amarr players will resort to using #ScorchOP and we all know Minnies love their Tremor Ammo...
Waves that dye the land gold.
Blessed breath to nurture life in a land of wheat.
A path the Sef descend drawn in ash.
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Joel II X
Bacon with a bottle of Quafe
10267
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Posted - 2016.04.29 17:31:00 -
[25] - Quote
Prof should be something merc-based, not weapon based, in my opinion. If someone gets more and more proficient with a weapon, it does not mean a weapon magically does more damage. It means they find new creative ways to use it for better results. So, I think the skill should unlock something truly unique to that weapon.
For example, Prof in Ion Pistols would increase RoF, while the same skill would increase focus (weapon zoom on ADS) on the Sniper Rifle.
Scouts United
Gk.0s & Quafes all day.
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Shamarskii Simon
The Hundred Acre Hood
994
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Posted - 2016.04.29 18:49:00 -
[26] - Quote
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.
Eve names for ammo variants... Cause I would run around with an infrared and multi-frequency Crystal... Hate getting caught close range...
Potential Pilot Proposal? Yes!
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Shamarskii Simon
The Hundred Acre Hood
994
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Posted - 2016.04.29 18:51:00 -
[27] - Quote
Double post..
Potential Pilot Proposal? Yes!
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Fox Gaden
Immortal Guides
7681
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Posted - 2016.04.29 18:53:00 -
[28] - 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
Immortal Guides
7681
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Posted - 2016.04.29 18:56:00 -
[29] - 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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Shamarskii Simon
The Hundred Acre Hood
994
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Posted - 2016.04.29 19:00:00 -
[30] - Quote
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
Potential Pilot Proposal? Yes!
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