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Fox Gaden
Immortal Guides
7683
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Posted - 2016.04.29 19:10:00 -
[31] - 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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Avallo Kantor
1141
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Posted - 2016.04.29 19:59:00 -
[32] - Quote
Fox Gaden wrote: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.
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.
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.
Ammo types are a great idea! As expected of the one from the one true race of god.
A few words of caution: The more variables to balance the easier it is for things to fall out of balance. Having too many variables to have to account for each weapon can cause a nightmare to developers trying to make a balanced game, especially since as seen in DUST and EVE they try to make weapons with less range do more damage, and vice versa so the ammo would potentially have to change both fall off, optimal, and damage for every type.
And before the comment was made, yes this was done in EVE, but in EVE you generally do not have to worry about manual aiming and other factors. The human element of aiming in an FPS is both essential, and one that mucks up balancing one could do in a human free aiming system in a game like EVE.
As to ammo swapping on the fly, I would keep the number of different ammo types you can keep as a low number if for no other reason than there needs to be a way to swap between them, and that should be a simple UI / keybind and not be something a developer needs to worry about programming in 5 keybindings for.
Joel II X wrote: 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.
This would be a nightmare to balance.
"Mind Blown" - CCP Rattati
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byte modal
743
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Posted - 2016.04.29 20:08:00 -
[33] - Quote
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.
kitten bacon taco (nom)
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
22396
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Posted - 2016.04.29 20:13:00 -
[34] - 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.
Sounds super complicated. Can you stream line that down into something more manageable.
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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byte modal
744
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Posted - 2016.04.29 20:18:00 -
[35] - Quote
ha... yeah, probably not. at work and just spit-balling to get it out. Maybe over the weekend.
kitten bacon taco (nom)
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Avallo Kantor
1142
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Posted - 2016.04.29 20:23:00 -
[36] - Quote
Agreed. As a thought experiment on a feature, try to think of it as if you were designing such a feature. What is the method / functions you could use that would:
1) Require the least amount of new code 2) Be the simplest to write / read / maintain 3) Has the least number of "cases" 4) How could this be expanded upon in the future?
When designing features try to think of something that would have a small number of different cases, as each use case you add inevitably adds edge cases which can be nightmarish to hash out. Ask yourself this: What does this case do to make the user experience more fun / make the backend work better?
"Mind Blown" - CCP Rattati
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byte modal
744
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Posted - 2016.04.29 20:26:00 -
[37] - Quote
^ yes, yes. like I said, I'm just scribbling here now so that I do not forget later.
kitten bacon taco (nom)
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
22397
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Posted - 2016.04.29 20:29:00 -
[38] - Quote
Avallo Kantor wrote:Agreed. As a thought experiment on a feature, try to think of it as if you were designing such a feature. What is the method / functions you could use that would:
1) Require the least amount of new code 2) Be the simplest to write / read / maintain 3) Has the least number of "cases" 4) How could this be expanded upon in the future?
When designing features try to think of something that would have a small number of different cases, as each use case you add inevitably adds edge cases which can be nightmarish to hash out. Ask yourself this: What does this case do to make the user experience more fun / make the backend work better?
Every consider that proficiency could be a super casual mechanic consisting say of 5 stacks of a very minor bonus that players earn in a session with weapons. The more you use one weapon in a session the more stacks you accrue however it isn't necessarily difficult to earn these stacks with different weapons.
When you log out or if a certain amount of time passes perhaps those proficiency stacks fade away. Ideally this would represent how we are all trained in the use of all military hardware however are more proficient in the short term based on how often we use something.
Avallo you mentioned before that earning permanent proficiency modifiers would not work because off the effort involved attaining them as well as how that would streamline player into FOTM behavior... how does this short term proficiency mechanic sound to you?
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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Slayer Deathbringer
Planetary Response Organisation FACTION WARFARE ALLIANCE
89
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Posted - 2016.04.30 04:26:00 -
[39] - 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 -
[40] - 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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Happy Violentime
1417
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Posted - 2016.04.30 12:06:00 -
[41] - Quote
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. |
Avallo Kantor
1146
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Posted - 2016.05.01 00:29:00 -
[42] - Quote
True Adamance wrote:Avallo Kantor wrote:Agreed. As a thought experiment on a feature, try to think of it as if you were designing such a feature. What is the method / functions you could use that would:
1) Require the least amount of new code 2) Be the simplest to write / read / maintain 3) Has the least number of "cases" 4) How could this be expanded upon in the future?
When designing features try to think of something that would have a small number of different cases, as each use case you add inevitably adds edge cases which can be nightmarish to hash out. Ask yourself this: What does this case do to make the user experience more fun / make the backend work better? Every consider that proficiency could be a super casual mechanic consisting say of 5 stacks of a very minor bonus that players earn in a session with weapons. The more you use one weapon in a session the more stacks you accrue however it isn't necessarily difficult to earn these stacks with different weapons. When you log out or if a certain amount of time passes perhaps those proficiency stacks fade away. Ideally this would represent how we are all trained in the use of all military hardware however are more proficient in the short term based on how often we use something. Avallo you mentioned before that earning permanent proficiency modifiers would not work because off the effort involved attaining them as well as how that would streamline player into FOTM behavior... how does this short term proficiency mechanic sound to you?
Hrmmm, sounds interesting. Depending on how one tweeks the build up / fall down of the stacks they could either be used as a session length benefit (aka by playing for 1 hour with a gun in a "reasonable" number of matches, you get max prof, and they reset after 24 hours) or as a daily log in mechanic (get one stack per day that uses that weapon. Lose a stack if a day passes where you do not use that weapon)
It should be relatively easy to track with a UI element, and other features that encourage session length / daily log in activity could integrate into it. (Get double prof stack with weapons on Tuesdays, or 10x free weapon of a type you are max prof in with 3 days warning)
"Mind Blown" - CCP Rattati
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Scheneighnay McBob
Penumbra or something
7836
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Posted - 2016.05.01 00:59:00 -
[43] - Quote
Always thought of proficiency was just in there for CCP to say "it takes a really long time to max everything"
The anti-tunnel snake taskforce has assembled
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byte modal
757
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Posted - 2016.05.01 02:05:00 -
[44] - 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.
Thems some hellified conclusions yer drawin there. It wasn't weapons profenciencies that had retention low. Had some proper form of player division been in place you would have newbs vs newbs and vets vs vets. In a proper environment, proficiencies work fine. Still there were MANY reasons players didn't stick it out.
No one is looking to create a vet dominance over new players. This thread was an idea of what will probably be of a few hundred before these forums are closed (read: a single, isolated concept based on reasonable assumptions). I personally believe one of those assumptions is that player progression in NOVA is in place and balanced for this proficiency suggestion to have a place to exist to begin with. Even as just a discussion point. I kind of thought that would be a given. Perhaps i expect too much of posters.
Re: your realism reference, our entire species is based on gaining proficiency through repetitive practice. If not to survive, then to get a job. Or a raise in that job. Or a higher grade on a midterm final. Or practicing a guitar to cover a favorite song. And, yes, even in shooting a gun. The entire premise here is of proficiency. Or a high degree of competency or skill; expertise. While a four year old may be able to pull a trigger, the power of that gun has nothing to do with proficiency. The power is the same. The kid going toe to toe with a 40 year old combat sniper veteran will die before he's able to lift the rifle. That's reality. But we're talking about video games. Proficiency in weapon systems has no place in a video game.
Oh. P.S. why so srs?
kitten bacon taco (nom)
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Alena Asakura
Rogue Clones Yulai Federation
924
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Posted - 2016.05.01 11:01:00 -
[45] - Quote
Fox Gaden wrote: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. So there should also be some sort of recency thing. Perhaps you lose proficiency much slower than you gain it? |
Alena Asakura
Rogue Clones Yulai Federation
924
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Posted - 2016.05.01 11:01:00 -
[46] - Quote
Delete. |
Alena Asakura
Rogue Clones Yulai Federation
924
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Posted - 2016.05.01 11:05:00 -
[47] - Quote
Fox Gaden wrote: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. 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. |
Alena Asakura
Rogue Clones Yulai Federation
924
|
Posted - 2016.05.01 11:11:00 -
[48] - 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. 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. |
Alena Asakura
Rogue Clones Yulai Federation
924
|
Posted - 2016.05.01 11:25:00 -
[49] - Quote
Fox Gaden wrote: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. Me too. Right in this thread actually.... |
Alena Asakura
Rogue Clones Yulai Federation
924
|
Posted - 2016.05.01 11:32:00 -
[50] - 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 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. |
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Alena Asakura
Rogue Clones Yulai Federation
924
|
Posted - 2016.05.01 11:34:00 -
[51] - 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 ;) Unfortunately, due to the different ammos only working on the different rifles, you have to swap out the rifle. |
Alena Asakura
Rogue Clones Yulai Federation
924
|
Posted - 2016.05.01 11:36:00 -
[52] - Quote
Fox Gaden 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 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. Edit: Thinking about it a bit more, live swapping might be workable considering that there is already a set amount of ammo you can carry, so splitting that up between two ammo types would give you a proportionally smaller supply of each. So if you carry one mag of long range ammo, that would mean you have one less mag of your normal ammo available. If combined with the extra menu interface time and reload time, which would make it not quite so "on the fly", then there might still be sufficient tactical ramifications to your decisions. I still don't favor the "live swap" approach on grounds that it makes all fits to homogeneous, but it might be workable. Agreed on the first part. The second (edit) won't work because you can't just change ammo types. You have to change the actual rifle. |
Alena Asakura
Rogue Clones Yulai Federation
924
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Posted - 2016.05.01 11:53:00 -
[53] - Quote
Scheneighnay McBob wrote:Always thought of proficiency was just in there for CCP to say "it takes a really long time to max everything" Yep. In EvE it's the same - you have to train the basic skill, then you have to train the specialisation for T2 variants/ammo. Then there are skills that increase your ability to do all sorts of related things. The training never ceases. You never run out of training to do and you rarely get to say you've trained it all.
I can see a whole heap of extra skills that can improve on everything.
- Operation (reduces kick)
- Specialisation (T2 ammo and weapons)
- Proficiency (increases armour damage)
- Sharpshooter (decreases spread)
- Aiming proficiency (increases autoaim accuracy and range)
- Target movement prediction (increases autoaim accuracy)
Some of these would probably not be that popular, but just throwing them out there for discussion. My point is, there is a plethora of skills that could be applied to every single rifle or ammo type. There doesn't have to ever be a point where you run out of skills to get better at using your weapon of choice. |
Alena Asakura
Rogue Clones Yulai Federation
924
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Posted - 2016.05.01 11:58:00 -
[54] - Quote
byte modal 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. Thems some hellified conclusions yer drawin there. It wasn't weapons profenciencies that had retention low. Had some proper form of player division been in place you would have newbs vs newbs and vets vs vets. In a proper environment, proficiencies work fine. Still there were MANY reasons players didn't stick it out. No one is looking to create a vet dominance over new players. This thread was an idea of what will probably be of a few hundred before these forums are closed (read: a single, isolated concept based on reasonable assumptions). I personally believe one of those assumptions is that player progression in NOVA is in place and balanced for this proficiency suggestion to have a place to exist to begin with. Even as just a discussion point. I kind of thought that would be a given. Perhaps i expect too much of posters. Re: your realism reference, our entire species is based on gaining proficiency through repetitive practice. If not to survive, then to get a job. Or a raise in that job. Or a higher grade on a midterm final. Or practicing a guitar to cover a favorite song. And, yes, even in shooting a gun. The entire premise here is of proficiency. Or a high degree of competency or skill; expertise. While a four year old may be able to pull a trigger, the power of that gun has nothing to do with proficiency. The power is the same. The kid going toe to toe with a 40 year old combat sniper veteran will die before he's able to lift the rifle. That's reality. But we're talking about video games. Proficiency in weapon systems has no place in a video game. Oh. P.S. why so srs? But, but ... In EvE, that's exactly what they do!! A noob can go to nullsec from day one and get slaughtered by the nullsec denizens. But if they stay in hisec, they're safe. The way to make things better for noobs is to have some sort of grading system so that you don't have noobs having to deal with vets UNLESS THEY WANT TO.... |
byte modal
760
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Posted - 2016.05.01 15:01:00 -
[55] - Quote
Alena Asakura wrote:byte modal 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. Thems some hellified conclusions yer drawin there. It wasn't weapons profenciencies that had retention low. Had some proper form of player division been in place you would have newbs vs newbs and vets vs vets. In a proper environment, proficiencies work fine. Still there were MANY reasons players didn't stick it out. No one is looking to create a vet dominance over new players. This thread was an idea of what will probably be of a few hundred before these forums are closed (read: a single, isolated concept based on reasonable assumptions). I personally believe one of those assumptions is that player progression in NOVA is in place and balanced for this proficiency suggestion to have a place to exist to begin with. Even as just a discussion point. I kind of thought that would be a given. Perhaps i expect too much of posters. Re: your realism reference, our entire species is based on gaining proficiency through repetitive practice. If not to survive, then to get a job. Or a raise in that job. Or a higher grade on a midterm final. Or practicing a guitar to cover a favorite song. And, yes, even in shooting a gun. The entire premise here is of proficiency. Or a high degree of competency or skill; expertise. While a four year old may be able to pull a trigger, the power of that gun has nothing to do with proficiency. The power is the same. The kid going toe to toe with a 40 year old combat sniper veteran will die before he's able to lift the rifle. That's reality. But we're talking about video games. Proficiency in weapon systems has no place in a video game. Oh. P.S. why so srs? But, but ... In EvE, that's exactly what they do!! A noob can go to nullsec from day one and get slaughtered by the nullsec denizens. But if they stay in hisec, they're safe. The way to make things better for noobs is to have some sort of grading system so that you don't have noobs having to deal with vets UNLESS THEY WANT TO....
Oh don't get me wrong! I am ALL for an EVE clone with boots. I want sec space and optional access as a newb even if it means i die. I want SLOWED skill points based on time rather than action and money. I would even enjoy ammo types (or a simplified version) within the confines that you mentioned. I would love sandbox roles even for production carebears. I love getting dirty in 3d shooters but have always been partial to the calming effect of mining and mission running after a stressful day at work.
It's like that black market hypno VR game from Star Trek: TNG. The one that brainwashed the crew? Yeah. Like that except EVE doesn't make me want to chase teenage couples around or make random weirdly inappropriate sounds as if I'm getting a blowjob. No. I usually just listen to the soundtrack and chill, when i play EVE.
Oh. Spoiler alert? I guess.
kitten bacon taco (nom)
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Pokey Dravon
OSG Planetary Operations
8112
|
Posted - 2016.05.01 15:47:00 -
[56] - Quote
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.
EVE: Phoenix - 'Rise Again' Trailer
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Fox Gaden
Immortal Guides
7694
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Posted - 2016.05.02 16:58:00 -
[57] - 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
Immortal Guides
7694
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Posted - 2016.05.02 17:05:00 -
[58] - 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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byte modal
766
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Posted - 2016.05.02 17:10:00 -
[59] - Quote
ha, I was busy and thumbing it all down so as not to forget. In my classic random-associating way, one thing led to another possible issue that had to be sorted on the fly and you got what you just read.
I forgot to come back to it this weekend to tidy up, as I rarely forum on the weekends. I swear it's not nearly as complicated as it reads ;)
kitten bacon taco (nom)
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Fox Gaden
Immortal Guides
7695
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Posted - 2016.05.02 17:25:00 -
[60] - 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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