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Thread Statistics | Show CCP posts - 6 post(s) |
Juno Tristan
Obscure Reference
1237
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Posted - 2017.05.16 07:50:00 -
[1] - Quote
My biggest issue with it is that they're changing things that weren't broken in Dust and therefore increasing the development time. And I want to play it now!
Changing it to one resource type will lower variety and experimentation but may make the fitting system easier to learn.
I was going to say that it'll be easier for the devs to balance but I'm not convinced, part of the reason myos were repurposed was that Rattati wanted greater module variety, with a single resource pool I think some modules will be better than others in all circumstances
The Final PLC Kill
Dust 514 - My Final Moments
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Juno Tristan
Obscure Reference
1239
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Posted - 2017.05.16 14:26:00 -
[2] - Quote
CCP Rattati wrote:Fox Gaden wrote: I do like the fact that we will have something resembling a capacitor (operating like a mana bar in a fantasy game, for those not familiar with the capacitor in EVE.) Maybe there will be a fitting trade off over the resources it requires to fit, versus how much capacitor it will use to activate?
This is something we are heavily looking at, we have a few design pillars that we are working from and the top one of those is
- Balance through Quantity, Capacitor and Cooldowns
- Universal Equipment [vs Class-Only]
- Universal Slots [vs Offensive/Defensive, vs High/Low, vs Assault/Logistics, vs Active/Passive]
- At most one Resource, maybe zero Resource [vs PG/CPU]
- Earned Equipment [vs bought, vs looted]
What this means is we can allow a lot of versatility, and balance through "availability". Power can be increased or decreased by the Cap cost/recharge rate instead of pre-battle configurations of PG/CPU. Can I "use" it vs can I "fit" it
Can I ask why the departure from Dust's mechanics? I'm not saying they shouldn't evolve, but the existing fitting system was one of main strengths of Dust
The Final PLC Kill
Dust 514 - My Final Moments
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Juno Tristan
Obscure Reference
1240
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Posted - 2017.05.16 16:23:00 -
[3] - Quote
DUST Fiend wrote:Sigh They're finally considering capacitors...and it's for dropsuits Wtf. One Eyed King wrote:From reading through the thread, it seems to me that some people are equating complexity with depth. I don't think that is necessarily true. Some of the best games, video and otherwise are fairly simple, yet still have depth.
My problem with complexity for complexity's sake is that the more moving parts there are, the more various interactions there are, the more room for glitches and potential abuses that can occur.
If there is a legit reason for having more complex parts, and they substantially add to the depth, fun, and strategy for the game, I am all for it. But merely having complexity for its own sake is just asking to revisit the worst parts of Dust; the brokenness, glitchiness, and imbalance that ruined an otherwise amazing game. They want to add real time resource management to ground based run and gun gameplay, so this argument sort of falls flat on its face lol.
It depends what kind of modules are available, if it's activate a shield hardener before storming the stronghold it would work well, but activate reps in the middle of a firefight could feel frustrating if the controls are not perfect
The Final PLC Kill
Dust 514 - My Final Moments
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