Nova Knife
Seituoda Taskforce Command Caldari State
789
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Posted - 2012.06.29 18:20:00 -
[1] - Quote
This thread is about aurum items, as-is. I don't want conjecture and speculation about how things will be or what will happen with aurum stuff. This is about the items, not any of the issues behind them. I want players to help, and I will try to edit this post to make it easier for CCP to read the important stuff and keep it up to date with valid concerns about aurum. (Again, keep the pay2win stuff outside.)
First off : Inconsistencies. The 'lesser skill' aurum items give access to prototype level stat equipment, earlier than they should. Level 1 of a skill gives you access to the advanced tier (Normally level 4), At level 2 of a skill you get the prototype equivalent (Normally level V + additional profiency skill level 1 for weapons). I feel this is far too early for equivalents of the best stuff in the game. I feel a 'one level' system would be more appropriate. Level 3 of a skill giving you the advanced tier equivalent, and level 4 giving you the prototype equivalent.
EDIT : There is a large skill requirement inconsistency in prototype level Aurum gear. All of the gear (Including the 'reduced CPU/PG' versions on the market at prototype tier only requires XXX weapon operation 4, when most of the ISK variants require operation at level 5 and proficiency at level 1. This is one thing that -must- change. This also applies to the advanced tier items, as an addendum to the first point, all of the aurum items are 'early acces' even the ones which reduce pg/cpu. That should not be the case.
Second :
Fitting requirements. I like this idea, I really do. However, what I take issue with is the implementation. Many of the Aurum items provide the same effect with less fitting costs. This goes against the spirit of (at least in my mind) what Aurum is supposed to be. Aurum items should be sidegrades and variants. Aurum items that are easier to fit are great, but they need to have downsides. A player should choose between "more effect" and "easier to fit". They should not get both. There should be a trade off there.
For example, the prototype shield extender gives a bonus of 66 shield HP and PG/CPU cost of 54/11. The Aurum one provides the same HP and costs 36/6. With what I am proposing the ISK one would remain at current stats but the Aurum version would only provide 45-50 HP while costing less CPU. This maintains the role as a sidegrade, ensuring that neither item is 'better', and each is more useful in certain situations. The Aurum item remains attractive to purchase, but is not 'required to make the best possible fit'.
Edit : Third :
Pricing. Making Aurum cheap is an important part of making it attractive to purchase. The prices are mostly good but some stuff could stand to be a bit lower. Mostly the dropsuits. The dropsuit is probably the most important Aurum item to make attractive to buy. Why? Because it's one that is easily seen by other players. Weapons show up in the killfeed, but a dropsuit is actually seen. There's a visual recognition that someone is using real money gear without any other indication. People need to want to buy these, and CCP needs to do everything to encourage that. (Give us pink suits. Seriously.) Another thing is that with the new shiny graphics, some suits lost their color, while other colors became more prominent. Scouts got better color, assaults lost theirs. The suit that was gold is no longer gold (Make it a brighter gold. People want vanity and E-peen. A golden suit will be popular. (Very popular) The suit that was blue is no longer the clear blue.
Here's a rough list of what suits are now and what they could be adjusted to, in order make them more attractive... ordered from standard/advanced/prototype:
Scout & assault current : 5/7/11. Change to : 4/6/8 Logistics current : 6/7/13. Change to : 4/6/9 Heavy current : 5/8/11. Change to 4/7/9
Weapons seem to follow a pattern of standard 3, advanced 5 or 7, and prototype 9. A 3/5/7 would be more attractive for sure. The differences are small, but they add up. I might be biased as one of the people spending money, but if I get the perception I'm getting more out of my money, I'm personally going to be far more willing to invest even more. It's all about things being perceived as a 'good deal'.
I feel these suggestions would put Aurum items back in line with how CCP initially advertised them and would ease many concerns of players about them. If anyone notices any specific anomalies in item stats or skill requirements related to Aurum stuff, post it here so I can update this post. |
Nova Knife
Seituoda Taskforce Command Caldari State
789
|
Posted - 2012.06.29 19:36:00 -
[2] - Quote
Zero Harpuia wrote:And Repair Guns. Having ISK Repair Guns would be really nice.
There is. None of the repair tools are supposed to be on the market at all, right now. There is actually about a dozen of these buggers for ISK, some better at infantry, some better at vehicles/installations, etc. The aurum ones even being on the market currently is a mistake on their part :) |