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Thread Statistics | Show CCP posts - 3 post(s) |
Cross Atu
Conspiratus Immortalis Covert Intervention
1622
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Posted - 2013.08.25 03:25:00 -
[301] - Quote
RKKR wrote:No changes for this in 1.4, we also get more armor to repair with the same WP-cap due to balancing of armor-plates, any thoughts about this? Improvements to the basic UI function will help as targeting for both the repair tool and injector are currently stumbling blocks. The change to explosive weapons damage (whenever it comes, not sure if it made the cut for 1.4) will help, as well other factors that enhance the use of armor because more armor buffer on the field leads to a greater chance for earning war points through repair.
We may be getting the new WP system when 1.5 rolls out but until then/until the current repair tool cap on WP earnings is overhauled, there won't be a significant change in the overall earnings because the cap will still kick in at the same level. The major change will be that we can reach that cap faster/more often once there is more armor on the field and the repair tool bugs are eliminated.
Summery - 1.4 will increase how quickly a Logi hits cap, possibly netting an incidental increase in WP earnings but also creating a much larger pool of HP to be repped without any earnings attached to it.
0.02 ISK Cross |
Cross Atu
Conspiratus Immortalis Covert Intervention
1622
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Posted - 2013.08.25 03:26:00 -
[302] - Quote
Draco Cerberus wrote:I've been saying this since closed beta, maybe the memo got lost...? Me too, this thread was started during closed beta, Codex build I believe. I am hoping that my inference regarding the new WP system being slated for 1.5 is correct and that as part of the new system many of the current concerns will be addressed.
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Cross Atu
Conspiratus Immortalis Covert Intervention
1622
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Posted - 2013.08.25 03:30:00 -
[303] - Quote
Beren Hurin wrote:So I've started using the Core Focus repair tool a bit more.
I've noticed that I can get more +25s faster than a STD tool. Have you noticed this? Yes the triage rate does seem to be faster when using the Core, however it does not seem to effect total earnings. I believe I remeber a Dev post somewhere (maybe even in here) stating that the cycle method was no longer in place, but I'm not sure that entirely matches my in game observations. I'm not sure where the disconnect is but something still seems to be kind of "off" about how repair awards are given, in fact I think there may be more than one thing which is off when it comes to earnings, scaling, the cap and the contrast between repper hives and repair tools. I'm currently debating giving a full post feature to this concept but I haven't gotten around to churning it out.
~Cross |
Nekrokult
Cariocecus Consilium
7
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Posted - 2013.08.25 11:06:00 -
[304] - Quote
In my opinion WP gained by supporting should come from HP delivered alone, not cycles or gear quality. Assign X WP value to Y HP value. This enables cycles and amount of HP delivered per cycle to stay the same, yet better gear grants you more points quicker and enables you to complete that task and go back to shooting (for example) faster, thus awarding better equipped players with less time lost. Logi A uses Militia Nanite Injector and Militia Repair Tool, Logi B uses both Proto: when reviving and fully healing a player, they both gain exactly the same WP, yet the better equipped one will earn that in way less time. It's exactly like an AR: with better gear you earn time, because with the same aiming skill, you'll kill the enemy faster, yet earn the same WP.
Using Repair Tools on oneself is complicated, because: everyone can equip it on any suit and outperforms the Repper module. That would promote even more use of Logi as Assault. Why bother starting with higher base HP stats with an Assault fit when you can have lower initial stats, but have more slots available, and simply engage an enemy, take shots, take cover and self repair all the damage taken and get back into him?
About the "auto-injector" using circle button, it should be slower than having the needle out and pressing R1 because itGÇÖs the same as swapping weapons: while you are trying to use the circle your primary weapon is still out, so if an enemy engages you, all you have to do is shoot; if you have the needle out, you'll have the delay of swapping to the weapon before being able to shoot. So you decide where want to lose time: in initial animation, or after.
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Cross Atu
Conspiratus Immortalis Covert Intervention
1631
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Posted - 2013.08.26 13:43:00 -
[305] - Quote
Nekrokult wrote:In my opinion WP gained by supporting should come from HP delivered alone, not cycles or gear quality. Assign X WP value to Y HP value. This enables cycles and amount of HP delivered per cycle to stay the same, yet better gear grants you more points quicker and enables you to complete that task and go back to shooting (for example) faster, thus awarding better equipped players with less time lost. Logi A uses Militia Nanite Injector and Militia Repair Tool, Logi B uses both Proto: when reviving and fully healing a player, they both gain exactly the same WP, yet the better equipped one will earn that in way less time. It's exactly like an AR: with better gear you earn time, because with the same aiming skill, you'll kill the enemy faster, yet earn the same WP.
This is functionally the thing that the OP suggests, for illustrative purposes let's look at the scenario you outlined above but with both Logi A and B using only injectors.
Logi A uses a Militia Nanite Injector Logi B uses a Proto Nanite Injector
In this case the injector of Logi B must grant more WP per use to maintain an "X WP per Y HP" earnings paradigm. The speed of the injection is a constant, and even if it weren't the raw HP restored, and thus the WP value earned, must be higher to maintain proper scaling.
This effect is highlighted[/b] by the application of the Repair Tool, as that compounds the situation but a Repair Tool is not required to see the distortion to the 'risk vs reward' dynamic created by the current system. Gear quality determines HP restored so the difference here is semantic. Quoted from the OP
Cross Atu wrote:Solution: Establish a direct X HP restored = Y WP earned ratio
Nekrokult wrote:About the "auto-injector" using circle button, it should be slower than having the needle out and pressing R1 because itGÇÖs the same as swapping weapons: while you are trying to use the circle your primary weapon is still out, so if an enemy engages you, all you have to do is shoot; if you have the needle out, you'll have the delay of swapping to the weapon before being able to shoot. So you decide where want to lose time: in initial animation, or after.
I disagree here, it was billed as a utility for Mercs on the field and making it as slow/slower than the manual method removes the utility of the feature. Even were I to be persuaded that it should be no faster than the manual method it should most certainly not be slower than the manual method which is where things stand now. The 'old' manual method is substantially faster than the new "O" method, so much so that the new method is getting Mercs killed and in its current state borders on completely useless. This is a shame because the concept of the new method is a great one, it just requires a more polished (in this case quicker) iteration to become useful.
It is also incorrect that use of the "O" method is more combat viable due to weapons. The cycle does not easily break once triggered which takes your weapon out of the action, but actually does so for [i]longer than a manual switch because the cycle time on the "O" animation is slower than manually swapping to the needle, using it, and then swapping back to a weapon. Furthermore it is even easier to 'break' a revive cycle through use of the manual method because the 'cycle animation' begins upon injection not upon weapon swap, thus allowing a quick switch back to a weapon when called for where the "O" method has the Merc bound into a longer animation cycle.
To reiterate, currently the "O" method is on balance slower than the manual method and is also more cumbersome to use due to the time the merc will spend locked into the injection process. It should be neither slower, nor more cumbersome, both these aspects need a fix.
Thanks for posting and keep the feedback coming
Cheers, Cross |
Beren Hurin
The Vanguardians
1234
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Posted - 2013.08.26 13:57:00 -
[306] - Quote
Cross Atu wrote:"Balance WP to healing given"
I imagine a counter to this point of view is that you must also balance WP and healing given to the advantage that MORE healing gives to the team. At some point healing more HP from revives/triage could disproportionately favor the higher level healing, which WOULD help armor tankers' meta eventually, but this could tip balancing.
A direct X HP = Y WP may not be the BEST from a balance perspective because eventually it could induce farming. What you may have said earlier, but I didn't catch would be a higher limit on when the cooldown kicks in for each tier of good.
For example:
STD repair tool (+2 WP/ HP healed up to 200 HP every 2 mins) ADV repair tool (+2 WP/HP healed up to 400 HP every 2 mins) PRO repair tool (+2 WP/HP healed up to 600 HP every 2 mins)
So you would increase the max WP you can get per cooldown period, and the rate you get WP at because of the nature of repair tools' scaling up their repair rate.
For injectors you could pair HP repaired/revived in a period as well, although a militia injector on an armor heavy may give just as many WP as a proto injector used on a shield scout. So its harder to balance risk/reward.
I still like the idea of WP for injections tied to events following the revive. So a revive could be +10 WP, then if the receiver gets a kill within 10 seconds after being revived the injector could get a kill assist. And if the receiver also recovers their shields before dieing again, the injector also gets another +10 pts.
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Cross Atu
Conspiratus Immortalis Covert Intervention
1637
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Posted - 2013.08.26 15:11:00 -
[307] - Quote
Beren Hurin wrote:Cross Atu wrote:"Balance WP to healing given" I imagine a counter to this point of view is that you must also balance WP and healing given to the advantage that MORE healing gives to the team. At some point healing more HP from revives/triage could disproportionately favor the higher level healing, which WOULD help armor tankers' meta eventually, but this could tip balancing. Honestly, it should do this. WP are supposed to be a representation of the tactical value an action provides to your squad and team so balancing the rate of gain/potential WP earnings against the tactical value of an action/effect is bad practice.
That being said balancing the amount of WPs gained is absolutely vital so as not to become game breaking, because again WP are supposed to be representative of the tactical value given your team by the action/effect in question. Obviously no system is likely to be completely perfect but being sure that there is a universal baseline is key. In the present system that would be +50 WP per kill as a general starting point. In the more granular system that would be "X damage done to hostile forces/HP restored to friendly forces = Y WP earned."
At some point shield transporters should start being given WP as well, and reps from Logi LAVs should earn WP, etc but that's almost a thread on its own. I do agree that WP must be considered when looking at meta balance, you are absolutely correct, the problem I have is when there is a 'higher tactical value should trade off with lower potential WP earnings' situation developing.
Quote:A direct X HP = Y WP may not be the BEST from a balance perspective because eventually it could induce farming. What you may have said earlier, but I didn't catch would be a higher limit on when the cooldown kicks in for each tier of good.
For example:
STD repair tool (+2 WP/ HP healed up to 200 HP every 2 mins) ADV repair tool (+2 WP/HP healed up to 400 HP every 2 mins) PRO repair tool (+2 WP/HP healed up to 600 HP every 2 mins)
So you would increase the max WP you can get per cooldown period, and the rate you get WP at because of the nature of repair tools' scaling up their repair rate. I've been leaning towards the suggestion provided by I-Shayz-I. That being said your suggestion would also be an improvement over the current method. One big problem with the Repair Tool WP cap is actually not the Repair Tool itself but the lack of feedback from the UI. If the Merc were aware of the cap and cool down in real time during the match then that would be less problematic but even with a UI fix the cap is less than ideal because it puts tactical play at odds with earnings (or can at times). A 100% solution is challenging however because the farming of previous builds was unequivocally a problem and a repeat needs to be prevented.
See injectors response below, due to space constraints. |
Cross Atu
Conspiratus Immortalis Covert Intervention
1637
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Posted - 2013.08.26 15:22:00 -
[308] - Quote
Quote:For injectors you could pair HP repaired/revived in a period as well, although a militia injector on an armor heavy may give just as many WP as a proto injector used on a shield scout. So its harder to balance risk/reward.
I still like the idea of WP for injections tied to events following the revive. So a revive could be +10 WP, then if the receiver gets a kill within 10 seconds after being revived the injector could get a kill assist. And if the receiver also recovers their shields before dieing again, the injector also gets another +10 pts. The action after revive system you describe is great on paper but doesn't hold up well on the field. Here are some examples of what I mean;
Example: Mercs clear an area after taking control, friendlies are revived but earn only 10 WP due to no hostile presence in the area. Result: Encourages "rambo revives" over secure revives due to earnings potential. Provides minimal earnings value to running high end gear as compared to low.
Example: Merc revive team mate in a hot zone, use top gear and body shield but both Mercs are overwhelmed. Result: When/if hostile forces win for any reason value of the revive is reduced. Incentive to use top gear equal to or less than current system.
Example: Merc revives team mate in a hot zone, use of top gear and body shield, revived Merc survives but makes the sound tactical choice to withdraw to cover, gets no kills. Result: When/if the revived merc gets zero kills for any reason value of the revive is reduced. Incentive to use top gear equal to or less than current system.
General Note: A fundamental problem with the 'action after revive' method, despite its conceptual appeal, is that Mercs kill and die fast in Dust 514. Seconds matter during a gun fight, and movement from point A to point B usually takes far more time than a single fire fight. When combined these factors result in timer being near useless, either a Merc will be in a firefight when revived and will likely die/flee, or a Merc will be outside of a firefight when revived and will be unlikely to trigger the timer related bonuses.
In theory if the "gets a kill" bonus and the "recovers full shields" bonus were made equal that that does level the playing field somewhat, in fact tilting it a bit toward out of combat revives (not a bad thing per se) but that still does not address the risk vs reward scaling of using better gear. A Merc outside of combat will regen shields at the same rate regardless of their armor %, and a Merc in combat (presuming they don't die) will not be regenerating shields anyway, and even an 80% needle on most tanked Heavy frames won't be giving enough HP back to let the Heavy survive the fire that just dropped him in the first place (this is of course more situational, but the instances where that extra armor will matter are not common enough to warrant the guaranteed increase in SP, ISK, CPU/PG cost that comes with using the best injectors).
Regardless of method, scaled earnings are requisite if use of better gear is to be supported rather than use of lessor gear encouraged.
0.02 ISK Cross
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Nekrokult
Cariocecus Consilium
11
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Posted - 2013.08.27 20:35:00 -
[309] - Quote
Cross Atu, on the X HP = Y WP I guess we agree. This should be implemented, seems the most honest (and simple) method.
Cross Atu wrote:Nekrokult wrote:About the "auto-injector" using circle button, it should be slower than having the needle out and pressing R1 because itGÇÖs the same as swapping weapons: while you are trying to use the circle your primary weapon is still out, so if an enemy engages you, all you have to do is shoot; if you have the needle out, you'll have the delay of swapping to the weapon before being able to shoot. So you decide where want to lose time: in initial animation, or after.
I disagree here, it was billed as a utility for Mercs on the field and making it as slow/slower than the manual method removes the utility of the feature. Even were I to be persuaded that it should be no faster than the manual method it should most certainly not be slower than the manual method which is where things stand now. The 'old' manual method is substantially faster than the new "O" method, so much so that the new method is getting Mercs killed and in its current state borders on completely useless. This is a shame because the concept of the new method is a great one, it just requires a more polished (in this case quicker) iteration to become useful. It is also incorrect that use of the "O" method is more combat viable due to weapons. The cycle does not easily break once triggered which takes your weapon out of the action, but actually does so for longer than a manual switch because the cycle time on the "O" animation is slower than manually swapping to the needle, using it, and then swapping back to a weapon. Furthermore it is even easier to 'break' a revive cycle through use of the manual method because the 'cycle animation' begins upon injection not upon weapon swap, thus allowing a quick switch back to a weapon when called for where the "O" method has the Merc bound into a longer animation cycle. To reiterate, currently the "O" method is on balance slower than the manual method and is also more cumbersome to use due to the time the merc will spend locked into the injection process. It should be neither slower, nor more cumbersome, both these aspects need a fix.
Will explain my opinion better on this: The advantage with combat is before the animation for reviving starts: If youGÇÖre trying to use GÇ£circle methodGÇ¥ on a fallen merc, spamming it, if someone engages you before the animation starts (before you actually hit the right spot), you have your weapon out and can shoot straight away. But if you have your needle out, youGÇÖll need to perform a switch before you can shoot the enemy, losing more time that with GÇ£circle methodGÇ¥. After the animation starts, itGÇÖs all the same, the advantage is lost. So, I still see as fair that said minor advantage would have a minor delay to compensate. But itGÇÖs not game breaking whatsoever, so itGÇÖs probably for the best that no delay is introduced, seen that it may cause more problems for the worth of it.
P.S.: A question just crossed my mind while writing this, did the GÇ£circle methodGÇ¥ ever conflicted with a hack point (merc fallen right next to an enemy objective)?
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Cross Atu
Conspiratus Immortalis Covert Intervention
1656
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Posted - 2013.08.27 22:02:00 -
[310] - Quote
Nekrokult wrote: Will explain my opinion better on this: The advantage with combat is before the animation for reviving starts: If youGÇÖre trying to use GÇ£circle methodGÇ¥ on a fallen merc, spamming it, if someone engages you before the animation starts (before you actually hit the right spot), you have your weapon out and can shoot straight away. But if you have your needle out, youGÇÖll need to perform a switch before you can shoot the enemy, losing more time that with GÇ£circle methodGÇ¥. After the animation starts, itGÇÖs all the same, the advantage is lost. So, I still see as fair that said minor advantage would have a minor delay to compensate. But itGÇÖs not game breaking whatsoever, so itGÇÖs probably for the best that no delay is introduced, seen that it may cause more problems for the worth of it.
I'm wondering here, are you aware of the "quick tap" method for weapon switching where you do not have to bring up the radial menu at all? If not that that might explain the discrepancy in our experiences here. Viewed from the angle of needing to bring up the radial as part of weapon switching the "O" and the manual method are very close in time to use. When using the 'quick tap' method a manual swap from a needle becomes fast enough as to be totally incidental and thus push the manual method into a much faster space than the "O", where even the time spent on the manual is safer because it can be done from cover prior to the revive (and where the time to swap back happens as you move into cover or into firing position).
Viewed in that light the "O" method is both substantially slower and less versatile. To be totally open, I should also note that I very much find both methods to be excessively slow and in need of streamlining at this point, a stance which may play into my other perceptions on the subject as well, I just can't stand how often I see Mercs and Medics both die because of the 'cycle time' required for a revival regardless of the type. In my perception the current speed of both methods diminishes their tactical value substantially, and I believe, unduly.
Quote:P.S.: A question just crossed my mind while writing this, did the GÇ£circle methodGÇ¥ ever conflicted with a hack point (merc fallen right next to an enemy objective)?
I'm not sure of this as I have not had the bug which you are referencing even with the manual method (although I have read about it on the forums). That is an interesting question and I wonder if anyone else can shed further light on it.
Thanks again for the continuing feedback
Cheers, Cross |
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Nekrokult
Cariocecus Consilium
14
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Posted - 2013.08.31 11:06:00 -
[311] - Quote
Nekrokult wrote: P.S.: A question just crossed my mind while writing this, did the GÇ£circle methodGÇ¥ ever conflicted with a hack point (merc fallen right next to an enemy objective)?
Cross Atu wrote:I'm not sure of this as I have not had the bug which you are referencing even with the manual method (although I have read about it on the forums). That is an interesting question and I wonder if anyone else can shed further light on it.
Seems it does create problems: https://forums.dust514.com/default.aspx?g=posts&t=105952&find=unread
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Cross Atu
Conspiratus Immortalis
1664
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Posted - 2013.09.02 15:37:00 -
[312] - Quote
Nekrokult wrote:Nekrokult wrote: P.S.: A question just crossed my mind while writing this, did the GÇ£circle methodGÇ¥ ever conflicted with a hack point (merc fallen right next to an enemy objective)?
Cross Atu wrote:I'm not sure of this as I have not had the bug which you are referencing even with the manual method (although I have read about it on the forums). That is an interesting question and I wonder if anyone else can shed further light on it.
Seems it does create problems: https://forums.dust514.com/default.aspx?g=posts&t=105952&find=unread Good call on the link, thanks |
Princeps Marcellus
Expert Intervention Caldari State
191
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Posted - 2013.09.02 16:24:00 -
[313] - Quote
You've done a fantastic job, Cross. Thank you! |
Cross Atu
Conspiratus Immortalis
1673
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Posted - 2013.09.02 16:30:00 -
[314] - Quote
Princeps Marcellus wrote:You've done a fantastic job, Cross. Thank you! Thanks mate, glad the thread is providing some value for you
Cheers, Cross |
Beren Hurin
The Vanguardians
1329
|
Posted - 2013.09.02 16:32:00 -
[315] - Quote
Hmm...not reward related, but curious to see if the repair tool gets aim assist/friction. |
Cross Atu
Conspiratus Immortalis
1673
|
Posted - 2013.09.02 16:36:00 -
[316] - Quote
Beren Hurin wrote:Hmm...not reward related, but curious to see if the repair tool gets aim assist/friction. I'm also interested in that. It's right up there with my kicking around ideas for the "Nanohives, repair tools, needles & you" update for this thread.
The sneak preview is that the current cap systems are not cohesive with each other and are causing equipment issues that go beyond the specific items they're directly attached to. |
Cross Atu
Conspiratus Immortalis
1695
|
Posted - 2013.09.12 19:03:00 -
[317] - Quote
I've been testing the Active Scanner lately, and am now very interested in how the WP earnings on it will work. So far all my theories seem off base because they would lead to certain types of scanner having better earnings than others.
For example if the scanner awards WP based on hostiles killed while they are 'lit up' by the scan then the scanners with longer range or longer duration would both on average earn higher WP than those with the highest precision but lowest range.
Similarly if the WP are earned based on number of targets highlighted certain scanners will be more effective earners than others.
The one method which might scale properly that I've come up with so far would be earnings based on the profile of the object/merc scanned. The drawback here is that if scanning itself earns the WP rather than an action taken against a scanned target, the scanner becomes even more farmable than the closed beta repair tool.
0.02 ISK Cross
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Beren Hurin
Onslaught Inc RISE of LEGION
1562
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Posted - 2013.09.12 19:12:00 -
[318] - Quote
Cross Atu wrote:I've been testing the Active Scanner lately, and am now very interested in how the WP earnings on it will work. So far all my theories seem off base because they would lead to certain types of scanner having better earnings than others.
For example if the scanner awards WP based on hostiles killed while they are 'lit up' by the scan then the scanners with longer range or longer duration would both on average earn higher WP than those with the highest precision but lowest range.
Similarly if the WP are earned based on number of targets highlighted certain scanners will be more effective earners than others.
The one method which might scale properly that I've come up with so far would be earnings based on the profile of the object/merc scanned. The drawback here is that if scanning itself earns the WP rather than an action taken against a scanned target, the scanner becomes even more farmable than the closed beta repair tool.
0.02 ISK Cross
Why couldn't they have it balanced in terms of max points per minute, like triage? One question would be too, if you illuminate equipment, and IT is destroyed, do you get a few points for that?
They would have to be careful how they program scanners though too. What if 5 people scan the same target and he dies? Are there 5 bonuses? Do you split one bonus? I know that you can have more than one scan's illumination active at a time, so could you get double or quadruple the points for scanning all at once? |
Cross Atu
Conspiratus Immortalis
1695
|
Posted - 2013.09.12 19:26:00 -
[319] - Quote
Beren Hurin wrote:Cross Atu wrote:I've been testing the Active Scanner lately, and am now very interested in how the WP earnings on it will work. So far all my theories seem off base because they would lead to certain types of scanner having better earnings than others.
For example if the scanner awards WP based on hostiles killed while they are 'lit up' by the scan then the scanners with longer range or longer duration would both on average earn higher WP than those with the highest precision but lowest range.
Similarly if the WP are earned based on number of targets highlighted certain scanners will be more effective earners than others.
The one method which might scale properly that I've come up with so far would be earnings based on the profile of the object/merc scanned. The drawback here is that if scanning itself earns the WP rather than an action taken against a scanned target, the scanner becomes even more farmable than the closed beta repair tool.
0.02 ISK Cross
Why couldn't they have it balanced in terms of max points per minute, like triage? One question would be too, if you illuminate equipment, and IT is destroyed, do you get a few points for that? They would have to be careful how they program scanners though too. What if 5 people scan the same target and he dies? Are there 5 bonuses? Do you split one bonus? I know that you can have more than one scan's illumination active at a time, so could you get double or quadruple the points for scanning all at once?
They're adding a granulated WP awards system in future, and I believe the Active Scanner rewards are coming at the same time so overlapping scans will likely share the single award pool.
As to the first part, well the current triage system is badly broken. It was fine as a stop gap measure to prevent farming while still allowing some WP on the Repper but as a long term solution it is badly lacking. The UI provides no in game feedback for it, earnings simply stop. It does not scale based on the two types of rewards, and it incentivises less tactical game play. It fails almost completely at half of its intended purpose. One half, stopping farming, it does a good job of, the other half, rewarding tactical game play for support character who are in the thick of combat making a meaningful contribution to their team - i.e. sustaining the risk vs reward paradigm of the game - it fails at because the cap can be reached so quickly, and lasts so long that the active support and repair of 2 or more squad members is almost never rewarded, as repping a single merc will frequently push into the cap.
In general cap or diminishing returns systems are less than optimal because they are almost always still farmable and they bottleneck the tactical play of legitimate players. Further since the WP earnings of Mercs based on kills are not subject to caps, cooldowns, or diminishing returns it distorts the risk vs reward paradigm in game and biases it towards a 'kills only' mentality where effective team play such as holding a defensive position, tactical infiltration, suppression, etc. are all under rewarded if not completely unrewarded.
Farming WP is of course a problem that does grievous harm to the risk vs reward balance in game, but most cap and cool down systems are almost as bad, with their negative effects being compounded by every from of earnings which is not subject to such limitations.
0.02 ISK Cross
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Cross Atu
Conspiratus Immortalis Covert Intervention
1728
|
Posted - 2013.09.19 16:25:00 -
[320] - Quote
1.5 has the new WP system so this thread is going to undergo a huge renovation once the results of that testing are received. I invite anyone who consistently deploys with equipment on their fits to join in the testing and discussion. A focus on the scaling of WP and whether that mirrors the risk vs reward scaling will of course remain central, but mechanical aspects that impact earnings will also be included.
Looking forward to hearing from all of you regarding your results in the new system.
Cheers, Cross |
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Beren Hurin
Onslaught Inc RISE of LEGION
1641
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Posted - 2013.09.19 16:27:00 -
[321] - Quote
Cross Atu wrote:1.5 has the new WP system so this thread is going to undergo a huge renovation once the results of that testing are received. I invite anyone who consistently deploys with equipment on their fits to join in the testing and discussion. A focus on the scaling of WP and whether that mirrors the risk vs reward scaling will of course remain central, but mechanical aspects that impact earnings will also be included.
Looking forward to hearing from all of you regarding your results in the new system.
Cheers, Cross
I will want to pay close attention and will provide input. I think special care should be paid to the supposedly incoming squad order changes as well. They should be a way to try and get maximum WP when possible. |
Cross Atu
Conspiratus Immortalis Covert Intervention
1733
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Posted - 2013.09.19 16:30:00 -
[322] - Quote
Beren Hurin wrote:Cross Atu wrote:1.5 has the new WP system so this thread is going to undergo a huge renovation once the results of that testing are received. I invite anyone who consistently deploys with equipment on their fits to join in the testing and discussion. A focus on the scaling of WP and whether that mirrors the risk vs reward scaling will of course remain central, but mechanical aspects that impact earnings will also be included.
Looking forward to hearing from all of you regarding your results in the new system.
Cheers, Cross I will want to pay close attention and will provide input. I think special care should be paid to the supposedly incoming squad order changes as well. They should be a way to try and get maximum WP when possible. This is a key point and I'm quoting to make sure it can get more eyes on it. Any changes to the squad order system will impact earnings and all testing results should clearly state if they were earned with or without use of the squad order, keeping our data clear is imperative when making assessments of something like the WP system.
Thanks Beren for bringing this up.
Cheers, Cross |
KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
6814
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Posted - 2013.10.30 14:30:00 -
[323] - Quote
Deserves attention still
Gû¦Gû+Supreme emperor god-kingpÇÉKAGEH¦PSHIpÇæ// Lord of the threads Gû¦Gû+
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RedBleach LeSanglant
Hellstorm Inc League of Infamy
458
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Posted - 2013.11.11 01:01:00 -
[324] - Quote
Still relevant, and with some changes with the repair tools and heavies it does make me like repairing more... but using high grade equipment to rezz reaps no benefits other than my heavy is happier with the revive. But with a Core Repper, it doen't take long to rep him either way. The only benefit is that he might survive the firefight... but even that is a slim chance. Hate to say it, because i do use top gear when i can, but going militia has its benefits. |
Cross Atu
Conspiratus Immortalis Covert Intervention
1814
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Posted - 2013.11.13 20:10:00 -
[325] - Quote
Would love a CCP update regarding progress on this issue, the Risk vs Reward paradigm is key to overall game health.
SupportSP Rollover & an improved Recruting System
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Cross Atu
OSG Planetary Operations Covert Intervention
1829
|
Posted - 2014.01.20 06:28:00 -
[326] - Quote
This issue becomes even more relevant and problematic if the new equipment related logistics bonuses CCP is leaning towards are actually applied. A DevBlog on this subject (or at least an update) would be very appreciated.
Cheers, Cross
SupportSP Rollover & an improved Recruting System
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Draco Cerberus
BurgezzE.T.F Public Disorder.
702
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Posted - 2014.01.20 06:38:00 -
[327] - Quote
Cross Atu wrote:This issue becomes even more relevant and problematic if the new equipment related logistics bonuses CCP is leaning towards are actually applied. A DevBlog on this subject (or at least an update) would be very appreciated.
Cheers, Cross I totally agree Cross, and feel that the changes to the Logistics class were very much unnecessary. They have pointed out that it makes a huge difference with the overall changes to other classes but I argue that while all those other changes are being made it is unrealistic to make the changes without knowing if the Assault changes will fix that class without needing to butcher the current Logistics class features.
The benefits from the Gallente Logistics class for instance will be far less than say the Minmatar Logistics in that the Gallente would get 15 WP for kill assist with their class bonus of the scan tool and the Minmatar Logistics would receive 25 WP for their class specific bonused reps which make sense to use considering the benefit being offered from the bonuses.
The changes are far from balanced and it just serves to throw the game into a continuous downward spiral from one class to the next as "balance" passes are meted out. This is not just one particular example that has been gone over wrong but a continuing cycle of fail passes. We need someone to think long and hard before this comes to pass, to make the right call that I fear will not happen.
LogiGod earns his pips
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Spartan MK420
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
96
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Posted - 2014.01.20 11:27:00 -
[328] - Quote
1 proto logi suit costs 250k. normal payout=300k-600k.
Why would I risk my suit.
Unofficial D.A.R.K.L.E.G.I.O.N team mascot.
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Draco Cerberus
BurgezzE.T.F Public Disorder.
705
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Posted - 2014.01.20 14:00:00 -
[329] - Quote
Just a quick SiSi update:
Logistics suits have been left as previously discovered, making me a very disappointed Logi.
LogiGod earns his pips
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RKKR
The Southern Legion The Umbra Combine
664
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Posted - 2014.01.20 14:40:00 -
[330] - Quote
Draco Cerberus wrote:Just a quick SiSi update:
Logistics suits have been left as previously discovered, making me a very disappointed Logi.
I still have my hopes up (which is a bad idea ) untill they update the feedback. |
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