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Bradric Banewolf
D3M3NT3D M1NDZ The Umbra Combine
31
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Posted - 2014.01.20 16:11:00 -
[331] - Quote
Great idea, and you even covered guys who exploit potential problems. i.e the guy behind the tank just repping it the whole game?! Make it to where they only get points for fully repping the tank, not just sitting there making it indestructible. Once the tank is fully repped +100 or something like that, not +25 rep +35 guardian the entire match.
"Anybody order chaos?"
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Bradric Banewolf
D3M3NT3D M1NDZ The Umbra Combine
31
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Posted - 2014.01.20 16:26:00 -
[332] - Quote
CCP Nothin wrote:Thanks for such admirably patient posting. A reply to this thread is long overdue, but here goes.
First off, I think the concept behind having higher WP rewards from using more expensive gear (and thus putting more ISK at at risk) is great and in line with our philosophy. We have looked into ways of making the WP rewards for support roles scale with the level of equipment you are using, but unfortunately it has turned out not to doable without some further development effort on the WP rewards system itself. That said, it's something we definitely interested in doing. Having high level weaponry makes you better at earning WP, as your killing potential is improved. Having high level equipment make you better at earning WP would only make sense.
Some historical musings about repair rewards specifically:
In Chromosome, the repair rewards were changed from the old cyclical system. We replaced that with two new rewards:
Guardian - 35 WP - You're actively repairing a player who kills a target Triage - 25 WP - You repair someone who has taken damage within the last 60 seconds
The primary reason for switching from the old cyclical rewards to the above was exploitation -- with the old system, we saw players coming up with all sorts of cunning schemes for racking up record amounts of WP in record times. The new rewards are more difficult to exploit, as obtaining them requires interaction between the teams (and by interaction, I mean shooting the other team in the faceplate). As you would have to coordinate with players on both teams to exploit this (something that shouldn't be easy in e.g. instant battles), they should be more robust against exploitation. With the new rewards we also added a (tweakable) cooldown to how often you could earn rewards to have a fall back in case someone found a clever new way to game the system.
The new rewards are compatible with scaling based on the quality of equipment used and it's just a question of investing us finding some development time to make the WP reward system support it.
In the meantime, we'd love to hear your feedback on how the repair rewards are performing to make adjustments if necessary. Do you feel that the reward levels reasonable? Do you feel that reward experience you get consistent (i.e. do you get rewards when you expect to get them)?
To be honest, and logis won't like this, I feel that rep tools should get 10 to 15 pts per like scanners and nanohives. They should not be racking up dbl orbitals by themselves, or riding the top of the leaderboards going 1/8 w/4500 wp's just because they put their hand in the proto heavies pocket?! That's explotation in itself. I run logi too, but i just drop hives, uplinks, and run a scanner. I believe the equipment slot is primary, and the weapon slot secondary. But you still should have to fire you weapon. Good logis support by repair, intel, revive, and firepower! The goal is to make the game teamwork oriented not "I got 5,000 wp's, but my team got slaughtered?!" Everything in this game that is rewarding should be hard work. The shields and armor sacrifice for logis is perfect. It makes you better in tactics to support the team, and stay alive. I would go so far as to say that logis an anti armor players have better stick skills than snipers and assault players. It's the risk in those jobs, and the speed required to do them makes you sacrifice armor protection. And when will anti armor truly become a class? It just an assault suit with a swarm launcher equiped?! New thread coming soon.
"Anybody order chaos?"
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Mikey The Bandaid
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
128
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Posted - 2014.01.20 18:09:00 -
[333] - Quote
Bradric Banewolf wrote:CCP Nothin wrote:Thanks for such admirably patient posting. A reply to this thread is long overdue, but here goes.
First off, I think the concept behind having higher WP rewards from using more expensive gear (and thus putting more ISK at at risk) is great and in line with our philosophy. We have looked into ways of making the WP rewards for support roles scale with the level of equipment you are using, but unfortunately it has turned out not to doable without some further development effort on the WP rewards system itself. That said, it's something we definitely interested in doing. Having high level weaponry makes you better at earning WP, as your killing potential is improved. Having high level equipment make you better at earning WP would only make sense.
Some historical musings about repair rewards specifically:
In Chromosome, the repair rewards were changed from the old cyclical system. We replaced that with two new rewards:
Guardian - 35 WP - You're actively repairing a player who kills a target Triage - 25 WP - You repair someone who has taken damage within the last 60 seconds
The primary reason for switching from the old cyclical rewards to the above was exploitation -- with the old system, we saw players coming up with all sorts of cunning schemes for racking up record amounts of WP in record times. The new rewards are more difficult to exploit, as obtaining them requires interaction between the teams (and by interaction, I mean shooting the other team in the faceplate). As you would have to coordinate with players on both teams to exploit this (something that shouldn't be easy in e.g. instant battles), they should be more robust against exploitation. With the new rewards we also added a (tweakable) cooldown to how often you could earn rewards to have a fall back in case someone found a clever new way to game the system.
The new rewards are compatible with scaling based on the quality of equipment used and it's just a question of investing us finding some development time to make the WP reward system support it.
In the meantime, we'd love to hear your feedback on how the repair rewards are performing to make adjustments if necessary. Do you feel that the reward levels reasonable? Do you feel that reward experience you get consistent (i.e. do you get rewards when you expect to get them)?
To be honest, and logis won't like this, I feel that rep tools should get 10 to 15 pts per like scanners and nanohives. They should not be racking up dbl orbitals by themselves, or riding the top of the leaderboards going 1/8 w/4500 wp's just because they put their hand in the proto heavies pocket?! That's explotation in itself. I run logi too, but i just drop hives, uplinks, and run a scanner. I believe the equipment slot is primary, and the weapon slot secondary. But you still should have to fire you weapon. Good logis support by repair, intel, revive, and firepower! The goal is to make the game teamwork oriented not "I got 5,000 wp's, but my team got slaughtered?!" Everything in this game that is rewarding should be hard work. The shields and armor sacrifice for logis is perfect. It makes you better in tactics to support the team, and stay alive. I would go so far as to say that logis an anti armor players have better stick skills than snipers and assault players. It's the risk in those jobs, and the speed required to do them makes you sacrifice armor protection. And when will anti armor truly become a class? It just an assault suit with a swarm launcher equiped?! New thread coming soon. Following a heavy is very risky actually, and LogiBros should be compensated for the amount of deaths they are drawn to by making sure everyone else stays alive. Getting those wp cost us isk and makes or kd suffer. If you want more wp, become a better support player. |
Cross Atu
OSG Planetary Operations Covert Intervention
1844
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Posted - 2014.01.20 23:18:00 -
[334] - Quote
Bradric Banewolf wrote: To be honest, and logis won't like this, I feel that rep tools should get 10 to 15 pts per like scanners and nanohives. They should not be racking up dbl orbitals by themselves or riding the top of the leaderboards going 1/8 w/4500 wp's
That's not role specific that's situational and any role can pull it off, I've been in games where HMG heavies did it, snipers have done it, HAVs have consistently done it in more than one build, etc Granted many of those have to have a positive kdr in match to pull that score off, but their role is to kill infantry so all that's saying is that they have to be fulfilling their primary role focus effectively, which makes sense. As an aside vehicle pilots and AV guys don't have to pull a positive kdr to top the boards, it helps certainly but for their roles it isn't required either.
Quote:"I got 5,000 wp's, but my team got slaughtered?!" Everything in this game that is rewarding should be hard work. Obviously this is hyperbole, but there's a point to be made here, support roles frequently get the most work when their team is hard pressed, a logi with hives a needle and a repair tool is most likely to have high WP earnings in a match where their team is taking heavy casualties because the potential for them to earn WP is so much higher in such situations, there are just more friendlies to repair and revive i.e. more WPs to be earned.
Quote:The shields and armor sacrifice for logis is perfect. It makes you better in tactics to support the team, and stay alive. I would go so far as to say that logis an anti armor players have better stick skills than snipers and assault players. It's the risk in those jobs, and the speed required to do them makes you sacrifice armor protection. And when will anti armor truly become a class? It just an assault suit with a swarm launcher equiped?! New thread coming soon. No role should be 100% bound to either armor or shields as a type of tank, that diminishes player choice, innovation and the sandbox. Logistics suits having less base value speed and eHP than Assault suits prior to including skill buffs and mods does make sense, they're optimized differently in development. That being said a loadout that requires more SP and/or ISK to field and is purely defense focused should be very survivable regardless of what frame it's built on, clearly a tanked scout shouldn't have more eHP than a Heavy but nor should a 'glass cannon' built assault suit have more eHP than a tank fit logistics suit.
Things like choice of tank, focus on speed, profile, average paper dps, et al should be left to the creativity and choice of the players it should not be hardwired into the game code, that flies in the face of the sandbox concept upon which Dust is built.
I do agree that the AV role could use development into a more diverse and vibrant option for players to employ, support could use that development more fully as well (even though support does have more options than AV currently). I'll make one of those dreaded EVE comparisons and close by pointing out that there are much more diverse potential fleet doctrines and roles in EVE than there are squad compositions in Dust and even just focusing on the hulls/frames that have "Logistics" in the name EVE provides a lot more specialization and player ability to develop that support role. Dust is built from infantry vs infantry gun battles, but it becomes a truly great game by including risk vs reward and providing a depth and breadth of other play options outside of that I v I dynamic, the health of the game is bound deeply with the health of the sandbox.
My 0.02 ISK, Cross
PS ~ thanks for posting, we may not see eye to eye on every point but constructive discussion is exactly how we find ideas to help the game get better.
SupportSP Rollover & an improved Recruting System
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Cross Atu
OSG Planetary Operations Covert Intervention
1897
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Posted - 2014.02.03 21:17:00 -
[335] - Quote
Topic still needs attention, 1.8 alterations to equipment make it an ideal patch for the fix.
Cheers, Cross
SupportSP Rollover & an improved Recruting System
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Gavr1lo Pr1nc1p
TRA1LBLAZERS
399
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Posted - 2014.02.03 21:24:00 -
[336] - Quote
heres an idea for making needles better wp wise- give them warpoints based on the % armor hp they restore-i.e. 50% restore=50 wp, 100% restore=100 wp's
Kills- Archduke Ferdinand
Balance!
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I Shot You
The Exemplars Top Men.
20
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Posted - 2014.02.03 22:49:00 -
[337] - Quote
CCP Nothin wrote:Thanks for such admirably patient posting. A reply to this thread is long overdue, but here goes.
First off, I think the concept behind having higher WP rewards from using more expensive gear (and thus putting more ISK at at risk) is great and in line with our philosophy. We have looked into ways of making the WP rewards for support roles scale with the level of equipment you are using, but unfortunately it has turned out not to doable without some further development effort on the WP rewards system itself. That said, it's something we definitely interested in doing. Having high level weaponry makes you better at earning WP, as your killing potential is improved. Having high level equipment make you better at earning WP would only make sense.
Some historical musings about repair rewards specifically:
In Chromosome, the repair rewards were changed from the old cyclical system. We replaced that with two new rewards:
Guardian - 35 WP - You're actively repairing a player who kills a target Triage - 25 WP - You repair someone who has taken damage within the last 60 seconds
The primary reason for switching from the old cyclical rewards to the above was exploitation -- with the old system, we saw players coming up with all sorts of cunning schemes for racking up record amounts of WP in record times. The new rewards are more difficult to exploit, as obtaining them requires interaction between the teams (and by interaction, I mean shooting the other team in the faceplate). As you would have to coordinate with players on both teams to exploit this (something that shouldn't be easy in e.g. instant battles), they should be more robust against exploitation. With the new rewards we also added a (tweakable) cooldown to how often you could earn rewards to have a fall back in case someone found a clever new way to game the system.
The new rewards are compatible with scaling based on the quality of equipment used and it's just a question of investing us finding some development time to make the WP reward system support it.
In the meantime, we'd love to hear your feedback on how the repair rewards are performing to make adjustments if necessary. Do you feel that the reward levels reasonable? Do you feel that reward experience you get consistent (i.e. do you get rewards when you expect to get them)?
we should get wp for mobile cru's spawns |
Cross Atu
OSG Planetary Operations Covert Intervention
1901
|
Posted - 2014.02.04 01:37:00 -
[338] - Quote
I Shot You wrote:CCP Nothin wrote:Thanks for such admirably patient posting. A reply to this thread is long overdue, but here goes.
First off, I think the concept behind having higher WP rewards from using more expensive gear (and thus putting more ISK at at risk) is great and in line with our philosophy. We have looked into ways of making the WP rewards for support roles scale with the level of equipment you are using, but unfortunately it has turned out not to doable without some further development effort on the WP rewards system itself. That said, it's something we definitely interested in doing. Having high level weaponry makes you better at earning WP, as your killing potential is improved. Having high level equipment make you better at earning WP would only make sense.
Some historical musings about repair rewards specifically:
In Chromosome, the repair rewards were changed from the old cyclical system. We replaced that with two new rewards:
Guardian - 35 WP - You're actively repairing a player who kills a target Triage - 25 WP - You repair someone who has taken damage within the last 60 seconds
The primary reason for switching from the old cyclical rewards to the above was exploitation -- with the old system, we saw players coming up with all sorts of cunning schemes for racking up record amounts of WP in record times. The new rewards are more difficult to exploit, as obtaining them requires interaction between the teams (and by interaction, I mean shooting the other team in the faceplate). As you would have to coordinate with players on both teams to exploit this (something that shouldn't be easy in e.g. instant battles), they should be more robust against exploitation. With the new rewards we also added a (tweakable) cooldown to how often you could earn rewards to have a fall back in case someone found a clever new way to game the system.
The new rewards are compatible with scaling based on the quality of equipment used and it's just a question of investing us finding some development time to make the WP reward system support it.
In the meantime, we'd love to hear your feedback on how the repair rewards are performing to make adjustments if necessary. Do you feel that the reward levels reasonable? Do you feel that reward experience you get consistent (i.e. do you get rewards when you expect to get them)?
we should get wp for mobile cru's spawns
Agreed, vehicles should earn mCRU WP. If the unlimited nature is a concern to CCP they can simply apply some form of cool down on earnings, but either way mCRU do work and should gain reward for it.
Cheers, Cross
SupportSP Rollover & an improved Recruting System
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Cross Atu
OSG Planetary Operations Covert Intervention
1901
|
Posted - 2014.02.04 01:39:00 -
[339] - Quote
Gavr1lo Pr1nc1p wrote:heres an idea for making needles better wp wise- give them warpoints based on the % armor hp they restore-i.e. 50% restore=50 wp, 100% restore=100 wp's I believe the posters in this thread have generally supported an idea of this type. The specific iteration was to take the current values, apply them to the MLT/STD version and then give the others increased earnings in line with the additional HP they restored. This would be relatively easy to apply once the "X WP per Y HP repaired" ratio was worked out for repair tools (as suggested by this thread).
Thanks for the post
Cheers, Cross
SupportSP Rollover & an improved Recruting System
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Komodo Jones
Chaotik Serenity
414
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Posted - 2014.02.04 05:20:00 -
[340] - Quote
Friendly bump cuz this is awesome
This is a signature.
You're now reading it.
You may now reply to my post.
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Chesyre Armundsen
Thanes Of Dust
413
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Posted - 2014.02.04 07:30:00 -
[341] - Quote
+1 to everyone
Mihi gravato Deus - "Let God lay the burden on me!"
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Cross Atu
OSG Planetary Operations Covert Intervention
1908
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Posted - 2014.02.04 21:59:00 -
[342] - Quote
Thanks to all new posters for adding input and/or helping keep this topic in the eyes of the community.
Cheers, Cross
SupportSP Rollover & an improved Recruting System
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Cross Atu
OSG Planetary Operations Covert Intervention
1922
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Posted - 2014.02.13 04:11:00 -
[343] - Quote
Reiterating that if CCP moves ahead with racial binding of equipment use (via racial skill buffs making certain equipments optimal use tied exclusively to one race) that having improper scaling on some parts of the equipment line will not only continue to cause distortion but that such distortions will be magnified under the proposed 1.8 system.
Further feedback from CCP regarding steps being taken to correct this, and their proposed eta for implementation, would be valuable at this point.
Cheers, Cross
SupportSP Rollover & an improved Recruting System
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RedBleach LeSanglant
Hellstorm Inc League of Infamy
542
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Posted - 2014.02.13 09:16:00 -
[344] - Quote
I'm still awaiting any updates from CCP on the equipment proposals and racial bonuses as well. Currently my optimism is tempered from the lack of DEV feedback on our postings - I understand that it takes time, there are vacations to consider, and that there may be no changes made despite large amounts of input. While I doubt it is an appeasement effort (the feedback request) - CCP's not like that (that would be corporate giants) - I am curious as to their discussions about all of the posted comments; but that is often information that we are not privy to as it is mostly in house and some limited CPM interaction.
Despite all that I hold to Cross's previous comments that have addressed the issues of support actions WP/SP earnings and equipment/dropsuit changes.
The Logi Code. The Path of the Logibro
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DMH Bond
Dust OMEGA corp
24
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Posted - 2014.02.13 23:12:00 -
[345] - Quote
+1 |
Delanus Turgias
Subdreddit Test Alliance Please Ignore
233
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Posted - 2014.02.14 00:40:00 -
[346] - Quote
Thought I had deja vu and then I realized this is the exact same thread from back in the day. I still can't believe that we've been asking for this crap for 2 goddamn years and CCP still hasn't done a single thing about it. FFS.
Closed Beta Vet since May, 2012
TEST Alliance Best Alliance
Proud owner of essentially every BPO in Dust
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Cross Atu
OSG Planetary Operations Covert Intervention
1936
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Posted - 2014.02.25 06:55:00 -
[347] - Quote
Delanus Turgias wrote:Thought I had deja vu and then I realized this is the exact same thread from back in the day. I still can't believe that we've been asking for this crap for 2 goddamn years and CCP still hasn't done a single thing about it. FFS. Posting in this thread does result in a sense of deja vu at times I quite agree.
SupportSP Rollover & an improved Recruting System
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low genius
The Sound Of Freedom Renegade Alliance
1289
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Posted - 2014.02.25 09:05:00 -
[348] - Quote
Cross Atu wrote:Reiterating that if CCP moves ahead with racial binding of equipment use (via racial skill buffs making certain equipments optimal use tied exclusively to one race) that having improper scaling on some parts of the equipment line will not only continue to cause distortion but that such distortions will be magnified under the proposed 1.8 system.
Further feedback from CCP regarding steps being taken to correct this, and their proposed eta for implementation, would be valuable at this point.
Cheers, Cross
why is that a problem? |
Cross Atu
OSG Planetary Operations Covert Intervention
1937
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Posted - 2014.02.26 04:42:00 -
[349] - Quote
low genius wrote:Cross Atu wrote:Reiterating that if CCP moves ahead with racial binding of equipment use (via racial skill buffs making certain equipments optimal use tied exclusively to one race) that having improper scaling on some parts of the equipment line will not only continue to cause distortion but that such distortions will be magnified under the proposed 1.8 system.
Further feedback from CCP regarding steps being taken to correct this, and their proposed eta for implementation, would be valuable at this point.
Cheers, Cross why is that a problem? Are you asking why further distorting the risk v reward paradigm is a problem, or how the proposed changes deepen the problem?
SupportSP Rollover & an improved Recruting System
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The-Errorist
522
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Posted - 2014.03.02 21:42:00 -
[350] - Quote
+1 |
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Cross Atu
OSG Planetary Operations Covert Intervention
1958
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Posted - 2014.03.06 00:19:00 -
[351] - Quote
Thanks for taking the time to post
Also, more generally, I'd really like to get a more current Dev response regarding the state of Equipment and it's changes in 1.8, especially with regards to the proper scaling of earnings within the risk vs reward context.
Even without the internal scaling issues, the new skill sets implied for 1.8 will have a profound effect on the possible earnings by race as each equipment type holds disparity between possible and potential earnings. There's a lot of ground to cover and it can be done much more effectively if we have a current statement from CCP to use as our baseline.
Cheers, Cross
SupportSP Rollover & an improved Recruting System
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jaksol returns
highland marines IMMORTAL REGIME
10
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Posted - 2014.03.06 05:21:00 -
[352] - Quote
CCP Nothin wrote:Thanks for such admirably patient posting. A reply to this thread is long overdue, but here goes.
First off, I think the concept behind having higher WP rewards from using more expensive gear (and thus putting more ISK at at risk) is great and in line with our philosophy. We have looked into ways of making the WP rewards for support roles scale with the level of equipment you are using, but unfortunately it has turned out not to doable without some further development effort on the WP rewards system itself. That said, it's something we definitely interested in doing. Having high level weaponry makes you better at earning WP, as your killing potential is improved. Having high level equipment make you better at earning WP would only make sense.
Some historical musings about repair rewards specifically:
In Chromosome, the repair rewards were changed from the old cyclical system. We replaced that with two new rewards:
Guardian - 35 WP - You're actively repairing a player who kills a target Triage - 25 WP - You repair someone who has taken damage within the last 60 seconds
The primary reason for switching from the old cyclical rewards to the above was exploitation -- with the old system, we saw players coming up with all sorts of cunning schemes for racking up record amounts of WP in record times. The new rewards are more difficult to exploit, as obtaining them requires interaction between the teams (and by interaction, I mean shooting the other team in the faceplate). As you would have to coordinate with players on both teams to exploit this (something that shouldn't be easy in e.g. instant battles), they should be more robust against exploitation. With the new rewards we also added a (tweakable) cooldown to how often you could earn rewards to have a fall back in case someone found a clever new way to game the system.
The new rewards are compatible with scaling based on the quality of equipment used and it's just a question of investing us finding some development time to make the WP reward system support it.
In the meantime, we'd love to hear your feedback on how the repair rewards are performing to make adjustments if necessary. Do you feel that the reward levels reasonable? Do you feel that reward experience you get consistent (i.e. do you get rewards when you expect to get them)?
wait are you saying you want to make proto stomper the only winners? im wounded CCP just leave it at if you kill a more advanced gear you get more points not "HAHA im a proto not only can I chrush you utterly I also get more points for stopming on you again and again! fun right? YAH!"
you will just make it even harder for new players to move forward
Sacrifice is a choice you make, Loss is a choice made for you .
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Cross Atu
OSG Planetary Operations Covert Intervention
1961
|
Posted - 2014.03.06 06:41:00 -
[353] - Quote
jaksol returns wrote:CCP Nothin wrote:Thanks for such admirably patient posting. A reply to this thread is long overdue, but here goes.
First off, I think the concept behind having higher WP rewards from using more expensive gear (and thus putting more ISK at at risk) is great and in line with our philosophy. We have looked into ways of making the WP rewards for support roles scale with the level of equipment you are using, but unfortunately it has turned out not to doable without some further development effort on the WP rewards system itself. That said, it's something we definitely interested in doing. Having high level weaponry makes you better at earning WP, as your killing potential is improved. Having high level equipment make you better at earning WP would only make sense.
Some historical musings about repair rewards specifically:
In Chromosome, the repair rewards were changed from the old cyclical system. We replaced that with two new rewards:
Guardian - 35 WP - You're actively repairing a player who kills a target Triage - 25 WP - You repair someone who has taken damage within the last 60 seconds
The primary reason for switching from the old cyclical rewards to the above was exploitation -- with the old system, we saw players coming up with all sorts of cunning schemes for racking up record amounts of WP in record times. The new rewards are more difficult to exploit, as obtaining them requires interaction between the teams (and by interaction, I mean shooting the other team in the faceplate). As you would have to coordinate with players on both teams to exploit this (something that shouldn't be easy in e.g. instant battles), they should be more robust against exploitation. With the new rewards we also added a (tweakable) cooldown to how often you could earn rewards to have a fall back in case someone found a clever new way to game the system.
The new rewards are compatible with scaling based on the quality of equipment used and it's just a question of investing us finding some development time to make the WP reward system support it.
In the meantime, we'd love to hear your feedback on how the repair rewards are performing to make adjustments if necessary. Do you feel that the reward levels reasonable? Do you feel that reward experience you get consistent (i.e. do you get rewards when you expect to get them)?
wait are you saying you want to make proto stomper the only winners? im wounded CCP just leave it at if you kill a more advanced gear you get more points not "HAHA im a proto not only can I chrush you utterly I also get more points for stopming on you again and again! fun right? YAH!" you will just make it even harder for new players to move forward
Better scaling is not equal to higher raw rewards.
As an example using a proto Rail Rifle does not grant you higher raw earnings however it's increased damage potential leads to a commensurate increase in earnings potential. That's the type of earnings being discussed within this thread.
Hope that clears things up some
Cheers, Cross
SupportSP Rollover & an improved Recruting System
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The Robot Devil
Molon Labe. General Tso's Alliance
1862
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Posted - 2014.03.06 06:59:00 -
[354] - Quote
I forgot about this old thing. What is the topic and I will try to add.
"You people voted for Hubert Humphrey, and you killed Jesus."
Raoul Duke
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Cross Atu
OSG Planetary Operations Covert Intervention
1962
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Posted - 2014.03.06 07:05:00 -
[355] - Quote
The Robot Devil wrote:I forgot about this old thing. What is the topic and I will try to add. The TL;DR is as follows.
Equipment currently does not properly scale it's risk vs reward. Both the scaling between equipment types and within many of the equipment lines is distorted in such a way that it incentiveizes the use of low meta gear by giving higher potential rewards to the lower meta gear.
Suggested fix amounts to; scale equipment so that it's methodology is in line with that of the AR/other light weapons.
For more details feel free to ask, I just figured a summation would give a bitter place to start at this point
Cheers, Cross
SupportSP Rollover & an improved Recruting System
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The Robot Devil
Molon Labe. General Tso's Alliance
1862
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Posted - 2014.03.06 07:38:00 -
[356] - Quote
Cross Atu wrote:The Robot Devil wrote:I forgot about this old thing. What is the topic and I will try to add. The TL;DR is as follows. Equipment currently does not properly scale it's risk vs reward. Both the scaling between equipment types and within many of the equipment lines is distorted in such a way that it incentiveizes the use of low meta gear by giving higher potential rewards to the lower meta gear.Suggested fix amounts to; scale equipment so that it's methodology is in line with that of the AR/other light weapons.For more details feel free to ask, I just figured a summation would give a bitter place to start at this point Cheers, Cross
That is the same subject we were on last time.
I have all equipment to at least 4 and tools to five. If you remember I see it a little differently. I agree that lower meta seems to offer more WP because you can do the WP action for longer or more often on one target but I think that higer meta equipment allows a logi to have more targets in a shorter time and can give more WP.
At higher meta levels: Hives last longer and/or give reps. Scanners last longer. Uplinks have reduced time (allowing more mercs to get in before the UL is destroyed) or more spawns Tools have better range, dual beams and rep more (allowing more targets to be repped more quickly). Needles have more repped armor.
The first three are self-evident on how they give more WP the higher up in tiers you go. Tools have dual beam, range or amount repped and all three provide the potential for more WP compared to the lower tiers. If you go by amount repped in % or cycles the higher tiers allows you to rep a merc more often if you are in a fire fight because the merc goes down less or it lets you rep multiple targets quickly. If you go by beams, two is almost always better than one and if you go by distance then the number of targets goes up. All of these give a good logi more WP
The needle is the only one I cant say that higher tiers offer better rewards. I would agree to something like standard +40, advanced +50 and +60 at proto. I could see a system like the passenger drop off where the reviver gets a few points for every WP action the revived merc does.
I don't think logis are hurting for points. #logilove https://twitter.com/BurlenDaire/status/384766378533588993/photo/1 https://twitter.com/BurlenDaire/status/418534464571342849/photo/1 https://twitter.com/BurlenDaire/status/436612116200816640/photo/1 https://twitter.com/BurlenDaire/status/437813744014749697/photo/1 https://twitter.com/BurlenDaire/status/440220295346282496/photo/1 https://twitter.com/BurlenDaire/status/440875768537939968/photo/1
I can pull numbers like this in most squads and enough where I don't even take the pictures anymore. I am not 100% convinced that a good logi needs more points because they are easy enough to rake in.
"You people voted for Hubert Humphrey, and you killed Jesus."
Raoul Duke
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Cross Atu
OSG Planetary Operations Covert Intervention
1968
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Posted - 2014.03.06 20:24:00 -
[357] - Quote
***First things first**** It's not about raw total earnings. Let me say that again just so that there's no mistake, this is not about raw total earnings, it's about scaling.
In response to your specific points.
Hives last longer and/or give reps. Not all hives work the same way, as hives supply more per 'tick', thus as tactical value goes up, potential earnings go down. This is exactly the opposite of how things should function. For example a hive repping 70 armor per tick will give fewer ticks and thus less overall earnings than a hive repping 20 armor per tick.
Scanners last longer. Some types do, others have differing effects, I'll have to see the new numbers and how they interact with the new 'snapshot' mechanic + racial skills before I can really assess this one. It's possible that the internal line scaling is actually fine here.
Uplinks have reduced time (allowing more mercs to get in before the UL is destroyed) or more spawns The internal scaling on uplinks, last time I tested it, was perhaps the best in the equipment line.
Tools have better range, dual beams and rep more (allowing more targets to be repped more quickly). Those are tactical advantages and as long as there isn't a 'X healed = Y WP earned' mechanic in place faster/more healing will result in lower potential earnings, further with a cap/cool down in place faster reps/earnings could lower potential total earnings even with the 'X healed = Y WP earned' mechanic in place. Then there's the compounding issue with needles.
Needles have more repped armor. Which is a great tactical advantage that comes at the cost of more SP, ISK, CPU/PG invested and has zero additional payoff. Further running higher meta needles lowers total potential earnings because it's repping armor without gaining any WP from doing so, thus effectively punishing support players for playing their role more effectively. Also the problem with any 'gain WP from the actions of the revived merc system is that most 'clean' revives aren't going to be happening under direct fire thus such systems/timers would as a side effect punish support players who make sure to clear the area before they start reviving fallen teammates. The best fix to needles I've heard of so far is to give the base 60 for the revive (or even drop it to 50 if testing after deployment shows that to be called for) and give the WP for the extra armor repped on the other needles. Those earnings can hardly be considered game breaking because they are present already, this just prevents use of better gear from removing the potential to gain them.
General Equipment Scaling All of the above addresses only scaling within each item type, not the equipment line in general, which has become more important in light of the proposed racial skill changes in 1.8 as a lack of balance within the whole of the equipment line will now directly impact the viability of the entire racial sub-type of that logi, and by extension an aspect of game content/diversity.
It is also worth noting that the earnings potential of the equipment line as a whole is getting nerfed in 1.8 due to the general nerf to equipment function, lower stats on tools, uplink nerfs and lessor clusters from hives etc. retract the possible earnings from support actions, causing scaling issues to become more painful. Further worth noting is the SP, ISK, CPU/PG costs to field such things. I have all related skills5 and on a proto suit, running full proto equipment means I cannot use proto tank, my weapon is meta 1, and I have no damage mods but even thought my fitting is proto, and not combat capable, it still costs more than my proto HMG fitting, with full proto tanking mods. My support fitting costs almost three times as much as my HAV fittings in ISK and millions more SP, but the HAV is less likely to be destroyed, much less end the match with negative KDR. Support earnings have the potential to be high when run well, no question, but so long as it takes more SP and ISK to field them then 'risk vs reward' dictates that they should be looking at a higher earnings potential, anything else is an imbalance by definition, just the same as having a MLT sniper rifle do the same work as a Thales would be.
Cheers, Cross
EDIT: You're right by the way, this is the same topic we've been on for awhile since it's been an unfixed issue within the game starting in closed beta and extending to the present.
SupportSP Rollover & an improved Recruting System
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The Robot Devil
Molon Labe. General Tso's Alliance
1873
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Posted - 2014.03.06 21:30:00 -
[358] - Quote
The whole suit/equipment thing is going to be interesting, I hope I like it. I think one thing that can help is a WP cooldown indicator. I know I cap WP from my tool sometimes but I can't tell if the reason I'm not getting paid is because of cooldown, the glitch where WP don't show up when earned (does it to me in the beginning of a match, a lot) or the game isn't registering. I would take a notification like we have now that just flashes a zero. I like to know how much my stuff is use and knowing that I am in cooldown but my placement is good would be nice.
I think the scaling of WP using the tiers is a good idea to a degree. On one hand it seems to make more sense -WP wise- to use cheap stuff and I do see that way of looking at it but on the other hand -coming from experience- I seem to make more WP using better stuff in almost every situation. I am on the fence.
When I saw the topic pop back up I remembered what the last thing we were debating and I saw the newer posts and thought it was the same discussion.
"You people voted for Hubert Humphrey, and you killed Jesus."
Raoul Duke
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Kigurosaka Laaksonen
DUST University Ivy League
532
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Posted - 2014.03.07 02:00:00 -
[359] - Quote
Am I gonna get WP for repping vehicles and installations again?
DUST 514 Recruit Code - https://dust514.com/recruit/zluCyb/
EVE Buddy Invite - Too damn long. Ask me for it.
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The-Errorist
550
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Posted - 2014.03.07 02:35:00 -
[360] - Quote
I extremely like your solution to the repair tool earnings problems; its simple, I like how the rewards are fairly given, how doesn't distinctivenesses supporting one's team, and its a better solution to the hard cap with a timer system in place. |
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