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Mobius Wyvern
BetaMax.
1216
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Posted - 2012.10.18 02:00:00 -
[31] - Quote
Longshot Ravenwood wrote:RedBleach LeSanglant wrote:(Rolled a 17, Is the DC check 15 and what skill do I add (reflex save? or fortitude?)) 4th edition rules, so you just use your death saving bonus -- dc was 10, so you'll live Wait, where did tabletop RPGs come into this? |
Longshot Ravenwood
Algintal Core Gallente Federation
680
|
Posted - 2012.10.18 03:02:00 -
[32] - Quote
Mobius Wyvern wrote:Longshot Ravenwood wrote:RedBleach LeSanglant wrote:(Rolled a 17, Is the DC check 15 and what skill do I add (reflex save? or fortitude?)) 4th edition rules, so you just use your death saving bonus -- dc was 10, so you'll live Wait, where did tabletop RPGs come into this? Clearly didn't make it to the damage rules at the bottom of my wall of text above. |
Pranekt Tyrvoth
Pink Fluffy Bounty Hunterz RISE of LEGION
177
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Posted - 2012.10.18 22:33:00 -
[33] - Quote
Thought I'd throw in my two cents.
It takes a very short amount of time (currently) to reach the SP cap, its quite possible to reach it before the weekly reset. That being said, I dislike getting stonewalled into double digit, single digit SP, especially if I'm paying real money for boosters.
There's absolutely no point in buying or using the boosters if you reach the cap that quickly, that easily. When I'm earning say, 100 sp a match, it really doesn't matter whether or not the booster is on anyway, that extra 50 sp or whatever isn't going to amount to anything meaningful.
I like the soft cap idea, if I'm atleast earning a couple thousand SP a match (or at bare minimum 1000), even though its still slow and grindy, I'd atleast feel as if my money is going toward something worthwhile (in the skill boosters), and more importantly that my time is time well spent. |
Cross Atu
Conspiratus Immortalis
775
|
Posted - 2012.10.23 17:46:00 -
[34] - Quote
Longshot Ravenwood wrote:Cross Atu wrote:What I'm driving at most is what niche will the loyalty gear fill, i.e. what's it's draw? For a quick (rough) macro comparison I'll use the current gear.
- Milita gear - low ISK cost point, some AUR BPOs, no skill requirements (drawbacks... just about everything else)
- AUR gear - Lower skill requirements than proximately equivalent ISK gear (darabacks; costs AUR = RIL cash)
- Proto gear - Best stats, fitting options, etc. in theory it's just the best gear (Drawbacks; Highest cost in both ISK and Skill Points)
- LP gear - Pros ??? (Drawbacks??)
I'd expect LP gear to be better quality than Proto with lower skill requirements. Additionally I'd expect we'd find some faction gear that requires unusual skill combinations (like requiring two different suit operation skills at lvl 3 for a heavy-logistic suit or an assault-scout suit).
Better quality than Proto with lower skill requirements.... ouch. If LP gear were both of those things it would be the best gear in the game thus diminishing the value of both ISK and AUR. That's problematic for the reasons that I listed above (issues with player market and reduced AUR sales being key among them).
I'm totally in favor of the second half of what you bring up however. Faction gear with mixed skill tree requirements sounds like a great idea. Using that we could have some T3 type (i.e. highly specialize with enhanced stats and/or new combinations of attributes).
This thought also brings up another possible option; currently there are faction versions of gear which drop as salvage but cannot be purchased (they'll be up for sale once the player market goes live), there could be LP versions of this gear. The LP could still be sold on the market but with the Standing etc requirements it wouldn't devalue the other gear or currency and it would open up the possibility for a player to run "faction fits" so long as they invested the time to build their Standing/LP/ISK up. The ISK because they'd supplement their fitting supplies through market purchases from other players.
I feel like there's something else which could really make this idea shine, but I haven't quite put my finger on it yet. Something to do with requirements and skills but tied in to the LP/Faction Standing. I'll post back if I manage to drag that idea into the light :P
Cheers, Cross |
Longshot Ravenwood
Algintal Core Gallente Federation
680
|
Posted - 2012.10.24 00:43:00 -
[35] - Quote
Forgot about this thread, reposting my 2 cents here:
Longshot Ravenwood wrote:Dear CCP,
- Hard Cap of 832,000 SP/Weekly (and an awesome animation on our SP calculator like an overheat gauge w/ sound, etc.. instead of displaying SP gives a countdown of how long we have until our Hard Cap is reset, like the cooldown timers)
- Hard Cap of 40,000 SP/Match (and a different awesome animation on our SP calculator like an overheat gauge w/ sound, etc.. Also, the "total SP" should list for out of 40,000 points rather than just giving us the "potential" if we had a skill booster implant - it should all play into the theme that it's awesome to break the SP Gage)
- Soft Cap of 208,000 SP/Daily (Add animation & sounds indicating that you're stressing the SP Gague)
1/2 sp gain until Grind.
- Grind at 416,000 SP/Daily (Add animation & sounds indicating that you're severely stressing the SP Gague)
1/4 sp gain once grind is in effect/Daily
- Learning Overdrive Mode. (Add animation & sounds indicating that the SP Gague is "supercharged")
If it's been 3 or more days since the last time a character was signed in the soft cap removed for the next 48 hours.
What's this mean to us?
For everyone:
- It will take a minimum of 6 matches to hit the soft cap on SP in a given day.
- Awesome animations on our SP to help remind us when we hit thresholds & make them goals rather than something to be afraid of.
For a new player or a player who has trouble reaching the SP Cap:
- Join a corp. They'll find ways to help you keep up(but not Warriors or they'll get the ways we try to help removed from the game ).
For a daily casual player:
- If you play to the soft cap every day it'll take you 4 days to hardcap your sp for the week.
- It will take you twice as many matches to work through the soft cap for your SP as it would to play daily.
- It would take four times as many matches to work through the grind for your SP as it would to play daily.
For a weekend warrior:
- If you haven't been playing for a few days and you drop in you can play to the grind two days in a row and it'll take you 2 days to hardcap your sp for the week (and you won't ever see any dip in SP gains).
- If you play play through the grind it'll take you 1 day, but 3 times as many matches to hardcap your sp for the week.
For a hardcore player:
- You can hardcap 3+ characters a week without even feeling the grind if you play it right...or you can focus on one, knowing you're going to hit a hard cap for sp, then help out with training up the newbies in your corp, participating in faction warfare, etc...
Keep It Classy, L.R. |
Ansikt
Sanmatar Kelkoons Minmatar Republic
12
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Posted - 2012.10.24 04:40:00 -
[36] - Quote
I think when we talk about the amount of numbers tweaking that needs to be done to this game, we're talking about the wrong thing. This game is - or so I gather from their workshops at the EVE fan conference - meant to be balanced in a manner that is both dynamic and self-correcting. In place of putting artificial caps on how much ISK can be earned per whatever unit of time, let's consider the intrinsic issues at hand here - people are crashing vehicles into walls for the sole sake of repairing them, only to crash them again and repeat ad nauseam.
Perhaps instead of putting a cap on total experience, we should consider mechanisms which make this exploitation of the reward mechanism less viable. If we're tracking the types of damage a vehicle takes (or how much damage is dealt to that vehicle by other players) and the amount of damage an engineer repairs on each vehicle, we should therefore be able to derive what percentage of total damage repaired was by way of crashing. We could therefore say that engineers should not get experience for any non-hostile vehicle damage that exceeds n% of their total repairs, so long as they make a substantial amount of repairs (to prevent a player's experience in repairs being quartered if they only fixed their vehicle once). |
Cross Atu
Conspiratus Immortalis
775
|
Posted - 2012.10.24 08:11:00 -
[37] - Quote
Ansikt wrote:I think when we talk about the amount of numbers tweaking that needs to be done to this game, we're talking about the wrong thing. This game is - or so I gather from their workshops at the EVE fan conference - meant to be balanced in a manner that is both dynamic and self-correcting. In place of putting artificial caps on how much ISK can be earned per whatever unit of time, let's consider the intrinsic issues at hand here - people are crashing vehicles into walls for the sole sake of repairing them, only to crash them again and repeat ad nauseam.
Perhaps instead of putting a cap on total experience, we should consider mechanisms which make this exploitation of the reward mechanism less viable. If we're tracking the types of damage a vehicle takes (or how much damage is dealt to that vehicle by other players) and the amount of damage an engineer repairs on each vehicle, we should therefore be able to derive what percentage of total damage repaired was by way of crashing. We could therefore say that engineers should not get experience for any non-hostile vehicle damage that exceeds n% of their total repairs, so long as they make a substantial amount of repairs (to prevent a player's experience in repairs being quartered if they only fixed their vehicle once).
You sir get a +1 |
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