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James Thraxton
The Exemplars
75
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Posted - 2013.01.14 10:27:00 -
[1] - Quote
I've been reading quite a few discussions about the stability of this game in the form of suit balancing issues, suit costs, weapons issues and balancing, AUR issues, and the power of the voice of people who have no idea about how EVE, CCP, MMORPG-FPS's, and indirect competitive shooters operate. as someone who has played a great many videogame alphas and betas, paid and unpaid for FPS and MMO titles, I'm officially commenting based on the fear that this potentially blockbuster game is quickly eating itself alive, and is on the path towards a ridiculous failure.
as a disclaimer to CCP, I do not know what you are planning, and i trust you choose the right design path, i know how tough the unreal engine is these days, especially with fourth generations like the frostbite 2 out there stealing all the beautiful spotlight, I'm simply attempting to create the right rally force towards a positive future, not have the game devolve into some modern console multiplayer monster of complaint driven madness.
the simple fact that a militia suit can kill prototypes so easily is ridiculous. a militia suit is for those who cant afford/dont want to/have the sp to use higher level gear, and should have an impossible time killing a proto in a 1v1 match. those who complain otherwise aren't thinking. whats the point of spending a month getting the sp to go from meta 3 to 5 when someone who spent the same time leveling sharpshooter and weapon damage skills goes and Aces you in a no cost militia suit? if you're stuck in a match with bad suits against good suits, you should
1. stop using militia gear and use standards or advanced to close the gap, if you can't (which you should have at least one standard suit, its not hard) then
2. regulate yourself towards support actions, they help out just as much. or at least
3. find a class that works against the enemy and hope for the best, because you got crap gear anyway, and what do you expect? they're using prototype gear
therefore i say, there should be large, noticeable differences in health between differently tiered suits, militia suits should not be able to touch prototype suits, and be seriously outmatched against advanced suits.
that said, i bring myself to issue two, the lack of dps difference in weapons. yes i know this now reflects the suits issue, but honestly how can you justify a militia smg doing 21dpr and a prototype doing 23 dpr? that means that if i hit someone twice more every twenty rounds, i'm dealing the same amount of damage. this shouldn't be, a prototype should vastly outclass a militia, it is a prototype, after all.
finally, with the above changes in place, isk compensation at end of round should be the sum of all isk spent during the round divided by the number of players, plus 15k for participation. . . militias cant kill the advanced and prototypes as well, so little isk is lost on the high tech merc side, and little is gained on the low tech side. this also breathes new life into the whole "you have to spend isk to make isk concept" and makes it more vital for EVE corp sponsoring (this is, after all, a sub-game for EVE)
if anyone has any low sp issues with this, i suggest starter area "training rounds" for players under 1m skill points, to give the opportunity to figure out the game and build some isk before making it with the big boys. furthermore, players could choose to enter matches with sp counts higher or lower than their own. (ex. there are servers with sp limits ranging from 1m-3m and 3m-5m, respectively. a character with 2.5m sp can enter the 3-5m matches if he/she chooses, to see their skills against more skilled players) this would allow non corp battles to be more lenient while still being preparative for the more important rounds.
my above statements also work equally with vehicles and the sp counter, boost corp wars, make planetary fighting for EVE corps exciting and worth it, and make the entire gaming experience more worth it. CCP should not care about the weaker/lesser players as it kills their entire concept of the game. instead they should rely on the AUR system to actually run its course, providing gear that level the playing field in the aforementioned game mechanics scenario. those that want an equal edge would have to pay for it over the better/hardcore players(which btw the current system makes buying AUR a bs waste of money) or learn to skill up specifically for a purpose.
this will make CCP happy because they wiil get more money, have a more stable system, and have smoother interactions between Dust and EVE
this will make gamers happy because it allows their efforts to be dynamically visible and unique, with people skilled in certain areas certainly able to show their colors.
this will make a large number of initial players very unhappy. primarily complaining about "god suits" and how certain things are overpowered, they will whine because they are engaging and getting killed by a superior fit, that is what happens in real life why should it be different in dust
finally, and very importantly A very large number of Dust players have never played EVE before it is a very different game, doing things in eve that aren't fair is allowed, (sound off if you been ganked by high sec pirates)being seriously outclassed and outmatched is common, and there is a wide disparity between destructive capabilities of ships that are t1 and t3. if EVE and Dust truly are "one universe, one war", the same values should be utilized in both, that is why these changes must be put in place to take Dust out of the paste eating corner of special ed.
-feedback requested |
James Thraxton
The Exemplars
75
|
Posted - 2013.01.14 20:03:00 -
[2] - Quote
Y0UR NAME HERE wrote:U sir are my hero and I know you'll get some QQ on here but as a 10 year eve player, +1 +1 +1 I have been getting a lil sick of this game catering to carebears, that's what it feels like, like high sec is going out of control and the lil bears are whining they're getting ganked so ccp makes ganking not possible..............its the same in dust, oh noes a proto suit killed my free militia OP OP nerf= ccp drop the hammer Nerf, Oh noes tank killed my team when all we we're doing was trying to capture B...NERF. Dude 1 mill tanks in this game should be our vindi's of eve, not our rifters. Proto suits should be like t3 ship, militia should be a DAMN IBIS lol no rage here kthnx bye and def good post bro.
Yes, CCP should recognize this, as its going to kill their AUR system, not only have they made skilling up and using more advanced gear far less rewarding, but its making the paid advantage (no matter how much unpaying players dislike it) far less beneficial. through this their micro-transaction system is going to free-fall as soon as the new game glow wears off, as people are going to become vastly unwilling to pay real money for a barely noticeable edge. . . in this game, catering to "carebears" destroys the functional viability of the RPG aspect in Dust. |
James Thraxton
The Exemplars
75
|
Posted - 2013.01.14 23:15:00 -
[3] - Quote
Ulf Thunderkick wrote:I expected a rant that really offered nothing more than "I got killed for playing stupid and that isn't fair!" but this is actually a good post. There really does need to be a larger gap between proto suits and militia and it is absurd that I can jump in a militia assault fitting and stand a reasonable chance at killing an assault specced proto suit. If you think or an EvE equivalent, it would be like a person getting into an Ibis, and being able to hold his ground against an Arazu; it makes no sense.
However, Dust is unique in that you really cannot choose your engagement, so it becomes incredibly unfair for those who do not have the SP for such fittings to be thrown against "elites" without choosing that situation. By this, i mean it makes no sense to have people hitting the quick battle option for Skirmish to be put up against those who have vastly more SP than them. So, in that sense I understand the current balancing of the suits, but it really doesn't add up when the proto suit (comparable in price to a low level tank) is being stomped by free militia gear in a balanced 1 vs 1 fight (meaning they are actively fighting back).
To fix this, I believe matchmaking needs to work better and actually scale the instant battle scenarios based on SP - at least after beta. Second, proto suits, or any higher level suit than militia for that matter, need to have either more health or a higher damage modifier - essentially anything that makes them have a legitimate advantage, because right now they are kind of pointless when doing a cost/benefit comparison.
James Thraxton wrote:if anyone has any low sp issues with this, i suggest starter area "training rounds" for players under 1m skill points, to give the opportunity to figure out the game and build some isk before making it with the big boys. furthermore, players could choose to enter matches with sp counts higher or lower than their own. (ex. there are servers with sp limits ranging from 1m-3m and 3m-5m, respectively. a character with 2.5m sp can enter the 3-5m matches if he/she chooses, to see their skills against more skilled players) this would allow non corp battles to be more lenient while still being preparative for the more important rounds.
again, something like this could be implemented fairly easily, as proto gear will most likley not be found until 3m plus sp rounds or higher, possibly only with inferior shield, armor, weapons, and other gear at first. . . likewise, high level sp vehicles will only make a show in the 5m plus range.
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James Thraxton
The Exemplars
75
|
Posted - 2013.01.15 06:36:00 -
[4] - Quote
bump, for anyone that missed this |
James Thraxton
The Exemplars
75
|
Posted - 2013.01.15 07:20:00 -
[5] - Quote
Severus Smith wrote:+1
Though I have a feeling this is what CCP wants as well and will unflatten the gear once we have more people so that matchmaking works properly.
i hope so
This post is more for FPS-primary gamers, mainly those who don't know eve, mmorpg's, COD and like gamers, and generally those who are complaining about the system in a way that is reducing its chances of successful ranking. in addition, this post is also towards CCP because their AUR system has been compromised as a result, giving the possibility of collapse(though it is very small, companies should never open themselves to such a risk based on player feedback, and it grows every day).
from a veteran gamer standpoint, though, we can only hope that this is the system that they will implement when the beta is over, but it is uncommon that a build would be deliberately weak and detracting from what the final product would be. the only reason why they would still have this in place tells me two things, one; that they are purposely keeping the gear flattened to prevent us from seeing the endgame of suits and gear, and two; that such a drastic change, when it comes, is most likely going to involve another wipe. |
James Thraxton
The Exemplars
75
|
Posted - 2013.01.15 08:53:00 -
[6] - Quote
Tarquin Markel wrote:... Hm. I hate to just be the contrarian all the time, but ... no. Don't think so.
Look: I play a scout over 95% of the time. Fast, quiet, and fragile is the name of the game, and there's very little I love so much as a good trap. If I'm doing my job right, you should see me in your sights somewhere between infrequently and never.
I'm at a disadvantage against absolutely everybody in a head-on fight. And you're telling me that what already takes me every grenade I'm carrying landed directly under a target's feet and most of a clip of SMG ammo burned into his freaking HEAD (albeit from 5 meters away, and missing some, but still) should be even more impossible?
(Yes, we're talking about a heavy I killed today.)
No. Just no.
Gear should be a tiebreaker, not a trump. Leaving the heavy and scout out of it for a moment, let's talk assault v. assault. If I decisively outmaneuver you, I see no reason why you should get to just shrug off the rounds from my mere AK-47 equivalent before turning around and burning me down with your scoped, laser-sighted assault rifle of godawfulness.
You should be punctured and bleeding on the floor.
"Prototype" does not mean "game-changing," it means "next generation." One expensive step up the ladder. Every step I take up that ladder with my character means that there are situations I will survive, situations I routinely encounter, that I would not have, and that is iteration enough for me.
Even in Eve, strategy and skill trump gear unless the gear is so ridiculously high-end as to transcend anything and everything we see in DUST. At the moment, Prototype = Arbalest, roughly speaking. There is no T2, and there is no Pirate Faction. Not yet.
I suspect we will, in fact, eventually see someone taking the field with an officer fit Dread Guristas heavy, and God help what stands in its way. As it is, though-- no. Prototype's proportional cost does not entitle you to rule the field like the freaking prince of darkness.
a bit tired, both mentally and physically, so may be a bit redundant
in the system i lined out, you would have your own dps and shield increases as well, also, your running as a scout, you should know better that the scout (ie not suited for real combat) is not equipped to handle any enemies in a close to medium range fight, only as a sniper, which is why your given sniper rifles. furthermore, as it is a CCP game, if you're in a fair fight, something's already gone wrong. as for the ambush scenario, no, i shouldn't. it falls on you to have used a better assault kit than the militia. if you used an advanced suit, you'd have probably killed me, but you decided to skimp on isk or didn't have the skills, so your ability was nil.
your issue with labeling i also find problems with, as it shows you don't have a full grasp on the concept or comparison of eve to dust. in eve, strategy and skill may trump gear, but ships usually decide quite a lot before all three. prototype gear matches versus prototype gear is equal and fair, and therefore there is no balance issue as both sides have an equal chance. if you're wearing a militia suit instead, since you paid nothing and he paid 500k isk, you will lose, just as how a normal cruiser loses against a T3 "prototype" tengu. the cost and skillpoints spent on the suit does entitle me to "rule the field like a freaking prince of darkness" if everyone else is wearing militia gear. if they spent more and went after me with advanced suits, my chance of survival would be much less.
easily defeated, anyone got a harder counterpoint? i want to hear if you found any possible downsides |
James Thraxton
The Exemplars
75
|
Posted - 2013.01.15 18:43:00 -
[7] - Quote
Laurent Cazaderon wrote:Sorry for double post, but dont have much choice. You also talk about weapons. Let's take two guys. One with militia AR, the other with a duvolle. Let's say both have AR proficiency at level 2 and weaponry level 5. And no damager
overall, they both have +16% damage modifier compared to their AR base damage. And we're talking about weapons with a 750 BPM rof. So 12.5 bullets per second fired.
Militia AR : 31 HP => 35.96 with skills || DPS => 449.5 HP Duvolle AR : 34 HP => 39.44 || DPS => 493 HP
Overall, it's one more bullet damage worth for the duvolle over one second. Then, you can add to that the raise in accuracy. Wich means less bullet spread. Which means that over those 12 bullets your gun fires in a second, more will hit than with the militia AR. And as a fight usually dont last a second, the edge gets even bigger.
Combine to your proto suits extra hp etc... losing against a full militia dude is gonna be on you.
Good counterpoint, and well backed too, anyone else have any reservations or support about my idea? |
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