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KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
|
Posted - 2013.01.26 13:41:00 -
[1] - Quote
PLEASE READ ENTIRE POST BEFORE COMMENTING
There needs to be militia variants for all weapon types. All dropsuit and weapon types need to be represented in limited (non-infinite) starter fits. Here is why.
People need to be able to test weapons with militia variants in order to make informed decisions as to whether or not to invest skill points into them. There are militia dropsuits for every type, but the selection of militia weapons is very small. The starter fit system can also be tweaked to allow for more variety of dropsuits and weapons to try out; this would make experience of more dropsuits and weapons much more accessible, and broaden the horizons of new players beyond the favored assault dropsuit + assault rifle combo. I will outline ways to implement this in a balanced way.
When players choose their starter role (Enforcer, Arbiter, Artificer, & Sentinel) they get only one free unlimited starter fit based on their chosen roles. This is the only thing that really needs to be unlimited.
All weapons need to have militia grade version. Militia infantry items can be double in price, or nerfed a bit if needed to balance this change.
All starter fits besides the starter role fit should be made of a limited set of militia items, and should not be infinite. This will help teach players how items are lost in death, and the importance of restocking.
Limited starter fits should be expanded so that all dropsuits, equipment, and weapons are represented. This would allow new players unfamiliar with the market to try out and understand the great variety that Dust has to offer from the very beginning. Here are some examples of what the expanded and more various finite militia starter fits could look like:
> assault - assault rifle + scrambler pistol + nanohive [20] > assault - swarm launcher + flaylock pistol (SOONGäó) + stasis webifier (SOONGäó) [20] > assault - laser rifle + flaylock pistol (SOONGäó) + active scanner (off market for fixing) [20] > scout - shotgun + nova knives + drop uplink [20] > scout - sniper rifle + scrambler pistol + nanohive [20] > logistics - scrambler rifle (SOONGäó) + nanite injector + repair tool [20] > logistics - mystery Caldari rifle (SOONGäó) + remote explosives + nanohive [20] > logistics - mass driver + nanohive + nanite injector [20] > Heavy - heavy machine gun + flaylock pistol (SOONGäó) [20] > Heavy - forge gun + scrambler pistol [20] > Heavy - plasma cannon (SOONGäó) + scrambler pistol [20] > crusader (SOONGäó) - slots currently unknown [20] > pilot (SOONGäó) - slots currently unknown [20]
The overwhelming majority of players are AR users, many of them have never even bothered trying another light weapon other than the sniper rifle. This is a problem for getting reliable feedback; how can someone have a good understanding of whether or not a weapon is overpowered if they themselves have never used it and don't understand its drawbacks? If you want to get more reliable feedback for balancing, then you need to let new players have access to all weapon types from the very start, they need to experience a weapon from both ends to have a reliable opinion on the weapon. Having all weapon types represented in the starter fits would g let players be better testers
Thank you for reading. |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
|
Posted - 2013.01.26 14:05:00 -
[2] - Quote
Takahiro Kashuken wrote:Not more milita stuff since milita stuff is as good as basic
Take the milita forge gun 1200 damage and can easily destroy a gunlogi because ive done it
Milita weapons basically stop players from skilling up into the proper varients because they are very good as they are, espc with AV no need to skill up past basic or if your super lazy stick with milita and just hammer away at it and you will get it anyways
Actually no, militia weapons do generally have the same damage as standard, but they have higher fitting requirements, and frequently less ammo per magazine. Militia laser rifles, mass drivers, etc could have smaller clip size, less total ammo, and higher fitting requirements (like all militia items) to motivate players to skill up to standard and above. If that isn't enough, being killed by advanced and prototype users will do the trick. I don't see why its ok for some weapons to have militia variants while its not ok for others.
Players get militia ARs and SMGs, but you still see people running around with GEK ARs and Toxin SMGs. |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
|
Posted - 2013.01.26 14:11:00 -
[3] - Quote
thesupertman wrote:I think this would defeat the purpose of buying guns. Maybe i would only like this idea if ccp added more guns that you need to buy with ISK and AUR. For example, they should start you out with the shotgun, and there are other shotguns ( pump action, fully atto) that you have to buyin the marketplace.
Above militia grade, there is standard grade, advanced grade, and prototype grade. Some guns even have rare officer grade that you get from salvage. These already existing superior grades already exist. Most weapons (including shotguns) already have variants in their standard/advanced/prototype grade to motivate you to skill up. Shotguns have the specialist (less ammo, but less PG/CPU usage) and breach (less spread, more range, more damage, 2 round clip) variants for example. |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
|
Posted - 2013.01.26 22:27:00 -
[4] - Quote
Anymore reasons to hate this idea? |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
|
Posted - 2013.01.27 00:08:00 -
[5] - Quote
Zat Earthshatter wrote:Let's see... so long as it's not BPO vehicles, I think we're OK. (man, the E3 build was a painful one balance-wise)
Also, the militia LR would have to overheat somewhat faster - otherwise the already-problematic QQ will be in biblical proportions, drowning anybody who stopped to get their tear vial out.
Rumor has it that they're being nerfed, supposedly confirmed on IRC |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
|
Posted - 2013.01.27 01:51:00 -
[6] - Quote
Patoman Radiant wrote:I lean towards a no, with the missile launcher, sniper, and AR all players start with, they can handle any threat including and up to tanks and dropships (that people buy for quite a pretty penny of isk)
millita gear should also be less effective than tech 1.
Being able to handle any threat is not the point of this request, please read the original post. |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
|
Posted - 2013.01.27 11:34:00 -
[7] - Quote
Patoman Radiant wrote:KAGEHOSHI Horned Wolf wrote:Patoman Radiant wrote:I lean towards a no, with the missile launcher, sniper, and AR all players start with, they can handle any threat including and up to tanks and dropships (that people buy for quite a pretty penny of isk)
millita gear should also be less effective than tech 1. Being able to handle any threat is not the point of this request, please read the original post. I still think all millita gear should not be free only the suits we have currently, pay to play, its still cheaper than stuff that actually requires SP investment, half price is good. You can experiment (but not keep forever) with just about anything with a portion of the proceeds of one match with free millita gear, or a fraction if you are using anything other than the dropships or HAV.
I would be ok with all but one (at least 1 must be unlimited in case of poverty) starter fit being BPC that run out (like 50-100 each) as long as all suits and guns are represented in these fits. |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
|
Posted - 2013.01.28 03:40:00 -
[8] - Quote
Any more thoughts? |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
|
Posted - 2013.01.28 18:50:00 -
[9] - Quote
Players should be able to try out more things to make informed decisions, and generally get a sense of what the game has to offer before committing. |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
|
Posted - 2013.01.29 22:35:00 -
[10] - Quote
Totally redone the original post |
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KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
|
Posted - 2013.01.30 00:24:00 -
[11] - Quote
Bojo The Mighty wrote:I don't know how good of an idea this is.
It's great that it benefits newbies and let's them understand the bearings and uses of suits.
But giving the newbies that much headway kind of obscures the point that they should use their own devices to discover what works because no one is exactly alike. The 4 basics are just the tips of the tree. Where on from then is up to the player.
Incorporating more branches to the tree at the very start may shorten the life of discovery is all that I'm saying.
You make a very good point, but I think its worth it; its just militia stuff after all, and those suits can't really fit much. There would still be a lot of opportunity for players to experiment with their fittings once they skill up to get higher tier suits with more slots and PG/CPU. |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
|
Posted - 2013.01.30 03:03:00 -
[12] - Quote
WHz DS9899 wrote:(before you reply back, yes I read the entire thread) This seems like a good idea on paper, but if you think about i, this idea starts to have problems. You see, this would mean if the bluedots figure out how to restock, they would never ave to change their kit out. They would just keep on restocking those kits, and never have to skill up. The only way to fix this is to nerf militia items, like how they nerfed militia vehicles (and just about every other part of the vehicles). They need to learn that it's a necessity to get out of militia stuff, otherwise the most used gun and kit will be the starter AR kit.
Being killed by advanced and and prototype users have a way of motivating people to skill up for better stuff. I wouldn't mind a militia nerf for infantry gear if that's necessary. These fittings would still be just as crappy as the current starter fits, the only difference is that there would be more variety, and items would be finite. At least they would actually have to restock, unlike how it is now with our current unlimited fits. |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
|
Posted - 2013.01.30 08:51:00 -
[13] - Quote
Any more thoughts? |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
|
Posted - 2013.01.30 16:15:00 -
[14] - Quote
Django Quik wrote:I'm not totally against this idea but think if something like this were implemented it would have to be limited in some more overarching manner - maybe you can only use militia gear (including BPOs) when below 1 million SP (or maybe higher, would need balancing). Or perhaps there could be special training zones for militia gear but can not be used in normal pub matches.
This seems totally fair. |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
|
Posted - 2013.02.01 13:10:00 -
[15] - Quote
pew pew |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
|
Posted - 2013.02.01 19:52:00 -
[16] - Quote
Cross Atu wrote:KAGEHOSHI Horned Wolf wrote:Takahiro Kashuken wrote:Not more milita stuff since milita stuff is as good as basic
Take the milita forge gun 1200 damage and can easily destroy a gunlogi because ive done it
Milita weapons basically stop players from skilling up into the proper varients because they are very good as they are, espc with AV no need to skill up past basic or if your super lazy stick with milita and just hammer away at it and you will get it anyways
Actually no, militia weapons do generally have the same damage as standard, but they have higher fitting requirements, and frequently less ammo per magazine. Militia laser rifles, mass drivers, etc could have smaller clip size, less total ammo, and higher fitting requirements (like all militia items) to motivate players to skill up to standard and above. If that isn't enough, being killed by advanced and prototype users will do the trick. I don't see why its ok for some weapons to have militia variants while its not ok for others. Players get militia ARs and SMGs, but you still see people running around with GEK ARs and Toxin SMGs. It's also important not to forget skills, Yes militia weapons allow you to use the gear without skills, but they do not give the buffs provided by skills and things like higher accuracy, better RoF, more damage, better range, etc. should not be ignored. Yes a player who's spec'ed their character into AV can use the militia Forge to take out an above militia vehicle chassis but that doesn't mean it was A) an above militia fitting (low meta mods on a mid meta frame still = a low meta fit) or that B) it was the weapon alone (AV player skill + AV character skills = greater impact than the gun alone). This same reasoning applies across the boards, player skill, and character SP investment, as well as the other elements of the fitting (both that of the user and the target) all play a role, overlooking any aspect of the above doesn't provide for the proper context to evaluate what's occurring. 0.02 ISK Cross EDIT: Let's keep our terminology clear, Starter fits may function in a similar way to Militia BPOs but they are NOT the same item. Starter fits are provided to new players free of charge from CCP. Militia BPOs are purchased with AUR (i.e. use of real cash). Treating the two as if their identical is both inaccurate and problematic.
I'm sorry but your wording kind of confuses me. Are you saying that if you have say... weaponry level 5 (giving a 10% damage bonus total), and you use a militia AR, you will not receive the 10% damage boost? |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
|
Posted - 2013.02.01 22:17:00 -
[17] - Quote
kyan west wrote:Last thing we need is some troll running around in a heavy suit that costs 2000 isk with a HMG
I'm not sure I get your point.
Heavy + HMGs are balanced, just fight them outside their range. What does that have to do with trolls? Are you saying you are against expanding starter fits and making them limited because you don't want to see more heavies? |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
|
Posted - 2013.02.06 21:13:00 -
[18] - Quote
Even if the starter fit changes don't happen, the militia weapon additions should. There needs to be a way to test weapons before investment of SP without having to create entirely new characters. |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
|
Posted - 2013.02.09 22:46:00 -
[19] - Quote
More militia guns! More militia starter fit variety! Limited starter fits! |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
|
Posted - 2013.02.10 21:20:00 -
[20] - Quote
Like Cross Atu eloquently points out, not advancing beyond militia would be doing oneself a disservice. This won't bee a balance issue, no need to fear militia. |
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KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
|
Posted - 2013.02.10 22:06:00 -
[21] - Quote
2-Ton Twenty-One wrote:No players should be given 100 of each weapon and drop suit in militia fits. preset so they can see how they are to be used. your idea is good but do not make it unlimited use I specifically said they should limited. |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
|
Posted - 2013.02.11 18:27:00 -
[22] - Quote
Would still very much like |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
|
Posted - 2013.02.12 19:14:00 -
[23] - Quote
Still would like |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
|
Posted - 2013.02.18 22:18:00 -
[24] - Quote
militia pew pew pew! |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
|
Posted - 2013.02.18 23:36:00 -
[25] - Quote
Mobius Wyvern wrote:KAGEHOSHI Horned Wolf wrote:PLEASE READ ENTIRE POST BEFORE COMMENTING There needs to be militia variants for all weapon types. All dropsuit and weapon types need to be represented in limited (non-infinite) starter fits. Here is why. People need to be able to test weapons with militia variants in order to make informed decisions as to whether or not to invest skill points into them. There are militia dropsuits for every type, but the selection of militia weapons is very small. The starter fit system can also be tweaked to allow for more variety of dropsuits and weapons to try out; this would make experience of more dropsuits and weapons much more accessible, and broaden the horizons of new players beyond the favored assault dropsuit + assault rifle combo. I will outline ways to implement this in a balanced way. When players choose their starter role (Enforcer, Arbiter, Artificer, & Sentinel) they get only one free unlimited starter fit based on their chosen roles. This is the only thing that really needs to be unlimited.
All weapons need to have militia grade version. Militia infantry items can be double in price, or nerfed a bit if needed to balance this change.
All starter fits besides the starter role fit should be made of a limited set of militia items, and should not be infinite. This will help teach players how items are lost in death, and the importance of restocking.
Limited starter fits should be expanded so that all dropsuits, equipment, and weapons are represented. This would allow new players unfamiliar with the market to try out and understand the great variety that Dust has to offer from the very beginning. Here are some examples of what the expanded and more various finite militia starter fits could look like:
> assault - assault rifle + scrambler pistol + nanohive [20] > assault - swarm launcher + flaylock pistol (SOONGäó) + stasis webifier (SOONGäó) [20] > assault - laser rifle + flaylock pistol (SOONGäó) + active scanner (off market for fixing) [20] > scout - shotgun + nova knives + drop uplink [20] > scout - sniper rifle + scrambler pistol + nanohive [20] > logistics - scrambler rifle (SOONGäó) + nanite injector + repair tool [20] > logistics - mystery Caldari rifle (SOONGäó) + remote explosives + nanohive [20] > logistics - mass driver + nanohive + nanite injector [20] > Heavy - heavy machine gun + flaylock pistol (SOONGäó) [20] > Heavy - forge gun + scrambler pistol [20] > Heavy - plasma cannon (SOONGäó) + scrambler pistol [20] > crusader (SOONGäó) - slots currently unknown [20] > pilot (SOONGäó) - slots currently unknown [20] The overwhelming majority of players are AR users, many of them have never even bothered trying another light weapon other than the sniper rifle. This is a problem for getting reliable feedback; how can someone have a good understanding of whether or not a weapon is overpowered if they themselves have never used it and don't understand its drawbacks? If you want to get more reliable feedback for balancing, then you need to let new players have access to all weapon types from the very start, they need to experience a weapon from both ends to have a reliable opinion on the weapon. Having all weapon types represented in the starter fits would g let players be better testers
Thank you for reading. The only issue is that this isn't a good idea for a game that uses an economic system like this one will. I actually want to see your idea implemented as a VR training system like many of us have requested, with all equipment available to be experimented with for free in an environment that provides no SP or ISK, just to allow players to get a feel for what they want to spec into.
Its not unlimited, they would still have to restock and pay for things, so how would it be bad economically for the game? That VR training with all items thing sounds pretty awesome also, I would definitely support that. |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
|
Posted - 2013.02.22 05:17:00 -
[26] - Quote
militia pew pew! |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3106
|
Posted - 2013.03.05 20:12:00 -
[27] - Quote
More informed decisions! |
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