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Cat Merc
Planetary Response Organisation Test Friends Please Ignore
271
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Posted - 2013.03.30 07:41:00 -
[1] - Quote
Yesterday, I finally got Caldari Assault Dropsuit III after focusing for a looooooong time on the core skills. So I decided to get a prototype suit for the first time using the Aurum option, and I looked at the customization options and just said... wow. When I used Standard gear, or Advanced gear (before the reset), I was put off by how limited the customization is. With prototype, the customization finally shines, and it made me think. CCP should make the dropsuits be like this:
Militia gear = Current standard gear Standard gear = Current Advanced gear Advanced gear = Current Prototype gear Prototype gear = Something that doesn't exist yet (maybe officer stuff?)
And rebalance modules and weapons appropriately.
That way you keep the same progression while giving even the starting players deep customization with lots of options. That way, instead of seeing dropsuits with the same modules over and over again, you will see variety, as players tweak their dropsuit to their play style and make the maximum out of what they have. |
Cat Merc
Planetary Response Organisation Test Friends Please Ignore
276
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Posted - 2013.03.30 10:09:00 -
[2] - Quote
Anyone else thinks this is a bumpy road? |
Jebus McKing
DUST University Ivy League
41
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Posted - 2013.03.30 10:50:00 -
[3] - Quote
Personally I'd like this idea. But I'd guess people would use these additional slots just to use more of the same modules they already use now. Also, more modules means you lose more ISK, so ISK gain had to be increased. |
Cat Merc
Planetary Response Organisation Test Friends Please Ignore
276
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Posted - 2013.03.30 11:13:00 -
[4] - Quote
Jebus McKing wrote:Personally I'd like this idea. But I'd guess people would use these additional slots just to use more of the same modules they already use now. Also, more modules means you lose more ISK, so ISK gain had to be increased. Then they won't be having optimal builds. The noobs will use more of the same, the better players will use the extra slots and get the optimal dropsuit for their play style. This increases the skill cap now that I think of it. And yeah, money gains would be slightly increased, just slightly. |
Cat Merc
Planetary Response Organisation Test Friends Please Ignore
276
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Posted - 2013.03.30 12:52:00 -
[5] - Quote
blarg? |
Cat Merc
Planetary Response Organisation Test Friends Please Ignore
276
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Posted - 2013.03.30 14:15:00 -
[6] - Quote
Its so quiet in here :( |
Cat Merc
Planetary Response Organisation Test Friends Please Ignore
332
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Posted - 2013.04.01 16:20:00 -
[7] - Quote
Bump for great justice. Yes I am persistent, I will not let this die yet. |
Celeblhach
Goggles Inc.
8
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Posted - 2013.04.01 16:38:00 -
[8] - Quote
I think increasing the customization would mainly lead to people just using more of the same stuff. However, I definitely would like to see more customization across the lower end, militia gear in particular. Perhaps they could increase the stacking penalties or add more modules that are actually useful to make you use different things in the extra slots. As of right now, it feels like I see way to many people stacking damage mods, armor plates, and shield modules and not much else.
Overall, +1 but definitely needs major tweaking before CCP could use the idea. |
Cat Merc
Planetary Response Organisation Test Friends Please Ignore
333
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Posted - 2013.04.01 16:48:00 -
[9] - Quote
Celeblhach wrote:I think increasing the customization would mainly lead to people just using more of the same stuff. However, I definitely would like to see more customization across the lower end, militia gear in particular. Perhaps they could increase the stacking penalties or add more modules that are actually useful to make you use different things in the extra slots. As of right now, it feels like I see way to many people stacking damage mods, armor plates, and shield modules and not much else.
Overall, +1 but definitely needs major tweaking before CCP could use the idea. The main problems are: A.Lack of modules. I mean really, there are TONS of modules for ships, some are exotic and some are less, all of them have a use. In Dust, there isn't much you can do.
B.If stacking penalties are applied, then the modules should be improved. Someone calculated three damage mods with stacking penalties, and three shield extenders, and the shield extenders have the slight edge in terms of how quickly you can kill vs how long can you survive. If the stacking penalties would be applied to shields, then damage mods would be the way to go. Hence CCP needs to upgrade the other modules to fit into that balance. |
2-Ton Twenty-One
Imperfects Negative-Feedback
405
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Posted - 2013.04.01 16:51:00 -
[10] - Quote
Cat Merc wrote:Celeblhach wrote:I think increasing the customization would mainly lead to people just using more of the same stuff. However, I definitely would like to see more customization across the lower end, militia gear in particular. Perhaps they could increase the stacking penalties or add more modules that are actually useful to make you use different things in the extra slots. As of right now, it feels like I see way to many people stacking damage mods, armor plates, and shield modules and not much else.
Overall, +1 but definitely needs major tweaking before CCP could use the idea. The main problems are: A.Lack of modules. I mean really, there are TONS of modules for ships, some are exotic and some are less, all of them have a use. In Dust, there isn't much you can do. B.If stacking penalties are applied, then the modules should be improved. Someone calculated three damage mods with stacking penalties, and three shield extenders, and the shield extenders have the slight edge in terms of how quickly you can kill vs how long can you survive. If the stacking penalties would be applied to shields, then damage mods would be the way to go. Hence CCP needs to upgrade the other modules to fit into that balance. Finally, if people want more of the same, so be it. Why punish the many for the inability of a few to be creative?
What would fix this is if they had low med and high slots, It really does feel like leaving them out has meant allot of equipment gets pushed to the side in favor of more basic needs.
We need a elegant 3 course meal instead of this bland 2 course roughage.
*adjusts monocle |
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Celeblhach
Goggles Inc.
8
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Posted - 2013.04.01 17:02:00 -
[11] - Quote
Cat Merc wrote: The main problems are: A.Lack of modules. I mean really, there are TONS of modules for ships, some are exotic and some are less, all of them have a use. In Dust, there isn't much you can do.
B.If stacking penalties are applied, then the modules should be improved. Someone calculated three damage mods with stacking penalties, and three shield extenders, and the shield extenders have the slight edge in terms of how quickly you can kill vs how long can you survive. If the stacking penalties would be applied to shields, then damage mods would be the way to go. Hence CCP needs to upgrade the other modules to fit into that balance.
Definitely true on both counts. Honestly, increasing the stacking penalties would make balancing a total nightmare. Most people would just keep stacking the same thing on anyways and the slight change in game balance wouldn't justify the hours of testing needed to ensure balance. Besides that, if it runs on EVE's penalty system, it makes the lore more consistent.
Really, the solution is more unique and useful modules but that is a solution which is easy to talk about and difficult to implement. Personally, I'd like scope mods for weapons (a low power or even a new type of slot), and mods to affect my ammo capacity, range, etc. (Like the Weapon skills for Sharpshooter, Capacity, etc.), but I don't know how many would actually like that idea. Still, just throwing a bunch of extra modules that only a few people would use would help if they increased the number of slots open to every suit. |
Cat Merc
Planetary Response Organisation Test Friends Please Ignore
336
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Posted - 2013.04.01 17:22:00 -
[12] - Quote
Celeblhach wrote:Cat Merc wrote: The main problems are: A.Lack of modules. I mean really, there are TONS of modules for ships, some are exotic and some are less, all of them have a use. In Dust, there isn't much you can do.
B.If stacking penalties are applied, then the modules should be improved. Someone calculated three damage mods with stacking penalties, and three shield extenders, and the shield extenders have the slight edge in terms of how quickly you can kill vs how long can you survive. If the stacking penalties would be applied to shields, then damage mods would be the way to go. Hence CCP needs to upgrade the other modules to fit into that balance.
Definitely true on both counts. Honestly, increasing the stacking penalties would make balancing a total nightmare. Most people would just keep stacking the same thing on anyways and the slight change in game balance wouldn't justify the hours of testing needed to ensure balance. Besides that, if it runs on EVE's penalty system, it makes the lore more consistent. Really, the solution is more unique and useful modules but that is a solution which is easy to talk about and difficult to implement. Personally, I'd like scope mods for weapons (a low power or even a new type of slot), and mods to affect my ammo capacity, range, etc. (Like the Weapon skills for Sharpshooter, Capacity, etc.), but I don't know how many would actually like that idea. Still, just throwing a bunch of extra modules that only a few people would use would help if they increased the number of slots open to every suit. Yes. On the Militia suits, I use the basics only. Shield extender/Damage mod and Armor rep. Anything less and I'm going to be limited. That's what happens when there are so little slots, people are forced to use the basics and never try out other modules and ideas. |
Cat Merc
Planetary Response Organisation Test Friends Please Ignore
364
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Posted - 2013.04.02 06:33:00 -
[13] - Quote
Meow |
Cat Merc
Planetary Response Organisation Test Friends Please Ignore
366
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Posted - 2013.04.02 09:37:00 -
[14] - Quote
Where are the IRC guys to say "woof" like they always do. |
Daedric Lothar
Onslaught Inc
41
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Posted - 2013.04.02 12:26:00 -
[15] - Quote
But this is fine thread to. Tasty thread, lovely thread. Thread laced with catnip. You drug dealer. |
Cat Merc
Planetary Response Organisation Test Friends Please Ignore
367
|
Posted - 2013.04.02 12:55:00 -
[16] - Quote
Daedric Lothar wrote:But this is fine thread to. Tasty thread, lovely thread. Thread laced with catnip. You drug dealer. Cat nip? How did you know?! *Hides catnip under his fur* |
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