Cross Atu
Conspiratus Immortalis
885
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Posted - 2013.04.22 04:44:00 -
[1] - Quote
@OP, It certainly has been addressed before, in several threads in fact starting at least as far back as the CODEX build. Here's one twelve page example of it being addressed. Link: https://forums.dust514.com/default.aspx?g=posts&t=39238
@Idye Lotz, you could but it would be an inaccurate counter. Balancing Tactical rewards against War Point earnings is mechanically broken. It rewards lessor (i.e. ineffective, less tactical) game play over proper effective team work and tactical play that's very poor game theory. As the following quite addresses.
Thrillhouse Van Houten wrote:Awesome thread is awesome.
I couldn't agree with the essence of this entire thread more.
There is a massive parity in the Risk vs. Reward paradigm of the Eve/Dust universe between certain battlefield roles that needs to be addressed. You see the same problems with dedicated Dropship Pilots (to a much much worse degree, imo). Using better DSs yields better TACTICAL results (you fly longer, die less easily and probably get more kill assists via better guns and gunners) at a much higher ISK and SP cost. The same is true of dedicated LogiBros (a class to which I am currently on the path to joining). You spend more on better tools, they require greater SP and yet your rewards SUFFER for their use. Less WP Reward for far greater Risk.
If I roll a proto Cal Assault suit, a Duvolle, Complex damage mods, etc... and I am as proficient in "player skills" as I am in meta skill, then I can reasonably expect greater returns on my use of proto gear. More kills equals more WP, more WP means more SP/ISK. I Risk more ISK in the venture, as proto gear costs multiples more ISK to fit but the general paradigm of Risk vs. Reward is preserved.
If I roll a proto Min Logi suit, a proto nano injector, a proto armor repair tool...and I am as proficient in "player skills" as I am in meta skill, I will get LESS WP than if I use militia gear. Faster healing and more health on revives (which means less missing health to repair as well) allows less access to WP than using militia derivatives. More Risk in ISK spent on proto gear for less Reward in the form of WP and therefore SP/ISK. Completely contrary to the sandbox nature of the MMORPG portion of Dust.
I like the idea of making the cycle time of proto armor reppers shorter and increasing armor repaired per cycle. I warmed up to the overheating idea, too (pun intended). For spikes, I think a simple 30WP for Militia/Standard, 50WP for Advanced and 80WP for Proto makes perfect sense. One WP per %health returned to the revivee. People might say that is too low on the low end, but that's the point. Discourage all these Assault suit guys from running around spiking people for maximum WP and shafting their own LogiBros, who dedicate their in-game time and SP to reviving and triage.
I definitely don't like the current "timer" system they have. I understand that it is a hotfix to an exploit, but it is crap and needs to be changed. If that means lowering the WP income per cycle in order to keep returns consistent then so be it.
As far as the current system theoretically resulting in the same amount of WP between militia and proto ( 'x' maximum triage WP within a set of parameters where 'x' is the same regardless of tool used)... I say shenanigans on that. That is assuming too much. Since the proto reppers heal two people at once, potentially, and heal more health you are going to hit the WP max timers much more quickly, yet they run out at the same speed for everyone. All that means is more time spent doing "free" triage for no gains, even if you heal ten times as many people. Even if you hit the timers as many times with each setup and, therefore, end the match with the same amount of WP...it still doesn't address the greater cost of the proto logi gear in both ISK and SP needed for use. Same WP for MUCH greater cost...who would use proto then? There is a clear advantage to using a Duvolle AR over a Militia AR. The Duvolle is statistically better in every single way, except RoF which I believe is the same. Getting a better AR does not guarantee more kills, but it will never PUNISH you for using it (aside from cost). Using the proto spike or repper guarantees less WP per target, especially when used in tandem.
Kudos, Cross, for pulling out the stops on this subject. Change is necessary here...
@KalOfTheRathi, I played those builds and the problems brought up here are not "fixes" to exploits, the flawed balance they're predicated on existed before, during and after those builds. Whats more those exploits weren't as easy or as detrimental to game play as the current "AFK all day" gains CCP is handing out to players in the MCC. Even if they were somehow equal or worse it's bad design to badaid a problem by moving where/how the imbalance occurs, especially when the problem is either not resolved or other solutions on the table would solve it as well/better. If you'd like the details just ask, read the thread I liked or both. EDIT: One more note, the current system is far from "exploit free".
0.02 ISK Cross |