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gbghg
L.O.T.I.S. RISE of LEGION
2783
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Posted - 2013.07.24 23:47:00 -
[1] - Quote
So here's something that's been bugging me for a while, and which I've put a bit of thought into, "why does Dust have tiers, when it's older sibling went through something called tiercide? Tiercide (from what I've gathered, I don't play eve) aimed to completely rebalance pretty much everything so that no ship was fundamentally better than another ship, just better at a given role. This approach meant tier 1 ships (the racial basic suit in dust) were the general ships that could be used in various roles, while the tech 2 ships (the specialised variants, assault, logi etc) were very good at one role but not so much at others. This means that every ship has a place, and none are simply rendered obsolete by moving up a skill level. This is a very good idea, it means that everything has the potential to be used and nothing should be ignored because the next ship in line is better in every way. We need the same thing in dust.
It is my personal belief that the current existence of proto and advanced gear is killing this game, in two main ways. The first is in the matter of game balance, the fact that players are running around with such hugely different EHP is ridiculous, it's one thing giving different health levels to different classes, they come with their own sets of advantages and disadvantages (movement speed, type of weapon, heavies, scouts ect), that's fine, done right it adds diversity to the battlefield, makes it more a TF2 than a COD, we all agree its a good thing. When you can get a HP difference of 400-500 within the same class something is just messed up.
As things stand this sort of thing happens a lot. "Bob is a decently skilled FPS'er, played his share of games and has just left the academy, since bob has done his research he's come out of the academy with a basic suit and some basic modules and weapons, he has just under 300HP. Now on his first match bob runs into a big bad proto player, this guy is has over 300HP before he he even puts any mods on, now our big bad proto player isn't very good at FPS's, he's an EVE player who is utterly hopeless at twitch shooters but who in the hope he can get better has diligently grinded away at the game till he got his proto suit and modules. Now bob our decently skilled FPS'er tries his best but the damage of the big bad proto's weapon combined with his huge HP advantage is insurmountable, throughout the rest of the game bob tries and tries but he just can't win."
Tell me, how many times have you had this happen to you? A lot I'm guessing if you don't spend all your time running advanced or proto gear. This is fundamentally broken, it's one thing to have something like that in a MMORPG, they normally give you a range of options to deal with the problem or simply avoid it, dust doesn't, it's a lobby shooter, sure there's gear based matchmaking but there's a whole load of good arguments against that, just as there are some very good reasons for it.
Proto gear is somewhat like titans when you look at it, the only effective counter is to field proto gear yourself, and their stats are out of proportion compared to everything else, and given the sheer number of people around running proto, soon it's going to be proto and nothing else, it already is in PC if you actually want to win the battle, and you'll run into at least 1 proto player in any given pub match. What do you think it will be like for new players a year down the line, when a large proportion of the player base is running proto gear? Would you want to play a game where you die repeatedly over and over because the other guy has simply put more time (or money) into the game? No one will want to play that, the game will truly be dead. And that's what I meant by player retention problems, having people running around who have vast amounts more HP than you simply because they played the game longer is unbalanced and poor game design, it's simply incompetence, or part of your business model but we'll get to that later.
Lets look at the 2 big titles in console FPS gaming, and the two benchmarks dust will always be compared against, COD whatever sequel idiots are still buying and battlefield 3/4. Neither of those 2 games allow players to increase their health, they can take less damage from things like grenades etc, but they don't have people who can absorb more bullets than someone else, this allows skill, not HP level to be the main factor in who wins the firefight. Dust needs to be brought in line with this.
Now I just want to say that the fitting system is probably my favourite thing about dust, and I love being able to tinker with my fits to get as much HP out of them as possible, I'm not advocating that we remove the EHP modules but just that the ridiculous discrepancy we see between standard and proto gear is gone for good. Fits should provide an advantage that augments your play style, not make you invincible to anyone who isn't carrying the same meta as you.
And to those who use the argument that the ISK cost is the reason for these advantages, well they found out the hard way with titans that balancing by ISK doesn't work.
Now I propose we go about settling this in one of two ways, the first is a major EHP nerf, bring them down so they offer an advantage, but one a standard weapon could still take down reasonably quickly, the same goes for weapons. But the root problem remains, a large segment of gear still remains worthless once you reach a certain point, and spending the most ISK gives you an inherent advantage.
The second way and one I prefer is to remove proto (and adv, you aren't forgotten) from the game entirely, this levels the playing field and allows player skill to become the most important factor, followed shortly by fitting choices. Alongside the removal you would have to make sure the bonuses on the variants become worth it and ensure that a suit is best utilized in its intended role, so the basic suits become the tier 1 equivalent. |
gbghg
L.O.T.I.S. RISE of LEGION
2783
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Posted - 2013.07.24 23:47:00 -
[2] - Quote
The second way and one I prefer is to remove proto (and adv, you aren't forgotten) from the game entirely, this levels the playing field and allows player skill to become the most important factor, followed shortly by fitting choices. Alongside the removal you would have to make sure the bonuses on the variants become worth it and ensure that a suit is best utilized in its intended role, so the basic suits become the tier 1 equivalent, able to perform the logi or assault role with equal effectiveness (using the current variants). Allowing the logi and assault suits to become the best in their given role, hopefully avoiding another caldari logi fiasco.
As to the question I began my post with the only answer I can think of is that it's CCP business model, by throwing such huge tier advantages out there it encourages you to splurge on aurum gear and boosters to stay competitive, which is just bad game design IMO. |
gbghg
L.O.T.I.S. RISE of LEGION
2787
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Posted - 2013.07.25 00:04:00 -
[3] - Quote
First Prophet wrote:Can I get a tl;dr? Lazy, tl;dr I think proto is killing the game and that dust should go through its own tiercide, placing a greater importance on the variant of the item rather than the meta level. |
gbghg
L.O.T.I.S. RISE of LEGION
2788
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Posted - 2013.07.25 00:12:00 -
[4] - Quote
Adelia Lafayette wrote:gbghg wrote:The second way and one I prefer is to remove proto (and adv, you aren't forgotten) from the game entirely, this levels the playing field and allows player skill to become the most important factor, followed shortly by fitting choices. Alongside the removal you would have to make sure the bonuses on the variants become worth it and ensure that a suit is best utilized in its intended role, so the basic suits become the tier 1 equivalent, able to perform the logi or assault role with equal effectiveness (using the current variants). Allowing the logi and assault suits to become the best in their given role, hopefully avoiding another caldari logi fiasco.
As to the question I began my post with the only answer I can think of is that it's CCP business model, by throwing such huge tier advantages out there it encourages you to splurge on aurum gear and boosters to stay competitive, which is just bad game design IMO. I would like to see this done combined with extra basic suits added each with its own role bonus like the frigates of eve. You'll have your ewar one support one assault one and tankier one etc to give variety this game sorely needs without having the current proto or gtfo tiers. the role bonuses would encourage people to get to level five of the suit but still keep them effective at the lower levels. I didn't go into detail because quite frankly I'm not a game dev, it's one am in the morning, I'm trying to play dust in between writing this thread, and I quite frankly have no ideal ideas on the matter. This post was just to get a though I've had on my chest off it and to tell CCP the direction I think this game needs to move in, but those sound like good things. |
gbghg
L.O.T.I.S. RISE of LEGION
2788
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Posted - 2013.07.25 00:22:00 -
[5] - Quote
Mary Sedillo wrote:Its an MMO, not a standard FPS. Also, aurum only lets you get things sooner that you can already get with SP and ISK. Know the game. I know the game, I've been playing it since the start of January, I know aurum let's you get stuff sooner, but that's not the point. The point is that the ridiculous DPS and EHP gap between what a new player gets and what someone who's dumped a load of sp into suits and weapons if ridiculous, no other successful FPS does that. |
gbghg
L.O.T.I.S. RISE of LEGION
2788
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Posted - 2013.07.25 00:36:00 -
[6] - Quote
ZDub 303 wrote:Just curious, not disagreeing with your post at all, but how would they monetize if you didn't need SP or aurum gear to unlock awesome gear? No idea, probably why CCP went with it in the first place, and why this posts suggestions won't ever be implemented, still wanted to write it though. Cosmetic crap like LoL perhaps? They could still probably sell boosters to help with the grind. |
gbghg
L.O.T.I.S. RISE of LEGION
2789
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Posted - 2013.07.25 00:55:00 -
[7] - Quote
Jason Pearson wrote:Mary'd.
(New term, it means when someone comes in and tries to educate people despite said people already knowing what they're talking about. Make it happen bunnies) Lmao, love it. |
gbghg
L.O.T.I.S. RISE of LEGION
2789
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Posted - 2013.07.25 01:24:00 -
[8] - Quote
Shijima Kuraimaru wrote:First mistake is saying that proto w/o HP mods is better than basic with HP mods. You're wrong. Basic, Advanced, and Proto suits of the same type, without HP mods, have the exact same EHP.
The Eve side tiericide only applied ships within the same level class.
Example... Amarr Basic Amarr Battleship reqs for Armageddon, Apocalypse, and Abaddon: Spaceship Command 4, Amarr Frigate 3, Amarr Destroyer 3, Amarr Cruiser 3, Amarr Battlcruiser 3, and Amarr Battleship 1 (The differerence in the old skill reqs were Armageddon: Amarr Battleship 1, Apocalypse: Amarr Battleship 3, and Abaddon: Amarr Battleship 5)
Amarr Navy Issue Faction reqs for Armageddon (NI) and Apocalypse (NI) : Spaceship Command 4, Amarr Frigate 3, Amarr Destroyer 3, Amarr Cruiser 3, Amarr Battlecruiser 3, and Amarr Battleship 2
Amarr related Pirate Faction Battleships reqs for Nightmare: Spaceship Command 4, Amarr and Caldari Frigate 3, Amarr and Caldari Destroyer 3, Amarr and Caldari Cruiser 3, Amarr and Caldari Battlecruiser 3, and Amarr and Caldari Battleship 1
Amarr Black Ops Battleship reqs for Redeemer: Spaceship Command 5, Amarr Frigate 3, Amarr Destroyer 3, Amarr Cruiser 3, Amarr Battlcruiser 3, and Amarr Battleship 5, Science 5, Navigation 5, Warp Drive Operation 5, Jump Drive Operation 5, Jump Drive Calibration 4, Electronics 4, Cloaking 4, Black Ops 1
Amarr Marauder Battleship reqs for Paladin: Spaceship Command 5, Amarr Frigate 3, Amarr Destroyer 3, Amarr Cruiser 3, Amarr Battlcruiser 3, and Amarr Battleship 5, Gunnery 2, Weapon Upgrades 5, Advanced Weapon Upgrades 5, Science 1, Engineering 2, Energy Grid upgrades 5, Marauders 1
So, as you see, the tiericide was rather minor as far as skill reqs for a class of battleship were unified with minor adjustments to ship attributes. Ah my mistake on the numbers, as for the tiercide, all I know about it is what I picked up from various eve articles, if you could provide a better explanation that would be welcome. |
gbghg
L.O.T.I.S. RISE of LEGION
2789
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Posted - 2013.07.25 01:28:00 -
[9] - Quote
Luk Manag wrote:Firstly, you can kill any other suit with a milita rifle. Second, I'm quite guilty of running proto suits, though not usually Duvolle guns. CCP is experimenting with different design doctrines, and they have a lot of work ahead of them. They have recently increased defensive options, like rechargers. If rechargers or armor repairers are too good, everyone will stack them. If they make small tweaks to milita gear, the could make it easier on new players, but make easier isk farming for everyone. They want to promote consumption of ISK and AUR, but who would bother paying for minor upgrades? There are typical stacking penalties in Eve, but the are not applied to shield or armor extenders. Even if they do something to discourage the stacking of EHP mods (run speed or hit box size for shields) everyone would focus on quick recovery or gank power. They have a cool ISK system to discourage proto overuse, but it doesn't work well enough, and will fall apart when I can dump Eve ISK or supplies into my Dust wallet or inventory. CCP knows this, and I doubt they know how to solve that one yet either. Regardless, my Exile is still deadly. Yes a militia gun will kill a proto suit, eventually. The fact is long before that will happen, he will have taken you down in a matter of seconds, as it stands the only effective counter to a proto suit is another proto suit, that's fundamentally unbalanced, it's like the only way to counter rock is with another rock, it's terrible game design. |
gbghg
L.O.T.I.S. RISE of LEGION
2790
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Posted - 2013.07.25 01:29:00 -
[10] - Quote
Cat Merc wrote:Ignore the numbers: https://docs.google.com/document/d/1pet88sKPbMV7G4PqvgRySV1Df5kRyioMIaiSABFIwII/edit?usp=sharingThere, I just created a bunch of variation. About your idea: Rename Basic suits (From the list above) as T1. Assault and Logi are T2, where they aren't just better than T1, they are specialized. T1 is a mesh of a logi and an assault, can do both but a bit worse. Have T1 and T2 gear, T2 gear is more CPU/PG intensive and has greater downsides in addition to the upside. This is the kind of thing I was thinking of, thank you cat merc. |
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gbghg
L.O.T.I.S. RISE of LEGION
2792
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Posted - 2013.07.25 01:43:00 -
[11] - Quote
Promethius Franklin wrote:Shijima Kuraimaru wrote:First mistake is saying that proto w/o HP mods is better than basic with HP mods. You're wrong. Basic, Advanced, and Proto suits of the same type, without HP mods, have the exact same EHP.
The Eve side tiericide only applied ships within the same level class.
Example... Amarr Basic Amarr Battleship reqs for Armageddon, Apocalypse, and Abaddon: Spaceship Command 4, Amarr Frigate 3, Amarr Destroyer 3, Amarr Cruiser 3, Amarr Battlcruiser 3, and Amarr Battleship 1 (The differerence in the old skill reqs were Armageddon: Amarr Battleship 1, Apocalypse: Amarr Battleship 3, and Abaddon: Amarr Battleship 5)
Amarr Navy Issue Faction reqs for Armageddon (NI) and Apocalypse (NI) : Spaceship Command 4, Amarr Frigate 3, Amarr Destroyer 3, Amarr Cruiser 3, Amarr Battlecruiser 3, and Amarr Battleship 2
Amarr related Pirate Faction Battleships reqs for Nightmare: Spaceship Command 4, Amarr and Caldari Frigate 3, Amarr and Caldari Destroyer 3, Amarr and Caldari Cruiser 3, Amarr and Caldari Battlecruiser 3, and Amarr and Caldari Battleship 1
Amarr Black Ops Battleship reqs for Redeemer: Spaceship Command 5, Amarr Frigate 3, Amarr Destroyer 3, Amarr Cruiser 3, Amarr Battlcruiser 3, and Amarr Battleship 5, Science 5, Navigation 5, Warp Drive Operation 5, Jump Drive Operation 5, Jump Drive Calibration 4, Electronics 4, Cloaking 4, Black Ops 1
Amarr Marauder Battleship reqs for Paladin: Spaceship Command 5, Amarr Frigate 3, Amarr Destroyer 3, Amarr Cruiser 3, Amarr Battlcruiser 3, and Amarr Battleship 5, Gunnery 2, Weapon Upgrades 5, Advanced Weapon Upgrades 5, Science 1, Engineering 2, Energy Grid upgrades 5, Marauders 1
So, as you see, the tiericide was rather minor as far as skill reqs for a class of battleship were unified with minor adjustments to ship attributes. Old prereqs were lvl's 1,2 and 3 for T1 ships within a class, not 1, 3 and 5, but other than that it's rather spot on. Dusts system, while similar, really isn't compatible with the concept. It would be like having a fast version, a tanky version, and a high damage version of each suit which were at the same level rather than the STD/ADV/PRO suits we have now. Honestly I just want to see a system that doesn't have such a large DPS and EHP gap between players, it's unnatural and game breaking in a FPS. |
gbghg
L.O.T.I.S. RISE of LEGION
2793
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Posted - 2013.07.25 01:51:00 -
[12] - Quote
Promethius Franklin wrote:gbghg wrote:Honestly I just want to see a system that has such a large DPS and EHP gap between players, it's unnatural and game breaking in a FPS. Slot count differences and tiered mods with passive skill bonuses have that effect. If we had single suits in a catagory with helpful yet not game breaking bonuses it wouldn't be as much of an issue, but that breaks the whole intended economic effect of wearing proto all the time, not that it ever actually works out that way. What effect is that? I'm tired and can't remember/ be bothered to look it up. |
gbghg
L.O.T.I.S. RISE of LEGION
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Posted - 2013.07.25 01:54:00 -
[13] - Quote
Promethius Franklin wrote:gbghg wrote:Promethius Franklin wrote:gbghg wrote:Honestly I just want to see a system that has such a large DPS and EHP gap between players, it's unnatural and game breaking in a FPS. Slot count differences and tiered mods with passive skill bonuses have that effect. If we had single suits in a catagory with helpful yet not game breaking bonuses it wouldn't be as much of an issue, but that breaks the whole intended economic effect of wearing proto all the time, not that it ever actually works out that way. What effect is that? I'm tired and can't remember/ be bothered to look it up. The EHP and DPS gap you just mentioned. Thank you, I feel tired and should probably refrain from posting from now on... |
gbghg
L.O.T.I.S. RISE of LEGION
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Posted - 2013.07.25 02:47:00 -
[14] - Quote
Marston VC wrote:I don't want to read what you wrote because its long and im very tired, but based off your title I would say..... No? Tiers are the only way veterans can feel like their time has payed off. Being equal with everyone despite playing five times more is just a horrible feeling. Like..... whats the point? If I want to play equal with every other nooblet coming into the game ill go play COD or BF3. I understand where your coming from but what we have now is just ridiculous, it's game breaking and very off putting for new/low level players. Something needs to give and we need a system where vets can feel like they get a good reward but don't get a huge advantage over new players like they do now. |
gbghg
L.O.T.I.S. RISE of LEGION
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Posted - 2013.07.25 09:35:00 -
[15] - Quote
Interesting post soul, it gave me an idea for something, I know this technically goes against the risk cs reward dynamic (or maybe in line with it given proto players advantages). So how about this, give diminishing rewards as gear level goes up, militia and standard gear are unaffected but the higher you go the less you get, this encourages pub matches to be filled with STD suits while leaving proto intact for PC.
I know it's a terrible idea just wanted to air it. |
gbghg
L.O.T.I.S. RISE of LEGION
2807
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Posted - 2013.07.25 16:31:00 -
[16] - Quote
A good post jatheinel made on the feedback version of this thread
Jathniel wrote:DiGreatDestroyer wrote:I think that you cant just go and remove proto or advanced, because people haver earned them with their time and/or resources, so its not fair.
I think that the dust team should make standard only playlists, STD and advanced playlists, and whatever playlists for instant batlles. Thats THE solution thats going to make everyone happy
Technically, we were never supposed to leave beta with all our skill points to begin with. The system of vets killing the game for new players is unbelievably true. Even if you're a vet, you make a new character, and leave Academy, you don't stand a rat's ass of a chance. It's nasty dude. But in reality.... the huge problem for new players is that they simply CANNOT escape the protobears. They just can't. Even if they join up with a corp, it makes no difference. It will be months and months, before they can be solidly competitive gear-wise. This is perfectly fine for any game with the mmo moniker. The difference between every other mmo and Dust is... newbies can escape to the PvE world to train and be prepared for PvP. In Dust, you can't. You HAVE to pull your pants down, and lay face down, ass up, and take it for MONTHS, before you're able to fight back effectively. It's not like that in game like CoD or BF3, where you can pick up a gun, and down anyone no matter how long they've played. Dust has chosen to implement elements from both genres, but it's badly mixed. You can't have only pvp, with characters that get dramatically stronger than others, and then tell the new players that they have NO CHOICE but to sit there and get there ass handed to them, month after month after month, and do NOTHING else. Tell a new player to just take it, and he's going to laugh at you. So we need to get some PvE into this game... otherwise the OP's post is going to be the most sound way to retain new players. Fk how long the veterans have played, the newbies HAVE to be capable of killing you, or doing something else until they can. :(
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gbghg
L.O.T.I.S. RISE of LEGION
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Posted - 2013.07.25 17:36:00 -
[17] - Quote
Daxxis KANNAH wrote:ZDub 303 wrote:BL4CKST4R wrote:I think a good way to solve the proto stomp without removing suits or a huge overhaul of mechanics is to give all suits the same module as the proto counterpart but seperate them through CPU/PG. This lowers the HP difference by a lot, and give basic suits a lot of diversity right from the get go. Another option is to remove the basic and ADV suit, and just make a singular suit across race and role, and the diversity would come only from how you build the suit. Along with this increasing the damage weapons do and lowering ADS movements speed, and increasing X, Y sensitivity to make the game deadlier and closer to the gameplay of most other FPS games, so bob already has a skill advantage, but also keep the uniqueness of the fitting system. i've also suggested this before too... we need to tighten the obscene powergap that increased module slots creates when you go up to proto gear. At the very least make it so adv is one slot less and std is 2 slots less. example: Cal Logi Proto: 5/4 Cal Logi Adv: 5/3 Cal Logi Std: 4/3 Given the right amount of CPU/PG that would be much closer to how the weapons are done. Off the top of my head if we got rid of the tiers I would think you would have to give high sp vets modules / perks like better scanning or more range on rep tool and nanohive; an active shield they could activate for like 1-3 secs etc. Dont want to think too much about it though - unless CCP is going to change course. Here's an idea of what could go alongside it SP wise, but it's just a rough idea https://forums.dust514.com/default.aspx?g=posts&find=unread&t=97251
As for a truly terrible idea if none of what I've suggested so far happens (likely) this https://forums.dust514.com/default.aspx?g=posts&find=unread&t=97264 |
gbghg
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Posted - 2013.07.26 17:03:00 -
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calvin b wrote:Touch my hard earned proto gear and die. I earned it thru blood, sweat, and a lot of cursing. I am all about leveling the field but touch another mans gear and your asking for it. Do you feel lucky punk do you I feel very lucky when it comes to threats from a complete stranger over the Internet, come at me bro!!! |
gbghg
L.O.T.I.S. RISE of LEGION
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Posted - 2013.07.26 17:07:00 -
[19] - Quote
ZDub 303 wrote:Honestly... the solution is not to nerf proto gear, it is to buff std/adv gear.
Give std and adv gear the same number of slots as proto gear, and maybe a 5% bump in CPU/PG.
It would level the playing field a lot while still giving a sense of progression. Either works, as I've said before, removing or nerfing proto is just an idea. What this post is really about is removing/narrowing the gap between tiers. |
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Posted - 2013.08.12 22:34:00 -
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BGoat wrote:To me, it's simple: Increase the ISK cost of Prototype level gear to a point that significantly prohibits the continuous, uninterrupted use of said gear.
I've put many, many hours into this game, so I could finally have access to the Prototype level gear that gives me a decided advantage on the battlefield. Take that away and I (along with a huge chunk of the foundation of the already dwindling player base I suspect) would immediately stop playing the game.
Is Prototype level gear a "crutch" for me? No, it is not. I've been playing FPS games for 15 years and have always had the level of skill to consistently dominate on a level playing field. To me, proving how much skill I have (in a game with horrible hit detection and shooting mechanics nonetheless) on an even playing field doesn't keep me engaged. Like someone else said, there needs to be that carrot to chase, and the carrot is earning the ability to use gear that is superior to all other gear in an obvious way.
However, using this gear should be something that is done in moderation or only in certain situations. Much like one's decision to use a fitting they have equipped with their limited supply of officer level weapons, the decision to run Proto-gear should come with the realization that running it indefinitely is not sustainable. Right now, I can run proto-gear 100% of the time and still make money or, at worst, tread water with my wallet, because my deaths in any given match total 0, 1 or 2 about 95% of the time.
I think those players who have put enough time into this game to get to Prototype level gear should get to enjoy the advantages of said gear, when they want to use it and take the hit to their wallet. My Gallente gk.0 fit right now costs about 120k ISK per fit. That may seem like a lot to some players, but I don't think it is nearly enough. I honestly think it should cost me 300k ISK to run that fit, meaning that even if I play an entire match without dying, I would still be losing 50-100k ISK on an average Ambush match. If I did happen to die a few times, I would be going 1 million ISK in the hole. If that were the case, a lot more players would embrace/be forced to use Advanced/Standard/Militia level gear a reasonable amount of the time. They tried balancing titans by ISK in eve, it didn't work. Balancing by ISK is short sighted and fundamentally flawed. |
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Posted - 2013.08.12 22:59:00 -
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BGoat wrote:gbghg wrote:They tried balancing titans by ISK in eve, it didn't work. Balancing by ISK is short sighted and fundamentally flawed. Why didn't it work? What is the fundamental flaw? Did it just come down to the biggest corps funding the purchases for their players, with the smaller corps not being able to afford to do the same? Titans cost huge amounts of resources and ISK and take months to build. When they were introduced it was believed that there would never be more than 5 in the game due to their huge cost, this was reason enough to give them huge EHP and DPS, and most well known their doomsday weapons, when they were introduced they were capable of annihilating entire fleets by themselves. In the years since their introduction they have gone through nerf after nerf and they still aren't balanced properly, the only effective counter to a Titan blob is another Titan blob, do you see the parralel with proto gear in dust here? The only effective way to counter proto gear is to field proto gear, but I disgress.
The fundamental flaw in a game like dust (and eve) is that your balancing on current standards and numbers, it was believed that the cost would limit the number of titans produced, this has been proved wrong over and over again, plays will find a way to get enough resources and will build as many as them as they can, hell Titan proliferation has reached the point that there are are freaking mining titans for Christ sake!!!!
We are going to see the exact same thing in dust, proto gear may seem expensive now but as the ISK fountains in dust increase the cost will become a non factor to all but the poorest Merc's, we're already seeing that with EON's FarmVille operation going on in molten Heath right now, they're raking in huge amounts of ISK a day, and they can afford to run proto gear at a loss effectively forever. This is only going to get worse as dust's and Eve's economies merge, once corps and Merc's start getting eve funding this game will become PROTO OR GTFO, we will see an almost total decrease in player retention as new players quite understandably go "**** this ******, unbalanced game".
Balancing by ISK is terrible because it doesn't account for the future, it's based on the present, it may seem to work for a while but over time the flaws in it will become increasingly obvious and there will be cries for it to be fixed, from the exact same people who used to support this system, and valuable developer time will be wasted on something that should never have made it off the drawing board. CCP themselves have acknowledged what a terrible idea balancing by ISK was and have stated that they regret it, yet we seem to be seeing the exact same thing in dust. |
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Posted - 2013.08.13 00:13:00 -
[22] - Quote
Ludvig Enraga wrote:What, no one realized that we have tiers because it's a f2p game and the company that makes it has to make money? You guys seriously don't see this and talk about balancing through 'tiericide'? Good luck I guess. I'm well aware of CCP's business model, as are various others, tiers aren't required in a F2p game, there's plenty of ones out there that don't use them, at least not in the same way dust does. And it's been shown that people will spend money on things like vanity items. Besides removing tiers won't mean that people will stop buying BPO's and boosters, in fact BPO's might become more useful if tiercide was implemented. |
gbghg
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Posted - 2013.08.19 18:11:00 -
[23] - Quote
You make some good points cross, and I agree with them to an extent.
First off, you right corp squads will always stomp pubbies, no question or issue there, it's a good thing, teamwork and tactics should carry the day. "bob" was a bit if a poor example but it was the best I could come up with at the time.
Secondly, the comparison with titans and proto gear was meant more in comparison of blob on blob and man on respectively, the best way to counter a Titan blob is with another Titan blob (or so I am given to understand) and on a 1 on 1 basis the best way to deal with a proto suit is another proto suit. I'm aware that proto suits are fa from invincible will still die, it's just the HP/DPS advantage they have with virtually no drawbacks is ridiculous.
As for emulating BF3 and COD, I meant that in regard to to EHP levels, with a similar line across all players other factors become more important, rather than just HP/DPS levels, engagements in those games feel more more satisfying and exciting than firefights in dust, don't misunderstand me, I don't want to see dust become a clone of either of those games in anyway, I'm just pointing out how neither game provides players with HP advantages and how it might be better for dust to tone down the numbers you can achieve here or balance it in some other way.
As for what you said about the various tiercide ideas I'm in agreement with you to an extent there, I know my own ideas are probably not the best and the other ideas I've seen are interesting I'm not 100% sure whether they're the best that they could be. What's important is that CCP takes some measures to reduce the EHP and DPS gap between tiers that exist right now. If someone wants to run around with as much health as a heavy on a assault suit let him, he better suffer in the DPS department though. An advantage with a drawback is balanced, two advanatges with no drawbacks isn't. Current prototype players are effectively heavies without the mobility penalty, that needs to change.
And I have to agree with you, dust lacks the variety needed to insure that tiercide would work best, I'm not demanding for a change now, I just want to the principle of what I'm proposing being executed in rebalances and new content additions.
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gbghg
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Posted - 2013.10.21 12:25:00 -
[24] - Quote
oh, almost forgot about this, thats rather bad of me. i was definitely in a bad mood when i wrote this. |
gbghg
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Posted - 2013.10.21 12:50:00 -
[25] - Quote
Operative 1171 Aajli wrote:Skills, not gear.
Say it with me GÇö SKILLS NOT GEAR, SKILLS NOT GEAR! sure skill bonuses have a large affect but gear is still pretty significant, the more slots you have the more things for skill bonuses to affect after all. |
gbghg
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Posted - 2013.10.21 18:19:00 -
[26] - Quote
I have to say, that I'm a lot more moderate about this idea than I was when I first posted it, rather than removes tiers entirely I think that the adv and proto suits need a slight CPU/PG modification, to bring them a bit closer to what vehicles are like (nowhere near that bad, mind) where fits can't be omnipotent and have to be more purpose specific, and that the suit roles need to be widened, of course for that to happen a wider range of roles need to be required in the first place.
In either case this kind of rebalancing should probably take place in a year or so, and in the meantime new suits should keep the importance of variance in mind.
In the meantime it's nice to see that this is still something of a devises topic. |
gbghg
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Posted - 2013.12.15 21:56:00 -
[27] - Quote
necro'd!!!! why? because i can.
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