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gbghg
L.O.T.I.S. RISE of LEGION
2783
|
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
|
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. |
First Prophet
Jaguar Empire
694
|
Posted - 2013.07.25 00:00:00 -
[3] - Quote
Can I get a tl;dr? |
Alaika Arbosa
Matari Combat Research and Manufacture Inc. Interstellar Murder of Crows
736
|
Posted - 2013.07.25 00:02:00 -
[4] - Quote
First Prophet wrote:Can I get a tl;dr? TL;DR:
Tiericide good, current imbalanced model bad |
gbghg
L.O.T.I.S. RISE of LEGION
2787
|
Posted - 2013.07.25 00:04:00 -
[5] - 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. |
First Prophet
Jaguar Empire
694
|
Posted - 2013.07.25 00:04:00 -
[6] - Quote
Alaika Arbosa wrote:First Prophet wrote:Can I get a tl;dr? TL;DR: Tiericide good, current imbalanced model bad k. Thx. |
BatKing Deltor
Granite Mercenary Division
153
|
Posted - 2013.07.25 00:05:00 -
[7] - Quote
Did a trial of eve, I looked at the skills and with the first level of like everything you get a heck of a lot to use and the next ship ( teir II ) required level 5 and you don't get anything between 1-5, just a passive bonus. |
Adelia Lafayette
DUST University Ivy League
135
|
Posted - 2013.07.25 00:06:00 -
[8] - Quote
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. |
Jammeh McJam
NEW AGE EMPIRE
11
|
Posted - 2013.07.25 00:09:00 -
[9] - Quote
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.
This wouldn't be a bad idea, to define different people there could be a way to paint your suits, then everyone wouldn't look like clones...
oh no wait, we are clones! |
gbghg
L.O.T.I.S. RISE of LEGION
2788
|
Posted - 2013.07.25 00:12:00 -
[10] - 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. |
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Mary Sedillo
BetaMax. CRONOS.
181
|
Posted - 2013.07.25 00:14:00 -
[11] - Quote
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. |
Jason Pearson
Seraphim Auxiliaries CRONOS.
2132
|
Posted - 2013.07.25 00:15:00 -
[12] - Quote
I agree, but.. A lot of players have to be rewarded, they need to feel like they're advancing up the ladder and gaining new things, who wants to see passive stats and such increase if there is nothing displaying what's going on? In COD and Battlefield, you have the ability to unlock new weapons and modifications, you're achieving things, in DUST, you unlock a rifle, suit and modules, you're done, nothing fancy :/ |
Angus McBeanie
Seraphim Auxiliaries CRONOS.
39
|
Posted - 2013.07.25 00:21:00 -
[13] - 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.
This game is as much a MMO as the newer Call of Duty games. Yes, I know what a MMO is, used to be a hardcore MMO gamer and this game have very few MMO elements in it Mary.
When they talked about the game, before it came out, it sounded like an MMO, but to be fair, this is just a normal shooter which reminds me ABIT of battlefield heroes mechanisms. There you could advance and get better gear too and do abit better, didnt make it an MMO.
This standard shooter atm. |
gbghg
L.O.T.I.S. RISE of LEGION
2788
|
Posted - 2013.07.25 00:22:00 -
[14] - 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. |
ZDub 303
TeamPlayers EoN.
1245
|
Posted - 2013.07.25 00:32:00 -
[15] - Quote
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? |
Kane Fyea
DUST University Ivy League
1437
|
Posted - 2013.07.25 00:32:00 -
[16] - Quote
Angus McBeanie wrote: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. This game is as much a MMO as the newer Call of Duty games. Yes, I know what a MMO is, used to be a hardcore MMO gamer and this game have very few MMO elements in it Mary. When they talked about the game, before it came out, it sounded like an MMO, but to be fair, this is just a normal shooter which reminds me ABIT of battlefield heroes mechanisms. There you could advance and get better gear too and do abit better, didnt make it an MMO. This standard shooter atm. This game is not an MMO. It is more of a FPSRPG. |
Monty Mole Clone
Shiv M
32
|
Posted - 2013.07.25 00:36:00 -
[17] - Quote
an easy fix for this is to give each suit its own bonus or two, like that other game. |
gbghg
L.O.T.I.S. RISE of LEGION
2788
|
Posted - 2013.07.25 00:36:00 -
[18] - 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. |
Jason Pearson
Seraphim Auxiliaries
2139
|
Posted - 2013.07.25 00:51:00 -
[19] - Quote
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) |
True Adamance
PIE Inc. Praetoria Imperialis Excubitoris
824
|
Posted - 2013.07.25 00:54:00 -
[20] - Quote
I'd be happy with tiericide if they made drops suits cost the original 375K from the 2011 trailer.... THAT WOULD BE AMAZING! |
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gbghg
L.O.T.I.S. RISE of LEGION
2789
|
Posted - 2013.07.25 00:55:00 -
[21] - 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. |
Shijima Kuraimaru
WarRavens League of Infamy
275
|
Posted - 2013.07.25 01:12:00 -
[22] - Quote
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. |
Cat Merc
BetaMax. CRONOS.
3556
|
Posted - 2013.07.25 01:19:00 -
[23] - Quote
Ignore the numbers: https://docs.google.com/document/d/1pet88sKPbMV7G4PqvgRySV1Df5kRyioMIaiSABFIwII/edit?usp=sharing
There, 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. |
Luk Manag
of Terror
55
|
Posted - 2013.07.25 01:20:00 -
[24] - Quote
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. |
Shijima Kuraimaru
WarRavens League of Infamy
275
|
Posted - 2013.07.25 01:20:00 -
[25] - Quote
Kane Fyea wrote:Angus McBeanie wrote: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. This game is as much a MMO as the newer Call of Duty games. Yes, I know what a MMO is, used to be a hardcore MMO gamer and this game have very few MMO elements in it Mary. When they talked about the game, before it came out, it sounded like an MMO, but to be fair, this is just a normal shooter which reminds me ABIT of battlefield heroes mechanisms. There you could advance and get better gear too and do abit better, didnt make it an MMO. This standard shooter atm. This game is not an MMO. It is more of a FPSRPG.
This made me laugh. I couldn't believe my eyes when I read it. Had to read it three times to get over my disbelief that it actually has to be explained to someone.
Learn your acronyms. It is an MMO as MMO means "Massively Multiplayer Online" Where it's lacking is the RPG part, RPG meaning "Role Playing Game". I'm sure we all know FPS means "First Person Shooter", vehicles being the TPS (Third Person Shooter) exception. So Dust 514 is currently a MMOFPS with RPG elements meaning "Massively Multiplayer Online First Person Shooter with Role Playing Game elements". |
gbghg
L.O.T.I.S. RISE of LEGION
2789
|
Posted - 2013.07.25 01:24:00 -
[26] - 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
|
Posted - 2013.07.25 01:28:00 -
[27] - 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
|
Posted - 2013.07.25 01:29:00 -
[28] - 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. |
Promethius Franklin
DUST University Ivy League
108
|
Posted - 2013.07.25 01:40:00 -
[29] - 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. 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. |
gbghg
L.O.T.I.S. RISE of LEGION
2792
|
Posted - 2013.07.25 01:43:00 -
[30] - 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. |
|
Kane Fyea
DUST University Ivy League
1439
|
Posted - 2013.07.25 01:44:00 -
[31] - Quote
Shijima Kuraimaru wrote:Kane Fyea wrote:Angus McBeanie wrote: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. This game is as much a MMO as the newer Call of Duty games. Yes, I know what a MMO is, used to be a hardcore MMO gamer and this game have very few MMO elements in it Mary. When they talked about the game, before it came out, it sounded like an MMO, but to be fair, this is just a normal shooter which reminds me ABIT of battlefield heroes mechanisms. There you could advance and get better gear too and do abit better, didnt make it an MMO. This standard shooter atm. This game is not an MMO. It is more of a FPSRPG. This made me laugh. I couldn't believe my eyes when I read it. Had to read it three times to get over my disbelief that it actually has to be explained to someone. Learn your acronyms. It is an MMO as MMO means "Massively Multiplayer Online" Where it's lacking is the RPG part, RPG meaning "Role Playing Game". I'm sure we all know FPS means "First Person Shooter", vehicles being the TPS (Third Person Shooter) exception. So Dust 514 is currently a MMOFPS with RPG elements meaning "Massively Multiplayer Online First Person Shooter with Role Playing Game elements". This game is not an MMO by any means. Unless you think CoD and BF3 are MMOs lol. You obviously don't know what your talking about.
But please reply and tell me how this is an MMO. I would LOVE to hear that. |
The Robot Devil
BetaMax. CRONOS.
775
|
Posted - 2013.07.25 01:47:00 -
[32] - Quote
Jason Pearson wrote:I agree, but.. A lot of players have to be rewarded, they need to feel like they're advancing up the ladder and gaining new things, who wants to see passive stats and such increase if there is nothing displaying what's going on? In COD and Battlefield, you have the ability to unlock new weapons and modifications, you're achieving things, in DUST, you unlock a rifle, suit and modules, you're done, nothing fancy :/
It's the exact same thing except we have more customization. In both games playing unlocks things. |
Promethius Franklin
DUST University Ivy League
108
|
Posted - 2013.07.25 01:48:00 -
[33] - Quote
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 passive 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. |
The Robot Devil
BetaMax. CRONOS.
775
|
Posted - 2013.07.25 01:50:00 -
[34] - Quote
Separate the battles by restricting gear using the security status of the system the battle is in. |
Marston VC
SVER True Blood
670
|
Posted - 2013.07.25 01:50:00 -
[35] - Quote
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. |
gbghg
L.O.T.I.S. RISE of LEGION
2793
|
Posted - 2013.07.25 01:51:00 -
[36] - 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. |
Promethius Franklin
DUST University Ivy League
108
|
Posted - 2013.07.25 01:52:00 -
[37] - Quote
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.
Wait
Did you mean the economic one I mentioned? That was the idea that running Proto in pub matches would be rare as is was economically prohibitive. Or rather the whole concept of diminishing returns on isk investment as well, but that wasn't achieved either. |
gbghg
L.O.T.I.S. RISE of LEGION
2793
|
Posted - 2013.07.25 01:54:00 -
[38] - 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... |
Nebra Tene
Roaming Blades
141
|
Posted - 2013.07.25 02:07:00 -
[39] - Quote
I like the idea, been thinking of something similar myself, but not to this detail. +1
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?
Aesthetic items and color schemes, everyone loves that stuff! You know, stuff you can add to your dropsuit or your in your merc quarters or on vehicles, different color schemes or skins for the suits, weapons.
You know, things that allow you to customize your merc and its stuff. Bet people would pay a lot for that, and no one would be getting an advantage for it, there'd be no need to waste time trying to "balance" it to existing items and whatnot.
True Adamance wrote:I'd be happy with tiericide if they made drops suits cost the original 375K from the 2011 trailer.... THAT WOULD BE AMAZING!
My suggestion about Dropsuits was why bother with racial ones.
Why not have three corporate dropsuits per race per frame, each representing a corporations within the empire making dropsuits for mercs, they fill as spectrum of roles for light, medium, heavy variants of each frame of dropsuit. Each would have a unique design reflecting the corp and racial group
E,G- Kaalakiota Light Medium Frace (Recon) Ishukone Standard Medium Frame ( Assault), Lai Dai Heavy Assault Frame (Heavy Assault)
I really like that idea too. I mean it makes more sense with them being mercenaries and all, have corporations "sponsor" them, thus the Isk gain would depend on how well you did or something. |
gbghg
L.O.T.I.S. RISE of LEGION
2794
|
Posted - 2013.07.25 02:47:00 -
[40] - 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. |
|
Shijima Kuraimaru
WarRavens League of Infamy
276
|
Posted - 2013.07.25 02:47:00 -
[41] - 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.
I stand corrected. Serves me right for confusing Dust skill system with the Eve skill system. Thank you for the correction. |
Sete Clifton
PSU GHOST SYNDICATE DARKSTAR ARMY
274
|
Posted - 2013.07.25 02:49:00 -
[42] - Quote
I strongly agree with approach and idea. There's a reason most FPS don't allow you to increase base damage and HP (juggernaut and stopping power, anyone?). And honestly, I don't buy the MMO (or even the RPG) argument. Dust is just as much a lobby shooter as COD/BF/Halo/etc.
That being said, I don't see them actually doing this. However, there still are things to consider for balancing. The three primary issues in my opinion are (in no particular order):
1 - Passive skill bonuses are too large (mostly just for damage and HP related skills) 2 - Modules are too effective/strong 3 - Proto allows for the stacking too many mods
My suggestion for #1 and #2 would be to just reduce the numbers across the board. As an example, I think the base shield/armor skills give a +5% per level, I'd make it 1-2%. Complex shield mods have 66 HP, change it to around half of that.
For #3, instead of reducing the number of overall slots, I'd spread them out. By this I mean keep the overall numbers the same, but introduce a third slot (medium?) and syphon away some highs and lows to fill that new slot. So the basic idea is a proto suit would be something like 2/2/2 (h/m/l) or 3/1/2 or 1/1/4 etc. As for what mods fit into what slot type, that would need to be redone completely. Here's a basic rundown of what I'm thinking:
High - All damage and HP increasing mods Medium - Non-direct combat mods like stamina, stealth, scan radius, equipment related mods Low - Shield and armor effectiveness mods like rechargers, repairers, damage type resistance, etc
They should then also introduce a whole bunch of new mods like things that effect how well your equipment works, or mods that for example take up two medium slots but give an extra high slot in return.
People are probably going to **** on me for using this work/phrase/idea, but what this essentially does is makes modules more like perks that help you slightly in certain ways, rather than making you extremely dominant in any particular way. This way, you keep the same number of slots, keep the deep customization, but reduce the stockpiling of single mod types like shields/damage. You're still going to get progression and an advantage over noobs, but it will just be an advantage that you actively need to use with skill rather than just relying on huge passive numbers. |
Shijima Kuraimaru
WarRavens League of Infamy
276
|
Posted - 2013.07.25 02:56:00 -
[43] - Quote
Kane Fyea wrote:Shijima Kuraimaru wrote:Kane Fyea wrote:Angus McBeanie wrote: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. This game is as much a MMO as the newer Call of Duty games. Yes, I know what a MMO is, used to be a hardcore MMO gamer and this game have very few MMO elements in it Mary. When they talked about the game, before it came out, it sounded like an MMO, but to be fair, this is just a normal shooter which reminds me ABIT of battlefield heroes mechanisms. There you could advance and get better gear too and do abit better, didnt make it an MMO. This standard shooter atm. This game is not an MMO. It is more of a FPSRPG. This made me laugh. I couldn't believe my eyes when I read it. Had to read it three times to get over my disbelief that it actually has to be explained to someone. Learn your acronyms. It is an MMO as MMO means "Massively Multiplayer Online" Where it's lacking is the RPG part, RPG meaning "Role Playing Game". I'm sure we all know FPS means "First Person Shooter", vehicles being the TPS (Third Person Shooter) exception. So Dust 514 is currently a MMOFPS with RPG elements meaning "Massively Multiplayer Online First Person Shooter with Role Playing Game elements". This game is not an MMO by any means. Unless you think CoD and BF3 are MMOs lol. You obviously don't know what your talking about. But please reply and tell me how this is an MMO. I would LOVE to hear that.
Dust is different from CoD type FPSs. Dust has a player base that's playing the same game together, on dedicated servers, set up and maintained by the game developer, that provides a persistent digital environment to said players. Unlike other CoD like games where any given match is hosted on one of the player's consoles. So, Dust is an MMO.
The SP progression system is a standard RPG element, so is the persistent universe. So Dust has RPG elements.
And finally Dust is a FPS, TPS for vehicles.
So simple even you should understand it. |
Shijima Kuraimaru
WarRavens League of Infamy
276
|
Posted - 2013.07.25 03:02:00 -
[44] - Quote
Sete Clifton wrote:I strongly agree with approach and idea. There's a reason most FPS don't allow you to increase base damage and HP (juggernaut and stopping power, anyone?). And honestly, I don't buy the MMO (or even the RPG) argument. Dust is just as much a lobby shooter as COD/BF/Halo/etc.
That being said, I don't see them actually doing this. However, there still are things to consider for balancing. The three primary issues in my opinion are (in no particular order):
1 - Passive skill bonuses are too large (mostly just for damage and HP related skills) 2 - Modules are too effective/strong 3 - Proto allows for the stacking too many mods
My suggestion for #1 and #2 would be to just reduce the numbers across the board. As an example, I think the base shield/armor skills give a +5% per level, I'd make it 1-2%. Complex shield mods have 66 HP, change it to around half of that.
For #3, instead of reducing the number of overall slots, I'd spread them out. By this I mean keep the overall numbers the same, but introduce a third slot (medium?) and syphon away some highs and lows to fill that new slot. So the basic idea is a proto suit would be something like 2/2/2 (h/m/l) or 3/1/2 or 1/1/4 etc. As for what mods fit into what slot type, that would need to be redone completely. Here's a basic rundown of what I'm thinking:
High - All damage and HP increasing mods Medium - Non-direct combat mods like stamina, stealth, scan radius, equipment related mods Low - Shield and armor effectiveness mods like rechargers, repairers, damage type resistance, etc
They should then also introduce a whole bunch of new mods like things that effect how well your equipment works, or mods that for example take up two medium slots but give an extra high slot in return.
People are probably going to **** on me for using this work/phrase/idea, but what this essentially does is makes modules more like perks that help you slightly in certain ways, rather than making you extremely dominant in any particular way. This way, you keep the same number of slots, keep the deep customization, but reduce the stockpiling of single mod types like shields/damage. You're still going to get progression and an advantage over noobs, but it will just be an advantage that you actively need to use with skill rather than just relying on huge passive numbers.
Or they could just us a similar H/M/L slot classification for mods that they use in Eve. Want to limit it even further... How about only being able to put on one of each type of mod, that would completely eliminate stacking.
While I agree that more balancing is necessary, I think the suits are fine. IMO, it's the weapons and modules that need the work. |
Promethius Franklin
DUST University Ivy League
109
|
Posted - 2013.07.25 03:05:00 -
[45] - Quote
Sete Clifton wrote:I strongly agree with approach and idea. There's a reason most FPS don't allow you to increase base damage and HP (juggernaut and stopping power, anyone?). And honestly, I don't buy the MMO (or even the RPG) argument. Dust is just as much a lobby shooter as COD/BF/Halo/etc.
That being said, I don't see them actually doing this. However, there still are things to consider for balancing. The three primary issues in my opinion are (in no particular order):
1 - Passive skill bonuses are too large (mostly just for damage and HP related skills) 2 - Modules are too effective/strong 3 - Proto allows for the stacking too many mods
My suggestion for #1 and #2 would be to just reduce the numbers across the board. As an example, I think the base shield/armor skills give a +5% per level, I'd make it 1-2%. Complex shield mods have 66 HP, change it to around half of that.
For #3, instead of reducing the number of overall slots, I'd spread them out. By this I mean keep the overall numbers the same, but introduce a third slot (medium?) and syphon away some highs and lows to fill that new slot. So the basic idea is a proto suit would be something like 2/2/2 (h/m/l) or 3/1/2 or 1/1/4 etc. As for what mods fit into what slot type, that would need to be redone completely. Here's a basic rundown of what I'm thinking:
High - All damage and HP increasing mods Medium - Non-direct combat mods like stamina, stealth, scan radius, equipment related mods Low - Shield and armor effectiveness mods like rechargers, repairers, damage type resistance, etc
They should then also introduce a whole bunch of new mods like things that effect how well your equipment works, or mods that for example take up two medium slots but give an extra high slot in return.
People are probably going to **** on me for using this work/phrase/idea, but what this essentially does is makes modules more like perks that help you slightly in certain ways, rather than making you extremely dominant in any particular way. This way, you keep the same number of slots, keep the deep customization, but reduce the stockpiling of single mod types like shields/damage. You're still going to get progression and an advantage over noobs, but it will just be an advantage that you actively need to use with skill rather than just relying on huge passive numbers. I disagree with the idea that the factors individually are problematic. Rather it's the combination of factors. Being able to add 22 0r 66 HP is inconsequential alone, but add that to a passive bonus to base HP and percentage to the mod itself, then add the fact that you can stack that in a proto suit 2-3 more times than in a standard and yes, it becomes a problem. The issue is then exasperated by the length on time needed to get to that level. If it only took a few weeks to get a variety of proto mods, enough to fill a suit, then the performance issues would be a non issue.
Personally I'd like to see STD and ADV suits brought up to where there was a 1 slot difference between tiers and a similar balance brought between module tiers. Also perhaps going from 1/3/5 unlock levels for suits, 1/2/4 would be more suitable, with the basic frames getting one general but not game breaking bonus, and the specialized frames adding a second task specific one, thus giving lvl 5 a purpose without being a mandate. |
Billi Gene
The Southern Legion
180
|
Posted - 2013.07.25 03:18:00 -
[46] - Quote
to my way of thinking, Proto is tech 2.
CCP have stated multiple times that they are having trouble implementing suit bonuses that affect specific weapons/modules in game.
I'd hazard a guess that when they overcome this technical issue, we will see much more variety within each tier.
as to tiers, almost every ship in EvE has a tech 2 variant which requires much more training to pilot. Almost every module has a tech 2 variant as well.
scout suits are like frigates, assaults like cruisers, heavies-battlecruisers. HAV i guess using such an analogy would be battleships(?) MTAC who knows...
|
2Bee Smith
The Unholy Legion Of DarkStar DARKSTAR ARMY
26
|
Posted - 2013.07.25 03:29:00 -
[47] - Quote
I see your point with this but the removal of adv and pro gear means theres really no need for SP, and if everything gets an EHP buff, then theres no point in SP. What would be the point in playing the game at that point?
I think the current system would function perfectly well but with tweaks on Standard and Advanced equipment to make them more useful against Proto and more SP for newer players |
Himiko Kuronaga
SyNergy Gaming EoN.
1007
|
Posted - 2013.07.25 03:32:00 -
[48] - Quote
I play to get stronger over time though.
If you remove the dangling carrot the newbie may smile for a week, but he too is destined to quit for the same reason. |
Sete Clifton
PSU GHOST SYNDICATE DARKSTAR ARMY
274
|
Posted - 2013.07.25 03:39:00 -
[49] - Quote
Promethius Franklin wrote:Sete Clifton wrote: 1 - Passive skill bonuses are too large (mostly just for damage and HP related skills) 2 - Modules are too effective/strong 3 - Proto allows for the stacking too many mods
I disagree with the idea that the factors individually are problematic. Rather it's the combination of factors. Being able to add 22 or 66 HP is inconsequential alone, but add that to a passive bonus to base HP and percentage to the mod itself, then add the fact that you can stack that in a proto suit 2-3 more times than in a standard and yes, it becomes a problem. The issue is then exasperated by the length on time needed to get to that level. If it only took a few weeks to get a variety of proto mods, enough to fill a suit, then the performance issues would be a non issue. Yeah, that's what I was trying to say. I think all three of those issues I listed need to be addressed as a group, not just any of them individually. |
Syther Shadows
The Unholy Legion Of DarkStar DARKSTAR ARMY
373
|
Posted - 2013.07.25 03:43:00 -
[50] - Quote
Im just here sitting in my mlt scout suit killing proto heavys with my remote explosive.. |
|
Tectonic Fusion
The Unholy Legion Of DarkStar DARKSTAR ARMY
70
|
Posted - 2013.07.25 03:45:00 -
[51] - Quote
How bout we just lower the skill levels by like 6k for standard, 20k for advanced, and 100k for proto. Or we could go back to the old system with like 6 different levels of suits to skill into (type 1 type 1, type a type b). I actually liked that system better because I don't have to wait 340k skillpoints for just an advanced... |
Tectonic Fusion
The Unholy Legion Of DarkStar DARKSTAR ARMY
71
|
Posted - 2013.07.25 03:50:00 -
[52] - Quote
Promethius Franklin wrote:Sete Clifton wrote:I strongly agree with approach and idea. There's a reason most FPS don't allow you to increase base damage and HP (juggernaut and stopping power, anyone?). And honestly, I don't buy the MMO (or even the RPG) argument. Dust is just as much a lobby shooter as COD/BF/Halo/etc.
That being said, I don't see them actually doing this. However, there still are things to consider for balancing. The three primary issues in my opinion are (in no particular order):
1 - Passive skill bonuses are too large (mostly just for damage and HP related skills) 2 - Modules are too effective/strong 3 - Proto allows for the stacking too many mods
My suggestion for #1 and #2 would be to just reduce the numbers across the board. As an example, I think the base shield/armor skills give a +5% per level, I'd make it 1-2%. Complex shield mods have 66 HP, change it to around half of that.
For #3, instead of reducing the number of overall slots, I'd spread them out. By this I mean keep the overall numbers the same, but introduce a third slot (medium?) and syphon away some highs and lows to fill that new slot. So the basic idea is a proto suit would be something like 2/2/2 (h/m/l) or 3/1/2 or 1/1/4 etc. As for what mods fit into what slot type, that would need to be redone completely. Here's a basic rundown of what I'm thinking:
High - All damage and HP increasing mods Medium - Non-direct combat mods like stamina, stealth, scan radius, equipment related mods Low - Shield and armor effectiveness mods like rechargers, repairers, damage type resistance, etc
They should then also introduce a whole bunch of new mods like things that effect how well your equipment works, or mods that for example take up two medium slots but give an extra high slot in return.
People are probably going to **** on me for using this work/phrase/idea, but what this essentially does is makes modules more like perks that help you slightly in certain ways, rather than making you extremely dominant in any particular way. This way, you keep the same number of slots, keep the deep customization, but reduce the stockpiling of single mod types like shields/damage. You're still going to get progression and an advantage over noobs, but it will just be an advantage that you actively need to use with skill rather than just relying on huge passive numbers. I disagree with the idea that the factors individually are problematic. Rather it's the combination of factors. Being able to add 22 or 66 HP is inconsequential alone, but add that to a passive bonus to base HP and percentage to the mod itself, then add the fact that you can stack that in a proto suit 2-3 more times than in a standard and yes, it becomes a problem. The issue is then exasperated by the length on time needed to get to that level. If it only took a few weeks to get a variety of proto mods, enough to fill a suit, then the performance issues would be a non issue. Personally I'd like to see STD and ADV suits brought up to where there was a 1 slot difference between tiers and a similar balance brought between module tiers. Also perhaps going from 1/3/5 unlock levels for suits, 1/2/4 would be more suitable, the lowered levels reflecting the closer capabilities of the suits, with the basic frames getting one general but not game breaking bonus, and the specialized frames adding a second task specific one, thus giving lvl 5's a purpose without being a mandate to be competitive. I agree. But how bout just more suits. Like basic, basic+, advanced, advenced+, proto. 5 levels. |
Kane Fyea
DUST University Ivy League
1440
|
Posted - 2013.07.25 03:54:00 -
[53] - Quote
Shijima Kuraimaru wrote:Kane Fyea wrote:Shijima Kuraimaru wrote:
This made me laugh. I couldn't believe my eyes when I read it. Had to read it three times to get over my disbelief that it actually has to be explained to someone.
Learn your acronyms. It is an MMO as MMO means "Massively Multiplayer Online" Where it's lacking is the RPG part, RPG meaning "Role Playing Game". I'm sure we all know FPS means "First Person Shooter", vehicles being the TPS (Third Person Shooter) exception. So Dust 514 is currently a MMOFPS with RPG elements meaning "Massively Multiplayer Online First Person Shooter with Role Playing Game elements".
This game is not an MMO by any means. Unless you think CoD and BF3 are MMOs lol. You obviously don't know what your talking about. But please reply and tell me how this is an MMO. I would LOVE to hear that. Dust is different from CoD type FPSs. Dust has a player base that's playing the same game together, on dedicated servers, set up and maintained by the game developer, that provides a persistent digital environment to said players. Unlike other CoD like games where any given match is hosted on one of the player's consoles. So, Dust is an MMO. The SP progression system is a standard RPG element, so is the persistent universe. So Dust has RPG elements. And finally Dust is a FPS, TPS for vehicles. So simple even you should understand it. That does not make it an MMO. Trust me I'm almost done with college to become a game designer. |
Promethius Franklin
DUST University Ivy League
111
|
Posted - 2013.07.25 03:57:00 -
[54] - Quote
Tectonic Fusion wrote:Promethius Franklin wrote: I disagree with the idea that the factors individually are problematic. Rather it's the combination of factors. Being able to add 22 or 66 HP is inconsequential alone, but add that to a passive bonus to base HP and percentage to the mod itself, then add the fact that you can stack that in a proto suit 2-3 more times than in a standard and yes, it becomes a problem. The issue is then exasperated by the length on time needed to get to that level. If it only took a few weeks to get a variety of proto mods, enough to fill a suit, then the performance issues would be a non issue.
Personally I'd like to see STD and ADV suits brought up to where there was a 1 slot difference between tiers and a similar balance brought between module tiers. Also perhaps going from 1/3/5 unlock levels for suits, 1/2/4 would be more suitable, the lowered levels reflecting the closer capabilities of the suits, with the basic frames getting one general but not game breaking bonus, and the specialized frames adding a second task specific one, thus giving lvl 5's a purpose without being a mandate to be competitive.
I agree. But how bout just more suits. Like basic, basic+, advanced, advenced+, proto. 5 levels. In order to keep the STD useable in a proto world I'm not sure we could leave enough differentiation to justify a suit for every level, I could be wrong though. |
Avinash Decker
BetaMax. CRONOS.
60
|
Posted - 2013.07.25 04:12:00 -
[55] - Quote
The game is considered by CCP because it's set in the same persistent single shared of a MMORPG . I'm guessing that's why they call it one.
Anyway some devs said that the matchmaking won't be based on gear. https://forums.dust514.com/default.aspx?g=posts&m=1076674#post1076674
CCP Nullarbor wrote:Yes we are developing a new matchmaking system which adapts to your skill level, so as you get better you should be put into more challenging battles.
Having said that we don't think matchmaking has a place for all battles, this is New Eden after all. We are working on plans to expand both faction warfare and planetary conquest to more players, hopefully providing a more "gloves off" battle for those that like that sort of thing.
CCP Nullarbor wrote:Just to clarify by skill level I don't mean skill points, I mean actual battle effectiveness. In practical terms this could be due to your gear, your skill points, the design of your fittings or choice of weapons, whether you are playing in a squad, whether you use voice comms, whether you are using your preferred input device, how good your internet connection is, your situational awareness of the battle field, how good you are at aiming etc etc.
The true test of good matchmaking will be if the prediction on how effective you and your team will be against another can adapt to a lot of these difficult to track variables. Right now we are experimenting with a few different ways of doing this and the simulations are looking promising so far.
To the point about scaling rewards, we actually do adjust the reward payout based on the gear used in battle. This doesn't vary that much at the moment because we have quite mixed battles but in theory if the matchmaking can produce higher tier battles then I would expect to see higher tier payouts. This is something we will probably have to review once the new system is in place.
https://forums.dust514.com/default.aspx?g=posts&m=1075690#post1075690
Also a part of a quote by CCP Etrene said : Improving overall gear balancing so there is no "best" choice and there are tactical choices to make
https://forums.dust514.com/default.aspx?g=posts&m=988205#post988205 |
Mavado V Noriega
SyNergy Gaming EoN.
3927
|
Posted - 2013.07.25 05:32:00 -
[56] - Quote
Avinash Decker wrote:The game is considered by CCP because it's set in the same persistent single shared of a MMORPG . I'm guessing that's why they call it one. Anyway some devs said that the matchmaking won't be based on gear. https://forums.dust514.com/default.aspx?g=posts&m=1076674#post1076674CCP Nullarbor wrote:Yes we are developing a new matchmaking system which adapts to your skill level, so as you get better you should be put into more challenging battles.
Having said that we don't think matchmaking has a place for all battles, this is New Eden after all. We are working on plans to expand both faction warfare and planetary conquest to more players, hopefully providing a more "gloves off" battle for those that like that sort of thing. CCP Nullarbor wrote:Just to clarify by skill level I don't mean skill points, I mean actual battle effectiveness. In practical terms this could be due to your gear, your skill points, the design of your fittings or choice of weapons, whether you are playing in a squad, whether you use voice comms, whether you are using your preferred input device, how good your internet connection is, your situational awareness of the battle field, how good you are at aiming etc etc.
The true test of good matchmaking will be if the prediction on how effective you and your team will be against another can adapt to a lot of these difficult to track variables. Right now we are experimenting with a few different ways of doing this and the simulations are looking promising so far.
To the point about scaling rewards, we actually do adjust the reward payout based on the gear used in battle. This doesn't vary that much at the moment because we have quite mixed battles but in theory if the matchmaking can produce higher tier battles then I would expect to see higher tier payouts. This is something we will probably have to review once the new system is in place.
https://forums.dust514.com/default.aspx?g=posts&m=1075690#post1075690Also a part of a quote by CCP Etrene said : Improving overall gear balancing so there is no "best" choice and there are tactical choices to make https://forums.dust514.com/default.aspx?g=posts&m=988205#post988205
all these things should of been doin for the past year in beta, not on release tbh once u release a game on console ppl expect a finished product not one that still doin beta testing during the release. |
Shijima Kuraimaru
WarRavens League of Infamy
278
|
Posted - 2013.07.25 07:53:00 -
[57] - Quote
Kane Fyea wrote:Shijima Kuraimaru wrote:Kane Fyea wrote:Shijima Kuraimaru wrote:
This made me laugh. I couldn't believe my eyes when I read it. Had to read it three times to get over my disbelief that it actually has to be explained to someone.
Learn your acronyms. It is an MMO as MMO means "Massively Multiplayer Online" Where it's lacking is the RPG part, RPG meaning "Role Playing Game". I'm sure we all know FPS means "First Person Shooter", vehicles being the TPS (Third Person Shooter) exception. So Dust 514 is currently a MMOFPS with RPG elements meaning "Massively Multiplayer Online First Person Shooter with Role Playing Game elements".
This game is not an MMO by any means. Unless you think CoD and BF3 are MMOs lol. You obviously don't know what your talking about. But please reply and tell me how this is an MMO. I would LOVE to hear that. Dust is different from CoD type FPSs. Dust has a player base that's playing the same game together, on dedicated servers, set up and maintained by the game developer, that provides a persistent digital environment to said players. Unlike other CoD like games where any given match is hosted on one of the player's consoles. So, Dust is an MMO. The SP progression system is a standard RPG element, so is the persistent universe. So Dust has RPG elements. And finally Dust is a FPS, TPS for vehicles. So simple even you should understand it. That does not make it an MMO. Trust me I'm almost done with college to become a game designer.
So you feel that though I've been constantly participating in, gaining practical experience in, and beta testing, MMOs since 1999, I'm ignorant. Your own arrogance laced ignorance astounds. You should know your target before attempting to offend and insult. If I were to assume based on your statements, I would guess you were between 10 and 14 when I started my foray into MMOs. But to assume would be folley as you could have started earning your degree in your late 30s which might put you at around the same age as myself. Now that isn't to say that age makes a difference, but I do have a good 16 years of comprehensive adult experience behind me.
Here. Maybe this will help.
A massively multiplayer online game (also called MMO and MMOG) is a multi-player video game which supports large numbers of players simultaneously. By necessity, they are played over the Internet. Many games have at least one persistent world.
MMOGs can enable players to cooperate and compete with each other on a large scale, and sometimes to interact meaningfully with people around the world. They include a variety of game play types, representing many video game genres.
This describes Dust. |
Harkon Vysarii
Dead Six Initiative Lokun Listamenn
434
|
Posted - 2013.07.25 07:58:00 -
[58] - Quote
Nebra Tene wrote:I like the idea, been thinking of something similar myself, but not to this detail. +1 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? Aesthetic items and color schemes, everyone loves that stuff! You know, different color schemes or skins, stuff you can add to your dropsuit or your in your merc quarters or on vehicles, things that allow you to customize your merc and its stuff. Bet people would pay a lot for that, and no one would be getting an advantage for it, there'd be no need to waste time trying to "balance" it to existing items and whatnot. True Adamance wrote:I'd be happy with tiericide if they made drops suits cost the original 375K from the 2011 trailer.... THAT WOULD BE AMAZING!
My suggestion about Dropsuits was why bother with racial ones.
Why not have three corporate dropsuits per race per frame, each representing a corporations within the empire making dropsuits for mercs, they fill as spectrum of roles for light, medium, heavy variants of each frame of dropsuit. Each would have a unique design reflecting the corp and racial group
E,G- Kaalakiota Light Medium Frace (Recon) Ishukone Standard Medium Frame ( Assault), Lai Dai Heavy Assault Frame (Heavy Assault)
I really like that idea too. I mean it makes more sense with them being mercenaries and all, have corporations "sponsor" them, thus the Isk gain would depend on how well you did in a match or something, plus it would help add variation. Yes (Adamance Alt) this would also be more in tune with us being corporate mercenaries rather than empire mercenaries.
Basically all CCP has to do to implement this is bring out the CORE racial suits and make alternate coloured varients of them with the same slot lay outs at Tier 1 and Tier II give adequate bonuses and use the same fame design. |
Soul Houdson
L.O.T.I.S. RISE of LEGION
0
|
Posted - 2013.07.25 08:33:00 -
[59] - Quote
As a noob (I have been playing Dust since 2 months) with not a lot of time to spend playing, I agree with the need to do something to help the new players.
When I started playing Dust it was mainly for its idea and, even if I am playing only pub matches I must say that I like it. I normally peacefully pass over all the technical issues as I understand how much difficult it is for CCP to take care of everything, therefore I try to believe in them and to be positive thinking they will fix all the issues sooner or later. For this reason I also understand the need to keep people playing and paying (ISK or Aur) and I do not think it would be good for the game and for us all to change that.
Now to come to the real issue of new players vs vet(proto) players here is what I have noticed (I am using militia stuff and it is the first online game for me so I am probably not that good at it ):
I think the problem is not on the suits or their mods rather on the ISK and SP reward we get for every match.
I do not know how the ISK reward is calculated but I see it varies quite a lot and generally seems to reflect my playing during the match and the difficulties I encounter during it (If I meet a lot of adv or proto players, even if I die a lot and my WP are low, I generally can still get a generous amount of ISK ). Nothing to say or change on this.
Now for the SP... as I understood we get 24'000 SP/day by passive boost and we can get maximun about 190'000 SP/week by playing. This make 8'760'000 SP/year for doing nothing and maximum about 9'880'000 SP/year by reaching the cap every week... (impossible for me... ).
This division itself can be good but it is the way the SP reward per single match is calculated that has to be changed in my opinion:
As fas as I know right now we get 5 SP/sec of played match and 1 SP/WP. This brings me to get from 3000 to 6000 SP/match depending much more on how much time the match last rather than on how much I helped or achieved during it...This means that if the blue and reds are balanced and the match is won by either of the two (it really does not matter for the reward) I will get more SP (even with 0 WP and a lot of deaths) than in a match were one of the teams is really stronger than the other resulting in a quicker win or loss (even with 850 WP and a decent K/D).
I think the SP reward should take into account also the difficulty encountered during the match and or the damage done... In this way, a new player being repeatedly killed by an adv or proto, but anyway able to hit his enemy as hard as he can, will still be helping his team as he can and being rewarded for his sacrifice (the reward might be only in SP without changing the WP given). We could also think of lowering the gain of SP/sec during the match so that it will be more important how may WP and damage you do rather than just how much time you "play".
In my opinion this would descourage AFK players and redliners as they won't get anymore so much SP just for sitting in the match, (if we erase also the WP bonus for destroying neutral installations we could also avoid players from destroying them in the first few secs of the game without any possible reason if not just to get some WP...) and at the same time we would encourage new and/or weaker players to keep playing as much as they can and to get better even though they are killed over and over by adv, proto or more skilled players. (At least I would be really encouraged by something like this...)
This could unfortunately bring another issue as the gain of SP would raise too much with getting better gear and being able to hit, kill or wathever much more than a new/basic player. For this the ideal thing would be to have modifiers of the SP reward based on the gear we are using or better (but I think it would be quite difficult technically) based on the gear of our opponents, so that a basic player hitting a proto would get more points than shooting another basic while a proto shooting a basic would get much less points than fighing another proto. This would make the game much more RPG like and, even though generally in RPG's you do not get less points by growing but it is just that you need more points to reach higher levels, as in Dust there are much fewer options and skills to raise, I think it would be a better solution.
Now, just to conclude, I would like to write a little on my actual situation with the game because I believe it might be quite common for other players:
As I am a new player with not much time to play, and being the SP reward like they actually are, right now I am not carying to much wether if I can play or not, as I know that I am still farming a good amount of SP/day just by doing nothing (I hardly have time to play enough to get 24000 SP/day by playing)... and... as I ethically do not like redlining, AFKing or CCM sniping, I just prefer not to play if I do not have time to do it properly or if I am not in the mood for being killed so many times in the 90% of matches...
Sorry for the long post but I hope you'll like it anyway |
Vyzion Eyri
The Southern Legion
1065
|
Posted - 2013.07.25 09:13:00 -
[60] - Quote
Gotta agree with gbghg here, so I'll rebutt some big arguments against his OP.
1.Need for progression: feel like time has paid off 2.No need for SP
I'll address these two together. Because if we do remove tiers as we know them, SP can be used to RETAIN A SENSE OF PROGRESSION. Not only this, but so can ISK. I'll expand on both.
SP: tiercide means there are many, many more variations of a basic item, but no 'improved in all aspects'-type items. What this allows us to do is apply skills TO EACH VARIANT. For example, triage repair tools get bonuses to dropsuit repair rate, whilst axis repair tools get bonuses to vehicle/installation repair rate. A caldari assault dropsuit which has slightly increased movement speed will now have bonuses to movement speed as well. This bonus will mean this suit will eventually become slightly faster than a scout suit with no skills. So SP and progression can still exist.
Furthermore, if we increase the ISK cost of all items, then instead of grinding for SP as we are now, we instead focus on grinding for ISK. Since most items will be unlocked after a little bit of SP, more expensive items should balance out being able to purchase tons of a single item.
3.Money for CCP
Like others have already argued, selling aesthetical or pretty dropsuits can suffice. Boosters will still be purchased, just less often, because SP is still useful but not as important because we've increased the important of ISK, and that balances SP out.
We can have multicoloured repair tool beams, dropsuit camo, vehicle camo, decorations for our merc quarters, etc. etc. Possibilities are endless.
4. There is the ability for current mlt weapons/cheap gear to kill prototype gear
Yea, you can remote explode someone in prototype gear. You can kill them with a MLT AR if they're playing stupidly. But chances are, that won't happen. Chances are, they're willing to lose a couple of suits because the amount of damage they can deal in return far outweighs what militia weaponry can do to stop them. Cost of prototype gear certainly isn't high enough to keep people away. Even when I suggested raising the cost of prototype gear to the price of tanks, people argue that once EVE starts flooding DUST with ISK, it won't matter. Maybe you're right. In that case, tiercide is the only option we have to prevent 24/7 pubstomping of newbcakes. |
|
gbghg
L.O.T.I.S. RISE of LEGION
2801
|
Posted - 2013.07.25 09:35:00 -
[61] - 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. |
Soul Houdson
L.O.T.I.S. RISE of LEGION
0
|
Posted - 2013.07.25 11:08:00 -
[62] - Quote
Thanks gbghg!
Of course basing the "dynamic" rewards solely on gear would have its pros and cons like every idea.
The choice to use STD or proto stuff would be affected by what the player wants to do, like if he is in a "SP farming " or in a "I want to kill or destroy anything I see " mood .
But at the end (with a lot of playing), after having raised all the skills to the max, anyone will end up just using proto's everytime (as ISK do not seem to be this huge problem even for new players ). I think the key point would be in the journey to reach this point, as I think people will reach it by playing a lot more than farming, like it seems to be now...
There is also another thing coming to my mind which is more important for Corps, I believe. As there is no more Arena mode to train their recruits, Corps are forced to train people in pub matches, which is not very comfortable for many reasons, one of which, as we are discussing, is the chance, almost sureness, to find one or more protos stomping the recruits and making their playing experience hell.
Now, having dynamic rewards and hopefully more STD stuff players at least in pub matches, this would mean to have more leveled and skill based pub matches that would be a more effective training ground for Corp's recrutis. |
Mobius Wyvern
BetaMax. CRONOS.
2684
|
Posted - 2013.07.25 12:03:00 -
[63] - Quote
One thing to consider in all of this is that Dust appears to have been designed with a Tier system before CCP Reykjavik started their "Tiericide" initiative.
Honestly, I can't see any issue with the concept of having a single suit, and then increasing the skill level lets you unlock Specialist suits, and increases the per-level bonus applied to the suit.
I'm sure you'll find some people that will try and fight this to defend their feeling of God-hood that they get from being Proto, but I think such an idea will be better for the game in the long run. |
Shion Typhon
Intara Direct Action Caldari State
197
|
Posted - 2013.07.25 12:13:00 -
[64] - Quote
gbghg wrote: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.
You have basically summed up one of the tentpole problems with Dust.
Ironically as you point out, EVE itself actually deliberately avoids this trap that Dust has fallen into. Bizarre that the second game goes and makes a series of mistakes that the first didn't.
Even when there are tiers in EVE, they generally don't firewall the new tier behind Rank 5 of the sub-ordinate skill, its usually L3 or 4 is the unlock level and the extra +1/+2 level is just for the passive bonus for the grinders/specialists. |
Vulcanus Lightbringer
Eyniletti Rangers Minmatar Republic
32
|
Posted - 2013.07.25 12:23:00 -
[65] - 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.
So T2 Light would be Scout/Pilot and T2 Heavy would be Commando/Sentinel? |
Cat Merc
BetaMax. CRONOS.
3562
|
Posted - 2013.07.25 13:00:00 -
[66] - Quote
Vulcanus Lightbringer wrote: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. So T2 Light would be Scout/Pilot and T2 Heavy would be Commando/Sentinel? Yes. Though they will need changes, as currently they either don't do their job or just plain suck. |
gbghg
L.O.T.I.S. RISE of LEGION
2807
|
Posted - 2013.07.25 16:31:00 -
[67] - 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. :(
|
BL4CKST4R
WarRavens League of Infamy
843
|
Posted - 2013.07.25 16:37:00 -
[68] - Quote
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. |
ZDub 303
TeamPlayers EoN.
1251
|
Posted - 2013.07.25 17:14:00 -
[69] - Quote
We need a system that new people can gradually grow into.
Militia (maybe standard if they can't/don't want to release all militia variants) only academy with almost no payout and limited SP for players over 5million that have 'graduated'.
no proto in instant battles so people can skill up and get comfortable with new skills and fits.
proto in FW, where people can play for exclusive rewards
proto in PC, where people can play highly competitive corp matches for land.
now its a logical progression for a new player.
It has an added benefit of allowing vets to skill into advanced in something and then play around with it on the field in IB without worrying about getting proto stomped while they do it.
It helps remove the 'proto gear is only gear' mentality. |
ZDub 303
TeamPlayers EoN.
1251
|
Posted - 2013.07.25 17:17:00 -
[70] - Quote
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 |
|
Daxxis KANNAH
Tronhadar Free Guard Minmatar Republic
259
|
Posted - 2013.07.25 17:33:00 -
[71] - Quote
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. |
gbghg
L.O.T.I.S. RISE of LEGION
2810
|
Posted - 2013.07.25 17:36:00 -
[72] - 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 |
Poonmunch
Sand Mercenary Corps Inc. Interstellar Conquest Enterprises
162
|
Posted - 2013.07.25 17:38:00 -
[73] - Quote
One of the problems with DUST is that we have no equivalent to low sec and null sec, like they do in EVE.
High security levels protect the lower level guys. Lower security levels give the upper level guys, with much better equipment and SP, more opportunity to reap greater rewards for the greater risk of lower security space.
In DUST, we are all in the same big pot of guys trying to make a buck.
I'm not sure how to give a similar balancing mechanism in DUST.
There aren't enough of us to cover the whole EVE universe.
Making more tiers outside of the academy might help. It could be based on SP or equipment levels. Of course there would also be wide open tiers where anyone could fight with any type of equipment.
Perhaps the reward system could be used to stratify folks a bit better? Jobs in high security space might offer lower ISK rewards and jobs in low security space might offer higher ISK rewards.
Perhaps a list of battles could be generated which show the security level for each battle. Before each game starts a player might wish to decide which security level he could fight in. Proto gear, or recent academy graduates could be banned from high security and low security jobs, respectively. This would make sense because an EVE corp would not want to pay the higher costs for proto armed mercs (who have higher overhead) in high security space, where the jobs would be much easier.
In any case, I hope they can figure something out. We are eating our young in pubstomping matches.
Munch |
Foo Fighting
The Unholy Legion Of DarkStar DARKSTAR ARMY
5
|
Posted - 2013.07.25 20:47:00 -
[74] - Quote
Reducing the EHP gap would bring some balance as suggested and help newer players compete, agreed. However the gap would not be so disheartening to new players if the SP requirement for suits was lower (like in chrome), i.e. the EHP gap could be reduced much faster and a better feeling of progression is achieved. It comes down to the question "How long can I put up with being stomped before I quit and am I able to reduce the degree of stomping progressively within my frustration threshold?" Cheaper SP suits would also mean vets would be able/have to skill into other roles giving them more choices for their invested time not just more power in one role.
I for one would like to try other roles in the future but I probably won't try as many as I want as I won't want to be a useless Logi/pilot/tanker/scout etc. for 6 months per role |
Aizen Intiki
Ghost Wolf Industries Alpha Wolf Pack
246
|
Posted - 2013.07.25 23:45:00 -
[75] - Quote
I'd rather not. There's little ways to make the T I versions even different at all, and although we can have lots of T II varients, if we go the EVE route, we will have even more "DUST has too many SP sinks" threads than there is now. Casuals would just complain that there isn't enough stuff..... BUT, there is a way around it. If we were to put in more things to do in Dust, such as mining, then, like in EVE, there could be some bonuses for those suits, creating a need for more. Then when that happens, I would take this.
Peace, Aizen |
Scheneighnay McBob
Bojo's School of the Trades
2488
|
Posted - 2013.07.25 23:55:00 -
[76] - Quote
Support.
So modules aren't completely pointless, I think we should look at armor plates (or old armor plates) as a good example. As you go up in tiers, your eHP increases, but your movement speed takes a hit. This is a good way to balance this stuff out. |
Avinash Decker
BetaMax. CRONOS.
61
|
Posted - 2013.07.26 02:48:00 -
[77] - Quote
Poonmunch wrote:One of the problems with DUST is that we have no equivalent to low sec and null sec, like they do in EVE.
In EVE high security levels protect the lower level guys. Lower security levels give the upper level guys, with much better equipment and SP, more opportunity to reap greater rewards for the greater risk of lower security space.
In DUST, we are all in the same big pot of guys trying to make a buck.
I'm not sure how to give a similar balancing mechanism in DUST.
There aren't enough of us to cover the whole EVE universe.
Making more tiers outside of the academy might help. It could be based on SP or equipment levels. Of course there would also be wide open tiers where anyone could fight with any type of equipment.
Perhaps the reward system could be used to stratify folks a bit better? Jobs in high security space might offer lower ISK rewards and jobs in low security space might offer higher ISK rewards. Expensive proto gear couldn't be replaced easily if proto gear can't make money. Penalize SP for losing too many clones to discourage people from playing militia gear in these matches.
Perhaps a list of battles could be generated which show the security level for each battle. Before each game starts a player might wish to decide which security level he could fight in. Proto gear, or recent academy graduates could be banned from high security and low security jobs, respectively. This would make sense because an EVE corp would not want to pay the higher costs for proto armed mercs (who have higher overhead) in high security space, where the jobs would be much easier (CONCORD pretty much keeps things quiet and prevents big, expensive wars).
Make fewer NULL cannons, CRUs, available clones, drop areas and turrets in low sec, so people have to be more aggressive and more likely to use better suits.
Penalize players who use up a lot of clones if they wear militia gear in low sec space by reducing their SP.
Maybe make hackable objects have different difficulties in different security types of space, so only proto suits can hack harder objectives and only lower tier suits can hack easier objectives.
In any case, I hope they can figure something out. We are eating our young in pubstomping matches.
Oh, and fix the AFK issue. That would help, too.
Munch
CCP isn't going to base matchmaking on skill points or gear levels , it is stated in my previous post . As for the security levels , it is represented by the 3 game tabs. Instant action is in High sec planets and both factional war and PC is in low sec. The matchmaking will be based on player skill . I think the idea is since proto players are usually get a lot of kills,wps, wins , etc they will be matched together more likely, and if some player that usually runs standard gear and plays really well a lot of the time, they will most likely be matched with the proto players. And lastly , I think they will balance the tiers so one won't be better than the other. |
Shijima Kuraimaru
WarRavens League of Infamy
281
|
Posted - 2013.07.26 07:13:00 -
[78] - Quote
Avinash Decker wrote:Poonmunch wrote:One of the problems with DUST is that we have no equivalent to low sec and null sec, like they do in EVE.
In EVE high security levels protect the lower level guys. Lower security levels give the upper level guys, with much better equipment and SP, more opportunity to reap greater rewards for the greater risk of lower security space.
In DUST, we are all in the same big pot of guys trying to make a buck.
I'm not sure how to give a similar balancing mechanism in DUST.
There aren't enough of us to cover the whole EVE universe.
Making more tiers outside of the academy might help. It could be based on SP or equipment levels. Of course there would also be wide open tiers where anyone could fight with any type of equipment.
Perhaps the reward system could be used to stratify folks a bit better? Jobs in high security space might offer lower ISK rewards and jobs in low security space might offer higher ISK rewards. Expensive proto gear couldn't be replaced easily if proto gear can't make money. Penalize SP for losing too many clones to discourage people from playing militia gear in these matches.
Perhaps a list of battles could be generated which show the security level for each battle. Before each game starts a player might wish to decide which security level he could fight in. Proto gear, or recent academy graduates could be banned from high security and low security jobs, respectively. This would make sense because an EVE corp would not want to pay the higher costs for proto armed mercs (who have higher overhead) in high security space, where the jobs would be much easier (CONCORD pretty much keeps things quiet and prevents big, expensive wars).
Make fewer NULL cannons, CRUs, available clones, drop areas and turrets in low sec, so people have to be more aggressive and more likely to use better suits.
Penalize players who use up a lot of clones if they wear militia gear in low sec space by reducing their SP.
Maybe make hackable objects have different difficulties in different security types of space, so only proto suits can hack harder objectives and only lower tier suits can hack easier objectives.
In any case, I hope they can figure something out. We are eating our young in pubstomping matches.
Oh, and fix the AFK issue. That would help, too.
Munch CCP isn't going to base matchmaking on skill points or gear levels , it is stated in my previous post . As for the security levels , it is represented by the 3 game tabs. Instant action is in High sec planets and both factional war and PC is in low sec. The matchmaking will be based on player skill . I think the idea is since proto players are usually get a lot of kills,wps, wins , etc they will be matched together more likely, and if some player that usually runs standard gear and plays really well a lot of the time, they will most likely be matched with the proto players. And lastly , I think they will balance the tiers so one won't be better than the other.
If the tiers are flattened out as you're supposing, then there will be a lot of, "If tier two isn't better than tier one, and tier three isn't better than tier one or two, then there's no point in skilling up." |
Avinash Decker
BetaMax. CRONOS.
61
|
Posted - 2013.07.26 07:29:00 -
[79] - Quote
Shijima Kuraimaru wrote:Avinash Decker wrote:Poonmunch wrote:One of the problems with DUST is that we have no equivalent to low sec and null sec, like they do in EVE.
In EVE high security levels protect the lower level guys. Lower security levels give the upper level guys, with much better equipment and SP, more opportunity to reap greater rewards for the greater risk of lower security space.
In DUST, we are all in the same big pot of guys trying to make a buck.
I'm not sure how to give a similar balancing mechanism in DUST.
There aren't enough of us to cover the whole EVE universe.
Making more tiers outside of the academy might help. It could be based on SP or equipment levels. Of course there would also be wide open tiers where anyone could fight with any type of equipment.
Perhaps the reward system could be used to stratify folks a bit better? Jobs in high security space might offer lower ISK rewards and jobs in low security space might offer higher ISK rewards. Expensive proto gear couldn't be replaced easily if proto gear can't make money. Penalize SP for losing too many clones to discourage people from playing militia gear in these matches.
Perhaps a list of battles could be generated which show the security level for each battle. Before each game starts a player might wish to decide which security level he could fight in. Proto gear, or recent academy graduates could be banned from high security and low security jobs, respectively. This would make sense because an EVE corp would not want to pay the higher costs for proto armed mercs (who have higher overhead) in high security space, where the jobs would be much easier (CONCORD pretty much keeps things quiet and prevents big, expensive wars).
Make fewer NULL cannons, CRUs, available clones, drop areas and turrets in low sec, so people have to be more aggressive and more likely to use better suits.
Penalize players who use up a lot of clones if they wear militia gear in low sec space by reducing their SP.
Maybe make hackable objects have different difficulties in different security types of space, so only proto suits can hack harder objectives and only lower tier suits can hack easier objectives.
In any case, I hope they can figure something out. We are eating our young in pubstomping matches.
Oh, and fix the AFK issue. That would help, too.
Munch CCP isn't going to base matchmaking on skill points or gear levels , it is stated in my previous post . As for the security levels , it is represented by the 3 game tabs. Instant action is in High sec planets and both factional war and PC is in low sec. The matchmaking will be based on player skill . I think the idea is since proto players are usually get a lot of kills,wps, wins , etc they will be matched together more likely, and if some player that usually runs standard gear and plays really well a lot of the time, they will most likely be matched with the proto players. And lastly , I think they will balance the tiers so one won't be better than the other. If the tiers are flattened out as you're supposing, then there will be a lot of, "If tier two isn't better than tier one, and tier three isn't better than tier one or two, then there's no point in skilling up."
The quote from CCP Etrene stated there will be tactical choices to make , I do not know how they going to do it , but that's what they might to do. Although CCP might not do it . |
Vyzion Eyri
The Southern Legion
1072
|
Posted - 2013.07.26 07:41:00 -
[80] - Quote
Shijima Kuraimaru wrote: If the tiers are flattened out as you're supposing, then there will be a lot of, "If tier two isn't better than tier one, and tier three isn't better than tier one or two, then there's no point in skilling up."
The original idea in the OP focuses on balancing out the game between vets and newbies. I agree it doesn't address problems such as these, however, I think the advantages of this idea far outweigh the disadvantages, because once we implement this, we can develop it further.
Since all gear is essentially equal once this is implemented, phase two would be making some gear more equal than others. We can do this in two ways:
1) ISK
Make T2 gear cost much more than T1. T2 will be used for extremely specific roles, therefore, ideal when you have a squad where everyone knows what they're doing. The cost will be worth it then because you know you can achieve the purpose of that suit when working with a squad.
T1 suits, less specialised, can be used in generic public matches/contracts. Disposable and cheap, with less glaring weaknesses than T2 gear, but no big strengths either.
2) Keeping SP important
Essentially, the SP sink of UNLOCKING initial gear is gone. Where SP now goes into is passive bonuses, efficacy, fitting costs, and unlocking variants.
Therefore, players can choose to unlock variants or specialise into one variant by upgrading skills for it. One of my most overused examples is giving triage repair tools a skill which increases dropsuit repair rate. That's worth skilling into. A skill which increases the speed of a scout dropsuit, that's worth skilling into. It doesn't allow you to get a better base suit, but it does make you have an edge over someone with the same suit without the skills you've chosen, which I feel is much more elegant than the current system. |
|
Angus McBeanie
Seraphim Auxiliaries
40
|
Posted - 2013.07.26 10:19:00 -
[81] - Quote
Shijima Kuraimaru wrote:Kane Fyea wrote:Shijima Kuraimaru wrote:Kane Fyea wrote:Shijima Kuraimaru wrote:
This made me laugh. I couldn't believe my eyes when I read it. Had to read it three times to get over my disbelief that it actually has to be explained to someone.
Learn your acronyms. It is an MMO as MMO means "Massively Multiplayer Online" Where it's lacking is the RPG part, RPG meaning "Role Playing Game". I'm sure we all know FPS means "First Person Shooter", vehicles being the TPS (Third Person Shooter) exception. So Dust 514 is currently a MMOFPS with RPG elements meaning "Massively Multiplayer Online First Person Shooter with Role Playing Game elements".
This game is not an MMO by any means. Unless you think CoD and BF3 are MMOs lol. You obviously don't know what your talking about. But please reply and tell me how this is an MMO. I would LOVE to hear that. Dust is different from CoD type FPSs. Dust has a player base that's playing the same game together, on dedicated servers, set up and maintained by the game developer, that provides a persistent digital environment to said players. Unlike other CoD like games where any given match is hosted on one of the player's consoles. So, Dust is an MMO. The SP progression system is a standard RPG element, so is the persistent universe. So Dust has RPG elements. And finally Dust is a FPS, TPS for vehicles. So simple even you should understand it. That does not make it an MMO. Trust me I'm almost done with college to become a game designer. So you feel that though I've been constantly participating in, gaining practical experience in, and beta testing, MMOs since 1999, I'm ignorant. Your own arrogance laced ignorance astounds. You should know your target before attempting to offend and insult. If I were to assume based on your statements, I would guess you were between 10 and 14 when I started my foray into MMOs. But to assume would be folley as you could have started earning your degree in your late 30s which might put you at around the same age as myself. Now that isn't to say that age makes a difference, but I do have a good 16 years of comprehensive adult experience behind me. Here. Maybe this will help. A massively multiplayer online game (also called MMO and MMOG) is a multi-player video game which supports large numbers of players simultaneously. By necessity, they are played over the Internet. Many games have at least one persistent world. MMOGs can enable players to cooperate and compete with each other on a large scale, and sometimes to interact meaningfully with people around the world. They include a variety of game play types, representing many video game genres. This describes Dust. After thought: After a little research, I've reached a conclusion that CoD type games are MMOs in the barest sense as they use the internet to connect players to each other. In my mind they're still not true MMOs as they lack dedicated developer maintained servers and a "persistent world".
And there you go, I said it was as much an MMO as the newer cod or battlefield. Just the simplest thing like interacting or questing with NPC's in open space area'd are not present in Dust(yes drones, but we heard about them for a year or two, if not more now). Instead of telling him off Shijima, go google Battlefield Heroes and compare that mechanisms of that game to how dust is. By all means, reading your 3-4 posts, your conclusions about an MMO describes most of the mechanisms of Battlefield Heroes and that game is not a f'kin MMO. |
calvin b
Molon Labe. League of Infamy
128
|
Posted - 2013.07.26 10:31:00 -
[82] - Quote
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 |
CuuCH Crusher
Commando Perkone Caldari State
154
|
Posted - 2013.07.26 11:07:00 -
[83] - Quote
The forge gun is the great equalizer in this game. No matter how much HP you have, if you take a direct hit from a forge gun you're dead. You have to be accurate, but if you're good enough, you should have no problem taking out proto suits. |
ZeHealingHurts HurtingHeals
Seituoda Taskforce Command Caldari State
330
|
Posted - 2013.07.26 11:51:00 -
[84] - Quote
Yes. I agree 100%.
Edit: What's all this about Dust being an MMO? I didn't know the definition changed to "about 32 people shooting each other."
He is the core gamer, the bastard child of the casual and hardcore gamer. He invests the former's effort and cries when he doesn't get the latter's results. |
gbghg
L.O.T.I.S. RISE of LEGION
2831
|
Posted - 2013.07.26 17:03:00 -
[85] - Quote
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!!! |
ZDub 303
TeamPlayers EoN.
1274
|
Posted - 2013.07.26 17:05:00 -
[86] - Quote
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. |
gbghg
L.O.T.I.S. RISE of LEGION
2831
|
Posted - 2013.07.26 17:07:00 -
[87] - 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. |
Shijima Kuraimaru
WarRavens League of Infamy
281
|
Posted - 2013.07.26 20:14:00 -
[88] - Quote
Angus McBeanie wrote:Shijima Kuraimaru wrote:So you feel that though I've been constantly participating in, gaining practical experience in, and beta testing, MMOs since 1999, I'm ignorant. Your own arrogance laced ignorance astounds. You should know your target before attempting to offend and insult. If I were to assume based on your statements, I would guess you were between 10 and 14 when I started my foray into MMOs. But to assume would be folley as you could have started earning your degree in your late 30s which might put you at around the same age as myself. Now that isn't to say that age makes a difference, but I do have a good 16 years of comprehensive adult experience behind me.
Here. Maybe this will help.
A massively multiplayer online game (also called MMO and MMOG) is a multi-player video game which supports large numbers of players simultaneously. By necessity, they are played over the Internet. Many games have at least one persistent world.
MMOGs can enable players to cooperate and compete with each other on a large scale, and sometimes to interact meaningfully with people around the world. They include a variety of game play types, representing many video game genres.
This describes Dust.
After thought: After a little research, I've reached a conclusion that CoD type games are MMOs in the barest sense as they use the internet to connect players to each other. In my mind they're still not true MMOs as they lack dedicated developer maintained servers and a "persistent world". And there you go, I said it was as much an MMO as the newer cod or battlefield. Just the simplest thing like interacting or questing with NPC's in open space area'd are not present in Dust(yes drones, but we heard about them for a year or two, if not more now). Instead of telling him off Shijima, go google Battlefield Heroes and compare that mechanisms of that game to how dust is. By all means, reading your 3-4 posts, your conclusions about an MMO describes most of the mechanisms of Battlefield Heroes and that game is not a f'kin MMO.
I think you misunderstand. IMO, and by definition, Dust is an MMO while CoD and BF are barely MMOs. When I said they're not true MMOs I was only referring to CoD like games that hold their matches on a player's console rather than on a dedicated server with a "persistent world". |
ZDub 303
TeamPlayers EoN.
1288
|
Posted - 2013.07.26 20:16:00 -
[89] - Quote
gbghg wrote: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.
I think most everyone can agree the power gap between proto and non-proto suits is http://media.heavy.com/media/2013/05/damn.jpg |
Lightning Bolt2
DUST University Ivy League
79
|
Posted - 2013.08.03 04:16:00 -
[90] - 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. (haven't read past this post)
that is honestly a really good idea... but it'll have to come with a complete suit respec (where only skills related with dropsuits are respeced) |
|
Killar-12
Molon Labe. League of Infamy
402
|
Posted - 2013.08.03 05:44:00 -
[91] - Quote
+1 to the OP |
RINON114
B.S.A.A. General Tso's Alliance
384
|
Posted - 2013.08.05 05:51:00 -
[92] - Quote
Shijima Kuraimaru wrote:Angus McBeanie wrote:Shijima Kuraimaru wrote:So you feel that though I've been constantly participating in, gaining practical experience in, and beta testing, MMOs since 1999, I'm ignorant. Your own arrogance laced ignorance astounds. You should know your target before attempting to offend and insult. If I were to assume based on your statements, I would guess you were between 10 and 14 when I started my foray into MMOs. But to assume would be folley as you could have started earning your degree in your late 30s which might put you at around the same age as myself. Now that isn't to say that age makes a difference, but I do have a good 16 years of comprehensive adult experience behind me.
Here. Maybe this will help.
A massively multiplayer online game (also called MMO and MMOG) is a multi-player video game which supports large numbers of players simultaneously. By necessity, they are played over the Internet. Many games have at least one persistent world.
MMOGs can enable players to cooperate and compete with each other on a large scale, and sometimes to interact meaningfully with people around the world. They include a variety of game play types, representing many video game genres.
This describes Dust.
After thought: After a little research, I've reached a conclusion that CoD type games are MMOs in the barest sense as they use the internet to connect players to each other. In my mind they're still not true MMOs as they lack dedicated developer maintained servers and a "persistent world". And there you go, I said it was as much an MMO as the newer cod or battlefield. Just the simplest thing like interacting or questing with NPC's in open space area'd are not present in Dust(yes drones, but we heard about them for a year or two, if not more now). Instead of telling him off Shijima, go google Battlefield Heroes and compare that mechanisms of that game to how dust is. By all means, reading your 3-4 posts, your conclusions about an MMO describes most of the mechanisms of Battlefield Heroes and that game is not a f'kin MMO. I think you misunderstand. IMO, and by definition, Dust is an MMO while CoD and BF are barely MMOs. When I said they're not true MMOs I was only referring to CoD like games that hold their matches on a player's console rather than on a dedicated server with a "persistent world". What he said. |
Kinky Burrito
A.N.O.N.Y.M.O.U.S.
143
|
Posted - 2013.08.05 09:43:00 -
[93] - Quote
I think they need to buff several of the STD and ADV suits. The discrepancy is just too high. STD suits feel like they are made of wet paper when I shoot them with a Toxin AR, and with a Duvolle they die if I look in their general direction. We want people to play this game with us CCP, and they won't stick around if you basically strap them to a chair and let Proto players beat them with sticks for 7 months. |
DeadlyAztec11
Max-Pain-inc Dark Taboo
1816
|
Posted - 2013.08.09 18:10:00 -
[94] - Quote
RINON114 wrote:Shijima Kuraimaru wrote:Angus McBeanie wrote:Shijima Kuraimaru wrote:So you feel that though I've been constantly participating in, gaining practical experience in, and beta testing, MMOs since 1999, I'm ignorant. Your own arrogance laced ignorance astounds. You should know your target before attempting to offend and insult. If I were to assume based on your statements, I would guess you were between 10 and 14 when I started my foray into MMOs. But to assume would be folley as you could have started earning your degree in your late 30s which might put you at around the same age as myself. Now that isn't to say that age makes a difference, but I do have a good 16 years of comprehensive adult experience behind me.
Here. Maybe this will help.
A massively multiplayer online game (also called MMO and MMOG) is a multi-player video game which supports large numbers of players simultaneously. By necessity, they are played over the Internet. Many games have at least one persistent world.
MMOGs can enable players to cooperate and compete with each other on a large scale, and sometimes to interact meaningfully with people around the world. They include a variety of game play types, representing many video game genres.
This describes Dust.
After thought: After a little research, I've reached a conclusion that CoD type games are MMOs in the barest sense as they use the internet to connect players to each other. In my mind they're still not true MMOs as they lack dedicated developer maintained servers and a "persistent world". And there you go, I said it was as much an MMO as the newer cod or battlefield. Just the simplest thing like interacting or questing with NPC's in open space area'd are not present in Dust(yes drones, but we heard about them for a year or two, if not more now). Instead of telling him off Shijima, go google Battlefield Heroes and compare that mechanisms of that game to how dust is. By all means, reading your 3-4 posts, your conclusions about an MMO describes most of the mechanisms of Battlefield Heroes and that game is not a f'kin MMO. I think you misunderstand. IMO, and by definition, Dust is an MMO while CoD and BF are barely MMOs. When I said they're not true MMOs I was only referring to CoD like games that hold their matches on a player's console rather than on a dedicated server with a "persistent world". What he said. The only reason Dust is even remotely an MMO is because it is in the same server as EVE.
That's it. They can't change anything in our universe and we can're do anything in theirs.
Dust is right now, just another lobby shooter... With actually lobbies you stand in, LOL. |
Tallen Ellecon
KILL-EM-QUICK RISE of LEGION
453
|
Posted - 2013.08.09 18:20:00 -
[95] - Quote
Making suit bonuses and skills more important than cost of equipment would be nice. Right now cost doesn't deter many people from running top grade suits in a match that they could easily lose money in. In an open world RPG with matchmaking based on levels, having more powerful tiers works, but in a game where you want to have a fair fight with customization, it does not. Leveling up should help specialize, not necessarily become uber strong. Slots, Module CPU and PG would help balance things out. |
KAGEHOSHI Horned Wolf
Brutor Vanguard Minmatar Republic
5367
|
Posted - 2013.08.11 09:19:00 -
[96] - Quote
I support this as long as all non-MLT suits have prototype level slots and PG/CPU. MLT gear can be the equivalent of the current ADV. |
BGoat
The Unholy Legion Of DarkStar DARKSTAR ARMY
23
|
Posted - 2013.08.12 21:52:00 -
[97] - Quote
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. |
Killar-12
The Corporate Raiders
500
|
Posted - 2013.08.12 22:13:00 -
[98] - Quote
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.
Eugene Killmore wrote:Still recruiting! Sorta! We are currently running a protostomp 24/7 program! We pay you to run proto gear 24 hours a day 7 days a week! No joke! Need I say more? |
Killar-12
The Corporate Raiders
500
|
Posted - 2013.08.12 22:18:00 -
[99] - Quote
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 You won't lose it everyone else will gain it. |
gbghg
L.O.T.I.S.
3096
|
Posted - 2013.08.12 22:34:00 -
[100] - Quote
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. |
|
BGoat
The Unholy Legion Of DarkStar DARKSTAR ARMY
25
|
Posted - 2013.08.12 22:43:00 -
[101] - Quote
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?
|
gbghg
L.O.T.I.S.
3098
|
Posted - 2013.08.12 22:59:00 -
[102] - Quote
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. |
Killar-12
The Corporate Raiders
506
|
Posted - 2013.08.12 23:09:00 -
[103] - Quote
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? Oh Pyrex didn't tell you? He was one of the poeple who was involved in building early titans |
BGoat
The Unholy Legion Of DarkStar DARKSTAR ARMY
26
|
Posted - 2013.08.12 23:12:00 -
[104] - Quote
gbghg wrote: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.
Thanks for taking the time to explain what happened with the Titans in Eve. It's unfortunate that ISK is not a reliable method of balancing the proliferation of Prototype gear, given it is 1 of only 2 elements that are accumulated in Dust (ISK and SP). |
Operative 1171 Aajli
Bragian Order Amarr Empire
120
|
Posted - 2013.08.12 23:30:00 -
[105] - Quote
TL;DR
I'd rather have a totally role based suit system. Basic suit is basic AR bonuses for basic infantry types with a generally offense/defense mix.
Proto allows for specialized suits that are good for more defense or offense depending on what you are trying to field. |
Ludvig Enraga
KILL-EM-QUICK RISE of LEGION
373
|
Posted - 2013.08.13 00:00:00 -
[106] - Quote
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. |
Mamertine Son
R.E.B.E.L.S
97
|
Posted - 2013.08.13 00:10:00 -
[107] - 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.
There's no need to think it a hopeless pursuit. There's still plenty of micro-transaction stuff CCP can put into the game like different weapons or suits which, incidentally, we already have.
CCP doesn't even need to go the full tiercide route. I'd be happy with just a shrinking of the tiers. |
Operative 1171 Aajli
Bragian Order Amarr Empire
123
|
Posted - 2013.08.13 00:12:00 -
[108] - 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.
They don't have to use the current model. They only just added it a few months ago. |
gbghg
L.O.T.I.S.
3100
|
Posted - 2013.08.13 00:13:00 -
[109] - 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. |
Mamertine Son
R.E.B.E.L.S
97
|
Posted - 2013.08.13 00:16:00 -
[110] - Quote
gbghg wrote: Besides removing tiers won't mean that people will stop buying BPO's and boosters, in fact BPO's MIT become more useful if tiercide was implemented.
+1 my friend.
As it stands I don't think it makes a whole lot of sense to spend aurum on adv or std weapons because they can easily be knocked out by their FREE proto versions.
|
|
Anarchide
Greedy Bastards
376
|
Posted - 2013.08.13 00:20:00 -
[111] - Quote
Kane Fyea wrote:Angus McBeanie wrote: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. This game is as much a MMO as the newer Call of Duty games. Yes, I know what a MMO is, used to be a hardcore MMO gamer and this game have very few MMO elements in it Mary. When they talked about the game, before it came out, it sounded like an MMO, but to be fair, this is just a normal shooter which reminds me ABIT of battlefield heroes mechanisms. There you could advance and get better gear too and do abit better, didnt make it an MMO. This standard shooter atm. This game is not an MMO. It is more of a FPSRPG.
It's more like a blueberries pancake.
|
Aythadis Smith
The Generals EoN.
115
|
Posted - 2013.08.13 03:32:00 -
[112] - Quote
Ok, this side is for the Pro Proto.
What if when Sec setting is actually important. So say if in Higher Sec, you have a limit to gear. Or you will get fined based on how much higher you went.
Say if Johnny brings out his Proto Minmatar assault with his Dov. But the game only allowed for basic or advanced, he suddenly has to pay his overage. Say the logical cost of this bracket ( based on overall suit cost so say an assault suit is limited to say 40k) he went 50k, he now has to pay 10k extra per spawn. Pretend this was CONCORDs doings.
Now say same situation, but in a null situation. A nublet would be warned he has to be or at least have a way to be "You must be this tall to ride this ride". Or at least the sign at the capital city of he*ll "Abandon all hope ye who enter here"
On your side, maybe, we could have more racial variants. Maybe (ehgad) different models. So stick with what every one knows ( and some of us might hate) the medium frame. ( not that heavies or scouts or tanks need love)
We have our basic suit. Basic suit gives it's self an advanced version. Or maybe a proficiency to the suit. Based on time in the suit.
From here it can tree off to Logi, Assault, maybe some stealth variant. Maybe tree these off like in normal MMO's.
" So I need Lvl 3 in this suit, and lvl 1 in this suit, unlocks this suit." It doesnt do anyone elses job better, but might be a slight continuing off of one suit, while adding a different roll. Say it could remove the names off of people for a sniper.
Either or, if Proto is removed, give more defined rolls. |
Yan Darn
DUST University Ivy League
12
|
Posted - 2013.08.13 07:36:00 -
[113] - Quote
I'm curious - is there anyone here who agrees with the current system and is at least familiar to how tiers work in EVE? Reading this thread it seems like two types of people disagree with tiericide - people who currently protostomp (to be expected naturally) and people who don't seem to fully grasp what OP and others are suggesting, which I can only presume is because they haven't seen it in action.
Though the criticism that because various mechanics are so borked and there is only pvp split across 3 game modes, stands I guess - if there is nothing to do, there is nothing to specialise in other than 'kill moar people betta!'. I mean protostomping isn't just end game - it is the game. What else does it offer?
Though I think the point is, we should be looking to future, not looking to make the best lobby shooter there is. |
Takahiro Kashuken
Red Star. EoN.
830
|
Posted - 2013.08.13 09:25:00 -
[114] - Quote
Removal of tiers - aka how to dumb the game down like BF3/COD where everyone has the same equipment and setup because it works
|
Your Absolut End
Neanderthal Nation
141
|
Posted - 2013.08.13 09:43:00 -
[115] - Quote
+1 Sound like a very good idea to me OP!
this is also a nice way to get rid of missuse of suits like Logis etc. It would help balancing Dust in general. And would strongly help with teamplay, because people won't be able to run 1 man armys any longer, you have to stick to your team to be succesful.
I would like to get some Dev intel on this idea! |
Killar-12
The Corporate Raiders
521
|
Posted - 2013.08.14 01:15:00 -
[116] - Quote
Takahiro Kashuken wrote:Removal of tiers - aka how to dumb the game down like BF3/COD where everyone has the same equipment and setup because it works
Tiericide=More Different suits that can be fit different ways
Current Suits=just better versions of the same things. |
Jason Pearson
Seraphim Auxiliaries
2510
|
Posted - 2013.08.14 01:22:00 -
[117] - Quote
Takahiro Kashuken wrote:Removal of tiers - aka how to dumb the game down like BF3/COD where everyone has the same equipment and setup because it works
I'm surprised at you, I figured as a Tanker you'd realize how much better this would be for the game. Let's look at it from our perspective.
We all agree Proto AV is OP, but we all secretly know if we get Proto Tanks, we're going to be OP as ****, don't deny it, we will stomp everyone who doesn't have a proto tank or proto AV, won't we? If anything, this is very dumbed down, it's literally, PROTO ALL THE THINGS AND WIN!
From what I gather, the idea put forward would instead make it so there is one level of AV and one level of Tanks, but different specializations, we'll run into strong CQC Tanks, or strong distance tanks, none of this Proto Tank > All. Same with AV, they'll be stronger or weaker with the bonuses but will still provide us with a fair challenge.
If anything, this makes the game less dumbed down and far more interesting, we'll never know what's going to hit us next.
King of the Forums // Seraphim <3 Comment and like this thread about PvE, Here! Also, check out the Indirect Fire ability, Here! |
Rage Racer
DUST University Ivy League
5
|
Posted - 2013.08.16 17:26:00 -
[118] - Quote
+1 for you, gbghg.
The gap between veteran and new players is way beyond anything healthy for a game. |
KAGEHOSHI Horned Wolf
Brutor Vanguard Minmatar Republic
5446
|
Posted - 2013.08.18 06:53:00 -
[119] - Quote
needs to happen |
Cross Atu
Conspiratus Immortalis Covert Intervention
1532
|
Posted - 2013.08.19 17:01:00 -
[120] - Quote
Quote:"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." Bob can't be a very real representation of things because he's doing worse in his researched and developed basic suit, with his 'decently skilled FPS'er' status than I do with my zero SP character in starter fits using my 'this is the first FPS I've played since 2008' status.
Even on my main I run free fits over 80% of the time and I can't say that what you describe happens all the frequently. Do I get proto stopped by crop squads in pubs? Sure. But they are corp squads don't tell me that a squad with D Roc, Ninja, Shadow, Overlord/Baal, etc running standard gear isn't going to rip your average pub match apart. Even of "bob" had identical gear, and even if "bob" possessed equal map knowledge (which he won't), and equal or better gun game, "bob" will still be losing to this corp squad because "bob" is one guy lone wolfing against an organized squad of killers. "Bob" is in trouble but it isn't his eHP which has put him there, and even putting him in proto against the same guys while they run STD gear wouldn't swing the match in his favor.
Quote:Proto gear is somewhat like titans when you look at it, the only effective counter is to field proto gear yourself This statement isn't true in its assessments of either EVE or Dust. In both cases teamwork trumps gear type, there are blob fleets (or even smaller pirate gangs) who would positively drool at the prospect of catching a titan alone, just as I and many of my squad mates get unbearably cheerful when we see someone running AUR proto in a pub. "Shoot the shiny" isn't just for EVE it's for all of New Eden [:twisted:] Just to be totally clear here you absolutely do not have to field proto to counter proto nor do you have to bridge in a titan to take out another titan.
Comparing D514 to CoD or BF ignores the entire economics aspect and glosses over the impactions of a persistent world. Now granted those things are still only getting off the ground in Dust, there is a long road yet to travel before they're where they should be with player created assets sold on player defined markets linked to EVE and involved in a meta game that has a sense of location and spans thousands of systems. So yes these things are still in the infancy but making Dust try to emulate CoD or BF would be a poor idea for many reasons not the least of which is that trying to launch a new franchise which more directly competes in a market niche that's already saturated is poor business.
Quote: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. Agreed, and happily things are already this way. There have been some broken bits of gear along the way such as the TAR, and I'm sure there will be more broken bits over time which need fixed but on average that is not the state of the game and even in the days of the sickeningly OP TAR + Cal Logi + Contact Nade combo those fits were still not invincible. Did they provide an excessive advantage? Sure. But they weren't unbeatable by any stretch.
Quote:a large segment of gear still remains worthless once you reach a certain point I completely disagree here. I've had proto pretty much since launch due to beta participation and I still run Militia/Standard fits more than 80% of the time. The right tool for the right job ad the right time. It isn't always most effective or desirable to go proto, and I'm saying that without even considering matches where your team gets redlined.
0.02 ISK Cross
PS ~ I don't really run damage mods on my suits so when I'm killing protos in my free fit I'm doing it without damage mods, I simply cannot see how that comes even close to any definition of invincible. |
|
Cross Atu
Conspiratus Immortalis Covert Intervention
1533
|
Posted - 2013.08.19 17:30:00 -
[121] - Quote
Yan Darn wrote:I'm curious - is there anyone here who agrees with the current system and is at least familiar to how tiers work in EVE? Reading this thread it seems like two types of people disagree with tiericide - people who currently protostomp (to be expected naturally) and people who don't seem to fully grasp what OP and others are suggesting, which I can only presume is because they haven't seen it in action.
Though the criticism that because various mechanics are so borked and there is only pvp split across 3 game modes, stands I guess - if there is nothing to do, there is nothing to specialise in other than 'kill moar people betta!'. I mean protostomping isn't just end game - it is the game. What else does it offer?
Though I think the point is, we should be looking to future, not looking to make the best lobby shooter there is. I do not proto stomp (I personally find it to be banal and boring) and I do play EVE so I've seen their changes first hand (and honestly approve of them on average).
Suggesting tiericide as a concept is great, but most of the threads and ideas for it I've seen on the Dust forums fall far short of the mark that EVE has established.
List of ship types in EVE
- Assault Ships
- Battlecruisers
- Battleships
- Black Ops
Capital Industrial Ships- Carriers
- Command Ships
- Covert Ops Ships
- Cruisers
- Destroyers
- Dreadnoughts
- Electronic Attack Ships
ExhumersFreighters- Frigates
- Heavy Assault Ships
- Heavy Interdictors
Industrial Command ShipsIndustrial Ships- Interceptors
- Interdictors
Jump Freighters- Logistics Ships
- Marauders
Mining Barges- Motherships
- Pirate Faction Ships
- Recon Ships
- Strategic Cruisers
- Titans
Transport ShipsUnique Ships
Now having removed the non-combat ships above it is still drastically more diverse than the offerings in Dust because at this point EVE is more complex and thus offers more equally useful, yet different, roles on grid. For example there is no dust equivalent for the Scorpion or even for the role of more directly hostile ships such as the Devoter. Even roles with direct parallels such as the Logi are on average pale imitations when it comes to deep and diverse roles, try to work two Amarr Logi and a Sentinel as effectively as you can run a Guardian pair supporting an Abaddon or Legion. Then there are things like cap, damage types, scan types etc.
The point is that the game needs to offer value for roles other than killing, even support roles on the field currently are often able to be viewed in terms of how they effect killing as a once off, picture the response of the average Dust player to seeing the Minmatar Logi function like the Scimitar, let alone the introduction of an entire market tab for completely non-combat dropsuits.
Tiericide when conducted in an environment not yet mature and complex enough to support it simply becomes flattening that strips the game of diversity rather than adding nuanced complexity as it can in EVE. Dust need more in quite a few ways before a solid look can be taken at doing this without the net result being to, more or less, water down the game and the aspects which make it unique.
0.02 ISK Cross |
gbghg
L.O.T.I.S.
3226
|
Posted - 2013.08.19 18:11:00 -
[122] - 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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Iron Wolf Saber
Den of Swords
7493
|
Posted - 2013.08.19 18:14:00 -
[123] - Quote
I just find it sad that we almost have more drop suit types than eve online ships and extraordinary less variety. |
Cross Atu
Conspiratus Immortalis Covert Intervention
1536
|
Posted - 2013.08.19 19:24:00 -
[124] - Quote
gbghg wrote: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.
Hey bro, thanks for the response and discussion, I do support the principle of tiericide and like the idea of moving the game towards that. While I've been very wary, for the reasons I listed prior, to doing things now I can also now report that something has changed.Iron Wolf Saber just took me to school regarding a way to effectively integrate tiericide within Dust.
As with any new method there may be some kinks to work out and polish will have to be applied but I think that the method provided there could actually be initiated at this point in the game and may even work better if it's acted on sooner rather than later.
I want to say thank you gbghg for keeping this idea active because I would have been unlikely to encounter solutions to the concerns I had without your thread drawing my attention to it.
Cheers, Cross
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Yan Darn
DUST University Ivy League
20
|
Posted - 2013.08.19 19:27:00 -
[125] - Quote
Cross Atu wrote:Yan Darn wrote:I'm curious - is there anyone here who agrees with the current system and is at least familiar to how tiers work in EVE? Reading this thread it seems like two types of people disagree with tiericide - people who currently protostomp (to be expected naturally) and people who don't seem to fully grasp what OP and others are suggesting, which I can only presume is because they haven't seen it in action.
Though the criticism that because various mechanics are so borked and there is only pvp split across 3 game modes, stands I guess - if there is nothing to do, there is nothing to specialise in other than 'kill moar people betta!'. I mean protostomping isn't just end game - it is the game. What else does it offer? List of ship types in EVE
- Assault Ships
- Battlecruisers
- Battleships
- Black Ops
Capital Industrial Ships- Carriers
- Command Ships
- Covert Ops Ships
- Cruisers
- Destroyers
- Dreadnoughts
- Electronic Attack Ships
ExhumersFreighters- Frigates
- Heavy Assault Ships
- Heavy Interdictors
Industrial Command ShipsIndustrial Ships- Interceptors
- Interdictors
Jump Freighters- Logistics Ships
- Marauders
Mining Barges- Motherships
- Pirate Faction Ships
- Recon Ships
- Strategic Cruisers
- Titans
Transport ShipsUnique Ships
The point is that the game needs to offer value for roles other than killing, even support roles on the field currently are often able to be viewed in terms of how they effect killing as a once off, picture the response of the average Dust player to seeing the Minmatar Logi function like the Scimitar, let alone the introduction of an entire market tab for completely non-combat dropsuits. Tiericide when conducted in an environment not yet mature and complex enough to support it simply becomes flattening that strips the game of diversity rather than adding nuanced complexity as it can in EVE. Dust need more in quite a few ways before a solid look can be taken at doing this without the net result being to, more or less, water down the game and the aspects which make it unique. 0.02 ISK Cross
Thanks Cross - this is the point I was trying to get at. When it comes to reducing the EHP difference etc. Im not too fussed - im a 3mil noob, and I've killed enough protos to know that you need skill as well as SP to make proto scary.
I support tiercide because I've got 'endgame' in mind and that to me does not equal 16v16 lobby shooter - it means one day I'll be able to actually scout in my new scout suit, rather than basically do what I can do in a Minni assault better (apart from not being able to jump as high).
I'm for balancing scouts to be effective in pvp but I'm hoping for a role akin to recon ships - I want someone to want me for my stealth/scanning/hacking skills because they are about to go on some kind of mission (pvp or PVE - though it blows some people's minds to know that the two aren't mutually exclusive in New Eden) that really needs someone like me if they want a good chance of success.
Right now it's kinda like 'oh you don't run CalAssault+AR? Erm heavy FG? Logibro then? No sorry I don't understand...'
Basically the modes available mean you kill things or keep the the guys killing things with health and ammo so they can kill things better. If you play long enough - you can do... the exact same thing, just (potentially) better than people who haven't played as long as you. That is the goal of the game so far...some people like it, they say it would just be COD/BF otherwise - I say if COD rewarded people who played longer with the ability to kill new players with more ease, they wouldn't be playing DUST anymore...
CCP if this is the game you have planned for the future - have mercy and let me know this now.
Finding ways to shotgun protos in the back of head is going to lose its appeal at some point... |
Torneido Achura
Suicidal Business Inc.
42
|
Posted - 2013.09.19 07:50:00 -
[126] - Quote
Necro on this tread cuz I've been looking at Eve and Dust lacks some, many, things from its mama and this might be one of those. Loving much of the rich experience New Eden has to offer through Eve; Dust in the other hand is just a plain and vague experience of it, a mere distasteful silhouette of its companion. Make them more alike CCP, thereGÇÖs so many things that can be implemented and would make the game even more fuc**ng awesome, please just don't underestimate console players. These things could make an impact, a great one in balance and gameplay, and if devs are worried for taking out the black suits.. come on do some research: nice looking things should be sold for money or really hard to obtain.
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gbghg
L.O.T.I.S. Public Disorder.
3691
|
Posted - 2013.10.21 12:25:00 -
[127] - Quote
oh, almost forgot about this, thats rather bad of me. i was definitely in a bad mood when i wrote this. |
steadyhand amarr
MoIden Heath PoIice Department EoN.
1613
|
Posted - 2013.10.21 12:38:00 -
[128] - Quote
Torneido Achura wrote:Necro on this tread cuz I've been looking at Eve and Dust lacks some, many, things from its mama and this might be one of those. Loving much of the rich experience New Eden has to offer through Eve; Dust in the other hand is just a plain and vague experience of it, a mere distasteful silhouette of its companion. Make them more alike CCP, thereGÇÖs so many things that can be implemented and would make the game even more fuc**ng awesome, please just don't underestimate console players. These things could make an impact, a great one in balance and gameplay, and if devs are worried for taking out the black suits.. come on do some research: nice looking things should be sold for money or really hard to obtain.
....eve has been out for 10 years with constant updates thats a little harsh to compare the two I'm positive this time next year we will all be bitching about the game being awful. While I'm talking to the goons for a fleet escort for a warbarge to take out the last resistance group in null sec when I get informed that first team took out OA so we a go for an invasion |
Operative 1171 Aajli
Bragian Order Amarr Empire
631
|
Posted - 2013.10.21 12:40:00 -
[129] - Quote
Skills, not gear.
Say it with me GÇö SKILLS NOT GEAR, SKILLS NOT GEAR! |
gbghg
L.O.T.I.S. Public Disorder.
3693
|
Posted - 2013.10.21 12:50:00 -
[130] - 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. |
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Vrain Matari
ZionTCD
1125
|
Posted - 2013.10.21 13:58:00 -
[131] - Quote
Syther Shadows wrote:Im just here sitting in my mlt scout suit killing proto heavys with my remote explosive..
*edit*
ive killed plenty of proto players with a mlt ar ... mlt sniper ... mlt anything\
I don't see why bob was having problems against another player who's twitch skills are not the best.
bob needs to learn the game a bit like i did... when he is use to it
bob needs to wait for match making or go afk for a year and while his player will passively farm up sp he can come back at any time
want to know the difference between a proto shield and a std shield ?
1 ar bullet. (just saying) This is the essence of the issue for me.
There is ample evidence to indicate that militia gear is more that capable of competing with proto gear, and for this reason i believe the call for tiericide in DUST is misdirected. The real concern is over the NPE and pubstomps, and these are definitely critical issues for DUST right now.
Tiericide is not the answer to this. Tiericide results in a loss of identity for DUST, and results in making it more like every other shooter out there. RND, Lotis, Red Star, etc., etc., would be equally capable of pubstomping after tiericide. The reason for this is that DUST is constructed in a way such that teamwork and communication is a a massive force-multiplier and is genuinely OP.
And that is exactly as it should be.
We need a solution different than tiericide. |
knight guard fury
The Unholy Legion Of DarkStar DARKSTAR ARMY
53
|
Posted - 2013.10.21 14:36:00 -
[132] - Quote
Vrain Matari wrote:Syther Shadows wrote:Im just here sitting in my mlt scout suit killing proto heavys with my remote explosive..
*edit*
ive killed plenty of proto players with a mlt ar ... mlt sniper ... mlt anything\
I don't see why bob was having problems against another player who's twitch skills are not the best.
bob needs to learn the game a bit like i did... when he is use to it
bob needs to wait for match making or go afk for a year and while his player will passively farm up sp he can come back at any time
want to know the difference between a proto shield and a std shield ?
1 ar bullet. (just saying) This is the essence of the issue for me. There is ample evidence to indicate that militia gear is more that capable of competing with proto gear, and for this reason i believe the call for tiericide in DUST is misdirected. The real concern is over the NPE and pubstomps, and these are definitely critical issues for DUST right now. Tiericide is not the answer to this. Tiericide results in a loss of identity for DUST, and results in making it more like every other shooter out there. RND, Lotis, Red Star, etc., etc., would be equally capable of pubstomping after tiericide. The reason for this is that DUST is constructed in a way such that teamwork and communication is a a massive force-multiplier and is genuinely OP. And that is exactly as it should be. We need a solution different than tiericide.
that is very true and ive killed many people with proto gear with either militia standard or advance gear, even if it took me 3-5 deaths to get to them |
Takahiro Kashuken
Red Star. EoN.
1487
|
Posted - 2013.10.21 14:37:00 -
[133] - Quote
Operative 1171 Aajli wrote:Skills, not gear.
Say it with me GÇö SKILLS NOT GEAR, SKILLS NOT GEAR!
Easy to say when you are not in a BASIC vehicle with BASIC mods going against someone who has PROTO dropsuit with PROTO dmg mods and a PROTO AV weapon like lolswarms
Takes every bit of skill to survive, take no skill tho to use the AV tho |
Operative 1171 Aajli
Bragian Order Amarr Empire
633
|
Posted - 2013.10.21 14:51:00 -
[134] - Quote
gbghg wrote: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.
No, I'm saying make it more about skills and do away with the gear tiers. |
knight of 6
SVER True Blood Public Disorder.
454
|
Posted - 2013.10.21 14:51:00 -
[135] - Quote
an interesting thought, but then look at eve ships. it takes a solid month to skill into a battle ship properly, once you get a battleship T1(meta 3-4) fitted, a T2 fit(meta 5+) will destroy it with relative ease and faction/deadspace fits demo T2s. no role is intrinsically better than another, but if you bring a frig to cap fight your gonna die, just like if you bring a frig to a T2 frig fight. |
Fox Gaden
Immortal Guides
1337
|
Posted - 2013.10.21 14:54:00 -
[136] - Quote
gbghg wrote: "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." As an EVE player with no prior FPS experience, my money is on Bob in this encounter. It will take an extra second to burn through that Proto gear with a Basic Assault rifle, but Bob will aim for the head and still kill the EVE player before the EVE player gets Bob lined up. Bob will take some damage as the EVE player sprays across him two or three times, but the EVE player will continually over correct and be dead before he gets his aim centred enough for Aim Assist to take over.
Also it is mostly veteran FPS players who can afford to run Proto suits on a regular basis. If you canGÇÖt hit your target, running Proto is expensive and futile.
Of course none of that really invalidates your core argument.
____________________________________________________________________________ Immortal Guides, supporting knowledge dissemination in New Eden since August 31, 2013. |
Fox Gaden
Immortal Guides
1338
|
Posted - 2013.10.21 15:27:00 -
[137] - Quote
gbghg:
If they took your second suggestion of only having one tier of suits, I would hope that they would use the Proto suit as the new standard, as more slots allows more variety and makes fitting choice more of a factor.
Your argument about player retention is sort of a double negative, or proof that two wrongs can make you right. First Negative, the idea that having a crutch that bad players can rely on to make them competitive against good players will be bad for player retention. This is wrong because there are a lot more bad players than good players, so for player retention and profit it would be better to cater to bad players. However, the Second Negative is that only Good players can afford to run Proto suits and Weapons on a regular basis. We saw a lot of bad players in Proto suits in the months after the great salvage sell off of 1.0, but the current proliferation of Proto suits are all relatively skilled players.
The result of the double negative is that it is relatively skilled players that Proto stomp and less skilled players canGÇÖt afford to run the gear that the skilled players are running, making the gape between skilled and unskilled players even greater. In the end, this actually supports your argument to remove the tier system.
This may change a bit when the Player to Player market comes out and people who donGÇÖt have a strong gun game can earn ISK through trading.
____________________________________________________________________________ Immortal Guides, supporting knowledge dissemination in New Eden since August 31, 2013. |
knight of 6
SVER True Blood Public Disorder.
455
|
Posted - 2013.10.21 16:43:00 -
[138] - Quote
Frigates Assault Ships(T2) Covert Ops Ships(T2) Electronic Attack Ships(T2) Interceptors(T2)
Destroyers Interdictors(T2)
Cruisers Logistics Ships(T2) Heavy Assault Ships(T2) Heavy Interdictors(T2) Recon Ships(T2) Strategic Cruisers(T3)
Battlecruisers Command Ships(T2)
Battleships Black Ops(T2) Marauders(T2)
Capital ships Dreadnoughts Carriers Motherships Titans
bolded terms are T1 base ship type and represent meta levels 1-4 (save capitalships) (T2) ships are specialized hulls of T1 ships which are given relevant bonuses to their roles (T3) is a completely modular system that is fully customizable and there are currently only four available (one cruiser variant per faction)
if you're gonna list ship types do it right. |
gbghg
L.O.T.I.S. Public Disorder.
3698
|
Posted - 2013.10.21 18:19:00 -
[139] - 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
L.O.T.I.S. Public Disorder.
4162
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Posted - 2013.12.15 21:56:00 -
[140] - Quote
necro'd!!!! why? because i can.
Lv 4 forum warrior
Bringer of Bacon
Knight of AMV's
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KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
7645
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Posted - 2013.12.28 06:07:00 -
[141] - Quote
Needs to happen
Gû¦Gû+Supreme emperor god-kingpÇÉKAGEH¦PSHIpÇæ// Lord of the threads // Forum alt Gû¦Gû+
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Tectonic Fusion
865
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Posted - 2013.12.28 06:18:00 -
[142] - Quote
I would agree is basic/enhanced shields weren't so crappy.
Solo Player
Squad status: Locked
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Aizen Intiki
Hell's Gate Inc
605
|
Posted - 2013.12.28 06:42:00 -
[143] - Quote
Tectonic Fusion wrote:I would agree is basic/enhanced shields weren't so crappy.
Everything would get a balance pass.
"Hello, world!" lol, sounds like something a whore lover would say
Alt of the great Godin
I like chocolate ^___^
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hgghyujh
Expert Intervention Caldari State
303
|
Posted - 2014.02.17 00:46:00 -
[144] - Quote
you over play the strength of proto, but not by much. |
Hynox Xitio
Molon Labe. General Tso's Alliance
48
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Posted - 2014.02.17 01:18:00 -
[145] - Quote
I think there should be even more tiers. TF2 is lame and classism is the best way to cause violence, and I get paid when violence happens.
Unleash the Fogwoggler
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Iron Wolf Saber
Den of Swords
13115
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Posted - 2014.02.17 01:43:00 -
[146] - Quote
Hynox Xitio wrote:I think there should be even more tiers. TF2 is lame and classism is the best way to cause violence, and I get paid when violence happens.
Listen to yourself.
Let say they did add tiers to team fortress like they do here in dust 514.
Tier 1
Mini-me Heavy No bonus me starty
Tier 2
Midget Heavy No bonus me getting starty have more health and damage than mini me
Tier 3
Grunty Heavy No bonus but has more dakka and flakka!
Tier 4
Heavy nuff I get sammich bonus now And moar uber of course me not so great.
Tier 5
Heavy Tasha is mah baby I get bonus with her now with my sammich Moar uber somewhat great
Tier 6
Super Ultra HAAAVEEE Nobody heavier than me! Nobody outsmart my boolets.
Which vet in their right mind would use a tiers 1-4?
CPM 0 Secretary
Omni-Soldier, Forum Warrior, Annoying Artist
\\= Advanced Caldari Assault // Unlocked
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DEZKA DIABLO
A.N.O.N.Y.M.O.U.S.
184
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Posted - 2014.02.17 02:53:00 -
[147] - Quote
gbghg wrote: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. I run around in a 7000isk suit an dragonfly scout bpo with no drop suit bonuses at all, an a basic rr with no points in any suits ( waiting for cal scout) and yes playing this toon with 7mill sp is a lot harder than my main with 35 mill but, it's all about how you play once you learn to play.
It takes months to learn how to travel safely in a map, how to foresee the progression of the fight, an new people honestly have no opinion untill they can because untill then they endanger themselves.
I'm a scout so I don't hear peoples dps cries, and nerf whines, after a year an a bit in the weakest suit.
The game is about progression an dedication an if noobs lack that in life they won't make it in this game, it's not like other games, you need patience an dedication as a human an that's why the game is the way it is, take away that and it's for anyone, dust isn't for everyone, if you lack the proper life abilities you lack success here, and that's why ccp has to ignore a lot of the tears or they will lose the vision they built it on and eventually the fan base that loves it for what it is, elite gamers |
Kira Takizawa
WARNING LABEL Inc.
164
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Posted - 2014.03.08 10:26:00 -
[148] - Quote
Bump. |
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