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Cat Merc
BetaMax. CRONOS.
3562
|
Posted - 2013.07.25 15:30:00 -
[1] - Quote
Well, first off, I will explain why I decided to make this thread. https://forums.dust514.com/default.aspx?g=posts&t=97101 This made me realise, CCP are doing it wrong. Read it, all the explanation you need is there, in addition look at page 2 to see my idea in short.
Now, I was writing a little thread, it isnGÇÖt done yet, but it seems to fit perfectly with the new idea I got thanks to gbghg - https://docs.google.com/document/d/1pet88sKPbMV7G4PqvgRySV1Df5kRyioMIaiSABFIwII/edit
The idea in short: Basic frames are the generalists, T1 suits, Assault and Logistics suits are the specialized, T2 suits. Basic frame would be a mesh of the logi and assault. No more standard/advanced/prototype, everything is prototype, there is just generalist and specialized stuff. EVE started doing it (Generalist vs Specialist) after Dust began development, and it shows. In EVE rookies have a use, in Dust they donGÇÖt.
I will write specific stats of all suits and the AR as an example for CCP on how it should be done. Well, all suits and ARGÇÖs and modules from the Gallente, IGÇÖm not paid to do this and I donGÇÖt have unlimited time, writing Gallente medium frame and light weapons only would be quite a lot of work in on itself.
I am using Gallente because I am most familiar with the race.
T1 medium frame: A mesh of Assault and Logistics suits, will gain equipment slot in exchange for a module slot and some other small downsides.
REMEMBER, EVERYTHING IN THIS THREAD IS AN EXAMPLE, AVOID DEBATING ABOUT SPECIFIC ITEM BALANCE, ONLY THE IDEA
Medium Frame suits: Type-I: Something to do with optimal range Type-II: Something to do with regeneration Type-III: Something to do with survivability (eHP) Type-IV: Something to do with entry level logistics Type-V: Something to do with damage output of weapons |
Cat Merc
BetaMax. CRONOS.
3562
|
Posted - 2013.07.25 15:30:00 -
[2] - Quote
Base suit: (I will say stuff like +1 low slot, -1 high slot, and what IGÇÖm referring to is +-1 from this base suit) Skill Requirements: [Dropsuit Command level I Gallente Medium Dropsuits level I] Max PG: 68 KW Max CPU: 300 gF Shield: 102 Armor: 192 Shield recharge rate: 17.5 Shield Recharge Delay: 7 seconds Shield Depleted recharge delay: 10 seconds Armor Repair rate: 0 Movement speed: 4.8 Sprint speed: 6.8 Stamina: 137.5 Stamina Recovery rate: 13.5 per second 1 Light weapon 1 Sidearm 3 High slots 4 low slots 2 equipment slots 1 Grenade slot
Gallente T1 medium frames: Gallente Type-I: [+2% per level to hybrid weapon optimal range -20% to absolute range (not per level) +12.5 Stamina +1.5 stamina recovery rate]
Gallente Type-II: [+7% to armor repairer efficacy per level -1 high slot, +1 low slot +3 base armor repair]
Gallente Type-III: [+2% per level to armor plates efficacy per level -1 high slot, +1 low slot +18 armor HP +18 shield HP]
Gallente Type-IV: [+10% per level to remote armor repairer healing +5% to nanite clusters amount in Nanohive Same stats as base suit]
Gallente Type-V: [+2% per level to hybrid weapon fire rate per level -1 low slot, +1 high slot +0.1 movement speed +0.1 sprint speed]
Next up, we have the assault suit, a specialized T2 suit: Since there are now generalist versions of the Logistics and Assault, I feel like bumping the requirement for assault and logisitics to Basic Frames V will be a good idea. So skill requirements for both: [Dropsuit Command I Gallente Medium Dropsuits V Gallente Assault Dropsuits I] Two versions, one for tank, another for gank: Gank: [-1 Equipment slot +12.5 stamina +1.5 stamina recovery rate +18 armor HP +18 shield HP +0.2 movement speed +0.2 sprint speed +2% per level to hybrid weapon fire rate +5% to hybrid weapon damage (Not per level)]
Tank: [-1 Equipment slot +12.5 stamina +1.5 stamina recovery rate +18 armor HP +18 shield HP +0.2 movement speed +0.2 sprint speed +2% per level to armor plates efficacy +25% to armor repairer repair rate (Not per level)]
Finally from the line up of Gallente suits, we have the Logistics, another T2 suit: Skill requirements for both: [Dropsuit Command I Gallente Medium Dropsuits V Gallente Logistics Dropsuits I] One is specialized in triage and resupply, another in demolitions, uplinks and active scanners: Triage and Resupply: [+2 equipment slots -1 high slot, +1 low slot +18 PG +90 CPU -12.5 stamina -1.5 stamina recovery rate -18 armor HP -18 shield HP -0.1 movement speed -0.2 sprint speed +10% per level to remote armor repairer healing +35% to revived soldier starting armor HP (Up to max HP) +25% to nanohive nanite cluster amount]
Demolitions, Uplinks and Active Scanners: [+2 equipment slots -1 high slot, +1 low slot +18 PG +90 CPU -12.5 stamina -1.5 stamina recovery rate -18 armor HP -18 shield HP -0.1 movement speed -0.2 sprint speed +3% per level to remote explosive blast radius +5% per level to proximity explosive damage +2 max carried proximity/remote explosive +2 max active proximity/remote explosive +100% to active scanner target visibility duration +1 max active uplinks +20% per level to max spawns per uplink unit] |
Cat Merc
BetaMax. CRONOS.
3562
|
Posted - 2013.07.25 15:31:00 -
[3] - Quote
Now, to weapons. Starting with the Gallente Assault Rifle, the only Gallente thing in this game that isnGÇÖt UP (HINT HINT CCP). I will do a similar thing to what I did with suits, I will have a base weapon pasted here and then I will add +-# to itGÇÖs stats.
Damage: 35.7 ROF: 750 RPM Accuracy Rating: 56.1 Clip size: 60 Max ammo: 300 Reload time: 3 seconds Optimal range: 60m Absolute range: 200m CPU requirements: 57 PG requirements: 7
All require Assault Rifle Operation I: Type-I Assault Rifle: Damage: -1.7 Accuracy rating: -0.6 Optimal Range: -3m Absolute Range: -20m CPU requirements: -25 PG requirements: -3
Type-II Assault Rifle: Same as base stats
Type-III Assault Rifle: Damage: +1.7 Accuracy rating: +0.7 Optimal Range: +3m Absolute range: +20m CPU requirements: +30 CPU PG requirements: +4
Type-IV Assault Rifle: Damage: +3.4 Accuracy rating: +1.4 Optimal range: +6m Absolute range: +40m CPU requirements: +57 PG requirements: +8
Then we go into T2 weapons. T2 weapons are, again, not really better, just specialized. These include the Breach AR, TAC AR, and Burst AR. Keep them at their current proto stats. Require Assault Rifle operation V and Assault Rifle Proficiency I.
So now we go into modules. T2 modules require both more CPU/PG and have greater downsides in addition to their greater upsides. I will start with armor plates. Base Armor Plates: 115HP 10% movement penalty 30 CPU 12 PG
Type-I Armor plates: -15HP -5 CPU -3 PG
Type-II Armor plates: Same stats as base stats
Type-III Armor plates: +15HP +5 CPU +3 PG
Type-IV Armor plates: +30HP +10 CPU +6 PG
T2 Armor plates: +50HP +20 CPU +10 PG +2.5% movement penalty
Alright, how about armor repairers? Base stats: Armor Repair rate: 5hp/s CPU requirements: 45 PG requirements: 11
Type-I Armor Repairer: -2hp/s -15 CPU -4 PG
Type-II Armor Repairer: Same stats as base stats
Type-III Armor Repairer: +1hp/s +7 CPU +2 PG
Type-IV Armor Repairer: +2hp/s +14 CPU +4 PG
T2 Armor Repairer: +5hp/s +30 CPU +8 PG |
Cat Merc
BetaMax. CRONOS.
3562
|
Posted - 2013.07.25 15:32:00 -
[4] - Quote
Thread version: 1.0 Changes made: 25/07/2013 -Released |
Oso Peresoso
RisingSuns
356
|
Posted - 2013.07.25 15:47:00 -
[5] - Quote
good lord, please go find a hobby. Throwing numbers around like this is probably just as boring for you as it is for anyone reading the thread. This is a pointless exercise. |
Cat Merc
BetaMax. CRONOS.
3562
|
Posted - 2013.07.25 15:49:00 -
[6] - Quote
Oso Peresoso wrote:good lord, please go find a hobby. Throwing numbers around like this is probably just as boring for you as it is for anyone reading the thread. This is a pointless exercise. Missed the point. |
Draco Cerberus
Hellstorm Inc League of Infamy
210
|
Posted - 2013.07.25 15:59:00 -
[7] - Quote
I don't play COD very often anymore for a reason (everyone is the same with no real benefit to leveling up), that said this looks like a re balance that would require a skill reset of some sort or even just an asset reset, which would be just as bad/good. Can you clarify what you mean without throwing a spreadsheet at me? I am whole-heartedly opposed to any new resets as I have seen so many I just want to work on skilling into the gear I've wanted for the last 2 years. |
Cat Merc
BetaMax. CRONOS.
3562
|
Posted - 2013.07.25 16:08:00 -
[8] - Quote
Draco Cerberus wrote:I don't play COD very often anymore for a reason (everyone is the same with no real benefit to leveling up), that said this looks like a re balance that would require a skill reset of some sort or even just an asset reset, which would be just as bad/good. Can you clarify what you mean without throwing a spreadsheet at me? I am whole-heartedly opposed to any new resets as I have seen so many I just want to work on skilling into the gear I've wanted for the last 2 years. No need for a reset. Only a respec (Get all your SP back).
You will still get better, through skill points, which is more than enough of an advantage. The suits will be generalist and specialized, they aren't better per-say, they're just designed to do different things. T1 suits are designed to do generalist roles, T1 are the basic frames. T2 are the specialized roles, for example the assault, which is made to be either a gank powerhouse or a tank powerhouse, but loses some of it's Logi abilities that the T1 suit has.
The point is that even a new player has use, it's not like he will be useless for months until he gets proto gear like it is now. No more standard/advanced/prototype, just generalist and specialized. |
Aero Yassavi
PIE Inc. Praetoria Imperialis Excubitoris
786
|
Posted - 2013.07.25 16:10:00 -
[9] - Quote
Sounds good but seems like an awful lot to change and balance while we already have so many pressing issues at hand.
Oso Peresoso wrote:good lord, please go find a hobby. Throwing numbers around like this is probably just as boring for you as it is for anyone reading the thread. This is a pointless exercise. Some people like numbers, thank you very much. If this thread bores you then move on. |
Cat Merc
BetaMax. CRONOS.
3563
|
Posted - 2013.07.25 16:13:00 -
[10] - Quote
Aero Yassavi wrote:Sounds good but seems like an awful lot to change and balance while we already have so many pressing issues at hand. Oso Peresoso wrote:good lord, please go find a hobby. Throwing numbers around like this is probably just as boring for you as it is for anyone reading the thread. This is a pointless exercise. Some people like numbers, thank you very much. If this thread bores you then move on. It's for the best. I know it's a lot of work, in fact CCP are doing it in EVE for 4 or 5 expansions now, and they still haven't even touched capital ships. But the sooner they start before there are 101 variants of suits, the less work they will have. Dust needs it. |
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gbghg
L.O.T.I.S. RISE of LEGION
2806
|
Posted - 2013.07.25 16:21:00 -
[11] - Quote
Cat Merc wrote:Aero Yassavi wrote:Sounds good but seems like an awful lot to change and balance while we already have so many pressing issues at hand. Oso Peresoso wrote:good lord, please go find a hobby. Throwing numbers around like this is probably just as boring for you as it is for anyone reading the thread. This is a pointless exercise. Some people like numbers, thank you very much. If this thread bores you then move on. It's for the best. I know it's a lot of work, in fact CCP are doing it in EVE for 4 or 5 expansions now, and they still haven't even touched capital ships. But the sooner they start before there are 101 variants of suits, the less work they will have. Dust needs it. Agreed, dust needs a major rework. +1 OP. |
Cosgar
ParagonX
3182
|
Posted - 2013.07.25 16:47:00 -
[12] - Quote
GDI Cat! I'm in the middle of working on the exact same topic- just in a different way. We should compare notes when I'm done. |
Cat Merc
BetaMax. CRONOS.
3564
|
Posted - 2013.07.25 16:53:00 -
[13] - Quote
Cosgar wrote:GDI Cat! I'm in the middle of working on the exact same topic- just in a different way. We should compare notes when I'm done. Awesome! Come to Dust IRC, we'll talk there. |
Jimthefighter
Ostrakon Agency Gallente Federation
0
|
Posted - 2013.07.25 16:55:00 -
[14] - Quote
Now the interesting thing to think about, IF this were to be done, would be how would the rest of the skills change if there is effectively one suit (kinda) per role. Would the suits have a high base CPU/PG and the mercs would have to skill higher to better utilize their stats? Or would you have the various CPU+ and PG+ skills/equipment matter a whole lot more? |
Vulcanus Lightbringer
Eyniletti Rangers Minmatar Republic
32
|
Posted - 2013.07.25 16:56:00 -
[15] - Quote
The numbers look good and all, but a compressed version would really benefit your presentation.
Something like:
T1 Basic Medium 2 Equipment slots 2 High 2 Low
T2 Assault Less CPU/PG 1 Equipment 3 High 3 Low
T2 Logistics More CPU/PG 3 Equipment 2 High 2 Low |
Cosgar
ParagonX
3182
|
Posted - 2013.07.25 16:57:00 -
[16] - Quote
Cat Merc wrote:Cosgar wrote:GDI Cat! I'm in the middle of working on the exact same topic- just in a different way. We should compare notes when I'm done. Awesome! Come to Dust IRC, we'll talk there. I can't get on IRC at work. |
Cat Merc
BetaMax. CRONOS.
3564
|
Posted - 2013.07.25 16:59:00 -
[17] - Quote
Cosgar wrote:Cat Merc wrote:Cosgar wrote:GDI Cat! I'm in the middle of working on the exact same topic- just in a different way. We should compare notes when I'm done. Awesome! Come to Dust IRC, we'll talk there. I can't get on IRC at work. After work :P |
Cosgar
ParagonX
3182
|
Posted - 2013.07.25 17:01:00 -
[18] - Quote
Cat Merc wrote:Cosgar wrote:Cat Merc wrote:Cosgar wrote:GDI Cat! I'm in the middle of working on the exact same topic- just in a different way. We should compare notes when I'm done. Awesome! Come to Dust IRC, we'll talk there. I can't get on IRC at work. After work :P We'll see. I might be eating dinner with my partner's family. Anyway, get back on topic. |
J-Lewis
Edimmu Warfighters Gallente Federation
245
|
Posted - 2013.07.25 18:35:00 -
[19] - Quote
Shameless self promotion and cross posting from gbghg's thread.
J-Lewis wrote:How to go about such a change is difficult. You can't just remove ADV and PRO; that's slashing content. And in a content starved game, that's a good way to get players to leave. However, we can do some interesting things to retain the previous depth and feeling of investment, while crafting a system that keeps everything useful. I'm going to run through a little case scenario to show what I mean. Here's a skill tree I cooked up for the Skill Tree Think Tank thread.Looking at the tree, you'll find that I've marked Standard equipment to be unlocked by the basic operation skill. Case example: Hybrid Weapon Operation unlocks standard "tech 1" versions of the Nova Knive; Assault Rifle; Shotgun; Plasma Cannon; Sniper Rifle and Forge Gun. There's also a proficiency skill for each weapon, and a bunch of Weapon Upgrade skills. So here's where things start to get a bit wild; proficiency unlocks the ability to use ADV and PRO gear, so what do we do? We can turn ADV weapons into "tech 2" modular weapons which can fit various upgrade modules unlocked by the Weapon Upgrades branch.
By default, the ADV weapons are nothing more but STD weapons in terms of stats, but their modularity allows you to specialize them a la mass effect 3 weapons bench (in other words, you slap a 4x scope on your rifle, you lose hip fire accuracy in exchange). Each ADV weapon has various amounts of slots depending on the weapon in question and is fitted just like any suit or vehicle. We turn PRO weapons into faction, pirate, and officer weapons. They become semi-rare to very rare loot drops and their performance varies from "straight upgrade from STD but worse than ADV" faction, to "straight upgrade from STD, about as good as ADV" pirate, to "better than ADV" officer.
This solves the current power creep problem. STD becomes baseline equipment. They scale exceptionally well with your support skills, and have great bang for buck. ADV becomes a more expensive, but customizable STD weapon where increasing one trait diminishes another. PRO becomes a high risk reward option that is rarely seen in anything but the most serious fights (adjust drop rates as nessesary).
My thread is here, in case anyone cares about the skill tree. |
Mobius Wyvern
BetaMax. CRONOS.
2688
|
Posted - 2013.07.25 18:42:00 -
[20] - Quote
Cat Merc wrote:Oso Peresoso wrote:good lord, please go find a hobby. Throwing numbers around like this is probably just as boring for you as it is for anyone reading the thread. This is a pointless exercise. Missed the point. Indeed he did.
Good to see you finally put this up! If they're going to do the radical changes they say they are, emulating the Reykjavik team and discarding the Tier system is probably in order.
This proposal provides players with skill for Frames with the ability to actually be useful, rather than just get stomped on by Specialists. |
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Cat Merc
BetaMax. CRONOS.
3565
|
Posted - 2013.07.25 19:03:00 -
[21] - Quote
Mobius Wyvern wrote:Cat Merc wrote:Oso Peresoso wrote:good lord, please go find a hobby. Throwing numbers around like this is probably just as boring for you as it is for anyone reading the thread. This is a pointless exercise. Missed the point. Indeed he did. Good to see you finally put this up! If they're going to do the radical changes they say they are, emulating the Reykjavik team and discarding the Tier system is probably in order. This proposal provides players with skill for Frames with the ability to actually be useful, rather than just get stomped on by Specialists. Stompy stompy :P |
Cosgar
ParagonX
3186
|
Posted - 2013.07.25 19:31:00 -
[22] - Quote
Okay, done |
Cat Merc
BetaMax. CRONOS.
3565
|
Posted - 2013.07.25 20:20:00 -
[23] - Quote
J-Lewis wrote:Shameless self promotion and cross posting from gbghg's thread. J-Lewis wrote:How to go about such a change is difficult. You can't just remove ADV and PRO; that's slashing content. And in a content starved game, that's a good way to get players to leave. However, we can do some interesting things to retain the previous depth and feeling of investment, while crafting a system that keeps everything useful. I'm going to run through a little case scenario to show what I mean. Here's a skill tree I cooked up for the Skill Tree Think Tank thread.Looking at the tree, you'll find that I've marked Standard equipment to be unlocked by the basic operation skill. Case example: Hybrid Weapon Operation unlocks standard "tech 1" versions of the Nova Knive; Assault Rifle; Shotgun; Plasma Cannon; Sniper Rifle and Forge Gun. There's also a proficiency skill for each weapon, and a bunch of Weapon Upgrade skills. So here's where things start to get a bit wild; proficiency unlocks the ability to use ADV and PRO gear, so what do we do? We can turn ADV weapons into "tech 2" modular weapons which can fit various upgrade modules unlocked by the Weapon Upgrades branch.
By default, the ADV weapons are nothing more but STD weapons in terms of stats, but their modularity allows you to specialize them a la mass effect 3 weapons bench (in other words, you slap a 4x scope on your rifle, you lose hip fire accuracy in exchange). Each ADV weapon has various amounts of slots depending on the weapon in question and is fitted just like any suit or vehicle. We turn PRO weapons into faction, pirate, and officer weapons. They become semi-rare to very rare loot drops and their performance varies from "straight upgrade from STD but worse than ADV" faction, to "straight upgrade from STD, about as good as ADV" pirate, to "better than ADV" officer.
This solves the current power creep problem. STD becomes baseline equipment. They scale exceptionally well with your support skills, and have great bang for buck. ADV becomes a more expensive, but customizable STD weapon where increasing one trait diminishes another. PRO becomes a high risk reward option that is rarely seen in anything but the most serious fights (adjust drop rates as nessesary). My thread is here, in case anyone cares about the skill tree. This is not slashing content. In fact this adds even more content. |
Mobius Wyvern
BetaMax. CRONOS.
2690
|
Posted - 2013.07.25 21:07:00 -
[24] - Quote
Cat Merc wrote:J-Lewis wrote:Shameless self promotion and cross posting from gbghg's thread. J-Lewis wrote:How to go about such a change is difficult. You can't just remove ADV and PRO; that's slashing content. And in a content starved game, that's a good way to get players to leave. However, we can do some interesting things to retain the previous depth and feeling of investment, while crafting a system that keeps everything useful. I'm going to run through a little case scenario to show what I mean. Here's a skill tree I cooked up for the Skill Tree Think Tank thread.Looking at the tree, you'll find that I've marked Standard equipment to be unlocked by the basic operation skill. Case example: Hybrid Weapon Operation unlocks standard "tech 1" versions of the Nova Knive; Assault Rifle; Shotgun; Plasma Cannon; Sniper Rifle and Forge Gun. There's also a proficiency skill for each weapon, and a bunch of Weapon Upgrade skills. So here's where things start to get a bit wild; proficiency unlocks the ability to use ADV and PRO gear, so what do we do? We can turn ADV weapons into "tech 2" modular weapons which can fit various upgrade modules unlocked by the Weapon Upgrades branch.
By default, the ADV weapons are nothing more but STD weapons in terms of stats, but their modularity allows you to specialize them a la mass effect 3 weapons bench (in other words, you slap a 4x scope on your rifle, you lose hip fire accuracy in exchange). Each ADV weapon has various amounts of slots depending on the weapon in question and is fitted just like any suit or vehicle. We turn PRO weapons into faction, pirate, and officer weapons. They become semi-rare to very rare loot drops and their performance varies from "straight upgrade from STD but worse than ADV" faction, to "straight upgrade from STD, about as good as ADV" pirate, to "better than ADV" officer.
This solves the current power creep problem. STD becomes baseline equipment. They scale exceptionally well with your support skills, and have great bang for buck. ADV becomes a more expensive, but customizable STD weapon where increasing one trait diminishes another. PRO becomes a high risk reward option that is rarely seen in anything but the most serious fights (adjust drop rates as nessesary). My thread is here, in case anyone cares about the skill tree. This is not slashing content. In fact this adds even more content. Yeah, this adds a SHITLOAD more content, and the best part is that that new content is just as available to new players as it is to ones with 10+ million SP.
The secret is in the bonuses. You may not get a new suit every time you level up the skill, but the one you have gets better with each level.
Also, we already have names for close to ten more specializations that were up on Buckingham before they did the server migration to TQ and closed Buckingham to players again. You could only see them from EVE, but they were there.
Those were for Lights, Mediums, AND Heavies, by the way. Heavies had at least 3-4 Specializations listed, as did Lights. |
Oso Peresoso
RisingSuns
357
|
Posted - 2013.07.25 21:43:00 -
[25] - Quote
Cat Merc wrote: REMEMBER, EVERYTHING IN THIS THREAD IS AN EXAMPLE, AVOID DEBATING ABOUT SPECIFIC ITEM BALANCE, ONLY THE IDEA
Then why the wall of numbers? Would have been better spent explaining why tiericide in dust is needed. Also, I like numbers, just only when used appropriately in a way that makes some amount of sense, rather than distracting from the point.
Concerns - Current system allows people to pay a premium for performance. This is not inherently a bad thing, and its certainly how it happens in EVE. Where in the new system will this have a place?
In the current system the power or edge you have over opponents is primarily better equipment. Lots of skills are solely about unlocks, and the inherent skill bonuses are minor at best. In your proposed system, where the equipment itself has less tiers, would having skill ranks themselves for their inherent bonuses be the most important differentiating factor? They would need to be much more powerful than current skill bonuses.
Sorry my initial post was rude, but people should be skeptical of jesus-feature-overhaul-ideas of core gameplay design. We certainly need to examine it more critically than "it was good for eve so its good for dust." Tiers in EVE were bad because they combined differing roles with increasing costs and increasing general performance. Here, with the exception of some weapon/equipment variants only being available at ADV/PRO level, a higher tier usually conforms to the exact same role.
Not a fan of having 5 versions of the gallente medium frame, either. You're taking customization that should be left to the module fittings and transplanting it unnecessarily to the suit choice.
Another random comment, in the current system the light/medium/heavy suits are too similar to scout/assault/sentinel suits. Hopefully that will change when CCP gets the suit bonuses sorted out. |
Hel Zazaku
BetaMax. CRONOS.
27
|
Posted - 2013.07.25 21:59:00 -
[26] - Quote
I'm pretty sure that those people in this thread complaining about your op just didn't take the time to read it. If they did they might see that what you are saying is one of the most well thought out solutions to the std/adv/proto system that is keeping a large portion of the playerbase from being competitive.
I really like the idea. I think that the diversity of adding in multiple variants of everything and keeping it all at an accessible level would make the game experience much less of a grind.
Few problems though. How would they overhaul the entire system and how would they keep everyone from piling onto a FOTM suit (ie: balance issues that will need constant tweaking).
All in all though this is a great idea and I support it. |
Cat Merc
BetaMax. CRONOS.
3569
|
Posted - 2013.07.25 22:37:00 -
[27] - Quote
Oso Peresoso wrote:Cat Merc wrote: REMEMBER, EVERYTHING IN THIS THREAD IS AN EXAMPLE, AVOID DEBATING ABOUT SPECIFIC ITEM BALANCE, ONLY THE IDEA
Then why the wall of numbers? Would have been better spent explaining why tiericide in dust is needed. Also, I like numbers, just only when used appropriately in a way that makes some amount of sense, rather than distracting from the point. Concerns - Current system allows people to pay a premium for performance. This is not inherently a bad thing, and its certainly how it happens in EVE. Where in the new system will this have a place? In the current system the power or edge you have over opponents is primarily better equipment. Lots of skills are solely about unlocks, and the inherent skill bonuses are minor at best. In your proposed system, where the equipment itself has less tiers, would having skill ranks themselves for their inherent bonuses be the most important differentiating factor? They would need to be much more powerful than current skill bonuses. Sorry my initial post was rude, but people should be skeptical of jesus-feature-overhaul-ideas of core gameplay design. We certainly need to examine it more critically than "it was good for eve so its good for dust." Tiers in EVE were bad because they combined differing roles with increasing costs and increasing general performance. Here, with the exception of some weapon/equipment variants only being available at ADV/PRO level, a higher tier usually conforms to the exact same role. Not a fan of having 5 versions of the gallente medium frame, either. You're taking customization that should be left to the module fittings and transplanting it unnecessarily to the suit choice. Another random comment, in the current system the light/medium/heavy suits are too similar to scout/assault/sentinel suits. Hopefully that will change when CCP gets the suit bonuses sorted out. The current system is bad, simple as that. We wouldn't need such a big overhaul if CCP was half competent.
And it's 5 versions for all suits, not just the Gallente. They allow stuff like entry level logistics while still keeping some assault power, or entry level assault while still keeping some logistics power. |
Cat Merc
BetaMax. CRONOS.
3569
|
Posted - 2013.07.25 22:40:00 -
[28] - Quote
Hel Zazaku wrote:I'm pretty sure that those people in this thread complaining about your op just didn't take the time to read it. If they did they might see that what you are saying is one of the most well thought out solutions to the std/adv/proto system that is keeping a large portion of the playerbase from being competitive.
I really like the idea. I think that the diversity of adding in multiple variants of everything and keeping it all at an accessible level would make the game experience much less of a grind.
Few problems though. How would they overhaul the entire system and how would they keep everyone from piling onto a FOTM suit (ie: balance issues that will need constant tweaking).
All in all though this is a great idea and I support it. I don't understand your "how would they overhaul the entire system" comment, can you explain? And the answer to the FOTM thing would be, they should stop making stuff that is so godly OP that it becomes a FOTM. OP stuff doesn't get latched on to unless it's godlike, and those can be avoided. (LLAV, Caldari Logi, Flaylock, TAC AR, those are all obvious if they just give it 5 seconds of thought)
I'm fine with something being slightly stronger or slightly weaker, as it will eventually get fixed and since it's only a slight thing, most players won't bother latching onto it/moving away from it. |
Mobius Wyvern
BetaMax. CRONOS.
2694
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Posted - 2013.07.26 12:01:00 -
[29] - Quote
Cat Merc wrote:Hel Zazaku wrote:I'm pretty sure that those people in this thread complaining about your op just didn't take the time to read it. If they did they might see that what you are saying is one of the most well thought out solutions to the std/adv/proto system that is keeping a large portion of the playerbase from being competitive.
I really like the idea. I think that the diversity of adding in multiple variants of everything and keeping it all at an accessible level would make the game experience much less of a grind.
Few problems though. How would they overhaul the entire system and how would they keep everyone from piling onto a FOTM suit (ie: balance issues that will need constant tweaking).
All in all though this is a great idea and I support it. I don't understand your "how would they overhaul the entire system" comment, can you explain? And the answer to the FOTM thing would be, they should stop making stuff that is so godly OP that it becomes a FOTM. OP stuff doesn't get latched on to unless it's godlike, and those can be avoided. (LLAV, Caldari Logi, Flaylock, TAC AR, those are all obvious if they just give it 5 seconds of thought) I'm fine with something being slightly stronger or slightly weaker, as it will eventually get fixed and since it's only a slight thing, most players won't bother latching onto it/moving away from it. Exactly.
If they're planning to keep doing these rapid updates for another 4-5 months, and releasing content continuously as they go, it looks like we're on track for what Iron Wolf Saber posted a month or so back, which is that we should have full racial equality in assets by the end of this year if not sooner. At that point the balancing will be much easier to work with, because everything will have variants for each race, and counters that are actually here and not planned for future release. |
fell and died
Red and Silver Hand Amarr Empire
37
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Posted - 2013.07.26 14:17:00 -
[30] - Quote
I can't believe it but I have to say I support Cat Merc on this one.
We need to do away with the MLT/STD/ADV/PRO concept. Give vets more options and routes to go instead of just better stats.
But I fear that CCP again will go the easy road and introduce a form of matchmaking that will keep new players and vets separated. |
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