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Vyzion Eyri
The Southern Legion
1117
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Posted - 2013.08.03 00:16:00 -
[1] - Quote
Agreed. Tiercide is the new way forward.
All the arguments against this thread so far, to be honest, are superficial.
What changes, if this is implemented? -No need for Academy, as it's there to shelter newbies from pubstomping temporarily. -No need for matchmaking, which takes away from the 'sandbox' feel of New Eden -No need for more bloody SP sinks every time new content comes out, because a few skills unlocks gear, and more skills can instead go to passive bonuses per level. -Balances the game by closing the gap between those who have been here for ages and new players, whilst still allowing veterans to have the ability to 'specialise' into a role. You might say specialisation right now is good. Don't make me laugh. Right now you specialise into something that kills better by getting better gear. That's not specialisation. That's linear progression, and it sucks.
So, with these changes in place:
Academy can be removed, matchmaking isn't needed. Newbies can get straight into the real games without worrying about being instantly outclassed. Prototype gear is gone, pubstomping capacity is halved.
Less calls for respecs because now we have lots of gear unlocked with a few skills, new content can simply be thrown in with these skills, which therefore will lead to a growing importance of ISK.
ISK is a mercenary's lifeblood. People SHOULDN'T be able to simply farm a nest egg, unless they play very conservatively. But that's another discussion entirely. The point here is that less respec threads = good. There are too many of those bloody things.
Furthermore, NOW CCP can focus on the 'pressing issues' like balance and new content and building up gameplay mechanics because the core progression system ISN'T rotten to the core! They can balance items without fear that those who used them will cry because they don't have to waste too much SP going into another weapon. They can add new content without people crying that it's another SP sink for something that couldn't possibly be worth it, because it won't be an SP sink in the first place.
The Tiercide revolution is upon us, and there's no sitting on the fence. |
Vyzion Eyri
The Southern Legion
1120
|
Posted - 2013.08.03 00:54:00 -
[2] - Quote
Killar-12 wrote:Also, would AR's be divided like Blaster Turrets? Compressed, Scattered, Stabilized? Weapons can be divided in as many ways as CCP feels, that's the beauty of it.
We'll have basic AR, with variations of that. Then T2 ARs, which are basically specialisations of variants. Then variants of the T2 specialisations too.
Killar-12 wrote:Still tutorials would help Agreed, but I doubt good in-game tutorials will come any time soon. Right now it's just a bunch of pop-up help screens that no FPS player has the patience to read.
It's a community effort right now. Corps like DUST Uni as well as some good YouTube vids on fitting, tactics, etc. should suffice for now. A nice guide here too: http://wiki.dust514.info/index.php?title=The_Newberry%27s_Guide_to_the_Galaxy |
Vyzion Eyri
The Southern Legion
1121
|
Posted - 2013.08.04 05:10:00 -
[3] - Quote
Lightning Bolt2 wrote:+...ummm I think 4?
this will help alot, but it'll really need a full respec with all that added to be able to use the new system/skill tree. this will probably fix alot of the imbalances and reduce SP sinks, but unfortunately will help FOTM chasers, but at the same time CCP could track what all spikes to help learn whats the FOTM,while at the same time it'll be possible for, lets say a scout to see the game through a heavies point of view, or the "FOTM" to have their opinion whether its OP or not.
"FotM" really only occurs with the current tiered system. Hence complaints about the Core Flaylock Pistol, and the ck.0 Logistics suit.
Both prototype. For every basic/advanced flaylock pistol I saw, there were 30-40 Core Flaylocks. For every basic/advanced Caldari Logistics suit I saw in public matches, there were full teams of ck.0's in PC.
These prototype tiers are incredily hard to 'balance' against lower tiers, which are weaker overall.
By flattening the tiers, it becomes easier to balance because as we've seen with the recent nerfs, ALL Caldari Logistics suits were nerfed, and ALL Flaylocks were nerfed, because of their prototype tier item's power.
Without tiers and diverse variants, it makes sense to balance one item at a time instead of all related items because each item is different from the other. |
Vyzion Eyri
The Southern Legion
1124
|
Posted - 2013.08.05 07:49:00 -
[4] - Quote
Garth Mandra wrote:I like this idea.
I don't want to loose the financial aspect of suit choice that we have at the moment though (even if it is a bit off, it was better in chromosome).
With tiericide the costs are also equalised. So there is no way to bring out your good stuff to crack a tough nut.
Can you think of a way to retain the cost decisions without resorting to vehicles or random loot? Perhaps excessively expensive modules that provide an extra 5-10%? Or does this just defeat the purpose of tiericide....
This is a good point; maybe one of the weaknesses of this idea. Initially, we'll see ISK lose its value as there's no quality just lots of different variants of the same quality, since everything should have strengths and weaknesses.
But at least there will never really be a 'tough nut', since everything is equal. The only things that would determine victory would be player skill, tactics and teamwork.
Maybe costs are equalised but raised? Since SP isn't too important with this system, players should be worried more about their wallet. They can purchase many different suits, but if prices were higher, it'd be more difficult to just purchase hundreds of suits.
Or basic items should be cheap, but specialisations/variants are way more expensive?
Dunno if CCP are simply going to ignore seriously pricing items until they decide to implement player trading. |
Vyzion Eyri
The Southern Legion
1128
|
Posted - 2013.08.07 06:15:00 -
[5] - Quote
I reckon pricing should be based on how much we earn per contract. Find the average number of deaths (y), find the average ISK reward per contract (x), then make a fully fitted T1 suit worth x divided by y.
So dying more than average loses you ISK. Dying more than average in T2 suits will mean you lose ISK.
Then battles like PC and contracts that can be given for PvE missions (SoonGäó) and other things that EVE could contract mercenaries to do will become more important if their rewards are greater than that of public matches.
Make it more painful to our wallets to die, because right now it doesn't feel as if dying has enough of an impact. |
Vyzion Eyri
The Southern Legion
1153
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Posted - 2013.08.11 09:22:00 -
[6] - Quote
KAGEHOSHI Horned Wolf wrote:I support this.
Yeah. My crazy idea for simply having all items unlocked initially and skills providing only passive bonuses seemed a little too radical for the community so I hopped aboard the tiercide boat.
Support TIERCIDE! The next smartest thing since bacon. |
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