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Chunky Munkey
Amarr Templars Amarr Empire
1030
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Posted - 2013.07.31 14:57:00 -
[1] - Quote
Number 1: An item that costs a significant amount of aurum, released towards the end of the year, that has a 6month cooldown after use.
I would put the cost at around 30-40k aurum. That may seem like a lot, but when you consider that we will have been playing the same role/s for months, a respec is effectively like a DLC pack offering new gameplay.
I also consider that price to be fair because, given the choice between a month of boosters and a complete reassignment of roughly 15million sp, which would you go for? I'm guessing that respec ticket would be worth more to those who want it.
I know many consider aurum respecs to be P2W, hopefully the 6month cooldown would mitigate this. For example: imagine if a 6 month cooldown started upon the release of a future equivalent of the CalLogi. 100s of tryhards would now be stuck with a nerfed suit for nearly 4 months. Nobody wants to pay for a FOTM when several months of nerfhammer awaits their balls afterwards.
Now for the second kind of respec: New content.
I do not believe that those who want, say, an Amarrian dropship, should have to gimp themselves either by skilling up something else in the meantime and losing sp they would spend in the future, or avoiding their intended role altogether by saving that sp up.
Upon the release of new content, I'd be happy to see an optional respec of ONLY those skills that parrallel the new content. E.g. Scrambler & Assault rifle skills returned upon the release of their Minmatar & Caldari counterparts.
That's it. The only two conditions in which I'd be comfortable seeing "respec" on a dev blog. I wanted to post this in response to those who think each & every rebalance warrants a respec, and to clarify my own position when I have to tell those people to GTFO & HTFU. |
Chunky Munkey
Amarr Templars Amarr Empire
1033
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Posted - 2013.07.31 14:59:00 -
[2] - Quote
TL:DR
Aurum respec, yay. FOTM abuse, nay.
New content respecs, yay. Post nerf respecs, nay. |
Chunky Munkey
Amarr Templars Amarr Empire
1033
|
Posted - 2013.07.31 15:03:00 -
[3] - Quote
Cosgar wrote:How about this: 40k AUR and you have to give up 1/3 of your lifetime SP every time you respec.
A third!?
You's cold as ice! |
Chunky Munkey
Amarr Templars Amarr Empire
1036
|
Posted - 2013.07.31 15:16:00 -
[4] - Quote
What tears? I'm not a CalLogi, or a Flaylockker. In fact I posted this as a counter to those shedding the actual tears.
Is this just your copy/paste post for anything with "respec" in the title? |
Chunky Munkey
Amarr Templars Amarr Empire
1036
|
Posted - 2013.07.31 15:21:00 -
[5] - Quote
Ronan Elsword wrote:Chunky Munkey wrote:TL:DR
Aurum respec, yay. FOTM abuse, nay.
New content respecs, yay. Post nerf respecs, nay. Why is everyone against giving respecs to people who's suits were completely changed. They lowered the CPU by 40, nobody cared about losing the shield extensions because we knew different skills were going to be coming out in the future for all Logies. Gallente Logi- 4 equipment slots with a bonus to PG/CPU on equipment Mini Logi- 4 Equipments slots Hacks really fast Amarr Logi- Has 3 Equipment slots but also a sidearm Caldari Logi- 3 Equipment slots... that's it, nothing special anymore.
Because the suit was changed for the same reason people chose it: it was OP.
The CalLogi's bonus is still centered on survivability, so it's intended role hasn't changed. The only thing that has changed is its ability to take on entire squads on its own. |
Chunky Munkey
Amarr Templars Amarr Empire
1036
|
Posted - 2013.07.31 15:29:00 -
[6] - Quote
Who said anything about athletics? |
Chunky Munkey
Amarr Templars Amarr Empire
1037
|
Posted - 2013.07.31 15:55:00 -
[7] - Quote
Malkai Inos wrote:Those are sound propositions but they already assumed that respecs are a worthwhile feature to begin with. Why?
The primary function of the skilltree is to give your choices weight. One can play it safe and follow a more generalist approach to be secured from potential changes in the meta, be it from balance or new content, or double down on one class and get max performance at the risk getting smacked in the likely event of changes.
True, participating in PC pretty much requires you to double down in order to be competitive but this largely due to the general notion that one has to double down in the first place. If players where to accept that respecs are not going to happen, barring a catastrophic event, they would in general be more cautious with their SP, reducing the overall performance pressure (less so in PC but more so everywhere else) so that the problems respecs are supposed to fix wouldn't be there in the first place.
Most of the issues that respecs are supposed to fix are either directly caused by the notion that we should have respecs in the frist place or really have nothing to do with how the SP system operates at all.
Everyone is looking for a solution to implement respecs without breaking the skillsystem and many other core concepts of the game yet most of the threads i've seen on this subject completely bypass the question wether or not the lack of respecs has distinct advantages that will be lost forever.
Respecs are worthwhile because they offer a change to gameplay. It's fine to say that we can skill into something else from scratch, but closed beta vets will tell you just how disheartening that starts to feel after the 3rd or 4th go.
Nobody is just accepting that we are inevitably going to get respecs, and the calls for respecs aren't at all based on such a belief. Players just don't want to have to nerf their performance to see what else the game has to offer.
Do you not think a 6month cooldown gives choices weight? We're only 2months into the game and there are already people desperate for a respec. The gravity of your decisions is important, but we have to weigh that against the tediom that comes from following the same people around with a rep tool for the summer.
You have to accept the possibility that the game you want Dust to be may well be a game with an average population of a few hundred. |
Chunky Munkey
Amarr Templars Amarr Empire
1039
|
Posted - 2013.07.31 16:19:00 -
[8] - Quote
Bob Teller wrote:Protocake JR wrote:Chunky Munkey wrote:What tears? I'm not a CalLogi, or a Flaylockker. In fact I posted this as a counter to those shedding the actual tears. Is this just your copy/paste post for anything with "respec" in the title? 98% of all arguments against respecs have been lame one-liners consisting of nothing but fanboyism and post-traumatic emotional diarrhea of when the Callogis apparently molested their private parts. So you're saying that respecs would not encourage players to use op fotm knowing they are gonna get a respec?98% of all players asking for respec are using cal logi or flaylock right?Why should you get a respec?
This was covered in my OP. |
Chunky Munkey
Amarr Templars Amarr Empire
1039
|
Posted - 2013.07.31 16:28:00 -
[9] - Quote
Malkai Inos wrote:Chunky Munkey wrote:Malkai Inos wrote:Those are sound propositions but they already assumed that respecs are a worthwhile feature to begin with. Why?
The primary function of the skilltree is to give your choices weight. One can play it safe and follow a more generalist approach to be secured from potential changes in the meta, be it from balance or new content, or double down on one class and get max performance at the risk getting smacked in the likely event of changes.
True, participating in PC pretty much requires you to double down in order to be competitive but this largely due to the general notion that one has to double down in the first place. If players where to accept that respecs are not going to happen, barring a catastrophic event, they would in general be more cautious with their SP, reducing the overall performance pressure (less so in PC but more so everywhere else) so that the problems respecs are supposed to fix wouldn't be there in the first place.
Most of the issues that respecs are supposed to fix are either directly caused by the notion that we should have respecs in the frist place or really have nothing to do with how the SP system operates at all.
Everyone is looking for a solution to implement respecs without breaking the skillsystem and many other core concepts of the game yet most of the threads i've seen on this subject completely bypass the question wether or not the lack of respecs has distinct advantages that will be lost forever. Respecs are worthwhile because they offer a change to gameplay. It's fine to say that we can skill into something else from scratch, but closed beta vets will tell you just how disheartening that starts to feel after the 3rd or 4th go. Nobody is just accepting that we are inevitably going to get respecs, and the calls for respecs aren't at all based on such a belief. Players just don't want to have to nerf their performance to see what else the game has to offer. Do you not think a 6month cooldown gives choices weight? We're only 2months into the game and there are already people desperate for a respec. The gravity of your decisions is important, but we have to weigh that against the tediom that comes from following the same people around with a rep tool for the summer. You have to accept the possibility that the game you want Dust to be may well be a game with an average population of a few hundred. Respecs offer a change of gameplay. An instant one that requires no effort other than the work you do for earning that AUR. This in principle lessens the "decisions have weight" concept more or less, depending on cooldowns or other rules by allowing you to circumvent fundamental game mechanics through external factors which is already a bad thing in my book. Yes, cooldowns preserve part of the weight. They also incidentally diminish the utility of respecs as (you already pointed this out) those in favor of respecs are already seemingly fed up with what they have after just under three months. This begs the question wether these respecs are of significant value after the first use. Six months are demonstrably enough to nearly max out any one role. Why bother then if i'm generally better off just saving up SP and having a viable secondary role long before the cooldown runs out? We can reduce the cooldown but this amplifies the negative consequences again. And i also have to accept the possibility that a thermonuclear war wipes out the tranquility server in london and i will never be able to play dust again. I cannot properly quantify either possibility so i see little value in basing my personal positions on such scenarios.
You cannot compare the very real possibility that this game will die, to that of London getting nuked. And I cannot continue an exchange with someone who simply asserts his conclusions rather than supporting them.
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Chunky Munkey
Amarr Templars Amarr Empire
1041
|
Posted - 2013.07.31 17:05:00 -
[10] - Quote
Malkai Inos wrote:Chunky Munkey wrote:*snip* Chunky Munkey wrote:
You cannot compare the very real possibility that this game will die, to that of London getting nuked. And I cannot continue an exchange with someone who simply asserts his conclusions rather than supporting them.
Both possibilities are based on mere conjecture with little more than subjective perception to support them. Neither have been quantified in any way so i fail to see what the difference is other than one of them being blunt hyperbole to get a point accross. No one denies that not granting respecs makes some people leave the game. This does not mean however that the game is doomed because of it as there are numerous people who can accept and even prefer a "no respecs" approach. Again, without proper quantification i can not see how you discern one hypothetical event from the other. If you can point out where i failed to support my conclusions feel free to do so and i will do my best to correct this lapse.
No quantification? Dust's numbers have consistently dropped since release. They merged it with Eve's numbers to hide the decline, and since then they've merged two entire game modes to hide it even more. The release of The Last Of Us dented numbers severely, and games like Destiny have the potential to obliterate them. If you consider numbers and actions to be "subjective perception" then I don't know how you make it through your day without doubting the floor beneath your feet.
The arguments you've proposed in this thread seem to be against respecs in general, despite this not being the subject. I already answered your concerns in my OP. |
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Chunky Munkey
Amarr Templars Amarr Empire
1042
|
Posted - 2013.07.31 17:12:00 -
[11] - Quote
IAmDuncanIdaho II wrote:My gut instinct is that respecs should never be allowed. But a thought then arrives that says it's not quite fair that the stuff I got got changed, and not in a way I like.
However, I know this can happen, and maybe it's coz I'm more a casual dust player (although I play a lot), but I don't really care that much, it just means I have something to reconsider and adjust to, and potentially spend quite a while accruing enough SP to get to where I want to be.
That said, I also understand how it could be really annoying, to the point of quitting, for others. So a mad thought came to mind: what if we said that when the stats of stuff are changed / removed / added / etc., that they only affect *new* items (purchases) of those items.
For example: assume suit 'A' has 20 CPU removed from it in a rebalance of some sort. Before the rebalance, If I have 10 suits of 'A' with 100 CPU lying around, then those suits do not take on the new values. But new suits I buy do, and have only 80 CPU.
This might serve as a buffer for those who are hardest hit by changes, and also allow them to have bought up a bunch of items in bulk to tide them over, so-to-speak (if they knew what was coming).
I suspect there are some flaws to this, but it does feel like it might reflect what happens in the real world a little, where the latest model supercedes my current model, but if I prefer my current model, then I still have it (until I lose it).
Mad?
I don't think this would work. Although I'm amused by a potential black market for such items in the future, it would also mean that the attempt at balance would be undermined by those with enough isk to stockpile these items.
I myself bought an enormous number of Saga-IIs and Hacked AVs when they inadvertently appeared on the market. Anybody hearing about the Flaylock nerf would have rightly spent every last isky on these weapons that have dominated PC. And the nerf would be in vain. |
Chunky Munkey
Amarr Templars Amarr Empire
1047
|
Posted - 2013.07.31 22:20:00 -
[12] - Quote
Malkai Inos wrote:Chunky Munkey wrote: No quantification? 1)Dust's numbers have consistently dropped since release. 2)They merged it with Eve's numbers to hide the decline,3) and since then they've merged two entire game modes to hide it even more.
1)Numbers are going up lately and, generally, i don't know what else you'd expect in a game with a NPE and multiple other issues as atrocious as dusts. 2)That's one interpretation and weak one at it since CCP have made no efforts to hide the actual numbers in the API. 3)Again only one possible explanation and without any confirmation one that i don't feel inclined to share, based on the fact that neither modes had any matchmaking troubles with the current player count. Chunky Munkey wrote:The release of The Last Of Us dented numbers severely, and games like Destiny have the potential to obliterate them. The release of a AAA title of that magnitude was expected to dent the numbers temporarily. They have since recovered and, based on that, i see no immediate reason to predict a different outcome for similar situations in the future especially on a completely different platform. Chunky Munkey wrote:If you consider numbers and actions to be "subjective perception" then I don't know how you make it through your day without doubting the floor beneath your feet. I think the above made clear why numbers and actions leave plenty space for "subjective perception" and tbqh reducing the current numbers to just the lack of respecs ignores all the other issues with the game, most of which are supported by a much clearer consensus. Chunky Munkey wrote:The arguments you've proposed in this thread seem to be against respecs in general, despite this not being the subject. I already answered your concerns in my OP. I admit that my points are not necessarily on the subject but i think that the question "do we need respecs?" should precourse the question "how do we implement respecs". Based on this i think that my points are still relevant and your OP left me unsatified in regards to answering the "why" question in addition to the "how" question.
They've made no attept to hide numbers? Are you serious?
Your last section includes a logical fallacy called "begging the question".
The rest is such a steaming pile of non-sequiturs that there really isn't any use continuing this. |
Chunky Munkey
Amarr Templars Amarr Empire
1047
|
Posted - 2013.08.01 01:06:00 -
[13] - Quote
copy left wrote:I swear this thread is of no use to the game. In no other game, where there is a respec, do you give up SP, the thing this game is based around, why would I pay money to go backwards in progress?
There was only one mention of giving up SP. How does that mean the thread is worthless? It is intended to discuss the legitimate arguments surrounding respecs, not just the FOTM whines. If you don't think they're needed, explain why, beyond just comparing it to another game. |
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