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Player Features and Ideas Discussion

 
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CCP's balancing ideas seem to be conflicting, (all the same or specialization?)

Author
Asmodes Reynolds
Rayn Enterprises
#1 - 2012-05-01 19:54:20 UTC  |  Edited by: Asmodes Reynolds

***warning**** ***warning*******warning*******warning*******warning*******warning*******warning*******warning******

Controversial opinion incoming like it or don't I don't really care it's my opinion


tl;dr is being put at the top because is going to be a massive post.


  • Races, Shields/Armor, Weapons, should have distinct differences and play style.
  • Races should be a guideline to the play style of the player.
  • Making everything the same does not necessarily make it easier to understand or balance.



Something has been bugging me for the longest time in the Eve online, and now the devs seem to be infected with it. So I'm posting this.


You're balancing ideas seem to be conflicting each other, correct me if I am wrong on the fact that you would like players to specialize to do a particular task\Race ? If so, then why are you so intent on making ALL the race is th e same Your original post here : https://forums.eveonline.com/default.aspx?g=posts&t=99872 accentuates my point. Yet you turn around and tell us to specialize in a particular race. See this dev blog here http://community.eveonline.com/devblog.asp?a=blog&nbid=9129
But you're making all the races do pretty much the same thing in the same way. Sure the modules are named differently and have slightly different stats. But it's the same basic idea.


You have four different races that clearly have different ways of looking at the same problem. Why not use that balancing, giving a particular race traits/play style will make it easier for new players to understand and guide them down the path they will like. Let's let's take a long look at each race using their tanking type and an electronics warfare preference as a base. What can we gather from their way of thinking from their specialities? (remember I am speaking in general terms I'm sure you will be able to find at least one exception for every race because CCP has been streamlining for so long...)


    Caldari: shield/ECM :

  • Well it's hard for you to fight back if you can't get get a lock on us (ECM)

  • we would prefer to move out of the way of incoming fire rather than sit there. (Speed/shield)

  • We like to bombard our enemy from far away where it is safe (missiles.)

  • Amarr armor/capacitor warfare

  • We prefer to get up close and personal trading blow for blow in heavily armored bricks (armor tanking ship descriptions)

  • It's harder for you to escape if your ship doesn't work (capacitor warfare)

  • Medium-range weapons are best because we can take the hits and it easier to aim up close but were slow (Lasers)

  • Gallente armor/sensor dampeners edit : it has been pointed out to me that I know nothing about Gallente so please take this section with a grain of salt

  • We'll mind brawling.(Armor tanking)

  • Just because I'm allowed a hit and you doesn't mean you're allowed to hit me (Sensor dampeners)

  • Combination between close range and long-range weapons don't forget those annoying bugs called drones(do you really need to explain this one.....)

  • Minmatar mostly shield/with some armor/target painters

  • Being fast is good so you don't get hit but sometimes being able to take a hit is good to (shield and armor both have their benefits and drawbacks)

  • If I'm going to attack something let's make sure it's the easiest that it (if my ships not going to make it out of this I can at least make sure I hit my target)

  • Up close or from a distance let's make sure it counts (if my ships not going to make it out of this I can at least make sure my target won't either)



From this I would surmise it would be a no-brainer to retool most of the ships in each race to their corresponding qualities. (It does not need to be these exact qualities this is just an example......)

Caldari: fast agile long-range but can't very many hits good for hiding at the outskirts of the battle wreaking havoc.
Amarr: Right in the thick of it trading blows with my opponent and shrugging it off.
Minmatar: Whether weather and heavy armored or fast and quick. I want to make sure my opponent dies before I do.
Gallente : I can take a hit I would prefer not to. But you will take lots of hits


The main theme of all your changes seem to be to make things easier for new players. Changes like these would give a new player a clearly defined play style depending on which race they fly. This would eliminate a a lot of the questions and confusions when first starting the game, and maybe even alleviate the learning cliff a little bit.

This would also fall right in line with your ship lines concept. Caldari bombardment shipline should be should be better at their role than Amarr bombardment shipline. However Amarr combat shipline should be better combat ships than Caldari Combat lines to reflect their race's particular attributes (see here for ship lines description http://community.eveonline.com/devblog.asp?a=blog&nbid=9129)
Asmodes Reynolds
Rayn Enterprises
#2 - 2012-05-01 19:57:52 UTC
Referring back to this post : https://forums.eveonline.com/default.aspx?g=posts&t=99872 accentuates my points. You wish to make armor and shield tanking virtually the same They are two different things completely, they are different they, should have different mechanics, vastly different. Not exactly the same. It's just as easy for a new player understand that armor makes you slow and less agile but gives you massive amount of HP, While Shields makes you faster and more agile but very low HP. Why do they have to be at all the same CCP?

That brings me to my second point. Give Shields more maneuverability and speed. While giving armor more overall hit points and resistances. The drawbacks being the inverse, shield ships have lower resistances and less hit points than armor ships but armor ships have less speed and maneuverability than shield ships. Don't be afraid to accentuate each quality. Also don't be afraid to put a shield tank ship in a primarily armor race. They wouldn't put shield generators on their ships if they never intended on using them. Or vice versa.

Naturally, you are making the same fatal flaw with your weapon systems, every weapons system has a high DPS/short-range weapon (auto cannons, blasters, pulse lasers, assault missiles) . Where is your long-range. high damage but extremely low accuracy OR short range low damage but almost perfect accuracy weapon? or Example you could retool torpedoes into being your long-range high DPS low accuracy. and light assault missiles (or whatever you're calling them now they used to be called Rockets) into the extremely close range low damage basically perfect accuracy weapon.....

As far as the rest of your weapon groups you should retool them to reflect different play styles rather than just short and long-range, or high or low DPS. Give them some personality.

I agree with me. Disagree with me. Praising Me, Tell me how very wrong I am, just keep it constructive. Discuss......
Asmodes Reynolds
Rayn Enterprises
#3 - 2012-05-01 22:17:09 UTC
bump
mxzf
Shovel Bros
#4 - 2012-05-01 22:36:16 UTC
Bumping after two hours is strongly frowned upon.

Also, your basic understanding of the mentality of the different races seems fundamentally flawed; and by that point I realized that if you didn't know the current system, you wouldn't be giving any good ideas on how to improve it and gave up reading.
Nikk Narrel
Moonlit Bonsai
#5 - 2012-05-01 22:43:12 UTC
I am inclined to think Caldari should have the greatest range of all the racial profiles, at least when using missiles designed for it.

Heck, they should be able to target things from off grid, using a spotter, and have missiles warp to target.

Let's face it, with the delay missiles have in dealing damage, they are obviously at a disadvantage against guns when mutually in range.

Yes, artillery is famous for being long range. And it surely is already.

But missiles are famous for taking road trips, and going to different timezones to greet people.

How the heck can we call it a cruise missile, when it can't even go off local grid?
Missiles are specific to targets outside of artillery range, almost everywhere but in EVE.

Just my ideas on it.
Tarn Kugisa
Kugisa Dynamics
#6 - 2012-05-01 22:58:03 UTC
I know that RL=/= EVE, but he has a point.
I can make cruises go 100KM beyond max targeting range, why cant I send them out there?

Be polite. Be efficient. Have a plan to troll everyone you meet - KuroVolt

Asmodes Reynolds
Rayn Enterprises
#7 - 2012-05-01 23:23:41 UTC
I will admit that my idea has some problems is pointed out to me on some of our internal forms that my understanding of the two races that I do not fly is very flawed , and I am very bad at English at 3 AM in the morning. so... Welp ..... so my comment about sensor damps makes me look like an idiot but I is the idea has any merit whatsoever I'm okay with being laughed at for a while..
Asmodes Reynolds
Rayn Enterprises
#8 - 2012-05-01 23:41:58 UTC
Tarn Kugisa wrote:
I know that RL=/= EVE, but he has a point.
I can make cruises go 100KM beyond max targeting range, why cant I send them out there?


Real life does not equal Eve Eve has submarine physics because we are not actually flying in space. We are actually in a vast ocean of Forum tears generated mostly from this forum. But I digress I was just trying to make the game better ... Welp