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[Future] Continuing Tiericide: Decimating 'meta'

Author
Systems Online
The Scope
Gallente Federation
#1 - 2013-07-11 23:54:56 UTC  |  Edited by: Systems Online
CCP has gone through and to the best of their ability, removed 'levels' from t1 ships and provides roles for each ship to play. I don't have the exact metrics, but many ships have seen a debut or at least a resurgence since the rebalancing. Most of all, there is actual variety in small gang warfare again.

I think this great success with the tiericide initiative should be continued on to the arbitrary power levels of 'meta' modules. The current levels 1-4 should be stripped, and each module should recieve a role to fill (which would be explicitly described in the module's description).

The following metrics can be used to differentiate modules: heat damage, rate of fire (cycle time), range/optimal/falloff, damage mod, activation cost, powergrid usage, cpu usage, shield/armor bonus amount, resistance amount, speed/sig/capacitor/etc penalty, and so forth.

Examples

*SNIP* Editing to remove specific numbers, as those are all able to change I'll just continue on with some ideas.


There are already T1 and T2, then Meta 1, 2, 3, and 4 which are all consecutively better than t1 in all metrics.

I won't go into faction and meta >5, as those are meant to be better than t2, but I could see role-based 'flavor' being added to faction modules as well, such as the damage modifier on a republic fleet 720mm howitzer giving greater alpha strike with RF fusion than a T2 720mm with quake. Or a domination warp disruptor having a higher heat tolerance than t1 or t2.

Some suggestions to roles:
Meta 1 modules could be 'light' versions, with reduced fitting requirements, and activation cost and the same effectiveness as t1.
Meta 2 modules could be 'tactical' versions, with t1 fitting, better tracking, rate of fire, and reduced penalties (if any).
Meta 3 modules could be 'combat' versions, with t1 fitting, better damage modifier or armor amount, less heat damage, increased penalties, and activation.
Meta 4 modules could be 'optimized' versions, which have slightly reduced fitting, and are marginally better than t1 in every metric.

I would like for these roles to be "pronounced", or very noticeable.

For instance, a 'tactical' armor plate could have no impact on your ships mass or maneuverability.
A 'combat' warp disruptor would have greater activation cost, but similar range to t2 and greater heat resistance.
'optimized' guns would be very similar to current meta4, with a couple changes to tracking and heat damage.
For things like hardeners and invulnerability fields, metrics like fitting, heat, cycle time, activation cost, and resistance amount can be used to differentiate them.

This would give all modules a shot at being used.


Added from 2nd page:

Quote:
The job of T2 should be to allow further SP investment into a ship or module.
That should be the difference between a meta item and t2 item. Many t2 items don't have additional sp investment, and are simply a 'bonus' for maxing out a particular skill (or in many cases, getting to level IV).
Systems Online
The Scope
Gallente Federation
#2 - 2013-07-12 14:38:44 UTC
Edited to more clearly describe my idea.
Daugar Draaken
EBSTF Holdings
#3 - 2013-07-12 14:57:49 UTC
I like your analysis.
Harvey James
The Sengoku Legacy
#4 - 2013-07-12 17:12:32 UTC
+1 i would also like a reason to use anything other than meta 4 or T2 i have very rarely needed to use the other 3/6variations.

It would also help if they made all T2 modules need the relevant lv5 skill to use.. thus encouraging T1 mods/faction if they were a lot cheaper that is.... no need for faction stuff to cost so much.

T3's need to be versatile so no rigs are necessary ... they should not have OP dps and tank

ABC's should be T2, remove drone assist, separate HAM's and Torps range, -3 HS for droneboats

Nerf web strength, Make the blaster Eagle worth using

Sergeant Acht Scultz
School of Applied Knowledge
Caldari State
#5 - 2013-07-12 17:20:04 UTC
Harvey James wrote:
+1 i would also like a reason to use anything other than meta 4 or T2 i have very rarely needed to use the other 3/6variations.

It would also help if they made all T2 modules need the relevant lv5 skill to use.. thus encouraging T1 mods/faction if they were a lot cheaper that is.... no need for faction stuff to cost so much.



I'm all for it.

I'm actually all for to make it so T2 items to be the best items in the game because :player made: but requiring related skills to 5 so those skills have a meaning.

Training for lvl5's would bring real advantages over DED NPC modules requiring half of the skills to be used and are exponentially better than player made ones requiring on top specializations and lvl5's

Maybe leave Officer modules better fittings and activation costs but not better performances overall than player made ones.
Skills training effort does not bring the all benefits it should at this point.

removed inappropriate ASCII art signature - CCP Eterne

Harvey James
The Sengoku Legacy
#6 - 2013-07-12 17:36:10 UTC  |  Edited by: Harvey James
Sergeant Acht Scultz wrote:
Harvey James wrote:
+1 i would also like a reason to use anything other than meta 4 or T2 i have very rarely needed to use the other 3/6variations.

It would also help if they made all T2 modules need the relevant lv5 skill to use.. thus encouraging T1 mods/faction if they were a lot cheaper that is.... no need for faction stuff to cost so much.



I'm all for it.

I'm actually all for to make it so T2 items to be the best items in the game because :player made: but requiring related skills to 5 so those skills have a meaning.

Training for lvl5's would bring real advantages over DED NPC modules requiring half of the skills to be used and are exponentially better than player made ones requiring on top specializations and lvl5's

Maybe leave Officer modules better fittings and activation costs but not better performances overall than player made ones.
Skills training effort does not bring the all benefits it should at this point.


Well i'd be against T2 just being plain better.. that would be kind of defeating the point, T2 much like the metas should have its own role generally i think it would be the best at whatever is the most pertinent stat on a mod
e.g. web strength on webs but should be worse at other things to compensate and make the other metas worth using for a particular purpose ,, e.g. web range/ cap usage / easier fittings.

Also meta 0 needs a role beyond the base stats of a mod otherwise who would use it?
i would go for the best all round base stats.
Then the others would be better at certain things but have worse base stats in other areas

T3's need to be versatile so no rigs are necessary ... they should not have OP dps and tank

ABC's should be T2, remove drone assist, separate HAM's and Torps range, -3 HS for droneboats

Nerf web strength, Make the blaster Eagle worth using

Silivar Karkun
Doomheim
#7 - 2013-07-12 17:38:20 UTC
i support the idea, i hope it also means the end of mission loot reprocessing.....
Systems Online
The Scope
Gallente Federation
#8 - 2013-07-12 18:35:40 UTC
Silivar Karkun wrote:
i support the idea, i hope it also means the end of mission loot reprocessing.....



That's an industry discussion. There is a fixed demand for modules in direct correlation to the number of ships that go boom.

mission/ratting/plexing drops will always exceed reasonable demand, which results in massive refining and mission drops account for most minerals on the market iirc.

This would simply shift the demand for non-refined m1-3 items and give variety to fits.
Blastil
Aideron Robotics
Aideron Robotics.
#9 - 2013-07-12 18:43:47 UTC
You should consider how this will effect invention.
Systems Online
The Scope
Gallente Federation
#10 - 2013-07-12 19:02:15 UTC
Blastil wrote:
You should consider how this will effect invention.



Again, that's an industry discussion. Now, I'm not exactly an industry wiz, but if we're trying to redistribute demand for meta-levels, we could either give chance-based bonuses to ME/PE for various meta levels, make all meta items equal, or simply leave that element as-is.

For instance:

'light' modules could give: 25% invention chance bonus. 5% chance of -1 ME modifier, 5% chance of +1 PE modifier.
'tactical' modules could give: 25% invention chance bonus. 5% chance of +1 ME modifier, 5% chance of -1 PE modifier.
'combat' modules could give: 40% invention chance bonus. 5% chance of -1 ME modifier, 5% chance of -1 PE modifier.
'optimized' modules could give: 30% invention chance bonus, 5% chance of +1 ME or PE modifier.


Or so on.
Ronny Hugo
KarmaFleet
Goonswarm Federation
#11 - 2013-07-12 20:51:35 UTC
+1

Systems Online, the market is not supposed to be "even" for all modules of similar type, if combat modules are cheapest or tactical modules are, does not matter. Lets just see what the prices would be without "balancing".
Falin Whalen
Federal Navy Academy
Gallente Federation
#12 - 2013-07-12 21:47:06 UTC
The original concept is sound, but there should be some drawbacks, or it will devolve into everybody going, "Meta 4 is the best the rest can just get melted down." That is what we have already. In my opinion, Meta 4 should have the same fitting as T2. It is pretty darn close to T2 in effect. The advantage is you don't have to train to T2 to get the effect, the disadvantage It cost the same to fit, and it won't take T2 charges (if applicable.)

There should be a distinct advantage for using a meta item, but also a distinct drawback for using it also. You should be able to say something to the effect:
"Yes, this item will save me on CPU, which I am short on with this fit, but at the cost of PG which I have plenty of." or

"This item has the best effect, but the activation cost is more than regular T1, and will screw up my cap even with injectors."

If there is no percieved drawback, to using an item, it clearly will be the best one. That is why meta 4 is currently the "best". There is no downside to using it at present. It has the best fitting, and matches T2 for effect. (or comes darn close to it) Everything else, just stick it in the furnace and sell the minerals, because the disadvantages mount the closer to meta 0 you get.

"it's only because of their stupidity that they're able to be so sure of themselves." The Trial - Franz Kafka 

Silivar Karkun
Doomheim
#13 - 2013-07-12 22:12:36 UTC
Falin Whalen wrote:
The original concept is sound, but there should be some drawbacks, or it will devolve into everybody going, "Meta 4 is the best the rest can just get melted down." That is what we have already. In my opinion, Meta 4 should have the same fitting as T2. It is pretty darn close to T2 in effect. The advantage is you don't have to train to T2 to get the effect, the disadvantage It cost the same to fit, and it won't take T2 charges (if applicable.)

There should be a distinct advantage for using a meta item, but also a distinct drawback for using it also. You should be able to say something to the effect:
"Yes, this item will save me on CPU, which I am short on with this fit, but at the cost of PG which I have plenty of." or

"This item has the best effect, but the activation cost is more than regular T1, and will screw up my cap even with injectors."

If there is no percieved drawback, to using an item, it clearly will be the best one. That is why meta 4 is currently the "best". There is no downside to using it at present. It has the best fitting, and matches T2 for effect. (or comes darn close to it) Everything else, just stick it in the furnace and sell the minerals, because the disadvantages mount the closer to meta 0 you get.


^THIS
Blastil
Aideron Robotics
Aideron Robotics.
#14 - 2013-07-12 22:18:01 UTC
Systems Online wrote:
Blastil wrote:
You should consider how this will effect invention.



Again, that's an industry discussion. Now, I'm not exactly an industry wiz, but if we're trying to redistribute demand for meta-levels, we could either give chance-based bonuses to ME/PE for various meta levels, make all meta items equal, or simply leave that element as-is.

For instance:

'light' modules could give: 25% invention chance bonus. 5% chance of -1 ME modifier, 5% chance of +1 PE modifier.
'tactical' modules could give: 25% invention chance bonus. 5% chance of +1 ME modifier, 5% chance of -1 PE modifier.
'combat' modules could give: 40% invention chance bonus. 5% chance of -1 ME modifier, 5% chance of -1 PE modifier.
'optimized' modules could give: 30% invention chance bonus, 5% chance of +1 ME or PE modifier.


Or so on.


that basically changes them into cheep decryptors which drop from missions. That's not the best solution. Your idea has merit, but all angles of this should be considered.
Jasmine Assasin
The Holy Rollers
#15 - 2013-07-12 22:32:13 UTC  |  Edited by: Jasmine Assasin
I just want to point out that dead space and faction mods are balanced around cost.

Sure you can shortcut around using tech II but you pay out the nose for it. The other option is to train for the tech II stuff and pay a lot less for acceptable performance. Or if you have the ISK and want to min/max, then that stuff is there and it should stay like that.


My opinion is that personally I would like to see Meta 4 offer the same performance of tech II all around (as a consequence CCP should reduce the drop rate by a meaningful margin) . The catch is it would have tech I fitting requirements. Right now M4 is generally more powerful AND has lower fitting requirements, making it a no brainer. This is the real issue, looking at the meta level shouldn't be the deciding factor on what to buy. You need to know whether that new mod will fit in with your other choices and make a ship fit that works. People should have to check these things and not just buy M4 because they know "it will work". Meta 1-3 could have variance around fitting/performance but it should never be a "clear choice".

Future Tech II should have reduced fitting cost (and in some cases activation cost - I'm looking at you Tech II target painter) compared to current Tech II/Meta mods to make it something attractive to train for and to make it something people want to train for.
Mortimer Civeri
Aliastra
Gallente Federation
#16 - 2013-07-12 22:49:52 UTC
Systems Online wrote:
Blastil wrote:
You should consider how this will effect invention.



Again, that's an industry discussion.

You should have stoped here.
Quote:
Now, I'm not exactly an industry wiz, but if we're trying to redistribute demand for meta-levels, we could either give chance-based bonuses to ME/PE for various meta levels, make all meta items equal, or simply leave that element as-is.

For instance:

'light' modules could give: 25% invention chance bonus. 5% chance of -1 ME modifier, 5% chance of +1 PE modifier.
'tactical' modules could give: 25% invention chance bonus. 5% chance of +1 ME modifier, 5% chance of -1 PE modifier.
'combat' modules could give: 40% invention chance bonus. 5% chance of -1 ME modifier, 5% chance of -1 PE modifier.
'optimized' modules could give: 30% invention chance bonus, 5% chance of +1 ME or PE modifier.


Or so on.
No, just, no. Back under your bridge you. All this does is make meta items cheap decryptors. Single handedly you have put a hole in exploration, and made invention worthless.

"I don't know which is worse, ...that everyone has his price, or that the price is always so low." Calvin

Systems Online
The Scope
Gallente Federation
#17 - 2013-07-13 00:00:48 UTC
Mortimer Civeri wrote:

No, just, no. Back under your bridge you. All this does is make meta items cheap decryptors. Single handedly you have put a hole in exploration, and made invention worthless.


I meant those 5% chances of a modifier ON TOP of any decryptor used. And do people use decryptors on modules much? I thought they were mainly used for ships which dont get the meta modifier.

Anyway, I concede this point. I'm not an industry guy, I was just providing options.
Blastil
Aideron Robotics
Aideron Robotics.
#18 - 2013-07-13 14:34:45 UTC
Systems Online wrote:
Mortimer Civeri wrote:

No, just, no. Back under your bridge you. All this does is make meta items cheap decryptors. Single handedly you have put a hole in exploration, and made invention worthless.


I meant those 5% chances of a modifier ON TOP of any decryptor used. And do people use decryptors on modules much? I thought they were mainly used for ships which dont get the meta modifier.

Anyway, I concede this point. I'm not an industry guy, I was just providing options.


decryptors are used on plenty of items in game, especially t2 mods with high build costs (turrets, large drones, and others) since the cost of a 1 mil isk decryptor spread out over 10-15 modules is kind of low.

What might be neat is if you could modify the stats of the T2 item by sacraficing a meta module to the invention gods. So you could make a t2 turret that does more damage than the meta component, less than the base t2 gun has, but easier fitting requirements...
Systems Online
The Scope
Gallente Federation
#19 - 2013-07-13 23:58:06 UTC
Blastil wrote:
Systems Online wrote:
Mortimer Civeri wrote:

No, just, no. Back under your bridge you. All this does is make meta items cheap decryptors. Single handedly you have put a hole in exploration, and made invention worthless.


I meant those 5% chances of a modifier ON TOP of any decryptor used. And do people use decryptors on modules much? I thought they were mainly used for ships which dont get the meta modifier.

Anyway, I concede this point. I'm not an industry guy, I was just providing options.


decryptors are used on plenty of items in game, especially t2 mods with high build costs (turrets, large drones, and others) since the cost of a 1 mil isk decryptor spread out over 10-15 modules is kind of low.

What might be neat is if you could modify the stats of the T2 item by sacraficing a meta module to the invention gods. So you could make a t2 turret that does more damage than the meta component, less than the base t2 gun has, but easier fitting requirements...



No, no, no. Back under your bridge, you.

We're not introducing 'different' modules of the same type.

All modules with one name need to remain identical to other modules, and when repackaged they can be stacked.

The only 'unique' modules I could agree to introducing are officer modules, which could be in limited quantity.
Shereza
Center for Advanced Studies
Gallente Federation
#20 - 2013-07-14 00:53:30 UTC
Unfortunately unless you significantly alter the drop rates of named items there will still be enough on the market that even if they were only comparable to and not better than T1 their availability combined with lower mineral value would result in them constantly being cheaper than T1 modules, especially for the lower meta level items. On top of that because T1 items are bottom of the rung, worst in the game, there's little reason to pick them as long as even M1 items are marginally cheaper.

It would be nice if somewhere along the way the stats for T1 modules were bumped up to make them halfway between M0 and M5 making them a base/average performer while bumping down the M1 and M2 items to "make room" for T1 modules' boost. This would allow for a couple "cheap pirate knockoffs" and a couple "quality pirate clones" of T1 and, in the current market environment, make T1 modules more worth their mineral value than they currently are.

I'd rather see T1 modules get a buff in performance than see NPC drop mechanics altered simply because of the chance of setting up inconsistencies in game logic/realism and the potentially wide-ranging changes it would cause in the game depending on how severe the changes are.
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