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Player Features and Ideas Discussion

 
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"Metacide"

Author
Spugg Galdon
Federal Navy Academy
Gallente Federation
#41 - 2013-12-17 12:30:05 UTC
Yes. Module tiering (or meta levels) is incredibly annoying. There are so many things that can be done but have been left to the wastelands of the "meta" system. Meta 1 & 2 and even 3 are refined instantly into minerals and occasionally used for invention purposes. A bit of a waste really.

For me I think an easy approach of a simple kind of role system for each meta level could be achieved.

Meta 0 (zero) which are basic T1 modules should be the "Standard". They are just mediocre at everything.

Meta 1 would be the "Fitting and Efficiency" meta level. These modules would be the easiest to fit and the most efficient (cap use) modules.

Meta 2 would be the "projection" modules. These would have the best range but harder to fit than Meta 0 and meta 1.

Meta 3 would be the "all rounder". It's stats and fitting would be higher than Meta 0, 1 and 2 but would offer good all round ability and only beaten on range by Meta 2 and strength by Meta 4.

Meta 4 would be the "Strength" module. Offering the best primary function of the module at the cost of range, fitting and efficiency.

T2 (Meta 5?) would offer the best of all but be the hardest to fit and be the most cap hungry.

Apply this to warp disruptors:

Meta 1 = easiest to fit and low cap usage
Meta 2 = best range high cap usage
Meta 3 = an all rounder (good at all but doesn't outshine any others)
Meta 4 = Warp disrupt strength of 2 but poor range and higher cap usage
T 2 = Strengths of Meta 2, 3 and 4 but hardest to fit and high cap usage
Mara Rinn
Cosmic Goo Convertor
#42 - 2013-12-17 12:59:14 UTC
Zvaarian the Red wrote:
This a can of worms I really don't think CCP is going to want to open. The number of modules in this game is rather daunting.


Much easier to balance a module than a ship. Ships have base stats, skill-based bonuses, role bonuses, slot count and fittings. Modules just have stats, and all modules in a group are affected by the same skills (except some T2 modules which require "specialisation" skills).

The same effort that goes into balancing one ship could perhaps be used to balance an entire category of modules (e.g.: 800mm auto cannons).

I agree with the basic principle of Scatim's OP. As an example, ECM pilots have always been amused to see that meta 4 variants of ECM modules are far superior to T2. But then back in the day, meta4 variants were rare and expensive. These days they drop like candy. So there is scope to rebalance the meta-levels by improving the scarcity of meta 2-4.

In module lines where a "specialisation" skill is available (e.g.: weapons), I'd like to see the module worse than the meta4 variant at skill level 1, but better than the empire faction variant at skill level 5. Thus a T2 weapon with specialisation trained to 5 would perform better than the "Navy" variant. Then the pirate faction, deadspace and officer variants would be better still.

Of course this leaves the discussion of "better". In some cases, "better" could simply mean "requires less PG or CPU." Thus a pirate faction cruise missile launcher might have less DPS than a T2-with-level-5 variant, but since it requires lower CPU to fit you can add an extra BCS to the ship to get more DPS (and you can get even more CPU by using the pirate faction BCS instead of the T2). In other cases "better" might mean larger magazine size, lower reload time, higher rate of fire, bigger damage multiplier, more HP, lower overheat penalty, better overheat performance, etc.

PS: I'd also like to see the ability for capsuleer to invent/reverse engineer meta 1-4 variants.
Notorious Fellon
#43 - 2013-12-17 14:58:49 UTC
Yes this is needed. Please let's finish the ship fixes first though.

Crime, it is not a "career", it is a lifestyle.

Clansworth
Deep Core Mining Inc.
Caldari State
#44 - 2013-12-17 15:50:58 UTC
Another problem is that a lot of modules really only have a single relevant stat - so there is no way to 'metacide' them. For items that have multiple effects, you could of course skew them from one stat to the other, but that is the case for the minority of items.
X Gallentius
Black Eagle1
#45 - 2013-12-17 16:42:59 UTC  |  Edited by: X Gallentius
As a flyer of super cheap meta-fit atrons (trying to gain some street cred here)

Here is an example using Shield Extenders:
Tech 1 = Massive quantities can be produced.
Meta 1 =
Meta 2 =
Meta 3 = Best Fitting Stats
Meta 4 = Near T2 equivalent (in some cases slightly better), expensive, better fitting than T2.
Tech 2 = "Best" + "Large Quantities"

In our case with the medium shield extenders:
Meta 2 (subordinate) is really cheap, so we go for this one most of the time.
Meta 3 is used when fitting is extremely tight - usually on T2 fit Merlins.
Meta 4 is used when T2 shield extender can't be fit.
T2 used when it can be fit and you're in a T2 fit ship.

Meta 1 is used when there are no Meta 2's on the market.
T1 is never used by me, but is used by our opponents because they can mass produce them in their attempts to out-zerg us.


Potential solution for "metacide."

Bottom line Tech 1, Tech 2 advantages come from they fact that they can be mass produced (whether they are expensive or not) by players. They are fine.

However, with meta mods... you could play with overheat resistance, stats, and fitting requirements. Something like this:

Meta 1 overheat resistance > Meta 2 overheat >...... > T2 overheat.
while T2 main stat >= Meta 4 main stats.... > Meta 1 main stat.
T2 fitting > Meta 4 fitting > Meta 3 fitting < Meta 2 fitting < Meta 1 fitting

Edit: varying cap usage as a function of meta level is a good idea as well.
Hesod Adee
Perkone
Caldari State
#46 - 2013-12-17 18:57:43 UTC
Spugg Galdon wrote:
For me I think an easy approach of a simple kind of role system for each meta level could be achieved.
--
Meta 1 = easiest to fit and low cap usage
Meta 2 = best range high cap usage
Meta 3 = an all rounder (good at all but doesn't outshine any others)
Meta 4 = Warp disrupt strength of 2 but poor range and higher cap usage
T 2 = Strengths of Meta 2, 3 and 4 but hardest to fit and high cap usage

That's a nice idea. But but I don't think it actually solves the problem.

Using your disruptors as an example, I can't see anyone using anything but meta 2 for its longer range.
- Meta 4 seems useless. Anyone who fits stabs fits at least 2. If you want to catch a stabbed vessel, you go with 3 point scrams (true sansha scrambler already has 3 points).
- Meta 1 is probably going to be avoided by people who sacrifice fitting elsewhere so they can fit the good disruptor.
- Meta 3. Jack of all trades, master of none.
- T2. Worse than meta 2 in everything that matters.
Barbara Nichole
Royal Amarr Institute
Amarr Empire
#47 - 2013-12-17 19:12:06 UTC
You know what, I really don't care about "meta-cide"? It doesn't impact my life that much. Do it if you like. I care more about excessive local chat-icide. I want the ability to stop all incoming chat from a local channel temporarily. Not delete the archive - not block one person at a time - not reducing the chat window... just the ability to turn it off while I'm in Jita ... I would pay for that.

  - remove the cloaked from local; free intel is the real problem, not  "afk" cloaking -

[IMG]http://i12.photobucket.com/albums/a208/DawnFrostbringer/consultsig.jpg[/IMG]

Scatim Helicon
State War Academy
Caldari State
#48 - 2013-12-19 19:58:39 UTC
Barbara Nichole wrote:
You know what, I really don't care about "meta-cide"? It doesn't impact my life that much.

Unless you only ever undock in a shuttle or a freighter, this isn't really true, since the imbalances and flaws that cause you to reflexively dismiss buying or using most of the available modules or rigs are exactly the kind of issues that metacide would be aimed at fixing.

Every time you post a WiS thread, Hilmar strangles a kitten.

Hesod Adee
Perkone
Caldari State
#49 - 2013-12-19 20:16:52 UTC
For people who are suggesting a general solution, where each meta level has specific properties, I'd suggest you apply your general solution to a simple module like an Overdrive Injector. They only have 2 stats, their modifiers to velocity and cargo capacity. But when I'm flying a ship where cargo space matters, I don't fit an overdrive at all. Meaning the size of the cargo capacity reduction doesn't matter. Leaving the velocity increase as the only stat that matters on them.

If your general solution doesn't work on overdrives, it does not work as a general solution.

Is it even possible to give players a reason to use meta 0-4 overdrives ?
Xe'Cara'eos
A Big Enough Lever
#50 - 2013-12-19 21:19:25 UTC
I accept that CCP will take a while to PROPERLY rebalance stuff,
I'd still like to see all T2 mods being better than ALL their meta variants... (I'm looking at you - ewar, and MWD's)

For posting an idea into F&I: come up with idea, try and think how people could abuse this, try to fix your idea - loop the process until you can't see how it could be abused, then post to the forums to let us figure out how to abuse it..... If your idea can be abused, it [u]WILL[/u] be.

Harvey James
The Sengoku Legacy
#51 - 2013-12-19 21:57:03 UTC  |  Edited by: Harvey James
Xe'Cara'eos wrote:
I accept that CCP will take a while to PROPERLY rebalance stuff,
I'd still like to see all T2 mods being better than ALL their meta variants... (I'm looking at you - ewar, and MWD's)


well at least in regards to strength/speed ... we don't need T2 just being better at everything with no drawbacks..

meta 0 - base mod , lv1 skill too use and cheapest
meta 1 - less cap usage
meta 2 - lower fittings
meta 3 - better ecm range / lower sig bloom - lower strength - lower speed
meta 4 - slightly higher ecm strength/slightly higher speed - lower range - higher cap usage
T2 - higher ecm strength /higher speed - higher fitting requirements and cap usage lv5 skill requirement

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

Xe'Cara'eos
A Big Enough Lever
#52 - 2013-12-19 22:18:00 UTC
right you are - though I don't think they should use MORE cap, just have a higher cap penalty (if applicable), and use more PG/CPU

also - T2 can't take as much heat as T1/meta items - because they're higher tech and more fragile?

For posting an idea into F&I: come up with idea, try and think how people could abuse this, try to fix your idea - loop the process until you can't see how it could be abused, then post to the forums to let us figure out how to abuse it..... If your idea can be abused, it [u]WILL[/u] be.

Falin Whalen
Federal Navy Academy
Gallente Federation
#53 - 2013-12-20 00:09:01 UTC
There has to be some advantage to using any meta module, grid, CPU, cap use, range, effect, and so on. The problem also lies in that there should be a distinct disadvantage to using meta variants.

"Sure that module has the best X in its class, but the Y on it sucks compared to everything else." should be what everybody says about any meta module. As it is we have Meta 4, that has the best fitting, range, cap use, heck it is practcally T2, with no disadvantage what so ever. Presently, everything that isn't meta 4, can go straight to the furnace.

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

Xe'Cara'eos
A Big Enough Lever
#54 - 2013-12-20 00:55:34 UTC  |  Edited by: Xe'Cara'eos
I agree that meta modules should have uses compared to each other - but I think that training time sink and harder fitting is enough penalty for T2, a penalty that meta items wouldn't get (in my vision)

EDIT

I think that T2 should be all-round better than T1 - if you can fit it
(just to clarify - this is what I think and it is a personal belief, with relatively little though behind it...)

For posting an idea into F&I: come up with idea, try and think how people could abuse this, try to fix your idea - loop the process until you can't see how it could be abused, then post to the forums to let us figure out how to abuse it..... If your idea can be abused, it [u]WILL[/u] be.

Harvey James
The Sengoku Legacy
#55 - 2013-12-20 01:36:39 UTC  |  Edited by: Harvey James
Xe'Cara'eos wrote:
I agree that meta modules should have uses compared to each other - but I think that training time sink and harder fitting is enough penalty for T2, a penalty that meta items wouldn't get (in my vision)

EDIT

I think that T2 should be all-round better than T1 - if you can fit it
(just to clarify - this is what I think and it is a personal belief, with relatively little though behind it...)


well the better all round is more of navy thing not T2

T1 - base mod/ various roles possible versatility ...
Navy - plain improvement on T1
T2 - specialist in a certain area... i.e. better at 1 thing and 1 thing only and carries some disadvantages being so specialist

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

Scatim Helicon
State War Academy
Caldari State
#56 - 2013-12-22 14:48:27 UTC
Harvey James wrote:
well the better all round is more of navy thing not T2

T1 - base mod/ various roles possible versatility ...
Navy - plain improvement on T1
T2 - specialist in a certain area... i.e. better at 1 thing and 1 thing only and carries some disadvantages being so specialist

Mirroring that theme for ship balancing to the modules as well would certainly be one way to take things (although "T2 is more specialised, not just better" seems to be slipping away in recent ship balancing changes). The uselessness of many faction modules within the range is another standout issue within module balance.

Every time you post a WiS thread, Hilmar strangles a kitten.

Daichi Yamato
Jabbersnarks and Wonderglass
#57 - 2013-12-22 18:42:00 UTC
i dnt think the adage of 'faction is better, T2 is specialised' will work for modules like it does for ships.

and if meta-cide was going to be done, and simple mods like overdrive injectors will plain need some meta levels removed. maybe even: meta 0->meta1->T2

it is doable though.

generally cap savers and fitting savers would be popular at the right times. then others that add an area of strength to a module, like range, tracking, damage/e- war str. wouldnt be too difficult to brain storm. Could even have the likes of arties that increase alpha for a drop of RoF and dps

T2 should be an overall upgrade even over strength metas but with added fittings and cap use to boot.

EVE FAQ "7.2 CAN I AVOID PVP COMPLETELY? No; there are no systems or locations in New Eden where PvP may be completely avoided"

Daichi Yamato's version of structure based decs

Harvey James
The Sengoku Legacy
#58 - 2013-12-22 19:14:53 UTC
Scatim Helicon wrote:
Harvey James wrote:
well the better all round is more of navy thing not T2

T1 - base mod/ various roles possible versatility ...
Navy - plain improvement on T1
T2 - specialist in a certain area... i.e. better at 1 thing and 1 thing only and carries some disadvantages being so specialist

Mirroring that theme for ship balancing to the modules as well would certainly be one way to take things (although "T2 is more specialised, not just better" seems to be slipping away in recent ship balancing changes). The uselessness of many faction modules within the range is another standout issue within module balance.


slipping indeed ... vagabond comes to mind when comparing it to the stabber... and ofc EAF's..

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

Felsusguy
Panopticon Engineering
#59 - 2013-12-23 00:31:24 UTC
I've had this idea for the longest time. I think it could work very well on most modules.

Most.

A module needs at the very least two stats for a full line-up of metacided Named Items, or three stats if the item doesn't use any noticeable amount of CPU and PG. Armor Layering is possibly the worst example of this. All Armor Layering modules use almost no system resources, and the only thing they do is increase Armor HP. You would either need to settle for all the Named Items being the same, or only having one of them.

But for most modules it's just fine.

The Caldari put business before pleasure. The Gallente put business in pleasure.

Scatim Helicon
State War Academy
Caldari State
#60 - 2013-12-26 13:27:06 UTC
Indeed. For module types where there is only 1 attribute, the available modules would need either to be consolidated into fewer variations, or have more attributes added to them. The first of those two options is the more sensible for the most part.

Every time you post a WiS thread, Hilmar strangles a kitten.