These forums have been archived and are now read-only.

The new forums are live and can be found at https://forums.eveonline.com/

EVE General Discussion

 
  • Topic is locked indefinitely.
Previous page12
 

Is DPS over weighted?

Author
Cipher Jones
The Thomas Edwards Taco Tuesday All Stars
#21 - 2013-05-26 21:17:37 UTC
Darvaleth Sigma wrote:
To be fair, if you dismantled the army of any modern country and said only 30% of them could hold a gun (the rest being medics and scientists etc.), your battles are going to look very strange...


Its already like that.

internet spaceships

are serious business sir.

and don't forget it

Ocih
Space Mermaids
#22 - 2013-05-26 21:25:24 UTC
As was pointed out, there is no LoS or anything to make the battle realistic. It's 100% mathematical and the thing that makes it possible is the thing that makes it dull. No matter how 'complicated' you try and make the math, my computer can figure it out in seconds.

The battles are won and lost before they begin and you aren't going to beat me unless I let you. All you can really do is bully me out of content with better math that I can't control like moar people.. Knowing I can or can't win through an app or other, means I evac or send you packing. If I assume you have done the same math, the fight will have never happened to begin with if you couldn't win.

The thing that has kept EVE alive for 10 years are visuals and RP factors. The idea of flying a space ship in a giant universe. If we actually did the math, most of us would know we already 'lost' EVE and never stood a chance of 'winning' EVE. We are out manned, out gunned and out financed. We play for the fantasy.
GreenSeed
#23 - 2013-05-26 21:36:29 UTC
i don't think the problem is in the damge, i think its in the resists.

the current high resist model makes RR way too effective, so the logic "solution" to ships tanking well over 20k, 30k dps when under triage reps, is to have enough alpha to take all the EHP of the target before reps can work. the result of having high resists is not longer fights, or more interesting ones, its just an alpha fest.

the exact same thing can be said about damage dealt. current nados alpha for around 9k in average, if they did half of that you just bring twice as many and you get the same result... with the added lag and logistical problems. plus, it favors established alliances that can bring those numbers.

i see two ways of changing this, first one is to make RR have diminishing returns. i don't like it.

a different approach would be to increase dramatically the health pools of at least battleships and capitals, while reducing resistances. a simple penalty to all resists modules and rigs would be enough, seeing as the natural resists ships have are fine, and add flavor.

the idea would be to create a real divide between subcaps (like frigates, cruisers and bcs) and battleships, caps and supers. currently both work exactly the same, high resists that can only be countered with high alpha. with low resists, ehp can safely be raised above the point where alpha = ehp can be achieved without making ships invulnerable. if the alpha cannot be realistically achieved, then its time to come up with something new. and fast, because ships on the field will otherwise slowly bleed out.

Darvaleth Sigma wrote:
To be fair, if you dismantled the army of any modern country and said only 30% of them could hold a gun (the rest being medics and scientists etc.), your battles are going to look very strange...


then you'll be shocked to find that the ratio of combat troops on most modern armies is even lower than 30%. Lol
Previous page12