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[Future] Continuing Tiericide: Decimating 'meta'

Author
Swiftstrike1
Swiftstrike Incorporated
#21 - 2013-07-14 08:04:01 UTC
Sounds like the way it should have been designed in the first place.

Just don't marginalise T2!! I like the idea of all the options within tech 1, but T2 needs to be better than T1 given its skill requirements.

Casual Incursion runner & Faction Warfare grunt, ex-Wormholer, ex-Nullbear.

Harvey James
The Sengoku Legacy
#22 - 2013-07-14 13:59:51 UTC
Swiftstrike1 wrote:
Sounds like the way it should have been designed in the first place.

Just don't marginalise T2!! I like the idea of all the options within tech 1, but T2 needs to be better than T1 given its skill requirements.


No not really just a more accentuated bonus with a more accentuated drawback

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

Systems Online
The Scope
Gallente Federation
#23 - 2013-07-14 14:24:13 UTC
Swiftstrike1 wrote:
Sounds like the way it should have been designed in the first place.

Just don't marginalise T2!! I like the idea of all the options within tech 1, but T2 needs to be better than T1 given its skill requirements.



The job of T2 should be to allow further SP investment into a ship or module.


Ships get a t2 spaceship command skill, which gives an entirely separate, additional set of bonuses.

Guns and Missiles get a specialization skill, which gives a further 2% per level to damage for that specialization.


Things like warp disruptors, shield extenders, armor plates, armor hardeners, shield hardeners, weapon upgrades, etc. do not have specialization skills, which makes their tech 2 counterparts nothing more than harder to fit, stronger versions.


I wouldn't necessarily disagree with these modules getting their own specialization skills to bring them in line with the rest of the t2 model, but that's a different discussion.

Here, we're talking about meta levels 0-4, and the needless, anti-content that is the arbitrary power level of modules.

I believe that it would be more interesting if players could choose a module to fill a role. Maybe you need a lighter-fitting gun that does less damage, maybe you need a higher tracking gun, maybe you need an armor plate with less speed penalty, or a shield extender with less signature penalty. Modules have roles, but currently they are all best filled by meta 4.
darmwand
Stay Frosty.
A Band Apart.
#24 - 2013-07-14 15:19:17 UTC
Lots of good ideas in here, I would definitely like to see (low) meta modules become more useful.

"The pen is mightier than the sword if the sword is very short, and the pen is very sharp."

Lola Munijugs
Hedion University
Amarr Empire
#25 - 2013-07-15 14:44:24 UTC
Munijugs approves. Give value to all the meta items instead of just the 4 ones being so much better than the rest.
Bishop Xsi
Hotel Culiacan
#26 - 2013-07-15 16:16:42 UTC
I like this idea very much. +1 OP.
Systems Online
The Scope
Gallente Federation
#27 - 2013-07-15 16:28:59 UTC  |  Edited by: Systems Online
Ronny Hugo wrote:
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".



Shereza wrote:
Unfortunately unless you significantly alter the drop rates of named items...



I think that's exactly what they should do. T1 items should be the 'refine' things, and comprise about 80% of dropped loot. M1-M4 should be spread evenly among the remaining 20%. They should be 'sought after' to create their value.

T1's value will be determined by their mineral content.

Metas shouldn't be completely worthless when it comes from minerals, to prevent artificial surplus, so give them only marginally less refineability than t1.

But I'll add in another disclaimer, like I always do, I'm not an industry/market thinktank, I'm a grunt. I shoot things, tell people to shoot things, and very often fail at shooting things and get blown up. I'm just thinking of more ways to shoot things.
Aquila Sagitta
Blue-Fire
#28 - 2013-07-15 20:40:52 UTC
came expecting a whiney thread about how CCP is ******* up balancing with tiericide. Left supporting this idea

+1
Scatim Helicon
State War Academy
Caldari State
#29 - 2013-07-15 21:47:25 UTC
Somebody get the balance team in here and reading this stuff.

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

Harvey James
The Sengoku Legacy
#30 - 2013-07-15 21:52:45 UTC
Scatim Helicon wrote:
Somebody get the balance team in here and reading this stuff.


If only they would bother too they might learn something

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

Systems Online
The Scope
Gallente Federation
#31 - 2013-07-16 00:41:21 UTC  |  Edited by: Systems Online
Harvey James wrote:
Scatim Helicon wrote:
Somebody get the balance team in here and reading this stuff.


If only they would bother too they might learn something



I am very strongly under the impression that the balance team can, in fact, not read.

But I may be mistaken.

I kid, but seriously it would be awesome if they could chime in on this.
Taoist Dragon
Okata Syndicate
#32 - 2013-07-16 01:26:49 UTC
+1 fits in very well with the direction eve has taken over the last year around balancing and making more stuff useful


Only thing with doing such a change would be the actual 'volume' of items to be changed and how to you classify the changes.
i.e do ALL 'tactical' items get 2% less penalties or just some categories of items like armour plates.

This I think is potentially the reason something like this hasn't already been done. The meta levels already have some variances but I think they should be given more flavour'

That is the Way, the Tao.

Balance is everything.

Systems Online
The Scope
Gallente Federation
#33 - 2013-07-16 01:58:04 UTC  |  Edited by: Systems Online
Taoist Dragon wrote:
+1 fits in very well with the direction eve has taken over the last year around balancing and making more stuff useful


Only thing with doing such a change would be the actual 'volume' of items to be changed and how to you classify the changes.
i.e do ALL 'tactical' items get 2% less penalties or just some categories of items like armour plates.

This I think is potentially the reason something like this hasn't already been done. The meta levels already have some variances but I think they should be given more flavour'



Yeah, it is a very large task, as EVERY module has 4 individual variations that would need balancing, it's much easier to put it in the 'meta' model and give percentages and variances from a norm than actually tailor a role.

Tailoring roles, however, you could have very obscene variances while still not leaving the realm of balance.

Take my armor plate example, the metrics that are important to armor plates are the fitting, armor amount, and speed impact.
It wouldn't necessarily be out of line to suggest an armor plate that has almost no speed impact, if the armor amount and fitting give no bonus from the tech 1 counterpart.

Here's another issue- how to differentiate 4 levels of hardeners; which seem like relatively simple modules. I guess (modifiers are of the initial resitance, not a resistance themselves. (a if t1 is 50%, a 10% modifier brings it to 55%.)
light: less fitting, same cap usage, t1 resistance modifier.
tactical: t1 fitting, uses very little cap, t1+5%.
combat: more fitting, uses more cap, t1+10%.
optimized: slightly less fitting, uses marginally less cap, t1+7.5%

that would probably make the combat version look very much like t2.

Honestly, i think ccp has overheating mechanics backwards when it comes to t2 and t1. I think the t2 item should be better engineered to withstand heat longer, and give further reason to use a t2 (player made) module over the t1 counterparts.
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