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Diminishing Return on DPS

Author
Monomorium
Mnemonic Enterprises
#21 - 2011-12-25 08:23:38 UTC
Gizznitt Malikite wrote:

Different weapon systems fire at very different rates, depending on character skills, ship types, weapon classes, etc.

How would this damage reduction work?

- First hit, full damage
- Seond hit, 98% damage
- Third hit, 95% damage...
- Fourth hit, 92% damage... etc...

Over what time window though? Arties fire at a rate on the order of 15 seconds, blasters on the order of 2 seconds.
Damage received is not constant, like the dps graphs in EFT suggest but is arrives in a random and discrete manner. It varies in the incoming rate, it varies in the incoming quantity, it varies in the incoming type of damage...

How on earth can you balance Large Neutron Blasters aren't nerfed for taking 10 rounds to output the damage of 1400 Howitzers?

What happens when a fleet self targets the primary with 50 civilian gattling guns.... does this suddenly reduce the enemies incoming dps?

This just isn't feasible...


You know whats funniest about this post ? The principal I am advocating - one which you and others are saying is so horrible and impossible to impliment - is already being used in this game.

Thats right. When a certain parameter is met, damage delivered to a target is modified. Already being done, albeit in a different form than what I am suggesting, but none the less the principle is used.

Tactical Shield Manipulation - " Skill at preventing damage from penetrating the shield, including the use of shield hardeners and other advanced shield modules. Reduces the chance of damage penetrating the shield when it falls below 25% by 5% per skill level, with 0% chance at level 5. " Now this may be much simpler than what I am suggesting, true, but its similar.

When a certain threshhold is met ( X amount of incoming fire volume/ area of ship ) then Y amount of damage will be reduced. Once you think about it its the same thing.

Mfume Apocal
Brutor Tribe
Minmatar Republic
#22 - 2011-12-25 09:22:41 UTC
Monomorium wrote:
I hate blobs. They kill the very soul of this game IMO.


In that light, I could perhaps point you in the direction of literally any MMO with instanced PvP?

(in other words, go back to WoW)
Jask Avan
Republic Military School
Minmatar Republic
#23 - 2011-12-25 09:29:58 UTC
Monomorium wrote:
Tactical Shield Manipulation - " Skill at preventing damage from penetrating the shield, including the use of shield hardeners and other advanced shield modules. Reduces the chance of damage penetrating the shield when it falls below 25% by 5% per skill level, with 0% chance at level 5. " Now this may be much simpler than what I am suggesting, true, but its similar.

When a certain threshhold is met ( X amount of incoming fire volume/ area of ship ) then Y amount of damage will be reduced. Once you think about it its the same thing.

It doesn't reduce damage. It stops armor/hull from taking damage when being shot while your shields are below X%.
Monomorium
Mnemonic Enterprises
#24 - 2011-12-25 10:14:44 UTC
Mfume Apocal wrote:
Monomorium wrote:
I hate blobs. They kill the very soul of this game IMO.


In that light, I could perhaps point you in the direction of literally any MMO with instanced PvP?

(in other words, go back to WoW)


Exactly wtf does that have to do with this discussion ? I state that I don't like blobs and you...thats right, somehow make the connection that I am some former WoW player ( which for the record I'd like to state now that I have never played. Something you probably can't say, since you seem to think you can readily recognize said players, a condition you likely developed thru long term WoW exposure ).

Would you turds that have nothing to add to the discussing of an idea please go have a pillow fight somewhere else? Consider yourself flushed.
Monomorium
Mnemonic Enterprises
#25 - 2011-12-25 10:21:23 UTC
Jask Avan wrote:
Monomorium wrote:
Tactical Shield Manipulation - " Skill at preventing damage from penetrating the shield, including the use of shield hardeners and other advanced shield modules. Reduces the chance of damage penetrating the shield when it falls below 25% by 5% per skill level, with 0% chance at level 5. " Now this may be much simpler than what I am suggesting, true, but its similar.

When a certain threshhold is met ( X amount of incoming fire volume/ area of ship ) then Y amount of damage will be reduced. Once you think about it its the same thing.

It doesn't reduce damage. It stops armor/hull from taking damage when being shot while your shields are below X%.


Uh, yeah. Thats why I quoted it so we could be clear on the effect. My point was that the principle - the idea that when X event happens, then Y formula is applied - is already used in game.
Simi Kusoni
HelloKittyFanclub
#26 - 2011-12-25 10:34:05 UTC  |  Edited by: Simi Kusoni
Anyone wishing to locate and blob Monomorium please join "Mono hearts blobs" channel after today's DT.

Also, hahahaha: http://eve.battleclinic.com/killboard/killmail.php?id=12757282#lostLoadout

That is probably one of the funniest things I've seen in a while. I thought you were trolling, so I checked your KB, turns out you're just exceptionally bad at Eve.

Monomorium wrote:

Exactly wtf does that have to do with this discussion ? I state that I don't like blobs and you...thats right, somehow make the connection that I am some former WoW player ( which for the record I'd like to state now that I have never played. Something you probably can't say, since you seem to think you can readily recognize said players, a condition you likely developed thru long term WoW exposure ).

Would you turds that have nothing to add to the discussing of an idea please go have a pillow fight somewhere else? Consider yourself flushed.

On a serious note, anyone who disagrees with you sucks. According to you. Everyone disagrees with you.

In short, you suck, according to everyone.

[center]"I don't troll, I just give overly blunt responses that annoy people who are wrong but don't want to admit it. It's not my fault that people have sensitive feelings"  -MXZF[/center]

PinkKnife
The Cuddlefish
Ethereal Dawn
#27 - 2011-12-25 11:50:23 UTC
Your whole thought process about this is wrong. If you want to avoid blobbing your best bet is not to change the gameplay, it is to decentivise being in large groups. As it is, the easiest way to own space, and make tons of isk doing it, is to own giant regions of space with huge alliances. The plethora of Capital ships makes it super easy for a large alliance to attack and take space from a smaller player.

Essentially, once you secure your borders, the inside systems of an alliance are relatively safe. Leaving whoever to do whatever they want and make oodles of isk doing it.

If you want to see less blobbing, split up the giant alliances that are blobbing. Make it so that sov systems are exponentially more difficult to maintane and fund, and you'll see alliances shrinking their borders, allowing for new branches to come in, allowing for more pvp action between smaller groups of people, and less giant blobs.

All this talk about diminishing returns and altering sig radius is just treating symptomatic problems caused by the ease of maintaning a huge alliance in eve.
Danika Princip
GoonWaffe
Goonswarm Federation
#28 - 2011-12-25 17:37:04 UTC
PinkKnife wrote:


If you want to see less blobbing, split up the giant alliances that are blobbing. Make it so that sov systems are exponentially more difficult to maintane and fund, and you'll see alliances shrinking their borders, allowing for new branches to come in, allowing for more pvp action between smaller groups of people, and less giant blobs.

All this talk about diminishing returns and altering sig radius is just treating symptomatic problems caused by the ease of maintaning a huge alliance in eve.



No, you'd see TNT, TNT., TNT.., TNT.., T.N.T., T..N..T.. and a thousand other variations, each holding a handful of systems.

The way to disincentiveise blobs is to change the sov system away from shooting millions of HP of structures, but, not being a game designer, I don't pretend to know how to do that.
Ines Tegator
Serious Business Inc. Ltd. LLC. etc.
#29 - 2011-12-25 17:56:17 UTC
Danika Princip wrote:

The way to disincentiveise blobs is to change the sov system away from shooting millions of HP of structures, but, not being a game designer, I don't pretend to know how to do that.


You swap to a system requiring you to take multiple tactical objectives. These could be based off of traditional pvp game formats; king of the hill, capture the flag, zone control, etc. How to design them for EVE would be a good topic for a threadnaught. The main idea being that there are many, smaller objectives, and sov is won when a particular critical mass is reached. This gives flexibility and doesn't require an attacking force to engage all types of objectives, but to choose the ones they are most effective against.
Monomorium
Mnemonic Enterprises
#30 - 2011-12-25 18:29:42 UTC  |  Edited by: Monomorium
Simi Kusoni wrote:
Anyone wishing to locate and blob Monomorium please join "Mono hearts blobs" channel after today's DT.

Also, hahahaha: http://eve.battleclinic.com/killboard/killmail.php?id=12757282#lostLoadout

That is probably one of the funniest things I've seen in a while. I thought you were trolling, so I checked your KB, turns out you're just exceptionally bad at Eve.

Monomorium wrote:

Exactly wtf does that have to do with this discussion ? I state that I don't like blobs and you...thats right, somehow make the connection that I am some former WoW player ( which for the record I'd like to state now that I have never played. Something you probably can't say, since you seem to think you can readily recognize said players, a condition you likely developed thru long term WoW exposure ).

Would you turds that have nothing to add to the discussing of an idea please go have a pillow fight somewhere else? Consider yourself flushed.

On a serious note, anyone who disagrees with you sucks. According to you. Everyone disagrees with you.

In short, you suck, according to everyone.


No. I just despise when a forum post aimed at a suggestion, and its following discussion gets answers that are either non sequitor, trolling of the lamest sort or mis-characterize what I said.

Ones that are constructive and have a point to make that follows with said original post are happily welcome. You post for instance is nothing but a ill thought attack on me for doing nothing but trying to keep the convo going in the right direction.

The post in question , the guy said- and let me paraphrase a bit - " Blah blah blah, go back to WoW ". That fell, IMO, into the 'flush instantly' department. Much like your post.

And why use battleclinic ? We have our own KBs in MNEE. Heres the link http://mnee.eve-kill.net/ .And to explain that one particular loss ? A few of us had been sitting at a Core site waiting for the spawn, shooting at each other in boredom, when the spawn arrived and we then noticed the logi boat was nowhere in site Oops. Hey, **** happens.

I may not put up those astounding numbers some do. We live in W-Space after all, and tbh don't go after sheer numbers. We defend our space when we can, and attack people in adjoining systems when the opprotunity arises.


edit : Tried to join that channel for blobbing me, and it didn't exist. Am so sad now....
Velicitia
XS Tech
#31 - 2011-12-25 18:36:42 UTC
Monomorium wrote:
Jask Avan wrote:
Monomorium wrote:
Tactical Shield Manipulation - " Skill at preventing damage from penetrating the shield, including the use of shield hardeners and other advanced shield modules. Reduces the chance of damage penetrating the shield when it falls below 25% by 5% per skill level, with 0% chance at level 5. " Now this may be much simpler than what I am suggesting, true, but its similar.

When a certain threshhold is met ( X amount of incoming fire volume/ area of ship ) then Y amount of damage will be reduced. Once you think about it its the same thing.

It doesn't reduce damage. It stops armor/hull from taking damage when being shot while your shields are below X%.


Uh, yeah. Thats why I quoted it so we could be clear on the effect. My point was that the principle - the idea that when X event happens, then Y formula is applied - is already used in game.


without Tactical Shield Manipulation, when you reach 25% shields, you start getting damage bleed to your armour

With Tactical Shield Manipulation:
Lv 1 - x% chance of bleedthrough at 20% or lower shield HP
Lv 2 - x% chance of bleedthrough at 15% or lower shield HP
Lv 3 - x% chance of bleedthrough at 10% or lower shield HP
lv 4 - x% chance of bleedthrough at 5% or lower shield HP
lv 5 - your shields have to hit 0% before any damage is applied to your armour.

(at least I can't find any changes to it since after Revelations 2.2, so late 2006-ish. In '08 there was additional discussion that seems to solidify this stance. Still can't find what the damage profile for bleed through is though, but from the discussion it seems static, maybe 20-25%. Will edit if I can find the info.)

from having the skill not trained, up to level four if the bleedthrough chance is "successful", you will always take the same percentage of damage. There is no "modification" of the incoming damage at all, with the exception that different resists are applied.

say you're shooting me with EM missiles. I have 12.5% resists on the shield (or whatever you get from a DCU II running). My armour has 70% resists. For ease of numbers, the missiles have a base damage (on paper, after your skills are applied) of 100.

when my shields are above 25%, 100% of your damage is being applied to my shield (less shield resists)
100 - 12.5 = 87.5 damage per missile being applied to the shields.

when my shields are at or below n%, the "bleedthrough" check is true (i.e. damage bleeds through). Where "n%" will change based on Tactical Shield Manipulation skill

75 * 0.875 = 65.6 damage to the shield
25 * 0.3 = 7.5 damage to armour

The only "reduction" to damage being done is that my higher armour resists mitigate the incoming damage better. To better show this, let's say you were hitting for EX, with 70% resists on the shields, and 0% in armour.

shield takes everything -- you're hitting for 30.
Bleed through:
75 * 0.3 = 21
25 * 1 = 25

you're doing 46 damage per volley because of the bleed through.

One of the bitter points of a good bittervet is the realisation that all those SP don't really do much, and that the newbie is having much more fun with what little he has. - Tippia

Hirana Yoshida
Behavioral Affront
#32 - 2011-12-25 20:05:54 UTC
Artificially limiting the ability to apply damage would not diminish the blobs one iota, more like quite the contrary.

It would force fleets to employ multiple target callers, could be done on a wing/squad base (need a lot better tools for optimal solution) and the super-efficient (ie. one-in-a-miliion) fleets would have "just enough" per caller to max out possible DPS whereas the bulk of fleets would have groups with high'ish excess of DPS per caller (same number of callers) because it is just easier => overall blob increase.

The only way to achieve what you want is to design the mechanics in a way that does not solely benefit "MOAR!" but allows skill, both personal and collective, to triumph.
First order of business would be to get rid of EHP based systems - there is no mechanic more blob friendly/encouraging than EHP grinds.
Second would be to spread objectives out (ex. station ownership dependant on sov in constellation rather than system).
Third you'd probably want to introduce some more AoE disruption abilities (ex. Bombs Mk.II, Remote Burst Mk.II etc.) to further discourage FCs from putting all eggs in one basket as it were.
.. and so on

Problem is that it will takes a phenomenal amount of work to do so chances of it ever happening are slim to none, I am hopeful that some things are changed when Sov gets it Mk.III (or however high it is now) but it is very likely that the blob will remain the alpha-omega for as long as Eve persists simply due to the nature of the beast (single shard).
Mfume Apocal
Brutor Tribe
Minmatar Republic
#33 - 2011-12-27 00:38:01 UTC
Monomorium wrote:
Exactly wtf does that have to do with this discussion ? I state that I don't like blobs and you...thats right, somehow make the connection that I am some former WoW player ( which for the record I'd like to state now that I have never played. Something you probably can't say, since you seem to think you can readily recognize said players, a condition you likely developed thru long term WoW exposure ).

Would you turds that have nothing to add to the discussing of an idea please go have a pillow fight somewhere else? Consider yourself flushed.


If you hate blobbing, you could play literally any other MMO with instanced PVP. You cannot blob someone in WoW's Arena. This is relevant to the discussion.
CobaltSixty
Fawkes' Loyal Professionals
#34 - 2011-12-27 01:12:03 UTC
-1 Don't like the OP's post. One, considering he hasn't said otherwise it'd screw with PvE royally and make taking full aggro easier since it actually hurts less than it does now. Two, he doesn't seem to accept criticism and expects everyone who stops by to be a "bright" conversationalist like him (a nod to the constant lightbulb references), a mark of douchebaggery if you ask me.

I started writing an alternative, but it got to be too good, so I think I'll open my own thread soon with a proposal which counters blobs AND addresses some other issues. Keep your eyes peeled, folks. You too, OP.
Misanthra
Alternative Enterprises
#35 - 2011-12-27 01:53:45 UTC
Monomorium wrote:
Uh, yeah. Thats why I quoted it so we could be clear on the effect. My point was that the principle - the idea that when X event happens, then Y formula is applied - is already used in game.


but the efffect nothing that you have in mind. You stop bleedthrough....not the actual damage. means that ship doing say 300 deeps rf emp is now putting 300 deeps on shields only, not doing split bleedthrough to armour. Ain't no damage restriction....you are getting full blast. its jsut on your shields only.



Also worth noting if you read the numerous threads on this skill.....getting this skill level to 5 can actually be bad for you. You actually wwant the bleedthroough so the shields get a small breather to get a good full passive or active recharge cycle. At TSM 5.....that rf emp or amarr lazer is basically sticking a fork in your shields. Let some damge hit armour....shields get a second wind if lucky somewhat.

Sort of like this primary your are on about. Its actually bad to use sometimes. If the enemy has a strong tight logi support chain going....focus fire is not the smartest ting to do. As many smart Fc's have found....if logi'd out like its cool, best to spread fire out. Logi's cna't get the reps out as well and stuff goes boom faster. When you focus fire with good logi support....you make their life much easier just repping like 2 ships vice 8 if you spread the fire out.


Ines Tegator
Serious Business Inc. Ltd. LLC. etc.
#36 - 2011-12-27 02:01:39 UTC
The OP and you are not thinking on the same scale. Blob warfare features enough alpha to destroy the primary before it (or any logi) even knows it's being shot.
Monomorium
Mnemonic Enterprises
#37 - 2011-12-27 03:02:50 UTC
CobaltSixty wrote:
-1 Don't like the OP's post. One, considering he hasn't said otherwise it'd screw with PvE royally and make taking full aggro easier since it actually hurts less than it does now. Two, he doesn't seem to accept criticism and expects everyone who stops by to be a "bright" conversationalist like him (a nod to the constant lightbulb references), a mark of douchebaggery if you ask me.

I started writing an alternative, but it got to be too good, so I think I'll open my own thread soon with a proposal which counters blobs AND addresses some other issues. Keep your eyes peeled, folks. You too, OP.


I'm always willing to accept discussion of an idea. The problem is that the posts I answered to generally weren't constructive in any form or fashion. They were just simply attacks that are too often the norm for forums. Those I will always answer with the sarcasm and disdain they deserve. So as far as you implying I am a 'douchebag' for defending my post , GFY.

As to your idea, I look forward to it. Anything that can improve the game is encouraged and welcome by me.
Monomorium
Mnemonic Enterprises
#38 - 2011-12-27 03:04:47 UTC
Mfume Apocal wrote:
Monomorium wrote:
Exactly wtf does that have to do with this discussion ? I state that I don't like blobs and you...thats right, somehow make the connection that I am some former WoW player ( which for the record I'd like to state now that I have never played. Something you probably can't say, since you seem to think you can readily recognize said players, a condition you likely developed thru long term WoW exposure ).

Would you turds that have nothing to add to the discussing of an idea please go have a pillow fight somewhere else? Consider yourself flushed.


If you hate blobbing, you could play literally any other MMO with instanced PVP. You cannot blob someone in WoW's Arena. This is relevant to the discussion.


What I would or would not play was ever under discussion except in yoru mind. So again you are dismissed.
Bearilian
Man Eating Bears
#39 - 2011-12-27 05:58:22 UTC
Mfume Apocal wrote:
Monomorium wrote:
Exactly wtf does that have to do with this discussion ? I state that I don't like blobs and you...thats right, somehow make the connection that I am some former WoW player ( which for the record I'd like to state now that I have never played. Something you probably can't say, since you seem to think you can readily recognize said players, a condition you likely developed thru long term WoW exposure ).

Would you turds that have nothing to add to the discussing of an idea please go have a pillow fight somewhere else? Consider yourself flushed.


If you hate blobbing, you could play literally any other MMO with instanced PVP. You cannot blob someone in WoW's Arena. This is relevant to the discussion.


this is not relevent because the mechanics of fighting are worlds apart. do you know how sad it is every time someone tries to quote WoW???
and for everyone who is completely discounting this idea; this thread was created off the idea of how to ballance, or to word better, innovate new methods of diversifying combat. granted Monomorium is very opinionated, as are many of the people disagreeing with him, but he does have a good point on how the ways in which wars are fought could use more interesting tactics.

so instead of aggreeing or disagreeing i will offer a suggestion. what if there was a new ship stat that was added as well as skills to go along with it. this stat could limit the amount of targets allowed to lock it. this would of course be effected by ship class etc.. I'm sure this wouldnt work and that most of you would not like it, but rather that bicker like gradeschoolers lets throw ideas back and forth.
Misanthra
Alternative Enterprises
#40 - 2011-12-27 07:23:11 UTC
Bearilian wrote:
so instead of aggreeing or disagreeing i will offer a suggestion. what if there was a new ship stat that was added as well as skills to go along with it. this stat could limit the amount of targets allowed to lock it. this would of course be effected by ship class etc.. I'm sure this wouldnt work and that most of you would not like it, but rather that bicker like gradeschoolers lets throw ideas back and forth.



no need to bicker....ain't happening. A ships magical locking number is say 5. 5 blues lock it and unless in space where bombs allowed, a brave soul kamikaze's with smarties....its invincible. Blue locks count for live locks. Remember its eve...want to shoot blues go right ahead.

the fc forming the max size fleet with uber leadership levels, this would be their ship.

Or make it ghetto logistics. Not a logi but 5 locks later it can't be shot or ecm'd (unless you ecm burst it). It wil most likely live longer than a true logi to out rep based on time to live.

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