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Player Features and Ideas Discussion

 
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To: The Developers (Please Make the Factions' Ships/Structures Equal)

Author
Fifty Three
Doomheim
#1 - 2017-05-22 07:53:26 UTC  |  Edited by: Fifty Three
Currently it is not Fair.
I suggest to put a percent or point system in place when it comes to assigning attributes of all Factions' structures and ships.
Capacitor recharge rate
Capacitor Capacity
Shield recharge rate
Shield Capacity
Power grid
CPU output
Armour
Structure
etc.

i.e for 1 GJ per second of Capacitor recharge rate, then a certain percentage/point is taken away for the system. So that all ships+structures from all the factions do not have an advantage over the other with their BASE/essential attributes.


It is currently unbalanced to what I can tell. I use Cladari and tried out the different modules/rigs etc. In simulate window/screen and based off a ship's(/"structure" perhaps too) base attributes, they are inequality versus another faction. I will give you example of Caldari Rokh battleship, I maxed the shield regen/Resist/ Shield tank with it, versus Amarr Abaddon Battleship that is suppose to be its equivalent , againt Armour and the Amarr Battleship will always win a fight, or most likely to.

The Amarr Abaddon battleship, can attain with fittings(rigs/modules) more resistance, on its armour than the Caldari Rokh with shield resistance. Furthermore, the Abaddon has a larger Capacitor, and other essential systems like better powergrid, that makes it better.
Lugh Crow-Slave
#2 - 2017-05-22 08:01:03 UTC
okay this guy is just a troll right?


i mean he cant be this ignorant on so many things all at once
Mike Voidstar
Voidstar Free Flight Foundation
#3 - 2017-05-22 08:07:25 UTC  |  Edited by: Mike Voidstar
eh...

We would not be in the current mess with repeated iterations of teiricide and constant rebalances if there was some kind of rhyme or reason to the numbers.

His musings aren't super helpful, but his basic point is sound.

No system will ever be perfect, but it could be a lot better than what they have going on right now, which is honestly lots better than what has come before.


In particular, I'm sure a Rokh will have issues against an Abaddon as they are commonly flown just due to the range advantage that lasers have over hybrids, and the fact that the Rohk has to plug that EM hole against lasers.. Once that Rokh is in range of the good blaster ammo things will shift, but it's not as if either ship is all that fast. Abaddon may have more capacitor, but the Rohk doesn't need near as much to run guns, and can make better use of an ASB.

I guess the point is that balance is more complex than he thinks, but that does not mean having a system for it wouldn't help.
Lugh Crow-Slave
#4 - 2017-05-22 08:32:32 UTC  |  Edited by: Lugh Crow-Slave
well problem is the things he pointed out are areas things are balanced. amarr has more cap their guns need more and its a racial advantage. shields have less base resists and less total hp because shields are a burst tank armor is a buffer tank. shields also have passive recharge to make up for it.

he says he can't get the rokh to have the same level of resists as an abaddon but a rokh can get far better resists with heat and active shield boosters are far stronger than armor reps.


abb has more PG because armor and lazors take more pg than shields and hybrids

yes the game has imbalance but he went to an area where it is not




his system wouldn't work any better than what we have now

1% to capacitor is not = to 1% structure ect
Do Little
Bluenose Trading
#5 - 2017-05-22 08:50:26 UTC
Rokh and Abaddon are not comparable.

Rokh is a sniper. It can engage from 200Km with 425mm railguns and Spike.
Abaddon is a brawler. Normally fit with megapulse lasers.

Ships are intentionally different to give us choices. CCP has statistics that show how much each ship is being used - too much and it gets nerfed, too little and it gets a buff.
Mike Voidstar
Voidstar Free Flight Foundation
#6 - 2017-05-22 09:03:07 UTC  |  Edited by: Mike Voidstar
Lugh Crow-Slave wrote:
well problem is the things he pointed out are areas things are balanced. amarr has more cap their guns need more and its a racial advantage. shields have less base resists and less total hp because shields are a burst tank armor is a buffer tank. shields also have passive recharge to make up for it.

he says he can't get the rokh to have the same level of resists as an abaddon but a rokh can get far better resists with heat and active shield boosters are far stronger than armor reps.


abb has more PG because armor and lazors take more pg than shields and hybrids

yes the game has imbalance but he went to an area where it is not




his system wouldn't work any better than what we have now

1% to capacitor is not = to 1% structure ect



No, you could not do it on a literally 1 for 1 basis. You would have to weigh various traits and assign relative balance.

At the risk of boring you, I will provide an example from generic tabletop RPGs, specifically the Hero System.

In that game, all characters begin with the same starting points, and everything has a certain cost. A damaging power is 5 points per die, while passive defense is 3pts for 2 defense. Making an attack armor piercing increases the cost of the attack by 50%, making a defense hardened against armor piercing increases the cost of that by 25%. There are many advantages and disadvantages that can be applied to alter costs, all of which in theory make each attack unique, but more or less equal in power relative to cost.

There are many other offensive powers that do other things than just basic damage, comparable to Ewar and such. They all have costs weighted against the basic energy blast so that at the end of the day a character purchased for a given point value is more or less equal in power to any other based on the same number of points

It would take work to figure out where those base costs and adjustments need to be, but once that work was done and all your various traits had a baseline for cost then designing ships (and really everything else) would be much simpler to balance and when adjustments got made it would be easier to see how that would propagate through all the various items in game.
JC Mieyli
Hedion University
Amarr Empire
#7 - 2017-05-22 09:05:01 UTC
Do Little wrote:
Ships are intentionally different to give us choices. CCP has statistics that show how much each ship is being used - too much and it gets nerfed, too little and it gets a buff.

which is a really dumb way of balancing
popularity does not reflect power
ships can be popular for a number of reasons but doesnt mean it needs a nerf
Lugh Crow-Slave
#8 - 2017-05-22 09:17:17 UTC
Mike Voidstar wrote:
Lugh Crow-Slave wrote:
well problem is the things he pointed out are areas things are balanced. amarr has more cap their guns need more and its a racial advantage. shields have less base resists and less total hp because shields are a burst tank armor is a buffer tank. shields also have passive recharge to make up for it.

he says he can't get the rokh to have the same level of resists as an abaddon but a rokh can get far better resists with heat and active shield boosters are far stronger than armor reps.


abb has more PG because armor and lazors take more pg than shields and hybrids

yes the game has imbalance but he went to an area where it is not




his system wouldn't work any better than what we have now

1% to capacitor is not = to 1% structure ect



No, you could not do it on a literally 1 for 1 basis. You would have to weigh various traits and assign relative balance.

At the risk of boring you, I will provide an example from generic tabletop RPGs, specifically the Hero System.

In that game, all characters begin with the same starting points, and everything has a certain cost. A damaging power is 5 points per die, while passive defense is 3pts for 2 defense. Making an attack armor piercing increases the cost of the attack by 50%, making a defense hardened against armor piercing increases the cost of that by 25%. There are many advantages and disadvantages that can be applied to alter costs, all of which in theory make each attack unique, but more or less equal in power relative to cost.

There are many other offensive powers that do other things than just basic damage, comparable to Ewar and such. They all have costs weighted against the basic energy blast so that at the end of the day a character purchased for a given point value is more or less equal in power to any other based on the same number of points

It would take work to figure out where those base costs and adjustments need to be, but once that work was done and all your various traits had a baseline for cost then designing ships (and really everything else) would be much simpler to balance and when adjustments got made it would be easier to see how that would propagate through all the various items in game.



That's what we have now....
Lugh Crow-Slave
#9 - 2017-05-22 09:18:16 UTC
JC Mieyli wrote:
Do Little wrote:
Ships are intentionally different to give us choices. CCP has statistics that show how much each ship is being used - too much and it gets nerfed, too little and it gets a buff.

which is a really dumb way of balancing
popularity does not reflect power
ships can be popular for a number of reasons but doesnt mean it needs a nerf



Then it's a good thing ccp doesn't just go off popularity numbers isn't it
Sonya Corvinus
Grant Village
#10 - 2017-05-22 22:55:42 UTC
you don't need to say "to the developers". that's literally the point of this section of the forums.
Jonah Gravenstein
Machiavellian Space Bastards
#11 - 2017-05-22 23:08:55 UTC
What is this fair that the OP speaks of?

In the beginning there was nothing, which exploded.

New Player FAQ

Feyd's Survival Pack

Cade Windstalker
#12 - 2017-05-22 23:29:50 UTC
Fifty Three wrote:
Currently it is not Fair.
I suggest to put a percent or point system in place when it comes to assigning attributes of all Factions' structures and ships.
Capacitor recharge rate
Capacitor Capacity
Shield recharge rate
Shield Capacity
Power grid
CPU output
Armour
Structure
etc.

i.e for 1 GJ per second of Capacitor recharge rate, then a certain percentage/point is taken away for the system. So that all ships+structures from all the factions do not have an advantage over the other with their BASE/essential attributes.


It is currently unbalanced to what I can tell. I use Cladari and tried out the different modules/rigs etc. In simulate window/screen and based off a ship's(/"structure" perhaps too) base attributes, they are inequality versus another faction. I will give you example of Caldari Rokh battleship, I maxed the shield regen/Resist/ Shield tank with it, versus Amarr Abaddon Battleship that is suppose to be its equivalent , againt Armour and the Amarr Battleship will always win a fight, or most likely to.

The Amarr Abaddon battleship, can attain with fittings(rigs/modules) more resistance, on its armour than the Caldari Rokh with shield resistance. Furthermore, the Abaddon has a larger Capacitor, and other essential systems like better powergrid, that makes it better.


So, first off, your example is bad.

Just looking at you base claim, that an Abaddon can get more resists than a Rokh, that's pretty much flatly incorrect. The Rokh and Abaddon are almost exactly equivalent in resists even though the Rokh only has six mid slots to fit modules in while the Abaddon has seven low slots. This is because the Rokh can take advantage of the higher bonus of an Adaptive Invulnerability Field where the Abaddon is stuck using Energized Adaptive Nano Plating which provides a lower bonus and when maxing out resists both ships will use at least one of each of these.

On top of that your general line of thinking here completely fails to look at what each ship trades away to achieve these results. The Abaddon needs to give up all of its low slots while the Rokh only gives up mid slots. This means that the Rokh can fit DPS upgrades while the Abaddon can't, which means in a straight up slug fest the Rokh wins.

However realistically it's even more complicated than that. Both ships are never going to fit pure tank, and each focuses on and trades away different things. They're not meant to be equivalent ships in any meaningful sense of the word, they're different hulls with different bonuses and they're naturally going to be better and worse at different things even though their base bonuses are fairly similar.

This whole idea that Eve's balance can be defined as a series of trade offs between stats, or even the idea that one ship from a given race should be equivalent to a different ship from a different race is ridiculous. The only thing of any value in this idea is as an example for how *not* to balance a game.
Old Pervert
Perkone
Caldari State
#13 - 2017-05-23 20:14:38 UTC
I haven't bothered to read the rest of the replies, I know they're all going to be hilarious. I'm sure someone has already said this, though I'll say it too.

Why should a Raven, which uses missiles, have as much cap as a Geddon, which uses cap-intensive lasers?

Do you even think before you post this crap?
grgjegb gergerg
School of Applied Knowledge
Caldari State
#14 - 2017-05-24 05:12:08 UTC
Old Pervert wrote:
I haven't bothered to read the rest of the replies, I know they're all going to be hilarious. I'm sure someone has already said this, though I'll say it too.

Why should a Raven, which uses missiles, have as much cap as a Geddon, which uses cap-intensive lasers?

Do you even think before you post this crap?

https://zkillboard.com/character/2112054380/ is a fun read, make sure to study his fittings.

He fits exhumers with what appears to be a triple tank- passive shield, armor, and hull reppers.

That should tell you the level and quality of thought that he puts into things. Repeatedly. I mean, *I* am on an obvious alt, but still, dang.
Lugh Crow-Slave
#15 - 2017-05-24 05:15:01 UTC
O o he's a real person? I assumed he was just a forum alt
grgjegb gergerg
School of Applied Knowledge
Caldari State
#16 - 2017-05-24 20:31:51 UTC
Yep. Takes all kinds. Behold the last 5 ships he's lost:
Mackinaw with nothing in mids: https://zkillboard.com/kill/61959878/
Skiff with armor and HULL repper, 59.8k EHP: https://zkillboard.com/kill/61626168/
Rettie with empty mid: https://zkillboard.com/kill/61615788/
Tayra with yet more oddness: https://zkillboard.com/kill/61537348/
Mack with a single small hull repper in mids: https://zkillboard.com/kill/61148464/

And there's more. He's been into hull reppers for a while, but seems to only have recently discovered that resists are a thing. Yield yield yield, then "hello CODE" and an explosion. Gotta admit, he does seem to have the balls to mine in lowsec.