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Thread Statistics | Show CCP posts - 7 post(s) |

Caleb Ayrania
TarNec Invisible Exchequer
201
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Posted - 2013.08.01 13:40:00 -
[1] - Quote
Will this apply to repair drones also? (Would be nice with maybe a bit more than 15% on drones imho)
Is it going to be on all meta levels, and could some minor gradient balance be considered?
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Caleb Ayrania
TarNec Invisible Exchequer
205
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Posted - 2013.08.02 14:46:00 -
[2] - Quote
CCP Fozzie wrote:blarggg wrote:Caleb Ayrania wrote:Will this apply to repair drones also? (Would be nice with maybe a bit more than 15% on drones imho)
Is it going to be on all meta levels, and could some minor gradient balance be considered?
I didn't see any responses to this guys drone question so i figured i quote to make it get noticed. Will drones get +15% repair amount? (or +22.137% based on arbitrary math) Not as part of this change no.
So basically you guys are balancing the onboard reps but not the remotes and not the drones?
Is that not a bit stupid? Wont that just make your future balance issues that much more complicated?
Also what is the philosophy about not boosting some meta levels? It seems extremely stupid to mess up values of meta by some artificial usability and not by fixing the drop rates?
Ideally theses things should be considered in a much more holistic approach, so for example overheating tollerance is high on low meta, but destruction chance is also high, and vice versa on higher meta. Then tweak the drop rates and consider using a global counting serverside and increase drop chance when universal population drops below certain thresholds.
When you change "nerf" bonuses it really just mess up the whole intuitive aspect of guessing values and usability..
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Caleb Ayrania
TarNec Invisible Exchequer
206
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Posted - 2013.08.02 20:52:00 -
[3] - Quote
One of the points I was trying to make to our talented devs was that its rather important to consider value of items as well as effects, and that changing local reps and pushing remotes and drones to later seems like something that will just make things more messy.
When kill boards are measured in values killed, it becomes pretty important to not rock the status quo too much or miss balance one type over another.
This was why I wanted some sort of statement from Fozzie that hints to how their philosophy and considereations are in that regard..
Personally I get the feeling that many changes are more based on tournament and big fleet fight considerations, and not the the underlying logistics and industrial system. Its as if there are quite a lot of "invisible" factors that gets pretty unbalanced from lack of larger perspectives? I could be overreacting, but from a market oriented player I see some rather strange results in supply and demand and profitability. Since CCP kinda promised this yeah would be dedicated to fixing some of these issues, I was just dropping that consideration in here..
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