
BlitZ Kotare
Ars ex Discordia Test Alliance Please Ignore
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Posted - 2012.03.07 01:45:00 -
[1] - Quote
I'm not wading through 44 pages of posts about this topic before posting, I read about half the first page.
I like the "if you could fly it yesterday, you'll be able to fly it tomorrow" concession. It's very important that you have this idea in mind - games in the past like Diablo 2 rebalanced themselves without any player concessions and were always worse off for it. An MMO like EVE that is long-term and progression based (and long-term fee based too) should always keep this in mind.
This nicely tiered skill system would have been great if it had been implemented in the first place. It would have made a lot of sense. Now though, from what I can see, it's a pretty blatant revenue grab aimed at newer players. For instance, I have a perfect command ship pilot in my inventory of characters. He has BC V, every Leadership skill at V (except mining, lol) and is finishing up every Cruiser V so I can fly all 4 racial command ships.
It sounds like I'll be getting all 4 BC V's out of this deal, given the "if you could fly it, you'll still be able to" clause above, and have my Cruiser V's too since I actually trained those. But what about a new player that wants a leadership pilot? He doesn't have to train Cruiser V's anymore, (just to 4, for 4d each of wasted SP) but he has to train 4x BC skills to V, and if they're the same tier as the BC skill is now, that's an added ~7d each over the current requirement of Cruisers, for more than a month added to the total skillplan. It only gets worse if you step up to wanting to fly all 4 racial Black Ops or Marauders.
And before, my command ship pilot also got a lot of icing on his cake - with the training of a few simple support skills (Logi, Recon and Heavy Assault Ships) he also unlocked a giant pile of really neat T2 ships to play with. No longer will this be true.
This is right up there with messing with all my module names - your mucking with something that doesn't need fixing. The system works great, it's a little confusing for newbies but they figure it out pretty quickly - just like everything else in EVE.
Also, Ship Lines[/b
[b]What the hell? I can tell from the examples of the ships you gave for each group that you don't play your own game. The Ferox and Maller are not Combat Ships at all - the Maller is almost exclusively used as heavy tackle and the Ferox isn't used for anything by anyone (except bait) because it's so terrible. And the idea of Bobmardment ships "pinning the enemy down" with missile fire is laughable unless you plan on releasing some kind of warp scrambling/stasis webifying missiles (which would be completely broken and I don't recommend at all). There are other inconsistencies too..
I'm not saying I don't like the idea of ship roles, it's an interesting concept, but you might want to take the time to learn which ships already fill certain roles and make relevant roles to existing gameplay instead of rebalancing years of game knowledge out from beneath your players and inventing roles that aren't relevant to PvP in EVE.
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