
Xelloss Metallum
|
Posted - 2008.07.25 17:26:00 -
[1]
Originally by: Dungar Loghoth
Originally by: Ephemeron I speak from a point of view of experienced fighter, specializing in battleships, small scale pvp fights. There are a few points I want to say
1. Nerfing in general is a bad thing. If you feel that there is no other way to fix an important game problem, try to find a solution that involves as little nerfing as possible. I think the currently proposed changes are excessive.
2. EVE works as it is now. You can't deny that EVE is a successful game and that it is not failing because of nanoships. Therefore, it should be in our interest to try be careful with the game design changes and avoid redesigning big parts of the game. The game design currently proposed by Nozh involves too many changes. Why not just make another space game - different game mechanics and all? There are still lots of people who want to play EVE as it is now.
Ok, now to the real issues.
Nozh sets up his arguement based on all the possible speed increasing methods availale in game. All those best modules and implants happen to be rare items. They are officer loot, top complex loot, multibillion isk implants.
Now that we have that fact in mind, lets consider game balance as a whole. From point of view of perfectly balanced PvP system, rare loot has no place in it. Good balance relies on standardized modules, easily accessible modules. That way, the power and performance of ones ships becomes a matter of choosing the right module combination and using the right tactic. It shouldn't be influenced by ability to afford some modules that are clearly better than all other variants.
Simply put, we can't have good balanced system if we allow rare modules to exist. We need to choose, either we have these rare modules, and allow small percentage of people to have unbalanced performance in combat. Or we make all the best modules easily affordable, so everyone has a choice in their setups, and everyone is equal in their ability to fit ships.
What we absolutely should not do, is to take rare and expensive modules as proof of broken balance, and then nerf all the related modules across the board. Alternatively, you can choose to nerf a combination of rare modules, but not a combination of common modules, based on the initial example that consists of purely rare modules.
Lastly, for game balance changes related to speed, we need more solid evidence to base our solutions on. It is not sufficient to give an example of a ship that combines all the rare modules and implants. We need actual statistics, we want analysis of ship kills and losses with respect to the type of modules they are using. We need to make analysis of isk gained and destroyed. It is the minimum that should be done to seriously consider such massive sweeping game changes.
Sup Dungar?
|