The design archive. Maybe not really focused, but 60%/40%.Where did you ever get the idea this game was supposed to be PVP focused?
The design archive. Maybe not really focused, but 60%/40%.Where did you ever get the idea this game was supposed to be PVP focused?
The design archive. Maybe not really focused, but 60%/40%.
We're not totally convinced this is the end of tweaking shield cell banks, but we think it will be a move in the right direction.
Hello Commander Flyinpiranha!
I should add that the main reason we're tweaking the shield cell bank is simply because we think our initial numbers were a bit messed up.
I think it's fair to say that a shield cell bank will potentially give a combatant a significant advantage in terms of survivability even after our changes. The way they work has not fundamentally changed at all.
However, before the tweaks, their various costs failed to update in line with other values, making them fairly ridiculously good value, which was never the intention.
so, basically, with the change, it costs mroe to run it on most ships, other than that no real change, the only thing thats REALLY getting nerfed is that if the power draw is going up, its just ONE MORE THING, you cant fit on a viper, most ships have the ability to fit most if not all A, and still have plenty of mass/power left over for peripherals, a Viper you can fit to be energy efficient and still be trying to find room to squeeze on the internals and utilities.
so good work, Viper is nerfed again, which will only result in MORE people complaining about the python being "overpowered", and unfortuneately with this nerf theyll be right. but if the viper is in a "good place" then we can assume every ship will be receiving as big of a nerf as possible to make fitting it "a choice" like with the viper
It would nerf only the anaconda missions, which are really pretty horribly designed placeholder style missions. Beating an elite anaconda with a viper spamming shield cells is hardly a good design.
Exactly. Ships need to be balanced for roles and niches, not as progression levels.In short, as I see it, the combat rating of a ship is currently very LINEAR: a bigger ship is always harder to kill with anything smaller than itself. I think that it should be NON-LINEAR: a bigger better equipped ship should offer better defense and firepower, BUT should still be somewhat vulnerable to SOME tactics/builds of smaller ships. If the situation is not changed, nobody will fly smaller ships end-game, simply because "if you can afford a Anaconda, there is no reason NOT to buy it", and that kind of mechanics suck.
And I think that's great! Pirate gangs ambushing a large ship with a whole bunch of small rust-buckets, losing half of the gang in the process - that's absolute gold!![]()
Sure, it's much more difficult that way, but who said that putting down a small frigate with a fighter should be easy?
I would like to bust a myth that games should be balanced around PVE or that majority of players never even touched PVP. There is absolutely no evidence it is so. Vocal PVE minority wants easy IWIN buttons and their ultimate mantra is: "BUT U CANT BALANCE GAME AROUND PVP OMG". ED should be balanced around both, they are both equally vital in online game where you meet other humans.
Balancing around PVE should not mean lowering the difficulty of combat to ridiculously low levels. It is absolutely not true that PVE player = incapable 10 years old child who wants easy win while shooting easily acquired big guns. Also, any post including word "griefer" should be automatically disregarded since griefing currently affects what? 0.0000001% of ED population? Or maybe even not that. There should be stuff for everyone to do and have fun.
I've skimmed through -most- of the thread and I've read very good suggestions from... all sides, to be honest. It mustn't be easy to be a game designer, that's my first thought. Also, I'm glad not all of us are.
I simply want to add something from the Python user point of view. Bare with me, I don't do combat, I've never used a SCB.
Still, 3 things :
- it's obvious (to me) that some people arguing against the power of the Python do not realize its cost. It sounds quite... eery, frankly, to read comments about viper / eagle / sidewinder / cobras fighting a Python. I'm not saying those comments are right or wrong, I'm saying people should realize what the price, the time, the commitment is. 3M is rougly 80 times less money than 250M. Or, 250M is 8.000% more than 3M. Look at your salary. Multiply it by 8. That's an awful lot, right ? Now multiply that by 10. Yes, the difference is insane. And in this game, this means time and dedication. So please, keep up the good suggestions, but try to keep this scale in mind while doing so.
- this consideration about price extends to the risks, too. Rebuy costs are insane. A 250M Python would cost 12.5M just to rebuy. When a 3M Viper will cost 150k, and the bestest of Cobra could go up to what, 500k ? Yes, one may think that a Python owner will be able to make money faster than a Cobra owner, and they probably will, but not close to 25 times faster.
When you say "5 Cobras should definitely be able to strike a Python down", and if not, then there's definitely something broken here, look again at the situation via the money actually at risk : 2.5M (supported by 5 individual players, so really its 500k x 5) vs 12.5M (supported by 1 guy).
I'm not a balance designer, I have no solution here. Just want to bring that to your collective attention.
- lastly, I've read good (in my eyes) suggestions about SCB purpose and buffing the hulls of big ships. Here, again, I want to point out the price of the repairs for a "big ship" like the Python. It is in-sa-ne. You cannot look at what it costs you to repair your eagle / viper / sidey / cobra and apply that to a Python, this is not on the same level, this is not linear. It costs hours of farm just to repair hull damage.
My 2 cents, for what's its worth.
Ok...Bare with me, I don't do combat, I've never used a SCB.
What cost? I actually measured net profit on my new trade route with shielded t7 216t cargo. I am getting 3m/hour and I would consider the route (4 stations) just slightly above average. So that's like what? 20 hours to get a stock python? 10h more to equip it semi decently for combat? I work 40h/week and I don't see how big commitment it is really. I would say it's currently very easy to get python and situation in open only confirms that. I see more and more pythons everytime I dock at a station or jump at nav point. I am sure FD has more relevant data than this my little observation though.it's obvious (to me) that some people arguing against the power of the Python do not realize its cost.
Hello Commanders!
Another quick update: with the next tweaks of shield cell banks (coming soon(tm)) the spool up delay has also been increased from one second to five (which in fairness is another number that fell between the cracks during the last round of balancing).
Again, this isn't the be all and end all. But we look forward to seeing how the tweaks change folks perception of shield cell banks.
Does this mean that a shield which goes down during the 5 seconds won't get any benefit from using the cell? You basically have to press it 5 seconds in advance of your shields failing?
Does this mean that a shield which goes down during the 5 seconds won't get any benefit from using the cell? You basically have to press it 5 seconds in advance of your shields failing?
Wanting something ridiculously overpowered and argumenting how you gave it "those hours" (haha) to justify it... that's just plain silly. Especially from someone who "doesn't do combat and never used csb". Sorry to to be so open but that's just how it is.
Sounds like it. I don't think it will make much of a difference, though. Damage is so predictable that, well, you can just press it 5 seconds earlier than you would have before and we're back at square one.
Having to time them better will most certainly raise their skill celling.
Press your SCB (which has a blatantly obvious visual effect by the way) and I'm going to hold my fire, move pips to SYS to better absorb your fire, if any, then near the tail end of your SCB use, I will move four pips to WEP, and burn through your shields long before you have time to use another SCB.
A five second spool up will totally change how they are used, especially for smaller ships.