Savin wrote: So, if I spend 50,000 EP on combat extensions, and 5000 EP on industry and harvesting, I'm not combat specialized? If you really believe this, you're splitting hairs.
The example you are making hear is a combat leaning player with an smaller industrial leaning ep investment they are specialized for combat but they are not an extreme 100% combat specialist the same way a person who has 50,000 EP on industry and 5000 EP in combat they are industrial specialists with a slight lean in combat skills so they can collect lower lever kernels by themselves or higher level kernels in a group either way their respective specializations will lose out in a pure combat or pure industry scenario against someone who has invested 55k EP in combat or industry.
Savin wrote:Yes, I advocate this for high-level gear, but not basic items.
Pure Combat characters cannot build basic items at the efficiency that Pure Industry Characters can
Savin wrote:At no time did I ever write this.
This was a point I was making regarding EP and Robot fitting investments that at the extremes make you vulnerable or unable to do other things
Savin wrote:This is called reductio ad absurdem, and a really poor move on your part. I never wrote such a thing, and you look like a fool for claiming it
I never said you wrote that but I suppose that I should change my statement from “cannot” to “cannot do as well as” because of the basic mining harvesting and weapons usage skills every spark receives.
But your statement on the your claim that 15-25 year olds seeking to ruin the game with combat is an ad hominem attack and so is calling me a fool for that matter.
Savin wrote:Exactly like the real world, isn't it? If you specialize, then you can go much further in your chosen field. If you don't specialize, you can do many more things, but none of them as well as a specialist.
Now, please try rereading, and notice I make two points:
Half of this is already in-game: industrialist are unable to use the gear necessary to farm high-level NPCs.
because only half of this is already in game, combat specialists do not have to rely in any way on industrialists: yes, having them around is very convenient, but never necessary.
On the other hand, industrialist characters must rely on combat specialists to provide high-level kernels and items, because they cannot gather them.
People in the real world that specialized in manufacturing are now jobless. Perpetual motion does not exist in the real world and in the real world it is fully possible that I will get the hell beaten out of me for any or no reason at all at any time trying to compare a video game to the real world is comparing apples to oranges.
Regardless your point only repeats what I have already said
People that specialize face the weakness of specialization a Person who is exclusively industry must rely on other people a person who is exclusively combat must rely on an industrialists if they want better items to compete against other players and to shorten their time investment.
Industrialists are absolutely necessary to the game unless everyone sticks to lightbots and t1 gear exclusively for that reason kernels will flow to industrial specialists who have either financial or help from other players the same as t2-t4 gear will flow to combat specialized players who have the money or provide assistance to players to get said gear.
Industrialists are depended on for the following reasons; their ability to build and their ability to build efficiently which in turn reduces the time investment spent shooting NPC’s or gathering the resources necessary to build.
Time is an important factor because time exists outside of this game as a factor for doing anything there is a limited amount of time that people are alive for and as a result getting things done faster as opposed to slower and in turn giving them more time to do other things before their own lifetime is up is the most valuable commodity available to someone who isn’t suicidal or in turn possess a fetish for doing things slowly.
A combat specialist player alone will only have lightbots and t1 gear at their disposal due to npc sell orders if industrial specialist players left and industrial players alone will not be able to build higher quality gear if all the combat players left their relationship is symbiotic.
Savin wrote: I never said they did: please reread. What I wrote was that adding PvP to the Alphas will not solve the problem of spawn camping.
You just posted this
Savin wrote:But even then, let's face it: there's a large portion of the 15-25 year-old crowd whose definition of fun is to ruin the game for others, so even if it costs them, they'll continue to do it. There will always be more gankers than vigilantes.
If pvp outside of consenual flagging is enabled on the alphas are you not saying here that the said large portion of the 15-25 year old crowd that you later refer to as gankers will ruin the game for others?
Savin wrote: Nice try, but no. Or did you forget that they get free robots? If you have 80K EP in combat extensions, it doesn't matter if you're in an Arkhe or a mech: you'll have no trouble camping spawns.
Do you have a number supporting that claim? That with the one turret that and 400 ammunition and 3.75 U of space you get on an arkhe that you will be able to camp a spawn no problem
Savin wrote: I think you need to look up "force"- people are already playing this way, but there's an imbalance between combat and non-combat characters. I'm only suggesting that the rewards be commensurate.
Definitions 2 and 3
People play this way because the rules of the game force them to, patches that change game mechanics force players to play another way by definition.
A change of any in game rules are forcing players to change how they play