Re: Balance Attributes, character creation and progression.

The only advantage I see from the current system to the "new" system is that if you wanna cross train your now combat specced char to a miner it will cost you less... But who would want that? mad

The ones saying "impossible" shall not disturb the ones already doing it

Re: Balance Attributes, character creation and progression.

They'll have to be very careful how they do this. A lot of us have highly specialised characters.

I hope they liaise with the maker of Perpetuum Planner so we can have that tool up to date on the day the patch eventually hits or the possibility of mess ups will be high.

I think the removal of attributes is a good thing for the game, I just hope it doesn't hurt my chars too much.

78 (edited by Alexander 2011-09-15 23:34:03)

Re: Balance Attributes, character creation and progression.

Old Method:
(100 - Prim_Att - (Seco_Att * 0.5)) * Complexity * Level * Multiplier

New Method:
Base cost (75) * Complexity * Level * Multiplier

When this idea was first suggested I, without needing to calculate anything, said that the new number MUST be 65 or below else it will negatively effect a lot of players. The idea to make this number 75 is insane.
As said, currently the lowest base value is 56 and the highest is 89. Most people are training extensions that uses one of their higher attributes (Usually 30/28) so we're instantly talking a cost of around 79 at the lowest. (Primary 7, secondary 28).

If any number is to be chosen it should be at least 65 or lower!

79 (edited by Hawk Firestorm 2011-09-16 00:26:18)

Re: Balance Attributes, character creation and progression.

Attributes are the most insane idea ever put into a game.

As in Eve it forces players to specialise in something when most DO NOT wish too.

Variety is the spice of life and most like doing a bit of this and a bit of that, so why ram specialisation down their throats?

People should gain XP I think partly through ep gain and also by what they do in game, attributes are pointless, confusing for new players so why in hell have them at all?

Simple things work best, make a game that plays to what people like to do, and their characters abilities reflect the owner and what they do.

And most of all get perpetuum out of the well Eve did it this way so will perpetuum, Eve has made more mistakes design wise than any other MMO I've ever seen.

Re: Balance Attributes, character creation and progression.

1 EP per minute is about as simple as it gets.

Perpetuum doesn't have any of the standard MMO things like XP or levels, so I can agree that it doesn't need 'classes' either. Not having to choose to be a miner or combat at the start of a new character seems obvious when its stated like that, and that this is a sandbox game where you can be what you want.

The trouble brewing here is if they have to penalize everyone 23% (or even 12 or 15%) to correct/remove those class restrictions.

I'm not sure how I feel about that.

The only non-impact way to do it would be to set all extensions to the minimal (56). But that would make the extension system 'smaller' by quite a bit, and have a large impact on the game in about 2 years down the road. Another alternative, allowing players to simply keep the extensions they already have won't work either, as some players will get 'free' EP; that is they will end up with more than 1 EP/min. That doesn't work either.

One solution seems to be to reduce the extension level requirements and add appropriate offsetting bonuses.

For example, I currently need indy 10 for the MK II. Reducing that to 9 would allow me to pilot it using less EP. I have advanced robotics 10 for 50% Yeild bonus, adjust that to 6% per level, or 56% at level 9. - Or leave it at 5% but your spark now gives you 5% bonus.

This has the effect of making the extension tree 'bigger' while reducing the impact of level losses. It probably wouldn't be a perfect balance, but maybe only a few weeks of impact versus months.

Re: Balance Attributes, character creation and progression.

Based on what Alf said do they plan on just recalculating the EP costs for each extension at the 75 point cost and giving you the resluting level for that extension based on the current amount of EP you have spent or are they talking about making you do a total respec with all of your SP unallocatted?

I am not looking forward to losing levels in extensions that I waited patiently to get.........

My 2 cents would be to leave the current earned EP the way it is and change the system going forward. I understand that it may mean that existing highly specialized toons (neither of mine are highly specialized) may see a bit of an advantage in the long run over newer players however I don't agree with penalizing them for taking the time and effort to specialize their toon.

Inappropriate signature.

Re: Balance Attributes, character creation and progression.

Scyylla wrote:

Based on what Alf said do they plan on just recalculating the EP costs for each extension at the 75 point cost and giving you the resluting level for that extension based on the current amount of EP you have spent or are they talking about making you do a total respec with all of your SP unallocatted?

I am not looking forward to losing levels in extensions that I waited patiently to get.........

My 2 cents would be to leave the current earned EP the way it is and change the system going forward. I understand that it may mean that existing highly specialized toons (neither of mine are highly specialized) may see a bit of an advantage in the long run over newer players however I don't agree with penalizing them for taking the time and effort to specialize their toon.

Wouldn't they have to change it anyways when the super big bots get introduced?

It should be numq/thelo/pel robot control 10 to pilot those and possibly level 9 for MKII heavies. I understand that leaves not much reason to max it but who wants to spend a billion points in that *** anyways.

83 (edited by Alexander 2011-09-16 11:33:12)

Re: Balance Attributes, character creation and progression.

The new later robots they plan to release will probably use Expert Robot Control. But that's not the point.

75 as a base attribute.. I'd rather we keep attributes as they are. It's going to cost pretty much all of my planned characters a but load more EP.

Combat character, as first glance, appears to be the most effected and badly hit if training robot control to high levels.

But overall if this change is made it's going to make specialised profession costs most but all round characters cost a little less.

75 is a bad place to be. 65 is much better.

Do the calculations and you'll see.

Re: Balance Attributes, character creation and progression.

Anything that removes progress is going to have a negaitve effect on player morale. I disagree with it mostly impacting combat players, it will effect any specialized character to the same extent. That is regardless if your a manufactor, or combat pilot, if the majority of your EP was spent at 56 our going to effected. 65 is still a ~15% reduction, and while that is significantly less than 23%, it's still a huge change.

I don't like it. But if this has to happen, its probably better now. I'm just not sure WHY it has to be done. Are players getting to advanced too quickly? Will 56% EP cost make the extensions run out too quickly?

Will players quit over this. Yes. But if a company feels it needs to make such a big adjustment, I suppose the best time to do it would be when your server population is low and the % of people quitting is minimized.

Re: Balance Attributes, character creation and progression.

Removing attributes and getting rid of specialisation is comming at a cost. The base EP cost for skills should be put at the average EP cost with the attrabutes. If that is the 75 points the devs are putting it at then it is that way.

However I don't mind having attributes, as said they make specialisation available. However I don't like the being stuck in that specialisation for ever. So instead of removing them make them some kind of changeable. But to change them it should take some considerable amount of time and come perhaps at a cost.

Re: Balance Attributes, character creation and progression.

Ok now we are getting into eve's setup and that I really hate. Training only one type of skills for a year then switching attributes to train another type for a year is really annoying when ur stuck in that attribute for awhile

Re: Balance Attributes, character creation and progression.

I believe that if they plan on implementing anything to do with our ep including increasing needed amounts for already acquired skills, removing attribute bonuses and effects, and reducing our present effectiveness with the ep we already have, they need to tell us immediately.

As a new player (3 months), I am confused on how the developers intend on increasing the player base or increase the viability of the game for present players by changing the ep or the extensions of characters to the negative.  But my confusion aside, I cannot abide by a developer’s surprise attack on a player created character.  Finding out about this idea in a side remark in an ‘idea’ thread is unacceptable.

If the change, if any, is for the better of my character, then I would say little; however, if this secretly planned change has a negative effect on my character, I would feel betrayed and belittled by the developers. 

Being new and many months behind veteran players in ep nic, was a frustrating, yet acceptable part of the game.  Regardless of how more advanced another player was, the game was still enjoyable.  But getting ready for pvp or to enter into industry is just something where a new player cannot compete against a veteran (well planned) character.  I’ve read all the posts about how viable a new player can be in pvp and still do some t1 industry…bull.  New players are fodder, and there is nothing wrong with that.  Just 3 months into the game I can see the effectiveness of my skill gains and the usefulness of my ep choices.  If you can’t, then you planned poorly.

So here is my grief:  I like the game.  I enjoy the combat and the industry.  Recently I started creating items with my industry character and miner, and I have been killing harder and harder mobs and increasing my nic substantially.  I have planned my both my characters in order to experience most parts of the game, and I enjoy them all.  From artifacting, to missioning, to PVE and plain old farming plasma.  I’d like to continue on my industry track and start making higher level equipement, and I’d like that to stay on track with my combat characters in increase in abilities. 

Will any ep  change change all of this?  Will I lose parts of the game I have come to enjoy and use as a total experience?  Will I have to streamline my characters in order to just keep 1 of the skills I am using?  Will parts of the game disappear for me and force me to play for many more months and weeks just to attain the level I am at now?

Perhaps not.  Perhaps any change will be minimal and almost imperceptible.  But, if there is a thought of a change in character growth coming, for any reason and in any magnitude, the developers need to let the players know immediately. And seeing this comment in the forums from an ingame chat challenges my beliefs in how a game staff should inform and work with their players.

Re: Balance Attributes, character creation and progression.

suDndEth wrote:

Ok now we are getting into eve's setup and that I really hate. Training only one type of skills for a year then switching attributes to train another type for a year is really annoying when ur stuck in that attribute for awhile

I'm not speaking about eve-system, there it is indeed 1 year and you can isntantly swap attributes then. Here I'm more thinking about morphing them slowly over time.

Also in Eve the attributes + implants are used to calculate how much sp/hour you get, here in PO it is a flat rate of 1/min. But it effects the EP cost of extensions. So by morphing I would also say that if you have a skill that will need more EP to retain the level it will lower a level as well and vice versa. That way you can decide to specialize and swich, but it comes at a pretty great cost as you won't be that effective in your previous specialisation.

89 (edited by Mark Zima 2011-09-17 00:48:37)

Re: Balance Attributes, character creation and progression.

I just want to remind people that what DEV Alf said is "subject to change".
Whatever the new system will be, I'm sure no one will actually lose time, EP or acquired extensions.
(And hopefully no one will gain a disproportionate advantage either).

Re: Balance Attributes, character creation and progression.

would love to get that free reset, devs

i have a lot of wasted ep on a character i was using to do the golden triangle and now that char is just rotting

reimbursement please

Re: Balance Attributes, character creation and progression.

Lime wrote:

would love to get that free reset, devs

i have a lot of wasted ep on a character i was using to do the golden triangle and now that char is just rotting

reimbursement please

That is what happens when you make a FOTM toon......

Inappropriate signature.

Re: Balance Attributes, character creation and progression.

No Content.

Re: Balance Attributes, character creation and progression.

Alexander wrote:

No Content.

You're now crying like a pathetic emo kid, because *** binary threads were closed?

Re: Balance Attributes, character creation and progression.

Jasdemi wrote:
Alexander wrote:

No Content.

You're now crying like a pathetic emo kid, because *** binary threads were closed?

No. This threads come to the end of its life. There isn't much more to talk about until we hear more and logging in to find a few threads closed (A little too late in all honesty) I thought the reason was brilliant.

Re: Balance Attributes, character creation and progression.

DEV Alf wrote:

We recently talked about the attributes with the team, and we have similar feelings about the attributes. Do we really need them? I personally say that they are more likely in the way, instead of having any use. This is what Zoom mentioned as groundbreaking change, and will definitely call for a free character reset for everyone IF we decide to go this way.

Why not just refund all EP? I have not reset any of my Industrial accounts because of loss of tech knowledge and standings, if there is another EP reset option please just refund EP this makes more sense in a more balanced fair way.

In this business, by the time you realize you're in trouble, it's too late to save yourself. Unless you're running scared all the time, you're gone.
~Bill Gates~

Re: Balance Attributes, character creation and progression.

Beasty wrote:
DEV Alf wrote:

We recently talked about the attributes with the team, and we have similar feelings about the attributes. Do we really need them? I personally say that they are more likely in the way, instead of having any use. This is what Zoom mentioned as groundbreaking change, and will definitely call for a free character reset for everyone IF we decide to go this way.

Why not just refund all EP? I have not reset any of my Industrial accounts because of loss of tech knowledge and standings, if there is another EP reset option please just refund EP this makes more sense in a more balanced fair way.

I applaud this man

can we get this show on the road, already? How long does adjusting some numbers take honestly

Re: Balance Attributes, character creation and progression.

Lime wrote:

I applaud this man

can we get this show on the road, already? How long does adjusting some numbers take honestly

If it would be only adjusting some numbers.
By removing the Attributes, they also have to rewrite the character creation setup, and then write a 100% waterproof script to convert all existing Agents to the new system.

they have to make sure that it works in one go, with zero error tolerance.

If they implement something for the spark like i have mentioned earlier, it will also take some time to implement that. What about the character creation joices? Recent standing change removed 2/3 of the starter corporations from the game mechanic.
Will the removal of the attributes also change the starter extensions?
Faction choice has no real meaning in this game - that could be removed too.


basicly, the character creation could be simplified down to "choose your name, avatar and spark",
the tutorial mission could be revamped, combined, and at the end your choosing your profession...

*Disclaimer: This post can contain strong sarcasm or cynical remarks. keep that in mind!
Whining - It's amazing how fast your trivial concerns will disappear

98

Re: Balance Attributes, character creation and progression.

Also starter extensios could picked in the way you picked Jedi Class in Knight of The Old Republic. Through some sort of question list which you need to answer. Something like "What would really suit you - Starter Pack".

Our robots are made by Jesus himself with the help of MacGyver and blessed by Chuck Noris

Re: Balance Attributes, character creation and progression.

Annihilator wrote:

basicly, the character creation could be simplified down to "choose your name, avatar and spark",
the tutorial mission could be revamped, combined, and at the end your choosing your profession...

that's actualy the ultimate solution. also extensions groups (i.e. weapon usage, robot control) should get a bonus EP cost by spark selection.

let's say there's a 30% bonus per spark. a JOAT spark will get 5% to the main groups. a combat spark 10% robot control, 10% weapon usage, 5/5 engineering/electronics. and similar ... the system's not perfect anyway and never will be.

Re: Balance Attributes, character creation and progression.

"bonus EP cost by spark selection" means back to attributes again.