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Old 2013-08-14, 10:52 AM   [Ignore Me] #16
EVILPIG
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Re: Implants: Potential Changes for Better Balance


The problem with balancing implants is that the game has a level of balance and anything that changes numbers just throws it out of whack. Look at how broken the ZOE is.
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Old 2013-08-14, 10:56 AM   [Ignore Me] #17
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Re: Implants: Potential Changes for Better Balance


Originally Posted by EVILPIG View Post
The problem with balancing implants is that the game has a level of balance and anything that changes numbers just throws it out of whack. Look at how broken the ZOE is.
Says the scatmax user. Actually I would go with look how broken the TR maxes are. The NC and VS actually have useful ones.

But yea, implants will cause balance issues just like anything else they add into the game. Every time something new comes out it seems to be OP.
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Old 2013-08-14, 03:43 PM   [Ignore Me] #18
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Re: Implants: Potential Changes for Better Balance


Originally Posted by GeoGnome View Post
They've already said that implants will cost certs and/or station cash, so that is kind of a constant that you have to plan around (No, I am not going to be that guy, and say: "Oh ho! But you get certs faster by paying monies, so p2w! P2W all the time!" because that is so roundabout, you could carry a toy unicorn and be classified as a merry-go-round, every-time one makes that argument)

It's not ideal, I'm not going to say that is an objectively better system, and I think in an ideal world they would only cost certs, or be unlocked via level progression like loadout options; but that is the way we've heard it will be. Heck, I'd prefer they didn't cost SC at all. I understand trying to make some money, but isn't that what Player studio is for? I mean the implants aren't that powerful... and would be made substantially deeper if they could just be acquired through hard work. I mean: You have to hold certain facilities and acquire resources to get certain implants, so the more powerful grenade blocking implants become something that people will fight over getting... simply because they are rare and something that can be traded... isn't that something that the Dev team have said the want to implement, so that Gifting will be a stronger system when it comes out? That way people can gift implants, trading them off for more powerful implants.

I mean, if something is to have value, actually make it rare and difficult to acquire... you know, so people can have fun getting them.
They've said a lot of things and then they went back to the drawing board because of the /forumrage. Now we are having a discussion on what we would suggest they change to make them better next time. I'm suggesting that they should be used primarily as a cert sink for end game, therefore making them rare and difficult to obtain.

The idea of allowing them to be purchased based on in game conditions is a pretty good one but it has some problems. The biggest problem of course is population imbalance. In the worst cases some conditions may never be met by lower populated factions.

Cert gifting is a no go. PS_TRay was pretty adamant about that at the keynote of SOELive. I couldn't agree more. As a consequence gifting anything purchased with certs should also be a no go.
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Old 2013-08-14, 06:00 PM   [Ignore Me] #19
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Re: Implants: Potential Changes for Better Balance


Originally Posted by CzuukWaterson View Post
They've said a lot of things and then they went back to the drawing board because of the /forumrage. Now we are having a discussion on what we would suggest they change to make them better next time. I'm suggesting that they should be used primarily as a cert sink for end game, therefore making them rare and difficult to obtain.

The idea of allowing them to be purchased based on in game conditions is a pretty good one but it has some problems. The biggest problem of course is population imbalance. In the worst cases some conditions may never be met by lower populated factions.

Cert gifting is a no go. PS_TRay was pretty adamant about that at the keynote of SOELive. I couldn't agree more. As a consequence gifting anything purchased with certs should also be a no go.
Yeah I know, I was agreeing with you, after that initial statement.

Yeah, I thought of that too when it came to issues. Part of me wants to say that the system should be somewhat unforgiving, but you always run into the pop balance bugbear. I tend to think that the pop balance issues will start to correct themselves a little more when we get rid of alerts and move on to doing Continental conquest.

Yeah, Cert gifting should never happen, but what I was talking about was gifting implants that were made, not gifting certs. They have said that december will introduce a gifting system, by which you can give guns, cosmetics, items, etc. to other players.
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