User
Welcome, Guest. Please login or register.
Did you miss your activation email?
September 02, 2010, 09:55:59 AM

Login with username, password and session length
  Search
  News
Pages: [1] 2 3 ... 6
Print
Author Topic: (QOTW 07272010) Surf's Up! Ride the Curve! (small addition)  (Read 1504 times)
Moll
Community Manager
Administrator
*****
Posts: 1211



View Profile
« on: July 27, 2010, 08:15:23 AM »

Hi community!

This week's question is a direct followup from last week:

So QOTW introduced the fact that abilities get more powerful as a player gets higher tiered gear. How do these abilities get more powerful, do they deal more damage/buffing/debuffing, have longer range, longer duration, etc. ? How much of a power difference is there between someone using vendor gear and someone using the highest tier of equipment?

Our developers gave it some thought and replied as such:
We are happy to share how we designed the combat in Earthrise. Our main goal was to keep the things simple at the beginning, and make them more complex as player progresses by adding more factors in combat situations. Our design goal was to create a system where the players decide on their own how to solve a situation and when and where ability or a strategy would do the job. We're giving lots of potential in the arsenal of the players, but they have to figure out how to unleash it.

For example, The Pulse Strike, an existing ability in the game, sends a missile to a target location where it sets a devastating area effect that deals a growing damage to the enemies with every second.  This can be used to punish those snared enemies over there or to deprive the enemy of the opportunity to safely take a good position on the battlefield.

On the other side, there’s the straightforward thing about MMOs called advancement that requires the players to constantly upgrade and change their gear, increasing their stats in order to stay on the track with other players.

As a result, all abilities scale by their damage, healing and/or protection, with the equipment of the player - increase in strength, while retaining its special effects throughout the advancement. This means that a player with low gear can contribute to the team strategy while not dealing the most damage or healing during the battle. Currently, most of the major buffs, severe debuffs and effects in the game are designed in a fashion that won’t benefit spamming the button. Again, our goal is to make a complex combat environment focusing on achieving goals by combination of efforts and tactical approach while keeping the classic advancement concepts.

Next Tuesday I'm pretty sure you'll want to check back for - we've already got a cool treat* planned for you as some of us wind through some very hot summer days!
~ m.


*and by cool, I mean "fresh honest to goodness beta shots taken by community members!"
« Last Edit: July 29, 2010, 05:42:00 AM by Moll » Logged
Tyrus Dark
Hero of Sal Vitas
*****
Posts: 1178


Ace of Spades GL


View Profile
« Reply #1 on: July 27, 2010, 08:16:25 AM »

first

edit: wait you barely answered the question

Quote
As a result, all abilities scale by their damage, healing and/or protection, with the equipment of the player - increase in strength, while retaining its special effects throughout the advancement.
So. I have a missile, and I have pulse strike.

Will a "better" missile result in a "better" pulse strike? To what degree will it be "better"? Is pulse strike based on the existing missile strength, e.g. a missile that does "10" damage will result in a pulse strike that does ... 5 damage per second where a missile that does "20" damage will result in one that does 10 damage per second?


So IOW the missile ability "pulse strike" may have a description / effect that reads something like: "Fires a missile that has a continuing AoE effect where it is fired: damage is XX% of the base damage of your rocket launcher per level"

Is this correct?

oh yeah, one last thing: Without friendly fire that ability sounds like it would be hilariously overpowered to spam with about 10 people right on top of your own melee guys.
« Last Edit: July 27, 2010, 08:22:06 AM by Tyrus Dark » Logged

Tyrus Tenebros of Eve [CVA]

any factor or game mechanic based on random events or even perceived as outside of his control by the player that has a significant negative impact on his character and assets will eventually become a reason to quit
qeloqoo
Honorary Citizen
****
Posts: 254



View Profile
« Reply #2 on: July 27, 2010, 08:34:46 AM »

Our developers gave it some thought and replied as such:
We are happy to share how we designed the combat in Earthrise. Our main goal was to keep the things simple at the beginning, and make them more complex as player progresses by adding more factors in combat situations. Our design goal was to create a system where the players decide on their own how to solve a situation and when and where ability or a strategy would do the job. We're giving lots of potential in the arsenal of the players, but they have to figure out how to unleash it.

For example, The Pulse Strike, an existing ability in the game, sends a missile to a target location where it sets a devastating area effect that deals a growing damage to the enemies with every second.  This can be used to punish those snared enemies over there or to deprive the enemy of the opportunity to safely take a good position on the battlefield.

On the other side, there’s the straightforward thing about MMOs called advancement that requires the players to constantly upgrade and change their gear, increasing their stats in order to stay on the track with other players.

As a result, all abilities scale by their damage, healing and/or protection, with the equipment of the player - increase in strength, while retaining its special effects throughout the advancement. This means that a player with low gear can contribute to the team strategy while not dealing the most damage or healing during the battle. Currently, most of the major buffs, severe debuffs and effects in the game are designed in a fashion that won’t benefit spamming the button. Again, our goal is to make a complex combat environment focusing on achieving goals by combination of efforts and tactical approach while keeping the classic advancement concepts.

Sadly, 1 sentence could possibly answer this QOTW better than 4 paragraphs. "On average ability used with lowest tier weapon = x, ability used with highest tier weapon = x+y%"

Next Tuesday I'm pretty sure you'll want to check back for - we've already got a cool treat planned for you as some of us wind through some very hot summer days!
~ m.

Apart from example of Pulse strike this is only valuable piece of info this week :/
Logged
Kole
Hero of Sal Vitas
*****
Posts: 3829


Beware my raincloud of reality!


View Profile
« Reply #3 on: July 27, 2010, 08:36:31 AM »

I;m not sure why everyone's so positive that its a percentage thing. There's also the probability ability effects are tiered just like in WAR.
Logged

uh
hmmm
wha...
really?
Felix12g
Hero of Sal Vitas
*****
Posts: 1532



View Profile
« Reply #4 on: July 27, 2010, 08:38:52 AM »

Indeed, drop those aoe's right on top of your own ranged guys to make their melee useless as they close in or suffer.

This reinforces that the skills will indeed work as passive increases to damages in addition to the stronger gear providing more benefits. That last part important part:

Quote
How much of a power difference is there between someone using vendor gear and someone using the highest tier of equipment?

Would be good to know about. When you say these things aren't benefitted by spamming does that include multiple people doing so infrequently? IE stacking 10 of these strikes on a location.

Quote
We are happy to share how we designed the combat in Earthrise.
Quote
Next Tuesday I'm pretty sure you'll want to check back for - we've already got a cool treat planned for you as some of us wind through some very hot summer days!
~ m.

I really do hope those two together mean we'll finally find out what sort of gameplay ER has.
Logged

Start, the rest is easy.
kayeffem
Hero of Sal Vitas
*****
Posts: 775



View Profile
« Reply #5 on: July 27, 2010, 09:31:42 AM »

Higher rated BR gear will increase ability power.  I would gander that vendor gear vs top rare gear will have a vast difference in power.
Logged

qeloqoo
Honorary Citizen
****
Posts: 254



View Profile
« Reply #6 on: July 27, 2010, 09:41:14 AM »

I would gander that vendor gear vs top rare gear will have a vast difference in power.
That's obvious, otherwise nobody would need you, Crafting Industries... But the question is... how vast? High tier geared character one shotting vendor geared character from range of 2 miles.. or maybe something more sane and balanced...
Logged
Tyrus Dark
Hero of Sal Vitas
*****
Posts: 1178


Ace of Spades GL


View Profile
« Reply #7 on: July 27, 2010, 09:56:46 AM »

I;m not sure why everyone's so positive that its a percentage thing. There's also the probability ability effects are tiered just like in WAR.
I think everybody is going the wrong direction with this anyways.

I think a lot of people are reading this as "rocket launcher 2 gives a +10% to pulse strike" when I think my explanation is far more likely given what we know.

I highly doubt that there will be a direct "bonus" to ANY skill. Perhaps either due to the way they're wording it, maybe even translation issues almost, it's not entirely clear, but I'm personally pretty sure that when they talk about abilities scaling with weaponry they mean that because you're using a better base weapon, your ability produces better results.

It's just weird they'd go so far afield to explain something as simple as this in such a convoluted way, so other explanations are possible, but my guess is that we're simply being told "ability effects rely on the underlying stats of the weapon or item that you're using".  I think this got sort of taken and ran with in the wrong direction by the community, as far as predictions on what this actually means.

Can somebody just Copy-Paste the actual description of the ability or something?  Or better yet screenshot the decsription of a whole host of abilities and post them?



In an attempt to clarify my thoughts on this:



1) Get Rocket Launcher Equipment Skill 1 -> Able to equip crappy launchers (30 damage, 5s rate of fire, made up stats obv)
2) Get Rifle Equipment Skill * (for illustration purposes later) -> Able to equip crappy rifles
3) Invest EXP in to "Pulse Strike" Skill -> Unlock Pulse Strike, does X% of base rocket damage to area for Y seconds
4) You can now choose to just "shoot a rocket", or you can choose to fire a Pulse Strike
5) Equip Rifle -> Now you can no longer choose to fire a pulse strike, as, obviously, you no longer have rockets
(Similarly, invest EXP in to "Power Shot" skill for energy weapons -> Equip Rocket Launcher.... can't Power Shot with a rocket!)
6) Re-Equip Rocket Launcher
7) Get Equipment skill to 3 -> Able to equip MEGADEATH rocketlaunchers (100 damage, 2s rate of fire, because balance is for sissies)
8.) Invest -more- EXP in to "Pulse Strike Skill -> Pulse strike now does X+5% of base rocket damage for Y + 2 seconds



-ALTERNATIVELY-

Get Rocket Launcher Equipment Skill to 1
Invest EXP In to "Rocket Launcher Ability tree" -> Unlock "useless rocket ability 1"
Invest MORE EXP in to "Rocket Launcher Ability tree" -> Unlock "Devestating Nuclear Blast"
Invest EVEN MORE EXP -> Unlock "Pulse Strike"



I'm not sure which of those it is, though given the "you can invest points in to whatever ability you feel like" Rhetoric, I'm thinking the first one.



Oh and I seem to remember there NOT being -any- vendor gear in ER, the stated goal is to have all equipment player crafted, and NPCs to not sell ANY of it.  So, uh, yeah, no vendor gear.  I think the comparison you're looking for here is "items produced only with common materials" vs. "Lucky epic crafting + rare materials + designs".  And then there's, of course "the stuff everybody uses to PvP with consistently".  I'd say maximum difference between "very basic" gear and "top grade" gear should be around 25-30% stat difference maximum (in most cases), and the range between "stuff noobs actually use" and "stuff veterans actually use", maybe more like 10% between them.  Noticeable but not omgwtfbbqpwn.

edit: I'm apparently mentally deficient, and there will be crappy vendor gear. ohwell.
« Last Edit: July 27, 2010, 10:39:23 AM by Tyrus Dark » Logged

Tyrus Tenebros of Eve [CVA]

any factor or game mechanic based on random events or even perceived as outside of his control by the player that has a significant negative impact on his character and assets will eventually become a reason to quit
qeloqoo
Honorary Citizen
****
Posts: 254



View Profile
« Reply #8 on: July 27, 2010, 10:16:36 AM »

Oh and I seem to remember there NOT being -any- vendor gear in ER, the stated goal is to have all equipment player crafted, and NPCs to not sell ANY of it.  So, uh, yeah, no vendor gear.  I think the comparison you're looking for here is "items produced only with common materials" vs. "Lucky epic crafting + rare materials + designs".  And then there's, of course "the stuff everybody uses to PvP with consistently".  I'd say maximum difference between "very basic" gear and "top grade" gear should be around 25-30% stat difference maximum (in most cases), and the range between "stuff noobs actually use" and "stuff veterans actually use", maybe more like 10% between them.  Noticeable but not omgwtfbbqpwn.

Too lazy to look for quote but there is vendor gear, very crappy and breaks fast (prolly made in China) and it can't be insured or dismantled into materials.
Logged
Felix12g
Hero of Sal Vitas
*****
Posts: 1532



View Profile
« Reply #9 on: July 27, 2010, 10:24:07 AM »

Oh and I seem to remember there NOT being -any- vendor gear in ER, the stated goal is to have all equipment player crafted, and NPCs to not sell ANY of it.  So, uh, yeah, no vendor gear.  I think the comparison you're looking for here is "items produced only with common materials" vs. "Lucky epic crafting + rare materials + designs".

You DO read what info comes from the devs right? Kids, please ignore this erroneous statement. As qeloqoo points out there is definitely gear from NPCs that is cheap throw-away gear.

We know vendor gear sucks, we've had discussions on nearly naked masses swarming higher-BR targets for profit.
Logged

Start, the rest is easy.
kayeffem
Hero of Sal Vitas
*****
Posts: 775



View Profile
« Reply #10 on: July 27, 2010, 10:35:08 AM »

That's obvious, otherwise nobody would need you, Crafting Industries... But the question is... how vast?

Our gear is sooo good that all you need to do is look in a noobs direction and they'll fall over dead.  It's so powerful that killing players will remove their insurance and let you do a full loot of their corpse. 
Logged

Tyrus Dark
Hero of Sal Vitas
*****
Posts: 1178


Ace of Spades GL


View Profile
« Reply #11 on: July 27, 2010, 10:40:33 AM »

Ok, I get it, I was wrong.  That does happen from time to time. Wink

Can we get back to the actual topic instead of nitpicking my fact error on a basically-unrelated point?

+1 internets for everybody else who pointed out that I'm a failure. Cry

Now about abilities ....
Logged

Tyrus Tenebros of Eve [CVA]

any factor or game mechanic based on random events or even perceived as outside of his control by the player that has a significant negative impact on his character and assets will eventually become a reason to quit
Felix12g
Hero of Sal Vitas
*****
Posts: 1532



View Profile
« Reply #12 on: July 27, 2010, 11:06:31 AM »

I think everybody is going the wrong direction with this anyways.

I think a lot of people are reading this as "rocket launcher 2 gives a +10% to pulse strike" when I think my explanation is far more likely given what we know.

I highly doubt that there will be a direct "bonus" to ANY skill. Perhaps either due to the way they're wording it, maybe even translation issues almost, it's not entirely clear, but I'm personally pretty sure that when they talk about abilities scaling with weaponry they mean that because you're using a better base weapon, your ability produces better results.
You get more damage out your pulse strike by equipping a higher tier rocket. Whether they put in a little string of text that says so specifically or just tie in the base damage doesn't really matter, your damage goes up 10% with the rocket launcher 2.

Throwing in designs and ammo and you never know what sort of stuff you can tack on to really specialize a weapon.

Quote
It's just weird they'd go so far afield to explain something as simple as this in such a convoluted way, so other explanations are possible, but my guess is that we're simply being told "ability effects rely on the underlying stats of the weapon or item that you're using".  I think this got sort of taken and ran with in the wrong direction by the community, as far as predictions on what this actually means.
Wrong direction? We want to know how gear centric this game is going to be vs actual player skill. That ties in to usefulness of vendor gear and lower tears compared with vets at the top. It also comes back to the philosophy of new players being able to kill older players, the advantage of time and advancement is familiarity and extra options.

10 levels of gear + vendor gear starts taking it into a different direction entirely.

Since we have no idea what gameplay is like its hard to get a feel off of info like this.

Quote
In an attempt to clarify my thoughts on this:

1) Get Rocket Launcher Equipment Skill 1 -> Able to equip crappy launchers (30 damage, 5s rate of fire, made up stats obv)
2) Get Rifle Equipment Skill * (for illustration purposes later) -> Able to equip crappy rifles
3) Invest EXP in to "Pulse Strike" Skill -> Unlock Pulse Strike, does X% of base rocket damage to area for Y seconds
4) You can now choose to just "shoot a rocket", or you can choose to fire a Pulse Strike
5) Equip Rifle -> Now you can no longer choose to fire a pulse strike, as, obviously, you no longer have rockets
(Similarly, invest EXP in to "Power Shot" skill for energy weapons -> Equip Rocket Launcher.... can't Power Shot with a rocket!)
6) Re-Equip Rocket Launcher
7) Get Equipment skill to 3 -> Able to equip MEGADEATH rocketlaunchers (100 damage, 2s rate of fire, because balance is for sissies)
8.) Invest -more- EXP in to "Pulse Strike Skill -> Pulse strike now does X+5% of base rocket damage for Y + 2 seconds
You can modify it, I doubt that you can keep pumping in xp to level up its damage.

Quote
-ALTERNATIVELY-

Get Rocket Launcher Equipment Skill to 1
Invest EXP In to "Rocket Launcher Ability tree" -> Unlock "useless rocket ability 1"
Invest MORE EXP in to "Rocket Launcher Ability tree" -> Unlock "Devestating Nuclear Blast"
Invest EVEN MORE EXP -> Unlock "Pulse Strike"
Since you could grab the nuke right off the bat grabbing that rocket ability 1 is just wasted xp on your part.

Logged

Start, the rest is easy.
Tyrus Dark
Hero of Sal Vitas
*****
Posts: 1178


Ace of Spades GL


View Profile
« Reply #13 on: July 27, 2010, 11:23:21 AM »

You get more damage out your pulse strike by equipping a higher tier rocket. Whether they put in a little string of text that says so specifically or just tie in the base damage doesn't really matter, your damage goes up 10% with the rocket launcher 2.
Not what I meant.  You don't get a BONUS 10% damage is what I meant. e.g. rocket launcher 2 does 10 more damage than 1, it -ALSO- boosts Pulse Strike 10% independent of this. I realize that this is probably not how it's going to work, which was the point of my post (that the 10% increase in damage simply comes from equipping a better Rocket Launcher, which is the most obvious explanation of the information we have, and also why I wrote that they seemed to have said something very simple in a very convoluted way)


Quote
Throwing in designs and ammo and you never know what sort of stuff you can tack on to really specialize a weapon.
Sure, no argument there, especially given the very limited information we have.

Quote
Wrong direction? We want to know how gear centric this game is going to be vs actual player skill. That ties in to usefulness of vendor gear and lower tears compared with vets at the top. It also comes back to the philosophy of new players being able to kill older players, the advantage of time and advancement is familiarity and extra options.

10 levels of gear + vendor gear starts taking it into a different direction entirely.
I meant that our discussion about what the heck masthead is actually trying to say was going in the wrong direction, not that the discussion itself was a bad idea.  Some people (seemed) to be drawing conclusions that were more complex than the simpler answer (a rocket that does more damage results in a pulse strike that does more damage, which should be a quite simple statement to make)


Quote
You can modify it, I doubt that you can keep pumping in xp to level up its damage.
Hmm, ok, modify the above to

1) Get Rocket Launcher Equipment Skill 1 -> Able to equip crappy launchers (30 damage, 5s rate of fire, made up stats obv)
2) Get Rifle Equipment Skill * (for illustration purposes later) -> Able to equip crappy rifles
3) Invest EXP in to "Pulse Strike" Skill -> Unlock Pulse Strike, does X% of base rocket damage to area for Y seconds
4) You can now choose to just "shoot a rocket", or you can choose to fire a Pulse Strike
5) Equip Rifle -> Now you can no longer choose to fire a pulse strike, as, obviously, you no longer have rockets
(Similarly, invest EXP in to "Power Shot" skill for energy weapons -> Equip Rocket Launcher.... can't Power Shot with a rocket!)
6) Re-Equip Rocket Launcher
7) Get Equipment skill to 3 -> Able to equip MEGADEATH rocketlaunchers (100 damage, 2s rate of fire, because balance is for sissies)
8.) Invest -more- EXP in to "Pulse Strike Skill -> Unlock tactics that allow you to either: Increase Duration, OR increase damage per increment (simple examples, tactics may be able to interact in more complex ways of course)


Quote
Since you could grab the nuke right off the bat grabbing that rocket ability 1 is just wasted xp on your part.
In the secondary example you can't grab the nuke right off the bat.  It was an alternative explanation of how free-form the skills might or might not be

That there's a "rocket launcher skill" (different from or the same as the equipment skill), which has several levels, and each level of the "rocket launcher skill" unlocks new abilities / tactics.  I put it in for completeness but I pointed out that it's relatively unlikely that this is the case.
Logged

Tyrus Tenebros of Eve [CVA]

any factor or game mechanic based on random events or even perceived as outside of his control by the player that has a significant negative impact on his character and assets will eventually become a reason to quit
Kole
Hero of Sal Vitas
*****
Posts: 3829


Beware my raincloud of reality!


View Profile
« Reply #14 on: July 27, 2010, 11:48:09 AM »

Here's the info I could find about upgrading abilities:

Quote
When players unlock Abilities, they can further pay an upgrade cost to expand the Ability with the option of adding Tactics. Tactics are passive Abilities, and give Characters ways to enhance their active combat Abilities with bonuses to change their effect and gameplay use.
http://www.theguiltygeek.com/index.php?article=1418

Quote
Each skill advancement to a new level will unlock new abilities for your character to use. Combat abilities can further be enhanced by opening Tactic slots which allow placement of Tactics - enhancement bonuses that modify the effect of the ability.
http://www.tentonhammer.com/node/67711

Quote
Each Ability can be further developed to unlock Tactics slots, slots in which special enhancements can be placed (called Tactics) and modify the Ability's properties.
http://www.mmorpg.com/gamelist.cfm/game/331/feature/3752/page/1

No way to tell really is ability upgrades also improving ability power. I'm not sure if that can be ruled out but if they want equipment to boost ability power; I don't know if they want skillpoint investment into abilities to do the same.

As for your example why not use something significant, like power strike. The mmorpg.com vids showed that it dealt an attack 200% of weapon base. If weapon damage doubles between tier 1 and tier 10, powerstrike improves fourfold. That's a significant increase. That kind of power creep is beyond allowing newer players to compete against veterans.

Here's another example: They've said before that healing won't out heal incoming damage, but if one can double or treble their healing output through equipment one might be able to outheal against someone without high tier equipment.

They really need to define the progression curve here.




Logged

uh
hmmm
wha...
really?
Pages: [1] 2 3 ... 6
Print
Jump to:  

Powered by SMF 1.1.11 | SMF © 2006-2009, Simple Machines LLC
Masthead Studios