Kael Posavatz, on 23 September 2016 - 11:55 AM, said:
The thing is, Russ said that ED should only be implemented if it is superior to GH. And frankly I don't think it is. It closes the loopholes, and the initial iterations were simple enough to follow. But the subsequent PTS has moved away from the 1-damage:1-ED ratio and back towards every weapon having its own rules.
The bigger fault in the PTS is that we aren't really testing Energy Draw anymore. Instead we're testing adjustments to weapons, to heatsinks, to it seems like everything but Energy Draw.
Leave ED alone for a moment. It seems like there are two big failings with the PTS. I'm going to climb back into High School Science for a moment so bear with me.
1) An experiment should test only one variable at a time.
This is...impractical for a lot of reasons. But it is not unreasonable to ask that variables be limited. Instead the testing field (not the stuff being tested, but the environment it is being tested in) bares little semblance to the live server. PTS has 4v4 QP (which the live server doesn't have), and lacks FW (which plays very differently on live servers than QP does). As for the variables being tested, it often feels like someone flinging spaghetti noodles at a wall and seeing what sticks.
2) Negative data is still viable data.
Since the announcement of ED-PTS#3 or so, I've come to suspect that there is an underlying assumption that ED will be superior if the proper ancillary ratios (weapon cooldown/ED, heatsink capacity and dissipation, depth of bar, recharge rate, etc.) is found. Rather than test a number of different concepts to find something superior to Ghost Heat (ED was one proposal, Scarecrow had another, I've seen people suggest separate ED bars for each weapon type, etc). Rather than accept a negative datapoint that seems directed towards ED, PGI's interpretation has been that the ED mechanic itself is fine, it's everything else that needs to be fixed to make ED work.
Testing Criteria
ED's 'test' (that is, what determines whether or not it is viable) boils down to "is this superior to Ghost Heat Y/N?"
This reminds me very strongly of the Great Rebalancing last year. Much of it fell apart with the failure of InfoWar that diluted the Rebalancing to redoing the quirks. With InforWar PGI started with a concept that was a good idea but unworkable in practice. Rather than sit back and consider how else they could come at the problem, they flung more variables at it trying to find that magic place where it all worked. The end result was InfoWar was scrapped and with it most of the Rebalancing. Quirks moved to a systemic approach (they had largely been ad hoc previously), which was worthwhile. But on the whole MWO lost out on what, 3-4 months of development time?
My fear is that the longer this drags on, the harder it will be for PGI to justify not putting ED in, even if ED is notably inferior to GH, simply due to the time they and their players have invested in it.
I couldn't agree more with all of this. I share your concern that ED itself will be implemented not through any virtue of the system itself (ultimately it has none) but because it's become so inexorably intertwined with every other change on the PTS that it becomes impossible to separate what works from what doesn't.