So What Happened To Energy Draw?
#1
Posted 17 January 2017 - 10:57 PM
Now couple of months ago the forums were in almost a hyper drive mode discussing about the energy draw. if it will work, its lame, will game break more, Ghost heat 2.0. With many old players arguing very heavily for and against the whole concept. Then mechcon came up and the discussions shifted to that.
So i am wondering what has happened to energy draw? Is it still being made by the devs or scratched or just put on the back seat?
i could not find about it in the jan,feb roadmap which goes to summers..
(in case its been scratched or left on the back seat can anyone share why it has happened)
#2
Posted 17 January 2017 - 11:03 PM
#3
Posted 17 January 2017 - 11:08 PM
#4
Posted 17 January 2017 - 11:38 PM
#5
Posted 17 January 2017 - 11:46 PM
They can't seriously be considering this? It was a fail, and should be terminated.
What's more damaging, doing lots of 30 damage hits all game or a high damage alpha but restricting the recharge time?
I think there's an opportunity to balance the weapon stacking so ED isn't even needed. ED was just awful to keep an eye on. I find it hard enough keeping an eye on my heat/damage to see if overide is ok to use.
#6
Posted 17 January 2017 - 11:47 PM
#7
Posted 17 January 2017 - 11:51 PM
Players like Restos up there, are not interested in actually solving the problem, and the solutions they propose if they do unless they are blatantly against change because they are not good enough to adapt, did a bang up job straw manning ED.
The Unstoppable Puggernaut, on 17 January 2017 - 11:46 PM, said:
What's more damaging, doing lots of 30 damage hits all game or a high damage alpha but restricting the recharge time?
My point exactly, Nowhere was that stated that ED cap damage at 30. ED kept getting strawmanned like this, and other players who didn't know better fell believed this, because people will believe things if they are just stated on these forums.
Edited by BLOOD WOLF, 17 January 2017 - 11:52 PM.
#8
Posted 18 January 2017 - 01:56 AM
#9
Posted 18 January 2017 - 01:57 AM
#10
Posted 18 January 2017 - 02:04 AM
#11
Posted 18 January 2017 - 02:06 AM
and PGI basically said: "F it, we put a lot of work into trying to fix Ghost Heat, and the community hated it, we're out of ideas and the community doesn't have a solution either" which translated to company PR lingo is "after further review we have decided to postpone this feature so we can focus our efforts on other endeavors like [insert other stuff to keep players happy]"
#12
Posted 18 January 2017 - 02:08 AM
axe64, on 18 January 2017 - 01:56 AM, said:
It was even worse than that. When different iterations of the ED were tested on PTS, we went from dakka meta to PPFLD meta to DHS+ERML boating meta, i.e. every time PGI tried to balance ED, they just ended up with another meta - and with no explanation as to why it was better than the previous meta. I think that's why ED got shelved. The idea might have been interesting, but in real-life testing it never provided any tangible improvements to the gameplay that would justify such a radical balance overhaul.
#13
Posted 18 January 2017 - 02:21 AM
#15
Posted 18 January 2017 - 03:58 AM
#16
Posted 18 January 2017 - 04:22 AM
#17
Posted 18 January 2017 - 04:48 AM
BLOOD WOLF, on 17 January 2017 - 11:51 PM, said:
I feel you are kind of strawmanning my message too though. I did a lot of personal testing but not in game testing.
It doesnt matter what the damage value is so consider 30 damage as a variable (unpenalised amount allowed before the rise takes place). The same way people are looking at the current (more relaxed) ghost heat system and tuning it for DPS. My angle is why not take a different perspective and the higher the damage, and make the cooldown longer per weapon type. Even if people mix weapons it'll throw them all off at different rates and screw up the extremely high alpha systems.
Also I get you are all for the ED system which makes things interesting so we finally have a different perspective.
#18
Posted 18 January 2017 - 05:21 AM
#19
Posted 18 January 2017 - 05:26 AM
Cion, on 18 January 2017 - 02:06 AM, said:
and PGI basically said: "F it, we put a lot of work into trying to fix Ghost Heat, and the community hated it, we're out of ideas and the community doesn't have a solution either" which translated to company PR lingo is "after further review we have decided to postpone this feature so we can focus our efforts on other endeavors like [insert other stuff to keep players happy]"
community had a solution, we wanted 30 heatcap on test and see how it turns out, but PGI's "internal testing said it isn't going to work"
#20
Posted 18 January 2017 - 05:42 AM
Lily from animove, on 18 January 2017 - 05:26 AM, said:
community had a solution, we wanted 30 heatcap on test and see how it turns out, but PGI's "internal testing said it isn't going to work"
yep - with two bars you would have been able to separate dissipation and capacity - quite well
Edited by Karl Streiger, 18 January 2017 - 05:44 AM.
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