Dual Pistols + Weapon Customization + Ammo ?
Just a thought. Since weapon customization is part of the game what about differentiating Dual Pistols by making some additional ammo types unlockable? The three existing ammo types are nice, but rolling in Energy, Negative Energy, Psionic, and *maybe* Quantum would be a nice addition with possible animations / models being pulled from Rikti and Rularuu to Shivans (blob hands, plz )
And maybe temp powers for Electrolytic (Hamidon) and Prismatic (Titan) instead of taking the merits / HO / TO? Just to clarify - these would ONLY be for the Secondary effect, I still think the set should remain primarily Lethal damage. |
Essentially, when there is no ammunition toggle active, your attacks have a 0% chance to do fire damage, a 0% chance to do the fire DoT, a 0% chance to do toxic damage, a 0% chance to do -dam, a 0% chance to do cold damage, and a 0% chance to do -spd and -rech, an (insert chance based on each power here) to knock the target down, and a 100% chance to deal lethal damage in addition to the base lethal damage. When you turn on Incendiary Ammunition, you reduce the chance of the knockdown/up the target to 0%, decrease the chance to deal the additional lethal damage to 0%, and increase the chance of the Fire DoT to occur to 100% (which means that it's a 100% chance for the 80% chance rolling DoT) and increase the chance of dealing fire damage to 100%.
Adding in a variety of new temp and/or prestige ammunition types would involve adding an entirely new suite of attributes to every Dual Pistols power just for a few powers that exist outside the set. Of course, this also means that you're supporting adding in specific benefits to a single power set that has a not-insubstantive effect upon game balance (an insubstantive effect would be just changing the visual effects of something, such as is accomplished with weapon customization).
This would be along the same lines as adding in various temp or prestige combos to Dual Blades. It requires a decent bit of work for a single set and has the ability to impact gameplay beyond aesthetic enjoyment.
I understand what you're saying regarding the mechanics, but I'm not entirely sure it would be as difficult as you are proposing. The ammos are essentially just Toggles and toggle powers can exclude / shut off the operation of other powers (Kheldian forms, Walk, Granite Armor, etc.)
So adding additional damage types wouldn't necessarily be a fools chore of work beyond the balancing of the secondary effect / damage types.
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I understand what you're saying regarding the mechanics, but I'm not entirely sure it would be as difficult as you are proposing. The ammos are essentially just Toggles and toggle powers can exclude / shut off the operation of other powers (Kheldian forms, Walk, Granite Armor, etc.)
So adding additional damage types wouldn't necessarily be a fools chore of work beyond the balancing of the secondary effect / damage types. |
Look at how pissed off some people get just because they can't have a costume piece at level 1. Now consider what will happen when you start doing that with things that actually have a substantive effect on gameplay.
It's not a question of "is it possible?". It's probably rather easy, though I'm not sure what mechanic the devs use to modify the proc chances of the special effects of the Dual Pistols powers, which might be rather complex (they had to program in a new one to do just that, which kind of boggles my mind when you consider that they could have just done the same exact thing by using combat modes like Dual Blades did). The appropriate questions are "is it worth it?" and "will this actually benefit the game?"
4 types of ammunition (Standard, Incendiary, Cryo, and Chem) are probably enough, especially since most people that actually care to analyze the set have already come to the conclusion that it's Standard or Incendiary. Unless the benefits of the additional powers are going to be more than either of those (at which point you approach the problem of it making other ammunition toggles pointless), it becomes a pure flavor addition or a hyper-specialized tactical option that is only useful in a small number of situations (which is what is currently happening to Cryo and Chem rounds thanks to the reduction in damage you experience by choosing them).
Ok, there you're confusing me. I don't think the benefit that I'm proposing is substantive, and you seem to be suggesting that it's both fractional and substantive.
Certainly, people are going to want any additional bits at level 1, and I'd suggest that that's a good thing (keeps them motivated to explore, level, etc.), but provided that the additional damage types were balanced in relation to the four existing damage types, there wouldn't be a substantive change in the power set, only a tactical advantage based on knowing which ammo to use against which enemy.
Yes, there will probably be those who would cry foul, doom, what have you, but the core mechanic is still sound and (probably) easily created and more importantly easily balanced. You don't have to go beyond the base 4 ammo sets to play well, and indeed you don't (technically) need to ever take Swap Ammo to even play the set well. It's a tactical power choice based on how much button smashing you want to do within or between mobs, just like many other power sets.
And this proc system which has been coded as a result of Swap Ammo / Dual Pistols has additional advantages which are easily exploitable beyond the power set of Dual Pistols itself. The Devs have said that they want to make the access to the Temporary Powers in the game easier and more equitable (probably through crafting).
Technically the possibility exists to modify the procs of just about any power in the game via a series of crafted, unlocked, whatever Toggle powers which are not reliant upon IOs, Set Bonuses or the like - essentially bringing what might otherwise be inaccessible bonuses (due to market prices on recipe / IOs) to players on at least a temporary - if not permanent - basis.
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imagine if you could unlock MORE combos for Dua Blades just by doing a certain mission. The entire construction of many builds would change.
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Ok, there you're confusing me. I don't think the benefit that I'm proposing is substantive, and you seem to be suggesting that it's both fractional and substantive.
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Certainly, people are going to want any additional bits at level 1, and I'd suggest that that's a good thing (keeps them motivated to explore, level, etc.), but provided that the additional damage types were balanced in relation to the four existing damage types, there wouldn't be a substantive change in the power set, only a tactical advantage based on knowing which ammo to use against which enemy. |
Yes, there will probably be those who would cry foul, doom, what have you, but the core mechanic is still sound and (probably) easily created and more importantly easily balanced. |
The core mechanic of Dual Pistols is already one of the least quantifiably balanced mechanisms in the game because no one, I doubt even the devs, have decided upon a universal value that they place on the ability to shift damage types and secondary effects.
Multi-axial balance is one of the most complex things out there and is oftentimes only able to be handled in a heuristic manner in which numbers are tossed out the window and everything is based on feel. If you want to see what "balancing based on feel" looks like, just ask anyone that played in the early days of CoX: it was pretty imbalanced and virtually all of the changes were big, nasty, and generated massive discrepancies. Heuristics are notoriously unreliable, which is why I'm glad that the devs have decided that numerical analysis is the way to go.
You don't have to go beyond the base 4 ammo sets to play well, and indeed you don't (technically) need to ever take Swap Ammo to even play the set well. It's a tactical power choice based on how much button smashing you want to do within or between mobs, just like many other power sets. |
And this proc system which has been coded as a result of Swap Ammo / Dual Pistols has additional advantages which are easily exploitable beyond the power set of Dual Pistols itself. The Devs have said that they want to make the access to the Temporary Powers in the game easier and more equitable (probably through crafting). Technically the possibility exists to modify the procs of just about any power in the game |
Don't act as if the fact that a new system was designed in order to accomplish what Dual Pistols is accomplishing is going to open up the windows for all kinds of crazy stuff to happen. We're not even sure what the capabilities of the set are or whether they can affect powers that don't already have existing pre-programmed proc chances that are specifically designed to include that functionality. For all we know, it may be a specific mechanism designed exclusively for Dual Pistols to the exclusion of all others.
What you don't seem to be realizing in all of this is that the weapon customization has no effect upon game balance or how a set plays. It's purely cosmetic. Suggesting that just because you can switch a mace out for a wrench or because you can unlock a really kewl laser sword, you should be able to get an additional tactical benefit that would actually grant a specific, unique advantage that no other set gets access to is out of that domain. Weapon customization (which DP already has since you're able to change the model you're using to shoot with) is purely aesthetic. What your suggesting is not. There is no applicable precedent for this anywhere in game.
If the devs made it so that players could get additional temporary powers that would power up a specific powerset in a specified manner, they would be opening Pandora's Box because then they would need to do it to every set to maintain equity. Dual Pistols doesn't need new and interesting ammunition types. It already has 4, which is 3 more than any other set and 2 more than most people use. Adding in additional ammunition types that you have to unlock is simply a bad idea.
Not exactly, more like modify the proc powers - but yes, essentially you'd remake the game without really destroying the core - similar to the way IOs remade the game without completely making SOs useless. (less effective, yes, useless, no)
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When you bring up the SO/IO difference, this is exactly what I'm talking about. IO builds completely outclass SO builds. If they didn't, there wouldn't be much point. You can run with an SO build, but you're going to be doing much worse than an IO build. Of course, an IO build takes either a long time or a lot of money (and oftentimes both) in order to put together. Unless gaining these prestige ammunition types was as difficult and costly as putting together an IO build, adding in additional ammunition toggles that are completely optional would make it so that the other ammunition toggles become completely defunct.
Ammunition switching is the secondary effect of Dual Pistols. You can't simply add more options at any point without taking into consideration what that does to the balance of the set as a whole.
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As for "why DP / not my set" arguments - why not Aim for DP? The balancing factors are already in place. According to the logic of the set, you suffer the lack of a +tohit and +dmg bonus for the tactical utility of swapping ammos in the set.
I never suggested doing it without taking the balance of the set into consideration. It is a matter of providing options in the proc types of the ammo as a secondary effect - and one which is one of the major strategic advantages of the set.
I would disagree however on the necessity of the power. Swap Ammo is not necessary by any means. It might be silly to some people not to take it, but then it might be silly for blasters to not take their nova power or tanks to skip fire / ice resist powers, but players make those choices out of the options provided. The choice to take the power, buy an IO proc or Set or unlock a particular additional damage type as I'm suggesting by completing an objective in the game isn't anything other than an additional choice.
I'm just suggesting one more option which seems readily available through current game mechanics, capable of being balanced and logically consistent with the nature of the power set.
As to the extension of the idea to the Temporary Power revamp and in relation to powers beyond the Dual Pistols set, I'll admit that's a bit of a flight of fancy - but not one I think which is wholly impossible (potentially technically difficult to balance, yes), but I've been pleasantly surprised with the way that layers of complexity have been added to the game across several aspects of the game and yet the core simplicity of the AT + Power Set + Origin Enhancement mechanic has survived and remained a perfectly viable way of playing the game.
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Exactly, which is why modifying the damage type and possibly the animation would be the perfect way to logically extend the utility of the set.
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As for "why DP / not my set" arguments - why not Aim for DP? The balancing factors are already in place. According to the logic of the set, you suffer the lack of a +tohit and +dmg bonus for the tactical utility of swapping ammos in the set. |
I never suggested doing it without taking the balance of the set into consideration. It is a matter of providing options in the proc types of the ammo as a secondary effect - and one which is one of the major strategic advantages of the set. |
I'm just suggesting one more option which seems readily available through current game mechanics, capable of being balanced and logically consistent with the nature of the power set. |
The problem is not in the implementation. That it could be implemented without much effort I am reasonably confident (though it would generate a huge reservoir of empty space for a those powers for a vast majority of the time). The question is whether it is both worthwhile and needed. Having prestige ammunition types doesn't fit either of those descriptions in my opinion because it involves the generation of a whole slew of temp powers and balancing calculations just to ensure that every once in a while some characters of a specific powerset within three archetypes can shoot five different ways rather than four. Four is plenty. We don't need another 3 different ammunition types that you have to unlock or craft for whatever reason just to give the set something even fancier than everyone else has.
The only way I'd support this is if there were a similar mechanism by which other powersets could get prestige mechanisms that provide a similar parallel benefit. Considering that that would require a crapload of work (though I'll be pleasantly surprised if that's what Posi is working on for his endgame), I doubt it would happen. They're not going to give Dual Pistols even more options than everyone else when they've already got that market cornered.
Umbral: Don't make the mistake of saying something to the effect of "The only way I'll support this (insert really bad idea here)"
The basic problem is that several players who come up with the really bad ideas take this as justification that something in the really bad idea is worth expounding on or continuing to push for. It doesn't matter if it's just one teensy tiny detail... maybe even a threadjack... some just accept it as proof that they were right all along.
This particular suggestion, the idea of using a Costume Effect to expand Gameplay effect is just one suggestion that's just badly thought out from the beginning, as you've done an excellent job of pointing out. Lets just end it there.
This particular suggestion, the idea of using a Costume Effect to expand Gameplay effect is just one suggestion that's just badly thought out from the beginning.
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Regardless, if there are or are not weapon models or live gun swapping involved, (neither of which is necessary for what I'm suggesting) the Badge Earning Mechanic is what's at the heart of providing the Weapon Customization options.
So, the only sort of the Costume Effect that I'm suggesting be used is the Badge Earning mechanic, the same mechanic that provides access to Accolade Powers, titles, and - yes - the Models in Weapon Customization.
My suggestion would be to use that by unlocking badges, players are provided additional proc damage types to use (or not) as part of the Swap Ammo portion of the power set.
Tying the two together using the current triggers for Weapon Customization, (*whether there is a new pistol model involved or not*), seemed the most logical and thematically appropriate trigger mechanism - If you'll pardon the pun.
Mulling over why suggestions like unlockable ammo types may (or may not) be a bad idea is one of the reasons these forums are here. If you want to engage in a conversation about it - I'm fine with that. But if your method of engaging in conversation is to say in effect 'some players have bad ideas' without attempting to engage the proposition, then certainly - feel free to "just end it there".
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Just a thought. Since weapon customization is part of the game what about differentiating Dual Pistols by making some additional ammo types unlockable? The three existing ammo types are nice, but rolling in Energy, Negative Energy, Psionic, and *maybe* Quantum would be a nice addition with possible animations / models being pulled from Rikti and Rularuu to Shivans (blob hands, plz )
And maybe temp powers for Electrolytic (Hamidon) and Prismatic (Titan) instead of taking the merits / HO / TO?
Just to clarify - these would ONLY be for the Secondary effect, I still think the set should remain primarily Lethal damage.
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