I have tested the CU since it hit Beta and have been following the CU since publish 7.
There are a number of unexpected problems with the implementation of the CU as it stands in Live (and how it developed in beta) that do not track with the available information given over the year since it was announced.
The way the current implementation of the CU is made up has several glaring variances from the previously released info - in that there was one central item that I have identified has caused the majority of the imbalances and problems encountered with the CU.
Putting a 'level' system on top of a skill based system.
This was not in the original CU documentation released on 03/31/05, and data from public statements of sources inside the CU 'sandbox' scheme (without violating NDA) have confirmed that it was never discussed with them to the degree it was implemented.
Herein I will list the worst issues reported about the CU and show that they are all tied directly to the 'level system' implementation that was added to the functional design of the CU.
1. Crafter Death - Crafters are 1 shotted by every aggro mob on every starter planet. The fragility of crafter characters at 'combat level' 1 is extreme. Surveying alone is impossible since spawns will appear under vehicles in motion and mobs will kill crafters in less than 2 seconds.
The ability to at least run away has been removed - this makes crafters unable to function at a basic level.
The 'level' system has a damage multiplier. You will see this in further points. This damage multiplier makes anything higher level than you equivalent to instant death. Five levels above you will always kill you. Again, this point will be repeated.
Since crafters will not have any combat rating unless they become a hybrid and drop pure crafting, they will always take max damage.
Furthermore, every animal will use the damage multiplier against a base value. There is no such thing, therefore, as a 'safe' enemy for crafters.
This is the result of the 'level' system.
Before, each mob had different resists and damage ranges. They had a "threat" level, which was based on how high their offensive and defensive values were. Under the old system, that was the basis of the/con result.
This threat level has NO relationship to the current 'combat level' system, no matter what the devs claim in the HOC chat.
The threat level was an EVALUATION of an existing mob.
A 'combat level' is a MODIFICATION of a base value mob "angry bag" put into whatever 'skin' is appropriate, i.e, a level 34 dune lizard is the same as a level 34 peko peko.
The new COMBAT LEVEL defines the offensive and defensive values - not the other way around.
This is an important distinction, and is critical to understanding the conclusion about the combat level system and why it was added to the CU at such a late date.
2. XP gains and lack of same: A significant number of people are finding odd results from attacking mobs slightly below their level and higher - as in getting little to no XP. The response of the devs is to have people focus on just fighting even leveled mobs.
The real question is: Why was the XP variance put in the CU in the first place?
XP gains or rates of gains was NEVER addressed as a concern in the Combat Upgrade. It did not affect combat in any way, shape, or form in PVP, nor were there "problems" about the flavor of combat that were caused by XP being gained by anything you defeated.
It was never an issue at all.
However, in 'level' based systems, the paradigm is that LEVEL DETERMINES XP AT ALL TIMES.
In a skill based system, mobs are worth what they are worth - period.
The XP dilemma is a byproduct of the introduction of the level based combat overlay - and that is it.
It offers NO positive effects to the pace of combat, the usability and distinction of all combat professions, the tactical nature of combat - in fact, it hinders advancement. It does nothing that the CU was written to do - at all. It has no purpose.
It has nothing to do with lessening the effects of overpowered b
I have tested the CU since it hit Beta and have been following the CU since publish 7. There are a number of unexpected problems with the implementation of the CU as it stands in Live (and how it developed in beta) that do not track with the available information given over the year since it was announced. The way the current implementation of the CU is made up has several glaring variances from the previously released info - in that there was one central item that I have identified has caused the majority of the imbalances and problems encountered with the CU. Putting a 'level' system on top of a skill based system. This was not in the original CU documentation released on 03/31/05, and data from public statements of sources inside the CU 'sandbox' scheme (without violating NDA) have confirmed that it was never discussed with them to the degree it was implemented. Herein I will list the worst issues reported about the CU and show that they are all tied directly to the 'level system' implementation that was added to the functional design of the CU. 1. Crafter Death - Crafters are 1 shotted by every aggro mob on every starter planet. The fragility of crafter characters at 'combat level' 1 is extreme. Surveying alone is impossible since spawns will appear under vehicles in motion and mobs will kill crafters in less than 2 seconds. The ability to at least run away has been removed - this makes crafters unable to function at a basic level. The 'level' system has a damage multiplier. You will see this in further points. This damage multiplier makes anything higher level than you equivalent to instant death. Five levels above you will always kill you. Again, this point will be repeated. Since crafters will not have any combat rating unless they become a hybrid and drop pure crafting, they will always take max damage. Furthermore, every animal will use the damage multiplier against a base value. There is no such thing, therefore, as a 'safe' enemy for crafters. This is the result of the 'level' system. Before, each mob had different resists and damage ranges. They had a "threat" level, which was based on how high their offensive and defensive values were. Under the old system, that was the basis of the /con result.
This threat level has NO relationship to the current 'combat level' system, no matter what the devs claim in the HOC chat.
The threat level was an EVALUATION of an existing mob.
A 'combat level' is a MODIFICATION of a base value mob "angry bag" put into whatever 'skin' is appropriate, i.e, a level 34 dune lizard is the same as a level 34 peko peko.
The new COMBAT LEVEL defines the offensive and defensive values - not the other way around.
This is an important distinction, and is critical to understanding the conclusion about the combat level system and why it was added to the CU at such a late date.
2. XP gains and lack of same: A significant number of people are finding odd results from attacking mobs slightly below their level and higher - as in getting little to no XP. The response of the devs is to have people focus on just fighting even leveled mobs.
The real question is: Why was the XP variance put in the CU in the first place?
XP gains or rates of gains was NEVER addressed as a concern in the Combat Upgrade. It did not affect combat in any way, shape, or form in PVP, nor were there "problems" about the flavor of combat that were caused by XP being gained by anything you defeated.
It was never an issue at all.
However, in 'level' based systems, the paradigm is that LEVEL DETERMINES XP AT ALL TIMES.
In a skill based system, mobs are worth what they are worth - period.
The XP dilemma is a byproduct of the introduction of the level based combat overlay - and that is it.
It offers NO positive effects to the pace of combat, the usability and distinction of all combat professions, the tactical nature of combat - in fact, it hinders advancement. It does nothing that the CU was written to do - at all. It has no purpose.
It has nothing to do with lessening the effects of overpowered b