- Having T3 ships that need synergy in your lineup keeps u in T3 (if u have one ship like this and it does not change in a month u move to T4 if your ELO is to high)
At some point, you will land in T4 anyway, since you cannot have unsynergized ships forever. So yeah, unsynergized ships should just keep you there. I find this a good idea.
But still… what is if you are done? What is with endgame in a tier? Why eliminate that?
Why is it punishing. Erador is bitching how he gets farmed in T5 coz he has green kits, but when he farmes players like that in T3 it’s O.K.
But fun fact, most of the '13 players played a lot of T3 endgame, which is why most of the '13 players have complete setups of T3; T3 endgame is different from T4&T5 in many ways (ships in amount and difference, empire r9 healer, slow frigs&fast ceptors, no ship has omni-powers, repair costs still allow steady credit income without license, no ctb ).
Most of those come from a time, where T3 was uberpopular, and had enough players to form todays’ “big guys” of the game in terms of corps. Some of them even formed explicitly as an elite corp.
Can you imagine that today? Without using any open beta players or trying to get other corps’ players to yours? Think about it. Why is it like that?
Wpk, Nasa, R4ge and Owl were all '13 corps, at least in terms of prominence. There were also a few pretty prominent late '13/'14 corps, like GoD, and similar, who managed to gather up a playerbase. And most of the discussion is between players who were part of those corporations. Even the term forum warrior got recoined, since it actually always meant someone who is inactive ingame, now it is just someone who loves to argue on forums but has a different opinion.
You are of course right, Erador just has to gear up - which in T5 is a bit harder than in T3 - then possibly his complaints will go away, once he swallowed it. Of course, it isn’t completely the same, since T3 allows you to gear up quite fast, so fast you can sometimes just try a ship immediately with all purple after you are in the real endgame, while T5 is a completely different thing again in these regards; Again, all good '13 players have also fully purple ships in T5, because they had a lot left to put there, and most of us skipped T4, some of the older players from the ru community even started T5 with full purple setups on the first day, and we wanted to be there, but it was hard to reach because of T4&T5 mix early on. Not to speak about the difference between a green vs. purple build in T3 and in T5. See a pattern here?
Many of the squad players, who loved T3 in the times when every second game was a hard match between rivaling corporations, know the game showed its true potential, and this fuels until today, to stay in T3.
Is that right? Maybe not. Or maybe, it is their choice, and maybe, it is good if you want to squad up with newer players, give them a bit of tutoring, since teamplay is essential and stuff. But yes, maybe at some point, you do some damage aswell. But much of the critique is only focusing on that now.
So, with all that said, why do players today still have to farm T3 and T4 like it is a beta, where you require some buffer or slowdown to actually prevent exactly what happened to happen, to have too many purple vets when you release the game? To get more casual/later joining players faster up would be a lot better for the lower tiers after all?
Why is it easier to get to the next ship / tier, instead of buying and finalizing modules? It should be clear to anyone with purple setups by now, that the real game just starts once you are equipped. Why should players not learn to play their Tier with finished ships aswell, after they finished them? Why take them this opportunity? Is this game now about space battles, or unlocking all the ships? Decide please!
Why is the R7 and R10 problem not solved differently, by including them into their respected tier endgames? 4 modules for all t3, 3 for all t2? or some better balance between “good base stats” and “more room to equip” in the balancing?
Why do we even have a rank based instead of tier based implant system? Why are there even stronger and weaker ships in a tier in the same faction/role? Why is this like that, in a game which tries to do hardcore teamplay as its core? you could easily implement all the “unlock carrots” without creating such indifferences, once you “finished unlocking” the tier.
Why do we not get some nice hangar info about what is going on in the pub-verse, how big squads are out there, and is there a nemesis which has to be stopped? Do you not think, in the end, the players will balance itself out? If we can see, players would love to play T5, how many would not want to immediately switch to there, if they see, the games are getting bigger? Like in the days we had an unlockable MM Queue Monitor? Why not put an occasional Monocrystal there, to get some attention? It’s not like it would hurt for people hating PvE, and taking up server bandwith for farming a gametype they don’t like!?
I mean, why do we accept T2 farming by some now for YEARS, but are so disgusting and vocal and spammy to each other about the T3 crisis? Is it really to protect new players from leaving? I don’t think so.
Why don’t we just have separate queues for the T3 and T4 “pro” queue and leave synergizing players separately? With an opt-in for low-rating players and players without synergized ships? And offer them more rewards for more risky hard games? Would that not be better, even if the whining would be the same? At least nobody could say: I get into T4. They would say: With my rating I get long queue times! Actually, they would probably not complain and stay silent and move on, as you whish.