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CELESTA AUNGM
Kang Lo Directorate Gallente Federation
0
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Posted - 2013.08.13 13:02:00 -
[1] - Quote
Firstly, thanks to CCP for addressing what must have been a popular complaint from players that their favourite vehicle was not being INSTANTLY delivered to them at whim. I know 15 seconds is a long time for us console FPS players to wait.
However, I admire Dust 514 difference from most FPS games in its intentional "difficulty curve" (you're intentionally not allowed to whip out your game-winning gadgets as easily and randomly as 'the typical games' allow you to). CCP has seen the value in implimenting a higher difficulty curve in their recent Flaylock and Contact grenade, and I'd like to request some of that difficulty be returned to RDV deliveries.
In a realistic environment where people must work as a team to acheive something, they must also weigh the effects of time constraints and "delivery speeds", and it adds to the challenge (and satisfaction) of working together.
Please consider reinstating the RDV "ETA time", with the adjustment that there is a time PRIORITY:
Squad leaders and members of a squad have their RDV deliveries arrive no longer than 6 seconds.
Players not joined in a squad must wait as long as 12 seconds for their RDV drop.
An RDV drop ETA time can improve (or perhaps worsen) depending on your proximity to the Hostile MCC.
I think this can return some realistic difficulty, and at the same time introduce further incentives for squad and team play. |
Midas Fool
Guardian Solutions DARKSTAR ARMY
108
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Posted - 2013.08.13 13:09:00 -
[2] - Quote
7/10 if troll. 1/10 if inside joke. F/10 if serious.
Please don't be serious.
Why? Why would you want this game to be more difficult? Are vehicles really giving you that hard of a time? The rapid deployment is the only thing keeping pilots and tank drivers alive. What's the point of calling down an LAV if I can run there faster? |
Mobius Wyvern
Guardian Solutions DARKSTAR ARMY
3095
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Posted - 2013.08.13 13:32:00 -
[3] - Quote
Honestly, I think RDV delivery should vary based on distance from your own MCC, given that's where the old DevBlogs say that vehicles are deployed from.
If you think about it, given they said the eventual intention is for the MCC to be player-controlled, that would make moving the MCC around the map have a far more tactical effect on the battle than just being a floating gun-turret platform.
If you want to talk about the proposed Skirmish 3.0 model that's supposedly similar to Skirmish 1.0, the attacking team could then have the advantage of faster vehicle deployments in the vicinity of the MCC, as opposed to the defender that has to wait longer for their drops due to their base being a fixed location.
Here's an idea:
Instead of spawning RDVs, have them come from the MCC and display their indicator while cloaked to the team they're on.
This way, you can see where they're going even while they're invisible, so you can avoid them if you're in an air vehicle, but the enemy still has no way to see them until they drop cloak.
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CELESTA AUNGM
Kang Lo Directorate Gallente Federation
0
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Posted - 2013.08.13 14:05:00 -
[4] - Quote
Midas Fool wrote:7/10 if troll. 1/10 if inside joke. F/10 if serious.
Please don't be serious.
Why? Why would you want this game to be more difficult? Are vehicles really giving you that hard of a time? The rapid deployment is the only thing keeping pilots and tank drivers alive. What's the point of calling down an LAV if I can run there faster?
Hello Midas:
Yes, I am serious in the suggestion of increasing the difficulty curve on RDV delivery. And what Mobius Wyvern has explained indicates that CCP is STILL in the "Long-View" mindset when they incorporate these difficulties in the game.
The reason why drivers and pilots (myself included) are currently hampered by long deliveries is because we are using them on a training academy-sized map. The tight fishbowl we're in makes RDV calls no quicker or safer than foot-power. I am willing to accept this frustration like we accept frustration in a golf game, because I see CCP's focused objective is to migrate us toward Planetary Conquest. PC maps are so huge, some clans who tried it reported having foot-squads wiped out or hopelessly broken up before even reaching the building outskirts. The big map we're destined for is where vehicles shine for players, AND due to the multiplied distances, are safer to deliver with realistically-long ETAs (we're discussing a few SECONDS, not minutes).
Incidentally, Mobius, I really like the lag time versus MCC location you suggested. Kudos. |
I-Shayz-I
Forty-Nine Fedayeen Minmatar Republic
613
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Posted - 2013.08.13 16:39:00 -
[5] - Quote
I think that we just need to know what place our que is.
For instance, it tells us that our RDV is on que, but that could mean it's the next one, or the 5th one in line. It would be nice to know where exactly it is. |
Doyle Reese
OSG Planetary Operations Covert Intervention
375
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Posted - 2013.08.13 17:26:00 -
[6] - Quote
As a scout 90% of the time, I find that quick RDVs makes my role as a speedy guy that runs into the objective first useless (among many MANY other things) since the LAV that comes from instant RDVs will almost always get there first |
ALPHA DECRIPTER
M.E.R.C. Conventional Forces D.E.F.I.A.N.C.E
270
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Posted - 2013.08.13 17:38:00 -
[7] - Quote
Doyle Reese wrote:As a scout 90% of the time, I find that quick RDVs makes my role as a speedy guy that runs into the objective first useless (among many MANY other things) since the LAV that comes from instant RDVs will almost always get there first I feel ya man.
`Sigh. Just another fun game of DUST. |
CELESTA AUNGM
Kang Lo Directorate Gallente Federation
2
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Posted - 2013.08.14 13:06:00 -
[8] - Quote
That is impressive! Thanks for the feedback posts---I didn't expect the first wave of responses to be PRO for some kind of delay component to be re-instated.
ALL these suggestions in the responses are excellent to me. And I hadn't thought about how the instant delivery nerfs the advantages of the faster dropsuit players.
Great ideas! Hope they will be received well... |
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