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Author |
Thread Statistics | Show CCP posts - 6 post(s) |
Vrain Matari
ZionTCD
753
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Posted - 2013.08.25 15:10:00 -
[241] - Quote
Henchmen21 wrote:J4yne C0bb wrote:Henchmen21 wrote:What data? I know I am not going to be bringing any vehicles out. This topic really underscores the need for a Dust test server that players can use, not just devs. Something that is accessible to the entire community, and that does not affect your main characters stats. I know I'd be willing to spend a little time each gaming session playing with different fits, if it provided usable data for the devs in regards to balancing, and I'm sure many others would as well. I don't know if it's ever been explicitly said by the devs or not, but after 6 months of playing and reading the forums, I get the idea that many of the non-sensical (from the player's perspective) nerfs and buffs have to do with providing devs with data to balance with... they need to see what a particular weapon/vehicle/fit looks like as both underpowered and overpowered, so that they can find the right balance to tweak it to. Basically, it seems like the devs are still testing in production, and just not telling us -- and it becomes irritating because it has an actual affect on the ISK and stats of our characters. What's worse, it leads to ill-will towards the devs and amongst different classes of players in the Dust community. What would be ideal would be a small test bed that we could all log into from the main menu, and try different fittings out with. The devs could just come out and schedule testing for certain fittings -- just put up a post saying, "Hey guys, today on the test server we're gonna make Swarms OP, so all you AV and tankers jump in for a bit so we can get some data regarding all this". I know I'd be willing to participate. Agreed, I have the same suspicion. Particularly when they said they looked at the numbers in regards the the TAC AR re-balancing. But I for one will not throw isk away in heaps so they can pretend like it's not a beta. My suspicion also. They don't want to tell the playerbase because that knowledge will modify our behavior. |
Sjem'Tolk
Mercenaries On Duty
3
|
Posted - 2013.08.25 16:43:00 -
[242] - Quote
FATPrincess - XOXO wrote:
And stop buffing KB/M please, this is a console game. You have to balance the mouse with the DS3 controller for things to be fair. Stop with the KB/M nonsense. If you can't make it balanced, then remove KB/M compatibility from the game.
-XOXO
Then get yourself a mouse and stop complaining. |
Sjem'Tolk
Mercenaries On Duty
3
|
Posted - 2013.08.25 16:57:00 -
[243] - Quote
CCP Logibro wrote:
* Implemented idle timer to prevent AFK farming in battle ground or MCC. Players not performing any PVP action in a certain period of time will be kicked out of the game
Please define this. How long of sitting before you are kicked? Will moving your siting (looking around using your scope) count? Will there be a message warning the player? Will I still get credit for the action I performed if I do get kicked?
Unlike many out there that can't play when at work, I can because I, for one, play this game and work for myself so I can go into battle, and then sideline when something comes up. If the phone rings, I need to answer, and so I move to a safe area to take the call (sometimes the call is short, while other times it isn't - so it sounds like I will be punished, for playing for the majority of a game, and then have to sit out a portion of the game.) As if it isn't bad enough, that I loose equipment when I die, along with getting the deaths registered, yet I don't get the credit for the kills that I performed, if I have to leave a game early (times where I will leave because I know that the call will take a long while.)
CCP Logibro wrote:
Skills * New daily activity bonus: 3000SP for the first day, increasing by 500SP every consecutive day. Daily bonus is capped at 6000SP (attained after 7 days of consecutive logins) * All handheld weapon reload skills now have a cost multiplier of x3 (down from x6) and their skill book ISK price reduced to 203,000 from 774,000 * All heavy weapon reload skills now provide a 5% bonus, up from 3% * The Forge Gun, Mass Driver, Swarm Launcher, and Plasma Cannon ammo skills now provide 1 extra unit of ammo for each level of the skill (for a maximum of 5) instead of a % bonus per level * The HMG Operation skill bonus has been changed from reducing heat build-up to reducing recoil by 5% per level * The Swarm Launcher Operation skill bonus has been changed from increasing the clip size to reducing the lock-on time by 5% * The Scrambler Rifle Operation skill bonus has been changed from reducing charge time to increasing cooldown speed by 5% (does not affect overheat cooldown speed). This affects the base and Assault variants
What about sniper? Will the reload skills be modified? 3% reload time does amount to enough for me to spend 6x SP - don't think that even 5% will entice me to use this, as the calculations show:
%| Current speed| Lvl 1| Lvl 2| Lvl 3| Lvl 4| Lvl 5 (3%)| 4| 3.9| 3.8| 3.7| 3.5| 3.4 (5%)| 4| 3.8| 3.6| 3.4| 3.3| 3.1
old SP Cost 6x:37,320| 111,900| 261,180| 522,360| 932,760for a total of 1,865,520 SP new SP Cost 3x:18,660| 55,950| 130,590| 261,180| 466,380for a total of 932,760 SP
Then dealing with the clip size for a sniper, again, doesn't pay to use SP.
Max Ammo| Lvl 1| Lvl 2| Lvl 3| Lvl 4| Lvl 5 25| 26| 28| 29| 30| 32for a total of 932,760 SP to get a whooping 7 extra shots 30| 32| 33| 35| 36| 38for a total of 932,760 SP to get a whooping 8 extra shots
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meri jin
Goonfeet Top Men.
239
|
Posted - 2013.08.25 17:15:00 -
[244] - Quote
I hope there is more, that CCP only show us one half of the patch. They where talking about a patch that will dramatically improve the game, a patch that have some new content from the "new development" cycle. All I can see are balanced stuff, a little new level stuff, and: PLEAAAAASE-log-in-to-the-game,-we-will-give-you-SP-!!!!
But where are the things that should have been there right from the start? Like all heavy and light suits? Where is the PVE? Where are the weapons, vehicles? I can't see new and interesting content. New level variations doesn't count as new content or at last not only.
I acknowledge the balancing attempts from CCP, but we are in 1.4 soon and ask yourself how much new content have you seen from a unfinished game since1.0? |
godhands9
Black Phoenix Mercenaries
21
|
Posted - 2013.08.25 17:30:00 -
[245] - Quote
what do you constitute as pvp action before being kiked.what if your flying a dropship and your not doing anything but flying get booted and then you lose the ship and your time? |
Sjem'Tolk
Mercenaries On Duty
3
|
Posted - 2013.08.25 17:54:00 -
[246] - Quote
CCP Logibro wrote: * Shared passive scanner vision for squads disabled (results of active scanners are still shared with squads)
Looks like this is already being tested, as I have Range Amplification at Lvl 5 and am using the Complex Range Amplifier, and Precision Enhancer, I used to be able to follow an enemy through many objects, yet now as soon as they go behind something (long range) they disappear, which is cool to a point; that point meaning that the higher level tools to find the enemy shouldn't be affected. I can't see half of where the enemy were before today. Furthermore, as a sniper, using a scout dropsuit, it would be nice to have any enemies you find in your scope shared with the squad, simply because a scout can't use a scanner, and have a nanohive; which means that all scouts are being nerfed (unfairly, IMHO.) |
Protected Void
STRONG-ARMED BANDITS
66
|
Posted - 2013.08.25 18:28:00 -
[247] - Quote
Sjem'Tolk wrote:CCP Logibro wrote: * Shared passive scanner vision for squads disabled (results of active scanners are still shared with squads)
Looks like this is already being tested, as I have Range Amplification at Lvl 5 and am using the Complex Range Amplifier, and Precision Enhancer, I used to be able to follow an enemy through many objects, yet now as soon as they go behind something (long range) they disappear, which is cool to a point; that point meaning that the higher level tools to find the enemy shouldn't be affected. I can't see half of where the enemy were before today. Furthermore, as a sniper, using a scout dropsuit, it would be nice to have any enemies you find in your scope shared with the squad, simply because a scout can't use a scanner, and have a nanohive; which means that all scouts are being nerfed (unfairly, IMHO.)
AFAIK, range amplification doesn't help you at sniper distances. It applies to your passive scanner, not your line of sight. Enemies disappearing when they're behind objects probably just means no-one else of your allies have them in their line of sight. |
Minor Treat
The Enclave Syndicate Dark Taboo
71
|
Posted - 2013.08.25 19:25:00 -
[248] - Quote
How will the new matchmaking system in 1.4 differ in terms of balancing matches? Are these changes include the skill level of players, the equipment and dropsuits used by the individuals, or overall lifetime skill points?
I understand that the waiting time to balance games has been addressed, but exactly how does the balancing system being rebuilt from the ground up going to differ from our current system now? |
Gigatron Prime
The.Primes
317
|
Posted - 2013.08.25 20:09:00 -
[249] - Quote
I approve of this.
Finally, Assault Scrambler Rifle got some love! Recoil is still ****** though... |
Obodiah Garro
Tech Guard General Tso's Alliance
239
|
Posted - 2013.08.25 21:07:00 -
[250] - Quote
swarms have less ammo and longer lock times? Seriously ccp get a ******* grip. |
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RKKR
The Southern Legion The Umbra Combine
335
|
Posted - 2013.08.25 21:14:00 -
[251] - Quote
Are patchnotes actually released before the weekends so DEVS don't have to answer questions? |
Alabastor 'TheBlaster' Alcar
Silver Bullet Solutions DARKSTAR ARMY
199
|
Posted - 2013.08.25 21:15:00 -
[252] - Quote
man multi-q is one of the things that killed mag i hope u remove it after you see how much it suks |
George GT
The Southern Legion The Umbra Combine
0
|
Posted - 2013.08.25 22:10:00 -
[253] - Quote
Maps/Environments * Implemented Surface Infrastructure Sets so now medium and small socket components are defined by the large socket component in the map * Introduction of the GÇ£Research Facility" Surface Infrastructure, comprising one large outpost with several integrated medium and small sockets * Three new battlegrounds in a brand new mission terrain: Impact Ridge, Fracture Road, Border Gulch * Added new night mood layer
Wooowhoooo about time guys now all we need is vehicle locks so random Blue berries can't steal our vehicle eg TANKS!!! It would be great if this Patch could come in so only squad members could enter your tank/vehicle An idea for dead of hav/lav owner would be the lock would unlock so anyone could take Your vehicle saving it from getting blown up immediately
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excillon
united we stand x
40
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Posted - 2013.08.25 22:18:00 -
[254] - Quote
Dullrust:
Pretty sure backing up 1 meter and smashing you into a wall would pulverize your legs and leave you a cripple, which your head could then be smashed under a wheel. Furthermore, seeing as how these are the same height as a humvee, I'm pretty sure your chest would end up crushed as well. Oh, and people get killed all time like this, check the news.
So have a nice day, and being awesome yourself at looking incredibly stupid and having a lack of understanding of basic physics. Go back to 7th grade. Remind me to slap the hell out of your mom for not making your dad wear a condom, because apparently all your intelligence ran down the back of your mom's legs the night you were conceived.
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George GT
The Southern Legion The Umbra Combine
0
|
Posted - 2013.08.25 23:26:00 -
[255] - Quote
Absolute Idiom II wrote:InsidiousN wrote:Arkena Wyrnspire wrote:InsidiousN wrote:
-snipped most of an excessively bad post that made my eyes bleed-
At this point I would say that your only real path forward is to just shut it down in order to fix DUST properly, for a year, 6 months, or however much time it takes you to build a solid, stable, unchanging foundation of proper FPS mechanics. Then when you go to add all of these cool amazing ideas you have you will not be held back from reaching the moon because you forgot to install the fuel tanks.
That's a nice wall of text you have there. It's a shame you didn't actually read before posting, isn't it? This entire patch is focused on fixing the core. What on earth would shutting dust down achieve? Making you feel slightly better about your mindless rage on the forums? Get lost. See, but that's my point- these small monthly updates should not still be tinkering with the 'core' of a fully released Triple A shooter 3 months after full release and after a year and a half in beta, that's what beta is for, to perfect the core before release. Nothing in a full release Triple A shooter should still need to be "rebuilt from the ground up" especially something as basic as matchmaking. Right now there is no 'core' because in 5 updates from now the way aiming works and the way hit-detection works will be completely different. Therefore, the weapon balances released here in 1.4 will become unbalanced again when aiming, hit-detection, and movement are inevitably "rebuilt from the ground up". If you don't like the game, just **** off and play something else.
LMAO nicely put. Yeah what he said ^^lol |
George GT
The Southern Legion The Umbra Combine
0
|
Posted - 2013.08.25 23:50:00 -
[256] - Quote
xAckie wrote:so no changes to the DS3? but to mouse?? On a console?
Yeah great point!! This is a ps3 game ccp not a PC game. Prioritise ps3 controls first. SO MANY hav drivers use keyboard and mouse as it is a lot harder to drive with the DS3 controller. It is an unfair advantage.
I say SCREW the KB&mouse!!!
This is going to stir the pot!!! lol sorry guys but your playing a PS3!! EMBRACE THE SONY. If u want to play KB&MOUSE go play PC. |
Torneido Achura
The Suicide Kingz
16
|
Posted - 2013.08.26 01:17:00 -
[257] - Quote
CCP Logibro wrote:
Skills * The Scrambler Rifle Operation skill bonus has been changed from reducing charge time to increasing cooldown speed by 5% (does not affect overheat cooldown speed). This affects the base and Assault variants
Please make it 10% or its pretty much useless, the Scrambler already has two penalties (like no other gun in the fu-ing game even though its semiautomatic); come on rework the penalties and skills bonus, or remove the damage for overheat, or give more damage for headshots, or make standard assault variant, or make the assault variant overheat faster so for logicGÇÖs sake the semiautomatic overheat less often... pick several |
Vrain Matari
ZionTCD
756
|
Posted - 2013.08.26 01:19:00 -
[258] - Quote
Alabastor 'TheBlaster' Alcar wrote:man multi-q is one of the things that killed mag i hope u remove it after you see how much it suks I remember multi-q-ing in MAG for the bonus. What did it do to MAG? And when did they bring it in? |
killian178
Omega Elite Mercs INC.
9
|
Posted - 2013.08.26 01:58:00 -
[259] - Quote
InsidiousN wrote:Arkena Wyrnspire wrote:InsidiousN wrote:
-snipped most of an excessively bad post that made my eyes bleed-
At this point I would say that your only real path forward is to just shut it down in order to fix DUST properly, for a year, 6 months, or however much time it takes you to build a solid, stable, unchanging foundation of proper FPS mechanics. Then when you go to add all of these cool amazing ideas you have you will not be held back from reaching the moon because you forgot to install the fuel tanks.
That's a nice wall of text you have there. It's a shame you didn't actually read before posting, isn't it? This entire patch is focused on fixing the core. What on earth would shutting dust down achieve? Making you feel slightly better about your mindless rage on the forums? Get lost. See, but that's my point- these small monthly updates should not still be tinkering with the 'core' of a fully released Triple A shooter 3 months after full release and after a year and a half in beta, that's what beta is for, to perfect the core before release. Nothing in a full release Triple A shooter should still need to be "rebuilt from the ground up" especially something as basic as matchmaking. Right now there is no 'core' because in 5 updates from now the way aiming works and the way hit-detection works will be completely different. Therefore, the weapon balances released here in 1.4 will become unbalanced again when aiming, hit-detection, and movement are inevitably "rebuilt from the ground up".
Then go play a Triple A shooter, this is a better way to make a game people can play for a looping time, rather than have a "Triple A" game over hyped and force fed down my throat every year. Not hating on you man, but really, if you want to play something like COD, this game isn't INTENDED for you, I know I'm gonna get raged on, but ppl need to calm down. Ether play the game and have fun, or turn it off. CCP doesn't need to tell you what there going to patch ahead of time, they want you to play with it and see how it works. They don't have to "polish" there property to appease the lowest common denominator, it seems to be doing just fine as it is, not to mention, is steadily growing, making money, and bringing in New players. My point is, relax guys. |
killian178
Omega Elite Mercs INC.
9
|
Posted - 2013.08.26 02:15:00 -
[260] - Quote
Epicsting pro wrote:I'm not ccp so I thank the PvP action is. In combat zone not red, movement even mouse movement every 100sec it probably warn u, hacking fight all that non since. Why this doesn't hurt redline snipeing or tanks is, the minute movement you make to fire and uselessly they hit someone when they fire. Also active war point are stop after 1m in redline but once on the battlefield active points will return.
Just a question, is English your native language? |
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Vespasian Andendare
Subsonic Synthesis Alpha Wolf Pack
161
|
Posted - 2013.08.26 05:16:00 -
[261] - Quote
Sjem'Tolk wrote:Please define this. How long of sitting before you are kicked? Will moving your siting (looking around using your scope) count? Will there be a message warning the player? Will I still get credit for the action I performed if I do get kicked?
Unlike many out there that can't play when at work, I can because I, for one, play this game and work for myself so I can go into battle, and then sideline when something comes up. If the phone rings, I need to answer, and so I move to a safe area to take the call (sometimes the call is short, while other times it isn't - so it sounds like I will be punished, for playing for the majority of a game, and then have to sit out a portion of the game.) As if it isn't bad enough, that I loose equipment when I die, along with getting the deaths registered, yet I don't get the credit for the kills that I performed, if I have to leave a game early (times where I will leave because I know that the call will take a long while.) Explain how it makes sense that if you "sideline" you should still be rewarded for playing the game? How is sitting there talking on the phone helpful to your team? It sounds like you're dead weight to them, and if you're not working with them, then you're working against them.
If you sit idly by, afk, then you should be kicked and make room for someone there who'll actually play the game and not be a drain on their team. |
Brasidas Kriegen
The Southern Legion The Umbra Combine
14
|
Posted - 2013.08.26 05:57:00 -
[262] - Quote
I like it. I will actually start playing Dust again with this. |
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CCP Greyscale
C C P C C P Alliance
36
|
Posted - 2013.08.26 06:09:00 -
[263] - Quote
Recent Updates/Daily Bonus: There's a devblog coming on the Recent Updates page, there'll be more info on how that and the Daily Bonus works there.
AFK detection: - You get a warning at 90s and kicked at 180s of inactivity; these values may be tuned down the road - Infantry activity: move OR fire - Vehicle activity: move OR fire - Non-driver turret activity (includes installations): pitch/yaw OR fire - Passive vehicle seat activity: counts as active whenever drive is active
Obviously this isn't going to be perfect, but it should significantly cut down on incidences of AFKing. If it doesn't have a noticeable impact we'll re-evaluate.
DJINN leukoplast wrote:
Instant Battles are now all combined into Public Contracts; players can now select which game modes they wish to queue for allowing them to now queue for multiple game modes - Not sure what this means, are you saying we can queue for ambush, then queue for skirmish, then queue for domination and the game will auto-queue as soon as we get out of a battle? Or is it more along the lines of selecting multiple modes, and whichever one first become available will be the one we join? Can we queue multiple times in one gamemode?
You can select which modes you prefer (eg, Domination and Skirmish) when you join the Public Contracts queue. |
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Spkr4theDead
International-Fleet
482
|
Posted - 2013.08.26 06:30:00 -
[264] - Quote
Will the repair rate for the reactive plates stay the same? |
IMMORTAL WAR HERO
Ill Omens
11
|
Posted - 2013.08.26 07:14:00 -
[265] - Quote
sounds nice cant wait 4 2.0 -___- |
THE TRAINSPOTTER
ROMANIA Renegades C0VEN
222
|
Posted - 2013.08.26 10:55:00 -
[266] - Quote
CCP Greyscale wrote:Recent Updates/Daily Bonus: There's a devblog coming on the Recent Updates page, there'll be more info on how that and the Daily Bonus works there.
AFK detection: - You get a warning at 90s and kicked at 180s of inactivity; these values may be tuned down the road - Infantry activity: move OR fire - Vehicle activity: move OR fire - Non-driver turret activity (includes installations): pitch/yaw OR fire - Passive vehicle seat activity: counts as active whenever drive is active
Obviously this isn't going to be perfect, but it should significantly cut down on incidences of AFKing. If it doesn't have a noticeable impact we'll re-evaluate.
nice , i know this corp BLOOD PAKT , i think they french , there were 3 AFK ALL the time , i always had to quit the match that had them in our team
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THE TRAINSPOTTER
ROMANIA Renegades C0VEN
222
|
Posted - 2013.08.26 11:00:00 -
[267] - Quote
Hobo on Fire wrote:THE TRAINSPOTTER wrote:GTA-V FTW wrote:Still no WP for using active scanner huh? So basically why use them? Just so your squad can see enemy now but you still are not rewarded for using them, booooo! why use armor repair? why reload? you want points for that too? scanners dont do anything first hand to damage enemy , thats why you dont need to get WP imagine the spam of OS if you could get WP from scanning We get points for repairing friendlies, and for giving them ammo. We get guardian points if a friendly we're actively repairing gets a kill, which would be the most similar to how points for scanning should work. If scanning an enemy directly leads to a teammate killing them, you should get support points.
points for repairing yourself with armor repairer
you dont interact PHISICALY when you scan , its just breathing the air
it makes no sense to give point BUT with CCP you never know
it seems they like to listen to crybabies
try again maybe they will listen you
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Needless Sacermendor
Red Fox Brigade
355
|
Posted - 2013.08.26 11:00:00 -
[268] - Quote
I presume this still stands for the changes to "All handheld weapon reload skills".
CCP Eterne wrote:Skill point progression: Based on your feedback we will be doing further adjustments to skill point requirements for specializations, which received a massive rework in Uprising along with the new node based visualization of the tech tree. Our plan is to address this by tweaking skill point requirements GÇô and in that process reimburse you with the skill points that youGÇÖve spent back to your unused skill pool.
Quoted from here ... https://forums.dust514.com/default.aspx?g=posts&t=75594 |
Aran Abbas
Goonfeet Top Men.
229
|
Posted - 2013.08.26 11:22:00 -
[269] - Quote
CCP Greyscale wrote:Recent Updates/Daily Bonus: There's a devblog coming on the Recent Updates page, there'll be more info on how that and the Daily Bonus works there.
AFK detection: - You get a warning at 90s and kicked at 180s of inactivity; these values may be tuned down the road - Infantry activity: move OR fire - Vehicle activity: move OR fire - Non-driver turret activity (includes installations): pitch/yaw OR fire - Passive vehicle seat activity: counts as active whenever drive is active
Obviously this isn't going to be perfect, but it should significantly cut down on incidences of AFKing. If it doesn't have a noticeable impact we'll re-evaluate.
Umm... am I missing something or will a simple rubber band negate the anti-AFK system??? |
Needless Sacermendor
Red Fox Brigade
355
|
Posted - 2013.08.26 11:34:00 -
[270] - Quote
Aran Abbas wrote:CCP Greyscale wrote:Recent Updates/Daily Bonus: There's a devblog coming on the Recent Updates page, there'll be more info on how that and the Daily Bonus works there.
AFK detection: - You get a warning at 90s and kicked at 180s of inactivity; these values may be tuned down the road - Infantry activity: move OR fire - Vehicle activity: move OR fire - Non-driver turret activity (includes installations): pitch/yaw OR fire - Passive vehicle seat activity: counts as active whenever drive is active
Obviously this isn't going to be perfect, but it should significantly cut down on incidences of AFKing. If it doesn't have a noticeable impact we'll re-evaluate. Umm... am I missing something or will a simple rubber band negate the anti-AFK system??? They did say it should be "rubber band proof" ... so hopefully there's a bit more intelligence going on that they're keeping up their sleeve to stop people finding was round it. |
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