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Vell0cet
Royal Uhlans Amarr Empire
141
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Posted - 2013.09.08 09:06:00 -
[1] - Quote
Lurchasaurus wrote:People play this game to get away from easy mode COD meatgrinders, or at least a large amount of the above average players I have played with do. I'll make you a deal, if you and "the above average players [you] have played with" all buy $10,000 of game packs every month to keep DUST financially viable/sustainable, then we'll let CCP nerf AA into oblivion so you can run around feeling good about yourselves. using your Kb/M to rack up your K/D ratio.
In order for DUST to even exist this time next year we need to bring in a lot more new blood (and quickly). The #1 complaint I've heard from new players and reviewers are the controls feel bad. We need proper gameplay tutorials too for sure (people don't read walls of text CCP they want to fight right away). Being accessible to newer players is critical to the survival of this game, making you and the above average players you play with feel superiorl isn't.
Removing the 10% buff to all weapon damage would help make fights a little longer, with tank & dps mods playing a larger role in the outcome which should (slightly) favor the vet player in most fights. Since this was originally added to compensate for removing AA at Uprising's launch, it stands to reason that the first change CCP implements would be removing this now unnessisarily addition since they've brought back AA. |
Vell0cet
Royal Uhlans Amarr Empire
143
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Posted - 2013.09.08 09:36:00 -
[2] - Quote
Beeeees wrote:[quote=Vell0cet]Ill make you a deal, if you and "the below average player [you] have played with" all buy $10,000 of game packs every month to keep DUST finantially viable/sustainable, then we-¦ll get CCP to add a wallhack to your aimbot, so you can run around feeling good about yourselves, using AA to rack up your K/D ratio. There are a lot more of us than there there are of you, so if you do the math, we don't need to each spend $10,000. That's kind of the whole f*cking point of the FTP business model. Fights have been closer than I can ever remember them being, and as the OP points out people who were frustrated when they first tried DUST are coming back to it. Appealing to the top 10% of the tiny player base isn't a financially viable business model for DUST.
Quote:Oh and one more thing: This is a ******* computer game, you are supposed to feel good about yourself when you play it. Exactly, and when people fire up DUST to give it a shot despite the lackluster reviews and discover they can't hit for s*it, they uninstall and move on. It's money down the drain for CCP. We need to grow the player base by several orders of magnitude for this game to survive. It's unbelievable that you can't seem to appreciate that. |
Vell0cet
Royal Uhlans Amarr Empire
144
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Posted - 2013.09.08 09:59:00 -
[3] - Quote
Lurchasaurus wrote:Having a computer aim for you isnt making the controls feel better. it is taking the controls away. before you get all huffy puffy why not pull your head out of your as.s and see the auto tracking aim assist for what it really is. no one is asking for aim assist to be taken away, it simply needs to be toned down to it doesnt aim for you.
The biggest problem with you people is you think making the game an instant gratification, no skills required game like COD will miraculously fix this game and make people happy. I am sick of COD, it has ruined a genre of gaming, and it breeds players with bad values and a horrible understanding of skill and what constitutes it.
No one gets into a freaking titan in EVE after playing for one week. I hold Dust higher than the other FPSs because it has things that you can actually earn and compensates me for my time investment. CCP will be forsaking their most hardcore fans if they listen to your drivel and the one single game we can still hope for to break the mold and get out of the easy mode gutter will be ruined.
I hope CCP reads this, I am tired of people coming on here demanding things be layed out on a red carpet for them simply because they dont feel they should have to put in as much effort as everyone else has because it is incomvenient.
HTFU The OP posted links showing that DUST's AA is in line with other console shooters in the industry (weaker than most actually). It's what players expect when they fire up a console shooter. Do you honestly think there is a large enough console player base with "good values", as you put it, to sustain DUST's development? If there are, where the f*ck have they been?
I think you're failing to grasp the basic economics behind a FTP business model: you need a massive pool of players. In order to get a massive pool of players you need to appeal to what they want and expect.
I've posted suggestions on how things could be improved to still reward the top players, you've seem to ignore them. Is it because this is less about competing at the highest levels with players having "good values" and more about your desire to pump up your stats by stomping newbies? |
Vell0cet
Royal Uhlans Amarr Empire
145
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Posted - 2013.09.08 10:41:00 -
[4] - Quote
Beeeees wrote:Vell0cet wrote: Appealing to the top 10% of the tiny player base isn't a financially viable business model for DUST.
Appealing to the top 10% is the reason CCP still exists. See EVE. If EVE got rid of all the care bears, the economy would collapse and the elite 10% in EVE wouldn't have anything to play. It's also not a twitch game, which you seem to think is the pinnacle of gameplay. What makes EVE interesting is module choice, teamwork, and strategy/tactics. AA doesn't reduce these aspects of DUST at all, in fact they make those aspects of the game even more important.
Quote:This game does not need an inflow of noskill-CoDshitters that will be gone the second the new CoD is released. We need more content, once we got proper deployables and at least some variety in dropsuits the people will flow in because "wow what an awesome game", and not because "HAY BRUV CHECK OUT COD:BLOPS 514".
You're delusional if you think there will be a massive influx of players eager to get pubstomped for months until they build up the aiming skill and SP to be competitive with Kb/M vets just by adding a few new suits and deployables. You're right that many of the CoD players will be flaky and move on to other titles, but the RPG aspects of DUST and the passive SP gains will draw many of them back (and many will still run passive SP boosters while they're taking a break--helping sustain development). This is especially true when new content is added in the biannual expansions. Not to mention the fact that the power of corps and social gameplay will keep them coming back to want to defend their "sandcastles".
DUST is still a very deep game, even with AA, and it will only get moreso as new content comes in. Also, you've not addressed my point about ways the system could be tweaked to still reward hardcore players. |
Vell0cet
Royal Uhlans Amarr Empire
146
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Posted - 2013.09.08 10:51:00 -
[5] - Quote
Lurchasaurus wrote:Dust is one of the few games now where skill in aiming is actually demanded and rewarded. Well, at least until 1.4. Again, I posted suggestions for how aiming skill could be rewarded by reducing AA in FW and PC, and giving an SP bonus for players using the controller with AA disabled. Also removing the 10% DPS buff to all weapons should give vets a bit more of an edge. It's a reasonable compromise. |
Vell0cet
Royal Uhlans Amarr Empire
147
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Posted - 2013.09.08 11:45:00 -
[6] - Quote
Corum Irsie wrote:Obviously those of us who have been here for any amount of time will adapt to whatever CCP throws at us. In my opinion aim assist that slows the reticle as it aproaces an enemy is fine, aim assist that includes a little friction when the reticle moves across an enemy is fine. I can not however support an aim assist with magnatism, if you need the computer to aim for you I don't know what to say other then get good. CCP all you have to do is get rid of the magnatism associated with aim assist and all will be right with the world once again. What's wrong with: [Standard Aim Assist] the existing system that is in-line with existing AAs in the industry. This is only available in pub matches. [Weak Aim Assist] Reduced version of Standard AA, no (or almost no) magnetism. This mode is available in all game modes and grants a 2% bonus to SP gain. And [No Aim Assist] which is available everywhere and grants a 10% SP boost?
Also, reducing all weapon damage by 10% will help vets, since fights will be a bit longer and reward intelligent module choices more and allow for better tactics. |
Vell0cet
Royal Uhlans Amarr Empire
151
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Posted - 2013.09.08 16:02:00 -
[7] - Quote
Corum Irsie wrote:I've not heard this suggestion yet and If CCP were able to implement it I would support it if it gave you an increase to your weekly cap. But I still say no magnatism, do you really want to play a competitive fps where the game aims for you (even if it's in a small way)? It would definitely increase the weekly cap (I should have been more explicit about this point). The best players will cap out anyways, so without increasing the cap, the incentive would be marginal. Also, it should be affected by active boosters to make spending AUR an even more attractive option.
Regarding magnetism, there may be good reasons CCP added it from a technical standpoint to combat server-side hit detection, and/or lag, or possibly just to make the controller more competitive with the Kb/M. If it completely went away in [Weak Aim Assist] mode then that might be reasonable, I think it would have to be balanced by CCP based on the server logs of how well the controllers were holding up against the Kb/M. |
Vell0cet
Royal Uhlans Amarr Empire
151
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Posted - 2013.09.08 18:38:00 -
[8] - Quote
Monkey MAC wrote:Precisely, I dont think AA is too much of an issue, but what we aren't happy about is how quickly you drop a guh with a full auto weapon!! Wouldn't removing the 10% damage buff go a long ways towards resolving this issue? |
Vell0cet
Royal Uhlans Amarr Empire
177
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Posted - 2013.09.10 11:38:00 -
[9] - Quote
semperfi1999 wrote:And people wonder why this game is failing so hardcore with such low player counts. Yes lets take FPS and make it noncompetitive by allowing the computer to do most of the aiming for you. It was failing WITHOUT aim assist. People would try the game, not be able to kill anything and uninstall. If No AA was so f*cking fantastic, where were all of the HARDCORE FPS console fans out there? A: they were probably all playing DUST (and there's only a few thousand of you). That's NOT A LARGE ENOUGH PLAYERBASE to keep DUST going.
Quote:I am sorry but no. Aim assist (if there even is any at all) should be very very small.....it should never be enough to actually move your cross hair. I can go with lowering your sensitivity slightly when your own target to help you maintain the target but that is the most it should ever be...if the target moves you should have to be forced to follow your target to hit them effectively. Its pathetic the number of likes this person rcved from his post. Whatever happened to the "hardcore" universe of Eve? I have never played a more carebear FPS in my life. This is pretty soon they will just give everyone jet packs that shoot rainbow out of your butts so that you can actually play carebear episodes online.
This is not a competitive FPS......yes its not anymore because scrubs like you and CCP have destroyed it. CCPs original vision was that it would become a major hardcore FPS competitive shooter. Yea they lost that once badly. Why even call it an FPS anymore? Must make it turn based already so that all the Eve kiddies can enjoy their FPS game that doesnt require any handeye coordination skills. Spastically strafing in bizarre directions while being able to hit other people doing the same isn't fun gameplay to a lot of people. It's f*cking stupid to put it bluntly, and nothing like real combat. You can think this is hardcore, or the pinnacle of FPS gameplay, but when one dude can run into a squad of 4 people and take them all down because the controls are such that it's too hard for everyone to hit him, then the game is broken. This would never happen in real life, being "hardcore" to me means having engagements play out more like they would if DUST were real: I.e. no one would ever charge into a group of 4 guys, and if they did they would be shot and killed (even if he was wearing a high-end suit). |
Vell0cet
Royal Uhlans Amarr Empire
179
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Posted - 2013.09.10 12:04:00 -
[10] - Quote
Beeeees wrote:Vell0cet wrote: Strawman after strawman riding on strawmen
There are lots of reasons Uprising turned people off, and most of those were entirely technical, like hit detection, physics glitches, incomplete content, pick one or all. This has nothing to do with AA or its abscense. And what "a lot of people" consider fun, they should please live out in games that are specifically tailored to their needs. Like CoD or Battlefield or any other L1+R1-shooter. By far the #1 reason I've heard people complain about DUST is the controls. Every review I've seen brings this up. It's now more consistent with their expectations. The real proof will be in the data. I'm confident CCP will find that new player retention will increase.
You've consistently demonstrated the inability to grasp the basic realities behind the FTP economic model. In order for it to work, it needs BROAD APPEAL. DUST won't survive unless it can appeal to these players you're trashing. The skill system and depth of customization already make DUST a more niche game as it is. The control mechanics should feel familiar to people who've played other console FPS games. |
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Vell0cet
Royal Uhlans Amarr Empire
189
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Posted - 2013.09.11 16:28:00 -
[11] - Quote
Beeeees wrote:Which is a technical problem, the controls were not working as intended. The dislike was not due to dislike itself, but due to bugs and the overall controlls being all over the place. I'm pretty sure when they complain about the controls they were complaining that it's too hard to aim, and kill things. DUST doesn't meet their expectations built up from other games. Now it does. But honestly, what you and I think are largely irrelevant--proof will be in the data. If CCP sees new player retention increasing significantly with the changes and more positive reviews in the press, then that will be much more important.
Quote:This is true for any economic model out there. However as it is the current AUR economy relies on people willing to do better faster, not to be awesome in an instant. Which the majority of paying F2P players in other games wantsGǪ.
...The players I am trashing are the players that wont stay with the game no matter what. They wont pay a single cent, aside from the proprietary wrong first purchase, as they realize that payed for gear gives them no advantage whatsoever, because they are niether knowledgable nor interested in the inherent game mechanics of DUST.
FTP requires a large player base to sustain itself. The mechanics of slow SP accrual encourage long-term investment. The passive SP also incentivizes flakey players to keep returning to DUST when new content is added (and some will still run passive boosters while they do other things for a while). It's smart. But the reality is, if the current players all bought boosters every month and DUST never got a massive influx of new players, it's going to fail. There isn't enough money catering to the niche elite to fund a multi-million dollar project spanning nearly half-a-decade of development.
There are many players like myself that don't love extreme twitch gameplay, but do love RPG elements and will invest in a shooter that rewards their choices, and allows them to build fits that compliment their play styles. There aren't FPS titles out there that do this (there are plenty that reward chop-strafers, bunny-hoppers and people who love spastic gameplay). If DUST focuses on being a "thinking-man's shooter" then I think there is a huge untapped niche there that could sustain a long and healthy future.
Quote:The skill system as it is is a joke. Its hardly much more complex than that of the average CoD clone. The skill system will get much deeper (as long as we get enough new blood to sustain development).
Quote:The control mechanics are familiar to everyone who ever got a controller in his hands. People expect some degree of AA in console shooters. They may not even realize what AA is or how it works, they'll just say the controls/shooting "feels good."
Quote:AA is a core game mechanic, and CoD clones are based around it entirely. From the first brick to the prestige rank calculation the games are based around the auto aim. You are not playing a game with AA in it, you are playing an AA application with a game around it.
Dust is not that, nor should it be. I have posed several suggestions that you haven't even addressed that would reward skilled players. I think it's possible to "suck in" players by making DUST feel familiar, but push them to improve as they become more committed. I believe my suggestion does this.
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Vell0cet
Royal Uhlans Amarr Empire
189
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Posted - 2013.09.11 16:32:00 -
[12] - Quote
quote=semperfi1999]The second you said real life you lost the argument entirely. In case you didnt notice this is a video game.......and not only that its a sci fi shooter placed about 15 million years in the future. Some people claim that certain things "break their immersive experience".....its a freakin sci fi shooter.......my immersive experience consists of oh hey this is in the future and death doesnt matter lets go kill things and have fun. Dust is not immersive as far as games go...if you are immersed in the dust universe you need a life...seriously. Last of Us is a game with an immersive experience. Dust isnt even good enough to be pimple on Last of Us's butt much less but in a similar category as immersive gameplay.
The game has been hemorraging players because its not done very well, it is missing most of the content people are really interested in, and I agree the controls are not very smooth. Now you should not add AA to smooth out controls...you make the controls actually feel good and smooth not create a crutch.
BTW you definition for hardcore would make COD one of the most hardcore FPS games out on the market.........which if you actually believe that then I might as well stop talking here because there is no point in continuing. Assuming you dont believe that then hardcore actually means something more like....no mercy given. IE there are no crutches that can be used to kill more skilled players. Unfortunately........CCP decided to implement a bunch of different types of crutches....and they did it badly on top of that. So in the end we are left with a shooter that casuals arent interested in and the devs purposefully aimed their sights on eliminating the competitive players.[/quote]
By real life, I mean the feel of combat should play out more like how combat would play out if we really were Mercs in powerful and expensive drop suits fighting for glory and ISK on planets in a distant galaxy. Yes it's a game, but the core gameplay experience (i.e. the combat) should feel like it's plausible, just like a driving game wouldn't be fun if it felt like driving a boat, or a flying game felt like driving a tank. Chop strafing is a tactic that is born by exploiting the difficulty of maintaining precise aiming with your thumbs, it's not an interesting play style for many players. Gameplay should reward smart fitting choices, using the right weapons against the right enemies at the right time in coordination with your teammates. It should focus on planning, tactics, teamwork, strategy and smart thinking, not twitchy fingers.
I've also proposed ways for the game to reward skilled players with bonus SP and limiting the higher level content (PC and FW) to a "Limited AA." If you're not happy with those suggestions, then I think it makes your concerns pretty transparent: This isn't about rewarding skilled play and elite competition for you, but maintaining the ability for the advanced players to mop the floor with weaker players.
My definition of hardcore is that deaths cause other players pain, the fitting system allows for depth and trade-offs, and the Skill system is the foundation for making long-term choices that will significantly impact your gameplay. Gameplay feeling like a spastic twitch fest of evading fire through chop strafing isn't hardcore to me, and it's not fun to many other players. |
Vell0cet
Royal Uhlans Amarr Empire
213
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Posted - 2013.09.15 01:13:00 -
[13] - Quote
Cosgar wrote:Played a few games and it looks like they made the necessary tweaks to make aim assist assist your aim instead of full out auto aim. Hope everyone that got to play above their weight class can get to that point again through practice and effort. Also, learn to strafe. Footwork in Dust 514 is as bad as a country club in an 80's National Lampoon movie. Every match I played today was a total blowout. I'm sure all of the elite players are thrilled... |
Vell0cet
Royal Uhlans Amarr Empire
213
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Posted - 2013.09.15 02:31:00 -
[14] - Quote
Cosgar wrote:Vell0cet wrote:Cosgar wrote:Played a few games and it looks like they made the necessary tweaks to make aim assist assist your aim instead of full out auto aim. Hope everyone that got to play above their weight class can get to that point again through practice and effort. Also, learn to strafe. Footwork in Dust 514 is as bad as a country club in an 80's National Lampoon movie. Every match I played today was a total blowout. I'm sure all of the elite players are thrilled... God forbid you actually have to aim yourself in a FPS. Well the matches suck now, what can I say? I've played over a dozen and we either stomp the other team, or they stomp us. When 1.4 hit I was seeing some of the most balanced, heated matches since I can remember. I think this demonstrates why my suggestion is a good compromise: FW/PC get limited AA, pub matches get the standard 1.4 AA. Elite players can be elite in FW/PC, and the other 70% of us can enjoy more intense, closer matches in "high sec." |
Vell0cet
Royal Uhlans Amarr Empire
213
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Posted - 2013.09.15 02:40:00 -
[15] - Quote
Well AA has effected balance, radically. And I've yet to hear why my suggestion is bad. Pub matches may not be the pinnacle of gameplay, but I suspect that 80%+ of the population is playing them exclusively. |
Vell0cet
Royal Uhlans Amarr Empire
213
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Posted - 2013.09.15 02:55:00 -
[16] - Quote
KA24DERT wrote:Vell0cet wrote:Well AA has effected balance, radically. And I've yet to hear why my suggestion is bad. Pub matches may not be the pinnacle of gameplay, but I suspect that 80%+ of the population is playing them exclusively. How will people practice and perfect their gun game if the AA changes depending on the type of match? Aim your damned self, all day, every day, and this problem goes away. Because they can use the weak setting in pub matches too (and get a small SP bonus). |
Vell0cet
Royal Uhlans Amarr Empire
218
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Posted - 2013.09.15 15:20:00 -
[17] - Quote
KA24DERT wrote:Vell0cet wrote:KA24DERT wrote:Vell0cet wrote:Well AA has effected balance, radically. And I've yet to hear why my suggestion is bad. Pub matches may not be the pinnacle of gameplay, but I suspect that 80%+ of the population is playing them exclusively. How will people practice and perfect their gun game if the AA changes depending on the type of match? Aim your damned self, all day, every day, and this problem goes away. Because they can use the weak setting in pub matches too (and get a small SP bonus). You're violating the KISS principle, and you'll violate it further every time someone asks a question about your proposed system to solve a non problem. Simplest fix is to remove auto aim and make DS3 and mouse fully configurable. People will learn how to aim. Do you realize how ironic it is to say that my suggestion is too complex (standard AA & weak AA) when your suggestion includes tons of sliders for all kinds of controller variables. Look I'd love to have a hip fire and ads setting for each weapon. I'd love to be able get a setting where from 0-25% the stick is very low sensitivity, and when it's 100% it's very fast.
Having those options won't fix the AA problem. The AA problem is that new players will load up dust, not be able to hit anything and uninstall. 90% of them won't even realize they can configure the controls, and of the ones that do, they probably won't bother because it'll look overwhelming and they haven't even decided if they like the game yet. I've spent a lot of time studying user interaction design, and I can assure you that the solution needs to be simple. Making the AA feel like it does on other console shooters is critical for people's first impressions. If you want to keep competition pure at the highest levels, then fine restrict the controls to weak AA for FW & PC. That isn't complicated, it follows the design principle of progressive disclosure, and it sucks in new players and incentivses them to improve. |
Vell0cet
Royal Uhlans Amarr Empire
224
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Posted - 2013.09.15 18:51:00 -
[18] - Quote
KA24DERT wrote:To be clear, my view is that the AA problem is that AA is even in this game. It is a crutch, and many players in this game and others do not need it, and do not want it, and after it's gone, won't even miss it. There are people in PC games that can't aim to save their lives, and there is nothing to save them except their investment in themselves. Yet PC FPS servers are still crowded with people of varying skill level and seriousness, and there is no rage quitting because people who can't aim don't have an Aim Assist (unless they are CHEATING, to put it in perspective...).
Your proposal provides for an inconsistent game experience, and as newbies make their way into planetary conquest they will hit a hard wall, and the only way to get a shot at that wall again is to somehow be invited back into a PC. They will get tired of getting stomped and getting kicked from pc due to bad performance, and now you introduce the danger of having an even bigger segregated community of pubbers vs PC participants.
As for the wall of sliders, that can be hidden behind an "advanced" tab. The immediately available preset profiles will be:
Profile B (Battlefield) Profile C (Cod) Profile X (Chromosome) Profile U (Uprising)
This is much more simple from a programming and game design perspective, as all they are doing is exposing the variables they currently have hard-coded into the game, and will prevent people from having to relearn the controls every patch. This, along with tiered battles, is a much better application of Progressive Disclosure, without changing the entire game to placate people who can't aim. Players who want to get into PC/FW can practice for it by playing in pub matches with the weak aim assist setting (and even receive a small SP boost for doing so). If they've played to the point where they're interested in the higher levels of competition then they're already over the "hump," so to speak. They've probably managed to acquire at least a couple million SP and are seeing their character take shape. At this point they're much less likely to walk away if they find out that FW & PC have weaker AA. I'm pretty confident my proposal would drastically improve new player retention over yours.
I agree with the need for full controller customization, but I think keeping the AA as it was at 1.4's launch in "high sec" pub matches would make the experience for new players (and review sites) in-line with the rest of the console FPS industry. There's already a lot to get your head around when you start playing DUST for the first time, and not having the AA that they've grown accustomed to will make the game feel awkward and not worth messing with. I can guarantee you most people will just uninstall instead of trying to figure out how to mess with the controls (or even know they can mess with the controls). |
Vell0cet
Royal Uhlans Amarr Empire
225
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Posted - 2013.09.16 19:22:00 -
[19] - Quote
KA24DERT wrote:Your focus is still on retaining players at the cost of fundamentally changing gun-play in this game, and reducing the point of being skilled.
Is that a smart trade? I think it's a necessary trade. DUST needs to increase its playerbase by something like a factor of 100. Having "high sec" pub matches accessible to newcomers, and vets who dislike hyper-twitchy chop-strafing gameplay is a reasonable compromise. The elite players can play in the more exclusive parts of the game where the stakes are higher and the rewards are better, with minimal or no AA, and the other 70% of us can enjoy more balanced matches. There is motivation to improve your gun game, but being a crack-shot isn't a requirement to enjoy the game.
Quote:What happens to that middle-of-the-road player who has a slightly higher level of marksmanship to his competition? His skill advantage will be all but erased by AA. Where should his rewards for practice be eroded to placate some lazy entitled whiner? He can play with the weak AA setting and get a small SP boost, or he can even play with no AA and get a significant SP boost. There's something for everyone.
Quote:So what if some skilless noob rage quits after being stomped? Screw that guy, nothing will ever make him happy. Tons of games on PC have no aim assist and those games are healthily populated by people of all skill levels. We need skillless noobs to become skilled vets for this game to go anywhere long term. It makes sense to draw them in, and make them want to invest time, effort and money in DUST. The nature of DUST is addictive with it's passive SP system, it makes people want to keep coming back even if they've played another shooter for a while. Also, some may take a break but still run passive boosters, which will help fund game development. This is much more valuable than a system that encourages noobs to rage quit.
Quote:This kind of crutch isn't something that belongs in any competitive game, let alone something in the Eve universe. Eve is hard game by video game standards, and I think it's ok if Dust is "hard" by "console" standards. EVE is hard, but it's hard because it requires thinking and strategy, not because it's twitchy. No AA's would be like not having an overview in EVE and being forced to click moving ships in space to target them. That's "skill" right? Try proposing that to the "hardcore" EVE players and see how well that idea goes over... |
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