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Author |
Thread Statistics | Show CCP posts - 6 post(s) |
Baal Roo
Subdreddit Test Alliance Please Ignore
2511
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Posted - 2013.09.08 23:46:00 -
[1] - Quote
CCP Logibro wrote:Alright guys, I'll ask some questions and get some answers on drop uplinks. Hang tight.
Uh huh.
I wouldn't recommend anyone hold their breath while waiting on this one. |
Baal Roo
Subdreddit Test Alliance Please Ignore
2514
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Posted - 2013.09.09 00:27:00 -
[2] - Quote
Provolonee wrote:Now I'm confused again, what is wrong with your uplinks? I have tested/retested and all of mine work just like before.
All uplinks I use mlt through r-9, work team wide as they should. In squad, not in a squad, didn't matter at all. I still get plenty of points from them. If the spawn point is still valid, they still work as described.
I am getting the bug where it shows an uplink in the spawn screen that can't be selected. That is because the link is destroyed and it just has not updated yet.
Are your links disapeering when you squad hop or something?
I have constant problems with uplinks either not being available for me to spawn on (but being able to clearly see them on my overhead map), as well as dropping uplinks that people in other squads tell me they can't spawn on.
They seem to be squad locked, except when they aren't.
I think ti's just a glitch though, because the same problem seems to happens with mCRUs as well. |
Baal Roo
Subdreddit Test Alliance Please Ignore
2520
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Posted - 2013.09.09 01:11:00 -
[3] - Quote
I would be careful skippy. You're likely to end up getting yourself banned from the forum for "thread bumping."
They'll do the same thing with this thread as they do with every thread that asks a simple question that they for some reason can't give a simple answer to; they'll either wait for someone to get too aggressive or bump the thing too many times and lock it, or they'll just let it fade into obscurity. |
Baal Roo
Subdreddit Test Alliance Please Ignore
2525
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Posted - 2013.09.09 01:26:00 -
[4] - Quote
skippy678 wrote:Baal Roo wrote: I would be careful skippy. You're likely to end up getting yourself banned from the forum for "thread bumping."
They'll do the same thing with this thread as they do with every thread that asks a simple question that they for some reason can't give a simple answer to; they'll either wait for someone to get too aggressive or bump the thing too many times and lock it, or they'll just let it fade into obscurity. If thy are gonna do that they are gonna do it with 500 views and 80 replies and in front of everybody wich woud be just fine by me, would prove my point that there is somthing sneaky going on. Are uplinks for team or squad? i shouldnt need a Computer developer to answer that ... a customer service agent should be able to answer that question...thanks for the heads up thugh it is appreaciated....if they bump this thread watch how many Logi's hammer back with the same question.. The communitty knows somethngs up and they have to own it..bump me or not + gotta say that if i spent the whole day just trying to get a simpLe answer from CCP and get nothing ...WHATS THE POINT OF HAVING A FORUM ANYWAY? SO ILL GO IN PEACE;)
They've done it so many times before, about so many different issues, that I assure you no one will notice... and if they do, and they post about it, they will be banned too. No one but you will notice when your thread disappears or gets buried. |
Baal Roo
Subdreddit Test Alliance Please Ignore
2533
|
Posted - 2013.09.09 06:19:00 -
[5] - Quote
CCP Wolfman wrote:skippy678 wrote:Hey Guys I need help!
I have had several exchanges on the forums about who uses the uplinks (team/squad) and that there has been some sort of change going on with them.
I hve searched google and the forums and have literally found dozens of threads and hndreds of opinions but not one factual statement from CCP.
Can you guys please clear this up with everybody because many need to know.
I have proto uplinks for a reason and if you guys just went and made them squad only with out putting it in the patch notes or letting anyone know that would be pretty rude i think...just saying.
So Please Clarification on...
1. Who can use the uplinks that are deployed by me? team/ squad/ other squad or solo players?
2. Are there variations that do differt members of the team?
3. HaS CCP switched how the uplinks work recently...if so...when...and why didnt you tell us?
4. Is this problem with uplinks simply related to the inability to get my whole squad together in a battle together and "scotty is confused?
5. I have been testing this out and squad jumping to see what is lit and trying to figure this one out. If i jump out of my squad and lay uplinks do i continue getting the 25 points for the uplinks outside of squad?
6. Why is it called team spawn if its for your squad ? honestly this also works badley because simply getting the "team" chat to load to switch back to your squad takes almost 20 seconds sometimes which makes that idea bunk too....
Please CCP something officiall. I promise never to rant and rave again about the battle finder if you give me a good clear answer...
Thank you in advance
Skippy678 * Droplinks can be used by the whole team. No exceptions. * Not atm. * No, we've not made any changes to them in quite a while. * I don't think they would be related. * You should do because it isn't tied to the squad just to your team spawning there. * Because right now it can only do team spawn. We've been considering adding squad only versions or making droplinks exclusive to squads for a while now. Would like to hear your thoughts on that.
This is hilarious. |
Baal Roo
Subdreddit Test Alliance Please Ignore
2533
|
Posted - 2013.09.09 06:25:00 -
[6] - Quote
Duran Lex wrote:CCP Wolfman wrote:Currently there is no setting on a droplink that would allow us to make it squad only. I will ask our QA to do some checking to see if some other factor is messing with their behaviour.
I would also really appreciate it if someone could collate the various issues you are having with them in a single post so I can look them over in one place.
Cheers :-) To be quite honest, i have no idea where the assumption it was squad based even came from. Not like the dozen uplinks that appear on the map each game have anything to do with someone outside your squad.
Subdreddit runs qsyncs regularly, multiple squads pretty much all day every day. About 50% of the time uplinks are squad only, and there doesn't seem to be any discernable rhyme or reason as to why. There are all sorts of wives tales about what it is exactly, but they range from "it's based on meta level" to "certain variants" being squad only... but when pressed no one can ever pin down exactly which is which. I assume this is because the mechanics for uplinks are just broken.
In our corp, it's to the point where people consistently ask "hey xyz squad, can you guys see this uplink in in xyz location?"... and about half the time the answer is "no." |
Baal Roo
Subdreddit Test Alliance Please Ignore
2544
|
Posted - 2013.09.09 19:58:00 -
[7] - Quote
King Kobrah wrote:Skihids wrote:King Kobrah wrote:There needs to be a limit on the amount of uplinks deployed per squad
the strategy of "all 16 people run proto uplinks and drop them EVERYWHERE" is just stupid. There's a compelling reason for it, establishing a beachhead. It does two things: 1) Allows for rapid re-deployment 2) Helps keep everyone together and not trickle in where everyone is continuously outnumbered. As long as nothing else takes its place DUs will be packed as tightly as the game and player skills/fittings allow. i'm of two minds about the DU. As a dropship pilot I know they effectively replace me as a transport mechanism. Nobody wants to spawn and wait at the bus stop or taxi stand to get back to the fight. Once single link is placed close enough that is what will be used. Even one will kill my taxi business. As a Logi I love them. Domination can yield hundreds of points if I don't have much competition. No this basically boils down to zerg rush tactics..Died in combat near the objective? No problem, choose one of the 35 uplinks scattered around the map and throw yourself at the objective again! There is no other game I can think of that allows deployment of infinite spawn points, and it's an obnoxious chore to run around shooting 350,000 uplinks during one PC match. There needs to be a limit on uplinks so you actually need to use tactics and logic to place them, and not "LOL BLANKET THE ENTIRE MAP IN DROP UPLINKS"
qfmft |
Baal Roo
Subdreddit Test Alliance Please Ignore
2552
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Posted - 2013.09.11 03:40:00 -
[8] - Quote
John Demonsbane wrote:Personally, as the usual link specialist for my squad, I think a personal limit of 3 is crazy talk. It is way too low and would kill an entire style of play - yes, mine, but beyond my selfish motivation it would more or less nerf the entire logi class pretty hard, we've taken a lot of hits recently as it is. Squad limits make some sense, and I used to be a fan of the team limit solution but your point about it being too random is well taken. The more I think about it, the more I actually like the personal cap better.
My proposals:
1) A cap on total links per squad or team is less desirable, but it should be liberal. I've seen people make suggestions like single-digit team limits, which just like a per-person limit of 3 is way too low. At minimum it should be 16, one per team member overall. Obviously a squad limit would be lower if you went that way, but then what do you do with non-squadded players?
2) A personal cap is probably a more controllable solution, but like everything else it should be skill-based, not just a blanket limit. You could do it one of two ways:
- Make it it's own skill, like the weapon proficiency skills, but you should unlock it at level 3, not 5 like weapons. If you did it that way then you should reduce the SP cost of the links themselves to offset the new requirement. Lets set it at everyone can drop 1 uplink to start. You get to ADV links and that opens up the proficiency skill. You go up to 2 links at level 1, and one more link for each level, with a bonus at ADV and PRO levels. So, uplink proficiency level 2 gets you 3 links, level 3 gets an additional 1+1 for 5 total, and so on until you get to level 5, you can drop 8 links at a time. Even as an admitted drop uplink WP *****(another word for prostitute), I see no legit reason to need to drop more than that at once.
- Base it on the existing skill, using more or less the same numbers. This is a simpler solution but would probably not reduce the spam all that much.
You could obviously also use both type of caps (personal and team/squad) but if you did both the exact numbers I'm using would probably need to be tweaked, primarily in that the team cap should definitely be higher than 16 if you also imposed personal caps. Also, while on the subject, can anyone confirm that there is in fact NO upper limit on the number of links that can be deployed at once?
I understand that you currently find yourself getting a lot of warpoints from uplinks, and it's hard to hear others push for a change that hurts you personally. However, the reality is that not capping the total uplinks on the field in some way to somwhere in the range of 2 or 3 for each objective substantially effects gameplay in a negative way.
With a cap of say, 16 total per team, , we're still talking about 6 uplinks per objective on 5 point maps and 8 per objective on 4 point map. If you don't think that is enough uplinks, I don't even know what else to say. If you ask me, that's still way too many.
With that many uplinks on the field, every game mode is turned into a game of TDM. |
Baal Roo
Subdreddit Test Alliance Please Ignore
2567
|
Posted - 2013.09.13 20:10:00 -
[9] - Quote
skippy678 wrote:John Demonsbane wrote:Baal Roo wrote:John Demonsbane wrote:Personally, as the usual link specialist for my squad, I think a personal limit of 3 is crazy talk. It is way too low and would kill an entire style of play - yes, mine, but beyond my selfish motivation it would more or less nerf the entire logi class pretty hard, we've taken a lot of hits recently as it is. Squad limits make some sense, and I used to be a fan of the team limit solution but your point about it being too random is well taken. The more I think about it, the more I actually like the personal cap better.
My proposals:
1) A cap on total links per squad or team is less desirable, but it should be liberal. I've seen people make suggestions like single-digit team limits, which just like a per-person limit of 3 is way too low. At minimum it should be 16, one per team member overall. Obviously a squad limit would be lower if you went that way, but then what do you do with non-squadded players?
2) A personal cap is probably a more controllable solution, but like everything else it should be skill-based, not just a blanket limit. You could do it one of two ways:
- Make it it's own skill, like the weapon proficiency skills, but you should unlock it at level 3, not 5 like weapons. If you did it that way then you should reduce the SP cost of the links themselves to offset the new requirement. Lets set it at everyone can drop 1 uplink to start. You get to ADV links and that opens up the proficiency skill. You go up to 2 links at level 1, and one more link for each level, with a bonus at ADV and PRO levels. So, uplink proficiency level 2 gets you 3 links, level 3 gets an additional 1+1 for 5 total, and so on until you get to level 5, you can drop 8 links at a time. Even as an admitted drop uplink WP *****(another word for prostitute), I see no legit reason to need to drop more than that at once.
- Base it on the existing skill, using more or less the same numbers. This is a simpler solution but would probably not reduce the spam all that much.
You could obviously also use both type of caps (personal and team/squad) but if you did both the exact numbers I'm using would probably need to be tweaked, primarily in that the team cap should definitely be higher than 16 if you also imposed personal caps. Also, while on the subject, can anyone confirm that there is in fact NO upper limit on the number of links that can be deployed at once? I understand that you currently find yourself getting a lot of warpoints from uplinks, and it's hard to hear others push for a change that hurts you personally. However, the reality is that not capping the total uplinks on the field in some way to somwhere in the range of 2 or 3 for each objective substantially effects gameplay in a negative way. With a cap of say, 16 total per team, , we're still talking about 6 uplinks per objective on 5 point maps and 8 per objective on 4 point map. If you don't think that is enough uplinks, I don't even know what else to say. If you ask me, that's still way too many. With that many uplinks on the field, every game mode is turned into a game of TDM. I'm having a little trouble with the maths here. How does a limit of 16 uplinks per team equal 6 per objective? Are you talking about both teams combined? Anyway, like I said, the team cap isn't likely to reduce the spam much. The personal cap, like I outlined, would probably work better. I'm going to start a feedback thread specifically on this plan in the near future I think. I would say different people play different rolls and capping an individual s uplinks would be like saying only 4 AR's per match, or only 4 tanks a round ( I have been spammed by everything in this game...tanks...dopships,grenades... should we limit these items too because sometimes there is too many?....never gonna happen...
Slippery slope fallacy.
Besides, vehicles are already capped, so there is a precedent. |
Baal Roo
Subdreddit Test Alliance Please Ignore
2802
|
Posted - 2013.09.13 22:13:00 -
[10] - Quote
Skihids wrote:Allowing objective or mobile spawning AT ALL changes the game.
Don't bother quibbling about the specific numbers, they will be used in the quantity required to achieve the effect of creating an unbreakable supply chain for the defenders. Improve the two R's of repping and resurrection and you will require fewer, make them easier to find and you need a few more. The number will self adjust to get the desired effect.
You would have to totally eliminate drop uplinks if you want to be able to chip away at a defender's position. As long as you can tuck an uplink in a place inaccessible from the front door the defender will be able to spawn back into the fight.
If the uplinks are accessible you can always toss a flux to clear a huge swath of land. It matters not if there is one or five in the radius of the flux, all are gone.
The problem though, is that in most matches between "good" teams, there aren't five uplinks in the radius of a flux. There are 10-15 uplinks spread across the radius of 5-10 fluxes.... at every objective (and/or camping spot). This makes the opening 30 seconds or so of a match the determining factor in who wins most matches, because once both teams are entrenched on whichever objectives they overpowered in the opening rush it becomes exceedingly rare for either team to make any real headway. Unless you can get in and remove all 10-15 uplinks within 3-5 seconds the enemy can just spawn right back in with fresh gear, mop up whatever eHP the attackers have left, and replace whatever uplinks the attackers managed to remove from the field.
If there are 10-15 spots that a player can respawn in 3 seconds when you kill them within 50 meters of the spot the guy died, it really takes most of the strategy of the gameplay off the table. Skirmish matches just become glorified games of ambush. |
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