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Author |
Thread Statistics | Show CCP posts - 11 post(s) |
dent 308
Subdreddit Test Alliance Please Ignore
1959
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Posted - 2013.11.12 13:12:00 -
[61] - Quote
Would you rather fight 100 duck sized horses, or 1 horse sized duck?
an art
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Syeven Reed
RETR0 PR0 GAMERS
160
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Posted - 2013.11.12 13:21:00 -
[62] - Quote
When is the game going to evolve out of the lobby shooter it is now?
Gÿé Syeven 514
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Vrain Matari
ZionTCD Public Disorder.
1207
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Posted - 2013.11.12 13:49:00 -
[63] - Quote
KEROSIINI-TERO wrote:Is there any chance of procedurally generated terrain? (not the infrastructure but the landscape?) As a follow up to this i'd like to know to know exactly how CCP intends to generate terrains for all those planets and all those planet types.
At the current rate of map production we will have approx 40 megaterrains 10 years from now. This would be considered an exceptional achievement for a generic FPS, but would have to be considered as some kind of failure in New Eden, where each of these planets are unique.
CCP's original statements on the subject implied that they had a robust terrain-generation technology that built maps based on planetary parameters. Is CCP going to invest resources in making each planet unique? |
Disturbingly Bored
The Strontium Asylum
1138
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Posted - 2013.11.12 14:00:00 -
[64] - Quote
What is the most conservative, realistic and specific date for when the remainder of the racial dropsuits will be in the game, Scout and Heavy?
We have had statements of "Soon, not Soon with a TM," but I think the community as a whole would appreciate a statement to the effect, "We are reaching for January or February, but May 2014 will be the latest realistic time before these are implemented."
A statement like that would reduce a whole lotta complaining around here.
¶Gêƒ__ Gò«
Gû¿GûêGûêGûêGòáGëíGëíGëíGû¬ « GÇó GÇó GÇó GÇó GÇó GÇó GÇó GåÆFAT GATGåÉ pÇûGûôGûæGûæGûæGûæGûæGûæGûæGûæGûæpÇùForum Warrior LV 1 (NEXT: 100/1000XP)
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Vrain Matari
ZionTCD Public Disorder.
1207
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Posted - 2013.11.12 14:04:00 -
[65] - Quote
Disturbingly Bored wrote:What is the most conservative, realistic and specific date for when the remainder of the racial dropsuits will be in the game, Scout and Heavy? We have had statements of "Soon, not Soon with a TM," but I think the community as a whole would appreciate a statement to the effect, "We are reaching for January or February, but May 2014 will be the latest realistic time before these are implemented." A statement like that would reduce a whole lotta complaining around here. Very much +1. |
Lillica Deathdealer
Mango and Friends
440
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Posted - 2013.11.12 14:25:00 -
[66] - Quote
Come December/Christmas time, can we get a snowy mood? Please? :D
- Fear the Mango - Fear its friends -
Closed beta vet, Forum warrior prof. III
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Moochie Cricket
SyNergy Gaming EoN.
521
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Posted - 2013.11.12 14:32:00 -
[67] - Quote
What does the fox say? |
Kevall Longstride
DUST University Ivy League
646
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Posted - 2013.11.12 15:52:00 -
[68] - Quote
CCP Blowout wrote:Wow, this is all good stuff. I might have to take more than 10 questions.
Keep firing, mercs!
Did you honestly think we'd only have 10 questions between us?
1. Are the Arena SI still on the roadmap?
2. When will ALL statistical increases in Dropsuit/Vehicle attributes from skill increases be shown on a fitting screen?
3. What timeframe are the full racial Dropsuits being here based on? Gregorian or geological?
4. New vehicle classes. Guesstimation?
5. Can we have a published and updated Roadmap, similar to that which Planetside 2 has?
6. When are we leaving Molden Heath?
7. When are permanent vanity items gong to be here? Golden skinned guns, suit lighting, different coloured laser beams, etc etc?
8. Corp Hangers and fittings on the way?
9. Will player trading be one to one or will it marketplace based with a price histories, units sold etc?
10. Will Armour and Shield damage type resist modules make it to suits?
11. Will the vehicle rebalancing require a partial re spec for vehicle skills?
12. Will CEO's have the ability to have a corp livery for suits and vehicles? (I'd pay good money for that)
13. Can the Damage modifiers be switched from increasing DPS to switching damage output type? Thermal, EM, Explosive and Kinetic, giving much more tactical choices...
14. Are corp firing ranges/ practice matches still on the roadmap?
15. When are Dust mercs going to get full admin powers over chat channels they created?
16. When is corp UI going to fixed as to prevent EVE pilots able to steal Dust corps using shares?
17. When is PvE coming and will it have a role in the NPE much like the starter profession missions in Eve?
18. Will a certificate/training plan option be implemented to help new players from mis-spending SP at the beginning of their career?
19. What role will the BPO's already in the game play in the future? Are they sellable, planned to be used in industry, refunded as Aurum to spend on permanent vanity items?
20. When will the different planet types come in? Snow, Forest, Desert etc...
21. When can a merc's employment history, title and bio be seen in Dust?
22. When will medals be grantable for corps to permanently reward their members which will go with them throughout their careers?
23. Will Corp MCC's and Warbarges, both inside and out, reflect the crop livery?
24. Is modifiable tech 3 weapons still an aspiration or has work been done on them?
25. How much further has work on the NPE progressed?
26. With the small player base meaning that Scotty the AI cant prevent high skilled players getting into matches with new players are there plans to artificially keep them separate till Scotty can? Scotty can't work well with too few players, protostomping is putting new players off. Vicious circle..
27. Will sighting systems be inter changeable on weapons?
28. Full racial line up of all handheld weapons? An ETA plese
29. Will a way to pay multiple mercs for a battle rather than individually be forthcoming?
30. Can corps have a automatic sliding scale of payment to its mercs based on war points earned or a fixed payment system.
These are just the ones I can think of my head. I'll put some more thought into them later. Thanks for the chance to get answers anyway. o7
Mercenary Clone of Dennie Fleetfoot
CEO of DUST University
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DiGreatDestroyer
Grupo de Asalto Chacal RISE of LEGION
30
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Posted - 2013.11.12 16:49:00 -
[69] - Quote
Since you already got this acid pools that do damage when you fall in them, when are going to integrate this enviromental dangers into the map desings? You could do all sort of things, like lava rivers, pools of acid, electrified walls, maybe clouds of posoin that have a simila mechanic to the redline. The posibilities are endless |
Ripley Riley
Pheonix Corp Selectus Infinitus Unitas
18
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Posted - 2013.11.12 16:56:00 -
[70] - Quote
CCP Blowout wrote:Wow, this is all good stuff. I might have to take more than 10 questions.
Keep firing, mercs!
This has probably been asked several times already, but I am asking it again in the hopes that the need for this particular feature is understood: PvE. Where is it at in development? When can we expect it?* Can you even hint at what it might entail?
* You can be vague. I would accept, "Q2 of 2014" or "Middle of 2014" or something similar. |
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pdiddy anfama
KILL-EM-QUICK RISE of LEGION
77
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Posted - 2013.11.12 17:10:00 -
[71] - Quote
When will we see the frame rate cleaned up for PC?
Will yearly respecs be implemented?
Will clone pack amounts be increased or will district clones be decreased? |
Vrain Matari
ZionTCD Public Disorder.
1212
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Posted - 2013.11.12 17:30:00 -
[72] - Quote
Will it be possible to host DUST on Gaikai and would that yield a reasonable experience for players in all regions? |
Evolution-7
The Unholy Legion Of DarkStar DARKSTAR ARMY
168
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Posted - 2013.11.12 17:34:00 -
[73] - Quote
When will we see new aerial classes, not just dropships with small turrets duct tape to the front!!!
Veteran Pilot
"Fight on and fly on to the last drop of blood and the last drop of fuel, to the last beat of the heart."
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Brush Master
HavoK Core RISE of LEGION
969
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Posted - 2013.11.12 17:43:00 -
[74] - Quote
TheAmazing FlyingPig wrote:When are we getting our rollover SP system?
+1
Also, why are we getting events that require such large amounts of time in game? Have the devs been viewing the negative response to the SP grinding?
GÇá Havok Core - Closed Beta Corp - Accepting Applications Here GÇá
CEO // [email protected]
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Theresa Rohk
The Cuddlefish Templis Dragonaors
44
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Posted - 2013.11.12 18:15:00 -
[75] - Quote
A few questions:
Aside from the normal request for when the full racial weapons/suits will be deployed...
1. What/where do you see the next link to the EVE side of things coming from, there's talk of letting EVE players manufacturer things, but right now the isk link simply isn't there.
2. At what point do you see the game expanding past the traditional temperate planets. I like how with every new structure/map the potential pool of places to fight increase multiplicatively, but at the same time, when you play for a couple hours, you get familiar with them all and it becomes tiresome. I've already learned where all the bad snipers pick for their spots, and what spots are nigh invulnerable to counter-sniper fire..it...I dunno it loses some of the joy after a while.
3. How do you account for players emergent gameplay contradicting the developers ongoing work in balance? E.g. Heavy's driving around in LAVs to avoid their slow movement. Is this something dev's account for, and plan on in their balancing work?
3. How do you plan to distinguish between the racial heavy suits, while maintaining balance among all the other suits, and keeping up with potentially abusive gameplay? |
Turkevich
Subdreddit Test Alliance Please Ignore
92
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Posted - 2013.11.12 18:17:00 -
[76] - Quote
During the Dust roundtable at Eve Vegas there was talk of a 3rd party SDK for Dust. Can we get some more details on that? |
Cass Caul
281
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Posted - 2013.11.12 19:26:00 -
[77] - Quote
1) What the reasoning behind changing the Graphics from the previous ones to Uprising's? You had full field of view in the past builds. The adage Form Follows Function was clearly ignored, and I'd like to know why.
2) Ever see a CCP Dev on the killboards? Maybe you haven't, not because they don't play, but because you have to scroll down if they come in below 10th place in War Point Earnings. So the question is, Why are CCP Devs so bad at their own game? Should they really be doing work on weapon balance without asking the opinion of the community? Current disparity in suits and weapons say they shouldn't.
3) What will it take to get the Devs to honestly and earnestly talk to the community and the CPM? It is a cultural thing, because the Devs in this game seem more stubborn than an Ox when it comes to community suggestions or criticisms in the way things have turned out. The more we criticize, especially if we use user-taken data, the more they resist.
4) What are you doing to increase the player base? There is a very limited amount of ways for people to find out about DUST514. Word of Mouth seems to be the best method, but many of us still playing have been people that got beta keys from signing up via the EVE newsletter. The smaller ticker message that is nearly impossible to read, and ignored by most on the XMB. And lastly, looking in the Playstation Market for F2P games. I am not a part of a gaming community (well, video game community) so I would have never heard of this game if it weren't for the EVE news letter. I rarely go to the Playstation Market, and the only reason I even knew that there was a DUST add on the XMB was because of a post on the Announcements and Events page. I believe that this game can persist for a long times, but I do not believe it can ver really thrive without some overt form of advertising. Are there any plans for something like that? What are some ways you think can expand the player-base?
4)NPE, new player experience is still severely lacking. The addition to 1.5 was a very good step, however you are still missing a several levels of interaction. dozens of aspects in this game that need to be taught to someone new to console FPSs. This, DUST514, is the first console shooter I have ever played for more than 20 hours. My console shooter experience is from playing a game at someone else's house. My game collection is about 90% JRPG, 5% 2-D Sidescrollers, and 4% US RPG and 1% miscellaneous. This falls within the 1%. But as I've said earlier, I'm an EVE vet. First played in 2006. I know the rules to EVE, "Specialization is key." And maybe I'm just old, because I'm used to games coming wth "Game Manual" that has all the information you need to know within it. The new tutorial aspect is . . . nice . . . but there are so many aspects of this game that it does nothing to explain. There are no tips either. And the old walls of text don't ever really help -aside from the fact hat most FPS gamers don't read anything that long. What plans are their to bring up to the point where they can explain everything? Or at least be sufficient?
+ÉߦëddGêÇ -çou -Äll+É-çoGö¦
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Needless Sacermendor
Red Fox Brigade
576
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Posted - 2013.11.12 19:32:00 -
[78] - Quote
Are you going to move the bonuses from being skill based to being object based like they are in Eve ? This would allow much more variety in bonuses (since basic, advanced and proto could be different as well as side grades) and more scope for object expansion without every object having to have it's own skill ... best example being Pirate Faction gear, you currently can't apply bonuses to it without giving it it's own skill. |
Django Quik
Dust2Dust.
1720
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Posted - 2013.11.12 21:01:00 -
[79] - Quote
I'm interested to find out how CCP's vision for Dust514 has changed over the course of development, from alpha to beta to release. How has the plan for the game developed and what things have been either added or removed that had (or not) been initially considered? And any reasoning for these changes would be interesting to hear too.
Dust2Dust - Funeral arrangements for all of New Eden. Join our public channel D2D. to chat and squad with us.
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Knight Soiaire
R 0 N 1 N
3248
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Posted - 2013.11.12 23:57:00 -
[80] - Quote
Where do you plan on taking the Scout class? What specific roles do you see it playing on the battlefield? (Beside a faster assault)
Save General John Ripper!
Catz Addict
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knight of 6
SVER True Blood Public Disorder.
586
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Posted - 2013.11.13 00:39:00 -
[81] - Quote
large and small frames pay in slots, pg, and cpu, to specialize in their roles. what exactly are their roles, and what are you doing to improve these suits in their function?
where are you taking vehicles, and av? the swarm launcher specifically looks like it is no longer a viable anti-tank weapon, was that intentional?
adding ammo to vehicles looks like a weakening of the class as a whole with out a noticeable damage increase. I had always thought that damage(splash) was low because missing had no consequence. was that intentional, having played the build what are you're testers thoughts?
would it be possible to get a module that passively replenishes small ammo at a low rate? rearming a tank or lav is relatively easy but rearming a dropship could prove troublesome and I think that this mod would be useful to that end.
you had mentioned earlier that in the future tankers will be able to remove their turrets as they please, but it got pushed back to a later release. will that be rolling out with the vehicle overhaul?
do you have any new gametypes in the pipeline? the 3 we have are sorta stale...
"God favors the side with the best artillery" ~ Napoleon
Ko6, scout, tanker.
CLOSED BETA VET
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Reav Hannari
Red Rock Outriders
1807
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Posted - 2013.11.13 02:23:00 -
[82] - Quote
Will we get prone position and vaulting over obstacles?
AKA: Rees Noturana https://twitter.com/reesnoturana
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KEROSIINI-TERO
The Rainbow Effect
815
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Posted - 2013.11.13 02:30:00 -
[83] - Quote
How does the CCP view the need for new game modes? |
Text Grant
Death Firm.
220
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Posted - 2013.11.13 07:17:00 -
[84] - Quote
Are you planning to create anything to relieve proto stomping? Player vs Eve? Or a game mode with only militia and basic gear? |
Kevall Longstride
DUST University Ivy League
655
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Posted - 2013.11.13 13:03:00 -
[85] - Quote
Ok having slept on it and spoken to a couple of peeps I'm going to streamline the list of 30 questions I posted earlier here and break them down to the three main ones I would want answering and my reasoning for why they need to be addressed.
Having a list of 'When, how and why' questions is likely to have them grouped in with all the others and ignored to be honest.
So my first question is as follows.
We've been told that Scotty the AI (the matchmaking algorithm for those of you unfamiliar with him) needs more players joining the game for him to be more accurate and ensure that higher skilled players are kept away from those that are just starting. Anyone playing pub matches can tell you that this is simply not happening. The easy assumption to make is that the player pool needs to grow. However, the biggest turnoff for new players in this game is the way that they get thrown in with the better players and get stomped.
So 'How are you going to promote the growth of this games new player base using new game design?' is my question.
Simply saying, 'this is New Eden and HTFU' is moronically shortsighted and harming the long term growth of the game. If new players don't feel they're progressing or getting better noticeably in a couple of days, they leave and go back to COD, the player pool stays as is and Scotty may as well be an insurance actuarial program for all the good he does in matchmaking.
So I believe its time for some deliberate filtering of newer players from the vets. The academy is a good start, though handicapped by vets starting new toons just to go newb mashing but you can't legislate for people being a***holes. I don't think that it would be too difficult to do with the simple addition of a couple of game modes that won't allow fittings with advanced or complex suits and mods to be spawned. That way new players can stay in a less harsh environment till they feel capable and confident of being able to go toe to toe with the big boys. However to prevent skilled players using these filters to their own advantage I would make it so once a player hits say as an example, 5 million career SP, these filtered game modes are no longer available to them. Any competent FPS player should hold their own after that milestone.
Filters like that would also be handy for later when corps and teams want to have arranged matches and have it so the skills of the players are the deciding factor, not what gear they use. Similar to the Frigate Free For All's that happen in Eve.
Second question.
We've heard a lot about PvE and how it may be implemented. But we've seen or heard very little about it progressing beyond the drawing board stage. PvE is not only a great way to add an extra mode to the game, its also an excellent teaching method as to the complexities of the game and the world in which it takes place.
Using a similar structure as the SOE arc in Eve, players can learn and be given skill books for the basics such as Dropsuit Upgrades and Weaponry while learning in a safer environment. It can also teach players to the need to co-operate as a team by making them squad up and take on a tougher mission boss. PvE can also add the chance for resources to be harvested by players that can be used or sold to Dust corps and eventually Eve players when the link becomes established.
'So will PvE be integrated into the NPE and how tight will that design process make its eventual arrival be tied into the Eve/Dust link both economically and gameplay wise?'
And finally my third question.
Having gained a reputation as being the largest cheerleader for increased corp UI in the game, it would be somewhat remiss of me not to bang the drum for it again.
it took nearly a year before we got corp mail and notifications. 6 months after that, we finally got limited (but for now adequate) roles and with 1.7 we finally get the 'Mark All Read' & 'Delete All' options that really should've arrived at the same time as the corp mail with Uprising 1.0.
There are still FAR too many things that are missing from Corp UI and management in Dust and nearly every Dust CEO or director of the longer established corps HAVE to use the Eve client to accomplish what they need to do on a near daily basis. Six months after the official launch and we still need the Eve client to:
Check a Merc's employment history See when a Merc last logged on See how old a merc is Give a title (which by the way can't be seen in Dust but is an important organisational tool) Perform chat channel admin (blocking, kicking and baring) Use to kick en masse inactive players. (because you can't properly determine who is inactive in Dust)
The list could go on..
And now with the recent stealing of a corp from a Dust CEO by an Eve player, it would seem at the moment that not one single dev at CCP, not one, thought that it might be a good idea to somehow make sure that the shares are linked and automatically gifted to the Dust player that actually created the corp, rather than leave in them in the corp wallet of a game client that is inaccessible to Dust players unless they play Eve as well. A fundamental and catastrophic design flaw was completely overlooked by every Dev.
This to me demonstrates, a total lack of forward planning as to how corps in Dust are meant to arrange their own affairs. How are we to gain leverage and credence within the Eve community once the link is fully established when even the most basic tools are denied to us? We've had to cajole, pester and fight for every single corp tool we've got so far, when in all honesty, everyone single of them plus more, should have been in place from day one of the beta.
So. 'How are CCP planning to bolster and strengthen the corp UI and will it now be much higher on its list of priorities?'
Mercenary Clone of Dennie Fleetfoot
CEO of DUST University
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low genius
The Sound Of Freedom Renegade Alliance
862
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Posted - 2013.11.13 17:02:00 -
[86] - Quote
I would like to be able to use dust mercs to bring things out of reinforcement on the eve side.
any chance i'll be able to do that someday? |
Killar-12
The Corporate Raiders Top Men.
1712
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Posted - 2013.11.13 17:37:00 -
[87] - Quote
So how much longer until we get rollover SP? or will we get it at all?
CEO of The Corporate Raiders, We're still recruiting...
Level 1 Forum Warrior
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Flix Keptick
Red Star. EoN.
1258
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Posted - 2013.11.13 19:07:00 -
[88] - Quote
Would it be possible to clarify all the contradicting things being said about the PS4?
"Please don't"
GÿåForum warrior lvl.1Gÿå
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Vell0cet
Company of Marcher Lords Amarr Empire
539
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Posted - 2013.11.13 20:39:00 -
[89] - Quote
Are vehicle capacitors on the roadmap? Is there a rough ballpark ETA for their implementation (e.g. "after P.C. 2.0," "at least 1 year away," etc.).
Can you give us a ballpark ETA on Minmatar and Amarr vehicles (3 months, 6 months? etc.)?
Are you considering a fully-interactive, story-based, gameplay tutorial (similar to the original Halo, or the first Portal) with humor, excitement, to "sell" the game to players on their first playthrough? Along these lines, can we expect a wider variety of racial starter fits, to let new players realize there is tremendous complexity to the game, and that it's not just ARs (well it's mostly ARs right now, but that's a separate problem). The Academy doesn't really show off all this game has to offer right now and is one big part of why it's not retaining new players.
Have you considered implementing something similar to the proposal in my signature. It's a "testing game mode" where players can go to a map with static NPCs, players have infinite SP there, and all Suits/vehicles/weapons cost 0 ISK. CCP could include beta versions of upcoming content (e.g. the new rifles) for players to test and help find bugs. This would take place on tranquillity, and not affect the players actual stats or wallet in any way. Players could invite friends (friendly fire is on) to help test fits, or find bugs. This would also help with new player retention since new players can find suits/vehicles/weapons they like and create goals they want to work towards.
Quick/Dirty Test Range Idea
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RydogV
Shadow Company HQ
594
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Posted - 2013.11.13 21:19:00 -
[90] - Quote
What is the expected rate of new content release...specifically new maps and (especially) new objective based game modes. What are his thoughts on the current variety that we have in terms of game modes? Did content release suffer significantly because of the renewed focus on core mechanics? Does the development team expect to provide new game modes even if they will not have a direct tie-in with EVE Online as soon as they are launched? |
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