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Iron Wolf Saber
Den of Swords
11115
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Posted - 2013.12.09 09:42:00 -
[1] - Quote
Streaming Status =Live Scheduled to end in 45 minutes=
I'll let you guys in on this since I think it needs to be shared as well as well collaborated a bit as well, no you don't get to edit it, you can contribute if you got some good photoshop skills maybe. And Dust 514 forums are a bit limiting so keeping it neat and tidy through google documents.
Chat here http://www.coldfront.net/tiramisu/
Via Google Documents
A.The Beginning
A.1 Welcome screen to ingame
A.2 NPE Tutorial =Live= [url=https://docs.google.com/document/d/1_NUZtOT8GgwPlpedB8UiHfLaZksXlozAHQJXjTaxSeA/edit
A.3 Established Player Flow into the game from Welcome screen.
CPM 0 Secretary
Omni-Soldier, Forum Warrior, Annoying Artist
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Iron Wolf Saber
Den of Swords
11115
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Posted - 2013.12.09 09:42:00 -
[2] - Quote
Reserved
CPM 0 Secretary
Omni-Soldier, Forum Warrior, Annoying Artist
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Iron Wolf Saber
Den of Swords
11115
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Posted - 2013.12.09 09:43:00 -
[3] - Quote
Reserved
CPM 0 Secretary
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8213
BIG BAD W0LVES
966
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Posted - 2013.12.09 09:50:00 -
[4] - Quote
Mr. IWS, explain to me what I'm looking at. |
Oswald Rehnquist
814
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Posted - 2013.12.09 09:54:00 -
[5] - Quote
I think the layout is superb, in fact it contains more information than most people realize particularly the combat mantras, I am loving the ewar list you have going there.
Below 28 dB
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Iron Wolf Saber
Den of Swords
11115
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Posted - 2013.12.09 10:01:00 -
[6] - Quote
Fixed.
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Justicar Karnellia
Ikomari-Onu Enforcement Caldari State
205
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Posted - 2013.12.09 10:12:00 -
[7] - Quote
Yes, an NPE experience based around PvE - this is the right way to go. You can add things like hacking, using turrets, geting into and out of vehicles, dropping and destroying equipment plus climbing ladders and jumping off high places with inertial dampeners. Then there's combat, which will be really interesting to develop. |
fragmentedhackslash
FREE AGENTS LP
22
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Posted - 2013.12.09 10:23:00 -
[8] - Quote
Amazing! I enjiyed your intuition on a great introduction sequence.
Thoughts on intergrating =DUST 514= side channel adminstration, moderation? Character bio such as =EvE= KILLBOARDS we all desperatly need KILLBOARDS Character alteration, portraits, suits, clothing. GIBE US DOOR HANDLES ON THE STATION, otherwise you should call it a prison cell... =DUST 514= Radio? I am hosting the very first weekly hour long talk back radio I know of on THURS 0300UTC (WED 7pm US CENTRAL) 'PayDirt' will cover talking points such as 1.7, tactics, fittings, gg's and redlines and would love chamnel administration so I can kick the trolls. In game mail me for further info if interested? I would love CPM attendance. |
Iron Wolf Saber
Den of Swords
11116
|
Posted - 2013.12.09 10:46:00 -
[9] - Quote
Today's Stream over, change of subject on the next days stream (unscheduled atm) Tune in next time for combat tutorial.
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fragmentedhackslash
FREE AGENTS LP
22
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Posted - 2013.12.09 11:54:00 -
[10] - Quote
refer to Templar One?
Pain is just weakness leaving your body.
Every day is a holiday.
Every meal is a feast.
I am hungry. Let's go eat!
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Iron Wolf Saber
Den of Swords
11117
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Posted - 2013.12.09 11:56:00 -
[11] - Quote
fragmentedhackslash wrote:refer to Templar One?
Male Dropsuit could be that guy that survived the ordeal.
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SteelDark Knight
Ancient Exiles. Renegade Alliance
182
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Posted - 2013.12.09 15:28:00 -
[12] - Quote
This is good stuff IWS. |
Iron Wolf Saber
Den of Swords
11120
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Posted - 2013.12.09 19:26:00 -
[13] - Quote
Now that I got some breakfast going live in a short bit.
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Daxxis KANNAH
Distinct Covert Initiative
509
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Posted - 2013.12.09 19:28:00 -
[14] - Quote
Iron Wolf Saber wrote:Today's Stream over, change of subject on the next days stream (unscheduled atm) Tune in next time for combat tutorial.
Also the "Male Dropsuit" person in the NPE tutorial could use a name. Leave a suggestion if you'd like.
DUSTin |
Iron Wolf Saber
Den of Swords
11123
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Posted - 2013.12.09 21:29:00 -
[15] - Quote
Stream Over. Tune in next time.
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Iron Wolf Saber
Den of Swords
11125
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Posted - 2013.12.09 22:25:00 -
[16] - Quote
Updated Permissions anyone viewing can now comment on the documents.
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Iron Wolf Saber
Den of Swords
11130
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Posted - 2013.12.10 02:44:00 -
[17] - Quote
Updated A.1's character selection window check it out.
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Iron Wolf Saber
Den of Swords
11132
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Posted - 2013.12.10 04:33:00 -
[18] - Quote
Screw it, I am supposed to be studying for my statistics final but my head hurts form that alone, Streaming in a short bit.
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Iron Wolf Saber
Den of Swords
11133
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Posted - 2013.12.10 08:25:00 -
[19] - Quote
Stream Over for the night. Need to go back and up the graphics thanks to some overspent time on two characters ><.
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Necandi Brasil
DUST BRASIL S.A Covert Intervention
524
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Posted - 2013.12.10 23:40:00 -
[20] - Quote
I was reading this while I was in the metro today... AMAZING... this is the future I hope for DUST! CPM IWS should be hired as a CCP Dev .... god these are some really awesome ideas!
A DUST BRASIL S.A precisa de você ! Junte-se a nós !
Hey CCP, give me PvE!
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Jadek Menaheim
Xer Cloud Consortium
676
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Posted - 2013.12.11 00:03:00 -
[21] - Quote
Nice work on the latest graphics!
[sig=hex.dec]4d7920313333372048617830727a2078706c6f747a20522058706f7364206259206c766c2035204330646562386b727a[/sig]
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Iron Wolf Saber
Den of Swords
11227
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Posted - 2013.12.12 20:18:00 -
[22] - Quote
I plan on streaming later today. Probably in 2-3 hours.
Next subject will be living quarters an upgrade to your mercenary quarters.
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Iron Wolf Saber
Den of Swords
11228
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Posted - 2013.12.12 22:08:00 -
[23] - Quote
I am now live https://docs.google.com/document/d/1CLDHJzI9LxIEGJSiaxnZRIftcm41CF7U9ElM6dlQmHg/edit?usp=sharing
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Iron Wolf Saber
Den of Swords
11229
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Posted - 2013.12.12 22:35:00 -
[24] - Quote
Stream over thanks for watching. I'll see about designing the other race's rooms.
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howard sanchez
Sanchez Cartage llc
826
|
Posted - 2013.12.12 22:45:00 -
[25] - Quote
Holy crap, IWS! That's a lot of work you've put forth on this project. I hope you get what you are after. |
Iron Wolf Saber
Den of Swords
11233
|
Posted - 2013.12.13 02:44:00 -
[26] - Quote
howard sanchez wrote:Holy crap, IWS! That's a lot of work you've put forth on this project. I hope you get what you are after.
even a small percent of it would do, I have plenty more planned.
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Necandi Brasil
DUST BRASIL S.A Covert Intervention
562
|
Posted - 2013.12.20 08:25:00 -
[27] - Quote
IWS , please... make sure this go into dev's atention... this is awesome work !!!!!!
A DUST BRASIL S.A precisa de você ! Junte-se a nós !
Hey CCP, give me PvE!
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Sgt Kirk
SyNergy Gaming EoN.
3711
|
Posted - 2013.12.20 08:39:00 -
[28] - Quote
This is great stuff IWS. I'll be sure to thoroughly go over this once I wake up tomorrow. |
Gisala Krios
ShootBreakStab
1
|
Posted - 2013.12.20 12:45:00 -
[29] - Quote
The thread should be made sticky. |
Ensar Cael
Dead Man's Game
59
|
Posted - 2013.12.20 13:34:00 -
[30] - Quote
Some seriously good effort here
I think that we need a DEV in here asap.
Keep it up IWS! |
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Iron Wolf Saber
Den of Swords
11341
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Posted - 2013.12.20 14:28:00 -
[31] - Quote
Sorry for lack of activity, enjoying my winter break.
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Iron Wolf Saber
Den of Swords
11349
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Posted - 2013.12.20 22:30:00 -
[32] - Quote
Going live a short bit got a small amount of a headache so not going to do the next subject but instead redesign the tree.
also adding a new section calling it reference since there this thing will be out of order and well applies everywhere to the game.
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1st Lieutenant Tiberius
0uter.Heaven
694
|
Posted - 2013.12.20 23:01:00 -
[33] - Quote
This is awesome!! +11111
The Sinwarden
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Roger Cordill
The Unholy Legion Of DarkStar DARKSTAR ARMY
296
|
Posted - 2013.12.20 23:33:00 -
[34] - Quote
Iron Wolf Saber wrote:fragmentedhackslash wrote:refer to Templar One? Male Dropsuit could be that guy that survived the ordeal.
message from Godin: His name is Vince. Anyways, I loved the Bolt pistol to the face idea. This is actually pretty much how I want it. I made a similar post like this in November of last year, only I didn't have pictures, and it wasn't on Google docs. |
Iron Wolf Saber
Den of Swords
11352
|
Posted - 2013.12.21 00:10:00 -
[35] - Quote
@Godin
Sorry for not explaining stuff yet
Scouts are counter cloakers and hunters so +damage +speed +signatures strength +traditional stealth at the cost costs of slots and health from light suits
Recon are cloakers they only get bonuses to the cloak fitting and cloak use. Fitting wise they also have the advantage of multiple equipment slots but in comparison to the scout their damage output, speed and defenses are not as good.
Any suit can fit a cloak just the recons are best at it and will not have to fit fitting modules or unfit or downgrade modules to shove it on.
I should probably rename the grenadier shock troop or something. Medium suit that gives up and equipment slot for a second grenade slot and has stronger buffer tank but weaker recovery tank and no offensive bonuses.
Assaults will have a mix of attack and defense bonus and focus on recovery as a form of tanking.
Hardsuits are going to be tech 3 suits for dust 514, they cannot be traditionally deployed so getting them to the field is going to be a bit troublesome and highly preventable. I haven't gotten to that section yet.
As for MTACs the more I thought about it the more I thought they should be oversized infantry. Similar to the hardsuits they're not going to be easy to deploy . They are susceptible to AV and most heavier vehicles. What MTACs have over any other suit is mobility and firepower. They can climb walls as if they're ladders, have jump jets that allows them to jump over great distances or burn low to the ground to grind to the next safe spot of cover or get into the and can fit in more places than a LAV wouldn't dare try. To make them feel like oversized infantry MTACs could get powerful HP bonuses with plates and extenders and allow them to use the rest of the infantry modules including 'multiple' weapons. Although some modules would be better off being specific MTAC only modules such as jump jet cooling. Another case fitting Melee weapons gives the MTAC a unique melee weapon instead for example Nova Knifes gives them a Nova Sword a weapon they can potentially stab a tank to death with.
Overlords are MTACs with heavy weapon slots as opposed to standard Light weapons so it could go toe to toe to a tank but a railgun shot would likely split an MTAC in half, they're slower and have better forward defenses but weaker back defenses.
Bastions are slower moving MTACs but they have the ability to equip deployable equipment and basically use them passively. For example equipping a drop uplink turns the bastion into a MCRU. A bubble generator makes them a mobile bunker. This reduces the number of guns they have equipped overall (ergo lower damage by half overall instead of 4 ARs its 2)
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ZeHealingHurts HurtingHeals
Seituoda Taskforce Command Caldari State
711
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Posted - 2013.12.21 00:25:00 -
[36] - Quote
There are those that complain about Dust dying and NPE and then there is IWS.
CCP, Geth Infiltrator is OP! plz nerf.
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Roger Cordill
The Unholy Legion Of DarkStar DARKSTAR ARMY
296
|
Posted - 2013.12.21 00:40:00 -
[37] - Quote
message from Godin: Ah, I see. So, 3 things:
1: Shouldn't the recon and scout be 1 and the same? I mean it seems more logical for it to be that way. You can have a more EWAR oriented suit and give up on combat ability, or you can have a more combat oriented suit and give up on EWAR. Seems like a better option than now, as if this happens, all the Scouts would use the Recon and we would have a Logi is better at assault pt. 2. Only this time, there's no real good ideas on how to fix it.
2: What do you mean on it being hard for them to get to the battlefield?
3: What are you streaming, and where? |
Nazz'Dragg
planetary retaliation organisation
22
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Posted - 2013.12.21 01:24:00 -
[38] - Quote
What's all this business with Sentinel, Commander and Crusader heavy Dropsuits? Why would the glorious Minmatar do with a big awkward dropsuit like a sentinel if it isn't kicking down doors and storming building and fast to boot it has no business being called a minmatar dropsuit.
https://www.youtube.com/watch?v=lum_B9Scwo8#t=0m17s
I would never of thought about that myself, Thanks.
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Iron Wolf Saber
Den of Swords
11352
|
Posted - 2013.12.21 01:34:00 -
[39] - Quote
Roger Cordill wrote:message from Godin: Ah, I see. So, 3 things:
1: Shouldn't the recon and scout be 1 and the same? I mean it seems more logical for it to be that way. You can have a more EWAR oriented suit and give up on combat ability, or you can have a more combat oriented suit and give up on EWAR. Seems like a better option than now, as if this happens, all the Scouts would use the Recon and we would have a Logi is better at assault pt. 2. Only this time, there's no real good ideas on how to fix it.
2: What do you mean on it being hard for them to get to the battlefield?
3: What are you streaming, and where?
@Godin
I don't want to make the same mistake of eve of having cloaks introduced with no counter play (as in if someone cloaked in your system there is nothing you can do to find him.)
While shooters are less prone to this symptom it can get rather annoying.
Top this off with the new EWAR thinking I have planned think of the scout as your ewar frigate, your recon as a covert ops frigate
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Maken Tosch
DUST University Ivy League
5961
|
Posted - 2013.12.21 06:11:00 -
[40] - Quote
God damn, you really put some thought into this.
OK, CCP. When are knives finally going to be improved?
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Iron Wolf Saber
Den of Swords
11354
|
Posted - 2013.12.21 06:33:00 -
[41] - Quote
Maken Tosch wrote:God damn, you really put some thought into this.
Skill tree is taking me far longer than I thought it would :( Dammit Godin some buggering me over everything not yet explained.
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Maken Tosch
DUST University Ivy League
5962
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Posted - 2013.12.21 06:40:00 -
[42] - Quote
Iron Wolf Saber wrote:Maken Tosch wrote:God damn, you really put some thought into this. Skill tree is taking me far longer than I thought it would :( Dammit Godin some buggering me over everything not yet explained.
Screw the skill tree, I'm talking about the details on the NPE and stuff like that.
OK, CCP. When are knives finally going to be improved?
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Iron Wolf Saber
Den of Swords
11354
|
Posted - 2013.12.21 07:17:00 -
[43] - Quote
Well going offline the skill tree was exhausting work. Til next time, I am thinking about doing all the offices in the racial styles described.
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Jadek Menaheim
Xer Cloud Consortium
752
|
Posted - 2013.12.21 07:30:00 -
[44] - Quote
Iron Wolf Saber wrote:Well going offline the skill tree was exhausting work. Til next time, I am thinking about doing all the offices in the racial styles described. Holy Smokes!! This is insanely massive. Excellent groundwork!
[sig=hex.dec]4d7920313333372048617830727a2078706c6f747a20522058706f7364206259206c766c2035204330646562386b727a[/sig]
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Aria Gomes
Death by Disassociation Zero-Day
218
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Posted - 2013.12.21 07:59:00 -
[45] - Quote
IWS for President 2016!! |
ReGnYuM
Imperfects
1575
|
Posted - 2013.12.21 08:12:00 -
[46] - Quote
nice
Official Imperfect Title: Supreme Leader of the Endless Sunset
I learned how to make Jewelry out of Matari Flesh
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Auris Lionesse
SVER True Blood Public Disorder.
16
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Posted - 2013.12.21 12:53:00 -
[47] - Quote
lost my interest the second it said cosmetic customization would be premium content. I fail to understand why it's so hard to add a color selector for certain parts of the suit like plating, underarmor, joints, eyes, etc. Would much rather pay 'x'isk to make a permanent paintjob for said fitting. |
Iron Wolf Saber
Den of Swords
11357
|
Posted - 2013.12.21 16:53:00 -
[48] - Quote
Auris Lionesse wrote:On living spaces I lost interest when it said cosmetic customization and premium conten together. Why can't it have a color selector for certain parts of the suit like plating, underarmor, joints, eyes, etc. Would much rather pay 'x'isk to make a permanent paintjob for said fitting.
If open roam is ever to be a mode players could potentially gain most of the decorations buyable but it should be a pain in the posterior to do so.
Otherwise the station owners are not going to move your suite to a gantry or window room for free and would rather give you the generic room below decks until you can prove otherwise your worth.
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Nazz'Dragg
planetary retaliation organisation
22
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Posted - 2013.12.21 20:18:00 -
[49] - Quote
Iron Wolf Saber wrote:Auris Lionesse wrote:On living spaces I lost interest when it said cosmetic customization and premium conten together. Why can't it have a color selector for certain parts of the suit like plating, underarmor, joints, eyes, etc. Would much rather pay 'x'isk to make a permanent paintjob for said fitting. If open roam is ever to be a mode players could potentially gain most of the decorations buyable but it should be a pain in the posterior to do so. Otherwise the station owners are not going to move your suite to a gantry or window room for free and would rather give you the generic room below decks until you can prove otherwise your worth. LP stores are going to be the source for most of these purchases that change the major cosmetics of the room. While in game actions efforts trails are going to source the rest of the 'achievement' type decorations such as being a botanist on the field in open roam allows a player to add samples to the terrarium. Can we get a row of shrunken Amarrian heads as a premium vanity decoration? So when I walk through my quarter, I can feel like I'm doing a service to the Minmatar Republic.
https://www.youtube.com/watch?v=lum_B9Scwo8#t=0m17s
I would never of thought about that myself, Thanks.
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Iron Wolf Saber
Den of Swords
11360
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Posted - 2013.12.21 21:26:00 -
[50] - Quote
Nazz'Dragg wrote:Iron Wolf Saber wrote:Auris Lionesse wrote:On living spaces I lost interest when it said cosmetic customization and premium conten together. Why can't it have a color selector for certain parts of the suit like plating, underarmor, joints, eyes, etc. Would much rather pay 'x'isk to make a permanent paintjob for said fitting. If open roam is ever to be a mode players could potentially gain most of the decorations buyable but it should be a pain in the posterior to do so. Otherwise the station owners are not going to move your suite to a gantry or window room for free and would rather give you the generic room below decks until you can prove otherwise your worth. LP stores are going to be the source for most of these purchases that change the major cosmetics of the room. While in game actions efforts trails are going to source the rest of the 'achievement' type decorations such as being a botanist on the field in open roam allows a player to add samples to the terrarium. Can we get a row of shrunken Amarrian heads as a premium vanity decoration? So when I walk through my quarter, I can feel like I'm doing a service to the Minmatar Republic.
Frozen people in carbonite?
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Vrain Matari
ZionTCD Public Disorder.
1381
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Posted - 2013.12.21 23:03:00 -
[51] - Quote
Iron Wolf Saber wrote:Nazz'Dragg wrote:Iron Wolf Saber wrote:Auris Lionesse wrote:On living spaces I lost interest when it said cosmetic customization and premium conten together. Why can't it have a color selector for certain parts of the suit like plating, underarmor, joints, eyes, etc. Would much rather pay 'x'isk to make a permanent paintjob for said fitting. If open roam is ever to be a mode players could potentially gain most of the decorations buyable but it should be a pain in the posterior to do so. Otherwise the station owners are not going to move your suite to a gantry or window room for free and would rather give you the generic room below decks until you can prove otherwise your worth. LP stores are going to be the source for most of these purchases that change the major cosmetics of the room. While in game actions efforts trails are going to source the rest of the 'achievement' type decorations such as being a botanist on the field in open roam allows a player to add samples to the terrarium. Can we get a row of shrunken Amarrian heads as a premium vanity decoration? So when I walk through my quarter, I can feel like I'm doing a service to the Minmatar Republic. Frozen people in carbonite? A fine idea, sir.
On the topic of suit cosmetics/customization I agree that free roam would maximize the market. But by the same token the appetite peeps have expressed on these forums even for in-match cosmetic options is bordering on rabid. Can you imagine just how much the Ammarian girly-boys would spend on prettier skirts? The mind boggles at the potential revenue stream Ammarian vanity represents.
We Minmatar, however, are not susceptible to such things ;)
I support SP rollover.
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Phazoid
The Unholy Legion Of DarkStar DARKSTAR ARMY
142
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Posted - 2013.12.22 04:15:00 -
[52] - Quote
i love it, i think to the armory you should add virtual weapons test, it let you try weapons without having skilled into them, only in your armory of course, for free so you can know what to skill into, also the ability to play the music on your console background, in the office there should be a big screen displaying new price movements on the player market, also i want my slaverhound to greet me when i arrive from killing, in the office there should be the posibility to watch ongoing matches or to see tutorial vids as well, and i dont think customization for the living space should cost aurm, maybe ISK and LP
Ib'tuur jatne tuur ash'ad kyr'amur (Today is a good day for someone else to die).
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Phazoid
The Unholy Legion Of DarkStar DARKSTAR ARMY
142
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Posted - 2013.12.22 04:17:00 -
[53] - Quote
also a minmatar chewing toy for my slaverhound
Ib'tuur jatne tuur ash'ad kyr'amur (Today is a good day for someone else to die).
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Auris Lionesse
SVER True Blood Public Disorder.
16
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Posted - 2013.12.22 04:31:00 -
[54] - Quote
Iron Wolf Saber wrote:Auris Lionesse wrote:On living spaces I lost interest when it said cosmetic customization and premium conten together. Why can't it have a color selector for certain parts of the suit like plating, underarmor, joints, eyes, etc. Would much rather pay 'x'isk to make a permanent paintjob for said fitting. If open roam is ever to be a mode players could potentially gain most of the decorations buyable but it should be a pain in the posterior to do so. Otherwise the station owners are not going to move your suite to a gantry or window room for free and would rather give you the generic room below decks until you can prove otherwise your worth. LP stores are going to be the source for most of these purchases that change the major cosmetics of the room. While in game actions efforts trails are going to source the rest of the 'achievement' type decorations such as being a botanist on the field in open roam allows a player to add samples to the terrarium.
As long as it's not aurum for different colored suits. |
Iron Wolf Saber
Den of Swords
11370
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Posted - 2013.12.22 06:07:00 -
[55] - Quote
Auris Lionesse wrote:Iron Wolf Saber wrote:Auris Lionesse wrote:On living spaces I lost interest when it said cosmetic customization and premium conten together. Why can't it have a color selector for certain parts of the suit like plating, underarmor, joints, eyes, etc. Would much rather pay 'x'isk to make a permanent paintjob for said fitting. If open roam is ever to be a mode players could potentially gain most of the decorations buyable but it should be a pain in the posterior to do so. Otherwise the station owners are not going to move your suite to a gantry or window room for free and would rather give you the generic room below decks until you can prove otherwise your worth. LP stores are going to be the source for most of these purchases that change the major cosmetics of the room. While in game actions efforts trails are going to source the rest of the 'achievement' type decorations such as being a botanist on the field in open roam allows a player to add samples to the terrarium. As long as it's not aurum for different colored suits.
I was thinking more along the lines of a default pallet in good color selection but patterns and additional color sets to not be as widely available but all sellable on the market at least.
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Iron Wolf Saber
Den of Swords
11388
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Posted - 2013.12.24 02:07:00 -
[56] - Quote
Sorry been working on this and not been doing any streams yet. Also still thinking about how to proceede and how I probably need to go back and just redo the entire thing. However as more and more I move along I know what section B will be about now. The entire neocom.
Anyways making more reference sheets for myself so I can keep things consistent on my end.
Technology Tree Enjoy what I got done so far.
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Iron Wolf Saber
Den of Swords
11442
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Posted - 2013.12.27 12:40:00 -
[57] - Quote
Well didn't stream this one so no pictures sorry
So the newest section academy days.
https://docs.google.com/document/d/1ZZzBtpNaMFjVXEBjBlGevpssAggrojbtmOxpTdxVdv0/edit?usp=sharing
and Ill go out and finishing filling out the tech tree I guess.
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Iron Wolf Saber
Den of Swords
11442
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Posted - 2013.12.27 14:04:00 -
[58] - Quote
BAH ><
Google Documents has updated their excel sheet to go beyond column AB. Give me a moment while I redo the tech tree AGAIN ><.
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Iron Wolf Saber
Den of Swords
11448
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Posted - 2013.12.27 23:29:00 -
[59] - Quote
Okay Fixed the Trees best I could, realized I am going to need a new section in reference called inventory that has the descriptors for the new and old items so stay tuned for that. For now going to bed
https://docs.google.com/spreadsheet/ccc?key=0AqHgiF-KXQZXdDdKYjRQT193VDlfbFM5b0FwdlB5Ymc&amp;usp=drive_web#gid=4
Also looking for names of stuff.
Remember as far as dust is concerned,
Gallente = Greek and Babylonian Mythos Caldari = Weapons Amarr = Holy Minmatar = Predatory or Dangerous Animals.
Also am willing to listen to better weapon name ideas as well for all classes already previewed, Ill get to adding minmatar and caldari soon as all the tree layouts are the same.
Drop Suit upgrades, vehicle upgrades, weapon and turret skills are still on my todo list.
https://docs.google.com/spreadsheet/ccc?key=0AqHgiF-KXQZXdHVUUjVmdUxKWThHYmczWTBYWGtGQWc&usp=drive_web#gid=5
Skills sheet that applies to the tech tree.
Take note I have committed teiricide on both vehicles and suits.
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Necandi Brasil
DUST BRASIL S.A Covert Intervention
612
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Posted - 2013.12.28 00:26:00 -
[60] - Quote
IWS... I can't describe what I'm doing over your ideas... You have the vision that a CPM must have ! I congratulate you and salute you for your efforts and ideas... o7
Tanks 514! Cheap, fast, Indestrucbible and you see tankers telling it's balanced...
Just makes you want to quit this BS
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Cat Merc
Ahrendee Mercenaries EoN.
5128
|
Posted - 2013.12.28 13:45:00 -
[61] - Quote
I support this product and or service.
This thread has earned the Cat Merc Seal of Approval (CMSOP)!
Shield regeneration bonus for Gallente Assault is about as useful as Sharpshooter for Nova Knives.
Tuna > Tacos
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Brush Master
HavoK Core RISE of LEGION
1013
|
Posted - 2013.12.28 14:05:00 -
[62] - Quote
Living Space would be one of my favorites. The concepts of expanding the room to something more social and customizable leads to a greater desire to do something in the game. Of course you need the missions, contracts and things to earn and buy with it.
514th Wing // Team Fairy DUST // Havok Core
[email protected]
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Iron Wolf Saber
Den of Swords
11475
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Posted - 2013.12.29 17:04:00 -
[63] - Quote
Streaming Live Now
Gallente Office
http://www.twitch.tv/ironwolfsaber
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RKKR
The Southern Legion The Umbra Combine
571
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Posted - 2013.12.29 17:16:00 -
[64] - Quote
Soooo...what are the chanches for CCP to finally rework the game instead of building further on bad design? |
Iron Wolf Saber
Den of Swords
11476
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Posted - 2013.12.29 18:29:00 -
[65] - Quote
Stream over end result here
http://fc04.deviantart.net/fs70/f/2013/363/0/5/gallente_office_by_novafox-d6zvzwk.jpg
Will be added to living spaces as an example.
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Terry Webber
Turalyon 514 Turalyon Alliance
385
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Posted - 2013.12.29 19:43:00 -
[66] - Quote
You have a bunch of great ideas, Iron Wolf! I'm making some notes on your proposed changes that I will post here. There is one thing I can point out now though: Why did you make a skill and tech tree when the skill tree is enough? Did you make the tech tree to show the stats of the dropsuits, weapons, etc?
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Iron Wolf Saber
Den of Swords
11478
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Posted - 2013.12.29 20:05:00 -
[67] - Quote
Terry Webber wrote:You have a bunch of great ideas, Iron Wolf! I'm making some notes on your proposed changes that I will post here. There is one thing I can point out now though: Why did you make a skill and tech tree when the skill tree is enough? Did you make the tech tree to show the stats of the dropsuits, weapons, etc?
Visual Reference where everything fits. So far it has been useful in correcting the skill tree and the skill tree helping correct the tech tree.
This becomes more apparent if you look at the module tree for suit upgrades.
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Necandi Brasil
DUST BRASIL S.A Covert Intervention
630
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Posted - 2013.12.29 20:09:00 -
[68] - Quote
Can we have this for DUST ?
Tanks 514! Cheap, fast, Indestrucbible and you see tankers telling it's balanced...
Just makes you want to quit this BS
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Maitue Mae
Vortex State Empire Dark Taboo
31
|
Posted - 2013.12.29 20:19:00 -
[69] - Quote
Damn... I must say this needs to happen, eh? |
Terry Webber
Turalyon 514 Turalyon Alliance
385
|
Posted - 2013.12.30 05:33:00 -
[70] - Quote
Iron Wolf Saber wrote:Terry Webber wrote:You have a bunch of great ideas, Iron Wolf! I'm making some notes on your proposed changes that I will post here. There is one thing I can point out now though: Why did you make a skill and tech tree when the skill tree is enough? Did you make the tech tree to show the stats of the dropsuits, weapons, etc? Visual Reference where everything fits. So far it has been useful in correcting the skill tree and the skill tree helping correct the tech tree. This becomes more apparent if you look at the module tree for suit upgrades. OK, now I see why you did this. I'll add this as part of my notes. I'll post them here when I can.
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Iron Wolf Saber
Den of Swords
11481
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Posted - 2013.12.30 10:13:00 -
[71] - Quote
Setting up Stream soon as I am able Ill start.
http://www.twitch.tv/ironwolfsaber
Today will be the Caldari Office.
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Iron Wolf Saber
Den of Swords
11481
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Posted - 2013.12.30 11:36:00 -
[72] - Quote
Stream over if you missed it here is the final result will update living spaces with this.
http://novafox.deviantart.com/art/Caldari-Office-423262999?ga_submit_new=10%253A1388403271
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Iron Wolf Saber
Den of Swords
11481
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Posted - 2013.12.30 16:56:00 -
[73] - Quote
Going Live, Today it will be the minmatar office.
http://www.twitch.tv/ironwolfsaber
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Iron Wolf Saber
Den of Swords
11481
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Posted - 2013.12.30 18:37:00 -
[74] - Quote
Stream Over
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Iron Wolf Saber
Den of Swords
11485
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Posted - 2013.12.31 11:22:00 -
[75] - Quote
Going Live
Todays Subject
Amarr Office
http://www.twitch.tv/ironwolfsaber
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Iron Wolf Saber
Den of Swords
11485
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Posted - 2013.12.31 14:34:00 -
[76] - Quote
Thanks for watching todays stream in case you missed it the final result
http://fc01.deviantart.net/fs70/f/2013/365/5/e/amarr_office_by_novafox-d705zn3.jpg
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Iron Wolf Saber
Den of Swords
11640
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Posted - 2014.01.07 06:46:00 -
[77] - Quote
=Online= https://docs.google.com/document/d/1SxjPYwpxmgdmwjNzIqZ_wlzXFGjB8nfqazyVqCU0ltM/edit?usp=sharing https://docs.google.com/document/d/1nRwBPyci4bjam5YDZCVJ2Q1BhEdDOkz0V19vZdqVFrY/edit# http://www.coldfront.net/tiramisu/
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MRZITRO q q
0uter.Heaven
0
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Posted - 2014.01.07 07:30:00 -
[78] - Quote
Dammit IWS the amarrian lamps looks like djinn rampage favored play-toy. |
Iron Wolf Saber
Den of Swords
11646
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Posted - 2014.01.07 08:53:00 -
[79] - Quote
Well going offline for the night getting tired.
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Iron Wolf Saber
Den of Swords
11971
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Posted - 2014.01.12 08:21:00 -
[80] - Quote
Done
https://docs.google.com/document/d/1nRwBPyci4bjam5YDZCVJ2Q1BhEdDOkz0V19vZdqVFrY/edit?usp=sharing
For now.
Onto other things!
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Gemini Reynolds
Sanmatar Kelkoons Minmatar Republic
126
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Posted - 2014.01.14 23:25:00 -
[81] - Quote
Why is this buried?! |
Iron Wolf Saber
Den of Swords
12080
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Posted - 2014.01.14 23:32:00 -
[82] - Quote
Gemini Reynolds wrote:Why is this buried?!
Probably because its too epic
jk
probably the TL;DR factor
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TechMechMeds
Swamp Marines
2093
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Posted - 2014.01.14 23:37:00 -
[83] - Quote
You need to stay on the CPM, are you running again or can you not be bothered. Totally understandable if not.
Level 2 forum warrior.
Minmatar and Gallente fw.
I sold my wife and kids to the Amarr for isk, its a valid tactic.
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TechMechMeds
Swamp Marines
2093
|
Posted - 2014.01.14 23:38:00 -
[84] - Quote
Gemini Reynolds wrote:Why is this buried?!
The better the thread, the quicker its buried.
Level 2 forum warrior.
Minmatar and Gallente fw.
I sold my wife and kids to the Amarr for isk, its a valid tactic.
|
Terry Webber
Turalyon 514 Turalyon Alliance
396
|
Posted - 2014.01.19 22:52:00 -
[85] - Quote
Any new stuff you're working on, Iron Wolf? |
Iron Wolf Saber
Den of Swords
12347
|
Posted - 2014.01.20 06:51:00 -
[86] - Quote
Terry Webber wrote:Any new stuff you're working on, Iron Wolf?
Not yet just been busy with cpm stuff and real life stuff, just paid for my tuition this semester
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Cat Merc
Ahrendee Mercenaries EoN.
5890
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Posted - 2014.01.23 21:44:00 -
[87] - Quote
Epic bump for epic thread.
Shield regeneration bonus for Gallente Assault is about as useful as Sharpshooter for Nova Knives.
Tuna > Tacos
|
Patrick57
Fatal Absolution Covert Intervention
4201
|
Posted - 2014.01.23 21:51:00 -
[88] - Quote
I like the character sheet, but I noticed that the way SP works seems to be like in Eve, all passive.
Is that the way Dust is headed?
Winner of at least 10 King ThunderBolt hate videos :D
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Zahle Undt
Bullet Cluster Legacy Rising
603
|
Posted - 2014.01.24 01:01:00 -
[89] - Quote
Just caught this previously buried thread and I only got to the combat tutorial of the NPE so far. Great work IWS, why isn't CCP hiring you on?
Anyway I don't know if you touched on it, but it would be great to see a playable NPE tutorial like this and like some other games I've played in the past (right now the one coming to mind is VtM: Bloodlines) if you do the tutorial your payment for the drone mission is your normal starting SP and ISK. If you choose to skip the tutorial you either get nothing or a greatly reduced amount of starting ISK and SP.
Most tankers are like sand people. They frighten easily, but will quickly return...and in greater numbers.
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Luther Mandrix
WASTELAND JUNK REMOVAL Top Men.
169
|
Posted - 2014.01.24 08:34:00 -
[90] - Quote
I like this. |
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Kevall Longstride
DUST University Ivy League
863
|
Posted - 2014.01.24 10:23:00 -
[91] - Quote
A lot of good stuff there IWS o7
Personally I like the current design aesthetic of the present Neocom, how it 'feels' for the lack of a better term. But the mechanics of how you interact with it is still built on the Eve philosophy of menus and drop down boxes.
This is great for for of us that play Eve but it didn't give Dust a sense of its own identity. I can understand why this is the case. Design of the UI in Eve is a solid and efficient one, so its just easier to port over a complete design than think of a new way. This is however a sloppy way of thinking and a lack of imagination. It also demonstrates, once again, a major flaw in the design process that CCP institutionally can't seem to shake off.
It's a console game.
I'll say that again, a CONSOLE game.
Now let's play a game of what if for a moment. Imagine that instead of its present situation with a hard core of loyal players but limited in number, that the launch of Dust 514 was a spectacular success and we are looking at 15,000 players being on it over a weekend at anytime..... Now what would be the primary control input of all those players, so much so that the other options would only be measured in fractions of a percent.
It would be the input method that came in the box with the console. The pad.
The current design of the majority of the UI in Dust is based in a design philosophy where mouse is king. Untill CCP can exorcise this mentality and work in a world where pad is king, I'm afraid that the UI for Dust is never going to get much better than it is.
And UI is king in a game such as this. A complex and tactical shooter, with the most sophisticated customisation of a character possible in any other console FPS.
The UI is the first point of contact for a player, it sets the tone of the game from the moment of boot up and getting it right is 90% of the battle of keeping a new player. So why is it that in Dust, right now, it takes 15 button presses to activate voice chat? And that if you know exactly how to do it?
This is the triumph of mediocre design. It makes things more complicated that it should be and succeeds in frustrating players before they even get into battle.
Now I said that the majority of the UI is from a philosophy where mouse is king. But where CCP actually have thought outside of the box and remembered this a console game with a pad, they succeeded spectacularly. So much so, I'm not sure they even know it.
Uprising had many problems at launch. We all know that. But hidden in the multitude of bugs and balancing issues were two absolute gems of design. The potential expansion of them as a basis for the UI tragically got sidelined with the problems that needed fixing in the core mechanics of the game itself.
The Starmap and The Skill Tree.
These two new parts of the UI were clearly designed with just one input device in mind. The DS3. But they were also so good that a mouse user could use them as well.
The Starmap in particular is something that CCP should be very proud of. In Eve, using it is a nightmare even with a mouse, but the one is Dust manages to get all of its complexity and displays it in a simple manner. Using the shoulder buttons, detailed infomation is rapidly brought to the player attention. The design is so good that when it shown to us at the Dust Keynote at Fanfest, Seamus Donahue, Professor at EVE University and known as the safest man in Eve, leant over to me and said that the Starmap in Eve should look like that.
The Skill Tree design is also a corker. It could be the foundation of a really solid corporation UI, with different branches of corp mechanics hidden from those without the roles needed while those with them can see them and interact with them.
A branch could be used purely for the infomation about your Merc, with links to other branches such as the skill tree itself and the Starmap to shown your location in New Eden.
As new portals to New Eden are added, such as PvE, industry, Player Market, space elevator control etc etc, a new root branch can be added. The design of the skill tree is modular. It's futureproofed for what may come to Dust and Eve.
I really hope that as Fanfest approaches and the inevitable reveal of 2.0, that CCP have had time to go back and expand on these two gems of UI design. They give Dust a sense of its own identity while firmly keeping it in the world of New Eden.
Mercenary Clone of Dennie Fleetfoot
CEO of DUST University
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Iron Wolf Saber
Den of Swords
12560
|
Posted - 2014.01.24 16:45:00 -
[92] - Quote
Blah, thanks to some twitter poster, this is now on CCP's radar... Now I have to work twice as hard on it. Thanks alot guys <^-^> ... hmm cant do grumpy wolf here that easily...
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Cat Merc
Ahrendee Mercenaries EoN.
5925
|
Posted - 2014.01.24 16:51:00 -
[93] - Quote
*Does grumpy cat for Ironwolf* Good enough?
Shield regeneration bonus for Gallente Assault is about as useful as Sharpshooter for Nova Knives.
Tuna > Tacos
|
Necandi Brasil
DUST BRASIL S.A Covert Intervention
705
|
Posted - 2014.01.25 08:02:00 -
[94] - Quote
YES!!! Thank you!!! Work hard IWS!
Tanks 514! Cheap, fast, Indestructible and you see tankers telling it's balanced...
Just makes you want to quit this BS
|
J-Lewis
Edimmu Warfighters Gallente Federation
337
|
Posted - 2014.01.26 17:56:00 -
[95] - Quote
This is looking really good IWS!
I endorse this product and/or service. |
Iron Wolf Saber
Den of Swords
12634
|
Posted - 2014.01.26 17:59:00 -
[96] - Quote
being a bit scattered today but work on the next document has begun.
https://docs.google.com/document/d/1VEXecdgmCJUzkFoD9vR3Fox_Zy0-ih35B4cGKBa63Vo/edit#
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Iron Wolf Saber
Den of Swords
12792
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Posted - 2014.01.30 19:06:00 -
[97] - Quote
Going to try to wrap up social today. Then finish the caldari soldier concept maybe do the others and some more drones.
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Chesyre Armundsen
Thanes Of Dust
383
|
Posted - 2014.01.30 22:25:00 -
[98] - Quote
I'm getting giddy reading your stuff. Fantastic design!
Can't wait to see more of this grow! ^_^
Mihi gravato Deus - "Let God lay the burden on me!"
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Artificer Ghost
Learning Coalition College
1175
|
Posted - 2014.02.01 01:17:00 -
[99] - Quote
This seems pretty good. I've not read everything (I'll probably delay it and treat it like a book, reading a couple paragraphs every day, just like Arkena's shield VS. armor thread), but the Neocom idea looks great.
~Art, CEO and DoE at Learning Coalition College, Co-Founder of the Learning Coalition
Maken Tosch = 1000th Like!
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Nezbur Zero
Eyniletti Rangers Minmatar Republic
8
|
Posted - 2014.02.01 01:51:00 -
[100] - Quote
This is ******* bad ass! I likes!
My best poem was written by the hornets that come out of my shotgun barrel.
|
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Virtual Riot
The Vanguardians INTERGALACTIC WARPIGS
150
|
Posted - 2014.02.01 02:00:00 -
[101] - Quote
Wow this is a lot of good work here Mr. Saber
Cool stuff |
Iron Wolf Saber
Den of Swords
12830
|
Posted - 2014.02.01 05:19:00 -
[102] - Quote
Now Offline for those of you who missed it the result of the last stream.
http://fc07.deviantart.net/fs70/f/2014/031/d/0/caldari_mortal_soldier_by_novafox-d74la51.jpg
Enjoy. will be updating the tutorial to reflect the new design.
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Cat Merc
Ahrendee Mercenaries EoN.
6097
|
Posted - 2014.02.01 08:37:00 -
[103] - Quote
Don't like the giant antenna, but the rest looks good.
Shield regeneration bonus for Gallente Assault is about as useful as Sharpshooter for Nova Knives.
Tuna > Tacos
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Ronan Elsword
Dead Six Initiative Lokun Listamenn
157
|
Posted - 2014.02.01 08:57:00 -
[104] - Quote
Looks good so far although I think the Tutorial should be based on what race you chose, and the person instructing you should be a cloned soldier that's just called Commander, Sir, something along those lines in the race you chose.
"War doesn't determine who is right, only who is left."
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Iron Wolf Saber
Den of Swords
12833
|
Posted - 2014.02.01 20:29:00 -
[105] - Quote
Ronan Elsword wrote:Looks good so far although I think the Tutorial should be based on what race you chose, and the person instructing you should be a cloned soldier that's just called Commander, Sir, something along those lines in the race you chose.
The academy missions has a chance to be racially specced instead. The idea is to drive home the notion that there are many nations and calling but you're free to wander and dont have to stick to one place.
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Terry Webber
Turalyon 514 Turalyon Alliance
399
|
Posted - 2014.02.01 21:56:00 -
[106] - Quote
Iron Wolf Saber wrote:Ronan Elsword wrote:Looks good so far although I think the Tutorial should be based on what race you chose, and the person instructing you should be a cloned soldier that's just called Commander, Sir, something along those lines in the race you chose. The academy missions has a chance to be racially specced instead. The idea is to drive home the notion that there are many nations and calling but you're free to wander and dont have to stick to one place. You make a good point but how does that explain the NPC corporations new players currently start in?
Join Turalyon 514 today!
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Meee One
The dyst0pian Corporation Zero-Day
266
|
Posted - 2014.02.01 23:22:00 -
[107] - Quote
This might sound kinda dumb..... But when it's completed will vets have the chance to use it?(tutorial) Even though i have been playing for a little while...i would like to. More emersion and all that jazz.
Sexy jutsu
Time to jaaam!
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Iron Wolf Saber
Den of Swords
12836
|
Posted - 2014.02.01 23:29:00 -
[108] - Quote
Meee One wrote:This might sound kinda dumb..... But when it's completed will vets have the chance to use it?(tutorial) Even though i have been playing for a little while...i would like to. More emersion and all that jazz.
You can re run the tutorial segments as often as you like without rewards unless updated.
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Iron Wolf Saber
Den of Swords
12836
|
Posted - 2014.02.01 23:30:00 -
[109] - Quote
Terry Webber wrote:Iron Wolf Saber wrote:Ronan Elsword wrote:Looks good so far although I think the Tutorial should be based on what race you chose, and the person instructing you should be a cloned soldier that's just called Commander, Sir, something along those lines in the race you chose. The academy missions has a chance to be racially specced instead. The idea is to drive home the notion that there are many nations and calling but you're free to wander and dont have to stick to one place. You make a good point but how does that explain the racial NPC corporations new players currently start in?
As the intro mission npc explains, hes a contracted mercenary there to convert your mortal self into an immortal soldier. This is done to help reduce voice costs and the like. The academy missions hand you back over to your empires where voice acting is not needed nor scripted AI.
CPM 0 Secretary
Omni-Soldier, Forum Warrior, Annoying Artist
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J-Lewis
Edimmu Warfighters Gallente Federation
342
|
Posted - 2014.02.02 02:03:00 -
[110] - Quote
Iron Wolf Saber wrote:Terry Webber wrote:Iron Wolf Saber wrote:Ronan Elsword wrote:Looks good so far although I think the Tutorial should be based on what race you chose, and the person instructing you should be a cloned soldier that's just called Commander, Sir, something along those lines in the race you chose. The academy missions has a chance to be racially specced instead. The idea is to drive home the notion that there are many nations and calling but you're free to wander and dont have to stick to one place. You make a good point but how does that explain the racial NPC corporations new players currently start in? As the intro mission npc explains, hes a contracted mercenary there to convert your mortal self into an immortal soldier. This is done to help reduce voice costs and the like. The academy missions hand you back over to your empires where voice acting is not needed nor scripted AI. Aye, that would be the less costly option to develop.
But to be honest, you can't deny that it WOULD be ideal to have racial variations for these tutorials; it just provides so much more immersion to a new player. It makes a bit more "new player sense" to go from creating an Amarr avatar to doing a mission under Amarrian supervisors in an Amarrian dropship, because that's what you picked...
CCP is technically a AAA development studio (Dust was marketed as a AAA F2P shooter ). But, having said that, with what I've seen CCP put on the table since beta? Yeah no, that's not going to happen. Not anytime soon.
With those depressing facts taken into consideration, it makes complete sense to just focus on one well crafted tutorial. But in that case all the races should be represented instead of just the Caldari, at least in terms of infantry (did I read something about using other new players as actors in the opening sequence with the craft flying you to the battle? If so, kudos; that would be good use of instancing).
Again, this (your ideas) all looks great on paper. I just wish it was actually happening right now... |
|
Iron Wolf Saber
Den of Swords
12838
|
Posted - 2014.02.02 02:15:00 -
[111] - Quote
J-Lewis wrote:Iron Wolf Saber wrote:Terry Webber wrote:Iron Wolf Saber wrote:Ronan Elsword wrote:Looks good so far although I think the Tutorial should be based on what race you chose, and the person instructing you should be a cloned soldier that's just called Commander, Sir, something along those lines in the race you chose. The academy missions has a chance to be racially specced instead. The idea is to drive home the notion that there are many nations and calling but you're free to wander and dont have to stick to one place. You make a good point but how does that explain the racial NPC corporations new players currently start in? As the intro mission npc explains, hes a contracted mercenary there to convert your mortal self into an immortal soldier. This is done to help reduce voice costs and the like. The academy missions hand you back over to your empires where voice acting is not needed nor scripted AI. Aye, that would be the less costly option to develop. But to be honest, you can't deny that it WOULD be ideal to have racial variations for these tutorials; it just provides so much more immersion to a new player. It makes a bit more "new player sense" to go from creating an Amarr avatar to doing a mission under Amarrian supervisors in an Amarrian dropship, because that's what you picked... CCP is technically a AAA development studio (Dust was marketed as a AAA F2P shooter ). But, having said that, with what I've seen CCP put on the table since beta? Yeah no, that's not going to happen. Not anytime soon. With those depressing facts taken into consideration, it makes complete sense to just focus on one well crafted tutorial. But in that case all the races should be represented instead of just the Caldari, at least in terms of infantry (did I read something about using other new players as actors in the opening sequence with the craft flying you to the battle? If so, kudos; that would be good use of instancing). Again, this (your ideas) all looks great on paper. I just wish it was actually happening right now...
Of course, there can be an advanced tutorial that actually teaches combat mantras of the empires as well post npe period. remember this is for the first 5 minutes. Empire difference is like something you want to hammer into the players a week after.
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Omni-Soldier, Forum Warrior, Annoying Artist
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Ghost Kaisar
Titans of Phoenix Legacy Rising
2550
|
Posted - 2014.02.02 06:17:00 -
[112] - Quote
Skill Tree 2.0 looks fantastic.
I'm loving how this will look in the future (if it will be somewhat like this).
eWar seems more prevalent (those skills in Electronics look mouth watering. It seems like we will have ways of reducing module effectiveness on suits in combat. Be a great way to stunt armor regen, or even slow down a speed scout.)
I like how module skills can decrease their fitting cost. Biotics especially (15PG for a complex Kincat FFS). Also, having Shield modules reduce the CPU required and Armor reduce the PG required seems like a good move as well since Shield suits typically have higher CPU and Armor suits typically have higher PG. This might allow some dual tanking (which isn't bad necessarily), but I have a feeling that shield hardeners and armor hardeners will negate this (Making it a better move to buff your main tank rather than dual tank)
I see the shield repair tools. I really hope this is where we are headed. I see a HUGE amount of diversity in this thing. And I want Dust to have an EXTREMELY Diverse battlefield.
Decoy and Jamming equipment? My scout is in love!
Jetpacks and Grappling hooks?
Okay, I'll stop here. This all looks great, and I really hope that this will all be down the road in the next few years. But it does look like we are headed in the right direction.
If 1.8 becomes as good as it's hyped to be, I'll take the $60 I have saved up for Destiny and buy some AUR. You guys will have earned it
Nothing says "F**K YOU!" like a direct Flaylock to the face.
Minmatar. In Rust we trust.
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Iron Wolf Saber
Den of Swords
12844
|
Posted - 2014.02.02 07:29:00 -
[113] - Quote
Ghost Kaisar wrote:Skill Tree 2.0 looks fantastic. I'm loving how this will look in the future (if it will be somewhat like this). eWar seems more prevalent (those skills in Electronics look mouth watering. It seems like we will have ways of reducing module effectiveness on suits in combat. Be a great way to stunt armor regen, or even slow down a speed scout.) I like how module skills can decrease their fitting cost. Biotics especially (15PG for a complex Kincat FFS). Also, having Shield modules reduce the CPU required and Armor reduce the PG required seems like a good move as well since Shield suits typically have higher CPU and Armor suits typically have higher PG. This might allow some dual tanking (which isn't bad necessarily), but I have a feeling that shield hardeners and armor hardeners will negate this (Making it a better move to buff your main tank rather than dual tank) I see the shield repair tools. I really hope this is where we are headed. I see a HUGE amount of diversity in this thing. And I want Dust to have an EXTREMELY Diverse battlefield. Decoy and Jamming equipment? My scout is in love! Jetpacks and Grappling hooks? Okay, I'll stop here. This all looks great, and I really hope that this will all be down the road in the next few years. But it does look like we are headed in the right direction. If 1.8 becomes as good as it's hyped to be, I'll take the $60 I have saved up for Destiny and buy some AUR. You guys will have earned it
That's just a first pass I haven't done any deep level thinking and philosophy with the skills.
Of course this all ideas and there is no guarantee any of this will make it in.
CPM 0 Secretary
Omni-Soldier, Forum Warrior, Annoying Artist
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Ayures II
Subdreddit Test Alliance Please Ignore
356
|
Posted - 2014.02.02 08:31:00 -
[114] - Quote
This is a collection of some of the worst suggestions for this game I've ever heard.
Way to win the race to the bottom, IWS! |
Regis Blackbird
DUST University Ivy League
77
|
Posted - 2014.02.02 10:11:00 -
[115] - Quote
I have not read it all, but so far I like it a lot!
Especially: - the NPE tutorial, which is sadly very lacking from the game. - character creation includes general strategies and philosophy of the 4 races. - Daily mission as a proctor in Academy Battles ---> this is absolutely brilliant!
Although my hope is that CCP uses your ideas for adding the content which is currently missing, and not try to reinvent the things that are already in-game. New content first.
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J-Lewis
Edimmu Warfighters Gallente Federation
342
|
Posted - 2014.02.02 13:07:00 -
[116] - Quote
Iron Wolf Saber wrote:Ghost Kaisar wrote:Skill Tree 2.0 looks fantastic. I'm loving how this will look in the future (if it will be somewhat like this). eWar seems more prevalent (those skills in Electronics look mouth watering. It seems like we will have ways of reducing module effectiveness on suits in combat. Be a great way to stunt armor regen, or even slow down a speed scout.) I like how module skills can decrease their fitting cost. Biotics especially (15PG for a complex Kincat FFS). Also, having Shield modules reduce the CPU required and Armor reduce the PG required seems like a good move as well since Shield suits typically have higher CPU and Armor suits typically have higher PG. This might allow some dual tanking (which isn't bad necessarily), but I have a feeling that shield hardeners and armor hardeners will negate this (Making it a better move to buff your main tank rather than dual tank) I see the shield repair tools. I really hope this is where we are headed. I see a HUGE amount of diversity in this thing. And I want Dust to have an EXTREMELY Diverse battlefield. Decoy and Jamming equipment? My scout is in love! Jetpacks and Grappling hooks? Okay, I'll stop here. This all looks great, and I really hope that this will all be down the road in the next few years. But it does look like we are headed in the right direction. If 1.8 becomes as good as it's hyped to be, I'll take the $60 I have saved up for Destiny and buy some AUR. You guys will have earned it That's just a first pass I haven't done any deep level thinking and philosophy with the skills. Of course this all ideas and there is no guarantee any of this will make it in.
I did a bit of community idea sourcing - just on the structure itself - a while back. There's a bunch of ideas collected in that thread from various players, and I'm happy to report it's one of the more civil threads on this forum. |
Requin Toblat
Glitched Connection
17
|
Posted - 2014.02.02 16:43:00 -
[117] - Quote
Wow! Some really great work and great ideas here IWS. |
Iron Wolf Saber
Den of Swords
12845
|
Posted - 2014.02.02 16:45:00 -
[118] - Quote
Well here is my initial thoughts on the arrangement of the skills.
Near the start or base of the tree you will have what you will be calling your core skills. Skills that translates into higher game play on base stats alone.
This facilitates a few things.
Empowers newer players to be more effective in areas they feel is lacking if they're reactive trainers (lack of hp, lack of damage application, lack of fitting, lack of speed ect ect)
As the tree grows the skills begin to shift from a broad spectrum of built in stats to specific performances of the character then finally shifting into broad spectrum of modules before continuously narrowing down until only a very specific type of module or weapon benefits.
The bonuses themselves need to be from most pronounced to least pronounced. For example its okay for an HP+ skill to be near the start but HP+ on shield extenders is not an 'end-game' skill.
The power gains at 'end-game' are also marginal; the idea is to not make the peak so far well and beyond a new players 'influence' (IE I have max skills = newb immunity) and this is where handing out bonuses out like candy can and WILL get problematic.
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Akdhar Saif
Intaki Liberation Front Intaki Prosperity Initiative
212
|
Posted - 2014.02.02 17:44:00 -
[119] - Quote
This may be minor but can we get the Slayer game in our living spaces? Or maybe have a room people can join and play in their spare time. |
J-Lewis
Edimmu Warfighters Gallente Federation
342
|
Posted - 2014.02.05 03:34:00 -
[120] - Quote
Iron Wolf Saber wrote:Well here is my initial thoughts on the arrangement of the skills.
Near the start or base of the tree you will have what you will be calling your core skills. Skills that translates into higher game play on base stats alone.
This facilitates a few things.
Empowers newer players to be more effective in areas they feel is lacking if they're reactive trainers (lack of hp, lack of damage application, lack of fitting, lack of speed ect ect)
As the tree grows the skills begin to shift from a broad spectrum of built in stats to specific performances of the character then finally shifting into broad spectrum of modules before continuously narrowing down until only a very specific type of module or weapon benefits.
The bonuses themselves need to be from most pronounced to least pronounced. For example its okay for an HP+ skill to be near the start but HP+ on shield extenders is not an 'end-game' skill. So instead there are more likely to be skills that help reduce the negativity of some modules such as the high fitting costs, the heavier plate penalties and drawbacks of tech 2 modules.
The power gains at 'end-game' are also marginal; the idea is to not make the peak so far well and beyond a new players 'influence' (IE I have max skills = newb immunity) and this is where handing out bonuses out like candy can and WILL get problematic.
Would you agree that the "support" skills (skills with big bonuses to damage, range, fitting requirement, ammo capacity) should be in a more accessible and separate part of the weaponry tree?
Building the "core" for infantry weapons would primarily be training these skills. They don't unlock weapons, but they affect all weapons, and they unlock the relevant modules (damage mods, range mods, etc...).
I keep coming back to the question of whether or not the range bonus on the old sharpshooter skill was really an issue, or if it was just the fact that you had to train it two to six times that made it "broken".
Maybe it was that, and the fact that you had to virtually run towards one another until the one with superior range skills got into range and won. The old "all or nothing" damage model isn't used anymore, so perhaps it wouldn't hurt to reintroduce it. Perhaps it would revitalize the meta a bit?
It's one of those occasions where CCP can give players another meta tool to help solve their own perceived balance problems. e.g. the general opinion is that the shotgun's range is so ridiculously low, to the point of "worthlessness", but what if you could fit a module or two and train a skill to buff the range by a combined 50-60%? Some will bicker about sacrificing damage mods, but just that mechanic alone creates meaningful choice: Do I fit for longer range engagements, or do I YOLO for damage?
Same story for the laser rifle. What if you could choose between fitting damage modules and range modules? People would create fittings based on the maps and how they play.
Basically DUST needs more variety in modules; more stats to play with; more fitting decisions to make, ideally using incomparables.
Just a stray thought. |
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True Adamance
Kameira Lodge Amarr Empire
6648
|
Posted - 2014.02.05 04:01:00 -
[121] - Quote
I see so much Imperial Guardsman 40k in that...love the pic IWS
"My Faith in you is absolute; my sword is Yours, My God, and Your will guides me now and for all eternity."
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843 nerfnut96
BurgezzE.T.F Public Disorder.
208
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Posted - 2014.02.05 04:56:00 -
[122] - Quote
Very nice job on this man
Capt. Nerfnut96 // Ranking Officer // War Director // Burgezz ETF
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Iron Wolf Saber
Den of Swords
12918
|
Posted - 2014.02.05 08:54:00 -
[123] - Quote
True Adamance wrote:I see so much Imperial Guardsman 40k in that...love the pic IWS
Hmm I didn't realize it.
Anyways as for the skills and the sorts, I know why the range bonus was removed was because at max level the gun would have immunity to a newbie and was making for poor gameplay similar to how proto stomping works. It is still possible to see the mechanic return though not for most weapons (swarm launcher being the only one right now knowing that bumping its range works okay still) but in the form of increasing the optimal slice.
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Ensar Cael
The Unit 514
80
|
Posted - 2014.02.05 10:53:00 -
[124] - Quote
Is there any possibility that you could think on limiting the number of times you can change class at the supply depot? It seem odd to me that you have limited clones that don't replenish, yet you can alter you clone class as much as you like.
Surely changing class means you have to change clone to accommodate that? I say this because so many times you see people just swapping class as they go. If this game is to be more tactical, it makes more sense that people should be limited in the number of changes they can make. That or it should affect the overall clone count as one clone is sacrificed for another. Further, if you are changing class, you should lose the fit you had just as if you had died.
I can see this getting flamed at hard, but I really do feel it would add more to the game overall.
Edit - Saying that, if you die then you can change class before respawn. |
zzZaXxx
The Exemplars Top Men.
240
|
Posted - 2014.02.05 15:14:00 -
[125] - Quote
This is amazing! |
Iron Wolf Saber
Den of Swords
12919
|
Posted - 2014.02.05 16:51:00 -
[126] - Quote
Ensar Cael wrote:Is there any possibility that you could think on limiting the number of times you can change class at the supply depot? It seem odd to me that you have limited clones that don't replenish, yet you can alter you clone class as much as you like.
Surely changing class means you have to change clone to accommodate that? I say this because so many times you see people just swapping class as they go. If this game is to be more tactical, it makes more sense that people should be limited in the number of changes they can make. That or it should affect the overall clone count as one clone is sacrificed for another. Further, if you are changing class, you should lose the fit you had just as if you had died.
I can see this getting flamed at hard, but I really do feel it would add more to the game overall.
Edit - Saying that, if you die then you can change class before respawn.
Supply depots will behave like hives, they have ninite clusters that will drain out as they're being used and they cycle them back slowly it would be possible to drain them out doin too many class swapping or using it as an ammo point. Damaging the supply depot itself would also drain the clusters quickly because it will use the clusters to self heal.
But I am not to the battlefield section yet. So hold your horses a bit as I grind through the borning things.
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Omni-Soldier, Forum Warrior, Annoying Artist
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J-Lewis
Edimmu Warfighters Gallente Federation
342
|
Posted - 2014.02.05 21:17:00 -
[127] - Quote
Iron Wolf Saber wrote: Anyways as for the skills and the sorts, I know why the range bonus was removed was because at max level the gun would have immunity to a newbie and was making for poor gameplay similar to how proto stomping works. It is still possible to see the mechanic return though not for most weapons (swarm launcher being the only one right now knowing that bumping its range works okay still) but in the form of increasing the optimal slice.
I'd argue that the poor gameplay was having to run towards one another until one side finally gets into range, not that one side had a range advantage to begin with; that last part still happens now, just with rail rifles and snipers. The act of having to abandon cover to close a few meters so your bullets didn't magically disappear was the real issue. The maps seemed to relish in abusing this: remember the roof parts of those warehouse junctions? An AR without sharpshooter could not reach the roof without moving right up to it, but a maxed sharpshooter just barely could, and from much safer cover without as much return fire.
The range skills only exasperated the underlying issue: that weapons in DUST have amazingly poor range across the board to begin with. That issue was alleviated with the advent of effective range, and as a result there is much less range immunity these days. Hence little reason not to reintroduce an important alternative to damage modules.
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Iron Wolf Saber
Den of Swords
12922
|
Posted - 2014.02.05 21:43:00 -
[128] - Quote
J-Lewis wrote:Iron Wolf Saber wrote: Anyways as for the skills and the sorts, I know why the range bonus was removed was because at max level the gun would have immunity to a newbie and was making for poor gameplay similar to how proto stomping works. It is still possible to see the mechanic return though not for most weapons (swarm launcher being the only one right now knowing that bumping its range works okay still) but in the form of increasing the optimal slice.
I'd argue that the poor gameplay was having to run towards one another until one side finally gets into range, not that one side had a range advantage to begin with; that last part still happens now, just with rail rifles and snipers. The act of having to abandon cover to close a few meters so your bullets didn't magically disappear was the real issue. The maps seemed to relish in abusing this: remember the roof parts of those warehouse junctions? An AR without sharpshooter could not reach the roof without moving right up to it, but a maxed sharpshooter just barely could, and from much safer cover without as much return fire. The range skills only exasperated the underlying issue: that weapons in DUST have amazingly poor range across the board to begin with. That issue was alleviated with the advent of effective range, and as a result there is much less range immunity these days. Hence little reason not to reintroduce an important alternative to damage modules.
This can be addressed with better designs (for give them similar max ranges (which they do closer) and adjust where their optimals are(max damage) just right now the gaps are very drastic on purpose because there are not enough entries in the necessary engagement envelopes. It something more guns will help fix or variants and customization.
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Omni-Soldier, Forum Warrior, Annoying Artist
\\= Advanced Caldari Assault // Unlocked
|
Ensar Cael
The Unit 514
80
|
Posted - 2014.02.05 23:41:00 -
[129] - Quote
Bumpity bump for attention it deserves. |
J-Lewis
Edimmu Warfighters Gallente Federation
342
|
Posted - 2014.02.06 01:05:00 -
[130] - Quote
Iron Wolf Saber wrote:J-Lewis wrote:Iron Wolf Saber wrote: Anyways as for the skills and the sorts, I know why the range bonus was removed was because at max level the gun would have immunity to a newbie and was making for poor gameplay similar to how proto stomping works. It is still possible to see the mechanic return though not for most weapons (swarm launcher being the only one right now knowing that bumping its range works okay still) but in the form of increasing the optimal slice.
I'd argue that the poor gameplay was having to run towards one another until one side finally gets into range, not that one side had a range advantage to begin with; that last part still happens now, just with rail rifles and snipers. The act of having to abandon cover to close a few meters so your bullets didn't magically disappear was the real issue. The maps seemed to relish in abusing this: remember the roof parts of those warehouse junctions? An AR without sharpshooter could not reach the roof without moving right up to it, but a maxed sharpshooter just barely could, and from much safer cover without as much return fire. The range skills only exasperated the underlying issue: that weapons in DUST have amazingly poor range across the board to begin with. That issue was alleviated with the advent of effective range, and as a result there is much less range immunity these days. Hence little reason not to reintroduce an important alternative to damage modules. This can be addressed with better designs (for give them similar max ranges (which they do closer) and adjust where their optimals are(max damage) just right now the gaps are very drastic on purpose because there are not enough entries in the necessary engagement envelopes. It something more guns will help fix or variants and customization.
As long as more guns doesn't entail adding 7 million SP and 5 skills per gun (as currently) I'm all ears.
|
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Iron Wolf Saber
Den of Swords
12926
|
Posted - 2014.02.06 02:21:00 -
[131] - Quote
J-Lewis wrote:Iron Wolf Saber wrote:J-Lewis wrote:Iron Wolf Saber wrote: Anyways as for the skills and the sorts, I know why the range bonus was removed was because at max level the gun would have immunity to a newbie and was making for poor gameplay similar to how proto stomping works. It is still possible to see the mechanic return though not for most weapons (swarm launcher being the only one right now knowing that bumping its range works okay still) but in the form of increasing the optimal slice.
I'd argue that the poor gameplay was having to run towards one another until one side finally gets into range, not that one side had a range advantage to begin with; that last part still happens now, just with rail rifles and snipers. The act of having to abandon cover to close a few meters so your bullets didn't magically disappear was the real issue. The maps seemed to relish in abusing this: remember the roof parts of those warehouse junctions? An AR without sharpshooter could not reach the roof without moving right up to it, but a maxed sharpshooter just barely could, and from much safer cover without as much return fire. The range skills only exasperated the underlying issue: that weapons in DUST have amazingly poor range across the board to begin with. That issue was alleviated with the advent of effective range, and as a result there is much less range immunity these days. Hence little reason not to reintroduce an important alternative to damage modules. This can be addressed with better designs (for give them similar max ranges (which they do closer) and adjust where their optimals are(max damage) just right now the gaps are very drastic on purpose because there are not enough entries in the necessary engagement envelopes. It something more guns will help fix or variants and customization. As long as more guns doesn't entail adding 7 million SP and 5 skills per gun (as currently) I'm all ears.
I haven't set down multipliers or SP expected gains so still up in the ether on how it will come together, other than that just finished the social section
https://docs.google.com/document/d/1VEXecdgmCJUzkFoD9vR3Fox_Zy0-ih35B4cGKBa63Vo/edit
CPM 0 Secretary
Omni-Soldier, Forum Warrior, Annoying Artist
\\= Advanced Caldari Assault // Unlocked
|
Iron Wolf Saber
Den of Swords
12954
|
Posted - 2014.02.08 01:04:00 -
[132] - Quote
Going live
http://www.twitch.tv/ironwolfsaber
Watch me concept a Large Infested Drone Turret.
CPM 0 Secretary
Omni-Soldier, Forum Warrior, Annoying Artist
\\= Advanced Caldari Assault // Unlocked
|
Iron Wolf Saber
Den of Swords
12957
|
Posted - 2014.02.08 04:39:00 -
[133] - Quote
Stream over; incase you missed it
http://fc07.deviantart.net/fs70/f/2014/038/0/d/dust_514___lupis_mammoth_by_novafox-d75jjz9.jpg
Infested Large Turret Installation Strain Lupis Mammoth and yes its misspelled on purpose (similar to Alvis strains in eve instead of Avis probably to signify its artificiality)
Updated the Combat tutorial to reflect the new design.
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Omni-Soldier, Forum Warrior, Annoying Artist
\\= Advanced Caldari Assault // Unlocked
|
Spectre-M
The Generals General Tso's Alliance
264
|
Posted - 2014.02.08 05:08:00 -
[134] - Quote
Wow. Great job and keep it up. I really hope to see you at least on the CPM or even better, on the game design team.
I do 3d professionally photoshop, Softimage and Zbrush. If you want, I can contribute. Any assets, animation ect... I've actually been looking for some more projects to keep busy. Feel free to contact me on my PSN.
Drone is looking awesome btw.
Amarr Factional Warfare Loyalist
Minnmatar in Amarr Armor
I am a Wolf in Sheeps Clothing
|
Iron Wolf Saber
Den of Swords
12958
|
Posted - 2014.02.08 05:58:00 -
[135] - Quote
Spectre-M wrote:Wow. Great job and keep it up. I really hope to see you at least on the CPM or even better, on the game design team.
I do 3d professionally photoshop, Softimage and Zbrush. If you want, I can contribute. Any assets, animation ect... I've actually been looking for some more projects to keep busy. Feel free to contact me on my PSN.
Drone is looking awesome btw.
If you want to do anything I got here already feel free or clean up any of the UI panels (or out do me and do it proper)
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Omni-Soldier, Forum Warrior, Annoying Artist
\\= Advanced Caldari Assault // Unlocked
|
Iron Wolf Saber
Den of Swords
13073
|
Posted - 2014.02.13 20:47:00 -
[136] - Quote
Sorry folks no updates lately been real busy with school, life and cpm stuff.
CPM 0 Secretary
Omni-Soldier, Forum Warrior, Annoying Artist
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The Infected One
Fatal Absolution General Tso's Alliance
829
|
Posted - 2014.02.16 22:43:00 -
[137] - Quote
Just finished reading all the links IWS. Very nice indeed. Very well thought out and it would really help keep players in the game.
I am here to ask you one question, and one question only: EXPLOSIONS?
THAT SENTENCE HAD TOO MANY SYLLABLES! APOLOGIZE!
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Iron Wolf Saber
Den of Swords
13162
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Posted - 2014.02.24 04:03:00 -
[138] - Quote
After some thinking I have completely abandoned the previous current as is weapon skill tree and shifted to something little bit more dramatic
This allows skill investments to retain good quality despite new content, however this also means that likely multipliers for the weapon tree overall WILL go up.
Do also note there will continue to be skill number placeholders I haven't sat down and made the base line deflections yet. There is also going to be a lack of parity of skills but the few additional skills that one tree might have are just an example.
https://docs.google.com/spreadsheet/ccc?key=0AqHgiF-KXQZXdHVUUjVmdUxKWThHYmczWTBYWGtGQWc&usp=sharing#gid=8
https://docs.google.com/spreadsheet/ccc?key=0AqHgiF-KXQZXdDdKYjRQT193VDlfbFM5b0FwdlB5Ymc&usp=drive_web#gid=5
Suits and vehicles will remain the same for now.
CPM 0 Secretary
Omni-Soldier, Forum Warrior, Annoying Artist
\\= Advanced Caldari Assault // Unlocked
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Forever ETC
703rd
29
|
Posted - 2014.02.24 04:22:00 -
[139] - Quote
CPP heading the right direction.
Well, time to go Commando. Fill the Ranks at 703rd.
Love,Hate, and everything in between.- ETC 2013
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Iron Wolf Saber
Den of Swords
13162
|
Posted - 2014.02.24 04:36:00 -
[140] - Quote
Forever ETC wrote:CPP heading the right direction.
This is nothing on ccp's part this is my own ideas and its up to ccp to decide to use or not use em.
CPM 0 Secretary
Omni-Soldier, Forum Warrior, Annoying Artist
\\= Advanced Caldari Assault // Unlocked
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|
Forever ETC
703rd
29
|
Posted - 2014.02.24 05:03:00 -
[141] - Quote
Iron Wolf Saber wrote:Forever ETC wrote:CPP heading the right direction. This is nothing on ccp's part this is my own ideas and its up to ccp to decide to use or not use em. Well, if CCP gets their head out of the gutter and try to make this a great game, they will do your idea.
Well, time to go Commando. Fill the Ranks at 703rd.
Love,Hate, and everything in between.- ETC 2013
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The Robot Devil
Molon Labe. General Tso's Alliance
1714
|
Posted - 2014.02.24 05:09:00 -
[142] - Quote
Iron Wolf Saber wrote:Reserved
Looks very interesting but a long read. I will read it and get back with you.
"You people voted for Hubert Humphrey, and you killed Jesus."
Raoul Duke
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C0TS
Sebiestor Field Sappers Minmatar Republic
10
|
Posted - 2014.02.24 05:47:00 -
[143] - Quote
You say that the SP modifiers will be going up.. Won't that emphasize the growing disparity between the elite and everyone else? Increasing the SP required for top tier weapons and their mods/status effects will hurt the mid to low tier players, and expand the gap between elite and everyone else no?
Will this issue be handled in maybe a more balanced match making process?
-Cots |
Iron Wolf Saber
Den of Swords
13167
|
Posted - 2014.02.24 06:52:00 -
[144] - Quote
C0TS wrote:You say that the SP modifiers will be going up.. Won't that emphasize the growing disparity between the elite and everyone else? Increasing the SP required for top tier weapons and their mods/status effects will hurt the mid to low tier players, and expand the gap between elite and everyone else no?
Will this issue be handled in maybe a more balanced match making process?
-Cots
Currently there is a disparity now.
'Weapon' Proficiency skills is and shouldn't be a tier 4 skill but it is. Damage + skills need to be tier 1 skills.
Ultimately there is no way to truly get rid of the height vs wide arguments. Any game that has you permanently stuck at 'lvl 1' still continue to be a game where its a race to get to top the fastest in other means (gear, position, resources) and that veteran players will always can and will retain the advantage.
You can place a true vet in the shoes of a noob (called smurfing) and they will still absolutely ruin everything still.
Bottom line is to not make it so that veterans are completely neutered but to allow the newer players the ability to get skills that could improve their experience and empower them.
So the best way to do this is first get rid of dead skills that do nothing. Get rid of skills for just because skills (all current weapon operations are guilty of this And get rid of pure unlock skills.
These type of skills only serve as a buffer between veterans and rookies, putting the best fruit at the top of the tree is not the way to go, but putting the best fruit near the bottom is.
The problem with near the bottom is that we may get faced with the 'must train' skills and while these are not as fun they're not as bad as a dead skill.
However with so few skills unlocking so many gun choices for small investments the real skill investments in specialization has to be taken out on the specialization skills.
CPM 0 Secretary
Omni-Soldier, Forum Warrior, Annoying Artist
\\= Advanced Caldari Assault // Unlocked
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Auris Lionesse
Capital Acquisitions LLC Renegade Alliance
275
|
Posted - 2014.02.24 07:19:00 -
[145] - Quote
Where's the weapon tree link? Didn't see it on the front page.
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NK Scout
Storm Wind Strikeforce Caldari State
527
|
Posted - 2014.02.24 07:56:00 -
[146] - Quote
Iron Wolf Saber wrote:C0TS wrote:You say that the SP modifiers will be going up.. Won't that emphasize the growing disparity between the elite and everyone else? Increasing the SP required for top tier weapons and their mods/status effects will hurt the mid to low tier players, and expand the gap between elite and everyone else no?
Will this issue be handled in maybe a more balanced match making process?
-Cots Currently there is a disparity now. 'Weapon' Proficiency skills is and shouldn't be a tier 4 skill but it is. Damage + skills need to be tier 1 skills. Ultimately there is no way to truly get rid of the height vs wide arguments. Any game that has you permanently stuck at 'lvl 1' still continue to be a game where its a race to get to top the fastest in other means (gear, position, resources) and that veteran players will always can and will retain the advantage. You can place a true vet in the shoes of a noob (called smurfing) and they will still absolutely ruin everything still. Bottom line is to not make it so that veterans are completely neutered but to allow the newer players the ability to get skills that could improve their experience and empower them. So the best way to do this is first get rid of dead skills that do nothing. Get rid of skills for just because skills (all current weapon operations are guilty of this And get rid of pure unlock skills. These type of skills only serve as a buffer between veterans and rookies, putting the best fruit at the top of the tree is not the way to go, but putting the best fruit near the bottom is. The problem with near the bottom is that we may get faced with the 'must train' skills and while these are not as fun they're not as bad as a dead skill. However with so few skills unlocking so many gun choices for small investments the real skill investments in specialization has to be taken out on the specialization skills. Remember weapons will still have a bonus local to their performance (that is anchored to the 'family' 'size' weapon skill, operator skills are a secondary bonus to further tweak the performance of weapons. It should takemthe same or less sp to get to level 5 as it is now, 2 months for level 5, real nice.....
2 exile assault rifles,
Skinweave cal. frame,
Staff recruiter mlt frame
Caldari Master Race
One day shields, soon.
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Iron Wolf Saber
Den of Swords
13167
|
Posted - 2014.02.24 10:51:00 -
[147] - Quote
Auris Lionesse wrote:Where's the weapon tree link? Didn't see it on the front page.
https://docs.google.com/spreadsheet/ccc?key=0AqHgiF-KXQZXdDdKYjRQT193VDlfbFM5b0FwdlB5Ymc&usp=drive_web#gid=5
Amarr tree has labeled weapon classes, this tree is fully more populatable.
CPM 0 Secretary
Omni-Soldier, Forum Warrior, Annoying Artist
\\= Advanced Caldari Assault // Unlocked
|
Iron Wolf Saber
Den of Swords
13167
|
Posted - 2014.02.24 10:57:00 -
[148] - Quote
NK Scout wrote:Iron Wolf Saber wrote:C0TS wrote:You say that the SP modifiers will be going up.. Won't that emphasize the growing disparity between the elite and everyone else? Increasing the SP required for top tier weapons and their mods/status effects will hurt the mid to low tier players, and expand the gap between elite and everyone else no?
Will this issue be handled in maybe a more balanced match making process?
-Cots Currently there is a disparity now. 'Weapon' Proficiency skills is and shouldn't be a tier 4 skill but it is. Damage + skills need to be tier 1 skills. Ultimately there is no way to truly get rid of the height vs wide arguments. Any game that has you permanently stuck at 'lvl 1' still continue to be a game where its a race to get to top the fastest in other means (gear, position, resources) and that veteran players will always can and will retain the advantage. You can place a true vet in the shoes of a noob (called smurfing) and they will still absolutely ruin everything still. Bottom line is to not make it so that veterans are completely neutered but to allow the newer players the ability to get skills that could improve their experience and empower them. So the best way to do this is first get rid of dead skills that do nothing. Get rid of skills for just because skills (all current weapon operations are guilty of this And get rid of pure unlock skills. These type of skills only serve as a buffer between veterans and rookies, putting the best fruit at the top of the tree is not the way to go, but putting the best fruit near the bottom is. The problem with near the bottom is that we may get faced with the 'must train' skills and while these are not as fun they're not as bad as a dead skill. However with so few skills unlocking so many gun choices for small investments the real skill investments in specialization has to be taken out on the specialization skills. Remember weapons will still have a bonus local to their performance (that is anchored to the 'family' 'size' weapon skill, operator skills are a secondary bonus to further tweak the performance of weapons. It should takemthe same or less sp to get to level 5 as it is now, 2 months for level 5, real nice.....
Define the new level 5s?
Did some quick math
To unlock ALL Plasma Weapons is 3,072,000 SP to prototype level. So ALL Weapons to Prototype is 12+ million sp
No matter how many new guns get added this stays the same under the new tree.
What is going to take MILLIONS of more SP is all the quirks, perks, and specialization skills, skills that slightly change function, make it easier to operate the weapons, and add those special quirks and perks that makes that family of weapons a bit more unique.
CPM 0 Secretary
Omni-Soldier, Forum Warrior, Annoying Artist
\\= Advanced Caldari Assault // Unlocked
|
ALT2 acc
The Phoenix Federation Proficiency V.
102
|
Posted - 2014.02.24 15:05:00 -
[149] - Quote
Iron Wolf Saber wrote:NK Scout wrote:Iron Wolf Saber wrote:C0TS wrote:You say that the SP modifiers will be going up.. Won't that emphasize the growing disparity between the elite and everyone else? Increasing the SP required for top tier weapons and their mods/status effects will hurt the mid to low tier players, and expand the gap between elite and everyone else no?
Will this issue be handled in maybe a more balanced match making process?
-Cots Currently there is a disparity now. 'Weapon' Proficiency skills is and shouldn't be a tier 4 skill but it is. Damage + skills need to be tier 1 skills. Ultimately there is no way to truly get rid of the height vs wide arguments. Any game that has you permanently stuck at 'lvl 1' still continue to be a game where its a race to get to top the fastest in other means (gear, position, resources) and that veteran players will always can and will retain the advantage. You can place a true vet in the shoes of a noob (called smurfing) and they will still absolutely ruin everything still. Bottom line is to not make it so that veterans are completely neutered but to allow the newer players the ability to get skills that could improve their experience and empower them. So the best way to do this is first get rid of dead skills that do nothing. Get rid of skills for just because skills (all current weapon operations are guilty of this And get rid of pure unlock skills. These type of skills only serve as a buffer between veterans and rookies, putting the best fruit at the top of the tree is not the way to go, but putting the best fruit near the bottom is. The problem with near the bottom is that we may get faced with the 'must train' skills and while these are not as fun they're not as bad as a dead skill. However with so few skills unlocking so many gun choices for small investments the real skill investments in specialization has to be taken out on the specialization skills. Remember weapons will still have a bonus local to their performance (that is anchored to the 'family' 'size' weapon skill, operator skills are a secondary bonus to further tweak the performance of weapons. It should takemthe same or less sp to get to level 5 as it is now, 2 months for level 5, real nice..... Define the new level 5s? Did some quick math To unlock ALL Plasma Weapons is 3,072,000 SP to prototype level. So ALL Weapons to Prototype is 12+ million sp No matter how many new guns get added this stays the same under the new tree. What is going to take MILLIONS of more SP is all the quirks, perks, and specialization skills, skills that slightly change function, make it easier to operate the weapons, and add those special quirks and perks that makes that family of weapons a bit more unique. The weapon operative skills you see now are additional perks to the weapon and are a second but separate bonus from standard operation local to the weapon. Of course this is assuming that only basic gear will be highly common drops, or tech 2 which requires much more investment. Anyways I am going to review the technology tree again, and skill trees and be adding and cutting skills as I see fit. I also am going to add the inventory soon so you guys can stop asking what does this and that do? Rww, any more sp sink is just BAD It makes it worse for newer players Months to get 1 level, yea, I so want to do that for a bonus..
Banned until the 10th
Reason: I said "feg"
I lol'd so8 dammed hars, it's not even funny, oh wait, yes it is.
|
Iron Wolf Saber
Den of Swords
13171
|
Posted - 2014.02.24 17:26:00 -
[150] - Quote
ALT2 acc wrote:Iron Wolf Saber wrote:NK Scout wrote:Iron Wolf Saber wrote:C0TS wrote:You say that the SP modifiers will be going up.. Won't that emphasize the growing disparity between the elite and everyone else? Increasing the SP required for top tier weapons and their mods/status effects will hurt the mid to low tier players, and expand the gap between elite and everyone else no?
Will this issue be handled in maybe a more balanced match making process?
-Cots Currently there is a disparity now. 'Weapon' Proficiency skills is and shouldn't be a tier 4 skill but it is. Damage + skills need to be tier 1 skills. Ultimately there is no way to truly get rid of the height vs wide arguments. Any game that has you permanently stuck at 'lvl 1' still continue to be a game where its a race to get to top the fastest in other means (gear, position, resources) and that veteran players will always can and will retain the advantage. You can place a true vet in the shoes of a noob (called smurfing) and they will still absolutely ruin everything still. Bottom line is to not make it so that veterans are completely neutered but to allow the newer players the ability to get skills that could improve their experience and empower them. So the best way to do this is first get rid of dead skills that do nothing. Get rid of skills for just because skills (all current weapon operations are guilty of this And get rid of pure unlock skills. These type of skills only serve as a buffer between veterans and rookies, putting the best fruit at the top of the tree is not the way to go, but putting the best fruit near the bottom is. The problem with near the bottom is that we may get faced with the 'must train' skills and while these are not as fun they're not as bad as a dead skill. However with so few skills unlocking so many gun choices for small investments the real skill investments in specialization has to be taken out on the specialization skills. Remember weapons will still have a bonus local to their performance (that is anchored to the 'family' 'size' weapon skill, operator skills are a secondary bonus to further tweak the performance of weapons. It should takemthe same or less sp to get to level 5 as it is now, 2 months for level 5, real nice..... Define the new level 5s? Did some quick math To unlock ALL Plasma Weapons is 3,072,000 SP to prototype level. So ALL Weapons to Prototype is 12+ million sp No matter how many new guns get added this stays the same under the new tree. What is going to take MILLIONS of more SP is all the quirks, perks, and specialization skills, skills that slightly change function, make it easier to operate the weapons, and add those special quirks and perks that makes that family of weapons a bit more unique. The weapon operative skills you see now are additional perks to the weapon and are a second but separate bonus from standard operation local to the weapon. Of course this is assuming that only basic gear will be highly common drops, or tech 2 which requires much more investment. Anyways I am going to review the technology tree again, and skill trees and be adding and cutting skills as I see fit. I also am going to add the inventory soon so you guys can stop asking what does this and that do? Rww, any more sp sink is just BAD It makes it worse for newer players Months to get 1 level, yea, I so want to do that for a bonus..
Lack of any activity is horrible. Lets all have lvl 5 everything day 1. youll get plenty of quitters then.
and if you're not looking at this right, you're not going to see this is a vet nerf.
CPM 0 Secretary
Omni-Soldier, Forum Warrior, Annoying Artist
\\= Advanced Caldari Assault // Unlocked
|
|
Cotsy
Kang Lo Directorate Gallente Federation
0
|
Posted - 2014.02.24 18:05:00 -
[151] - Quote
Iron Wolf Saber wrote:C0TS wrote:You say that the SP modifiers will be going up.. Won't that emphasize the growing disparity between the elite and everyone else? Increasing the SP required for top tier weapons and their mods/status effects will hurt the mid to low tier players, and expand the gap between elite and everyone else no?
Will this issue be handled in maybe a more balanced match making process?
-Cots Currently there is a disparity now. 'Weapon' Proficiency skills is and shouldn't be a tier 4 skill but it is. Damage + skills need to be tier 1 skills. Ultimately there is no way to truly get rid of the height vs wide arguments. Any game that has you permanently stuck at 'lvl 1' still continue to be a game where its a race to get to top the fastest in other means (gear, position, resources) and that veteran players will always can and will retain the advantage. You can place a true vet in the shoes of a noob (called smurfing) and they will still absolutely ruin everything still. Bottom line is to not make it so that veterans are completely neutered but to allow the newer players the ability to get skills that could improve their experience and empower them. So the best way to do this is first get rid of dead skills that do nothing. Get rid of skills for just because skills (all current weapon operations are guilty of this And get rid of pure unlock skills. These type of skills only serve as a buffer between veterans and rookies, putting the best fruit at the top of the tree is not the way to go, but putting the best fruit near the bottom is. The problem with near the bottom is that we may get faced with the 'must train' skills and while these are not as fun they're not as bad as a dead skill. However with so few skills unlocking so many gun choices for small investments the real skill investments in specialization has to be taken out on the specialization skills. Remember weapons will still have a bonus local to their performance (that is anchored to the 'family' 'size' weapon skill, operator skills are a secondary bonus to further tweak the performance of weapons.
Yes, building a linear tree for lower level players is a great way to close the gap; that being said what makes you think that elite players aren't building linear skill trees as well? The SP gap between the elite and the rest of dust 514 players create unbalanced matches; matches that aren't fun for players on both sides and in particular the team being stomped. Case and point the video posted "I'm reporting you" by ancient exile member Moody. Watch it. There's nothing middle,of the road and lower tier players can do in that, or many matches when pitted against impossible odds.
It's not fun being on either side of uneven battles, it turns new players off to the game and frankly, when matches are balanced it seems 2 elite corps don't like to compete against each other. So you have created a game where the top stomp on the middle and the bottom, making player grow impossible because players are turned off to the game early. As well, the top players seem to avoid each other because they don't care for the competition, the challenge, or the potential loss.
The elite of the game are the most influential, it seems this elite community refuses to accept match making is the single biggest problem. Instead, they prefer to complain about how they can't stomp those hiding in redlnes or how they can't reach redline rail guns.Having a match where both sides have an equal chance of winning should be the goal. This can be done by ranking players and teams based on stats like average WP or SP (in a team of 5 the top 3 player averages will count to prevent them from lowering their totals by bringing noob). There's nothing wrong with making my 14m SP character play with similar SP players, while my 600k alt character gets to player similar SP characters. Yet, these characters are seemingly 3/4 times are matched up against elite corps (AE, NS, etc...) and high SP players in the matchmaking process, which is ridiculous.
If the elite of the community continue not to want fair and even matches, the only answer is to create a mercenary game mode (exactly like Call of Duty) where single players enter a game mode not in a corp. It'll lower the chances of uneven matches, lower the likelyhood of Proto stomping and provide middle to lower tier players the ability to pick up the controller and play a quick game.
The answer isn't this randomly find a team, the answer is balanced matches and giving players the ability to login and play in a mercenary mode. Just because the current game mode favours the elite community doesn't mean you can't separate players into tiers based on skill and SP and create a better environment in match for all. The player base needs to grow and the answer isn't having them constantly stomped, but having a balanced gameplay until they reach a certain cap ( maybe like of 24-26m SP). A point where all characters become equal or can 100% finalize a linear skill tree.
- Cots
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Magpie Raven
ZionTCD
389
|
Posted - 2014.03.19 12:48:00 -
[152] - Quote
This stuff is totally awesome! CCP really needs to see this. That skill tree is amazing and I hope that eventually his game gets something like it. And your NPE is genius. Its the ideal way to introduce people to he game. I was thinking something similar myself however yours is much more thought out.
Anything new to add? Id love to see this completed. Is this project still alive? |
Iron Wolf Saber
Den of Swords
13837
|
Posted - 2014.03.28 08:44:00 -
[153] - Quote
CCP already has seen it thanks to someone tweeting about it ><
Right now been busy with cpm work hadn't had time to deal with this.
CPM 0 Secretary
Omni-Soldier, Forum Warrior, Annoying Artist
\\= Advanced Caldari Assault // Unlocked
|
emm kay
Federal State Marines Canis Eliminatus Operatives
82
|
Posted - 2014.04.12 19:28:00 -
[154] - Quote
can I suggest: squad UI
--
You called, sir?
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Iron Wolf Saber
Den of Swords
14207
|
Posted - 2014.04.12 21:49:00 -
[155] - Quote
Okay for squad UI we have to be careful where we put it for starters and how much information it should have. Then of course layout is important for information compression one thing to avoid it UI cluttering overall so.
Then toss on top of it optionality; being able to turn it off should and must be important.
CPM 0 Secretary
Omni-Soldier, Forum Warrior, Annoying Artist
\\= Advanced Caldari Assault // Unlocked
|
JARREL THOMAS
Dead Man's Game
261
|
Posted - 2014.04.13 06:41:00 -
[156] - Quote
Your my favorite cpm xD
Caldari Loyalist
I speak for the rabbits
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emm kay
Federal State Marines Canis Eliminatus Operatives
82
|
Posted - 2014.04.14 00:31:00 -
[157] - Quote
Iron Wolf Saber wrote:
Okay for squad UI we have to be careful where we put it for starters and how much information it should have. Then of course layout is important for information compression one thing to avoid it UI cluttering overall so.
Then toss on top of it optionality; being able to turn it off should and must be important.
can it be a 'select' toggle? or maybe something to put on 'down' on the D-pad and broadcasts could be similar to the hotkeys for squad commands (these are for default controlls)
how much information, is very sensitive, I agree. I was thinking it would be easier if squads were more like evian fleets.
--
You called, sir?
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Iron Wolf Saber
Den of Swords
14230
|
Posted - 2014.04.14 02:15:00 -
[158] - Quote
emm kay wrote:Iron Wolf Saber wrote:
Okay for squad UI we have to be careful where we put it for starters and how much information it should have. Then of course layout is important for information compression one thing to avoid it UI cluttering overall so.
Then toss on top of it optionality; being able to turn it off should and must be important.
can it be a 'select' toggle? or maybe something to put on 'down' on the D-pad and broadcasts could be similar to the hotkeys for squad commands (these are for default controlls) how much information, is very sensitive, I agree. I was thinking it would be easier if squads were more like evian fleets.
Well while I am no UI designer I know that clean UIs are some of the best ones but information flow has to be manageable.
http://screenshot.xfire.com/s/4041833-4.jpg
While an exaggeration; you don't need this level of information as a first person shooter no matter how useful all that information is your screen is only so large and UI is not the area of most action.
http://img.gamefaqs.net/screens/2/3/e/gfs_106428_2_22.jpg
Is the exact opposite direction of course. This is fine in single player pure fps; but dust 514 is an rpg on paper states and a fps in execution of those rolls. Thus this level of information while passing may not be sufficient for the field.
Now there are a couple ways we can get reduce clutter on the field and the likes but this is where it becomes tough.
For example you have a name and bar for each squad member.
Why not module circle icon with the health bar wrapped around it for each squad member? Circle icon has class or vehicle role. The circle icon changes icon flashes or animates based on what they're doing or need (out of ammo; at supply depot; hacking; under attack; need transport ect ect) The bar around the circle will be their armor and shields right half armor left half shields.
Names only pop out during squad ordering contest menus; equipment swap menus; and order of icons the same as the squad readout on the dead screen.
CPM 0 Secretary
Omni-Soldier, Forum Warrior, Annoying Artist
\\= Advanced Caldari Assault // Unlocked
|
Nelo Angel0
Zumari Force Projection Caldari State
217
|
Posted - 2014.04.14 02:30:00 -
[159] - Quote
Hey IWS mind giving your opinion on this idea or how the dropsuits unlock still tree could look? It'll probably come off as a slight rant about scouts but it really isn't since the main focus was the focusing of roles on dropsuits.
I'm not saying they should be nerfed or anything but they could certainly define what a scout is suppose to be a bit better. How about putting those basic frames to good use and making it so that basic frames are what the typeI/IIs were in chromosone.
The idea is that the scout suit and basic light frame would be 2 different suits. The specializtion suit ( for all frames and races ) would also get passive buffs and a overall different slot layout ( hell lets go the distance and change up their HP as well ) and get passive buffs to things like light weapon reload or light weapon kick reduction. While specialization suits get things beneficial to the suits themselves and their intended role, different scouts get different buffs none of this bs where their ALL getting a buff to ONE equipment.
Just in case no one really understood the point i'm trying to make. What i'm saying is basic suits should give buffs too; these buff would be general buffs towards things like weapons/shield mods/armor mods. Specialization suits meanwhile give buffs toward a general play-style ( these would be dependent on race ) so scouts would receive buffs toward eWAR, assaults to PG/CPU ( i actually don't know what i'd do with assaults lol ), logis to equipment effectiveness etc etc.
On a related note now that we FINALLY! have full racial dropsuits I want to toss up the idea of changing how dropsuit command works. Instead of making it a general unlock for all suits it could be changed into a minor skill used to unlock frames for each race, EX:
Dropsuit command X SP- LV1 unlocks basic light frame LV2 unlocks specialization light frame LV3 unlocks basic medium frame LV4 unlocks specialization medium frame and basic heavy LV5 unlocks specialization heavy frames
and this would be spread out to each race so you would need amarr dropsuit command lv5 to use sentinal heavies and commando. I'm pretty sure we already have something to this in weapons but i'm not really discussing a full rehaul for the whole tree just the dropsuits. So in essence you would have 3 different playstyles per suit and each suit would function differently while still being flexible to run what you want to run. So a scout suit might be used more for light recon because of great eWAR and a basic could have 2 equipment slots though a slightly higher DB which wouldn't make it a go to for eWAR. But nothings stopping you from using dampners on the basic to try and mirror the eWAR on the scout and nothings stopping you from using armor mods to mirror the basic ( though it'd be less effective for scouts to do this since their specialized suits
also want to mention that by each race having the skill i mean it'd loook something like this:
Ammar Dropsuit Command: X SP Caldari Dropsuit Command: X SP.
I don't really know what numbers i'd have behind the sp investments myself though |
Cat Merc
Ahrendee Mercenaries Dirt Nap Squad.
8371
|
Posted - 2014.04.14 11:43:00 -
[160] - Quote
I've been thinking about a system. Basically, all suits will have 4 equipment slots, but they will have limited bandwidth, kind of like with drones. Logistics suits would have the most bandwidth, so they could support the most amount of equipment.
This would allow for active modules to be in the equipment slots without making logis god mode again.
Overlord of all humans CAT MERC
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Hawk-eye Occultus
ARKOMBlNE
190
|
Posted - 2014.05.10 15:46:00 -
[161] - Quote
Bump.
.
.
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JIMvc2
UNREAL WARRIORS
142
|
Posted - 2014.05.10 16:09:00 -
[162] - Quote
Racial MTAC = Awesome bring it soon !!!
If you run proto gear, prepare to suffer the consequences. You've been warned.
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