Draxus Prime
BurgezzE.T.F Public Disorder.
2142
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Posted - 2013.12.11 00:42:00 -
[1] - Quote
just in case you didn't see it/don't wanna go the devblog page original: http://dust514.com/news/blog/2013/12/interview-with-ccp-remnant/
To coincide with the launch of Uprising 1.7, we fielded questions across numerous channels from the Community. Meet Senior Game Designer Gavin Frankle -- aka CCP Remnant -- as he tackles your questions regarding the future of DUST 514, game balance and more.
1. I believe that TTK (Time-to-Kill) was never intended to be as short as it is now. What kind of FPS does CCP want DUST to be? by Vrain Matari, ZionTCD, DUST 514 Forums
A fun FPS :)
First and foremost, combat should be fun. Long TTK is not fun if itGÇÖs the result of loose controls, poor aim assists or dance-strafing/bunny-hopping combat GÇô all problems that DUST has suffered from in the past. The work weGÇÖve done on aim and control systems has only really come together in the last few months, and this combined with recent changes to weapon range have been the biggest culprits behind the shorter TTK. ItGÇÖs taken us longer than weGÇÖd have liked, but I do believe that the second-to-second combat in DUST is more enjoyable than itGÇÖs ever been. Not perfect, but a lot better. DUST is very much a game about outcomes and so the TTK IGÇÖd like to see in DUST is one long enough for the differences in dropsuit fittings (be that higher damage, more HP or faster regen) to help shape the outcome, but short enough to not have to dance around my opponent until one of us is mercifully put out of our misery; that fine line where the edge given by twitch skill or a smart fitting blurs and the outcome becomes unpredictable. Beyond that, though, is the minute-to-minute battlefield experience, the sort of timescale where squad play, tactics and combined roles become a larger factor in the outcome of a firefight, and this is an area that will get significant attention going forward.
2. How are you going to promote the growth of this gameGÇÖs new player base using new game design? by Kevall Longstride, DUST University, DUST 514 Forums
For a start, we need to complete our set of racially aligned gear (for example, finishing out the remaining dropsuits and weapons). This is important, not only for verisimilitude, but for gameplay balance. Beyond that, weGÇÖre going to be focusing on discrete, significant improvements to individual features that will be announced in the near future.
3. How are CCP planning to bolster and strengthen the Corp UI and will it now be much higher on its list of priorities? by Kevall Longstride, DUST University, DUST 514 Forums
We are aware that improvements need to be made GÇô as for exactly when these will come, I'm afraid we don't have a fixed date yet.
4. Are there plans for Corporation customised colors for dropsuits or doing our own paint jobs for Aurum, etc? by Musta Tornius, Turalyon 514, IRC
Allowing corps and squads the ability to customize their look is something we plan on adding to the game. Which expansion itGÇÖs destined to be released in is a question for the production team though :)
5. Are there plans in place to update the fitting screen statistics to reflect the effect of skills trained? by @DennieFleetfoot, DUST University, Twitter
Definitely. That skills and module bonuses are not accurately illustrated in the market and fitting screen makes me sad face. It is on our list of areas that need improvement.
6. Where do you plan on taking the Scout class? What specific roles do you see it playing on the battlefield? by Knight Soiaire, BurgezzE.T.F, DUST 514 Forums
Alas, poor Scout, I knew him!
The ScoutGÇÖs not gotten too much love in recent months. What started out as a bullet-strafing monster back in Chromosome has slowly been marginalized as other aspects of the game have been worked on and improved. IGÇÖm happy to say that soon the Scout class should be wholly rejuvenated (or at the very least, be in a much better place). The introduction of cloaking equipment and revamped bonuses should help the Scout find his rightful place in the battlefield hierarchy. To me, the Scout role has always been about creating a disruptive force on the battlefield. HeGÇÖs the guy that can cover enough ground quickly enough to get drop uplinks into the right places (that is, if everyone didnGÇÖt carry one, but more on that later), hack objectives back, disperse squad members (nothing makes people scatter faster than a KC-amped shotgunner) and generally make a nuisance of himself.
The Scout role will get very high PG/CPU bonuses to fitting cloak equipment, making it just about the only role that can feasibly fit a cloak field without having to sacrifice the rest of its fit. Individual race skill bonuses will create opportunities for cloaked scouts to scan further and longer than other dropsuits, to have less GÇ£shimmerGÇ¥ as they move, and have lower innate scan profiles so that they can be visually and electronically invisible. These should help create more useful assassins, intel gatherers, and saboteurs. And in time, the introduction of additional Scout specializations will be added to further push the boundaries of the little Light Suit That Could.
7. Are you planning to create anything to relieve proto stomping? A game mode with only militia and basic gear? by Text Grant, Death Firm., DUST 514 Forums
New Eden is a harsh place, but I donGÇÖt think anyone ever intended it to be this harsh. J Incentives for using lower tier gear and improvements to the underlying matchmaking system and the options it provides will create a more balanced, fun battlefield.
GǃWhy do toasters have a burn your toast to a crisp that no one would eat setting?" -Draxus Prime
Closed Beta Vet
Minja
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Draxus Prime
BurgezzE.T.F Public Disorder.
2142
|
Posted - 2013.12.11 00:42:00 -
[2] - Quote
8. Do you feel equipment spam is a problem and if so what are your thoughts on possible solutions for littered uplinks and stacked nanohives? by The Council of Planetary Management (CPM)
Use of equipment is obviously encouraged but abuse of any system to the point where itGÇÖs detrimental to gameplay is obviously a problem. So, yeah, itGÇÖs definitely an issue. WeGÇÖd like to approach the problem by first increasing the PG/CPU costs along with role-specific skills that reduce those costs to discourage mass fitting of drop uplinks and nanohives, and put them back into the hands of the specialists. Eventually, weGÇÖd want to introduce the ability for the enemy to hack a piece of equipment and take ownership of it (to encourage smarter placement of equipment instead of dumping dozens in plain sight) and have War Barge-fired EMP strikes that destroy all equipment over a very large area.
9. Are you considering a fully-interactive, story-based, gameplay tutorial (similar to the original Halo, or the first Portal) with humor, excitement, to "sell" the game to players on their first playthrough? by Vell0cet, SVER True Blood, DUST 514 Forums
ItGÇÖs been considered, yes, although the exact form it would take isnGÇÖt something I can discuss right now. What we do want to do is introduce new players to the universe of New Eden and do a better job of allowing players to experience everything it has to offer. We have a rich and profoundly interesting universe and any tutorial or new player experience we create should embrace it fully.
10. Players spend a huge amount of time manually creating spreadsheets for weapon statistics that are available in-game or on the web GÇô Are there any plans to make this easier for players? by Heinrich Jagerblitzen, D3LTA FORC3, DUST 514 Forums
There is! With Uprising 1.7 we will begin releasing a Static Data Export (also known as an SDE). This is a large database of all the numbers that make up the various items in DUST 514. WeGÇÖre also hoping this will help anyone out there that is planning to create tools, much like what weGÇÖve seen in the past with EVE Online.
GǃWhy do toasters have a burn your toast to a crisp that no one would eat setting?" -Draxus Prime
Closed Beta Vet
Minja
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