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Bethhy
Ancient Exiles. Renegade Alliance
474
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Posted - 2013.12.17 01:12:00 -
[1] - Quote
-This would fix needle spam pick up's and make them relevant as it could extend your clone termination timer, And would preserve player's raged about "KD/R's" and actually have them asking for a pick up as it would save their suit investment ISK.
Also will give an awesome dynamic for players to finish off "Downed" mercenaries to make sure they are truly dead.
I think the player that "Downed" the Mercenary should get credit for a kill. However the "Downed" Mercenary should not get penalized for a death until his clone is officially terminated.
Obviously there would have to be safe guard's put in place to prevent farming, Might i suggest a TKO rule where 3 "downs" in a 10 second window and your clone is lost? I'm sure you guy's have a good developer's bag of trick's to use for safeguards better then my suggestion.
-As it is slightly connected but would improve Ambush competition and the game mode massively. Mercenaries spawning into Ambush modes uses up one of the clones from the 50,80 totals. And it is the last man standing wins.
Often in Ambush one side will reach 0 clones before the other... Then the fight will continue until only one side is alive... Often the loosing side will pull together at the end and clone out the winning side before the match end's only to receive a loss. If every clone counted in Ambush and it was truly last man standing.. The game mode would really shine again.
Thanks for your consideration, Bethy |
Patrick57
Fatal Absolution
2137
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Posted - 2013.12.17 01:24:00 -
[2] - Quote
+1, but then the only problem would be that those who have died once the clone count reaches zero would be stuck waiting for the match to end. This already happens, and it is very annoying :3
When I'm depressed, I cut myself......A BIG SLICE OF CHOCOLATE CAKE! nú+
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Jooki Chewaka
Stalking Wolfpack
48
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Posted - 2013.12.17 01:28:00 -
[3] - Quote
+1 to both no death until DEAD and the ambush thing
See you from orbit
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Bethhy
Ancient Exiles. Renegade Alliance
478
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Posted - 2013.12.17 01:30:00 -
[4] - Quote
Patrick57 wrote:+1, but then the only problem would be that those who have died once the clone count reaches zero would be stuck waiting for the match to end. This already happens, and it is very annoying :3
Yes it is. One day I hope to be able to view that mercenary in camera mode as we sit and wait. Would get everyone on comm's routing for one side or the other.
Also allow for massive learning potential to someone not fully comfortable with DUST to watch different playstyles of players.
Would be cool looking from the Big overall map and be able to select a mercenary to first person view.
until then Ambush truly being last man standing and a simple view of the overall map is enough for me to wait knowing that they might potentially pull out the win. |
Patrick57
Fatal Absolution
2141
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Posted - 2013.12.17 01:32:00 -
[5] - Quote
Bethhy wrote:Patrick57 wrote:+1, but then the only problem would be that those who have died once the clone count reaches zero would be stuck waiting for the match to end. This already happens, and it is very annoying :3 Yes it is. One day I hope to be able to view that mercenary in camera mode as we sit and wait. Would get everyone on comm's routing for one side or the other. Also allow for massive learning potential to someone not fully comfortable with DUST to watch different playstyles of players. Would be cool looking from the Big overall map and be able to select a mercenary to first person view. until then Ambush truly being last man standing and a simple view of the overall map is enough for me to wait knowing that they might potentially pull out the win. Unfortunately stuff like that is far away from Dust. It even took Dice (or whoever designed the game) until BF4 to introduce that, who KNOWS how long it'll take Dust. That would be a very neat and good idea though
When I'm depressed, I cut myself......A BIG SLICE OF CHOCOLATE CAKE! nú+
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Bethhy
Ancient Exiles. Renegade Alliance
478
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Posted - 2013.12.17 01:36:00 -
[6] - Quote
Patrick57 wrote:Bethhy wrote:Patrick57 wrote:+1, but then the only problem would be that those who have died once the clone count reaches zero would be stuck waiting for the match to end. This already happens, and it is very annoying :3 Yes it is. One day I hope to be able to view that mercenary in camera mode as we sit and wait. Would get everyone on comm's routing for one side or the other. Also allow for massive learning potential to someone not fully comfortable with DUST to watch different playstyles of players. Would be cool looking from the Big overall map and be able to select a mercenary to first person view. until then Ambush truly being last man standing and a simple view of the overall map is enough for me to wait knowing that they might potentially pull out the win. Unfortunately stuff like that is far away from Dust. It even took Dice (or whoever designed the game) until BF4 to introduce that, who KNOWS how long it'll take Dust. That would be a very neat and good idea though
Yes it would.
We still get the big overall Deployment and orbital map screen when cloned out, zoomed in you can see a decent overlay of what is happening while your waiting. Some slight tweaks and that would be more then sufficient until the Developers really get to what they consider fun, not content but... Innovation. |
DootDoot
Da Short Buss
134
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Posted - 2013.12.17 02:06:00 -
[7] - Quote
+1 for both, one of the most unique amazing factors of this game is the whole explanation around clones. More emphasis on this premise would only enhance this experience in DUST 514. As a Minmatar Logistics, I hate getting yelled at or feeling guilty for sacrificing a players score using my equipment to try and save that player money. This would allow me to fulfill my role of a Logistics much better, making the need to even use my gun less and less.. Which is truly what i feel Logistics are for, to revive, heal and support while slayer classes work their craft.
Any meaning to ambush for a Logistics, like the last man standing recommendation with clones feeling actually important will make that game mode a lot more exciting. As Ambush is currently for myself and my role, it isn't as enjoyable as Domination and Skirmish game modes where the pursuit of the win is an involved process. |
Bethhy
Ancient Exiles. Renegade Alliance
495
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Posted - 2013.12.17 04:46:00 -
[8] - Quote
DootDoot wrote:+1 for both, one of the most unique amazing factors of this game is the whole explanation around clones. More emphasis on this premise would only enhance this experience in DUST 514. As a Minmatar Logistics, I hate getting yelled at or feeling guilty for sacrificing a players score using my equipment to try and save that player money. This would allow me to fulfill my role of a Logistics much better, making the need to even use my gun less and less.. Which is truly what i feel Logistics are for, to revive, heal and support while slayer classes work their craft.
Any meaning to ambush for a Logistics, like the last man standing recommendation with clones feeling actually important will make that game mode a lot more exciting. As Ambush is currently for myself and my role, it isn't as enjoyable as Domination and Skirmish game modes where the pursuit of the win is an involved process.
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Cosgar
ParagonX
8809
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Posted - 2013.12.17 05:26:00 -
[9] - Quote
I support these products and/or services.
I tried to put a level into Amarr Commando once, but got a server notification saying "Why?"
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General Erick
Onslaught Inc RISE of LEGION
189
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Posted - 2013.12.17 08:30:00 -
[10] - Quote
Who here gives a **** about their K/D? I sure as hell don't.
My Big Brother is watching you.
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Bethhy
Ancient Exiles. Renegade Alliance
498
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Posted - 2013.12.17 17:20:00 -
[11] - Quote
General Erick wrote:Who here gives a **** about their K/D? I sure as hell don't.
Yes some feel as you do and some will actually invest their ISK to improve their scores and results.. to each their own.
Rewarding someone with a needle and not penalizing the person who waits, hopefully thus making a time in DUST when everyone waits to be picked up until their clone is terminated with a few priority exceptions.
And refreshing Ambush mode bringing some enjoyment back into it. |
Vulpes Dolosus
SVER True Blood Public Disorder.
490
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Posted - 2013.12.17 17:42:00 -
[12] - Quote
Wholly agree with the needle point.
Disagree with at the ambush change because you'll get people (like me!) who are the last ones standing in a proto-pubstomp and are running away to save a suit. If I hide the game will go on indefinitely, and if there's a timer then it's what we have now.
Dropship Specialist
Kills- Incubus: 3; Pythons: 0; Militia: 26; Tanks: 10
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Dustbunny Durrr
ReD or DeaD
5
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Posted - 2013.12.17 18:58:00 -
[13] - Quote
Bethhy wrote:-This would fix needle spam pick up's and make them relevant as it could extend your clone termination timer, And would preserve player's raged about "KD/R's" and actually have them asking for a pick up as it would save their suit investment ISK.
Also will give an awesome dynamic for players to finish off "Downed" mercenaries to make sure they are truly dead.
I think the player that "Downed" the Mercenary should get credit for a kill. However the "Downed" Mercenary should not get penalized for a death until his clone is officially terminated.
Obviously there would have to be safe guard's put in place to prevent farming, Might i suggest a TKO rule where 3 "downs" in a 10 second window and your clone is lost? I'm sure you guy's have a good developer's bag of trick's to use for safeguards better then my suggestion.
-As it is slightly connected but would improve Ambush competition and the game mode massively. Mercenaries spawning into Ambush modes uses up one of the clones from the 50,80 totals. And it is the last man standing wins.
Often in Ambush one side will reach 0 clones before the other... Then the fight will continue until only one side is alive... Often the loosing side will pull together at the end and clone out the winning side before the match end's only to receive a loss. If every clone counted in Ambush and it was truly last man standing.. The game mode would really shine again.
Thanks for your consideration, Bethy
Good Lord Bethhy, I cant underestimate how many people have spoken this exact same idea to me. +1 for posting it, and hopefully CCP will see this.
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shaman oga
Nexus Balusa Horizon
1177
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Posted - 2013.12.17 19:09:00 -
[14] - Quote
Yes
"Just another piece of duct tape"
Drugs for mercs
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Bethhy
Ancient Exiles. Renegade Alliance
504
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Posted - 2013.12.18 00:07:00 -
[15] - Quote
Vulpes Dolosus wrote:Wholly agree with the needle point.
Disagree with at the ambush change because you'll get people (like me!) who are the last ones standing in a proto-pubstomp and are running away to save a suit. If I hide the game will go on indefinitely, and if there's a timer then it's what we have now.
The 15 minute timer in Ambush should always be present In my opinion, possibly leaving a "match draw" option if two are still left.
I would much rather Omniscient sight granted when there is only a 1vs1 left So those two people can find each other quick and easy and enjoy the true 1vs1 dynamic pulling out the Match Win in a clutch performance. Thus creating memorable experiences and moment's in DUST. |
Fizzer94
L.O.T.I.S. Public Disorder.
1255
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Posted - 2013.12.18 01:19:00 -
[16] - Quote
+1 40 WP for downing an enemy. 10 for finishing them off. 60 for headshot kills, because they down and kill at once.
The Player that downed them gets credit for the kill.
Fizzer94 // Level 1 Forum Warrior // PLASMA CANNONS FUCKING SUCK A BIG FAT DICK NOW, FIX THEM!
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Dustbunny Durrr
ReD or DeaD
10
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Posted - 2013.12.18 01:20:00 -
[17] - Quote
Bethhy wrote:Vulpes Dolosus wrote:Wholly agree with the needle point.
Disagree with at the ambush change because you'll get people (like me!) who are the last ones standing in a proto-pubstomp and are running away to save a suit. If I hide the game will go on indefinitely, and if there's a timer then it's what we have now. The 15 minute timer in Ambush should always be present In my opinion, possibly leaving a "match draw" option if two are still left. I would much rather Omniscient sight granted when there is only a 1vs1 left So those two people can find each other quick and easy and enjoy the true 1vs1 dynamic pulling out the Match Win in a clutch performance. Thus creating memorable experiences and moment's in DUST.
If it does get down to 1v1 tho, whats to stop one player from hiding from the other, especially if they believe they are weaker. Good Lord, I've spent too much time with Goonswarm, the first thing I think about any tactic is how to abuse it, lol. |
Patrick57
Fatal Absolution
2171
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Posted - 2013.12.18 01:22:00 -
[18] - Quote
Bethhy wrote:Vulpes Dolosus wrote:Wholly agree with the needle point.
Disagree with at the ambush change because you'll get people (like me!) who are the last ones standing in a proto-pubstomp and are running away to save a suit. If I hide the game will go on indefinitely, and if there's a timer then it's what we have now. The 15 minute timer in Ambush should always be present In my opinion, possibly leaving a "match draw" option if two are still left. I would much rather Omniscient sight granted when there is only a 1vs1 left So those two people can find each other quick and easy and enjoy the true 1vs1 dynamic pulling out the Match Win in a clutch performance. Thus creating memorable experiences and moment's in DUST. Maybe reduce the time to 10 minutes? Or 12? It could make the matches more interesting and more intense. But only reduce the time for 50 clone Ambush.
When I'm depressed, I cut myself......A BIG SLICE OF CHOCOLATE CAKE! nú+
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Bethhy
Ancient Exiles. Renegade Alliance
506
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Posted - 2013.12.18 01:29:00 -
[19] - Quote
Bethhy wrote: I would much rather Omniscient sight granted when there is only a 1vs1 left So those two people can find each other quick and easy and enjoy the true 1vs1 dynamic pulling out the Match Win in a clutch performance. Thus creating memorable experiences and moment's in DUST.
Dustbunny Durrr wrote: If it does get down to 1v1 tho, whats to stop one player from hiding from the other, especially if they believe they are weaker. Good Lord, I've spent too much time with Goonswarm, the first thing I think about any tactic is how to abuse it, lol.
Omniscient meaning both players can see each other permanently as soon as it get's to that player count. Allowing for one player to chase the other one down, or both players to go for the win and many other options. Allowing for a lot of different dynamic's but counterable by all parties.
This of course may be more complicated on CCP's developing end then my biased gamer mind could comprehend, but I would hope it do-able. |
Bethhy
Ancient Exiles. Renegade Alliance
511
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Posted - 2013.12.18 16:08:00 -
[20] - Quote
bump |
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Zirzo Valcyn
Holdfast Syndicate Amarr Empire
8
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Posted - 2013.12.18 17:49:00 -
[21] - Quote
General Erick wrote:Who here gives a **** about their K/D? I sure as hell don't. typically it's the ppl with good ones who care and the ppl with bad ones who don't, same for the rest of the stats.
u can ban the troll out of the forums but u can't ban the forums out of the troll.
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Dustbunny Durrr
ReD or DeaD
12
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Posted - 2013.12.18 17:51:00 -
[22] - Quote
Bethhy wrote:Bethhy wrote: I would much rather Omniscient sight granted when there is only a 1vs1 left So those two people can find each other quick and easy and enjoy the true 1vs1 dynamic pulling out the Match Win in a clutch performance. Thus creating memorable experiences and moment's in DUST.
Dustbunny Durrr wrote: If it does get down to 1v1 tho, whats to stop one player from hiding from the other, especially if they believe they are weaker. Good Lord, I've spent too much time with Goonswarm, the first thing I think about any tactic is how to abuse it, lol.
Omniscient meaning both players can see each other permanently as soon as it get's to that player count. Allowing for one player to chase the other one down, or both players to go for the win and many other options. Allowing for a lot of different dynamic's but counterable by all parties. This of course may be more complicated on CCP's developing end then my biased gamer mind could comprehend, but I would hope it do-able.
I'm not against the idea, I'd actually be for it, if not for the ability to abuse the system and waste people's time. Think 3 heavy forge gunners set up shop atop a tall building. Who wants to call in a dropship and try and get them off? Not I. Or a scout suit running away from a heavy (around objects, keeping the divide always between the two).
If you figure out a way to stop stuff like that, then I'm all in for the idea. |
Bethhy
Ancient Exiles. Renegade Alliance
623
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Posted - 2014.01.02 00:02:00 -
[23] - Quote
Dustbunny Durrr wrote:Bethhy wrote:Bethhy wrote: I would much rather Omniscient sight granted when there is only a 1vs1 left So those two people can find each other quick and easy and enjoy the true 1vs1 dynamic pulling out the Match Win in a clutch performance. Thus creating memorable experiences and moment's in DUST.
Dustbunny Durrr wrote: If it does get down to 1v1 tho, whats to stop one player from hiding from the other, especially if they believe they are weaker. Good Lord, I've spent too much time with Goonswarm, the first thing I think about any tactic is how to abuse it, lol.
Omniscient meaning both players can see each other permanently as soon as it get's to that player count. Allowing for one player to chase the other one down, or both players to go for the win and many other options. Allowing for a lot of different dynamic's but counterable by all parties. This of course may be more complicated on CCP's developing end then my biased gamer mind could comprehend, but I would hope it do-able. I'm not against the idea, I'd actually be for it, if not for the ability to abuse the system and waste people's time. Think 3 heavy forge gunners set up shop atop a tall building. Who wants to call in a dropship and try and get them off? Not I. Or a scout suit running away from a heavy (around objects, keeping the divide always between the two). If you figure out a way to stop stuff like that, then I'm all in for the idea.
We already wait... and some for several minutes while the Ambush wraps up. Doing it for a reason or actually having the clones matter would make it almost like another game mode.
Even if we moved the 50 Clone ambush under this format to a separate Game mode and called it "Last Clone Standing" Would offer a dynamic game mode with little Developer Time Investment. |
Talos Vagheitan
Ancient Exiles.
363
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Posted - 2014.01.02 00:36:00 -
[24] - Quote
I believe battlefield uses the system you propose, (being revived erases your death). Pro's and Con's I suppose.
If you defeat a player 1v1 it's simple, you get 1 kill, he gets 1 death. If he is revived, healed to 100% comes at you again, and loses again, shouldn't he have 2 deaths? He fairly lost 2 engagements. The only issue is getting shot 1 second after being revived. What's really fair here?
Here is my solution: https://forums.dust514.com/default.aspx?g=posts&m=1488496#post1488496
Along with other improvements to the Nanite Injector, I would make it so for 10 seconds after you are revived, you are still on the same 'life'. If you are re-killed within 10 seconds of a revive, there will be no death or kill added to either players records.
Who cares what some sniper has to say
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Bethhy
Ancient Exiles. Renegade Alliance
626
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Posted - 2014.01.02 00:45:00 -
[25] - Quote
Talos Vagheitan wrote:I believe battlefield uses the system you propose, (being revived erases your death). Pro's and Con's I suppose. If you defeat a player 1v1 it's simple, you get 1 kill, he gets 1 death. If he is revived, healed to 100% comes at you again, and loses again, shouldn't he have 2 deaths? He fairly lost 2 engagements. The only issue is getting shot 1 second after being revived. What's really fair here? Here is my solution: https://forums.dust514.com/default.aspx?g=posts&m=1488496#post1488496Along with other improvements to the Nanite Injector, I would make it so for 10 seconds after you are revived, you are still on the same 'life'. If you are re-killed within 10 seconds of a revive, there will be no death or kill added to either players records.
If it's a 1 vs 1 people will start shooting the "Downed" Clone to make sure he/she is truly "Dead". This will become a thing in DUST across the board a dynamic where people will try to finish off a "Downed" opponent to make sure they are truly "Dead" "Imagine the PC Dynamic, clone pack numbers become more viable even"
Death's are a staple of every FPS game out there. But DUST has a unique Clone aspect. You officially don't die until your consciousness is transferred into a new clone, that doesn't reflect on our score sheets as Mercenaries.
If no one is officially "Dieing" when someone is needle spamming a clone in the middle of the fight then all parties are fine with picking the mercenary up. Is it abusable? yes. but it is right now anyway and has been since Beta.. And when all parties can benefit from it in different ways then it is balanced?. The Person Shooting the Mercenary is fine with it. The Mercenary getting "Downed" has a potential to save their Suit investment while loosing no personal stats they bought the initial suit to improve on originally. And the Needle user is fine with continuing to pick up the Mercenary with clear conscience as long as they are alive to do so.
This will create a dynamic amoungst Needle users and "Downed" Mercenaries alike to wait for the full clone expirary timer in most instances and create the Trust between needle users and needle receivers. |
iliel
Capital Acquisitions LLC Public Disorder.
1
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Posted - 2014.01.02 18:19:00 -
[26] - Quote
Talos Vagheitan wrote:I believe battlefield uses the system you propose, (being revived erases your death). Pro's and Con's I suppose. If you defeat a player 1v1 it's simple, you get 1 kill, he gets 1 death. If he is revived, healed to 100% comes at you again, and loses again, shouldn't he have 2 deaths? He fairly lost 2 engagements. The only issue is getting shot 1 second after being revived. What's really fair here? Here is my solution: https://forums.dust514.com/default.aspx?g=posts&m=1488496#post1488496Along with other improvements to the Nanite Injector, I would make it so for 10 seconds after you are revived, you are still on the same 'life'. If you are re-killed within 10 seconds of a revive, there will be no death or kill added to either players records.
In a perfect world, where every gamer wants to play the game (rather than hide), the original poster's solution would work.
Your solution works against snipers. However, it doesn't work when some idiot rushes into an onslaught just to get the 60 points for revive. If I'm a heavy, or probably even an assault or scout, there's no way I'm getting far enough away in 10 seconds.
So, I think that my solution - - https://forums.dust514.com/default.aspx?g=posts&t=133222&find=unread - - even if more negative than either of yours, is the best.
If you revive someone for no reason except to get points (without any concern for the person you're reviving), then you should be punished.
That or let me turn off the revive possibility all together. For me, the only time I would ever want a needle is in PC, if losing on clones. |
Soraya Xel
The Corporate Raiders Top Men.
836
|
Posted - 2014.01.02 19:56:00 -
[27] - Quote
This would turn people ordinarily obsessed with nothing but K/D into people who valued good logistics. I approve.
Top Men. - The DUST Arm of Gentlemen's Agreement
www.dust-gents.com
Recruiting corporations and players now!
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Komodo Jones
Chaotik Serenity
305
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Posted - 2014.01.03 00:47:00 -
[28] - Quote
50 points for a down and an extra 5 for making sure they're terminated?
I mean technically you did get gunned down to the point where you've flatlined but I get it and it would make for more interesting gameplay than just immediately respawning when you get shot down.
This is a signature.
You're now reading it.
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Bethhy
Ancient Exiles. Renegade Alliance
653
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Posted - 2014.01.03 03:05:00 -
[29] - Quote
Komodo Jones wrote:50 points for a down and an extra 5 for making sure they're terminated?
I mean technically you did get gunned down to the point where you've flatlined but I get it and it would make for more interesting gameplay than just immediately respawning when you get shot down.
Yup and 60 for the Headshot kill, as it is now.. because you terminated them in one action. |
Vicious Minotaur
Tronhadar Free Guard Minmatar Republic
491
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Posted - 2014.01.03 03:50:00 -
[30] - Quote
What about other methods of killing that also negate the possibility of being revived? Like grenades, forge guns... etc?
Should they get 60, like a headshot kill, or just 50 (or a middle ground)? Though extra war points for those methods could increase spam... (Such as for grenades)
And I would very much like a "last clone standing" mechanic, even in skirmish/domination. It would only be used in cases where one team is being cloned out.
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