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Lorhak Gannarsein
Science For Death
1470
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Posted - 2014.02.03 23:35:00 -
[61] - Quote
Oh - for what it's worth, headshots don't instantly burn out the clone inherently, it's actually damage based .
HMG headshot kills don't burn clones out, probably she to pathetic damage per shot.
Happily printing ISK with permahardeners and MLT blasters.
Just let me get a couple mil more before nerf, CCP!
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Artificer Ghost
Learning Coalition College
1203
|
Posted - 2014.02.03 23:44:00 -
[62] - Quote
I don't remember ever liking this post, but you can keep my +1 for a decent idea. :P
~Art, CEO and DoE at Learning Coalition College, Co-Founder of the Learning Coalition
Maken Tosch = 1000th Like!
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Bethhy
Ancient Exiles. Renegade Alliance
1082
|
Posted - 2014.02.05 16:47:00 -
[63] - Quote
Artificer Ghost wrote:I don't remember ever liking this post, but you can keep my +1 for a decent idea. :P
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D legendary hero
Ultramarine Corp
1462
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Posted - 2014.02.05 17:12:00 -
[64] - 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
+1, signed.
Sou o Defendeiro dos derrubados_Pronto saberá justiça
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Bethhy
Ancient Exiles. Renegade Alliance
1093
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Posted - 2014.02.05 18:53:00 -
[65] - Quote
D legendary hero wrote:
+1, signed.
Now if we can only get one of the idea's blue tagged like you lovely post :(
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DootDoot
Da Short Buss Legacy Rising
184
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Posted - 2014.02.06 15:13:00 -
[66] - Quote
Comon!!! how much likes and community support does a request need before we get dev attention! |
Ryme Intrinseca
575
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Posted - 2014.02.06 15:25:00 -
[67] - 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. Vulpes makes a great point, there would be even less reason to respawn when you're on the wrong side of a pubstomp as you'd know if you spawn you're definitely going to die (and lose a suit). So it would make pubstomps even more one sided by giving stompers an extra numerical advantage.
As for the 15 minute timer, there is very little chance that you can evade a 16 man pub stomp team for the remainder of the game, which is probably around ten minutes. And if you did, it would be incredibly tedious for everyone concerned, especially as it wouldn't make any difference to the outcome. People would not spawn rather than risk facing this scenario.
Really love the needle idea though so +1s all round. |
Bethhy
Ancient Exiles. Renegade Alliance
1108
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Posted - 2014.02.07 02:43:00 -
[68] - Quote
Ryme Intrinseca wrote: Vulpes makes a great point, there would be even less reason to respawn when you're on the wrong side of a pubstomp as you'd know if you spawn you're definitely going to die (and lose a suit). So it would make pubstomps even more one sided by giving stompers an extra numerical advantage.
As for the 15 minute timer, there is very little chance that you can evade a 16 man pub stomp team for the remainder of the game, which is probably around ten minutes. And if you did, it would be incredibly tedious for everyone concerned, especially as it wouldn't make any difference to the outcome. People would not spawn rather than risk facing this scenario.
Really love the needle idea though so +1s all round.
(If only)Hopefully with the new needle mechanics, and a renamed "Last Clone Standing" game mode. Tied in with the upcoming racial parity choices with specialized logistic roles, even ADV suits may pose decent competition for any squad with using all the equipment and the games being more competitive and prolonged based around the new possible clone significance.
Yes there will be sometimes a hopeless situation where 1 is facing a team of quality players, but that happens right now as it is anyway. And in some cases having a squad of 2-6 left in a strategic place has the potential easily to wipe out the other team with well executed timing. Offering clutch game performances and very memorable moment to moment situations in DUST, adding to the gameplay and overall enjoyment.
I believe a good collection of suggestions have been made in this post to fill some of the exploitable holes in the possible game mode.
Thanks for your feedback. |
Bethhy
Ancient Exiles. Renegade Alliance
1130
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Posted - 2014.02.08 16:39:00 -
[69] - Quote
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shaman oga
Nexus Balusa Horizon
1577
|
Posted - 2014.02.09 23:45:00 -
[70] - Quote
up
1.8 it's so secret that nobody know what will be in it, even after patch notes...
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Bethhy
Ancient Exiles. Renegade Alliance
1164
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Posted - 2014.02.11 05:42:00 -
[71] - Quote
up |
Kitt 514
True North.
101
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Posted - 2014.02.11 06:23:00 -
[72] - Quote
Here's my .02
No.
As nice as it would be to have a better KDR (I play with decent logi), the death amount is essentially saying that you were, indeed, bested in combat. That is your stat. Who you bested, versus who bested you.
Think of it like how aerial "kills" or victories are counted.
Pilots would measure their kills by number of victories. Planes downed, not pilots killed. People got shot down all the time without dying, but the enemy still got a kill for it.
You also start getting it to where there are more kills generated in a game than there are deaths. This is stupid for several reasons, but essentially, it waters down your KDR to the point where everybody then has a good KDR.
If anybody knows what an EVE killboard is, you know what i'm talking about. KDR is the measured stat in DUST like how ISK efficiency is in EVE. But EVERYBODY in eve has like %90 ISK efficiency. So the stat doesn't matter outside of individual battles because it is much easier to gain ISK damage done than ISK damage received. |
Bethhy
Ancient Exiles. Renegade Alliance
1180
|
Posted - 2014.02.11 16:10:00 -
[73] - Quote
Kitt 514 wrote:Here's my .02
No.
As nice as it would be to have a better KDR (I play with decent logi), the death amount is essentially saying that you were, indeed, bested in combat. That is your stat. Who you bested, versus who bested you.
Think of it like how aerial "kills" or victories are counted.
Pilots would measure their kills by number of victories. Planes downed, not pilots killed. People got shot down all the time without dying, but the enemy still got a kill for it.
You also start getting it to where there are more kills generated in a game than there are deaths. This is stupid for several reasons, but essentially, it waters down your KDR to the point where everybody then has a good KDR.
If anybody knows what an EVE killboard is, you know what i'm talking about. KDR is the measured stat in DUST like how ISK efficiency is in EVE. But EVERYBODY in eve has like %90 ISK efficiency. So the stat doesn't matter outside of individual battles because it is much easier to gain ISK damage done than ISK damage received.
So when your "Downed" and you haven't officially died you should get a death anyway because someone bested you? Even though all they would have to do to finish you off is shoot your incapacitated clone on the ground?
Pilots and victories better fit's this scenario. As we are rewarding people who get a victory without the full kill but the player that didn't die can still jump back into the battle and perform with his clone and statistically have his life still to do so.
We have matches where 50 clones create 150+ deaths... And that is less silly? It would make 100 times more sense to have a match where kills are rewarded for downing a clone and extra for finishing them off.
Stopping someone dieing 3-4 times from poor needle pickups isn't gonna create an Assist = Kill statistical padding problem that EVE has... where as if you helped you get near as much credit as if you soloed. I Do beleive Assist's in DUST should be a measurable stat on a mercenaries record but thats as far as that goes.
There is no Killboard padding from this... everyone will be in the same fair boat.... Instead of the same poor needle gameplay that hurts so much of the team work gameplay. |
CLONE117
planetary retaliation organisation ACME Holding Conglomerate
663
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Posted - 2014.02.11 16:18:00 -
[74] - Quote
ive kinda gone overbored when killing a proto bears incapacitated clone..
usually by a barrage of bullets from my hmg. followed up with a grenade.
ive suggested something like this many times before as i feel it fixes the kdr farming part.
but we may need to add more to the stats other than just kills and deaths. like how many times uve been downed or downed other players and such. keeping the wp rewards the same though. |
Ranger SnakeBlood
OSG Planetary Operations Covert Intervention
290
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Posted - 2014.02.11 16:36:00 -
[75] - Quote
Aye sure +1
It never really made sence to me if i die after getting revived i have 2 deaths i didnt die 2 times, iam also glad to see this tread is not getting shot down to badly if i remember correctly the last time i saw a tread of this nature it got shot down so badly it may as well have been flattened from orbit or was that a different game cant remember either way +1. |
Bethhy
Ancient Exiles. Renegade Alliance
1199
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Posted - 2014.02.13 17:51:00 -
[76] - Quote
up |
Cross Atu
OSG Planetary Operations Covert Intervention
1930
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Posted - 2014.02.13 19:44:00 -
[77] - Quote
+1 OP, this would make KDR hold some actual meaning instead of being the terribad stat it is at present.
I would still also like to see other stats added which sub-divide the current KDR into several more worthwhile stats (WP/Death, ISK destroyed / ISK lost, friendly HP repped / death, etc etc) but with the suggested changes from the OP at least the end of match leader board would be more meaningful. As it currently stands you can have a guy lone wolfing the whole match, costing the team more clones than anyone else but coming out looking like he did the most work because of his displayed KDR. I Merc who is 'downed' 12 times but only loses 2 clones for the team because he uses teamwork and waits for revival is doing more to gain victory than a Merc who is 'downed' 7 times and bleeds out every time to protect his KDR.
0.02 ISK Cross
SupportSP Rollover & an improved Recruting System
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Jebus McKing
Molon Labe. General Tso's Alliance
300
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Posted - 2014.02.13 22:15:00 -
[78] - Quote
No.
@JebusMcKing // Rifle stats comparison spreadsheet.
ò_Ô
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Bethhy
Ancient Exiles. Renegade Alliance
1209
|
Posted - 2014.02.14 01:22:00 -
[79] - Quote
Cross Atu wrote:+1 OP, this would make KDR hold some actual meaning instead of being the terribad stat it is at present.
I would still also like to see other stats added which sub-divide the current KDR into several more worthwhile stats (WP/Death, ISK destroyed / ISK lost, friendly HP repped / death, etc etc) but with the suggested changes from the OP at least the end of match leader board would be more meaningful. As it currently stands you can have a guy lone wolfing the whole match, costing the team more clones than anyone else but coming out looking like he did the most work because of his displayed KDR. I Merc who is 'downed' 12 times but only loses 2 clones for the team because he uses teamwork and waits for revival is doing more to gain victory than a Merc who is 'downed' 7 times and bleeds out every time to protect his KDR.
0.02 ISK Cross
Yes the senseless clone loss cheapens so many matches. Often overlooked in 2 minute long ambushes. |
DootDoot
Da Short Buss Legacy Rising
189
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Posted - 2014.02.16 05:02:00 -
[80] - Quote
bump |
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Aeon Amadi
Ancient Exiles. Renegade Alliance
4931
|
Posted - 2014.02.16 05:08:00 -
[81] - 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
I've always liked the aspect of killing a "downed" mercenary. Certain joy comes from it, honestly. I've proposed it in the past but I kinda want to see what your thoughts are on it, Bethy: How's about a small WP reward "confirming" a kill? Say like, 10 WP for making sure the guy is dead?
Useful Links
//forums.dust514.com/default.aspx?g=posts&t=133588
//forums.dust514.com/default.aspx?g=posts&t=134182
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Bethhy
Ancient Exiles. Renegade Alliance
1229
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Posted - 2014.02.16 16:23:00 -
[82] - Quote
Aeon Amadi wrote: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 I've always liked the aspect of killing a "downed" mercenary. Certain joy comes from it, honestly. I've proposed it in the past but I kinda want to see what your thoughts are on it, Bethy: How's about a small WP reward "confirming" a kill? Say like, 10 WP for making sure the guy is dead?
Yeah, there was a post at the beginning of this thread talking about a Warpoint scoring system for "Downed" Mercenaries. I think it's a cool idea and could add to the gameplay, but at the same time could bring more attention then is wanted to Nanite injectable mercenaries .
I Think at least 5 WP is acceptable though. |
Bethhy
Ancient Exiles. Renegade Alliance
1263
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Posted - 2014.02.20 02:23:00 -
[83] - Quote
up |
RedBleach LeSanglant
Hellstorm Inc League of Infamy
556
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Posted - 2014.02.20 03:07:00 -
[84] - Quote
Cosgar wrote:I support these products and/or services.
Yep, I too feel the same about our clone death situations. As it has been suggested a simple additional stat and a refocus of the KDR actually being the Kills/True Clone Death as opposed to the secondary stat of Kills/downs. A small change that would have far reaching effects on the entire game.
The Logi Code. The Path of the Logibro
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Bethhy
Ancient Exiles. Renegade Alliance
1275
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Posted - 2014.02.20 22:08:00 -
[85] - Quote
RedBleach LeSanglant wrote:Cosgar wrote:I support these products and/or services. Yep, I too feel the same about our clone death situations. As it has been suggested a simple additional stat and a refocus of the KDR actually being the Kills/True Clone Death as opposed to the secondary stat of Kills/downs. A small change that would have far reaching effects on the entire game.
I'm definitely a fan of More Mercenary statistics.. Even if Assists was a measured and displayed Mercenary Statistic.. Support roles would get a lot more credit and where its due aswell. |
DootDoot
Da Short Buss
206
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Posted - 2014.03.08 16:58:00 -
[86] - Quote
up |
Bethhy
Ancient Exiles. Renegade Alliance
1422
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Posted - 2014.03.21 03:03:00 -
[87] - Quote
Maybe for 1.9 CCP? |
Sinboto Simmons
SVER True Blood General Tso's Alliance
5163
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Posted - 2014.03.21 03:21:00 -
[88] - Quote
Yes please
Sinboto - The True Blood Minja
Forum Warrior level 5
STB-Infantry (Demolition)
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Ku Shala
The Generals General Tso's Alliance
907
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Posted - 2014.03.21 14:01:00 -
[89] - Quote
where were you mof.....mercs when I sugessed this like a year ago
+1
-¦a+ó a+ú-Æa+äla+ä
By the time you see me ... pew pew
Scan Attempt Prevented
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Bethhy
Ancient Exiles. Dirt Nap Squad.
1427
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Posted - 2014.03.23 13:34:00 -
[90] - Quote
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