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Dusters Blog
Galactic News Network
502
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Posted - 2013.12.19 14:33:00 -
[1] - Quote
Its past time CCP added the weapons lab and virtual trainers into New Eden for Dust mercenaries. Recently thousands of player purchased the skills necessary to utilize the weapons added by update 1.7 without ever testing out these weapons. Because Dust 514 requires such a large commitment to specialize into a skillset, the weapons lab that was mentioned long ago is essential. This isnt your normal fps experience where you can create loadouts on a whim and be an engineer, assault or sniper on a whim. In Dust you have to spend large amounts of time grinding for sp to obtain the points necessary to purchase new skills. We dont have the option to try out the prototype combat rifle in a test setting and see if it fits our playstyle, and lets be honest, we should. Imagine adding all the necessary skills for the caldari rail rifle only to discover it doesnt fit your CQC playstyle.
read the rest here: http://tinyurl.com/msyzown |
Reiki Jubo
Amarr Templars Amarr Empire
228
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Posted - 2013.12.19 14:40:00 -
[2] - Quote
+1 to this. |
Gorra Snell
Applied Replicants
324
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Posted - 2013.12.19 14:46:00 -
[3] - Quote
I take it you don't find the STD level weapons sufficient for trying them out...why is that?
I don't disagree about your overall point, though.
RDVs are a failed experiment - can't we just remove them from the game?
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Prius Vecht
Red and Silver Hand Amarr Empire
178
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Posted - 2013.12.19 14:49:00 -
[4] - Quote
Been asking for both for months. Add them CCP!
Would be a good place to see what the patch screwed up before jumping into pub matches lol. |
Cpl Foster USMC
The Defiants-Team 6
362
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Posted - 2013.12.19 14:52:00 -
[5] - Quote
that would help a lot...
then I wouldn't have to make Alts weeks/months ahead of time just for testing the new content out before I use it on my main...
example- my Amarr Scout & Brutor Heavy have about 2.5 mill passive sp already.....each....they are hoping for Jan/Feb '14
Peace be with you...
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Ripley Riley
Incorruptibles
268
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Posted - 2013.12.19 14:55:00 -
[6] - Quote
I've heard it called a firing range, but "weapons lab" would work too.
CCP, please give us some way to test out weapons and fittings in a non-combat environment.
"I need not food nor water. Your tears alone sustain me." - Ripley Riley
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Slag Emberforge
Immortal Retribution
330
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Posted - 2013.12.19 15:21:00 -
[7] - Quote
This needs to be added, the best way to get a feel for a weapon is to use it, but in this game you can't use it until you have invested atleast two weeks worth of skill points (and that's without sharpshoot for those that have it)
Also would be good to have damage numbers displayed, or damage over time given, let users play around with equipment until they find one or more fits that works for them, and specialize accordingly. |
Rynoceros
Rise Of Old Dudes
1616
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Posted - 2013.12.19 15:35:00 -
[8] - Quote
Even just MLT variants of everything would be a step in the right direction.
Must be too easy to have been given proper consideration.
Alyssa Milano.
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Ripley Riley
Incorruptibles
268
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Posted - 2013.12.19 15:37:00 -
[9] - Quote
Rynoceros wrote:Even just MLT variants of everything.
A-fuckin'-men
"I need not food nor water. Your tears alone sustain me." - Ripley Riley
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Reav Hannari
Red Rock Outriders
2245
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Posted - 2013.12.19 15:51:00 -
[10] - Quote
12K in a skill and you can add a light weapon to level 1.
// Adapt or Die // Matari Logistics / Scout / Dropship Crash Tester // @ReesNoturana
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Ripley Riley
Incorruptibles
270
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Posted - 2013.12.19 16:02:00 -
[11] - Quote
Reav Hannari wrote:12K in a skill and you can add a light weapon to level 1.
You have a point there, but that still doesn't allow you to get a feel for the weapon pre-live combat.
I want to be able to squeeze a few rounds off at a stationary target, then a moving target, then target far away. I want to be able to do these things without blueberries jumping in and out of my sights, redberries trying to shuffle me from this mortal coil, and tanks LOLVEHICLEBALANCE1.7'ing me in the mouth.
Putting a level into the weapon operation skill doesn't give me that.
P.S. - To any dev that might read this: make the firing range an ISK sink. You can enter the firing range to experiment with fits and weapons for, say, 10,000 ISK per minute. Just an idea to play around with...
"I need not food nor water. Your tears alone sustain me." - Ripley Riley
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Justicar Karnellia
Ikomari-Onu Enforcement Caldari State
287
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Posted - 2013.12.19 16:16:00 -
[12] - Quote
They already said they'd do this at fanfest 2013... but then they lost their EP and well it went kinda downhill very quickly from there... |
Vell0cet
SVER True Blood Public Disorder.
729
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Posted - 2013.12.19 16:23:00 -
[13] - Quote
I agree this is critical. My sig has a link to a thread on how to accomplish this. It could also be used for testing beta versions of weapons before they're released.
Quick/Dirty Test Range Idea
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Tolen Rosas
Kang Lo Directorate Gallente Federation
285
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Posted - 2013.12.19 17:28:00 -
[14] - Quote
+1 to adding these. |
Prius Vecht
Red and Silver Hand Amarr Empire
178
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Posted - 2013.12.19 17:48:00 -
[15] - Quote
Ripley Riley wrote:Reav Hannari wrote:12K in a skill and you can add a light weapon to level 1. You have a point there, but that still doesn't allow you to get a feel for the weapon pre-live combat. I want to be able to squeeze a few rounds off at a stationary target, then a moving target, then target far away. I want to be able to do these things without blueberries jumping in and out of my sights, redberries trying to shuffle me from this mortal coil, and tanks LOLVEHICLEBALANCE1.7'ing me in the mouth. Putting a level into the weapon operation skill doesn't give me that. P.S. - To any dev that might read this: make the firing range an ISK sink. You can enter the firing range to experiment with fits and weapons for, say, 10,000 ISK per minute. Just an idea to play around with...
ISK sink not a bad idea. would be better if it cost per session tho. |
Sole Fenychs
Sinq Laison Gendarmes Gallente Federation
4
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Posted - 2013.12.19 18:39:00 -
[16] - Quote
On this topic, I'd love to have a room where I can test the dropship. By now, I have learned to control it moderately well. But now having to risk losing a good chunk of ISK really would have helped with the learning process.
Not that non-assault dropships are currently all that useful if you don't have a headset...
Edit: Instead of ISK sink, you could make the players pay AUR for additional features in the test range - Like, you can test everything well with static targets, but for AUR you can get moving targets and a nicer environment or something. Something that isn't strictly necessary, but people with OCD will love to pay for that. |
Beren Hurin
Onslaught Inc RISE of LEGION
1928
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Posted - 2013.12.19 18:51:00 -
[17] - Quote
Dusters Blog wrote:Its past time CCP added the weapons lab and virtual trainers into New Eden for Dust mercenaries. Recently thousands of player purchased the skills necessary to utilize the weapons added by update 1.7 without ever testing out these weapons. Because Dust 514 requires such a large commitment to specialize into a skillset, the weapons lab that was mentioned long ago is essential. This isnt your normal fps experience where you can create loadouts on a whim and be an engineer, assault or sniper on a whim. In Dust you have to spend large amounts of time grinding for sp to obtain the points necessary to purchase new skills. We dont have the option to try out the prototype combat rifle in a test setting and see if it fits our playstyle, and lets be honest, we should. Imagine adding all the necessary skills for the caldari rail rifle only to discover it doesnt fit your CQC playstyle. read the rest here: http://tinyurl.com/msyzown
The LP store pretty much lets you get gear above your SP level much faster that you otherwise would.
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Kevall Longstride
DUST University Ivy League
762
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Posted - 2013.12.19 19:15:00 -
[18] - Quote
I am of course in favour of such a feature and hope to see it implemented as soon as possible.
However, such features are reliant on developer time and resources being spend on it. This would be fine if we had a constant influx of new players, trying the game from the PSN store. The expenditure of these resources would be justified if that were the case.
What I consider to be a higher priority is the expansion of the NPE and if a training room was part of that then it would be great. But the addition of a training room for those players already here purely just for testing a new weapon is not a good use of Dev time.
The reason being that to be honest the level of SP grind to try such a new toy equates to no more than a handful of games, both for the SP earned and the ISK to pay for the skill books.
I think also, that it would be a good idea to forget the promises made for content under the previous management. The game is now in the control of another and for the most part, his full agenda for the game is not publicly known other than the usual stuff you'd expect from an incoming EP.
Mercenary Clone of Dennie Fleetfoot
CEO of DUST University
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