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The Black Jackal
The Southern Legion The Umbra Combine
965
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Posted - 2014.01.06 03:48:00 -
[1] - Quote
Why does anyone want to be a member of the CPM? For glory? There is no glory in being a CPM member, only headaches, schedules, lack of play time, and dealing with the rage of players whom accuse you of doing nothing.
I have talked intensely with current members of the CPM, and heard their trials, their angst, and experienced their headaches. Yet here I stand, throwing my hat into the ring.
Why? When I know exactly how much of a pain it will be? Because I believe I can make a difference and help bring the people's ideas to CCP, and act on behalf of the people, to make DUST 514 the game it SHOULD, and COULD be.
If anyone knows my prior posting history, it is one of several key ideas, and each, in my opinion and the opinions of many others, a central ideal that DUST 514 is working toward.
Player Vs. Environment: Something dear to many people's hearts. Player Versus Environment Play is an essential component in many First Person Shooters as a teacher, an aide, and something to do co-operatively with your friends as a break from constantly assaulting other players. In Massively Multiplayer Games, Player Versus Environment is used as a storyteller, a way to bring in income, and as above, something to do together as a group besides Player Versus Player.
Open World: Often a pipe dream, but something to possibly look forward to as the game progresses. With so many Open World Games on the market for consoles, this has to be an eventual goal for DUST 514 to strive for. Giving us a deeper, more immersive Science Fiction play area, and the ability to explore, find those places that only a few select others will know about.
Movement Options: One of the most bandied about ideas on the forums. The idea of laying prone, grabbing ledges and pulling ourselves up, vaulting low-lying rails. The current mechanics of DUST 514 are wooden, and movement is false, and not nearly as fluid as would be required to immerse ourselves. Animations for getting into, and out of, vehicles. The ideal is about immersion, and the more immersion we have, the more we can lose ourselves in the game itself.
Monetization: While the side-grade Monetization for DUST is great as it stands, it runs out quickly as the only viable AURUM investment at later stages becomes boosters. Even Early game, Boosters are the #1 priority on most AURUM-holder's minds. Monetization should also come with Custom looks, patterns, and Paint Bucket Style colour designs. Everyone may run an Assault, but you run an Assault with Digital camouflage, of Red on Black... with custom Corp Decals on your chest plates. Even your HAV is decked out in the same pattern and colours.
Drones: Drones are an integral part of New Eden. Both as opponents, and as allies. Introducing Drones for Gameplay is another goal I would aspire to as a CPM Member. But also keeping them balanced so they are used as tactically and strategically as other weapons, armours, and vehicles.
And Finally:
The Planetary Conquest Dichotomy With extensive experience in Planetary Conquest, I know the pitfalls and upsides of the current Planetary Conquest System. I have experienced, and allegedly inflicted, some of the worst inter-regional latency. I have experienced the abused tactics, and even on occasion abused them ourselves to remain somewhat competitive.
Last, but by far not the least, I have expressed my own, and many others opinions that Planetary Conquest is nothing more than a higher-stakes Skirmish Match and needs to be given it's own 'flavour' to distinguish itself from Public Matches, and Faction Warfare, making it something different, and on the whole, more enticing to become a part of.
While the above are goals I strive for and seek to stand for, I cannot, and will not promise that any will come to pass during a term with me on the Council, but I can promise that not only will I stand by these ideas, I will also scour the forums in order to bring the most up to date ideas, comments, and technical issues to CCPs eyes.
So stand by me, for a seat on the council representing you, the above, and let me be a conduit to CCP for you.
"Regard your soldiers as your children, and they will follow you into the deepest valleys."
Sun Tzu
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The Black Jackal
The Southern Legion The Umbra Combine
966
|
Posted - 2014.01.06 06:28:00 -
[2] - Quote
Killar-12 wrote:A few questions In what ways would you wish to see the Connection between capsuleers and infantry expanded?
How high on your list of priorities is having dust able to perform a constant framrate of say 20 FPS?
Would you wish for the return of Corporation Battles or rather the introduction of Team Deploy for Factional warfare?
I'm sure to come up with more questions, but these seem to be ones that many people have so I put them here
Fairly simple set of questions, I'll endeavour to answer each.
Expansion of the EVE DUST link is something I've gone into in many ways, but most foremost of these was something akin to what they are doing with DUST-EVE now with Orbitals being available only via EVE Support. I'd like to see that expanded upon with regards to District Control -> Planetary Interaction Link for industrial minded EVE-ites, more ability to socialize with EVE Pilots (not being locked to a single 'Local' dependant on what race and bloodline you chose.)
ISK transfer. Though balancing issues for either side of the ISK transfer discussion are debatable, a conversion rate of EVE ISK and DUST ISK (to maintain relative equilibrium) to allow transfer.
EVE Manufacturing and DUST Manufacturing, with cross overs that allow additional items ONLY available by utilising both EVE and DUST inputs. Such as Advanced Vehicles, or Starship modules only attainable from DUST-gained materials and EVE-gained Materials combined.
My priority for a constant 20 FPS (preferably better), is high. Probably equal No. 1 with getting some new content with each 'major' update (the proverbial carrot). Being that I was heavily in PC since it's launch in Uprising, and FPS is the bane of many PC matches, either induced FPS issues (Equipment Spamming etc) or simply being out of 'sync'.
Team Deploy for Faction Warfare would be great, as would a return of the 'organized' Corporation Battles we had prior to Uprising, and I would like to see both implemented. However, should I be forced to chose 1 over the other, I would say Team Deploy for Factional Warfare would be higher (slightly) on my priority list.
"Regard your soldiers as your children, and they will follow you into the deepest valleys."
Sun Tzu
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The Black Jackal
The Southern Legion The Umbra Combine
966
|
Posted - 2014.01.06 06:44:00 -
[3] - Quote
KenKaniff69 wrote:Was that you who appeared on Gimble's show a few times?
I appeared Once on Gimble's show, and unfortunately I was sick when I did.
I have also appeared on Podside alongside ZionShad, and other EVE-side personalities discussing the DUST 'phenomenon' and how it links, or will link, to EVE.
I've been an advocate for DUST since the early days of Closed Beta (Replication Build I started Playing) when we had the lovely designed, but really buggy) 2 stage battle.
"Regard your soldiers as your children, and they will follow you into the deepest valleys."
Sun Tzu
|
The Black Jackal
The Southern Legion The Umbra Combine
971
|
Posted - 2014.01.08 21:37:00 -
[4] - Quote
Matobar wrote:The Black Jackal wrote:
Player Vs. Environment: Something dear to many people's hearts. Player Versus Environment Play is an essential component in many First Person Shooters as a teacher, an aide, and something to do co-operatively with your friends as a break from constantly assaulting other players. In Massively Multiplayer Games, Player Versus Environment is used as a storyteller, a way to bring in income, and as above, something to do together as a group besides Player Versus Player.
Drones: Drones are an integral part of New Eden. Both as opponents, and as allies. Introducing Drones for Gameplay is another goal I would aspire to as a CPM Member. But also keeping them balanced so they are used as tactically and strategically as other weapons, armours, and vehicles.
These points, more than your others, are what grabbed my attention in your platform. In particular, drones and drone-play have been a big dream of mine for DUST, especially considering that there are games out there that do drones very well, especially in the FPS market. What comes to mind now is Killzone 3 and its sequel, Killzone Shadowfall, as two examples of games with drones that mattered, were varied, and effective when used and felt good. I'm curious to know more about your ideas for these points, and was wondering if you'd care to expand on them for me. Don't worry about walls of text, those are my specialty ;) i I will do so once I have access to a keyboard. At the moment having a family holiday in a place not good for any mobile service and I have to walk an hour to get enough reception to keep in touch using my Vita. A walk I am currently doing three times a day to read the forums.
"Regard your soldiers as your children, and they will follow you into the deepest valleys."
Sun Tzu
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The Black Jackal
The Southern Legion The Umbra Combine
971
|
Posted - 2014.01.10 10:20:00 -
[5] - Quote
Back on the job, and inside my basement (figuratively speaking of course). With a keyboard at my finger tips, a slightly less pale complexion, and burnt to crisp across more parts of my body than I care to know of.
But here now, with answers to Matobar's very good questions that I want to expand upon, and show the community what I stand for.
Keep in mind, that I can only promise to bring the ideas, and/or thoughts of these, and other community ideas to CCP, and cannot promise ANY of them will be fulfilled, or if fulfilled, will function as stated here.
Tackling Drones as my first point, as they cross the threshold from PvE to PvP, we'll start with the PvP Variants that we can use ourselves.
First off, limiting them to an Equipment Slot. Each 'type' of drone takes up an equipment slot, and has a Cooldown to Use, and an 'Active Timer' for time it's up. SO they are temporary, and not everlasting.
'Battle Drone' - Has what would be the equivalent of an Assault Rifle (based varying on Race) that will fire on any hostile that comes close. It has shields, armor, but both are relatively weak and it has little to no evasive capabilities, it's programming limiting it to a tethered 'location' beacon that is set down by the player, and it will seek to engage the 'highest' threat in the area (pretty much the closest target within it's range until it is either dead, or leaves it's field of fire.
'Triage Drone' - Again, tethered to an area, this drone will choose the 'most damaged' ally in the area and attempt to repair their armor or shields (dependant on drone race and type). It does only 1 ally at a time, low hp, easily detected, is less effective than a repair tool, will not heal vehicles, and lasts for only a short time - roughly 15 seconds.
'Revival Drone' - Intended as a replacement, or aid for the Nanite Injector, this Drone can revive a player that is in line of sight of the user, up to 30m away. It has an internal CD, can be destroyed, and revives with 50% at most.
These are only ideas of the method in which I see drones being instated, not the specific drones themselves. Single Use, or Timed Use, with Cool Downs that moderate their use to the correct situations. Note: That Drones destroyed become unavailable to that player until they re-suit by either death, or at a Supply Depot.
And Each player is limited to 1 Drone equipped at a time. You cannot run both a triage AND a revive drone on the same suit.
Onto the next topic. PvE.
Now PvE runs a whole gamut of possibilities, from epic campaigns to baseline tutorials teaching people how to play. ANd being realististic, we cannot expect to go from no PvE to epic-scale PvE in a few short patch periods. What we can ask for is a roadmap outlining PvE progression, from the baseline tutorial series, to Swarm Mode PvE (with varying hostiles inclusive of Drones, Sansha's Cyber Zombies, even simple pirates, or hostile Empire Forces from Gallente, Caldari, Amarr, and Minmatar.
What I, and others that I have spoken extensively too, would like to see as a 'base' PvE are the above mentioned Tutorials and Swarm / Survival Mode PvE.
The benefits of these on the community are huge, but in terms of development, they can be even more helpful. People who know how to play the game from the outset will know HOW to play the game and be more mindful of what is not working to help the devs with, and swarm mode AI behaviours can be altered in a 'test-like' environment to be more suited. Say if the Sansha's Cyber Zombine Survival Mode is beaten practically every time it's run, even by Militia-geared newbies, while the Amarr Paladin Invasion scenario never gets above wave 5 with a full proto group, balancing can be determined there.
After Swarm and Tutorials, more involved PvE would be nice, but as a stepping stone, these would be a nice place to start.
Thank you for asking these questions, and I am more than happy to field more as they come.
"Regard your soldiers as your children, and they will follow you into the deepest valleys."
Sun Tzu
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The Black Jackal
The Southern Legion The Umbra Combine
971
|
Posted - 2014.01.12 04:44:00 -
[6] - Quote
More extremely good questions, and obviously ones that do need answering.
Naedeus wrote:Are you for or against respec's after new suits/vehicles/weapons come out? With regards to respecs, I am for at least 1 more when all the racial variants of suits / weapons are released at a baseline. (Not when they are 'complete) as I hope evcen after the fact, more weapons and variants will be released on top of the baseline.
A game should be ever evolving if it's to have the life that it's counterpart EVE Online has. Namely they add ships in like Destroyers and Battlecruisers, but prior to this the game was built on a solid foundation across each race. This is the same I'd like to see in DUST. a base-level of established weaponry and suits across the board, with a big full respec after this baseline is set, but no more after that, as from that point on, it is adding onto a solid foundation.
Bear D'Grassi wrote:This what grabbed my eye in your thread Black,
"Keep in mind, that I can only promise to bring the ideas, and/or thoughts of these, and other community ideas to CCP, and cannot promise ANY of them will be fulfilled, or if fulfilled, will function as stated here."
You appear to have a good idea of the limitations the CPM will have. I love the ideas you introduce in your O.P but as you state there for instance under Open World;
" this has to be an eventual goal for DUST 514 to strive for"
Much of what you mention are indeed things I would like to see in game however they are things more likely to be dealt with CPM 2 or CPM 3 and that's being optimistic. PVE for instance will not be with us anytime soon, there is no point until it is able to offer decent rewards which would require some sort of link between the markets of EVE and Dust.
For me at least, selecting a candidate for the first elected CPM will primarily involve finding out where they stand on issues that can truly be worked on during their term and secondly on things they can initiate for CCP to continue working on during future iterations of the council. You are therefore strong in the secondary aspect but not so much in the first to me.
What you quoted above is exactly what you've asked for as a primary attribute. Understanding the limitations is something I've gotten from long talks with EVE CSM members, as well as DUST CPM members. But as to what you can work on in 'their term' as a CPM, that is actually decided mostly by CCP with CPM input.
You can not push for enhancements to PvP Game Modes, if they decide that it is time to work on PvE. In a perfect world, they could do both, and likely one or two secondary things that get some attention each update.
I go into this election / selection with the thought that laying the foundation for the large milestones will be the most I can comfortably accomplish unless CCP decides to dedicate themselves to one or the other goals for the entire term.
I believe in a future for DUST. I have since even before it's release. As an EVE Player, I was enamoured of what DUST could be, and I still have those ideals intact. They will not prevent me working on what is required, but will enhance my ability to help CCP with their own ideas of moving forward.
Matobar wrote:I'm so glad you took the time to respond to my questions Jackal. If you wouldn't mind, I have another.
You mentioned in your OP that you have a degree related to games and game production. Can you elaborate on this, and on how you feel it would make you an asset for the CPM?
Not sure where I mentioned having a degree in Games Development. In other threads I have mentioned I am undertaking Games Development Courses, hoping to gain a degree in the near future, and that is what is going on in my background atm. If I have stated that I have a degree in some statement, I offer my apologies, but I only recall saying that I was studying one.
However, onto the meat of the text. You want to know how this would help with my position in the CPM.
Knowing the platform to some extent on which CCP is working (this being the Unreal 3 Game Engine) can allow me to moderate my ideas based on my knowledge on the engine itself. I would know it's limitations, and what it could do. Even with modifications that CCP has made to it, the core engine is still Unreal Engine.
It also allows me to act as an initial filter for ideas, that while great in their concept, may not be possible with the current technological limitations. I wouldn't abandon those ideas, but simply shunt them onto a secondary list as either future projects, or a wish list that CCP (renown for sometimes doing the 'impossible' in games design) may be able to bring to life much sooner than I would think.
As always, I'm glad that these questions have been asked, and should any more come forward, I will be happy to answer them!
"Regard your soldiers as your children, and they will follow you into the deepest valleys."
Sun Tzu
|
The Black Jackal
The Southern Legion The Umbra Combine
972
|
Posted - 2014.01.13 04:22:00 -
[7] - Quote
Jaysyn Larrisen wrote:Black,
Excellent campaign thread. I find your ideas reference the addtion of drones to be very interesting and frankly might open up numerous revolutionary changes in how we currently play. The fact that if drone tech is introduced that clearly supplies some assistance in developing PVE structure is a nice bonus.
I've got my standard candidate questions below but would mind offering a bit of background data on yourself such as age, nationality, region you live, student or professional?
I've seen you on the field several times we've had a couple good matches, good luck.
............................................... A few questions for you (same as I pose to all candidates):
1) Other than the forums how do you intend to collect and communicate requests, needs, POV of the community? In particular, those outside your corp / alliance.
2) What level of interaction would you like to establish between the CPM and CSM?
3) What are the top 3 short term (next 2mo's) changes you would encourage CCP to make? I'm looking for concrete examples that are realistic to achieve.
4) What are the top 3 mid term (next 6mo's) changes you would encourage CCP to make?
5) In Spring of 2015, when CPM1's term is up, what would you want people to have said about your tenure as a CPM member?
6) Will you be creating a channel for folks to meet and sqd with you during the period before the election?
Thank you for your time.
Another excellent set of questions.
First off, you asked for a general background on me. I'm 31 years old, I live is Australia, I've done many jobs in my lifetime to date, from Construction, Retail, Food Prep etc. to doing Private Techwork on computers. Currently, however, I am between jobs and enjoying being a Stay at Home Dad with my 2 young boys 5 and 3 respectively) the 5 year old already plays DUST after seeing me playing it so much... even has his own PS3 now so he doesn't destroy what little KDR I have.
Currently undertaking courses leading up to Games Development in my free time (when I'm not playing DUST / EVE, and looking after my boys. Once they both hit the age where they can go to school for the entire day (1 starts this year) I will be going back to study full time to mop up any modules that I haven't got completed to get my course finished.
1.) As to addressing the communicative needs outside of the forums, I bow to the experience of current CPM member and former CSM member Hans here. He has created Skype Channels to discuss the various topics at hand, and I would do a similar thing, on top of keeping an open channel in game for people, and joining random squads listed in the squad finder (I do this even now). Some of the best ideas for the game, especially pertaining to 'the moment-to-moment gameplay' come from random people in battle. Because they are experiencing the issues as they speak, and little bits of information come out frequently from this.
2.) Interaction between the CPM and CSM should be as if they are the same entity, just looking at the universe they represent from two different viewpoints. In my opinion, they are two sides of the same coin, and prior to CPM0 being established, I lobbied to have a DUST representative on the CSM, rather than a council for DUST alone.
That having been said, the CPM turned out great, and now we have twice as many people working toward making New Eden a 'nice' place to live.
3.) Top Short term goals. That's a tough question. One that is tough only because about 101 things come to mind that could be done, and would benefit the game.
- Get the FPS / Latency within tolerable levels. Probably #1 on almost everyone's list, especially those who play in Faction Warfare, and Planetary Conquest. Comparatively speaking there have been some good improvements in this area over the course of 'Closed Beta' and Open Beta, and Release Timetables, a little more tweaking could potentially see this being a 'Former Issue'.
- Make all roles relevant again. This is again, another tweaking thread. Something akin to making Logistics more inlclined to logistics, rather than equivalent to Assaults, as well as making people who haven't got alot of things to do once a match is underway (like Transport Dropship Pilots) due to other equipment, (case in point ins the Drop Uplink making a transport doing sucessive runs for troops, pointless, and time wasted when a few uplinks would do the job 'better'.
- My third is getting some kind of Player Trading underway. This may fall into both short and mid term goals, but it's something I'd like to see get going before the 2 month mark is met. I'm not talking 'Open Market' here.. as that would be a much longer-term goal (possibly taking an entire term or more to fulfill) but player to player trade would be a bitg step toward that.
You'll note Most of this is tweaks and adjustments. Over the course of a two month period (unless they have been working on it for several months before hand) I would not expect any major changes made to the current system that DUST 514 has established.
4.) Mid term goals are much easier to go over, as now I could probably list several hundred.
- Separating Planetary Conquest, Faction Warfare, and Public Matches to give each a distinct flavor. Currently Each of these (aside from Ambush Mode and Domination in Public Matches) are the same thing. It's a Skirmish. The only difference being what and/or who you face. Whether you face a team full of randoms that haven't got cohesion, or you face a full team, organised, and ready to roll with pre-determined plans of attack/defence. I'd like to see a return of the two-stage maps we have during early closed beta.
"Regard your soldiers as your children, and they will follow you into the deepest valleys."
Sun Tzu
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The Black Jackal
The Southern Legion The Umbra Combine
972
|
Posted - 2014.01.13 04:23:00 -
[8] - Quote
- Corporation Battles. Why these were removed in the first place eludes me, but I'm sure they had their reasons. But a return of these battles would be great for those corporations starting out to set up matches to train themselves for eventual entry into Planetary Conquest, or even Team Deploy Faction Warfare.
- The removal of passive ISK from Planetary Conquest. Or at least a drawback for holding too much territory if you don't utilize it. While 'farming' takes a different meaning in DUST than it does in EVE, the fact is in EVE, the only forms of 'passive' income are either very small (Planetary Interaction), or have large requirements to maintain (Moon Mining) Even they border on active Income due to the maintenance and transport needed to make them strong.
As stated above, there are many more I could list, from the addition of Drones, PvE, and the ability to move oneself from where you start in local, to somewhere else.
5.) When the term of the CPM1 is up, I'd like people to say simply, he did his job well, and did his best to do everything he said he would for the community. I can't 'promise' that anything will happen, and alot of what does would happen under NDA (something I'd like to address myself as I believe the NDA is possibly a little too strict on 'some' aspects) and thuis I wont get recognition from those activities unless they become public.
In a perfect world, I'd hope they'd say 'The Black Jackal did his job so well, I'd like to see him run again!' But there are many members of the community doing many different things for the community and I'm sure as the time rolls around for the next CPM election, they will be raising their hands to help improve the game from CCP's left hand.
6.) This channel already exists, but it's under lock and key being managed by my EVE Character (so I have the ability to moderate the channel). When the elction is announced, that channel will be open to all. And this channel will also be the one maintained after the CPM Election (even if I dont get elected) as a brainstorming room, a place to throw around ideas, and a place to hang out with alot of other guys who want to do their part in helping the community, and CCP build a better game.
True Adamance wrote:SUPPORT THIS MAN NOW! DO IT!
Not but seriously some of the stuff you put out Jackal is absolutely visionary and if you made this game I would buy and play it.
As always Adamance, I love your enthusiasm and support my me, and my ideas. I look forward to hopefully representing the playerbase in the near future and helping make this game a game we can all love beyond measure.
As always, thankyou for your questions! I look forward to many more in the coming days / weeks / months, and will always be happy to answer them.
"Regard your soldiers as your children, and they will follow you into the deepest valleys."
Sun Tzu
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The Black Jackal
The Southern Legion The Umbra Combine
972
|
Posted - 2014.01.13 04:26:00 -
[9] - Quote
noob cavman wrote:Data says hi by the way
And I say Hi back!
"Regard your soldiers as your children, and they will follow you into the deepest valleys."
Sun Tzu
|
The Black Jackal
The Southern Legion The Umbra Combine
973
|
Posted - 2014.01.15 11:45:00 -
[10] - Quote
Matobar wrote:Thanks for taking the time to answer my questions again Jackal. I'm embarrassed about the degree thing, I guess all you CPM candidates have bled together But I got it straight now, and I have another real question. You spoke on Open World in your OP (I went and checked this time to make sure) and it bothered me. A lot of people have talked about wanting DUST to be open world, and frankly I'm not entirely sure that's even feasible. They'll compare it to GTAV (which is like comparing apples to oranges in my opinion) or to PS2 (a bit more fair, but still an offense I'd throw a pie at their face for) and say "Why can't DUST be like this?" I mean, it's like wishing CoD could be open world. DUST seems pretty set in the way it is now. Why throw away all the progress we've made, little as it may be, just so people can go from one empty street corner to the next and say "DUST is open world!"
Sponk pretty much answered the post for me, but I'll chip in myself.
Open World is only a goal to be set, and you mentioned several games that could be counted Open World. Planetside 2, is the most comparable to what I would like to see (though with a lot more permanency) and something along those lines. As Sponk says, simply the ability to go to districts (and move between them) is the start of open world... with the next step giving players a reason beyond PvP to do so.
This is where PvE would come into play, and possibly some form of industry (though as FPS go, I doubt active Industry would be a great boon to the community at large). Random events, like rogue drone invasions, Sansha 'Cyberslave' Raids, so on and so forth. There would obviously be areas that are deserted, or areas that are more populated, but with notification of events in areas, and the ability of players to communicate such, there will be moving 'hotspots' of people gathering. Large-scale Events, and Ground Bases would be natural convergence points.
In one of my threads, I outlined a 'possible' way to do Open World using the maps we already have. With EVE-style Gate System that allows District - District Movement and Planet - Planet Movement. Putting in Ground Bases, and possible 'Player Owned Outposts' (Yes POOs) , which would be similar to EVE Player Owned Starbases and would open up great avenues of people to immerse themselves into gameplay.
But this is something I would not expect in my term, or even the next few terms of CPM... it is something I would like to see as a goal, from the outset.
"Regard your soldiers as your children, and they will follow you into the deepest valleys."
Sun Tzu
|
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The Black Jackal
The Southern Legion The Umbra Combine
973
|
Posted - 2014.01.17 00:41:00 -
[11] - Quote
I had a few questions asked of various random people in Squads that pertain to my Candidacy Thread. I'd like to pose the questions and answers here for people to see where I stand on these possibilities.
Quote: Would you like to see DUST invading EVE Ships and Stations?
My answer to this is Ships, no. And stations, Yes!
The ability to capture ships is something not currently in the game, meaning that not only would to be introducing a new element to DUST, but to EVE as well, and to be honest, the intense grief options for DUST to EVE is huge, while the EVE pilots gain nothing to use t o grief us. They'd be pouring ISK into DUST just to 'try' and safeguard their personal assets.
Stations in Null Sec, however, are already conquerable, and the potential for DUST to be used as an Accelerator here is phenomenal. As a point in case, you may want to use a DUST battle to 'pop' a timer, or end it earlier.
Quick devised ruleset could be.
- Can only Use DUST Once per station (unless it is fully repaired and reset) so you must chose which timer to pop (reducing Station Conquesr from a 3 day reinforcement operation to a 2 day one).
- Friendly Fire is on (it's Nullsec, of course it would be on).
- Each side must purchase their clone reserves as the battle progresses. This is a mechanic that allows the battle to be prolonged, as well as put emphasis on objectives over Kill Ratios. You would buy a 'Pack of Clones' numbering 100 - 150, and start the fight with that. The battle is progressing, and 20 minutes into the fight both sides are running short on clones. They purchase another pack (at inflated price for in-combat delivery) and continue the fight. They can continue to do this until the fight is over.
And alternative to the above clone pack buying idea is to have EVE-controlled Warbarges 'loaded' with clones bought EVE and DUST side and funnel them into the battles. Warbarge has several thousand clones, but you may run multiple battles and share the clone amount.
Quote:Would you like to see DUST on the PS4?
Quite simply, yes. But I don't want the game to suffer by doing so. If they can get is streamed to PS4 and retain a single client and server, then that would be the best option for them. But only if it takes minimal effort, keeping them focused on getting the game feeling, and looking right.
Quote:Do you ever feel that the EVE-DUST link is overrated?
Underutilised, but never overrated. The EVE - DUST link, in addition to owning your own assets and conquering your own space is the biggest selling point DUST has over titles like Battlefield and Call of Duty. It makes it difficult to balance the game right in many cases, but never impossible. The EVE-DUST link will grow stronger, as it should, and you will see that is is the thing that separates this game from so many others in the genre.
As always, I'm happy to field questions both in-game and out.
"Regard your soldiers as your children, and they will follow you into the deepest valleys."
Sun Tzu
|
The Black Jackal
The Southern Legion The Umbra Combine
977
|
Posted - 2014.01.18 04:37:00 -
[12] - Quote
Updated OP with contact details in game and Skype.
"Regard your soldiers as your children, and they will follow you into the deepest valleys."
Sun Tzu
|
The Black Jackal
The Southern Legion The Umbra Combine
977
|
Posted - 2014.01.18 06:43:00 -
[13] - Quote
Matobar wrote:Hey Jackal, thanks for being so responsive. One more question:
Assuming you have a successful career on the CPM (assuming also there's some sort of objective measurement for success) do you see yourself running a second time?
If I had more to contribute, yes. If I had run out of meaningful contributions by the end of my term, I wouldn't attempt to hold onto the position for the sake of holding onto the position, and would let it be filled with someone whom at that point, would have more contributions to offer (we all hope).
"Regard your soldiers as your children, and they will follow you into the deepest valleys."
Sun Tzu
|
The Black Jackal
The Southern Legion The Umbra Combine
977
|
Posted - 2014.01.18 08:53:00 -
[14] - Quote
Soraya Xel wrote:The Black Jackal wrote:A note, my availability over the next few weeks will be on and off. My 5 year old has broken his arm, and sometimes requires aid when doing things. So if I don't answer you on any of the above channels, or on Skype, I'm not ignoring you, I'm likely helping him out, or otherwise being the Stay At Home Dad. Best wishes on his recovery. It was really nice meeting up with you in squad this evening!
Thanks, it was great meeting you as well.
"Regard your soldiers as your children, and they will follow you into the deepest valleys."
Sun Tzu
|
The Black Jackal
The Southern Legion The Umbra Combine
977
|
Posted - 2014.01.19 01:24:00 -
[15] - Quote
Zyrus Amalomyn wrote:Do you support a proper overhaul of the mouse interface?
Definitely. I play both Controller and Mouse/Keyboard and find the Mouse sluggish by comparison. It always seems you're fighting with the Mouse Aim, while the Controller feels quite smooth by comparison.
It would really be more of a series of tweaks, not an entire overhaul. If they could roll it back to a few builds ago (about 2-3 builds during closed beta after they introduced the KB/M Control System and ironed out many of the kinks) it would put Mouse/Keyboard players back on par with Controller players.
That being said, Controllers also need a few tweaks. Especially when it comes to Vehicle Controls (though this issue may arise more from the design of the PS3 Controller that has Analogue 'stages' on it's control sticks) where HAVs especially are hard pressed to turn on the spot using controllers. They generally move slightly forward, or slightly backward (sometimes going backwards to their own detriment as it switches the direction of your turn) while Keyboard/Mouse players can effortlessly turn on the spot.
"Regard your soldiers as your children, and they will follow you into the deepest valleys."
Sun Tzu
|
The Black Jackal
The Southern Legion The Umbra Combine
977
|
Posted - 2014.01.19 10:35:00 -
[16] - Quote
sir ravenwing wrote:+1 But are you thinking about better maps rather than reshaped clones of the last new map? And also about something that has been on my mind since closed beta would you support dual weilding because it is in the concept art but not the game so do you support it?
As to the first part of your question, reshaped or better maps, I think the two terms are interchangeable.
At a glance, the maps look relatively appealing. They have some nooks and crannies that you can hide out in, and even on the more recent sockets, some indoors areas. But there is a fairly major drawback when applied to DUST as it stands... HAVs can ruin your strategy... anywhere.
The interiors always open into broad plains, or narrow passages that the HAVs can mow you down. There's no alternative routes in most cases, and as the maps get more and more known, half decent and even copy-cat HAV Commanders will know these spots and camp them. Thus making it appear as if HAVs are completely overpowered.
A better map design would be to have alternate routes that may take a bit longer, but are inaccessible to HAVs... inclusive of their cannon fire. So you can take an extra 10-15 seconds to run a long route, and be safe from the HAVs around you, or you can risk the open field, get there quicker, but be exposed to hostile HAV fire.
The same can be said for a lack of 'choke points'. Most sockets are accessible by so many avenues that in a 16 v 16 match (assuming no AFKers) there is no possible way to cover them all. Even most points are accessible by either a full 360 degree open field, or by 2-3 entry points. Some would say this is a good aspect of the game, and in some cases it is, but it creates a situation where there's no true defensive strategy besides outgunning your enemy. There's no real room for support (except Nanohives and Drop Uplinks to fuel the slayers).
What I'm trying to say is that there is no room in the game for a true tactical plan. You either have better slayers, or more slayers, than your opponent.
What I would like to see in map design is some semblance toward proper military design. Bases and military controlled outposts are designed to deny people access to set areas. Control Panels are behind sealed doors (possibly another use for hacking to get to the control system for the Null Cannon) multiple ways to get from A to B, some of which are protected from HAV fire, and above all else, the ability to set up choke points within the framework of map design itself.
Couple the above with the ability to deploy and destroy Fortifications, Turrets, and to destroy buildings, you'll have a truly tactical and dynamic battlefield where Infantry can control as much, or more, of the landscape than HAVs, WITHOUT relying solely on AV (the only tool currently able to be used to counter HAVs).
And doors that open and close on said sockets would be nice.
Onto your second question. Dual wielding. I too, have envisioned Dual Wielding twin Sub Machine Guns as depicted in the DUST images of the Minmatar (at the time Logistics Suit). However, I do not believe that such an ability will be able to be sufficiently balanced without throwing the use of the weapon as a non-dual wielding option.
Immediately, you place any weapon in the ability to be Dual-Wielded and you Double it's Damage per Second. To keep stats relatively balanced (at least on paper) you have to offset this sudden jump. This is generally not done in a single stat, it's spread over multiple. A possible distribution I would see is higher Cone of Fire (increased by say 50%) which would lower, in theory) the damage deal by roughly 33% (dependant on other factors of course such as hit box, range etc.) another possible reduction could be the ability to reload is seriously hampered, after all trying to reload with a weapon in each hand would be cumbersome, probably being 50% on top of the time normally required for each weapon, x2. Meaning a 4 Second reload for a Pistol would become 12 seconds for dual-wielded pistols.
Essentially, the ability to Dual Wield is little more than an asthetic change in the end, as any advantage gained MUST be offset to bring it back into balance.
So in summary, I don't really support Dual-Wielding Weapons, though it would look cool.
"Regard your soldiers as your children, and they will follow you into the deepest valleys."
Sun Tzu
|
The Black Jackal
The Southern Legion The Umbra Combine
978
|
Posted - 2014.01.23 02:19:00 -
[17] - Quote
KAGEHOSHI Horned Wolf wrote:What are your thoughts on dropsuit tiercide? (thread here) Basically: Only 2 tiers, MLT and STD.
MLT basic frames equivalent to the current ADV basic frames.
STD basic frames equivalent to the current PRO basic frames.
STD specialized dropsuits (assault, logi, sentinel, commando, scout) equivalent to the current PRO specialized dropsuits.
Main incentive to spend SP in a specialization skill past level 1 should be the skill bonus. On a related note, basic frame skills need a bonus that applies to all suits of a racial frame (like Amarr medium skill gives bonus to Amarr basic medium, assault, and logi) to justify having 5 levels.
What are your thoughts on making basic frames have a purpose? (thread here) Problems: They cost more than specialized suits despite being inferior, so you can't even use them as a money-saving alternative (which is odd because basic vehicles cost less compared to specialized ones).
Specialist suits are not really specialized if they're basically copy and pasted generalist suits with bonuses slapped on (basic mediums to assaults, basic heavies to sentinels). Generalist suits provide a way to est drive one specialization's role, but not another's; for example, the basic medium lets you test-drive the assault role in a way, but not logi. Basically the basic frames are nt generalized enough for specialized suits to be truly specialized by comparison.
My proposed solutions. They need a price cut, they should be at least 10% cheaper than their specialized counterpart, they should be the cheaper alternative to specialize suits.
They should be very generalized and versatile in slot layouts compared to their specialist counterparts, like a middle ground between the specializations of the suits; this could be done by altering the basic frames (like medium basics get a 2nd equipment slot and lose a module slot in exchange for removing a high slot or something). This would let players try out more roles before deciding what to specialize into.
What are your thoughts on game modes, and how big a priority they need to be? All our modes are currently simple generic game modes, with no design creativity like the original Skirmish 1.0. We need interesting modes with complexity, attack/defend, and multiple stages. (my ideas here, posted in someone else's thread)
Ambush is broken, and has ALWAYS been broken since the dawn of Dust. Its about time we abandoned the idea of "random" spawns, and use defended spawn bases; our spawn points are very predictable anyway so they're already like that anyway. (thread)
Domination is not only not unique enough compared to Skirmish, its also boringly one-sided, the team that gets the objective first and spams the most uplinks generally wins. The objective needs to cycle to various spots on the map to keep things interesting, and to give the losing team a chance. (thread)
PVE, I want it. PVPVE would also be nice (2 human teams, and 1 rogue drone team fight for control of an outpost, drones can take back objectives)
What are your thoughts on the new player experience, and how to improve it? PVE?
Gameplay tutorial for shooting, hacking, squad orders, calling strikes, calling in vehicles, recalling, using equipment, vevicle modules, etc?
Academy graduation requirements?
Tiercide?
What are you thoughts on elevating Dust's beyond that of a basic shooter, and daring to do crazy cool things? and how big a priority it should be? Fun crazy equipment? (example, not my idea)
Fun crazy installations? (example)
Fun crazy scifi environments? exotic planet types? alien vegetation (not necessarily green, should depend on star type and light received)? shipboading (EVE player ship, or NPC ships)? 0 gravity with thruster packs?
Expanding the MMO aspects? Walking stations where both EVE and Dust players can hang out?
I would like to hear your thoughts on these things.
Quite a laundry list there, and some burning questions to answer.
First cab off the rank a Suit 'tiericide'. I can't think of any reason not to have it? I think the idea itself is wonderful. An EVE-style System where the 'basic frame' gets a Skill Bonus per level (as stated to justify having 5 levels of skill) with a specialist suit on top which has an added, or 2 different bonuses to be compatable with it's role (I say sometimes different since something like a Pilot Suit would not require sensor dampening but would benefit from perhaps 2 bonuses to the vehicle they are driving, while a Light Frame would still like to have a dampenng or 'scout-like' bonus).
The first and second bonuses on the specialized suits would be based on BOTH of the Suit Skills (Frame and Specialized Suits) to get maximum benefit, giving people incentive to actually attain those suits.
Under this system, however, we may as well ditch Militia altogether for suits. If you have Level 1 in the suit, you could use the 'Basic Suit' much as you can in EVE with a Frigate, or Cruiser, or above, but you wont use it as well as someone who has 5 levels into the skill.
Now, as per previous statement in this thread, I have some familiarity with Unreal, and it seems that though this may be possible, I don't know what ...
"Regard your soldiers as your children, and they will follow you into the deepest valleys."
Sun Tzu
|
The Black Jackal
The Southern Legion The Umbra Combine
978
|
Posted - 2014.01.23 02:20:00 -
[18] - Quote
They have mentioned that they use a Tag system, which may limit how this could be implemented. So although I completely agree with the idea, and would definetly represent the idea as it would also iron out some of the suit imbalances (Proto-Stompers etc) I cannot guarantee that CCP would be incvlined to do it, or would consider doing it if it required a rewrite of the basic code, which would be very time consuming.
The basic Frames having a purpose is also tied into the above. They are the 'base level' that require only Skills in the Frame to use. The second part of the proposed idea would be that in addition to the Suit Skill, the Specialist Variants would require additional skills to wear the suits. For example: Caldari Medium Suit Prerequisites: - Caldari Medium Suit I
Caldari Assault Suit (To Learn Skill) Prerequisites: - Caldari Medium Suit III - Shield Upgrades III - Shield Extension III
These levels would be relatively easy to achieve, give you an idea how the suit is 'designed' to be played (thus helping newer players with a built-in guide) and on top of that, would mean that just wearing the suit doesn't mean you've mastered it. Since you still have SP to put into the Basic Suit, as well as the Assault Suit to be 'the best' you canbe using it, there is more incentive to do so.
Game Modes: This is something I have gone on about. More Game Modes would be great, and something I would hope to see in my term as a CPM. Including 'classic' Modes such as Capture the Flag, I would also like to see a return of the multi-stage maps. Similar in effect to a Battlefield 'Rush' Mode in terms of gameplay, but with varying 'possibly randomized' objectives to progress through each 'stage'.
Skirmish 1.0 Back in Replication had two separate objectives in the two areas. The First was to destroy 2 Defence Relays in the awesome Canyon Map Design (where did that go CCP?) which could be accomplished by either hacking or by destroying them with vehicle weapons (giving HAV's a purpose in the initial stages of the assault beyond being 'better slayers').
The second stage had what is now Skirmish designed objective, with a slight skew towards the defenders as they had no MCC, the hacked cannons would simply turn off, and when rehacked, turn back on again. Much more complete feel to the map and game mode back then, and I would defeinelty be pushing for more Game Modes in addition to these two.
Possibly even borrowing a page from a few other games and having multi-mission matches, where the objectives will change 5 times during a match (from Skirmish, Capture the Flag, Team Deathmatch, Some kind of Hacking Mode, and a Resource Gain Mode) with each mission won or lost individually and a best of 3 system instituted. The Game Modes are chosen at Random during the match.
As to priority, I'd say after the content is 'base level achieved' (which looks to be happeneing relatively soon-ish with suits at least) it should be close to number 1. I don't generally rank 'bug and glitch fixing' in my priorities, as they are something that will always be happening, no matter what and are a natural part of any game development you add something, or take something out, and you'll have chances of introducing bugs and/or glitches which need to be fixed ASAP.
PvE is something I know myself, and probably thousands more, have urged CCP to get in in some form. But as has been stated before, PvE content is extremely time-consuming to make it halfway decent, and to make it as good as we all want... it would take dedicated team effort across the board for a long period of time.
I'm confident we will see PvE at some stage, but there are many things that need to be done before you can pave the way for that.
New Player Experience: Again, this ties into the top 2 (or how ever much I've written) answers. a PvE Tutorial (though I despise comparative nature, the Planetside 2 Tutorials style where the player goes through how to do everything they'll likely need to do in a progressive style is one example of a non-PvE or PvP Tutorial) along with a fairly lengthy Academy stay to keep them in a comfort zone for around 1-3 days for hardcore players and possible a week for much more casual players so they can find what they want to do.
Quote:As a revised Academy Mode also, all modules should be available to them for usage while in the Academy as if they had Max Skills (not requiring them to spend SP earned during their Academy Time) so they can fully appreciate what each and every suit / class has to offer. This 'all-open access' would be revoked as soon as they graduated.
There should also be some indication of how close you are to graduating, so that you can realise if you haven't tried something out yet, you may want to do so soon.
You're last question is something the CPM and many others know me for. I'm a font of ideas on what could be done, what would elevate this beyond the common FPS, and turning small ideas into grand schemes. I'm a bit of a dreamer, but temper my expectations and ideas with real world issues.
Equipment is something that needs to be expanded upon, from Drones to something like that Inertial Capacitor (reminds me of the MicroJump Drive they just put into EVE recently). The choices at the moment are limited.. and further limited by actual usefulness. Injectors are run by few people these days, whereas Uplinks and Nanohives are practically 'Standard' Equipment. Installations are something I want to see boom. And I mean BOOM. Especially in the Deployables area. The ability to drop Deployable turrets, shield generators, etc.etc (seriously the list could go on from my perspective), and could actually be used to limit vehile use without 'limiting' vehicle use.
"Regard your soldiers as your children, and they will follow you into the deepest valleys."
Sun Tzu
|
The Black Jackal
The Southern Legion The Umbra Combine
978
|
Posted - 2014.01.23 02:21:00 -
[19] - Quote
Crazy Idea, but here it is (Keep in Mind this would only be for more organised Team Play)
Quote: You spawn into battle, but to bring down RDV you need a 'Landing Pad' to deliver your vehicles. The Landing Pad requires CPU and PG, so you must drop a Command Centre, then a Power Reactor (provides Power Grid), and Mainframe Add-On to your Command Centre (Must be dropped within certain area and automatically links up to the Command Centre and provides CPU). Then you drop a Landing Pad. This links up as well, with powerlines across the surface to the Command Centre, which is hooked into the Mainframe and Power Reactor.
Now you can call in Vehicles, but you've had to build a small Base to Support it.
What does this do? Well first off it stops immediate 'VEHICLE RUSH' tactics in organized play, reducing the speed at which you can get in. It also gives immersion, as you have just built a 'forward base'.
It also gives the enemy a chance to interupt your vehicle supply. (And another role for HAVs). The ability to destroy your infrastructure and prevent you bringing in any more vehicles until it's repaired or replaced (Logistics with Repair Tools would start to make a good 'Base Engineer').
It also brings into view another possibility to add on top of gameplay. Deployed 'Null Cannons' and MCC Guardians. This is an idea I spit balled around alot, with the ability (within the above infrastructure) to deploy up to (but no more than) three 'Conquest Instalations' which are either a non-mobile artillery unit that targets the hostile MCC, or a Shield that prevents some incoming Damage to your MCC.
The weights and balances aside, if each Artillery = 1 Null Cannon, and each Shield Prevents the damage from 1 Null Cannon, in addition to the null cannons already in the facility, you could have strong strategies and battles that will last quite a bit longer, with new things for HAV's to do (destroy hostile infrastructure, and defend allied infrastructure.
That enough on the 'Installations' for now, but it's fair to say that I have high hopes for the future of this game.
Different Planet Types / Vegetation. I can see being a great idea, but I have to say without intense work, anything but a change in the texture and lighting would require a fair bit of work (especially differing vegetation from planet to planet). As each element would have to be made to look different, have a theme and be packaged. So the number of packages would determine the variety, and each package could take a while to create. As an example, we take the Temperate Planets first, you create 5 different packages (Rocky Sparse Vegetation, Swamp Vegetation, Temperate Vegetation (say Summer USA-like), Tropical Vegetation, and Arctic Vegetation (Greenland and Canada-like). Now you apply each of those packages to different areas of each planet and then you have consistency. If District 3 on Oddelulf is Temperate Vegatation, then it MUST be the same next time, or you lose immersion. If it suddenly became a Swamp, well.. you can imagine. Moving that idea to something like a barren or Ice Planet is relatively simple (they really would have 1 package each) you'd have to create new ones, however, for Plasma, Storm, Gas (floating platforms or something), and Oceanic (Floating again, or Underwater Cities with Surface Elevators).
Basically what I'm trying to say is that the ideas I, or anyone else for that matter have, are limitless. But the work to create each one may be much more than we'd like in one shot and probably should be released slowly with an overall stabilization of what environment is what as each one is introduced.
That bein said, I would absolutely ADORE being able to explore, conquer, and fight on different planets with different vegetation and I will advocate this ideal as a CPM as much as the above ideas.
The MMO Environment I've given this it's own sub-heading becasue this is something that most FPS's lack. And at the moment, aside from the ability to form Corporations and type in social channels, is still lacking to some degree. It ties in with all of the above, as well as customization, Open World, PvE... everything should have the capacity to be incorpoarated into a PvE element.
The first thing that I see as a barrier to MMO impplementation in stations in the NeoComm. It's useful, yes, but what good is being able to walk around a station when most mercs will likely just access everything they need from the NeoComm. The Station would be additional backdrop to... nothing in effect as the current quarters (though somewhat functional) are little more than a fancy Lobby.
Removal of the NeoComm coupled with the ability to walk around stations means that you can walk out, go to a Warbarge Docking Port to get into your fights (Warbarge could have where the next fight is glowing above the Entrance), as well as show off your cool armour.
This would all have to come with the ability to RUN in stations as well, or it would simply be a chore to run all over to do your stuff.
I could go on for hours, (or pages) with these questions, but I'll stop myself here for now as I'm sure the above wall of text will absorb most people for a short while. Thankyou for reading this, and as always, thankyou for your questions and I look forward to answering many more in the upcoming days / weeks / months.
"Regard your soldiers as your children, and they will follow you into the deepest valleys."
Sun Tzu
|
The Black Jackal
The Southern Legion The Umbra Combine
1000
|
Posted - 2014.02.01 04:08:00 -
[20] - Quote
More questions from my in-game Squad that I'd like to bring to the forums.
These are in no particular order.
Q. "If asked how you would make Planetary Conquest more 'in-depth' and integrated into EVE more, what would you say?" A. I'd first want to take the district Timer and attach it to an EVE entity. Namely, (in an example I used in a Skype Conversation about the same with other CPM1 Candidates) and Orbital Defence Platform that replaces the 'beacon' in orbit above Districts that acts like a PoS in many respects, but has a timer set by DUST players (from 1 to 24 hours) rather than a level of minerals as in EVE.
In this scenario, there would be 2 methods of attacking a district.
1. EVE Strike, DUST Follow-Up. EVE Pilots would assault the Orbital Defence Platform, putting it into reinforcement for the timer's set time. They would then come back and battle the Platform at the end of that timer with their DUST Forces ready (Warbarge on Stand-by). After the Platform goes down, the Warbarge jumps in and anchors itself in orbit (a process taking 5 - 10 minutes. Once it's anchored, it'd treated as a Defence Platform by itself with EVE-set Minerals for it's reinforcement timer.
The Warbarge can then be used to continually launch MCCs and Clone reinforcements to the District it's orbiting while not reinforced. (If it's pushed into reinforced mode it loses the ability to deploy clones for the duration.)
This method incorporates a single timer, but allows the battle to be drawn out, requiring many clones. (The Planetary Conquest Match on the Ground would move to a 'defender's advantage' style with 'Objective-based' Win Conditions. Not Clone Counts for Attacker's Victory.
It also allows for EVE 'reactionary fleet' to come in during the battle and attack the Warbarge in orbit. The Warbarge will stop providing clones, essentially cutting off the Attacker's Supply Route, and leaving them with only the MCC, and what it holds to continue the attack.
2. DUST-Only Strike To allow DUST to function independently of EVE, a DUST-only method would entail a 'commando' strike on the Orbital Defence Platform. The standard '120 Clones' for each side will apply (accounting for the 'garrison' of the Defence Platform) This attack sets off the timer if won, and another battle ensues. If the attacker is again victorious, the Orbital Defence Platform is captured, and in effect, becomes the Warbarge. Another Timer is set off after this, with a 3rd battle to happen after that timer on the planet below. Winner takes the District.
As you can see the DUST-Only Method is longer by a day, but has the ability at key stages to integrate EVE into it. With the ability to funnel clones through the Orbital Defence Platform instead of the Warbarge. Or to stop the attack by firing on the Platform itself.
In Both methods, there is the option after winning a 'Defensive' Battle in DUST to immediately launch a 'counter attack' to recapture the Orbital Defence Platform, or capture / disable the hostile Warbarge.
Q. "That's quite a big thing you're proposing, do you really think that will happen in the next year?" A. No, not at all. The assets would first need to be created (Warbarge and Defence Platform respectively). But after that, the majority of the in game effects are already in the games themselves. DUST can of course launch attacks, and EVE already has Timers and Anchoring. The cross connection, however, may require something else I'm not aware of. I would expect that if CCP takes my idea (or part thereof) into consideration, we can at least get the ball moving and maybe CPM2, or CPM3 will finish the Idea off.
Q. "Should EVE Manufacture DUST assets?" A. A controversial topic. There are hotly debated topics all over the forums, some for, some against. I, personally, am against EVE directly controlling the production of our assets... however...
There was an idea I had a short while back that we could, in fact, incorporate EVE Mining and Industrialists into DUST 514's Market. Currently our gear, vehicles, etc are constructed by Nanites. But Nanites require raw materials to 'create' these items. So what I propose is that we can buy the minerals (refined from EVE-mined Ores) and use our 'BPCs' as our items currently are, to inform the Nanites how to build the item in question.
Now this has a big advantage over EVE directly manufacturing our assets in that EVE market will always have minerals. They need them to make their own stuff, so we'd be tapping into an existing pool that, if EVE suddenly ups and decides to 'ignore' DUST as an entity, will still be there. They wont control our assets directly, but by providing their own pool of assets, they'll be providing ours as well.
There are many more questions burning to be answered I am sure, and I am happy to answer any and all enquiries regarding my thoughts, my CPM Candidacy, or even my personality.
Once you go Black, you just never go back!
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The Black Jackal
The Southern Legion The Umbra Combine
1000
|
Posted - 2014.02.01 06:27:00 -
[21] - Quote
Killar-12 wrote:Congrats on 1k Likes
Thanks! Hadn't even kept track of my likes!
Once you go Black, you just never go back!
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The Black Jackal
The Southern Legion The Umbra Combine
1002
|
Posted - 2014.02.02 04:40:00 -
[22] - Quote
Hammerhead LandSharkX wrote:The Black Jackal, you touched on some of these in reply to kagehoshi and others but I'd like a more direct answer.
Bear wrote: "PVE for instance will not be with us anytime soon, there is no point until it is able to offer decent rewards which would require some sort of link between the markets of EVE and Dust."
-do you agree/accept that PVE will not be with us soon enough to warrant efforts/attention in? -do you agree there is no point to PVE without a linked market with eve/dust?
you replied : "You can not push for enhancements to PvP Game Modes, if they decide that it is time to work on PvE. In a perfect world, they could do both, and likely one or two secondary things that get some attention each update... ...I go into this election / selection with the thought that laying the foundation for the large milestones will be the most I can comfortably accomplish unless CCP decides to dedicate themselves to one or the other goals for the entire term."
-If people within ccp asked your opinion on which they should focus on (improving pvp or developing pve) which would you lean towards if you/they could only choose one.
Nice questions.
Firstly, I do not agree that PvE shouldn't be focused on at some time during the CPM1. It's a hugely asked for feature, it would enhance New Player Experience, higher player base retention and a host of other things. The fact that it may take a while is just evidence that "The Sooner we get started, the sooner we'll have it." If we don't start on it, it will be even longer in coming.
Secondly. A 'linked' market is not required for PvE. Why would it be? If the rewards are ISK and Skill Point based, then there is absolutely no need to have an Open, linked Market with EVE, or even internally within DUST. Open Markets support the purchase of goods sold by others. How does running a PvE 'mission' tie in with that? The only way it would is of the 'major part' of the mission reward was a random Loot Item.
Onto your third set of questions. Being that New Player Retention is key for the future development in my eyes. I would ask them to focus more on PvE than PvP should they ask that question. PvE would solve a fair few issues, such as New Player Experience, an alternative to being proto-stomped or HAV stomped (I'm a Tanker and I know how much you can stomp people in HAVs). As well as giving some of the 'MMO' that is so often advertised in the game's description as an MMOFPS. Enhancing the PvP experience would keep the 'higher ups' in the player base a bit happier but catering to the newer players has greater, and more long term benefits at this stage of development.
Once you go Black, you just never go back!
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The Black Jackal
The Southern Legion The Umbra Combine
1006
|
Posted - 2014.02.04 02:16:00 -
[23] - Quote
Jaysyn Larrisen wrote:I posed the question below to some of the recent candidates and thought I would pose it to you and some of the earlier people that have put their names forth for CPM.
I have often considered that it would be very beneficial for the CPM if one of the members WASN'T an elite player, Beta vet, or corp leader. The vast majority of players don't fall into those categories and I sometimes wonder if we would be well served by having a quality person with a fresher look or still struggling through the SP climb with minimal ISK...basically the average player.
I have noticed the majority of the candidates are leaders in elite corps (I.e. the upper 10%) and some have deserved reputations as outstanding or even elite level solo players. This is not a bad thing...however, it begs the question of how you and some of the other candidates will represent the majority of players not in your level of corp or skill.
Much of the conversation in the forums relates to the disparity in ISK, PC, general opportunities between the small upper tier and everyone else. Can you please elaborate on how you intend to represent the rest of the community, i.e. the other 90%? How we will know you aren't soley shaping things for the elites?
You will know if you managed to see my KDR.
My KDR is 'above average' but nothing to go oooo or ahhh about. But it's not elite. I would represent the 'average' player when it comes to gameplay, ISK income, and general feel of the game as compared to elite-level players. I have competed in DUST tournaments and done well, but far from elite.
I also represent the 'planners'. Those who may not have great in-game skills, but have ideas on running the corporations, the tournaments, the game mechanics, and have put those ideas into effect.
I am, however, a Beta Vet. Yet those days are behind us. The game from now until then, has changed so much that it could almost be considered a new game in itself. The gameplay and assets may have remained similar, but fundamentally changed. I plan to go where CCP wants to take us, and help them do that. Not force a return to the 'glory days' of closed beta.
As also put forward, I also led a corporation. But since retired from that position. But this allows me to give a perspective view on both sides of the coin. Being a leader, or a follower, give two different ideals that show us how we feel about any particular situation.
Other than being around for a long time, and leading a moderately successful corporation, I am the Average Player.
Once you go Black, you just never go back!
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The Black Jackal
The Southern Legion The Umbra Combine
1008
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Posted - 2014.02.04 03:32:00 -
[24] - Quote
Not a problem at all. I enjoy answering questions.
Any more I am always willing to answer, hit me up on Skype, in this Topic, or in-game.
Once you go Black, you just never go back!
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The Black Jackal
The Southern Legion The Umbra Combine
1008
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Posted - 2014.02.04 08:30:00 -
[25] - Quote
Yokal Bob wrote:I like your idea about locked districts :)
Thankyou! I love getting feedback on ideas I put forward! Double goes for feedback from fellow candidates!
Once you go Black, you just never go back!
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The Black Jackal
The Southern Legion The Umbra Combine
1015
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Posted - 2014.02.13 10:16:00 -
[26] - Quote
Updated OP with Gimble Interview web address.
Drop by and see mine, as well as the other interviewed candidates opinions across the board!
Once you go Black, you just never go back!
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The Black Jackal
The Southern Legion League of Infamy
1045
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Posted - 2014.03.13 08:38:00 -
[27] - Quote
Shameless bump.
I'd post more questions from my random squads, but in all seriousness, most of the questions received have been non-CPM relevant, and / or reiterations of previous questions.
Still running for CPM1 of course!
Thank you to all the vocal and not so vocal supporters so far, and remember, every vote counts in the upcoming elections. Vote for your favorite candidates to show that you want DUST 514 to succeed!
Every Vote Cast is another community member contributing to the game!
Once you go Black, you just never go back!
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The Black Jackal
The Southern Legion League of Infamy
1047
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Posted - 2014.03.14 06:04:00 -
[28] - Quote
Spartacus Dust wrote:Jackal you have my full support, I was extremely happy to have talked with you, in the event i'm not elected, I do want to keep in touch, your ideas are really nothing short of amazing :)
Best of luck to you!
You know you just want me in to take care of writing up the walls of text. :D
Joking aside, it's great to have your support, and offer you, as well as many other candidates mine. The time we've spent in the Skype channel has given me great insight into what the CPM1 is shaping up to be, and thankfully, we all get along which is a plus considering at least some of us will be working closely together over the next CPM term!
Once you go Black, you just never go back!
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The Black Jackal
The Southern Legion League of Infamy
1048
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Posted - 2014.03.14 07:07:00 -
[29] - Quote
SponkSponkSponk wrote:Knowing what you do about CCP and Dust and the CPM0, what do you think the greatest challenges will be for the members of CPM1?
Well aside from continued damage control for mistakes made. The biggest challenges will have to do with oft mentioned upcoming plans of new staff members that are yet to be announced. Current CPM members have hinted that 'something' is coming tat will be a game changer, and dealing with that change's impact on the playerbase will be CPM intensive...
There will be the challenge of widening the paths of communication as well. CPM0 has done a great job here, but it'll be up to CPM1 and even beyond CPM1 to push that further so that the CPM stands at CCP's left hand when it comes to making decisions about the direction their game will take.
As a note, no current CPM0 Member has said ANYTHING about what is coming... we know SOMETHING is coming, we've had hints it's 'big' and 'game changing direction'... and as frustrating as it is (trust me I've tried to pry the NDA locked info from their lips...) we're all waiting on that announcement before we can really observe what challenges lie ahead for us.
Once you go Black, you just never go back!
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The Black Jackal
The Southern Legion League of Infamy
1048
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Posted - 2014.03.15 00:37:00 -
[30] - Quote
Soraya Xel wrote:The Black Jackal wrote:You know you just want me in to take care of writing up the walls of text. :D Pretty much, yeah. Jackal for secretary! ;)
If I get in, I'll probably wind up doing that. I have long hours at home without interruption, so doing meeting minutes and blogs should come rather easily.
Also I love to type, and talk... as we all well know. I can, and have on too many occasions, talked from dusk 'til dawn (AU TZ) and had to get through the next day without sleep...
Once you go Black, you just never go back!
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The Black Jackal
The Southern Legion League of Infamy
1071
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Posted - 2014.03.18 09:30:00 -
[31] - Quote
Isa Lucifer wrote:I approve this candidate.
Thank you for the support!
Once you go Black, you just never go back!
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The Black Jackal
The Southern Legion League of Infamy
1089
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Posted - 2014.04.01 22:52:00 -
[32] - Quote
Shout out to everyone.
And also a note that in November this year, EVE Down Under will be held in Australia. The venue is being booked, and we are in discussions with CCP about having tournaments and etc. for a break-out DUST Down Under, as well as having the glorious presence of one of the DUST Developers at the event. (Nothing set in stone yet, but negotiations are going smoothly.)
If you're an Australian Player, I would love to see you there, if you're not, why not use it as an excuse to visit our country. Come for the gaming, stay for the beer!
Once you go Black, you just never go back!
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The Black Jackal
The Southern Legion League of Infamy
1108
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Posted - 2014.04.14 12:18:00 -
[33] - Quote
Had a question asked of me today that brought to mind the reasons why I want to represent DUST 514 on the CPM.
Why, after everything you know, and what's been hinted at, knowing the pain and pressure, and etc that you will endure being in the CPM1 why would you still consider running?
I was going to shrug it off, and answer it in a flippant way, but it hit a chord in me, and that chord fuelled the fire that I have for DUST, EVE, and New Eden anew.
I want to run because, despite the pressure and hate, and flaming, and everything negative that comes along with the job, I believe that I can do the job. And that I can do it well.
Sure, I have ideas of my own, and I see those reflected in everyone's ideas. I see a collated scope of what people want, and I try to come up with ideas that fit with what they want. Working both within, and outside the structure we have at the moment. And I believe that with the CPM1, a new legacy of DUST can be created. Something we can be proud to say we play, something that will stand out amidst the crowd, and not be just a generic First person Shooter like so many others.
We deserve a game that lives up to, and exceeds the hype that has been generated around DUST 514. And I believe the community, as well as it's interaction with CCP is the key to doing that. I believe that everyone who truly cares can have a say in what is done, how the game itself is shaped, and how the citizens of DUST 514 will affect the Capsuleers of EVE Online.
The CPM0 has gone above and beyond what they were originally asked to do, and we should be ever grateful to them for what they have done, and done so very well. Now it is our turn to select someone to represent us. People who have a passion, and a unwavering resolve to make the game better.
My own dedication to DUST 514 began the first time I set eyes upon the mere concept. The trailer of 2009 further pushed my fervour, and the later years until I gained a spot in the closed beta 'Replication' build only increased my dedication to making DUST a part of New Eden. Even now, in the aftermath that we call Uprising, I remain strong in my belief that DUST should stand as an equal in New Eden, not a side project.
I, and my fellow candidates, want this more than anything. We want stories told of NEW EDEN, and not just EVE Online. We want DUST to inspire stories of it's own, of epic battles and conquests.
So when the time comes to vote for the CPM1, the first player-elected CPM, be sure you cast your votes. Whether for me, or any of my fellow candidates, because EVERY vote counts. EVERY vote is another person willing to put something into the game that we want so badly to succeed, and thrive.
The time is coming that the Dusters of New Eden WILL have their say.
Once you go Black, you just never go back!
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The Black Jackal
The Southern Legion Final Resolution.
1117
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Posted - 2014.05.02 14:04:00 -
[34] - Quote
Well with a short keynote, CCP has confirmed that Project Legion will be superceding DUST 514 on the PC Platform.
While personally I believe this to be a move made in poor form by CCP, I still intend to run for CPM1.
Why? Because first off, many of the community ideas that simply weren't feasible on PS3 are now possible, so giving me more reason to push those ideas.
Secondly, my own crazy arse ideas (crazy only for the PS3 platform) can also be looked at in much greater detail.
Thirdly, the CPM1 is going to have an extremely hard times ahead, whether there is a mass migration to Legion on PC, or DUST 514 is run side-by-side in some capacity.
Adding to my campaign, an eventual return to Playstation console via the PC client (Playstation 4 in this case) so that the console players will have something in the future, and not resign themselves to the scrapheap.
Once you go Black, you just never go back!
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The Black Jackal
The Southern Legion Final Resolution.
1133
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Posted - 2014.05.04 02:01:00 -
[35] - Quote
Matobar wrote:Hey Jackal.
Since it's been a few days and Fanfest is essentially over, would you care to summarize your feelings on the situation and how you plan to move forward knowing the reveal?
Also, would you like to comment on the way the current CPM handled/was involved in the current situation, and what you would have done, differently or otherwise?
Indeed. This is a most welcome question (or series thereof).
My feelings are mixed. While It was clear that PS3 was never going to achieve the DUST 514 we were promised, the way the situation was handled was atrocious. Follow-up round tables, interviews, and other statements somewhat mollified the community, but the lack of actual commitment to DUST 514 and re-presenting a console version for those who do not game on PCs is troubling.
Ever the eternal optimist, I went down the list of what can happen with Project Legion. There's the ability to simply do more, the ability to merge EVE, Legion, and Valkyrie into a single entity (hinted at by some devs) and create a true mega-game that many people have envisioned. The PC, at the very least, will allow Legion to:
- Support Greater numbers of combatants, more effects, and allow much more play when it comes to doing stuff in, and for the game.
- Allow faster updates without the use of the PSN. Whether it was Sony quality controls, or Coding submissions, the update process of DUST 514 was hampered by this, and it showed. Without that added barrier(s), development, hotfixes, and updates should be able to come more frequently.
- As an Australian, (possibly representing other regions that Sony sets prices to), it also means that we are more likely to pay on par with other countries with CCP setting the prices and not submitting them to Sony who sets their own regional prices. This is something I can stand behind and support fully.
However.
I also look at the flip side. How much damage this has, and will cause.
Abandoning the DUST 514 franchise (a move I'm assuming was due to legal limitations) and rebuilding a 'rebranded' DUST 514 as 'Legion' on PC has left a lot of Console Gamers devastated. I know many people who play DUST 514 and play it only due to it being console. they aren't PC Gamers, and don't want to be. They enjoy sitting back in a living room playing console games from their lounges, and not sitting at a desk.
Thee could be appeased, however, if CCP would commit to a planned PS4 client. Console Gamers are more likely to upgrade their console than purchase a brand new PC to play this game. Even a commitment to see if it is possible to dual launch both. The fact is, in the DUST 514 Keynote, DUST was sidelined, and everyone knew it. You may as well have called it 'Legion' Keynote, and forgot to mention DUST 514 at all.
As to the CPM's handling and/or involvement in the situation. I believe they are even now yelling and screaming at Rouge for his handling of the situation, arguing for various recompenses, and such. They would have counselled CCP about their move, and are probably saying 'we told you so' as we speak. Hopefully during the summit they will be able to provide information on what they did, how they reacted, and hopefully, what can be done to help DUST 514 players in the near future.
I would have likely done the same thing, feeling bittersweet about the move.
As a final note...
Some of my whacky, out there ideas and outlines don't seem so outlandish or impossible anymore. However, if I were to be elected (asuming we still have elections or an electorate to vote us in) I would be pushing for as many features developed for Legion to be integrated into DUST 514 as possible. I would demand they keep DUST 514 on more than simply life support and make it a better game UNTIL Legion is released.
I would also be pushing for Legion to be released on PS4 as well, and allow free transfer upon release to whichever platform you choose.
Once you go Black, you just never go back!
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The Black Jackal
The Southern Legion Final Resolution.
1136
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Posted - 2014.05.05 00:34:00 -
[36] - Quote
SponkSponkSponk wrote: Assuming that developer resources for Dust will be constrained for the next 12 months (with a bit of wiggle room for stuff that can be cross-developed for Legion), what do you consider to be the low-hanging fruit of achievable improvements we could ask for?
This is an excellent, yet loaded question.
It would all depend on how much 'wiggle room' the developers have to play with, and whether that could be devoted to cross-overs. Primarily i would expect assets and their related mechanics. If they develop Amarr and Minmatar Vehicles, I would expect to see them in DUST 514 since assets are more easily transferred, and the math behind vehicle mechanics would be relatively easy to shift over. Similarly with weapons.
Assets such as fighters, MTACs, and other things we dont have set mechanics or easily adjusted mechanics for, I wouldn't expect to see. This doesn't include things like MAVs, however, as the driving mechanic is already established, as well as either fighting and/or transport mechanics.
I wouldn't expect any true graphical updates... it'd be window dressing at best, and would expect some mechanics to be implemented to test-bed them. If anything, I hope they use DUST 514 as a pre-beta test-bed now. That way we can get alot of the features that need testing done as if DUSST 514 were a 'test server' prior to Legion Beta Release.
It would also ease any transition if / when we are allowed to transfer characters into Legion. As well as giving them a pool of 'vets' who can do similar things in Legion as have been in DUST, such as Universities, training, mentors, and so on.
Once you go Black, you just never go back!
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The Black Jackal
The Southern Legion Final Resolution.
1136
|
Posted - 2014.05.05 04:47:00 -
[37] - Quote
SponkSponkSponk wrote:Thanks for the response.
Personally, I think you're still too optimistic; I don't expect anything that would require new 3d modelling. (variants would be okay, i.e. reskinning flight frames for pilot suits, or adding weapon variants like assault plasma cannon or whatever).
The way I see it, they'll likely be spending the ime modelling those assets for a Legion release anyway.
Why they wont port them into DUST would elude me if they had the assets created.
Once you go Black, you just never go back!
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The Black Jackal
The Southern Legion Final Resolution.
1142
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Posted - 2014.05.07 01:27:00 -
[38] - Quote
Updated OP with additional commitments to Legion Development, DUST 514 Combat Parity, and future PS4 client commitment.
As always, I promise to fight for them, but cannot promise to deliver them during my term.
Also added my e-mail created specifically to handle DUST 514 / Project Legion mail. I don't utilise the account for anything but that to avoid clutter.
You can also catch me in the CPM1 Candidates Chat in Game as either The Black Jackal or Hunter Blake.
Once you go Black, you just never go back!
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The Black Jackal
The Southern Legion Final Resolution.
1144
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Posted - 2014.05.07 09:57:00 -
[39] - Quote
SponkSponkSponk wrote:To be clear: I'm not endorsing you for your ideas; I'm endorsing you for your roles as a conduit and player advocate.
A more honest answer I cannot ask for. Thankyou for it.
Once you go Black, you just never go back!
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The Black Jackal
The Southern Legion Final Resolution.
1148
|
Posted - 2014.05.07 23:22:00 -
[40] - Quote
Matobar wrote:I'm endorsing you because you're black
Errr... hate to break it to you but... black was chosen because of the Proto Suit Colours...
https://www.youtube.com/watch?v=atq0M2mMWEQ As demonstrated here, I'm white as white can be! (Being a natural born auburn / redhead... I don't tan easily either.)
Once you go Black, you just never go back!
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The Black Jackal
The Southern Legion Final Resolution.
1167
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Posted - 2014.05.08 10:45:00 -
[41] - Quote
Well, many thanks for that!
Always grateful for voiced support!
Once you go Black, you just never go back!
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The Black Jackal
The Southern Legion Final Resolution.
1167
|
Posted - 2014.05.21 01:28:00 -
[42] - Quote
It's taken me a while, but I have sorted through so many e-mails send to my public account that I have come up with a laundry list of player concerns. Running the gauntlet from simple numerical changes to outright dreams of grandeur for Legion. For every serious mail, of course, ther have been multiple trolls and some abusive emails. But thankfully spam filter takes care of those. Whoever signed me up for the 'Enlargements' however... thankyou, but no thanks.
On to business.
What do you see being done with DUST? Do you think it would be beneficial to run both games side-by-side once Legion is launched?
This is a tricky question, as I myself are of two minds about this. Diverting resources to DUST 514 will slow development of Legion, but not diverting resources will destroy what little player base they have left. What i see being done, however, is that DUST could be used as a test bed for combative gameplay elements, such as weapons, vehicles, and balancing with all the information fed into Legion to produce a much more workable game upon it's release. This includes racial vehicle parity and weapon parity.
As to how long DUST should run concurrently alongside Legion. This answer is 'until Legion comes to PS4'. This, in my opinion, is of paramount importance to the console-based players who either a) don't have a PC or b) don't want to play Legion on PC over other F2P FPS PC titles. Getting Legion onto PS4 needs to happen before DUST 514 is even started to be phased out.
Note to the writer: Yes. It's quite possible that 514 may become known as how many days the game survives after launch. But having it last even another 100 - 200 days will require effort on behalf of the Community, CPM, and CCP.
What innovations would you like to see in Faction Warfare when it comes to Legion? How do you believe Faction warfare should be handled in Legion?
A topic near and dear to my heart. Faction Warfare is a continual war. Fought by mercenaries, who are in it for profit. Or nationalist Immortals who simply want their faction to dominate. The crux, is that with a virtually unlimited supply of clones, Faction Warfare should be an endless warzone.
In an instanced battle, this could mean progression district hopping based on geography (conquer district 1, jump immediately (with an intermission) to district 2, fight there, win, move to district 3, lose there, get pushed back to district 2). Either way, the flow would continue.
In an Open World environment (similar to Planetside 2 in 'some' respects) this would be constant open field warfare back and forth. Each District is a huge multi-stage battle that ends with conquering and taking control of the 'gates' so you can then invade other districts. These gates are the key to moving around, and you incorporate Player Vs. Environment into the very fabric with 'spawn sites' of hostile or pirate forces within the zones themselves. Either way, Faction Warfare in Legion needs to be shown as constant, consistent, unending warfare.
You once stood for Movement Options Allowing mercenaries to be more than wooden dolls and be able to vault rails, use cover, grab ledges, and so on. Do you still stand for this?
Hell yes. The inability to vault ledges, use cover, slide, grab ledges, and even go prone makes the game wooden and makes us feel less immersed in the game world. Coupled with animations for mounting and dismounting vehicles, this is near the very top of my list to have put into Legion.
I would even hazard an open 'flatbed' style of Dropship where you aren't assigned specific seats unless you are on a gun. Allowing people to sit in dropships and use weapons as if they are on the ground. (With some physics inherent if the dropship moves around.
You don't like uplinks. Why?
Uplinks detract from gameplay. Most especially team gameplay. You cite uplinks, but in fact I'm against any 'drop and forget' equipment. Inclusive of Nanohives. They aren't 'team-based' tactically, and don't inspire teamwork. I would rather 'spawn points' if they are implemented, be a tactical item, or something akin to some other games where the player puts a 'spawn beacon' on their suit that allows a 'Squad Spawn' while they are alive. Similarly with Nanohives. A piece of passive equipment that replenishes 1 - 2 % of ammunition every 1- 2 seconds to nearby players would encourage playing as a group, over dropping a hive and farming WP off it.
I recently saw your newer post of possible equipment ideas. What did you envision with these ideas? For reference here is the forum post https://forums.dust514.com/default.aspx?g=posts&m=2138669#post2138669.
These ideas were designed around the principal that equipment supports tactical teamwork, over being a fire and forget kind of deal.
Suppressor - Designed to allow area of effect suppression. You can't fir while using it, so while it is possible to make use of it solo, it's much better used with a partner, or team, to cover their advance.
Kinetic Barrier - Designed to stop incoming bullets. You move slowly while it's in use, but it also shields anyone inside, or even behind the bubble. Great for team pushes on objectives.
EMP Generator - Pulse an Area of Effect that disables all electronic equipment within the area for a temporary amount of time. This includes radars, cloaks, other equipment, etc.
The ideas were all based on tactical teams, rather than drop and forget equipment.
More to come in future updates! I have many more e-mails to comb through in search of answers! Always feel free to grab me on Skype, or via in-game or external E-Mail.
Once you go Black, you just never go back!
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The Black Jackal
The Southern Legion Final Resolution.
1175
|
Posted - 2014.05.23 11:42:00 -
[43] - Quote
Thankyou for that vote of confidence Cross. Coming from you that is big.
We've almost always seen things in a different light. But that is a good thing to have going into the CPM. Different views may cause debate, and intense discussions (I can foresee a lot of tense meetings in which the CPM will be at odds with one another) but in the end, having a wide variety of views can only mean the solutions found are better in the long term for having been looked at from every angle, rather than the view of a single individual.
And if all else fails, you and me can Wall of Text CCP into submission.
o7
Once you go Black, you just never go back!
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The Black Jackal
The Southern Legion Final Resolution.
1177
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Posted - 2014.05.28 10:51:00 -
[44] - Quote
Firbolg Barun wrote:What is your stance on the following: Quote:CPM1 will have limited involvement with Project Legion. ?
I'd like to know what 'limited' means. And also the reasoning behind this.
As far as I know, in talks with CPM0 members, they've had a large amount of input into Legion (though the details on what they have put in are obviously NDA, and I didn't ask), and I want to know why they are suddenly limiting it.
When it comes to my opinion, I think that limiting ANY community influence into Legion would be a drastic failure, much akin to how DUST turned out. They've been involving the community in the Legion forums directly, so why not allow the Community elected advocates to help as well?
Ignoring the community, and / or the community advocacy group is a bad thing to do at this stage.
but until I have details on exactly why, I can't say any more.
Also stated in another thread, that it will likely change. As seen with CPM0, requirements of the CPM change, and things that are not originally in the initial agreement can often make their way in.
Once you go Black, you just never go back!
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The Black Jackal
The Southern Legion Final Resolution.
1177
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Posted - 2014.05.28 22:14:00 -
[45] - Quote
Llast 326 wrote:The term Community is an important part of the CPM position, indeed every candidate uses the term at some point. However it is an abstract concept, so what I would like is to hear your definition of community. No right or wrong answers here, just looking to get a better feel of where you are coming from.
The community is heart and soul of any game. It's formed of the players, both those who actively participate in the game, and development, as well as those who don't, and in all honesty, those who hang around and criticise it are also part of the community, because they are here.
Probably not doing a lot to solidify the abstract concept, but that's why it's so abstract. My friends and colleagues in DUST are part of the community, my enemies, both in game and political, are still parts of our community. And even those who hate my guts deserve to be members of our community.
Community even extends to those no longer playing. They were a member of the community, and even if they never come back, they are still a part of the greater community. Much like the black sheep of a family. Just because they aren't around anymore, doesn't mean they stop being family.
Once you go Black, you just never go back!
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The Black Jackal
The Southern Legion Final Resolution.
1184
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Posted - 2014.05.31 01:45:00 -
[46] - Quote
Adipem Nothi wrote:The Black Jackal wrote: I'd like to point out that I am primarily a vehicle runner. Just as a note. I play DS, ADS, HAVs, and LAVs as my primary skill spec.
o7 Black What are your thoughts on the current state of Vehicle / AV balance?
NotTheCloneYouAre LookingFor wrote:How would you correct any perceived vehicle imbalance?
These questions tie into eachother so much, I will answer these in one post.
The current state of Vehicle / Av balance is a source of hot debate. On the forums, and as a candidate for CPM1 in our CPM1 Channels where we spitball ideas, and porpose numbers to collectively come at an issue.
I am personaly of a belief that as a Stand-alone entity, HAVs are fine as they are (with notable exceptions for Blaster Tank AI capabilities). They balance well against eachother, but do present themselves as 'better slayers'. Which is understandable. They are more heavily defended, and have enough firepower to obliterate anything on the field.
It is my belief that most of the HAVs imbalance comes from the Map Design elements. HAVs can dominate up to, and over, 80% of the field since it is mostly open plains. And where there is a facility, there are wide roads and paths that allow a HAV to pass through, and / or shoot down and obliterate infantry.
My solution, which unfortunetly wont be seen in DUST likely, is to build the maps around Vehicle Balance. The principal being a 3-tier system that grades threat levels in an are.
First Tier: Infantry Only. These areas are covered, with plenty of cover. HAVs can't get in here (and there is ample cover enough to avoid being hit by HAV fire), Dropships can't attack from above, and the only real threat you have to deal with is other infantry.
Second Tier: Single Vehicle Class. These areas are exposed to a singular vehicle class. Rooftops that are open, can be deemed high enough to get above HAV lines of fire, but still vulnerable from aerial attacks and infantry. While a ground-level covered walkway would be vulnerable to HAV fire, but not Dropship fire.
Third Tier: All-in. Pretty much what we have now. Open plains, or other open fields of fire for all Vehicles and Infantry. In these areas Vehicles would be dominant.
All over, this idea likely wont be implemented in DUST as it would require new map and socket designs to eliminate the great about of 'Third Tier Terrain' we have now.
Maps should be designed with the areas, (mostly centered around points and controls) that define 'optimal combat' effectiveness. Roughly a 1/3 split between the 3 tiers. So, 34% of the map is First tier, and 33% is Second Tier, and 33% is Third Tier.
Onto what we could do NOW, with DUST and numerical server side changes. Alpha hotfix is already addressing a possible solution to the Large Blaster Turrets Anti-Infantry Capabilities, but further beyond that. An AV boost is in order. When slated only to numerical changes, I would propose;
- Increasing the overall Damage of Anti-Vehicle Weaponry (only a slight tweak for the forge).
- Make Swarms apply their alpha in 'One hit' compared to the 4 separate hits that can be pushed below the 'damage threashold'.
- Make the Assault variant of the Swarm a 'dumbfire' variant that can fire single missiles in rapid succession (similar to the Large Missile Turret in execution) with a clip of 3 and a refire time of around 1 second, with slightly reduced damage. Allowing both some concession to Anti-Infantry ability, but without the old 'shotgun swarms' we had back in Replication Build.
These are just some ideas to that should be able to be implemented Server-side in hotfixes.
The Black Jackal for CPM1
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The Black Jackal
The Southern Legion Final Resolution.
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Posted - 2014.05.31 04:30:00 -
[47] - Quote
Adipem Nothi wrote:Thank you, Black, for the thoughtful and highly detailed reply. If you don't mind, I'd like to share this with a few close friends.
o7
Sure thing! anything we can do to get DUST as balanced as possible is always welcome! The more people we have advocating these kinds of solutions, the easier it will be to get CCP to listen!
The Black Jackal for CPM1
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The Black Jackal
The Southern Legion Final Resolution.
1185
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Posted - 2014.05.31 07:00:00 -
[48] - Quote
Adipem Nothi wrote:The Black Jackal wrote: Sure thing! anything we can do to get DUST as balanced as possible is always welcome! The more people we have advocating these kinds of solutions, the easier it will be to get CCP to listen!
Couldn't agree more, good sir. If you find the time, you should swing by the Barbershop and introduce yourself. The guys are generally tough on pilots, but you don't sound like a pilot; I suspect they'll give you a pass :-)
Not exactly a Scout either. I've played with them, I have Advanced Scout Suits (I went advanced across the board with Caldari Suits, and topped out Caldari Vehicles. (With associated weapons of Missiles and Rails.) Best labelled a Caldari Omni-Soldier.
In game I'm a Caldari purist, but I've played long enough, and with enough range of playstyles since Closed beta that I appreciate everyone's views. I know HAVs are unabalanced. Vehicles in general are, and as I'm often quoted saying.
"If all you have is a hammer, then everything looks like a nail."
At the moment, all we have in DUST is a hammer... and numbers are the nails. We'd prefer a range of tools, but I pride myself on coming up with somewhat workable (often not perfect) solutions using the tools at hand.
Then of course, I do like to also go off tap with future visions etc. but I'm well aware of the extents to which we can affect DUST, CCP, and Project Legion Development.
The Black Jackal for CPM1
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The Black Jackal
The Southern Legion Final Resolution.
1196
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Posted - 2014.06.02 12:22:00 -
[49] - Quote
Recently dubbed, "The Thunder from Down Under" by Jaysyn Larrisen on the BIOMASSED podcast!
Probably one of the best nick names I've had for many years, so I'm running with it!
Check it out at www.biomassed.net.
The Black Jackal for CPM1
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The Black Jackal
The Southern Legion Final Resolution.
1199
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Posted - 2014.06.03 00:38:00 -
[50] - Quote
Arkena Wyrnspire wrote:Starter fits give beginners an unfair advantage over vets who have to pay ISK for their proto suits and tanks, how will you convince CCP to remove them?
I would argue the case that why should we remove them at all?
You need something in case you hit rock bottom, and keep players playing even if they are terrible at the game and lose ISK like a faucet runs water. In EVE, this is accomplished by the giving of a new 'Rookie' Ship whenever you dock as a Station where you have no ships. So if you lose your last ship, and have no ISK with which to replace it, you can dock at a station, be awarded a Rookie ship, and go find some easy level 1 missions to do to rebuild your capital.
In DUST, the same mechanic is there to prevent ending up in a position where you cannot play due to lack of funds.
While the fits themselves may need to be looked at, the Militia Suits, weapons and modules attached don't compare to even STD gear in some cases (weapons and suit) and only equal STD equipment in the case of modules. This isn't an unfair advantage. This is allowing people to continue to play despite being 'ISK poor'.
As to skilled users being able to use the suits to ISK farm. If they can run MLT 'free' suits and kill people in Prototype gear, more power to them. Being able to invest less ISK and kill higher investment players isn't a matter of the suits themselves, it's a matter of skill. Nothing stops the so-called veterans from using the same fits and go 'ISK expenditure' free.
The Black Jackal for CPM1
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The Black Jackal
The Southern Legion Final Resolution.
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Posted - 2014.06.03 00:49:00 -
[51] - Quote
SponkSponkSponk wrote:One thing that's noteworthy about noob ships is that they get bonuses that aren't dependent on skills. Perhaps starter suits could have something similar.
Definetly a possibility. Make the 'Starter Fits' something that is 'unique' and doesn't tie into any racial skills. Thus highly SP invested people who run them wont have any benefit from their SP investment.
The Black Jackal for CPM1
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The Black Jackal
The Southern Legion Final Resolution.
1216
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Posted - 2014.06.07 13:25:00 -
[52] - Quote
Bam Strohkar wrote:+1 for supporting Jackal.
I'm only a casual Dust player so I doubt my endorsement carries much weight in that regard, but for what it's worth I've dealt with Jackal in the context of organising Eve Down Under and can vouch that he's a community minded guy and I've got no doubt he's capable of being a good representative for Dust and a passionate advocate for the players' interests.
Thanx Bam!
Looking forward to being involved this year as well for EVE Down Under. It was a blast last year, and can only get better!
The Black Jackal for CPM1
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