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Soraya Xel
The Corporate Raiders Top Men.
1144
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Posted - 2014.01.18 07:05:00 -
[31] - Quote
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!
I'd like to be your CPM1 candidate
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The Black Jackal
The Southern Legion The Umbra Combine
977
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Posted - 2014.01.18 08:53:00 -
[32] - 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
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Zyrus Amalomyn
Militaires-Sans-Frontieres
284
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Posted - 2014.01.18 19:23:00 -
[33] - Quote
Do you support a proper overhaul of the mouse interface? |
Matobar
Onslaught Inc RISE of LEGION
221
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Posted - 2014.01.18 21:49:00 -
[34] - Quote
The Black Jackal wrote: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.
My two favorite CPM candidates meeting each other?
Did the world explode?! |
Soraya Xel
The Corporate Raiders Top Men.
1149
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Posted - 2014.01.18 22:07:00 -
[35] - Quote
Matobar wrote:My two favorite CPM candidates meeting each other?
Did the world explode?!
We just played a couple matches (a dom and a skirm, I think) and chatted. Good times. No world explosions. Just reds dying. Also, me dying. :/
I'd like to be your CPM1 candidate
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The Black Jackal
The Southern Legion The Umbra Combine
977
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Posted - 2014.01.19 01:24:00 -
[36] - 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
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sir ravenwing
BurgezzE.T.F Public Disorder.
30
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Posted - 2014.01.19 08:32:00 -
[37] - Quote
+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?
I do not fear my enemies, I fear the damn blueberries
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The Black Jackal
The Southern Legion The Umbra Combine
977
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Posted - 2014.01.19 10:35:00 -
[38] - 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
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Soraya Xel
The Corporate Raiders Top Men.
1159
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Posted - 2014.01.19 19:11:00 -
[39] - Quote
Doors and barriers to assaulting a base would also give a real role to HAVs, rather than them just being "better slayers than infantry". They could be moved to a more real role: Destroying infrastructure, breaking down defenses, and pushing into areas infantry alone couldn't breach.
I'd like to be your CPM1 candidate
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KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
8311
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Posted - 2014.01.22 18:43:00 -
[40] - Quote
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.
Gû¦Gû+Supreme emperor god-kingpÇÉKAGEH¦PSHIpÇæ// Lord of threads // Forum alt Gû¦Gû+
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The Black Jackal
The Southern Legion The Umbra Combine
978
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Posted - 2014.01.23 02:19:00 -
[41] - 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
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The Black Jackal
The Southern Legion The Umbra Combine
978
|
Posted - 2014.01.23 02:20:00 -
[42] - 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
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The Black Jackal
The Southern Legion The Umbra Combine
978
|
Posted - 2014.01.23 02:21:00 -
[43] - 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
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The Black Jackal
The Southern Legion The Umbra Combine
1000
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Posted - 2014.02.01 04:08:00 -
[44] - 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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Killar-12
The Corporate Raiders Top Men.
2138
|
Posted - 2014.02.01 06:06:00 -
[45] - Quote
Congrats on 1k Likes
A-Teams win Battles B-Teams win Campaigns C-Teams win Wars
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The Black Jackal
The Southern Legion The Umbra Combine
1000
|
Posted - 2014.02.01 06:27:00 -
[46] - 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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Hammerhead LandSharkX
Liberum Sapiens Xenodochi
5
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Posted - 2014.02.01 23:27:00 -
[47] - Quote
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. |
The Black Jackal
The Southern Legion The Umbra Combine
1002
|
Posted - 2014.02.02 04:40:00 -
[48] - 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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Jaysyn Larrisen
OSG Planetary Operations Covert Intervention
714
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Posted - 2014.02.03 18:47:00 -
[49] - Quote
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?
"Third star to the right...straight ahead 'till morning."
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The Black Jackal
The Southern Legion The Umbra Combine
1006
|
Posted - 2014.02.04 02:16:00 -
[50] - 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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Jaysyn Larrisen
OSG Planetary Operations Covert Intervention
720
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Posted - 2014.02.04 03:00:00 -
[51] - Quote
The Black Jackal wrote: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.
Well said, Black and thank you for the response.
"Third star to the right...straight ahead 'till morning."
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The Black Jackal
The Southern Legion The Umbra Combine
1008
|
Posted - 2014.02.04 03:32:00 -
[52] - 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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Yokal Bob
G.R.A.V.E INTERGALACTIC WARPIGS
340
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Posted - 2014.02.04 06:14:00 -
[53] - Quote
I like your idea about locked districts :)
CPM1 candidate
I want my logi tank back
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The Black Jackal
The Southern Legion The Umbra Combine
1008
|
Posted - 2014.02.04 08:30:00 -
[54] - 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
|
Posted - 2014.02.13 10:16:00 -
[55] - 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
|
Posted - 2014.03.13 08:38:00 -
[56] - 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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Spartacus Dust
The-Legionnaires The CORVOS
189
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Posted - 2014.03.13 19:45:00 -
[57] - Quote
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!
Twitter @Matthew_Dust
Candidate for the CPM1 One Universe//One War
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The Black Jackal
The Southern Legion League of Infamy
1047
|
Posted - 2014.03.14 06:04:00 -
[58] - 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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SponkSponkSponk
The Southern Legion League of Infamy
709
|
Posted - 2014.03.14 06:43:00 -
[59] - Quote
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?
Selling dust codes!
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Soraya Xel
Abandoned Privilege Top Men.
1714
|
Posted - 2014.03.14 06:50:00 -
[60] - Quote
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! ;)
I'd like to be your CPM1 candidate
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