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Maciej Szambelan
Made in Poland...
14
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Posted - 2014.01.12 18:48:00 -
[1] - Quote
As in topic. |
Smooth Assassin
Stardust Incorporation
695
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Posted - 2014.01.12 18:49:00 -
[2] - Quote
Better.
Assassination is my thing.
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Kovinis Sparagas
Bullet Cluster Legacy Rising
117
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Posted - 2014.01.12 18:56:00 -
[3] - Quote
Later when we can travel and have more merc playing online - to choose your battle destination
I support BPO removal;
RDV to take your vehicles back;
and racial weapons on starter fits
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Ghosts Chance
Inf4m0us
780
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Posted - 2014.01.12 18:57:00 -
[4] - Quote
well matchmaking fails on a few very important parts
- it creates uneven teams deciding a battle before it starts - it places more emphasis on inviduals then on squads... a team with 2 full squads on it will beat a team full of randoms reguardless of the individual skill involved most of the time. - it starts the game before teams fill, oftin making is so that one team can deploy and capture the majority of the bases before the other team can even make it out of the deployment zone.
these things are the cornerstones of matchmaking and it fails at all of them.
the worst part is that these things are the easyest acomplish...
pit squad against squad... fill both teams before starting... dont give one team a gigantic head start.... |
Iron Wolf Saber
Den of Swords
11994
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Posted - 2014.01.12 19:03:00 -
[5] - Quote
A little [ ! ] on the star map. Click it and it gives you contract details.
CPM 0 Secretary
Omni-Soldier, Forum Warrior, Annoying Artist
\\= Advanced Caldari Assault // Unlocked
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R F Gyro
Clones 4u
1038
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Posted - 2014.01.12 19:35:00 -
[6] - Quote
Contract matching with soft lore
RF Gyro: 12.5% damage bonus; 10.5% rate of fire bonus
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Joseph Ridgeson
WarRavens League of Infamy
300
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Posted - 2014.01.12 20:51:00 -
[7] - Quote
One of my concerns is the ability to have each game you play have identical teams as the last game. A while back, I was playing in the early morning (4 AM-ish). I played like 6 games. It was the exact same teams all 6 games. There weren't any squads on our side and am fairly sure there weren't any/many on the other side as they were all from different corporations. The teams were never scrambled.
Take a game like TF2. Obviously, it plays differently because TF2 is server based rather than true matchmaking but after several games, the teams will be randomly scrambled and shuffled in order to help balance. DUST doesn't have that; you will queue against the same people over and over.
If you go over to something like League of Legends, they only put pre-mades against pre-mades. Whether it be something like 3 team with 2 randoms against two 2-teams and a single random or 5 team versus a 2 team with a 3 team, it puts people together based on the level of coordination to be expected. That would be a better idea for DUST. It is strange that they removed the war barge waiting part as it gave you a great way to build teams and plan. Even a 20 second waiting area would be great. The way it is now, it is difficult to get into a squad early because if you are not immediately rushing for a capture objective or getting into a good location to kill the enemy, you are placing yourself in a disadvantage early.
Without the war barge, any squad that exists is going to consist of a group of people that were already planning what they were going to do before they even clicked "Find Contract."
Be well. -Joseph. |
Havaru Fox
Golden Empire of EvE
0
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Posted - 2014.01.12 22:01:00 -
[8] - Quote
1) Kill/Death radio should be part of "who joins what team"
player 1 has a k/d of 1 player 2 has a k/d of 2 player 3 has a k/d of 1 player 4 has a k/d of 3 player 5 has a k/d of 0,5 player 6 has a k/d of 0,5
team 1: player s 1+2+3 = 4points team 2 players 4+5+6 = 4 points if the numbers are not more off then X%, then the game starts (up to howmany mercs are aktive)
dont worry.. this looks a bit to simple, but if you think that the team is made out of 16 people and the endnummber is even, then the hardcore stopers would end up with new players and the enemy team would get a buch of people with good kdr, so the stopmers get a real fight.
what i would also like to see 2) premades should play premades (squats) many reasons.. voice, tactics a full 6er should play a full 6er, but based on the Q time i think that #1 makes more sense and would be a fast fix for those games of 6er rolling over the enemy team without a chance to fight back |
Auris Lionesse
SVER True Blood Public Disorder.
52
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Posted - 2014.01.12 23:53:00 -
[9] - Quote
Press square, below Dom-amb-skirm you have high sec, low sec, null sec
High sec- low payout, locked to militia and standard gear. No squads Low sec- same payout as it currently is and locked to militia standard and advanced gear. null sec- pays somewhat less than pc but more than it is now 400-500k base perhaps and allows everything and protogear.
But with people asking to get rid of tiers that wouldnt work.
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Waiyu Ren
Immortal Guides
2
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Posted - 2014.01.13 00:20:00 -
[10] - Quote
Auris, it could still work. I for one would like to be able to choose my "level of difficulty", choosing High sec for a more balanced pay out (low risk for consistent ISK and SP accrual), and Null sec when i want to roll with some high SP friends for "blink and die" action! |
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Severance Pay
Krullefor Organization Minmatar Republic
1008
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Posted - 2014.01.13 00:26:00 -
[11] - Quote
How about this?
We few, we happy few, we band of brothers; For he to-day that sheds his blood with me
Shall be my brother
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Gemini Reynolds
Sanmatar Kelkoons Minmatar Republic
117
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Posted - 2014.01.13 00:27:00 -
[12] - Quote
Non-existent. Kill Scotty and let us choose where we want to fight. |
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