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Dusters Blog
Galactic News Network
602
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Posted - 2014.01.31 21:43:00 -
[1] - Quote
our blog has come up with a battery of questions for CPM candidates. first we applaud everyone for their willingness to push dust forward. while we are an impartial news organization, we do have the games best interests in mind and at some point intend on endorsing a candidate.
1. how long have u played dust 514? 2. whats the CPMs purpose? 3. whats the most single most challenging issue dust must overcome? 4. what are the games strengths? 5. what are its weaknesses? 6. if ur elected to the CPM and none of ur suggestions or ideas are seen as valid, what will ur response be? 7. list the following in order of importance: paint bucket, proper matchmaking, jets, PVE, new game modes, new player tutorial, new frames for logis & commandos, player market, EVE & Dust link, social areas, orbital weaponry, PC Fixes, MCC commanders, new heavy weapons, tank balance, CR & RR tuning, shipboarding, walking in stations and gladiator arenas. 8. what was ur stance on murder taxis? 9. how did u feel about flaylock pistols after uprising? 10. give us ur opinions on the cloak. 11. how do u feel about the slayer logi? 12. what ways would u grow the playerbase?
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Soraya Xel
The Corporate Raiders Top Men.
1273
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Posted - 2014.01.31 21:46:00 -
[2] - Quote
Would you prefer if candidates answered your questions here, or in their respective candidacy threads?
I'd like to be your CPM1 candidate
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Dusters Blog
Galactic News Network
602
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Posted - 2014.01.31 21:53:00 -
[3] - Quote
here if its not too much 2 ask. we understand many of u are busy but we would appreciate it. |
Killar-12
The Corporate Raiders Top Men.
2136
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Posted - 2014.01.31 22:02:00 -
[4] - Quote
My Eyes the grammar, if I fix your post will you copy paste it into your OP?
A-Teams win Battles B-Teams win Campaigns C-Teams win Wars
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Killar-12
The Corporate Raiders Top Men.
2136
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Posted - 2014.01.31 22:17:00 -
[5] - Quote
Dusters Blog wrote:our blog has come up with a battery of questions for CPM candidates. first we applaud everyone for their willingness to push dust forward. while we are an impartial news organization, we do have the games best interests in mind and at some point intend on endorsing a candidate.
1. how long have u played dust 514? Open Beta 2. whats the CPMs purpose? telling CCP to give free ISK out 3. whats the most single most challenging issue dust must overcome? stupid people asking stupid questions 4. what are the games strengths? free 5. what are its weaknesses? community 6. if ur elected to the CPM and none of ur suggestions or ideas are seen as valid, what will ur response be? Free ISK for everyone 7. list the following in order of importance: paint bucket, proper matchmaking, jets, PVE, new game modes, new player tutorial, new frames for logis & commandos, player market, EVE & Dust link, social areas, orbital weaponry, PC Fixes, MCC commanders, new heavy weapons, tank balance, CR & RR tuning, shipboarding, walking in stations and gladiator arenas. 1 Billion ISK distributed to every player in the game for free 8. what was ur stance on murder taxis? Needed buffed 9. how did u feel about flaylock pistols after uprising? Needed a buff 10. give us ur opinions on the cloak. Need to let me fire weapons and be invulnrable 11. how do u feel about the slayer logi? Needs buffed 12. what ways would u grow the playerbase? Protostomp, Academy stomp with thales, insult current playerbase rinse and repeat
just for lols I'm not a candidate but some of your Ideas have made me dislike you, you try to overcomplicate things, simple problems simple fixes but every blog was overcomplicated and had too much. Look jets, Social Areas, OBweaponry (firing into space), Comanders, Shipboarding, WiS, and arenas aren't coming anytime soon or possibly at all. New game modes, PvE, NPE,New frames (like a new light frame), any Balancing, paint buckets, E&D link(some aspects), new OB stikes (Med Turrets, Crosses fingers), Heavy Weapons, Player Market, and better matchmaking could/will come before 2015
A-Teams win Battles B-Teams win Campaigns C-Teams win Wars
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Soraya Xel
The Corporate Raiders Top Men.
1273
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Posted - 2014.01.31 22:32:00 -
[6] - Quote
I've grammared your questions for you. ;)
How long have you played DUST 514?
I've played since closed beta. I believe it was the build before Replication. I don't remember what it was called.
What's the CPM's purpose?
The CPM represents the playerbase and provides a player perspective on game development issues. They are the first feedback CCP gets as to how players will react to changes.
What's the single most challenging issue DUST must overcome?
New player retention. People try the game out, and then they delete it. The experience for our new players right now is terrible. They get stomped right out of the gate, the training on how to play is poor, and they aren't brought cleanly into the wonderful universe of New Eden.
What are the game's strengths?
The game has an amazing universe of lore, history, and community behind it. It can and should lean on that resource to strengthen it. It offers the most strategy-based FPS ever designed, where every choice you make, on and off the battlefield, matters.
What are its weaknesses?
Poorly managed expectations and poor communication. DUST 514 is a game that overpromised and underdelivered. And while EVE development profits from frequent and strong communication with its community, the DUST development team does not communicate as well with its players.
If you're elected to the CPM and none of your suggestions or ideas are seen as valid, what will your response be?
To keep trying. New ideas, new methods of presenting them. Every route of communication has to be tried. We need to get the players, the CPM, and CCP on the same page. One of the most crucial things is that CPM candidates are capable of recognizing an unreasonable solution from a reasonable one, as CCP needs advice it can implement, not just far-fetched ideas.
List the following in order of importance: Paint bucket, proper matchmaking, jets, PvE, new game modes, new player tutorial, new frames for logis & commandos, player market, EVE/DUST link, social areas, orbital weaponry, PC fixes, MCC commanders, new heavy weapons, tank balance, CR & RR tuning, ship boarding, walking in stations, and gladiator arenas.
It's very hard to filter those into a cohesive priority list, because so many of them are important. And a lot of them do not need to be prioritized. Many are the purview of different teams. They can, and should, be worked on simultaneously.
But I'll try (from most important to least important): EVE/DUST link, player market, proper matchmaking, PC fixes, tank balance, new player tutorial, new game modes, walking in stations, social areas, MCC commanders, orbital weaponry, paint bucket, new heavy weapons, jets, PvE, gladiator arenas, ship boarding, CR & RR tuning, new frames for logis & commandos. <- Something like that.
What was your stance on murder taxis?
They were far too easy to use, and hence, rightfully needed a fix. They got kills far too easily for reasons that made little sense. The current way LAV impact works is very good, and I feel CCP has fixed the issue. Road kill still happens, just not at an unreasonable level. It requires some manner of intention, and luck, to road kill. And an attentive player can easily avoid it.
How did you feel about flaylock pistols after Uprising?
They needed some retuning, given that they were often superior to light weapons, despite being a sidearm. While it was important to nerf them, I will also say that they currently need a buff. Right now, they're underpowered compared to all other sidearms, and are rarely seen in combat anymore.
Give us your opinions on the cloak.
I'm very excited about the cloaking device. It offers scouts a truly unique role on the battlefield. Now that the CPM has ensured that you cannot fire until after you decloak, it should be relatively balanced. It has a relatively short usage timer, so while it will be helpful for evading capture, and covertly getting around, it will not allow you to truly hide and avoid being tracked down. Obviously, we'll have to see how well it plays and balances once it's in the game though.
How do you feel about the slayer logi?
I have no problem with the general concept of players finding unique and unintended ways to utilize the equipment provided. A lot of emergent gameplay comes from that. However, a logistics suit should never be superior to an assault suit at assaulting things. An assault logi isn't a bad thing, but it shouldn't be as effective at either role as a dedicated fit.
What ways would you grow the playerbase?
First and foremost, CCP needs to get their new player experience under control. Right now, new players get a poor experience, and then leave. Mostly due to poor matchmaking. CCP needs to fix that first and foremost, and then they need to market the game a lot more heavily. Many gamers haven't even heard of DUST 514. CCP hasn't really done much marketing for the game in about a year.
I'd like to be your CPM1 candidate
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Dusters Blog
Galactic News Network
602
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Posted - 2014.01.31 22:58:00 -
[7] - Quote
thank u soraya xel. |
Bear D'Grassi
Forsaken Immortals Top Men.
54
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Posted - 2014.02.01 01:44:00 -
[8] - Quote
First off, I have pretty much made up my mind to vote for Soraya, (yeah I know, its like a weird form of e-nepotism) but those are some pretty well thought out answers there, the only issues I would have are;
WIS? honestly? before MCC commanders, orbital weaponry, new heavy weapons, jets, PvE, gladiator arenas, ship boarding?
You may be factoring the technical possibilities of introducing these items into your prioritisation, however, as many of us know, WIS has been spoken of for years and the closest it got to realization caused the total CF of the summer of rage. Do you really think that should be given more attention than the other items or game modes that you placed a lower priority on? |
Soraya Xel
The Corporate Raiders Top Men.
1273
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Posted - 2014.02.01 02:27:00 -
[9] - Quote
Realistically, WiS has nothing to do with the DUST dev teams. Though I think it's a very important step in improving game integration between the two. It, and 'social areas', which I feel are in some manner redundant questions, are a big part of putting the 'MMO' in 'MMOFPS'.
And I am putting technical aspects in play. For instance, PvE ranks very low on my list less because I think it's less important, and more because it's both a significant largest time and resources to do, and really relies on things like the player market being completed first.
I'd like to be your CPM1 candidate
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Bear D'Grassi
Forsaken Immortals Top Men.
54
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Posted - 2014.02.01 03:09:00 -
[10] - Quote
Up until now I would have agreed with the whole WIS thing being an EVE dev issue rather than a Dust one, however I think in this instance the listing given is specifically geared towards systems that might be employed in Dust.
Now i'm not a programmer by the longest stretch of the imagination, but surely to implement that feature in Dust will require some not insignificant effort on the part of Dust devs in tandem with EVE devs which in my opinion could be much better spent elsewhere.
I'm not saying WIS or social areas are beyond the pale, but of the list given I would say there are many items lower in your priorities that could benefit from dev input before I get to open that door. |
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The Black Jackal
The Southern Legion The Umbra Combine
999
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Posted - 2014.02.01 03:26:00 -
[11] - Quote
************** WALL OF TEXT ALERT 1. How long have you played DUST 514?
I have played since early Closed Beta (Replication Build)
2. What is the CPMs purpose?
The CPM's purpose is twofold. Firstly to represent the existing player base in it's opinions on how the game should develop. Secondly to act as a filter both ways from community to CCP, and CCP to community. They offer advice before ideas are implemented on CCPs end, and help keep the player's ideas that come in balanced with reality alongside CCP. While an Idea may be awesome, the CPM and CCP must decide whether the actual time and development to implement it would be worth it. (Mostly CCP since they pay the bills.)
The CPM must also converse constantly with developers in both Shanghai directly about DUST 514, with other communications with CSM, and CCP Iceland when a change will impact on the EVE Online Game.
3. What is the most single most challenging issue DUST must overcome?
The New Player Experience is foremost in my mind, and most challenging. The spirit in which EVE inducts new players is harsh, unforgiving, and completely ruthless with little hand holding. That simply wont, (and doesn't) work with DUST 514. Tutorials, a new brand of Academy, and PvE will go a long way to retaining a player base.
4. What are the games strengths?
It offers a unique perspective on First Person Shooters with the ability to own your own assets. Moving away from the typical 'escalation' modes of other FPS games, while also linking into a complex other side of the game with impacts (in the future) both ways.
5. What are its weaknesses?
DUST 514 failed to meet player expectations after it's announcement. It has soured the Player base, and split it into people who 'like' the new direction it has taken, and the 'bitter vets' who want what was promised back in 2009.
6. If you are elected to the CPM and none of your suggestions or ideas are seen as valid, what will your response be?
Adapt. Not everyone has the same ideas, or thoughts, but often compromises can be worked out. If it comes to the fact that CCP takes a different route than I, or other CPM members would want, our job is to switch direction with them and help them along that course. Even if it goes against what we, or the community would want. CCP is a business, and sometimes you have to chose the lesser of two evils.
7. List the following in order of importance: paint bucket, proper matchmaking, jets, PVE, new game modes, new player tutorial, new frames for logis & commandos, player market, EVE & Dust link, social areas, orbital weaponary, PC Fixes, MCC commanders, new heavy weapons, tank balance, CR & RR tuning, ship boarding, walking in stations and gladiator arenas.
- New Player Tutorial - Player Market - Balance and Introduction of Weapons / Vehicles (New Heavy Weapons, Rifle Tuning, - Fighters, MAVs, HAV Balance) - Proper Matchmaking - PvE - New Game Modes (Includes Gladiator Arenas) - PC Fixes (Includes MCC Commanders and Orbital Weaponary) - Social Aspects (Social Areas, Walking in Stations, and Paint Bucket / Avatar Customization) - EVE - DUST Link (Also includes PC Fixes) - New Frames for Logistics or Assault and Commando or Heavy - Ship Boarding (I do not endorse this idea.)
My approach is about building a more solid foundation before introducing much 'newer' stuff. We need players, so New Player Experience is top of the list. You want them to keep playing and without players, you have no game. On top of that the Player Market and Racial Parity across all the weapons (Amarr and Gallente Heavy Weapons etc.) as well as the Vehicles (Amarr and Minmatar) with help form the economic backbone of the game. Proper Matchmaking will entice new players as well, and keep the vets stomping lower-level players, leading to a greater retention.
From this much more solid foundation (you can't build a castle on sand) we can then branch into PvE, New Game Modes, Social Aspects and Cosmetics.
PC Fixes is lower on the list, not by virtue of being less important in the grand scheme, but due to only a fraction of the playerbase being involved comparative to the norm. New players will eventually take part, but the foundation to get them in, and keep them in is top priority in my book.
8. What was your stance on murder taxis? I believe that if you get hit with a car, you get hurt. Get hit hard enough, and you'll die. That being said, Murder Taxis are alot less common these days, and more often are the Jihad Jeeps which approximate a Murder Taxi for Anti-Armor purposes. Getting hit by a vehicles should hurt, and if you're hit hard enough, you should die.
The issue with Murder Taxis, and in general Vehicle Usage, is that most do not have a well defined role on the field that allows their other capabilities to slide. LAVs are fast, scout vehicles designed for small teams. But with the maps being relatively small, and scanners, there's little need to have a 'scout vehicle'. Heavy Attack Vehicles (equivalent to modern-day Main Battle Tanks) are designed to counter hostile Armor, and take out defences. Currently they suffice one role, but the lack of barricades or other destructables to keep them occupied, they end up aiming to destroy infantry as a (superior) assault-style method.
The same argument is applied to Dropships (not the Assault Variants) as why do you really need transport when deploying Uplinks is 1) more cost effective, 2) more effective, and 3) easier to get multiples out and spam them.
9. How did you feel about Flaylock Pistols after uprising? I felt they were over utilised in the beginning, being a side-arm equivalent of a Mass Driver, but came down too far after their 'balnacing' to be used effectively, once again being overrun by the more common sidearms. After Sidearm 'Basic Parity' is introduced, the entire Sidearm line could use a good balance pass to bring them all into focus.
Once you go Black, you just never go back!
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The Black Jackal
The Southern Legion The Umbra Combine
999
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Posted - 2014.02.01 03:27:00 -
[12] - Quote
10. Give us your opinions on the cloak.
I have played games that involve cloaking, and found that as long as there's a counter, a drawback, and an advantage to them being implemented, they can make gameplay much more fun and entertaining.
11. How do u feel about the Slayer Logistics?
It's hard to define a 'Slayer Logistics' in the current game. A Logistics that heals, supports, but gets alot of kills is a slayer? Or was the guy just a good shot who would have done as good, or better as an Assault. Slayers are, in my opinion, more about the players than the suit itself. SLayers will always find away to do what they're good at. If you want to have slayers ONLY in Assault, or Heavy Suits, give them appropriate bonuses that make them superior for it and make the Logistics less suited for it. It wont eliminate Slayer's, and it shouldn't, but it would encourage them to chose a 'more appropriate' suit to do it with.
12. What ways would you grow the playerbase?
Brighten up the New Player Experience then Market. There's no point marketting the game at the moment unless the New Player Experience is enough to get the people to stay. PvE and PvE Events would go a very long way to getting this done, as does Racial Parity, bringin the 'Play your own Way' to the fore. Else 'Play your own Way' sounds ridiculous when you HAVE to drive Gallanete or Caldari Tanks, but want a Minmatar Tank, or Amarr.
********* END WALL OF TEXT *******
Once you go Black, you just never go back!
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Yokal Bob
G.R.A.V.E INTERGALACTIC WARPIGS
332
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Posted - 2014.02.01 10:12:00 -
[13] - Quote
Dusters Blog wrote:our blog has come up with a battery of questions for CPM candidates. first we applaud everyone for their willingness to push dust forward. while we are an impartial news organization, we do have the games best interests in mind and at some point intend on endorsing a candidate.
1. how long have u played dust 514? 2. whats the CPMs purpose? 3. whats the most single most challenging issue dust must overcome? 4. what are the games strengths? 5. what are its weaknesses? 6. if ur elected to the CPM and none of ur suggestions or ideas are seen as valid, what will ur response be? 7. list the following in order of importance: paint bucket, proper matchmaking, jets, PVE, new game modes, new player tutorial, new frames for logis & commandos, player market, EVE & Dust link, social areas, orbital weaponry, PC Fixes, MCC commanders, new heavy weapons, tank balance, CR & RR tuning, shipboarding, walking in stations and gladiator arenas. 8. what was ur stance on murder taxis? 9. how did u feel about flaylock pistols after uprising? 10. give us ur opinions on the cloak. 11. how do u feel about the slayer logi? 12. what ways would u grow the playerbase?
I have been playing Dust 514 for well over a year now.
The CPMs purpose is listen to the community and forward their ideas to CCP and interact closely with the community as appropriate. The CPM also listens to the ideas that CCP come up with and work accordingly with both to help determine the realistic changes. Also the CPM needs to listen and interact closely with the CSM to further the connection between both games.
In my opinion the most challenging issue CCP has with Dust 514 is the retention of its player base.
There are many strengths concerning Dust 514, the fact that it has so much potential is just one aspect. The community is another strength of the game. The fact that we see the beginnings of an intimate relationship between Dust 514 and EVE is an awesome aspect that many look forward to. This game is so different than other FPS especially when they work on the scifi element of it, is one thing that stands as a considerable strength.
As many strengths as this game has it has as any weaknesses. The inbalance is probably one of the biggest weaknesses that has caused many to quit. This along with other things is why the game faces such an up-hill struggle concerning player retention. Another weakness it that CCP fails to deliver what it promises to do, so people hang on waiting for stuff that never happens eg. PVE. Poor communication on progress of developments is something that needs to be improved.
My suggestions are not what counts, it is the strong voice of the community whose aims i will be putting across to the developers.
Player market, Dust/EVE link, new player tutorial, PC fixes, weapon and vehicle balance, PVE, proper matchaking, new game modes, paint bucket (i assume this is personalised dropsuits etc), new weapons and vehicles. The rest seem to be novelty items (some of which are unrealistic eg. social areas (i assume you meant somewhere where people can walk around similar to the war barge)).
Murder taxis are annoying sure, but they play an element to the game, some people just get bored shooting people. The tank killing jeeps are just funny even when it happens to me, but they are the most effective way of dealing with tanks at the moment.
I could never get used to aiming with the flaylock, however I have seen a definate drop in their usage, they are in need of some love.
I can see the cloaks been widely abused, whole squads will run around with them. I think while at the moment the majority of the community seem to like the idea, I can see a huge call for them to be nerfed or removed. I am happy that you will not be able to shoot while cloaked (not sure if melee counts), but it is something we will have to see.
Honestly its a suit, it was put into the game to be used, I think that if logis should loose their assualt capability then heavies should only be able to use heavy weapons. Without this, the game becomes unbalanced further, as a heavies role is primerily defence and not assualt. To restrict one suit to a specific role while not other is unfair in my opinion.
In my opinion, to increase the playerbase a number of things needs to be done, one advertisement, at the moment Dust 514 has a niche market, a better advertised product is going to attract more people. CCP need to reach out to other genres, to grasp their attention and finally deliver. If you can not deliver what you advertised people are not going buy your product. Promised things need to be delivered to bring back the veterans as well as to stop players telling their friends not to bother playing the game. In the long term I would urge CCP to consider branching out to other formats as a lot of gamers play strictly to one device (PC, Xbox, Playstation etc), this will greatly increase the player base.
CPM1 candidate
I want my logi tank back
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SILENTSAM 69
SONS of LEGION RISE of LEGION
630
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Posted - 2014.02.01 14:45:00 -
[14] - Quote
Answers to your questions. I wanted to add more things to that list in question 7, but just used your things instead.
1) Coming up on two years now. Just after the fanfest when the beta keys started being released.
2) To represent the DUST community to CCP, and to help give well thought out, and unbiased feedback to help CCP know what the community would benefit from best in the continued development of DUST 514.
3) DUST 514 needs to overcome the lobby shooter feel and become part of the sandbox that is New Eden. It needs a rabbit hole to go down and explore, and a more meaningful connection to EVE to give the EVE community a reason to work with the DUST 514 community. Essentially it needs to overcome the feeling of two universes, and two wars.
4) In some ways the strengths I consider are also weaknesses, depending how they are viewed. The fact that it is a niche game that didn't attract and lose a huge crowd in a short time. I see it as being like EVE in that it is starting off small, and will likely grow over time, and years later be recognized for that continued growth.
I wanted to say its complexity, or the limited connection to EVE, but again both are weaknesses. The complexity appeals to some, but discourages others. Also the connection is great, but sadly limited. Also I imagine it is much more difficult to create a game that is integrated with another the way DUST is, creating technical hurdles for the developers other game developers have not had to deal with.
5) Right now the lack of knowledge of if the game will move to the PS4 eventually. It is important that people know if it will or not. Well important to know if it will, but damaging to have confirmed if it is not. Just as EVE has improved as computers improve, I hope DUST will improve as the quality of the current or commonly owned Playstation improves.
6) To find out what is valid, and to work with what we have as best we can. I would likely put a lot more effort into communicating with the DUST community and finding out what they want. Also I would double down on my efforts to have the CPM and CSM work together to present a united front to CCP on things we agree on.
7) Player market, PVE, new game modes, EVE & Dust link, PC Fixes, MCC commanders, jets, new heavy weapons, orbital weaponry, gladiator arenas, tank balance, CR & RR tuning, proper matchmaking, social areas / walking in stations, shipboarding, paint bucket, new player tutorial, new frames for logis & commandos.
8) That people where complaining too much, but that there was some cause for complaint. Getting ran over should kill you, and I think CCP has fixed it just right. You can still do it, but a merc with that kind of armour and shields should take more than a little bump to get killed.
9) I never cared for them myself. It was nice having a sidearm that didn't require PG. Although I only used them against equipment. I take it though you want to know if I cared that they were OP. I guess I am less about balance than most people and I learn to adapt. I use to love killing Swarm Launcher users in the early beta when they were dumb fire super weapons like the Halo Rocket Launcher. I was good at timing my jump to survive and kill them. With the Flaylock though a good player was extremely deadly with the Flaylock. That said they tend to be deadly anyway...
10) I am happy to hear about them. I am a little sad they nerfed them before even trying them out. I will be happy to see the Scout be a more useful suit again. They will actually be able to be infiltrators again. I think the cloak seems very well balanced considering peoples cross hairs will still go red when they put them over an invisible enemy. Not to mention the Active Scanners will still be able to pick up cloaked people if they can beat the sig profile. Finally a reason to use a good scanner.
11) I assume you mean the people who use logi suits as an assault suit? I never cared. I didn't do it because they could jump or move well, but I know those who used them for the extra PG and CPU. I was never against it, and am happy that suits are not stuck in one role alone, that fitting them differently allows you to do as you wish with them. That said I am also happy to see the changes that will make them more useful as logis on the field. I just hope we never lose the freedom of being able to fit how we want, and get suits that are stuck in one role only. I always disagree with people who think that a logi should be forced to be a logi only, and a Heavy should be forced to only use Heavy weapons. If it PG and CPU can handle it, let people fit how they want.
12) Strange question, and I am not sure what you mean. Are you asking if we would work with CCP's marketing team? I would want to help make the game something more people will stick with once they try it, and a game that will make bitter vets come back |
Dusters Blog
Galactic News Network
602
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Posted - 2014.02.01 16:37:00 -
[15] - Quote
thank u for ur answers.
our battery of questions for CPM1 candidates: http://tinyurl.com/mjvwe7f
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Kevall Longstride
DUST University Ivy League
919
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Posted - 2014.02.01 17:47:00 -
[16] - Quote
1. About 28 minutes after the Open Beta appeared on PSN for the Fanfest 2012 attendee beta codes. So about 18 months.
2. The CPM purpose is an advocacy group, able to look at the ideas and designs of the Dev team from the perspective of the players and advise CCP as to any issues, positive or negative that might impact on the players, both those that are active on the forums and those who are not. They can constructively give feedback as to what might need a higher priority in the development of the game and give reasoned arguement as to what needs iteration or fixing. With the NDA protecting them and CCP they can be more candid with CCP than is normal. They are also there to represent the whole community , not just those that vote for them. As elected representatives they should make themselves as available as possible within reason, for the community to give feedback directly to CCP via the CPM.
3. A legacy of raised expectation and unfulfilled promises. While the concept for Dust is still one of the most exciting in the industry, decisions made 2 years ago without thought as to how they could implemented or indeed possible in the timeframe and chosen hardware, have stalled the process creation. A lot of what has been said was coming soon was, in hindsight, merely stated to sound 'cool' rather than if it doable.
4. The community that has built around it. A game that was mostly written off an an Icelandic folly after the poor launch has not only survived long enough to repair most of the damage of that troubled launch but to actually start to look forward to a much more postive future with 1.8 round the corner and the next named expansion hopefully arriving at Fanfest.
5. It's complete and total lack of anything resembling an enjoyable NPE. With nothing put a rapid proto based kicking waiting for new players, once they stagger ill educated from the Academy, it's amazing that concurrent numbers have held steady and shown some improvement in the last few weekends.
6. Carry on what I'm doing now in the UNI and work with those elected to the CPM like I have with the current one. Then try again in a year. Not one for sulking.
7. To be perfectly honest at least half of the list are not going to happen in the next year and likely then not till the game is on a more powerful format. Some are likely fixed in the next couple of patches such as the tank balancing. But my top three would be the NPE, proper matchmaking keeping the proto users from the new players, and new game modes.
8. They were predicted. Running players over is a valid mechanic. LLAV's tanking better than the tanks and killing with the merest touch.... whoever let that slip through internal testing needs an 6 monthly evaluation.
9. WTF? Again why didn't internal testing pick that up? This is, I hope, one of the many internal changes that I hear CCP Rouge has brought it. I've always thought it better that CCP be cautious with the stats of a new item, then buff if needed shortly after rather than delaying for too long with a required nerf. It was also symptomatic of CCP Shanghai's MO at the time of messing around with too much at once and hoping for the best.
10. Love it now that you can't fire while clocked, which again is something you have to wonder how it got past internal testing. I'm also pleased that it finally gives those players unfamilar to Eve, the concept of a massive fitting bonus to make a particular role suited for a specific module. It's something that I hope we'll see more of in the future. As a side note, cloaking is the end game for a scout. There shouldn't be a militia version of the cloak at all. It must be something that you skill into and aim for.
11. The slayer logi only came about because the assault suits were completely not suited for the intended role they had. The FOTM craze is entirely of CCP's making. If the roles and suits for them are serviced in the correct way from the moment they arrive in the game, the FOTM phenomenon will go the way of the dodo. As will the the constant threads demanding respecs.
12. First and foremost the NPE has to substantial enough to provide an ordered and structured learning experiance while not wrapping the new player in cotton wool. They must also be introduced to the forums and the player run corporations as soon as possible. We need corps to be able to advertise themselves in the Mercenary Quarters and the Neocom. Perhaps at some point in the future using answers to multiple choice questions the game can point them to corps that might suit them.
Stable and easy to run corporations are the key to growing the social interaction in the game as well. We all know from our own experiances that a socially vibrant corp in both Eve and Dust are the ones that last. The corp UI needs a complete overhaul. Grantable and visible titles and medel's must arrive in game as soon as able and all the infomation of a player should be visible in the info panel. Chat channels need admin powers very badly as well as team deploy in matches so a corp can field a full team with no worries of a squad of blueberries causing them to lose the game or worst go AFK'ing in the MCC. The mail system of Eve has mailing lists that should make their way to Dust, so divisions in a corp can have their own newsletters, directors can quickly keep other member of the board apprised of operations.
While the forums are a great tool, the more than can be done in game via the Neocom the better. It's immediate and gives a player logging on the sense that if they don't play more often their going to miss out on the really cool stuff.
Mercenary Clone of Dennie Fleetfoot
CEO of DUST University
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Mossellia Delt
Militaires Sans Jeux
894
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Posted - 2014.02.02 00:37:00 -
[17] - Quote
I have been playing dust since the first week of open beta (chromosome).
The CPMs role is communication between CCP and the community along with helping bounce ideas back and forth.
Player acquisition and retention.
The games strengths lie in its current 'loyal' fan base and the promises of the future.
The weaknesses are the lack of good new player experience, core gameplay, and balance.
Persistance and counter proposals.
I'll get to this when I get home from work
I enjoyed the LLAV,I understood that it wasn't what CCP had in mind for it though, hoping the logistics LAV comes back with its intended purpose in the near future though.
Flaylocks where overpowered, but in true CCP Shanghai fashion, they over did the nerf.
Hope its balance the first time, other than that, no opinion till its released.
I disagree with the use of slayer logistics, I myself play an alt character as a logibro and it gives us yellow suits a bad rap.
NPE, matchmaking, balance, more game modes, more gear.
I'll expand on this all once I get to a real computer.
Join the Channel - CPM1 Candidates - Get to know who's running.
Delt for CPM1
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Spartacus Dust
The-Legionnaires The CORVOS
83
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Posted - 2014.02.02 01:14:00 -
[18] - Quote
1. how long have u played dust 514? It will have been one year in 12 days
2. whats the CPMs purpose? Primarily they represent the community when working with CCP, they are the bridge between gamer and developer.
3. whats the most single most challenging issue dust must overcome? It's got a lot of issues that a lot of people would differ on, but for me it's fixing the link "one universe//one war", fixing PC/Market, and so much more
4. what are the games strengths? It is a great tactical game FPS, and it's extremely innovative linking with EVE, CCP should focus on those things and not try to make it CoD
5. what are its weaknesses? The bugs, and balancing issues, poor listening to feedback.
6. if ur elected to the CPM and none of ur suggestions or ideas are seen as valid, what will ur response be? I will do my best to work within the limitations CCP has given us and continue pushing for what the community wants.
7. list the following in order of importance: paint bucket, proper matchmaking, jets, PVE, new game modes, new player tutorial, new frames for logis & commandos, player market, EVE & Dust link, social areas, orbital weaponry, PC Fixes, MCC commanders, new heavy weapons, tank balance, CR & RR tuning, shipboarding, walking in stations and gladiator arenas.
To me the Dust EVE link is MY priority, but there are things to take care of before that happens, like fixing PC, having a player market, A new player tutorial is something I see a lot on the forums that players are asking for, so I would try my best to get that pushed out too. As for weapons, vehichles and dropsuits, these things are already coming, and will keep coming throughout the existence of the game along with graphic updates etc. Balances are a part of the game no matter what. Ask any EVE player.
As for walking in stations, MCC Commanders, Shipboarding, and even paint bucket (which Would be super bad ass in both DUST and EVE[10 years still no station walking or paintbucket]) These things are not likely to happen for sometime.
8. what was ur stance on murder taxis? Pretty lame play style IMO, Maps should have some more places that are less practicle for vehicles. It is a way for new players to not constantly get killed by veterans for a while :/
My whole thing when it comes to playstyles, is everyone is capable of doing and using and training for the same things and able to mimic and implement those same tactics, or simply create fittings to counter those tactics, they choose not too.
9. how did u feel about flaylock pistols after uprising? I think it's working well, it's a secondary weapon, not really meant to be a primary, that being said, it could be utilized in the game more
10. give us ur opinions on the cloak. I think it should be impractical to use a cloak on every suit to make a sort of invisible bad ass. I feel strongly it should play to the strengths of speed hackers and scouts(the role not the dropsuit frame).
11. how do u feel about the slayer logi? I feel all dropsuits should have a role, logistics should focus on supporting teammates, not being an assault varriant
12. what ways would u grow the playerbase? The game needs some new player friendly things, but we don't need to coddle new players. This is New Eden, a ruthless, cutthroat universe. Perhaps match making/player ranking icons could simplify this, aswell as give players something to strive towards.
Candidate for CPM1, ONE UNIVERSE//ONE WAR
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Reiki Jubo
Amarr Templars Amarr Empire
347
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Posted - 2014.02.03 13:06:00 -
[19] - Quote
would like 2 see Tech De Ras answers. |
Appia Vibbia
Ancient Exiles. Renegade Alliance
907
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Posted - 2014.02.03 13:48:00 -
[20] - Quote
1. how long have u played dust 514? Since September 2012, or more than 16 months at time of this post.
2. whats the CPMs purpose? To be an intermediary between the DUST players and DUST Developers. And to deal with the DEVs artistic nature, who are full of wonderful ideas but lack focus, to have them improve the game when it is needed rather than working on pet-projects that they love.
3. whats the most single most challenging issue dust must overcome? Game Balance
4. what are the games strengths? The number one strength is the social aspect of the game. From the involved community forums to the easy of access for player-to-player communication. Customization is another big one of the list. All the option for dropsuits, and although certain aspects of balance may sway from time to time there is no One-True-Build. And the basic building blocks for an economy. Having limited use items, salvage, LP, and rare items is all a part that brings about a market. DUST is still growing and although the players want it asap when the market does come it will be a very revitalizing change.
5. what are its weaknesses? The lack of transparency between the DUST players and the DUST developers in a game that is constantly growing, content-wise. The NPE is very lacking and needs to be made interactive rather than walls of text and updated every time content is added. And a twofold problem of disparity in skill points between veterans and new players and the size of the player-base.
6. if you're elected to the CPM and none of your suggestions or ideas are seen as valid, what will your response be? As someone with lots of ideas and occasionally a unique perspective, mass dismissal from the community would have me look for a discussion with others on how to make it more in-tune with people. While if the ideas were rejected by the DEVs, I would try and modify them by talking to people that are intersted in a change along the lines I desire but have different ideas about how to implement them.
7. list the following in order of importance: paint bucket, proper matchmaking, jets, PVE, new game modes, new player tutorial, new frames for logis & commandos, player market, EVE & Dust link, social areas, orbital weaponry, PC Fixes, MCC commanders, new heavy weapons, tank balance, CR & RR tuning, shipboarding, walking in stations and gladiator arenas. Player Market, matchmaking, NPE tutorials, tank balance, CR/RR tuning, PC fixes, walking in stations/social areas, racial heavy weapons, dust/eve link, MCC Commander, new frames, shipboarding. (I leave out gladiator arenas as I really like killer-12's player organized duels and some people's use of faction warfare battles to do it)
8. What was your stance on murder taxis? I think they are stupid, that a maximum damage from an LAV needs to be toned down from 10.000 to 1.000 as well as bringing the LAV to a full stop after running someone over. I think turret tracking needs to be improved and possible so way to create more of an incentive to use vehicle turrets as the main weapon versus running people over as the main weapon.
9. how did you feel about flaylock pistols after uprising? I liked the initial damage and splash radius reduction. I still used the pistol after that up until 1.5/1.6 when the explosive could no long affect a dropship's flight stability.
10. give us your opinions on the cloak. I think that it is not going to be as useful as people think it will be. While at the same time I see the maximum cloak duration as being so long it is just silly. Some claim it is going to be this trump card, while others say it is the savior of the Scouts. I think people are going to skill into it, find out how extremely situational its use it, realize they don't stay cloaked for more than 30 seconds at a time, and demand a respec because they "wasted" SP.
11. how do you feel about the slayer logi? I think that every suit should be able to make a fit that is directly for "frontline" fighting as well as every light and medium frame should be able to have a "support" themed suit. I think there should be some benefit to Assault suits that outweigh the simple lack of sidearm that logi's deal with now. The Singularity stats for Assault of being increase to RoF may help that, but it's something we'll have to wait and see for its effectiveness.
12. what ways would you grow the playerbase? I honestly don't know how we have as many players as we do. I signed up for DUST beta code via EVE-Online newsletter and waited like 2 years for it to actually happen. I know that there are some banners on and around youtube for DUST and there was a small advertisement for DUST upon "Official" release on the PSN homepage ticker that's I always ignore as longer messages are too bothersome to read. I think advertising in more public domains would help. Good publicity like with what EVE just had in its recent titanomachy articles would be wonderful or facebook adds or adverts on search engines when PS3 shooters or FTP games come up. But I think the NPE needs to be updated to be an interactive one and more balance needs to be made before we get a larger player base. We need to have the basis for retention before we try to acquire raw numbers. Otherwise, word of mouth is the best bet to get new players as they need a friend to show them the ropes and convince them that the game is something to invest in.
Appia Vibbia for CPM1
[email protected]
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Canari Elphus
Ancient Exiles. Renegade Alliance
1122
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Posted - 2014.02.03 15:17:00 -
[21] - Quote
1.1. how long have u played dust 514?
I have been playing Dust for over a year now. More importantly, I also understand where this game has been prior to my addition to its ranks. I understand this game not only as a veteran but as a new player going against veterans.
2. whats the CPMs purpose?
The purpose of the CPM is to be a sounding board for CCP. It needs to represent the playerbase to advise CCP on what their next steps need to be to reach their consumers and to warn the developers of issues that may come from future proposed changes. Their job is to look out for the future of the game while not slanting themselves to one particular player subset.
3. whats the most single most challenging issue dust must overcome?
The single most challenging issue that Dust must overcome is making this game a rewarding experience for both new and veteran player alike. Appealing to just one of these will alienate the other. It must expand so it gives players a mutually beneficial way of segregating themselves from each other while keeping with the main points of the New Eden universe. This needs to be done by ever increasing risk/reward scenarios and not by limiting interaction through programming.
4. what are the games strengths?
The main strength of this game is the universe that it is in. New Eden gives players an idea of what this game can become and it is very exciting. This game has shown players that an FPS can be more than just one team of mercs against another in a limited engagement. As many reviews have stated, the strength of this game is in its potential.
5. what are its weaknesses?
While the potential of this game might be a strength, its execution has been a weakness. Any player who has been around since last years Fanfest has seen CCP drop the ball on Uprising and spend the majority of the year trying to fix those issues. The weakness of execution has been compounded by CCP engaging with the CPM and players only after the fact and then having to be reactionary to issues developed from a release.
6. if ur elected to the CPM and none of ur suggestions or ideas are seen as valid, what will ur response be?
That CCP is failing is playerbase. The CPM is elected to be the voice of the players as a whole to CCP and to ensure that this game succeeds by making it an attractive product to thousands of players worldwide. It is not the job of a CPM member to come up with their own ideas out of nowhere but to understand what players want and find a way to help shape the game in that direction so that this game continues to grow.
7. list the following in order of importance: paint bucket, proper matchmaking, jets, PVE, new game modes, new player tutorial, new frames for logis & commandos, player market, EVE & Dust link, social areas, orbital weaponry, PC Fixes, MCC commanders, new heavy weapons, tank balance, CR & RR tuning, shipboarding, walking in stations and gladiator arenas.
It is not a list of individual things that need to be prioritized but the strategy of fleshing out this game going forward. Without a clear strategy, CCP and CPM alike cannot be on the same page as far as prioritizing what needs to be done going forward. How would I prioritize strategies?
New Player Experience Veteran Player Experience Tightening the bond between Dust and New Eden Evolving Dust as a game Giving depth to the activities that can be done within the game Expanding on the meaning of what a sandcastle is in Dust Fine tuning the game
Whether it is one of the points you have listed or an entirely new option that a developer comes up with, as long as it is within the scope of those strategies, I will back it.
8. what was ur stance on murder taxis? 9. how did u feel about flaylock pistols after uprising? 10. give us ur opinions on the cloak. 11. how do u feel about the slayer logi?
If you boil 8-11 down to its basics, it is about CCP allowing the CPM to do its job correctly. If you look at the flaylock (or any newly introduced weapon since) and the slayer logi, you can see that players had warned CCP about their unintended use prior to their release. Players knew what would be coming and brought this to CCPs attention. While these releases created havoc, the strengthening of the CPM/CCP process during their development would have made them a non issue to begin with.
12. what ways would u grow the playerbase?
To grow the playerbase, you need have a strategy that is broken down into three main components
-How to entice new players to install and play the game -How to get new players to continue playing the game once they have tried it -How to get veteran players to continue playing the game once the have played it for a while
There cannot be one of these components that bleeds players from the base or this game will never grow. There needs to be a carrot in front of players that is ever extending to get them to continue to progress their characters in New Eden. There needs to be an even more rewarding experience as they grow and immerse themselves.
Canari Elphus for CPM1
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Tech De Ra
Electronic Sports League
317
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Posted - 2014.02.04 16:22:00 -
[22] - Quote
1. how long have u played dust 514? Since the first wave of closed beta invites from mordu's private trials
2. whats the CPMs purpose? the CPM is primarily two-fold, firstly they are the initial barrier of entry for new content, ideas, events, etc from CCP, they discuss the implications of each idea and its effect on the game at every point, during the ideas conceptual stage, during its production and during/after its release. They advise CCP on any issues with these ideas and help outline a course of action for them if needed.
Secondly they are a first point of contact for the entire player base, interacting with and discussing anything and everything with the players, be it ideas for events, balance proposals, bugs, exploits, even praise and criticism. But at the end of the day they will continue to work alongside the players and CCP to steer Dust to a brighter future.
3. whats the most single most challenging issue dust must overcome? Player retention is probably the largest issue, the NPE can be brutal to new players even if they are veterans of the FPS genre
There is little advice on how to effectively spend SP, fit suits, the ins and outs of the game modes and you are forced into a single game mode academy.
Once the players gave left the academy, these happy little mercs set out in the wonderful world of new eden.....to get brutally sodomized by every single player that started the game before him. The merc is no longer happy and realises how worthless he is in the game, any motivation he still has is most likely going to be shattered in the next match.
In my eyes, the best solution to this would be total tiericide of every suit, where later levels in skills only provided little extra bonuses to the suits, instead of unlocking one with 2 extra slots and an extra helping of CPU and PG which are pretty much a requirement to competitive play.
4. what are the games strengths? The single shard universe that is New Eden, an untapped potential of the ruthless capsules of Eve and the interaction between the two games.
5. what are its weaknesses? It's seemingly lack of content, even though the ability to fit your suits and vehicles however you like it with millions of possible combinations, the game lacks maps and game modes, is viewed as a perpetual grind to many and it's primary interaction with Eve (Planetary Conquest) is extremely shallow in its execution that both games simply don't care about each other due to laughable bonuses from owning districts and is limited to a single region of space. This is reflected in the locking of districts where Dust mercs would rather exploit a system to get free income than to constantly fight for territory that means nothing other than another district to lock.
6. if ur elected to the CPM and none of ur suggestions or ideas are seen as valid, what will ur response be? The response would come in the form of my fellow CPM members, if they disagree that the ideas are not valid then they will be vocal about it, assuring CCP as to its validity
If however the CPM agree with CCP, I would take a good hard look at the ideas to see why that is and if changes are possible, i would simply not blindly try and push any ideas that i personally think are good, otherwise i would be causing more harm than good
7. list the following in order of importance: paint bucket, proper matchmaking, jets, PVE, new game modes, new player tutorial, new frames for logis & commandos, player market, EVE & Dust link, social areas, orbital weaponry, PC Fixes, MCC commanders, new heavy weapons, tank balance, CR & RR tuning, shipboarding, walking in stations and gladiator arenas. This is a heavily weighted question, so as other candidates have, i will summarize
Player experience - mainly NPE Primary content, including performance updates, balancing and bug fixing EVE - Dust Link Secondary content - Jets and ship boarding would be in here
I list jets under secondary content as it currently has no place in the game, why would you use an air superiority vehicle in tiny maps under 12v12 battles, we need larger maps, the originally planned conquest mode and larger player count in battles before we have anything like this
shipboarding, while easily implemented as a map (which would be cool), would also be utterly useless in terms of depth if the feature of capturing or disabling ships inside eve could be not needed or wanted by eve's playerbase (PoS capture would be a nice feature)
Questions 8-11 All the changes to the mentioned were primarily thanks to that of the entire playerbase, not individual CPM candidates.
It indicates that the playerbase are extremely efficient at finding and utilizing the most effective ways at being the largest threat possible on the battlefield and that CCP includes the actions of the playerbase when they balance certain items
12. what ways would u grow the playerbase?
A from-the-ground-up rework of the NPE Constant content addition/expansion Constant performance improvements and bug/exploit fixes
Tech De Ra for CPM1
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Prius Vecht
Red and Silver Hand Amarr Empire
241
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Posted - 2014.02.05 17:30:00 -
[23] - Quote
did any of the serious candidates miss this? |
The Black Jackal
The Southern Legion The Umbra Combine
1009
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Posted - 2014.02.06 00:07:00 -
[24] - Quote
Prius Vecht wrote:did any of the serious candidates miss this?
Some candidates, serious or no, haven't announced they are running yet. So expect more.
Once you go Black, you just never go back!
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