Soraya Xel
The Corporate Raiders Top Men.
1273
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Posted - 2014.01.31 22:32:00 -
[2] - 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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