Kevall Longstride
DUST University Ivy League
947
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Posted - 2014.02.06 21:47:00 -
[1] - Quote
Thank you for the questions. o7
1. https://docs.google.com/file/d/0B0od46990FfqcS0tTGZBNjl5MzQ/edit?usp=docslist_api
I've posted this before on a couple of threads but this is the breakdown of how I would make a start on the NPE that I posted to the previous EP back in June. There would be some more iteration needed obviously, to take into account the features added since then but the general idea of what I'd want to happen should be clear enough.
One thing that I think should be noted is the concept of PvE as part of the NPE. PvE takes a lot of development time and resources to do ok and much more to do right. So it should be a long term goal (say 18 months). But there is a lot than can be done within the PvP arena we have right now with just some forethought as to how to do it, that can bring benefits sooner.
2. Protostomping is going to be a problem no matter what you do. But you can minimise its impact on the NPE. First of all I would have a secondary Acadamy mode, opening up the remaining game modes (with Ambush having no vehicles) but limited to only those with less than 50k of WP and less than 3m SP. The other way to limit it is to not make it worth the while of higher SP players to do it. This can be done in a number of ways but I would do it by hitting them in the pocket and making ISK payout a true reflection of the value of the gear you destroyed with those user lower meta gear while destroying higher meta level gear, earning much more ISK than those that use higher level to destroy lower meta gear.
The best way however is to enable team deploy ASAP. Protostomping is made to feel so much worse because you have blueberries not knowing what they're doing yet. Having a full 16 man squad working together is a far more potent team and I suspect many smaller squads of Protostompers would not want to fight such a team.
I'd also consider the addition of a higher level game mode for 15m+ players where the salvage is of a higher percentage and quality and maybe a bonus ISK payout for a 1500+ WP match.
3. RR only needs a 10/15% ROF nerf and CR reduced range in my opinion to make them more balanced.
4. Once the NPE is working better and the game is more friendly to new starters, I think we'll see an increase in retention. So far getting new players to DL and try Dust isn't the problem, if the employment histories of players applying to the UNI is anything to go by. It's getting them to stay. We manage to increase the retention rate by 25%, you'll see a concurrent figure of 10k+ a day within 6 months.
5. I've maxed out the AR and found that the RR has superseded it as the midrange choice. So a slight change in its role might in order. As a blaster weapon, in lore, it should have massive DPS at short range. I think a change to something akin to a light weapon version of the HMG. Finding yourself within 35/40 metres of a AR should be somewhere you don't want to be.
6. I think a switch to a 48hr production/attack window would help. The maximum lock time should be 8 hours (so players in charge of it can at least choose when to sleep). During the lock, no production of clones should take place. For 2 hours either side of DT it should be immune to attack (and SI changes). The remaining 36 hours is when the clones are produced. These 36hrs have to be continuous, without a break and the district open to attack. Once the 36 hours is complete and only then, do the clones roll of the line and sold to Genolution. To avoid burnout the time between an attack being launched and the battle itself should be 48 hours. You want to make any money from the district, is has to remain open to attack.
7. Eve and Dust link. First and foremost, Dust can not and must not be ever be seen as benefit to Eve players without Eve players being a benefit to Dust players. I'm hearing a lot about making Eve players care about Dust but not much about how that would make Dust players feel and if they'd care about Eves a result. While this attitude prevails, Dust and Eve will always remain two games devided by a common server.
No matter how the link is finally make meaningful, it must be a two way street or it's not worth bothering with at all.
8. Because the games launch was below expectations, were are going to have this problem for a while. First of all, we need the rollover sp pool concept implemented as soon as possible. While in Eve a new player can be a care bear, run missions for a while and gain some skills before venturing into low and null sec, Dust players don't yet have that luxury. So I'd suggest till they have 10 million skill points, they have twice the weekly active pool and a 100% bonus to active SP. That might cause some annoyance to vets but they'll still have a significant advantage over them.
9. Anyone of the following will help without stiffing the vehicle users and making the game more balanced. A: a slight AV buff, such as a 50% increase in lock range for swarms and making sure that the proximity mines blow up WHEN a vehicle hits them and not after. B: a longer cool down time for vehicle resists and reps and stacking penalties to prevent having two such mods on a vehicle running consecutively, so they're the proper hit and fade attack option that CCP talked about prior to 1.7 hitting TQ.
10. We don't need much to start the ball rolling so speak. Some sort of minor industry such as tech3 or officer weapon construction, auction houses to sell your salvage to the highest bidder. Giving you and your Corp a sense of identity on the battlefield via logos, special camo's, vehicle paint jobs. Something simple like an in game message board or news channel in the captains quarters could do a lot to make a player feel part of a bigger universe. CCP don't need to reinvent the wheel on this one. There's no harm in seeing inspiration in what's come before and making it your own.
Mercenary Clone of Dennie Fleetfoot
CEO of DUST University
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