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Dusters Blog
Galactic News Network
604
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Posted - 2014.02.05 17:57:00 -
[1] - Quote
our blog would like to thank all of the candidates that took the time out to answer our questions, we would like 2 now ask how u would resolve some of the current issues in gameplay given the opportunity. think like a dev here and offer a solution for the following subjects. Note: operating as intended [meaning u approve of how the current mechanic exists] is a perfectly acceptable answer.
1. the NPE 2. protostomping 3. the RR & CR 4. the small playerbase 5. the gallente AR. 6. locking districts in PC 7. the EVE & Dust link 8. the new player & veteran SP+HP gap 9. tank & av balance 10. adding more MMO elements to Dust
our battery of questions for CPM1 candidates: http://tinyurl.com/mjvwe7f
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Canari Elphus
Ancient Exiles. Renegade Alliance
1126
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Posted - 2014.02.05 19:23:00 -
[2] - Quote
Thank you for the opportunity to answer these questions. Here are my personal thoughts on them
NPE GÇô New players need the ability to learn about how to interact with this game from the get go in a way that is entertaining. There should be optional PVE experiences that show them how all of the suits and weapons work so that they can make informed decisions about their career paths and how that effects their rewards when playing. It should also describe to them the roles of corporations and how they can help to train new players in strategy. PVE also would give new players the ability to gain SP without being slaughtered in pub matches.
Protostomping GÇô I believe that much of this exists because there is nothing else to do for veterans or the ISK that they acquire. I think that there should be voluntary tiered game modes where the higher levels have larger payouts. Most players want competition and find redlines boring. Instead of forcing them to use cheaper gear, find a way to make it more rewarding for them to go against other proto users at higher levels outside of PC.
RR/CP/AR/New Weapons GÇô CCP needs to listen to players prior to release to understand how game balance may change. I am a strong advocate of a test server to allow players to try out new equipment before its release. This gives CCP hard data to see if more balancing is needed before general release.
Locking Districts GÇô PC should always be the wild west where nobody is truly safe. Locking districts should never happen and the main culprit of it is the refunding of clone packs in certain scenarios. It really depends on how far PC 2.0 is from release as, from what I have heard, the new barges could change the dynamics completely.
EVE/Dust GÇô For this, we need greater incentives for the two sides to interact and it needs to be beyond just FW and PC. There needs to be a way for them to align and benefit each other. Until then, all interaction will be forced and of little consequence. SP Gap GÇô This is basically the same answer as protostomping. Even if tieracide were to be put into place, there would be a gap between the abilities of new and veteran players. You cannot remove that gap completely or it would not give incentive to gain SP. What you can do is to make it more beneficial for veterans to move on and fight bigger battles. It gives them the challenge they are looking for (with rewards) and creates a place for new players to fight each other.
Tank/AV Balance GÇô The issue with vehicles and infantry is that they shouldnGÇÖt be balanced or it gives vehicles no reason to exist. They might as well just be another suit at that point. I believe that the way to have both sides exist within a battlefield is through map balance. This is something that Charlotte had proposed a while ago. Tanks are very powerful (and they should be) but they become limited in usefulness when they enter into some of the more complex city installations. This is what we need more of. Infantry just doesnGÇÖt stand a chance in open field. This becomes glaring in such game modes as ambush where you have random spawn points that are generally in open ground. It becomes a feast for tankers. I believe that when tanks were balanced, they should have been more survivable OR cheaper, not both.
MMO in Dust GÇô More MMO will only be achieved if this game can evolve from its Pub roots. Further integration with EVE and options outside of pub matches and PC is the only way that this can be accomplished. The player market will be the first step towards this but there definitely needs to be more. Unfortunately, I do not know what limitations the hardware of the PS3 will have on creating a more robust player experience. Hopefully, those that are elected to CPM will have a chance to find out and can push CCP in this direction.
Canari Elphus for CPM1
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Mossellia Delt
Militaires Sans Jeux
903
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Posted - 2014.02.06 10:53:00 -
[3] - Quote
Dusters Blog wrote:our blog would like to thank all of the candidates that took the time out to answer our questions, we would like 2 now ask how u would resolve some of the current issues in gameplay given the opportunity. think like a dev here and offer a solution for the following subjects. Note: operating as intended [meaning u approve of how the current mechanic exists] is a perfectly acceptable answer.
1. the NPE 2. protostomping 3. the RR & CR 4. the small playerbase 5. the gallente AR. 6. locking districts in PC 7. the EVE & Dust link 8. the new player & veteran SP+HP gap 9. tank & av balance 10. adding more MMO elements to Dust
also, our blog is open for campaign ads for CPM1 candidates. just send us ur advert and we will run it just like we would any other piece.
1) Better, non texted based tuturials, matchmaking (which cant be fixed till our playerbase is up), PVE and other gamemodes
2)Better matchmaking, a stop to the isk farm which is PC and much later in the game player manufacturing (EVE side most likelly) to dictate pricing.
3 / 5 / 9) Weapon balance needs to be looked at over all weapons, not just a few, this includes vehicles.
4) Better NPE, something more then the broken PC to keep vets around (such as PVE)
6) Quck fix? No idea, im sure CCP is working on this at the moment. Long term? Shouldnt be an issue if CCP fixes it soon (not TM)
7) I believe Dust needs to be able to stand on its own two feet, making it worthy of being a stand alone game before EVE intergration is key before anything else.
8) SP gap isnt as bad as people think, with proper matchmaking, tuturials, academy, and actual gun game, the SP gap will matter very little.
10) PVE is going to be the big thing, as I do keep mentioning it. Think about 32 player vs drone battles, does that sound like a good sized raid or what?
Join the Channel - CPM1 Candidates - Get to know who's running.
Delt for CPM1
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Yokal Bob
G.R.A.V.E INTERGALACTIC WARPIGS
341
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Posted - 2014.02.06 11:54:00 -
[4] - Quote
Dusters Blog wrote:our blog would like to thank all of the candidates that took the time out to answer our questions, we would like 2 now ask how u would resolve some of the current issues in gameplay given the opportunity. think like a dev here and offer a solution for the following subjects. Note: operating as intended [meaning u approve of how the current mechanic exists] is a perfectly acceptable answer.
1. the NPE 2. protostomping 3. the RR & CR 4. the small playerbase 5. the gallente AR. 6. locking districts in PC 7. the EVE & Dust link 8. the new player & veteran SP+HP gap 9. tank & av balance 10. adding more MMO elements to Dust
also, our blog is open for campaign ads for CPM1 candidates. just send us ur advert and we will run it just like we would any other piece.
Thank you for the questions, here are my thoughts on the above;
1. A new tutorial is needed, especially pointing to help and new player friendly corporations. In addition I would like to see the academy lengthened to give new players more of a feel to the game. I would also urge for either a starter fit mode or one with a meta level cap.
2. This is a difficult one to balance because proto players have earned their gear and are entitled to use it to give them an edge in battle. I would suggest a meta level caped mode as well as keeping the unrestricted mode. I would however make the rewards for the uncapped mode much greater.
3. I believe that the comabt rifle should have a reduced range because it is a close quarters weapon. The rail rifle is a range weapon and so it should have reduced damage and accuracy in CQC. I think these would make the weapons fufil their intednded role on the battlefield. I do think however that a couple of other weapons need to be rebalanced, take the mass driver for instance, its a grenade launcher its meant to hurt, but right now people can just run through them.
4. The problem with the small playerbase can be put down to marketing. I believe that a better promotion needs to be created, to reach out to gamers who play other genres. At the same time work needs to be done to better NPE as well as player retention. This requires a better understanding between CCP and the community to listen and help better the game for everyone.
5. In all honesty I believe that it should be a blaster type weapon, but not an assault rifle, it needs to be a new addition similar to the other races
Amarr - Scrambler rifle Caldari - Rail rifle Minmitar - combat rifle
I believe that it should not be long in the deliverance of the Gallente weapon, we just have to be patient.
6. I think that while district locking should not be completly removed from the game as it can be a vaild tactic in war, there needs to be a large cooldown on locking districts as it should be a last resort.
7. The EVE/Dust link is what separates this game from others, therefore it should be a special close bond between the two. I think that EVE loot should be made available from FW and PC battles to be sold on the player market. I also think that some district types in PC should manufacture EVE items, stored in a corporation vault, to be sold to EVE players.
8. To be honest I feel that one way could be the removal of the skill cap, veterans tend to get bored, this could be a way of letting new players catch up. What could also be done is reward SP based on the amount of SP of the players you kill, so more for someone higher, less for killing someone with lower SP than you.
9. I think a buff to AV is needed, especially the lock on range of the swarms. At the same time, balance between shield tanks and armour is also needed. Missile turrets definently need work, over 6000 damage is one hit I think is unacceptable. I would like to see the return of the vehicles they took out as well as remote repers.
10. I believe that larger battles would be a nice addition, as would PVE.
Note: These are my opinions and not those of the community.
CPM1 candidate
I want my logi tank back
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Kevall Longstride
DUST University Ivy League
947
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Posted - 2014.02.06 21:47:00 -
[5] - 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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SILENTSAM 69
SONS of LEGION RISE of LEGION
643
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Posted - 2014.02.07 15:14:00 -
[6] - Quote
1. The NPE is about player retention, and to me the NPE is not itself the main problem. The players need to know they have somewhere to go, and that things get deeper. As it is we see a bunch of people wading in the shallow end waiting for the deep end of the pool to be constructed. Having something deeper to aspire to will help, especially if they have more than one path to get there. PVE will give them options other than just regular lobby matches. Seeing deeper mechanics will give them something to aspire to.
2. Protostomping is a difficult issue. Many of the players doing this would likely do almost just as well using Standard gear. I am against hard coding restrictions in this game. I want an open sandbox. That said I want something to be done. What I would like to see is changes to the Academy that leave it as an open option for new players for longer, but I would also like it to be an option only from the start. I would also like the PVE to give people more options than just regular matches.If new players could go do some PVE once in a while, they would feel less frustrated, and get another way to test and experiment with fittings. I would like this PVE to be similar to Agent missions in EVE that give different levels of mission. This may give the protostompers something else to do. I would also like to see a way of seeing our ISK eficiencies. A protostomper is usually trying to make their stats look good. The thing is many of these players would have a horrible ISWK Efficiency stat. Seeing this may make them want to improve that stat and start using cheaper gear when fighting battles that are not important.
3. Slight tweaks may be in order. I want no more major nerfs though. CCP needs to learn a lighter touch when making these changes. All the racial AR weapons should be on the same level, while not all being the same. The Scrambler rifle almost seems balanced with the RR and CR, we just need the AR to feel like it is welcome to the party as well.
4. We see new people trying DUST all the time. Player retention is the only issue. Again I would say that new players need to feel they have something to work towards. The game play needs a few rabbit holes we can go explore. We also need to be more aware that we are part of a larger gaming universe. Players need to know and care that they are connected to EVE.
5. Needs some love. Bring it up to par with the other racial AR's. As long as it feels like a hard hitting CQC rifle it will be good.
6. District locking is not the problem. District locking is a symptom of a greater problem. CCP wrongly thought it would be best to be sure small groups are given power and not held back. This was done with the intention of helping small friendly groups to be able to compete with the big dogs and stop zerg groups from ruling. This was completely wrong to do though. Instead it allows small elite groups to rule, and for massive groups with large portions of the player base with very little. By favoring the elite it has ruined PC mode and given far too much control to too few people. People do not lock their districts for fear as people pretend and e-peen stroke. It is out of boredom from fighting the same group of ringers no matter who you attack. Groups do not even get to defend their own home, they pay the small elite groups that rule PC mode. We need to remove the help for little elite groups that never needed assistance, and to make having a larger more organized organization actually mean something.
7. One universe, two wars. I am extremely disappointed with the lack of a link between these two games. Many peop[le came to DUST and to EVE in hopes of creating meaningful relationships between these two games. Sadly the two were never connected as we had hoped and so many have left the game. Many started EVE accounts just to help with industry or what have you, only to see the barrier between the two games take away any incentive to play either.
8. The gap I do not mind. It is normal, and should be like that. The real problem is that we have only one path and one set of options. Go fight lobby shooter battles. We need players to have choices. If there was a connection between the two games it would give new players more options when starting. The ability to do other things such as industry and PVE and market PVP would be a huge benefit to DUST 514.
9. We all know it was bad to nerf AV and to buff tanks at the same time, not to mention the fact that vehicles prices are reduced to being on par with a suit now. I must say I love that sticky RE's are a thing now, and did go some way in helping the balance as a new AV possibility. We need to reduce the AV nerf a bit though. The Swarm Launchers are for too close range only, they need at least another 50-100m more range to lock. Prices though, they need to go up, by a lot. The prices of the vehicles may have been a little high for some, but they either should not have been reduced at all, or only a small portion. A tank should not be something you can afford to throw away a few of every match. A tank should not just feel like a different suit. It should be something significant to loose.
10. MMO should be the main drive for this next year. Balance and shooting mechanics should be a side thing, not the main focus. Without giving this game some depth the most balanced and honed game wont survive. Not when it claims to be set in New Eden. Right now that feels like more of a claim than a reality. Being stuck in our little quarters. These blueprints not requiring materials to be constructed. No PVE at all. This is all ruining the name of DUST 514, and making it just another lobby shooter. We need some real MMO aspects to what we were told would be an MMOFPS game. So far we are just seeing the FPS part of the game. |
Spartacus Dust
The-Legionnaires The CORVOS
90
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Posted - 2014.02.08 08:51:00 -
[7] - Quote
1. the NPE 2. protostomping 3. the RR & CR 4. the small playerbase 5. the gallente AR. 6. locking districts in PC 7. the EVE & Dust link 8. the new player & veteran SP+HP gap 9. tank & av balance 10. adding more MMO elements to Dust
NPE:
- Academy mode ends at 10 million SP, but players below 10 million SP are not restricted to only Academy Mode. Players above 10 million SP do not have access to Academy Mode.
- PVE Tutorial Role Missions with rewards: For example a Logi Mission would be: Keep your squad alive and supplied as they assault the objective.
Protostomping:
- Public Matches are Public Matches, anyone can join regardless of SP or Dropsuits, if people want to use expensive fits in Pub Matches let them. Everyone has the option to use them once they skill into them. Nobody complains about Advanced HAV's being in the Pub Match.
The RR & CR:
-I'm extremely confident that weapon balancing will be a reoccurring thing, EVE has been out for 10 years and they still rebalance weapons to this day. If CCP introduces new modules or other weapons, there will be complaints on how they are nerfed and useless or that they are too buffed up. All we can do is attempt to balance them for the time being and then rebalance them once more content comes.
The Small Playerbase:
-This is largely a community issue, we all have the ability to recruit our friends, you have to ask them why they don't join or keep playing, the answers I got: "It's too hard" in otherwords, the players are very intense and skilled, what worked in call of duty or battlefield, won't work in DUST, Dust is a game of patience, skill, and good communication. The organized succeed
-NPE will help, but my friends want to play with me, and I can't play in academy mode. While a lot of people think PVE is the answer, Dust University is a solid corp that will grow players better than any PVE tutorial.
The Gallente AR:
-Again, weapon rebalancing will happen over and over again.
District Locking:
-Personally I've come to like Black Jackel's idea, which he could explain better, but basically, there is a defense platform, that can be attacked at anytime, and that starts the timer. Locking districts will not be an option at all.
The EVE and DUST link:
-Open The Market
-Expansion beyond Molden Heath
-Allow for orbital attacks against EVE Players near the planet, This one mechanic would start a lot of things going, as one could simply put their TCU and POCO's (valuable EVE assets that are defenseless) next to districts that they own, This would guarantee contracts for DUST players as well as create the demand for more.
-POS, POCO, STATION Boarding.
-Satellite Map Viewing for EVE players to provide tactical intel to troops on the ground.
-Districts not set with default infrastructure, and infrastructure can be chosen by DUST players, to manufacture dropsuits, tanks etc for their alliance/corp/or personal profit on the market, using EVE minerals to make them. This would also fix BPO's. (Note districts wouldn't be the only way to make things, you would also be able to rent slots in a station)
-Let Dust players move around stations and appear in Local chat.
-Let Dust players fight in Incursions
The new player & veteran SP+HP gap:
-SP and HP do matter, but not as much as tactics and teamwork with strong communication and organization, most people say "Move to objective B" and not "I'm setting a rally point where I want Overwatch, form up here before we assault the objective." Players are to use to COD and BF4 and not use to using real tactics with the tools that have been given to them.
Tank & AV balance:
-AV could use a buff, not just AV grenades, if someone is going to specialize into an AV Role, Swarms, Forge Guns, demolitions and AV grenades could all use a buff.
Adding more MMO elements to Dust:
- First I think players should take advantage of the fact it is already a game within a very established, successful, and competitive MMO called EVE. Most people who do a PC or FW match, see a small picture and only as a Dust battle with maybe some orbital support. Just to explain how many players are actually involved in a FW or PC battle:
-First there are many Miners, who mined minerals -Then a lot of Industrialist, who built ships and modules with those minerals -Then FW guys, who sold their Faction Ammo that I use to kill people, -Then there is my Fleet who also acquired their ships through the same way. -Then there is the decision made by a group of players to attack a district. -A decision made by an enemy player who is actually a spy who said they don't have a lot of guys online right now and their leaders are on vacation. -Then there is the enemy fleet who also acquired their ships through the same way we did. -Then there is the pirate fleet who also acquired their ships the same way and is gonna probably kill both our fleets. -Then there is the player providing orbital support to guys his teammates on the ground -Who are fighting so they can take a district to help the rest of their alliance which consist of over 1000 members, which will help the new corps in the alliance have some credibility to recruit more players.
So you see to make it a bigger MMO you need only expand the link between DUST and EVE, open the market and it will be that many more players.
- Second, bigger maps and more players is something we would all like to see.
Twitter @Matthew_Dust
Candidate for the CPM1 One Universe//One War
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