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da GAND
L.O.T.I.S. D.E.F.I.A.N.C.E
643
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Posted - 2014.04.02 18:06:00 -
[31] - Quote
Going on temporary leave here, may be permanent but that depends in what CCP has at fanfest next month. Things sort of seem to be going well but I just am not willing to play through all the balancing and boring modes we've had for far too long. Until this becomes an MMO-FPS Dust 514 will not be an option for me.
Don't nerf heavies, instead do This
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Lance 2ballzStrong
SyNergy Gaming EoN.
4808
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Posted - 2014.04.02 18:23:00 -
[32] - Quote
Reav Hannari wrote:Disgruntled but not leaving.
Irritated that the programmers tasked with implementing the release did a crap job. Irritated that the QA team failed to identify the crap job. I feel sorry for the community team that has to deal with the backlash and for the designers that have their work trashed by the inept.
As a senior software engineer (aren't we all senior?) and development team lead I wouldn't accept this. If it was my team there would be a lot of people going on probation right now and if already on probation would be walking out the door.
This release is full of amateur mistakes, not obscure bugs that are only found under the pressures of real players. Many of the issues were found by the players analyzing the SDE a week or so before the patch even shipped.
You probably described every patch / update that DUST got over it's lifespan. I can't ever remember(while I was still playing this game) a patch being released and there was no bugs related to the patch. With every update it seems DUST was taking 2 steps forward, and 2.5 steps back. I see that hasn't changed.
( ._.) <('.'<)
"There there Mr. Heavy, it's not your fault CCP doesn't care about you"
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Buster Friently
Rosen Association
2152
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Posted - 2014.04.02 18:33:00 -
[33] - Quote
Vrain Matari wrote:Buster Friently wrote:deezy dabest wrote:Buster Friently wrote:deezy dabest wrote:I for one have become incredibly disgruntled to the point where I am now only logging in to help out newbies who still want to try to enjoy this game and hang out with the friends I have made here.
I am tired of CCP taking the easy way out and intentionally manipulating the player base to try to squeeze a little extra AUR out of them when they would have much better cash flow at the end of the day if they could actually keep a new player around for more than a few matches. True, but they either don't know how, or don't have the capability to do it properly. I think they have proven with EVE that they can build a player base if they want to. Even tho they really have no grasp of console players and need to do some learning there they have proven that they will consistently take the easy way out and keep milking vets through lies and only dropping the necessary content to suck in SP and in turn AUR for boosters. Eve is developed by CCP Iceland, not CCP Shanghai. Also, Eve has survived due to it being unique, not necessarily polished or balanced. For Dust to survive, CCP et all need to focus on making it unique. People will play a flawed but interesting game. They will not play a boring but flawless game. Let's see, boring but flawless. Boring: Standard old FPS game modes and tropes Flawless: FPS mechanics. Game: Titanfall. Yes, I pretty well agree here, but if you are claiming that Titanfall will be around for a while, I'm not really sure.
Also, they do have some innovation - they have the Titans, and they have small group sizes mixed with PVE elements both of which, to me at least, are at least mildly new.
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The Infected One
Fatal Absolution Dirt Nap Squad.
1235
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Posted - 2014.04.02 18:35:00 -
[34] - Quote
Clone D wrote:This list is for players who are quitting due to the ineptitude of the game developers.
#1. Me See you next week when you need to cap out again.
I am here to ask you one question, and one question only: EXPLOSIONS?
--. . - + ..-. ..- -.-. -.- . -..
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Clone D
162
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Posted - 2014.04.02 20:50:00 -
[35] - Quote
The Infected One wrote:Clone D wrote:This list is for players who are quitting due to the ineptitude of the game developers.
#1. Me See you next week when you need to cap out again.
I started playing Planetside 2 on PC, which is a much more diverse game and will soon be released on PS4. There are some really sweet elements to Dust, but overall, the game still hasn't made it past Beta. I hope CCP gets their act together so that I can revive my clone someday after a future release. At least he'll be earning SP until then. Right now, the game and tranquility are just in a sad state.
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Tech Ohm Eaven
L.O.T.I.S. D.E.F.I.A.N.C.E
1536
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Posted - 2014.04.03 15:06:00 -
[36] - Quote
The Infected One wrote:Clone D wrote:This list is for players who are quitting due to the ineptitude of the game developers.
#1. Me See you next week when you need to cap out again. not really once you reach 30 million sp there is no real need to cap.
checks to see if Playstation 4 is in stock
Hey CCP get a PS4 client
Planetside 2 in June on PS4
Dust Deserters Alliance
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Skihids
Bullet Cluster Lokun Listamenn
3235
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Posted - 2014.04.03 16:33:00 -
[37] - Quote
The Infected One wrote:Clone D wrote:This list is for players who are quitting due to the ineptitude of the game developers.
#1. Me See you next week when you need to cap out again.
I too felt the need to cap every week, but after accumulating 40M with most of both the Dropsuit Upgrade and Vehicle Upgrade trees filled out I realized that more SP wasn't going to change my experience. New toys won't suffice. Running around in TDM on the same maps has been played out.
This game needs serious attention to new objectives/win conditions that allow the different suits and vehicles to shine in their own roles. It needs stuff for tanks to blow up to give us a reason to run them. It needs things to steal or sabotage for sneaky scouts to disrupt without having to shoot someone in the face. It needs some objectives that are best assaulted by air dropping infantry to give the dropship a reason to exist. It desperately needs diversity. It needs the RTS elements we were promised years ago (MCC commander and hot dropped installations). It needs progressive battles with real defenders in place at match start, not this generic everyone lands and rushes at once mode. It needs depth. |
Duke Noobiam
Chatelain Rapid Response Gallente Federation
53
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Posted - 2014.04.03 16:54:00 -
[38] - Quote
No one likes a quitter.
When the red river runs, take the dirt road.
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da GAND
L.O.T.I.S. D.E.F.I.A.N.C.E
655
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Posted - 2014.04.03 17:14:00 -
[39] - Quote
Duke Noobiam wrote:No one likes a quitter.
Most of us aren't quitting forever, I know that I'll be back when the game becomes worth it for me. 1.8 was fun for a week and it looks like the development of this game is going in the right direction, but it's still a lobby shooter with the same 3 modes.
Don't nerf heavies, instead do This
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Sgt Kirk
Fatal Absolution Dirt Nap Squad.
5457
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Posted - 2014.04.03 17:15:00 -
[40] - Quote
How much would it take for me to have your sister?
1st Official Role Playing Gallente Asshole -Title Awarded by True Adamance
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Clone D
171
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Posted - 2014.04.03 17:19:00 -
[41] - Quote
Sgt Kirk wrote:How much would it take for me to have your sister?
So, a sister ... You have a sister ... Obi Wan was wise to hide her from me.
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da GAND
L.O.T.I.S. D.E.F.I.A.N.C.E
656
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Posted - 2014.04.03 18:49:00 -
[42] - Quote
Skihids wrote:The Infected One wrote:Clone D wrote:This list is for players who are quitting due to the ineptitude of the game developers.
#1. Me See you next week when you need to cap out again. I too felt the need to cap every week, but after accumulating 40M with most of both the Dropsuit Upgrade and Vehicle Upgrade trees filled out I realized that more SP wasn't going to change my experience. New toys won't suffice. Running around in TDM on the same maps has been played out. This game needs serious attention to new objectives/win conditions that allow the different suits and vehicles to shine in their own roles. It needs stuff for tanks to blow up to give us a reason to run them. It needs things to steal or sabotage for sneaky scouts to disrupt without having to shoot someone in the face. It needs some objectives that are best assaulted by air dropping infantry to give the dropship a reason to exist. It desperately needs diversity. It needs the RTS elements we were promised years ago (MCC commander and hot dropped installations). It needs progressive battles with real defenders in place at match start, not this generic everyone lands and rushes at once mode. It needs depth.
completely agree
Don't nerf heavies, instead do This
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NAV HIV
The Generals General Tso's Alliance
1341
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Posted - 2014.04.03 18:54:00 -
[43] - Quote
Clone D wrote:This list is for players who are quitting due to the ineptitude of the game developers.
#1. Me
Can i have all your ISK ? Promise i'll put it to good use |
Darken-Sol
BIG BAD W0LVES Canis Eliminatus Operatives
1154
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Posted - 2014.04.03 18:58:00 -
[44] - Quote
Clone D wrote:This list is for players who are quitting due to the ineptitude of the game developers.
#1. Me
to save forum space maybe you could start a list of non disgruntled players.
Crush them
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knight of 6
SVER True Blood General Tso's Alliance
1678
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Posted - 2014.04.03 20:19:00 -
[45] - Quote
registry of fucks given by knight
whoops there doesn't seem to be any, sorry to disappoint.
GÇ£Even though I walk through the valley of the shadow of death, I will fear no evil, for I am dampened.GÇ¥
Ko6 scout,
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LittleCuteBunny
389
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Posted - 2014.04.03 20:35:00 -
[46] - Quote
You don't quit Dust 514 until you biomass every character you own.
Retired.
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Skihids
Bullet Cluster Lokun Listamenn
3239
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Posted - 2014.04.03 20:42:00 -
[47] - Quote
CCP would be doing itself a favor by deepening the game play. Tanks wouldn't have to be good at killing infantry if they had other things to do. Likewise scouts wouldn't have to be able to get the same number of kills as a heavy if they had more important things to do than rack up kills.
A wide but shallow game is far more difficult to balance than a deep one. In the shallow game every asset is competing directly with every other and that means balancing widely divergent assets against each other. In our current case that includes balancing a main battle tank against a dropsuit for infantry kills. That's nearly impossible to do if you want to maintain the traditional idea that a tank is a bad ass machine. Deepen the game a bit though and suddenly it's no longer so difficult. Give tanks a different task that infantry can't do and make them far less efficient at killing infantry. With that seperation you can now make them far more difficult to destroy beause they aren't competing in the same space as a suit. They now balance themselves out naturaly and no longer require an artificial vehicle limit. Tanks in Ambush mode would be a non-issue because they wouldn't be good at killing infantry which is the only objective in the mode. Yes you could call one in and roll around, but you may as well just left the match as your side would be one man short.
We don't need more toys that are all expected to do the same thing.
I'll be listening to the Fanfest announcement with an ear toward how they will deepen gameplay. That is the key. |
Buster Friently
Rosen Association
2161
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Posted - 2014.04.03 20:47:00 -
[48] - Quote
Skihids wrote:CCP would be doing itself a favor by deepening the game play. Tanks wouldn't have to be good at killing infantry if they had other things to do. Likewise scouts wouldn't have to be able to get the same number of kills as a heavy if they had more important things to do than rack up kills.
A wide but shallow game is far more difficult to balance than a deep one. In the shallow game every asset is competing directly with every other and that means balancing widely divergent assets against each other. In our current case that includes balancing a main battle tank against a dropsuit for infantry kills. That's nearly impossible to do if you want to maintain the traditional idea that a tank is a bad ass machine. Deepen the game a bit though and suddenly it's no longer so difficult. Give tanks a different task that infantry can't do and make them far less efficient at killing infantry. With that seperation you can now make them far more difficult to destroy beause they aren't competing in the same space as a suit. They now balance themselves out naturaly and no longer require an artificial vehicle limit. Tanks in Ambush mode would be a non-issue because they wouldn't be good at killing infantry which is the only objective in the mode. Yes you could call one in and roll around, but you may as well just left the match as your side would be one man short.
We don't need more toys that are all expected to do the same thing.
I'll be listening to the Fanfest announcement with an ear toward how they will deepen gameplay. That is the key.
This is so true. Dust has had this issue since day 1. there really is only one role - "slayer", and that's a good chunk of it's problems. If we had other, interesting, things to do, there would be much less pain on the balancing side.
People will play a flawed but interesting game, they will not play a flawless but boring game.
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da GAND
L.O.T.I.S. D.E.F.I.A.N.C.E
656
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Posted - 2014.04.04 00:05:00 -
[49] - Quote
Buster Friently wrote:Skihids wrote:CCP would be doing itself a favor by deepening the game play. Tanks wouldn't have to be good at killing infantry if they had other things to do. Likewise scouts wouldn't have to be able to get the same number of kills as a heavy if they had more important things to do than rack up kills.
A wide but shallow game is far more difficult to balance than a deep one. In the shallow game every asset is competing directly with every other and that means balancing widely divergent assets against each other. In our current case that includes balancing a main battle tank against a dropsuit for infantry kills. That's nearly impossible to do if you want to maintain the traditional idea that a tank is a bad ass machine. Deepen the game a bit though and suddenly it's no longer so difficult. Give tanks a different task that infantry can't do and make them far less efficient at killing infantry. With that seperation you can now make them far more difficult to destroy beause they aren't competing in the same space as a suit. They now balance themselves out naturaly and no longer require an artificial vehicle limit. Tanks in Ambush mode would be a non-issue because they wouldn't be good at killing infantry which is the only objective in the mode. Yes you could call one in and roll around, but you may as well just left the match as your side would be one man short.
We don't need more toys that are all expected to do the same thing.
I'll be listening to the Fanfest announcement with an ear toward how they will deepen gameplay. That is the key. This is so true. Dust has had this issue since day 1. there really is only one role - "slayer", and that's a good chunk of it's problems. If we had other, interesting, things to do, there would be much less pain on the balancing side. People will play a flawed but interesting game, they will not play a flawless but boring game.
Mining, creating weapons+ armor and ammo, buying and selling. Basically doing things in Dust without having to shoot anyone or anything?
Don't nerf heavies, instead do This
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Clone D
172
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Posted - 2014.04.04 00:41:00 -
[50] - Quote
Skihids wrote:... deepening the game play. ...
A few ideas
Communications modules: like nanohives, you can deploy these relays which share tacnet data teamwide. Logistics Control Center: actually control when and where vehicles are deployed when requested. HQ: A single platoon leader may organize team level objectives from within the command center. Their voice channel is piped out to the entire team. Materials resupply: CRUs and Supply Depots would have limited amounts of materials. A supply truck could be deployed to replenish stocks. Minefield deployment: Combat classes could deploy minefields and breech them. Perhaps we could have a mine-deployment vehicle. Build stuff: Allow players to build new walls and buildings during battle, thereby ensuring varied layouts each match. Force field emitters: like nanohives, you can deploy these electromagnetic shields that protect everything within their AOE from outside hazards.
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DISGRUNTLEDev
343
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Posted - 2014.04.04 00:43:00 -
[51] - Quote
Having read nothing in this thread, pretty sure I qualify...
<--------- |
da GAND
L.O.T.I.S. D.E.F.I.A.N.C.E
659
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Posted - 2014.04.04 01:12:00 -
[52] - Quote
Clone D wrote:Skihids wrote:... deepening the game play. ... A few ideas Communications modules: like nanohives, you can deploy these relays which share tacnet data teamwide. Logistics Control Center: actually control when and where vehicles are deployed when requested. HQ: A single platoon leader may organize team level objectives from within the command center. Their voice channel is piped out to the entire team. Materials resupply: CRUs and Supply Depots would have limited amounts of materials. A supply truck could be deployed to replenish stocks. Minefield deployment: Combat classes could deploy minefields and breech them. Perhaps we could have a mine-deployment vehicle. Build stuff: Allow players to build new walls and buildings during battle, thereby ensuring varied layouts each match. Force field emitters: like nanohives, you can deploy these electromagnetic shields that protect everything within their AOE from outside hazards.
YES!!!!!!!!!!!!!!!!!!!!!!!!!!!
Don't nerf heavies, instead do This
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Dimmu Borgir II
The New Age Outlaws WINMATAR.
296
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Posted - 2014.04.04 01:20:00 -
[53] - Quote
Reav Hannari wrote:Disgruntled but not leaving.
Irritated that the programmers tasked with implementing the release did a crap job. Irritated that the QA team failed to identify the crap job. I feel sorry for the community team that has to deal with the backlash and for the designers that have their work trashed by the inept.
As a senior software engineer (aren't we all senior?) and development team lead I wouldn't accept this. If it was my team there would be a lot of people going on probation right now and if already on probation would be walking out the door.
This release is full of amateur mistakes, not obscure bugs that are only found under the pressures of real players. Many of the issues were found by the players analyzing the SDE a week or so before the patch even shipped.
Yeah, the worst of all being the fact that half of the time you spawn without your skills present I mean how hard could that bug really be to track down and fix? I have an advanced commando that should have nearly 1000 HP and runs around for 3 minutes at less than 700 until my core skills decide to kick in :( This should be a reasonably easy error to find, obviously it's something they've changed or failed to introduce to the new suits that aren't activating their users' skills properly until triggered by something weird during the match or something triggered by the user... but please, come on, I may as well just run bpo's until this is fixed or just not play at all.
Blue is good, red is bad, orange you glad you're not red?
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Clone D
177
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Posted - 2014.04.05 16:02:00 -
[54] - Quote
I'm using my Dual Shock 3 controller to play Planetside 2 on the PC. It's pretty badass. If anyone else starts playing Planetside 2, let me know and we can meet up for a battle.
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Operative 1171 Aajli
Bragian Order Amarr Empire
1776
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Posted - 2014.04.05 16:07:00 -
[55] - Quote
Add me after the expansion hits. I'm predictingGǪ not much.
Brick tanking a scout suit since April 2013!
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