Fenix Alexarr
BurgezzE.T.F General Tso's Alliance
85
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Posted - 2014.05.07 14:48:00 -
[1] - Quote
CCP Rouge wrote:Hi everyone. Me again.
Why PC first? For a few different reasons... It's a scalable platform. We can go high spec for the most demanding players in terms of Gfx, but we can also scale down to low/mid spec to get critical mass. It's also a good platform for the early stage of a project like ours. You can test and balance the game and the economy quite easily with fast turn-arounds. We can set people up in testing environments easily (eg. ISD in EVE). If you've seen the "CCP Presents" presentation on Saturday at Fanfest, there was a talk about CCP refocusing on its core tech competency, which is PC. It allows in the future the creation of a "universe" of products on the same platform. Again, this doesn't mean that we're not going back to console at one point but we need to focus on one thing at a time and deliver an awesome game, then things get easier.
Now I'd like to address (or repeat) something important for me. I know that a lot of you have been really disappointed and wanted to see much more on the future of DUST 514 in its current form and I absolutely understand that feeling. But the reality is that, while it's a great shooter, I repeat that it's not the base that can give us another EVE Online with 10+ years of epic battles where players can have a great experience whether solo, as the head of the deadliest squad or largest corp in the game. Give people the right tools to manage/achieve all that. A much clearer user experience that opens up that huge universe, always discover new stuff to shoot, to loot, to sell... A social experience where corps can advertise/recruit easily, where you see the main chat going crazy with people asking for groups, selling stuff, talking ****. Some of the stuff that makes me feel like I am in an MMO. All of these aren't tweaks, they are features forming a new eco-system for the game, a foundation you can then build on. No doubt that DUST 514 is a large piece of that foundation. We've accomplished so much and I've had a ton of fun every day since beta but it is not there yet. It requires a lot of work of course but also a different approach in how we design and execute on that vision. I can go on and on about how I see this evolve but we'll cover in more depth as we start sharing ideas and designs through dev blogs and such.
Firstly, thanks for having the courage to come out on the forums and face some of these criticisms.
I realize you're new to the team, but the skill progression system has a lot of people worried. Bringing over equipment and the like is almost secondary to how we as players will become something new/different/better/specialized over time. If the game turns into a COD-like or even a BF3-like progression system, you'll keep some people around, but they will not be Eve-universe people. The skill point system has flaws perhaps, but as someone who has been here since the beginning, I don't know that I could continue to play a COD look-a-like. The progression system coupled with the real sense of loss on death is what makes Dust a 'great shooter'.
There are lots of good suggestions on these forums and else-where. The only other piece of advice I would offer is: Take advantage of the player-base AS A WHOLE when designing this new skill system. Make use of the surveys that non-forum goers have a better chance of seeing.
Welcome to the team, try not to break anything beyond repair.
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