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Vell0cet
Dirt Nap Squad Dirt Nap Squad.
1559
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Posted - 2014.05.04 15:16:00 -
[1] - Quote
Warning: This is long, so print it off and read it on the flight to Shanghai or something.
Dear CCP Rouge.
First, I admit that I am angry and frustrated with the announcement about Project Legion being a separate product. I feel betrayed. You have asked for feedback, and so I have written a rational analysis of Project Legion based on what has been proposed thus far. This is objective feedback, not colored by emotion.
I think there has been a serious miscalibration in the analysis of DUSTGÇÖs strengths and weaknesses that went into the planning for how to design Project LegionGÇÖs progression system. Nearly all MMOs have the serious challenge of creating a progression system that is compelling for GÇ£end-gameGÇ¥ veterans. Most fall into the trap of World of WarcraftGÇÖs GÇ£gear treadmillGÇ¥ system where the cool stuff you work for becomes obsolete as a better version is released several months/years later.
EVE solved this problem with itGÇÖs skill tree, and DUST inherited that solution by being derived from it. In EVE, all ships are useful: your Rifter is still fun to use even after you unlock the Wolf. There are times when a cheap ship is better than an expensive one, and youGÇÖre forced to make those decisions about when you want to risk exponentially more expensive ships for linear power advantages every time you undock. ItGÇÖs part of the GÇ£secret sauceGÇ¥ that has made EVE the only MMO to grow every year since launch.
The nature of the EVE skill system is also a huge component of why EVE has done so well. You gain linear improvement for exponential SP investment. This has several advantages: you can get into the basics of a role very quickly, but it takes a lot of time to truly excel in it. This encourages deep commitment, but allows a lot of player freedom and flexibility. YouGÇÖre never GÇ£doneGÇ¥ with EVEGÇÖs progression. DUST 514 has this advantage as well. Abandoning it is a catastrophic error in judgment. DUST has so many problems and can be such a chore to play in its current state, and yet you have tens of thousands of active players regularly logging in to earn their SP (despite its flaws). If there wasnGÇÖt the depth of the SP system, I honestly doubt most of them would play nearly as often (or even at all). That should tell you something about how powerful the SP system is for motivating players and the longevity the existing SP system creates.
In the GÇ£ProgressionGÇ¥ session at Fanfest CCP Z made a statement that really concerned me:CCP Z wrote:So. The reasonGǪ one of the big problems I have is because itGÇÖs so expensive, people are actually not using [prototype suits], and we have really good people, really good players, and I know some people from CPM actually are doing that, that play militia gear. What the point? I donGÇÖt want that! I donGÇÖt want anybody to play militia gear when youGÇÖre done with militia gear just because a drop suit is expensive. You should be proud of, you know, having unlocked that drop suit and playing with that drop suit. When CCP Z said that, I thought to myself: GÇ£This guy really doesnGÇÖt understand what makes DUST 514 special.GÇ¥
What makes DUST special IS that a player with 50 million SP can still have a use for a militia drop suit. That ALL of those 2,000+ suits/items you have are actually useful and donGÇÖt become obsolete once you reach the next GÇ£level.GÇ¥ High SP players can squeeze higher meta modules into that militia suit and create great ISK efficient fits with it. ItGÇÖs incredibly gratifying to kill someone wearing a very expensive suit using a cheap one. The asymmetrical nature of DUST 514 is what makes the game compelling. There is supposed to be an economic ecosystem where you run cheap suits/fits at a disadvantage or grind PvE (in theory) to build ISK so you can buy better suits that give you an advantage. DUSTGÇÖs economy is broken because of the ISK faucet PC has become, not because of this modelGÇöwhich is excellent. This is a system that has both depth and longevity. Having suits follow a linear progression suit A < suit B < suit C gets stale once youGÇÖve maxed out your suit. And no, looking at your old suits stacked up in your quarters doesnGÇÖt fix this. The inevitable result is to introduce an expansion with suit D that everyone works towards, and then getGÇÖs bored with: i.e. the gear treadmill. People get exhausted with this kind of system and eventually move on to another game. All MMOGÇÖs with this approach to progression have declined in users over time. The only one that hasnGÇÖt is EVE, and it doesnGÇÖt use this approach. It is foolish to ignore this point.
The proposed system makes it difficult to change directions if youGÇÖre deeply invested in something you donGÇÖt like. Under the system proposed you donGÇÖt unlock certain weapons until much deeper in the tree. As balancing nerfs/buffs come out (and theyGÇÖre unavoidable in a game of this nature) itGÇÖs going to make adjusting your character much more difficult. For example, when the laser rifle was changed with Uprising 1.0, it didnGÇÖt become playable until 1.4 nearly 6 months later. If you were specced into the suit with that role youGÇÖd be angry and frustrated because you feel GÇ£locked inGÇ¥ to a cookie-cutter GÇ£role-basedGÇ¥ (letGÇÖs be realGÇöits almost identical to class based) progression system. In the current system, you can quickly start a different weapon and move on, while waiting for your weapon of choice to get fixed. I think your proposed progression system will create a lot of unnecessary friction and frustration by limiting playerGÇÖs freedom for the questionable benefit of accessibility (which can be better addressed via the UI and tutorials).
(Continued)
Best PvE idea ever!
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Vell0cet
Dirt Nap Squad Dirt Nap Squad.
1559
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Posted - 2014.05.04 15:17:00 -
[2] - Quote
Incentive for power should be balanced by the pain of grinding for ISK (via cheap fits in PvP or PvE). There will always be a strong desire to run the best possible stuff. This needs to be tempered by making the best suits and gear take a lot of player time and effort to acquire (by acquire, I donGÇÖt mean unlock once and have forever, I mean each death)GÇöeach death in top-of-the-line gear should really hurt. A big part of the proto stomping issue in DUST is that proto fits are MUCH too cheap, and vehicles are ridiculously cheap. A vehicle that can mow down mercs by the dozen should have a price that represents several hours of game time to acquire the ISK to buy.
This segues into the flaws of gear-based matchmaking. Having asymmetry on the battlefield is what creates depth, tactics and intrigue. If all suits are fit with relatively similar meta gear, why bother using expensive stuff? In the current system, youGÇÖre trading ISK (which is really time/effort grinding in cheap fits/PvE) for an advantage. Your deaths are very meaningful to you because it represents a lot of effort. Remove the advantage and you remove the incentive to use expensive stuff. ThereGÇÖs no reason to fly a Wolf if flying a Rifter will suffice. Large EVE corps design their fleet doctrines around affordability. Under the proposed Project Legion progression system, matchmaking is balancing on the wrong attributes: gear instead of player talent/ability. New players need an extended academy mode (up to 5 mill SP) to prevent stomping and a phenomenal story-based tutorial. But after that, the matchmaker should focus on matching players on their ability as a player, not by gear. In other words, an exceptional FPS player who is new to Legion and has ripped through his fellow academy cadets would be better placed against players with higher SP and better gear than keeping him dominating the players within his gear pool. It yields closer and better matches than basing it on gear.
I tried very hard to find something CCP Shanghai is getting right in your planning of the Project LegionGÇÖs progression system. It seems youGÇÖre trading a fair bit of depth for increasing accessibility. I donGÇÖt think this is necessary. You can have depth AND accessibility if you build the right UIs and invest the resources into making an amazing, story-based gameplay tutorial. EVEGÇÖs ISIS, and Mastery systems are excellent examples of how this can be done. Explore a suit/vehicle/role-based ISIS analogue for Project Legion that has the benefits of guiding new players in their role-based choices, without tossing out one of your greatest assets (the EVE-style skill tree). The EVE team didnGÇÖt have to re-architect the skill tree to accomplish ISIS (only minor revisions), and they retain the same 5-level skill system. I could easily picture an alternate UI option for the existing skill system that uses roles to aid decision-making (like ISIS). Combine this with the test range concept described later, and you have solved the accessibility issues without opening yourselves up to the pitfalls of a linear progression and the risks of a gear treadmill.
I suspect that your proposed system may very well draw in more players, at least initially, but it will suffer the same fate as other MMOGÇÖs using more traditional skill progression systems, and players will get bored and burn out. I also have grave concerns about your target audience. It seems that youGÇÖre targeting a broader audience with Project Legion at the expense of the hardcore players who love the depth of the current system. I donGÇÖt think CCP Shanghai has the resources, money, or experience to compete directly with the top game producers/studios in the world as an accessible FPS game. ItGÇÖs much wiser to cater-to and expand the more niche market for a MMOFPSRPG with infinite depth and customization. There are countless other players like myself that hate other FPS games because theyGÇÖre simplistic and shallow: spawn, kill, die, respawn: repeat ad nauseum. If Project Legion could tap into and expand this market which has literally no competition, I think there is a much healthier LONG TERM future for Project Legion. Go head-to-head with shallow FPS games like COD, BF, PS2, Destiny etc. and I really donGÇÖt like your odds, youGÇÖre trying to punch WAY above your weight class. ItGÇÖs much wiser strategically, to cater to your strengths: drawing as much from the proven successes of EVEGÇÖs progression system as possible instead of pursuing failed models that lead to tedium.
Let me go into the weaknesses of DUST that you can hopefully learn from and improve on them. A huge problem with DUST is that ISK efficiency isnGÇÖt tracked and promoted as the most important stat. This is major low-hanging fruit that you havenGÇÖt pickedGÇöIt would be trivial to code. One of the major deterrents to the EVE equivalent of GÇ£protostompingGÇ¥ is that it will destroy your ISK efficiency stats and reflects poorly on your corp. Players are discouraged from running maxed-out fits through social engineering because it looks terrible on killmails. Adding this stat is critical, and it should be emphasized over any other stat in the game (especially K/D).
DUST is incomplete. I know itGÇÖs a game, like EVE thatGÇÖs never really GÇ£finished.GÇ¥ And I know you werenGÇÖt responsible for releasing DUST with so much content absent. Getting full racial parity should have been a much higher priority in DUSTGÇÖs development. I hope you plan to release the missing Amarr and Minmatar vehicles/turrets, as well as the missing heavy weapons for DUST. YouGÇÖre going to need them for Project LegionGÇÖs release on day 1, so those assets should be produced soon and released into DUST 514 to help balance them for Project Legion. You owe your players this much. No excuses.
(Continued)
Best PvE idea ever!
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Vell0cet
Dirt Nap Squad Dirt Nap Squad.
1559
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Posted - 2014.05.04 15:17:00 -
[3] - Quote
Dust is unpolished. Yes the PS3 hardware is a huge limitation. We all agree. There are bugs like hanging on terrain, having to jump over a 2GÇ¥ curb, hit detection, and vanishing plasma cannon projectiles that shouldnGÇÖt still exist in a product released 12 months ago. After watching the keynote, I fear that youGÇÖre focusing on shiny graphical effects instead of gameplay. Project Legion should launch with mediocre graphics, huge battles that run amazingly well with fantastically smooth gameplay. Increase graphics IF AND ONLY IF gameplay is flawless in a 100+ player battle. No excuses. DUST isnGÇÖt struggling because itGÇÖs not pretty enough.
Do however create awesome maps and environments. You donGÇÖt need crazy lighting effects and reflections. Building compelling maps with diverse alien vegetation, deep canyons, water, caves, jungles, forests, swamps, large ranges of elevation etc. Is much more important than polygon counts and glitz. Make these elements important to gameplay. Have the map designs create GÇ£organicGÇ¥ choke points and areas with tactical depth (e.g. a deep canyon with a bridge that needs to be defended, or crossed with dropships). You can keep this stuff with lower-resolutions at first, and only scale up if the gameplay isnGÇÖt affected. Sockets from every race are essential.
As for the new player experience, there isnGÇÖt much of one for DUST. YouGÇÖre right to segregate new players from the start, but they need a fully interactive, story-based tutorial. It should be exciting, with intense action. YouGÇÖre making a free-to-play game, so think of the tutorial as the most important advertisement for Project Legion you will ever create. You only get one brief opportunity to GÇ£wowGÇ¥ your prospective customer (who is already invested enough to create an account and spend hours downloading your game), so make an impact, take them through all of the cool stuff in the game. The tutorial is your chance to GÇ£close the sale.GÇ¥ Have them use vehicles, reppers, uplinks, nano hives, switch weapons, suits, etc. Teach them the difference between armor and shields, and explain how different damage types are more/less effective against them. Walk them through the game like ordering the sampler platter appetizer, giving them a taste of everything. You should keep the same skill system, and make it even deeper. This isnGÇÖt whatGÇÖs holding back new players, just improve the interface and make the tutorial more rich.
You need a test mode. You should be able to deploy to a personal instance of a map with infinite SP, and access to all gear/suits/vehicles/weapons that all cost 0 ISK. There should be static NPCGÇÖs you can approach and configure their suits/vehicles and skills. You should be able to call in friends to this mode as well with friendly fire enabled. Kills, deaths etc. have no effect on stats in this mode, you gain no SP. Give it a GÇ£TronGÇ¥ like skybox of pure black with a grid of console-text-green overhead just to emphasize this area isnGÇÖt GÇ£real.GÇ¥Having this available would be incredibly helpful (and should be added in addition to a SiSi test server). Players could use it for testing game mechanics, learning how to control vehicles, goofing around, training, developing tactics, deciding where to invest SP, etc. This needs to exist on day 1. No excuses.
The economy is broken. ISK sinks and faucets are not balanced. DonGÇÖt make dropsuits into BPOs with linear progression. Almost every idea mentioned by CCP Z in the Progression session was terrible. Please reconsider. MCCGÇÖs and Warbarges should be major ISK sinks. Players in corps should be pumping ISK in to acquire these, not sitting back collecting weekly ISK payouts.
PC sucks. Try to incorporate RTS elements with a battle commander(s) who deploys expensive corp assets to the field. This was in the original vision from long ago. It is a solid vision. It will create deep, tactical fights that will be a lot of fun to participate in. You should be able to fortify your assets and design your defense to protect your GÇ£sandcastleGÇ¥ (i.e. more ISK sinks). We donGÇÖt want it to work like PS2 though where you spend all day capping objectives only to go to sleep, wake up and have all of your work undone. There should be some sort of timer system (like in EVE) with strontium and shields or something to that effect, so fights happen on a big scale instead of perpetual ninja-hacking that makes fights feel pointless and that your efforts have no lasting or meaningful impact.
DUST needs EWAR. Vehicles and suits NEED CAPACITORS!!! This is an additional stat that you can use to refine balance without directly affecting TTK/survivability. It would allow for vehicles to be very expensive, powerful assets with high survivability, that always risk being tackled and crippled (just like in EVE) to be slowly worn down and destroyed. ThatGÇÖs the proper way to balance vehicles vs. infantry.
One thing I think you do have right is the sandbox concepts. I have a post from back in November that details a really cool way to implement PvE and link it to EVE exploration in a way that promotes cooperative gameplay between the two games. This would be incredibly fun and allow for betrayal. Please give it a read. There is a lot of positive community feedback on it and I think it would be a fantastic way to link Project Legion and EVE Online.
(Continued)
Best PvE idea ever!
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Vell0cet
Dirt Nap Squad Dirt Nap Squad.
1559
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Posted - 2014.05.04 15:18:00 -
[4] - Quote
IGÇÖm very concerned that youGÇÖre taking the wrong lessons away from DUST and that Project Legion will fail as a result. As angry as I am about how this went down, I do want to see a deep, EVE-based MMOFPSRPG set in New Eden with true integration with EVE that persists for decades to come. The original vision for DUST is great, donGÇÖt loose sight of it. DonGÇÖt water it down, donGÇÖt make it shiny and shallow. Keep it deep and focus on improving rich, tactical gameplay. Learn from the failure of the Star Wars Galaxies relaunch that wanted to make the game more GÇ£accessibleGÇ¥ with the New Game Enhancement additions that killed the game. Sit down, and have a serious re-think of whether dumbing down the rich and successful systems in DUST is really the best thing for Project Legion.
Signed, A concerned merc
Best PvE idea ever!
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The Noob Destroyer
Pradox One Proficiency V.
691
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Posted - 2014.05.04 15:19:00 -
[5] - Quote
cool story bro
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Megan Steel
DUST BRASIL S.A Caps and Mercs
39
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Posted - 2014.05.04 15:31:00 -
[6] - Quote
I wish they could read this and translate this ideas into legion...
I was banned ...
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knight of 6
SVER True Blood General Tso's Alliance
1895
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Posted - 2014.05.04 15:34:00 -
[7] - Quote
CCP hire this man! everything but his opinion of capacitors is spot on.
Knight's genaric rant about capacitors wrote:no.
vehicle combat is too fast for a capacitor to be a viable balancing tool, cool thingy/what have you. honestly I question how much time everyone who suggests this has spent in a vehicle(you aren't the first and undoubtedly wont be the last).
being completely honest the module wheel is a sub optimal solution to having a larger number of mods than buttons. anyone who has spent any time in a vehicle has turned off mods accidentally or selected the wrong mod and this typically results in death or best case a severe disadvantage. it also obstructs the screen and inhibits combat.
pulsing a rep is a common practice with a capacitor, for those unaware repairs/shield boosters take up a massive amount of cap per cycle so capsuleers switch them on and off regularly depending on how the fight is going and what other modules need to be on. can you imagine trying to pulse a rep while flying a dropship? or while in the middle of a tank battle? cap management in combat would be a nightmare.
in eve with a couple of mouse clicks you lock onto and fire on a ship automatically you don't need to aim or fire and there is no cover. flying is largely taken out of the pilots hands as well, this frees up time and concentration to focus on cap management. not to mention the TTK in eve is very long so if you make a mistake it's not the end of the world. the module activation system is very simple and fast to use unlike dust's and doesn't interrupt damage output or flight.
TL;DR no.
Ko6 scout,
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Kelestia Colvolian
DUST'S Rouge Wedding
83
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Posted - 2014.05.04 15:40:00 -
[8] - Quote
Great analysis. The only sad thing is that CCP will probably do almost everyting the opposite of all the rational ideas you've suggested.
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Megan Steel
DUST BRASIL S.A Caps and Mercs
40
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Posted - 2014.05.04 15:47:00 -
[9] - Quote
The graphics can be horrible... really ...
I want massive battles... that have a meaning... just like in EVE ...
I was banned ...
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Unit-775
Villore Sec Ops Gallente Federation
50
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Posted - 2014.05.04 15:51:00 -
[10] - Quote
Vell0cet wrote:
The nature of the EVE skill system is also a huge component of why EVE has done so well. You gain linear improvement for exponential SP investment. This has several advantages: you can get into the basics of a role very quickly, but it takes a lot of time to truly excel in it. This encourages deep commitment, but allows a lot of player freedom and flexibility. YouGÇÖre never GÇ£doneGÇ¥ with EVEGÇÖs progression. DUST 514 has this advantage as well. Abandoning it is a catastrophic error in judgment.
(Continued)
I thought the same. i completely agree with your whole post, it reflects my concerns about the stuff CCP Z presented.
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Kovinis Sparagas
Bullet Cluster Lokun Listamenn
305
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Posted - 2014.05.04 16:48:00 -
[11] - Quote
I agree also, and could have told better myself. I will promote this if needed.
DUST: progression from CCP Z was horrible... is he new to CCP GAMES? he suggest completely opposite of what makes EVE good. Skill tree is idea from hell. It will kill Legion, and make it ordinary MMO. EVE for me is the only MMO where I can be jack of all trades. Don't force me to not use shotgun on my heavy dropsuit, even if it's bad idea. Encourage me with skill bonus to use my Heavy weapon (and bonus to GEAR, like in EVE, and not in skills itself).
Key word - Encourage, not force. This is sandbox, I'll do what ever I want.
And I don't want to be proud of my gear. I want to be FEARED that if I go to that planet, I could loose my one month investment! I am player, and I know better what I want, and not what he thinks I want. I want fear, of my investment.
As I said, agree with everything except a place where you have max SP. In every game where I can do it, I play just like 5 min, and get bored. Like... thats it? thats all I could get after 5 years grind? Don't do that.
Also I'll add something from my self: to speed up development - copy-paste everything from EVE. for two reasons: 1) EVE is successful game for 11 years. Why reinvent the wheel? Use the same game design what made EVE the only game where subscription is growing. 2) better NPE and NP in general. When all games will be connected on PC, a player from one game could go to other. It will be more easer and accessible for him to play other game, when he learns the first one. You will not have to infest so much time to learn absolutely new mechanics
Key word - don't reinvent the wheel
I support EVE Legion, but the message was very badly delivered...
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Summer Sault
Molon Labe. General Tso's Alliance
75
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Posted - 2014.05.04 17:53:00 -
[12] - Quote
MoAr LiKeS!
Even if it's just for the effort! My like definitely isn't just for the effort though.
Why isn't there a DEV tag on this? somebody @CCP jump on this and realize you need to communicate your vision as quickly and completely as possible.
Good luck, A concerned merc (different one).
Hello, Worlds!
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Godin Thekiller
OSG Planetary Operations Covert Intervention
2135
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Posted - 2014.05.04 18:21:00 -
[13] - Quote
knight of 6 wrote:CCP hire this man! everything but his opinion of capacitors is spot on. Knight's genaric rant about capacitors wrote:no.
vehicle combat is too fast for a capacitor to be a viable balancing tool, cool thingy/what have you. honestly I question how much time everyone who suggests this has spent in a vehicle(you aren't the first and undoubtedly wont be the last).
being completely honest the module wheel is a sub optimal solution to having a larger number of mods than buttons. anyone who has spent any time in a vehicle has turned off mods accidentally or selected the wrong mod and this typically results in death or best case a severe disadvantage. it also obstructs the screen and inhibits combat.
pulsing a rep is a common practice with a capacitor, for those unaware repairs/shield boosters take up a massive amount of cap per cycle so capsuleers switch them on and off regularly depending on how the fight is going and what other modules need to be on. can you imagine trying to pulse a rep while flying a dropship? or while in the middle of a tank battle? cap management in combat would be a nightmare.
in eve with a couple of mouse clicks you lock onto and fire on a ship automatically you don't need to aim or fire and there is no cover. flying is largely taken out of the pilots hands as well, this frees up time and concentration to focus on cap management. not to mention the TTK in eve is very long so if you make a mistake it's not the end of the world. the module activation system is very simple and fast to use unlike dust's and doesn't interrupt damage output or flight.
TL;DR no.
I've said the exact same thing. But people think it's just me. I'm glad someone else understands.....
click me
Blup Blub Bloop. Translation: Die -_-
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Vell0cet
Dirt Nap Squad Dirt Nap Squad.
1605
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Posted - 2014.05.04 20:36:00 -
[14] - Quote
knight of 6 wrote:CCP hire this man! everything but his opinion of capacitors is spot on. Knight's genaric rant about capacitors wrote:no.
vehicle combat is too fast for a capacitor to be a viable balancing tool, cool thingy/what have you. honestly I question how much time everyone who suggests this has spent in a vehicle(you aren't the first and undoubtedly wont be the last).
being completely honest the module wheel is a sub optimal solution to having a larger number of mods than buttons. anyone who has spent any time in a vehicle has turned off mods accidentally or selected the wrong mod and this typically results in death or best case a severe disadvantage. it also obstructs the screen and inhibits combat.
pulsing a rep is a common practice with a capacitor, for those unaware repairs/shield boosters take up a massive amount of cap per cycle so capsuleers switch them on and off regularly depending on how the fight is going and what other modules need to be on. can you imagine trying to pulse a rep while flying a dropship? or while in the middle of a tank battle? cap management in combat would be a nightmare.
in eve with a couple of mouse clicks you lock onto and fire on a ship automatically you don't need to aim or fire and there is no cover. flying is largely taken out of the pilots hands as well, this frees up time and concentration to focus on cap management. not to mention the TTK in eve is very long so if you make a mistake it's not the end of the world. the module activation system is very simple and fast to use unlike dust's and doesn't interrupt damage output or flight.
TL;DR no. I don't want to derail the discussion and turn it into a vehicle capacitor debate, but I do think if they're starting from scratch, vehicles could be made to be very powerful assets with long TTKs (similar to a frig v. frig fight) that are vulnerable to Ewar. Much of the UI concerns won't apply on the PC, and this would allow vehicles to be really expensive and powerful assets. I can imagine a LAV with a tracking disruptor turret "orbiting" a tank tackled with web drones while another player slowly wears down his shields and armor. That would be the kind of deep and interesting team-based approach to vehicles in Project Legion.
Best PvE idea ever!
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Silas Swakhammer
GamersForChrist
411
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Posted - 2014.05.04 20:49:00 -
[15] - Quote
Great post! I am also severely critical of the ideas CCP Z presented.
Pineapples on pizza.
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Kincate
DUST University Ivy League
40
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Posted - 2014.05.04 21:04:00 -
[16] - Quote
Vell0cet wrote:What makes DUST special IS that a player with 50 million SP can still have a use for a militia drop suit. That ALL of those 2,000+ suits/items you have are actually useful and donGÇÖt become obsolete once you reach the next GÇ£level.GÇ¥ High SP players can squeeze higher meta modules into that militia suit and create great ISK efficient fits with it. ItGÇÖs incredibly gratifying to kill someone wearing a very expensive suit using a cheap one. The asymmetrical nature of DUST 514 is what makes the game compelling. There is supposed to be an economic ecosystem where you run cheap suits/fits at a disadvantage or grind PvE (in theory) to build ISK so you can buy better suits that give you an advantage. DUSTGÇÖs economy is broken because of the ISK faucet PC has become, not because of this modelGÇöwhich is excellent. This is a system that has both depth and longevity. Having suits follow a linear progression suit A < suit B < suit C gets stale once youGÇÖve maxed out your suit. And no, looking at your old suits stacked up in your quarters doesnGÇÖt fix this. The inevitable result is to introduce an expansion with suit D that everyone works towards, and then getGÇÖs bored with: i.e. the gear treadmill. People get exhausted with this kind of system and eventually move on to another game. All MMOGÇÖs with this approach to progression have declined in users over time. The only one that hasnGÇÖt is EVE, and it doesnGÇÖt use this approach. It is foolish to ignore this point. (Continued)
Overall I like the post however a quick counterpoint to this is the fact that if I take a wolf out for a spin and come across a rifter, skills of the pilots being equal, the wolf will win. Eve presents a solution to that, which is bring two rifters. Dust does not allow for that with its lobby format. The plan (As stated so far) is for Legion to make Dust more like eve in that respect, 1 for 1 militia gear should not be equal to proto gear, militia gear should be useful, but proto gear should also be profitable, which right now it is not. I mean for what you pay for a proto suit you make in one game. Unfortunetly most of us are not good enough to run an entire game and not be killed even with proto gear. So what CCP Z says is not all that far out of line. |
boba's fetta
Dead Man's Game
576
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Posted - 2014.05.04 21:15:00 -
[17] - Quote
the skill system and the risk make this game what it is. without it youre just a mid range shooter. listen to the man he speaks sense.
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Alena Ventrallis
PAND3M0N1UM Top Men.
1261
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Posted - 2014.05.04 21:30:00 -
[18] - Quote
*slow clap* Bravo, good sir.
That's what you get!! - DA Rick
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Vell0cet
Dirt Nap Squad Dirt Nap Squad.
1621
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Posted - 2014.05.04 23:07:00 -
[19] - Quote
Anyone at CCP read this?
Best PvE idea ever!
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Tectonic Fusion
1641
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Posted - 2014.05.04 23:19:00 -
[20] - Quote
Pie.
Ehem...*OBVIOUSER
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Frame Halgorbor
Tech Guard RISE of LEGION
5
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Posted - 2014.05.05 09:33:00 -
[21] - Quote
I had a corp friend point something out yesterday
DUST 514....... 5th month of 2014
You knew from the start when you would announce the death of dust
You knew from the start your plans/death for Dust 514
May 5th month of 2014
Feck you, and you lies
|
knight of 6
SVER True Blood General Tso's Alliance
1906
|
Posted - 2014.05.05 13:23:00 -
[22] - Quote
just gonna bump this cause caps aside I really do like it.
Ko6 scout,
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Gaurdian Satyr
Glitched Connection
249
|
Posted - 2014.05.05 14:45:00 -
[23] - Quote
+1 on each post
CCP makes me physically ill
|
Kev Crow
Bragian Order Amarr Empire
50
|
Posted - 2014.05.05 14:53:00 -
[24] - Quote
Great post! Hope CCP reads this. |
John Demonsbane
Unorganized Ninja Infantry Tactics League of Infamy
3120
|
Posted - 2014.05.05 14:53:00 -
[25] - Quote
Solid analysis. I totally missed that quote about militia gear from Z. That's pure facepalm.
Talk about having zero understanding of the game your own company makes.
o7
I'm out. See you on the other side.
psn: bobswerski
|
Shion Typhon
Intara Direct Action Caldari State
627
|
Posted - 2014.05.05 15:04:00 -
[26] - Quote
I'm afraid that you have written a massive and detailed post which is completely and utterly wrong.
You don't even understand how Dust progression is fundamentally different to EVE's much better system.
If you get your wish and it appears many legion fans support you, then you are dooming Dust to the same imbalanced graveyard that killed Dust. You think Dust is "asymmetrical" but it isn't, it's just unbalanced.
Go look at EVE's SP system and how it relates to ships and equipment. If you can come back here and explain how they are different to Dust then you will rewrite your own post without me having to tell you why. |
Alexander G Dulhut
Forsaken Immortals Top Men.
18
|
Posted - 2014.05.05 15:06:00 -
[27] - Quote
Regarding the SP and progression system I agree with the previous reply, I wasn-¦t able to connect them from what you elaborated on, BUT... the rest you wrote down here is music in my ears. Thanks. |
Sirpidey Adtur
Aloren Foundations
124
|
Posted - 2014.05.05 22:29:00 -
[28] - Quote
Shion Typhon wrote:I'm afraid that you have written a massive and detailed post which is completely and utterly wrong.
You don't even understand how Dust progression is fundamentally different to EVE's much better system.
If you get your wish and it appears many legion fans support you, then you are dooming Dust to the same imbalanced graveyard that killed Dust. You think Dust is "asymmetrical" but it isn't, it's just unbalanced.
Go look at EVE's SP system and how it relates to ships and equipment. If you can come back here and explain how they are different to Dust then you will rewrite your own post without me having to tell you why.
Yes, EVE and Dust's skill trees are significantly different, for one, Nothing in dust has multiple pre-requisites.
If anything, this is a sign that we should move even FURTHER away from the proposed Legion's skill tree, into something closer to EVE's, that's more inter-woven.
[quote=Kincate] Overall I like the post however a quick counterpoint to this is the fact that if I take a wolf out for a spin and come across a rifter, skills of the pilots being equal, the wolf will win./quote]
While yes, a wolf will almost always beat a rifter, all other things being equal, the wolf has other disadvantages over the rifter, that don't deal with price. IIRC, the rifter is faster and more agile, as well as has a significantly better cap recharge time.
I'm worried about the dumbing down of the skill-tree. Here's a scene in my head. Sir A: Hey, sirB, that's a cool weapon, how can I get to use one? Sir B: Well, this is an assault rail rifle, just look under weapons, then light weapons, then rank rail rifle to four. Sir A: Thank you for your help.
Compare with Sir A: Hey, sirB, that's a cool weapon, how can I get to use one? Sir B: Well, this is a type 93-variant advanced assault rail carbine rifle meant for scout suits. You'll want to unlock the light suits, then go all the way right on the tree, then go ahead and unlock the entire main portion of the scout suit tree, once that's done, go into caldari scouts, look for the weapon tree on the bottom, then go ahead and go to the lower left part of that branch and you'll see the weapon section. It'll be the third after the "Caldari Scout Advanced Rail Weaponary skill" Sir A: .... screw that. I guess I wasted ALL of my current SP since I spent it all in assault suits, and it won't help me one bit getting that cool weapon.
Also, I'm worried about CCP Z's flagrant disregard for the creation and destruction cycle of New Eden. It should be a legitimate gameplay worry for "Well, we could throw more money at this fight and maybe win it, but will it be worth the cost?" |
Tebu Gan
Dem Durrty Boyz Dirt Nap Squad.
901
|
Posted - 2014.05.05 22:36:00 -
[29] - Quote
A must read for CCP.
And where be all this legion info, I'm clearly not looking hard enough.
Tanks - Balancing Turrets
|
Sirpidey Adtur
Aloren Foundations
124
|
Posted - 2014.05.05 22:39:00 -
[30] - Quote
Tebu Gan wrote:A must read for CCP.
And where be all this legion info, I'm clearly not looking hard enough.
https://www.youtube.com/watch?feature=player_detailpage&v=vxhrGVv0NuQ#t=2146 |
|
Forlorn Destrier
2430
|
Posted - 2014.05.05 22:55:00 -
[31] - Quote
knight of 6 wrote:CCP hire this man! everything but his opinion of capacitors is spot on. Knight's genaric rant about capacitors wrote:no.
vehicle combat is too fast for a capacitor to be a viable balancing tool, cool thingy/what have you. honestly I question how much time everyone who suggests this has spent in a vehicle(you aren't the first and undoubtedly wont be the last).
being completely honest the module wheel is a sub optimal solution to having a larger number of mods than buttons. anyone who has spent any time in a vehicle has turned off mods accidentally or selected the wrong mod and this typically results in death or best case a severe disadvantage. it also obstructs the screen and inhibits combat.
pulsing a rep is a common practice with a capacitor, for those unaware repairs/shield boosters take up a massive amount of cap per cycle so capsuleers switch them on and off regularly depending on how the fight is going and what other modules need to be on. can you imagine trying to pulse a rep while flying a dropship? or while in the middle of a tank battle? cap management in combat would be a nightmare.
in eve with a couple of mouse clicks you lock onto and fire on a ship automatically you don't need to aim or fire and there is no cover. flying is largely taken out of the pilots hands as well, this frees up time and concentration to focus on cap management. not to mention the TTK in eve is very long so if you make a mistake it's not the end of the world. the module activation system is very simple and fast to use unlike dust's and doesn't interrupt damage output or flight.
TL;DR no.
He's right about the capacitors as well. |
Forlorn Destrier
2430
|
Posted - 2014.05.05 23:00:00 -
[32] - Quote
CCP - sticky and blue tag this please. |
Andrew Ka
Subdreddit Test Alliance Please Ignore
42
|
Posted - 2014.05.05 23:42:00 -
[33] - Quote
Great post, and a lot I can really get behind. The biggest take away is the importance of isk efficiency. |
Carter Moribus
Forsaken Immortals Top Men.
0
|
Posted - 2014.05.06 00:09:00 -
[34] - Quote
Bump for the awesome post. |
Vell0cet
Dirt Nap Squad Dirt Nap Squad.
1672
|
Posted - 2014.05.06 03:01:00 -
[35] - Quote
Sirpidey Adtur wrote:Shion Typhon wrote:I'm afraid that you have written a massive and detailed post which is completely and utterly wrong.
You don't even understand how Dust progression is fundamentally different to EVE's much better system.
If you get your wish and it appears many legion fans support you, then you are dooming Dust to the same imbalanced graveyard that killed Dust. You think Dust is "asymmetrical" but it isn't, it's just unbalanced.
Go look at EVE's SP system and how it relates to ships and equipment. If you can come back here and explain how they are different to Dust then you will rewrite your own post without me having to tell you why. Yes, EVE and Dust's skill trees are significantly different, for one, Nothing in dust has multiple pre-requisites. If anything, this is a sign that we should move even FURTHER away from the proposed Legion's skill tree, into something closer to EVE's, that's more inter-woven. [quote=Kincate] Overall I like the post however a quick counterpoint to this is the fact that if I take a wolf out for a spin and come across a rifter, skills of the pilots being equal, the wolf will win./quote] While yes, a wolf will almost always beat a rifter, all other things being equal, the wolf has other disadvantages over the rifter, that don't deal with price. IIRC, the rifter is faster and more agile, as well as has a significantly better cap recharge time. I'm worried about the dumbing down of the skill-tree. Here's a scene in my head. Sir A: Hey, sirB, that's a cool weapon, how can I get to use one? Sir B: Well, this is an assault rail rifle, just look under weapons, then light weapons, then rank rail rifle to four. Sir A: Thank you for your help. Compare with Sir A: Hey, sirB, that's a cool weapon, how can I get to use one? Sir B: Well, this is a type 93-variant advanced assault rail carbine rifle meant for scout suits. You'll want to unlock the light suits, then go all the way right on the tree, then go ahead and unlock the entire main portion of the scout suit tree, once that's done, go into caldari scouts, look for the weapon tree on the bottom, then go ahead and go to the lower left part of that branch and you'll see the weapon section. It'll be the third after the "Caldari Scout Advanced Rail Weaponary skill" Sir A: .... screw that. I guess I wasted ALL of my current SP since I spent it all in assault suits, and it won't help me one bit getting that cool weapon. Also, I'm worried about CCP Z's flagrant disregard for the creation and destruction cycle of New Eden. It should be a legitimate gameplay worry for "Well, we could throw more money at this fight and maybe win it, but will it be worth the cost?" Great response +1.
Best PvE idea ever!
|
Serk Gallis
Fancy Men of Cornwall
9
|
Posted - 2014.05.06 03:16:00 -
[36] - Quote
Fantastic points all around. I'm not sure where I stand on some of it since I haven't really touched much on vehicles (my playstyle is much more in-your-face-with-a-shotgun), but solid points on all else.
A reply/confirmation that this is being taken into consideration would be nice |
Sole Fenychs
Sinq Laison Gendarmes Gallente Federation
405
|
Posted - 2014.05.06 14:22:00 -
[37] - Quote
knight of 6 wrote:CCP hire this man! everything but his opinion of capacitors is spot on. Knight's genaric rant about capacitors wrote:no.
vehicle combat is too fast for a capacitor to be a viable balancing tool, cool thingy/what have you. honestly I question how much time everyone who suggests this has spent in a vehicle(you aren't the first and undoubtedly wont be the last).
being completely honest the module wheel is a sub optimal solution to having a larger number of mods than buttons. anyone who has spent any time in a vehicle has turned off mods accidentally or selected the wrong mod and this typically results in death or best case a severe disadvantage. it also obstructs the screen and inhibits combat.
pulsing a rep is a common practice with a capacitor, for those unaware repairs/shield boosters take up a massive amount of cap per cycle so capsuleers switch them on and off regularly depending on how the fight is going and what other modules need to be on. can you imagine trying to pulse a rep while flying a dropship? or while in the middle of a tank battle? cap management in combat would be a nightmare.
in eve with a couple of mouse clicks you lock onto and fire on a ship automatically you don't need to aim or fire and there is no cover. flying is largely taken out of the pilots hands as well, this frees up time and concentration to focus on cap management. not to mention the TTK in eve is very long so if you make a mistake it's not the end of the world. the module activation system is very simple and fast to use unlike dust's and doesn't interrupt damage output or flight.
TL;DR no. I would add that the same thing goes for damage profiles. An encounter lasts maybe five seconds in Dust/Legion. Damage profiles for infantry are extremely silly. They make sense on vehicles, though, where TTK is far longer and active modules mean that escape is a viable tactic for when you have the wrong damage modifier.
P.S. I actually don't see the BPO suits negatively. That is because you still have equipment to burn. It's not like the risk/reward system is removed. It's just changed in a way that allows you to permanently have the same look even if your money runs out. It's a status symbol that indirectly shows your SP in the new system. However, I do want modules and the like to modify a person's look even more, to signify the ISK investment in the same vein as SP investment is signified by suits in the new system. |
Forlorn Destrier
2433
|
Posted - 2014.05.06 14:30:00 -
[38] - Quote
I like pizza and this post. |
martinofski
Onsencaliss
346
|
Posted - 2014.05.06 14:44:00 -
[39] - Quote
+1 for you, and bump until Blue. |
Fox Gaden
Immortal Guides
3093
|
Posted - 2014.05.06 15:59:00 -
[40] - Quote
A few points in response to the Original Posts:
Free Suits: - Making the suit free was more of an identity decision, than a change to the Risk/Reward system. - Weapons still cost ISK. Modules still cost ISK. Equipment still costs ISK. - Even with free suits, people will still use Militia modules and possibly weapons to save ISK. - The match making system is based on total meta counts. You may still want to use a Militia suit to reduce your meta count.
The only real change is that instead of running Proto Modules on a Standard suit, I will be running Militia Modules on at Proto suit, when I am grinding ISK.
Progression tree: While you raise a point that CCP should consider, I suspect that any try that contained the Laser Rifle would also include the other infantry rifles. As long as there are options that fit that role easily accessible within the tree you are skilling into, you can adapt to balance changes. If you decide to switch from a Laser Rifle to a Shotgun, that is a complete change of role, so I donGÇÖt see a problem with it requiring more of a skill point investment. But, yes, the ability to adapt to balance changes is something CCP should consider when designing the progression.
Also, Militia items should be available for all weapons, models, and equipment, so you can try stuff out before skilling deep into a tree.
Cost of Gear:
Maybe stuff seems inexpensive from your perspective as a member of Dirt Nap Squad, but even with a positive KDR I loose ISK when running even Advanced Dropsuits or Militia tanks. In DUST if you are not a PC grade player, you canGÇÖt afford to run anything above a standard suit, so I donGÇÖt think your argument is valid. If prices were raised enough for them to hurt you, I would be stuck in Starter Fits.
Meta based Match Making depth: Meta based Match Making means that if you want to get matched in the mid range you can have: - Proto suit with Militia Modules, Standard equipment, Standard weapon. - Militia suit, with Proto weapon, and Standard modules. - Standard suit, Proto modules, Proto equipment, Standard weapon. - Advanced suit, Advanced modules, Advanced equipment, Standard weapon There would be plenty of diversity in the mid range. At the bottom end everything would be Militia, but that is what you want for the new guys. At the top end it would be all Proto, but that would be the point of the top end now wouldnGÇÖt it?
Meta based Match Making, why bother using expensive stuff? - Currently you get more ISK at the end of the battle if you kill Proto suits than if you kill Militia suits. Presumably this would be the same in Legion. Hopefully CCP takes it a step farther and makes the rewards higher for higher meta level matches. Then if you can avoid dying, you can make more ISK running all Proto. - As the Meta Level goes up the Risk increases, so the rewards should be higher as the Meta goes up too.
Match making on Gear vs Ability: - With Gear parity you are fighting on an even playing field and it comes down to player skill. It is a lot less frustrating to get stomped because the other player is more skilled than you, than it is to get stomped because the other player has better gear than you (uneven playing field). - Ability is much more difficult to measure, so match making based on ability is much less reliable.
Skill Tree: - From what I saw the skill tree is just as deep as it was before. It is just organized in a different manner.
ISK Efficiency: On this I agree 100%. They need to track ISK Efficiency. At the end of the battle they need to show you the total value of the stuff you lost, your pay, and the ISK Efficiency ratio for that match. (All AUR items should be tracked their market ISK price.) Value should be based on a monthly average sale price on the open market.
Full Racial Parity in DUST: Makes sense to add Minmitar and Amarr vehicles to DUST so that we can help them work out balance issues for Legion.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
|
|
Fox Gaden
Immortal Guides
3099
|
Posted - 2014.05.06 17:02:00 -
[41] - Quote
Kovinis Sparagas wrote:DUST: progression from CCP Z was horrible... is he new to CCP GAMES? he suggest completely opposite of what makes EVE good. Skill tree is idea from hell. It will kill Legion, and make it ordinary MMO. EVE for me is the only MMO where I can be jack of all trades. Don't force me to not use shotgun on my heavy dropsuit, even if it's bad idea. Encourage me with skill bonus to use my Heavy weapon (and bonus to GEAR, like in EVE, and not in skills itself). Under CCP ZGÇÖs concept you would still be able to use a Shotgun on your Sentinel. You would just have to skill into both the Heavy tree and the Scout tree to do it.
I am not saying that CCP ZGÇÖs plan is good or bad. I am just saying that I donGÇÖt think you and the OP understand what he was proposing.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
|
Royce Kronos
Sanguis Defense Syndicate
165
|
Posted - 2014.05.06 17:03:00 -
[42] - Quote
This is excellent. +1.
To respond to the OP and Fox Gaden:
Free Suits:
I believe that Vell0cet's intended purpose was to address CCP Z "I donGÇÖt want anybody to play militia gear when youGÇÖre done with militia gear just because a drop suit is expensive." statement. While making suits BPO can essentially let things remain the same, it did not seem that that is what CCP Z intended for it to do.
I myself do like the thought that expend a suit every time I do something stupid and die. I feel like it helps the lore.
Though on the other note of lore: suits, modules, equipment, weapons, everything you spawn in with is generated with resources on your MCC or CRU. So technically every time you spawn in, you're using the resource material. (Theory: Please correct me if I'm wrong.)
Weapon Progression Tree:
I would agree with both post. I feel like a lot of the issues here are some weapons are still unbalanced, and when attempting to balance weapons, CCP sometimes unbalances other things.
I feel we need a better role base of what weapons are intended for, where they excel, where they are weaker.
Additionally, I believe that there should be specialization trees for the variations of the weapons.
To end, I want to stress that Militia items of All racial weapons are necessary, And some sort of simulation map where people can test unskilled weapons, equipment, and vehicles.
Cost of Gear:
The cost of gear has to be a deterrent to running maxed out / Prototype fits. While running higher meta gaming should produce more profit, I don't want everyone running Proto all the time.
(More to come).
The future belongs to the few of us still willing to get our hands dirty.
SDSyn
|
Captain Crutches
Nexus Marines
97
|
Posted - 2014.05.06 17:11:00 -
[43] - Quote
I endorse this product and/or service.
Legion is absolutely the right move for the future of Dust. How CCP went about revealing it is the biggest problem.
|
Fox Gaden
Immortal Guides
3099
|
Posted - 2014.05.06 17:22:00 -
[44] - Quote
Sirpidey Adtur wrote:Also, I'm worried about CCP Z's flagrant disregard for the creation and destruction cycle of New Eden. It should be a legitimate gameplay worry for "Well, we could throw more money at this fight and maybe win it, but will it be worth the cost?" I am beginning to wonder if you people watched the same presentation I did...
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
|
Sole Fenychs
Sinq Laison Gendarmes Gallente Federation
407
|
Posted - 2014.05.06 17:34:00 -
[45] - Quote
Fox Gaden wrote:Sirpidey Adtur wrote:Also, I'm worried about CCP Z's flagrant disregard for the creation and destruction cycle of New Eden. It should be a legitimate gameplay worry for "Well, we could throw more money at this fight and maybe win it, but will it be worth the cost?" I am beginning to wonder if you people watched the same presentation I did... Same here. I've been answering basic questions that have been answered on these forums and on the stream multiple times already. I'm starting to feel like CCP needs to pay me for running their damage control, with the laughable measure of making the information that they gave us more accessible. |
Fox Gaden
Immortal Guides
3101
|
Posted - 2014.05.06 17:37:00 -
[46] - Quote
Royce Kronos wrote: Free Suits:
I believe that Vell0cet's intended purpose was to address CCP Z "I donGÇÖt want anybody to play militia gear when youGÇÖre done with militia gear just because a drop suit is expensive." statement. While making suits BPO can essentially let things remain the same, it did not seem that that is what CCP Z intended for it to do.
I myself do like the thought that expend a suit every time I do something stupid and die. I feel like it helps the lore.
Though on the other note of lore: suits, modules, equipment, weapons, everything you spawn in with is generated with resources on your MCC or CRU. So technically every time you spawn in, you're using the resource material. (Theory: Please correct me if I'm wrong.) Well, technically speaking we should be charged for our Clones as well... Those things donGÇÖt grow themselves.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Denchlad 7
Molon Labe. General Tso's Alliance
236
|
Posted - 2014.05.06 17:46:00 -
[47] - Quote
+4
Pretty much the nail on the head.
I will be the only player to Prototype every single god damn weapon before Dust dies. I swear to it.
|
Luk Manag
of Terror TRE GAFFEL
464
|
Posted - 2014.05.06 17:55:00 -
[48] - Quote
Fox Gaden wrote:Sirpidey Adtur wrote:Also, I'm worried about CCP Z's flagrant disregard for the creation and destruction cycle of New Eden. It should be a legitimate gameplay worry for "Well, we could throw more money at this fight and maybe win it, but will it be worth the cost?" I am beginning to wonder if you people watched the same presentation I did...
He offered a bunch of fluff to optimize sales (his opinion on what the majority would want). He said he doesn't want people to feel like they are poor or handicapped, so everyone will have a proto BPO. Further, he said his fps experience was challenging because he just wanted the best gun without having to learn a complicated skill tree. His opinion was that new players would stick around longer if we all had suits and guns with the same names, and maybe the skills would modify the weapons and suit stats, but we don't want the proto stomp to discourage anyone, so everyone will get those things right away. This is a dumb opinion, or it is a design intended to attract dumb players. There's no nice way to say it...accessible is not a good thing in a niche market.
There will be bullets. ACR+SMG [CEO of Terror]
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Goric Rumis
Dead Six Initiative Lokun Listamenn
421
|
Posted - 2014.05.06 18:23:00 -
[49] - Quote
I agree very strongly with your sentiments and general ideas about player progression, especially ensuring that everything item has a use in the endgame, and that there are so many different endgames that no one character has the ability to do everything. That's the variety that keeps EVE interesting.
I disagree very strongly with some of your specifics--I don't think they've been thought through with respect to player behaviors and consequences. But I have disagreed with most of these specifics in other places that are more appropriate. As a general sentiment and statement of philosophy, I mostly agree with your post.
What Is Tiericide and Why?
|
Pvt Numnutz
R 0 N 1 N
1233
|
Posted - 2014.05.06 18:40:00 -
[50] - Quote
Very good and well presented post op very good read +1 I share your concerns and everything in this post is needed on day one, especially the npe! Without that legion cannot tap into the wider PC gamer population and be limited to dust and eve players.
Bump, CCP rouge you wanted feed back, this is the best post I have seen in a long time! |
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Vell0cet
Dirt Nap Squad Dirt Nap Squad.
1747
|
Posted - 2014.05.06 18:50:00 -
[51] - Quote
@Fox Gaden Let me begin by thanking you for taking the time to write your detailed response.
Fox Gaden wrote:Free Suits: - Making the suit free was more of an identity decision, than a change to the Risk/Reward system. - Weapons still cost ISK. Modules still cost ISK. Equipment still costs ISK. - Even with free suits, people will still use Militia modules and possibly weapons to save ISK. - The match making system is based on total meta counts. You may still want to use a Militia suit to reduce your meta count.
The only real change is that instead of running Proto Modules on a Standard suit, I will be running Militia Modules on at Proto suit, when I am grinding ISK. HereGÇÖs the problem: what happens once youGÇÖve unlocked a proto suit (or whatever the Project Legion equivalent is) or three and have been playing for a long time (If SP truly do carry over, then I expect many of us will be able to do so from day 1)? The game starts to feel stale: same suits all the time. Your identity becomes stagnate. Eventually CCP will have no choice but to release GÇ£super proto suitsGÇ¥ or whatever, just to add variety. The following year ItGÇÖll be GÇ£super-duper proto suits.GÇ¥ Once this happens, weGÇÖve taken our first steps onto the gear treadmill, and it will end just like every other game that has followed this model.
EVE doesnGÇÖt have this model, and itGÇÖs why the game has the longevity it does.
Quote:Progression tree: While you raise a point that CCP should consider, I suspect that any try that contained the Laser Rifle would also include the other infantry rifles. As long as there are options that fit that role easily accessible within the tree you are skilling into, you can adapt to balance changes. If you decide to switch from a Laser Rifle to a Shotgun, that is a complete change of role, so I donGÇÖt see a problem with it requiring more of a skill point investment. But, yes, the ability to adapt to balance changes is something CCP should consider when designing the progression.
Also, Militia items should be available for all weapons, models, and equipment, so you can try stuff out before skilling deep into a tree. GǪ Skill Tree: - From what I saw the skill tree is just as deep as it was before. It is just organized in a different manner.
The big problem is that weGÇÖre moving away from the way things work in EVE and more towards a much more traditional and linear class based progression. Here is an article about Star Wars Galaxies that I think is incredibly relevant:
from Article wrote:The New Game Enhancements update turned the gameGÇÖs original character progression into a class-based systemGǪBut what happened with Star Wars Galaxies should serve as a pretty clear lesson to the rest of the online gaming industry. I worry that CCP hasnGÇÖt paid enough attention to history here. A lot can be achieved with better UI without nuking the EVE style 5-level skill system that is much deeper than whatGÇÖs proposed by flattening it out. IGÇÖm planning on maybe drafting up a UI mockup for how an EVE-style skill tree can be maintained with a more intuitive interface.
WeGÇÖre in agreement that Militia for everything is necessary.
Quote:Cost of Gear:
Maybe stuff seems inexpensive from your perspective as a member of Dirt Nap Squad, but even with a positive KDR I loose ISK when running even Advanced Dropsuits or Militia tanks. In DUST if you are not a PC grade player, you canGÇÖt afford to run anything above a standard suit, so I donGÇÖt think your argument is valid. If prices were raised enough for them to hurt you, I would be stuck in Starter Fits. I think itGÇÖs important to clarify a couple points here. I have never received a singe ISK from my corp. This isnGÇÖt about me trying to gain some financial advantage in a dying game. All ISK that I have (which is fairly modest: less than 80M) was earned the hard way through running ISK-efficient setups. Running a maxed-out suit should feel a lot more like running one in EVE: youGÇÖre a badass, but youGÇÖre also a huge target for everyone who wants to pad their ISK-Efficiency stats. You should be excited and a bit scared (with that nervous tingle in your balls) like you have running something truly valuable like a Thales. Based on the current economy, I think a proto suit should take a couple of matches to recoup the cost of a single loss. That would really discourage their use except for when you need every advantage you can get, or if you become pissed and want revenge. If we ever get proto vehicles (and I think we should), a maxed out tank should set you back a week-or-so of grinding. You should only want to bring those out for the most critical battles. STD should be cheap and you should be able to make significant ISK running them. ADV should be the GÇ£break evenGÇ¥ suit. You should be able to loose a few and still come out about even. A system like this has infinite longevity. All suits and modules are useful for different purposes.
(continued)
Best PvE idea ever!
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Vell0cet
Dirt Nap Squad Dirt Nap Squad.
1747
|
Posted - 2014.05.06 18:51:00 -
[52] - Quote
Quote:Meta based Match Making depth: Meta based Match Making means that if you want to get matched in the mid range you can have: - Proto suit with Militia Modules, Standard equipment, Standard weapon. - Militia suit, with Proto weapon, and Standard modules. - Standard suit, Proto modules, Proto equipment, Standard weapon. - Advanced suit, Advanced modules, Advanced equipment, Standard weapon There would be plenty of diversity in the mid range. At the bottom end everything would be Militia, but that is what you want for the new guys. At the top end it would be all Proto, but that would be the point of the top end now wouldnGÇÖt it?
Meta based Match Making, why bother using expensive stuff? - Currently you get more ISK at the end of the battle if you kill Proto suits than if you kill Militia suits. Presumably this would be the same in Legion. Hopefully CCP takes it a step farther and makes the rewards higher for higher meta level matches. Then if you can avoid dying, you can make more ISK running all Proto. - As the Meta Level goes up the Risk increases, so the rewards should be higher as the Meta goes up too.
Match making on Gear vs Ability: - With Gear parity you are fighting on an even playing field and it comes down to player skill. It is a lot less frustrating to get stomped because the other player is more skilled than you, than it is to get stomped because the other player has better gear than you (uneven playing field). - Ability is much more difficult to measure, so match making based on ability is much less reliable. I think this is an area where we really disagree. First, having a game mode with all proto is really no different than having a game mode with all militia. Think about that for a second. ItGÇÖs the fact that some suits are objectively more powerful than others that makes killing them more fun. You loose that feeling of risking painful exponential losses for linear improvement, and a lot of the asymmetry that makes combat really dynamic and interesting. With the game moving to the PC the potential is there for huge battles. This will allow swarms of players in cheap fits to overwhelm squads of players in expensive fits. It levels the playing field dramatically.
If youGÇÖre getting stomped by mediocre players in excellent gear, or stomped by excellent players in crappy gear, the outcome either way is the same: youGÇÖre being stomped and it sucks. Matchmaking based on player ability is much better because itGÇÖs more fluid and adapts as players get better skills/gear and become more proficient at the game. There are plenty of metrics that can be used to develop a talent quotient (TQ) for each player such as ISK-Efficiency, total SP, average rank at the end of match, a GÇ£weightedGÇ¥ KD (where you get more credit for killing players with high TQ, and penalized more by being killed by someone with a low TQ). All of these variables can be factored together to yield a final TQ number that represents how GÇ£goodGÇ¥ of a player you are. In an ideal system most players will fall into the middle of the pack most of the time. If youGÇÖre consistently at the top, your TQ will increase and youGÇÖll face harder opponents, and if youGÇÖre consistently under-performing, youGÇÖll face easier opponents. As you skill up and get better gear, you will naturally do better and so youGÇÖll face steeper competition. This process is dynamic and fluid as opposed to rigid and artificial that will still allow for people to STD-stomp.
Best PvE idea ever!
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Ric Barlom
Seraphim Auxiliaries
394
|
Posted - 2014.05.06 19:01:00 -
[53] - Quote
Agreed with most of the things said in the opening post and follow ups. Especially the fact that basic, advanced and proto gear should all serve a specific purpose and not be objectively better. I did some thinking out loud on related things earlier but couldn't quite articulate my thoughts as well as the OP has here.
Who gave out my motherfucking phone number!? I don't wanna be getting any phone calls! I've put Dust way behind me!
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DeeJay One
Commando Perkone Caldari State
303
|
Posted - 2014.05.06 19:26:00 -
[54] - Quote
knight of 6 wrote:CCP hire this man! everything but his opinion of capacitors is spot on. I, for one, support capacitors and bandwidth and stuff. But the skill tree? Not so much - it's one of the reasons matchmaking is broken and can't really be fixed without half of your suits suddenly getting disabled after entering a match to level the power levels. CCP Z still has to do some iterations on his concept, but an EVE like skill tree isn't the best - maybe we need to work out something in between. |
Royce Kronos
Sanguis Defense Syndicate
166
|
Posted - 2014.05.06 19:29:00 -
[55] - Quote
Fox Gaden wrote:Royce Kronos wrote: Free Suits:
I believe that Vell0cet's intended purpose was to address CCP Z "I donGÇÖt want anybody to play militia gear when youGÇÖre done with militia gear just because a drop suit is expensive." statement. While making suits BPO can essentially let things remain the same, it did not seem that that is what CCP Z intended for it to do.
I myself do like the thought that expend a suit every time I do something stupid and die. I feel like it helps the lore.
Though on the other note of lore: suits, modules, equipment, weapons, everything you spawn in with is generated with resources on your MCC or CRU. So technically every time you spawn in, you're using the resource material. (Theory: Please correct me if I'm wrong.) Well, technically speaking we should be charged for our Clones as well... Those things donGÇÖt grow themselves. And I believe that should be a mechanic. At least for end game incursions and corp / alliance battles. You have to worry about resource and production factories in Eve. Something similar should be a obstacle in Dust / Legion.
I don't know if you have read this, but 'alten hilt' goes in to great detail of how to implement some of these. Overall, I found it a good read with some useful ideas.
It is an amazing mechanic if it is well thought out and implemented.
The future belongs to the few of us still willing to get our hands dirty.
SDSyn
|
Forlorn Destrier
2435
|
Posted - 2014.05.06 19:40:00 -
[56] - Quote
I like chocolate as well as the pizza and post as mentioned in my last reply.
Where is our blue tag and sticky? |
George Moros
Balkan Express Squad
378
|
Posted - 2014.05.06 21:25:00 -
[57] - Quote
A friendly bump.
This OP really needs blue attention. Top level blue.
Pulvereus ergo queritor.
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Pvt Numnutz
R 0 N 1 N
1234
|
Posted - 2014.05.06 23:56:00 -
[58] - Quote
Rouge I better see your tag in here saying you read this |
Luk Manag
of Terror TRE GAFFEL
467
|
Posted - 2014.05.07 00:22:00 -
[59] - Quote
Asymmetry in gear is as important as asymmetries in map design. It is only through the uphill battle in a conquest map that differences in defender and attacker skill levels can shine through an otherwise ordinary deathmatch. This point is especially obvious when you have a full on stomping...in Skirmish 1.0 you could fall back and prepare a better defensive line, and the better team occasionally looses because the objectives are harder to attack than defend. Obviously this goes both ways, but it is far better to completely overwhelm every successive target and capture/destroy the objective than it is to sit on the red line waiting for a glorified timer to run out. When one of the CCP guys said they removed the game mode because of the asymmetry I was very annoyed, because it's fair in the long run if you can take turns as defender or attacker.
There will be bullets. ACR+SMG [CEO of Terror]
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Pvt Numnutz
R 0 N 1 N
1237
|
Posted - 2014.05.07 04:21:00 -
[60] - Quote
Bump |
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Cai Mo
L.O.T.I.S. D.E.F.I.A.N.C.E
30
|
Posted - 2014.05.07 04:30:00 -
[61] - Quote
Great posts overall, always agreed with a storyline NPE aproach, even if it's just to make the transition easier for new players coming from other games who are not familiar with the (harsh) realities in the New Eden universe.
Quote:The big problem is that weGÇÖre moving away from the way things work in EVE and more towards a much more traditional and linear class based progression. As much as I hate to bring up Eve everytime when discussing game-design, that one-liner does summerizes my basic feeling about the presented plans. I would prefer to see dust/legion grow even more similar to the core philosophies and mechanics in New Eden (one universe, one war - one set of rules), yet they seem to go in the opposite direction :(
The dropsuit bpo comment made by CCP Z made me really wonder. Personally I fully dissagree that a 'free' bpo would make me more connected with my suit, or use my protosuits more if modules would be more expensive (as mentioned by CCP EyjoG, their chief economist). As long as the objective of a battle is to make money rather than winning I will use cost-efficient setups and not bring my best/most expensive setup everytime.
As far as matchmaking goes, by meta-level or otherwise, I don't understand why there has to be a matchmaking AI while we as players can do it better ourselves given the right tools. For example, why not have a list of available contracts with different (variable) payment values for each side, so we can pick for ourselves which contract to accept and side to fight for. Keeping the sandbox philosophy without forcing anyone, similar to the risk/reward ratios in the various security systems. More player-driven actions and less automated AI processes.
Finally to comment on the skill-progression, if any module can still be fitted on any suit as suggested, the 'new' tree will only be a bigger sp-sink imho. And while I somewhat agree that it is too easy to skill into all weapons as it is right now, the current plans are not the best solution. We do need more dependencies in the skill-tree though and get rid of those empty skills that do nothing but unlock another skill.
I hope the developers at ccp dust/legion take a look back on their initial vision for dust (first glimpse 2009) and truely build one universe where battles can take up to 19 hours, or at least as long as logistics can facilitate.
forum explorer, dust prospector and eve illuminati
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Tallen Ellecon
1895
|
Posted - 2014.05.07 06:22:00 -
[62] - Quote
I'll bump it.
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Django Quik
Dust2Dust.
3132
|
Posted - 2014.05.07 09:39:00 -
[63] - Quote
While I don't agree with everything you said (no to capacitors and dropsuit tiers do have to go), much of what is said in the OPs is exactly what I was thinking when I was watching the presentation.
All suits BPOs - no thanks; EVERYTHING should have a cost Weapons and modules tied to suit trees - no thanks; EVERYTHING should be flexible Meta-score based match making - no thanks; I want to be able to go up against stronger suits than mine and still try to take them down, given I play well enough
Dedicated sidearm scout - Watch out for that headshot
Scout community is the nuts
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Sole Fenychs
Sinq Laison Gendarmes Gallente Federation
417
|
Posted - 2014.05.07 10:29:00 -
[64] - Quote
...What if they removed skill tree bonuses? Then BPOs would make sense. They'd be your permanent bonuses, in contrast to Dust's model where your bonuses come from the skill tree. Functionally, it's almost identical, except that each suit would be a different set of bonuses. Which would level the playing field. Not sure how I feel about that, but it makes sense. |
Django Quik
Dust2Dust.
3134
|
Posted - 2014.05.07 10:33:00 -
[65] - Quote
Sole Fenychs wrote:...What if they removed skill tree bonuses? Then BPOs would make sense. They'd be your permanent bonuses, in contrast to Dust's model where your bonuses come from the skill tree. Functionally, it's almost identical, except that each suit would be a different set of bonuses. Which would level the playing field. Not sure how I feel about that, but it makes sense. The issue with suits being BPOs is that they cost nothing - the bonuses and skills are irrelevant to that.
Dedicated sidearm scout - Watch out for that headshot
Scout community is the nuts
|
Summer Sault
Molon Labe. General Tso's Alliance
81
|
Posted - 2014.05.07 11:35:00 -
[66] - Quote
Is it just me or does it seem that the DEV's have no idea how to put a dev tag on something a member of the community has put a lot of effort in?
How about a quick reply that states: Awesome what a lot of information and thoughts, we will definitely get to you on this!.
Just as an example...
Hello, Worlds!
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Luk Manag
of Terror TRE GAFFEL
468
|
Posted - 2014.05.07 12:21:00 -
[67] - Quote
I doubt the suggestion of focusing on the gameplay before graphics will help anything because they are probably already iterating on a functional set of graphics, and could at any time just turn in the current textures and models. I doubt they are waiting on the art or graphics people at any point.
I want to believe them when they said CCP Shanghai has learned the Eve cluster architecture, and will develop Legion more quickly than Dust.
There will be bullets. ACR+SMG [CEO of Terror]
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Denchlad 7
Molon Labe. General Tso's Alliance
239
|
Posted - 2014.05.07 13:07:00 -
[68] - Quote
Bumping till blue/red tag actually replies.
I will be the only player to Prototype every single god damn weapon before Dust dies. I swear to it.
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Reaper Alim
highland marines IMMORTAL REGIME
16
|
Posted - 2014.05.07 13:09:00 -
[69] - Quote
Take away all the isk that CCP gave out and the isk and gear that was giving via abusing PC by locking down districts, or a matter of fact take broken PC out and reset everyones isk to 0 then we can talk about makeing gear cost more then it is now. Why should you exploiters be the only ones to stack a team and use proto? |
Forlorn Destrier
2438
|
Posted - 2014.05.07 13:39:00 -
[70] - Quote
Pizza.
Chocolate.
Bacon.
This post.
See a pattern? Still waiting for blue tag and sticky. |
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Sole Fenychs
Sinq Laison Gendarmes Gallente Federation
417
|
Posted - 2014.05.07 13:49:00 -
[71] - Quote
Django Quik wrote: The issue with suits being BPOs is that they cost nothing - the bonuses and skills are irrelevant to that.
Are we still talking about arbitrary numbers in a fictional universe that is being simulated on a computer network? Or did you suddenly decide that ISK is somehow a real currency? It doesn't matter if the suits cost something or if they don't. If you run out of money, you still won't be able to equip them fully. Cheap fits will still be infinitely inferior to a fully outfitted suit. I would be surprised if we didn't also get a higher number of item slots for exactly this reason, to weaken the relative inherent strength of suits. |
Luk Manag
of Terror TRE GAFFEL
469
|
Posted - 2014.05.07 14:19:00 -
[72] - Quote
Maybe you shouldn't have specifically asked for CCP Rouge, but anyone at CCP willing to look at our feedback.
There will be bullets. ACR+SMG [CEO of Terror]
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Royce Kronos
Sanguis Defense Syndicate
168
|
Posted - 2014.05.07 16:07:00 -
[73] - Quote
A bump for discussion.
I know you want to.
The future belongs to the few of us still willing to get our hands dirty.
SDSyn
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Vell0cet
Dirt Nap Squad Dirt Nap Squad.
1869
|
Posted - 2014.05.07 16:09:00 -
[74] - Quote
Luk Manag wrote:Maybe you shouldn't have specifically asked for CCP Rouge, but anyone at CCP willing to look at our feedback. I think this is something CCP Rouge should read.
Best PvE idea ever!
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Luk Manag
of Terror TRE GAFFEL
469
|
Posted - 2014.05.07 17:05:00 -
[75] - Quote
Vell0cet wrote:Luk Manag wrote:Maybe you shouldn't have specifically asked for CCP Rouge, but anyone at CCP willing to look at our feedback. I think this is something CCP Rouge should read.
Yeah, but he might be more of a delegator, along the lines of: "Sure, I'll have our community guy read the feedback and have him paint me a 'broad strokes' picture of how excited everyone is with my new vision of equality and accessibility."
There will be bullets. ACR+SMG [CEO of Terror]
|
Dalmont Legrand
407
|
Posted - 2014.05.07 17:11:00 -
[76] - Quote
TL;DR - Tears' Lake; Dreams Ruined
The best is yet to come
CPM1 Candidate
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Luk Manag
of Terror TRE GAFFEL
470
|
Posted - 2014.05.07 19:28:00 -
[77] - Quote
Dalmont Legrand wrote:TL;DR - Tears' Lake; Dreams Ruined
Not really.
There will be bullets. ACR+SMG [CEO of Terror]
|
Cyrus Militani
Leon Conglomerate
45
|
Posted - 2014.05.07 20:08:00 -
[78] - Quote
Vell0cet, your expressions of how things should be is perfect. I agree with you 100%.
CCP, please hire this guy! |
Django Quik
Dust2Dust.
3148
|
Posted - 2014.05.08 10:29:00 -
[79] - Quote
Sole Fenychs wrote:Seriously, BPOs are no different from skill bonuses. Are you crying about skill bonuses? How are BPOs that are phyiscal (if virtual) items the same as skills that are intangible (if virtual) abilities.
Would you be saying the same thing if they make all vehicles BPOs too?
Dedicated sidearm scout - Watch out for that headshot
Scout community is the nuts
|
Sole Fenychs
Sinq Laison Gendarmes Gallente Federation
424
|
Posted - 2014.05.08 11:08:00 -
[80] - Quote
Django Quik wrote:Sole Fenychs wrote:Seriously, BPOs are no different from skill bonuses. Are you crying about skill bonuses? How are BPOs that are phyiscal (if virtual) items the same as skills that are intangible (if virtual) abilities. Would you be saying the same thing if they make all vehicles BPOs too? BPOs aren't physical. They are visual. You can see the BPOs. But there is no difference between "you permanently gain 200 armor and 500 shield, as well as three high and one low slot when you run Caldari Assault" vs "your shield is permanently raised by 25% and all modules you ever equip take up 25% less CPU/PG no matter what you do", except that the former is bound to BPOs which you can actually exchange, while the latter is a bonus that never goes away. You can actually see which BPO an enemy has and which bonuses apply to them, which is superior to the pure skill tree bonuses. It simply merges the current visual information (race and size) with the skill tree and also adds a component of carefully adjusting your loadout due to none of your bonuses being global. See it as all global bonuses turning into class bonuses.
I see no issue with vehicle BPOs. That would imo be perfect for bikes. For all other vehicles, though, I would prefer the "be a mechanic" approach where each vehicle is expensive and carefully tuned. In a perfect world, each vehicle would be slightly different, causing you to bond emotionally to that one Gunnlogi that has the best stats for your equipment selection and going on a shooting spree if someone shoots it down. Imagine a tank driver who's so enraged about losing his baby that he sets out a bounty on your head. However, that doesn't work on infantry. Infantry is simply too short-lived for that kind of experience. It's feasible to never lose a tank throughout multiple matches by carefully using active modules. But good luck surviving even one match without deaths as infantry. That's also why I dislike damage profiles for infantry, while I like them for vehicles - They add tactics to vehicles, because a tank that is caught in a bad matchup will be able to engage overdrive. Meanwhile, as infantry, you are forced to engage anyway in most situations because sprint is laughable, numbers of infantry players are far higher, you are extremely squishy and there are no active modules to save you, aside from the really crappy cloak.
Also, pilot suits would be BPOs. And I'd expect them to function as granting bonuses to vehicle operation. |
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CCP Logibro
C C P C C P Alliance
7294
|
Posted - 2014.05.08 11:33:00 -
[81] - Quote
Moving to Project Legion General Discussions.
CCP Logibro // Patron Saint of Logistics // Distributor of Nanites
(a¦á_a¦á)
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martinofski
Onsencaliss
351
|
Posted - 2014.05.08 11:42:00 -
[82] - Quote
CCP Logibro wrote:Moving to Project Legion General Discussions.
you forgot the blue tag. Does it mean you didn't read it? |
Django Quik
Dust2Dust.
3148
|
Posted - 2014.05.08 13:03:00 -
[83] - Quote
Sole Fenychs wrote:I see no issue with vehicle BPOs This line here invalidates anything else you have said on the subhject of BPOs. gg
Dedicated sidearm scout - Watch out for that headshot
Scout community is the nuts
|
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CCP Logibro
C C P C C P Alliance
7313
|
Posted - 2014.05.08 13:35:00 -
[84] - Quote
martinofski wrote:CCP Logibro wrote:Moving to Project Legion General Discussions. you forgot the blue tag. Does it mean you didn't read it?
No, generally any moderation action doesn't get a blue tag. I'm reading it (it's very long!) and I'll certainly be passing this thread about internally.
CCP Logibro // Patron Saint of Logistics // Distributor of Nanites
(a¦á_a¦á)
|
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Zaria Min Deir
Escrow Removal and Acquisition Dirt Nap Squad.
643
|
Posted - 2014.05.08 13:57:00 -
[85] - Quote
Vell0cet wrote:IGÇÖm very concerned that youGÇÖre taking the wrong lessons away from DUST and that Project Legion will fail as a result. As angry as I am about how this went down, I do want to see a deep, EVE-based MMOFPSRPG set in New Eden with true integration with EVE that persists for decades to come. The original vision for DUST is great, donGÇÖt loose sight of it. DonGÇÖt water it down, donGÇÖt make it shiny and shallow. Keep it deep and focus on improving rich, tactical gameplay. Learn from the failure of the Star Wars Galaxies relaunch that wanted to make the game more GÇ£accessibleGÇ¥ with the New Game Enhancement additions that killed the game. Sit down, and have a serious re-think of whether dumbing down the rich and successful systems in DUST is really the best thing for Project Legion.
Signed, A concerned merc All the likes ever.
Have you considered installing the improved keyboard?
"Go Go Power Rangers!"
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Forlorn Destrier
2444
|
Posted - 2014.05.08 14:09:00 -
[86] - Quote
CCP Logibro wrote:martinofski wrote:CCP Logibro wrote:Moving to Project Legion General Discussions. you forgot the blue tag. Does it mean you didn't read it? No, generally any moderation action doesn't get a blue tag. I'm reading it (it's very long!) and I'll certainly be passing this thread about internally.
Many thanks! This seems to be the consensus for what the players would like to see. |
Severus Smith
Caldari State
515
|
Posted - 2014.05.08 14:12:00 -
[87] - Quote
I agree to some extend with the OP. EVERYTHING in New Eden should have a price. EVERYTHING. Truthfully, I would love to see a long winded receipt when I die that helps me track my ISK efficiency.
Death: Severus Smith - - - - - - - - - - - - - - - - - - - - - 50,000 ISK : Amarr Sentinel Dropsuit - 15,000 ISK : Boundless Heavy Machine Gun - 5,000 ISK : T1 Submachine Gun - 1,000 ISK : T1 Locus Grenade - 10,000 ISK : 2x T1 Shield Extender - 15,000 ISK : 3x T1 Armor Repairer - - - - - - - - - - - - - - - - - - - - - 5,000 ISK : Alpha Clone - 500 ISK : Reanimation Fee - 10,000 ISK : CONCORD Security Fee - 1,000 ISK Applicable Taxes - - - - - - - - - - - - - - - - - - - - Fitted: 96,000 ISK Fees: 16,500 ISK Total: 112,500 ISK
The above would be pretty cool. You could track your ISK efficiency and know how much you lost. You just have to price modules / suits better than the current DUST iteration (and the player market will help fix that). One of the BIGGEST things I can think of is to move away from the idea of Militia -> Basic -> Advanced -> Prototype. EVE does it well.
Civilian = Crap that you never use unless you're new or being funny
Tech 1 = Generalist gear that is good and decently cheap
Tech 2 = Specialized gear that is amazing in it's niche but incredibly expensive
It's like the above example of a Rifter vs a Wolf. In almost all occasions the Wolf will beat the Rifter (all skills equal) but the Wold costs 20x the Rifter. But that's because the Wolf is specialized for PvP (hence "Assault Frigate").
- Go try to tackle in a Wolf - it'll be outperformed by the 20x cheaper RIfter. - Go try to scan in a Wolf - it'll be outperformed by the 20x cheaper Rifter. - Etc...
The Wolf is amazing at PvP but cannot do other roles like the Rifter can. Hence why the Rifter is a generalist "Tech 1" ship and the Wolf is a specialist "Tech 2" ship. How should this translate to Legion? Tech 1 suits should be generalists while Tech 2 are specialists. This preserves the sandbox / modular feel everyone likes about DUST without making the Tech 2 suit the new "must use, OP" proto suit.
Consider this example:
Templar (Amarr Tech 1 Medium Frame) - - - - - - - - - - - - - - - - Price: 25,000 ISK each
Amarr Medium Frame skill bonus: - 3% increased light weapon damage per level - 5% reduction in weapon heat buildup per level
High: 1 Low: 4 Equipment: 1 Weapons: Light / Sidearm Grenades: 1 - - - - - - - - - - - - - - - -
This is a Tech 1 dropsuit for the Amarr. It favors laser weaponry with it's bonuses and has a decent slot layout allowing for a sidearm and equipment. This gives it the ability to restock ammo, or repair, or scan, or whatever. And the sidearm gives some additional flexibility.
Justicar (Amarr Tech 2 Medium Frame, Based on the Templar) - - - - - - - - - - - - - - - Price: 500,000 ISK each
Amarr Medium Frame skill bonus: -3% increased light weapon damage per level -5% reduction in weapon heat buildup per level
Assault Dropsuit skill bonus: -5% increased armor plate efficacy per level -10% reduction to armor plate speed penalty per level
Role Bonus: -5% increased weapon RoF per level
High: 2 Low:4 Equipment:0 Weapons:Light Grenades:1 - - - - - - - - - - - - - - - -
This is a Tech 2 dropsuit for the Amarr and is basically the specialized Templar. It gains a huge weapon RoF bonus, a speed bonus, and more armor. However, it loses its equipment and sidearm. This means this suit cannot restock it's own ammo and must rely on other support suits to do so.
The Justicar is clearly the better "Assault" suit. It will decimate the Templar in 1 vs 1 combat. However, it cannot support other mercs, it cannot rearm itself, and it is 20x more expensive than the Templar. This provides balance. If you want to field a Tech 2 suit you need a reason to justify risking 20x more ISK and to bring some friends. Most people won't "Proto stomp" a public contract (that awards 300,000 ISK if won) in a 500,000 ISK suit (without fittings). And if they do then the matchmaker should pair them up with people with a comparable meta level.
In the end, everything should have a price. Even suits / clones. And I personally like the Tech 1 / Tech 2 system in EVE where I can spend less to get a decent item, or spend f***tons more the get a much better, albeit specialized, item. Losing a few 500,000 ISK suits to win a basic public contract makes no sense. But losing a few 500,000 ISK suits to defend my corporations multi-billion ISK asset on Planet X does. |
Leeroy Gannarsein
Shining Flame Amarr Empire
25
|
Posted - 2014.05.08 14:40:00 -
[88] - Quote
Severus Smith wrote:...some clever words... I like this idea. Might be worth making its own thread about.
(Also as an Amarr Assault player, even given infinite ISK I'd not use that suit; it's terribad. No sidearm = nothing to allow me to continue dealing DPS while my primary cools, and a RoF bonus is irrelevant to a weapon you can't max with your finger. More raw damage or better overheat rate would be better xD)
MY ACTUAL NAME IS LORHAK
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Sole Fenychs
Sinq Laison Gendarmes Gallente Federation
425
|
Posted - 2014.05.08 14:58:00 -
[89] - Quote
Django Quik wrote:Sole Fenychs wrote:I see no issue with vehicle BPOs This line here invalidates anything else you have said on the subhject of BPOs. gg You seem to be under the assumption that turrets and hardeners come free with a BPO vehicle. |
Severus Smith
Caldari State
517
|
Posted - 2014.05.08 15:17:00 -
[90] - Quote
Leeroy Gannarsein wrote:Severus Smith wrote:...some clever words... I like this idea. Might be worth making its own thread about. (Also as an Amarr Assault player, even given infinite ISK I'd not use that suit; it's terribad. No sidearm = nothing to allow me to continue dealing DPS while my primary cools, and a RoF bonus is irrelevant to a weapon you can't max with your finger. More raw damage or better overheat rate would be better xD) Thanks for the like, I know the numbers are probably off but I was just trying to show a point.
I may make my own thread about this.
Thanks again. |
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Django Quik
Dust2Dust.
3150
|
Posted - 2014.05.08 15:33:00 -
[91] - Quote
Sole Fenychs wrote:Django Quik wrote:Sole Fenychs wrote:I see no issue with vehicle BPOs This line here invalidates anything else you have said on the subhject of BPOs. gg You seem to be under the assumption that turrets and hardeners come free with a BPO vehicle. Dunno where you got that from - never said anything about mods or weapons.
Vehicle hulls should cost isk just like suits should. Pretty sure tankers have some strong feelings about being damaged/killed by free LAVs with no mods or weapons.
There is zero advantage to making suits all BPOs.
CCP Z seems to want to make suits our 'identities' but that's crap - what if I run both logi and scout; which one's my identity? Oh, I get it, it's because he wants players to only have one identity, to be forced down a single skill path, so we have to play just one role with a limited number of options. That's what his whole presentation was really about when you look at the whole picture. That's why his whole presentation p*ssed off so many people who love this game.
Dedicated sidearm scout - Watch out for that headshot
Scout community is the nuts
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Django Quik
Dust2Dust.
3153
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Posted - 2014.05.08 15:41:00 -
[92] - Quote
Resources shouldn't just appear from thin air (when this game becomes what it is supposed to be) - in PC now we even have to pay for our clones (to some extent). Make anything free and it limits what can be done in the future. When one day manufacturing exists, suddenly we'd have infinite supplies of suits that come from nowhere at no cost. That fits with nothing at all in any context of anything.
Even if the costs per death are the same because mods and weapons are more expensive, the hull (suit) is still a magically free resource. T2 hulls (suits) would be superior to T1 hulls (suits) but cost the same (nothing). That makes no sense and no one would run a T1 because of it. But if hulls (suits) had a cost and T1s were significantly cheaper, people would still have a use for them.
Dedicated sidearm scout - Watch out for that headshot
Scout community is the nuts
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Forlorn Destrier
2445
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Posted - 2014.05.08 16:09:00 -
[93] - Quote
Severus Smith wrote:I agree to some extend with the OP. EVERYTHING in New Eden should have a price. EVERYTHING. Truthfully, I would love to see a long winded receipt when I die that helps me track my ISK efficiency.
Death: Severus Smith - - - - - - - - - - - - - - - - - - - - - 50,000 ISK : Amarr Sentinel Dropsuit - 15,000 ISK : Boundless Heavy Machine Gun - 5,000 ISK : T1 Submachine Gun - 1,000 ISK : T1 Locus Grenade - 10,000 ISK : 2x T1 Shield Extender - 15,000 ISK : 3x T1 Armor Repairer - - - - - - - - - - - - - - - - - - - - - 5,000 ISK : Alpha Clone - 500 ISK : Reanimation Fee - 10,000 ISK : CONCORD Security Fee - 1,000 ISK Applicable Taxes - - - - - - - - - - - - - - - - - - - - Fitted: 96,000 ISK Fees: 16,500 ISK Total: 112,500 ISK
The above would be pretty cool. You could track your ISK efficiency and know how much you lost. You just have to price modules / suits better than the current DUST iteration (and the player market will help fix that). One of the BIGGEST things I can think of is to move away from the idea of Militia -> Basic -> Advanced -> Prototype. EVE does it well.
Civilian = Crap that you never use unless you're new or being funny
Tech 1 = Generalist gear that is good and decently cheap
Tech 2 = Specialized gear that is amazing in it's niche but incredibly expensive
It's like the above example of a Rifter vs a Wolf. In almost all occasions the Wolf will beat the Rifter (all skills equal) but the Wold costs 20x the Rifter. But that's because the Wolf is specialized for PvP (hence "Assault Frigate").
- Go try to tackle in a Wolf - it'll be outperformed by the 20x cheaper RIfter. - Go try to scan in a Wolf - it'll be outperformed by the 20x cheaper Rifter. - Etc...
The Wolf is amazing at PvP but cannot do other roles like the Rifter can. Hence why the Rifter is a generalist "Tech 1" ship and the Wolf is a specialist "Tech 2" ship. How should this translate to Legion? Tech 1 suits should be generalists while Tech 2 are specialists. This preserves the sandbox / modular feel everyone likes about DUST without making the Tech 2 suit the new "must use, OP" proto suit.
Consider this example:
Templar (Amarr Tech 1 Medium Frame) - - - - - - - - - - - - - - - - Price: 25,000 ISK each
Amarr Medium Frame skill bonus: - 3% increased light weapon damage per level - 5% reduction in weapon heat buildup per level
High: 1 Low: 4 Equipment: 1 Weapons: Light / Sidearm Grenades: 1 - - - - - - - - - - - - - - - -
This is a Tech 1 dropsuit for the Amarr. It favors laser weaponry with it's bonuses and has a decent slot layout allowing for a sidearm and equipment. This gives it the ability to restock ammo, or repair, or scan, or whatever. And the sidearm gives some additional flexibility.
Justicar (Amarr Tech 2 Medium Frame, Based on the Templar) - - - - - - - - - - - - - - - Price: 500,000 ISK each
Amarr Medium Frame skill bonus: -3% increased light weapon damage per level -5% reduction in weapon heat buildup per level
Assault Dropsuit skill bonus: -5% increased armor plate efficacy per level -10% reduction to armor plate speed penalty per level
Role Bonus: -5% increased weapon RoF per level
High: 2 Low:4 Equipment:0 Weapons:Light Grenades:1 - - - - - - - - - - - - - - - -
This is a Tech 2 dropsuit for the Amarr and is basically the specialized Templar. It gains a huge weapon RoF bonus, a speed bonus, and more armor. However, it loses its equipment and sidearm. This means this suit cannot restock it's own ammo and must rely on other support suits to do so.
The Justicar is clearly the better "Assault" suit. It will decimate the Templar in 1 vs 1 combat. However, it cannot support other mercs, it cannot rearm itself, and it is 20x more expensive than the Templar. This provides balance. If you want to field a Tech 2 suit you need a reason to justify risking 20x more ISK and to bring some friends. Most people won't "Proto stomp" a public contract (that awards 300,000 ISK if won) in a 500,000 ISK suit (without fittings). And if they do then the matchmaker should pair them up with people with a comparable meta level.
In the end, everything should have a price. Even suits / clones. And I personally like the Tech 1 / Tech 2 system in EVE where I can spend less to get a decent item, or spend f***tons more the get a much better, albeit specialized, item. Losing a few 500,000 ISK suits to win a basic public contract makes no sense. But losing a few 500,000 ISK suits to defend my corporations multi-billion ISK asset on Planet X does.
This man gets it! +77
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Severus Smith
Caldari State
519
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Posted - 2014.05.08 16:12:00 -
[94] - Quote
Severus Smith wrote:Leeroy Gannarsein wrote:Severus Smith wrote:...some clever words... I like this idea. Might be worth making its own thread about. (Also as an Amarr Assault player, even given infinite ISK I'd not use that suit; it's terribad. No sidearm = nothing to allow me to continue dealing DPS while my primary cools, and a RoF bonus is irrelevant to a weapon you can't max with your finger. More raw damage or better overheat rate would be better xD) Thanks for the like, I know the numbers are probably off but I was just trying to show a point. I may make my own thread about this. Thanks again. Per requests, I just made my own thread about all this here.
Enjoy.
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Paladin Sas
Ancient Exiles. Dirt Nap Squad.
376
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Posted - 2014.05.08 16:57:00 -
[95] - Quote
this man, gj brother
my one objection, i dont feel that proto suit fits are to cheep right now. i use proto assault myself, and if i lose more than one a game, im not going to make any isk. period.
vehicle prices need to go up, but proto suit costs feel like their in a good place. what needs to be fixed is corps printing money off of PC. |
Forlorn Destrier
2446
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Posted - 2014.05.08 17:06:00 -
[96] - Quote
Paladin Sas wrote:this man, gj brother
my one objection, i dont feel that proto suit fits are to cheep right now. i use proto assault myself, and if i lose more than one a game, im not going to make any isk. period.
vehicle prices need to go up, but proto suit costs feel like their in a good place. what needs to be fixed is corps printing money off of PC.
This is also a very valid point. I'm hoping that the new iterations of PC address this. |
Forlorn Destrier
2463
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Posted - 2014.05.08 21:02:00 -
[97] - Quote
Is it Friday yet? I want to shoot people... |
Maitue Mae
Vortex State Empire
73
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Posted - 2014.05.08 22:50:00 -
[98] - Quote
Bump, I love this thread.
MAG SVER Veteran.
Five Hundredth and Fourteenth Legion: The Dusters.
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Akdhar Saif
Intaki Liberation Front Intaki Prosperity Initiative
482
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Posted - 2014.05.09 00:25:00 -
[99] - Quote
Completely Agree the skill system and equipment progression Dust 514 has is in my opinion perfect.
The problem lies in the lack of PVE, as there is no way for noobs to get better equipment other than to get protostomped in pub matches.
Also, the massive amount of passive income District owners get. Complete lack of risk for reward. This meant district owners could simply roll-proto every battle without denting their wallets.
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Vin Vicious
Capital Acquisitions LLC
662
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Posted - 2014.05.09 03:00:00 -
[100] - Quote
To CCP Z:
I said this in another thread about the progression concept
Why not make SOME weapons be bound to suits
Such as
Light suits: sniper rifles and nova knifes
Assault suits: speciality rifles (aka the laser rifle)
Logistics: shotguns
Heavies: heavy weapons
All these weapons mentioned above were planned to get a racial variation for each race(eg. Amarr sniper, minny sniper, gallente sniper.) at some point based on the slides in 2013 fanfest
Or option B
Don't bind those weapons to the suit but offer a bonus to those suits for those weapons
'#PCMasterRace
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Vin Vicious
Capital Acquisitions LLC
669
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Posted - 2014.05.09 03:02:00 -
[101] - Quote
Akdhar Saif wrote:Completely Agree the skill system and equipment progression Dust 514 has is in my opinion perfect.
The problem lies in the lack of PVE, as there is no way for noobs to get better equipment other than to get protostomped in pub matches.
Also, the massive amount of passive income District owners get. Complete lack of risk for reward. This meant district owners could simply roll-proto every battle without denting their wallets.
I know what CCP Z is talking about some of the skills there is no point to bring them pasted a point
The dropsuit OP is a perfect example: there is NO reason to go past lvl 3
'#PCMasterRace
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Vin Vicious
Capital Acquisitions LLC
669
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Posted - 2014.05.09 08:08:00 -
[102] - Quote
CCP Logibro wrote:martinofski wrote:CCP Logibro wrote:Moving to Project Legion General Discussions. you forgot the blue tag. Does it mean you didn't read it? No, generally any moderation action doesn't get a blue tag. I'm reading it (it's very long!) and I'll certainly be passing this thread about internally.
Just finished reading.
You should be printing this out in copies,gathering everyone that has anything to do with game design in the meeting room offering free donuts, pass out the copies, dash out the door and lock everyone inside until they've read it start to finish
Srs
'#PCMasterRace
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I-Shayz-I
I-----I
3331
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Posted - 2014.05.09 08:41:00 -
[103] - Quote
100th like!
Great stuff here. Preserving it in my Index for you: https://forums.dust514.com/default.aspx?g=posts&t=161694&find=unread
Links:
7162 wp with a Repair Tool!
I make logistics videos!
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Forlorn Destrier
2472
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Posted - 2014.05.09 13:30:00 -
[104] - Quote
It's Friday! I like Friday's. Can't quite point out why... Hmmm.... Oh and bacon. |
ANON Cerberus
Tiny Toons
602
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Posted - 2014.05.09 16:15:00 -
[105] - Quote
@ the op - I love this thread but I especially love the 3rd post down in the thread and wholeheartedly agree!
I would love more commander / RTS elements in the game especially for the more 'endgame' type stuff. I would also love to see an end to passive incomes and instead make corps more reliant on their members for income (Taxation).
CCP has the plans or at least used to have plans to allow us to drop in turret installations and stuff, expand on this! That is a major area that could reap rewards! |
Vell0cet
Dirt Nap Squad Dirt Nap Squad.
1943
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Posted - 2014.05.09 17:11:00 -
[106] - Quote
ANON Cerberus wrote:@ the op - I love this thread but I especially love the 3rd post down in the thread and wholeheartedly agree!
I would love more commander / RTS elements in the game especially for the more 'endgame' type stuff. I would also love to see an end to passive incomes and instead make corps more reliant on their members for income (Taxation).
CCP has the plans or at least used to have plans to allow us to drop in turret installations and stuff, expand on this! That is a major area that could reap rewards! I agree. The way I picture PC is that you have a huge map with a massive shield overhead. This shield prevents anyone without corp/alliance privileges from entering. The CEO, or other leaders with the appropriate privileges can upgrade the structure. They can buy and place turrets, buy and place auxiliary structures (small/medium sockets) and upgrade them with ISK. Your structure has a fixed amount of CPU/PG, which can be upgraded. This will increase maintanence costs exponentially. Your auxiliary structures convey advantages like improving the scan precision of all friendly units, dampening friendly units, reducing enemy scan range, or precision, even things like an orbital cannon or a hanger of fighter drones you can deploy to space to attack an enemy ship. There are dozens of possible bonuses. Turrets can be weapons or Ewar such as neutralizer cannons.
An attacking corp can do so at any time they choose. They approach the shield and begin shooting it (probably with tanks, MCCs and OB's). Once the shield it at 1% it goes into reinforced mode. At this point it becomes invulnerable and begins to burn strontium (Leadership has to buy this and keep the strontium bay full). Once the strontium is depleted, the shield will drop and the entire structure is now accessible to attack. Strontium acts like a timer. Attackers and defenders can bring as many resources to the field as they care to loose. It might make sense to take out auxiliary objectives to nullify the bonuses they provide, or simply to push into the main structure and take it over. Taking over the main structure should require some coordinated effort. Perhaps it requires 5 separate players to hack 5 different terminals in different locations around the structure simultaneously. There is no time limit, it's all very dynamic.
Best PvE idea ever!
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Orclev Nori
RisingSuns Dark Taboo
3
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Posted - 2014.05.09 19:00:00 -
[107] - Quote
Vell0cet wrote:Let me go into the weaknesses of DUST that you can hopefully learn from and improve on them. A huge problem with DUST is that ISK efficiency isnGÇÖt tracked and promoted as the most important stat. This is major low-hanging fruit that you havenGÇÖt pickedGÇöIt would be trivial to code. One of the major deterrents to the EVE equivalent of GÇ£protostompingGÇ¥ is that it will destroy your ISK efficiency stats and reflects poorly on your corp. Players are discouraged from running maxed-out fits through social engineering because it looks terrible on killmails. Adding this stat is critical, and it should be emphasized over any other stat in the game (especially K/D).
This. Always this. |
Aker Ghaal
Dead Man's Game
111
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Posted - 2014.05.10 20:51:00 -
[108] - Quote
I agree fully with your post mate, I really hope they reconsider the idea of the old system rather than the new one.
All in all the new system is mostly limiting due to the fact that everything is tied to classes/roles rather than being encouraged trough proper bonuses that are appropriate to the suggested suit class. But the old system desperately desired a system like the ISIS system in eve or just generally more accessible info for players so they know what they are doing. That would have been enough to combat a lot of the problems if ofc, you would combine it with the idea of tiercide.
I just hate that most people/DEVS really mistake "accessible" for being "casual" or dumded-down. Since one of these two are the thing we need in terms of design while the other is no recommended.
But what do I know ... I Am an Aker !
Dust//HUD
Legion//[HUD Concepts]
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Reaper Alim
highland marines IMMORTAL REGIME
16
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Posted - 2014.05.11 20:54:00 -
[109] - Quote
Orclev Nori wrote:Vell0cet wrote:Let me go into the weaknesses of DUST that you can hopefully learn from and improve on them. A huge problem with DUST is that ISK efficiency isnGÇÖt tracked and promoted as the most important stat. This is major low-hanging fruit that you havenGÇÖt pickedGÇöIt would be trivial to code. One of the major deterrents to the EVE equivalent of GÇ£protostompingGÇ¥ is that it will destroy your ISK efficiency stats and reflects poorly on your corp. Players are discouraged from running maxed-out fits through social engineering because it looks terrible on killmails. Adding this stat is critical, and it should be emphasized over any other stat in the game (especially K/D).
This. Always this. I agree with this. |
Natu Nobilis
DUST BRASIL S.A Caps and Mercs
455
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Posted - 2014.05.12 01:11:00 -
[110] - Quote
Skills
Keep EVE like skill system. Every skill gives a bonus to something specific or a core something. Why should i train "Dropsuit upgrades" if it only works at lvl 1 - 3 - 5 ? Every level should count for something.
Meta Level
No more Basic - Advanced - Prototype (1-3-5 all over again) but different items with different specializations and an overall bonus for them coming from the skill.
RTS/Command Mode
Warbarge Control Room access to the battlemap for instuctions and soldier monitoring Aliens style. Basic instructions showing up on the HUD and at the map
- Restriction of deployment Warbarge in place should be a must for deployment. This makes high-sec, faction warfare low-sec and NPC NULL "newbie friendly missions" available trough NPC warbarges, and if people want to go non-NPC low / npc null, they need capsuleers for that. This brings balance to those that just want a quickie and dont want to worry about mission availability and those that want to go deep in PVP and planetary conquest.
- Restriction of logistics Sometimes i don-¦t have the item that i want on the systems market and have to jump 6 systems to get it in EVE. Legion should be no different. Items must be stocked (and therefore subject to steal/destruction) on the planetary bases (armory), on the warbarge (RDV delivered) or the planet system station (space elevator). Things already on the plannet have immediate access, while transporting stuff trough elevator should take time to be automatically delivered. This helps the defenders, but who said sieging was easy? You can sabotage the delivery routes, you can capture the station and forbid items of going down, and you can take down the defender warbarge, leaving the defenders spending their resources until they perish by themselves.
- Farms and field If people want to secure a location, they must spend money and resources to defend it. Turrets, Drones, Fortifications and of course, players. If someone relies too much on automated defenses, those can be disabled by hackers and a good blops team (or several orbital strikes). If they want to use people, do they secure clone bays for a quick response (low-maintance / hackeable) or do they have deployed grunts in the quarters? (Spending human resources patroling an area instead of conquering more). |
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Ulysses Knapse
Knapse and Co. Mercenary Firm
1648
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Posted - 2014.05.16 14:55:00 -
[111] - Quote
+1.
I am become Legion, the destroyer of bunnies.
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Hansei Kaizen
The Jackson Five
202
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Posted - 2014.05.16 18:14:00 -
[112] - Quote
Vell0cet wrote:In the GÇ£ProgressionGÇ¥ session at Fanfest CCP Z made a statement that really concerned me: CCP Z wrote:So. The reasonGǪ one of the big problems I have is because itGÇÖs so expensive, people are actually not using [prototype suits], and we have really good people, really good players, and I know some people from CPM actually are doing that, that play militia gear. What the point? I donGÇÖt want that! I donGÇÖt want anybody to play militia gear when youGÇÖre done with militia gear just because a drop suit is expensive. You should be proud of, you know, having unlocked that drop suit and playing with that drop suit. When CCP Z said that, I thought to myself: GÇ£This guy really doesnGÇÖt understand what makes DUST 514 special.GÇ¥
I share some of your concerns, but am a bit more optimistic, that they will be making the right decisions. I played a bit of eve lately just to see what may be coming and from what I heard in the fanfest videos, I assume that they will move to a role-based system similar to eve. If you check out EVEs Isis-charts you see what they might mean and aim at with: your dropsuit is your identity or the core of your gear. You have in EVE very different ships with varying roles, powerlevels and costs. And it seems to work, because you choose your battlefields and have room to breathe, but can find a battle easily if you look for one.
The answer to your complaint is PvE. Always.
NPE status: (Gò»°Gûí°n+ëGò»n+¦ Gö+GöüGö+
Casual solo
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