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Fox Gaden
Immortal Guides
3084
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Posted - 2014.05.05 15:54:00 -
[1] - Quote
It keeps crapping out on me 20 to 25 minutes in, and when I reload the page I can only get it to work when I start again from the beginning. If I slide the bar to the 25 minute mark it wonGÇÖt play.
However, the first 25 minutes where really good. You had enough diversity of opinion on the panel to generate interesting debate, while at the same time everyone remained civil and polite enough to give people their say and not talk over each other.
I found it very interesting and hope I can trick the technology into letting me hear the rest of it. Currently I have it running on mute, hopping to start listening to it when it hits about the 24 minute mark.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Fox Gaden
Immortal Guides
3134
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Posted - 2014.05.07 14:30:00 -
[2] - Quote
Got it to work using Fire Fox. The version of IE I had installed would not play it at all. And Chrome was the browser I was using when I had issues.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Fox Gaden
Immortal Guides
3213
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Posted - 2014.05.12 18:12:00 -
[3] - Quote
Good guests, good information, good discussion. This is shaping up to be a very good Podcast.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Fox Gaden
Immortal Guides
3694
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Posted - 2014.06.13 17:36:00 -
[4] - Quote
Soraya Xel wrote:Dalmont Legrand wrote:We need to clear that even further by inviting him to pod cast more than he can handle. I would LOVE to have Fox on Biomassed. It might be doable. What time do you start recording? Does it start at midnight my time like the Podside Podcast does? What day? Does it use Mumble or Skype?
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Fox Gaden
Immortal Guides
3708
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Posted - 2014.06.16 12:21:00 -
[5] - Quote
My Logi keep getting killed because I try to avoid getting hit by bullets, so my Logi often find that their meat shield is no longer shielding them right when enemy fire is the most intense. I have been a Speed or Assault Sentinel since 1.3 and everything I have learned to keep myself alive operating independently turns out to be wrong when working with a Logi. But to be fair to me, I do try to warn them before the match starts that I am GÇ£not that kind of HeavyGÇ¥.
The funny part is that the cocky Logi that claim that it is 100% the LogiGÇÖs responsibility to worry about positioning, and that the Heavy should just do their thing without worrying about the Logi, are the Logi that yell the loudest when their Heavy suddenly dives behind cover just as three enemy are firing down the hallway.
I actually have better luck with Scouts using Rep tools. Scouts at least seem to understand my play style and can work with me without getting themselves killed.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Fox Gaden
Immortal Guides
3813
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Posted - 2014.06.22 00:31:00 -
[6] - Quote
I plan to make an appearance on this weekGÇÖs show, if you still want me...
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Fox Gaden
Immortal Guides
3814
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Posted - 2014.06.22 00:48:00 -
[7] - Quote
I will if I can get on the computer before the show, but my wife uses the computer to play EVE, so I am not sure how early I will be able to get on.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Fox Gaden
Immortal Guides
3825
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Posted - 2014.06.23 11:35:00 -
[8] - Quote
When I tried to get to the Podcast on my Android phone I kept getting stuck in the EVE Trailer. I got it to work by going directly to http://biomassed.net/podcast and thereby skipping the Biomassed homepage with the EVE Trailer.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Fox Gaden
Immortal Guides
3888
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Posted - 2014.07.16 12:18:00 -
[9] - Quote
It seems you guys only noticed GÇ£Sky SpawningGÇ¥ when a Dev finally started talking about it, and you seem to have no idea of the origins of the idea.
GÇ£Sky SpawningGÇ¥ is a beachhead mechanic for when you donGÇÖt have assets such as an MCC, DCC, or CRU on the ground. Its drawback is that it takes longer to get back into the battle, but it also gives you more control over where you land. For this reason it may also be used if your ground spawn assets are being camped. It represents insertion from the Warbarge without any ground assets used.
I donGÇÖt believe that Drop Uplinks should be powerful enough to transport a clone from obit. I believe that getting a ground based clone supply should be a prime strategic objective, in order to make Drop Uplinks functional.
As well as its use in Salvage Districts, this is also a very important component in giving players the ability to GÇ£RaidGÇ¥ player owned districts where they donGÇÖt have ground assets. Attempts to take a district would require an MCC, but the ability to raid enemy districts without the expense of an MCC to ware down defenses and impact them financially would add a lot to game play.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Fox Gaden
Immortal Guides
3923
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Posted - 2014.07.18 14:21:00 -
[10] - Quote
I am curious why you guys donGÇÖt like the Sky Spawn idea? I mean as in your specific reasons.
Are we thinking of it the same way? My vision of Sky Spawn is a 10 second spawn time, and then you spawn at or above a DropshipGÇÖs flight ceiling and spend another 10 to 15 seconds falling before you can get back into the battle. Since you will have to use inertial dampeners, which leave you vulnerable for a moment when you land, you will not want to land too near the fighting either. I see it as being slower than ground spawn, making capturing CRUGÇÖs an important strategic objective.
I see Sky Spawn as a less efficient way of spawning for those who do not have the home field advantage. It would also be a fall back option if all the ground spawn points are being camped, and you donGÇÖt have a red line to spawn in.
I donGÇÖt have anything against dropping a CRU as a beachhead mechanic, but what if that CRU is camped or captured?
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Fox Gaden
Immortal Guides
3923
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Posted - 2014.07.18 16:53:00 -
[11] - Quote
Well of course there are no Redlines in Salvage Districts. There are no teams in Salvage Districts to assigning a Redline to. I think in the case of Salvage Districts Sky Spawn is being considered as a way of avoiding spawn camping that you would get if everyone used a public CRU.
But the Sky Spawn mechanic would also allow raiding on Player Owned Districts, allowing outsiders to access the district, but giving the home field advantage solidly to the District Owners.
Granted you could do that by dropping a CRU from space as well, but that would change the nature of the battle as the side raiding the district would have to defend their CRU. That would be interesting too I suppose. Maybe have both options.
So far Sky Spawn and Droping a CRU from orbit are two proposals for getting clones from orbit down to the surface of the planet. I suppose a third option would be to be dropped off by a small landing craft of some sort. The most expensive option would be to move your clones and equipment to the surface by descending in an MCC but I donGÇÖt think most individuals will be able to afford an MCC, nor should they.
Do you have anything against Sky Spawn more specific than GÇ£I just donGÇÖt see the pointGÇ¥?
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Fox Gaden
Immortal Guides
3950
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Posted - 2014.07.20 01:46:00 -
[12] - Quote
Pokey Dravon wrote:Alright I'll chime in.
I don't have an issue with multiple options when it comes to game mechanics. It comes down to two key things "How Easy is it to use this option?" and "How efficient is this option?" and these factors needs to be inversely related. In short, the easier it is and the less player interaction needed, the less efficient it should be. Purely NPC driven mechanics should be the last resort, most inefficient way to do anything and serve as a 'net' of sorts for situations where other methods fail. This is what I feel Sky Spawn should be. If this is not what Wolfman is thinking in relation to Sky Spawn, then he needs someone to nudge him in the right direction.
Sky Spawn needs to be less than optimal. If it is too effective then it will not serve its purpose of replacing Redlines.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Fox Gaden
Immortal Guides
3950
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Posted - 2014.07.20 02:12:00 -
[13] - Quote
Pokey Dravon wrote:1) Movement would need to be fairly limited, probably 25 meter radius at most away from the becon. You could force this limitation by giving limited time to move before your Inertial Dampeners auto deploy at a certain altitude.
2) I think becons should have a built in scanner to picks up enemies within a certain radius and streams that data to those dropping/ready to drop. 25m if there is a player placed beckon. I would prefer the spawn location be random with more ability to drift though.
I donGÇÖt like an auto Inertial Dampener at all. If you time it wrong and go splat, that is the risk you take. More fun with more risk. If you want to reduce drift, just spawn them in lower. It is not like you can drift very fast now.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Fox Gaden
Immortal Guides
3950
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Posted - 2014.07.20 02:15:00 -
[14] - Quote
I see Sky Spawn as useful in game modes that donGÇÖt have an MCC and as a replacement for the Redline mechanic.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Fox Gaden
Immortal Guides
3951
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Posted - 2014.07.21 10:42:00 -
[15] - Quote
Jaysyn Larrisen wrote:I'm all about the sci-fi setting but teleporting dudes to several hundred meters above semi-arbitrary points just seems a bit laughable.
It's really just a matter of practicality. If you are there to salvage and the situation the tactical situation is unclear then just bring a dropship / RDV style vehicle in to kick guys out. If you are truly trying to execute a forced entry in a contested environment, i.e. the "beachead" then perhaps a rapid deployment method like sky spawning makes sense.
So we are using the most rapid / dynamic entry method into the Salvage game mode? Honestly just doesn't make sense.
I would rather select drop locations for Supply Depots and CRUs (not unlike 40K drop pods) and we pile out or use the aforementioned dropship. In the salvage mode Wolfman references you needing to set up your base and that's not a bad way to get a head start.
I'm not dismissing the sky spawn idea - it's got merit. However, it should be an option not the solution AND it needs a lot of work beyond the very rough concept that was noted. Lets be clear, I am saying that Sky Spawn should spawn us at 810m (if atmospheric pressure and gravity were similar to earth) so that it would take 15 seconds from the time you spawn to the time your boots hit the ground (and that is with activating your Inertial Dampener at the last second).
I am not as bothered by the idea of teleporting clones into the low atmosphere, but my original vision was to shoot the clone in a disposable atmospheric entry pod that would then drop the clone in the lower atmosphere just as it is animated. This would explain the 15 second timber before you spawn.
If you had a 30 second spawn time where you had to sit there and watch the clock it would be VIRY annoying. But a 15 Second spawn time, were you spend the next 15 seconds in free fall seeing the battlefield below you is much more interesting.
I have no idea where you got the idea that Sky Spawn was supposed to be a fast spawn. If they make it a fast spawn then they are waisting a game mechanic opportunity. Another fast spawn is not needed.
I donGÇÖt have a problem with an RDV dropping the mercs rather than a teleport or atmospheric entry pod. Whatever method they use all happens before you spawn in, so only the lore nuts will care.
I donGÇÖt have a problem with dropping CRUs and another way of getting mercs to the ground. It has a completely different set of tactical benefits and drawbacks. I would think that it would be a much more expensive option (to buy the CRU) and it could be camped. It would be nice if the player got to choose their method.
By the way, the only reason I am not pushing a halo jump directly from the Warbarge is that it would take several minutes to get to the ground and that is too long for a spawn mechanic in a video game.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Fox Gaden
Immortal Guides
3951
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Posted - 2014.07.21 10:51:00 -
[16] - Quote
Pokey Dravon wrote:Fox Gaden wrote: Ok, that Uplink thing has got to go! Sky Spawn should spawn you at a random location above the map and you should be able to drift about 100 m while free falling before you hit the ground.
Im going to have to disagree with you there. I think in most game modes, the location of your teammates and what assets they currently hold should have a lot of meaning. In game modes like Ambush? Sure, I'm fine with that. But I think randomly spawning somewhere in the map in say an objective based game mode isn't really good game design. At that point you're guaranteed to be spawned somewhere totally different from the rest of your team, even with 100m drift. So for game modes like Ambush, sure, you can replace smart deploy with random skyspawn. But for everything else I want to see more player interaction in the process. That is a good point. I donGÇÖt think a beacon should be needed for Sky Spawn to work, but if setting a beacon allowed you to chose the area of the map you spawn over, than that has tactical advantages. I am with you on that.
So, can we agree on Sky Spawn location being random without a beacon, but with the ability to use a beacon to focus your spawn over a specific location if a beacon has been deployed?
I just donGÇÖt want Sky Spawn to be dependent on someone deploying something on the ground, as I see it as an initial spawn mechanic in instances were there is no MCC and no Red Line.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Fox Gaden
Immortal Guides
4027
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Posted - 2014.08.11 14:55:00 -
[17] - Quote
I hate to have to call you guys out on this, but the rang change on the HMG while being a buff to the Standard HMG, it is a NERF to the Proto HMG. They gave all HMGGÇÖs the range of the current Advanced HMG.
From what I can tell most of the QQ over HMG range has to be due to the range of the Proto HMG, because Standard HMG cannot perform anywhere near what people are complaining about.
That being said, I would have been fine with normalizing range based on the current Standard HMG rather than the Advanced.
The main point here however is, the Range of the Boundless HMG is being NERFED in Hotfix Charli!
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Fox Gaden
Immortal Guides
4031
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Posted - 2014.08.13 13:30:00 -
[18] - Quote
Jaysyn Larrisen wrote:Fox Gaden wrote:I hate to have to call you guys out on this, but the rang change on the HMG while being a buff to the Standard HMG, it is a NERF to the Proto HMG. They gave all HMGGÇÖs the range of the current Advanced HMG.
From what I can tell most of the QQ over HMG range has to be due to the range of the Proto HMG, because Standard HMG cannot perform anywhere near what people are complaining about. Also nearly half the HMG's I am seeing in PUB matches are Proto (Boundless, Steelmine, Construct). I would also assume that all HMG's used in PC are Proto.
That being said, I would have been fine with normalizing range based on the current Standard HMG rather than the Advanced.
The main point here however is, the Range of the Boundless HMG is being NERFED in Hotfix Charli! Fox...it's exactly what they did with rifles in the last hotfix (i.e. everything gets ADV range). They are just standardizing range for the base weapon type and adjusting by variant from that.
Yeah I know, and I don't have a problem with it. It is just that you guys were talking about it on the podcast as if they were buffing HMG range. Since the real range problem with the HMG was the range of the Proto HMG I think we can all agree that this change is an improvement.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Fox Gaden
Immortal Guides
4075
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Posted - 2014.08.21 19:18:00 -
[19] - Quote
I finally got around to listening to the latest episode.
I would like for you Caldari Sentinels on the panel to try the Standard Caldari Sentinel suit over the weekend and comment on it in your next episode.
I suspect the Proto Caldari Sentinel is probably ok right now, but a lot of players canGÇÖt afford to run Proto suits all the time, and it seems to me that having no way to repair your armor on a suit that can lose all its shields to a flux grenade is a problem, especially as it was supposed to be the independent Sentinel that could run without Logi support.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Fox Gaden
Immortal Guides
4097
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Posted - 2014.08.28 15:37:00 -
[20] - Quote
Great episode this week. Nothing that got me all up in arms to cause me to type out a frantic response, but very interesting and insightful discussion. The new guests added a lot of insight this week, so good to hear from them.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Fox Gaden
Immortal Guides
4122
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Posted - 2014.09.02 15:05:00 -
[21] - Quote
Interesting discussion this week. Core Skills: Core skills that everyone have to train do not set you apart from other players. Core skills that are not mandatory, can allow you to customize your character compared to others.
I do not consider hacking speed to be mandatory. You only need it when ninja hacking, or when the objective is being covered by a Sniper, but in those situations the decision to train Hacking Speed really pays off. If hacking speed was mandatory, more people would equip Code Breakers.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Fox Gaden
Immortal Guides
4155
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Posted - 2014.09.08 12:16:00 -
[22] - Quote
Waiting with baited breath for this weekGÇÖs episodeGǪ
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Fox Gaden
Immortal Guides
4345
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Posted - 2014.09.24 17:40:00 -
[23] - Quote
Is there a new episode this week? It is Wednesday already! Chop chop!
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Fox Gaden
Immortal Guides
4381
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Posted - 2014.09.26 18:10:00 -
[24] - Quote
Gratz to Zaysyn Larrisen for getting into Agony Unleashed. I had many good fights with those guys when I was doing small gang PVP in Syndicate in 2012, before I switched my focus to DUST. I have always had a great deal of respect for Agony Unleashed as a PVP Corp, and for the PVP training that they offer.
Now for Fit of the Week: Sever Sentinel 3x Militia Armor Repair Flux Grenade Militia SMG Militia HMG
Cost is 3010 ISK (6010 ISK if you have to buy the Standard Sentinel suit)
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Fox Gaden
Immortal Guides
4381
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Posted - 2014.09.26 18:12:00 -
[25] - Quote
Jaysyn Larrisen wrote:Thanks!
Let us know if you have anything you might like us to tee up for discussion. How about this?
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Fox Gaden
Immortal Guides
4395
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Posted - 2014.09.27 11:37:00 -
[26] - Quote
Jaysyn Larrisen wrote:Fox Gaden wrote:Jaysyn Larrisen wrote:Thanks!
Let us know if you have anything you might like us to tee up for discussion. How about this? Ok...we'll tee that up on Sunday. The show will likely be focused on PC: Past / Present / Future but I'll figure a way to work it in. PC eh? What about this?
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Fox Gaden
Immortal Guides
4398
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Posted - 2014.09.29 12:12:00 -
[27] - Quote
Jaysyn Larrisen wrote:Just closed out this weeks episode of Biomassed!
Really appreciate the feedback and suggestions for topics on this episode. Looking forward to listening to it! You arenGÇÖt going to make we wait until Friday this week are you?
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Fox Gaden
Immortal Guides
4453
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Posted - 2014.10.02 13:55:00 -
[28] - Quote
Great Podcast this week! I may listen to it a second time.
Jaysyn, I am not sure if you read some of my PC posts, or whether we are just of like minds, but I thought you were spot on in your analysis of what PC should be.
It was great to hear the retrospective and analysis from the PC vets as well. I found that very interesting.
If you have read my posts on the subject you will know I have lots of suggestions for PC mechanics, but they mostly come down to two principals:
1) Location must matter!
2) PC income should be generated by players doing interesting stuff in the districts. (Salvaging, Extermination, etc.) Farming a district should literally mean getting people out there to work the land, so to speak. This gives less skilled players a part to play, and takes away the incentive to own more districts than you have the manpower to exploit.
I am encouraged by the proposed Jump Drive nerfs in EVE, as it shows that CCP are starting to realize that location needs to matter, and too much freedom of movement just leads to big blue donuts.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Fox Gaden
Immortal Guides
4524
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Posted - 2014.10.09 15:08:00 -
[29] - Quote
To make the Podcast sound more epic I have this active at the same time.
Bolt Pistol: It is basically a pocket Sniper Rifle. Should we add a little bit of sway?
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Fox Gaden
Immortal Guides
4562
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Posted - 2014.10.15 18:01:00 -
[30] - Quote
Jaysyn Larrisen wrote:I'll take your reply as a positive response that you have the episode up on iTunes, correct? It is not up on the Web site yet...
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Fox Gaden
Immortal Guides
4567
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Posted - 2014.10.16 14:23:00 -
[31] - Quote
Regarding JaysynGÇÖs rant, I think the more deeply you get involved with a game, the easier it is to become disillusioned with it. And running a weekly Podcast is pretty deep. When you follow a game this closely and you get a week when nothing is really happening, it is easy to get burnt out on lack of content, particularly when you donGÇÖt get a chance to actually play the game for a while, and you begin to forget the fun of actually playing it; or conversely if you play too much and get burned out as you start to focus too much on the minor frustrations until they consume you.
You have to break it up and shake it up. Play with new people, try new stuff. Generate your own contend. Let me give my own exampleGǪ.
This Week in DUST for Fox Gaden:
-I squadded up with Cross and a few others from OSG Planetary Operations. Great fun running with yet another set of great people. (I run with quite a number of different pockets of great people from different Corps.)
-Been running Corp Squads a lot recently. I got a fresh batch of new and enthusiastic players, mixed with a number of older players who have drifted over to Immortal Guides when their Corps shut down. My members have always been able to get squads through Learning Coalition chat, but this is the first time I have had enough active members to get Corps squads going every night. It is starting to feel like the vibe from my early days at DUST University.
-Put together a completely Free Sentinel HMG fit using BPOGÇÖs. (They finally have Militia Flux grenades and a BPO for it.)
-Spent a match in a Dropship, being dropping on unsuspecting Red dots and then picked up again once they were eliminated. (Because a Heavy jumping out of a LAV is not dramatic enough!)
-Went head to head with Mossellia Delt (my HMG vs his Nova Knives) and tied 2/2. (He would have got 3 but an Orbital robbed him of a kill.)
-I ran out of content on the DUST General and Features forums, so I dropped into the Intergalactic Summit and tried to out Roll Play the RP crowd. That was fun. Character History. Corp History.
-I had read everything on the Legion forum, so I started a discussion on Development Focus and Scope.
-Read a thread on the EVE forum about the risks of EVE/Legion integration vs the risks of lack of integration and concluded that CCP will be reticent about EVE/Legion integration if there is no push for it from EVE side. Started a thread to compile ideas for how Legion integration could benefit EVE players. I intend to eventually blitz the EVE forum with well thought out and articulate on topic posts on all the sub forums about the benefits to EVE players of a Legion link.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Fox Gaden
Immortal Guides
4570
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Posted - 2014.10.16 18:36:00 -
[32] - Quote
Jaysyn Larrisen wrote:Soraya Xel wrote:I will be roasting Pokey and Jaysyn this weekend on the show over a hot fire with regards to recent insistence on the podcast that DUST was all it was ever going to be even though I was telling them that it wasn't the case. You think a couple maps and FINALLY the ability to sell the ginormous amount of random salvage or nerfed to useless pieces of kit to an NPC is a game changer? I shall return fire as required, Kool-Aid Man. You know that I am and always will be a fan of Dust; that doesn't preclude me from calling it like I see it. I see it as a great rebuttal by CCP Rattati and CCP Rouge to your rant on episode 24 or the Podcast.
I also see it as hitting the biggest problems that could not be addressed without a Client Side change, as well as adding as much content as possible with the limited Dev resources available to them.
I mean new maps are a significant addition to the game, even if they were already nearly completed in the Fall of 2013, it is still huge that they took them off the shelf and finished optimizing them.
I think that the stable player counts and the progress CCP Rattati has made with the hot fixes has convinced Rouge that it is worth focusing a little more Dev time on DUST.
I now hold out some hope for new art assets being created for the Amarr and Gallente Heavy Weapons. I mean they could reuse the HMG or Forge Gun animations, if they placed the handles in the same place. HMG already has an overheat animation. So all they need is to create the art asset, and optimize it to the stringent polygon count restrictions required for DUST.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Fox Gaden
Immortal Guides
4633
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Posted - 2014.10.20 19:23:00 -
[33] - Quote
I was not even going to bother checking for it today, but someone GÇ£LikedGÇ¥ one of my posts in this thread, which directed my attention back. Very good Soraya. I am impressed.
I look forward to listening to it tomorrow.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Fox Gaden
Immortal Guides
4851
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Posted - 2014.11.12 15:46:00 -
[34] - Quote
Feedback on this weekGÇÖs episode:
In a comparison between us all of who has the biggest Gaming PC, I think my Wife would winGǪ and yes I am impressed.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Fox Gaden
Immortal Guides
4977
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Posted - 2014.11.20 15:01:00 -
[35] - Quote
Feedback on this week's episode:
137H4RGIC spells Lethargic! One minute into this week's episode and I have already learned something.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Fox Gaden
Immortal Guides
4978
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Posted - 2014.11.20 16:34:00 -
[36] - Quote
Soraya Xel wrote:Fox Gaden wrote:137H4RGIC spells Lethargic! One minute into this week's episode and I have already learned something. 1337. Do you speak it? I am 40... I still believe that names should use capitalization. Substituting numbers for letters is not a language I speak.
Also, keep checking back on my feedback post. I have not finished listening to the episode yet.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Fox Gaden
Immortal Guides
4978
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Posted - 2014.11.20 16:53:00 -
[37] - Quote
Soraya Xel wrote:I always read what's at the bottom of the thread. You should just keep making more posts, not editing a post above. Silly.
But... Fox angered? I am shocked! Fine, when I am done I will copy and past it into a new post, just for you.
And, yeah, when the core function of a weapon or suit gets neutered it pisses me off, particularly when it is based on unfounded QQ. I don't even use the Rail Rifle that often, but I tend to take a holistic view on how things in the game are supposed to work.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Fox Gaden
Immortal Guides
4981
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Posted - 2014.11.20 18:20:00 -
[38] - Quote
Done listening to this week's episode. Re-posting my comments as Soraya Xel apparently only reads new posts. (I have a bad editing habbit...)
Feedback on this week's episode:
137H4RGIC spells Lethargic! One minute into this week's episode and I have already learned something.
Apex Suits: Many new players think they need to skill into a Proto Suit to compete, while vets know you do better with Proto modules on a Standard suit than Standard Modules on a Proto Suit. It is like a new player in EVE trying to skill into a Battleships right away.
What I like about the Apex Suits is that they give a new player what they think they want without requiring them to put points into suits, and then encourages them to put their points into Dropsuit Upgrades, which is where they should be putting their points. When they finally figure out why the Apex Suits are crap, they will find that their Skill Points are in the right place.
I do think that the Apex suits should come in a single use variety as well, with appropriate AUR/LP costs, so that people can try them on before shelling out for the BPO.
Rail Rifle: Increased spool-up time on the Rail Rifle got Fox Gaden pissed off. Yes it is possible. I voice my frustration in this post.
I agree with 137H4RGIC that the proper way to nerf the Rail Rifle is to do stuff that encourages users to ADS in all but very very close range, so that tracking speed becomes their weak point in near-mid range. Dispersion and Kick in hip fire mode are good ways to do that.
With the 0.6 second charge-up time it feels like a Charged Sniper Rifle that does not hold its charge, and has no sound effect or indicator to go by.
Regarding the HMG and CQC map design:
I would be OK with moving the Objective in Gallente Research Facility Domination from the Skirmish A point to the Skirmish B point. That would give ranged weapon users better options and would double the lines of approach.
While the HMG is very good on quite a number of maps, the Gallente Research Facility in Domination mode is the only one where longer range weapons become almost completely ineffective. I think that point is fine in a Skirmish match, where it is just one of several points, but it is probably inappropriate for a Domination match.
GǪThen maybe they could drop a box on the other side of the Objective in Manu Peak domination to give us Sentinels a bit of cover, eh?
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Fox Gaden
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Posted - 2014.11.25 19:47:00 -
[39] - Quote
My feedback on this week's episode. I will continue to post my thoughts hear until I have finished listening to the episode.
Concentric Ring Scanning. Here is a suggestion I made to take that a bit farther.
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Fox Gaden
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Posted - 2014.11.25 20:15:00 -
[40] - Quote
Jaysyn Larrisen wrote:Soraya Xel wrote:It's not just "spam around supply depots". There is simply way too much reliance on dumping uplinks everywhere. There needs to be less uplinks. Everywhere. (I am a personal proponent of finding a way to remove uplinks entirely, because I think they suck, but currently the game needs them to some degree.) The small measures I pointed out are just that...small measures not intended nor able to fix "spam". They will likely help a noticeable amount with garbage placement of equipment such as 4x nanohives sitting at the base of a supply depot. Within the current parameters of the game, how many uplinks, hives, proxies, remotes do think is acceptable to be deployed in a match? How many of each suit type "should" be on a 16 player team for balance? Perhaps it's one of those "You know it when you see it" things but that is a dangerous thing left up to individual perspective. What offsets are being emplaced for support classes that make the proposed bandwidth model attractive? None that we've seen so far. The idea that this makes logi's more valuable is wishful speculation at best. Again...no issue with thinking through how one deals with equipment spam but this is a poor answer at the moment specifically in regards to actual dedicaed support players. The fact that the solution isn't racial balanced (ref. Amar and Cal Logis dependant on deployables) is also very problematic. As for uplinks...the solution is frankly quite simple. Cut the deployable number of deployable uplinks to 1x until you get to proto then have a variant or two that offers a couple additional deployable links with very few spawns or perhaps a "hardened" uplink that can survive at least one proto flux / locus grenade that has moderate number of spawns. Your suggestion would hurt Amarr Logi a lot more than the Bandwidth idea would.
With Bandwidth the Logi with less slots still have the same amount of Bandwidth, so while Caldari and Amarr will not be able to carry as much of a variety, they will be able to set down the same number of deployables as the other logi.
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Fox Gaden
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Posted - 2014.11.25 21:58:00 -
[41] - Quote
I believe that there are other changes proposed to go along with the introduction of Bandwidth which try to adjust for other role related factors.
As I understand it with Bandwidth and the related changes an Amarr Logi will be able to place more Uplinks from a single suit than they can currently, but less Uplinks than an Amarr Logi can currently using two fits with different types of uplinks. This somewhat makes up for the fact that Amarr/Caldari have less equipment slots.
I like the way they plays out. I think that if a Logi feels they have to use two fits to do their job, then something is wrong.
It is also important to remember that these changes effect the opposing team as well.
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Fox Gaden
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Posted - 2014.11.26 12:55:00 -
[42] - Quote
Jaysyn Larrisen wrote:Fox Gaden wrote:I believe that there are other changes proposed to go along with the introduction of Bandwidth which try to adjust for other role related factors.
As I understand it with Bandwidth and the related changes an Amarr Logi will be able to place more Uplinks from a single suit than they can currently, but less Uplinks than an Amarr Logi can currently using two fits with different types of uplinks. This somewhat makes up for the fact that Amarr/Caldari have less equipment slots.
I like the way they plays out. I think that if a Logi feels they have to use two fits to do their job, then something is wrong.
It is also important to remember that these changes effect the opposing team as well.
I maybe wrong but I'm not tracking any concepts like what you are describing as being publicly commented on by CCP as of yet. It also doesn't make up for the lack of equipment slots either. Either way, this is really just our opinions at this point at best. As for the comment about it working against both teams equally, agreed ...but so what? It still doesn't meant bandwidth as currently described by Rattati is good idea. I got it from the fact that the Caldari and Amarr are supposed to get a role bonus to bandwidth, however on closer inspection I see the active limit on Uplinks is still low.
If an Amarr Logi can never use it's full bandwidth from equipment on a single suit... Then That is EPICALLY STUPID!
The limiting factor on deployables should be Bandwidth and amount carried, or Amarr/Caldari logi need a bonus to amount active for Uplinks/Nanohives.
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Fox Gaden
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Posted - 2014.11.26 16:08:00 -
[43] - Quote
Reposting my comments on episode 30 now that I have finished listening and made all my comments, for people who only read new posts. (I have an editing habit.)
Concentric Ring Scanning. Here is a suggestion I made to take that a bit farther.
The size of the dot on your radar should be proportional to the profile of the suit, so that you can tell a heavy suit from a medium from a scout, unless someone gets tricky and puts damps on his Sentinel to look less scary on the radar.
Armor/Shield Strafe Speed Nerf: - Great idea for Armor. - Shield Extenders should "extend" your shields, making your shield hit box bigger, rather than having a movement nerf. - With the disproportionate Strafe Speed nerf on Plate Armor for Sentinels it will be easier for Logi to hide behind them.
Breakin StuffGÇÖs proposal to increase HMG range through decreased dispersion, and reduce HMG turn speed: -I am not completely opposed to this. It would basically mean that HMG Sentinels would have to switch to a sidearm if someone gets inside of 5m. The HMG would still be very powerful at near mid to mid rang while having a clear weakness. -On a related note, Ripley Riley has suggested that a Sentinel should not be able to use an HMG for 7 seconds after dismounting from a vehicle. As long as they can still use their sidearm I am ok with this as well.
Bandwidth: - Bandwidth should be the same for STD/ADV/PRO, but Logi suit skill bonus should increase Bandwidth. (Addresses the APEX Logi suit issue by basing it on skills rather than suit tier.) - Other classes which don't have the bonus should have the same bandwidth at STD/ADV/PRO. - I agree on not introducing Equipment to boost bandwidth.Let's see how this plays out before even considering that. (Also what happens if you stack bandwidth boosting equipment on a Proto Min/Gal logi?)
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Fox Gaden
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Posted - 2014.11.26 17:50:00 -
[44] - Quote
Jaysyn Larrisen wrote:Honeslty, Fox... i think there are several areas that need to be addressed with the logi role and the racial suits. Removing tactical flexibility and adaptability...two of the few shining areas of positive play in Dust in an attempt to attack the singular problem of equipment spam is just not a well thought out idea at this point.
As i've noted in other places, I'm reserving my final judgement until I can see how ALL the overlapping factors are coming together. My opinions are based on what CCP has commented on or posted to publicly since all else is speculation by players.
I maybe wrong but many of those it seems many loudly arguing for the bandwidth concept aren't those that will be impacted in the most meaningful way, i.e. dedicated support players. The bandwidth idea does quite directly address "One Suit Wonders" at the same time as putting professional logis at another potential disadvantage.
I admit that I may not see the whole picture. That said, I also know that I'm looking at this from the perspective and experience level of someone that has been running logi 80% of the time for a couple years with some AV and Heavy mixed into the minority percentage. When you run logi but the tanks and ADS are overwhelming you then switch to AV and back to logi; when the hives are down and you and partner need to hold the last objective for another couple minutes to secure victory you can switch to heavy.
The bandwidth concept takes that level of play away for logi players. Scouts can swap to a heavy suit and break defenses and switch back to scout with no penalty...assaults can switch to scouts and cloak/shotty then to AV suit with no penalty. With the bandwidth idea and your team is getting hammered by vehicles and you switch to AV you can instantly erase 90% of your equipment no matter how thoughtfully placed and tactically valuable to your team. No other role will make that trade off in this concept. I understand where you are coming from.
It was a tough pill for me to swallow to realize that as a dedicated Sentinel, if my team does not have any Uplinks down I will have to choose between saying GÇ£thatGÇÖs not my jobGÇ¥ and accepting the loss, or setting aside my Sentinel suit and committing to playing Logi for the rest of the match.
It was made clear to me that this Bandwidth change is not only directed at reducing equipment spam. It is also intended to discourage switching roles during a match, requiring you to make a sacrifice. I think it was particularly aimed at casual Sentinels and casual Logi.
This change will have the side benefit of helping new players who only have the skill points to specialize in one role. If it is harder to switch roles mid match, the new players will be at less of a disadvantage.
It just means there is more of a commitment to a role, so you will chose your role based on squad and team composition, rather than based on what is happening at that very moment.
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Fox Gaden
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Posted - 2014.11.27 12:49:00 -
[45] - Quote
Jaysyn Larrisen wrote:Oh by the way, regardless of class no ones deployable equipment goes away when they die and you can put a lot of equipment down without a logi suit if you are working at it. You just made the case for Bandwidth.
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Fox Gaden
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Posted - 2014.12.03 18:11:00 -
[46] - Quote
My feedback on this weeks episode (Edited as I listen to it):
Totally agree. Logi vehicles should have small repair turrets, rather than how it was done before.
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Fox Gaden
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Posted - 2014.12.04 14:03:00 -
[47] - Quote
Jaysyn Larrisen wrote:First, I do find it laughable that you think I'm proposing a nerf to logi players. You are being over the top to try and make a point so I'll let that one slide since I know I do it on occaision. Dude, you clearly suggested that the deployment cap on individual equipment should be lowered, as an alternative to Bandwidth. Maybe that is not what you meant to say?
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Fox Gaden
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Posted - 2014.12.04 14:06:00 -
[48] - Quote
Jaysyn Larrisen wrote: As I've noted in numerous other areas...my number one beef with BW is that it dramatically reduces tactical flexibility and adaptabiity of players. This is a pretty clear case of something that folks are doing in non-productive way creating blowback on those that aren't doing it. If I play 80% of a match as a logi and my team needs me to run AV at somepoint in the middle since I happen to be pretty good at killing tanks and dropships I might very actually hurt my team more by switching roles and burning well placed and tactically viable pieces of gear. You can say "team play rules" all you want but the vast majority of matches played by people in Dust the only "team" you have is the folks in your squad and the blueberries are background noise.
Well, lets give the Caldari Logi a Sidearm Slot so that Logi get a second AV option. As it is there is no reason why an Amarr Logi should not have a Swarm Launcher fit.
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Fox Gaden
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Posted - 2014.12.04 14:17:00 -
[49] - Quote
Jaysyn Larrisen wrote: The other point is that logi players that are dedicated support guys (i.e. stay in the suit after the first 3min of the match) often have to support multiple locations and disparate elements. It's not uncommon for me to be in a match and find maybe one other player actually running team support other than me...that's what also generates a fair amount of equipment that needs to be on the ground.
Oh boo ho. How do you think I feel as a Sentinel when no one on my team is dropping Uplinks. It will mean that I have to change from my primary role into a secondary role and remain in that role for the remainder of the match. You don't hear me crying about it... ok, so I did cry a little... but I got over it.
The deployment Logi (Amarr & Caldari) have enough band width to lay down quite a bit of equipment. If it turns out not to be enough, then argue for more before the next balance pass. A change as big as Bandwidth will require a few tweaks after it is deployed.
One of the changes I am arguing for is to get rid of the tier stepping of the Bandwidth and have it the same for all tiers of a suit. Then give Logi a suit Skill bonus to Bandwidth so they are the only class that gets more Bandwidth as they skill up, but would also mean that a Proto Logi can switch to a Standard suit when his team is being stomped without losing equipment.
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Fox Gaden
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Posted - 2014.12.04 14:25:00 -
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Jaysyn Larrisen wrote:This is all complicated by the fact that some racial lines are soley dependant on deployables to make them viable (major problem) and the have varied numbers of equipment slots. As you note yourelf...serious survivability issues and other rough spots clearly need to be addressed. Now: Standard Amarr/Caldari have 2 equipment slots Scouts have 2 equipment slots. Other Standard Logi have 3 equipment slots.
Then: Standard Amarr/Caldari have 2 equipment slots, and a crap-tun of bandwidth. Scouts have 2 equipment slots, and crap bandwidth. Other Standard Logit have 3 equipment slots, but less bandwidth than Amarr/Caldari
It looks like Bandwidth allows Amarr/Caldari Logi to pull farther ahead of the competition...
I made a proposal here which would finally put the "slayer Logi" fears to bed and allow proper balancing of the Logi class.
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Fox Gaden
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Posted - 2014.12.04 14:51:00 -
[51] - Quote
Jaysyn Larrisen wrote:As to the comment about "draconian measures" - pay attention to what I said, I was very specifically referring to uplinks only since Xel and IWS had the most invective directed towards uplink spam particularly and I offered an incremental step very similar to the same one CCP already used for grenades. Lower the number of active uplinks (not carried) due to how powerful that specific piece of equipement is in relation to hives, REs, or proxies. I also noted that not being allowed to place equipment withing a 10m circle of a supply depot and repositioning supply depots would be a great way to cut down on garbage placement of equipment. I'm not really sure I can call those steps "draconian" in comparison to potentially popping 3/4's of a rack of proto equipment if my team / squad needs something else at that moment. You must play Caldari Logi, because I am fairly sure an Amarr Logi would indeed call that a "draconian measure".
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Fox Gaden
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Posted - 2014.12.04 15:19:00 -
[52] - Quote
I am not trying to Troll. I am seriously having difficulty understanding your position.
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Fox Gaden
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Posted - 2014.12.04 17:14:00 -
[53] - Quote
Jaysyn Larrisen wrote:That is simply because we have a different perspective and experience the game differently even though we can be in the same match. Yeah, but understanding other people's points of view is my THING! This is driving me crazy, which may account for my "Trollish tone".
The reason I like Bandwidth is that it provides a whole new set of balancing mechanisms for equipment usage. The usefulness of a Logi suit will no longer be just a matter of how many Equipment Slots it has. Bandwidth allows the Caldari/Amarr Logi to be better than the other two for deploying equipment, even though they have less Equipment Slots. It also allows Logi to be clearly superior to Scouts when it comes to deplorable equipment (although I think they are nerfing Scouts a little too hard).
I do see problems with individual aspects of the new Bandwidth system, but those problems are all in the implementation of the system, things that can be tweaked, rather than with the core of the system itself.
- Logi need a way to destroy specific equipment to free up bandwidth to avoid losing the first equipment they placed. (I mean besides standing on your Nano Hive and tossing grenades.)
- Standard Scouts should be able to place 3 Remote Explosives at one time. (Frisbee remotes are placed and detonated one at a time, so Bandwidth does not effect them regardless. Having the Bandwidth for placing 3 remotes would be fore AV and Objective defense.)
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Fox Gaden
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Posted - 2014.12.04 17:34:00 -
[54] - Quote
Soraya Xel wrote:Fox Gaden wrote:deplorable equipment Freud-ed. Some of my best jokes are unintentional. Dam Spell Check.
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Fox Gaden
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Posted - 2014.12.04 18:43:00 -
[55] - Quote
Still listening to this weekGÇÖs episode, and am trying to keep from cracking up at Soraya arguing with Jaysyn about the significance of a Key Note while barely managing to stop himself from breaking NDA. It sounds like Soraya is going to burst at any moment. You can almost hear the air hiss out of him as he tries to contain himself.
Now, a few days later, we know why there will be no new announcements about DUST. Now hopefully they give us a Legion update before Fanfest as well. Then players who attend Fanfest can talk to Rouge about it face to face at the round tables.
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Fox Gaden
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Posted - 2014.12.04 19:13:00 -
[56] - Quote
Soraya Xel wrote:Fox Gaden wrote:- Relating to the previous point, I don't like how Bandwidth gives such an advantage to the APEX suits. While Apex are proto-based, technically Apex suits are their own items, and bandwidth *could* be nerfed on them separately. Though as they're advertised as prototype suits, I suppose it would be poor form to make them less than prototype suits spec-wise. I would rather the Logi Bandwidth be linked to Suit Skill rather than Suit Tier, and outside of the Logi suits to have a single value per suit rather than different Bandwidth values for each tier.
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Fox Gaden
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Posted - 2014.12.08 16:28:00 -
[57] - Quote
Bandwidth: Rattati says that the tierring of the Bandwidth lines up with Advanced and Proto logi having more slots, but the other suits don't get more equipment slots at higher levels. Why are other suits getting different amounts of Bandwidth for Std/Adv/Pro?
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Fox Gaden
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Posted - 2014.12.18 18:11:00 -
[58] - Quote
Was there a Podcast this week. Is it going to be updated on http://biomassed.net/podcast soon?
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Fox Gaden
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Posted - 2014.12.22 15:04:00 -
[59] - Quote
I am finally getting around to listening to last week's episode.
Strongboxes: - I have suggested that sometimes sets of 1 to 5 keys should drop in the boxes, so that you feel like if you buy a key you might get lucky and get more keys. - Greater drop rates on keys in normal salvage would help too.
More involved Strongbox ideas:
- I like the idea of having Faction specific strongboxes where at least you know what faction the loot will be fore. This could also allow faction specific keys to be purchased from the LP store, while having the AUR keys be able to open any box.
- If there were Standard, Rare, and Epic Strongboxes, people would be likely to buy keys to open the Epic Strongboxes. The Rarity would have to govern the minimum rather than the maximum level of the gear, otherwise people would never bother opening Standard Strongboxes.
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Fox Gaden
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Posted - 2015.01.05 18:40:00 -
[60] - Quote
I look forward to listening to it once the recording is posted.
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Fox Gaden
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Posted - 2015.01.08 16:00:00 -
[61] - Quote
Soraya Xel wrote:Fox Gaden wrote:I look forward to listening to it once the recording is posted. It was a loooong show. I think we broke our previous record for show length. :/ That just means that if it is busy at work and I keep getting interrupted it might take me two days to get through it.
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Fox Gaden
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Posted - 2015.01.08 20:15:00 -
[62] - Quote
Multistage Approach to taking Districts in PC
I would like to propose a Planetary Conquest winning condition revamp to make Clones a secondary wining condition rather than the primary winning condition as they are in PC now. This is based on Aero Yassavi's well known proposal for Multi Stage Faction Warfare Battles.
Multi Stage Approach:
- Phase 1 (Beachhead): Modified Ambush match to take a beachhead. 15 minute notification to the defenders (No timer). 8 v 8 battle, with 50 clones available (Possibly give the defenders 60 or 70 clones) After 5 minutes a CRU is dropped. The attacking team needs to hack the CRU and hold it for 3 minutes, or clone the defenders to win. If the attackers win, then the 24 hour timber is started. If the defenders win, there are no further battles.
- Phase 2 (Take down the Defense Network): If the Attackers win the Beachhead, then after a timer there will be a Domination style match, where the attackers are trying to take out the defender's District Defense Computer. 16 v 16 with 180 clones. Only the Attackers have an MCC. The defenders hold the point at the start of the match, and the Null cannons fire at the attacker's MCC as long as the Defenders control the point. When the Attackers hack the objective the Null cannons stop firing and after 5 minutes the virus will take out the District Defense Computer. So attackers need to hold the point for 5 minutes to win. Defenders need to destroy the attacker's MCC to win. If the attackers win, a timer for Phase 3 begins. If the defenders win the match is followed by a 16 v 16 Ambush match 5 minutes later where the defenders have to drive out the last holdouts from the attacking force. If the attackers win the Ambush match, then it spawns a new Domination match after 5 minutes.
- Phase 3 (Final Push): Once the District Defense Network is down, control of the Null cannons revert to the local terminals, and the Defenders have to stage from an MCC. So you have a standard Skirmish match. If the attackers win they get the District. If the Defenders win, they can reboot their District Defense Network, and 5 minutes later a Phase 2 Domination match begins.
- Summery: To take a district you must win an Ambush, timer, Domination, timer, Skirmish. To defend a district you must drive them back in revers order and win the final Ambush. Battle progression happens over 3 days. First Ambush is immediate, then Dom after a timber, then Skirm after a timber. There is only 5 minutes between battles when the Defenders win and the progression goes back a step.
- Narrative: To take a district you have to win a Beachhead, Take down the District Defense Computer, and Push the defenders out of the District.
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Fox Gaden
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Posted - 2015.01.12 14:36:00 -
[63] - Quote
Jaysyn Larrisen wrote:Fox, interested in coming on Biomassed this Sunday? I was too busy working on my full Planetary Conquest proposal to read the rest of the forums, so I am only seeing this post now.
I do have to give you guys credit for providing many great ideas and getting me thinking on this topic. I really like how people on your broadcast usually argue both sides of an issue and provide a lot of supporting detail. Much of my work involved synthesizing other people's ideas, and a lot of the original stuff I come up with involves how to link other people's seemingly unrelated idea together in an unified whole.
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Fox Gaden
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Posted - 2015.01.12 16:56:00 -
[64] - Quote
Thor Odinson42 wrote:Window timers are bad, but instead they should set default timers that are locked to districts based upon player participation in the game from throughout the world. Can you expand on this suggestion a bit more?
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Fox Gaden
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Posted - 2015.01.12 17:56:00 -
[65] - Quote
Here is my take on Timers, copied from this post.
Timers
Each District has a timer which can be adjusted by the District owner. The district can be Raided or Attacked during a 6 hour window (3 hours on either side of the timer). If the District is attacked, the second phase of the attack will start 24 hours after the attack was initiated, provided the attack was successful. Phase 3 will start 24 hours after Phase 2 started, provided the attacker won Phase 2.
- This allows the defending Corp to set the attack window for a time when their Corp is likely to have people on to mount a defense. - It allows the attackers to set the actual time of the attack. - It allows both sides to know exactly when Phase 2 and Phase 3 will start, so that they can prepare.
When changing a timer, the timer can only be set to a time between the current time and the currently set timer. In other words you cannot extend the time before your district becomes vulnerable again, only shorten it. If you set it to within 3 hours of the current time, the district becomes vulnerable to attack immediately.
(The suggestion I based the attack windows on had them at 6 hours, but I would be open to shortening it to 4 hours.)
As far as I am concerned, if a Japanese Corp can take a district from an American Corp and change the timer, then an American or European Corp should be able to alarm-clock for a few days to take it back and change the timer. But I think that the corp that Conquers a district should be able to set the timer immediately without interfering with any other logistical activity. Lockouts on one aspect of logistics should not effect any other aspect of logistics. The 6 hour attack window gives the Attacking Corp more flexibility when fighting a Corp from another time zone, and the 24 hour timer gives both Corps a chance to get organized and make sure they can get their best team together for a good fight.
In a system of live attacks, the Defenders will mostly not show up, so you can't base a system on live attacks only or you have no persistence. My system allows the attackers to choose the exact time of the attack, ensures attacks happen when the defending Corp is likely to be on, and gives both sides time to prepare. Defenders have a reason to show up for the initial (live) attack, but they are not unduly penalized if they can't get enough people on such short notice.
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Fox Gaden
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Posted - 2015.01.15 17:14:00 -
[66] - Quote
Thor Odinson42 wrote:Fox Gaden wrote:Thor Odinson42 wrote:Window timers are bad, but instead they should set default timers that are locked to districts based upon player participation in the game from throughout the world. Can you expand on this suggestion a bit more? Are you talking about a system which reacts to ongoing participation at different times of day, or are you talking about hard coding district timers based on one moment in the history of the game? I don't like the 24 hour wait for battles. I have been talking about window timers for over a year. Nothing fancy, I've liked other people's ideas for getting there. Basically upgradable timer windows. Invest in smaller windows, but within that window you are open for business. Battles spin up upon attack within 30-60 minutes. To me the spontaneity and persistence is the only thing that can prevent small elite groups from dominating huge swaths of land. Nothing crazy, but if you can't have 16 dudes available during a two to four hour window then you won't be holding many districts. I feel that without the 24 hour timer we will only have 4 or 5 Corps that will be big enough to consistently field a 16 man team when they are attacked.
With my proposal, three different Corps can coordinate to attack districts belonging to a large Corp at the exact same time, forcing the large Corp to field 3 teams, rather than using one team do defend at 3 different times.
The 24 hour lead time gives a corp time to arrange for ringers if they are not big enough to field 3 PC teams at the same time.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Fox Gaden
Immortal Guides Learning Alliance
5855
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Posted - 2015.01.15 17:27:00 -
[67] - Quote
Soraya Xel wrote:Attack windows four or six hours wide is absolutely crazy, IMHO. It gates out any corp that doesn't have a full team available all evening long. That is why I set it up so it is not mandatory for the defenders to mount a successful defense to the first attack. They would get 24 hours to prepare for phase 2.
I agree that a 6 hour window seems a bit too wide. I was thinking 4 hours would be better, but wanted to wait to see the thoughts of the people who were proposing the 6 hour window to see if there was a reason for it to be so long.
I wanted to have Raids and the first (live) phase of Attacks setup so that they would be an annoyance and a setback to a District owner, but not so much that they would have to have there A-Team on standby every night. I wanted to have a successful defense of a District in the first phase, or defense against a Raid, a bonus, rather than a mandatory part of PC. I also wanted to set the stakes so that it would encourage anyone who happened to be on, particularly people not yet good enough for the PC team, to take a shot at fighting off the PC level attackers.
I also suggested an ability to open the defense of districts from live attacks to the public queue. (See Public Defence Contracts at the bottom of this post.)
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Fox Gaden
Immortal Guides Learning Alliance
5858
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Posted - 2015.01.15 17:55:00 -
[68] - Quote
Thor Odinson42 wrote:That's what we want to see in Dust. It's better if you have 20 big corporations fighting in Molden Heath than having 2-3 small elite corps "allowing" other corporations to fight in Molden Heath. With no times we would be looking at no more than 5 Corporations max that would be able to participate in PC. Those corporations would grow, and no other Corporations would have the numbers to participate.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Fox Gaden
Immortal Guides Learning Alliance
5858
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Posted - 2015.01.15 18:02:00 -
[69] - Quote
Thor Odinson42 wrote:The simple matter of FACT for PC. For people to break in at this stage it will be based on zerg tactics. It has to be or they simply won't break through.
Random Gunz, DMG, and a handful of others are grass roots organizations that weren't OG PC corps or a mish/mash of old PC corps that have merged. They are the only ones I know of that can field a team of 16 and beat anyone of note.
If you don't give new to PC players and teams some way to pit themselves against the 3rd or 4th teams of certain corps or alliances then they have NO chance. You are talking about a couple hundred players for the most part that have nearly two years of experience and huge pools of SP and ISK.
I'm for the Davids and not the Goliath. It's just that what Soraya thinks he's suggesting to help smaller, newer corps is only going to ensure they NEVER sniff success in PC. The CEO of DMG is a friend of mine, and I saw how hard he had to work to get his Corp PC ready. I totally agree that the current system makes it difficult for corps to break into PC. But your suggestion would have the same result, of making it almost impossible for the new Corp on the block to break into PC.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Fox Gaden
Immortal Guides Learning Alliance
5859
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Posted - 2015.01.15 18:20:00 -
[70] - Quote
My Proposal is clearly a compromise between the Soraya Xel position and the Jaysyn Larrisen position.
-4 hour vulnerability window for Raids, and the first phase of an Attack.
-Ability to open defense up to the public if there are not enough people on for a live battle. *
-Not have losing a Raid or Phase 1 of the attack be devastating. It should simply be a missed opportunity.
-Have a 24 hour lead time before Phase 2, so the defenders can setup an organized defence.
-Have the exact time of the Phase 2 and 3 battles be determined by the time the initial attack was launched, insuring that Attackers have some control over the time table.
-Have the ability to coordinate attacks, so that the defenders have to deal with more than one attack at the same time, necessitating the use of more than one PC team.
-Yet have 24 hour notice, so if the defenders donGÇÖt have enough people to run multiple defence teams, they can arrange for Ringers. (Not being able to field a full team and having to scramble for Ringers is one part of PC I do have experience with.)
-Organizing Ringers is difficult to maintain in the long term, so Corps that canGÇÖt field multiple PC teams at the same time would have difficulty holding large numbers of districts. So small elite Corps would not have a problem holding 1 district, but would have a lot of problems holding a large number of districts.
- Large Corps could use Zerg tactics by having their A, B, and C PC team attack the same Corp at the same time. The Defenders would likely successfully defend the District that they use their A team to defend, but might loose their other districts, as they will not know which district the Attackers will put their A team up against in the next phase. If there are 3 attacks on a Corp at the same time, and 1 District is successfully defended in Phase 2, that leaves 2 Districts to defend in Phase 3.
* I am thinking now of just have the queues for the Defence in live matches open to the public in the last 5 minutes of the Queue time (after 10 minutes for anyone on in Corp to queue up) and have a get what you kill Salvage system to encourage members of the Public to queue up for Defence in the public Queue. (I would rather face 8 Nyan San in a District Defence and get some Proto gear out of it than face them in a Pub Ambush.)
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Fox Gaden
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5860
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Posted - 2015.01.15 18:47:00 -
[71] - Quote
By the way, who is responsible for putting the latest episode up on http://biomassed.net/podcast?
Or did you guys just give up on recording this week when I did not respond to your invitation?
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Fox Gaden
Immortal Guides Learning Alliance
5874
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Posted - 2015.01.16 13:51:00 -
[72] - Quote
Started listening to this weeks Episode, so this will be my running cometary post as I work my way through it.
-Two introductions, two trolls, we are off to a good start. (I am a long time Cat Merc fan)
- DUST 514 is a Zombi! It died in the spring of 2014, but it refuses to stop moving.
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Fox Gaden
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5920
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Posted - 2015.01.26 17:33:00 -
[73] - Quote
I am a bit late to the party, only now listening to last week's episode, because last week I was laid out with pneumonia and DUST was not top of my mind.
Now on the question of four 4 man squads vs one 16 man integrated team....
....this is a social education problem. As soon as it occurs to the members of the 4 man squads to switch from Squad chat to Team chat the problem is solved.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Fox Gaden
Immortal Guides Learning Alliance
5944
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Posted - 2015.02.02 15:06:00 -
[74] - Quote
Soraya Xel wrote:It is amazing how long I've gotten away with not posting last week's episode without getting any flak for it. o_o
I am trying to figure out how to summarize it now. I was putting in 8 hour days creating maps for a presentation my real life CEO will be giving to a bunch of misguided politicians this week, so I had no time to nag you.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Fox Gaden
Immortal Guides Learning Alliance
5944
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Posted - 2015.02.02 15:13:00 -
[75] - Quote
Soraya Xel wrote:Aeon Amadi wrote:You guys interested in spearheading the PJET division of the Planetary Services Department? Would love to have you guys on board as the leaders for that little section since Biomassed is always consistent and reliable as a media outlet. Personally I have way too many projects on my plate to actively participate in 'spearheading' anything. Don't know if maybe Pokey or Jaysyn might though. That is basically the answer I gave to Aeon when he asked me to run the Guide and Training material section. I like what he is trying to do though. Maybe this will provide a venue for some new blood to step up and take an active role in the community. I intend to try to support whoever takes on that role, as long as I can do so without taking on further long term commitments.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Fox Gaden
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5952
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Posted - 2015.02.03 19:09:00 -
[76] - Quote
CPM Summit:
Since it is so late in CPM1's term and there has been no summit yet, how about we wait for the Elections and then send both CPM1 and CPM2 to Shanghai together.
- Have the experience of CPM1 + the enthusiasm of the new CPM2. - Pass the torch to CPM2. (Orientation) CPM2 can discuss ongoing projects with both CPM1 and CCP. - Help set the road-map for the rest of 2015.
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Fox Gaden
Immortal Guides Learning Alliance
5952
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Posted - 2015.02.03 19:41:00 -
[77] - Quote
I think I would have called the Jan 26th episode Quail Tank.
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Fox Gaden
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5971
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Posted - 2015.02.12 13:48:00 -
[78] - Quote
Comments on this week's episode:
Warlords 1.0: A bit late, but they finally turned off the Auto Inertial Dampeners so I am happy, regardless of whatever else Warlords brought.
In Ashland yesterday I spawned on an uplink on the top of the Ship, jumped to the scaffolding between B & C, ran across it and jumped to the stairs leading up to C, all in a Sentinel suit. The vertical component of the game is back!
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Fox Gaden
Immortal Guides Learning Alliance
5979
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Posted - 2015.02.20 13:14:00 -
[79] - Quote
I used to listen to the Biomassed Podcast on Wednesday, then on Thursday, or Friday. Now I can usually count on a recording of the Biomassed Podcast being available by Monday of the following week...
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Fox Gaden
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5984
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Posted - 2015.02.20 15:37:00 -
[80] - Quote
Yeah, I was cut off from the forums for several days myself, at least at work. It is SO frustrating to read an asinine post on the forum and not have the ability to respond to it.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Fox Gaden
Immortal Guides Learning Alliance
5989
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Posted - 2015.02.21 20:54:00 -
[81] - Quote
Darth-Carbonite GIO wrote:Having also been unable to access the forums, I've been unable to vent about the latest episode. No longer!
Everything was going fine until the shoutouts began. Dropships were brought up, and a tidal wave of what I feel was uninformed opinions spewed out. After a few agonizing minutes, Jaysyn dropped a couple of desperately needed logic bombs, and the tidal wave was, for a time, put in its place.
And then Pokey just went and broke my heart. "Dropships. I don't fly them, and I don't want to deal with the people that fly them."
The lack of dropship representation is strong, and I hope you guys can provide an adequate voice to defend against this seeming animosity. CPM2GǪ We need a Dropship expert who has more commitment to the game than to their ego this time.
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Fox Gaden
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5997
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Posted - 2015.02.24 17:08:00 -
[82] - Quote
Wow, someone is on the ball this week. Now I have two episodes to listen to. I will start with February 16th: Push to Talk .
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Fox Gaden
Immortal Guides Learning Alliance
6000
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Posted - 2015.02.25 16:04:00 -
[83] - Quote
On the most recent episode I have to agree with Jason on: - Snipers - Red Line - Persistent districts in PC. All maps should be used in PC, and the only time a District map should change is if they introduce a new map, then some districts should be changed to the new map.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Fox Gaden
Immortal Guides Learning Alliance
6080
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Posted - 2015.03.13 13:43:00 -
[84] - Quote
Ferret Bowling? I have not even started to listen yet, and I am already intrigued...
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Fox Gaden
Immortal Guides Learning Alliance
6139
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Posted - 2015.03.31 14:54:00 -
[85] - Quote
Listening to it now.
Bam is adding 2 + 2 and getting 9 again.
When they were talking about breaking the firewall with China that had NOTHING to do with DUST. He was talking about a link between EVE on Tranquility and EVE on the Chinese server. For those who don't know, in China they play EVE on a different server than the rest of the world. It is an entirely separate EVE instance. CCP would like to have everyone who plays EVE play together, but China will not allow that.
As for Nemesis, that was 3 guys working in their free time, so it would not have taken any time away from DUST/Legion. Although, if it actually becomes a "thing" and CCP decides to support further development, it could take some actual Dev time in the future. (But I am sure Soraya will tell him that when I hit "Play" again...)
Edit: This year Pokey Dravon will be number 1 on my vote list for CPM2.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Fox Gaden
Immortal Guides Learning Alliance
6140
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Posted - 2015.04.01 12:32:00 -
[86] - Quote
Alright BAMM, I will give you that, but please fix your quotes. You are tweaking my OCD!
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Fox Gaden
Immortal Guides Learning Alliance
6142
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Posted - 2015.04.01 14:45:00 -
[87] - Quote
BAMM HAVOC wrote:Fox Gaden wrote:Alright BAMM, I will give you that, but please fix your quotes. You are tweaking my OCD! Dude don't give me anything. Express yourself, just be sure not to say anything near Xel as he has a rather rude tendency to interrupt you half way through. And spout his own "blinkered" views. I can't fault Xel for that. I tend to do that myself if I fail to restrain myself. It comes of having a father who will talk for 45 minutes without pausing, and gets so deep into is own lecture that he often will not notice when the people he is talking to leave the room. As a result my brain registers a 0.3 second pause for breath as a chance to get a word in edgewise.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Fox Gaden
Immortal Guides Learning Alliance
6142
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Posted - 2015.04.01 15:23:00 -
[88] - Quote
Oh goody, two more episodes posted. Since I can't rely on anything I read on the forums today, I might as well listen to an episode. Lets start with March 30th: Soraya's Hair.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Fox Gaden
Immortal Guides Learning Alliance
6142
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Posted - 2015.04.01 18:30:00 -
[89] - Quote
Soraya Xel wrote:BAMM HAVOC wrote:Dude don't give me anything. Express yourself, just be sure not to say anything near Xel as he has a rather rude tendency to interrupt you half way through. And spout his own "blinkered" views. When you engage on an unending tirade of dumb, someone has to stop you. You literally did not pause at any point in a neverending build of less and less sane comments to prevent anyone from questioning, correcting, or discussing any one of them. Yeah, I remember thinking that he reminded me of my dad...
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Fox Gaden
Immortal Guides Learning Alliance
6142
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Posted - 2015.04.01 18:45:00 -
[90] - Quote
I am with Xel when it comes to twitter. I will not be confined by 140 characters!
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Fox Gaden
Immortal Guides Learning Alliance
6151
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Posted - 2015.04.02 14:16:00 -
[91] - Quote
Quote:April 1st: Still Recording You got me. I should have looked at the dates...
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Fox Gaden
Immortal Guides Learning Alliance
6166
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Posted - 2015.04.07 15:39:00 -
[92] - Quote
The new look seems a little stark. Not bad, but I liked the softer orange of the old link color better.
I had the Biomass site open from last week and hit refresh, so I saw the old version replaced by the new version, thus getting a direct comparison between the two.
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Fox Gaden
Immortal Guides Learning Alliance
6166
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Posted - 2015.04.07 16:11:00 -
[93] - Quote
Feedback on this week's episode:
Skins: Hopefully when they move DUST to a new platform they will add slight differences between Suits types in the same size range, such as giving larger backpacks and more pouches on the Logi suits than the Assault suits, so that suit identificaiton can be completely separate from color.
But for now, where color is used to denote Logi and Commando, how about just have a color override on the skins so that certain sections of the suit are always Yellow on Logi or Red on Commando. Maybe have it a shoulder band or something, so we get used to always looking in the same place for the identifying mark.
Weapon Skins: If we had a weapon fitting screen, then weapon skins might be feasible. In this post Rattati realizes a method for weapon customization that might be doable.
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Fox Gaden
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6230
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Posted - 2015.04.13 13:50:00 -
[94] - Quote
Biomassed Episode 49: "Your Daily Deadpool"
Matchmaking problem of people leaving matches.
How about allowing people to join deployed squads and get into the match if there is an open slot? Not the full solution, but it would help, and make it easier to link up with friends without having to wait 15 - 20 minutes for them to get out of match.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Fox Gaden
Immortal Guides Learning Alliance
6337
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Posted - 2015.04.21 17:05:00 -
[95] - Quote
Listening to the latest episode: April 20th: Comic Book Movie Review
I hear my name used in vain.
I will have you know that last time I checked I was the author of 9% of ISK The Guide Vol 3. I gave them fee reign to use material from my guides.
Unfortunately I don't think they have updated it in a long time, so I would recommend people read the original guides which I try to keep relatively up to date, even if it means putting in a ticket to get them unlocked so I can edit. (Warning to Pokey, once you get over 10 guides it gets to be a job just keeping them up to date.)
Anyway, I will give you guys at Biomassed the same deal I gave the ISK The Guide guys. You can reprint any of my stuff as long as I am given proper credit for it. A link to my original document would be good too, in case the version on your site does not get updated.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Fox Gaden
Immortal Guides Learning Alliance
6341
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Posted - 2015.04.21 19:07:00 -
[96] - Quote
Soraya Xel wrote:Fox, if you want, we can give you a blog account and you can contribute your own guides and articles to the blog directly. ;) Well, if you want to set me up you can send the info to [email protected] but I don't promise anything.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Fox Gaden
Immortal Guides Learning Alliance
6341
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Posted - 2015.04.21 19:11:00 -
[97] - Quote
I actually like Dommination, and I have flipped domination matches after my MCC was into armor on many occasions.
How about reset Squad size in PUB Skirmish to 4 members, and allow you to run larger squads in FW? That might encourage more people to do FW.
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Fox Gaden
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6371
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Posted - 2015.04.23 16:55:00 -
[98] - Quote
It is a bad sign when I go to check out a sub forum which I have not posted in today, and see that Fox Gaden was the last person to post in that forumGǪ
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Fox Gaden
Immortal Guides Learning Alliance
6421
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Posted - 2015.04.27 14:17:00 -
[99] - Quote
April 27th: Rattati Returns
Oooh this should be good! ... Hits play..
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Fox Gaden
Immortal Guides Learning Alliance
6493
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Posted - 2015.05.07 15:35:00 -
[100] - Quote
Finally getting round to listening to this week's episode.
Corp Skins: If they have to be submitted to CCP to be created manually, I assume that the Corp will have to be active for a year to be eligible like for EVE Alliance logos?
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Fox Gaden
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6507
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Posted - 2015.05.11 17:17:00 -
[101] - Quote
Soraya Xel wrote:I was really worried. More than 24 hours had passed after I posted the podcast and there was no Fox reply here! Yeah, I was on training for two days last week. Couldn't listen to the Podcast and the instructor at the same time.
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Fox Gaden
Immortal Guides Learning Alliance
6
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Posted - 2015.05.29 17:38:00 -
[102] - Quote
I listened to two episodes while hanging drywall over the weekend, but did not record my reactions to the episodes as I was listening on my phone while renovating rather than sitting at my computer at work.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Fox Gaden
Immortal Guides Learning Alliance
6
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Posted - 2015.06.02 15:19:00 -
[103] - Quote
May 24th: The Fury Road
Go Kain! Let's make location matter in PC!
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Fox Gaden
Immortal Guides Learning Alliance
6
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Posted - 2015.06.03 15:06:00 -
[104] - Quote
June 1st: The Logi Pain Train
Logi survivability speed vs Logi health: - I have had fairly good success getting repped by Scouts. Of course I usually run a speed fit Sentinel.
- An advantage to Cal Logi we don't often think of is that a Logi can self heal use his own Rep Hives, but not his own Rep Tool.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Fox Gaden
Immortal Guides Learning Alliance
6
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Posted - 2015.06.09 14:42:00 -
[105] - Quote
June 8th: Ball and Chain
I am feeling very optimistic about the CPM2. It looks like we will have a solid group of candidates.
If Breakin Stuff runs I will be putting him on my voting list. (Not first on the list, that spot is reserved for someone else, but definitely on the list.)
While I don't always agree with Breakin Stuff's proposals, I always read them carefully, because he is one of those few people who you can count on to have put a great deal of thought into anything they present.
When I created The Bastion thread for Sentinel Community discussions, I did not feel like the thread was Official until I managed to drag Breakin Stuff into it, as he has been one of the primary contributors for a long time on discussions on how to balance the Sentinel class. (Of course when the thread got recognition from Rattati, that was good too...) Like me, Breakin Stuff does not only look at his primary role, he works to promote balance across all the roles rather than just promoting his own role.
I don't always agree with him, but I do always respect him, and I will therefore support his candidacy.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Fox Gaden
Immortal Guides Learning Alliance
6
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Posted - 2015.06.22 16:30:00 -
[106] - Quote
137H4RGIC wrote: My Childhood terror is being eaten alive, so I don't like such movies. I would have vivid nightmares of creatures sinking their teeth into my abdomen and trying to pull me apart. I'd wake up paralyzed with fear, and still feel the pain in my abdomen.
The only nightmares I had as a child were when I was delirious, which happened to me quite frequently for some reason. These dreams would involve colored sign waves on a black background and strange voices criticizing me. I had that dream many times. The voices would change, but the sign waves would always be there.
I wonder if it says something about me that my nightmares would be so abstract?
Delirium is a lot like a bad acid trip.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Fox Gaden
Immortal Guides Learning Alliance
6
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Posted - 2015.06.23 14:15:00 -
[107] - Quote
June 15th: Culturally Apropos (Yes I am getting behind. I have been busy.)
I like the idea of a Mastery skill for Weapons & Suits that levels through use rather than assigning skill points to it. A weapon's Mastery skill could accumulate skill points every time you do damage with the weapon, with larger bonuses given for Assists and Kills. The Mastery skill bonus should be fairly small though (like 1% damage per level or something) so it does not create an insurmountable difference between new players and vets, and also so it does not force people to stick to only one weapon. It needs to be a "nice to have" bonus, not a "must have" bonus.
However a Mastery Skill system based on gaining mastery by using the item would be a new system within the game, which would likely take a fair bit of Dev time, and I don't think it would be a high priority for development. But it would be nice!
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Fox Gaden
Immortal Guides Learning Alliance
6
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Posted - 2015.06.24 12:53:00 -
[108] - Quote
June 22nd: A B+
Soraya Xel is definitely getting better at giving his CPM update. This time it was something like "I know you guys have not seen much of Rattati recently but I have seen a screenshot of what he is working on and am really excited!" It tells us nothing, but gives us a warm fuzzy feeling.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Fox Gaden
Immortal Guides Learning Alliance
6
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Posted - 2015.06.29 14:11:00 -
[109] - Quote
Aelns Dene certainly knows how to write a synopsis.
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Fox Gaden
Immortal Guides Learning Alliance
6
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Posted - 2015.06.30 13:59:00 -
[110] - Quote
June 29th: Proctology Is My Game:
It says something about how much better things went for CPM1 than CPM0 when you look at how many of them are running for a second term.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Fox Gaden
Immortal Guides Learning Alliance
6
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Posted - 2015.07.02 14:21:00 -
[111] - Quote
Soraya Xel wrote:Fox, then you just make a second post. ;) Well, yes, but it would be a significant milestone.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Fox Gaden
Immortal Guides Learning Alliance
6
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Posted - 2015.07.14 14:10:00 -
[112] - Quote
Episode 62: GÇ£Space MountainGÇ¥ (July 14, 2015)
Talk of the lack of Corp/Alliance management tools in DUST has lead me to create this thread.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Fox Gaden
Immortal Guides Learning Alliance
7
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Posted - 2015.08.10 15:49:00 -
[113] - Quote
August 3rd: Loredec
CPM2 I voted on two characters this year.
Snipers: I have been killed by Tactical Sniper rifles and Officer Sniper rifles in the last few months, but I could count on one hand how many times I have been killed by either a standard or Charged Sniper Rifle in the last few months, and have fingers left over.
I would prefer to have bullet drop start after 100m on a sniper rifle rather than reduce range. Then long range sniping would take a lot of player skill.
It would be good if any squad member could place an attack order, just have it yellow instead of red if they are not the Squad Lead. This would allow Snipers to also be spotters.
Here is a retro guide that I am not sure is applicable anymore. Fox Guide: Marksman, Taking Sniper to the next level
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Fox Gaden
Immortal Guides Learning Alliance
7
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Posted - 2015.08.14 14:47:00 -
[114] - Quote
Aelns Dene wrote:Fox Gaden wrote: It would be good if any squad member could place an attack order, just have it yellow instead of red if they are not the Squad Lead. This would allow Snipers to also be spotters.
Your proposal is interesting but thwarts the coherence of roles in game. That spotter ability is a staple of scouts and that ability should be reserved for them. Hence, not the weapon (sniper rifle) but the merc (scout role suit) should acquire new spotter abilities. Giving this ability to everyone in squad is giving too much out for too many. Keeping the asymmetric game play coherent is possibly the difficult part of any balance pass in Dust. If the feeling is that scouts already have too much on their plate then make it a feature requiring both scout AND sniper rifle. Scouts in sniping roles are already a rarity due to their squishiness and this would make such a choice a balanced one.
I disagree. Giving the spotting ability to everyone still allows Scouts and Snipers to be more effective spotters.
Scouts are faster, stealthier, and can see stuff on their Tac Net. They are better setup for locating stuff that would need spotting.
Snipers are usually in a position to see large portions of the map, so they also have an advantage for Spotting.
In other words, those roles have an innate advantage as spotters so there is no need to restrict it.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Fox Gaden
Immortal Guides Learning Alliance
7
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Posted - 2015.08.18 14:44:00 -
[115] - Quote
August 17th: Abrupt Conclusion
I purchased my PS3 to play DUST. I got the DUST bundle, and that is how I got into the Closed Beta.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Fox Gaden
Immortal Guides Learning Alliance
7
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Posted - 2015.08.19 15:04:00 -
[116] - Quote
Vell0cet wrote:Another great episode. Regarding the port vs. DUST 2.0, I think the distinction is largely semantic. The correct way to approach it is to systematically work through the existing code, converting it to the new platform, cleaning it up/refactoring as they go. Some systems may need to be heavily modified (like movement, hit detection), but it would be a huge mistake to start with a blank text file and literally start over from scratch. That approach would result in 2 more years of bug fixes after launch. The code we have has been said to be a mess, and there are aspects that are broken, but it mostly works, and a lot of the problems have already been ironed out. Throwing all of that away would be a massive mistake. I agree with this.
A port will require rewriting the code, so that is a good opportunity to clean up some fundamental problems that the Dev team have identified, but have only been able to work around to this point.
However the fundamentals of the game would remain the same. All weapons, suits, modules, and equipment would work the same with the same stats, so we can have the balance that we have been working on for years right out of the gate on the next platform. The exception would be items using placeholder art, or adding mechanics that were not possible before. (Like a heat debuff on a target rather than head buildup on the weapon, for building damage on Laser Rifle and Heavy Laser targets.)
It is also an opportunity to add new features such a PVE which are easier to program for a more powerful platform, and will give the game more appeal to new players on the new platform.
So, really, something more than just a Port, but less than a new game. Everything in DUST 514 should be in the new version, but with improved underlying code and some new stuff. It should feel more like one of those expansions WOW has every two years, rather than like the new version of COD that comes out ever two years. Same persistent characters and assets, but with improved mechanics and some new stuff.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Fox Gaden
Immortal Guides Learning Alliance
7
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Posted - 2015.09.04 16:25:00 -
[117] - Quote
August 24th: The Empress is Dead, Long Live the Empress
Did Cross say "Tempered Tantrums"? I could see Cross having a tempered tantrum.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Fox Gaden
Immortal Guides Learning Alliance
7
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Posted - 2015.09.15 15:15:00 -
[118] - Quote
September 14th: CCP Never Changes
The opening written by Cat Merc makes this one of the best episodes, and the episodes right out of the gate!
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Fox Gaden
Immortal Guides Learning Alliance
7
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Posted - 2015.09.29 15:37:00 -
[119] - Quote
September 28th: AV On Hand (Biomassed 73)
Darth is a master. It is like he has been CPM for years!
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Fox Gaden
Immortal Guides Learning Alliance
7
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Posted - 2015.10.08 18:48:00 -
[120] - Quote
October 5th: #PortDust514 (Biomassed 74)
Patch FoxFour Swarm Launcher Rang Nerf: I am ok with the range nerf if they add a Swarm Variant that has a longer range than the current version. Then they can balance the long range one against Dropships, and the short range one against Tanks.
They would both use the same size missiles, you are just exchanging payload for a larger full tank, or visa versa.
I mean you would be able to gut punch a Dropship with an Anti Tank Swarm Launcher if it got too close, or harass a Tank at a long distance with an Anti Air Swarm Launcher, so there would be some crossover ability.
I agree that they should have gone in at the same time, but if they can add the AA Swarm in the next Patch or Expansion I can live with the delay.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Fox Gaden
Immortal Guides Learning Alliance
7
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Posted - 2015.10.22 15:09:00 -
[121] - Quote
Soraya Xel wrote:Fox, then you just make a second post. ;) By the way, changed the way the Podcast section of the blog appears when you click the top link! It's much shinier now: http://biomassed.net/category/podcast/The old page, at http://biomassed.net/podcast/ also still exists with the traditional links to the MP3s, and that page will continue to update and work going forward as well. Perhaps J could edit the original post and add these links.. ? It would be nice not to have to go looking for them.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Fox Gaden
Immortal Guides Learning Alliance
7
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Posted - 2015.10.22 15:13:00 -
[122] - Quote
Now I need to get a map done, so time to queue up a podcast to keep my mind occupied so I don't start wasting time on the forums again...
October 19th: Scary Pokey (Biomassed 76)
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Fox Gaden
Immortal Guides Learning Alliance
7
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Posted - 2015.11.25 13:07:00 -
[123] - Quote
Just wanted to say that I am still listening to all the Podcasts. I just have not felt motivated to comment in several weeks.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Fox Gaden
Immortal Guides Learning Alliance
7
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Posted - 2016.01.11 13:31:00 -
[124] - Quote
I heard you say Maze Runner was bad. You know what was worse? ... the sequel It must have been written by a committee siting around a boardroom table trying to come up with reasons to have the main character run.
Now if you want to see a good movie where the main character spends most of the movie running, rent the German movie "Run Lola Run".
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Fox Gaden
Immortal Guides Learning Alliance
7
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Posted - 2016.02.08 13:58:00 -
[125] - Quote
I am really looking forward to this week's episode. Something Happened!
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Fox Gaden
Immortal Guides Learning Alliance
7
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Posted - 2016.02.09 17:27:00 -
[126] - Quote
Listening to Episode 91 now...
I would totally buy a PC to play a New Eden FPS MMO... but as it happens, I was planning to buy a gaming PC this summer anyway, so this time around maybe I will have the hardware that runs the game when the game comes out.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Fox Gaden
Immortal Guides
7616
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Posted - 2016.02.18 15:22:00 -
[127] - Quote
Nothing posted yet... come on guys... waiting to hear about the guy in the red suit.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Fox Gaden
Immortal Guides
7616
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Posted - 2016.03.30 17:31:00 -
[128] - Quote
I just realized I can use Fox Gaden's gmail account to log into the Biomass web site, so I am responding to episodes on the Biomass site now.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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