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Vell0cet
OSG Planetary Operations Covert Intervention
2898
|
Posted - 2015.04.02 05:59:00 -
[421] - Quote
Jaysyn Larrisen wrote:Vell0cet wrote:I've been listening to the new episode (still haven't finished) but I wanted to comment on Jaysyn's point about "normalizing" the weapons. While I usually agree with him on most things, I think he's wrong here. The fact that the assault rifles have their own "feel" and personality is something I love about this game, and dislike about games like Destiny where most of the weapons feel so similar. The end-goal of his proposal is good though. I think a better way to achieve it would be to "normalize" the rifles across the variants (e.g.. all assault variants, all tactical variants, etc. should be closer together). That's a more elegant solution, which preserves the uniqueness and personality of the different racial styles, while improving balance. Of course this necessitates filling in the missing racial variants. I'm not opposed to normalizing by variant but there are some tough individual instances to figure out. Example...how well do you think Burst Rail Rifle would work? The other factor of that concerns me is that the variations (particularly in range vs DPS) is so wide it convolutes any attempt make a healthy set of all weapons; right now there is pretty much always a small group of weapons out in the cold. One of my longer term concerns is having strongly defined weapon categories (rifle, specialty LW, SMG, pistol, etc) and at the moment my subjective assessment is that simplifying things a little will help. To your point about individual feel and personality for weapons - 100% on board with you. My opinion is that we can still achieve that by focusing on aesthetics, smaller impact trade offs, damage profiles, and weapon mechanics and feel in combat and at the same time making all basic infantry weapons more viable in a general sense. I guess I don't see what would be so wrong with a Burst Rail Rifle. I would start with the combat rifle (since it's the archetype of the burst weapons) add a modest amount of range to it, give it maybe a 4 round burst, increase dispersion, normalize the DPS with the CR factoring in the charge-up time, subtract a small percent (to counterbalance the range advantage) and it should be a fairly reasonable weapon. Maybe I'm just being naive. You could approach all variants with a similar process and they would all be fairly tightly grouped with each other.
Best PvE idea ever!
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Ghural
WarRavens
388
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Posted - 2015.04.02 11:30:00 -
[422] - Quote
CCP say fanfest is only about stuff that is coming, then they show a bunch of VR tech demos and a mobile ap that may never be released, then they say nothing about Legion and barely anything about Dust
It makes sense that players are confused and annoyed.
Soraya you need to shut up and let other people express their opinion on the show. Talking over people and pretending you know how CCP budgets their various projects makes you seem like an absolute fool. |
Fox Gaden
Immortal Guides Learning Alliance
6151
|
Posted - 2015.04.02 14:16:00 -
[423] - Quote
Quote:April 1st: Still Recording You got me. I should have looked at the dates...
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Jaysyn Larrisen
OSG Planetary Operations Covert Intervention
1523
|
Posted - 2015.04.03 03:31:00 -
[424] - Quote
Vell0cet wrote:Jaysyn Larrisen wrote:Vell0cet wrote:I've been listening to the new episode (still haven't finished) but I wanted to comment on Jaysyn's point about "normalizing" the weapons. While I usually agree with him on most things, I think he's wrong here. The fact that the assault rifles have their own "feel" and personality is something I love about this game, and dislike about games like Destiny where most of the weapons feel so similar. The end-goal of his proposal is good though. I think a better way to achieve it would be to "normalize" the rifles across the variants (e.g.. all assault variants, all tactical variants, etc. should be closer together). That's a more elegant solution, which preserves the uniqueness and personality of the different racial styles, while improving balance. Of course this necessitates filling in the missing racial variants. I'm not opposed to normalizing by variant but there are some tough individual instances to figure out. Example...how well do you think Burst Rail Rifle would work? The other factor of that concerns me is that the variations (particularly in range vs DPS) is so wide it convolutes any attempt make a healthy set of all weapons; right now there is pretty much always a small group of weapons out in the cold. One of my longer term concerns is having strongly defined weapon categories (rifle, specialty LW, SMG, pistol, etc) and at the moment my subjective assessment is that simplifying things a little will help. To your point about individual feel and personality for weapons - 100% on board with you. My opinion is that we can still achieve that by focusing on aesthetics, smaller impact trade offs, damage profiles, and weapon mechanics and feel in combat and at the same time making all basic infantry weapons more viable in a general sense. I guess I don't see what would be so wrong with a Burst Rail Rifle. I would start with the combat rifle (since it's the archetype of the burst weapons) add a modest amount of range to it, give it maybe a 4 round burst, increase dispersion, normalize the DPS with the CR factoring in the charge-up time, subtract a small percent (to counterbalance the range advantage) and it should be a fairly reasonable weapon. Maybe I'm just being naive. You could approach all variants with a similar process and they would all be fairly tightly grouped with each other (at least on paper--obviously these would still need to be tweaked based on actual usage data and player feedback).
Burst rifles operate on the principal of delivering several bursts in quick succession to put down a target. Spool time pretty much kills that.
As an experiment try using a burst AR or CR by NOT trigger spamming. Just hold the trigger back and let the burst cycle naturally. run couple matches that way - no cheating and trigger spamming. Now imagine that same experience but much less responsive and that would give you a burst RR experience.
As an aside - dispersion is a stat that should pretty much go away for the vast majority of weapons.
"Endless money forms the sinews of War." - Cicero
Skype: jaysyn.larrisen
Twitter: @JaysynLarrisen
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Vell0cet
OSG Planetary Operations Covert Intervention
2901
|
Posted - 2015.04.03 16:41:00 -
[425] - Quote
Jaysyn Larrisen wrote:Vell0cet wrote:Jaysyn Larrisen wrote:Vell0cet wrote:I've been listening to the new episode (still haven't finished) but I wanted to comment on Jaysyn's point about "normalizing" the weapons. While I usually agree with him on most things, I think he's wrong here. The fact that the assault rifles have their own "feel" and personality is something I love about this game, and dislike about games like Destiny where most of the weapons feel so similar. The end-goal of his proposal is good though. I think a better way to achieve it would be to "normalize" the rifles across the variants (e.g.. all assault variants, all tactical variants, etc. should be closer together). That's a more elegant solution, which preserves the uniqueness and personality of the different racial styles, while improving balance. Of course this necessitates filling in the missing racial variants. I'm not opposed to normalizing by variant but there are some tough individual instances to figure out. Example...how well do you think Burst Rail Rifle would work? The other factor of that concerns me is that the variations (particularly in range vs DPS) is so wide it convolutes any attempt make a healthy set of all weapons; right now there is pretty much always a small group of weapons out in the cold. One of my longer term concerns is having strongly defined weapon categories (rifle, specialty LW, SMG, pistol, etc) and at the moment my subjective assessment is that simplifying things a little will help. To your point about individual feel and personality for weapons - 100% on board with you. My opinion is that we can still achieve that by focusing on aesthetics, smaller impact trade offs, damage profiles, and weapon mechanics and feel in combat and at the same time making all basic infantry weapons more viable in a general sense. I guess I don't see what would be so wrong with a Burst Rail Rifle. I would start with the combat rifle (since it's the archetype of the burst weapons) add a modest amount of range to it, give it maybe a 4 round burst, increase dispersion, normalize the DPS with the CR factoring in the charge-up time, subtract a small percent (to counterbalance the range advantage) and it should be a fairly reasonable weapon. Maybe I'm just being naive. You could approach all variants with a similar process and they would all be fairly tightly grouped with each other (at least on paper--obviously these would still need to be tweaked based on actual usage data and player feedback). Burst rifles operate on the principal of delivering several bursts in quick succession to put down a target. Spool time pretty much kills that. As an experiment try using a burst AR or CR by NOT trigger spamming. Just hold the trigger back and let the burst cycle naturally. run couple matches that way - no cheating and trigger spamming. Now imagine that same experience but much less responsive and that would give you a burst RR experience. As an aside - dispersion is a stat that should pretty much go away for the vast majority of weapons. What you're describing isn't what I was proposing. Because the DPS would still be normalized between the burst RR and the CR (including the charge time), then each burst would hit a lot harder. It would be closer to the fusion rifle from Destiny.
I'm going to use VERY fake numbers just to make the math a bit easier. So for argument's sake let's say that the CR does 300 DPS and can pulse 2 bursts per second. That means each burst is doing 150 damage (or about 50 damage per round). Let's say the spool-time on the burst RR is 0.5 secs, and the time to fire it's 4-round burst is also 0.5 seconds (just to make the math simple). Since it will have the same DPS as the CR, that means it will do 300 damage for each 4-round burst, or 75 damage per round. Now because the Burst RR would have a slight range advantage over the CR (maybe 10% more range) then it would have less DPS (maybe 10%). If we subtract 10% from each round we end up with about 67.5 damage per round. Obviously these numbers are way off, but that would give you an idea of how it can be done. That weapon wouldn't be nearly as frustrating to use as the experiment you described.
Best PvE idea ever!
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Soraya Xel
Abandoned Privilege Top Men.
6020
|
Posted - 2015.04.03 19:51:00 -
[426] - Quote
I hope to announce a thing this weekend, you all can now commence wondering what it is. Unless I told you already, in which you should not "speculate" on what it will be.
CPM1 Elect. Thanks for all your support. [email protected] for ideas, thoughts, and feedback.
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Jaysyn Larrisen
OSG Planetary Operations Covert Intervention
1525
|
Posted - 2015.04.03 20:02:00 -
[427] - Quote
Vell0cet wrote:Jaysyn Larrisen wrote:Vell0cet wrote:Jaysyn Larrisen wrote:Vell0cet wrote:I've been listening to the new episode (still haven't finished) but I wanted to comment on Jaysyn's point about "normalizing" the weapons. While I usually agree with him on most things, I think he's wrong here. The fact that the assault rifles have their own "feel" and personality is something I love about this game, and dislike about games like Destiny where most of the weapons feel so similar. The end-goal of his proposal is good though. I think a better way to achieve it would be to "normalize" the rifles across the variants (e.g.. all assault variants, all tactical variants, etc. should be closer together). That's a more elegant solution, which preserves the uniqueness and personality of the different racial styles, while improving balance. Of course this necessitates filling in the missing racial variants. I'm not opposed to normalizing by variant but there are some tough individual instances to figure out. Example...how well do you think Burst Rail Rifle would work? The other factor of that concerns me is that the variations (particularly in range vs DPS) is so wide it convolutes any attempt make a healthy set of all weapons; right now there is pretty much always a small group of weapons out in the cold. One of my longer term concerns is having strongly defined weapon categories (rifle, specialty LW, SMG, pistol, etc) and at the moment my subjective assessment is that simplifying things a little will help. To your point about individual feel and personality for weapons - 100% on board with you. My opinion is that we can still achieve that by focusing on aesthetics, smaller impact trade offs, damage profiles, and weapon mechanics and feel in combat and at the same time making all basic infantry weapons more viable in a general sense. I guess I don't see what would be so wrong with a Burst Rail Rifle. I would start with the combat rifle (since it's the archetype of the burst weapons) add a modest amount of range to it, give it maybe a 4 round burst, increase dispersion, normalize the DPS with the CR factoring in the charge-up time, subtract a small percent (to counterbalance the range advantage) and it should be a fairly reasonable weapon. Maybe I'm just being naive. You could approach all variants with a similar process and they would all be fairly tightly grouped with each other (at least on paper--obviously these would still need to be tweaked based on actual usage data and player feedback). Burst rifles operate on the principal of delivering several bursts in quick succession to put down a target. Spool time pretty much kills that. As an experiment try using a burst AR or CR by NOT trigger spamming. Just hold the trigger back and let the burst cycle naturally. run couple matches that way - no cheating and trigger spamming. Now imagine that same experience but much less responsive and that would give you a burst RR experience. As an aside - dispersion is a stat that should pretty much go away for the vast majority of weapons. What you're describing isn't what I was proposing. Because the DPS would still be normalized between the burst RR and the CR (including the charge time), then each burst would hit a lot harder. It would be closer to the fusion rifle from Destiny. I'm going to use VERY fake numbers just to make the math a bit easier. So for argument's sake let's say that the CR does 300 DPS and can pulse 2 bursts per second. That means each burst is doing 150 damage (or about 50 damage per round). Let's say the spool-time on the burst RR is 0.5 secs, and the time to fire it's 4-round burst is also 0.5 seconds (just to make the math simple). Since it will have the same DPS as the CR, that means it will do 300 damage for each 4-round burst, or 75 damage per round. Now because the Burst RR would have a slight range advantage over the CR (maybe 10% more range) then it would have less DPS (maybe 10%). If we subtract 10% from each round we end up with about 67.5 damage per round. Obviously these numbers are way off, but that would give you an idea of how it can be done. That weapon wouldn't be nearly as frustrating to use as the experiment you described.
You're describing a weapon that does Sniper rifle Alpha damage....it's pretty steep. Also the time in between with burst limitations and spool time...it would be pretty tough. The current RR iteration just isn't set up well to generate a Burst Variant.
We might be talking past each other or just have different views. Hope onto Biomassed one night and we can talk it out with the panel.
"Endless money forms the sinews of War." - Cicero
Skype: jaysyn.larrisen
Twitter: @JaysynLarrisen
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Jaysyn Larrisen
OSG Planetary Operations Covert Intervention
1525
|
Posted - 2015.04.03 20:04:00 -
[428] - Quote
Soraya Xel wrote:I hope to announce a thing this weekend, you all can now commence wondering what it is. Unless I told you already, in which you should not "speculate" on what it will be.
You're finally getting a haircut?
"Endless money forms the sinews of War." - Cicero
Skype: jaysyn.larrisen
Twitter: @JaysynLarrisen
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Soraya Xel
Abandoned Privilege Top Men.
6020
|
Posted - 2015.04.03 20:22:00 -
[429] - Quote
Jaysyn Larrisen wrote:Soraya Xel wrote:I hope to announce a thing this weekend, you all can now commence wondering what it is. Unless I told you already, in which you should not "speculate" on what it will be. You're finally getting a haircut?
I actually got a haircut earlier this week.
CPM1 Elect. Thanks for all your support. [email protected] for ideas, thoughts, and feedback.
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Soraya Xel
Abandoned Privilege Top Men.
6023
|
Posted - 2015.04.04 04:52:00 -
[430] - Quote
Hey everyone, we're delaying the podcast this weekend. We will record on Monday, as all three of us have reasons the weekend will be a bit rough. I will toss everyone a bone tomorrow though and announce a thing, so you can look forward to that to tide you over until the show on Monday night.
CPM1 Elect. Thanks for all your support. [email protected] for ideas, thoughts, and feedback.
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Luther Mandrix
WASTELAND JUNK REMOVAL
474
|
Posted - 2015.04.04 15:39:00 -
[431] - Quote
Soraya Xel wrote:Hey everyone, we're delaying the podcast this weekend. We will record on Monday, as all three of us have reasons the weekend will be a bit rough. I will toss everyone a bone tomorrow though and announce a thing, so you can look forward to that to tide you over until the show on Monday night. If Hydrostatic podcast can make lore for Eve can Biomassed Podcast make Lore for Dust? |
Luther Mandrix
WASTELAND JUNK REMOVAL
474
|
Posted - 2015.04.04 15:40:00 -
[432] - Quote
Soraya Xel wrote:Hey everyone, we're delaying the podcast this weekend. We will record on Monday, as all three of us have reasons the weekend will be a bit rough. I will toss everyone a bone tomorrow though and announce a thing, so you can look forward to that to tide you over until the show on Monday night. Only Hair related topics please! |
Soraya Xel
Abandoned Privilege Top Men.
6025
|
Posted - 2015.04.05 02:33:00 -
[433] - Quote
Today, Biomassed is launching a blog! You can see it at http://www.biomassed.net/blog (and the new biomassed.net in general).
We're just getting started, and we're looking for contributors to help write posts. Email me at soraya (at) biomassed.net if you're interested.
CPM1 Elect. Thanks for all your support. [email protected] for ideas, thoughts, and feedback.
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Soraya Xel
Abandoned Privilege Top Men.
6061
|
Posted - 2015.04.07 05:36:00 -
[434] - Quote
Our pretty awesome episode from tonight, "What Sickness Looks Like" is now online at http://biomassed.net/podcast/ and iTunes and such. Don't forget to check out our new blog!
CPM1 Elect. Thanks for all your support. [email protected] for ideas, thoughts, and feedback.
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Fox Gaden
Immortal Guides Learning Alliance
6166
|
Posted - 2015.04.07 15:39:00 -
[435] - 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.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Fox Gaden
Immortal Guides Learning Alliance
6166
|
Posted - 2015.04.07 16:11:00 -
[436] - 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.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Soraya Xel
Abandoned Privilege Top Men.
6070
|
Posted - 2015.04.07 17:07:00 -
[437] - Quote
Fox Gaden wrote: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.
I could see maybe a darker red, but I think red is much more in keeping with the DUST 514 color scheme.
Fox Gaden wrote: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.
I don't think it's critical for color to denote suits, as most people are playing too quickly to notice specific splashes of colors on suits. Between the suit size, weapon, and what they're doing, it should be relatively easy to figure out what someone is up to.
Fox Gaden wrote:One option would be to have a generic Corp skin where the colors are based off the 3 colors in the Corp Logo generator. If the Corp logo does not use all three color selections (Immortal Guide's logo only uses 1 color selection), then the suit sections that correspond to the empty logo color slots should either take on the color of a color slot that is used or default to grey.
I like the WOW Corp tabard method as well. That is, having Corp CEO be able to set Corp Suit Colors.
These methods are basically one in the same. The guild tabard is the guild logo. And you select three colors for it, just as you select three colors for components of your EVE/DUST corp logo. And the tabard just automatically uses those colors.
CPM1 Elect. Thanks for all your support. [email protected] for ideas, thoughts, and feedback.
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Fox Gaden
Immortal Guides Learning Alliance
6230
|
Posted - 2015.04.13 13:50:00 -
[438] - 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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Vell0cet
OSG Planetary Operations Covert Intervention
2939
|
Posted - 2015.04.13 15:20:00 -
[439] - Quote
You guys mentioned something really interesting in this episode. You said that all skills and fits were loaded into memory at the start of each battle. This immediately made me wonder why this is. It seems they could get a decent performance boost if skills were calculated prior to joining a match after you complete the editing of a fit as a set of modified stats for the player, and fits could be reduced down to modifiers and the associated weapons/equipment/models/skins instead of calculating each module's effect dynamically during a battle.
Best PvE idea ever!
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Soraya Xel
Abandoned Privilege Top Men.
6170
|
Posted - 2015.04.21 03:10:00 -
[440] - Quote
Episode 50 is now up! Can't believe we've been doing this this long.
CPM1 Elect. Thanks for all your support. [email protected] for ideas, thoughts, and feedback.
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Fox Gaden
Immortal Guides Learning Alliance
6337
|
Posted - 2015.04.21 17:05:00 -
[441] - 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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Soraya Xel
Abandoned Privilege Top Men.
6173
|
Posted - 2015.04.21 17:17:00 -
[442] - Quote
Fox, if you want, we can give you a blog account and you can contribute your own guides and articles to the blog directly. ;)
CPM1 Elect. Thanks for all your support. [email protected] for ideas, thoughts, and feedback.
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Fox Gaden
Immortal Guides Learning Alliance
6341
|
Posted - 2015.04.21 19:07:00 -
[443] - 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
|
Posted - 2015.04.21 19:11:00 -
[444] - 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.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Fox Gaden
Immortal Guides Learning Alliance
6371
|
Posted - 2015.04.23 16:55:00 -
[445] - 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
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Vell0cet
OSG Planetary Operations Covert Intervention
3019
|
Posted - 2015.04.23 17:28:00 -
[446] - Quote
Fox Gaden wrote: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. I like Dom too, but if the issue is queues getting too small for the matchmaker to work properly, then replacing Dom with Acquisition is reasonable since they're fairly similar.
Honestly if it were up to me, I'd have pubs limited to only Ambush and Acquisition, with Skirmish being available in FW and PC. If the player numbers began to rise again to the point where we could have more modes available and still maintain good matches, then of course we should bring them back. I know it's probably a controversial opinion but I feel it's more important to have fewer options and a great experience with those options than to have a broad choice of options and have all of them be missing lots of players and/or having really long queue times.
Best PvE idea ever!
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Soraya Xel
Abandoned Privilege Top Men.
6200
|
Posted - 2015.04.24 15:44:00 -
[447] - Quote
Vell0cet wrote:Honestly if it were up to me, I'd have pubs limited to only Ambush and Acquisition, with Skirmish being available in FW and PC. If the player numbers began to rise again to the point where we could have more modes available and still maintain good matches, then of course we should bring them back. I know it's probably a controversial opinion but I feel it's more important to have fewer options and a great experience with those options than to have a broad choice of options and have all of them be missing lots of players and/or having really long queue times.
The problem is that Ambush is terrible and we don't know how good Acquisition will play out. So while you say you want a "great experience" with fewer options, it might be a "terrible experience" with fewer options. Right now, Skirmish is the only good game mode. I hope Acquisition will be #2.
Fox Gaden wrote: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
Council's Chamber is a slow burn area. It's why threads like this don't get buried until piles of crud. It's worthwhile to have that, I think.
CPM1 Elect. Thanks for all your support. [email protected] for ideas, thoughts, and feedback.
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Vell0cet
OSG Planetary Operations Covert Intervention
3019
|
Posted - 2015.04.24 15:55:00 -
[448] - Quote
Soraya Xel wrote:Vell0cet wrote:Honestly if it were up to me, I'd have pubs limited to only Ambush and Acquisition, with Skirmish being available in FW and PC. If the player numbers began to rise again to the point where we could have more modes available and still maintain good matches, then of course we should bring them back. I know it's probably a controversial opinion but I feel it's more important to have fewer options and a great experience with those options than to have a broad choice of options and have all of them be missing lots of players and/or having really long queue times. The problem is that Ambush is terrible and we don't know how good Acquisition will play out. So while you say you want a "great experience" with fewer options, it might be a "terrible experience" with fewer options. Right now, Skirmish is the only good game mode. I hope Acquisition will be #2. Well we're talking about going with the least-bad choice as opposed to the ideal (in which we had a massive active player base and the matchmaker could build awesome matches with all game modes). In my opinion, having empty matches and long wait times is worse than limiting pubs to Ambush (which really isn't THAT bad--especially with balanced teams) and Acquisition. Personally, I'm very optimistic about Acquisition.
Best PvE idea ever!
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Fox Gaden
Immortal Guides Learning Alliance
6421
|
Posted - 2015.04.27 14:17:00 -
[449] - Quote
April 27th: Rattati Returns
Oooh this should be good! ... Hits play..
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Vell0cet
OSG Planetary Operations Covert Intervention
3028
|
Posted - 2015.04.27 16:50:00 -
[450] - Quote
Really amazing episode. CCP Rattati was awesome, and you guys did a really great job of asking intelligent questions and having a very smart discussion. As far as Rattati not playing EVE, I think we need to get him to join RvB and do a bunch of fast-paced frig brawls. I'll donate a PLEX to the cause.
I was surprised and disappointed to hear the new MM didn't radically improve the new player retention numbers. I would have thought it would have made a massive difference, but I guess there is still more work to do. I agree that the MM changes were important and I'm glad they did it.
The plans for PC sound really smart. It solves many of the existing problems. I love the direction they're going with that.
Oh and templar scouts! Awesome.
Great work guys. Thanks for your year of hard work and effort. This podcast is really valuable to the community. o7
Best PvE idea ever!
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