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Aeon Amadi
Edimmu Warfighters Gallente Federation
5842
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Posted - 2014.05.29 03:02:00 -
[1] - Quote
CCP Wolfman wrote:Hi guys, IGÇÖm here to have a chat about Salvage. That is, deploying to the surface of a planet and searching for valuable loot. YouGÇÖre not the only one with this bright idea of course, reclaimer drones (and other players) are there doing the same thing and theyGÇÖre probably not all that keen that you are too! This is a pretty important part of the Legion economy since this salvage gathered by players is what will supply the market. ItGÇÖs something weGÇÖre beginning to look at now and I would like to hear your thoughts and harvest your ideas about it. This will then allow me to pretend all the good ones were mine. So, you have 3 main components:
- The ability to search for and find loot
- Armed drones that search and gather loot
- Other players that most likely have varying reasons for being thereGǪ
What would make for interesting ways to search for good salvage? What kind of player interactions do you think would be interesting? How do you think drones should behave? Have at it! CCP Wolfman
Drones should be challenging - they shouldn't be something to just blow over. If anything they should be just as, if not more powerful than another player. The AI will always seem somewhat artificial (one would hope, lol) and lacks the human element of adaptive strategy; so they need to be powerful in other ways to compensate, lest everyone on the team just runs a sniper rifle/forge gun and deals with them via riskless effort.
IMO, I'd like to see a sort of "race against time" aspect where the drones are able to search for and salvage the loot, then potentially make off with it and preventing the players the opportunity to gather it if they take too much time. They should be a priority target and I think it'd make for some interesting moment-to-moment decision making on the players' part: Do I deal with this player who's making a nuisance of himself, or do I focus on my goal at the potential risk of dying to the other player? Is it worth temp-bluing with the other player against the drone(s) so we can settle our score later? Should we share the loot, or kill one another; winner takes all?
Another consideration is how the teams, if any, will work? Is this a free-for-all thing where it's everyone trying to stake their claim or is it a traditional team-fight with a third party (the drones)? Will that be mechanically force by gameplay mechanics or is it going to provide opportunities to "temp-blue"?
Finally, tiers of game-play. I wouldn't mind seeing the more valuable loot protected by even more powerful drones or sketchy situations. This would be a prime opportunity to play with different game modes (team fight + drones) (free-for-all + drones) and different Drone "teams" (lights with some mediums) (lots of medium with some heavies).
All in all, the comment concept here is this:
- Conscious decision making; do I kill the drone or the player first? - Non-consentual game mode; who else has a claim here? - Team-fight or Free-for-all; who can I trust? Will the game itself force us to work together? - Fear factor; should I be afraid of what I have to lose here?
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Aeon Amadi
Edimmu Warfighters Gallente Federation
5843
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Posted - 2014.05.29 03:44:00 -
[2] - Quote
CCP Wolfman wrote:Sec levels is something we see as important as well. The lower the sec the higher the risk (drones, well geared players) and potential reward (sweet sweet loot).
We see it as a free for all but you can squad if you want. Lower security would of course have friendly fire on so if your buddy got something really rather niceGǪwell, I hope you're good friends.
WeGÇÖre thinking that the drones will deplete the salvage in a Salvage field themselves so there would be an element of pressure there.
Ah, I like the concept of salvage fields a lot actually. However, the overall mechanics seem somewhat flaky. If it's free-for-all, then what is the necessity of having friendly fire? Are squads exempt from friendly fire in high-sec? If that's the case, might as well just keep high-sec salvage matches as a team-based gameplay and leave the free-for-all brutality for other areas =P
An insanely high level concept but how would this tie into Eve Online, if at all? Will be able to provide orbital support for our guys on the ground or potentially ruin their day via orbital strike to secure our claim?
Need a bit more information before we can propose the nuanced stuff
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Aeon Amadi
Edimmu Warfighters Gallente Federation
5843
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Posted - 2014.05.29 03:51:00 -
[3] - Quote
CCP Wolfman wrote:Yes, we could have a no team 'free for all' but still not allow the players to damage/fire on each other if we wanted. So no 'neutral fire' I guess :-)
That seems very strange O_o I think it'd essentially mean that, without the ability to fire on one another, all players would be on the same team against the Drones, fighting for their own stakes. I guess it could work, would be hardcore PvE.
Would there be a way for warring corporations/alliances to fire on one another anyway? (be sure to read the edit in my previous post for scanning system suggestion)
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Aeon Amadi
Edimmu Warfighters Gallente Federation
5843
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Posted - 2014.05.29 04:02:00 -
[4] - Quote
CCP Wolfman wrote:I'm not suggesting all areas would be like that. Not being sure who to trust would be part of the fun but I do think you need some safe places to learn the ropes.
Agree'd. All my +1's so far, seems like a very intuitive, risky, and rewarding system.
Just don't mess up the Drones. Challenge = Fun ^_- Give them the OP Turret Installation accuracy if you have to
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Aeon Amadi
Edimmu Warfighters Gallente Federation
5843
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Posted - 2014.05.29 04:39:00 -
[5] - Quote
Garth Mandra wrote:Some thoughts:
- I don't want PvE like Eve's where you can have a recipe for each mission. Unpredictable PvE would be good. Perhaps provide opportunities to gather intel about a site before doing it for some cost in time, money and perhaps missing out if some others just Leeroy'ed in.
- Fighting against a clock is a good idea. If it is close to impossible to clear a site before the Bots do then it allows skilled players to 'clear' a site better (ie. more profit) than less skilled players.
- Drones should be challenging. Obviously we need a range of different levels (with appropriate rewards) but I'd like to see the high end being powerful and deviously clever drones.
- Make extraction of loot essential. This adds extra opportunities for PvPvE and of makes sense. Say we arrive in a heavy dropship with our clones and communication equipment (consciousness transfer etc), loot has to be returned to the dropship. Perhaps we have access to a hauler drone (dumb and fragiles buts goes all the way back to the ship) or a robot crate (just follows you around).
- Perhaps drones have similar extraction requirements? A big mother drone that is the equivalent of the dropship and then worker/salvage drones and soldier drones?
- Maybe one day Eve and Dust players can launch the salvage drones themselves? That could be interesting.
Going off of your extraction proposal, I wouldn't mind calling and subsequently waiting for an RDV to arrive to extract the goods. Could even expand on that by having the players/drones guard the stuff until the RDV leaves with the stuff.
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Aeon Amadi
Edimmu Warfighters Gallente Federation
5849
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Posted - 2014.05.29 09:38:00 -
[6] - Quote
CCP Wolfman wrote:SponkSponkSponk wrote:CCP Wolfman wrote:We were thinking of a complex mime minigame :-)
At the most basic level there will be a much more accessible chat function Will there be holographic chat bubbles over our heads? Because I could get into that. No they will be comic book style bubbles since the new direction is going to be super deformed and cell shaded
Careful, Wolfman. Not everyone has trained Sarcasm to Level 5
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Aeon Amadi
Edimmu Warfighters Gallente Federation
5882
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Posted - 2014.05.30 05:42:00 -
[7] - Quote
Will it be possible to re-deploy to the same salvage field if we run out of clones?
Are the Drones going to hold a grudge against an individual player who is acting "aggressively" or will there be a general "all humans = bad" sort of attitude at a certain point?
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Aeon Amadi
Edimmu Warfighters Gallente Federation
5882
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Posted - 2014.05.30 06:36:00 -
[8] - Quote
CCP Wolfman wrote:Aeon Amadi wrote:Will it be possible to re-deploy to the same salvage field if we run out of clones?
Are the Drones going to hold a grudge against an individual player who is acting "aggressively" or will there be a general "all humans = bad" sort of attitude at a certain point? Yes to redeploy (at a cost and if there is still space) and yes to individual player
Interesting. So then it'd be considered good practice to allow my umm... "friends"... to get the drones' attention and then temp-blue with the drones because we're bros? Kinda like it. Though, admittedly, I'm on the fence as to whether I like this method more than drones being all hyper-aggressive and acing anything that gets near their sweet loot
Will there be any warning when they're starting to get antsy or will they immediately open fire?
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Aeon Amadi
Edimmu Warfighters Gallente Federation
5996
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Posted - 2014.06.09 07:27:00 -
[9] - Quote
CCP Wolfman wrote:We plan on creating upgrades for things like salvage scanning, salvage capacity etc. Some good ideas are coming up in this thread for sure. I think thereGÇÖs a lot of scope for progression in this area though of course weGÇÖre trying to stay focused on core gameplay to begin with.
Related to that, I donGÇÖt think we need to begin with lots and lots of complex mechanics to create complex and exciting player behaviour. I think a lot of this will be driven by the players themselves and in very early tests weGÇÖve already seen people behaving quite differently (we discovered some trolls in the office for sure!). Salvaging isnGÇÖt a directed game mode like Skirmish or Domination, I am hoping to see it develop a little more organically as people play it and we see how they behave.
Speaking of behaviour, I have another question. The plan is that in high sec you will not be able to kill each other and then risk increases with reward throughout the security levels. Outside of high sec what kind of limitations do you think should be placed on PVP in Salvage fields? None at all once you leave high sec? Some controls in low sec?
Let me know what you think.
Maybe implement a skill/upgrade to reduce the player being perceived as a threat to the drones? That'd be interesting.
Honestly I think having friendly fire turned off and more junk-loot in High Sec is a great incentive to want to expand from there. For Low-Sec you could probably turn on Friendly Fire at a 50% value, which would be quite forgiving for accidents and still allow someone seriously dedicated to killing you the ability to do so. I'm on the fence about that because if I have the ability to kill another player and steal his stuff, I want to have the full capability in doing that.
Can't really think of any other controls I'd want to see placed on the gameplay as it would restrict that sort of emergent gameplay from happening. I'm of the volition that, unless it becomes a problem, allow it.
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Aeon Amadi
Edimmu Warfighters Gallente Federation
5999
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Posted - 2014.06.09 09:02:00 -
[10] - Quote
CCP Wolfman wrote:A drone trolling module, that is a cool idea. I'm not sure about damage reductions either, it is possible to do now but it makes weapons feel weak and can make firefights a bit long and comical :-)
If we don't do anything then my worry is that when people leave high sec they may well fall off a cliff in to a world of ganking...
To expand on what the last guy said, those types of games are very very niche and personally I don't find them fun at all, but there's a lot to learn from them. Day Z, Rust, Infestation, they all have the same sort of general feel where it becomes more Kill On Sight and less working together because there's generally no reason to when you want all the loot to yourself. But there's an inherent problem...
Throwing up some defenses around CRUs would be a decent enough solution, but it'd probably just borrow from the same problem every survival game has in that it just makes these exclusive little zones that players -KNOW- there will be activity at, creating sort of camping grounds. What -I- would do is get some friends together, send three-five people to go gather loot and another three-five people to just camp the CRU-area to prevent anyone from leaving.
That being said - and before I go on, I just want to say I've never played the game, was just told about it - Nether apparently has this concept where the more player-killing you do, the more attention you attract from the Nethers (funny as that sounds, lol!!!) which I think would be a decent enough fail-safe. The more player-killing you do, the more attention you get from the Drones as a threat. Something I was mentioning earlier but, your call. Just spit-balling here.
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Aeon Amadi
Edimmu Warfighters Gallente Federation
6003
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Posted - 2014.06.09 12:40:00 -
[11] - Quote
CCP Wolfman wrote:Aeon Amadi wrote:CCP Wolfman wrote:A drone trolling module, that is a cool idea. I'm not sure about damage reductions either, it is possible to do now but it makes weapons feel weak and can make firefights a bit long and comical :-)
If we don't do anything then my worry is that when people leave high sec they may well fall off a cliff in to a world of ganking... To expand on what the last guy said, those types of games are very very niche and personally I don't find them fun at all, but there's a lot to learn from them. Day Z, Rust, Infestation, they all have the same sort of general feel where it becomes more Kill On Sight and less working together because there's generally no reason to when you want all the loot to yourself. But there's an inherent problem... Throwing up some defenses around CRUs would be a decent enough solution, but it'd probably just borrow from the same problem every survival game has in that it just makes these exclusive little zones that players -KNOW- there will be activity at, creating sort of camping grounds. What -I- would do is get some friends together, send three-five people to go gather loot and another three-five people to just camp the CRU-area to prevent anyone from leaving. That being said - and before I go on, I just want to say I've never played the game, was just told about it - Nether apparently has this concept where the more player-killing you do, the more attention you attract from the Nethers (funny as that sounds, lol!!!) which I think would be a decent enough fail-safe. The more player-killing you do, the more attention you get from the Drones as a threat. Something I was mentioning earlier but, your call. Just spit-balling here. It would be possible for us to make player kills a factor in the drones interest in you. Not sure why they would care but they could...
Rogue/Wild Drones in the lore will go out of their way to attack unsuspecting mining vessels, despite usually posing little to no threat at all. That being said, if some dude runs into a salvage field with a bunch of rogue drones, firing his weapon like a maniac, I'd imagine the rogue drones would perceive a potential threat regardless of what he's aiming at. They're also privy to attacking Capsuleers on the fly, as well.
"Code Aria Inquiry shows strong evidence of Rogue Drones abducting Capsuleer pilots, by hacking into the ships computer and overriding pilot commands to the ship, how wide spread this phenomenon is at this time is unknown."
Rogue Drones are pretty finicky and are pretty unreliable as to what they're going to do at any given time. The broken ones are particular savage as well. Here's an exerpt if you don't feel like reading the whole Chronicle:
"It tests the other senses. It can detect the gaseous traces coming from the other room. Good. Zoom and unzoom works as well; it can count the ridges in a pen that's lying on the floor. It can sense audio waves as well. It picks up one now. Coming from a nearby cupboard. The drone turns and slowly flies in the direction of that cupboard. The sound from the other side is quiet, very quiet. It's someone breathing, in a staccato rhythm.
Gently, the drone nudges open the cupboard door. Inside, it sees a young woman, dressed in a lab coat. The woman's eyes are red-rimmed, and she's mouthing silent words. The drone hums with something resembling pleasure. It revolves silently in the air so that its head faces downwards. Its feelers shoot out like pythons and fasten the woman to the wall by her head and shoulders. Two pairs of feelers clamp on to her jaw and pry it open.
The drone has been trying to fix itself, trying to re-make itself into an undamaged creature. But it has been running out of hosts. Now it has found one. And her face is open to let it in, to let it be born again."
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Aeon Amadi
Edimmu Warfighters Gallente Federation
6030
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Posted - 2014.06.10 16:29:00 -
[12] - Quote
CCP Wolfman wrote:lateris ablon wrote:Quote:Is loot destructible and how do you GÇÿbankGÇÖ it?
Yes. The idea weGÇÖre developing is that players use a deployable GÇ£harvesterGÇ¥ to gather loot from a site before you take it to an extraction point to GÇÿbankGÇÖ it. This harvester contains the salvage and can be destroyed or you can be killed and it taken from you.
Will the deployable Harvester be launched from a UI? Or will it be dropped by a vehicle we call in?? Will there be an animation that makes it look a bit realistic? You carry it and deploy it yourself. Right now if you die you drop it (and all salvage in it). You always know it's location even if someone else takes it. In that sense it's a little similar to some of ocelots ideas. We experimenting with possible looks and style as well as animations atm.
Not really to beat up about how it looks myself. My only concern is that it's it should look as Sci-Fi as you can muster, game definitely needs more sci-fi :3
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Aeon Amadi
Edimmu Warfighters Gallente Federation
6038
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Posted - 2014.06.11 11:37:00 -
[13] - Quote
So is the Salvager going to be an Equipment item? If so it might be considered sort of a 'soft nerf' to suits with only one (or no) equipment slots.
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Aeon Amadi
Edimmu Warfighters Gallente Federation
6113
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Posted - 2014.06.25 08:05:00 -
[14] - Quote
CCP Wolfman wrote:Thought you might like to check out some early pics of the Harvester. Here you see it closed: [IMG]http://i.imgur.com/NebJcxw.jpg[/IMG] Here it's open and you can probably see why it's been nicknamed scorpion [IMG]http://i.imgur.com/QsoeYTn.jpg[/IMG]
Ooooooh, love it - very ORE like.
Can we get something nearby so we can get a sense of scale?
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Edimmu Warfighters Gallente Federation
6113
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Posted - 2014.06.25 08:23:00 -
[15] - Quote
CCP Wolfman wrote:Don't have anything to hand right now. It's about the size of a very large back pack. We have noticed the the FOV makes it look a little smaller than we expected. We'll need to get a functional test in game first to test it out (right now it's represented by a rotating box!).
Sooo like the backpacks the Minmatar Assault wears? Those are pretty hefty
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Aeon Amadi
Edimmu Warfighters Gallente Federation
6113
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Posted - 2014.06.25 10:41:00 -
[16] - Quote
CCP Wolfman wrote:
It's deployed like a fat nanohive. Only difference is there is a put down and pick up anim. Right now they can be destroyed but it is very very hard.
What's the time duration of the animation? Is this something I'm going to have to consider the battlefield for, like hacking objectives, or is it a bit quicker like the Active Scanners?
CCP Wolfman wrote:
Yeah at first they were easier to destroy but it proved to be a lot more annoying than fun. Right now you can pick up other peoples and steal them. No hacking yet, we're still deciding if we want to add that step, leaning towards it.
Do it. And when you do it, see how fun it is to go ninja-stealing with a Minmatar Scout Give that poor [redacted] a reason to be feared in the Salvage Fields.
CCP Wolfman wrote:
Facts? There are no facts, I'm just making all this up and I found those pictures on the internet.
Dude, you should at -LEAST- give credit and reference links
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Aeon Amadi
Edimmu Warfighters Gallente Federation
6113
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Posted - 2014.06.25 12:34:00 -
[17] - Quote
CCP Blowout wrote:CCP Wolfman wrote:Iron Wolf Saber wrote:Requesting to update the op with the new pictures and facts so far. Facts? There are no facts, I'm just making all this up and I found those pictures on the internet. Please don't troll - these are serious forums, ty.
Not sure if serious or trolli- OH GOD PARADOX
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Aeon Amadi
Edimmu Warfighters Gallente Federation
6113
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Posted - 2014.06.25 13:35:00 -
[18] - Quote
KAGEHOSHI Horned Wolf wrote:Any asset type that is completely new is always Caldari by default. Sometimes Gallente, but of course never Minmatar and Amarr. Always the generic scifi angularity and silver.
Think we've established already that it's very much an ORE creation.
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Aeon Amadi
Edimmu Warfighters Gallente Federation
6122
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Posted - 2014.06.27 04:56:00 -
[19] - Quote
CCP Wolfman wrote:
On GÇÿwandering off'
Yes you can leave your harvester harvesting and wander off to steal someone elseGÇÖs.
Can we get a variation with a small automated turret at the expense of salvage capacity?
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Aeon Amadi
Edimmu Warfighters Gallente Federation
6130
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Posted - 2014.07.02 03:42:00 -
[20] - Quote
CCP Wolfman wrote:True Adamance wrote:Does this tie in as an over head marker or is this tied or visible in a Local chat? It uses the players tag, so yes over head marker. We could use it in chat as well potentially.
Have you tried out some internal testing yet? If not, should probably consider a few things:
a) Visual pollution; it's okay to have the marker visible but having 16 people all flashing red might be a bit annoying. b) Differentiation for squad members. If a guy is in my squad, I'm probably not too concerned about his security status and would prefer less reasons to off the guy since we're working together.
Just the first tow things that came off the top of my head.
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Aeon Amadi
Edimmu Warfighters Gallente Federation
6134
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Posted - 2014.07.02 14:27:00 -
[21] - Quote
CCP Wolfman wrote:Kevall Longstride wrote:CCP Wolfman wrote:if a neutral kills a threat the neutral player stays neutral. Well that would make sense. However I'd like to add a wrinkle to that. I think it would be interesting for neutrals to be rewarded somehow for consistently taking out threats. It should be fairly obvious that should a neutral be taking out threats they are in fact acting as a protector/bounty hunter role and should be rewarded in some way for acting as a Marshall in a lawless region. The reward could be ISK based or perhaps even an increse in his/her chances of getting the rarer salvage items. By doing this we've just added a new role and increased the chances of emergent behaviour. Perhaps a corp of dedicated protectors for salvage only based players working to a contract system? There is huge scope for increased participation here I feel. I had a little think about this and I'd be interested in putting a reward of that type in the hands of the players. For example at the end of or during a session you could gift people with stuff. Thanks Mr Policeman! That in turn could end up creating a lot more possible roles and could be done on an ad-hoc basis managed by players without the need for us to create specific game systems to support it. Could also lead to protection rackets...
Could, but probably won't xD
Lot of people expected that Eve Online's new bounty system -could- allow for that same behavior but it's either not happening or simply isn't heard of. Kinda hard to set that sort of thing up in the middle of the battle and there's nothing stopping the potential victim of a 'protection racket' from just going back to high-sec. Kind of difficult to get that sort of behavior down so that it's not just allowed, but encouraged.
About the squad thing. At the same time, I can already think of a way that I, personally, would circumvent the entire system; by just not squading up with my corp mates for the same effect. A little bit of communication and I can jump into the match as a squad, disband it, and then just run with a burner voice channel. Give two guys the role of 'enforcer' and the rest just focus on the harvesting - all of a sudden the guilt by association part of the squad-play is completely nyxxed as there is no squad to associate the guilt to.
That being said, if it's something you're married to, I say go ahead and work with it... but if it's easily circumvented then there's probably not much sense in investing resources into it.
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Aeon Amadi
Edimmu Warfighters Gallente Federation
6138
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Posted - 2014.07.03 12:44:00 -
[22] - Quote
Also, in your example with two enforcers, these are the guys that are a potential "threat" to other players, and will get tagged appropriately. The remaining harvester guys are possibly not a threat, so why should they get tagged?
Of course, they can swap role every 3min, but overall I don't see the problem. If a squad is working together (as a squad), they should share the status (as suggested). I would also propose that any FF during being repped by a logi, the logi would also share the status regardless of squad belonging. [/quote]
I don't really understand what you're conveying here, could you possibly re-word it?
If the two guys playing Enforcer aren't in the squad with the Harvester guys, the harvesters wouldn't get tagged unless they were in a squad. At least, that's based on my assumption of how Wolfman's proposed system would work. So it'd be more beneficial to -not- run a squad to save the harvester guys the guilt by association and just divvy up the rewards later on unless some other means is implemented. I wasn't suggesting that they get tagged outside of the squad, I was saying that, if this system is implemented as it's proposed - that's how I, personally, would abuse it.
As far as the Logi repping guilt-by-association, have to be very careful with that because there's a good chance that you ostracize Logistics from the Salvage Field entirely; it already looks as though there are dropsuits better geared toward the Salvage Field meta but having too strong a punishment toward Logistics for playing their Saintly role could very well discourage their use altogether.
To elaborate, combat in Dust 514 / Legion is presumably slower paced than other FPS games - so there's no reason that the tag should change on the Logi instantly, perhaps after the player outright kills the other player should the Logistics get a suspect tag? Sort of a trickle down effect?
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Aeon Amadi
Edimmu Warfighters Gallente Federation
6143
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Posted - 2014.07.04 12:21:00 -
[23] - Quote
CCP Wolfman wrote:Malkai Inos wrote:CCP Wolfman wrote:Quick note on consequences - Pking not only increases your suspicion rating but it is also one of the largest factors for increasing drone hostility towards you. High hostility will mean the drones are actively hunting you. Are hostile drones immediately aware of my presence and position or can cloaks & low suit profiles be used to avoid detection? Right now they don't 'understand' profiles but they do understand cloaking so yes you can use a cloak to avoid them.
Ooooh, this just gave me a curious idea of a particular light drone type that is better at finding Scouts
Found a video that I think shows off what -I- think of when I think of the drones. Albeit, it is from Crysis xD http://youtu.be/RrMxuWlbkBA
I love how they force the guy into cover with suppression, changing the way he has to engage them and even falling back where they flank him. He pulls through but he comes really close to death at one point or another. That sort of AI is just beautiful, IMO.
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Edimmu Warfighters Gallente Federation
6191
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Posted - 2014.07.09 09:42:00 -
[24] - Quote
CCP Wolfman wrote:One PK is all it takes to become tagged as a 'threat' in match. If you were to leave a match and rejoin you would get only one PK before everyone who saw you knew you were a danger. Also there is a cost to deploy to a salvage site (to cover clones, jump cost etc) so ending a session and rejoining another is going to get costly if you're not earning.
What are some ways that players can earn ISK outside of Salvage Fields? Are public contracts still going to be the primary source of income for a new player?
Cost of clones and equipment could get costly, especially if you're having difficulty making income from the Salvage fields you're losing them in.
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Aeon Amadi
Edimmu Warfighters Gallente Federation
6191
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Posted - 2014.07.09 09:58:00 -
[25] - Quote
CCP Wolfman wrote:Regis Blackbird wrote:SponkSponkSponk wrote:CCP Wolfman wrote:One PK is all it takes to become tagged as a 'threat' in match. If you were to leave a match and rejoin you would get only one PK before everyone who saw you knew you were a danger. Also there is a cost to deploy to a salvage site (to cover clones, jump cost etc) so ending a session and rejoining another is going to get costly if you're not earning. Wolfman, you should know that balancing by isk is just not going to work in New Eden. I agree. Like in Dust, some players will be incredibly wealthy and this "fee" is not going to bother them much. @Wolfman: What are the difficulties to make the suspicion rating persistent? I.e even if you leave the session and join the same / new, the countdown will still go on? Sure, I know it's just one deterrent. The main thing we aim to achieve to begin with is simply being able to tell if someone in match has been PKing. No more, no less. We could develop a broader more complicated system for sure, this just seems like a good starting point that can be built on if it becomes clear there is a need. Keep in mind we've not even tried it yet. We'll probably have version 1 up and running in the next few days.
Just be sure that - if you guys do go for a broader more complicated system - to keep it relatively simple. The last thing we need/want is another Crimewatch 1.0 from Eve Online where it was all just convoluted and no-one really had any idea what causes caused what effect. Crimewatch 2.0 was simplified with 5 different flags solely because of how confusing it all was, so we do make a complicated system it's important that it have this sort of organization for both the community and the developers' sake.
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Posted - 2014.07.09 10:02:00 -
[26] - Quote
CCP Wolfman wrote:Ok, next topic! This week we will (hopefully) be testing low orbital drops in Salvage, or as they have often been called GÇÿsky spawnsGÇÖ. Up until now weGÇÖve been using fixed spawn points and (shock horror) some mean spirited people liked to camp them. So since we've always been fond of the idea weGÇÖve decided to try out putting the spawn locations in the hands of the players rather than dictating them ourselves so hereGÇÖs is what is being prototyped:
- No default spawns.
- When you deploy you are GÇÿdroppedGÇÖ to a random location on the map.
- Drop uplinks and LOD Beacons can be used by players to set up their own bases of operation anywhere on the map.
- Drop Uplinks and LOD beacons are only usable by the player that deployed them and his squad.
Thoughts?
a) Lore explanation? How are we spawning in the sky? b) Height of the drop? Are we going to have time to orient ourselves and 'guide' ourselves to a landing area of choice preference? EDIT: c) Refresh me on what a LOD beacon is, first time hearing it.
Other than that, I have ALWAYS loved the concept of actually DROPPING into the battlefield. All of my +1's.
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Posted - 2014.07.10 05:19:00 -
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CCP Wolfman wrote:Ok, a few quick answers to questions IGÇÖve seen come up.
Drifting = Good >=D
Lore: Good enough for me. Albeit, the concept of a bunch of dead clones' gear laying all over the salvage field seems like it would further propagate the issue of drones coming around - I love it xD
Squad/Team DU: Cool.
Completely Random: Well, technically it's not -completely- random, sounds a lot like the Ambush spawning mechanics... Only in the sky and without necessarily being near your 'team'.
Calling in buildings: Soooo, 'bout dat Commander suit and dropping of installations....
Squad LOD: Actually, the idea of an isolated worm-hole would make perfect sense for this. Give the player(s) the option to select 'deploy with squad leader' and then a 30-second count-down or something, just have the squad come out of the same worm-hole in unison. Could still be random but they're all deploying in the same 'warp bubble', so to speak.
Suggestions:
Consider shortening or altering the animation for when you hit the ground after using inertial dampeners. It's kind of a pain being stuck in one position and having to wait for the character - who I have no control of during the animation - lift up from his kneeling position, especially while being shot at. If you have to, look into giving us a temporary shield like in Titan Fall. We're already invulnerable and cloaked for a second whenever you spawn in Dust 514 anyway so if anything you're just telling the other player why they're not doing damage.
(Sarcastically speaking) That or something like the HDG from Final Fantasy The Spirits Within:
"High Density Gas (HDG) - A gel packet that is fired at the ground while a Deep Eyes member is airborne. Upon impact with the ground, the gel expands, forming into a cushion of dense, liquid-like gas for a soldier to safely drop into, protecting them from normally fatal falls."
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Posted - 2014.07.15 04:46:00 -
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No reason to over-complicate it. Given enough height, you'll be able to see everything necessary on your way down anyway, so just lock the camera to the downward Z-axis and allow movement on the X/Y-axis through AWSD, respectively (or arrow keys, if you're insane).
Maybe even allow the mouse movement to rotate the drift so you can hit the ground facing the right direction.
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Posted - 2014.07.15 10:08:00 -
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SponkSponkSponk wrote:Ghural wrote:Yes but a freelook option would allow for some pretty cool player vids. You want to do group skydiving formations don't you. Admit it.
Admittedly, that is pretty cool.
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Posted - 2014.07.16 04:03:00 -
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CCP Wolfman wrote:Ghural wrote:SponkSponkSponk wrote:Ghural wrote:Yes but a freelook option would allow for some pretty cool player vids. You want to do group skydiving formations don't you. Admit it. Oh and colored smoke grenades strapped to our ankles so we can make pretty rainbows as we fall. I LOVE THIS!
CAN WE HAVE GODZILLA TOO?!
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Posted - 2014.07.31 11:18:00 -
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CCP Wolfman wrote: Testing has gone pretty well. WeGÇÖve added in the drift mechanics and weGÇÖve also created GÇÿorbital drop uplinksGÇÖ so you can make more targeted drops. We did in fact have a playtest yesterday and they do really mix things up. Unlike drop uplinks you donGÇÖt have to put them where you want to spawn. You can put them a way off and then drift to your intended target. This was really exciting for assaulting objectives because you could drop a strike team right on top of them. It made things feel a lot more dynamic as well as just making you feel like a badass!
Can we have a video? Please? Pretty pretty pretty please with honeyed lamb on top?
I'll cut my wrists for all powerful Wolfman - I'll carve your name in my flesh JUST GIVE US A VIDEO PLEASE I NEED MY FIX MAN
No More Excuses
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