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Author |
Thread Statistics | Show CCP posts - 66 post(s) |
Regis Blackbird
DUST University Ivy League
264
|
Posted - 2014.05.29 05:35:00 -
[1] - Quote
First off +1. I like this discussion, and will have to think a little bit about it...
One thought though: I think it is important that gathering of loot is not (always) the prime objective for all players inhabiting the same space. Since it is a sandbox, I would like people running missions (totally different discussion, i know) stumble across these loot fields by accident, making them choose if they still want to pursue the mission and reap (well defined) rewards, or risk loosing standing for some exotic loot (which could potentially be nothing).
I also would LOVE if these people cohabit the same location with people that DO search for loot as their main objective. Imagine being on a loot search and suddenly observing a second squad far in the distance... Who are they? Are they also searching for the same thing? Do we risk going after them in the chance they do not? Do we position a scout to keep an eye on them while the main force continue the search?
These are the questions I want flying through my mind It would be boring if you KNEW (per game mechanic) that all other players are after the same thing as you. |
Regis Blackbird
DUST University Ivy League
264
|
Posted - 2014.05.29 06:29:00 -
[2] - Quote
CCP Wolfman wrote:Allowing players to steal from each other during a salvage session is something that we plan to allow. Of course people are so nice I doubt anyone would do it...
You say "salvage session", which leads me to believe there will be a gaming instance opening up purely for looting which players can find by scanning (and deploy to). Are there any considerations to have the "shared" instances I talked about in my earlier post?
Squad #1 scans for loot and finds a district / planet and deploys to get it. Squad #2 accepts a mission from a agent with set objectives and deploys. And they happen to deploy in the same district. They could go about their separate business, but they can also interact if they choose to?
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Regis Blackbird
DUST University Ivy League
264
|
Posted - 2014.05.29 06:46:00 -
[3] - Quote
CCP Wolfman wrote:Regis Blackbird wrote:CCP Wolfman wrote:Allowing players to steal from each other during a salvage session is something that we plan to allow. Of course people are so nice I doubt anyone would do it... You say "salvage session", which leads me to believe there will be a gaming instance opening up purely for looting which players can find by scanning (and deploy to). Are there any considerations to have the "shared" instances I talked about in my earlier post? Squad #1 scans for loot and finds a district / planet and deploys to get it. Squad #2 accepts a mission from a agent with set objectives and deploys. And they happen to deploy in the same district. They could go about their separate business, but they can also interact if they choose to? If I understand you correctly it would be possible. If, for example, there was an eradication mission where you had to destroy 100 drones you could be doing that alongside other players who are there to Salvage. They probably wouldn't like you much since you'll be getting the drones all riled up :-)
Here, have all my likes! This is exactly what I am talking about.
Your example highlights when the two naturally cross paths. I can also imagine that the mission and loot are on opposite sides of the districts, so they might actually miss each other. But IF they would spot each other (or hear the fight), there could be very interesting interaction indeed |
Regis Blackbird
DUST University Ivy League
267
|
Posted - 2014.05.29 10:43:00 -
[4] - Quote
Aeon Amadi wrote: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
I thought the same thing Wolfman need to train Emotes / Smiley Proficiency to level 2 at least. (He just bought the skill book )
But, we forgive you |
Regis Blackbird
DUST University Ivy League
267
|
Posted - 2014.05.29 12:06:00 -
[5] - Quote
Ok, back to your questions:
The ability to search for and find loot By "searching" I assume you refer to the star map, and by "finding" when you deployed on the planet?
Searching: When it comes to the star map, I want it to make sense (Lore vise) in the New Eden universe. I was never really happy with the magically teleporting of clones and materials in Dust 514, and probably would feel the same if I can just sit in my quarters and "scan" every planet surface in the entire universe, or if there is a imaginary warbarge in orbit of every planet to jump to.
Every district have a satellite right in orbit right? This satellite can scan the district for signals, not loot. This can be distress signals from crashed ships, battle aftermath signs, rouge drones attacking a colony (but you were too late for the rescue)... The scan result need to provide anything that can explain WHY there are loot, but never the loot directly. It also explain why you can't pinpoint exactly where on the district the loot is located, since this was not the intended purpose of the communication relay satellite.
Now, to get there... First off, a imaginary warbarge should be a big no no (maaaybee in Highsec, but preferably not even there). You do not want the mercs to have their entire inventory at their disposal, they should have limited clones, vehicles etc. In high and low sec NPCs can provide the launching point, with smaller ships that can't hold the entire universe. Make it so we actually have to contract (local) NPCs to have a staging point.
I.e: 1) In quarters - scanning for "something" and picks up a indication of a crashed Guristas ship on Otto V - District 4 2) in the scan results, I get the option of contracting a system local NPC corporation to provide a staging point. The more ISK I pay, the larger ship they can provide, and the more stuff I can bring (larger ones can bring vehicles etc) 3) when I select an option, I get a count down timer to spawn where I can prepare and select what I want to bring (this is explained with the NPC corp needs to travel there, and "they" provide the equipment - which is deducted from your inventory after the job is done). 4) On the planet, I should use scanners and be given small hints at where to go. I am looking for a crashed ship right? Perhaps there is a smoke plume at the horizon. 5) I get there to find automatic scavenge drones have beaten be to it, and the fight starts. 6) I collect the loot, which needs to be hauled back to the drop down point for RDV pickup to the NPC ship. 7) job done. I clone jump back to quarters and the hired NPC corp will deliver the loot and claim the lost gear from my inventory, which can take 10-20 minutes.
In the above scenario, we still have "direct" spawn to and back (which we need in legion), but it fits in the New Eden universe from a lore standpoint. In Null sec, where the REALLY valuable loot is located, we should contract real EVE players using the same mechanic. |
Regis Blackbird
DUST University Ivy League
268
|
Posted - 2014.05.30 06:29:00 -
[6] - Quote
CCP Wolfman wrote:Regis, I hope you're happy with my use of emotes. Took me a while to get my head around that.
+1 You have my seal of approval |
Regis Blackbird
DUST University Ivy League
268
|
Posted - 2014.05.30 07:13:00 -
[7] - Quote
CCP Wolfman wrote: What is the thinking behind clones & spawning in Salvage?
Each player would pay a fee before deploying to cover the cost of their clone jump and a limited number of clones. There would be no teams so the clones are personal. Run out of clones and youGÇÖre out. The idea that you could salvage extra is interesting.
Currently spawning on to the field is handled using a number of neutral CRUGÇÖs available to all.
This I like
The fee and personalised clone count is similar to what I envisioned with NPC corps providing the transportation (see earlier post). Question: how is gear and vehicles handled in this scenario? Will we pick a limited load out (fits and vehicles), or do we have access to our entire inventory like in Dust?
Regarding the neutral CRUs: This concept defiantly makes everything easier since there would not have to be orbital (ship) support to gain access to the district (real or NPC). I guess most temperate planets in High and Low sec would have these for easy access anyway. With that said, I think there need to be some alternative form of transportation, especially for future PC and perhaps really unique sites. (If you don't have neutral CRUs available for example).
WARNING: Lore geek question: How does the neutral CRUs explain how do bring the loot back?
I would love for some form of EVE integration since I think this is what makes both Legion and EVE unique to any other MMO. However, I understand that the first iteration might not have this. But I think it is important that whatever concept is put in place takes this future into consideration, so we don't end up with radically different systems (or worse, later discover that the second system breaks the first, so no EVE integration will be possible).
My preference (as stated in earlier post) is to come up with ONE concept which applies to all travel, and fits in the New Eden universe. The only difference is NPC corps would manage the logistics in high and low sec, which can later be replaced / expanded with real EVE players. |
Regis Blackbird
DUST University Ivy League
268
|
Posted - 2014.05.30 10:43:00 -
[8] - Quote
CCP Wolfman wrote:We're thinking there will be a limit yes, I think it's important to maintain that feeling of risk and loss. We've not designed it yet though so feel free to toss ideas about.
Well, each CRU needs to have some form of link to each clone to facilitate the clone transfer upon death. So that explains the total number of active clones for each district (player cap). Each CRU also have a limited number of clones (or biomass), so you have to pay to "reserve" a specific number of clones, up to a maximum (let say 20%) of the total amount to avoid players with loads of ISK to reserve everything. The biomass get replenished over time (by drones from dead mercs), but it should be possible to temporally drain a CRU.
CCP Wolfman wrote:We're also still discussing if we will put limitations on gear as well i.e. you can only take x much stuff with you. No solid design there yet either so any ideas would be cool.
I think there should defiantly be a limitation the the number of gear you are able to bring. If you change the fitting concept to make each fit a "separate" entity, this will facilitate this quite nicely (I.e when you reserve 10 clones, this includes the gear). I have made a few threads in the past on this subject if you are interested.
https://forums.dust514.com/default.aspx?g=posts&m=2047864#post2047864
https://forums.dust514.com/default.aspx?g=posts&m=2175431#post2175431
This will solve the gear issue since it will be thighed to your drop suite, but it still leaves the vehicles dilemma. My previous post with NPC corps managing the hauling for you would solve this, since you reserve space in a ship not just clones in a CRU. If we spawn in CRUs but the heavy gear needs to be "transported", there will be a natural delay between spawning and bringing down a tank (which could be nice) |
Regis Blackbird
DUST University Ivy League
283
|
Posted - 2014.06.10 09:29:00 -
[9] - 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.
Just out of curiosity, could you explain the thoughts behind the functional mechanic of this "Harvester", since it seems to be a handheld object?
How does it store all the salvage? Does it create a small wormhole that teleport it to our quaters across the galaxy? Or miniaturisation? Why do we have to return it to a Drop-off point? Does it have limited "space"?
It is much easier for me to understand if I see the full picture, even if it is not complete yet
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Regis Blackbird
DUST University Ivy League
283
|
Posted - 2014.06.11 04:59:00 -
[10] - Quote
CCP Wolfman wrote:@ Severus Smith
I think you misunderstand, weGÇÖre not thinking of it as a handheld piece of equipment but as a deployable one. Once deployed it would start to harvest the loot (storing it using a quantum hammer space engine). After that you probably want to keep an eye on it in case another player (or a drone comes and takes it away). It is possible to pick it up and carry it whilst using your weapon so it doesnGÇÖt get in the way of shooting. What it does do is provide you with a pretty strong motivation not to die and lose everything you just salvaged from that high quality site you just found on your way to bank it.
IGÇÖm not really a fan of getting salvage and instantly banking it. I think there is a lot of gameplay to be had in the space between gaining possession of salvage and actually getting permanent ownership of it. I believe this to be key.
One of the reasons weGÇÖre looking at smaller harvesters rather than giant robot harvesters is because it allows you to salvage in more interesting and varied locations i.e. a giant robot canGÇÖt get inside an interior space. I think it would be a shame not to be able to salvage in outpost interiors for example. Not to say giant robots arenGÇÖt cool, perhaps we could introduce deployable mining robots for a total different type of gameplay over time.
Also you donGÇÖt have to salvage if you donGÇÖt want to. You could roam around killing others and taking their salvage. You could be fighting domination battles, earning ISK and purchasing gear from people who have been salvaging. ThereGÇÖs more than one way to play.
+1 Great post!
I giggled at the "quantum hammer space engine" Does not matter if if was serious or not, it's bloody brilliant! |
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Regis Blackbird
DUST University Ivy League
283
|
Posted - 2014.06.11 09:57:00 -
[11] - Quote
Godin Thekiller wrote:CCP Wolfman wrote:Salvage fields are set in the aftermath of battle and the salvage is scattered across the map and must be located and harvested. You don't gain it from directly killing drones currently. Ah, so that's how they work. I see now. Well, As I've stated already, I don't really like the concept of legion being a lobby shooter, as it causes a lot of things to be limited (logistics of gear is basically eliminated). If you want to give structure to some playing, I say make arenas for them to play in. But say that you completely ignore all of the above and make it a pure lobby shooter (again), at least allow us to while the battle is going salvage the stuff, or after the match is done you get X amount of time to salvage stuff (or both).
?? How did you get "Lobby shooter" into this Godin? In my opinion this is as far away as it can be from a lobby shooter.
Unless you think it is "our" battles Wolfman is referring to. I.e a battle HAVE to take place before the field is populated. I think he already stated that this is not the case, and this is seeded salvage from "imaginary" battles. (Can't find the post though) |
Regis Blackbird
DUST University Ivy League
284
|
Posted - 2014.06.12 09:24:00 -
[12] - Quote
CCP Wolfman wrote:At a minimum there will be text chat but we are considering some further indication of player intention. There were some interesting thoughts earlier about seeing players with FF on as reds and FF off as blues. More ideas on this would be good to hear.
What about tagging players with icons like EVE's "suspect" and "wanted" tags? I.e if you team kill a player (or damage above a certain point) you become a "suspect" for a specific time period. Everybody will be able to see this icon on the player and in the chat window. After the time period it will disappear if no further aggression is taken against another player.
If you continue your friendly killing spree you will become "wanted", which will not go away until you pay an ISK fee to Concord to boost your security status. This status will also inhibit you to deploy to Concord controlled systems.
This way you can deploy to a district and check the chat window if there are any players which might be dangerous, like you can in EVE.
Note that it has to be a damage or percentage threshold since you don't want griefing scenarios which a player takes down another to 1% health, and another player accidentally hits him and gets tagged. |
Regis Blackbird
DUST University Ivy League
284
|
Posted - 2014.06.12 11:47:00 -
[13] - Quote
Natu Nobilis wrote:CCP Wolfman wrote:[quote=Lilith Serenity] At a minimum there will be text chat but we are considering some further indication of player intention. There were some interesting thoughts earlier about seeing players with FF on as reds and FF off as blues. More ideas on this would be good to hear. There-¦s a very interesting game that i like the system of alerts.
^ Smart! Much better than my feeble attempt to describe EVE functionality |
Regis Blackbird
DUST University Ivy League
284
|
Posted - 2014.06.12 13:34:00 -
[14] - Quote
jaksol JAK darnson wrote:CCP Wolfman wrote:Lilith Serenity wrote:Q: During these matches, will there be a chat service that allows all players on the map to talk to each other? I would hate to be typing a message to determine friend or foe when the shooting starts.
I like the idea that I could hire NPCs to fight with me on these salvage missions since I like to lonewolf it most of the time. They won't be cheap for the better geared ones. Ex: I hire a Caldari Smuggler named "Han" and his pal "Chewy", a oversized Brutor, to be my bodyguards while I roam the field for loot. Chewy's packin a forge gun and Han is on over watch in his run down dropship. I'm hacking a site when drones show up and Chewy lets that forge gun rip taking down the bigger drones while Han rains down missiles on the rest. Things get hairy as a squad of clones comes in from the north hammering Hans ship. He bails after taking heavy damage and Chewy follows him out leaving you to fend for yourself.
NPCs won't be for hire in low sec due to the high stakes and the fact that they're not immortal like you. So you have to take that risk of trusting someone to cover your back. At a minimum there will be text chat but we are considering some further indication of player intention. There were some interesting thoughts earlier about seeing players with FF on as reds and FF off as blues. More ideas on this would be good to hear. FF?
Friendly Fire
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Regis Blackbird
DUST University Ivy League
284
|
Posted - 2014.06.13 08:18:00 -
[15] - Quote
My preference has always been to have FF enabled in all game modes, but give clear feedback to both the perpetrator and victim. There should be defined (and clear) consequences for FF based on security status, which will teach new players (and old) about the game mechanics.
The rules should inhibit grefing in high sec, by locking out players to deploy to high security space with repeated violations. Low sec should have less stricter rules, and null sec none at all. The rules should allow an accidental killing to be passed of with a warning, to not punish honest mistakes. The Dust "punish" (read: report to Concord) option should be available to allow accidental FF to go unpunished if the victim allows it.
The reason for this is very obvious in Dust Faction Warfare, where players coming in from pubs have learned a spray and pray mentality, with no regards for the teammates. If you have a protection system which suddenly goes from 100% to 0% (with no clear indication), you don't have time to adapt and you will be killed or get kicked. By enabling FF overall (by all weapons), but adjusting the consequences accordingly they will learn quicker, and be ready for lower security systems.
Just my two ISK |
Regis Blackbird
DUST University Ivy League
286
|
Posted - 2014.06.15 07:34:00 -
[16] - Quote
CCP Wolfman wrote:Thanks for all the great ideas guys.
IGÇÖve been giving this a little thought and I think IGÇÖm leaning towards a reactive system rather than a proactive one. If the safety level is player determined (proactive) I know for sure that a blue tag isnGÇÖt intending to shoot me. If it is reactive then I just know he might not shoot me and hasnGÇÖt shot anyone recently. I rather like the sense of slight uncertainty with the latter method.
Whether or not thatGÇÖs appropriate for high sec is a different question though...
Like like like I was never fond of the idea that the player should have an influence in the security setting.
As stated before, I think Legion would do well to have ONE system which applies universally, in both high, low and null sec. This brings consistency to the game mechanics, and the only thing that should vary is the consequences of your actions (based on security level).
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Regis Blackbird
DUST University Ivy League
291
|
Posted - 2014.06.16 20:35:00 -
[17] - Quote
CCP Wolfman wrote:I think it's very relevant to Salvage though, handling this badly (or not at all) could lead to a lot of frustration.
I started a new thread with a proposal of a possible reactive system if you are interested. https://forums.dust514.com/default.aspx?g=posts&m=2211923#post2211923 |
Regis Blackbird
DUST University Ivy League
297
|
Posted - 2014.06.25 09:28:00 -
[18] - Quote
Malkai Inos wrote: What happens when I pick one up while already carrying my own?
I guess you can't? Especially if it is the size of a very large backpack.
There could be two mechanics perhaps? 1) With intention to steal (I.e left my own scavenger at home) -> kills dude and pick up his scavenger -> Leg it 2) Scavenging on my own (can't pick up another one without dropping my own) -> kills dude and hack his scavenger (which will give me a percentage of his loot) -> leg it |
Regis Blackbird
DUST University Ivy League
297
|
Posted - 2014.06.25 09:34:00 -
[19] - Quote
Btw: keep posting Wolfman! + 6 likes and counting (You know you want them )
Good work. Likes all of it! |
Regis Blackbird
DUST University Ivy League
310
|
Posted - 2014.07.02 09:44:00 -
[20] - Quote
CCP Wolfman wrote:Ok I want to go back to a topic weGÇÖve already chatted about a bit and share our current thinking on what weGÇÖre calling GÇÿsuspicion ratingGÇÖ in Salvage. A playerGÇÖs suspicion rating helps other players identify him as a possible threat, particularly PKGÇÖers. It is a reactive system used to rate and grade player behavior rather than a proactive system. This is to allow for an exciting degree of uncertainty over the motives of other players who are still GÇ£neutralGÇ¥. There are four suspicion states that define the color of a playerGÇÖs tags:
- Neutral GÇô white
- Neutral Marked GÇô white/black (half white and half black)
- Suspect GÇô yellow
- Threat GÇô red
All players start in the neutral state. If a player deals x damage to the same target within y seconds his/her rating becomes suspect. If a player kills another player his/her rating immediately becomes threat. A player in the neutral marked state has killed another player in the current session but has since returned to neutral. Neutral marked is functionally equivalent to neutral, but serves to indicate that the player has a history of violence. A playerGÇÖs suspicion rating is not reset at death. If a player has not damaged or killed another player for x seconds his/her state will degrade to the next lowest state (i.e. a player at GÇ£threatGÇ¥ will move to GÇ£suspectGÇ¥ and a player in GÇ£suspectGÇ¥ will move to GÇ£neutralGÇ¥). There should be two separate timers for threat-->suspect (default: 180 seconds) and suspect-->neutral marked (default: 90 seconds). We wanted to begin with a very simple system that could then be iterated on through play. We will be trying out a first version of this soon which only has neutral and threat. I would love to hear your thoughts
Did I mention I love you? +1000 (if I could)
Will there be some GUI information for the players so he knows how long time he/she will be in a certain level? (Perhaps using the eve crimewatch countdown timers like I proposed in this thread?)
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Regis Blackbird
DUST University Ivy League
311
|
Posted - 2014.07.02 09:55:00 -
[21] - Quote
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.
You don't want to make it too lucrative (if at all).
I can see grefing in the form of people with little or no health deliberately walking in front of blueberries to get killed. Only to return within the 3min duration and kill them with impunity. Since the flags don't reset after respawn, the poor sod will get spawn killed without consequences until the timer runs out. This WILL happen even if there is no "reward" in killing threats, and will happen exponentially more often if there is.
That is why I proposed a partial timer which takes the percentage of the EHP taken. So if you accidentally killing a player by taking his last 2HP, you will get flagged but not for long. |
Regis Blackbird
DUST University Ivy League
311
|
Posted - 2014.07.02 15:04:00 -
[22] - Quote
Aeon Amadi wrote: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.
There should be other benefits of remaining in a squad other that sharing voice channel, which can be (like you say) easily set-up separate from the squad. What this can be, the sky is the limit.
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.
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Regis Blackbird
DUST University Ivy League
311
|
Posted - 2014.07.02 16:09:00 -
[23] - Quote
CCP Wolfman wrote: Lots of very good stuff
The only problem I can see with the proposed system is the two edge cases that I tried to address in my suggestion.
- Deliberate vs accidental kill: Since the timer always starts from full there is no difference in consequence if a player reduces another players health from 100% -> 0% (deliberate) or 1% -> 0% (accidental). Both players need to wait 180s + 90s to go down to neutral. This can (and will) be abused by griefers.
- Non killing griefing: If I understand it correctly, if I don't kill anybody (only damage) I never go to "threat" level. This would mean I could deliberately (and continually) damage other players so they easily die by NPC (or other players), which can never retaliate since I am only a "suspect". Expect a lot of this as well.
With a incremental timer, these would not be an issue. |
Regis Blackbird
DUST University Ivy League
311
|
Posted - 2014.07.02 16:34:00 -
[24] - Quote
I thought of another one.
Will the timers reset upon going back to merc quaters, including the neutral-marked status? If so, it would be a problem if it takes less time than 270 seconds to redeploy. (Not that I'm asking for longer deploy times )
It would be cool if there was some penalty of disconnecting / returning to merc quarters while having "threat" status (like EVE). For example, if you going for the concept of only deploying with a limited number of clones, all of those are lost if you choose to leave while "red flagged". |
Regis Blackbird
DUST University Ivy League
313
|
Posted - 2014.07.03 11:56:00 -
[25] - Quote
CCP Wolfman wrote:the thing that I don't quite like about varying FF damage is that it makes the weapons feel very weak. I agree, weapons needs to do consistent damage when FF is ON.
However, I also agree with Syever that FF OFF in highsec can give unwanted consequences. Carebears are one thing, but they will always exist to some degree. Teaching bad gunplay and unawareness is another thing, which makes players unprepared to go to lower security systems. This coupled with the sudden shock of going from FF OFF to ON, can make people turn away.
Basically, given the only "consequence" of being able to fire on a "threat" player without taking any penalty, there will be only two "security levels" in Legion that I know of: High sec | Null Sec Sure, there are still security levels from 1.0 - 0.0, and the lower you go the more difficult the drones becomes and you find rarer the loot, but PVP wise they will be exactly the same (apart from High Sec). There need to be some other consequences based on player action that vary with security level, if it supposed to be meaningful.
Question to all: what do you think appropriate consequences for player action are, and how would it be tracked by the game?
My suggestion: - Personal security status from 2.0-0.0, where players start at 1.0 (neutral). Every time you go to "threat" level by killing another player you will decrease your status with initially 0.1 steps, but the lower your initial security status, the smaller the impact becomes (so starting from neutral and killing one person you will have 0.9, but a 0.2 player doing the same might only get 0.02 decrease). You can only deploy to districts with security status equal or lower than your own, so for the new player it might be 0.9-0.0 and for the professional griefer 0.2-0.0.
Of course there should be ways to increase your status (missions?), and both high and low security status might get you other benefits.
Please note that I'm not really fond of the idea of locking players out from certain areas, but I have problems to find other solutions.
Thoughts? |
Regis Blackbird
DUST University Ivy League
313
|
Posted - 2014.07.03 14:13:00 -
[26] - Quote
Aeon Amadi wrote:I don't really understand what you're conveying here, could you possibly re-word it?
Sorry if I was vague in my statement
I see the proposed system as primarily information sharing of potential intent, for the benefit of other players. There are no real consequences attached to it (at the moment). It does not matter if the harvesters get tagged or not, since they really do not pose a threat to other players, the enforcers do. And they will get tagged in both cases (squad or not).
So if you feel running separate (not in a squad), please do so. The important thing is that players that do present a threat to other players gets tagged. |
Regis Blackbird
DUST University Ivy League
313
|
Posted - 2014.07.03 17:22:00 -
[27] - Quote
Emo Skellington wrote:Maybe what we could do is make like a low sec mining operation.
The drones that come out and "loot" will be the npcs of the faction in that system "blood raiders guristas. etc..
These drones will attack you making the salvaging into a pve session while looking for look.
You should be able to choose the security system to go into and depending which you schoose depends on the suits and the gear that these npcs have (just like in EVE)
Lower security means the harder it will be to kill the more the more difficul
I definitley want to see proto suits with proto gear and a decent difficulty in their tactics in 0.1 and into null sec
Salvage rates and the rarity should be determined in the security its found also
Proto and salvage only gear should be found in low sec with higher drops rates the lower the security.
That is basically how it's going to work for all NPCs. The problem is how to deal with the "not so" NPC players
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Regis Blackbird
DUST University Ivy League
313
|
Posted - 2014.07.03 20:05:00 -
[28] - Quote
Severus Smith wrote:CCP Wolfman wrote:Personally whilst I don't think the IFF module is a bad idea, I prefer a reactive system over a proactive one in this case because of the uncertainty it creates. I think it's a shame to lose that aspect of play by telegraphing peoples intentions. One final point, then I'll concede. How is the IFF "proactive" rather than "reactive" and if so, why is this bad for progression..?
Your IFF suggestion is Proactive since you decide how others are viewing you, and what you are allowed to do to others. If you have IFF ON, other players know you are not a threat since you can't fire upon them while it's ON.
In CCP Wolfman's suggestion, it's your actions that's matters, not a flip of a switch. It's just there to broadcast potential player intent based on his previous actions, which might or might not have been accidental. You just don't know.
Severus Smith wrote: In scenario A (without an IFF module) you and a squad are running around. You've just finished salvaging and are about to extract. Suddenly Squad Member X lobs a grenade and ARs you in the head. Due to the low TTK and the utter surprise you die pretty much instantly without any chance to retaliate. Maybe the other 4 squad members take him down, but with a well placed grenade and an AR by the time they realize what has happened to you they're also probably dead. This isn't fun.
No, it's not fun, I agree. Hopefully Legion will include some bounty option to pay him back for his betrayal (And don't squad with him again) But I see your point about the "no consequences" problematic within squads. This might lead to too many people running solo. What about FF is OFF within squads (one of the perks of running squads)? This would mean you have to leave squad to betray it.
Severus Smith wrote: In scenario B (with an IFF module) you and a squad are running around. You've just finished salvaging and are about to extract. Suddenly the message "Squad Member X has removed his IFF module" pops up on the screen and you spin around just in time to see him throw a grenade. Maybe you still die (like above) but at least you had a chance rather than just being gunned down in the back with no contest. This is more fun.
I doubt you will have more of a chance then against a cloaked shotgun scout from behind, which is also not fun. What happens if the player enables his IFF after murdering your entire squad? He goes back to neutral? So he can do the same to the next poor sod that's comes along?
Severus Smith wrote: You need steps. Not a cliff.
This we agree on 100%. I believe all actions should have consequences, which should vary in severity with system security level. But again, I don't see Wolfman's suggestion as a system that enacts consequences, just information. We need another layer that does this.
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Regis Blackbird
DUST University Ivy League
313
|
Posted - 2014.07.04 05:20:00 -
[29] - Quote
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.
Hmm, interesting.
At first I thought "YES!, this would take care of constant griefers. They surely don't want to get hunted by powerful Drones ". Then I realised that griefers usually takes the easy way out. So if you want to mess with relatively new players in your high end gear with ease, where do you go?: To the highest possible security system where FF is ON.
Not only are there plenty of new players just starting to venture in New Eden, the drones are easier too, right?
I am starting to like the ideas of CONCORD drones / NPC of very high level dropping in after some trigger in high sec. This could be the x consecutive kill (with prior warning), or just a increased probability (not a guarantee) of a drop the higher security status the system have.
If you had this level of security, you could simply have FF ON all the time, everywhere... (Which is my preferred option).
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Regis Blackbird
DUST University Ivy League
313
|
Posted - 2014.07.04 05:41:00 -
[30] - Quote
I would also like to highlight a thought that popped up during my reply to Severus.
- What if FF where always OFF within squads? (And I mean always, in all security space)
This would actually take care of a number of problems:
- it gives a huge plus to running squads, especially for new players.
- it completely removes the problem of trolling within squads without consequences.
- to betray the squad you need to leave it first, giving the prior warning Severus was looking for.
- The "no tagging" within squads would make sense, since it would be impossible (due to FF OFF) to obtain a suspect or threat status by firing on your team mates.
- the common squad tagging also makes more sense, since you still can fire upon other players and squads, but will do so as a team.
I would rather have this, and keep FF ON in all security space rather than keeping an artificial safe place (high sec), which suddenly just ends somewhere. (Mayyybee 1.0 sec systems still can have FF OFF, but 0.9 - Null sec should have FF ON)
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Regis Blackbird
DUST University Ivy League
313
|
Posted - 2014.07.04 10:05:00 -
[31] - Quote
Sylwester Dziewiecki wrote:Regis Blackbird wrote:- What if FF where always OFF within squads?(And I mean always, in all security space) This would actually take care of a number of problems:
- it gives a huge plus to running squads, especially for new players.
- it completely removes the problem of trolling within squads without consequences.
- to betray the squad you need to leave it first, giving the prior warning Severus was looking for.
- The "no tagging" within squads would make sense, since it would be impossible (due to FF OFF) to obtain a suspect or threat status by firing on your team mates.
- the common squad tagging also makes more sense, since you still can fire upon other players and squads, but will do so as a team.
(...) Ow rly? Imagine 6-men squad with Mass Drivers killing everything around but not each other. It is something like camp-gate disco in low-sec(10~ Battleships fitted for high resistance on smartbomb's they use - they are making minimal damage each other in proximity of smartbombs but everything without those resistance evaporate). Is it make sense for you now?
I still think so, yes. It would be a valid (although unpopular) tactic in the lower systems. But if they try the same in high sec they should be feel the consequences, by constant threat label, drone attacks and preferable also Concord. Also, the FF "OFF" for squads does not need to be 100%, it could be, let say 80%. In your example above, they would bring the wrath of some bad-ass drones.
What FF OFF in squads would give us, is a relatively safe space for people that don't know each other, that is not dependent on the local security level. The ability to turn coat your squad without any repercussions will be gone, since you need to leave squad to do so. This will increase your threat level, and invoke any consequences the game feel is justified depending on where you do it. New people would be encouraged to run squads, which we don't have at the moment in Dust 514.
I think it's important (for any game) that the game mechanics (i.e can I hurt that dude?) stays the same thoughout the game. I don't like the sudden shift from FF OFF to ON that we have I Dust at the moment, and I will not like it in Legion either. If a new person learns the ropes in high sec, he shouldn't have to re-learn everything when he goes deeper in the game.
With general FF ON, and squad FF "OFF" throughout the game, it will only be the consequences of your actions which will vary.
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Regis Blackbird
DUST University Ivy League
313
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Posted - 2014.07.04 10:47:00 -
[32] - Quote
CCP Wolfman wrote:The CRU's in salvage are going to be going away soon (at least as a test). I'll talk more about that soon to get your opinion
Please let it involve Internet Spaceships Pretty please with sugar on top? |
Regis Blackbird
DUST University Ivy League
316
|
Posted - 2014.07.05 14:17:00 -
[33] - Quote
Sylwester Dziewiecki wrote:There is no invisible protection in high sec, that will save your ship from suicide-gank(thats trigger a few nice story in my head ). You can die everywhere except those places/situations that I mentioned. I think that one of the factors[ that convince players to move on to more "dangerous places" is when they realise it, and starting to calculate what they can gain in the same amount of time that they spend on game now(in Empire). And of course everywhere else they can get more than in Empire.
Apologies if I was unclear (again ), but his is basically what I want as well. I don't want to have an artificial "safe haven" where it is impossible to commit a crime, which FF OFF in high sec would give us. However, I also recognise that FF ON in high sec needs to be handled with care, since otherwise it can backfire badly.
New people need to have some form of safety, and I think one of the best ways of doing this is to have FF OFF (or very low) within squads. It makes a more definable area of (relative) safety, which most importantly does not suddenly stop somewhere at some geographical point.
Imagine meeting somebody in Legion while during a salvage run, and you decide to squad up. When joining the squad your HUD (perhaps with voice over?) shows the following messages:
*** REGIS BLACKBIRD JOINED SQUAD *** *** ESTABLISHING SEQURE VOICE CHANNEL *** *** SYNCHRONISING SHIELDS AND REACTIVE ARMOUR ***
Edit: I want to emphasise that at no point does this system prevent you from committing a crime, or backstab somebody. You just need to be more calculating and strike when the time is right. You can't just blow their brains out while they are 100% health with no tagging or consequences whatsoever.
- To do it without any tagging, you need to wait until that drone brings them down to low health, and then strike. But if you do it too early it will be you alone against any remaining drones. - If you don't care about the tagging, leave squad (thus giving them a small warning) and kill them. Then you will get marked as anybody else. |
Regis Blackbird
DUST University Ivy League
316
|
Posted - 2014.07.07 14:41:00 -
[34] - Quote
Hmmm. I think I have to crawl to the cross and retract my statements of FF OFF within squads
After thinking some more about it; this system would (indirectly) also mean that "self FF" (i.e self inflicted) damage is also reduced, which I am not sure is a good idea. To have it affect differently within and outside of squads makes no sense either, both from a game perspective (=confusing), and lore perspective (why is my weapons synced to my buddies, but not my own shields?)
Thanks a lot Sylwester , your comments have been nagging me in the back of my head for some time. Guess you were right
Back to the drawing board... |
Regis Blackbird
DUST University Ivy League
318
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Posted - 2014.07.07 16:21:00 -
[35] - Quote
Severus Smith wrote:Regis Blackbird wrote:Hmmm. I think I have to crawl to the cross and retract my statements of FF OFF within squads After thinking some more about it; this system would (indirectly) also mean that "self FF" (i.e self inflicted) damage is also reduced, which I am not sure is a good idea. To have it affect differently within and outside of squads makes no sense either, both from a game perspective (=confusing), and lore perspective (why is my weapons synced to my buddies, but not my own shields?) Thanks a lot Sylwester , your comments have been nagging me in the back of my head for some time. Guess you were right Back to the drawing board... You could still do it, but it is harder. Turn FF off for weapon damage and make explosives "smart" so that they do not explode if a squad mate is within the explosion radius. We have smart munitions like that in RL now. If nothing else thanks for seeing my point. I too want carnage and the ability to shoot anyone. BUT if you put it in without some safety for squads (your idea is much simpler than mine) no one will run them because people will always betray at the end. You want squads to be fun, not paranoia inducing.
Very good idea
As you, I want to have a real incentive to run squads. I saw the "FF OFF" idea as a type of "contract" between squad members; to enter a bond of mutual protection that benefits all members. I still like the idea, but the ability to cook a grenade and let it go of in your hand next to a "friendly" and obtaining minimal damage yourself (as Sylwester hinted at) is game breaking.
However, your idea work even for people that run a "solo squad" |
Regis Blackbird
DUST University Ivy League
319
|
Posted - 2014.07.08 14:49:00 -
[36] - Quote
Kincate wrote:CCP Wolfman wrote:True Adamance wrote:Will modifiers such as standing or Milita status be visually present during these kinds of actions.
E.G- Can I down rep someone who has killed me before and see that bad standing while he is not suspect? We're looking at a session based system not a persistent one at this stage. That doesn't mean persistent isn't a place we can go but I think session based makes sense as a starting point. It's still early days If I may ask for clarification on this. By session based you are talking about the suspicion ratings and how long they last correct? If so I think some form of permanent system would need to be required or else you can maximize your carnage, end the session then repeat the process with a clean slate. Some form of persistance would really seem nessecary.
Good question, I wonder this myself. |
Regis Blackbird
DUST University Ivy League
321
|
Posted - 2014.07.09 09:39:00 -
[37] - 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.
Thanks for the explanation
So if I understand you correctly, it is possible for me to obtain "threat level" in a session, leave and rejoin the same session and thus "clear" my bad reputation? However, I have to pay for this with a new "clone / jump fee"?
Question: what happens to the clones you have "reserved" if you don't "use" them (read: die a lot)? |
Regis Blackbird
DUST University Ivy League
321
|
Posted - 2014.07.09 09:45:00 -
[38] - Quote
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? |
Regis Blackbird
DUST University Ivy League
321
|
Posted - 2014.07.09 09:49:00 -
[39] - Quote
CCP Wolfman wrote:Going to change the topic again in a sec...
Don't you change the topic without telling us how the play tests went!
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Regis Blackbird
DUST University Ivy League
321
|
Posted - 2014.07.09 09:53:00 -
[40] - Quote
CCP Wolfman wrote:It's not purely balanced by ISK. That's just a factor. Repeated drops to the same location will increase in cost each time. Right now the unused clones are not refunded.
Don't forget we're just at a prototype stage here guys, starting with simple systems and developing them through play.
This "might" penalise players which are very careful and do not die a lot. Although it should be the case if you leave the session with a "threat" status. |
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Regis Blackbird
DUST University Ivy League
324
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Posted - 2014.07.09 10:09:00 -
[41] - 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?
Love it! +1
I guess we can "drift" a little bit in the air like we can in Dust? Wouldn't want to accidentally land in the middle of an ongoing Drone fight
Also, will it be possible for individual members of a squad to deploy separately? Like, if somebody want to recon and drop a more suitable spawn/ drop location for the rest of the squad? Or do we need to break squad, deploy, place beacon and then reform the squad (seems complicated)...
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Regis Blackbird
DUST University Ivy League
324
|
Posted - 2014.07.09 10:15:00 -
[42] - Quote
Aeon Amadi wrote: a) Lore explanation? How are we spawning in the sky?
^ this
Also, how are we getting off the planet? (edit: with the loot?) |
Regis Blackbird
DUST University Ivy League
324
|
Posted - 2014.07.09 16:23:00 -
[43] - Quote
I am all for sky spawns at a random location when entering the district for the first time (session start). To always jump in when you die is probably not a good idea, but could be an available option.
I like the concept of setting up some form of base camp, preferably with some type of small installation / structure that can (should) be defended, for example a mCRU. If you loose that one, the session ends and brings you back to merc quaters, with no loot (you can perhaps "sky spawn" back again to the same district to try and reclaim your lost stuff, but have to pay the normal deployment fee). It should be totally possible to utterly fail a salvaging mission!
I think the structures need to be dropped in via LOD Beacons. This mean you don't have to deploy your main base of operations where you land, in case it's not a very favourable spot.
From the base of operation you venture out by foot, or small vehicles (which require larger installations) and start your scavenging tour. All the loot you find need to be brought back to the base for extraction, even if everything fits in your backpack (read: "harvester"). As was mentioned earlier in the thread, larger bases can bring larger stuff (which of course cost more), but are also easier to locate.
As for lore (because this interest me), I would prefer if we dropped from orbit via NPC corps (in high and low sec). As stated in other threads, I don't like the concept of magically teleporting across the galaxy with all our gear. We should "reserve" space and clones on a local transporting corp (spaceship), that takes us to the destination. Since they are system local NPC corps, the spawn time does not need to be longer than starting a battle in dust. The beauty of this is that the same mechanic can later be incorporated into EVE, where real players can make a living just by transporting mercs to inaccessible locations (read: null sec).
The same mechanic could technically be used for PC 2.0
Just my 2 ISK. |
Regis Blackbird
DUST University Ivy League
324
|
Posted - 2014.07.09 16:30:00 -
[44] - Quote
Ohh, before I forget. Please make it so we can change our direction (point of view) mid air. I like that we can "drift" in Dust, but you are stuck facing the same direction until you hit the ground.
In Legion, I guess we drop from higher altitude, so it's vital that we can look around and survey the area before we land. |
Regis Blackbird
DUST University Ivy League
324
|
Posted - 2014.07.09 16:36:00 -
[45] - Quote
Iron Wolf Saber wrote:I say make the sky spawn beacon a new racial equipment to rival the 'covert' drop uplink we currently use. Probably Minmatar.
Then make 'passive' versions of both (ie they're always on the person using them) for the last two races.
??? You lost me there.
What do you mean? |
Regis Blackbird
DUST University Ivy League
325
|
Posted - 2014.07.09 21:02:00 -
[46] - Quote
Sylwester Dziewiecki wrote:CCP Wolfman wrote:(...)bases of operation(...) What CCP Wolfman think: linkWhat everyone else think: link
But we can dream
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Regis Blackbird
DUST University Ivy League
327
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Posted - 2014.07.10 07:13:00 -
[47] - Quote
CCP Wolfman wrote:Ok, a few quick answers to questions IGÇÖve seen come up.
Drifting?
Not in our first test. Today weGÇÖll have the random picking of points on the map and spawning up in the sky.
Drifting will likely become an important thing to add though since it helps mitigate the random nature of the drop by allowing you to steer to some extent.
Thanks for recognising the importance of it though (don't forget my "adjusting mercs point of view during decent" comment, this is important)
CCP Wolfman wrote:Lore?Like drop uplinks, the LOD uses a localized wormhole created by a ship in orbit (that you clone jump to). It canGÇÖt get an accurate lock due to planetary interference which accounts for the randomness of the spawn location and it spawns above the target area to prevent you appearing inside a rock Droplinks provide a focused locater signal which is why they allow pin point spawns. You are not getting off the planet, your consciousness is transferred to the ship in orbit and from there you clone jump back to your station. You dump your clone behind.
I am now a happy merc It does not matter the who, why and how in this stage. This comment alone (even if it currently has zero game mechanics attached to it) gives great hope for the future!
I am totally fine with the rest as well... for now
CCP Wolfman wrote:Completely random?
ItGÇÖs a random selection from a bunch of points weGÇÖve placed so we could put them all at the edges of the map if we wanted to control the areas more. Right now theyGÇÖre all over the shop.
It would be nice if a "sky spawn point" is marked as "used" for a duration of time after a squad deploys. You don't want to drop on top of another squad which just deployed by accident.
CCP Wolfman wrote:Calling in a small building, base of operations?
By this I just mean you can set up a starting point for you and/or your squad allowing you specific spawn locations. Allowing more advanced GÇÿtent pitchingGÇÖ options is being considered for future development for sure. This is just a first step.
I understood that, but its nice to get the imagination go wild sometimes (ohh wait..., my does that all the time )
CCP Wolfman wrote:Squads
Currently there is no logic for group LODs and you will have to land and reform. There are a bunch of things to consider with it, is it just first spawn, what about spawning at different times, what if one member picks a droplink etc. Ideas welcome.
I think its fine. Its something which is random the first deploy, but on the ground you should rely on your own drop uplinks (ground spawns). You can always opt to get a new random sky spawn if you want (if you die, or loose your uplinks).
You should always be able to "sky spawn" in the vicinity of squad members (If any squad member is still alive and no drop-uplinks are available). This can be explained with every suite have a weak built in beacon.
Suggestion (from merc quarters only): The squad leader have the option to deploy squad or solo. The rest have only the option to deploy solo. This way, one person can initially deploy to act like a LOD Beacon (see comment above), or drop an uplink for the rest of the squad without having to reform.
* If squad deploy is selected, they should get the same spawn location (random or squad member)
* If all squad members deploy solo without selecting a squad member, they should all get individual random spawns. |
Regis Blackbird
DUST University Ivy League
328
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Posted - 2014.07.10 18:12:00 -
[48] - Quote
Soraya Xel wrote:CCP Wolfman wrote:Like drop uplinks, the LOD uses a localized wormhole created by a ship in orbit (that you clone jump to). It canGÇÖt get an accurate lock due to planetary interference which accounts for the randomness of the spawn location and it spawns above the target area to prevent you appearing inside a rock I really dislike this "localized wormhole" lore excuse. It doesn't jive well with EVE lore as a whole, and speaks of some manner of laziness to a better effect, like actually being dropped from... dropships.
I don't have any major problem with the proposed lore explanation, as long as we originate from a (small) ship in orbit. My reason is that it have the potential to give us new gameplay options in the future, both for EVE and Legion. (One can dream, right? )
However I like the idea of using a dropship, but mainly as an instrument of extraction. While it's convenient to just "drop dead" to leave the planet, I think it could be cool to have some form of extraction point that we have to reach to successfully retrieve all the loot we gathered.
If there are no enemies around (Players and Drones), the automated dropship can be brought down right where we are, like an RDV. If the zone is hot, it will place a beacon some distance away which has to be reached for successful extraction.
I guess we can kill players and steal their harvester (loot), so why would it magically "clone jump" with us when we self terminate? |
Regis Blackbird
DUST University Ivy League
334
|
Posted - 2014.07.12 08:23:00 -
[49] - Quote
ladwar wrote:only thing i want to know is
how you plan on players "banking" loot my guess is a hub in fixed locations. which brings me to point two. what are your plans to prevent camping of said places. since some or all of dust weapons are going to transfer over. whats stopping someone from forge snipe camp to steal everyone in that match loot with a one shot kill weapon.(also thinking REs). because this will be more profitable then going out and risk fighting players and drones randomly.
the threat table just isn't to cut it and you time on it seems low, very low. i was thinking in terms of days(online active not RL) to down grade not seconds.if it takes less then 8 hours to downgrade from top to bottom i can see the threat system being abused to "bank" camping without drone interference.
My guess is: "they dont" (right now). But if they implement some form of "banking", I would be strongly against fixed locations for the exact reason you mentioned.
I suggested a mechanism where you call down some form of automated dropship for extraction. This makes you in control (roughly) of the "banking" point, and can call it in whenever you want. |
Regis Blackbird
DUST University Ivy League
335
|
Posted - 2014.07.15 05:56:00 -
[50] - Quote
SponkSponkSponk wrote:CCP Wolfman wrote:So if we added the ability to drift how would like to control it with MKB? look in different direction: mouse drift towards/away from where you're looking: W/S strafe-drift left or right: A/S
^ This Let's keep things simple...
I would also recommend to keep the horizontal movement while drifting similar to Dust levels. You don't want to be able to drift to the other side of the map,... maximum a couple of hundred meters from the Z axis point of origin.
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Regis Blackbird
DUST University Ivy League
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Posted - 2014.07.15 06:38:00 -
[51] - Quote
Aeon Amadi wrote:Maybe even allow the mouse movement to rotate the drift so you can hit the ground facing the right direction.
^ This is the (IMHO) the most important aspect of "looking around" while drifting. As Aeon states, we will probably be able to see everything anyway with a fixed direction / camera, but the ability to land in the direction of your choice is vital. |
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