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Thread Statistics | Show CCP posts - 66 post(s) |
SponkSponkSponk
The Southern Legion Final Resolution.
836
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Posted - 2014.05.29 06:25:00 -
[1] - Quote
It would be nice to be able to communicate with other players we meet. Hand signals kinda don't cut it.
Are there plans in place for proximity voice chat, even if it's optional? (Note that mandatory proximity chat will just force serious groups onto their own teamspeak channels, which may not be desirable)
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SponkSponkSponk
The Southern Legion Final Resolution.
836
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Posted - 2014.05.29 06:39:00 -
[2] - Quote
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.
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SponkSponkSponk
The Southern Legion Final Resolution.
836
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Posted - 2014.05.29 06:53:00 -
[3] - Quote
CCP Wolfman wrote: No they will be comic book style bubbles since the new direction is going to be super deformed and cell shaded
Through An Active Scanner Darkly
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SponkSponkSponk
The Southern Legion Final Resolution.
837
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Posted - 2014.05.29 08:46:00 -
[4] - Quote
Ghural wrote:Perhaps one of the materials you could find planetside can be used to provide you with an emergency clone or two.
Or perhaps when killing other players you can harvest their biological materials for additional clones.
capturable (and mobile) CRUs should provide a small stockpile of clones...
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SponkSponkSponk
The Southern Legion Final Resolution.
837
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Posted - 2014.05.29 08:47:00 -
[5] - Quote
Luther Mandrix wrote:Players deploy salvage scanner that draws attention like fighting in dom.
*thump thump thump*
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SponkSponkSponk
The Southern Legion Final Resolution.
846
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Posted - 2014.05.29 22:27:00 -
[6] - Quote
Fox Gaden wrote:Loot that a player or drone picks up should be recoverable off their body if you kill them. Or at least much of it should be. Also, when you kill another player or drone, some of their modules should survive and be salvageable.
This goes double for vehicles.
IMO, a wrecked tank should be ripe for salvage, just on its own.
It kinda reminds me of Supreme Commander, where you'd have a battle, then send in the construction bots to reclaim all the metal in the wrecked units to recycle into new bots.
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SponkSponkSponk
The Southern Legion Final Resolution.
846
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Posted - 2014.05.30 06:42:00 -
[7] - Quote
So when you deploy the first time, is it via orbital insertion, or do you just show up at a neutral CRU?
(orbital insertion the first time would be an awesome thing)
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SponkSponkSponk
The Southern Legion Final Resolution.
846
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Posted - 2014.05.30 09:06:00 -
[8] - Quote
Personally, I'd like to call in a drone to carry my stuff away after I find salvage. If Amazon can deliver packages with drones now, surely they'll be able to carry off a broken power converter in Eve :)
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SponkSponkSponk
The Southern Legion Final Resolution.
860
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Posted - 2014.06.03 10:56:00 -
[9] - Quote
CCP Wolfman wrote:Just so you know, I'm still alive and reading. Just been a bit busy. Will catch up on this thread soon.
It might help if you put a few thoughts out there to give us a framework to build off.
I.e.What are three concepts that CCP Wolfman wants us to understand about how he envisages salvage gameplay?
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SponkSponkSponk
The Southern Legion Final Resolution.
869
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Posted - 2014.06.09 03:24:00 -
[10] - Quote
Wolfman, your post has brought up an idea (based on the 'can Eve players deploy drones to salvage' plus 'how to bank salvage')
Eve players may have a role to play in easing the logistical problems with hauling salvage somehow?
Like, but deploying tractor drones that are the size of a dropship, to hoover up stockpiles of salvage and bring it up to space? Or otherwise provide a level of automation to avoid the grind of parking a bunch of salvage in an APC and driving back to the pickup spot?
Note that there's a power discrepancy between Eve players and legionnaires, so it shouldn't be possible to just fly by and vacuum up twenty player's stockpiles of salvage then fly off without a care.
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SponkSponkSponk
The Southern Legion Final Resolution.
869
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Posted - 2014.06.09 08:34:00 -
[11] - Quote
CCP Wolfman wrote: 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...
*cough*dayz*cough*
Frankly, there needs to be some sort of game mechanic like gate guns for Legion, or else there will be people camping the CRUs and spawn spots everywhere in low sec (orbital sentry drones?). You need to pressure people to move away from prime spawn-camping spots or it will be bad.
Having said that, an effective anti-spawn-camping mechanic with persistent memory (i.e. personal security status) is probably all that's needed for low sec, especially with a judicious banning of certain weapons or equipment from high sec.
tldr; I would totally play full friendly-fire low sec open world Legion.
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SponkSponkSponk
The Southern Legion Final Resolution.
870
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Posted - 2014.06.09 14:17:00 -
[12] - Quote
I have previously made the case for always-on friendly fire here.
I'm not suggesting there be no consequences for friendly fire in high-sec areas, or the absence of weapon safeties to prevent accidents, but I believe there is a case to be made.
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SponkSponkSponk
The Southern Legion Final Resolution.
870
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Posted - 2014.06.10 03:41:00 -
[13] - Quote
According to this article:
Quote: The most obvious difference with Legion is it looks better than Dust already. It uses all the PC graphical bells and whistles and revels in it - although it did have a running start. Being on PC means freedom, too - freedom to chop and change the game without involving Sony. And it means CCP can aim for Legion to have a slightly different tone - a tone closer to Eve Online's.
"Eve Online is all about betrayal," Gaudechon told me. The best bits of Eve Online happen when you ditch high-security, AI-policed space for the open waters of null-sec (no security) space. Legion will adopt the same approach. "As you venture deeper into space, there's basically no one to save your ass, to a certain extent," Gaudechon said. "In more secure space it's more like a social space; CONCORD [the policing body - Consolidated Cooperation and Relations Command] is there, there's no friendly fire - and if you do you'll get squished by the CONCORD foot.
"As you venture deeper into space, there's basically no one to save your ass" Jean-Charles Gaudechon scene The skies and views are lovely. Watching while cloaked. "As you go lower and CONCORD is not there any more, and friendly fire is turned on, you can imagine how that can go! And that probably will even become the most interesting PVP in the game."
You choose where in space you want to go from your apartment, your quarters, "your hub for the galaxy". You access the star map - a staple of Eve's - and choose battles or tournaments or, the new thing, Scavenging Grounds. These are the first iteration of the sandbox areas Gaudechon hopes will stand Legion apart, mixing PVE and PVP and offering people a place "to come and fight for loot".
"And as you get deeper into space to fight for loot, the line between friend and foe will become very blurry," he said, "so watch your back down there." That loot you'll find on downed AI drone enemies and, incidentally, other players. "That's the idea," Gaudechon nodded. "You can get the stuff out of people by killing them."
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SponkSponkSponk
The Southern Legion Final Resolution.
870
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Posted - 2014.06.10 10:09:00 -
[14] - Quote
Maybe its a suitcase with hundreds of little legs under it...
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SponkSponkSponk
The Southern Legion Final Resolution.
870
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Posted - 2014.06.11 03:05:00 -
[15] - Quote
This reminds me of the concept of Rigger drones in Shadowrun :) I like this.
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SponkSponkSponk
The Southern Legion Final Resolution.
871
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Posted - 2014.06.11 08:29:00 -
[16] - Quote
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.
Does it have to be recent battles? I could see myself walking into a town and salvaging someone's car while they're buying stul from walmart.
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SponkSponkSponk
The Southern Legion Final Resolution.
872
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Posted - 2014.06.12 09:01:00 -
[17] - Quote
CCP Wolfman wrote: At a minimum there will be text chat but we are considering some further indication of player intention.
This is good to hear - perhaps a feature like fleet broadcasts in Eve.
Quote: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.
That particular idea leaks too much intel, IMO.
Probably better to color-flag players by their security status (i.e. past history of team killing) instead, with sensible overrides (in squad, in corp, in alliance, at war etc)
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SponkSponkSponk
The Southern Legion Final Resolution.
896
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Posted - 2014.07.02 04:21:00 -
[18] - Quote
OK, this seems like it will work fine, since it's just a short-duration version of the Eve crime watch system.
Will there be long-term repercussions for people who regularly kill other players, in contrast to this short-term flagging system?
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SponkSponkSponk
The Southern Legion Final Resolution.
896
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Posted - 2014.07.02 05:50:00 -
[19] - Quote
Garth Mandra wrote:What about retaliation?
Someone shoots at me and becomes a threat, if I shoot back do I get marked too?
Perhaps Legion needs the 'limited engagement' concept from Eve, as well.
Personally, this whole area of game mechanics is a solved puzzle, so just lift it wholesale from Eve so you can move onto actual problem.
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SponkSponkSponk
The Southern Legion Final Resolution.
896
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Posted - 2014.07.02 11:16:00 -
[20] - Quote
CCP Wolfman wrote: 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 we just institute Eve's bounty system and remove the manual step of tracking down the beneficiaries?
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SponkSponkSponk
The Southern Legion Final Resolution.
897
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Posted - 2014.07.03 00:26:00 -
[21] - Quote
Ghural wrote:If we go down the line of being able to put bounties on enemy players. It would be cool if EVE players could get some of those bounties if they kill them via orbital bombardment.
Assuming economic interaction between Legion and Eve, then definitely.
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SponkSponkSponk
The Southern Legion Final Resolution.
897
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Posted - 2014.07.03 02:29:00 -
[22] - Quote
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.
Agree with reactive intel system rather than proactive system (would prefer proactive for actions, ala safety system)
Note, however, that there's a difference between 'telegraphing intentions' and 'telegraphing past history'.
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SponkSponkSponk
The Southern Legion Final Resolution.
898
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Posted - 2014.07.03 09:26:00 -
[23] - Quote
Better to just disable your weapon after a certain amount of time in high sec, if you deliberately damage a non-threat (which you have a safety setting to enable or disable, otherwise friendly fire is off)
1.0: 0.5 seconds 0.9: 1.0 seconds 0.8: 1.5 seconds 0.7: 2.0 seconds 0.6: 3.5 seconds 0.5: 5.0 seconds
After that, if you actually damaged someone (rather than just equipment) then your clone is terminated and you drop a little pile of salvage.
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SponkSponkSponk
The Southern Legion Final Resolution.
898
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Posted - 2014.07.03 09:34:00 -
[24] - Quote
steadyhand amarr wrote: Nothing quite makes a gun feel as badass than accidently blowing your best friends in one shot. :-P
Phrasing!
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SponkSponkSponk
The Southern Legion Final Resolution.
905
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Posted - 2014.07.03 23:36:00 -
[25] - Quote
Malkai Inos wrote:This will only work on low alpha weaponry.
A cloaky shotgunner can one-shot just about everyone, cloak, and wait for the cooldown to expire for the next hit.
Same with FGs, snipers, PLCs, REs and, to a lesser extent, fully charged SCRs.
Yes, that's the point. You can still kill people in high-sec, you just die 0.5 seconds afterwards and whatever other penalties accrue from that.
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SponkSponkSponk
The Southern Legion Final Resolution.
905
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Posted - 2014.07.04 01:50:00 -
[26] - 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.
Well then there better be sentry drones around CRUs otherwise they'll be camped more heavily than anywhere in DayZ.
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SponkSponkSponk
The Southern Legion Final Resolution.
907
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Posted - 2014.07.09 09:38:00 -
[27] - 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.
Wolfman, you should know that balancing by isk is just not going to work in New Eden.
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SponkSponkSponk
The Southern Legion Final Resolution.
907
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Posted - 2014.07.09 10:37:00 -
[28] - Quote
LOD beacons: please tell me they fit in a grenade slot instead of equipment slot
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SponkSponkSponk
The Southern Legion Final Resolution.
910
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Posted - 2014.07.11 00:31:00 -
[29] - Quote
Forlorn Destrier wrote:Scenario: Squad Member 1 spawns first, landing in a ramdom location. Upon landing she/he puts out an LODB. The rest of the squad deploy to the becon. While they are in transit, random player destoys the LODB. What happens to players in transit? Do they lose their way? Do they now deploy to a random location within "x" meters of becon (say within 100-200 meters), so they can still regroup, but they aren't as far as they would be if they had randomly deployed? etc
Just like in Eve if a cynosural field is popped while capital ships are en route; arrivals are scattered around a wide area.
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SponkSponkSponk
The Southern Legion Final Resolution.
913
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Posted - 2014.07.15 03:13:00 -
[30] - Quote
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
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SponkSponkSponk
The Southern Legion Final Resolution.
914
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Posted - 2014.07.15 03:47:00 -
[31] - Quote
Maken Tosch wrote: I would put it like this assuming you are going straight down.
Mouse: Looking around. Has no bearing on which direction you actually fall but it should spring back to center after a moment of not looking around.
This is not how mouse input works and you will make every mouse user hate you if you do this.
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SponkSponkSponk
The Southern Legion Final Resolution.
915
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Posted - 2014.07.15 08:38:00 -
[32] - Quote
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.
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SponkSponkSponk
The Southern Legion Final Resolution.
919
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Posted - 2014.07.16 02:35:00 -
[33] - Quote
Ghural wrote: Oh and colored smoke grenades strapped to our ankles so we can make pretty rainbows as we fall.
This is a vanity micro transaction I could get behind.
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SponkSponkSponk
The Southern Legion Final Resolution.
922
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Posted - 2014.07.16 22:46:00 -
[34] - Quote
Fox Gaden wrote: How is Drift controlled in DUST using MKB? I use drift often when jumping off towers to land on lower sections of the tower, or when jumping out of the MCC to avoid landing on RDVGÇÖs or buildings, but I play with the DS3 controller
WSAD same as I described, just without any way to change facing.
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