Pages: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 [15] 16 17 18 19 20 :: one page |
|
Author |
Thread Statistics | Show CCP posts - 66 post(s) |
Regis Blackbird
DUST University Ivy League
316
|
Posted - 2014.07.05 14:17:00 -
[421] - 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 -
[422] - 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... |
Severus Smith
Caldari State
549
|
Posted - 2014.07.07 15:07:00 -
[423] - Quote
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. |
Regis Blackbird
DUST University Ivy League
318
|
Posted - 2014.07.07 16:21:00 -
[424] - 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" |
Kincate
DUST University Ivy League
76
|
Posted - 2014.07.08 12:06:00 -
[425] - Quote
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.
1st Legionhare
|
Regis Blackbird
DUST University Ivy League
319
|
Posted - 2014.07.08 14:49:00 -
[426] - 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. |
|
CCP Wolfman
C C P C C P Alliance
3172
|
Posted - 2014.07.09 09:31:00 -
[427] - Quote
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. |
|
SponkSponkSponk
The Southern Legion Final Resolution.
907
|
Posted - 2014.07.09 09:38:00 -
[428] - 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.
Dust/Eve transfers
|
Regis Blackbird
DUST University Ivy League
321
|
Posted - 2014.07.09 09:39:00 -
[429] - 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)? |
Aeon Amadi
Edimmu Warfighters Gallente Federation
6191
|
Posted - 2014.07.09 09:42:00 -
[430] - 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.
Useful Links
Aeon Amadi for CPM1
|
|
|
CCP Wolfman
C C P C C P Alliance
3173
|
Posted - 2014.07.09 09:44:00 -
[431] - Quote
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. |
|
|
CCP Wolfman
C C P C C P Alliance
3173
|
Posted - 2014.07.09 09:44:00 -
[432] - Quote
Going to change the topic again in a sec... |
|
Regis Blackbird
DUST University Ivy League
321
|
Posted - 2014.07.09 09:45:00 -
[433] - 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 -
[434] - 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!
|
|
CCP Wolfman
C C P C C P Alliance
3173
|
Posted - 2014.07.09 09:51:00 -
[435] - Quote
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. |
|
Regis Blackbird
DUST University Ivy League
321
|
Posted - 2014.07.09 09:53:00 -
[436] - 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. |
|
CCP Wolfman
C C P C C P Alliance
3173
|
Posted - 2014.07.09 09:54:00 -
[437] - Quote
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? |
|
Aeon Amadi
Edimmu Warfighters Gallente Federation
6191
|
Posted - 2014.07.09 09:58:00 -
[438] - 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.
Useful Links
Aeon Amadi for CPM1
|
|
CCP Wolfman
C C P C C P Alliance
3175
|
Posted - 2014.07.09 10:01:00 -
[439] - Quote
Couldn't agree more Aeon! |
|
Aeon Amadi
Edimmu Warfighters Gallente Federation
6194
|
Posted - 2014.07.09 10:02:00 -
[440] - 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.
Useful Links
Aeon Amadi for CPM1
|
|
Iron Wolf Saber
Den of Swords
15821
|
Posted - 2014.07.09 10:02:00 -
[441] - Quote
Re: LOD
https://www.youtube.com/watch?v=Ddpi-wYDV9A
CPM 0 Secretary
Omni-Soldier, Forum Warrior, Annoying Artist
\\= Advanced Minmatar Sentinel =// Unlocked
|
Kevall Longstride
DUST University Ivy League
1461
|
Posted - 2014.07.09 10:06:00 -
[442] - 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?
Thoughts??
Who do I have to give a reach around to for this to happen?
Good enough answer?
CPM1 Candidate
CEO of DUST University
|
Regis Blackbird
DUST University Ivy League
324
|
Posted - 2014.07.09 10:09:00 -
[443] - 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)...
|
Regis Blackbird
DUST University Ivy League
324
|
Posted - 2014.07.09 10:15:00 -
[444] - 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?) |
Cat Merc
Onslaught Inc RISE of LEGION
10739
|
Posted - 2014.07.09 10:16:00 -
[445] - 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? Reaction
Feline overlord of all humans - CAT MERC
|
Cat Merc
Onslaught Inc RISE of LEGION
10739
|
Posted - 2014.07.09 10:17:00 -
[446] - 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? Could this be tested in DUST? Give us a toy to test and help balance
Feline overlord of all humans - CAT MERC
|
Kevall Longstride
DUST University Ivy League
1461
|
Posted - 2014.07.09 10:33:00 -
[447] - Quote
If you could get this in Dust..... Awesome sauce.
CPM1 Candidate
CEO of DUST University
|
SponkSponkSponk
The Southern Legion Final Resolution.
907
|
Posted - 2014.07.09 10:37:00 -
[448] - Quote
LOD beacons: please tell me they fit in a grenade slot instead of equipment slot
Dust/Eve transfers
|
Steve Renuken
Vherokior Combat Logistics Minmatar Republic
39
|
Posted - 2014.07.09 11:33:00 -
[449] - Quote
Lore: There are cloaked RDVs with build in drop uplinks which are kept on a random flightpath, to stop them being localized and shot down. |
Alaika Arbosa
Matari Combat Research and Manufacture Inc.
2043
|
Posted - 2014.07.09 11:34:00 -
[450] - 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? OHNOES!!!!
Devs got spawn camped by Devs?!?!?!?!?
OH THE HUMANITY!!!!
Seriously though, I really like the way this sounds.
Is there any possibility that there will be specific persons on either team who can place Drop Uplinks/LOD Beacons that can be used by more than just themselves and their squad?
Something like "I am Platoon Commander so I can drop Uplinks and LOD Beacons that can be used by the 5 squads assigned to me".
Get them working right please, though keep an eye to the future for things like the above sentence.
"Heres the deal, in the 40s there was Normandy today you got punks, some need culling real bad." --Truth
Logi for Hire
|
|
|
|
|
Pages: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 [15] 16 17 18 19 20 :: one page |
First page | Previous page | Next page | Last page |