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Author |
Thread Statistics | Show CCP posts - 66 post(s) |
Maken Tosch
DUST University Ivy League
8764
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Posted - 2014.06.12 20:25:00 -
[241] - Quote
Malkai Inos wrote:Maken Tosch wrote:Or you could just borrow from Eve Online's Safety system. https://www.youtube.com/watch?v=cXwBrlEGshM#t=84How I would apply this to Dust would be like this. Keep in mind that the Safety doesn't care what the security status is of the star system you're in. If you set the safety to any of the colors below and click "CONFIRM" then you know what you're getting into and thus you made your bed. SAFETY GREEN:Utilizing the TACNET scanner built into the front of the gun, which is what enables you to read a target's health and weapon efficiency, if the target you are about to shoot happens to be a neutral, ally, or corp mate, your gun will jam only as long as that target is standing in the way. The same applies to vehicles and installations. Criminals are exempt from this protection and thus your gun will allow you to shoot them to death until their timer runs out. If aimed at a suspect while GREEN, the gun will fire until target's shield is depleted. After that, the gun will jam once it senses that the shields are down. SAFETY RED:Gun doesn't jam at all regardless of who you shoot. Suspect timer will be 1 minute long and you only get suspect timer after reaching a certain damage threshold. Criminal timer is 5 minutes long if you continue and reach an even higher threshold. This will reliably prevent FF with ADSed hitscan weapons but what about the odd statistical outlier bullet from hip firing, any AoE or trajectory weapon? In EVE there's only a handful of things (bombs and smartbombs from the top of my head) that can cause unintentional FF and those are arguably advanced enough to assume people know (usually) what they're doing when handling them. A mass driver is a pretty basic weapon. Or grenades Edit for moderation: I think this system might be secure enough for low-sec (don't fire explosives into a bunch of blues, duh) but this and the following posts by CCP Wolfman et al. makes me suspect that he'd prefer a safer rule set for hi-sec areas.
Thanks for bring up the AoE weapons.
Eve Online does have bombs and smartbombs, but there is a difference between the two. Bombs in Eve are prevented from launching in high-sec and low-sec regardless of the SAFETY setting. You can only use a bomb in null-sec. It's just like the interdiction bubbles which are only allowed in null-sec.
Smartbombs however are an entirely different beast. Currently in Eve Online you can use them in any system but you will have to set it to SAFETY RED in order to use it at all. Bare in mind that once you fire that smartbomb, you will suffer punishment from Concord if anyone in high-sec is caught in the blast.
However, we're talking about a point-to-point MMO here. In Eve Online, it's nearly impossible to commit friendly fire unless you really are going out of your way to troll everyone. In a FPS setting however, it's different. I'm going on a limb here and think that certain weapons will be jammed in high-sec and low-sec unless you manually set yourself to SAFETY RED.
On Twitter: @HilmarVeigar #greenlightlegion #dust514 players are waiting.
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Godin Thekiller
shadows of 514
2597
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Posted - 2014.06.12 22:27:00 -
[242] - Quote
Maken Tosch wrote:Malkai Inos wrote:Maken Tosch wrote:Or you could just borrow from Eve Online's Safety system. https://www.youtube.com/watch?v=cXwBrlEGshM#t=84How I would apply this to Dust would be like this. Keep in mind that the Safety doesn't care what the security status is of the star system you're in. If you set the safety to any of the colors below and click "CONFIRM" then you know what you're getting into and thus you made your bed. SAFETY GREEN:Utilizing the TACNET scanner built into the front of the gun, which is what enables you to read a target's health and weapon efficiency, if the target you are about to shoot happens to be a neutral, ally, or corp mate, your gun will jam only as long as that target is standing in the way. The same applies to vehicles and installations. Criminals are exempt from this protection and thus your gun will allow you to shoot them to death until their timer runs out. If aimed at a suspect while GREEN, the gun will fire until target's shield is depleted. After that, the gun will jam once it senses that the shields are down. SAFETY RED:Gun doesn't jam at all regardless of who you shoot. Suspect timer will be 1 minute long and you only get suspect timer after reaching a certain damage threshold. Criminal timer is 5 minutes long if you continue and reach an even higher threshold. This will reliably prevent FF with ADSed hitscan weapons but what about the odd statistical outlier bullet from hip firing, any AoE or trajectory weapon? In EVE there's only a handful of things (bombs and smartbombs from the top of my head) that can cause unintentional FF and those are arguably advanced enough to assume people know (usually) what they're doing when handling them. A mass driver is a pretty basic weapon. Or grenades Edit for moderation: I think this system might be secure enough for low-sec (don't fire explosives into a bunch of blues, duh) but this and the following posts by CCP Wolfman et al. makes me suspect that he'd prefer a safer rule set for hi-sec areas. Thanks for bring up the AoE weapons. Eve Online does have bombs and smartbombs, but there is a difference between the two. Bombs in Eve are prevented from launching in high-sec and low-sec regardless of the SAFETY setting. You can only use a bomb in null-sec. It's just like the interdiction bubbles which are only allowed in null-sec. Smartbombs however are an entirely different beast. Currently in Eve Online you can use them in any system but you will have to set it to SAFETY RED in order to use it at all. Bare in mind that once you fire that smartbomb, you will suffer punishment from Concord if anyone in high-sec is caught in the blast. However, we're talking about a point-to-point MMO here. In Eve Online, it's nearly impossible to commit friendly fire unless you really are going out of your way to troll everyone. In a FPS setting however, it's different. I'm going on a limb here and think that certain weapons will be jammed in high-sec and low-sec unless you manually set yourself to SAFETY RED.
That'd be fine.
click me
Blup Blub Bloop. Translation: Die -_-
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Malkai Inos
Any Given Day
1361
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Posted - 2014.06.12 22:49:00 -
[243] - Quote
Maken Tosch wrote:[
Eve Online does have bombs and smartbombs, but there is a difference between the two. Bombs in Eve are prevented from launching in high-sec and low-sec regardless of the SAFETY setting. You can only use a bomb in null-sec. It's just like the interdiction bubbles which are only allowed in null-sec.
Smartbombs however are an entirely different beast. Currently in Eve Online you can use them in any system but you will have to set it to SAFETY RED in order to use it at all. Bare in mind that once you fire that smartbomb, you will suffer punishment from Concord if anyone in high-sec is caught in the blast.
However, we're talking about a point-to-point MMO here. In Eve Online, it's nearly impossible to commit friendly fire unless you really are going out of your way to troll everyone. In a FPS setting however, it's different. I'm going on a limb here and think that certain weapons will be jammed in high-sec and low-sec unless you manually set yourself to SAFETY RED. Ah right, I forgot about sec restrictions on weapons. While I agree that locking those high risk weapons to RED safety is a possibility, it worries me to think how many weapon systems have to be "redlocked" to provide the safety necessary to provide new players a friendly environment.
Worst of all, I just thought of another, technical, problem with the system you propose.
Latency
The games' current net code is based on a client/server architecture with the latter having full authority over the game state. This means that the client does not directly control the simulation but merely sends user input to the server which will incorporate it into the simulation.
However, to provide a fluid and responsive gameplay experience the client does a fair amount of predictions regarding his actions and the results thereof. For example, firing a shot from any weapon will immediately commence the firing animation, draw the fired projectile and, if it sees a shot connecting from his end, the impact animations.
But all of these actions are just anticipated by the client while the server has to confirm on his end that a shot has been fired before deducting a bullet from the magazine and check itself whether the hitscan function or bullet simulation actually produces a hit before deducting health from the target.
Due to lag and interpolation, the exact positions of all moving entities displayed to the user by the client never matches their respective coordinates exactly. This regularly leads to cases where the client, based on the game state known to him, predicts a hit and displays the hit marker and effect while the server, in control of said gamestate, negates the hit and deals no damage to the target. The inverse does also happen for the same reasons.
In th the case of GREEN security settings and firing at a friendly with a pinpoint hitscan weapon, four particular things can happen:
Client predicts hit. Server calculates hit Server and client agree that the shot would've caused friendly fire. The client draws no animations and the server denies the fire command. What the user sees is congruent with what is actually happening.
Client predicts miss. Server calculates miss. Server and client agree that the shot wouldn't cause FF. Client draws animation and server confirms shot and deducts a bullet from the magazine. User feedback is, again, consistent with reality.
Client predicts miss. Server calculates hit. That's where things get awry. The client assumes the weapons trajectory does not intersect with a friendly hitbox, thus displays weapon and (ground) impact animations, while the server declares that the shot would've connected and that no shot was ever fired because of the FF lock. Feedback and reality do not align.
Client predicts hit. Server calculates miss. Lastly. The client predicts a FF hit and draws no animations. The server, however decides that the shot can happen and deducts a bullet from ammo count. The user loses a bullet despite having been given the information that no shot has been fired.
Remember that the two latter scenarios are no edge cases. This kind of stuff happens in FPS all the time. While surely not a game breaking flaw, this kind of behavior can be very annoying and is very detrimental to the gameflow as well as perceived net code quality.
You can take a benign object, -you can take a cheeseburger and deconstruct it to its source...
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Maken Tosch
DUST University Ivy League
8764
|
Posted - 2014.06.12 23:00:00 -
[244] - Quote
Malkai Inos wrote:Maken Tosch wrote:[
Eve Online does have bombs and smartbombs, but there is a difference between the two. Bombs in Eve are prevented from launching in high-sec and low-sec regardless of the SAFETY setting. You can only use a bomb in null-sec. It's just like the interdiction bubbles which are only allowed in null-sec.
Smartbombs however are an entirely different beast. Currently in Eve Online you can use them in any system but you will have to set it to SAFETY RED in order to use it at all. Bare in mind that once you fire that smartbomb, you will suffer punishment from Concord if anyone in high-sec is caught in the blast.
However, we're talking about a point-to-point MMO here. In Eve Online, it's nearly impossible to commit friendly fire unless you really are going out of your way to troll everyone. In a FPS setting however, it's different. I'm going on a limb here and think that certain weapons will be jammed in high-sec and low-sec unless you manually set yourself to SAFETY RED. Ah right, I forgot about sec restrictions on weapons. While I agree that locking those high risk weapons to RED safety is a possibility, it worries me to think how many weapon systems have to be "redlocked" to provide the safety necessary to provide new players a friendly environment. Worst of all, I just thought of another, technical, problem with the system you propose. LatencyThe games' current net code is based on a client/server architecture with the latter having full authority over the game state. This means that the client does not directly control the simulation but merely sends user input to the server which will incorporate it into the simulation. However, to provide a fluid and responsive gameplay experience the client does a fair amount of predictions regarding his actions and the results thereof. For example, firing a shot from any weapon will immediately commence the firing animation, draw the fired projectile and, if it sees a shot connecting from his end, the impact animations. But all of these actions are just anticipated by the client while the server has to confirm on his end that a shot has been fired before deducting a bullet from the magazine and check itself whether the hitscan function or bullet simulation actually produces a hit before deducting health from the target. Due to lag and interpolation, the exact positions of all moving entities displayed to the user by the client never matches their respective coordinates exactly. This regularly leads to cases where the client, based on the game state known to him, predicts a hit and displays the hit marker and effect while the server, in control of said gamestate, negates the hit and deals no damage to the target. The inverse does also happen for the same reasons. In th the case of GREEN security settings and firing at a friendly with a pinpoint hitscan weapon, four particular things can happen: Client predicts hit. Server calculates hit Server and client agree that the shot would've caused friendly fire. The client draws no animations and the server denies the fire command. What the user sees is congruent with what is actually happening. Client predicts miss. Server calculates miss.Server and client agree that the shot wouldn't cause FF. Client draws animation and server confirms shot and deducts a bullet from the magazine. User feedback is, again, consistent with reality. Client predicts miss. Server calculates hit.That's where things get awry. The client assumes the weapons trajectory does not intersect with a friendly hitbox, thus displays weapon and (ground) impact animations, while the server declares that the shot would've connected and that no shot was ever fired because of the FF lock. Feedback and reality do not align. Client predicts hit. Server calculates miss.Lastly. The client predicts a FF hit and draws no animations. The server, however decides that the shot can happen and deducts a bullet from ammo count. The user loses a bullet despite having been given the information that no shot has been fired. Remember that the two latter scenarios are no edge cases. This kind of stuff happens in FPS all the time. While surely not a game breaking flaw, this kind of behavior can be very annoying and is very detrimental to the gameflow as well as perceived net code quality.
Interesting scenarios. Those seriously need to be looked into BEFORE Legion goes into closed beta. But I fear there is not much to do except one thing. Streamline the server architecture so that there is as minimal hit-n-miss cases. But that's easier said than done as that probably will require a level of Client/Server communication that is unheard of in the gaming industry.
On Twitter: @HilmarVeigar #greenlightlegion #dust514 players are waiting.
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Malkai Inos
Any Given Day
1361
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Posted - 2014.06.12 23:13:00 -
[245] - Quote
Maken Tosch wrote:Interesting scenarios. Those seriously need to be looked into BEFORE Legion goes into closed beta. But I fear there is not much to do except one thing. Streamline the server architecture so that there is as minimal hit-n-miss cases. But that's easier said than done as that probably will require a level of Client/Server communication that is unheard of in the gaming industry. The client hit/server miss scenario is actually rather easy to prevent with a minor drawback attached.
When the client anticipates friendly fire, it doesn't send the "firing" packet in the first place. This means no chance of uncommunicated shots but results in reduced combat efficiency as potentially valid firing opportunities are denied on initiative of the client. This seems like a reasonable tradeoff since a "when in doubt, hold fire" approach at least makes some sense when thinking about it.
You can take a benign object, -you can take a cheeseburger and deconstruct it to its source...
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Maken Tosch
DUST University Ivy League
8764
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Posted - 2014.06.13 00:19:00 -
[246] - Quote
Malkai Inos wrote:Maken Tosch wrote:Interesting scenarios. Those seriously need to be looked into BEFORE Legion goes into closed beta. But I fear there is not much to do except one thing. Streamline the server architecture so that there is as minimal hit-n-miss cases. But that's easier said than done as that probably will require a level of Client/Server communication that is unheard of in the gaming industry. The client hit/server miss scenario is actually rather easy to prevent with a minor drawback attached. When the client anticipates friendly fire, it doesn't send the "firing" packet in the first place. This means no chance of uncommunicated shots but results in reduced combat efficiency as potentially valid firing opportunities are denied on initiative of the client. This seems like a reasonable tradeoff since a "when in doubt, hold fire" approach at least makes some sense when thinking about it.
I see.
Also, I just took the time to put together a visual diagram of the SAFETY system. Something for CCP Wolfman to look into when it comes to dealing with Friendly Fire.
https://docs.google.com/drawings/d/1U6hArz8JY-QD3ZEGYxqXepq2v43ymPmP_-7eaZ9C0ic/edit?usp=sharing
I just noticed. We strayed off from the topic of salvage to the topic of friendly fire.
On Twitter: @HilmarVeigar #greenlightlegion #dust514 players are waiting.
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CCP Wolfman
C C P C C P Alliance
3060
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Posted - 2014.06.13 01:51:00 -
[247] - Quote
I think it's very relevant to Salvage though, handling this badly (or not at all) could lead to a lot of frustration. |
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Regis Blackbird
DUST University Ivy League
284
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Posted - 2014.06.13 08:18:00 -
[248] - 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 |
Sarus Rambo
Direct Action Resources
166
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Posted - 2014.06.13 18:22:00 -
[249] - Quote
How about a simple safety feature on weapons that can be turned on and off, which would cause weapons to be harmless to other mercenaries? How about 3 setting, the highest safety being weapons don't hurt anyone, the mid range being weapons do not hurt squad members, and then the third being weapons hurt everyone.
Removing this safety would allow your weapons to basically cause damage to others. In high sec space, turning your safeties off and damaging another player would result in an instant clone termination, and a substantial security status hit. Id say if you do this 3 times your security status drops below the prerequisite for high security space play, forcing the player into lower sec space.
In low sec, firing initial shots on other players still causes the security status decrease, but does not terminate the clone allowing people to kill when them deem it most necessary, or to kill in self defense without consequences. I would also say that all squad members would be free to target a player without consequences, if one of the squad members was shot at. This would promote group play inside lower sec areas, since it makes things safer.
Null sec would be a giant free-for-all where nothing you do has any sec status consequences, and your free to be the biggest jerk you'd like, but you'd be competing with other jerks for sweet rewards.
Obviously this would come with substantial better rewards from salvage in each lower sec status area, which would make up for the overall higher risk.
This system would allow for emergent game-play by allowing people to make choices and decisions that would effect others, just like in EvE.
This sums up 100% of the forum posts after Fanfest 2014.
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Ghural
The Southern Legion Final Resolution.
239
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Posted - 2014.06.14 06:47:00 -
[250] - Quote
I think being able to use emotes, proximity voice chat, and being able to holster your weapon are ways that players can use to show their non-hostile or hostile intentions. |
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Godin Thekiller
shadows of 514
2605
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Posted - 2014.06.14 10:55:00 -
[251] - Quote
Ghural wrote:I think being able to use emotes, proximity voice chat, and being able to holster your weapon are ways that players can use to show their non-hostile or hostile intentions.
Most people won't even use the ingame chat. Calling it now.
click me
Blup Blub Bloop. Translation: Die -_-
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Maken Tosch
DUST University Ivy League
8767
|
Posted - 2014.06.14 19:18:00 -
[252] - Quote
Godin Thekiller wrote:Ghural wrote:I think being able to use emotes, proximity voice chat, and being able to holster your weapon are ways that players can use to show their non-hostile or hostile intentions. Most people won't even use the ingame chat. Calling it now.
Quoted for truth. Eve alliances even often discourage the use of in-game chat because of how insecure the communication is. If you have critical intel to relay to very important people and you want to do it in the most secret way possible, the last thing you would ever use is the in-game chat. Teamspeak and Mumble are well known to provide secure comms. But even then those aren't the only options. Some players even go as far as sharing cell phone numbers and emails. I swear, us Eve players are some of the most paranoid bunch you've ever seen.
On Twitter: @HilmarVeigar #greenlightlegion #dust514 players are waiting.
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Godin Thekiller
The Corporate Raiders
2607
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Posted - 2014.06.15 01:27:00 -
[253] - Quote
Maken Tosch wrote:Godin Thekiller wrote:Ghural wrote:I think being able to use emotes, proximity voice chat, and being able to holster your weapon are ways that players can use to show their non-hostile or hostile intentions. Most people won't even use the ingame chat. Calling it now. Quoted for truth. Eve alliances even often discourage the use of in-game chat because of how insecure the communication is. If you have critical intel to relay to very important people and you want to do it in the most secret way possible, the last thing you would ever use is the in-game chat. Teamspeak and Mumble are well known to provide secure comms. But even then those aren't the only options. Some players even go as far as sharing cell phone numbers and emails. I swear, us Eve players are some of the most paranoid bunch you've ever seen.
This is just big examples of things that happens everyday on smaller scales. There's a reason why Caps do what they do. We haven't gotten that far before because all there is to ruin is stealing from the corp wallet.........
click me
Blup Blub Bloop. Translation: Die -_-
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CCP Wolfman
C C P C C P Alliance
3065
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Posted - 2014.06.15 06:35:00 -
[254] - Quote
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...
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Regis Blackbird
DUST University Ivy League
286
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Posted - 2014.06.15 07:34:00 -
[255] - 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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steadyhand amarr
shadows of 514
3171
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Posted - 2014.06.15 11:49:00 -
[256] - Quote
Agree u break the rules in high sec u get slapped hard like a concord police drone that instant blaps u.
"i dont care about you or your goals, just show me the dam isk"
winner of EU squad cup
GOGO power rangers
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ANON Cerberus
ACME SPECIAL FORCES RISE of LEGION
836
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Posted - 2014.06.15 12:00:00 -
[257] - Quote
steadyhand amarr wrote:Agree u break the rules in high sec u get slapped hard like a concord police drone that instant blaps u. Much prefer this soprt of idea. Its similar to how it works in EVE and I think that is good for the players. You want highsec to have a seftey barrier so that noobs and other people unfamiliar with the game have some sort of saftey from the angry proto mobs! |
Ghural
The Southern Legion Final Resolution.
241
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Posted - 2014.06.15 13:06:00 -
[258] - Quote
Maken Tosch wrote:Godin Thekiller wrote:Ghural wrote:I think being able to use emotes, proximity voice chat, and being able to holster your weapon are ways that players can use to show their non-hostile or hostile intentions. Most people won't even use the ingame chat. Calling it now. Quoted for truth. Eve alliances even often discourage the use of in-game chat because of how insecure the communication is. If you have critical intel to relay to very important people and you want to do it in the most secret way possible, the last thing you would ever use is the in-game chat. Teamspeak and Mumble are well known to provide secure comms. But even then those aren't the only options. Some players even go as far as sharing cell phone numbers and emails. I swear, us Eve players are some of the most paranoid bunch you've ever seen.
Ok. I'm going to go ahead and state what should be incredibly obvious but you've both missed.
Your opponents won't be on your teamspeak, nor will the potential allies that you might happen across.
Whilst many players (according to the stats that you didn't bother to quote) don't use EVE speak. Doesn't mean people wouldn't use it in Legion. Look at CoD or planetside 2, or DayZ, or Dust514 (yeah I went there) or any number of other games.
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Maken Tosch
DUST University Ivy League
8769
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Posted - 2014.06.15 17:45:00 -
[259] - Quote
Ghural wrote:Maken Tosch wrote:Godin Thekiller wrote:Ghural wrote:I think being able to use emotes, proximity voice chat, and being able to holster your weapon are ways that players can use to show their non-hostile or hostile intentions. Most people won't even use the ingame chat. Calling it now. Quoted for truth. Eve alliances even often discourage the use of in-game chat because of how insecure the communication is. If you have critical intel to relay to very important people and you want to do it in the most secret way possible, the last thing you would ever use is the in-game chat. Teamspeak and Mumble are well known to provide secure comms. But even then those aren't the only options. Some players even go as far as sharing cell phone numbers and emails. I swear, us Eve players are some of the most paranoid bunch you've ever seen. Ok. I'm going to go ahead and state what should be incredibly obvious but you've both missed. Your opponents won't be on your teamspeak, nor will the potential allies that you might happen across. Whilst many players (according to the stats that you didn't bother to quote) don't use EVE speak. Doesn't mean people wouldn't use it in Legion. Look at CoD or planetside 2, or DayZ, or Dust514 (yeah I went there) or any number of other games.
I was talking about alliances. I don't mind having an improved in-game comm system for Legion for those who like to chat with the enemy or a random neutral. I'm just letting you know ahead of time that most alliances, especially the most powerful and influential ones, will often discourage you from using in-game comms and encourage you to use TS or Mumble.
On Twitter: @HilmarVeigar #greenlightlegion #dust514 players are waiting.
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Godin Thekiller
The Corporate Raiders
2613
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Posted - 2014.06.15 20:13:00 -
[260] - Quote
Ghural wrote:Maken Tosch wrote:Godin Thekiller wrote:Ghural wrote:I think being able to use emotes, proximity voice chat, and being able to holster your weapon are ways that players can use to show their non-hostile or hostile intentions. Most people won't even use the ingame chat. Calling it now. Quoted for truth. Eve alliances even often discourage the use of in-game chat because of how insecure the communication is. If you have critical intel to relay to very important people and you want to do it in the most secret way possible, the last thing you would ever use is the in-game chat. Teamspeak and Mumble are well known to provide secure comms. But even then those aren't the only options. Some players even go as far as sharing cell phone numbers and emails. I swear, us Eve players are some of the most paranoid bunch you've ever seen. Ok. I'm going to go ahead and state what should be incredibly obvious but you've both missed. Your opponents won't be on your teamspeak, nor will the potential allies that you might happen across. Whilst many players (according to the stats that you didn't bother to quote) don't use EVE speak. Doesn't mean people wouldn't use it in Legion. Look at CoD or planetside 2, or DayZ, or Dust514 (yeah I went there) or any number of other games.
Pretty much any multiplayer game that I've ever played, the people used teamspeak. I call bullshit.
Also you listed a PS3 game, and PS3 doesn't have TS.....................
click me
Blup Blub Bloop. Translation: Die -_-
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Regis Blackbird
DUST University Ivy League
291
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Posted - 2014.06.16 20:35:00 -
[261] - 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 |
Fox Gaden
Immortal Guides
3716
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Posted - 2014.06.17 15:34:00 -
[262] - Quote
CCP Wolfman wrote:Severus Smith wrote:CCP Wolfman wrote:We plan on creating upgrades for things like salvage scanning, salvage capacity etc. Some good ideas are coming up in this thread for sure. I think thereGÇÖs a lot of scope for progression in this area though of course weGÇÖre trying to stay focused on core gameplay to begin with.
Related to that, I donGÇÖt think we need to begin with lots and lots of complex mechanics to create complex and exciting player behaviour. I think a lot of this will be driven by the players themselves and in very early tests weGÇÖve already seen people behaving quite differently (we discovered some trolls in the office for sure!). Salvaging isnGÇÖt a directed game mode like Skirmish or Domination, I am hoping to see it develop a little more organically as people play it and we see how they behave.
Speaking of behaviour, I have another question. The plan is that in high sec you will not be able to kill each other and then risk increases with reward throughout the security levels. Outside of high sec what kind of limitations do you think should be placed on PVP in Salvage fields? None at all once you leave high sec? Some controls in low sec?
Let me know what you think.
Implement an IFF Fire Control module. Basically a module that is equipped in all suits that prevents you from firing on friendly, or neutral, enemies. - This module is required in all High Security systems. Thus no friendly fire. - This module can be removed in Low Security systems. So if you want to go gank / pirate / be an a**hat you have to somehow remove the IFF module (Supply Depot, or redeploy, or something). Without the IFF you show up as an enemy to all around you but are also capable of firing on anyone. - This module is useless in Null Security systems. Friendly fire is always on and you can shoot at anyone. What this does is help preserve trust and decrease ganking. Because people will get PISSED if they just suddenly get lit up by their "teammates" and soon salvaging will only be a single person activity because no one can trust anyone. This is quite interesting. Will give it some thought.
Consequence to killing friendlies in Low Sec should be that it drops your security status. When your security status drops too far you start losing access to Salvage areas in 1 & 0.9 Security systems. As your security status drops further you loose access to 0.8/0.7 and then 0.6/0.5 Security systems. At a curtain point you get permanently red flagged in Low Sec, and people can kill you without consequence.
There would of course have to be a way of getting your sec Status back up, such as doing missions.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Fox Gaden
Immortal Guides
3716
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Posted - 2014.06.17 15:44:00 -
[263] - 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. It would be nice if Drones dropped some of the salvage they had collected when they are killed, and some of the gear from other players became salvageable when they die.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Fox Gaden
Immortal Guides
3716
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Posted - 2014.06.17 15:48:00 -
[264] - Quote
CCP Wolfman wrote:@ Severus Smith
At the moment the harvester doesnGÇÖt take up a slot. We didnGÇÖt want to place an extra step (fitting) between the player and salvaging. The current idea is that you will be able to fit modules to your dropsuit that will augment the harvester. Should have the salvager shown strapped to the back of the suit when it is not deployed. First, because of immersion, but also so you can see if someone has their Salvager deployed or not.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Sylwester Dziewiecki
Interregnum.
314
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Posted - 2014.06.21 02:02:00 -
[265] - Quote
CCP Wolfman wrote: EVE players and drones
IGÇÖve seen a few comments asking whether or not EVE players will be allowed to deploy drones to salvage themselves. This is a pretty cool idea although it seems like a shame to not create a player to player relationship between EVE pilots and mercs on the ground. Still interesting possibilities there for the future.
Is there a chance to allowing EVE players to deploy scanning probes over the planets to help dusters find salvage site, drones, or others player "harvesting" module?
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Monkey MAC
Rough Riders..
2897
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Posted - 2014.06.22 21:54:00 -
[266] - Quote
Now Im pretty sure I have said so already, but Im not comfortable with the idea of 100% of sold gear coming from salvage. The idea of basing an ENTIRE economy on luck (random-chance) driven salvage seems both far-fetched and rather odd.
Don't get me wrong the idea of clone-jumping down to a planet to find salvageable treasures is cool and should most definitely be integrated. I just don't think it should be responsible for 100% of an economy. If we imagine active player numbers at half the magnitude of EvE so about 100,000 at a time. Dying on average once every 2 minutes per clone. Is salvage, going to be able to keep up with that kind of demand?
Furthermore how is Salvage once again a system designed entirely on luck going to keep it Fair and up-to-date in the demand driven economy of suits weapons and so forth.
Imagine that Gallante Sentinel Dropsuits are FOTM they have a total 25% market share ( The Gallante and Caldari scout suits had extremely close to this magnitude during their FOTM cycle), how are you going to make salvage keep up with this increased demand? More to the point how are you gonna stop one guy getting a haul of 500 Gallante Sentinels to sell and become rich overnight, while another unfortunate fellow ends up with 500 Minmatar Scout Dropsuits that he is forced to sell at a dime a dozen because he wasn't fortunate enough to get the in Items at the time?
You then have to consider how to ensure that market doesn't get flooded with only specific items, or that those who do not want to participate in salvage or salavaging (as should be their right) to still be able to get the highly sought after items when everyome is just going to keep them for themselves?
Like I said Salvage is a great idea, I would love to see it implemented in the game, I just think it should contribute maybe only 30-40% to the regular (standard issue) market. However it should account for about 80% of the collectors (unique/rare issue) market.
Looks like its back to FPS Military Shooter 56
Monkey Mac - Just another pile of discarded ashes on the battlefield!
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
11005
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Posted - 2014.06.22 22:06:00 -
[267] - Quote
Sylwester Dziewiecki wrote:CCP Wolfman wrote: EVE players and drones
IGÇÖve seen a few comments asking whether or not EVE players will be allowed to deploy drones to salvage themselves. This is a pretty cool idea although it seems like a shame to not create a player to player relationship between EVE pilots and mercs on the ground. Still interesting possibilities there for the future.
Is there a chance to allowing EVE players to deploy scanning probes over the planets to help dusters find salvage site, drones, or others player "harvesting" module?
I think it would be hillarious to see us escorting Drones to Salvage zones, have the drones box up the goodies, and see those boxes fly up into the sky X-files style.......
" Those men died loving duty more than they feared death..... they died well."
-Templar Ouryon after Iesa III
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Sylwester Dziewiecki
Interregnum.
314
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Posted - 2014.06.23 00:20:00 -
[268] - Quote
True Adamance wrote:Sylwester Dziewiecki wrote:CCP Wolfman wrote: EVE players and drones
IGÇÖve seen a few comments asking whether or not EVE players will be allowed to deploy drones to salvage themselves. This is a pretty cool idea although it seems like a shame to not create a player to player relationship between EVE pilots and mercs on the ground. Still interesting possibilities there for the future.
Is there a chance to allowing EVE players to deploy scanning probes over the planets to help dusters find salvage site, drones, or others player "harvesting" module? I think it would be hillarious to see us escorting Drones to Salvage zones, have the drones box up the goodies, and see those boxes fly up into the sky X-files style....... If you telling that we suppose to escort EVE player drones to salvage site and protect them just in case - that's not really look fun for me.
The more we(as a soldiers) have to work on Legion PvE the funnier it is. EVE player could give us narrow advantage, max 10% on finding anything.
Sending drones differs from sending probes in time that capsuler would have to spend on planet. Each time when you send drone in EVE you have to wait until it returns, you can not warp out, and do some other stuff because drone will 'lost'. Thats why prob idea is cooler because it's required minimum amount of time for capsular, he just need to warp in, press one button, and he can warp out.
Eve player can earn 2kk~ ISK/min in some null-sec anomaly, sometimes even much more if he is lucky.. So it would be very hard to balance that effort of sending drones to the ground for him and forcing yourself to orbit planet while we(on ground) are searching for something valuable for us and for him(because otherwise he will not return to do it again in future).
(sorry for poor english)
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Natu Nobilis
DUST BRASIL S.A Dark Taboo
548
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Posted - 2014.06.23 00:32:00 -
[269] - Quote
I-¦m thinking the transportation system of the Salvage Goods will be similar to Silkroad |
Aran Abbas
Goonfeet Special Planetary Emergency Response Group
427
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Posted - 2014.06.23 13:28:00 -
[270] - Quote
An idea I find interesting, but perhaps it's a bad one...
What if instead of a salvage module you had a load limit, and the better the salvage the more it weighed? You would have to call in an 'RDV' to take the salvage off your body, at which point you've banked your loot and could move at normal speed again.
It creates a way for getting salvage off the ground, and making carrying too much of it quite risky, and makes the higher level stuff more risky, and people can see this RDV you call in and can zone in on your location.
Maybe there are some AA drones where there's very high level salvage and you need to work as a team to clear them out before an RDV can come in and survive.
Guys with swarms and forges would be the ultimate trolls. They couldn't get to you very quickly, but they might destroy what you just tried to extract from the surface.
If there is a harvester, maybe it could be like a pet that follows you around. You can upgrade pets, but they can be destroyed too. The more load the pet can carry, the more damage it can sustain, the slower it is. |
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