Benjamin Ciscko
Fatal Absolution General Tso's Alliance
2663
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Posted - 2014.07.30 22:45:00 -
[1] - Quote
CCP Rattati wrote:Alldin Kan wrote:CCP Rattati wrote:Dear Community
I would like to request your assistance in coming up with tips/hints that could ease our new players journey into DUST 514. Not just for brand new players, but also simple "aha, moments"
Our intent is to then use these tips, at least on the Launcher News, maybe in game News, even the first emails a player gets, newsletter, wherever it might help.
I even think some simple Lore tidbit would be fun, for example, racial fitting styles, some information on the NPC corps (I am always intrigued by the Kaalakiota, Gurista, Six Kin but they are a mystery to non-EVE players), same with Breach, Tactical etc.
Let me kick off a few, any help on this is appreciated but the community, game masters and myself are working on a solid list, and appreciate any help you can give. Basically a keyword and a little explanation, in one or two sentences. I.e.:
1) Battlefinder: Public Contracts are a great place to start for new players and old while Factional Warfare may warrant caution for less seasoned players
2) Equipment: You can equip ammo and armor replenishing Nanohives for you and your teammates
3) Weapon: The Mass Driver fires explosive rounds in an arc, much like a modern day Grenade Launcher
4) Weapon: The Laser Rifle fires a continuous beam that increases in damage over time, but overheats
5) Dropsuits: Heavy Frames are the only Dropsuits that can equip the powerful Forge Guns and Heavy Machine Guns
5) Dropsuits: Light Frames are the fastest Dropsuits
6) Dropsuits have slots for weapons, equipment, high modules, low modules and grenades. The slot layout can be very different per Dropsuit and Race.
7) Dropsuits have two types of limited energy reserves, CPU and PG. Weapons, equipment, modules, weapons and grenades use variable amounts of CPU and PG.
Thanks! Start by increasing WP requirement to leave Academy to at least 20,000 WP and then we may talk. 20.000 is a long, long, long time. My personal worry has been that it is to monotonous due to the map selection being limited. That's why we doubled the WP limit only when we had added racial rifles to each starter fit, and militia market. With militia sidearms and some more starting inventory we are designing, increasing the WP limit is definitely something we would consider because the players are exposed to more of DUST's versatility and deep customization. It also makes griefalts able to do their dirty work in the academy for far too long. That's why we need a total kills or some such additional threshold. Why 20k WP? I have studied this data at length and there is no clear cutoff WP that is optimal. 2400 WP is my estimate of the average player playing approximately 10 battles. Doubling that in Hotfix Delta is something that will probably happen. How about keep the cap at what is now but maintain the ability to re-enter the Academy until 50K wp are reached inside the academy. This way s¦¦c¦¦r¦¦u¦¦b¦¦s¦¦ new players can re-enter the academy if they feel public contracts are too difficult don't have to wait inordinate amounts of time to have access to public contracts but because of the cap vets can't just stomp the academy.
Tanker/Logi/Assault
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