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Author |
Thread Statistics | Show CCP posts - 15 post(s) |
Kevall Longstride
DUST University Ivy League
1607
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Posted - 2014.08.30 16:53:00 -
[1] - Quote
It's been a busy few weeks for us newbies on the CPM but I'd like to echo what Rattati said and say that it has been a wonderfully collaborative period between the CPM members and CCP.
I'd like pass on special thanks to CCP Logibro who has made the transition period pain free and allowed us to hit the ground running and for answering our questions about Delta as quickly as possible.
As a Gallante user I'm particularly looking forward to your imput on the Ion Pistol, AR and Plasma Cannon tweaks and I'm also very happy with the proposed changes to the NPE.
The Hotfix process has been so far a big boost to the game and Delta will hopefully give it more momentum to build on.
Keep your feedback coming.
CPM 1 member
CEO of DUST University
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Kevall Longstride
DUST University Ivy League
1611
|
Posted - 2014.08.31 14:04:00 -
[2] - Quote
iKILLu osborne wrote:while your here rattati care to elaborate on the new players being specced in dropsuit upgrades? do you mean already unlocked or already to 5?
just curious cause i'm 27m sp and i haven't fininshed that tree yet level 4 in most of it though.
The thinking behind it is to demonstrate to new players that as these skills are already unlocked and with some SP already there, they're considered important enough for them to carry on putting in SP in them.
Coupled with the missing militia weapons being added so a new player can try all weapons before committing SP, we think this will have a positive effect on the NPE.
CPM 1 member
CEO of DUST University
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Kevall Longstride
DUST University Ivy League
1611
|
Posted - 2014.08.31 14:11:00 -
[3] - Quote
Benjamin Ciscko wrote:CCP Rattati wrote:manboar thunder fist wrote:Seriously? more changes to swarms? are you not aware that 3 swarm volleys can knock down any proto incubus/python guaranteed?
is it not enough that you send us scurrying away with our heads between our legs every time we see those fiery yellow balls?
You dont even render half the time... can lock on from 175 m.... and can deal huge amounts of damage by simply pointing at us for 1.4 seconds... that's ridiculous... there is no skill at all involved in that... try flying for a change... it's hard enough for new players as it is.
I dont know why swarms can't be content to be a heavy damage area denial weapon... why do they feel they should kill a high skill pilot in a 500k dropship every time he shows his face... these steps have been in the wrong direction and i fear ads's will be nerfed beyond help at this rate.
If 2 swarm launcher volley hits me, an ishukone assault forge can 1 shot me... 2 volleys tend to connect most of the time... that means i either have to dodge that forge gun or dodge the swarms... as the forge gun is a higher skill player aimed weapon i dont have a problem with forgers beating the hell out of me... but a dude who just points at me and kills me in 5 seconds? i cant have that unless you reduce the price of ads, its bad enough losing this much isk as it is I would rather not go into this bitter dispute, but let's make something absolutely clear. An ADS pilot, can, with afterburners literally always avoid death. A solo swarm can not destroy an ADS, much less in 5 seconds and certainly not "every time he shows his face". The good pilots all know and admit this and are running crazy KDR's, especially if two proto swarmers and one proto forger are what is necessary to down an ADS, then one must admit it is in a good place. We are however, willing to make the ADS cheaper to fly so more people can skill into and enjoy them, and make swarm turn radius less drastic so skilled pilots can do combat maneuvers around buildings and terrain to avoid them. And by crazy he means insane, I've seen Derrith an ADS pilot in my corp hold a 17 weekly K/D and that's with playing PC where you die more often and while he is primary ADS he'll run a good bit of logi and other ground game, if he was pure ADS and did not PC he could easily hold a 25 K/D if not higher.
Even insane doesn't cover it. Not kidding.
CPM 1 member
CEO of DUST University
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Kevall Longstride
DUST University Ivy League
1615
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Posted - 2014.08.31 15:35:00 -
[4] - Quote
We had a system of pre-loaded skill templates based on Race in the early closed Beta. But with the lack of Racial Parity for roles and weapons at the time this led to some confusion as well as non-matching avatars for the forums.
My Avatar is Caldari but not by choice. The assault role at that time was limited to Cardari so thats what I had to choose.
With Weapon parity now as near complete as it can be without a further client update and the new Militia version for all weapons, its felt that any skills injected should be as equal a benefit to all roles and races from day one. There's still some experimenting to be done as to the Level of pre-injection but it should give a solid foundation for any particular skill plan.
CPM 1 member
CEO of DUST University
Vist dustcpm.com
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Kevall Longstride
DUST University Ivy League
1618
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Posted - 2014.08.31 15:44:00 -
[5] - Quote
Right-wing Extremist wrote:Kevall Longstride wrote:iKILLu osborne wrote:while your here rattati care to elaborate on the new players being specced in dropsuit upgrades? do you mean already unlocked or already to 5?
just curious cause i'm 27m sp and i haven't fininshed that tree yet level 4 in most of it though. The thinking behind it is to demonstrate to new players that as these skills are already unlocked and with some SP already there, they're considered important enough for them to carry on putting in SP in them. Coupled with the missing militia weapons being added so a new player can try all weapons before committing SP, we think this will have a positive effect on the NPE. Riddle me this, Kevall: Why the heck are the skill multipliers on Electronics and Engineering so bloody high? They're BASIC rank skills in Eve. Why are they so harsh in DUST 514?
Because in Eve they can be further supplemented by fitting efficiency increases from multiple skills, leading to a larger scope of fitting choices. However, we don't have these extra efficiency skill opportunities in Dust so unfortunately the base Skill has to have a larger SP requirement to reflect the comparatively large (to Eve anyway) boost that Electronics and Engineering can give to a suit.
CPM 1 member
CEO of DUST University
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Kevall Longstride
DUST University Ivy League
1620
|
Posted - 2014.08.31 16:32:00 -
[6] - Quote
Regis Blackbird wrote:Kevall Longstride wrote:We had a system of pre-loaded skill templates based on Race in the early closed Beta. But with the lack of Racial Parity for roles and weapons at the time this led to some confusion as well as non-matching avatars for the forums.
My Avatar is Caldari but not by choice. The assault role at that time was limited to Cardari so thats what I had to choose.
With Weapon parity now as near complete as it can be without a further client update and the new Militia version for all weapons, its felt that any skills injected should be as equal a benefit to all roles and races from day one. There's still some experimenting to be done as to the Level of pre-injection but it should give a solid foundation for any particular skill plan. I agree now is the time to reintroduce pre-loaded skills, but I am still a bit confused what you mean with "equal benefit". Do you mean: A: All players get the exactly the same skills unlocked and pre-fitted with skill points, regardless of race and bloodline. The skills selected for this are universally useful (I.e shields, armor etc) to all races and classes. B: New players gets skills pre-fitted based on race, bloodline etc, but the selected skills are of "equal benefit" to each race. I.e All new players get shields, armour unlocked, but Caldari get one point in shield while Amarr get one point in Armor. As stated before, I would really like to see option B if we want to pre-fit skill points.
A.
The reason being that we want the choice of picking a race purely based on the philosophies and doctrines of that race, not based on the advantages it might give to a particular style of playing the game. The beauty of the game is that your skill choices are entirely yours from the moment you create your Merc. A allows us to give everyone a helping hand regardless of what the choose to skill into.
That way you can choose to change your style of playing the game without feeling that the time you spent skilling into scout wasn't wasted and give you a solid base to build on as you earn SP skill into a heavy role, or even another races weapons and suits.
CPM 1 member
CEO of DUST University
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Kevall Longstride
DUST University Ivy League
1621
|
Posted - 2014.08.31 16:42:00 -
[7] - Quote
bogeyman m wrote:CCP Rattati wrote:Vehicles HAV inertia increased so switching from forward to backward movement is more realistic, and reduce fuel injector boost to speed.
Shield based HAV and DS buffed ehp, Gunnlogi and Myron
Has the been any further discussion on adding to vehicle enter/exit times (to eliminate instant teleporting into and out of a vehicle)? Someone else (sorry, don't remember who) suggested borrowing a weapon reload animation as a placeholder. Thoughts?
This is something that we have raised in our discussions with CCP and it's something that all members of the CPM want to happen.
CPM 1 member
CEO of DUST University
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Kevall Longstride
DUST University Ivy League
1621
|
Posted - 2014.08.31 16:46:00 -
[8] - Quote
Boot Booter wrote:Kevall Longstride wrote:Regis Blackbird wrote:Kevall Longstride wrote:We had a system of pre-loaded skill templates based on Race in the early closed Beta. But with the lack of Racial Parity for roles and weapons at the time this led to some confusion as well as non-matching avatars for the forums.
My Avatar is Caldari but not by choice. The assault role at that time was limited to Cardari so thats what I had to choose.
With Weapon parity now as near complete as it can be without a further client update and the new Militia version for all weapons, its felt that any skills injected should be as equal a benefit to all roles and races from day one. There's still some experimenting to be done as to the Level of pre-injection but it should give a solid foundation for any particular skill plan. I agree now is the time to reintroduce pre-loaded skills, but I am still a bit confused what you mean with "equal benefit". Do you mean: A: All players get the exactly the same skills unlocked and pre-fitted with skill points, regardless of race and bloodline. The skills selected for this are universally useful (I.e shields, armor etc) to all races and classes. B: New players gets skills pre-fitted based on race, bloodline etc, but the selected skills are of "equal benefit" to each race. I.e All new players get shields, armour unlocked, but Caldari get one point in shield while Amarr get one point in Armor. As stated before, I would really like to see option B if we want to pre-fit skill points. A. The reason being that we want the choice of picking a race purely based on the philosophies and doctrines of that race, not based on the advantages it might give to a particular style of playing the game. The beauty of the game is that your skill choices are entirely yours from the moment you create your Merc. A allows us to give everyone a helping hand regardless of what the choose to skill into. That way you can choose to change your style of playing the game without feeling that the time you spent skilling into scout wasn't wasted and give you a solid base to build on as you earn SP skill into a heavy role, or even another races weapons and suits. I like B. Yes you should still have the option to do what you want but this is kinda like handing out free stuff and it makes your opening choices more meaningful from a rpg perspective.
B would be great but without significant changes to the NPE, beyond the scope of Hotfixes alone, A is the best compromise for the time being. It also has the potential side effect of increasing player retention even further.
CPM 1 member
CEO of DUST University
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Kevall Longstride
DUST University Ivy League
1624
|
Posted - 2014.08.31 19:16:00 -
[9] - Quote
To answer the earlier concern about the new Militia HMG, the numbers for it are still under discussion but we are very aware that it has the potential to be a super cheap noob tube. Care will be taken to make sure that doesn't happen.
CPM 1 member
CEO of DUST University
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Kevall Longstride
DUST University Ivy League
1624
|
Posted - 2014.08.31 19:34:00 -
[10] - Quote
To quote Rattati's mantra of low hanging fruit, it's easier to give all new players the same injected skills.
It also gives a baseline comparison to see if it's having the desired effect of helping new players. If that is the case, then a refinement of the concept is something that we in the CPM will be keen to pursue. Getting new players into the game and being more comfortable in the NPE is a massive help in building up the momentum for further changes later.
CPM 1 member
CEO of DUST University
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