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Vell0cet
Vengeance Unbound Dark Taboo
2278
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Posted - 2014.09.25 15:19:00 -
[1] - Quote
The biggest disappointment in Delta for me is the NPE suits. I was hoping we could get a dozen-or-so 0 SP militia fits premade that were restockable (for ISK) with 5-10 copies of each. I'd like to see a militia equivalent of the other race's starter fits, so they can quickly get an understanding of the various racial philosophies, and change races early before getting too invested in something they don't want. I also want to see militia versions of the various logi philosophies with their "support weapon." For example a MIL mass driver with a MIL rep tool, on a MIL Minmatar basic medium frame, and a MIL laser rifle with a MIL drop uplink on a MIL Amarr basic medium frame, a Gallente plasma cannon scanner MIL fit and a Caldari MIL nano hive fit (not sure of the weapon for that one). This would expose the new player to a huge cross section of the game's content, all with suits they could fit themselves, but probably don't realize is available. I'd also like to see a 0 SP MIL tank fit, and a 0 SP MIL dropship each with 1 copy. So new players realize there are tanks and dropships in the game right away.
Some of this may require tweaking the CPU/PG on some of those MIL suits, and creating MIL variants of every weapon, module, and equipment.
Also, I'd really like to see an optional Academy game mode for players under 5mill SP. This would be separate from the existing academy (which should be short like it was before), because you don't want players trying to learn the controls in the same match with a dude with 4.9 mill SP. You want players to quickly graduate from the academy so they can see there is a lot more to the game than just Academy battles, but they need a mode protected from stomping by high SP players until they have the SP to build a reasonably competitive ADV fit, knowledge of the maps, understanding of the game mechanics, social connections to squad up with friends and use teamwork, etc. The current solution is very inadequate. I worry with an extended academy, new players will think the academy is all there is to the game. The amount it's been extended really doesn't give them the 5 mill SP they're going to need to put together a reasonable fit.
Really, the best solution is to separate the two (since they have 2 separate purposes). The initial academy is for learning what buttons to press, configuring control sensitivity, figuring out what the game even is, the optional academy game mode (only one checked by default) is to provide a more sheltered experience to get comfortable with the game, still giving her the freedom to try other gamemodes and be exposed to the full range of what DUST has to offer. I've yet to hear a good argument against the 2-tier academy solution.
I hope we can move towards these in Echo. Perhaps some (or all) aren't possible to hotfix. If they are, I urge CCP to keep pushing forward on these ideas. The NPE is absolutely critical to the long term success of DUST and ultimately Legion. If we want mercs on the ground in New Eden 10 years from now, having a really polished NPE is the most important investment of developer resources that could be made.
Best PvE idea ever!
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Vell0cet
Vengeance Unbound Dark Taboo
2278
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Posted - 2014.09.25 15:30:00 -
[2] - Quote
I'd also like to see an introduction of shield and armor hardeners for specific damage types, remote shield reps, these could be used to balance logis better, bringing back the old vehicle modules that were removed in 1.7, bringing back the vehicles that were removed, adding more weapon variants for the existing rifles (e.g. Burst ScR, TAC RR--a bolt pistol on steroids), and changes to the skill tree so every skill has some bonus associated with it (even if it's small).
Best PvE idea ever!
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Vell0cet
Vengeance Unbound Dark Taboo
2283
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Posted - 2014.09.26 14:19:00 -
[3] - Quote
Another item on the wish list: make the redline timer work like the cloak recharge mechanism. Then extend it's duration significantly. So to clarify. Let's say we bumped the redline timer to 45 seconds, but now it won't immediately reset as soon as you exit the enemy redline. It will slowly build back maybe at a 0.5 : 1 ratio. So if you spent 30 secs in the enemy redline then you'd have to spend 1 minute out of it to "recharge it." Furthermore you can't rep/regen shields/armor while in the enemy redline and dying doesn't reset the timer.
Why this is good: it allows players to do hit/runs on players abusing the redline, but prevents them from sustained, coordinated camping of an enemy trapped in their redline. I'm not sure if any of this is hotfixable, but it would certainly solve a lot of redline QQ.
Best PvE idea ever!
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Vell0cet
Vengeance Unbound Dark Taboo
2285
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Posted - 2014.09.26 21:46:00 -
[4] - Quote
Another one: add ISK efficiency stat in the EoM leaderboard (if possible in a hotfix). Value of ISK destroyed (or ISK-equivalent if AUR/LP/BPO) minus value of ISK lost (or ISK equivalent) divided by total deaths. This stat should also be tracked as the primary one on the global leaderboards and by corp.
Best PvE idea ever!
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Vell0cet
Vengeance Unbound Dark Taboo
2290
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Posted - 2014.09.27 16:56:00 -
[5] - Quote
501st Headstrong wrote:Vell0cet wrote:Another one: add ISK efficiency stat in the EoM leaderboard (if possible in a hotfix). Value of ISK destroyed (or ISK-equivalent if AUR/LP/BPO) minus value of ISK lost (or ISK equivalent) divided by total deaths. This stat should also be tracked as the primary one on the global leaderboards and by corp. Only problem I have with that, a corporation of Ji-haders would rank higher than a corp of Militia characters... True. No one stat is perfect, but I think it would add a lot to the game, particularly for new players which should have pretty decent scores from necessarily running cheap gear. It would discourage pub stomping and it helps shape perceptions about what a victory is. If you have a high K/D but a large negative ISK efficiency it looks much less impressive.
Along these lines it would be great if we could add assists to the EoM leaderboards (I.e. K/D/A). I use laser weapons a lot, which often results in many more assists than kills. It would be nice to have more to show for my efforts at the end of the match. Again, this would benefit new players as they are likely to have more assists than kills. Giving them a sense of accomplishment and positive reinforcement may significantly boost their positive feelings about the game and reduce feelings of discouragement that may otherwise contribute to them quitting the game.
Best PvE idea ever!
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Vell0cet
Vengeance Unbound Dark Taboo
2294
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Posted - 2014.09.28 07:01:00 -
[6] - Quote
Lady MDK wrote:@cpm1...Please encourage ccp to prioritise completion of missing weapons and vehicles, even if the assets are finally intended for legion, and use them in dust. +1000
I'm hoping, but not optimistic, that CCP Rouge will announce this at EVE Vegas. It would go a long ways to help make up for the Rouge wedding. It would help to get them balanced for Legion and it would help add some much-needed content to DUST.
Best PvE idea ever!
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Vell0cet
Vengeance Unbound Dark Taboo
2295
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Posted - 2014.09.28 22:41:00 -
[7] - Quote
Cross Atu wrote:Lady MDK wrote:@cpm1
Ccp stated no client updates at least in the medium to long term... How far into this term are we? We have now endured over a years worth of numbers changes with little actual new content. That is more of a budgeting decision than a development one, as such it is a bit beyond the sphere of even the CPM NDA broadly speaking. What I can tell you is the (perhaps obvious) fundamental business baseline, which is that more revenue from a project increases the frequency and likelihood of corporate reinvestment in said project... There is a strong business case for making these available in DUST. The assets will need to be produced for Legion anyways. Allowing DUST players to help balance them ahead of time is incredibly valuable to having a smooth launch and getting strong positive reviews which will have a major impact on CCP's bottom line in the years ahead. It will likely increase player retention significantly of the existing DUST mercs, and could possibly entice those who left to return. This should result in income via booster sales (and possibly from AUR variants as well).
Might it be possible to run a special event to help fund this development effort? Perhaps we could buy some special whatever (that would carry over to Legion) for a reasonable price. If we buy x number then CCP will commit to releasing the missing vehicles, turrets and heavy weapons. Just an idea. Please keep on them about this regularly.
Keep up the good work o7.
Best PvE idea ever!
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Vell0cet
Vengeance Unbound Dark Taboo
2309
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Posted - 2014.10.01 04:44:00 -
[8] - Quote
Auris Lionesse wrote:logistics suits have been fundamentally broken since day 1. idk why they would even bother with bonuses when the suits are just inherently designed wrong.
caldari and min logi need shield tools as primary equipment then secondary equipment bonuses. like remote explosives and nanite stuff.
amarr and gallente need armor repair tool bonuses/ and secondary equipment bonuses to uplinks and scanners. this is how it works in eve and eve doesnt have a bunch of balance issues. 100% agreement. We need shield rep tools, and the bonuses should be split exactly how you described.
Best PvE idea ever!
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Vell0cet
Vengeance Unbound Dark Taboo
2314
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Posted - 2014.10.01 23:40:00 -
[9] - Quote
I already posted this there a while ago.
Best PvE idea ever!
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