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Author |
Thread Statistics | Show CCP posts - 4 post(s) |
Bethhy
Ancient Exiles.
2458
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Posted - 2014.10.29 15:36:00 -
[1] - Quote
If every Dust player now has to hit a button to even get picked up or to even have the option to get picked up all of DUST will suffer.
Your Clone doesn't technically belong to you... It belongs to the team as a whole.
When your clone gets picked up off the floor, You didn't loose a clone... therefore your deaths should be -1.
When Mercenaries are no longer pressing a revive button there will be no point in ever fitting a Nanite Injector. Making The "Needle" Obsolete in the game of DUST.
This will hurt the Logi class, Teamwork, Immersion, tactics, gameplay... And clutch games that come down to clone counts(Skirm,Dom).
It screaaaams of it being a giant LAZY fix for an issue we have had since Beta..... Please.... Pleaseee..... Figure out another option.
This fix I fear will do more harm to the whole of the game to help an individual feel better about their K/D.
Its crazy. |
Bethhy
Ancient Exiles.
2460
|
Posted - 2014.10.29 15:47:00 -
[2] - Quote
Soraya Xel wrote:I definitely would prefer an accept/reject revive button, as I've said many times.
Though this is better than doing nothing. The way nanite injectors previously worked is arguably a form of abusive gameplay, because it allowed other players to effectively take control of your character.
This is the SAME as the vehicle "Locking" Feature they gave us.... It's un acceptable and will hurt the entire game for sake of the individual.
It is the complete opposite to how a Developer of an IP should make an addition. having a feature Focus on the Individual instead of the game as a whole.
This feature will do nothing but obsolete needles and ruin the entire Lore around being an immortal clone soldier and the entire lore ABOUT CLONES for the sake of an easy lazy fix. |
Bethhy
Ancient Exiles.
2461
|
Posted - 2014.10.29 16:01:00 -
[3] - Quote
Kevall Longstride wrote:Removal of exploitable/griefing mechanic > than retention of lore.
Needlef'ing is an extremely annoying place to find yourself and must be eliminated. It's not the perfect solution and needs iteration but it couldn't be allowed to continue.
Your completely ignoring the history of DUST to try and be a CCP apologist.
We have had needles since beta... I have played this game since closed.
Pickign someone up with a needle in Chromosome was viable.... Every Assault suit had two equipment slots... Every player had a needle.
Why?
Because you had a camera angle over your incapacitated body and could prepare to defend as you got up...
There was next to 0 delay from being picked up to having full camera updates less then a second from being picked up.
CCP implemented the planetside 2 like "Kill screen".... And with it came MONSTER delays to when you get picked up in the game till when your clients camera comes back on.
This entire Needle spam problem was CREATED by CCP. Everyone had needles in Chromosome and Everyone loved being picked up.
CCP Screwed that over.
Now they are about to put a nail in the coffin on Nanite injectors forever. With a lazy sorry excuse for a fix. |
Bethhy
Ancient Exiles.
2461
|
Posted - 2014.10.29 16:07:00 -
[4] - Quote
Soraya Xel wrote:We'd like to continue to encourage CCP to change the way deaths are recorded, so being revived does not count against players as a "death", since their clone was not terminated. We'd also like to continue to encourage CCP to implement additional WP for finishing off an incapacitated clone, and a change of the injector mechanic to an accept/reject mechanic so players can decide whether or not to accept a revive if they're under fire or being camped by a griefer.
These are all things on my personal list, at least, and several other CPMs support some or all of these concepts.
If a player gets their death removed when they are picked up... And then has a chance to defend their ISK investment each time they get up...
There should be no choice to try and avoid a "Greifer"
That CLone is the teams and it can win the match.
The Lag that CCP Created with the "Kill screen" is what created the ability for greifers to even camp your body.... in Chromosome you could die or be caught on a reload trying to "grief" with anything but a redline sniper. |
Bethhy
Ancient Exiles.
2461
|
Posted - 2014.10.29 16:23:00 -
[5] - Quote
Joseph Ridgeson wrote:I got Needle Spammed just yesterday. Killed, before I could respawn, needle, dead. It happened three times and when the killer got in front of me and I saw that he wasn't moving, the only way out of it was to turn the PS3 off. Getting grinded for kills over and over has nothing to do with "wanting to preserve your KD/R." That is just a very minor thing that I don't think anyone should really care about. Getting Needle Spammed is literally like having a hard lock-up on your system. With that being gone, I cannot complain even if I do have to hit X to Call for Help.
And I can flip the scenario just like you can mate: "If I want to be raised because I don't need a new suit to help the team, I will ask you for help. Don't just be selfish and wanting to get the WP for raising me in my Scout Uplink suit. Let me come back in the back line so I can call in my Railgun to take out that Blaster Tank."
Basically, the situation is too large in scope to say that not wanting a needle is selfish. Perhaps one of the reasons it is "Call for help" rather than bleed out is that you can technically get needled before the killed by screen pops up. In what happened to me yesterday, someone being fast could keep doing that and low and behold the main problem that was set out to be fixed... wasn't.
Your trying to add the one need for a death (Switching suits) as justification.....
It's not.
There are supply depots in the game and nanohives around. There are options sitting on the map to fix this issue. If you choose an Uplink fast suit... there are consequences.. Like anything in DUST.
Like has been said and should be known... We never had that lag in DUST when your client loads in after you get picked up. CCP put that in this game when they put the "Death screen" They created the lag and the delay allowing needle spamming to become this way.
The Broken abusable feature of todays needle spam was a CCP self created problem.
There aren't many players who have been here for 3-6 months+ that havent figured out how to get around perpetual needle spam. Just saying.. |
Bethhy
Ancient Exiles.
2461
|
Posted - 2014.10.29 17:03:00 -
[6] - Quote
CCP Rattati wrote:Soraya Xel wrote:I definitely would prefer an accept/reject revive button, as I've said many times.
Though this is better than doing nothing. The way nanite injectors previously worked is arguably a form of abusive gameplay, because it allowed other players to effectively take control of your character. I think denyrevive is terrible, from all standpoints. Why would a human being ever decline a revive? Also, teasing a logi by having him run over, put himself in danger and then refuse is disrespectful. If you want to picked up, you ask for it.
It is done now... People see the red Text at the bottom of the Death screen that tells them there is a player in "X"meters away from them... then they quickly respawn when they get within 10m.
And yes It is very annoying specially as you break cover and risk yourself to try and pick them up.
But this fix is addressing the small issues instead of the mechanic as a whole in the large picture.
Not only from the DUST 514 IP, But also as a test bed into a possible future of Legion.
We are asking for the Nanite injector mechanic to also fit in line with the story that has been told with DUST since the original showing at fanfest.
Clones are mere vessels that our consciousness is transferred into. When that clone is terminated beyond repair our consciousness is immediately transfer into a new clone. If we are incapacitated on the battlefield and can be revived with Nanites then our consciousness hasn't been transferred and We haven't died or cost the team a clone.
The Community and CCP adressed this issue in part in the beginning of Uprising, When reviving a Mercenary still took away from total clone values. That issue has been fixed and has improved competition and has made some truly epic moments in DUST.
We only ask you guys to finish the concept. Give us a reason and a drive to defend our suit, our clone and our teams chance at success, Give us a chance to Fight for our ISK investment. Give squads hope that if they stick together and pick each other up they always have a chance.
Change the future of DUST. |
Bethhy
Ancient Exiles.
2461
|
Posted - 2014.10.29 17:22:00 -
[7] - Quote
Joseph Ridgeson wrote:Bethhy wrote:Joseph Ridgeson wrote:I got Needle Spammed just yesterday. Killed, before I could respawn, needle, dead. It happened three times and when the killer got in front of me and I saw that he wasn't moving, the only way out of it was to turn the PS3 off. Getting grinded for kills over and over has nothing to do with "wanting to preserve your KD/R." That is just a very minor thing that I don't think anyone should really care about. Getting Needle Spammed is literally like having a hard lock-up on your system. With that being gone, I cannot complain even if I do have to hit X to Call for Help.
And I can flip the scenario just like you can mate: "If I want to be raised because I don't need a new suit to help the team, I will ask you for help. Don't just be selfish and wanting to get the WP for raising me in my Scout Uplink suit. Let me come back in the back line so I can call in my Railgun to take out that Blaster Tank."
Basically, the situation is too large in scope to say that not wanting a needle is selfish. Perhaps one of the reasons it is "Call for help" rather than bleed out is that you can technically get needled before the killed by screen pops up. In what happened to me yesterday, someone being fast could keep doing that and low and behold the main problem that was set out to be fixed... wasn't. Your trying to add the one need for a death (Switching suits) as justification..... It's not. There are supply depots in the game and nanohives around. There are options sitting on the map to fix this issue. If you choose an Uplink fast suit... there are consequences.. Like anything in DUST. Like has been said and should be known... We never had that lag in DUST when your client loads in after you get picked up. CCP put that in this game when they put the "Death screen" They created the lag and the delay allowing needle spamming to become this way. The Broken abusable feature of todays needle spam was a CCP self created problem. There aren't many players who have been here for 3 months+ that haven't figured out how to get around perpetual needle spam without exiting the game. Just saying.. The part I had in quotes was just a strawman, same as saying that is it selfish to not want a needle. Anyone can give any reason for wanting to needle everyone or not wanting to be needled that is "most helpful" to the team. That was what I was getting on about, the view that it is "selfish to not want a needle" when it can be seen just as "selfish" to want to needle someone. Again, when using strawmen or just framing one side as negative and the other as positive. The scope of the issue is far larger than "selfish", to be honest. I don't see how asking for a needle is all that of a concern. People who would have wanted a needle will ask for it. Those that don't won't get needled. Seems like a situation that works out to me.
The Selfish argument is just one made on small issues.
The simple fact is that the clone belongs to the team as a whole... In the large picture that is all it is... It's as simple as that.
That one clone or the collection of even 5 to even 100+(If these changes persist) throughout a match can cost a team a chance at success from a small thing to tactical position to gaining a objective to the large scale victory.
You should always be present on the whole teams HUD that a team clone is down and needs to be revived.
If there is mere seconds in between any delay in picking you up, there is tons of time to respawn and do what ever small personal issues that work.
The issue people have are more a terrible experience with it and the limited chance at success or survival when being picked up from a random source.
This is created by mechanics that have been put in place by CCP.
We want a chance at being picked up and a chance to defend ourselfs, But because of limitations and infinite death penalties it sours the experience. Same goes for the attacker... That scramble does nothing bu enrich the entire experience.
In short, this ADDS to DUST..... Instead of TAKING AWAY.... which is what is on the table yet again. |
Bethhy
Ancient Exiles.
2461
|
Posted - 2014.10.29 17:35:00 -
[8] - Quote
Tesfa Alem wrote:Nice troll dude, i got you figured out at locking blueberries who would try to steal my tank or dropship being is actually me being sefish.
But for those more easily duped, i got a proto minmatar logi and all of my equipment is prototype. I like this change, ends the dirty filthy needle spam, a lot of greifing and i dont have to risk my suit and all of the equipment costs that come with it on someone who didnt want a revive in the first place.
Everyone saw GTA 5's car locking mechanics... How you can set it to crew only, PSN friends... Passenger seats only... And drooled and begged CCP. Even me foolishly...
We got what you know now for a vehicle locking feature.... a timed delay before non squad mates can get into your vehicle...
Risking your suit is always your choice... That has nothing to do with the intent of the player that is getting picked up.
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Bethhy
Ancient Exiles.
2465
|
Posted - 2014.10.29 21:59:00 -
[9] - Quote
CELESTA AUNGM wrote:CCP Rattati wrote: I think denyrevive is terrible, from all standpoints. Why would a human being ever decline a revive? Also, teasing a logi by having him run over, put himself in danger and then refuse is disrespectful.
If you want to picked up, you ask for it.
As Celesta turns the corner of a building, she is incapacitated by a Sniper. Two blue mercs are nearby, and she can see on her map they are approaching her. The blue mercs want to help her, of course---but they donGÇÖt know how Celesta was dropped by a waiting Sniper who will likely claim one or both of them before they can step out and revive her. Only Celesta knows it was a Sniper. She prefers to stay dead and sacrifice her ONE clone life, rather than toss THREE clone lives away like cheap dice. Besides, only SHE knows where the sniper is, and she prefers to regen somewhere else right away and flank around to sweep him out of his shooting perch. I prefer GÇ£Revive-MeGÇ¥ to be automatically ON all the time, but that the incapacitated player have a brief chance to turn off that blinking icon before GÇ£medicsGÇ¥ even see her as needing assistance.
If they picked you up and -1 death, You then have a chance to defend your investment at no cost to yourself.
If two logi's go there then both Logi's can pick each other up and force an error from the sniper or give them a chance to defend their isk investment.
Giving a simple lazy fix to a Large scale problem such as reviving a clone and it doesn't -1 the death, or make sense in anyway of how you would explain the concept to anyone outside of the game.... Doesn't work.
If you have seconds where you are sitting incapacitated you simply can choose a new suit and respawn long before any logistics or needle wearing mercenary will get to you. This is not an issue that needed to be fixed... Not now and not ever.
WHY CCP is addressing this is they created a problem with the death screen that disables incapacitated mercenaries ability to defend themselves.... Thus creating a time where the Downed mercenaries client has to load back in... and the aggressor has suffered no lapse of awareness or time in their client updates... Allowing for a perpetual needle spam Abuse on the inexperienced DUST player... It's a massive flaw in game design and has to be fixed as it sheds poor light on the abilities of the entire CCP Shanghai studios.
What is being said is that a simplistic fix that helps an individual instead of the proper fix that would help the entire game as a whole, aswell as do nothing but Add to DUST.... instead of a feature that does nothing but take away from the DUST experience for sake of the singular player.
Allowing a incapacitated clone that gets revived via Nanite injectors to have -1 death does nothing but add to DUST. Giving extra War points for Mercenaries who finish off Incapacitated clones will do nothing but Add to DUST. Completely rendering the Nanite injector useless except if someone presses a button does nothing but take away from DUST 514 and hurts the general overall game. |
Bethhy
Ancient Exiles.
2465
|
Posted - 2014.10.29 22:26:00 -
[10] - Quote
Meisterjager Jagermeister wrote:Example:
You and a red get into a 1v1. He beats you and has earned a K. You have lost and have earned a D. He leaves area and 10 seconds later logibro happens upon you and stabs you. Do you erase that D? Did you really survive that fight?
Yes you survived that fight... Your Clone is incapacitated... That does not mean your dead... If that Mercenary really wants to finish you off... Then a couple bullets to the incapacitated clone and your fully dead.
Double taping the incapacitated clones should be part of making sure that enemy is truly removed from that area in the battlefield. And should be rewarded for with extra Warpoints.
It is done like this in Battlefield for example... But there is little to no lag being picked up and you have a chance to defend yourself...
The exchanges that happen as squads struggle to keep each other up and fighting make for truly epic moments in fights.
It does this in DUST too and we are penalized for it, not rewarded. |
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Bethhy
Ancient Exiles.
2466
|
Posted - 2014.10.30 01:41:00 -
[11] - Quote
CCP Rattati wrote:Meisterjager Jagermeister wrote:Soraya Xel wrote:Alena Ventrallis wrote:Lots of people here love their KDRs, right? So suppose you don't get a death counted against your KDR until you are terminated? This would have people wanting to be revived because it wouldn't hurt their KDRs. This is a thing I've been asking for for a long time. I understand why you would think this way, but I disagree. If you get put down, you got killed, no two ways about it. Guy who shot you earned a K, you unfortunately earned a D. Just because you can be revived doesn't mean you can un-ring that bell. I agree with this 100%
A Kill is a Kill. But If you aren't dead and merely Incapacitated you didn't die.
It doesn't matter what imaginary bell that has been conjured up in peoples head that makes them feel the victor.
If you don;t finish off your opponent they can get up and have a go again.
This is done in many games where meta stats actually mean things. From competition leagues to weekly physical prizes. Dust the stat is just for fun and often doesn't represent much.
Day Z even has an unconscious mode you can beat people into.
If your clone survived and you are able to be picked up... You never died.... until you have lost your clone. That is pure and simple fact.
Anything about the puffed up chest nature of "You got put down son" and deserve a stat loss has nothing to do with how DUST has explained how clones work... The entire concept around an immortal clone solider...
And if you even attempted to explain how logically it makes sense that they died even though they never truly died... To ANYONE outside of the game while trying to explain how DUST works?..... They would give you a weird face and think your being silly, or worse :p
A Death is a Death, In DUST that means a vastly different thing then being incapacitated.
Battlefield franchise does this just the same... You get revived and -1 death. |
Bethhy
Ancient Exiles.
2466
|
Posted - 2014.10.30 02:40:00 -
[12] - Quote
CCP Rattati wrote:Bethhy wrote:
A Kill is a Kill. But If you aren't dead and merely Incapacitated you didn't die.
It doesn't matter what imaginary bell that has been conjured up in peoples head that makes them feel the victor.
If you don;t finish off your opponent they can get up and have a go again.
This is done in many games where meta stats actually mean things. From competition leagues to weekly physical prizes. Dust the stat is just for fun and often doesn't represent much.
Day Z even has an unconscious mode you can beat people into.
If your clone survived and you are able to be picked up... You never died.... until you have lost your clone. That is pure and simple fact.
Anything about the puffed up chest nature of "You got put down son" and deserve a stat loss has nothing to do with how DUST has explained how clones work... The entire concept around an immortal clone solider...
And if you even attempted to explain how logically it makes sense that they died even though they never truly died... To ANYONE outside of the game while trying to explain how DUST works?..... They would give you a weird face and think your being silly, or worse :p
A Death is a Death, In DUST that means a vastly different thing then being incapacitated.
Battlefield franchise does this just the same... You get revived and -1 death.
If you don't care about the D, then why the argument. It seems that the core concept in EVE is ISK, death matters. If you are revived, you don't lose the ISK. That is the key thing many strive for and fits perfectly with the lore aspect.
CCP has tried this for 2 years and some change now.... How often are needles even used in PC as a viable tactic? Score matters even less in PC as long as you win? We have to remind people in PC of them and to make fits with them and to wait for a pick up before respawning.
People invest ISK to increase their KDR...
What other personal purpose is there to invest isk in a better fit? To increase your results? that's the whole of it.
What purpose is there for the average mercenary that spends their ISK to increase their personal results in a game and then throw that investment away on potentially several deaths or even 1 extra death (Specially when you never truly died) On a chance to save the ISK for one suit.
The Death isn't worth the investment for the average DUST player. and will never be. This is the flaw.
This is a well known fact and shapes the entire landscape of DUST and the gameplay around needles Since Chromosome when needle use was actually viable.
The Lore and the entire logic around your consciousness getting tranferred only when your clone officially gets terminated is the entire basis around explaining the NEED for you to buy a new set of gear each time you consciousness gets transferred into a new clone.
The entire basis around even spending ISK is based around the core fact of loosing a clone, If that clone isn't terminated... It never died.... 1+1 = 2. It doesn't matter what small feat goes through the users mind with incapacitating a Clone soldier, It matters more if they finish off their kill in the end rather than incapacitating the enemy.
This is adding to DUST, It creates entire gameplay around finishing off downed opponents, Entire tactics around it, Mercenaries from all walks of life a renewed vigor to fight for their ISK investment without being penalized for another death they never truly had.
It will make needles important in DUST instead of stigmatized like they currently even are being in this discussion.
Needles and the average mercenaries distaste for them is a product of how they work and have worked for two years.. And it's sad... Because they are part of what makes DUST special. |
Bethhy
Ancient Exiles.
2470
|
Posted - 2014.10.30 12:36:00 -
[13] - Quote
Apocalyptic Destroyer wrote:Bethhy wrote:If every Dust player now has to hit a button to even get picked up or to even have the option to get picked up all of DUST will suffer.
Your Clone doesn't technically belong to you... It belongs to the team as a whole.
When your clone gets picked up off the floor, You didn't loose a clone... therefore your deaths should be -1.
When Mercenaries are no longer pressing a revive button there will be no point in ever fitting a Nanite Injector. Making The "Needle" Obsolete in the game of DUST.
This will hurt the Logi class, Teamwork, Immersion, tactics, gameplay... And clutch games that come down to clone counts(Skirm,Dom).
It screaaaams of it being a giant LAZY fix for an issue we have had since Beta..... Please.... Pleaseee..... Figure out another option.
This fix I fear will do more harm to the whole of the game to help an individual feel better about their K/D.
Its crazy. You sound like the type of guy.... that would go around sticking people with a militia needle...
More glorious Triage points *Drools*
THis game play of someone running around with Militia Nanite injector.. And no one wanting a res from them is a product of how Needles have worked for two years,
Needles have been stigmatized because of the way they operate.
That Militia Nanite injector new player that is gathering war points the best way they know how would be HELPFUL and a legitimate form of advancing through DUST that helps the entire team.
Instead that player becomes hated and the entire action of being picked up becomes resented.
Needles should be a positive for all aspects of gaming.... Not a consistent negative experience for nearly every mercenary who has played DUST, |
Bethhy
Ancient Exiles.
2473
|
Posted - 2014.10.31 05:17:00 -
[14] - Quote
SirManBoy wrote:CCP Rattati wrote:Soraya Xel wrote:I definitely would prefer an accept/reject revive button, as I've said many times.
Though this is better than doing nothing. The way nanite injectors previously worked is arguably a form of abusive gameplay, because it allowed other players to effectively take control of your character. I think denyrevive is terrible, from all standpoints. Why would a human being ever decline a revive? Also, teasing a logi by having him run over, put himself in danger and then refuse is disrespectful. If you want to picked up, you ask for it. I love this change. Sure, there will be a small drop in the number of revive opportunities, but those who do request help will be fully committed to the process. In my opinion, this is an extremely fair resolution.
This is extremely short sighted.
When the only use a needle has in everyday DUST is if a player that goes down presses a button then patiently waits?
revive opportunities won't just be a "Small drop"
There will be literally no reason to run a needle on the average mercenary suit with these changes... Logically it will make no sense for anyone that isn't in direct communication or can only fit this one item...
After a while it will just be an item that no one fits.... It already is nearly there.
Adverse to if it was -1 death.... It would do nothing but add to the game and make needles a legitimate form of gameplay that benefits everyone that plays DUST. And has the added benefit that it actually makes sense. |
Bethhy
Ancient Exiles.
2476
|
Posted - 2014.11.03 04:43:00 -
[15] - Quote
Cross Atu wrote:Thor Odinson42 wrote:People that hate needles say a lot about their overall view of teamwork. 100% needles with a squad plus of your own peeps is OP.
I'll take a revive around a contested objective 100% of the time. Even if the enemy waits to shoot me after my revive, they aren't shooting my teammates that are doing work at the objective. ^This. The change will essentially "buff teamwork." As fewer and fewer mercs call for revives due to a erroneous fascination with KDR/epeen the merc who are focused on the win and even more so those who are actively in squads will hold a larger mechanical advantage than they already do. The net effect of this change is that a coordinated squad (and to a much lessor extent even a team oriented solo player) will hold more effective value on the field than they do at present. My advice is to squad quickly, squad often, and squad with folks who understand teamwork and that includes the tactical value of being revived. Those who do not are likely to face consistently harder matches in the days to come. 0.02 ISK Cross
So your advice is to basically only have a squad if you want needles to be relevant at all... Or pray that someone will fit a needle when you decide to push a button then patiently wait?
Like seriously?
This does nothing but nerf needles into the ground because the mechanics around the item was setup to abuse players who got picked up because "They have a chance to defend their isk" yet die again regardless of no clone loss.
Lets put aside the fact that this fix makes absolutely no sense. Makes even less sense as you try to explain DUST and how it works to your friend who hasn't played it.... As they look at your weird as you try and profess how much sense it makes.
It doesn't matter what imaginary world the CSM are living in.... The Squad mechanics in DUST for the average mercenary are terrible... Squad finder is like a joke played on the playerbase... The average DUST player will have no hope AT ALL at using these new needle mechanics that are purposed....
It will be something used be veteran players at best and require more communication and team work then is currently exhibited even in the Height of PC... With the largest longest wars in DUST's history with arguably the best FC's and mercs that have played this game. Remember i have been part of PC since it started, have been part of holding distrcits in PC since it started... Im an Urgent Fury Tournament Champion...
The chance of changing the mechanics of this feature to what is purposed... Will somehow bring out tactics and planned use around the item is like planning that there is gonna be rainbows and sunshine for the rest of your existence.
It's extremely un realistic, Makes no sense in any explanation to someone outside of DUST, Takes away from the game of DUST instead of adds to it, Hurts an entire player class(Logi's) and an entire entrance into the game with new players.
Nanite Injector use should be encouraged amoungst new players in DUST, It allows them to contribute to the team while also helping the team and adding to immersion for all parties included.
P*S*
The Whole Reason people complain or have opinions based off "Bad" Logi's, are because the needle mechanic that CCP Built has created this problem No one can predict 100% where the enemy is and where they are coming from, or even if they will come around the corner the instant you engage a revive.
We could create and add to the game in more ways then one with -1 death revives... But instead all people want to do is limit, remove and nerf things. Sad. |
Bethhy
Ancient Exiles.
2477
|
Posted - 2014.11.03 05:24:00 -
[16] - Quote
Bradric Banewolf wrote:Bethhy wrote:If every Dust player now has to hit a button to even get picked up or to even have the option to get picked up all of DUST will suffer.
Your Clone doesn't technically belong to you... It belongs to the team as a whole.
When your clone gets picked up off the floor, You didn't loose a clone... therefore your deaths should be -1.
When Mercenaries are no longer pressing a revive button there will be no point in ever fitting a Nanite Injector. Making The "Needle" Obsolete in the game of DUST.
This will hurt the Logi class, Teamwork, Immersion, tactics, gameplay... And clutch games that come down to clone counts(Skirm,Dom).
It screaaaams of it being a giant LAZY fix for an issue we have had since Beta..... Please.... Pleaseee..... Figure out another option.
This fix I fear will do more harm to the whole of the game to help an individual feel better about their K/D.
Its crazy. It's all about choice. You guys that are against it I don't understand. If I can clearly see that I died, and was too far behind enemy lines I'm not going to request assistance. Some guys will pick you up for their own warpoints knowing full well they have not secured a successful rez by killing the enemy in the area. Is that not the same thing as guys who covet their kd? There are some logi wh*re's in this game that will rep you with bs rep tools, rez you with sh!t needles, and will bring militia nanohives to a gun fight for the points and isk?! I don't want some amateur rezzing me and getting me isnta-killed multiple times?! I should be able to make that choice. If I equip a needle, and no request help cool. I die less trying to get there. Same goes for vehicle locks. There should be an option to lock and unlock vehicles at will. Simple. I am pro choice when it comes to this game. Things that force me to play a certain way is why I don't play other games. I shouldn't be forced to get picked up in sh!tty situations because some novice is running the medic starter fit?! I shouldn't be forced to deal with some academy graduate riding around in my tank because I can't kick him. I don't know why logis with absolutely no intention of shooting anyone want to pick guys up anyway?! Something killed that guy, and there's a good chance he still around. That's why I run my needle on commandos and assaults. So I can eliminate the threat then protect my teammate once I rez him. I'm rocking 600-1100 ehp on those dropsuits. Not 400 or less?! If you're not gonna shoot don't rock needles!
The best Logi's in the game get 3-6k+ war points and kill maybe 2 people.... Better ones sit at 0/0 with 5200+ war points. Those players win matches. Period.
No player that plays this game knows 100% where the enemy is, Or if they are coming around a corner while your engaging your nanite injector... It doesn't matter how good you are at this game. The mere fact that this is such a huge issue for nearly every player that has something negative to say about nanite injectors should prove more then enough that it is the way Neede mechanics have worked in this game... Not the action of being picked up.
The scenario's where your have Newbies running around and picking team mates up to gain war points and level up is done in many FPS's... Planetside 2 for example... New players are encouraged to go medic and support their team as they start to learn the game and gain XP. They run around and pick people up and repair them... This adds to the entire game, Makes huge epic fire fights... Creates lasting friendships and acquaintances and truly added to the feeling that the Battlefield... Is a battlefield.
Battlefield franchise does the same thing with picking up team mates. -1 death.. Adds to the entire game... Creates avenues new players can contribute without being one of the best slayers, days or even months into the title..
-1 death adds to games. with countless examples and working ones right now... Allowing you to revive all your team mates all the time., Adds to the entire match and game... In DUST it goes one step further... It makes Sense with the story of the game.
"Amateur's rezzing" you, would be generally a benefit for all parties. Instead "Screw everyone rezzing me" Which only will ever benefit a small group of players at the expense of the overall gameplay. |
Bethhy
Ancient Exiles.
2477
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Posted - 2014.11.03 05:37:00 -
[17] - Quote
DootDoot wrote:I Have been a Logi for well over a year in this game. I usually pull crazy war points in any match I play, whether it's a squad or just solo running Logi and supporting who ever is in front of me.
One thing I have learned as running as purely support(Not a slayer) for well over a year of playing this class.
Logistics facilitate fun and memorable moments in DUST 514.
Whether it is that fire fight stalemate that one side progresses and slowly overcomes, Or the Nanite injector scramble... as logi's on opposite sides try and keep people picked up, repaired and ammoed up to break a gunfire stalemate between two sides.
The best times I have had playing DUST are when Support and Logi's actually work, it adds an element to this game that nothing else can or does... It creates memorable moments that i can recall a year later and bring up in conversations with friends who where there...
These needle changes that are purposed will do nothing but hurt my entire class that I am passionate about. This isn't about an elitists idea of not wanting a to be picked up, it's about the team and playing at all costs for the win. I have won at least 50+ Ambushes because of picking up everyone I can, keeping them repaired and nanohives down, I have received a many of Eve-mails from players appreciating the work and the fact that a well supported team can beat entire squads of "Elite" Corporations.
Most often i get 1-2 hours a day max that I can engage in recreation, as working and paying taxes become more of my responsibility, I only have a few hours to play in the best case scenario and often don't have time to get on DUST and spend 20mins-1hour+ looking for a squad that communicates with Mic's and are onboard to pushing a revive button and then waiting for me to get to them.
The mere idea that you can subject the entire player base(Who are mostly casual) to this giant nerf on needles and team gameplay for the sake of a broken mechanic that everyone has known about for almost 2 years? Seems surreal... Why would you screw everyone over for the sake of a few? Why not just let everyone benefit for an amazing game mechanic and the situations it will create, rather then learning to loathe and hate the nerf that they gave the item(For the umpteenth time) That never needed to happen.
Please think of the big picture and what each scenario actually adds to the game of DUST 514, Rattati.
QFT |
Bethhy
Ancient Exiles.
2477
|
Posted - 2014.11.03 18:31:00 -
[18] - Quote
Breakin Stuff wrote:Remove K/D.
Replace with WP/D.
Suddenly the entire meta of DUST changes.
Too much value is placed on K/D by tryhard corps and because of this the most valuable support roles and the people who are best at them will forever be relegated to crap roles.
Most tryhard corps require a minimum k/d.
I'll take 15 new people willing to learn over a buncha retards who stat pad to protect their e-peen any day.
KDR has no value in a combined arms TEAM game. But entirely too much value is assigned to it.
KDR regardless of personal feeling of the stat is present in every game... Even EVE... People actually take the KD/R in EVE very serious.... Investing Billions on a Faction ship so that they are more effective and have increased chance at success. Here is a friend of mine https://zkillboard.com/character/964518696/. Spends 5-6bil just on the frigates he flies.
DUST in no way is any different... What reason is there to invest more ISK into a dropsuit? There really is only one answer... To increase your chance at success... People invest their hard earned ISK into suits to increase their personal stats. That is the big picture around KDR.
People would rather not be picked up because you have the potential to loose more in personal stats that have had ISK invested into it. Then the individual ISK cost of the suit. This ruins competitive scenarios, epic fire fights and your teams ultimate relevancy in the positions gained on the map.
There is no incentive to actually BE picked up on a small personal picture scenario.. For anyone that has invested ISK to get better results, it will never make sense.
Catering to the mentality that the fringe mercenary group in DUST has about needles being a waste is because of poor game design.
Not the Needle, Not the "Bad Logi" not the imbalances in the game and definately not because of the "New" player. But because of poor game design around the feature.
Turning the item into something that is only useable in the rare occasion in DUST's pubs is not the answer to fixing a feature that has been setup for failure instead of success. |
Bethhy
Ancient Exiles.
2477
|
Posted - 2014.11.03 18:55:00 -
[19] - Quote
Breakin Stuff wrote:Bethhy wrote:
KDR regardless of personal feeling of the stat is present in every game... Even EVE... People actually take the KD/R in EVE very serious....
please tell me how K/D is actually useful in a team game where different roles are going to have wildly differing KD rates (without being a stat padder). Nothing you said invalidates my statement that it is a useless metric, and just because everyone else measures it doesn't mean that automatically makes it relevant to the overarching meta behind the game. KDR adds nothing of value to the game besides a measure of PERSONAL kill efficiency that can be artificially brought up by playing nothing but redline sniper for a month. It's a stat padder metric, nothing more, and a risk-aversion metric. I stand by my statement that i'd rather have five clueless, but willing to learn newbs on my side than an entire TEAM of KDR fanatics. Because I can teach the newbs to kill risk-averse buttheads with high stats and make them ragequit.
The Metric works in EVE. Where destroyed ISK value versus lost value is something that actually matters... As MAKING ISK requires a complete change in activities and hours of time invested back into the process.
KDR has been used and measured by nearly every major corporation that has had competitive aspirations.. It does actually measure something... Regardless of your person feelings.
Yes there are different classes that alter the range in which your KDR is relevant.. As every player and corporation has known and scales for... A Logi isn't held upto the same statistic need as a Assault slayer... Just like a tanker is held differently to a ground soldier...
This is not new in DUST... Nore any game that has come before or after it... Trying to make KDR irrelevant in a game where losses matter will never make sense but for those who get offended by KDR "Padders"
And Please.. Sit in the redline all day and "Pad" your kills... You will be lucky to kill 100 people in a day... Now explain people with 50-100k+ kills and high KDR?.... FOTM, Tankers, Hackers, Glitchers... Like seriously stop buying into the lame forum propaganda and general sweeping statements like KDR "Padders" in the red-line... Like it has any basis in the reality of everyday gameplay in DUST.
Regardless of what happens or personal feelings, Kills and Deaths are gonna be recorded in DUST. Just like they are in EVE, it will always be a statistic... Adding in mroe statistics? Makes sense... Me Personally would love an Accuracy statistic.. Hit box UI that tells you how many headshots you have made... How many times you shot a guy in the left leg....
Statistics in the long big picture of this IP will help EVE Pilots invest and choose the Mercenaries they will want to invest into. Removing the most simplistic and basic one as recording your kills versus deaths is not a big picture problem. |
Bethhy
Ancient Exiles.
2477
|
Posted - 2014.11.03 19:13:00 -
[20] - Quote
Breakin Stuff wrote:
ISK lost vs ISK destroyed is not KDR.
If your ship costs 700,000 ISK and you get destroyed but the enemy uses 700,500 ISK in ammo to kill it, you have won the ISK war.
ISK killed/lost is a good CORP metric in DUST, but it isn't much more useful on an INDIVIDUAL level because Logis will invariably have the LOWEST and habitual AV will have the highest with assaults and commandos/HMG sentinels being lukewarm at best.
WP/D is the best individual metric because it measures contribution to the team in DUST and is more valuable than either of the above.
I Have played EVE solid since 2003... couple toons well over 180m SP, I Know what an ISK war is...
Simply going out in EVE to have your killboard be more positive with ISK killed versus ISK lost and basing your opinions on a Pod pilot on that alone is something Goons would do lol.
It doesn't stack up to a players overall ability or recruitability into elite EVE PVP wings Like VOLTA... Most of those statistics on pilots are based of group kills over solo kills.
We as EVE players look at the entire statistical data around the player... and KDR is a big factor. CCP Has setup EVE with enough raw data that players have built there own statistical analysis of the process.
Im not arguing that having more statistics in DUST would hurt it, On the contrary it would be better in the long big term goal of this IP.... But replacing a Statistic that is relevant because of the idea of EVE creeping in about an "ISK War" is silly.
In EVE you aren't making money off the everyday PVP engagement... PVP and Money making in EVE are largely separated.. even if you get good drops off a PVP kill, it will often goto fleet ship losses or an alliance reinbursement program. You then have to stop after taking a loss in ISK and then go and make money doing separate activities that are not based off PVP at all.
In DUST, you make your ISK while pvping. The ISK war is only so relevant in a scenario like this... Adverse to EVE.
More statistics are good, Replacing one statistic for another is bad. |
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Bethhy
Ancient Exiles.
2477
|
Posted - 2014.11.03 19:48:00 -
[21] - Quote
Breakin Stuff wrote:Bethhy wrote:
Simply going out in EVE to have your killboard be more positive with ISK killed versus ISK lost and basing your opinions on a Pod pilot on that alone is something Goons would do lol.
No, actually, not giving a sh*t about stats on a killboard at all is something Goons would do. If you think KDR was ever a factor in my decisions about who I was taking into a PC or Corp battle with me you're delusional. I've taken a mixed bag of neckbeards of various talent plus 5 rank newbies (less than 2 mil SP at the time) into PC matches and won with them because... *GASP* ...people actually followed instructions. they died a lot sure, but damn if the little beggars weren't the most adorable little murder enthusiasts I ever did see. And the newbees kept the goddamned uplinks off my battlefield as I instructed them to, which allowed me to use an AFG as a suppression weapon to keep red dots OUT OF MY ENTRY AREAS in the Orbital artillery map. So tell me. Just how valuable do you think I should believe K/D is? I consider it valueless because experience playing this game has shown me that it is valueless.
Im Glad a goonfeet member has explained to me on what metric to use to judge a Mercenary on. If Only Ancient Exiles learned this lesson we might have had a better run?
Winning a PC makes all your statements completely valid somehow.
Goons don't even show upto CTA's versus Volta or Hax anymore... a couple pilots make fleets of 300+ with super capitals useless. Nothing here is new... it has been happening since 2012. |
Bethhy
Ancient Exiles.
2477
|
Posted - 2014.11.03 19:53:00 -
[22] - Quote
duplicate posts. *Edit* |
Bethhy
Ancient Exiles.
2477
|
Posted - 2014.11.03 20:06:00 -
[23] - Quote
Breakin Stuff wrote:I'm sorry, back up one minute...
What's a CTA?
Is this something people who give a crap do? Is it seekrit code for "everyone go ratting at 100% tax so we can pretend to provide an SRP?"
Seriously, we don't do CTAs. Ratters can either defend themselves or call for fleet assistance per normal. Most ratters we have can defend themselves. the ones who don't are AFK ratting while their mains are involved with burning down whatever piece of crap space you call home, usually. Or occupying Mordu's Legion missions for the cool profits.
Elite PvP...
You fly out and kill a few ships. We are bad, but we're organized, and we seem to be winning.
TEST alliance please stand up and wave. BOB please make a good showing... oh wait... we kicked you out of your homes.
Sorry about that.
I Was there on the Leadership council of Red Alliance when we even chose to use goonswarm as Fodder in the war against Bob....
I have alt's in Goonswarm... you can bullshit about ratters defending themselves or some magical Goon fleet that will show up and never does... or that CTA's don't exist...
TEST was created from the leadership of Goonswarm... The entire space they occupied was part of the deal when they formed after the leaders lost entire Freighters full of rare BPO's during a move. back in 2011 the leaders of goons and TEST got together and planned a war to start in 2012...
Just like Goons pay off PL and Elite PVP entities for NAP's.
You seem very un informed about most things. and use loose information based around half truth as anecdotal evidence.
Yes Goons won a manufactured war against TEST. And Yes Red Alliance beat BOB(Goons had no capitals and bob was all Super caps) and funded goons even starting off. You guys died perfect and baited Doomsdays perfect. Hats off.
One minute your touting how important Isk wars are... The next it somehow doesn't matter.
I'll continue to LOVE not having to own space but have a multi billion dollar income come in every few weeks so i can PVP all day everyday in EVE. Keep minning those rocks and killing those rats. |
Bethhy
Ancient Exiles.
2477
|
Posted - 2014.11.04 13:32:00 -
[24] - Quote
Cross Atu wrote:Require more communication and teamwork than is currently exhibited even in the height of PC?If this statement is true than I should really get back into playing PC consistently, because my average pub squads (which are not composed solely of members from my corp) can consistently use needles to good effect. If we decide to run a tight squad there are usually 2-3 injectors present, a primary with backups for the primary in case he goes down. Do I think the new mechanics will likely call for some other refinements or changes to truly make them polished? Sure. But this is hardly a "the sky is falling" moment. Besides, with or without these changes the injector has bigger issues to be addressed. Like the painfully long animation, the "ghost" revive icons, the injection miss fires and the client/server discync which causes injection points to sometimes not even touch the downed body. I've played Logi since closed beta, I am a dedicated support player to the extent that I was one of those Logi who ran repair tools for my team even when they gave 0 WP for their use. As such I am well aware of how the mechanics work and how many mercs ePeen their way out of revives and how many more will do so with this mechanic. Which is exactly why it is a buff to cooperative play because all those 'KDR kittens' will be busy bleeding out like civies while players who care about tactics and cooperation will still have the advantages injectors provide. ps ~ hyperbole is not persuasive
Your trying to convert a pub squad to PC and Pub tactics to PC... They just don't convert unless your playing inexperienced competitive players.
Clone packs in PC have limited clones compared to the defenders for a reason.. Yet it isn't the Needle or Logi that makes it relevant.. Which was the intent.
In the ultimate forms of competition in DUST from Tournaments to playing PC competition the day it came out to well over a year of play... These changes are un realistic and will kill the use of needles for some hypothetical tactical play and forward communication scenario that wont happen in mass majority through DUST.
Taking a feature widely used throughout all DUST with poor game design around it... Then nerfing and limiting the item to "Fix" it is assbackwards.
Trying to explain away how it will limit, nerf and hurt players in majority for a few people that didn't want to be picked up because of poor game design around the item. Is mind boggling..
Polishing the feature and everything mentioned has been problems since Closed beta in DUST, then further from the Death screen, (Which again makes no sense why it is present when your clone is merely incapacitated.) People have thousands of posts about these issues.
Regardless of how you look at it or what hypothetical situations you think these changes bring amoungst tactics. This Purposed change overall takes away from the game. and adds nothing. This is a big problem and sadly becoming a trend here. |
Bethhy
Ancient Exiles.
2487
|
Posted - 2014.11.18 14:46:00 -
[25] - Quote
Breakin Stuff wrote:Oh the REASONS for the thing are valid. The idiocy of how most revives happen is truly some straight up special education crap right there.
Arguing KDR as having value other than for ego stroking is the long and short of my problem here.
As fun as it was to make people scream, needlef*cking needed to get dumped. Off to find the next broken mechanics to bring to CCP's attention.
Getting the game fixed one mad pubbie at a time.
Needle spamming only happened because of poor mechanics setup around the item that has been told and warned to CCP for well over 2 years.
There is nothing new with what you are claiming... There is nothing new with that problem.
What we did is effectively kill the need for anyone to fit a needle on a suit... And made the item completely useless unless you have a Mic and spend alot of time talking with your squad about even fitting the damn needle and then when you do? People just respawn anyway because no one ever has a needle anyway and this poor habit has been perpetuated by CCP's nerfs.
Reviving in Battlefield is amazing gameplay and can add to eveyone's experience... It does nothing but Add to the game. And that is a simplistic role based game where DUST has a complex Medic and support structure...
What we have effectively done with these changes is remove and take away from the game of DUST... for what? What really have we gained? I only see Loss.
We have done nothing but remove something that could of been great for the sake of the poor experiences encompassed by a poor mechanic that CCP has known about for years.
It's truly sad. |
Bethhy
Ancient Exiles.
2495
|
Posted - 2014.11.19 03:25:00 -
[26] - Quote
Apothecary Za'ki wrote:Bethhy wrote:If every Dust player now has to hit a button to even get picked up or to even have the option to get picked up all of DUST will suffer.
Your Clone doesn't technically belong to you... It belongs to the team as a whole.
When your clone gets picked up off the floor, You didn't loose a clone... therefore your deaths should be -1.
When Mercenaries are no longer pressing a revive button there will be no point in ever fitting a Nanite Injector. Making The "Needle" Obsolete in the game of DUST.
This will hurt the Logi class, Teamwork, Immersion, tactics, gameplay... And clutch games that come down to clone counts(Skirm,Dom).
It screaaaams of it being a giant LAZY fix for an issue we have had since Beta..... Please.... Pleaseee..... Figure out another option.
This fix I fear will do more harm to the whole of the game to help an individual feel better about their K/D.
Its crazy. needle change already effected the game negativly.. alot more matches are lost due to being cloned out cause noobs dont press X soon as they drop.
this post was created a week before Rattati implemented the changes, I warned this would happen and everyone argued about some hypothetical situation where already non communicating blueberry's will magically be transported to a DUST utopia where rainbows and and lolipops are frequent sights.
As predicted by anyone talking about broken needle mechanics for 2 years this has been a problem, these changes obsoleted needle use and ruined an extremely valuable gameplay for the sake of a broken mechanic CCP created through continued development and neglect. |
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