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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
4389
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Posted - 2014.11.03 18:43:00 -
[121] - Quote
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.
EVE Online is what you get when engineers attempt to create "fun" without consulting someone who comprehends the word.
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Bethhy
Ancient Exiles.
2477
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Posted - 2014.11.03 18:55:00 -
[122] - 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. |
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
4390
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Posted - 2014.11.03 18:59:00 -
[123] - Quote
Bethhy wrote: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.
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. that stat in KDR if it was your first fight would be 0/1. in the ISK war, it would be a positive ratio.
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.
EVE Online is what you get when engineers attempt to create "fun" without consulting someone who comprehends the word.
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
4392
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Posted - 2014.11.03 19:06:00 -
[124] - Quote
hell, now that I think about it, in EVE you can 100% win the ISK war every time by only flying unmodded rookie ships without implants.
the enemy will always expend more ISK killing you than you will expend buying the ship.
EVE Online is what you get when engineers attempt to create "fun" without consulting someone who comprehends the word.
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Bethhy
Ancient Exiles.
2477
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Posted - 2014.11.03 19:13:00 -
[125] - 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. |
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
4396
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Posted - 2014.11.03 19:24:00 -
[126] - Quote
Elite PvP groups are only a concern when they associate and operate with Pandemic Legion.
No one gives a rippling crap about them otherwise, because their relevancy factor is ZERO.
EVE Online is what you get when engineers attempt to create "fun" without consulting someone who comprehends the word.
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
4402
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Posted - 2014.11.03 19:40:00 -
[127] - Quote
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.
EVE Online is what you get when engineers attempt to create "fun" without consulting someone who comprehends the word.
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Bethhy
Ancient Exiles.
2477
|
Posted - 2014.11.03 19:48:00 -
[128] - 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. |
sir RAVEN WING
Huogikku Corporation Heiian Conglomerate
89
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Posted - 2014.11.03 19:50:00 -
[129] - 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. Let me just finish this argument (Or start it back up). KDR should only be watched by Frontline Assault, no one else. Killing is an assault's purpose, just as a scout's purpose is to be a the one who sneaks behind enemy lines, just as a Logibro is to heal and revive, just as a heavy is to defend, get it?
514 Lottery
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Bethhy
Ancient Exiles.
2477
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Posted - 2014.11.03 19:53:00 -
[130] - Quote
duplicate posts. *Edit* |
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
4402
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Posted - 2014.11.03 19:55:00 -
[131] - Quote
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.
EVE Online is what you get when engineers attempt to create "fun" without consulting someone who comprehends the word.
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
4402
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Posted - 2014.11.03 19:56:00 -
[132] - Quote
sir RAVEN WING wrote:Logibro is to heal and revive, just as a heavy is to chase donuts and kill people before they catch it and deny you the sugary goodness, get it?
Fixed that for you
EVE Online is what you get when engineers attempt to create "fun" without consulting someone who comprehends the word.
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Bethhy
Ancient Exiles.
2477
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Posted - 2014.11.03 20:06:00 -
[133] - 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. |
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
4403
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Posted - 2014.11.03 20:11:00 -
[134] - Quote
Sounds like a quote that would be picked up from a commercial.
1/10
EVE Online is what you get when engineers attempt to create "fun" without consulting someone who comprehends the word.
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Fox Gaden
Immortal Guides
4809
|
Posted - 2014.11.03 20:18:00 -
[135] - 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% I am more inclined toward Alena VentrallisGÇÖ way of thinking, however it is a lot easier to accept the current definition of a GÇ£deathGÇ¥ now that you are able to make a judgement call on whether it is safe to be revived.
Getting raised only to be instantly killed again over and over in the same spot really made a lot of people question the validity of registering a death when no clone was lost. Having the ability to say GÇ£it is not safe to ress me hereGÇ¥ by not pressing your button will make this debate more of a philosophical discussion rather than an immediate and serious problem.
Also, I have been asking for Res a lot more since the needles were changed to give shields as well as armor. It has been saving me ISK, and helping in Ambush matches.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Cross Atu
OSG Planetary Operations Covert Intervention
3696
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Posted - 2014.11.03 21:20:00 -
[136] - Quote
Bethhy wrote: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... 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.
Quote: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. 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
See a cool idea thread? Mail me the title and I'll take a look =)
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Cross Atu
OSG Planetary Operations Covert Intervention
3696
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Posted - 2014.11.03 21:28:00 -
[137] - 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. ^Accurate.
I'd love to have more than one stat replace the current abysmal mess that is kdr, but even this one simple step would be a huge improvement, at least then it would not bias the game so heavily for and against certain roles.
See a cool idea thread? Mail me the title and I'll take a look =)
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
4415
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Posted - 2014.11.03 21:30:00 -
[138] - Quote
hyperbole is the new evidence, didn't you know?
Like No f**ks given is the new concern.
5 newbies willing to listen & learn is more valuable than a horde of KDR kiddies.
EVE Online is what you get when engineers attempt to create "fun" without consulting someone who comprehends the word.
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Alder King
127
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Posted - 2014.11.04 00:47:00 -
[139] - Quote
Breakin Stuff wrote:hyperbole is the new evidence, didn't you know?
Like No f**ks given is the new concern.
5 newbies willing to listen & learn is more valuable than a horde of KDR kiddies. You know, my favorite "kdr kiddie" would have to be extacy cravings. Taking to him after a PC match "oh man, i need to go play some pubs or my kdr will drop below 9"
EX wasn't the only one like that. I'll take a kdr ***** over since logi any day, because you know were going to win and probably by cloning out the other team
Alder King? More like drag king.
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Cross Atu
OSG Planetary Operations Covert Intervention
3703
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Posted - 2014.11.04 02:55:00 -
[140] - Quote
Alder King wrote:Breakin Stuff wrote:hyperbole is the new evidence, didn't you know?
Like No f**ks given is the new concern.
5 newbies willing to listen & learn is more valuable than a horde of KDR kiddies. You know, my favorite "kdr kiddie" would have to be extacy cravings. Taking to him after a PC match "oh man, i need to go play some pubs or my kdr will drop below 9" EX wasn't the only one like that. I'll take a kdr ***** over since logi any day, because you know were going to win and probably by cloning out the other team A couple false corollaries there, first being that not all kdr kittens are also combat monsters, you can be both obsessed with a bad stat and bad at the game simultaneously.
Second is the use of Logi in the example, because frankly the role/class is broken right now and undergoing review for an overall rework because of it's present ineffectual baseline.
So boiled down your statement in effect is "I'd take high gun game players over players running an underpowered role because you're more likely to win by clone out"
See a cool idea thread? Mail me the title and I'll take a look =)
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Bethhy
Ancient Exiles.
2477
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Posted - 2014.11.04 13:32:00 -
[141] - 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. |
RKKR
WarRavens Capital Punishment.
1043
|
Posted - 2014.11.04 14:16:00 -
[142] - 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.
I'm not following you as not asking = denying a revive.
I guess we'll have to wait for the numbers (PS: where is that mho-thing report staying?) |
MINA Longstrike
Kirjuun Heiian
1528
|
Posted - 2014.11.04 14:39:00 -
[143] - Quote
RKKR 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'm not following you as not asking = denying a revive. I guess we'll have to wait for the numbers (PS: where is that mho-thing report staying?)
That's exactly how I feel about these needle changes. They're absolutely terrible.
1) A clone is not 'yours', it is your teams. 2) Higher tier needles are meant to be capable of being used in combat, with these changes they wont be. 3) In order for someone to even be likely to ask for a combat revive they'd have to be aware of how you're fit, otherwise they're likely to just assume 'mlt needle' and not bother. 4) Why should I pack around a piece of equipment when I'm not allowed to use it - as not asking for a revive is the same as denying it.
These changes cave to the KDR obsessed and the whiners. Yes a bad needle will happen, just as a bad uplink can happen or a bad orbital can happen. EMT's don't require permission to save the lives of those who aren't capable of communicating.
As others have said, a clone should not be counted as 'dead' until terminated.
Hnolai ki tuul, ti sei oni a tiu. Kirjuun Heiian.
I have a few alts.
|
John Demonsbane
Unorganized Ninja Infantry Tactics
4430
|
Posted - 2014.11.04 14:48:00 -
[144] - Quote
Bethhy wrote: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 does have a point here, Cross. It is sorta like my whole thing with the "remove the redline" threads. Doing this to needles is really fixing the "wrong" problem.
I use needles quite successfully in FW at least, and I plan to keep at least one fit that still has wiyrkomi's for that purpose alone (otherwise I'm swtiching to scanners ) . I'll tell you right now, the few people who do die quickly after I revive them, a minimum of 75% of the time it's due to technical issues that give time for the enemy to regroup. The room was clear when I hit O the first time, but by the fourth damn time I hit it, and the second time through the animation, it's not anymore.
As for the shotgun kill-revive grieifing, changing the kill screen and speeding up the time it takes for the bleedout or "punish" button to show up would take care of that.
Otherwise, I honestly do see this change in large part to be pandering to the KDR kittens. Which, as I noted before, could still be placated with a bleedout button, leaving the default option as being revivable.
But, we will see. Maybe this will incentivize coordinated play, maybe it won't. Hopefully we won't need to wait for another full patch to change it back if it does really kill needles.
(The godfather of tactical logistics)
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Finn Colman
Immortal Guides
48
|
Posted - 2014.11.04 17:00:00 -
[145] - Quote
I think that requesting revives being required to get picked up is not really the best option, mostly because of these two reasons, newberries will likely not figure this out without a bit of either struggle, attention--don't make me laugh by telling me that new players in any game are very attentive, or willingness to look for help outside of the game (i.e. guides on forums, asking questions online, etc.); and how many other games do this?
Essentially, I'm most concerned about how this will cause some trouble with new players. This would need to told to them is a way where they are forced to read/listen to it, and are guaranteed to encounter it.
A bleedout option has, however been in quite a few games and will be much easier for new players to understand, and for most people to remember when they really don't want to be picked up.
I feel like there does need to be an option for someone to refuse a revive in one way or another, sorry but some of couldn't care less about our K/D and -1 D would really not do much for them relating to this issue. I'm certainly not against -1 D on pickup, but this only fixes part of the problem for KD kiddies, or possibly just an assault who needs a good KD to get into the corp they want.
I'm a strong supporter of the addition of other performance measuring stats, as I have said previously along with quite a few others, K/D is not always relevant to a person's playstyle.
As it was brought up before in this discussion was that if we had an "accept/deny" system then a logi could end up putting themselves in a potentially risky situation for nothing.
Just to restate my position: Have a bleedout option, not required requests for help, nor accept/deny. Give the hardcore assaults and KD kiddies their -1 D on pickup.
The little Min with the little voice.
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Doshneil Antaro
Dem Durrty Boyz General Tso's Alliance
292
|
Posted - 2014.11.04 19:50:00 -
[146] - Quote
R.I.P. needles, I have had 0 chances to revive anyone yet. Welcome to Scans 514.
Its your fault CCP, we offered better fixes that would add to this game, but instead your funneling logis away from medic roles and forcing us into slayer roles.
Sage /thread
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el OPERATOR
Capital Acquisitions LLC General Tso's Alliance
421
|
Posted - 2014.11.04 22:27:00 -
[147] - Quote
Just. Let. Them. Die.
Open-Beta Vet.
Drunk Night Tree Burner.
This is my Main and Original.
DUST514 is WARFARE, not WAR-FAIR.
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Gelan Corbaine
Gladiators Vanguard
481
|
Posted - 2014.11.05 00:15:00 -
[148] - Quote
el OPERATOR wrote:Just. Let. Them. Die.
That. Loses.Us. Ambushes.
No job is worth doing if you don't get paid in the end .
|
Cross Atu
OSG Planetary Operations Covert Intervention
3723
|
Posted - 2014.11.05 00:58:00 -
[149] - Quote
John Demonsbane wrote:Bethhy wrote: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 does have a point here, Cross. It is sorta like my whole thing with the "remove the redline" threads. Doing this to needles is really fixing the "wrong" problem. I use needles quite successfully in FW at least, and I plan to keep at least one fit that still has wiyrkomi's for that purpose alone (otherwise I'm swtiching to scanners ) . I'll tell you right now, the few people who do die quickly after I revive them, a minimum of 75% of the time it's due to technical issues that give time for the enemy to regroup. The room was clear when I hit O the first time, but by the fourth damn time I hit it, and the second time through the animation, it's not anymore. As for the shotgun kill-revive grieifing, changing the kill screen and speeding up the time it takes for the bleedout or "punish" button to show up would take care of that. Otherwise, I honestly do see this change in large part to be pandering to the KDR kittens. Which, as I noted before, could still be placated with a bleedout button, leaving the default option as being revivable. But, we will see. Maybe this will incentivize coordinated play, maybe it won't. Hopefully we won't need to wait for another full patch to change it back if it does really kill needles. Call me obtuse but this all really seems less like "having a point here" and more like "a whole lot of fuss over a single extra button push".
Either your squad mates want to be revived, and they push the button, or they don't and thus they won't. That's the mechanical change. In coordinated play the only impact this has is the time it takes for the downed merc to press a button. Is that time even 3 full seconds, is it even 2?
Objecting to this change on the grounds that other things with revives are broken (such as the terrible animation sequence, which takes way too long, or the ghost icons, or the awful kdr stat, or the multiple failed injections) isn't logical or constructive. It isn't the 3 seconds or less impact that the 1.9 changes cause which hurts revive game play, it is the other persistent issues which need a resolution. Attention focused on the minutia here is attention that isn't getting focused on fixes for the more burdensome problems.
This is very much a "the rumors of my death have been greatly exaggerated" style situation.
Honestly, if given the choice would you rather keep things in a pre-1.9 state or have "request revive" in and those listed bugs resolved? Which would create the better net state for injectors?
Food for thought ~Cross
See a cool idea thread? Mail me the title and I'll take a look =)
|
Cross Atu
OSG Planetary Operations Covert Intervention
3723
|
Posted - 2014.11.05 01:01:00 -
[150] - Quote
Doshneil Antaro wrote:R.I.P. needles, I have had 0 chances to revive anyone yet. Welcome to Scans 514.
Its your fault CCP, we offered better fixes that would add to this game, but instead your funneling logis away from medic roles and forcing us into slayer roles. I've been playing all day today, I've seen scans deployed in 4 matches total (2 of which were by my squad upon request for same). My squad has been using revives with the same efficacy as ever during these matches as well and beyond that I have somewhere in the mid teens when it comes to "blue dots revived".
The Logi need some real love, they needed ti before this change, and they need it after. Same story with the injector, the major elements of the situation haven't been impacted by this single alteration.
Finn Colman wrote:I think that requesting revives being required to get picked up is not really the best option
For those keeping score at home I actually agree with this statement.
There are likely better options and more elegant ways to address the situation, there are also far more significant aspects of support, logistics, injectors, revives etc to address than the "request" sub issue.
Any chance we can focus on the big stuff first and revisit this later if it seems necessary once the long standing persistent issues are resolved? I am all for discussion but this honestly seems like more of a distraction than a discussion. If we revert these changes, and yet still have the many bugs linked to revives they won't be in a solid state. Maybe I'm alone in this but that seems like a rather high price to pay for the trivial time involved in a single extra push of a button.
See a cool idea thread? Mail me the title and I'll take a look =)
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