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Author |
Thread Statistics | Show CCP posts - 4 post(s) |
Vesta Opalus
Bloodline Rebellion Capital Punishment.
234
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Posted - 2014.12.11 16:32:00 -
[1] - Quote
Guns for Glory wrote:I came into dust thinking it was like battlefield but when I played my first game it got better! It brought back my memories of MAG! (R.I.P.) so I continued playing and loved it until.....it took me out of the training mission. Then I was thrown in with players that have 6 months plus put into the game. At first I thought I just wasn't used to the game and the aiming so I kept my chin up and pushed on. Now I am 3 weeks in and I know the maps and my aiming is tighter but ow I'm putting a rail rifle clip into an enemy's back to only have them 3 shot me. Pretty unbalanced if you ask me. Plenty of good mmo fps have a skill system but even a new player can do some damage and have fun. Oh and the constant spawn killing is rather annoying. There should be away to play with players only in my range of sp. in general the game has good concepts and fun gameplay but how very unbalanced it is, it realy breaks the game for new players. I realy really want to love this game but I just can't find a reason too. I'm not into wasting 6 months to get enough sp to be able to have some fun. Veterans I understands why you play this game....new players you should just turn around before your ahead unless you have months to use and don't mind gettin slapped around most of your gynnan
Its almost like there should be a Standard tech only bracket in the game so that new people arent forcibly bent over to get farmed by the 3 year protostomp vets. But nah **** new people, growing the game's player base isnt important! |
Vesta Opalus
Bloodline Rebellion Capital Punishment.
236
|
Posted - 2014.12.11 18:29:00 -
[2] - Quote
Vell0cet wrote:Spectral Clone wrote:This is why tiers must die. I completely disagree. Its why we need a second-tier optional academy mode for people under 5 mill SP, it's not the gear, it's map knowledge, teamwork, tactics, knowledge of game mechanics, etc. All of it gives the vet a massive advantage over the new player. The problem isn't the differences in gear (which makes the game unique and interesting via risk/reward) its that new players are being pushed into the greater player base before they've had a chance to get the skills, knowledge, experience, social connections, team tactics etc. Where they can actually be competitive.
So people being thrown into a game with other people who have 2-3x their hp pool, 20%+ more damage on their weapons, better regen, and better and more equipment has no affect on their ability to win?
Yes skills, knowledge, etc make a big difference, but pretending like the difference between a proto suit and a standard or starter fit is insignificant is just asinine. |
Vesta Opalus
Bloodline Rebellion Capital Punishment.
248
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Posted - 2014.12.12 15:42:00 -
[3] - Quote
Vell0cet wrote:CCP Rattati wrote:We are working on metalevel brackets of gameplay, imagine a WoW dungeon only in reverse.
Tier 1 - no fittings above 100 (sum of all equipment on the fitting) - average rewards Tier 2 - no fittings above 200 - high rewards Tier 3 - free for all - very high rewards I have a lot of respect for you and the work youGÇÖve done, but I think this is a VERY WRONG approach. Having tiered gear is only useful because other people are using different tiers (risk/reward). If everyone is using the same tier of gear in a given match, then it defeats the purpose of having tiers at all. It seriously devalues the RPG aspects of the game. YouGÇÖll still have vets playing in the low bracket GÇ£STD-stompingGÇ¥ with organized squads to max their K/D, ruining the experience of the new players youGÇÖre trying to protect. YouGÇÖre solving the wrong problem. The real problem is that youGÇÖre including new players and vets in the same matches. Meta-based matches don't solve this. The gear differences are a symptom, not the cause. An infinitely better solution is a 2nd-tier, optional academy mode. This would be available to all players under some SP threshold (around 5 mill SPGÇöbut open to debate). IGÇÖve written about it here. IGÇÖd really love to hear why matches tiered by meta levels of gear is a better solution for new players getting destroyed and giving up.
Gear differences are a big part of why new players cant compete. Stop acting like running in a squad is some kind of magical skill multiplier. |
Vesta Opalus
Bloodline Rebellion Capital Punishment.
248
|
Posted - 2014.12.12 15:46:00 -
[4] - Quote
DUST Fiend wrote:Vell0cet wrote:CCP Rattati wrote:We are working on metalevel brackets of gameplay, imagine a WoW dungeon only in reverse. Tier 1 - no fittings above 100 (sum of all equipment on the fitting) - average rewards Tier 2 - no fittings above 200 - high rewards Tier 3 - free for all - very high rewards I have a lot of respect for you and the work youGÇÖve done, but I think this is a VERY WRONG approach. Having tiered gear is only useful because other people are using different tiers (risk/reward). If everyone is using the same tier of gear in a given match, then it defeats the purpose of having tiers at all. It seriously devalues the RPG aspects of the game. YouGÇÖll still have vets playing in the low bracket GÇ£STD-stompingGÇ¥ with organized squads to max their K/D, ruining the experience of the new players youGÇÖre trying to protect. YouGÇÖre solving the wrong problem. The real problem is that youGÇÖre including new players and vets in the same matches. Meta-based matches don't solve this. The gear differences are a symptom, not the cause. An infinitely better solution is a 2nd-tier, optional academy mode. This would be available to all players under some SP threshold (around 5 mill SPGÇöbut open to debate). IGÇÖve written about it here. IGÇÖd really love to hear why matches tiered by meta levels of gear is a better solution for new players getting destroyed and giving up. I miss OSG There is so much right in this in this post,
Except that its not right. There's a huge difference between losing a fight because the guy was better than you and losing a fight because the guy was better than you and had a massive gear advantage. Tiered queues gives people the opportunity to avoid the second scenario which lets them really work on the first scenario, which lets them concentrate on what they are doing wrong, not the huge differential between the new guy's fit and the vet's fit. |
Vesta Opalus
Bloodline Rebellion Capital Punishment.
252
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Posted - 2014.12.12 18:56:00 -
[5] - Quote
Dubya Guy wrote:Vesta Opalus wrote: Gear differences are a big part of why new players cant compete. Stop acting like running in a squad is some kind of magical skill multiplier.
Oh, but it IS a multiplier. And best of all, it is FREE. It costs no isk, and requires no SP investment. Your skill is multiplied because a) you can take advantage of tactical in-battle communication to multiply the effectiveness of your existing skills, and b) you learn from others so your skills will improve faster. Teaching and encouraging new players to squad with more experienced players would absolutely multiply their skill.
Most new players in a squad (hell, most players in squads period) just run around like they normally do, they dont actually play as a squad. You communicate in battle via team or other chat, being in a squad doesn't really matter except when you factor in orbitals and squad based scanning. Team play is team play, whether or not you are in a squad, thats what I mean when I say squads arent a magical skill multiplier.
I do agree though that having new players squad with experienced players could help alot (maybe a daily mission/reward framework based around this kind of mentoring would be a great thing to add to dust) |
Vesta Opalus
Bloodline Rebellion Capital Punishment.
252
|
Posted - 2014.12.12 19:06:00 -
[6] - Quote
NextDark Knight wrote:LOL @ UNBAISED RR Comment..
I wonder how much curve the RR Damage application is because of the community feedback. As a shield only user a BAR and SR eats shields users more effectively then a armor killing counterpart against a armor user. I don't have time for fancy stats but I know the feel is definitely scewed.
Back on topic glad you got to stick around.. Join up in xmlx channel to squad up.. you'll live longer.
Well lets think about the math of it: if we have damage profiles of +5% armor vs. -5% shield, vs. a weapon with -5% armor vs. +5% shield, what weapon should we use?
If you run up against all shield suits, obviously you want to use the +5% shield one, but if there is an even mix, then you have to think to yourself: just how much HP for each type are we talking about?
In dust right now what you are going to see is alot more armor out there to burn through than shield, just because you get more HP from armor. This means that the vast majority of the time you will want an anti-armor damage profile to burn through all the armor. It also means that the anti shield weapons are generally overpowered vs. shields because they have to be balanced so that they are useful at all against armor suits (more dps overall so they can compete vs. armor fits results in even higher damage to shields once profile comes into play)
What results is weapons like the scrambler rifle that absolutely demolish inside of a half a second any amount of shields and are decent against armor as well. These things are more OP against shields than the old mass driver with the 135% to armor profile was against armor, but I guess nobody cares yet. |
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