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Thread Statistics | Show CCP posts - 4 post(s) |
GLOBAL fils'de RAGE
Consolidated Dust
76
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Posted - 2014.12.12 13:54:00 -
[61] - Quote
One Eyed King wrote:Take a break and let your passive SP accrue so your character is in a better position when you come back.
Keep track of the game on the forums, because there may be some changes for the NPE, or other changes that may help you out.
Lastly, if you do continue playing, make sure you put your SP into Core skills like shields, armor, engineering etc that will affect all suits and all roles and make consider hooking up with Dust University or any corp in the Learning Coalition.
This is solid advive. Your core skills are much more important than chasing proto. Learning to play in ADV gear will lead to mastering DUST514. HE WHO SEES FIRST-WINS, you can't coach speed, and get your **** back online, are my 3 pieces of advice to my corpmates-and ret. control as well.
peace out
GL/HF/GH
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Bright Cloud
Namtar Elite Gallente Federation
639
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Posted - 2014.12.12 14:01:00 -
[62] - 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 Honestly just ditch the game. Ive got 2 years player experience on this game and i stopped playing it cause its just gotten way to tedious and more of a grindfest. My advice is get yourself a proper game cause if you spend too much time on this here you will spend more money then on a brand new AAA game (~60Gé¼). Stay away from it, delete the game from your HDD and forget the developers name.
Bright is the opposite of dark! Who would have thought of that?!
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Meeko Fent
True Illuminate
2285
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Posted - 2014.12.12 14:14:00 -
[63] - Quote
Ripley Riley 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 Why even have tiers at all? Just tiericide every dropsuit and be done with it. Leave modules and weapons in their current state, make every dropsuit the proto version of itself. Less need for a tiered system with this in place. Good point. I personally would keep ADV as Militia gear, and also cide weapons.
But then the vets will lose what they have worked so hard to get...
I am the bluedot. And I will rise again.
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Jaysyn Larrisen
OSG Planetary Operations Covert Intervention
1380
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Posted - 2014.12.12 14:18:00 -
[64] - Quote
CCP Rattati 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. SP is absolutely not a measure of "fps skill". The vets will be on equal ground in STD gear. Then there is no "proto" stomping. And an equal amount of good players on each side.
Just a thought, with only 8 or 9 mil SP and good planning you can be pretty well maxed out for any role but Logi. I like the idea of offering some different options for new players, however, whatever option you may go with I really do want to sustain the feeling of progression and long term skill building.
Recommendation on you match levels would be to only have two levels though. The first tier scales so that you can run up to APEX suits (I.e. Proto suit with STD modules/weapons). With a well fitted STD suit and good skills you can be pretty effective. For the next tier then have anything goes. After the system has been out for a bit assess if you need a middle ground level.
"Endless money forms the sinews of War." - Cicero
Skype: jaysyn.larrisen
Twitter: @JaysynLarrisen
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John Demonsbane
Unorganized Ninja Infantry Tactics
4914
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Posted - 2014.12.12 14:33:00 -
[65] - Quote
I'd almost say we only need 2 tiers period. 3 might be splitting up the player base a little too much.
(The godfather of tactical logistics)
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zzZaXxx
The Exemplars
696
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Posted - 2014.12.12 14:57:00 -
[66] - Quote
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 like it and think it's necessary but I think two tiers is better. Tier 1 would never have to see proto. That's enough. We don't want to thin the pool for matches too much. And that would mean more diversity of suits. Start with two tiers. And how would it work with squads? |
Dubya Guy
Abandoned Privilege Top Men.
87
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Posted - 2014.12.12 15:02:00 -
[67] - Quote
Background: I currently have around 13M skillpoints and have been playing daily for a little over 5 months. I am in a stable, mid-sized growing corp, but I squad with players outside my corp at least as often. I suppose I have made about 1M skillpoint GÇ£mistakesGÇ¥ , and am happy that respec is an option though I have elected not to use it.
I am not convinced that this is as serious of a problem as some say. Do I sometimes get GÇ£stompedGÇ¥ in a match where the reds have a squad or two of coordinated proto-running players? Absolutely. I dread those matches. But I have learned to identify them and switch to an ISK-conserving mode of survival (some folks ditch the match, but I donGÇÖt). The life of a mercenary means the odds aren't always even . Occasionally I have been surprised to see my team making a comeback, or I spot a flaw in the stomper tactics, and I gear back up. On rare occasions, we have pulled out a surprising win. It is those rare occasions I am MOST proud of. They motivate me in future battles not to gear-down as quickly. It is THOSE battles I like to brag about . Even more so than the battles that seemed to be evenly matched all the way through!
As a new-ish player, it gave me a visible, tangible view of players and gear that I could aspire to. Actually SEEING a shotgunner physically leap over me and shoot me in the back, or watching a heavy sprint faster than his Logi , made me want to get more skillpoints and try those things myself. Call it gear envy, hero worship, whatever, but without seeing these things in person, so to speak, itGÇÖs all just disorganized numbers and incomprehensible jargon buried in a convoluted menu system . Without randomized oponents, the game would seem more like a gentlemanly aiming/shooting contest where everyone was assigned the same brand of gun.
If all battles were more GÇ£equalizedGÇ¥ I wouldnGÇÖt be as proud about any particular victory. I may not have as many lows, but also my highs wouldnGÇÖt be as high. So I think there is some game value in battles where there is randomness in players having different GÇ£tiersGÇ¥ of gear and skillpoint-enabled options. I recognize this as gamblerGÇÖs psychology, which I typically eschew. I also recognize this places me in the distinct minority opinion, particularly for one who never runs proto suits in pubs. This is just my experience and personal opinion. DonGÇÖt hate me Spectral.
PS. IMO PCs serve as the all-gear-and-skillpoint-equivalent contests of skill. They can be improved, but what can't?
FPS = First Person Support. Kills win battles but it's kinda hard to kill if you're dead and out of ammo.
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Lazer Fo Cused
Shining Flame Amarr Empire
221
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Posted - 2014.12.12 15:10:00 -
[68] - Quote
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
1. Tier 1 - High sec, Tier 2 - Low sec, Tier 3- Null sec
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jace silencerww
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
108
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Posted - 2014.12.12 15:30:00 -
[69] - Quote
Ku Shala wrote:the skill system should give recommendations to new players by highlighting core skills crucial to new player development. academy should be an open option until you have 5 million or more skill points. but who wants new players to keep playing right?
it should but you do have vets who make a new alt wait about a month while logging in and get about 3.5-4 million sp then go on a killing spree in it. |
Racro 01 Arifistan
501st Knights of Leanbox
466
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Posted - 2014.12.12 15:39:00 -
[70] - Quote
SILENT GIANT wrote:Honestly I like the fact that some players have way more sp, hp, higher damage, etc. Instead of a one on one showdown, it forces you to come up w a tactic for taking down a stronger enemy. Think of it like a boss n.p.c, where you have to widdle their health down while trying to stay alive. Use team work to take down stronger enemies.
It makes for a lot more depth. If everyone stood on equal grounds it would get old quick. Be like any other BF or COD, where anyone can be a one man army. Some of the nuances Dust has are a little strange to adapt to in comparison to what the other shooters offer, but you'll learn that it makes for a game unlike any other.
If at 5 weeks in you were already a bad ass and could go around slaying the day away, how much fun would that be?Ok, ig uess that is fun, but You would have beaten the game and got bored and moved on to something else.
Dust is so complex and takes so long to master, it keeps you working toward goals for the next few years. It might be hard for the new player, but if you take the time to learn the ins and outs, your immortal life as a clone mercenary will hopefully be a very long one, with so much to learn and experience.
Even when you do achieve a decent sp, suit, weapons. 2 experienced players in starter fits with low sp alt characters still have the ability to take you down through tactics. This game is less about being rambo and more about using your head, to properly use all tools avail to overcome the enemy.
The new player exp is harsh, but I'm the type of person who likes the challenge. Take it slow and enjoy your stay. Soon enough you'll find yourself addicted like the rest of us.
best post and descripton of dust I have seen for a loooooooooooooooooooooooong fckn time. 1
Elite Gallenten Soldier
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Vesta Opalus
Bloodline Rebellion Capital Punishment.
248
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Posted - 2014.12.12 15:42:00 -
[71] - 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 -
[72] - 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. |
Dubya Guy
Abandoned Privilege Top Men.
88
|
Posted - 2014.12.12 15:57:00 -
[73] - Quote
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.
FPS = First Person Support. Kills win battles but it's kinda hard to kill if you're dead and out of ammo.
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Meeko Fent
True Illuminate
2287
|
Posted - 2014.12.12 16:22:00 -
[74] - 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. Which experienced players don't want to do, because scrubs.
And not everybody has a Bluetooth.
I am the bluedot. And I will rise again.
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Vell0cet
OSG Planetary Operations Covert Intervention
2670
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Posted - 2014.12.12 16:35:00 -
[75] - Quote
CCP Rattati 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. SP is absolutely not a measure of "fps skill". The vets will be on equal ground in STD gear. Then there is no "proto" stomping. And an equal amount of good players on each side. I sincerely appreciate you taking the time to respond.
I think there are 3 main factors at play when it comes to the new player: SP (core skills and access to gear), player skill (the thing that Mu is trying to quantify), and a 3rd variable that that encompasses knowledge of maps, understanding of the game mechanics, understanding of your opponents advantages/weaknesses (e.g. weapon ranges, damage profiles), understanding of group tactics, and social connections to allow you to work with people youGÇÖve run with before (place 6 random players in a squad and using a mic, and theyGÇÖll be at a significant disadvantage to 6 players who run together regularly, all other things being equal).
YouGÇÖre 100% right that SP is not a good indication of player skill. Once youGÇÖre over a certain threshold SP really isnGÇÖt a factor at all. put a player with 20 mill SP against a player with every skill in the game maxed out and SP really wonGÇÖt matter much at all. Initially though, SP does play a pretty significant role. Take 2 experienced players of equal player skill. Have one run in a fresh-out-of-the-academy fit, and the 2nd player run the same fit but with 20 mill in SP. That SP will be a huge factor in who wins.
By far the biggest problem though is that 3rd variableGÇöthe experience/knowledge/social factor variable. Now take 6 random dudes on coms who have never played together before, and have only just graduated from the academy and donGÇÖt know DUST very well yet, put them in proto suits with max SP and have them fight a squad of well-coordinated, vets on new alts. The players that should be proto stomping, will get decimated by the experienced guys in STD. The experienced players will know what ranges to attack from, what map positions are best for the current situation, they will move as a coordinated unit, and easily make up for their SP/Gear disadvantages.
This is the main reason why I think an optional 2nd-tier academy mode is a much better solution. ItGÇÖs addressing that 3rd variable, and also the SP gap at the stage where itGÇÖs the most critical. YouGÇÖll also be able to have balanced matches as the playerGÇÖs MU in the 2nd-tier academy will begin to align over time with their actual skill.
Tiering matches based on meta only affects gearGÇöwhich is the least significant part of why new players get destroyed after graduating the academy. It comes at a very steep cost. For one it really hurts the risk/reward mechanic that makes DUST so amazing. It feels awesome to take out a PRO suit using a STD one, while still possible to do by running cheap fits in the top-tier matches, I think youGÇÖre squadGÇÖs going to have issues with you. Having a mix of STD, ADV, and PRO at the endgame is fun and interesting. ItGÇÖs more of a sandbox. ItGÇÖs only fun though when you have the OPTION to run what you want, and not when you donGÇÖt have the skills to run PROGÇögetting stomped. Again the 2nd-tier academy solves this much more elegantly. Also PRO gear wonGÇÖt feel special if everyone else is running it. It becomes the new baseline at that tier.
I think the meta tiered matches really ruin a lot of what makes DUST special and amazing, without actually solving the problems it needs to. The 2nd-tier optional academy mode DOES address the problems, and doesnGÇÖt screw up the game for everyone else. Much respect o7.
Best PvE idea ever!
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Dubya Guy
Abandoned Privilege Top Men.
88
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Posted - 2014.12.12 16:36:00 -
[76] - Quote
Meeko Fent wrote: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. Which experienced players don't want to do, because scrubs. And not everybody has a Bluetooth.
Noted, and you are right on both points, Meeko. But, I think my point is still valid that IF you find a way to squad with folks at least a little more experienced than yourself, and IF you have the ability to hear your squadmates, your skills can improve faster than if you only play sans squad. The fact that it costs no ISK or SP is the "magical" part.
It is absolutely possible to git gud playing by yourself. Some folks detest the social interactions of squadding, corps, etc. I can understand that. But if you are primarily concerned with how long it takes to learn a game, there is no better learning-curve-flattener, IMO, than to learn it from those who've already played it. CCP has given us squads and corps to facilitate this.
FPS = First Person Support. Kills win battles but it's kinda hard to kill if you're dead and out of ammo.
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Pisidon Gmen
Ivory Vanguard
46
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Posted - 2014.12.12 17:27:00 -
[77] - Quote
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 fittings don't matter when u take in the bonuses just 4 having skilled in stuff ex proficiency 15%more damage armor plates lev 5 10%more armor from each plate 5 in armor and or sheld =25% more on every suit ect more sp invested = harder to kill / faster death to newer players some 1 do the math on a front line fitting with all skills to make it better vs a noob with no skill no changes to suits |
Valor Goat
106
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Posted - 2014.12.12 17:36:00 -
[78] - Quote
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 That'd be AMAZING. Fighting other proto users 24/7 and get enough ISK to cover your loses (you will die as much as you would in a PC battle with all proto users on the ground) - just awesome. That would also prepare pub stompers to the PC experience.
1EE7
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RogueTrooper 2000AD
Neckbeard Absolution
388
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Posted - 2014.12.12 17:38:00 -
[79] - Quote
This is what happens when you don't eat your oats.
Destinys 10 year plan was great.
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NextDark Knight
Molon Labe. General Tso's Alliance
723
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Posted - 2014.12.12 17:41:00 -
[80] - Quote
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.
Over 60+ Million SP and full proto in all Caldari Suits. Dust just won't die on PS3/Xbox. Dustin since 6/29/2012
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Pokey Dravon
OSG Planetary Operations Covert Intervention
3964
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Posted - 2014.12.12 17:41:00 -
[81] - Quote
CCP Rattati wrote:Obviously 100 and 200 are numbers out of thin air
And now you know why I always use "X"s when I do design concept People love to latch onto numbers.
But really, awesome stuff. High Risk, High Reward. Low Risk, Low Reward.
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
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voidfaction
Nos Nothi
664
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Posted - 2014.12.12 18:06:00 -
[82] - Quote
Pisidon Gmen 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 fittings don't matter when u take in the bonuses just 4 having skilled in stuff ex proficiency 15%more damage armor plates lev 5 10%more armor from each plate 5 in armor and or sheld =25% more on every suit ect more sp invested = harder to kill / faster death to newer players some 1 do the math on a front line fitting with all skills to make it better vs a noob with no skill no changes to suits SQUAD UP IT HELPS A LOT WITH A MIC HELPS MORE Now make your comparison to the same noob vs a full proto with full skills.
Proto stompers will be against this more than any. Pub proto stompers scared they will have to face proto when they are in there proto squads, lol
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IAmDuncanIdaho II
R 0 N 1 N
1037
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Posted - 2014.12.12 18:44:00 -
[83] - Quote
Vell0cet wrote:CCP Rattati 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. SP is absolutely not a measure of "fps skill". The vets will be on equal ground in STD gear. Then there is no "proto" stomping. And an equal amount of good players on each side. I sincerely appreciate you taking the time to respond. I think there are 3 main factors at play when it comes to the new player: SP (core skills and access to gear), player skill (the thing that Mu is trying to quantify), and a 3rd variable that that encompasses knowledge of maps, understanding of the game mechanics, understanding of your opponents advantages/weaknesses (e.g. weapon ranges, damage profiles), understanding of group tactics, and social connections to allow you to work with people youGÇÖve run with before (place 6 random players in a squad and using a mic, and theyGÇÖll be at a significant disadvantage to 6 players who run together regularly, all other things being equal). YouGÇÖre 100% right that SP is not a good indication of player skill. Once youGÇÖre over a certain threshold SP really isnGÇÖt a factor at all. Put a player with 20 mill SP against a player with every skill in the game maxed out and SP really wonGÇÖt matter much at all. Initially though, SP does play a pretty significant role. Take 2 experienced players of equal player skill. Have one run in a fresh-out-of-the-academy fit, and the 2nd player run the same fit but with 20 mill in SP. That SP will be a huge factor in who wins. By far the biggest problem though is that 3rd variableGÇöthe experience/knowledge/social factor variable. Now take 6 random dudes on coms who have never played together before, and have only just graduated from the academy and donGÇÖt know DUST very well yet, put them in proto suits with max SP and have them fight a squad of well-coordinated, vets on new alts. The players that should be proto stomping, will get decimated by the experienced guys in STD. The experienced players will know what ranges to attack from, what map positions are best for the current situation, they will move as a coordinated unit, and easily make up for their SP/Gear disadvantages. This is the main reason why I think an optional 2nd-tier academy mode is a much better solution. ItGÇÖs addressing that 3rd variable, and also the SP gap at the stage where itGÇÖs the most critical. YouGÇÖll also be able to have balanced matches as the playerGÇÖs MU in the 2nd-tier academy will begin to align over time with their actual skill. Tiering matches based on meta only affects gearGÇöwhich is the least significant part of why new players get destroyed after graduating the academy. It comes at a very steep cost. For one it really hurts the risk/reward mechanic that makes DUST so amazing. It feels awesome to take out a PRO suit using a STD one, while still possible to do by running cheap fits in the top-tier matches, I think youGÇÖre squadGÇÖs going to have issues with you. Having a mix of STD, ADV, and PRO at the endgame is fun and interesting. ItGÇÖs more of a sandbox. ItGÇÖs only fun though when you have the OPTION to run what you want, and not when you donGÇÖt have the skills to run PROGÇögetting stomped. Again the 2nd-tier academy solves this much more elegantly. Also PRO gear wonGÇÖt feel special if everyone else is running it. It becomes the new baseline at that tier. I think the meta tiered matches really ruin a lot of what makes DUST special and amazing, without actually solving the problems it needs to. The 2nd-tier optional academy mode DOES address the problems, and doesnGÇÖt screw up the game for everyone else. Much respect o7. Edit: A couple more cons with the tiered approach. You're splitting the player base into smaller pools which could really increase queuing times, while the 2nd tier academy only splits it once. Also this would be very hard to balance. Some things may have big advantages in low tiers, and suck at the high tiers. For example, low-end vehicles will be very hard to kill using std AV. This could lead to weird "tiered metas" arising with serious balance problems.
Mr Rattati, I wanted to respond to your response to Vell0cet but he has summed it up so much more succinctly. I'm not saying your way won't work, just that I think he has a solid point, and some discussion would be nice.
You must learn honor, or you deserve to learn nothing at all.
~ Rivvy Dinari - Swordmaster of Ginaz
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KING CHECKMATE
Opus Arcana Covert Intervention
6306
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Posted - 2014.12.12 18:49:00 -
[84] - 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
I think i might remember that name from somewhere.... Valor or SVER maybe...
Amarr Logi, Scout, Assault , Sentinel and soon Commando. Check MY loyalty Empress o7
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Vesta Opalus
Bloodline Rebellion Capital Punishment.
252
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Posted - 2014.12.12 18:56:00 -
[85] - 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) |
zzZaXxx
The Exemplars
696
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Posted - 2014.12.12 19:03:00 -
[86] - Quote
I used to never ever ever run standard suits/weapons but when my ISK started getting into the danger zone I started and it's made me a much better player. If you get used to doing what it takes to survive with standard then you'll not only be comfortable going cheap but you'll do better in advanced than you did before and even more so in proto.
The thing is to value saving your suits above getting kills. If you're thinking you might be about to be exposed, you're probably already exposed and you need to fall back. Never stand still for more than 1 sec unless your looking for a cloaker. Then you need to be as still as possible. Always assume there's a little b!tch a$$ cloaker near you. Stay with the crowd as a rule. It's hard to do but this will save you a lot of deaths, esp. via SG. Definitely flank and go off on your own when the moment's right but not when you just feel the urge. Resist the urge to be Rambo. At the same time make your standard fitting economical yet effective so that you can be decisive instead of being tentative because you don't want to lose your suit. Be smart and assume your enemy is smart. Be conservative yet decisive. Use your environment. Don't post up in places where you can get got from three directions. Take your time and wait for them to make mistakes. You won't have to wait for long.
Skill higher into the suit /weapon that best suits how you naturally tend to play....then give yourself some other options. For example I always end up gravitating to Cal Assault/RR because that's my style: putting myself in a good spot (not too far on the exposed flank though) and harassing.
With the above approach I tend to go 11/3 a lot with standard suit/gun/sidearm. |
Vesta Opalus
Bloodline Rebellion Capital Punishment.
252
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Posted - 2014.12.12 19:06:00 -
[87] - 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. |
Dubya Guy
Abandoned Privilege Top Men.
92
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Posted - 2014.12.12 19:19:00 -
[88] - Quote
Vesta Opalus, It seems like your team chat vs squad experiences have been the inverse of mine.
Vesta Opalus wrote: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)
What a cool idea!
FPS = First Person Support. Kills win battles but it's kinda hard to kill if you're dead and out of ammo.
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Niuvo
NECROM0NGERS
1053
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Posted - 2014.12.12 19:25:00 -
[89] - Quote
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 Yes! |
Ku Shala
The Generals
1056
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Posted - 2014.12.12 19:37:00 -
[90] - Quote
quafe stomp ahoy!
-¦a+ó a+ú-Æa+äla+ä (Caldari Specialist)
Caldari Loyalist
*Assault -Logistics-Sentinal-Scout-Commando Allround CK-0
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