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Thread Statistics | Show CCP posts - 15 post(s) |
Aeon Amadi
Chimera Core
7579
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Posted - 2014.12.24 10:07:00 -
[1] - Quote
Initial concerns are:
1) When you say 'Personal Warbarges' and 'Warbarge Fleets', does this mean that each individual player will be able to obtain their own personal warbarge or each corporation in an alliance gets a warbarge to add to the fleet?
2) How will modules be given out to ensure that they are, in fact, valuable? If they are available on the market then the super rich entities are already capable of obtaining them and thereby their value is instantly reduced.
3) What is the primary incentive for wanting to take a district? The stated secondary reason is a material only available to Dust Mercenaries who own districts but I personally feel this should be the primary incentive as "fighting for the sake of fighting" is an artificial war generator as opposed to a legitimate one (obtaining valuable assets). Wars should be made over tactical decision making, not because it's the only way to profit at all.
4) Why base it on loyalty rank? This essentially means that players with extensive Aurum expenditure are preferred as you can gain loyalty rank points faster through Aurum (100 per bought item I believe) as opposed to simply fighting in battles (5 points). Are there any plans to change the system to encourage players who are active as opposed to players who just threw real money at the problem?
5) Minimum corporation rank to initiate attack? I understand the premise behind why (helps reduce district locking) but I'm not sure I agree with the how. It'd be one thing to say that declaring a war costs ISK to keep the war active (how it's done in Eve Online) but saying that you can only do it because your corporation reaches the height requirement isn't exactly in the spirit of New Eden.
6) On the subject of tactical decision making from bullet three, is there any plans on giving value to certain systems over others? What is the incentive to having one district on a planet as opposed to another district on a different planet?
Will read over the thread again and see if I have any other thoughts.
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Aeon Amadi
Chimera Core
7580
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Posted - 2014.12.24 10:15:00 -
[2] - Quote
KAGEHOSHI Horned Wolf wrote:While the planetary conquest ideas are nice (after the initial read at least), but I feel like these changes won't effect many people since most Dust players have no interest in PC. For all these ideas and changes to PC, the battles will essentially look the same, play the same, and be won by the same tactics. I think the resources and time would be better spent on a new game type similar to the Skirmish 1.0 of closed beta. I want to experience something new in the actual on-the-ground gameplay.
I agree on the Skirmish 1.0 bit. This should be the primary drive for the new PC mechanics because it simply doesn't make sense to say that you own a district and then have to fight for it the same way the attackers do. However, as for PC itself, there was a greater drive for PC before the rewards for having districts were removed all together. There were a lot of entities (corporations and alliances) who actively participated in PC and it was their preferred method of fighting. I think we need to provide players to delve deeper into the rabbit hole and experience these sort of things, rather than shy away from it in favor of more lobby shooter mechanics.
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Aeon Amadi
Chimera Core
7580
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Posted - 2014.12.24 10:53:00 -
[3] - Quote
shaman oga wrote:Everything seems very exciting like always. BUT i've recently started to play some PC when corp is out of mercs. When facing other EU corps framerate is comparable to public, when facing other continents corps framerate drops dramaticaly. Probably give fixed timers will partially fix this issue, but you need to look at technical question before everything else imo. This is a old video, but things are still like this, PC need to be equal on the technical side.
From what I was told at Fanfest, the lag is mostly caused by the game having to load up everyone's individual fittings. PC players usually have a -lot- of different fittings to handle different things and I have personally noticed much better performance on my end when only running up to ten or twelve fittings. Anecdotal evidence of course but, whatever helps.
KAGEHOSHI Horned Wolf wrote:My profound disappointment aside, I look forward for the long overdue "restock to" feature, and player trading. I hope by the time it is released it will be advanced enough so 2 players can select items, see each other's selections, and mutually agree on the trade, but the bare minimum you outlined is still very good. I'm sure these recruiting tools will help a lot of new players find corps to educate them, and it may improve player retention as well.
I too am excited for the 'Restock To' feature more than anything else. What I was trying to say about the game-mode bit earlier though is that Skirmish 1.0 should be a high priority for PC combat and I don't see any reason why it couldn't be implemented outside of PC as well. Just, if I had a choice between better PC and more game-modes (outside of Skirmish 1.0) I'd personally prefer PC because it gives more of a sense of progression to players, giving them something to continually strive for, as opposed to different ways of running a pub match.
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Aeon Amadi
Chimera Core
7580
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Posted - 2014.12.24 11:21:00 -
[4] - Quote
Fleen Costell'o wrote:Hmmm, waiting fanfest...
Dunno what for. They're not doing anything for Dust 514 or Project Legion at Fanfest.
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Aeon Amadi
Chimera Core
7580
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Posted - 2014.12.24 12:08:00 -
[5] - Quote
CCP Rattati wrote:Aeon Amadi wrote:Fleen Costell'o wrote:Hmmm, waiting fanfest... Dunno what for. They're not doing anything for Dust 514 or Project Legion at Fanfest. I will host roundtables an various topics and a DUST 514 pubcrawl, that's not nothing
Not enough for me to shell out $2000 to go to Iceland over, lol, hence why I wound up cancelling my tickets. In either case, shouldn't have to go to Fanfest to get information about either game. It's nice to have a beer with you guys, don't get me wrong, but I certainly shouldn't feel obligated to spend an entire portion of my salary to learn about my favorite game
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Aeon Amadi
Chimera Core
7625
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Posted - 2014.12.29 07:27:00 -
[6] - Quote
Pseudogenesis wrote:What are the steps being taken to ensure that this doesn't just become another barrier for new players?
Also, what is the monetization strategy for these new features? I feel that while you guys have been doing great at providing early information on features for feedback, we've been left mostly in the dark when it comes to future monetization efforts. Strong boxes in particular could've had a really solid release if we had been given the numbers beforehand.
Please don't give their marketing team any ideas on ways to make this another "Freemium" thing.
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Aeon Amadi
Chimera Core
7625
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Posted - 2014.12.29 08:01:00 -
[7] - Quote
CCP Rattati wrote:Breakin Stuff wrote:I don't believe active bonuses would be the way to go. I'd rather see things like:
VR simulation and mnemonic enhancement area. Adds a bonus to active/passive SP.
Contract filtering computers: higher ISK/LP payouts.
Limited manufacturing: build x fit dropsuits per day or X vehicles.
Salvage drone deployment: better EOM salvage.
Things like this can enhance gameplay without breaking the in game battles and gunplay. This is very much aligned what we are thinking for the first iteration of warbarge modules.
Allow me to provide a differing viewpoint about this.
The basis of a Loyalty Rank dependence, which already provides additional benefits, as well as echoing the above poster, tells me that these modules are likely planned to be boosts of the same type.
Due to the recent trend in new features (instant SP boosts, booster stacking, daily missions) I suspect and fear that these new Warbarges and their associated modules will be more Aurum items. I feel this may be a waste of potential toward what the Warbarges could contribute toward the game as a whole.
An additional concern I have is that, if implemented in this manner, these modules would further devalue SP. Given current skill caps and applicable boosts a player can make upwards of 112 million SP or more a year. To my knowledge, there's only around 200 million SP worth of skills in the entire progression system. This poses a problem due to lack of content, which further ties into my next argument:
This is an opportunity to do something unique and add a different element to the monotony. SP/currency boosters are plentiful as is so having more is both redundant and unnecessary. I personally feel that we should consider alterations in gameplay through production of new gameplay mechanics exclusive to Warbarges such as production of basic crafting elements, manufacturing capabilities, and trade assistance. Furthermore, IGÇÖd like to repeat my caution that Warbarges should not be more GÇ£free-to-payGÇ¥ aspects of the game and should not be exclusive to paying players.
This is a great opportunity to apply to a large amount of the community in a provocative and beneficial way.
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In an effort to be "positive" I will agree to everything CCP does.
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Aeon Amadi
Chimera Core
7635
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Posted - 2014.12.30 14:13:00 -
[8] - Quote
Kevall Longstride wrote:I like the idea of staged offensive/defensive map styles, both for PC and FW. Gives both of them a different feel and texture than the normal skirmish matches we have now, that offer nothing different, other than intensity, than what Public Matches do.
Need that before we even touch the warbarge stuff in my opinion. Skirmish 3.0 was needed years ago.
Yes, it's been 2+ years since we last saw Skirmish 1.0.
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In an effort to be "positive" I will agree to everything CCP does.
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