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Thread Statistics | Show CCP posts - 15 post(s) |
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CCP Rattati
C C P C C P Alliance
14022
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Posted - 2014.12.24 09:42:00 -
[1] - Quote
Dear players
We want to use the opportunity of the holidays and shed some light on our vision for 2015 and get your feedback on the first pillars of the roadmap as we develop it further.
First I want to mention the ongoing work that is mentioned in the EPICs such as User Experience. Those EPICs serve to remind us of the ongoing iteration and improvements that we always want to be doing. We are dedicated in our effort to fix, iterate and expand on existing features. More on that later and below.
The main vision is that of Planetary Conquest and Warbarges in that context. After the Uprising, we see the rise of powerful Mercenary Captains and their never ending strife. They are growing their powerbases and are now able to command their own Warbarges.
In the first iteration we are building the foundation for a multi-phase approach to re-invigorating Planetary Conquest and injecting new blood into this key differentiating feature from other FPSGÇÖs. This will be a handful to explain so we better get right to it.
Planetary Conquest GÇô The Vision Phase One We will allow players to build and upgrade their personal Warbarges, as you are no mere grunts now. These huge warships become the center of your powerbase. You will be able to upgrade the Warbarge itself, and invest in valuable modules for the warbarge, that provide the player bonuses, and upgrade the modules as well. The first feedback threads will be about these modules and their bonuses, so better put your thinking caps on. Empowering the player to invest in something meaningful and persistent is a very exciting concept and is necessary as the foundation for further development.
Phase Two We want to allow Corporations to be measured on their collective Warbarge Fleets. The Corporation will then be able to invest in power structure/umbrella that either increases the power of each individual Warbarge module or grants brand new bonuses to the Corporation, tentatively called Warbarge Command. Modules will only work while the Corporations have a strong enough membership of real players (no alts), as measured by Loyalty Ranks or be gated in construction by membership, making it necessary to go out and recruit and train new players to get to the upper echelon of power. This may be done through the introduction of Corporation Rank as the defining metric for Corporation eligibility and power. The lynchpin to this step is the introduction of the Warbarge Clone Vats Module (name TBD) where Clonepacks can be built with regular intervals, allowing Corporations without Districts to launch relatively risk free attacks on Districts. These attacks should be initiated from a list of Districts, displaying Timers, Clones, Corporation and other useful statistics and not from the Starmap itself. Finally, we are working on a different reward method for Planetary Conquest, primarily based on the simple premis of GÇ£you get what you destroyedGÇ¥. Combined with a minimum Corporation Rank to initiate attacks, we may see the end of district-locking and exploits in 2015. We may also reduce the available Timers and/or set Districts to fixed Timers that canGÇÖt be changed.
Phase Three This step would be to combine Warbarge Fleets and ownership of Districts, making Districts the crux of any powerful Corporation. This will also instill a strategic element of guerrilla warfare, whereby a coordinated attack may diminish the power of a large Corporation. Prominently displaying the list of the most powerful Corporations should keep everyone on their toes. We also want to create an incentive for players to be in Corporations, aside from now getting Warbarge Command bonuses, and introduce Corporation Missions, that are basically Daily Missions with increased rewards, meaning more rewards for the player and more through Taxes for the Corporation, and a stronger membership.
Phase Four Introduce a secondary reason to claim, own and harvest Districts by introducing a resource in New Eden, only found and claimed by DUST Mercenaries. Launching attacks on other Corporation Warbarges is an exciting concept but not a priority to discuss now. Allowing Corporations to host their own challenge matches is also an intriguing concept. And thatGÇÖs all we can share on our vision for Planetary Conquest at the moment.
Along these ideological pillars, we stand by our pledge to continue improving the core gameplay of DUST 514 through developing and iterating on features, as well as iterating on the backend with balancing of existing content, reintroduction of removed content and authoring of new content.
User Experience Market Experience and Fitting That may mean tweaks to the Market and Fitting, such as recently adding the Scanning Attributes to the fitting screen, Displaying Metalevels etc. These could be the GÇ£restock toGÇ¥ function, better sorting, more information etc.
Simple Trading This is of course the long wanted feature of Player to Player trading. The minimum feature is basically click an Item in Assets, and select GÇ£send item toGÇ¥ and GÇ£QTYGÇ¥ from the context UI.
Battle Quality Under this Story we have multiple things we want to iterate on, but primarily matchmaking/academy and minimizing player downtime. One of the iterations we are actively working on is GÇ£donGÇÖt put me in battles that are effectively overGÇ¥.
Recruiting Tools We have set up three main features, the Corp Finder where Corporations advertise themselves, the Merc Finder where Mercenaries advertise themselves, and New Player Finder where CEOGÇÖs and Recruiters can find and invite Players that are in NPC corps, with an opt-out for Players to be in that list. We will try to develop each of them in an order that makes sense technically.
Achievements/Medals/Merits for both Players and Corporations are also ranked high on the Roadmap for us to work on.
Well, thatGÇÖs all from us for now. Please share your thoughts and any other feedback.
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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CCP Rattati
C C P C C P Alliance
14034
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Posted - 2014.12.24 12:03:00 -
[2] - Quote
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
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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CCP Rattati
C C P C C P Alliance
14100
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Posted - 2014.12.29 05:48:00 -
[3] - Quote
Pokey Dravon wrote:Because it's a half day at work and I'm bored...
- Players produce their own War Barge.
- When doing so, all generated WPs are pooled within the corporation.
- Personal War Barge can be fit with personal bonuses. Number of Bonuses dictated by the current Warbarge rank.
- Warbarge rank determined by personal WP production each week. Sufficient WP production will raise rank, insufficient production will lower rank. Min Level 0, Max Level 5.
- Corporations have a central Warbarge Commando structure which can be fitted with modules, each of which offers a bonus to all mercs with an active War Barge.
- WPs are then spent to cycle the modules on the structure, with the WP cost being a function of the number of Active Warbarges it is affecting within the corp.
- Since bonuses are based on Warbarge Command modules, the max amount of bonuses possible is capped.
- Small corps with high activity will be allowed to have high bonuses due to high WP production with lower player count, yeilding in cheaper bonus cycles.
- Large corps with inactive players will not be penalized due to inactive players, as cost and benefit is based on active WarBarges.
- Max number of bonuses active at once, so ultimate benefit is capped, meaning that after a point, a larger Corporation offers little tangible benefit in terms of bonuses.
- Constant actvity is required to produce enough WP to keep bonuses running.
This is a pretty good encapsulation, not perfect but really close to the mark.
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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CCP Rattati
C C P C C P Alliance
14100
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Posted - 2014.12.29 05:55:00 -
[4] - Quote
ZDub 303 wrote:Thor Odinson42 wrote: You are right about that, but I'll argue that finding a way to force corps to reach for their team C and D is vital to introducing more players into PC.
If you don't address that it'll just bring back more of the elites and they'll just pistol whip everyone again. Without the ability to lock or work around the mechanics it'll just be the same dudes bitching about being tired of fighting each other every night.
I could probably talk for hours about power projection, timer management and all sorts of stuff. A lot of that is just systems design though imo. Passive ISK generation through clone sales was the incentive to own a district before, now there is very little reason to own a district. Neither case is good for the long term health of the game, obviously. There needs to be something fundamentally different with how PC works. Sovereignty mechanics could really define this game from the other generic shooters that exist and if done correctly could possibly bring back many players who have quit. I don't have the answer myself, at least not one that fits into the limitations of the current client. Here is a spitball idea though, something to consider at the very least? 1. Create two new tiers of items. -The first is 'Specialist' which already exists in a limited fashion. This is proto stats at advanced CPU/PG. -The second is 'Overcharged' (or whatever) which has higher than proto stats at proto CPU/PG costs. These sort of exist already with items like the 100% needle or those special uplinks (forget the name). 2. Create these variants for everything you can in the game and make them available in the FW LP store and as fairly rare strongbox loot. 3. Create a 5th LP store. This 5th LP store would be slightly cheaper than faction LP stores and have all Specialist and Overcharged variants available, no standings grind. 4. Now, research labs (only) generate a static amount of 5th faction LP per day as payment for hired out research services and distributes that as a paycheck to members with a flagged role type (allowing the CEO to flag which member statuses would have access to this pool) in a similar way any CEO can flag certain members for starbase management in eve for example. Finally allowing the corp to tax a portion of this paycheck as they please (separate from ISK tax). In this situation, clones are purely war assets and research labs do not increase clone jump distance (a necessary nerf to power projection). Research Labs and Cargo Hubs no longer generate ANY clones, just clone production facilities. Now a corp must figure out how they want to balance money generation vs. war asset generation, and since the LP is paid directly to members its a bottom up approach instead of top down. So the above idea might be horrible and flawed or whatever. But at least thats a system I could see myself wanting to participate in, and other people when they see "ZDub 303 (Overcharged Assault Rail Rifle) [Insert name here]" then these players are gonna go "wtf is that and how do I get one?". I think the more active players in Dust may think of other, better, ideas than mine... but just a thought to get the ball rolling. Very good points, I think we need to keep the LP weapons as a special category (That's where you go to get the specialist weapons as they are coming straight from the mass produced specialty rationed faction labs, and the overcharged "new" are coming from warbarge experimental labs. Officer remains salvage only.
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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CCP Rattati
C C P C C P Alliance
14100
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Posted - 2014.12.29 05:58:00 -
[5] - Quote
Banjo Robertson wrote:I would like to see both player owned and corporation owned war barges.
I would like to see some kind of war barge effect in public matches as well as faction war and planetary conquest. Although for public and faction warfare it would probably only be the WB of the squad leader/team leader that gets 'used' for the main battle purposes but maybe the others could be thrown in to add some kind of secondary support.
I need to be able to name my own personal warbarge, or maybe make an officer warbarge available and it should be called "Banjo's S.O.L" + whatever else needs thrown on to make it a name, because Mystery Science Theater 3000 is one of the best shows and I want my own Satelite Of Love.
All are a part of the vision
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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CCP Rattati
C C P C C P Alliance
14100
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Posted - 2014.12.29 05:58:00 -
[6] - Quote
DeadlyAztec11 wrote:Mercenary advertising? Well, I suppose I'll finally be able to rent out my services. As an AV player with a knack for sabotage and extraordinary biotic feats it shouldn't be too hard to get employers.
That's exactly the intent!
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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CCP Rattati
C C P C C P Alliance
14100
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Posted - 2014.12.29 06:07:00 -
[7] - Quote
MINA Longstrike wrote:For some reason I envision personal warbarges almost like garrisons in WoW and this makes me hopeful as the game will feel like less of a lobby shooter. Maybe there'll be a way to use them to travel space and set up orbit on FW planets you want to attack, and as another individual said - eve players *could* attack them but it would only offline bonuses instead of destroying the warbarge.
Corporate warbarges could be much bigger investments and would likely have some common grounds, where the eve dream of walk-in-stations (read, barred in prisons) could finally be realized.
Right on the money, but EVE attacks are not on the table.
These Warbarges will not exist as a physical entity in 2015, they are as someone said, a metaphysical "home" and can not be attacked or destroyed except through new game modes that are not being discussed at the moment but A)"warbarge vs warbarge" is an idea, and B) "raid the warbarge" would mean a type of non-district PC where the attacker would fight in a "ship map" and steal resources (dust moon goo), but again not on the table for 2015.
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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CCP Rattati
C C P C C P Alliance
14100
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Posted - 2014.12.29 06:10:00 -
[8] - Quote
Lac Nokomis wrote:Iron Wolf Saber wrote:@Community
Another thing I strongly encourage the playerbase to do is to also come up with their own ideas as well revolving around the base concepts of these ideas.
Presented here is a foundation; there time to build on it still and the final design has not happened yet it is still mostly all on paper and you guys have the chance to heavily influence that.
For example the war barge does not have to be so tied down into PC that it cannot be an asset enjoyed elsewhere. It could be upgraded to support non pC actions such as FW or Pubs even.
I mean what if the personal ship doesn't start out as a barge but the barges become something more synonymous to titans of eve online; the highest end personal goal you can set for yourself being a daunting task to upgrade to that size and you're starting with a war junker the size of a slightly larger mcc. As a newerish player (2 months) I wanted to show my support this type of idea. It even made me log in. :P As someone who knows not of PC experience other than what I hear, I would LOVE to be able to utilize what referenced in OP. Even though PC seems to be the "flagship" of Dust gameplay, I would really like to enjoy these expansions on my own. I also believe making this warbarge available to every player will lead to a more pleasant experience for EVERYONE WHO PLAYS. Not just players that stick with it long enough to get involved with PC. I mean shoot. If I could have had this type of thing to spend my time looking at/"specing" into/thinking about when I was new, my frustration with dust would have been greatly reduced. Plus something makes me think CCP getting a fair amount of money from players who don't play PC currently. So it might benefit to cater to that also. I don't know. Just a noob's .2 o7
That's exacly the point, I, as a solo player, lack the feeling of ownership and progression, yes I see my SP and ISK go up, but I want to invest in something that I personally own and reflects my power. Then, joining a corporation that both wants me and the power of my warbarge, while augmenting my own warbarge and opening up PC to me through "free or earned" clone packs, daring to attack one of the old powers in PC, is the underlying concept of this vision.
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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CCP Rattati
C C P C C P Alliance
14100
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Posted - 2014.12.29 06:18:00 -
[9] - Quote
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.
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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CCP Rattati
C C P C C P Alliance
14104
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Posted - 2014.12.29 06:46:00 -
[10] - Quote
Kain Spero wrote:Rattati, it just seems like the personally owned item and Corp owned barge should have different nomenclature. Also, while personal vessels and Corp-owned barges don't need a location in eve online for now I think a location conveyed on the dust star map and gameplay associated with that is needed to truly make these assets feel like home.
thats why the "warbarge flotilla" is the corporate owned part or fleet command, the "corp warbarge" is an overarching structure, not a ship.
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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CCP Rattati
C C P C C P Alliance
14148
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Posted - 2014.12.30 02:55:00 -
[11] - Quote
Kain Spero wrote:I guess my question is then is it possible to give the flotilla a location for the purpose of limiting the range of clone packs launched from them or other planetary conquest game play mechanics?
That is a good idea for making logistics work, clone packs should be good to get a foothold but not sustainable. Some form of distance formula penalty from warbarge using clonepacks would make sense. Then reinstill the movement penalties on land, and then the whole system starts working as intended, i.e. investments in infrastructure to overcome logistic penalties, just like war.
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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CCP Rattati
C C P C C P Alliance
14158
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Posted - 2014.12.30 05:47:00 -
[12] - Quote
Kain Spero wrote:CCP Rattati wrote:Kain Spero wrote:I guess my question is then is it possible to give the flotilla a location for the purpose of limiting the range of clone packs launched from them or other planetary conquest game play mechanics? That is a good idea for making logistics work, clone packs should be good to get a foothold but not sustainable. Some form of distance formula penalty from warbarge using clonepacks would make sense. Then reinstill the movement penalties on land, and then the whole system starts working as intended, i.e. investments in infrastructure to overcome logistic penalties, just like war. Having location matter will really be key to getting planetary conquest humming like a well oiled machine. It might be worthwhile to examine replacing messy clone loss mechanics with load clones from district to barge/flotilla (or have barge generate clones via the vat if you have no districts) then move barge/flotilla in range of targets. Instead of range (movement) costing clones potentially have it cost fuel. Trying to figure out how many clones were actually going to land for a fight back in the old days of planetary conquest was a pain and I'd hate to see that return. I think the list of targets you mention could work well with this. Select the flotilla and get a list of targets in range according to filters the player sets.
ahh, beautiful and elegant. Basically a calculator of clone loss based on position of attack initiation and attacked district, could work from both flotilla and district, calculation based on Infrastructure and or Warbarge Modules (Long Range Assault Launchers or Improved MCCs).
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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CCP Rattati
C C P C C P Alliance
14252
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Posted - 2015.01.07 07:57:00 -
[13] - Quote
I just want to confirm the sentinment in these last few pages. The Warbarge is not just a "PC" gameplay feature. It is meant to be the foundation, or hub of operations. The first foundation is the infrastructure to build on further. We have talked about warbarges existing in space, for eve to kill, and installations that exist in 3d on planets, that could be connected to PI as well. These have fallen through because of the intense complexity of such a feature.
I will post a Warbarge feedback thread imminently where we can discuss that outside of the general Roadmap 2015.
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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CCP Rattati
C C P C C P Alliance
14252
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Posted - 2015.01.07 08:01:00 -
[14] - Quote
A little update on the roadmap.
We have been arranging some features, as gameplay was deprioritized for the sake of infrastructure development, mainly cloud hosting of battleservers and preparation of increased salvage, and salvage based rewards in all ToW (theatres of war, PC, FW and Pub).
We have not sat idly, however, and have created a boatload of content, but as that is not "development", it is not demonstrated on the roadmap.
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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CCP Rattati
C C P C C P Alliance
16856
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Posted - 2015.02.07 03:00:00 -
[15] - Quote
Kaeru Nayiri wrote:Rattati, is there a trello board for the bugs in the game and their priorities? Making threads with bug reports in bugs section is proving very unfruitful so far. Support tickets are being replied to with instructions to make threads in the bug reports section. EDIT: Aeon has a trello board with documented bugs. https://trello.com/b/VzGF18nc/anomaly-investigations-and-verification-task-boardDevs, please use it, too.
I talked to Aeon yesterday, reviewing all those bugs, and will continue to do so.
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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