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Thread Statistics | Show CCP posts - 15 post(s) |
Stefan Stahl
Seituoda Taskforce Command
892
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Posted - 2014.12.27 21:05:00 -
[1] - Quote
Two quick comments: - Personally I don't think I will look into PC as long as timers are a thing that exist. I'm just not that committed to Dust to schedule a match. Take that feedback for what it is, a subjective opinion. - What is the purpose of the Warbarge-concept? What I personally read is that I will be granted a bonus over new players. More so if I team up with other vets on the new players. Is that the intent? If not, what exactly is the intent behind Warbarges? |
Stefan Stahl
Seituoda Taskforce Command
892
|
Posted - 2014.12.28 14:38:00 -
[2] - Quote
Kain Spero wrote:I really don't see the barge granted in-match bonuses as being acceptable (more damage, more ammo, more health, etc.) for this exact reason. Also, a personally owned barge is a really dumb idea and everyone running around with a capital ship in their pocket seems just plain silly (a personal ship maybe). A corp-owned asset that provides logistical bonuses in Planetary Conquest, LP bonuses in Faction Warfare, Salvage Bonuses in Pub matches, etc. I could see I similarly can imagine establishing Warbarges initially as something similar to a "Guild House" known from other MMOs. A more-or-less meta-physical place that is constructed after reaching a certain threshold of corporation activity and allows people to organize and exchange assets and enables second tier corporation features, such as factional militia alignment or certain PC options.
The second stage of Warbarges would involve allowing several to exist and focusing them around PC-logistics ("We can't attack that destrict yet because the only warbarge we have close enough has too few clones yet!") and the third involves turning them into physical Eve-things that can be looked at and locked on.
Finally I'd like to repeat my initial reaction: We don't need any additional individual progression systems in Dust. We have progression system in spades already (passive & active SP, ISK economy and loyalty bonuses). Corporations don't have any progression system to them, but individual merc already have them in every shape and form ever necessary. Adding any on top is superfluous at best.
TL;DR: If you want to grant more advantages to veteran players, modify the existing systems. If you want to do something else, use a different system. |
Stefan Stahl
Seituoda Taskforce Command
892
|
Posted - 2014.12.29 14:23:00 -
[3] - Quote
CCP Rattati wrote:That's exacly the point, I, as a solo player, lack the feeling of ownership and progression Personally, I disagree. Compared to my 0 SP infantry alt my main is a demigod. If I could stage a fight between my two characters one of them would win with a 50/0 kdr using quafe suits only.
Everything else I have to say on the topic hinges on that argument that I have no further objective proof on, so feel free to have a different opinion. |
Stefan Stahl
Seituoda Taskforce Command
897
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Posted - 2015.01.08 10:08:00 -
[4] - Quote
CCP Rattati wrote:We have been arranging some features, as gameplay was deprioritized for the sake of infrastructure development While you're on the topic of infrastructure: Is there any way for you to influence the amount of time it takes to load the team-chat? Every time I spawn into a match and start looking for a squad to join it takes a good 10-15 seconds until I can actually see which squads are on my team.
Please excuse my interruption if by the term "infrastructure" you are referring to completely unrelated concepts. This just my latest pet-peeve and I felt like mentioning it. |
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