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DeathwindRising
ROGUE RELICS VP Gaming Alliance
764
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Posted - 2014.12.26 00:01:00 -
[151] - Quote
Pokey Dravon wrote:Soraya Xel wrote:Daddrobit wrote:If you were to announce that Skirmish 1.0 would be re-implemented as the battle type for PC battles, I would -at that moment- go out right then, buy a 100$ PSN card, spend it all on Dust, resub my EVE account, and immediately start recruitment for You Can Call Me Daddy to step into the PC scene. The point is, after like two years of CCP answering this question, players haven't figured out it isn't happening. Skirmish 1.0 is fundamentally incompatible with like... the entire game. This ranks somewhere around asking for a pony for Christmas. Skirmish 1.0 may be unreasonable, but a game mode where it actually feels like an attack and defense is not an unreasonable request. Currently it's two sides attacking a neutral base, with the only Attack vs Defense part being who owns the district, which has little to no bearing on actual gameplay. I understand that the current maps are not conducive to the old Skirmish 1.0. However, existing maps and how the gameplay works around those maps is capable of producing an attack and defense situation if things are reworked properly9, which is what the players have been calling for since the removal of Skirmish 1.0
what happened to the game mode they said they were working on that allowed us to fight on multiple districts at once? I thought work was being done to make a game mode with extra large maps |
steadyhand amarr
shadows of 514
3424
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Posted - 2014.12.26 15:11:00 -
[152] - Quote
assuming PC has not changed all that much from when i stopped playing.
unless timers are removed you wont really get a lot of people playing. all that will happen and does happen is corps field their best 16, if they cant find their best 16 they just find ringers instead.
timers simply introduce a shift patter into gameing. the common argument is no timers mean people have leave eat and breath this game.
thats simply not true. unless you always keep the reward system as it is.
simply changing payouts (of what ever form) to hourly introduce a hack and hold mentality so even if you can only hold a space for an hour or two you get a payout that was worth it. (assuming you can beat the current squatters).
inevitably the bigger corps will try and hold land all the time and will have the membership count to do it, thus removing the need to have 16 allstars, and instead have a large membership count you can pool from to ensure you always have peopel to fight off an attack. leading to smaller corps executing raids and bigger corps trying to hold them off a good system where everybody wins and people only hold onto what they size to control.
will their be people who turn this system into a full time job...well yes you cant stop stuiped but over time that trained thinking will die out.
In regards to the new barges, make them something upgradable so players start out with a small tiny one, and it slowly builds up to something the size of the city, a clear root of progression will be needed so players can see how their performing and have some kind of attachment to what they own.
or even have it that players own their own MCCs that can deploy from corp owned warbargers
TLDR: timers need to be removed from PC to have any chance of growing...its a system thats never worked in any game iv played.
iv yet to see a logical argument that timers need to be kept outside of fear that no timers means chaos which is bull beucase EvE only users timers to tell people...you really need to be at pos at this time the initial fights can kick off anytime and thats where the fun lies
You can never have to many chaples
-Templar True adamance
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John Demonsbane
Unorganized Ninja Infantry Tactics
5019
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Posted - 2014.12.26 15:32:00 -
[153] - Quote
I'm not going to pretend I understand the grand scheme of PC but I totally agree with the above in that I can tell you that the one and only thing that persistently kept me out of PC was the timers.
Even in the dying days of LOI when it was really just us and Hellstorm and they had 1 or 2 districts on reasonable (read: non-Nyain San) timers, I never could get in because RL simply does not and will not ever allow for me to play a video game on a rigid schedule.
That alone will always keep a significant group of people out.
(The godfather of tactical logistics)
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Ares 514
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
1017
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Posted - 2014.12.26 19:39:00 -
[154] - Quote
Thor Odinson42 wrote:To me it's easy to give a district a window. You can upgrade it for stronger defenses thus allowing the window for attack to be smaller.
Unless you are an idiot you'd set the timers for your corporation's active times. CCP could make certain times used for hiding districts not available (during obvious inactive times for all of Dust). This is the easiest way to ensure that small groups can't control too much land no matter how good they are.
You need to change the whole timer model. Make timers cover much larger periods and make attacks happen within 1 hour etc so you can build a team that's online and launch an attack knowing who you have as well as knowing you won't always be facing the same 16 die hard guys that had 24/48 hours of notice to prepare and get any necessary ringers.
Also, Thor's points about involving B/C teams in PC via new mechanics would breath some fresh life into PC. Districts should flip more and battle lines be more fluid and those are the teams that should bring that to life instead of A team fighting the same A team time and again.
Overlord of Broman
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Vrain Matari
Mikramurka Shock Troop Minmatar Republic
2430
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Posted - 2014.12.26 21:31:00 -
[155] - Quote
TL:DR at bottom.
A primary design goal for a conquest/defend gamemode with persistence in a lobby FPS is balancing the innate advantage held by a small group of strong FPSers.
Our current system is in effect gifting small but strong corps the pass at Thermopylae for every battle. Furthermore the current implementation of Genolution clone packs allows that pass at Thermopylae to be teleported to every battle, offensive or defensive, close to home or far away.
In more open-world games(e.g. EVE), the zerg can balance the elites. That's not an option in DUST. But alternative balancing mechanics are possible: Financial/logistical limits to empire-building or other mechanics. We're going to have to propose & debate various mechanics meant to balance the power of small groups of strong players.
While we do this we'll need to keep in mind other important goals for Planetary Conquest:
- Immersion in and eventual integration with New Eden/EVE
- Broad participation by the DUST playerbase
- Meaningful gameplay, independent of the New Eden/EVE connection
- Gameplay that cannot be 'gamed' to avoid battles, e.g. district locking and timer games
- Rewarding, but not in a way that will unbalance Pubs
- Make a system where the players generate the content along with outrageous stories to boot
- Most importantly, fun. Challenging and engaging are also pretty much necessities for the premier gamemode that is meant to distinguish DUST from the common shooter.
It's a big ask to satisfy that list of criteria in a game as complex as DUST.
My take on CCP's 'personal warbarge' mechanic is that it's meant to address the issues in the above list. What i don't like about it is that it's a set of meta rules imposed on top of the already broken PC game mechanics. Players have pointed out ITT that at a fundamental level the proposed warbarge mechanics won't fix what's broken in PC, and won't bring a broader demographic to PC. Barring more information from CCP, we'll have to find another way.
A kick at the can for meaningful PC
Q. Why PC? What are we fighting for? A. The standard reason for war and atrocity: Strategic Resources extracted from planets. This means 'something' that will allow one corp to beat it's twin corp in a single battle, or seriously challenge a stronger corp. A 'must have' for any PC contender.
Doesn't matter what it is so long as it fits our list of design criteria. I'm going to suggest 'Weaponized Nanites' à la the 'Dust Wars' of Neal Stephenson's 'The Diamond Age'.
The Strategic advantage of 'Nanites': Apply DoT damage/healing to enemy/friendly warbarge or installations or vehicles or dropsuits. We can work out the details later, but it's a simple mechanic and easy to implement.
Please note that these 'Weaponized Nanites' cannot be used for Pubs, because Concord/Empires/Pirates would NUKE THE KITTENFUCK out of anyone who even joked about it.
Keep clones and their production infrastructure for obvious reasons.
Q. How do we handle the ability of the Elite corps to win individual timer-based matches for district ownership? A. We don't - they deserve that district because they are better than you are. If you decide to go mano a mano with them, you're foolish or brave. What we really need is a way to nip at their tendons - a pack of wolves bringing down a bear.
In other words, smaller(6v6, 8v8, 10v10 or 12v12) non-timer non-ownership battles. The outcomes of these pre-battles, if successful, would be persistent infrastructure damage: tacnet degradation, hack/rehack timer changes, RDV delivery times, CRU spawn times, Supply depot resupply rate, steal nanites, steal clones, etc. The debuffs would have to be small, but big enough so that if the district owner lost/noshowed for all pre-battles then they'd definitely feel it during the big timer-based district defense fight. Also, district owners could repair this damage...by spending Nanites ;)
The number of these raid attacks available against a district owner would be a function of the total districts held. Small landholders would have multiple opportuities to raid large landholders, but would face limited raids themselves.
Also, don't forget....if you hold more weaponized Nanites than they do, and you're a solid corp, they're going to have a serious fight on their hands.
Q. How do we get everybody involved? A. We need a contract system, for a couple of reasons.
District owners can contract out defense for those smaller annoying little non-timer pre-battles, or even a big timer-based defense contract if they needed to.
Corps who covet a district could hire smaller corps to harry the district owner with those non-timer pre-battles. Who knows Allies might even attack allies through the contract system, imagine the warroom dramas ;)
Contracts would replace Genolution packs in that small corps could engage in PC anywhere for non-timer based battles. If Clone-stealing was one of the small non-timer battle modes we could get rid of Genpacks altogether. Maybe any corp could have a small 'clone wallet' of say 200 clones or whatever, we can work it out if peeps think this is a good idea.
TL;DR
- Motivate PC via strategic military resources. Resources are 'Weaponized Nanites' and clones. Nanites do DoT damage/healing to MCCs or Installations or Vehicles or Dropsuits. 'Weaponized Nanites' cannot be used outside of PC.
- Add small(6-merc teams or bigger), optional(for the attackers) non-timer tactical battles designed to soften up enemies. Effects would be persistent but repairable with those Weaponized Nanites. More districts = more raid vulnerability.
- Get big corps employing smaller corps for all the above shenanigans: implement a contract system for PC battles.
PSN: RationalSpark
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Kain Spero
Goonfeet
4057
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Posted - 2014.12.27 00:25:00 -
[156] - Quote
Ares 514 wrote:Thor Odinson42 wrote:To me it's easy to give a district a window. You can upgrade it for stronger defenses thus allowing the window for attack to be smaller.
Unless you are an idiot you'd set the timers for your corporation's active times. CCP could make certain times used for hiding districts not available (during obvious inactive times for all of Dust). This is the easiest way to ensure that small groups can't control too much land no matter how good they are.
You need to change the whole timer model. Make timers cover much larger periods and make attacks happen within 1 hour etc so you can build a team that's online and launch an attack knowing who you have as well as knowing you won't always be facing the same 16 die hard guys that had 24/48 hours of notice to prepare and get any necessary ringers. Also, Thor's points about involving B/C teams in PC via new mechanics would breath some fresh life into PC. Districts should flip more and battle lines be more fluid and those are the teams that should bring that to life instead of A team fighting the same A team time and again.
I think what is needed is to have different types of attacks that follow different timer rules. I do agree that timers should be set to a 2 to 4 hour span instead of the current 1 hour attack window.
Attacks that happen in less than 24 hours should be fights to steal production from the districts (clones, resources, etc.) while I think that attacks for ownership should still occur with at least a 23 hour heads up. One of the reasons the A-teams are always used is because the stakes for battles are to the extreme (district ownership) and if you have lower stakes battles in PC it would give the opportunity for B/C teams to make a show.
Also, I think removing clone packs and replacing them with a corp-owned Warbarge that generates clones over time will do wonders to increase accessibility.
Owner of Spero Escrow Services
Follow @KainSpero for Dust and Legion news
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Ace Boone
Capital Acquisitions LLC
608
|
Posted - 2014.12.27 06:36:00 -
[157] - Quote
Kain Spero wrote:Ares 514 wrote:Thor Odinson42 wrote:To me it's easy to give a district a window. You can upgrade it for stronger defenses thus allowing the window for attack to be smaller.
Unless you are an idiot you'd set the timers for your corporation's active times. CCP could make certain times used for hiding districts not available (during obvious inactive times for all of Dust). This is the easiest way to ensure that small groups can't control too much land no matter how good they are.
You need to change the whole timer model. Make timers cover much larger periods and make attacks happen within 1 hour etc so you can build a team that's online and launch an attack knowing who you have as well as knowing you won't always be facing the same 16 die hard guys that had 24/48 hours of notice to prepare and get any necessary ringers. Also, Thor's points about involving B/C teams in PC via new mechanics would breath some fresh life into PC. Districts should flip more and battle lines be more fluid and those are the teams that should bring that to life instead of A team fighting the same A team time and again. I think what is needed is to have different types of attacks that follow different timer rules. I do agree that timers should be set to a 2 to 4 hour span instead of the current 1 hour attack window. Attacks that happen in less than 24 hours should be fights to steal production from the districts (clones, resources, etc.) while I think that attacks for ownership should still occur with at least a 23 hour heads up. One of the reasons the A-teams are always used is because the stakes for battles are to the extreme (district ownership) and if you have lower stakes battles in PC it would give the opportunity for B/C teams to make a show. Also, I think removing clone packs and replacing them with a corp-owned Warbarge that generates clones over time will do wonders to increase accessibility.
Shhh, he's trying to fix what you destroyed
Only loyal to the republic.
I'm nothing more than bittervet without a PS3.
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ADAM-OF-EVE
Dead Man's Game RUST415
1814
|
Posted - 2014.12.27 14:31:00 -
[158] - Quote
https://forums.dust514.com/default.aspx?g=posts&m=2529114#post2529114
for those that don't know how to use trello
All Hail Legion
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Thor Odinson42
Molon Labe. General Tso's Alliance
5596
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Posted - 2014.12.27 17:41:00 -
[159] - Quote
Ares 514 wrote:Thor Odinson42 wrote:To me it's easy to give a district a window. You can upgrade it for stronger defenses thus allowing the window for attack to be smaller.
Unless you are an idiot you'd set the timers for your corporation's active times. CCP could make certain times used for hiding districts not available (during obvious inactive times for all of Dust). This is the easiest way to ensure that small groups can't control too much land no matter how good they are.
You need to change the whole timer model. Make timers cover much larger periods and make attacks happen within 1 hour etc so you can build a team that's online and launch an attack knowing who you have as well as knowing you won't always be facing the same 16 die hard guys that had 24/48 hours of notice to prepare and get any necessary ringers. Also, Thor's points about involving B/C teams in PC via new mechanics would breath some fresh life into PC. Districts should flip more and battle lines be more fluid and those are the teams that should bring that to life instead of A team fighting the same A team time and again.
I really don't understand why more people don't see this. Just not enough people with interest and knowledge of how PC has played out.
Dust would really, really thrive if more people tasted some level of success in PC. I think it would help pubs too as more people would spend time doing PC. Some more fluidity would ease some of the stress of single battles too. As it stood with passive ISK a few losses would destroy corporations. Making it more about campaigns than single battles would help that situation.
Low payouts ensure that only the best are running decent gear.
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steadyhand amarr
shadows of 514
3429
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Posted - 2014.12.27 20:02:00 -
[160] - Quote
Kain points about different attack types is a valid middle ground. having raids that could be executed whenever to steal resources or damage production. problem is with timers again, you will either have a siutatino where its does not worth defending so you never get fighters, or it stings to much and you just end up with a second shift of 16 defenders....or the same 16 who now have a bigger shift to cover.
the key problem here is, corps will just use their 16 best/ringers regardless of what you do, its just how corp bosses think, PC right now could be fixed if they just used 16 anybodies but they dont, making the timers longer just means increases the likely hood of bosses making their 16 best stick around for longer compounding the problem.
I firmly believe that to make PC enganging a reward system needs to be implemented that encourages shear numbers over skill. what that probably horrifies a lot of smaller corps, it needed if the system allows smaller corps to commit raids to grab and bits and peaces off the bigger guys.
hell PC missions dont need to "wins". they need to be objectives.
lets assume for sake of example. PC is now needed to build corp warbargers by building and storing warbarge parts and then finally having somewhere building it. this can really only be achieved by big corp holding the ground or smaller corps all working together
corp A has the means to build warbarg if they can just get the parts. for example their warbarge needs a new engine.
they know that corp B has said engine parts in one of their warehouses. so they commit a bunch of guys to a raid. corp B quickly sends a defence force to discourage corp A from doing anything more cheeky like trying to cap the warehouse all together
corp A after a brief fire fight get the engine part they need and bug out before they send more experienced hands. they get what they are after with limited losses so they are happy corp B while pissed still only lost one item out of the warhouse rather than the whole thing
now in this salutation if corp B had not defended then the original corp could have snatched the whole warehouse which would have cost corp B a lot of progress and these pirates would be LoLing all the way to market.
This system forgos timers and instead encourages corps to only hold onto what they need while encouraging them to form multiple strike teams that can fight off attackers or go out and raid bits they need. big alliances and corps that have the manpower can also just flat out build warbarge fleets they need making it worth holding onto the land if you can do it.
is the system perfect no, its just an idea but its highlights kain points. PC does not need to be a win lose, its tired objectives, matches dont need to be about wins or losses they need to be about a bigger picture that allows people of all skills levels to have a role.
....note i realise with my above idea, you could also have the ability to literary steal a warbarge as it finishes production, the little 16 man pro team could still be a perfectly valid threat no matter the corp size and i just really like the idea of doing an ocean 11s style hijack of warbarge :P
edit: whoa this post ended up longer than i intended... the TLDR: move away from PCing matches and instead make it about objectives that build to a bigger goal
You can never have to many chaples
-Templar True adamance
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Stefan Stahl
Seituoda Taskforce Command
892
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Posted - 2014.12.27 21:05:00 -
[161] - 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? |
Kain Spero
Goonfeet
4062
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Posted - 2014.12.28 02:10:00 -
[162] - Quote
Stefan Stahl wrote: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?
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. Upgrading your merc quarters or your personal Merc vessel (not a personal capital ship, c'mon it's just silly) in this sort of End of Match vein I could see. In this vein I see Agent Jara actually as a good example of a personal upgrade and the direction the kinds of bonuses should take.
On the point of timers. Because we are in a lobby shooter you have to have some element of scheduling because having an empty fight when you are trying to get a fight really isn't that exciting or having all of your stuff taken while you are asleep isn't compelling gameplay.
Timer windows would make much more sense (2-4 hours) and be tied to district resource production. One of the reasons passive ISK generation was such a bad element of gameplay was because the output didn't scale with activity level. Districts need to produce something of value that is separate from clones and this needs to be actively extracted. While this extraction is occurring players with a Corp Warbarge in range (or maybe just anyone with a Corp Warbarge) can raid this extraction in order to steal the resources.
Owner of Spero Escrow Services
Follow @KainSpero for Dust and Legion news
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MINA Longstrike
Kirjuun Heiian
1811
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Posted - 2014.12.28 02:16:00 -
[163] - Quote
I think bonuses for warbarges need to be handled carefully, I wouldn't mind seeing stuff like +4/mb bandwidth that would allow a player to have *an* uplink out while they're guarding a point as a heavy. But I don't want more generic damage /armor etc.
Maybe stuff like shortened scanner cool down, or -3secs on uplinks or the like. Small powerful bonuses that *arent* related to damage / health or ewar.
Hnolai ki tuul, ti sei oni a tiu. Kirjuun Heiian.
I have a few alts.
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Kain Spero
Goonfeet
4062
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Posted - 2014.12.28 02:16:00 -
[164] - Quote
Reserved to explain active resource game mode (using either domination or skirmish).
Owner of Spero Escrow Services
Follow @KainSpero for Dust and Legion news
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Jaysyn Larrisen
OSG Planetary Operations Covert Intervention
1426
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Posted - 2014.12.28 02:42:00 -
[165] - Quote
steadyhand amarr wrote:Kain points about different attack types is a valid middle ground. having raids that could be executed whenever to steal resources or damage production. problem is with timers again, you will either have a siutatino where its does not worth defending so you never get fighters, or it stings to much and you just end up with a second shift of 16 defenders....or the same 16 who now have a bigger shift to cover.
the key problem here is, corps will just use their 16 best/ringers regardless of what you do, its just how corp bosses think, PC right now could be fixed if they just used 16 anybodies but they dont, making the timers longer just means increases the likely hood of bosses making their 16 best stick around for longer compounding the problem.
I firmly believe that to make PC enganging a reward system needs to be implemented that encourages shear numbers over skill. what that probably horrifies a lot of smaller corps, it needed if the system allows smaller corps to commit raids to grab and bits and peaces off the bigger guys.
hell PC missions dont need to "wins". they need to be objectives.
lets assume for sake of example. PC is now needed to build corp warbargers by building and storing warbarge parts and then finally having somewhere building it. this can really only be achieved by big corp holding the ground or smaller corps all working together
corp A has the means to build warbarg if they can just get the parts. for example their warbarge needs a new engine.
they know that corp B has said engine parts in one of their warehouses. so they commit a bunch of guys to a raid. corp B quickly sends a defence force to discourage corp A from doing anything more cheeky like trying to cap the warehouse all together
corp A after a brief fire fight get the engine part they need and bug out before they send more experienced hands. they get what they are after with limited losses so they are happy corp B while pissed still only lost one item out of the warhouse rather than the whole thing
now in this salutation if corp B had not defended then the original corp could have snatched the whole warehouse which would have cost corp B a lot of progress and these pirates would be LoLing all the way to market.
This system forgos timers and instead encourages corps to only hold onto what they need while encouraging them to form multiple strike teams that can fight off attackers or go out and raid bits they need. big alliances and corps that have the manpower can also just flat out build warbarge fleets they need making it worth holding onto the land if you can do it.
is the system perfect no, its just an idea but its highlights kain points. PC does not need to be a win lose, its tired objectives, matches dont need to be about wins or losses they need to be about a bigger picture that allows people of all skills levels to have a role.
....note i realise with my above idea, you could also have the ability to literary steal a warbarge as it finishes production, the little 16 man pro team could still be a perfectly valid threat no matter the corp size and i just really like the idea of doing an ocean 11s style hijack of warbarge :P
edit: whoa this post ended up longer than i intended... the TLDR: move away from PCing matches and instead make it about objectives that build to a bigger goal
Without facing with you on the details I have to say you have hit the meat of it for me, Steady.
Make the PC matches have real value by assigning relevant meta objectives to the victories. Simple ISK wars based on the outcomes of essentially an organized Skirmish match can't be resurrected as the answer.
Bottom line: Give me the capability to take something of real value and benefit from another corp and the capability to lose somethign of value that isn't simply ISK.
"Endless money forms the sinews of War." - Cicero
Skype: jaysyn.larrisen
Twitter: @JaysynLarrisen
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
6026
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Posted - 2014.12.28 02:50:00 -
[166] - Quote
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.
EVE Online is what you get when engineers attempt to create "fun" without consulting someone who comprehends the word.
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Vrain Matari
Mikramurka Shock Troop Minmatar Republic
2431
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Posted - 2014.12.28 03:10:00 -
[167] - 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. Agree Breakin. Although i'm hardcore anti-tiericide, we absolutely do not need another set of bonuses that vets have over noobs.
PSN: RationalSpark
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
6028
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Posted - 2014.12.28 03:17:00 -
[168] - Quote
Tiericide has a few benefits if applied only to dropsuits as was done to tank hulls. One of those benefits being FW suits for LP can be made more powerful than standard thus making them more worth grinding like Navy faction ship models in EVE.
Another being fewer database calls which will increase server performance.
Believe it or not dropsuit tiericide opens more options than it closes.
I'll open a thread on that later if you would like to discuss.
EVE Online is what you get when engineers attempt to create "fun" without consulting someone who comprehends the word.
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Stefan Stahl
Seituoda Taskforce Command
892
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Posted - 2014.12.28 14:38:00 -
[169] - 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. |
Pokey Dravon
OSG Planetary Operations Covert Intervention
4218
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Posted - 2014.12.28 17:48:00 -
[170] - Quote
https://forums.dust514.com/default.aspx?g=posts&m=2542736
See PDF for better visual representation: https://drive.google.com/file/d/0B6Pqc0ScXKN7emc3OUFScDJteEk/view?usp=sharing
- Player completion of Daily Missions generates Mission Points, or MP, which is pooled together in the War Barge and used to fuel War Barge functions.
- Personal Merc Quarters are stationed within the Corporate War Barge. Merc Quarters can be fit with a finite number of bonuses which benefit the player as an individual. The effectiveness of these bonuses is directly proportionate to the player's activity, and is ranked from 0-5 with 0 offering no benefit and 5 maximum benefit. Activity Rank is based off the MP of the player from the previous week, not enough activity will result in the rank going down, higher levels of activity will cause the rank to go up.
- The War Barge is the central headquarters of a corporation. Its primary function is Supply Logistics and Transportation of assets within New Eden. It can be constructed for a fee (Currency TBD) for any corp. Corps can only own one War Barge.
- The War Barge can be fit with a finite number of modules which run on cycles and benefit the corp as a whole. MP is spent to activate each module which has a different function, MP cost is dependent grade of the module, with higher tiered modules offering a higher benefit for a higher cost. Modules can boost the bonuses of the individual merc quarters, but also boost the Logistics of the War Barge in PC, specifically with the Logistics of Movement, Transportation, and Force Projection.
- Clone Vats Modules fit to the War Barge are used to generate Clone Packs at the cost of MP. Larger Clone Packs take more time to produce and cost more MP.
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
Dust514 // Podcast
www.biomassed.net
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Lady MDK
Kameira Lodge Amarr Empire
235
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Posted - 2014.12.28 20:45:00 -
[171] - Quote
https://forums.dust514.com/default.aspx?g=posts&t=186122&find=unread
Linking a PC/Raids thread.
Anyone getting annoyed by reading of the above post should consider the following.
I don't care so neither should you :)
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Talos Vagheitan
Ancient Exiles.
736
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Posted - 2014.12.28 22:07:00 -
[172] - Quote
Sick
Who cares what some sniper has to say
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Gabriella Grey
THE HANDS OF DEATH RUST415
223
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Posted - 2014.12.29 02:38:00 -
[173] - Quote
CCP Rattati. In your 2015 plans I didn't see anything about finishing what was started with vehicles. There has been a lot of great ideas floating around, and there has not been much update since your initial thread on the changes that will happen to vehicles. There were also a few CPM's taking questions etc about what could be done for vehicles but we haven't heard much feedback afterwards. Will there be any changes done coming in 2015 for vehicles and if so can you please give us vehicle users some information your team is willing to release.
Gabriella Grey
"Amarr Ace Pilot"
Saracen Squadron
7th Fleet Division
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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 -
[174] - 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 -
[175] - 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 -
[176] - 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 -
[177] - 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 -
[178] - 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 -
[179] - 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 -
[180] - 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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