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Thread Statistics | Show CCP posts - 15 post(s) |
Regis Blackbird
DUST University Ivy League
498
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Posted - 2014.12.30 07:56:00 -
[211] - Quote
Lady MDK wrote:Dreaming again but rather than 3 matches would a new version of skirmish 1.0 be workable where the objectives close in on the enemy base?
Stage 1 : hack one of the points around the base to choose your staging ground. Defenders can scout to try and find you and stop you gaining a hoothold.
Stage 2 : Attackers must hack several points may be the power grid, defence grid and communications.
Stage 3 : Storm the base, if the attackers out clone the enemy and the match ends but the defender retains the base and gets the chance to commit more clones to the fight. Succeed in infiltrating and hacking and you take the base. If the owner outclones the attacker the assault must be restarted.
I know I see a lot of people asking for the return of something like this. I don't know if it's a possibility even. But I like how the single match progresses, it's more open and seemless. Of course non of this maybe possible.
I do like the idea that an ambush is used to try and reduce clonecount.. raids could be used for the same thing.
I agree (I would also prefer to have a new game mode type, similar to Skirmish 1.0). But I understand it might be difficult to implement as it would be very different from the current game modes.
The suggestion with 3 consecutive games was meant as a workaround / placeholder until we can have something proper. I think it's importaint the defenders actually defends something, not just spawns far off (as the attackers) and have to hack their own objectives, like it's done today.
If everything is owned by the defending corporation at the start of match, it becomes a completely different game even with the current game modes we have today. Things like Turrets which are located closest to the enemy MCC, which are pointless today since they are neutral, will be strategical importaint. (The enemy might be forced to spawn tanks to take out the blaster turrets before infantry can enter the base, etc)
Attacking anything should feel like a uphill battle. Then the victory becomes so much sweeter.
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Kevall Longstride
DUST University Ivy League
2199
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Posted - 2014.12.30 09:16:00 -
[212] - Quote
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.
CPM 1 member
CEO of DUST University
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Celus Ivara
DUST University Ivy League
258
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Posted - 2014.12.30 13:37:00 -
[213] - Quote
Small post, but just want to say: A narrative excuse we can use for why Warbarges aren't visible/attackable in EVE is that they (usually) are located in very low orbit over planets. EVE ships (at least in gameplay) have never been able to get this close to planets; if we also add a line about their ships' sensors not being designed/optimized to scan in this area, we can handwave away a lot of the "invisible ships" issues people are bringing up.
I suppose that doesn't resolve the sub-question of "Where are the Warbarges when they're moving between systems/planets?", but it would resolve the rest. And heck, maybe down the line we want 'barges visible and semi-vulnerable during transit. |
Aeon Amadi
Chimera Core
7635
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Posted - 2014.12.30 14:13:00 -
[214] - 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.
Aeon's Links
In an effort to be "positive" I will agree to everything CCP does.
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Balistyc Farshot
Abandoned Privilege Top Men.
4
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Posted - 2014.12.30 18:27:00 -
[215] - Quote
Aeon Amadi wrote: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.
I do have an easy answer to the requests for new types of battle and it orients well to the new warbarges. I understand maps are not easy to make, test, and publish so why not simply take 2 or three of your city/factory map sections and connect them. Then since you have the environment changes in place now, paint the sky all metal and set wall boundaries. BAM! inside a ship map. No vehicle drops or orbitals because we're in a ship. Points can be in there, straight up ambush would work as well.
This works with the Warbarge because then we can fight in our ships as say a counter strike methodology. The issue with PC today IMO is that there are a few big fish and the little fish can't even swim in the lake. Give the smaller corps the chance to attack an alliance ship and have a ship battle to take their clones. Then the smaller corps have a reason to PC without a district.
It is also coding light, so minimal testing is needed!
Let me know what you think. Thanks.
One of the first murder logis - Who says medic's shouldn't have proficiency 5 on their Proto AR?
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Balistyc Farshot
Abandoned Privilege Top Men.
4
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Posted - 2014.12.30 18:36:00 -
[216] - Quote
Regis Blackbird wrote:[quote=Lady MDK]Dreaming again but rather than 3 matches would a new version of skirmish 1.0 The suggestion with 3 consecutive games was meant as a workaround / placeholder until we can have something proper. I think it's importaint the defenders actually defends something, not just spawns far off (as the attackers) and have to hack their own objectives, like it's done today.
If everything is owned by the defending corporation at the start of match, it becomes a completely different game even with the current game modes we have today. Things like Turrets which are located closest to the enemy MCC, which are pointless today since they are neutral, will be strategical importaint. (The enemy might be forced to spawn tanks to take out the blaster turrets before infantry can enter the base, etc)
Dream on, you crazy genius! We need more fuel on this fire.
I also think since you guys want corps to rotate through their players and play their b,c,d, and practice jersey lines, make it so you can only participate in one of the battles per character. This adds the strategy of, do I put my A team in the first wave and burn down the enemy clones or do I save them encase I need them for the 3rd wave. the attacking team can put their A team on the first wave then throw the second match and simply be burning and weakening an opponent. It will make alliances and mercenaries very popular and adds an element of strategy unlike any FPS.
Be aware that some people will fill their corp with alternates though, so debate on how to handle that if you like this path.
One of the first murder logis - Who says medic's shouldn't have proficiency 5 on their Proto AR?
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Sigourney Reever
Hyasyoda Terrestrial Acquisitions Firm
68
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Posted - 2014.12.30 23:55:00 -
[217] - Quote
I know that at this stage Dust development is occurring without changes to the EVE link, but the mobility issue has to be addressed.
Clones moving point to point is one thing. There is an existing New Eden process for that: Medical Clones, Jump Clones. Warbarges being a semi-permanent deployable structure however (or a ship, but clearly there's not enough development time to sort that out) is something completely different.
There simply has to be some sort of time and risk limitation to their deployability. As well as some other fundamental quantified variables:
Can Warbarges move planet to planet in a system, are they vulnerable to anything and is there any transport cost (time or $)?
Can Warbarges move system to system and if so why *wouldn't* they use the EVE stargates, thus becoming vulnerable?
Do Equipment and Vehicles take up space in the Warbarge?
At the very least it seems that Warbarges, if they're to exist in New Eden, should be visible to EVE ships. They're clearly intended to be occupying the same physical universe. They should have to deal with capsuleers in some manner, be it only visible to them (probably too little), or completely destructible by them (probably too much for an initial roll out).
New Eden interactions are very much shaped by geography.
Dust, when talking about moving something between New Eden planets and systems, should be as well. |
Maken Tosch
DUST University Ivy League
10613
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Posted - 2014.12.31 05:14:00 -
[218] - Quote
Sigourney Reever wrote:I know that at this stage Dust development is occurring without changes to the EVE link, but the mobility issue has to be addressed.
Clones moving point to point is one thing. There is an existing New Eden process for that: Medical Clones, Jump Clones. Warbarges being a semi-permanent deployable structure however (or a ship, but clearly there's not enough development time to sort that out) is something completely different.
There simply has to be some sort of time and risk limitation to their deployability. As well as some other fundamental quantified variables:
Can Warbarges move planet to planet in a system, are they vulnerable to anything and is there any transport cost (time or $)?
Can Warbarges move system to system and if so why *wouldn't* they use the EVE stargates, thus becoming vulnerable?
Do Equipment and Vehicles take up space in the Warbarge?
At the very least it seems that Warbarges, if they're to exist in New Eden, should be visible to EVE ships. They're clearly intended to be occupying the same physical universe. They should have to deal with capsuleers in some manner, be it only visible to them (probably too little), or completely destructible by them (probably too much for an initial roll out).
New Eden interactions are very much shaped by geography.
Dust, when talking about moving something between New Eden planets and systems, should be as well.
The problem with that is how to implement all of that. Here are questions to consider even if the Eve-Dust link is established.
1. What would be the war declaration mechanics between an Eve aggressor corp and a Dust defender corp? 2. What measures would be put in place for war deccing in order to discourage harassment of Dust corps by Eve corps? Remember that harassment in Eve Online is highly frowned upon by CCP. 3. What about the use of cynosural field generators that would enable a Dust warbarge to get around stargate camps? 4. Would they be of the covert cyno types or the regular types for cyno generators? Keep in mind that a cyno lights up on every Eve player's overview on the local system like a christmas tree. You might as well hold a sign that says "SHOOT ME!" 5. Would warbarges be exempt from being able to use inbound cynos in high-sec? Currently in Eve, inbound cynos can't light up in high-sec. Though a ship can cyno out of high-sec into low-sec. 6. Will the warbarges require a second player to cyno like Eve players have to?
And these are questions right off the top of my head. I'm sure there are more questions to be brought up. Given these questions, I can see now why CCP doesn't want to start with a Eve-Dust link at first. It's a complicated series of systems to account for and I'm sure it would take many months of planning, calculating, testing, adjusting, re-testings, and deployment. I don't really see an Eve-Dust link being established -- let alone expanded upon -- until maybe 2016.
On Twitter: @HilmarVeigar #greenlightlegion #dust514 players are waiting.
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Lady MDK
Kameira Lodge Amarr Empire
236
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Posted - 2014.12.31 17:32:00 -
[219] - Quote
Initially when I saw warbarges/flottilas and raids on the roadmap I suddenly considered a whole new angle of gameplay.
If the warbarges involved in PC and maybe even FW are all visible on the map of new eden and they have a jump range for moving about (maybe once or twice in the space of a few minutes then they have to recharge) as well as a range that mercs can be projected into action. You almost have a game in itself a bit like RISK or Slay in dust/eve terms.
Could you actually end up with flotillas facing off and raiding enemy and defending your own barges? prior to attempting to take a district maybe with the upper hand, maybe as the underdog?
I also thought about the possibility of cynos in eve for movement but i also considered that the new warbarge and flottila mechanics may very well be a way of removing the link to eve as far as gameplay goes. WTF? think about it if every one has their own warbarge why would we need a eve side person to deliver a bombardment. To start with this made me a bit sad as the link was a major sellin point in the early days but CCP have said Legion will have none at least to begin with.
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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Fox Gaden
Immortal Guides Learning Alliance
5615
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Posted - 2015.01.01 17:09:00 -
[220] - Quote
CCP Rattati wrote: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. This part worries me. From my perspective one of the most important things that PC needs to make it feel like you are conquering land, is to Make Location Matter! So getting away from using the Starmap raised a red flag and caused me to reread that paragraph several times.
It looks to me like you are trying to create a more user friendly interface for launching PC battles. I am fine with this on 2 conditions:
1)The number of jumps required to get from where you are launching the attack to each district is listed, so you can see which districts are close and which are farther away. At a minimum this is needed for immersion.
2)The star map needs to be left in to provide a way of seeing district ownership from a spacial point of view. To make people feel like they own land, they need to be able to see where that land is. Seeing it on a map is a lot more satisfying than seeing it on a Spreadsheet.
Here is how I think it should work:
Corporations with a high enough Corp Rating should be able to rent Districts in High Sec, or rent docking facilities for their Warbarge at High Sec stations, and when they launch attacks they should launch from those locations.
Have Clone mortality implemented as with the original implementation of PC, so the more jumps you have to take to get to the target district the more clones you lose in transit.
Once you own a district, you can launch attacks from any of your district locations, or rented High Sec facilities.
This makes choosing where to rent your High Sec docking facility a tactical decision, as it effects who you can attack. You will have new CEOGÇÖs poring over star maps trying to find a weak target and then trying to determine which High Sec system to rent space in to launch attacks on that target.
If you have Clones accumulate over time at the rented High Sec facilities, then it becomes an ongoing tactical play, even before a Corp actually gets their own PC district, as moving to another High Sec facility should also result in clone mortality so that moving to another High Sec facility on the other side of the Region will cause you to lose most of your clones and have to wait a few days to grow new clones before you can launch an attack.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Fox Gaden
Immortal Guides Learning Alliance
5615
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Posted - 2015.01.01 17:37:00 -
[221] - Quote
CCP Rattati wrote: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. And yet ruling out nothing for Legion Warbarges in 2018GǪ
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Fox Gaden
Immortal Guides Learning Alliance
5615
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Posted - 2015.01.01 17:48:00 -
[222] - Quote
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. Exactly! As I was saying in Post 219.
If you go with Warbarge Docking facilities at High Sec stations, you can have it display as Corporate Offices EVE side, to have a cross platform implementation without having to change anything in EVE. Then that gives the added advantage of providing hanger space for any EVE pilots you have in your Corp.
Cross platform / Benefit to EVE players / No Dev time on EVE side: Trifecta of Awesome!
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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The-Errorist
956
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Posted - 2015.01.01 20:49:00 -
[223] - Quote
I find the lack of mentioning new game modes, especially in the backlog, very disheartening. I would like a true attack/defend game mode like skirmish 3.0 or something with more elements like Hawken's seige mode.
MAG + Dust cb vet, an alt of Velvet Overkill & Agent Overkill AKA Enkouyami (Main PSN).
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KA24DERT
TeamPlayers Negative-Feedback
973
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Posted - 2015.01.01 20:50:00 -
[224] - Quote
CCP Rattati wrote:...We may also reduce the available Timers
Awesome, every district can have their timer changed, but only to x:00. This will mean that a corp that can reliably field a team 24 hours a day can hold 24 districts. If they want more than 24 districts, they'll need to be able to field 2 teams for at least one timer. If they want to sleep, then they can probably hold 12 districts, etc.
This will greatly reduce land hoarding and open up land for smaller corps.
Quote:and/or set Districts to fixed Timers that canGÇÖt be changed.
Um, no.
That will tie entire regions of space to corps that operate in certain timezones.
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Thor Odinson42
Molon Labe. General Tso's Alliance
5612
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Posted - 2015.01.01 21:07:00 -
[225] - Quote
KA24DERT wrote:CCP Rattati wrote:...We may also reduce the available Timers Awesome, every district can have their timer changed, but only to x:00. This will mean that a corp that can reliably field a team 24 hours a day can hold 24 districts. If they want more than 24 districts, they'll need to be able to field 2 teams for at least one timer. If they want to sleep, then they can probably hold 12 districts, etc. This will greatly reduce land hoarding and open up land for smaller corps. Quote:and/or set Districts to fixed Timers that canGÇÖt be changed. Um, no. That will tie entire regions of space to corps that operate in certain timezones.
Actually it would open it up for corps without (32) 6+ KDR players to grow their numbers and participate albeit with a different strategy than those small elite corps.
Without changing the timer mechanics you keep the power in the hands of a select few. And really the thing that's always stopped those groups is getting burnt out. A change in the mechanics of the timers benefits everyone.
Low payouts ensure that only the best are running decent gear.
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Eltra Ardell
Goonfeet Special Planetary Emergency Response Group
482
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Posted - 2015.01.02 06:56:00 -
[226] - Quote
Don't listen to Kane, he's a goon spy here to ruin DUST so it has to go to PC. |
KA24DERT
TeamPlayers Negative-Feedback
974
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Posted - 2015.01.02 08:36:00 -
[227] - Quote
Thor Odinson42 wrote:KA24DERT wrote:CCP Rattati wrote:...We may also reduce the available Timers Awesome, every district can have their timer changed, but only to x:00. This will mean that a corp that can reliably field a team 24 hours a day can hold 24 districts. If they want more than 24 districts, they'll need to be able to field 2 teams for at least one timer. If they want to sleep, then they can probably hold 12 districts, etc. This will greatly reduce land hoarding and open up land for smaller corps. Quote:and/or set Districts to fixed Timers that canGÇÖt be changed. Um, no. That will tie entire regions of space to corps that operate in certain timezones. Actually it would open it up for corps without (32) 6+ KDR players to grow their numbers and participate albeit with a different strategy than those small elite corps. Without changing the timer mechanics you keep the power in the hands of a select few. And really the thing that's always stopped those groups is getting burnt out. A change in the mechanics of the timers benefits everyone.
Reducing the amount of timers and expansion beyond Molden Heath will do a lot to allow small other corps to take districts.
Fixed timers will result in extreme stagnation. The different strategy is going to be what exactly? "Hey guys, let's be Australian"?
BAN ADVANCED GEAR FROM PUBS | Mass Driver Advocate
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Leither Yiltron
Molon Labe. General Tso's Alliance
1065
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Posted - 2015.01.02 10:29:00 -
[228] - Quote
Posted in a nearby thread, replicated here.
Leither Yiltron wrote:So community members are furiously masturbating collaborating on fundamental PC design. Here's an idea that I came up with that seems to have gone over well.
- Districts no longer hold clones, they hold MCC's. Control of a district is lost when the defender has no more MCC's remaining
- Defenders lose an MCC if they lose a battle on the district
- Attackers require an MCC and a "Clone block" (basically a single unit of an additional resource) to attack
- Attacks happen through a system other than direct clone movement; this is a full rework of part of the logistics subsystem that needs to be discussed
- Clone destruction is no longer the primary payoff determiner; this involves a full rework of the rewards subsystem that needs to be fleshed out and discussed
- In-game clone count for both teams is set at a reasonably high default. 150-180+ has been on the table for discussion.
The quick list of reasons:
- Simplification of attacking, defending, and attrition - The granularity of clone movements is an over complication that doesn't add much tactical value. Attrition rates are crazy hard-to-intuit calculations, and again don't add much tactical value. The new system is much simpler: You can attack a district, or you can't. You have defenses left on a district, or you don't.
- Removal of "unwinnable" games - Gameplay value is detracted when one team or another has to play a match with a critically low number of clones under the current system
- Separation of battle win-conditions and sovereignty/logistics in general. The intertwining of these systems makes balance a lot harder.
This theme of degranularization of PC resources is extensible, and should be applied throughout the redesign wherever possible. Complication for the sake of complication isn't necessarily more "tactical" or "strategic", and comes with its own share of pitfalls.
Long term roadmap by Aeon Amadi
Have a pony
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Joseph Ridgeson
WarRavens Capital Punishment.
3028
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Posted - 2015.01.02 21:15:00 -
[229] - Quote
Ahh, the Holiday craze is over and now I can reply. I hope you see it Rattati or I will cry.
1. Personal Warbarge I like this. To be quite honest I thought the Warbarge was the Warbarge and not your own though it never really mattered before; the Warbarge could have been filled with Gallente responsible for the disappearance of our beloved Heth and it wouldn't mean anything to me. Having something to upgrade is really quite cool, especially if it involves NOT SPENDING REAL MONEY. I understand that this is a business but please understand that to us, it is a game; we want to have fun rather than feel that there is a serpent around our necks and wallets. I digress.
I like the idea of upgrading your Warbarge to make you a little better. My only concern is how this causes power creep. SP is already a fairly big factor in this game so having another way that "I am better than you!" might cause a bit of a problem. I certainly like the idea though and am curious how it would work.
2. Matchmaking More matchmaking is always more better. Just make sure Scotty stays away from the absinthe so he doesn't fall asleep at the stick. For me, I hate getting in a battle that is over. It wastes everyone's time, especially my own dammit! However, I would still look into the problem of getting far, far less rewards for joining a battle just 2 minutes late compared to joining at the start. From my own experiences and from what my friends have experienced, joining a battle that is X% over will yield far, far, far less rewards that 100 - X rewards. I have joined dominations that were at 140/140 with maybe three blips taken away from MCC health and have gotten so little rewards even for doing well that now I always just leave a battle if isn't in the first 20 seconds.
The part I think is most interesting in the "faster to shoot people" is that the game was never meant to be ultra fast in this regard, at least it wasn't billed as such. Obviously things have changed but I find it funny that the game is moving more speed action based. Just something I noticed.
3. Planetary Conquest Imagine if Game of Thrones focused solely on Jon Snow sitting at the wall waiting for something to happen. Imagine if The Wire only followed McNulty as the stereotypical drunk cop. Going less pretentious, imagine if your friend walked past the beautiful lady obviously giving him 'the eyes' to go pick up on a woman barfing into the toilet while her bodybuilding, protective boyfriend lovingly holds her hair. I feel that is where CCP and in an extent you, Rattati, are poorly focused on.
Planetary Conquest sucks. Yes, it is interesting for the whole "EVE player sends a signal to DUST that causes a nuke to go off" but it is obnoxious to play. You can read here for my entire take on it. Why is this THE feature of DUST that everyone should strive for? If nothing else, you need to do make something that causes the critics to at least go "yeah it is annoying and I don't like it but it does have/give X."
I am curious where this Resource is going. Technically speaking, Assault Rail Rifles are something that only exist and are claimed by Mercenaries. Are you aiming for something that is useful for EVE players that DUST players can get? That sounds cool but there are some problems. I will tackle the stickiest last...
A. If I get this Resource and it is used by EVE players, I want to sell it. However, the problem is that there is no isk transfer and for damn good reason. A T1 Cruiser meant to be in a cheap fleet will cost several million. I have not played in a year or so but a T1 Cruiser with T1 stuff was about 10 million. If you lose it, oh well, no big deal. If I lose 10 million ISK, I lose about 20% of my total ISK. ISK is so much easier to get in EVE than in DUST. For DUST, it is probably about 1-1.5 million isk an hour if you are running ambush constantly. A Venture mining Veldspar will earn that on a completely fresh character and even a level 3 mission runner is at 86 million an hour. If this Resource was important, it would be both priceless and worthless. We don't have super expensive things to buy. Even expensive tanks at around 1 million ISK with a full Prototype suit probably don't hit over 1.4 million. That's a lot to DUST mercs but an EVE pilot sending 100 million isk is meaningless to them. A potential nightmare.
B. EVE players are going to be upset if this is a useful Resource for them. If it were needed for Tech 3 ships or something, you will **** off EVE players because "why do they get something that I need so much?!" While I kind of like the idea of the multi-platform, multiple-genre gaming universe, I can completely understand the annoyance of that EVE player. I would be annoyed if I had to play Candy Crush to get Forge Guns or something.
C. Big one. In regards to B and other gripes with PC, there are not enough players for this to work. How many DUST accounts log on for an hour a week? How many new accounts are created but then have a playtime of sub 10 hours? You are basing an economy item on a game that has a very bleak future unless something huge happens. Even discounting the fact that DUST is not great enough to stand out, the technology that DUST exists on is out of date. You are trying to connect EVE, a game that continues to grow and change, to a game on a console that will not be supported in another 3 years.
It is nice seeing this Roadmap. I hope this means that CCP (again, you) is being honest with us. Whether it is bad or good news, the only thing we want is the truth.
And yes, we can bloody well handle it.
"This is B.S! This is B.S! I paid money! Cash money, dollars money, cash money!"
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Avallo Kantor
SHAKING BABIES FACTION WARFARE ALLIANCE
427
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Posted - 2015.01.02 22:30:00 -
[230] - Quote
I'd like to chip in an idea I was thinking about as well on the availability of battles, and giving District owners a chance to become more active in their districts.
The basic idea is that when districts are able to make DUST Goo / Warbarge Fuel that it produces X / day. However, this amount can be increased by having a district be set to "Active" (It would require certain privileges to do)
When a District is set to "Active" it will remain so for the next 1 hour. (Note this "active" period cannot overlap with that district's "vulnerable" period) During this time it will passively produce an additional sum of DUST Goo / Warbarge Fuel / Clones (Depending on the infrastructure type)
To balance this out though the District becomes attackable during this "active" period by anybody who wishes to assault the District, which would cause Planetary Raids to be had. A Planetary Raid would be slightly different from Planetary Conquest in a number of ways: 1) It would be fighting over the resources produce / stockpiled there. A decisive victory could see the entire gain of the "active" period taken 2) A District could not switch hands during an "Active" period, but losses in the District could still make impact in later battles. 3) Planetary Raids would use some format of the Ambush Game Mode.
Ideally this game mode would be set up to promote very swift conclusions to the battles, and for the Attacker to walk away with some portion of the product relative to their performance. (Ranging from 0 - 100% of gained product)
The overall idea here is to promote Districts as a fighting ground for corps in a way that allows them to fight when they are active and profit from it while also allowing other entities to come and disrupt those activities. |
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Baal Omniscient
Qualified Scrub
2096
|
Posted - 2015.01.03 00:42:00 -
[231] - Quote
Kain Spero wrote:Kevall Longstride wrote:Just glad that you good people have a clearer idea of what some of the terms in the roadmap Trello now mean.
One of the things I'm most looking forward to is a greater sense of being in a Corporation that these features should help usher in. It's always been my hope that a stronger feeling of brotherhood, for lack of a better term, be created and easily maintained by CEO and directors.
One of my biggest annoyances about the PC mechanic as it was and still is at the moment, is the fact it was largely an elite few fighting for their own gain and not contributing to the larger corperation membership. Stronger corps in the game are the silver bullet when it comes to player retention. New UI such as corp adverts and finders should help tell new players about player run corps and the benefits they have over the NPC ones.
I know I'm speaking for the rest of the CPM when I say we're looking forward to your feedback on all this.
At the same time talent pooling is a very real and problematic part of planetary conquest even today. One of my concerns is that by giving 'corp-wide' bonuses to compel people into corps you could very well end up with a stronger incentive for the 'elite' to all just aggregate into one super corp. I'm having flashbacks to when Global Conflict and Betamax Beta did something similar....
Edit: Shame there aren't many around anymore who remember those days...
Winmatar Assault, Proficiency 5 SMG's & Proficiency 5 Swarms Since Uprising 1.0
I GÖú Puppies
(Gê¬n+Ç-´)GèâGöüGÿån+ƒ.*pâ+n+ín+ƒ.
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CommanderBolt
KILL-EM-QUICK RISE of LEGION
2926
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Posted - 2015.01.03 03:09:00 -
[232] - Quote
As nice as reading about all of this is, I am very cautious for good reason. I notice that this is a vision so that generally translates to "prepare to be disappointed".
Unless something big happens soon this is basically news to us that Legion is vapour-ware and did not get green-lit.
I want the best for DUST514 and for CCP but you have to all admit this is all very very strange considering not too many months ago we were basically told - DUST development would be coming to an end.
Vitantur Nothus wrote: Why hide a solution under frothy pile of derpa?
MY LIFE FOR AIUR!
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bloodthrist357
D3ATH CARD RUST415
0
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Posted - 2015.01.03 06:28:00 -
[233] - Quote
Ccp All of yaw is full of it .you telling me u don't know what's going on.I'm sick of it and I'm speaking for all the real gamers. When I say there nothing but cheaters on dust with there mod controller and hackers. you telling me you don't see excessive amount of kills with The combat ,ar and the scrambler. Your slow u can kick me if u want. That why everbody that a real gamer is going to destiny.I know you dont care bcuz your goal and the cheaters are to get the game on a damn computer anyway. obvious you don't play your own damn game Or u wouldn't seen the fufu stuff that's being said and going on.I'm a vet on here and everybody knows what's going on.till you fit it im not going to play.You might as well pull the plug and open up the legion. P.s good money on a game to get ran by lames that really cant play |
MINA Longstrike
Kirjuun Heiian
1831
|
Posted - 2015.01.03 09:13:00 -
[234] - Quote
bloodthrist357 wrote:Ccp All of yaw is full of it .you telling me u don't know what's going on.I'm sick of it and I'm speaking for all the real gamers. When I say there nothing but cheaters on dust with there mod controller and hackers. you telling me you don't see excessive amount of kills with The combat ,ar and the scrambler. Your slow u can kick me if u want. That why everbody that a real gamer is going to destiny.I know you dont care bcuz your goal and the cheaters are to get the game on a damn computer anyway. obvious you don't play your own damn game Or u wouldn't seen the fufu stuff that's being said and going on.I'm a vet on here and everybody knows what's going on.till you fit it im not going to play.You might as well pull the plug and open up the legion. P.s good money on a game to get ran by lames that really cant play
Destiny isn't a very good game, It's short, repetitive, lacks content and is ALREADY selling dlc.
I'm sorry you're not very good at dust.
Hnolai ki tuul, ti sei oni a tiu. Kirjuun Heiian.
I have a few alts.
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Kain Spero
Goonfeet
4131
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Posted - 2015.01.03 11:15:00 -
[235] - Quote
One of the other things that caught my eye in the road map was the idea of fixed timers. My understanding from taking to the CPM is that these fixed timers would work just as they do today except you can never adjust them. The current timers would be scrambled and randomized based on the average % of active players online in a given hour, so basically any current district holdings would be nullified. All of this to remove the function of 'hiding' a district from attack.
Probably the only real 'abuser' of timer 'hiding' is Nyain San and their ownership share has been decreasing steadily since it's height of over 40% in General Tso down to 20% today with the removal of most passive ISK. Some folks are so keen to fix this problem they seem willing to cut off their nose to spite their face.
Forcing players into a system that removes their ability to set a time when they feel best capable of playing on the land they own because of a minority of players trying to game the system seems like a vast overreaction. Adding reasonable rules on how timers can be changed? Sure. Removing the ability of adjusting your land's timer entirely? Heck no
Owner of Spero Escrow Services
Follow @KainSpero for Dust and Legion news
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Celus Ivara
DUST University Ivy League
259
|
Posted - 2015.01.03 13:08:00 -
[236] - Quote
Avallo Kantor wrote:I'd like to chip in an idea I was thinking about as well on the availability of battles, and giving District owners a chance to become more active in their districts.
The basic idea is that when districts are able to make DUST Goo / Warbarge Fuel that it produces X / day. However, this amount can be increased by having a district be set to "Active" (It would require certain privileges to do)
When a District is set to "Active" it will remain so for the next 1 hour. (Note this "active" period cannot overlap with that district's "vulnerable" period) During this time it will passively produce an additional sum of DUST Goo / Warbarge Fuel / Clones (Depending on the infrastructure type)
To balance this out though the District becomes attackable during this "active" period by anybody who wishes to assault the District, which would cause Planetary Raids to be had. A Planetary Raid would be slightly different from Planetary Conquest in a number of ways: 1) It would be fighting over the resources produce / stockpiled there. A decisive victory could see the entire gain of the "active" period taken 2) A District could not switch hands during an "Active" period, but losses in the District could still make impact in later battles. 3) Planetary Raids would use some format of the Ambush Game Mode.
Ideally this game mode would be set up to promote very swift conclusions to the battles, and for the Attacker to walk away with some portion of the product relative to their performance. (Ranging from 0 - 100% of gained product)
The overall idea here is to promote Districts as a fighting ground for corps in a way that allows them to fight when they are active and profit from it while also allowing other entities to come and disrupt those activities. Though I'm not completely sold on the rest of the proposal, the core idea of defenders being able to make their district immediately vulnerable, with some encouragement to do so, is one of the best ideas I've ever heard for improving PC. (Not a full fix of course, but a potentially very engaging new addition to PC.)
A caveat: We'd have to be careful about the execution on the mechanic, else it'll be vulnerable to the same district locking issues we had before. |
Regis Blackbird
DUST University Ivy League
508
|
Posted - 2015.01.04 10:14:00 -
[237] - Quote
Fox Gaden wrote:CCP Rattati wrote: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. This part worried me. From my perspective one of the most important things that PC needs to make it feel like you are conquering land, is to Make Location Matter! So getting away from using the Starmap raised a red flag and caused me to reread that paragraph several times.
This part worries me as well. I really like the star map, and if anything I think it is under-utilised.
Until we know more information, I choose to read his quote as follows:
CCP Rattati wrote: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.
So, if you don't have any districts, you can initiate attacks from a list rather than the star map. If you already have districts, you can use the star map as before.
Actually, I would prefer if we can bring up detailed information (I.e list) on the top 10(?) corps for each level of the star map. We already have basic information showing in the lower left corner, which just shows how large percentage each corp has. Imagine if you could press triangle (or something) and get a detailed view as Rattati suggests? A view from which you can also launch attacks from. |
Jadd Hatchen
KILL-EM-QUICK
746
|
Posted - 2015.01.05 14:59:00 -
[238] - Quote
CCP Rattati wrote:Dear players
...{Lots of stuff about warbarges.}
So my take-away from this is one major thing...
You are trying to DIVEST (or separate) DUST from EVE even further! First the moar orbital support strikes without needing any EVE players to do it, now the warbarges and district benefits without any need for EVE pilots to be interested in either escorting, blowing them up or gaining any reason to want to participate in DUST at all.
Basically you are back-peddaling from the one thing that makes this game a breakthrough in the gaming industry (a cross-over link between an existing PC universe to a console gaming universe) and moving forward with destroying that linkage...
The second take-away I get is that you believe there is TOO MUCH ISK in the game and you need to create colossally expensive things like warbarges to "sink away" some of that extra ISK. But since the warbarges don't sound like they will be destroyable, then that sink will only be temporary and the original "faucet" problem that needs to be addressed is still there.
Way to go with the for-sight in your roadmap! (That's sarcasm.) In the first 5 seconds of reading it I already see semi-truck sized holes in it. I'm really disappointed in your directors at this point. 8(
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Soraya Xel
Abandoned Privilege Top Men.
5213
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Posted - 2015.01.05 18:32:00 -
[239] - Quote
Jadd, in some ways, the war barge system may be, in fact, a step closer to EVE in some respects. While there's no plan for war barges to exist in EVE *right now*, if you recall the discussion of PC 2.0 at EVE Vegas over a year ago, the system they described with EVE/DUST interaction did include war barges. War barges would need to exist in both games to some respect, and the plan laid out was extremely complicated. Starting to create the war barge system in DUST now, and over the next year, may lay down some of the framework to eventually, someday, hopefully have more EVE integration.
It's just not the primary focus right now.
As a note, the main ISK faucets that were being exploited in the game ARE off. Being passive PC ISK and starter character farming. There's still a lot of ISK in the system, though much of that will burn off over time.
CPM1 Elect. Thanks for all your support. [email protected] for ideas, thoughts, and feedback.
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Pokey Dravon
OSG Planetary Operations Covert Intervention
4278
|
Posted - 2015.01.05 19:26:00 -
[240] - Quote
I agree. I think War Barges should eventually become an asset that EVE players can interact with in various (and sometimes splodey) ways. However there is a need for a workable system in Dust to properly fix PC, and it is more important that we worry about making that work before linking it to EVE directly. The key of course is to make sure that the system is actually capable of being worked into EVE integration, even if the actual implementation is later down the road.
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
Dust514 // Podcast
www.biomassed.net
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