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Author |
Thread Statistics | Show CCP posts - 7 post(s) |
Kaze Eyrou
DUST University Ivy League
1743
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Posted - 2015.01.16 14:02:00 -
[31] - Quote
Thanks for the update on what experimental weapons will be. Can't wait to get them...
Or rather, as I read this thread, possibly make them?! The crafter in me is going to very pleased.
CB Vet // Logi Bro // @KazeEyrou
Kaze's Helpful Links
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Booby Tuesdays
Ahrendee Mercenaries
1208
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Posted - 2015.01.16 14:46:00 -
[32] - Quote
I would change the requirements to Specialist = Prof 1, Experimental = Prof 3, and Officer = Prof 5. Provides motivation to reach end game with weapons.
Am I to understand that Proto, Experimental, and Officer all have the same fitting requirements as well?
I like the idea of crafting my own weapons, but my concern is Proto stomps turning into Experimental stomps. Lots of folks have so much ISK that they can run Proto from now until Dust dies. How easily can these people, and no lifers in general, craft experimental weapons and gear based on your tentative drop rates of precious materials?
+1 overall. Good stuff!
Half-Assed Forum Warrior / Half-Decent Commando / Damn Good Logi / Matari Loyalty 7
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Regis Blackbird
DUST University Ivy League
559
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Posted - 2015.01.16 15:10:00 -
[33] - Quote
CCP Rattati wrote:shaman oga wrote:Is there a need for a blueprint (not bpo or bpc, i mean construction scheme) to have access to certain items or are them already in a list and ready to be created, as long as we provide materials?
We basically don't want to make EVE again, so this will be simpfied without blueprints schematics. Simple designs first, then iterative if we want more complexity. Let's not start with complexity (or juts go play EVE )
On the topics of BPOs, I would absolutely love if we can manufacture higher tier BPC versions out of our BPOs. Basically Normal ADV (or PRO) suites with the same skins as the BPO (perhaps different eyes?).
I really like my Raven and Templar suites (mainly for their looks), but I find myself not using them much since they are only standard (as a BPO should be). Please let me pay a small ISK cost (and/or resources) and let me run these suites in a competitive match.
Basically you would achieve: - Let us manufacture from BPOs, something we have screamed about for a long time - Increaced the value of the BPOs to something more than just eye candy, possibly leading to more AUR sales. - Introduce another ISK (+resources?) sink to the game
The actual conversion mechanic could be the same.
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Breakin Stuff
Internal Error. Negative-Feedback
6480
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Posted - 2015.01.16 15:37:00 -
[34] - Quote
I think a good inspiration for experimental or specialist weapons would be the black eagle assault rifle.
It's really not more potent than a duvolle
But you can carry it in a sidearm slot.
Instead of making the weapons clearly better, why not let players have weapons that "Break" the normal conventions?
Tactical flexibility should be the watchword of the specialist weapon, rather than power.
Also, found the logi tourist! Please cry directly into the bucket. -Ripley Riley
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DeathwindRising
ROGUE RELICS VP Gaming Alliance
796
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Posted - 2015.01.16 16:01:00 -
[35] - Quote
Pagl1u M wrote:DeathwindRising wrote:. we will really need a player market. we will have it. Read this.
That's different. That's a simple trade window.
I want a list of items people want to sell and how much they're selling it for. I also want to know how many they have in stock.
If this doesn't happen... The we will start seeing our chat channel filling up with people trying to sell and buy stuff. Maybe entire channels dedicated to it. But it's not practical to do it that way. We need a player market place |
Nirwanda Vaughns
1219
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Posted - 2015.01.16 16:19:00 -
[36] - Quote
CCP Rattati wrote:shaman oga wrote:Is there a need for a blueprint (not bpo or bpc, i mean construction scheme) to have access to certain items or are them already in a list and ready to be created, as long as we provide materials?
We basically don't want to make EVE again, so this will be simpfied without blueprints schematics. Simple designs first, then iterative if we want more complexity. Let's not start with complexity (or juts go play EVE )
being able to throw our BPOs into the mix to perhaps get 'Dragonfly' Scout Gk.0 consumable suits would be pretty nice :D
Never argue with an idiot. they bring you down to their level and beat you through experience
proud C-II bpo owner
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Hawkings Greenback
Red Star.
265
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Posted - 2015.01.16 16:55:00 -
[37] - Quote
Really looking forward to some of the changes that are going to happen, especially the warbarge side.
If you are able to 'craft' weapons will we be able to apply the same techniques to 'crafting' equipment ???
Mainly running as a Logi I generally don't throw a top tier weapon on my suit but equipment wise I will pack as much as possible. So can specialist/officer equipment be a thing?
But every night I burn.
Screaming the animal scream.
Every night I burn.
Dreaming the crow-black dream
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Soldner VonKuechle
SAM-MIK General Tso's Alliance
1380
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Posted - 2015.01.16 17:19:00 -
[38] - Quote
Industry???
In my DUST???
Ratatti, which email should i use to just give you guys my farm's bank account info?
+1(xn^N)
1 Warbarge. 5 market networks. Proto for everyone!
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Avallo Kantor
SHAKING BABIES FACTION WARFARE ALLIANCE
429
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Posted - 2015.01.16 19:16:00 -
[39] - Quote
To what degree will a mercenary be able to specialize into manufacturing in this current setup?
-How will selection of what to produce be chosen? Will it be random, racial, or specific to one weapon? How will variants work? (Assault Scrambler vs Reg Scrambler)
-Will players be able to craft non-weapon components? (Big points being Tanks, Dropships, and Dropsuits)
-How much [resource] / activity will be required for "constant" production? Is this amount feasible in relation to how much is expected to be gained?
- - On this point I am not so concerned with exact numbers, as I am with planned comparisons. For example, can an [average] player be expected to keep a factory constantly stocked (with a similar level of [resource] production) As well as saving up some for upgrades? Or will production require a "full dedication" to that and only that, foregoing other forms of spending [resource]
-Consideration: Will it be possible to have production of "lesser" items? For example: Could a newer player be able to produce a larger quantity of std / adv gear? (For example producing 10 std in lieu of every 1 regularly produced item?) |
Atiim
Titans of Phoenix
15110
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Posted - 2015.01.16 19:29:00 -
[40] - Quote
CCP Rattati wrote:Wilhelm Klingspor wrote:Is it possible to have icons for the "Officer" and the "experimental" variants of the stuffs? Like adv and proto? I know its minor but hey. We are still classifying them as "prototype" tier, it may be confusing to add new icons, but maybe a "star" on the proto tag... How about a Star and Purple Tag?
The 1st Matari Commando
-HAND
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pumping up
Crux Special Tasks Group Gallente Federation
31
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Posted - 2015.01.16 19:41:00 -
[41] - Quote
Atiim wrote:CCP Rattati wrote:Wilhelm Klingspor wrote:Is it possible to have icons for the "Officer" and the "experimental" variants of the stuffs? Like adv and proto? I know its minor but hey. We are still classifying them as "prototype" tier, it may be confusing to add new icons, but maybe a "star" on the proto tag... How about a Star and Purple Tag?
Honestly, I think good new visual icons are the way to go. Like a chemical bottle for expirimental and star or stripes for officer. |
Hellari PoP
Brutor Vanguard Minmatar Republic
0
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Posted - 2015.01.16 22:25:00 -
[42] - Quote
CCP Rattati
Instead of using lolnanites
We should be able to buy minerals from the eve market then put them in our warbarge manaufacturing room and have it create things like dropships tanks and ect
That way we can have a weird link between us and eve |
Mordecai Snake
Sardaukar Merc Guild General Tso's Alliance
89
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Posted - 2015.01.16 22:27:00 -
[43] - Quote
Maybe color the name instead of the tag? It might be cool if every tier was colored.
Militia: Grey Standard: White Advanced: Green Proto: Blue Experimental: Purple Officer: Orange |
killian178
Random Gunz RISE of LEGION
78
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Posted - 2015.01.16 22:56:00 -
[44] - Quote
DeathwindRising wrote:Pagl1u M wrote:DeathwindRising wrote:. we will really need a player market. we will have it. Read this. That's different. That's a simple trade window. I want a list of items people want to sell and how much they're selling it for. I also want to know how many they have in stock. If this doesn't happen... The we will start seeing our chat channel filling up with people trying to sell and buy stuff. Maybe entire channels dedicated to it. But it's not practical to do it that way. We need a player market place Chat channel blkmrkt for all your officer weapon needs :)
Every commando k.o, every weapon at adv or above. Don't give a damn bout my kdr, I will kill you.
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Kain Spero
Negative-Feedback
4253
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Posted - 2015.01.16 23:53:00 -
[45] - Quote
I just hope with all the crafting and salvaging increases the need for a full player market is becoming apparent. So many systems in this game would be dramatically improved with a player market. I really do worry about the logistical burden that is going to be put on players trying to liquidate these items.
Owner of Spero Escrow Services
Follow @KainSpero for Dust and Legion news
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pumping up
Crux Special Tasks Group Gallente Federation
36
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Posted - 2015.01.16 23:57:00 -
[46] - Quote
Kain Spero wrote:I just hope with all the crafting and salvaging increases the need for a full player market is becoming apparent. So many systems in this game would be dramatically improved with a player market. I really do worry about the logistical burden that is going to be put on players trying to liquidate these items. That has been acknowledged already, hasn't it? |
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CCP Rattati
C C P C C P Alliance
15062
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Posted - 2015.01.17 00:05:00 -
[47] - Quote
Hawkings Greenback wrote:Really looking forward to some of the changes that are going to happen, especially the warbarge side.
If you are able to 'craft' weapons will we be able to apply the same techniques to 'crafting' equipment ???
Mainly running as a Logi I generally don't throw a top tier weapon on my suit but equipment wise I will pack as much as possible. So can specialist/officer equipment be a thing?
Modules and equipment, following some simple rules of "advantages"
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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Ripley Riley
Incorruptibles
6737
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Posted - 2015.01.17 01:20:00 -
[48] - Quote
CCP Rattati wrote:Their stats will be incrementally better than proto, 3% more damage, 10% clip and ammo, 10% better reload speed. How would the increase of clip and ammo work for weapons with purposefully small clips and ammo? Mass drivers, forge guns, sniper rifles. Will they get a larger than 10% increase? Just a flat +1 clip, +3 ammo capacity?
Just call me Ripple. Ripple Riley.
@Ripley_Riley
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DeathwindRising
ROGUE RELICS VP Gaming Alliance
796
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Posted - 2015.01.17 06:05:00 -
[49] - Quote
pumping up wrote:Kain Spero wrote:I just hope with all the crafting and salvaging increases the need for a full player market is becoming apparent. So many systems in this game would be dramatically improved with a player market. I really do worry about the logistical burden that is going to be put on players trying to liquidate these items. That has been acknowledged already, hasn't it?
No it had not. A simple trade function had been announced but that's hardly a full fledge player market |
Kain Spero
Negative-Feedback
4255
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Posted - 2015.01.17 09:20:00 -
[50] - Quote
DeathwindRising wrote:pumping up wrote:Kain Spero wrote:I just hope with all the crafting and salvaging increases the need for a full player market is becoming apparent. So many systems in this game would be dramatically improved with a player market. I really do worry about the logistical burden that is going to be put on players trying to liquidate these items. That has been acknowledged already, hasn't it? No it had not. A simple trade function had been announced but that's hardly a full fledge player market
Well, even a more dynamic way of exchanging goods and ISK than just a send item feature could be a big help. I'm just concerned with how much work it will be to monetize Warbarge production, and I'm just not looking forward to moving 1 stack of items at a time if that's how trading ends up.
Owner of Spero Escrow Services
Follow @KainSpero for Dust and Legion news
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DeathwindRising
ROGUE RELICS VP Gaming Alliance
797
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Posted - 2015.01.17 12:12:00 -
[51] - Quote
Kain Spero wrote:DeathwindRising wrote:pumping up wrote:Kain Spero wrote:I just hope with all the crafting and salvaging increases the need for a full player market is becoming apparent. So many systems in this game would be dramatically improved with a player market. I really do worry about the logistical burden that is going to be put on players trying to liquidate these items. That has been acknowledged already, hasn't it? No it had not. A simple trade function had been announced but that's hardly a full fledge player market Well, even a more dynamic way of exchanging goods and ISK than just a send item feature could be a big help. I'm just concerned with how much work it will be to monetize Warbarge production, and I'm just not looking forward to moving 1 stack of items at a time if that's how trading ends up.
Yea well, eve online only just recently got the ability to sell multiple items at once... So I wouldn't count o. That feature for another ten years lol |
Arkena Wyrnspire
Fatal Absolution
20841
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Posted - 2015.01.17 14:53:00 -
[52] - Quote
Ripley Riley wrote:CCP Rattati wrote:Their stats will be incrementally better than proto, 3% more damage, 10% clip and ammo, 10% better reload speed. How would the increase of clip and ammo work for weapons with purposefully small clips and ammo? Mass drivers, forge guns, sniper rifles. Will they get a larger than 10% increase? Just a flat +1 clip, +3 ammo capacity? I imagine Rattati was just giving rough ideas of numbers rather than definitively stating 'every weapon will have exactly this'.
Sometimes, one just has an overwhelming urge to throw a potato at someone.
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Baltasar Bruno
FACTION WARFARE ARMY FACTION WARFARE ALLIANCE
7
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Posted - 2015.01.17 16:05:00 -
[53] - Quote
Since the experimental weapons are, in fact experimental, they should have a rare chance to fail in battle. That would give some risk to using them.
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Radec fett
8
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Posted - 2015.01.17 16:14:00 -
[54] - Quote
CCP Rattati wrote:Sole Fenychs wrote:CCP Rattati wrote:2) All gear with "more powerful" stats, will be moved to the Warbarge Experimental Laboratory and classified as "Experimental", in other words "super-charged". This is the only place you can get them, not in any drops.
Their stats will be incrementally better than proto, 3% more damage, 10% clip and ammo, 10% better reload speed.
They will be categorized as metalevel = tier+2 and require proficiency level 2. Will Experimental gear only have slightly better stats or will it also have unique properties? It's kinda weird that there's the classes prototype and experimental, when both would imply on-off devices with unfinished specs. It's also funny that specialist weapons are easier to handle than ordinary weapons, considering that "specialist" normally implies something that is overall better but harder to use and easier to break, as well as possibly less versatile. I wonder if the intention for all of the quality levels was originally different, considering the weird names. Prototype - not mass manufactured, cutting edge Specialist - Custom prototype made for Factions to be as powerful as possible, issued to lower skilled faction fighters to make them more capable Experimental - reverse engineered blends of Officer and Prototype by scientists/engineers in Warbarges, from trying to copy and synthesize Officer weapons from Proto, basically hybrid blends. Officer - Master Crafted for heroic individuals by artificers (stolen, salvaged), sometimes the scientists actually manage to create a straight copy. We have designed a Focused Laboratory for later additions to the Warbarge, based on community ideas, such as combining Components-Nanites and Officer Weapon of wrong type to be converted to the the right type. Let's say I desire a officer AR and I only have an officer forge gun, this is just fake numbers Melt militia salvage to Nanites = 100 Nanites Officer Forge + 100 Nanites + Experimental Assault Rifle + 100 Components = Officer Assault Rifle and so...
Rattati, what if I want a Krins officer assault rifle instead of a Balacs assault rifle? Will we be able to choose wich type of officer rifle we want
All u will see is 2 slashes across your screen only to realize you have been killed by me,the minmatar scout with knives
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Devadander
Woodgrain Atari
182
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Posted - 2015.01.17 22:06:00 -
[55] - Quote
Hellari PoP wrote:CCP Rattati
Instead of using lolnanites
We should be able to buy minerals from the eve market then put them in our warbarge manaufacturing room and have it create things like dropships tanks and ect
That way we can have a weird link between us and eve
The way we are spread out across the starmap would make interesting spikes in the eve market too. Give dead end systems a new role, increase demand for eve miners, give dusters a taste of eve minerals.
+1
"Lets group up and push an objective" ~ No blueberry ever
07-28-12 ~Deal with it~
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Vell0cet
OSG Planetary Operations Covert Intervention
2757
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Posted - 2015.01.18 07:13:00 -
[56] - Quote
I hate to be negative, because it's great to see development moving forward. I just think adding crafting to DUST is a massive waste of VERY SCARCE developer resources--especially when you have access to the richest virtual economy in gaming history via EVE. Crafting should be done in EVE. CCP has spent over a decade designing, balancing and debugging their crafting system. It seems idiotic to duplicate that richness with a watered down version for DUST, especially when there is so much content that needs attention like capacitors, full racial parity, pilot suits, adding EVE-style Ewar, improving the game engine, etc. I'd rather you guys shelve this until Legion. Link up the economies of both games and let EVE players do the crafting. Let the mercs focus on shooting people in the face.
Best PvE idea ever!
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Joseph Ridgeson
WarRavens Capital Punishment.
3142
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Posted - 2015.01.18 10:03:00 -
[57] - Quote
Okay, I am confused.
What is your exact definition of a specialist and experimental? Is this new stuff that is going to be added or is this stuff that currently exists and is going to be moved?
IE, we have these three different items:
Viziam Drop Uplink: 6,464 ISK CPU/PG: 71/14 Spawn Time Modifier: +5% Max Spawns per Unit: 20
Viziam Quantum Drop Uplink: 10,575 ISK CPU/PG: 71/14 Spawn Time Modifier: +5% Max Spawns per Unit: 25
Viziam Flux Drop Uplink: 10,575 ISK CPU/PG: 71/14 Spawn Time Modifier: -21.3% Max Spawns per Unit: 20
As it stands, there is no reason to use the 'basic' Prototype Uplink over the Flux/Quantum other than them costing 63% more.
Would these types be considered 'experimental' and therefore not available on the market or will the Experimental/Specialist things be completely new?
"This is B.S! This is B.S! I paid money! Cash money, dollars money, cash money!"
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TRULY ELITE
Titans of Phoenix
283
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Posted - 2015.01.18 10:23:00 -
[58] - Quote
Expanding on experimental gear instead of being able to manufacture officer gear with a lv 5 skill have you thought about 'black market' weapons with inverted damage profiles? Having a shield SMG or armour eating ScP would be more balanced imo and keep the rarity of officer gear. Another idea would be to have a corp market were the CEO can have designated sellers which in turn could bring in a new role of being a manufactor for your corp which would allow you to arm people for PC etc. just a few ideas I could think of. However the unbalance in ISK in the game right now is pretty large, you shouldnt be able to make more than 15 experimental weapons a day, this would only need to apply if a market isn't made otherwise people with billions would make the game more gear> skill
Born Amarr, Pure Minmatar.
Assault, Commando, Logistics, Sentinel, Scout MK.0
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The True Inferno
Taiyou Corporation Proficiency V.
146
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Posted - 2015.01.18 10:50:00 -
[59] - Quote
Atiim wrote:CCP Rattati wrote:Wilhelm Klingspor wrote:Is it possible to have icons for the "Officer" and the "experimental" variants of the stuffs? Like adv and proto? I know its minor but hey. We are still classifying them as "prototype" tier, it may be confusing to add new icons, but maybe a "star" on the proto tag... How about a Star and Purple Tag?
Dude, I was thinken of the exact same thing, I was also thinking, for officer, what about a blue tag with a chevron in it?
ScP = GÖÑ
Burst AR all the way!
An Ace Pilot
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Flint Beastgood III
Dead Man's Game RUST415
1302
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Posted - 2015.01.18 12:59:00 -
[60] - Quote
DRT 99 wrote:I just remembered - what are the chances of getting the tactical scrambler pistol added to the amarr FW store? Id love to try this thing but relying on drop rates alone doesnt cut it.
I've got 100s, come see me when trading hits.
Skills - https://www.facebook.com/notes/flint-beastgood-iii/list-of-trained-skills/416505058477164
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