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nickmunson
Capital Acquisitions LLC Bad Intention
43
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Posted - 2015.01.27 09:41:00 -
[271] - Quote
also ccp, think , if you have a standard timer, for those who prime time is different like japans night time is. your forcing them to play american timers, if anything your looking at a possible lawsuit cause no where in your ula does it state that this is a primarily an american time game. the way you have it is fine, it calls for logistics just like on eve, eve people want to hit the russians they have to plan a week or two in advance, alarm clock that, make sure the approriate pilots will be available. this is no different on dust. your just listening to the dumbest qq in game so far to date.and if anything i will be on the foriegners side. because a set default timer forces other to grind while a select group does not have to do a damn thing. you call that balance? the game is balanced timer wise, just not as many foriegn players, and no one is to blame but your company and your advertising ability as well as sonys advertising of your game.do your self a favor save your time , effort and money, and just advertise to get a bigger player base in the regional timers that your lacking player count. like do i seriously have to tell you how to run a company correctly? so what if 65% if the players complain about timers,(all american timers) , to set a default is to single out, to single out people is possible and most likely a lawsuit, i know i would if you had it 12 hour different from when i played,
love me or hate me. you kill me i hunt you.
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Radar R4D-47
0uter.Heaven
877
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Posted - 2015.01.27 11:10:00 -
[272] - Quote
nickmunson wrote:also ccp, think , if you have a standard timer, for those who prime time is different like japans night time is. your forcing them to play american timers, if anything your looking at a possible lawsuit cause no where in your ula does it state that this is a primarily an american time game. the way you have it is fine, it calls for logistics just like on eve, eve people want to hit the russians they have to plan a week or two in advance, alarm clock that, make sure the approriate pilots will be available. this is no different on dust. your just listening to the dumbest qq in game so far to date.and if anything i will be on the foriegners side. because a set default timer forces other to grind while a select group does not have to do a damn thing. you call that balance? the game is balanced timer wise, just not as many foriegn players, and no one is to blame but your company and your advertising ability as well as sonys advertising of your game.do your self a favor save your time , effort and money, and just advertise to get a bigger player base in the regional timers that your lacking player count. like do i seriously have to tell you how to run a company correctly? so what if 65% if the players complain about timers,(all american timers) , to set a default is to single out, to single out people is possible and most likely a lawsuit, i know i would if you had it 12 hour different from when i played, You dont understand at all how this is going to work apparently. PC when it released was a massive land grab with people getting as much land as they could and changing the timers to suit themselves. Luckily at that time we had a playerbase of around 40k so there was a good player base for all regions and time zones. So balance was had with corps attacking corps based on their timers. However we now have a player base of 10k or less. the main players are North American, followed by EU then Asia. The goal is to make timers have a default time for the district to make sure there is always a districts to attack at different time zones. This in theory will allow a broader timer placement instead of our current 00:00-05:00 (117 Districts) and 12:00-13:00 (37) making up 63% of our districts. So the 245 districts will be split evenly between all 23 hours of the day making each hour have 10.7 districts in that hour. If the community lets that shift it shifts gradually based on activity and not by instantaneous transfer.
Example- Nyain San taking a district out of thier timezone and instantly setting it to 12 thus unattainable by defenders to attempt to retaliate. The goal is when the attackers take a district they have logistical issues trying to achieve a timer that suits them. This gives defenders a chance to retake the land. Should the New owner be able to defend the district at this default timer they are rewarded by being allowed to slowly adjust the timer to something more suited to them.
This gives foreigners, as you say, protection against a team that is "alarmclocking" to quickly take the district and change it to something unattainable. Again everyone can still "alarmclock" to take a district but if its a timer that is well out of reach of your corps comfort zone you will have to prepare to get up multiple days in a row to defend till you can spend the cp to get it to a more manageable timer. |
nickmunson
Capital Acquisitions LLC Bad Intention
44
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Posted - 2015.01.27 11:54:00 -
[273] - Quote
also you guys are forgetting eve bonuses for all of this. make it worth while. if your gonna bring something this big to game . then make it worth while on dust and EVE. id like better bonuses and/or more bonuses then we currently get eve side. you want to see dust progress cater to the eve players cpm, ccp caters to them, you get eve interested in dust it will get ccp more involved as well. it works both ways. as of right now the bonuses are gay, and i could contract my eve toon to the highest paying corp to pay me to drop bombs for the battle then drop tags. as of right now, no corp or alliance in game has enough power in game to get the obs, which are a game changer. ask war ravens, they lost a 1.6 mil pod yesterday. you want to make the game bigger, get more eve involved, they will prolly try dust out as well thus increasing player basis on dust. pos bonus gay, indy bonus kinda cool. production lab nothing,
love me or hate me. you kill me i hunt you.
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nickmunson
Capital Acquisitions LLC Bad Intention
44
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Posted - 2015.01.27 11:59:00 -
[274] - Quote
Radar R4D-47 wrote:nickmunson wrote:also ccp, think , if you have a standard timer, for those who prime time is different like japans night time is. your forcing them to play american timers, if anything your looking at a possible lawsuit cause no where in your ula does it state that this is a primarily an american time game. the way you have it is fine, it calls for logistics just like on eve, eve people want to hit the russians they have to plan a week or two in advance, alarm clock that, make sure the approriate pilots will be available. this is no different on dust. your just listening to the dumbest qq in game so far to date.and if anything i will be on the foriegners side. because a set default timer forces other to grind while a select group does not have to do a damn thing. you call that balance? the game is balanced timer wise, just not as many foriegn players, and no one is to blame but your company and your advertising ability as well as sonys advertising of your game.do your self a favor save your time , effort and money, and just advertise to get a bigger player base in the regional timers that your lacking player count. like do i seriously have to tell you how to run a company correctly? so what if 65% if the players complain about timers,(all american timers) , to set a default is to single out, to single out people is possible and most likely a lawsuit, i know i would if you had it 12 hour different from when i played, You dont understand at all how this is going to work apparently. PC when it released was a massive land grab with people getting as much land as they could and changing the timers to suit themselves. Luckily at that time we had a playerbase of around 40k so there was a good player base for all regions and time zones. So balance was had with corps attacking corps based on their timers. However we now have a player base of 10k or less. the main players are North American, followed by EU then Asia. The goal is to make timers have a default time for the district to make sure there is always a districts to attack at different time zones. This in theory will allow a broader timer placement instead of our current 00:00-05:00 (117 Districts) and 12:00-13:00 (37) making up 63% of our districts. So the 245 districts will be split evenly between all 23 hours of the day making each hour have 10.7 districts in that hour. If the community lets that shift it shifts gradually based on activity and not by instantaneous transfer. Example- Nyain San taking a district out of thier timezone and instantly setting it to 12 thus unattainable by defenders to attempt to retaliate. The goal is when the attackers take a district they have logistical issues trying to achieve a timer that suits them. This gives defenders a chance to retake the land. Should the New owner be able to defend the district at this default timer they are rewarded by being allowed to slowly adjust the timer to something more suited to them. This gives foreigners, as you say, protection against a team that is "alarmclocking" to quickly take the district and change it to something unattainable. Again everyone can still "alarmclock" to take a district but if its a timer that is well out of reach of your corps comfort zone you will have to prepare to get up multiple days in a row to defend till you can spend the cp to get it to a more manageable timer.
like i said a waste of time, effort and money, when the money they are using to pay their workers on this project could just as easliy be used in advertising their game more. god for bid a business does business stuff. the highest player base games are that way due to good advertising, the game could be the way it use to be with 40k player base. but ccp would actually have to do work and not let the players do it for them. free labor.
love me or hate me. you kill me i hunt you.
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steadyhand amarr
shadows of 514
3513
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Posted - 2015.01.27 12:28:00 -
[275] - Quote
Man hide posts is really useful function =ƒÿå
You can never have to many chaples
-Templar True adamance
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Vrain Matari
Mikramurka Shock Troop Minmatar Republic
2458
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Posted - 2015.01.27 13:03:00 -
[276] - Quote
Arkena Wyrnspire wrote:Kevall Longstride wrote:How long do you think you and your 20-25 fiends will hold out against a corp of several hundred, well motivated players?
I can see the elites holding out just fine. 'Several hundred players' sounds so grand, but in the end it's 16v16. It doesn't matter how many average players are in the attacking corp, if there's a solid A-team in the defending corp the defending corp will do just fine. ^ This is the driving dynamic of our lobby-based FPS.
This is also the reason raids need to have tactical value in terms of softening up the target in later fights: the non-elites become valuable because they can potentially put the A-team in a better position for the big fight.
PSN: RationalSpark
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Breakin Stuff
Internal Error. Negative-Feedback
6793
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Posted - 2015.01.27 14:07:00 -
[277] - Quote
Vrain Matari wrote:Arkena Wyrnspire wrote:Kevall Longstride wrote:How long do you think you and your 20-25 fiends will hold out against a corp of several hundred, well motivated players?
I can see the elites holding out just fine. 'Several hundred players' sounds so grand, but in the end it's 16v16. It doesn't matter how many average players are in the attacking corp, if there's a solid A-team in the defending corp the defending corp will do just fine. ^ This is the driving dynamic of our lobby-based FPS. This is also the reason raids need to have tactical value in terms of softening up the target in later fights: the non-elites become valuable because they can potentially put the A-team in a better position for the big fight.
Plus raids have another benefit to the attacker. If you can't beat the B-team, home guard, whatever you want to csll it you either need to practice more or pick an easier target.
AV
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Breakin Stuff
Internal Error. Negative-Feedback
6793
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Posted - 2015.01.27 14:13:00 -
[278] - Quote
nickmunson wrote:Textbook badposting
There are more than 100 players in DUST. Molden Heath was never intended to be the goodfite playground of a select few. It was intended to be a continual warzone, with all veterans eventually moving to push on the valuable ground.
And I would point out that you referring to the Japanese players as "japs" is hardly complimentary and commonly regarded as a racial slur. If you are going to refer to a racial group, have the courtesy to actually address them and their concerns with the same courtesy you would demand.
Please refrain from badposting in the future.
AV
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el OPERATOR
Capital Acquisitions LLC Bad Intention
775
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Posted - 2015.01.28 19:35:00 -
[279] - Quote
CCP Rattati wrote:
I- New Concept: Command Points Command Points will be earned by players in Corporations doing Corporate Missions. This is akin to "fuel" proposed by the community.
II- Updated Concept: Changing Timers All timers can be changed as is possibly currently, in the 1st hour of being conquered. District Timer changes will cost Command Points, few for short changes, massive for massive changes. This should make rapid, huge leaps in timers very difficult to maintain and make it more desirable to hold land in your "own" timezone.
III- New Concept: Raids We want to make it possible to add District Raiding, in the form of short warning challenges. Raids will not cause Districts to be lost, but the margin of win will dictate how much ISK the Raiders get away with. You should put up a fight to defend your district against Raids, but it will not buckle you to let one Raid slide. Perfect to train New Players, both on Attacking and Defending. These might be in 8v8, 12v12 or 16v16 varieties.
IV- Updated Concept: Maps We want to move from always fighting on Cargo Hubs, so while PC2.0 is being implemented, maps should be more randomly generated and possibly all SI' bonuses set to zero.
Look forward to seeing your feedback!
So, I've been following this thread and now that patch notes for the addition of MercWarBarges have been published I'd like to add to the discourse here. First, most of the concept as presented seems good. There's definitely a sense of SP sink, with the CommandPoint element, but there needs to be some sort of aquired/exhausted "currency" so, so be it. I look forward to the idea progressing and some solid numbers with progression paths being outlined so that tye full enormity of the idea can be examined. As of immediately right now my input for the above sections is:
I- I think it would be beneficial for CP generation to be based on individual corp member activity, but rewarded at both the individual level AND the corp level. So, when a merc finishes a "Corp Mission", the individual is rewarded a CP total AND the corp itself receives a CP total. This will allow for CP portability and donatability (as proposed) but also allow for corp stability as members join and leave. CorpMember attrition is a constant as various individual goal changes, desires or other outside factors prompt mercs to join different corps. Loosely put, we call it " corp hopping" and whatever the circumstances the corp the merc is in when they build their CP up shouldn't be punished (by the sudden loss of CP) when said merc arbitrarily decides to jump ship. Time limits on new mercs' CP being applied to their new corp is an excellent buttress for one side of this issue, a seperate, simultaneous CP accrual for the corp itself buttresses the other side. It also would help to avoid active membership corps becoming "CP farm" corps for mercs, who would join to use the active memberbase to complete missions with, build their personal CP, then take that CP to a different corp to have it be used. While the original corp wonders why they suddenly don't have enough CP to do what they had planned.
II- This seems alright but we really need to see the full number set insofar as CP accrual goes to determine how balanced this idea really is. It could be an easy thing but has a lot of potential to really screw some folks over, with the smallest groups being the ones screwed hardest.
III- Raids, IMO, conceptually and practically, need work. Theres some obvious difference of ideas (from the other commenters) as to what a raid should be, its effect etc. so I'll just add the aspects I think Raids should have and leave it at that.
Raids should be immediate, but I don't think they should run 24 hours. If anything they should run concurrently during the available attack window. If the PC Timer window is opened to a 3 hour period, then any time during that window a Raid should be available and it should initiate immediately .
Raiding parties should be limited in group size. 6, 8, 12 MAX. These are RAIDS not spur of the moment Corp Battles and if the idea is a small group of merc can slip their warbarges into atmosphere and make the surface but a PC team needs a full flotilla then it makes sense the raiding party is a small number of mercs. Defending groups should be up to 16. As in, whoever is online in the corp, up to 16 players can join the raid defense. YES this means a raiding party of 8 may find themselves outnumbered 2-1. Welcome to a life of crime.
The Raid mode should be a Domination match since the Raid is looking to siphon what they can and wreck stuff. 1 terminal is all they need. My best idea for this mode is actually that there be a piece of equipment added, either carried merc equipment or a WarBarge Strategem that has a physical component to it which must be attached to the Null Console to initiate a hacking of the defending corps' ISK. Think of it like the "Bomb" missions many other games have: All the Raiding mercs get paid directly for clones and assets destroyed BUT IF they can hack the console AND attach a transponder to it then they can ALSO directly siphon ISK from the defending corps' wallet up to some preset amount.
I also think a very important part of any "Raid"-type of gamemode is the idea of physical extraction from the field. They come, they rob, and then they have to make it out and get away. A dedicated extraction area should be created on the map that at any time can be used by the Raiders to escape. There is only one, maybe graphic it with a parked RDV, and at any point during a raid a raider can use it to exit. Defenders can also use it to isolate raiders and render their getaway....unavailable.
cont...
Open-Beta Vet.
Drunk Night Tree Burner.
This is my Main and Original.
DUST514 is WARFARE, not WAR-FAIR.
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el OPERATOR
Capital Acquisitions LLC Bad Intention
775
|
Posted - 2015.01.28 20:56:00 -
[280] - Quote
III cont.
Raiding should either be available to Corps who hold districts (so there can be some retaliatory mechanism) OR defeated Raiders should have their WarBarges destroyed/disabled so they cannot raid again for some period of time. Maybe, if the "bomb" thing is added, that same device that hacks the NullConsole is the device that allows the Raiders atmosphere entry so if the raid fails, the device is destroyed and the Raiders need to get a new one.
These sorts of additions are neccessary, IMO, to make Raids less than just an "instant pub" and more of an activity of discretion where choosing the right target at the right time is critical to the raid being successful. Just like any other robbery.
If I truly thought you guys (CCP and the playerbase) were open to it, I'd go so far as to suggest that Raids not actually be conducted on individual districts at all but rather on Corporate HQ's. But, ppl seem so focused on Raids being "PC-lite" they don't realize there are 0 real similarities between Raids as proposed and PC, besides fights on "districts".
" Districts" bringing me to
IV- Maps being randomized as proposed for PC is a ludicrous idea. Random Map generation for the terrain, infrastructures etc of a determined place in space is about the furthest from "persistent universe" idea I think I've ever heard.
You want random maps, go to pubs. You can't handle an enemy who knows the terrain and has a plan before their boots even touch the ground, go to pubs. You don't want to prepare yourself or your team for what you may encounter when trying to invade someone elses space, GO TO PUBS.
That being said, advance info as to what the terrain (hey look, a volcano!) and infrastructure are (goddamnit, it's a research lab) should be critical for an invader and should be determined by the current district holder. It's the holders' district, they do what they want with it. HELL, make an option for SI that is actually no SI so if a corp wants to just leave a district bare (and invite other corps over for a breakfast of vehicle battles/sniper challenges) they can. I cannot emphasize enough that if PC maps become random, the only teams that will be fielded will be FULL VET teams, since, at 60Million SP, a vet is waaay more likely to be able to be flexible in fits as needed on-the-fly than a 20Million SP Vet. And priority #1 for FCs will be stocking their PC teams with not guys great at one job but guys really good at multiple jobs since the conditions are unknown and the circumstances broad.
The real-deal-Holyfield with districts really are those SI bonuses, what they do and how they interwork with each other. Nickmunson ^ makes a really good point about those bonuses (its in that wall o'text somewhere) and how they should be more beneficial both DUST side as well as EVEside. I said before, in the old Timers sticky, SI bonuses need some work so that their bonuses revolve around the other SI also so the current 10 cargohubs and 1 production facility just isn't as worthwhile as a better spread of SI variety.
Either way, SI should be determined by the district holder and the PC maps NOT be random, to do so otherwise is ridiculous to borderline outright stupid.
All in all, Good Job Rattati and crew in trying to further the game we all know and love. o7
Open-Beta Vet.
Drunk Night Tree Burner.
This is my Main and Original.
DUST514 is WARFARE, not WAR-FAIR.
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el OPERATOR
Capital Acquisitions LLC Bad Intention
779
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Posted - 2015.01.28 21:00:00 -
[281] - Quote
Appy-Polly-Loggy on the time delay between the two posts above, I was called away and had to handle some RL.
Open-Beta Vet.
Drunk Night Tree Burner.
This is my Main and Original.
DUST514 is WARFARE, not WAR-FAIR.
|
Breakin Stuff
Internal Error. Negative-Feedback
6835
|
Posted - 2015.01.29 11:18:00 -
[282] - Quote
Interesting posts operator. I agree with you on some points, disagree on a couple. But mostly nicely thought out.
As far as raiding: I think it should be kept to 8v8 or 12v12. This is an entry level opening to PC and a means for PC corps to make use of their members who can't do PC because a lot of PC corps have set in stone fight teams. Raids should be open to more than the conquest window.
Upon a raid that is repelled tge defenders should gain an IMMEDIATEA OPPORTUNITY TO DESTROY ATTACKER ASSETS in the form of a retaliatory attack initiated immediately after a successful defense.
Warbarges should not be destroyed unless yours are destroyed when you lose a district. However wrecking clone assets and causing CP loss is an option to represent infrastructure damage.
However if raiders go unopposed there should be no opportunity to retaliate.
AV
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SirManBoy
Molon Labe. General Tso's Alliance
832
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Posted - 2015.01.29 16:01:00 -
[283] - Quote
Breakin Stuff wrote:Interesting posts operator. I agree with you on some points, disagree on a couple. But mostly nicely thought out.
As far as raiding: I think it should be kept to 8v8 or 12v12. This is an entry level opening to PC and a means for PC corps to make use of their members who can't do PC because a lot of PC corps have set in stone fight teams. Raids should be open to more than the conquest window.
Upon a raid that is repelled tge defenders should gain an IMMEDIATEA OPPORTUNITY TO DESTROY ATTACKER ASSETS in the form of a retaliatory attack initiated immediately after a successful defense.
Warbarges should not be destroyed unless yours are destroyed when you lose a district. However wrecking clone assets and causing CP loss is an option to represent infrastructure damage.
However if raiders go unopposed there should be no opportunity to retaliate.
I am fine with adding variety to the game by adding 8v8 and 12v12 battles to the proposed raiding system, but raids should also increase Dust's overall capacity for full 16v16 matches. Raids aren't just an opportunity for non-PC qualified people to be involved in team matches, they also present the opportunity for A-teams to get more reps in between their standard PC battles. |
Breakin Stuff
Internal Error. Negative-Feedback
6840
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Posted - 2015.01.29 16:28:00 -
[284] - Quote
SirManBoy wrote:Breakin Stuff wrote:Interesting posts operator. I agree with you on some points, disagree on a couple. But mostly nicely thought out.
As far as raiding: I think it should be kept to 8v8 or 12v12. This is an entry level opening to PC and a means for PC corps to make use of their members who can't do PC because a lot of PC corps have set in stone fight teams. Raids should be open to more than the conquest window.
Upon a raid that is repelled tge defenders should gain an IMMEDIATEA OPPORTUNITY TO DESTROY ATTACKER ASSETS in the form of a retaliatory attack initiated immediately after a successful defense.
Warbarges should not be destroyed unless yours are destroyed when you lose a district. However wrecking clone assets and causing CP loss is an option to represent infrastructure damage.
However if raiders go unopposed there should be no opportunity to retaliate. I am fine with adding variety to the game by adding 8v8 and 12v12 battles to the proposed raiding system, but raids should also increase Dust's overall capacity for full 16v16 matches. Raids aren't just an opportunity for non-PC qualified people to be involved in team matches, they also present the opportunity for A-teams to get more reps in between their standard PC battles.
Yep, but I have gotten a vibe that a lot of PC players want this to be a landholder exclusive toy, a stance I am viciously against on all levels.
AV
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501st Headstrong
0uter.Heaven
823
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Posted - 2015.01.29 16:29:00 -
[285] - Quote
SirManBoy wrote:Breakin Stuff wrote:Interesting posts operator. I agree with you on some points, disagree on a couple. But mostly nicely thought out.
As far as raiding: I think it should be kept to 8v8 or 12v12. This is an entry level opening to PC and a means for PC corps to make use of their members who can't do PC because a lot of PC corps have set in stone fight teams. Raids should be open to more than the conquest window.
Upon a raid that is repelled tge defenders should gain an IMMEDIATEA OPPORTUNITY TO DESTROY ATTACKER ASSETS in the form of a retaliatory attack initiated immediately after a successful defense.
Warbarges should not be destroyed unless yours are destroyed when you lose a district. However wrecking clone assets and causing CP loss is an option to represent infrastructure damage.
However if raiders go unopposed there should be no opportunity to retaliate. I am fine with adding variety to the game by adding 8v8 and 12v12 battles to the proposed raiding system, but raids should also increase Dust's overall capacity for full 16v16 matches. Raids aren't just an opportunity for non-PC qualified people to be involved in team matches, they also present the opportunity for A-teams to get more reps in between their standard PC battles.
Have 16 raids require more CP than 8, while defenders are allowed to bring in however many they wish. If ypu only have enough CP for a squad but the corp youre raiding has 30 on, there is no reason why only 6 out of 30 defenders can help. 6 vs 16 is far more competitve, and gives help to defenders. This will encourage raiders to raid simultaneously with other corps to split forces
"There are no rights. The world owes no one a living."-Sumner
Official 0uter.Heaven Mascot XD
Moody come back
SWBF3!!
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Breakin Stuff
Internal Error. Negative-Feedback
6844
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Posted - 2015.01.29 16:50:00 -
[286] - Quote
6 v 16 isn't interesting gameplay unless the six have a wildcard that matters.
There's no value in a game mode where one side risks everything and the other comparatively nothing.
AV
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LAVALLOIS Nash
467
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Posted - 2015.01.29 16:57:00 -
[287] - Quote
Breakin Stuff wrote: Yep, but I have gotten a vibe that a lot of PC players want this to be a landholder exclusive toy, a stance I am viciously against on all levels.
In all honesty, I understand some of their concerns, like not wanting to defend against 100 half assed raids from random corps all day long. But I think alot of their want for the land requirement is so that they can use it as leverage to make arbitrary rules as to who is allowed to raid who where when and why.
If someone wants in on raiding, and they have to own land, they can be threatened with the loss of their land and ability to raid by larger crops/alliances who want to enforce their rules. (example: Dont raid our districts while were out pub stomping...or else!). That would ruin the entire dynamic of raiding. Its supposed to be ragtag pirate corps trying to loot a seemingly badly defended area, or privateers making ISK by being paid to be a thorn in someone elses side.
You remove that dynamic, and you end up with "diplomats" and handshakes, and ect. Thats great and all if you have time to build an empire. But not all corps have 7 days a week reliable players for that. Alot of corps can only operate at peak on the weekends. Non landholding raids is the only way alot of people would be able to participate in entry level PC. |
Adipem Nothi
Nos Nothi
6182
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Posted - 2015.01.29 19:23:00 -
[288] - Quote
Lavallois Nash wrote:Its supposed to be ragtag pirate corps trying to loot a seemingly badly defended area, or privateers making ISK by being paid to be a thorn in someone elses side.
^ This one gets it.
Shoot scout with yes.
- Ripley Riley
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el OPERATOR
Capital Acquisitions LLC Bad Intention
779
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Posted - 2015.01.29 19:35:00 -
[289] - Quote
Lavallois Nash wrote:Breakin Stuff wrote: Yep, but I have gotten a vibe that a lot of PC players want this to be a landholder exclusive toy, a stance I am viciously against on all levels.
In all honesty, I understand some of their concerns, like not wanting to defend against 100 half assed raids from random corps all day long. But I think alot of their want for the land requirement is so that they can use it as leverage to make arbitrary rules as to who is allowed to raid who where when and why. If someone wants in on raiding, and they have to own land, they can be threatened with the loss of their land and ability to raid by larger crops/alliances who want to enforce their rules. (example: Dont raid our districts while were out pub stomping...or else!). That would ruin the entire dynamic of raiding. Its supposed to be ragtag pirate corps trying to loot a seemingly badly defended area, or privateers making ISK by being paid to be a thorn in someone elses side. You remove that dynamic, and you end up with "diplomats" and handshakes, and ect. Thats great and all if you have time to build an empire. But not all corps have 7 days a week reliable players for that. Alot of corps can only operate at peak on the weekends. Non landholding raids is the only way alot of people would be able to participate in entry level PC.
Raiding, like just about any other activity in PC, FW or Pubs, WILL be a negotiable service commodity regardless of it's structure. This is DUST after all, derivative of EVE, where Player Created Content is overwhelmingly Player Created Politics-based. To think otherwise is self-delusion.
Open-Beta Vet.
Drunk Night Tree Burner.
This is my Main and Original.
DUST514 is WARFARE, not WAR-FAIR.
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501st Headstrong
0uter.Heaven
823
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Posted - 2015.01.29 19:36:00 -
[290] - Quote
Breakin Stuff wrote:6 v 16 isn't interesting gameplay unless the six have a wildcard that matters.
There's no value in a game mode where one side risks everything and the other comparatively nothing.
A reasonable point. Perhaps allow a certain amount of defenders to wnter without a CP cost, but extra require CP. We dont need less people to try PC, we want more. Limiting certain raids to smaller numbers lessens getting more people into raiding. 16 vs 16 should not only be open to corps qith land otherwise we have the same problem we have now
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el OPERATOR
Capital Acquisitions LLC Bad Intention
779
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Posted - 2015.01.29 19:50:00 -
[291] - Quote
Breakin Stuff wrote:SirManBoy wrote:Breakin Stuff wrote:Interesting posts operator. I agree with you on some points, disagree on a couple. But mostly nicely thought out.
As far as raiding: I think it should be kept to 8v8 or 12v12. This is an entry level opening to PC and a means for PC corps to make use of their members who can't do PC because a lot of PC corps have set in stone fight teams. Raids should be open to more than the conquest window.
Upon a raid that is repelled tge defenders should gain an IMMEDIATEA OPPORTUNITY TO DESTROY ATTACKER ASSETS in the form of a retaliatory attack initiated immediately after a successful defense.
Warbarges should not be destroyed unless yours are destroyed when you lose a district. However wrecking clone assets and causing CP loss is an option to represent infrastructure damage.
However if raiders go unopposed there should be no opportunity to retaliate. I am fine with adding variety to the game by adding 8v8 and 12v12 battles to the proposed raiding system, but raids should also increase Dust's overall capacity for full 16v16 matches. Raids aren't just an opportunity for non-PC qualified people to be involved in team matches, they also present the opportunity for A-teams to get more reps in between their standard PC battles. Yep, but I have gotten a vibe that a lot of PC players want this to be a landholder exclusive toy, a stance I am viciously against on all levels.
From my perspective, which by no means is neccessarily the all-encompassing perspective of all PC players, it isn't about wanting Raids to be an "exclusive toy" but rather that there be, exactly as you yourself suggest, some, "retaliatory attack" aspect that is at least roughly the same loss potential as what district holders have. I personally suggested WarBarge or WarBarge Strategem destruction/incapacitation so that Raiders wouldn't have to be landholders, they lose WarBarge assets instead inhibiting further raids for a time. If WarBarge incapacitation isn't on the table then Raiders basically would have to hold land so that a "retaliatory attack" can occur. That, OR raids don't go down on districts but on Corp HQs instead since every corp has one of those.
What won't be appropriate or in the long-term a balanced, positive expansion of PC is the idea that raiding has high yields (isk, district clones, district infrastructure removal, CP) with little to no risk of loss (just the bpo's used to attack with). That sort of thing totally and absolutely violates the risk/reward paradigm and "decisions have consequences" fundamentals the game is entirely built on.
Open-Beta Vet.
Drunk Night Tree Burner.
This is my Main and Original.
DUST514 is WARFARE, not WAR-FAIR.
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el OPERATOR
Capital Acquisitions LLC Bad Intention
779
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Posted - 2015.01.29 19:59:00 -
[292] - Quote
Breakin Stuff wrote:6 v 16 isn't interesting gameplay unless the six have a wildcard that matters.
There's no value in a game mode where one side risks everything and the other comparatively nothing.
Correct, and that same equation works in the inverse as well, 16v 6 isn't interesting gameplay either, nor does it have any value since it very much is one side risking comparatively nothing relative to the incredible potential of the other.
Truth is, all raiders will be looking for the most poorly defended districts first, because if that many people were actually looking for actually challenging PC matches there'd be a hell of a lot more active PC players . Which is, IMO, fine. I just consider, as a fair "risk" the raiders take, the idea of a raiding party to possibly enter a district where they are not just matched but outnumbered to be a worthwhile possible balancing element.
Open-Beta Vet.
Drunk Night Tree Burner.
This is my Main and Original.
DUST514 is WARFARE, not WAR-FAIR.
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Breakin Stuff
Internal Error. Negative-Feedback
6848
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Posted - 2015.01.29 20:04:00 -
[293] - Quote
el OPERATOR wrote:Breakin Stuff wrote:6 v 16 isn't interesting gameplay unless the six have a wildcard that matters.
There's no value in a game mode where one side risks everything and the other comparatively nothing. Correct, and that same equation works in the inverse as well, 16v 6 isn't interesting gameplay either, nor does it have any value since it very much is one side risking comparatively nothing relative to the incredible potential of the other. Truth is, all raiders will be looking for the most poorly defended districts first, because if that many people were actually looking for actually challenging PC matches there'd be a hell of a lot more active PC players . Which is, IMO, fine. I just consider, as a fair "risk" the raiders take, the idea of a raiding party to possibly enter a district where they are not just matched but outnumbered to be a worthwhile possible balancing element.
In my opinion attacking the hard ones would be more entertaining.
I like dying in a fire. I learn more about how to rip people by losing to them a few times than I ever did stomping them.
AV
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el OPERATOR
Capital Acquisitions LLC Bad Intention
779
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Posted - 2015.01.29 20:17:00 -
[294] - Quote
Breakin Stuff wrote:el OPERATOR wrote:Breakin Stuff wrote:6 v 16 isn't interesting gameplay unless the six have a wildcard that matters.
There's no value in a game mode where one side risks everything and the other comparatively nothing. Correct, and that same equation works in the inverse as well, 16v 6 isn't interesting gameplay either, nor does it have any value since it very much is one side risking comparatively nothing relative to the incredible potential of the other. Truth is, all raiders will be looking for the most poorly defended districts first, because if that many people were actually looking for actually challenging PC matches there'd be a hell of a lot more active PC players . Which is, IMO, fine. I just consider, as a fair "risk" the raiders take, the idea of a raiding party to possibly enter a district where they are not just matched but outnumbered to be a worthwhile possible balancing element. In my opinion attacking the hard ones would be more entertaining. I like dying in a fire. I learn more about how to rip people by losing to them a few times than I ever did stomping them.
Me too, which is why I have no qualms with proposing that when I go raiding with 7 of my friends/corpmates we might possibly misjudge the attack timing or our targets assets and pay for it by having the battle-odds immediately stacked against us.
Open-Beta Vet.
Drunk Night Tree Burner.
This is my Main and Original.
DUST514 is WARFARE, not WAR-FAIR.
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Lavallois Nash
469
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Posted - 2015.01.30 07:36:00 -
[295] - Quote
el OPERATOR wrote:
Raiding, like just about any other activity in PC, FW or Pubs, WILL be a negotiable service commodity regardless of it's structure. This is DUST after all, derivative of EVE, where Player Created Content is overwhelmingly Player Created Politics-based. To think otherwise is self-delusion.
I explicitly stated its commodity potential in my privateers line. I have no problem with raids being used in many different ways. What I have a problem with, is giving the monopoly over a game feature to a bunch of corps who, in the past, have shown a willingness to collude and sideline gameplay in the name of the bottom line. I fear that with such a system in place, the idea of raiding is lost. Instead of raider corps, there will just be the exact same corps as today, but with "raiding" and "conquering" teams.
And again, "politics" has its place in empire building and commerce. It has limited place in raiding. By its very nature, a raid is a undeclared act of aggression motivated almost entirely by opportunity. If you guys want to have politics for land holders, and for commerce folks once trading hits, I think that great community building.
However, its too ridiculous to imagine the idea of a pirate corp leader going "Ok lets see, im going to join Example Corps chat, request a meeting...ok, got a meeting with their assigned representative...hello! Us pirates respectfully request permission to raid your installation and take your ****.......whats that? come back Thursday at 7:45pm eastern? Ok! Will comply!".
in my view, raiding diplomacy is more along the lines of "ok, good raid, you got alot of our stuff. Some of it is critical to our corp, can we buy it back at a premium?".....or....."you guys got lucky and raided us while our A team was busy. You can pay us back for the damages or face our wraith".
el OPERATOR wrote:
From my perspective, which by no means is neccessarily the all-encompassing perspective of all PC players, it isn't about wanting Raids to be an "exclusive toy" but rather that there be, exactly as you yourself suggest, some, "retaliatory attack" aspect that is at least roughly the same loss potential as what district holders have. I personally suggested WarBarge or WarBarge Strategem destruction/incapacitation so that Raiders wouldn't have to be landholders, they lose WarBarge assets instead inhibiting further raids for a time. If WarBarge incapacitation isn't on the table then Raiders basically would have to hold land so that a "retaliatory attack" can occur. That, OR raids don't go down on districts but on Corp HQs instead since every corp has one of those.
Im completely fine with their being retaliatory strikes. it makes sense for their to be a risk/consequence for everybody involved. Me i suggested that any corp that wants to participate in raiding should have to rent office space for a few mil ISK a month, and then it would give a time window when they can raid/be raided. That way the only corps that can raid/be raided would be ones that are leasing space or the ones with districts. That way they could still be accountable in some sense. (ex: bad diplomacy = alot of daily raids on your leased space).
Its just, districts have to be earned and maintained. Not everyone has the resources and manpower to do that. Alot of weekend intensive corps could afford to do big raids on the weekend and skeleton crew defends of their HQs on weekdays, but would go broke/ get conquered trying to own and keep a district. Having your HQ hit and some of your stuff stolen a few times, or even losing your lease for a bit, is not as bad as what it costs to take/lose a district in a finite amount of districts. |
Breakin Stuff
Internal Error. Negative-Feedback
6852
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Posted - 2015.01.30 10:47:00 -
[296] - Quote
Operator, until DUST is open world creating a lopsided engagement is of no value.
8v8, 12v12 or 16v16.
Raiders should not have to face more stiff losses than someone who invades to conquer land.
Good raiders will utilize their best to smash in for profit. Wasting effort is wasting CP and ISK. 8v16 is not in any way balanced in a lobby shooter and served as a deterrent for people to even try.
Penalizing people for not already having land is idiotic.
all your assertion does is guarantee a PC corp is never at risk of significant loss.
If DUST was open world in PC you could have these lopsided engagements. But then if PC was open world I'd have dropped 50-100 body attack newbswarms onto districts with intent to make people scream And get buttmad.
If I am not allowed to do that to you, you are not allowed to do it to me.
AV
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steadyhand amarr
shadows of 514
3529
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Posted - 2015.01.30 11:47:00 -
[297] - Quote
Simply winning a defense raid should cost the other side a uncomfortable ammount of isk. That negates the need to have messy counter attack system. The raid attackers should be going by the seat of their paints losing a raid badly should = a week or two of regrinding the CP or isk needed to attack again.
Making it land only compley defeats the point of raiding been entry level PC and will have the effect of making it pointless to join new corps as they won't be able to get a look in anyway nor have the means to train up a PC team.
You can never have to many chaples
-Templar True adamance
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Breakin Stuff
Internal Error. Negative-Feedback
6856
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Posted - 2015.01.30 12:50:00 -
[298] - Quote
steadyhand amarr wrote:Simply winning a defense raid should cost the other side a uncomfortable ammount of isk. That negates the need to have messy counter attack system. The raid attackers should be going by the seat of their paints losing a raid badly should = a week or two of regrinding the CP or isk needed to attack again.
Making it land only compley defeats the point of raiding been entry level PC and will have the effect of making it pointless to join new corps as they won't be able to get a look in anyway nor have the means to train up a PC team.
Setting raiders back a week of effort isn't going to encourage the behavior.
Raiders are light, fast in and out. If raiders lose a week PC losses should cost a month of effort.
I keep hearing ideas how to completely shut down raiders and make it unfeasible rather like breaking into PC currently.
More raids = more battles, more ISK payouts. Raiders risk what they bring. PC corps risk what the cannot or cannot be bothered to defend.
AV
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Kain Spero
Negative-Feedback
4464
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Posted - 2015.01.30 13:59:00 -
[299] - Quote
SirManBoy wrote: I am fine with adding variety to the game by adding 8v8 and 12v12 battles to the proposed raiding system, but raids should also increase Dust's overall capacity for full 16v16 matches. Raids aren't just an opportunity for non-PC qualified people to be involved in team matches, they also present the opportunity for A-teams to get more reps in between their standard PC battles.
I have to agree here. There is no reason to force raiding to only be 8v8 or 12v12. With a command point system being introduced there is an easy and effective way to scale the costs of raiding with larger raids costing more CP and smaller raids costing less.
Owner of Spero Escrow Services
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Adipem Nothi
Nos Nothi
6205
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Posted - 2015.01.30 14:52:00 -
[300] - Quote
steadyhand amarr wrote:Simply winning a defense raid should cost the other side a uncomfortable ammount of isk. That negates the need to have messy counter attack system. The raid attackers should be going by the seat of their paints losing a raid badly should = a week or two of regrinding the CP or isk needed to attack again.
Making it land only compley defeats the point of raiding been entry level PC and will have the effect of making it pointless to join new corps as they won't be able to get a look in anyway nor have the means to train up a PC team.
Hypothetical: Assume that districts at maximum clone capacity generate passive Isk.
Scenario: Farming proves to be more efficient than fighting. Between occasional bouts, the Big Boys invariably blue up, their at-rest state being at peace rather than at war. The types who fail to play nice or lick boot will be labeled warmonger and promptly removed. Those corps removed (in addition to outcasts, fledglings, casuals and upstarts) will become the Raider Corps. In Peace Time, these rebels exist to disrupt your Risk-Free Farming Operations. In War Time, their services can be purchased to detract from the revenue base and reinforcements of your enemies. Their role in PC is different from yours as a landholder, but their role in PC is nonetheless meaningful and active.
Conclusion: If this hypothetical were to become reality, it would be our responsibility to prevent the Big Boys from farming PC 2.0. If they get rich again, no one would be to blame but us.
Shoot scout with yes.
- Ripley Riley
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