West Warder
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Posted - 2015.01.31 10:25:00 -
[1] - Quote
Dust 514 is not only a game about shooting everyone and not get shot (enough), it is also a game about controlling incomes and expenses in regard to how well played is each battle.
There's something that makes me a bit uncomfortable about how matches develop. We are accustomed to see players using prototype weapons (and other items) in public battles, where the payroll isn't too high to cover the costs of that tier of equipment, in case players using them don't have luck on their side. Prototype weapons in a public battle do not only cost too much for the wielder: Also may cost too much for the loser end. Why? Because proto tier is notably better in a gunfight than the lower tiers, this causes pubstomping, or at least a "less counteractable" pubstomp: The one with the best gear will have a significant chance to win. Obviously, in combination with very good skills.
Then I think in a possible solution for all of this: Matches could also be made leveled in relation to equipment tier. For example:
- New players fight between them only with Militia tier equipment. (Academy battles should be somewhat easier.)
- Public contracts require only Basic tier equipment.
- Factional Warfare require only Advanced tier equipment.
- Planetary Conquest require only Prototype tier equipment (Officers' weapons could also be used.)
Money gain increases following that match level-equipment tier relation.
This way, combat will rely more on the skill of the player, instead of his/her items, there will be less "easy" pubstomping, and the game will be less frustrating for new or casual players. And, maybe these changes could make easier to get money in general, so, some of the battles, especially the lower end ones, should give less money for each battle played.
These changes could also make prototype weapons and items useless for players with corporations unable of doing Planetary Conquest, so special battles with lots of money (and maybe no officers' weapons this time) could be implemented to appease that.
If matches and items come to be established in that way, the functionality of items in each tier can also be better studied for more precise statistics.
> I'm here to kick ass and chew gum, and I'm all out of gum.
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West Warder
3
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Posted - 2015.01.31 15:30:00 -
[2] - Quote
deezy dabest wrote:Breakin Stuff wrote:You are also ignoring the effects of high SP characters.
A 25m SP specialist using nothing but standard modules may as well be a prototype stomper. In fact most long term vets I know tend to use STD gear exclusively because at that point the overall advantage of proto isn't overly high. Many people can stomp harder in APEX suits than a 12 - 15 million SP character can in their proto suit. Why? Because of maxed out skills in every module and weapon on the suit, maxed out role bonuses on the suit, and maxed out core skills. The amount of SP it would take to obtain this level on an APEX suit varies based on the suit.
You're right, I overlooked the SP detail. But as an answer, I think the game should put players together in battles based on their SP range: Gathering them especially for every ~3 kk SP, more or less, so newer or casual players don't have to confront heavy-weight vets that can potentially pubstomp the match with almost no retaliation.
This is no way to punish the vets: this is to put vets fighting against vets, and newbies, casuals and hardcore players (<- those who play the game a lot but still don't have enough time, experience, money, or other resources to be called "veteran" players) for themselves.
These changes are proposed to make rampages, stompings, a matter of pure player skill, or at least pure luck, and not character's items and SP.
I will edit the first post to update it with the then overlooked details.
> I'm here to kick ass and chew gum, and I'm all out of gum.
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