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Author |
Thread Statistics | Show CCP posts - 1 post(s) |
TheD1CK
Dead Man's Game RUST415
1711
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Posted - 2015.02.01 21:56:00 -
[31] - Quote
How much AUR do they want ?? lol Have CCP realized, the guys spending money are the same guys spending since beta?? I am after spending about 200euro myself... I will shamefully buy more How the hell can I trust in rust if it costs AUR, I'm not Amarr
But the changes?? Quafe everything, stacked boosters, instant boosters, Aurum barges These changes will drive the long-term players (the one investing) away from the game
As I said before, I'd sooner pay subscription than buy gimmicks There are not many new players here to spend cash, it comes from the same guys. If the NPE is so screwed we can't retain players anyway, how is cash grabbing going to change that?? |
TheD1CK
Dead Man's Game RUST415
1711
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Posted - 2015.02.01 22:01:00 -
[32] - Quote
Mad Syringe wrote:EDIT: BTW, this is absolutely similar to how eve works, Some people grind for plex, and some just work their dayjobs for plex. Simple.
Close enough, but not exactly - If they added ISK purchases to these items then it is following eve I agree there a similarities, but as you say Plex can be grinded for ISK, or paid for with $
Maybe this new system will be closer than I thought, we'll see
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Mad Syringe
Dead Man's Game RUST415
452
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Posted - 2015.02.01 22:04:00 -
[33] - Quote
I don't want to pay subscription, and I think a lot of the population is here because Dust can be played without any money involved.
I spent a considerable amount of cash on Dust and even had a half year subscription of EVE. Still I would like to pay for stuff I want, and if I don't, I'd like to play anyway.
So, the only important thing is, that anything in this game is either achievable through grind or real world money.
You don't want to spend money and help to develop the game, fine, but you will have to inves more time to get certain levels in thing in the game, and some things may never be reachable (AUR BPO's for example). |
Aeon Amadi
Chimera Core
8195
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Posted - 2015.02.01 22:19:00 -
[34] - Quote
Mad Syringe wrote:I don't want to pay subscription, and I think a lot of the population is here because Dust can be played without any money involved.
I spent a considerable amount of cash on Dust and even had a half year subscription of EVE. Still I would like to pay for stuff I want, and if I don't, I'd like to play anyway.
So, the only important thing is, that anything in this game is either achievable through grind or real world money.
You don't want to spend money and help to develop the game, fine, but you will have to invest more time to get certain levels and things in the game, and some things may never be reachable (AUR BPO's for example).
Big misconception that people have whenever the word 'Subscription' is uttered (I would know, I had a whole thread about it) is that people instantly think 'Subscriptions' would be mandatory... As opposed to just paying $15/month automatically and getting the boosters you were going to purchase anyway...
Have a suggestion for the Planetary Services Department?
Founder of AIV
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Mex-0
T.H.I.R.D R.O.C.K General Tso's Alliance
344
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Posted - 2015.02.01 22:24:00 -
[35] - Quote
H0riz0n Unlimit wrote:TheD1CK wrote:H0riz0n Unlimit wrote:P2W My fear is this too. since the mistake made with SP cap MERCS HAVE DOUBLED 2 YEARS OF SP! Which came from a mistake in development but was brushed over with, 'ah, we'll see how this goes' Can we not repeat the same mistakes again? I know players that in 1 year have more SP than me in 2 year just because they are spending money on money in boosters
I met someone who cliamed to have hacked his SP amount, right now, he says he is at 9,000,000,000,000 SP. :P
Gû¼+¦GòÉGòÉn¦ñ
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Flint Beastgood III
Dead Man's Game RUST415
1332
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Posted - 2015.02.01 22:48:00 -
[36] - Quote
Mex-0 wrote:H0riz0n Unlimit wrote:TheD1CK wrote:H0riz0n Unlimit wrote:P2W My fear is this too. since the mistake made with SP cap MERCS HAVE DOUBLED 2 YEARS OF SP! Which came from a mistake in development but was brushed over with, 'ah, we'll see how this goes' Can we not repeat the same mistakes again? I know players that in 1 year have more SP than me in 2 year just because they are spending money on money in boosters I met someone who cliamed to have hacked his SP amount, right now, he says he is at 9,000,000,000,000 SP. :P
I'd like to refer you to my friend, Mr Picsoritdidnthappen.
Skills - https://www.facebook.com/notes/flint-beastgood-iii/list-of-trained-skills/416505058477164
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Bethhy
Ancient Exiles.
3356
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Posted - 2015.02.01 22:55:00 -
[37] - Quote
Arkena Wyrnspire wrote:I don't think it'll make much difference.
Yah since when has 5% changes in the EVE universe ever done anything?
We should just stop skilling into things :p |
TheD1CK
Dead Man's Game RUST415
1715
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Posted - 2015.02.02 13:08:00 -
[38] - Quote
Mad Syringe wrote:I don't want to pay subscription, and I think a lot of the population is here because Dust can be played without any money involved.
I spent a considerable amount of cash on Dust and even had a half year subscription of EVE. Still I would like to pay for stuff I want, and if I don't, I'd like to play anyway.
So, the only important thing is, that anything in this game is either achievable through grind or real world money.
You don't want to spend money and help to develop the game, fine, but you will have to invest more time to get certain levels and things in the game, and some things may never be reachable (AUR BPO's for example).
True enough, a forced subscription and half the players will run for the hills But an optional one, would bring in revenue and make it feel less like a sell-out
but back on topic - this 5% DMG bonus, regardless how you get it is not needed IMO and many others here, it will have a negative impact on game play |
axis alpha
Namtar Elite Gallente Federation
546
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Posted - 2015.02.02 13:26:00 -
[39] - Quote
This is assuming that people will have the time and or money to gain the bonus. Could be a grind fest to even build up the components.
I cut you up so bad.... You gonna wish I no cut you up so bad.
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Cari157
D3ATH CARD RUST415
4
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Posted - 2015.02.02 14:22:00 -
[40] - Quote
That's why it's the first on the warbarge to do list 5% damage bonus and experimental weapons second I'll worry about Isk and sp later down the line
Logistics mk.0 Heavy ak.0 Scout gk.0 Assault mk.0
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CCP Rattati
C C P C C P Alliance
16335
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Posted - 2015.02.02 14:41:00 -
[41] - Quote
This was covered in another thread.
We wanted to have an in-game bonus, but we designed it as a choice, like sidegrade, armor or dmg f.ex.. Then we discovered, deep into development, that only one was possible on the backend. This is pretty much how game development works sometimes. But feel free to keep the tinfoil hats on.
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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Justicar Karnellia
Ikomari-Onu Enforcement Caldari State
910
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Posted - 2015.02.02 14:43:00 -
[42] - Quote
Yes, I think like the loyalty ranks they should be "passive" bonuses that don't really have an effect in battle. So extra passive SP yes, extra passive ISK, ok... but extra damage.. .hmmm... |
Spkr4theDead
Red Star.
2858
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Posted - 2015.02.02 14:49:00 -
[43] - Quote
CCP Rattati wrote:This was covered in another thread. We wanted to have an in-game bonus, but we designed it as a choice, like sidegrade, armor or dmg f.ex.. Then we discovered, deep into development, that only one was possible on the backend. This is pretty much how game development works sometimes. But feel free to keep the tinfoil hats on. Only one is a good choice.
Nope. Confirming that pilot input is not, and never was, valued. - Breakin Stuff
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Stefan Stahl
Seituoda Taskforce Command
940
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Posted - 2015.02.02 14:52:00 -
[44] - Quote
CCP Rattati wrote:We wanted to have an in-game bonus, but we designed it as a choice, like sidegrade, armor or dmg f.ex.. So you don't want it. We don't want it. Result: We still have it.
That was an exaggeration, I know. But design by technical-capability is not good design. You know that. Sometimes you just have to drop a feature if you can't implement it properly. |
Moorian Flav
315
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Posted - 2015.02.02 15:49:00 -
[45] - Quote
Quote:Sometimes you just have to drop a feature if you can't implement it properly.
We already have passive bonuses with Loyalty Rank and few care about raising their Loyalty Rank due to the bonuses available. I am sure Rattati is wanting to give at least one bonus players would overall care about.
I don't troll; I tell the truth.
I'm also known as "The ANTI-Propaganda Machine".
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steadyhand amarr
shadows of 514
3535
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Posted - 2015.02.02 16:19:00 -
[46] - Quote
Then simply don't have it. This will cause balance issues and resentment from day one. Much like how range bounes screwed things up.
Newbs will feel pressure to upgrade that quickly and will spout pay to win rubish if AUR can be used to get this faster
You can never have to many chaples
-Templar True adamance
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Ripley Riley
Incorruptibles
7334
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Posted - 2015.02.02 16:20:00 -
[47] - Quote
CCP Rattati wrote:This was covered in another thread. We wanted to have an in-game bonus, but we designed it as a choice, like sidegrade, armor or dmg f.ex.. Then we discovered, deep into development, that only one was possible on the backend. This is pretty much how game development works sometimes. But feel free to keep the tinfoil hats on. Then why not pull the concept in favor of something else? The idea of multiple bonuses being available is awesome, but one damage-only bonus is... well... meh.
Just call me Ripple. Ripple Riley.
@Ripley_Riley
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Meric Voyer
Universal Rogue Traders
29
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Posted - 2015.02.02 17:24:00 -
[48] - Quote
I thought that in the feedback thread the majority of players voted against a damage bonus.
It's been said (probably a dozen times) already in this thread but I have to repeat it. We do not need more damage to be dealt, more HP maybe, not more damage. Why bother changing damage mods before only to implement a damage bonus that yopu don't even have to use a module to gain?!
Please change this CCP, we can all see that it will not end well. If, as some say, it won't be a big deal, then why even have it? Have something worthwhile or nothing at all. |
Ares 514
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
1077
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Posted - 2015.02.02 17:24:00 -
[49] - Quote
CCP Rattati wrote:This was covered in another thread. We wanted to have an in-game bonus, but we designed it as a choice, like sidegrade, armor or dmg f.ex.. Then we discovered, deep into development, that only one was possible on the backend. This is pretty much how game development works sometimes. But feel free to keep the tinfoil hats on.
This is the only feature i dislike in Warlords. Please just remove it.
Overlord of Broman
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Ku Shala
UNITED MERCINARY AND PILOTS ALLIANCE
1193
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Posted - 2015.02.02 17:27:00 -
[50] - Quote
fyi the weapons most effected by damage mods are high rof not high alpha combat rifles ascr and smg will have the most gains from this bonus
-¦a+ó a+ú-Æa+äla+ä (CK-0 Specialist)
Caldari Loyalist
Superior technology will privale.
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Ares 514
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
1077
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Posted - 2015.02.02 18:04:00 -
[51] - Quote
Ku Shala wrote:fyi the weapons most effected by damage mods are high rof not high alpha combat rifles ascr and smg will have the most gains from this bonus
I would say that the HMG will be getting even more OP. Especially since heavy damage mods are only 5% for very valid reasons vs the light of 7%.
Overlord of Broman
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Regis Blackbird
DUST University Ivy League
610
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Posted - 2015.02.02 18:13:00 -
[52] - Quote
I would also prefer if this module (in its current form) was removed from Warlord 1.0, preferably as a day one patch.
I am afraid this will bite us in the end, and have to be taken out later due to massive QQ:ing from the player base. Then, the other half of the community will cry bloody murder...
Sure, that will leave us with very few modules until 1.1 drops, but I would be OK with that. |
Bethhy
Ancient Exiles.
3366
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Posted - 2015.02.02 18:21:00 -
[53] - Quote
CCP Rattati wrote:This was covered in another thread. We wanted to have an in-game bonus, but we designed it as a choice, like sidegrade, armor or dmg f.ex.. Then we discovered, deep into development, that only one was possible on the backend. This is pretty much how game development works sometimes. But feel free to keep the tinfoil hats on.
Why a DMG bonus though?
Why not a survivability bonus?
TTK is already 2-3 seconds.... Even with MLT Weapons... And players rocking over 1800 health...
DUST should be about trying to survive and maintain an ISK investment.... Not about raw killing potential.... That should come from the players abilities..
Skilling into a gun and getting proficient in it's damage profile is one of the only accepted means of damage increase.
Damage mods cause you to sacrifice your survivability in favor of killing potential... They make sense.
Giving a blanket 5% damage bonus will hurt the playerbase as a whole more then it will ever help it... But when has that mattered?
It's too little to late.... This **** is gonna get implemented anyway. Just remember you have a hundred+ "I told you so's" Heading your way Rattati... From players who have been playing this game for multiple years and know better. |
Ares 514
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
1078
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Posted - 2015.02.02 20:44:00 -
[54] - Quote
Bethhy wrote:CCP Rattati wrote:This was covered in another thread. We wanted to have an in-game bonus, but we designed it as a choice, like sidegrade, armor or dmg f.ex.. Then we discovered, deep into development, that only one was possible on the backend. This is pretty much how game development works sometimes. But feel free to keep the tinfoil hats on. Why a DMG bonus though? Why not a survivability bonus? TTK is already 2-3 seconds.... Even with MLT Weapons... And players rocking over 1800 health... DUST should be about trying to survive and maintain an ISK investment.... Not about raw killing potential.... That should come from the players abilities.. Skilling into a gun and getting proficient in it's damage profile is one of the only accepted means of damage increase. Damage mods cause you to sacrifice your survivability in favor of killing potential... They make sense. Giving a blanket 5% damage bonus will hurt the playerbase as a whole more then it will ever help it... But when has that mattered? It's too little to late.... This **** is gonna get implemented anyway. Just remember you have a hundred+ "I told you so's" Heading your way Rattati... From players who have been playing this game for multiple years and know better.
Yup.
I do love how they fix weapons by doing a 10% nerf across the board at one point to increase TTK to a much better place then it was and then they go and add a way to get 5% back. Sigh.
Overlord of Broman
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Thumb Green
Raymond James Corp
2051
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Posted - 2015.02.02 21:13:00 -
[55] - Quote
Ares 514 wrote: Yup.
I do love how they fix weapons by doing a 10% nerf across the board at one point to increase TTK to a much better place then it was and then they go and add a way to get 5% back. Sigh.
Actually they already worked that 10% back into the game quite a while ago. They gave all handheld weapons a 10% damage buff; as far as I'm aware that was never undone.
Why does everyone ignore the point?
[RYJC]
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Kaze Eyrou
DUST University Ivy League
1876
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Posted - 2015.02.03 04:28:00 -
[56] - Quote
CCP Rattati wrote:This was covered in another thread. We wanted to have an in-game bonus, but we designed it as a choice, like sidegrade, armor or dmg f.ex.. Then we discovered, deep into development, that only one was possible on the backend. This is pretty much how game development works sometimes. But feel free to keep the tinfoil hats on. *puts tinfoil hat on*
In that case, I propose a subsystem that allows my repair tool to rep 1% more per level with a cap of 5%.
You know, to counter those with a 5% damage buff.
CB Vet // Logi Bro // @KazeEyrou
Kaze's Helpful Links
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Sgt Kirk
Fatal Absolution
9427
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Posted - 2015.02.03 04:40:00 -
[57] - Quote
Kaze Eyrou wrote:CCP Rattati wrote:This was covered in another thread. We wanted to have an in-game bonus, but we designed it as a choice, like sidegrade, armor or dmg f.ex.. Then we discovered, deep into development, that only one was possible on the backend. This is pretty much how game development works sometimes. But feel free to keep the tinfoil hats on. *puts tinfoil hat on* In that case, I propose a subsystem that allows my repair tool to rep 1% more per level with a cap of 5%. You know, to counter those with a 5% damage buff. Yeah, why can't I have a Subsystem to allow my armor repair modules to be more effective ?
Vote 'Keshava' for the new Gallente HAV name!
~Democracy will win!
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Haerr
Nos Nothi
2277
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Posted - 2015.02.03 09:21:00 -
[58] - Quote
CCP Rattati wrote:...But feel free to keep the tinfoil hats on. OMG Warbarge Ladder Climbing Module confirmed!
Gû¼+¦GòÉGòÉn¦ñ
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CommanderBolt
KILL-EM-QUICK RISE of LEGION
3094
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Posted - 2015.02.03 09:26:00 -
[59] - Quote
Bethhy wrote:CCP Rattati wrote:This was covered in another thread. We wanted to have an in-game bonus, but we designed it as a choice, like sidegrade, armor or dmg f.ex.. Then we discovered, deep into development, that only one was possible on the backend. This is pretty much how game development works sometimes. But feel free to keep the tinfoil hats on. Why a DMG bonus though? Why not a survivability bonus? TTK is already 2-3 seconds.... Even with MLT Weapons... And players rocking over 1800 health... DUST should be about trying to survive and maintain an ISK investment.... Not about raw killing potential.... That should come from the players abilities.. Skilling into a gun and getting proficient in it's damage profile is one of the only accepted means of damage increase. Damage mods cause you to sacrifice your survivability in favor of killing potential... They make sense. Giving a blanket 5% damage bonus will hurt the playerbase as a whole more then it will ever help it... But when has that mattered? It's too little to late.... This **** is gonna get implemented anyway. Just remember you have a hundred+ "I told you so's" Heading your way Rattati... From players who have been playing this game for multiple years and know better.
I mean it is ~only~ 5% but I gave you a like anyway Bethhy as I agree with you wholeheartedly.
My main problem is that this benefits some weapons more than others (as odd as that may seem but it is true). Time to kill has been an issue people have brought up a few times and I am surprised CCP edge towards even faster kill times with the small damage boost.
Vitantur Nothus wrote: Why hide a solution under frothy pile of derpa?
MY LIFE FOR AIUR!
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TheD1CK
Dead Man's Game RUST415
1738
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Posted - 2015.02.03 12:57:00 -
[60] - Quote
Stefan Stahl wrote:CCP Rattati wrote:We wanted to have an in-game bonus, but we designed it as a choice, like sidegrade, armor or dmg f.ex.. So you don't want it. We don't want it. Result: We still have it. That was an exaggeration, I know. But design by technical-capability is not good design. You know that. Sometimes you just have to drop a feature if you can't implement it properly.
If we were all rallying for this bonus then you'd have reason for concern But there is a good amount of mercs here that are against the impact it will have in gameplay
5% may be a small bonus, but every bonus counts in handing an advantage
The fact that the DMG bonus was not even you initial intention shows it is not needed I'm thrilled your upgrading what we have and adding more content but this is one that could/should be left out
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