Pages: 1 2 :: [one page] |
|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |
[Veteran_Jaiden Longshot]
0
|
Posted - 2012.05.29 02:35:00 -
[1] - Quote
Background: 11 Year TPS and FPS Tactical Shooter Player 10 Year Corp/Clan Leader 1 Year Eve Player
Preface: These are initial impressions after 25-30 hours of play (Approx 2mil SP) and with the intention of sticking with Militia gear as long as tolerable to get that extended Noob feeling.
15 hours with Militia Gear Only Militia Assault Suit Militia Shield Extender x2 Militia AR Militia SMG Militia Nade Militia Armor Repairor
10-15 hours Militia Assault Suit Complex Shield Extender Militia Shield Extender Breach Assault Rifle (Weaponry IV) Militia SMG Militia Nade Militia Armor Repairor
Edits in Italics
General Thoughts:
The gameplay is addictive and very fun. I typically played until I needed a break, the latency got too bad, or I had my 4th or 5th hard freeze. Gunplay is solid and enjoyable with minor technical annoyances (Hitbox?, CQ Latency, Weapon swapping & reload WTF's) Maps are pretty solid, lead to nice gunfights, and plenty of tactical options available. UI is very good minus the latency in the fitting window and marketplace
Balancing:
- I will reserve all of my thoughts on this subject until we can test with organized groups, logi support, active scanning, etc.
- From a Noob Perspective, I think there is some work to be done with balancing. Playing with militia gear and competing with players using much higher meta gear in a random player environment is a steep curve. Don't get me wrong; I love the challenge and the grind (to a point) but I'm more patient than most. I've had several friends already swear off further testing until groups are in play. This tells me that the curve might be too steep (assuming things go unchanged). As an EvE player I understand that the only thing getting bruised playing with militia gear is my ego. It doesn't cost me any ISK, after all.
However, even the average to diligent FPS player will struggle with this thought process because it simply feels as if you are beating your head against a wall when you fire countless bullets into an enemy only to watch him turn around and alpha you with one burst just due to his gear vs yours. It simply isn't enjoyable to the average player after a handful of hours.
- Why so HEAVY around the facility letters. As the beta has progressed I have seen more and more people switching to the heavy suit once they capture letters and/or have the enemy spawns camped. I don't see this as a major issue for organized play (see inital comment) but this is brutal for the noob and it will breed tons of heavy suit players when they realize it is the only way to compete in a high sec environment that doesn't lend to organized groups. I don't have a good idea how to reduce this aggrevation but I can tell you that it can be very aggrevating to spawn into the only available spawn on the map to be mowed down by a Heavy suit camping the spawn. No player should be forced to train into a heavy simply to be able to spawn. There needs to either be more counter measures or a better spawning environment.
- Suggestions *If what we are currenty playing in is a High Sec environment then I think, at some point, (6 months after launch) you will want to put a gear restriction on High Sec matches to prevent veteran players farming noobs. IF you can keep the noobs together learning the nuances in a more tolerable environment then there's a better chance that these noobs will become veterans rather than swearing the game off completely.
It is High Sec after all and this is supposed to be the learning environment and not the meat grinder. I, for one, want to be able to go up to High Sec a year from now and recruit players who have had somewhat positive experience rather than utter frustration.
*Fitting and Skill Tutorials Recommended Fits ie. Shield Buffer/Armore Tank/DPS Skill Book Packs ie. Shield Tanking / Light Weapon(AR ) /Armor Tank) PSN Store tutorial videos for fitting and skills with links or announcements in the Marketplace Dust University
*Hyperlinks in the marketplace from skillbook prerequisits to the necessary skills
*Front Page Sub-categories within skillbook general marketplace tabs (Ex. When you have Engineering highlighted you will see the skills within that category)
*Audible warning for when you are nearing Out of Bounds
*Pop up messages for installations being hacked etc should be differet colors for team and enemy actions (Red for enemy & Blue for team)
*Ability to go from crouch to sprint without hitting triangle
*Ability to tag targets for squad
*Hacking skills (Improved hacking speed)
Technical Feedback
*Quick switching of weapons by hitting R2 is bad. Often it forces a reload animation if you hit it when your primary runs dry, there's a good bit of latency, or it doesn't switch weapons at all.
*Hitboxes WTF!!! Numerous hit markers and no damage being dealt happens way too often. I've also had enemies running directly at me while I have the reticle on their chest/head and I get 0 hit markers but they drop as they would if they were taking damage the whole time. Hitbox of structures/gun emplacements/rocks all seem to encompass player hitboxes from time to time.
*Transition from hip fire to ADS is buggy. Often feels sluggish (latency) and ADS doesn't snap to if you have just reloaded or swapped weapons (often requires second depression of L1)
*Hacking is buggy and often restarts the process for no reason.
TL:DR - Game is fun as hell but needs some technical work. High Sec needs to be noob friendly and if this beta is supposed to be like High Sec then it will likely need some balancing. |
[Veteran_havok]
0
|
Posted - 2012.05.29 03:09:00 -
[2] - Quote
Agreed. Very detailed and well thought out post.
An issue that's very likely to arise with the type of skilling system that's in place is that people will get exponentially more SP as they get better gear. So you'll end up where it will get harder and harder for new players to make up the difference.
It's a balance - you can't spit in the faces of the early adopters who've been supportive since the get go, but you also have to be careful that you don't setup your new players to fight losing battles every single time.
In EVE, that situation balanced itself out (more or less) by bringing overwhelming numbers to counter the older players. However, that won't work in a game where you can't bring 500 canes against 24 carriers; If you set the new players up against some impossible exponential gearing curve, then it will make the game less accessible.
Most of us wouldn't be here if we didn't want this game to be a rousing and absolutely amazing success. So it has to be attractive to newer players, at all stages. A freshly created militia player coming into an NPC-Corp PUG against a coordinated prototype-fit player-run corporation, is going to be slaughtered.
A gear differential should be there and it should be meaningful. However, it shouldn't feel insurmountable, and there's a danger of that happening. |
[Veteran_Fanemater Enderas]
0
|
Posted - 2012.05.29 03:11:00 -
[3] - Quote
Pretty much all of this...I'm so glad I won't have to play this game by myself when it goes live for realsies, it would drive me insane with alot of the mechanics explained above...Just like EVE now that I think about it, so at least CCP captured that kind of spirit :D
The whole thing with randoms will all depend on the community, and whether they want to play nice together while fighting together in high sec. Otherwise it'll be a pain to play, can't wait to see the corp features in the future for those that already have groups set up ready to play together.
To get into some of the other things mentioned, the font/color of the redline text needs to be changed or bigger, it can't be obnoxious however it needs to be more noticeable...Hitboxes need to be reduced on emplacements, seems to have gotten worse since the beta started. Too often you end up hitting the structure instead of clearly hitting the person using/hacking the emplacement. If a turret being manned is facing you and you are a sniper, you are able to see the person however more often than not if you shoot at the person it ends up hitting the turret.
The game itself (you know, the actual shooting part) is really fun, just needs some tech work (Lag/Framerate) and a couple mechanic changes which is the purpose of a beta... |
[Veteran_havok]
0
|
Posted - 2012.05.29 04:01:00 -
[4] - Quote
Fanemater Enderas wrote:The game itself (you know, the actual shooting part) is really fun, just needs some tech work (Lag/Framerate) and a couple mechanic changes which is the purpose of a beta...
It's also addictive as ****.
Combine that (once issues are fixed) with the EVE meta-game/end-game, and it will be like crack-*******.
There are some other issues though:
- SP gain as a scout (even as a very mobile scout) is too low
- Only using half the map at a time means that battlefield mobility isn't as important as it should be - so the dropship isn't as much of a game-changer as it should be
There are likely more that I can't think of, but it's midnight and I's tired. Plus there will be a whole host of new ones once the new build comes out. |
[Veteran_Khulam]
0
|
Posted - 2012.05.29 04:24:00 -
[5] - Quote
havok wrote:Fanemater Enderas wrote:The game itself (you know, the actual shooting part) is really fun, just needs some tech work (Lag/Framerate) and a couple mechanic changes which is the purpose of a beta... It's also addictive as ****. Combine that (once issues are fixed) with the EVE meta-game/end-game, and it will be like crack-*******. There are some other issues though:
- SP gain as a scout (even as a very mobile scout) is too low
- Only using half the map at a time means that battlefield mobility isn't as important as it should be - so the dropship isn't as much of a game-changer as it should be
There are likely more that I can't think of, but it's midnight and I's tired. Plus there will be a whole host of new ones once the new build comes out.
dropships are still game changers, they just need to be used right. Even on the maps as they are dropships are great for getting around choke points and using the manned turrets to provide air support for the boots on the ground trying to take a position. |
[Veteran_Fizzy Candy]
0
|
Posted - 2012.05.29 07:48:00 -
[6] - Quote
I liked what Metal Gear Online did to let the new players learn the game without having vets beat on them. There was the "JOHNNY" server that you would play in as a noob, and it would cap your level at 5. You could stay in this server as long as you wanted, and when you were comfortable enough with everything you could go into the real servers. If you performed well enough in your matches and leveled up to 6, your PS3's MAC address was banned from JOHNNY server. There were still some people who were so low that they would buy multiple PS3's to beat on noobs, but what can you do about that..
tl;dr, I 100% agree that some sort of restriction, a gear restriction sounds good, should be placed in high sec matches to prevent too much noob bashing.
(Also agree with everything else in the post) |
[Veteran_Druk Spyker]
0
|
Posted - 2012.05.29 11:19:00 -
[7] - Quote
How about balancing maps not on player (16 vs 16) but rather on SP (30mil SP vs 30 mil SP) ? |
[Veteran_iwillrock yourworld]
0
|
Posted - 2012.05.29 12:10:00 -
[8] - Quote
Great topic, /signed.
Some matchmaking for random matches are totally essencial. |
[Veteran_Maul555]
0
|
Posted - 2012.05.29 13:13:00 -
[9] - Quote
I agree, however I don't want to see similar skill or equipment restrictions on low-sec vs 0.0... |
[Veteran_Ignatius Crumwald]
0
|
Posted - 2012.05.29 13:26:00 -
[10] - Quote
I think monetary and skill point rewards will pretty much keep the better geared players chasing higher risk contracts. If they base rewards on the meta level of those you kill you might want a few higher leveled guys in your missions, even if they're risking their expensive gear just to grief.
|
|
[Veteran_Noc Tempre]
0
|
Posted - 2012.05.29 13:30:00 -
[11] - Quote
There should never be an artificial wall in the sandbox. Instead, just keep all the carrots outside the lower level play. If you must add safe-zones, do it as "noob islands" where they can do small (8 v 8?) deathmatchs in the NPC corp training facilities. Once you graduate, you win or you die. |
[Veteran_Zalifer Nakamoda]
0
|
Posted - 2012.05.29 13:46:00 -
[12] - Quote
Druk Spyker wrote:How about balancing maps not on player (16 vs 16) but rather on SP (30mil SP vs 30 mil SP) ?
This means that a player who specialised into for example into assault class stuff, with high level grenades and armor and weapons, may take up less skillpoints than someone who has skilled into a little bit of everything, and sucks at all of them
Also, the battle moons are going to be noob areas. The will offer much less ISK than real corp contracts once that system is in place. |
[Veteran_Discordamon]
0
|
Posted - 2012.05.29 14:35:00 -
[13] - Quote
Jaiden Longshot wrote:
General Thoughts:
The gameplay is addictive and very fun. I typically played until I needed a break, the latency got too bad, or I had my 4th or 5th hard freeze. Gunplay is solid and enjoyable with minor technical annoyances (Hitbox?, CQ Latency, Weapon swapping & reload WTF's) Maps are pretty solid, lead to nice gunfights, and plenty of tactical options available. UI is very good minus the latency in the fitting window and marketplace
Balancing:
- I will reserve all of my thoughts on this subject until we can test with organized groups, logi support, active scanning, etc.
*Fitting and Skill Tutorials Recommended Fits ie. Shield Buffer/Armore Tank/DPS Skill Book Packs ie. Shield Tanking / Light Weapon(AR ) /Armor Tank)
*Hyperlinks in the marketplace from skillbook prerequisits to the necessary skills
*Front Page Sub-categories within skillbook general marketplace tabs (Ex. When you have Engineering highlighted you will see the skills within that category)
*Audible warning for when you are nearing Out of Bounds
*Pop up messages for installations being hacked etc should be differet colors for team and enemy actions (Red for enemy & Blue for team)
*Ability to go from crouch to sprint without hitting triangle
*Ability to tag targets for squad
*Hacking skills (Improved hacking speed)
Technical Feedback
*Quick switching of weapons by hitting R2 is bad. Often it forces a reload animation if you hit it when your primary runs dry, there's a good bit of latency, or it doesn't switch weapons at all.
*Hitboxes WTF!!! Numerous hit markers and no damage being dealt happens way too often. I've also had enemies running directly at me while I have the reticle on their chest/head and I get 0 hit markers but they drop as they would if they were taking damage the whole time. Hitbox of structures/gun emplacements/rocks all seem to encompass player hitboxes from time to time.
*Transition from hip fire to ADS is buggy. Often feels sluggish (latency) and ADS doesn't snap to if you have just reloaded or swapped weapons (often requires second depression of L1)
*Hacking is buggy and often restarts the process for no reason.
Agree with all, especially hard freezes and CQ latency.
Transition to ADS is when it doesn't pickup L1 has been frustrating (and seems to be the same bug when R1 doesn't respond after a reload).
It would be good if a hacking skill sped up the un-hack. That can take forever, but I think the hack is fine, especially when multiple people pile on. There should be points for the save as well.
Crouch to Sprint should def be put in. |
[Veteran_Kaltama Kishiama]
0
|
Posted - 2012.05.29 14:35:00 -
[14] - Quote
I too think the original post was very well thought out and agree with all points. The main issue I saw for new players coming who haven't experienced the eve platform is that there is no tutorials so it feels like you walk around as meatshield most of the time. With out any understanding of eve wich alot of this mechanics seem to be based on ie. shield tank, armor tank, dps gank fits the person will grow tired of being killed all the time and quit. I understand that learning as you go is a main staple of eve as I have been playing for the past 3 years or so but atleast eve gives the noobs tutorials which are kind of helpful and you get the main books you need while doing them. If this is too much to request then atleast give new players a buttom map stating what they do as I for one can't find out how you get into a prone position which I have to think is available for the snipers as if it isn't then that makes no sense what so ever. |
[Veteran_Kushmir]
0
|
Posted - 2012.05.29 14:49:00 -
[15] - Quote
great breakdown, JL. much props for sticking in there with militia gear. I wrote about the gear advantage in my post as well. its concerning.
lastly, i agree with the Heavy Advantage. they have the biggest dropsuit advantage from a pure combat standpoint. I'll maintain my opinion that their turnspeed and movement should be lowered a bit. |
[Veteran_Kuruk Roden]
0
|
Posted - 2012.05.29 15:16:00 -
[16] - Quote
Heavy suits are really devastating, it seems the only way to go up against it is another heavy suit... it would be nice if a swarm launcher could lock on to it. this way a set of two scout suits could run around a heavy lock them up from a relative safe distance and have a chance of surviving.
as far as the higher meta dudes dominating militia gear, a multiplier could be implemented to were if you kill a higher meta gear with lower meta you would get a better pay out.
over all the pay out system needs to be looked at... the rate at which gaining a better payout for more kills is too steep, it makes sense in death match, but not in skirmish. |
[Veteran_havok]
0
|
Posted - 2012.05.29 15:55:00 -
[17] - Quote
Khulam wrote:dropships are still game changers, they just need to be used right. Even on the maps as they are dropships are great for getting around choke points and using the manned turrets to provide air support for the boots on the ground trying to take a position.
Not being able to aim DOWN limits them somewhat. Also, the defense relays artificially limit the benefit of battlefield mobility, by essentially taking those HUGE and AWESOME maps, and forcing us to only use one half of them at any given time.
Maul555 wrote:I agree, however I don't want to see similar skill or equipment restrictions on low-sec vs 0.0...
That would likely go without saying, but just in case it doesn't: +1
Low-sec and Nullsec should be open season; use whatever dirty tricks you need in order to win. Allow the players to choose between winning the battle vs. winning the isk war. |
[Veteran_Cong Zilla]
0
|
Posted - 2012.05.29 16:29:00 -
[18] - Quote
havok wrote:An issue that's very likely to arise with the type of skilling system that's in place is that people will get exponentially more SP as they get better gear. So you'll end up where it will get harder and harder for new players to make up the difference.
I think right now during Beta we are just getting first come first serve matches. After launch public matches need a match maker system that sorts out teams by the SP of the players. |
[Veteran_Ren Vex]
0
|
Posted - 2012.05.29 18:11:00 -
[19] - Quote
Putting in my support for pretty much everything the OP has said. Very well thought out post. And a +1 to you my good sir. |
[Veteran_Jaiden Longshot]
0
|
Posted - 2012.05.29 21:54:00 -
[20] - Quote
First and foremost, I appreciate all of the feedback and support.
Quote:Ignatius Crumwald Posted: 2012.05.29 13:26
I think monetary and skill point rewards will pretty much keep the better geared players chasing higher risk contracts. If they base rewards on the meta level of those you kill you might want a few higher leveled guys in your missions, even if they're risking their expensive gear just to grief.
In theory, I certainly agree and I would hope players would be drawn to greater reward. However, there are those players who can't cut it in organized groups. Their egos get in the way of following orders and these players will likely not be able to hack it in low or nul sec space. That leaves them with one option; make the noobs as miserable as possible while inflating their ego.
While you and yours are enjoying the greater risk and reward, that guy is trolling high sec ruining the game for others and reducing the player pool from which your corp will be recruiting.
The initial EvE reply to this is obviously "Welcome to New Eden". Again...my personal reply would be similar but my beta tester reply and Corp leader reply is:
FPS console players have a new game every 90 days and if they jump into Dust 514 and get ripped apart by guys with Prototype gear while learning the game sporting militia gear in High Sec matches....I give it about 5 hours before they move on. It's sad but it's true. Quite simply there are just too many options and the average player will just move on to one of those where they don't have to go 2-10 for 20 matches before they even start holding their own....and that's assuming they understand skills and fitting.
This game won't be for everyone and I'm not saying it should be...but there should be a place a new player can come in and at least learn some of the basics before being dropped into a meat grinder. |
|
[Veteran_Jaiden Longshot]
0
|
Posted - 2012.05.29 21:57:00 -
[21] - Quote
Maul555 wrote:I agree, however I don't want to see similar skill or equipment restrictions on low-sec vs 0.0...
100% Agree
Low Sec and Nul Sec should be "Anything Goes" |
[Veteran_Noc Tempre]
0
|
Posted - 2012.05.29 21:58:00 -
[22] - Quote
Jaiden Longshot wrote:First and foremost, I appreciate all of the feedback and support. Quote:Ignatius Crumwald Posted: 2012.05.29 13:26
I think monetary and skill point rewards will pretty much keep the better geared players chasing higher risk contracts. If they base rewards on the meta level of those you kill you might want a few higher leveled guys in your missions, even if they're risking their expensive gear just to grief. In theory, I certainly agree and I would hope players would be drawn to greater reward. However, there are those players who can't cut it in organized groups. Their egos get in the way of following orders and these players will likely not be able to hack it in low or nul sec space. That leaves them with one option; make the noobs as miserable as possible while inflating their ego. While you and yours are enjoying the greater risk and reward, that guy is trolling high sec ruining the game for others and reducing the player pool from which your corp will be recruiting. The initial EvE reply to this is obviously "Welcome to New Eden". Again...my personal reply would be similar but my beta tester reply and Corp leader reply is: FPS console players have a new game every 90 days and if they jump into Dust 514 and get ripped apart by guys with Prototype gear while learning the game sporting militia gear in High Sec matches....I give it about 5 hours before they move on. It's sad but it's true. Quite simply there are just too many options and the average player will just move on to one of those where they don't have to go 2-10 for 20 matches before they even start holding their own....and that's assuming they understand skills and fitting. This game won't be for everyone and I'm not saying it should be...but there should be a place a new player can come in and at least learn some of the basics before being dropped into a meat grinder.
There is another path for them... the arena. They would rather fight for the big purse and infamy than just trolling. AND we even get to bet on them! I Imagine this will have different levels which will be ripe recruiting grounds for intelligent corps. I could see a corp built around taking only former champions from the highest tier. I pray I never have to face that monster. |
[Veteran_Mavado V Noriega]
0
|
Posted - 2012.05.29 22:09:00 -
[23] - Quote
personally dont see a problem with ppl using what they want where they want. The cost of losing even 2-3 fully fitted proto suits is gonna be more than what most players earn in these hisec pub matches, that alone creates a balance. If ppl wanna eventually go broke for "better stats" then so be it they will learn the hard way lol
Then u factor in possible corps as a whole just pubstomping in hisec and still its up to them, i would think ANY self respecting corp that thinks themselves even half decent would try their hand at FW and Nullsec which is WHY i honestly feel we need at least FW at launch to keep corps interested and create that early seperation of hardcore and casuals
@ Noc gladiator arenas will be sick, was soo pumped when they announced em cant wait for 2013. |
[Veteran_Ydnas Nogero]
0
|
Posted - 2012.05.29 22:21:00 -
[24] - Quote
+1 for audible alarm on Out of Bounds.
or at the VERY least, a Color that doesn't blend in, maybe even Contrasting color outline around the font.
I've had a good number of rounds where 2 of my 3-5 deaths are boundary related. |
[Veteran_Jaiden Longshot]
0
|
Posted - 2012.05.29 22:24:00 -
[25] - Quote
Mavado V Noriega wrote:personally dont see a problem with ppl using what they want where they want. The cost of losing even 2-3 fully fitted proto suits is gonna be more than what most players earn in these hisec pub matches, that alone creates a balance. If ppl wanna eventually go broke for "better stats" then so be it they will learn the hard way lol
Then u factor in possible corps as a whole just pubstomping in hisec and still its up to them, i would think ANY self respecting corp that thinks themselves even half decent would try their hand at FW and Nullsec which is WHY i honestly feel we need at least FW at launch to keep corps interested and create that early seperation of hardcore and casuals
@ Noc gladiator arenas will be sick, was soo pumped when they announced em cant wait for 2013.
Totally with both of you guys in the thought process, BTW. My inner voice agrees completely but I also want new players to come in and at least get a fundamental understanding of the universe before being thrashed by a pack of prototype fit try hards.
I'm not looking for this game to be dumbed down, so to speak. In fact, I'm a huge fan of the complexity but someone who is not familiar with the universe will not understand that being ISK efficient is a win of sorts. They will simply be curb stomped and think "This isn't very fun" and move on before someone like you or me gets to them and explains that going 2-10 isn't bad if you are militia fit and you killed two proto fits during the match.
|
[Veteran_Noc Tempre]
0
|
Posted - 2012.05.29 22:30:00 -
[26] - Quote
Jaiden Longshot wrote:Mavado V Noriega wrote:personally dont see a problem with ppl using what they want where they want. The cost of losing even 2-3 fully fitted proto suits is gonna be more than what most players earn in these hisec pub matches, that alone creates a balance. If ppl wanna eventually go broke for "better stats" then so be it they will learn the hard way lol
Then u factor in possible corps as a whole just pubstomping in hisec and still its up to them, i would think ANY self respecting corp that thinks themselves even half decent would try their hand at FW and Nullsec which is WHY i honestly feel we need at least FW at launch to keep corps interested and create that early seperation of hardcore and casuals
@ Noc gladiator arenas will be sick, was soo pumped when they announced em cant wait for 2013. Totally with both of you guys in the thought process, BTW. My inner voice agrees completely but I also want new players to come in and at least get a fundamental understanding of the universe before being thrashed by a pack of prototype fit try hards. I'm not looking for this game to be dumbed down, so to speak. In fact, I'm a huge fan of the complexity but someone who is not familiar with the universe will not understand that being ISK efficient is a win of sorts. They will simply be curb stomped and think "This isn't very fun" and move on before someone like you or me gets to them and explains that going 2-10 isn't bad if you are militia fit and you killed two proto fits during the match.
The other thing is to remember is the first inclination when meeting something powerful is not to remove, but acquire that power yourself. And thus the temptation for AUR purchases or skill spikes until you catch up. Works for CCP. Noob "islands" with no market access (so no new skills, no non militia gear) would help as long as you can never go back once you leave. |
[Veteran_M'jlonir Hule'sun]
0
|
Posted - 2012.05.29 22:57:00 -
[27] - Quote
Mavado V Noriega wrote: Then u factor in possible corps as a whole just pubstomping in hisec and still its up to them, i would think ANY self respecting corp that thinks themselves even half decent would try their hand at FW and Nullsec which is WHY i honestly feel we need at least FW at launch to keep corps interested and create that early seperation of hardcore and casuals
Obviously you have not meet the GOONs yet. I Am against a restriction that keeps me or anyone from doing what I want or fitting what I want, this is a fail idea. What I would meet you on is allowing noobs to take part in NPC Corp training OP's. In these training OP's anyone can join (though it will only benefit NOOB's) but you can only use militia gear, and you will only ever fit people in your NPC Corp. There are no ISK rewards and after a certain SP count (say 2 million) there is no SP reward either. What there is is a LP reward towards a Militia NPC corps store. The LP Store is only stocked with things like (racial) dropsuit training and weapon training. There would be no skill books for vehicles, upgraded grenades, dropsuit equipment or so on, guns and armor only.
This will not keep people from coming into a "Corp Training OP", but it will leave a level playing field if they do and they wont be in a player corp or alliance, they wont be rolling with fancy gear or anything that you yourself cant deploy in. |
[Veteran_havok]
0
|
Posted - 2012.05.29 22:59:00 -
[28] - Quote
Jaiden Longshot wrote:I give it about 5 hours before they move on. It's sad but it's true. Quite simply there are just too many options and the average player will just move on to one of those where they don't have to go 2-10 for 20 matches before they even start holding their own....and that's assuming they understand skills and fitting.
This game won't be for everyone and I'm not saying it should be...but there should be a place a new player can come in and at least learn some of the basics before being dropped into a meat grinder.
TL;DR - CCP: Get the noobs hooked before you throw them to the wolves ^_^ |
[Veteran_Malfearion]
0
|
Posted - 2012.05.29 23:26:00 -
[29] - Quote
background I am older than dirt and my first computer game was sorting punch cards and reel to reel magnetic tape. 6 yrs fps shooters PC and console 8+ MMO PC and console 3 yrs Beta testing PC 3 yrs Eve player and Corp CEO for 2
I have a lot of agreement with most everything posted here. However my understanding is we are testing basic mechanics and we are in a 0.0 system far from hi sec. in addition to the many good suggestions already given by all I would recommend a shooting range or a small test map. Map should be set up for a trial against drones with difficulty settings and then with an invite feature so Fits can be tested before actual combat. In eve we simply un-dock with a corp mate or do missions. In dust the test range would be an excellent training tool for noobs to familiarize themselves with the mechanics of the game. also vets would have a place to test fits and practice squad tactics (currently EVE players us the test server for this.) |
[Veteran_Mavado V Noriega]
0
|
Posted - 2012.05.29 23:28:00 -
[30] - Quote
Jaiden Longshot wrote:Mavado V Noriega wrote:personally dont see a problem with ppl using what they want where they want. The cost of losing even 2-3 fully fitted proto suits is gonna be more than what most players earn in these hisec pub matches, that alone creates a balance. If ppl wanna eventually go broke for "better stats" then so be it they will learn the hard way lol
Then u factor in possible corps as a whole just pubstomping in hisec and still its up to them, i would think ANY self respecting corp that thinks themselves even half decent would try their hand at FW and Nullsec which is WHY i honestly feel we need at least FW at launch to keep corps interested and create that early seperation of hardcore and casuals
@ Noc gladiator arenas will be sick, was soo pumped when they announced em cant wait for 2013. Totally with both of you guys in the thought process, BTW. My inner voice agrees completely but I also want new players to come in and at least get a fundamental understanding of the universe before being thrashed by a pack of prototype fit try hards. I'm not looking for this game to be dumbed down, so to speak. In fact, I'm a huge fan of the complexity but someone who is not familiar with the universe will not understand that being ISK efficient is a win of sorts. They will simply be curb stomped and think "This isn't very fun" and move on before someone like you or me gets to them and explains that going 2-10 isn't bad if you are militia fit and you killed two proto fits during the match.
honestly it comes down to bad players just being bad. Ive had a couple new clan mates join the beta this weekend and they had to start with Militia gear and honestly they are doing alot better adjusting to the game than i imagined at 1st especially with the problems with hit detection.
What ppl need is a proper tutorial explaining different aspects of the game. Ppl can win against others in proto gear using militia fits, its hard but doable. Its more on relying on your brain and outsmarting that person than trying to be a hero.
Plus im sure PvE content will also allow u to gain SPs and ISK so ppl might also be able to grind in there as well. Obv the payout SP wise should be lower than PvP but its still something they can do while coming to grips with the game.
I think once those proto gear hisec players in release do the number crunching and realise they are losing alot more than gaining they will scale back and like Noc said Skillboosters will be a big seller and im sure skill spikes and clusters whatever those do will help for those who joined late and wanna advance a bit quicker |
|
[Veteran_Kushmir]
0
|
Posted - 2012.05.30 00:07:00 -
[31] - Quote
I too hope that the economy creates a balance where it isnt to the tryhards advantage to prey on noobs, sadly its possible to go into some matches, totally ignore the objective and focus only on not dying and KDR (as a sniper, for example--though many snipers are objective-based players) as long as there are even small rewards.
we can never forget that these tryhards are motivated by EGO and stats they're obsessed with crafting despite the fact that they'd have you believe their stats are a result of their play and not the other way around. they'll also be the ones that will quit out of matches that are going badly if there arent consequences.
i think this is the reason the contracts need to be as unforgiving as the learning cliff. while you should gain SP in a losing match--the ISK reward should be zero IMO.
and quitting? oh my....quitting should have the worst consequences in the history of FPS. I've got my fingers crossed for a DCUO style constantly synching server that will drop you right back the last place you left and remember exactly how many times you died despite your shenanigans. |
[Veteran_Enervating]
0
|
Posted - 2012.05.30 00:16:00 -
[32] - Quote
Not sure if it's actually correct but the load in room designates the system as UBX-CC, a null sec system in Geminate. The restriction system you've outlined may well be on the boards allready. Either way, I do like your thoughts on the matter. I too see the militia suits as a tad underpowered, but agree that as long as their free, then it's the challenge more than anything else. also they are great to hop into when you know you're getting into a vehicle and intend to remain in it untill you're destroyed.
Edit: High sec allready restricts equipment in EVE, so it's not all that out of the realm of possibility to do it in Dust as well. Not to mention the restrictions on pod killing, boosters... Bubbles.. Supers.... need I go on? |
[Veteran_Cantus]
0
|
Posted - 2012.05.30 00:43:00 -
[33] - Quote
Not to downplay the OP or anything, but in a way the steep learning curve can help filter out those kinds of players that are too lazy to learn how to use their brains. We have this setup with Eve Online as well. Considering that you have a year of experience in Eve, you would know this as capsuleers have a very strong "adapt or die" attitude because we don't want WoW players with entitlement issues playing Eve Online we don't ever want to see brainless FPS lone wolves trying to run things around here.
Excuse my attitude on this as I have been playing Eve Online since the Empyrean Age expansion back in 2008. I have been heavily exposed to a brutal, cut-throat culture that is New Eden. I have seen tears and propaganda, political drama and hate. I have seen it all. The only ones that have seen more than I have are those who played Eve longer than me. I'm just use to living in that culture. No different than Wallstreet, really. |
[Veteran_Mavado V Noriega]
0
|
Posted - 2012.05.30 03:20:00 -
[34] - Quote
Kushmir wrote:I too hope that the economy creates a balance where it isnt to the tryhards advantage to prey on noobs, sadly its possible to go into some matches, totally ignore the objective and focus only on not dying and KDR (as a sniper, for example--though many snipers are objective-based players) as long as there are even small rewards.
we can never forget that these tryhards are motivated by EGO and stats they're obsessed with crafting despite the fact that they'd have you believe their stats are a result of their play and not the other way around. they'll also be the ones that will quit out of matches that are going badly if there arent consequences.
i think this is the reason the contracts need to be as unforgiving as the learning cliff. while you should gain SP in a losing match--the ISK reward should be zero IMO.
and quitting? oh my....quitting should have the worst consequences in the history of FPS. I've got my fingers crossed for a DCUO style constantly synching server that will drop you right back the last place you left and remember exactly how many times you died despite your shenanigans.
Agree with u on the quitting thing, never liked it and either way seeing as the game has cost involved rage quitters are still gonna be losing ISK since they wont even get the reward at the end. I always tell ppl stats only important as a guideline for tryouts, once that person is in your clan stats should not matter 1 bit.
PS: why do u keep callin ppl tryhards? just wanna know your definition of a tryhard. Is it seasoned players who preys on noobs? MAG wasnt a competitive game, nor did it have any real clan support so its not like ppl had much options to farm noobs or not on MAG which is the game u keep judging these "tryhards" off |
[Veteran_Jaiden Longshot]
0
|
Posted - 2012.05.30 03:57:00 -
[35] - Quote
Cantus wrote:Not to downplay the OP or anything, but in a way the steep learning curve can help filter out those kinds of players that are too lazy to learn how to use their brains. We have this setup with Eve Online as well. Considering that you have a year of experience in Eve, you would know this as capsuleers have a very strong "adapt or die" attitude because we don't want WoW players with entitlement issues playing Eve Online we don't ever want to see brainless FPS lone wolves trying to run things around here.
Appreciate the feedback, Cantus.
I'm not asking for anything more than what currently exists in EvE.
It's not like you can drop a Titan on a Care Bear mining fleet, right? So, why should someone or some entity be able to drop a Protype/Faction fitted Marauder on a bunch of Militia fitted guys in a High Sec match?
Honestly, I wouldn't expect every long time EvE player to agree. You want players to go through the same process you had to endure. I get it. You didn't have tutorial missions, you had learning skills, but you just undocked and figured it out. Admirable.
The thing that concerns me is the constant combat in an FPS. In EvE, you have more options. It's not like you just fired up your EvE toon and you were thrown into Alarm Clock CTA's. Even the most experienced pilots get burned out in that environment. That's exactly how a militia noob would feel after several matches against a bunch of protoype fitted players/corps. Now repeat that process for a few days. |
[Veteran_Commander Daniel Black]
0
|
Posted - 2012.05.30 11:51:00 -
[36] - Quote
Jaiden Longshot wrote:Background:
*Hitboxes WTF!!! Numerous hit markers and no damage being dealt happens way too often. I've also had enemies running directly at me while I have the reticle on their chest/head and I get 0 hit markers but they drop as they would if they were taking damage the whole time. Hitbox of structures/gun emplacements/rocks all seem to encompass player hitboxes from time to time.
That. At some point I wondered if my new damage amplifiers actually dampened down my sniper rifle to something equivalent to a water pistol... |
[Veteran_Druk Spyker]
0
|
Posted - 2012.05.31 07:27:00 -
[37] - Quote
I think the biggest risk for people leaving the game in droves is ignorance. If a noob joins a game and gets slaughtered and then goes WTF just happened and this goes on for a few matches. I am sure he will just quit and tell all his friends how bad the game is.
My solution to this would be an after battle report with suggestions. It could say:
You were killed by these guys using these weapons. - Try training these skills and using these weapons to counter them. Also your aim sucked. - It can be improved by training this skill. Your HP was way below average. - It can be improved with these modules or these suits.
You also managed to kill these guys and did a total of 1 000 000 Isk damage.
This would give the guy some hope that maybe he didn't suck so bad and that there are stuff he could do to get better. |
[Veteran_Jaiden Longshot]
0
|
Posted - 2012.05.31 23:29:00 -
[38] - Quote
Druk Spyker wrote:I think the biggest risk for people leaving the game in droves is ignorance. If a noob joins a game and gets slaughtered and then goes WTF just happened and this goes on for a few matches. I am sure he will just quit and tell all his friends how bad the game is.
My solution to this would be an after battle report with suggestions. It could say:
You were killed by these guys using these weapons. - Try training these skills and using these weapons to counter them. Also your aim sucked. - It can be improved by training this skill. Your HP was way below average. - It can be improved with these modules or these suits.
You also managed to kill these guys and did a total of 1 000 000 Isk damage.
This would give the guy some hope that maybe he didn't suck so bad and that there are stuff he could do to get better.
Things like this would definitely help. The more post match information, the better.
One caveat: Post battle data, feedback, and all stat layers should be available in the game and not require players to log on to a website.
CCP would probably boost Vita sales with a solid management tool before the typical console user would fire up a PC or laptop for Dust 514 bells and whistles |
[Veteran_Darkz azurr]
0
|
Posted - 2012.06.14 09:27:00 -
[39] - Quote
some very good points...i agree with all you said..im sure ccp will put other ways in the game to earn sp and isk..it is a fps at heart...but still a mmo |
[Veteran_Noc Tempre]
0
|
Posted - 2012.06.14 11:17:00 -
[40] - Quote
They could just lift the mission system from EVE. Level 1 missions tend to be restricted to frigs and destroyers, level 2 require higher standings (so new players can't accidentally get in them) and allow cruisers and sometimes battle-cruisers, and by level 3 they are almost all anything goes. A similar system in DUST would look like:
Police Action, hi-sec vs high-sec, Level 1 - Everything is strictly watched by CONCORD under the premise these are for peacekeeping purposes. General purpose (militia) gear helps maintain the illusion.
Pirate Raid, high-sec vs low-sec, Level 2 - Pirates are attacking hi-sec facilities. Advanced gear is approved for fighting non-CONCORD entities (and advanced is the best the pirates can smuggle through customs)
Incursion, high-sec vs null-sec, Level 3 - Entities on par with the 4 empires are attacking, total war is approved, so prototype gear is allowed for defense
Black Ops, non-Concord, Level 4 - Experimental (tier above prototype, assuming that is still coming) gear is deployed for hush mission that are against CONCORD protocol
Like EVE, vets shouldn't be restricted on what they can do, just what they can use in high-sec. |
|
|
|
|
Pages: 1 2 :: [one page] |