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Imp Smash
Molon Labe. General Tso's Alliance
750
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Posted - 2015.03.18 23:50:00 -
[31] - Quote
Sad, Sad, and Sad.
Balance would be impossible. |
Indianna Pwns
The Cheshire Cats
37
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Posted - 2015.03.19 04:33:00 -
[32] - Quote
No, Dust already has a higher TTK than practically every other FPS out there. |
demonkiller 12
Negative-Feedback. Negative-Feedback
678
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Posted - 2015.03.19 06:05:00 -
[33] - Quote
reduce TTK and all dropsuit health by half, remove aim assist being able to actually ******* aim will be rewarding, **** people will still be **** why should they be rewarded for being bad at a game? |
TerranKnight87
Seituoda Taskforce Command Caldari State
269
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Posted - 2015.03.19 09:31:00 -
[34] - Quote
Just break hit detection more and it would be all good lol.
No need to touch any numbers.
Matchmaking will boost the ps3 capability by 1000% and we can enjoy Dust for years to come......
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Vyzion Eyri
WarRavens
2568
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Posted - 2015.03.19 10:00:00 -
[35] - Quote
All ya'll want a bit longer TTK, ya'll say you want 10-20% longer to kill each other, and yet a while back we discussed culling a tier of equipment (either militia gone or prototype) to level the playing field, reduce fitting differences between newbies and veterans, which would have the same effect, and yet I seem to remember most people were against the idea.
How about it? Remove prototype tier as it is, advanced becomes the new proto, basic becomes the new advanced, militia becomes basic.
Suddenly it takes longer to kill you, and you take longer to kill others. Is that not what we want?
Oh, but the fitting diversity! Oh the woe. Well we can't have both; simply doubling numbers does nothing to change the fact that newbies time-to-die simply doubles, and they spend more time helplessly plinking at a seemingly invincible proto bear.
Ya'll wanna show off your gun game, go organise militia vs. militia PC battles.
> Quis custodiet ipsos custodes?
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Jathniel
Ahrendee Inc. Negative-Feedback
1505
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Posted - 2015.03.19 20:23:00 -
[36] - Quote
Aero Yassavi wrote:Jathniel wrote: No. Longer TTK does NOT = more skill required. If it did, then running Scout would not be considered 'hard mode' by so many people.
You realize your argument makes no sense to the proposition? The high TTK equating to higher skill refers to engaging enemies when you both have proportionately higher TTKs, not using a relatively higher TTK suit than your opponent.
Doesn't matter. The point still stands even if it's Scout vs. Scout. Weapons chew up scout suits the fastest, and that's why most people don't play them anymore, now that cloaking has been nerfed. Because it's too hard and takes skill.
If a scout is beating someone with a higher ttk suit in a direct shoot-out, that is an even higher testament to that scout's skill.
No matter how you want to look at it. Scout vs. Assault, Scout vs. Sentinel, Scout vs. Scout.
Skill doesn't just require good aim (as supporters of higher TTK want to argue). Skill requires good AND fast aim. It doesn't matter how good one thinks he can aim, if he can't do it fast enough, he's going to get rekt.. Higher TTK or not. That said, lower TTK gameplay requires more skill.
People asking for higher TTK, are going to get tore up, just as badly as they are now, for the fundamental reason that the people killing them, can and will acquire lethal firing solutions first.
Why fool yourself into thinking otherwise?
Retired
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gustavo acosta
Capital Acquisitions LLC Bad Intention
1069
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Posted - 2015.03.19 20:37:00 -
[37] - Quote
Jathniel wrote: That said, lower TTK gameplay requires more skill.
People asking for higher TTK, are going to get tore up, just as badly as they are now, for the fundamental reason that the people killing them, can and will acquire lethal firing solutions first.
Why fool yourself into thinking otherwise?
Lower TTK=COD
COD=No skill pretty simple equation.
No, HP will actually mean something, people who don't stack hp will have a better chance of survival. Low TTK makes the game's fitting meta completely pointless. "What's the point of running an armor stacked x when it dies as fast as a scout"
Beyond that you're a scrub, and I can kick your teeth in with basic gear bruuh.
GimmeDatSuhWeet isk
We found a new pope to teach shield users how to shield tank, all hail pope redblood the 6th
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PLAYSTTION
Corrosive Synergy
753
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Posted - 2015.03.19 20:42:00 -
[38] - Quote
Would like to try. CCP could try this for a week then have us tell them what we thought, who knows.
Getting rid of aim assist would almost double TTK and reward real skill.
Gassault Galogi Galsent
Open Beta Vet - 39 mil sp
Director of Corrosive Synergy
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Timtron Victory
Horizons' Edge
443
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Posted - 2015.03.19 20:42:00 -
[39] - Quote
I dont think its a bad idea. OHK weapons should just have their damage increased and charge up/reload time increased
RATATATAGäó
CCP WhoeverGäó
Proud Christian
Jesus Loves You
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gustavo acosta
Capital Acquisitions LLC Bad Intention
1070
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Posted - 2015.03.19 20:45:00 -
[40] - Quote
PLAYSTTION wrote:Would like to try. CCP could try this for a week then have us tell them what we thought, who knows.
Getting rid of aim assist would almost double TTK and reward real skill. If we get rid of hit detection Kb/m needs to be removed as well.
GimmeDatSuhWeet isk
We found a new pope to teach shield users how to shield tank, all hail pope redblood the 6th
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Timtron Victory
Horizons' Edge
444
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Posted - 2015.03.19 20:46:00 -
[41] - Quote
Booby Tuesdays wrote:I would be thrilled with a 25% base HP buff.
A 15% buff to shield extenders. No buff to plates.
A 50% buff to rep and reg modules.
Removing AIm Assist.
Removing Sentinel splash resistance.
Add a gotdamn shield rep tool.
I think extreme damage profiles need to go too
20% and 15% is too much It should be at most 10%
RATATATAGäó
CCP WhoeverGäó
Proud Christian
Jesus Loves You
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Kuruld Sengar
B.O.S.S.GD
270
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Posted - 2015.03.19 20:51:00 -
[42] - Quote
Aero Yassavi wrote:Jathniel wrote: No. Longer TTK does NOT = more skill required. If it did, then running Scout would not be considered 'hard mode' by so many people.
You realize your argument makes no sense to the proposition? The high TTK equating to higher skill refers to engaging enemies when you both have proportionately higher TTKs, not using a relatively higher TTK suit than your opponent. Yeah, seems most people in this thread are forgetting this will affect every suit.
What about being able to run past a heavy without getting insta-blapped? Heavies would survive a boundless remote! Nova knives would take more than 1 hit to kill. Rail sniping won't kill any suit that is more than 900hp as of this moment. Reload speed will actually have a noticeable impact on fights. Headshot from a militia sniper would not one shot a proro suit...
Sure there would be prolonged dances and it would take longer to kill a target. That just means there will be marginally less of a gap between new and old players since new players will have slightly more time to respond to threats, get to cover, and potentially receive help. At the moment if someone is in danger, there is very rarely any way to save them in time (short of the enemy screwing up).
TL;DR: The higher time to kill should emphasize the tactical nature of Dust, and give a bit more contrast between it and shooters like counter strike, CoD, and battlefield. Honestly, the sustained fights we got in ages ago were far more fun than trading instant death like we do now. |
gustavo acosta
Capital Acquisitions LLC Bad Intention
1072
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Posted - 2015.03.19 20:53:00 -
[43] - Quote
Arkena Wyrnspire wrote:Irritated.
People complaining this is a twitch shooter with instant TTK have no idea what they're talking about. TTK is actually pretty long here, generally.
The people who would benefit most from a TTK increase would be protosuit users. Most of the whining for increased TTK I see is from really bad players who are upset it didn't take ten minutes to kill their shiny. You're an idiot if you honestly believe the only people who would benefit from an increase in TTK are just proto-users. There's a reason why tank and rep modules are the most used high and low slots out there.
GimmeDatSuhWeet isk
We found a new pope to teach shield users how to shield tank, all hail pope redblood the 6th
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Monty Mole Clone
Ametat Security Amarr Empire
285
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Posted - 2015.03.19 20:58:00 -
[44] - Quote
i know a dead camel that would come back to this game if he could use 3g ehp sentinels
Dust 514 hurts
Go Fabulous or go home
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Vicious Minotaur
2212
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Posted - 2015.03.19 21:00:00 -
[45] - Quote
I'd be pissed.
If you are going to touch TTK, do it with logic and appropriate numbers. I am not fond of the "hurr durr, lets wildly swing around our [nerf hammer/buff bat]... durrrrrr"-method of balancing.
Still, TTK could stand to increase a bit.
I am a minotaur.
a+üa¦ëa¦ëa¦ëa¦ëa¦ëa¦ëa¦ëa¦ëa¦ëa¦ëa¦ëa¦ëa¦ëa¦ëa¦ëa¦ëa¦ëa¦ëa¦ëa¦ëa+üa¦ça¦ça¦ça¦ça¦ça¦ça¦ça¦ça¦ça¦ça¦ça¦ça¦ça¦ça¦ça¦ça¦ça¦ça¦ça¦ça+üa+¦a+¦a+¦a+¦a+¦a+¦a+¦a+¦a+¦a+¦a+¦a+¦a+¦a+¦a+¦a+¦a+¦a+¦a+¦a+¦a+üa¦ëa¦ëa¦ëa¦ëa¦ëa¦ëa¦ëa¦ëa¦ëa¦ëa¦ëa¦ëa¦ëa¦ëa¦ëa¦ëa¦ëa¦ëa¦ëa¦ëa+üa¦ëa¦ëa¦ëa¦ëa¦ëa¦ëa¦ëa¦ëa¦ëa¦ëa¦ëa¦ëa¦ëa¦ëa¦ëa¦ëa¦ë
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Ghost Kaisar
Negative-Feedback
10721
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Posted - 2015.03.19 21:16:00 -
[46] - Quote
Xocoyol Zaraoul wrote:If CCP one day patched this in, would you be happy, angry, or ambivalent?
- Doubling Derpsuit Base HP
- Doubling Derpsuit Armor/Shield Module HP
- Doubling ammunition carried (not magazine size)
Don't bother doubling TTK
Just remove AA. TTK is now higher for a good 90% of the playerbase.
Currently listening to: Max Anarchy OST
Old School Scout, watch out for the knives
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Indianna Pwns
The Cheshire Cats
41
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Posted - 2015.03.19 21:35:00 -
[47] - Quote
Ghost Kaisar wrote:Xocoyol Zaraoul wrote:If CCP one day patched this in, would you be happy, angry, or ambivalent?
- Doubling Derpsuit Base HP
- Doubling Derpsuit Armor/Shield Module HP
- Doubling ammunition carried (not magazine size)
Don't bother doubling TTK Just remove AA. TTK is now higher for a good 90% of the playerbase.
Aim assist is fine as it is very light in dust compared to most console shooters.
Aim assist is needed in Dust due to the aiming mechanics being so clunky.
Thumbsticks are inherently innacurate for FPS games, it takes a lot of practice with them just to have average aim (in comparison to the precision of a mouse anyway) |
Aramis Madrigal
Titans of Phoenix
380
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Posted - 2015.03.19 22:32:00 -
[48] - Quote
Arkena Wyrnspire wrote:Irritated.
People complaining this is a twitch shooter with instant TTK have no idea what they're talking about. TTK is actually pretty long here, generally.
The people who would benefit most from a TTK increase would be protosuit users. Most of the whining for increased TTK I see is from really bad players who are upset it didn't take ten minutes to kill their shiny.
I'm inclined to agree. TTK seems just about right. It is possible to turn the tables on someone who gets the drop on you, but it requires good reaction time and positioning (i.e. you are aware of your environment and know where to go for cover when fire comes from an unexpected direction and you can get on target fast). Grossly inflated TTK would reduce the need to seek positional advantages, with superior aim and strafing sufficient to win most engagements. Moreover, it would do little to mitigate the advantage that vets have over newer players. A sound tactical approach is something that anyone can apply, regardless of gun game. If surprise and position don't matter much, raw numbers and aim will win the day. In addition, chance/luck matters less as engagements lengthen (simple model detailed below).
-Aramis
Imagine combat modeled as a short series of Bernoulli distributed trials, with the ultimate victor being the individual who wins more of these handful of virtual coin flips. Now lets say the our bitter vet has a 70% chance of winning any one of these individual trials and our noob a 30% chance. In a short/moderate TTK scenario, there are perhaps 3-5 such trials (get the drop on a guy, get on target, stay on target, strafe, kill target). With a longer TTK, there are more such trials in each combat, making the outcome more likely to go in favor of the vet. I realize that this is a rather coarse model, but it's probably fairly accurate. |
gustavo acosta
Capital Acquisitions LLC Bad Intention
1072
|
Posted - 2015.03.19 22:54:00 -
[49] - Quote
Aramis Madrigal wrote: TTK seems just about right. It is possible to turn the tables on someone who gets the drop on you, but it requires good reaction time and positioning (i.e. you are aware of your environment and know where to go for cover when fire comes from an unexpected direction and you can get on target fast). Grossly inflated TTK would reduce the need to seek positional advantages, with superior aim and strafing sufficient to win most engagements. Moreover, it would do little to mitigate the advantage that vets have over newer players. A sound tactical approach is something that anyone can apply, regardless of gun game. If surprise and position don't matter much, raw numbers and aim will win the day. In addition, chance/luck matters less as engagements lengthen (simple model detailed below).
-Aramis
Imagine combat modeled as a short series of Bernoulli distributed trials, with the ultimate victor being the individual who wins more of these handful of virtual coin flips. Now lets say the our bitter vet has a 70% chance of winning any one of these individual trials and our noob a 30% chance. In a short/moderate TTK scenario, there are perhaps 3-5 such trials (get the drop on a guy, get on target, stay on target, strafe, kill target). With a longer TTK, there are more such trials in each combat, making the outcome more likely to go in favor of the vet. I realize that this is a rather coarse model, but it's probably fairly accurate.
The lacking in TTK as it stands is enough to make tanking and damage stacking the more viable playstyle. Which is awful, when there is much more diversity to be had. E-war is not as viable as tank, biotics are not as viable as tank, no combination of styles is as viable as a playstyle combined with tank. The current TTK does not allow room for any other playstyle to thrive, it's not a matter of basic combat. Tactics are made moot if there is no time before death to execute those tactics, new players cannot compete against vets because the amount of damage output and tank that they carry will not allow it. If TTK was lengthened they'd have more room to retaliate.
It's not accurate the community that play the game are not divided by two factions, one being more experienced. It is a spectrum of players with varying playstyles and hours put into the game.
GimmeDatSuhWeet isk
We found a new pope to teach shield users how to shield tank, all hail pope redblood the 6th
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Dovallis Martan JenusKoll
Osmon Surveillance Caldari State
1159
|
Posted - 2015.03.19 23:35:00 -
[50] - Quote
Wow.... so many people here think that RNG bullet distribution ending a battle early = skill.
Short battles are mostly RNG from your gun. The shorter the conflict the more that RNG means.
Therefore Skill = RNG?
You people lobbying for short kill times amuse me... really.
http://youtu.be/dtXupQg77SU
Dust to Dust
Remember the dream you had before the day you were born.
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Jathniel
Ahrendee Inc. Negative-Feedback
1506
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Posted - 2015.03.20 04:37:00 -
[51] - Quote
Dovallis Martan JenusKoll wrote:Wow.... so many people here think that RNG bullet distribution ending a battle early = skill.
Short battles are mostly RNG from your gun. The shorter the conflict the more that RNG means.
Therefore Skill = RNG?
You people lobbying for short kill times amuse me... really.
No one is lobbying for short kill times, we're lobbying against unreasonably long ones.
When a gun does X amount of damage, and the target has X amount of eHP. Those are direct stats. Which is the complete opposite of RNG.
When someone kills another person in this game. It's because, in some way or another, that target was within their field of effect.
RNG would be your bullet doing a random amount of damage, hitting a random target around the field, who has a random amount of HP.
gustavo acosta wrote:Jathniel wrote: That said, lower TTK gameplay requires more skill.
People asking for higher TTK, are going to get tore up, just as badly as they are now, for the fundamental reason that the people killing them, can and will acquire lethal firing solutions first.
Why fool yourself into thinking otherwise?
Lower TTK=COD COD=No skill pretty simple equation. No, HP will actually mean something, people who don't stack hp will have a better chance of survival. Low TTK makes the game's fitting meta completely pointless. "What's the point of running an armor stacked x when it dies as fast as a scout" Beyond that you're a scrub, and I can kick your teeth in with basic gear bruuh.
*Argues against low TTK.* *Says people with lower HP will have a better chance of survival.*
Retired
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JJ'S
Krusual Covert Operators Minmatar Republic
38
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Posted - 2015.03.20 04:43:00 -
[52] - Quote
Mejt0 wrote:Longer TTK = player is too bad and he needs extra seconds to aim and fire back.
I see your back... Move crosshair so it lights up red and Aim assist engages.... Hold down trigger.... Easy kill. Doesn't matter what that player is fitted with or who they are...
One time, When DUST was fun... Like really fun... and had 15k player peaks... Someone would fire at your back.. Regardless of who it was... And you would have time enough to turn around and defend your ISK investment.
You have bought into easy kills that mean almost nothing.... Opposed to DUST when it was fun and Killing another player means you bested them, While having the continuous feeling that your personal skill grows with everytime you play.
The average Vet in DUST hasn't felt as if their skill has gotten better in game for years.. Might get some more SP.. or a gun or suit that is FOTM... But personal skill improvements? Has stagnated since the implementation of Aim assist. |
Dovallis Martan JenusKoll
Osmon Surveillance Caldari State
1161
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Posted - 2015.03.20 04:54:00 -
[53] - Quote
Jathniel wrote:
No one is lobbying for short kill times, we're lobbying against unreasonably long ones.
When a gun does X amount of damage, and the target has X amount of eHP. Those are direct stats. Which is the complete opposite of RNG.
When someone kills another person in this game. It's because, in some way or another, that target was within their field of effect.
RNG would be your bullet doing a random amount of damage, hitting a random target around the field, who has a random amount of HP.
Bullet spread is RNG. Heck.. hit detection is also RNG for this game...
Also, the combat times from the closed beta were brilliant for fights. You actually felt like you were in a fight, not just slapping someone with a stick of ham and saying, "Tag!". After a 1v1, you felt kind of jittery about the conflict then.... Now.. Blap. Over. Done. Gun has fired. Who did I kill? I don't know. Wasn't important enough to remember.
If you want fast kills you need to use short range weapons (such as knives). If you want slower kills, then it should be for ranged weapons.
The difference between weapon performance and armor types would be clarified for many people with longer combat bouts. Right now, I can talk to half of the people I play with and they have no idea that guns have damage profiles. Targets drop so fast it's not worth knowing unless it's vs a Tank.
Why even have damage profiles for weapons, if the game makes it so that you can't spot the difference between an armor or shield oriented weapon without reading the specialization tips or visiting the forums.
http://youtu.be/dtXupQg77SU
Dust to Dust
Remember the dream you had before the day you were born.
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Jathniel
Ahrendee Inc. Negative-Feedback
1506
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Posted - 2015.03.20 05:30:00 -
[54] - Quote
Dovallis Martan JenusKoll wrote:Jathniel wrote:
No one is lobbying for short kill times, we're lobbying against unreasonably long ones.
When a gun does X amount of damage, and the target has X amount of eHP. Those are direct stats. Which is the complete opposite of RNG.
When someone kills another person in this game. It's because, in some way or another, that target was within their field of effect.
RNG would be your bullet doing a random amount of damage, hitting a random target around the field, who has a random amount of HP.
Bullet spread is RNG. Heck.. hit detection is also RNG for this game... Also, the combat times from the closed beta were brilliant for fights. You actually felt like you were in a fight, not just slapping someone with a stick of ham and saying, "Tag!". After a 1v1, you felt kind of jittery about the conflict then.... Now.. Blap. Over. Done. Gun has fired. Who did I kill? I don't know. Wasn't important enough to remember. If you want fast kills you need to use short range weapons (such as knives). If you want slower kills, then it should be for ranged weapons. The difference between weapon performance and armor types would be clarified for many people with longer combat bouts. Right now, I can talk to half of the people I play with and they have no idea that guns have damage profiles. Targets drop so fast it's not worth knowing unless it's vs a Tank. Why even have damage profiles for weapons, if the game makes it so that you can't spot the difference between an armor or shield oriented weapon without reading the specialization tips or visiting the forums.
I take your point.
But remember, in closed beta. Everyone hated Sentinels when they were actually capable of 1v1 against a tank. It took 3 or 4 people to take a Sentinel down. (Sentinels were also extremely hard to skill into.)
The way to balance TTK, so that the damage profiles matter, would be to reduce the severity of the PROFILES (and global weapon damages by a slightly less percentage); NOT double base eHP as mentioned in the OP. (This has been suggested NUMEROUS times.)
Retired
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Shutter Fly
Molon Labe. General Tso's Alliance
527
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Posted - 2015.03.20 06:47:00 -
[55] - Quote
Jathniel wrote:Dovallis Martan JenusKoll wrote:Jathniel wrote:
No one is lobbying for short kill times, we're lobbying against unreasonably long ones.
When a gun does X amount of damage, and the target has X amount of eHP. Those are direct stats. Which is the complete opposite of RNG.
When someone kills another person in this game. It's because, in some way or another, that target was within their field of effect.
RNG would be your bullet doing a random amount of damage, hitting a random target around the field, who has a random amount of HP.
Bullet spread is RNG. Heck.. hit detection is also RNG for this game... Also, the combat times from the closed beta were brilliant for fights. You actually felt like you were in a fight, not just slapping someone with a stick of ham and saying, "Tag!". After a 1v1, you felt kind of jittery about the conflict then.... Now.. Blap. Over. Done. Gun has fired. Who did I kill? I don't know. Wasn't important enough to remember. If you want fast kills you need to use short range weapons (such as knives). If you want slower kills, then it should be for ranged weapons. The difference between weapon performance and armor types would be clarified for many people with longer combat bouts. Right now, I can talk to half of the people I play with and they have no idea that guns have damage profiles. Targets drop so fast it's not worth knowing unless it's vs a Tank. Why even have damage profiles for weapons, if the game makes it so that you can't spot the difference between an armor or shield oriented weapon without reading the specialization tips or visiting the forums. I take your point. But remember, in closed beta. Everyone hated Sentinels when they were actually capable of 1v1 against a tank. It took 3 or 4 people to take a Sentinel down. (Sentinels were also extremely hard to skill into.) The way to balance TTK, so that the damage profiles matter, would be to reduce the severity of the PROFILES (and global weapon damages by a slightly less percentage); NOT double base eHP as mentioned in the OP. (This has been suggested NUMEROUS times.) I think its already been well established that doubling HP isn't the best direction to take, and I don't think anyone is arguing that it is.
In closed beta, heavies were much more difficult to take down quickly. What you aren't taking into account is that heavies also did much less damage, and had a fairly different role. The HMG didn't have insane DPS, short range, and fast overheat like it does now; in beta it was a weapon that did decent damage, had moderate range, and did sustained damage over an extended period. Heavies were meant to be able to eat damage and dish it out consistently against multiple opponents in a sustained engagement. The heavy in beta isn't really comparable to today's insta-kill HMG wielders that barely live longer than a medium frame.
I would stay away from modifying damage profiles, mostly because it is a defining factor in Dust and gives different weapon types unique benefits and detriments to fitting them in particular situations. Lowering TTK by 15-25% would make each engagement much more meaningful, which makes sense in a game where each death is a potential financial loss. It would also open each class up to a much more open range of possible balancing factors, a lower TTK is a restriction to the range of viable HP/ewar/rep/speed combinations. |
KA24DERT
TeamPlayers Negative-Feedback
1106
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Posted - 2015.03.20 06:48:00 -
[56] - Quote
Izlare Lenix wrote:The lack of aim assist and lower weapon damage during beta produced a much longer TTK than we have now.
And fights back then were more satisfying and more fun. Sometimes it took two clips to kill someone and you felt like you earned that kill. Or you managed to get away from several reds instead of insta dying to them.
Today's TTK is stupidly easy and boring. Killing someone or dying in a fraction of a second is not enjoyable. It's not satisfying or challenging and it sure as hell is not fun. Twitch shooters never are. This is the truth of the matter.
Aim assist has a HUGE influence on balance and TTK in this game, and all you need to do is have a Blue on Blue duel in FW or PC to realize the truth.
We could tweak numbers left and right to try and get around what Aim Assist does to the game's nature, or we could just get rid of Aim Assist and get back to the days where bullets didn't magically hit people, movement during duels mattered, and sidearms were the difference between life and death.
The major blocking issue to this is the improvement of Hit Detection. Fix that and there's no excuse for AA existing in this game.
BAN ADVANCED GEAR FROM PUBS | Mass Driver Advocate
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Leadfoot10
Molon Labe. General Tso's Alliance
3572
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Posted - 2015.03.20 07:54:00 -
[57] - Quote
Aramis Madrigal wrote:Imagine combat modeled as a short series of Bernoulli distributed trials, with the ultimate victor being the individual who wins more of these handful of virtual coin flips. Now lets say the our bitter vet has a 70% chance of winning any one of these individual trials and our noob a 30% chance. In a short/moderate TTK scenario, there are perhaps 3-5 such trials (get the drop on a guy, get on target, stay on target, strafe, kill target). With a longer TTK, there are more such trials in each combat, making the outcome more likely to go in favor of the vet. I realize that this is a rather coarse model, but it's probably fairly accurate.
Hmm, that's an interesting idea.
However, I think it's inaccurate, in that it's not Bernoulli distribution (coin flip). It's talent-distributed or rear weighted, where the longer the battle goes, the higher likelihood of the better player winning each "flip". That said, I think the result is the same -- longer TTK gives the better skilled player more chances to tip the scale in their favor.
TBH, I think it's rather self evident that longer TTK favors gun-game more than positioning.
Thoughts? |
Leadfoot10
Molon Labe. General Tso's Alliance
3572
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Posted - 2015.03.20 07:57:00 -
[58] - Quote
KA24DERT wrote:Izlare Lenix wrote:The lack of aim assist and lower weapon damage during beta produced a much longer TTK than we have now.
And fights back then were more satisfying and more fun. Sometimes it took two clips to kill someone and you felt like you earned that kill. Or you managed to get away from several reds instead of insta dying to them.
Today's TTK is stupidly easy and boring. Killing someone or dying in a fraction of a second is not enjoyable. It's not satisfying or challenging and it sure as hell is not fun. Twitch shooters never are. This is the truth of the matter. Aim assist has a HUGE influence on balance and TTK in this game, and all you need to do is have a Blue on Blue duel in FW or PC to realize the truth. We could tweak numbers left and right to try and get around what Aim Assist does to the game's nature, or we could just get rid of Aim Assist and get back to the days where bullets didn't magically hit people, movement during duels mattered, and sidearms were the difference between life and death. The major blocking issue to this is the improvement of Hit Detection. Fix that and there's no excuse for AA existing in this game.
Except, perhaps, that every single successful console shooter I can think of has had it.
Can you name one that doesn't?
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Jathniel
Ahrendee Inc. Negative-Feedback
1508
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Posted - 2015.03.20 08:06:00 -
[59] - Quote
Shutter Fly wrote:Jathniel wrote:Dovallis Martan JenusKoll wrote:Jathniel wrote:
No one is lobbying for short kill times, we're lobbying against unreasonably long ones.
When a gun does X amount of damage, and the target has X amount of eHP. Those are direct stats. Which is the complete opposite of RNG.
When someone kills another person in this game. It's because, in some way or another, that target was within their field of effect.
RNG would be your bullet doing a random amount of damage, hitting a random target around the field, who has a random amount of HP.
Bullet spread is RNG. Heck.. hit detection is also RNG for this game... Also, the combat times from the closed beta were brilliant for fights. You actually felt like you were in a fight, not just slapping someone with a stick of ham and saying, "Tag!". After a 1v1, you felt kind of jittery about the conflict then.... Now.. Blap. Over. Done. Gun has fired. Who did I kill? I don't know. Wasn't important enough to remember. If you want fast kills you need to use short range weapons (such as knives). If you want slower kills, then it should be for ranged weapons. The difference between weapon performance and armor types would be clarified for many people with longer combat bouts. Right now, I can talk to half of the people I play with and they have no idea that guns have damage profiles. Targets drop so fast it's not worth knowing unless it's vs a Tank. Why even have damage profiles for weapons, if the game makes it so that you can't spot the difference between an armor or shield oriented weapon without reading the specialization tips or visiting the forums. I take your point. But remember, in closed beta. Everyone hated Sentinels when they were actually capable of 1v1 against a tank. It took 3 or 4 people to take a Sentinel down. (Sentinels were also extremely hard to skill into.) The way to balance TTK, so that the damage profiles matter, would be to reduce the severity of the PROFILES (and global weapon damages by a slightly less percentage); NOT double base eHP as mentioned in the OP. (This has been suggested NUMEROUS times.) I think its already been well established that doubling HP isn't the best direction to take, and I don't think anyone is arguing that as it is. In closed beta, heavies were much more difficult to take down quickly. What you aren't taking into account is that heavies also did much less damage, and had a fairly different role. The HMG didn't have insane DPS, short range, and fast overheat like it does now; in beta it was a weapon that did decent damage, had moderate range, and did sustained damage over an extended period. Heavies were meant to be able to eat damage and dish it out consistently against multiple opponents in a sustained engagement. The heavy in beta isn't really comparable to today's insta-kill HMG wielders that barely live longer than a medium frame. I would stay away from modifying damage profiles, mostly because it is a defining factor in Dust and gives different weapon types unique benefits and detriments to fitting them in particular situations. Increasing TTK by 15-25% would make each engagement much more meaningful, which makes sense in a game where each death is a potential financial loss. It would also open each class up to a much more open range of possible balancing factors, a lower TTK is a restriction to the range of viable HP/ewar/rep/speed combinations. EDIT: Lowering/Increasing
I remember the closed beta Sentinel VERY differently. The HMG shredded everything... Even vehicles didn't escape it's wrath. It would tear down dropships that got too close, and kill HAVs that were unlucky enough to get stuck on terrain. In a matter of seconds. And if they had on damage mods? They would tear down the gates of Heaven itself. No sir, Sentinels were far more deadly in the past.
Either way, TTK has been increased with direct eHP buffs, with the latest being assaults. And I am opposed to increases, using eHP buffs because it won't fix other problems. TTK is also very much in the favor of armor players, for a number of different reasons. Damage profiles are problematic mostly on the anti-shield end.
I would personally favor a removal of Aim Assist, but AA is one of the strongest factors helping newer players compete (which was one of the reasons for its implementation).
I'm going to be honest and say, I don't want to see a TTK increase. Doing that would simply eliminate imbalances we have now, to go right back to the ones we had 3+ years ago. I have great memories of closed beta, but please understand, it was nowhere near as "polished" as the Dust that Rattati and his team have made today.
Retired
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jenza aranda
BetaMax.
3582
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Posted - 2015.03.20 10:17:00 -
[60] - Quote
Back in the day, TTK was a lot lot longer and it was generally liked. Basically all the basic HP of the suits we have today where the Basic level way back when before the Open beta. Advanced and Proto variants of the suits had, in some cases, double the EHP of their basic variants.
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