Pages: 1 2 [3] 4 5 :: one page |
|
Author |
Thread Statistics | Show CCP posts - 4 post(s) |
Cyzad4
Blackfish Corp.
778
|
Posted - 2015.05.21 12:38:00 -
[61] - Quote
Not exactly directly related to the portal itself but kills aren't transferring from testing to daily missions but SP gained is.
Look on my works, ye mighty, and despair.
|
Talon Paetznick II
New Eden's Army New Eden's Heros
131
|
Posted - 2015.05.21 12:49:00 -
[62] - Quote
If it's. Trans dimensional we should get a dark lord cathulu ...
All hail the dark lord!!!!!!
all proper murder is premeditated, that's what makes new Eden fun
acidental mansluaghter charges in FW however are not
|
castba
Rogue Instincts New Eden's Heros
900
|
Posted - 2015.05.21 12:52:00 -
[63] - Quote
Henrietta Unknown wrote:Went into three at different locations. What's the point? Didn't do jack. Am I missing out on something here? Portal to another area.
Expecting a new piece if deployable equipment. Imagine being reclined in Dom, then having a cloaked scout slip through and deploy the exit portal behind the enemy or near the point.
Can't help but imagine the crazy spam though...
"When everything is OP, nothing is" - CCP Ratatti
|
Robert Conway
Concordiat Mercenaries
334
|
Posted - 2015.05.21 12:56:00 -
[64] - Quote
Perhaps something should be taken from Eve on this one. Currently in eve, Wormholes show the nebula of the system the exit Wormhole is in. So perhaps a mechanic can be added to allow you to see your exit point through the portal. That way if exit point WERE to become random, you would still be able to confidently use them because you would KNOW where you were going and see if there was a spawn camper there.
Idea for player driven marketing and videos
Link
|
Foo Fighting
Sinq Laison Gendarmes Gallente Federation
323
|
Posted - 2015.05.21 13:22:00 -
[65] - Quote
Jadek Menaheim wrote:Foo Fighting wrote:Just discovered the enemy portal in the redline is a good escape route when the timer is against you - was just able to go into enemy redline hack and kill and get a free port out again. I was just in that match with you. Posted a video demo of it. No hacks or fancy kills however. https://youtu.be/ur-NJVrjzGg Cool - We need this music whenever we use nova knives. |
Andris Kronis
Molon Labe. RUST415
81
|
Posted - 2015.05.21 13:27:00 -
[66] - Quote
Using the TDA to jump out of the red line can give an erratic red line timer.
"Corporation slogan coming to a sig near you"
|
Jadek Menaheim
Xer Cloud Consortium
6
|
Posted - 2015.05.21 13:28:00 -
[67] - Quote
Foo Fighting wrote:Jadek Menaheim wrote:Foo Fighting wrote:Just discovered the enemy portal in the redline is a good escape route when the timer is against you - was just able to go into enemy redline hack and kill and get a free port out again. I was just in that match with you. Posted a video demo of it. No hacks or fancy kills however. https://youtu.be/ur-NJVrjzGg Cool - We need this music whenever we use nova knives. The track is titled Calling by Donor. I made a playlist of these dark house techno songs.
https://soundcloud.com/luke-larabee/sets/fan-currated-dust-514
Dust 514 Market Trello. The essential resource for trading in Dust.
|
Jadek Menaheim
Xer Cloud Consortium
6
|
Posted - 2015.05.21 13:31:00 -
[68] - Quote
Andris Kronis wrote:Using the TDA to jump out of the red line can give an erratic red line timer. The redline timer is already pretty erratic. You're almost certain to die between 4 and 2 seconds left. It's never accurate.
Dust 514 Market Trello. The essential resource for trading in Dust.
|
Vrain Matari
Mikramurka Shock Troop Minmatar Republic
2
|
Posted - 2015.05.21 13:52:00 -
[69] - Quote
Jadek Menaheim wrote:Rattati, each team has three portals. It might not hurt if either side had one portal near the flight ceiling (on their side of the map). Increase drifting distance on falling and players can test squirrel suiting in.
It might be really fun. Agree with this - skyspawning could be fun and useful if suits had more lateral control.
PSN: RationalSpark
|
Jadek Menaheim
Xer Cloud Consortium
6
|
Posted - 2015.05.21 14:04:00 -
[70] - Quote
Vrain Matari wrote:Jadek Menaheim wrote:Rattati, each team has three portals. It might not hurt if either side had one portal near the flight ceiling (on their side of the map). Increase drifting distance on falling and players can test squirrel suiting in.
It might be really fun. Agree with this - skyspawning could be fun and useful if suits had more lateral control. The question is should amount of lateral control hinge on suit type, equipment/module, or nothing at all (every suit has same buff) ?
Dust 514 Market Trello. The essential resource for trading in Dust.
|
|
DeathwindRising
ROGUE RELICS
1
|
Posted - 2015.05.21 14:09:00 -
[71] - Quote
dzizur wrote:Buwaro Draemon wrote:DeathwindRising wrote:what if the spawns rotated positions every few minutes.... similar to how objectives change position in Acquisition game mode?
EDIT: put the exit spawns on timers that change the location of the exit spawn. make the exit spawn invisible so its harder to camp.
add some form of indicator to the entry spawn when the timer for the exit spawn is close to and/or changing location.
Or, change the exit spawn after every use. this might be better as you wouldn't be able to camp an exit if you found one ^This. I came to this thread to say this exact same thing. Other than few bugs mentioned above in other responses, this, while not being a bug, should be taking high consideration or else this whole idea of teleportation anomilities will fail. Only way to keep it alive and healthy would be to make them invisible to the enemy's eyes and have them switch teleportation locations every X minute(s) or else nobody will use them in the future because of shameless campers. Just now I left a match where a Tank was overlooking the White teleporation anomily in Ashland. Please CCP. I love this idea but campers will destroy it if you don't randomize spawns and make them invisible to the enemy team. NO! no randomizing please! trying to hit another merc is random enough... What's the point of the portal if you have no idea where you are going? Where's planning and tactics?
because all the portals should be visible from the map... and color coded so you know exactly where the exit is taking you. I thought that was obvious that the entry and exit spawn show on the map but i guess not.
make them visible on the map with a new icon, similar to how drop uplink show up when available. |
Robert Conway
Concordiat Mercenaries
334
|
Posted - 2015.05.21 14:21:00 -
[72] - Quote
I would also like to say there is almost no testing going on in these maps. Proto stompers are exploiting the matchmaking mechanics of the test matches to pad themselves.
Idea for player driven marketing and videos
Link
|
Kain Spero
Negative-Feedback
5
|
Posted - 2015.05.21 14:35:00 -
[73] - Quote
CCP Rattati wrote:1) Having the Exit invisible - will check 2) Don't like "skyspawning", easier to be camped after landing 3) Give exit point a strong scan and precision to avoid straight camping, won't work against railtanks 200 m away so placement is also a critical point
keep it coming!
I would consider changing how the inertia landing mechanic works. Namely increasing drift control and maybe removing the animation lock when you hit the ground if you used a portal. Even with that I really think if you are going to do some testing it would be worthwhile to put in a skypawn exit like 600m up and see what people think rather than just writing it off.
The way these portals work right now feels really gimmicky with how you just pop up into another part of the battlefield. Eventually folks will have enough map knowledge to know where the exit points are, visible or not, and camp them.
Overall, I feel like these should only be active in certain situations like if the enemy has all of the objectives and not active all the time as well.
I would say that the portals on the ground look better with the frame, but I think the portals make more sense in the MCC. They are just a bit intrusive with their locations and how bright they glow. The saturation level on the colors is also a bit jarring. I'd almost prefer them to be in the corners of the MCC.
I will say that increasing the number of available ground spawns on ash lands is a huge plus and should be down portals or not.
Owner of Spero Escrow Services
Follow @KainSpero for Dust and Legion news
|
Henrietta Unknown
Corrosive Synergy Rise Of Legion.
1
|
Posted - 2015.05.21 14:39:00 -
[74] - Quote
Jadek Menaheim wrote:V1RONXSS wrote:The only one in MCC worked for me, on the ground do not works, trying both green/red. They are one way. On Blood Gultch the entrance portals are on the MCC, they exit on the ground. Ah, so that's why all the ones I tested on the ground were useless.
Selling Items
Store - Player Trading
|
Robert Conway
Concordiat Mercenaries
334
|
Posted - 2015.05.21 14:44:00 -
[75] - Quote
Kain Spero wrote:CCP Rattati wrote:1) Having the Exit invisible - will check 2) Don't like "skyspawning", easier to be camped after landing 3) Give exit point a strong scan and precision to avoid straight camping, won't work against railtanks 200 m away so placement is also a critical point
keep it coming! I would consider changing how the inertia landing mechanic works. Namely increasing drift control and maybe removing the animation lock when you hit the ground if you used a portal. Even with that I really think if you are going to do some testing it would be worthwhile to put in a skypawn exit like 600m up and see what people think rather than just writing it off. The way these portals work right now feels really gimmicky with how you just pop up into another part of the battlefield. Eventually folks will have enough map knowledge to know where the exit points are, visible or not, and camp them. Overall, I feel like these should only be active in certain situations like if the enemy has all of the objectives and not active all the time as well. I would say that the portals on the ground look better with the frame, but I think the portals make more sense in the MCC. They are just a bit intrusive with their locations and how bright they glow. The saturation level on the colors is also a bit jarring. I'd almost prefer them to be in the corners of the MCC. I will say that increasing the number of available ground spawns on ash lands is a huge plus and should be down portals or not. One more thing I'd like to add with them being in the MCC. I spawned in the MCC once to only be put through a portal that I didn't want to go through. My spawn point in the MCC was exactly the same place where a portal was.
Idea for player driven marketing and videos
Link
|
Vrain Matari
Mikramurka Shock Troop Minmatar Republic
2
|
Posted - 2015.05.21 14:50:00 -
[76] - Quote
Jadek Menaheim wrote:Vrain Matari wrote:Jadek Menaheim wrote:Rattati, each team has three portals. It might not hurt if either side had one portal near the flight ceiling (on their side of the map). Increase drifting distance on falling and players can test squirrel suiting in.
It might be really fun. Agree with this - skyspawning could be fun and useful if suits had more lateral control. The question is should amount of lateral control hinge on suit type, equipment/module, or nothing at all (every suit has same buff) ? Posted about this a looooong time ago, but scaling inversely with suit mass would be immersive and add another small nuance to the game. If mass of armor plates was accounted for even better.
As far as mods go, always thought a scout suit with a 'glidepak' module and a cloak would be a great way to break redlines: cloak, jump, glide to a relatively safe spot and then head out placing uplinks.
PSN: RationalSpark
|
Jadek Menaheim
Xer Cloud Consortium
6
|
Posted - 2015.05.21 14:52:00 -
[77] - Quote
Henrietta Unknown wrote:Jadek Menaheim wrote:V1RONXSS wrote:The only one in MCC worked for me, on the ground do not works, trying both green/red. They are one way. On Blood Gultch the entrance portals are on the MCC, they exit on the ground. Ah, so that's why all the ones I tested on the ground were useless. It really confused me when I tried testing them on a new account when they first released on the Academy Maps. I had no idea they were in the MCC.
Dust 514 Market Trello. The essential resource for trading in Dust.
|
Jadek Menaheim
Xer Cloud Consortium
6
|
Posted - 2015.05.21 14:53:00 -
[78] - Quote
Robert Conway wrote:One more thing I'd like to add with them being in the MCC. I spawned in the MCC once to only be put through a portal that I didn't want to go through. My spawn point in the MCC was exactly the same place where a portal was. Yeah, the purple one is too close.
Dust 514 Market Trello. The essential resource for trading in Dust.
|
deadpool lifetone
D3ATH CARD RUST415
55
|
Posted - 2015.05.21 14:58:00 -
[79] - Quote
1. no sky spawning ( stupid ) sniper , tank , ads all could wait in the nest 2. exit point should be invisble to enemy ( cant be scanned or picked up ) 3. change exit location to random locations ( 3 - 4 different random locations should be availble per match ) 4. 20m scan radious on portal exit 5. while exiting portal ( delay to scanner's )
...scouts are real asset now , hard to fight in abattle without scouts securing a location with intel . |
Sgt Kirk
Fatal Absolution Negative-Feedback
10
|
Posted - 2015.05.21 14:59:00 -
[80] - Quote
That Amarr Assauot stance says, take me, I dare ye
Sgt Kirk's Gallente Propaganda Youtube Channel
|
|
Yoda Boss
67
|
Posted - 2015.05.21 15:37:00 -
[81] - Quote
I was wondering what the hell this was yesterday. It works. It's fun. +1
The only thing I can think of is making a new icon for the portal.
(Gê¬n+Ç-´)GèâGöüGÿån+ƒ¤.°n+ín+ƒGÿåGùÅ°. LASERS BTCH!¡!¡!¡!
*Fr-ò-ò BPO for New Recruits https://dust514.com/recruit/fCH9zc/
|
Scheneighnay McBob
And the ButtPirates
6
|
Posted - 2015.05.21 15:57:00 -
[82] - Quote
Apocalyptic Destroyerr wrote:Easy fix. Don't show the Exit Portal and or make the exits random to prevent camping Not showing the exit portal is only a temporary solution. As players become more experienced, they'll remember where the portals come out.
Some details can be ignored
|
Devadander
Woodgrain Atari
281
|
Posted - 2015.05.21 16:05:00 -
[83] - Quote
These are a fun new toy, but there are a few problems.
One in eight-ish MCC spawns will put you right into a random portal.
The ball ones seem to drop frame rate, but provide best exit cover due to the extreme glow effect. My personal fave is the wormhole lookin ones.
Camping is already an extreme issue.
Lack of map markers makes it tactically useless.
You get an odd 'fell from the sky' right as you port in. Just kind of annoying, seems you would shoot out more than fall down idk.
All in all a grand idea that can be tweaked into an EXTREMELY useful device. o7
"Lets group up and push an objective" ~ No blueberry ever
07-28-12 ~Deal with it~
|
Scheneighnay McBob
And the ButtPirates
6
|
Posted - 2015.05.21 16:07:00 -
[84] - Quote
Can't wait to have a go with this. For example, can grenades pass through? Can I hold a charge through the portal? Does it interrupt my reload? Can a vehicle get through?
Some details can be ignored
|
Aero Yassavi
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
10
|
Posted - 2015.05.21 16:30:00 -
[85] - Quote
Hypothetically, could the exit portal be very high in the sky allowing us to guide ourselves in?
Praetoriani Classiarii Templares = PIE Inc, Amarr dedicated Corp
Channel for AFW Squads & Orbitals: PIE Ground Control
|
Devadander
Woodgrain Atari
281
|
Posted - 2015.05.21 16:44:00 -
[86] - Quote
Charge holds, reloads works, as does spooling the hmg before you walk through, no vehicles or projectiles, cooking a grenade can be a bad idea; the collision on the port in is screwy.
"Lets group up and push an objective" ~ No blueberry ever
07-28-12 ~Deal with it~
|
jett it
MONSTER SYNERGY
88
|
Posted - 2015.05.21 16:45:00 -
[87] - Quote
Hey guys gotta say i love the wormholes, and as a ceo of 160 players I showed my corp as well and they were loving it also.
As a corp we came across a few concerns and here they are, no bugs or glitches yet.
Once walking into the wormhole you appear at the next wormhole this will create some pretty good camping spots for those RE bombers and heavies. Unlike a droplink these wormholes dont break or dont move creating an ultimate camping ground.
It also spawns you in right in the center and you are temporarily blinded out giving campers an even bigger advantage.
Our corp suggestions are...
Once you walk through the wormhole make the wormhole spawn you in a 15m radius not the center of the portal.
Other suggestions would be to have them constantly moving like acqustions this would greatly reduce campers as well.
Other than that ccp they are awesome and really cant wait til they hit pubs I know my corp is excited.
Jett it - out o7 |
CommanderBolt
KILL-EM-QUICK Rise Of Legion.
3
|
Posted - 2015.05.21 17:22:00 -
[88] - Quote
There is going to be something actually in "Other Contracts" - Mind BLOWWWWNNNN!
Seriously though, cool CCP.
"Madness how we turned our common-ground into a battle-ground.." - Essa
|
Apocalyptic Destroyerr
Shining Flame Amarr Empire
133
|
Posted - 2015.05.21 17:36:00 -
[89] - Quote
What if the exit portal had an Ongoing Flux ? To prevent mis-use such as placing RE's there ? |
Mahal Daj
Mahal Tactical Enterprises
156
|
Posted - 2015.05.21 17:41:00 -
[90] - Quote
CCP Rattati wrote:1) Having the Exit invisible - will check 2) Don't like "skyspawning", easier to be camped after landing 3) Give exit point a strong scan and precision to avoid straight camping, won't work against railtanks 200 m away so placement is also a critical point
keep it coming!
General Question: What are we trying to accomplish here? My answer would be 'the formation of meaningful fighting groups consisting of randomly selected and uncoordinated blueberries'
If I'm wrong here, I think the foundation perspective would be beneficial. I'm assuming its not things like 'create new spawn-camps' and 'disperse blueberries at random.' What do we need for Dust to improve? I'm of the opinion that we need more players alive, together in a group (sharing tacnet) engaging another large group of players. This gameplay, team on team, is when dust really comes alive for me.
in response to your points of clarification:
1) what if the portal was actually a spawn point that people could que into for a longer wait time, that dumped all blues together like an initial spawn? 2) it would be cool sometimes, or if it was very high up to allow a dispersion. most clone-outs do occur when high-spawns are available. 3) to lore-troll, why would the portal generate meaningful data and present it to the tacnet? What if the portal shot bolts of lightning which would keep people away from it?
(did we just re-create the basic dropship with CRU? s***, I thinik we did)
-daj
See my Post on Crashes: https://forums.dust514.com/default.aspx?g=posts&m=2413361#post2413361
|
|
|
|
|
Pages: 1 2 [3] 4 5 :: one page |
First page | Previous page | Next page | Last page |