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Thread Statistics | Show CCP posts - 6 post(s) |
Jadek Menaheim
Xer Cloud Consortium
6
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Posted - 2015.07.05 10:04:00 -
[31] - Quote
Very few new players are going to bother to do this...
Dust 514 Market Trello. The essential resource for trading in Dust.
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Sicerly Yaw
Corrosive Synergy No Context
501
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Posted - 2015.07.05 10:08:00 -
[32] - Quote
Jadek Menaheim wrote:Very few new players are going to bother to do this...
I only bother with my minja as it is the only account I recruited using my recruit link
click here if you are making a new account and want some free BPO's
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Sicerly Yaw
Corrosive Synergy No Context
502
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Posted - 2015.07.05 10:25:00 -
[33] - Quote
CCP Rattati wrote:
1) low mu players have a separate queue, there is no "low mu filling" going on 2) what's the alternative to both teams having protosquads and one of them losing? This is a competitive shooter. 3) if your alt is on the same account as your main, you will not go into the academy again, which is where you get your early training. 4) I have player every single fps there is, and there is always a learning curve. Playing COD:AW these days and I go 15/15 like I always do in all shooters, yet there are guys going 50/3 in those games as well. They even have a rating/level of 50 to my new guy with 8. The same exact experience I have in BF3, 4 and Hardline. I have the drive to do better which motivates me. Dust is no different.
one thing bothers me, while I was on my alt (different PSN account) I came across a certain player running in a squad of full proto
today I logged into my main and came across the same player
my main has about 25mill sp and my alt only has around 7mill I also don't play on it much but my KD on both I suppose is similar
so if like you say there is a separate queue is there a way around it? perhaps squad up with horrible players? perhaps someone that trains newer players gets stuck in low Mu queues?
click here if you are making a new account and want some free BPO's
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JARREL THOMAS
Dead Man's Game
775
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Posted - 2015.07.05 10:36:00 -
[34] - Quote
Sicerly Yaw wrote:CCP Rattati wrote:
1) low mu players have a separate queue, there is no "low mu filling" going on 2) what's the alternative to both teams having protosquads and one of them losing? This is a competitive shooter. 3) if your alt is on the same account as your main, you will not go into the academy again, which is where you get your early training. 4) I have player every single fps there is, and there is always a learning curve. Playing COD:AW these days and I go 15/15 like I always do in all shooters, yet there are guys going 50/3 in those games as well. They even have a rating/level of 50 to my new guy with 8. The same exact experience I have in BF3, 4 and Hardline. I have the drive to do better which motivates me. Dust is no different.
one thing bothers me, while I was on my alt (different PSN account) I came across a certain player running in a squad of full proto today I logged into my main and came across the same player my main has about 25mill sp and my alt only has around 7mill I also don't play on it much but my KD on both I suppose is similar so if like you say there is a separate queue is there a way around it? perhaps squad up with horrible players? perhaps someone that trains newer players gets stuck in low Mu queues? I'm currently helping some friends and I think this might be a problem. It's either my MU or theirs with an uncommon balanced match.
Caldari Loyalist. ( -í° -£-û -í°) They see me rollin they Hating (..) ( l: ) ( .-. ) ( :l ) (..)
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Varoth Drac
Dead Man's Game
1
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Posted - 2015.07.05 10:54:00 -
[35] - Quote
Yes in Dust it is very difficult for new players to compete with higher sp players. SP does make a big difference.
It's not necessarily a bad thing. So long as matchmaking puts you into games where you can compete, at least with some enemies, it's ok.
I used to play vanilla WoW. In pvp, there was huge disparity between players due to gear. It was still a lot of fun. If you were still approaching max level you feared the guys in full epic gear, you had now way to beat them one on one. But you still enjoyed the contribution you made to helping the team. You don't expect to be able to take them down on your own.
It gives you something to aim for, and an added sense of achievement if you help your team take down some veterans. The ISK element helps as well, since you could lose 15 standard fits for the price of one proto fit.
Perhaps include an isk efficiency stat at the end of match. |
Luther Mandrix
WASTELAND JUNK REMOVAL RUST415
599
|
Posted - 2015.07.05 11:01:00 -
[36] - Quote
CCP Rattati wrote:David Spd wrote:CCP Rattati wrote:4)I have the drive to do better which motivates me. Dust is no different. The difference between all those other shooters and Dust is the power-based progression. The only learning curve in Dust 514 is: Accepting that you will lose the vast majority of the time in a solo environment. Accepting that you will often lose when pit up against coordinated squads in Public Matchmaking. Understanding Dust as a whole does not take that much effort. Coming to terms with the fact that you will lose for reasons beyond your control (power differences) is a whole other beast entirely. They can see you before you know they're there. They can move faster than you, they can fire more accurately than you, they can do more damage than you, they can reload faster than you, they can jump higher than you... this is what Dust is for a new player. You could theoretically be the best FPS player in the world, but you get dropped into Dust 514 and you will get beaten senseless even if your positioning is superb and your situational awareness is spot on. Being able to glance at a guy and know that "There is no way in hell I can take him on in a 1v1 or even a 1v3 scenario" is why this game has been (and always will be) fundamentally broken. It isn't like other shooters. Player skill is secondary to having an optimized fitting or a squad to carry you. You can only do so much as an individual, and all it takes is TWO PEOPLE being in a coordinated party to control an entire 16v16 situation. Another part of the flaw of Dust 514 is the fact that the development team is full of sadists and masochists that get off on suffering. It took what.... years... for tiericide to happen and even now the gaps in power are more than enough to make new players miserable and to create unbelievable differences in potential based on the limitations of fittings and/or numbers difference. I'm awful at console first person shooters, but there are people I walk all over because my innate stats dominate theirs. There is no such thing as "handicap" in Dust. It's choosing to increase your suffering for some misguided idea of respect. You don't get "better" at the game by decreasing the power of your fitting, you learn to play the game a different way. In that sense, you ARE playing a different game. You learn to play as a vulture. Picking and choosing each and every engagement and focusing on the weak or overpowered players. Sounds great in theory, but in practice it's a test on sanity. Boring at the best of times, frustrating at the worst. You're taking advantage of the work of others to compensate for your lack of versatility and output. Who wants to wait for other people to do the work so they can steal the score? Not a lot of people with their head screwed on straight, that's for sure. So in all other FPS games, the new players start on equal footing with veterans. I'm gonna go ahead and disagree with that because I sure don't see a lot of the starter weapons in my killfeed. Second, player skill always wins, gear is secondary. This is hard to accept for many people, but its the truth. Good players can easily outplay prototype lower skill players in starter fits. (The WIN) or Victory means I am defeated if I lose- How about split that cold hard fact up - https://en.wikipedia.org/wiki/Tactical_victory 1.The term decisive victory refers to a military victory in battle that definitively resolves the objective being fought over, ending one stage of the conflict and beginning another stage. Until a decisive victory is achieved, conflict over the competing objectives will continue. Like all concepts of warfare, a decisive battle can take place from the tactical or unit level (Pavlov's House during the Battle of Stalingrad or the Chew House at the Battle of Germantown), the operational level (the Battle of Cowpens or the Battle of Cannae), all the way up to the strategic level (the Battle of Saratoga) or battles that bring an end to hostilities, such as the Battle of Waterloo or the Battle of Hastings. 2.A tactical victory may refer to a victory that results in the completion of a tactical objective as part of an operation or a victory where the losses of the defeated outweigh those of the victor. 3.A Pyrrhic victory is a victory that inflicts such a devastating toll on the victor that it is tantamount to defeat. Someone who wins a Pyrrhic victory has been victorious in some way; however, the heavy toll negates any sense of achievement or profit (another term for this would be "hollow victory") Dust needs more ways to not feel like a total loser all the time.(You need to fix this feeling) |
Aeon Amadi
Negative-Feedback. Negative-Feedback
11
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Posted - 2015.07.05 12:00:00 -
[37] - Quote
CCP Rattati wrote:
So in all other FPS games, the new players start on equal footing with veterans. I'm gonna go ahead and disagree with that because I sure don't see a lot of the starter weapons in my killfeed.
Second, player skill always wins, gear is secondary. This is hard to accept for many people, but its the truth. Good players can easily outplay prototype lower skill players in starter fits.
In Battlefield and Call of Duty it comes down to player skill and to a someextent what weapon you're using. In Dust 514 is both of those factors but we're also mixing in the variability of power leveled gear.
There is a great desire, especially from members of the community that are pro-tieracide, for that sort of power leveled gear to have even less of an effect on the overall flow of battle. We can all generally agree that an Amarr Assault with an SCR should have every advantage over a Cal Assault with an SCR ( armor tanker with anti-shield weapon against shield tanker with an anti-shield weapon). That advantage gets skewed if said player is using, say, Militia gear and his opponent is using Prototype.
Power levels like that create an artificial inflation of power in the overall balance scheme, hence the moniker, and it dillutes the feeling of preparation, tactics, and player skill. Despite having every advantage the Amarr Assault could still very likely lose simply because the Cal Assault spent more ISK (which is why we run into problems like PC District Locking/Alt Farming). This is especially true for new players who simply don't have the ISK -and- skill benefits to compete.
Progression should not entitle you to such a powerful advantage when it already gives you permanent, passive skill bonuses (+5% armor per level) and active bonuses from Dropsuits (+5% heat build reduction per level). In that context, Tieracide is extremely beneficial. We lose a sense of progression, absolutely, but that sense of progression comes at the cost of the overall balance of power. Players feel gypped out of a win simply because they didn't shell out as much ISK as the other guy ontop of simply not having the longevity bonus of skill application, regardless of tactics and preparation.
10% of US schools no longer teach Cursive. A decade from now, 10% of the US isn't going to understand all the squiglies.
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SALH
Holdfast Syndicate Amarr Empire
27
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Posted - 2015.07.05 13:25:00 -
[38] - Quote
CCP Rattati wrote:Sicerly Yaw wrote:so I've been playing on one of my alts just to get a break form the usual routine and I've been noticing that even tho my character has rather low amounts of pretty much everything I am getting put up against proto squads and even whole teams, but then I started to notice the people getting put on my team and what it meant
as I saw who my team mates where and who the enemy was I realized that both of them were pretty high sp players, players that only run in squads of full proto on both sides and that when we won it was due to our sides proto squad doing better then the other side and when we lost it was because our sides squad had given up
ok thats all fine but then I look at my score and I'm not doing any worse then usual but I see that I am placing last more then half the time which is fine its a very low sp char so I don't expect to be able to do too much
what upsets me is that when I think about the people I normally get stuck with on my main are pretty noobish I just thought they were bad players but now looking at it from my alts perspective I see that these players may be getting stuck with "the big kids" because of their low mu scores, this makes me think that there should be a way to keep low mu players out matches that have high mu players as when one of these newer players comes along for a while they will have a hard time fending for themselves
I may be wrong and that may not be how the matchmaking is but it looked like the low mu players were being put in as filler for the higher mu squads running around, on my main I can have a big impact on whether my team wins or loses but on my alt anything I do seems to not have much of an impact other then making a proto player angry that he died to std NK's or a recruit assault rifle 1) low mu players have a separate queue, there is no "low mu filling" going on 2) what's the alternative to both teams having protosquads and one of them losing? This is a competitive shooter. 3) if your alt is on the same account as your main, you will not go into the academy again, which is where you get your early training. 4) I have player every single fps there is, and there is always a learning curve. Playing COD:AW these days and I go 15/15 like I always do in all shooters, yet there are guys going 50/3 in those games as well. They even have a rating/level of 50 to my new guy with 8. The same exact experience I have in BF3, 4 and Hardline. I have the drive to do better which motivates me. Dust is no different. Yes, but the aiming and shooting in those games are way better. You guys have consistently nerfed things into the ground. I feel that the main problem fans are having with your game are aiming, and spawning. I haven't played dust514 lately, but when I do play it seems like the 2 major issues I just mentioned are never fixed. Spawning is horrible in this game, I know you have the same issues in other games but they are no where near worst as dust514. I can choose to smart depoly and it will worp me right where I got killed before with the same players who killed me camping there waiting for free kills, because the location of the spawn will not change. That's why the scores are so lop sided I believe. Any time a score look like 68 to 0 something is wrong, or how about 78 to 0 I seen this 1 quite a few times. Persons can strafe there way out of situations in this game being that it is common. In the shooters you mentioned you can't just move around in circles without getting shot. I just really want to like dust 514, to me it is different that's why I keep coming back. I see the new updates try it and if I don't like it I stop playing until the next one. |
AndyAndio
0uter.Heaven
214
|
Posted - 2015.07.05 13:36:00 -
[39] - Quote
Aeon Amadi wrote:CCP Rattati wrote:
So in all other FPS games, the new players start on equal footing with veterans. I'm gonna go ahead and disagree with that because I sure don't see a lot of the starter weapons in my killfeed.
Second, player skill always wins, gear is secondary. This is hard to accept for many people, but its the truth. Good players can easily outplay prototype lower skill players in starter fits.
In Battlefield and Call of Duty it comes down to player skill and to a someextent what weapon you're using. In Dust 514 is both of those factors but we're also mixing in the variability of power leveled gear. There is a great desire, especially from members of the community that are pro-tieracide, for that sort of power leveled gear to have even less of an effect on the overall flow of battle. We can all generally agree that an Amarr Assault with an SCR should have every advantage over a Cal Assault with an SCR ( armor tanker with anti-shield weapon against shield tanker with an anti-shield weapon). That advantage gets skewed if said player is using, say, Militia gear and his opponent is using Prototype. Power levels like that create an artificial inflation of power in the overall balance scheme, hence the moniker, and it dillutes the feeling of preparation, tactics, and player skill. Despite having every advantage the Amarr Assault could still very likely lose simply because the Cal Assault spent more ISK (which is why we run into problems like PC District Locking/Alt Farming). This is especially true for new players who simply don't have the ISK -and- skill benefits to compete. Progression should not entitle you to such a powerful advantage when it already gives you permanent, passive skill bonuses (+5% armor per level) and active bonuses from Dropsuits (+5% heat build reduction per level). In that context, Tieracide is extremely beneficial. We lose a sense of progression, absolutely, but that sense of progression comes at the cost of the overall balance of power. Players feel gypped out of a win simply because they didn't shell out as much ISK as the other guy ontop of simply not having the longevity bonus of skill application, regardless of tactics and preparation.
I disagree, tiercide is gonna make players that have tons of SP able to run better ISK efficient fits while remaining deadly. For example i modified my APEX Nomad suit to the point that the differences between that suit and my normal mk0 assault are really minor. Things like .5 less sprint speed, 80 or so less hp. same regen, same equipment, and with proficiency 5 on my CR i dont feel the difference between the basic CR and the Boundless, i ran that suit the first couple of weeks i got it on FW and i was doing great. Also if you run spambush with it, the ISK efficiency is game breaking.
Your logic and understanding of progression is not quite right, things like optimization and proficiency need to be reworked also if there's any kind of tiercide happens but hey, lets break the game even more so no one can have fun
2013 DUST 514's MVP of the Year.-
Retired for Love of the Game
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VikingKong iBUN
0uter.Heaven
473
|
Posted - 2015.07.05 13:41:00 -
[40] - Quote
SALH wrote:CCP Rattati wrote:Sicerly Yaw wrote:so I've been playing on one of my alts just to get a break form the usual routine and I've been noticing that even tho my character has rather low amounts of pretty much everything I am getting put up against proto squads and even whole teams, but then I started to notice the people getting put on my team and what it meant
as I saw who my team mates where and who the enemy was I realized that both of them were pretty high sp players, players that only run in squads of full proto on both sides and that when we won it was due to our sides proto squad doing better then the other side and when we lost it was because our sides squad had given up
ok thats all fine but then I look at my score and I'm not doing any worse then usual but I see that I am placing last more then half the time which is fine its a very low sp char so I don't expect to be able to do too much
what upsets me is that when I think about the people I normally get stuck with on my main are pretty noobish I just thought they were bad players but now looking at it from my alts perspective I see that these players may be getting stuck with "the big kids" because of their low mu scores, this makes me think that there should be a way to keep low mu players out matches that have high mu players as when one of these newer players comes along for a while they will have a hard time fending for themselves
I may be wrong and that may not be how the matchmaking is but it looked like the low mu players were being put in as filler for the higher mu squads running around, on my main I can have a big impact on whether my team wins or loses but on my alt anything I do seems to not have much of an impact other then making a proto player angry that he died to std NK's or a recruit assault rifle 1) low mu players have a separate queue, there is no "low mu filling" going on 2) what's the alternative to both teams having protosquads and one of them losing? This is a competitive shooter. 3) if your alt is on the same account as your main, you will not go into the academy again, which is where you get your early training. 4) I have player every single fps there is, and there is always a learning curve. Playing COD:AW these days and I go 15/15 like I always do in all shooters, yet there are guys going 50/3 in those games as well. They even have a rating/level of 50 to my new guy with 8. The same exact experience I have in BF3, 4 and Hardline. I have the drive to do better which motivates me. Dust is no different. Yes, but the aiming and shooting in those games are way better. You guys have consistently nerfed things into the ground. I feel that the main problem fans are having with your game are aiming, and spawning. I haven't played dust514 lately, but when I do play it seems like the 2 major issues I just mentioned are never fixed. Spawning is horrible in this game, I know you have the same issues in other games but they are no where near worst as dust514. I can choose to smart depoly and it will worp me right where I got killed before with the same players who killed me camping there waiting for free kills, because the location of the spawn will not change. That's why the scores are so lop sided I believe. Any time a score look like 68 to 0 something is wrong, or how about 78 to 0 I seen this 1 quite a few times. Persons can strafe there way out of situations in this game being that it is common. In the shooters you mentioned you can't just move around in circles without getting shot. I just really want to like dust 514, to me it is different that's why I keep coming back. I see the new updates try it and if I don't like it I stop playing until the next one.
Ambush: >Team 1 spawns on greatly advantageous high ground. >Team 2 spawns in the pit of death just beneath the greatly advantageous high ground. >Team 2 gets completely slaughtered by Team 1 in less than 5 minutes, because every single time they spawn it's in the same place, in a pit of death with 16 redberries pointing down at them. GG.
I would like a Gallente SMG.
TUNNEL SNAKES RULE
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SALH
Holdfast Syndicate Amarr Empire
28
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Posted - 2015.07.05 13:45:00 -
[41] - Quote
VikingKong iBUN wrote:SALH wrote:CCP Rattati wrote:Sicerly Yaw wrote:so I've been playing on one of my alts just to get a break form the usual routine and I've been noticing that even tho my character has rather low amounts of pretty much everything I am getting put up against proto squads and even whole teams, but then I started to notice the people getting put on my team and what it meant
as I saw who my team mates where and who the enemy was I realized that both of them were pretty high sp players, players that only run in squads of full proto on both sides and that when we won it was due to our sides proto squad doing better then the other side and when we lost it was because our sides squad had given up
ok thats all fine but then I look at my score and I'm not doing any worse then usual but I see that I am placing last more then half the time which is fine its a very low sp char so I don't expect to be able to do too much
what upsets me is that when I think about the people I normally get stuck with on my main are pretty noobish I just thought they were bad players but now looking at it from my alts perspective I see that these players may be getting stuck with "the big kids" because of their low mu scores, this makes me think that there should be a way to keep low mu players out matches that have high mu players as when one of these newer players comes along for a while they will have a hard time fending for themselves
I may be wrong and that may not be how the matchmaking is but it looked like the low mu players were being put in as filler for the higher mu squads running around, on my main I can have a big impact on whether my team wins or loses but on my alt anything I do seems to not have much of an impact other then making a proto player angry that he died to std NK's or a recruit assault rifle 1) low mu players have a separate queue, there is no "low mu filling" going on 2) what's the alternative to both teams having protosquads and one of them losing? This is a competitive shooter. 3) if your alt is on the same account as your main, you will not go into the academy again, which is where you get your early training. 4) I have player every single fps there is, and there is always a learning curve. Playing COD:AW these days and I go 15/15 like I always do in all shooters, yet there are guys going 50/3 in those games as well. They even have a rating/level of 50 to my new guy with 8. The same exact experience I have in BF3, 4 and Hardline. I have the drive to do better which motivates me. Dust is no different. Yes, but the aiming and shooting in those games are way better. You guys have consistently nerfed things into the ground. I feel that the main problem fans are having with your game are aiming, and spawning. I haven't played dust514 lately, but when I do play it seems like the 2 major issues I just mentioned are never fixed. Spawning is horrible in this game, I know you have the same issues in other games but they are no where near worst as dust514. I can choose to smart depoly and it will worp me right where I got killed before with the same players who killed me camping there waiting for free kills, because the location of the spawn will not change. That's why the scores are so lop sided I believe. Any time a score look like 68 to 0 something is wrong, or how about 78 to 0 I seen this 1 quite a few times. Persons can strafe there way out of situations in this game being that it is common. In the shooters you mentioned you can't just move around in circles without getting shot. I just really want to like dust 514, to me it is different that's why I keep coming back. I see the new updates try it and if I don't like it I stop playing until the next one. Ambush: >Team 1 spawns on greatly advantageous high ground. >Team 2 spawns in the pit of death just beneath the greatly advantageous high ground. >Team 2 gets completely slaughtered by Team 1 in less than 5 minutes, because every single time they spawn it's in the same place, in a pit of death with 16 redberries pointing down at them. GG. Exactly! |
Aeon Amadi
Negative-Feedback. Negative-Feedback
11
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Posted - 2015.07.05 13:52:00 -
[42] - Quote
AndyAndio wrote:Aeon Amadi wrote:CCP Rattati wrote:
So in all other FPS games, the new players start on equal footing with veterans. I'm gonna go ahead and disagree with that because I sure don't see a lot of the starter weapons in my killfeed.
Second, player skill always wins, gear is secondary. This is hard to accept for many people, but its the truth. Good players can easily outplay prototype lower skill players in starter fits.
In Battlefield and Call of Duty it comes down to player skill and to a someextent what weapon you're using. In Dust 514 is both of those factors but we're also mixing in the variability of power leveled gear. There is a great desire, especially from members of the community that are pro-tieracide, for that sort of power leveled gear to have even less of an effect on the overall flow of battle. We can all generally agree that an Amarr Assault with an SCR should have every advantage over a Cal Assault with an SCR ( armor tanker with anti-shield weapon against shield tanker with an anti-shield weapon). That advantage gets skewed if said player is using, say, Militia gear and his opponent is using Prototype. Power levels like that create an artificial inflation of power in the overall balance scheme, hence the moniker, and it dillutes the feeling of preparation, tactics, and player skill. Despite having every advantage the Amarr Assault could still very likely lose simply because the Cal Assault spent more ISK (which is why we run into problems like PC District Locking/Alt Farming). This is especially true for new players who simply don't have the ISK -and- skill benefits to compete. Progression should not entitle you to such a powerful advantage when it already gives you permanent, passive skill bonuses (+5% armor per level) and active bonuses from Dropsuits (+5% heat build reduction per level). In that context, Tieracide is extremely beneficial. We lose a sense of progression, absolutely, but that sense of progression comes at the cost of the overall balance of power. Players feel gypped out of a win simply because they didn't shell out as much ISK as the other guy ontop of simply not having the longevity bonus of skill application, regardless of tactics and preparation. I disagree, tiercide is gonna make players that have tons of SP able to run better ISK efficient fits while remaining deadly. For example i modified my APEX Nomad suit to the point that the differences between that suit and my normal mk0 assault are really minor. Things like .5 less sprint speed, 80 or so less hp. same regen, same equipment, and with proficiency 5 on my CR i dont feel the difference between the basic CR and the Boundless, i ran that suit the first couple of weeks i got it on FW and i was doing great. Also if you run spambush with it, the ISK efficiency is game breaking. Your logic and understanding of progression is not quite right, things like optimization and proficiency need to be reworked also if there's any kind of tiercide happening, but hey, lets break the game even more so no one can have fun
You actually just proved my point, though... The example you gave shows that the disparity between what will essentially become a Dropsuit with a Standard Power Core versus a Prototype Power Core will be lessened and those that run Standard Power Cores will be more effective as a result, that the advantages would come mostly from skill investment and proper fitting structure rather than simply shelling out ISK.
10% of US schools no longer teach Cursive. A decade from now, 10% of the US isn't going to understand all the squiglies.
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Arkena Wyrnspire
Fatal Absolution Negative-Feedback
24
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Posted - 2015.07.05 13:54:00 -
[43] - Quote
CCP Rattati wrote: I have player every single fps there is
Arkena Wyrnspire aka "British Khorne" - Cross Atu
Gallente Guide
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CoochMaster Flex
Negative-Feedback. Negative-Feedback
139
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Posted - 2015.07.05 13:57:00 -
[44] - Quote
CCP Rattati wrote:
1) low mu players have a separate queue, there is no "low mu filling" going on 2) what's the alternative to both teams having protosquads and one of them losing? This is a competitive shooter. 3) if your alt is on the same account as your main, you will not go into the academy again, which is where you get your early training. 4) I have player every single fps there is, and there is always a learning curve. Playing COD:AW these days and I go 15/15 like I always do in all shooters, yet there are guys going 50/3 in those games as well. They even have a rating/level of 50 to my new guy with 8. The same exact experience I have in BF3, 4 and Hardline. I have the drive to do better which motivates me. Dust is no different.
Ok there's a problem with what you just said. Stop comparing your own game to other FPS. Is different with TTK and SP/XP. In COD and Battlefield, you can 1v2 and still get away with it if your lucky. In Dust we can 1v6 and get away with it no problem if you know how to out smart them. As far as SP/XP you can atleast kill the guy that's rank 80 a few times no problem in COD/BF. Dust, you have to fight for that kill if the guy is In a full prototype suit with passive and active skills and 70 million SP. The new players have to grind in dust and it's a *****. Just saying
I'm not a slayer. I just get lucky.
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CCP Rattati
C C P C C P Alliance
24
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Posted - 2015.07.05 14:11:00 -
[45] - Quote
Arkena Wyrnspire wrote:CCP Rattati wrote: I have player every single fps there is
i admit, i never played tabula rasa or crysis, was tabula rasa even a fps
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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Shadowed Cola
Tal-Romon Legion Amarr Empire
299
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Posted - 2015.07.05 14:12:00 -
[46] - Quote
CCP Rattati wrote:Arkena Wyrnspire wrote:CCP Rattati wrote: I have player every single fps there is
i didn't play tabula rasa if you played Perfect Dark then how is it Dust isn't the best FPS ever?
Give me laptop guns that turn into turrets! :D |
shaman oga
Dead Man's Game
4
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Posted - 2015.07.05 14:14:00 -
[47] - Quote
CCP Rattati wrote: player connection always wins, skill is secondary, gear is tertiary. This is hard to accept for many people, but its the truth. Good players with better internet can easily outplay other good players with worse internet and prototype lower skill players get REKT by everyone.
FIFY
Regressed to blueberry level.
Join Ashlander Tribes on ESO.
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Daddrobit
You Can Call Me Daddy
1
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Posted - 2015.07.05 14:16:00 -
[48] - Quote
CCP Rattati wrote: Second, player skill always wins, gear is secondary. This is hard to accept for many people, but its the truth. Good players can easily outplay prototype lower skill players in starter fits.
I'll mostly agree with this sentiment. While it's not "easy" per se, if you know what you're doing, you can come out on top.
MAG KDR: 3.3 Dust KDR: 3.5 (when I'm active, spent a year as a dedicated logi, so overall is like 2.6 or something) BF4 KDR: 2.9 (just started, have played for 2 days)
And do you know what I use?
I currently have 2 proto weapons, Wyrikomis for tanks, and the Boundless HMG for the odd time I play as a heavy and only on the underground domination with the laundry chute in the back. I also have a proto assault with an advanced Breach Shotgun.
My APEX suits are modified, but only with militia repper BPOs as desired ( I stuck an extra militia repper on them, sue me)
I have 3 advanced suits with 2 advanced weapons and one with a basic. (My logi suits and a scout suit)
And every other suit I use is a BPO with BPO mods and weapons. I find honestly, that if I die, it most often in a situation where an extra 100-200 hp and 3-6% wouldn't have helped. Either I get zerg-blobbed off the map, or some alpha weapon drops me instantly, so why bother?
Yet while these BPOs are my mainstay, I still do better than a a huge portion of the playerbase...
Not to say I don't do even better in proto, but I find it's usually only by a factor of around 8 kills, and it comes with the penalty of everyone on the enemy team -wanting- to kill you and putting in more effort to do.
Also BPO running means I have more money than I'll -ever- realistically need even if I ran proto all-day erry-day. Nearly half a billion isk, and less than half a dozen PCs in my lifetime.
O.G. Pink Fluffy Bunny
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CCP Rattati
C C P C C P Alliance
24
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Posted - 2015.07.05 14:16:00 -
[49] - Quote
CoochMaster Flex wrote:CCP Rattati wrote:
1) low mu players have a separate queue, there is no "low mu filling" going on 2) what's the alternative to both teams having protosquads and one of them losing? This is a competitive shooter. 3) if your alt is on the same account as your main, you will not go into the academy again, which is where you get your early training. 4) I have player every single fps there is, and there is always a learning curve. Playing COD:AW these days and I go 15/15 like I always do in all shooters, yet there are guys going 50/3 in those games as well. They even have a rating/level of 50 to my new guy with 8. The same exact experience I have in BF3, 4 and Hardline. I have the drive to do better which motivates me. Dust is no different.
Ok there's a problem with what you just said. Stop comparing your own game to other FPS. Is different with TTK and SP/XP. In COD and Battlefield, you can 1v2 and still get away with it if your lucky. In Dust we can 1v6 and get away with it no problem if you know how to out smart them. As far as SP/XP you can atleast kill the guy that's rank 80 a few times no problem in COD/BF. Dust, you have to fight for that kill if the guy is In a full prototype suit with passive and active skills and 70 million SP. The new players have to grind in dust and it's a *****. Just saying
bf and cod are only grind, because they only allow a sequence of predetermined unlocks, so it feels much more grindy, to me at least. Especially since you start from zero in every new iteration
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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Aeon Amadi
Negative-Feedback. Negative-Feedback
11
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Posted - 2015.07.05 14:17:00 -
[50] - Quote
CCP Rattati wrote:Arkena Wyrnspire wrote:CCP Rattati wrote: I have player every single fps there is
i admit, i never played tabula rasa or crysis, was tabula rasa even a fps
You've never played Crysis?
Worst. Dev. Ever.
Dude, it is on Steam, I will buy it for you if you play it. It'll revolutionize your life.... Barring of course that your rig can run it optimally. It is still used as a bench mark in some cases, afterall >_>;
10% of US schools no longer teach Cursive. A decade from now, 10% of the US isn't going to understand all the squiglies.
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AndyAndio
0uter.Heaven
215
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Posted - 2015.07.05 14:25:00 -
[51] - Quote
Aeon Amadi wrote:
You actually just proved my point, though... The example you gave shows that the disparity between what will essentially become a Dropsuit with a Standard Power Core versus a Prototype Power Core will be lessened and those that run Standard Power Cores will be more effective as a result, that the advantages would come mostly from skill investment and proper fitting structure rather than simply shelling out ISK.
Getting ISK in this game is easier than SP, even with the stupid SP cap we have now, so... yeah, skill (SP) investment thats what you're going for? People value ISK more than anything in the game (i dont play enough to value either) that why people with a lot of ISK still run BPOs or lower tier gear, they just want to go ISK + every game. ISK Investment > SP Investment, because the SP doesnt go away, you dont risk losing SP, i never seen anyone rage saying "he has optimzation 5 and i dont!" lol
I still havent seen anyone share a good point on how tiercide is gonna help the game, is like people want to see it happen just beacuse reasons.
2013 DUST 514's MVP of the Year.-
Retired for Love of the Game
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CCP Rattati
C C P C C P Alliance
24
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Posted - 2015.07.05 14:27:00 -
[52] - Quote
Aeon Amadi wrote:CCP Rattati wrote:Arkena Wyrnspire wrote:CCP Rattati wrote: I have player every single fps there is
i admit, i never played tabula rasa or crysis, was tabula rasa even a fps You've never played Crysis? Worst. Dev. Ever. Dude, it is on Steam, I will buy it for you if you play it. It'll revolutionize your life.... Barring of course that your rig can run it optimally. It is still used as a bench mark in some cases, afterall >_>;
graphics mean nothing, watched it played, i don't play any single player fps storylines, TDM is life, TDM is love
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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thor424
Namtar Elite Gallente Federation
621
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Posted - 2015.07.05 14:29:00 -
[53] - Quote
Asset loss is the biggest difference between Dust and those other games.
Losing video game stuff apparently really, really bothers some people. |
AndyAndio
0uter.Heaven
216
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Posted - 2015.07.05 14:31:00 -
[54] - Quote
thor424 wrote:Asset loss is the biggest difference between Dust and those other games.
Losing video game stuff apparently really, really bothers some people.
facts.-
2013 DUST 514's MVP of the Year.-
Retired for Love of the Game
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thor424
Namtar Elite Gallente Federation
621
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Posted - 2015.07.05 14:35:00 -
[55] - Quote
AndyAndio wrote:Aeon Amadi wrote:
You actually just proved my point, though... The example you gave shows that the disparity between what will essentially become a Dropsuit with a Standard Power Core versus a Prototype Power Core will be lessened and those that run Standard Power Cores will be more effective as a result, that the advantages would come mostly from skill investment and proper fitting structure rather than simply shelling out ISK.
Getting ISK in this game is easier than SP, even with the stupid SP cap we have now, so... yeah, skill (SP) investment thats what you're going for? People value ISK more than anything in the game (i dont play enough to value either) that why people with a lot of ISK still run BPOs or lower tier gear, they just want to go ISK + every game. ISK Investment > SP Investment, because the SP doesnt go away, you dont risk losing SP, i never seen anyone rage saying "he has optimzation 5 and i dont!" lol I still havent seen anyone share a good point on how tiercide is gonna help the game, is like people want to see it happen just beacuse reasons.
I don't think tiercide solves any of the pacifist, accountant behavior we see running rampant in Dust.
But I think it helps eliminate a few of the excuses those types use when explaining why they don't try.
I'd love to see an experiment in Dust, like a week with maxed out characters and reimbursement, just to see if the accountants could find it in themselves to use that R1 button. |
thor424
Namtar Elite Gallente Federation
621
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Posted - 2015.07.05 14:37:00 -
[56] - Quote
AndyAndio wrote:thor424 wrote:Asset loss is the biggest difference between Dust and those other games.
Losing video game stuff apparently really, really bothers some people. facts.-
Lol, your sig is awesome |
Aeon Amadi
Negative-Feedback. Negative-Feedback
11
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Posted - 2015.07.05 14:38:00 -
[57] - Quote
AndyAndio wrote:Aeon Amadi wrote:
You actually just proved my point, though... The example you gave shows that the disparity between what will essentially become a Dropsuit with a Standard Power Core versus a Prototype Power Core will be lessened and those that run Standard Power Cores will be more effective as a result, that the advantages would come mostly from skill investment and proper fitting structure rather than simply shelling out ISK.
Getting ISK in this game is easier than SP, even with the stupid SP cap we have now, so... yeah, skill (SP) investment thats what you're going for? People value ISK more than anything in the game (i dont play enough to value either) that why people with a lot of ISK still run BPOs or lower tier gear, they just want to go ISK + every game. ISK Investment > SP Investment, because the SP doesnt go away, you dont risk losing SP, i never seen anyone rage saying "he has optimzation 5 and i dont!" lol I still havent seen anyone share a good point on how tiercide is gonna help the game, is like people want to see it happen just beacuse reasons.
This is from a dev blog concerning Eve Online's Tiericide:
"In practice however, after assessing ship slots, EHP, speed, fitting potential and role overlap, we estimate almost half of our currently available ships to have suboptimal use, or are just be plain not worth it at all for pilots looking to min-max.
There are many reasons for that, one is due to the way we balance ships according to the tier system. Indeed, because the tier system dictates raw slots and hit points, it directly impacts ship performance, and thus affects balance. This is most obvious with the tier 1 versus tier 2 battlecruiser comparison, or even with the cruiser class as a whole. Battleship hulls, for having comparatively more base slots to play with, are less affected by this problem than their smaller counterparts.
- That is why we want to remove ship tiers altogether, then refocus our balancing philosophy to be based on role. That means finding common themes, or lines that fit ships with the same purpose, then adjusting slot layout, HP and fittings within each class to support this goal."
From a separate dev blog that further elaborates on this:
"- the old GÇ£TierGÇ¥ system of balancing ships that had mandated weakness from many of EVEGÇÖs ships and endeavoring to make every ship viable and fun to fly in its own right.
The entire premise and point of Tiericide is to balance by roles, not by power-levels or tiers. Hence the name. Fun is having tactical advantages, planning, forethought, and the same rock, paper, scissors gameplay that New Eden is known for. What is -not- fun is losing simply because the guy was using what is functionally the same exact thing as you, but his is better just because it has better fitting capability.
"-the old GÇ£TierGÇ¥ system of balancing ships that had mandated weakness from many of EVEGÇÖs ships and endeavoring to make every ship viable and fun to fly in its own right. "
10% of US schools no longer teach Cursive. A decade from now, 10% of the US isn't going to understand all the squiglies.
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AndyAndio
0uter.Heaven
216
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Posted - 2015.07.05 14:39:00 -
[58] - Quote
thor424 wrote:AndyAndio wrote:Aeon Amadi wrote:
You actually just proved my point, though... The example you gave shows that the disparity between what will essentially become a Dropsuit with a Standard Power Core versus a Prototype Power Core will be lessened and those that run Standard Power Cores will be more effective as a result, that the advantages would come mostly from skill investment and proper fitting structure rather than simply shelling out ISK.
Getting ISK in this game is easier than SP, even with the stupid SP cap we have now, so... yeah, skill (SP) investment thats what you're going for? People value ISK more than anything in the game (i dont play enough to value either) that why people with a lot of ISK still run BPOs or lower tier gear, they just want to go ISK + every game. ISK Investment > SP Investment, because the SP doesnt go away, you dont risk losing SP, i never seen anyone rage saying "he has optimzation 5 and i dont!" lol I still havent seen anyone share a good point on how tiercide is gonna help the game, is like people want to see it happen just beacuse reasons. I don't think tiercide solves any of the pacifist, accountant behavior we see running rampant in Dust. But I think it helps eliminate a few of the excuses those types use when explaining why they don't try. I'd love to see an experiment in Dust, like a week with maxed out characters and reimbursement, just to see if the accountants could find it in themselves to use that R1 button.
Sorry bud, but... Dust going to the PS4 is more likely to happen than that
2013 DUST 514's MVP of the Year.-
Retired for Love of the Game
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AndyAndio
0uter.Heaven
217
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Posted - 2015.07.05 14:44:00 -
[59] - Quote
Aeon Amadi wrote: I like to write walls of text of irrelevant stuff so people dont know what to say and i get the feeling that i won an internet discussion
You succeded, i stopped reading after you said "EvE Online" MVP out.-
2013 DUST 514's MVP of the Year.-
Retired for Love of the Game
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Aeon Amadi
Negative-Feedback. Negative-Feedback
11
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Posted - 2015.07.05 14:47:00 -
[60] - Quote
CCP Rattati wrote:
graphics mean nothing, watched it played, i don't play any single player fps storylines, TDM is life, TDM is love
You make me sad, Rattati. You'll never know the feeling of switching to Maximum Speed and outrunning a Jeep. You'll never know the feeling of switching to Maximum Strength and punching said jeep into oblivion, then uppercutting a commie into orbit.
In all seriousness though, you really need to play it rather than watch it to experience what it is to -FEEL- like a super soldier in that game and I think by experiencing that you could learn a lot about what we want from Dust 514 (and why I was so freaggin happy when jump height was added to Myros ^_^)
AndyAndio wrote:
You succeded, i stopped reading after you said "EvE Online" MVP out.-
/sigh
-YOU- wanted to know what Tiericide was and why people are for it. You basically just pulled a Westboro Baptist.
10% of US schools no longer teach Cursive. A decade from now, 10% of the US isn't going to understand all the squiglies.
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