Pokey Dravon
OSG Planetary Operations Covert Intervention
6
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Posted - 2015.07.26 21:31:00 -
[1] - Quote
Alright folks, looks like it's time for Round 2!
Pokey Dravon here, doing what no sane person would do, and deciding to run for CPM2. My reasons for running this year are not so different from last year, and I've spent the last 12+ months working to the further the goals I had from the last election. For those of you who are familiar with the type of things I've been working on for the last year, this thread probably won't be of much use to you; but for everyone else let me explain what I'm all about.
I started playing DUST during the E3 Closed Beta event and have been playing ever since. I'm a co-host on the Biomassed.net blog and release episodes weekly to discuss and promote the game. My goal as a CPM is to not only see DUST survive past the PS3, but reach a state where it can persist & thrive.-á
While the move to a new platform is necessary and an eventuality, we as a community have much work to do to in order to make Dust survivable. I have been involved with countless community projects from PC rebalance to dropsuit and weapon design. Additionally I've worked with CCP developers directly on a handful of products and helped facilitate communication between CCP and the community.-á
With a deep understanding of the game and strong background in working with the community, I hope to take my efforts to the next level by becoming a member of the CPM. Being able to work with CCP directly will allow me to keep doing what I have been doing for the last few years, but on a much larger scale.
A Year In Reflection
Community Game Design
My work with game design is probably what I'm most known for within the community and has earned me the nickname GÇ£Spreadsheet WizardGÇ¥ even though if you got a glimpse of just how many spreadsheets I've worked on, you might call it more of an sickness than anything else.
Regardless it's not secret that I love numbers. I love very rational design based around hard data and factual information. I believe that being able to quantify a given situation is the best was to calculate and produce a solution. As such I've led several discussions about design and joined in on many more with other members of the community.
To be clear though, I am also acutely aware that you simply cannot quantify every aspect of gameplay and that numbers do not always paint the whole picture when it comes to balance. Numbers are great in that they let you get close to the right answer, but in nearly every instance, actual field testing is necessary to really understand how everything is working and then adjusting accordingly.
This is why I feel it is important to base design off of an actual mathematical model, but then make needed changes based off of how the game plays and feels.
That being said I've been heavily involved in countless community design projects: (Honestly there are a lot more than this but I'm not going to dig through 12+ months of posting to find every example) Logistics Slot Progression Planetary Conquest Think Tank HAV & SHAV Progression HAV Hull Progression HAV Bringback Initiative CPM Input Request: Logistics & Support CPM Input Request: Commandos CPM Input Request: Assault Bonuses -ARCHIVE- 1.8 Sentinel Effective HP Calculations 1.8 Sentinel Damage Efficiency Calculations Defining Racial Themes Defining Roles on the Battlefield Planetary Conquest 2.0 Conquest (Skirmish 3.0) Conceptual Design
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
Dust514 // Podcast & Blog
www.biomassed.net
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Pokey Dravon
OSG Planetary Operations Covert Intervention
6
|
Posted - 2015.07.26 21:31:00 -
[2] - Quote
Biomassed Podcast I'm a Co-Host on the Biomassed.net podcast. The show covers pretty much any topic you can imagine in Dust as well as a spattering of EVE Online, Valkyrie, and even some pop culture (typically Deadpool). One important aspect is that we often have members of the CPM on the show to give weekly updates on what is going on with CCP and the CPM so we always try to squeeze as much information out of the CPM as we possibly can every week for the community.
It is my hope that I am elected so we can continue to bring you consistent CPM updates every week. Biomassed.Net Podcast
Player Guides I eventually grew tired of poor new player tools and a general lack of a central database to help and aid players to better understand the game. So I went ahead and started to write some basic guides, primarily focused on helping ease new players into DUST which is typically not New Player friendly. While I love writing material like this for players, they should not have to go to third party sources for this information so I will continue to push for further support in the actual game client.
A Fundamental Guide to Dropsuit Bonuses Overview of the various dropsuits in the game and what bonuses they offer.
A Fundamental Guide to Damage Profiles A guide to how damage types work and which profile each weapon has.
A Fundamental Guide to Light Weapons Overview of all of the light weapons and their variants with some basic tips on how to be successful with them.
A Fundamental Guide to Weapon Ranges An explanation of how weapon perform at various ranges.
A Fundamental Guide to Equipment An overview of all equipment currently available in-game.
A Fundamental Guide to Scanning Covering the basics of how scanning and EWAR work in-game.
DUST/New Eden Based Experience
- Closed Beta Veteran
- Regularly plays nearly all roles and races
- Commando Enthusiast
- HAV & LAV Aficionado
- Experience in Corporate Management Tools
- Experience in leadership positions in both a Corporation and Alliance
- Experience in training new players
- Experience in Planetary Conquest & Faction Warfare
- Beta Tournament Participant
- Experience playing in High, Low, and Null Sec in EVE Online
CPM2 Goals and Wishlist
- Rebuild on PS4 & PC (And all of the performance improvements it comes with)
- Improved New Player Experience
- Improved Veteran Player Experience with more Post-Level 5 content.
- Filling missing racial variants of weapons/vehicles.
- Reintroduction/Redesign of missing vehicle modules.
- Expansion of LAV & Dropship progression (Similar to HAV rebuild)
- Comprehensive Vehicle Module Rebalance
- Expansion on Equipment (Support, Offensive, ect.)
- Definitively define Dropsuit roles.
- Drastically Improved Corporate Management Tools
- Proper Alliance Support/Capability
- Industry/Crafting
- PvE
- Cleaning up the remaining messier aspects of the game's design.
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
Dust514 // Podcast & Blog
www.biomassed.net
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