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el OPERATOR
Sinq Laison Gendarmes Gallente Federation
1
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Posted - 2015.08.25 17:42:00 -
[1] - Quote
Jesus, you guys are still at this? Haven't you realized yet that the more constant insistence on going backwards and altering fundamentals inhibits any chances of the game actually moving forward and expanding its scale and scope?
How is there ever to be any new development if time and assets are constantly being used to redefine/rewrite/respec old/existing developments?
Why not try to lend design ideas for perhaps new modules or systems that use the existing mechanics, exactly as they are, but deliver the end results you're trying to achieve? ie higher caliber damps, cloak mods etc?
Seriously, you can't spend the next year also reinventing the damn wheel...
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el OPERATOR
Sinq Laison Gendarmes Gallente Federation
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Posted - 2015.08.26 17:50:00 -
[2] - Quote
Adipem Nothi wrote:Breakin Stuff wrote: I don't know how to describe how useless the radar is on a fatsuit. Perhaps when solo. Tell your repslave to run a Precision Enhancer or three. Better yet, tell him to run a precision enhanced GalLogi.
TW is OP and creates endless QQ, current active scanning being a great example.
If that logi needs to be told to PE he's in the wrong business.
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el OPERATOR
Sinq Laison Gendarmes Gallente Federation
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Posted - 2015.08.26 17:54:00 -
[3] - Quote
Adipem Nothi wrote:haerr wrote:i thought further dust ewar changes would require ccp to rework code that they did not want to put the resources into reworking
can someone confirm that ccp has changed their collective mind about this? Indeed! Rattati has a post up in Pokey's other thread.
I'm reading that post more as an exasperated guy basically saying, "F it, you do whatever then" versus a statement of willingness to do any more, any farther in reworking the existing fundamentals.
But that is, apparently, just me.
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el OPERATOR
Sinq Laison Gendarmes Gallente Federation
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Posted - 2015.08.28 00:12:00 -
[4] - Quote
If you shoot, knife or punch someone in the back without killing them and then stay rooted in place so they can turn around 180 degrees and shoot you, you are the worst assassin ever and deserve not just to your position painted on tacnet but also deserve to have your innards painted across every other adjacent units' HUD.
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el OPERATOR
Sinq Laison Gendarmes Gallente Federation
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Posted - 2015.08.28 23:36:00 -
[5] - Quote
Without reigniting a rehashing or sideways discourse considered "off-topic", at the end of the day there should be no accomodation for poor execution of gameplay inherently built into any game mechanics, whether they be binary or otherwise.
If you stealth your way into execution kill positioning and don't headshot your target from behind, you should anticipate they may live and turn to fire on you. And there should be no protection from detection for you under those conditions, the stealth capital you had you've spent getting there and blown by not executing your kill. No, its not easy and under many circumstances its nigh impossible-and really imo should be. Thats a big part of what makes a successful combatzone assassination so rewarding and a testament of skill.
Cloaked/damped zerg runs through combat areas shotgunning people in the back is drive-by shooting, and while yes a skilled play on timing and opportunity is not the same as an assassination play. Either way, if poorly executed, neither should be rewarded by EWAR mechanics that compensate for the failure.
Ideal EWAR mechanics, in play example imo:
http://m.youtube.com/watch?v=L7Z4IQi3I-M
For the unfamiliar, this is the TeamSneaking gamemode from the online component for Metal Gear Solid 4, MGO2. Mechanically, this isn't much different than what we have in DUST. The match is lost by the sneakers by virtue more than anything else because none of them apparently equipped the "damps" skill, SOP Stealth while oone of the hunters was equipped with the top level scan skill ScanEX. He's the guy by the crate who seems to inject the ko'd opponent and make him and the rest of his team glow and easy prey for the hunting group. Bear in mind MGO had a broad range of skilling/equip possibilities and this match could have been very different for a million reasons. But as an example of an awesome EWAR interplay system it will suffice.
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el OPERATOR
Sinq Laison Gendarmes Gallente Federation
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Posted - 2015.09.01 20:46:00 -
[6] - Quote
Breakin Stuff wrote:Right now what are the biggest failure points of the scanning side, and what are the biggest failure points of the dampening side?
Probably base profile values. Closer values = more overlap = more interplay. Lack of interplay seeming to be the root underlying issue.
PS- Add to the above also a lack of any new modules or equipment using the existing systems and graphics models to create any in-game capability approaching what some players have asked for. Instead its just merry-go-round, round and round we go...
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el OPERATOR
Sinq Laison Gendarmes Gallente Federation
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Posted - 2015.09.13 02:45:00 -
[7] - Quote
Pokey Dravon wrote:Ok then. My first day off from work in the last 4.5 weeks. I apologize for neglecting this thread, gimme a little time to catch back up and I'll see where we are at.
YOU'VE BEEN SCANNED!!
I'm gonna go read too...
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el OPERATOR
Sinq Laison Gendarmes Gallente Federation
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Posted - 2015.09.13 06:00:00 -
[8] - Quote
Geez. Not a whole lot to work with here still. Retread hyperbole about Gallogi and permascan, personal issues about EWAR being binary. And fixes to return scouts to their undetectable, high hp, all-seeing peak. We need something else, people. The merry go round has to stop.
What about adding a new EWAR equipment class that's designed to introduce a little variation to the "binary" aspect of things since, reportedly, theres no real way code-wise to refine the scan/damp system? I'm meaning good old basic Chaff style grenades which would wipe the scan-ability of an area as well as a good old basic EMF emmitting piece of equipment that does the same? The nades programming-wise would clear a units scan chevron and apply a flat numerical profile reduction to a given area. Ex- you've been scanned! Pop chaff nade to wipe chevron and create a 15m area that wouldn't be scannable for say, 10 seconds. Keep popping those nades as you move to create a "corridor of shadow" allowing some help in escaping/rerouting from a scan protected area. OR use in conjunction with teammates to route a pathway for scanner neutralization. The EMF equipment would function similarly, emmitting a bubble field that also reduces profile below scan precisions for all units within, uses the same up time/cooldown time of equivalent scanners. Portable while in use and with a bonus application from a specific suit (looking at you, w/e dog suit of the month scout you are) competitive with the Gallogi+scanner. And anythi g under the bubble gets cloaked (scan-wise, not visually). Now heavies and assaults glean some tangible EWAR coverage from an embedded EWAR unit. Use the same graphics as existing flux nades, scanners and hive bubbles to expedite implementation. Quit arguing about the same **** over and over. Yes, its binary. You're scanned, or you're not. Flop, turn, river- you have the nuts in your hand or you don't.
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el OPERATOR
Sinq Laison Gendarmes Gallente Federation
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Posted - 2015.09.13 06:03:00 -
[9] - Quote
As an expansion on that EMF emitter, lets have one for Dropships too to temporarily cloak against swarmlock.
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el OPERATOR
Sinq Laison Gendarmes Gallente Federation
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Posted - 2015.09.13 19:36:00 -
[10] - Quote
Adipem Nothi wrote:el OPERATOR wrote:Retread hyperbole about Gallogi and permascan, personal issues about EWAR being binary. And fixes to return scouts to their undetectable, high hp, all-seeing peak. We need something else, people. The merry go round has to stop.
News Bulletin: 1. GalLogi scans really are a problem. It isn't hyperbole. Permascan is real, and players are tired of it. 2. The OP Scouts of your nightmares went extinct 9 months ago. By all accounts, today's Scout is UP. 3. No one here (especially me) wants a repeat scoutocolypse or a useless GalLogi. Saying it ain't so won't change the facts.
Its not as big a problem as the detrimental effects of having a base stat/core mechanic rewrite every 90 days OR peoples' unwillingness to adapt farther than the simplest of FPS playstyle.
Scouts were never my nightmare. Go reread our convos, I HTFU, GG and got busy. Only issue I ever had with the new scouts was 2 equipments and that was the only fix I ever asked for until somebody instigated other behaviour from me.
Nobody here would claim publicly that they were regardless.
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el OPERATOR
Sinq Laison Gendarmes Gallente Federation
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Posted - 2015.09.13 19:44:00 -
[11] - Quote
Pokey Dravon wrote:Stefan Stahl wrote: - Active scanners could also be based around "time on target". Pull out scanner, aim it at a target, hold down the trigger. The scan e.g. starts at 60 dB and precision is reduced by 10 dB per second as long as the target is still inside the cone. Precision decreases until it reaches maximum precision for that scanner, e.g. 28 dB after ~3 seconds. The charge-meter in the bottom right could be used to indicate scan progress. When precision is smaller than profile, the enemy pops up on the radar until the trigger is released. When the enemy leaves the scanner's cone the precision resets. - An active dampener as a direct counter to active scanners (use wrist-computer for graphical representation). Upon activation the active dampener reduces scan profile for approximately the duration of one active scanner cooldown. The active dampener doesn't have to be held up to be in effect. Cooldown is twice the active duration.
This caught my eye because its very similar to something I was thinking about. The idea is to avoid Active Scanners having a 'permascan" feature which I think we can all agree on as being something that is not a good thing. Here is my version of what I think Stefan was getting at.
- Active Scanners have an charge meter much like Cloaks, that discharge while in use and recharge when not in use.
- Scanners have a minimum precision and duration
- While active, precision gradually improves.
- Because there is a max duration of scan, there is an effective max precision.
- If a target's profile ever exceeds the current precision of the scanner, the target will show up on scans.
- Targets will appear on scans for the duration of the scan (and potentially a short time after)
- The closer a target is to the max signature of the scanner, the less time they will spend on scans, and the more time the scanner will need to dedicated to scanning down that target.
http://smg.photobucket.com/user/leowen/media/activescanner_zpsw9lnfy7h.png.htmlThoughts?
I like the addition of an Active Dampener, it's new content which in turn creates new gameplay potential. I think if the Active Scanner is to become an "only works while active" then the Damp should be the same. I also think considering the speed that conflicts occur at that if theres to be a high-low precision drop over time element 3 seconds from limit to limit is pretty long. 1.75-2.25 would probably work much better, especially if "painting" during cooldown is disappearing.
More than anything the benefit of this idea is it's new content .
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el OPERATOR
Sinq Laison Gendarmes Gallente Federation
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Posted - 2015.09.13 20:21:00 -
[12] - Quote
A lot of these things aren't actually broken tho, some people just don't like or can't handle the results. So instead of creating constant instability as to what and how the core works create game elements which allow creation of gameplay closer to what some people are looking for.
There will never be a sandbox if its constantly having the sand swapped for mud or rocks or woodchips or some combo of them.
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el OPERATOR
Sinq Laison Gendarmes Gallente Federation
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Posted - 2015.09.13 20:27:00 -
[13] - Quote
The
Quote:...main roof caving in...
in this game wouldn't be scanners/damps anyway, it'd be w/e the problem is that causes all those often -cited percormance issues. Lag,freezes, matches disappearing etc.
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el OPERATOR
Sinq Laison Gendarmes Gallente Federation
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Posted - 2015.09.13 21:22:00 -
[14] - Quote
Aeon Amadi wrote:Adipem Nothi wrote:Pokey Dravon wrote:Cloaks at least to some extent are active dampeners. Bsc - 0% Adv - 5% Pro - 10% Cloak's active damp effect was much higher on release (at 25%), but new values were introduced to prevent undampened, uparmored Scouts from beating scans. Prior to the change, Scouts were able to achieve Assault-like hitpoint levels all the while ducking scans so long as their cloaks were active. The problem was exacerbated by substantially higher cloak reserves and instantaneous decloak mechanics (i.e. fire-from-cloak), which permitted Scouts the ability to decloak, engage and recloak in rapid succession. In addition to reduction of active damp effect and cloak reserves (HF Alpha?), cloak deactivation was later extended from instantaneous to ~1 second to remedy fire-from-cloak. It was later extended again to the current, clunky ~3 seconds. In a separate but related nerf, the cloak blind mechanic was also introduced, which reduces a cloaked unit's scan range by 85%. Even after all these cloak nerfs (and an Assault buff), Scouts remained OP. High hitpoint "Assault Lite" remained the go-to slayer suits from March of 2014 (Uprising 1.8) until December of 2014 (introduction of Falloff). Scout usage rates have since plummeted and remain in decline. Hrmm. http://dust.thang.dk/market_historycategory.phpAccording to that, Scouts were the second most popular suit up until July of this year before Logistics took that luxury, presumably due to the speed changes on June 30th. Just as well, Commandos saw an increase in usage from the same patch as they had a slot-count rebalance that accompanied the speed changes. Correlation does not equate to causation, but perhaps the decline - at least recently - is due to our limited player base using other suits as they increase in viability.
As well as a decline in usage from a decline in actual playerbase across those periods.
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el OPERATOR
Sinq Laison Gendarmes Gallente Federation
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Posted - 2015.09.14 00:57:00 -
[15] - Quote
Leither Yiltron wrote:el OPERATOR wrote:Aeon Amadi wrote:Adipem Nothi wrote:Pokey Dravon wrote:Cloaks at least to some extent are active dampeners. Bsc - 0% Adv - 5% Pro - 10% Cloak's active damp effect was much higher on release (at 25%), but new values were introduced to prevent undampened, uparmored Scouts from beating scans. Prior to the change, Scouts were able to achieve Assault-like hitpoint levels all the while ducking scans so long as their cloaks were active. The problem was exacerbated by substantially higher cloak reserves and instantaneous decloak mechanics (i.e. fire-from-cloak), which permitted Scouts the ability to decloak, engage and recloak in rapid succession. In addition to reduction of active damp effect and cloak reserves (HF Alpha?), cloak deactivation was later extended from instantaneous to ~1 second to remedy fire-from-cloak. It was later extended again to the current, clunky ~3 seconds. In a separate but related nerf, the cloak blind mechanic was also introduced, which reduces a cloaked unit's scan range by 85%. Even after all these cloak nerfs (and an Assault buff), Scouts remained OP. High hitpoint "Assault Lite" remained the go-to slayer suits from March of 2014 (Uprising 1.8) until December of 2014 (introduction of Falloff). Scout usage rates have since plummeted and remain in decline. Hrmm. http://dust.thang.dk/market_historycategory.phpAccording to that, Scouts were the second most popular suit up until July of this year before Logistics took that luxury, presumably due to the speed changes on June 30th. Just as well, Commandos saw an increase in usage from the same patch as they had a slot-count rebalance that accompanied the speed changes. Correlation does not equate to causation, but perhaps the decline - at least recently - is due to our limited player base using other suits as they increase in viability. As well as a decline in usage from a decline in actual playerbase across those periods. You could reasonably use the eve-offline charts' data to get a statistic that is (daily purchase numbers)/(daily average) or even .../(3-day daily rolling average). Not perfect, but maybe more reasonable.
I think there'd need to be mac ID tracking to determine actual usage, 100 alts and their purchasing trends doesn't help. I'm coming from the perspective that physically there used to be more players-in chats, in lobbies, in game. New/different ID behaviours are meaningless when the physical population is so obviously atrophying.
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el OPERATOR
Sinq Laison Gendarmes Gallente Federation
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Posted - 2015.09.14 04:35:00 -
[16] - Quote
Adipem Nothi wrote:Wife's in labor :-) Back later !
Good Luck!!
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el OPERATOR
Sinq Laison Gendarmes Gallente Federation
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Posted - 2015.09.17 00:16:00 -
[17] - Quote
Adipem Nothi wrote:el OPERATOR wrote:Adipem Nothi wrote:Wife's in labor :-) Back later ! Good Luck!! All good! 9lbs 5oz, 21.5 inches, born ~3.5hrs ago. Too big for scout work. Healthy as a horse though :-) Carry on, gents. o7
Congratulations!
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