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Thread Statistics | Show CCP posts - 0 post(s) |
Shaun Iwairo
DUST University Ivy League
149
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Posted - 2015.10.18 01:23:00 -
[1] - Quote
Thor Odinson42 wrote: The guys breaking out officer in pubs right now are not nearly as common as people make them out to be.
Depends what you think of as too common, I see an officer weapon at least once in every pub. To me that is too common.
How do you feel about the proliferation of officer weaponry? In pubs, far too high. Probably no such thing as 'too high' for FW and PC.
How do you feel about passive generation of those weapons? It seems like the passive generation is built around the fact that you're rolling each time to get one you can actually use. As it stands with trading, every officer weapon you get can be converted to one you can use. Removing trading would really mess things up for the people playing FW and PC though. Unfortunately with the game being in it's current state, any kit that you think players should be able to bring into FW and PC will make it's way into pubs, so you can't balance around the idea of 'players should only want to bring this stuff into FW and PC'.
How do you feel about changes and how they'd affect the investments of players? It would be a horrible move to change the way that something (the warbarge) fundamentally worked if even one player payed real money for it. Removing a single source of officer weapons is also missing the problem. No one is complaining of too much officer in FW. No one is complaining of too much officer in PC.
Something is killing new player retention.
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Shaun Iwairo
DUST University Ivy League
161
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Posted - 2015.10.18 12:25:00 -
[2] - Quote
Aeon Amadi wrote:It seems strange to you that it would later become a problem that players would advocate the passive generation of the most powerful weaponry in the game, completely free of cost once invested in, permanently..?
The only thing this "feature" served to do, imo, was entitle the aristocratic players with a free source of powerful gear that they could buy and trade amongst themselves. Given how crazy expensive it is to even -get- the experimental lab, it certainly isn't helping any new players and I'd be hard pressed to believe it's even attainable in any near future for a player that does not spend Aurum on components.
For those that do, it basically just funnels out free ISK for the gear you don't use and offers a disproportionate amount of power with the gear you do use.
I really really agree with what you're saying, but:
TBH it's already too late. Even if you stopped new officer gear coming into the game from all sources, they're still going to be a problem for months to come. Look at the quantities available on the Player Trading sub, then imagine how many people have more in their assets but aren't bothered to sell them.
Restricting where they come from won't have it's effects felt for ages, so it's going to be a crazy hard thing to get any feedback on in-game and in turn balance properly. Are you aiming to have them not be a viable option in certain game-modes? Pubs? FW? Anything is a viable option when you've got enough ISK, and there's plenty of players that do. At this point trying to balance the prevalence of an item in Dust through rarity is probably not going to work. You're still going to see those items in at least the top end of the battle in all game-modes. Unless, of course, you lock them out.
Something is killing new player retention.
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Shaun Iwairo
DUST University Ivy League
185
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Posted - 2015.10.18 21:39:00 -
[3] - Quote
Yeah not so sure you made a good example there. Of course they're not risking the cost of the suit but they're paying for and risking the cost of the improvement they've made to it.
I run my (unmodified) Shaman APEX a fair bit and compared to an ADV minlogi I have to work a lot harder to get the same result. It gets the job done but I have to be johnny-on-the-spot if I want that Amarr Sent to catch enough reps in time, ninja rez a squadmate out in the open or refill that HMG before the next wave of redberries come. The risk associated with running APEX is that it's going to be much easier to take you out of the battle. Less uptime = less WP, less WP = less payout.
You should probably also keep in mind that APEX is Dusts answer to Eves PLEX. A very popular item that brings in lots of cash.
EDIT: sorry for the minor derail.
Something is killing new player retention.
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Shaun Iwairo
DUST University Ivy League
185
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Posted - 2015.10.19 03:36:00 -
[4] - Quote
XxBlazikenxX wrote:What about instead of using WB components for the experimental factory, we use ISK instead? ISK as a limiting factor is pretty ineffectual at this point.
Something is killing new player retention.
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Shaun Iwairo
DUST University Ivy League
185
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Posted - 2015.10.19 05:38:00 -
[5] - Quote
When I do my qq about tier lock, it's always from the perspective of improving the size of the playerbase. With the current size of the playerbase in Dust, Scotty is inevitably going to be putting new players up against experienced, knowledgeable vets geared to the teeth utilizing full bonuses from SP. New players aren't dumb, either. They're quickly going to work out the stat difference and the SP & ISK needed to get there, and they're going to be dissuaded. I know that stats don't mean everything, but you can kinda see where the new player is coming from. All they're trying to do is learn the game but they're being asked to do it while facing established players with a couple too many advantages. Weapon, map, game-mode and teamplay knowledge is usually enough to ensure that established players will make life pretty hard for new players in any FPS. Yet here we are giving established players more HP, more DPS, better EWAR, etc on top of all that.
For the sake of being able to play the game we love for longer than anyone expected, maybe we could tone it down a little? The day Dust has a playerbase to support proper matchmaking I will drop the issue. But until then. Tier lock.
Something is killing new player retention.
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Shaun Iwairo
DUST University Ivy League
224
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Posted - 2015.10.21 05:12:00 -
[6] - Quote
I can't see this being anything more than step one. With the quantity of officer stuff already in circulation, this change is going to take a while to have it's effects felt.
Something is killing new player retention.
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Shaun Iwairo
DUST University Ivy League
225
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Posted - 2015.10.21 05:38:00 -
[7] - Quote
XxBlazikenxX wrote:Shaun Iwairo wrote:I can't see this being anything more than step one. With the quantity of officer stuff already in circulation, this change is going to take a while to have it's effects felt. Oh I foresee it will dramatically change the player market.
Of course, at this point the player market is 90% officer gear. I think that even if it doubled/tripled in price we'd still get the same people running it in pubs. There'll be a tipping point where it gets too expensive to run just to ensure a few extra points on the KD. No idea where that is, it's tied to the depth of the pubstars wallets.
Something is killing new player retention.
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Shaun Iwairo
DUST University Ivy League
226
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Posted - 2015.10.21 11:02:00 -
[8] - Quote
jerrmy12 kahoalii wrote:Lost Apollo wrote:You did the right thing CCP. No matter what, someone is going to cry. officer gear was never a problem, if you get stomped, you would have been stomped anyways. all this does it makes it so you only rarely see it in pc's, or if it's a pure stomp. i VERY rarely see it in pubs anyways.
Define very rarely.
Something is killing new player retention.
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