Pages: 1 2 [3] 4 5 6 :: one page |
|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |
Thor Odinson42
Ancient Exiles. Bleeding Sun Conglomerate
7
|
Posted - 2015.10.18 13:30:00 -
[61] - Quote
Nirwanda Vaughns wrote:Perhaps if/when we see the other subsystems or if more work is done on subsystems then perhaps the experimental lab could just spit out EXP weapons, then the focused lab could allow you to but X amount of EXP weapons in to exchange them for an officer variants so every 2-3 EXP weapons you'd get 1 x Officer or if basic crafting you could use the refining lab and get Officer grade nanites which you put in focused lab with EXP grade nanites and out pop X amount of Officer weapons so we can still get a reasonable amount of officer weapons with some work invested but you have to lose some EXP wepaons in order to get them, so its a case of do you want a regualr flow of EXP weapons to use or trade them in for a smaller supply of Officer in return.
Another thing could be restricting trading on Officer weapons. that way people can't farm labs and pool them all onto their main. they'd only have the small few they get from lab on their own account whereas EXP could still be traded.
alternativly trading based on Loyalty rank and meta level, the higher the loyalty rank the higher the metal level upto Loyalty 5 being meta 10 (officer)
Lv0 - no trading Lv1 - Meta 1-2 Lv2 - Meta 3-4 Lv3 - Meta 5-6 Lv4 - Meta 7-8 Lv5 - Meta 9-10
this would allow players to trade their old stuff as their characters grow, selling STD gear to newer players to fund ADV gear, then sellign their ADV gear to fund their new proto gear ect.
Those of us who have played for a while wouldn't be affected by it on our mains, but any alt accounts created to farm labs will be restricted
People who only AFK in matches don't get to have an opinion about stuff, GTFO.
"Lonewolfing is hard because everyone is lonewolfing."
-Captain Obvious
|
Thor Odinson42
Ancient Exiles. Bleeding Sun Conglomerate
7
|
Posted - 2015.10.18 13:36:00 -
[62] - Quote
Shaun Iwairo wrote: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.
You are correct, introducing fun and an ability to make ISK for the first time outside of exploits of broken and ignored PC mechanics will be hard to put back into the bag.
FYI Aeon thinks Apex suits are game breaking, just for some context. Possibly the single best thing to ever happen for newer players and he also dislikes this. This dude is more anti-fun than Soraya was and that ladies and gentlemen is hard to pull off.
"Lonewolfing is hard because everyone is lonewolfing."
-Captain Obvious
|
ANON Cerberus
TerranProtossZerg
854
|
Posted - 2015.10.18 13:42:00 -
[63] - Quote
Make officer weapons off limit to pubs, make squads off limit to pubs. Behold a more balanced game.
Now if you are saying I have had to endure officer beatdowns for months and now as soon as I am about ready to use that myself you wish to take that away? That does not seem fair. |
Aeon Amadi
13
|
Posted - 2015.10.18 14:25:00 -
[64] - Quote
Thor Odinson42 wrote:Shaun Iwairo wrote: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. You are correct, introducing fun and an ability to make ISK for the first time outside of exploits of broken and ignored PC mechanics will be hard to put back into the bag. FYI Aeon thinks Apex suits are game breaking, just for some context. Possibly the single best thing to ever happen for newer players and he also dislikes this. This dude is more anti-fun than Soraya was and that ladies and gentlemen is hard to pull off.
I am, if anti-fun is defined as being against a mechanical advantage that allows players to be exempt from the same costs and risk/reward mechanics that players without APEX BPOs must follow. It's different everyone starts with it, or if everyone has the same opportunity with which to obtain it (hence why they were added to the LP store, btw). But even still, the permanent ability to exempt oneself from the rules that must be followed is BS because it creates a barrier that new players -MUST- overcome in order to be as competitive as the players that came before them.
If that is "fun" than it is subjective. Hate to break your heart.
Negative Introspection - Aeon's CPM Blog
Skype: nomistrav
|
Tesfa Alem
Death by Disassociation
1
|
Posted - 2015.10.18 14:35:00 -
[65] - Quote
Respect your opinions but you guys are going about this the wrong way.
- Officer weapons are rare.
Player Trading made them plentiful in the hands of collectors who spam them. Thats players making lage collections via meta gaming. Don't ignore the effect trade had in making large amounts of proto into the hands of players that afford them. That was determined by the free market, not by the warbarge availability.
- Collecting via the warbarge is hardly passive.
You do not make enough components per day to collect your officer/experimental gear. You'll run out of components simply logging in and collecting weapons then signing out.You have to activley play and finish either missions or salvage warbarge components from matches in order to have enough to collect from the warbarge. I have my exp. lab, and the component factory at level 3.
1) Warbarge produces 600 components every 48 hours
2) Experimental lab cost 1,188 every 48 hours. Produces 6 random experimental/officer gear.
3) Wait 56 hours to collect 48 hours worth of gear with zero 12 components left over or
4) make up the 588 components up through active gaming every 48 hours and via active gaming save unspent componenets fro futre investment.
I reiterate, these are active gameplay rewards rather than passively generated ones.
Which leade me to my next point - The biggest cause of officer weapon production is that there is nothing else provided by the warbarge to invest worth investing compeonents into.
I have the option of investing 10,000 warbarge components:
1) 100 more components per 24 hours, 25 days to earn back
2) A tiny increase of SP (67 million SP whats an extra 1,00 going to do for me?)
3) 1 % of damage.
4) A ferw thousand more Isk
5) Experimental / officer gear which in turn gives me access to trade markets and meta gaming.
Its not even a realistic comparision. There is no levels 6 to save components for and invest into. That leaves the only worthwhile option collecting weapons to trade and enhance the meta game experience.
Have something cool for the remaining, unfinished levels of the warbarge, and you will see player invest more components in other items than just officer gear.
Much better than punishing the entire playerbase for the market forces that lets us use officer in pubs.
Redline for Thee, but no Redline for Me.
"I sometimes wonder why I share stuff "- CCP Rattati
|
Aeon Amadi
13
|
Posted - 2015.10.18 14:40:00 -
[66] - Quote
Tesfa Alem wrote:Respect your opinions but you guys are going about this the wrong way.
- Officer weapons are rare.
Player Trading made them plentiful in the hands of collectors who spam them. Thats players making lage collections via meta gaming. Don't ignore the effect trade had in making large amounts of proto into the hands of players that afford them. That was determined by the free market, not by the warbarge availability.
- Collecting via the warbarge is hardly passive.
You do not make enough components per day to collect your officer/experimental gear. You'll run out of components simply logging in and collecting weapons then signing out.You have to activley play and finish either missions or salvage warbarge components from matches in order to have enough to collect from the warbarge. I have my exp. lab, and the component factory at level 3.
1) Warbarge produces 600 components every 48 hours
2) Experimental lab cost 1,188 every 48 hours. Produces 6 random experimental/officer gear.
3) Wait 56 hours to collect 48 hours worth of gear with zero 12 components left over or
4) make up the 588 components up through active gaming every 48 hours and via active gaming save unspent componenets fro futre investment.
I reiterate, these are active gameplay rewards rather than passively generated ones.
Which leade me to my next point - The biggest cause of officer weapon production is that there is nothing else provided by the warbarge to invest worth investing compeonents into.
I have the option of investing 10,000 warbarge components:
1) 100 more components per 24 hours, 25 days to earn back
2) A tiny increase of SP (67 million SP whats an extra 1,00 going to do for me?)
3) 1 % of damage.
4) A ferw thousand more Isk
5) Experimental / officer gear which in turn gives me access to trade markets and meta gaming.
Its not even a realistic comparision. There is no levels 6 to save components for and invest into. That leaves the only worthwhile option collecting weapons to trade and enhance the meta game experience.
Have something cool for the remaining, unfinished levels of the warbarge, and you will see player invest more components in other items than just officer gear.
Much better than punishing the entire playerbase for the market forces that lets us use officer in pubs.
May be true for some players, not true for others. From experience, I have my Warbarge set up so that I can get two (2) free weapons from the Experimental Lab and still have Warbarge Components left over. A player that takes the time to set up their warbarge correctly and invests components correctly will 100% be able to make passive gains. We know of one player (not saying names) that uses alt accounts to farm officer gear in this manner.
Officer proliferation is made much easier by the free market, yes, and there is no intention of limiting that. However the sheer amount that is being created and put into the market is cause for concern considering this possibility to exploit being that Dust 514 is a FTP game. Any player that has enough real life money to throw at the problem can create an alt farm and input much more officer gear into the system than is reasonable for simply logging into the game.
Negative Introspection - Aeon's CPM Blog
Skype: nomistrav
|
Ripley Riley
Incorruptibles
12
|
Posted - 2015.10.18 14:44:00 -
[67] - Quote
Tesfa Alem wrote:- Collecting via the warbarge is hardly passive.
You do not make enough components per day to collect your officer/experimental gear. You'll run out of components simply logging in and collecting weapons then signing out.You have to activley play and finish either missions or salvage warbarge components from matches in order to have enough to collect from the warbarge. I have my exp. lab, and the component factory at level 3.
1) Warbarge produces 600 components every 48 hours
2) Experimental lab cost 1,188 every 48 hours. Produces 6 random experimental/officer gear.
3) Wait 56 hours to collect 48 hours worth of gear with zero 12 components left over or
4) make up the 588 components up through active gaming every 48 hours and via active gaming save unspent componenets fro futre investment.
I reiterate, these are active gameplay rewards rather than passively generated ones. Tesa, what are you on? Just claim the experimental lab's goods every other day and you still net positive warbarge components. You can speed it up by playing matches, sure, but it is still passive.
At level V a warbarge produces 600 components per day, by the way. Veterans have the mobile factory V by now.
"I get to fist tanks in butt" - Jadek Menaheim
|
Tesfa Alem
Death by Disassociation
1
|
Posted - 2015.10.18 14:50:00 -
[68] - Quote
Ripley Riley wrote:Tesfa Alem wrote:- Collecting via the warbarge is hardly passive.
You do not make enough components per day to collect your officer/experimental gear. You'll run out of components simply logging in and collecting weapons then signing out.You have to activley play and finish either missions or salvage warbarge components from matches in order to have enough to collect from the warbarge. I have my exp. lab, and the component factory at level 3.
1) Warbarge produces 600 components every 48 hours
2) Experimental lab cost 1,188 every 48 hours. Produces 6 random experimental/officer gear.
3) Wait 56 hours to collect 48 hours worth of gear with zero 12 components left over or
4) make up the 588 components up through active gaming every 48 hours and via active gaming save unspent componenets fro futre investment.
I reiterate, these are active gameplay rewards rather than passively generated ones. Tesa, what are you on? Just claim the experimental lab's goods every other day and you still net positive warbarge components. You can speed it up by playing matches, sure, but it is still passive. At level V a warbarge produces 600 components per day, by the way. Veterans have the mobile factory V by now.
No more passive than ISK or SP. Technically nobody needs to play to generate either. But if you aint playing you aren't earning enough.
Redline for Thee, but no Redline for Me.
"I sometimes wonder why I share stuff "- CCP Rattati
|
Aeon Amadi
13
|
Posted - 2015.10.18 14:51:00 -
[69] - Quote
Tesfa Alem wrote:Ripley Riley wrote:Tesfa Alem wrote:- Collecting via the warbarge is hardly passive.
You do not make enough components per day to collect your officer/experimental gear. You'll run out of components simply logging in and collecting weapons then signing out.You have to activley play and finish either missions or salvage warbarge components from matches in order to have enough to collect from the warbarge. I have my exp. lab, and the component factory at level 3.
1) Warbarge produces 600 components every 48 hours
2) Experimental lab cost 1,188 every 48 hours. Produces 6 random experimental/officer gear.
3) Wait 56 hours to collect 48 hours worth of gear with zero 12 components left over or
4) make up the 588 components up through active gaming every 48 hours and via active gaming save unspent componenets fro futre investment.
I reiterate, these are active gameplay rewards rather than passively generated ones. Tesa, what are you on? Just claim the experimental lab's goods every other day and you still net positive warbarge components. You can speed it up by playing matches, sure, but it is still passive. At level V a warbarge produces 600 components per day, by the way. Veterans have the mobile factory V by now. No more passive than ISK or SP. Technically nobody needs to play to generate either. But if you aint playing you aren't earning enough.
If that were true, this thread wouldn't exist, lol.
Negative Introspection - Aeon's CPM Blog
Skype: nomistrav
|
Tesfa Alem
Death by Disassociation
1
|
Posted - 2015.10.18 15:04:00 -
[70] - Quote
Aeon Amadi wrote:
May be true for some players, not true for others. From experience, I have my Warbarge set up so that I can get two (2) free weapons from the Experimental Lab and still have Warbarge Components left over. A player that takes the time to set up their warbarge correctly and invests components correctly will 100% be able to make passive gains. We know of one player (not saying names) that uses alt accounts to farm officer gear in this manner.
Officer proliferation is made much easier by the free market, yes, and there is no intention of limiting that. However the sheer amount that is being created and put into the market is cause for concern considering this possibility to exploit being that Dust 514 is a FTP game. Any player that has enough real life money to throw at the problem can create an alt farm and input much more officer gear into the system than is reasonable for simply logging into the game.
I understand the concern about throwing in enough money for farming compenets, but that was deliberatley chosen by CCP, the day they made the design descision to have warbarges sockets cost exponentially large amounts of componenets, and sell the same components for aruum.
Unless CCP change the components cost of new/ upgrading subsystems (i would prefer increase AUR cost, or a decrease in subsystem cost for FTP) that isnt going to change.
Unless CCP introduce new subsystems the only thing left to spend components on is experimental weapons and gear.
My own set up I can collect weapons every day and have a pool of components left over, but thats because I actively play and collect components. 6 items I collect every 2 days is tiny amount compared to how much adv/proto gear I go through.
Redline for Thee, but no Redline for Me.
"I sometimes wonder why I share stuff "- CCP Rattati
|
|
Varoth Drac
Dead Man's Game
1
|
Posted - 2015.10.18 15:44:00 -
[71] - Quote
For what it's worth, I think the experimental lab should produce mainly experimental weapons, producing officer only on rare occasions. Perhaps something like 90% experimental, 10% officer. This would be an easy improvement for CCP to implement.
Firstly this makes sense based on the fact that it's called an experimental lab. The experimental lab is the only source of experimental gear. Also, experimental gear should be more common than officer since it is less powerful.
I feel officer gear is a little too prevalent for it's power. I do not think experimental gear is such an issue as it is only a small amount better than proto, whereas officer is a lot better.
As for the wider subject of the warbarge, I think it is unlikely to change much. I am against passive generation of assets. I thought the warbarge subsystems were going to provide a bonus to rewards earned in game, not just give you stuff. I thought the lab was supposed to use components salvaged from battle.
The augmented ammo providing +% damage I am against. This really is getting into pay to win territory. Many people were upset by this when it was released, but accepted it on the basis you could only get a 4 or 5% bonus. Now this has been increased, making it worse.
In fact, I wish the game was devoid of passive bonuses entirely. Skill points giving access to more expensive gear is fine, as you pay for the better gear. But skills that just bonus what you have are bad, and shouldn't have been part of the game from the start. At least they could have given minor advantages, not the major ones we have. This is a large cause of the poor new player experience in my opinion. To be honest, the more in depth I think about this, the more I want CCP to just start again with a clean slate.
By the way. An Apex suit is no more problematic than arum gear. You could always pay money to avoid the risk to your isk wallet. I don't have a problem with this. At least they are only a little better than standard suits. Giving medium frames the hp of an assault would help even the odds for new players. |
Aeon Amadi
13
|
Posted - 2015.10.18 16:03:00 -
[72] - Quote
Varoth Drac wrote:For what it's worth, I think the experimental lab should produce mainly experimental weapons, producing officer only on rare occasions. Perhaps something like 90% experimental, 10% officer. This would be an easy improvement for CCP to implement.
Firstly this makes sense based on the fact that it's called an experimental lab. The experimental lab is the only source of experimental gear. Also, experimental gear should be more common than officer since it is less powerful.
I feel officer gear is a little too prevalent for it's power. I do not think experimental gear is such an issue as it is only a small amount better than proto, whereas officer is a lot better.
As for the wider subject of the warbarge, I think it is unlikely to change much. I am against passive generation of assets. I thought the warbarge subsystems were going to provide a bonus to rewards earned in game, not just give you stuff. I thought the lab was supposed to use components salvaged from battle.
The augmented ammo providing +% damage I am against. This really is getting into pay to win territory. Many people were upset by this when it was released, but accepted it on the basis you could only get a 4 or 5% bonus. Now this has been increased, making it worse.
In fact, I wish the game was devoid of passive bonuses entirely. Skill points giving access to more expensive gear is fine, as you pay for the better gear. But skills that just bonus what you have are bad, and shouldn't have been part of the game from the start. At least they could have given minor advantages, not the major ones we have. This is a large cause of the poor new player experience in my opinion. To be honest, the more in depth I think about this, the more I want CCP to just start again with a clean slate.
By the way. An Apex suit is no more problematic than arum gear. You could always pay money to avoid the risk to your isk wallet. I don't have a problem with this. At least they are only a little better than standard suits. Giving medium frames the hp of an assault would help even the odds for new players.
Sales on the aurum gear, to my knowledge, are so abyssmally low they might as well not even exist. They're just market clutter. That and the fact that LP gear essentially does the same exact thing (but actually requires playing the game!) drives the point home a lot.
Negative Introspection - Aeon's CPM Blog
Skype: nomistrav
|
Lost Apollo
Moose Knuckle Pros
149
|
Posted - 2015.10.18 17:29:00 -
[73] - Quote
The amount of whining that removing the passive generation of officer weapons from the lab is vexing. It's an Experimental Lab and should produce just that, experimental weapons. The people i see crying the most are the ones who buy them all up and stomp. Good God. Help us all. The stompers are crying.
The passive production of officer bullshit needs a serious decrease in drop rates.
My armor is weak, but my shields are relentless.
State 'Rasetsu' Assault
Born - April 1, 2013
|
J0LLY R0G3R
And the ButtPirates
5
|
Posted - 2015.10.18 17:56:00 -
[74] - Quote
XD thread was a good read over lunch.
NoobCavman Has DS3 Sized Hands
|
BARAGAMOS
Kinsho Swords Caldari State
359
|
Posted - 2015.10.18 18:00:00 -
[75] - Quote
Thor Odinson42 wrote:Leither Yiltron wrote:Making the game better by revoking a bad design decision is never a bait-and-switch. In a perfect world these sorts of things wouldn't happen, but in practice everyone is fallible. To be honest, the over-generation has been going on so long as to prevent a significant stockpiling problem anyways.
"There's a problem thing and people have stockpiles of it, so obviously we just need to let everyone keep getting more," is literally the stupidest argument possible. Next thing you know we'll be advocating against nuclear disarmament and anti-proliferation efforts. But it's not a problem thing. The warbarge and the trading that comes from it is one of the games best features. You guys that don't play the game sound so freaking ridiculous talking about things as though you know what you are talking about. The guys breaking out officer in pubs right now are not nearly as common as people make them out to be. You were wrong about respecs and you are wrong about this. Even if it were common it means there's some dude who enjoys trading more than fighting is making ISK off of the stompers. I've proposed before that ISK be removed as a currency and make components our primary currency. Make one tier of suits and weapons and make the market 100% player driven outside of AUR gear. Then the warbarge is less passive as payouts would be your primary source of components. These are the types of things I'd like to see if the game were ported, but for now in the reality of the situation just leave it be. The proto//officer whiners will find something else to whine about and blame their ineffectiveness on.
Thor man...I have seen at least one officer suit or weapon in every match I played in in the last week. That's more than a hundred games. I personally killed 3 Balacs this past week, 2 Rats , and I don't even know how many frames. I was mowed down by Ghalags and Viktors in practically every game. They are prolific in pubs. I don't know what the answer is to the issue, but rather you like it or not it is an issue. The funny thing is I seen less officer gear in the PCs I ran last week. So that means they are just running them to pub stomp not to PC. That's because pubs mean a much lower chance of losing them.
Personally I think its too late to do anything about them without an asset refund/wipe, but I am open to ideas that make these less common without simply making some of us even richer by stopping the supply side of the equation. |
Varoth Drac
Dead Man's Game
1
|
Posted - 2015.10.18 19:17:00 -
[76] - Quote
Aeon Amadi wrote: Sales on the aurum gear, to my knowledge, are so abyssmally low they might as well not even exist. They're just market clutter. That and the fact that LP gear essentially does the same exact thing (but actually requires playing the game!) drives the point home a lot.
That's because people don't like to buy something that isn't permanent.
I think of Apex suits as being similar to the starter fits. Yes they diminish the risk / reward gameplay. However they don't destroy it. There is plenty of room for escalation and risk vs reward with advanced, proto, experimental and officer gear. Plus vehicles. |
Lost Apollo
Moose Knuckle Pros
149
|
Posted - 2015.10.18 19:27:00 -
[77] - Quote
Varoth Drac wrote:Aeon Amadi wrote: Sales on the aurum gear, to my knowledge, are so abyssmally low they might as well not even exist. They're just market clutter. That and the fact that LP gear essentially does the same exact thing (but actually requires playing the game!) drives the point home a lot.
That's because people don't like to buy something that isn't permanent. I think of Apex suits as being similar to the starter fits. Yes they diminish the risk / reward gameplay. However they don't destroy it. There is plenty of room for escalation and risk vs reward with advanced, proto, experimental and officer gear. Plus vehicles.
They need to increase the CPU and PG slightly on the APEX suits
My armor is weak, but my shields are relentless.
State 'Rasetsu' Assault
Born - April 1, 2013
|
XxBlazikenxX
Pure Evil. Bleeding Sun Conglomerate
3
|
Posted - 2015.10.18 19:29:00 -
[78] - Quote
Lost Apollo wrote:Varoth Drac wrote:Aeon Amadi wrote: Sales on the aurum gear, to my knowledge, are so abyssmally low they might as well not even exist. They're just market clutter. That and the fact that LP gear essentially does the same exact thing (but actually requires playing the game!) drives the point home a lot.
That's because people don't like to buy something that isn't permanent. I think of Apex suits as being similar to the starter fits. Yes they diminish the risk / reward gameplay. However they don't destroy it. There is plenty of room for escalation and risk vs reward with advanced, proto, experimental and officer gear. Plus vehicles. They need to increase the CPU and PG slightly on the APEX suits Agreed.
Director of Pure Evil.
Pure Evil. is mass recruiting, apply today and join a war of the Bleeding Sun vs everyone!
|
Aeon Amadi
13
|
Posted - 2015.10.18 20:01:00 -
[79] - Quote
Varoth Drac wrote:Aeon Amadi wrote: Sales on the aurum gear, to my knowledge, are so abyssmally low they might as well not even exist. They're just market clutter. That and the fact that LP gear essentially does the same exact thing (but actually requires playing the game!) drives the point home a lot.
That's because people don't like to buy something that isn't permanent. I think of Apex suits as being similar to the starter fits. Yes they diminish the risk / reward gameplay. However they don't destroy it. There is plenty of room for escalation and risk vs reward with advanced, proto, experimental and officer gear. Plus vehicles.
Whether or not there is escalation is of no circumstance to the risk/reward of APEX BPOs. You deploy in an APEX BPO, you are exempt from losses. Is there better gear? Yes. That has nothing to do with the fact that you're not spending ISK on the gear you are using and the fact that it is more competitive than Standard and Militia gear. The only items that should be free are the bottom of the barrel, low-end performance.
I don't get irritated when a player kills me with a Militia Ion Pistol in a Starter Suit. I get very irritated when Johnny Nobody kills me with a Prototype Weapon on an APEX Suit.
Negative Introspection - Aeon's CPM Blog
Skype: nomistrav
|
Varoth Drac
Dead Man's Game
1
|
Posted - 2015.10.18 21:16:00 -
[80] - Quote
They do have to pay for the prototype weapon though. |
|
Shaun Iwairo
DUST University Ivy League
185
|
Posted - 2015.10.18 21:39:00 -
[81] - 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.
|
Lost Apollo
Moose Knuckle Pros
149
|
Posted - 2015.10.18 22:58:00 -
[82] - Quote
Aeon Amadi wrote:Varoth Drac wrote:Aeon Amadi wrote: Sales on the aurum gear, to my knowledge, are so abyssmally low they might as well not even exist. They're just market clutter. That and the fact that LP gear essentially does the same exact thing (but actually requires playing the game!) drives the point home a lot.
That's because people don't like to buy something that isn't permanent. I think of Apex suits as being similar to the starter fits. Yes they diminish the risk / reward gameplay. However they don't destroy it. There is plenty of room for escalation and risk vs reward with advanced, proto, experimental and officer gear. Plus vehicles. Whether or not there is escalation is of no circumstance to the risk/reward of APEX BPOs. You deploy in an APEX BPO, you are exempt from losses. Is there better gear? Yes. That has nothing to do with the fact that you're not spending ISK on the gear you are using and the fact that it is more competitive than Standard and Militia gear. The only items that should be free are the bottom of the barrel, low-end performance. I don't get irritated when a player kills me with a Militia Ion Pistol in a Starter Suit. I get very irritated when Johnny Nobody kills me with a Prototype Weapon on an APEX Suit.
I don't know a single player who runs an unmodifed APEX. I sure as hell don't. They aren't very good to start with.
On my Rasetsu I remove both dmg mods in favor of complex extenders. I take off the scan mod in favor of enhanced armor plates. ARR put in place of the RR. Uplink replaces hive. The only thing I'm not paying for is the dropsuit itself. I change everything else. Sometimes i have to add CPU/PG mods but hey, it's what i like.
Just because I'm in an APEX doesn't mean I'm not losing anything. I'm not the only merc in these boots either.
Furthermore, the thread will quickly derail if the topic shifts to dropsuits. That being said, reduce the drop rate of officer bs that comes out of the Exp Lab.
My armor is weak, but my shields are relentless.
State 'Rasetsu' Assault
Born - April 1, 2013
|
Starlight Burner
Titans of Phoenix Damage LLC
560
|
Posted - 2015.10.18 23:34:00 -
[83] - Quote
nicholas73 wrote:I absolutely agree that officer weapons are too prolific now. You see them in nearly every game. Killing a person with such weapons use to mean something but not anymore when the said person has hundreds of such weapons now.
Experimental weapon labs should only be able to pump out experimental weapons. A new subsystem should be made for officer weapons that produces officer weapon parts daily. Combining the parts with the experimental weapons should produce the officer weapon with a certain time period (maybe make another subsystem for this?)
The warbarge subsystem is not the only place officer weapons come out of. The strongboxes as well, its alright if no one uses aurum to buy keys, I feel that is just a pay to win tactic.
The Eristic wrote:Like many things in the history of Dust, it was a bad idea in the first place, but it's probably too late to do anything about it now.
CEO of Arrary of Clusters, a close relations corporation
Caldari Factional Warfare, enlist today!
Thank you for DUST
|
TIGER SHARK1501
Savage Bullet RUST415
503
|
Posted - 2015.10.18 23:59:00 -
[84] - Quote
1. I hoard my officer gear, mostly for the intent of PC. Truthfully I've never even used an officer weapon. I've got mixed feelings about officer gear proliferation. I think it's the spam replacing proto.
2. If the weapons and gear are incredibly rare I'm fine with a very low level of passive production. I'm truthfully happier with production of proto or experimental gear.
3. Unlike a suit or other BPO being taken away if people were unhappy with an alteration to the results of what the experimental lab produces CCP could refund the Aur to get the lab to the particular level. I'm sure there are players that would be upset. I threw a fit when the Serpent Scout was altered when they were set fittings. I'd say if adjustments are made tread carefully and don't be too drastic. |
Vell0cet
OSG Planetary Operations
3
|
Posted - 2015.10.19 03:26:00 -
[85] - Quote
Make the chance to drop officer from warbarge very low, instead of costing components, they should cost a lot of ISK (maybe ~250K/weapon, and you won't know what kind it is until you pay). Reduce the chance for officer from drop boxes. Keep them very rare/expensive and it will work fine.
Best PvE idea ever!
|
XxBlazikenxX
Pure Evil. Bleeding Sun Conglomerate
3
|
Posted - 2015.10.19 03:32:00 -
[86] - Quote
What about instead of using WB components for the experimental factory, we use ISK instead?
Director of Pure Evil.
Pure Evil. is mass recruiting, apply today and join a war of the Bleeding Sun vs everyone!
|
Shaun Iwairo
DUST University Ivy League
185
|
Posted - 2015.10.19 03:36:00 -
[87] - 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.
|
XxBlazikenxX
Pure Evil. Bleeding Sun Conglomerate
3
|
Posted - 2015.10.19 03:44:00 -
[88] - Quote
Shaun Iwairo wrote: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. And then we make it only experimental gear, therefore putting more experimental gear into circulation and putting less officer gear into circulation.
Director of Pure Evil.
Pure Evil. is mass recruiting, apply today and join a war of the Bleeding Sun vs everyone!
|
Summa Militum
Abstract Requiem
1
|
Posted - 2015.10.19 04:35:00 -
[89] - Quote
I think it would be a good idea to remove Officer Gear from the Experimental Lab and to double the amount of time it takes to produce Experimental Gear.
|
Shaun Iwairo
DUST University Ivy League
185
|
Posted - 2015.10.19 05:38:00 -
[90] - 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.
|
|
|
|
|
Pages: 1 2 [3] 4 5 6 :: one page |
First page | Previous page | Next page | Last page |