Pages: 1 2 3 [4] 5 6 :: one page |
|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |
Pokey Dravon
OSG Planetary Operations
6
|
Posted - 2015.10.19 06:25:00 -
[91] - Quote
Quote: How do you feel about the proliferation of officer weaponry? How do you feel about passive generation of those weapons? How do you feel about changes and how they'd affect the investments of players?
The amount of officer gear seen in even pub matches is absurd. Seeing Officer gear should be some incredibly rare, even more so in less important public matches. It was allowed to be overpowered because it was rare and only came as a random drop. But that's really no longer the case.
Passive generation of pretty much anything is a horrible idea. It's what ruined PC and it's what make the launch of the Warbarge system largely dissatisfying and potentially problematic. The passive generation of officer gear paired with the near infinite amount of PSN accounts pretty much means any player can farm these weapons without ever stepping foot in-match. That's just wrong.
If CCP is concerned about the players investment in the Warbarge systems generating this officer gear, then alter the function of said subsystem and make it an integral part of the new crafting system. However crafting ends up working, using the that subsystem of the warbarge allows players who have made that investment to still gain tangible benefit from it, while stemming the flow of officer gear into the game at the current (and entirely inappropriate) rate
"That little sh*t Pokey..." --CCP Rattati
|
Joel II X
Bacon with a bottle of Quafe
9
|
Posted - 2015.10.19 06:25:00 -
[92] - Quote
Before warbarge: get 3 random officer weapons in salvage. Get happy.
After warbarge: Never get any officer in EoM again, get tons of officer in warbarge. Not as satisfying as before.
At the beginning, I only wanted the lab for the Roden (I'll miss you 550 damage), not officer. I get more officer gear than I do experimental.
My .02 are these: -completely remove officer from lab and make it produce experimental only. -increase officer EoM drop, or add it back in. I wouldn't know if this was still a thing. -remove ADV from strong boxes (pl0x)
Scouts United
Gk.0s & Quafes all day.
|
jpmannu
114
|
Posted - 2015.10.19 06:30:00 -
[93] - Quote
Well, some weapons you never get from the lab such as thales, balac's and kalante's. Never seen a drop of one since the beginning. Anyway, maybe officer gear should be obtained only at level 5 or higher...
PIJATELAINDERCHIUL
|
Lost Apollo
Moose Knuckle Pros
149
|
Posted - 2015.10.19 10:24:00 -
[94] - Quote
jpmannu wrote:Well, some weapons you never get from the lab such as thales, balac's and kalante's. Never seen a drop of one since the beginning. Anyway, maybe officer gear should be obtained only at level 5 or higher... Thales +ù9 Kalentes +ù4 Balacs +ù3
All of those from the warbarge.
My armor is weak, but my shields are relentless.
State 'Rasetsu' Assault
Born - April 1, 2013
|
Kierkegaard Soren
Eridani Light Horse Battalion
998
|
Posted - 2015.10.19 16:29:00 -
[95] - Quote
Officer Weapons are now endemic within pubs and factional. Since they were designed to be game-breaking by default, this has had an adverse affect upon the game experience. That being said, super-rare, hard to obtain and functionally powerful gear is something that Dust can claim as a unique and enjoyable feature. I'd hate to see them removed completely.
My thoughts on how to balance them appropriately:
1) Remove passive generation of both officer and experimental weapons from the warbarge by fundementally redesigning the way in which the Experimental Lab functions. - The lab no longer passively generates random bits of rare gear for warbarge components, but instead creates limited run blueprints for Experimental Weapons. -Each BP will produce 3 Experimental Weapons of the same type once it has been claimed and then activated. It will then expire. Claiming a BP requires no warbarge components, but choosing to produce the weapons ('activating') will require Salvage components. -BP's can be stored in your assets after claiming them. They are tradeable items. -Upgrading the Experiemental Lab increases its production efficiency, with each level reducing the Salvage components required to produce the weapons.
2) Officer gear is removed from the game, and replaced with limited-run Blueprints that can be obtained through strongboxes or, on incredibly rare occurances, as loot from the battlefield. -Officer BP's function exactly as Experimental BP's, except that they can produce only one item before expiring. -An officer BP can only be activated if the player owns an Experimental Weapon of the same type as the officer BP or, in the case of officer suits, a prototype version of that suit. They must also pay a further cost in Salvage components, by default the rarest ones seeded. If the player meets these requirements, they may create an officer piece. -Both the Experimental Weapon and the officer BP are consumed in this process. -Officer BP's are tradeable items. Actual officer gear, however, is bound to the player who created it.
It's a crafting system that has at its heart a resource that can only be obtained from battle, whereby Experimental gear can be obtained in small quantities at a reasonably reliable rate so long as you keep playing and stay to the end of the match to be in with a chance of picking up salvage. True officer gear is now truly RNG'd, but not removed entirely, and adding in the extra level of crafting to bring them into the game proper gives the player choice as to whether to hold onto the Blueprint for when they really want to convert it into the gear or to sell it to somebody else who does need it, but doesn't have it.
EDIT - And here's an idea that deals with this issue from another angle; reduce harvesting accounts (whereby all three mercs assigned to an account have access to an individual warbarge that generates seperate assets) and give each player ONE warbarge for their account. Players must designate one of their mercs as the Captain, who can access and operates the wrabrges' functions and assets. These can be distributed between the other two mercs on that account freely, with no ISK fee for item transfers.
Thoughts?
Dedicated Commando.
"He who can destroy a thing, controls a thing."
|
Daemonn Adima
Y.A.M.A.H
419
|
Posted - 2015.10.19 16:50:00 -
[96] - Quote
Shaun Iwairo wrote: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.
^ This.
I played a game yesterday, some dude named Little Zach from turdrock went like 20+ kills to 0 deaths while running Scotsman Gk.0 and Ghalags RR even while they out numbered us 15 - 9. He just camped a roof with hives and would run whenever his shield was popped.
That one player made a huge difference in the meta of that game, at first we weren't out numbered but within 5 minutes of playing several people dropped because we were getting spanked right off the bat.
These players who have tons of isk and gear already don't really fear dying, running proto/officer then helps limit the chance of that happening. Any new player who wants to go after someone like that because they think its just a normal FPS, if they land enough shots even the highest of tier players should die. Nope, not in Dust, where you effectively have to land double the amount of shots to take that top tier player out where as they only have to land a 1/3rd of the same amount to kill that new player.
New player checks out gear he's been killed with and notices its going to take months of just grinding SP to get anything prototype, let alone all the passive SP bonuses from skills and then if the player doesn't want to dump every single point of SP into one suit or weapon it will take them years to become flexible with complex mods and proto equipment across several suits and several weapons.
Realizing the other players around them are already there, suddenly they ask themselves "why am I playing this game?"
Maybe remove exp./ofc gear skill prerequisites so new players can readily use them and allow them to obtain them through the warbarge easier/cheaper than it is now. Instead of taking away the passive generation for some, what if we gave it to everyone? No one would lose anything and meanwhile new players could access high end gear early on which would help balance those games where they feel they are getting stomped. At least they would feel like "oh **** proto stomp going down, I can get out my stuff and try to kill a few" rather than "oh **** proto stomp going down, I have no WP yet so I'll just find another game".
I could see vets getting ruslted at the thought of new players having access to stuff that took them awhile to get, but that's about it. This would overall benefit everyone. |
XxBlazikenxX
Pure Evil. Bleeding Sun Conglomerate
3
|
Posted - 2015.10.19 16:59:00 -
[97] - Quote
Oh and if you do change the warbarge to only produce experimental weapons, please add experimental sidearms.
Director of Pure Evil.
Pure Evil. is mass recruiting, apply today and join a war of the Bleeding Sun vs everyone!
|
xTheSiLLyRaBBiTx
Eternal Beings RUST415
841
|
Posted - 2015.10.19 17:03:00 -
[98] - Quote
Aeon Amadi wrote:This is something the CPM has been discussing since before Hotfix FoxFour, as indicated by CPM Breakin Stuff's " CPM Show 'n Tell" thread. One of the main issues that we seem to have an overall consensus on is that officer weaponry is far too prolific. Passive Generation of Officer Weaponry through the warbarge is perhaps too powerful and easy. Once properly set up a player only needs to log in to obtain the most powerful weaponry in the game. The reduction or removal of officer weapon output through the warbarge to result in a higher experimental weapon output is perhaps a quick solution but there is some concern that we'd only be replacing passive generation of one powerful type of weapon with another. If the issue is the passive generation of powerful weaponry, then the removal of one or the other (passive generation or powerful weaponry) may be necessary. However, on the other side of the coin, many players invested a great deal of time, effort, and in many cases real life funding in order to upgrade their warbarge to a point where these elite weapons could be obtained. If we change that aspect of the warbarge we essentially devalue those investments. There are concerns that we'd essentially be pulling a bait and switch by changing these aspects of the warbarge. If there is one thing the CPM feels very strongly about, it is the time and investment of players. This leaves us at a stalemate. We'd like to bring the discussion to the Dust 514 community and ask your opinions regarding this matter. How do you feel about the proliferation of officer weaponry? How do you feel about passive generation of those weapons? How do you feel about changes and how they'd affect the investments of players?
Answer to 1,2, and 3 is a simple, yet conflicting truth. If Officer/Experimental weaponry is removed or altered by any means through the warbarge, people who invested real currency will be pissed exponentially. A great solution would be to refund the players aurum in equivalence to what has been spent in regards to upgrades and whatnot. Refunding in Warbarge components however is useless, as the only real purpose they have is for collecting exp/officer gear.
LOGi GOD // Master of Healers // Director of Eternal Beings // GF-FA-NF Alumni Directorate
|
xTheSiLLyRaBBiTx
Eternal Beings RUST415
841
|
Posted - 2015.10.19 17:06:00 -
[99] - Quote
Daemonn Adima wrote:Shaun Iwairo wrote: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. ^ This. I played a game yesterday, some dude named Little Zach from turdrock went like 20+ kills to 0 deaths while running Scotsman Gk.0 and Ghalags RR even while they out numbered us 15 - 9. He just camped a roof with hives and would run whenever his shield was popped. That one player made a huge difference in the meta of that game, at first we weren't out numbered but within 5 minutes of playing several people dropped because we were getting spanked right off the bat. These players who have tons of isk and gear already don't really fear dying, running proto/officer then helps limit the chance of that happening. Any new player who wants to go after someone like that because they think its just a normal FPS, if they land enough shots even the highest of tier players should die. Nope, not in Dust, where you effectively have to land double the amount of shots to take that top tier player out where as they only have to land a 1/3rd of the same amount to kill that new player. New player checks out gear he's been killed with and notices its going to take months of just grinding SP to get anything prototype, let alone all the passive SP bonuses from skills and then if the player doesn't want to dump every single point of SP into one suit or weapon it will take them years to become flexible with complex mods and proto equipment across several suits and several weapons. Realizing the other players around them are already there, suddenly they ask themselves "why am I playing this game?" Maybe remove exp./ofc gear skill prerequisites so new players can readily use them and allow them to obtain them through the warbarge easier/cheaper than it is now. Instead of taking away the passive generation for some, what if we gave it to everyone? No one would lose anything and meanwhile new players could access high end gear early on which would help balance those games where they feel they are getting stomped. At least they would feel like "oh **** proto stomp going down, I can get out my stuff and try to kill a few" rather than "oh **** proto stomp going down, I have no WP yet so I'll just find another game". I could see vets getting ruslted at the thought of new players having access to stuff that took them awhile to get, but that's about it. This would overall benefit everyone.
Or just maybe... One of you could have got a dropship and blasted him off his perch, instead of watching the light show?
LOGi GOD // Master of Healers // Director of Eternal Beings // GF-FA-NF Alumni Directorate
|
ANON Cerberus
TerranProtossZerg
861
|
Posted - 2015.10.19 17:32:00 -
[100] - Quote
Aeon Amadi wrote: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.
Many people farm officer gear from the warbarges and their alts. Have been farming something since the dawn of this game. Hell CCP actively encouraged players to farm alts in EVE...
You really dont need to set up anything in any particular fashion. Just log in every day or when you can and claim everything. Eventually you can always claim and then send.
|
|
catsrule
D3ATH CARD RUST415
43
|
Posted - 2015.10.19 17:45:00 -
[101] - Quote
Aeon Amadi wrote:This is something the CPM has been discussing since before Hotfix FoxFour, as indicated by CPM Breakin Stuff's " CPM Show 'n Tell" thread. One of the main issues that we seem to have an overall consensus on is that officer weaponry is far too prolific. Passive Generation of Officer Weaponry through the warbarge is perhaps too powerful and easy. Once properly set up a player only needs to log in to obtain the most powerful weaponry in the game. The reduction or removal of officer weapon output through the warbarge to result in a higher experimental weapon output is perhaps a quick solution but there is some concern that we'd only be replacing passive generation of one powerful type of weapon with another. If the issue is the passive generation of powerful weaponry, then the removal of one or the other (passive generation or powerful weaponry) may be necessary. However, on the other side of the coin, many players invested a great deal of time, effort, and in many cases real life funding in order to upgrade their warbarge to a point where these elite weapons could be obtained. If we change that aspect of the warbarge we essentially devalue those investments. There are concerns that we'd essentially be pulling a bait and switch by changing these aspects of the warbarge. If there is one thing the CPM feels very strongly about, it is the time and investment of players. This leaves us at a stalemate. We'd like to bring the discussion to the Dust 514 community and ask your opinions regarding this matter. How do you feel about the proliferation of officer weaponry? How do you feel about passive generation of those weapons? How do you feel about changes and how they'd affect the investments of players? With how it is now we might as well give everyone the master blueprints for every officer item ever
Why do we forget the things we want to remember but remember the things we want to forget ~ Unknown
|
Booby Tuesdays
Bad Mother Thukkers
1
|
Posted - 2015.10.19 17:49:00 -
[102] - Quote
Change the drop rate from the Lab to that of a pub match for Officer gear. Have the lab then spit out more experimental gear (as it should, since somehow I get more officer gear from an "experimental" lab), and a new item that is vital to Simple Crafting. Make simple crafting awesome, but expensive.
Half Assed Forum Warrior - Half Decent Commando - Damn Good Logi - Matari Freedom Fighter lvl 8
|
Koch Rosenzweig
S.K.I.L.L OF G.O.D
829
|
Posted - 2015.10.19 20:24:00 -
[103] - Quote
The officer spam isnt funny anymore, also PC battles are getting bored with those officerstomps, there are no more competition if you bring a full team with Rattatis and bons stomping all in the way, there was much more competition and fun in the old days.
You spend +1.3 mill in a decent officer suit with all the equipment to play a PC (if you got contacts to buy these items at nice price, also there are a lot of scammers so...) with x5 of these suits you spend almost 6 or 7 millions to run officer suits in a PC, but if you win you get no more than 1.5 mill, that makes no sense... I got +100m to spend on officer suits, but i dont want to stay 1 hour in a chat looking for them, also with a lot of scammers...
I KNOW isnt obligatory run officer suits in a match, but you all know that these suits bring more posibilities than the proto ones, its a bit unfair get stomped by these suits, and its more unfair that there are a lot of scrubs trying to scam you
In my opinion, CCP should make these items a bit more rare, this is kicking out the fun of this game
(doing my best try, i am still practicing my english, at least you can get my point on my opinion, hope that)
Skill Of God 4Life - Director, Diplomat & FC. My best score in PC
|
Shamarskii Simon
The Hundred Acre Hood
448
|
Posted - 2015.10.19 21:28:00 -
[104] - Quote
catsrule wrote: With how it is now we might as well give everyone the master blueprints for every officer item ever
true! when it's possible to obtain 300+ officer and you'll barely lose it... (squad cover on one guy) might as well call it a blueprint...
Forever ADS. Best role.
|
Byron Triefletcher
Rebels New Republic The Ditanian Alliance
13
|
Posted - 2015.10.19 23:43:00 -
[105] - Quote
Warbarge rollback to experimental and AUR refunds as requested for cash investments. The sooner the better.
Fighting for Matari Freedom.
|
Daemonn Adima
Y.A.M.A.H
421
|
Posted - 2015.10.20 00:53:00 -
[106] - Quote
xTheSiLLyRaBBiTx wrote:Daemonn Adima wrote:Shaun Iwairo wrote: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. ^ This. I played a game yesterday, some dude named Little Zach from turdrock went like 20+ kills to 0 deaths while running Scotsman Gk.0 and Ghalags RR even while they out numbered us 15 - 9. He just camped a roof with hives and would run whenever his shield was popped. That one player made a huge difference in the meta of that game, at first we weren't out numbered but within 5 minutes of playing several people dropped because we were getting spanked right off the bat. These players who have tons of isk and gear already don't really fear dying, running proto/officer then helps limit the chance of that happening. Any new player who wants to go after someone like that because they think its just a normal FPS, if they land enough shots even the highest of tier players should die. Nope, not in Dust, where you effectively have to land double the amount of shots to take that top tier player out where as they only have to land a 1/3rd of the same amount to kill that new player. New player checks out gear he's been killed with and notices its going to take months of just grinding SP to get anything prototype, let alone all the passive SP bonuses from skills and then if the player doesn't want to dump every single point of SP into one suit or weapon it will take them years to become flexible with complex mods and proto equipment across several suits and several weapons. Realizing the other players around them are already there, suddenly they ask themselves "why am I playing this game?" Maybe remove exp./ofc gear skill prerequisites so new players can readily use them and allow them to obtain them through the warbarge easier/cheaper than it is now. Instead of taking away the passive generation for some, what if we gave it to everyone? No one would lose anything and meanwhile new players could access high end gear early on which would help balance those games where they feel they are getting stomped. At least they would feel like "oh **** proto stomp going down, I can get out my stuff and try to kill a few" rather than "oh **** proto stomp going down, I have no WP yet so I'll just find another game". I could see vets getting ruslted at the thought of new players having access to stuff that took them awhile to get, but that's about it. This would overall benefit everyone. Or just maybe... One of you could have got a dropship and blasted him off his perch, instead of watching the light show?
It was 15-9 and he was on a platform with cover that he could simply jump off of down into more cover and his buddies. Additionally we did call an ADS to try and get onto the roof above the point, we got up there but got swarmed instantly by proto swarms.
If it was so easy, it would happen.
Besides, it was just an example of how these players can abuse the gear with little to no risk. |
Ydubbs81 RND
Ancient Exiles. Bleeding Sun Conglomerate
4
|
Posted - 2015.10.20 03:51:00 -
[107] - Quote
Koch Rosenzweig wrote:The officer spam isnt funny anymore, also PC battles are getting bored with those officerstomps, there are no more competition if you bring a full team with Rattatis and bons stomping all in the way, there was much more competition and fun in the old days.
You spend +1.3 mill in a decent officer suit with all the equipment to play a PC (if you got contacts to buy these items at nice price, also there are a lot of scammers so...) with x5 of these suits you spend almost 6 or 7 millions to run officer suits in a PC, but if you win you get no more than 1.5 mill, that makes no sense... I got +100m to spend on officer suits, but i dont want to stay 1 hour in a chat looking for them, also with a lot of scammers...
I KNOW isnt obligatory run officer suits in a match, but you all know that these suits bring more posibilities than the proto ones, its a bit unfair get stomped by these suits, and its more unfair that there are a lot of scrubs trying to scam you
In my opinion, CCP should make these items a bit more rare, this is kicking out the fun of this game
(doing my best try, i am still practicing my english, at least you can get my point on my opinion, hope that)
yo lol...I see SOG videos and all I see in the kill feed from SOG players are bons or Alex HMGs
"Bring out mass drivers & jump around goddamit"
Check RND out here
|
Take Off Hoser
Ancient Exiles. Bleeding Sun Conglomerate
33
|
Posted - 2015.10.20 04:54:00 -
[108] - Quote
Officer gear should have been kept out of the warbarge. It would seem more valuable and rare seeing as how you don't get it that often in match salvage. But I do think the warbarge should make experimental gear and only that. No experimental suits so that would solve the problem of officer suits being everywhere. The description of the lab made me think it was going to produce experimental gear anyways, I was surprised to see officer from it.
With all that being said people can still pay to acquire the officer gear from strongboxes making the game pay to win-ish. And removing the weapons all together from the barge is not an option seeing as I paid for it with real money.
I'm not sure if all this matters atm with the current server issues ongoing and getting worse by the day, is there something we don't know as to why the quality of gameplay is going to ****? |
g li2
Grupo de Asalto Chacal Rise Of Legion.
1
|
Posted - 2015.10.20 08:44:00 -
[109] - Quote
* The weapons officer should be very rare. It could limit its use to PC. Only be obtained from the spoils of battle * The experimental weapons could be used in any battle and that good as they get. The laboratory may produce only experimental weapons. * The market is a way to keep players who like to trade, the game is more attractive with the economic part * Always respect the investment (real money) for players
SOMOS LEYENDA
|
Aderek
Made in Poland... E-R-A
218
|
Posted - 2015.10.20 09:16:00 -
[110] - Quote
Experimental lab should make only exp stuff.
BUT
We need officer lab to CRAFT officer gear from salvage! (sink, metal etc.)
dust514.pl, wcogram.pl, i-play24.net
MM proto logi
80 kk SP and growing
|
|
jpmannu
115
|
Posted - 2015.10.20 11:06:00 -
[111] - Quote
Lost Apollo wrote:jpmannu wrote:Well, some weapons you never get from the lab such as thales, balac's and kalante's. Never seen a drop of one since the beginning. Anyway, maybe officer gear should be obtained only at level 5 or higher... Thales +ù9 Kalentes +ù4 Balacs +ù3 All of those from the warbarge.
Thats impossible
PIJATELAINDERCHIUL
|
Lost Apollo
Moose Knuckle Pros
154
|
Posted - 2015.10.20 15:15:00 -
[112] - Quote
jpmannu wrote:Lost Apollo wrote:jpmannu wrote:Well, some weapons you never get from the lab such as thales, balac's and kalante's. Never seen a drop of one since the beginning. Anyway, maybe officer gear should be obtained only at level 5 or higher... Thales +ù9 Kalentes +ù4 Balacs +ù3 All of those from the warbarge. Thats impossible Well, using that logic, skins do not drop from strongboxes. I've opened a lot and never saw a skin one time. Therefore, anyone who claims to have gotten a skin from a srongbox is a liar because it's" impossible" . You logic is illogical.
My armor is weak, but my shields are relentless.
State 'Rasetsu' Assault
Born - April 1, 2013
|
Viktor Hadah Jr
0uter.Heaven
9
|
Posted - 2015.10.20 15:58:00 -
[113] - Quote
am i getting my officer weapon BPO or not?
I'm kind of a big deal.
Buying dead and inactive corporations
|
Regis Blackbird
DUST University Ivy League
1
|
Posted - 2015.10.20 17:50:00 -
[114] - Quote
Passive generation (of anything) is bad.., M'kay
However, given the system we have today, my preference would be the following:
1: Experimental Lab should only generates Experimental Weapons. (I always wondered why my scientists manages to replicate custom made officer weapons to begin with)
2: Populate the District Market with Officer Weapons, giving CCP the ability to regulate them via DK price. (So the only sources of "new" officer weapons are; Strongboxes + District Market)
I would be perfectly fine with a reduction of production in the warbarge, and I used AUR to upgrade it.
|
Aidualc
LATINOS KILLERS CORP RUST415
632
|
Posted - 2015.10.20 18:40:00 -
[115] - Quote
Regis Blackbird wrote:Passive generation (of anything) is bad.., M'kay However, given the system we have today, my preference would be the following: 1: Experimental Lab should only generates Experimental Weapons. (I always wondered why my scientists manages to replicate custom made officer weapons to begin with) 2: Populate the District Market with Officer Weapons, giving CCP the ability to regulate them via DK price. (So the only sources of "new" officer weapons are; Strongboxes + District Market) I would be perfectly fine with a reduction of production in the warbarge, and I used AUR to upgrade it.
That !!!..
Experimental lab = experimental weapons.
Officer Weapons are rare so only find it in a StrongBox...
And DK maybe just offer packs of Keys ... maybe 5 keys per 10,000 DK... and doesn't compite with aurum key purchases.
And for the love of God !!! Remove Shields / CPU / RA module complex from Strongboxes !!!
Also Donkey Kong Market need.. Quafe BPC Items... like turrets and vehicles.
-- Ecce Initio -- Tomate Pote --
**Respectu, Honorem, Value, Unionem****
|
Banjo Robertson
Random Gunz Rise Of Legion.
695
|
Posted - 2015.10.20 19:46:00 -
[116] - Quote
Aeon Amadi wrote:We know of one player (not saying names) that uses alt accounts to farm officer gear in this manner.
Hmm I can't be the only one who does this? hehe.
I'd be fine with any changes to the warbarge in general.
I'm fine with how things are now as far as officer gear generation goes. I felt like something was needed to improve officer gear drop rates when they were severly reduced as salvage rewards. But even a reduced drop rate from warbarge would be fine if it kept things in balance. |
Dragonmeballs
Better Hide R Die
235
|
Posted - 2015.10.20 20:36:00 -
[117] - Quote
1. How do you feel about the proliferation of officer weaponry? 2. How do you feel about passive generation of those weapons? 3. How do you feel about changes and how they'd affect the investments of players?
1. The community got what they asked for ....a plentiful and cheap supply of "rare" weapons. It was fun while it lasted but I suspect it didn't exactly add to the NPE experience and only a few vets stuck around because of Officer weapons.
2. The community loves its crutches. Passive generation was the only way to satisfy the demand.
3. I have "invested" a fair sum. I have a stockpile. I don't use the stuff in pubs or FW as that seems kind of scrubby. If the lab is reconfigured to spit out only experimental then that is along the definition of the lab. As I recall the Officer stuff was just better candy that CCP added to the bowl. I'd be disappointed but I'd rather see the game be improved for the games sake.
My fear is there is a large amount of Officer weaponry out in the market and it will take months for things to settle. CCP knows how many of everything was made and can observe the consumption though I doubt they'd ever share the numbers or show the curves.
As for proposed short term fixes:
1a. Experimental lab spits out experimental gear.....period.....or
1b. If you take the lab to level 5 then 1 weapon could be an Officer level. (Now we find out who wants to spend 50k+ WBC for crutches)
2. Increase the fitting requirements of all the Officer weapons in line with STD, ADV and Proto tiers.
3. Adjust box drop rates in the short term to zero Officer weapons. Consider putting nothing less than Proto stuff in boxes. Let the market work itself out. In three or four months let's see where things end up.
Long term fix:
4. Reconfigure the Warbarge. I believe the Warbarge could help address some other issues (but not lag, memory) This fix is it own thread so I won't go into it here.
5. Add a skill level requirement for Officer gear. Having to skill to level 6 at a cost of 4 million skill points to run the gear will force decisions and add another reason for the high SP players to actually grind just like everybody else.
I realize 4 and 5 will likely involve client changes hence the reason those suggestions should be part of long term plan.
Blueberry!....Make yourself useful and shoot the blurry thing running this way with YES!
|
IR Scifi
OSG Planetary Operations
235
|
Posted - 2015.10.21 04:58:00 -
[118] - Quote
Just saw the announcement about the warbarge no longer dropping officer equip. I'm happy with the change but this seemed to get pushed through quick. Was this ultimately what the cpm had hoped for as a solution or is this just considered a step one? |
Shaun Iwairo
DUST University Ivy League
224
|
Posted - 2015.10.21 05:12:00 -
[119] - 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.
|
XxBlazikenxX
Pure Evil. Bleeding Sun Conglomerate
3
|
Posted - 2015.10.21 05:17:00 -
[120] - Quote
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.
Director of Pure Evil.
Pure Evil. is mass recruiting, apply today and join a war of the Bleeding Sun vs everyone!
|
|
|
|
|
Pages: 1 2 3 [4] 5 6 :: one page |
First page | Previous page | Next page | Last page |