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Takahiro Kashuken
Red Star.
4
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Posted - 2016.02.10 14:24:00 -
[151] - Quote
Living Rock 523 wrote:My biggest concern is simply how are they going to balance vehicles?
I was around for some pretty heavy AV/Vehicle thread wars here, and both sides had some pretty valid points. How can it be acceptable that a single suit can near single handedly take on a vehicle, and on the flip side how can it be acceptable that a vehicle can just become a very large suit and demolish infantry unchecked?
1 to 1 is what AV used to say, the problem is that if the 1 AV can stand upto and destroy the single most powerful vehicle in the game then all other vehicles by default are useless and will be wiped off the battlefield even quicker making pilots a thing of the past.
On the otherhand if a vehicle is used for mainly and is fitted out for wiping out infantry as its sole purpose then generally we should have a vehicle that is fitted up for AV to come out and take out that vehicle or somekind of infantry AV force.
Of course this does not take into account maps, positioning, weapons, team setups, vehicles etc
My view is that vehicles should be able to counter vehicles first and foremost with AV infantry being a compliment as and when needed, this view does not mean AV infantry would be useless it just means that vehicles and infatry would have to work together to take out tricky/hard targets. Think of a 3 man AV squad in a LAV circling a HAV or having 6 man AV squad in an APC setting up ambushes or even a lone AV man setting up a trap for the enemy vehicle for there team.
Both vehicles and infantry should have the capacity to work together but also the capacity to hammer each other to a point but this in organized competitve teamplay such as PC, random matches will always break whatever you are trying to do because of the simple fact of 1 6man team on one side against 16randoms on the other. Proper matchmaking needs to be implemented and even some restrictions such as only basic level meta 1-3 items allowed in high sec for instance and also proper designed maps/vehicles with clear ideas and purpose.
Living Rock 523 wrote:
Overall I never really felt good with any of the builds I played, as they seemed to swing wildly between vehicles enjoying near dominance and infantry having near dominance. Add to that the proto factor, which (as has been previously feared) could create a "it's simply not feasible to run anything but proto" situation in the AV/V game. .
Random matches caused this mostly because matchmaking was never implemented, during the very early days of PC vehicle gameplay was balanced, vehicles and AV gameplay was more balanced, vehicles in general had alot more to offer in skills/bonuses/modules/turrets/hulls etc which lead to a variety in gameplay.
The problem was that when organized teams and pilots ended up in pubs they destroyed the balance and hammered it home that squads>randoms and in the end all the balancing ended up being for the randoms while the results in PC were ignored.
Living Rock 523 wrote:
I personally think the ideal situation is maps that are sectioned in a way to cut down on forced infantry/vehicle interaction. My (super rough) example would be a map in which your team must cross a large swath of "no man's land", areas that are wide open and give vehicles the edge on maneuverability/line of sight, and thus an overall edge in general in said area. Once your force reached any fortifications/objectives/building clusters the edge would switch to infantry due to vehicles being ackward to maneuver in tight spaces and the amount of cover available to infantry.
Skirmish 1.0 was proberly the closest thing we ever had to what you are mentioning, it started in a large canyon or sorts which then opened up to a big installation but in them days if you could not capture the early points then outright destroy them and everything else which gave a role to vehicles which helped teams which may have not had good enough infantry.
A HAV in the city in some places are useless but had to go in sometimes due to an enemy HAV anyways, but we never had the middle ground APCs anyways and LAVs are just too weak (not the logi LAV) so the reason for vehicle in a built up areas never really existed. In PC most of the time vehicles did protect the home point, HAV in the city to hammer other HAV and cause annoyance, ADS for being up top hitting high links or bombing on other HAVs and logi LAV during the time for hit and runs but various nerfs pushed the HAV out of the city, the ADS to the flight cap more often unless you were the very best and the logi LAV to the scrapyard along with skills/modules and turrets. Changes for randoms in pubs games punished those who took part in PC.
CCP Rattati - "One giant vehicle nerf with more power to AV", you have got to be kidding...''
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Takahiro Kashuken
Red Star.
4
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Posted - 2016.02.10 14:44:00 -
[152] - Quote
Living Rock 523 wrote:
I know we don't like to drag rl into theoretical discussions on how game play mechanics should work, but obviously in rl mechanized forces fair much better in open spaces, though we have to go back to WW2 to get an honest assessment of proper armor tactics/infantry interaction (that's my opinion at least, hasn't been a fair/real clash of armor since WW2). To this day taking an Abrams into a city is a risky proposition simply because a tanks job is to kill tanks, and if your armor has pushed into a city more than likely it has already pushed through enemy armor, or enemy armor is non existant. Once in the city some of a tanks greatest attributes are completely nullified: firing on the move/long range. Targets switch from lumbering hunks of metal to single soldiers that disappear just as fast as they appear, yet pack almost as much firepower as a tank.
In my mind (keeping the thought of an old thread involving Medium Attack Vehicles being armored troop transports in mind) the thing to do is have mechanics set where when you start a match, vehicles are called in, infantry is loaded up, and a single mechanized force advances to a point where the infantry can disembark their vehicle under cover fire from vehicles, and from there the vehicle/infantry fighting somewhat seperates, with vehicles duking it out in the open areas around a city/objective, and infantry doing the fighting and hacking inside the city/objective. A lone tank wandering into a city would be nearly a sitting duck, even with infantry support (column of tanks rolling through the middle of a city? Hit the first and last then rain the pain on the rest of the now trapped convoy), and a lone merc or 3 wandering into the open land outside a city/objective would be wiped out. .
Some of the maps we have now vehicles are useless in the city and make no difference, they can swan about outside but in the end if 3 of the 5 objectives are in the city and the infantry can lock it down then no amount of vehicles will change this, espc with the vehicles we currently have.
Even a LAV will not do anything, maybe a APC with an MCRU could help as it relocates to a different part of the city and the team assaults an objective en mass but being able to that as a suprise would be hard unless it could move while cloaked and stealth attack or rarther than a cloak have a reduced profile which makes it harder to pick up but as we know proto active scanners are very hard to avoid as infantry let alone as a vehicle.
Are the maps going to relect this? open ground with a city at the end or somekind of installation in which vehicles are weaker/not needed but that then seperates the 2 completely rarther than trying to work together.
The maps themselves cause a problem as much as vehicles and infantry do because you want everyones playstyle to be useful in someway rarther than excluding x playstyle but sometimes it happens and it cannot be helped.
Living Rock 523 wrote:
Unfortunately there is still some heavy issues, because after everything I just said, what if the people of 1 team all pull out tanks? Or if they are loaded down with dropships and infantry? What if you have situations where one team consists of mainly lone wolf players? Do you limit vehicles? Force teamplay? I haven't even touched AV/V balance in all my babbling, how does that change the scheme of things? There are so many variables, so many people looking for that quirky little edge or trick that totally destroys balance. I do not envy CCP in regards to giving us what we want, but still balancing everything they give us.
Another example I like to use is the supposed fighters. In 1 thread a while back, fears of fighters targeting infantry and questions of small arms effectiveness vs fighters came to light. This, to me was an immediate wrong step. It's not even fumbling right out of the gate, it's fumbling on the way to getting into the gate. Fighters should have no business targeting ground anything, and if the maps are big enough this could be counteracted simply by the speed of a fighter, it should go too fast to target ground. And if you do that, the fighters need a reason to exist, which would be bombers.
My point is that so many things in Dust have been able to be geared towards fighting so many other things, it's made balance near impossible. I can almost guarantee with 100% certainty that had fighters been introduced to our Dust, dropship kills would not be the only victims of fighter attack. Pretty much anything other than tanks would have been fair game.
So I guess the issue becomes do you force a general balance onto everything in game across all professions/allow for casual and or lone wolf as well as hardcore and teamplay, or do you force people to remain in a role/play tightly as a team? I'm personally down for hardcore team play, as well as imbalance when it makes sense (1 dude vs 1 tank on open ground/1 tank vs 1 dude in a tight city street).
On top of all of that stuff, what's the general idea/vision of what CCP wants, overall and mechanics wise? And what kind of limitations do they have due to technology? .
Matchmaking/meta levels and limits of squads and the use of high/low/null should sort out the above issues for pubs to PC matches.
Fighters for A2A with some possible turrets for ground targets and likewise bombers for ground targets with some A2A turrets.
Balance generally is always broken in PC, if something was too good it leaked into pubs, very rarely did anything from pubs leak into PC. PC was always the perfect testing ground, organized teams on voice against each other but then again pubs no matchmaking of any kind where noobs vs vets and proto vs basic.
Teamplay is key to balancing in my book, you see what works well and what does not. PC highlights that.
CCP should be making a New Eden vision, the same universe and on PC should be no limits except the imagination.
CCP Rattati - "One giant vehicle nerf with more power to AV", you have got to be kidding...''
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Avallo Kantor
1
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Posted - 2016.02.10 16:00:00 -
[153] - Quote
My ideal for AV / V interplay was always based around the idea of slower tanks, that were significantly harder to kill. It would be balanced around far higher TTK where Tank v Tank has the lowest TTK. This would be matched however by making it more difficult for a tank to easily escape should things turn against it, where the tanks heavy defense and lack of mobility is the key points of it.
AV then could do comparably less damage, but then have additional toolkit options to create kill zones or trapped areas that would effectively trap a tank. The larger TTK though could mean that were the tank supported by infantry, the Infantry have a reasonable chance of saving the tank from the AV before it died.
To this end, I see AV being given all sorts of active equipment such as trip-wires (only via tanks), deployable statis zones, and capacitor-draining grenades that could effectively stop a tank dead in it's tracks. So when a tank moved into a certain area a large radius statis field could be generated slowing the tank speed by a massive amount, then various AV weapon types could have additional effects such as capacitor drain, movement penalty, and target painters that all make squad based AV far more effective in combination.
"Mind Blown" - CCP Rattati
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Takahiro Kashuken
Red Star.
4
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Posted - 2016.02.10 22:54:00 -
[154] - Quote
Avallo Kantor wrote:My ideal for AV / V interplay was always based around the idea of slower tanks, that were significantly harder to kill. It would be balanced around far higher TTK where Tank v Tank has the lowest TTK. This would be matched however by making it more difficult for a tank to easily escape should things turn against it, where the tanks heavy defense and lack of mobility is the key points of it.
AV then could do comparably less damage, but then have additional toolkit options to create kill zones or trapped areas that would effectively trap a tank. The larger TTK though could mean that were the tank supported by infantry, the Infantry have a reasonable chance of saving the tank from the AV before it died.
To this end, I see AV being given all sorts of active equipment such as trip-wires (only via tanks), deployable statis zones, and capacitor-draining grenades that could effectively stop a tank dead in it's tracks. So when a tank moved into a certain area a large radius statis field could be generated slowing the tank speed by a massive amount, then various AV weapon types could have additional effects such as capacitor drain, movement penalty, and target painters that all make squad based AV far more effective in combination.
While that is all good what about other ground based vehicles such as APCs, Logi LAV, Triage vehicles, LAV etc.
Would the traps that are powerful enough to technically cripple a tank/HAV just outright immobilise and disable any other vehicles thus leading to a quick death with no chance to escape?
Just say if that was the case then what would vehicles get to counter the effects or would we have specalist modules that other vehicles could use to 'cut the wires' so to speak and help out the vehicle.
Also would some of these new equipment be thrown and have a homing mechanism such as the AV nade (which i do disagree with because normal mades do not have a homing mechanism against infantry and plus it means you do not have to aim, why cant you be forced to at least hit the hull with your aim?), would some be handheld and require LOS like the repair tool or be placed down like mines which could also be destroyed.
There are other vehicles than just tanks (i hope)
CCP Rattati - "One giant vehicle nerf with more power to AV", you have got to be kidding...''
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
21
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Posted - 2016.02.11 01:24:00 -
[155] - Quote
There are and I think in any future product people are going to have to accept certain conditions when it comes to tanks.
They'll be hard to destroy and be able to take multiple hits.
But they'll hit hard like nothing else with main guns.
They'll move accelerate and turn slowly.
But their top speeds will be nothing to sneeze at.
They won't offer pilots significant rates of fire or anti-infantry capabilities in their main turret.
But they will offer range and AoE effects.
They aren't going to have the same regenerative powers as they have in the past.
But they will have heavy armour that must be managed.
Waves that dye the land gold.
Blessed breath to nurture life in a land of wheat.
A path the Sef descend drawn in ash.
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Jenny Tales
Eternal Beings I Whip My Slaves Back and Forth
4
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Posted - 2016.02.11 01:32:00 -
[156] - Quote
QUALITY ASSURANCE TESTING |
da GAND
Seykal Expeditionary Group Minmatar Republic
1
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Posted - 2016.02.11 01:54:00 -
[157] - Quote
Jenny Tales wrote:QUALITY ASSURANCE TESTING
What did you just say?!! We are the testers for CCPs products and that shall never change because CCP, CCP never changes.
Why did so many fools give CCP $$$ ?
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AldnoahZero
Forty-Nine Fedayeen Minmatar Republic
14
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Posted - 2016.02.11 18:46:00 -
[158] - Quote
True Adamance wrote:There are and I think in any future product people are going to have to accept certain conditions when it comes to tanks.
They'll be hard to destroy and be able to take multiple hits.
But they'll hit hard like nothing else with main guns.
They'll move accelerate and turn slowly.
But their top speeds will be nothing to sneeze at.
They won't offer pilots significant rates of fire or anti-infantry capabilities in their main turret.
But they will offer range and AoE effects.
They aren't going to have the same regenerative powers as they have in the past.
But they will have heavy armour that must be managed.
So basically you want the pilots of tomorrow to have copy and paste tanks from this iteration? |
AldnoahZero
Forty-Nine Fedayeen Minmatar Republic
16
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Posted - 2016.02.11 18:59:00 -
[159] - Quote
Jenny Tales wrote:QUALITY ASSURANCE TESTING They don't test their patches, what makes you think they'll open up a test server for us to test changes? |
Soto Gallente
907
|
Posted - 2016.02.11 19:01:00 -
[160] - Quote
AldnoahZero wrote:Jenny Tales wrote:QUALITY ASSURANCE TESTING They don't test their patches, what makes you think they'll open up a test server for us to test changes? How do you know they don't test their patches? Have you worked for CCP before? Do you know someone that works for CCP?
Ex-news reporter for The Scope
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
21
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Posted - 2016.02.11 19:40:00 -
[161] - Quote
AldnoahZero wrote:True Adamance wrote:There are and I think in any future product people are going to have to accept certain conditions when it comes to tanks.
They'll be hard to destroy and be able to take multiple hits.
But they'll hit hard like nothing else with main guns.
They'll move accelerate and turn slowly.
But their top speeds will be nothing to sneeze at.
They won't offer pilots significant rates of fire or anti-infantry capabilities in their main turret.
But they will offer range and AoE effects.
They aren't going to have the same regenerative powers as they have in the past.
But they will have heavy armour that must be managed.
So basically you want the pilots of tomorrow to have copy and paste tanks from this iteration?
Not at all.
In this iteration we have HAV with fast regeneration, high EHP, and relatively low Raw HP (with the exception of Shield HAV which has all three of these things).
These tanks accelerate and turn very quickly, their main guns are pitifully weak and inappropriate for a tank, they have barely noteworthy AoE effects, and absolutely no range projection.
Waves that dye the land gold.
Blessed breath to nurture life in a land of wheat.
A path the Sef descend drawn in ash.
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Avallo Kantor
1
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Posted - 2016.02.11 19:42:00 -
[162] - Quote
Takahiro Kashuken wrote:Avallo Kantor wrote:My ideal for AV / V interplay ... -snip- While that is all good what about other ground based vehicles such as APCs, Logi LAV, Triage vehicles, LAV etc. Would the traps that are powerful enough to technically cripple a tank/HAV just outright immobilise and disable any other vehicles thus leading to a quick death with no chance to escape? Just say if that was the case then what would vehicles get to counter the effects or would we have specalist modules that other vehicles could use to 'cut the wires' so to speak and help out the vehicle. Also would some of these new equipment be thrown and have a homing mechanism such as the AV nade (which i do disagree with because normal mades do not have a homing mechanism against infantry and plus it means you do not have to aim, why cant you be forced to at least hit the hull with your aim?), would some be handheld and require LOS like the repair tool or be placed down like mines which could also be destroyed. There are other vehicles than just tanks (i hope)
All good points.
Ideally the traps would work based on the target's mass, which would explain why units such as infantry are unaffected, and lighter vehicles are less hampered by the traps as well. (So for example a LAV would only lose a bit of speed, where as a tank moves like it is in hot tar)
The speed would be slowed down enough on a HAV that it would not be able to escape by normal movement in the time frame the trap lasts. However the trap would not have unlimited power, and would shut off on it's own in time. (Although a team could always have a series of traps through a certain narrow street) I would prefer to have the calculations work out so that the TTK for one AV against a tank would be higher than the trap's effect (and then some) so it would not allow sure kills by AV.
The traps themselves could be destroyed (or maybe hacked?) to deactivated, but they would be easy to put in places a tank could not reach, thus requiring infantry support to clear them when set up in more urban environments. Where as a trap placed in the open would not be difficult to destroy. (Aka think of placing the trap trigger behind a wall, and then having some sort of "trip wire" that would stretch across the road so that a tank could trigger it.)
I'm not a big fan of homing devices, and would like to think that if you can not hit a trapped tank (moving at a pitiful speed) then perhaps the FPS genre is simply not meant for you.
The main interplay I am hoping for is that AV Infantry have ways to engage tanks in varied ways other than just "do lots of damage" so that it requires additional planning and strategy to properly kill a tank. Of course, a savvy tank could always find ways around traps, where as a savvy AV player can make traps in places that will have the tanks move into them, and not expect it either. So that Tanks vs Tanks will engage each other in head to head engagements, where as AV Infantry v Tanks will ambush, surprise, and ensnare tanks into positions that are not head to head engagements. However, those snares could easily be countered by infantry.
"Mind Blown" - CCP Rattati
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
21
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Posted - 2016.02.11 20:40:00 -
[163] - Quote
Avallo Kantor wrote:[quote=Takahiro Kashuken][quote=Avallo Kantor] Pokey Grade Optimism.
So long as I can shoot back and bombard infantry formations and emplacements I don't see why not.
Waves that dye the land gold.
Blessed breath to nurture life in a land of wheat.
A path the Sef descend drawn in ash.
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Living Rock 523
Intara Direct Action Caldari State
84
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Posted - 2016.02.11 22:19:00 -
[164] - Quote
I wouldn't mind traps effecting all vehicles the same, under certain conditions. Say traps (mines/trip wires/stasis fields, whatever) were fairly easy to detect and fairly hard to negate, require a sapper role to disarm (possibly place) traps, give a passive scan ability to a vehicle such as (assuming we get one) an APC (MAV)((LAVs/HAVs would require a Scanning Mod to detect traps independent of MAVs)), and traps take on an Area Denial vibe creating a situation where traps can become effective even without doing direct damage. Also this would (hopefully) reinforce teamplay as cohesive thrusts of forces would fair much better than random waves of troops/vehicles. Therefore equal trap damage to all vehicles would be less of an issue as the most viable counter would be avoidance as opposed to survival/HP.
I also feel like damage to different parts of a vehicle is a must. Let, at the very least, damage to treads/axels/so on be independent of overall HP. For example a tank can take damage to its treads, and as damage increases movement performance decreases, up until zero health on the treads at which point the tank is immobilized. This opens possibilities for actual mechanic roles. Frenzied fight around an immobilized tank whIle the mechanics get movement ability back up and running? Yes please.
Obviously zero HP on the movement section would not destroy a vehicle, this would require zero HP on a body section.
This could be taken some steps further (seeing Front Mission 2 HP displays in my head) by letting, for example, a body section, high slot section, low slot section, turret section and movement section be allowed to take damage separately from each other.
I feel like this would blow the AV/V game wide open, as you are no longer relying simply on raw damage to effect (affect?) vehicles. AV could do serious damage without a vehicles overall HP taking a massive hit, giving infantry a good chance of almost entirely negating a vehicle threat, but still requiring friendly vehicles to handle enemy vehicles properly. The risk/reward on vehicles going after infantry would also become a bit less appealing, I feel, if risking your vehicle going after infantry did not necessarily eliminate your main damage dealing/kill shot threat, and instead put you at risk of being immobilized when your main concern (enemy vehicles) does show up.
Just brainstorming, haven't put too much thought into this stuff. |
SILENTSAM 69
KILL-EM-QUICK Rise Of Legion.
899
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Posted - 2016.02.11 22:44:00 -
[165] - Quote
I like how much people want inspiration from EVE involved in how the mechanics will be in the next game.
I agree. EVE may have a very different style of play, but it should be the main source of inspiration. This is why I want Capacitors to be such a major part of the new game. They just add so much balance potential without having to do things like nerf damage or HP.
I think we can look to EVE for more than just inspiration on the vehicles though. The kinds of battles that happen in EVE are greatly inspired by the types of things people do. You see the roaming gangs looking for a fight, and you see the people who camp on gates that are natural choke points in travel. You see people who go out to kick over other people's sand castles, and the castle builders themselves. You get the people out there who take advantage of those who are mining. In all of those actions the type of battle was not scripted. They were emergent properties of how people interact. It is that emergent game play that is important. It is what makes the feeling of the battle so much more real.
So the major way that DUST failed this, and that the new version should not make the same mistakes, is the set battle. It is the arcade style match making. Having an algorithm establish the match instead of the players. The game world needs to be crafted in a way that people will have a reason to go out and acquire resources, or band together and build sand castles. We need people to want to go out and explore. This way we can also have the people who want to hunt the explorers, and poach the resources gatherers, and more importantly, band together to knock down castles.
When people form their own social dynamics and reasons to fight they care less about the balance and more about the struggle. When people are allowed to choose the amount of people and resources they commit then battles become more than just K/D and win loss. ISK efficiency and all the propaganda and meta that emerges from EVE gameplay will emerge from the next New Eden FPS. |
SILENTSAM 69
KILL-EM-QUICK Rise Of Legion.
899
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Posted - 2016.02.11 22:49:00 -
[166] - Quote
So that said, I want to go mining in an FPS game. The demand is there, and people would do it. People would protect miners. It would be a glorious reason to fight.
Even if a group of guys just joked around while no one came to fight. They would have fun. If a powerful pirate band came through and killed them and stole the resources they were collecting they would rage. It would be all the great stuff I know and love from EVE.
In EVE we use to trap miners and get them to get on TS and sing happy birthday if they wanted to survive. Could you imagine getting a guy mining in the game to dance and sing for you or else yo kill him. Ransom in an FPS would make for some pretty funny videos.
Just for that potential alone I hope you include a way to make the character dance if you make resource collecting. He needs a way to earn his freedom. |
Maken Tosch
Dust University Ivy League
13
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Posted - 2016.02.12 05:23:00 -
[167] - Quote
Since it's now very likely that the Eve-to-FPS link will be the last thing they work on since obviously doing that link first didn't turn out so well for them on Dust for the PS3, I will put my idea related to that at the bottom of my list.
1. Stability <----MUST BE GIVEN THE HIGHEST PRIORITY AS HUMANLY POSSIBLE I don't want to be disconnected every other match anymore. No one does. I don't want to experience crashes as often as we did on the PS3. I don't want to have to deal with obvious UI bugs and terrain glitches that should have been dealt with early during development. The frame rates need to be stable. If I don't see a minimum of 30fps (constantly) then we will have major problems. Eve Online has the Singularity or Duality test servers. We should be able to use those as a testing ground for the New Eden FPS to look for bugs and other things there rather than encountering them in the final product. CCP, I can't possibly stress this enough. I understand that more content and an Eve link is desired, but those shouldn't ever have to take priority over stability. Nothing should. And since Sony will no longer get in the way of fast updates and iterations, accomplishing this shouldn't be a problem anymore.
2. Fully Fleshed Out Marketplace Eve Online's secondary market is vast but it was built up over the course of 12 years. Since CCP now has the experience and this New Eden FPS will be on PC, CCP can apply that experience to the new game by including a buy/sell order market system along with an item-exchange contract system similar to Eve Online. It will ensure a more secure trade between players.
3. Unleash the Rogue Drones Implement the Rogue Drones that CCP Rattati and his team were experimenting with in a horde-style game mode and maybe as part of a PvEvP system similar to Eve Online's mission system. Since we know they have the models, they shouldn't have a problem.
4. Fighter Jets We also know that CCP has the models of these things as well. Some of us vets miss them from closed beta and not all of us like to stick to just dropships.
5. OPEN THE DAMN DOOR! I prefer to walk around in my personal warbarge all day than just getting stuck inside my merc quarters. Besides, living in the warbarge gives us a better explanation (lore wise) on how a merc is able to bring their entire stockpile of dropsuits and vehicles to the matches and it would give the ability to choose which star system to visit rather than stay in one star system for the rest of my immortal life.
6. The Link Improve on the FW and PC link to Eve Online. The concept was great but the execution was horrible in Dust.
Eve Online Invite
https://secure.eveonline.com/trial/?invc=ed64524f-15ca-4997-ab92-eaae0af74b7f&action=buddy
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Alena Asakura
Caldari Logistics Reserve
428
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Posted - 2016.02.12 10:10:00 -
[168] - Quote
Living Rock 523 wrote:How would capacitors work with a passive module style of play? My favorite DS build was always armor stacked, no active modules (aside from 1 build that carried a scanner).
Would a vehicle focused on passive mods have an advantage, maybe be considered OP? Or would it be underpowered, or simply not possible (if nearly all mods were active)?
Obviously we don't know the answer, but what would be the ideal situation? I've been informed that active is the way to go currently in Dust, at least for dropships, but sometime around jan/feb of 2014 all passive mods on a dropship was very possible and very effective (affective? I always screw those up), and I still get much more enjoyment from flying a passive 4800-6k+ armor block than I ever did flying lighter craft and managing cooldowns.
I've played a bit of EVE so I have somewhat of a grasp on capacitors, and I'm not against having to go all active for an aircraft in the next Dust. But I do enjoy the simple elegance (in any game) of relying on passive skills and a clear understanding of the role you are geared for, and I'd like to see that option available in the next Dust. Capacitors are part of all energy management in EvE. The most common "active modules" that use capacitors are guns. That's the main thing I think would impact on capacitors in Dust 2.0. |
Alena Asakura
Caldari Logistics Reserve
428
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Posted - 2016.02.12 10:14:00 -
[169] - Quote
Lost Apollo wrote:Amalepsa Zarek wrote:I expect to keep: 1. Skill Points 2. ISK 3. Gear BPO/s
This is already included in the EVE database and should there fore be easy to transfer.
Any additional like: +aurum +loyalty rank +standings +boosters
would of course be nice, but the top three are expected after the announcement at Fan Fest .
Or there will be crying nerds. With tight wallets for the next run. Are you serious? A new game would quickly become unbalanced if bpo/SP/ISK were to be transferred. Nobody wants that. I undsrstand that people earned their SP and everything else. For the sake of balance, I hope they wipe our slates clean. Just more stomps. Also, let the damn myo-scrubs stay with Dust 514... Of course I want that! It's irrelevant that the game would be "unbalanced". EvE and Dust are both "unbalanced" already, based on the criteria you're using. It's what makes EvE what it is. I would want to see Dust the same way. |
Alena Asakura
Caldari Logistics Reserve
428
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Posted - 2016.02.12 10:24:00 -
[170] - Quote
Maken Tosch wrote:Since it's now very likely that the Eve-to-FPS link will be the last thing they work on since obviously doing that link first didn't turn out so well for them on Dust for the PS3, I will put my idea related to that at the bottom of my list.
If CCP doesn't do the link right at the start I think it's highly unlikely they would ever get to that point. The link, were it to occur would be far too integral with EvE for it to be added after the fact. |
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Takahiro Kashuken
Red Star.
4
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Posted - 2016.02.12 14:13:00 -
[171] - Quote
Living Rock 523 wrote:I wouldn't mind traps effecting all vehicles the same, under certain conditions. Say traps (mines/trip wires/stasis fields, whatever) were fairly easy to detect and fairly hard to negate, require a sapper role to disarm (possibly place) traps, give a passive scan ability to a vehicle such as (assuming we get one) an APC (MAV)((LAVs/HAVs would require a Scanning Mod to detect traps independent of MAVs)), and traps take on an Area Denial vibe creating a situation where traps can become effective even without doing direct damage. Also this would (hopefully) reinforce teamplay as cohesive thrusts of forces would fair much better than random waves of troops/vehicles. Therefore equal trap damage to all vehicles would be less of an issue as the most viable counter would be avoidance as opposed to survival/HP.
I also feel like damage to different parts of a vehicle is a must. Let, at the very least, damage to treads/axels/so on be independent of overall HP. For example a tank can take damage to its treads, and as damage increases movement performance decreases, up until zero health on the treads at which point the tank is immobilized. This opens possibilities for actual mechanic roles. Frenzied fight around an immobilized tank whIle the mechanics get movement ability back up and running? Yes please.
Obviously zero HP on the movement section would not destroy a vehicle, this would require zero HP on a body section.
This could be taken some steps further (seeing Front Mission 2 HP displays in my head) by letting, for example, a body section, high slot section, low slot section, turret section and movement section be allowed to take damage separately from each other.
I feel like this would blow the AV/V game wide open, as you are no longer relying simply on raw damage to effect (affect?) vehicles. AV could do serious damage without a vehicles overall HP taking a massive hit, giving infantry a good chance of almost entirely negating a vehicle threat, but still requiring friendly vehicles to handle enemy vehicles properly. The risk/reward on vehicles going after infantry would also become a bit less appealing, I feel, if risking your vehicle going after infantry did not necessarily eliminate your main damage dealing/kill shot threat, and instead put you at risk of being immobilized when your main concern (enemy vehicles) does show up.
Just brainstorming, haven't put too much thought into this stuff.
We did have scanning mods which did pick up infantry but also mines and REs so they should still exist.
You are now asking for WOT mechanics which in itself brings new problems, in WOT when your treads are hit they do not always break but when they do it will take x amount of time to repair or you use a repair kit, also the time repair is due to how good your crew is and what equipment you have on.
So the question becomes will my repair kit also repair my tracks of lets just say 1000 damage even if the hull is undamaged?
If the hull is also damaged along with my tracks what will take priority? could i choose what to repair?
Could the tracks soak up damage even if they are destroyed which would otherwise hit the hull?
Could AV weapons lock on to parts of the vehicle such as tracks/gun etc?
Could infantry repair tools target damage areas and repair?
Do my resistance modules extend to the tracks?
The thing with having numbers attached to modules means that you could target the main gun or wheels all day long and effectively make it useless, with WOT there is a hint of RNG and chance, yes you can aim at the gun but does not mean you will always damage it.
CCP Rattati - "One giant vehicle nerf with more power to AV", you have got to be kidding...''
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Maken Tosch
Dust University Ivy League
13
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Posted - 2016.02.13 03:36:00 -
[172] - Quote
Alena Asakura wrote:Maken Tosch wrote:Since it's now very likely that the Eve-to-FPS link will be the last thing they work on since obviously doing that link first didn't turn out so well for them on Dust for the PS3, I will put my idea related to that at the bottom of my list.
If CCP doesn't do the link right at the start I think it's highly unlikely they would ever get to that point. The link, were it to occur would be far too integral with EvE for it to be added after the fact.
If by "right at the start" you mean at the day of the official release of the New Eden FPS for PC, then I agree with you. CCP should have the link ready by then.
But what I meant in my last post is in regardless to early development. The link should be included but it should not be the prime focus for CCP. I'm just going by experience here. You and I personally experienced what happened when CCP focused too much resources on the Eve-Dust link back then before giving stability any sense of priority. It was not until CCP Rattati and CCP Rouge took over that stability was given priority but it was already too late for Dust 514.
All I'm asking for is that CCP should focus primarily on stability and gameplay. The link to Eve Online should come later down the line before the new game's official release.
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Alena Asakura
Caldari Logistics Reserve
445
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Posted - 2016.02.13 11:31:00 -
[173] - Quote
Maken Tosch wrote:Alena Asakura wrote:Maken Tosch wrote:Since it's now very likely that the Eve-to-FPS link will be the last thing they work on since obviously doing that link first didn't turn out so well for them on Dust for the PS3, I will put my idea related to that at the bottom of my list.
If CCP doesn't do the link right at the start I think it's highly unlikely they would ever get to that point. The link, were it to occur would be far too integral with EvE for it to be added after the fact. If by "right at the start" you mean at the day of the official release of the New Eden FPS for PC, then I agree with you. CCP should have the link ready by then. But what I meant in my last post is in regards to early development. The link should be included but it should not be the prime focus for CCP. I'm just going by experience here. You and I personally experienced what happened when CCP focused too much resources on the Eve-Dust link back then before giving stability any sense of priority. It was not until CCP Rattati and CCP Rouge took over that stability was given priority but it was already too late for Dust 514. All I'm asking for is that CCP should focus primarily on stability and gameplay. The link to Eve Online should come later down the line before the new game's official release. I think it depends on what the finished product is going to look like, or perhaps it's the other way around.
If the finished product is to be fully integrated into the EvE Universe, then the link has to be there right from the start of development. If they don't do that, and develop a game that's fundamentally DISconnected from the rest of EvE and only add the connection later on, we will end up with another disaster.
What exactly do you mean by "gameplay"? This sounds to me like allusions to the same old lobby shooter. If Dust 2.0 were fully integrated into the EvE Universe, "gameplay" would become subservient to the general warfare of New Eden. Suits and weapons need to be developed well, of course, but how you use them is going to make all the difference. |
Maken Tosch
Dust University Ivy League
13
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Posted - 2016.02.13 17:24:00 -
[174] - Quote
Alena Asakura wrote:Maken Tosch wrote:Alena Asakura wrote:Maken Tosch wrote:Since it's now very likely that the Eve-to-FPS link will be the last thing they work on since obviously doing that link first didn't turn out so well for them on Dust for the PS3, I will put my idea related to that at the bottom of my list.
If CCP doesn't do the link right at the start I think it's highly unlikely they would ever get to that point. The link, were it to occur would be far too integral with EvE for it to be added after the fact. If by "right at the start" you mean at the day of the official release of the New Eden FPS for PC, then I agree with you. CCP should have the link ready by then. But what I meant in my last post is in regards to early development. The link should be included but it should not be the prime focus for CCP. I'm just going by experience here. You and I personally experienced what happened when CCP focused too much resources on the Eve-Dust link back then before giving stability any sense of priority. It was not until CCP Rattati and CCP Rouge took over that stability was given priority but it was already too late for Dust 514. All I'm asking for is that CCP should focus primarily on stability and gameplay. The link to Eve Online should come later down the line before the new game's official release. I think it depends on what the finished product is going to look like, or perhaps it's the other way around. If the finished product is to be fully integrated into the EvE Universe, then the link has to be there right from the start of development. If they don't do that, and develop a game that's fundamentally DISconnected from the rest of EvE and only add the connection later on, we will end up with another disaster. What exactly do you mean by "gameplay"? This sounds to me like allusions to the same old lobby shooter. If Dust 2.0 were fully integrated into the EvE Universe, "gameplay" would become subservient to the general warfare of New Eden. Suits and weapons need to be developed well, of course, but how you use them is going to make all the difference.
You have to consider their perspective on the development of both Dust and the New Eden FPS for PC. They tried doing the link first for Dust and they got burned for it. Many players even felt that CCP focused too little on fixing the game while focusing too much on enhancing a connection that Eve Online players agree doesn't benefit them much and feels non-existent to them.
But even if you are right that CCP should give the link attention at the start of the new game's development, CCP has to be careful not to give it too much attention or else it will be Dust all over again where bugs are rampant, disconnects are commons, and content missing. I doubt the Shanghai team would want to repeat that mistake.
As to what I meant by gameplay, I was directly referring to the experience of the game itself. Is the game fun or interesting enough for me to give it my attention? Is it stable enough to not cause constant disconnects or crashes? How is the frame rate? How much content is available in the game? How balanced is matchmaking? How balanced are the items used in the matches? How friendly is it to new players who never heard of Eve Online? How effective are the tutorials? What else can I do in the game that isn't just simple lobby shooting? Is PvP separate from PvE or would it be more PvEvP like Eve Online has right now? Can I have an impact on this New Eden FPS for PC like Eve Online players do to each other?
That kind of gameplay.
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Living Rock 523
Intara Direct Action Caldari State
107
|
Posted - 2016.02.13 18:33:00 -
[175] - Quote
Takahiro Kashuken wrote:#1-So the question becomes will my repair kit also repair my tracks of lets just say 1000 damage even if the hull is undamaged?
#2-If the hull is also damaged along with my tracks what will take priority? could i choose what to repair?
#3-Could the tracks soak up damage even if they are destroyed which would otherwise hit the hull?
#4-Could AV weapons lock on to parts of the vehicle such as tracks/gun etc?
#5-Could infantry repair tools target damage areas and repair?
#6-Do my resistance modules extend to the tracks?
The thing with having numbers attached to modules means that you could target the main gun or wheels all day long and effectively make it useless, with WOT there is a hint of RNG and chance, yes you can aim at the gun but does not mean you will always damage it.
#1- I would say assuming there was an introduction of different vehicle sections that could be damaged, as well as a "mechanic" infantry role, then a pure vehicle rep tool could be introduced. This would allow for repair of any vehicle part, no matter the damage level of any other part.
#2- This could go either way, but thinking about it I think it would be cool to be able to decide which part to repair first. This would allow for strategic options (Don't rep the gun!! Rep the Fuel Injectors and let's get the f*ck outta here!!! or We have high ground and backup, rep the gun and get back in the turret, we can get the treads once the area is clear!!). The only basic options for vehicle repping when vehicle sections are in play would be A- all sections are repped at the same rate at the same time B- sections are selected randomly and repped one at a time C- Player chooses which sections to rep.
Out of these 3 C would make the most sense, A would be acceptable but not as desirable, and B would suck. There is the possibility of having separate reppers that maybe behaved differently, but I think the base mechanic should be player selects section to rep.
#3- Short answer, no. Longer answer-
Part of the reason I feel like sectioning up vehicles would be good for AV/V balance is that, to me, it is stupid (struggling to stay civil) that the only method available to damage vehicles is simple raw damage, granted there are some modifiers thrown on from time to time (explosive vs armor type stuff, what ever it is), but at the end of the day it's all just raw damage. And when the time comes when a proto suit with proto AV and a proto tank with proto mods run into each other it's gonna be a problem (I feel). To me there is just not enough there to balance with.
Anyway I got off track a bit there (ha, no pun intended), but with different vehicle sections the opportunity is presented for more specialized AV weaponry. As a very crude example, say there was a Swarm variant that fired a single missile in a straight line, and was purpose built for damaging mobility related vehicle sections. If a tanks tread section was destroyed and it was immobile, any hits by this Swarm variant would do absolutely no damage at the very least, and just for example we will say 5ish% of total weapon damage to any sections not related to mobility at the most. The latter makes more sense from a real world perspective, but either way can work on a basic level.
So to sum it up, no, a destroyed section would not absorb damage that could otherwise effect a different undestroyed section. So let's say there was a Forge Gun that hit for X amount of straight damage spread evenly across all vehicle sections. If any one of those sections is already destroyed, that damage is redirect to an undestroyed part, still enabling full damage.
Or as I said they could get fancy with it and take that imaginary Swarm I mentioned with X amount total damage and let it do 100% of that damage to mobility sections (or turret sections, or high slot sections or whatever), but still let it do 10% of total damage to other sections it is not designed to damage. To me this feels a bit more realistic, the thought of a tank being rocked by explosions but taking no damage because it's treads are already destroyed is a bit silly.
#4- I would definitely say different vehicle sections could be damaged simply by using specific AV weapons.
For actual Lock On weaponry, I personally don't know how I feel about that subject, and nothing I ever think of in my head sounds good. I won't lie I was never to crazy about the simplicity of the Swarm Launcher. I know it had its ups and downs, but overall the level of fire and forget it had/has seems to me a bit much. That's just my opinion, and it's definitely not a game breaking deal for me, more so an annoyance. Because of that I don't really feel I should be commenting quite yet on weapons with Lock On mechanics.
I would like to see shot placement become a bigger thing. For example an anti tank rifle designed to damage turrets scoring a hit on a turret would obviously do full damage, but a hit to the treads would lessen overall damage by a decent amount (application of damage would remain the same, with the turret receiving a lessened amount of its full damage, and as I said in #3 other sections still only receiving their 5-10% of full damage done).
But yeah, the player using AV would be able to target specific sections through weapon selection, actual shot placement, and maybe lock on. Or even some or all of these (all is probably the way to go).
#5- I would say either let infantry repair tools rep very small amounts of HP on "body" sections (which in my head would simply be pure HP, Front Mission 2 style) or let infantry rep tools rep even smaller amounts spread over the entire tank, with no control over section. A mechanic role would allow for specific and efficient repairs. Require destroyed vehicle sections to be repped up to say 5% before they can become active again, to avoid cheese.
#6- Short answer because I'm running out of room, yes. |
Living Rock 523
Intara Direct Action Caldari State
107
|
Posted - 2016.02.13 18:48:00 -
[176] - Quote
On RNG and targeting specific parts with other vehicles, I'd say (obviously) no to any kind of RNG at all, and I'd say keep vehicle turrets more toward raw damage with damage spread more or less evenly across the all sections of enemy vehicles. Allow for the critical hit spots that (I think?) we have now, but it shouldn't be easy at all for one tank to say "I'll just target the enemy tank turret and wipe it out in 2 shots".
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501st Synergy
Intara Direct Action Caldari State
74
|
Posted - 2016.02.13 19:53:00 -
[177] - Quote
Jesus just read through all those pages O.O
Anywho, I would love the ground combat to be more complex. Maybe not a capcitor and needing to manage my energy levels in the thick of a mess, but I love more to do in a fight. Makes it feel more rewarding when I master nuances.
In other words, give me that "Thinking Man's Shooter" and make my head hurt too. I did it with Dust, and as rappers say, "Started at the bottom, now I'm at the top."
Also, yes to all the vehicle ideas. I would be full vehicle just to get involved in all that haha |
AldnoahZero
Forty-Nine Fedayeen Minmatar Republic
17
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Posted - 2016.02.13 22:09:00 -
[178] - Quote
Soto Gallente wrote:AldnoahZero wrote:Jenny Tales wrote:QUALITY ASSURANCE TESTING They don't test their patches, what makes you think they'll open up a test server for us to test changes? How do you know they don't test their patches? Have you worked for CCP before? Do you know someone that works for CCP? It's pretty obvious when a hotfix that is supposed to "fix" stuff just creates different bugs. |
Soto Gallente
957
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Posted - 2016.02.13 23:55:00 -
[179] - Quote
AldnoahZero wrote:Soto Gallente wrote:AldnoahZero wrote:Jenny Tales wrote:QUALITY ASSURANCE TESTING They don't test their patches, what makes you think they'll open up a test server for us to test changes? How do you know they don't test their patches? Have you worked for CCP before? Do you know someone that works for CCP? It's pretty obvious when a hotfix that is supposed to "fix" stuff just creates different bugs. That doesn't mean they don't test it. I know from personal experience that even if you test something a thousand times and it goes perfectly, something can still go wrong.
Ex-news reporter for The Scope
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Maken Tosch
Dust University Ivy League
13
|
Posted - 2016.02.13 23:58:00 -
[180] - Quote
Soto Gallente wrote:AldnoahZero wrote:Soto Gallente wrote:AldnoahZero wrote:Jenny Tales wrote:QUALITY ASSURANCE TESTING They don't test their patches, what makes you think they'll open up a test server for us to test changes? How do you know they don't test their patches? Have you worked for CCP before? Do you know someone that works for CCP? It's pretty obvious when a hotfix that is supposed to "fix" stuff just creates different bugs. That doesn't mean they don't test it. I know from personal experience that even if you test something a thousand times and it goes perfectly, something can still go wrong.
We'll likely get access to the Singularity Test server once the New Eden FPS for PC is up and running.
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