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Shaun Iwairo
Simple Minded People Pty. Ltd.
511
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Posted - 2016.02.12 00:14:00 -
[1] - Quote
Living Rock 523 wrote:...in the new Dust if I'm out doing some non combat stuff like mining or something, as a new player, I imagine it would be nice to not have to worry about 4 HAVs and the Molden Heath Police Department or Nyan San dropping out of the sky and mud hole stomping me.
This is the sort of risk that miners face in Eve and IMO is an important part of the New Eden sandbox. These are also risks that a new player trying out PvP faces. There are mechanics in place, however, that allow an alert miner or low SP PvP'er to evade these sorts of things (watching local chat, D-scanning and staying aligned) so they can live to mine another day or continue their hunt for more appropriate targets.
These mechanics were completely absent from Dust which I think was a big part of the reason that CCPs attempt at trying to combine the +Stat mechanics from Eve with a matchmade FPS just didn't work out.
E: Also great post OP. If you're interested in the numbers around the skill gap check out the link in my sig.
Something is killing new player retention.
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Shaun Iwairo
Simple Minded People Pty. Ltd.
537
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Posted - 2016.02.16 02:15:00 -
[2] - Quote
Tebu Gan wrote:They attempted to make an RPG Shooter, but like I said they made a Shooter, with RPG character development.
Dust was basically a COD shooter with RPG character development. Just thinking of destiny as an example, as it's an actual RPG Shooter (Not a great one mind you). It gives you an area to PVP and utilize your character development (gear as well as skills) but it also give you an area to grow and work on your skills in a PVE area.
Dust would have been amazing, if it just had the other half of the RPG. PVE is crucial to an RPG's success. No one would have batted an eye at the imbalances in PvP if they had an area to grow their character that wasn't the brick wall called a Pub match. No competitive environment is fun if you can't compete at the same level as your peers.
Destiny actually has separate PvP modes that either utilize your character development (Iron Banner, Trials of Osiris) or equalize players stats (Regular Crucible, Crimson Doubles). Even with its guaranteed huge playerbase, Bungie knew it would be silly to only include the progression-advantages-enabled mode for PvP.
Something is killing new player retention.
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Shaun Iwairo
Simple Minded People Pty. Ltd.
537
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Posted - 2016.02.16 02:34:00 -
[3] - Quote
Ralden Caster wrote:The reason why the current implementation of skills did not work out is because Dust never really was meant to be the lobby shooter that it is. Given that CCP has spoken of how they wished for a more sandbox-style game where you could drop in on different places where the danger would equal the reward, the current skill system could have worked.
The newer portion of the player base could fulfill contracts in a secure part of the system, while the protostomping vets could duke it out at the edges of space where law is defined by who is standing at what end of the barrel.
100% on the money. Also with a sandbox PvP mode, if you found a district/planet was too heavily stacked with vets sporting much bigger stat boosts than you, you'd be able to jump back to your warbarge to find a more appropriate district/planet.
But. Spreading the playerse out across differrent sec statuses does rely on a certain critical mass in player numbers (so PvP encounters happen often enough to keep the game interesting), which is something that CCP can never guarantee. It would be pretty risky to implement this (by itself) as a way to allow new players a smooth transition into the game because if the numbers aren't there it doesn't work at all.
Something is killing new player retention.
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