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Thread Statistics | Show CCP posts - 3 post(s) |
Marston VC
SVER True Blood RUST415
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Posted - 2016.04.23 18:34:00 -
[1] - Quote
Heimdallr69 wrote:Joseph Ridgeson wrote:The class base is disappointing to me. Greatly disappointing.
This seems to imply that fittings are going away. Sure, that is easier to balance than the nigh limitless combination of DUST, but really no options is even easier to balance. Doesn't mean it is that great for the game.
My optimism isn't dead but this is disappointing. What are you talking about?
In one of the interviews with the games executive producer, he mentioned that we would have 32 roles and the ability to swap weapons between different roles. This statement is bizzar because of how it was phrased. Shouldn't it be a given that we could use most weapons interchangeably with different suits? This then leads to the natural question of "why didn't he just say "we would have 32 roles and countless numbers of ways we could customize them" instead?"
The natural implication of the statement made it seem like CCP got rid of specific customization and instead gave us 32 cookie cutter "pre fit" suits that we would be forced to choose. That was that interview though.
This post helps put my mind slightly at ease because he mentioned different active equipment we could select like jump jets and various active modules. This implies that we will still have the option to customize. Which is good. I just hope they dont dumb it down too much. Like, instead of having 4 mids and 3 lows, we get like..... 2 mod slots period and we have to choose what active equipment we want. That would be borderline battlefront level of stupidity (with their star cards and bullshit). But since Rattati went into so much depth of how the ewar would work. This game already seems far to complex to be able to have a simple system like that for fitting. Which then leads me to believe that our worries were for nothing.
But yeah, thats the fear the guy was talking about and where/why it came about.
Marston VC, STB Director
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Marston VC
SVER True Blood RUST415
1718
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Posted - 2016.04.23 22:15:00 -
[2] - Quote
Kevall Longstride wrote:http://massivelyop.com/2016/04/23/eve-fanfest-2016-project-nova-will-include-territorial-warfare-link-with-eve/
This latest interview, done by Rattati today, explains things in more detail.
This link is tremendous! Im so glad to hear all these answers to a lot of questions. So the game really truly is going to be Dust but done right. Or at least they're going to try.
Its even following a familiar development pattern.
Tanks didn't exist in Dust at the beginning. They added them later. (in an incredibly overpowerd fashion i might add)
In alpha dust had 1 map and it was that old gallente comm installation.
They had one race
They didn't even have voice comms
The game was about as barebones as you could possibly make it and still call it a game. The same will be true with nova. HOWEVER. They have years of dust experience to pull on when making this new game. They know what they need to do and more importantly, what they shouldn't do. They want to focus on the new player experience first. Make it so the game hooks people first. Then, when someone is ready, they can dive straight into the more advanced concepts of the game. Actually viable pre-fit loadouts? Sounds good to me.
After reading this interview, i am far more optimistic about this game. Keep being supportive guys! This game needs to be created!
Marston VC, STB Director
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Marston VC
SVER True Blood RUST415
1719
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Posted - 2016.04.23 22:20:00 -
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Maken Tosch wrote:Scheneighnay McBob wrote:Kevall Longstride wrote:http://massivelyop.com/2016/04/23/eve-fanfest-2016-project-nova-will-include-territorial-warfare-link-with-eve/
This latest interview, done by Rattati today, explains things in more detail. That actually is starting to worry me because it looks like they're setting themselves up to make the same mistakes from a different approach. Keeping the scale too small is one obvious thing- another is that they may actually be planning to take it TOO slow. For example, not wanting to have vehicles until the infantry game is well-implemented: the big flaw in that is that, once all the infantry aspects are working smoothly, vehicles will throw a wrench into the system by completely changing how the game is played. It's like when cloaks were first added to Dust- it completely changed how the game is balanced by throwing new strengths and weaknesses at everything, no matter if they directly involved cloaks or not. I don't see it like that. If anything I feel this will help with Project Nova. Keep in mind that we still haven't seen the major weapons in the tech demo so far such as the swarm launcher, plasma cannon, AV grenades and forge guns. Those were the main weapons to use against vehicles other than turret installations. Which by the way forge guns, AV grenades and swarms were released at the same time as vehicles but we still had balance problems with vehicles. AV weapons having their own balancing issues along with active vehicle modules presenting some problems of their own. And besides, you can't fit a tank into the command room of a Chimera Fighter Carrier unless you're fighting in the hangar.
My optimism for this game after reading that article has gone up by 40%
Marston VC, STB Director
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Marston VC
SVER True Blood RUST415
1728
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Posted - 2016.04.24 00:24:00 -
[4] - Quote
Shaun Iwairo wrote:CCP Rattati wrote:A couple of clarifications It's a project, not a product. There are no guarantees that this is becomes a ccp game. Is there anything we, as a community, can do to help the project become a product?
go to twitter here and tell the CEO of CCP to green light the project. I'd recommend you include that you'll spend money on the game. The more tweets he gets like that, the more likely the game will get green lit (i hope)
Marston VC, STB Director
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Marston VC
SVER True Blood RUST415
1730
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Posted - 2016.04.24 00:31:00 -
[5] - Quote
Ghural wrote:I'm not sure about the generic race. Apart from determining starting skills your choice of race doesn't restrict you to only that races equipment. So picking a race when you start a character doesn't matter all that much if you ask me.
It could work as a kind of extended tutorial though. You start the game as "John Everyclone" and by completing the initial missions (thereby learning the basics of the game, being introduced to the races, and the different play styles available) you eventually come to the notice of the four empires who then invite you to enlist, thereby unlocking the next tier of missions/gamemodes/unlocks.
Weather it makes a huge difference or not technically, does not matter. The problem Dust had was that people would get overwhelmed with choice. They'd see literally hundreds of potential options and not know what to do. Nobody right off the bat knows that caldari is shields and amarr is armor tanked suits.
But if you introduce a 5th race (ie: concord) and just make all those suits a happy medium and design them with pre-fit loadouts in mind, then all of a sudden, you made a viable "newbie" option. An option a new player will know/be told, "cant go wrong with'
So like, a basic concord suit would have mediocre fitting attributes, and would come pre-fit with an okay set up. Its a race thats going to be (should be) solely advertised to new players as the "beginners race". Then slowly as they advance down that race, they'll hopefully come across the other racial variants and see how much more opportunity for specialization there is after they figure out the basics of the game.
OF COURSE CCP needs to do this very carefully. They need to present this fifth race in a way that lets new players no that it is just a starter race. They also need to find a clever way to "hide" but not hide "too well" all the countless options for customization im sure there will be. Its a fine line. You dont want new players getting bored with starter fits thinking "wow is this all there is to this game?" while at the same time you dont want new players overwhelmed with too many options. Its a fine balance indeed.
Marston VC, STB Director
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Marston VC
SVER True Blood RUST415
1730
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Posted - 2016.04.24 00:36:00 -
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Ghural wrote:I was thinking about ways that they could help immerse the player in the universe of EVE and help them feel like they are in a living universe in which stuff is happening all the time. I also think it's important for Nova and EVE players to be aware of each other in the game.
It strikes me that there are plenty of opportunities for an EVE/Nova connection that would help to do this.
For example.
Drifter and Sansha incursions. PVE matches that occur in the same systems that are currently experiencing incursions in EVE. Completion of these matches goes towards repelling the invasion in both games. A structure appears in EVE that EVE players can interact with to help Nova players. Perhaps EVE players can shoot it to momentarily disrupt the AI within the structure. Perhaps Nova players can blow something up to cause some of the AI in EVE to blow up, or to cause a valuable faction ship to appear, or to weaken a target structure.
Scope new items The Scope news video that currently appears in EVE's captains quarters could also be used in the quarters of Nova players to expose players to the events in both games.
The only problem is how they implement the nova side of it. Perhaps they could have NPC "clones"? Or maybe even drones? I think that its definitely an interesting idea. Additionally, they could add linked benefits to PI on the eve side. And also make it so that if you do PI on EVE side there will be benefits on the nova side.
For example, Doing PI in planet districts that has been well developed by dust players will allow for better scanning and higher yield output for eve players as well as powergrid and CPU upgrades that will allow eve players to make bigger PI expansions. While a well developed PI on the EVE side will give more bonus to a districts yields in the forms of taxes (potentially) and other passive benefits like defense bonuses, or production yield (for whatever these districts will produce for dust players).
The possibilities are endless here.
Marston VC, STB Director
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Marston VC
SVER True Blood RUST415
1731
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Posted - 2016.04.24 00:46:00 -
[7] - Quote
Derpty Derp wrote:Shaun Iwairo wrote:CCP Rattati wrote:A couple of clarifications It's a project, not a product. There are no guarantees that this is becomes a ccp game. Is there anything we, as a community, can do to help the project become a product? I imagine not overreacting like everyone did when they announced Legion, would be a good start. CCP Rattati wrote: You should probably know by now that we have plenty of ambition, just want to do the right things in the right order.
Reminding people about ambition is a good thing... People need to remember that Dust was ambitious, it just had problems coming together. Obviously I have nothing to lose, so it's easy for me to put my (meaningless) backing behind the project.... But The past has shown they have good vision and wont go generic... Getting the shooting mechanics right are a good place to start, because frankly it was a little bit off in Dust. Though the dropship pilot in me is sad, because I don't see much use for dropships in space and therefore piloting may not happen, it would be interesting to see Valkyrie and Nova cross over at some point in the future, maybe they fight outside the station, occasionally blowing holes in the hull and inadvertently sucking their own team into space... At this point the possibilities are endless (within reason) and we can only look forward to hearing more about the project as it happens. As nice as it would be to hear all the (potential) ideas for the project as they come up... I think we already know the disappointment some people get from "promises" are better avoided. Best of luck to CCP.
http://massivelyop.com/2016/04/23/eve-fanfest-2016-project-nova-will-include-territorial-warfare-link-with-eve/
Read this new interview. CCP confirmed that the first iteration of project nova wont have vehicles. HOWEVER. i want to also make clear that they were clear about wanting to add them back in after they nail down the FPS aspect of the game first. Which is completely reasonable. They also said that they plan to have planetary conquest again. So yes. Vehicles will be a part of this new game. Just not when its first launched.
HOWEVER I do also want to point out that Dust 514 didn't have tanks or dropships in the game at first. (back in my day he he). But eventually they did add them and god were they overpowered at first. It was pretty ridiculous. Like, we had a squad of 3 tanks red line camping the entire enemy team several times back when tanks were first added. So put your mind at ease, you'll eventually have your dropships. It just might not be right away.
Marston VC, STB Director
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Marston VC
SVER True Blood RUST415
1732
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Posted - 2016.04.24 00:56:00 -
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Faquira Bleuetta wrote:Lex DOCIEL wrote:Scheneighnay McBob wrote:Kevall Longstride wrote:http://massivelyop.com/2016/04/23/eve-fanfest-2016-project-nova-will-include-territorial-warfare-link-with-eve/
This latest interview, done by Rattati today, explains things in more detail. That actually is starting to worry me because it looks like they're setting themselves up to make the same mistakes from a different approach. Keeping the scale too small is one obvious thing- another is that they may actually be planning to take it TOO slow. For example, not wanting to have vehicles until the infantry game is well-implemented: the big flaw in that is that, once all the infantry aspects are working smoothly, vehicles will throw a wrench into the system by completely changing how the game is played. It's like when cloaks were first added to Dust- it completely changed how the game is balanced by throwing new strengths and weaknesses at everything, no matter if they directly involved cloaks or not. First point: Better start small and get bigger, than start big and have empty 32-vs-32 servers. 16v16 is plenty enough for public matches and get into the game. I'd rather see these 32v32 maps get released one year later, after the opening of the game, as it could be a great way to introduce corp vs corp planetary conquest for example. Second point, it does makes sense, but well, things got the get changed anyway right. So better CCP takes a position on it right from the start, than throwing some random unfinished cookies. making a 32v32 will attract player from BF 2 ,3 ,4 2142 and battlefront
The bigger the eventual player count the better. One of the most frustrating things in Dust was how large alliances of corporations were almost completely shut out of PC by a small group of "leet" players. No matter how good somebody is, they shouldn't be able to fend off a group four times the size of them.
Of course, i think it should be possible for smaller corps to hold on to proportionately sized/valued pieces of land. But they definitely shouldn't own anywheres close to what it was like during multiple periods in Dusts history.
You could do that by having specialized districts or game mechanics that only allow for certain player count sizes depending on the say, the security status of the space a planet dwells in. So for example, planets in high sec space would only allow for like 8 v 8 battles, but low sec allows for 16 v 16 - 32 v 32 and depending on how deep into null sec you could potentially field as many as 128 v 128 just like the good old days of MAG. Of course, the value of holding such planets/districts would also increase depending on how deep into space they are.
This is like, really long term planning though. I know CCP could do it if they have the will to try. But it would be amazing if this were possible.
Marston VC, STB Director
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Marston VC
SVER True Blood RUST415
1733
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Posted - 2016.04.24 00:59:00 -
[9] - Quote
Joseph Ridgeson wrote:DiablosMajora wrote:Joseph Ridgeson wrote:m-muh classes classes are essentially the exact same thing as suit roles that Dust had, except now with 99% less sh*t-fits And the ability to fit yourself as you wish is one of the biggest selling points of DUST and EVE. Sure, putting dampeners on a Sentinel isn't as effective as more damage but it allowed you to only be seen at the medium level rather than far level of scan. Is it worse and not worth doing? Yes but the freedom to create your own fits is very New Eden. Moving away from that to prefab fits/classes is disappointing.
read this new interview: http://massivelyop.com/2016/04/23/eve-fanfest-2016-project-nova-will-include-territorial-warfare-link-with-eve/
They aren't moving away from that level of potential customization. The man being interviewed here is very clear about that. They are simply making it so that a newbie wont have to worry about that level of complexity right away. There will be pre-fit options but also the ability to dive deeper into it if you choose to. Dont worry
in the last question they asked at the bottom of the interview, they literally said that they plan to give us just as much option to customize as we do in dust. The pre fits are specifically meant to have a smoother new player experience.
Marston VC, STB Director
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Marston VC
SVER True Blood RUST415
1734
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Posted - 2016.04.24 01:23:00 -
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Joseph Ridgeson wrote:Marston VC wrote:Joseph Ridgeson wrote:DiablosMajora wrote:Joseph Ridgeson wrote:m-muh classes classes are essentially the exact same thing as suit roles that Dust had, except now with 99% less sh*t-fits And the ability to fit yourself as you wish is one of the biggest selling points of DUST and EVE. Sure, putting dampeners on a Sentinel isn't as effective as more damage but it allowed you to only be seen at the medium level rather than far level of scan. Is it worse and not worth doing? Yes but the freedom to create your own fits is very New Eden. Moving away from that to prefab fits/classes is disappointing. read this new interview: http://massivelyop.com/2016/04/23/eve-fanfest-2016-project-nova-will-include-territorial-warfare-link-with-eve/They aren't moving away from that level of potential customization. The man being interviewed here is very clear about that. They are simply making it so that a newbie wont have to worry about that level of complexity right away. There will be pre-fit options but also the ability to dive deeper into it if you choose to. Dont worry in the last question they asked at the bottom of the interview, they literally said that they plan to give us just as much option to customize as we do in dust. The pre fits are specifically meant to have a smoother new player experience. This is the problem with FanFest interviews. Rattati is running around everywhere, tired/sick, and having to give 100 interviews, all trying to say the same thing in a different way. When he posted on the forums and mentioned "32 classes", it seems to imply more pre-fit suits rather than what this interview states they hope to do. This is confusing because if I were writing to the DUST forums, I wouldn't have used "classes" but rather "32 standard loadouts" or "32 starter fits." If the case is literally "32 fits to start and then build whatever the hell you want" like DUST with more beginner fits, then perfect, groovy. But until we can get a dev post about what they hope to do and get some stuff in a more study medium than sand, we can't be sure. If it is the case of 32 classes, that is disappointing.
Okay so i was saying 32 fits just to keep it simple. But CCP has made it clear that the 32 number comes specifically from the various types of dropsuits will be able to play in.
There are three main "classes" of suits. Light, medium, heavy. Each of these class branch out into two "sub-classes" For example medium branches out into frontline assault (assault dropsuit) and frontline support (logi dropsuit) making for a total of six different sub classes. Of each "sub-class" there will also be four racial varients, amarr, caldari, gallente, and minmatar. The racial varients will put their own spin on what it means to play each sub-class. Plus I guess it would also make sense to add in that "generic starter race" they were mentioning for a total of 30 different "dropsuits" I dont know how they arrived at the 32 number. But I guess theres still a little bit of information we dont know about.
So apparently, there will be pre-fit loadouts for a bunch of these suits that new players will be able to use right away and not feel overwhelmed by all the options.
But I agree with you, that the way they presented it, in conjunction with rattati being sick, really bungled the initial announcement of the game.
Marston VC, STB Director
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Marston VC
SVER True Blood RUST415
1736
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Posted - 2016.04.24 02:01:00 -
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Varoth Drac wrote:Sounds great, thanks for sharing more info. Have you considered that scan range may be irrelevant with a precision falloff curve. If precision decreases with range there may be no need for an absolute scan range cut-off. Might simplify things.
I like the ideas posted. I'd be interested to hear more about suit customisation. How much exactly can be customised?
http://massivelyop.com/2016/04/23/eve-fanfest-2016-project-nova-will-include-territorial-warfare-link-with-eve/
This is a new interview. it answers pretty much all the negative thoughts people were having. Read the last question at the bottom of the page. Apparently, this game should have just as much customization as dust or at least close to it. It'll just be presented in a different way so that new players have an easier time.
Marston VC, STB Director
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Marston VC
SVER True Blood RUST415
1742
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Posted - 2016.04.24 03:45:00 -
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Mina Longstrike wrote:Mobius Wyvern wrote:Mina Longstrike wrote:Welp, if vehicles are only being added as an 'afterthought' I'm not interested.
Unless the game is designed around them being present and fully functioning as a role to begin with, they're going to experience all the same problems that we have in dust with them - No role, no ability to meaningfully participate in the majority of matches, people crying about them being too OP or too UP.
I'm not mad about the dust514 shutdown, or the move to PC. I'm am upset that they're taking a lot of the things that I loved about dust - things that provided a lot of nuance, complexity and all sorts of things that were interesting - and nixing them, and that what could be an opportunity to meaningfully fix some of the core problems of dust from the ground up, is not being taken. You have an opportunity here, don't squander it.
Don't make this a generic boring lobby shooter - you *can* make lobbies interesting when done right, **** even psuedo-moving around space in warbarges (or warbarge fleets) makes "lobbies" a bit more interesting. Given their vision is to evolve this new project far beyond what Dust could ever have been, and Rattati personally confirmed that planetary conquest gameplay will be returning in some form with large open maps and vehicles, I doubt they'll just be "an afterthought". Maybe someday PC will return, IF this game ends up not being vaporware, and maybe vehicles will be re-added, and hopefully they'll be balanced. You're operating something like seven layers deep on hypotheticals and wishful thinking.
New interview with CCP dev
The only if here is weather or not the game gets green lit. If it does get green lit (which considering they let it demo at fanfest looks promising) then you'll almost certainly have all those other features added somewhere down the line.
People are so quick to forget things. Dust 514 in alpha had no vehicles, one map, one race of suits/weapons, even worse graphics, literally zero voice comms as a function, and believe it or not, felt worse in terms of controls. Compared to then and now the current dust is like heaven. The same will be true for project nova HOWEVER project nova's starting point is seemingly far better off then dusts starting point ever was.
while its true we shouldn't get our hopes up too much, you are in my opinion being far too pessimistic. This game is a bit more then "wishful thinking" at this point.
Marston VC, STB Director
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Marston VC
SVER True Blood RUST415
1744
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Posted - 2016.04.24 04:03:00 -
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Mina Longstrike wrote:Aeon Amadi wrote:See you in Alpha, Mina Probably not, unless the design heads in a drastically different direction I'm really not all that interested... and with "expert" individuals like yourself gathering feedback (lol) I'm pretty sure it'll never go in that direction. Have fun with bland mediocrity Aeon.
I get where your coming from. But I really think you should be a little more optimistic. The new interviews coming out say that they fully intend for there to be planetary conquest with vehicles.
The only caveat is that before they get to the "grand" ideas they want to make sure the game has a solid "foundation" to work off of. Think about it. How many times did you call in a tank for the drop ship to clip into a building and have it blow up? Or maybe you got a tank called in but your game hard froze because of performance issues. Or maybe you just couldn't get a good shot off because of how low the FPS were or maybe the graphics were so bad that your eyes started bleeding and couldn't see things perfectly. These were all issues that plagued dust.
I think its good of CCP to say "lets get the core done right first then add on more complex things" The core being game stability, fluidity, and first person shooter mechanics. This is a FPS after all. Then naturally if they want the game to gain any sort of identity they will add vehicle combat, planetary conquest, capital ship sieges and eve/nova links. Its kind of a necessity for them to do that in order for the game to be successful.
I really believe the only thing CCP has done wrong with nova so far was how they went about announcing it. They bungled the announcement. But the interviews that have come out since then have really redeemed them in my opinion.
Marston VC, STB Director
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Marston VC
SVER True Blood RUST415
1744
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Posted - 2016.04.24 04:08:00 -
[14] - Quote
Mina Longstrike wrote:One Eyed King wrote:@ Mina
What would be the point of vehicles if you only got 3 FPS?
What would be the point of vehicles if v/av weren't balanced, and you got blown to bits in half a second by swarms instantly losing more than a full battle's worth of ISK, or conversely being so overpowered that people don't actually want to play in game modes with vehicles, or people just don't want to play at all because they don't want to deal with it?
This is a FPS first and foremost. They already have essentially 2 vehicle focused games in EVE and Valkyrie. If and when vehicles and AV are added, wouldn't it be best if they are added to an FPS game that isn't a power point, isn't broken by bugs and glitches (just look at the LAV glitch), and fits within the overall game play so that playing vehicles feels rewarding without being unfair?
Whether or not the game goes from project to product, it seems obvious they have their priorities straight. To me, vehicles were a large part of what made dust interesting, despite their overall poor implementation, lack of roles and general inability to do things - I have friends who saw casual dust gameplay of me flying a dropship and went "Holy ****, that's so different from other shooters - you can actually choose that as a role not a temporary powerup!". If they're integrated from the start all three of those can be addressed - they can be an important asset and intended feature. The later you add them the more you run the risk of them being overpowered or useless and without a meaningful role. I find that claiming dust to be a "FPS first and foremost" is somewhat dishonest, they had a lot of things that they wanted to try - and a lot of them were they to be embraced could actually make a great game, with meaningful multi-level gameplay. Stating that Nova should be a "FPS first and foremost" is IMO a bad idea because while it should have good FPS gameplay, it also gets rid of things that made dust unique and enjoyable. If you start at square zero with the idea that "I want this to be in a game, and I want it to be something that always has the potential to be useful", you can start with balance in mind. Neither eve nor valkyrie are what I'm looking in terms of "vehicle gameplay", because one is a glorified naval spreadsheet sim, and the other is a fighter-jet game. Dust provided combined arms (not well, but it did provide it).
You have a good point. Having vehicles involved adds a level of complexity that really made the game different then other games with vehicles. But its also true that their roles were poorly implemented in Dust. Like LAV's for example. Whats the point? You can travel faster by A.) spawning closer to battle, or B.) 90% of the time just run there because the maps weren't big enough to warrent calling in an LAV and waiting the 30 seconds it took for it drop in. I think these are all things that will be greatly rectified in the new game.
Remember, Dust didn't have vehicles in the beginning. Neither will Nova. The difference is that Nova will have a much better start in comparison. I have faith that vehicles will be an integral part of the game when they do get added AND I bet they'll be even more fun to play in then in Dust.
Marston VC, STB Director
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Marston VC
SVER True Blood RUST415
1748
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Posted - 2016.04.24 04:51:00 -
[15] - Quote
Mina Longstrike wrote:Marston VC wrote:Remember, Dust didn't have vehicles in the beginning. And that is exactly the point I have been making - look at how much of a nightmare vehicles have been to balance because they were not included from the start - most sockets and control points are on interior spots that can't be accessed be vehicles, they can't be shot at or anything like that. They are largely without a point. Vehicles exist either as taxi's or to blow up other vehicles. AV weapons exist because sometimes balance lets vehicles be good at killing infantry and that is *NOT OKAY BECAUSE THIS IS A FPS NOT WORLD OF TANKS* (and yes, that is an argument that I've heard before). Vehicles aren't an organic part of play, they're something that's crowbarred in, and poorly at that. Marston VC wrote:Neither will Nova. The difference is that Nova will have a much better start in comparison. I have faith that vehicles will be an integral part of the game when they do get added AND I bet they'll be even more fun to play in then in Dust. You believe that nova will have a much better start, which is a non-empirical opinion, you cant quantify it or prove it. You have "faith" that vehicles will be great if and when they arrive, which is an emotional appeal. Your argument isn't rooted in sound reasoning, it's all about how you feel which is irrelevant.
I mean..... you equally cant prove that Nova will have poor vehicle balance just because it wont be part of the game right from the start. Your opinion is based just as much off of feelings as mine are.
The only difference is that im actually drawing comparisons here. The demo we saw video of at fanfest already has far more features then the alpha, hell, even the closed beta dust had. Proof of it having a better start is literally already out there. the tech demo looks and (according to the reviews of people there) feels better then Dusts closed alpha ever was. Better fluidity, silky smooth frame rates, racial variation, jump jets!
Now..... I'll admit that the roles of vehicles in dust were kind of blurred. well..... I already did say that. LAV's were taxis that hardly ever got used. Dropships were actually decent at being force multipliers if you put the Mobile CRU mod on it but beyond that they didn't have much use, and tanks were great at area suppression. But obviously, they couldn't fit into smaller nooks and crannys. But I mean to that end...... how do you fix a problem like that?
Vehicles by nature are designed to do better in large "open field" combat. They'll always be useless if they're being forced to play in a relatively small map. (like dusts). Which is why i think they aren't having them in the initial iterations of this game. Whats the point of having tanks in the game if the first maps are going to be small arena based maps?
Like you said, there would be literally zero role for them there. However, CCP said the next natural step they have on the roadmap is Planetary conquest and Vehicles. Dust, back in 2009 was envisioned as being a large "sandbox" environment similar to how planetside is. If you wanted to attack another district on your planet, you'd drive over to that district and have CRU's be deployed from your MCC or from orbit once you get there and establish uplinks. Hell, even the MCC's were supposed to eventually be piloted vehicles.
Now that CCP is moving to PC, they may actually be able to enable that old vision. Think of how much fun you would have had in tanks if the maps were actually all connected and your job was to combat enemy dropships and other such "initial landing" vehicles trying to head towards one of your facilities.
Honestly it sounds to me more like the maps weren't designed for the vehicles to truly flourish as far as their roles go. I know this because in planetside there are long stretches between compounds and I've seen truly wild vehicle fights inbetween them. Like, 6 v 6 tank battles on choke point roads. Truly epic stuff. And if you put down your negative lenses, and actually choose to hear what CCP is saying in various interviews, I feel like you'll become a lot more optimistic about this game.
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Posted - 2016.04.24 04:59:00 -
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Skihids wrote:As I've said so many times, vehicles need solid roles distinct from that of infantry. Those roles won't exist on the small maps CCP is starting out with. They will likely arrive when we see the large open maps and those look like they will come in when PC is added back.
The worst thing CCP could do is to throw in vehciles with nothing for them to do except compete with suits for infantry kills. That is what made them impossible to balance in DUST. Once game play gets more sophisticated those vehicle roles will emerge and CCP can build vehciles to match the those roles.
I suspect one of the first roles would be for a proper dropship to ferry troops across the large maps of planetary conquest. Troop transport was easily handled by running and drop uplinks in small DUST maps, killing the main role of the dropship right out of the gate. That's why CCPBlam created the ADS.
The need for a given vehicle MUST be in the game before the vehicle is implemented or we will repeat all the mistakes of DUST.
I agree with you completely. The fault in dusts vehicles weren't so much in the vehicles themselves, but the fact that the maps purely weren't designed to handle them being a part of it. 90% of the time a speed scout with uplinks could get to the base faster then any dropship/LAV could based on deployment times.
And tanks, which are more designed for open fields and area suppression are useless on maps that are primarly inhabited by large complexes. The way you frame it is exactly how CCP seems to be claiming on different interviews and i cant wait to see how its implemented.
Can you imagine Planetary Conquest? Imagine if the game is like how it was originally envisioned back in 2009 where all the districts are on the same map and you take the next one by simply driving to it? That would really open up the game to some crazy battles. I can already imagine Dropship dogfights across open fields where just one of them is trying to break through to place a marker for the MCC to launch a CRU.
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Posted - 2016.04.24 05:05:00 -
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james selim brownstein wrote:Skihids wrote:james selim brownstein wrote:We need Mechs. What role does the mech fill that your powered suit and super weapons doesn't? If you can't come up with one, then your mech has to be balanced 1v1 with any drop suit and it becomes just another expensive drop suit. Great question... ask someone else.
Anti Vehicle perhaps? Hop into a mech suit that is twice the size of your typical heavy, takes a bit more of punch, has large alpha weapons designed to fight tanks, but much less health then a typical vehicle, but also has the flexibility of a ground troop in the sense that it can still move through smaller buildings.
Or maybe it could just be a type of vehicle that you use in complexes/buildings. Small enough to fit in to a majority of rooms. Tanky enough to actually take a significant beating like an LAV level of health. But bigger and slower then a heavy. Great for breaking camps, but easily countered by simple AV grenades or a swarm launcher.
Depending on how you fir them they could also potentially be Mobile CRU's. Or give active/passive buffs/debuffs to friendly/enemy players near them.
There's a lot of potential roles mechs could fill. The imagination is the limit.
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Posted - 2016.04.24 05:08:00 -
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Skihids wrote:Vehicles did not fail in DUST because they weren't in right at the start. They failed because they had no job to do. They failed because they went in before the need for them arose, and that need was never created.
You didn't need the dropship because you never had to walk far enough that waiting for a pickup was worth your time.
You never NEEDED a tank because there was nothing a tank could do that infantry couldn't do. All anyone needed to do to win was kill infantry and hack points. Tanks couldn't even hack.
Since there was nothing to do but kill infantry vehciles defaulted to that role. Even the dropship got a gun glued to its nose and became the ADS. What do you get when you compete 1v1? You get balanced 1v1. Thus the great tank couldn't be any stronger than a single drop suit and it lost its essence. It simply became a lager, more expensive drop suit.
agree completely. Could you imagine maps being large enough to where its actually a viable role to have a permanent dropship pilot flying around and waiting for a pick up order to try and re-deploy troops across the battlefield? That would be really cool, and now that the game will be on PC theres a chance this game could be similar to planetside in terms of map size.
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Posted - 2016.04.24 07:41:00 -
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Vitoka79 from SVK wrote:All i hear is less MMO and more FPS.But we want a lot of both,right?Why should we play another FPS game when its not realy different from the rest?
http://massivelyop.com/2016/04/23/eve-fanfest-2016-project-nova-will-include-territorial-warfare-link-with-eve/
Read this new interview. The game is starting off by focusing on the FPS. But has the larger MMO aspects (planetary conquest) on its roadmap. The game is basically going to be exactly what everyone wanted dust to be from the start.
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Posted - 2016.04.24 07:43:00 -
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Regis Blackbird wrote:There are some questions that none of the interviews have touched on (that I can find) I understand (and support) this is not the initial focus, but it would be nice to know CCP's general thoughts on the following topics, and where they might be in the future roadmap? - PVE (rouge drones etc): Something you can do in-beteen PVP matches to break it up a bit. - NPE Missions: Initial hook / mission that bring people in and teach them about New Eden? You know, the things we have longed for forever in Dust514
Before either of those things happen I want a playable alpha I can get my hands onto.
I think its a given that PVE will be looked into at the very least. But nothing they've said has indicated that either of those things are really a big focus (or even a focus at all) right now. On the other hand, They did say they want to focus on the NPE so perhaps something like a mission isn't completely out of the picture.
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Posted - 2016.04.24 07:51:00 -
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Avallo Kantor wrote:A few questions in general:
1) Assuming many of us are interested in Project NOVA going past the Project phase, how do we, as the DUST community, show support? Many of us did not go to Fanfest, in no small part to us simply not knowing what sort of FPS content would be there, and not expecting anything actionable. However, I feel our community's feedback should still be able to be heard by CCP higher ups.
2) What is your current plans for progression in game? You have stated gaining the ability to get into more specialized suits, but will these suits be "specialized" in the current DUST sense of Assault and Logi suits completely removing the need for Basic suits, or do you see Non-specialized suits holding a role in the game as well beyond being "training suits"
Will equipment also have tiers, such as is currently the case with DUST, or will there only ever be one "tier level" of equipment?
3) Do you still plan to have some form of asset loss / money in game such that losing suits costs some form of currency that can be earned via matches.
4) The Project looks amazing. Any chance we can get hooked up with some concept art downloads for us to... savor?
1) Go to twitter here: https://twitter.com/HilmarVeigar and tweet to him you want the game to happen and that you'll pay for it. I've done it twice already. He's the CEO of CCP and he has the final say on weather the project gets green lit or not.
Otherwise just keep posting on the forums and provide positive feedback.
2.) Supposedly they want to offer us basic starter fit dropsuits/roles first, and once were ready, we can choose the more specialized racial varients and as we play these varients we become more proficient/unlock better stuff with them. Thats how they explained it anyway. Its probably something we would have to see to have a really clear picture of.
3.) http://massivelyop.com/2016/04/23/eve-fanfest-2016-project-nova-will-include-territorial-warfare-link-with-eve/ There will be risk/reward and I think the only way they truly could implement money into the game is if you lose money when you die. I'd be really surprised if they got rid of having to buy your dropsuits. This interview essentially says that NOVA as far as customization will be just as deep and complex as Dust.
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Posted - 2016.04.24 08:13:00 -
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Paulus Phen502 wrote: For a game to only be 16 vs. 16 is a little insulting these days but your not the only game developers doing this. I think we should be to the point of 64 vs 64 especially on PC. It is a little more logical to consider a small squad like a special ops team or pirate raiders so that doesn't necessarily hurt immersion but I would put PVE elements such as turrets and automated defenses. I would have preferred we fight over one planet or citadel and have a real war than a small fight on one game. I also know a lot of people wanted a PVE area and a PVP area kinda like EVE with concord protecting high security space. If the game seems small or inconsequential I think it may not last. If modes are gonna be for types like a pub match one style will be dominate probably unless you need all 4 to level different aspects of your character. I would like to see you create an open world sandbox even if it's just one planet or citadel or maybe 1 citadel for each race. But, it needs to matter in the EVE universe to me to or else it's will be another small round based game I can play then a week later move on to something else. I think the truth is that the approach may have been backward and your need to make this first then make DUST like if you would have put out Valkarie years ago then made the huge expanse of EVE online next. Whatever, we never will know if it will even release until it does release, but, if "not legion" does come about I'm hoping it's more Planetside 2 or EVE than twitchy little COD or Battlefield. Remember if you build something great they will play it. If you build a copy of something else your gonna have to beat them at their own game to make money, and I'm not sure you can make a better Black Ops, but even if you could would people buy into it or just get the next BO4 or BF6 or something?
Mag had 128 vs 128. But the game was essentially 8 battles of 16 vs 16 happening at the same time if you think about it. Numbers aren't as important as execution. Im sure they'll increase the player limit eventually. But right now, when the maps are all going to be relatively small, 16 v 16 probably makes the most sense.
I mean, who knows, maybe it'll always be 16 v 16. But I think it would only be natural to increase player limit in the future when the bigger game modes come out.
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Posted - 2016.04.24 15:37:00 -
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Alena Asakura wrote:XxBlazikenxX wrote: What do you mean?
Read my last post. If this were a "real" New Eden we were talking about, we would start as one of the four races. We would be initially trained in that race's skills and diversify into the other races with training. It just doesn't make sense to start of "general" and then specialise.
In new Eden there are far more then just the four races. And let's be more clear, they are more factions then races, everyone just calls them races. For starters, there is the Jovian faction, and like 8 different pirate factions. The sisters of eve. And concord. The last two groups are neutral groups that exist everywhere in new Eden. So no, you don't have to be born as a clone held back as one of the four races.
In all likelihood, the "starter race" they're talking about will probably be concord
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Posted - 2016.04.24 15:49:00 -
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Alena Asakura wrote:Marston VC wrote:Varoth Drac wrote:Sounds great, thanks for sharing more info. Have you considered that scan range may be irrelevant with a precision falloff curve. If precision decreases with range there may be no need for an absolute scan range cut-off. Might simplify things.
I like the ideas posted. I'd be interested to hear more about suit customisation. How much exactly can be customised? http://massivelyop.com/2016/04/23/eve-fanfest-2016-project-nova-will-include-territorial-warfare-link-with-eve/This is a new interview. it answers pretty much all the negative thoughts people were having. Read the last question at the bottom of the page. Apparently, this game should have just as much customization as dust or at least close to it. It'll just be presented in a different way so that new players have an easier time. Sorry, I don't agree. This just doesn't make sense to me. I'd rather see people have limited choice by starting with one race, based on their choice of what race fits their own personal ethic or that of the character they are building. Then as they advance, they can train into the other races. If they truly decide they want to actually START in a different race, they can just reset or restart a new character. What's being proposed is a move AWAY from EvE and its structure, in favour of making it "simpler" for new players, which I don't think it really does.
What your talking about is already too complicated for newer players to understand. Nobody coming into the game new without playing eve or dust before is going to understand the significance of what it means to be each race. No new player looks at caldari and says "ah they must be the speedy shield tanked race". If you have that type of system in place at the start, right away your setting up newbies to fail because there going to make choices they don't fully understand the consequences of. And let's be real here, it's unrealistic to ask a new player who just started the game to just completely start over their character because they found out they don't like it. You understand that dust only had like 1-2k active players by the end of it right?
Besides. All of this is a moot point anyway. What your talking about will already exist in game after you create your character. If you want an amar based character, you'll drop your generic suits and start playing exclusively in amar suits and start specializing in your own way. There's literally no difference. The only reason the starter race will exist is to keep it simple for newbros, but like my link said, the game should be just as customizable as dust
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Posted - 2016.04.24 16:03:00 -
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Alena Asakura wrote:Mina Longstrike wrote:One Eyed King wrote:@ Mina
What would be the point of vehicles if you only got 3 FPS?
What would be the point of vehicles if v/av weren't balanced, and you got blown to bits in half a second by swarms instantly losing more than a full battle's worth of ISK, or conversely being so overpowered that people don't actually want to play in game modes with vehicles, or people just don't want to play at all because they don't want to deal with it?
This is a FPS first and foremost. They already have essentially 2 vehicle focused games in EVE and Valkyrie. If and when vehicles and AV are added, wouldn't it be best if they are added to an FPS game that isn't a power point, isn't broken by bugs and glitches (just look at the LAV glitch), and fits within the overall game play so that playing vehicles feels rewarding without being unfair?
Whether or not the game goes from project to product, it seems obvious they have their priorities straight. To me, vehicles were a large part of what made dust interesting, despite their overall poor implementation, lack of roles and general inability to do things - I have friends who saw casual dust gameplay of me flying a dropship and went "Holy ****, that's so different from other shooters - you can actually choose that as a role not a temporary powerup!". If they're integrated from the start all three of those can be addressed - they can be an important asset and intended feature. The later you add them the more you run the risk of them being overpowered or useless and without a meaningful role. I find that claiming dust to be a "FPS first and foremost" is somewhat dishonest, they had a lot of things that they wanted to try - and a lot of them were they to be embraced could actually make a great game, with meaningful multi-level gameplay. Stating that Nova should be a "FPS first and foremost" is IMO a bad idea because while it should have good FPS gameplay, it also gets rid of things that made dust unique and enjoyable. If you start at square zero with the idea that "I want this to be in a game, and I want it to be something that always has the potential to be useful", you can start with balance in mind. Neither eve nor valkyrie are what I'm looking in terms of "vehicle gameplay", because one is a glorified naval spreadsheet sim (that I have played since somewhere around 2007 and let my sub lapse multiple times), and the other is a fighter-jet game (with rather expensive peripherals requried). Dust provided combined arms (not well, but it did provide it). Integration of everything from the start is the only way to make sure it's right by the end. Even if they don't have vehicles right at the start, they have to at least plan for them. Same with the EvE link and MMO aspects I'm always on about. They have to be designed in from the start because they are too fundamental to the design if they are going to exist at all.
Nobody is saying they don't want tanks right away. We just have to be realistic here. If the game starts off with 16 v 16 games and the maps are all small hanger like maps which we found in the demo, then there will be literally nowhere to put tanks or any other vehicle for that matter. The maps literally won't be able to fit them. Early on they said that big open maps won't come back until we have planetary conquest. So I mean, it sucks but the reason vehicles sucked in dust was because of how they lacked a purpose/role due to the maps being so small. The starting maps, if like the demo, will be even smaller then that. The vehicles will come back, just not right away.
My overall point here is that There's absolutely no proof that adding them later is going to make it any more or less harder for them to integrate then adding them straight away. And if ccp could have integrated them well at the start they would have obviously tried. Right now they want to get the core gameplay mechanics down first. Instead of trying to do "everything at once" they want to tackle specific things one at a time. Which I think is just completely logical.
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Posted - 2016.04.24 16:12:00 -
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Alena Asakura wrote:Sylwester Dziewiecki wrote:Alena Asakura wrote:XxBlazikenxX wrote: What do you mean?
Read my last post. If this were a "real" New Eden we were talking about, we would start as one of the four races. We would be initially trained in that race's skills and diversify into the other races with training. It just doesn't make sense to start of "general" and then specialise. I suggest you to read game lore(https://dust514.com/media/fiction/). What cr@p!! Do you really believe that? Just because someone wrote it, that doesn't make it real, or right. It doesn't make sense. In the New Eden universe, people have one of 5 races, the Jovians being the extra one. We're not talking about the clones, here, but the people themselves. It's ridiculous to have "generic" people. Yes, generic clones make some sort of sense, but the people that inhabit them are certainly not going to be "generic".
You just contradicted yourself :/ it's just like you said, if the people are reborn in generic clones then their racial background is going to be completely irrelevant. The whole premise of dust is that you started a new life as an immortal mercenary under mordu's legion. A faction separate from the four main ones.
Why should we, including new players, have to lock down and choose a specific race/skill path before we even have a chance to play a game? That's such a huge choice. New players especially, no matter what you write in the in game tutorial, are not going to understand the significance of choosing say, caldari over the amar. It's like asking a person "between these four cars which one would you rather have" but all four of them are covered by a tarp.... The only way to get around this is to offer a fifth, generic, all around faction that takes no SP to train into that will allow us to get a taste for the game before making huge choices like which faction we want to specialize in
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Posted - 2016.04.26 12:09:00 -
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IMMORTAL WAR HERO wrote:CCP Rattati wrote:A couple of clarifications It's a project, not a product. There are no guarantees that this is becomes a ccp game. Fanfest 2016 is a stepping stone for us like Valkyrie and Gunjack and prior Fanfests. That's a bit intimidating. Good that the response is quite positive in the Mission Debrief room where we have personally talked to the hundreds of players who tried it. It's obviously 16v16, 6v6 for demo purposes Obviously there is risk/reward, progression and customization, but no offense, not a carbon copy of the way it was in dust 514. 3 Classes (HEavy Support, Main Frontline, Light Recon) each of which branches into Vanguard/Sentinel, ASsault/Support, Sharpshooter/Infiltrator. Each of these 6 roles will branch into themed Faction Role Specializations (Amarr Sentinel = Templar) for a total of 32. We are using feedback from 3 years of dust, fix the performance and the shooting mechanics. It's interesting to see the sentiment change over night. You should probably know by now that we have plenty of ambition, just want to do the right things in the right order. An example of gameplay that we took the opportunity to fix on the way, basically just describing what we have at Fanfest, not what may come in the future. There is now a Scan range circle on your minimap, its width is your scan range, and it's precision is a fall off curve, so ewar is no longer binary. We also have dynamic scan profiles, crouching lowers, sprinting and firing raises We also fixed all the FOV/tags/cloak overlaps, f.e.x there is no tag on your head, regardless of scanned status when cloaked Double jump is enabled by a Gear called Jump Jets In this build we have active infantry modules, but we will refer to them all as equipment. Plan is for way more play/counterplay with active reps/hardening/dmg mods so fights are less predictable. These mods will have cooldowns and icons on the HUD, familiar to vehicle users from dust Grenades are equipment, you can toggle to them on the equipment to cook them or quick throw using G Some VFX that may be lost in the frantic hands of players not familiar with dust You can see the 5 states of shield on your glove, shield idle, shield shatter, shield starts to recharge, shield pulse and shield 100% filled, pretty nifty (also in third person) Sniper has double zoom, and a delayed accuracy mode (no quick scoping) Gatling Gun only has invert spread when zooming, making the two view modes completely different, allowing for pin point accuracy at mid to long range, full mayhem with hipfire at short to mid. Overheat bar circles the lower right quadrant of the reticule. There is a 3d hit indication arrow replacing the red edge effect, so the shield/armor post process now works as a 2d indicator, for additional situational awareness. Smart deploy now uses all Uplinks on the map /player, CRU, etc and tries to put you close to battle based on friends and enemies with the back as a last resort, it works quite well to put you near the action. You can also pick your location on the TacMAP You see the role icon of the loadout you are aiming at (f.ex. if you are not sure if its a vanguard or a sentinel at long range) There is probably some more stuff that I am forgetting. Gotta head back to Harpa. i ball my eyes out when i saw the 16 vs 16 man this game cant even compete with battlefield or starwars befores its even started i spent like 5000$ on dust if im to spend more money i want it better not nerfed dust was 48 person shooter in my heart stop the nerf bat please
Dust wasn't a 48 person shooter...... I'm pretty sure it was 12 v 12. Maybe it was 16 v 16. Either way, what's the point in having a larger player count if the game is **** anyway? (I.e.: battlefield and battlefront.....)
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Posted - 2016.04.29 10:50:00 -
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XxBlazikenxX wrote:Bright Cloud wrote:So are we still on the "Burn CCP" pitchfork witchhunt? Couldnt be bothered to read trough the threadnought. Lol, there was literally one or two negative comments.
You suck! (Therefore making three)
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