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Thread Statistics | Show CCP posts - 3 post(s) |
Alena Asakura
Rogue Clones Yulai Federation
873
|
Posted - 2016.04.24 10:56:00 -
[211] - Quote
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. Oh come on. I don't like what I'm seeing either but I'm gonna have a look at it, anyway, because I want to see what they've done with it.
I still don't think it's going to be any good based on what I've seen here. People are saying things are going to be great and they are, for just another game. But I'm looking at criteria that are different from those of people who are just hopeful and want to see something good. There are things I would have to see from the start to give me faith that they are going to give us something I'll be happy with.
To make that judgement, I have to actually play it.... |
Alena Asakura
Rogue Clones Yulai Federation
873
|
Posted - 2016.04.24 11:00:00 -
[212] - Quote
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. What would be the point of anything at all if it doesn't have vehicles? I'm sure Mina is thinking something like that.
Why is it a FPS first and foremost? There is so much more they could do if they don't make it a FPS first and foremost. I know, they want to get the FPS side of it smooth and balanced first. But in doing so, they lose the people who are only interested in the vehicles....
I think you are seeing that they have the same priorities as you do. That doesn't mean they're right for everyone. |
Alena Asakura
Rogue Clones Yulai Federation
873
|
Posted - 2016.04.24 11:05:00 -
[213] - 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 (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. |
Alena Asakura
Rogue Clones Yulai Federation
873
|
Posted - 2016.04.24 11:12:00 -
[214] - Quote
Marston VC wrote: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. And once again, we have someone saying:Quote:This is a FPS after all. Is this some sort of mantra? No, it's not a FPS, it's much, much more than that. There are plenty of FPSs out there that you can play if that's all you want. It's all the things CCP is now leaving out that made Dust unique and set it aside from other "FPSs". |
Alena Asakura
Rogue Clones Yulai Federation
873
|
Posted - 2016.04.24 11:19:00 -
[215] - Quote
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. Vehicles, like MMO and EvE link have to be planned for and designed in from the start. They don't have to exist at the start, just be catered for.
But if they aren't there from the start, the people who want them will probably not hang around until they're actually there. Those people would rather have seen Dust continue in some form on a ported platform such as PS4.
Again, the solution to this would have been to just keep Dust going. The decision to close down Dust was likely to force people to play the new game so they didn't have to keep them both going. |
Sylwester Dziewiecki
545
|
Posted - 2016.04.24 11:19:00 -
[216] - Quote
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/).
This is Skirmish v1.0
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Alena Asakura
Rogue Clones Yulai Federation
873
|
Posted - 2016.04.24 11:21:00 -
[217] - Quote
Skihids wrote:As an aside, why do we even need to chose a race? We all inhabit generic clones that don't have racial characteristics after all. Yes we can choose racial tech, but we aren't bound by one of those either. We need to choose a race because all the races have their own pros and cons and you need to decide which race gives you the best mix of those for your character. This idea was watered down in Dust by letting you mix and match any suit with any weapon, thus making the choice of race irrelevant. |
Alena Asakura
Rogue Clones Yulai Federation
873
|
Posted - 2016.04.24 11:22:00 -
[218] - Quote
Double post. |
Alena Asakura
Rogue Clones Yulai Federation
873
|
Posted - 2016.04.24 11:26:00 -
[219] - Quote
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". |
ResistanceGTA
D.A.R.K L.E.G.I.O.N
1775
|
Posted - 2016.04.24 11:50:00 -
[220] - Quote
I'm not watching any videos of anything (I'm not getting a PC, I have too much real world stuff to act like I can play a game that may one day come out..) to get excited for something, but Rattati has worried me. The game sounds like more of the same that's already out there, not something unique.
I like the how the roles sound, I just hear too much CoD, BF, etc. in there. The lack of vehicles (from what I've gathered), that's the one that makes me upset. I miss my Python as is; vehicles need to be implemented and balanced and have a true purpose this go around.
If you find an issue and I stumble upon your thread, I will do my darnedest to get the issue known.
Also, Raptors...
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DUST Fiend
18210
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Posted - 2016.04.24 11:55:00 -
[221] - Quote
I'll just have to do my best to wait and see how things unfold. In general I'm disappointed with the lack of commitment or drive to bring the initial idea to fruition (I base this assumption around the seeming lack of devs still on the DUST / Nova team, Hilmars reluctance to speak about it as usual, and even mentioning in interviews that this project could still possibly get canned). For me the idea of moving to PC was always to attain that goal, instead it seems that a PS4 Neo port is their target, which is good for a lot of people.
It's just sad to know that the dream is still hidden behind a mountain of Soon TM and I guess I'm just burnt out.
Sorry for my rant, I'm sure you'll all do fine o7
My brain is a dead hamster on an ever turning wheel.
Feed me.
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DeathwindRising
Second-Nature Shadow of Dust
1432
|
Posted - 2016.04.24 12:37:00 -
[222] - Quote
Alena Asakura wrote:XxBlazikenxX wrote:What's the point of an MMO shooter if it can't even play the part of "shooter" right?
Rattati said specifically that they are focusing on making the gameplay as pristine as possible... then adding in MORE mmo elements. There is no point in an MMO shooter without the MMO! I'd rather have none at all than a shooter like everyone else has, but with no MMO. And you can't add MMO after the fact. It needs to be designed in from the start, or the limitations of what you've designed will limit what you can do later. If you DO add MMO later, you have to redesign. The only way they can add MMO later is if they actually design it in from the start, but somehow make it passive. Do you see CCP doing that?
its not an MMO first of all. its flatout a lobby shooter.
they intend to add stuff later on that could make it feel more like a MMO.
chat channels, merc quarters, pre match warbarge... maybe a whole ship for your corp mates to walk around in. none of that actually require them to redesign game mechanics.
im not sure if you could even call dust an MMO really. if you took out the things i mentioned... youd basically have project nova |
Lex DOCIEL
Mikramurka Shock Troop Minmatar Republic
172
|
Posted - 2016.04.24 12:40:00 -
[223] - Quote
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.
OR, some good old PvE appears in the middle of a PvP match. That could be a complete mess, that would be fun, AND that would actually make sense that a rogue nation take advantage of two opponents worn out by the fight.
THIS is what I call incursion x)
Proud player of the most strategic and addictive massively-multiplayer FPS in the world.
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Lex DOCIEL
Mikramurka Shock Troop Minmatar Republic
172
|
Posted - 2016.04.24 12:43:00 -
[224] - Quote
Joseph Ridgeson wrote:Shaun Iwairo wrote:I believe we'll have most of the freedom that Dust offered. Source is: You'll be able to access a variety of classes, right now there are "eight or so," without having to level up to get workable equipment. Then, as you begin to "invest into" these classes, you'll be able to mix and match weapons and abilities.It's not clear whether 'mix and match' means from within the same class, or from things you've unlocked generally. But I think it's fairly safe to assume that we'll still have the freedom to go speedy, tanky, glass cannon, qcq, long range, etc. I have no problem with the notion that "DUST has classes" because each suit does different things. Sure, you could put a cloak of a Sentinel but it isn't going to do you any good and Commando is simply not going to be doing any kind of support without equipment. But if the classes mean something akin to Titanfall, where it is "hmm, do I want this ability to jump higher, run faster, or run longer?" rather than "I have 5 high slots; what can I do with 'em?", I think that is disappointing. Now, perhaps Rattati is talking to the press in a way that allows people who have never played DUST or EVE to understand how the 'classes' work without going into fittings. "We have 32 classes from small fast guys to big heavy guys with machine guns" is a lot easier to understand than "well, first you choose your chassis, then you choose your weapon, and then you put in your accessories into each slot that increases your effectiveness of the battle, but only after you have the correct training and you guys are lost now, huh?" I am still cautiously optimistic but it seems like Rattati is so carefully tiptoeing around this. I have experience from Blizzard's Overwatch that the devs can just not be expecting a question so early into the game. People were asking "is there going to be a cash shop for buying new Heroes?" because people were afraid that you would have to unlock each one. With a game designed around evolving to the match, having to unlock each Hero puts a huge disadvantage on your team if they don't have the right counters/picks. The leader dev said "we have no plans at the moment for a hero shop, at least not at launch." People lost their minds because suddenly a game that you pay 40 dollars for doesn't have the content you need to actually play. The devs eventually clarified that "no, we are not selling heroes or maps. That is all included" and explained that the reason for the weird choice of wording is that, simply, "we were not expecting ANYONE to ask us how we were going to go about selling the game. We are barely looking into starting beta and people are already asking us about the store? We were caught off-guard." We can only wait and see.
My only fear is that Nova becomes another sort of MOBA-FPS. That would be a catastrophe.
Because the hero stuff allow almost no customization in the end. And as you say, you will not pick a class because you like it, but to counter pick / or to synergized with some other specific picks, which if really boring. And picking up different equipment (power) to add some "randomness" in the encounter would be of the worse effect.
And this is just a player point of view, I don't mention the fact that bigger companies are on the market already (Paragon, Overwatch, Battleborn, just to name a few).
Proud player of the most strategic and addictive massively-multiplayer FPS in the world.
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Alena Asakura
Rogue Clones Yulai Federation
873
|
Posted - 2016.04.24 12:44:00 -
[225] - Quote
DeathwindRising wrote: its not an MMO first of all. its flatout a lobby shooter.
they intend to add stuff later on that could make it feel more like a MMO.
And that's the problem. |
Sylwester Dziewiecki
545
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Posted - 2016.04.24 12:55:00 -
[226] - Quote
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". "Do you really believe that? Just because someone wrote it, that doesn't make it real, or right. It doesn't make sense." it made me laugh.
In New Eden we also have piracy, slavery, mercenary, traitors and all other colors of rainbow. Just because some born as Amarr it do not mean that He will fight Gallent and Minmatar for entire life.
Setting aside the lore aspects, generic clone/class/roles or whatever it will be I think it is good idea, because it is like replacing H/M/L basic racial suits in dust(12 suits + God know how many militia bpo suits) with 3 suits that serve same purpose.
This is Skirmish v1.0
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byte modal
671
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Posted - 2016.04.24 13:51:00 -
[227] - Quote
Alena Asakura wrote:XxBlazikenxX wrote:What's the point of an MMO shooter if it can't even play the part of "shooter" right?
Rattati said specifically that they are focusing on making the gameplay as pristine as possible... then adding in MORE mmo elements. There is no point in an MMO shooter without the MMO! I'd rather have none at all than a shooter like everyone else has, but with no MMO. And you can't add MMO after the fact. It needs to be designed in from the start, or the limitations of what you've designed will limit what you can do later. If you DO add MMO later, you have to redesign. The only way they can add MMO later is if they actually design it in from the start, but somehow make it passive. Do you see CCP doing that?
Not for nothing, but im not sure the phrase "focus on" exactly translates to not considerate of other future development.
You're still assuming so much more than what the evidence suggests. Were you in preproduction meetings? Have you reviewed their timeline or milestone objectives? Have you sat with any developer to QC their code to see what is or is not being planned for?
People were all hot n bothered jumping to short-sighted and irrational conclusions based off a gameplay sequence and the brief uninterested ramblings of someone who probably knows nothing about the game to begin with except for a few superficial bullet points. I know MY boss is an idiot. More so when he tries to pitch projects he is ignorant of. But that's another topic.
Point: they were wrong.
Also, it's not a game. You never demo a sample just to test ideas and working blocks? Once or twice, we've prototyped a scaled back version of something just to test the logic and stability on it's own before translating those discovers to a larger scale.
Perspective helps. That and not assuming. Assuming is bad. mmmk?
kitten bacon taco (nom)
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byte modal
671
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Posted - 2016.04.24 13:56:00 -
[228] - Quote
Alena Asakura wrote:DeathwindRising wrote: its not an MMO first of all. its flatout a lobby shooter.
they intend to add stuff later on that could make it feel more like a MMO.
And that's the problem.
It's not a problem. It doesn't exist yet. Your concern is valid as a hypothetical. Don't define your assumption as fact. This argument is pointless really because it was a tech demo. Not a release. Not a beta. Not an alpha. Nothing exists to draw your lines against yet so why hard line negative what-ifs?
kitten bacon taco (nom)
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Skihids
Zumari Force Projection Caldari State
3653
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Posted - 2016.04.24 14:48:00 -
[229] - Quote
What have we been complaining about in DUST for years now? The base gameplay mechanics! We ask, "What's the point of this EVE connection if I can't shoot? Why can't I step up onto that low curb in my heavy suit? Why am I still getting stuck on this damn hill???"
So CCP says, "OK, we are learning from our mistakes in DUST and we will fix that in the next go-around. We will focus on game play as our first priority before doing anything else. We will start with small maps and few distractions so we can get it right."
Then we freak out and assume that "start with" means "forever reduced to".
If you've ever been on a large project you know you have to start somewhere. I think they are starting in a very good place. Get the core mechanics working butter smooth so they don't detract from the experience as you build it out.
Yes they need to keep everything else in mind as they plan, but I haven't seen anything that indicates that they aren't. |
Cat Merc
Negative-Feedback. Negative-Feedback
19947
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Posted - 2016.04.24 14:54:00 -
[230] - Quote
I made something to make sure I don't forget how to gif
Easy PC building guide
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Vrain Matari
Mikramurka Shock Troop Minmatar Republic
3177
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Posted - 2016.04.24 14:54:00 -
[231] - Quote
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 with this 100%.
Want to add that, valid roles aside, CCP never developed a consistent vehicle philosophy: it was a hybrid bucket-of-ehp/dynamic tanking model for the vehicles, but basic bucket-of-ehp counter-attack modes for AV infantry. It was doomed to fail, frustrating both vehicle pilots and AV infantry because of the fundamental disconnect in what variables controlled engagements(i.e primarily dynamic variables for vehicles vs. primarily static variables for infantry).
PSN: RationalSpark
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Iron Wolf Saber
Den of Swords
20004
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Posted - 2016.04.24 15:07:00 -
[232] - Quote
Skihids wrote:What have we been complaining about in DUST for years now? The base gameplay mechanics! We ask, "What's the point of this EVE connection if I can't shoot? Why can't I step up onto that low curb in my heavy suit? Why am I still getting stuck on this damn hill???"
So CCP says, "OK, we are learning from our mistakes in DUST and we will fix that in the next go-around. We will focus on game play as our first priority before doing anything else. We will start with small maps and few distractions so we can get it right."
Then we freak out and assume that "start with" means "forever reduced to".
If you've ever been on a large project you know you have to start somewhere. I think they are starting in a very good place. Get the core mechanics working butter smooth so they don't detract from the experience as you build it out.
Yes they need to keep everything else in mind as they plan, but I haven't seen anything that indicates that they aren't.
Yes I fully agree.
What is this called?
Something houses or very large buildings sit on. That if you make it bad you're going have them fall over or apart.
Whats that word again...
Ahh Foundation!
Former CPM 0, CPM 1
Omni-Soldier, Forum Warrior
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Skihids
Zumari Force Projection Caldari State
3655
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Posted - 2016.04.24 15:14:00 -
[233] - Quote
Vrain Matari wrote: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 with this 100%. Want to add that, valid roles aside, CCP never developed a consistent vehicle philosophy: it was a hybrid bucket-of-ehp/dynamic tanking model for the vehicles, but basic bucket-of-ehp counter-attack modes for AV infantry. It was doomed to fail, frustrating both vehicle pilots and AV infantry because of the fundamental disconnect in what variables controlled engagements(i.e primarily dynamic variables for vehicles vs. primarily static variables for infantry).
That occurred in large part due to the lack of distinct roles. Vehicles were nothing but large suits that could carry other suits inside. What they needed was Rock/Paper/Scissors. Tanks can blow holes in facility walls so that troops can get inside. They are unsuited to hunting infantry, but they are good at taking out other tanks. If you separate the tank's role from the infantry role each can be powerful in their own right without having to directly compete. Direct competition in role sharing is the root cause of all the pain.
That goes for infantry too. If a forge gun can blow a hole in a fortification wall you don't need a tank to do it.
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Takahiro Kashuken
Red Star.
4725
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Posted - 2016.04.24 15:24:00 -
[234] - Quote
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.
Project, topkek it may even get cancelled before it even gets going and by the look of Hilmars face he doesnt seem too happy and mentioned about now not waiting to axe something if its shite.
16v16 on PC, should be aiming higher when on a better platform.
Progression should be like it was with skillbooks and SP, i even prefer the EVE way using time and skill queue and customization should be just like EVE.
32? i had more than 32 for my vehicles.
Increasing the performance is nice but if the overall gameplay is shite then its shite, looks at MGO3.
Jump jets, we want the cod audience then?
Infantry now get active modules while vehicles kept losing all theres, not expecting vehicles to come back at all.
CCP Rattati - "One giant vehicle nerf with more power to AV", you have got to be kidding...''
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Tau Lai
Seituoda Taskforce Command Caldari State
184
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Posted - 2016.04.24 15:27:00 -
[235] - Quote
Dear Rattati
No offense, but you look to me like the most perfectionist person in the world. And that is not as good as you may think.
During the two years since the 2014 Fanfest, I have moved to Dubai, finished two massive civil infrastructures valued each one in more than 200M $, and I still don't have my fps to play with.
You don't need to travel far away to take a proper videogame development example. EVE Online. I am one of those people who flew across New Eden back in 2003, when the space was QUITE empty.
Launch the game. It is ******* great and glitches are funny! Any bug or improvement can be done later on. This is my humble advise.
Dust 514 was probably (quake alarm!) the best fps ever in the human world. Your team is doing really great. It is obvious for us, the community, that Nova or whatever you call it, will be the best as well. Just finish a working version and let us play.
Particularly, if I have to wait another year more, I will consider the game as a fail even if I enjoy playing it. That is how I feel. Three years programming a game following a ready-base like Dust 514 is absolutely unacceptable.
Keep the good work and stop having so many fears. Project Nova looks amazing.
PS: If there is any Dev slowing or stopping the release of the game I only have one thing to say to them: Oh my dear lord sniper scraps metal hugs!!!
Signature image goes here
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Vrain Matari
Mikramurka Shock Troop Minmatar Republic
3177
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Posted - 2016.04.24 15:29:00 -
[236] - Quote
Skihids wrote:What have we been complaining about in DUST for years now? The base gameplay mechanics! We ask, "What's the point of this EVE connection if I can't shoot? Why can't I step up onto that low curb in my heavy suit? Why am I still getting stuck on this damn hill???"
So CCP says, "OK, we are learning from our mistakes in DUST and we will fix that in the next go-around. We will focus on game play as our first priority before doing anything else. We will start with small maps and few distractions so we can get it right."
Then we freak out and assume that "start with" means "forever reduced to".
If you've ever been on a large project you know you have to start somewhere. I think they are starting in a very good place. Get the core mechanics working butter smooth so they don't detract from the experience as you build it out.
Yes they need to keep everything else in mind as they plan, but I haven't seen anything that indicates that they aren't. Tbh, if the nova team had focussed on anything other than core fps mechanics i would have dismissed the project out of hand and petitioned Hilmar to kill it early.
Vehicle gameplay is important to a New Eden fps in the long run, but there's nothing magic about adding it later, and this time we will have test servers. Vehicles have to be defined around the capabilities of infantry, and infantry capabilities start with core mechanics.
Metacritic showed us and CCP that core fps mechanics were a major and almost instant turn off for over 70%of reviewers, and ccp has indicated that the same was true in their own testing/polls.
Imo, the devteam's prioritization and decision-making on Nova has been flawless so far - it's easy to get the wrong idea re: loss of player control/COD clone/dumbing down, etc., but when you read all the articles and watch all the interview it's obvious that Rattati wants the same things we do(that doesn't mean we've forgotten the warbarge damage bonus, buddy ;) - what we're seeing here are the necessary first steps for building solid foundations for the game that will allow us to have all those cool New Eden toys in the future.
PSN: RationalSpark
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Marston VC
SVER True Blood RUST415
1760
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Posted - 2016.04.24 15:37:00 -
[237] - Quote
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
Marston VC, STB Director
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Marston VC
SVER True Blood RUST415
1762
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Posted - 2016.04.24 15:49:00 -
[238] - Quote
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
Marston VC, STB Director
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Jadek Menaheim
Incorruptibles
8573
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Posted - 2016.04.24 15:57:00 -
[239] - Quote
As we're fighting on spaceships and asteroids, any word on how low gravity mechanics are being handled?
Dust 514 Market Trello. The essential resource for trading in Dust.
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Marston VC
SVER True Blood RUST415
1762
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Posted - 2016.04.24 16:03:00 -
[240] - Quote
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.
Marston VC, STB Director
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