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Mobius Wyvern
Night Theifs Curatores Veritatis Alliance
8264
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Posted - 2016.07.04 14:21:00 -
[1] - Quote
Scheneighnay McBob wrote:The only way infantry should be able to take down a vehicle without AV is by climbing in and killing the crew.
That being said, it should take a crew for a vehicle to be effective. No more 1-man armies in HAVs and ADSs ^ I will never stop preaching this.
Personally, I would love a setup for EVE players producing Nova assets in bulk (controlled by NPC sell orders they have to sell cheaper than to make a profit) as part of what CCP Rattati said as far as gaining an economic link with EVE Online first.
If suits and match payouts were both drastically reduced, we could set up an environment where vehicles were very powerful but very hard for the individual to afford, meaning that in most cases they would be bought by the player's Corporation and issued to them.
A primary argument from most who used vehicles in Dust 514 is that vehicles should never require a separate gunner because the player who has to skill into them and buy them should be able to have total control. However, that just made them giant Dropsuits with special abilities.
If vehicles are a Corporation-level asset, that means your average player isn't being forced to foot the bill for tanks or dropships. Requiring multiple players to operate would no longer mean having to grind for weeks to get enough ISK and SP to start using a vehicle only to have to get another player just to make full use of it. Now the vehicle would be provided to you via Corporate taxes similar to how Alliances handle disbursement of Capital ships in EVE Online.
On another note, as far as we've seen the old EVE-style Skillpoint system seems to not be making a return in Project Nova. If you watch the FanFest interview, they seem to reference a system where using equipment provides a small amount of progression via your effectiveness in using that equipment. That being the case, players who are best at different roles in a vehicle can progress into those roles so your Corporation could have dedicated drivers and gunners and you could even have partnerships forged between drivers and gunners with good synergy.
Terrestrial warfare and vehicles are not going to be in Dust at launch, and I would be VERY surprised if we were to see that kind of gameplay in tiny little maps with 32 players like we had in Dust 514. If CCP is going to do terrestrial warfare again, I think it quite safe to assume they will go back to their original intent with Dust 514, which was to increase player count as they had resources to do so.
The only path to those resources is a game with excellent gameplay and an intriguing meta that brings players in and keeps them, thus securing resources for further development. If we all do our part to help CCP move in that direction, I foresee a far brighter future than Dust 514 ever offered.
/endwalloftext
Amidst the blue skies
A link from past to future
The sheltering wings of the protector
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Mobius Wyvern
Night Theifs Curatores Veritatis Alliance
8265
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Posted - 2016.07.05 02:30:00 -
[2] - Quote
Pokey Dravon wrote:People can talk about moment to moment stuff till their blue in the face, but I think the only way I'll be satisfied is if vehicles have a much clearer and obviously defined role on the game. Like Dropsuits, I think in many ways vehicles suffered from an identity crisis and never felt like that had a specific role they needed to fill. It was always "Well I blow stuff up".
Problem is that a lot of other things blew stuff up, so it ultimately turned into the argument of "Well why does he blow stuff up better than I blow stuff up?! I want a buff so I can blow him up better than he can blow me up." And if we're going to go back to a situation where that argument dominates the whole conversation, then don't bother at all.
It needs to be "Oh ****, we need someone to bring in an HAV because to get the objective we need something done that ONLY that HAV can do". And at the same time the HAV pilot needs to be saying "Oh ****, I need the infantry to do something that ONLY the infantry can do so I can complete the task they need me to do."
They need to be distinctive roles that have no overlap, no means to "fake it" and perform infantry roles with a vehicle and vice versa. So yeah, we can talk about capacitors and multi crew and bobble heads for the dashboard all day....but if the design ultimately leads to "Who blows up **** better", then I'd rather have nothing at all. Part of Terrestrial Warfare needs to be having hardened objectives that incentivize using vehicles to destroy them like we had in the Replication build of Dust.
Vehicles would be ideal with as many of their own roles as infantry have. Vehicles in Dust 514 were always built around slaying infantry, and destroying each other. In that order.
We need a REAL sandbox, and we need that sandbox to give roles to vehicles other than infantry slayers and blowing each other up, such as better providing long-range support for infantry, destroying hardened defensive installations, transporting and resupplying infantry, and repairing each other.
As well, I think we need to look into the idea of vehicle capacitors.
There was no real meta for vehicle fitting in Dust 514. As long as you trained for all Complex modules and fit multiple hardeners so you could always have on running, you were very effective in pretty much any engagement and required a lot of effort to destroy. Anything else you put on was just for flavor.
I would much prefer to see a system where modules consume energy from the vehicle and using them requires balancing your power consumption. This would allow module cycle timers to be replaced. There also needs to be more useful and emphasized utility modules that provide viable alternatives for just stacking HP.
Armor and Shield regen modules would be active ONLY and require a very large amount of energy, such that you would be best served to withdraw in order to repair yourself fully as opposed to how Dust 514 allowed you to regenerate while taking fire to the point it became nearly impossible to kill certain vehicle builds if the driver was paying even the slightest amount of attention.
Amidst the blue skies
A link from past to future
The sheltering wings of the protector
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Mobius Wyvern
Night Theifs Curatores Veritatis Alliance
8266
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Posted - 2016.07.05 04:57:00 -
[3] - Quote
Breakin Stuff wrote:Vehicles deserve to be designed so they fit in well with the rest of the game, interact with a purpose and are as complex or simple as required to make them fit and be a valuable part of the game.
As long as they aren't built half-assed just because "tanks are cool" I'm for vehicles. But they need to be designed as part of the greater game and exist in tandem with and supporting the infantry game, not existing despite the infantry game.
So long as they're built with a purpose, with a role that isn't "Tanks are cool, we should make some" I'm for their re-inclusion into the game. Not going to get any argument on that one.
Amidst the blue skies
A link from past to future
The sheltering wings of the protector
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Mobius Wyvern
Night Theifs Curatores Veritatis Alliance
8269
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Posted - 2016.07.05 18:31:00 -
[4] - Quote
shaman oga wrote:They also deserve eject button and locked driving seat. Eject? Why?
If you stay in until the last second you should die with your asset.
Amidst the blue skies
A link from past to future
The sheltering wings of the protector
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Mobius Wyvern
Night Theifs Curatores Veritatis Alliance
8273
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Posted - 2016.07.06 21:29:00 -
[5] - Quote
DUST Fiend wrote:Derpty Derp wrote: Wasn't 1.7 when tanks cried about dropships being able to blow them up... I recall the lack of redzone to hide in was terrible for tankers in ambush. So as he said, people failed to adapt, because I used to enjoy calling in my ads in ambush, purely to **** off the tank scrubs on the other team.
Then they'd stop and send hate mail instead, while I pew - pewed the infantry because they couldn't aim their forge guns properly.
I'll be the first to admit that balance has always been touchy between AV/V, but I attribute that largely to CCP pulling resources from the project and using an unpaid, untrained focus group to gather balance information. Aside from that though, much of it was infantry players simply flat out refusing to adapt to the match. I feel like that could have been eleviated slightly if CCP had just added in deployable turrets, ya know, like the menu said was possible since the game was in beta What never ceased to frustrate me as an Assault Dropship pilot was those matches where everyone on the entire team pulled AV at the start and I went down in flames within seconds of starting the match.
OR
No one pulled AV the entire match. Most people just ignored me even as I killed them, though occasionally someone would empty an AR magazine at me out of rage and then just go back to slaying.
There was never any medium! Either I got basically kept out of the fighting for the entire match by persistent AV players, or I spent the whole time killing whatever infantry I could manage (my frame rate went to **** in the air) and barely even got shot at.
Amidst the blue skies
A link from past to future
The sheltering wings of the protector
|
Mobius Wyvern
Night Theifs Curatores Veritatis Alliance
8273
|
Posted - 2016.07.06 22:32:00 -
[6] - Quote
One Eyed King wrote:The KTM Duke wrote:One Eyed King wrote:The KTM Duke wrote:LOOKMOM NOHANDS wrote:I will say it......
Vehicles killed Dust.
If only dev resources that were used on constant balance and design had gone into infantry weapons and map design.
If only maps could have been designed around infantry instead of vehicles + infantry.
I can no longer say that CCP is unable to learn from their mistakes. GJ Rattati GJ I've never heard closed beta vets complain about vehicles in ambush, yet a bunch of scrubs that couldnt deal with it moved ambush from a deathmatch to a camp the high ground game mode. Remove vehicles increase camping and thats a fact You make it sound as if vehicle/AV balance never changed from closed beta until the end of the game. That is patently false. 1.7 ushered in major changes that often saw the first couple people to get tanks in the game to render the rest of a match meaningless. Those changes were lessened over time, but they were always present. Vehicles did not have a clear enough role to justify their continued usage in ambush, particularly given that whole squads would need to be used to take one just one. Balance is not ruining the game for the 80% or so that ran infantry to appease the 20% or less that ran vehicles. Vehicles shouldn't have a place if no role can be created, and if balance can't be achieved. I am afraid if you can't accept that, then you have gone full Spkr. Never go full Spkr. Well sayng post 1.7 tanks were stronger than previous ones is indeed wrong, after 1.7 a 2 dam mod sica could kill every tank and everyone could make 1. Vehicles in ambush have no roles? Then you never played ambush vs russians, if enemies were camping on roofs taking an advantage they called in Ads or tanks and moved the match in their advant+áge. I'm not sayng vehicles are a must but removing them just because pubstars cant deal with them is a loss. Anyway dont call me spkr, i dont need a second tank and a Jlav scrub to kill other tanks( and keep failing) You are trying to defend tanks by saying everyone should just have gotten in the tanks, that everyone should have just skilled into the FOTM tank of the time. It is that kind of thinking that is the problem. You don't fix problems by simply allowing other problems to exist. Infantry shouldn't have to call in a tank of their own to deal with a tank. In fact, if I recall correctly, if the opposing team called in tanks first, then they could prevent your team from using your tanks, by blowing up RDVs etc. It was broken a$$ gameplay. It wasn't balanced. Its not about not being able to deal with something, it is about the fact tanks had no real roles, and saying that the role of a tank is to face off against another tank, and nothing more sounds like a pretty crap role. If that is the case, then go play WoTs and be done with it. Infantry is the central point to an FPS, and if vehicles cannot be included in a meaningful, balanced way, they should not be in the game. Period. That's why the gameplay design of Terrestrial Warfare needs to provide a range of roles for different vehicle types from day-one in order to ensure they are more than just means of killing each other or farming infantry.
Amidst the blue skies
A link from past to future
The sheltering wings of the protector
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Mobius Wyvern
Night Theifs Curatores Veritatis Alliance
8273
|
Posted - 2016.07.06 22:53:00 -
[7] - Quote
One Eyed King wrote:Perhaps that is why they are focused on fighting in space ATM, so they aren't hemming themselves in on the terrestrial side. Precisely.
Amidst the blue skies
A link from past to future
The sheltering wings of the protector
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