|
Author |
Thread Statistics | Show CCP posts - 2 post(s) |
Nomed Deeps
The Exemplars
553
|
Posted - 2016.09.15 20:02:00 -
[1] - Quote
Along with what has been discussed above... - Player trading/selling. - Making factions matter; be it FW, lore, character bonuses, or all the above. - Character visual modification instead of a plain jane mask everyone in my faction has. Show who is under the helmet like in EVE. Bio may also be optionable. - Possibly have social areas where character modifications can be showed off. - Player made corps and all the options that go with it. Worry about alliances later. - Also, make NPC corps charge tax rate to encourage players to seek player corps instead of just trying to escape tax rate. - In game player bounties and player corp war declarations. Not sure how to make it work in a FPS but am not a CCP designer either. I could come up with something though if pushed.
I cannot be bought, but I can be leased.
|
Nomed Deeps
The Exemplars
553
|
Posted - 2016.09.15 21:02:00 -
[2] - Quote
Living Rock 523 wrote:Living Rock 523 wrote:
1 hour= 11 million ISK
That might be wrong, how much ISK did a new clone start with in 2013? Last I remember, clones started with 50k ISK. Not sure how much in 2013; maybe 500k but that is just a guess.
I cannot be bought, but I can be leased.
|
Nomed Deeps
The Exemplars
554
|
Posted - 2016.09.16 00:00:00 -
[3] - Quote
Rattati comes out of hiding for one post and this thread turns into an argument about P2W. Pretty sure this is not what this thread was created to discuss. Could we please get back on topic and discuss P2W elsewhere?
I cannot be bought, but I can be leased.
|
Nomed Deeps
The Exemplars
554
|
Posted - 2016.09.17 14:00:00 -
[4] - Quote
Mobius Wyvern wrote:byte modal wrote:Speaking to loadouts and pride in ownership, acquiring and learning skills needed to use specific equipment give a sense of investment on property. It reinforces our notions of ownership and primes us to feel a need to protect our property (protecting our equipment through survival). That has always been another attraction of mine with EvE---the risk of loss through a severe death penalty. In the case of DUST, that was a great sense of immersion too; though it did have flaws IMHO.
BPOs (as used in DUST) directly contradicted that notion of investment and risk. What risk is there with an infinite stock of equipment? I am not going to derail with an argument of balance or other subtleties involved as to why this was a benefit to some or not; I'm just speaking on a philosophical view of an element that countered what, in my view, is, in part the spirit of EvE and what was potentially the spirit of DUST.
Bleh. On my phone and it's too early for this! I'll come back to finish my thoughts on skill progression.
Mornin =/ Exactly, Byte. Once you can have an unlimited supply of a certain kind of gear, it reduces your investment in the fight and also means that win or lose you still get paid substantially thanks to not having to replace lost gear. If Project Nova were to have industry elements that blueprints could be used for, and BPOs worked like they do in EVE Online, I would be fine with them. To be able to use BPOs like in EVE, players would have to get a hold of materials to craft their gear off of the BPOs not to mention a way of creating the gear once you get the materials (material + production cost). This would likely add a whole other complexity to development of the game. I'd be for it but I doubt CCP would. That said, I think Project Nova would likely be best without BPOs (at least in the short term to enable time to get them to work right). The shortcutted BPOs as provided with DUST did kind of kill the point of the game.
I cannot be bought, but I can be leased.
|
Nomed Deeps
The Exemplars
567
|
Posted - 2016.09.21 20:03:00 -
[5] - Quote
Avallo Kantor wrote:Expanding on the social aspect of DUST / EVE, what makes the social experiences for these games better / different from any other online game? In broad strokes what makes you feel like you have a community in DUST as opposed to having any other shooter that allows for some form of communication between players? I think this is mostly due to in game corp structure. Sure, Destiny has its clans (which are kind of a joke) but DUST/EVE corps make you go and find people to join your corp to strengthen you and your corp. Other online games, not so much. For example, I am currently playing Hawken on the PS4. I hardly ever plug in my mic because there's almost nothing but smack talking and/or whining going on; no strategy or worry for loss (beyond pride) like DUST provided.
I cannot be bought, but I can be leased.
|
|
|
|