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Juno Tristan
Obscure Reference
1198
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Posted - 2017.04.07 15:31:00 -
[1] - Quote
- Player corpses remain on the battlefield, to be claimed at the end of the match by the victors
The Final PLC Kill
Dust 514 - My Final Moments
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XxBlazikenxX
WarRavens Imperium Eden
5603
|
Posted - 2017.04.07 15:34:00 -
[2] - Quote
Player driven market.
Make deaths matter.
And you get a like! And you get a like! And you, and you, and you!
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TooMany Names AlreadyTaken
Going for the gold
4063
|
Posted - 2017.04.07 15:53:00 -
[3] - Quote
XxBlazikenxX wrote:Player driven market.
Make deaths matter. #CloneDeathsMatter
#NekosForLife GÄ¥GùÑGû¦GÇ+GÇ+GùÇGùñGÄá
When you think about it, no matter how weird it seems at first, nekos are like upgraded humans
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XxBlazikenxX
WarRavens Imperium Eden
5607
|
Posted - 2017.04.07 15:58:00 -
[4] - Quote
TooMany Names AlreadyTaken wrote:XxBlazikenxX wrote:Player driven market.
Make deaths matter. #CloneDeathsMatter But indeed they did matter! In other games when you unlock the best gear and you go into a fight a die and you're like "woop dee doo, I'll just respawn back in, no big deal".
In Dust, at least for those with the average amount of ISK, you go in your best gear and die, and that really hurts you economically.
In Dust dying mattered.
And you get a like! And you get a like! And you, and you, and you!
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TooMany Names AlreadyTaken
Going for the gold
4067
|
Posted - 2017.04.07 19:02:00 -
[5] - Quote
XxBlazikenxX wrote:TooMany Names AlreadyTaken wrote:XxBlazikenxX wrote:Player driven market.
Make deaths matter. #CloneDeathsMatter But indeed they did matter! In other games when you unlock the best gear and you go into a fight a die and you're like "woop dee doo, I'll just respawn back in, no big deal". In Dust, at least for those with the average amount of ISK, you go in your best gear and die, and that really hurts you economically. In Dust dying mattered. Not to mention the fact all battles had limited clone counts, so drying up the clone resources could severely impact your team's chances of winning.
#NekosForLife GÄ¥GùÑGû¦GÇ+GÇ+GùÇGùñGÄá
When you think about it, no matter how weird it seems at first, nekos are like upgraded humans
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Alena Asakura
Rogue Clones Yulai Federation
1389
|
Posted - 2017.04.07 19:13:00 -
[6] - Quote
TooMany Names AlreadyTaken wrote:XxBlazikenxX wrote:TooMany Names AlreadyTaken wrote:XxBlazikenxX wrote:Player driven market.
Make deaths matter. #CloneDeathsMatter But indeed they did matter! In other games when you unlock the best gear and you go into a fight a die and you're like "woop dee doo, I'll just respawn back in, no big deal". In Dust, at least for those with the average amount of ISK, you go in your best gear and die, and that really hurts you economically. In Dust dying mattered. Not to mention the fact all battles had limited clone counts, so drying up the clone resources could severely impact your team's chances of winning. However, in a true open world battle space, ala EvE, there would be no "limited clone counts", you would just bring the clone resources you had to the battle, and it would be won or lost by attrition of the resources each party could bring to the battle. There are no artificial limits in EvE. |
TooMany Names AlreadyTaken
Going for the gold
4070
|
Posted - 2017.04.07 19:25:00 -
[7] - Quote
Alena Asakura wrote:TooMany Names AlreadyTaken wrote:XxBlazikenxX wrote:TooMany Names AlreadyTaken wrote:XxBlazikenxX wrote:Player driven market.
Make deaths matter. #CloneDeathsMatter But indeed they did matter! In other games when you unlock the best gear and you go into a fight a die and you're like "woop dee doo, I'll just respawn back in, no big deal". In Dust, at least for those with the average amount of ISK, you go in your best gear and die, and that really hurts you economically. In Dust dying mattered. Not to mention the fact all battles had limited clone counts, so drying up the clone resources could severely impact your team's chances of winning. However, in a true open world battle space, ala EvE, there would be no "limited clone counts", you would just bring the clone resources you had to the battle, and it would be won or lost by attrition of the resources each party could bring to the battle. There are no artificial limits in EvE. Wasn't it pretty much something similar to that in corp battles? I remember there being different amounts of clones shown on the star system screen.
#NekosForLife GÄ¥GùÑGû¦GÇ+GÇ+GùÇGùñGÄá
When you think about it, no matter how weird it seems at first, nekos are like upgraded humans
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DiablosMajora
445
|
Posted - 2017.04.07 19:26:00 -
[8] - Quote
Wormhole space Drones Mining (a la Subnautica PRAWN suit) Oh and speaking of Subnautica, lasers... Big F*cking lasers
Prepare your angus
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Alena Asakura
Rogue Clones Yulai Federation
1389
|
Posted - 2017.04.07 19:35:00 -
[9] - Quote
TooMany Names AlreadyTaken wrote:Alena Asakura wrote: However, in a true open world battle space, ala EvE, there would be no "limited clone counts", you would just bring the clone resources you had to the battle, and it would be won or lost by attrition of the resources each party could bring to the battle. There are no artificial limits in EvE.
Wasn't it pretty much something similar to that in corp battles? I remember there being different amounts of clones shown on the star system screen. I didn't know about corp battles. How were the clone limits (or lack thereof) implemented? I'm not talking about numbers of players, I'm talking about numbers of respawns. In EvE, the number of "respawns" is determined by the number of ships available to each side. When you run out or retreat it's over. We would need to see something similar, where each side had resources (unlimited clone numbers) only limited by the number of respawns they were willing to pay for. That of course would include the limited numbers of all fittings used.
Dust had artificial limits on the battles, being the number of clones available for respawn in any given battle. For the benefit of realism, if these limits are not implemented, we should NOT KNOW how many clones the other side still has. The battle should continue until one side runs out of resources or leaves the battle. At that point the other side then wins the battle. Part of the fun of battles like this is that we never know until we win whether the other side can or will continue. |
XxBlazikenxX
WarRavens Imperium Eden
5633
|
Posted - 2017.04.07 20:12:00 -
[10] - Quote
Alena Asakura wrote:TooMany Names AlreadyTaken wrote:Alena Asakura wrote: However, in a true open world battle space, ala EvE, there would be no "limited clone counts", you would just bring the clone resources you had to the battle, and it would be won or lost by attrition of the resources each party could bring to the battle. There are no artificial limits in EvE.
Wasn't it pretty much something similar to that in corp battles? I remember there being different amounts of clones shown on the star system screen. I didn't know about corp battles. How were the clone limits (or lack thereof) implemented? I'm not talking about numbers of players, I'm talking about numbers of respawns. In EvE, the number of "respawns" is determined by the number of ships available to each side. When you run out or retreat it's over. We would need to see something similar, where each side had resources (unlimited clone numbers) only limited by the number of respawns they were willing to pay for. That of course would include the limited numbers of all fittings used. Dust had artificial limits on the battles, being the number of clones available for respawn in any given battle. For the benefit of realism, if these limits are not implemented, we should NOT KNOW how many clones the other side still has. The battle should continue until one side runs out of resources or leaves the battle. At that point the other side then wins the battle. Part of the fun of battles like this is that we never know until we win whether the other side can or will continue. Been a while but it worked like this.
For research facility and communications outposts Defenders had 300 clones
For the large facility Defenders had 450 clones.
It took two battles to win the R.F. and the C.O. and attackers had to have more than 100 clones remaining to progress to the second battle.
It took three battles to win the L.F. and attackers had to have more than 100 clones to progress to both the second and third battle.
Attackers had to purchase clone packs, and I believe could have a maximum of up to 300 clones on the initial attack and minimum had to have at least 100 clones. These packs were VERY expensive though.
Clone reserves persisted throughout all matches, so if Team A had 120 clones remaining after battle one, they started with 120 clones for battle two.
My memory may be off though so if anyone can correct me that would be great.
And you get a like! And you get a like! And you, and you, and you!
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Viktor Hadah Jr
0uter.Heaven
10481
|
Posted - 2017.04.07 22:10:00 -
[11] - Quote
More ways to make Nova feel like EVE.
Add weapons and modules that don't kill the enemy but make it to where he can't move or shot.
Then add a way to transfer isk while in the middle of a match
Then Viktor can go around and ransom people for ISK to let there shiny officer suit live.
EVE Trial 250k Bonus SP
EVE Chat channel for dust players: Photon Depot
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Nomex Gallatin
Direct Action Resources Rise Of Legion.
143
|
Posted - 2017.04.08 15:55:00 -
[12] - Quote
XxBlazikenxX wrote:Player driven market.
Make deaths matter.
Big thumbs up with integrating into the market, although that seems to be a second at this time (understandably), but the sooner the better.
I though death in Dust did matter... I usually (not always, but often) fought with free suits and BPOs because the cost of death was high enough to keep me from running the best equipment.
GǣGǪ shatter the enemy and then the terrain will fall into your hands by itself.Gǥ - General Heinz Gaedke
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Nomex Gallatin
Direct Action Resources Rise Of Legion.
143
|
Posted - 2017.04.08 16:01:00 -
[13] - Quote
Alena Asakura wrote:TooMany Names AlreadyTaken wrote:Alena Asakura wrote: However, in a true open world battle space, ala EvE, there would be no "limited clone counts", you would just bring the clone resources you had to the battle, and it would be won or lost by attrition of the resources each party could bring to the battle. There are no artificial limits in EvE.
Wasn't it pretty much something similar to that in corp battles? I remember there being different amounts of clones shown on the star system screen. I didn't know about corp battles. How were the clone limits (or lack thereof) implemented? I'm not talking about numbers of players, I'm talking about numbers of respawns. In EvE, the number of "respawns" is determined by the number of ships available to each side. When you run out or retreat it's over. We would need to see something similar, where each side had resources (unlimited clone numbers) only limited by the number of respawns they were willing to pay for. That of course would include the limited numbers of all fittings used. Dust had artificial limits on the battles, being the number of clones available for respawn in any given battle. For the benefit of realism, if these limits are not implemented, we should NOT KNOW how many clones the other side still has. The battle should continue until one side runs out of resources or leaves the battle. At that point the other side then wins the battle. Part of the fun of battles like this is that we never know until we win whether the other side can or will continue.
Great points.
According to this article (http://screenrant.com/project-nova-ccp-games/) their main focus is coming up with a winning and stand alone fps, that feels more part of the New Eden universe.
I have the same vision for the game, but might that large scale interaction have to come a little later on in development as they continue to tie it into the New Eden universe?
I think it will eventually get there, and getting there is half the fun.
Strap in for a fun ride, I want in on the alpha.
GǣGǪ shatter the enemy and then the terrain will fall into your hands by itself.Gǥ - General Heinz Gaedke
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Sole Fenychs
Sinq Laison Gendarmes Gallente Federation
723
|
Posted - 2017.04.08 16:44:00 -
[14] - Quote
Time dilation with 8000 people sniper battles. |
Derpty Derp
Dead Man's Game
1823
|
Posted - 2017.04.08 17:12:00 -
[15] - Quote
Juno Tristan wrote:
- Player corpses remain on the battlefield, to be claimed at the end of the match by the victors
First off, I don't even want to know what you're planning to do to those corpses...
Secondly, why claim at the end of match, make people salvage **** during the match, more entertaining. |
Alena Asakura
Rogue Clones Yulai Federation
1393
|
Posted - 2017.04.08 20:46:00 -
[16] - Quote
XxBlazikenxX wrote:Alena Asakura wrote:TooMany Names AlreadyTaken wrote:Alena Asakura wrote: However, in a true open world battle space, ala EvE, there would be no "limited clone counts", you would just bring the clone resources you had to the battle, and it would be won or lost by attrition of the resources each party could bring to the battle. There are no artificial limits in EvE.
Wasn't it pretty much something similar to that in corp battles? I remember there being different amounts of clones shown on the star system screen. I didn't know about corp battles. How were the clone limits (or lack thereof) implemented? I'm not talking about numbers of players, I'm talking about numbers of respawns. In EvE, the number of "respawns" is determined by the number of ships available to each side. When you run out or retreat it's over. We would need to see something similar, where each side had resources (unlimited clone numbers) only limited by the number of respawns they were willing to pay for. That of course would include the limited numbers of all fittings used. Dust had artificial limits on the battles, being the number of clones available for respawn in any given battle. For the benefit of realism, if these limits are not implemented, we should NOT KNOW how many clones the other side still has. The battle should continue until one side runs out of resources or leaves the battle. At that point the other side then wins the battle. Part of the fun of battles like this is that we never know until we win whether the other side can or will continue. Been a while but it worked like this. For research facility and communications outposts Defenders had 300 clones For the large facility Defenders had 450 clones. It took two battles to win the R.F. and the C.O. and attackers had to have more than 100 clones remaining to progress to the second battle. It took three battles to win the L.F. and attackers had to have more than 100 clones to progress to both the second and third battle. Attackers had to purchase clone packs, and I believe could have a maximum of up to 300 clones on the initial attack and minimum had to have at least 100 clones. These packs were VERY expensive though. Clone reserves persisted throughout all matches, so if Team A had 120 clones remaining after battle one, they started with 120 clones for battle two. My memory may be off though so if anyone can correct me that would be great. OK so there were still clone count limits. What I'm talking about is no limits other than what each side can afford. Clone count limits make sense in a lobby shooter. They don't make any sense in an open space environment (planetside or on stations) as in EvE. |
Alena Asakura
Rogue Clones Yulai Federation
1393
|
Posted - 2017.04.08 20:53:00 -
[17] - Quote
Nomex Gallatin wrote:Great points.
According to this article (http://screenrant.com/project-nova-ccp-games/) their main focus is coming up with a winning and stand alone fps, that feels more part of the New Eden universe.
I have the same vision for the game, but might that large scale interaction have to come a little later on in development as they continue to tie it into the New Eden universe?
I think it will eventually get there, and getting there is half the fun.
Strap in for a fun ride, I want in on the alpha. Unfortunately, if you think this through, once they go down the path of a lobby shooter, that pretty much locks it into being that sort of game. Even if that limitation itself doesn't stop them from transforming it into a more open battle space, the simple pragmatism of that's the direction we took and now it's too hard to change it will make it quite difficult.
As we saw with Dust, many of the promised features never eventuated. We are talking about something that they may not even be promising, but if they did, it would likely not happen. |
Metallibanga 514
The Disposable Heroes
25
|
Posted - 2017.04.08 20:54:00 -
[18] - Quote
- A player driven market that works the same and is connected to the current Eve market. With the ability for Eve players to build and sell Nova items.
- The ability to move from system to system so you can chill at your corps HQ, sell/buy at a trade Hub, chat to random Eve pilots or even visit Jita and see how terrible the local chat is.
- A contract system. It wont feel like Eve unless there are ways to scam Isk out of people.
- Suits have a capacitor
- Infantry versions of Electronic Warfare modules (Webs, Neuts, Nos ect..)
- PVE Missions and standings
- Infantry versions of Eve's command ship modules. (AOE Squad boosts)
- A more in-depth and working Faction Warfare mode
- Ability to salvage, reprocess and build infantry items
- Maps are generally well known Eve locations (Ships, Stations, Pos, Citadels or even in a Pleasure Hub)
- No free suits, weapons or modules. I guess this would only really work if there is some sort of passive isk making system just in case you go broke. It wont feel like Eve unless there is more risk in dying.
- Different ammo types and resists on dropsuits.
- T1, T2, T3, Faction and Storyline items
I went outside today... The graphics were good, but the gameplay was shit.
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Alena Asakura
Rogue Clones Yulai Federation
1393
|
Posted - 2017.04.08 20:56:00 -
[19] - Quote
Metallibanga 514 wrote:- A player driven market that works the same and is connected to the current Eve market. With the ability for Eve players to build and sell Nova items.
- The ability to move from system to system so you can chill at your corps HQ, sell/buy at a trade Hub, chat to random Eve pilots or even visit Jita and see how terrible the local chat is.
- A contract system. It wont feel like Eve unless there are ways to scam Isk out of people.
- Suits have a capacitor
- Infantry versions of Electronic Warfare modules (Webs, Neuts, Nos ect..)
- PVE Missions and standings
- Infantry versions of Eve's command ship modules. (AOE Squad boosts)
- A more in-depth and working Faction Warfare mode
- Ability to salvage, reprocess and build infantry items
- Maps are generally well known Eve locations (Ships, Stations, Pos, Citadels or even in a Pleasure Hub)
- No free suits, weapons or modules. I guess this would only really work if there is some sort of passive isk making system just in case you go broke. It wont feel like Eve unless there is more risk in dying.
- Different ammo types and resists on dropsuits.
- T1, T2, T3, Faction and Storyline items Definitely. All of these. |
Metallibanga 514
The Disposable Heroes
26
|
Posted - 2017.04.09 09:54:00 -
[20] - Quote
- Implants and Jump Clones
I went outside today... The graphics were good, but the gameplay was shit.
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Lightning35 Delta514
Federation Marines 62
5289
|
Posted - 2017.04.09 12:12:00 -
[21] - Quote
#quafematters #quafegod #quamander #thequafemaster
CEO of Federation Marines 62 - Bravo Company
Gallente - Quafe - Gk.0s/Gv.0s - 72m SP
Quafe Master - Quamander - Quad
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Juno Tristan
Obscure Reference
1200
|
Posted - 2017.04.09 18:46:00 -
[22] - Quote
When people were saying it needs to be more Eve like, were they talking thematically or the Sandbox tool set? ( Corporations/Alliances and the accompanying roles, wallets, sov, offices).
Going through the some of the recent posts it is the corps and community that made Dust special
The Final PLC Kill
Dust 514 - My Final Moments
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Alena Asakura
Rogue Clones Yulai Federation
1397
|
Posted - 2017.04.09 19:28:00 -
[23] - Quote
Juno Tristan wrote:When people were saying it needs to be more Eve like, were they talking thematically or the Sandbox tool set? ( Corporations/Alliances and the accompanying roles, wallets, sov, offices).
Going through the some of the recent posts it is the corps and community that made Dust special
It feels to me like they are wanting the things that make EvE special - corps, alliances, yes, but also fittings, choices, being able to make your dropsuit your own special combination of everything on it. Also true markets, a real economy. More EvE-like means exactly that, I think - everything more like EvE in every way. As for the truly open sandbox environment, that's something that CCP could do if they wanted to, which would make Nova truly part of EvE. I would certainly like to see that, but I'm not sure others like the idea. |
Loaded'Horn
SPACE CASE INC
295
|
Posted - 2017.04.09 19:35:00 -
[24] - Quote
I was a mercenary. I would like the option to be hired or relieved of duty at a Corporations will. As it was. Add more EVE yes! Console plebs did not get PC mentality. We can graduate the learning curve hight more now.
I want to choose where and when I fight, with whom, what for. I'm personally not interested in leadership cuz RL is RL. Open contract listings for collaborative justice and or pooling of merc resources to aid balance, not to exploit mechanics without rigging the game, as in limitations to what can be influenced. On that track. I feel this it's a good ideology. GG.
First day open beta. I used to play for the points.=ƒò¦Old Skool! By natural selection I'm Salty & Peppery.
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Loaded'Horn
SPACE CASE INC
295
|
Posted - 2017.04.09 20:27:00 -
[25] - Quote
Alena Asakura wrote:Juno Tristan wrote:When people were saying it needs to be more Eve like, were they talking thematically or the Sandbox tool set? ( Corporations/Alliances and the accompanying roles, wallets, sov, offices).
Going through the some of the recent posts it is the corps and community that made Dust special
It feels to me like they are wanting the things that make EvE special - corps, alliances, yes, but also fittings, choices, being able to make your dropsuit your own special combination of everything on it. Also true markets, a real economy. More EvE-like means exactly that, I think - everything more like EvE in every way. As for the truly open sandbox environment, that's something that CCP could do if they wanted to, which would make Nova truly part of EvE. I would certainly like to see that, but I'm not sure others like the idea.
Open market environment integrated with eve and giving neckbeard tryhards the ability to run the game independently of casual players. A real choice. Players that are willing to spend real and in game currency at all facets of the game. Nova must have depth, in light of eve. It must be supporting at the least in play fighting and politic.
The economy is sensitive from what I understand. But us mercs work cheap. We just want to zap and be zapped tying to zap. It can be done! Besides what merc wouldn't want to feed off SP from eve pilots, or vice versa. Winning for all. We can all F around in the universe, love or hate, give or get. This is the kind of VR that the world really needs. EVE is proof of concept.
First day open beta. I used to play for the points.=ƒò¦Old Skool! By natural selection I'm Salty & Peppery.
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Metallibanga 514
The Disposable Heroes
31
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Posted - 2017.04.10 07:47:00 -
[26] - Quote
Juno Tristan wrote:When people were saying it needs to be more Eve like, were they talking thematically or the Sandbox tool set? ( Corporations/Alliances and the accompanying roles, wallets, sov, offices).
Going through the some of the recent posts it is the corps and community that made Dust special
Corporations and Alliances I thought were a given. It definitely won't be like Eve without them.
I would also like to see Nova have the same skill queue as Eve. (No active SP only passive SP)
I went outside today... The graphics were good, but the gameplay was shit.
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LOL KILLZ
LulKlz
1413
|
Posted - 2017.04.10 18:48:00 -
[27] - Quote
Add gate camps
Your friendly Pub match logi
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The Noob Destroyer
Pradox One Proficiency V.
1597
|
Posted - 2017.04.10 18:52:00 -
[28] - Quote
HTFU
The Community; One big family, sometimes dysfunctional.
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Russel Moralles
Klandatu
214
|
Posted - 2017.04.10 23:24:00 -
[29] - Quote
Juno Tristan wrote:
- Player corpses remain on the battlefield, to be claimed at the end of the match by the victors
Effing hell corpses.
I just want their stuff.
I dont want to smell those rotting corpses.
Dissolve and leave your stuff behind please.
Freaking corpses. |
Alena Asakura
Rogue Clones Yulai Federation
1406
|
Posted - 2017.04.11 22:17:00 -
[30] - Quote
Metallibanga 514 wrote:Juno Tristan wrote:When people were saying it needs to be more Eve like, were they talking thematically or the Sandbox tool set? ( Corporations/Alliances and the accompanying roles, wallets, sov, offices).
Going through the some of the recent posts it is the corps and community that made Dust special
Corporations and Alliances I thought were a given. It definitely won't be like Eve without them. I would also like to see Nova have the same skill queue as Eve. (No active SP only passive SP) I kinda liked the way you could speed up your SP accumulation via experience. I think this should be added to EvE as well. It makes sense that SP increases with experience (active) as well as training (passive). Or perhaps, there could be some sort of experience-based SP boosts that effect all skills relevant to each boost, and that same sort of experience based boost added to EvE as well, and leave all training to be passive SP accumulation. |
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Metallibanga 514
The Disposable Heroes
36
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Posted - 2017.04.12 01:24:00 -
[31] - Quote
Quote:I kinda liked the way you could speed up your SP accumulation via experience. I think this should be added to EvE as well. It makes sense that SP increases with experience (active) as well as training (passive). Or perhaps, there could be some sort of experience-based SP boosts that effect all skills relevant to each boost, and that same sort of experience based boost added to EvE as well, and leave all training to be passive SP accumulation.
My main problem with active SP is its an unfair advantage to the jobless no-lifers that spend 18+ hours a day grinding. Isk should be our reward not SP. The problem with Dust was there was nothing worth spending your iskies on.
It has taken me 6 years on and off Eve to reach 100mill SP, I feel it should take just as long in Nova
I went outside today... The graphics were good, but the gameplay was shit.
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DUST Fiend
19078
|
Posted - 2017.04.12 01:44:00 -
[32] - Quote
Metallibanga 514 wrote:Quote:I kinda liked the way you could speed up your SP accumulation via experience. I think this should be added to EvE as well. It makes sense that SP increases with experience (active) as well as training (passive). Or perhaps, there could be some sort of experience-based SP boosts that effect all skills relevant to each boost, and that same sort of experience based boost added to EvE as well, and leave all training to be passive SP accumulation. My main problem with active SP is its an unfair advantage to the jobless no-lifers that spend 18+ hours a day grinding. Isk should be our reward not SP. The problem with Dust was there was nothing worth spending your iskies on. It has taken me 6 years on and off Eve to reach 100mill SP, I feel it should take just as long in Nova I would love for fully passive SP but SP is CCPs cash cow. Even if they charged for the game I still doubt they wouldn't sell SP. It might be kinda crappy for the average player who doesn't have that kind of time or money but at the end of the day, CCP is a business and is content with HTFU.
Old DUST Fan Fiction
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One Eyed King
Nos Nothi
17060
|
Posted - 2017.04.12 01:56:00 -
[33] - Quote
DUST Fiend wrote:Metallibanga 514 wrote:Quote:I kinda liked the way you could speed up your SP accumulation via experience. I think this should be added to EvE as well. It makes sense that SP increases with experience (active) as well as training (passive). Or perhaps, there could be some sort of experience-based SP boosts that effect all skills relevant to each boost, and that same sort of experience based boost added to EvE as well, and leave all training to be passive SP accumulation. My main problem with active SP is its an unfair advantage to the jobless no-lifers that spend 18+ hours a day grinding. Isk should be our reward not SP. The problem with Dust was there was nothing worth spending your iskies on. It has taken me 6 years on and off Eve to reach 100mill SP, I feel it should take just as long in Nova I would love for fully passive SP but SP is CCPs cash cow. Even if they charged for the game I still doubt they wouldn't sell SP. It might be kinda crappy for the average player who doesn't have that kind of time or money but at the end of the day, CCP is a business and is content with HTFU. I don't think the problem was too bad before they drastically increased the cap. A reasonable weekly cap would do a lot to prevent a drastic difference between no lifers and everyone else.
Former CEO of the Land of the BIind.
Any double entendre is unintended I assure you.
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DUST Fiend
19079
|
Posted - 2017.04.12 01:58:00 -
[34] - Quote
One Eyed King wrote:I don't think the problem was too bad before they drastically increased the cap. A reasonable weekly cap would do a lot to prevent a drastic difference between no lifers and everyone else. I feel like they raised that cap around the same time they knew internally that DUST was going to close.
*dons tin foil full plate*
Old DUST Fan Fiction
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Juno Tristan
Obscure Reference
1210
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Posted - 2017.04.12 04:47:00 -
[35] - Quote
DUST Fiend wrote:One Eyed King wrote:I don't think the problem was too bad before they drastically increased the cap. A reasonable weekly cap would do a lot to prevent a drastic difference between no lifers and everyone else. I feel like they raised that cap around the same time they knew internally that DUST was going to close. *dons tin foil full plate*
I would agree with that.
I can't decide if the larger cap is better or worse for balance. It allows someone to grind ahead of most but also means new players can quickly spec into a role
The Final PLC Kill
Dust 514 - My Final Moments
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