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Thread Statistics | Show CCP posts - 3 post(s) |
DeathwindRising
ROGUE RELICS
1488
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Posted - 2017.05.24 21:33:00 -
[1] - Quote
DUST Fiend wrote:I just cant shake that they dont want to let you adjust or even switch suits mid match. Weak af :/
best thing ever. I hated that I didn't need to form any strategy with any particular suit. I could always run and change suits.
sniper in the redline with officer until someone came after me and change suit.
oh you have a tank? change suit and counter.
oh you thought my team was going to use the same trick from last game and now you deployed in wrong suit? just change suits
Some people would just switch into a suicide suit just to blow up a tank, then switch back, like the tank never was there.
I like knowing that if you deploy in the wrong suit... you're at a disadvantage. |
DeathwindRising
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1489
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Posted - 2017.05.25 09:11:00 -
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DeadlyAztec11 wrote:DeathwindRising wrote:DUST Fiend wrote:I just cant shake that they dont want to let you adjust or even switch suits mid match. Weak af :/ best thing ever. I hated that I didn't need to form any strategy with any particular suit. I could always run and change suits. sniper in the redline with officer until someone came after me and change suit. oh you have a tank? change suit and counter. oh you thought my team was going to use the same trick from last game and now you deployed in wrong suit? just change suits Some people would just switch into a suicide suit just to blow up a tank, then switch back, like the tank never was there. I like knowing that if you deploy in the wrong suit... you're at a disadvantage. That would kill the player base very quickly. No one likes being stuck in a long drawn out game with nothing to do because they are at a disadvantage.
Call of Duty prevents disadvantages; huge player base
Battlefield 1 prevents disadvantages; huge player base
Titanfall 2 prevents disadvantages; huge player base
Overwatch prevents disadvantages; huge player base
I see now, what makes a great game. People shouldn't have to overcome challenges.
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DeathwindRising
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1491
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Posted - 2017.05.25 21:19:00 -
[3] - Quote
Let's be honest here. How many of us wasted time or saw someone wasting time in a match because the were "making a fit?"
Either because they ran out of suits or fittings, or because they wanted to specifically counter "that one guy" that killed them, nobody liked seeing that teammates borderline AFK during matches.
Removing the ability to make or edit fit mid match is going to help people stay in the game. |
DeathwindRising
ROGUE RELICS
1492
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Posted - 2017.05.26 00:47:00 -
[4] - Quote
Mejt0 wrote:DeadlyAztec11 wrote:DeathwindRising wrote:Let's be honest here. How many of us wasted time or saw someone wasting time in a match because the were "making a fit?"
Either because they ran out of suits or fittings, or because they wanted to specifically counter "that one guy" that killed them, nobody liked seeing that teammates borderline AFK during matches.
Removing the ability to make or edit fit mid match is going to help people stay in the game. I wasn't aware anyone ever used that. It wastes so much time. I'm glad it won't exist in Nova. I have a better story, of when I tried to "buy" something during a battle in lag facility. It was worse than waiting for "buy aurum" page to load in the marketplace. Anyways, this change has no real consequences. The real one will be the amount of fits you can pre-set. Again I don't see much planned teamwork outside of end game (PC), i.e. specialized fits would be less prefered (as you'd probably need to multitask). I believe that it will also depend of how the racial suits (bonuses, etc.) are going to work. In Dust it was beneficial to have the "same" fit on different faction's suits. So in Nova, I can only assume, you will need to choose : more standardized fits covering more roles OR more specialized fits covering specific roles. P.S. This can suck for medium frames (mostly assaults).
I only had three real fits. proto cal assault, proto cal HAV were my main ones, and then a proto calmando that i used if i need to run both infantry/vehicle support
80% of my time in Dust was spent in cal assault standard and 10% in my cal HAV. i really didn't need anything else.
a couple times i used a special case fit for a particular job, but that was it |
DeathwindRising
ROGUE RELICS
1493
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Posted - 2017.05.27 00:07:00 -
[5] - Quote
Mejt0 wrote:DeathwindRising wrote:
I only had three real fits. proto cal assault, proto cal HAV were my main ones, and then a proto calmando that i used if i need to run both infantry/vehicle support
80% of my time in Dust was spent in cal assault standard and 10% in my cal HAV. i really didn't need anything else.
a couple times i used a special case fit for a particular job, but that was it
You were limitng yourself or you didn't participate in battles where you need different fits for different objectives . I'm not going to elabotere on it too much as it's in the past. EQ was the major part in my opinion. As you'd often run nanohives/scanner (+links if you could) for pubs and uplinks for all else. Scouts, fits under 27dB, fits under 21dB and fits under 15dB. The lower you go the more combat potential you lose. So there is no point in gimping yourself if the situation doesn't ask for it.
if you got experience and know the meta, you can be ready for anything. and i was... with pretty much one single fit.
just gotta know how to use it.
general purpose fit + experience is better than specialized anything, but you can always counter the special stuff if you know their limitations
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DeathwindRising
ROGUE RELICS
1493
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Posted - 2017.05.27 01:38:00 -
[6] - Quote
byte modal wrote:Gratz. I enjoyed the fittings and customizations. Yet we played the same game. Funny how that works.
see? something for everyone.
im sure it must've pained some people to see such potential for variety and uniqueness in fitting boil down to meta and fotm fits |
DeathwindRising
ROGUE RELICS
1494
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Posted - 2017.05.27 10:05:00 -
[7] - Quote
Pokey Dravon wrote:DUST Fiend wrote:By the sounds of it theyre doing away with tiers of things and ISK loss is more on a per match basis not per suit basis. The theory is that people will worry less about ISK loss and just fight.
The problem is that like many things in DUST, this was actually a strength of the game. If PC actually worked and were improved upon, it would have provided a flourishing end game for players to actually move to. This coupled with a higher playerbase (more stable, shinier) would mean noobs would be matching noobs much more often and all would be well and good in nooblandia. If the game were re released as is but stable it would probably go net positive again. It had character, it took risks and did things no one else did, it was just on a dying system after having to rework all the original code.
DUST was far more than gold and I fear that the soul might end up lost in translation, as it were
So much for dropping assets on planet :/ ISK is per death basis other consumables are per match basis ISK losses can be refunded with insurance in low level matches, but not high level matches. So ISK losses per death will be very real in high level "PC-like" battles. In a sense it's the same as asset loss, it's just auto restocking and charging you the ISK cost.
How do I lose ISK if everything is blueprint? why would anything need to be restocked? Why even have currency?
Are there items we can use and are lost on a per death basis? If so, I missed that memo |
DeathwindRising
ROGUE RELICS
1494
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Posted - 2017.05.27 10:55:00 -
[8] - Quote
Mejt0 wrote:DeathwindRising wrote: if you got experience and know the meta, you can be ready for anything. and i was... with pretty much one single fit.
just gotta know how to use it.
general purpose fit + experience is better than specialized anything, but you can always counter the special stuff if you know their limitations
I will accept one single fit if you are a pilot and never leave your vehicle General purpose fit is just that, a fit for general purpose. Say you need to speed hack, lay links, lay nanohives, kill some heavies under reps, capture the homepoint under scanners, get rid of dropships and cover the point, etc. I'm beating a dead horse at this point but I just want to throw this out On topic, if the ISK gains system will incentive people to fight to the end for a win them I'm all for it. In Dust rarely people fought for the win. ISK came in firstplace, then WP and then somewhere at the end there was the win.
everybody is different. some people like to have a wallet, a watch, and a phone separately.
i have an iphone... inside a case that also serves as a wallet.
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DeathwindRising
ROGUE RELICS
1494
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Posted - 2017.05.27 16:44:00 -
[9] - Quote
Pokey Dravon wrote:DeathwindRising wrote:
How do I lose ISK if everything is blueprint? why would anything need to be restocked? Why even have currency?
Are there items we can use and are lost on a per death basis? If so, I missed that memo
Have you had a chance to look at the article in my signature yet? You can think of the ISK cost however you want, auto restock, repair cost, clone cost, whatever. The lore doesn't matter, just that functionally death will cost you an amount of Isk. Lower level battles will offer an insurance option a flat fee to cover all ISK expenditures. However you can opt out of it if you're good enough and won't die much, so your net profit will be better. Some items such as Tech III firmware are not consumed on death, but are instead consumed at the end of the match. There will likely be other consumables likes this, but firmware is the only one we have confirmed for at this time.
I did, but reading it again only prompts me to ask the question again.
If everything is a blueprint, and ISK is used to upgrade... stuff... what do you do with ISK when you've unlocked/upgraded everything? Blueprints can not be lost once purchased, so once you purchase a blue print, you will not need to purchase it ever again.
Another question is why is there going to be insurance for items you cannot functionally lose?
I am missing the point of ISK here unless.... ISK is being used in place of the word "experience."
If I replace ISK with the word "experience," then a lot of what Rattati has said makes more sense. You gain "experience" at the end of each battle. The amount of "experience" you get at the end of a battle depends on how you performed. Dying a lot will get you less "experience." You use "experience to unlock/upgrade... stuff...
So is there a limit to how much "experience" you can gain?
How much "experience" will it cost to unlock/upgrade everything? And what will you use your "experience" for after you've unlocked/upgraded everything?
In a traditional rpg game, experience is quite useless after you max out your character. Either you stop gaining experience, or you keep gaining experience, but won't have anything to spend it on after you reach the max character level.
I'd like clarification on what exactly the point of having ISK will be in Nova, because it sounds like somethings been lost in translation. |
DeathwindRising
ROGUE RELICS
1495
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Posted - 2017.05.27 22:28:00 -
[10] - Quote
One Eyed King wrote:Essentially you are asking how to have a productive economy where risk and reward are properly balanced.
I don't think there is an easy answer to that. Plenty of games try for that, but many end up just like Dust in which for many, if not all, currency becomes so easily gotten it loses any real sense of value, risk of loss, and pleasure of reward.
It is a good question to address, but it those kinds of problems change over time, and will likely require many fixes at various points, so I wouldn't even know whether specific answers are possible until at some point during alpha or beta.
So far I think there are two options focusing on risk/reward.
You can choose to be fully insured and get a lower ISK payout.
Or
You can waive your insurance and claim a larger ISK payout.
I think there should be 3 options.
1. Fully insured with no ISK payout. You risk nothing, you get nothing.
2. Partial insurance with partial ISK payout. 50% refunds and 50% of ISK payout.
3. No insurance. Full ISK payout.
This lets players scale their risk/rewards while building confidence and experience with game mechanics. |
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DeathwindRising
ROGUE RELICS
1496
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Posted - 2017.05.28 02:35:00 -
[11] - Quote
Pokey Dravon wrote:DUST Fiend wrote:So what rewards are there for over performing / punishments for under performing? I would suspect that....insurance plus a loss would eat up the majority of profits. A win would provide a noticeable bonus and perhaps personal performance would be an additional bonus. So fail too hard and lose....close to no reward. Do well personally and win the match? Make it rain!
When considering this statement, it makes more sense. So insurance costs would be deducted from any reward payout at the end of match. Fail and break even, or win and make something of a profit.
Waiving insurance costs would simply what? Add some sort of multiplier to end of match payouts?
I'm seeing it more clearly now. Thanks guys :) |
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