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Tony Calif
Seraphim Initiative. CRONOS.
2002
|
Posted - 2012.07.06 03:20:00 -
[1] - Quote
So after lengthy discussion, (16 pages so far) I looked for a feedback topic on skills. Found nothing. I will try to be concise. Currently, IMHO and some others, there is a worry that large amounts of new players will not enjoy the learning curve. Regardless of skills and equipment, players with vastly more hours grinding away will dominate new players. It appears there are 5 ideas presented so far. 1.) Adapt or die 2.) Limit passive bonus depending on security (max bonus in null, min bonus in high) 3.) Simply lower the total % granted by each skill (15 down to 10, 25 down to 17.5 would be a good example) 4.) Change the bonus from damage/shields to something else 5.) Remove the skills (I don't think this was actually suggested, but is obviously a flat "no...")
https://forums.dust514.com/default.aspx?g=posts&t=24415&find=unread
I'll include a very generous example. You do not start with 2 million SP, so have probably got past the "pick up, play, die 184 times in 12 games and get 2 kills, quit game, delete game, never pay CCP anything" stages of the game. No one enjoys being beaten on constantly. I've heard people say there will be more planets than players, and this is the #1 issue for new players IMHO.
Do we want people to join in a years time with 350k SP? Will they really want to die solidly for a month? I realise PvE is a factor too, but We really know very little about that yet. Cut and Paste:
You guys who are saying "live with it, grind it, love it" understand that the grind is good. We all agree on this. However it is TOO rewarding! To put it another way, 10mil SP character vs 2mil character. 1.) I'll allow the 2mil guy all the right skills, so the 10mil guy would only have ... 15%-25% damage. 5% faster shield charge 10% extra life. Fully reduced spread, range, cap. 30% reload speed. 2.) Either one could use an HAV or have a swarm launcher. We'll ignore these aspects (10mil tank > your team. 1xforgegun > 2mil HAV). 3.) in a 1 on 1, the winner is highly likely to be the guy with 5x SP. 4.) in a 2-4 vs 1, the extra health and dps makes you more likely to a. Drop someone b. Run 5.) add to the above benefits having a suit with twice the modules of the opponents. 6.) there is a reason we call them Protogods.
With regards groups? If you think Prototype guys will be lone wolfing think again. They'll roam in packs, and eat you alive. Your Sagaris is trash vs 24 AV nades. Your militia stuff will die in 1/5 of a clip. And you won't even see that objective.
Regarding jack of all trades, it's good, but I think a little wasted. Anything above lvl1 gets expensive. Forgeguns are a must have item however. The problem is obvious. Your Logi won't be as good as a Logi specialist. Your heavy will be garbage compared to mr Proto heavy. However, as SP currently only ever goes up, you can afford a reasonable bit of wastage. Really if you have 10mil SP, and no forge gun, you suck.
I think that the Preset vehicles are very well balanced, and fit into the game very well. The militia Vehicles which can be purchased, should not be in the final build. Preset is cool, gives you a taste for buying good ones. The preset dropsuits are great too with this build. They just show you what's a few idea on loadout. Easiest way to explain the game is to show people a well fit loadout. I hope they keep the preset vehicles. No missile launchers on them.
Finally regarding everyone going to null sec. You poor oblivious EvE obsessed loons. Who REALLY cares enough about your corps to go to 0.0 and get bombarded from space all day long. Militia gear + grinding mechanic + PvE + Multi billionaire EvE players = Bothered about your contacts? Face? Bothered? Don't misunderstand, I'm loving the idea of going planet grabbing. But that isn't happening any time soon. We have time to work out exactly what will draw players to 0.0 (Don't argue "cruel New Eden." New Eden is like a fantasy land with ponies and rainbows compared to any Diablo game on HC.) |
Darrbugg
Tal-Romon Legion Amarr Empire
6
|
Posted - 2012.07.06 03:39:00 -
[2] - Quote
I think in a different thread I saw some discussion being that given the size of the EVE/DUST universe, there would probably be planets or contracts that would be specific for newer people. Some mention of Nullsec (new to EVE so I'm not sure what it is).
I did ask the same thing myself as I had it handed to me for awhile when I started.
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Traynor Youngs
Royal Uhlans Amarr Empire
287
|
Posted - 2012.07.06 03:41:00 -
[3] - Quote
I have been thinking about the SP issue and my thoughts are that the amount of SP's you get for active skilling should be asymptotic and by that I mean that it when you first start the game it should rise quickly, and as you progress, the SP gain should drop off (from active skilling, passive should remain the same) and it should be based on the average SP of everyone involved in the match.
Specifically (with made up hypothetical numbers) your skill point gain for activity should have a steady decomposition of about 10% per year down to a minimum of 50% (after 5 years) so that when you start the game, something that would get you 100 skill points, after 5 years of playing would only get you 50 points. Also, your active skill points would be further adjusted by the relative SP of the entire battle. So, you take the average SP divided by your skill points, and multiply your active gains by that number.
So for example to illustrate my point.
You are Uber Proto-Man (not actual Protoman, a non descript player) with like 40 million SP's and you end up in a match where the average SP of everyone is around 5 million. This means that you are 8x the average SP and thus all of your active SP gains are x(1/8) of what they would have been. Also, since you have been in the game a long long time (5 years), the active skilling is peaking and you get about 50% of the base active skilling you were getting when you started. So you have a match that would net you 100,000SP, but after the veteran penalty of 50%, you get 50,000, then you take the average (5 million) divided by your SP (40 million) and multiply that (1/8) by your 50,000 which gives you 6,250 SP. With the augment you would get 9,375.
On the flip side, you are a total NOOB. You have 350,000 SP. You end up in a match where the average is 7 million SP. (20X). You have a match that would have gotten you 10,000 sp. You are new so you are at 100% active skilling. Then take the average (7 million) divided by your SP (350,000) and you get 20, multiply that by 10,000 and you get 200,000SP for one match. With the augment for skill boost, you would get 300,000SP.
This way, even new players can feel like they are progressing while they are not good enough to really be gaining much in real terms, whereas the veteran players would be more driven by the conquest attribute of the game vice the skill point leveling.
Also, this method makes the actual SP gain curve more closely resemble the real life learning curve (steep at first and tapering off at the top).
It is important to remember that active skilling now is 4X as good as it will be at launch and it is of course subject to balancing. |
Tony Calif
Seraphim Initiative. CRONOS.
2002
|
Posted - 2012.07.06 03:47:00 -
[4] - Quote
@Darrbugg I was fine starting out, but thought I'd test it at the end of the last build. So deleted a char, and went fighting people I played MAG with. Scores dropped from 15-40 kills per game down to 2. Once I had the basics again things improved. Around 1-2 mil is the turning point from what I could tell. |
Ronin Odachi
38th Joint Tactical Command
127
|
Posted - 2012.07.06 05:10:00 -
[5] - Quote
Traynor Youngs wrote:I have been thinking about the SP issue and my thoughts are that the amount of SP's you get for active skilling should be asymptotic and by that I mean that it when you first start the game it should rise quickly, and as you progress, the SP gain should drop off (from active skilling, passive should remain the same) and it should be based on the average SP of everyone involved in the match.
Specifically (with made up hypothetical numbers) your skill point gain for activity should have a steady decomposition of about 10% per year down to a minimum of 50% (after 5 years) so that when you start the game, something that would get you 100 skill points, after 5 years of playing would only get you 50 points. Also, your active skill points would be further adjusted by the relative SP of the entire battle. So, you take the average SP divided by your skill points, and multiply your active gains by that number.
So for example to illustrate my point.
You are Uber Proto-Man (not actual Protoman, a non descript player) with like 40 million SP's and you end up in a match where the average SP of everyone is around 5 million. This means that you are 8x the average SP and thus all of your active SP gains are x(1/8) of what they would have been. Also, since you have been in the game a long long time (5 years), the active skilling is peaking and you get about 50% of the base active skilling you were getting when you started. So you have a match that would net you 100,000SP, but after the veteran penalty of 50%, you get 50,000, then you take the average (5 million) divided by your SP (40 million) and multiply that (1/8) by your 50,000 which gives you 6,250 SP. With the augment you would get 9,375.
On the flip side, you are a total NOOB. You have 350,000 SP. You end up in a match where the average is 7 million SP. (20X). You have a match that would have gotten you 10,000 sp. You are new so you are at 100% active skilling. Then take the average (7 million) divided by your SP (350,000) and you get 20, multiply that by 10,000 and you get 200,000SP for one match. With the augment for skill boost, you would get 300,000SP.
This way, even new players can feel like they are progressing while they are not good enough to really be gaining much in real terms, whereas the veteran players would be more driven by the conquest attribute of the game vice the skill point leveling.
Also, this method makes the actual SP gain curve more closely resemble the real life learning curve (steep at first and tapering off at the top).
It is important to remember that active skilling now is 4X as good as it will be at launch and it is of course subject to balancing.
Gar lost my whole rant! Curses!
OK, in a nutshell, this closes the gap too quickly, noobs have use just being noobs, give em a booster and a bunch of SP when they start and let them remap it a few times if they want to. Vets get shafted, would take months to advance just one level in some skills. I've run around in full noob attire and done well for myself, even with equipment that I have very few bonuses (boni) for. EVE's famous rubix's cube approach? No, but not coddling them either.
My apologies if this sounds a tad hostile, trying to be more concise here. |
Tony Calif
Seraphim Initiative. CRONOS.
2002
|
Posted - 2012.07.06 10:24:00 -
[6] - Quote
Good post Traynor, except high sp players shouldnt have the years decrease in addition to the rest. |
Eflin Trollunge
Circle of Huskarl Minmatar Republic
10
|
Posted - 2012.07.06 11:43:00 -
[7] - Quote
I sort of sadly picture a system similar to what new players do in eve Tackelers.
either a some young pup armed primarily with militia web grenades(if they exist)
or hell militia dropships with orders, go crash into that turret. |
Fuma Centuri
Amarr Templars Amarr Empire
107
|
Posted - 2012.07.06 12:04:00 -
[8] - Quote
I believe CCP is planning to do what they do in EVE "New players join daily, even though there are people who have a thousand times more points than you, there will be newbies for you to play with anyway!" (Paraphrased advertisement from the EVE website)
So in the end, they hope new players will keep coming and as long as they stay to random battles in NPC corps, they will get similar matchmaking. As soon as they go into battles done on contract by EVE players, they will probably serve as cannon fodder with swarm launchers to chip at the enemy vehicles. |
Cong Zilla
Seituoda Taskforce Command Caldari State
15
|
Posted - 2012.07.06 12:07:00 -
[9] - Quote
I'm sorry but posts like this are just a total waste of everyone's time. There are so many systems that will effect this like basic matchmaking that aren't in game. |
EnglishSnake
Zumari Force Projection Caldari State
1012
|
Posted - 2012.07.06 12:09:00 -
[10] - Quote
I like option 1 the best tbh
I am currently on 8.3mil SP and do not have a forge gun loadout at all since this build im specializing in being a AR foot solider atm
The big question is 'will noobs/new players stick with the game' with the current example of 10mil SP players beating up on the fresh meat who enter late maybe because COD 8 and BF5 finally hit rock bottom
Now in the beta i will routinely come up against a few new players and dominate them while my shields may not even get a scratch, thats not taking in any hit detection problems which we do still have so in fact they may have taken my shields down if it was working but we dont know. But this is a beta in random vs randoms games with the current SP being 4x what it will be in release so for me to be at the level i am now would take prob a couple of months maybe depending what level i play at (high/low/null) and that is not including anymore skills that i may want to train up for and same with the mods
Its a bad example right now, we cant group up or enter diff sec or even play against other similar SP players, everyone is thrown into the melting pot so problems like this look worse than ever but put it into a bigger picture and it doesnt look so bad
For me the question is 'why would a 10mil SP player who has been playing this game for a couple of years be bashing new players?'
General quick answer is hes a K/D ***** stomping on new players for fun and they maybe a few of them but name me a game in which this doesnt happen?
But also its how new players come into the game, some may pick up up just because its free and give it ago, others may have the game reccomended by a friend or even join a corp from one game and move onto DUST because of the corp
If they join DUST because of a friend or a corp then in general they will give this game time to get used to but also will have help along the way
In EVE high/low and null is open to everyone at the start, the only reason some players cant enter high is because of ther sec status now we dont know if this will effect DUST players or even how it will effect DUST players but if a mechanism like this exists in DUST as it does in EVE it may seperate the long term players from the new players
Another way is a simple SP cap between high and low so the newer players have a place to learn the game and get to grips with all it has to offer
For new players entering the game 1-2 years later from release alot may have changed, we know the SP progression will be alot slower, corps will be formed and destroyed and the same for alliances, EVE intergration will be fully in etc
Then the question can be 'why is high SP players not in corps?'
Some may not give a **** about corps and only hop on DUST when they want something different or just to generally have fun at the expense of noobs but by that time DUST maybe popular and thousands of battles maybe taking place so a few high SP players in high maybe rare tbh
In the beta this problem looks alot worse than it actually is, we are only getting a taste of what is to offer currently thus the big picture is not getting looked at |
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Garrett Blacknova
Codex Troopers
1849
|
Posted - 2012.07.06 12:22:00 -
[11] - Quote
The system is already built so the more valuable skills require a greater investment, and remember we're currently running at 4x actual SP earnings. At a certain point, instead of upskilling, you'll only have the option to diversify, becoming good at MORE things rather than becoming better at what you choose to do.
I think it would be nice if they incorporate a system where low-level players gain bonus SP for taking out more experienced players, and those high-level players get less reward for beating on the cannon fodder. I'm not sure what the exact modifier should be or how to apply it, but I'm sure CCP can come up with something. |
Traynor Youngs
Royal Uhlans Amarr Empire
287
|
Posted - 2012.07.06 14:05:00 -
[12] - Quote
Garrett Blacknova wrote:
I think it would be nice if they incorporate a system where low-level players gain bonus SP for taking out more experienced players, and those high-level players get less reward for beating on the cannon fodder. I'm not sure what the exact modifier should be or how to apply it, but I'm sure CCP can come up with something.
That was basically the intent of my math heavy post earlier.
It gives noobs who jump into a battle where they are outgunned a scaling bonus for doing things while a veteran gets much less for beating on the little guys. |
Traynor Youngs
Royal Uhlans Amarr Empire
287
|
Posted - 2012.07.06 14:12:00 -
[13] - Quote
Ronin Odachi wrote:[ Vets get shafted, would take months to advance just one level in some skills.
This would only be the case when vets are in games against noobs.
Also don't forget that they would be getting passive skilling as well.
As a null sec player in Eve, I know that at a certain point, the game is less about the next shiny bigger ship and more about the next war/battle/conquest. I assume that Dust will be the same.
The Veterans who have 40 million SP + are going to be more concerned with whether their Corp/alliance is able to pull off their next big offensive in Delve, not with how long it is going to take to get that prototype turret for their HAV.
And, as I said, the way I have it written if a 40 million SP guy gets into a battle where the average is 40 million, he would get the 50,000 he would normally have gotten. Or more if the average SP was higher, which if his CORP is assaulting an equal of better CORP, it very well might be a lot higher.
If you think 10 years out as CCP are, you should be trying to figure out ways to level off the progression gains so that what decides the big battles are skill/tactics/resources and not time invested only. Thats the way Eve works.
No one wants to join a game ofter it has been out for 10 years and play for 2-3 months only to realize that they can NEVER compete with the veterans. That is bad game design. The only way to allow the new players to be able to feel that they can catch up is to have the vets slow down over time.
Most games accomplish this by having a level cap, but those are arbitrary and dumb and fundamentally not sandbox mechanics.
I think it is a rather elegant and not heavy handed solution.
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Garrett Blacknova
Codex Troopers
1849
|
Posted - 2012.07.06 14:55:00 -
[14] - Quote
I don't think you should punish a player because they've been playing a long time.
If you're an intermittent player with about 2 million SP and 3 years' experience, you shouldn't be at a disadvantage in SP earning against someone who's been highly active and managed to build up 2 million SP in 6 months.
The amount of time you've been part of DUST shouldn't reduce your active SP earnings. That punished long-term players instead of rewarding them.
The increasing SP requirements for higher-level skills is enough penalty in itself. |
Ronin Odachi
38th Joint Tactical Command
127
|
Posted - 2012.07.06 15:45:00 -
[15] - Quote
Traynor Youngs wrote:Ronin Odachi wrote:[ Vets get shafted, would take months to advance just one level in some skills. This would only be the case when vets are in games against noobs. Also don't forget that they would be getting passive skilling as well. As a null sec player in Eve, I know that at a certain point, the game is less about the next shiny bigger ship and more about the next war/battle/conquest. I assume that Dust will be the same. The Veterans who have 40 million SP + are going to be more concerned with whether their Corp/alliance is able to pull off their next big offensive in Delve, not with how long it is going to take to get that prototype turret for their HAV. And, as I said, the way I have it written if a 40 million SP guy gets into a battle where the average is 40 million, he would get the 50,000 he would normally have gotten. Or more if the average SP was higher, which if his CORP is assaulting an equal of better CORP, it very well might be a lot higher. If you think 10 years out as CCP are, you should be trying to figure out ways to level off the progression gains so that what decides the big battles are skill/tactics/resources and not time invested only. Thats the way Eve works. No one wants to join a game ofter it has been out for 10 years and play for 2-3 months only to realize that they can NEVER compete with the veterans. That is bad game design. The only way to allow the new players to be able to feel that they can catch up is to have the vets slow down over time. Most games accomplish this by having a level cap, but those are arbitrary and dumb and fundamentally not sandbox mechanics. I think it is a rather elegant and not heavy handed solution.
I absolutely agree that noobs should be able to contend with vets, but where we differ is in how difficult we think it is to do that. A noob in full militia can still be effective as a part of a group, or if he gets the drop on an enemy, never mind if he specs into something.
As an EVE player, you should know this too; EVE noobs are able to contend with the rest of us by focusing on depth rather than breadth of skills. If noobs are provided with enough SP right off the bat to spec into some half-decent tier 1 gear, they'll be even more effective.
I do like the idea of vets getting reduced SP for killing noobs, and noobs should get more for killing vets. However, I'm thinking more along the lines of 50% reduction as the absolute maximum, or a 100% increase max for noobs. Only getting 12% of the SP you would get otherwise would just be frustrating, and punish players for playing the game longer.
Now I'm not sure how the game determines how much SP you get each battle behind the scenes, but I think that reductions should work as follows: if a player kills another player say, 10 million or more SP below them, they get a 50% reduction in SP for that one kill. At 9 million different, it would be 45%, at 8, 40%, etc. (The discrepancy would likely have to be increased for the maximum and scaled, but you get the idea)
The inverse would be true for noobs; for killing someone 10 million SP or more above you, you get twice as many SP, 100% increase. For 9 million, 90% more, etc. Again, this would likely be a higher SP difference, and scaled.
Using that system would give vets more incentive to capture and hack rather than kill, as they would get no SP reduction for such actions. Noobs would be well rewarded for vet kills, but the comparative ease of completing non-combat objectives would also promote teamwork. The end result would be vets being punished less, noobs being able to catch up more quickly and being rewarded for what many of them likely came to do in the first place: shoot people in the face. As they advance, they'll stick around; come for the pew pew, stay for the depth.
EDIT: not sure how quickly the average player will be able to acquire SP (without modifiers), so the above system is more about the paradigm than the actual numbers. |
Garrett Blacknova
Codex Troopers
1849
|
Posted - 2012.07.06 15:59:00 -
[16] - Quote
Ronin Odachi wrote:I absolutely agree that noobs should be able to contend with vets, but where we differ is in how difficult we think it is to do that. A noob in full militia can still be effective as a part of a group, or if he gets the drop on an enemy, never mind if he specs into something.
As an EVE player, you should know this too; EVE noobs are able to contend with the rest of us by focusing on depth rather than breadth of skills. If noobs are provided with enough SP right off the bat to spec into some half-decent tier 1 gear, they'll be even more effective.
I do like the idea of vets getting reduced SP for killing noobs, and noobs should get more for killing vets. However, I'm thinking more along the lines of 50% reduction as the absolute maximum, or a 100% increase max for noobs. Only getting 12% of the SP you would get otherwise would just be frustrating, and punish players for playing the game longer.
Now I'm not sure how the game determines how much SP you get each battle behind the scenes, but I think that reductions should work as follows: if a player kills another player say, 10 million or more SP below them, they get a 50% reduction in SP for that one kill. At 9 million different, it would be 45%, at 8, 40%, etc. (The discrepancy would likely have to be increased for the maximum and scaled, but you get the idea)
The inverse would be true for noobs; for killing someone 10 million SP or more above you, you get twice as many SP, 100% increase. For 9 million, 90% more, etc. Again, this would likely be a higher SP difference, and scaled.
Using that system would give vets more incentive to capture and hack rather than kill, as they would get no SP reduction for such actions. Noobs would be well rewarded for vet kills, but the comparative ease of completing non-combat objectives would also promote teamwork. The end result would be vets being punished less, noobs being able to catch up more quickly and being rewarded for what many of them likely came to do in the first place: shoot people in the face. As they advance, they'll stick around; come for the pew pew, stay for the depth.
EDIT: not sure how quickly the average player will be able to acquire SP (without modifiers), so the above system is more about the paradigm than the actual numbers. I like how you're thinking here.
+1
Very similar to what I was thinking, but MUCH better worded than I would have been able to manage. |
Milk Supreme
ZionTCD Legacy Rising
127
|
Posted - 2012.07.06 17:31:00 -
[17] - Quote
There will be contracts out there that will be worth little.
These battles should draw in the new crowd because to them, that money is heaps.
Veteran players won't risk their higher tier gear to fight these battles as the reward for the whole contract would be worth less than a single set of their good gear.
As in EVE, just because you can fly Capital Ships, you don't give up flying Frigates.
The new guys will be playing with similar gear as the veteran players on these battles and should be relatively fair.
If you've ever looked at the actual bonuses the character skills give you, they're actually very little and just like in EVE, skills bring diminishing returns.
If some Veteran decides to bring his best stuff and die to 2 new guys with militia assault rifles, he's going to hurt a lot more than everybody else in the battle.
They might be able to easily replace it due to playing more, but that's their choice. |
RolyatDerTeufel
D3ath D3alers RISE of LEGION
1648
|
Posted - 2012.07.06 17:33:00 -
[18] - Quote
New players go in in a few years, stay in highsec for a bit get a nice corp and move out to the nullsec battles.
They'll stay, just because how different it is then anything they've ever seen before. |
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CCP Frame
Royal Amarr Institute Amarr Empire
351
|
Posted - 2012.07.16 09:32:00 -
[19] - Quote
We are going to have highsec matchmaking system in place. |
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Encharrion
L.O.T.I.S. Legacy Rising
104
|
Posted - 2012.07.16 10:54:00 -
[20] - Quote
CCP Frame wrote:We are going to have highsec matchmaking system in place.
Exactly what I was about to say would probably be in the game, low sp characters won't fight high sp characters much because they will be placed in different games. |
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STB-Snyped EV
Circle of Huskarl Minmatar Republic
20
|
Posted - 2012.07.16 12:22:00 -
[21] - Quote
will this cover people using low level people to assist them in finding games? i.e a low level is group 'leader' so to speak and they have a lot of high levels in the group what will happen then? |
Sha Kharn Clone
Seraphim Initiative. CRONOS.
1087
|
Posted - 2012.07.16 13:12:00 -
[22] - Quote
Give the noobs RE and its all fixed \o/.
I dont think anything needs to change because once you do get proto it dont get any better you just train other gear. Massive SP just gives the vets more gear to pick from. |
Icy Tiger
496
|
Posted - 2012.07.16 16:28:00 -
[23] - Quote
Sha Kharn Clone wrote:Give the noobs RE and its all fixed \o/.
I dont think anything needs to change because once you do get proto it dont get any better you just train other gear. Massive SP just gives the vets more gear to pick from.
You forget vehicles. Vets with great vehicles will demolish the noobs. |
Jason Sera
DUST University Ivy League
18
|
Posted - 2012.07.16 18:54:00 -
[24] - Quote
I am a noob! I am even pretty bad at first person shooters. However, there are plenty of differrent roles you can train for so you can always play toward your strengths. Furthermore, the people who stay with this game won't be staying for just the first person shooter action. They will stay with it because of all of the social aspects, relationship building and all of the depth that the game will have. No matter when you start playing this game, there will always be somebody who is much higher ranked than you. That's OK! There will also be many people who are lower ranked than you. The game will balance itself out and we'll all be here for years playing it on our PS4.... |
Dragon Grace
Osmon Surveillance Caldari State
15
|
Posted - 2012.07.16 19:01:00 -
[25] - Quote
there is logic here to the OP.
when paying COD or something, you level and unlock hardware....and often it can give you the edge, or the enemy the edge if you are new.
however....there will be so many places where new people can fit in. there are a number of roles for new people to fill in a corp. i know a handful of people in real life who to be logi in eve....a support role. they dont kill much...they keep everyone else alive. and thats what they are hoping to do in Dust514 when its released. so there is no guarantee than new people will have problems fitting in. there are so many places for so many people.
plus...is it not the same in almost any game. World of tanks is an example of the same thing. the only difference here is just like in eve....if you are new, you work to create your character and start laying the paving for your name and your legacy. Dust514 has just as much chance of people becoming icons and legends as in eve. you just gotta work at it thats all.
anyone who has looked at what Dust514 is, and what its part of, before playing will understand this. EVE is HARD! DUST IS HARD! im sure CCP arent going to make it easy for the noobs. they didnt in eve and this is the same universe with the same dangers and the same war!
new people in new eden are taught lessons quickly, and they learn just as quick. both in EvE and DUST. this isnt a problem in the game. there are so many thing that need changed....but this isnt one of them i dont think. Anyone who plays eve will understand this easier and more than someone who hasnt right enough...but the community of EvE is strong and open. im sure we will make everyone fit in somewhere.
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EVICER
63
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Posted - 2012.07.16 23:35:00 -
[26] - Quote
I played for only 2 weekends.The MERC pack gives people what they need (if Smart).To keep you from totally getting your a$$ kicked.Once the NDA is lifted there will be plenty of people on the web telling people how to start out right.Im sure some clans will also share information amongst themselves giving those players an edge....trust me if the game is good and it is.There is source information and these forums.If a player use's them to educate themselves to ask questions.If a player starts out in a NPC Merc corp those forums will have tips for them to use.If they just spent all there SP on tank skills they will quicly find out that outside the tank they suck but inside they do not.Will soon get the jist.Your not giving people enough credit.
Anyone getting on to this game from the beginning seeing how complicated it is with the skills and jumping in with both feet thinking they're gonna do things without reading descriptions checking for prereqs is just asking to learn the hard way.
This game will be more than just an FPS. |
Baal Roo
Subdreddit Test Alliance Please Ignore
811
|
Posted - 2012.07.16 23:47:00 -
[27] - Quote
CCP Frame wrote:We are going to have highsec matchmaking system in place.
Problem solved
/thread |
DRaven DeMort
Osmon Surveillance Caldari State
15
|
Posted - 2012.07.17 00:59:00 -
[28] - Quote
Leave it don't touch it love it as is. you have to grind and spend days or week on getting new upper level skill, but the ships are a bit cheep they should be more expensive because a rifle should not be as expensive as a ship. |
howard sanchez
Conspiratus Immortalis
448
|
Posted - 2012.07.17 01:35:00 -
[29] - Quote
Milk Supreme wrote:There will be contracts out there that will be worth little.
These battles should draw in the new crowd because to them, that money is heaps.
Veteran players won't risk their higher tier gear to fight these battles as the reward for the whole contract would be worth less than a single set of their good gear.
As in EVE, just because you can fly Capital Ships, you don't give up flying Frigates.
The new guys will be playing with similar gear as the veteran players on these battles and should be relatively fair.
If you've ever looked at the actual bonuses the character skills give you, they're actually very little and just like in EVE, skills bring diminishing returns.
If some Veteran decides to bring his best stuff and die to 2 new guys with militia assault rifles, he's going to hurt a lot more than everybody else in the battle.
They might be able to easily replace it due to playing more, but that's their choice.
This is a TERRIFIC thread with great input from multiple sides of the evolving DUST playerbase.
And this post by Milk made me think more about how to balance the whole equation. Multiple currencies in play - Skill Points, ISK, asset value, AUR -- but don't forget the whole NEW Currency system that we haven't played with yet:
Warpoints
And a brand new system of currency that is exclusive to DUST mercs means that inflationary effects from EVE's player base can't monopolize this sub-economy.
Think of how CCP can use Warpoints (i think it might be the cost of calling down equipment ) to balance and scale a diverse field of DUST players. |
EVICER
63
|
Posted - 2012.07.17 01:45:00 -
[30] - Quote
CCP Frame wrote:We are going to have highsec matchmaking system in place. I read this earlier.Yes please dont forget fellas they have been running EVE for awhile and they have a system (High Sec and Lo sec areas)in that game that doesnt subject the new player to straight beat down day one.
Thanks for the info. |
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Zeran Haggai
Royal Uhlans Amarr Empire
196
|
Posted - 2012.07.17 02:38:00 -
[31] - Quote
I understand why people are concerned about this issue. It's a totally valid concern, and i'll bet CCP has been thinking about it long before we started testing. That being said i think it's beyond the scope of the current beta, possibly beyond the scope of the beta in general. The effects of the gap in player gear is currently so inflated due to increased SP gain, a total lack of any kind of match making, and the "beta weekend" ridiculousness of throwing a bunch of clueless newbies in with a bunch of people who have been playing for a month that we really don't have a viable basis to judge it on. Stick this issue in the "wait and see" section IMO, we don't have enough info on what they have planned. |
Vrain Matari
ZionTCD Legacy Rising
404
|
Posted - 2012.07.17 03:00:00 -
[32] - Quote
I don't think there's any griefing like EVE griefing. Spawn camping noobs doesn't begin to compare with what gets done to new players in EVE. An exhaustive list of EVE griefing strategies takes up pages.
My point is CCP have dealt with world-class griefers day-in and day-out for 9 years. To imagine that they can't think their way around fps spawn-campers and noob-stompers is ludicrous.
I'm surprised there is going to be a matchmaking system, it feels uncomfortably alien to New Eden, tbqh. I'm suspending judgement until we get the details, and it will be only highsec, fine, but I have this niggling fear that the space-black heart of New Eden may be stained with grey.
This means that the hard core in New Eden will always be the pod pilots. It's sad that the mercs will never get a chance to toughen up like the pod pilots do - it's those first few brutal months in EVE that we all remember and cherish. A trial by fire survived, brutal adversity overcome, is transformative.
These measures undoubtedly will be good for the size of the player base, but they relegate Dust mercenaries to the role of second class citizens, never given the opportunity to truly prove themselves in the real New Eden. |
Sojuro Ryo
Zumari Force Projection Caldari State
189
|
Posted - 2012.07.17 03:06:00 -
[33] - Quote
It's very simple. You can have all the game skills possible but if you can't hit the target you ain't going to win. And we all know that there is a bug with the hit detection box so y'all can stop you damn crying and wait for them to fix it. |
Noric CLONE006
1
|
Posted - 2012.07.17 04:55:00 -
[34] - Quote
CCP Frame wrote:We are going to have highsec matchmaking system in place.
I think this is a good start.
What about also making it stupid to run around with a single piece of proto gear in a highsec match? In the eve fashion, make it so the payout for say 5 highsec matches is less than a single piece of proto gear. Make it so lowsec and nullsec have higher payouts. An experienced player would make more money in low sec or null sec and creates an incentive for more experienced players to leave highsec to the noobs. |
King Snuggler
Villore Sec Ops Gallente Federation
9
|
Posted - 2012.07.17 07:33:00 -
[35] - Quote
EVICER wrote:I played for only 2 weekends.The MERC pack gives people what they need (if Smart).To keep you from totally getting your a$$ kicked.Once the NDA is lifted there will be plenty of people on the web telling people how to start out right.Im sure some clans will also share information amongst themselves giving those players an edge....trust me if the game is good and it is.There is source information and these forums.If a player use's them to educate themselves to ask questions.If a player starts out in a NPC Merc corp those forums will have tips for them to use.If they just spent all there SP on tank skills they will quicly find out that outside the tank they suck but inside they do not.Will soon get the jist.Your not giving people enough credit.
Anyone getting on to this game from the beginning seeing how complicated it is with the skills and jumping in with both feet thinking they're gonna do things without reading descriptions checking for prereqs is just asking to learn the hard way.
This game will be more than just an FPS.
The problem is with that is a lot of people don't like to read things.... and you can tell when someone asks a bunch of questions when people have told them websites and other online resources to look at...those people will have the hardest time and probably quit cause they can't be bothered to learn and read things....its their fault and thiers only.
|
Garrett Blacknova
Codex Troopers
1849
|
Posted - 2012.07.17 09:18:00 -
[36] - Quote
King Snuggler wrote:The problem is with that is a lot of people don't like to read things... I'm pretty sure the correct answer to that is "Welcome to New Eden"
If you don't like reading, you're playing in the wrong-est universe here. |
Nick Phantom
Villore Sec Ops Gallente Federation
91
|
Posted - 2012.07.17 09:46:00 -
[37] - Quote
Some people are having some problems.
I know someone that got 0 kills and was unable to get any objectives but they managed to get killed 12 times......
They asked me why they didn't get any SP. It's pretty simple you don't cap you don't kill you don't get any SP.
That could be changed to give some SP to people that aren't doing to well. A set amount for being in the game for 10 min - then 20 min. depending on how long the match lasts. Also for every death someone could get a SMALL amount of SP. Leaving the not so great players with a little less of a bad taste in there mouth.
Obviously deaths would not be as rewarding as a kill in terms of SP but would be something that players that are on the bottom would appreciate.
This would also help balance the game and keep not so great players interested. |
Dao Ferret
BetaMax.
25
|
Posted - 2012.07.17 13:47:00 -
[38] - Quote
Nick Phantom wrote:Some people are having some problems.
I know someone that got 0 kills and was unable to get any objectives but they managed to get killed 12 times......
They asked me why they didn't get any SP. It's pretty simple you don't cap you don't kill you don't get any SP.
That could be changed to give some SP to people that aren't doing to well. A set amount for being in the game for 10 min - then 20 min. depending on how long the match lasts. Also for every death someone could get a SMALL amount of SP. Leaving the not so great players with a little less of a bad taste in there mouth.
Obviously deaths would not be as rewarding as a kill in terms of SP but would be something that players that are on the bottom would appreciate.
This would also help balance the game and keep not so great players interested.
If they can't 1-on-1 an enemy, or capture an objective then they could: - travel with a group and try to get assists - find a vehicle and get in a gunner position - throw down a drop-uplink and hope someone uses it - throw down a nano-hive by a heated firefight, or hotly contested point
All require zero SP points spent (assuming militia DU and NH), and allow the person to gain SP.
The only games you get zero SP for, are games where you've contributed nothing to the overall success of your side. If this keeps happening, then you need to re-examine your playing strategy/style. Granted, some play styles are not yet supported properly (exclusive drop-ship pilot is so-so, starting as a sniper is a pain SP wise from what I hear, some support tracks are middling supposedly), but if its a matter of your chosen profession not quite meshing with the beta, thats fine. Mention it in the forums, hopefully it will be fixed.
If you're regularly in a game for 10-20 minutes and haven't been able to get any SP, then you need to re-examine how you're playing (as a one time thing, stuff happens, as a regular thing, something is off). |
Cain Hardestadt
Amarr Templars Amarr Empire
0
|
Posted - 2012.07.17 16:02:00 -
[39] - Quote
I believe that all Corps should be looking for new blood, because every Corp is going to loose players over time. The Corp will have to do this to keep their numbers high. They will loose players to other corps, or just the fact that Life happens. When recruiting new players, the vetern corp gains the advantage of training the player in the way they like to operate.
I'm sure there are roles that you can put your new players in, that will make them useful for the corp and give them the time they need to become self-sufficient. |
Templar Two
Villore Sec Ops Gallente Federation
459
|
Posted - 2012.07.17 16:19:00 -
[40] - Quote
Why have matchmaking in a FPS MMO? No reason to play Dust 514 if you are going to get the usual FPS routine.
Also why CCP you keep dividing players? Really all these divisions (in game-Skills, security/rank zones a.k.a. Hig-low-null sec, matchmaking, PVE, etc...) negates and remove all sandbox elements.
Why newcomers needs to be at the appropriate level to participate to the action, otherwise they are naturally disadvantaged as in RPG, when in all competitive FPS any new player with skill can help immediately? Really I am a FPS vet and frankly the fact that in Dust 514 I need in-game items/skills/money to compete appropriately is insulting. Also why do you create a matchmaking system instead then removing these safe zones (which belongs to MMO RPG but not to MMO FPS) since in FPS player's skills decide who wins and player's XP/gear is not a divider? What's is this a FPS school!? Most of us have years of that experience in FPS training and don't need any babysitting...not to mention that players that want to play an MMO FPS will find themselves forced into in a Battlemoon-Matckamkign with big maps thanks to this RPG skill system.
Why the divisions in a game that is suppose to deliver ONE UNIVERSE, ONE WAR? |
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La Gris Feu
Covenant Security Solutions
25
|
Posted - 2012.07.17 16:33:00 -
[41] - Quote
I didn't read through all of this, but, it shouldn't be so hard to sort non-corp battles by an SP filter. Like say people under 1-2 million SP have their own arenas as it were. Or say there are battlemoons that allow players to gain SP, but actual skills and non-militia equips are stripped in combat; which actually sounds fun to me, for that simple start up and go kind of gameplay. Plus there are going to be PCvNPC battles which will allow new players to grind in a cooperative environment.
That way it will only be rough on new players when they rally for corp wars, which could help them acquire a sense of awe and appreciation, without feeling overall impotent by comparison, and add a realistic battle dynamic for commanders to consider when deploying troops/forming battalions and squads.
And I'm seconding a base level of SP per round. You always get paid, so why wouldn't you always get SP? Not to mention there is more to learn in defeat than there is in victory. Someone who wins usually already possesses skill, and someone who loses does not; meaning it's more likely that the loser will learn something, or acquire greater skill.
On that note I would also support decreasing more senior players' SP income, but only if there are sufficient other distractions so the feeling of progress remains intact. Corp wars will do well, but exploring, crafting/building, aesthetic pursuits (being able to buy a larger house and decorate lol), and that sort of thing should be in place as adequate distractions. |
SGS Nightmare
Zumari Force Projection Caldari State
0
|
Posted - 2012.07.17 22:25:00 -
[42] - Quote
Personally I don't see the issue with having match making services for 'quick play' players- in fact I think it's a good thing, it will prob. Take the place of faction warfare. In regard to noobs joining player corps, they will have their part to play as they learn, if not, like EvE the corps will have a minimum skill point limit before you can join them, so you will have to grind the 'quick play' FW games until you get your SP up to a resonable level. As for the way the skills are dished out, maybe the noobs could have a SP booster for the first so many points to bring them up to usable level ( this currently happens in EvE) but to decrease the skills earned by the older chars, I think it's a ludicrous idea as the SP requirement will be larger and larger as the tier goes up and obviously the SP requirements for vehicles should be even higher still, this will mean that mainly the longer serving chars. will use the vehicles maybe? |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
|
Posted - 2012.07.17 22:46:00 -
[43] - Quote
I have an idea for a way to keep the newbs from being constantly pummeled by proto vets. Its about items, not skills. https://forums.dust514.com/default.aspx?g=posts&t=26571
copy/paste
KAGEHOSHI Horned Wolf wrote:EDIT - Guessing no one read this. TL;DR version: There should equipment restrictions based on security level, this will make the game tolerable for newbs as well as people without that much time on their hands to play; this would help them play the game without being constantantly massacred by those with superior weapons and equipment. Highsec should restrict advanced and prototype gear, lowsec show only restrict prototype gear, and nullsec should only restrict nothing. Dust 514 and EVE Online are already built around the idea of different areas of space have different security levels which affect what you can do there.Many people feel that new players don't really have a chance against veteran players who have superior weapons, dropsuits, and other equipment. This is a major barrier to enjoyment for new players, and can really impede the growth of the game's playerbase; joining a battle with basic gear, and being steamrolled by experienced players with the added advantage of superior equipment can really turn someone away from a game. Players that don't have much time to play will also feel punished since they make enough skill points to be able to use the mre powerful equipment, and thus be at a severe disadvantage. Some would say that it is skill, and not expensive equipment that wins battles, but consider these scenarios: Two teams are overall equal in skill, and tactics, but one team has prototype gear while the other uses militia. Which team do you think will win? Obviously the one with the prototype gear.
The same two teams again, but the team using militia equipment is slightly more skilled than the ones using prototype gear. Who do you think will win? It is more than conceivable that the team with prototype gear could still win despite being slightly less skilled than their militia-equipped counterparts; this is because the difference in skill might be less than the difference in quality of equipment.
This game however is an MMO, so it does make sense that you would get greatly superior equipment as they progress, that is how MMO's work generally. The answer to the problem of equipment disparity is NOT to nerf the higher grade equipment since nerfing would make leveling up skills and spending extra money no longer worth it, and equipment does need to get better as you progress because of the MMO nature of the game. So what is the solution? Equipment restrictions based on security level. As many of you may know, EVE Online and Dust 514 are built to have different security levels reflecting how hardcore and risky certain areas of space are. The way security levels work can be altered a bit to limit what kind grades of dropsuits, guns, and other equiment can be used in each security level such that the lower levels become more friendly to newbs, and also to those who don't have much time to play. Example: High security battles should only allow militia and standard equipment.
Low security battles should allow up to advanced equipment.
Null security battles should have NO restrictions on what kind of gear you're allowed to use.
This would make the game actually enjoyable for those who are just starting, or don't have much time to play by allowing them to play in more regulated battle environments in which they aren't going against players with massive equipment advantages. Players who want to use advanced and prototype gear can go fight in lower security levels with other hardcore pros like themselves. CCP has made it know through countless interviews that they want this game to be accessible. They want this game to be something you can jump in and play for a quick battle without having to get deep into its MMO element. Nothing is accessible about joining a game with only militia items, and fighting a team with half their mercs using CreoDron Breach assault rifles, no one will want to just jump in and play. The more people this game manages to retain, then the more people will buy AUR to support CCP. You may not want your gear restricted, but you can always just go to nullsec and conquer planets and take contracts from EVE players without any gear restrictions, or you could go to lowsec with minimal restrictions. This thread is a response to two threads I saw that raised the valid issues brought by equipment difference. https://forums.dust514.com/default.aspx?g=posts&t=26486&find=unreadhttps://forums.dust514.com/default.aspx?g=posts&t=26548&find=unread
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EVICER
63
|
Posted - 2012.07.17 23:24:00 -
[44] - Quote
Vrain Matari wrote:I don't think there's any griefing like EVE griefing. Spawn camping noobs doesn't begin to compare with what gets done to new players in EVE. An exhaustive list of EVE griefing strategies takes up pages.
My point is CCP have dealt with world-class griefers day-in and day-out for 9 years. To imagine that they can't think their way around fps spawn-campers and noob-stompers is ludicrous.
I'm surprised there is going to be a matchmaking system, it feels uncomfortably alien to New Eden, tbqh. I'm suspending judgement until we get the details, and it will be only highsec, fine, but I have this niggling fear that the space-black heart of New Eden may be stained with grey.
This means that the hard core in New Eden will always be the pod pilots. It's sad that the mercs will never get a chance to toughen up like the pod pilots do - it's those first few brutal months in EVE that we all remember and cherish. A trial by fire survived, brutal adversity overcome, is transformative.
These measures undoubtedly will be good for the size of the player base, but they relegate Dust mercenaries to the role of second class citizens, never given the opportunity to truly prove themselves in the real New Eden.
Awesome sir eloquently written..I for one dont want a pacifier,nor do I want to be coddled. I might come out with a scratch or 2 but I want to become a Robber Baron grizzled veteran of countless engagements.Thats where the RP comes in...the dedication the commitment has brought me to this point(5 years hence).I will not be concerned nor even want to waste my time picking on newbs.I will have bigger fish to fry and plans within plans muhahahahaha |
Harmony Havoc
Crux Special Tasks Group Gallente Federation
4
|
Posted - 2012.07.18 00:24:00 -
[45] - Quote
I noticed something not in the beta but listed in market skill spike and cluster. With skill system eventually you cap relevant skills .however, from the description already listed this could be a viable way of helping close the gap of relevant skills. |
Nick Phantom
Villore Sec Ops Gallente Federation
91
|
Posted - 2012.07.18 00:27:00 -
[46] - Quote
I'm just trying to think of ways to help the less than great players. Even though he didn't contribute much to the success of the team he was pretty good and distracting the other players while someone else shot them lol.
He's my bro and I'm trying to teach him about this game and he loves the game so far but he is trying to find his footing. He only did that once then the next game he went 2-10 but still didn't get much in the form of SP.
Currently we are unable to run in squads with friends that could watch his back and when your in a game with people you just met they don't really do much in the way of watching other peoples backs.
All I'm saying is give them something for participating in a match even though they didn't directly contribute they were there putting the time in.
Not everyone can go 28-5. And with a lot of people spawn camping with tanks some people just aren't getting a lot of SP.
This would really help players that are just getting started and coming across the prototype weapons. Personally I wouldn't mind letting them have a little for every death as long as it's not as much as a kill is worth.
As far as contribution goes that should be more for ISK and not SP. SP should be learned not earned.
Every kill teaches you something and so does every death. Also time spent in a battle you learn something new so it only makes since to add SP for those things. |
The Robot Devil
45
|
Posted - 2012.07.20 04:34:00 -
[47] - Quote
CCP said it would take about 7 years to learn all the skills to the max. I think the build now gives lots of sp to see what it will look like in years 2 and 3. I started EVE a few months ago and some people have been playing for 8 years and I still play. The full build will be different and I would think slower growth. Most skills in EVE take at least a month of time to train to level 5 but in DUST I can get prototype skill levels in less than 2 days. The problem is that it should be more time based like EVE to slow rapid progression. Take a chill pill. It took 20 days to learn drone interfacing 5 and that's not counting training time of levels 1 - 4 |
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