Pages: 1 :: [one page] |
|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |
Rasori GlitchHound
DUST University Ivy League
3
|
Posted - 2012.07.12 15:37:00 -
[1] - Quote
I'm not going to imply that everything I mention here is new, heck most of it's probably addressed already (let me know if it has been and how, it'll make me feel better), I'm just planning on collating my thoughts/dreams/feedback on this thread. Interested to hear some counterpoints if anything is disagreed with. Also, I know I spend a lot of time on grievances, but don't get me wrong - I still am loving what I'm playing and expect to be loving it so much more as we approach release. (I am adding quotes containing valid counterpoints, to help people find information they might not have had before.)
- I'm having a lot of fun even without the squad dynamics I expect will make this game awesome, and [usually] in spite of the fixed spawn points.
- Gameplay on the whole is a lot of fun. While I expect a bit of balance tweaking, I'm surprised (and pleased with) how well the objective system and vehicles work, while ground combat simply feels right, most times.
- Fixed Spawn Points - Can I stress this more? Fixed spawn points are the reason tower-dropship-camping is effective. They're the reason it's possible to be killed by a remote explosive triggered exactly when your clone reactivates. They're broken.
My suggested fix is either the relatively obvious "randomize the location," or possibly having a circle (or even a donut) surrounding the objective where the player can choose to drop in at a spot of their choice. I recognize the difficulties of this (eg, the warehouses by C, do you spawn on the roof or underneath them?) but I'd greatly prefer the second, simply because I expect a randomized location to still be "randomly selected from a list of valid spots," which means the system can still be gamed (though definitely not as easily).
Asno Masamang wrote: [...]right now, we are playing on a static map. When the game goes live the maps will be generated at battle initialization time based on the decisions made by the corp / alliance leaders and squad / team leaders. The basic terrain will remain fairly standard, but the objectives and "buildings" will be different on almost every map. Additionally, as CCP has stated multiple times, they are aware of this issue and are working on it.
- Support Character Progression - I recognize that support characters aren't fully implemented yet (and also that it could just be that I suck), but it seems right now that progression is significantly faster for high K/D ratio players than for support characters. I'm trying to be a dropship pilot, but it feels at the moment that I don't get nearly as many skill points as my friend who is focusing on assault rifles and dropsuits, and part of that is because a good round for me could well be 0 kills and 0-2 deaths. I've invested a lot of SP into dropships (not enough for the top tier yet, I'm new), but I make significantly more SP when I manage to serve as a gunner in a tank (no SP investment at all) than I do as my chosen profession.
- Implement Parties & Friends - I don't care if I never get SP as a "support class," as long as I can work with people to actually provide that support. Sometimes I get lucky and have a player who knows what he's doing as a gunner and can work with me as a pilot, but much more often I wind up flying an empty dropship around (MCRU-fitted) and just hoping someone will give my ship some teeth, to no avail. I am so excited for parties to be implemented in this game.
Asno Masamang wrote:[...]grouping would actually reduce our ability to test right now. Yes, some people would still test, but we would have fewer people testing and more people engaging in an epeen contest. [...] Let us test and get the core mechanics better tuned before we implement grouping.
- Dropship vs Planet Problem - This will probably solve itself, mostly, once vehicle prices hit their actual value. (Which assumes that "Militia" equipment is a beta-only feature... is that confirmed?) I'd still like to see the planet (and I'd be willing to accept it from buildings/etc if I had to) do more damage to dropships. Ramming players is just silly - it ruins your gunners' abilities to aim, and it doesn't provide any service to any of the up to 4 other passengers you have. While I'll admit I'd love to get more kills as a pilot (and can therefore acknowledge the temptation to ram), it's just not right. If you're really starving for kills, perch yourself on a building near the objective your team is currently working on and provide fire support until they take it, which is a tactic I don't like but accept as an option for pilots in the current build.
- RDVs - Two problems here. For one, it's impossible for me to know who else is spawning what and where. The problem with this is that, especially in early game, it's possible to get RDV collisions which destroy one or both of the vehicles spawning. The best counter right now is to go away from everyone to request vehicles, but an improvement in RDV routing would be great. Second, I've had an RDV decloak inches in front of me (as a dropship), which caused me to crash into it. I don't think they're supposed to decloak that late (isn't it supposed to be about when they cross into the deployment zone?), but that one decloaked right in the middle of the map and wrecked my stuff.
I think that was everything I've come up with. Any comments? |
Corban Lahnder
ZionTCD Legacy Rising
158
|
Posted - 2012.07.12 15:55:00 -
[2] - Quote
Point 5. If your a squad leader if you indicate an objective, doing practically anything in its direct vicinity gives you defending objective points.
Problem is right now is squad mechanics arent really being used to there fullest potential for it to work, you need every one in your squad on mic, spawning in the same location, and every one in the squad having a good enough understanding of game mechanics for them each to play a role properly.
One thing we haven't seen alot of is squad maps like
Assault Assault Assault Heavy Light Logistics
something like that. In the future im sure people will use there squad to its fullest by co-ordinating actions. Its wierd. Un intentionally I think people who use party mechanics like in other MMO's: "DPS DPS DPS TANK HEALER" type roles might be very sucessful in this game. |
Asno Masamang
Odd Shadows Inc
122
|
Posted - 2012.07.12 16:07:00 -
[3] - Quote
Greetings,
Rasori GlitchHound wrote: Fixed Spawn Points - Can I stress this more? Fixed spawn points are the reason tower-dropship-camping is effective. First, you need to understand that right now, we are playing on a static map. When the game goes live the maps will be generate at battle initialization time based on the decisions made by the corp / alliance leaders and squad / team leaders. The basic terrain will remain fairly standard, but the objectives and "buildings" will be different on almost every map. Additionally, as CCP has stated multiple times, they are aware of this issue and are working on it.
Quote:Implement Parties & Friends - I don't care if I never get SP as a "support class," as long as I can work with people to actually provide that support. Something like this will be in the game before launch, but right now we are supposed to be testing. The problem is that grouping would actually reduce our ability to test right now. Yes, some people would still test, but we would have fewer people testing and more people engaging in an epeen contest. The last I saw was that launch was scheduled for November... Let us test and get the core mechanics better tuned before we implement grouping.
Quote:RDVs - Two problems here. For one, it's impossible for me to know who else is spawning what and where.
Actually, no. If you pay attention, you will know exactly when your vehicle is delivered and which one it is. The game tells you when the RDV is in-bound and what it is is carrying if it is for you, and then it tells you that it has delivered it. If you watch that and the place you were at when you called for it, you will know exactly which one is yours.
|
Rasori GlitchHound
DUST University Ivy League
3
|
Posted - 2012.07.12 16:23:00 -
[4] - Quote
Quote:Actually, no. If you pay attention, you will know exactly when your vehicle is delivered and which one it is. The game tells you when the RDV is in-bound and what it is is carrying if it is for you, and then it tells you that it has delivered it. If you watch that and the place you were at when you called for it, you will know exactly which one is yours.
That wasn't the point of the RDV complaint, it's the collision that sometimes happens if you call in the same region as someone else. I lost a dropship due to my RDV colliding with an LAV's RDV.
All the rest though, very valid points and thanks for clearing up the info on the maps. I didn't realize they were going to be dynamically generated, that's really cool! There's an argument to be made that we can't properly test balance + support classes until squad mechanics are in, but I think you'd be right in saying that it's better to wait until closer to release, in order to enable more testing. |
Aighun
Zumari Force Projection Caldari State
666
|
Posted - 2012.07.12 16:43:00 -
[5] - Quote
Asno Masamang wrote:
First, you need to understand that right now, we are playing on a static map. When the game goes live the maps will be generate at battle initialization time based on the decisions made by the corp / alliance leaders and squad / team leaders. The basic terrain will remain fairly standard, but the objectives and "buildings" will be different on almost every map. Additionally, as CCP has stated multiple times, they are aware of this issue and are working on it.
Maps will be made for existing planets in New Eden/ EVE. They should be able to push the terrain around quite a bit. THe build before this had a different kind of desert environment with canyons, cliffs, etc. No telling how far they will go, or how many different types of terrain they will build.
It isn't clear when it will happen but there is an idea that players will get to place installations on maps. Probably not for a while though.
Communications is one installation and will probably have the same A, B, C points every time you take a Communications outpost. Same with biomass. But they will hopefully make more varieties. I am assuming the Plateau map is just one giant installation that gets plugged into a map. |
Asno Masamang
Odd Shadows Inc
122
|
Posted - 2012.07.12 17:05:00 -
[6] - Quote
Aighun wrote:Maps will be made for existing planets in New Eden/ EVE. They should be able to push the terrain around quite a bit. THe build before this had a different kind of desert environment with canyons, cliffs, etc. No telling how far they will go, or how many different types of terrain they will build. Actually CCP had a recent blog post about this. They stated that the terrain will remain pretty static, but that the objectives will be placed / created by the choices made by the various leaders. I am of course paraphrasing, but they have stated that they will not be making static maps for the different planets. They may for the different planet types, but they will still be fairly static terrain, just randomized objectives / buildings.
|
|
|
|
Pages: 1 :: [one page] |