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Longshot Ravenwood
Algintal Core Gallente Federation
680
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Posted - 2012.07.13 04:43:00 -
[1] - Quote
Made a new character that I've been using (Reckless Longshot) to get a more first hand feel of how the difference in equipment & training over time may affect game-play balance.
I've really enjoyed myself. The only gear I've used on this character are the starting militia suits & militia gear. I'm stockpiling my skill points for now so that I can give realistic feedback regarding how the gameplay feels from a new player perspective. Well, as accurate as I can with my experience.
Wasn't top k/d by any means, but that didn't mean I couldn't find ways to contribute. I've taken out a tank that was shooting me & trying to run me down with my militia swarm launcher by the skin of my armor. Helped dominate the field by taking out defensive structures & manning turrets to assist with crowd control. Took out a gunner on a LAV with a sniper rifle then took his LAV joyriding. Set up a ton of reliable spawn points that ensured I raked in skill points from each match without even needing to make a kill.
There are a large number of strategies to deploy when dealing with the opposition, no matter how overpowering they may seem. What' i'd like to see to help encourage gameplay without having long term players griefing new recruits would be:
- NPC Mission System based on standings that unlocks "higher level" agents with progressively higher paying missions & difficulty levels.
- Skill spikes that you can plug into your clones to give you a specific level of proficiency in a skill.
- Skill clusters that allow you to plug entire pieces of a skill into your clone so that you can pick up entire weapon proficiencies.
- Salvage drops based on your equipment (which is largely tied to your skill proficiencies).
The Mission system & salvage rewards would encourage higher geared/skilled players to avoid lower ranked missions. The skills pikes & clusters will give newer players a chance to complete on an even field with older players (by improving skills and unlocking better equipment) & longer standing players the ability to customize their skill sets even further.
Anyway - GET BACK TO THE BLOODSHED. We can argue about this in the downtime. |
Longshot Ravenwood
Algintal Core Gallente Federation
680
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Posted - 2012.07.18 01:37:00 -
[2] - Quote
Longshot Ravenwood wrote:There are a large number of strategies to deploy when dealing with the opposition, no matter how overpowering they may seem. What' i'd like to see to help encourage gameplay without having long term players griefing new recruits would be:
- NPC Mission System based on standings that unlocks "higher level" agents with progressively higher paying missions & difficulty levels.
- Skill spikes that you can plug into your clones to give you a specific level of proficiency in a skill.
- Skill clusters that allow you to plug entire pieces of a skill into your clone so that you can pick up entire weapon proficiencies.
- Salvage drops based on your equipment (which is largely tied to your skill proficiencies).
The Mission system & salvage rewards would encourage higher geared/skilled players to avoid lower ranked missions. The skills pikes & clusters will give newer players a chance to complete on an even field with older players (by improving skills and unlocking better equipment) & longer standing players the ability to customize their skill sets even further.
So, what we do know is:
CCP Frame wrote:We are going to have highsec matchmaking system in place.
Which means that for highsec matches we shouldn't have to worry about any significant SP gap.
And we definitely have PVE coming:
So players are going to have options beyond diving into the teeth of the game where everything is overpowering and terrifying. What we really need is to help come up with content that will make this style of gameplay engaging so that players who aren't confident enough to go toe to toe with an enemy who has the ability to call in an orbital bombardment can still play an engaging game.
Also, play an alt -- one that doesn't spend any skill points -- and see if it's an impossible situation or not.
Spoiler: It's not. |
Longshot Ravenwood
Algintal Core Gallente Federation
680
|
Posted - 2012.07.18 03:06:00 -
[3] - Quote
JONLUK167 wrote:SP is nothing but bullshit to keep you online playing just as they did for EVE because it takes you years to learn all those skills I know ive been on now for 6 years have 96 mill skill points and im maybe half way through its a good thing that i realy like EVE or i would of been gone at 2 mill. its just a gimmick by CCP and a good one at that so you stay on and they keep making money, but if you have a good enough game that they all can enjoy!!! they will stick around.
In game development you have to manage Flow & Fiero to make sure that your players remain engaged in the game. The SP system is incredibly effective at managing this in a sandbox environment by allowing for gradual escalation of the player's power & the range of roles they can fill.
As an EVE player I'm sure you remember what it felt like to be able to fly your first "awesome" frigate. You probably remember what it felt like each time you scaled up a bit in power & saw the universe cower before you. It's going to be very similar with this. As you play, the gear you unlock doesn't make you a better player but does give you more chances for "wins" and makes you more formidable than you were before, which can be a win all by itself. |
Longshot Ravenwood
Algintal Core Gallente Federation
680
|
Posted - 2012.07.18 04:59:00 -
[4] - Quote
6thAD Lord Kermit wrote:DUST IS NOT A TYPICAL FPS. As infantry: USE COVER (I cant count the number of people i've killed because they were out in the open), STAY MOBILE (how many times will someone stand still and try to shoot me?) and FFS dont try to shoot a tank with an assault rifle unless you REALLY KNOW what you are doing! (Not that I mind the free kills ). Learn about the equipment, play around with it, even if you do die horribly... a lot (I did, and I suck at console FPS). I can't stress this enough. Simply copying down some tools dropsuit fitting doesnt make you an expert at how that dropsuit works or "plays". You have to learn its weaknesses and strengths the hard way. Do this and more and you will more than survive the dreaded "eve universe" learning curve. http://themacgamer.com/wp-content/gallery/eve-online/eve_learningcurve.jpg I can't wait to see this recycled for dust vs every other fps.
But for the SP naysayers -- make sure you've tried it completely unskilled before you scream out "nerf". |
Longshot Ravenwood
Algintal Core Gallente Federation
680
|
Posted - 2012.07.18 16:05:00 -
[5] - Quote
Templar Two wrote:Matchmaking in a FPS MMO is bad, really bad! It's the negation of sandbox elements altogether Matchmaking is highsec only. If you don't want people to tell you where to build your castle & who's going to knock it down, head to low or null. |
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