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Mike Gunnzito
111
|
Posted - 2012.08.02 02:03:00 -
[241] - Quote
Omnipotent lilmamaj wrote:Yes!!! Mike for president
I'll run independant. I'm Mike Gunnzito... and I approve this message. (shakes hands and kisses a baby on camera) |
Lurchasaurus
SVER True Blood Unclaimed.
808
|
Posted - 2012.08.02 02:08:00 -
[242] - Quote
i said i agreed with pretty much what they were saying, its just its gonna be hard to find that perfect balance in movement mechanics because of the different play styles were gonna see with KB+M and gamepad.
and yes,i was talking on a macro level |
Mavado V Noriega
SyNergy Gaming
2283
|
Posted - 2012.08.02 02:17:00 -
[243] - Quote
Regis Mark V wrote:Lurchasaurus wrote:Crimson MoonV wrote:Fast strafe speeds+good hit detection will make for epic 1 vs 1 gunfights.
You said somewhere on the forums that you defend this game from CoD fanboys that don't understand what this game is supposed to be. So then why are you defending CoD game mechanics in dust? was probably referring to an entirely different set of mechanics. might've even been drunk, dunno. bringing in posts from other threads is pointless since they were not on the same topic and it is a low blow. Ive done that once to proto and i feel ****** for it and already apologized. And about your first point, again i am not debating that bud. I am saying i think the strafe speeds are fine the way they are. BF3 is a slow game and has better strafe speed than Dust at the moment.
lolno BF3 = cod he who sees someone 1st usually wins BF has no strafing involved at all |
EVICER
63
|
Posted - 2012.08.02 02:21:00 -
[244] - Quote
Why do I see scouts circle strafing in this argument.Yes I played Mag too proto and I enjoyed it.Yet if you give a strafing skill you only compound someone abusing that flaw to there advantage.Why do I see a Heavy with an proto HMG lvl 5 strafe speed and speed boost modules..... = broken.This kinda what I hate about BETA forums...One guy wants one thing another wants another.Until the devs just throw there hands up and say Im done.No one is gonna be happy then we get stuck and the game goes stale.Because one kit,gun,vehicle becomes THE equipment to have and then we are all wearing the same crap...sounds boring. Different suits and combinations have there strengths and weakness's.
Do any of you watch the interview videos?Dust514.org. The object of this game is to be the best MERC you can be.Not the best scout,logi, etc etc.The resupplies are there so that if a tanks is eating your team up you can switch fits to what is going on on the battle field.Yes you will specialize...but your gonna have to be more than that.It is about ....money.If you have passive skills the can transfer to other fits.Cheaper fits not just rockin the proto and complaining about it in here when you get worked by an orbital strike and complaining that the strikes are OP.That you run to slow for a heavy therefore you couldnt get out of the blast radius...That your Sigarus got blown to DUST.I feel that the mechanics are fine.Balancing is good...Im not going to say that its about tactics either PROTO lol.but in an interview Praetorian is showing a presentation about 2 drop ships remote shielding a tank....Now the guy thinks because his Grimlock Forge isnt doing any damage that the game is broken?
Then comes in here and ask for a buff to forges?Nah itll be fine.There is the mobility skill and god forbid you got to use a module to slightly faster than the next guy because now you made a "pill head fit "but thats what this game is about...YOU the player can make your guy any way you want.Your gonna have times where you feel like youve been cheated.Because that just worked you and you were in your speed fit and he was in a scout too and so you assume that you got ripped but in reality all his modules were filled with damage modifiers and his breach butt rapped ya. They are working on you the player being able to detect what the other player is wearing using etc.Thats where the active scan skill comes in.There is gonna be more equipment and webifiers for tanks and alot of other stuff..but this game isnt about one fit its about thinking about each spawn before you spawn and the strengths and weaknesses of the fit are and playing accordingly to the situation.....its gonna be a great game.....we're still in the beta fellas. |
xprotoman23
Internal Error. Negative-Feedback
1452
|
Posted - 2012.08.02 02:52:00 -
[245] - Quote
Mike Gunnzito wrote:Lurchasaurus wrote:Noc Tempre wrote:This thread is full of laughs. We get more frames and better hit detection and that somehow ruined the game. I think you are just mad that you can't riverdance through bullets anymore and thus are promoting it as skill. As much as you chose to ignore it, the positioning at the start of the fight should be more important that your ability to weave through bullets.
Breaking down your argument, cover is merely something pretty between fights, since "good" games will let you dodge and strafe to equal terms before the disadvantageous position you've put yourself in asserts a penalty to you. EVE is famous for the butterfly effect. If you win handily a great gunfight but that leaves you in the middle of a street, a tank/sniper/"noobs" behind cover will level your ass and no game that awards real skill would prevent that. OH MY GOD YES. they know about FPS's, ill give them that, but they refuse to accept that Dust will have a unique playstyle that might force them to play a little differently. Here's the disconnect. Crimson and crew want you to understand that their talking about FPS mechanics at the most fundamental level. Increase movement speed, so that there is more involvement on the 1v1 level... They want to be able to recover from incoming fire and retaliate. Not, "oh I see you first, I'll shoot 3 bullets into you, without you being able to move much, and win" IMO, the "different type of game" argument that Lurch and Noc are mentioning doesn't need to mean slow movement speed/tactical gameplay/etc. The "tactical" gameplay shouldn't be on the 1v1 level, but more on the macro level. Tactical gameplay mean the entire team playing with strategy and/or tactics. This can still be done, giving Dust it's "different" gameplay, while maintaining the type of FPS that Crimson (and others of us) want.
somebody that can understand english finally.
Thanks for dropping some knowledge mike |
Simon Havoc
ZionTCD Legacy Rising
26
|
Posted - 2012.08.02 03:11:00 -
[246] - Quote
One point I am compelled to bring up is be prepared to fight slower.
Yup. Slower. The reason being is Dust514 is not going to all be on planets with the same gravity, luminosity, temperature, weather, atmosphere, terrain, or environmental dangers. The hope as having been expressed by some devs is that Dust514 will be able to go nearly everywhere in the future.
I have heard discussions saying those hoped zones of combat would include the revamped POS system in pencil + paper stages, stations, asteroid colonies, areas of interest, etc. The main supporting fact is also the fact that the environments are going to be seeded, providing all the differences I mentioned at start of post. Due to these reasons, our "speed" can be a wide variety of possibilities depending on location of battle. |
ReGnUm DEl
Doomheim
622
|
Posted - 2012.08.02 03:22:00 -
[247] - Quote
Copy HALO MLG strafe movement speed problem solved
|
Crimson MoonV
Amarr Templars Amarr Empire
658
|
Posted - 2012.08.02 03:33:00 -
[248] - Quote
Simon Havoc wrote:One point I am compelled to bring up is be prepared to fight slower.
Yup. Slower. The reason being is Dust514 is not going to all be on planets with the same gravity, luminosity, temperature, weather, atmosphere, terrain, or environmental dangers. The hope as having been expressed by some devs is that Dust514 will be able to go nearly everywhere in the future. Different gravity for different planets?
Then we will just take all the planets with the lowest gravities. Problem solved.
You guys can keep your tactical game play on your planet. |
Lurchasaurus
SVER True Blood Unclaimed.
808
|
Posted - 2012.08.02 03:34:00 -
[249] - Quote
Crimson MoonV wrote:Simon Havoc wrote:One point I am compelled to bring up is be prepared to fight slower.
Yup. Slower. The reason being is Dust514 is not going to all be on planets with the same gravity, luminosity, temperature, weather, atmosphere, terrain, or environmental dangers. The hope as having been expressed by some devs is that Dust514 will be able to go nearly everywhere in the future. Different gravity for each planet? Then we will just take all the planets with the lowest gravities. Problem solved. You guys can keep your tactical game play on your planet.
lol cool |
Arceus Evoxazon
Hikahotaru
119
|
Posted - 2012.08.02 03:45:00 -
[250] - Quote
My name is Arceus Evoxazon and this is my favorite thread on the Dust Forum. |
|
Vrain Matari
ZionTCD Legacy Rising
404
|
Posted - 2012.08.02 04:06:00 -
[251] - Quote
Corban Lahnder wrote:I hate to say this but the OP is trying to turn dust into something its not.
I adjusted my play style to the current as you put it "Bulky strafe mechanics" and you know what I noticed. I was fighting the way real troops do. Moving forward cautiously. Moving from cover to cover. Trying to check the map for intel. Moving with allies.
No one is running around the map pwning people with luck based spray and pray dodging. And personally I prefer it that way. Slower paced gives people a chance to strategize instead of: "OH I dodged more you loose!"
I wish I had a more constructive way of defending the current movement controls but that about sums up my feelings.
The OP continues to say the same thing over and over again: I dont prefer the current movement mechanics I want them to be faster paced."
Thats a request and an opinion not an argument.
Corban's post captures the crux of it.
I'm certain that the vocal minority's cry for a strafier, more mainstream fpsier dust are primarily motivated by a KDR farming playstyle. It allows for more lone wolfing, and demands less integrated, thoughtful, teamwork.
After months of trying to take their arguments seriously, for my money that's the beginning and the end of it. |
Lurchasaurus
SVER True Blood Unclaimed.
808
|
Posted - 2012.08.02 04:07:00 -
[252] - Quote
Vrain Matari wrote:Corban Lahnder wrote:I hate to say this but the OP is trying to turn dust into something its not.
I adjusted my play style to the current as you put it "Bulky strafe mechanics" and you know what I noticed. I was fighting the way real troops do. Moving forward cautiously. Moving from cover to cover. Trying to check the map for intel. Moving with allies.
No one is running around the map pwning people with luck based spray and pray dodging. And personally I prefer it that way. Slower paced gives people a chance to strategize instead of: "OH I dodged more you loose!"
I wish I had a more constructive way of defending the current movement controls but that about sums up my feelings.
The OP continues to say the same thing over and over again: I dont prefer the current movement mechanics I want them to be faster paced."
Thats a request and an opinion not an argument.
Corban's post captures the crux of it. I'm certain that the vocal minority's cry for a strafier, more mainstream fpsier dust are primarily motivated by a KDR farming playstyle. It allows for more lone wolfing, and demands less integrated, thoughtful, teamwork. After months of trying to take their arguments seriously, for my money that's the beginning and the end of it.
|
Crimson MoonV
Amarr Templars Amarr Empire
658
|
Posted - 2012.08.02 04:15:00 -
[253] - Quote
Vrain Matari wrote:Corban Lahnder wrote:I hate to say this but the OP is trying to turn dust into something its not.
I adjusted my play style to the current as you put it "Bulky strafe mechanics" and you know what I noticed. I was fighting the way real troops do. Moving forward cautiously. Moving from cover to cover. Trying to check the map for intel. Moving with allies.
No one is running around the map pwning people with luck based spray and pray dodging. And personally I prefer it that way. Slower paced gives people a chance to strategize instead of: "OH I dodged more you loose!"
I wish I had a more constructive way of defending the current movement controls but that about sums up my feelings.
The OP continues to say the same thing over and over again: I dont prefer the current movement mechanics I want them to be faster paced."
Thats a request and an opinion not an argument.
Corban's post captures the crux of it. I'm certain that the vocal minority's cry for a strafier, more mainstream fpsier dust are primarily motivated by a KDR farming playstyle. It allows for more lone wolfing, and demands less integrated, thoughtful, teamwork. After months of trying to take their arguments seriously, for my money that's the beginning and the end of it. Faster strafe speeds has nothing to do with lone wolfing. Are you serious? The health makes it so you have to rely on your team. You can't just take on 7 people by yourself. Strafe speeds have nothing to do with it.
I have a feeling you didn't even read the entire thread.
Run along children. |
Lurchasaurus
SVER True Blood Unclaimed.
808
|
Posted - 2012.08.02 04:18:00 -
[254] - Quote
Crimson MoonV wrote:I have a feeling you didn't even read the entire thread.
Run along children.
careful crimson, your tone is borderline douche lol |
Crimson MoonV
Amarr Templars Amarr Empire
658
|
Posted - 2012.08.02 04:20:00 -
[255] - Quote
Lurchasaurus wrote:Crimson MoonV wrote:I have a feeling you didn't even read the entire thread.
Run along children. careful crimson, your tone is borderline douche lol Sorry, I get tired explaining the same concepts to different people over and over again.
Read the entire thread before you post please. |
ReGnUm DEl
Doomheim
622
|
Posted - 2012.08.02 04:26:00 -
[256] - Quote
Crimson MoonV wrote:Vrain Matari wrote:Corban Lahnder wrote:I hate to say this but the OP is trying to turn dust into something its not.
I adjusted my play style to the current as you put it "Bulky strafe mechanics" and you know what I noticed. I was fighting the way real troops do. Moving forward cautiously. Moving from cover to cover. Trying to check the map for intel. Moving with allies.
No one is running around the map pwning people with luck based spray and pray dodging. And personally I prefer it that way. Slower paced gives people a chance to strategize instead of: "OH I dodged more you loose!"
I wish I had a more constructive way of defending the current movement controls but that about sums up my feelings.
The OP continues to say the same thing over and over again: I dont prefer the current movement mechanics I want them to be faster paced."
Thats a request and an opinion not an argument.
Corban's post captures the crux of it. I'm certain that the vocal minority's cry for a strafier, more mainstream fpsier dust are primarily motivated by a KDR farming playstyle. It allows for more lone wolfing, and demands less integrated, thoughtful, teamwork. After months of trying to take their arguments seriously, for my money that's the beginning and the end of it. Faster strafe speeds has nothing to do with lone wolfing. Are you serious? The health makes it so you have to rely on your team. You can't just take on 7 people by yourself. Strafe speeds have nothing to do with it. I have a feeling you didn't even read the entire thread. Run along children.
WATCH 4V4 Halo 3 MLG footage and then tell me if high strafe speed creates lone wolfing
ITS CALLED TEAM SHOTS |
Lurchasaurus
SVER True Blood Unclaimed.
808
|
Posted - 2012.08.02 04:28:00 -
[257] - Quote
either way CCP is gonna do what they do.
how awesome would it be to set the "ground rules" for the gladiator arena?
like have a zero g weight class and a class where pg/cpu limits are halved or some other bullshit |
xprotoman23
Internal Error. Negative-Feedback
1452
|
Posted - 2012.08.02 04:29:00 -
[258] - Quote
ReGnUm DEl wrote:Crimson MoonV wrote:Vrain Matari wrote:Corban Lahnder wrote:I hate to say this but the OP is trying to turn dust into something its not.
I adjusted my play style to the current as you put it "Bulky strafe mechanics" and you know what I noticed. I was fighting the way real troops do. Moving forward cautiously. Moving from cover to cover. Trying to check the map for intel. Moving with allies.
No one is running around the map pwning people with luck based spray and pray dodging. And personally I prefer it that way. Slower paced gives people a chance to strategize instead of: "OH I dodged more you loose!"
I wish I had a more constructive way of defending the current movement controls but that about sums up my feelings.
The OP continues to say the same thing over and over again: I dont prefer the current movement mechanics I want them to be faster paced."
Thats a request and an opinion not an argument.
Corban's post captures the crux of it. I'm certain that the vocal minority's cry for a strafier, more mainstream fpsier dust are primarily motivated by a KDR farming playstyle. It allows for more lone wolfing, and demands less integrated, thoughtful, teamwork. After months of trying to take their arguments seriously, for my money that's the beginning and the end of it. Faster strafe speeds has nothing to do with lone wolfing. Are you serious? The health makes it so you have to rely on your team. You can't just take on 7 people by yourself. Strafe speeds have nothing to do with it. I have a feeling you didn't even read the entire thread. Run along children. WATCH 4V4 Halo 3 MLG footage and then tell me if high strafe speed creates lone wolfing ITS CALLED TEAM SHOTS
Define team fire before it ends up like "ADS" |
Crimson MoonV
Amarr Templars Amarr Empire
658
|
Posted - 2012.08.02 04:30:00 -
[259] - Quote
ReGnUm DEl wrote:Crimson MoonV wrote:Vrain Matari wrote:Corban Lahnder wrote:I hate to say this but the OP is trying to turn dust into something its not.
I adjusted my play style to the current as you put it "Bulky strafe mechanics" and you know what I noticed. I was fighting the way real troops do. Moving forward cautiously. Moving from cover to cover. Trying to check the map for intel. Moving with allies.
No one is running around the map pwning people with luck based spray and pray dodging. And personally I prefer it that way. Slower paced gives people a chance to strategize instead of: "OH I dodged more you loose!"
I wish I had a more constructive way of defending the current movement controls but that about sums up my feelings.
The OP continues to say the same thing over and over again: I dont prefer the current movement mechanics I want them to be faster paced."
Thats a request and an opinion not an argument.
Corban's post captures the crux of it. I'm certain that the vocal minority's cry for a strafier, more mainstream fpsier dust are primarily motivated by a KDR farming playstyle. It allows for more lone wolfing, and demands less integrated, thoughtful, teamwork. After months of trying to take their arguments seriously, for my money that's the beginning and the end of it. Faster strafe speeds has nothing to do with lone wolfing. Are you serious? The health makes it so you have to rely on your team. You can't just take on 7 people by yourself. Strafe speeds have nothing to do with it. I have a feeling you didn't even read the entire thread. Run along children. WATCH 4V4 Halo 3 MLG footage and then tell me if high strafe speed creates lone wolfing ITS CALLED TEAM SHOTS Some of these beta testers know so little about simple fps game mechanics. I try to be patient. Its quite frustrating though. |
Lurchasaurus
SVER True Blood Unclaimed.
808
|
Posted - 2012.08.02 04:32:00 -
[260] - Quote
....look just because someone wants something "different" for the game doesnt mean they havent been around the block or understand how these things work.....
im speaking for myself, not some of the other kiddies tho..... |
|
Omnipotent lilmamaj
Royal Uhlans Amarr Empire
205
|
Posted - 2012.08.02 04:52:00 -
[261] - Quote
Lurchasaurus wrote:....look just because someone wants something "different" for the game doesnt mean they havent been around the block or understand how these things work.....
im speaking for myself, not some of the other kiddies tho..... Try "going around the block" with the right people and your views will change. |
Lurchasaurus
SVER True Blood Unclaimed.
808
|
Posted - 2012.08.02 05:02:00 -
[262] - Quote
Omnipotent lilmamaj wrote:Lurchasaurus wrote:....look just because someone wants something "different" for the game doesnt mean they havent been around the block or understand how these things work.....
im speaking for myself, not some of the other kiddies tho..... Try "going around the block" with the right people and your views will change.
look im pretty set in my views just cause i know what i want in particular from this game. that being said, with a lot of the noob posts some people are making, its getting harder and harder defending my posts. |
Omnipotent lilmamaj
Royal Uhlans Amarr Empire
205
|
Posted - 2012.08.02 05:05:00 -
[263] - Quote
I have said this before lurch. WE HAVE COOKIES |
Noc Tempre
Imperfects Negative-Feedback
1170
|
Posted - 2012.08.02 05:07:00 -
[264] - Quote
Mike Gunnzito wrote:Lurchasaurus wrote:Noc Tempre wrote:This thread is full of laughs. We get more frames and better hit detection and that somehow ruined the game. I think you are just mad that you can't riverdance through bullets anymore and thus are promoting it as skill. As much as you chose to ignore it, the positioning at the start of the fight should be more important that your ability to weave through bullets.
Breaking down your argument, cover is merely something pretty between fights, since "good" games will let you dodge and strafe to equal terms before the disadvantageous position you've put yourself in asserts a penalty to you. EVE is famous for the butterfly effect. If you win handily a great gunfight but that leaves you in the middle of a street, a tank/sniper/"noobs" behind cover will level your ass and no game that awards real skill would prevent that. OH MY GOD YES. they know about FPS's, ill give them that, but they refuse to accept that Dust will have a unique playstyle that might force them to play a little differently. Here's the disconnect. Crimson and crew want you to understand that their talking about FPS mechanics at the most fundamental level. Increase movement speed, so that there is more involvement on the 1v1 level... They want to be able to recover from incoming fire and retaliate. Not, "oh I see you first, I'll shoot 3 bullets into you, without you being able to move much, and win" IMO, the "different type of game" argument that Lurch and Noc are mentioning doesn't need to mean slow movement speed/tactical gameplay/etc. The "tactical" gameplay shouldn't be on the 1v1 level, but more on the macro level. Tactical gameplay mean the entire team playing with strategy and/or tactics. This can still be done, giving Dust it's "different" gameplay, while maintaining the type of FPS that Crimson (and others of us) want.
I understand what they want. I merely reject their conclusions on what it will achieve.
1) Vs KBM - I disagree strongly, to the point I am convinced this is a scare tactic line that hasn't actually been thought about at all. Slower speeds mean less importance on moving your cursor extremely fast which translates into a smaller benefit to less of an imbalance. 2) Reward Skill - I counter there are two kinds of skill being discusses here, and confusing them is leading to a lot of problems. Yes there is skill to reflexes and gunplay and other split-second decisions. But it is not the ONLY skill that matters. I don't think it improves gameplay if the guy with more gun skill will be able to turn around and kill the guy with the stronger position (no matter how he got it, even if it was luck or "being cheap"). I understand the other argument, I just don't accept it.
So yes, my definition of rewarding intelligent play means I believe the guy shooting from behind should force the gungame guy to dive for cover before attempting to engage. If he does successfully get around that corner, the decision should be between reversing the trap, dragging it out until you have recovered shields, or finding allies to outnumber. At no point do I see the ability to skip all those steps by turning around and juking to victory adding more room for different strategies. In fact, in my opinion, it seems to neutralize most strategies.
DUST is clearly trying to cater to the cerebral shooter. While both twitch based play and tactics based play should cohabitate, a decision about who wins in the extreme match up of good gun skills vs good tactics is going to be controversial to the side that the game punishes. So yes, there are games, great games, that will let good skills win the vast majority of their fights irregardless of the "opening", but at the time, I don't think that is DUST.
On a side note: DUST business strategy clearly wants everyone to be going through lots and lots of clones and equipment to make AUR items appear more attractive while also making even an attempt at pay to win skyrocket into the hundreds of dollars a month - a level where it would be absurd to believe large numbers of people will be able to influence or unbalance the game this way. |
ReGnUm DEl
Doomheim
622
|
Posted - 2012.08.02 05:11:00 -
[265] - Quote
xprotoman23 wrote:ReGnUm DEl wrote:Crimson MoonV wrote:Vrain Matari wrote:Corban Lahnder wrote:I hate to say this but the OP is trying to turn dust into something its not.
I adjusted my play style to the current as you put it "Bulky strafe mechanics" and you know what I noticed. I was fighting the way real troops do. Moving forward cautiously. Moving from cover to cover. Trying to check the map for intel. Moving with allies.
No one is running around the map pwning people with luck based spray and pray dodging. And personally I prefer it that way. Slower paced gives people a chance to strategize instead of: "OH I dodged more you loose!"
I wish I had a more constructive way of defending the current movement controls but that about sums up my feelings.
The OP continues to say the same thing over and over again: I dont prefer the current movement mechanics I want them to be faster paced."
Thats a request and an opinion not an argument.
Corban's post captures the crux of it. I'm certain that the vocal minority's cry for a strafier, more mainstream fpsier dust are primarily motivated by a KDR farming playstyle. It allows for more lone wolfing, and demands less integrated, thoughtful, teamwork. After months of trying to take their arguments seriously, for my money that's the beginning and the end of it. Faster strafe speeds has nothing to do with lone wolfing. Are you serious? The health makes it so you have to rely on your team. You can't just take on 7 people by yourself. Strafe speeds have nothing to do with it. I have a feeling you didn't even read the entire thread. Run along children. WATCH 4V4 Halo 3 MLG footage and then tell me if high strafe speed creates lone wolfing ITS CALLED TEAM SHOTS Define team fire before it ends up like "ADS"
TEAM FIRE DEFINITION... better get a like for this proto! : When two more people place coordinated fire on single enemy
TEAM FIRE EFFIENCEY (HALO EXAMPLE)
HALO 3 team fire was the main use for effectively winning TS, due to high shields and strong strafes. The BR was your primary weapon, and any skilled player could kill an opponent with four shots... ie the CLASSIC FOUR SHOT phase. In theory, a team using TEAM SHOT could kill entire team and not lose one a teammate. This was commonly seen in HALO 3, where pro teams would search in the MLG playlist, and play against weak teams( please note I did not say weak player, because anyone with 50 in MLG was considered top tier). The result would be as follow 50-0... not 50-15 or 50-7.
HOW TO ACHIEVE TEAM FIRE
1. POSITIONING A. Be able to see all your teammates at any given time B. Be able to see shoot any target or teammate can shoot
2.Call outs A. Name/phase your teammates all recognize B. The name is quick and catchy
COUNTERING TEAM FIRE
For anther night TBH |
Lurchasaurus
SVER True Blood Unclaimed.
808
|
Posted - 2012.08.02 05:21:00 -
[266] - Quote
Omnipotent lilmamaj wrote:I have said this before lurch. WE HAVE COOKIES
damn it omni |
Crimson MoonV
Amarr Templars Amarr Empire
658
|
Posted - 2012.08.02 05:30:00 -
[267] - Quote
Noc Tempre wrote:Mike Gunnzito wrote:Lurchasaurus wrote:Noc Tempre wrote:This thread is full of laughs. We get more frames and better hit detection and that somehow ruined the game. I think you are just mad that you can't riverdance through bullets anymore and thus are promoting it as skill. As much as you chose to ignore it, the positioning at the start of the fight should be more important that your ability to weave through bullets.
Breaking down your argument, cover is merely something pretty between fights, since "good" games will let you dodge and strafe to equal terms before the disadvantageous position you've put yourself in asserts a penalty to you. EVE is famous for the butterfly effect. If you win handily a great gunfight but that leaves you in the middle of a street, a tank/sniper/"noobs" behind cover will level your ass and no game that awards real skill would prevent that. OH MY GOD YES. they know about FPS's, ill give them that, but they refuse to accept that Dust will have a unique playstyle that might force them to play a little differently. Here's the disconnect. Crimson and crew want you to understand that their talking about FPS mechanics at the most fundamental level. Increase movement speed, so that there is more involvement on the 1v1 level... They want to be able to recover from incoming fire and retaliate. Not, "oh I see you first, I'll shoot 3 bullets into you, without you being able to move much, and win" IMO, the "different type of game" argument that Lurch and Noc are mentioning doesn't need to mean slow movement speed/tactical gameplay/etc. The "tactical" gameplay shouldn't be on the 1v1 level, but more on the macro level. Tactical gameplay mean the entire team playing with strategy and/or tactics. This can still be done, giving Dust it's "different" gameplay, while maintaining the type of FPS that Crimson (and others of us) want. I understand what they want. I merely reject their conclusions on what it will achieve. 1) Vs KBM - I disagree strongly, to the point I am convinced this is a scare tactic line that hasn't actually been thought about at all. Slower speeds mean less importance on moving your cursor extremely fast which translates into a smaller benefit to less of an imbalance. 2) Reward Skill - I counter there are two kinds of skill being discusses here, and confusing them is leading to a lot of problems. Yes there is skill to reflexes and gunplay and other split-second decisions. But it is not the ONLY skill that matters. I don't think it improves gameplay if the guy with more gun skill will be able to turn around and kill the guy with the stronger position (no matter how he got it, even if it was luck or "being cheap"). I understand the other argument, I just don't accept it. So yes, my definition of rewarding intelligent play means I believe the guy shooting from behind should force the gungame guy to dive for cover before attempting to engage. If he does successfully get around that corner, the decision should be between reversing the trap, dragging it out until you have recovered shields, or finding allies to outnumber. At no point do I see the ability to skip all those steps by turning around and juking to victory adding more room for different strategies. In fact, in my opinion, it seems to neutralize most strategies. DUST is clearly trying to cater to the cerebral shooter. While both twitch based play and tactics based play should cohabitate, a decision about who wins in the extreme match up of good gun skills vs good tactics is going to be controversial to the side that the game punishes. So yes, there are games, great games, that will let good skills win the vast majority of their fights irregardless of the "opening", but at the time, I don't think that is DUST. On a side note: DUST business strategy clearly wants everyone to be going through lots and lots of clones and equipment to make AUR items appear more attractive while also making even an attempt at pay to win skyrocket into the hundreds of dollars a month - a level where it would be absurd to believe large numbers of people will be able to influence or unbalance the game this way. 2). Reward camping-There are two kinds of skill. You want to reward the one that takes less. Yeah I gotcha. Reward people that camp in corners and head glitch because they don't have the gun game to take on the person that is better then them at shooting/strafing.
Really so you want defensive campy game play to trump actual skill.
I want you to go play CoD for 8 hours and you will see exactly whats wrong with that statement.
Have you ever played CoD? Lots of tactical gameplay and camping/positioning. You would love it. |
Lurchasaurus
SVER True Blood Unclaimed.
808
|
Posted - 2012.08.02 05:36:00 -
[268] - Quote
Crimson MoonV wrote:Noc Tempre wrote:Mike Gunnzito wrote:Lurchasaurus wrote:Noc Tempre wrote:This thread is full of laughs. We get more frames and better hit detection and that somehow ruined the game. I think you are just mad that you can't riverdance through bullets anymore and thus are promoting it as skill. As much as you chose to ignore it, the positioning at the start of the fight should be more important that your ability to weave through bullets.
Breaking down your argument, cover is merely something pretty between fights, since "good" games will let you dodge and strafe to equal terms before the disadvantageous position you've put yourself in asserts a penalty to you. EVE is famous for the butterfly effect. If you win handily a great gunfight but that leaves you in the middle of a street, a tank/sniper/"noobs" behind cover will level your ass and no game that awards real skill would prevent that. OH MY GOD YES. they know about FPS's, ill give them that, but they refuse to accept that Dust will have a unique playstyle that might force them to play a little differently. Here's the disconnect. Crimson and crew want you to understand that their talking about FPS mechanics at the most fundamental level. Increase movement speed, so that there is more involvement on the 1v1 level... They want to be able to recover from incoming fire and retaliate. Not, "oh I see you first, I'll shoot 3 bullets into you, without you being able to move much, and win" IMO, the "different type of game" argument that Lurch and Noc are mentioning doesn't need to mean slow movement speed/tactical gameplay/etc. The "tactical" gameplay shouldn't be on the 1v1 level, but more on the macro level. Tactical gameplay mean the entire team playing with strategy and/or tactics. This can still be done, giving Dust it's "different" gameplay, while maintaining the type of FPS that Crimson (and others of us) want. I understand what they want. I merely reject their conclusions on what it will achieve. 1) Vs KBM - I disagree strongly, to the point I am convinced this is a scare tactic line that hasn't actually been thought about at all. Slower speeds mean less importance on moving your cursor extremely fast which translates into a smaller benefit to less of an imbalance. 2) Reward Skill - I counter there are two kinds of skill being discusses here, and confusing them is leading to a lot of problems. Yes there is skill to reflexes and gunplay and other split-second decisions. But it is not the ONLY skill that matters. I don't think it improves gameplay if the guy with more gun skill will be able to turn around and kill the guy with the stronger position (no matter how he got it, even if it was luck or "being cheap"). I understand the other argument, I just don't accept it. So yes, my definition of rewarding intelligent play means I believe the guy shooting from behind should force the gungame guy to dive for cover before attempting to engage. If he does successfully get around that corner, the decision should be between reversing the trap, dragging it out until you have recovered shields, or finding allies to outnumber. At no point do I see the ability to skip all those steps by turning around and juking to victory adding more room for different strategies. In fact, in my opinion, it seems to neutralize most strategies. DUST is clearly trying to cater to the cerebral shooter. While both twitch based play and tactics based play should cohabitate, a decision about who wins in the extreme match up of good gun skills vs good tactics is going to be controversial to the side that the game punishes. So yes, there are games, great games, that will let good skills win the vast majority of their fights irregardless of the "opening", but at the time, I don't think that is DUST. On a side note: DUST business strategy clearly wants everyone to be going through lots and lots of clones and equipment to make AUR items appear more attractive while also making even an attempt at pay to win skyrocket into the hundreds of dollars a month - a level where it would be absurd to believe large numbers of people will be able to influence or unbalance the game this way. 2). Reward camping-There are two kinds of skill. You want to reward the one that takes less. Yeah I gotcha. Reward people that camp in corners and head glitch because they don't have the gun game to take on the person that is better then them at shooting/strafing. Really so you want defensive campy game play to trump actual skill. I want you to go play CoD for 8 hours and you will see exactly whats wrong with that statement. Have you ever played CoD? Lots of tactical gameplay and camping/positioning. You would love it.
watch yourself crimson, just because everyone isnt playing exactly like you doesnt mean thay are camping, glitching, etc. not everyone is always packing an AR and sometimes they maybe pulling a support role or might not have ammo, whatever.....
edit: also i want to make something clear, that my definition of tactical play doesnt include lying prone on the ground waiting for someone to pass my c4......
a sniper holding down an objective is one thing, but thats if they move and take objectives and plant bombs....sitting on top of a tower sniping from 500 yards away and missing is another....
just wanted to make that clarification so i can actually describe my thought here and not be put into the same group as some of the other kiddies here...... |
Crimson MoonV
Amarr Templars Amarr Empire
658
|
Posted - 2012.08.02 05:44:00 -
[269] - Quote
By tactical game play noc means using cover positioning and head glitching. You can still be tactical in a strafe and shoot fps as regnum already pointed out. He wants camping/head glitching and positioning to trump actual skill. So he wants BF3 with high health pretty much.
Go play CoD or BF3 noc. You would love it. |
Noc Tempre
Imperfects Negative-Feedback
1170
|
Posted - 2012.08.02 05:45:00 -
[270] - Quote
Crimson MoonV wrote: 2). Reward camping-There are two kinds of skill. You want to reward the one that takes less. Yeah I gotcha. Reward people that camp in corners and head glitch because they don't have the gun game to take on the person that is better then them at shooting/strafing.
Really so you want defensive campy game play to trump actual skill.
I want you to go play CoD for 8 hours and you will see exactly whats wrong with that statement.
Have you ever played CoD? Lots of tactical gameplay and camping/positioning. You would love it.
It is a problem in CoD because no matter how good you play, there is no way to control the map. There are no lines of battle, only random chaos from any direction at any time, which is why that game would benefit from skill allowing dodging of bullets.
I HATE COD. Nothing but campers and random deaths galore. DUST plays nothing like that at the moments, with the exception of the broken defense spawn on plateau, which is easily avoided, albeit very hard to break.
The fact that you are saying one kind of "true skill" is making it very clear you have no idea what you're on about. Balance is moot, you just want to buff scissors since that's the only thing you bring to the table. |
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