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Bones McGavins
TacoCat Industries
24
|
Posted - 2012.08.27 21:31:00 -
[1] - Quote
So, I am an avid FPS player. Halo, COD, BF3. Usually pretty solid at those games.
Right away I can see an "issue" with DUST. Its not a problem, but it is an "issue."
Eventually high level play will be about protecting your expensive **** while destroying theirs. Expensive tanks will battle expensive tanks, while logistic vehicles attempt to drain energy and stop repairs or lock down these tanks. AV infantry will attempt to take out said vehicles while infantry attempt to kill them.
Its a good dynamic, and can be a lot of fun. But the current FPS mentality will ruin that. Folks worrying about their k/d ratio will absolutely hate this game. And the leader boards do not do much to counter that.
A quick way to begin facilitiating a change in this mentaility is to record damage done in ISK. And show that versus ISK lost in the post game screens and the leader boards.
The focus of DUST can not be typical FPS kill to death. We need a way to make infantry units feel they are contributing at a high level. Otherwise it will devolve to tank v tank. Because nobody wants to go 1-30 against a tank. However, if a tank cost 30X as much as basic gear they SHOULD go 1-30 against it.
But also, the basic skirmish mode where clones get depleted needs to go away. Otherwise it will become "who spends the most". If I want to throw 20 bodies at a tank and take it out, i should be able to without hurting the success of the mission.
Point is, this game can appeal to a lot of people, but to do so, the game itself needs to take focus off K/D and put it on what makes this game unique, the economy and the global scheme of things.
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PlayA Hater
Villore Sec Ops Gallente Federation
7
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Posted - 2012.08.27 21:36:00 -
[2] - Quote
I agree with this |
Tony Calif
Seraphim Initiative. CRONOS.
2002
|
Posted - 2012.08.27 21:40:00 -
[3] - Quote
The best example I can give was a game earlier. We had 1 objective, they had 2. Enemy brought in 2 HAV. We kept them pinned back enough for a couple of our guys to bring in our own tanks. We lost both they kept 1. No problem so far. We took an objective. This is about 3-4 mins into the game, everything still to play for. The surviving enemy tank reversed into a position where we couldn't follow, or maintain lock. The enemy infantry just stayed at their 1 objective, tank firing on it repeatedly. It made for very boring gameplay, but was totally understandable. That guy might have saved up for hours to get his tank. Difficult to remedy. |
Pokey Dravon
OSG Planetary Operations Covert Intervention
583
|
Posted - 2012.08.27 21:41:00 -
[4] - Quote
Bones McGavins wrote: The focus of DUST can not be typical FPS kill to death. We need a way to make infantry units feel they are contributing at a high level. Otherwise it will devolve to tank v tank. Because nobody wants to go 1-30 against a tank. However, if a tank cost 30X as much as basic gear they SHOULD go 1-30 against it.
You're absolutely right, in the end, financial damage is what really matters. Spending less than the other guy is how you win in the long run, not how many times you get killed. Thats why I have no issue hunting a tank for the entire match in a militia setup, because I know my death costs nothing, but when I kill him, I've won the ISK/ISK ratio.
Even so a "ISK Destroyed" value would be a nice addition to make all the QQers feel a little more accomplished. |
Thick McRun Fast
Crux Special Tasks Group Gallente Federation
177
|
Posted - 2012.08.27 21:41:00 -
[5] - Quote
Vocal minorities on the board with bad ideas will of course be ignored. CCP has staff, and most I do believe have a central nervous system that connects to a brain of sorts. They have goals, and direction. Player input does play a roll, but its the numbers the players produce, not the bile spilling out of their face hole in most circumstances. If the game turns good or bad it's CCP decision making. Not those that wanted a different game. |
xprotoman23
Internal Error. Negative-Feedback
1452
|
Posted - 2012.08.27 21:43:00 -
[6] - Quote
OP probably sucks at COD BF and Halo |
Pent'noir
Algintal Core Gallente Federation
61
|
Posted - 2012.08.27 21:43:00 -
[7] - Quote
I like the concept |
VigSniper101
204
|
Posted - 2012.08.27 21:53:00 -
[8] - Quote
Thick McRun Fast wrote:Vocal minorities on the board with bad ideas will of course be ignored. CCP has staff, and most I do believe have a central nervous system that connects to a brain of sorts. They have goals, and direction. Player input does play a roll, but its the numbers the players produce, not the bile spilling out of their face hole in most circumstances. If the game turns good or bad it's CCP decision making. Not those that wanted a different game.
Thinking like it was so many people see Betas as merely demos. "Whats the point of testing if no one listens".
Thankfully, that seems to not be the case here...so far.
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Sees-Too-Much
332
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Posted - 2012.08.27 21:53:00 -
[9] - Quote
I like to think that I made an impression. |
FatalFlaw V1
ISK Faucet Industries
76
|
Posted - 2012.08.27 22:12:00 -
[10] - Quote
A couple things here...
First, a significant portion of players like to track their stats, K:D, etc. Its standard in fps games now.
Second, I admit I have not priced out all of the vehicles in the new build, but proto suits are expensive. I don't think a tank is going to be a bad investment considering how strong they are versus a guy in a proto suit who can still be one-shot by many things in the game.
Third, in the Eve universe, if you are willing to put more isk on the line, you can fit and fly more expensive ships giving you an incredible advantage over players in cheap fits. I suppose the counter to that, is that Eve allows "blobs" of cheap ships to have an advantage over smaller numbers. It's uncontrolled that way, and a trait unique to Eve pvp. Maybe the null sec wars in Dust will allow for "blobbing" and bringing more numbers, but I don't see that working quite so well in an FPS. In fact, people have been complaining about it in Eve for a very long time and I would hate to see it added to Dust since it's still in development and such a mechanic is far easier to leave out in the first place rather than try to "fix" later (never).
TLDR: Being willing to put more isk on the line should give you an advantage, and your suggestion to allow infinite deaths essentially negates the incentive to use more expensive gear. |
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STB-LURCHASAURUS EV
Circle of Huskarl Minmatar Republic
173
|
Posted - 2012.08.27 22:33:00 -
[11] - Quote
this game is different than other fps's and the common fps mindset doesnt apply here |
Super Cargo
Osmon Surveillance Caldari State
428
|
Posted - 2012.08.27 22:44:00 -
[12] - Quote
Bones McGavins wrote:So, I am an avid FPS player. Halo, COD, BF3. Usually pretty solid at those games.
Right away I can see an "issue" with DUST. Its not a problem, but it is an "issue."
Eventually high level play will be about protecting your expensive **** while destroying theirs. Expensive tanks will battle expensive tanks, while logistic vehicles attempt to drain energy and stop repairs or lock down these tanks. AV infantry will attempt to take out said vehicles while infantry attempt to kill them.
Its a good dynamic, and can be a lot of fun. But the current FPS mentality will ruin that. Folks worrying about their k/d ratio will absolutely hate this game. And the leader boards do not do much to counter that.
A quick way to begin facilitiating a change in this mentaility is to record damage done in ISK. And show that versus ISK lost in the post game screens and the leader boards.
The focus of DUST can not be typical FPS kill to death. We need a way to make infantry units feel they are contributing at a high level. Otherwise it will devolve to tank v tank. Because nobody wants to go 1-30 against a tank. However, if a tank cost 30X as much as basic gear they SHOULD go 1-30 against it.
But also, the basic skirmish mode where clones get depleted needs to go away. Otherwise it will become "who spends the most". If I want to throw 20 bodies at a tank and take it out, i should be able to without hurting the success of the mission.
Point is, this game can appeal to a lot of people, but to do so, the game itself needs to take focus off K/D and put it on what makes this game unique, the economy and the global scheme of things.
Kudos. However, the importance of deaths shouldn't be thrown under the bus. If you die 20 times while trying to take down a tank, I would say you suck at the game. ISK should be the primary method for ranking players, but not the only method.
Let's say you destroy two high level tanks during a round that is worth 200,000 ISK. If you have an AV loud out that is worth 40,000 ISK it is only acceptable to die 5 times while destroying those two tanks. And that's just to break even. I think you put too much emphasis on objective gameplay without considering the consequences of ignoring deaths.
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Iron Wolf Saber
BetaMax.
2867
|
Posted - 2012.08.27 22:46:00 -
[13] - Quote
Pffft tanks are not htat expensive, MCCs are! |
Berserker007
Imperfects Negative-Feedback
206
|
Posted - 2012.08.27 22:51:00 -
[14] - Quote
the concept is good in essense, mainly b/c in this game KDR means more then just KDR. You nee to add monetary value to its KDR, as if you are using non militia gear, aside from your say 10-3 for a game, need to count in costs. So lets say you are running a basic SL-av setup costing roughly say 25k or so . Your three deaths then warrant a 75k isk loss for the match.
If you arent able to kill the tank you may break even, but barely
On a differ note about blobbing together, weak to kill a strong. I find it works again infantry quite well, however tanks are a totally differ story. I am NOT a tanker so i dont know the current armor and shield amount people are currently getting, so please bare w/ me if the amounts are to high.
Say you run into someone running a Sica (thats the armor one), with say 5k shields, and 5k armor ; along w/ lots of other goodies. If you have AV people dying before they are getting to the tank in their good gear and switch to militia (which in most cases you would). Assuming the person has leveled stats (mainly weaponry to lv5), a volley of militia SL will cause 1610 damage. In order to take out the shields ud need 3-4 people just for the shields. Now assume after the 1st volley hits from all 3 people, and the person loses their shields. Time to shield boost and run away. With current SL horrible flight path (as they should be taking the air route yet they do line of sight), moving behind cover is drastically easier then last build. So by the time they move from cover, and boost & rep the damage done is nullified.
If the AV people try to pursue, most likely will be killed the the tank as they'd see them coming or call over mics for infantry to pick them off.
Im simply saying, a ehh/moderate build tank ranging from say 300k-3mil can more easily deplete AV suits. Even if in militia now and dont really lose anything; later on if people spec into proto gear ; one shot from a railgun (direct or splash), but likey kill them. So that say 300k suit is down the drain. At that point do you take another out and risk it, or run to militia gear?
I realize i may have been all over the place w/ the post; simply getting at; is that AV v Tank still might be an issue ; especially when people start getting their Surya's and Sagaris's |
Bones McGavins
TacoCat Industries
24
|
Posted - 2012.08.27 23:15:00 -
[15] - Quote
First off, im not saying dont show K/D. Im saying take that away as the focus, and focus on isk damaged versus isk lost. Instead of default listing players by kill, list them by isk damage. Add that ratio as a search on the leader boards and make it a focus. Keep other stats for players to see, but put an emphasis on what matters.
The point is to make new comers and typical FPS players relax on worrying about their k/d and make them feel useful even if they died 8 times to that tank. If they damaged it 40% when it got destroyed, they should get 40% of its value towards their isk damage score.
Secondly, worrying about losing a 300K proto suit to a single rail gun shot is valid. But it throws the same concerns. However, you have to remember, folks can res that 300K suit and bring that player back in the game. You cant do that with a tank.
Eventually, I assume the game will play with new players fighting new players in more typical FPS style quick matches. Spending money to win these battles wont make a ton of sense. But its possible. A focus on ISK as a driving stat of success/failure will help mitigate new players from being upset about a tank owning them. (not solve, but help mitigate).
While organized corporations will fight using the vast array of equipment that the game will have. You will have that 300K proto suit defended by some cheaper infantry, and some medics to keep it alive, supplied and resed. But in each scenario, players will want to be able to see how effective they are. And just because you lost 4 25K suits while fighting 1 200K tank doesnt mean you werent effective. The resulting stats should show that rather then show the guy who lost hsi 200K tank going 4-1 against the guy who lost 100K in suits.
If Im a coorp looking for new members I want to be able to see their stats and value their play. In most games k/d is a pretty good indicator. Here it simply isnt. An ISK ratio would be. |
Sees-Too-Much
332
|
Posted - 2012.08.27 23:30:00 -
[16] - Quote
Bones McGavins wrote: The point is to make new comers and typical FPS players relax on worrying about their k/d and make them feel useful even if they died 8 times to that tank. If they damaged it 40% when it got destroyed, they should get 40% of its value towards their isk damage score.
Most EVE killboards just attribute the full value of the kill to everyone who participated. I think this is a better way to do it because
a) otherwise eWar people wouldn't get any recognition b) it discourages teaming up, as people would want to keep as much of the damage as possible for themselves. |
Berserker007
Imperfects Negative-Feedback
206
|
Posted - 2012.08.27 23:35:00 -
[17] - Quote
Bones McGavins wrote:First off, im not saying dont show K/D. Im saying take that away as the focus, and focus on isk damaged versus isk lost. Instead of default listing players by kill, list them by isk damage. Add that ratio as a search on the leader boards and make it a focus. Keep other stats for players to see, but put an emphasis on what matters.
The point is to make new comers and typical FPS players relax on worrying about their k/d and make them feel useful even if they died 8 times to that tank. If they damaged it 40% when it got destroyed, they should get 40% of its value towards their isk damage score.
Secondly, worrying about losing a 300K proto suit to a single rail gun shot is valid. But it throws the same concerns. However, you have to remember, folks can res that 300K suit and bring that player back in the game. You cant do that with a tank.
Eventually, I assume the game will play with new players fighting new players in more typical FPS style quick matches. Spending money to win these battles wont make a ton of sense. But its possible. A focus on ISK as a driving stat of success/failure will help mitigate new players from being upset about a tank owning them. (not solve, but help mitigate).
While organized corporations will fight using the vast array of equipment that the game will have. You will have that 300K proto suit defended by some cheaper infantry, and some medics to keep it alive, supplied and resed. But in each scenario, players will want to be able to see how effective they are. And just because you lost 4 25K suits while fighting 1 200K tank doesnt mean you werent effective. The resulting stats should show that rather then show the guy who lost hsi 200K tank going 4-1 against the guy who lost 100K in suits.
If Im a coorp looking for new members I want to be able to see their stats and value their play. In most games k/d is a pretty good indicator. Here it simply isnt. An ISK ratio would be.
as is, i 100% they need to add more things to look at besides KDR, however KDR is more important in this game then another game, b/c each death 90% of the time matters (10% revived so ok).
Im not sure about isk damage, but id like to see damage via WP done like in BF3. granted ud need to up kills to 100, and give assist points to the % of damage done.
So for losing the 300k proto suit like i brought up; now im not even close to it, but it doesnt matter, as i think in playing the 8 days or so i have, i think ive been revived 2 times by a non squad/group member. So at this point im not banking to much on reviving; and you dont know if being killed via a tank missle/railgun will allow for a rez; as grenade deaths arent revive-able. True you cant revive a tank; but you CAN repair it; and i bet most good tankers who will group up w/ have designated repairer or be spider tanking.
As the game is now though; if you do die 4x each in a 25k suit trying to take out a tank and it doesnt get destroyed, you WERE ineffective. Granted you may have stopped the destruction for a minute, but ultimately you werent effective unless that tank was destroyed (by you or by assist) |
Shiro Mokuzan
220
|
Posted - 2012.08.27 23:48:00 -
[18] - Quote
Bones McGavins wrote:But the current FPS mentality will ruin that. Folks worrying about their k/d ratio will absolutely hate this game. And the leader boards do not do much to counter that.
Fine, let them hate it. This game is not designed to appeal to the broadest possible audience like most FPSes are.
If there must be a leader board, it should be based on value of what they destroyed (dropsuits, gear, vehicles, etc). It makes more sense in this game, since money is everything, and that's how EVE killboards work, although it's they're not built into the game itself.
In other words, make it a ISK destroyed/ISK lost ratio.
For logistics, maybe ISK repaired or injected would contribute somehow. And then anyone who hacks a void cannon (the objectives) would get credit for damage done by that cannon to the enemy MCC.
Or the simpler option would be to drop K/D, since it since it doesn't encourage teamwork, and replace it with war points. |
FatalFlaw V1
ISK Faucet Industries
76
|
Posted - 2012.08.28 01:17:00 -
[19] - Quote
The scores are NOT sorted by K:D ratio, they are sorted by the number of kills, with the tie breaker going to the one with fewer deaths. I have no objection to showing isk loss on the board, but it should continue to be sorted by the number of kills by default. Good for you to anyone who wants to run in nothing but militia gear, but if others on your team are offering a greater contribution to the match, they should be recognized.
Your deaths have the potential of leading your team to losing the match, while a person losing expensive gear is only at their own personal cost. Assets are personal only in dust right now, so there's nothing but imaginary bragging rights gained from running in nothing but militia, racking up a 5:10 ratio and having 100% isk efficiency. |
Song Soulfire
Circle of Huskarl Minmatar Republic
44
|
Posted - 2012.08.28 01:48:00 -
[20] - Quote
without any real idea of how player contracts can work, or how taking over a player planet might play out, i think that all this is conjecture.
It may actually be possible to field 40 500kSP newbs onto a battle field, against a tank and 10 well dressed mercs.
will corps be able to take security contracts? What will that entail-will said merc corps need to run 24/7 scout patrols and be ready to mobilise against invasive forces?
How much ISK will be getting thrown around? If the contract is worth 1 billion ISK between 5 mercs then losing a few tanks will not be cost prohibitive.
Without any idea of how much is possible under this system, or of the profits available to EVE/DUST players for holding certain planets (when DUST is released), its not really possible to see what scale DUST battles will be fought.
In high sec, I would guess(in my EVE nubness) that fairly even battles will be fought, a la NATO's conventions for war...
But certainly in NULL SEC there should be no laws, and costs i assume, would skyrocket, much like the super fleet battles on you tube. |
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Bones McGavins
TacoCat Industries
24
|
Posted - 2012.08.28 02:00:00 -
[21] - Quote
FatalFlaw V1 wrote:The scores are NOT sorted by K:D ratio, they are sorted by the number of kills, with the tie breaker going to the one with fewer deaths. I have no objection to showing isk loss on the board, but it should continue to be sorted by the number of kills by default. Good for you to anyone who wants to run in nothing but militia gear, but if others on your team are offering a greater contribution to the match, they should be recognized.
Your deaths have the potential of leading your team to losing the match, while a person losing expensive gear is only at their own personal cost. Assets are personal only in dust right now, so there's nothing but imaginary bragging rights gained from running in nothing but militia, racking up a 5:10 ratio and having 100% isk efficiency.
Killing 40 militia gear folks in an objective game type isnt offering a greater contribution than killing one 400k tank. I really have two points in my posts.
1) Isk damage ratio should be more of a focus than k/d or kills.
2) The team deathmatch, whats it called, skimrish? mode does not work well in the context of this game. Spending 30X someones else should allow you to kill 30X of them. But you dont want a game where spending 30X someone automatically means you win. In objective gametypes this is fine, because a tank can kill 30 crappy infantry units without it being pretty much an auto win. They will make an impact on the battlefield and likely tilt the war effort to their side, but its not as unbalanced as it would be in a match where the only point is to kill.
With 2) in mind. Killing 30 milita gear soldiers is not more helpful to the team then helping to kill 1 300k tank. So their 30 kills is not more useful then the opposing 1 kill. The leaderboard should not reflect it as such. (yes in matches where the clones are depleted it IS more useful, but as i stated in 2, I dont think those games work well in the current version or likely future versions of DUST).
However im hoping said gametype is limited to high sec. Which would be ok, as it would let new players enjoy a basic FPS style game, and big corps wouldnt be spending tons of money in these matches anyway.
Quote:without any real idea of how player contracts can work, or how taking over a player planet might play out, i think that all this is conjecture.
Agreed. But there is still no reason not to include an isk damage score and/or a isk ratio score for leaderboards and results. It would be a fun way to judge performance and quite possibly far more accurate. |
xprotoman23
Internal Error. Negative-Feedback
1452
|
Posted - 2012.08.28 02:03:00 -
[22] - Quote
K/D is only the focus of the game if people make it out to be.
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Isaa Quade
ZionTCD Legacy Rising
107
|
Posted - 2012.08.28 02:07:00 -
[23] - Quote
Bump for K/D getting taken out! |
Bones McGavins
TacoCat Industries
24
|
Posted - 2012.08.28 02:08:00 -
[24] - Quote
xprotoman23 wrote:K/D is only the focus of the game if people make it out to be.
Kills are how leader boards are sorted, with an option for k/d. Kills are also how the result of a battle is sorted. The focus is there. If you want to look at who the top performer on the team is, you really only have the option to look at kills and k/d. We arent even allowed to look at an economic indicator.
And regardless, a LOT of people will have this as their focus. It behooves nobody to simple feel "they shouldnt feel that way, dont play this game." Thats not a beneficial attitude.
The natural FPS focus on K:D does not mesh with the economy driven battles where a tank can and SHOULD kill plenty of infantry and be difficult to take out. So DUST can help its own cause by making its own menus and leaderboards provide a different focus.
BF3 was brought up and its a solid exmaple. Score, SPM is more of an indicator of how you performed than kills or k/d. Both have a role. Similar metrics can be used here. ISK is obviously a good one since its what sets DUST apart from other games.
Lets face it, DUST doesnt do killing and kill to death as well as the big console shooters. So why make that your focus? Make a focus on the teamwork, the sratetgy and the economy. Help the player focus on your strong points, and help them realize why they should be playing and what they should be focusng on while doing so. |
Cpl Quartz
127
|
Posted - 2012.08.28 02:10:00 -
[25] - Quote
Bones McGavins wrote:So, I am an avid FPS player. Halo, COD, BF3. Usually pretty solid at those games.
Right away I can see an "issue" with DUST. Its not a problem, but it is an "issue."
Eventually high level play will be about protecting your expensive **** while destroying theirs. Expensive tanks will battle expensive tanks, while logistic vehicles attempt to drain energy and stop repairs or lock down these tanks. AV infantry will attempt to take out said vehicles while infantry attempt to kill them.
Its a good dynamic, and can be a lot of fun. But the current FPS mentality will ruin that. Folks worrying about their k/d ratio will absolutely hate this game. And the leader boards do not do much to counter that.
A quick way to begin facilitiating a change in this mentaility is to record damage done in ISK. And show that versus ISK lost in the post game screens and the leader boards.
The focus of DUST can not be typical FPS kill to death. We need a way to make infantry units feel they are contributing at a high level. Otherwise it will devolve to tank v tank. Because nobody wants to go 1-30 against a tank. However, if a tank cost 30X as much as basic gear they SHOULD go 1-30 against it.
But also, the basic skirmish mode where clones get depleted needs to go away. Otherwise it will become "who spends the most". If I want to throw 20 bodies at a tank and take it out, i should be able to without hurting the success of the mission.
Point is, this game can appeal to a lot of people, but to do so, the game itself needs to take focus off K/D and put it on what makes this game unique, the economy and the global scheme of things.
what happened to the simple things in life? our flag their flag HF GG may the best TEAM win? i have had absolutley mamoth killing games where i played **** looking back at them and some of the best games i played i have been near bottom or mid. i ******* hate this mentality of who kills more is best.
i am glad ccp stayed away from flags and towards capture and hold :) |
Berserker007
Imperfects Negative-Feedback
206
|
Posted - 2012.08.28 02:12:00 -
[26] - Quote
this kind of strayed from tanks v infantry, but not in a bad way really. For in game purposes, from what i gather you'd want the board to be setup by WP (war points .. ie, the points u get for kills, assists, hacks, etc) first, then KDR on to the right of that (like BF, shows points, then kdr) |
Cpl Quartz
127
|
Posted - 2012.08.28 02:15:00 -
[27] - Quote
i want people to be able to play logi or whatever class and be apreciated.
******* k/d boards.
i'd rather no points at all and if someone played like a ****. someone would just show them a beter way to do it. or beter yet uploaded their pov of that match so other players could watch it and learn from someone elses mistakes or good stuff. and have a laugh at the same time. |
Mavado V Noriega
SyNergy Gaming
2283
|
Posted - 2012.08.28 03:27:00 -
[28] - Quote
lolstats |
Cpl Quartz
127
|
Posted - 2012.08.28 03:31:00 -
[29] - Quote
pj satrted all this.he's got a lot to answer for.. |
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