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Author |
Thread Statistics | Show CCP posts - 1 post(s) |
Iron Wolf Saber
BetaMax.
2867
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Posted - 2012.09.01 17:14:00 -
[91] - Quote
Billi Gene wrote:I'm guessing that what seems to be upsetting some people is that the DEVs don't post everything to do with DUST onto the DUST forums.
I think i really like this game, and until it is released(and therefore considered somewhat finished) i'd like to be able to hear more about what is being planed for this game, and about any changes that may find their way into it.
As a beta tester, i'd like to think that my input is more then as a mere data producing automaton, that the forums are being read by CCP employees and the collective observations of the beta testers taken into account.
really what would alleviate some of this concern, would be more DEV responses and posts.
but then i've seen in other games forums how often such posts can be taken out of context, can take on a life of their own in a chinese whispers kind of way. People get worked up over things that people are saying that the DEVs said were going to be done or undone, and in reality DEVs are usually quite cryptic about changes that Might get made.
The DEVs also have seen how things get out of control, so though they may want to say more then they do, they just cannot.
This is usually why a lot of what players learn, doesn't always come from the games forums, but from other sites that deal with reviews or publicity. Doing things this way allows the DEVs to get information out to its players, in a round about way, but also to people who aren't playing the game, so that they can become interested in it.
In the end, as long as I can be sure that CCP employees are reading these forums and passing along information, I can be happy that my part in this games creation is valid.
I know that CCP has already got planned how this game should be, I am just here to test the games' systems, and that eventually all the systems will get compiled into one program, and that the game will be released when that happens.
I can assure you the thread are being read because its quite often ccp asks us to read them as well in irc and chime in on if its the same issues for the rest of us. these are issues I oftenly miss myself as often as I browse.
As for you false prophecy dev posting I have to agree there had been things said on IRC months ago that are currently no longer true in any shap form or fashion and would ultimately cause threadnaughts today. Which is why I put the nice warning anything mentioned in IRC is subject to deletion or totally outright fasle and the other reason why I avoided direct quoting.
Communication overall can improve but Developer CCP Cmndwang who is in charge of it, is being used for other things other than posting cat pictures with us. When the game launches expect cmmanderwang and other community developers to post in higher frequency as the team will have some breathing space post launch. |
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GM Unicorn
Hedion University Amarr Empire
265
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Posted - 2012.09.01 18:07:00 -
[92] - Quote
Closing for a cleanup ;)
EDIT: ok open again. Please avoid flames that are not relevant to the game like "how pro is IRC" or similar. This post was a kind report of what they discussed in IRC so let's talk about the content not about the software. Thank you guys ;) |
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Iron Wolf Saber
BetaMax.
2867
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Posted - 2012.09.01 23:05:00 -
[93] - Quote
Thank you.
GM Unicorn Best Unicorn. |
Skilfer
Nova Corps Marines
19
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Posted - 2012.09.01 23:17:00 -
[94] - Quote
1) When do you guys plan on 'adjusting' this current AV 'fix'? Are we going to have to wait clear until the next build? :/
2) How are you distributing the rewards for the corp battles? The Caldari and Gallente are putting up good fights for one another, while the Minmatar are decimating the Amarr. I don't believe it would be fair for the Minmatar to get rewards and neither the Caldari or Gallente, seeing as they didn't have a chance to fight the Minmatar corps. |
Iron Wolf Saber
BetaMax.
2867
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Posted - 2012.09.01 23:24:00 -
[95] - Quote
Skilfer wrote:1) When do you guys plan on 'adjusting' this current AV 'fix'? Are we going to have to wait clear until the next build? :/
2) How are you distributing the rewards for the corp battles? The Caldari and Gallente are putting up good fights for one another, while the Minmatar are decimating the Amarr. I don't believe it would be fair for the Minmatar to get rewards and neither the Caldari or Gallente, seeing as they didn't have a chance to fight the Minmatar corps.
Question 1 is likely to get answered in the game well before the the next QnA session unfouruntely as the speed things develop vs how often they poke thier head in.
Question 2 is better off being asked in here. https://forums.dust514.com/default.aspx?g=posts&t=33811&find=unread |
Skilfer
Nova Corps Marines
19
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Posted - 2012.09.01 23:27:00 -
[96] - Quote
The reason I didn't ask it there is simply because we don't know yet what they are going to do, so technically it wouldn't be feedback yet, but I will post it there too. I was just inquiring as to what their plans were since their original posts about the winnings were rather vague. As for Q1, I really hope so... |
Iron Wolf Saber
BetaMax.
2867
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Posted - 2012.09.01 23:37:00 -
[97] - Quote
The corp battles thing if I remember right was a line they dropped stating they where watching them very carefully and keeping track. Either way Im nearly as cluess as you are, only managed to get into one fight so far and it was a tank fest. |
Skilfer
Nova Corps Marines
19
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Posted - 2012.09.01 23:44:00 -
[98] - Quote
Iron Wolf Saber wrote:The corp battles thing if I remember right was a line they dropped stating they where watching them very carefully and keeping track. Either way Im nearly as cluess as you are, only managed to get into one fight so far and it was a tank fest.
Yep, that's why I feel like my Q1 is a very pressing one. |
Icy Tiger
496
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Posted - 2012.09.01 23:52:00 -
[99] - Quote
Question: What was the weapon chosen from Wolf somethings world of weapons thread?
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Iron Wolf Saber
BetaMax.
2867
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Posted - 2012.09.01 23:55:00 -
[100] - Quote
Icy Tiger wrote:Question: What was the weapon chosen from Wolf somethings world of weapons thread?
I think he posted he was going to put those in his thread starting next week. let me look around.
edit
found it
https://forums.dust514.com/default.aspx?g=posts&m=278441#post278441 |
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Cerebral Wolf Jr
Immobile Infantry
760
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Posted - 2012.09.02 00:17:00 -
[101] - Quote
AH! SO you're Nova Knife? I wondered where he went. Hey buddy. :D |
Iron Wolf Saber
BetaMax.
2867
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Posted - 2012.09.02 00:59:00 -
[102] - Quote
No I am not Nova Knife. In the iRC channel I am Ironwolf the guy without a greendot. |
Iron Wolf Saber
BetaMax.
2867
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Posted - 2012.09.02 01:02:00 -
[103] - Quote
So.. what about those webber mines? |
Cerebral Wolf Jr
Immobile Infantry
760
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Posted - 2012.09.02 01:04:00 -
[104] - Quote
Iron Wolf Saber wrote:No I am not Nova Knife. In the iRC channel I am Ironwolf the guy without a greendot.
Oh i was told you was him. heh.
I've not been on IRC in months. |
Dalton Smithe
OSG Planetary Operations Covert Intervention
45
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Posted - 2012.09.02 01:04:00 -
[105] - Quote
Hit Detection 'We have this new system that auto adjusts hit detection based on lag and it will be in the next patch/build we pretty happy about this system.'
This is my favorite part of the post...lol |
J'Jor Da'Wg
KILL-EM-QUICK RISE of LEGION
648
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Posted - 2012.09.02 01:05:00 -
[106] - Quote
Going back to my quick list of issues,
# 5 I think was damage increased by gun stats. - Personally I think that increasing material stats such as damage a bullet does per shot is bad in an FPS game. Same with fire rate in automatic weapons or such. Base gun stats should be pretty similar between a new player and an old player, the old players gun shouldn't somehow be more damaging that the new players because he is "skilled" at it.
Things such as bein certified to operate a weapon, compensate for recoil, hold steady to reduce barrel wander, reload faster, swap faster, fire steady for a longer time, and other more physically related skills make sense. But no amount of training is going to make a gun hit harder.
On the #7 movement issue, I believe the game should be faster as in movement speed. Initially I wanted the game slowed down, but I have decided otherwise since E3 build. The game benefits from faster movement. Not drastically faster, just a buff combined with fixed hit detection to help keep scouts from being OP again. Also I believe that stamina could use a buff, you do so much running it takes forever on foot, and vehicles are too expensive to use as a regular infantry. The militia LAV is also tin foil armor, so it dies really fast too.
As for your answers to my other issues, they have been "fixing" hit detection for 3 builds now. I will believe it when I see it. |
Iron Wolf Saber
BetaMax.
2867
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Posted - 2012.09.02 01:07:00 -
[107] - Quote
J'Jor Da'Wg wrote:Going back to my quick list of issues,
# 5 I think was damage increased by gun stats. - Personally I think that increasing material stats such as damage a bullet does per shot is bad in an FPS game. Same with fire rate in automatic weapons or such. Base gun stats should be pretty similar between a new player and an old player, the old players gun shouldn't somehow be more damaging that the new players because he is "skilled" at it.
Things such as bein certified to operate a weapon, compensate for recoil, hold steady to reduce barrel wander, reload faster, swap faster, fire steady for a longer time, and other more physically related skills make sense. But no amount of training is going to make a gun hit harder.
On the #7 movement issue, I believe the game should be faster as in movement speed. Initially I wanted the game slowed down, but I have decided otherwise since E3 build. The game benefits from faster movement. Not drastically faster, just a buff combined with fixed hit detection to help keep scouts from being OP again. Also I believe that stamina could use a buff, you do so much running it takes forever on foot, and vehicles are too expensive to use as a regular infantry. The militia LAV is also tin foil armor, so it dies really fast too.
As for your answers to my other issues, they have been "fixing" hit detection for 3 builds now. I will believe it when I see it.
*Hugs
This is what I am looking for. ill be sure you are heard, posting your post now so we can discuss it further.
There is eve side lore as to why weapon skills increase damage but its really hard to belilve that having better knowledge of bullet prejectories, shield frequency, resonance, spin angle of the shot can be applied at infantry levels, and while this may not make sense infantry size there is little excuse for vehicles to manage the same feats as eve ships on smaller scales.
From the game point of view I can see where the question raises with this one, I rather see the damage increases with the guns unlocked per level. However this brings into the question how to counter those who say trained shield management and mechanics which makes them thicker targets. |
DON RODIE II
Deep Space Republic
168
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Posted - 2012.09.02 01:09:00 -
[108] - Quote
I'M LOOKING FOR TO THEM FIX GERNADES AT SOME POINT.
GO DUST |
Iron Wolf Saber
BetaMax.
2867
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Posted - 2012.09.02 01:12:00 -
[109] - Quote
DON RODIE II wrote:I'M LOOKING FOR TO THEM FIX GERNADES AT SOME POINT.
GO DUST
Mentioned alot. so far no reason why it doesnt work but standard message of 'we know' is quite common concerning this. |
J'Jor Da'Wg
KILL-EM-QUICK RISE of LEGION
648
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Posted - 2012.09.02 01:18:00 -
[110] - Quote
Iron Wolf Saber wrote:J'Jor Da'Wg wrote:Going back to my quick list of issues,
# 5 I think was damage increased by gun stats. - Personally I think that increasing material stats such as damage a bullet does per shot is bad in an FPS game. Same with fire rate in automatic weapons or such. Base gun stats should be pretty similar between a new player and an old player, the old players gun shouldn't somehow be more damaging that the new players because he is "skilled" at it.
Things such as bein certified to operate a weapon, compensate for recoil, hold steady to reduce barrel wander, reload faster, swap faster, fire steady for a longer time, and other more physically related skills make sense. But no amount of training is going to make a gun hit harder.
On the #7 movement issue, I believe the game should be faster as in movement speed. Initially I wanted the game slowed down, but I have decided otherwise since E3 build. The game benefits from faster movement. Not drastically faster, just a buff combined with fixed hit detection to help keep scouts from being OP again. Also I believe that stamina could use a buff, you do so much running it takes forever on foot, and vehicles are too expensive to use as a regular infantry. The militia LAV is also tin foil armor, so it dies really fast too.
As for your answers to my other issues, they have been "fixing" hit detection for 3 builds now. I will believe it when I see it. *Hugs This is what I am looking for. ill be sure you are heard, posting your post now so we can discuss it further. There is eve side lore as to why weapon skills increase damage but its really hard to belilve that having better knowledge of bulelt prejectories, shield frequency, resonance, spin angle of the shot can be applied at infantry levels, and while this may not make sense infantry size there is little excuse for vehicles to manage the same feats as eve ships on smaller scales. From the game point of view I can see where the question raises with this one, I rather see the damage increases with the guns unlocked per level. However this brings into the question hw to counter those who say trained shield management and mechanics which makes them thicker targets.
I try to avoid arguing but this is a game with huge potential, emotions run high on all sides of every issue. Most people want it to be the best game possible, but how is where the disagreements lay.
It is a tough thing to balance, but that could be solved by making damage mods more effiecent. Currently a 3% bonus is negligible and I would rather have shield extenders or such as they are more useful. Most others I talk to agree. Honestly a 10% bonus per module makes more sense due to the tradeoff in portection or other modules/eauipment you must make.
It sould have to be carefully balanced with CPU/PG costs, and per module ISK cost.
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Iron Wolf Saber
BetaMax.
2867
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Posted - 2012.09.02 01:21:00 -
[111] - Quote
Further interating though
profiency does coorelate with 'technology tier 2' skills in eve, they too are mostly more damage but space wise its far to easy to understand increased damage.
Tech 2 uses morphite and are very expesnive overall and requires much more technology to be created (its not as simple as throw minerals in a box shake = item) The entire process of making tech 2 items is long convulted and complciated, but what we get in the end is a ship able to accept more skill level of oeprations well above and beyond tech 1.
It may be possible the 'tech 2' guns. Tie into the suits computer, takes sensor data and programs the shot to behave differently to account for the hostile suits target. Defense software and algortithms defeated. Shield Frequencies exploited, Armor resonace defeated. Angle of attack and the sorts. The bottom line is we really dont know how advance infantry weapons are in new eden.
They have to be advanced enough that traditional like fire arms still are able to compete against railgun weaponry and shields. |
Cerebral Wolf Jr
Immobile Infantry
760
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Posted - 2012.09.02 01:25:00 -
[112] - Quote
The top tier damage modules are 10% and do make quite a big difference, especially with a proto rifle and maxed skills in those areas.
I'm still running around in an assault II suit and taking out guys with much better tank than me due to having a really, really high DPS.
I've got long term concerns about how weapon damage is going to scale on new players against older players.
Has their been any mention of T2 equipment in Dust as early as launch? |
Iron Wolf Saber
BetaMax.
2867
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Posted - 2012.09.02 01:27:00 -
[113] - Quote
True but look what they did to the suits. they normalized all thier hp values so that slots are the only advantage.
I think the best solution is to do what they did with suits to the skills of the guns. Make the guns the sole reason it does more damage, make the skills the other reason you're better at using them.
However I can also see this being a problem as well inversely when we have to apply profiency skills. There would have to require a nerf of the guns to the point that it warrents both but the profiency we select has to be minor enough issue to not feel useless when you skill lvl 1-5 you cant double nerf/dip.
Moving more stuff other the modules is a good idea, overall I feel that alot ofmoudles effects are not well felt. I kileld plated heavies without probelm this build and plating myself just made me feel just a crunchy as before. |
Iron Wolf Saber
BetaMax.
2867
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Posted - 2012.09.02 01:28:00 -
[114] - Quote
Cerebral Wolf Jr wrote:The top tier damage modules are 10% and do make quite a big difference, especially with a proto rifle and maxed skills in those areas.
I'm still running around in an assault II suit and taking out guys with much better tank than me due to having a really, really high DPS.
I've got long term concerns about how weapon damage is going to scale on new players against older players.
Has their been any mention of T2 equipment in Dust as early as launch?
No so far we got the meta +5 factional variant weapons the other special issue side grades, and officer variants.
I dont expect to see tech 2 guns until we start industrial side in dust 514. |
Iron Wolf Saber
BetaMax.
2867
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Posted - 2012.09.02 01:31:00 -
[115] - Quote
As for infantry movement they all warrent questions on the direction ccp wants to go. Ill be sure those get asked.
And for hit detection they keep working on it. and every build its gotten better and sometimes worse. Its almost as bad as the aim assist feature that I cannot for some reason turn off.
But Im in the same bandwagon as you, Ill keep complaining about hit detection until its 'fully' fixed. Right now this build made sniping and shotgunning very possible now it seems cqc with standoff weapons is nearly impossible. |
Cerebral Wolf Jr
Immobile Infantry
760
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Posted - 2012.09.02 01:34:00 -
[116] - Quote
Iron Wolf Saber wrote:Cerebral Wolf Jr wrote:The top tier damage modules are 10% and do make quite a big difference, especially with a proto rifle and maxed skills in those areas.
I'm still running around in an assault II suit and taking out guys with much better tank than me due to having a really, really high DPS.
I've got long term concerns about how weapon damage is going to scale on new players against older players.
Has their been any mention of T2 equipment in Dust as early as launch? No so far we got the meta +5 factional variant weapons the other special issue side grades, and officer variants. I dont expect to see tech 2 guns until we start industrial side in dust 514.
That would make sense, I agree with Dawg's comments too about making all weapons kinda uniform or something similar, or even more on par with what we have in EVE. I.E a single Meta 1, Meta 2, Meta 3 and Meta 4 weapon not 4 different weapons at each Meta level.
Make a slight difference in PG/CPU/DMG use's based on each items meta level and take it from there. If someone wants a high damage, short range "Blaster" make them pick a Gallente rifle, if they want Long range, High DMG, slow ROF, go Amarr. If they want Medium range, Medium ROF, Medium Damage go Caldari etc etc etc.
I think there's too many weapons options right now when you realise we're only using Gallente rifles for example, when you add Minmitar, Amarr and Caldari weapons into the mix, suddenly we're going to have 4x the number of weapons to balance.
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Cerebral Wolf Jr
Immobile Infantry
760
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Posted - 2012.09.02 01:36:00 -
[117] - Quote
Iron Wolf Saber wrote:As for infantry movement they all warrent questions on the direction ccp wants to go. Ill be sure those get asked.
And for hit detection they keep working on it. and every build its gotten better and sometimes worse. Its almost as bad as the aim assist feature that I cannot for some reason turn off.
But Im in the same bandwagon as you, Ill keep complaining about hit detection until its 'fully' fixed. Right now this build made sniping and shotgunning very possible now it seems cqc with standoff weapons is nearly impossible.
I can't play without auto aim. But with it on, i fail to see peoples issues with hit detection, i really don't think it's as bad as people are suggesting. I'm regularly coming in with 15-20 kills to 2-4 losses a match.
I think a lot of it is players thinking they are better than they actually are and blaming it on the state of the game. |
Iron Wolf Saber
BetaMax.
2867
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Posted - 2012.09.02 01:36:00 -
[118] - Quote
For the longest time i really thought the non vanillia variants need to be unlocked at lvl 2. |
Iron Wolf Saber
BetaMax.
2867
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Posted - 2012.09.02 01:40:00 -
[119] - Quote
Now that I think about it, How does a computer from the damage mod increses weapon damage....
Dammit it is the same tech/lore reasons.
Either way Ill bring it up as a question, both movement and gun damage thing. |
Cerebral Wolf Jr
Immobile Infantry
760
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Posted - 2012.09.02 01:41:00 -
[120] - Quote
Iron Wolf Saber wrote:Now that I think about it, How does a computer from the damage mod increses weapon damage....
Dammit it is the same tech/lore reasons.
Either way Ill bring it up as a question, both movement and gun damage thing.
It's not like they can use Weapon Tracking, Sensor sig radius as a valid reason on the ground.
EDIT: Maybe allow weapons a single high slot for something like a dmg mod? |
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