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The Robot Devil
BetaMax. CRONOS.
30
|
Posted - 2013.03.27 07:08:00 -
[211] - Quote
I like the idea of -10 points for every revive after the first, on the same merc in a set time, till zero.
OK here I go again. The repair tool is starting to stick out to me as a problem more than any other piece of gear. The UL either allow more active at once, more carried, more spawns per or faster spawns. Everyone of the "upgrades" allow for more points to be made faster when compared to lower tier items. The injectors repair more armor per level and thus the merc that is revived doesn't need a rep allowing you to move on to another target ( 1 rep = 50 and two cycles = 50) and make more points than they would have ( based on time spend performing the actions) if lower tier injectors were used. In the same amount of time it takes me to revive one merc and then rep 2 cycles ( about 150 HP) that equals about 100 WPs I can revive three mercs with no reps to almost full armor or whatever the proto injector repairs and make 150 WPs. Nano hives are in the same category as uplinks. The better the hive the longer it supplies or it supplies more or supplies faster.
This thread has been very fun. I like complex topics in games that make me forget about RL.
Again, it is hard to convey passion or seriousness in these posts and I don't want to come off as a douche. I am only bringing things to light that I think are valid arguments. I am not saying I am correct as much I am asking for feedback on my views of the topic. This has been my favorite thread so far because it has not degraded into name calling and trolling. |
CODE Breaker93
Planetary Response Organisation Test Friends Please Ignore
26
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Posted - 2013.03.27 07:40:00 -
[212] - Quote
+1 |
CODE Breaker93
Planetary Response Organisation Test Friends Please Ignore
26
|
Posted - 2013.03.27 07:48:00 -
[213] - Quote
The Robot Devil wrote:I like the idea of -10 points for every revive after the first, on the same merc in a set time, till zero.
That works for that scenario but who will it determine who you are rezzing? If I taking off -10 for constant rezzing, whattells it thatthe guy dead beside you isn't you? Just asking cause I don't want a enemy to kill my whole squad, me kill him, then I don't get proper wp for picking them up. |
The Robot Devil
BetaMax. CRONOS.
30
|
Posted - 2013.03.27 08:05:00 -
[214] - Quote
CODE Breaker93 wrote:The Robot Devil wrote:I like the idea of -10 points for every revive after the first, on the same merc in a set time, till zero.
That works for that scenario but who will it determine who you are rezzing? If I taking off -10 for constant rezzing, whattells it thatthe guy dead beside you isn't you? Just asking cause I don't want a enemy to kill my whole squad, me kill him, then I don't get proper wp for picking them up.
If I revive the same merc three times in under a minute ( or whatever amount of time) then it would drop by 10 each revive after the first. This system would discourage farming revive points and promote more team play by decreasing the points made to zero for "bad" revives. If a logi or any other mercs revives me and I get shot back down then they should lay down cover fire before trying to revive me again or be penalized by decreasing points for ugly play. |
CODE Breaker93
Planetary Response Organisation Test Friends Please Ignore
26
|
Posted - 2013.03.27 08:16:00 -
[215] - Quote
The Robot Devil wrote:CODE Breaker93 wrote:The Robot Devil wrote:I like the idea of -10 points for every revive after the first, on the same merc in a set time, till zero.
That works for that scenario but who will it determine who you are rezzing? If I taking off -10 for constant rezzing, whattells it thatthe guy dead beside you isn't you? Just asking cause I don't want a enemy to kill my whole squad, me kill him, then I don't get proper wp for picking them up. If I revive the same merc three times in under a minute ( or whatever amount of time) then it would drop by 10 each revive after the first. This system would discourage farming revive points and promote more team play by decreasing the points made to zero for "bad" revives. If a logi or any other mercs revives me and I get shot back down then they should lay down cover fire before trying to revive me again or be penalized by decreasing points for ugly play.
Thank sounds good |
Cross Atu
Conspiratus Immortalis
856
|
Posted - 2013.03.27 18:37:00 -
[216] - Quote
The Robot Devil wrote:I like the idea of -10 points for every revive after the first, on the same merc in a set time, till zero.
OK here I go again. The repair tool is starting to stick out to me as a problem more than any other piece of gear. The UL either allow more active at once, more carried, more spawns per or faster spawns. Everyone of the "upgrades" allow for more points to be made faster when compared to lower tier items. The injectors repair more armor per level and thus the merc that is revived doesn't need a rep allowing you to move on to another target ( 1 rep = 50 and two cycles = 50) and make more points than they would have ( based on time spend performing the actions) if lower tier injectors were used. In the same amount of time it takes me to revive one merc and then rep 2 cycles ( about 150 HP) that equals about 100 WPs I can revive three mercs with no reps to almost full armor or whatever the proto injector repairs and make 150 WPs. Nano hives are in the same category as uplinks. The better the hive the longer it supplies or it supplies more or supplies faster.
This thread has been very fun. I like complex topics in games that make me forget about RL.
Again, it is hard to convey passion or seriousness in these posts and I don't want to come off as a douche. I am only bringing things to light that I think are valid arguments. I am not saying I am correct as much I am asking for feedback on my views of the topic. This has been my favorite thread so far because it has not degraded into name calling and trolling.
I'm going to respond based on each piece of gear, to try and keep things closer to short and sweet (you know how bad I can be at that )
Uplinks - Likely the most balanced piece of equipment we have at this point, the Uplink functions much more directly within the same framework as a weapon. It's stats allow for more/faster WP gain (while the awards themselves are static) thus scaling earnings potential with meta level.
Nanohives - Also fairly balanced, the "cooldown timer" and the ability to side step it via more than one merc is a little silly but on balance may actually be the best solution when considering both WP gains and development resources. In all I think this should be polished but it's not a dire need and is still a pretty balanced piece of equipment which scales along the same lines as Uplinks and Weapons.
Injector - A system of diminishing returns or a "cooldown" on WPs gained from reviving x Merc y times in z span of time does seem like a good system, details can be ironed out through testing provided CCP is willing to tweak numbers over the course of more than one build. Combine this with WP awards being scaled internally (the suggestion made earlier in this thread of tying WP gained to % repaired is workable, MIL/STD = 30, ADV = 50, PRO = 80) this could make for a solid improvement to the Injector. The point amounts may need to be adjusted slightly after testing to maintain balance but determining that is what betas are for
Repair Tool - The poor repair tool, it is the most broken piece within the equipment line. It still operates within/under limitations created to stop various forms of farming most(all?) of which are now functionally obsolete as they're less effective at farming SP/ISK than the simple act of staying in the MCC for an entire match. The repair tool no longer earns points for repairing installations. The repair tool now earns no triage points for repairing vehicles, and even it's guardian points are less than guardian points from infantry. Even the vehicle specific repair tools earn no better rewards for doing their job and repairing vehicles. Infantry WPs earned are capped with non-specific amounts and timers, fewer guardian awards push you to cap as fast/faster than a lager number of triage awards, does the 10 WP disparity between them keep this equal? In my testing guardian awards will push you to cap as early as 3 awards (105 WP total) while triage awards can earn as many as 150 WP before hitting cap. The UI fails to provide any feedback on when you're nearing, or still within the cap thus promoting sloppy play by forcing players to guess what their own equipment is doing. The most grievous problem for the repair tool however is also the longest standing; WP awards are tied to cycles rather than HP repaired. This causes the tactical advantages gained by advancing through the levels of repper to become earnings punishments. The upper level tools repair more Mercs and do it faster, thus they are active for fewer cycles meaning much lower earnings from the same HP repaired. Example: Two friendly Mercs are damaged for a total of 350 HP. Militia repairs @25 hp/s = 14 cycles. Proto repairs @44 hp/s = 7.95 cycles, with partial cycles not counting that drops to 7. Even worse due to the cooldown cap the faster repair from Proto means you're in cap for longer because repairing the same HP is so much faster. The rewards scaling on the repair tool are inverse to the proper scaling of weapons, uplinks etc.
Rev/Rep overlap - Fundamentally Injectors and Reppers both earn WPs for restoring friendly HP, the lack of a baseline 'hp repaired = wp gained' ratio, combines with the improper scaling in both lines compounding the earnings problem by placing a magnified burden on Mercs who choose a dedicated medic/support role, a burden which increases as your gear improves.
Cheers, Cross |
The Robot Devil
BetaMax. CRONOS.
33
|
Posted - 2013.03.27 18:49:00 -
[217] - Quote
I love that stupid repair tool. It always comes back to reps being the problem either on vehicles or mercs. I don't know I am on the fence with this one. |
Llan Heindell
One-Armed Bandits
0
|
Posted - 2013.03.27 19:53:00 -
[218] - Quote
+1
Awesome thread.
They need to get a long and careful look at this. I am a full Support Logistics, even thou sometimes I am the only support on the team, making my job even harder, I don't feel like the rewards were enough for the price I pay on my dropsuits plus the time invested to get all my skills. I see one random sniper getting much more warpoints then me just sitting on a freaking rock... :/
Also, sometimes you heal someone up to full HP and get no WPs.
Llan Heindell. |
S Park Finner
BetaMax. CRONOS.
117
|
Posted - 2013.03.27 23:35:00 -
[219] - Quote
The definition of boosting from the Urban Dictionary (Online) is "In multi-player games, having other people assist you in getting leaderboard position or achievements (xbox 360 specific) by having other people help you in ways that go counter to the game's design. Most often done with one team throwing the game to another."
To apply that to DUST 514 the game modes we have now have two win conditions: killing off all the other teams clones or destroying the other teams MCC. If what a player does doesn't contribute to those goals and they are accruing entirely personal benefit (War Points, Skill Points, Kill/Death Ration, etc) then the player is boosting.
If the player is just fooling around -- say blasting around in a LAV -- then they are not really boosting, they are just playing a different game. Since much of EVE (and DUST 514 by extension) is a meta-game outside the formal win conditions there are real complications with defining boosting. But even with all that, I think we can live with the more limited definition above.
So if the "solution" limits the amount of boosting under that definition it will be successful.
A couple of points clarifying/reinforcing earlier posts...
I was not suggesting that any death or damage produces negative WP. I only wanted damage a player does to himself, to a team member, to a friendly installation or to friendly vehicles to have negative WP.
I'm an advocate of fine-grained rewards. We already have them with hacking so I don't believe CCP has a philosophical disagreement with them. Do more damage, get more rewards. Fix more damage, get more rewards.
I have a lot of sympathy for the idea that this is a solution looking for a problem. I agree that in corporate games none of this will make much difference. The thing we don't know is how much weight CCP will put on managing boosting in more casual game environments. |
Anax 01
Crux Special Tasks Group Gallente Federation
18
|
Posted - 2013.03.28 01:59:00 -
[220] - Quote
Cross,
I just wanted to say that I'd be hard pressed to recall a single post of yours that I didn't like. You speak with the voice of reason and reading your posts is always a pleasure.
Sincerely, The guy up on the hills that pisses off both red and blue dots =/ |
|
CODE Breaker93
Planetary Response Organisation Test Friends Please Ignore
27
|
Posted - 2013.03.28 03:13:00 -
[221] - Quote
Anax 01 wrote:Cross,
I just wanted to say that I'd be hard pressed to recall a single post of yours that I didn't like. You speak with the voice of reason and reading your posts is always a pleasure.
Sincerely, The guy up on the hills that pisses off both red and blue dots =/
Agreed |
The Robot Devil
BetaMax. CRONOS.
34
|
Posted - 2013.03.28 03:26:00 -
[222] - Quote
+1 |
Thrillhouse Van Houten
DIOS EX.
49
|
Posted - 2013.03.28 04:08:00 -
[223] - Quote
S Park Finner wrote:The definition of boosting from the Urban Dictionary (Online) is "In multi-player games, having other people assist you in getting leaderboard position or achievements (xbox 360 specific) by having other people help you in ways that go counter to the game's design. Most often done with one team throwing the game to another."
To apply that to DUST 514 the game modes we have now have two win conditions: killing off all the other teams clones or destroying the other teams MCC. If what a player does doesn't contribute to those goals and they are accruing entirely personal benefit (War Points, Skill Points, Kill/Death Ration, etc) then the player is boosting.
If the player is just fooling around -- say blasting around in a LAV -- then they are not really boosting, they are just playing a different game. Since much of EVE (and DUST 514 by extension) is a meta-game outside the formal win conditions there are real complications with defining boosting. But even with all that, I think we can live with the more limited definition above.
So if the "solution" limits the amount of boosting under that definition it will be successful.
A couple of points clarifying/reinforcing earlier posts...
I was not suggesting that any death or damage produces negative WP. I only wanted damage a player does to himself, to a team member, to a friendly installation or to friendly vehicles to have negative WP.
I'm an advocate of fine-grained rewards. We already have them with hacking so I don't believe CCP has a philosophical disagreement with them. Do more damage, get more rewards. Fix more damage, get more rewards.
I have a lot of sympathy for the idea that this is a solution looking for a problem. I agree that in corporate games none of this will make much difference. The thing we don't know is how much weight CCP will put on managing boosting in more casual game environments.
Boosting defined as such versus what I would call farming isn't actually against the intentions of CCP, to my thinking. Aren't we supposed to play to gain SP actively? I'm talking with regards to the games current state and the future of public matches.
If worrying about how many WPs one gains (and therefore SP/ISK) more than the success of your team is considered boosting, I seldom come across a soul who isn't boosting. Let me make this infinitely clear... basically every person would prefer to win versus lose. The only people who don't care one way or another aren't even playing the game (they are farming in the MCC or "blasting around on a LAV"). The former should be inexorably punished with little passion or prejudice. They contribute nothing to the match and nothing to the game and anyone actually trying to play should want them gone.
I think the guy blasting around on the LAV should just leave on his own, personally, but I guess you will always eventually find some guy bored to death with everything in his life that he just has to get his jollies any way he can. Some people consider playing ANY video game a waste of time. I am obviously not one of those people, but I do think blasting around in a LAV for the lulz is an actual waste of time...go play another game for a few weeks...read a book...write a book...something...ANYTHING else...
Back on topic...I agree that you should be penalized for harming teammates. That being said, it is actually a feat to harm teammates. With no FF, the only way I've seen a person harm their team is by running them over in a LAV (sadly it works) or shooting an installation railgun at your teams dropships causing them to crash (indirect harm). Harming oneself is another matter. I have killed myself multiple times with poor grenade throws, I will admit. I don't agree that the problem of griefing is such that EVERY accidental grenade throw out there should result in WP subtraction, though. I'd rather see one guy get away with griefing than one thousand guys get penalized for bobbling a grenade... provided the glitch allowing damage to ones teammates gets fixed in a reasonable time frame. THAT is the red herring. I was in a game the other day and a guy on my own team killed me by running me down in a LAV. There IS NO DEFENSE. No "vote to kick" mechanism. I can't whip an AV grenade at him (it won't harm him). I can't do anything except run from cover to cover (FROM MY OWN TEAMMATE). It was frustrating to have to watch not only the enemy but also the blue diamonds on my minimap. Needs a fix.
Hilariously enough...I probably gained 240 WP from reviving other fellows who'd run afoul of the LAV bandit. Ironic that it illustrates your very concerns, S Park FInner.
If they add FF in any stage of the game...then I think a subtraction system should be implemented without a second thought.
Anyways...I completely agree with Cross' last post (both in his well put definitions and his analyses of the equipment currently in the game). Bump. |
The Robot Devil
BetaMax. CRONOS.
35
|
Posted - 2013.03.28 04:40:00 -
[224] - Quote
I don't think team killing will go very far in this game. Reputation is king and unless they are going to make an alt and start over a bad label on their game will hurt them later. Team killers will be labeled as such and the first time a decent corp looses something and puts some type of bounty on that merc's head and word gets around there will be no corp that will take them for a while. Yes, team killing will happen but not like in any other FPS because this games involves loss of reputation and the loss of the ability to make ISK. Those are the only things that really matter and the only things people will know in a year or so. Just wait till API and CREST key start to drop for DUST and your employment history actually matters and people start to check into your forum posts and read what you typed in chat rooms. EVE people are suspicious, paranoid and DO use tools like evewho to look up pilots. That is why you don't use local in a WH. It will be the same on DUST. |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3305
|
Posted - 2013.04.01 21:59:00 -
[225] - Quote
Bump |
CODE Breaker93
Planetary Response Organisation Test Friends Please Ignore
57
|
Posted - 2013.04.02 06:44:00 -
[226] - Quote
Bump |
Cross Atu
Conspiratus Immortalis
875
|
Posted - 2013.04.02 18:05:00 -
[227] - Quote
Anax 01, CODE Breaker93, The Robot Devil, thanks guys, I try to keep my posts clear/useful so I'm glad it's paying off =)
I think Thrillhouse is on to something with regards to farming/boosting. The bite of the questions is what are the implications of this action? The guy blasting around in a LAV isn't contributing much but he's not earning much either so on balance there's no problem with that level of behavior. While players just driving around and the like aren't contributing much to the team they aren't being rewarded by the system for doing so. Farming/boosting becomes a problem when those non-contributing actions start to provide rewards that are as good or greater (often with lower risk) than the rewards provided to someone who's risking ISK, investing SP and putting themselves into the match in a tactical/team oriented manner.
When considered in the above light it's no wonder "farming" is so unclear at this point, since a large portion of ISK gain, and the majority of SP gain have both been pegged to time spent in match making the best farming method "just spawn in and sit there". As long as that remains true I'm personally disinclined to hold off on testing features that could improve game play based on the concern that someone might later use them to farm if/when CCP removes the ability to farm simply by spawning (which for the record I think they will remove eventually, but it'll take some time).
FF/TK'ing - A key point to keep in mind (and it's two fould) is that FF will be enabled within PC/FW/Corp battles, but turned off in Instant Battles (and presumably PvE as well). The second part of that being SP isn't awarded within the PC/FW/Corp deployments, as such we're only really addressing pub matches when we talk about SP gains or concerns over farming/boosting. A note here, TK's in pub matches already remove WP in the current build down to a minimum of zero. So while you can't go negative you can lose WP. This is important to note for two reasons, 1) it means the engine contains at least some ability to track FF type damage and deduct WP because of it. 2) It means that farming WP from injectors is more possible and profitable under the current system than under the proposed changes. (Squad of two, both run starter fits, one TK's the other with a LAV or Nade, the surviving member revives the downed squad mate, then they swap. Method can be done fully within the redzone, grenade method can even be done on the MCC itself).
The point being that even with FF WP tracking there are still ways for a squad of 2 to farm points as it stands now, thus the ability to farm points under a new system would not be a net change in game balance. Besides which as The Robot Devil accurately points out there are some very potent reasons why being a known TK Merc will undermine any player who does it. Tk'ing, much like farming itself, is going to be (largely, I doubt it'll ever be completely eradicated) a think of the past once CCP finishes the CREST API for Dust.
So leaving farming aside does anyone think the suggested alterations to equipment scaling would not properly parallel the scaling of other game aspects like 'slayer' WP earnings? Because while this thread is focused on the internal scaling of the equipment line we certainly don't want support actions to be more or less rewarding than their aggressive counterparts, unless rewards are balanced the game will be lacking.
Cheers, Cross
|
P14GU3
Expert Intervention Caldari State
14
|
Posted - 2013.04.03 05:31:00 -
[228] - Quote
+1
I now know why I seem to get less warpoints when I run better logi-fits. I think I will run my free suits more often. The system needs some serious work. Cap should go at least, seeing as farming in the MCC seems to be a much easier way to get points now. All the points here prove valid CCP. |
Cross Atu
Conspiratus Immortalis
881
|
Posted - 2013.04.08 02:12:00 -
[229] - Quote
In light of the new racial suits this issue is going to be compounded. Unless it's been changed the new Omen Logi suit will enhance the effectiveness of repair tools, thus running afoul of the same scaling difficulties as the upper meta gear, what's more the effects stack magnifying the diminishing returns on WP earnings. It will be a real pity if players skill into Proto dropsuits (over 1.2 million SP for the final level of the skill alone) only to discover that their chosen suits come with a built in reduction to SP and ISK earnings.
Still hoping for a blue post in here, as I've said before a simple "this issue as been added to our backlog" would be more than adequate and I'd personally be grateful for the communication on this subject.
Cheers, Cross |
Cross Atu
Conspiratus Immortalis
885
|
Posted - 2013.04.21 20:03:00 -
[230] - Quote
New Dev Blog is out, and at the risk of repeating myself Uprising would be a great time to fix the mechanical balanced issues raised in this thread. Failing that it would be really great to get some acknowledgement of the problems identified here I am still (as recently as this week) meeting new Logi (plural not singular) who are frustrated by this imbalance and who were unaware of the particulars.
Listening to their discussion of game play as they try to figure out why their earnings and success seem to be going down as they advance in SP as become an all too familiar experience. Support actions need not, and indeed should not, have tactical value and earnings value pitted against each other in a 'zero sum' relationship.
~Cross
Link to the aforementioned blog: http://dust514.com/news/blog/2013/04/skill-system-changes-in-uprising-update/ |
|
Cross Atu
Conspiratus Immortalis
885
|
Posted - 2013.04.22 04:58:00 -
[231] - Quote
Here's one of the latest new threads raising the subjects discussed here: https://forums.dust514.com/default.aspx?g=posts&t=69911&find=unread
The issue persists and in so doing continues to effect game play for many Merc, both new and old. It is quite telling that throughout several builds others who've never been part of this thread continue to encounter and object to the shortfalls we've highlight here. Mechanical parity in balance is key, as is not putting rewards at tactical play in an antagonistic zero sum relationship.
I wish to repeat my prior request, CCP please let us know you've recognized and are working on the problem. I am confident that the many posters here understand these things take time and I for one would be more than happy with a simple "this problem has been added to our backlog" statement.
Cheers, Cross |
Lynn Beck
Forsaken Legion-0
9
|
Posted - 2013.04.22 14:57:00 -
[232] - Quote
Cross Atu wrote:RedBleach LeSanglant wrote:To Xiree: Good for you not getting into a flaming war and actually asking for help/explanation. That is respectable
To Cross: A very good post. Well thought out. Too often do we only hear complaints and no suggestions. Here you have offered both. and I agree wholeheartedly.
Though I would change WP to SP or SP/WP (even though SP is still a mystery). But that is my take. There should be a change to repping and rezzing rewards to make it worth the risk and time one has to invest in to become an adequate support character. Agreed with your first, Xiree thank you for being mature and actually asking rather than trolling (just in case it wasn't clear before what I thought). Good point on the WP/SP, I didn't want to include SP directly since the mechanic is unknown but using both makes sense, I think I'll update the language in the OP when I get a bit. Regarding Repper OverheatingThis is an interesting idea, I'm going to give it more thought and post back again but here are my initial thoughts.
- Could add a skill to reduce the Overheat effect, at level 5 with Proto tool could run continuously. Drawback is even more stuff for LogiBros to spend SP on the pro of this; 1) Rewards use of high Meta gear and investing Logi skills. 2) raises the required investment for farming behavior (hopefully mitigating farming).
- Implementation doesn't seem resource intensive, could likely use the overheat mechanic for LAV guns and fine tune from there.
- Overheating seems compatible with the ideas in the OP
More to come later Cheers, Cross And make it that much harder for newbie logibros to gain wp?, i'd rather go with just the armor repaired or % thing. Instead of downgrading the already underrated Repper we should make it more rewarding. Not punish those who use it.
|
Cross Atu
Conspiratus Immortalis
886
|
Posted - 2013.04.23 16:01:00 -
[233] - Quote
@Lynn Beck
Thanks for posting
I believe it's pretty much unanimous that the best solution is one which awards 'X WP per Y HP repaired' so that it keeps everyone on the same footing while still allowing for proper scaling of the earnings present. However it's unclear what the mechanical/development requirements of that may be, as such it's unknown whether that method is an option so in the absence of Dev feedback we continue to explore other options.
The repper is burdened with a host of problems in its present form, and while by and large they do effect all levels of Logi they become worse as you run better gear. This clearly provides no mechanical (tho there are some tactical) incentive to upgrade. As such the rewards scaling needs to be altered, whether that is by increasing all awards at every level or decreasing some lower meta awards and rampping up from there in part is a wider balance concern that extends outside of the Logi class alone and thus CCP needs to evaluate it in context of their internal data.
The Repper also suffers from an in adequate UI presence. Mercs being repaired rarely know it, Mercs repairing have no indication of their cycle times, aim/lock inductors to establish lock on (at least there's the square and notification when you have established a lock), and no UI feedback regarding the cooldowns or cap effects
You do raise a valid point, that some of the suggestions here would increase the "entrance barrier" for new Logi trying to start out. Thanks for posting.
Cheers, Cross |
Cross Atu
Conspiratus Immortalis
888
|
Posted - 2013.04.24 06:44:00 -
[234] - Quote
Still hoping for a Dev response prior to Uprising. |
Cross Atu
Conspiratus Immortalis League of Infamy
899
|
Posted - 2013.04.28 04:17:00 -
[235] - Quote
Now that Uprising is only a matter of days before live launch I have to ask, are we really going to see such a fundamental issue included in the live build of the game despite it's being pointed out repeatedly and in many threads since Closed Beta?
I understand there's a lot to work on but going from closed beta to live release with this problem being discussed and not even having it commented on by CCP... that just feels off to me. |
Lynn Beck
Forsaken Legion-0
13
|
Posted - 2013.04.29 16:56:00 -
[236] - Quote
Cross Atu wrote:Now that Uprising is only a matter of days before live launch I have to ask, are we really going to see such a fundamental issue included in the live build of the game despite it's being pointed out repeatedly and in many threads since Closed Beta?
I understand there's a lot to work on but going from closed beta to live release with this problem being discussed and not even having it commented on by CCP... that just feels off to me. Me, being a fan of general purpose, have all but vehicle skills at lv1, and i'm not planning on getting the upgraded repper. Maybe upgraded suits so i can carry better nanohives. But that's it. I really hope CCP is planning on giving logis some love. |
Cross Atu
Conspiratus Immortalis League of Infamy
900
|
Posted - 2013.04.30 04:53:00 -
[237] - Quote
@Lynn, thanks for posting more feedback is always welcome :)
In general having seen the fanfest keynote I'm hopeful that among the thousands of changes and improvements that are coming with Uprising a fix to this issue is included. Only a few days to see if that's the case, and again I do understand that there isn't time to get to everything so even if Uprising doesn't include these fixes that would be one thing if there were a response directly to these issues. What gets to me somewhat is the lack of any direct response to the issues raised here at any point from closed beta until present. Hopefully Uprising has the fixes we're looking for (or at least a start on them), we'll see in a week
Cheers, Cross |
Orion Sanjeet
SyNergy Gaming EoN.
0
|
Posted - 2013.04.30 18:06:00 -
[238] - Quote
http://blog.lukewyatt.us/wp-content/uploads/2010/11/Scruffy-the-Janitor.jpg
+1 |
Cross Atu
Conspiratus Immortalis League of Infamy
915
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Posted - 2013.05.08 07:13:00 -
[239] - Quote
Further testing needs to be done but some early observations indicate that the "cycle" method for awards may have been updated to a more HP based system.
I am posting both to comment on the encouraging news and to request the help of fellow Logi players in further testing of this and other Logi gear within the new build.
My initial impressions are recorded here: https://forums.dust514.com/default.aspx?g=posts&t=74229&find=unread.
Cheers, Cross |
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CCP Nothin
C C P C C P Alliance
190
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Posted - 2013.05.09 03:49:00 -
[240] - Quote
Thanks for such admirably patient posting. A reply to this thread is long overdue, but here goes.
First off, I think the concept behind having higher WP rewards from using more expensive gear (and thus putting more ISK at at risk) is great and in line with our philosophy. We have looked into ways of making the WP rewards for support roles scale with the level of equipment you are using, but unfortunately it has turned out not to doable without some further development effort on the WP rewards system itself. That said, it's something we definitely interested in doing. Having high level weaponry makes you better at earning WP, as your killing potential is improved. Having high level equipment make you better at earning WP would only make sense.
Some historical musings about repair rewards specifically:
In Chromosome, the repair rewards were changed from the old cyclical system. We replaced that with two new rewards:
Guardian - 35 WP - You're actively repairing a player who kills a target Triage - 25 WP - You repair someone who has taken damage within the last 60 seconds
The primary reason for switching from the old cyclical rewards to the above was exploitation -- with the old system, we saw players coming up with all sorts of cunning schemes for racking up record amounts of WP in record times. The new rewards are more difficult to exploit, as obtaining them requires interaction between the teams (and by interaction, I mean shooting the other team in the faceplate). As you would have to coordinate with players on both teams to exploit this (something that shouldn't be easy in e.g. instant battles), they should be more robust against exploitation. With the new rewards we also added a (tweakable) cooldown to how often you could earn rewards to have a fall back in case someone found a clever new way to game the system.
The new rewards are compatible with scaling based on the quality of equipment used and it's just a question of investing us finding some development time to make the WP reward system support it.
In the meantime, we'd love to hear your feedback on how the repair rewards are performing to make adjustments if necessary. Do you feel that the reward levels reasonable? Do you feel that reward experience you get consistent (i.e. do you get rewards when you expect to get them)?
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