Pages: 1 [2] :: one page |
|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |
R'ahz Lupo
Crux Special Tasks Group Gallente Federation
25
|
Posted - 2012.11.14 21:32:00 -
[31] - Quote
@Blacknova Good advice versus the ground targets... So, the swarm is only really effective against armour, but lacks strength against shields? Your load out seems pretty close to mine. Everything is the same except I run with the dual light damage buffs, instead of shield extension. I never start with this class, I only swap it in when I notice a lot of vehicles out. How do you stop dropships? I can stand in a nano hive and drop 2 full mags at a dropship and watch my 30 missles slowly trail a dropship before fizzling out. I've even waited until the dropship was coming towards me, but the swarms did not go straight for it. They curved around so they could follow behind the dropship instead of heading directly at it... |
Garrett Blacknova
Codex Troopers
1849
|
Posted - 2012.11.14 22:19:00 -
[32] - Quote
R'ahz Lupo wrote:@Blacknova Good advice versus the ground targets... So, the swarm is only really effective against armour, but lacks strength against shields? Your load out seems pretty close to mine. Everything is the same except I run with the dual light damage buffs, instead of shield extension. I never start with this class, I only swap it in when I notice a lot of vehicles out. How do you stop dropships? I can stand in a nano hive and drop 2 full mags at a dropship and watch my 30 missles slowly trail a dropship before fizzling out. I've even waited until the dropship was coming towards me, but the swarms did not go straight for it. They curved around so they could follow behind the dropship instead of heading directly at it... You need to get close to Dropships and fire when they're slowing down. Or fire at them from the direction they're moving in - be where they're going before they get there. Otherwise, they'll just outpace your Swarms. In general, Forge Guns and gun turrets (emplacements and vehicle-mounted) are your best bet. |
Mavado V Noriega
SyNergy Gaming
2283
|
Posted - 2012.12.20 14:57:00 -
[33] - Quote
ECHO PACK wrote:just take away the sp cap and force hardcore players to fight hardcore players and casuals vs casuals
that will not work in DUST seperating the playerbase means longer wait for matches and i seriously doubt this game will have the kind of constant playerbase like cod (approx half a mill playin at all times) to warrant seperating the community into seperate playlists |
Chunky Munkey
Amarr Templars Amarr Empire
285
|
Posted - 2012.12.20 16:44:00 -
[34] - Quote
Garrett Blacknova wrote:That idea is terrible.
That will make it EASIER for more active players to grind and outstrip everyone else.
What WOULD be good is if the diminishing returns effect was scaled based on the average player SP. If you're significantly below the average SP level, diminishing returns should kick in later, with less effect, or not at all. The diminishing returns should affect players more based on how high their SP count has built up, so new players will be penalised by the system LESS than someone who's been around a long time.
That system functions identical to the op's suggestion. You just worded some parts differently and made other parts unecessarily complicated. |
Gunner Visari
Crux Special Tasks Group Gallente Federation
163
|
Posted - 2012.12.24 23:51:00 -
[35] - Quote
Here's my post from another thread, seems like these things are popping every where
Gunner Visari wrote:The only issue i have with the SP cap is that it creates a mismatch for players who come into the game at later point in time n the game cycle.
For instance no matter how much i play there is simply no way for me to catch players who have been playing for 6 months and what about players who come into this game a year or two down the road they just will never be able to catch up to the veteran players. So they will not be able to realistically touch them. In theory they maybe able to get enough SP to put up a fight a few years down the road but that is a big if and really wont happen until the vets reach the SP max and have skilled into everything therefore they stop moving forward.
I think they should adjust the log curve so it accounts for new players to progress a bit quicker and have a higher cap that diminishes over time as they begin to catch the limit which should be set to the weekly cap x the number of weeks since the game launched. If not this then some sort of SP rollover system that would retain SP for new players to tap into for a set period of time that would allow them to accelerate their initial progression without closing the gap too quickly or too unfairly to a player that has invested years into the game.
Im not sure how EVE players could abuse this system for their accts, if someone could explain that to me perhaps i can better understand that side of the argument.
Edit-- I think that maybe the gripe some of these players maybe having with the caps is that its not about the fact they are progressing slowly its that they are finding they cant catch up to the vets so they can start to compete against them.
Also there are players who will be casualcore who play at varied intervals but will have some days/weeks where they play a lot and it would suck for them to not be able to make the most of out that limited time.
For me personally i dont mind the grind but i grind not for progression or some sense of achievement i do it cause i want to catch the vets and start to compete against them. Fortunately when the wipe comes ill be on even footing with them but once the game fully lauches with every week that passes new players will find themselves at a disadvantage agaisnt veteran players which is nice because it gives them something to work for, but if someone wants to grind and get their a bit quicker let them, shouldnt have to invest potentially 2-3 years(assuming someone came to the game that late) to try and compete that model works well for PC MMO's because of the mentality of the PC player but console players are a different breed and they will not want to do it if they cant see themselves fighting competing with the big boys insides of 1-2 years(that is very long time in console land).
Just my .02 ISK
Edit- It also shouldnt all be about progressing and building your character up. The truth is the reason why games began instituting prestige systems is because gamers want to grind they enjoy the grind because it gives them some sense of achievement/accomplishment. It actaully the dopaminergic reward pathway of the brain that is being stimulated by this type of achievement/reward system, basically its a form of operant conditioning.
Anyway the point is if they make the grind too easy than players will hit max levels early in the game cycle lose interest and move on or simply become god in the game space. The idea behind this game is that it isnt a few months or 1 year type of progression system but multiple years progression type system.
Now for hardcore players there will be other distractions to keep them busy besides the grinding like corp and FW which will basically be an endless cycle of war that has realtime effects and that will keep them busy on the days they arent progressing their character.
Lastly going back to my point about operant conditioning and keep it mind if you feel somehow the game is no longer rewarding to you if you aren't progressing your character its because right now the only thing you can do is progress your character and play the same repeatable gameplay types, when the game space opens up with new modes and such you will find those things will fulfill your reward pathways. |
Mavado V Noriega
SyNergy Gaming
2283
|
Posted - 2012.12.25 23:47:00 -
[36] - Quote
I wonder if CCP is looking into this thread at all This so far is the best option when it comes to balancing SP for late joiners tbh would like to hear if implementing a system like this is possible and how hard would it be to do something like this? |
Mavado V Noriega
SyNergy Gaming
2283
|
Posted - 2013.01.08 11:49:00 -
[37] - Quote
sooo new SP daily cap blows think ppl need to see this again.........
dont force ppl to treat DUST like a job CCP making ppl have to be on everyday in order to not miss SP |
Laurent Cazaderon
Villore Sec Ops Gallente Federation
1155
|
Posted - 2013.01.08 12:10:00 -
[38] - Quote
Mavado V Noriega wrote:This is one of the BETTER suggestions ive read on the forums so thought id make a post and quote the person who came up with the idea HowDidThatTaste wrote:The only weekly cap should be on the maximimum sp up to that calendar week.. So new players should be allowed to grind until they catch up, to the games maximum cap.
So a person two months behind could concievably catch up in a week or two of hard grinding. Cause they would not have any deminshing returns until they were caught up to the rest of us.
This would allow even the most dedicated to miss a few weeks here or there and still be able to catch back up. ^ this is how it should be imo along with doubling or tripling the current weekly SP cap new players will always have a chance to catch up and hardcore can even take a break and comeback knowing they really havent missed much because all their SP that they missed for weeks are still there to be had props to HDTT for the suggestion. thoughts CCP?
I fully agree with a "catching-up" system. But maybe not to the point where they could reach max SP in over two weeks. I'd rather a system based on the average player base global SP. This would only include people with at least a definite amount of game time in order to avoid ALT accounts lowering it too much.
And then, maybe add a specific amount of SP to the weekly\daily Cap based on how far the dude is from that average global SP stat.
Something like that, nicely done, would be a great addition to the game. |
|
|
|
Pages: 1 [2] :: one page |
First page | Previous page | Next page | Last page |