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Russkaya Smert
38
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Posted - 2012.11.14 19:17:00 -
[1] - Quote
Ok so i understand what youre attempting to do here but youve got some issues with the gameplay although it is a great game i do enjoy it thoroughly but atm youre leaning more towards the mmo crowd the fps elements arnt fully there. I myself love both but lean more heavily on the fps side. And heres what i believe you are missing just an opinion though.
First off, fps contain a battle triangle (tank kills aa, kills heli, kills tank) like that. This game lacks any sort of triangle. Its mainly higher tech kills lower tech, which i agree with survival of the fittest and all, but when everyone has the same tech it then just boils down to who brought the tank. Or more tanks. tanks decide the battle now, bad idea. If youve played battlefield 3 at all you know how crucial that triangle is to gameplay.
Next thing, fps focus more on a players individual reflexes and brain power rather then the skills you buy to compensate for your inability to coordinate your fingers. Im not saying get rid of the skill system because god knows it makes things interesting and fun, but the skills like assault rifle proficiency (reduces kick and dispersion) i think thats proficiency at least. Anyway if a player cant burst fire and compensate for recoil, what are you doing operating a weapon? I just think more real skill should go into battles as opposed to luck.
A better spawn system would be greatly appreciated by myself at least. I die alot, and everytime i spawn trying to play the objective its almost always in front of an enemy, and that makes me sad.
Anyway thanks for reading im sorry if i come off as rude or an ass just trying to help expand beyond the current appeal. Btw i cant fly the dropships too well any advice would be greatly appreciated. |
Necrodermis
GunFall Mobilization Covert Intervention
460
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Posted - 2012.11.14 19:24:00 -
[2] - Quote
they already nerfed the skills to pretty much oblivion because it was too hard for people to understand how they work. also i don't think the triangle would work very effective when half the content isn't even out yet. making the game very imbalanced. plus its supposed to be a team effort not a solo master chief is gonna gun everyone's face off. if they make one thing too powerful though it will make all skills related to anything else pointless and a waste of time and isk. |
Regis Mk V
Osmon Surveillance Caldari State
109
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Posted - 2012.11.14 19:24:00 -
[3] - Quote
Russkaya Smert wrote:Ok so i understand what youre attempting to do here but youve got some issues with the gameplay although it is a great game i do enjoy it thoroughly but atm youre leaning more towards the mmo crowd the fps elements arnt fully there. I myself love both but lean more heavily on the fps side. And heres what i believe you are missing just an opinion though.
First off, fps contain a battle triangle (tank kills aa, kills heli, kills tank) like that. This game lacks any sort of triangle. Its mainly higher tech kills lower tech, which i agree with survival of the fittest and all, but when everyone has the same tech it then just boils down to who brought the tank. Or more tanks. tanks decide the battle now, bad idea. If youve played battlefield 3 at all you know how crucial that triangle is to gameplay.
Next thing, fps focus more on a players individual reflexes and brain power rather then the skills you buy to compensate for your inability to coordinate your fingers. Im not saying get rid of the skill system because god knows it makes things interesting and fun, but the skills like assault rifle proficiency (reduces kick and dispersion) i think thats proficiency at least. Anyway if a player cant burst fire and compensate for recoil, what are you doing operating a weapon? I just think more real skill should go into battles as opposed to luck.
A better spawn system would be greatly appreciated by myself at least. I die alot, and everytime i spawn trying to play the objective its almost always in front of an enemy, and that makes me sad.
Anyway thanks for reading im sorry if i come off as rude or an ass just trying to help expand beyond the current appeal. Btw i cant fly the dropships too well any advice would be greatly appreciated.
It's been said for months already. At every attempt it gets shot down so just let it be. |
Tony Calif
Seraphim Initiative. CRONOS.
2002
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Posted - 2012.11.14 19:27:00 -
[4] - Quote
+1 The triangle you mention is a bit more complex with Dust, but I agree. It doesn't seem to work very well currently. |
ICECREAMK1NG
WARRIORS 1NC
391
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Posted - 2012.11.14 19:36:00 -
[5] - Quote
Tony Calif wrote:+1 The triangle you mention is a bit more complex with Dust, but I agree. It doesn't seem to work very well currently.
'' work very well '' Now there's an understatement if ever Tony. |
Dro2072
Doomheim
35
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Posted - 2012.11.14 20:01:00 -
[6] - Quote
Triangle, lessen skills, tech...etc. think about this in the long run eventually you will deck your guy out with most of the skills, better armor etc. at that point it WILL come down to skill and still does regardless of you gear or precious vehicles. i enjoy more than anything killing a guy in protogear with my "crap" militia gear, it shows he didnt know how to use that "better" tech effectively. Anyone can kill ANYTHING if they come prepared, its not CCPs fault if you or someone on your team doesnt pack a swarm launcher or even skill for it to take out the tank thats up your arse.
Which btw do/have you even looked at how much they cost? this game isnt just about skills, tech, player skill its also largely about money if you dont have the money for a tank because your spending it on equipment then again thats not CCPs fault its yours. Money is one of if not the most important parts of DUST and will continue to be, conserve your money and by a tank, heli or W/E and when the times comes the triangle your saying needs "fixing will appear.
This games about playing how you choose to not how cod or bf3 tell you to. get a group going plan for the battle before you go into not oh hey thers a tank wish i had one. thinking on your feet is a good thing but planning is even better, so plan your skill tree before not as you go, plan your expenses out before you buy things not while your buying them.
DUST is bringing so much more to the table than your everyday shooter so give it time to really shine and don't judge it by other games standards. THEY DO NOT APPLY HERE. |
Baal Roo
Subdreddit Test Alliance Please Ignore
810
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Posted - 2012.11.14 20:18:00 -
[7] - Quote
Dro2072 wrote:Triangle, lessen skills, tech...etc. think about this in the long run eventually you will deck your guy out with most of the skills, better armor etc. at that point it WILL come down to skill and still does regardless of you gear or precious vehicles. i enjoy more than anything killing a guy in protogear with my "crap" militia gear, it shows he didnt know how to use that "better" tech effectively. Anyone can kill ANYTHING if they come prepared, its not CCPs fault if you or someone on your team doesnt pack a swarm launcher or even skill for it to take out the tank thats up your arse.
Which btw do/have you even looked at how much they cost? this game isnt just about skills, tech, player skill its also largely about money if you dont have the money for a tank because your spending it on equipment then again thats not CCPs fault its yours. Money is one of if not the most important parts of DUST and will continue to be, conserve your money and by a tank, heli or W/E and when the times comes the triangle your saying needs "fixing will appear.
This games about playing how you choose to not how cod or bf3 tell you to. get a group going plan for the battle before you go into not oh hey thers a tank wish i had one. thinking on your feet is a good thing but planning is even better, so plan your skill tree before not as you go, plan your expenses out before you buy things not while your buying them.
DUST is bringing so much more to the table than your everyday shooter so give it time to really shine and don't judge it by other games standards. THEY DO NOT APPLY HERE.
I would agree if you weren't missing one important factor: ISK DOES NOT MATTER.
Everything released so far is dirt cheap to the point that basically what amounts to pocket change for an EVE player will sustain a Dust player indefinitely. Just look at some of the guys in the corps that took advantage of the money transfer "exploit" and their constant use of protogear in every random Ambush match they play.
So, in theory, what you are suggesting is how it SHOULD work, but unless some major changes are made, it will never actually be how things work. |
SoTa PoP
Internal Error. Negative-Feedback
1772
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Posted - 2012.11.14 20:21:00 -
[8] - Quote
Funny, I don't see how this game isn't FPS focused currently. The MMO element you're talkin' bout isn't even an MMO element, it's an RPG one. Nothing about this game currently is MMO. How could it with only 32 people in one game? What's MMO about that?
Basically, I agree and disagree. I agree the vehicles need work as does spawn, and I disagree with everything else you had to say.
That Triangle method of BF3 only works because BF3 choices are limited. If dust ever thought of going down that road I'd throw a big stamp of "Another FPS" and sad face that week, cause it would mean they've limited themselves to a concept, which limits the options we're suppose to have.
If I see a tank, I want 5 ways to counter it, no, 10. NO, 20! But I also want that tank to have counters to any bullcrap I could pull, mainly because I agree a tank should never be solo'd or even 2v1.
CCP, Give blueberriers a reason to work together and the rest of the issues you're seeing of vehicle balance will start to fall apart as newbies work together to progress faster. Like take away the need for SL to set himself up as an objective to get extra WP, make that always the case, incentive to stay near your squad, and yet the SL can still set objectives that can earn extra WP for the team effort. |
Necrodermis
GunFall Mobilization Covert Intervention
460
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Posted - 2012.11.14 20:29:00 -
[9] - Quote
SoTa PoP wrote:Funny, I don't see how this game isn't FPS focused currently. The MMO element you're talkin' bout isn't even an MMO element, it's an RPG one. Nothing about this game currently is MMO. How could it with only 32 people in one game? What's MMO about that?
Basically, I agree and disagree. I agree the vehicles need work as does spawn, and I disagree with everything else you had to say.
That Triangle method of BF3 only works because BF3 choices are limited. If dust ever thought of going down that road I'd throw a big stamp of "Another FPS" and sad face that week, cause it would mean they've limited themselves to a concept, which limits the options we're suppose to have.
If I see a tank, I want 5 ways to counter it, no, 10. NO, 20! But I also want that tank to have counters to any bullcrap I could pull, mainly because I agree a tank should never be solo'd or even 2v1.
CCP, Give blueberriers a reason to work together and the rest of the issues you're seeing of vehicle balance will start to fall apart as newbies work together to progress faster. Like take away the need for SL to set himself up as an objective to get extra WP, make that always the case, incentive to stay near your squad, and yet the SL can still set objectives that can earn extra WP for the team effort. you bring an interesting concept. but giving more diverse ways to take out a tank limits the use of the tank. i'm fine with swarms and forge gun. forge gun being a harder hitting punch to the gut and swarms (should be) FASTER smaller hits that are effective to both AIR and land vehicles.
kind of like PS2 right now. the AA is everywhere and you can pretty much tripping on it. meanwhile some guns are just seen as pointless wastes of time because they offer nothing. because of that, air vehicles are rare. if you give AV too much strength tanks will be a rare sight because they are going to be seen as expensive coffins. if you give AV too little strength tanks will just plow the fields and murder everyone and be indestructible. |
SoTa PoP
Internal Error. Negative-Feedback
1772
|
Posted - 2012.11.14 20:36:00 -
[10] - Quote
Which is why I suggest so many counters for both sides to use in such situations. It may make some rage that so and so's tactic worked and he lost his tank, or so and so lost 1mil isk in forge trying to place a shot that the tank kept preparing for. The point is to make moments where anything is possible with teamwork and coordination, I know, but the individuals feeling of value is also important.
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Garrett Blacknova
Codex Troopers
1849
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Posted - 2012.11.14 20:36:00 -
[11] - Quote
Here's the current state of "triangle" (it doesn't fit that description at all, honestly) for DUST 514 beta. This is assuming equal tier of equipment and skilled players in each role with decent fittings (not unaltered Starter Fits, for infantry or the LAV). It also assumes a 1 vs. 1 scenario, even for vehicle vs. infantry, with no other vehicles/infantry involved except the two being compared, and a straight "kill other guy" objective.
LAV beats anti-personnel (AP) infantry. AP infantry beats anti-vehicle (AV) infantry. AV infantry beats LAV. Dropship beats all of the above. HAV beats all of the above.
Fragile non-AV targets are more vulnerable to Dropships because of aerial attacks having more easily-controlled splash damage, unless they're having to keep their speed up to dodge incoming fire. More durable targets die quicker against HAVs.
When teamwork and coordination come into play, organised AV infantry can tear a tank apart effectively, but still struggle against Dropships, meaning that role - for now - is usually better filled by the Tank. |
Dro2072
Doomheim
35
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Posted - 2012.11.14 20:45:00 -
[12] - Quote
Baal Roo,
I'm not missing the point, what i said is true ISK does matter. NO it doesn't TO EVE PLAYERS but what your not understanding is the vast majority of gamers who will probably be playing DUST.....ARE NOT EVE PLAYERS. Therefore since ISK in DUST is not made at such a high rate it will matter to all of those non EVE players. Think of the future "self" funding DUST clans, they probably will not be interested in EVE association.
I agree when the cross transfer ability appears things will fall out of balance for a while, but the thing is if those EVE pilots fund a "crap" corp what good is ALL the money in the world? Any FPS clans worth ther salt will stomp those fools like they were ants in a microscope. Not only that but because in DUST ISK matters a lot of the clans will be vying for EVE attention not because of ther piloting skill or w/e simply because they want whats in your bank account.
Put shortly we DUSTERS will be gold digging little bastards and wont think for a second about turning you for someone who is willing to pay more for our services. In the end money will matter more than just about everything else and once we have enough to fund ourselves for a long period of time we will lean more towards expanding our reach through the universes and concentrate on what we want not what your paying us for.
EVE and DUST alike will make things very interesting once we have access to one another. But regardless i would like to see how the money situation changes things more than people seem to think its going to.
Just my opinion, do you have any other things you would like to point out? i would like to hear them. |
Dro2072
Doomheim
35
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Posted - 2012.11.14 20:56:00 -
[13] - Quote
Garret,
your triangle ther doesn't take into account every other aspect, like the fact that things will almost never be equal. the chances of that happening are extremely low so your triangle doesn't prove anything no offense. that type of scenario would have to be planned and in that sense it is controlled therefore doesn't apply here. |
Garrett Blacknova
Codex Troopers
1849
|
Posted - 2012.11.14 21:11:00 -
[14] - Quote
Dro2072 wrote:Garret,
your triangle ther doesn't take into account every other aspect, like the fact that things will almost never be equal. the chances of that happening are extremely low so your triangle doesn't prove anything no offense. that type of scenario would have to be planned and in that sense it is controlled therefore doesn't apply here. I know it doesn't play out that way in most cases, but I've seen most possible 1 vs. 1 scenarios happen often enough to build up a decent picture of how they're going to go. And when you know that, you can, to an extent, plot out where the imbalances are tripping up the system.
Controlled situations aren't meant to be taken at face value, but they give you baseline expectations to work with. |
Super Cargo
Osmon Surveillance Caldari State
428
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Posted - 2012.11.14 21:15:00 -
[15] - Quote
Despite the terrible grammar and horrible cohesiveness, I agree. |
Skihids
Tritan-Industries Legacy Rising
969
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Posted - 2012.11.14 21:20:00 -
[16] - Quote
Two well coordinated Forge Gunners can deny the air to even well fit dropships, so Infantry AV can be greater than a dropship. Likewise a well fit railgun tank sitting on a hill near its spawn can dominate all other vehicles. You may not see a lot of either in random matches, but they are more the norm in corp battles.
Both squad and team composition and coordination mean more than 1 vs1 balancing because you won't ever see that outside Gladitorial battles. |
Garrett Blacknova
Codex Troopers
1849
|
Posted - 2012.11.14 21:36:00 -
[17] - Quote
Skihids wrote:Two well coordinated Forge Gunners can deny the air to even well fit dropships, so Infantry AV can be greater than a dropship. Likewise a well fit railgun tank sitting on a hill near its spawn can dominate all other vehicles. You may not see a lot of either in random matches, but they are more the norm in corp battles.
Both squad and team composition and coordination mean more than 1 vs1 balancing because you won't ever see that outside Gladitorial battles. I've seen 2 well-organised Forge Gunners get pounded by a Dropship that was dodging like crazy every time they thought they had a clean shot. |
Dro2072
Doomheim
35
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Posted - 2012.11.14 21:53:00 -
[18] - Quote
good pilot bad forge gunners, the list go on about the things involved, ground fire on the forge gunners, dropship using the terrain, shield mods, weapon mods, armor mods etc. no way to disprove his point. What your saying is true garrett but that's in a controlled enviroment not the ever changing battlefield of DUST. Ther is no way to make an accurate guidline though for DUST because of so many variables. |
Volgair
Tritan-Industries Legacy Rising
200
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Posted - 2012.11.15 04:27:00 -
[19] - Quote
First, the OP is simplifying this game far too much, and approaching this game with a short proverbial sight and blinders to the left and right of that... to limit skill progression would only serve to lessen CCP's bread and butter. The long trem player. strip this game of the measurable day to day growth and all you have left would be a short term grind to the top. most of the population would play for a month or two consider themselves the best thing since sliced jesus and move on to the next shiner penny.
This is the curse of the console gaming community. nothing wrong with that mentality for the most part, in fact i would honestly say its more popular... simplified games make the publishing house a lot of money and are easy to pick up and leave off as a time burner. but this game has a different take on how they want to go about things. with a format slightly slower in terms of growth that rewards to an extent, continued involvement and investment. and in my gifted opinion, its about time.
Second, and this is coming full circle to my initial statement. think about a 0.0 battle.
EVERY THING on the field is purchased, installed, maintained, operated and managed by players.
i will elaborate with some rough estimates of prices involved in a single match. under player sovereignty -MCC and warbarge- 2-3bil isk (can be used again if they survive) -Buildings and Turrets- 50-200mil isk (can be kept if you successfully defend) -Ground Vehicles- 10-30mil -Air Support- 10-30mil -Air superiority- 10-30mil -RDV's- 10-30 mil -dropped installations- 5-10mil -Above atmosphere support (EVE Ships)- depending on importance of battle, potentially BILLIONS -drop suits- at the low end 140k/death average of 5 deaths per match for a 16 man team. ~11,200,000 and that again is on the low end and excluding rewards for time and participation.
So do not for a second, under estimate the cost of a full scale battle, and assume that ISK is with out purpose.
If i had it my way, you would have fell down the learning cliff on your way through the door.
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Octavian Vetiver
Dog Nation United Relativity Alliance
152
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Posted - 2012.11.15 05:07:00 -
[20] - Quote
Volgair wrote:First, the OP is simplifying this game far too much, and approaching this game with a short proverbial sight and blinders to the left and right of that... to limit skill progression would only serve to lessen CCP's bread and butter. The long trem player. strip this game of the measurable day to day growth and all you have left would be a short term grind to the top. most of the population would play for a month or two consider themselves the best thing since sliced jesus and move on to the next shiner penny.
This is the curse of the console gaming community. nothing wrong with that mentality for the most part, in fact i would honestly say its more popular... simplified games make the publishing house a lot of money and are easy to pick up and leave off as a time burner. but this game has a different take on how they want to go about things. with a format slightly slower in terms of growth that rewards to an extent, continued involvement and investment. and in my gifted opinion, its about time.
Second, and this is coming full circle to my initial statement. think about a 0.0 battle.
EVERY THING on the field is purchased, installed, maintained, operated and managed by players.
i will elaborate with some rough estimates of prices involved in a single match. under player sovereignty -MCC and warbarge- 2-3bil isk (can be used again if they survive) -Buildings and Turrets- 50-200mil isk (can be kept if you successfully defend) -Ground Vehicles- 10-30mil -Air Support- 10-30mil -Air superiority- 10-30mil -RDV's- 10-30 mil -dropped installations- 5-10mil -Above atmosphere support (EVE Ships)- depending on importance of battle, potentially BILLIONS -drop suits- at the low end 140k/death average of 5 deaths per match for a 16 man team. ~11,200,000 and that again is on the low end and excluding rewards for time and participation.
So do not for a second, under estimate the cost of a full scale battle, and assume that ISK is with out purpose.
If i had it my way, you would have fell down the learning cliff on your way through the door.
Those prices will also be dependent on the market prices players set later when they get around to pulling out NPC orders. Even some of the richest alliances in eve will have some issues covering major costs of a full system fight. Especially when they're already covering ship costs. Call it 10bil total per planet...possibly more depending on how many warbarges that they'll need plus MCCs. |
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Volgair
Tritan-Industries Legacy Rising
200
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Posted - 2012.11.15 06:13:00 -
[21] - Quote
that really is the best thing about a player owned and controlled market. and yes 10bil/system (not planet) is... should be about on the mark. barring of course an extremely prolonged conflict. |
Rasatsu
Much Crying Old Experts
437
|
Posted - 2012.11.15 06:57:00 -
[22] - Quote
OP talks about triangles, while CCP is used to balancing a huge game that is basically a complex mesh of a graph with hundreds, if not thousands of nodes that through a decade of balancing has gradually come closer and closer to equilibrium.
Screw the lame ******* triangle of yours, no mouth-breathers are wanted here in the EVE universe. |
Baal Roo
Subdreddit Test Alliance Please Ignore
810
|
Posted - 2012.11.15 08:25:00 -
[23] - Quote
Dro2072 wrote:Baal Roo,
I'm not missing the point, what i said is true ISK does matter. NO it doesn't TO EVE PLAYERS but what your not understanding is the vast majority of gamers who will probably be playing DUST.....ARE NOT EVE PLAYERS. Therefore since ISK in DUST is not made at such a high rate it will matter to all of those non EVE players. Think of the future "self" funding DUST clans, they probably will not be interested in EVE association.
I agree when the cross transfer ability appears things will fall out of balance for a while, but the thing is if those EVE pilots fund a "crap" corp what good is ALL the money in the world? Any FPS clans worth ther salt will stomp those fools like they were ants in a microscope. Not only that but because in DUST ISK matters a lot of the clans will be vying for EVE attention not because of ther piloting skill or w/e simply because they want whats in your bank account.
Put shortly we DUSTERS will be gold digging little bastards and wont think for a second about turning you for someone who is willing to pay more for our services. In the end money will matter more than just about everything else and once we have enough to fund ourselves for a long period of time we will lean more towards expanding our reach through the universes and concentrate on what we want not what your paying us for.
EVE and DUST alike will make things very interesting once we have access to one another. But regardless i would like to see how the money situation changes things more than people seem to think its going to.
Just my opinion, do you have any other things you would like to point out? i would like to hear them.
I think you're completely underestimating the impact of the eve economy. The difference in cost between a dropsuit and a tank is miniscule when compared to all the other possible costs that will be associated with the game. A single billion isk contract makes the cost of a corp running any item currently in the game all game, every game for months insignificant.
When corps are worried about upkeep of MCCs and proto-level installations, no one is going to be sweating the cost of an Eryx. Thus, the current ISK structure cannot be counted on to "balance" play because the risk half of the risk/reward equation will be seen as completely negligible.
This doesn't even take into account isk earned from PVE.
Heck, I play for maybe 5-10 hours a week, and don't receive any corp funding. and even now, just in this "high sec" environment with what will likely be the lowest paying scenario, I never find myself too particularly concerned about the cost of calling in an 800,000 ISK Eryx. |
Dro2072
Doomheim
35
|
Posted - 2012.11.15 08:26:00 -
[24] - Quote
oops too late on that one, you think this won't change? i am counting on it, DUSTs theme is this. We are mercs, mercs fight for money, if a merc is earning too much money too fast then he won't look for work meaning this game is completly pointless. Since money is being tossed out the window just because its made at an extreme low in the current build and EVE players see it as nothing more than buying a damn candy bar, people are underestimating and the fact that it WILL change especially when the market is eventually player controlled. i know EVE players will not think twice about raising prices just so that we will be forced to work for them so we can buy our special gear which in the future will not cost 10k ISK a pop for a dropsuit but 1 mill ISK. money is more important than yo think my friend. |
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