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Telcontar Dunedain
Imperfects Negative-Feedback
328
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Posted - 2012.12.11 22:40:00 -
[1] - Quote
I am playing this game to kill you AND take your stuff.
http://blog.us.playstation.com/2012/12/11/dust-514-war-and-profit/
In this devblog we find out that we won't get stuff from our kills but instead it's going to continue to be some lame randomized World of Warcraft NPC loot table.
A game is either a loot game or it isn't.
Eve is a loot game. Dust514 isn't.
To clarify -
1. This devblog is describing a FUTURE system that doesn't include real looting. The temporary system in place is being made permanent. Reread the devblog.
If this isn't balanced into the game SOON it won't be patched in. ISK payouts are balanced against all the current gear (that people actually want) being destroyed. What we get now is random trash that you don't even need 95% of the time.
2. I don't think we should actually have to run around and loot, that would be irritating. Just that the loot pool should come from the people you killed not from some magic random pool. The losers of the match get no salvage.
3. Having real loot would do good things for the game. It would make experienced players to leave hisec to go find other geared people to kill. It would give a sense of -real- reward for fighting hard against people with expensive gear. If someone tries to push Dust mercs out of territory with bad players wearing proto/AUR gear, it will actually HELP the winning side, as it should. It would make some actual sense where the loot was coming from :P
4. We shouldn't be getting Officer loot from killing people in militia gear. We need some other methods/reasons that the Officer stuff comes into the game. Temporarily adding them to the random loot pool should be only temporary.
UPDATE - from CCP nothin in IRC
(2013-01-23 7:39:00 PM) [CCP]nothin: Telc: I think you misunderstand -- the current loot system isn't being made permanent
(2013-01-23 7:39:49 PM) Skytt: nothin, the biggest issue with that blog is that there's no mention of future intention to have loot come from what players lose, instead it reads as if it'll always be magic loot coming from thin air
(2013-01-23 7:42:17 PM) [CCP]nothin: we're not moving to that direction though, more into the direction of making loot meaningful in other ways (2013-01-23 7:42:40 PM) [CCP]nothin: and yes, 'real' loot has been always in plans |
Telcontar Dunedain
Imperfects Negative-Feedback
328
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Posted - 2012.12.11 23:04:00 -
[2] - Quote
Iron Wolf Saber wrote:"This system is temporary, and serves as a stepping stone towards final implementation, which should prove far more robust and enjoyable."
Read the actual blog post -
"""Once complete, the full system will allow players to influence the quality and quantity of the salvage they receive. Play in a battle with more players and more destruction, and there will more to salvage, and victory earns you the lionGÇÖs share of the spoils. Equip modules that assist you in finding better salvage, and you will become much more likely to receive higher quality items, such as the rare Officer-tier weapons. Quality and type of salvage will also potentially differ based upon the planet you fight on, with rare gear most likely found on nullsec planets.""" |
Telcontar Dunedain
Imperfects Negative-Feedback
328
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Posted - 2012.12.11 23:21:00 -
[3] - Quote
Iron Wolf Saber wrote:Well fine if you guys arent happy then I am more than happy to have all officer weapons and modules deleted you don't need them to randomly drop.
If they want to put officer weapons in game they should put them in with the drops from drones OR temporarily add them randomly to the loot table. |
Telcontar Dunedain
Imperfects Negative-Feedback
328
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Posted - 2012.12.11 23:33:00 -
[4] - Quote
Icy Tiger wrote:It's fine the way it is. I'm not spending 5 minutes after a game going to pick sh*t up. Also, random drops encourage spreading out and usign SP in different areas. If everyone just dropped GEK's or Duvolles, the game would suck.
In no way do I think we should battle loot or loot the field afterward.
The loot table should simply come from the existing players gear. Your squad should share in the kills. If a high meta item drops (ie a Duvolle) there should be a pass/roll dialog for the good stuff.
If CCP NEEDS to put out the officer gear via hisec pub matches because there is no other route then this game is a failing anyway. |
Telcontar Dunedain
Imperfects Negative-Feedback
328
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Posted - 2012.12.12 00:48:00 -
[5] - Quote
Maken Tosch wrote:Why is it always imperfects the first to start posting their displeasure about anything?
We like making you feel bad bro. |
Telcontar Dunedain
Imperfects Negative-Feedback
328
|
Posted - 2012.12.12 00:55:00 -
[6] - Quote
Eflin Trollunge wrote:so wait...you want to stop in the middle of a firefight to loot a corpse...in an fps?
CCP I agree we should let this happen, I could use the free kills to pad my score.
As I said
"""In no way do I think we should battle loot or loot the field afterward.
The loot table should simply come from the existing players gear. Your squad should share in the kills. If a high meta item drops (ie a Duvolle) there should be a pass/roll dialog for the good stuff.""" |
Telcontar Dunedain
Imperfects Negative-Feedback
328
|
Posted - 2012.12.12 01:17:00 -
[7] - Quote
KAGEHOSHI Horned Wolf wrote:"game-breakingly bad", don't be a drama queen.
I never would have even bothered with this game (and the six months of beta so far) if it wasn't a loot game like Eve.
On a game level it's pretty key to have real risk/reward.
If some big Nullsec alliance puts their scrubs in proto/officer gear against my corp I want that gear (losing gear should mean that you are feeding your opponents). |
Telcontar Dunedain
Imperfects Negative-Feedback
328
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Posted - 2012.12.12 01:57:00 -
[8] - Quote
RECON BY FIRE wrote: I hope they implement this so we can all see you whine when all you get is militia assault rifles off the opposing team.
This is part of the whole point.
This would motivate players to move to fighting in lowsec and nullsec matches.
Solid geared players would go find other geared players to kill not JUST because of the ISK payouts on the contracts. |
Telcontar Dunedain
Imperfects Negative-Feedback
328
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Posted - 2012.12.12 04:31:00 -
[9] - Quote
Ten-Sidhe wrote:The current system is random with little input from battle, we knew this already. It's a placeholder for the real system.
....
In eve loot and salvage were two different things, why not wait to see more of plan before complaining?
Reread the devblog and notice that they describe the FUTURE system. There is no mention of looting your enemies.
Read forward from """Once complete, the full system will...""" |
Telcontar Dunedain
Imperfects Negative-Feedback
328
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Posted - 2012.12.12 18:21:00 -
[10] - Quote
EnglishSnake wrote:lol be funny watching you all using a salavager on a dead body which may take a few cycles to get the gd stuff then get shot
TBH im fine with the pot luck simply because you aint gonna get everything from everyone you killed and be damed if the game will remeber that crap for each person in each battle
This random loot is the best idea tbh and its pot luck anyways, sure id love to get tanks that i killed as my tanks but tough **** tbh and my fit costs me 2.3mil so i need it alot more than a bunch of suits that i get but either way current system is fine
Having the pool restricted to actual loot on the field would drive you out of pubstomping hisec matches.
You wouldn't bring your 2.3m tank out if all you got was trash militia gear.
You are the reason the system needs to change. |
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Telcontar Dunedain
Imperfects Negative-Feedback
328
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Posted - 2012.12.12 18:34:00 -
[11] - Quote
EnglishSnake wrote:Telcontar Dunedain wrote:...
You are the reason the system needs to change. Sure i would System is fine Be funny if all one side comes out in proto gear, other side in milita basically farming the otherside out of proto items Are you really gonna stand ther for a 1min and use a salvager on a dead body to get loot? corse not your 'pro' and thats DUSTs way of mining for noobs to do This randoms loot is the best way tbh because the game aint going to remeber who you killed and what you will get just for 1 person then go and times that by a 1000players and then again if we have 10000 players and so on Plus the bodies burn up after death and not all mods survive this end so you cant pick and choose you get what your given
Did you even read my OP? I'm not suggesting salvagers on field, just that the loot pool come from the dead players instead of being random.
Try to think of the game as it will be, ie hisec/lowsec and then nullsec. Think about risk/reward. |
Telcontar Dunedain
Imperfects Negative-Feedback
328
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Posted - 2012.12.12 20:48:00 -
[12] - Quote
Jason Pearson wrote:Totally get what you're saying Telc, half the scrubs on this forum seem to be dumbasses.
Heres how I always envisioned how salvage was going to work.
...
This would all be split between the winning team based on WP, with Salvage modules possibly adding more of a chance to gain random items from a seperate loot pool.
So we have a Player Loot pool and then you have a loot pool that adds random things in that are varied on how much was destroyed, what Salvage modules both teams had. This is where Officer Weapons, skill books and other things would come in. Perhap bumping it up so it's like a 1/40 chance for anything to actually come from that pool.
Thanks for actually reading Jason. My plan was to troll up some responses and then turn this into an actual feedback post in that forum by using some of the better responses.
Yes that is what I was envisioning numbers wise. It's not 100% return but it's what was actually on the field.
As far as keeping the random pool - I think it's something that should go away over time.
If this game is going to be a real mmo instead of a lobby shooter (which is all it is now) the officer items need to come in via other means.
The drone fights the devs have posted about are perfect.
Some people can carebear it up and get themselves in officer gear. They can sell some on the market and then run some of it in their matches.
We kill them and take their stuff.
No need for officer random drops, its part of the loot we get for killing them.
I'm honestly pretty "meh" on the salvage modules. It's a bit of a punk move to roll with these when the slots would be better used on something more directly useful to your teammates. |
Telcontar Dunedain
Imperfects Negative-Feedback
328
|
Posted - 2012.12.13 17:30:00 -
[13] - Quote
Captain-Awesome wrote:I would prefer a system that hands out items based on the individual kill not on the team as a whole: damage at certain points of the body affect the damage on the potential drop items: Quote: headshot damage = high slot modules upper body (stomach and up) shot damage = low slot modules and weapons lower body (hips and below) shot damage = equipment and grenades
A = Shield repair B = Assault Riffle C = Armor plate
playerA = A,B,C
playerB hits playerA with 75 damage (head) playerC hits playerA with 25 (head)
(the damage is also used as their % chance to win possible loot)
looters = playerB, playerC
FOR EACH item IN playerA item.damage = damage recieved in area
if item.damage < 70 (this is the variable CCP deams fair to being broken beyond repair) looters.winner = (do calculation for item assigning) item.lootable = true item.looter = looters.winner end if NEXT
from here the player is then assigned the item fairly. This means those who did absolutely nothing the whole match or simply wasn't involved in the kill can not reap the rewards from your efforts. Something that would really **** me off if my forge gun kills downed vehicles.
Interesting idea with the head shots versus body shots affecting the drop. I'll have to think about that one a bit.
I would like to see a -squad- based looting system. Ie you use the existing contrib system to determine who gets a direct roll but then that your squad should have a chance at the same loot as well. Perhaps with a double roll ie contributors first then a second roll for the winners squad.
Logibro or AV situations sort of require it. |
Telcontar Dunedain
Imperfects Negative-Feedback
328
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Posted - 2012.12.13 18:31:00 -
[14] - Quote
Captain-Awesome wrote:well that does leave it open to people who attend and don't do anything, a couple of times I've gone afk a whole match (accident sometimes, sometimes not), It just doesn't sit well that someone who had no role in me downing the enemy gets my loot. in other mmo games, only those involved get to roll.
< forger gunner. means I would get vehicle loot. But I do get the odd infantry kill too ;) ;)
Protip - don't squad with useless players.
This game needs to be balanced and designed around the idea that squads are organized.
Once lowsec and nullsec come to the game even hisec will change a lot. |
Telcontar Dunedain
Imperfects Negative-Feedback
328
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Posted - 2012.12.13 18:47:00 -
[15] - Quote
EnglishSnake wrote:Telcontar Dunedain wrote:
Try to think of the game as it will be, ie hisec/lowsec and then nullsec. Think about risk/reward.
It will always be random anyways, the bodies burn up mods are lost and you get what you get, it barely a change from the current system we already have which is fine except it needs tweeking so we get all mods dropsuit and vehicle mods
Do you know how Eve works?
What I'm suggesting is basically Eve but with some compromises for the lobby shooter that we play in Dust514. |
Telcontar Dunedain
Imperfects Negative-Feedback
328
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Posted - 2012.12.13 20:14:00 -
[16] - Quote
charlesnette dalari wrote:While some things I agree would be nice like the loot table being generated from the enemy deaths I keep in my mind that the more complex a mechanic is something somewhere else must be made less complex since we are playing a console game not a PC based game like eve. The hardware limitations mean we all may have our wish list but we must remember the developers must allocate resources especially with what is soon last Gen hardware. So for me I can think of at least a dozen other areas where I would rather see hardware resources and developer time spent before launch, like maybe the number of players in a match or squad size or graphics enhancements rather than loot tables derived from reality.
Edit
Oh and since this thread is so important to the success of dust and therefore CCP I think it should be stickied and then a rule added to the forum rules that everyone should read this thread before posting any new threads of their own. I swear the success of dust and CCP absolutely depends on everyone reading this thread!
My edit is ALMOST as melodramatic as your thread title. :)
This is about 2k of memory on the server side fwiw.
http://en.wikipedia.org/wiki/Kilobytes |
Telcontar Dunedain
Imperfects Negative-Feedback
328
|
Posted - 2012.12.14 00:31:00 -
[17] - Quote
BASSMEANT wrote:"the current loot system is a temporary stepping stone to what we'll get in future. of course it's not perfect, but it's better than nothing"
it's not a loot system. jesus.
and the solution is simple:
if i kill you, and i get to your corpse in time and i "hit x to loot" and i don't get killed, then i get what you had in your kit at the time and you lose that gear from your inventory, permanently.
that's looting.
anything else is just console milk for the veal.
no i don't expect this game to be finished right now.
i do expect this game to be what they hyped it to be back way back before the betas started.
which it is not.
Peace B
I'm actually cool with this solution but not without friendly fire.
If some scrub tries to take my loot I can solve the problem.
In other news this is how Darkfall works and it's awesome.
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Telcontar Dunedain
Imperfects Negative-Feedback
328
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Posted - 2012.12.14 07:40:00 -
[18] - Quote
charlesnette dalari wrote: ... I could be wrong but you quoting wikipedia for how much memory you THINK this would take leads me to the safe assumption you have never programmed before.
Yes you are wrong. I program for a living.
You are rather profoundly confused about what information is stored on your ps3 and what's "in memory" in CCP's servers and what's committed to the databases that store this information.
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Telcontar Dunedain
Imperfects Negative-Feedback
328
|
Posted - 2012.12.14 09:12:00 -
[19] - Quote
Heinz Doofenshertz wrote:they do, however the current system is there merely to test if loot disrobution works and is not the final system.
Wrong. The current system appears to be being made permanent.
Read forward in the devblog from ""Once complete, the full system will allow...""" |
Telcontar Dunedain
Imperfects Negative-Feedback
328
|
Posted - 2012.12.14 09:18:00 -
[20] - Quote
Heinz Doofenshertz wrote:read what you just wrote, "Once Complete" it's not complete, it's not the full final system
Ummmm.
Read forward as I said.
He goes on to describe an EXPANDED version of the temp system. Ie random crap but based on system security.
Not actual looting. No mention of actual looting. |
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Telcontar Dunedain
Imperfects Negative-Feedback
328
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Posted - 2013.01.24 03:34:00 -
[21] - Quote
Necroing this thread because YO we need real loot. |
Telcontar Dunedain
Imperfects Negative-Feedback
328
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Posted - 2013.01.24 05:17:00 -
[22] - Quote
UPDATE
(2013-01-23 7:39:00 PM) [CCP]nothin: Telc: I think you misunderstand -- the current loot system isn't being made permanent
(2013-01-23 7:39:49 PM) Skytt: nothin, the biggest issue with that blog is that there's no mention of future intention to have loot come from what players lose, instead it reads as if it'll always be magic loot coming from thin air
(2013-01-23 7:42:17 PM) [CCP]nothin: we're not moving to that direction though, more into the direction of making loot meaningful in other ways (2013-01-23 7:42:40 PM) [CCP]nothin: and yes, 'real' loot has been always in plans
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