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G-SLicK
Circle of Huskarl Minmatar Republic
185
|
Posted - 2012.12.31 10:48:00 -
[1] - Quote
Should CCP tell us their goals and visions on dust? Are they doing things their own way? Or are they listening to the newer players too much? I personally want to know more details about what they want dust to be. Example topics:
- How effective do you want each class to be in battle? - What were your goals with the vehicle balances? - Which level of gamer group are you trying to please? (Newbs? Casual? Hardcore? and why?) - What would you like us to do more testing on? - Do you want DUST to provide some sense of accomplishment when leveling up?
These are sample questions that i would like CCP to answer. Also the community should take a stab at some of these questions too. If there are any you want answered as well please add them.
Here i will start first,
I would like each class to be effective in their own way.
Assault Suit - Basic Mercanary able to get any job done with quickness Heavy Suit - Great for taking damage and going toe to toe with vehicles Scout Suit - Good for being sneaky and getting to strategic points faster Logi Suit - Great at keeping every alive and providing ammo and supplies for everyone
Along with the weapons
(AR) - Great at close/med./long range (LR) - Horrible at close/med. range but better than AR at long range (Mainly for taking out heavily shielded reds) (HMG) - Great at close/med. range and better then AR at this distance (SMG) - Same as the HMG but shorter clip size (SP) - Great for close to med. and better than SMG but shorter clip (SR) - Great for long/far range (MD) - Great for close/med. range. (Provide heavy suppressing on enemy team)
I want vehicles to be fun to play against again. They should take at least 2 AV specialist to take out. I think the turrets on all vehicles should have a SMALL increase in blast radius.
I think this game should be made mainly for the Hardcore with casual in thought. Why? because anyone/any corp who plans on doing FW and other deeper levels of game play are considered hardcore. It seems as though your tuning DUST to the players who only have time for 3 games a week. WE HARDCORE PLAYERS WILL BE THE ONES WHO WILL KEEP PLAYING IN NULL AND LOW SEC. i cant say that enough!
Im confused on what CCP wants us to work on and on the things they think are fixed. Please tell us something CCP.
Finally, I want to feel awesome that i have a duvolle in my hand. I want to feel awesome that i can run full proto every game. Right now there is no feeling of accomplishment in getting higher level gear. If the players are that bad then separate us good players buy letting us play on deeper levels. Also, try to actually get you skill matching system to work.
I thank you if you have read thus far.... |
aden slayer
ZionTCD Legacy Rising
407
|
Posted - 2012.12.31 11:01:00 -
[2] - Quote
I think they already said everything you asked for during EVE fanfest 2012. You should go watch it again. |
Anyanka Shadowmane
Sanmatar Kelkoons Minmatar Republic
80
|
Posted - 2012.12.31 12:12:00 -
[3] - Quote
G-SLicK wrote:Should CCP tell us their goals and visions on dust? Are they doing things their own way? Or are they listening to the newer players too much? I personally want to know more details about what they want dust to be.
I would be far more comfortable testing things if i knew how CCP wanted them to be. I'd also feel more able to make suggestion to try and help them achieve that.
G-SLicK wrote:Example topics:
- How effective do you want each class to be in battle? - What were your goals with the vehicle balances? - Which level of gamer group are you trying to please? (Newbs? Casual? Hardcore? and why?) - What would you like us to do more testing on? - Do you want DUST to provide some sense of accomplishment when leveling up?
These are sample questions that i would like CCP to answer. Also the community should take a stab at some of these questions too. If there are any you want answered as well please add them.
As requested, here are some of my thought
I would like each class to be effective in their own way.
Assault Suit - Basic Mercenary, a good all-rounder, but not as capable as the other suits in their given roles. Heavy Suit - a slow moving behemoth, able to give and receive lots of damage Scout Suit - a paper thin scout. Able to survey the battlefield and report enemy positions to their team. Very fast, unseen. Logi Suit - a versatile support class. Not as tough as the assault, but with the options to either massively specialise or remain useful in a number of situations.
Along with the weapons
(AR) - useful at short range, but by no means the best. excellent at med range, usable at long, but again, not the best. (LR) - usable at med range, very good at long range. (HMG) - amazing at close range, very good at medium range. (SMG) - very good at close range, usable at medium range. (SP) - same as the SMG, but a different style. Single shots that hit harder. (SR) - Awesome at long/extreme range. (MD) - good for medium range crowd control.
I currently have no strong opinions about vehicles I've not really used them. I'd like the HAVs to be good, but they shouldn't be unbeatable by a properly equipped squad. I've not really seen many drops hips recently, so they could possibly do with some looking at.
I don't see the need to differentiate between player types. Dust should aim to be Dust, and 'please' the Dust players. When making a game, like when writing a book, you can't try to please the current market based on what is currently popular, because things change, things move on. If you try and make a game that fits what is popular now, by the time it finished,the market will have changed and it won't be popular. Where as, if you try to make an original game that fits your own idea, make a game that you'd like to play. You're far more likely to capture the ideas of the gaming public.
I would like to see what CCP have in mind for the other aspects of the game. I don't think that SP should be the reason to keep playing. I'd love to see players assaulting space stations, or ships in EVE, or even taking over entire planets.
I think it's this larger game , and how it fits in the EVE universe and co-exists with EVE online that is more likely to keep players coming back rather than the accrual of SP. |
KripnawtiQ Prime
L.O.T.I.S. Legacy Rising
206
|
Posted - 2012.12.31 13:27:00 -
[4] - Quote
I think it would be cool to at least know how much our feedback is taken into account when making changes to the game. Or whether or not the verbal feedback matches the in game data. Its hard to know what is and isn't being focused on until patch notes for a new build are released. To me its not a huge deal...but at times when everybodys like "hey, this needs buffed or nerfed", knowing what the Devs think or see from their perspective could have an impact on the way testers perceive the game, particularly in terms of balance.
One thing that CCP does seem on top of is support. The bug updates thread and email support. Every time I've contacted support they have promptly emailed me back. |
Berserker007
Imperfects Negative-Feedback
206
|
Posted - 2012.12.31 16:47:00 -
[5] - Quote
G-SLicK wrote:Should CCP tell us their goals and visions on dust? Are they doing things their own way? Or are they listening to the newer players too much? I personally want to know more details about what they want dust to be. Example topics:
- How effective do you want each class to be in battle? - What were your goals with the vehicle balances? - Which level of gamer group are you trying to please? (Newbs? Casual? Hardcore? and why?) - What would you like us to do more testing on? - Do you want DUST to provide some sense of accomplishment when leveling up?
These are sample questions that i would like CCP to answer. Also the community should take a stab at some of these questions too. If there are any you want answered as well please add them.
Here i will start first,
I would like each class to be effective in their own way.
Assault Suit - Basic Mercanary able to get any job done with quickness Heavy Suit - Great for taking damage and going toe to toe with vehicles Scout Suit - Good for being sneaky and getting to strategic points faster Logi Suit - Great at keeping every alive and providing ammo and supplies for everyone
Along with the weapons
(AR) - Great at close/med./long range (LR) - Horrible at close/med. range but better than AR at long range (Mainly for taking out heavily shielded reds) (HMG) - Great at close/med. range and better then AR at this distance (SMG) - Same as the HMG but shorter clip size (SP) - Great for close to med. and better than SMG but shorter clip (SR) - Great for long/far range (MD) - Great for close/med. range. (Provide heavy suppressing on enemy team)
I want vehicles to be fun to play against again. They should take at least 2 AV specialist to take out. I think the turrets on all vehicles should have a SMALL increase in blast radius.
I think this game should be made mainly for the Hardcore with casual in thought. Why? because anyone/any corp who plans on doing FW and other deeper levels of game play are considered hardcore. It seems as though your tuning DUST to the players who only have time for 3 games a week. WE HARDCORE PLAYERS WILL BE THE ONES WHO WILL KEEP PLAYING IN NULL AND LOW SEC. i cant say that enough!
Im confused on what CCP wants us to work on and on the things they think are fixed. Please tell us something CCP.
Finally, I want to feel awesome that i have a duvolle in my hand. I want to feel awesome that i can run full proto every game. Right now there is no feeling of accomplishment in getting higher level gear. If the players are that bad then separate us good players buy letting us play on deeper levels. Also, try to actually get you skill matching system to work.
I thank you if you have read thus far....
great thread; i can't even do my own opinions as you hit the nail on the head for classes & weapons.
My one thing would be modules:
All around, make the use of advanced & proto better
ex: shield extenders - adv cost ~$3k, yet give only 11 shield more id say make them 44; then proto 88 ; as u double the tier below you; as you are doubling the price of each |
Gunner Visari
Crux Special Tasks Group Gallente Federation
163
|
Posted - 2012.12.31 17:16:00 -
[6] - Quote
Berserker007 wrote:G-SLicK wrote:Should CCP tell us their goals and visions on dust? Are they doing things their own way? Or are they listening to the newer players too much? I personally want to know more details about what they want dust to be. Example topics:
- How effective do you want each class to be in battle? - What were your goals with the vehicle balances? - Which level of gamer group are you trying to please? (Newbs? Casual? Hardcore? and why?) - What would you like us to do more testing on? - Do you want DUST to provide some sense of accomplishment when leveling up?
These are sample questions that i would like CCP to answer. Also the community should take a stab at some of these questions too. If there are any you want answered as well please add them.
Here i will start first,
I would like each class to be effective in their own way.
Assault Suit - Basic Mercanary able to get any job done with quickness Heavy Suit - Great for taking damage and going toe to toe with vehicles Scout Suit - Good for being sneaky and getting to strategic points faster Logi Suit - Great at keeping every alive and providing ammo and supplies for everyone
Along with the weapons
(AR) - Great at close/med./long range (LR) - Horrible at close/med. range but better than AR at long range (Mainly for taking out heavily shielded reds) (HMG) - Great at close/med. range and better then AR at this distance (SMG) - Same as the HMG but shorter clip size (SP) - Great for close to med. and better than SMG but shorter clip (SR) - Great for long/far range (MD) - Great for close/med. range. (Provide heavy suppressing on enemy team)
I want vehicles to be fun to play against again. They should take at least 2 AV specialist to take out. I think the turrets on all vehicles should have a SMALL increase in blast radius.
I think this game should be made mainly for the Hardcore with casual in thought. Why? because anyone/any corp who plans on doing FW and other deeper levels of game play are considered hardcore. It seems as though your tuning DUST to the players who only have time for 3 games a week. WE HARDCORE PLAYERS WILL BE THE ONES WHO WILL KEEP PLAYING IN NULL AND LOW SEC. i cant say that enough!
Im confused on what CCP wants us to work on and on the things they think are fixed. Please tell us something CCP.
Finally, I want to feel awesome that i have a duvolle in my hand. I want to feel awesome that i can run full proto every game. Right now there is no feeling of accomplishment in getting higher level gear. If the players are that bad then separate us good players buy letting us play on deeper levels. Also, try to actually get you skill matching system to work.
I thank you if you have read thus far.... great thread; i can't even do my own opinions as you hit the nail on the head for classes & weapons. My one thing would be modules: All around, make the use of advanced & proto better ex: shield extenders - adv cost ~$3k, yet give only 11 shield more id say make them 44; then proto 88 ; as u double the tier below you; as you are doubling the price of each
If they did that perhaps a stacking penalty? Or is the cost enough of a stacking penalty?
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Berserker007
Imperfects Negative-Feedback
206
|
Posted - 2012.12.31 17:21:00 -
[7] - Quote
Gunner Visari wrote:Berserker007 wrote:G-SLicK wrote:Should CCP tell us their goals and visions on dust? Are they doing things their own way? Or are they listening to the newer players too much? I personally want to know more details about what they want dust to be. Example topics:
- How effective do you want each class to be in battle? - What were your goals with the vehicle balances? - Which level of gamer group are you trying to please? (Newbs? Casual? Hardcore? and why?) - What would you like us to do more testing on? - Do you want DUST to provide some sense of accomplishment when leveling up?
These are sample questions that i would like CCP to answer. Also the community should take a stab at some of these questions too. If there are any you want answered as well please add them.
Here i will start first,
I would like each class to be effective in their own way.
Assault Suit - Basic Mercanary able to get any job done with quickness Heavy Suit - Great for taking damage and going toe to toe with vehicles Scout Suit - Good for being sneaky and getting to strategic points faster Logi Suit - Great at keeping every alive and providing ammo and supplies for everyone
Along with the weapons
(AR) - Great at close/med./long range (LR) - Horrible at close/med. range but better than AR at long range (Mainly for taking out heavily shielded reds) (HMG) - Great at close/med. range and better then AR at this distance (SMG) - Same as the HMG but shorter clip size (SP) - Great for close to med. and better than SMG but shorter clip (SR) - Great for long/far range (MD) - Great for close/med. range. (Provide heavy suppressing on enemy team)
I want vehicles to be fun to play against again. They should take at least 2 AV specialist to take out. I think the turrets on all vehicles should have a SMALL increase in blast radius.
I think this game should be made mainly for the Hardcore with casual in thought. Why? because anyone/any corp who plans on doing FW and other deeper levels of game play are considered hardcore. It seems as though your tuning DUST to the players who only have time for 3 games a week. WE HARDCORE PLAYERS WILL BE THE ONES WHO WILL KEEP PLAYING IN NULL AND LOW SEC. i cant say that enough!
Im confused on what CCP wants us to work on and on the things they think are fixed. Please tell us something CCP.
Finally, I want to feel awesome that i have a duvolle in my hand. I want to feel awesome that i can run full proto every game. Right now there is no feeling of accomplishment in getting higher level gear. If the players are that bad then separate us good players buy letting us play on deeper levels. Also, try to actually get you skill matching system to work.
I thank you if you have read thus far.... great thread; i can't even do my own opinions as you hit the nail on the head for classes & weapons. My one thing would be modules: All around, make the use of advanced & proto better ex: shield extenders - adv cost ~$3k, yet give only 11 shield more id say make them 44; then proto 88 ; as u double the tier below you; as you are doubling the price of each If they did that perhaps a stacking penalty? Or is the cost enough of a stacking penalty?
id say cost is enough; but is also said that more shields increase your profile (but this is unconfirmed) |
SoTa PoP
Internal Error. Negative-Feedback
1772
|
Posted - 2012.12.31 18:07:00 -
[8] - Quote
Good thread - There's a lot to say on how CCP has been handling this versus how they said they would be. I'm pretty sure the dev blogs are as inactive as they have been for some time even though we were promised the opposite a month ago. If CCP would only let us know there own vision so the community can better understand what direction CCP is going so we can give the proper information they'd want posted and discussed then we could start feeling like a beta community that helps progress the game rather then people crying for nerfs for there specializations.
A little direction and a few notes saying what they plan - and we'd be a pacified community who thinks CCP cares. But more then that it would take off some of the grind we feel not knowing what's going on. |
Telcontar Dunedain
Imperfects Negative-Feedback
328
|
Posted - 2013.01.16 22:03:00 -
[9] - Quote
Good post, more people should read this. |
DUST Fiend
Immobile Infantry
1899
|
Posted - 2013.01.16 22:05:00 -
[10] - Quote
I want CCP to their job the way they think it should be done.
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GoD-NoVa
Imperfects Negative-Feedback
174
|
Posted - 2013.01.16 23:06:00 -
[11] - Quote
CCP your weekly updates dont tell us anything, we need details on these fixes. all you tell us is "we are looking at this and that" that doesn't tell us anything |
DUST Fiend
Immobile Infantry
1899
|
Posted - 2013.01.16 23:09:00 -
[12] - Quote
GoD-NoVa wrote:CCP your weekly updates dont tell us anything, we need details on these fixes. all you tell us is "we are looking at this and that" that doesn't tell us anything
Why should they have to tell us anything?
How much do you they pay you for your input? |
MassiveNine
Pink Fluffy Bounty Hunterz RISE of LEGION
100
|
Posted - 2013.01.16 23:27:00 -
[13] - Quote
DUST Fiend wrote:GoD-NoVa wrote:CCP your weekly updates dont tell us anything, we need details on these fixes. all you tell us is "we are looking at this and that" that doesn't tell us anything Why should they have to tell us anything? How much do you they pay you for your input?
It's not about being paid to test. Do you think CCP would be this far if the kept the beta to exclusive players only? The problem is that CCP wont tell us what they are looking for exactly so we don't know how to help them get to that point. Every other new QQ thread is a contradiction to the last and it's quite obvious we are doing nothing but treading water when there is a very easy solution to this. |
GoD-NoVa
Imperfects Negative-Feedback
174
|
Posted - 2013.01.17 00:02:00 -
[14] - Quote
DUST Fiend wrote:GoD-NoVa wrote:CCP your weekly updates dont tell us anything, we need details on these fixes. all you tell us is "we are looking at this and that" that doesn't tell us anything Why should they have to tell us anything? How much do you they pay you for your input?
they should tell us so we can have a better vision on what type of features dust should have. this game will die if its not made right. these devs hav never made a FPS game so why not listen to the community who has played FPS every since they were in preschool |
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