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Ninjanomyx
Imperfects Negative-Feedback
16
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Posted - 2013.01.26 01:26:00 -
[1] - Quote
There are multiple Factors that adversely affect the Game World we Escape to (Ex: Nerfs & Buffs). QQ Threads & Posts from Noob-to-Novice Players (& the Devs/Admins/GMs that cater to them) & Developers lacking a Critical Eye/Attention to Detail. I will Example instances of both below in hopes of generating a better understanding of the situation:
1. "Noobs" will be instantaneously biased to whatever they have chosen & will often request Nerfs to whatever Griefs them without an afterthought that their Skill Level may have been a defining factor that lead to their constant demise. Their "Input" should be taken with a grain of salt before opting for Change.
2. "Elitists" will often play Favorites to their chosen Specializations and will often opt to Defend their Build regardless of probable Imbalance.
3. Admins/GMs are often detatched from the Game itself as their Title mainly entails the tasks similar to that of a Social Worker/Human Resources. They are in place mainly for the sake of Public Relations/Community Moderation & to act as "Middlemen" for the Developers.
4. Developers take Generated Feedback from the Community, often from Admins/GMs who act at times as a Relay, & try their best to cater to the Masses without being directly connected to the Community (For the most part).
These Conditions, more often than not, lead to a game of "Telephone" where information gets Miscommunicated & Progress gets Skewed, leading to an undesirable End Result overall.......& the vicious Cycle repeats almost Infinitely.
For DUST 514 specifically there are 2 more Major Factors that come into play. CCP has stepped into Unfamiliar Territory (FPS) and has Moderate Experience with the Genre (Factoring in the select Group who worked on MAG increased Experience Rating overall from Nil to Mid). Also....the Attention to Detail is rather Lackluster considered CCP "should" be more familiar with the RPG aspects. Some serious Oversights are being made in the Statistical Department that are rather.....embarassing to say the least. I'll example a couple of these that are almost blatantly obvious at a glance:
1. Damage Modules state a Stacking Penalty in their Description. When Multiples of the same Type are Equipped it clearly displays a Numerical Value of Weapon Damage on the Dropsuit/Vehicle Statistics Display. The Numbers show the Stacking Penalty is clearly not in effect as you see the Damage Multiplier takes each Module Bonus into account without any form of Division. It is less obvious with other Modules as they do not have a defined Statistical Display in the User Interface, so there may or may not be Issues with other Stacking Penalties.
2. Active Vehicle Armor Hardeners have a 15 Second Cooldown & 60 Second Pulse as defined by the Statistical Display of said Module. This reads as essentially a Permanent Hardener as the 15 Second Cooldown seems to be factored into the Pulse Duration. I cannot personally attest to this being the case in Practice as I have Experience only with Shield Modules, but considering a Shield Booster displays a 30 Second Cooldown with a 5 Second Pulse, and an Active Shield Hardener displays a 30 Second Cooldown with a 10 Second Pulse, & both essentially become useable at the same time after Near-Simultaneous use.....I'd lean towards the "Speculation" to be True.
3. 2 of 3 of the Prototype Drop Uplinks display the *Exact Same Stats* across the board, while 1 boasts "Less PG/CPU Burden", with a Price Gap of 2x. The 3rd Drop Uplink of this Tier is the same Price as the Less Expensive of the 2, but has the Same Stats as the 2 with the Added Benefit of an extra Max Carried. For obvious reasons......Option 3 is Best due to this Blatant Oversight.
There are plenty more I'm sure I could go into.....but the intention of this Thread is to bring to light (To those who were "Blissfully Unaware") the Factors behind the Processes & Key Issues that are the Result. I simply hope for better Quality Assurance in the Future (Preferably Near) as I truly wish for this Title to thrive, & to eventually be Copasetic with EVE so that this Ambitious Project does not end up being just "DUST in the Wind".
Sorry for the long Post.....I'm just Passionate towards this Project and prefer to articulate my thoughts as logically as I possibly can. Thanx 2 those who bothered to read this Post in its entirety :P |
Lasarte Ioni
Noob Gaming
72
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Posted - 2013.01.26 01:43:00 -
[2] - Quote
Best feedback post i've ever seen, may an Officer shield tank get into your salvage. |
Blue DeVille
Tritan-Industries Legacy Rising
25
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Posted - 2013.01.26 01:59:00 -
[3] - Quote
https://forums.dust514.com/default.aspx?g=posts&t=53362&find=unread
Did this inspire you? lol. +1 brother. |
Arramakaian Eka
Tronhadar Free Guard Minmatar Republic
363
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Posted - 2013.01.26 02:19:00 -
[4] - Quote
First numbered list was great, then you went off on a strange tangent of peripheral bugs which have no bearing on the overall gameplay.
-1. |
xxwhitedevilxx M
Maphia Clan Corporation CRONOS.
229
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Posted - 2013.01.26 02:27:00 -
[5] - Quote
Ninjanomyx wrote: 1. "Noobs" will be instantaneously biased to whatever they have chosen & will often request Nerfs to whatever Griefs them without an afterthought that their Skill Level may have been a defining factor that lead to their constant demise. Their "Input" should be taken with a grain of salt before opting for Change.
2. "Elitists" will often play Favorites to their chosen Specializations and will often opt to Defend their Build regardless of probable Imbalance.
+1 |
Three Double-A Batteries
Fraternity of St. Venefice Amarr Empire
41
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Posted - 2013.01.26 02:32:00 -
[6] - Quote
Confused as to what the message is here.
What is it you want? |
Spacetits CDXX
Subdreddit Test Alliance Please Ignore
105
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Posted - 2013.01.26 02:37:00 -
[7] - Quote
Why are Most Words Capitalized in Your Post?
Agreed with the First Part about Playing Telephone but found the Capitalization Distracting. |
Ninjanomyx
Imperfects Negative-Feedback
16
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Posted - 2013.01.26 10:33:00 -
[8] - Quote
Blue DeVille wrote:https://forums.dust514.com/default.aspx?g=posts&t=53362&find=unread
Did this inspire you? lol. +1 brother.
Interestingly enough....no, lol. But I can see where you could make that connection (Old song titles & overall theme of the Posts). :)
Spacetits CDXX wrote:Why are Most Words Capitalized in Your Post?
Agreed with the First Part about Playing Telephone but found the Capitalization Distracting.
There are 2 reasons for this:
1. I feel Capitalization of the first word of a Sentence draws Attention to Key Points in a Presentation without coming across as "ALL CAPS YELLING", which I personally find more Intrusive to the eye, resulting in a far more Subtle Effect than the Aformentioned "YELLING". As for the Distraction Effect...............I'm a Ninja??? :P
2. I may very well have a touch of OCD.
Arramakaian Eka wrote:First numbered list was great, then you went off on a strange tangent of peripheral bugs which have no bearing on the overall gameplay.
-1.
You obviously fail to recognize the purpose of this Post.........& have no idea what you are talking about if you consider the latter points "Going off on a strange tangent". This "Focal Point" was meant to draw attention to the more noticeable Statistical Oversights of a Developmental Group that has Extensive Experience with RPG Elements. & if you believe these "Peripheral Bugs" have "No bearing on the overall gameplay"......then you Sir...have no Post Relevance and lack the understanding of how this Title works. ("Nicer" way of calling you out as a "Noob"....)
1. Damage Mods having No Stacking Penalty leads to the General Misconception that a Weapon is "OP" (Ex: Lazer Rifle + All 10% Damage Mods + DPS Increase over Time = Over Inflated DPS).
2. Active Armor Hardener having essentially No Cooldown w/ a 60 Second (1 Minute) Pulse means you now essentially have a "Set it & Forget it" Hardener that far surpasses the Passive Equivalent without Risk VS Reward. The choice becomes clear, hence the Exampling of this Broken Mod & its Statistical Display.
3. Prototype Drop Uplinks are All Identical, different Prices, and only 1 stands out with a +1 Max Carried.....yet it is the Least Expensive. We are making Investments of ISK & AUR which are lost upon Death. If the Value of an Item is Misrepresented.....it is "Broken". Less Price + Clearly Defined Better Stats = "OP".
There are plenty more of these Issues I could have Exampled....but the point of my Post was not to list every single BUG/Exploit in the Game. It was to shed light on the Oversights of a Company who supposedly has Extensive Experience in the field of Statistics in hopes of getting their Attention in order to get them to Pay Attention....
L2P KthxBAI.....& -100 for being Obviously Oblivious.
Three Double-A Batteries wrote:Confused as to what the message is here.
What is it you want?
What I "Want" is to enlighten those to the Process that leads to the Problems we see. Also....as I thought I had Clearly stated at the Closing of my Post, I want better Community <--> Dev/Mod Interaction & overall Quality Assurance to get better. Blatantly Obvious Stat Fails in a Game driven by Stats from a Company that has 10+ Years Experience with Stat Driven Games (MMORPG) is a serious Issue in my eyes........ |
Ninjanomyx
Imperfects Negative-Feedback
16
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Posted - 2013.01.26 10:56:00 -
[9] - Quote
Thank you for moving this Topic to the appropriate Section. GM/MOD+1 :P |
lDocHollidayl
Imperfects Negative-Feedback
171
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Posted - 2013.02.06 20:24:00 -
[10] - Quote
+1 Dev's please read. Everyday those insane armor hardners are in the game is a day you prove you do not understand math or game play. Running upwards to 75% damage resist for a whole minute? With only 15 sec cool down. There is no response you could possibly be to having this except "Oops...we missed that"..."Sorry".
Shield counter part does 10 second pulse and 30 sec cool down? |
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Shledder
OMNI Endeavors
4
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Posted - 2013.02.06 20:51:00 -
[11] - Quote
I agree 100% with the first half of the OP (not that I disagree with the part on statistics, but I've been playing Dust 4 days and have no idea what most of it means).
Anyway, considering this is still a Beta, I would hope ALL of the dev's check the forums once a week and it would be nice if the forum mods made a presence in the forums. Giving a "weekly update" is not the same as INTERACTING with the community (talking to us rather than leaving a note for us to read) and I hope the dev's/mods would interact with the community enough that we know what's going on in development. As a consumer, I don't think that's too much to ask.
One final thing to consider is the % of people who play games vs the % of them that go on the forums. I of course don't have any data on this, but I suspect it's a pretty low ratio. I know Insomniac Games had dev's playing Resistance 1 with randoms so they could get feedback. It seemed like a good idea so me and I wonder how man devs play their game with the community. |
Gunner Nightingale
Internal Error. Negative-Feedback
217
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Posted - 2013.02.07 00:09:00 -
[12] - Quote
It's simple lets look at the difference between shield hardeners and armor hardeners.
Shield Hardener
Cooldown: 30s Pulse interval: 10s Damage reduction 25-30% depending on module variant
Armor Hardener
Cooldown: 15s Pulse interval: 60s Damage reduction 20-25% depending on module variant.
So really this must be a mistake because basically i could run 3 mods at 75% reductions(especially since stacking penalties are not working) for a full minute and then re-use them 15 seconds later.
If this is working as intended then CPU PG has to increase big time because there is no way this should be happening. |
lDocHollidayl
Imperfects Negative-Feedback
171
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Posted - 2013.02.09 18:49:00 -
[13] - Quote
Players still use shield tanks? Why? |
Mars El'Theran
Red Rogue Squadron Heart 0f Darkness
52
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Posted - 2013.02.09 19:50:00 -
[14] - Quote
Gunner Nightingale wrote:It's simple lets look at the difference between shield hardeners and armor hardeners.
Shield Hardener
Cooldown: 30s Pulse interval: 10s Damage reduction 25-30% depending on module variant
Armor Hardener
Cooldown: 15s Pulse interval: 60s Damage reduction 20-25% depending on module variant.
So really this must be a mistake because basically i could run 3 mods at 75% reductions(especially since stacking penalties are not working) for a full minute and then re-use them 15 seconds later.
If this is working as intended then CPU PG has to increase big time because there is no way this should be happening.
These modules are intended to run continuously in EVE. I assume the cooldown is the time before you can change an action. The pulse interval, (strange language for me), would be with respect to energy consumption of the module during activation.
I assume these are for vehicles. I haven't looked at any of this stuff really, but I'll do so later. |
Mars El'Theran
Red Rogue Squadron Heart 0f Darkness
52
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Posted - 2013.02.09 19:51:00 -
[15] - Quote
First set of points, 1-4, are speculation. |
Cross Atu
Conspiratus Immortalis
775
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Posted - 2013.02.09 20:33:00 -
[16] - Quote
+1 OP
I really hope that threads which give feedback in the form of statements or emotions rather than data and clear testing methodologies get at least taken with a shaker (not a grain) of salt, and perhaps simply discounted.
Calm and clear feedback is key, being open about how these tests were conducted so that the method can be subjected to scrutiny and the proper context fully provided.
Statements without context cannot be assessed and thus carry no validity with regards to game balance.
0.02 ISK Cross
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