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Talruum Tezztarozza
Seituoda Taskforce Command Caldari State
79
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Posted - 2013.02.27 07:44:00 -
[241] - Quote
Whoa away from a forum for a day, and a dozen pages bloating in this thread. It's good to see dev actually join the discussion for once. This is such a nice and loooooooong read.
Comment to recent Quality vs Quantity debate.
Yes, Quantity DOES matter in war. Zergling is a viable tactic whether you like it or not. In EVE your 20 elite pilots can't hold a damn thing against 500 Goonswarms. Dust actually has an already forgiving mechanic. With limited 24v24 men per battle, 24 men elite corp should be able to somewhat hold 1 territory for sometime or 2 teritories if they can win 12 vs 24 or may be more. Nevertheless, There is no chance in hell 20 soldiers can oversee the whole planet not even in 10,000 years in the future in Galaxy 10,000 light years away. Asking for that is kinda silly.
Those who said Zergling require no skill. I dare you make a corp and recruit 500 members then see how long you can hold them together. I doubt you can last a day, no, I meant I doubt you can even recruit that many. Not to mention organize them, field them to battle and all the logistic behind it.
zerg 20 men to 5 men may not require much skill. Zerg 200 to 50 require it tremendously. It is just that it require different set of skill than the one in average FPS game. People just need to stop thinking that their leet pew pew skill alone will conquer them a universe.
Yes. Dust514 is first and foremost a FPS game. But many people seem to forget that We, as a player, are first and foremost a mercenary. We are doing a job for the highest bidder. Those who don't want to involved himself with these headache stuffs can by all mean go for it. You can just play as some hired gun for some known or unknown corp and blow some people head off without care making some isk in the process. This is exactly a content for any simply FPS folks. Those who want to do something more....significant, you are allowed to as well as a dust player, but you will actually need some skill other than combat skill to success. Namely, the ability to at least realize how many men you need to properly hold the teritories you conquered.
Small nickpicking:
Iron Wolf Saber wrote: A far more accurate war to portray the scenario of large vs small would be the romance of the three kingdoms in china where the infamous Sun Tzu wrote his manuscripts on warfighting, after all the kingdom he served was by far the smallest of the three and managed to hold out very well. Unluckily there were not convenient passes, choke-points, or magical shields (in eve's case) that would have stopped the larger enemy from crushing the smaller nation. It was a various sets of delaying tactics division and conquering and many other nice tricks that focused more on doing the most with the least amount.
Sun Tzu was actually borned way before three kingdoms era. The one who managed the smallest Shu kingdom to last suprisingly long against overwhelming larger Wei kingdom was Zhuge Liang.
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Talruum Tezztarozza
Seituoda Taskforce Command Caldari State
79
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Posted - 2013.02.27 08:03:00 -
[242] - Quote
To comment to the Topic itself: How the FW will work
I understand that what we will get in next patch is Faction Warfare and not Player sovereign control yet, correct ? Although My EVE experience may be limited. In my understanding FW is actually a PvP between NPC corp ? (sound confuse, isn't it? :p) 4 NPC factions just hire players to fight for them right ? If this is the case, I doubt FW in the next patch will be that different than our current pub match.
It'll still be an NPC issued contact which take place in some planets/districts. When we won that NPC employer take control of it and move on. I don't think there is anything to do with player issued contact/ player controlled district yet. This will basicly be a pub match with more reward and (hopefully) more variety of maps to separate veteran player from newberries from the old pub match. don't get me wrong, this is great enough for now. I still keen to see how full players brawl in null sec will work out. That is where the real problem lies |
Laurent Cazaderon
Villore Sec Ops Gallente Federation
1159
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Posted - 2013.02.27 08:40:00 -
[243] - Quote
Talruum Tezztarozza wrote:To comment to the Topic itself: How the FW will work
I understand that what we will get in next patch is Faction Warfare and not Player sovereign control yet, correct ? Although My EVE experience may be limited. In my understanding FW is actually a PvP between NPC corp ? (sound confuse, isn't it? :p) 4 NPC factions just hire players to fight for them right ? If this is the case, I doubt FW in the next patch will be that different than our current pub match.
It'll still be an NPC issued contact which take place in some planets/districts. When we won that NPC employer take control of it and move on. I don't think there is anything to do with player issued contact/ player controlled district yet. This will basicly be a pub match with more reward and (hopefully) more variety of maps to separate veteran player from newberries from the old pub match. don't get me wrong, this is great enough for now. I still keen to see how full players brawl in null sec will work out. That is where the real problem lies
Yeah, because player owned districts wont ever be tied to FW. They will be about different systems in low sec. And i agree that FW will probably be more alike pub games in its next version. |
Bald Crusader
Chatelain Rapid Response Gallente Federation
35
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Posted - 2013.02.27 09:06:00 -
[244] - Quote
Is this not a feedback / request thread and should it be moved to a more appropriate forum? |
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CCP FoxFour
C C P C C P Alliance
777
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Posted - 2013.02.27 10:30:00 -
[245] - Quote
Well you guys sure made a few posts over the night. I shall read through the last few pages and see if there are things to respond to. :)
p.s. /facepalm at thread title change >.< |
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CCP FoxFour
C C P C C P Alliance
777
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Posted - 2013.02.27 10:32:00 -
[246] - Quote
Free Beers wrote:CCP Nullarbor wrote:The really nice thing about our design is that (hopefully) it will let small corps hold a small part of space and big corps can own a big part and better corps will own more for their size.
This is in contrast to EVE which allows massive force projection, so the bigger alliances just own everything. Smaller entities do exist but only because they are allowed to, not because they legitimately took it and defend their territory against overwhelming numbers.
It's exciting stuff, more details are on the way. Just make sure you put in district transfer in dust ASAP. -districts can be taken and sold off. Just like mercs can be paid to take a planet. There isn't 100% chance they will. Selling a district afterward is just another market for stuff. Dust needs this economy function
In terms of priority I would rather see the ability to contract other corporations to take a district for you. That would also mean contracting other corporations to help you defend your district as well. |
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CCP FoxFour
C C P C C P Alliance
777
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Posted - 2013.02.27 10:34:00 -
[247] - Quote
Vance Alken wrote:gbghg wrote:Morathi III wrote:Telcontar Dunedain wrote:gbghg wrote:Its a difficult system to balance because if you go too far one way you will see small corps with most if not all of their members getting into fights regularly while the larger corps will have large groups of people who only get in 1 or 2 battles while everyone else lazes about doing nothing. But if you go to the other extreme larger corps will just zerg the smaller ones meaning that we will end up with a system where the largest corp wins through numbers. This is what is happening in Eve. Nullsec is a big zerg of idiots, making that same thing occur in Dust514 would be a really bad thing. How many skilled players would continue to play if they win every match yet lose the war because of a poorly designed mechanic? Like you said adapt or die.... Find more recruit , yes that bring your elitism a bit lower but if you want more you need to have more clone, and you dont need to be more than your opponent because your corp is the best, so whats your point hold anything in 3 month? Why playing then? But if we go by that logic PRO will win everything because they have the numbers to throw at districts repeatedly until they finally take them over. Red tides to win means resource cost. Most obviously in clones, if your 24 cheapo fit militia players are up against my 12 (2 squads) of prototype fit players, you're gonna be spending big on clones (our (implant-less) meatsacks all cost the same, but you have to have more to have a chance at winning). If we're also taking down your cheap equipment as soon as it lands and shooting down your cheap MCCs as soon as possible, you're gonna be fighting resource loss. Not to mention the home field advantage, knowing the good spots (say, a mass driver resupply-drop uplink-revive logi and a sniper/scanner fit scout on a roof locking down a primary chokepoint built in PI mode that your cheapo militia snipers can't even reach). Sure, one of my men is worth thousands of yours, but each one of them might go through multiple battles without even going into armor. If you field a full 336 man deployment to tackle all 14 of my districts at once, I can pick and choose what is most important (probably, in this case, clone and equipment stockpiles), defend that, and wait for reinforcements.
On top of that is the on-the-fly decisions and coordination that larger corporations will put into moving people between fights on the fly. I can imagine a situation where you have multiple fights going on at once and you are balancing where you best players are to try and ensure you win the fights you need to. Losing a critical district? Shift more of your good players there. Should be interesting. |
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SILENTSAM 69
Pro Hic Immortalis RISE of LEGION
421
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Posted - 2013.02.27 10:37:00 -
[248] - Quote
CCP FoxFour wrote:In terms of priority I would rather see the ability to contract other corporations to take a district for you. That would also mean contracting other corporations to help you defend your district as well. This almost makes me think you guys are starting to look into alliance mechanics. It would make sense that it would be an option to make a district open to allied corps to help defend, or even to attack. |
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CCP FoxFour
C C P C C P Alliance
777
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Posted - 2013.02.27 10:47:00 -
[249] - Quote
gbghg wrote:But i can see large corps like PRO mounting wave attacks if they have to. So if you successfully defend a district they can instantly field a new team and basically repeat the process until they finally take control. part of me worries that taking districts will just end up as a game of attrition.
This is indeed a valid concern. One that we have been thinking about as well and one that depending how we tackle it will drastically change how many districts an average corporation can hold per active member.
That being said, if you can't win fights you shouldn't hold the district. To help balance this we can do things like ensure the victor gets good rewards, that the attacker has risks that they can change and manage, the defender always has a reason to defend, the rate at which a district can be attacked, and to be honest we still have the same concern.
Once we do eventually get this out to you guys it is something we plan to monitor very closely. The plan is that whatever we do release should be easily configurable, and as much so as possible server side, so we can tweak things quickly to try and get the right balance.
To us it would be a shame if only a small number of organizations owned districts and there was limited fighting. The more battles happening the better. If we got to a point where all the districts were close to be flipped and were continuously changing hands, I would be happy. Some stability is nice, so people can make money, but a constant change is also nice. |
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CCP FoxFour
C C P C C P Alliance
777
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Posted - 2013.02.27 10:51:00 -
[250] - Quote
SILENTSAM 69 wrote:CCP FoxFour wrote:In terms of priority I would rather see the ability to contract other corporations to take a district for you. That would also mean contracting other corporations to help you defend your district as well. This almost makes me think you guys are starting to look into alliance mechanics. It would make sense that it would be an option to make a district open to allied corps to help defend, or even to attack.
We are always looking at and thinking ahead, sometimes much farther ahead than we should, but hey we are crazy people. Considering we don't have any player owned districts in the game yet though, I can't imagine us putting much thought into alliance level stuff. We could discuss how player owned districts will work until the end of time, but until we get it into players hands we really have no idea how it will work. We have ideas, statistics, and all sorts of insane stuff, but with very little to compare to a lot of it is educated guessing and hope. Makes planning 3, 4, 5 steps ahead hard. So ideas, yea, of course. I have ideas in my head about LOTS of stuff that if I said I would be shot for. :) |
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CCP FoxFour
C C P C C P Alliance
777
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Posted - 2013.02.27 10:56:00 -
[251] - Quote
Baal Roo wrote:I see no reason why attrition shouldn't be a viable tactic. It's just important to make sure it's not the ONLY viable tactic.
/agree
Attrition should be an option to larger organizations. Someone who owns one district should not be able to beat down the entirety of a large organization through attrition. |
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Druk Spyker
DUST University Ivy League
2
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Posted - 2013.02.27 11:24:00 -
[252] - Quote
CCP FoxFour wrote:To be honest I would rather like to see it get harder and harder to take more space. Maybe even exponentially harder. Each district should represent something and none should feel entirely irrelevant. People new and small should feel like they are earning and single organizations shouldn't hold large swaths of space.
The way this could be achieved is by letting a corp own only 1 War Barge or limited by the amount of mercs in the corp, but it must be few enough that it must always be necessary to move War Barges around. This War Barge should be flown by a capsuleer or a very expensive NPC. The skills to fly should be very high and expensive.
For a new corp it must be easy to choose a planet to contest and set up their new War Barge there. So if you are just starting out or you only want to control one planet then its easy. But if you want more then it becomes expensive. The War Barge must also not be able to use gates but must be able to jump to a cyno using expensive fuel. (maybe produced on a planet?) This will make it even more expensive to hold territory in other solar systems.
When the War barge is en route it should be vulnerable to attack in EVE. The EVE pilot must put up collateral to do the job in case he steels it or loses it. So the corp can buy everything again if it gets destroyed, but will probably not get to the fight in time. Capsuleers will charge more than the NPC, but will be safer because they can get buddies to scout and defend.
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CCP FoxFour
C C P C C P Alliance
777
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Posted - 2013.02.27 11:42:00 -
[253] - Quote
Iron Wolf Saber wrote:HowDidThatTaste wrote:
As I understand it they don't want to make it zerg and alienate the smaller corps.
But I still don't understand how it will work, if larger corps do just attack over and over, I don't see that being an advantage if it is still only 24 vs 24 battles I'll put my 24 up against those corps all day the outcome won't change until we have to eat or go to bed. Matter of fact the more people keep coming at us the better we will get at holding our maps, what people keep forgetting is this is an fps first, you have to win your individual gun fights, and if the mechanic only allows 24 vs 24 numbers don't mean much per individual battle. So it will be interesting to see how this plays out
Corp A has 24 People Corp B has 2400 people Corp A has 100 Territories Corp B wants them. Corp A can only fight one battle a time, Corp B can simultaneously attack everything A has in one go. If pure anti Zerg methoods where instated then 1 man corps would ruin most of dust. Numbers are going to help protect you player empire while you sleep, while you work, while you are logged off, and in more places than you can possibly be at any given time. Now granted corp A can call in reinforcements and Corps C - Infinity could interfere with corp B's activities as well but who says they can't screw over corp A more. After all most corp gankbears are vultures they will pick at a wounded beast until it dies. You're forgetting the simple fact that with more people a larger corp can cover far more ground, doesn't matter how small the battlefield is, you must know that there are MORE THAN ONE BATTLEFIELD to fight. You may call this zerging, but corps that cannot match invaders per battle will be losing most of their ground no matter how good those 24 are, if anything they're going to get skill farmed and resource the farmed the heck out of while heckling the 24 guys to give up and join or quit that corp though morale warfare. After all the only thing more deadlier than a HAV is a propaganda machine that crushes your corp under its treads. More man power usually will equal more freedom to respond, attack, defend, and resource, one team of 24 guys may be their best deal and the rest are cannon fodder or non combatants part of the logistics, supply, and command chains.
If those 24 players can win the majority of their matches why shouldn't they be allowed to keep their district? Possibly even expand? One of the problems EVE has is that we don't limit (aside from server performance) the number if people allowed in a fight or how often the fights happen. The only thing we do is use reinforcement timers to help offset losing stuff when not online.
DUST on the other hand strictly limits the number of people allowed in a match. I will never be able to say this enough, dear god I can't say it enough, but this is just discussion, nothing done or decided. If the winners of a match won more than they lost through things like loot, ISK, and other things, and the small corporation won more matches than they lost, I think they should hold onto their piece of land.
I hope we can find a nice balance when we do this type of gameplay to get us there, not sure we will on the first try, but iteration is good. :D |
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CCP FoxFour
C C P C C P Alliance
777
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Posted - 2013.02.27 11:50:00 -
[254] - Quote
Vaerana Myshtana wrote:CCP FoxFour wrote: You bring up something that has been really hard for us to figure out. There are so many factors that go into it and finding other examples to base ideas off is really hard because almost no one has done this before.
That something is how much will districts change hands once corporations can own them?
I think that depends on a number of factors- Transport: In EVE, there are distinct routes one must travel to attack systems with say, Tech moons. This does not seem to be an issue in Dust. That can actually help promote conflict as getting there isn't an issue. Abundance: With 4,000? temperate worlds yielding ~40,000 districts... Not much incentive for conflict unless there are 10,000 or more active corps. Profitability: If the potential profits from a planet are too high, EVE Alliances will get back-flooded with ISK from their ground pounder members and only TEST and Goon will own anything after a bit. If the profits are too low, nobody will fight for anything except as a last resort. Diversity: If districts produce a variety of resources, that can be a conflict driver. Requiring player corps to control a wide variety of resource types to achieve optimal profitability or manufacturing efficiency is another factor. For instance, if Magazinium and Lumaminium are both needed to make Assault Rifles, then corps would want to control two districts instead of one. My solution- Resource depletion and renewal. Make districts "play out" after awhile and require expensive retooling or an annoyingly long cool down period. That makes districts profitable, but only if you keep conquering fresh ones or are patient enough to wait for refreshment. The crummy districts would also make a good source of PVE- from Rogue Drones to scavenging materials. They are also less likely to be well defended, giving newer corps a shot at taking them.
All of these are very good points. I imagine that when we do get around to this we won't be activating nearly all the districts. Once districts are made availible we can't really take them back. "Oh hey guys, here is this nice thing you can own. Oh, never mind we are taking it back" something something forum rage. And rightfully so I think. What we can do though is start small and open up more as we see needed. :)
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Yagihige
Crux Special Tasks Group Gallente Federation
179
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Posted - 2013.02.27 11:54:00 -
[255] - Quote
Talruum Tezztarozza wrote:Sun Tzu was actually borned way before three kingdoms era. The one who managed the smallest Shu kingdom to last suprisingly long against overwhelming larger Wei kingdom was Zhuge Liang.
Dynasty Warriors made me learn a lot about that part of chinese history Btw, Zhuge Liang actually wrote a book about Sun Tzu's book.
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CCP Eterne
C C P C C P Alliance
773
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Posted - 2013.02.27 11:59:00 -
[256] - Quote
Yagihige wrote:Talruum Tezztarozza wrote:Sun Tzu was actually borned way before three kingdoms era. The one who managed the smallest Shu kingdom to last suprisingly long against overwhelming larger Wei kingdom was Zhuge Liang. Dynasty Warriors made me learn a lot about that part of chinese history Btw, Zhuge Liang actually wrote a book about Sun Tzu's book.
Screw Dynasty Warriors. I got introduced to it by Destiny of the Emperor back on the NES. Then I went and played the Romance of the Three Kingdoms games and it into the rabbit hole for me. |
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CCP FoxFour
C C P C C P Alliance
777
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Posted - 2013.02.27 11:59:00 -
[257] - Quote
Maken Tosch wrote:CCP FoxFour wrote:Jeremiad R Doomprofit wrote:CCP FoxFour wrote:
... O_O
I may have talked to much... Back to work for me.
Oow, I love it when y'all talk too much. Speaking of talking... This topic of player owned districts was heavily discussed on the recent Boots on the Ground episode. I noticed we got a few hits from Iceland on my blog, so I'm guessing a few of you folks at CCP have listened to / read of our musings on the subject. Are we close? Will planetary districts ever be opened as "free roam" areas, where we can spawn as long as our corp / alliance owns the district and we haven't reached a defender limit (e.g. even if a battle isn't happening)? Will EVE PI dudes ever be able to build the maps the Dust Bunnies fight over? Can we just make war barges capitals? (Yeah, that one is really out there, I know... I quiver in anticipation for this new Dev blog. Also the next patch. *twiddles thumbs and whistles* *throws a smoke grenade into the room* *knocks out FoxFour with his fist* *FoxFour wakes up in a dark room with a single hanging light bulb over his head that is barely working* *sees a shadowy man sitting behind a table with a nova knife carving the words 'there is no fate but what we make' on the table* [Maken Tosch] - I know you are wondering why you are here. I can assure you that it will be much less painful if you cooperate. Now, what does the dev blog say? *voice from the distance* [old woman] - Honey! Your cookies are ready! [Maken] - Ma! I'm in the middle of an interrogation! [old woman] - Don't talk like that to me. Now come here and get your cookies! I made them into dinosaur shapes like you asked! [Maken] - *sigh* I'll be right back.
*suddenly FoxFour disappears*
It is a bit of a double edged sword. The ninjas that work in our marketing department will help save me from any situation like this in which there is an attempt to torture information out of me. At the same time though they will just as likely attack me to stop me from leaking information of my own free will. :) Marketing ninjas, who knew! :P
p.s. marketing are awesome people, love those guys. |
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Yagihige
Crux Special Tasks Group Gallente Federation
179
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Posted - 2013.02.27 12:08:00 -
[258] - Quote
CCP Eterne wrote:Yagihige wrote:Talruum Tezztarozza wrote:Sun Tzu was actually borned way before three kingdoms era. The one who managed the smallest Shu kingdom to last suprisingly long against overwhelming larger Wei kingdom was Zhuge Liang. Dynasty Warriors made me learn a lot about that part of chinese history Btw, Zhuge Liang actually wrote a book about Sun Tzu's book. Screw Dynasty Warriors. I got introduced to it by Destiny of the Emperor back on the NES. Then I went and played the Romance of the Three Kingdoms games and it into the rabbit hole for me.
ROTTK games were awesome too, granted. But Dynasty Warriors captivated me for a while. The series seems stale now but recently i got back to it with the One Piece spin-off. Love it :D
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Baal Omniscient
L.O.T.I.S. Legacy Rising
259
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Posted - 2013.02.27 12:12:00 -
[259] - Quote
I still like my idea WAAAY back on page 4.... I know it doesn't allow for targeting specific areas, but it would be a good starting point to get the FW ball rolling |
Kaeralli Sturmovos
KILL-EM-QUICK RISE of LEGION
117
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Posted - 2013.02.27 12:48:00 -
[260] - Quote
CCP FoxFour wrote:gbghg wrote:But i can see large corps like PRO mounting wave attacks if they have to. So if you successfully defend a district they can instantly field a new team and basically repeat the process until they finally take control. part of me worries that taking districts will just end up as a game of attrition. This is indeed a valid concern. One that we have been thinking about as well and one that depending how we tackle it will drastically change how many districts an average corporation can hold per active member. That being said, if you can't win fights you shouldn't hold the district. To help balance this we can do things like ensure the victor gets good rewards, that the attacker has risks that they can change and manage, the defender always has a reason to defend, the rate at which a district can be attacked, and to be honest we still have the same concern. Once we do eventually get this out to you guys it is something we plan to monitor very closely. The plan is that whatever we do release should be easily configurable, and as much so as possible server side, so we can tweak things quickly to try and get the right balance. To us it would be a shame if only a small number of organizations owned districts and there was limited fighting. The more battles happening the better. If we got to a point where all the districts were close to be flipped and were continuously changing hands, I would be happy. Some stability is nice, so people can make money, but a constant change is also nice.
one would hope that each of the districts will contain their own specific deterrents and obstacles for attackers so its not just infantry v. infantry skill on the line but more a positive buffer for those who own and a negative one for those attacking.
varying the terrain and what the map has on it so that the same 24p(or those with same skills) cant be suited for every fight. would like to see class specific roles that pertain to the gear that each type of dropsuit can harness ie: heavy's HMG can be used to drop damage levels of gates breaching buildings and structures whereas a scout's speed boost and light frame could pass by automated defenses or pressure plated traps. seeing something of this nature would be exciting.
that said, i would like to see a single district takeover feel more like a dungeon raid where it cant be cleared in one go, attacking corps may need to make multiple trips to squeeze the defending corps till they grab control.
i feel im in agreement with Beers and would like to see a dedicated marketplace for district and/or planet transfer but it cant be solely on ISK alone, a set of exp of the player (if sold to just one merc) and exp of the corp as a sort of requirement IS A MUST! this could be the "wrench" in attackers or defenders planning when it comes to those looking to control the planet. |
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CCP FoxFour
C C P C C P Alliance
778
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Posted - 2013.02.27 12:50:00 -
[261] - Quote
Kaeralli Sturmovos wrote:CCP FoxFour wrote:gbghg wrote:But i can see large corps like PRO mounting wave attacks if they have to. So if you successfully defend a district they can instantly field a new team and basically repeat the process until they finally take control. part of me worries that taking districts will just end up as a game of attrition. This is indeed a valid concern. One that we have been thinking about as well and one that depending how we tackle it will drastically change how many districts an average corporation can hold per active member. That being said, if you can't win fights you shouldn't hold the district. To help balance this we can do things like ensure the victor gets good rewards, that the attacker has risks that they can change and manage, the defender always has a reason to defend, the rate at which a district can be attacked, and to be honest we still have the same concern. Once we do eventually get this out to you guys it is something we plan to monitor very closely. The plan is that whatever we do release should be easily configurable, and as much so as possible server side, so we can tweak things quickly to try and get the right balance. To us it would be a shame if only a small number of organizations owned districts and there was limited fighting. The more battles happening the better. If we got to a point where all the districts were close to be flipped and were continuously changing hands, I would be happy. Some stability is nice, so people can make money, but a constant change is also nice. one would hope that each of the districts will contain their own specific deterrents and obstacles for attackers so its not just infantry v. infantry skill on the line but more a positive buffer for those who own and a negative one for those attacking. varying the terrain and what the map has on it so that the same 24p(or those with same skills) cant be suited for every fight. would like to see class specific roles that pertain to the gear that each type of dropsuit can harness ie: heavy's HMG can be used to drop damage levels of gates breaching buildings and structures whereas a scout's speed boost and light frame could pass by automated defenses or pressure plated traps. seeing something of this nature would be exciting. that said, i would like to see a single district takeover feel more like a dungeon raid where it cant be cleared in one go, attacking corps may need to make multiple trips to squeeze the defending corps till they grab control. i feel im in agreement with Beers and would like to see a dedicated marketplace for district and/or planet transfer but it cant be solely on ISK alone, a set of exp of the player (if sold to just one merc) and exp of the corp as a sort of requirement IS A MUST! this could be the "wrench" in attackers or defenders planning when it comes to those looking to control the planet.
Why have a market place for districts? Why not a mercenary market place where you can pay people to defend or attack districts?
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Baal Omniscient
L.O.T.I.S. Legacy Rising
259
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Posted - 2013.02.27 12:58:00 -
[262] - Quote
CCP FoxFour wrote:Kaeralli Sturmovos wrote:CCP FoxFour wrote:gbghg wrote:But i can see large corps like PRO mounting wave attacks if they have to. So if you successfully defend a district they can instantly field a new team and basically repeat the process until they finally take control. part of me worries that taking districts will just end up as a game of attrition. This is indeed a valid concern. One that we have been thinking about as well and one that depending how we tackle it will drastically change how many districts an average corporation can hold per active member. That being said, if you can't win fights you shouldn't hold the district. To help balance this we can do things like ensure the victor gets good rewards, that the attacker has risks that they can change and manage, the defender always has a reason to defend, the rate at which a district can be attacked, and to be honest we still have the same concern. Once we do eventually get this out to you guys it is something we plan to monitor very closely. The plan is that whatever we do release should be easily configurable, and as much so as possible server side, so we can tweak things quickly to try and get the right balance. To us it would be a shame if only a small number of organizations owned districts and there was limited fighting. The more battles happening the better. If we got to a point where all the districts were close to be flipped and were continuously changing hands, I would be happy. Some stability is nice, so people can make money, but a constant change is also nice. one would hope that each of the districts will contain their own specific deterrents and obstacles for attackers so its not just infantry v. infantry skill on the line but more a positive buffer for those who own and a negative one for those attacking. varying the terrain and what the map has on it so that the same 24p(or those with same skills) cant be suited for every fight. would like to see class specific roles that pertain to the gear that each type of dropsuit can harness ie: heavy's HMG can be used to drop damage levels of gates breaching buildings and structures whereas a scout's speed boost and light frame could pass by automated defenses or pressure plated traps. seeing something of this nature would be exciting. that said, i would like to see a single district takeover feel more like a dungeon raid where it cant be cleared in one go, attacking corps may need to make multiple trips to squeeze the defending corps till they grab control. i feel im in agreement with Beers and would like to see a dedicated marketplace for district and/or planet transfer but it cant be solely on ISK alone, a set of exp of the player (if sold to just one merc) and exp of the corp as a sort of requirement IS A MUST! this could be the "wrench" in attackers or defenders planning when it comes to those looking to control the planet. Why have a market place for districts? Why not a mercenary market place where you can pay people to defend or attack districts? I HATE it when DEV's talk like this. I can never tell if they are suggesting things that should be possible soon, or if they are thinking long run. DON'T TOY WITH MY HEART! |
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CCP FoxFour
C C P C C P Alliance
778
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Posted - 2013.02.27 13:11:00 -
[263] - Quote
Baal Omniscient wrote:I HATE it when DEV's talk like this. I can never tell if they are suggesting things that should be possible soon, or if they are thinking long run. DON'T TOY WITH MY HEART!
How about honest question? |
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Yosef Autaal
SONS of LEGION RISE of LEGION
19
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Posted - 2013.02.27 13:12:00 -
[264] - Quote
Baal Omniscient wrote:CCP FoxFour wrote:
Why have a market place for districts? Why not a mercenary market place where you can pay people to defend or attack districts?
I HATE it when DEV's talk like this. I can never tell if they are suggesting things that should be possible soon, or if they are thinking long run. DON'T TOY WITH MY HEART!
FoxFour loves to toy with us I think. she enjoys watching us second guess everything and get into a fever over the smallest detail haha :P
I want to see district contracts where districts can be traded for isk, trade items or even other districts, if seller set district as the price then the buyer can go to the seller offering any district they own(can offer more then one) and seller has choice to accept or decline. seller might be able to even state which Region/system/planet they want the district to be in (might notify and corp holding a district in that area a notification saying someone is looking for a district there) |
Rasatsu
Much Crying Old Experts
444
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Posted - 2013.02.27 13:13:00 -
[265] - Quote
Baal Omniscient wrote:I HATE it when DEV's talk like this. I can never tell if they are suggesting things that should be possible soon, or if they are thinking long run. DON'T TOY WITH MY HEART! With CCP, everything is SOON[tm].
Edit: Also the reason why they're posting in this thread is that they've yet to actually decided (or figure out) any of the real gameplay. |
Iron Wolf Saber
BetaMax.
2868
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Posted - 2013.02.27 13:25:00 -
[266] - Quote
CCP FoxFour wrote:Iron Wolf Saber wrote:HowDidThatTaste wrote:
As I understand it they don't want to make it zerg and alienate the smaller corps.
But I still don't understand how it will work, if larger corps do just attack over and over, I don't see that being an advantage if it is still only 24 vs 24 battles I'll put my 24 up against those corps all day the outcome won't change until we have to eat or go to bed. Matter of fact the more people keep coming at us the better we will get at holding our maps, what people keep forgetting is this is an fps first, you have to win your individual gun fights, and if the mechanic only allows 24 vs 24 numbers don't mean much per individual battle. So it will be interesting to see how this plays out
Corp A has 24 People Corp B has 2400 people Corp A has 100 Territories Corp B wants them. Corp A can only fight one battle a time, Corp B can simultaneously attack everything A has in one go. If pure anti Zerg methoods where instated then 1 man corps would ruin most of dust. Numbers are going to help protect you player empire while you sleep, while you work, while you are logged off, and in more places than you can possibly be at any given time. Now granted corp A can call in reinforcements and Corps C - Infinity could interfere with corp B's activities as well but who says they can't screw over corp A more. After all most corp gankbears are vultures they will pick at a wounded beast until it dies. You're forgetting the simple fact that with more people a larger corp can cover far more ground, doesn't matter how small the battlefield is, you must know that there are MORE THAN ONE BATTLEFIELD to fight. You may call this zerging, but corps that cannot match invaders per battle will be losing most of their ground no matter how good those 24 are, if anything they're going to get skill farmed and resource the farmed the heck out of while heckling the 24 guys to give up and join or quit that corp though morale warfare. After all the only thing more deadlier than a HAV is a propaganda machine that crushes your corp under its treads. More man power usually will equal more freedom to respond, attack, defend, and resource, one team of 24 guys may be their best deal and the rest are cannon fodder or non combatants part of the logistics, supply, and command chains. If those 24 players can win the majority of their matches why shouldn't they be allowed to keep their district? Possibly even expand? One of the problems EVE has is that we don't limit (aside from server performance) the number if people allowed in a fight or how often the fights happen. The only thing we do is use reinforcement timers to help offset losing stuff when not online. DUST on the other hand strictly limits the number of people allowed in a match. I will never be able to say this enough, dear god I can't say it enough, but this is just discussion, nothing done or decided. If the winners of a match won more than they lost through things like loot, ISK, and other things, and the small corporation won more matches than they lost, I think they should hold onto their piece of land. I hope we can find a nice balance when we do this type of gameplay to get us there, not sure we will on the first try, but iteration is good. :D
Well the thing is in a zerging situation its more of a question if the smaller corporation would feasibly fielding at every battle challenged to them. Mind you the zerging corp is wasting massive amount of resources, manpower and time the real objective is to try to stretch the smaller corp beyond their capabilities of feasible defense. I don't want to wind up in a situation where 24 man corp winds up owning 100 planets because of anti-zerging mechanics and the defending smaller group wins by default by not showing up to any of the fights. Now defending a single planet or two I can see more feasible to hold for a 1 fielder team.
Inversely a small corporation should have a more difficult time gaining ground a much larger corporation, the larger corporation will always or should always field their fights against them if its just corp a vs corp b. Even if they win every time they attack its a time slot they're occupied that they are not able to defend another territory on. Corproation B's counter attacks will eventually win out in time as corproation A gets stretched thinner and thinner. |
Rasatsu
Much Crying Old Experts
444
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Posted - 2013.02.27 13:41:00 -
[267] - Quote
Iron Wolf Saber wrote:Well the thing is in a zerging situation its more of a question if the smaller corporation would feasibly fielding at every battle challenged to them. Mind you the zerging corp is wasting massive amount of resources, manpower and time the real objective is to try to stretch the smaller corp beyond their capabilities of feasible defense. I don't want to wind up in a situation where 24 man corp winds up owning 100 planets because of anti-zerging mechanics and the defending smaller group wins by default by not showing up to any of the fights. Now defending a single planet or two I can see more feasible to hold for a 1 fielder team.
Inversely a small corporation should have a more difficult time gaining ground a much larger corporation, the larger corporation will always or should always field their fights against them if its just corp a vs corp b. Even if they win every time they attack its a time slot they're occupied that they are not able to defend another territory on. Corproation B's counter attacks will eventually win out in time as corproation A gets stretched thinner and thinner. Thing is if you got something akin to reinforcement timers (scheduled matches), you only need to adjust the number of battles per-district needed to conquer it.
If a 24-man corp has 100 planets, with total of 1000 districts, and defending a district is 20 matches over a week (I'd go for a more dynamic value where the more you lose in a row the quicker the thing is taken), then they'd be fighting 20,000 battles over a week.
Not going to happen.
If they fight 10 battles per day, then they can keep fighting for control over 4 or so districts, where matches are (mostly) in their timezones. Some penalty would obviously be applied to their performance when they have less than 24/7 coverage, however that could be compensated by being very good at shooting people in the face. |
Iron Wolf Saber
BetaMax.
2868
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Posted - 2013.02.27 13:45:00 -
[268] - Quote
Rasatsu wrote:Iron Wolf Saber wrote:Well the thing is in a zerging situation its more of a question if the smaller corporation would feasibly fielding at every battle challenged to them. Mind you the zerging corp is wasting massive amount of resources, manpower and time the real objective is to try to stretch the smaller corp beyond their capabilities of feasible defense. I don't want to wind up in a situation where 24 man corp winds up owning 100 planets because of anti-zerging mechanics and the defending smaller group wins by default by not showing up to any of the fights. Now defending a single planet or two I can see more feasible to hold for a 1 fielder team.
Inversely a small corporation should have a more difficult time gaining ground a much larger corporation, the larger corporation will always or should always field their fights against them if its just corp a vs corp b. Even if they win every time they attack its a time slot they're occupied that they are not able to defend another territory on. Corproation B's counter attacks will eventually win out in time as corproation A gets stretched thinner and thinner. Thing is if you got something akin to reinforcement timers (scheduled matches), you only need to adjust the number of battles per-district needed to conquer it. If a 24-man corp has 100 planets, with total of 1000 districts, and defending a district is 20 matches over a week (I'd go for a more dynamic value where the more you lose in a row the quicker the thing is taken), then they'd be fighting 20,000 battles over a week. Not going to happen. If they fight 10 battles per day, then they can keep fighting for control over 4 or so districts, where matches are (mostly) in their timezones. Some penalty would obviously be applied to their performance when they have less than 24/7 coverage, however that could be compensated by being very good at shooting people in the face.
^ I think he's the first poster that understood what I have been trying to say. |
Talruum Tezztarozza
Seituoda Taskforce Command Caldari State
79
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Posted - 2013.02.27 14:51:00 -
[269] - Quote
Yagihige wrote:Talruum Tezztarozza wrote:Sun Tzu was actually borned way before three kingdoms era. The one who managed the smallest Shu kingdom to last suprisingly long against overwhelming larger Wei kingdom was Zhuge Liang. Dynasty Warriors made me learn a lot about that part of chinese history Btw, Zhuge Liang actually wrote a book about Sun Tzu's book. Well, everyone and their father used Sun Tzu's art of war as basis in that era. No surprise here ^^".
CCP Eterne wrote: Screw Dynasty Warriors. I got introduced to it by Destiny of the Emperor back on the NES. Then I went and played the Romance of the Three Kingdoms games and it into the rabbit hole for me.
Koei's RTK2 is actually the game that convert me into PC gamer. It's a shame that they refuse to translate this series into English lately.
I do agree Dynasty warrior suck I have to give it to that game though. It did a great job introduce RTK to wide Western audience.
Iron Wolf Saber wrote:Well the thing is in a zerging situation its more of a question if the smaller corporation would feasibly fielding at every battle challenged to them. Mind you the zerging corp is wasting massive amount of resources, manpower and time the real objective is to try to stretch the smaller corp beyond their capabilities of feasible defense. I don't want to wind up in a situation where 24 man corp winds up owning 100 planets because of anti-zerging mechanics and the defending smaller group wins by default by not showing up to any of the fights. Now defending a single planet or two I can see more feasible to hold for a 1 fielder team.
Inversely a small corporation should have a more difficult time gaining ground a much larger corporation, the larger corporation will always or should always field their fights against them if its just corp a vs corp b. Even if they win every time they attack its a time slot they're occupied that they are not able to defend another territory on. Corproation B's counter attacks will eventually win out in time as corproation A gets stretched thinner and thinner.
I think the simple solution here for that small defending corp is they can just simply put in a contact tohire other mercenaries to defend it for them while they are away, eating or sleeping. The one owning it doesn't need to be the one who actually defending it.
Some kind of rainforcement timer is still needed to prevent this to become 24/7 zerg waves though. That's all. |
Vaerana Myshtana
Bojo's School of the Trades
218
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Posted - 2013.02.27 14:57:00 -
[270] - Quote
CCP FoxFour wrote:Kaeralli Sturmovos wrote: i feel im in agreement with Beers and would like to see a dedicated marketplace for district and/or planet transfer but it cant be solely on ISK alone, a set of exp of the player (if sold to just one merc) and exp of the corp as a sort of requirement IS A MUST! this could be the "wrench" in attackers or defenders planning when it comes to those looking to control the planet.
Why have a market place for districts? Why not a mercenary market place where you can pay people to defend or attack districts?
I think that BOTH are important options.
For instance, if you want to conquer a district, there should definitely be an easy mechanic to pay someone to do it for you.
On the other hand, if I've spent a lot of time conquering, managing, and improving a district ; but, I'm sick of that district or it's not worth it to me to rehabilitate it after the resources run out- why shouldn't I be allowed to sell it?
BTW, we still need a different word than "district" or else they will be PODs. Too many pods in New Eden already.
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