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Moejoe Omnipotent
Imperfects Negative-Feedback
255
|
Posted - 2013.03.02 21:30:00 -
[1] - Quote
SP gives older players far too great of an advantage on the battlefield over the newbies than it should.
The purpose of SP should be to give players access to a larger selection of equipment and skills so they can expand their role on the battlefield. It should not be rewarding older players with enormous amounts of health and damage bonuses through passive skill bonuses and the modules that SP can unlock.
Look at the competitive games out there that are and have been popular. League of Legends, Halo, Quake, Counter-Strike, Street Fighter, hell even Call of Duty, the list goes on. All of these games have something in common. They are fair to both new players and older players. There are no insane bonuses given to players through leveling up. Bonuses, when there are any, are minimal. For example, League of Legends has a progression system, the "skill tree" but manages to stay fair and competitive. How? The bonuses that are granted to players for leveling up are minimal (percent increases to stats are typically between 2%-5%). The "equipment" you can unlock (in this case new champions) are balanced so that high level champions do not have a significant advantage over low level champions. A new player can jump right into the game and immediately begin having fun.
The progression system in Dust 514, the skillbooks, gives an enormous advantage to older players. I don't think that there has been any shooter in history with such a huge "artificial" skill gap between low level and high level players, and there's a reason for that. This system is not fun.
Being a free, downloadable game on the PS Store, 99% of downloaders will make their mind up about this game within 1 or 2 matches. Do you think players are left with a good first impression when they jump into a match and face opponents with over 200% of their health and can deal over 30% extra damage than they can? Do they have fun when they can barely scratch other players but they themselves can lose all their health and armor in the blink of an eye? No. When newbies have to deal with BS like this, they delete the game off their hard drive. They have no incentive to continue getting stomped on by older players; they didn't play a dime for this game. They won't put up with it. This game was advertised as a competitive FPS set in and connected to the universe of a PC MMO, not a a wannabe role-playing game.
On the other side of the spectrum, older players get extremely bored extremely quickly after having acquired 3-4 mill SP and all the health and damage bonuses that come with it. How can an online game be fun when it provides you with no challenge? Why should a player who wants to be challenged be forced to find a corp and participate in corp battles (in many cases against the same familiar faces over and over) which may only come a few times a week? This isn't a problem in any other online game. You can instantly jump into a pub and face a challenging team in LoL, Halo, COD, etc. The incentive to play these games is for the challenge and competition. Once you've acquired complex shield mods and passive damage bonuses in Dust 514, you're essentially a god in pubs and have reached end-game because nobody can touch you, and therefore there is no incentive to continue playing.
This is a a big reason why player retention is pathetic right now and the playerbase is so small. Fortunately, a fix is easy.
Many skillbooks already do a good job at allowing players to expand their role on the field and rewarding them with small bonuses for continuous play like any progression system should. Many low level equipment are already relatively balanced with their high level counterparts (E.G a proto AR gives just a 10% damage bonus at the cost of a lot of CPU). There are, however, some skills and equipment that go way over the top.
These are shield/armor skills and damage skills.
Health modules, damage modules, and their respective skills should not grant players such an enormous advantage in-game vs. newer players. Please think very carefully about these numbers for a second. A 20% health or damage advantage in any shooter is considered huge advantage. In Dust, you can easily stack enough skills and mods over time to have a 250% health advantage and 30% damage advantage over a new player using a similar role. The unfairness of this is mind-boggling. This is game breaking.
This fact also renders modules that don't boost your health or damage output completely useless. Why would you improve your hacking speed a bit, or increase the distance you can sprint for or running speed a bit, or reduce your signature profile a bit, when you can just stack up on a few health modules and become a god?
Tweak down all health and damage bonuses granted by skillbooks and modules. Here are some suggestions:
-Complex shield mods should grant no more than 30 health max. The progression could go something like this: 10 HP for standard, 20 HP for advanced, 30 HP for prototype. -Same deal with armor mods. Standard could grant 30 HP, advanced 40 HP, prototype 50 HP. -Shield control skill should grant 10% extra shield at level 5, not 25% -Damage mod bonuses should be halved and the stacking penalty fixed. -Damage bonuses on weapon proficiency skills should be removed and replaced with accuracy bonuses or just the ability to use more weapons. -Weaponry should grant 1% extra damage per level, not 2%. |
Xender17
Oblivion S.G.X
6
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Posted - 2013.03.02 21:33:00 -
[2] - Quote
This game gave me great impressions in the first match. I sucked. So now its a challenge. |
bbbbiiiillllllll
Valor Tactical Operations
0
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Posted - 2013.03.02 21:47:00 -
[3] - Quote
I think you are coming into something that is much larger than you think. Yes at first it will seem that SP will reward the older and more veteran players and that could be true but it is only a slight advantage. I have been in the BETA since July of last year and in my time sure I have taken advantage of my Field Mechanics and Damage Modifiers. Honestly I have some Militia suits with nearly nothing on them that do just fine with. And if you don't like not having the extra armor and shield just wait two weeks come back and spend your passive skills to max it out you don't have to sit and get destroyed. Even though I think the first two weeks of getting destroyed is the best way to learn the game.
passive points are earned as follows
Without booster:
1 per 4 seconds 15 per minute 900 per hour 21600 per day 151200 per week
With booster:
1 per 2 seconds 30 per minute 1800 per hour 43200 per day 302400 per week
So all in all it's not to difficult to just wait it out and before you know it you will be dominating and throwing down some crazy war points
~Bill |
Moejoe Omnipotent
Imperfects Negative-Feedback
256
|
Posted - 2013.03.02 21:49:00 -
[4] - Quote
Xender17 wrote:This game gave me great impressions in the first match. I sucked. So now its a challenge.
Anyone who uses these forums obviously enjoyed or cared about this game enough to find this site. We make up an extremely tiny minority. Most players here are very biased. Most players who didn't enjoy the game (the overwhelming majority) don't even think about visiting this site to give their opinions. I hope that people will think about the bigger picture. |
gbghg
L.O.T.I.S. Legacy Rising
445
|
Posted - 2013.03.02 21:52:00 -
[5] - Quote
Your suggestions would be fine if this was an only infantry game, but vehicles really need those increases to deal with the damage output of high level AV. |
Sinboto Simmons
SVER True Blood Unclaimed.
146
|
Posted - 2013.03.02 21:55:00 -
[6] - Quote
man you would have hated this game months ago jump off it man believe it or not the nerf hammer has already hit the skills(rather hard) because of the constant moaning from those that can't handle that this isn't just an fps it's a mmofps and the gameplay and skills that we can acquire reflect that like in any mmo the gap between a level 1 and a level 20 is vast the difference being that if you are any good you can still kill someone above your level.
please, this is supposed to be a mixture of two (and if rumors are true three) types of gaming a fine mix that because of things like this may end up being just one,I promise you that as you gain experience you will find much to love about this game but don't try to change it because you got trounced a few times. |
Moejoe Omnipotent
Imperfects Negative-Feedback
256
|
Posted - 2013.03.02 22:03:00 -
[7] - Quote
bbbbiiiillllllll wrote:I think you are coming into something that is much larger than you think. Yes at first it will seem that SP will reward the older and more veteran players and that could be true but it is only a slight advantage. I have been in the BETA since July of last year and in my time sure I have taken advantage of my Field Mechanics and Damage Modifiers. Honestly I have some Militia suits with nearly nothing on them that do just fine with. And if you don't like not having the extra armor and shield just wait two weeks come back and spend your passive skills to max it out you don't have to sit and get destroyed. Even though I think the first two weeks of getting destroyed is the best way to learn the game. passive points are earned as follows Without booster:
1 per 4 seconds 15 per minute 900 per hour 21600 per day 151200 per week
With booster:
1 per 2 seconds 30 per minute 1800 per hour 43200 per day 302400 per week So all in all it's not to difficult to just wait it out and before you know it you will be dominating and throwing down some crazy war points ~Bill
The advantage is not slight. If you discuss this with any experienced FPS player, they will all tell you that running in militia gear is a huge mistake and that health and damage mods are the most important and powerful things in the game right now. Don't take this as a presonal attack because I don't mean to offend you, but I get the impression that most people who claim that the advantage isn't as big as we think it is aren't very good at shooters. In other words, either they play too poorly for these health/damage bonuses to make a difference for them, or that they don't have enough experience with shooters to notice the difference.
This game is free and a PS Store exclusive. These types of games are all about first impressions. Nobody is going to create an account, wait a month to gather some passive SP, and come back to play. 99.9% of downloaders simply don't care for this game enough to do this. And on top of this, why should players even have to go through this wait in the first place? It doesn't benefit this game in any way. |
Moejoe Omnipotent
Imperfects Negative-Feedback
256
|
Posted - 2013.03.02 22:04:00 -
[8] - Quote
gbghg wrote:Your suggestions would be fine if this was an only infantry game, but vehicles really need those increases to deal with the damage output of high level AV.
My suggestions weren't intended to include vehicles and won't effect vehicles in any way. |
Jathniel
G I A N T
54
|
Posted - 2013.03.02 22:09:00 -
[9] - Quote
If the player retention really is that poor, please show us the numbers. Last I heard, we crossed over 1 million active players last month. Or at least, please direct us to where we can hear about it. Was this on a CCP broadcast of some sort?
Because nearly everything you mentioned about Dust as a negative, imho, is exactly what makes this game worth playing.
Dust forces noobs out of the mindset, that they can force a win, with little to no communications. Once they have been humbled enough, they realize they DO want to win, and they want to know how. So they start asking questions, and the people they first look to are the Corps.
EVE: Join an alliance, things get a bit easier. DUST: Join a corp, things get a bit easier.
A noob would have almost no business going into EVE and totally causing political and economic upset, so what business would he have coming into DUST with the ability to immediately fight on equal ground, or close-to-equal ground? |
Moejoe Omnipotent
Imperfects Negative-Feedback
256
|
Posted - 2013.03.02 22:11:00 -
[10] - Quote
Sinboto Simmons wrote:man you would have hated this game months ago jump off it man believe it or not the nerf hammer has already hit the skills(rather hard) because of the constant moaning from those that can't handle that this isn't just an fps it's a mmofps and the gameplay and skills that we can acquire reflect that like in any mmo the gap between a level 1 and a level 20 is vast the difference being that if you are any good you can still kill someone above your level.
please, this is supposed to be a mixture of two (and if rumors are true three) types of gaming a fine mix that because of things like this may end up being just one,I promise you that as you gain experience you will find much to love about this game but don't try to change it because you got trounced a few times.
This isn't like a game where a level 1 player can kill a level 20 player if he's good. This is a game where a level 20 player is a demi-god.
I am not the one getting trounced. I find my insane health and damage bonuses unfair and it makes the game un-challenging and extremely boring for me to play. I am not the only one who feels this way. |
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kyan west
D3ath D3alers RISE of LEGION
16
|
Posted - 2013.03.02 22:14:00 -
[11] - Quote
Moejoe Omnipotent wrote:gbghg wrote:Your suggestions would be fine if this was an only infantry game, but vehicles really need those increases to deal with the damage output of high level AV. My suggestions weren't intended to include vehicles and won't effect vehicles in any way. Nerfing those shield and armor increase skills will hurt vehicles |
gbghg
L.O.T.I.S. Legacy Rising
445
|
Posted - 2013.03.02 22:15:00 -
[12] - Quote
Moejoe Omnipotent wrote:gbghg wrote:Your suggestions would be fine if this was an only infantry game, but vehicles really need those increases to deal with the damage output of high level AV. My suggestions weren't intended to include vehicles and won't effect vehicles in any way. My point was about your suggestions to passive skills like shield control, these are very important for vehicles and any nerf to them would see a major increase in the loss of vehicles. |
Coleman Gray
Coalition Of Goverments
62
|
Posted - 2013.03.02 22:19:00 -
[13] - Quote
Thats the advantage given to veteran players in any game where you gain exp ect, if Vets didn't have an advanatge over new players because of SP then there may as well be no SP system at all |
Moejoe Omnipotent
Imperfects Negative-Feedback
256
|
Posted - 2013.03.02 22:23:00 -
[14] - Quote
Jathniel wrote:If the player retention really is that poor, please show us the numbers. Last I heard, we crossed over 1 million active players last month. Or at least, please direct us to where we can hear about it. Was this on a CCP broadcast of some sort?
Because nearly everything you mentioned about Dust as a negative, imho, is exactly what makes this game worth playing.
Dust forces noobs out of the mindset, that they can force a win, with little to no communications. Once they have been humbled enough, they realize they DO want to win, and they want to know how. So they start asking questions, and the people they first look to are the Corps.
EVE: Join an alliance, things get a bit easier. DUST: Join a corp, things get a bit easier.
A noob would have almost no business going into EVE and totally causing political and economic upset, so what business would he have coming into DUST with the ability to immediately fight on equal ground, or close-to-equal ground?
No, apparently we crossed 1 million accounts created. This is not an accomplishment as any free PS Store can achieve this number of downloads. Players create an account for the sake of trying out a free game not because they are actually interested or enjoy the game. Player retention, the stat we should really be focusing on, is extremely low, less than 1%. There are at most only a couple thousand plays who play regularly and many of these players are EVE players. The majority of randoms you see in-game are playing one of their first few matches. You will never most of them after that match because they will have already deleted the game off their hard drive. Also a single player can create 3 accounts.
In order for players to get into the mindset you're talking about and start looking for corps and getting deeper into the game, they need to be hooked. If you can't give good first impressions, everything else is completely irrelevant. On top of the clunky and laggy gameplay, repeatedly getting destroyed by older players and finding out that you are at a disadvantage simply because everyone else has been playing way longer than you is not a good first impression. |
Moejoe Omnipotent
Imperfects Negative-Feedback
256
|
Posted - 2013.03.02 22:30:00 -
[15] - Quote
kyan west wrote: Nerfing those shield and armor increase skills will hurt vehicles
gbghg wrote: My point was about your suggestions to passive skills like shield control, these are very important for vehicles and any nerf to them would see a major increase in the loss of vehicles.
Then have separate shield and armor skills for vehicles and infantry...
Of course there will be side effects that come with these sort of balance changes but the solutions in this case are extremely simple (such as just creating a new skillbook) and should not get in the way. Even if creating separate skillbooks was not possible there would be no reason to not proceed the tweaks to infantry health and damage modules. |
xAckie
Ahrendee Mercenaries Legacy Rising
125
|
Posted - 2013.03.02 22:49:00 -
[16] - Quote
If i was starting with a blank paper I would tend to agree with the OP.
A few builds ago (most prob about E3 time -maybe before). it seemed to me that CCP was implementing suit progression as if they were ships in Eve. And a suit was an upgrade as in a 'vehicle' class. Rather than improving skills of the fighter. They tried to 'fix' it by flattening the benefits between the suits. for me the problem is suits are still an upgrade rather than different customisation to allow your character do/ use different things.
What this shows - same as the mods and extenders - was that they imported Eve mechanics into an FPS without building/ balance from the infantry in an FPS. If you can remember tank wars in the E3 build, it seemed like they were balancing off of vehicles not the other way around. (I want vehicles in this game BTW)
Whilst i like the RPG part I would rather see the RPG be to extend what the character can do rather than make them super soldiers.
The fact is this is now built into the game at the core and nothing will change that. And to be fair CCP are trying to do something that is completely different compared to any other FPS out there. And for that I am still here. But my concerns about retention are similar. |
Telcontar Dunedain
Imperfects Negative-Feedback
349
|
Posted - 2013.03.02 23:07:00 -
[17] - Quote
Flattening damage and suits already has made this game boring and bad. Pretty sure most of the other Imps have this opinion to fwiw, should ask sometime.
When we stop spending time stomping pubs and taking districts from other geared and skilled corps this will be a non-issue.
Also
All of your examples are not mmo whatsoever """League of Legends, Halo, Quake, Counter-Strike, Street Fighter, hell even Call of Duty, the list goes on."""
This seems to suggest that you have given little or no thought to the ideas of progression and choices that MMO have. |
Stefan Stahl
Seituoda Taskforce Command Caldari State
26
|
Posted - 2013.03.02 23:17:00 -
[18] - Quote
Solid threads. Props for raising the point.
I think CCP has run into the same issue in Eve where Tier I stuff became simply useless to anyone who could use Tier II stuff. This issue is now also present in Dust and it's not helping the fun-factor of the game. The Tiericide in Eve I heard about appeared to be a move to rectify the issue so I'm hoping that the Dust devs will copy that move.
One way to make things more flat would be to get rid of the CPU and PG bonuses to higher tier suits. This of course would require some additional number-crunching on other modules, but the gist is that higher tier suits should allow a ton of customization so you can really fit your personal niche in combat instead of just making you plain better in every respect. |
Moejoe Omnipotent
Imperfects Negative-Feedback
265
|
Posted - 2013.03.02 23:29:00 -
[19] - Quote
Telcontar Dunedain wrote:Flattening damage and suits already has made this game boring and bad. Pretty sure most of the other Imps have this opinion to fwiw, should ask sometime.
When we stop spending time stomping pubs and taking districts from other geared and skilled corps this will be a non-issue.
Also
All of your examples are not mmo whatsoever """League of Legends, Halo, Quake, Counter-Strike, Street Fighter, hell even Call of Duty, the list goes on."""
This seems to suggest that you have given little or no thought to the ideas of progression and choices that MMO have.
Most of the one's who came from MAG tend to share my views and I've never heard of flattening dropsuit health making this game boring. I disagree with this. Increased CPU and module slots more than make up for this and give that feeling of progression.
I want this game to be alive when (if ever) corp battles become a big part of this game. If the game can't retain enough players then we're going to start battling the same players repeatedly and it's going to get stale. Even in pubs right now I face the same people multiple times a day.
The progression system you're talking about is that typical of a RPG's. MMO just means it's a massive multiplayer game. Nearly all MMOs have happened to be RPGs so they tend to share similar progression systems, but that doesn't mean that a MMO needs to be a RPG. In its current state this game isn't even a MMO anyways and not a RPG for that matter. |
Telcontar Dunedain
Imperfects Negative-Feedback
349
|
Posted - 2013.03.02 23:44:00 -
[20] - Quote
Moejoe Omnipotent wrote: A MMO just means it's a massively multiplayer game. Nearly all MMOs have happened to be RPGs so they share similar progression systems but that doesn't mean a MMO needs to be a RPG. This game isn't even a MMO anyways and not a RPG for that matter.
To me this is why this game is dieing. There is almost no content and nothing to do, thats a pretty good reason that people stop playing vs your pubstomp theory.
It's not really ever going to be a good version of the games you suggest it emulate.
It's not an mmo either at this point.
I think they've made a serious mistake by taking it to openbeta without any of the features that very many of us came for ie mostly MMO features like persistence and consequences from the politics of Eve.
Fwiw part of the risk and choice of picking your gear or skills is that you will pick something that's too expensive (you die too frequently) or pick something that is too cheap and doesn't have the hp or damage you actually ended up needing.
People wanting flatter gear, to balance against the pubstomping, has mostly ruined this aspect of the game.
Flattening the SP progression would make the character progression pointless as well. GG. |
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Blondie Roads
Imperfects Negative-Feedback
8
|
Posted - 2013.03.02 23:48:00 -
[21] - Quote
I completely disagree with the op. SP making you better than other players is the carrot on the end of a stick for this game.. The point of playing a mmo/fps is progresion. What you are sugesting sounds like another run of the mill shooter. Flat progression will drive our core group away, the players that came to this game in the first place because its different.
A tip for all those really good veterans that are bored because they are to good:
Use a weapon that you are not skilled up in. Use a type one suit with no mods Save up skill points and handycap yourself by not using them
Tip for rookies:
Head down and put in your time. Specialize first then branch out
Please do not try and turn this into COD |
Technical-Support
Internal Error. Negative-Feedback
24
|
Posted - 2013.03.03 00:02:00 -
[22] - Quote
No offense Moejoe but you play too many pubs.
The overall issue between Vets and New players is SP. This issue has only been perpetuated by the way the current SP system works.
The SP cap has been a terrible idea, because it's ensured that new players will never have the opportunity to compete at a somewhat level playing field.
SP is based upon participation in battle versus actual performance. In the current system you get SP just for showing up (thus AFK farming)
They've already nerfed strafe speed, gear, weapons, and individual dropsuit health. The camera sight on AR's were even taken away to level the playing field. CCP has done more than enough to make this game accessible to new players. It's the community that created the current problems we have now. |
Berserker007
Imperfects Negative-Feedback
212
|
Posted - 2013.03.03 00:12:00 -
[23] - Quote
I have to agree with Blondie & Telc on this one Moejoe. Though i do agree we vets have a massive advantage versus new players since of our SP, however it is an "earned" skill, b/c we put time into the game to get (which if people stay will get as well).
If you look at our abilities now, figure if a new player starts now even w/o boosters they will have our setups in 2-3 months. At that point we'd have spec'd into new areas, however our core abilities will still be the same (more or less) so things will even out.
To the health advantage, since most of us are ARs ill take, look at the assault suit. Basic =300 and T2=330 ehp. If you do a full tank fit w/ maxing your passive skills, you'll roughly have 750ehp. Yes that is a ton of ehp, however that is w/ say close to 6mil sp. That is no different then a T1 heavy suit you get for 100k sp.
But as blondie & telc said, once we get more content (pve, null spec, better & bigger corp battles), the vets wont be pub stomping as much and will be entertained doing other features and competing against others that have the same setups |
Moejoe Omnipotent
Imperfects Negative-Feedback
265
|
Posted - 2013.03.03 00:12:00 -
[24] - Quote
Blondie Roads wrote:I completely disagree with the op. SP making you better than other players is the carrot on the end of a stick for this game.. The point of playing a mmo/fps is progresion. What you are sugesting sounds like another run of the mill shooter. Flat progression will drive our core group away, the players that came to this game in the first place because its different.
A tip for all those really good veterans that are bored because they are to good:
Use a weapon that you are not skilled up in. Use a type one suit with no mods Save up skill points and handycap yourself by not using them
Tip for rookies:
Head down and put in your time. Specialize first then branch out
Please do not try and turn this into COD
Telcontar Dunedain wrote:Moejoe Omnipotent wrote: A MMO just means it's a massively multiplayer game. Nearly all MMOs have happened to be RPGs so they share similar progression systems but that doesn't mean a MMO needs to be a RPG. This game isn't even a MMO anyways and not a RPG for that matter. To me this is why this game is dieing. There is almost no content and nothing to do, thats a pretty good reason that people stop playing vs your pubstomp theory. It's not really ever going to be a good version of the games you suggest it emulate. It's not an mmo either at this point. I think they've made a serious mistake by taking it to openbeta without any of the features that very many of us came for ie mostly MMO features like persistence and consequences from the politics of Eve. Fwiw part of the risk and choice of picking your gear or skills is that you will pick something that's too expensive (you die too frequently) or pick something that is too cheap and doesn't have the hp or damage you actually ended up needing. People wanting flatter gear, to balance against the pubstomping, has mostly ruined this aspect of the game. Flattening the SP progression would make the character progression pointless as well. GG.
...I have not suggested that we remove or flatten SP progression. Health and damage is not the only thing that SP effects. There are plenty of areas to grind and progress in that help you survive on the battlefield, such as CPU and PG upgrades, stamina upgrades, weapon upgrades (range, reload, capacity), hacking / scanning / electronic upgrades, every upgrade that unlocks new equipment which leads to even more upgrades...the list goes on. There are plenty of skills out there that help give you the edge on the battlefield.
I am not asking for health and damage upgrades to be removed or become useless. I'm pointing out they are just currently way too over the top, so over the top that they are significantly more important and more powerful than anything else in the game, and should balanced with the other skills. With my suggestions 3 complex shield mods would still be giving you nearly 100 health, which gives you a nice advantage on the field but not so much that makes you a demi-god and essentially renders all other modules useless compared to shield mods.
Also, Blondie, please think about what you're trying to say. Having to purposely handicap yourself just so you can have fun in a game? Ya, great game mechanic...not really. |
Berserker007
Imperfects Negative-Feedback
212
|
Posted - 2013.03.03 00:13:00 -
[25] - Quote
I have to agree with Blondie & Telc on this one Moejoe. Though i do agree we vets have a massive advantage versus new players since of our SP, however it is an "earned" skill, b/c we put time into the game to get (which if people stay will get as well).
If you look at our abilities now, figure if a new player starts now even w/o boosters they will have our setups in 2-3 months. At that point we'd have spec'd into new areas, however our core abilities will still be the same (more or less) so things will even out.
To the health advantage, since most of us are ARs ill take, look at the assault suit. Basic =300 and T2=330 ehp. If you do a full tank fit w/ maxing your passive skills, you'll roughly have 750ehp (at proto). Yes that is a ton of ehp, however that is w/ say close to 6mil sp. That is no different then a T1 heavy suit you get for 100k sp.
But as blondie & telc said, once we get more content (pve, null spec, better & bigger corp battles), the vets wont be pub stomping as much and will be entertained doing other features and competing against others that have the same setups |
Telcontar Dunedain
Imperfects Negative-Feedback
349
|
Posted - 2013.03.03 00:23:00 -
[26] - Quote
Moejoe Omnipotent wrote:Blondie Roads wrote:I completely disagree with the op. SP making you better than other players is the carrot on the end of a stick for this game.. The point of playing a mmo/fps is progresion. What you are sugesting sounds like another run of the mill shooter. Flat progression will drive our core group away, the players that came to this game in the first place because its different.
A tip for all those really good veterans that are bored because they are to good:
Use a weapon that you are not skilled up in. Use a type one suit with no mods Save up skill points and handycap yourself by not using them
Tip for rookies:
Head down and put in your time. Specialize first then branch out
Please do not try and turn this into COD Telcontar Dunedain wrote:Moejoe Omnipotent wrote: A MMO just means it's a massively multiplayer game. Nearly all MMOs have happened to be RPGs so they share similar progression systems but that doesn't mean a MMO needs to be a RPG. This game isn't even a MMO anyways and not a RPG for that matter. To me this is why this game is dieing. There is almost no content and nothing to do, thats a pretty good reason that people stop playing vs your pubstomp theory. It's not really ever going to be a good version of the games you suggest it emulate. It's not an mmo either at this point. I think they've made a serious mistake by taking it to openbeta without any of the features that very many of us came for ie mostly MMO features like persistence and consequences from the politics of Eve. Fwiw part of the risk and choice of picking your gear or skills is that you will pick something that's too expensive (you die too frequently) or pick something that is too cheap and doesn't have the hp or damage you actually ended up needing. People wanting flatter gear, to balance against the pubstomping, has mostly ruined this aspect of the game. Flattening the SP progression would make the character progression pointless as well. GG. ...I have not suggested that we remove or flatten SP progression. Health and damage is not the only thing that SP effects. There are plenty of areas to grind and progress in that help you survive on the battlefield, such as CPU and PG upgrades, stamina upgrades, weapon upgrades (range, reload, capacity), hacking / scanning / electronic upgrades, every upgrade that unlocks new equipment which leads to even more upgrades...the list goes on. There are plenty of skills out there that help give you the edge on the battlefield. I am not asking for health and damage upgrades to be removed or become useless. I'm pointing out they are just currently way too over the top, so over the top that they are significantly more important and more powerful than anything else in the game, and should balanced with the other skills. With my suggestions 3 complex shield mods would still be giving you nearly 100 health, which gives you a nice advantage on the field but not so much that makes you a demi-god and essentially renders all other modules useless compared to shield mods. Also, Blondie, please think about what you're trying to say. Having to purposely handicap yourself just so you can have fun in a game? Ya, great game mechanic...not really.
Your basic theory is also flawed in this way.
We want players that notice that players in black suits are very dangerous and they should USE DIFFERENT TACTICS.
We dont want players that repeatedly attempt to 1v1 and go home crying when it doesn't work. |
Berserker007
Imperfects Negative-Feedback
212
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Posted - 2013.03.03 00:32:00 -
[27] - Quote
@Moejoe
If you do a setup w/ your desires hp modules this is what otd look like more or less
Vk.1 High: 4 extenders =120 Low: Armor rep Complex regulator Militia cpu upgrade
Take lv5 in both mechanics shield booster
So total shield = 401 " armor = 131
The problem is, you turn a proto suit into what a T2 suit is now w/ 2 complex extenders and max shield & mechanics skills. So your proto suit would easily be destroyed by an exile (as exiles take out current B-series nicely).
This would require another damage reduction, otherwise duvolle will rip through suits even easier. Hell hmg would become even deadlier as well. As now a militia heavy has more hp then u do, before u take passive skill affects into account |
Moejoe Omnipotent
Imperfects Negative-Feedback
265
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Posted - 2013.03.03 01:03:00 -
[28] - Quote
Telcontar Dunedain wrote:
Your basic theory is also flawed in this way.
1. We want players that notice that players in black suits are very dangerous and they should USE DIFFERENT TACTICS.
2. We dont want players that repeatedly attempt to 1v1 and go home crying when it doesn't work.
1. Except that there is no different tactic. New players going up against a proto suit is like throwing a coyote into a cage of chickens and expecting the chickens to come up with a tactic to defeat or avoid it. There is none and it's unreasonable to think that they should be able to come up with one. With my suggestion the proto suit would still be dangerous. They would have well over a 50%+ health advantage on top of a damage bonus. Remember that in most shooters even a 20% advantage is considered a big deal.
2. Unless you want a playerbase as small as MAG's was late in its life-cycle, making sure that these sort of players are happy as well should be considered a big issue. |
Moejoe Omnipotent
Imperfects Negative-Feedback
265
|
Posted - 2013.03.03 01:07:00 -
[29] - Quote
Berserker007 wrote:@Moejoe
If you do a setup w/ your desires hp modules this is what otd look like more or less
Vk.1 High: 4 extenders =120 Low: Armor rep Complex regulator Militia cpu upgrade
Take lv5 in both mechanics shield booster
So total shield = 401 " armor = 131
The problem is, you turn a proto suit into what a T2 suit is now w/ 2 complex extenders and max shield & mechanics skills. So your proto suit would easily be destroyed by an exile (as exiles take out current B-series nicely).
This would require another damage reduction, otherwise duvolle will rip through suits even easier. Hell hmg would become even deadlier as well. As now a militia heavy has more hp then u do, before u take passive skill affects into account
I'm sure you could add armor mods in there (there is a skill that upgrades CPU output). Whatever it takes to make this change work. Nerfing weapons isn't the only way to deal with it. You could buff the health on all dropsuits across the board. |
Thrillhouse Van Houten
Expert Intervention Caldari State
14
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Posted - 2013.03.03 01:09:00 -
[30] - Quote
Nobody has mentioned a friggin simple solution to the player retention aspect in this thread.
Somebody mentioned in another thread I was looking at that there is a matchmaking setup that CCP already has made up but that they haven't flipped the switch on...Now, that could be complete flop, but if it isn't then they should freaking hit the switch.
You want to keep newbies playing the game? Keep them interested or make them more interested? Let them fight other newbies. Lowbies fight lowbies. Protos fight protos. I have to believe some kind of simple matchmaking utility based on, say, total SP but involving WP earned could completely solve many of the problems.
I've read several newbie QQ threads and they all say the same things: pisspoor spawns and superskilled players dumping on them every match they join. CCP is trying to address the spawn problem but they appear to have taken little action on the other problem. The much bigger problem, imo.
That is all ignoring the fact that the game isn't finished. When this thing fully integrates with Eve the lion's share of the pros are probably going to grab their proto gear and haul out into null sec for the big SP/ISK to be gained. That could be a long way off, I guess, and that is a problem.
I agree with whoever posted that this thing shouldn't have gone into open beta as it is. I, personally, have mostly enjoyed playing despite being so-so at shooters. I think part of what keeps me playing is seeing vast potential in this game. Potential does not guarantee success though, and the success of this game relies on it keeping at least a steady flux of players. I am very concerned about player retention as well and the OP was dead nuts about that problem. Gotta keep people around for this thing to be a success. There are over a thousand solar systems in Eve, most have at least one celestial body for ground forces to fight over. That'll be pretty lame if the population is so sparse you can't even set up a halfway decent battle over it.
I just don't think completely flattening the SP skill system is exactly the way to go... |
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