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Blondie Roads
Imperfects Negative-Feedback
8
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Posted - 2013.03.03 01:12:00 -
[31] - Quote
Its a big can of worms when you start flattening. Before you know it the game feels rewardless and completly releys on numbers over the efforts of one. If they turn this into COD then they can have there huge numbers of new players. In turn those players will move onto the next flavor of the month, leaving this game just as barren as an old release of battlefield. Give a game purpose, sacrafice, and tiers, and you start to build a vested community that hangs around for the long haul. |
Berserker007
Imperfects Negative-Feedback
213
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Posted - 2013.03.03 01:14:00 -
[32] - Quote
Moejoe Omnipotent wrote: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. Also a T2 suit with 2 complex shields and max shield/mechanics skills would provide you with plenty of survivability.
Yes you could replace the regulator w/ armor mod, however shield suits should have massive shielding w/ faster regens so regulators help w/ that. Plus if you reduce the extender values, it makes rechargers even more worthless kinda, as u lose survivability, in that u have even less hp to recharge, so the recharger becomes somewhat useless.
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Logi Bro
ZionTCD Legacy Rising
847
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Posted - 2013.03.03 01:24:00 -
[33] - Quote
With all due respect, I think you're making a thunderstorm out of a fart.
While it is true that someone with a couple of complex shield extenders gets a 132 shield HP bonus, how much is that really? The standard assault rifle, with no percentage increases, does 31 damage, so that +132 HP is only a little more than four bullets of damage, and let's remember that's 4 bullets of fully automatic damage. Same goes with armor plates.
It is true, however, that damage mods are currently broken and give a ridiculous advantage currently, but once CCP FINALLY fixes the stacking penalties, that won't be much of an issue either. |
Moejoe Omnipotent
Imperfects Negative-Feedback
265
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Posted - 2013.03.03 01:24:00 -
[34] - Quote
Thrillhouse Van Houten wrote: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...
I believe segregating players by SP and splitting the playerbase can be avoided entirely.
My suggestion does not come remotely close to flattening the SP skill system. The skillbook system does not revolve solely around health upgrades and the health upgrades I'm asking for are still substantial.
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Berserker007
Imperfects Negative-Feedback
213
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Posted - 2013.03.03 01:37:00 -
[35] - Quote
Also, just have to say on side note, to those who think we IMPs all agree on everything; perfect way to see how we do disagree yet are polite & civil about showing our opinions |
The-Last-Ninja
FIND CARL CORP
34
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Posted - 2013.03.03 01:54:00 -
[36] - Quote
Moejoe Omnipotent wrote: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. -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. -Shield control skill should grant 2% extra shields per level, not 5%. -Weaponry skill should grant 1% extra damage per level, not 2%.
Finally all of these suggestions are intended to only effect infantry. In the few areas where vehicles would be effected (for example, nerfing the shield control skill which effects both infantry and vehicles) simply introducing separate skills for vehicles and tuning them from there would keep them balanced with infantry.
I agree with just about everything in your post. The only thing I disagree with is CoD being fair to new and old players. Other than that, +1. |
Raze galder
Royal Uhlans Amarr Empire
30
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Posted - 2013.03.03 01:58:00 -
[37] - Quote
I dislike the fact that they flattened the dropsuits they reduced them because people did nothing but complain about not being able to beat someone with better gear. They seem to forget this is also an mmo and i think a rts all the mmos i have played have had gear and level progression.
I would never expect someone fresh off the boat to be able to take down someone that is much higher leveled then him off the bat unless they had help or the guy just sucked. All the games he mentioned are just standard fps there is no gun or gear progression at all just level up to get this gun that is basically the same as every other gun so of course a noob can beat a vet. |
Ydubbs81 RND
Ahrendee Mercenaries Legacy Rising
897
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Posted - 2013.03.03 02:13:00 -
[38] - Quote
I don't understand, Moejoe. Is the purpose of this thread an attempt at trying to help out new players? Because if so, then maybe you can dial down on Bseries loadouts and some of the shield extenders you are using when playing npc corp players.
Brand new players aren't supposed to come into the game and own. Think MAG....can a brand new player at level 1 come in and own everything against level 70 vets in MAG? But this sort of thing was never an issue with MAG. Not sure why levelling up is such a game breaking deal with some players in this community.
Players are looking at things wrong.....it isn't being an skill point problem but more of a lack of knowledge issue. If I started a character...before I play one game I can have access to complex damage mods or complex shield extenders. And that's before playing my first match. And after that first week, I can equip myself with a type II assault dropsuit and an adv level AR, if I choose. And to be competitive in most pub matches, all that you need is a type II dropsuit and shields and some tact.
You don't need 3M skill points. Sure, if you're playing against a squad of vets on the other side, you may lose some 1v1s, depending on how skillful the vet is but how often is that? A lot of times, new players get rolled because their team sucks. You can get an organized squad of the worst corp in the game and redline the other team full of npc players. As long as both sides are fighting....the game is enjoyable.
But this is the thing...if you're a good shooter, you will still be successful. If you're a scrub, then you will still be a scrub after 5M skill points. And if you're a scrub with adv gear, you will still lose more 1v1s to a skilled shooter in STD gear.
Skill points is not the problem...lack of knowledge is |
Jotun Hiem
Sanmatar Kelkoons Minmatar Republic
466
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Posted - 2013.03.03 02:21:00 -
[39] - Quote
Technical-Support wrote: 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.
Actually, once you've gotten your core skills settled and have skilled up a respectable fit, you're on a level playing field with the guy that's been grinding SP for several years.
He just has more options. |
Doshneil Antaro
SVER True Blood Unclaimed.
24
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Posted - 2013.03.03 02:22:00 -
[40] - Quote
Moejoe Omnipotent wrote: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. Sorry, maybe the elite are harder to kill, but I roll type 1logi, exile and all militia gear in pubs, and kill protos all day, still top most games with kills and warpoints. I only bring out my type a when I get irritated by elites. Sure I have alot of passives that help, but with the militia mods, it is very minimal differance, like maybe 1-2 bullets more to destroy my shields. IMO most proto wearers in pubs are just trying to compensate for other things,
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Thrillhouse Van Houten
Expert Intervention Caldari State
14
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Posted - 2013.03.03 02:26:00 -
[41] - Quote
Moejoe Omnipotent wrote:I believe segregating players by SP and splitting the playerbase can be avoided entirely.
My suggestion does not come remotely close to flattening the SP skill system. The skillbook system does not revolve solely around health upgrades and the sort of health upgrades I'm asking for are still substantial.
Reducing the shield and armor bonuses of a handful of skills or modules IS flattening those skills and modules. That's the definition of flattening.
Without reducing the damage bonuses of other skills and modules, reducing the health bonuses is almost completely moot. A guy with AR Ops and Prof and Light Sharp maxed will still whack a newb in fine time and the newb might get him down to 90% of armor instead of 10% of shields. Newb is still dead. Pro is still alive. The KDRs might shift slightly as pros suffer a few more deaths here or there, but you will still have the same problems as before only marginally less so.
I don't particularly want the playerbase completely stratified either, but I do think it is the best option. Its one thing to throw a guy like me with 2.2mil SP into a round with a bunch of 4mil proto guys. I'll go out like a punk, but I might get a few kills and WPs along the downward spiral. You take a fresh pound of hamburger at 500k SP and throw him in the same match, he'll get eaten and no amount of shield/armor skill/module reduction will save him.
At the very least I think there should be a new player ambush and skirmish. Say, 500k to 1mil SP. Just long enough to get a feel for the game, try some varying suits, find a corp... |
Berserker007
Imperfects Negative-Feedback
214
|
Posted - 2013.03.03 03:00:00 -
[42] - Quote
Doshneil Antaro wrote: IMO most proto wearers in pubs are just trying to compensate for other things,
So you are saying since people want to run good gear they are compensating for something? Take a good hard look at yr corp then, as last i check zdog takes out a mad or surya every since game again randoms or groups. The only difference is he loses multi tanks again good players consistently. Hell, if one of his tanks gets blown up he takes another or he leaves/hides ina corner. In the games. Ive played against him ive never seen him get a kill w/ a gun.
Now yes we have tankers too; but before you say something, think first; aspeople can turn that line u said on you just as easily (like i just did).
No matter the corp, people want to run their good gear simply b/c they can or want to.
Back on topic, i agree with u dubbs, yes sp helps, but a scrub is a scrub no matter the suit. However moejoe, reducing hp modules would only hinder gameplay in my mind, as most would run damage mods; and it becomes an cod style i see u first i win more often then not game |
Doshneil Antaro
SVER True Blood Unclaimed.
24
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Posted - 2013.03.03 03:21:00 -
[43] - Quote
Berserker007 wrote:Doshneil Antaro wrote: IMO most proto wearers in pubs are just trying to compensate for other things,
So you are saying since people want to run good gear they are compensating for something? Take a good hard look at yr corp then, as last i check zdog takes out a mad or surya every since game again randoms or groups. The only difference is he loses multi tanks again good players consistently. Hell, if one of his tanks gets blown up he takes another or he leaves/hides ina corner. In the games. Ive played against him ive never seen him get a kill w/ a gun. Now yes we have tankers too; but before you say something, think first; aspeople can turn that line u said on you just as easily (like i just did). No matter the corp, people want to run their good gear simply b/c they can or want to. Back on topic, i agree with u dubbs, yes sp helps, but a scrub is a scrub no matter the suit. However moejoe, reducing hp modules would only hinder gameplay in my mind, as most would run damage mods; and it becomes an cod style i see u first i win more often then not game Way to be narrow minded and completely ignoring the rest of my post and quoting only part of what I said like some crap journalist trying to start a fight. I don't hold it against anyone who uses proto gear in pubs, just laugh at them when I destroy them with my cheap gear. This is especially true for tankers, as I do well above average at fending off even destroying them. |
Berserker007
Imperfects Negative-Feedback
214
|
Posted - 2013.03.03 03:30:00 -
[44] - Quote
Doshneil Antaro wrote:Berserker007 wrote:Doshneil Antaro wrote: IMO most proto wearers in pubs are just trying to compensate for other things,
So you are saying since people want to run good gear they are compensating for something? Take a good hard look at yr corp then, as last i check zdog takes out a mad or surya every since game again randoms or groups. The only difference is he loses multi tanks again good players consistently. Hell, if one of his tanks gets blown up he takes another or he leaves/hides ina corner. In the games. Ive played against him ive never seen him get a kill w/ a gun. Now yes we have tankers too; but before you say something, think first; aspeople can turn that line u said on you just as easily (like i just did). No matter the corp, people want to run their good gear simply b/c they can or want to. Back on topic, i agree with u dubbs, yes sp helps, but a scrub is a scrub no matter the suit. However moejoe, reducing hp modules would only hinder gameplay in my mind, as most would run damage mods; and it becomes an cod style i see u first i win more often then not game Way to be narrow minded and completely ignoring the rest of my post and quoting only part of what I said like some crap journalist trying to start a fight. I don't hold it against anyone who uses proto gear in pubs, just laugh at them when I destroy them with my cheap gear. This is especially true for tankers, as I do well above average at fending off even destroying them.
I wasnt being a journalist in dissecting yr post to the part i quoted, i just havent seen u play so i couldnt confirm or deny yr statements. However, i could rebuttal that statement; so no i wasnt being narrow minded.
But yes, as u said and i have, suit isnt everything. Like my others be4 i went on vaca thursday, i was killing lots of people in neo proto suits. I think everything will even out in a month, as most will be in b-series at least, and speccing other areas |
Telcontar Dunedain
Imperfects Negative-Feedback
349
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Posted - 2013.03.03 03:40:00 -
[45] - Quote
Moejoe Omnipotent wrote: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 and all their other passive bonuses (such as stamina, reload speed, weapon range, profile scanning, etc). 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.
1 - better cover, kiting and/or duo'ing with another new dude with some gungame. 1v1 a vet is dumb, if a guy gets **** on they deserve it.
When I first started this game I loved the fact that some of the Assault suits I went up against were these beasts I had to be super careful with. Now? I don't pay attention to their suit until they are mostly dead. Lame.
2 - I didn't play mag but the people that have seem to point at it being buggy, unfixed, over promised features that never arrived and the studio stopped working on it. Starting to sound slightly similar to this game, and nothing to do with having progression in the game. |
Deluxe Edition
Like a Boss.
55
|
Posted - 2013.03.03 05:45:00 -
[46] - Quote
I believe the gear gap will be solved by new content designed for vet players to move into. For these early low content days we are in now I believe the solution is a matchmaking system based on total skill points.
By doing this the new players won't be stomped by assaults with 500hp sheilds, and the vets will continue to be challenged by their peers. |
Telcontar Dunedain
Imperfects Negative-Feedback
349
|
Posted - 2013.03.03 06:33:00 -
[47] - Quote
Deluxe Edition wrote:I believe the gear gap will be solved by new content designed for vet players to move into. For these early low content days we are in now I believe the solution is a matchmaking system based on total skill points.
By doing this the new players won't be stomped by assaults with 500hp sheilds, and the vets will continue to be challenged by their peers.
Yes this.
Deluxe Edition wrote: Also your not the best person to speak about the welfare of new players to this game zitro, your squad regularly destroys friendly tanks owned by these new players. What do you think would cause you to quit first? Being run over by an op assault, or having the first gunloggi you could afford be destroyed by a friendly surya who purposly ran you over?
You might want to reread his actual name and delete this bit? You are confusing 3 different Imperfects...
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Deluxe Edition
Like a Boss.
56
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Posted - 2013.03.03 08:02:00 -
[48] - Quote
Telcontar Dunedain wrote:
You might want to reread his actual name and delete this bit? You are confusing 3 different Imperfects...
You all look alike to me :p |
xAckie
Ahrendee Mercenaries Legacy Rising
125
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Posted - 2013.03.03 10:40:00 -
[49] - Quote
There is a theme running through those posting that disagree with the OP, and what I find when I have mentioned this before, which is: this is an MMO RPG and this is how an MMO RPG behaves - the importance of a big discrepancy between gear.
I am not sure thats true. Its only how you have decided to define it.
If you take moejoes example of MAG and tacked on persistence and the all the RPG skill trees that Dust has and plans for and yet keep MAGs basic classes, you wouldnt have such a divided playerbase. And you would keep the class / character progression of an RPG. And you would have why I am and you are here - the most important bit - an MMO persistent world.
I still think this is an FPS first - the core mechanics in an MMO persistent world. Bringing the playerbase closer to each other would i think, actually help CCP make a more balanced game. |
Gunner Niv
Playstation Soldiers
4
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Posted - 2013.03.03 11:25:00 -
[50] - Quote
Moejoe Omnipotent wrote: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.
Sorry but have to disagree here, I have some decent kit but also have a couple of militia kits to save cash for other stuff, and don't really have any trouble kicking ass in militia gear. Inexperience is the killer when you start out, loads of games are the same but the amount you have to learn in Dust seems to be the biggest factor in putting people off.
I downloaded the game in January and tried it out only to find myself staring at all these menus and items I didn't understand. Got bored playing other stuff and tried it again and now I'm hooked. This forum does help to understand some of the basics and youtube is handy too.
Need a noob setup in the game which helps give them an idea of what they're doing and working towards. Nerfing the hell out of everything is pointless. |
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Lonnar
KILL-EM-QUICK RISE of LEGION
1
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Posted - 2013.03.04 00:09:00 -
[51] - Quote
Why does this sound like a lot of QQing?
No offence to the people who've posted some really solid feedback, but there's something that a lot of people seem to be missing here.
I'm no FPS expert. I've disliked this genre of game since it's creation and to be perfectly honest, I still don't care for the FPS genre much. But there are a number of reasons why DUST has become one of the few exceptions to this distaste of mine.
To start, there's the scope of the game. I'm well aware that this is still in Beta, and that a large portion of the content promised to us is missing. There are bugs left right and center and there's a constant flow of feedback and changes running through the system. But the sheer size of the project CCP has set up for themselves is immense, and worth sticking around to watch.
I can understand that from the point of view of a FPS vet, a 20% buff to HP can really make the difference in a fire fight, but isn't that the point? Correct me if I'm wrong but, that guy running around with 20% more HP than I am and we're both running the same suit probably doesn't have the same level of versatility as I do.
Take this for example
Although I don't have the skills yet, I intend to make a Logi kit that uses boosters to my hacking ability. In any Skirmish or Ambush OMS map, I become an asset to my team due to the fact I can hack something faster than the other logi with 20% more HP than I do. But that's what sets us apart. While my 20% more HP counterpart can do his duty as a Heavy supporter, I can do my job and hack everything for my team's benefit.
As for player retention, someone here said it. The problem isn't SP or Mod related. It's a lack of knowledge problem. This is a FPS game first. As such it's naturally going to attract players who are already familiar with the genre. They're going to play a few rounds, wonder why they're getting stomped on so bad and then there's only two things they can possibly do from that point. They can either research ways to fulfill their role on the battlefield and still close some of the power gap, or they can be complete sissies and give up.
For those who give up, alright that's good for them. The game is weeding out the players who we probably wouldn't want to squad up with anyway. For the players that stay, perfect. We just got a new player who's at least somewhat willing to put in some effort into giving this game a chance.
If everyone takes damage mods and HP boosters (either Shield Extenders or Armor Plates), How is that going to help them when a Scout with Profile Dampeners holding a shotgun comes up from behind and blasts them before they have a chance to react? All that beefed up HP won't save you from an enemy you can't see until it's too late. What's going to happen when they're trying to respawn on a NULL Cannon and it gets hacked before they can spawn because of hacking speed boosters? How is extra HP going to save them from an equally beefed up player?
My point is, when someone's dumping SP into HP and damage, of course they're going to he harder to kill, but that doesn't mean they're good at everything else. Find a different tactic to take on the beefier suits, or simply stay away from them. There isn't a damn thing you can do about it except play the odds and try to outwit them. |
Laurent Cazaderon
Villore Sec Ops Gallente Federation
1163
|
Posted - 2013.03.04 08:39:00 -
[52] - Quote
Moejoe Omnipotent wrote:
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. -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. -Shield control skill should grant 2% extra shields per level, not 5%. -Weaponry skill should grant 1% extra damage per level, not 2%.
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hmmm.. Are you aware that this is the whole point of this game ?
The real thing you should have thought about is, how long must a player wait to be able to use something that is far from being very weak compared to an older player ?
Let's see with the example of an assault player focused on DPS :
- Type 2 suit : about 150-200K SP. - enhanced shield : about 130-150K Sp - GEK 38 : About 130-150K - Weaponry V : 170K Sp - Circuitry and Engineering 3 : 160K
So, less than 1Mil SP for the whole package. And that dude already has compensate more than half the difference with a guy with way more SP. (10% damage through weaponry, access to enhanced shield, GEK38 being the most common AR, enough CPU\PG capacity to fit a T.II properly.
And then, within a week, the guy can already be running around with a type-A and complex shield.
Now, you're talking about how FPS NEVER do that. And you're wrong. Take MAG for example. A guy that would stay at level 70 would CRUSH a lvl 1 guy (especially if he just arrived) with its NO RECOIL, +25% health, bigger guns, extend knife range, enhanced movement speed, bigger armor etc....
So yeah, the speed at which you were catching up was faster. But that's also one of the flaws in MAG that just had a glorified veteran mode.
Now, i can still agree with you that New Player Experience is crucial in how a game can retain attention from new players ! And i agree that even though you can easily reach quickly a very acceptable fitting in any specialty that will allow you to fight on an acceptable ground against a Type B 4 Mil dude, it will ultimately become harder and harder to start a new char.
BUT, instead of killing the whole purpose of the game with the changes you suggest.
Who would go far a damager that sucks 65 CPU for a 5% damage ? Who would use a +30 Shield extender at 54 CPU instead of a +20 for nearly half the CPU. What good would it be vs guns that inflict more than that per bullet ? Who would invest 135K for level 3 shield control for +2% (= 4.5 HP on Shield assault suit) ? Or that would mean Re-Scaling the entire game.
You're missing a major point with all this. Equipment, modules, skills NEED to have a noticeable impact on the game to enhance all the team play and player interactions in more evolved game modes that will be fought between corporation. The more you offer players a way to make their character focused on one role, the more you develop teamplay.
You're talking about damage mods or HP modules like they are what everyone uses. But in corp game, i have a bunch of corpmate that wont focus on that, far from that, cause their roles dont require them to.
No... What needs to be done is to scale the starting SP pool according to the average SP amount the player base has reached. Or just calculate it from the base passive SP available since open beta started. That way, the first game gap can be reduced. That and proper matchmaking as well as game modes that will attract veterans elsewhere than pub games so it kinda becomes a kinder-garden.
Finally, this gap between new and older players is also the impact of the free-to-play economic system of Dust. If the playing field was always even, what would push anyone to even buy the slightest AUR item ? Absolutely nothing.. Thus, game goes broke...... Literally this time. |
Rachoi
HavoK Core
18
|
Posted - 2013.03.04 09:07:00 -
[53] - Quote
Moejoe Omnipotent wrote:
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. -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. -Shield control skill should grant 2% extra shields per level, not 5%. -Weaponry skill should grant 1% extra damage per level, not 2%.
In the few areas where vehicles would be effected (for example, nerfing the shield control skill which effects both infantry and vehicles) simply introducing separate skills for vehicles and tuning them from there would keep them balanced with infantry.
i read this and get rather upset, since those core skills like Weaponry, and Shield control are optional. also...Shield control is HELL to rank up after L3, just for the insane amount of SP you actually have to wait for. granted, your ideas on the health/armor modules are also flawed.
what you suggest is horribly gamebreaking as well, since you would leave heavies as the only survivable class in the end.
snipers just those sprint mods, i like having repair mods, not a bunch of armor, since that makes you slow as a heavy if you add more than one.
as for the weapon damage boosts.... well, the mods for those NEED a fix, but its something that is on back burner untill the next build is out, hopefully soon.
thing is.. for those of use with 3M+ in SP, let us keep our freaking core skills, we earned them, as much as anyone can earn anything in a free game |
xAckie
Ahrendee Mercenaries Legacy Rising
127
|
Posted - 2013.03.04 11:05:00 -
[54] - Quote
@Lonnar The scope of his game is seen in the scale what CCP wants to deliver in a persistent world. The scope of the game wouldn't be diminished if these changes were implemented.
The skilling into modules suits would still all be there. It's the HP difference between player suits that is all.
CCP realised and acknowledged this problem earlier when they removed the HP buff from the suits in a previous build. But kept the shield and armour module values as is.
If i remember rightly a relatively low level guy could take on a vet quite quickly in mag. Once you got the AR steady aim or whatever it was called and the handle. Level 10? the tier 1 AR was pretty accurate at the head.
@ Laurent I agree with you its about the modules. But there are lots of modules and they didn't have to be about HP and armour in such a dramatic way. Hopefully there will be many more modules coming to the market offering new options and customisation. It really isn't about the amount of sp. or the time to skill into it.
On a wider point about modules If you go back to your mag analogy. It had limited rpg elements in it already as in skilling for sensor jammer modules etc. the addition of dust rpg skills on top of mag without the increase in HP shows to me it was an unnecessary thing to do.
People seem to want to pay for they killswitches and boosters etc. not sure how changing two modules would damage the overall economic model.
As I said previously this isn't going to change as it is part of how they built the game from the ground up - transferring eve ship grades across. I just think it was the wrong way to go. Particularly when these mechanics were brought over from a game in which battles can have 100s v 100s and swarm tactics with low grade ships are able to mess with high level ones.
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Moejoe Omnipotent
Imperfects Negative-Feedback
286
|
Posted - 2013.03.06 03:21:00 -
[55] - Quote
Again, SP isn't centered around health upgrades. There are plenty of upgrades and unlockables out there that can give you a big advantage over other players and create that gap you guys want between old and new players. It's just that the health/damage upgrades specifically are way too over-the-top right now and make this game too frustrating for newer players, too easy for older players, and render the other modules and skills practically useless.
My suggestion does not remove health/damage upgrades or make them useless. Health upgrades will still be a very important part of the game and a big deciding factor in the outcome of gunfights like they are now. Even with the numbers I used they would continue to be one of the most important skills in the game. It's just that right now they do way more than this, practically making you a demi-god and rendering the other modules and skills useless because they can't do nearly as much for you as health upgrades can. A nerf would help make the other modules and skills relevant and make the gameplay experience more fun for everyone.
Nerfing damage upgrades would mitigate some of the side-effects of nerfing health upgrades (making people too squishy). An across-the-board health boost to dropsuits might help if that's not enough, but really, if you use the numbers I suggested, an assault player can still have 400 shield and 200 armor with room to spare. Factor in damage bonus nerfs and this is plenty of health. |
Shijima Kuraimaru
WarRavens
173
|
Posted - 2013.03.06 03:50:00 -
[56] - Quote
Too many people here don't understand what it means to be in a true beta, not some glorified nearly complete demo with "beta" in the title to make the players feel special. Moejoe, and others, are prime examples of this. They come in acting like they think they're in a complete game and want sweeping changes to core mechanics that, though they don't make sense now, will be necessary when all the features are in place. Get used to disappointment or learn what being a real beta tester is about.
Little jibes about failing player retention, threats to leave, incessant whining, and other intimidation tactics are the best way to ensure your opinions and ideas get ignored. It's the main reason most of the butt hurt players feel they're being ignored, because they pulled that crap.
Don't want to play a beta, then leave. Want to contribute, then pull up your big person pants, be respectful, and just give the unembellished thought or idea. |
Moejoe Omnipotent
Imperfects Negative-Feedback
289
|
Posted - 2013.03.06 04:04:00 -
[57] - Quote
Shijima Kuraimaru wrote:Too many people here don't understand what it means to be in a true beta, not some glorified nearly complete demo with "beta" in the title to make the players feel special. Moejoe, and others, are prime examples of this. They come in acting like they think they're in a complete game and want sweeping changes to core mechanics that, though they don't make sense now, will be necessary when all the features are in place. Get used to disappointment or learn what being a real beta tester is about.
Little jibes about failing player retention, threats to leave, incessant whining, and other intimidation tactics are the best way to ensure your opinions and ideas get ignored. It's the main reason most of the butt hurt players feel they're being ignored, because they pulled that crap.
Don't want to play a beta, then leave. Want to contribute, then pull up your big person pants, be respectful, and just give the unembellished thought or idea.
Nerfing health mods isn't a "sweeping change to core mechanics." It is a balancing matter.
No need to get defensive on CCP's behalf. It's really not warranted. Nobody is attacking you or this game. |
J Lav
Lost-Legion
30
|
Posted - 2013.03.06 04:25:00 -
[58] - Quote
I've already expressed that I agree with Mojoe on this topic, but I think it might help this discussion if I explained my reasons.
First, Retention problems, Some people have said this is a non-issue. They obviously haven't checked numbers on servers for this game, or don't understand the numbers. At this moment, there are roughly 1.8 million characters created, and several of these are alternates. The servers are recording a total increase on average of about 15,000 over the old EVE population. Someone told me there have been more than 3million downloads of this beta. That would make retention sitting around 10-20% by a conservative estimate. If every day, those 15,000 were a different player, it would take 200 days for everyone to play once. There is enough of a retention problem by those numbers that suggest it is not a large enough population to pay for this project by CCP. They have to bring in more paying customers with the release. I can't say that this retention is solely a result of pub-stomping, but it is definitely a factor.
SP spending on perceived value, In the end, this game has only one role on the field that doesn't kill people, and that is the Logi, who has recently had their WP generation restricted. Everybody else has to kill to get WP. This means you have 3 options for SP spending: Firepower, Health, or Damage.
That leaves 2 options, Vehicles, or Infantry. Either way, the only options are the same for everyone, better guns, damage modifiers and health. Now if gaining one came at the expense of another, then that would make sense. You could make yourself a glass cannon, or high armour, but slow killer. But this is not the case. In Dust you can have your cake and eat it too. You get better guns, better health, more firepower and do more damage all at the same time. There is no sacrifice. There is no variation of purpose in the field. So you can't carry a hacking module? Who cares? That's not what I call a sacrifice.
Now in balance, CCP is making this free to play, and need to sell stuff in game. So we can't eliminate benefits you pay for. There needs to be a gap, but that gap should be a little smaller than 100-200% more health, with a better gun that does 30% more damage. A new player who hasn't discovered sharpshooter does 0 damage when you can also shoot him from almost twice the distance. In other games, players notice a difference between 750 and 800 rpm on a weapon. That's less than 6% difference, and those weapons have wildly different purposes that appeal to different situations and different styles of play. I don't see a need for such a massive disparity, to the point that other skills lose appeal, and lack function on the battlefield. A 10-20% difference would be significant in comparison, and still keep people happy with the better stuff, because it is a large advantage. |
Shijima Kuraimaru
WarRavens
173
|
Posted - 2013.03.06 06:09:00 -
[59] - Quote
Moejoe Omnipotent wrote:Shijima Kuraimaru wrote:Little jibes about failing player retention, threats to leave, incessant whining, and other intimidation tactics are the best way to ensure your opinions and ideas get ignored. It's the main reason most of the butt hurt players feel they're being ignored, because they pulled that crap.
Don't want to play a beta, then leave. Want to contribute, then pull up your big person pants, be respectful, and just give the unembellished thought or idea. Nerfing health mods isn't a "sweeping change to core mechanics." It is a balancing matter. No need to get defensive on CCP's behalf. It's really not warranted. Nobody is attacking you or this game.
Sorry. Just getting frustrated with the seeming beta virgins.
The fact with the damage mods, and other mods, is that stacking penalty isn't working right now. Current formula seems to be working like this assuming triple damage mods.
Base 100 + (100 *10%) = 110 + (110 * 10%) = 121 + (121 * 10%) = 133.1
There's supposed to be a 20%, maybe more stacking penalty and it should only apply to the raw so it should look more like...
Base 100 + (100 * 10%) + (100 * 8%) + (100 * 6%) = 124
So before the demands for nerfing damage mods, perhaps the core mechanics of the stacking penalties should get fixed first. |
Sloth9230
Reaper Galactic
327
|
Posted - 2013.03.06 06:22:00 -
[60] - Quote
A complex shield booster is 66HP (I think), that's about two more bullets from an AR. I hardly think that's such big advantage.
Moejoe Omnipotent wrote:Again, SP isn't centered around health upgrades. There are plenty of upgrades and unlockables out there that can give you a big advantage over other players and create that gap you guys want between old and new players. It's just that the health/damage upgrades specifically are way too over-the-top right now and make this game too frustrating for newer players, too easy for older players, and render the other modules and skills practically useless.
My suggestion does not remove health/damage upgrades or make them useless. Health upgrades will still be a very important part of the game and a big deciding factor in the outcome of gunfights like they are now. Even with the numbers I used they would continue to be one of the most important skills in the game. It's just that right now they do way more than this, practically making you a demi-god and rendering the other modules and skills useless because they can't do nearly as much for you as health upgrades can. A nerf would help make the other modules and skills relevant and make the gameplay experience more fun for everyone.
Nerfing damage upgrades would mitigate some of the side-effects of nerfing health upgrades (making people too squishy). An across-the-board health boost to dropsuits might help if that's not enough, but really, if you were to use the numbers I suggested an assault player can still have 400 shield and 200 armor with room to spare (200% of what the militia newbies get). Factor in damage bonus nerfs and I think this is plenty of health.
All of this is true... when applied to public matches. I hardly think the game should be "balanced " in order to make public matches fairer. What we really need are alternatives so that the more "elite" corps have something to do besides stomp randoms all day. |
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