Pages: 1 [2] :: one page |
|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |
Iron Wolf Saber
BetaMax. CRONOS.
3209
|
Posted - 2013.03.24 18:42:00 -
[31] - Quote
Noc Tempre wrote:Laheon wrote:True to your first point, but then again, playing the oft-played card, this game has yet to be released. They're still testing it.
And despite all of this, I do enjoy DUST. Very much so. I enjoy running from A to B, shooting everyone I come across, then dying trying to hack A. Or raging at the rest of my teammates because they're not doing anything, or are just plain awful.
I really, really do. It is released. Sorry to burst your bubble.
And this is why testers cannot take you seriously.
Also this is the agenda behind every word you speak, you have been poisoned. |
Logi Bro
ZionTCD Legacy Rising
978
|
Posted - 2013.03.24 18:46:00 -
[32] - Quote
Lol at ^ "willingly raped" ^
But, more to the point of this thread, when you say layered objectives, do you perhaps mean the game mode that we originally had in.......Replication, I believe it was? Those were the days. |
Bojo The Mighty
Bojo's School of the Trades
688
|
Posted - 2013.03.24 19:02:00 -
[33] - Quote
I like the slow speed. When bigger maps come in, and those slutty free LAVs are taken out, I'm going to roll up in my Methana and be all like: "Me? I'm just going to the battle, you know, several kilometers that way. What's that? You'd like a ride?" |
Mavado V Noriega
SyNergy Gaming
2564
|
Posted - 2013.03.24 19:04:00 -
[34] - Quote
Noc Tempre wrote:Laheon wrote:You're trying to say that we already have faction warfare and planetary conquest.
Are we able to fight in nullsec or lowsec for sov? No. There's no planetary conquest. You cannot "conquer" a "planet". Which is kind of implied by the name of "planetary conquest".
Again, faction warfare. The kind where you pick a side and fight for it, e.g. Caldari, Gallente, Amarr, Minmatar. Currently we are unable to pick sides. Currently we are unable to fight over the planets in the systems which are dedicated, in EVE, to faction warfare. We are unable to fight for a faction, and hence, there is no faction warfare.
Get it?
Edit: Oops, typo. Now you are just showing your ignorance. Faction warfare is very much in the game, it's just a complete dodgefest to find anyone to fight. You can pick the system, planet, and district to conquer. And you pick which side. However the system requires consensual pvp, which is downright lame. So they are taking that exact mechanic, slapping a logistics "daily timer" on it, and calling it PC. FW is getting a UI change to probably be more like the merc battles where they are constantly running. Still, nothing new besides the passive vendor trash for owning a district. None of that has any bearing on how the game actually plays though...
lol PC aint even out yet and Noc already hatin on it so much? ppl wont be able to dodge fights in PC noc so its not exactly the same....i mean they can but they will lose their district if they do |
gbghg
L.O.T.I.S. Legacy Rising
805
|
Posted - 2013.03.24 19:05:00 -
[35] - Quote
Bojo The Mighty wrote:I like the slow speed. When bigger maps come in, and those slutty free LAVs are taken out, I'm going to roll up in my Methana and be all like: "Me? I'm just going to the battle, you know, several kilometers that way. What's that? You'd like a ride?" *****-please, we have dropship's for that. |
Noc Tempre
Imperfects Negative-Feedback
1264
|
Posted - 2013.03.24 19:11:00 -
[36] - Quote
Iron Wolf Saber wrote:Noc Tempre wrote:Laheon wrote:True to your first point, but then again, playing the oft-played card, this game has yet to be released. They're still testing it.
And despite all of this, I do enjoy DUST. Very much so. I enjoy running from A to B, shooting everyone I come across, then dying trying to hack A. Or raging at the rest of my teammates because they're not doing anything, or are just plain awful.
I really, really do. It is released. Sorry to burst your bubble. And this is why testers cannot take you seriously. Also this is the agenda behind every word you speak, you have been poisoned.
Actually it was just a tangent to the main idea. So far the best response is more movement options.
Possible ideas: Combat Rolls
Dives
Slides
Climbing
Blindfire
Bullrush
Looking for more good suggestions. |
Bojo The Mighty
Bojo's School of the Trades
689
|
Posted - 2013.03.24 19:13:00 -
[37] - Quote
gbghg wrote:Bojo The Mighty wrote:I like the slow speed. When bigger maps come in, and those slutty free LAVs are taken out, I'm going to roll up in my Methana and be all like: "Me? I'm just going to the battle, you know, several kilometers that way. What's that? You'd like a ride?" *****-please, we have dropship's for that. "Oh hey what's up. I was just going to the Grocery Store, you know, several Kilometers behind those mountains. You need anything? This dropship has so much trunk, I think I'll hit up Ikea." |
gbghg
L.O.T.I.S. Legacy Rising
806
|
Posted - 2013.03.24 19:15:00 -
[38] - Quote
Bojo The Mighty wrote:gbghg wrote:Bojo The Mighty wrote:I like the slow speed. When bigger maps come in, and those slutty free LAVs are taken out, I'm going to roll up in my Methana and be all like: "Me? I'm just going to the battle, you know, several kilometers that way. What's that? You'd like a ride?" *****-please, we have dropship's for that. "Oh hey what's up. I was just going to the Grocery Store, you know, several Kilometers behind those mountains. You need anything? This dropship has so much trunk, I think I'll hit up Ikea." Holy ****, awesome idea, screw standing in the dropship, there's enough space to put 2 sofa's back to back in there. we can now transport with style. |
Ydubbs81 RND
Ahrendee Mercenaries Legacy Rising
1006
|
Posted - 2013.03.24 19:23:00 -
[39] - Quote
Increase the player count.
Layered objectives is a good idea
Close proximity objectives |
Noc Tempre
Imperfects Negative-Feedback
1264
|
Posted - 2013.03.24 19:27:00 -
[40] - Quote
Logi Bro wrote:Lol at ^ "willingly raped" ^
But, more to the point of this thread, when you say layered objectives, do you perhaps mean the game mode that we originally had in.......Replication, I believe it was? Those were the days.
I'm thinking even more freeform than that.
The facility is a 2 storied warehouse with a trio of null cannons on the roof. It is surrounded by a defensive wall 200m distant with railgun and blaster turrets surrounding the main gate. The alternate gate is much smaller and partially obstructed by mountains - the only way in is by foot through switchbacks. Each gate has a separate power grid so the have to be knocked out independently. The main building has automated defenses on the first floor. The null cannon and warehouse defense controls are located on the 2nd floor. The roof has a dropship pad flanked by two control towers with autocannon antiair turrets and sniper platforms. The clone storage is in the basement of the warehouse. The owners have also chosen to install a small HAV garage is housed by the main gate and a tunnel connecting the main gate tower to the basement. As a minor base there is not a MCC in position to direct the defense.
Now when an attacker arrives, they pick the objective. If they are there for sabotage, they just have to reach the basement and destroy what is in storage. If they want to steal resources they must get their MCC over the facility to lift out the resources. If they want to take over the facility for their own, they have to wipe out every single clone in storage, destroy the control room, park their MCC above the warehouse and maintain possession for 24 hours (so the defenders can try to take it back). Most importantly, there is no clear "best" way to do any of this. Do you suicide rush the roof with dropships and hope to establish a foothold? Do you sneak in through the back gate while feinting at the main gate? Do you simply wreck the main gate completely and push through with heavy armor up to the main door of the warehouse? Also remember, the more damage you cause, the more that needs repaired, no matter who retains ownership afterwards.
That is the depth and complexity I expected of DUST. |
|
gbghg
L.O.T.I.S. Legacy Rising
807
|
Posted - 2013.03.24 19:38:00 -
[41] - Quote
Noc Tempre wrote:Logi Bro wrote:Lol at ^ "willingly raped" ^
But, more to the point of this thread, when you say layered objectives, do you perhaps mean the game mode that we originally had in.......Replication, I believe it was? Those were the days. I'm thinking even more freeform than that. The facility is a 2 storied warehouse with a trio of null cannons on the roof. It is surrounded by a defensive wall 200m distant with railgun and blaster turrets surrounding the main gate. The alternate gate is much smaller and partially obstructed by mountains - the only way in is by foot through switchbacks. Each gate has a separate power grid so the have to be knocked out independently. The main building has automated defenses on the first floor. The null cannon and warehouse defense controls are located on the 2nd floor. The roof has a dropship pad flanked by two control towers with autocannon antiair turrets and sniper platforms. The clone storage is in the basement of the warehouse. The owners have also chosen to install a small HAV garage is housed by the main gate and a tunnel connecting the main gate tower to the basement. As a minor base there is not a MCC in position to direct the defense. Now when an attacker arrives, they pick the objective. If they are there for sabotage, they just have to reach the basement and destroy what is in storage. If they want to steal resources they must get their MCC over the facility to lift out the resources. If they want to take over the facility for their own, they have to wipe out every single clone in storage, destroy the control room, park their MCC above the warehouse and maintain possession for 24 hours (so the defenders can try to take it back). Most importantly, there is no clear "best" way to do any of this. Do you suicide rush the roof with dropships and hope to establish a foothold? Do you sneak in through the back gate while feinting at the main gate? Do you simply wreck the main gate completely and push through with heavy armor up to the main door of the warehouse? Also remember, the more damage you cause, the more that needs repaired, no matter who retains ownership afterwards. That is the depth and complexity I expected of DUST. I like the sound of that. |
General Tiberius1
ZionTCD Legacy Rising
269
|
Posted - 2013.03.24 20:12:00 -
[42] - Quote
^^^^
i want
EDIT: i volunteer for gate crashing |
Iron Wolf Saber
BetaMax. CRONOS.
3211
|
Posted - 2013.03.24 20:40:00 -
[43] - Quote
Noc Tempre wrote:Iron Wolf Saber wrote:Noc Tempre wrote:Laheon wrote:True to your first point, but then again, playing the oft-played card, this game has yet to be released. They're still testing it.
And despite all of this, I do enjoy DUST. Very much so. I enjoy running from A to B, shooting everyone I come across, then dying trying to hack A. Or raging at the rest of my teammates because they're not doing anything, or are just plain awful.
I really, really do. It is released. Sorry to burst your bubble. And this is why testers cannot take you seriously. Also this is the agenda behind every word you speak, you have been poisoned. Actually it was just a tangent to the main idea. So far the best response is more movement options. Possible ideas: Combat Rolls
Dives
Slides
Climbing
Blindfire
Bullrush
Looking for more good suggestions.
These are old ideas that existed before the shift away from arcade style.
How about the ability to reassign controller buttons better click to melee is a bit cumbersome on the ps3? |
Noc Tempre
Imperfects Negative-Feedback
1266
|
Posted - 2013.03.24 21:58:00 -
[44] - Quote
Iron Wolf Saber wrote:Noc Tempre wrote:Iron Wolf Saber wrote:Noc Tempre wrote:Laheon wrote:True to your first point, but then again, playing the oft-played card, this game has yet to be released. They're still testing it.
And despite all of this, I do enjoy DUST. Very much so. I enjoy running from A to B, shooting everyone I come across, then dying trying to hack A. Or raging at the rest of my teammates because they're not doing anything, or are just plain awful.
I really, really do. It is released. Sorry to burst your bubble. And this is why testers cannot take you seriously. Also this is the agenda behind every word you speak, you have been poisoned. Actually it was just a tangent to the main idea. So far the best response is more movement options. Possible ideas: Combat Rolls
Dives
Slides
Climbing
Blindfire
Bullrush
Looking for more good suggestions. These are old ideas that existed before the shift away from arcade style. How about the ability to reassign controller buttons better click to melee is a bit cumbersome on the ps3?
Of course they are old ideas. They all are. But I'd rather at least try ask people to participate. Better than patting CCP on the back when they don't deserve it. |
Garrett Blacknova
Codex Troopers
2116
|
Posted - 2013.03.24 22:07:00 -
[45] - Quote
Iron Wolf Saber wrote:How about the ability to reassign controller buttons better click to melee is a bit cumbersome on the ps3? I've been asking for this to come for a LONG time, and it's been mentioned as something that's intended at some point.
I just hope it comes SOONGäóer rather than later. |
Yosef Autaal
Circle of Huskarl Minmatar Republic
66
|
Posted - 2013.03.25 14:58:00 -
[46] - Quote
Noc Tempre wrote:Logi Bro wrote:Lol at ^ "willingly raped" ^
But, more to the point of this thread, when you say layered objectives, do you perhaps mean the game mode that we originally had in.......Replication, I believe it was? Those were the days. I'm thinking even more freeform than that. The facility is a 2 storied warehouse with a trio of null cannons on the roof. It is surrounded by a defensive wall 200m distant with railgun and blaster turrets surrounding the main gate. The alternate gate is much smaller and partially obstructed by mountains - the only way in is by foot through switchbacks. Each gate has a separate power grid so the have to be knocked out independently. The main building has automated defenses on the first floor. The null cannon and warehouse defense controls are located on the 2nd floor. The roof has a dropship pad flanked by two control towers with autocannon antiair turrets and sniper platforms. The clone storage is in the basement of the warehouse. The owners have also chosen to install a small HAV garage is housed by the main gate and a tunnel connecting the main gate tower to the basement. As a minor base there is not a MCC in position to direct the defense. Now when an attacker arrives, they pick the objective. If they are there for sabotage, they just have to reach the basement and destroy what is in storage. If they want to steal resources they must get their MCC over the facility to lift out the resources. If they want to take over the facility for their own, they have to wipe out every single clone in storage, destroy the control room, park their MCC above the warehouse and maintain possession for 24 hours (so the defenders can try to take it back). Most importantly, there is no clear "best" way to do any of this. Do you suicide rush the roof with dropships and hope to establish a foothold? Do you sneak in through the back gate while feinting at the main gate? Do you simply wreck the main gate completely and push through with heavy armor up to the main door of the warehouse? Also remember, the more damage you cause, the more that needs repaired, no matter who retains ownership afterwards. That is the depth and complexity I expected of DUST.
Choosing objectives of attack sounds great and will offer alot of variance to fights and gives capturing a district more tactical decisions which is always good imo |
Noc Tempre
Imperfects Negative-Feedback
1274
|
Posted - 2013.03.27 00:09:00 -
[47] - Quote
Yosef Autaal wrote:Noc Tempre wrote:Logi Bro wrote:Lol at ^ "willingly raped" ^
But, more to the point of this thread, when you say layered objectives, do you perhaps mean the game mode that we originally had in.......Replication, I believe it was? Those were the days. I'm thinking even more freeform than that. The facility is a 2 storied warehouse with a trio of null cannons on the roof. It is surrounded by a defensive wall 200m distant with railgun and blaster turrets surrounding the main gate. The alternate gate is much smaller and partially obstructed by mountains - the only way in is by foot through switchbacks. Each gate has a separate power grid so the have to be knocked out independently. The main building has automated defenses on the first floor. The null cannon and warehouse defense controls are located on the 2nd floor. The roof has a dropship pad flanked by two control towers with autocannon antiair turrets and sniper platforms. The clone storage is in the basement of the warehouse. The owners have also chosen to install a small HAV garage is housed by the main gate and a tunnel connecting the main gate tower to the basement. As a minor base there is not a MCC in position to direct the defense. Now when an attacker arrives, they pick the objective. If they are there for sabotage, they just have to reach the basement and destroy what is in storage. If they want to steal resources they must get their MCC over the facility to lift out the resources. If they want to take over the facility for their own, they have to wipe out every single clone in storage, destroy the control room, park their MCC above the warehouse and maintain possession for 24 hours (so the defenders can try to take it back). Most importantly, there is no clear "best" way to do any of this. Do you suicide rush the roof with dropships and hope to establish a foothold? Do you sneak in through the back gate while feinting at the main gate? Do you simply wreck the main gate completely and push through with heavy armor up to the main door of the warehouse? Also remember, the more damage you cause, the more that needs repaired, no matter who retains ownership afterwards. That is the depth and complexity I expected of DUST. Choosing objectives of attack sounds great and will offer alot of variance to fights and gives capturing a district more tactical decisions which is always good imo
So many what ifs...
|
Icy Xenosmilus
Eyniletti Rangers Minmatar Republic
17
|
Posted - 2013.03.27 00:28:00 -
[48] - Quote
Laheon, we get that you want to support CCP. But honestly, relax for a minute. Noc and others have been here for months (almost a year for some), and its painfully obvious that slowing down gameplay has ruined a lot of what the game was about initially.
It's good to support CCP, but some of us remember a time when the game was broken in terms of technicalities, but the gameplay was faster, funner, and better overall, for new players and old ones. Go back a few thousand pages to the essays Protoman, Tony, and tons of other people from before the Closed Open Beta posted, about how the slower speeds were leading to a worse game.
All that needed fixing wwas hit detection, which allowed people to absorb bullets, but instead, CCP opted to take the easy way out, and slowed down the speeds to give the illusion of better hit detection. It's duct tape, and all the way up to now, it's been wearing real thin. |
Noc Tempre
Imperfects Negative-Feedback
1278
|
Posted - 2013.03.27 00:35:00 -
[49] - Quote
Icy Xenosmilus wrote:Laheon, we get that you want to support CCP. But honestly, relax for a minute. Noc and others have been here for months (almost a year for some), and its painfully obvious that slowing down gameplay has ruined a lot of what the game was about initially.
It's good to support CCP, but some of us remember a time when the game was broken in terms of technicalities, but the gameplay was faster, funner, and better overall, for new players and old ones. Go back a few thousand pages to the essays Protoman, Tony, and tons of other people from before the Closed Open Beta posted, about how the slower speeds were leading to a worse game.
All that needed fixing wwas hit detection, which allowed people to absorb bullets, but instead, CCP opted to take the easy way out, and slowed down the speeds to give the illusion of better hit detection. It's duct tape, and all the way up to now, it's been wearing real thin.
They aren't turning back though, they are pouring cement on the duct tape. Essentially they threw in the towel on hit detection and high speed. We need more mobility and tactical variety to compensate. |
Icy Xenosmilus
Eyniletti Rangers Minmatar Republic
17
|
Posted - 2013.03.27 00:35:00 -
[50] - Quote
In response to you Noc, I believe that hacks should be about 2 seconds faster (without mods), and rehacks should be about 10 seconds faster.
Also, maps needs layers. For anyone that remembers CraterLake, the map had at least 3-5 levels of rocks and outcrops that provided diverse gameplay. It also had a large bridge connecting the two sidepaths to the objectives, and small installation turrets. This was only the first part of the map.
Upon taking out 2 objectives, attackers needed to hack 2 CRU's, basically 2 mini bases near the outskirts of the second part of the map. Then they'd cross a large open expanse of land, usually in tanks/lavs' and fight for the 3 objectives in the type of skirmish we have now. Defenders got random spawning, attackers needed to spawn outside or on uplinks. |
|
Noc Tempre
Imperfects Negative-Feedback
1278
|
Posted - 2013.03.27 00:38:00 -
[51] - Quote
Icy Xenosmilus wrote:In response to you Noc, I believe that hacks should be about 2 seconds faster (without mods), and rehacks should be about 10 seconds faster.
Also, maps needs layers. For anyone that remembers CraterLake, the map had at least 3-5 levels of rocks and outcrops that provided diverse gameplay. It also had a large bridge connecting the two sidepaths to the objectives, and small installation turrets. This was only the first part of the map.
Upon taking out 2 objectives, attackers needed to hack 2 CRU's, basically 2 mini bases near the outskirts of the second part of the map. Then they'd cross a large open expanse of land, usually in tanks/lavs' and fight for the 3 objectives in the type of skirmish we have now. Defenders got random spawning, attackers needed to spawn outside or on uplinks.
Exactly! It was a good prototype of the right direction. It's been getting more and more bland ever since... |
Belzeebub Santana
SVER True Blood Unclaimed.
452
|
Posted - 2013.03.27 00:40:00 -
[52] - Quote
Not sure I care for all the extra movement features. Maybe a slide but that is about it.
Larger player count is a must for the slower game play we have. I would like to see atleast 48 on 48 or more up to what MAG was and don't see the problem but baby steps.
Maps are to open in a lot of areas need more cover and more variety of cover. Need different objects in the game to get behind, I liked what the Titan did to the battle field.
Set up ambush fights on different areas of the skirmish maps. We have pretty big skirmish maps and only one part is used for ambush. Especially on manus peak, the attackers have a huge area to cross to get to B and no one ever fights there.
Put more structures closer together. There are pill boxes and sniper towers and all sorts of different structures that they put on the same map in the same place, I say put more of them together and closer to each other.
Give the maps different heights, not just on the ground or on the roof. Give us a true indoors facility we have to clear out, walking through corridors and stairways and open lobbies. |
Laheon
Osmon Surveillance Caldari State
275
|
Posted - 2013.03.27 00:42:00 -
[53] - Quote
@Icy - I played in July, I followed the initial announcement, and I've tried selling this game to so many of my friends. Sadly, they're lazy idiots and don't want to try a free-to-play game.
I'd show them some gameplay, but then again, I'm lazy, and they're lazy, so they don't come visit my place very often.
Anyway. Back on point. I have a huge interest in DUST being able to becoming fully developed, as quickly as possible, but I don't want CCP to rush, as I've seen a lot of rushed games, especially MMO's. For one, SW:TOR. I've also known a lot of grind, so I'm used to the long, hard slog of grinding. Yes, the game can be slow. But the game can also be quick. It depends entirely on the situation.
I've been here since July, which puts me pretty much at the latter half of the closed beta. Not for the E3 build, true, but I caught most of the OP free-tank build. Not to mention tower-camping with dropships.
What I'm trying to tell people is to relax, to give CCP some slack. They're working on it as hard as they can, and it's not as if they can things through without paperwork. They have to push new builds through Sony, which is very time-consuming, and they can hardly "fix" hit detection without a new build.
Basically, haranguing them about certain issues, daily, over a time period of six months, does nothing but a, waste your time, b, raise blood pressure, and c, cause less people to post constructively.
Trust CCP. 11 months from (what I've heard about the E3 build) an unpolished, very early version of the game to a fully working product is really great work. |
Icy Xenosmilus
Eyniletti Rangers Minmatar Republic
18
|
Posted - 2013.03.27 00:48:00 -
[54] - Quote
Laheon wrote:@Icy - I played in July, I followed the initial announcement, and I've tried selling this game to so many of my friends. Sadly, they're lazy idiots and don't want to try a free-to-play game.
I'd show them some gameplay, but then again, I'm lazy, and they're lazy, so they don't come visit my place very often.
Anyway. Back on point. I have a huge interest in DUST being able to becoming fully developed, as quickly as possible, but I don't want CCP to rush, as I've seen a lot of rushed games, especially MMO's. For one, SW:TOR. I've also known a lot of grind, so I'm used to the long, hard slog of grinding. Yes, the game can be slow. But the game can also be quick. It depends entirely on the situation.
I've been here since July, which puts me pretty much at the latter half of the closed beta. Not for the E3 build, true, but I caught most of the OP free-tank build. Not to mention tower-camping with dropships.
What I'm trying to tell people is to relax, to give CCP some slack. They're working on it as hard as they can, and it's not as if they can things through without paperwork. They have to push new builds through Sony, which is very time-consuming, and they can hardly "fix" hit detection without a new build.
Basically, haranguing them about certain issues, daily, over a time period of six months, does nothing but a, waste your time, b, raise blood pressure, and c, cause less people to post constructively.
Trust CCP. 11 months from (what I've heard about the E3 build) an unpolished, very early version of the game to a fully working product is really great work.
Also 3 years of previous development time, and E3 build was only decent. The last "good" build in terms of gameplay I saw was the one before it, Replication. If they'd build off of that, they would've made greater progress. |
Laheon
Osmon Surveillance Caldari State
275
|
Posted - 2013.03.27 00:50:00 -
[55] - Quote
Icy Xenosmilus wrote:Also 3 years of previous development time, and E3 build was only decent. The last "good" build in terms of gameplay I saw was the one before it, Replication. If they'd build off of that, they would've made greater progress.
They changed engines to the Unreal engine in 2010. That's a major setback in itself. |
Noc Tempre
Imperfects Negative-Feedback
1279
|
Posted - 2013.03.27 00:51:00 -
[56] - Quote
Laheon wrote:@Icy - I played in July, I followed the initial announcement, and I've tried selling this game to so many of my friends. Sadly, they're lazy idiots and don't want to try a free-to-play game.
I'd show them some gameplay, but then again, I'm lazy, and they're lazy, so they don't come visit my place very often.
Anyway. Back on point. I have a huge interest in DUST being able to becoming fully developed, as quickly as possible, but I don't want CCP to rush, as I've seen a lot of rushed games, especially MMO's. For one, SW:TOR. I've also known a lot of grind, so I'm used to the long, hard slog of grinding. Yes, the game can be slow. But the game can also be quick. It depends entirely on the situation.
I've been here since July, which puts me pretty much at the latter half of the closed beta. Not for the E3 build, true, but I caught most of the OP free-tank build. Not to mention tower-camping with dropships.
What I'm trying to tell people is to relax, to give CCP some slack. They're working on it as hard as they can, and it's not as if they can things through without paperwork. They have to push new builds through Sony, which is very time-consuming, and they can hardly "fix" hit detection without a new build.
Basically, haranguing them about certain issues, daily, over a time period of six months, does nothing but a, waste your time, b, raise blood pressure, and c, cause less people to post constructively.
Trust CCP. 11 months from (what I've heard about the E3 build) an unpolished, very early version of the game to a fully working product is really great work.
Lol blaming Sony. Sony accounts for less than a week every build. If anything blame the PS3 cell architecture. But to blame Sony? That's comical. Sony is the ones who put up the money to get this game mainstream and CCP missed their deadline so many times that Sony stopped waiting and released the bundles and stopped mentioning it.
Also, the build 11 months ago was better than this one. Explain that away. |
Laheon
Osmon Surveillance Caldari State
275
|
Posted - 2013.03.27 00:55:00 -
[57] - Quote
PS3 cell architecture...? Surely that's Sony's fault, they did design it.
Meh, I'm getting sick of arguing my POV. I officially give up.
Just... Try to cut CCP some slack. Don't go so hard on them. It's a little bit disheartening to see people bash your product 24/7, and your hard work, after you've put four years into it.
Also: Read FoxFour's posts re: the next build. He says Sony QA takes about a month, which seems right. |
iceyburnz
Crux Special Tasks Group Gallente Federation
409
|
Posted - 2013.03.27 01:10:00 -
[58] - Quote
Cat Merc wrote:And why would we need fast paced gameplay? Can't we have a slow shooter from once in a while? Seriously are you guys that impatient that you have to kill someone every 0.4 seconds?
qft
&
/thread |
Noc Tempre
Imperfects Negative-Feedback
1279
|
Posted - 2013.03.27 01:11:00 -
[59] - Quote
Laheon wrote:PS3 cell architecture...? Surely that's Sony's fault, they did design it.
Meh, I'm getting sick of arguing my POV. I officially give up.
Just... Try to cut CCP some slack. Don't go so hard on them. It's a little bit disheartening to see people bash your product 24/7, and your hard work, after you've put four years into it.
Also: Read FoxFour's posts re: the next build. He says Sony QA takes about a month, which seems right.
Every patch I've been through it's been less than a week from build shipped to sony to my ps3. So if that changed it's only because CCP lost their fast track access by being demoted from second party to third party developer.
Furthermore that is a NEW limitation on a game that has demonstrably been getting less interesting. |
|
|
|
Pages: 1 [2] :: one page |
First page | Previous page | Next page | Last page |