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Pilgrim Plymco
Better Hide R Die
19
|
Posted - 2013.04.24 16:31:00 -
[1] - Quote
CCP,
If you want this game to have a lot of people playing it past the first month of retail you have to set up some rank limited areas for new players to play. I've seen 6 people who I convinced to try the game in the last 3 weeks totally give up and say they will never play again. Their reason is that when they try to figure out how to play they can barely hurt the advanced/proto people (not that they realized just how many SP and good ISK gear those guys had and used) and basically do nothing but die making the game no fun for them.
I don't like to complain without offering a resolution to the problem so here it goes, make 4 seperate battle areas
Area1: 0 SP - 2 million SP Area2: 2 million SP - 6 Million SP Area3: 6 million SP - 10 million SP Area4: NO RESTRICTIONS, ALL CAN PLAY
Now those values are just suggestions, a guideline/idea. They are not set in stone in my mind by anymeans. |
Shouper of BHD
Better Hide R Die
64
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Posted - 2013.04.24 16:33:00 -
[2] - Quote
Pilgrim Plymco wrote:CCP,
If you want this game to have a lot of people playing it past the first month of retail you have to set up some rank limited areas for new players to play. I've seen 6 people who I convinced to try the game in the last 3 weeks totally give up and say they will never play again. Their reason is that when they try to figure out how to play they can barely hurt the advanced/proto people (not that they realized just how many SP and good ISK gear those guys had and used) and basically do nothing but die making the game no fun for them.
I don't like to complain without offering a resolution to the problem so here it goes, make 4 seperate battle areas
Area1: 0 SP - 2 million SP Area2: 2 million SP - 6 Million SP Area3: 6 million SP - 10 million SP Area4: NO RESTRICTIONS, ALL CAN PLAY
Now those values are just suggestions, a guideline/idea. They are not set in stone in my mind by anymeans.
in the long run, they need to have it where the smallest ammount of SP someone can have a 1 forth of the top player, becuse starting as a noob withe the starter SP will be crazy. |
Lynn Beck
Forsaken Legion-0
11
|
Posted - 2013.04.24 16:34:00 -
[3] - Quote
Pilgrim Plymco wrote:CCP,
If you want this game to have a lot of people playing it past the first month of retail you have to set up some rank limited areas for new players to play. I've seen 6 people who I convinced to try the game in the last 3 weeks totally give up and say they will never play again. Their reason is that when they try to figure out how to play they can barely hurt the advanced/proto people (not that they realized just how many SP and good ISK gear those guys had and used) and basically do nothing but die making the game no fun for them.
I don't like to complain without offering a resolution to the problem so here it goes, make 4 seperate battle areas
Area1: 0 SP - 2 million SP Area2: 2 million SP - 6 Million SP Area3: 6 million SP - 10 million SP Area4: NO RESTRICTIONS, ALL CAN PLAY
Now those values are just suggestions, a guideline/idea. They are not set in stone in my mind by anymeans. +1, I like this idea, we need some sort of way to separate noobs/vets. also the no restrictions area would be a great idea for when you have a squad of newbies with a vet in there. |
Pokey Dravon
OSG Planetary Operations Covert Intervention
734
|
Posted - 2013.04.24 16:36:00 -
[4] - Quote
For a very short while they had battles set up that limited the grade of equipment you could use (Militia Only) (Standard and Militia Only) ect. ect. |
Charlotte O'Dell
Pink Fluffy Bounty Hunterz Noir. Mercenary Group
135
|
Posted - 2013.04.24 17:47:00 -
[5] - Quote
A militia-STD gear only mode would solve all of this. |
Lynn Beck
Forsaken Legion-0
15
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Posted - 2013.05.02 13:22:00 -
[6] - Quote
Just reiterating for people to see: We request that CCP infuse a sense of matchmaking to the game that will include the following: Some sort of separation whether it be 2 vets(6million SP +) per team with lower SP's following, making for even teams. Unlike current matchmaking as of May 1st, 2013; Where 3 squads of people with 4million+ are up against 16 people with under 2-3Million SP. |
Robert JD Niewiadomski
NULLIMPEX INC
86
|
Posted - 2013.05.02 13:30:00 -
[7] - Quote
+1
How about this? CCP adds a social skill named ex. "Risk taking". It would require from player to consciously allocate some SP to advance to next level. Advancement would of course be irreversible. The skill could have x0 SP multiplayer requiring 0 SP to advance.
New players start at 0. Max level is 5. The skill level would control how many damage a player can receive from and deal to others expressed by the formula: level x 0,2 x normal damage. It would control active SP gain along with WP and ISK from battle. At level 0 to 4 a player could take part in pubmatches only. At level 5 in pubs and unlocked all other types. Takes full risk and reward.
At level 0 new players would be just spectators. Any rounds fired by them or at them would be harmless. Would allow them use of free equipemnt (incl. vehicles). This way they could accustom themselves harmlessly with game environment. At level 5 full damage input/output. Along with ISK/WP/active SP. Would leave passive SP gain unaffected by this skill.
Additionaly The Matchmaker could take that skill's level into account when matching players for pub battle. It would be much educating for new players to see performance of more advanced ones so matches should be staged with players of differing skill but with modesty. The advanced players selected by The Matchmaker for a "teacher's" role could get extra ISK bonus with some information visible to all battle participants.
Source: https://forums.dust514.com/default.aspx?g=posts&m=730193#post730193 |
Lynn Beck
Forsaken Legion-0
15
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Posted - 2013.05.02 13:35:00 -
[8] - Quote
Robert JD Niewiadomski wrote:How about this? CCP adds a social skill named ex. "Risk taking". It would require from player to consciously allocate some SP to advance to next level. Advancement would of course be irreversible. The skill could have x0 SP multiplayer requiring 0 SP to advance. New players start at 0. Max level is 5. The skill level would control how many damage a player can receive from and deal to others expressed by the formula: level x 0,2 x normal damage. It would control active SP gain along with WP and ISK from battle. At level 0 to 4 a player could take part in pubmatches only. At level 5 in pubs and unlocked all other types. Takes full risk and reward. At level 0 new players would be just spectators. Any rounds fired by them or at them would be harmless. Would allow them use of free equipemnt (incl. vehicles). This way they could accustom themselves harmlessly with game environment. At level 5 full damage input/output. Along with ISK/WP/active SP. Would leave passive SP gain unaffected by this skill. Additionaly The Matchmaker could take that skill's level into account when matching players for pub battle. It would be much educating for new players to see performance of more advanced ones so matches should be staged with players of differing skill but with modesty. The advanced players selected by The Matchmaker for a "teacher's" role could get extra ISK bonus with some information visible to all battle participants. Source: https://forums.dust514.com/default.aspx?g=posts&m=730193#post730193 So pretty much minecraft's "Easy" mode? In a bit more reasonable, but still kinda stupid, sense? Not trying to be harsh here, but we don't need protos with ultra damage modded Laser Rifles getting lv.0 "Risk Taking" and being untouchable. Not to mention the possible 2 heavies with lv.5 Risk Taking sitting at the top of a ladder waiting for you to climb it? I like the intuitiveness, but No. |
Robert JD Niewiadomski
NULLIMPEX INC
86
|
Posted - 2013.05.02 13:39:00 -
[9] - Quote
At lvl 0 you can't inflict or receive damage. No ISK gain to buy proto gear. Once you advance to lvl 5 there is no turning back to 0. Like other skills...
EDIT: I'v never played minecraft... |
Lynn Beck
Forsaken Legion-0
15
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Posted - 2013.05.02 13:46:00 -
[10] - Quote
Robert JD Niewiadomski wrote:At lvl 0 you can't inflict or receive damage. No ISK gain to buy proto gear. Once you advance to lvl 5 there is no turning back to 0. Like other skills... So pretty much a "training ground" mode, where teams of noobs can take up 1-12 of my team's slots and ruin MY gameplay? I think you're asking for a "Training mode", "Holodeck Training", or "Virtual Training room". Go ahead and click that search button _ |\ \ \ \ Around that way. |
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Robert JD Niewiadomski
NULLIMPEX INC
86
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Posted - 2013.05.02 13:55:00 -
[11] - Quote
New players should have contact with more advanced players. Just for learning experience. If we separate them they will never know of things you could do in DUST until they "invent" them again and become proto themselves. This is not virtual training... Please read my post (#7) again... |
Lynn Beck
Forsaken Legion-0
19
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Posted - 2013.05.02 14:04:00 -
[12] - Quote
Still though, noobs taking up team space for "learning" while in fact, they aren't learning the damages of their weapon nor the damages of the enemy's weapons. just the ranges and why that random raspberry is spraying bullets into me, chasing me around, and giving my position away to the ENTIRE enemy team. By just standing there..."Learning" I can sense so many exploits. For example. Say i wanna particularly troll someone on the enemy team, I'll have a friend (or myself) make a new character, leave "Risk Taking" at 0, and run around MARKING the enemy for my sniper/tank/proto assault/quad logi shotguns/or for lolz, 4 heavies with nova knives. all the while because my "noob" teammate has lv0 "Risk Taking" Is unable to die, and therefore, continues to be a menace to the rasperries. Ever played Star Wars: Battlefront /2? The training mission puts up against stupid AI's then they get progressively harder, before you go on to online play. Why not just throw flippin AI's with togglable response time/aim accuracy/ dodging capabilities/scanning capabilities? If you don't have a ps2/ ps3 copy of SWB, CoD Combat Training will suffice. Set up a 1 V 9 on Recruit difficulty, lightweight Pro, Sleight of Hand, and Marathon Pro. Just go around murdering 9V1 learning how to dodge mob tendencies and get good on that trigger finger/grenade arc. Then go onwards to real multiplayer and watch as 8 year old CoD fanboys cry at your 25-0, maybe 30-4 if they got lucky. I can continue this argument all day, got classes to fail bro. |
Robert JD Niewiadomski
NULLIMPEX INC
86
|
Posted - 2013.05.02 14:24:00 -
[13] - Quote
Good point about lvl 0 ratting your pos exploit So lvl 0 could be marked as yellow on HUD and not display on scanner screen or map. Until they advance to at least lvl 1. Remember that this skill would affect ISK gain. Maybe it should affect passive SP gain too? To limit access to more advanced gear.
Good luck with your classes |
Lynn Beck
Forsaken Legion-0
22
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Posted - 2013.05.02 14:29:00 -
[14] - Quote
Well thank you for caring and also for not restating the same thing over n over. I admire that. So...3 team battles?...Red, Blue...Yellow? 16 V 16 V slight less rendered, bullets not showing on other player's screens, 3 team skirmishes? That still sounds to me on a technological aspect like it would be easier accomplished on a Virtual Training. Instead of having to code in "Ghost" players, a certain team's bullets "not counting for damage". Well science class. Yay. |
Robert JD Niewiadomski
NULLIMPEX INC
86
|
Posted - 2013.05.02 14:42:00 -
[15] - Quote
In pub matches, if you shoot at your fellow blues, they take no damage. So it's already here. It would work for lvl 0 (or yolkberries?) the same way... There would be two teams only. Some yellows would be part of defending team some would be part of attacking team... No need for ghosts. Apparently CCP can switch friendly fire on/off at will. It will be on for Planetary Conquest battles and off for other battles... |
Lynn Beck
Forsaken Legion-0
23
|
Posted - 2013.05.02 14:56:00 -
[16] - Quote
you're still missing the point, AFK farmers: Nobody likes them because they take up a team slot and they don't contribute to the team. "Yolkberries" Will still take up a team slot, and they will be UNABLE, to contribute to the team. The purpose of your yellowberries were to train noobies, but why ruin the already ruined gameplay element when you can just give them a little playground to screw around in, to learn: A. How to fly a dropship, that it's a thrust ship, not like a helo. B.The fact that tanks somehow turn right when you're pushing left but going backwards. C.That LAV's are GREAT for jumping. |
Halador Osiris
Dead Six Initiative Lokun Listamenn
240
|
Posted - 2013.05.02 16:41:00 -
[17] - Quote
How about we make it like EVE missions: levels and standings.
In EVE, there are level 1-5 missions. Level 1's are easily accomplished by a starter frigate. Level 2's might be better done in a destroyer. Level 3's would take a cruiser or battlecruiser, level 4's take a battleship, and level 5's take a group of players.
You need to have standings worked up to do higher level missions. If you want to run level 2 missions for the Caldari Navy, you need to have run a bunch of level 1 missions for them first. A player who has a battleship and frequents level 4 missions could do a level 1 mission, but why the hell would they? Level 4 missions pay like 20 million ISK when you take salvage and a bonus and whatnot into account. Level 1 missions pay like 75 thousand ISK. A brand new player could not do a level 4, though, because they haven't grinded up the standings for it.
How do we apply this to DUST? Make level 1-5 battles where level 1's pay like 100,000 ISK, and level 4-5's pay like 10 million (proto gear would have to rise in price steeply to accomplish this).
Now, track their reputation. This isn't a rep with any specific faction, but more of how renowned they are. This system allows us to maintain our mercenary status and allow us to fight for any faction.
Gain 1 point for losses and 2 for wins. When a player hits 50 points, they can do level 2's. Now keep it going up like that.
Alternate: Gain 2 points to the faction you fight for if you win and 1 point to all other factions, and 1 point to the faction you played for if you lose (but none to the others). This would promote fighting for one faction over others, but still allow you to contend in other battles.
Lastly, make it based upon the standings of the squad leader. This way, a new player could join their squad leader in a level 3 for more money, but they'd probably be eaten alive.
This won't keep level 5's from joining level 1's and pubstomping, but they won't make jack for money in level 1's. It will, however, keep level 1's from joining games that are absolutely full of souped up proto players. |
Lynn Beck
Forsaken Legion-0
25
|
Posted - 2013.05.02 16:44:00 -
[18] - Quote
Halador Osiris wrote:How about we make it like EVE missions: levels and standings.
In EVE, there are level 1-5 missions. Level 1's are easily accomplished by a starter frigate. Level 2's might be better done in a destroyer. Level 3's would take a cruiser or battlecruiser, level 4's take a battleship, and level 5's take a group of players.
You need to have standings worked up to do higher level missions. If you want to run level 2 missions for the Caldari Navy, you need to have run a bunch of level 1 missions for them first. A player who has a battleship and frequents level 4 missions could do a level 1 mission, but why the hell would they? Level 4 missions pay like 20 million ISK when you take salvage and a bonus and whatnot into account. Level 1 missions pay like 75 thousand ISK. A brand new player could not do a level 4, though, because they haven't grinded up the standings for it.
How do we apply this to DUST? Make level 1-5 battles where level 1's pay like 100,000 ISK, and level 4-5's pay like 10 million (proto gear would have to rise in price steeply to accomplish this). Now, track their reputation. This isn't a rep with any specific faction, but more of how renowned they are. Gain 1 point for losses and 2 for wins. When a player hits 50 points, they can do level 2's. Now keep it going up like that.
This won't keep level 5's from joining level 1's and pubstomping, but they won't make jack for money in level 1's. It will, however, keep level 1's from joining games that are absolutely full of souped up proto players. And what about me, who sits with passive upgrades to armor and shield, with weaponry V, and uses 5k suits with 50% more HP than a guy with exactly the same fit? Could still just pubstomp cuz it's easy. I will say though, that makes a lot more sense. If they do implement something off of this thread, i hope it's that. |
Halador Osiris
Dead Six Initiative Lokun Listamenn
240
|
Posted - 2013.05.02 16:49:00 -
[19] - Quote
Lynn Beck wrote:And what about me, who sits with passive upgrades to armor and shield, with weaponry V, and uses 5k suits with 50% more HP than a guy with exactly the same fit? Could still just pubstomp cuz it's easy. I will say though, that makes a lot more sense. If they do implement something off of this thread, i hope it's that. Well, you're either going to do battles at the level your reputation allows and be pubstomped by the guys who have the exact same skills but spent a crap ton on their suit, or you'll pubstomp in a lower bracket but not stand to make anywhere near as much money. |
Lynn Beck
Forsaken Legion-0
25
|
Posted - 2013.05.02 17:08:00 -
[20] - Quote
Like it. Love helping out my lower tier idiotberries with repper+nanite on a 5k logi fit |
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XXfootnoteXX
DUST University Ivy League
238
|
Posted - 2013.05.02 17:13:00 -
[21] - Quote
Shouper of BHD wrote: in the long run, they need to have it where the smallest ammount of SP someone can have a 1 forth of the top player, becuse starting
+1
This honestly is what needs to happen, or some varriation of it. |
RedEye McMannis
Kat 5 Kaos
0
|
Posted - 2013.05.02 17:52:00 -
[22] - Quote
All these ideas are interesting, but all that really needs to be done is: Instaed of one side being top loaded with 10+ mill SP players and the other side being full of newberrys... BALANCE IT. 8 out of 10 matches i play are like this. And i do believe all will agree with me on this, That the best matches are the balanced ones. 60 or 70 to 0 routs aren't fun for either side. For every squad of imperfects, there should be a squad of impswarm ect ect. That to me, would be the simplest solution. |
Lynn Beck
Forsaken Legion-0
30
|
Posted - 2013.05.02 19:30:00 -
[23] - Quote
Lynn Beck wrote:Just reiterating for people to see: We request that CCP infuse a sense of matchmaking to the game that will include the following: Some sort of separation whether it be 2 vets(6million SP +) per team with lower SP's following, making for even teams. Unlike current matchmaking as of May 1st, 2013; Where 3 squads of people with 4million+ are up against 16 people with under 2-3Million SP. I do believe i said this before. Might have been unclear, but that's what i was aiming for. Make it so 3 teams of IMPERFECTS can't go on the enemy team, especially the PROto gear running ones. Hate that. Literally forces me to snipe/RE |
Noc Tempre
Imperfects Negative-Feedback
1341
|
Posted - 2013.05.02 20:26:00 -
[24] - Quote
Pilgrim Plymco wrote:CCP,
If you want this game to have a lot of people playing it past the first month of retail you have to set up some rank limited areas for new players to play. I've seen 6 people who I convinced to try the game in the last 3 weeks totally give up and say they will never play again. Their reason is that when they try to figure out how to play they can barely hurt the advanced/proto people (not that they realized just how many SP and good ISK gear those guys had and used) and basically do nothing but die making the game no fun for them.
I don't like to complain without offering a resolution to the problem so here it goes, make 4 seperate battle areas
Area1: 0 SP - 2 million SP Area2: 2 million SP - 6 Million SP Area3: 6 million SP - 10 million SP Area4: NO RESTRICTIONS, ALL CAN PLAY
Now those values are just suggestions, a guideline/idea. They are not set in stone in my mind by anymeans.
Terrible suggestion. It's a sandbox. The only acceptable restriction would be noob systems where you can't return once you leave (and get kicked out of after a certain threshold). |
Pilgrim Plymco
Better Hide R Die D.E.F.I.A.N.C.E
25
|
Posted - 2013.06.06 20:44:00 -
[25] - Quote
Noc Tempre wrote:Pilgrim Plymco wrote:CCP,
If you want this game to have a lot of people playing it past the first month of retail you have to set up some rank limited areas for new players to play. I've seen 6 people who I convinced to try the game in the last 3 weeks totally give up and say they will never play again. Their reason is that when they try to figure out how to play they can barely hurt the advanced/proto people (not that they realized just how many SP and good ISK gear those guys had and used) and basically do nothing but die making the game no fun for them.
I don't like to complain without offering a resolution to the problem so here it goes, make 4 seperate battle areas
Area1: 0 SP - 2 million SP Area2: 2 million SP - 6 Million SP Area3: 6 million SP - 10 million SP Area4: NO RESTRICTIONS, ALL CAN PLAY
Now those values are just suggestions, a guideline/idea. They are not set in stone in my mind by anymeans. Terrible suggestion. It's a sandbox. The only acceptable restriction would be noob systems where you can't return once you leave (and get kicked out of after a certain threshold).
LOL you say "Terrible suggestion" then turn around and say impiment noob systems wher eyou cant return once you leave, its almost the same exact idea as mine. The difference is that you can't return once you earn X number of skill points in my idea.
Be more creative, if you are going to call an idea terrible don't use it when forming your own! |
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