Lune Solitaire
Immobile Infantry
9
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Posted - 2013.05.04 16:21:00 -
[1] - Quote
Heinrich Jagerblitzen wrote: Matchmaking
I'll be really blunt about this one GÇô I really could care less about the mechanics that drive highsec matchmaking. To me the really interesting part of the game should be Faction Warfare, Planetary Conquest, and 0.0 interaction, along with stuff like the recently mentioned "Penetration" game play for EVE ships and structures, none of which will rely on matchmaking algorithms. Granted, this shouldn't be comically out of balance, and I'm hoping CCP continues to tweak and refine the formula based on player feedback, but much like EVE Online itself the best advice I have for a noob is to plug into a group right away, and not to rely on the game itself to hold your hand and teach you how to stay alive. New Eden isn't fair, EVE isn't fair, and I don't really care if Dust514 is all that fair either, in the end.
CCP's time and resources need to be spent first and foremost on making sure that there are enough hardcore sandbox tools for the dedicated community to chew on and be satisfied with so that we're resorting to random matches as little as possible to begin with. The more that elite players engage in corp battles over districts, the less time they're back in highsec stomping noobs, and the less need there is to continually micromanage for perfect matchmaking balance.
In other words you don't think it's an issue that a brand new player could select an Ambush match and immediately be faced off against 3 full squads of top tier corp members while his entire team is pubbies and new players like himself? And I'm not talking about 3 squads of the same corp that tried queue-syncing, I mean something like 4 SVER True Blood, 4 Imperfects, and 4 PFBH, randomly put together on the same team while the new player's team has no existing groups going into battle.
It's one thing to say that New Eden/EVE/Dust isn't fair, but you go on about wanting an active community, a thriving community, but if new players aren't even given a chance to get their bearings in their first few battles because they're constantly getting reamed by vets simply because the game randomly put all the vets on one team and none on the other then there's a balance problem. It's like saying you want everything balanced but then go on to say you have no interest in changing ARs to make other guns able to fight on an even playing field.
Corps won't have FW or PC available all the time and therefore these vets will continue to queue up for pub games. If there can't be anything done to check and see that there are 12 players on one side with a combined SP total of over 96,000,000 while the entirety of the other team has less than 8,000,000 between them and switch things up a bit then go the extreme route and segregate matchmaking by SP total.
Heinrich Jagerblitzen wrote: Prone
Meh. I really don't see a major need for this. One of the more common (and completely valid) community concerns is frustration over "eyeshots", or the fact that bullets technically emerge from our heads and not our waists where the gun is carried. The ability to shoot over hills when the weapons and lower torso is behind cover has frustrated many of us throughout the last year, and this problem would only be exacerbated by a prone position. If CCP wants to re-rig hit detection (and I'm always a fan of better gunplay physics, it should be the bedrock foundation of the game) to address the "eyeshot" problem, I could see experimenting with a prone position at that time, but not sooner.
Prone will actually fix the problem of where bullets come out when firing sniper rifles. If there's an issue where bullets come out of your face when your gun is actually at your hip then laying prone will make your gun be level with your face when firing. Battlefield BC2 didn't allow you to go prone and it was a huge pain in the ass to hide or otherwise make your presence less known. If you want a deep game where you can deploy multiple tactics then going prone should absolutely be included to allow your scan profile to be lowered, make firing more stable, and allow you to just generally hide better (especially if there is more vegetation employed than just short grass). If it takes some great programming feat to allow you to go prone then I can understand CCP's aversion to putting it in the game, but otherwise why deprive you of something 9 out of 10 shooters allow you to do. And to fix the problem of divers and such, make the process of going prone and standing up take a second or so to do making you vulnerable so that players aren't tempted to try it during a gunfight.
Those are really the only things I disagree with you on, everything else sounds reasonable to me. |