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Thread Statistics | Show CCP posts - 9 post(s) |
Telcontar Dunedain
Imperfects Negative-Feedback
384
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Posted - 2013.05.10 19:19:00 -
[121] - Quote
CCP Nullarbor wrote:Noc Tempre wrote:Noc Tempre wrote:WPs is a really bad metric. If you really want to go that way, then perhaps 1M? In case this wasn't clear, this wasn't serious. Ideally I would like to see the number be dynamic. Bottom 5%? It will be dynamic in that we can change the threshold very easily ourselves, we will absolutely be data mining how well this goes and adjusting accordingly.
My concern is that there be enough in both the "newb" pool and the vet pool that we all get our games within the launch times we are used to.
I hope this is the most important metric.
Overall I would say that the newb pool should consist of the players that are loading in with swarm launchers and expecting to kill infantry with them.
In other words the really first time players.
I would guess that for WP the number should be 10k or so.
EDIT:
Also overall I don't support further atomizing the hisec player pool into multiple groups.
A - players dont get better by playing equal skill players but by playing higher skill players
B - lowsec and nullsec should be the way that player skills are separated out. If you are having to play around with hisec matches to this degree you have failed at that crucial part of the game.
C- the people that remain pubstomping should be a much smaller number and thats actually fine. Players in hisec will be challenged by them.
Think of protobears as mini-bosses and skill yourself up accordingly. |
Noc Tempre
Imperfects Negative-Feedback
1491
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Posted - 2013.05.10 19:23:00 -
[122] - Quote
CCP Nullarbor wrote:Noc Tempre wrote:howard sanchez wrote:Noc Tempre wrote:WPs is a really bad metric. If you really want to go that way, then perhaps 1M? Noc, You've been around a long time and are a very experienced beta vet. Why do you consider total WP earned a poor metric for gauging overall player experience? Follow up: given your reasoning for declaring WP a 'really bad metric', why do you suggest 1,000,000 WP as the cut off for Academy matches? See my follow up. Sorry for leading with sarcasm. But in general, any fixed number risks sending players off a cliff if they are still unable to compete. Sure they *should* have graduated, but forcing them to so suddenly may be an experience that causes them to give up. Yeah this is in general why I'm not so in favor of a hard limit. A gradient of experience and skill level is really what we are after and that is what a proper match making solution should provide (it's also really difficult to do but we are working on it). So far we have self-selection for leaving the "noob" pool. But what would be a fair mechanism for self-selecting being put IN the "noob" pool? Militia only matches may be a bridge between the solution offered here and the "full game" that we are trying to ease them into. So not opposed to this starter area, just would like to see a way for players to return to a less competitive zone if they feel they are drowning even after they have become acclimated to the game. |
Noc Tempre
Imperfects Negative-Feedback
1491
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Posted - 2013.05.10 19:26:00 -
[123] - Quote
Telcontar Dunedain wrote:CCP Nullarbor wrote:Noc Tempre wrote:Noc Tempre wrote:WPs is a really bad metric. If you really want to go that way, then perhaps 1M? In case this wasn't clear, this wasn't serious. Ideally I would like to see the number be dynamic. Bottom 5%? It will be dynamic in that we can change the threshold very easily ourselves, we will absolutely be data mining how well this goes and adjusting accordingly. My concern is that there be enough in both the "newb" pool and the vet pool that we all get our games within the launch times we are used to. I hope this is the most important metric. Overall I would say that the newb pool should consist of the players that are loading in with swarm launchers and expecting to kill infantry with them. In other words the really first time players. I would guess that for WP the number should be 10k or so.
I agree the "tutorial zone" should be very short. But we do need queues for players that simply aren't good yet still want to have fun. They may not become master slayers, but they still deserve a way to have a fun time. |
Tiel Syysch
Imperfects Negative-Feedback
766
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Posted - 2013.05.10 19:40:00 -
[124] - Quote
CCP Nullarbor wrote:Noc Tempre wrote:howard sanchez wrote:Noc Tempre wrote:WPs is a really bad metric. If you really want to go that way, then perhaps 1M? Noc, You've been around a long time and are a very experienced beta vet. Why do you consider total WP earned a poor metric for gauging overall player experience? Follow up: given your reasoning for declaring WP a 'really bad metric', why do you suggest 1,000,000 WP as the cut off for Academy matches? See my follow up. Sorry for leading with sarcasm. But in general, any fixed number risks sending players off a cliff if they are still unable to compete. Sure they *should* have graduated, but forcing them to so suddenly may be an experience that causes them to give up. Yeah this is in general why I'm not so in favor of a hard limit. A gradient of experience and skill level is really what we are after and that is what a proper match making solution should provide (it's also really difficult to do but we are working on it).
My thoughts on this - hard limit obviously bad. Passing a threshold and just instantly go from one game being manageable to forever going forward being thrown in with the sharks has made me flat out quit games in the past.
Also, WP is a bad measure to base all of this on. It's essentially a "time played" indicator that if you're in the low end of the pool, you will never relatively get out of it as everyone else above you continues to progress away from you at the same rate you go toward them. WP also isn't an indicator of you having learned anything worthwhile when it comes to playing the game well enough to not get slaughtered. |
RedBleach LeSanglant
Pink Fluffy Bounty Hunterz Noir. Mercenary Group
189
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Posted - 2013.05.10 19:41:00 -
[125] - Quote
Developing a game where people fight at what level they are comfortable with, like eve's different sectors and ratings will be a hard adjustment to make. I don't feel i'm in the hardend vet level. I'm good because my team is good. Most shooters I'm at a 1.5-2 kdr. So I usually dish out a little more than i take, but when it came to dust there was a steep and long learning curve.
After 3 months I was certainly not a noob in the way that I was familliar with some of the lore, how battle worked, and the different weapons, but I still do not fight on a proto vet level. ADV gear is usually the max I'll go, rarely will i break out the proto. But that is the level I am at. And If I had to jump in with the vets at 1 or 2 mill sp there would have been no challenge for them and a hell of a lot for me. It has taken me some time to learn and deal with the tweaks to play decent. I rely on the cheap kills, kill helping, camping, surprise attack, etc. I get a hell of alot of assists too. 1v1 most people can out juke my inability to aim.
Fighting proto vets is the same. I still don't have the skill to keep up. If there was a skill balanced or KDR balance mode I would be there. I don't want to fight proto vets, and I don't want to fight noobs either.
There is truth in that you must fight against better skilled players to get any better yourself... but at some point it feels like the equipment gap supremely enhances the skill gap. And that is what new players will struggle with. The perfect fits for their playstyle.
I'm a dedicated logi, in all honesty I should probably be a scout with knives and a shotty. Quick hits, quick kills, but this role is more challenging and I like that. but it is not for everyone. So I'm glad you'll be data mining and finding new solutions. |
Mako LandSharkX
Liberum Sapiens Xenodochi
48
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Posted - 2013.05.10 20:04:00 -
[126] - Quote
On the subject of 'newbie designation'...
I think it needs to be considered that some players could have large sp stored up without actively playing. The passive skill system down the line would then innacuratley label a brand new or very inexperienced player as a vet. I know i've recruited several friends in eve who dont yet own a ps3-but they made characters online that have been passively gaining sp for months which could turn into years before they actually start playing.
So having a system based solely on x amount of sp would not be a good way to go. Even if a brand new player is rocking proto/aurum/etc gear, they still deserve some time for some growing pains. All the better if their 'Instant Battle Academy' time is shortened due to their advanced sp.
I think a broader set of criteria to move out of the 'Instant Battle Academy' would be ideal. For example: once a character or account of characters has accrued x amount of sp and y amount of warpoints and z amount of games played they then graduate. Not one or the other but all.
flat amount example: 2 million sp, 200 games, 100k wp
accellerated due to saved passive xp example: if @4million sp before the standard 200games & 100k wp reduce other requirements to: 4 million sp, 50 games, 25k wp
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howard sanchez
Zumari Force Projection Caldari State
525
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Posted - 2013.05.10 20:18:00 -
[127] - Quote
Tiel Syysch wrote:CCP Nullarbor wrote:Noc Tempre wrote:howard sanchez wrote:Noc Tempre wrote:WPs is a really bad metric. If you really want to go that way, then perhaps 1M? Noc, You've been around a long time and are a very experienced beta vet. Why do you consider total WP earned a poor metric for gauging overall player experience? Follow up: given your reasoning for declaring WP a 'really bad metric', why do you suggest 1,000,000 WP as the cut off for Academy matches? See my follow up. Sorry for leading with sarcasm. But in general, any fixed number risks sending players off a cliff if they are still unable to compete. Sure they *should* have graduated, but forcing them to so suddenly may be an experience that causes them to give up. Yeah this is in general why I'm not so in favor of a hard limit. A gradient of experience and skill level is really what we are after and that is what a proper match making solution should provide (it's also really difficult to do but we are working on it). My thoughts on this - hard limit obviously bad. Passing a threshold and just instantly go from one game being manageable to forever going forward being thrown in with the sharks has made me flat out quit games in the past. Also, WP is a bad measure to base all of this on. It's essentially a "time played" indicator that if you're in the low end of the pool, you will never relatively get out of it as everyone else above you continues to progress away from you at the same rate you go toward them. WP also isn't an indicator of you having learned anything worthwhile when it comes to playing the game well enough to not get slaughtered. Tiel,
I must respectfully disagree, I do think War Points earned is a valid metric for measuring a players' experience in DUST.
I caveat that statement with: WP may not be the BEST metric but as far as a simple SINGLE variable I think it is optimal.
To earn WP in DUST you have to successfully perform actions that the game deems contributory to success. Such as: kill red dots, heal blue dots, provide spawn or resupply assets to blue dots, hack red assets, etc.
You don't earn WP passively and while your WP total is positively boosted through squad play that is also viewed as experienced player behavior (team game you know) and should be rewarded.
I must politely disagree with another poster's suggestion that K:D reflects experienced play. If your K:D is high your WP total is high but for those players that are not front line trigger pullers ( logistics support role for example) K:D will always be low despite our experienced DUST play. |
UK-Shots
Internal Error. Negative-Feedback
47
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Posted - 2013.05.10 20:25:00 -
[128] - Quote
squadless servers |
Tiel Syysch
Imperfects Negative-Feedback
766
|
Posted - 2013.05.10 20:26:00 -
[129] - Quote
howard sanchez wrote: Tiel,
I must respectfully disagree, I do think War Points earned is a valid metric for measuring a players' experience in DUST.
I caveat that statement with: WP may not be the BEST metric but as far as a simple SINGLE variable I think it is optimal.
To earn WP in DUST you have to successfully perform actions that the game deems contributory to success. Such as: kill red dots, heal blue dots, provide spawn or resupply assets to blue dots, hack red assets, etc.
You don't earn WP passively and while your WP total is positively boosted through squad play that is also viewed as experienced player behavior (team game you know) and should be rewarded.
I must politely disagree with another poster's suggestion that K:D reflects experienced play. If your K:D is high your WP total is high but for those players that are not front line trigger pullers ( logistics support role for example) K:D will always be low despite our experienced DUST play.
Oh I don't think there's any better raw stat, I just think WP is a bad one. I think a better one would have to involve some kind of fancy calculation of some sort, it's just WP is an ever-growing number that only requires that you do stuff. It getting higher doesn't show that you've learned anything that will benefit you being pushed out of the noob-friendly zone. It's going to reach the threshold if it's a hard limit, and there's nothing you can do about it, even if you're not ready. That's the problem with using it.
That, and if it's the "bottom X%" you may very well be forever stuck in the bottom X%, because of its ever-growing nature, it's also ever-growing for everyone else that's above you, so you're always at the bottom. If you start on, say, the 14th, you're months of WP behind all of us, and forever will be if we stay active at roughly the same rate as you. |
YuKnow Edawg84
The Tritan Industries RISE of LEGION
5
|
Posted - 2013.05.10 20:34:00 -
[130] - Quote
RedBleach LeSanglant wrote:Developing a game where people fight at what level they are comfortable with, like eve's different sectors and ratings will be a hard adjustment to make. I don't feel i'm in the hardend vet level. I'm good because my team is good. Most shooters I'm at a 1.5-2 kdr. So I usually dish out a little more than i take, but when it came to dust there was a steep and long learning curve.
After 3 months I was certainly not a noob in the way that I was familliar with some of the lore, how battle worked, and the different weapons, but I still do not fight on a proto vet level. ADV gear is usually the max I'll go, rarely will i break out the proto. But that is the level I am at. And If I had to jump in with the vets at 1 or 2 mill sp there would have been no challenge for them and a hell of a lot for me. It has taken me some time to learn and deal with the tweaks to play decent. I rely on the cheap kills, kill helping, camping, surprise attack, etc. I get a hell of alot of assists too. 1v1 most people can out juke my inability to aim.
Fighting proto vets is the same. I still don't have the skill to keep up. If there was a skill balanced or KDR balance mode I would be there. I don't want to fight proto vets, and I don't want to fight noobs either.
There is truth in that you must fight against better skilled players to get any better yourself... but at some point it feels like the equipment gap supremely enhances the skill gap. And that is what new players will struggle with. The perfect fits for their playstyle.
I'm a dedicated logi, in all honesty I should probably be a scout with knives and a shotty. Quick hits, quick kills, but this role is more challenging and I like that. but it is not for everyone. So I'm glad you'll be data mining and finding new solutions.
"There is truth in that you must fight against better skilled players to get any better yourself... but at some point it feels like the equipment gap supremely enhances the skill gap. And that is what new players will struggle with. The perfect fits for their playstyle."
I just want reference to that last part. That is what my issue is with the sp gap. It isnt that you are playing better players it is that they are better skilled in there equipment then you. This is not something that I know to be FPS related. The Newb" pool does not solve that. I think the bigger issue is that you are calling this a "NEW GAME" but it is not. By bring all these players over from beta into the game fully equpped it is no longer a new game. The "newb" pool will only delay ppl from seeing that they can not compete Untill they get there sp.
Which bring us to the main problem is that as any fps where you can come right in and start smashing **** You can never catch up in this game. Therefore as soon as new players realize this many and i reiterate MANY will leave!
Stop calling this a new game or officail release it is not.
I just got done doing a God of war beta know what i got when they was done? NOTHING! I knew how to play it that was all. Knew what the gear was.
Need to cap high players Boost low players and make this new game or some variation of addressing the sp or reset the game but need to do something or i gureentee this game will flp like a fat kid off a diving board.
Regards Erik
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Garrett Blacknova
Codex Troopers
2908
|
Posted - 2013.05.10 20:35:00 -
[131] - Quote
1. Disagree on using total WP as a measure. Total SP, and preferably give us two low-level playing fields, one for >2million SP and another for >4mil. Maybe 3mil and 5mil instead, but probably not.
2. New players should have the option of entering normal queues instead of being forced into the noob battlefield unless we bring friends. Some of us are alts, remember? And some of us want to see how good it can get. |
Cai Mo
Crux Special Tasks Group Gallente Federation
0
|
Posted - 2013.05.10 20:37:00 -
[132] - Quote
Total SP, WP or kills to be selected into matches should not be used imho, just because I have a decent amount of either statistic doesn't mean I am a pro, vet or anything close. It only tells something about how much I have played, any well skilled fps-player in a starter suit can still kill me 1v1, no matter what kind of suit I use, which is perfectly fine.
I would like to see that average stats being used for public match selection, or any kinda a fancy formula that combines the various averages. That way in public matches I should be fighting against players that are around my fps-skill level. Using various average stats should also select newbies automatically aside, while the new skilled fps-players will progress quickly to their own level of competitors, reducing the need for the acadamy matches imho. |
Garrett Blacknova
Codex Troopers
2908
|
Posted - 2013.05.10 20:38:00 -
[133] - Quote
Also, another way to help the balance problems, and one which is distinct enough to warrant a separate post, is to limit the player-count before a match starts, make it so both sides need AT LEAST 6 players each before a battle will begin - that way, you're far less likely to see a 6-person Proto squad pubstomping 2 guys in Militia gear. |
howard sanchez
Zumari Force Projection Caldari State
525
|
Posted - 2013.05.10 20:40:00 -
[134] - Quote
Fair points Tiel
And, if DUST never added new players after 514 then being stuck in the bottom percentage would be a real risk. But you are correct, if a player is doing anything 'productive' (defined loosely as earning WP), they will eventually be 'pushed' out of the Instant Battle Academy (IBA) pool and into the deep end.
Folks, this isn't a bad thing. There has only been one side to this pool thus far and lots of people point out the idea that you don't improve your game as quickly against newbs as you do against vets (I hold some arguments against this blanket statement but I agree with the concept).
And! If we use a dynamic WP level to separate the shallow from deep ends of the pool then that slow drift downstream continuously adds room for newer players while feeding the deep end with more experienced mercs.
If the WP level is dynamic enough ( like real-time dynamic responsive to current online population) you might see some players in the deep end today and back in the shallow end tomorrow...and if online population spikes the WP level shifts and back they go swimming with sharks.
This kind of thing would only happen to a small subset of DUST players whose WP total currently rests near the dynamic cutoff. |
hooc order
Deep Space Republic Gentlemen's Agreement
47
|
Posted - 2013.05.10 20:43:00 -
[135] - Quote
Excellent idea.
I think 3 million SP spent would be a good cut off.
Note I said spent not earned.
I am positive that if you make it an earned thing i will simply chose my low end character and delete it every time it reaches the threshold....at least for awhile.
I want to compete against equals not be ether under buffed or over buffed by some arbitrary length of time i or other players have played.
I am sick of the SP/level system. At first i could handle it by ignoring it as much as possible...but with all the changes it has forced itself into my view.
So much so that i would rather not play then game then have to deal with it....so much so that when i hear people talk about how they are configuring their character in chat that I mute them. |
Disturbingly Bored
Universal Allies Inc.
197
|
Posted - 2013.05.10 21:00:00 -
[136] - Quote
YuKnow Edawg84 wrote: Which bring us to the main problem is that as any fps where you can come right in and start smashing **** You can never catch up in this game.
This isn't really true. It was proven in EVE, which is a decade old game.
Even if you had unlimited SP, there's only so much of it you can use at any given time. Once skills related to players' current fits are maxed, only player skill separates them.
Now, in Chromosome, that SP amount was roughly 10mil. It's similar in Uprising for basic suits, 15mil or so for advanced suits.
Which means it takes a brand-spankin' new player roughly half a year to be on equal footing with "vets" in terms of SP they can effectively bring into battle with them.
Having a "noob area" helps them get their initial skilling up under their belt like HP and damage increases before they're tossed in the mix. |
DarkMaximos
Seituoda Taskforce Command Caldari State
9
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Posted - 2013.05.10 21:01:00 -
[137] - Quote
Brilliant idea this will increase the playerbase! |
DJINN leukoplast
Hellstorm Inc League of Infamy
427
|
Posted - 2013.05.10 21:14:00 -
[138] - Quote
While you guys are tweaking MM, how about a squadless option? (pre and post formed) Being able to enjoy myself solo is almost impossible as of late, as it's always one team curb stomping the other due to stacked squads of good players.
Would be nice if I could play Dust and have fun without always having to squad up. Plus when both teams don't have squads, it is SO much more even. |
Doyle Reese
OSG Planetary Operations Covert Intervention
9
|
Posted - 2013.05.10 21:22:00 -
[139] - Quote
I think 1 million SP would be a good limit, two if you want to stretch it, after that you're not a newbie anymore |
howard sanchez
Zumari Force Projection Caldari State
525
|
Posted - 2013.05.10 21:33:00 -
[140] - Quote
DJINN leukoplast wrote:While you guys are tweaking MM, how about a squadless option? (pre and post formed) Being able to enjoy myself solo is almost impossible as of late, as it's always one team curb stomping the other due to stacked squads of good players.
Would be nice if I could play Dust and have fun without always having to squad up. Plus when both teams don't have squads, it is SO much more even. Ok, I'll bite...
I don't see a separate queue or game mode dedicated to play without squads as viable.
1) there won't be enough demand for this style of play to sustain a queue of battles
2) there is a LOT of work that's gone into building a game where players' choice to work together enhances success and creating a mode that restricts that level of game development runs counter to what Dust/Eve is about
Now, I have been advocating for WP as a single simple variable around which to build a dynamically responsive division of the player base. But I don't think that is the best way to create the matchmaking system. I think Dev responses support this view.
In my perspective, you would start with WP as a base value and add in other factors that would move a player towards the deeper or more shallow ends of the pool.
PREFORMED squads would factor towards the deep end. So, if two players with the same WP queued up for instant battle and one was solo while the other was currently in a squad, the squared player would be graded towards the deep end while the solo player would be graded towards the IBA end.
I would not penalize or restrict solo players who squad up after entering the War Barge.
Players who per-squad are demonstrating more coordinated and, arguably, more experienced behavior than those who solo or post-barge squad.
This is NOT to suggest that solo players are not skilled or experienced. I agree with the quoted source (& I also solo for relaxing combat) that this is viable play style.
So mark the pre-squads up and post-squads/solos down (or neutral).
But, overall, I was hoping CCP would introduce IBA soon (5/14) and I want to keep my arguments simple and realistic considering the timeframe |
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Jikt Terlen
Certificate of Participation
14
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Posted - 2013.05.10 21:48:00 -
[141] - Quote
Great to see this being addressed. One point I would make is that the need for matchmaking in general is not limited to brand new players -- matchmaking needs to take into account skill and experience at all levels, or at least needs to be an option at all levels. The Instant Battle Academy, while a great start, will do little to reduce the degree of pubstomping going on. As long as 1-2 squads of hardened vets, with proto gear and months of experience working as a team, are up against a team of strangers that doesn't communicate or work together, the redlining will continue unabated.
Not everyone will agree, but in my view, it's not simply a matter of the learning curve -- it's also about player skill. Some people believe that If you're not awesome at shooters, or if you're not interested in a hardcore play style, you deserve to get stomped with no mercy. But there are plenty of games -- I'm going to throw Starcraft out as an example, though it's obviously a very different game -- that have game tiers based on player skill, not simply experience. It's possible to get into a tier of games that are fun for you no matter what your skill level, the trade-off being that you may have to forego the e-peen benefits of being in the super-ultra-elite tier. Dust doesn't have the playerbase of a lot of competitive games, but if there are 5K players online at any given time, it doesn't seem unreasonable that you should be able to play against the 1000 in that group that are closest to your skill level, if you want to.
I think most players want a challenge -- they don't want their opponents to be vastly higher or lower in skill level, or it's just not fun. There are many players who constantly struggle to be considered to be among the best, and who toil and scrape for any advantage that will increase their K/DR. There are also many players who really couldn't care less about that and simply want to have fun in whatever mid-level skill band they occupy, while continuing to improve.
I'm 100% for giving large, coordinated corps the reward they deserve for climbing to the top tier of the game's players -- give them districts, money, clones, ribbons, parades, whatever. But the game also needs options for people who simply aren't going to have any fun playing against those people, in any situation, who would rather play against the other 75% of the population instead of just being cannon fodder for the big corps. |
YuKnow Edawg84
The Tritan Industries RISE of LEGION
5
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Posted - 2013.05.10 22:04:00 -
[142] - Quote
Disturbingly Bored wrote:YuKnow Edawg84 wrote: Which bring us to the main problem is that as any fps where you can come right in and start smashing **** You can never catch up in this game.
This isn't really true. It was proven in EVE, which is a decade old game. Even if you had unlimited SP, there's only so much of it you can use at any given time. Once skills related to players' current fits are maxed, only player skill separates them. Now, in Chromosome, that SP amount was roughly 10mil. It's similar in Uprising for basic suits, 15mil or so for advanced suits. Which means it takes a brand-spankin' new player roughly half a year to be on equal footing with "vets" in terms of SP they can effectively bring into battle with them. Having a "noob area" helps them get their initial skilling up under their belt like HP and damage increases before they're tossed in the mix.
I have also played a mmo called RF online for about a decade and from all the ppl i have talked to on eve they have all told me there is no catching up on eve and that really the only thing you can do is get yourslef to a point where you are useful.
My point is not so much the ability to catch up as it is the fact that it is being called a new release which it is not. It is a carry over from beta. So you think that as BF4 comes out new MW4 etc come out that ppl are going to stick around and play this title when they are already looking at 6months to catch up on a game that hasnt even been officially released?
I dont think so. I mean i respect your opinion and i didnt know there was a cap on the total amount of sp taht can be spent. However when this game is being promoted as a beta a week ago and i started playing and is now bout to be released and is being called new with ppl already at 10mil+ sp I take offense to the fact that it was suggested to be new.
I personally will prolly grind it out. However i dont think that throwing a bunch of new players into a med noob game room is going to cut it for the average FPS player. Also lastly i would like to point out that in no way is eve a FPS from what i understand and is therefore not really relevant as i stated b4 most ppl that play mmo are not the same ppl that play FPS, that being said there is always the exception. But i dont see how what worked on eve will apply to Dust fact is Though connected to eve this is suppose to be a FPS and therefore pretty much makes it a completely different game.
Regards Erik |
Jikt Terlen
Certificate of Participation
14
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Posted - 2013.05.10 22:20:00 -
[143] - Quote
YuKnow Edawg84 wrote:
My point is not so much the ability to catch up as it is the fact that it is being called a new release which it is not. It is a carry over from beta. So you think that as BF4 comes out new MW4 etc come out that ppl are going to stick around and play this title when they are already looking at 6months to catch up on a game that hasnt even been officially released?
I dont think so. I mean i respect your opinion and i didnt know there was a cap on the total amount of sp taht can be spent. However when this game is being promoted as a beta a week ago and i started playing and is now bout to be released and is being called new with ppl already at 10mil+ sp I take offense to the fact that it was suggested to be new.
I think this is a good point. New players joining the game are literally millions of SP and ISK behind, because CCP took the unusual move of letting players keep their progress from open beta. I don't recall any other game doing that, at least in the MMO space. It's actually kind of silly, if you think about it, but it was probably the only way to appease players who put up with a seemingly endless beta. You could argue that new players could have gotten on the train months ago, but it's not like CCP has made a lot of noise about Dust. I could see new players being rightly miffed about the disparity. |
Robert JD Niewiadomski
NULLIMPEX INC
99
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Posted - 2013.05.10 22:25:00 -
[144] - Quote
I would like to have an opt out option from this "Instant Battle Academy" scheme for new players. Set it to opt-in by default, why not? But allow to turn it down and accept the risk of mixing with dust... |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3795
|
Posted - 2013.05.10 22:25:00 -
[145] - Quote
(after the newb WP limit is exceeded) Item access decides who gets matched against whom, but player skill decides who wins. Not the other way around.
CCP Nullarbor, after the initial "newb" phase, players should be matched based on ALLOCATED skill points instead WP. I believe non-newb players should not be matched based on player skill, but on the kind of items they can access which is why I suggest allocated SP; allocated SP decides what level and/or variety items you have access to.
Strongly consider this. |
YuKnow Edawg84
The Tritan Industries RISE of LEGION
5
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Posted - 2013.05.10 22:27:00 -
[146] - Quote
Jikt Terlen wrote:YuKnow Edawg84 wrote:
My point is not so much the ability to catch up as it is the fact that it is being called a new release which it is not. It is a carry over from beta. So you think that as BF4 comes out new MW4 etc come out that ppl are going to stick around and play this title when they are already looking at 6months to catch up on a game that hasnt even been officially released?
I dont think so. I mean i respect your opinion and i didnt know there was a cap on the total amount of sp taht can be spent. However when this game is being promoted as a beta a week ago and i started playing and is now bout to be released and is being called new with ppl already at 10mil+ sp I take offense to the fact that it was suggested to be new.
I think this is a good point. New players joining the game are literally millions of SP and ISK behind, because CCP took the unusual move of letting players keep their progress from open beta. I don't recall any other game doing that, at least in the MMO space. It's actually kind of silly, if you think about it, but it was probably the only way to appease players who put up with a seemingly endless beta. You could argue that new players could have gotten on the train months ago, but it's not like CCP has made a lot of noise about Dust. I could see new players being rightly miffed about the disparity.
Dont get me wrong I have been throgh it in beta to not this game but lots of games and dont get **** for it. I think this game has a chance to kick off and open some doors. I am grateful for all the forum talk that has gone on for the last 1yr or 2 that ppl in beta have put out there so ccp has been able to polish this game for a gamer market and i thank all the guys that have been reset 10x to get it there. But im just saying if this is a "NEW" game then ppl cant have head starts and not a way to compensate for new players and then exspect new players to accept that. Maybe on eve maybe in mmo land but not FPS players. There are to many titles dropping left and right and to easy for them give this a couple day play and turn to the next one.
Regards Erik |
Hazmat Striker
Turalyon Plus
2
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Posted - 2013.05.10 22:31:00 -
[147] - Quote
I have been playing PS2 for the last few months [hangs his head in shame]. Even though there were many things in PS2 that I just did not like, their use of a 'Training Area' was great. This area was setup so any player could use any equipment they wanted, and to test it out before they had to spend resources on getting it. It also gave a place for players to learn how to shoot, drive, and fly vehicles without fear of getting shot up just trying to figure out how the damn controls worked. To take a page from World of Tanks, WoT has areas where 2+ players could go and just Practice. This is good place for Corps to learn to work together. Not only that, but one can learn the different map layouts and try out different routes and tactics.
As an 'old school gamer', I find it a serious design flaw in any game that does not provide an area for new players to 'learn the system'. The idea that Dust 514 does not offer some sort of tutorial and/or practice/training areas is something that I am extremely disappointed in and hope that CCP will soon fix. Without 'new blood' flowing in continuously, Dust 514 will end up... well like dust on a shelf of tons forgotten games.
I am sure this has been brought up before, but I thought I would just bring up again... until CCP does something about it. Learning by doing is fine for some, but not all. Some of us like to get use to what we are doing first before we start losing stuff that has value. With the additional cost of replacing equipment upon one being killed, the idea of a training/practice area becomes much more important and needed.
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Red Dot 24601-HA
S.e.V.e.N. Gentlemen's Agreement
73
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Posted - 2013.05.10 22:37:00 -
[148] - Quote
CCP Eterne wrote:
Matchmaking GÇô we are working to put live an update to matchmaking on 5/14 that gets new players to play together, and keeps the vets and their proto gear away. For example: Entry to these battles will be limited by total warpoints earned per character and will prevent older players from joining. New players will not be presented with the existing instant battle queues however they can join a squad with veteran players and be pulled into other battles. Expect this change to hit TQ by next week and for more details from CCP Nullarbor you can go here.
This sounds great but I would like to bring to your attention that most of my guys have not been earning warpoints since February or so. You know when the stats stopped counting for skirmish games won by destruction of the MCC. We don't have a lot of WP because very little of it has been counted. I have 6.5 million SP and only 220,000 WP. I have played almost every week night since chromosome and only have 2,200 kills credited towards me...unless you have the real stats hidden somewhere I can see this being a flaw in this course of action. I love the idea but I would hate to have to keep getting put in pub matches with the new players wearing my proto fits...
One other thing if the squad lead is a new player will the matchmaking system judge his stats or the best player in the squads stats? Could be a possible exploit. |
DRUIDEAN YANKO
Mountaineer Mercenary Corp.
0
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Posted - 2013.05.10 23:15:00 -
[149] - Quote
I believe that a skill point cap of 250,000 for a new player and/or 2500warpoints. |
Keyser Soze VerbalKint
IMPSwarm Negative-Feedback
297
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Posted - 2013.05.11 00:03:00 -
[150] - Quote
Just uncap the SP for X amount of SP, but lower the gains to help with booster sales.
New FPS players need to be able to progress to their fist suit as quickly as possible without restriction so they can get into the big fights for territory and control and fight and test their skills against the vets without worry of gear being the reason why they didnt win
I will requote this here as its the best reason ive seen for this mindset.
Oh and the point is once they have reached that x SP (im thinking 10M) enforce the cap. This basically allows new players to grind out that first 10M(hypothetical number) as quick or slow as they want and then cap so they dont consume all of the games content too quickly(still would take 1-2 years cause there is so much).
Protoman Is God wrote:BattleCry1791 wrote:Icy Xenosmilus wrote:13 years to spec everything. No.
It's not about being specialized, it just gets extremely boring playing the same role for months. Lowering SP costs helps noobs and makes the game better for vets. The point isn't to grow tall forever, but to grow wider and expand your role. There you go right there. Previous to this build I had an alt with 4 mil sp...had complex everything, a laser, a tac sniper rifle, a duvolle, some grenades, a decent shotgun, and a Type A suit....it gave me options depending on my situation. Now I'm running a level III Caldari Medium with a Gek and some grenades....and that's IT. With the way this build is, in order to be effective in any role (and by effective I mean rolling proto and be completely decked out for CBs and PC) it's going to take in the neighborhood of 7-8 mill sp. The grind on the old build was bad. This is TERRIBAD. It's got a multiplier of 5x. I'm not saying bring back the old skill tree, but by all that's holy, eliminate the massive grind that is this new one. It amazes me how devs have a great idea at the beginning of a game's conception, but then destroy it right around release. The problem is we have people that feel as if progression is directly related to the longevity of the game. PC is what should drive the longevity of this game. We all know CCP has to make money, but increasing the cost of core skills and adding useless "specialized" drop suits was just a ridiculous. Having specialized suits does not equate to specialization. Specialization are the skills that the player invested into to maximize their desired play style. When players reach the 10m SP threshold they Plateau. Rather than growing taller players being to grow wider. They begin to focus on optimizing their drop suit, and making it perform in such a way that they are able to maximize the success at their desired play style. The changes in the skill tree have destroyed dropsuit optimization, and have once again forced people back into the rat race to grind endlessly for SP. I'll make it clear for all the neckbeards and EVE nerds grinding for SP doesn't help the longevity of the game. The faster more people have prototype gear the better this game will be. When I started playing this game over a year ago I wasn't looking to grind endlessly in order to ensure that I remain above or even keep up with the SP curve, but I was looking for battles that actually mattered. All the senseless grinding is actually a turn off, and in someways provides a barrier of entry for competitive FPS players looking to have good fights. The longevity of this game should be found in having meaningful battles in PC. Not in grinding out SP.
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