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Author |
Thread Statistics | Show CCP posts - 2 post(s) |
Hunter Junko
Bojo's School of the Trades
98
|
Posted - 2013.05.20 05:12:00 -
[31] - Quote
before i read the thread, i thought of the title of "Looting vehicles for guns, ammo and other bits of salvage D: |
Farsund Solheim
The Unholy Legion Of DarkStar DARKSTAR ARMY
8
|
Posted - 2013.05.20 06:21:00 -
[32] - Quote
Loving the response from the Devs here |
madd greazy
OSG Planetary Operations Covert Intervention
75
|
Posted - 2013.05.20 06:26:00 -
[33] - Quote
Abu Stij wrote:During several games last evening myself and several other members of the DUST 514 community were all talking about hacking vehicles in a battle.
Currently when you hack an enemy vehicle you simply are granted friendly access to the LAV/HAV or Dropship for however long it takes you to run it off a cliff and blow it up Gumball Rally style.
The assumption was made that if you hacked the vehicle, you could keep it in your assets as you effectively "stole" it from your enemy, much like scamming or more specifically looting occurs in EVE Online.
CCP and fellow DUST players, I propose a change to the current system in which if/when you hack someones vehicle you can recall it and save the vehicle for future deployment either in that battle, or in whatever battle you wish in the future. This vehicle would and should be represented in your post match "Salvage" section, on top of any other salvage you might have received during that match.
This game mechanic is both a way to curb people from spawning tons of vehicles in a match, as well as provide those who hack the vehicle a reward for their effort.
I have brought this up to a CPM0 member and he is in support of it, and I hope both CCP and the DUST community would consider this proposal a good way to curb the mass vehicle spawning and provide people more incentives to work in the "Hacking" side of things for their respective armies.
I completely agree, only that if you don't have the skills to use the stolen vehicle you cannot deploy it in another battle until you have the required skills, or until you change the fitting to something you can use. you would however be able to use the vehicle if you never recalled it from battle, and then at the end of the battle it would be added to your assets. |
madd greazy
OSG Planetary Operations Covert Intervention
75
|
Posted - 2013.05.20 06:27:00 -
[34] - Quote
CCP Blam! wrote:A little tack-on here - it goes without saying that going this route would mean that you wouldn't be able to call in your salvage if you don't have the skills for it. It would work just as any other item you have in your inventory.
I don't see a problem with this, it's only logical for it to work that way. |
Pokey Dravon
OSG Planetary Operations Covert Intervention
793
|
Posted - 2013.05.20 08:34:00 -
[35] - Quote
I still feel that hacking an enemy vehicle should not award you the ability to drive it. Same thing goes for hopping into a friendly vehicle.
As it stands, Caldari HAV I has nothing to do with piloting the damn thing, just gives you the ability to call the RDV and tell it that you want it. |
G Torq
ALTA B2O
145
|
Posted - 2013.05.20 08:41:00 -
[36] - Quote
CCP Blam! wrote:This is a great thread. Let me provide some background.
We have discussed allowing players to directly salvage items - not just for vehicles, on the battlefield. I really like the proposal for the vehicle salvage, where hacked vehicles can be recalled into the hacker's inventory. To do this however, we would have to resolve a couple of technical issues:
1. Rather than making a vehicle usable by a particular team/individual after being hacked, enforce the concept of a new "owner" of the vehicle, so that the vehicle knows where to go to when being recalled.
2. Each blueprint and corresponding item would need to be linked. It wouldn't be feasible (or make much sense) to allow players who have hacked a vehicle that is a blueprint or has blueprints on it to inherit that blueprint. Rather, we would want a recall to place a blueprint's corresponding consumable item in the player's inventory.
This isn't a gargantuan task, but it's not something we can quickly deploy as part of a hotfix.
Thanks for the feedback guys, I will see what I can do.
Blam: @1: Make an ad-hoc SKU (temporary, deletable), that is "[orginal owner]'s [vehicle]" with all the modules, and not able to be replenished. That way, someone could get "CCP BLAM's Madrugar" as an item until they get it destroyed
@2: Have an option to break these (exluding BPOs) into their core components, and added to inventory.
@3 (next post): If you steal a vehicle, which you don't hav s |
Saucy Butt Love
Matari Combat Research and Manufacture Inc. Interstellar Murder of Crows
13
|
Posted - 2013.05.20 09:58:00 -
[37] - Quote
Nova Knife wrote:As far as I know, it was supposed to be this way already.
When I saw the recall feature at fanfest, the first thing I asked CCP Jian was "Can I use this to steal people's stuff?" He said Yes.
I think it's a bug that it doesn't work with enemy vehicles. But it should definitely add the stuff to your assets if you steal a friendly, non bpo vehicle.
Someone try it and let me know?
Iv noticed there are many things that are supposed to or have been quoted to be in the game at this point but are not :/ in 2009 fanfest as (not sure who was playing) he was about to blow up the tank he said there are 8 vehicle classed due for release. We only have 3 :( also the doors in the war room and merc quarters and a few other things that go unnoticed :/.
Don't get me wronge I LOVE the game and honestly think CCP is the most dedicated company and that's why you are the best!!! But I do wish they were aspects already. |
Sirpidey Adtur
Aloren Foundations
15
|
Posted - 2013.05.20 10:01:00 -
[38] - Quote
CCP Blam! wrote:2. Each blueprint and corresponding item would need to be linked. It wouldn't be feasible (or make much sense) to allow players who have hacked a vehicle that is a blueprint or has blueprints on it to inherit that blueprint. Rather, we would want a recall to place a blueprint's corresponding consumable item in the player's inventory.
So, you are proposing that a consumable item gets popped out from nowhere? That seems ripe for abuse.
|
Saucy Butt Love
Matari Combat Research and Manufacture Inc. Interstellar Murder of Crows
13
|
Posted - 2013.05.20 10:09:00 -
[39] - Quote
CCP Blam! wrote:This is a great thread. Let me provide some background.
We have discussed allowing players to directly salvage items - not just for vehicles, on the battlefield. I really like the proposal for the vehicle salvage, where hacked vehicles can be recalled into the hacker's inventory. To do this however, we would have to resolve a couple of technical issues:
1. Rather than making a vehicle usable by a particular team/individual after being hacked, enforce the concept of a new "owner" of the vehicle, so that the vehicle knows where to go to when being recalled.
2. Each blueprint and corresponding item would need to be linked. It wouldn't be feasible (or make much sense) to allow players who have hacked a vehicle that is a blueprint or has blueprints on it to inherit that blueprint. Rather, we would want a recall to place a blueprint's corresponding consumable item in the player's inventory.
This isn't a gargantuan task, but it's not something we can quickly deploy as part of a hotfix.
Thanks for the feedback guys, I will see what I can do.
Epic. ^ |
X-eon
Molon Labe. League of Infamy
7
|
Posted - 2013.05.20 10:21:00 -
[40] - Quote
Don't stray too far from your vehicle when this goes live. Proto Minmitar Logistics and complex code breakers means I hack faster than three people. :] |
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Saucy Butt Love
Matari Combat Research and Manufacture Inc. Interstellar Murder of Crows
13
|
Posted - 2013.05.20 10:22:00 -
[41] - Quote
Sirpidey Adtur wrote:CCP Blam! wrote:2. Each blueprint and corresponding item would need to be linked. It wouldn't be feasible (or make much sense) to allow players who have hacked a vehicle that is a blueprint or has blueprints on it to inherit that blueprint. Rather, we would want a recall to place a blueprint's corresponding consumable item in the player's inventory. So, you are proposing that a consumable item gets popped out from nowhere? That seems ripe for abuse.
No you just get 1 vehicle when you hack 1 vehicle that makes perfect sence, if I steal a car in real life I only get that one. And one of everything in it, (radio, cd's and so on) it would be silly to gain a blue print from one car |
Vrain Matari
ZionTCD Unclaimed.
528
|
Posted - 2013.05.20 11:18:00 -
[42] - Quote
CCP Blam! wrote:This is a great thread. Let me provide some background.
We have discussed allowing players to directly salvage items - not just for vehicles, on the battlefield. I really like the proposal for the vehicle salvage, where hacked vehicles can be recalled into the hacker's inventory. To do this however, we would have to resolve a couple of technical issues:
1. Rather than making a vehicle usable by a particular team/individual after being hacked, enforce the concept of a new "owner" of the vehicle, so that the vehicle knows where to go to when being recalled.
2. Each blueprint and corresponding item would need to be linked. It wouldn't be feasible (or make much sense) to allow players who have hacked a vehicle that is a blueprint or has blueprints on it to inherit that blueprint. Rather, we would want a recall to place a blueprint's corresponding consumable item in the player's inventory.
This isn't a gargantuan task, but it's not something we can quickly deploy as part of a hotfix.
Thanks for the feedback guys, I will see what I can do. The looting idea's best feature it that adds significantly to the story and drama generation potential for DUST.
Mercs assigned to watch an approach or patrol an area may now have to fight powerful temptation. In some instances the irresistible urge to hack sweet loot will result in corps losing battle, districts and hopefully planets =) |
Sylwester Dziewiecki
BetaMax. CRONOS.
72
|
Posted - 2013.05.20 12:11:00 -
[43] - Quote
CCP Blam! wrote:This is a great thread. Let me provide some background.
We have discussed allowing players to directly salvage items - not just for vehicles, on the battlefield. I really like the proposal for the vehicle salvage, where hacked vehicles can be recalled into the hacker's inventory. To do this however, we would have to resolve a couple of technical issues:
1. Rather than making a vehicle usable by a particular team/individual after being hacked, enforce the concept of a new "owner" of the vehicle, so that the vehicle knows where to go to when being recalled.
2. Each blueprint and corresponding item would need to be linked. It wouldn't be feasible (or make much sense) to allow players who have hacked a vehicle that is a blueprint or has blueprints on it to inherit that blueprint. Rather, we would want a recall to place a blueprint's corresponding consumable item in the player's inventory.
This isn't a gargantuan task, but it's not something we can quickly deploy as part of a hotfix.
Thanks for the feedback guys, I will see what I can do. What if:
1. Enemy infantry gonna hack my HAV. 2. My teammates gonna kill that guy before he manage to recall it. 3. My teammates gonna hack "my" HAV and try to recall it(?)
Whose property will be HAV in that scenario?
|
Kaze Eyrou
ROGUE SPADES EoN.
234
|
Posted - 2013.05.20 12:54:00 -
[44] - Quote
Sylwester Dziewiecki wrote:CCP Blam! wrote:This is a great thread. Let me provide some background.
We have discussed allowing players to directly salvage items - not just for vehicles, on the battlefield. I really like the proposal for the vehicle salvage, where hacked vehicles can be recalled into the hacker's inventory. To do this however, we would have to resolve a couple of technical issues:
1. Rather than making a vehicle usable by a particular team/individual after being hacked, enforce the concept of a new "owner" of the vehicle, so that the vehicle knows where to go to when being recalled.
2. Each blueprint and corresponding item would need to be linked. It wouldn't be feasible (or make much sense) to allow players who have hacked a vehicle that is a blueprint or has blueprints on it to inherit that blueprint. Rather, we would want a recall to place a blueprint's corresponding consumable item in the player's inventory.
This isn't a gargantuan task, but it's not something we can quickly deploy as part of a hotfix.
Thanks for the feedback guys, I will see what I can do. What if: 1. Enemy infantry gonna hack my HAV. 2. My teammates gonna kill that guy before he manage to recall it. 3. My teammates gonna hack "my" HAV and try to recall it(?) Whose property will be HAV in that scenario? My teammates can not simply recall my HAV. And what if 3 guys is hacking enemy vehicle, who of them will be able to recall it? Hmmm....
Maybe if the vehicle "remembers" it's original "owner"?
For instance, instead of switching the "owner", have two fields for "owners". One is the person that called in the vehicle, the other is changed depending on the enemy who hacked it.
Illustration time: I call in a Sica. That Sica has /owner1/ field as "Kaze Eyrou" and the /owner2/ field is blank or null. Now, I decide to recall it. Because /owner2/ field is blank or null, it refers to /owner1/ field and gives it back to that person. Also note that teammates who recall the vehicle do not switch the /owner1/ or /owner2/ fields, so if they recall it, I get my tank back.
Kaze calls in Sica. Sica deployed.
Kaze changes mind. Recalls Sica. Goes back into Kaze's inventory.
OR
Kaze calls in Sica. Sica deployed.
Kaze dies because of overpowered Duvolle Tactical Rifle. However, teammates secure field.
Teammate recalls vehicle. Goes back into Kaze's inventory.
Now let's say an enemy does hack it. The /owner2/ field will change and if that enemy recalls it, it goes into the enemy's inventory.
Kaze calls in Sica. Sica drops on Kaze. Kaze died.
Enemy strolls up to Sica and hacks it. When the hack is complete, /owner2/ field is changed from blank or null, to the enemy.
Enemy recalls Sica. Goes into Enemy's inventory.
And finally, this will allow teammates to hack it back and, should they recall it, it will go back to the original owner.
Kaze calls in Sica. Enemy Logi LAV with 7000 EHP runs him over.
Enemy hacks Sica. /owner2/ field change's to enemy's name.
Enemy killed by Nova Knives by Kaze's teammate. Kaze's teammate hacks the Sica back. /owner2/ field is changed back to blank or null.
Kaze's teammate recalls Sica. Goes back into Kaze's inventory.
What do you think? |
Abu Stij
Goonfeet
46
|
Posted - 2013.05.20 16:09:00 -
[45] - Quote
CCP Blam! wrote:This is a great thread. Let me provide some background.
We have discussed allowing players to directly salvage items - not just for vehicles, on the battlefield. I really like the proposal for the vehicle salvage, where hacked vehicles can be recalled into the hacker's inventory. To do this however, we would have to resolve a couple of technical issues:
1. Rather than making a vehicle usable by a particular team/individual after being hacked, enforce the concept of a new "owner" of the vehicle, so that the vehicle knows where to go to when being recalled.
2. Each blueprint and corresponding item would need to be linked. It wouldn't be feasible (or make much sense) to allow players who have hacked a vehicle that is a blueprint or has blueprints on it to inherit that blueprint. Rather, we would want a recall to place a blueprint's corresponding consumable item in the player's inventory.
This isn't a gargantuan task, but it's not something we can quickly deploy as part of a hotfix.
Thanks for the feedback guys, I will see what I can do.
CCP Blam! wrote:A little tack-on here - it goes without saying that going this route would mean that you wouldn't be able to call in your salvage if you don't have the skills for it. It would work just as any other item you have in your inventory.
First off thank you for responding and providing some of the dilemmas CCP is having to tackle in addressing this mechanic.
1) Forgive me for a very basic understanding of how that sort of transfer works in a technical sense for the game but wouldn't it be possible to have the ownership be tagged to the players API like in EVE? You can trade items in EVE, as well as salvage wrecks. This shouldn't be that different no?
2) I'm not sure I follow what you mean but I'll give it a stab. If a player hacks a vehicle they don't have the blueprints for, or the skills to operate it, it simply resides in their assets and they can sell it or trade it to a corp mate or whomever. Again, thats the same sort of thing that goes on in EVE with looting. |
Sylwester Dziewiecki
BetaMax. CRONOS.
75
|
Posted - 2013.05.20 21:13:00 -
[46] - Quote
Kaze Eyrou wrote:And finally, this will allow teammates to hack it back and, should they recall it, it will go back to the original owner.
- Kaze calls in Sica. Enemy Logi LAV with 7000 EHP runs him over.
- Enemy hacks Sica. /owner2/ field change's to enemy's name.
- Enemy killed by Nova Knives by Kaze's teammate. Kaze's teammate hacks the Sica back. /owner2/ field is changed back to blank or null.
- Kaze's teammate recalls Sica. Goes back into Kaze's inventory.
That asking difficult question is easy part I think that the last guy that recall it would be really **** off that it didn't end up in his pocket, he risk his life while recalling it .
This situation is easy in Eve compare to Dust - after the whole gang thing FC shares loot among people that lose their ships during the battle to reimburse theirs losses(if no one lose ship all loot is going to corp "PvP shop", and people may buy this stuff for 50-75% of it's real value).
I would not mind if the entire pool of salvage after battle go to corp assets in Dust, and some director would have to split it among mercenaries(or not - if he is greedy). Today, when I losing HAV on battle there is very small chance that ISK reward plus salvage will make me happy at the end of this day. Corporation salvage-pool could save my day.
What would you say if every hacked and recalled enemy vehicle would go to Corporation-loot-pool? That would prevent people from killing each other just to hack and recall valuable enemy vehicles. Corp loot pool would be a system that allow to reward fairly more than just one guy, because it's not a job just for singiel guy - someone will have to cover guy who is hacking, and recalling vehicle. It would allow to grow corporation assets. We already collect tons of unnecessary items in our assets, so what's the difference if they will go to hends of corporation that may use it in future, or save it for hard times. |
Abu Stij
Goonfeet
55
|
Posted - 2013.05.21 14:32:00 -
[47] - Quote
Sylwester Dziewiecki wrote:That asking difficult question is easy part I think that the last guy that recall it would be really **** off that it didn't end up in his pocket, he risk his life while recalling it . This situation is easy in Eve compare to Dust - after the whole gang thing FC shares loot among people that lose their ships during the battle to reimburse theirs losses(if no one lose ship all loot is going to corp "PvP shop", and people may buy this stuff for 50-75% of it's real value). I would not mind if the entire pool of salvage after battle go to corp assets in Dust, and some director would have to split it among mercenaries(or not - if he is greedy). Today, when I losing HAV on battle there is very small chance that ISK reward plus salvage will make me happy at the end of this day. Corporation salvage-pool could save my day. What would you say if every hacked and recalled enemy vehicle would go to Corporation-loot-pool? That would prevent people from killing each other just to hack and recall valuable enemy vehicles. Corp loot pool would be a system that allow to reward fairly more than just one guy, because it's not a job just for singiel guy - someone will have to cover guy who is hacking, and recalling vehicle. It would allow to grow corporation assets. We already collect tons of unnecessary items in our assets, so what's the difference if they will go to hends of corporation that may use it in future, or save it for hard times.
A loot recall directly to the corporation hanger can only work for so long. Some corps may never share the gear with their mercs, making the drive for them to steal vehicles meaningless. Others obviously would love that concept, but those not in a corp currently (i.e. newbies) would have no real incentive to ever steal a vehicle as their newly won prize goes into an NPC corp and not to them, after risking their time and clones to steal the item.
Currently DUST has no corporation hanger, nor a good enough UI to utilize such a thing. Its not a terrible proposal but there should be both the option to steal it and put it in your personal hanger or in your corps hanger, which could be a screen you use after the match in the post match stats, or even when looking at your assets in the mercenary quarters. |
Abu Stij
Goonfeet
73
|
Posted - 2013.05.22 15:33:00 -
[48] - Quote
CCP Blam! please respawn |
Abu Stij
Goonfeet
81
|
Posted - 2013.05.23 13:05:00 -
[49] - Quote
Blam! doesn't love me enough. I see how it is bro, i s |
Abu Stij
Goonfeet
113
|
Posted - 2013.05.26 14:22:00 -
[50] - Quote
Pushing back to the first page. Would like a CCP Dev to respond to our questions/suggestions. |
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Abu Stij
Goonfeet
116
|
Posted - 2013.05.28 04:11:00 -
[51] - Quote
Still waiting for CCP Blam!, or any other dev, to respond to our feedback. |
Abu Stij
GoonFeet
119
|
Posted - 2013.05.28 13:32:00 -
[52] - Quote
Again, would like to hear back from CCP on this. |
XV1
Challenger 4
16
|
Posted - 2013.05.30 02:24:00 -
[53] - Quote
It would not be that difficult to make a copy of the blueprint item, or at least I would not imagine it would. I would like to see more salvage than just the random drops we get now, and salvage that is relevant to what the opponents were using. Current salvage does not make sense as you can get weapons that are only obtainable through that method, which begs the question of how did anyone get the first ones. I guess they would change the salvaging system once they release PvE.
No matter what they decide on the salvage system I think the stealing of red vehicles should definitely be added as it would provide some form of reward for hacking as right now it just is not worth it. Currently no WP reward for taking enemy vehicle............ |
Abu Stij
Goonfeet
132
|
Posted - 2013.05.30 12:12:00 -
[54] - Quote
XV1 wrote:It would not be that difficult to make a copy of the blueprint item, or at least I would not imagine it would. I would like to see more salvage than just the random drops we get now, and salvage that is relevant to what the opponents were using. Current salvage does not make sense as you can get weapons that are only obtainable through that method, which begs the question of how did anyone get the first ones. I guess they would change the salvaging system once they release PvE.
No matter what they decide on the salvage system I think the stealing of red vehicles should definitely be added as it would provide some form of reward for hacking as right now it just is not worth it. Currently no WP reward for taking enemy vehicle............
Well there are two things at play here, one is the physical item and the other the BPO. Simply taking a vehicle someone has the BPO for doesn't mean they should lose that BPO, just that you get a single copy of that vehicle (based on the opponents BPO for it). They have said that they're reworking the salvaging system and there are many steps and stages to it that they're trying to get to. The current salvage for a public match is based off an algorithm they posted the stats for (weapons, though I hope they release the dropsuit & vehicle data as well for us spreadsheet nerds), and again, they've stated they're reworking the system due to either an issue they found or because they really didn't like the old one. In PC matches your salvage is based off what the other team fields so there's some sort of system in place that could, in theory, be transferable for vehicular looting which the Devs have openly supported.
I believe you get war points for hacking, but not for recalling a vehicle. I don't think you should be granted that much of a war point reward for recalling a stolen vehicle, 25pts seems fairly reasonable though I would probably argue for more along the lines of 10pts. The reasoning being you already got some points off the hack where as recalling it, and in essence making it semi-invulnerable once the recall ship comes, is just a small bonus to your work. |
Abu Stij
Goonfeet
144
|
Posted - 2013.06.04 17:14:00 -
[55] - Quote
Bumped |
Shady IceCream Truck
Intergalactic Cannibus Cartel
42
|
Posted - 2013.06.04 17:18:00 -
[56] - Quote
Abu Stij wrote:KEROSIINI-TERO wrote:As I'm against detailed info on fittings on future dust killmails,
I would still like to let people stealing arch enemies vehicles and see their fittings. Military secrets revealed! This would and could in fact be a form of espionage and as previously stated add more to the metagame. Shadow Archeus wrote:If I hack your tank I should be able to keep it......love this idea I, and those who support this proposal, thank you for your support. I have received word that CCP has taken a look at this concept and have stated its "definitely an interesting idea" so we may see this down the line. Talk to your CEO, evemail your CPM representative and tweet at your favorite pair of socks and tell them you want this mechanic.
Maybe make it so only SCOUT class can hack these? since the class is completely worthless as is.. |
darkiller300
Forty-Nine Fedayeen Minmatar Republic
0
|
Posted - 2013.06.04 18:30:00 -
[57] - Quote
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Abu Stij
Goonfeet
152
|
Posted - 2013.06.06 15:40:00 -
[58] - Quote
Shady IceCream Truck wrote:
Maybe make it so only SCOUT class can hack these? since the class is completely worthless as is..
I could actually get behind that to some degree. It would be nicer that everyone has the opportunity to steal items off the other team but perhaps that would work. |
Brush Master
HavoK Core RISE of LEGION
519
|
Posted - 2013.06.06 15:48:00 -
[59] - Quote
I would suggest that BPO should not be salvageable, only the modules or non bpo items on it. Allowing salvage on BPO vehicles would be very exploitable. |
Abu Stij
Goonfeet
180
|
Posted - 2013.06.09 14:44:00 -
[60] - Quote
Brush Master wrote:I would suggest that BPO should not be salvageable, only the modules or non bpo items on it. Allowing salvage on BPO vehicles would be very exploitable.
Well, yeah that's one thing thats tricky and has to be worked out.
Since we're in an EVE related game, let's compare DUST looting to EVE looting.
If I remember correctly (it's been a while since I did this) in EVE when you steal someone's ship you get all the items in his cargohold. Which would include a BPO. But this isn't exactly like stealing someone's BPO in EVE since in EVE you use a POS/Research Station to use your BPOs, and if you steal a ship with BPOs in the cargo that's not really relatable to DUST since you don't have a "cargohold"
I think there should be some way to be able to liberate the BPOs of others for your own gain though, but simply stealing one vehicle off someone's BPO fit isn't exactly a "balanced" way of doing it. |
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