Pages: 1 2 :: [one page] |
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Author |
Thread Statistics | Show CCP posts - 6 post(s) |
ReGnYuM
Imperfects Negative-Feedback
7
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Posted - 2013.05.22 15:17:00 -
[1] - Quote
Pros
Cons
Oh and BTW frist |
DJINN leukoplast
Hellstorm Inc League of Infamy
463
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Posted - 2013.05.23 03:21:00 -
[2] - Quote
This section is for map feedback, not mode feedback (although I would like to see mode feedback sections). |
Sontie
Ill Omens EoN.
388
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Posted - 2013.05.23 10:47:00 -
[3] - Quote
seems like the perfect place to put a mode feedback.
A reduced warbarge timer would be great.
A reduced delay after clone count goes to 0 would also be great.
Used exclusively to grind SP after the cap. |
Darken-Sol
BIG BAD W0LVES Eternal Syndicate
92
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Posted - 2013.05.25 13:05:00 -
[4] - Quote
I spend more tme gettng into a battle than it takes to conduct an ambush nowadays. that may be an exaggeration but this is how it feels. 50 for a clone count is dumb. |
General John Ripper
187. Unclaimed.
295
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Posted - 2013.05.26 17:40:00 -
[5] - Quote
too low clone count. game ends just as i am getting into it. |
Scheneighnay McBob
Bojo's School of the Trades
1351
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Posted - 2013.05.26 18:23:00 -
[6] - Quote
Pros: none
Cons: Clusterfuck Small map Consists only of running around aimlessly and shooting Many roles aren't viable because of the above points |
Scheneighnay McBob
Bojo's School of the Trades
1351
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Posted - 2013.05.26 18:24:00 -
[7] - Quote
Sontie wrote: A reduced delay after clone count goes to 0 would also be great.
The match isn't over at 0 clone count- someone has to try respawning while the clone count is 0. |
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CCP LogicLoop
Imperial Academy Amarr Empire
49
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Posted - 2013.05.28 03:57:00 -
[8] - Quote
Mode specific pros and cons are welcome in this section and encouraged. |
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Eggress
Villore Sec Ops Gallente Federation
10
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Posted - 2013.05.28 04:18:00 -
[9] - Quote
Pros:
It's not Skirmish You can be successful lone-wolfing You're only stuck with a given set of pubs for five to seven minutes.
Cons:
Poor spawn system rewards and encourages bad play and usually makes limited use of the now very large maps. |
Shotty GoBang
Pro Hic Immortalis RISE of LEGION
41
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Posted - 2013.05.28 13:08:00 -
[10] - Quote
Ambush Pros (Gameplay):
1) Target-rich and fast-paced. 2) No safe sniping from redline. 3) Skirmish can get boring when playing weak opponents. 4) Skirmish can get expensive when playing strong opponents. 5) Tankers can't retreat :-).
Ambush Cons (Gameplay): 1) Teamwork? Optional.
Ambush Pros (Mechanics): 1) No AFK farmers. 2) Lesser frequency of lag and sound glitch.
Ambush Cons (Mechanics): 1) Initial spawn often a feeding frenzy.
- Shotty GoBang |
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Lycuo
BetaMax. CRONOS.
20
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Posted - 2013.05.29 03:03:00 -
[11] - Quote
Pros:
-Fast paced and teaches a team how to push together and work as one cohesive unit (assuming ur teaming up). -When against unfair odds (aka two or three squads on other team and just yours on your team) its short enough to bear with it and just try to push for a few kills. -As stated before, great for when you have SP capped to keep farming SP as fast as possible.
Cons:
-Initial spawn is stupid... In 10s of thousands of years you cant tell me they cant figure out how to spawn the whole team together? -Monotonous game play because maps always come down to fights in the same spots.
After all is said and done this is the most balanced game type imo. |
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CCP LogicLoop
Imperial Academy Amarr Empire
52
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Posted - 2013.05.29 04:53:00 -
[12] - Quote
Lycuo wrote:Pros:
-Fast paced and teaches a team how to push together and work as one cohesive unit (assuming ur teaming up). -When against unfair odds (aka two or three squads on other team and just yours on your team) its short enough to bear with it and just try to push for a few kills. -As stated before, great for when you have SP capped to keep farming SP as fast as possible.
Cons:
-Initial spawn is stupid... In 10s of thousands of years you cant tell me they cant figure out how to spawn the whole team together? -Monotonous game play because maps always come down to fights in the same spots.
After all is said and done this is the most balanced game type imo.
Actually we had a variation of the ambush mode that you spawn in team areas like skirmish but we received a lot of negative feedback about it and pulled it. |
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matsumoto yuichi san
SVER True Blood Unclaimed.
3
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Posted - 2013.05.29 06:14:00 -
[13] - Quote
Pros : fast
Cons: spawning w/o uplink is still terrible more than not, almost exclusive large complexes forces very poor utilization of map size. Aformentioned poor spawn makes it difficult to get away from enemy to regroup. Continued use of tanks vehicles some matches impossible because after dealing with it you still lost too many clones. |
G Torq
ALTA B2O
147
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Posted - 2013.05.29 09:56:00 -
[14] - Quote
CCP LogicLoop wrote:Lycuo wrote:Pros:
-Fast paced and teaches a team how to push together and work as one cohesive unit (assuming ur teaming up). -When against unfair odds (aka two or three squads on other team and just yours on your team) its short enough to bear with it and just try to push for a few kills. -As stated before, great for when you have SP capped to keep farming SP as fast as possible.
Cons:
-Initial spawn is stupid... In 10s of thousands of years you cant tell me they cant figure out how to spawn the whole team together? -Monotonous game play because maps always come down to fights in the same spots.
After all is said and done this is the most balanced game type imo. Actually we had a variation of the ambush mode that you spawn in team areas like skirmish but we received a lot of negative feedback about it and pulled it.
Seems current setup is based on some weighting system - give more weight to the Squad-lead, if he is in-theather? |
Lycuo
BetaMax. CRONOS.
20
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Posted - 2013.05.29 12:10:00 -
[15] - Quote
CCP LogicLoop wrote:Lycuo wrote:Pros:
-Fast paced and teaches a team how to push together and work as one cohesive unit (assuming ur teaming up). -When against unfair odds (aka two or three squads on other team and just yours on your team) its short enough to bear with it and just try to push for a few kills. -As stated before, great for when you have SP capped to keep farming SP as fast as possible.
Cons:
-Initial spawn is stupid... In 10s of thousands of years you cant tell me they cant figure out how to spawn the whole team together? -Monotonous game play because maps always come down to fights in the same spots.
After all is said and done this is the most balanced game type imo. Actually we had a variation of the ambush mode that you spawn in team areas like skirmish but we received a lot of negative feedback about it and pulled it.
My biggest problem with this is there is no way for me to recoup my isk lost from an initial spawn in the enemy starting spawn. In an ambush if you do well now and get 1k WP you still only receive 210 - 250 thousand isk. That is the price of my proto logi that is healing and keeping my team alive.
And to be quite honest i wouldnt mind it if it only happened like once or twice a day, but it seems to happen like 4 - 8 times in a row if you are continually playing ambush.
Also, just a further question is there anyway to possibly increase the payout of the winners by just a bit more? Another con i see is theres not much of a difference between payouts between winners and losers so while im still trying to win, for stats and pride reasons, others take their good suits off causing our team to lose because they probably dont have the money i do and are willing to lose a bit for one rounds win.
On top of this there doesnt seem to be much of a correlation between the amount of isk destroyed and the amount of isk payed out. Ive had rounds where we have blown up 4 or 5 tanks, 2 of which are enforcers, and others are standard tanks and my payout is seemingly based on WP due to the same payout the rounds before for the same amount of WP |
Doyle Reese
OSG Planetary Operations Covert Intervention
60
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Posted - 2013.05.30 07:48:00 -
[16] - Quote
how about the game loads into the map before the battle begins and you can freely move but cannot call vehicles, fire weapons or use equipment until the game starts 5-10 seconds after. This gives bad initial spawns the chance to regroup with the rest of the team and the other team members the chance to fortify their positions before heading out. |
Agent Joseph
ROYAL SQUAD Shadow of the Apocalypse
1
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Posted - 2013.05.30 14:02:00 -
[17] - Quote
RESPONSES TO OTHER'S FEEDBACK
Fundamentally, CCP sandbox games enforce a few key player ethics:
The first is optimize Risk vs. Reward. In EvE, the adage is "Don't fly it if you can't afford to lose it."
If your prototype logi suit is both useless and getting popped in the first few seconds on Ambush every time, that isn't a reason to change the game mode. Play a game mode where logi is appropriate. Or go with a cheaper logi suit. Or use a medium frame instead. Or don't spawn in the initial deadly frenzy. Or play better. I bet most of the time, you're being killed by a militia suit wielding a militia gun. Ruminate on that a moment.
The second CCP sandbox ethic is: play together or die alone.
It's actually cool that folks are bringing logi into Ambush. It shows that they are playing together. Or trying to, anyway. THIS is a reason for CCP to take notice. How do we make the reward for team play stronger? For example: increase WP for reps, especially guardian rewards (reps under fire). |
Furrow33
Edimmu Warfighters Gallente Federation
15
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Posted - 2013.05.30 14:42:00 -
[18] - Quote
I like ambush except when you just randomly spawn right in the middle of the action. By the time you react your dead. Clone count does seem to be pretty low also. Maybe a good idea would be for another ambush option. Whats clone count now? 50? Have a 50 clone match. A 75 clone match. A 100 clone match. 50 is good for a quick little match but it would be nice for a more drawn out option.
About the different roles in this mode. I play strictly logi and I can do decent in ambush. I run around repping and dropping links. Works good. Actually easier for wp. |
CHICAGOCUBS4EVER
TeamPlayers EoN.
368
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Posted - 2013.06.04 14:30:00 -
[19] - Quote
more clones!!
infantry only (or a mode that has this)
we asked forever to bump up clone count, and Ambush arrives on this build with LESS...
and until you address the unstoppable LAV spam, at the VERY least, put out a 'no vehicle' game mode |
Patoman Radiant
ZionTCD Unclaimed.
126
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Posted - 2013.06.06 01:45:00 -
[20] - Quote
relating to how small the match can be, a new mode that is a bigger ambush (150 clones) should be added. Call it, something or another, attrition? |
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Straum Arjn
Scholae Evocati
15
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Posted - 2013.06.06 04:38:00 -
[21] - Quote
My only problem is the spawning. In one game, if I die 10 times, 4 or 5 of them is because I spawn inside the enemy team. In fact, the last 10 Ambush games I have played, my initial spawn was the same as the enemy team initial spawn. |
Scheneighnay McBob
Bojo's School of the Trades
1464
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Posted - 2013.06.08 18:50:00 -
[22] - Quote
A big spawn bug that nobody ever talks about is when the default spawn puts you on an uplink anyway. |
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CCP LogicLoop
C C P C C P Alliance
78
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Posted - 2013.06.13 02:24:00 -
[23] - Quote
Scheneighnay McBob wrote:A big spawn bug that nobody ever talks about is when the default spawn puts you on an uplink anyway.
Can you specify how to replicate this issue? |
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Driftward
Subdreddit Test Alliance Please Ignore
186
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Posted - 2013.06.13 03:35:00 -
[24] - Quote
CCP LogicLoop wrote:Scheneighnay McBob wrote:A big spawn bug that nobody ever talks about is when the default spawn puts you on an uplink anyway. Can you specify how to replicate this issue? When there are uplinks available but you don't want to spawn on them so you press triangle for the random spawn. I would say maybe 70% (?) of the time it will still put you onto an uplink.
This might not be a bug but might be related instead to where people are grouped and the random spawn appearing as though it is on an uplink. Not sure. But it does happen pretty frequently and would be a bit coincidental if what I just said was true. |
Driftward
Subdreddit Test Alliance Please Ignore
186
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Posted - 2013.06.13 03:39:00 -
[25] - Quote
I personally enjoy the low clone count of ambush. Makes for fast matches that don't go on forever with you getting stomped if the teams are unbalanced. Maybe add a mode that has a 80 or 100 clone count to add a little variety though.
Please don't just sack the 50 clone mode though.
Edit: stupid double post made useful! |
Doyle Reese
OSG Planetary Operations Covert Intervention
120
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Posted - 2013.06.13 07:36:00 -
[26] - Quote
Driftward wrote:I personally enjoy the low clone count of ambush. Makes for fast matches that don't go on forever with you getting stomped if the teams are unbalanced. Maybe add a mode that has a 80 or 100 clone count to add a little variety though.
Please don't just sack the 50 clone mode though.
Edit: stupid double post made useful!
that's not variety, that's the exact same thing except longer :P
Also, is there a reason when clones are depleted, most of the time it takes a while for the game to actually end? |
Scheneighnay McBob
Bojo's School of the Trades
1553
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Posted - 2013.06.13 14:22:00 -
[27] - Quote
CCP LogicLoop wrote:Scheneighnay McBob wrote:A big spawn bug that nobody ever talks about is when the default spawn puts you on an uplink anyway. Can you specify how to replicate this issue? You press triangle, but you still either spawn on an uplink, or right next to an uplink. |
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CCP LogicLoop
C C P C C P Alliance
80
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Posted - 2013.06.14 03:15:00 -
[28] - Quote
Driftward wrote:CCP LogicLoop wrote:Scheneighnay McBob wrote:A big spawn bug that nobody ever talks about is when the default spawn puts you on an uplink anyway. Can you specify how to replicate this issue? When there are uplinks available but you don't want to spawn on them so you press triangle for the random spawn. I would say maybe 70% (?) of the time it will still put you onto an uplink. This might not be a bug but might be related instead to where people are grouped and the random spawn appearing as though it is on an uplink. Not sure. But it does happen pretty frequently and would be a bit coincidental if what I just said was true.
Ok thanks. I have mentioned this to QA. See if we can reproduce the problem. Thank you for the details. |
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matsumoto yuichi san
SVER True Blood Public Disorder.
7
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Posted - 2013.06.14 04:24:00 -
[29] - Quote
on that note i think that the random spawn needs to flip around
instead of trying so hard to spawn near blues
try harder to spawn not near reds
:P
it would also help the issue of getting trapped for a long time in a tiny area because that's where teammates are so random always drops you there even though there is a giant map available |
The Robot Devil
BetaMax. CRONOS.
399
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Posted - 2013.06.14 05:22:00 -
[30] - Quote
Scheneighnay McBob wrote:A big spawn bug that nobody ever talks about is when the default spawn puts you on an uplink anyway.
+1. Happens to me all the time. |
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S Park Finner
BetaMax. CRONOS.
142
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Posted - 2013.06.14 11:55:00 -
[31] - Quote
CCP LogicLoop wrote:Driftward wrote:CCP LogicLoop wrote:Scheneighnay McBob wrote:A big spawn bug that nobody ever talks about is when the default spawn puts you on an uplink anyway. Can you specify how to replicate this issue? When there are uplinks available but you don't want to spawn on them so you press triangle for the random spawn. I would say maybe 70% (?) of the time it will still put you onto an uplink. This might not be a bug but might be related instead to where people are grouped and the random spawn appearing as though it is on an uplink. Not sure. But it does happen pretty frequently and would be a bit coincidental if what I just said was true. Ok thanks. I have mentioned this to QA. See if we can reproduce the problem. Thank you for the details. Sometimes players drop uplinks near default spawn points. It may account for what you are seeing. |
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CCP LogicLoop
C C P C C P Alliance
83
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Posted - 2013.06.16 04:43:00 -
[32] - Quote
matsumoto yuichi san wrote:on that note i think that the random spawn needs to flip around
instead of trying so hard to spawn near blues
try harder to spawn not near reds
:P
it would also help the issue of getting trapped for a long time in a tiny area because that's where teammates are so random always drops you there even though there is a giant map available
This is they way level design thought it was supposed to function. It seems they changed the system at some point.
We place large entities that are a hub for spawn points (the spheres in this image). Attached to those circles are spawn points. The system should be using those spheres to detect the safest, furthest away from enemies as possible. But clearly it does not seem to be doing that.
However, the issue with hitting default and landing on a drop uplink is entirely possible. I don't think that is the root of the problem though. I have already mentioned this to our team, so some one is looking into it, or will be. |
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SponkSponkSponk
The Southern Legion RISE of LEGION
35
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Posted - 2013.06.16 06:08:00 -
[33] - Quote
Confirming that hitting default when uplinks are available sometimes makes it look like you're spawning on that uplink anyway. Whether you actually do is another thing entirely, and something that I haven't tested. |
Fred Laurentson
Laurentson INC StructureDamage
4
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Posted - 2013.06.16 11:11:00 -
[34] - Quote
SponkSponkSponk wrote:Confirming that hitting default when uplinks are available sometimes makes it look like you're spawning on that uplink anyway. Whether you actually do is another thing entirely, and something that I haven't tested.
I have tested that: I've definitely hit triangle, seen the map center on an uplink, then spawned somewhere else. That seems to just be a map visual issue. |
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CCP LogicLoop
C C P C C P Alliance
124
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Posted - 2013.06.17 02:29:00 -
[35] - Quote
Fred Laurentson wrote:SponkSponkSponk wrote:Confirming that hitting default when uplinks are available sometimes makes it look like you're spawning on that uplink anyway. Whether you actually do is another thing entirely, and something that I haven't tested. I have tested that: I've definitely hit triangle, seen the map center on an uplink, then spawned somewhere else. That seems to just be a map visual issue.
Hmmm, ok, so this is a UI issue. Not a major issue, but definitely misleading and should be looked into at some point to avoid future confusion. |
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SponkSponkSponk
The Southern Legion RISE of LEGION
36
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Posted - 2013.06.17 03:38:00 -
[36] - Quote
Maeby; Maeby not. Probably needs more testing to decide.
I did have this happen last night; got overrun by reds, elected to autodeploy instead by pressing ctrl while having the uplink selected (it was ambush), then 'autodeployed' straight on top of the uplink with predictable results. |
Rogatien Merc
Ill Omens EoN.
80
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Posted - 2013.06.17 17:52:00 -
[37] - Quote
Scheneighnay McBob wrote:A big spawn bug that nobody ever talks about is when the default spawn puts you on an uplink anyway. This this this.
Sometimes it seems like there isn't a way to get away from horribly placed friendly uplinks. |
Alikar Mougar
Kameira Lodge Amarr Empire
0
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Posted - 2013.06.19 07:22:00 -
[38] - Quote
Be your own Judge. What game looks like more fun to you? Dust.........Or this.........
Planetside 2
Coming to PS4 this year Insane Infantry Push Amazing Night Battle Night to Day Canyon Battle Intense Field Battle Desert Infantry Line Huge Desert Tank Battle 100 Tank Convoy 150 man Air Raid 65/0 Kill streak in the air
NC Montage
Factions Explained |
CommanderBolt
A.N.O.N.Y.M.O.U.S.
197
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Posted - 2013.08.22 13:52:00 -
[39] - Quote
Straum Arjn wrote:My only problem is the spawning. In one game, if I die 10 times, 4 or 5 of them is because I spawn inside the enemy team. In fact, the last 10 Ambush games I have played, my initial spawn was the same as the enemy team initial spawn.
I just want to echo this statement. It still happens, I had this happen last night more than once in the same match. The very first spawn in put me directly in-front of at least 5 enemy mercs. What was I to do really? |
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