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Thread Statistics | Show CCP posts - 2 post(s) |
Kevall Longstride
DUST University Ivy League
297
|
Posted - 2013.06.29 23:18:00 -
[31] - Quote
This is all really rather good news. I just hope that the Tuesday update and the hotfix shortly after with the memory leak causing the frame rate issues, helps bring more people on board the idea that CCP are in this for the long haul.
The constant dust is dead bs threads that keep coming up are frankly just annoying now with none of them offering any form of constructive help. Just whining. |
semperfi1999
Internal Error. Negative-Feedback
557
|
Posted - 2013.07.01 15:54:00 -
[32] - Quote
Constructive help has gone by the wayside since we have not been listened to for the last 9 months.
BTW stating facts and whining are two completely different things that many ppl on these forums seem to be unable to separate. Stating the fact that this game is dying (told by obvious lower player numbers 5K is now the high point of the day where it used to be 8-9K). BTW when you start dust fanboying you are supposed to start your post with your fanboy designated number so that we know what we are dealing with. |
Kevall Longstride
DUST University Ivy League
303
|
Posted - 2013.07.02 09:37:00 -
[33] - Quote
I had a polite drunken argument with CCP Flying Scotsman in a night club in Reykjavik two fanfests ago about how crap the controls and menu system were on that first public build of Dust. He absolutely gets the problems with the game. So having him come over and be part of the Dust team is a solid move. |
Heinrich Jagerblitzen
D3LTA FORC3
457
|
Posted - 2013.07.02 11:40:00 -
[34] - Quote
Kevall Longstride wrote:I had a polite drunken argument with CCP Flying Scotsman in a night club in Reykjavik two fanfests ago about how crap the controls and menu system were on that first public build of Dust. He absolutely gets the problems with the game. So having him come over and be part of the Dust team is a solid move.
Drunken intel best intel. |
Kevall Longstride
DUST University Ivy League
347
|
Posted - 2013.07.10 13:27:00 -
[35] - Quote
nearly all the intel gathered at Fanfest is drunken intel.
Hows the next weekly report shaping up by the way or are you waiting for 1.3 details? |
Heinrich Jagerblitzen
D3LTA FORC3 Inver Brass
501
|
Posted - 2013.07.10 13:55:00 -
[36] - Quote
Kevall Longstride wrote:nearly all the intel gathered at Fanfest is drunken intel.
Hows the next weekly report shaping up by the way or are you waiting for 1.3 details?
Yeah, and if I don't hear anything today I'll just put it out anyways. |
Kevall Longstride
DUST University Ivy League
347
|
Posted - 2013.07.11 09:39:00 -
[37] - Quote
Heinrich Jagerblitzen wrote:Kevall Longstride wrote:nearly all the intel gathered at Fanfest is drunken intel.
Hows the next weekly report shaping up by the way or are you waiting for 1.3 details? Yeah, and if I don't hear anything today I'll just put it out anyways.
Good man.
While I think on. The Prize Draw Tournament. Have CCP given any indication that the murder taxi issue is going to be addressed prior to the heats? Otherwise its just going to be just rounds of Mad Max with no shooting. |
JonnyAugust
Internal Error. League of Infamy
321
|
Posted - 2013.07.12 18:46:00 -
[38] - Quote
Kevall Longstride wrote:
The constant dust is dead bs threads that keep coming up are frankly just annoying now with none of them offering any form of constructive help. Just whining.
It wasn't the constructive critism or the year+ of feedback that made CCP change its heart. The game took a nose dive because CCP wasn't listening to anyone. It took all the bad reviews upon release for CCP to even realize their ineptitude. It wasn't even the community 'whining' really, the community was the weathervain for the hurricane of bad reviews and crushing negativity from highly traffic'd game review sites.
When the opinions of others finally hit CCP in the pocket book, player retention, and #s of players they finally had a moment of clarity. I would go as far to say that the CPM probably had a 1% impact on the new iterations and the bad reviews make up the other 99%.
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Heinrich Jagerblitzen
D3LTA FORC3 Inver Brass
507
|
Posted - 2013.07.13 02:41:00 -
[39] - Quote
July 12, 2013
We're now a little over a week past the launch of Uprising 1.2, a release that I now believe to be a pretty clear indicator of what we can expect in the coming months for Dust514. Iterative, smaller updates (in terms content - certainly not download size) that contain a mixture of gameplay and performance adjustments, along with a smattering of new gear here and there. As of the publishing of this report, the CPM has also seen what will be coming in the next two releases GÇô and they're very much in the same vein, with 1.3 being a bit smaller than 1.2, and 1.4 potentially loaded with even more game-changing features than 1.2.
The good news is that there's little debate that the 1.2 patch hit most of the targets it was swinging for GÇô a noticeable framerate increase, a sealed up memory leak, and a complete revision of weapon ranges to include falloff damage. In fact, the performance of the game was so noticeably improved that its created a host of "phantom" buffs / nerfs from everything to movement speed to splash damage that has everyone thinking CCP messed with mechanics they didn't even touch code-wise. Like peeling an onion another layer, speeding up Dust514's responsiveness made some weapons shine, others become obnoxious, and launched heated debates about strafe speed and hit detection. The lesson here is that during this iteration on the game's core GÇô expect the unexpected. I seriously doubt this will be the last time we see unintended side effects of fixing many of the game's most glaring flaws.
Improvements to the core aside, the new content released in 1.2 left a lot to be desired. In my own playtime, I've been extensively testing out the new Commando heavy suit, with about every combination of dual light weapon and high/low slot module (Yes, module GÇô I can only fit one of each with my current skill). Of all the gear additions, the Commando suit has the most promise. The ability to switch between the Assault Scrambler Rifle and the Mass Driver to pinpoint shields and armor respectively works better than fitting a complex damage modifier with either weapon individually, and mitigates the lack of fitting on the suit itself. But despite its versatility in weapon carry GÇô its still a heavy suit, and even with the increased speed the sluggish movement fails to compensate for the lack of tank and it just can't stand toe-to-toe with an assault. If the Commando could simply run, turn, and aim as efficiently as every other light weapon class, and keep pace with your logistics partner GÇô it would be a viable alternative frontline suit as well as an excellent flanker. Thankfully, CCP Remnant has remained active in Skype the last couple of weeks and been receptive to feedback, and I hope he continues to iterate on this suit in future releases. |
Heinrich Jagerblitzen
D3LTA FORC3 Inver Brass
507
|
Posted - 2013.07.13 02:42:00 -
[40] - Quote
Armor tanking, on the other hand, continues to suffer badly in the greater combat meta GÇô and player predictions that the Ferroscale and Reactive plates wouldn't improve the situation were overwhelmingly confirmed. More than anywhere else, fixing the balance between shield and armor tanking is an area where CCP needs to engage the community and listen closely to feedback, and actually respond when warned that forthcoming content isn't going to work as intended. Shield energizers were added without community warning or input, and without there being any expressed need for such a module to begin with. Players (including the CPM) first discovered the stats on Ferroscale plates and Reactive armor plates from a trailer at E3, not from the developers directly, and CCP's assurance that numbers in trailers are only works-in-progress only made things more awkward when it turned out that yes, the stats were indeed the ones in the trailer. None of the criticism in the thread posted after the trailer was taken into consideration before 1.2's release.
The fact of the matter is that situations like this are completely preventable GÇô and reliant on every Dust designer, especially those touching game balance, having absolutely transparent public conversations about their intent well in advance of code lock. I don't expect a dev blog for every change, but stickied forum posts with stat changes, design intent, and most importantly: follow-up discussion simply need to be a standardized part of the Shanghai studio's operations, regardless of whether it involves more man-hours or takes designers out of their comfort zones. And really, this problem isn't going to change unless it is reinforced by management from the top down GÇô a message the CPM has continued to hammer at every opportunity. There's too much work to be done in the coming months, and CCP can't afford to waste more time editing content that would have landed in a healthy place to begin with if there had there been even a minimum level of community input.
Speaking of code locks, the deadline for Uprising 1.3 has come and gone GÇô and on Wednesday of this week CPM was finally shown the completed patch notes for the release, which will drop in the next couple of weeks before the end of the month. We were disappointed to have been asked about only one component of the release's content in advance of the code lock, and than shown the patch almost two weeks later, but thankfully what we have seen, we like a lot. Uprising 1.3 will contain what I consider to be a well-executed balancing pass on not only a couple of weapons that have been driving players completely bonkers, but also to a full class of dropsuits that have been a lightning rod for debate since the revamp of the skill tree. The dropsuit adjustments were the component discussed on our internal forums in advance of code lock, and its been very promising to see CCP Remnant listening closely to our feedback and wielding the scalpel here as opposed to a sledgehammer GÇô despite the amount of tears on the forums about this particular class of suits.
The other good news here is that there is also an upcoming dev blog containing a much more in-depth look at the direction with which CCP wants to balance all the dropsuits GÇô work on the rest of the existing line-up is by no means complete and you'll know more about this soon. There is also an additional dev blog under construction that contains a discussion of the overhaul on aiming that is currently underway, which appears to be going quite well judging by the excitement we've seen in CCP Wolfman, who's been playtesting the changes while chatting with the CPM in Skype.
Besides the balancing pass on the dropsuits and weapons GÇô 1.3 won't be containing much else other than some bug squashing (including a now-infamous exploit that has cropped up recently) and performance tweaks. It's a small but meaninful patch, and technically the first that was created using CCP's new internal development model by the reshuffled teams. It's also a test of the new changes in Sony's QA process as well. Uprising 1.2 on the other hand consisted more of the content they had completed to date at the time they announced their new focus and roadmap. |
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Heinrich Jagerblitzen
D3LTA FORC3 Inver Brass
507
|
Posted - 2013.07.13 02:42:00 -
[41] - Quote
reserved |
D3LTA Blitzkrieg II
0uter.Heaven
16
|
Posted - 2013.07.13 05:25:00 -
[42] - Quote
Finally some transparency. Good well of knowledge. I will make sure to keep up with these posts/updates |
Kevall Longstride
DUST University Ivy League
357
|
Posted - 2013.07.13 11:10:00 -
[43] - Quote
Excellent as always Hans.
My own thoughts on armour fixing is simply adding a 3% damage resist on the Armour Plating skill per level instead of a 2% per level increase in HP and having the Nanocircuitry skill give a secondary bonus effect to the Armour Repairer and Reactive Armour mods of 4% increase rep rate per level. That would be in keeping with lore and put armour on a much better footing against shields. |
DJINN leukoplast
Hellstorm Inc League of Infamy
737
|
Posted - 2013.07.15 06:29:00 -
[44] - Quote
Heinrich Jagerblitzen wrote:July 12, 2013
We're now a little over a week past the launch of Uprising 1.2, a release that I now believe to be a pretty clear indicator of what we can expect in the coming months for Dust514. Iterative, smaller updates (in terms content - certainly not download size)
So basically every time they release a tiny bit of content, I have to re-download the entire 2.6+ GB game over again?
Hope that is not the case, the 1.2 update took me almost a solid 24 hours to finally get it downloaded and installed correctly (kept failing over and over and over just as it was about to finish). After each failure I had to wait another 6 or 7 hours of downloading (and sucking my networks bandwidth down to nothing for the entire duration) and hope it would be that one lucky time it actually worked.
Add insult to injury is the PS3 patcher doesn't save the last position of the download... so if I get signed out of PSN for some stupid reason, or whatever, I lose all that progress.
CCP needs to learn how to patch like every other developer on the PS3... the update size should equal to the content being added/changed. Not content + entire game. Having to re-download the entire game 1-2 times per month is NOT acceptable. Once per major build is the absolute most I should have to do that.
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Heinrich Jagerblitzen
D3LTA FORC3 Inver Brass
531
|
Posted - 2013.07.15 09:47:00 -
[45] - Quote
DJINN leukoplast wrote:So basically every time they release a tiny bit of content, I have to re-download the entire 2.6+ GB game over again? Hope that is not the case, the 1.2 update took me almost a solid 24 hours to finally get it downloaded and installed correctly (kept failing over and over and over just as it was about to finish). After each failure I had to wait another 6 or 7 hours of downloading (and sucking my networks bandwidth down to nothing for the entire duration) and hope it would be that one lucky time it actually worked. Add insult to injury is the PS3 patcher doesn't save the last position of the download... so if I get signed out of PSN for some stupid reason, or whatever, I lose all that progress. CCP needs to learn how to patch like every other developer on the PS3... the update size should equal to the content being added/changed. Not content + entire game. Having to re-download the entire game 1-2 times per month is NOT acceptable. Once per major build is the absolute most I should have to do that.
An excellent point, I'm glad you brought this up. I was more trying to acknowledge the fact that 1.2 wasn't exactly a "small" patch, before everyone jumped in to correct my use of the word. I have reason to believe that this WON'T be the case for all subsequent builds however. I know there's some internal work going on right now to make patches smaller, I just can't guarantee which release we'll start to see the sizes go down. |
AnALogginS
S.e.V.e.N. Top Men.
74
|
Posted - 2013.07.15 09:56:00 -
[46] - Quote
Please make Armor tanking a more viable option please. Better reps really comes to mind, And just overall better defense.
But ultimatly what most of the people I know want are certain wepons to be balanced better, along with ranges. No more free LAVs is another common one I hear that I agree with alot.
But overall please....please...Nerf that one pistol thats ruining the game for everyone except the people who exploit it. Its just sucking the life clean out of us. And by nerf I mean balance so its not so very very OP. We would all just love that. |
Robert JD Niewiadomski
NULLIMPEX INC
371
|
Posted - 2013.07.23 13:15:00 -
[47] - Quote
When is the Report #5 going to be posted? Any chance for today/tommorow? Thanx for all the previous reports |
Heinrich Jagerblitzen
D3LTA FORC3 Inver Brass
570
|
Posted - 2013.08.02 12:52:00 -
[48] - Quote
August 1, 2013
I'd like to begin by thanking everyone in the community for their patience waiting for this latest report, its well-overdue. We're in the middle of summertime, and the last few weeks have been extremely busy for me both personally (just celebrated my second wedding anniversary weekend!) and with CPM responsibilities, as CCP continues to ramp up their engagement both of the council and the community at large. This report in particular has escalated into somewhat of a monstrosity, as each day its been delayed I've been forced to add yet another segment to the stack.
Evolving Events
Let's get started right away, with the first meeting following Activity Report #4. CCP Praetorian had just recently returned from vacation, and was unable to meet with us that week despite our request, so CCP Commander Wang, CCP Eterne, and CCP Frame sat down with the CPM instead to discuss the community event time line all the way through October. This meeting was fresh on the heels of the CPM raising the issue created by placing both Flaylock Pistols and contact grenades on sale in the marketplace during the week where negative feedback about the broken state of both weapons was reaching its peak. There was a clear disconnect between the sale schedule (set by the marketing department) and community sentiment about gear balance, and putting broken (and soon-to-be-fixed) gear at a discount rate struck the CPM as insensitive and potentially damaging.
Although the meeting didn't cover the complete marketing sale schedule (information we're still working on obtaining), it was still a welcomed gesture from the community team, who laid out everything they had tentatively planned to date. This included both the event schedule as well as details about how each event would be run. Without spoiling too much of the team's hard work, the events forthcoming range from bonus XP weekends, to iterations on both the Templar Manhunt and Human Endurance events, and of course the now-infamous Urgent Fury tournament (which I'll cover in more detail here shortly).There's also a pair of events planned for October than will be completely new variants, rather than iterations on ones we've participated in so far.
The good news is that the meeting was quite constructive, and the community team provided plenty of opportunity for the CPM to share our ideas for ways to improve events. We discussed the excessive grind created by daily reward schedules, emphasizing the need for achievements to be set on a weekly basis so that no one is punished for having a day job. Also discussed was the need for gear offerings to cover as many classes and play styles possible, and the thresholds needed for quantity and quality of prizes to be worth the inevitable grind.
While you won't likely hear the name "Templar Manhunt" or "Human Endurance" for an event again, you will be hopefully seeing more accessible (and interesting) iterations in the coming months, complete with new supporting lore. The CPM seized the moment to reiterate the importance of respecting role play during these events, offering players choice as much as possible over which entity they are fighting for and the type of reward they want to pursue. We have yet to see how much this feedback will shape future events, but the community team is certainly better armed with information about what players enjoy (and despise) than ever before.
Community Contact
Last Friday, CPM representative Nova Knife hosted the latest episode of Cast514 GÇô a Dust514 podcast known for its interviews with CCP staff, often breaking first news on upcoming content and game fixes. This episode was no exception, with CCP Wolfman and CCP Hybrid stopping by to discuss their work on aiming, hit detection, and the challenge of balancing a game with multiple input methods. [For those keeping tabs on the Shanghai studio roster - CCP Wolfman currently has his hands full working on Dust514's infantry weapons and vehicle balance (in the wake of CCP Blam's departure), while CCP Hybrid is best known for her excellent work on the PlayStation Move controls.] Sadly missing from Cast514 this time around was Nova's former partner Grideris, who many of you quickly figured out will now be serving the community in a different capacity instead. That being said, CCP Logibro was a slam dunk hire, exactly the type of individual we want to see more of on the community team. The man knows both games intimately, plays both games frequently, and has an outspoken love for the people that play the game as well. His perspective as an avid (and recent) player will serve him well during his time at CCP.
Nova also took the initiative last week to throw an impromptu AMA with the CPM on EVE voice, an event that turned out quite successful, and which we plan to repeat soon. Iron Wolf Saber and I attended the AMA as well GÇô with IWS meticulously translating our speech to text as Nova and I answered the public's first-come, first-serve questions. Take a moment if you haven't already to read IWS's fantastic summary to see all of the questions asked as well as our replies. |
Heinrich Jagerblitzen
D3LTA FORC3 Inver Brass
570
|
Posted - 2013.08.02 12:53:00 -
[49] - Quote
Messaging Management
The meeting with CCP Praetorian and CCP Flying Scotsman requested by the CPM took place the following week, on June 24. For those that may not be aware, CCP Praetorian is currently the Creative Director for Dust 514 and CCP Flying Scotsman is Lead Designer. Praetorian also appears to be the man calling the shots in Shanghai while CCP searches for a new Executive Producer. While we had asked for the meeting as an opportunity to discuss lingering communication issues, it was approached by CCP as a standard GÇ£what's coming next for Dust514GÇ¥ show and tell session. This first portion of the meeting was certain enjoyable, mostly because 1.4 is sizing up to be a noticeably larger release than either 1.2 or 1.3. We could hear a palpable excitement from Praetorian in particular about the progress he'd seen during his time away and about the amount of improvements they expect to be stuffed into 1.4.
Some of these features have started to hit the forums, IRC channels, and podcasts GÇô but for those that aren't up to speed the focus is clearly on infantry in 1.4. Aiming overhauls are confirmed for both dual shock and M/KB users, as is the overhauled TACNET system to emphasize and reward the use of Active scanners. There's also a new laser sight on the way, and Praetorian also mentioned the need for a balancing pass on all of the infantry weapons because of the new aiming system, though he didn't confirm that this was actually underway. We'll apparently be receiving a new type of map in 1.4, as well as the revamped infantry-LAV collision system (AKA the murdering of GÇ£murder taxisGÇ¥). Last but not least, Praetorian dished on an entirely new feature that will be quite visible within the client GÇô but I have yet to see public reference to this so I'll let CCP share their own surprise when they're ready.
Good news about Uprising 1.4 aside, the CPM had asked for the meeting to discuss communication, and we took the time following the 1.4 news to ask again what sort of structured efforts are being taken internally in order to deliver more consistent and transparent communication from the development teams. This was our reason for requesting Flying Scotsman attend the meeting as well, as ultimately we see the need for strong top-down solutions moving forward. While we continue to see weekly progress as developers ask for more input and share more of their work GÇô this seems to be still viewed internally as a luxury, rather than a responsibility. The tension when we raised the subject was almost immediate - and we were disappointed by the amount of initial resistance faced when trying to discuss the need for community engagement to be a structured part of CCP's development practice. After all, in many cases we're not even asking for additional work out of the developers GÇô we're asking for more transparency. The labor involved in throwing copypasta of work that designers have to show their team leaders anyways is trivial, with sometimes colossal benefit if the community can spot trouble in advance.
The CPM's reason for continuing to beat this seemingly-dead horse is simple: we understand that you, the community, are not going to start feeling comfortable about the game's future until you're comfortable with the leadership overseeing the game's development. CCP has certainly survived its fair share of storms in the past, but these have always been accompanied by a clear indication from those managing EVE Online at the time that problems existed, solutions were in place, and that the house was in order. Dust514 has yet to reach this level of certainty in the wake of Uprising's initial struggle GÇô and players have every right to doubt that their efforts will be put to better use this time around, with only the assurance of the CPM saying GÇ£CCP is tryingGÇ¥ to comfort them.
The core community that continues to keep this whole crazy experiment afloat with their time and money just wants to know that there's someone in charge who is committed to progress as they are, someone in charge who has a plan, and someone in charge that they trust. And you have every right to ask for that. Let me be clear though - our ongoing request here is not for some big apology or mea culpa. We've finally reached a point where almost everyone we engage with inside CCP is an active part of the solution, not the problem. But its also critical for these improvements to be codified into a repeatable process, turning good habits into routine.
CCP Praetorian explicitly agreed with the CPM during the meeting about the need to engage the community more frequently, and committed to stepping up the company's efforts. Our follow up question was again - GÇ£Wonderful, but how? What good habits would you like to make routine? Who will assure the community that they're going to oversee these changes?GÇ¥ We hope to report again soon once we hear more from CCP, as this issues lies at both the heart of why the CPM exists in the first place, and the foundation we need to build a charter moving forward. These are not matters to leave up to chance or individual goodwill GÇô no matter how much we may like the guys that are making Dust these days. |
Heinrich Jagerblitzen
D3LTA FORC3 Inver Brass
570
|
Posted - 2013.08.02 12:54:00 -
[50] - Quote
Initializing the Institution
Many of you have been asking about the status of the CPM as an entity, and rightfully so. I took the opportunity while we had most of upper management together to once again ask CCP Dolan about who our primary point of contact would be in CCP, and how soon the public would be receiving more information about how the company plans to continue using the CPM in the coming months, and the process that will eventually replace us with an elected player body. In our initial months there was some question about who we would primarily interface with in Shanghai GÇô but CCP Dolan has stated clearly that for the foreseeable future, he will continue to serve as the CPM's 'handler' (my term, not CCP's).
Whether his location in the Iceland office will be a hindrance to his ability to facilitate information flow between the CPM and Shanghai development teams has yet to be seen. Dolan obviously now juggles both the responsibilities of managing the CSM and the CPM, and appears to be the only individual inside CCP with this job description. What this means for all of you in the community, is that CCP Dolan will also be your point of contact from this point on in terms of information regarding voting, a CPM white paper, term length, etc. You're more than welcome to start letting him know how much you'd appreciate news regarding this process.
I suggested during the meeting that CCP Dolan take the time to write a dev blog, announcing several CPM-related news elements. Soon after our formation, the CPM voted for officers, so I think its about time that he share the results of that vote GÇô as well as discuss his tentative plan for our term length and estimated election period. We're well enough into our term here that officer titles aren't particularly significant, other than they at least reflect some the responsibilities we've taken on the past few months. We can sit around and talk about ourselves all day long, but in the end its most vital for the community to hear from CCP how they envision the CPM contributing in the months ahead, and whether they've found our contributions valuable. Dolan first mentioned GÇ£CPM/CSM report cardsGÇ¥ at Fanfest 2013, and I think we're certainly far enough into our term to warrant a checkup.
Tournament Tribulation
There has been much rumble in the community recently about the upcoming Urgent Fury-sponsored GÇ£Dust PrimeGÇ¥ tournament, and I'd like to take a moment to outline the CPM's involvement in the tournament planning. We were first notified of the event via an emailed preview of the dev blog sent July 18, the day before our meeting with CCP's community team to go over the upcoming event schedule. As evidenced by the completion level of the dev blog, it was obvious that most of the event details were already in place. The tournament was finally announced on July 26th to the public, but information has remained fairly inconsistent between CCP's own reporting and the details on the Urgent Fury website, which is notoriously difficult to navigate.
We requested more information about the terms of the tournament on multiple occasions, specifically trying to get to the bottom of whether it was CCP or Urgent Fury that had control over the variables. The response we received was the same announcement the rest of you saw publicly, that the teams were being reduced to 8 members and that domination would be the game mode used to compete. This caught us (and many of you) by surprise, and the CPM communicating strongly that changing the terms of the tournament in the middle of the sign-up process was a bad idea. 8-vs-8 is a format would not only allow more corps to participate, but it also works better for competitive FPS play historically, and both CCP and the CPM heard this feedback loud and clear. In the future though, we believe the discussion and decision-making needs to take place ahead of the launch of tournament sign-ups, rather than add to an already confusing situation.
At our request, the tournament format was restored to 16 vs 16 as originally announced, and the rosters size was increased to 32. This decision was based on additional feedback we'd heard strongly and agreed with: the 20 man roster limit was too restrictive for a 16 man team, four spares didn't free each corporation up from the possibility of forcing players to schedule time off work or school in order to participate in the tournament. We certainly appreciated the less than 24 hour turnaround on reversing the decision to change the tournament structure mid sign-up, but lesson to learn here is once again the importance of consulting the community (or the CPM as its representatives) earlier during tournament planning, before an event is established and scheduled with a vendor. |
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Heinrich Jagerblitzen
D3LTA FORC3 Inver Brass
570
|
Posted - 2013.08.02 12:55:00 -
[51] - Quote
Proven Progress
I'd like to conclude by sharing a conversation I had last night with CCP Commander Wang, who prodded me at a late hour with some questions about an upcoming event, and the rewards planned. Without spoiling the details of the event, I would like to at least raise up the inquiry and subsequent chat as a perfect example of the sort of casual, productive conversation we love to encourage whenever we discuss communication with CCP. Over the course of maybe 30 minutes back and forth, we were able to hammer out a prize line-up and event terms that I think more of you will appreciate. I hope Commander Wang found my input helpful, and that we see more of this kind of impromptu conversation across the board GÇô with the design teams as well. The CPM is working hard to articulate to CCP that improving communication doesn't have to be labor-intensive, it doesnGÇÖt have to mean hanging out in Skype or IRC all day long, it doesnGÇÖt have to mean scheduling a meeting with a large group. Often its the simple gestures GÇô a quick but timely sanity check about a project in play GÇô that make a huge difference in preventing the sort of issues we've seen with the latest tournament.
As always, never hesitate to contact us through the usual channels with your feedback, suggestions, and questions. Many of us also enjoy joining squads with other community members GÇô send us an invite and we'll see you on the battlefield! Thanks again for sticking through this as I catch up on my reporting, I'll see you next week. |
Django Quik
Dust2Dust. Top Men.
1188
|
Posted - 2013.08.02 16:06:00 -
[52] - Quote
Thanks for this latest update Hans and congrats on the anniversary.
I think one thing that is becoming more and more apparent is the disconnect between the marketing team and the devs and the community. They clearly have no idea what's going on in the game or any concept of what the community wants or appreciates. Someone really needs to get them out of the little bubble they clearly work in and give them a good slap with a wet fish to wake them up. And the poorly chosen aur item sales are not the only issue here - having a competitive tournament during a time of a fast changing game during this new quicker release timetable is a bad idea in general too. This community does not need more things to worry about while we're trying to get used to changes in the way the game plays.
I hope your continued efforts will break down the walls around some of the CCP teams and we'll all get the interaction with them that you're working towards. Good job so far. |
Rage Racer
DUST University Ivy League
0
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Posted - 2013.08.04 14:18:00 -
[53] - Quote
Good job on the report! Keep it up! |
Casius Hakoke
Fenrir's Wolves RUST415
192
|
Posted - 2013.08.04 20:50:00 -
[54] - Quote
Nice write up of your the CPM's meetings with CCP. I, along with many other players, appreciate your continued effort in bringing us information and also pushing for greater transparency with CCP's development process so that we can hopefully avoid another Uprising type update. |
Kevall Longstride
DUST University Ivy League
417
|
Posted - 2013.08.04 23:59:00 -
[55] - Quote
Thanks once again for the report, a lot of very good stuff.
I'm looking forward to 1.4 because I know the Dev's are very excited about it. I take its expected before the end of August. |
sammus420
Goonfeet Top Men.
247
|
Posted - 2013.08.06 12:38:00 -
[56] - Quote
Kevall Longstride wrote:Thanks once again for the report, a lot of very good stuff.
I'm looking forward to 1.4 because I know the Dev's are very excited about it. I take its expected before the end of August.
I don't know if it's safe to be excited anymore. The devs were super excited about Uprising, and look how that turned out. |
DUST Fiend
OSG Planetary Operations Covert Intervention
5619
|
Posted - 2013.08.06 15:41:00 -
[57] - Quote
sammus420 wrote:Kevall Longstride wrote:Thanks once again for the report, a lot of very good stuff.
I'm looking forward to 1.4 because I know the Dev's are very excited about it. I take its expected before the end of August. I don't know if it's safe to be excited anymore. The devs were super excited about Uprising, and look how that turned out. How the flux were they surprised that the flaylock would be OP?
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sammus420
Goonfeet Top Men.
249
|
Posted - 2013.08.06 15:56:00 -
[58] - Quote
DUST Fiend wrote:How the flux were they surprised that the flaylock would be OP?
I've said it before an I'll say it again, they don't play their own game. They say they do, but based on everything we've seen, I think it's pretty safe to say the build versions they play and the build versions we play have very little in common. |
Planetside2PS4F2P
Osmon Surveillance Caldari State
25
|
Posted - 2013.08.11 19:25:00 -
[59] - Quote
Great to see 2 cpm members are active. Keep sending dust in the right direction. |
Dante Kretschmer
D3LTA ACADEMY Inver Brass
63
|
Posted - 2013.08.12 22:27:00 -
[60] - Quote
Thanks for the effort taken into this Hans (& CPM)! |
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