|
Author |
Thread Statistics | Show CCP posts - 1 post(s) |
semperfi1999
Internal Error. Negative-Feedback
517
|
Posted - 2013.06.10 20:07:00 -
[1] - Quote
A'Real Fury wrote:Kain Spero wrote:Some of the most entertaining PC matches were when we had one right after the other. A novel way to deal Planetary Conquest would allow the attacker (if victorious) to press the attack. Maybe this takes place in a different set of terrain or maybe it just respawns the match again, but making it take 2 to 3 days to take a district is just bad.
You have to plan out for two to three days just to take on location. This is part of what makes PC a job. The other side of the coin is the same organization being able to attack over, and over, and over after successful defenses. Maybe put in a cool down timer for failed attacks. The ability to continue the attack straight into the next battle sounds like a good idea. If the attacker wins battle 1 then give them the choice to regroup, fight in 24 hours time, or continue immediately. 2-3 battles and less than an hour and it is over and they can immediately flip the clock necessitating a cool down period.
Kain is full of good ideas. Its just too bad that CCP doesnt want to listen to them it seems. |
semperfi1999
Internal Error. Negative-Feedback
517
|
Posted - 2013.06.10 20:10:00 -
[2] - Quote
Bones McGavins wrote:Or maybe the problem with PC was everyone stretching themselves too thin. Seems more like burn out is an issue more than anything else. Not a shock since only a small percentage of players are participating.
Also, maybe stacking your team so theres no real competition sort of hurt Imps specifically. The idea of a smaller elite corp that "cant" lose is cool and all. But yes, you are going to win your fights and then on the flip side, you cant really hold a lot of ground (without burnout quickly) so winning also becomes pointless.
Not really burnout... we were rarely ever attacked. Noone wanted to waste the clones on attacking us. So we attacked out and sold the districts behind us. The burnout is from the bad gameplay of Dust in general. Watching other FPS games now everytime I see a little hill my first thought it....ooooopp gotta go around that otherwise I will get stuck. But then I remember oh yea other FPS games dont have that problem. DOH |
semperfi1999
Internal Error. Negative-Feedback
522
|
Posted - 2013.06.13 12:15:00 -
[3] - Quote
Zyrus Amalomyn wrote:Mitsuko'Souma wrote:Dust 514 corps shouldn't even own districts and planets, that is what EVE corps should be doing. PC should be open to everyone, via bulletin board style menu where you can see all available contract offers from EVE corps. Either single mercs or entire merc corps can be hired. The longer you work for a EVE corp, could come with higher pay/higher rewards.
The way they are doing it now is so dumb. Also they need to streamline the battle process. Why do defenders get to choose when they can or can't be attacked? An army shows up at your front door and you can just say, "oh sorry we don't want to fight right now, please come back later". Whenever a district changes hands, there should be a protection period, say 48 hours or however long, where it can't be attacked. After the protection period is over, it's fair game at any hour of the day. After a failed/successful battle, it goes back into protection period. That would be much better. So basically you want Eve to control everything, and us to play peons and nothing but? No thanks.
Do you even know what a mercenary is? Because we are supposed to be mercs......which currently we are not. |
semperfi1999
Internal Error. Negative-Feedback
545
|
Posted - 2013.06.19 13:48:00 -
[4] - Quote
Deluxe Edition wrote:Paran Tadec wrote:Telcontar Dunedain wrote:Really unclear why CCP thought PC would be fun.
Timer fights? Really? Lets take the one universally hated thing in EVE, and replicate it in Dust.... I'm not sure how not using timers would be considered fun? What would be more fun, making sure you had 16 players on at a time 23/7? The timers give players a 24 hour notice so teams are easily formed and players know to set that time aside if they want to play. To me timers have the opposite effect of player burn out, it allows our team to live their lives and do other things and tells them exactly what time they need to log in to fight in the wars that they enjoy. As for Kains Idea on pressing the attack, the drawback to it is it will cause a cascade effect if that corp was being attacked on a timer set an hour after the previous one. While it may prove to be a plus for a corp who plans to hold no land, it would prove catastrophic for entities that do.
Actually what it would do is force losses to be punished much more severely then they currently are. Right now you have to fight the same district 3-4 days just to take it. |
|
|
|