|
Author |
Thread Statistics | Show CCP posts - 7 post(s) |
ZDub 303
TeamPlayers EoN.
326
|
Posted - 2013.06.12 14:52:00 -
[1] - Quote
Feedback for Dust 514 Punch Clock (PC) battle mode.
Like:
1. Dynamically changing game world where winning/losing has consequences 2. Economic warfare and resource management 3. All out attitude that you have to have with it, its play as hard as you can as long as you can and teamwork/communication is key.
Don't Like: 1. Horrible performance issues in PC that is not at all seen in IBs. Its so bad I pretty much don't wanna play PC ever. Its gotten better than it was, but playing a shooter game at 15 fps is still not a good experience. The input lag is so bad I don't even feel like its skill anymore that determines battles. Seriously, the performance of this game in PC is atrocious and downright embarrassing. 60 fps or bust. Can't make 60 fps with the PS3? Find a new platform.
2. Punch clock syndrome. The fact that a single corp can attack the same district day after day over and over again is turning PC into a job. Proposed Fixes: 1. Allow a couple options for when an attacker wins their first PC battle on a district: Option for a follow up attack in 30m. Follow up attacks would use the same clones that you already have on the district from the first attack, incentivizing the use of more than 150 clones per attack. You can follow up attack up to 3 times (and claim a district immediately).
Option to reinforce attack. This leaves the current amount of clones on the district attacking, and allows you to send more to reinforce for another attack tomorrow.
Option to withdraw from attacking. This sells off the clones and unlocks the district to be attacked by someone else tomorrow.
2. If the defender wins, there should be a 3 day lock out on the district with reduced clone production. First night produces no clones, second and third night reinforces with half clone production. Its exactly the same as it is now but it gives everyone a break so they don't have to defend their district every single night until they finally burn out and give up.
3. Skirmish. This game mode sucks. I'm sorry but it really does. The maps are seriously imbalanced in a lot of ways for the objective placement, and in the end it makes PC feel like a more important version of a game mode most of us already hate playing. You need to change the way PC works. You should be assaulting a district (MAG Domination style) not just lulzing a game of IB Skirmish and the winner gets some clones. The defenders advantage on the surface lab map is also a glaring problem.
4. Warbarge precision strikes. Pretty much completely devalues any link you plan to have between eve and dust. I don't know if that is what you intended? For dust players to not care whether or not they have eve support?
5. War point OB support. Change this... it works in IB just fine cause those are random pub matches, but put OB support on a timer like MAG. This isn't CoD, OB support shouldn't be a glorified scorestreak reward. Saving up and dropping 3-5 of these in a row is cheap and ruins any sort of fun Punch Clock battles have.
6. Reinforcement timer. Honestly, you're locking us into 1 hour a day for this (Punch Clock!!)... open up the reinforcement window to 2-3 hours, and allow the attacker to choose the time.
|
ZDub 303
TeamPlayers EoN.
330
|
Posted - 2013.06.13 00:03:00 -
[2] - Quote
I also have to say I like the idea of protected districts.
Have it so you can only attack from far left or far right and push into the center districts. |
ZDub 303
TeamPlayers EoN.
362
|
Posted - 2013.06.14 19:29:00 -
[3] - Quote
Would love to see PC give us something other than ISK for sure.
Down the road, having vehicle, installation, and weapon production facilities would be cool. And a 'deploy from corporation assets' functionality would be nice as well.
However, might need to change it so that only players with appropriate skills can drive vehicles before you could implement that. |
ZDub 303
TeamPlayers EoN.
440
|
Posted - 2013.06.20 19:29:00 -
[4] - Quote
CCP FoxFour wrote:I went through this thread yesterday, gathered all the feedback, made some lists, prioritized and weighted all the feedback, and we are using it to help guide our roadmapping.
Thank you ALL for your help and feedback! :D
Would love another dev blog on your rough roadmap of ideas, would be cool to see what you guys are thinking for the 'SoonTM' time frame. |
|
|
|