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Thread Statistics | Show CCP posts - 7 post(s) |
Terra Thesis
HDYLTA Defiant Legacy
119
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Posted - 2013.06.12 14:00:00 -
[31] - Quote
I'm not in a PC corp. so my experiences are based on volunteering as a sub.
1) i like the framework for war with persistent consequences. 2) i like the connection to eve - what little there is. 3) can't really think of a third one, sorry. i suppose i could cite many enjoyable dust mechanics that aren't specific to PC.
1) as you might be aware, the technical issues (frame rate) must be addressed above all else. 2) no participation for the unwashed masses. one of the greatest innovations of eve that I'm really shocked wasn't carried over was the feasibility of every last corporation member from the 10 year veteran to the day old noob to directly participate in the epic conflicts.
I'm not talking about running coffee for the big shots, either. I'm talking about being right up at the front, potentially making the war-winning shot without worrying that you're occupying a "slot" that an elite player should be in. right now, in the top arena in dust, there's limited slots and a big isk barrier to entry. i play this game for fun, so I'm not "serious" enough to bother.
i understand why it's infeasible to re-engineer dust overnight to support unlimited players in a match. but you could feasibly overhaul the design of PC so that you can attack/defend over an unlimited number of matches simultaneously (you'd probably have to change how clones work). this could open up all kinds of intricate asymmetric strategies... you split up your elite A team to defend against two enemy squads, you instruct your B team to go heavy defense to delay until the cavalry can arrive.
the key is to engineer it so that no corp ever turns down a noob because the battle is too important and they'd use up a valuable slot. when that ultimate make or break day comes, they should be scrambling over themselves to get friends, wives, strangers to log on and strap into a dropsuit. 3) i don't know. i guess maybe open some ghetto districts for those who can't play every day but want to be proud of a small accomplishment. maybe make barren planets have a weekly reinforcement timer, but only a weekly payout, and just 6v6. |
HowDidThatTaste
Imperfects Negative-Feedback
2727
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Posted - 2013.06.12 14:05:00 -
[32] - Quote
It would be nice to have something special for PC. Something exclusive to those who play ( unique maps,rewards,naming rights,exclusive loot) this would make talking about PC encourage those not in to strive to get in, and those in to brag about what they got etc.
As it now it is just skirmish matches that allow us to field our own 16 with a fancy starmap scoreboard.
We need more reason to hold this one special district per world and it can only be attacked by its neighboring districts not by random clone packs. This special district offers all the members in the corp a weekly SP bonus or huge ISk reward.
This might go a long way in the rest of the corp caring about wins and losses if they are getting something out of it even if they may not be considered " the top teams"
Even a guaranteed 1 of each officer weapon for ho,plding this special district per week. This would focus battles to these locations. |
TheAmazing FlyingPig
Crux Special Tasks Group Gallente Federation
807
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Posted - 2013.06.12 14:07:00 -
[33] - Quote
Skirmish 1.0
There, I said it. |
Thor Odinson42
Molon Labe. League of Infamy
353
|
Posted - 2013.06.12 14:08:00 -
[34] - Quote
First and foremost issues like these need to be resolved. Not producing clones
Then isk lost from broken mechanics needs to be refunded. My corp has lost at least 240million isk from the server issue a week ago alone. |
Talos Alomar
Subdreddit Test Alliance Please Ignore
931
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Posted - 2013.06.12 14:10:00 -
[35] - Quote
The fact that the timers are in odd times for 90% of your player base doesn't help. One can't really expect anybody to call out of work/skip school just to fight in a PC battle.
The lag is also a huge issue. It's the #1 reason why nobody in Subdreddit really gives 2 kittens about PC anymore.
the #2 and #3 reasons are either "why should I care?" or "FW is much more fun, let's just do that". |
steadyhand amarr
Amarr Immortal Volunteers
686
|
Posted - 2013.06.12 14:13:00 -
[36] - Quote
To highlight an earlier point. If your bad at dust you cant really do anything which means u will never see Pc. This very anti EvE where even bad eve players can fulfill a roll in a battle.
Somthings to fix this would really open up PC outside the elite |
Rynoceros
One-Armed Bandits Unclaimed.
121
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Posted - 2013.06.12 14:16:00 -
[37] - Quote
Likes: The possibility of outside permanence.
Dislikes: Latency, lack of map diversity, lack of mode diversity
Let's expand on the diversity issue. Not all planets have the same terrain, right? Not every structure in New Eden is of Gallente construction, is it? Battle mode should be randomized or decided by the defenders. (There is more, but it's time to clock in) |
Crash Monster
Snipers Anonymous
572
|
Posted - 2013.06.12 14:20:00 -
[38] - Quote
I'm not currently involved in PC. I'd like to see enough land out there so that anyone could claim a little bit. Perhaps put size of land ownership under skills such as size of corporate membership. This might make it easier to keep the supply of districts just slightly above the total number being claimed.
It would let smaller corps get experience without having much impact. Perhaps you would have differences between zones that would make some less appealing or less worth owning -- again, give the cheap seats to the smaller players.
The concept, if this is a fun part of the game make it easier for more people to build some castles in the sand box. Keep the best areas in limited supply but allow everyone to have some level of dump. That's how life seems to work.
Also, added. |
Gregor stormwalker
Seraphim Initiative. CRONOS.
40
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Posted - 2013.06.12 14:22:00 -
[39] - Quote
the good
1.fighting as a team against rivals
2. the meta game
3. the potential
the bad
1.loose of grand strategy due to clone packs- see ( my thoughts on removing clone packs )
2. time zone warfare (hard one but might sort itself out as player base increase)
3. number of atacks/defences a day needed to defend or conquer successfully
the ugly
1. lag
2. lag
3. lag
the good expanded
3. the potential: don't really need to expand on this but it always good to say but this game does have so much potential from PVE thats interrogated into PC , different game types as different attack types. It will become something unique
the bad expanded
1. see that topic but in summery trying to find a way to limit clone pack attacks too increase strategy in PC
3. if one was implemented 3 would improve as attacks need to be thought out more, but I have come to like the push attack mechanic as long as it had limits (1 extra attack or you could end up playering for 3-4 hours straight, minimum 150 clones must be left after the 1st attack to push- also increases incentive to attack with more than 150 clones)
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Soraya Xel
New Eden's Most Wanted
78
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Posted - 2013.06.12 14:24:00 -
[40] - Quote
First and foremost, EVE orbitals are currently a joke. Precision Strikes are faster and more reliable, meaning that having EVE support means nothing. Half the time when we have orbital overhead, players opt for Precision Strikes anyways. If CCP wants this game to work as one, they need to go big or go home: Remove Precision Strike from Planetary Conquest.
Time zone issues and lag kill most worthwhile matches.
If you're stepping into PC for the first time, it takes like a month to recoup your investment, which is very painful for any but the largest of corporations. |
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shaman oga
Nexus Balusa Horizon DARKSTAR ARMY
171
|
Posted - 2013.06.12 14:33:00 -
[41] - Quote
I've played a single PC battle, with my alliance, i'm not a lover of clan wars. I think that CCP should treat in different way PC players (EvE) from we the PS3 players. I play almost every day, i would like to play PC with my little corp, but the game mechanics are against us. You should encourage the PC for little corps. The game mechanics should be more open to give to all the players the possibility to play the entire game. |
The Black Art
Pro Hic Immortalis
114
|
Posted - 2013.06.12 14:34:00 -
[42] - Quote
1. Strategic/organized corp vs corp battles 2. Corps can claim something and fight for their right to own it 3. Some, even if very limited, tie-in to EVE
1. Daily grind, feels very much like a job. We play videogames for fun. 2. Neutral objectives for defenders. If I own the district, why is it neutral to me? 3. No significance to owning a district. There's literally nothing for corps to spend money on now except more clone packs.
2. Corps can claim something and fight for their right to own it I very much like this. I like checking the star map every day and seeing my corporation's own little piece of land(s). It feels great acquiring a new district and seeing your empire (big or small) grow with your hard fought battles.
3. No significance to owning a district. There's literally nothing for corps to spend money on now except more clone packs. Really, we're just fighting for districts to gain ISK, which actually has no value currently. As one of my corp-mates brought up, why not have different facilities do different things for Dust-side. Like production facilities produce dropsuits/vehicles, research labs produce a low or very low amount of officer gear , and a cargo hub for whatever else, possibly modules. Maybe all that's ridiculous, but with nothing to spend ISK on, holding a district is really pointless outside of making me feel good about seeing my corporation's name on it. |
ZDub 303
TeamPlayers EoN.
326
|
Posted - 2013.06.12 14:52:00 -
[43] - 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.
|
Tallen Ellecon
KILL-EM-QUICK RISE of LEGION
93
|
Posted - 2013.06.12 14:53:00 -
[44] - Quote
Things I like: 1.The high ISK made from winning makes Proto wearing profitable. 2.Sharing Wins/Defeats with my whole corp/alliance brings us together. 3. Future potential.
Things I don't like: 1.A team burnout and lack of momentum We usually can run battle after battle without too much stress, but having to log on same time everyday can make it more a chore than fun. The 24 hour wait is a little much. Small player count also means the same A players need to play important battles. Our corp regularly starts PC battles just for our newer players to get some experience, but we can't afford to bring them into most, so our strength is bottle necked. 2. Technical issues without a doubt. 3. Eve interaction, I think the bonuses aren't worth enough to make it an Eve driver unless you're already in Dust, and the OB as nice as they are can be more risk for Eve than they are a benefit for Dust.
Don't change: 1. The map, probably the coolest thing, makes navigating easier than Eve. An alliance option would be nice but so far it's great.
Overall I'd say PC is interesting, but it is not as fun as we thought it would be. |
DJINN Jecture
Purgatorium of the Damned League of Infamy
13
|
Posted - 2013.06.12 15:02:00 -
[45] - Quote
CCP FoxFour wrote:Constructive thread time, I know, trolling fun, but every now and then we need a constructive thread. So here we go.
This is about planetary conquest This team does not deal with balancing. :)
For these first two questions please keep them simple and just one sentence per point.
What are the top 3 things you enjoy about planetary conquest? What are the top 3 things you would like to see changed?
Pick one point about what you like and expand upon it if possible. Why do you like it? Pick one point about what you don't like and expand upon it if possible. Why do you not like it? Top 3 Likes Salvage from the battle is actually being awarded unlike instant battles.
The payouts allow for protosuit use unlike any other battle type or mode.
Corporation based strategies are able to be used. This is supposed to be a huge part of this game, why has it been sidelined to once a day per district being attacked? There is little motivation if you don't want PC battles to join a corp, you can always join a channel. We need platoons.
Top 2 Dislikes AWOXing without needing trust to grant you access to the battle. This problem should have been fixed when it was first noticed when corp battles were introduced.
The 23hr Lockdown. There needs to be a way to affect a reinforced state like a what happens when you shoot up a Player Owned Station. Or some sort of means to attack a corp rather than just attacking their district, intercepting troops in transit from eve would be good. |
Fox Gaden
DUST University Ivy League
454
|
Posted - 2013.06.12 15:05:00 -
[46] - Quote
What if Genolution Clone packs had to be deployed from a High Sec Temperate Planet using the same Survival Rates as if you were deploying from your own district? Give them Surface Lab survival rates. It would mean that some areas in Molden Heath would be accessible to attack by Clone pack and some areas would not. New Corps could still get into PC, but location would gain the tactical significance that it was meant to have.
Systems 1 jump from High Sec Temperate Planet: Oddelulf Meildolf Osvetur Mimiror
Systems 2 jumps from High Sec Temperate Planet: Bosena Ennur Skarkon
Systems 3 jumps from High Sec Temperate Planet: Altbrard Audesder (Arnola, Derelik Region) Klingt
Systems 4 jumps from High Sec Temperate Planet: Aedald Hedaleolfarber Sakulda
Systems 5 jumps from High Sec Temperate Planet: Aeditide Hrober Muttokon
Systems 6 jumps from High Sec Temperate Planet: Kadlina Egbinger I think this system would work well when the other Low Sec Regions are opened to PC also. Some regions bordering High Sec would be easy to get into, while regions farther out would only be accessible by larger established Alliances.
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Telcontar Dunedain
Imperfects Negative-Feedback
464
|
Posted - 2013.06.12 15:08:00 -
[47] - Quote
Likes -
1 - Team based fights. VERY Long overdue. I question what point there is to Dust514 without them. There are other games with better solo and small group play generally.
2 - Corps can't run from NF anymore.
3 - ....ok the map is pretty and almost useful with a bit more iteration.
Dislikes -
1 - Meaningless, useless, no point to PC. ISK (and not enough of it) and Clones aren't useful, they are just a vehicle to have more fights.
2 - No economic integration so Eve doesn't care and you didn't provide adequate reason (and region) to care.
3 - Your map modes are dull. Failing to develop skirmish 1.0 was one of CCP worst decisions (there have been many others but this is one of the worst). Where is "conquest"? This seems like the correct place to have that mode. We need more strategy, depth and length to the fights. Doesn't feel epic having to fight 3 crappy skirmishes over 3 days.
4 - The voice chat system is painful with 16. The openmic in squad + PTT in team or a selectable channel solution we talked about should be pushed forward.
5 - Timers. For something that is so useless having to login 1-4 a day to "work" is lame.
6 - Not enough battles on too rigid of a schedule. We'd all like to have more fights not less, but we don't want annoying timer fights as the reason we have them.
7 - Lag and general badgameisbad issues.
8 - No keystone or beachhead district for a planet (no geography in your game design). To hold territory you have to have all these stupid timers defended even if you will win 100% of the time. No reason to hold an entire planet.
9 - Checking off the "own a planet" checkbox for marketing led you to ignore FW where most of the above problems wouldn't be biting so directly and obviously. Corporate teams could be fighting over stuff, all day and night at their whim, that at least some of Eve cares about (if you did it right). |
BOZ MR
Internal Error. Negative-Feedback
244
|
Posted - 2013.06.12 15:09:00 -
[48] - Quote
CCP FoxFour wrote:Constructive thread time, I know, trolling fun, but every now and then we need a constructive thread. So here we go.
This is about planetary conquest This team does not deal with balancing. :)
For these first two questions please keep them simple and just one sentence per point.
What are the top 3 things you enjoy about planetary conquest? What are the top 3 things you would like to see changed?
Pick one point about what you like and expand upon it if possible. Why do you like it? Pick one point about what you don't like and expand upon it if possible. Why do you not like it? 1-) Being able to bring a corp to collapse. 2-) Only part of the game that requires strategic gameplay 3-) Gives a sense of New Eden by spying/awoxing and bitterness for the first time. --------------////////////------------- 1-) We are mercenaries, I think we should'not be able to hold planets, we should be hired by EVE pilots, alliances. 2-) As far as I understand it is like a chore to handle by our directors, not fun to set-up 8393 battle in a week. 3-) Balance HAVS GOD DAMMIT. |
bacon blaster
BIG BAD W0LVES Eternal Syndicate
47
|
Posted - 2013.06.12 15:22:00 -
[49] - Quote
I like the idea of PC. I like the idea of the friendly fire. I like the requirement of Eve side for an ob.
I do not like how little area there is to fight over. I understand that the Dust numbers are underwhelming, and there shouldn't be enough space for everyone to have a planet, otherwise there is no point in fighting. Right now, however, there is so little space that, really, only the alpha corps get to take anything or really stand a chance of winning a fight. This discourages a lot of people from trying because no one wants to go into a fight they know they will lose. |
VicBoss
Militaires-Sans-Frontieres
278
|
Posted - 2013.06.12 15:37:00 -
[50] - Quote
1. Metagame 2. metagame 3. metagame
1. We should be able to be hired out with a contract system (I know this is on the way eventually) 2. the way the timers and system is set out is very prone to burnout 3. different types of battles on different districts
So what i love is the metagame, the wheeling and dealing and sort make this the game it is. This might come as a shock to some people but while some people play dust for the shooting mechanics the meta game is the reason to play. No other game has it and it is awesome.
I'm going to focus on 3 because i know that 1 and 2 are already slightly addressed.
3. Different districs should be a little varied. Maybe some Domination matches, maybe for a barren, useless district that has limited production use make it an ambush. Post what map it is on the district. make some districts take an 8 v 8 battle, or eventually some districts make it a 24 v 24 or something, vary the sizes, this way many more corps can become active and the smaller districts could have less impact in clone count and production ability.
Have fun! |
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Cosgar
The Unholy Legion Of DarkStar DARKSTAR ARMY
1412
|
Posted - 2013.06.12 15:40:00 -
[51] - Quote
Also, I need to point this out: Remember how EVE orbitals worked in the tourney build at Fanfest? I want that for PC. |
Nightbird Aeon
Ahrendee Mercenaries Omega Commission
177
|
Posted - 2013.06.12 15:44:00 -
[52] - Quote
Likes: -Owning something that generates either revenue or assets that can be used to attack other people -The ability to take someone else's stuff -Battles where the entire corp can get involved and work as a larger team
Wants -View which district is being fought over... either by viewing the map or seeing a layout when in the MCC -Different game mode, where defenders start with all the points and attackers have to take them over before striking at a central point. -Enable spectator mode for those members of the corp that cannot participate in the battle -The ability to build or call in permanent installations (i.e railguns, supply depots, etc) on districts that you own, thus fortifying them. -Owning a district has a benefit to corp members, in addition to generating revenue to the corp. For example, owning a district will give a x% reduction to the cost of a module type. As new regions open up, owning a district in Caldari space will result in a 1% reduction in the cost of Caldari drop-suits... or vehicles get cheaper, or shield modules, or armor modules, etc.
-Following up on the above... you should get "set bonuses'... like armor sets from Diablo, from owning a whole planet. |
InsidiousN
KILL-EM-QUICK RISE of LEGION
78
|
Posted - 2013.06.12 15:51:00 -
[53] - Quote
What needs to be fixed:
1: LAG, lag, lag, honestly this could be all 3, the lag is really the only thing you should focused on because it is so game-breakingly bad that it is unplayable. It threatens DUST 514's very existence because no matter what is added to the game it is pointless to try to play with this incredible and consistent lag.
2: Being able to connect to a match, getting DCed, and getting stuck in the loading screen.
3: When the first two are fixed, then you need to increase the player count and map size significantly. |
Gunner Nightingale
Internal Error. Negative-Feedback
729
|
Posted - 2013.06.12 15:59:00 -
[54] - Quote
Well since you asked here goes.
Likes 1. More organized fights 2. Gain and loss that creates a great way to troll other corps 3. vOv
Dislikes
1. Its still the same game mode we've been playing for over a year. There needs to be different game modes that can accompiish different things with regards to the district--- Take classic FPS modes like ambush, Capture the FLag, Team objective(rolling objective, kind of like skirmish 1.0) w a dust spin.
2. It takes way to long to flip districts when that is the aim but again if there were other ways to fight in PC other than skirmish for taking control of a district it wouldn't be so bad. This is also in relation to the way timers works not only for attacking but for changes that result in locked conditions because of the minimum 24 hour rule.
3. There is still no REAL incentive to fight. Losing territory is not that big a reason to fight in PC especially if you have a 1-2 free attacks before a district will flip, Simply put Loot is not enough a reason to show up to fight, neither is ISK even in its current form. If there was a sell loot for ISK option that still wouldnt help. There needs to be a better incentive to show up and defend.
For more detailed i will requote 2 mechanics changes ive posted before.
Gunner Nightingale wrote:As I stated previously
5. Remove the minimum of 24 hrs to perform actions and make it simply timer to timer. (except changing the timer itself) If i change my timer and then want to move clones out to attack allow me to do this please. The minimum 24 hr rule on attacks is more then enough of a restriction, restricting every action to a 24 hr to 24 hr action just creates unneeded red tape. To be succint any action performed on the district that is not a timer change or an attack should not be mandated to the minimum 24 hours rule
Currently im realizing its not just killing attacks but everything in this game. Any change that is made because its being made during the reinforcement time is forcing the system to remain locked for >24 hrs. Because it will be 23 hours to the next reinforcement window EVERY time you make a change to the district.
The mechanic needs to be a timer to timer function such that actions can be conducted at the next timer. Personally i dont think it should be even limited to one action timer. But if it needs to be one action per timer fine but make the changes timer to timer. The only exception should be a change in the timer itself. If there is any change in the timer, apply the minimum 24 hr rule then. This will always result in 2 cycles before the district will unlock. Also as a safety make any changing the timer a mandatory 24 hr wait time since the last action this should prevent abuse like changing to cargo hold, adding clones and then changing timer in very short order.
===================================================================================================
TL;DR with scenarios so not really TL;DR
Everytime you make a change on a district you are doing so during the reinforcement time. Therefore it will always be 23 hrs to your next timer. The minimum 24 hr rule therefore is pushing every lockable action on a district to 47 hrs before the district will unlock.
Scenario: I have a district its timer is 0100. I make a change at 0100 (this is still <24 hrs away cause the system tracks seconds in the background but lets be realistic and say i made the change at 0101) So i make a change to the district at 0101 well now that is <24hr from 0100 so my district will remain locked past the next timer and onto the following days timer because the next 0100 is <24hrs away.
--Point is 24hr is too restricting, using 23 hrs works better. WHY? because any changes that result in a lock will still unlock the district the following day.
--What about abuse of the clone generation? Ok lets say i make a change to my timer at 0100 and change it to 0000 I made the change at 0101 and that is 0000 is now 22hrs 59mins away, cant abuse it going backwards. Okay how bout 0100 to 0200 okay so that will be a 25 hr wait period. So where is the harm?
--What about a person abusing this to rapidly change structures and then fortify their districts with clones. So What? They still have to defend, waste isk or move clones to keep resupplying them. And attacking a district brings all of that to a grinding halt.
But as it is now every actions that results in a locked state creates a 47 hr delay in future actions because of the minimum 24hr mechanic, minimum 23 hrs mechanic will do just fine because any action performed during the timer will result in an unlock at the next timer. Thus creating the request i make in pt 5 of my original post.
The biggest caveat to above is this: The minimum 23 hr rule will result in one less day of clone production of newly won districts and will force counter attacks to take place the very next day with only 1 cycle of clone generation(not sure if this is desired i understand why you have the mechanic the way it is for this scenario, it ensure any acquired district will be at least in a codition requiring 2 min 150 clone loss attacks before the territory is lost). However im not entirely sure it will be an issue because im still learning how that works because reading the blog its seems you have encoded it to ensure there will be at least 2 reinforcements on newly acquired land before an attack can take place. Perhaps there is a way to incorporate the min 23 hr mechanic and still ensure that but im still trying to think that part through.
OR
If it is at all possible to separate attack actions from everything else then it is perhaps wise to maintain the minimum 24 hr restriction on deploying clones onto an enemy district.
Thanks. |
Gunner Nightingale
Internal Error. Negative-Feedback
729
|
Posted - 2013.06.12 15:59:00 -
[55] - Quote
Gunner Nightingale wrote:Shrapnels wrote:Where is the Cost fixes for a Corp who does NOT own a District, when Attacking? I suggested this, but as it was pointed out to me, ALT corps freaking alt corps would abuse the crap out of it. Unfortunately there is no good answer. But i for one would rather the entry into PC be lower even if it means economic might can overwhelm. I have suggested a few things to help mitigate it though. 1. Currently a successful defense will yield 50% of clones from any clones over 150 brought to battle. Problem is no one brings more than 150 clones. So if you are only producing 80 clones that is your buffer before you can be beaten down by attrition over time. Frankly an 80 clone loss is very easy to come by in a tough fight. Solution: Make it 50% of clones brought to battle regardless of number. So if its 150 clones you will earn 75 of them from a successful defense, add that your 80-100 clone generation, successfully defending really pays off and makes people think 2x of just mindless throwing ISK at you. As far as how to account for such a high yield, lets simply say that from x number of clones destroyed you can salvage the parts to yield a 50% return. 2. Currently there is a minimum 150 clone movement on attack, with this you can only obtain 50% of the clone generation of the district you are attacking. That is 40-50 clones. Again makes raiding not all that profitable once you factor in clone loss to and during battle and the ISK transport cost. Solution: Make it 100% that means you can raid a district and gain 80-100 clones for winning the attack. That is a great raiding yield while not increasing passive ISK gain. Originally i thought lets just increase the clone generation. That would only make things worse since your are creating a larger passive ISK faucet. Now ISK generation comes from actively attacking or successfully defending. Most important you will note is that WINNING is the predominant factor that yields your rewards. Now if you did this and lowered the ISK cost of clone attack to 40-60M It wouldnt be so bad. Sure ppl could use their ISK printers to use more clone pack attacks but if they aren't winning then they are basically paying you to fight them. If they are winning by farming small corps well then that might be where a good MERC organization can help--Fortunately I know of such an organization ;) I think reducing the ISK clone cost and perhaps adding a sliding scale with increased cost or increase the cost for overall usage up to a max cost after x number of uses could be another way to go. Most importantly I was told that the defensive rewards may be too high for a single successful defense so perhaps tweak the percentages. So as line item 1. Make active participation more rewarding than passive land holding 2. Make the entry and reentry into PC lower 3. DItch the idea of trying to tweak the numbers to force localized fighting, let people battle it out all over MH and then if PC opens up create escalting costs for newer regions for pathway to entry begins in one place and as people get better and has more money will branch into higher tiers of constellations(novel idea needs more thought). 4. Start moving towards a merc model let create better EVE rewards and incentives for EVE players to hold the land and let them hire out mercs or hold dust corps to defend/attack for them. So please make raiding more fun But more importantly create Dust styled gamemodes around PC. Create a capture the clone facility as a CTF mode, create a demolition or domination game mode for PC that has a different way of playing the game. Create an ambush variant that works in PC, FOR THE LOVE OF GOD BRING BACK SKRIM 1.0.
Also if there is possible way to incorporate more ways to do asynchronous fights where a small "strike" team can go in to weaken or harass a large fighting force. |
Scheneighnay McBob
Bojo's School of the Trades
1533
|
Posted - 2013.06.12 16:04:00 -
[56] - Quote
I enjoy:
- Fights that matter FOR US. Screw your factions!
- Good way to see what corps are on top
- Something different to talk about- it's like having a special event 24/7
Things that need a change:
- Team sizes need to be bigger- I know you're working on adding more planets, but ringers are out of work!
- Eve players have no reason to support us. Eve-Dust teamwork should be highly rewarded on both sides.
- Battles need to be more frequent- one battle per district per day breaks immersion, among other things.
I really like how we have fights that matter for once. It really does a lot for immersion, and it would be cool if there was more to it than just farming clones.
About support from eve- this might contradict somewhat what I said in the above point, but I think holding a planet should be more important to eve players than dust players. Mercs don't want to farm, but I'm sure eve players wouldn't mind it. It would also be doing the game a lot of good if we started accepting (potentially binding!) contracts from eve corps. ie: By taking this contract, your corp will get get 3 million ISK from the getgo, and 25 million after either: A. you win 5 battles, or B. you participate in 15 battles (over said planets/districts) |
RKKR
The Southern Legion RISE of LEGION
56
|
Posted - 2013.06.12 16:04:00 -
[57] - Quote
CCP FoxFour wrote:Please try and keep this focused on planetary conquest. We don't really deal with weapon or vehicle balance.
I made it more clear in the OP. :)
Why doesn't the balance team make a thread like this? You have balance team right?
I like PC because it gives us something else to do.
I don't like PC because of the lag that makes it unplayable. I don't like PC because it doesn't make me feel like a merc that is for hire to help EVE-pilots out.
I got a feeling this games needs to evolve more to give feedback on it. I rather have you guys focus on the things you've promised or showed in trailers instead of getting our hopes up for some other future changes. |
Kain Spero
Imperfects Negative-Feedback
1608
|
Posted - 2013.06.12 16:07:00 -
[58] - Quote
Constructive thread time, I know, trolling fun, but every now and then we need a constructive thread. So here we go.
This is about planetary conquest This team does not deal with balancing. :)
For these first two questions please keep them simple and just one sentence per point.
What are the top 3 things you enjoy about planetary conquest?
- Playing in matches where everyone on my team is part of my organization.
- Tearing down people's sand castles.
- Orbital suport from Eve.
Changes
- Allow organizations to participate meaningfully in planetary conquest without holding land and create a true mercenary system.
- Add the ability to have fights in sequence to allow a district to be flipped in one go (pressing the attack) and give defenders a breather for successfully defending even if the attacker re-ups the attack.
- Allow Eve-side ownership of districts in addition to Dust ownership.
Pick one point about what you like and expand upon it if possible. Why do you like it?
Eve side support is the real tangible link between Eve and Dust right now. Working with players across platform to influence a battle is awesome, but the incentives don't seem like they are enough to justify the risk. I would like to see the orbital support aspect become more liberated and not be tied to just supporting someone in your alliance or corporation. I would love to also see it expand beyond to war point mechanic in a balanced way, so that the fight on the ground is still the most importan part of a match.
Pick one point about what you don't like and expand upon it if possible. Why do you not like it?
I don't like the fact that taking a district feels like a job and a long grind. You have to dedicate a set hour to play Dust for two to three days just to conquer one district and the sense of progression for that allocation of time isn't sufficient. I think, as long as you have clones over a certain threshold after a battle, you should be able to press an attack an immediately fight again in a district until you lose, have your clones drop behold the threshold, or take the district.
Also, it feels like there should be more ways to attack a districts as well and winning (either on defense or attacking) should be more heavily rewarded. Defenders I think should be rewarded by gaining a minimum of 75 clones to their district in addition to the biomass payout and attacks should steal all of the clones to be produced the next day in addition to the biomass payout. |
HowDidThatTaste
Imperfects Negative-Feedback
2728
|
Posted - 2013.06.12 16:24:00 -
[59] - Quote
Can someone post the isk required to take a district?
Day one 80 mil Gen pack day two ? Day 3
What profit is earned by winning a district? And if that district is attacked at first available time until it is lost what is the final payout of 6+ days effort?
Please walk through the way it currently works for 1 district won and immediately lost. Just so we can talk isk numbers |
iceyburnz
Crux Special Tasks Group Gallente Federation
681
|
Posted - 2013.06.12 16:34:00 -
[60] - Quote
I don't play in planetary conquest. But I am active in chat channels so can contribute a little. I don;t play largely because of time constraints I am under.
What are the top 3 things you enjoy about planetary conquest?
1) Its a step in the right direction of make a Dust 514 "one universe one war"
2) It gets the good players away from the noobs.
3) Just following the banter and meta game is what makes eve/dust great.
What are the top 3 things you would like to see changed?
1) Visibility. Unless you read patch notes from month ago or follow the forums or speak to people through the terrible PS3 chat interface, this feature is not evident at all. It has zero visiability. Ever new player should be aware this is happening and it should be visiable graphically adn in menus somehow.
2) Immersion. This is a problem with the whole game. PC should be graphically represented somhow in game, beyond the map, either in social spaces, exporation of your home station or whatever. This is high concept, expensive stuff and I know dev time is probably better spent else were. If I had the tag "lead game designer" I would be looking for away to make EVE NPC corp versions of PC. Dust is not restricted to eves fw system. The interpolitical battles of the NPC empires would be a sweet "in road" to this feature. Without timers and perhaps eve players accepting planearty bombardment missions from empire agents.
3) Let PC corps onto thier own districts. Let them invite people to hang out or have training battles with.
Pick one point about what you like and expand upon it if possible. Why do you like it?
Planetary Conquest should be the present end game for those that participate in it. There should be no reason EVER for them to return to instant battles, in the same way there is no reason for level unless they don't have enough people online. There should be raid games, sabotage games, inflitration and all out war. The battles shoudl reflect the politics and visa versa.
Pick one point about what you don't like and expand upon it if possible. Why do you not like it?
The technical difficulties, the wierd timer system that forces people recreation time into that of a job the reason I havn't joined a corp - don;t have time to get up at 2am.
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