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Chinduko
KILL-EM-QUICK RISE of LEGION
239
|
Posted - 2013.06.26 16:12:00 -
[1] - Quote
Remove damage, shield/armor enhancers from modules and skill points.
This will balance the game for new and experienced players by allowing everyone the same potential for kills.
This will make Dust a game that is based on individual player skill and not from equipment and SP bonuses.
The damage and HP enhancers are great but when new players are put at a huge disadvantage when competing,
they will not likely remain. This is your balance. Experienced players and teams will still have the experience to kill while
new players will not be nearly as overwhelmed by players with overly high HP and damage enhancement.
Logi suits will no longer be more powerful than assault.
Heavy suits will always be the highest HP suit.
Scouts will become more useful, even with fewer module slots and low HP.
The number of modules on any suit could even be increased while not giving an unfair advantage of OP damage or HP. |
Arkena Wyrnspire
Turalyon Plus
1302
|
Posted - 2013.06.26 16:17:00 -
[2] - Quote
So, basically remove fittings? lol no |
Chinduko
KILL-EM-QUICK RISE of LEGION
239
|
Posted - 2013.06.26 16:19:00 -
[3] - Quote
Arkena Wyrnspire wrote:So, basically remove fittings? lol no
No, remove damage and armor enhancement. |
pegasis prime
The Shadow Cavalry Mercenaries DARKSTAR ARMY
330
|
Posted - 2013.06.26 16:21:00 -
[4] - Quote
Even better lets just give every one one suit one gun no skills no vehicles and call it COD514 wow I can soooooo see it. |
Chinduko
KILL-EM-QUICK RISE of LEGION
239
|
Posted - 2013.06.26 16:25:00 -
[5] - Quote
pegasis prime wrote:Even better lets just give every one one suit one gun no skills no vehicles and call it COD514 wow I can soooooo see it.
That wouldn't work. CCP would have to remove all the other skills such as hacking, speed, uplinks etc...
If CCP removed all those skills then you would have no way to build your character. |
Cross Atu
Conspiratus Immortalis Covert Intervention
1211
|
Posted - 2013.06.26 16:45:00 -
[6] - Quote
Clear flaws in the OP
- Assumption that kill potential equals game balance is inaccurate.
- Assumption that gear/sp trumps player skill is inaccurate.
- Assumption that gear puts new players "at a huge disadvantage" is inaccurate.
- Assumption that "Logi suits are more powerful than Assaults" is inaccurate.
If the OP would like to dispute these claims we can begin by seeing fittings posted proving that Logi suits are more powerful than Assaults, if you have yet to encounter the rules of the challenge please state this and I will post them.
If an attempt is being made to equate kill potential with game balance please provide an comprehensive post regarding balance theory which supports the concept that in a game with so many diverse roles and growing economic aspects only potential KDR need be considered for proper balance.
To support the notion that gear/sp trumps player skill please post videos of verifiably high skill Mercs in lower meta gear being beaten consistently by players newer to fps (2 years of exp and up need not apply) with better gear.
Anyone can make statements, requests to alter the game should contain externally reproducible, verifiable, and as much as possible non-subjective data.
0.02 ISK Cross |
Chinduko
KILL-EM-QUICK RISE of LEGION
239
|
Posted - 2013.06.26 16:55:00 -
[7] - Quote
Cross Atu wrote:Clear flaws in the OP
- Assumption that kill potential equals game balance is inaccurate.
- Assumption that gear/sp trumps player skill is inaccurate.
- Assumption that gear puts new players "at a huge disadvantage" is inaccurate.
- Assumption that "Logi suits are more powerful than Assaults" is inaccurate.
If the OP would like to dispute these claims we can begin by seeing fittings posted proving that Logi suits are more powerful than Assaults, if you have yet to encounter the rules of the challenge please state this and I will post them. If an attempt is being made to equate kill potential with game balance please provide an comprehensive post regarding balance theory which supports the concept that in a game with so many diverse roles and growing economic aspects only potential KDR need be considered for proper balance. To support the notion that gear/sp trumps player skill please post videos of verifiably high skill Mercs in lower meta gear being beaten consistently by players newer to fps (2 years of exp and up need not apply) with better gear. Anyone can make statements, requests to alter the game should contain externally reproducible, verifiable, and as much as possible non-subjective data. 0.02 ISK Cross
Some players simply have been spoiled by this advantage.
Gear doesn't always trump player skill but Highly skilled players with better gear trumps all. While there are always lots of reasons to play, getting kills is generally the most enjoyable and getting killed it generally the opposite. Balance in killing is extremely important. I'm not surprised that players would be afraid to give up such a powerful advantage because it might increase the amount of times they are killed and decrease the number of kills they get. Those highly skilled players would still get a good number of kills and the lesser skilled would still get their deaths.
CCP likely won't remove damage and HP enhancements now that they have become a huge part of the game but these enhancements should have never been introduced into the game. But, CCP removed sharpshooter as it was seen as a game changing advantage. Having more armor and damage is much more of an advantage. |
Cross Atu
Conspiratus Immortalis Covert Intervention
1211
|
Posted - 2013.06.26 18:18:00 -
[8] - Quote
Chinduko wrote:Cross Atu wrote:Clear flaws in the OP
- Assumption that kill potential equals game balance is inaccurate.
- Assumption that gear/sp trumps player skill is inaccurate.
- Assumption that gear puts new players "at a huge disadvantage" is inaccurate.
- Assumption that "Logi suits are more powerful than Assaults" is inaccurate.
If the OP would like to dispute these claims we can begin by seeing fittings posted proving that Logi suits are more powerful than Assaults, if you have yet to encounter the rules of the challenge please state this and I will post them. If an attempt is being made to equate kill potential with game balance please provide an comprehensive post regarding balance theory which supports the concept that in a game with so many diverse roles and growing economic aspects only potential KDR need be considered for proper balance. To support the notion that gear/sp trumps player skill please post videos of verifiably high skill Mercs in lower meta gear being beaten consistently by players newer to fps (2 years of exp and up need not apply) with better gear. Anyone can make statements, requests to alter the game should contain externally reproducible, verifiable, and as much as possible non-subjective data. 0.02 ISK Cross Some players simply have been spoiled by this advantage. Gear doesn't always trump player skill but Highly skilled players with better gear trumps all. While there are always lots of reasons to play, getting kills is generally the most enjoyable and getting killed it generally the opposite. Balance in killing is extremely important. I'm not surprised that players would be afraid to give up such a powerful advantage because it might increase the amount of times they are killed and decrease the number of kills they get. Those highly skilled players would still get a good number of kills and the lesser skilled would still get their deaths. CCP likely won't remove damage and HP enhancements now that they have become a huge part of the game but these enhancements should have never been introduced into the game. But, CCP removed sharpshooter as it was seen as a game changing advantage. Having more armor and damage is much more of an advantage.
I play with mostly free fits and fewer than three of them even use damage mods, that doesn't mean I'm incapable of seeing the flaws in this idea. Nice strawman tho, implying that only the only players who'd fail to support the OP are "spoiled by this advantage" nicely hyperbolic.
Highly skilled players in a game without the gear buffs will still trump all (aside from being blobbed by a coordinated group or just bad luck ).
Your assumption that everyone plays for kills and that's the most enjoyable play style is purely subjective. That may be true for you or even the people you play with most consistantly but it is not universal nor should mechanics be based around it. Even if it were universal that still does not make it proper balance mechanically. While yes balance in killing is a very important aspect of balance it is not equal to game balance itself, nor have you explained anything about how simply gutting mods out of the game would maintain or improve overall balance.
You've still failed to address any of the challenges I put forth in the post you quoted nor provide externally reproducible, verifiable, or non-subjective data.
You can make any number of statements you like but while they remain unsupported by reproducible data they remain at best subjective/anecdotal.
0.02 ISK Cross
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Sgt Buttscratch
G I A N T EoN.
245
|
Posted - 2013.06.26 18:24:00 -
[9] - Quote
Chinduko wrote:**rawble**.
NO, another bad idea, if you start doing that the whole SP system comes into question. If someone has 15million skill points they deserve to toe tag and tea bag new players.
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Chinduko
KILL-EM-QUICK RISE of LEGION
242
|
Posted - 2013.06.26 18:37:00 -
[10] - Quote
Cross Atu wrote:Chinduko wrote:Cross Atu wrote:Clear flaws in the OP
- Assumption that kill potential equals game balance is inaccurate.
- Assumption that gear/sp trumps player skill is inaccurate.
- Assumption that gear puts new players "at a huge disadvantage" is inaccurate.
- Assumption that "Logi suits are more powerful than Assaults" is inaccurate.
If the OP would like to dispute these claims we can begin by seeing fittings posted proving that Logi suits are more powerful than Assaults, if you have yet to encounter the rules of the challenge please state this and I will post them. If an attempt is being made to equate kill potential with game balance please provide an comprehensive post regarding balance theory which supports the concept that in a game with so many diverse roles and growing economic aspects only potential KDR need be considered for proper balance. To support the notion that gear/sp trumps player skill please post videos of verifiably high skill Mercs in lower meta gear being beaten consistently by players newer to fps (2 years of exp and up need not apply) with better gear. Anyone can make statements, requests to alter the game should contain externally reproducible, verifiable, and as much as possible non-subjective data. 0.02 ISK Cross Some players simply have been spoiled by this advantage. Gear doesn't always trump player skill but Highly skilled players with better gear trumps all. While there are always lots of reasons to play, getting kills is generally the most enjoyable and getting killed it generally the opposite. Balance in killing is extremely important. I'm not surprised that players would be afraid to give up such a powerful advantage because it might increase the amount of times they are killed and decrease the number of kills they get. Those highly skilled players would still get a good number of kills and the lesser skilled would still get their deaths. CCP likely won't remove damage and HP enhancements now that they have become a huge part of the game but these enhancements should have never been introduced into the game. But, CCP removed sharpshooter as it was seen as a game changing advantage. Having more armor and damage is much more of an advantage. I play with mostly free fits and fewer than three of them even use damage mods, that doesn't mean I'm incapable of seeing the flaws in this idea. Nice strawman tho, implying that only the only players who'd fail to support the OP are "spoiled by this advantage" nicely hyperbolic. Highly skilled players in a game without the gear buffs will still trump all (aside from being blobbed by a coordinated group or just bad luck ). Your assumption that everyone plays for kills and that's the most enjoyable play style is purely subjective. That may be true for you or even the people you play with most consistantly but it is not universal nor should mechanics be based around it. Even if it were universal that still does not make it proper balance mechanically. While yes balance in killing is a very important aspect of balance it is not equal to game balance itself, nor have you explained anything about how simply gutting mods out of the game would maintain or improve overall balance. You've still failed to address any of the challenges I put forth in the post you quoted nor provide externally reproducible, verifiable, or non-subjective data. You can make any number of statements you like but while they remain unsupported by reproducible data they remain at best subjective/anecdotal. 0.02 ISK Cross
It is true that players that enjoy the advantage of higher damage and hp would not likely want to give that up. If you'd argue that, I shouldn't even read further in your post. Of course, coordinate groups and beter skilled players will have an advantage, this is obvious but it is also just as obvious that they wouldn't have the advantage of higher damage and hp. The matches would be more balanced. These points go without saying, even though I previously mentioned them. This is an expectation of all FPS games.
This is common for the vast majority of players to have an extremely emotionally negative response to dying in a game. I'm basing my view that players play for kills and not to die from the strong emotional reactions I hear from players as they die or kill another. A great many of those highly negatively emotional responses are from proximity chat which we had in MAG, the randoms I've encountered in team chat in numerous games, corp members as, as well as a many accounts of controllers breaking from dying. You can't fake that kind of implicit reaction. It's an automatic response that is not biased by explicit expectation. Game mechanics of FPS are geared towards kills and deaths. We have kill cams, kill boards, KDRs that others can see. The FPS game is all about killing and not dying no matter how it's looked at. An objective based FPS is still a game of killing players for an objective. CCP even call their match end score board the "Kill Board". Clone counts also show that Dust is about killing and not dying. A person can ignore all they want that players hate dying in games and enjoy getting kills in game and that not dying while getting kills is important but that is to ignore what a FPS is. |
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Scheneighnay McBob
Bojo's School of the Trades
1773
|
Posted - 2013.06.26 18:42:00 -
[11] - Quote
Someone missed the point of these modules.
They're SUPPOSED to give you an advantage. This game is meant to be "gear+skill+player skill VS gear+skill+player skill" not just "player skill VS player skill" If you want that, play an arcade shooter like halo. Not saying there's anything wrong with that; halo has been the party game of choice since the first one was released. |
Chinduko
KILL-EM-QUICK RISE of LEGION
242
|
Posted - 2013.06.26 18:48:00 -
[12] - Quote
Scheneighnay McBob wrote:Someone missed the point of these modules.
They're SUPPOSED to give you an advantage. This game is meant to be "gear+skill+player skill VS gear+skill+player skill" not just "player skill VS player skill" If you want that, play an arcade shooter like halo. Not saying there's anything wrong with that; halo has been the party game of choice since the first one was released.
I agree and it was either an innovative idea from CCP or a lack of understanding of FPS games. I enjoyed the idea at first as well since it was sort of new to me but I've seen that it's not a good mechanic to keeping new players.
Again, it's no surprise the majority of forum goers would not approve of removing the advantage of greater damage and hp.
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Sgt Buttscratch
G I A N T EoN.
248
|
Posted - 2013.06.26 19:00:00 -
[13] - Quote
Chinduko wrote:Scheneighnay McBob wrote:Someone missed the point of these modules.
They're SUPPOSED to give you an advantage. This game is meant to be "gear+skill+player skill VS gear+skill+player skill" not just "player skill VS player skill" If you want that, play an arcade shooter like halo. Not saying there's anything wrong with that; halo has been the party game of choice since the first one was released. After being a Dust player since the beta began, I'm very familiar with the advantage modules give. I agree and it was either an innovative idea from CCP or a lack of understanding of FPS games that they introduced damage and hp enhancements. I enjoyed the idea at first as well since it was sort of new to me but I've seen that it's not a good mechanic to keeping new players. Again, it's no surprise the majority of forum goers would be highly negative to removing the advantage of greater damage and hp.
Dust is strange, it is an FPS, but not as we know it. It requires a player who wants to better what currently whoops his ass, by removing what people work towards won't help dust. A better way of bringing new players in, is what is needed. Also Corps need academies, if we are serious and want dust to succeed, we can actually help, by using team comms rather than squad and corp, a few times I have sent mails to new snipers explaining what went wrong for them. Help them understand. Nerfing the end game is the answer to the start of the game. |
Scheneighnay McBob
Bojo's School of the Trades
1776
|
Posted - 2013.06.26 19:01:00 -
[14] - Quote
Chinduko wrote:Scheneighnay McBob wrote:Someone missed the point of these modules.
They're SUPPOSED to give you an advantage. This game is meant to be "gear+skill+player skill VS gear+skill+player skill" not just "player skill VS player skill" If you want that, play an arcade shooter like halo. Not saying there's anything wrong with that; halo has been the party game of choice since the first one was released. After being a Dust player since the beta began, I'm very familiar with the advantage modules give. I agree and it was either an innovative idea from CCP or a lack of understanding of FPS games that they introduced damage and hp enhancements. I enjoyed the idea at first as well since it was sort of new to me but I've seen that it's not a good mechanic to keeping new players. Again, it's no surprise the majority of forum goers would be highly negative to removing the advantage of greater damage and hp. Profit vs loss is a very good balancing factor for the use of these modules IMO.
A low-skill player with good gear will lose ISK if they run against a high-skill player with the same gear, or a very high-skill player with worse gear. Then they'll be forced to use worse stuff until they're good enough to profit with costly gear.
Skill is still a very important part of this game, and a good player willing to put the time in will easily beat the bad player who got a head start. |
Chinduko
KILL-EM-QUICK RISE of LEGION
243
|
Posted - 2013.06.26 19:07:00 -
[15] - Quote
Sgt Buttscratch wrote:Chinduko wrote:Scheneighnay McBob wrote:Someone missed the point of these modules.
They're SUPPOSED to give you an advantage. This game is meant to be "gear+skill+player skill VS gear+skill+player skill" not just "player skill VS player skill" If you want that, play an arcade shooter like halo. Not saying there's anything wrong with that; halo has been the party game of choice since the first one was released. After being a Dust player since the beta began, I'm very familiar with the advantage modules give. I agree and it was either an innovative idea from CCP or a lack of understanding of FPS games that they introduced damage and hp enhancements. I enjoyed the idea at first as well since it was sort of new to me but I've seen that it's not a good mechanic to keeping new players. Again, it's no surprise the majority of forum goers would be highly negative to removing the advantage of greater damage and hp. Dust is strange, it is an FPS, but not as we know it. It requires a player who wants to better what currently whoops his ass, by removing what people work towards won't help dust. A better way of bringing new players in, is what is needed. Also Corps need academies, if we are serious and want dust to succeed, we can actually help, by using team comms rather than squad and staff, a few times I have sent mails to new snipers explaining what went wrong for them. Nerfing the end game is the answer to the start of the game.
All I really want is player retention and balance. The horribly imbalance that Dust has is what I feel is hurting the game most. Removing the damage and hp seems extreme and I know it's a huge part of what CCP planned in creating the ability to make our personalized soldier but it's all I can think of that could give balance to the game that other FPS have. I highly doubt they would do it.
Even though it would split the playerbase, I would still love to see militia or std matches which would give better balanced matches but again by splitting the base. This is more preferable by the majority of players than my idea. |
Chinduko
KILL-EM-QUICK RISE of LEGION
243
|
Posted - 2013.06.26 19:14:00 -
[16] - Quote
Scheneighnay McBob wrote:Chinduko wrote:Scheneighnay McBob wrote:Someone missed the point of these modules.
They're SUPPOSED to give you an advantage. This game is meant to be "gear+skill+player skill VS gear+skill+player skill" not just "player skill VS player skill" If you want that, play an arcade shooter like halo. Not saying there's anything wrong with that; halo has been the party game of choice since the first one was released. After being a Dust player since the beta began, I'm very familiar with the advantage modules give. I agree and it was either an innovative idea from CCP or a lack of understanding of FPS games that they introduced damage and hp enhancements. I enjoyed the idea at first as well since it was sort of new to me but I've seen that it's not a good mechanic to keeping new players. Again, it's no surprise the majority of forum goers would be highly negative to removing the advantage of greater damage and hp. Profit vs loss is a very good balancing factor for the use of these modules IMO. A low-skill player with good gear will lose ISK if they run against a high-skill player with the same gear, or a very high-skill player with worse gear. Then they'll be forced to use worse stuff until they're good enough to profit with costly gear. Skill is still a very important part of this game, and a good player willing to put the time in will easily beat the bad player who got a head start.
I'm not asking CCP to remove all modules, only those that give damage and hp enhancements. Players can still create suits that offer advantages such as enhanced hacking or precision scanning, etc... that goes with profit vs loss. That aspect of the game would not be removed. The only aspect that would be changed is that no player will have an extreme advantage to killing other than natural skill. |
Scheneighnay McBob
Bojo's School of the Trades
1776
|
Posted - 2013.06.26 19:17:00 -
[17] - Quote
Chinduko wrote:Scheneighnay McBob wrote:Chinduko wrote:Scheneighnay McBob wrote:Someone missed the point of these modules.
They're SUPPOSED to give you an advantage. This game is meant to be "gear+skill+player skill VS gear+skill+player skill" not just "player skill VS player skill" If you want that, play an arcade shooter like halo. Not saying there's anything wrong with that; halo has been the party game of choice since the first one was released. After being a Dust player since the beta began, I'm very familiar with the advantage modules give. I agree and it was either an innovative idea from CCP or a lack of understanding of FPS games that they introduced damage and hp enhancements. I enjoyed the idea at first as well since it was sort of new to me but I've seen that it's not a good mechanic to keeping new players. Again, it's no surprise the majority of forum goers would be highly negative to removing the advantage of greater damage and hp. Profit vs loss is a very good balancing factor for the use of these modules IMO. A low-skill player with good gear will lose ISK if they run against a high-skill player with the same gear, or a very high-skill player with worse gear. Then they'll be forced to use worse stuff until they're good enough to profit with costly gear. Skill is still a very important part of this game, and a good player willing to put the time in will easily beat the bad player who got a head start. I'm not asking CCP to remove all modules, only those that give damage and hp enhancements. Players can still create suits that offer advantages such as enhanced hacking or precision scanning, etc... that goes with profit vs loss. That aspect of the game would not be removed. The only aspect that would be changed is that no player will have an extreme advantage to killing other than natural skill. The modules you want them to remove are as important as the other ones |
Vell0cet
Royal Uhlans Amarr Empire
12
|
Posted - 2013.06.26 19:34:00 -
[18] - Quote
Your suggestion would ruin the game. Dust isn't a FPS, it's a FPSMMORPG. If you take away the MMORPG, then you're left with a very sub-par shooter. The players that are going to be here 10 years from now (and the ones that will be funding the game via boosters) are the ones that like the RPG aspects, the players you want to cater to will be playing Halo 8 or whatever the latest one is a decade from now. It's incredibly short-sighted.
The problem is poor matchmaking, the academy should last a little longer, there should be an engaging PvE tutorial to grab the new player's attention and get them up to speed, and Proto gear is WAY too cheap and should be too expensive to be used regularly in pub matches. |
Forlorn Destrier
ZionTCD
1020
|
Posted - 2013.06.26 19:36:00 -
[19] - Quote
Chinduko wrote:Remove damage, shield/armor enhancers from modules and skill points.
This will balance the game for new and experienced players by allowing everyone the same potential for kills.
This will make Dust a game that is based on individual player skill and not from equipment and SP bonuses.
The damage and HP enhancers are great but when new players are put at a huge disadvantage when competing,
they will not likely remain. This is your balance. Experienced players and teams will still have the experience to kill while
new players will not be nearly as overwhelmed by players with overly high HP and damage enhancement.
Logi suits will no longer be more powerful than assault.
Heavy suits will always be the highest HP suit.
Scouts will become more useful, even with fewer module slots and low HP.
The number of modules on any suit could even be increased while not giving an unfair advantage of OP damage or HP.
Why is everyone obsessed with the idea that the characters have to be on equal footing? The entire point of skilling up a character is to make it better - if you remove that then there is long term reward for players that play a long time. If new players want to have the same character skill (as opposed to actual player skill) then they should be required to invest time as well.
Your idea sucks. |
Chinduko
KILL-EM-QUICK RISE of LEGION
243
|
Posted - 2013.06.26 19:41:00 -
[20] - Quote
Vell0cet wrote:Your suggestion would ruin the game. Dust isn't a FPS, it's a FPSMMORPG. If you take away the MMORPG, then you're left with a very sub-par shooter. The players that are going to be here 10 years from now (and the ones that will be funding the game via boosters) are the ones that like the RPG aspects, the players you want to cater to will be playing Halo 8 or whatever the latest one is a decade from now. It's incredibly short-sighted.
The problem is poor matchmaking, the academy should last a little longer, there should be an engaging PvE tutorial to grab the new player's attention and get them up to speed, and Proto gear is WAY too cheap and should be too expensive to be used regularly in pub matches.
Dust514.com calls Dust a massive multiplayer FPS not an RPG. However taking away damage and HP enhancements won't remove the roles of suits. Logi would still be support, assault for attacking, heavy for defending, and scout for recon.
Proto gear is way too cheap, I agree. Again, it's only the removal of damage and HP enhancement, nothing else.
Everything else would be intact. There would simply be a balance of damage and hp depending on the suit. You could still design your suit as you saw fit with the numerous other skill options in Dust.
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T4K3RoftheSOUL
Pros On The Trigger
12
|
Posted - 2013.06.26 19:43:00 -
[21] - Quote
why is it that people that dont have or choose not to use the type of equipment that gives them an edge of the other players are the one that want all the good stuff taken out of the game...
Oh wait because they suck... GET A LIFE ROOKIE
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Chinduko
KILL-EM-QUICK RISE of LEGION
243
|
Posted - 2013.06.26 19:44:00 -
[22] - Quote
Forlorn Destrier wrote:Chinduko wrote:Remove damage, shield/armor enhancers from modules and skill points.
This will balance the game for new and experienced players by allowing everyone the same potential for kills.
This will make Dust a game that is based on individual player skill and not from equipment and SP bonuses.
The damage and HP enhancers are great but when new players are put at a huge disadvantage when competing,
they will not likely remain. This is your balance. Experienced players and teams will still have the experience to kill while
new players will not be nearly as overwhelmed by players with overly high HP and damage enhancement.
Logi suits will no longer be more powerful than assault.
Heavy suits will always be the highest HP suit.
Scouts will become more useful, even with fewer module slots and low HP.
The number of modules on any suit could even be increased while not giving an unfair advantage of OP damage or HP. Why is everyone obsessed with the idea that the characters have to be on equal footing? The entire point of skilling up a character is to make it better - if you remove that then there is long term reward for players that play a long time. If new players want to have the same character skill (as opposed to actual player skill) then they should be required to invest time as well. Your idea sucks.
More SP does make a character better. There are numerous skill options to put SP into other than damage and HP enhancements. Putting SP into hacking, biotics, etc...does make a character better. |
Chinduko
KILL-EM-QUICK RISE of LEGION
243
|
Posted - 2013.06.26 19:50:00 -
[23] - Quote
T4K3RoftheSOUL wrote:why is it that people that dont have or choose not to use the type of equipment that gives them an edge of the other players are the one that want all the good stuff taken out of the game...
Oh wait because they suck... GET A LIFE ROOKIE
This is exactly right, while I've been playing Dust since the beta began, many other players, new players haven't. Give those new players a chance to compete and they might stay. Bully them to the ground and they will likely leave which is not good for Dust's player base.
CCP, you see from the posts, players have actually become dependent on the damage and hp enhancements. I don't blame CCP however, as I don't know that anyone saw this coming. These two enhancements may have actually become the most important skills. You said sharpshooter was OP and what of damage and hp enhancement. These two could be more OP than sharpshooter. |
Vell0cet
Royal Uhlans Amarr Empire
13
|
Posted - 2013.06.26 19:56:00 -
[24] - Quote
Chinduko wrote:This is exactly right, while I've been playing Dust since the beta began, many other players, new players haven't. Give those new players a chance to compete and they might stay. Bully them to the ground and they will likely leave which is not good for Dust's player base.
CCP, you see from the posts, players have actually become dependent on the damage and hp enhancements. I don't blame CCP however, as I don't know that anyone saw this coming. These two enhancements may have actually become the most important skills. You said sharpshooter was OP and what of damage and hp enhancement. These two could be more OP than sharpshooter. Sharpshooter broke the game because people were using shotguns from across the map. It destroyed the tactical balance of the weapons. Removing the ability to customize your suit to be tank/gank or choosing to forgo both to get other benefits like speed and stealth are the core of the game's design and balance and the entire point of having customizable suits.
It works this way in EVE, and it's doing just fine and outlasted nearly every other MMO out there. It's not for everyone, and that's ok. It sounds like you might really want to check out a game called Halo--it's right up your alley. |
Chinduko
KILL-EM-QUICK RISE of LEGION
243
|
Posted - 2013.06.26 20:01:00 -
[25] - Quote
Vell0cet wrote:Chinduko wrote:This is exactly right, while I've been playing Dust since the beta began, many other players, new players haven't. Give those new players a chance to compete and they might stay. Bully them to the ground and they will likely leave which is not good for Dust's player base.
CCP, you see from the posts, players have actually become dependent on the damage and hp enhancements. I don't blame CCP however, as I don't know that anyone saw this coming. These two enhancements may have actually become the most important skills. You said sharpshooter was OP and what of damage and hp enhancement. These two could be more OP than sharpshooter. Sharpshooter broke the game because people were using shotguns from across the map. It destroyed the tactical balance of the weapons. Removing the ability to customize your suit to be tank/gank or choosing to forgo both to get other benefits like speed and stealth are the core of the game's design and balance and the entire point of having customizable suits. It works this way in EVE, and it's doing just fine and outlasted nearly every other MMO out there. It's not for everyone, and that's ok. It sounds like you might really want to check out a game called Halo--it's right up your alley.
Dust is a FPS not an EVE game. Most people will realize this. I never played Halo but I hear it's extremely popular. Dust can't say the same thing. CCP should have taken lessons form game developers such as Halo's, COD's, BF, and hell, even MAG. Dust shouldn't be a cookie cutter game but there has to be some balance between players with massive SP and those with very little. Removing hp and damage enhancements offers a lot of balance.
We also have suits for tank and gank. The heavy and assault fill those roles. The heavy should be the only tank, the assault is your quick assault suit, the scout is your fast silent suit, and the logi is your support. All these suits can gank well enough without damage enhancements. The heavy can tank perfectly fine without hp enhancement. |
T4K3RoftheSOUL
Pros On The Trigger
12
|
Posted - 2013.06.26 20:25:00 -
[26] - Quote
Chinduko wrote:T4K3RoftheSOUL wrote:why is it that people that dont have or choose not to use the type of equipment that gives them an edge of the other players are the one that want all the good stuff taken out of the game...
Oh wait because they suck... GET A LIFE ROOKIE
This is exactly right, while I've been playing Dust since the beta began, many other players, new players haven't. Give those new players a chance to compete and they might stay. Bully them to the ground and they will likely leave which is not good for Dust's player base. CCP, you see from the posts, players have actually become dependent on the damage and hp enhancements. I don't blame CCP however, as I don't know that anyone saw this coming. These two enhancements may have actually become the most important skills. You said sharpshooter was OP and what of damage and hp enhancement. These two could be more OP than sharpshooter. I have been playing the game for approx. one week. Do I have the top gear, dropsuits, modules? no, I dont. But do I complain? NO I man up and get my boots dusty |
Cross Atu
Conspiratus Immortalis Covert Intervention
1213
|
Posted - 2013.06.26 20:40:00 -
[27] - Quote
Chinduko not only are you oversimplifying you're also still failing to provide actual non-subjective data. Stating what people do or don't like doesn't equate to your suggestion being good balance, or an improvement over the present iteration of the game.
It's like talking about "KDR". KDR as a state is terrible. It doesn't account for clone revives, it doesn't account for assists, it doesn't account for ISK lost, it doesn't account for ISK destroyed it doesn't account for the weight of vehicle kills, it doesn't account for repairs given. It also fails to represent true squad coordination or the tactical value of actions like suppression, hacking, uplinks, et al.
Speed mods effect survival and slaying. So do sensor mods. So do hacking mods for that matter as they save you time and acquire on field assets for use both giving more damage, and HP while also moving matches closer to victory. You can say 'it's all about killing' till you're blue in the face but that it too vague to mean anything within context. Details are required to make statements meaningful and independently reproducible data is required to make details substantive.
CCP is updating dropships to provide a self sustaining place for their role as transports. Now yes getting your guys to the right spot faster does increase their chances of getting kills and in theory lowers the overall chance of losing friendly clones but that doesn't mean that the transport pilot is focused on kills either for enjoyment or for successful execution of their role. This is true throughout the game, there are slayers sure and they'll be the vanguard but they're not the only roles and they shouldn't be. Also CCP is wise enough not to hard lock people into roles so those who enjoy a mix can have that mix open to them.
You've still yet to demonstrate (not state, demonstrate with data) how your proposed changes would improve the game. You've provided neither data nor theory as to why those specific mods have a more drastic impact on game balance or even combat than other mods and skills in game. You've provided no support for the idea that removal is superior to alteration of current stats or addition of new mods. You've not directly answered any of the challenges in my first post.
What you have done is continue with strawman and hyperbole. Let me reiterate something before you once again trot out comments about "fear" and "giving up advantages". I run ~90% free fits. The other 10% for the record I use during PC matches supporting my corps allies so not only is it up against pure proto but it's not used against new players in pubs, in both cases this means no disparity is present. So now that I've explained how your "fear" and "advantage" posts are meaningless in my case can we please move on to you providing actual data and direct responses to my posts?
~Cross |
Vell0cet
Royal Uhlans Amarr Empire
14
|
Posted - 2013.06.26 20:49:00 -
[28] - Quote
Chinduko wrote:Dust is a FPS not an EVE game. Do me a favor, scroll to the top of this window and look at the logo at the top of the page. Read the words ABOVE Dust 514. Most people seem to be able to realize this.
Quote:I never played Halo but I hear it's extremely popular. Dust can't say the same thing. CCP should have taken lessons form game developers such as Halo's, COD's, BF, and hell, even MAG. Dust shouldn't be a cookie cutter game but there has to be some balance between players with massive SP and those with very little. Removing hp and damage enhancements offers a lot of balance. All of those games are radically different that Dust. They have massive budgets and are designed to operate like a supernova, a massive blast of revenue when it first launches, and then the players gradually move on to other titles, then they release Halo 2 several years later, rinse/repeat ad infinitum. Dust has been designed with a skeleton crew (that's why it takes so long to get things fixed), and has the business model of a snowball. Players slowly get rolled into it and over time it gets bigger and bigger each paying small amounts that accumulate into very big amounts over many years. Dust will never be able to compete with those titles, and it shouldn't try. Instead Dust is pursuing a new niche that has been ignored: an online FPS for people who like RPGs. The fact that those titles are successful is completely irrelevant, Dust is in a different market than them. The strategies they pursue (financially and in terms of game design and the direction they take) should be based around what works best for the type of players in the niche they're creating: the people who want to grow their characters, to see them become stronger (and I'm not talking about just hacking a little faster, or sprinting a little further) and invest in the character's growth over the long haul.
EVE was just like Dust in the beginning. And look at it, it's doing awesome and outlasting most every MMO out there (and still going strong). This approach works, and we'll see it grow even more when it's opened up to PC's, and possibly Xbox too one day.
Retaining new players is important, we both agree on that, but brining in new players that will quickly get bored anyways (at the expense of loosing people who want to be invested in the long-term growth of the game) isn't a good 10-year business model.
Quote:We also have suits for tank and gank. The heavy and assault fill those roles. The heavy should be the only tank, the assault is your quick assault suit, the scout is your fast silent suit, and the logi is your support. All these suits can gank well enough without damage enhancements. The heavy can tank perfectly fine without hp enhancement. I think you'd be much happier with a generic FPS. |
Chinduko
KILL-EM-QUICK RISE of LEGION
243
|
Posted - 2013.06.26 21:13:00 -
[29] - Quote
Cross Atu wrote:Chinduko not only are you oversimplifying you're also still failing to provide actual non-subjective data. Stating what people do or don't like doesn't equate to your suggestion being good balance, or an improvement over the present iteration of the game.
It's like talking about "KDR". KDR as a state is terrible. It doesn't account for clone revives, it doesn't account for assists, it doesn't account for ISK lost, it doesn't account for ISK destroyed it doesn't account for the weight of vehicle kills, it doesn't account for repairs given. It also fails to represent true squad coordination or the tactical value of actions like suppression, hacking, uplinks, et al.
Speed mods effect survival and slaying. So do sensor mods. So do hacking mods for that matter as they save you time and acquire on field assets for use both giving more damage, and HP while also moving matches closer to victory. You can say 'it's all about killing' till you're blue in the face but that it too vague to mean anything within context. Details are required to make statements meaningful and independently reproducible data is required to make details substantive.
CCP is updating dropships to provide a self sustaining place for their role as transports. Now yes getting your guys to the right spot faster does increase their chances of getting kills and in theory lowers the overall chance of losing friendly clones but that doesn't mean that the transport pilot is focused on kills either for enjoyment or for successful execution of their role. This is true throughout the game, there are slayers sure and they'll be the vanguard but they're not the only roles and they shouldn't be. Also CCP is wise enough not to hard lock people into roles so those who enjoy a mix can have that mix open to them.
You've still yet to demonstrate (not state, demonstrate with data) how your proposed changes would improve the game. You've provided neither data nor theory as to why those specific mods have a more drastic impact on game balance or even combat than other mods and skills in game. You've provided no support for the idea that removal is superior to alteration of current stats or addition of new mods. You've not directly answered any of the challenges in my first post.
What you have done is continue with strawman and hyperbole. Let me reiterate something before you once again trot out comments about "fear" and "giving up advantages". I run ~90% free fits. The other 10% for the record I use during PC matches supporting my corps allies so not only is it up against pure proto but it's not used against new players in pubs, in both cases this means no disparity is present. So now that I've explained how your "fear" and "advantage" posts are meaningless in my case can we please move on to you providing actual data and direct responses to my posts?
I'm too simple, yes. As Albert Einstein once said "If you can't explain it simply, you do not know enough about it"
I don't iterate much about your posts as they are no more important to this discussion than anyone else's and you shouldn't expect them to be. I understand your post is simply a longer version of "my idea sucks" which has been stated.
As I introduced, I knew my idea would be caught with extreme negativity. My idea is more for CCP than the player base. We as gamers want the advantage of more damage and HP and this is why I expected a huge backlash. It's not something players want to easily give up.
However, CCP's motives are to make money. To do this they need to find a way to keep new players and old players.
I expect you, CCP, will not make changes to damage or hp enhancement and it may be too late to remove anyway. But, I hope you consider this if you decide to create a new FPS. You have to make balance between new and older players as well as suits. Creating a game that new players will find extremely difficult to compete in will dissuade them from continuing to play. The hardcore Dusters may not realize that when the player base becomes too low to fund the game, the funding will cease. They also seem to have little interest in the long haul which new player retention will increase. Be careful when listening to the player base, including myself. Take my advice, keep Dust and other CCP games special and not cookie cutter but learn from other games In how to balance guns, suits, hp, damage and other aspects of gun play to keep balance in all aspects of the game. |
T4K3RoftheSOUL
Pros On The Trigger
14
|
Posted - 2013.06.26 21:22:00 -
[30] - Quote
You may want to go jump on Call of Duty, Halo, or Battlefield. and watch as the more seasoned players all have better guns, perks, attachments, and other little things that make them better at the game than a "NEW" player. Then come back to this forum and promote a more legitimate argument! |
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