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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! |
|
Chinduko
KILL-EM-QUICK RISE of LEGION
243
|
Posted - 2013.06.26 21:30:00 -
[31] - Quote
T4K3RoftheSOUL wrote: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!
I've played COD and BF. You still kill much faster in those games than you could in Dust without damage enhancements. They also keep balance by not allowing players to stack HP. The perks and attachments allow them to customize their players like we can in dust. They also have excellently designed gun mechanics. MAG may actually be a close match to Dust since it was the MAG player base that they targeted when making Dust. MAG had slow kills like Dust has but MAG only had a slight increase to HP of 20%, which changed your 100 hp into 120 hp while Dust offers around a 300% HP increase for medium suits and near 100% for heavy. That's a huge HP increase. The Dust damage increase can be around 40% or higher.
While they have guns and attachments with different stats, they aren't nearly as effective as having 40% or more damage enhancement or up to three or more times the hp. That would be their hardcore mode and they're not very popular in either game, compared to normal mode. In COD and BF, reflex and experience still win for the most part. I remember in Battlefield Bad Company 2 there was magnum ammo. I'm glad they didn't put that in BF3 and I'm glad COD doesn't have damage enhancement. |
T4K3RoftheSOUL
Pros On The Trigger
14
|
Posted - 2013.06.26 21:36:00 -
[32] - Quote
OK CCP what it looks like its coming down to... You need to create another game that has only some aspects of DUST 514 and make it more like all the noob tubing games of the FPS genre. I even have a name for you to use. Call it "CALLED TO THE DUSTY FIELD OF THE RING IN THE SKY". From the way it sounds you will have quite a few pre-orders on announcement day alone. |
Chinduko
KILL-EM-QUICK RISE of LEGION
243
|
Posted - 2013.06.26 21:43:00 -
[33] - Quote
T4K3RoftheSOUL wrote:OK CCP what it looks like its coming down to... You need to create another game that has only some aspects of DUST 514 and make it more like all the noob tubing games of the FPS genre. I even have a name for you to use. Call it "CALLED TO THE DUSTY FIELD OF THE RING IN THE SKY". From the way it sounds you will have quite a few pre-orders on announcement day alone.
The noob tube or mass driver in Dust is from the many threads called a nerfed weapon. Some players call the flaylock OP, however. Unless you're referring to the shotgun which with Dust's bad hit detection isn't as effective as other games.
CCP could actually keep Dust as it is and only remove damage and hp enhancements which aren't needed. It would still not be like COD or BF. CCP were actually targeting the MAG players but it is like BF now with the vehicles.
|
Cross Atu
Conspiratus Immortalis Covert Intervention
1215
|
Posted - 2013.06.26 22:11:00 -
[34] - Quote
Chinduko wrote: [sic] 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. [sic]
Reaction is not equal to response. You've been posting responses with my words quoted while not actually replying to the content.
I've already pointed out how your claims of defending an "advantage" don't apply to my context and yet you fail to address this. You continue to use diversionary and hyperbolic phrasing and concepts the latest of which is now implying that by repeating calling upon you to address my actual points I am somehow seeking "special attention of some kind. That could only be true if you were refusing to address the substance of all posts which disagree with you.... I'll let the record show which one
As long as you persist in avoiding all the quite valid critiques of your idea which have been put forth and trying to hide that evasiveness behind inflammatory or emotionally charged rhetoric I will continue to repeat that you've failed to address my points and that your fundamental idea is fatally flawed.
But do feel free to prove me wrong by providing actual data, that is of course assuming there is any such data to be provided at all.
0.02 ISK Cross |
Chinduko
KILL-EM-QUICK RISE of LEGION
246
|
Posted - 2013.06.26 23:29:00 -
[35] - Quote
Cross Atu wrote:Chinduko wrote: [sic] 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. [sic]
Reaction is not equal to response. You've been posting responses with my words quoted while not actually replying to the content. I've already pointed out how your claims of defending an "advantage" don't apply to my context and yet you fail to address this. You continue to use diversionary and hyperbolic phrasing and concepts the latest of which is now implying that by repeating calling upon you to address my actual points I am somehow seeking "special attention of some kind. That could only be true if you were refusing to address the substance of all posts which disagree with you.... I'll let the record show which one As long as you persist in avoiding all the quite valid critiques of your idea which have been put forth and trying to hide that evasiveness behind inflammatory or emotionally charged rhetoric I will continue to repeat that you've failed to address my points and that your fundamental idea is fatally flawed. But do feel free to prove me wrong by providing actual data, that is of course assuming there is any such data to be provided at all. 0.02 ISK Cross
Do you believe that it is not our nature to want to be better or improve ourselves, including in games? I don't know many that don't like winning or being better. Having higher damage and hp improves our killing and decreases our dying. Being able to kill while not dying increases our winning. And, this puts a huge disadvantage to new players with low SP who won't likely stay, which we see from the low player count. I don't know any simpler way of explaining this. I truly don't.
Unimportantly noting but since you brought it up, a reaction and response are the same thing. You can even use them in the same sentence and keep the exact same meaning. He reacted with disdain. He responded with disdain. They are the same . Many posts have disagreed with me as was expected but their concerns are as valid as yours, however they don't seem to have the same overly high sense of self worth you give yourself. One person said my idea sucks. I see this as valid as any other. Other people say they feel they earned the SP to put into damage and hp to beat new players. Read some of the posts and you'll find that some players here do state that they enjoy the advantage of higher SP such as earning the SP to beat new players.
Let's say I'm wrong and killing and dying isn't as important as I suggest. Then, in that case, it shouldn't be a big issue to remove the damage and hp enhancements, if getting kills and not dying are as unimportant you suggest.
The concerns of players is that they don't want to lose their advantage and the fear they would lose their ability to individualize their soldier. I say they would lose the advantage in pub stomping but all players would have a better chance for more even competition. Skill and team coordination will still overcome. Players will also not lose their ability to individualize soldiers since there are a great many more skills that SP can be applied to. |
T4K3RoftheSOUL
Pros On The Trigger
14
|
Posted - 2013.06.26 23:39:00 -
[36] - Quote
Chinduko wrote:Cross Atu wrote:Chinduko wrote: [sic] 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. [sic]
Reaction is not equal to response. You've been posting responses with my words quoted while not actually replying to the content. I've already pointed out how your claims of defending an "advantage" don't apply to my context and yet you fail to address this. You continue to use diversionary and hyperbolic phrasing and concepts the latest of which is now implying that by repeating calling upon you to address my actual points I am somehow seeking "special attention of some kind. That could only be true if you were refusing to address the substance of all posts which disagree with you.... I'll let the record show which one As long as you persist in avoiding all the quite valid critiques of your idea which have been put forth and trying to hide that evasiveness behind inflammatory or emotionally charged rhetoric I will continue to repeat that you've failed to address my points and that your fundamental idea is fatally flawed. But do feel free to prove me wrong by providing actual data, that is of course assuming there is any such data to be provided at all. 0.02 ISK Cross Do you believe that it is not our nature to want to be better or improve ourselves, including in games? I don't know many that don't like winning or being better. Having higher damage and hp improves our killing and decreases our dying. Being able to kill while not dying increases our winning. And, this puts a huge disadvantage to new players with low SP who won't likely stay, which we see from the low player count. I don't know any simpler way of explaining this. I truly don't. Unimportantly noting but since you brought it up, a reaction and response are the same thing. You can even use them in the same sentence and keep the exact same meaning. He reacted with disdain. He responded with disdain. They are the same . Many posts have disagreed with me as was expected but their concerns are as valid as yours, however they don't seem to have the same overly high sense of self worth you give yourself. One person said my idea sucks. I see this as valid as any other. Other people say they feel they earned the SP to put into damage and hp to beat new players. Read some of the posts and you'll find that some players here do state that they enjoy the advantage of higher SP such as earning the SP to beat new players. Let's say I'm wrong and killing and dying isn't as important as I suggest. Then, in that case, it shouldn't be a big issue to remove the damage and hp enhancements, if getting kills and not dying are as unimportant you suggest. The concerns of players is that they don't want to lose their advantage and the fear they would lose their ability to individualize their soldier. I say they would lose the advantage in pub stomping but all players would have a better chance for more even competition. Skill and team coordination will still overcome. Players will also not lose their ability to individualize soldiers since there are a great many more skills that SP can be applied to. I am getting the idea that you are usually on the receiving end of the pub stomping? If new players are interested in the game than they will stick around, if not then they will leave. Sorry that you decided to stick around and complain about not having the best of the best... which is received by building YOUR character, leave everybody else's character alone and worry about YOU
|
Maken Tosch
DUST University Ivy League
2909
|
Posted - 2013.06.26 23:50:00 -
[37] - Quote
Chinduko wrote:Arkena Wyrnspire wrote:So, basically remove fittings? lol no No, remove damage and armor enhancement.
I might as well be playing halo if that is the case. Besides, CCP has already committed to putting out damage/shield/armor enhancements as made apparent by their recent blogs and patch notes. |
Chinduko
KILL-EM-QUICK RISE of LEGION
246
|
Posted - 2013.06.26 23:51:00 -
[38] - Quote
T4K3RoftheSOUL wrote:Chinduko wrote:Cross Atu wrote:Chinduko wrote: [sic] 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. [sic]
Reaction is not equal to response. You've been posting responses with my words quoted while not actually replying to the content. I've already pointed out how your claims of defending an "advantage" don't apply to my context and yet you fail to address this. You continue to use diversionary and hyperbolic phrasing and concepts the latest of which is now implying that by repeating calling upon you to address my actual points I am somehow seeking "special attention of some kind. That could only be true if you were refusing to address the substance of all posts which disagree with you.... I'll let the record show which one As long as you persist in avoiding all the quite valid critiques of your idea which have been put forth and trying to hide that evasiveness behind inflammatory or emotionally charged rhetoric I will continue to repeat that you've failed to address my points and that your fundamental idea is fatally flawed. But do feel free to prove me wrong by providing actual data, that is of course assuming there is any such data to be provided at all. 0.02 ISK Cross Do you believe that it is not our nature to want to be better or improve ourselves, including in games? I don't know many that don't like winning or being better. Having higher damage and hp improves our killing and decreases our dying. Being able to kill while not dying increases our winning. And, this puts a huge disadvantage to new players with low SP who won't likely stay, which we see from the low player count. I don't know any simpler way of explaining this. I truly don't. Unimportantly noting but since you brought it up, a reaction and response are the same thing. You can even use them in the same sentence and keep the exact same meaning. He reacted with disdain. He responded with disdain. They are the same . Many posts have disagreed with me as was expected but their concerns are as valid as yours, however they don't seem to have the same overly high sense of self worth you give yourself. One person said my idea sucks. I see this as valid as any other. Other people say they feel they earned the SP to put into damage and hp to beat new players. Read some of the posts and you'll find that some players here do state that they enjoy the advantage of higher SP such as earning the SP to beat new players. Let's say I'm wrong and killing and dying isn't as important as I suggest. Then, in that case, it shouldn't be a big issue to remove the damage and hp enhancements, if getting kills and not dying are as unimportant you suggest. The concerns of players is that they don't want to lose their advantage and the fear they would lose their ability to individualize their soldier. I say they would lose the advantage in pub stomping but all players would have a better chance for more even competition. Skill and team coordination will still overcome. Players will also not lose their ability to individualize soldiers since there are a great many more skills that SP can be applied to. I am getting the idea that you are usually on the receiving end of the pub stomping? If new players are interested in the game than they will stick around, if not then they will leave. Sorry that you decided to stick around and complain about not having the best of the best... which is received by building YOUR character, leave everybody else's character alone and worry about YOU
Removing the damage and HP enhancements removes my advantage as well but it's about new players staying with Dust.They aren't likely to stay if they don't stand much of a chance, which takes away the fun. In truth, it appears that everyone is only worrying about themselves and not the player base, more importantly increasing it. Players would rather keep their damage and HP enhancements than potentially help the game in it's entirety. |
Chinduko
KILL-EM-QUICK RISE of LEGION
246
|
Posted - 2013.06.26 23:57:00 -
[39] - Quote
Maken Tosch wrote:Chinduko wrote:Arkena Wyrnspire wrote:So, basically remove fittings? lol no No, remove damage and armor enhancement. I might as well be playing halo if that is the case. Besides, CCP has already committed to putting out damage/shield/armor enhancements as made apparent by their recent blogs and patch notes.
Like I've said, I know they won't likely remove damage and hp enhancements but they also don't seem to be planning any other method of better matchmaking either. If CCP doesn't like any other method of matchmaking or balance, then there aren't many other options other than watching new players leave and old players eventually leaving which the current player base seems to indicate.
I'm not trying to ruffle feathers, I'm just searching for a solution to balance to help keep new, and even casual players. I haven't actually thought about keeping casual players but they are important as well because new players may turn into casual players and potentially into hardcore players.
I just want to help the game. CCP seems to have little in the way of saving it. |
shady merc
RisingSuns
8
|
Posted - 2013.06.27 00:21:00 -
[40] - Quote
While I do not agree with removing Damage mods and shield/armor enhancers all together I believe they need to be looked at. most notably Damage enhancers and shield extenders. Both of these items double their bonuses when going from enhanced to prototype. This kinda of bonuses to older player I believe does hurt the newer player experience. However older player should get better bonuses compared to the newer players thats just the mmo side of dust coming out. However on certain items its just to much.
here an example let say we have a newer player thats just now finished his enhanced dropsuit load out. looks something like this. Merc 1 highs 3 : enhanced damage mod,enhanced shield extender,enhanced shield extender low 2: doesn't matter at this moment weapon : Gek-38
and lets compare him first to an older player in the same dropsuit with prototype modules. Merc 2 highs 3 : complex damage mod, complex shield extender, complex shield extender low 2 : weapon :Gek-38
betwenn merc1 and merc2 there is a difference of 5% damage and 66 hit points (not taking into effect passive skils and low slots ) in merc2 favor.
now lets look at merc3
merc3 highs 6 : 2x enhanced damage mod, 4x extended shield extenders low 2: weapon Gek-38
merc 1 and merc 3 stack up just like merc1 and 2 5% percent damage and 66 hitpoints. (actually slightly less then 5% damage due to staking penatly)
So with out passive bonuses or stronger guns we are asking merc1 to basically fight someone with twice as many high slots this doesn't seem right. And this is just the tip of it. lets see merc 4 join the battle
merc4 proto dropsuit high 4 : 2x complex damage mods, 2x shield extenders, OR 1 complex damage mod, 3x shield extender low weapon duvolle assualt rifle
So far Merc 4 version 1 beats merc 1 by 15% damage and 66 hitpoints, version 2 beats merc 1 by 5% damage and 122 hitpoints. Lets not forget Merc 4 also has a proto gun which mean he doing more base damage as well as getting more from his percentage increase.
now this didn't even take into affect the bonuses from the low slots,Which for the most part are setup better as proto is usally getting a 5% bonus over extended. We also did take into passive skills most notably the weapon prof. skill giving 3% bonus to weapon damage. Lets say in 1 week merc 1 and merc 4 fight again. after merc4 puts 2 level into the prof skill.
merc4 version 1 beats merc 1 by 21% damage and 66 hitpoints, version 2 wins by 11% damage and 122 hitpoints.
proposal would be not to change the prototype gear. instead lets do this
milita shield ext. 22 hitpoints standard shield ext. 33 hitpoints enhanced shield ext. 44 hitpoints prototype 66 hitpoints
milita dmg 3% standard dmg 5% enhanced dmg 7% prototype dmg 10%
I believe these 2 changes could go a long way in helping out new player experience. If this isn't enough then maybe looking at opening the weapon prof skill up at weapon 4 instead of 5 letting the newer players spend points into it before upgrading to the proto weapon they can't fit or afford to use.
tell me what you think. |
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T4K3RoftheSOUL
Pros On The Trigger
14
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Posted - 2013.06.27 00:22:00 -
[41] - Quote
Matchmaking will be fixed in the next 3 weeks
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Buster Friently
Rosen Association
765
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Posted - 2013.06.27 00:23:00 -
[42] - 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 don't we just remove all diversity?
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Chinduko
KILL-EM-QUICK RISE of LEGION
246
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Posted - 2013.06.27 00:36:00 -
[43] - Quote
Buster Friently 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 don't we just remove all diversity?
If CCP removed all skills then players couldn't create individualized soldiers. I would only suggest removing damage and HP enhancing skills. We'd still have skills like hacking, uplinks, different weapons, etc.... |
Chinduko
KILL-EM-QUICK RISE of LEGION
246
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Posted - 2013.06.27 00:39:00 -
[44] - Quote
T4K3RoftheSOUL wrote:Matchmaking will be fixed in the next 3 weeks
I would love to see how CCP fixes it. I truly hope it works. |
T4K3RoftheSOUL
Pros On The Trigger
14
|
Posted - 2013.06.27 00:45:00 -
[45] - Quote
Chinduko wrote:T4K3RoftheSOUL wrote:Matchmaking will be fixed in the next 3 weeks
I would love to see how CCP fixes it. I truly hope it works.
I think after the "fix" comes in alot of this talk of pubstomping will come to a halt. But there is always going to be somebody out there with better equipment and more experience. It is just part of gaming life, and something that a true gamer learns to work around and eventually come out on top! |
Chinduko
KILL-EM-QUICK RISE of LEGION
246
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Posted - 2013.06.27 01:01:00 -
[46] - Quote
Vell0cet wrote: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.
CCP advertises Dust an MMO not MMORPG. Dust514.com is where it's said and in big bold words.There is a difference. I don't know that as important but it's what CCP refers to it as which is a Massive Multiplayer Shooter. I hope that doesn't sound rude, that's just what CCP refers to Dust as on their main website.
As far as retaining, by looking at the player base as I log in, it seems that the numbers stay relatively low. We may not be able to help new players from being bored but we can help the new players from being beaten so badly on an almost constant basis from getting irritated and leaving. Older players will still have plenty of skills to spend their points on. I've said before that we have hacking, biotics, uplinks, different weapons, etc.... There is plenty for Dusters to do besides frustrating new players right out of Dust. We have to give new players a fighting chance or they aren't likely to stay.
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Vell0cet
Royal Uhlans Amarr Empire
17
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Posted - 2013.06.27 01:35:00 -
[47] - Quote
Chinduko wrote:CCP advertises Dust an MMO not MMORPG. Dust514.com is where it's said and in big bold words.There is a difference. I don't know that as important but it's what CCP refers to it as which is a Massive Multiplayer Shooter. I hope that doesn't sound rude, that's just what CCP refers to Dust as on their main website.
As far as retaining, by looking at the player base as I log in, it seems that the numbers stay relatively low. We may not be able to help new players from being bored but we can help the new players from being beaten so badly on an almost constant basis from getting irritated and leaving. Older players will still have plenty of skills to spend their points on. I've said before that we have hacking, biotics, uplinks, different weapons, etc.... There is plenty for Dusters to do besides frustrating new players right out of Dust. We have to give new players a fighting chance or they aren't likely to stay. If you can't see that Dust is marketed as an RPG FPS then I don't know how to help you. They may not say it on their website (maybe because FPSMMORPG is so f*cking long it looks ridiculous) but it's sewn into the fabric of the game.
The current server Pop seems to stay pretty constant at 5-7K people online at any given time. It's not a huge number, but it's far from dead, especially given the current state of the game with so much missing content, and bugs that need to be flushed out. It's still very early in the game's life, and we'll probably see it on the PC one day which will really boost the numbers. EVE started off slowly too, and it gradually built up over time. It's like the snowball metaphor. Many of the people who tried it initially and left will come back once the major issues have been sorted out. Also you'll probably see more EVE players signing up as the game gets further integrated into the EVE universe and it becomes valuable to them (a lot of them don't have PS3's).
Another mistake you're making is assuming all players are equally valuable to CCP and that a lot of people means it's a success. What CCP needs are people who are committed to the long term and who are willing to shell out cash over a long period to make it happen. These players are the ones who are attracted to the RPG aspect of Dust, the competitive FPS guys will be on to the next shooter by Christmas and probably won't put up much cash.
Is new player retention important? Absolutely, with matchmaking and an excellent tutorial/introduction that gets people into the game and helps them figure out what the hell is going on without having to read pages of text on their screen. Also making Proto suits much more expensive (like 10x) will greatly discourage people from wasting them in pub matches. I can assure you that turning Dust into a s*itty version of Halo isn't going to be doing any favors for it's long-term-viability. |
Cross Atu
Conspiratus Immortalis Covert Intervention
1217
|
Posted - 2013.06.27 02:32:00 -
[48] - Quote
Chinduko wrote:Do you believe that it is not our nature to want to be better or improve ourselves, including in games? I don't know many that don't like winning or being better. Having higher damage and hp improves our killing and decreases our dying. Being able to kill while not dying increases our winning. And, this puts a huge disadvantage to new players with low SP who won't likely stay, which we see from the low player count. I don't know any simpler way of explaining this. I truly don't. Making statements about the basic nature of people isn't the same as making advised or actionable suggestions regarding game balance. As far as I can tell it is not relevant whether it is or is not 'in our nature to want to be better'. The confirmation or denial of that concept does not directly pertain to mechanical balance within Dust 514. You have not shown how gear or skills provide a "huge" disparity, you have not nailed down specific examples of such a disparity nor have you refuted counterpoints about the concept. You have not provided your own concept for proper game balance to be considered in place of the current one and you have further still failed to provide hard data explaining why these mods and not others and/or how the removal of these mods would/would not in your estimation effect the rest of game balance. Let alone touching on the in game economic implications of such a suggestion. I understand what you are saying regarding the human drive to seek advantage, I'm saying you have yet to demonstrate any specific and relevant link between general human motivations and actual game balance within this game.
Quote: Unimportantly noting but since you brought it up, a reaction and response are the same thing. You can even use them in the same sentence and keep the exact same meaning. He reacted with disdain. He responded with disdain. They are the same . Many posts have disagreed with me as was expected but their concerns are as valid as yours, however they don't seem to have the same overly high sense of self worth you give yourself. One person said my idea sucks. I see this as valid as any other. Other people say they feel they earned the SP to put into damage and hp to beat new players. Read some of the posts and you'll find that some players here do state that they enjoy the advantage of higher SP such as earning the SP to beat new players.
You're still stuck on hyperbole and dabbling in ad hominem. As much as you're trying to make this somehow otherwise this isn't about me or you it's about concepts and vetting them prior to sanctioning their implementation. I've raised concerns over sighted flaws in the proposal of the OP, those concerns have not be addressed. It's really that simple and there's no need to try and drag some theoretical ego trip into it.
Quote: Let's say I'm wrong and killing and dying isn't as important as I suggest. Then, in that case, it shouldn't be a big issue to remove the damage and hp enhancements, if getting kills and not dying are as unimportant you suggest.
The concerns of players is that they don't want to lose their advantage and the fear they would lose their ability to individualize their soldier. I say they would lose the advantage in pub stomping but all players would have a better chance for more even competition. Skill and team coordination will still overcome. Players will also not lose their ability to individualize soldiers since there are a great many more skills that SP can be applied to.
It's also fairly amusing they way you use designer language (as a professor of mine called it) in order to attempt to give oneself more credit or flash. I understand what you're saying, it's just amusing and it's another reason I feel you have a self inflated sense of our own worth. The rest of us use normal language in this non academic setting. I've learned that it's better to speak plainly when plain language is normally used. I've done this before as well but I don't anymore as I don't want to seem smug.
Even more paragraphs focusing on attempts to make this about me or ego rather than the actual ideas in question?
I write the way I talk and I talk the way those around me throughout my upbringing and most of my life have talked. If my method of speech is somehow upsetting to you I don't know what to say aside from that it's not my intent to upset you. I do not know you nor is your emotional response, or mine, something that I consider relevant to the content of this thread. That being said allow me to attempt a rephrase you that may find more acceptable.
Please answer my critiques directly and specifically. Please do so with as much detail as you are able. Please make it clear which issue you are addressing and do not overlap them. Please do this so that other posters in this thread can evaluate both critique and reply side by side and come to their own conclusions.
I do not see how any of these requests are unreasonable.
0.02 ISK Cross
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Chinduko
KILL-EM-QUICK RISE of LEGION
247
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Posted - 2013.06.27 02:48:00 -
[49] - Quote
Cross Atu wrote:[quote=Chinduko] Quote: Let's say I'm wrong and killing and dying isn't as important as I suggest. Then, in that case, it shouldn't be a big issue to remove the damage and hp enhancements, if getting kills and not dying are as unimportant you suggest.
The concerns of players is that they don't want to lose their advantage and the fear they would lose their ability to individualize their soldier. I say they would lose the advantage in pub stomping but all players would have a better chance for more even competition. Skill and team coordination will still overcome. Players will also not lose their ability to individualize soldiers since there are a great many more skills that SP can be applied to.
It's also fairly amusing they way you use designer language (as a professor of mine called it) in order to attempt to give oneself more credit or flash. I understand what you're saying, it's just amusing and it's another reason I feel you have a self inflated sense of our own worth. The rest of us use normal language in this non academic setting. I've learned that it's better to speak plainly when plain language is normally used. I've done this before as well but I don't anymore as I don't want to seem smug.
Even more paragraphs focusing on attempts to make this about me or ego rather than the actual ideas in question? I write the way I talk and I talk the way those around me throughout my upbringing and most of my life have talked. If my method of speech is somehow upsetting to you I don't know what to say aside from that it's not my intent to upset you. I do not know you nor is your emotional response, or mine, something that I consider relevant to the content of this thread. That being said allow me to attempt a rephrase you that may find more acceptable. Please answer my critiques directly and specifically. Please do so with as much detail as you are able. Please make it clear which issue you are addressing and do not overlap them. Please do this so that other posters in this thread can evaluate both critique and reply side by side and come to their own conclusions.I do not see how any of these requests are unreasonable. 0.02 ISK Cross
I don't see how you cannot understand that a player with higher SP and thus having more damage and hp output through skills does not have a huge advantage over new players that do not have this advantage. It seems very clear to me and I cannot be more concise that the newer player who is at this disadvantage is not likely to enjoy their lack of competitive capability. I cannot understand how you don't understand that those new players are less likely to stay with Dust being at this disadvantage. I see you don't understand how human behavior is important but it is. In general, humans avoid discomfort or pain, be it emotional or physical. Some may actually "tough it out" with they have fewer options and some people may simply have masochist personalities but people don't like discomfort. This disadvantage is much more likely to be discomforting than comforting. I cannot be more clear. If you don't understand, or willfully disagree, there is nothing more I can do to help you understand. |
Chinduko
KILL-EM-QUICK RISE of LEGION
247
|
Posted - 2013.06.27 03:06:00 -
[50] - Quote
Vell0cet wrote:Chinduko wrote:CCP advertises Dust an MMO not MMORPG. Dust514.com is where it's said and in big bold words.There is a difference. I don't know that as important but it's what CCP refers to it as which is a Massive Multiplayer Shooter. I hope that doesn't sound rude, that's just what CCP refers to Dust as on their main website.
As far as retaining, by looking at the player base as I log in, it seems that the numbers stay relatively low. We may not be able to help new players from being bored but we can help the new players from being beaten so badly on an almost constant basis from getting irritated and leaving. Older players will still have plenty of skills to spend their points on. I've said before that we have hacking, biotics, uplinks, different weapons, etc.... There is plenty for Dusters to do besides frustrating new players right out of Dust. We have to give new players a fighting chance or they aren't likely to stay. If you can't see that Dust is marketed as an RPG FPS then I don't know how to help you. They may not say it on their website (maybe because FPSMMORPG is so f*cking long it looks ridiculous) but it's sewn into the fabric of the game. The current server Pop seems to stay pretty constant at 5-7K people online at any given time. It's not a huge number, but it's far from dead, especially given the current state of the game with so much missing content, and bugs that need to be flushed out. It's still very early in the game's life, and we'll probably see it on the PC one day which will really boost the numbers. EVE started off slowly too, and it gradually built up over time. It's like the snowball metaphor. Many of the people who tried it initially and left will come back once the major issues have been sorted out. Also you'll probably see more EVE players signing up as the game gets further integrated into the EVE universe and it becomes valuable to them (a lot of them don't have PS3's). Another mistake you're making is assuming all players are equally valuable to CCP and that a lot of people means it's a success. What CCP needs are people who are committed to the long term and who are willing to shell out cash over a long period to make it happen. These players are the ones who are attracted to the RPG aspect of Dust, the competitive FPS guys will be on to the next shooter by Christmas and probably won't put up much cash. Is new player retention important? Absolutely, with matchmaking and an excellent tutorial/introduction that gets people into the game and helps them figure out what the hell is going on without having to read pages of text on their screen. Also making Proto suits much more expensive (like 10x) will greatly discourage people from wasting them in pub matches. I can assure you that turning Dust into a s*itty version of Halo isn't going to be doing any favors for it's long-term-viability.
Again, it's unimportant but it keeps bring brought up. CCP advertises Dust as a MMO, not MMORPG. I don't know why people believe this is important, but they do. CCP made the game, I'd assume they know the genre of it.
We're all killers in Dust, that's our role, no matter if we're hacking or dropping an uplink. An RPG means we take a role such as healer, tank, damage dealer, maybe a puller. Dust, truly, is in the same genre as BF3 is which is not an MMO but BF3 is closer to an RPG than Dust since there are designated roles of medic, support ammo, recon, and engineer, but BF3 is not an RPG. BF3 is actually closer to an MMO to since the PC version has 32v32 but that still may not qualify as an MMO. 16v16 matches is not considered an MMO or MMORPG. EVE may be an MMO and maybe even an MMORPG but there are a great many more players in a match at the same time, way more than 16v16. Based on Dust's actual gameplay, it's truly only a FPS. Unimportant as it is, people mention it as such.
Right now the player base is at 5k prior to that, the player base I witnesses was closer to 3500. I haven't seen 7k in a week or two at least. Proto suits and equipment should be very very expensive. I don't see, however, how removing the advantage of higher damage and hp will make Dust, as you put it, excremental. I'm going to go out on a limb and say that CCP wants as many players as it can get on their servers and they want every one of them enjoying their game. If I was a developer, I'd want every person and their mom enjoying my game so much that they'd constantly spend money on it. I assure you that CCP wants the same. This is a business they are running. I don't see how creating balance for new players to help entice them to keep playing Dust is a bad thing. |
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Cross Atu
Conspiratus Immortalis Covert Intervention
1218
|
Posted - 2013.06.27 03:29:00 -
[51] - Quote
Chinduko wrote:Cross Atu wrote:[quote=Chinduko] Quote: Let's say I'm wrong and killing and dying isn't as important as I suggest. Then, in that case, it shouldn't be a big issue to remove the damage and hp enhancements, if getting kills and not dying are as unimportant you suggest.
The concerns of players is that they don't want to lose their advantage and the fear they would lose their ability to individualize their soldier. I say they would lose the advantage in pub stomping but all players would have a better chance for more even competition. Skill and team coordination will still overcome. Players will also not lose their ability to individualize soldiers since there are a great many more skills that SP can be applied to.
It's also fairly amusing they way you use designer language (as a professor of mine called it) in order to attempt to give oneself more credit or flash. I understand what you're saying, it's just amusing and it's another reason I feel you have a self inflated sense of our own worth. The rest of us use normal language in this non academic setting. I've learned that it's better to speak plainly when plain language is normally used. I've done this before as well but I don't anymore as I don't want to seem smug.
Even more paragraphs focusing on attempts to make this about me or ego rather than the actual ideas in question? I write the way I talk and I talk the way those around me throughout my upbringing and most of my life have talked. If my method of speech is somehow upsetting to you I don't know what to say aside from that it's not my intent to upset you. I do not know you nor is your emotional response, or mine, something that I consider relevant to the content of this thread. That being said allow me to attempt a rephrase you that may find more acceptable. Please answer my critiques directly and specifically. Please do so with as much detail as you are able. Please make it clear which issue you are addressing and do not overlap them. Please do this so that other posters in this thread can evaluate both critique and reply side by side and come to their own conclusions.I do not see how any of these requests are unreasonable. 0.02 ISK Cross I don't see how you cannot understand that a player with higher SP and thus having more damage and hp output through skills does not have a huge advantage over new players that do not have this advantage. Because I run free fits in pub matches as a matter of course and do not see a 'huge disadvantage' while doing so. I've tested this in prior builds by running proto gear to see if it made a world of difference, it did not. I have fought against players in Proto gear as recently as today while deployed in a free fit and prevailed. I've also fought them and lost. I found no drastic disparity, the fights were overall determined by positioning, squad support or who made the first mistake, gear can have an impact but it's not a deterministic one.
In prior builds CCP had events in which they seeded players with max skills and proto and/or officer gear. On several occasions I was able to take out groups of these players while running in my free fit. When there were 4-5 I'd die roughly half the time while 1-2 of them remained standing. All in all I consider that a win but I'm not the best gun game guy.
Which brings me to my next point, it's very valid at this point to consider that my personal experiences are only one example and may be an outlier/not an accurate representation. In light of this I will provide context. Prior to dust I have only played one FPS with any frequency, that game was UT2004 and as the name suggests it's been quite a few years since its release. Prior to dust I have roughly 8 years of rust on my prior mid range FPS gun game. Taking that into account it seems reasonable that if I can overcome multiple hostiles with best skill levels and gear that whatever advantage those things are providing it is not earth shattering in scope.
Quote: It seems very clear to me and I cannot be more concise that the newer player who is at this disadvantage is not likely to enjoy their lack of competitive capability. I cannot understand how you don't understand that those new players are less likely to stay with Dust being at this disadvantage. I see you don't understand how human behavior is important but it is. In general, humans avoid discomfort or pain, be it emotional or physical. Some may actually "tough it out" with they have fewer options and some people may simply have masochist personalities but people don't like discomfort. This disadvantage is much more likely to be discomforting than comforting. I cannot be more clear. If you don't understand, or willfully disagree, there is nothing more I can do to help you understand.
I'll rephrase my prior regarding human behavior. You have yet to show how the advantage/disadvantage is directly linked to the mods in question or how those mods are more linked to it than all the mods you're not proposing be removed. You've not explained why removal would be a better option than altering those mods or adding others. You've not explained why changing mods or fittings is a better solution than possible alternatives like matchmaking, a more robust new player experience, better documentation, etc.
So while yes it's obvious that humans do seem to avoid discomfort on average that does not directly support the suggestions of your OP and despite my prior attempts to draw your attention to this you've still yet to show why your suggested change is the best solution for your stated problem.
All of that aside any change has pros and cons and you've not address, or for the most part really acknowledged, the cons to balance them against the gains your suggestion is meant to offer. Just because a change has some positives doesn't mean it's on balance a gain.
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Chinduko
KILL-EM-QUICK RISE of LEGION
247
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Posted - 2013.06.27 03:59:00 -
[52] - Quote
[quote=Cross Atu][quote=Chinduko][quote=Cross Atu][quote=Chinduko]
Quote: quote]
I'll rephrase my prior regarding human behavior. You have yet to show how the advantage/disadvantage is directly linked to the mods in question or how those mods are more linked to it than all the mods you're not proposing be removed. You've not explained why removal would be a better option than altering those mods or adding others. You've not explained why changing mods or fittings is a better solution than possible alternatives like matchmaking, a more robust new player experience, better documentation, etc.
So while yes it's obvious that humans do seem to avoid discomfort on average that does not directly support the suggestions of your OP and despite my prior attempts to draw your attention to this you've still yet to show why your suggested change is the best solution for your stated problem.
All of that aside any change has pros and cons and you've not address, or for the most part really acknowledged, the cons to balance them against the gains your suggestion is meant to offer. Just because a change has some positives doesn't mean it's on balance a gain.
As far as other options, you haven't read other posts where I agreed with others in that a militia/standard only match would be great. I won't go in that. You can read it if you want In this thread. It's not some secret how having greater damage output and HP compared to new players is an advantage. How do you not see that. You are either genuinely not understanding, or choosing to blindly ignore the advantage. Being able to kill someone faster is an advantage and being able to absorb damage is an advantage. This needs no further explanation. I don't like using the phrase common sense, but I don't know any other way to put it. This isn't information that requires a well thought out dissertation and defense. This is straight forward information. Do you disagree that having more damage output and HP is an advantage for the higher SP players?
If you ever saw "Kung Pow: Enter the fist" The protagonist was taught that to win, he had to bleed. He was in essence taught how to win backwards. With that, do you truly believe that it's an advantage for higher SP players to have less damage output and HP? That's what I'm getting from you. I personally prefer more damage output and HP but I guess we'll have to agree to disagree on what is more advantageous. If you truly believe that having less damage output and hp is an advantage or that having more damage output and HP is a disadvantage, then, one; you're either not as intelligent or educated as I might have guessed, or two; you're simply being disagreeable or arguing just to argue. Either way, it's not flattering. |
Chinduko
KILL-EM-QUICK RISE of LEGION
247
|
Posted - 2013.06.27 04:26:00 -
[53] - Quote
shady merc wrote:While I do not agree with removing Damage mods and shield/armor enhancers all together I believe they need to be looked at. most notably Damage enhancers and shield extenders. Both of these items double their bonuses when going from enhanced to prototype. This kinda of bonuses to older player I believe does hurt the newer player experience. However older player should get better bonuses compared to the newer players thats just the mmo side of dust coming out. However on certain items its just to much.
here an example let say we have a newer player thats just now finished his enhanced dropsuit load out. looks something like this. Merc 1 highs 3 : enhanced damage mod,enhanced shield extender,enhanced shield extender low 2: doesn't matter at this moment weapon : Gek-38
and lets compare him first to an older player in the same dropsuit with prototype modules. Merc 2 highs 3 : complex damage mod, complex shield extender, complex shield extender low 2 : weapon :Gek-38
betwenn merc1 and merc2 there is a difference of 5% damage and 66 hit points (not taking into effect passive skils and low slots ) in merc2 favor.
now lets look at merc3
merc3 highs 6 : 2x enhanced damage mod, 4x extended shield extenders low 2: weapon Gek-38
merc 1 and merc 3 stack up just like merc1 and 2 5% percent damage and 66 hitpoints. (actually slightly less then 5% damage due to staking penatly)
So with out passive bonuses or stronger guns we are asking merc1 to basically fight someone with twice as many high slots this doesn't seem right. And this is just the tip of it. lets see merc 4 join the battle
merc4 proto dropsuit high 4 : 2x complex damage mods, 2x shield extenders, OR 1 complex damage mod, 3x shield extender low weapon duvolle assualt rifle
So far Merc 4 version 1 beats merc 1 by 15% damage and 66 hitpoints, version 2 beats merc 1 by 5% damage and 122 hitpoints. Lets not forget Merc 4 also has a proto gun which mean he doing more base damage as well as getting more from his percentage increase.
now this didn't even take into affect the bonuses from the low slots,Which for the most part are setup better as proto is usally getting a 5% bonus over extended. We also did take into passive skills most notably the weapon prof. skill giving 3% bonus to weapon damage. Lets say in 1 week merc 1 and merc 4 fight again. after merc4 puts 2 level into the prof skill.
merc4 version 1 beats merc 1 by 21% damage and 66 hitpoints, version 2 wins by 11% damage and 122 hitpoints.
proposal would be not to change the prototype gear. instead lets do this
milita shield ext. 22 hitpoints standard shield ext. 33 hitpoints enhanced shield ext. 44 hitpoints prototype 66 hitpoints
milita dmg 3% standard dmg 5% enhanced dmg 7% prototype dmg 10%
I believe these 2 changes could go a long way in helping out new player experience. If this isn't enough then maybe looking at opening the weapon prof skill up at weapon 4 instead of 5 letting the newer players spend points into it before upgrading to the proto weapon they can't fit or afford to use.
tell me what you think.
It's a lot to do with proto suit with too many mods. Since CCP change the suits from Chromosome to Uprising the difference seems more noticeable. In Chromosome, there didn't seem to be quite as large a difference. The very large amounts of ISK players received along with the large price drop in proto gear definitely hurt. I think Uprising hurt Dust, perhaps more than any other huge change. The suits have too much capability for higher HP and higher damage output now. Removing the dmg and hp enhancements might be the simplest method but I'd still prefer Chromosome suits and cost but I don't know how newer players would feel about that but the game did seem to have better balance even with sharpshooter. |
Cross Atu
Conspiratus Immortalis Covert Intervention
1220
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Posted - 2013.06.27 06:20:00 -
[54] - Quote
Chinduko wrote: As far as other options, you haven't read other posts where I agreed with others in that a militia/standard only match would be great. I won't go in that. You can read it if you want In this thread. It's not some secret how having greater damage output and HP compared to new players is an advantage. How do you not see that. You are either genuinely not understanding, or choosing to blindly ignore the advantage. Being able to kill someone faster is an advantage and being able to absorb damage is an advantage. This needs no further explanation. I don't like using the phrase common sense, but I don't know any other way to put it. This isn't information that requires a well thought out dissertation and defense. This is straight forward information. Do you disagree that having more damage output and HP is an advantage for the higher SP players?
If you ever saw "Kung Pow: Enter the fist" The protagonist was taught that to win, he had to bleed. He was in essence taught how to win backwards. With that, do you truly believe that it's an advantage for higher SP players to have less damage output and HP? That's what I'm getting from you. I personally prefer more damage output and HP but I guess we'll have to agree to disagree on what is more advantageous. If you truly believe that having less damage output and hp is an advantage or that having more damage output and HP is a disadvantage, then, one; you're either not as intelligent or educated as I might have guessed, , but more so I'd think; you're simply being disagreeable or arguing just to argue. Either way, it's not flattering.
You don't have to agree that removing the mods is a good idea but to say that a higher damage output and HP is not an advantage is suspicious.
To quote the part of my post that you omitted from your prior quotation of me
Cross Atu wrote:Because I run free fits in pub matches as a matter of course and do not see a 'huge disadvantage' while doing so. I've tested this in prior builds by running proto gear to see if it made a world of difference, it did not. I have fought against players in Proto gear as recently as today while deployed in a free fit and prevailed. I've also fought them and lost. I found no drastic disparity, the fights were overall determined by positioning, squad support or who made the first mistake, gear can have an impact but it's not a deterministic one.
In prior builds CCP had events in which they seeded players with max skills and proto and/or officer gear. On several occasions I was able to take out groups of these players while running in my free fit. When there were 4-5 I'd die roughly half the time while 1-2 of them remained standing. All in all I consider that a win but I'm not the best gun game guy.
Which brings me to my next point, it's very valid at this point to consider that my personal experiences are only one example and may be an outlier/not an accurate representation. In light of this I will provide context. Prior to dust I have only played one FPS with any frequency, that game was UT2004 and as the name suggests it's been quite a few years since its release. Prior to dust I have roughly 8 years of rust on my prior mid range FPS gun game. Taking that into account it seems reasonable that if I can overcome multiple hostiles with best skill levels and gear that whatever advantage those things are providing it is not earth shattering in scope.
At no time have I said the current system/mods provide no advantage. What I have done is question the validity and necessity of removal as a solution and request that you provide specific mechanical reasons for this rather than large sweeping statements. I've also questioned why this specific alteration is better than other options and why the mods you've selected are important to remove but others are not, as well as how balance would function within the game if your proposal were followed. You've provided no details regarding any of that, instead you keep trying to make this somehow a personal thing about you and I rather than about the issues.
I've asked you to specifically address the flaws I pointed out and label the address so it's clear what aspect your responding to. Rather than doing so indite my intelligence, and intentions tossing about more sensationalized phrasing such as "suspicious" and "unflattering" both directed at me rather than in response to my points. Doing so while falsely attributing to me stances I've never held.
What you're doing
What you are not doing is actually discussing the merits, flaws or mechanics of the idea you're pushing for. I've asked you a series of very reasonable questions none of which have been specifically or directly addressed. I'd still love to see your data, please explain in specific step by step manner how and why your proposal is required and superior to other alternatives.
I do not see asking for step by step details as unreasonable in light of the sweeping changes you propose.
0.02 ISK Cross |
Cross Atu
Conspiratus Immortalis Covert Intervention
1220
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Posted - 2013.06.27 06:24:00 -
[55] - Quote
Oh and if you feel you've already addressed any of this in a prior post which I may have missed feel free to link me that post and I'll respond directly, just please label which aspects the post is intended to address. |
Chinduko
KILL-EM-QUICK RISE of LEGION
247
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Posted - 2013.06.27 06:57:00 -
[56] - Quote
Cross Atu wrote:Oh and if you feel you've already addressed any of this in a prior post which I may have missed feel free to link me that post and I'll respond directly, just please label which aspects the post is intended to address.
I've addressed that fact that newer players are a disadvantage to higher SP players but you I get the idea that you want some long wall of text to show that the approx. 900 total HP a medium proto suit of the high SP player is not advantageous compared to a 360 hp medium suit a newer player starts out with. The same goes for the the 40 or more % damage boost that higher SP suits can have compared to newer players. Again, this is obvious to me as a huge advantage for higher SP players. Period. I cannot become more clear with this. This is a crystal clear as it gets. If you cannot see the advantage, then you are ignoring it. And, I have to question your thought process and consider it suspicious when the advantage is slapping you in the face but you're numb to it's touch. Higher SP players have a huge advantage over newer players with their higher damage output and HP. This means that the system, even if working as expected, is flawed. We're not in research class on these forums, and we're not writing a dissertation. Gamers do not need to write a paper to see the flaws or to spell out. This isn't some scientific theory that requires that. This is straight forward information. Some gamers do write out walls of text trying to be overly scientific and it shows nothing because what's on paper isn't always how it works in the game.
Ask me again and I will respond the same because this is as clear as it gets. And, it's very clear. I can't help that you won't understand this. At this point, I really do have to become suspicious. Do you truly not understand or purposely not acknowledge your understanding. Other players have a strong stance against my idea, however, they still understand what I'm saying.
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Cross Atu
Conspiratus Immortalis Covert Intervention
1220
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Posted - 2013.06.27 07:48:00 -
[57] - Quote
Chinduko wrote:Cross Atu wrote:Oh and if you feel you've already addressed any of this in a prior post which I may have missed feel free to link me that post and I'll respond directly, just please label which aspects the post is intended to address. I've addressed that fact that newer players are a disadvantage to higher SP players but you I get the idea that you want some long wall of text to show that the approx. 900 total HP a medium proto suit of the high SP player is not advantageous compared to a 360 hp medium suit a newer player starts out with. The same goes for the the 40 or more % damage boost that higher SP suits can have compared to newer players. Again, this is obvious to me as a huge advantage for higher SP players. Period. I cannot become more clear with this. This is a crystal clear as it gets. If you cannot see the advantage, then you are ignoring it. And, I have to question your thought process and consider it suspicious when the advantage is slapping you in the face but you're numb to it's touch. Higher SP players have a huge advantage over newer players with their higher damage output and HP. This means that the system, even if working as expected, is flawed. We're not in research class on these forums, and we're not writing a dissertation. Gamers do not need to write a paper to see the flaws or to spell out. This isn't some scientific theory that requires that. This is straight forward information. Some gamers do write out walls of text trying to be overly scientific and it shows nothing because what's on paper isn't always how it works in the game. Ask me again and I will respond the same because this is as clear as it gets. And, it's very clear. I can't help that you won't understand this. At this point, I really do have to become suspicious. Do you truly not understand or purposely not acknowledge your understanding. Other players have a strong stance against my idea, however, they still understand what I'm saying.
I've been attempting to give you the chance to explain the details and relevance of your proposal rather than dismissing it out of hand. I've also provided, more than once, first hand experience which contradicts your assessment that this is a "huge" effect or the primary defining characteristic in a conflict between players, and you've yet to address any of that.
I am not missing the intent of what you are saying, you are stating that mods which provide HP or dps buffs a gap between new players and vets and that said gap is too large to be viable.
I will respond simply to that premise. There is no "huge" advantage. Advantage? Yes. "Huge advantage" No. It's not game braking or insurmountable, I've tested it first hand and none of my testing supports your claims. Further the testing and play experience of the other Mercs I've played and conversed with from closed beta to present supports the conclusion that player skill trumps the combined effect of character skill and gear. On average if two players of equal skill 1v1 the player with better gear will win, otherwise the player with better personal skill will win. Outside of a 1v1 the factors leading to victory are even less gear based.
As stated in my very first postCross 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.
These flaws are not only still persistent in your posts but you've never bothered to directly address anyone them. Opting instead to make negative comments about me personally regarding both my capacities and motives.
Your concept is flawed, your proposal is broken, and you're not even trying to support it within the context of the specific criticisms raised about it. Taking personal swipes at posters who don't agree with you does not address or invalidate the flaws which have been highlighted in your OP. I would still welcome an actual address to the specific points I've raised but I must admit it's beginning to seem that outcome is rather unlikely.
0.02 ISK Cross
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