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Thread Statistics | Show CCP posts - 178 post(s) |
Vrain Matari
Mikramurka Shock Troop Minmatar Republic
1956
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Posted - 2014.04.12 14:39:00 -
[1] - Quote
Iron Wolf Saber wrote:I don't think flux should cause a decloak rather damage incomming should cause a drain on the cloak battery instead where flux is then indirectly draining, it should be more on hit based over damage amount based. Like this - much more interesting gameplay.
I support SP rollover.
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Vrain Matari
Mikramurka Shock Troop Minmatar Republic
2197
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Posted - 2014.08.29 06:01:00 -
[2] - Quote
Ghost Kaisar wrote:CCP Rattati wrote:Greetings
read a few pages back, last time I looked in it was at the 1000 page mark...
I see you are discussing a few things that I can clarify
Cloak is not going away, we will keep trying to patch it up with further testing. I would rather not remove content.
Shotguns, lack of progression is one thing, it seems militia SG's are almost as useful as proto. Second, it's the lack of awareness, I don't know about you guys but the 3rd person sound from a shotgun is a whispery "thip, thip", to me. It doesnt sound anything like the "BLAOING" 1st person sound. It's basically "was that a shotgun, yes, it was, respawn"
I know I get killed by SG scouts all the time, but it's usually carelessness rather than OP, I'm just running over open empty space from a spawn point to the next red dot and there is a lurker who is doing nothing but camping people like me between spawn and the action. I usually don't survive two in a medium.
This is of course all pub, I can't speak to PC viability.
And to my last point on the SG, the data I'm referring to is not just FOTM, look how many people are using it. I am studying Kill/Spawn ratios and it is well above the other light weapons, right up there with Scrambler Rifle. Dividing by spawn removes FOTM aspect, it's just I get more kills on average for SG than AR f.ex.
Anything else I can clarify? Any insights/requests on the Charlie meta and balance?
Delta threads are hitting the forums imminently as well. Thanks for checking back! Shotguns aren't OP, but they only perform well against Med Frames and Scouts. They can 1-2HK anything short of a heavy. Heavies REQUIRE 3-4 shots to kill. Most of the time, they can quickly turn and kill you before that final shot. Even worse if they have rep. Sound could use some improvement. Most of us have ears tuned in for it though, but for newbro's it must be quite a surprise. Not surprised about the SG kill data. It is used to STOMP pubs hard due to all the blueberries in MLT frames (Which can all be OHK). I doubt that it would carry over to PC. Right now, the deadliest things in PC are small missile turrets, Burst HMG's and Combat Rifles (With shotguns coming in a behind them.)
As for fixing the cloak? I honestly think that the best way to fix it is to simply make it impossible to use as a "Sneak Attack" weapon. For example, give it a very long cloaking and de-cloak time. Like 2-3 seconds. Which you can't "Switch out of". You have to click the button to turn it off. However, to balance it, you give it no shimmer. It makes you almost totally invisible. This will turn the cloak into an Insertion and Removal tool. Used to sneak in and around, not to sneak right up on top of someone and unleash doom into their back. You would cloak to get in, and then use flanking and dampening to maneuver around targets (combined with eWAR modules). You get what I'm saying? I'm more than happy to reply with clarification. Shotguns i'm neutral on - they seem to be doing their job as intended.
Agree strongly with Ghost Kaiser on the repurposing of the cloak to an avoidance/repositioning tool. It would give us a cloak that strongly supports scouts infiltrate & recon, which are their primary roles, after all.
This would give us two things: Better recovery from the redline and better fights.
PSN: RationalSpark
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Vrain Matari
Mikramurka Shock Troop Minmatar Republic
2197
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Posted - 2014.08.29 14:01:00 -
[3] - Quote
mollerz wrote:Hello guys!
Minja scout over here. We are supposed to be assassins not doing recon.
Try again please. We were assassins long before there was a cloak. I'm sure you remember those days.
The role is not defined by the cloak, and in this case the proposed change would still support an assassin role, but a little more player skill and a change in tactics would be required.
PSN: RationalSpark
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Vrain Matari
Mikramurka Shock Troop Minmatar Republic
2267
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Posted - 2014.10.27 14:40:00 -
[4] - Quote
One Eyed King wrote:I can't think of any reason not to have standard level variants so long as they can be balanced within and between tiers.
Also, hovercraft are kind of like boats and don't need water. Just saying. Definitely agree. Also think that the cost of advanced weapons is a big factor in newer players avoiding advanced variants.
PSN: RationalSpark
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Vrain Matari
Mikramurka Shock Troop Minmatar Republic
2316
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Posted - 2014.11.19 15:40:00 -
[5] - Quote
Another thing about short scan ranges: with tacnet lag averaging something like 2 seconds, that scout will often be standing on your corpse before the tacnet lights up.
Maybe the way to balance longer base scan radii/extender multipliers is with non-linear falloff: so we all get longer base scans but the outer circle gets a -20% or - 30% precision debuff.
How big should the base radius be? something like (scout velocity) * (average tacnet lag + -â), crudely estimated at (5.4 ) * (2 + .7)) =14.6 metres, assuming the scout is walking, not running, and that his target is stationary.
At 2-â we get 18.4 m, so somewhere in that range should give a medium who has devoted a big chunk of his fitting to ewar a fighting chance to see a not-too-dampened scout they can theoretically pick up in time to actually do something about it.
It's a very crude calculation, but the numbers should be somewhere around there. If we're worried about too much range extension we can put a big stacking penalty on the module.
PSN: RationalSpark
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Vrain Matari
Mikramurka Shock Troop Minmatar Republic
2342
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Posted - 2014.11.23 22:42:00 -
[6] - Quote
Cass Caul wrote:How about, instead of crippling other suits' use of equipment we give logistics a bonus to all EQ and not just a bonus to fitting it all?
Naw... that makes too much sense. Let's ruin someone else s day by eliminating a playstyle that's existed for 2+ years Absolutely! And long overdue. The Logi bonus i mean.
PSN: RationalSpark
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Vrain Matari
Mikramurka Shock Troop Minmatar Republic
2475
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Posted - 2015.02.06 16:11:00 -
[7] - Quote
KAGEHOSHI Horned Wolf wrote:CCP Rattati wrote:Arkena Wyrnspire wrote:CCP Rattati wrote:I need to balance feature development with revenues, that's simply my job.
The problem I have can be simplified down to a disagreement with your balancing of this. All of your features are designed as revenue generators, rather than actual content features. Fundamentally untrue, and malicious. When that happens, I simply stop listening. Arkena is right. Warbarges are not real content, just a pretty menu where you farm components and upgrade stuff. It's basically one of those freemium mobile games, and like a mobile game, it's not fun, and heavily monetized to the point of being obnoxious. Wait an unreasonable amount of time to get what you want, or spend a lot of money and speed things up, and to even claim some items created by a subsystem costs even more time/money. People paying money to get access to the damage bonus (while everyone else lags behind, and can't be comparatively competitive) is straying into serious P2W territory. I was fine with the instant boosting, booster stacking, respecs, BPOs returning to the market, Apex suits (though colors are gaudy and unfashionable). I could tolerate loyalty ranks despite them counting AUR spendings massively more than any other factors. I didn't like strongboxes because they manipulatively prey on human psychological susceptibilities regarding the addictive nature of unknown rewards, and the rarity of keys under normal circumstances was excessive, but ultimately I could tolerate strongboxes. Warbarges cross a line, and frankly I find it insulting that this is the central "content" of an "expansion". I largely agree with Kage. This agreement is not born of maliciousness or deceit(@ Rattati: I shouldn't have to make this disclaimer and neither should Arkena or Kage).
The additions of loyalty ranks, daily missions, strongbox salvage and the warbarge to the game are not additions to Dust's gameplay. They're 'wrappers' around the core gameplay and do not add or detract from the experience of actually loading into a match and playing DUST. For lack of a better word, i'm going to call this 'meta' content.
Meta content can be tremendously valuable to a game and can function as an elegant tool for world building, creating immersion and engaging players, so there are no disagreements, in principle, to the type of content that has been added to DUST lately.
But it does raise several concerns for the well-being of DUST, which i will try to communicate below:
New Player Retention
These meta-systems do nothing to change/remove the frustrations that new players experience when trying out DUST for the first time. Those frustrations are born primarily of flawed core mechanics, matchmaking, overwhelming complexity. The new systems increase the perceived complexity of DUST, but more damningly the new systems are obvious RMT tools. That raises a flag with new players:
One of the first things i do in any f2p game, even before sampling the gameplay, is to go through every menu and estimate how much of the gameplay is squeezed through RMT 'gates'. The other thing i'm looking for is the counterbalance to the RMT channel: is it skill or intelligence based difficulty or is it soul-destroying, time-consuming grind? If i see too much RMT and the grind is obvious i prolly won't even sample the gameplay. If i really like the idea of the game then i'll play it a bit to get a better handle on just how much grind/RMT is required. If i encounter bad/sloppy mechanics/gamedesign in those trial playthrough then it's over almost immediately - the game isn't worth investing in.
I think if i was encountering DUST for the first time today, and didn't have a love affair with New Eden going on, i would dismiss it in short order based on RMT impression and mechanics/match balance.
Veteran Experience
Irrelevant. The meta additions are virtually invisible to me and prolly many other players, and are only worthy of attention out of concern for the game itself. My personal impression of the new content is as cobwebs i have to brush aside to get a better view of the battlefield. I suppose with the warbarge damage bonus it's as if those cobwebs bite back.
The new meta content address none of my concerns/frustrations with DUST, with the possible exception of resolving alt-corps in PC.....but we'll have to wait and see about that.
There's more but work beckons...
PSN: RationalSpark
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Vrain Matari
Mikramurka Shock Troop Minmatar Republic
2475
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Posted - 2015.02.06 16:15:00 -
[8] - Quote
CCP Rattati wrote:I have been playing as a new player in the last weeks, start an alt every day.
There are quite a few things that can be done.
One, instead of character WP throwing you out, account WP should throw you out.
Multiple heavies in LAVs redlining newbs, constantly.
I will share more soon. Well done, every good king has to go out among his people and shovel pigshit for crusts of bread.
It's the only way to wipe the lies of the retainers and sycophants out of the royal eyes.
PSN: RationalSpark
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Vrain Matari
Mikramurka Shock Troop Minmatar Republic
3195
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Posted - 2016.06.29 21:00:00 -
[9] - Quote
Scheneighnay McBob wrote:How the hell did the scout e-peen stroking thread turn into this? Scout epeen stroking spewed much fertile seed around and about, and then mutation happened.
Not surprising since many of those scouts were freakish mutants valued community members.
PSN: RationalSpark
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