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Thread Statistics | Show CCP posts - 6 post(s) |
InsidiousN
KILL-EM-QUICK RISE of LEGION
95
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Posted - 2013.06.30 15:21:00 -
[61] - Quote
CCP Nullarbor wrote:
I'm not going to go into the details of how it works because it's complicated and will probably start a huge misinformed discussion. However the end result should be irrespective of whether a player is good because of their gear or their ability to shoot straight or out think the other player, they should be matched with equally challenging opponents.
Time (and many simulations) will tell if we are able to achieve that balance.
If? IF? IF. This may be the most telling statemnt I've read from a dev. There are countless other games that have fully functional matchmaking and not only does nothing close to functional matchmaking exist in this"full release AAA Shooter" but now CCP doesn't even believe in themselves to be able to create a basic function of any shooter game? I'm honestly disheartened by the lack of heart, CCP. At some point in DUST's development you really just have to say either we're going to complete this correctly, and we must do so in a timely manner, or realize you don't have the ability or desire to continue, and rather than mire in mediocrity, know when to quit. |
George Moros
Sanmatar Kelkoons Minmatar Republic
9
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Posted - 2013.06.30 15:50:00 -
[62] - Quote
Aeon Amadi wrote:You HAVE to fix the Instant Battle Academy. There is absolutely no reason that New Players should be leaving the Academy after 10,000 WP. Theyre getting massacred.
My corporation did a Faction Warfare match in which the enemy team were all using starter sets ( Frontline - Assault/Sniper/Abti-Armor ) and some of us actually stopped firing altogether because it was so badly outmatched. We Q-Synched, which gave us the advantage of organization but this was just slaughter.
The final tally on their team was something akin to 07/93 with only the top five players landing kills. This is a PROBLEM.
New Players DESPERATELY need more time in the Academy and access to Faction Warfare needs to be cut off to Academy players, this is just senseless. To confirm this I have an Alt Character who doesnt even have 600,000 SP and just cleared 10,000 WP and is already out ofthe Academy. This BADLY hurting new player retention and it doesnt give them any semblance of a chance.
Just to confirm this from the receiving end of the situation.
I'm a noob (1.8M SP) and started playing as a sniper from the start. After leaving the academy, I noticed the difference in difficulty although not that terribly, mostly because snipers aren't exposed to enemy fire frequently and usually operate unnoticed. I soon realized that I can't play sniper all the time because some maps are really designed to make snipers pretty much useless. So, I created an alt toon and started using short-medium range weapons / loadouts primarily to see which suits me best. I soon settled with HMG heavy dropsuit, which was really fun to play and I accumulated 10K WP very quickly with it.
When in the academy, this loadout was really good. You could go around a corner, spot an enemy and start spraying bullets, knowing you had enough tank to withstand his fire. In other words, when I spotted an enemy, I started shooting, not running for cover. It "felt" like I'm in a heavy suit. When I left academy, my toon had approx. 800K SP, used basic heavy suit with basic HMG and modules. No milita stuff. Needles to say, things changed dramatically after a few matches. I no longer had a feeling I was a thick-skinned bullet-spraying grunt, but rather a glass cannon with a water pistol. It's really frustrating when you get stripped of all your tank by a scout with an SMG. And I'm not talking about some bunny-hopping guy who danced around me dodging my bullets while slowly melting my tank. He appeared around a corner, fired a burst, and poof - I'm dead. Assault AR guys shredded me to pieces 80% of the time. In fact, I managed to get kills only when I managed to catch them by surprise or when they were already engaged in killing some other noob.
TL:DR - Matchmaking needs to be improved. Yesterday! |
TEXA5 HiTM4N
ROGUE SPADES EoN.
78
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Posted - 2013.06.30 18:10:00 -
[63] - Quote
TEXA5 HiTM4N wrote:i would do matchmaking with 3 levels(until loads of people start hitting the 20 mill sp range):
1. they stay in the academy until they reach 15000 and have something like 1 million sp. if either of these if statements are not met they stay in academy.
2.From there matchmaking will take over and have a limit of 45000 war points and around 5-6 million skill point. again, if either of these requirements are not met they stay in this level of match making
3. after level 2 you get paired up with people that have more than the previous level's limit.
I think it would be hard for people to be abused if we switch to a similar system like this. could i get some feedback on this suggestion?
so i guess no one like this my idea? |
Noc Tempre
Imperfects Negative-Feedback
2055
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Posted - 2013.06.30 18:30:00 -
[64] - Quote
Aeon Amadi wrote:Noc Tempre wrote: What makes the CPM qualified to make that kind of decision?
A. They were elected for being active inthe community, incidentally enough theyre actually pretty civil too. B. You realize Kane Spero is part of the CPM as well, right? Youre basically questioning one of your own, lol. C. They also dont propose bullshit solutions like 'leave it be' and then complain that its broken.
A. They were? Really? B. I trust Kane as an excellent communicator. ALL CPM should be focused on connecting decision makers with those affected. The statement I quoted suggested CPM cannot even relay any conversations on THE make or break feature of this game. There is no reasonable explanation CCP considers it NDA. C. No idea who you are talking about, but it sure as hell isn't me or anyone I respect. Perhaps projecting yourself? |
Aeon Amadi
A.N.O.N.Y.M.O.U.S.
1701
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Posted - 2013.07.01 00:09:00 -
[65] - Quote
Noc Tempre wrote:Aeon Amadi wrote:Noc Tempre wrote: What makes the CPM qualified to make that kind of decision?
A. They were elected for being active inthe community, incidentally enough theyre actually pretty civil too. B. You realize Kane Spero is part of the CPM as well, right? Youre basically questioning one of your own, lol. C. They also dont propose bullshit solutions like 'leave it be' and then complain that its broken. A. They were? Really? B. I trust Kane as an excellent communicator. ALL CPM should be focused on connecting decision makers with those affected. The statement I quoted suggested CPM cannot even relay any conversations on THE make or break feature of this game. There is no reasonable explanation CCP considers it NDA. C. No idea who you are talking about, but it sure as hell isn't me or anyone I respect. Perhaps projecting yourself?
Spent the time to write out a long winded response but I deleted itbecause I realized... Its just the people you roll with. Its the inflated ego and the constant negativity and the "I was constructive but then I gave up upand started trolling" mentality you surround yourself with.
So, no. Im walking away from this one, because we'll never see eye-to-eye. Best to play the 'ignore this guy' card and move on to a legitimate discussion.
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Robert JD Niewiadomski
NULLIMPEX INC
241
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Posted - 2013.07.01 07:35:00 -
[66] - Quote
@CCP Nullabor, do you plan for the new matchmaker system to be opt-out or with difficulty setting via player controlled switch?
By opt-out i mean player decides to not be protected from joining uber players (or players who opted-out as well). Will not join players not who-opted out and are less experienced (in the eyes of the matchmaker) than said player.
By difficulty setting i mean player decides which WP tier above her's she wants to join every battle.
Ex. difficulty levels:
- Easy - no battles, stay in MQ (ok, this one is actually a joke not an example, forget it...)
- Normal - the new matchmaker decides (if new player, shows Academy or "normal" battle modes otherwise)
- Medium - one tier above player's tier (if new player, shows "normal" battle modes only)
- Hard - second tier above player's tier (if new player, shows "normal" battle modes only)
- DUST 514 - highest available tier above player's tier (or same as opt-out, if new player, shows "normal" battle modes only)
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zzZaXxx
The Exemplars
27
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Posted - 2013.07.01 08:24:00 -
[67] - Quote
Noc Tempre wrote:ZDub 303 wrote:Noc Tempre wrote:If there isn't something to fight over, that people want, that didn't exist before the fighting started, it isn't a good incentive.
Clones don't cut it. Gobs of ISK don't even really cut it. Heck maybe you should just give away ~10 AUR per 1000 WP in FW and call it a day. FW officer weapon variants purchasable with loyalty points, in addition to increased SP/ISK rewards would go a long way in making FW the place to be for well geared players. They already said no to Loyalty Points. And the last thing we need right now is another broken market.
What do you mean they said no to LP? Can you be more specific? |
zzZaXxx
The Exemplars
27
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Posted - 2013.07.01 08:42:00 -
[68] - Quote
TEXA5 HiTM4N wrote:TEXA5 HiTM4N wrote:i would do matchmaking with 3 levels(until loads of people start hitting the 20 mill sp range):
1. they stay in the academy until they reach 15000 and have something like 1 million sp. if either of these if statements are not met they stay in academy.
2.From there matchmaking will take over and have a limit of 45000 war points and around 5-6 million skill point. again, if either of these requirements are not met they stay in this level of match making
3. after level 2 you get paired up with people that have more than the previous level's limit.
I think it would be hard for people to be abused if we switch to a similar system like this. could i get some feedback on this suggestion? so i guess no one like this my idea?
I think with current player numbers everyone needs to be kept in the same pool after academy. Also that's consistent with the "single shard" community. All different skill levels mixing together is more dynamic. It allows experienced players to tutor newbros and new players to join into groups that are already organized. The key is a matchmaking algorithm that will balance the number of high and low skill players on each team so that they are close enough to equal.
This would be good for instant battles. Maybe FW could be more geared towards preformed squads of somewhat experienced players.
I think CCP also needs to do more to encourage new players to join corps, and give them a corp search interface like the one in EVE. Facing tough competition is a much better experience when you've got competent squad mates who you're working together with. |
Beeeees
KILL-EM-QUICK RISE of LEGION
23
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Posted - 2013.07.01 10:21:00 -
[69] - Quote
Alright, Ive got 1 question.
How hard can it be to match up players based on SP?
I mean a player with 3 mil SP is obviously better at the game that one with 1 mil.
And one with 5 mil is better than one with 3 mil.
And one with 9 mil is better than one with 5 mil.
The amount of total accumulated SP directly reflects the amount of player experience.
Directly. |
Daedric Lothar
Tritan's Onslaught RISE of LEGION
781
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Posted - 2013.07.01 11:26:00 -
[70] - Quote
Jathniel wrote:+1
The OP speaks blistering truth.
Some of the guys in my corp have decided to make alts and try to reach out to these players. They would squad up with them and play. Some of the new players felt it proper to just jump in an LAV and run people over. They literally would say things like: "It's better to just use the LAV, and run them over. Best way to get kills." "My gun doesn't seem to do anything." "I'm aiming at him but it won't hit." "I'm going to skill into dropships because they seem really cool."
So from this we are seeing: 1. They have no idea how gun ranges work in this game (and the game offers no information on it). 2. Many issues with aiming and hit detection remain. 3. In light of the first 2, new players are resorting to LAVs and playing bumper cars, just to score. 4. They have no idea what they should skill into... Dropships is a BAD way to spend your money and SP as a noob.
That's just the tip of the iceberg. 10k WP later they leave academy, not even aware that they have "graduated", and get raped so hard (like in the match Aeon describes), that they quit.
Problem? Oh yeah....
Sounds like the academy is doing its job actually....
When in doubt, drive a Murder Taxi
Working as Intended. |
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Oso Peresoso
RisingSuns
53
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Posted - 2013.07.01 14:49:00 -
[71] - Quote
D legendary hero wrote:starting off with 500,000 SP and 250,000ISK is a horrbible way to keep noobs in the game. what can you do with 500,000 SP?
I suggest that CCP adjust:
1. the new player initial unallocated SP to 2.5 million SP (with that much initial SP even if you randomly wasted it it wuld eventually become useful for you), 2. initial ISK to 1.5 million ISK. 3. they should have no skill CAP while in the academy, 4. should be able to respec at will while in the academy. 5. once they reach 4 million SP, they then graduate the academy and are informed that they are no longer part of the academy and that there will be no respecs, there is a skill CAP, etc.
most players now have way over 7 million SP. the least amoung experiences players is 5 million SP. with 5 million SP, you can take on even the toughest proto bear, if your skills are in the right spot. giving new players the chance to repec while in academy at will will give them a taste for what they like.
Disagree on your numbers a bit (4 million SP before leaving the academy is ABSURDLY high, I would instead say 1m or 1.5m maximum). I also agree that 250,000 isk is too low. Even basic, and very critical skillbooks cost twice that. In fact I would suggest removing the ISK cost entirely for books that players should be getting right off the bat, specifically the first few skills in the weapons and dropsuit upgrades tree. Rather I think there should be a graduation bonus of SP and ISK upon leaving the academy. This way if you blow your skills early on worthless stuff you may have a second chance to put a batch of SP into something useful. Respecs during academy are a good idea, or maybe just one respec once you graduate. Lastly, 10,000 WP is too low, it should be like 30k or 50k. For those saying that we should feed noobs to the sharks, I would acknowledge that this is going to happen anyway, and extending the academy experience isn't intended to avoid the eaten-by-sharks experience. Its just that simply more time is needed to figure out the basics first. Also, FW should be closed to academy people, period. |
Jathniel
G I A N T EoN.
552
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Posted - 2013.07.01 17:57:00 -
[72] - Quote
Aeon Amadi wrote:IMPS do us all a favor and not come inhere to ***** about **** thats irrelevant to the forum topic, seriously. You see a dev post and instantly go into troll mode, just shut up and not say anything if youre not even going to stay on topic.
This^
You Imps need to chill the hell out.
After the reading the entire thread, the discussion is going south and getting an ugly tone because of you. We've all had a rough time with the flaws in the game, but when a dev is actually listening, blasting him with narcissism, sarcasm, and tactless "negative feedback" won't help.
@CCP Nullarbor: That said, they do raise a point about the "training wheels" needing to come off. Kiddie gloves don't belong in low sec. I understand, your apprehension about trying to provide high-sec matchmaking based on gear. That's troublesome, don't do it. BUT you should be able to introduce a high-sec matchmaking system if you introduce a 'character meta level', which would be calculated based on the meta level of gear UNLOCKED through skills. Matchmake based on an average of gear unlocked, NOT on the actual gear the person has. There would be less variables to have to filter that way. (But this matchmaking should not exist for FW) Would that not be a good remedy?
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George Moros
Sanmatar Kelkoons Minmatar Republic
15
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Posted - 2013.07.01 19:52:00 -
[73] - Quote
Beeeees wrote: The amount of total accumulated SP directly reflects the amount of player experience.
Directly.
Not necessarily. Someone could create a DUST account, create a character, and leave it be for, say, a year. During that year he accumulates cca. 8.5M SP just through passive skilpoint accrual. By current skillpoint standards that would almost make him a DUST veteran, and that's without playing a single match and firing a single shot. WPs have to be taken into account along with SPs to assess player experience and ability. Actually, WPs are certainly more reflective of someone's player experience, since they are a measure of what the player achieved by actually playing the game, and not by doing nothing and/or camping in fights. |
Aeon Amadi
A.N.O.N.Y.M.O.U.S.
1710
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Posted - 2013.07.01 23:23:00 -
[74] - Quote
George Moros wrote:Beeeees wrote: The amount of total accumulated SP directly reflects the amount of player experience.
Directly.
Not necessarily. Someone could create a DUST account, create a character, and leave it be for, say, a year. During that year he accumulates cca. 8.5M SP just through passive skilpoint accrual. By current skillpoint standards that would almost make him a DUST veteran, and that's without playing a single match and firing a single shot. WPs have to be taken into account along with SPs to assess player experience and ability. Actually, WPs are certainly more reflective of someone's player experience, since they are a measure of what the player achieved by actually playing the game, and not by doing nothing and/or camping in fights.
Unless youre Logistics who hasno gun game but ridiculous repair/revive/resupply
Or my personal favorite the MCC AFK Squad Leader who gets commision from putting a defend order on an objective closest to homebase.
Suffice to say, if the system can be abused it will be. This wont solve everything and WP dont always mean a good player, just means they did SOMETHING, even if its chilling in the top gunner seat of an HAV and getting vehicle kill assists + defend order bonus despite not firing a shot. |
Beeeees
KILL-EM-QUICK RISE of LEGION
23
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Posted - 2013.07.02 09:56:00 -
[75] - Quote
George Moros wrote:Beeeees wrote: The amount of total accumulated SP directly reflects the amount of player experience.
Directly.
Not necessarily. Someone could create a DUST account, create a character, and leave it be for, say, a year. During that year he accumulates cca. 8.5M SP just through passive skilpoint accrual. By current skillpoint standards that would almost make him a DUST veteran, and that's without playing a single match and firing a single shot. WPs have to be taken into account along with SPs to assess player experience and ability. Actually, WPs are certainly more reflective of someone's player experience, since they are a measure of what the player achieved by actually playing the game, and not by doing nothing and/or camping in fights.
That would be a unique case. The absolute minority at least.
I agree on the WP thing but SP implies better equipment.
Aeon Amadi wrote: Unless youre Logistics who hasno gun game but ridiculous repair/revive/resupply
That would be me, now please elaborate whats so despicable about it?
Aeon Amadi wrote: Suffice to say, if the system can be abused it will be.
ANY system can and will be abused. What we need is an APPROXIMATION to a system that actually works, be it SP or WP based.
We dont need the perfect system, we need a working system, minorities and unique cases are not an argument against the implementation of said system. |
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