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Author |
Thread Statistics | Show CCP posts - 6 post(s) |
Aeon Amadi
A.N.O.N.Y.M.O.U.S.
1660
|
Posted - 2013.06.29 04:22:00 -
[1] - Quote
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. |
Jathniel
G I A N T EoN.
526
|
Posted - 2013.06.29 04:43:00 -
[2] - Quote
+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.... |
A B Ablabab
The Unholy Legion Of DarkStar DARKSTAR ARMY
19
|
Posted - 2013.06.29 04:50:00 -
[3] - Quote
TBH im not even sure academy is the answer. I have an academy alt and on my last match I went 20/4 with a militia fit.
New players need better education, and way less 'press [] to remove wall of text forever'
Amazingly I feel this is even more of a problem in Dust than it is in EVE, which is notorious for it, because most people coming in to the game will be using a controller and will probably not chose to participate in the chat system. And honestly who uses voice in local?
At least when everyone had a keyboard a more experienced player could lend advice, in an academy battle my only choice is point and shoot... |
shaman oga
Nexus Balusa Horizon DARKSTAR ARMY
230
|
Posted - 2013.06.29 05:43:00 -
[4] - Quote
He camped there half of the match |
Zatara Rought
TeamPlayers EoN.
351
|
Posted - 2013.06.29 07:21:00 -
[5] - 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.
+1 (Should I +1 on my alts for effect?) |
Talos Alomar
Subdreddit Test Alliance Please Ignore
1015
|
Posted - 2013.06.29 07:59:00 -
[6] - Quote
Academy breeds bad habits. When someone crouches 40 meters away and fires an AR at me while standing still as I'm charging my scrambler I know they are used to Academy matches. They don't know what a scrambler with 4-5 levels of proficiency can do |
The Black Jackal
The Southern Legion RISE of LEGION
591
|
Posted - 2013.06.29 08:21:00 -
[7] - Quote
THe Academy is fine as is. What's needed is SOMEWHERE else to go after it besides going straight into Pub matches against high geared people.
PvE Industry
Both should be included as another means to 'get your feet wet' in the beginning and get skill points besides relentlessly grinding against vets. |
Arkena Wyrnspire
Turalyon Plus
1370
|
Posted - 2013.06.29 09:10:00 -
[8] - Quote
The Black Jackal wrote:THe Academy is fine as is. What's needed is SOMEWHERE else to go after it besides going straight into Pub matches against high geared people.
PvE Industry
Both should be included as another means to 'get your feet wet' in the beginning and get skill points besides relentlessly grinding against vets.
Agreed. There needs to be something for new players to do that doesn't shove them up against vastly more experienced players, and with PvP only modes that will always happen. |
Bhavesh Prajapat
Doomslaying Democratic League
9
|
Posted - 2013.06.29 09:17:00 -
[9] - Quote
+1
Also newbies need more instructions, all they want to do is kill (I'm not going to lie, they can't). And they haven't even considered the importance of a NULL Cannon.
The Academy needs to be more of a school not a secluded noob area.
Bhavesh. |
Echoist
Fenrir's Wolves RUST415
15
|
Posted - 2013.06.29 09:29:00 -
[10] - Quote
Bhavesh Prajapat wrote:+1
Also newbies need more instructions, all they want to do is kill (I'm not going to lie, they can't). And they haven't even considered the importance of a NULL Cannon.
The Academy needs to be more of a school not a secluded noob area.
Bhavesh.
Definitely Me and my corp mates end up just frustrated by blueberries not looking out for the obvious like enemy spawn pads that need to be destroyed or remote explosives that are waiting on the objective. |
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Master Jaraiya
Ultramarine Corp
336
|
Posted - 2013.06.29 10:46:00 -
[11] - Quote
Echoist wrote:Bhavesh Prajapat wrote:+1
Also newbies need more instructions, all they want to do is kill (I'm not going to lie, they can't). And they haven't even considered the importance of a NULL Cannon.
The Academy needs to be more of a school not a secluded noob area.
Bhavesh. Definitely Me and my corp mates end up just frustrated by blueberries not looking out for the obvious like enemy spawn pads that need to be destroyed or remote explosives that are waiting on the objective. Equally frustrating is when I join a match with my squad and 10/16 players on my team are n00bs, who though some try, they lack the power and surviveability to be able to contribute towards a win. Many simply gauge the difficulty of the match by the initial push; if the can not compete they go to the redline and fail at smiling. Meanwhile my squad and I are trying to go 6 vs 16.
I can't blame the new guys for this, as I to remember how demoralizing it is to get stomped that badly. It is difficult to try to go on comms in team chat to instruct these guys when you're coordinating with your squad. Besides many don't even have comms activated so I couldn't anyway. |
Zhul Varju
Templars Old Guard
1
|
Posted - 2013.06.29 17:00:00 -
[12] - Quote
I hardly ever log in anymore due to the protostomping. There have been many threads about the poor matchmaking, and so far I have never seen one answered by CCP. :( |
Buster Friently
Rosen Association
788
|
Posted - 2013.06.29 17:13:00 -
[13] - Quote
Zhul Varju wrote:I hardly ever log in anymore due to the protostomping. There have been many threads about the poor matchmaking, and so far I have never seen one answered by CCP. :(
You don't look very hard then.
They have mentioned that better matchmaking is one of their highest priorities.
A better matchmaker needs to be in place ASAP. This will be one of the very few things, like PVE, that will truly help the new player experience, especially once they've left the academy.
I don't know if it will be in 1.2 or not. The patch notes don't list it, but elsewhere CCP has stated that better matchmaking would be in the next patch. I guess we'll know on Tuesday or thereabouts.
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Cross Atu
Conspiratus Immortalis Covert Intervention
1226
|
Posted - 2013.06.29 17:15:00 -
[14] - Quote
+1 OP very well said.
The whole New Player Experience needs polish but that's a long term fix and something needs to be done in the interim as well. 10,000 WP is proving to be significantly less than needed for the Academy to server it's intended purpose.
0.02 ISK Cross |
Jathniel
G I A N T EoN.
534
|
Posted - 2013.06.29 18:03:00 -
[15] - Quote
Well, the way I've figured it is that us, the more experienced players, can do our part to "carebear" (just a little) the new players.
A number of corps, including my own, (DUST University as well, if memory serves) are going into the Academy to attempt to show new players the ropes. This will support Dust's player retention, and help such corps in the recruitment area.
Only thing we need are systems in place to allow, support, and encourage training. We don't have that currently. We need CCP to provide this. It's a huge task for CCP to try and make a training system that gets new players on par with 10m+ SP players. Dare I say it's impossible. So we can't expect that.
First things first, I would encourage that while a new player is in Academy, non-infantry and vehicle skills be locked away. Vehicle Command, Vehicle Upgrades, Turret Operation, and Corporations. Those skill trees should be totally blocked out, UNTIL they are out of Academy.
They should be told when they will be out of Academy, and a leaderboard of the graduates for the day should be provided for potential recruiters. This way, new players will feel like the Dust universe is literally trying to absorb them. (What other game makes new players feel WANTED?)
They should have a training simulator in their Merc Quarters, and the Corp should have a Combat Simulator for it's members.
Case and point, CCP doesn't need to train the new players... We do. All we need are the tools with which to do it; Training simulators, Practice ranges, PVE missions, custom matches against friendly corps.) |
low genius
The Sound Of Freedom Renegade Alliance
141
|
Posted - 2013.06.29 18:10:00 -
[16] - Quote
The Black Jackal wrote:THe Academy is fine as is. What's needed is SOMEWHERE else to go after it besides going straight into Pub matches against high geared people.
PvE Industry
Both should be included as another means to 'get your feet wet' in the beginning and get skill points besides relentlessly grinding against vets.
what we need now is people fighting robots? i think not. |
Iron Wolf Saber
Den of Swords
5471
|
Posted - 2013.06.29 18:27:00 -
[17] - Quote
I was thinking tiered academy but when speaking about things with CCP Nullarbor and how it was laid out in the summary roadmap https://forums.dust514.com/default.aspx?g=posts&m=988205#post988205 and how he wants to do it. I thought the better of it and say remove it all together and let the NPE team do their thing while CCP Null tackles the matchmaking. |
Aeon Amadi
A.N.O.N.Y.M.O.U.S.
1677
|
Posted - 2013.06.29 18:59:00 -
[18] - Quote
What about a voluntary mentor/guide system? Players create an alt thats designated as a mentor/guide and cant attain SP/WP so they stay inthe Academy to show new players the ropes without having to make a new character everytime they leave the Academy?
Give them a highlighted name in Purple or something to catch the eye of new players and special tags. Sort of like ISD but more of aneducational thing. |
Kadar Saeleid
M.T.A.C Assault Operations Command
1
|
Posted - 2013.06.29 19:47:00 -
[19] - Quote
I really like the idea of the combat simulators, because it gives corporations the means to be more invested in their members. It even sounds like something you'd find in the lore. Giving us an area where we can train our guys in small unit tactics would make life so much easier! |
Malkai Inos
Opus Arcana Covert Intervention
492
|
Posted - 2013.06.29 20:20:00 -
[20] - Quote
Aeon Amadi wrote:What about a voluntary mentor/guide system? Players create an alt thats designated as a mentor/guide and cant attain SP/WP so they stay inthe Academy to show new players the ropes without having to make a new character everytime they leave the Academy?
Give them a highlighted name in Purple or something to catch the eye of new players and special tags. Sort of like ISD but more of aneducational thing. I agree that humans are the best tool to teach other humans and proposed something akin to your suggestion here.
Beeing alone is the worst thing that can happen to a newbie in EVE and it seems to me that is the case in Dust aswell.
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IceShifter Childhaspawn
DUST University Ivy League
87
|
Posted - 2013.06.29 20:42:00 -
[21] - Quote
When you watch them, they only care about shooting, I suppose this has been ingrained in them from other FPS titles. We have tried various methods to interact in academy. n00bs who do not activate mic or watch the chat channels are likely not to notice or acknowledge their existence. It isn't until they ask themselves, "What am I doing wrong?" that they can be taught. That is where we help. |
Malkai Inos
Opus Arcana Covert Intervention
492
|
Posted - 2013.06.29 20:50:00 -
[22] - Quote
IceShifter Childhaspawn wrote:When you watch them, they only care about shooting, I suppose this has been ingrained in them from other FPS titles. We have tried various methods to interact in academy. n00bs who do not activate mic or watch the chat channels are likely not to notice or acknowledge their existence. It isn't until they ask themselves, "What am I doing wrong?" that they can be taught. That is where we help. Not to spam this thread with my ideas but could you take a look at this suggestion of mine? I actually made this with corps like Dust Uni in mind and would be interested in your guys opinions on it.
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Zyrus Amalomyn
Militaires-Sans-Frontieres
209
|
Posted - 2013.06.29 20:56:00 -
[23] - Quote
They should not have released this without PvE. |
Michael Thanis
Ostrakon Agency Gallente Federation
1
|
Posted - 2013.06.29 22:04:00 -
[24] - Quote
To extend on what Jathniel said, we really need a simulator or some form of training for new players. I played planetside for a brief time and I noticed that the VR training systems were actually useful, though a bit empty. That's kind of what we need. A system where users can simply test out weapons, improve their aim, experiment with new vehicles, and gain some starter experience points without risking their necks.
We'd likely need three different VR "modules". A gun range for testing new weapons, a vehicle track and firing range for tanks and LAV's, and a battle simulator which includes pop-up labels and explanations for each major battlefield installation and building. Using these would provide skill points at a reduced rate, but no ISK or warpoints. That way trainees can learn the ropes of the game without being forced out of the academy or abusing the system to farm ISK for free.
These "modules" should be limited to the academy itself but maybe in the future corporations could buy them, granting access to all members of the corporation. In this way we can also push new graduates to join corporations, and corporations can enjoy the benefit of new members and a way to train anyone who has been on an extended leave.
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Scheneighnay McBob
Bojo's School of the Trades
1829
|
Posted - 2013.06.29 23:16:00 -
[25] - Quote
Sad thing is, some things are usually used better in combat academy.
I have yet to see a redline sniper in the academy Snipers move to where they need to be, instead of sitting where it's safe Almost all LAVs have a gunner |
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CCP Nullarbor
C C P C C P Alliance
1521
|
Posted - 2013.06.29 23:25:00 -
[26] - Quote
So as a few people have pointed out in this thread already that the academy itself is fine and actually meets our intended goal which is to provide a safe area to practice the first few games before being thrown in the deep end.
The problem is the deep end is very deep at the moment, and we need an improved matchmaking system to fix this. We are not happy with our current system and so are going back to the drawing board and creating a new matcher to provide more balanced teams. Think of it like a tier system but rather than discrete intervals of 0 - 10,000 WP then 10,000 - 30,000 WP etc we instead have a continuous sliding scale of difficulty and match players based on multiple criteria.
No ETA on delivering this just yet but it is a high priority (I am working on it as we speak). |
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Zatara Rought
TeamPlayers EoN.
364
|
Posted - 2013.06.29 23:34:00 -
[27] - Quote
+1 for nullabor making the rounds and giving us hope. |
Aeon Amadi
A.N.O.N.Y.M.O.U.S.
1692
|
Posted - 2013.06.29 23:54:00 -
[28] - Quote
CCP Nullarbor wrote:So as a few people have pointed out in this thread already that the academy itself is fine and actually meets our intended goal which is to provide a safe area to practice the first few games before being thrown in the deep end.
The problem is the deep end is very deep at the moment, and we need an improved matchmaking system to fix this. We are not happy with our current system and so are going back to the drawing board and creating a new matcher to provide more balanced teams. Think of it like a tier system but rather than discrete intervals of 0 - 10,000 WP then 10,000 - 30,000 WP etc we instead have a continuous sliding scale of difficulty and match players based on multiple criteria.
No ETA on delivering this just yet but it is a high priority (I am working on it as we speak).
Thanks so much Nullarbor.
Any changes youre thinking about as far as Faction Warfare? The new player slaughter is just as bad there, unfortunately.
What about a system like Eve in which only certain dropsuits can entire certain sites? Militia/Standard for one site class, allow advanced in for another and then finally Prototype for a no-limits applied style? |
ZDub 303
TeamPlayers EoN.
524
|
Posted - 2013.06.29 23:57:00 -
[29] - Quote
Aeon Amadi wrote:CCP Nullarbor wrote:So as a few people have pointed out in this thread already that the academy itself is fine and actually meets our intended goal which is to provide a safe area to practice the first few games before being thrown in the deep end.
The problem is the deep end is very deep at the moment, and we need an improved matchmaking system to fix this. We are not happy with our current system and so are going back to the drawing board and creating a new matcher to provide more balanced teams. Think of it like a tier system but rather than discrete intervals of 0 - 10,000 WP then 10,000 - 30,000 WP etc we instead have a continuous sliding scale of difficulty and match players based on multiple criteria.
No ETA on delivering this just yet but it is a high priority (I am working on it as we speak). Thanks so much Nullarbor. Any changes youre thinking about as far as Faction Warfare? The new player slaughter is just as bad there, unfortunately. What about a system like Eve in which only certain dropsuits can entire certain sites? Militia/Standard for one site class, allow advanced in for another and then finally Prototype for a no-limits applied style?
This..
I applaud your motivations... but that kind of system doesn't sound like it will really help with a playerbase of 4000. The system might work better if we get more players down the road... but what we really need is gear restricted game modes.
Academy - Militia/Standard Instant Battle - Advanced FW/PC - Prototype.
This kind of system will work no matter how many players are on at a certain time and will greatly help new players get competitive quickly, as adv gear is relatively easy to acquire. |
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CCP Nullarbor
C C P C C P Alliance
1532
|
Posted - 2013.06.29 23:59:00 -
[30] - Quote
Aeon Amadi wrote:CCP Nullarbor wrote:So as a few people have pointed out in this thread already that the academy itself is fine and actually meets our intended goal which is to provide a safe area to practice the first few games before being thrown in the deep end.
The problem is the deep end is very deep at the moment, and we need an improved matchmaking system to fix this. We are not happy with our current system and so are going back to the drawing board and creating a new matcher to provide more balanced teams. Think of it like a tier system but rather than discrete intervals of 0 - 10,000 WP then 10,000 - 30,000 WP etc we instead have a continuous sliding scale of difficulty and match players based on multiple criteria.
No ETA on delivering this just yet but it is a high priority (I am working on it as we speak). Thanks so much Nullarbor. Any changes youre thinking about as far as Faction Warfare? The new player slaughter is just as bad there, unfortunately. What about a system like Eve in which only certain dropsuits can entire certain sites? Militia/Standard for one site class, allow advanced in for another and then finally Prototype for a no-limits applied style?
Queueing for faction warfare would be great if we can provide it, maybe even full team sync although this is particularly difficult to get working correctly.
The problem with divisions like certain classes of items is it splits up the pool of available players for the matching system to work effectively. So customization comes at the cost of reduced match quality or potentially long waiting times. This is all part of our experimentation at the moment though and balanced matches is the primary success criteria. |
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Iskandar Zul Karnain
Hellstorm Inc League of Infamy
885
|
Posted - 2013.06.30 00:25:00 -
[31] - Quote
I'm happy to see this getting the attention it deserves. We need the young blood to stick around. Nothing wrong with a good bait n switch after the academy but we need these new players to really get into the bait. |
Telcontar Dunedain
Imperfects Negative-Feedback
482
|
Posted - 2013.06.30 01:08:00 -
[32] - Quote
CCP Nullarbor wrote:Aeon Amadi wrote:CCP Nullarbor wrote:So as a few people have pointed out in this thread already that the academy itself is fine and actually meets our intended goal which is to provide a safe area to practice the first few games before being thrown in the deep end.
The problem is the deep end is very deep at the moment, and we need an improved matchmaking system to fix this. We are not happy with our current system and so are going back to the drawing board and creating a new matcher to provide more balanced teams. Think of it like a tier system but rather than discrete intervals of 0 - 10,000 WP then 10,000 - 30,000 WP etc we instead have a continuous sliding scale of difficulty and match players based on multiple criteria.
No ETA on delivering this just yet but it is a high priority (I am working on it as we speak). Thanks so much Nullarbor. Any changes youre thinking about as far as Faction Warfare? The new player slaughter is just as bad there, unfortunately. What about a system like Eve in which only certain dropsuits can entire certain sites? Militia/Standard for one site class, allow advanced in for another and then finally Prototype for a no-limits applied style? Queueing for faction warfare would be great if we can provide it, maybe even full team sync although this is particularly difficult to get working correctly. The problem with divisions like certain classes of items is it splits up the pool of available players for the matching system to work effectively. So customization comes at the cost of reduced match quality or potentially long waiting times. This is all part of our experimentation at the moment though and balanced matches is the primary success criteria.
I'm genuinely confused why people want to continue to hold newbs hands even in lowsec.
I'm also worried that CCP would take requests like this seriously as if it would be a good thing.
At some point the training wheels come off and its time to fight and figure out how to getgoodGäó and you don't do that without playing "scary" players.
I'm concerned about the current very low population combining with this new queuing code.
When I asked Foxfour he said there is no method by which you attempt to keep people from being matched with the same people OVER AND OVER AND OVER again.
If you deploy this and its horrible...you have a backout plan? You really don't need to leave something like this in place for a month and run the rest of us out of this game.
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CCP Nullarbor
C C P C C P Alliance
1545
|
Posted - 2013.06.30 01:14:00 -
[33] - Quote
Telcontar Dunedain wrote:CCP Nullarbor wrote:Aeon Amadi wrote:CCP Nullarbor wrote:So as a few people have pointed out in this thread already that the academy itself is fine and actually meets our intended goal which is to provide a safe area to practice the first few games before being thrown in the deep end.
The problem is the deep end is very deep at the moment, and we need an improved matchmaking system to fix this. We are not happy with our current system and so are going back to the drawing board and creating a new matcher to provide more balanced teams. Think of it like a tier system but rather than discrete intervals of 0 - 10,000 WP then 10,000 - 30,000 WP etc we instead have a continuous sliding scale of difficulty and match players based on multiple criteria.
No ETA on delivering this just yet but it is a high priority (I am working on it as we speak). Thanks so much Nullarbor. Any changes youre thinking about as far as Faction Warfare? The new player slaughter is just as bad there, unfortunately. What about a system like Eve in which only certain dropsuits can entire certain sites? Militia/Standard for one site class, allow advanced in for another and then finally Prototype for a no-limits applied style? Queueing for faction warfare would be great if we can provide it, maybe even full team sync although this is particularly difficult to get working correctly. The problem with divisions like certain classes of items is it splits up the pool of available players for the matching system to work effectively. So customization comes at the cost of reduced match quality or potentially long waiting times. This is all part of our experimentation at the moment though and balanced matches is the primary success criteria. I'm genuinely confused why people want to continue to hold newbs hands even in lowsec. I'm also worried that CCP would take requests like this seriously as if it would be a good thing. At some point the training wheels come off and its time to fight and figure out how to getgoodGäó and you don't do that without playing "scary" players. I'm concerned about the current very low population combining with this new queuing code. When I asked Foxfour he said there is no method by which you attempt to keep people from being matched with the same people OVER AND OVER AND OVER again. If you deploy this and its horrible...you have a backout plan? You really don't need to leave something like this in place for a month and run the rest of us out of this game.
Actually the motivation for queueing in FW is more to improve the experience of getting into a battle because at the moment it is tricky to get an open spot. We are also designing out some changes to FW which should see it move to being more of a challenge than instant battle.
The new queueing is specifically designed to handle lower population which is one of the flaws of the current system. |
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Telcontar Dunedain
Imperfects Negative-Feedback
482
|
Posted - 2013.06.30 01:26:00 -
[34] - Quote
CCP Nullarbor wrote:Telcontar Dunedain wrote:CCP Nullarbor wrote:Aeon Amadi wrote:CCP Nullarbor wrote:So as a few people have pointed out in this thread already that the academy itself is fine and actually meets our intended goal which is to provide a safe area to practice the first few games before being thrown in the deep end.
The problem is the deep end is very deep at the moment, and we need an improved matchmaking system to fix this. We are not happy with our current system and so are going back to the drawing board and creating a new matcher to provide more balanced teams. Think of it like a tier system but rather than discrete intervals of 0 - 10,000 WP then 10,000 - 30,000 WP etc we instead have a continuous sliding scale of difficulty and match players based on multiple criteria.
No ETA on delivering this just yet but it is a high priority (I am working on it as we speak). Thanks so much Nullarbor. Any changes youre thinking about as far as Faction Warfare? The new player slaughter is just as bad there, unfortunately. What about a system like Eve in which only certain dropsuits can entire certain sites? Militia/Standard for one site class, allow advanced in for another and then finally Prototype for a no-limits applied style? Queueing for faction warfare would be great if we can provide it, maybe even full team sync although this is particularly difficult to get working correctly. The problem with divisions like certain classes of items is it splits up the pool of available players for the matching system to work effectively. So customization comes at the cost of reduced match quality or potentially long waiting times. This is all part of our experimentation at the moment though and balanced matches is the primary success criteria. I'm genuinely confused why people want to continue to hold newbs hands even in lowsec. I'm also worried that CCP would take requests like this seriously as if it would be a good thing. At some point the training wheels come off and its time to fight and figure out how to getgoodGäó and you don't do that without playing "scary" players. I'm concerned about the current very low population combining with this new queuing code. When I asked Foxfour he said there is no method by which you attempt to keep people from being matched with the same people OVER AND OVER AND OVER again. If you deploy this and its horrible...you have a backout plan? You really don't need to leave something like this in place for a month and run the rest of us out of this game. Actually the motivation for queueing in FW is more to improve the experience of getting into a battle because at the moment it is tricky to get an open spot. We are also designing out some changes to FW which should see it move to being more of a challenge than instant battle. The new queueing is specifically designed to handle lower population which is one of the flaws of the current system.
If by "challenge" you mean some kind of wager like the old system? I don't like that. Complicated hasn't worked out so far. Leave it in PC.
Why not just have FW be simple.
We queue whatever size group we want into whatever side we want. Size 1-16 WHO CARES.
Matchmaking happens.
We either get a stacked team if available OR the queuing system brings together the best it can.
Fight.
Simple and gets us team fights.
Yes people might run into organized groups! SHOCKING
The might LEARN that its better if they organize by finding another squad to join them in queing first! What a concept.
Lets get some fights going.
Don't make it complicated.
"Hisec is where individuals learn to squad, lowsec is where squads learn to team"
|
|
CCP Nullarbor
C C P C C P Alliance
1548
|
Posted - 2013.06.30 01:31:00 -
[35] - Quote
Telcontar Dunedain wrote:If by "challenge" you mean some kind of wager like the old system? I don't like that. Complicated hasn't worked out so far. Leave it in PC.
Nope.
Telcontar Dunedain wrote:Why not just have FW be simple.
We queue whatever size group we want into whatever side we want. Size 1-16 WHO CARES.
Matchmaking happens.
We either get a stacked team if available OR the queuing system brings together the best it can.
Fight.
Simple and gets us team fights.
Yes people might run into organized groups! SHOCKING
The might LEARN that its better if they organize by finding another squad to join them in queing first! What a concept.
Lets get some fights going.
Don't make it complicated.
"Hisec is where individuals learn to squad, lowsec is where squads learn to team"
Something more like this, there is more to it but we're not ready to reveal details just yet. |
|
Noc Tempre
Imperfects Negative-Feedback
2048
|
Posted - 2013.06.30 01:33:00 -
[36] - Quote
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. |
ZDub 303
TeamPlayers EoN.
526
|
Posted - 2013.06.30 01:36:00 -
[37] - Quote
CCP Nullarbor wrote:The new queueing is specifically designed to handle lower population which is one of the flaws of the current system.
Null... since i know you're reading this read. All i'll say is... I really hope what you've got in mind works. Proper matchmaking is definitely an issue in this game for IBs. You seem aware of the problems and have a plan to solve them.
So here's to hoping it all works well! Thanks for letting us all know whats up here. Dev communication is a really big help in keeping confidence in this game (for me at least). |
ZDub 303
TeamPlayers EoN.
526
|
Posted - 2013.06.30 01:37:00 -
[38] - Quote
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. |
Noc Tempre
Imperfects Negative-Feedback
2048
|
Posted - 2013.06.30 01:38:00 -
[39] - Quote
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. |
Avinash Decker
BetaMax. CRONOS.
51
|
Posted - 2013.06.30 01:40:00 -
[40] - Quote
CCP Nullarbor wrote:So as a few people have pointed out in this thread already that the academy itself is fine and actually meets our intended goal which is to provide a safe area to practice the first few games before being thrown in the deep end.
The problem is the deep end is very deep at the moment, and we need an improved matchmaking system to fix this. We are not happy with our current system and so are going back to the drawing board and creating a new matcher to provide more balanced teams. Think of it like a tier system but rather than discrete intervals of 0 - 10,000 WP then 10,000 - 30,000 WP etc we instead have a continuous sliding scale of difficulty and match players based on multiple criteria.
No ETA on delivering this just yet but it is a high priority (I am working on it as we speak).
CCP Eterne wrote:
Improving overall gear balancing so there is no "best" choice and there are tactical choices to make
[.
So does this mean matchmaking won't take gear in consideration? Because I think its a good thing if it doesn't and just split population and create longer ques for proto , etc .
I think its better to balance the gear levels so one isn't better that the other . |
|
Telcontar Dunedain
Imperfects Negative-Feedback
484
|
Posted - 2013.06.30 01:50:00 -
[41] - Quote
CCP Nullarbor wrote:Telcontar Dunedain wrote:If by "challenge" you mean some kind of wager like the old system? I don't like that. Complicated hasn't worked out so far. Leave it in PC. Nope. Telcontar Dunedain wrote:Why not just have FW be simple.
We queue whatever size group we want into whatever side we want. Size 1-16 WHO CARES.
Matchmaking happens.
We either get a stacked team if available OR the queuing system brings together the best it can.
Fight.
Simple and gets us team fights.
Yes people might run into organized groups! SHOCKING
The might LEARN that its better if they organize by finding another squad to join them in queing first! What a concept.
Lets get some fights going.
Don't make it complicated.
"Hisec is where individuals learn to squad, lowsec is where squads learn to team"
Something more like this, there is more to it but we're not ready to reveal details just yet.
You waited quite a while on PC to talk to us and all anyone could help with was fiddle numbers...
I'd like to be able to tell the boys that they will be able to login and get a team queue in 1.3
That and the FPS basics are what we need most.
|
|
CCP Nullarbor
C C P C C P Alliance
1554
|
Posted - 2013.06.30 01:53:00 -
[42] - Quote
Avinash Decker wrote:CCP Nullarbor wrote:So as a few people have pointed out in this thread already that the academy itself is fine and actually meets our intended goal which is to provide a safe area to practice the first few games before being thrown in the deep end.
The problem is the deep end is very deep at the moment, and we need an improved matchmaking system to fix this. We are not happy with our current system and so are going back to the drawing board and creating a new matcher to provide more balanced teams. Think of it like a tier system but rather than discrete intervals of 0 - 10,000 WP then 10,000 - 30,000 WP etc we instead have a continuous sliding scale of difficulty and match players based on multiple criteria.
No ETA on delivering this just yet but it is a high priority (I am working on it as we speak). CCP Eterne wrote:
Improving overall gear balancing so there is no "best" choice and there are tactical choices to make
[. So does this mean matchmaking won't take gear in consideration? Because I think its a good thing if it doesn't and just split population and create longer ques for proto , etc . I think its better to balance the gear levels so one isn't better that the other .
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. |
|
Noc Tempre
Imperfects Negative-Feedback
2048
|
Posted - 2013.06.30 01:55:00 -
[43] - Quote
Telcontar Dunedain wrote:CCP Nullarbor wrote:Telcontar Dunedain wrote:If by "challenge" you mean some kind of wager like the old system? I don't like that. Complicated hasn't worked out so far. Leave it in PC. Nope. Telcontar Dunedain wrote:Why not just have FW be simple.
We queue whatever size group we want into whatever side we want. Size 1-16 WHO CARES.
Matchmaking happens.
We either get a stacked team if available OR the queuing system brings together the best it can.
Fight.
Simple and gets us team fights.
Yes people might run into organized groups! SHOCKING
The might LEARN that its better if they organize by finding another squad to join them in queing first! What a concept.
Lets get some fights going.
Don't make it complicated.
"Hisec is where individuals learn to squad, lowsec is where squads learn to team"
Something more like this, there is more to it but we're not ready to reveal details just yet. You waited quite a while on PC to talk to us and all anyone could help with was fiddle numbers... I'd like to be able to tell the boys that they will be able to login and get a team queue in 1.3 That and the FPS basics are what we need most.
CCP is still enamoured with the idea that not telling us what they are planning let's our imaginations run wild with wonder. This strategy blew up in their face and now we much assume they are not doing anything every time the tell us "details coming soon". |
|
CCP Nullarbor
C C P C C P Alliance
1554
|
Posted - 2013.06.30 01:56:00 -
[44] - Quote
Telcontar Dunedain wrote:CCP Nullarbor wrote:Telcontar Dunedain wrote:If by "challenge" you mean some kind of wager like the old system? I don't like that. Complicated hasn't worked out so far. Leave it in PC. Nope. Telcontar Dunedain wrote:Why not just have FW be simple.
We queue whatever size group we want into whatever side we want. Size 1-16 WHO CARES.
Matchmaking happens.
We either get a stacked team if available OR the queuing system brings together the best it can.
Fight.
Simple and gets us team fights.
Yes people might run into organized groups! SHOCKING
The might LEARN that its better if they organize by finding another squad to join them in queing first! What a concept.
Lets get some fights going.
Don't make it complicated.
"Hisec is where individuals learn to squad, lowsec is where squads learn to team"
Something more like this, there is more to it but we're not ready to reveal details just yet. You waited quite a while on PC to talk to us and all anyone could help with was fiddle numbers... I'd like to be able to tell the boys that they will be able to login and get a team queue in 1.3 That and the FPS basics are what we need most.
We are still in the design phase, first step will be going through it all with the CPM then we can open it up for further discussion with players. |
|
Aeon Amadi
A.N.O.N.Y.M.O.U.S.
1693
|
Posted - 2013.06.30 01:58:00 -
[45] - Quote
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. |
Noc Tempre
Imperfects Negative-Feedback
2048
|
Posted - 2013.06.30 02:07:00 -
[46] - Quote
CCP Nullarbor wrote:Telcontar Dunedain wrote:CCP Nullarbor wrote:Telcontar Dunedain wrote:If by "challenge" you mean some kind of wager like the old system? I don't like that. Complicated hasn't worked out so far. Leave it in PC. Nope. Telcontar Dunedain wrote:Why not just have FW be simple.
We queue whatever size group we want into whatever side we want. Size 1-16 WHO CARES.
Matchmaking happens.
We either get a stacked team if available OR the queuing system brings together the best it can.
Fight.
Simple and gets us team fights.
Yes people might run into organized groups! SHOCKING
The might LEARN that its better if they organize by finding another squad to join them in queing first! What a concept.
Lets get some fights going.
Don't make it complicated.
"Hisec is where individuals learn to squad, lowsec is where squads learn to team"
Something more like this, there is more to it but we're not ready to reveal details just yet. You waited quite a while on PC to talk to us and all anyone could help with was fiddle numbers... I'd like to be able to tell the boys that they will be able to login and get a team queue in 1.3 That and the FPS basics are what we need most. We are still in the design phase, first step will be going through it all with the CPM then we can open it up for further discussion with players.
What makes the CPM qualified to make that kind of decision?
|
Noc Tempre
Imperfects Negative-Feedback
2048
|
Posted - 2013.06.30 02:07:00 -
[47] - 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.
Lick some more boots. I do not enjoy the taste. |
Aeon Amadi
A.N.O.N.Y.M.O.U.S.
1693
|
Posted - 2013.06.30 02:20:00 -
[48] - Quote
Noc Tempre wrote: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. Lick some more boots. I do not enjoy the taste.
Nah, see, its **** like that makes CCP Devs afraid to come on the forums, thats why they receive feedback from outside sources like corp forums on Enjin. Just keep your thoughts to yourself if you cant at least be respectful to the devs that chose to work on a free-to-play format without selling out to EA/Activision.
Want to go complain to anyone go complain to Infinity Ward for not doing the smart thing and joining the rest of their team at Respawn. |
Aeon Amadi
A.N.O.N.Y.M.O.U.S.
1693
|
Posted - 2013.06.30 02:25:00 -
[49] - Quote
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. |
ladwar
Dead Six Initiative Lokun Listamenn
684
|
Posted - 2013.06.30 02:28:00 -
[50] - Quote
CCP Nullarbor wrote:So as a few people have pointed out in this thread already that the academy itself is fine and actually meets our intended goal which is to provide a safe area to practice the first few games before being thrown in the deep end.
The problem is the deep end is very deep at the moment, and we need an improved matchmaking system to fix this. We are not happy with our current system and so are going back to the drawing board and creating a new matcher to provide more balanced teams. Think of it like a tier system but rather than discrete intervals of 0 - 10,000 WP then 10,000 - 30,000 WP etc we instead have a continuous sliding scale of difficulty and match players based on multiple criteria.
No ETA on delivering this just yet but it is a high priority (I am working on it as we speak). LOL.... i just have to bring this up because it is a crossover from similar games that can work. Planet side 2(two) has a real tutorial that not all front loaded text wall just thrown in and hey it does work for them, it throws new players with vets which we had before but without a real tutorial. so back to the point when is there going to be a real tutorial for in-game mechanics? the academy is w/e and doesn't scare away people right away but it is a band aid which doesn't help fix the issue just covers the area until new players leave the academy and then they come here dazed and confused while all kinds of scared of dieing a million times or they just leave all together because the skills they were meant to pick in the academy is not there 9 out of 10 and the deep end is not going better with a better match maker. but hey I'm leaving once PS4 comes out because of other more important issues so if you want to walk that road go ahead. |
|
Aeon Amadi
A.N.O.N.Y.M.O.U.S.
1695
|
Posted - 2013.06.30 02:38:00 -
[51] - Quote
ladwar wrote:CCP Nullarbor wrote:So as a few people have pointed out in this thread already that the academy itself is fine and actually meets our intended goal which is to provide a safe area to practice the first few games before being thrown in the deep end.
The problem is the deep end is very deep at the moment, and we need an improved matchmaking system to fix this. We are not happy with our current system and so are going back to the drawing board and creating a new matcher to provide more balanced teams. Think of it like a tier system but rather than discrete intervals of 0 - 10,000 WP then 10,000 - 30,000 WP etc we instead have a continuous sliding scale of difficulty and match players based on multiple criteria.
No ETA on delivering this just yet but it is a high priority (I am working on it as we speak). LOL.... i just have to bring this up because it is a crossover from similar games that can work. Planet side 2(two) has a real tutorial that not all front loaded text wall just thrown in and hey it does work for them, it throws new players with vets which we had before but without a real tutorial. so back to the point when is there going to be a real tutorial for in-game mechanics? the academy is w/e and doesn't scare away people right away but it is a band aid which doesn't help fix the issue just covers the area until new players leave the academy and then they come here dazed and confused while all kinds of scared of dieing a million times or they just leave all together because the skills they were meant to pick in the academy is not there 9 out of 10 and the deep end is not going better with a better match maker. but hey I'm leaving once PS4 comes out because of other more important issues so if you want to walk that road go ahead.
Probably working onall the issues people keep hound dogging about constantly like Aiming, AV grenades and other BS. Do you help retain new players or try to make the experience better for the people who are just driving them away?
Just saying, when it comes to development (previous developer for Atonement) no one is ever happy, and thats with all multiplayer games. Hell, even Warframe - a co-op multiplayer game with no competiive aspect - people still *****.
But youre leaving (no youre not, no one ever really leaves) so its a moot point. Send me your ISK on July 2nd, plz. |
ladwar
Dead Six Initiative Lokun Listamenn
686
|
Posted - 2013.06.30 03:03:00 -
[52] - Quote
used to help retain new players but at this point i just don't want to deal with the DEV team or their way of thinking because its not leading to a good game in my eyes just more very beta game play and trying to compete with AAA games when it can't. and no you can't, its going to my corp. |
Iron Wolf Saber
Den of Swords
5474
|
Posted - 2013.06.30 03:12:00 -
[53] - Quote
ladwar wrote:CCP Nullarbor wrote:So as a few people have pointed out in this thread already that the academy itself is fine and actually meets our intended goal which is to provide a safe area to practice the first few games before being thrown in the deep end.
The problem is the deep end is very deep at the moment, and we need an improved matchmaking system to fix this. We are not happy with our current system and so are going back to the drawing board and creating a new matcher to provide more balanced teams. Think of it like a tier system but rather than discrete intervals of 0 - 10,000 WP then 10,000 - 30,000 WP etc we instead have a continuous sliding scale of difficulty and match players based on multiple criteria.
No ETA on delivering this just yet but it is a high priority (I am working on it as we speak). LOL.... i just have to bring this up because it is a crossover from similar games that can work. Planet side 2(two) has a real tutorial that not all front loaded text wall just thrown in and hey it does work for them, it throws new players with vets which we had before but without a real tutorial. so back to the point when is there going to be a real tutorial for in-game mechanics? the academy is w/e and doesn't scare away people right away but it is a band aid which doesn't help fix the issue just covers the area until new players leave the academy and then they come here dazed and confused while all kinds of scared of dieing a million times or they just leave all together because the skills they were meant to pick in the academy is not there 9 out of 10 and the deep end is not going better with a better match maker. but hey I'm leaving once PS4 comes out because of other more important issues so if you want to walk that road go ahead.
I never had a tutorial in planetside 2 ever and people still ask silly questions like how deploy sunder? |
ladwar
Dead Six Initiative Lokun Listamenn
686
|
Posted - 2013.06.30 04:00:00 -
[54] - Quote
Iron Wolf Saber wrote:ladwar wrote:CCP Nullarbor wrote:So as a few people have pointed out in this thread already that the academy itself is fine and actually meets our intended goal which is to provide a safe area to practice the first few games before being thrown in the deep end.
The problem is the deep end is very deep at the moment, and we need an improved matchmaking system to fix this. We are not happy with our current system and so are going back to the drawing board and creating a new matcher to provide more balanced teams. Think of it like a tier system but rather than discrete intervals of 0 - 10,000 WP then 10,000 - 30,000 WP etc we instead have a continuous sliding scale of difficulty and match players based on multiple criteria.
No ETA on delivering this just yet but it is a high priority (I am working on it as we speak). LOL.... i just have to bring this up because it is a crossover from similar games that can work. Planet side 2(two) has a real tutorial that not all front loaded text wall just thrown in and hey it does work for them, it throws new players with vets which we had before but without a real tutorial. so back to the point when is there going to be a real tutorial for in-game mechanics? the academy is w/e and doesn't scare away people right away but it is a band aid which doesn't help fix the issue just covers the area until new players leave the academy and then they come here dazed and confused while all kinds of scared of dieing a million times or they just leave all together because the skills they were meant to pick in the academy is not there 9 out of 10 and the deep end is not going better with a better match maker. but hey I'm leaving once PS4 comes out because of other more important issues so if you want to walk that road go ahead. I never had a tutorial in planetside 2 ever and people still ask silly questions like how deploy sunder? they have it now. |
Zhul Varju
Templars Old Guard
1
|
Posted - 2013.06.30 06:01:00 -
[55] - Quote
CCP Nullarbor wrote:So as a few people have pointed out in this thread already that the academy itself is fine and actually meets our intended goal which is to provide a safe area to practice the first few games before being thrown in the deep end.
The problem is the deep end is very deep at the moment, and we need an improved matchmaking system to fix this. We are not happy with our current system and so are going back to the drawing board and creating a new matcher to provide more balanced teams. Think of it like a tier system but rather than discrete intervals of 0 - 10,000 WP then 10,000 - 30,000 WP etc we instead have a continuous sliding scale of difficulty and match players based on multiple criteria.
No ETA on delivering this just yet but it is a high priority (I am working on it as we speak). And if someone enjoys using BPO fits and has a ton of WP or are trying to earn more ISK? They're stuck being protostomped. |
Eldest Dragon
D3LTA ACADEMY
43
|
Posted - 2013.06.30 06:08:00 -
[56] - 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....
That is probably the most true and realistic, funniest sht I have read, in a long time lmfao.....+1 for you =) |
TEXA5 HiTM4N
ROGUE SPADES EoN.
77
|
Posted - 2013.06.30 07:14:00 -
[57] - Quote
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? |
5aEKUXeRJGJ27kCDnDVYak3
Kinsho Swords Caldari State
283
|
Posted - 2013.06.30 07:43:00 -
[58] - Quote
kd ratio determines tiering +1
Throw all the 999/0 snipers against each other YES |
D legendary hero
Strong-Arm
241
|
Posted - 2013.06.30 14:22:00 -
[59] - Quote
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. |
InsidiousN
KILL-EM-QUICK RISE of LEGION
95
|
Posted - 2013.06.30 14:50:00 -
[60] - Quote
CCP Nullarbor wrote:Telcontar Dunedain wrote:CCP Nullarbor wrote:Aeon Amadi wrote:CCP Nullarbor wrote:So as a few people have pointed out in this thread already that the academy itself is fine and actually meets our intended goal which is to provide a safe area to practice the first few games before being thrown in the deep end.
The problem is the deep end is very deep at the moment, and we need an improved matchmaking system to fix this. We are not happy with our current system and so are going back to the drawing board and creating a new matcher to provide more balanced teams. Think of it like a tier system but rather than discrete intervals of 0 - 10,000 WP then 10,000 - 30,000 WP etc we instead have a continuous sliding scale of difficulty and match players based on multiple criteria.
No ETA on delivering this just yet but it is a high priority (I am working on it as we speak). Thanks so much Nullarbor. Any changes youre thinking about as far as Faction Warfare? The new player slaughter is just as bad there, unfortunately. What about a system like Eve in which only certain dropsuits can entire certain sites? Militia/Standard for one site class, allow advanced in for another and then finally Prototype for a no-limits applied style? Queueing for faction warfare would be great if we can provide it, maybe even full team sync although this is particularly difficult to get working correctly. The problem with divisions like certain classes of items is it splits up the pool of available players for the matching system to work effectively. So customization comes at the cost of reduced match quality or potentially long waiting times. This is all part of our experimentation at the moment though and balanced matches is the primary success criteria. I'm genuinely confused why people want to continue to hold newbs hands even in lowsec. I'm also worried that CCP would take requests like this seriously as if it would be a good thing. At some point the training wheels come off and its time to fight and figure out how to getgoodGäó and you don't do that without playing "scary" players. I'm concerned about the current very low population combining with this new queuing code. When I asked Foxfour he said there is no method by which you attempt to keep people from being matched with the same people OVER AND OVER AND OVER again. If you deploy this and its horrible...you have a backout plan? You really don't need to leave something like this in place for a month and run the rest of us out of this game. Actually the motivation for queueing in FW is more to improve the experience of getting into a battle because at the moment it is tricky to get an open spot. We are also designing out some changes to FW which should see it move to being more of a challenge than instant battle. The new queueing is specifically designed to handle lower population which is one of the flaws of the current system.
A real easy way to fix this is to increase the numbers of players in a match, which was promised and obviously never delivered.
|
|
InsidiousN
KILL-EM-QUICK RISE of LEGION
95
|
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
|
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
|
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
|
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
|
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.
|
Robert JD Niewiadomski
NULLIMPEX INC
241
|
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)
|
zzZaXxx
The Exemplars
27
|
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
|
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
|
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
|
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. |
|
Oso Peresoso
RisingSuns
53
|
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
|
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?
|
George Moros
Sanmatar Kelkoons Minmatar Republic
15
|
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
|
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
|
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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