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Author |
Thread Statistics | Show CCP posts - 5 post(s) |
SMiTTYCO
Savage Bullet
37
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Posted - 2013.06.30 10:22:00 -
[61] - Quote
CCP Nullarbor wrote:So the guys doing the balancing are not the same people who work on frame rate and performance. Fortunately this means we can work on both at the same time.
I would expect to see performance improvements in the patch notes for almost every release this year. It is a high priority for us. Has it been a priority for the last year? Because ill be honest I haven't seen much of a change, you play too long and you'll get memory leaks, or sometimes it's not even that, sometimes you just get terrible fps for no reason, not to mention the freezes and getting stuck on the loading screen. So my question is when we will see noticeable changes? Soon TM? Yeah I stopped buying that about six months back. |
Ensar Cael
Svartur Bjorn
1
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Posted - 2013.06.30 10:47:00 -
[62] - Quote
Guess we will all have to wait and see if SOON (tm) comes around anytime...SOON......(tm) |
XeroTheBigBoss
TeamPlayers EoN.
592
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Posted - 2013.06.30 10:48:00 -
[63] - Quote
CCP Nullarbor wrote:So the guys doing the balancing are not the same people who work on frame rate and performance. Fortunately this means we can work on both at the same time.
I would expect to see performance improvements in the patch notes for almost every release this year. It is a high priority for us.
Any talks about bringing the Core Flaylock down from godliness and just make it a sidearm like it was intended to be? |
SMiTTYCO
Savage Bullet
39
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Posted - 2013.06.30 10:51:00 -
[64] - Quote
XeroTheBigBoss wrote:CCP Nullarbor wrote:So the guys doing the balancing are not the same people who work on frame rate and performance. Fortunately this means we can work on both at the same time.
I would expect to see performance improvements in the patch notes for almost every release this year. It is a high priority for us. Any talks about bringing the Core Flaylock down from godliness and just make it a sidearm like it was intended to be? Listen to the players? No! If they do anything it will be nerfed into oblivion and become useless, look at the LR. It was fine before, (im not even an lr user) it did what it was supposed to, lots of damage at long range and little damage up close. Not look at it, little damage no matter what range you are at, proud of you ccp |
XeroTheBigBoss
TeamPlayers EoN.
592
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Posted - 2013.06.30 10:55:00 -
[65] - Quote
SMiTTYCO wrote:XeroTheBigBoss wrote:CCP Nullarbor wrote:So the guys doing the balancing are not the same people who work on frame rate and performance. Fortunately this means we can work on both at the same time.
I would expect to see performance improvements in the patch notes for almost every release this year. It is a high priority for us. Any talks about bringing the Core Flaylock down from godliness and just make it a sidearm like it was intended to be? Listen to the players? No! If they do anything it will be nerfed into oblivion and become useless, look at the LR. It was fine before, (im not even an lr user) it did what it was supposed to, lots of damage at long range and little damage up close. Not look at it, little damage no matter what range you are at, proud of you ccp
Well nerfing a SIDEARM into oblivion shouldn't be as bad. |
ZDub 303
TeamPlayers EoN.
531
|
Posted - 2013.06.30 15:20:00 -
[66] - Quote
SMiTTYCO wrote:XeroTheBigBoss wrote:CCP Nullarbor wrote:So the guys doing the balancing are not the same people who work on frame rate and performance. Fortunately this means we can work on both at the same time.
I would expect to see performance improvements in the patch notes for almost every release this year. It is a high priority for us. Any talks about bringing the Core Flaylock down from godliness and just make it a sidearm like it was intended to be? Listen to the players? No! If they do anything it will be nerfed into oblivion and become useless, look at the LR. It was fine before, (im not even an lr user) it did what it was supposed to, lots of damage at long range and little damage up close. Not look at it, little damage no matter what range you are at, proud of you ccp
The laser rifle was not fine in chrome. When the TTK of a weapon in this game is under a second on heavies with a gun that out ranges everything but a sniper rifle... Something is wrong. The damage on the LR is fine now, but the sights were defo a bad choice.
They can nerf the godlock into oblivion for all i care... That gun was the worst design choice ever. |
WOLF T
The Exemplars
9
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Posted - 2013.06.30 22:28:00 -
[67] - Quote
i hope you're ( CCP ) is alrdy and has been working on balancing for the scrambler rifles and the flaylock pistols. Since the rifles are alrdy broken as they are supposed to be less effective against armor verses shields but there is no difference in damage from either one. And the pistols are just ******** powerful. a pistol should be a last ditch effort weapon when you're out of ammo or you are using a sniper rifle, and you should more than likely expect to die if thats what you're using. but instead ppl run around with nothing but the flaylock and it is more effective than anything else as a stand alone weapon, which if that was by design then ccp u need to rethink ur concept on some weapons and fire whoever came up with that bright idea. Alos pls hurry up with the rolling sp cap as i and a majority of the dust player base would like to be able to take some time off from having to play every single week just so we dont fall behind. |
Himiko Kuronaga
SyNergy Gaming EoN.
715
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Posted - 2013.06.30 22:51:00 -
[68] - Quote
CCP Nullarbor wrote:ReGnYuM wrote:CCP Nullarbor wrote:So the guys doing the balancing are not the same people who work on frame rate and performance. Fortunately this means we can work on both at the same time.
I would expect to see performance improvements in the patch notes for almost every release this year. It is a high priority for us. But you should not do both at the sametime. Null I understand that you guys are trying to get things back on par, but this type of issue is more like a: Part A must be achieved before Part B can begin kinda get my point Except that you are not going to see a defining moment like you suggest, that suddenly performance and hit detection are "fixed". They will always be iterated upon and delaying balance work is just going to waste time and prevent us getting valuable feedback early. What you suggest sounds good in practice but it's just not the way that progress is made.
Funny, there was a pretty large defining moment when your boys broke aiming.
I wonder why the standard isn't held in reverse? |
Sotapopthegrey gay
Storm Wind Strikeforce Caldari State
8
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Posted - 2013.06.30 22:54:00 -
[69] - Quote
CCP Nullarbor wrote:So the guys doing the balancing are not the same people who work on frame rate and performance. Fortunately this means we can work on both at the same time.
I would expect to see performance improvements in the patch notes for almost every release this year. It is a high priority for us.
DEVS with bite. |
Vrain Matari
ZionTCD
578
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Posted - 2013.07.01 01:46:00 -
[70] - Quote
ReGnYuM wrote:CCP Nullarbor wrote:ReGnYuM wrote:CCP Nullarbor wrote:So the guys doing the balancing are not the same people who work on frame rate and performance. Fortunately this means we can work on both at the same time.
I would expect to see performance improvements in the patch notes for almost every release this year. It is a high priority for us. But you should not do both at the sametime. Null I understand that you guys are trying to get things back on par, but this type of issue is more like a: Part A must be achieved before Part B can begin kinda get my point Except that you are not going to see a defining moment like you suggest, that suddenly performance and hit detection are "fixed". They will always be iterated upon and delaying balance work is just going to waste time and prevent us getting valuable feedback early. What you suggest sounds good in practice but it's just not the way that progress is made. Normally this would be correct. However, I would argue that core aiming is so bad right not that weapon balance would be counter productive. For example, I do not even know if AR sharp shooter is productive skill to have. The aiming is so inconsistent right now that I don't even know if the decrease in dispersion helps or even exists. Secondly, I am not looking for some defining moment. All I am asking for is the basics, not having to fight my controller to kill things. Chromosome was the basics sure it could use improvements, but it would not of affected weapon balancing. Bottom line is that team is balancing weapons on flawed core mechanics. Very much agreed - to balance before core mechanics are fixed is cart-before-the-horse thinking of the worst kind.
The issue is further compounded by the fact that the basic suite of bread-and-butter weapons is not ready yet. And by the fact that balancing, when finally addressed properly, should be done on the highest-level teamplay, i.e. integrated combined-arms ops in high-stake nullsec battles. Balancing for 'lower' tiers of play should trickle-down from there.
The danger in succumbing to this tempting-but-backwards way of thinking is wasted devhours, wasted player investment, wasted focus, wasted time. |
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