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Vell0cet
Royal Uhlans Amarr Empire
34
|
Posted - 2013.07.02 16:27:00 -
[1] - Quote
I know CCP has said they're working on building a test range. With the importance of testing fits, I think it would be great if we could get an unpolished version sooner > later. Here's what would be one way to quickly implement the mode. Use one of the existing maps and spawn in static npc players and vehicles with progressively better stats the closer you get to the other side. You can call up a test skills window, and a test fits window and select your skills (The color of the skill window would be red or something just to be clear that this is only for testing) with infinite SP available and also select your weapon/fit that all cost 0 ISK.
You can approach any enemy NPC or vehicle and push "O" and you'll be able to select any skills/fits for them as well. You will also be able to "wake them up" either aggressively or defensively. An NPC on defense will sprint/dodge/juke/weave/bunny-hop around and hide behind cover in a 10m radius or so. An NPC vehicle will drive/fly along a pre-defined path. The AI can be very simple and not clever (e.g. if the NPC guy/vehicle gets hung up on the geometry, it's no-big-deal). On agressive, The NPC will try to kill you as best it can until it's destroyed, and if it's a vehicle it will use it's weapons to shoot you after a delay of x seconds. This allows you to see how well your tank can withstand incoming fire for example. Again, the AI can be very generic/basic and buggy. This is only for testing. Once killed the NPC will respawn after a brief delay and return to its original static state.
This mode could be created with minimal effort reusing 100% existing assets. The only major coding effort required would be for the AI components, but these can be very simple and buggy. The hard part about AI programming and the thing that takes the most time/effort is debugging the edge-cases. Here a quick/dirty AI that a CS college intern could whip-up for an assignment would probably be sufficient. Perhaps, they could reuse an existing AI engine. The main point is that minimal resources/effort could be expended on the project, and the benefits would be tremendous.
I'd love to see a custom-designed, highly polished test map/facility one day. I'd much rather see something crude and useable get released quickly in the meantime. I suspect this might also help with player retention, by giving people more things to do, and allowing new players to practice and ge a feel for the weapons outside of being massacred in pub matches. It also allows people the option to try before they buy regarding skill point investments. And it gives the players something to look forward to working towards if they put in the time and effort. |
Oso Peresoso
RisingSuns
79
|
Posted - 2013.07.02 16:41:00 -
[2] - Quote
I want to walk out the door of my hangar/quarters and be on a testing range, with my corpmates also being able to do so and be on the same range. |
Vell0cet
Royal Uhlans Amarr Empire
42
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Posted - 2013.07.06 16:22:00 -
[3] - Quote
bump |
Meeko Fent
Seituoda Taskforce Command Caldari State
153
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Posted - 2013.07.06 18:03:00 -
[4] - Quote
This. This.
I don't really care how stupid the AI are so long as they shoot at me when I want them to.
They don't even have to move or bob and weave, just have the vehicles move and the like.
DUST Uni, this can help you if they let you squad up in the Sim! |
Vell0cet
Royal Uhlans Amarr Empire
58
|
Posted - 2013.07.10 18:18:00 -
[5] - Quote
I was thinking today that this could be a great tool for CCP to get feedback on upcoming weapons as well. It's not the same as a true test server, but I suspect there would be valuable feedback that would come from player testing this stuff before it rolls out on tranquillity. The real test is in a real battle of course, but I think we could still provide valuable feedback about new weapons to help pre-balance them better. |
Meeko Fent
Seituoda Taskforce Command Caldari State
233
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Posted - 2013.07.10 20:31:00 -
[6] - Quote
Bamp.
Nobody else has an opinion on this? |
Vell0cet
Royal Uhlans Amarr Empire
59
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Posted - 2013.07.10 20:38:00 -
[7] - Quote
I thought of another use for this. Corps could bring in their members to their own district maps and build battle strategies based on their own maps in test-mode. They could develop "plays" like in sports where squads engage in pre-planned tactics. It helps give a "home-field" advantage to PC defense, and could help training new members on how the corp fights when not in a live match. It also opens up the potential for spies to infiltrate corps to learn your gameplans and develop counters. This would help make Dust more of a sandbox. |
Meeko Fent
Seituoda Taskforce Command Caldari State
233
|
Posted - 2013.07.10 21:04:00 -
[8] - Quote
See?
Smarticles everywhere!
What about other stuff, fellow forum warriors! |
CLONE117
Planetary Response Organization
31
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Posted - 2013.07.10 21:06:00 -
[9] - Quote
id like to see how ccp can code something only a player can do.... |
Vell0cet
Royal Uhlans Amarr Empire
59
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Posted - 2013.07.10 21:32:00 -
[10] - Quote
CLONE117 wrote:id like to see how ccp can code something only a player can do.... I'm not following. Could you please clarify? |
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Vell0cet
Royal Uhlans Amarr Empire
70
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Posted - 2013.08.21 22:59:00 -
[11] - Quote
Bump. Come on CCP, this is a good idea. |
Vell0cet
Royal Uhlans Amarr Empire
128
|
Posted - 2013.09.07 07:10:00 -
[12] - Quote
The new Gallente Research Facility would work perfectly for this purpose. Would it be feasible to see this done for 1.6? |
Vell0cet
Royal Uhlans Amarr Empire
194
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Posted - 2013.09.12 20:20:00 -
[13] - Quote
Bump |
Jathniel
G I A N T EoN.
902
|
Posted - 2013.09.13 09:08:00 -
[14] - Quote
Well, I like the idea, but I doubt we can get AI sharp enough for what you describe, Vel.
I could go for a simple test range.
But for any real training, I'd simply like for us to deploy into our own districts. If we have to have training AI, simply put fast-moving floating targets that would shoot a scrambler pistol round at you every so often, just to keep you on your toes (Star Wars Jedi training orb-style). |
Vell0cet
Royal Uhlans Amarr Empire
207
|
Posted - 2013.09.13 15:11:00 -
[15] - Quote
Jathniel wrote:Well, I like the idea, but I doubt we can get AI sharp enough for what you describe, Vel.
I could go for a simple test range.
But for any real training, I'd simply like for us to deploy into our own districts. If we have to have training AI, simply put fast-moving floating targets that would shoot a scrambler pistol round at you every so often, just to keep you on your toes (Star Wars Jedi training orb-style). Thanks for the reply. I think I may not have been clear enough. The intention of the AI is for testing different fits and weapons, not for the PC strategies idea mentioned. In other words, if I'm a new player and I want to see what it's like to try to snipe using a maxed-out sniper spec against a target that's dancing around, I can make that happen. Maybe I learn that I hate it and decide to make a shotgun scout instead. Or if I want to see how well a fully shield tanked Proto Caldari Assault suit can absorb damage when going against a MLT fit AI using a SMG, I can test that out by having the AI shoot me. Or if I want to see how well my tank fit can handle incoming fire from a rail tank, then I can set that up too. Or if i want to try out the upcoming ion pistol, and CCP has made it available in the testing mode, then I can play around with it there. Maybe i decide I love it and so I start saving up SP for it to use when it becomes available, or maybe I was saving up for it, but hated it and so it frees me up to spend those points in something else. Or maybe I test it out and find a hit-detection bug, so I make a video and post a thread in the feedback section which helps CCP correct the problem before it goes live.
The point of the AI is so you can test, not for training. If the test range is simply static characters, that would be a major missed opportunity IMO. A lot of bugs and a lot of tests can only really be found/done if something is shooting back at you, or moving around. Allowing squad mates into your test with friendly fire on (remember suits won't cost anything here) could alleviate some of this, but I still think it would be really nice to be able to quietly test out things on your own. A buggy/rudimentary AI would be perfectly sufficient for this purpose.
The training aspect would be like you suggest where teams can deploy to their districts and practice strategies/tactics together. It would focus on which squads go where, which guy in the squad calls in what vehicle, how do we counter when the enemy pushes to x objective from y etc.? It's not about shooting AI bots, because you're right, that would be so far away from how a real PC match would play out as to be completely and utterly pointless. |
Jathniel
G I A N T EoN.
910
|
Posted - 2013.09.13 17:36:00 -
[16] - Quote
Vell0cet wrote:Jathniel wrote:Well, I like the idea, but I doubt we can get AI sharp enough for what you describe, Vel.
I could go for a simple test range.
But for any real training, I'd simply like for us to deploy into our own districts. If we have to have training AI, simply put fast-moving floating targets that would shoot a scrambler pistol round at you every so often, just to keep you on your toes (Star Wars Jedi training orb-style). Thanks for the reply. I think I may not have been clear enough. The intention of the AI is for testing different fits and weapons, not for the PC strategies idea mentioned. In other words, if I'm a new player and I want to see what it's like to try to snipe using a maxed-out sniper spec against a target that's dancing around, I can make that happen. Maybe I learn that I hate it and decide to make a shotgun scout instead. Or if I want to see how well a fully shield tanked Proto Caldari Assault suit can absorb damage when going against a MLT fit AI using a SMG. I can repeat it with an armor tanked Gallente Assault. I can test that out by having the AI shoot me. This may guide the direction of my training. Or if I want to see how well my tank fit can handle incoming fire from a rail tank, then I can set that up too. Or if i want to try out the upcoming ion pistol, and CCP has made it available in the testing mode, then I can play around with it there. Maybe i decide I love it and so I start saving up SP for it to use when it becomes available in real matches, or maybe I was saving up for it, but hated it and so it frees me up to spend those points in something else. Or maybe I test it out and find a hit-detection bug, so I make a video and post a thread in the feedback section which helps CCP correct the problem before it goes live. The point of the AI is so you can test, not for training. If the test range is simply static characters, that would be a major missed opportunity IMO. A lot of bugs and a lot of tests can only really be found/done if something is shooting back at you, or moving around. Allowing squad mates into your test with friendly fire on (remember suits won't cost anything here) could alleviate some of this, but I still think it would be really nice to be able to quietly test out things on your own. A buggy/rudimentary AI would be perfectly sufficient for this purpose. The training aspect would be like you suggest where teams can deploy to their districts and practice strategies/tactics together. It would focus on which squads go where, which guy in the squad calls in what vehicle, how do we counter when the enemy pushes to x objective from y etc.? It's not about shooting AI bots, because you're right, that would be so far away from how a real PC match would play out as to be completely and utterly pointless.
Ok I see what you're saying. An actual place to test all theoretical fits. Live theory-crafting. |
Vell0cet
Royal Uhlans Amarr Empire
208
|
Posted - 2013.09.13 19:19:00 -
[17] - Quote
Jathniel wrote:Ok I see what you're saying. An actual place to test all theoretical fits. Live theory-crafting. Exactly.
There are some things that spreadsheets can tell you, but other things you just have to experience (how does running in a fully plate tanked Gallente Assault compare to a heavy suit). You can look at the numbers but being able to play around yourself to help guide your choices would really be helpful. I also really like the idea of being able to playtest upcoming weapons in a way that won't break the game, and help find bugs before they hit. It's not the same as having a dedicated test server, but it would get a lot of the benefits of a test server without the complications with Sony, etc. |
Vell0cet
Royal Uhlans Amarr Empire
254
|
Posted - 2013.09.19 20:08:00 -
[18] - Quote
Given the announced new weapons and vehicles not being included in the 1.5 release, I hope CCP seriously considers this idea. CCP could release the upcoming content in test mode for us to help them with balance, bugs, and additional feedback. EVE would never have gotten where it is today if the developers didn't have the feedback from beta testers on the Sisi test server. This isn't quite as good and won't catch all issues, but it will help a lot, especially since the DUST team is so small and has so few resources. It's crazy for them to not tap their dedicated players for help. |
Awry Barux
Shining Flame Amarr Empire
64
|
Posted - 2013.09.19 20:22:00 -
[19] - Quote
+1 for do want, shut up and use my money. |
Vell0cet
Planetary Response Organization Test Friends Please Ignore
466
|
Posted - 2013.10.30 17:04:00 -
[20] - Quote
With the upcoming weapons and vehicle changes in a month, this is more important than ever. |
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Vell0cet
SVER True Blood Public Disorder.
626
|
Posted - 2013.11.24 14:07:00 -
[21] - Quote
Back to the top.
Quick/Dirty Test Range Idea
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Jacques Cayton II
Providence Guard Templis Dragonaors
134
|
Posted - 2013.11.28 06:26:00 -
[22] - Quote
Meh
We fight for the future of the State not our
personal goals
|
FraggerMike
G.R.A.V.E
164
|
Posted - 2013.12.05 13:17:00 -
[23] - Quote
Sounds not entirely unlike this:
https://forums.dust514.com/default.aspx?g=posts&t=93506&find=unread
Vell0cet wrote:I know CCP has said they're working on building a test range. With the importance of testing fits, I think it would be great if we could get an unpolished version sooner > later. Here's what would be one way to quickly implement the mode. Use one of the existing maps and spawn in static npc players and vehicles with progressively better stats the closer you get to the other side. You can call up a test skills window, and a test fits window and select your skills (The color of the skill window would be red or something just to be clear that this is only for testing) with infinite SP available and also select your weapon/fit that all cost 0 ISK.
You can approach any enemy NPC or vehicle and push "O" and you'll be able to select any skills/fits for them as well. You will also be able to "wake them up" either aggressively or defensively. An NPC on defense will sprint/dodge/juke/weave/bunny-hop around and hide behind cover in a 10m radius or so. An NPC vehicle will drive/fly along a pre-defined path. The AI can be very simple and not clever (e.g. if the NPC guy/vehicle gets hung up on the geometry, it's no-big-deal). On agressive, The NPC will try to kill you as best it can until it's destroyed, and if it's a vehicle it will use it's weapons to shoot you after a delay of x seconds. This allows you to see how well your tank can withstand incoming fire for example. Again, the AI can be very generic/basic and buggy. This is only for testing. Once killed the NPC will respawn after a brief delay and return to its original static state.
This mode could be created with minimal effort reusing 100% existing assets. The only major coding effort required would be for the AI components, but these can be very simple and buggy. The hard part about AI programming and the thing that takes the most time/effort is debugging the edge-cases. Here a quick/dirty AI that a CS college intern could whip-up for an assignment would probably be sufficient. Perhaps, they could reuse an existing AI engine. The main point is that minimal resources/effort could be expended on the project, and the benefits would be tremendous. At some point they're going to have to create an AI anyways in order to implement the PvE modes they're working on. Who knows, maybe they've already coded something they can use. It would also be a nice way for CCP to play test their AI.
I'd love to see a custom-designed, highly polished test map/facility one day. I'd much rather see something crude and useable get released quickly in the meantime. I suspect this might also help with player retention, by giving people more things to do, and allowing new players to practice and get a feel for the weapons outside of being massacred in pub matches. It also allows people the option to try before they buy regarding skill point investments. And it gives the players something to look forward to working towards if they put in the time and effort.
Director of G.R.A.V.E
Battles on Youtube channel:
G.R.A.V.E
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Vell0cet
SVER True Blood Public Disorder.
660
|
Posted - 2013.12.05 14:53:00 -
[24] - Quote
It is very similar, although I think my proposal would include the benefits of your proposal (and goals) in addition to adding several more benefits (at the expense of a moderate increase in development resources). Namely, the ability to test "beta" versions of weapons/suits/vehicles to help balance them before release which should dramatically speed up the pace of development and balancing into the future. Also the ability to play around with infinite SP would allow players to experiment, test how they like things before committing lots of SP, and likely increase player retention as players make goals for themselves (e.g. What does it "feel like" to reload the HMG with max reload skills? With a maxed out plasma cannon, how effective can I really be at AV? etc.).
Quick/Dirty Test Range Idea
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Draco Cerberus
Brutor Vanguard Minmatar Republic
566
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Posted - 2013.12.05 19:59:00 -
[25] - Quote
Even without an AI a testing range would be a valuable asset to add to Dust. Being able to try a weapon before you buy it means you would have the ability to make slightly informed choices as to what to skill and purchase before you do so. In fact, many of the gun shops I have been to have shooting ranges for just this reason. It would be great if we could move from guessing about what we need to knowing.
Logi God in the Flesh
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