Before the recent announcements, i really did think that CCP Blam respected and represented the suggestions and ideas of the Dust community... Well, that's all out the window now. Reflecting on the announcements that there will soon be an 'anti-air' tank and a bomber dropship, only one real thought came to mind; why are none of the good points and ideas that we as a community make actually implemented at all, or even truly taken seriously? It's the one major difference that separates Dust and EvE, being that all of the content that's being brought into the console realm is kept top secret until it's about to come out, with abolutely no roadmaps what-so-ever to let us know if they really are paying attention to our ideas and suggestions, and sure enough once they tell us what they were actually working on this whole time, it was the exact opposite of what any of the community were asking for. Whereas in EvE players are literally able to shape how the game is run by their own thoughts and ideas as long as they are good and well-informed enough. I don't understand.. I don't understand. You really had me going when you replied to my forum with this CCP Blam:
CCP Blam! wrote:Hi guys, let me provide you guys with provide some feedback on this topic.
1. We are looking at doing re-balancing of our AV weapons. One of the topics, which also seems to be showing through on this thread is to keep a decently long enough range on the forge gun, but also look at the damage decay variable over time on it, optimal ranges, etc. Because agreed, that it is a very potent anti-vehicle weapon and it's not exactly something that is easily countered with countermeasures (see next point). We also don't want the forge gun to be nerfed to the point of feeling ineffective, so a direct reduction of damage output across the board is not going to be the simple answer there.
2. We are also want to get countermeasures in soon, as well as a lock-on warning system for players piloting vehicles that have been locked on to. The lock-on indication will be a graduated indicator so that you will have a decent idea of how imminent your time to impact is and can choose to act accordingly. Furthermore, we're also working on porting lock-on to a certain subset of turrets. This will come in helpful for dropship pilots who are engaged in dogfights, or supporting assaults against ground units.
3. As one of our immediate tasks, we want to look at how we can provide dropship pilots with more chances to earn WP. We have lots of ideas in mind, however we need to tread carefully on this one so that we're not opening up too many opportunities for exploit. Some of the ideas that are bouncing around are providing WP for players spawned into your craft, WP for use of active scanners (possibly more specialized ones), and finding a way to re-introduce WP for remote repairs without exploit.
4. We will be reducing the ISK cost of dropships so that players can get into them more easily, while also looking at the overall skill cost of this class of vehicle.
5. Lastly, we're aware of turret issues that have come up. Many of the improvements needed will require code support to fix lingering bugs as well as further flesh out existing systems. We are currently working on this as our next set of code fixes.
And after that comment was made, 1 month passed.. Still no new updates for the dropship... 2 months passed... It's okay they will eventually handle-up on their promise... 3 months passed, they addressed the price by cutting it by 1/3rd, still making the prices just as high because they raised the price of turrets as well... 4 months passed... still have completely skipped out on the WP issue. And now we have come to this, bomber dropships and anti-air tanks. I'm at a loss of words CCP Blam, i really am.