Pages: 1 2 :: [one page] |
|
Author |
Thread Statistics | Show CCP posts - 3 post(s) |
The dark cloud
Seraphim Initiative. CRONOS.
1651
|
Posted - 2013.07.09 20:30:00 -
[1] - Quote
Are we just getting PC changes? No gameplay tweaks? No "new weapons"? No nerfs or buffs? And where are the "patchnotes"? And if i say patchnotes then i mean it. Not just a big text wall. |
Mobius Wyvern
BetaMax. CRONOS.
2330
|
Posted - 2013.07.09 20:32:00 -
[2] - Quote
The dark cloud wrote:Are we just getting PC changes? No gameplay tweaks? No "new weapons"? No nerfs or buffs? And where are the "patchnotes"? And if i say patchnotes then i mean it. Not just a big text wall. Again, it was said last week that this DevBlog would talk ONLY about PC.
And that's what it did.
That doesn't mean that nothing else is coming out in 1.3.
Keep your pants on, man. |
calisk galern
BurgezzE.T.F
486
|
Posted - 2013.07.09 20:33:00 -
[3] - Quote
The dark cloud wrote:Are we just getting PC changes? No gameplay tweaks? No "new weapons"? No nerfs or buffs? And where are the "patchnotes"? And if i say patchnotes then i mean it. Not just a big text wall.
you really don't pay any attention, as stated many times before they have multiple teams working on multiple facets of the game, the dev blog addresses what one team is currently working on.
|
ZDub 303
TeamPlayers EoN.
787
|
Posted - 2013.07.09 20:33:00 -
[4] - Quote
Hell... these changes aren't even a part of 1.3 are they? Do we have confirmation 1.3 is dropping on thursday? |
Vicious Minotaur
Tronhadar Free Guard Minmatar Republic
75
|
Posted - 2013.07.09 20:34:00 -
[5] - Quote
The blog just explains what Team True Grit is doing. They don't handle weapons and such, if I am not mistaken. |
Kiro Justice
The Unholy Legion Of DarkStar DARKSTAR ARMY
333
|
Posted - 2013.07.09 20:35:00 -
[6] - Quote
The dark cloud wrote:Are we just getting PC changes? No gameplay tweaks? No "new weapons"? No nerfs or buffs? And where are the "patchnotes"? And if i say patchnotes then i mean it. Not just a big text wall.
That blog only came from the people who are working on PC, what this means is that no other department was working on the blog, and that no other information could be given without that department (Or at least the head of that departments) permission. It would be like the head of the Navy talking about Army operations, it's just not done. |
N1ck Comeau
Pro Hic Immortalis League of Infamy
678
|
Posted - 2013.07.09 20:35:00 -
[7] - Quote
Thats not 1.3. This was just a PC change that really needed to happen. |
Mobius Wyvern
BetaMax. CRONOS.
2330
|
Posted - 2013.07.09 20:35:00 -
[8] - Quote
ZDub 303 wrote:Hell... these changes aren't even a part of 1.3 are they? Do we have confirmation 1.3 is dropping on thursday? I'm pretty sure 1.3 isn't dropping on Thursday, given they already confirmed one patch per month.
TDC just seems a bit agitated today. Happens to everyone. |
Funkmaster Whale
0uter.Heaven
53
|
Posted - 2013.07.09 20:36:00 -
[9] - Quote
The changes in the dev blog are stated to be released on Thursday, not what is scheduled for 1.3. The only supposed thing that we know is coming in 1.3 is changes to aiming as CCP Mintchip stated in that huge thread about aiming way back. Nothing else has been really posted about it yet, so you have no reason to start freaking out. |
Iskandar Zul Karnain
Hellstorm Inc League of Infamy
1036
|
Posted - 2013.07.09 20:37:00 -
[10] - Quote
0/10 |
|
Gorra Snell
BetaMax. CRONOS.
35
|
Posted - 2013.07.09 20:46:00 -
[11] - Quote
Foxfour said something along the lines of "I guess you could call this part of 1.3 if you like". That's the extent of the connection between these PC changes and 1.3, I think. |
Maken Tosch
DUST University Ivy League
3204
|
Posted - 2013.07.09 20:51:00 -
[12] - Quote
The dark cloud wrote:Are we just getting PC changes? No gameplay tweaks? No "new weapons"? No nerfs or buffs? And where are the "patchnotes"? And if i say patchnotes then i mean it. Not just a big text wall.
This is not 1.3. This is a quick update that is coming in a couple of days. The rest will be talked about in a different blog. PC needed tweaking anyways. |
Beren Hurin
OMNI Endeavors
653
|
Posted - 2013.07.09 21:09:00 -
[13] - Quote
My guess the speed with which this recent change is happening means that this is more in the timeline for PC that will be occuring for 1.3. I wouldn't be suprised if more space is opening up, given the longer distances that clones can now deploy.
This would certainly be a much greater way to get players involved back into the game.
What they need to be thinking of as a downside though...
If many more players can involve a lot more of their time with planetary conquest, they will either
a) Have to have a lot of their battles be more or less profit nuetral or b) Have to grind isk in instant battles to make up for PC losses
I assume that right now there are two kinds of burnout in the game.
There's the dopamine burnout which has to do with satisfaction, new experience, and reward. It is happening when players place a high value on novel content, and can't or don't so much care about the pride aspect of beating, dominating, winning, or stomping. After the nth time of winning public matches, or PC matches, or skilling into their best gear and mastering it, they don't feel the incentive to explore new gear or generate new content for themselves. They will go on to expect better and better experiences from the same gear and fits that they have their max skills in. This is an ignorant expectation from my POV. Elite fits will and should have their niche, while some niches will be larger and more forgiving than others. The typical dopamine player will likely gravitate toward the Fit of the Week/Month, given enough skillpoints and expect it to carry his experience regardless of changing context or demands. When contexts change, they are the first player to become disappointed with the lots they are dealt and seem to take this the most personally.
I would note that the players that can find the most creative source of dopamine output, creating content for themselves, through trying to maximize squad strategies, setting personal goals, minmaxing isk intake, getting personal gratification from training others and seeing them improve, etc, will be the ones for whom this game has longevity.
There are also the adrenaline burnouts. These are likely the players that are playing for long stretches, with a greater priority assigned to winning, dominating, epeen, KDR, etc. By their nature, there can only be a limited amount, as not everyone can win. they know their proficiency comes from both skill and SP. Mathematically, the SP curve of the game will only allow the most skilled players having less and less of an effective marginal lead over the rest of the community, as the amount of SP that you can ever use in combat plateus at something like 10m SP. Likewise with skill, the community's skill gap also closes with time. Therefore, the ability to dominate, and exploit one's proficiency should diminish as time goes on (assuming the community can learn...which is currently debatable IMO).
As new players start to climb from 1M to 10M SP their adrenaline and dopamine oriented experiences will very likely increase as long as they are learning how to employ that SP effectively. To the extent that they have no incentive to learn or explore further uses of SP, the dopamine burnout will quickly occurr, and the adrenaline burnout will happen soon after. |
Killar-12
Greatness Achieved Through Training EoN.
74
|
Posted - 2013.07.09 21:16:00 -
[14] - Quote
Beren Hurin wrote:My guess the speed with which this recent change is happening means that this is more in the timeline for PC that will be occuring for 1.3. I wouldn't be suprised if more space is opening up, given the longer distances that clones can now deploy.
This would certainly be a much greater way to get players involved back into the game.
What they need to be thinking of as a downside though...
If many more players can involve a lot more of their time with planetary conquest, they will either
a) Have to have a lot of their battles be more or less profit nuetral or b) Have to grind isk in instant battles to make up for PC losses
I assume that right now there are two kinds of burnout in the game.
There's the dopamine burnout which has to do with satisfaction, new experience, and reward. It is happening when players place a high value on novel content, and can't or don't so much care about the pride aspect of beating, dominating, winning, or stomping. After the nth time of winning public matches, or PC matches, or skilling into their best gear and mastering it, they don't feel the incentive to explore new gear or generate new content for themselves. They will go on to expect better and better experiences from the same gear and fits that they have their max skills in. This is an ignorant expectation from my POV. Elite fits will and should have their niche, while some niches will be larger and more forgiving than others. The typical dopamine player will likely gravitate toward the Fit of the Week/Month, given enough skillpoints and expect it to carry his experience regardless of changing context or demands. When contexts change, they are the first player to become disappointed with the lots they are dealt and seem to take this the most personally.
I would note that the players that can find the most creative source of dopamine output, creating content for themselves, through trying to maximize squad strategies, setting personal goals, minmaxing isk intake, getting personal gratification from training others and seeing them improve, etc, will be the ones for whom this game has longevity.
There are also the adrenaline burnouts. These are likely the players that are playing for long stretches, with a greater priority assigned to winning, dominating, epeen, KDR, etc. By their nature, there can only be a limited amount, as not everyone can win. they know their proficiency comes from both skill and SP. Mathematically, the SP curve of the game will only allow the most skilled players having less and less of an effective marginal lead over the rest of the community, as the amount of SP that you can ever use in combat plateus at something like 10m SP. Likewise with skill, the community's skill gap also closes with time. Therefore, the ability to dominate, and exploit one's proficiency should diminish as time goes on (assuming the community can learn...which is currently debatable IMO).
As new players start to climb from 1M to 10M SP their adrenaline and dopamine oriented experiences will very likely increase as long as they are learning how to employ that SP effectively. To the extent that they have no incentive to learn or explore further uses of SP, the dopamine burnout will quickly occurr, and the adrenaline burnout will happen soon after. Bingo! right on the money... then SP goes to non-combat roles Equipment and Hacking, Scanning, and Stamina modules or to new types of dropsuits but with a logi that number is more like 12 million SP and with a pilot it's only 8 million SP until the pilot suit comes out.
Still Wonderful analysis +1 |
|
GM Hercules
Game Masters C C P Alliance
498
|
Posted - 2013.07.09 21:20:00 -
[15] - Quote
Locking this now... please read the forum rules before posting, thanks.
|
|
|
GM Murasaki
Game Masters C C P Alliance
27
|
Posted - 2013.07.10 14:47:00 -
[16] - Quote
Hello everyone,
This post has now been unlocked. Please accept our apologies for the missunderstanding.
Be nice children!!
|
|
ChromeBreaker
Sver true blood Public Disorder.
728
|
Posted - 2013.07.10 14:49:00 -
[17] - Quote
GM Murasaki wrote:Hello everyone, This post has now been unlocked. Please accept our apologies for the missunderstanding. Be nice children!!
OVER REACTION!!!!!!!!! OVER REACTION ALL OVER YOUR POST!!!!!!! |
|
CCP FoxFour
C C P C C P Alliance
25688
|
Posted - 2013.07.10 14:53:00 -
[18] - Quote
BLARG!
No, 1.3 comes later in the month and has other changes. The Planetary Conquest changes were done during the 1.3 development but are being released before 1.3... if that makes any sense. |
|
ChromeBreaker
Sver true blood Public Disorder.
728
|
Posted - 2013.07.10 14:55:00 -
[19] - Quote
CCP FoxFour wrote:BLARG!
No, 1.3 comes later in the month and has other changes. The Planetary Conquest changes were done during the 1.3 development but are being released before 1.3... if that makes any sense.
It made sense before... but thank you for saying it again slowly for... the others |
oso tiburon
The Generals EoN.
144
|
Posted - 2013.07.10 15:02:00 -
[20] - Quote
CCP FoxFour wrote:BLARG!
No, 1.3 comes later in the month and has other changes. The Planetary Conquest changes were done during the 1.3 development but are being released before 1.3... if that makes any sense.
CCP FoxFour wrote:BLARG!
No, 1.3 comes later in the month and has other changes. The Planetary Conquest changes were done during the 1.3 development but are being released before 1.3... please read the dev blog and look at my charts and graphs jeez ppl. fixed that for ya |
|
Eriknaught
Vader's Taco Shack
26
|
Posted - 2013.07.10 15:02:00 -
[21] - Quote
Beren Hurin wrote:My guess the speed with which this recent change is happening means that this is more in the timeline for PC that will be occuring for 1.3. I wouldn't be suprised if more space is opening up, given the longer distances that clones can now deploy.
This would certainly be a much greater way to get players involved back into the game.
What they need to be thinking of as a downside though...
If many more players can involve a lot more of their time with planetary conquest, they will either
a) Have to have a lot of their battles be more or less profit nuetral or b) Have to grind isk in instant battles to make up for PC losses
I assume that right now there are two kinds of burnout in the game.
There's the dopamine burnout which has to do with satisfaction, new experience, and reward. It is happening when players place a high value on novel content, and can't or don't so much care about the pride aspect of beating, dominating, winning, or stomping. After the nth time of winning public matches, or PC matches, or skilling into their best gear and mastering it, they don't feel the incentive to explore new gear or generate new content for themselves. They will go on to expect better and better experiences from the same gear and fits that they have their max skills in. This is an ignorant expectation from my POV. Elite fits will and should have their niche, while some niches will be larger and more forgiving than others. The typical dopamine player will likely gravitate toward the Fit of the Week/Month, given enough skill points and expect it to carry his experience regardless of changing context or demands. When contexts change, they are the first player to become disappointed with the lots they are dealt and seem to take this the most personally.
I would note that the players that can find the most creative source of dopamine output, creating content for themselves, through trying to maximize squad strategies, setting personal goals, minmaxing isk intake, getting personal gratification from training others and seeing them improve, etc, will be the ones for whom this game has longevity.
There are also the adrenaline burnouts. These are likely the players that are playing for long stretches, with a greater priority assigned to winning, dominating, epeen, KDR, etc. By their nature, there can only be a limited amount, as not everyone can win. they know their proficiency comes from both skill and SP. Mathematically, the SP curve of the game will only allow the most skilled players having less and less of an effective marginal lead over the rest of the community, as the amount of SP that you can ever use in combat plateaus at something like 10m SP. Likewise with skill, the community's skill gap also closes with time. Therefore, the ability to dominate, and exploit one's proficiency should diminish as time goes on (assuming the community can learn...which is currently debatable IMO).
As new players start to climb from 1M to 10M SP their adrenaline and dopamine oriented experiences will very likely increase as long as they are learning how to employ that SP effectively. To the extent that they have no incentive to learn or explore further uses of SP, the dopamine burnout will quickly occur, and the adrenaline burnout will happen soon after.
So I'm addicted to both Dopamine AND Adrenaline? Thanks for sneaking an Intervention on me. Gonna go to rehab now. Eriknaught out. END TRANSMISSION. |
microwave UDIE
S.e.V.e.N. Top Men.
31
|
Posted - 2013.07.10 15:28:00 -
[22] - Quote
In after lock? |
Beren Hurin
OMNI Endeavors
662
|
Posted - 2013.07.10 15:33:00 -
[23] - Quote
My point with my post was also going to be that when you make new content you have two kinds. You have the sandbox tools content and then you have consumable content.
Sandbox tools' rewards to the dopamine player degrade much more slowly than consumable content. The initial response to consumable content might illicit much greater response. But it is short lived.
Psychologically adrenaline and dopamine are the things generating demand for content. The content itself provides the depth of supply. Sandbox will always be richer than consumable. New vehicles, weapons, PvE, if designed poorly will really just be cconsumable.
Players should appreciate the care CCP is taking to make Dust as sandbox oriented as possible for a shooter. Their understanding now from the latest PC blog is that players have behave with less economic rationality than they originally thought they would. This could be a design-awareness issue or an 'adrenaline noise' issue that makes it difficult for players to stop and consider costs. |
reydient
ROGUE SPADES EoN.
40
|
Posted - 2013.07.10 20:44:00 -
[24] - Quote
Beren Hurin wrote:My point with my post was also going to be that when you make new content you have two kinds. You have the sandbox tools content and then you have consumable content.
Sandbox tools' rewards to the dopamine player degrade much more slowly than consumable content. The initial response to consumable content might illicit much greater response. But it is short lived.
Psychologically adrenaline and dopamine are the things generating demand for content. The content itself provides the depth of supply. Sandbox will always be richer than consumable. New vehicles, weapons, PvE, if designed poorly will really just be cconsumable.
Players should appreciate the care CCP is taking to make Dust as sandbox oriented as possible for a shooter. Their understanding now from the latest PC blog is that players have behave with less economic rationality than they originally thought they would. This could be a design-awareness issue or an 'adrenaline noise' issue that makes it difficult for players to stop and consider costs.
unfortunately this concept may go above the average 16 year old and for all sakes most 20 year olds- this is not an insult to that specific age population - Also this is a FPS and some people have the mentality that " run and gun " these are obstacles we need to overcome
|
ReGnYuM
TeamPlayers EoN.
448
|
Posted - 2013.07.10 20:54:00 -
[25] - Quote
The dark cloud wrote:Are we just getting PC changes? No gameplay tweaks? No "new weapons"? No nerfs or buffs? And where are the "patchnotes"? And if i say patchnotes then i mean it. Not just a big text wall.
The Dark of Cloud has spoken! |
Zhar Ptitsaa
SyNergy Gaming EoN.
112
|
Posted - 2013.07.10 20:57:00 -
[26] - Quote
1.2 was a week ago, you seriously want another full update already? GG |
KING SALASI
MAJOR DISTRIBUTION
100
|
Posted - 2013.07.10 20:59:00 -
[27] - Quote
Beren Hurin wrote:My point with my post was also going to be that when you make new content you have two kinds. You have the sandbox tools content and then you have consumable content.
Sandbox tools' rewards to the dopamine player degrade much more slowly than consumable content. The initial response to consumable content might illicit much greater response. But it is short lived.
Psychologically adrenaline and dopamine are the things generating demand for content. The content itself provides the depth of supply. Sandbox will always be richer than consumable. New vehicles, weapons, PvE, if designed poorly will really just be cconsumable.
Players should appreciate the care CCP is taking to make Dust as sandbox oriented as possible for a shooter. Their understanding now from the latest PC blog is that players have behave with less economic rationality than they originally thought they would. This could be a design-awareness issue or an 'adrenaline noise' issue that makes it difficult for players to stop and consider costs.
Where is this sandbox you speak of? All i ever see is 16 vs 16 where is the 128 vs 128 i want to play in that sandbox. |
CHIPMINT BUTTERCUP
KILL-EM-QUICK RISE of LEGION
19
|
Posted - 2013.07.10 21:44:00 -
[28] - Quote
Zhar Ptitsaa wrote:1.2 was a week ago, you seriously want another full update already? GG No we all just want CCP to fix the core FPS mechanics of this game already that is all. Fix core FPS mechanics > New blah, blah, blah PC content. |
Beren Hurin
OMNI Endeavors
663
|
Posted - 2013.07.10 21:55:00 -
[29] - Quote
KING SALASI wrote:Beren Hurin wrote:My point with my post was also going to be that when you make new content you have two kinds. You have the sandbox tools content and then you have consumable content.
Sandbox tools' rewards to the dopamine player degrade much more slowly than consumable content. The initial response to consumable content might illicit much greater response. But it is short lived.
Psychologically adrenaline and dopamine are the things generating demand for content. The content itself provides the depth of supply. Sandbox will always be richer than consumable. New vehicles, weapons, PvE, if designed poorly will really just be cconsumable.
Players should appreciate the care CCP is taking to make Dust as sandbox oriented as possible for a shooter. Their understanding now from the latest PC blog is that players have behave with less economic rationality than they originally thought they would. This could be a design-awareness issue or an 'adrenaline noise' issue that makes it difficult for players to stop and consider costs. Where is this sandbox you speak of? All i ever see is 16 vs 16 where is the 128 vs 128 i want to play in that sandbox.
Why 128 v 128? What does that add? How is that better? When 4 people are shooting at you now you die nearly instantly. What happens when 30 people can shoot at you at once? What happens when mobs of 15-20 people can gather under these scenarios? The idea that whole companies of people can face off is attractive, but without proper things like command and control being perfected, or matchmaking...dang...how do you matchmake teams of more than 20+!
Building a sandbox is slow, but they are getting at it. I get that core gameplay is first, and then slowly building the idea/thing/feeling that you are fighting for? At the same time making a pretty rich 'meta' of core doctrines, and counter doctrines, and making sure that they are continuously viable is all part of it.
|
Tectonic Fusion
The Unholy Legion Of DarkStar DARKSTAR ARMY
30
|
Posted - 2013.07.10 22:15:00 -
[30] - Quote
Beren Hurin wrote:KING SALASI wrote:Beren Hurin wrote:My point with my post was also going to be that when you make new content you have two kinds. You have the sandbox tools content and then you have consumable content.
Sandbox tools' rewards to the dopamine player degrade much more slowly than consumable content. The initial response to consumable content might illicit much greater response. But it is short lived.
Psychologically adrenaline and dopamine are the things generating demand for content. The content itself provides the depth of supply. Sandbox will always be richer than consumable. New vehicles, weapons, PvE, if designed poorly will really just be cconsumable.
Players should appreciate the care CCP is taking to make Dust as sandbox oriented as possible for a shooter. Their understanding now from the latest PC blog is that players have behave with less economic rationality than they originally thought they would. This could be a design-awareness issue or an 'adrenaline noise' issue that makes it difficult for players to stop and consider costs. Where is this sandbox you speak of? All i ever see is 16 vs 16 where is the 128 vs 128 i want to play in that sandbox. Why 128 v 128? What does that add? How is that better? When 4 people are shooting at you now you die nearly instantly. What happens when 30 people can shoot at you at once? What happens when mobs of 15-20 people can gather under these scenarios? The idea that whole companies of people can face off is attractive, but without proper things like command and control being perfected, or matchmaking...dang...how do you matchmake teams of more than 20+! Building a sandbox is slow, but they are getting at it. I get that core gameplay is first, and then slowly building the idea/thing/feeling that you are fighting for? At the same time making a pretty rich 'meta' of core doctrines, and counter doctrines, and making sure that they are continuously viable is all part of it. I agree. But I think it should be more like 64 vs. 64. 128 per team would just be crazy. |
|
D legendary hero
Strong-Arm
345
|
Posted - 2013.07.10 22:18:00 -
[31] - Quote
Beren Hurin wrote:My guess the speed with which this recent change is happening means that this is more in the timeline for PC that will be occuring for 1.3. I wouldn't be suprised if more space is opening up, given the longer distances that clones can now deploy.
This would certainly be a much greater way to get players involved back into the game.
What they need to be thinking of as a downside though...
If many more players can involve a lot more of their time with planetary conquest, they will either
a) Have to have a lot of their battles be more or less profit nuetral or b) Have to grind isk in instant battles to make up for PC losses
I assume that right now there are two kinds of burnout in the game.
There's the dopamine burnout which has to do with satisfaction, new experience, and reward. It is happening when players place a high value on novel content, and can't or don't so much care about the pride aspect of beating, dominating, winning, or stomping. After the nth time of winning public matches, or PC matches, or skilling into their best gear and mastering it, they don't feel the incentive to explore new gear or generate new content for themselves. They will go on to expect better and better experiences from the same gear and fits that they have their max skills in. This is an ignorant expectation from my POV. Elite fits will and should have their niche, while some niches will be larger and more forgiving than others. The typical dopamine player will likely gravitate toward the Fit of the Week/Month, given enough skillpoints and expect it to carry his experience regardless of changing context or demands. When contexts change, they are the first player to become disappointed with the lots they are dealt and seem to take this the most personally.
I would note that the players that can find the most creative source of dopamine output, creating content for themselves, through trying to maximize squad strategies, setting personal goals, minmaxing isk intake, getting personal gratification from training others and seeing them improve, etc, will be the ones for whom this game has longevity.
There are also the adrenaline burnouts. These are likely the players that are playing for long stretches, with a greater priority assigned to winning, dominating, epeen, KDR, etc. By their nature, there can only be a limited amount, as not everyone can win. they know their proficiency comes from both skill and SP. Mathematically, the SP curve of the game will only allow the most skilled players having less and less of an effective marginal lead over the rest of the community, as the amount of SP that you can ever use in combat plateus at something like 10m SP. Likewise with skill, the community's skill gap also closes with time. Therefore, the ability to dominate, and exploit one's proficiency should diminish as time goes on (assuming the community can learn...which is currently debatable IMO).
As new players start to climb from 1M to 10M SP their adrenaline and dopamine oriented experiences will very likely increase as long as they are learning how to employ that SP effectively. To the extent that they have no incentive to learn or explore further uses of SP, the dopamine burnout will quickly occurr, and the adrenaline burnout will happen soon after.
this is the single most detailed and succinct meta-game analysis in the history gaming. good show, and excelent work!
this is also one of the most informative posts on the forums here. the only rival to that is the thread entitled "shields > armor a detailed explanation". |
D legendary hero
Strong-Arm
345
|
Posted - 2013.07.10 22:23:00 -
[32] - Quote
Beren Hurin wrote: Where is this sandbox you speak of? All i ever see is 16 vs 16 where is the 128 vs 128 i want to play in that sandbox.
Why 128 v 128? What does that add? How is that better? When 4 people are shooting at you now you die nearly instantly. What happens when 30 people can shoot at you at once? What happens when mobs of 15-20 people can gather under these scenarios? The idea that whole companies of people can face off is attractive, but without proper things like command and control being perfected, or matchmaking...dang...how do you matchmake teams of more than 20+!
Building a sandbox is slow, but they are getting at it. I get that core gameplay is first, and then slowly building the idea/thing/feeling that you are fighting for? At the same time making a pretty rich 'meta' of core doctrines, and counter doctrines, and making sure that they are continuously viable is all part of it. [/quote]
128 v 128 would be great. good team work and positioning can help you down those 30 people of course if your in the open your as good as dead anyway wether one or 30 people are shooting at you. unless you have a tank.
once they have the 'endless map' finished havinh dropships and LAVs with CRUs in them will have a point. MAVs will be needed as well. the game play will be more dynamic. snipers ranges will be important as the maps are so big their 599m limit will actually be tested.
choke points and objectives can still be defended by well organized teams.
there should be the 16 v 16, 32v32, 64 v 64 and 128 v 128 versions. of course the 128 may be a bit much, but lets eee how it goes, if people dnt like it they wont que it, and then it can be removed. |
Patoman Radiant
ZionTCD
151
|
Posted - 2013.07.10 22:43:00 -
[33] - Quote
PC is the endgame, so that does help quite a bit on the content department that is not pub matches.
tankis, especially with shield should be looked into, and other things... but eh. |
CharCharOdell
Shining Flame Amarr Empire
399
|
Posted - 2013.07.10 23:02:00 -
[34] - Quote
CCP FoxFour wrote:BLARG!
No, 1.3 comes later in the month and has other changes. The Planetary Conquest changes were done during the 1.3 development but are being released before 1.3... if that makes any sense.
FIND CCP BLAM! AND ASK HIM TO RESPOND TO HIS VEHICLE THREAD! |
zzZaXxx
The Exemplars Top Men.
81
|
Posted - 2013.07.10 23:53:00 -
[35] - Quote
Beren Hurin wrote:My guess the speed with which this recent change is happening means that this is more in the timeline for PC that will be occuring for 1.3. I wouldn't be suprised if more space is opening up, given the longer distances that clones can now deploy.
This would certainly be a much greater way to get players involved back into the game.
What they need to be thinking of as a downside though...
If many more players can involve a lot more of their time with planetary conquest, they will either
a) Have to have a lot of their battles be more or less profit nuetral or b) Have to grind isk in instant battles to make up for PC losses
I assume that right now there are two kinds of burnout in the game.
There's the dopamine burnout which has to do with satisfaction, new experience, and reward. It is happening when players place a high value on novel content, and can't or don't so much care about the pride aspect of beating, dominating, winning, or stomping. After the nth time of winning public matches, or PC matches, or skilling into their best gear and mastering it, they don't feel the incentive to explore new gear or generate new content for themselves. They will go on to expect better and better experiences from the same gear and fits that they have their max skills in. This is an ignorant expectation from my POV. Elite fits will and should have their niche, while some niches will be larger and more forgiving than others. The typical dopamine player will likely gravitate toward the Fit of the Week/Month, given enough skillpoints and expect it to carry his experience regardless of changing context or demands. When contexts change, they are the first player to become disappointed with the lots they are dealt and seem to take this the most personally.
I would note that the players that can find the most creative source of dopamine output, creating content for themselves, through trying to maximize squad strategies, setting personal goals, minmaxing isk intake, getting personal gratification from training others and seeing them improve, etc, will be the ones for whom this game has longevity.
There are also the adrenaline burnouts. These are likely the players that are playing for long stretches, with a greater priority assigned to winning, dominating, epeen, KDR, etc. By their nature, there can only be a limited amount, as not everyone can win. they know their proficiency comes from both skill and SP. Mathematically, the SP curve of the game will only allow the most skilled players having less and less of an effective marginal lead over the rest of the community, as the amount of SP that you can ever use in combat plateus at something like 10m SP. Likewise with skill, the community's skill gap also closes with time. Therefore, the ability to dominate, and exploit one's proficiency should diminish as time goes on (assuming the community can learn...which is currently debatable IMO).
As new players start to climb from 1M to 10M SP their adrenaline and dopamine oriented experiences will very likely increase as long as they are learning how to employ that SP effectively. To the extent that they have no incentive to learn or explore further uses of SP, the dopamine burnout will quickly occurr, and the adrenaline burnout will happen soon after.
Wow. Kinda mad scientist but I think you're actually really accurate in your analysis. If it were up to me to implement one new feature for both of these types of players.....
"Dopamine Player": PVPVE - 2 teams of 12 (2 squads each) fight drones and each other. The main objective is to defeat the drones but slowing down the other team is a priority too. You could have different game modes, such as a kind of skirmish, "Infiltration", where drones start with the points and 2 teams compete to hold more points while the other team and drones try to take them. Each point is a server from which you can upload a virus which will "turn off" the drones when fully uploaded. More control points=faster upload and the team whose virus uploads first fulfills the contract, so it's just like skirmish basically, but with drones and extra ISK and salvage for the winner. There could also be "DED Ratings 1-5", i.e. drone difficulty levels and higher level missions give higher ISK and better salvage rewards.
Another game mode, "Elimination", could be based on just taking CRUs. Each team starts with one CRU and the drones with all the rest. You can spawn from any CRU you take. The team that has the most CRUs when the last one is taken from the drones fulfills the contract. But here's the twist. When you rehack a CRU from the other team it goes back to drone control for a period and spawns drones. This game mode would be very dynamic and would encourage a lot of strategy and tactics. For example you could ninja to an area controlled by the other team far from where they're currently located and hack 3 CRUs to cut off that whole area but then you'll have to fight off 3x the drones before being able to take the CRUs. There could also be different levels of CRUs such as bigger ones that take longer to hack and spawn stronger drones (from nearby nodes) and vice versa.
Anyways there are lots of options. I hope they bring us some fun stuff like this soon. I won't go into the "Adrenaline player" content at length but basically I think they need an "elite" PVP "Gladiator" mode that's higher risk/reward. The same game modes but a minimum SP for access to the match and minimum dropsuit and vehicle restock cost for spawning. Much higher ISK rewards and the best salvage in the game, including some weapons and mods that only drop in this mode.
Let me know what you think! |
Cyzad4
Blackfish Corp.
2
|
Posted - 2013.07.11 00:09:00 -
[36] - Quote
128 vs 128 is actually really fun they've got it in MAG, timed 45 min matches unless you manage to do enough damage to the base to destroy it which rarely happens. |
DaleGribbles
Chatelain Rapid Response Gallente Federation
14
|
Posted - 2013.07.11 00:38:00 -
[37] - Quote
Cyzad4 wrote:128 vs 128 is actually really fun they've got it in MAG, timed 45 min matches unless you manage to do enough damage to the base to destroy it which rarely happens.
Those were the GOOD ol days |
Marston VC
Sver true blood Public Disorder.
530
|
Posted - 2013.07.11 00:41:00 -
[38] - Quote
ChromeBreaker wrote:CCP FoxFour wrote:BLARG!
No, 1.3 comes later in the month and has other changes. The Planetary Conquest changes were done during the 1.3 development but are being released before 1.3... if that makes any sense. It made sense before... but thank you for saying it again slowly for... the others
^ I <3 u chrome |
Marston VC
Sver true blood Public Disorder.
530
|
Posted - 2013.07.11 00:42:00 -
[39] - Quote
Cyzad4 wrote:128 vs 128 is actually really fun they've got it in MAG, timed 45 min matches unless you manage to do enough damage to the base to destroy it which rarely happens.
Ehhhhh debatable on weather its actually fun or not..... it turns into swarm fests at a certain point. |
|
|
|
Pages: 1 2 :: [one page] |