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Kane Fyea
DUST University Ivy League
1439
|
Posted - 2013.07.25 01:44:00 -
[31] - Quote
Shijima Kuraimaru wrote:Kane Fyea wrote:Angus McBeanie wrote:Mary Sedillo wrote:Its an MMO, not a standard FPS. Also, aurum only lets you get things sooner that you can already get with SP and ISK. Know the game. This game is as much a MMO as the newer Call of Duty games. Yes, I know what a MMO is, used to be a hardcore MMO gamer and this game have very few MMO elements in it Mary. When they talked about the game, before it came out, it sounded like an MMO, but to be fair, this is just a normal shooter which reminds me ABIT of battlefield heroes mechanisms. There you could advance and get better gear too and do abit better, didnt make it an MMO. This standard shooter atm. This game is not an MMO. It is more of a FPSRPG. This made me laugh. I couldn't believe my eyes when I read it. Had to read it three times to get over my disbelief that it actually has to be explained to someone. Learn your acronyms. It is an MMO as MMO means "Massively Multiplayer Online" Where it's lacking is the RPG part, RPG meaning "Role Playing Game". I'm sure we all know FPS means "First Person Shooter", vehicles being the TPS (Third Person Shooter) exception. So Dust 514 is currently a MMOFPS with RPG elements meaning "Massively Multiplayer Online First Person Shooter with Role Playing Game elements". This game is not an MMO by any means. Unless you think CoD and BF3 are MMOs lol. You obviously don't know what your talking about.
But please reply and tell me how this is an MMO. I would LOVE to hear that. |
The Robot Devil
BetaMax. CRONOS.
775
|
Posted - 2013.07.25 01:47:00 -
[32] - Quote
Jason Pearson wrote:I agree, but.. A lot of players have to be rewarded, they need to feel like they're advancing up the ladder and gaining new things, who wants to see passive stats and such increase if there is nothing displaying what's going on? In COD and Battlefield, you have the ability to unlock new weapons and modifications, you're achieving things, in DUST, you unlock a rifle, suit and modules, you're done, nothing fancy :/
It's the exact same thing except we have more customization. In both games playing unlocks things. |
Promethius Franklin
DUST University Ivy League
108
|
Posted - 2013.07.25 01:48:00 -
[33] - Quote
gbghg wrote:Honestly I just want to see a system that has such a large DPS and EHP gap between players, it's unnatural and game breaking in a FPS. Slot count differences and passive bonuses have that effect. If we had single suits in a catagory with helpful yet not game breaking bonuses it wouldn't be as much of an issue, but that breaks the whole intended economic effect of wearing proto all the time, not that it ever actually works out that way. |
The Robot Devil
BetaMax. CRONOS.
775
|
Posted - 2013.07.25 01:50:00 -
[34] - Quote
Separate the battles by restricting gear using the security status of the system the battle is in. |
Marston VC
SVER True Blood
670
|
Posted - 2013.07.25 01:50:00 -
[35] - Quote
I don't want to read what you wrote because its long and im very tired, but based off your title I would say..... No? Tiers are the only way veterans can feel like their time has payed off. Being equal with everyone despite playing five times more is just a horrible feeling. Like..... whats the point? If I want to play equal with every other nooblet coming into the game ill go play COD or BF3. |
gbghg
L.O.T.I.S. RISE of LEGION
2793
|
Posted - 2013.07.25 01:51:00 -
[36] - Quote
Promethius Franklin wrote:gbghg wrote:Honestly I just want to see a system that has such a large DPS and EHP gap between players, it's unnatural and game breaking in a FPS. Slot count differences and tiered mods with passive skill bonuses have that effect. If we had single suits in a catagory with helpful yet not game breaking bonuses it wouldn't be as much of an issue, but that breaks the whole intended economic effect of wearing proto all the time, not that it ever actually works out that way. What effect is that? I'm tired and can't remember/ be bothered to look it up. |
Promethius Franklin
DUST University Ivy League
108
|
Posted - 2013.07.25 01:52:00 -
[37] - Quote
gbghg wrote:Promethius Franklin wrote:gbghg wrote:Honestly I just want to see a system that has such a large DPS and EHP gap between players, it's unnatural and game breaking in a FPS. Slot count differences and tiered mods with passive skill bonuses have that effect. If we had single suits in a catagory with helpful yet not game breaking bonuses it wouldn't be as much of an issue, but that breaks the whole intended economic effect of wearing proto all the time, not that it ever actually works out that way. What effect is that? I'm tired and can't remember/ be bothered to look it up. The EHP and DPS gap you just mentioned.
Wait
Did you mean the economic one I mentioned? That was the idea that running Proto in pub matches would be rare as is was economically prohibitive. Or rather the whole concept of diminishing returns on isk investment as well, but that wasn't achieved either. |
gbghg
L.O.T.I.S. RISE of LEGION
2793
|
Posted - 2013.07.25 01:54:00 -
[38] - Quote
Promethius Franklin wrote:gbghg wrote:Promethius Franklin wrote:gbghg wrote:Honestly I just want to see a system that has such a large DPS and EHP gap between players, it's unnatural and game breaking in a FPS. Slot count differences and tiered mods with passive skill bonuses have that effect. If we had single suits in a catagory with helpful yet not game breaking bonuses it wouldn't be as much of an issue, but that breaks the whole intended economic effect of wearing proto all the time, not that it ever actually works out that way. What effect is that? I'm tired and can't remember/ be bothered to look it up. The EHP and DPS gap you just mentioned. Thank you, I feel tired and should probably refrain from posting from now on... |
Nebra Tene
Roaming Blades
141
|
Posted - 2013.07.25 02:07:00 -
[39] - Quote
I like the idea, been thinking of something similar myself, but not to this detail. +1
ZDub 303 wrote:Just curious, not disagreeing with your post at all, but how would they monetize if you didn't need SP or aurum gear to unlock awesome gear?
Aesthetic items and color schemes, everyone loves that stuff! You know, stuff you can add to your dropsuit or your in your merc quarters or on vehicles, different color schemes or skins for the suits, weapons.
You know, things that allow you to customize your merc and its stuff. Bet people would pay a lot for that, and no one would be getting an advantage for it, there'd be no need to waste time trying to "balance" it to existing items and whatnot.
True Adamance wrote:I'd be happy with tiericide if they made drops suits cost the original 375K from the 2011 trailer.... THAT WOULD BE AMAZING!
My suggestion about Dropsuits was why bother with racial ones.
Why not have three corporate dropsuits per race per frame, each representing a corporations within the empire making dropsuits for mercs, they fill as spectrum of roles for light, medium, heavy variants of each frame of dropsuit. Each would have a unique design reflecting the corp and racial group
E,G- Kaalakiota Light Medium Frace (Recon) Ishukone Standard Medium Frame ( Assault), Lai Dai Heavy Assault Frame (Heavy Assault)
I really like that idea too. I mean it makes more sense with them being mercenaries and all, have corporations "sponsor" them, thus the Isk gain would depend on how well you did or something. |
gbghg
L.O.T.I.S. RISE of LEGION
2794
|
Posted - 2013.07.25 02:47:00 -
[40] - Quote
Marston VC wrote:I don't want to read what you wrote because its long and im very tired, but based off your title I would say..... No? Tiers are the only way veterans can feel like their time has payed off. Being equal with everyone despite playing five times more is just a horrible feeling. Like..... whats the point? If I want to play equal with every other nooblet coming into the game ill go play COD or BF3. I understand where your coming from but what we have now is just ridiculous, it's game breaking and very off putting for new/low level players. Something needs to give and we need a system where vets can feel like they get a good reward but don't get a huge advantage over new players like they do now. |
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Shijima Kuraimaru
WarRavens League of Infamy
276
|
Posted - 2013.07.25 02:47:00 -
[41] - Quote
Promethius Franklin wrote:Shijima Kuraimaru wrote:First mistake is saying that proto w/o HP mods is better than basic with HP mods. You're wrong. Basic, Advanced, and Proto suits of the same type, without HP mods, have the exact same EHP.
The Eve side tiericide only applied ships within the same level class.
Example... Amarr Basic Amarr Battleship reqs for Armageddon, Apocalypse, and Abaddon: Spaceship Command 4, Amarr Frigate 3, Amarr Destroyer 3, Amarr Cruiser 3, Amarr Battlcruiser 3, and Amarr Battleship 1 (The differerence in the old skill reqs were Armageddon: Amarr Battleship 1, Apocalypse: Amarr Battleship 3, and Abaddon: Amarr Battleship 5)
Amarr Navy Issue Faction reqs for Armageddon (NI) and Apocalypse (NI) : Spaceship Command 4, Amarr Frigate 3, Amarr Destroyer 3, Amarr Cruiser 3, Amarr Battlecruiser 3, and Amarr Battleship 2
Amarr related Pirate Faction Battleships reqs for Nightmare: Spaceship Command 4, Amarr and Caldari Frigate 3, Amarr and Caldari Destroyer 3, Amarr and Caldari Cruiser 3, Amarr and Caldari Battlecruiser 3, and Amarr and Caldari Battleship 1
Amarr Black Ops Battleship reqs for Redeemer: Spaceship Command 5, Amarr Frigate 3, Amarr Destroyer 3, Amarr Cruiser 3, Amarr Battlcruiser 3, and Amarr Battleship 5, Science 5, Navigation 5, Warp Drive Operation 5, Jump Drive Operation 5, Jump Drive Calibration 4, Electronics 4, Cloaking 4, Black Ops 1
Amarr Marauder Battleship reqs for Paladin: Spaceship Command 5, Amarr Frigate 3, Amarr Destroyer 3, Amarr Cruiser 3, Amarr Battlcruiser 3, and Amarr Battleship 5, Gunnery 2, Weapon Upgrades 5, Advanced Weapon Upgrades 5, Science 1, Engineering 2, Energy Grid upgrades 5, Marauders 1
So, as you see, the tiericide was rather minor as far as skill reqs for a class of battleship were unified with minor adjustments to ship attributes. Old prereqs were lvl's 1,2 and 3 for T1 ships within a class, not 1, 3 and 5, but other than that it's rather spot on. Dusts system, while similar, really isn't compatible with the concept. It would be like having a fast version, a tanky version, and a high damage version of each suit which were at the same level rather than the STD/ADV/PRO suits we have now.
I stand corrected. Serves me right for confusing Dust skill system with the Eve skill system. Thank you for the correction. |
Sete Clifton
PSU GHOST SYNDICATE DARKSTAR ARMY
274
|
Posted - 2013.07.25 02:49:00 -
[42] - Quote
I strongly agree with approach and idea. There's a reason most FPS don't allow you to increase base damage and HP (juggernaut and stopping power, anyone?). And honestly, I don't buy the MMO (or even the RPG) argument. Dust is just as much a lobby shooter as COD/BF/Halo/etc.
That being said, I don't see them actually doing this. However, there still are things to consider for balancing. The three primary issues in my opinion are (in no particular order):
1 - Passive skill bonuses are too large (mostly just for damage and HP related skills) 2 - Modules are too effective/strong 3 - Proto allows for the stacking too many mods
My suggestion for #1 and #2 would be to just reduce the numbers across the board. As an example, I think the base shield/armor skills give a +5% per level, I'd make it 1-2%. Complex shield mods have 66 HP, change it to around half of that.
For #3, instead of reducing the number of overall slots, I'd spread them out. By this I mean keep the overall numbers the same, but introduce a third slot (medium?) and syphon away some highs and lows to fill that new slot. So the basic idea is a proto suit would be something like 2/2/2 (h/m/l) or 3/1/2 or 1/1/4 etc. As for what mods fit into what slot type, that would need to be redone completely. Here's a basic rundown of what I'm thinking:
High - All damage and HP increasing mods Medium - Non-direct combat mods like stamina, stealth, scan radius, equipment related mods Low - Shield and armor effectiveness mods like rechargers, repairers, damage type resistance, etc
They should then also introduce a whole bunch of new mods like things that effect how well your equipment works, or mods that for example take up two medium slots but give an extra high slot in return.
People are probably going to **** on me for using this work/phrase/idea, but what this essentially does is makes modules more like perks that help you slightly in certain ways, rather than making you extremely dominant in any particular way. This way, you keep the same number of slots, keep the deep customization, but reduce the stockpiling of single mod types like shields/damage. You're still going to get progression and an advantage over noobs, but it will just be an advantage that you actively need to use with skill rather than just relying on huge passive numbers. |
Shijima Kuraimaru
WarRavens League of Infamy
276
|
Posted - 2013.07.25 02:56:00 -
[43] - Quote
Kane Fyea wrote:Shijima Kuraimaru wrote:Kane Fyea wrote:Angus McBeanie wrote:Mary Sedillo wrote:Its an MMO, not a standard FPS. Also, aurum only lets you get things sooner that you can already get with SP and ISK. Know the game. This game is as much a MMO as the newer Call of Duty games. Yes, I know what a MMO is, used to be a hardcore MMO gamer and this game have very few MMO elements in it Mary. When they talked about the game, before it came out, it sounded like an MMO, but to be fair, this is just a normal shooter which reminds me ABIT of battlefield heroes mechanisms. There you could advance and get better gear too and do abit better, didnt make it an MMO. This standard shooter atm. This game is not an MMO. It is more of a FPSRPG. This made me laugh. I couldn't believe my eyes when I read it. Had to read it three times to get over my disbelief that it actually has to be explained to someone. Learn your acronyms. It is an MMO as MMO means "Massively Multiplayer Online" Where it's lacking is the RPG part, RPG meaning "Role Playing Game". I'm sure we all know FPS means "First Person Shooter", vehicles being the TPS (Third Person Shooter) exception. So Dust 514 is currently a MMOFPS with RPG elements meaning "Massively Multiplayer Online First Person Shooter with Role Playing Game elements". This game is not an MMO by any means. Unless you think CoD and BF3 are MMOs lol. You obviously don't know what your talking about. But please reply and tell me how this is an MMO. I would LOVE to hear that.
Dust is different from CoD type FPSs. Dust has a player base that's playing the same game together, on dedicated servers, set up and maintained by the game developer, that provides a persistent digital environment to said players. Unlike other CoD like games where any given match is hosted on one of the player's consoles. So, Dust is an MMO.
The SP progression system is a standard RPG element, so is the persistent universe. So Dust has RPG elements.
And finally Dust is a FPS, TPS for vehicles.
So simple even you should understand it. |
Shijima Kuraimaru
WarRavens League of Infamy
276
|
Posted - 2013.07.25 03:02:00 -
[44] - Quote
Sete Clifton wrote:I strongly agree with approach and idea. There's a reason most FPS don't allow you to increase base damage and HP (juggernaut and stopping power, anyone?). And honestly, I don't buy the MMO (or even the RPG) argument. Dust is just as much a lobby shooter as COD/BF/Halo/etc.
That being said, I don't see them actually doing this. However, there still are things to consider for balancing. The three primary issues in my opinion are (in no particular order):
1 - Passive skill bonuses are too large (mostly just for damage and HP related skills) 2 - Modules are too effective/strong 3 - Proto allows for the stacking too many mods
My suggestion for #1 and #2 would be to just reduce the numbers across the board. As an example, I think the base shield/armor skills give a +5% per level, I'd make it 1-2%. Complex shield mods have 66 HP, change it to around half of that.
For #3, instead of reducing the number of overall slots, I'd spread them out. By this I mean keep the overall numbers the same, but introduce a third slot (medium?) and syphon away some highs and lows to fill that new slot. So the basic idea is a proto suit would be something like 2/2/2 (h/m/l) or 3/1/2 or 1/1/4 etc. As for what mods fit into what slot type, that would need to be redone completely. Here's a basic rundown of what I'm thinking:
High - All damage and HP increasing mods Medium - Non-direct combat mods like stamina, stealth, scan radius, equipment related mods Low - Shield and armor effectiveness mods like rechargers, repairers, damage type resistance, etc
They should then also introduce a whole bunch of new mods like things that effect how well your equipment works, or mods that for example take up two medium slots but give an extra high slot in return.
People are probably going to **** on me for using this work/phrase/idea, but what this essentially does is makes modules more like perks that help you slightly in certain ways, rather than making you extremely dominant in any particular way. This way, you keep the same number of slots, keep the deep customization, but reduce the stockpiling of single mod types like shields/damage. You're still going to get progression and an advantage over noobs, but it will just be an advantage that you actively need to use with skill rather than just relying on huge passive numbers.
Or they could just us a similar H/M/L slot classification for mods that they use in Eve. Want to limit it even further... How about only being able to put on one of each type of mod, that would completely eliminate stacking.
While I agree that more balancing is necessary, I think the suits are fine. IMO, it's the weapons and modules that need the work. |
Promethius Franklin
DUST University Ivy League
109
|
Posted - 2013.07.25 03:05:00 -
[45] - Quote
Sete Clifton wrote:I strongly agree with approach and idea. There's a reason most FPS don't allow you to increase base damage and HP (juggernaut and stopping power, anyone?). And honestly, I don't buy the MMO (or even the RPG) argument. Dust is just as much a lobby shooter as COD/BF/Halo/etc.
That being said, I don't see them actually doing this. However, there still are things to consider for balancing. The three primary issues in my opinion are (in no particular order):
1 - Passive skill bonuses are too large (mostly just for damage and HP related skills) 2 - Modules are too effective/strong 3 - Proto allows for the stacking too many mods
My suggestion for #1 and #2 would be to just reduce the numbers across the board. As an example, I think the base shield/armor skills give a +5% per level, I'd make it 1-2%. Complex shield mods have 66 HP, change it to around half of that.
For #3, instead of reducing the number of overall slots, I'd spread them out. By this I mean keep the overall numbers the same, but introduce a third slot (medium?) and syphon away some highs and lows to fill that new slot. So the basic idea is a proto suit would be something like 2/2/2 (h/m/l) or 3/1/2 or 1/1/4 etc. As for what mods fit into what slot type, that would need to be redone completely. Here's a basic rundown of what I'm thinking:
High - All damage and HP increasing mods Medium - Non-direct combat mods like stamina, stealth, scan radius, equipment related mods Low - Shield and armor effectiveness mods like rechargers, repairers, damage type resistance, etc
They should then also introduce a whole bunch of new mods like things that effect how well your equipment works, or mods that for example take up two medium slots but give an extra high slot in return.
People are probably going to **** on me for using this work/phrase/idea, but what this essentially does is makes modules more like perks that help you slightly in certain ways, rather than making you extremely dominant in any particular way. This way, you keep the same number of slots, keep the deep customization, but reduce the stockpiling of single mod types like shields/damage. You're still going to get progression and an advantage over noobs, but it will just be an advantage that you actively need to use with skill rather than just relying on huge passive numbers. I disagree with the idea that the factors individually are problematic. Rather it's the combination of factors. Being able to add 22 0r 66 HP is inconsequential alone, but add that to a passive bonus to base HP and percentage to the mod itself, then add the fact that you can stack that in a proto suit 2-3 more times than in a standard and yes, it becomes a problem. The issue is then exasperated by the length on time needed to get to that level. If it only took a few weeks to get a variety of proto mods, enough to fill a suit, then the performance issues would be a non issue.
Personally I'd like to see STD and ADV suits brought up to where there was a 1 slot difference between tiers and a similar balance brought between module tiers. Also perhaps going from 1/3/5 unlock levels for suits, 1/2/4 would be more suitable, with the basic frames getting one general but not game breaking bonus, and the specialized frames adding a second task specific one, thus giving lvl 5 a purpose without being a mandate. |
Billi Gene
The Southern Legion
180
|
Posted - 2013.07.25 03:18:00 -
[46] - Quote
to my way of thinking, Proto is tech 2.
CCP have stated multiple times that they are having trouble implementing suit bonuses that affect specific weapons/modules in game.
I'd hazard a guess that when they overcome this technical issue, we will see much more variety within each tier.
as to tiers, almost every ship in EvE has a tech 2 variant which requires much more training to pilot. Almost every module has a tech 2 variant as well.
scout suits are like frigates, assaults like cruisers, heavies-battlecruisers. HAV i guess using such an analogy would be battleships(?) MTAC who knows...
|
2Bee Smith
The Unholy Legion Of DarkStar DARKSTAR ARMY
26
|
Posted - 2013.07.25 03:29:00 -
[47] - Quote
I see your point with this but the removal of adv and pro gear means theres really no need for SP, and if everything gets an EHP buff, then theres no point in SP. What would be the point in playing the game at that point?
I think the current system would function perfectly well but with tweaks on Standard and Advanced equipment to make them more useful against Proto and more SP for newer players |
Himiko Kuronaga
SyNergy Gaming EoN.
1007
|
Posted - 2013.07.25 03:32:00 -
[48] - Quote
I play to get stronger over time though.
If you remove the dangling carrot the newbie may smile for a week, but he too is destined to quit for the same reason. |
Sete Clifton
PSU GHOST SYNDICATE DARKSTAR ARMY
274
|
Posted - 2013.07.25 03:39:00 -
[49] - Quote
Promethius Franklin wrote:Sete Clifton wrote: 1 - Passive skill bonuses are too large (mostly just for damage and HP related skills) 2 - Modules are too effective/strong 3 - Proto allows for the stacking too many mods
I disagree with the idea that the factors individually are problematic. Rather it's the combination of factors. Being able to add 22 or 66 HP is inconsequential alone, but add that to a passive bonus to base HP and percentage to the mod itself, then add the fact that you can stack that in a proto suit 2-3 more times than in a standard and yes, it becomes a problem. The issue is then exasperated by the length on time needed to get to that level. If it only took a few weeks to get a variety of proto mods, enough to fill a suit, then the performance issues would be a non issue. Yeah, that's what I was trying to say. I think all three of those issues I listed need to be addressed as a group, not just any of them individually. |
Syther Shadows
The Unholy Legion Of DarkStar DARKSTAR ARMY
373
|
Posted - 2013.07.25 03:43:00 -
[50] - Quote
Im just here sitting in my mlt scout suit killing proto heavys with my remote explosive.. |
|
Tectonic Fusion
The Unholy Legion Of DarkStar DARKSTAR ARMY
70
|
Posted - 2013.07.25 03:45:00 -
[51] - Quote
How bout we just lower the skill levels by like 6k for standard, 20k for advanced, and 100k for proto. Or we could go back to the old system with like 6 different levels of suits to skill into (type 1 type 1, type a type b). I actually liked that system better because I don't have to wait 340k skillpoints for just an advanced... |
Tectonic Fusion
The Unholy Legion Of DarkStar DARKSTAR ARMY
71
|
Posted - 2013.07.25 03:50:00 -
[52] - Quote
Promethius Franklin wrote:Sete Clifton wrote:I strongly agree with approach and idea. There's a reason most FPS don't allow you to increase base damage and HP (juggernaut and stopping power, anyone?). And honestly, I don't buy the MMO (or even the RPG) argument. Dust is just as much a lobby shooter as COD/BF/Halo/etc.
That being said, I don't see them actually doing this. However, there still are things to consider for balancing. The three primary issues in my opinion are (in no particular order):
1 - Passive skill bonuses are too large (mostly just for damage and HP related skills) 2 - Modules are too effective/strong 3 - Proto allows for the stacking too many mods
My suggestion for #1 and #2 would be to just reduce the numbers across the board. As an example, I think the base shield/armor skills give a +5% per level, I'd make it 1-2%. Complex shield mods have 66 HP, change it to around half of that.
For #3, instead of reducing the number of overall slots, I'd spread them out. By this I mean keep the overall numbers the same, but introduce a third slot (medium?) and syphon away some highs and lows to fill that new slot. So the basic idea is a proto suit would be something like 2/2/2 (h/m/l) or 3/1/2 or 1/1/4 etc. As for what mods fit into what slot type, that would need to be redone completely. Here's a basic rundown of what I'm thinking:
High - All damage and HP increasing mods Medium - Non-direct combat mods like stamina, stealth, scan radius, equipment related mods Low - Shield and armor effectiveness mods like rechargers, repairers, damage type resistance, etc
They should then also introduce a whole bunch of new mods like things that effect how well your equipment works, or mods that for example take up two medium slots but give an extra high slot in return.
People are probably going to **** on me for using this work/phrase/idea, but what this essentially does is makes modules more like perks that help you slightly in certain ways, rather than making you extremely dominant in any particular way. This way, you keep the same number of slots, keep the deep customization, but reduce the stockpiling of single mod types like shields/damage. You're still going to get progression and an advantage over noobs, but it will just be an advantage that you actively need to use with skill rather than just relying on huge passive numbers. I disagree with the idea that the factors individually are problematic. Rather it's the combination of factors. Being able to add 22 or 66 HP is inconsequential alone, but add that to a passive bonus to base HP and percentage to the mod itself, then add the fact that you can stack that in a proto suit 2-3 more times than in a standard and yes, it becomes a problem. The issue is then exasperated by the length on time needed to get to that level. If it only took a few weeks to get a variety of proto mods, enough to fill a suit, then the performance issues would be a non issue. Personally I'd like to see STD and ADV suits brought up to where there was a 1 slot difference between tiers and a similar balance brought between module tiers. Also perhaps going from 1/3/5 unlock levels for suits, 1/2/4 would be more suitable, the lowered levels reflecting the closer capabilities of the suits, with the basic frames getting one general but not game breaking bonus, and the specialized frames adding a second task specific one, thus giving lvl 5's a purpose without being a mandate to be competitive. I agree. But how bout just more suits. Like basic, basic+, advanced, advenced+, proto. 5 levels. |
Kane Fyea
DUST University Ivy League
1440
|
Posted - 2013.07.25 03:54:00 -
[53] - Quote
Shijima Kuraimaru wrote:Kane Fyea wrote:Shijima Kuraimaru wrote:
This made me laugh. I couldn't believe my eyes when I read it. Had to read it three times to get over my disbelief that it actually has to be explained to someone.
Learn your acronyms. It is an MMO as MMO means "Massively Multiplayer Online" Where it's lacking is the RPG part, RPG meaning "Role Playing Game". I'm sure we all know FPS means "First Person Shooter", vehicles being the TPS (Third Person Shooter) exception. So Dust 514 is currently a MMOFPS with RPG elements meaning "Massively Multiplayer Online First Person Shooter with Role Playing Game elements".
This game is not an MMO by any means. Unless you think CoD and BF3 are MMOs lol. You obviously don't know what your talking about. But please reply and tell me how this is an MMO. I would LOVE to hear that. Dust is different from CoD type FPSs. Dust has a player base that's playing the same game together, on dedicated servers, set up and maintained by the game developer, that provides a persistent digital environment to said players. Unlike other CoD like games where any given match is hosted on one of the player's consoles. So, Dust is an MMO. The SP progression system is a standard RPG element, so is the persistent universe. So Dust has RPG elements. And finally Dust is a FPS, TPS for vehicles. So simple even you should understand it. That does not make it an MMO. Trust me I'm almost done with college to become a game designer. |
Promethius Franklin
DUST University Ivy League
111
|
Posted - 2013.07.25 03:57:00 -
[54] - Quote
Tectonic Fusion wrote:Promethius Franklin wrote: I disagree with the idea that the factors individually are problematic. Rather it's the combination of factors. Being able to add 22 or 66 HP is inconsequential alone, but add that to a passive bonus to base HP and percentage to the mod itself, then add the fact that you can stack that in a proto suit 2-3 more times than in a standard and yes, it becomes a problem. The issue is then exasperated by the length on time needed to get to that level. If it only took a few weeks to get a variety of proto mods, enough to fill a suit, then the performance issues would be a non issue.
Personally I'd like to see STD and ADV suits brought up to where there was a 1 slot difference between tiers and a similar balance brought between module tiers. Also perhaps going from 1/3/5 unlock levels for suits, 1/2/4 would be more suitable, the lowered levels reflecting the closer capabilities of the suits, with the basic frames getting one general but not game breaking bonus, and the specialized frames adding a second task specific one, thus giving lvl 5's a purpose without being a mandate to be competitive.
I agree. But how bout just more suits. Like basic, basic+, advanced, advenced+, proto. 5 levels. In order to keep the STD useable in a proto world I'm not sure we could leave enough differentiation to justify a suit for every level, I could be wrong though. |
Avinash Decker
BetaMax. CRONOS.
60
|
Posted - 2013.07.25 04:12:00 -
[55] - Quote
The game is considered by CCP because it's set in the same persistent single shared of a MMORPG . I'm guessing that's why they call it one.
Anyway some devs said that the matchmaking won't be based on gear. https://forums.dust514.com/default.aspx?g=posts&m=1076674#post1076674
CCP Nullarbor wrote:Yes we are developing a new matchmaking system which adapts to your skill level, so as you get better you should be put into more challenging battles.
Having said that we don't think matchmaking has a place for all battles, this is New Eden after all. We are working on plans to expand both faction warfare and planetary conquest to more players, hopefully providing a more "gloves off" battle for those that like that sort of thing.
CCP Nullarbor wrote:Just to clarify by skill level I don't mean skill points, I mean actual battle effectiveness. In practical terms this could be due to your gear, your skill points, the design of your fittings or choice of weapons, whether you are playing in a squad, whether you use voice comms, whether you are using your preferred input device, how good your internet connection is, your situational awareness of the battle field, how good you are at aiming etc etc.
The true test of good matchmaking will be if the prediction on how effective you and your team will be against another can adapt to a lot of these difficult to track variables. Right now we are experimenting with a few different ways of doing this and the simulations are looking promising so far.
To the point about scaling rewards, we actually do adjust the reward payout based on the gear used in battle. This doesn't vary that much at the moment because we have quite mixed battles but in theory if the matchmaking can produce higher tier battles then I would expect to see higher tier payouts. This is something we will probably have to review once the new system is in place.
https://forums.dust514.com/default.aspx?g=posts&m=1075690#post1075690
Also a part of a quote by CCP Etrene said : Improving overall gear balancing so there is no "best" choice and there are tactical choices to make
https://forums.dust514.com/default.aspx?g=posts&m=988205#post988205 |
Mavado V Noriega
SyNergy Gaming EoN.
3927
|
Posted - 2013.07.25 05:32:00 -
[56] - Quote
Avinash Decker wrote:The game is considered by CCP because it's set in the same persistent single shared of a MMORPG . I'm guessing that's why they call it one. Anyway some devs said that the matchmaking won't be based on gear. https://forums.dust514.com/default.aspx?g=posts&m=1076674#post1076674CCP Nullarbor wrote:Yes we are developing a new matchmaking system which adapts to your skill level, so as you get better you should be put into more challenging battles.
Having said that we don't think matchmaking has a place for all battles, this is New Eden after all. We are working on plans to expand both faction warfare and planetary conquest to more players, hopefully providing a more "gloves off" battle for those that like that sort of thing. CCP Nullarbor wrote:Just to clarify by skill level I don't mean skill points, I mean actual battle effectiveness. In practical terms this could be due to your gear, your skill points, the design of your fittings or choice of weapons, whether you are playing in a squad, whether you use voice comms, whether you are using your preferred input device, how good your internet connection is, your situational awareness of the battle field, how good you are at aiming etc etc.
The true test of good matchmaking will be if the prediction on how effective you and your team will be against another can adapt to a lot of these difficult to track variables. Right now we are experimenting with a few different ways of doing this and the simulations are looking promising so far.
To the point about scaling rewards, we actually do adjust the reward payout based on the gear used in battle. This doesn't vary that much at the moment because we have quite mixed battles but in theory if the matchmaking can produce higher tier battles then I would expect to see higher tier payouts. This is something we will probably have to review once the new system is in place.
https://forums.dust514.com/default.aspx?g=posts&m=1075690#post1075690Also a part of a quote by CCP Etrene said : Improving overall gear balancing so there is no "best" choice and there are tactical choices to make https://forums.dust514.com/default.aspx?g=posts&m=988205#post988205
all these things should of been doin for the past year in beta, not on release tbh once u release a game on console ppl expect a finished product not one that still doin beta testing during the release. |
Shijima Kuraimaru
WarRavens League of Infamy
278
|
Posted - 2013.07.25 07:53:00 -
[57] - Quote
Kane Fyea wrote:Shijima Kuraimaru wrote:Kane Fyea wrote:Shijima Kuraimaru wrote:
This made me laugh. I couldn't believe my eyes when I read it. Had to read it three times to get over my disbelief that it actually has to be explained to someone.
Learn your acronyms. It is an MMO as MMO means "Massively Multiplayer Online" Where it's lacking is the RPG part, RPG meaning "Role Playing Game". I'm sure we all know FPS means "First Person Shooter", vehicles being the TPS (Third Person Shooter) exception. So Dust 514 is currently a MMOFPS with RPG elements meaning "Massively Multiplayer Online First Person Shooter with Role Playing Game elements".
This game is not an MMO by any means. Unless you think CoD and BF3 are MMOs lol. You obviously don't know what your talking about. But please reply and tell me how this is an MMO. I would LOVE to hear that. Dust is different from CoD type FPSs. Dust has a player base that's playing the same game together, on dedicated servers, set up and maintained by the game developer, that provides a persistent digital environment to said players. Unlike other CoD like games where any given match is hosted on one of the player's consoles. So, Dust is an MMO. The SP progression system is a standard RPG element, so is the persistent universe. So Dust has RPG elements. And finally Dust is a FPS, TPS for vehicles. So simple even you should understand it. That does not make it an MMO. Trust me I'm almost done with college to become a game designer.
So you feel that though I've been constantly participating in, gaining practical experience in, and beta testing, MMOs since 1999, I'm ignorant. Your own arrogance laced ignorance astounds. You should know your target before attempting to offend and insult. If I were to assume based on your statements, I would guess you were between 10 and 14 when I started my foray into MMOs. But to assume would be folley as you could have started earning your degree in your late 30s which might put you at around the same age as myself. Now that isn't to say that age makes a difference, but I do have a good 16 years of comprehensive adult experience behind me.
Here. Maybe this will help.
A massively multiplayer online game (also called MMO and MMOG) is a multi-player video game which supports large numbers of players simultaneously. By necessity, they are played over the Internet. Many games have at least one persistent world.
MMOGs can enable players to cooperate and compete with each other on a large scale, and sometimes to interact meaningfully with people around the world. They include a variety of game play types, representing many video game genres.
This describes Dust. |
Harkon Vysarii
Dead Six Initiative Lokun Listamenn
434
|
Posted - 2013.07.25 07:58:00 -
[58] - Quote
Nebra Tene wrote:I like the idea, been thinking of something similar myself, but not to this detail. +1 ZDub 303 wrote:Just curious, not disagreeing with your post at all, but how would they monetize if you didn't need SP or aurum gear to unlock awesome gear? Aesthetic items and color schemes, everyone loves that stuff! You know, different color schemes or skins, stuff you can add to your dropsuit or your in your merc quarters or on vehicles, things that allow you to customize your merc and its stuff. Bet people would pay a lot for that, and no one would be getting an advantage for it, there'd be no need to waste time trying to "balance" it to existing items and whatnot. True Adamance wrote:I'd be happy with tiericide if they made drops suits cost the original 375K from the 2011 trailer.... THAT WOULD BE AMAZING!
My suggestion about Dropsuits was why bother with racial ones.
Why not have three corporate dropsuits per race per frame, each representing a corporations within the empire making dropsuits for mercs, they fill as spectrum of roles for light, medium, heavy variants of each frame of dropsuit. Each would have a unique design reflecting the corp and racial group
E,G- Kaalakiota Light Medium Frace (Recon) Ishukone Standard Medium Frame ( Assault), Lai Dai Heavy Assault Frame (Heavy Assault)
I really like that idea too. I mean it makes more sense with them being mercenaries and all, have corporations "sponsor" them, thus the Isk gain would depend on how well you did in a match or something, plus it would help add variation. Yes (Adamance Alt) this would also be more in tune with us being corporate mercenaries rather than empire mercenaries.
Basically all CCP has to do to implement this is bring out the CORE racial suits and make alternate coloured varients of them with the same slot lay outs at Tier 1 and Tier II give adequate bonuses and use the same fame design. |
Soul Houdson
L.O.T.I.S. RISE of LEGION
0
|
Posted - 2013.07.25 08:33:00 -
[59] - Quote
As a noob (I have been playing Dust since 2 months) with not a lot of time to spend playing, I agree with the need to do something to help the new players.
When I started playing Dust it was mainly for its idea and, even if I am playing only pub matches I must say that I like it. I normally peacefully pass over all the technical issues as I understand how much difficult it is for CCP to take care of everything, therefore I try to believe in them and to be positive thinking they will fix all the issues sooner or later. For this reason I also understand the need to keep people playing and paying (ISK or Aur) and I do not think it would be good for the game and for us all to change that.
Now to come to the real issue of new players vs vet(proto) players here is what I have noticed (I am using militia stuff and it is the first online game for me so I am probably not that good at it ):
I think the problem is not on the suits or their mods rather on the ISK and SP reward we get for every match.
I do not know how the ISK reward is calculated but I see it varies quite a lot and generally seems to reflect my playing during the match and the difficulties I encounter during it (If I meet a lot of adv or proto players, even if I die a lot and my WP are low, I generally can still get a generous amount of ISK ). Nothing to say or change on this.
Now for the SP... as I understood we get 24'000 SP/day by passive boost and we can get maximun about 190'000 SP/week by playing. This make 8'760'000 SP/year for doing nothing and maximum about 9'880'000 SP/year by reaching the cap every week... (impossible for me... ).
This division itself can be good but it is the way the SP reward per single match is calculated that has to be changed in my opinion:
As fas as I know right now we get 5 SP/sec of played match and 1 SP/WP. This brings me to get from 3000 to 6000 SP/match depending much more on how much time the match last rather than on how much I helped or achieved during it...This means that if the blue and reds are balanced and the match is won by either of the two (it really does not matter for the reward) I will get more SP (even with 0 WP and a lot of deaths) than in a match were one of the teams is really stronger than the other resulting in a quicker win or loss (even with 850 WP and a decent K/D).
I think the SP reward should take into account also the difficulty encountered during the match and or the damage done... In this way, a new player being repeatedly killed by an adv or proto, but anyway able to hit his enemy as hard as he can, will still be helping his team as he can and being rewarded for his sacrifice (the reward might be only in SP without changing the WP given). We could also think of lowering the gain of SP/sec during the match so that it will be more important how may WP and damage you do rather than just how much time you "play".
In my opinion this would descourage AFK players and redliners as they won't get anymore so much SP just for sitting in the match, (if we erase also the WP bonus for destroying neutral installations we could also avoid players from destroying them in the first few secs of the game without any possible reason if not just to get some WP...) and at the same time we would encourage new and/or weaker players to keep playing as much as they can and to get better even though they are killed over and over by adv, proto or more skilled players. (At least I would be really encouraged by something like this...)
This could unfortunately bring another issue as the gain of SP would raise too much with getting better gear and being able to hit, kill or wathever much more than a new/basic player. For this the ideal thing would be to have modifiers of the SP reward based on the gear we are using or better (but I think it would be quite difficult technically) based on the gear of our opponents, so that a basic player hitting a proto would get more points than shooting another basic while a proto shooting a basic would get much less points than fighing another proto. This would make the game much more RPG like and, even though generally in RPG's you do not get less points by growing but it is just that you need more points to reach higher levels, as in Dust there are much fewer options and skills to raise, I think it would be a better solution.
Now, just to conclude, I would like to write a little on my actual situation with the game because I believe it might be quite common for other players:
As I am a new player with not much time to play, and being the SP reward like they actually are, right now I am not carying to much wether if I can play or not, as I know that I am still farming a good amount of SP/day just by doing nothing (I hardly have time to play enough to get 24000 SP/day by playing)... and... as I ethically do not like redlining, AFKing or CCM sniping, I just prefer not to play if I do not have time to do it properly or if I am not in the mood for being killed so many times in the 90% of matches...
Sorry for the long post but I hope you'll like it anyway |
Vyzion Eyri
The Southern Legion
1065
|
Posted - 2013.07.25 09:13:00 -
[60] - Quote
Gotta agree with gbghg here, so I'll rebutt some big arguments against his OP.
1.Need for progression: feel like time has paid off 2.No need for SP
I'll address these two together. Because if we do remove tiers as we know them, SP can be used to RETAIN A SENSE OF PROGRESSION. Not only this, but so can ISK. I'll expand on both.
SP: tiercide means there are many, many more variations of a basic item, but no 'improved in all aspects'-type items. What this allows us to do is apply skills TO EACH VARIANT. For example, triage repair tools get bonuses to dropsuit repair rate, whilst axis repair tools get bonuses to vehicle/installation repair rate. A caldari assault dropsuit which has slightly increased movement speed will now have bonuses to movement speed as well. This bonus will mean this suit will eventually become slightly faster than a scout suit with no skills. So SP and progression can still exist.
Furthermore, if we increase the ISK cost of all items, then instead of grinding for SP as we are now, we instead focus on grinding for ISK. Since most items will be unlocked after a little bit of SP, more expensive items should balance out being able to purchase tons of a single item.
3.Money for CCP
Like others have already argued, selling aesthetical or pretty dropsuits can suffice. Boosters will still be purchased, just less often, because SP is still useful but not as important because we've increased the important of ISK, and that balances SP out.
We can have multicoloured repair tool beams, dropsuit camo, vehicle camo, decorations for our merc quarters, etc. etc. Possibilities are endless.
4. There is the ability for current mlt weapons/cheap gear to kill prototype gear
Yea, you can remote explode someone in prototype gear. You can kill them with a MLT AR if they're playing stupidly. But chances are, that won't happen. Chances are, they're willing to lose a couple of suits because the amount of damage they can deal in return far outweighs what militia weaponry can do to stop them. Cost of prototype gear certainly isn't high enough to keep people away. Even when I suggested raising the cost of prototype gear to the price of tanks, people argue that once EVE starts flooding DUST with ISK, it won't matter. Maybe you're right. In that case, tiercide is the only option we have to prevent 24/7 pubstomping of newbcakes. |
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