Pages: 1 2 [3] 4 5 :: one page |
|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |
gbghg
L.O.T.I.S. RISE of LEGION
2801
|
Posted - 2013.07.25 09:35:00 -
[61] - Quote
Interesting post soul, it gave me an idea for something, I know this technically goes against the risk cs reward dynamic (or maybe in line with it given proto players advantages). So how about this, give diminishing rewards as gear level goes up, militia and standard gear are unaffected but the higher you go the less you get, this encourages pub matches to be filled with STD suits while leaving proto intact for PC.
I know it's a terrible idea just wanted to air it. |
Soul Houdson
L.O.T.I.S. RISE of LEGION
0
|
Posted - 2013.07.25 11:08:00 -
[62] - Quote
Thanks gbghg!
Of course basing the "dynamic" rewards solely on gear would have its pros and cons like every idea.
The choice to use STD or proto stuff would be affected by what the player wants to do, like if he is in a "SP farming " or in a "I want to kill or destroy anything I see " mood .
But at the end (with a lot of playing), after having raised all the skills to the max, anyone will end up just using proto's everytime (as ISK do not seem to be this huge problem even for new players ). I think the key point would be in the journey to reach this point, as I think people will reach it by playing a lot more than farming, like it seems to be now...
There is also another thing coming to my mind which is more important for Corps, I believe. As there is no more Arena mode to train their recruits, Corps are forced to train people in pub matches, which is not very comfortable for many reasons, one of which, as we are discussing, is the chance, almost sureness, to find one or more protos stomping the recruits and making their playing experience hell.
Now, having dynamic rewards and hopefully more STD stuff players at least in pub matches, this would mean to have more leveled and skill based pub matches that would be a more effective training ground for Corp's recrutis. |
Mobius Wyvern
BetaMax. CRONOS.
2684
|
Posted - 2013.07.25 12:03:00 -
[63] - Quote
One thing to consider in all of this is that Dust appears to have been designed with a Tier system before CCP Reykjavik started their "Tiericide" initiative.
Honestly, I can't see any issue with the concept of having a single suit, and then increasing the skill level lets you unlock Specialist suits, and increases the per-level bonus applied to the suit.
I'm sure you'll find some people that will try and fight this to defend their feeling of God-hood that they get from being Proto, but I think such an idea will be better for the game in the long run. |
Shion Typhon
Intara Direct Action Caldari State
197
|
Posted - 2013.07.25 12:13:00 -
[64] - Quote
gbghg wrote:So here's something that's been bugging me for a while, and which I've put a bit of thought into, "why does Dust have tiers, when it's older sibling went through something called tiercide? Tiercide (from what I've gathered, I don't play eve) aimed to completely rebalance pretty much everything so that no ship was fundamentally better than another ship, just better at a given role. This approach meant tier 1 ships (the racial basic suit in dust) were the general ships that could be used in various roles, while the tech 2 ships (the specialised variants, assault, logi etc) were very good at one role but not so much at others. This means that every ship has a place, and none are simply rendered obsolete by moving up a skill level. This is a very good idea, it means that everything has the potential to be used and nothing should be ignored because the next ship in line is better in every way. We need the same thing in dust.
You have basically summed up one of the tentpole problems with Dust.
Ironically as you point out, EVE itself actually deliberately avoids this trap that Dust has fallen into. Bizarre that the second game goes and makes a series of mistakes that the first didn't.
Even when there are tiers in EVE, they generally don't firewall the new tier behind Rank 5 of the sub-ordinate skill, its usually L3 or 4 is the unlock level and the extra +1/+2 level is just for the passive bonus for the grinders/specialists. |
Vulcanus Lightbringer
Eyniletti Rangers Minmatar Republic
32
|
Posted - 2013.07.25 12:23:00 -
[65] - Quote
Cat Merc wrote:Ignore the numbers: https://docs.google.com/document/d/1pet88sKPbMV7G4PqvgRySV1Df5kRyioMIaiSABFIwII/edit?usp=sharingThere, I just created a bunch of variation. About your idea: Rename Basic suits (From the list above) as T1. Assault and Logi are T2, where they aren't just better than T1, they are specialized. T1 is a mesh of a logi and an assault, can do both but a bit worse.Have T1 and T2 gear, T2 gear is more CPU/PG intensive and has greater downsides in addition to the upside.
So T2 Light would be Scout/Pilot and T2 Heavy would be Commando/Sentinel? |
Cat Merc
BetaMax. CRONOS.
3562
|
Posted - 2013.07.25 13:00:00 -
[66] - Quote
Vulcanus Lightbringer wrote:Cat Merc wrote:Ignore the numbers: https://docs.google.com/document/d/1pet88sKPbMV7G4PqvgRySV1Df5kRyioMIaiSABFIwII/edit?usp=sharingThere, I just created a bunch of variation. About your idea: Rename Basic suits (From the list above) as T1. Assault and Logi are T2, where they aren't just better than T1, they are specialized. T1 is a mesh of a logi and an assault, can do both but a bit worse.Have T1 and T2 gear, T2 gear is more CPU/PG intensive and has greater downsides in addition to the upside. So T2 Light would be Scout/Pilot and T2 Heavy would be Commando/Sentinel? Yes. Though they will need changes, as currently they either don't do their job or just plain suck. |
gbghg
L.O.T.I.S. RISE of LEGION
2807
|
Posted - 2013.07.25 16:31:00 -
[67] - Quote
A good post jatheinel made on the feedback version of this thread
Jathniel wrote:DiGreatDestroyer wrote:I think that you cant just go and remove proto or advanced, because people haver earned them with their time and/or resources, so its not fair.
I think that the dust team should make standard only playlists, STD and advanced playlists, and whatever playlists for instant batlles. Thats THE solution thats going to make everyone happy
Technically, we were never supposed to leave beta with all our skill points to begin with. The system of vets killing the game for new players is unbelievably true. Even if you're a vet, you make a new character, and leave Academy, you don't stand a rat's ass of a chance. It's nasty dude. But in reality.... the huge problem for new players is that they simply CANNOT escape the protobears. They just can't. Even if they join up with a corp, it makes no difference. It will be months and months, before they can be solidly competitive gear-wise. This is perfectly fine for any game with the mmo moniker. The difference between every other mmo and Dust is... newbies can escape to the PvE world to train and be prepared for PvP. In Dust, you can't. You HAVE to pull your pants down, and lay face down, ass up, and take it for MONTHS, before you're able to fight back effectively. It's not like that in game like CoD or BF3, where you can pick up a gun, and down anyone no matter how long they've played. Dust has chosen to implement elements from both genres, but it's badly mixed. You can't have only pvp, with characters that get dramatically stronger than others, and then tell the new players that they have NO CHOICE but to sit there and get there ass handed to them, month after month after month, and do NOTHING else. Tell a new player to just take it, and he's going to laugh at you. So we need to get some PvE into this game... otherwise the OP's post is going to be the most sound way to retain new players. Fk how long the veterans have played, the newbies HAVE to be capable of killing you, or doing something else until they can. :(
|
BL4CKST4R
WarRavens League of Infamy
843
|
Posted - 2013.07.25 16:37:00 -
[68] - Quote
I think a good way to solve the proto stomp without removing suits or a huge overhaul of mechanics is to give all suits the same module as the proto counterpart but seperate them through CPU/PG. This lowers the HP difference by a lot, and give basic suits a lot of diversity right from the get go. Another option is to remove the basic and ADV suit, and just make a singular suit across race and role, and the diversity would come only from how you build the suit. Along with this increasing the damage weapons do and lowering ADS movements speed, and increasing X, Y sensitivity to make the game deadlier and closer to the gameplay of most other FPS games, so bob already has a skill advantage, but also keep the uniqueness of the fitting system. |
ZDub 303
TeamPlayers EoN.
1251
|
Posted - 2013.07.25 17:14:00 -
[69] - Quote
We need a system that new people can gradually grow into.
Militia (maybe standard if they can't/don't want to release all militia variants) only academy with almost no payout and limited SP for players over 5million that have 'graduated'.
no proto in instant battles so people can skill up and get comfortable with new skills and fits.
proto in FW, where people can play for exclusive rewards
proto in PC, where people can play highly competitive corp matches for land.
now its a logical progression for a new player.
It has an added benefit of allowing vets to skill into advanced in something and then play around with it on the field in IB without worrying about getting proto stomped while they do it.
It helps remove the 'proto gear is only gear' mentality. |
ZDub 303
TeamPlayers EoN.
1251
|
Posted - 2013.07.25 17:17:00 -
[70] - Quote
BL4CKST4R wrote:I think a good way to solve the proto stomp without removing suits or a huge overhaul of mechanics is to give all suits the same module as the proto counterpart but seperate them through CPU/PG. This lowers the HP difference by a lot, and give basic suits a lot of diversity right from the get go. Another option is to remove the basic and ADV suit, and just make a singular suit across race and role, and the diversity would come only from how you build the suit. Along with this increasing the damage weapons do and lowering ADS movements speed, and increasing X, Y sensitivity to make the game deadlier and closer to the gameplay of most other FPS games, so bob already has a skill advantage, but also keep the uniqueness of the fitting system.
i've also suggested this before too... we need to tighten the obscene powergap that increased module slots creates when you go up to proto gear.
At the very least make it so adv is one slot less and std is 2 slots less.
example:
Cal Logi Proto: 5/4 Cal Logi Adv: 5/3 Cal Logi Std: 4/3 |
|
Daxxis KANNAH
Tronhadar Free Guard Minmatar Republic
259
|
Posted - 2013.07.25 17:33:00 -
[71] - Quote
ZDub 303 wrote:BL4CKST4R wrote:I think a good way to solve the proto stomp without removing suits or a huge overhaul of mechanics is to give all suits the same module as the proto counterpart but seperate them through CPU/PG. This lowers the HP difference by a lot, and give basic suits a lot of diversity right from the get go. Another option is to remove the basic and ADV suit, and just make a singular suit across race and role, and the diversity would come only from how you build the suit. Along with this increasing the damage weapons do and lowering ADS movements speed, and increasing X, Y sensitivity to make the game deadlier and closer to the gameplay of most other FPS games, so bob already has a skill advantage, but also keep the uniqueness of the fitting system. i've also suggested this before too... we need to tighten the obscene powergap that increased module slots creates when you go up to proto gear. At the very least make it so adv is one slot less and std is 2 slots less. example: Cal Logi Proto: 5/4 Cal Logi Adv: 5/3 Cal Logi Std: 4/3
Given the right amount of CPU/PG that would be much closer to how the weapons are done.
Off the top of my head if we got rid of the tiers I would think you would have to give high sp vets modules / perks like better scanning or more range on rep tool and nanohive; an active shield they could activate for like 1-3 secs etc.
Dont want to think too much about it though - unless CCP is going to change course. |
gbghg
L.O.T.I.S. RISE of LEGION
2810
|
Posted - 2013.07.25 17:36:00 -
[72] - Quote
Daxxis KANNAH wrote:ZDub 303 wrote:BL4CKST4R wrote:I think a good way to solve the proto stomp without removing suits or a huge overhaul of mechanics is to give all suits the same module as the proto counterpart but seperate them through CPU/PG. This lowers the HP difference by a lot, and give basic suits a lot of diversity right from the get go. Another option is to remove the basic and ADV suit, and just make a singular suit across race and role, and the diversity would come only from how you build the suit. Along with this increasing the damage weapons do and lowering ADS movements speed, and increasing X, Y sensitivity to make the game deadlier and closer to the gameplay of most other FPS games, so bob already has a skill advantage, but also keep the uniqueness of the fitting system. i've also suggested this before too... we need to tighten the obscene powergap that increased module slots creates when you go up to proto gear. At the very least make it so adv is one slot less and std is 2 slots less. example: Cal Logi Proto: 5/4 Cal Logi Adv: 5/3 Cal Logi Std: 4/3 Given the right amount of CPU/PG that would be much closer to how the weapons are done. Off the top of my head if we got rid of the tiers I would think you would have to give high sp vets modules / perks like better scanning or more range on rep tool and nanohive; an active shield they could activate for like 1-3 secs etc. Dont want to think too much about it though - unless CCP is going to change course. Here's an idea of what could go alongside it SP wise, but it's just a rough idea https://forums.dust514.com/default.aspx?g=posts&find=unread&t=97251
As for a truly terrible idea if none of what I've suggested so far happens (likely) this https://forums.dust514.com/default.aspx?g=posts&find=unread&t=97264 |
Poonmunch
Sand Mercenary Corps Inc. Interstellar Conquest Enterprises
162
|
Posted - 2013.07.25 17:38:00 -
[73] - Quote
One of the problems with DUST is that we have no equivalent to low sec and null sec, like they do in EVE.
High security levels protect the lower level guys. Lower security levels give the upper level guys, with much better equipment and SP, more opportunity to reap greater rewards for the greater risk of lower security space.
In DUST, we are all in the same big pot of guys trying to make a buck.
I'm not sure how to give a similar balancing mechanism in DUST.
There aren't enough of us to cover the whole EVE universe.
Making more tiers outside of the academy might help. It could be based on SP or equipment levels. Of course there would also be wide open tiers where anyone could fight with any type of equipment.
Perhaps the reward system could be used to stratify folks a bit better? Jobs in high security space might offer lower ISK rewards and jobs in low security space might offer higher ISK rewards.
Perhaps a list of battles could be generated which show the security level for each battle. Before each game starts a player might wish to decide which security level he could fight in. Proto gear, or recent academy graduates could be banned from high security and low security jobs, respectively. This would make sense because an EVE corp would not want to pay the higher costs for proto armed mercs (who have higher overhead) in high security space, where the jobs would be much easier.
In any case, I hope they can figure something out. We are eating our young in pubstomping matches.
Munch |
Foo Fighting
The Unholy Legion Of DarkStar DARKSTAR ARMY
5
|
Posted - 2013.07.25 20:47:00 -
[74] - Quote
Reducing the EHP gap would bring some balance as suggested and help newer players compete, agreed. However the gap would not be so disheartening to new players if the SP requirement for suits was lower (like in chrome), i.e. the EHP gap could be reduced much faster and a better feeling of progression is achieved. It comes down to the question "How long can I put up with being stomped before I quit and am I able to reduce the degree of stomping progressively within my frustration threshold?" Cheaper SP suits would also mean vets would be able/have to skill into other roles giving them more choices for their invested time not just more power in one role.
I for one would like to try other roles in the future but I probably won't try as many as I want as I won't want to be a useless Logi/pilot/tanker/scout etc. for 6 months per role |
Aizen Intiki
Ghost Wolf Industries Alpha Wolf Pack
246
|
Posted - 2013.07.25 23:45:00 -
[75] - Quote
I'd rather not. There's little ways to make the T I versions even different at all, and although we can have lots of T II varients, if we go the EVE route, we will have even more "DUST has too many SP sinks" threads than there is now. Casuals would just complain that there isn't enough stuff..... BUT, there is a way around it. If we were to put in more things to do in Dust, such as mining, then, like in EVE, there could be some bonuses for those suits, creating a need for more. Then when that happens, I would take this.
Peace, Aizen |
Scheneighnay McBob
Bojo's School of the Trades
2488
|
Posted - 2013.07.25 23:55:00 -
[76] - Quote
Support.
So modules aren't completely pointless, I think we should look at armor plates (or old armor plates) as a good example. As you go up in tiers, your eHP increases, but your movement speed takes a hit. This is a good way to balance this stuff out. |
Avinash Decker
BetaMax. CRONOS.
61
|
Posted - 2013.07.26 02:48:00 -
[77] - Quote
Poonmunch wrote:One of the problems with DUST is that we have no equivalent to low sec and null sec, like they do in EVE.
In EVE high security levels protect the lower level guys. Lower security levels give the upper level guys, with much better equipment and SP, more opportunity to reap greater rewards for the greater risk of lower security space.
In DUST, we are all in the same big pot of guys trying to make a buck.
I'm not sure how to give a similar balancing mechanism in DUST.
There aren't enough of us to cover the whole EVE universe.
Making more tiers outside of the academy might help. It could be based on SP or equipment levels. Of course there would also be wide open tiers where anyone could fight with any type of equipment.
Perhaps the reward system could be used to stratify folks a bit better? Jobs in high security space might offer lower ISK rewards and jobs in low security space might offer higher ISK rewards. Expensive proto gear couldn't be replaced easily if proto gear can't make money. Penalize SP for losing too many clones to discourage people from playing militia gear in these matches.
Perhaps a list of battles could be generated which show the security level for each battle. Before each game starts a player might wish to decide which security level he could fight in. Proto gear, or recent academy graduates could be banned from high security and low security jobs, respectively. This would make sense because an EVE corp would not want to pay the higher costs for proto armed mercs (who have higher overhead) in high security space, where the jobs would be much easier (CONCORD pretty much keeps things quiet and prevents big, expensive wars).
Make fewer NULL cannons, CRUs, available clones, drop areas and turrets in low sec, so people have to be more aggressive and more likely to use better suits.
Penalize players who use up a lot of clones if they wear militia gear in low sec space by reducing their SP.
Maybe make hackable objects have different difficulties in different security types of space, so only proto suits can hack harder objectives and only lower tier suits can hack easier objectives.
In any case, I hope they can figure something out. We are eating our young in pubstomping matches.
Oh, and fix the AFK issue. That would help, too.
Munch
CCP isn't going to base matchmaking on skill points or gear levels , it is stated in my previous post . As for the security levels , it is represented by the 3 game tabs. Instant action is in High sec planets and both factional war and PC is in low sec. The matchmaking will be based on player skill . I think the idea is since proto players are usually get a lot of kills,wps, wins , etc they will be matched together more likely, and if some player that usually runs standard gear and plays really well a lot of the time, they will most likely be matched with the proto players. And lastly , I think they will balance the tiers so one won't be better than the other. |
Shijima Kuraimaru
WarRavens League of Infamy
281
|
Posted - 2013.07.26 07:13:00 -
[78] - Quote
Avinash Decker wrote:Poonmunch wrote:One of the problems with DUST is that we have no equivalent to low sec and null sec, like they do in EVE.
In EVE high security levels protect the lower level guys. Lower security levels give the upper level guys, with much better equipment and SP, more opportunity to reap greater rewards for the greater risk of lower security space.
In DUST, we are all in the same big pot of guys trying to make a buck.
I'm not sure how to give a similar balancing mechanism in DUST.
There aren't enough of us to cover the whole EVE universe.
Making more tiers outside of the academy might help. It could be based on SP or equipment levels. Of course there would also be wide open tiers where anyone could fight with any type of equipment.
Perhaps the reward system could be used to stratify folks a bit better? Jobs in high security space might offer lower ISK rewards and jobs in low security space might offer higher ISK rewards. Expensive proto gear couldn't be replaced easily if proto gear can't make money. Penalize SP for losing too many clones to discourage people from playing militia gear in these matches.
Perhaps a list of battles could be generated which show the security level for each battle. Before each game starts a player might wish to decide which security level he could fight in. Proto gear, or recent academy graduates could be banned from high security and low security jobs, respectively. This would make sense because an EVE corp would not want to pay the higher costs for proto armed mercs (who have higher overhead) in high security space, where the jobs would be much easier (CONCORD pretty much keeps things quiet and prevents big, expensive wars).
Make fewer NULL cannons, CRUs, available clones, drop areas and turrets in low sec, so people have to be more aggressive and more likely to use better suits.
Penalize players who use up a lot of clones if they wear militia gear in low sec space by reducing their SP.
Maybe make hackable objects have different difficulties in different security types of space, so only proto suits can hack harder objectives and only lower tier suits can hack easier objectives.
In any case, I hope they can figure something out. We are eating our young in pubstomping matches.
Oh, and fix the AFK issue. That would help, too.
Munch CCP isn't going to base matchmaking on skill points or gear levels , it is stated in my previous post . As for the security levels , it is represented by the 3 game tabs. Instant action is in High sec planets and both factional war and PC is in low sec. The matchmaking will be based on player skill . I think the idea is since proto players are usually get a lot of kills,wps, wins , etc they will be matched together more likely, and if some player that usually runs standard gear and plays really well a lot of the time, they will most likely be matched with the proto players. And lastly , I think they will balance the tiers so one won't be better than the other.
If the tiers are flattened out as you're supposing, then there will be a lot of, "If tier two isn't better than tier one, and tier three isn't better than tier one or two, then there's no point in skilling up." |
Avinash Decker
BetaMax. CRONOS.
61
|
Posted - 2013.07.26 07:29:00 -
[79] - Quote
Shijima Kuraimaru wrote:Avinash Decker wrote:Poonmunch wrote:One of the problems with DUST is that we have no equivalent to low sec and null sec, like they do in EVE.
In EVE high security levels protect the lower level guys. Lower security levels give the upper level guys, with much better equipment and SP, more opportunity to reap greater rewards for the greater risk of lower security space.
In DUST, we are all in the same big pot of guys trying to make a buck.
I'm not sure how to give a similar balancing mechanism in DUST.
There aren't enough of us to cover the whole EVE universe.
Making more tiers outside of the academy might help. It could be based on SP or equipment levels. Of course there would also be wide open tiers where anyone could fight with any type of equipment.
Perhaps the reward system could be used to stratify folks a bit better? Jobs in high security space might offer lower ISK rewards and jobs in low security space might offer higher ISK rewards. Expensive proto gear couldn't be replaced easily if proto gear can't make money. Penalize SP for losing too many clones to discourage people from playing militia gear in these matches.
Perhaps a list of battles could be generated which show the security level for each battle. Before each game starts a player might wish to decide which security level he could fight in. Proto gear, or recent academy graduates could be banned from high security and low security jobs, respectively. This would make sense because an EVE corp would not want to pay the higher costs for proto armed mercs (who have higher overhead) in high security space, where the jobs would be much easier (CONCORD pretty much keeps things quiet and prevents big, expensive wars).
Make fewer NULL cannons, CRUs, available clones, drop areas and turrets in low sec, so people have to be more aggressive and more likely to use better suits.
Penalize players who use up a lot of clones if they wear militia gear in low sec space by reducing their SP.
Maybe make hackable objects have different difficulties in different security types of space, so only proto suits can hack harder objectives and only lower tier suits can hack easier objectives.
In any case, I hope they can figure something out. We are eating our young in pubstomping matches.
Oh, and fix the AFK issue. That would help, too.
Munch CCP isn't going to base matchmaking on skill points or gear levels , it is stated in my previous post . As for the security levels , it is represented by the 3 game tabs. Instant action is in High sec planets and both factional war and PC is in low sec. The matchmaking will be based on player skill . I think the idea is since proto players are usually get a lot of kills,wps, wins , etc they will be matched together more likely, and if some player that usually runs standard gear and plays really well a lot of the time, they will most likely be matched with the proto players. And lastly , I think they will balance the tiers so one won't be better than the other. If the tiers are flattened out as you're supposing, then there will be a lot of, "If tier two isn't better than tier one, and tier three isn't better than tier one or two, then there's no point in skilling up."
The quote from CCP Etrene stated there will be tactical choices to make , I do not know how they going to do it , but that's what they might to do. Although CCP might not do it . |
Vyzion Eyri
The Southern Legion
1072
|
Posted - 2013.07.26 07:41:00 -
[80] - Quote
Shijima Kuraimaru wrote: If the tiers are flattened out as you're supposing, then there will be a lot of, "If tier two isn't better than tier one, and tier three isn't better than tier one or two, then there's no point in skilling up."
The original idea in the OP focuses on balancing out the game between vets and newbies. I agree it doesn't address problems such as these, however, I think the advantages of this idea far outweigh the disadvantages, because once we implement this, we can develop it further.
Since all gear is essentially equal once this is implemented, phase two would be making some gear more equal than others. We can do this in two ways:
1) ISK
Make T2 gear cost much more than T1. T2 will be used for extremely specific roles, therefore, ideal when you have a squad where everyone knows what they're doing. The cost will be worth it then because you know you can achieve the purpose of that suit when working with a squad.
T1 suits, less specialised, can be used in generic public matches/contracts. Disposable and cheap, with less glaring weaknesses than T2 gear, but no big strengths either.
2) Keeping SP important
Essentially, the SP sink of UNLOCKING initial gear is gone. Where SP now goes into is passive bonuses, efficacy, fitting costs, and unlocking variants.
Therefore, players can choose to unlock variants or specialise into one variant by upgrading skills for it. One of my most overused examples is giving triage repair tools a skill which increases dropsuit repair rate. That's worth skilling into. A skill which increases the speed of a scout dropsuit, that's worth skilling into. It doesn't allow you to get a better base suit, but it does make you have an edge over someone with the same suit without the skills you've chosen, which I feel is much more elegant than the current system. |
|
Angus McBeanie
Seraphim Auxiliaries
40
|
Posted - 2013.07.26 10:19:00 -
[81] - Quote
Shijima Kuraimaru wrote: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. After thought: After a little research, I've reached a conclusion that CoD type games are MMOs in the barest sense as they use the internet to connect players to each other. In my mind they're still not true MMOs as they lack dedicated developer maintained servers and a "persistent world".
And there you go, I said it was as much an MMO as the newer cod or battlefield. Just the simplest thing like interacting or questing with NPC's in open space area'd are not present in Dust(yes drones, but we heard about them for a year or two, if not more now). Instead of telling him off Shijima, go google Battlefield Heroes and compare that mechanisms of that game to how dust is. By all means, reading your 3-4 posts, your conclusions about an MMO describes most of the mechanisms of Battlefield Heroes and that game is not a f'kin MMO. |
calvin b
Molon Labe. League of Infamy
128
|
Posted - 2013.07.26 10:31:00 -
[82] - Quote
Touch my hard earned proto gear and die. I earned it thru blood, sweat, and a lot of cursing. I am all about leveling the field but touch another mans gear and your asking for it. Do you feel lucky punk do you |
CuuCH Crusher
Commando Perkone Caldari State
154
|
Posted - 2013.07.26 11:07:00 -
[83] - Quote
The forge gun is the great equalizer in this game. No matter how much HP you have, if you take a direct hit from a forge gun you're dead. You have to be accurate, but if you're good enough, you should have no problem taking out proto suits. |
ZeHealingHurts HurtingHeals
Seituoda Taskforce Command Caldari State
330
|
Posted - 2013.07.26 11:51:00 -
[84] - Quote
Yes. I agree 100%.
Edit: What's all this about Dust being an MMO? I didn't know the definition changed to "about 32 people shooting each other."
He is the core gamer, the bastard child of the casual and hardcore gamer. He invests the former's effort and cries when he doesn't get the latter's results. |
gbghg
L.O.T.I.S. RISE of LEGION
2831
|
Posted - 2013.07.26 17:03:00 -
[85] - Quote
calvin b wrote:Touch my hard earned proto gear and die. I earned it thru blood, sweat, and a lot of cursing. I am all about leveling the field but touch another mans gear and your asking for it. Do you feel lucky punk do you I feel very lucky when it comes to threats from a complete stranger over the Internet, come at me bro!!! |
ZDub 303
TeamPlayers EoN.
1274
|
Posted - 2013.07.26 17:05:00 -
[86] - Quote
Honestly... the solution is not to nerf proto gear, it is to buff std/adv gear.
Give std and adv gear the same number of slots as proto gear, and maybe a 5% bump in CPU/PG.
It would level the playing field a lot while still giving a sense of progression. |
gbghg
L.O.T.I.S. RISE of LEGION
2831
|
Posted - 2013.07.26 17:07:00 -
[87] - Quote
ZDub 303 wrote:Honestly... the solution is not to nerf proto gear, it is to buff std/adv gear.
Give std and adv gear the same number of slots as proto gear, and maybe a 5% bump in CPU/PG.
It would level the playing field a lot while still giving a sense of progression. Either works, as I've said before, removing or nerfing proto is just an idea. What this post is really about is removing/narrowing the gap between tiers. |
Shijima Kuraimaru
WarRavens League of Infamy
281
|
Posted - 2013.07.26 20:14:00 -
[88] - Quote
Angus McBeanie wrote:Shijima Kuraimaru wrote: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.
After thought: After a little research, I've reached a conclusion that CoD type games are MMOs in the barest sense as they use the internet to connect players to each other. In my mind they're still not true MMOs as they lack dedicated developer maintained servers and a "persistent world". And there you go, I said it was as much an MMO as the newer cod or battlefield. Just the simplest thing like interacting or questing with NPC's in open space area'd are not present in Dust(yes drones, but we heard about them for a year or two, if not more now). Instead of telling him off Shijima, go google Battlefield Heroes and compare that mechanisms of that game to how dust is. By all means, reading your 3-4 posts, your conclusions about an MMO describes most of the mechanisms of Battlefield Heroes and that game is not a f'kin MMO.
I think you misunderstand. IMO, and by definition, Dust is an MMO while CoD and BF are barely MMOs. When I said they're not true MMOs I was only referring to CoD like games that hold their matches on a player's console rather than on a dedicated server with a "persistent world". |
ZDub 303
TeamPlayers EoN.
1288
|
Posted - 2013.07.26 20:16:00 -
[89] - Quote
gbghg wrote:ZDub 303 wrote:Honestly... the solution is not to nerf proto gear, it is to buff std/adv gear.
Give std and adv gear the same number of slots as proto gear, and maybe a 5% bump in CPU/PG.
It would level the playing field a lot while still giving a sense of progression. Either works, as I've said before, removing or nerfing proto is just an idea. What this post is really about is removing/narrowing the gap between tiers.
I think most everyone can agree the power gap between proto and non-proto suits is http://media.heavy.com/media/2013/05/damn.jpg |
Lightning Bolt2
DUST University Ivy League
79
|
Posted - 2013.08.03 04:16:00 -
[90] - Quote
Cat Merc wrote:Ignore the numbers: https://docs.google.com/document/d/1pet88sKPbMV7G4PqvgRySV1Df5kRyioMIaiSABFIwII/edit?usp=sharingThere, I just created a bunch of variation. About your idea: Rename Basic suits (From the list above) as T1. Assault and Logi are T2, where they aren't just better than T1, they are specialized. T1 is a mesh of a logi and an assault, can do both but a bit worse. Have T1 and T2 gear, T2 gear is more CPU/PG intensive and has greater downsides in addition to the upside. (haven't read past this post)
that is honestly a really good idea... but it'll have to come with a complete suit respec (where only skills related with dropsuits are respeced) |
|
|
|
|
Pages: 1 2 [3] 4 5 :: one page |
First page | Previous page | Next page | Last page |