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Project Nova: Ongoing Updates - May 20th - June 2nd

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OSG Planetary Operations
#1 Posted: 2017.06.09 03:11
Rattati may be back in his cave for a little while, but he has dropped some new tidbits of information. Check it out and don't forget to give feedback on these ideas!

http://biomassed.net/2017/06/09/project-nova-ongoing-updates-may-20th-june-2nd/
#2 Posted: 2017.06.09 04:11
War barges were baby steps in the direction of manufacturing. However, would the idea of manufacturing therefore be dead in Nova with 3D printing explaining where items come from?

I always imagined that corporations would allow cheaper specific gear for their members. Is this still a possibility in Nova?

Put your flags up in the sky. And wave them side to side. Show the world where you're from. Show the world we are one.

#3 Posted: 2017.06.09 04:23
I imagine that since progression isn't necessarily linear anymore (since modules are suit and weapon specific) that the skill tree would be more like a skill web and when you you reached tier two that web would thread together with your other webs.

For all the one trick ponies out there, is it reasonable to hold that people have to play different roles to expand the one role they like to play?

For example, if I want access to a Sentinel specific module for my Scout suit I would have to play as a heavy and upgrade to tier two to use that item on the scout suit (and all other suits for that matter).

However, while I do like this idea I think there should be an alternative way to gain access to other modules I'm order to progress your specific suit and weapons. Even if it is an uneccessarily difficult manner to achieve the modules. That way players wouldn't feel forced to play roles they don't want to.

My time playing Overwatch has made realized that when players feel forced to play something they don't enjoy in game that they will often become toxic or lazzes faire such that they are more or less just looking to get their card punched and not really playing with an attitude conductive to maintaining a prosperous and vivid community.

Put your flags up in the sky. And wave them side to side. Show the world where you're from. Show the world we are one.

OSG Planetary Operations
#4 Posted: 2017.06.09 04:29
DeadlyAztec11 wrote:
I imagine that since progression isn't necessarily linear anymore (since modules are suit and weapon specific) that the skill tree would be more like a skill web and when you you reached tier two that web would thread together with your other webs.

For all the one trick ponies out there, is it reasonable to hold that people have to play different roles to expand the one role they like to play?

For example, if I want access to a Sentinel specific module for my Scout suit I would have to play as a heavy and upgrade to tier two to use that item on the scout suit (and all other suits for that matter).

However, while I do like this idea I think there should be an alternative way to gain access to other modules I'm order to progress your specific suit and weapons. Even if it is an uneccessarily difficult manner to achieve the modules. That way players wouldn't feel forced to play roles they don't want to.

My time playing Overwatch has made realized that when players feel forced to play something they don't enjoy in game that they will often become toxic or lazzes faire such that they are more or less just looking to get their card punched and not really playing with an attitude conductive to maintaining a prosperous and vivid community.


At the same time, if the modules you're looking to unlock make sense for that secondary role you're playing....would you not at least be interested in that type of playstyle?

For example, if you wanted to unlock a Weapon Range module for your Assault so you can have longer range, would you not at least be interested in training Markmsman...a class that plays long range?

Similarly, If you prefer to play a high HP low mobility character, chances are you won't be interested in the kinds of modules the Infiltrator offers, so don't worry about playing it.
Made in Poland...
#5 Posted: 2017.06.09 10:39  |  Edited by: Mejt0
CCP Rattati wrote:

You will bring a Formation to battle which is a subset of your Dropsuits. They are unmodifiable during battle. Make your strategic choices before battle [...] It may also require you to plan with your squad and/or team on who’s bringing what. Teamwork may prove the tipping point.


Would be nice to get a little of clarification on this.

Will planning on what we bring end up on our squad alone? /or/
Will it involve the entirety of our team (before the battle starts)?

What I'm getting at, will there be a warbage like in the early days of Dust (or anything similar in mechanic) to allow us to co-operate with other players? Or is it going to be limited to just squads/teams made beforehand (i.e. end game PC, squadding)?

Vigilant Pilot

Happy Hunting

#6 Posted: 2017.06.09 14:04
Thanks for the update, Pokey.
Unfortunately, I did not pick up on much new info to discuss.
I hope the whole DUSTiny thing is not why Rattati is going back in his cave. I admit a new game can be great working off of pre-existing ideas. For example, the Loot Planet idea I submitted for Nova was a slight mod of The Division's Dark Zone. In all honesty, I think there were 2 reasons I started to go kind of negative in the Dropsuit Progression thread; (1) I liked DUST (and even EVE somewhat) despite all the flaws and (2) I hope Nova does not end up being a cookie cutter shooter to try to fit into the mainstream. I should have more faith in Rattati though. Oops

I don't troll; I tell the truth.

I'm also known as "The ANTI-Propaganda Machine".

OSG Planetary Operations
#7 Posted: 2017.06.09 15:49
Mejt0 wrote:
CCP Rattati wrote:

You will bring a Formation to battle which is a subset of your Dropsuits. They are unmodifiable during battle. Make your strategic choices before battle [...] It may also require you to plan with your squad and/or team on who’s bringing what. Teamwork may prove the tipping point.


Would be nice to get a little of clarification on this.

Will planning on what we bring end up on our squad alone? /or/
Will it involve the entirety of our team (before the battle starts)?

What I'm getting at, will there be a warbage like in the early days of Dust (or anything similar in mechanic) to allow us to co-operate with other players? Or is it going to be limited to just squads/teams made beforehand (i.e. end game PC, squadding)?


Good question. They probably haven't gotten that far, but some means to communicate and see what your team composition is would be nice.

Moorian Flav wrote:
Thanks for the update, Pokey.
Unfortunately, I did not pick up on much new info to discuss.
I hope the whole DUSTiny thing is not why Rattati is going back in his cave. I admit a new game can be great working off of pre-existing ideas. For example, the Loot Planet idea I submitted for Nova was a slight mod of The Division's Dark Zone. In all honesty, I think there were 2 reasons I started to go kind of negative in the Dropsuit Progression thread; (1) I liked DUST (and even EVE somewhat) despite all the flaws and (2) I hope Nova does not end up being a cookie cutter shooter to try to fit into the mainstream. I should have more faith in Rattati though. Oops


Yeah, most of the info was already on the forums, plus as he said they're currently heads down working right now so I don't expect huge chunks of data until their planning for their next sprint.

As for progression, probably the biggest points of contention are going to be "No Universal Skill Tree" and "You need to train other classes to unlock more options". It is a departure from the approach used in EVE and DUST but I think the heart of what you ultimately end up with is pretty much the same. IF anything they seem to be trying to make fitting as open-ended as possible, which basically means more potential fits than even DUST had -- certainly not cookie cutter.

I think the end goal is to make the game as approachable as your normal shooter, but as deep as a proper New Eden game. I think the first part is what is going to startle veterans the most, but I also think it's the part that's going to allow the game to actually generate more than a small niche playerbase.
#8 Posted: 2017.06.09 16:54
Pokey Dravon wrote:
I think the end goal is to make the game as approachable as your normal shooter, but as deep as a proper New Eden game. I think the first part is what is going to startle veterans the most, but I also think it's the part that's going to allow the game to actually generate more than a small niche playerbase.

None of these were really issues that kept players away. They can change it up all day and put fancy bows on it and maybe some ribbons but if there isn't a reliable way to keep high "level" squads out of pubs it's going to be the exact same loop of new players getting shoved into the ground over and over while they try to wrap their heads around the unlock system.

It's their game, they can change what they like, but virtually all of DUSTs retention issues stem from bad coding and buggy / laggy gameplay and a broken matchmaker, not complex mechanics.
Made in Poland...
#9 Posted: 2017.06.09 17:14
DUST Fiend wrote:
Pokey Dravon wrote:
I think the end goal is to make the game as approachable as your normal shooter, but as deep as a proper New Eden game. I think the first part is what is going to startle veterans the most, but I also think it's the part that's going to allow the game to actually generate more than a small niche playerbase.

None of these were really issues that kept players away. They can change it up all day and put fancy bows on it and maybe some ribbons but if there isn't a reliable way to keep high "level" squads out of pubs it's going to be the exact same loop of new players getting shoved into the ground over and over while they try to wrap their heads around the unlock system.

It's their game, they can change what they like, but virtually all of DUSTs retention issues stem from bad coding and buggy / laggy gameplay and a broken matchmaker, not complex mechanics.


I still believe that it's better to give people more options instead of forcing it all on the matchamker.
You are not going to get rid of people who want to stomp, but why not reduce it by some means?

The first thing that comes to my mind is a low-sec mode.
It's basically the same thing as your normal pub but it will provide greater payouts / more sp / greater anything.
The point of this is to give players a mean to compete higher.
Available after making it thorugh x battles, requires squads of x to enter. Maybe there's no insurance for such battles.
It has to be good enough so people will want to go there, but not good enough for it to be a farm.

Vigilant Pilot

Happy Hunting

#10 Posted: 2017.06.09 17:45
I sort of just automatically include low and null sec battles into a functioning matchmaker, along with a working Planetary Conquest. I'm guessing we can kiss that kind of stuff goodbye, not that we ever had it in the first place.
OSG Planetary Operations
#11 Posted: 2017.06.09 17:46  |  Edited by: Pokey Dravon
DUST Fiend wrote:
Pokey Dravon wrote:
I think the end goal is to make the game as approachable as your normal shooter, but as deep as a proper New Eden game. I think the first part is what is going to startle veterans the most, but I also think it's the part that's going to allow the game to actually generate more than a small niche playerbase.

None of these were really issues that kept players away. They can change it up all day and put fancy bows on it and maybe some ribbons but if there isn't a reliable way to keep high "level" squads out of pubs it's going to be the exact same loop of new players getting shoved into the ground over and over while they try to wrap their heads around the unlock system.


Not what I was talking about but ok.

Of all the new players I worked with, the primary complaint was "This is all really confusing, I would have never figured this out if you hadn't explained it to me"
#12 Posted: 2017.06.09 23:59
Give them a training area and some tutorial videos *shocked gasp*
ROGUE RELICS
#13 Posted: 2017.06.10 00:51
After reading, I thought about omni slots a bit.

I'm not concerned as much about the extra work needed to transfer items between classes as I am about having modules restricted to certain classes.

If only omni slot items can be transferred, then non-omni slot items are, by default, class specific. I thought all items could be transferred between class at Tech 2.

Having class specific items means that CCP can make classes more focused and easier to balance. Items meant only of scouts can't be used on other classes, or HMG meant only for heavies, being slapped onto scouts. This also could allow CCP to create unique class specific items that would otherwise to easily abused or hard to balance if allowed to be used by other classes.

But what does this mean for omni slot items? I feel they would naturally end up being balanced as weaker items compared to class specific items because they can be used on any class. Shield extenders, armor plates are good examples that should be allowed to be transferred between classes.

The question I have is can ALL slots of a class use any of the modules available to them? Omni slots are not restricted to be filled only be omni slot items, but any item, including non-omni slot items?
ROGUE RELICS
#14 Posted: 2017.06.10 00:57
I think each class should have additional modules that become available at Tech 1 that allow you to customize the fit.

At Tech 2, these item become tradable.


Civilian - no customization

Tech 1 - customization using available modules

Tech 2 - Modules become trade-able

This keeps new players focused on playing the game and learning without any distractions, and then eases them into the deeper waters gradually.
OSG Planetary Operations
#15 Posted: 2017.06.10 01:59  |  Edited by: Pokey Dravon
DUST Fiend wrote:
Give them a training area and some tutorial videos *shocked gasp*


Oh golly I never thought of that! That would instantly fix everything!

But really, maybe this just isn't the game for you if you're going to be so fixated on hating how they're streamlining the NPE.
OSG Planetary Operations
#16 Posted: 2017.06.10 02:03  |  Edited by: Pokey Dravon
DeathwindRising wrote:
The question I have is can ALL slots of a class use any of the modules available to them? Omni slots are not restricted to be filled only be omni slot items, but any item, including non-omni slot items?


All slots are fixed. Leveling within Tech II ultimately converts all Fixed slots to Omni slots. So everything can be swapped out eventually.

I think you're over thinking it lol.
ROGUE RELICS
#17 Posted: 2017.06.10 02:17  |  Edited by: DeathwindRising
Pokey Dravon wrote:
DeathwindRising wrote:
The question I have is can ALL slots of a class use any of the modules available to them? Omni slots are not restricted to be filled only be omni slot items, but any item, including non-omni slot items?


All slots are fixed. Leveling within Tech II ultimately converts all Fixed slots to Omni slots. So everything can be swapped out eventually.

I think you're over thinking it lol.


what's the difference between only swapping between omni slots and only being able to swap items with classes that are Tech 2?

why are the slot conversions happening at all?

especially if omni slots are really just normal slots in terms of use. Just say " After reaching tech 2, you can swap items with other tech 2 classes."



I'm not sure how it would work.

two classes with 4 slots are both tech 2

Class A has 2 omni slots + 2 fixed slots

Class B has 4 omni slots


1.) Class A can use any two items from Class B?

or

Class A can only use the FIRST two items from Class B?

2.) Can class B use all of class A's items?

or

Can class B only use the FIRST two items from class A because the first two items are in omni slots?
OSG Planetary Operations
#18 Posted: 2017.06.10 02:26
DeathwindRising wrote:
Pokey Dravon wrote:
DeathwindRising wrote:
The question I have is can ALL slots of a class use any of the modules available to them? Omni slots are not restricted to be filled only be omni slot items, but any item, including non-omni slot items?


All slots are fixed. Leveling within Tech II ultimately converts all Fixed slots to Omni slots. So everything can be swapped out eventually.

I think you're over thinking it lol.


what's the difference between only swapping between omni slots and only being able to swap items with classes that are Tech 2?

why are the slot conversions happening at all?

especially if omni slots are really just normal slots in terms of use. Just say " After reaching tech 2, you can swap items with other tech 2 classes."



I believe because the slots are not all unlocked simultaneously. They're part of the progression within Tech II, you convert them one at a time.
Direct Action Resources
Rise Of Legion.
#19 Posted: 2017.06.10 04:57
Another great update, thanks Pokey, you are the man...

“… shatter the enemy and then the terrain will fall into your hands by itself.” - General Heinz Gaedke

LulKlz
#20 Posted: 2017.06.14 20:31
I'm much more optimistic these days about Nova.
Still salty AF Dust got shutdown so eagerly but oh well.

Your friendly Pub match logi

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