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Uprising between now, 5/14 and beyond

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C C P
C C P Alliance
#1 Posted: 2013.05.10 16:42  |  Edited by: CCP Frame
Dear players,

As you are all aware – deployment of the Uprising build is upon us as of May 6th, and part of the reason we staged the deployment to be on May 6th with removal of the Beta designation on May 14th is that with the multitude of updates and changes that came with Uprising we wanted to give our players time to experience the new build and give us feedback.

We also appreciate that many of you desire communication from us that is even more transparent and timely when it comes to upcoming changes. In this regard, we are taking steps to make communications with you better. Chief among them is working with the CPM (Council of Planetary Management, the player council involved with DUST 514 development and the voice of you, the users), and generally increasing both the quantity and quality of communication. We are working hard to achieve this while continuing to keep things moving along in the development trenches. It can be tough at times, because we want to spend more time with you, learning from you, while working hard to bring you more of what you want in-game as quick as we can – please know, even if we go silent for a little bit, we are listening, but, that said, we are going to work extra hard to jump in and talk with you no matter what.

After observing your feedback and with the consultation from CPM we are ready to discuss various topics that you’ve brought up in various forum threads and our plans for addressing this stuff immediately and ongoing. Many of these issues will be addressed via hotfixes before the 14th, and throughout the month of May. Please actively participate in the continued Beta testing as we introduce changes and fixes up to the 14th. We really appreciate your feedback and role in the ongoing development of DUST 514, both during the Beta and beyond. We will endeavor to make public as many details on changes taking place in Uprising in advance of / as soon as they become available (whipping the hamsters can only get so far and our hamsters are busily making fixes!).

Below is a list of changes that we have details on and we would like to share with you and get your feedback. Again, we will be sharing more details as soon as we can manufacture it, so, expect more data to come.

Weapon damage model/HMG balance: We will be monitoring weapons damage and balancing carefully. We also have a set of various incremental changes to weapons in general (not just the HMG) that are being deployed immediately. CCP Remnant will be discussing this issue in this forum thread in greater detail and holding discussions about this issue, but here’s the TL;DR version: In the next hot-fix weapons will all get a 10% damage increase to compensate for the removal of the Weaponry skill bonus.
• HMG damage buffed to 18 HP (including aforementioned 10% increase) and given a 5% dispersion buff.
• In the near future, we will address range issues by removing the hard stop that currently takes place at maximum weapon range.
The updates to this are going out right now as I type this. You can analyze details of this using this spreadsheet here we provided from what launched May 6th with Uprising deployment, to this new one we are providing right now with all the updates here.

Aiming and control system in general: We have done a massive amount of updates to this area of the game with Uprising, laying an enhanced tech foundation for all of these systems to iterate on into the future, and of course, this has come with a lot of feedback as well in the days since Uprising deployment. We are aware of the issue that some players are experiencing “slippery” feel of aiming and general gameplay experience, and our team is carefully looking into tweaking controls schemes for both keyboard and mouse and the Dualshock controller. For example, we have made changes to the input settings on the mouse which should improve the smoothness and fine aiming. The new values are very similar to those in Chromosome (though not identical). Expect CCP Wolfman to have detailed discussions about this particular issue on the forums here. Again, there are updates to this going out right now as I type this.


Skill point progression: Based on your feedback we will be doing further adjustments to skill point requirements for specializations, which received a massive rework in Uprising along with the new node based visualization of the tech tree. Our plan is to address this by tweaking skill point requirements – and in that process reimburse you with the skill points that you’ve spent back to your unused skill pool. Additionally, we are planning an optional skill point respec of skill points to players via petitioning our game masters after this change occurs, in case some of you may not be completely satisfied with your original choices. We also believe that this will solve some dropsuit requirements that were changed in Uprising, giving you easier access to those items again. Details about changes to the skill point progress will be forthcoming when available, and we’ll provide an updated spreadsheet in advance of that (the previous one provided) here.

Vehicle skills, modules and balance: We are listening to your feedback in balancing heavy vehicle experiences. It is a delicate act which has us wanting them to be able to perform their intended “tank” role on the battlefield, while not being overpowered. Here’s a quick break down of some of the changes that are being introduced:
Vehicle Balance
In order to enable to vehicles to last longer in combat for more fun, enduring engagements we’ve increased hit point values for LAVs and HAVs accordingly.

Std & Militia HAVs - 25% more hp
Enforcer HAVs - 60% more hp
Militia LAVs - 60% more hp
Std & Scout LAVs - 50% more hp
Charybdis Logistics LAV - 70% more hp
Limbus Logistics LAV - 40% more hp

CCP Blam! will be discussing the details on vehicle changes in this forum thread here along with more details about vehicle changes.

Logistics not being able to see revive icon at all times: We are working on making life easier for logistics players that use nanite injectors. We understand that indicators don’t show up unless a call for help is explicitly requested, which can make the role of the support player unnecessarily challenged. We are working on an update that will allow logistics players to see fallen team mates and differentiate those who have and have not called for revival. Once again, this is going live right now! Please let us know how it works for you over the weekend on the forums.

Matchmaking – we are working to put live an update to matchmaking on 5/14 that gets new players to play together, and keeps the vets and their proto gear away. For example: Entry to these battles will be limited by total warpoints earned per character and will prevent older players from joining. New players will not be presented with the existing instant battle queues however they can join a squad with veteran players and be pulled into other battles.
Expect this change to hit TQ by next week and for more details from CCP Nullarbor you can go here.

We thank you for all your feedback that has been provided to us up to this point in Uprising, and are looking forward to more feedback from you with the CPM in our continued development of DUST 514 – now and into the future – in close collaboration with you, the users. As we bring Beta to a close on 5/14, we have all hands on deck to keep pushing updates and responding to your feedback. We sincerely thank you very much!

EVE Online/DUST 514 Community Representative ※ EVE Illuminati ※ Fiction Adept

@CCPEterne ※ @EVELiveEvents

Rautaleijona
#2 Posted: 2013.05.10 16:52
Nice and the new player thing will be good thing need to test it out when it comes online
Ancient Exiles.
#3 Posted: 2013.05.10 16:52  |  Edited by: InsidiousN
The biggest problem that you face is that DUST 514 is not FUN.

While I know there are problems with specific game functions (hit detection primarily), all of these problems pale in comparison to the fact that Dust 514 is just not fun. The core of the core game, shooting space people, just isn't fun, killing an enemy doesn't leave me satisfied, it just leaves me with a feeling of "wow, that sure was annoying". Taking points on the map isn't fun, it's just annoying. Wow I sure am glad I just fought that guy for 3 minutes hitting mostly air, just so one of his pals can spawn in and kill me with an invisible militia grenade. CCP this is the real danger you have with Dust 514, no matter how deeply integrated it is into EVE and how much winning and losing battles means to the EVE universe, no one will continue to play this game if one dude shooting another dude is not FUN.

Other than desperately needing to make DUST 514 FUN in terms of shooting a space merc in the face, another important core piece of an FPS that makes it FUN is the use of strategy. When there are tiered objectives within a match not only do you have to out-gun your opponent, but you also have to out-think your opponent, it is very satisfying to out strategize your opponent and use teamwork to accomplish objectives.

With the current POS game mode in DUST 514 all people do is run around in a big circle and chase each other like kids playing with water guns. There is no strategy involved, the points that are held are meaningless and hold absolutely no strategic value. It is FUN when you have to understand what your opponent is thinking and see what they are trying to accomplish and react to match conditions in real-time. None of these elements are present in "Skirmish POS", some did exist in Skirmish 1.0.

1-800-345-SONY. PRESS 2 THEN 2. GET YOUR REFUND. RE-POST THIS IN YOUR SIG.

Be polite, they want to refund you!

Stoned Kloned Killers
#4 Posted: 2013.05.10 16:57
Ok, so we're getting a refund on spent SP soon, great. My question is about the optional respecs. Does that mean we can submit a ticket and get respecs at will and for the foreseeable future, or is it just for now?
Negative-Feedback
#5 Posted: 2013.05.10 17:00
I know the entire CPM appreciates the steps that CCP is taking to improve communication and transparency with the community.

For the health and future of the Dust 514, I hope that progress continues to be made moving forward.

Owner of Spero Escrow Services

Follow @KainSpero for Dust and Legion news

#6 Posted: 2013.05.10 17:03
as far as skills go i've made the right choices so far. perhaps wouldn't have gotten minny light lv1 for my sprinter seeing as the medium frame gets a similar/same sprint speed anywyas but it'll be nice to get more skills for our grind. i streamlined my skills so i got the core ones i needed for my logi and so far i'm very happy with how i can fit my gallente logi thanks to the bonus to equipment pg/cpu i just think that 4mill sps for a suit most of us had previously is a bit extreme, sure the game needs legs but too much blatant padding out of skills will just encourage more MCC camping in order to get the higher tier skills. there needs to be more rewards quicker or at least something new at each skill level. going from lv3-5 just for a new suit is far to0 much just to get that 1point per level rep or so. if there were the vk.1/type 2 suits available on the 2 and 4 levels would be nice and just gives you a 'reward' for the grind. i'm dreading getting upto proto gallente, no new toys for 2-3 weeks :(

Find me in the new world or PSN: LaughlynVaughns

Facebook: Nirwanda Vaughns or It's An Ashton (business page)

Eyniletti Rangers
Minmatar Republic
#7 Posted: 2013.05.10 17:04
The "new" spreadsheet under the "Weapon damage model" section is not working at the moment.

Other than that, thank you for the communication.
#8 Posted: 2013.05.10 17:07
I'm very excited for this. It's nice to see CCP taking time to inform us of intended changes. This is certainly a huge step in the right direction.

TO DA MOON 514

Subdreddit
#9 Posted: 2013.05.10 17:07
Big smileBig smileBig smileBig smileBig smileBig smileBig smile

Thank you CPM and CCP!
Freeport Exploration
Loosely Affiliated Pirates Alliance
#10 Posted: 2013.05.10 17:09
InsidiousN wrote:
The biggest problem that you face is that DUST 514 is not FUN.

While I know there are problems with specific game functions (hit detection primarily), all of these problems pale in comparison to the fact that Dust 514 is just not fun. The core of the core game, shooting space people, just isn't fun, killing an enemy doesn't leave me satisfied, it just leaves me with a feeling of "wow, that sure was annoying". Taking points on the map isn't fun, it's just annoying. Wow I sure am glad I just fought that guy for 3 minutes hitting mostly air, just so one of his pals can spawn in and kill me with an invisible militia grenade. CCP this is the real danger you have with Dust 514, no matter how deeply integrated it is into EVE and how much winning and losing battles means to the EVE universe, no one will continue to play this game if one dude shooting another dude is not FUN.

Other than desperately needing to make DUST 514 FUN in terms of shooting a space merc in the face, another important core piece of an FPS that makes it FUN is the use of strategy. When there are tiered objectives within a match not only do you have to out-gun your opponent, but you also have to out-think you opponent, it is very satisfying to out strategize your opponent and use teamwork to accomplish objectives.

With the current POS game mode in DUST 514 all people do is run around in a big circle and chase each other like kids playing with water guns. There is no strategy involved, the points that are held are meaningless and hold absolutely no strategic value. It is FUN when you have to understand what your opponent is thinking and see what they are trying to accomplish and react to match conditions in real-time. None of these elements are present in "Skirmish POS", some did exist in Skirmish 1.0.

This ^

Driving an LAV should be a blast. DUST Devs... drive a warthog... now drive a DUST LAV... back to the warthog... DUST LAV... you starting to get it? Your vehicles aren't sucky for any reason! There's no strategic or game-balance reason for them to suck... they suck simply because they suck.

DUST sucked anyway. Play EvE instead.

Red Fox Brigade
#11 Posted: 2013.05.10 17:10
Dazereth the 2nd wrote:
Ok, so we're getting a refund on spent SP soon, great. My question is about the optional respecs. Does that mean we can submit a ticket and get respecs at will and for the foreseeable future, or is it just for now?

The wording is a bit vague, but I think it means they'll automatically re-imburse the sp for the skills they change, but people will have the option to petition for a full respec shortly after the changes.

I don't think the intention is for an ongoing option ... just if people aren't happy after the changes.

Great post Eterne, thanks for the update ...

My problem with the matchmaking has been seeing (for example) a squad of 6 + a squad of 3 matched against a squad of 3 ... why can't the system simply see pre-made squads and try to balance the numbers to either side so the squad of 6 would be against 2 squads of 3.

Also I soo appreciate the mouse tweeks, I'll try that soon, I've seriously killed no-body outside of a vehicle since Uprising ... I don't know how people play with that tiny joystick you get on a controller !
Goonfeet
Special Planetary Emergency Response Group
#12 Posted: 2013.05.10 17:10
Do Militia LAVs really need a huge HP buff? They're free LAVs, after all. Spend a little SP and get into something better if you don't want to pop from AV grenades.
Chatelain Rapid Response
Gallente Federation
#13 Posted: 2013.05.10 17:11
Appreciate the reply and the changes that are in process.
Tech Guard
#14 Posted: 2013.05.10 17:11
I know this isn't a major focus for you guys right now, but you hyped the graphics update WAY too much.
Not hating or trolling. I was just disappointed in the update to the graphics is all. :/
Peace, love what you're doing with game though!

xD
Vherokior Combat Logistics
Minmatar Republic
#15 Posted: 2013.05.10 17:14
Awesome guys, the %10 damage increase sounds great!


If you guys increase MD splash range a bit too, I love you all forever <3
The Artificer's Regiment
#16 Posted: 2013.05.10 17:15
I'm also wondering how an 'Optional' respec will work. It's excellent for the players that messed up though *cough* me! *cough*. I think I speak for everyone when I say I really appreciate the communication being done here.

Good job CCP/CPM. :)

~Artificer, Certified Scrub, Co-Founder of the Learning Coalition

'Oh, look at that! -knife- Morons! My favorite! :D'

Tech Guard
#17 Posted: 2013.05.10 17:17
InsidiousN wrote:
The biggest problem that you face is that DUST 514 is not FUN.

While I know there are problems with specific game functions (hit detection primarily), all of these problems pale in comparison to the fact that Dust 514 is just not fun. The core of the core game, shooting space people, just isn't fun, killing an enemy doesn't leave me satisfied, it just leaves me with a feeling of "wow, that sure was annoying". Taking points on the map isn't fun, it's just annoying. Wow I sure am glad I just fought that guy for 3 minutes hitting mostly air, just so one of his pals can spawn in and kill me with an invisible militia grenade. CCP this is the real danger you have with Dust 514, no matter how deeply integrated it is into EVE and how much winning and losing battles means to the EVE universe, no one will continue to play this game if one dude shooting another dude is not FUN.

Other than desperately needing to make DUST 514 FUN in terms of shooting a space merc in the face, another important core piece of an FPS that makes it FUN is the use of strategy. When there are tiered objectives within a match not only do you have to out-gun your opponent, but you also have to out-think you opponent, it is very satisfying to out strategize your opponent and use teamwork to accomplish objectives.

With the current POS game mode in DUST 514 all people do is run around in a big circle and chase each other like kids playing with water guns. There is no strategy involved, the points that are held are meaningless and hold absolutely no strategic value. It is FUN when you have to understand what your opponent is thinking and see what they are trying to accomplish and react to match conditions in real-time. None of these elements are present in "Skirmish POS", some did exist in Skirmish 1.0.


100% agree with you! I literally couldn't agree more!
CCP LISTEN TO THIS GUY!
It may not seem it (although it should be obvious) but this guy is speaking on behalf of A LOT of the DUST 514 community!
Death By Consequence
#18 Posted: 2013.05.10 17:17  |  Edited by: Larzous
First off, I would like to thank you and your team for the wonderful update and point out a few specific things that imo need to be changed...

1) Forum profile pics -- can these plz match our new in game avatar pics? hehe

2) Controls -- I know you said your tweaking these, thanks!! its fine when I'm not zoomed in, and then when zoomed in I can't turn and aim for **** because its soooo slow...

3) Gallente Assault -- Um, why does the gallente assault specialization skill give you 5% shield regeneration bonus when the proto suit only gives you one mid? -- It seems that all the assault suits are "shield 5% regeneration", and not even a suit that looks like armor tank still gives you shield regen bonus. Was this intentional???

4) Income vs cost of death --- On average I get 100-150k per round, that seems to be what I get at least. I die, life happens. Sometimes I die 5-10 times a match because as you said I'm a 4M sp playing against 9M SP characters. Anyway, I know basic fits are only 4k, but a single pro suit is still 60k + fits -- thats basically 1-2 deaths and your loosing money..

My question with #4 is mostly, is there going to be opportunity for more income for those of us who are not in planetary conquest battles? Yes, ican make money by using cheeper suits, I also die more because I don't have the durability.


-=-=-

Edit:

Can we plz bring back the Assault 3 stage attack the base mode we had in Private Trials -- that kind of involved strategy and was fun.
Molon Labe.
The Irukandji.
#19 Posted: 2013.05.10 17:19
I hope that the issue with the flux grenades is addressed soon. I'll be posting a thread about it but hands down the flux grenades have the worst hit detection of all the weapons.

There's lots of girls who play Dust 514. Unfortunately, they're almost all of the male variety.

The Artificer's Regiment
#20 Posted: 2013.05.10 17:22  |  Edited by: Artificer Ghost
Quote:
First off, I would like to thank you and your team for the wonderful update and point out a few specific things that imo need to be changed...

1) Forum profile pics -- can these plz match our new in game avatar pics? hehe

2) Controls -- I know you said your tweaking these, thanks!! its fine when I'm not zoomed in, and then when zoomed in I can't turn and aim for **** because its soooo slow...

3) Gallente Assault -- Um, why does the gallente assault specialization skill give you 5% shield regeneration bonus when the proto suit only gives you one mid? -- It seems that all the assault suits are "shield 5% regeneration", and not even a suit that looks like armor tank still gives you shield regen bonus. Was this intentional???

4) Income vs cost of death --- On average I get 100-150k per round, that seems to be what I get at least. I die, life happens. Sometimes I die 5-10 times a match because as you said I'm a 4M sp playing against 9M SP characters. Anyway, I know basic fits are only 4k, but a single pro suit is still 60k + fits -- thats basically 1-2 deaths and your loosing money..

My question with #4 is mostly, is there going to be opportunity for more income for those of us who are not in planetary conquest battles? Yes, ican make money by using cheeper suits, I also die more because I don't have the durability.



^^^

I make about 250K per match, and I'm only around 2M SP. Idk what changed, but on a good game, I still die 5 or 6 times, and get 8-13 kills. :P

~Artificer, Certified Scrub, Co-Founder of the Learning Coalition

'Oh, look at that! -knife- Morons! My favorite! :D'

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