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Oddfella

Alpha Tester
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Posts posted by Oddfella

  1. On 8/16/2019 at 5:26 PM, Lethys said:

    So.....when we tell them to git gud and they still lose then they didn't follow that advice ?

     

    On a more serious note:

    Since there are no levels in DU nor classes, newbros always have a chance. Ingame skill levels work like in eve: you just get a bonus on a certain activity. This may range from 5 to 500% (numbers don't matter here). So a newbro can still help in a fight because he's actually viable, only less effective. If you just compare it to eve (only other game I played with a time based skill system) a newbro can do LOTS of things in a gang. He can forward scout, act as decoy, just keep off the grid for a while and come in late to kill/hold stragglers, bump enemies to hinder them from jumping and so on. Every player can do something and since DU uses a tab Target system, he can learn to use that to his advantage. Which is basically saying git gud xD

     

    I don't really see a reason why to apply such things nor HOW you would even do that. And I fail to see how it's "unfair" to newbros if a veteran who played for 5 years has an advantage. Or how that might hold the newkid off from doing pvp in the first place 

     

    That's a very promising system. 

     

    I should clarify that I didn't mean for my comments to say that it's unfair veterans have an advantage over newbies. I meant that DU could eventually become so daunting that newbies feel very little hope, which I've seen in well-established MMO's. But the system you described there seems to help alleviate that possible issue.

     

    I feel that I've also very poorly explained my intention of this post. I threw out an idea, a faulty one, that doesn't discourage newbies from playing when they're constantly getting pummelled. With Kenshi, you welcome the pummelling, the humiliating defeats and the enslaving because it improves your characters stats in the long run. That was the principle, to benefit from defeat. To welcome it. Other than the benefit being learning from mistakes.

     

    Realistically, there probably isn't a mechanic that improves your stats the harder you're defeated without being exploited. MMO's just have to rely on there being a wide variety of things to do to cater for as many people as possible and the community to encourage new players to continue playing when things are bleak. As well as the current system whereby there are many different ways to fight and assist in a combat situation.

  2. Many times in MMO's players become discouraged at continuing to play when they find themselves on the losing end of a war. The mechanic I suggest is to hopefully help encourage new players who don't have much PVP experience in this type of game, to continue playing despite being constantly beaten by more experienced players.

     

    I call the mechanic 'Toughness' and I've literally ripped it off a game called Kenshi. Toughness is the stat you need to level in order to withstand attacks, reduce bleeding and decrease the time you're knocked out.

     

    In DU, this could be translated into a mental attribute. The more damage, knocks and losses you suffered from in combat, the sharper your character becomes in the cockpit. This temporarily allows for a slight speed increase, a more intuitive sense of when to react, slight fuel efficiency increase, slightly better chance of hitting the target, stronger resistance to in-flight symptoms such as dizziness, motion sickness due to high speed flying, rotating, etc.

     

    Of course we could just go the easy response and say 'git gud' but that doesn't help to solve the fundamental problem of players leaving because they keep losing.

     

    The idea behind this thread is not to hope the devs take this mechanic into consideration, because this suggestion can be easily exploited, but more to begin a discussion on how to help encourage new players to start or continue playing despite being surrounded by people 'of higher levels'. Then everybody wins. The core player base sees a more lively world, the devs get more money and new players don't feel so daunted at the hopelessness when there are mechanics that give them some degree of advantages in a fight.

  3. So long as DACs are accessible through hard work during the game, it might not affect the number of new players willing to try DU out. My only concern is if players start pricing DACs at extortionate rates that put off newcomers. It only hurts the core in the long run as they won't see much rise in the player base. But I'm open minded to that test. Hopefully the sub model won't be an issue when players decide between this one and its competitors.

     

    Yes yes "10 dollars a month is nothing" and "DU has no competitors" but you gotta hope everyone thinks like you.

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