Showing posts with label DUST514. Show all posts
Showing posts with label DUST514. Show all posts

Friday, September 13, 2013

DUST 514: The Dark Side of 1.4

Before I continue with my DUST tutorial, it would be remiss of me not to mention some of the things that don't endear me to the game, now at version 1.4. Despite the fact that I've been playing for all of a month (or maybe because of it), I have definitely formed some very strong opinions about things that I see as just plain wrong about the game.

Matchmaking

This is the single biggest problem with DUST. Current matchmaking results in heavily unbalanced team matchups and lead to something called "Proto-stomping."

Proto-stomping occurs when players who have been playing this game the longest (many from the original closed betas last summer) come online with their best prototype dropsuits and weapons and just stomp the shit out of the other team. As near as I can tell, this happens because DUST's matchmaking wasn't taking into account the total "attack power" of a team prior to the most recent 1.4 patch.

Post-patch, Scotty (the new matchmaking AI) still has a lot of bugs and issues. While Scotty now appears to be trying to balance out teams by their hitting power, this is occurring on a team based level - which in my opinion doesn't offer enough granularity. You can have a whole team of people equipped in average equipment paired up with a team full of people with low end equipment and one proto-equipped squad. That proto-equipped team will likely still murder you.

As a beginner player, if you get placed into a team where many people are running advanced and proto gear, you're likely to also get killed repeatedly as the team on the other side will have many players you just can't kill. Let's not forget the arbitrary 1500 War Point cap for beginner players to be promoted out of Academy (training grounds) into the general populace. I see this as perhaps the single biggest reason for proto-stomping. People proto-stomp because they can get a lot of points from easy kills to keep leveling up their characters.

As I see it, the only way matchmaking can be fixed is for the AI to gain greater granularity all around. Instead of matching up teams by total attack power, they need to make sure that each side is balanced down to the individual player level. Proto teams should be matched up against other proto teams and they can have at it. I think less people will be tempted to proto-stomp (due to the ISK cost of the equipment involved) when they know they are likely to incur a huge financial risk by playing this way.

Next, I think that points gained in battle should be relative to the player. If you are in proto gear and kill a newbie you should get less points because it was an easy kill. But if you get killed by a newbie in proto gear, the newbie should get more points because you're worth more. This will also dissuade proto-stomping because people in proto-gear won't be able to quickly grind points by preying on weaker players.

Finally, I think that new players need to be able to remain in Academy far longer than the 1500 War Point cap. I think that number should be closer to 20000 minimum or perhaps have a time limit such as a few weeks in Academy matches. This gives players a chance to learn the intricacies of the game and continue to be competitive against other people that are similarly matched in gear and ability. New players should be given an option to play in Academy matches or venture out into the general populace as they see fit.

Vehicular Manslaughter
 

One of the biggest complaints prior to the 1.4 patch was what was commonly referred to as "murder-taxis." Murder-taxis are LAVs, basically jeeps, that are driven around by players and used to hit other players for kills. In my 30 days of playing, I've seen players rack up ridiculous numbers of kills per game many times in the 20's and up mainly by driving around in a jeep. Get a clue! DUST is a FIRST PERSON SHOOTER, not GTA on steroids!

Post 1.4, the effect of the murder-taxi has been toned down a bit. Where you used to be able to kill people at almost any speed by hitting them, now murder-taxis need to be traveling at full speed in order to kill. While this is a big improvement, it doesn't go far enough in my view.

What happens to a moving vehicle when they hit a man sized object at speed? They get totaled - that's what happens in the real world. These murder-taxis are hitting players in armored and shielded dropsuits. You'd think they should take a lot more damage than what they are taking now. I have no issue if you get killed being run over by a tank, because that makes sense. But getting killed by a LAV and then watching that jeep merrily drive away makes my blood boil.

I will state the obvious again: DUST is primarily a shooter and people should play it that way. LAV's are support vehicles, and they should be used to support other ground vehicles and provide fast ground transport for troops. If a player decides to hit an armored and shielded opponent, the LAV should take the appropriate amount of damage based on speed of impact, up to the point where a full speed hit on a single player could possibly total the LAV. Again this should dissuade people from driving their way through a shooting game.

WMDs

Being a shooter, DUST will basically survive or fail based on the balancing of the various weapons available to players. Post 1.4, there are issues with two weapons: Mass Drivers and Laser rifles. Prior to the 1.4 patch, laser rifles had iron sights and were not nearly as powerful as they are now post 1.4. Now, you get a nice laser dot that tells you where your shot will land, and the power of laser rifles has been amped up.

My main character is running an advanced medium assault suit. It has just over 400 points in armor and 160 shields. I find myself getting killed with about a half-dozen on target hits by laser rifles. That just doesn't feel right. I have two starter characters in basic suits and they get killed with about 3 decent hits! If you make the laser rifle easier to hit with, you should reduce the damage so it takes more hits to kill.

Another weapon that continues to grief all current players are mass drivers. They are basically grenade launchers. However, in their current form they might as well be highly mobile tank turrets. The cycle rate, ammo count and splash damage combine to allow basically one player in a strategic location to wipe out entire squads.

I don't mind the splash damage because grenades do splash damage, I can live with that. If you take a direct hit from a grenade you die. But I can't live with the fact that you can plaster an area with about 2 mass driver shots per second. It doesn't take much skill to kill with a mass driver, and the current setup allows a player running a mass driver to rack up a lot of kills very quickly.

In my opinion, they should reduce the cycle rate to about 1/2 to 1/3 what it is now, reduce the ammo count and also increase loading times for the weapons in order to balance them out. These restrictions will ensure that you will actually need more skill to kill with this weapon rather than being able to kill by taking pot shots at other players.

There are other issues and bugs, but they are understandable given that the game is provided free of charge and that it is continually being patched, changed and hopefully improved. Despite these concerns and my personal play experience, I have generally enjoyed this game. It is my hope that CCP do a better job listening to the concerns of players and dealing with them in a timely manner. 

Wednesday, September 11, 2013

DUST 514: 30 days and counting...

I have been playing DUST 514 for about one month now, and in that time I've created 4 characters and 2 separate login accounts on PSN, due mainly to ongoing realizations about how to take the best advantage of the game's framework and rules. While the shooter mechanics are pretty straightforward, the game is quite complex when you consider all the various options available to you as a player.

The first character I had created lasted all of 48 hours. I quickly realized that the starting 500,000 skill points were incorrectly allocated across too many items resulting in very little progress on any given front. There isn't much in the way of a tutorial for this game and you are tossed into an environment with a pretty steep learning curve.

The three main categories that would concern new players are Dropsuit Command, Dropsuit Upgrades and Weaponry. I quickly realized that I had wastefully allocated my starting skill points into too many skills. None of them made much of an impact at low levels and it would take me at least 2 weeks to get enough points to start to make corrections. Oops.

My second character fared much better and has been the main character I've been playing for the past month. I went with an Assault class and skilled into the Gallente Medium Advanced Assault Dropsuit off the bat. Truth be told, I'm not the best FPS player so I figured the Gallente dropsuits which emphasize more armor would be a good place to start.

While more armor kept me alive a little bit longer, I still got killed a lot. I came to the realization that situational awareness and cover are actually more important than how much shields and armor you have. Keeping track of where you are, versus where the enemy is, as well as making sure that you shoot from cover and have someplace to safely duck behind while your shields/armor regenerate is much more important to staying alive than being built like a tank.

This led me to making my third character about 20 days into playing DUST. As an experiment, I decided to switch things up a bit. Instead of going for a good dropsuit first, I decided to directly level my weaponry for more damage out of the gate. At this point I found that I was getting better at watching what was going on both in battle and on my HUD, so I figured I could give up better protection for more weapon damage.

The result was that I was actually scoring better early on as I was dealing more damage, despite the crappy basic dropsuit. The key was avoiding situations that would surely get you killed. This proves that playing smarter actually keeps you alive longer despite the fact that I had crappy armor. Again, cover and situational awareness are key to surviving.

Also, for my third character I went with a female since I was told that female characters are physically smaller than their male counterparts and therefore make them a bit harder to hit. In theory it sounded good, but in practice, I haven't noticed too much of a difference as most of the shooting is done at fairly close ranges. The hit detection in DUST 514 seems a bit suspect, to me at least.

I chose to go with a Caldari suit for my third character. Caldari suits emphasize shields over armor, which is the exact opposite of Gallente dropsuits. While the Gallente suit can make you a little tougher to kill, armor regenerates more slowly than shields. With enough shields and a higher level shield regenerator, you can quickly alternate between fire and cover. On a Gallente suit, once your shields are gone every hit penetrates armor and that takes a lot longer to regenerate.

And finally, I started my fourth character on a new PSN account today. The reason is that while you are allowed to play up to three characters per PSN account on DUST 514, only one character can be assigned to receive passive skill points. Passive skill points accrue at about 1,000 points per hour so you get 24,000 free points every day. With both my second and third characters on the same PSN account, I have to choose which one gets the passive SP bonus. Putting my fourth character on a separate PSN account means that it gets the passive bonus separately from my main account.

Also for my fourth character, I decided to make what is called an Assault/Logi. Logi (short for Logistics) characters can easily rack up a lot of points during battle by providing essential support services, other than just straight killing the enemy. Logis heal teammates, repair their armor/shields, repair vehicles etc. These actions give additional points not available to straight assault or heavy class characters.

Logis can be a little hard to play at the beginning. In order to be effective, you have more equipment you need to level up above and beyond your primary weapon. However, in the long run, you will consistently score more points than other character classes that score based only on killing the other side.

DUST 514 has a massive tech/skill tree for each of the 4 races present in the game. While choosing any particular race doesn't affect anything other than your starting location within the DUST/EVE universe, the dropsuits of each of the 4 races vary quite a bit. If you further consider the different classes such as assault, anti-armor, sniper, logistics and heavies, then there is a very wide range of options that you can skill into to optimize each of these classes.

As mentioned previously, the main categories important for the beginning player are Dropsuit Command, Dropsuit Upgrades and Weaponry. Dropsuit Command determines what class of dropsuit you skill into, i.e. light, medium or heavy; and also the level, i.e. basic, advanced or prototype.

You can choose the dropsuit of any race, but you really should focus on the suit that would be optimum for the class and role you plan to take on the battlefield. It takes a long time to move from basic to advanced and finally prototype suits so for the first 2-3 months, you're going to be stuck with leveling your one suit.

Dropsuit upgrades affect and optimize the different abilities of the various dropsuits. There are skills for increasing the effectiveness of armor and shields as well as core system upgrades that affect things such as available CPU/PG and allows you to use equipment such as active scanners, drop uplinks and nanohives or improve skills such as hacking which is required to capture resources on the battlefield.

Finally the Weaponry skill determines the class and type of weapon you can use. Weapons are separated into several categories including light weapons which cover the various types of assault rifles, sidearms which cover pistols and SMGs, and finally heavy weapons such as the heavy machine gun or forge guns.

As you can see, there is a huge amount of choice and customization available for every player to create a character suited to their playing style. In my next update, I'll get into the various classes and how they work together on the battlefield.

Sunday, August 18, 2013

DUST 514 First Impressions

Recently, I decided to give DUST 514 a whirl after watching some gameplay videos on YouTube. I also wanted to make some updates to my original blogpost here.

First of all, DUST 514 is a completely free to play MMOFPS. Most everything you can purchase through the use of Aurum (AUR) can be earned and purchased with ISK. Aurum and ISK are two types of in-game currency.

Aurum is purchased using real money, while ISK is earned from battling in game. That said, there are some things which you can only purchase with Aurum using real money: Blueprints and Active/Passive SP (Skill Point) Boosters.

Blueprints for various in-game items give you an infinite number of that item which will never disappear. Non-blueprint items can be purchased with ISK but are consumed during gameplay. When your clone dies in battle, everything that the clone was equipped with for battle are lost with it.

Boosters are available for varying periods of time and come in two types: Passive and Active. Passive boosters increase the rate at which you earn SP's when you are not actively in battle. This carries over regardless of whether you are online or not. Active boosters increase the SPs you earn in battle.

Why are boosters important? Because DUST 514 has a very tech-heavy skill tree. You must use ISK to purchase training in order to use specific items and use SPs to train up those skills as prerequisites for any equipment beyond the most basic default militia equipment. Earning SP more quickly will allow you to advance to better equipment earlier.

Each skill has five levels (from 1-5) which requires various amounts of SP to increase. More advanced equipment in game require various combinations of skills and levels of training in order to unlock for use.

As you might have guessed, everything from dropsuits to weapons, modules and augmentations require training to use. This system and the elaborate tech-tree give a decidedly RPG bent to what might otherwise have been just another space-themed shooter. The amount of choice is staggering and allows you to customize your dropsuit, equipment and weapons to best complement your style of play.

The central piece of equipment in your arsenal is your dropsuit. The dropsuit provides armor and shield protection for battle, and have optional module slots that allow you to customize the performance of the dropsuit. Dropsuits come in three variations: Light, Medium and Heavy and are useful for different player classes.

Dropsuits also have PG and CPU limitations which affects play-balancing. Each module or weapon you equip requires some amount of power and compute cycles so creating a combat capable suit is based managing various tradeoffs. You try to optimize your dropsuit for your style of play using available equipment and try to keep it within the PG/CPU limits of each suit.

More advanced suits usually offer more equipment slots and have higher PG/CPU limits to allow you to use more or better equipment. In this case, SP grinding is much like the level grinding you find in many RPGs. The skill points and ISK you earn allow you to continue to upgrade your combat effectiveness.

So for new players of DUST 514, their primary goal at the start of the game should be to try to get to advanced or even prototype dropsuits before investing heavily in upgrading equipment or weapons. Everything you can or can't use depends on the dropsuit, so that is the place to focus 100% of your early effort.

I have settled on level 3 (Advanced) medium assault suit as my first goal. The assault suit can be customized for Assault, Sniper or Anti-Armor roles. You can also go for medic/logistics builds with an Assault suit. However if you want to specialize as a healing or engineer class, the better choice would be to go with a logistics skill adaptation (as opposed to an assault skill) as logistics suits usually have the most slots available for equipment and modules.

So far DUST 514 has been an interesting twist on the shooter genre. I will add more information on various suit adaptations and classes in my next blog, so stay tuned!

Saturday, June 18, 2011

DUST514: EVE MMO grows a shooter component

DUST514: Coming to a PS3 in your galaxy very very soon

DUST514 is a shooter title that seems to show up around E3 every year for the past few years, but otherwise keeps a fairly low profile. The game has commonality with other better known shooters such as the Battlefield, Modern Warfare or Mass Effect series, but it has a few fairly unique twists and surprises all its own. The game is being developed by CCP, the same people who develop and run the MMO EVE Online. The fact that DUST514 gets so little coverage is a shame, because the game is completely unscripted and totally unique - the engine that runs the game is the same backend that runs the EVE Online persistent universe. Missions and some interactive gameplay mechanics within DUST514 are completely generated by the EVE Online player community.

EVE Online is a game of territorial conquest out in space. Players can form or join corporations with the objective to conquer sectors of space and the resources within that sector. The game is open-ended in that the player can choose to do whatever he or she would like. They can be a trader or a pirate. They can play as fighter pilots for established corporations or they can be a mercenary selling their services out to the highest bidder. If flying spacecraft isn't your thing, you can play as a military commander or even run a corporation.

The game has a vibrant economy run on in-game currency called ISK. You earn ISK by establishing trade routes, and building up the economy of the sectors of space under your command. You spend ISK for many things including building up your military might. Space vehicles in the game range from small one man fighters all the way up to huge naval carriers. All the spacecraft can be customized with offensive and defensive upgrades you can buy when you earn ISK.

Up till now, all conquest happened in space. Massive battles were won and lost and control of planets and other resources ebbed and flowed based on the fortunes of war. Now with the announcement of DUST514, planetary conquest becomes a game in and of itself. The concept of creating a massively multiplayer shooter to resolve planetry battles as part of a larger MMO is already unique.. The really interesting part is that CCP plans to release DUST514 next summer on Sony's PS3. That's right, you console players can now get in on the fun and play with people running EVE Online on their PCs.

DUST 514 E3 2011 Trailer

What makes this bit of wizardry possible is the fact that both games can connect to CCPs servers. Despite the different gameplay focus, both games are driven off the same backend. This tight integration between DUST514 and EVE Online means that in-game currency and resources flow between both games in real time. Players can assult planetary positions as part of a mercenary contract, while massive space battles take place overhead in orbit. During battles, you can call down orbital bombardments performed by EVE Online players fighting in space overhead. And it seems it may be possible for ground-based defenses to strike at fleets in orbit as well. You can even form your own in-game corporation and have your own operations going on in addition to whatever other factions you are fighting for in EVE Online.

The financial model for the game is also quite interesting. DUST514 is a game that you pay for once when you download it and it is free to play forever. If you have the time and ambition, you can grind your way through the game earning ISK. You can then spend that ISK in any way you choose to upgrade and improve your character. For people who wish to get to the good stuff and don't mind spending some real cash, the option exists for you to buy ISK using microtransactions.

This is a smart move by CCP to keep DUST514 free. The reason is that CCPs real cash cow is still EVE Online, which requires a monthly subscription to play. They are using DUST514 as a kind of Trojan horse. CCP is hoping that people who have never played EVE Online before will become interested after playing DUST514. Further, the interactivity between DUST514 and EVE Online provides another level of strategic depth that would thrill existing EVE Online players.

DUST514 launches summer of 2012 as a PS3 exclusive. It's a shame that it won't appear on the Xbox 360, at least for the time being. It's entirely possible that Microsoft's rules for LIVE integration may have been too restrictive for CCP. We may never see the title on the Xbox 360 and that would be a shame, because I can definitely see 360 based clans and PS3 based clans forming and battling it out online. Oh well, one can always hope.