DUST Mercs is a Dust 514 dedicated blog which has been lining up and reporting on DUST 514 from day one. We invite you to visit their blog at dustmercs.blogspot.com
One of the early lowlights in Dust 514 has been one of the same FPS behaviors we see the world over. Players putting individual accolades before what should always be the ultimate goal: VICTORY. We already see it in the form of snipers never leaving the spawn, players putting KDR before winning and players disengaged as a whole. Too many matches end up one-sided the moment one side strikes a hard blow early. It has a lot to do somewhat with the persistent nature of this title. While we wouldn’t trade its depth for anything, the simple truth is that there’s a point in too many games where players say “I’m dying too much” or “Screw this, i’m losing too much good gear.” At that point they make the choice to cut their losses and we see the aforementioned spawn sniper behavior and other foolishness. CCP has already introduced a paradigm shift in the minds of gamers by tying your compensation to your ability to finish a game. It has gone unnoticed to some, but it strikes a blow deep into the hearts of quitters and exploit abusers everywhere. Leave early to preserve your KDR or prevent the loss of assets and you get nothing. Its simple, effective and beautiful.
We’re big fans of making a record of deserters somehow, and we can’t wait to see what this ‘mercenary file’ CCP alludes to contains, but something has to be done to give players incentive to care more about the outcome of matches. The solution is simple, but albeit hardcore. The incentive to win simply has to be greater than the alternative. Think of it, how can the rewards for victory and defeat possibly be the same? Its almost comical if you consider it. Nothing kills competitiveness faster than equal rewards for winner and loser. Imagine for an instant a world where everyone in the World Cup got the same trophy, or any sport for that matter. This is New Eden and ‘fair’ is a folly. Maybe we should give the same amount of SP and ISK to everyone so no ones feelings are hurt [note sarcasm]. While gameplay should provide low level games where players can farm small amounts [30,000-60,000] of ISK whether they win or lose, medium to high rewards should only be awarded to the victor of a match. In addition, salvage should only go to the victors. Dont the defeated flee the battlefield as quickly as possible? One look at the way New Eden is setup as a place where risk is associated with reward [various levels of secure space] shows us that a system like this can not only work, but is similar to what is already in place.
While SP gain should remain the same, its poor form to reward the victorious on the same par with the defeated. There must be a line in the sand that separates winners from losers.We also took a look at some of the issues this might create.
What about the players who will just quit out of matches going badly?
If you know FPS players like we do, this will take place at a staggering rate if ISK rewards are winner specific and matches start going badly. The solution here is simple as well and tied to ‘slapping the wrists’ of deserters. Implement a 50pt SP penalty for leaving matches early. This won’t devastate anyone’s clone progression but will serve the purpose of eliminating quitter style behavior. Quit enough and you’re regressing.
What about people who lose power or get server kicked?
This is easy. Fortunately the system should be able to tell the difference between getting booted from the server and stuff that can be tracked like ‘quit game’, ‘turn system off’ or pressing the power button on your PS3. Once again, Quitters are foiled.
What about SP gain?
SP gain is individual performance that should be unaffected. SP is the equivalent of battle experience and should not be less for the loser of a match.
As always, we’ll continue to attempt to help push and publish ideas that
help establish and grow the Dust 514 community as much as we can. Have any ideas that need sharing? Be sure to
contact us at [email protected]
- Magww



The players will give a &%#$ once they are in sov alliances or corps with direction.
do you rly belive there will be enough players to fill the eve universe with dusters .. o0?
Why would those who lose power or get server kicked be treated any different than those who quit? If you lose your internet connection (for example) while flying a ship in a battle, your ship gets blown up.
If you don;t finish the match, for whatever reason, you should never be entitled to any reward – no matter how small that reward is.
the source of new customers (damn army of kiddos) for eve online shall be manicured, that means reward if they get kicked accidentally thats for sure. And if it is necessary to add one goon test patch after another to create a noob friendly universe than this shall be (no matter that the numbers of players are decreasing). All milk and cookie for the dusters hail to the new world.
"This is easy. Fortunately the system should be able to tell the difference between getting booted from the server and stuff that can be tracked like ‘quit game’, ‘turn system off’ or pressing the power button on your PS3. "
show me how you can detect the difference between a "legit" disconnect and me pulling the network cable…. O:o
Simple, just err on the side of assuming it a cable pull.
Punish the accidental disconnect the same as a normal leaver, give players the ability to rejoin matches. This is a solved problem, see League of Legends.
I say still punish disconnects. I can't stand playing FPS when some jerk connected using a faint Starbucks connection, and ruins the match for everyone.
Add a stat in the combat record for number of games quit. Having a great KDR won't look so nice if you've quit 500 out of 600 before the end.
SWTOR does the reward the losers but with less thingy and it does (or did I haven't played in quite some time) keep people coming back and since you get jack squat if you quit. As well I think you get a cooldown period as well where you can't join matches if memory serves me correctly.
It's just a matter of introducing gameplay features/mechanics that tip the scales in the players mind whether the penalty for leaving early is worth it.
Number of games quit is an excellent idea, especially if its displayed as a percentage of total games played. That way you can distinguish between someone who has quit 50 times but played 100 and someone who quit 50 times but played 1000 games.
'What about people who lose power or get server kicked?
This is easy. Fortunately the system should be able to tell the difference between getting booted from the server and stuff that can be tracked like ‘quit game’, ‘turn system off’ or pressing the power button on your PS3. Once again, Quitters are foiled'
I came for the shitposting and boy was it good.
if you want to read diarrhea go read kugutsumen ;p
When the time comes, and Dusters are able to fully assert themselves in 0.0, the EVE alliances looking to hire them won't give one rat's #!@)( how uber-l33t some hyped-up kid thinks they are. All they'll care about is RESULTS.
Perhaps the ties that bind the two games, one universe should be stronger and tightened sooner….
have u played dusy ?? most kids wouldnt understand it, its not like cod or any other fps
Don't underestimate kids today – if they want it, they'll find a way. I predict a slightly younger, but not-too-young crowd.
I think the biggest age-determining factor isn't complexity but the need for patience – at least in EVE.
damn right
Amen
o/ SINNERS
we should make it easier for Kiddos to fly carriers, that means no skillpoints necessary to fly carriers this will tie some Dust players for sure into the eve universe, we dont need patience we need carriers and titans for the new players CCP carry on the good patch work !
the patch politics that every noob can fly ships as good as t2 without skilling t2 is insane, think ccp does not like their old players wants to get rid of them
It's either that or ccp said they were doing t1 iteration first and t2 next fukcnugget.
I'm all in favor of stupid people flying capitals.
KB padding here we come <rubs hands gleefully>
Rage quiters, spawn snipers, cry babies, try hard kdr stat padders etc will forever be a part of first person shooters. Dust is no different so stop acting like this is a new phenomenon. Dust is awesome but it has it problems just like any other fps get over it.
teenboy wtf ?
Did ya even fuckin read the article jack-hole? They aren't saying it's new ffs…they're saying how they're dealing with what they ALREADY KNOW to be part of any other fps and how they're GETTING OVER IT. In such a hurry to post first you didn't read it did you? Stupid dust bunny ground pounder.
That will end once it's fully integrated. K/Ders will stick to random battles. Gamers will fill contracts and try to control space.
I hope CCP is developing a very educational intro video for the full release game, as I couldn't imagine trying to understand the eve universe or what my purpose is, having not been submersed in it the last 2 years. Not to mention other tools to monitor sov changes and alliance movement from the PS3 interface. Will be tough to capture them.
DAMN WHAT DO YOU WANT TO SAY .. we all know, that CCP is the master of good training missions and so on ;p
Ccp should do a v short tv add for Dust and eve at the same time. We already no that they can make a sweet short video. Then again it may not be worth it.
To be honest, connection loss is not very frequent. If it is, maybe you should stop using your neighbor's flaky open WiFi. no one likes people on shitty connections on their teams, always going link dead at the most inopportune moment. In any case, other games already handle this situation, I would consider it a solved problem.
Not having played Dust, how does it compare with Planetside 2? I'm casually playing it, and just over the game chatter I haven't noticed anyone care very much about their K/D ratio. It is a game that rewards teamwork and support classes very well. Like in Dust, there are no "matches", just a roughly persistent game map that shifts influence as players fight local battles. The three factions are roughly evenly balanced, and a well organized and led platoon can put some serious hurt even if their side is very undermanned.
"This is easy. Fortunately the system should be able to tell the difference between getting booted from the server and stuff that can be tracked like ‘quit game’, ‘turn system off’ or pressing the power button on your PS3. Once again, Quitters are foiled. "
Players will just simply unplug the system to leave. They might even call themselves haxorz in the process…
Is anyone really playing this fucking stupid game, proof and pics or it doesn't happen, what bunch of morons,still believing in this CCP….lol I'd rather spend my money on hokkers and blow, thanks….this is the result of a failed whaling economy guys, stop looking past ICELAND as a useful economy, is about what it can take from others ….
Are you high or something?
Or something: bitter and stupid
What's a hokker? Is it some kind of animal? Can I eat it? Are… are YOU the hokker?
Pretty sure he's buying animals and blowing them
(I haven't played Dust so this may not be practical or doable)
Simple – as with missions in EvE, require a isk deposit to join a battle. You don't get the deposit back until the battle is over. Make the deposit high enough to be worth finishing the battle and skill point related – noobs obviously can't afford much, older players with higher sp's should be able to afford more. If you quit early, you forfeit the deposit and your standings drop. If your standings drop far enough you can no longer fight for that faction.
Well take it to the Dust level, every time you get killed you lose the fit you had and have to use a new set. So if you quit, you don't get back the sets you lost in the fight. I've DCed once or twice and noticed that I get everything I lost back. Not sure if bitch quitting does the same though.
nope dust servers can tell the difference between a dc and pussying out