FORUMS


WE HAVE TO GO BACK!



Posted: //
Nov. 16, 2016, 6 p.m.



In my honest opinion I think the only way to save this game is to revert back to the old leveling system. Yeah it was flat and boring but, in case you couldn't already tell, the majority of the now dwindling player base prefers it that way, and you can't launch a successful game if all your beta testers are giving out their negative opinions and telling people to steer clear of what used to be an awesome game. Dreadnought showed so much promise, I was certain it would be a formidable contender against the World of Warfranchises. Not anymore, Dreadnought is now on my list of huge gaming disappointments. I'm flabbergasted at how poorly the oversight was while the devs were working on this new system, I wondered if any of them had ever played video games in their lifetimes. Forget trump, forget brexit, the saddest thing to happen to the world in 2016 was progression 2.0.

Enough crying tho (I'm literally tearing up) how can it be fixed? I suggest going back to the old progression system and then implementing a loot box system, people like loot boxes, and I'm sure some players like all the new ship variants, but the tier system does not work, make all those ship variants unlockable as cosmetic changes through loot boxes with each rank up, maybe add ranks per ship category, that unlocks modules for that specific category as you rank it up. I.e. Rank up your captain for a cosmetic loot box and rank up your dreadnought to unlock the dreadnought modules/destroyer+destroyer modules/etc. I don't know, I'm not a game dev and maybe it can't be fixed, but until this game gets fun again, ill be using up my hard drive space for something else.

Like EVE online, which is now f2p btw.


Posted: //
Nov. 16, 2016, 6:49 p.m.



Unfortunately, you're right. The game itself is great, but currently I don't recommend it.

Someone please post the appropriate back to the future meme.


Posted: //
Nov. 16, 2016, 6:58 p.m.



I actually disagree, just on the fact that when its changed, we should go back.
I think the absolute best idea for Dreadnought to do, is make each ship in the subclasses, unique.
Take destroyers as examples. They are main line ships right? ready for any role?
Make them different:
Missiles (2 missile slots),
Escort (Heavier armor, slower, closer to a dread),
Flanker (Lighter, little less damage, but here comes dat ram)
Normal (as is now)
Artillery (more damage, less speed, and health, better range)
(heck ill go past 5)
Brawler (more focused on close range and warping in)
Auxiliary (More energy, can stay in the fight longer)
Striker (everything to damage! torpedo all the ships!)

Why cant we have these ^^^^ And use a tech tree for them? We don't want straight upgrades, we want uniqueness, and the ship models are plenty different now to implement these changes!


The choices of our ships shouldnt be linear upgrades, they should be overhauls of the ship's playstyle

For the strength of the pack is the wolf, and the strength of the wolf is the pack.


Posted: //
Nov. 16, 2016, 7:14 p.m.



U-505#1540 posted (#post-58357)

I actually disagree, just on the fact that when its changed, we should go back.
I think the absolute best idea for Dreadnought to do, is make each ship in the subclasses, unique.
Take destroyers as examples. They are main line ships right? ready for any role?
Make them different:
Missiles (2 missile slots),
Escort (Heavier armor, slower, closer to a dread),
Flanker (Lighter, little less damage, but here comes dat ram)
Normal (as is now)
Artillery (more damage, less speed, and health, better range)
(heck ill go past 5)
Brawler (more focused on close range and warping in)
Auxiliary (More energy, can stay in the fight longer)
Striker (everything to damage! torpedo all the ships!)

Why cant we have these ^^^^ And use a tech tree for them? We don't want straight upgrades, we want uniqueness, and the ship models are plenty different now to implement these changes!

Ah, fair point. There's a great post somewhere making this same suggestion with a graphic. Maybe it was you that created it.

The old way had some good things going for it that I hope do survive. It allowed players to get to customizing modules, cosmetics, and fleet much faster. In the current system, 100k credits to buy the next tier ship, just so you can spend another 100k credits or more to customize it sucks.


Posted: //
Nov. 16, 2016, 8:11 p.m.



CtrlAltWheee#2640 posted (#post-58395)

Ah, fair point. There's a great post somewhere making this same suggestion with a graphic. Maybe it was you that created it.

The old way had some good things going for it that I hope do survive. It allowed players to get to customizing modules, cosmetics, and fleet much faster. In the current system, 100k credits to buy the next tier ship, just so you can spend another 100k credits or more to customize it sucks.

Nope, but I fully understand what it is, and how to implement it, and I will scream it at the top of my lungs!


The choices of our ships shouldnt be linear upgrades, they should be overhauls of the ship's playstyle

For the strength of the pack is the wolf, and the strength of the wolf is the pack.


Posted: //
Nov. 16, 2016, 9:18 p.m.



CtrlAltWheee#2640 posted (#post-58395)

U-505#1540 posted (#post-58357)

I actually disagree, just on the fact that when its changed, we should go back.
I think the absolute best idea for Dreadnought to do, is make each ship in the subclasses, unique.
Take destroyers as examples. They are main line ships right? ready for any role?
Make them different:
Missiles (2 missile slots),
Escort (Heavier armor, slower, closer to a dread),
Flanker (Lighter, little less damage, but here comes dat ram)
Normal (as is now)
Artillery (more damage, less speed, and health, better range)
(heck ill go past 5)
Brawler (more focused on close range and warping in)
Auxiliary (More energy, can stay in the fight longer)
Striker (everything to damage! torpedo all the ships!)

Why cant we have these ^^^^ And use a tech tree for them? We don't want straight upgrades, we want uniqueness, and the ship models are plenty different now to implement these changes!

Ah, fair point. There's a great post somewhere making this same suggestion with a graphic. Maybe it was you that created it.

The old way had some good things going for it that I hope do survive. It allowed players to get to customizing modules, cosmetics, and fleet much faster. In the current system, 100k credits to buy the next tier ship, just so you can spend another 100k credits or more to customize it sucks.

I would disagree with all. The tier system is a must for a very simple reason. You'll have social players and hard core players. Your hard core players will reach the top of the rung fast like it is their job. They will have the best ship and equipment while the social player going against them will have either average or below average ships. The tier system provides at best a reasonable challenge. Two levels up or two levels down and a mixture of hard core and social players.

Right now if anyone expects quality ships at this state of the game development.. CLOSED beta they should probably get out of testing games period. This isn't a fully fledged game people. Some companies are better at it than others. This game at it's current state is barely functional. We just had to deal with a very real concern and that is the MM. Without a functioning MM you couldn't test a game. Having done a reasonable fix on the MM we can now get back to the meat of testing and reporting bugs. THAT IS OUR JOB.. not to complain about eye candy that will most assuredly will happen over time.

Let us focus on the UI of the game. The movement of ships, the gaps that might be in the maps, such as falling through terrain or not being able to move or coloring of maps so forth and so on. That is what our jobs as volunteer beta testers. To be disgruntled because you can't play the game as well as you want because of it's current state is counter productive especially if you feel a tier system, (Which right now is not as important as the overall function of the game is) becomes your priority as a tester then you might want to reevaluate your job as a tester such as being an open beta tester.

Less worry on optimization abilities of ships and more on the functioning of the game. I agree we should have absolute open access to every tier ship right now..granting us four or five times the amount of money that would normally be earned at launch. Right now I feel were constrained in a process that should grant us access faster.

Function of the game should come first... it is closed beta.... Work on the tier system in open beta when you have more of a pool of people to work out those kinks...then after that is done.. you launch and start implementing eye candy projects and rewards. Just my thoughts. I am appreciative of everyone's thoughts and opinions. Building a game isn't easy and everyone's input is, I'm sure, appreciated by the devs.


Posted: //
Nov. 16, 2016, 9:37 p.m.



Generally Beta testers don't pay for the game while they are testing. We can call this Beta because it's still in development but lets be honest, a lot of us bought packages and the new update includes options to purchase credits in game. I feel perfectly justified in voicing my opinion about the game given the fact that I purchased a package the week they were announced because my experiences so far had been amazing. Even if we suspend the knowledge that people are paying for the game, Beta testers have a right and a responsibility to give gameplay feedback. If the gameplay is terrible why wouldn't we bring it up? Further why would we have forums if the devs didn't want our feedback? People are trying to point out that even though the old progression system was linear and simple, the progression was fun. Now it's convoluted, complex and not fun. Once the bugs are out, the game should be above all else, fun. In it's current state it's not fun and suggesting that more players will fix this problem doesn't make a lot of sense to me. More players will discover the same thing the rest of us are seeing right now. It's not fun.


Posted: //
Nov. 16, 2016, 9:41 p.m.



I for one, prefer the progression 2.0 format to the previous one. I didn't like waiting 20 levels to unlock the module I liked. Here, presumably, I can reduce the time it takes to start using the ship/tech I want by going straight for it.

My main gripe with P2 is that I have to grind twice to use a module I want. Once for Experience, once for money. I kind of understand what the intent was for having a dual currency, but locking modules behind both gates seems excessive. This may be because as has been mentioned, the price of a module set is equivalent to the next tier of ship and I may as well use my money to buy that next tier instead of investing in a tier I will leave behind.

Suggestion: Allow money to unlock a module (possibly ship) immediately, and let experience be used to upgrade it. This way, I can spend time with my ship and upgrade its default modules (while I grind) until I'm ready to buy that next tier. OR I can buy different modules for different strategies on my existing ship If its one I like.

Side note: That also makes more sense from a lore perspective (why is my next ship locked behind an experience gate for my current ship. Does driving a racecar over time make me qualified to drive a semi?).


Posted: //
Nov. 16, 2016, 11:34 p.m.



Falcione#2177 posted (#post-58414)

I for one, prefer the progression 2.0 format to the previous one. I didn't like waiting 20 levels to unlock the module I liked. Here, presumably, I can reduce the time it takes to start using the ship/tech I want by going straight for it.

I can see why you say this, but guess what. Prior to the update, after grinding to a certain level you earned FIVE ships. Now past tier two it takes about the same amount of time to unlock just ONE ship, not to mention grinding for each individual module(which you did mention).

What needs to happen is they should go back to the old MOBA format of progression. This is a MOBA game, not a world of tanks/ships style game. It therefor deserves a MOBA progression system, even if it is not exactly the same as before, it just can not be tech trees and grinding. All the new ships they have added give more diversity to the game, but they can be easily implemented into another progression format.


Posted: //
Nov. 16, 2016, 11:48 p.m.



the tier system is a pain in the but, but it has forced me to fly vetts and destoyers which has helped in countering them

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