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1. Sticky:[DISCUSSION] - Salvage - in General Discussions [original thread]
CCP Wolfman wrote: Ghural wrote: SponkSponkSponk wrote: Ghural wrote: Yes but a freelook option would allow for some pretty cool player vids. You want to do group skydiving formations don't you. Admit it. Oh and colored smoke gr...
- by Sole Fenychs - at 2014.07.16 20:07:00
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2. Sticky:[DISCUSSION] - Salvage - in General Discussions [original thread]
Iron Wolf Saber wrote: I say make the sky spawn beacon a new racial equipment to rival the 'covert' drop uplink we currently use. Probably Minmatar. Then make 'passive' versions of both (ie they're always on the person using them) for the las...
- by Sole Fenychs - at 2014.07.09 19:41:00
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3. Sticky:[DISCUSSION] - Salvage - in General Discussions [original thread]
steadyhand amarr wrote: I like the idea of setting up a field base, so one guy has a tent and a small turrent a corp has a mulitfuction base with tanks, low and null sec could become very orgnaic if we expand off this idea :-D You could store...
- by Sole Fenychs - at 2014.07.09 14:18:00
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4. Sticky:[DISCUSSION] - Salvage - in General Discussions [original thread]
CCP Wolfman wrote: Ok, next topic! This week we will (hopefully) be testing low orbital drops in Salvage, or as they have often been called GÇÿsky spawnsGÇÖ. Up until now weGÇÖve been using fixed spawn points and (shock horror) some mean sp...
- by Sole Fenychs - at 2014.07.09 12:39:00
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5. Character Movement - in General Discussions [original thread]
Kincate wrote: I was in early beta, bunny hoping was one among many problems. Frankly right now no one is saying it is a balance issue, it is just both stupid looking and a wholly outdated mechanic to have. If you are worring about low obsticle...
- by Sole Fenychs - at 2014.06.16 10:21:00
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6. Character Movement - in General Discussions [original thread]
TechMechMeds wrote: Please not as fluid as uncharted, just no. Why the hell would you take any cues from Uncharted, aside from the storylines and locales of the first two games? The gameplay is an atrocity based on "we need more snipers to ma...
- by Sole Fenychs - at 2014.06.15 08:29:00
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7. Character Movement - in General Discussions [original thread]
Bunny hopping is only an issue for console shooters and in games where it actually increases your speed due to engine fuckups. When mouse is the default control scheme, bunny hopping will be pointless because your jumping trajectory is very predic...
- by Sole Fenychs - at 2014.06.14 21:54:00
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8. Character Movement - in General Discussions [original thread]
Godin Thekiller wrote: Seeing as though the vehicle models are god awful in Borderlands, no surprise there. Borderlands 2 is actually improved, even if it's only moderately not-**** now.
- by Sole Fenychs - at 2014.06.12 20:49:00
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9. Character Movement - in General Discussions [original thread]
Maken Tosch wrote: No, it won't be annoying. It's practical. Halo has proven that multiple times and no one complained about the restrictions to vehicle entry. Besides, it makes absolutely no sense to be able to hop into the driver seat when y...
- by Sole Fenychs - at 2014.06.12 19:14:00
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10. Character Movement - in General Discussions [original thread]
I love how the Dust boards almost never actually answer the devs directly, and instead just post random semi-insults. Restricting driver entry to one side would be more annoying than useful. Just make a hack-like progress bar when you enter a v...
- by Sole Fenychs - at 2014.06.12 09:38:00
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11. Character Movement - in General Discussions [original thread]
CCP Wolfman wrote: Jaysyn Larrisen wrote: CCP Wolfman wrote: Let's not get too far ahead of ourselves. I think we should be able to walk smoothly over rocks before we start running on walls :-) Not sure if it falls under the movement ...
- by Sole Fenychs - at 2014.06.11 08:49:00
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12. Character Movement - in General Discussions [original thread]
Grimmiers wrote: Godin Thekiller wrote: Sole Fenychs wrote: CCP Wolfman wrote: The idea is to start simple and build up. First smoother movement over undulating terrain. Second, help characters 'vault' over fence like objects. This is ...
- by Sole Fenychs - at 2014.06.10 14:23:00
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13. Character Movement - in General Discussions [original thread]
Godin Thekiller wrote: This could even bring in a whole assortment of modules and equipment. Grappling hook anyone? I personally prefer jetpacks. High-powered ones that increase your scan profile and stealthy ones that have less power. And my...
- by Sole Fenychs - at 2014.06.10 11:26:00
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14. Character Movement - in General Discussions [original thread]
CCP Wolfman wrote: The idea is to start simple and build up. First smoother movement over undulating terrain. Second, help characters 'vault' over fence like objects. This is somethingwe can probably calculate based on the jump height so a heav...
- by Sole Fenychs - at 2014.06.10 09:44:00
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15. Character Movement - in General Discussions [original thread]
CCP Wolfman wrote: yeah, we've definitely got some improvements to do in that area. It's still too janky and I also think we need to help players get over geometry like fences even if they can't... quite... reach! Have you tried Crysis 3? Th...
- by Sole Fenychs - at 2014.06.09 12:03:00
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16. New name for the players - in General Discussions [original thread]
Can we Dustbunnies get infinite stamina in Legion? Or at least he ability to bunny hop for increased movement speed? For Legion, I'd guess that Soylent Blue would work - Blueberries made from people. On a more serious note, Legion will likely ha...
- by Sole Fenychs - at 2014.06.09 09:22:00
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17. Accessability of vehicles in Legion - in General Discussions [original thread]
I came into Dust because I heard of EVE. A game that is often used for the famous "learning cliff" image, to show that EVE's learning curve is steeper than steep. I liked the idea of having an FPS that is far more than a bit of simple gameplay. In...
- by Sole Fenychs - at 2014.06.06 12:20:00
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18. The case for always-on friendly fire - in General Discussions [original thread]
Tolen Rosas wrote: actually do u even play shooters? what ur describing is so low percentage that its not worth discussing. run into peoples fire? do u know how difficult it is to decide who kills u? its more likely ur killed by an enemy on the...
- by Sole Fenychs - at 2014.06.02 13:42:00
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19. The case for always-on friendly fire - in General Discussions [original thread]
Dusters Blog wrote: also incentivize players by having concord bounties on high level griefers. this will fuel the bounty hunter class. I can already see the feedback loop forming. Corps that run into people's line of fire until they are kick...
- by Sole Fenychs - at 2014.06.01 17:12:00
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20. The case for always-on friendly fire - in General Discussions [original thread]
Ender Storm wrote: Its only a problem if you design the game to allow it to be a problem. Enable votekick based on FF. Every friendly kill lowers player status. Being votekicked because of FF lowers the status even more. FF voteckick kicks in ...
- by Sole Fenychs - at 2014.06.01 08:12:00
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