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Author |
Thread Statistics | Show CCP posts - 6 post(s) |
Lucifalic
Baked n Loaded
60
|
Posted - 2013.08.26 12:37:00 -
[271] - Quote
I believe afk could be solved using the kick as well as some sort of system where your passive gain has a cap with wp. Only so much awarded per 25 wp. Also introduce a point (say 300 wp) needed to collect full passive gain. Of course tweak these values however so newberries are not left in the dust..... Could give excelerated gain of sp til 3-5 mil lifetime sp reached then back to the lions den. |
Orber Gen
Academy Inferno CRONOS.
97
|
Posted - 2013.08.26 12:53:00 -
[272] - Quote
CCP Greyscale wrote:Recent Updates/Daily Bonus: There's a devblog coming on the Recent Updates page, there'll be more info on how that and the Daily Bonus works there.
AFK detection: - You get a warning at 90s and kicked at 180s of inactivity; these values may be tuned down the road - Infantry activity: move OR fire - Vehicle activity: move OR fire - Non-driver turret activity (includes installations): pitch/yaw OR fire - Passive vehicle seat activity: counts as active whenever drive is active
Obviously this isn't going to be perfect, but it should significantly cut down on incidences of AFKing. If it doesn't have a noticeable impact we'll re-evaluate.
Obviously this isn't going to work AFKers will run into the wall of MCC ))) Just place something heavy on the "W" button of the keyboard
U may give up on AFKers, or u may remove pasive SP (in that case u will remove large player base at the same time)
It looks like checkmate for this particular scheme. |
Bendtner92
Imperfects Negative-Feedback
948
|
Posted - 2013.08.26 13:06:00 -
[273] - Quote
Orber Gen wrote:Obviously this isn't going to work AFKers will run into the wall of MCC ))) Just place something heavy on the "W" button of the keyboard U may give up on AFKers, or u may remove pasive SP (in that case u will remove large player base at the same time) It looks like checkmate for this particular scheme. And it's not like we told them months ago that a simple fix like this wouldn't stop AFKing.
Oh wait, we did tell them that...
If it can easily be circumvented by just moving around or using a rubber band it's not a fix to anything.
The best fixes for AFKing are still to make the game fun to play or don't use passive SP in the active SP calculations. |
Orber Gen
Academy Inferno CRONOS.
97
|
Posted - 2013.08.26 13:23:00 -
[274] - Quote
Bendtner92 wrote:The best fixes for AFKing are still to make the game fun to play or don't use passive SP in the active SP calculations. It seems like they just can't make game fun to play :) After 10 matches i'm getting bored Because same ppls, same AR spam or new MD spam, death taxi's and so on.
At the begining of the open-beta AFKers was ppls who want not lose the edge, but now AFKers are players who bored by Dust and waiting for changes That is why they don't remove passive SP in battles |
Disturbingly Bored
The Strontium Asylum
497
|
Posted - 2013.08.26 15:18:00 -
[275] - Quote
So, I'm kinda late to the Patch Note party, but I just wanted to thank CCP for getting all the notes out well ahead of the patch this time.
It gives the community time to poke through them and look for potential pitfalls or imbalances, and it's the best process overall.
Danke, CCP!
PS (Because I'm me):
Having the kick timer based simply on player movement or shooting is easily abused by putting a simple rubber band on your controller and sitting in the MCC. The only good way to squash AFKing I can see would be to require engagement with the enemy within a certain time frame.
You shoot and hit a red, or a red shoots and hits you. One or the other happens at least every 2 minutes to footsoldiers actually participating in a match, even if they're dedicated logis. Vehicles are trickier, though... |
Vespasian Andendare
Subsonic Synthesis Alpha Wolf Pack
163
|
Posted - 2013.08.26 16:16:00 -
[276] - Quote
Aran Abbas wrote:CCP Greyscale wrote:Recent Updates/Daily Bonus: There's a devblog coming on the Recent Updates page, there'll be more info on how that and the Daily Bonus works there.
AFK detection: - You get a warning at 90s and kicked at 180s of inactivity; these values may be tuned down the road - Infantry activity: move OR fire - Vehicle activity: move OR fire - Non-driver turret activity (includes installations): pitch/yaw OR fire - Passive vehicle seat activity: counts as active whenever drive is active
Obviously this isn't going to be perfect, but it should significantly cut down on incidences of AFKing. If it doesn't have a noticeable impact we'll re-evaluate. Umm... am I missing something or will a simple rubber band negate the anti-AFK system??? This was my thought as well. I liked the system better when it was still mysterious and scary.
|
Doc Noah
Algintal Core Gallente Federation
480
|
Posted - 2013.08.26 18:33:00 -
[277] - Quote
Question about the removal of team based passive scanning, will it remove crosshair spotting as well? I like to spot an enemy far off to the distance so my team knows where they are like say a sniper or a tank in the distance.
I understand you want to make active scanners viable again, but its only good up to 100m, past that theres no way of actively spotting for your team. |
Touchy McHealz
Vherokior Combat Logistics Minmatar Republic
48
|
Posted - 2013.08.26 19:47:00 -
[278] - Quote
CCP Greyscale wrote:Recent Updates/Daily Bonus: There's a devblog coming on the Recent Updates page, there'll be more info on how that and the Daily Bonus works there.
AFK detection: - You get a warning at 90s and kicked at 180s of inactivity; these values may be tuned down the road - Infantry activity: move OR fire - Vehicle activity: move OR fire - Non-driver turret activity (includes installations): pitch/yaw OR fire - Passive vehicle seat activity: counts as active whenever drive is active
Obviously this isn't going to be perfect, but it should significantly cut down on incidences of AFKing. If it doesn't have a noticeable impact we'll re-evaluate.
So now when I want to AFK I just need to rubberband down the movement stick? Still not a fix, but I'll keep gaming the system.
|
Commander Dizzle
Closed For Business For All Mankind
15
|
Posted - 2013.08.26 21:23:00 -
[279] - Quote
CCP Logibro wrote: Corporations * Corporation tax: Corporations can now set a tax rate. The tax rate is the same for both EVE and DUST players in the corporation and can be set in either DUST or EVE. To set the tax rate in DUST you must be either a director or CEO of the corporation and go to edit the corporation details; the same location you would edit the corporation description. Tax is set as a percentage and will be deducted from all corp members whenever they receive income from a battle. Only rewards of 100,000 ISK or more will be taxed
Would this open up the option to AUDIT the Dust Corporation's "Merc Wallet" from EVE or Dust? If not, when do you guys think this option will be available?
Keep up the great work! |
ladwar
Dead Six Initiative Lokun Listamenn
1289
|
Posted - 2013.08.26 21:47:00 -
[280] - Quote
Touchy McHealz wrote:CCP Greyscale wrote:Recent Updates/Daily Bonus: There's a devblog coming on the Recent Updates page, there'll be more info on how that and the Daily Bonus works there.
AFK detection: - You get a warning at 90s and kicked at 180s of inactivity; these values may be tuned down the road - Infantry activity: move OR fire - Vehicle activity: move OR fire - Non-driver turret activity (includes installations): pitch/yaw OR fire - Passive vehicle seat activity: counts as active whenever drive is active
Obviously this isn't going to be perfect, but it should significantly cut down on incidences of AFKing. If it doesn't have a noticeable impact we'll re-evaluate. So now when I want to AFK I just need to rubberband down the movement stick? Still not a fix, but I'll keep gaming the system. they said rubber band proof but from the looks of it i would say it would work. even if it doesn't count running into the MCC walls as moving there is plenty of hills that slide you down as you run up them in the redzone that is sniper and friendly TK proof. |
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Driftward
Subdreddit Test Alliance Please Ignore
421
|
Posted - 2013.08.26 22:09:00 -
[281] - Quote
THE TRAINSPOTTER wrote:Hobo on Fire wrote:THE TRAINSPOTTER wrote:GTA-V FTW wrote:Still no WP for using active scanner huh? So basically why use them? Just so your squad can see enemy now but you still are not rewarded for using them, booooo! why use armor repair? why reload? you want points for that too? scanners dont do anything first hand to damage enemy , thats why you dont need to get WP imagine the spam of OS if you could get WP from scanning We get points for repairing friendlies, and for giving them ammo. We get guardian points if a friendly we're actively repairing gets a kill, which would be the most similar to how points for scanning should work. If scanning an enemy directly leads to a teammate killing them, you should get support points. points for repairing yourself with armor repairer you dont interact PHISICALY when you scan , its just breathing the air it makes no sense to give point BUT with CCP you never know it seems they like to listen to crybabies try again maybe they will listen you
Ummm wow this is all kinda angry. But just to let you know, it was confirmed that they're adding wp to various actions in 1.5 including active scanning (as there is a team benefit and as such should be reflected in the war points as a surrogate value for your usefullness in combat).
They haven't said what portion of scanning will get the reward, but I would suspect it will require something other than just scanning an enemy (perhaps a previously invisible enemy or having a scanned enemy killed).
Also, the active scanner is the only equipment with which you can't currently get war points from....so yah...at any rate you can go ahead and continue your rant now. |
Dimmu Borgir II
Consolidated Dust
43
|
Posted - 2013.08.26 22:18:00 -
[282] - Quote
Needless Sacermendor wrote:Aran Abbas wrote:CCP Greyscale wrote:Recent Updates/Daily Bonus: There's a devblog coming on the Recent Updates page, there'll be more info on how that and the Daily Bonus works there.
AFK detection: - You get a warning at 90s and kicked at 180s of inactivity; these values may be tuned down the road - Infantry activity: move OR fire - Vehicle activity: move OR fire - Non-driver turret activity (includes installations): pitch/yaw OR fire - Passive vehicle seat activity: counts as active whenever drive is active
Obviously this isn't going to be perfect, but it should significantly cut down on incidences of AFKing. If it doesn't have a noticeable impact we'll re-evaluate. Umm... am I missing something or will a simple rubber band negate the anti-AFK system??? They did say it should be "rubber band proof" ... so hopefully there's a bit more intelligence going on that they're keeping up their sleeve to stop people finding ways round it. Edited ... could mean "moving" would constitute more than holding a single direction on the controller.
But at least with a rubber band, at one point or another, they're gonna fall out of the mcc and be clone-cake... would they continually spin whilst falling?? |
Driftward
Subdreddit Test Alliance Please Ignore
421
|
Posted - 2013.08.26 23:06:00 -
[283] - Quote
Question for Devs:
On our HUD with the mini-map, for red dots that squad members have line-of-sight (LOS) on or lighting up by aiming/ADS, will they show up for squad members also or just for the individual who has LOS?
Asked another way: passive scanning has been confirmed that there will no longer be squad sharing. Is squad sharing of line of sight going to continue or will that be also be disabled? |
semperfi1999
Imperfects Negative-Feedback
788
|
Posted - 2013.08.26 23:13:00 -
[284] - Quote
Disturbingly Bored wrote:So, I'm kinda late to the Patch Note party, but I just wanted to thank CCP for getting all the notes out well ahead of the patch this time.
It gives the community time to poke through them and look for potential pitfalls or imbalances, and it's the best process overall.
Danke, CCP!
PS (Because I'm me):
Having the kick timer based simply on player movement or shooting is easily abused by putting a simple rubber band on your controller and sitting in the MCC. The only good way to squash AFKing I can see would be to require engagement with the enemy within a certain time frame.
You shoot and hit a red, or a red shoots and hits you. One or the other happens at least every 2 minutes to footsoldiers actually participating in a match, even if they're dedicated logis. Vehicles are trickier, though...
Wrong the only effective anti afking system would be to not reward time in game as the majority (or any) of your SP gain.
Easiest fix in the world.......make is such that you get 5 -10 SP per WP you earn. This teaches people to go for WP as a way to earn your SP. If you complain saying "well people can abuse this and cap out faster"....who the heck cares? Seriously instead of AFKing for 10.5 hours if they are able to WP ***** for 4-5 hours and cap out and then not play again until next week then thats better for you people who want to play and do not want AFKers in the MCC. If they didnt reward you for time in game then there would be no reason to AFK other than for the lolz (which will eliminate the vast majority of AFKers while being easier to program than all the work they did on this system they made). |
Vrain Matari
ZionTCD
757
|
Posted - 2013.08.26 23:42:00 -
[285] - Quote
semperfi1999 wrote:Disturbingly Bored wrote:So, I'm kinda late to the Patch Note party, but I just wanted to thank CCP for getting all the notes out well ahead of the patch this time.
It gives the community time to poke through them and look for potential pitfalls or imbalances, and it's the best process overall.
Danke, CCP!
PS (Because I'm me):
Having the kick timer based simply on player movement or shooting is easily abused by putting a simple rubber band on your controller and sitting in the MCC. The only good way to squash AFKing I can see would be to require engagement with the enemy within a certain time frame.
You shoot and hit a red, or a red shoots and hits you. One or the other happens at least every 2 minutes to footsoldiers actually participating in a match, even if they're dedicated logis. Vehicles are trickier, though... Wrong the only effective anti afking system would be to not reward time in game as the majority (or any) of your SP gain. Easiest fix in the world.......make is such that you get 5 -10 SP per WP you earn. This teaches people to go for WP as a way to earn your SP. If you complain saying "well people can abuse this and cap out faster"....who the heck cares? Seriously instead of AFKing for 10.5 hours if they are able to WP wh0re for 4-5 hours and cap out and then not play again until next week then thats better for you people who want to play and do not want AFKers in the MCC. If they didnt reward you for time in game then there would be no reason to AFK other than for the lolz (which will eliminate the vast majority of AFKers while being easier to program than all the work they did on this system they made). +1. Fix the cause, not the symptom. There are far more positive ways to help out the struggling players and reward then for action. Asymmetrical WP rewards, gradiated WP rewards, logarthnic WP rewards, many other workable ideas out there.
Hoping that 1.5 is a first step towards this. |
the shadow dragon
Kinsho Swords Caldari State
0
|
Posted - 2013.08.27 03:50:00 -
[286] - Quote
the only thing i like on this patch note is the 3 new map and since uprising 1.5 is a vehicle patch will i have my turret proficiency back and a turrets buff and will sagaris will be coming back with some black ops HAV 'wishful thinking' ?.....nuff the kitten out of forge guns because they been over powered forever...... the end26 |
Garrett Blacknova
Codex Troopers
3371
|
Posted - 2013.08.27 11:14:00 -
[287] - Quote
I've been away for a while, but this looks mostly good.
Mouse aim has a whole lot of me saying awesome, but then there's that one point which completely ruins it.
Quote:* Mouse rotation speed caps have been removed Just... no.
This is THE balancing point around which the game has actually had a chance to balance KB/M and sixaxis controls. Without it, there is no way to put KB/M and Sixaxis users on a level playing field.
I ahven't actually seen the difference yet, but I don't think LAVs should be entirely prevented from hurting infantry, which is what some people are claiming has been done, but I also don't think a gentle clip with the edge of a bumper should instakill what basically amounts to a walking tank either. And I certainly don't think that it should be considered totally reasonable for a single LAV to run through 2 or 3 Heavies in a row without slowing down or even scratching its bumper. Collision damage needs to apply to LAVs as well as their victims, and even well-tanked Mediums suits should be able to survive, let alone Heavies.
On top of those changes to LAVs, did they bring back the free ones again? Because if not, they should. A starter transport vehicle SHOULD be available.
Also, they still haven't addressed the fact that LLAVs are harder to kill than HAVs, which was the ACTUAL problem with "murder taxis". It's not that they can kill easily. If they're a risk/reward balanced quick/instant kill, that's fine. The problem is that they can kill instantly AND are near-impossible to kill in return. Adding a small amount of damage (size based) to the LAV when it runs a target over would have been good. But a more important change would be a HARD reversal of the HP buff they were given when HAVs got a slacker-job of straightening out their HP and Dropships got precisely nothing to even try and keep them in the game in spite of already being the least-practical vehicles in the game at the time. |
Thang Bausch
Pierrot Le Fou Industries
25
|
Posted - 2013.08.27 16:09:00 -
[288] - Quote
* HP bars and name tag visible only for what you are aiming/firing at
I hope this is only for enemies. Doing a logistics role will be tricky if I have to aim at everyone on my team to see if they need armor repaired. It also makes no sense that this information would not be transferred between teammates. If New Eden knows how to transfer consciousness, I am pretty sure they can securely transfer shield and armor health info on a battlefield. |
TEX 79
Condotta Rouvenor Gallente Federation
1
|
Posted - 2013.08.27 21:49:00 -
[289] - Quote
How about some locks on the vehicles? Use a unused button and lets say the vehicle is locked at all times, well when you choose to let someone in you hold down this unused button to unlock and let players in and as soon as you let off the vehicle goes back to automatic lock. I have been having problems with blue berries which seems to me I have killed in other games or working for the other side getting in and giving away my position, shooting to block my view, or some random that will not get out so I can let my sqauad in. I pay, and work hard to skill into these vehicles so why cant I decide who enters them? Just saying. Thanks for your time and consideration. |
TEX 79
Condotta Rouvenor Gallente Federation
1
|
Posted - 2013.08.27 21:56:00 -
[290] - Quote
How about on the maps change it up a bit? How about one map a dark volcano world where the moutains are bursting and lava trickles coming down the moutain? Or a jungle world with trees that snipers can dig in? Maybe one map where you are on the surface of the moon since we are in suits with breathing air anyway? How about a complete Ice world or even a water world where the city floats like a ship with room for vehicles. We are traveling to different worlds, so why do they all look like deserts or deserts with a little grass or a little ice but still rocky desert looking. Just a few ideas to toss around. |
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Zahle Undt
Bullet Cluster
251
|
Posted - 2013.08.27 23:24:00 -
[291] - Quote
excillon wrote:Iron Wolf Saber wrote:excillon wrote:No scope modules?! No armory?!
I'm not trying to be ungrateful, but when are these coming?! I admit I kind of got my hopes up on these being included.
Also, exactly was done to the murder taxi? We have to go back and fix the core a bit, thus quite a few set backs, sorry about that. And that involved bending the laws of physics and taking away murder taxi's? Not fair. If you'd have buffed swarms like you did, and left murder taxi's alone, that would have been fair to both sides. But now, what's the point in even pulling out my LAV's? I can't use them unless I have a gunner, so if I'm not in squad they're useless, if I end up where I'm the only one driving my LAV, I have no way to kill anyone except stop, get out, and shoot someone. And if they're in a group, that's even worse. Overall, most of the patch stuff is good, or I don't care about it. But the murder taxi take away is bogus and you know it. It's not even something I do all the time, but it's a part of combat and if people don't like it, stay out of the open. You just took away one more combat option that made this game unique from other FPS.
Learn to shoot. If you want to run people over, go play Carmageddon. You and the other murder taxiers have been ruining this game since they messed with LAVs with the Uprising release, maybe Dust will be better now without you scrub jerkoffs driving around in your OHK mobiles. |
Medic 1879
Forsaken Immortals Top Men.
957
|
Posted - 2013.08.28 00:19:00 -
[292] - Quote
Thang Bausch wrote:* HP bars and name tag visible only for what you are aiming/firing at
I hope this is only for enemies. Doing a logistics role will be tricky if I have to aim at everyone on my team to see if they need armor repaired. It also makes no sense that this information would not be transferred between teammates. If New Eden knows how to transfer consciousness, I am pretty sure they can securely transfer shield and armor health info on a battlefield.
Its lovely for snipers though it horrible aiming and you cant actually see if your going to hit because all you can see is the names of people within 10m+ of where you are aiming. Speaking as a logi though I agree with you, if squadmates need reps they say so but if I have to aim at each bluedot to see if they need reps well not allot of bluedots will be getting reps as I would probably spend more time looking than anything else. |
Mejt0
D3LTA ACADEMY Inver Brass
0
|
Posted - 2013.08.28 06:21:00 -
[293] - Quote
Can i ask when will 1.4 come in? |
IAmDuncanIdaho II
The Southern Legion The Umbra Combine
24
|
Posted - 2013.08.28 07:46:00 -
[294] - Quote
semperfi1999 wrote:Disturbingly Bored wrote:So, I'm kinda late to the Patch Note party, but I just wanted to thank CCP for getting all the notes out well ahead of the patch this time.
It gives the community time to poke through them and look for potential pitfalls or imbalances, and it's the best process overall.
Danke, CCP!
PS (Because I'm me):
Having the kick timer based simply on player movement or shooting is easily abused by putting a simple rubber band on your controller and sitting in the MCC. The only good way to squash AFKing I can see would be to require engagement with the enemy within a certain time frame.
You shoot and hit a red, or a red shoots and hits you. One or the other happens at least every 2 minutes to footsoldiers actually participating in a match, even if they're dedicated logis. Vehicles are trickier, though... Wrong the only effective anti afking system would be to not reward time in game as the majority (or any) of your SP gain. Easiest fix in the world.......make is such that you get 5 -10 SP per WP you earn. This teaches people to go for WP as a way to earn your SP. If you complain saying "well people can abuse this and cap out faster"....who the heck cares? Seriously instead of AFKing for 10.5 hours if they are able to WP wh0re for 4-5 hours and cap out and then not play again until next week then thats better for you people who want to play and do not want AFKers in the MCC. If they didnt reward you for time in game then there would be no reason to AFK other than for the lolz (which will eliminate the vast majority of AFKers while being easier to program than all the work they did on this system they made).
+1
Make it that much more beneficial to actually play the game, and AFKing will mean you gradually drop behind those playing from an SP p.o.v. Ideas to fix things that don't require coding are the best imho. They just work :) |
Robert JD Niewiadomski
NULLIMPEX INC
447
|
Posted - 2013.08.28 08:26:00 -
[295] - Quote
Mejt0 wrote:Can i ask when will 1.4 come in? September 3rd... Source: https://forums.dust514.com/default.aspx?g=posts&m=1207286#post1207286
|
Cal Predine
StarKnight Security
47
|
Posted - 2013.08.28 08:58:00 -
[296] - Quote
Well, I'm certainly glad to see the matchmaking system re-done. Long overdue. Otherwise, this is all in the realm of pointless fluff to me. Once again, nothing about the core gameplay problems which prevent the game from rising to "acceptable FPS" status. Instead we have an incentive to log in each day, which frankly feels like an insult to our intelligence...
This is a game an is therefore supposed to be FUN! If people aren't logging in each day, address the core reasons people aren't playing any more - i.e. the fact that they're not enjoying it. In my case, this isn't because there's not enough fluff in the game, it's the fact that the existing equipment simply doesn't play properly, and, however devoted we were to the Dust project, we've simply run out of patience waiting for it to improve. You'll find more detail on these reasons mentioned among the myriad posts people have been feeding back for the last year on the fora. Here's a starter:
- Hit detection
- Screen stutter
- lag
- Random feel to matches, where how you play is very much secondary to how lucky you get with the match you're in, and how much lag your opponents bring with them.
As it stands, it's more of a game of chance than skill - roll a die at the start of each match to see if you win - read the fora for many, many supporting details. You may also ask yourself "why was the flaylock so much more popular/ powerful than anticipated?", "Why are indirect fire weapons like the (ugh, hate this name) 'Mass Driver' flavour of the month?". "Why is the Forge Gun getting used so much in an anti-infantry role?" Possible because splash damage circumvents some of the problems imposed by the (fatally borked) hit detection and stutter-screen update systems, so gives an immediate advantage? did no-one at CCP ever make this connection?!? |
Csikszent Mihalyi
DUST University Ivy League
89
|
Posted - 2013.08.28 10:13:00 -
[297] - Quote
Cal Predine wrote:Well, I'm certainly glad to see the matchmaking system re-done. Long overdue. Otherwise, this is all in the realm of pointless fluff to me. Once again, nothing about the core gameplay problems which prevent the game from rising to "acceptable FPS" status. Instead we have an incentive to log in each day, which frankly feels like an insult to our intelligence... This is a game an is therefore supposed to be FUN! If people aren't logging in each day, address the core reasons people aren't playing any more - i.e. the fact that they're not enjoying it. In my case, this isn't because there's not enough fluff in the game, it's the fact that the existing equipment simply doesn't play properly, and, however devoted we were to the Dust project, we've simply run out of patience waiting for it to improve. You'll find more detail on these reasons mentioned among the myriad posts people have been feeding back for the last year on the fora. Here's a starter:
- Hit detection
- Screen stutter
- lag
- Random feel to matches, where how you play is very much secondary to how lucky you get with the match you're in, and how much lag your opponents bring with them.
As it stands, it's more of a game of chance than skill - roll a die at the start of each match to see if you win - read the fora for many, many supporting details. You may also ask yourself "why was the flaylock so much more popular/ powerful than anticipated?", "Why are indirect fire weapons like the (ugh, hate this name) 'Mass Driver' flavour of the month?". "Why is the Forge Gun getting used so much in an anti-infantry role?" Possible because splash damage circumvents some of the problems imposed by the (fatally borked) hit detection and stutter-screen update systems, so gives an immediate advantage? did no-one at CCP ever make this connection?!?
It's not a matter of choice. Performance and reliability is something you always work on, it doesn't come at the expense of other features. Unless you want CCP to fire all their gameplay staff and hire only engine developers... Which would be suicide as well.
Making the game run smoothly is not a trivial matter, it may even be impossible to reach a perfect result until the move to PS4. Nobody likes it, but that's the way it is for now.
They did say that this release includes some improvements to hit detection, and also some minor performance improvements. Even the fact that less HUD elements will be visible at a time could make some difference. |
IlIlIlIlIl IlIlIlIlIl IlIlIlIlIl
Tal-Romon Legion Amarr Empire
0
|
Posted - 2013.08.28 11:13:00 -
[298] - Quote
Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec |
Thrydwulf Khodan
DUST University Ivy League
9
|
Posted - 2013.08.28 12:25:00 -
[299] - Quote
CCP Logibro wrote: HUD * HP bars and name tag visible only for what you are aiming/firing at
Can we get clarification if this is also for hostile targets only? Or does this also affect tracking Friendly force needs when in a Logi suit and using the repper? (i.e. Do I have to do a 'hover over' to see who needs repair on my squad/team?) One would think that the Logi suits would be 'designed' to track/handle team needs.
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Vespasian Andendare
Subsonic Synthesis Alpha Wolf Pack
199
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Posted - 2013.08.28 14:03:00 -
[300] - Quote
IlIlIlIlIl IlIlIlIlIl IlIlIlIlIl wrote:Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec Respec No. |
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