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Author |
Thread Statistics | Show CCP posts - 6 post(s) |
Absolute Idiom II
No Free Pass
512
|
Posted - 2013.08.23 13:06:00 -
[31] - Quote
Looking good.
Would like some clarity on 3 things:
1) 'PVP actions' 2) The daily login SP award - does it reset to level 1 if you miss day? Or just reduce by a single level. 3) The new maps: can they be added to the maps subforum please? |
Robert JD Niewiadomski
NULLIMPEX INC
433
|
Posted - 2013.08.23 13:06:00 -
[32] - Quote
Uprising 1.4 Patch Notes wrote:(...)Shared passive scanner vision for squads disabled (results of active scanners are still shared with squads)(...) Does it mean less feedback from tacnet?
Uprising 1.4 Patch Notes wrote:(...)HP bars and name tag visible only for what you are aiming/firing at(...) Does it mean i will not be able to see who is low on armor and who to shoot first or who needs repp quickly? If so i don't like it Any chance to bring it back in next patch? Or make it an option to toggle in system settings... Like aim-assist... |
Beren Hurin
The Vanguardians
1179
|
Posted - 2013.08.23 13:08:00 -
[33] - Quote
If I've done my math right, that makes 6 maps with rotating sockets and 3 with static/no/ or medium sockets. And with 4 outposts/large sockets...
In skirmish that's 27 different map combinations if you don't count medium socket variety. This build we had 12.
IOW you will play the same map in a row half as often, and even then, it probably won't look quite the same given moods (which aren't in the notes), skyboxes, and medium sockets. |
Aleksander Black
Immortal Retribution
20
|
Posted - 2013.08.23 13:08:00 -
[34] - Quote
"* The Scrambler Rifle Operation skill bonus has been changed from reducing charge time to increasing cooldown speed by 5% (does not affect overheat cooldown speed). This affects the base and Assault variants"
Hmm... I can shoot more in the same time, but it takes full 2 seconds to charge now.... Not sure if... I like it... Let me think. |
Aleksander Black
Immortal Retribution
20
|
Posted - 2013.08.23 13:10:00 -
[35] - Quote
Also, +1 for night mood and a system to prevent AFK farming. Looking good. |
Beren Hurin
The Vanguardians
1182
|
Posted - 2013.08.23 13:10:00 -
[36] - Quote
Robert JD Niewiadomski wrote:Uprising 1.4 Patch Notes wrote:(...)Shared passive scanner vision for squads disabled (results of active scanners are still shared with squads)(...) Does it mean less feedback from tacnet? Uprising 1.4 Patch Notes wrote:(...)HP bars and name tag visible only for what you are aiming/firing at(...) Does it mean i will not be able to see who is low on armor and who to shoot first or who needs repp quickly? If so i don't like it Any chance to bring it back in next patch? Or make it an option to toggle in system settings... Like aim-assist...
yes less feedback, less clutter. You only need to know the HP of people you can get to safely, and even then inside your squad, you will still see their chevrons, letting you aim, and then see their HP.
Also, I have found for sure that when a blue-dot turns yellow on the overview that means they have lost HP in some way. They could be under fire, or just hit by their own grenade or fall damage. |
InsidiousN
KILL-EM-QUICK RISE of LEGION
140
|
Posted - 2013.08.23 13:11:00 -
[37] - Quote
Arkena Wyrnspire wrote:InsidiousN wrote:
-snipped most of an excessively bad post that made my eyes bleed-
At this point I would say that your only real path forward is to just shut it down in order to fix DUST properly, for a year, 6 months, or however much time it takes you to build a solid, stable, unchanging foundation of proper FPS mechanics. Then when you go to add all of these cool amazing ideas you have you will not be held back from reaching the moon because you forgot to install the fuel tanks.
That's a nice wall of text you have there. It's a shame you didn't actually read before posting, isn't it? This entire patch is focused on fixing the core. What on earth would shutting dust down achieve? Making you feel slightly better about your mindless rage on the forums? Get lost.
See, but that's my point- these small monthly updates should not still be tinkering with the 'core' of a fully released Triple A shooter 3 months after full release and after a year and a half in beta, that's what beta is for, to perfect the core before release. Nothing in a full release Triple A shooter should still need to be "rebuilt from the ground up" especially something as basic as matchmaking.
Right now there is no 'core' because in 5 updates from now the way aiming works and the way hit-detection works will be completely different. Therefore, the weapon balances released here in 1.4 will become unbalanced again when aiming, hit-detection, and movement are inevitably "rebuilt from the ground up". |
Forlorn Destrier
Bullet Cluster
1451
|
Posted - 2013.08.23 13:12:00 -
[38] - Quote
Aikuchi Tomaru wrote:Quote:* Implemented idle timer to prevent AFK farming in battle ground or MCC. Players not performing any PVP action in a certain period of time will be kicked out of the game Can you please specify "PvP Action"? Will I be kicked for running around the battlefield and taking cover from enemy fire because I don't perform a "PvP Action"? Quote:* All handheld weapon reload skills now have a cost multiplier of x3 (down from x6) and their skill book ISK price reduced to 203,000 from 774,000 If we alreay got the skills will we get the difference between new and old refunded? Or is this just SP down the drain?
CCP ususally gives a credit of SP when they make a change like this in Eve, so hopefully they do the same here. |
Reav Hannari
Red Rock Outriders
1013
|
Posted - 2013.08.23 13:14:00 -
[39] - Quote
Beren Hurin wrote:If I've done my math right, that makes 6 maps with rotating sockets and 3 with static/no/ or medium sockets. And with 4 outposts/large sockets...
In skirmish that's 27 different map combinations if you don't count medium socket variety. This build we had 12.
IOW you will play the same map in a row half as often, and even then, it probably won't look quite the same given moods (which aren't in the notes), skyboxes, and medium sockets.
This one is supposed to be another Gallente styled outpost. The next one which was started shortly after should be the first of the Minmatar. It'll be nice to start seeing more racial varieties.
It'd also be cool, once they have all racial structures available, to have them be the basis for faction warfare. If it's a traditionally Amarr planet it should have all Amarr structures. |
KAGEHOSHI Horned Wolf
Brutor Vanguard Minmatar Republic
5516
|
Posted - 2013.08.23 13:14:00 -
[40] - Quote
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! WP changes are coming in 1.5, this includes WP for scan assists. |
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Absolute Idiom II
No Free Pass
512
|
Posted - 2013.08.23 13:16:00 -
[41] - Quote
Aleksander Black wrote:"* The Scrambler Rifle Operation skill bonus has been changed from reducing charge time to increasing cooldown speed by 5% (does not affect overheat cooldown speed). This affects the base and Assault variants"
Hmm... I can shoot more in the same time, but it takes full 2 seconds to charge now.... Not sure if... I like it... Let me think.
Well, you can still release the charged shot at any time in those 2 seconds - it'll just take you 2 seconds to reach full charge (rather than the 1.5 seconds it would have been at level 5). |
Beren Hurin
The Vanguardians
1182
|
Posted - 2013.08.23 13:16:00 -
[42] - Quote
KAGEHOSHI Horned Wolf 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! WP changes are coming in 1.5, this includes WP for scan assists.
When your squad starts dying to the well positioned squads sitting just behind that wall over there on the other side of the building, you will start to see the value of scanners. |
Cody Sietz
Bullet Cluster
760
|
Posted - 2013.08.23 13:17:00 -
[43] - Quote
Wait...so how many rounds does my swarm launcher have before having to reload? |
Robert JD Niewiadomski
NULLIMPEX INC
433
|
Posted - 2013.08.23 13:17:00 -
[44] - Quote
Beren Hurin wrote:Robert JD Niewiadomski wrote:Uprising 1.4 Patch Notes wrote:(...)Shared passive scanner vision for squads disabled (results of active scanners are still shared with squads)(...) Does it mean less feedback from tacnet? Uprising 1.4 Patch Notes wrote:(...)HP bars and name tag visible only for what you are aiming/firing at(...) Does it mean i will not be able to see who is low on armor and who to shoot first or who needs repp quickly? If so i don't like it Any chance to bring it back in next patch? Or make it an option to toggle in system settings... Like aim-assist... yes less feedback, less clutter. You only need to know the HP of people you can get to safely, and even then inside your squad, you will still see their chevrons, letting you aim, and then see their HP. Also, I have found for sure that when a blue-dot turns yellow on the overview that means they have lost HP in some way. They could be under fire, or just hit by their own grenade or fall damage. In that case it's ok. The only issue i have with HP/name tags nerf is change to sequential access to the info. Ie. instead to just do "passive" look around the screen with your eyes (faster) you will have to do an "active" weapon scan (slower) . This is impairing on decision making imho. |
Forlorn Destrier
Bullet Cluster
1451
|
Posted - 2013.08.23 13:18:00 -
[45] - Quote
S Park Finner wrote:Lots of excellent changes. A couple of questions...
Does the skill point bonus count against or add to the weekly skill point cap?
Are there any SP rewards for active scanners to offset the cost of taking up a slot to return squad awareness to its current level? If there are not in this update will there be SPs for this in later updates. If there will be, which update?
Not sure on the 1st questions, but for the second I believe 1.5 will see the changes to the active scanner WP stuffs people have asked for:
Coming up in Uprising 1.5
We have exciting things in store for the next major update to the game, the 1.5 release. We will be revamping the new-player experience, adding more War Point rewards, rebalancing all of the vehicles and their roles, adding features to the squad system, and much more. Please keep the feedback coming and help us improve DUST 514 on all fronts. |
Aikuchi Tomaru
Subdreddit Test Alliance Please Ignore
263
|
Posted - 2013.08.23 13:18:00 -
[46] - Quote
Panther Alpha wrote:I'm.... SOCK Could it be ? ... an update that actually looks... "SERIOUS" ? Everything looks great in the Patch notes, i actually very exited about all this.... Just don't have any panic attacks in the last moment CCP... PLEASE !! Lets keep moving forwards now...
It is the first Update of the new patch cycle. So you can expect the next updates to look just like this. |
InsidiousN
KILL-EM-QUICK RISE of LEGION
140
|
Posted - 2013.08.23 13:19:00 -
[47] - Quote
CCP Cmdr Wang wrote: Well, I agree but sometimes people forget that this is something really new, a MMO on a console that is working towards a full connection with another MMO on a different platform. So this is something akin to getting a man on the moon, and there were problems along the way there. Did people troll the NASA space program when things didn't go according to plan? Or did they get back on the horse and help provide solutions?
We do listen to player feedback and some of them do make it into the game. It would be a lie to say that is not so. I know that it's taken longer than most of you on the forums would like, but it does take time to workout a solution when one is trodding down a path never traveled. A few of you on the forums have been with us all this time, so I am just asking you guys to keep on providing helpful feedback and a little less hate. Hope that's not too much to ask.
Wow CCP, thanks for removing this post, I'm just going to re-post this in the hopes that it will be read and absorbed by the person deleting it before it's deleted:
This is your problem right here CCP, everyone at CCP working on DUST514 needs to read this post from Wang, and if you find yourself stuck in this mentality you need to immediately banish it from your mind FOREVER. You guys have far too many ideas in your head at the same time, pulling you in so many different directions that you don't even know what areas of this very broken game need to be focused on.
What you should have done since day one, and what you must do now, is focus ALL of your attention on building an FPS that actually functions. You have to make sure your foundation is set, and set so solidly that you'll never need to change it or think about it again. You should not need to reinvent the way propeller planes fly when you are building your spaceship.
Even if it's just starting with a 1v1 fight and making sure every aspect of that is solid and then moving forward, that is the approach you must take. Once you lock down flawless mechanics for an individual's aiming, hit-detection, movement, weapon balance, and FUN (you still fail to include fun) then you can move forward.
What do you think will happen when you add more weapon balances onto an already horribly unbalanced system? You waste so much time introducing weapon balances- but you're trying to balance them on a completely unbalanced foundation.
How can you expect to build towards to moon when the foundation is constantly changing? You have just spent the last few updates and many months trying to balance out the Mass Driver and Flaylocks, among others, but what is going to happen to that 'balance' when the underlying mechanics are completely overhauled?
At this point I would say that your only real path forward is to just shut it down, for a year, 6 months, or however much time it takes you to build a solid, stable, unchanging foundation of proper FPS mechanics. Then when you go to add all of these cool amazing ideas you have you will not be held back from reaching the moon because you forgot to install the fuel tanks.
Right now there is no 'core' because in 5 updates from now the way aiming works and the way hit-detection works will be completely different. Therefore, the weapon balances released here in 1.4 will become unbalanced again when aiming, hit-detection, and movement are inevitably "rebuilt from the ground up". |
daishi mk03
Brutor Vanguard Minmatar Republic
91
|
Posted - 2013.08.23 13:19:00 -
[48] - Quote
Cody Sietz wrote:Wait...so how many rounds does my swarm launcher have before having to reload?
Doesn't matter, because you can empty you clip and reload faster in 1.4, than shooting you clip without reloading in 1.3. |
Beren Hurin
The Vanguardians
1185
|
Posted - 2013.08.23 13:21:00 -
[49] - Quote
Robert JD Niewiadomski wrote:In that case it's ok. The only issue i have with HP/name tags nerf is change to sequential access to the info. Ie. instead to just do "passive" look around the screen with your eyes (faster) you will have to do an "active" weapon scan (slower) . This is impairing on decision making imho.
On the one hand it will draw more concentration for the logi, but imagine how it will affect attackers as well. You won't be able to see among 5-6 players who has shields and who doesn't necessarily. I've been saying this for a while, that this is a small nerf to the mass driver, especially since their proper aim does not reveal any target intel. To deal with targets most efficiently, more 'fires direction' will have to be verbal or with squad commands. And we've been told that squad commands are being iterated on here fairly soon. |
Delta 749
Kestrel Reconnaissance
1807
|
Posted - 2013.08.23 13:21:00 -
[50] - Quote
Well it was nice playing with you guys but since mouse is now king and controllers just cant keep up on a mechanical level I think I might be turning in for good now
Inb4 I can haz isk, Im passing it out to some newberries |
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Absolute Idiom II
No Free Pass
513
|
Posted - 2013.08.23 13:22:00 -
[51] - Quote
InsidiousN wrote:Arkena Wyrnspire wrote:InsidiousN wrote:
-snipped most of an excessively bad post that made my eyes bleed-
At this point I would say that your only real path forward is to just shut it down in order to fix DUST properly, for a year, 6 months, or however much time it takes you to build a solid, stable, unchanging foundation of proper FPS mechanics. Then when you go to add all of these cool amazing ideas you have you will not be held back from reaching the moon because you forgot to install the fuel tanks.
That's a nice wall of text you have there. It's a shame you didn't actually read before posting, isn't it? This entire patch is focused on fixing the core. What on earth would shutting dust down achieve? Making you feel slightly better about your mindless rage on the forums? Get lost. See, but that's my point- these small monthly updates should not still be tinkering with the 'core' of a fully released Triple A shooter 3 months after full release and after a year and a half in beta, that's what beta is for, to perfect the core before release. Nothing in a full release Triple A shooter should still need to be "rebuilt from the ground up" especially something as basic as matchmaking. Right now there is no 'core' because in 5 updates from now the way aiming works and the way hit-detection works will be completely different. Therefore, the weapon balances released here in 1.4 will become unbalanced again when aiming, hit-detection, and movement are inevitably "rebuilt from the ground up".
If you don't like the game, just **** off and play something else. |
Aleksander Black
Immortal Retribution
21
|
Posted - 2013.08.23 13:23:00 -
[52] - Quote
Absolute Idiom II wrote:Aleksander Black wrote:"* The Scrambler Rifle Operation skill bonus has been changed from reducing charge time to increasing cooldown speed by 5% (does not affect overheat cooldown speed). This affects the base and Assault variants"
Hmm... I can shoot more in the same time, but it takes full 2 seconds to charge now.... Not sure if... I like it... Let me think. Well, you can still release the charged shot at any time in those 2 seconds - it'll just take you 2 seconds to reach full charge (rather than the 1.5 seconds it would have been at level 5).
Putting it that way, it's just 0.5 seconds... Feels like forever, but still... Yeah, I think I can get used to this. Also, I noticed its easier to overheat the faster the charge is. Overall, it will be harder to overheat, still have the charge shot and will be able to shoot more times in the same time frame. Yeah, looking good. A little buff it seems. God know it will need it with armor being buffed.
On a side note: yeah, now it's bonus apply to the assault variant. Now you will have to empty 3 clips in a row instead of 2 to make it overheat! Seriously, the heat build up should be a little higher in the assault variant. This would make this new bonus meaningful to it and would make people realize that it actually can overheat. No overheat after a whole clip... does not make much sense... right?
Nice update, nice update, I'm liking it. |
Reav Hannari
Red Rock Outriders
1014
|
Posted - 2013.08.23 13:23:00 -
[53] - Quote
InsidiousN wrote:... stuff...
I'm guessing you've never had a crappy day and said stuff you shouldn't have. Just let it go. |
N1ck Comeau
Ahrendee Mercenaries EoN.
1132
|
Posted - 2013.08.23 13:24:00 -
[54] - Quote
If swarms can empty there clip in like a second tanks are ruined. Please break lock or something in between shots. |
Forlorn Destrier
Bullet Cluster
1452
|
Posted - 2013.08.23 13:26:00 -
[55] - Quote
Beren Hurin wrote:If I've done my math right, that makes 6 maps with rotating sockets and 3 with static/no/ or medium sockets. And with 4 outposts/large sockets...
In skirmish that's 27 different map combinations if you don't count medium socket variety. This build we had 12.
IOW you will play the same map in a row half as often, and even then, it probably won't look quite the same given moods (which aren't in the notes), skyboxes, and medium sockets.
That actually makes it 9 maps sir. Here is a list, with links to the skirmish mode for those currently available, along with a list of the Outposts available and the new one added.
Maps: Ashland Border Gulch (new) Fracture Road (new) Impact Ridge (new) Iron Delta Line Harvest Manus Peak Skim Junction Spine Crescent
Outposts: Biomass Communications Orbital Artillery Research Facility (new) |
Beren Hurin
The Vanguardians
1185
|
Posted - 2013.08.23 13:28:00 -
[56] - Quote
Aleksander Black wrote: Putting it that way, it's just 0.5 seconds... Feels like forever, but still... Yeah, I think I can get used to this. Also, I noticed its easier to overheat the faster the charge is. Overall, it will be harder to overheat, still have the charge shot and will be able to shoot more times in the same time frame. Yeah, looking good. A little buff it seems. God know it will need it with armor being buffed.
On a side note: yeah, now it's bonus apply to the assault variant. Now you will have to empty 3 clips in a row instead of 2 to make it overheat! Seriously, the heat build up should be a little higher in the assault variant. This would make this new bonus meaningful to it and would make people realize that it actually can overheat. No overheat after a whole clip... does not make much sense... right?
Nice update, nice update, I'm liking it.
We still need a STD ASR. Having to spend the extra isk/fitting for it sucks. I would take a reduced RoF, and more overheat on a STD. I could see them planning on a burst variant or something though that would be the STD. |
Vrain Matari
ZionTCD
732
|
Posted - 2013.08.23 13:28:00 -
[57] - Quote
This looks good, CCP. At a first quick reading no alarm bells went off, and the vast majority of the changes are addressing things that needed to be addressed. There are several welcome gameplay and quality of life additions here.
The change that surprises me most is the removal of turn rate restrictions from the heavies.
My alt grew up as a heavy. The turn rate restriction was never really an issue if you turned with both sticks. With heavies now in a reasonably healthy state this new equalized turn rate is going to be a solid buff for heavies. I'm really wondering what it's going to be like facing a kb/m heavy now. Fairly brutal, i'm guessing.
And lastly, the earlier relase of patch notes is very much appreciated. You are going to see many valuable and healthy discussions come out of this on the forums. Win-win ;) |
Beren Hurin
The Vanguardians
1186
|
Posted - 2013.08.23 13:29:00 -
[58] - Quote
Forlorn Destrier wrote:Beren Hurin wrote:If I've done my math right, that makes 6 maps with rotating sockets and 3 with static/no/ or medium sockets. And with 4 outposts/large sockets...
In skirmish that's 27 different map combinations if you don't count medium socket variety. This build we had 12.
IOW you will play the same map in a row half as often, and even then, it probably won't look quite the same given moods (which aren't in the notes), skyboxes, and medium sockets. That actually makes it 9 maps sir. Here is a list, with links to the skirmish mode for those currently available, along with a list of the Outposts available and the new one added. Maps: AshlandBorder Gulch (new) Fracture Road (new) Impact Ridge (new) Iron DeltaLine HarvestManus PeakSkim JunctionSpine CrescentOutposts: BiomassCommunicationsOrbital ArtilleryResearch Facility (new)
read... 6 maps with rotating sockets (large) then three Ashland, Line harvest, and manus peak don't have large sockets. 6x4 = 24 + 3 w/o large = 27 |
Kekklian Noobatronic
Goonfeet Top Men.
311
|
Posted - 2013.08.23 13:30:00 -
[59] - Quote
Now if only we could get a redline fix.. |
CommanderBolt
A.N.O.N.Y.M.O.U.S.
198
|
Posted - 2013.08.23 13:31:00 -
[60] - Quote
Woaaa CCP you guys feeling ok? This patch truly does go some-way towards making DUST a better game. Many good changes in there!
More than we expected actually. Good job. Keep up this level of work and I assure you the crying on the forums will be over within a few more months. |
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