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Author |
Thread Statistics | Show CCP posts - 6 post(s) |
Blammmo
Better Hide R Die
175
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Posted - 2013.08.28 10:06:00 -
[1] - Quote
CCP, are there any plans to actually do this in the future? Or will all tankers forever ditch their small turrets? It's pretty useless when your gunner in your squad jumps out to put out an uplink or assist the squad only to have a random trigger happy blueberry jump in to shoot walls all match. I know I'm beating a dead horse here but it'd sure be nice to get a Dev's response on this. |
General John Ripper
The Generals EoN.
2065
|
Posted - 2013.08.28 10:48:00 -
[2] - Quote
When a blueberry steals my vehicles I secretly hope that vehicle gets blown up.
it is also a total buzz kill for me. I can usually net 2000 points in a game, destroy tanks, or adapt to any situation but if you kill my buzz i will barely try to win. I will just let my team lose.... |
Sigberct Amni
Goonfeet Top Men.
101
|
Posted - 2013.08.28 10:55:00 -
[3] - Quote
I do my absolute best to abuse this just so we get more focus on this issue. Nothing more annoying than some pubbie oxygen thief stealing a slot and shooting walls and thin air just for giggles. If they plan to implement finite ammo, they better implement a lock slot and a kick occupant feature. |
General John Ripper
The Generals EoN.
2066
|
Posted - 2013.08.28 11:00:00 -
[4] - Quote
Sigberct Amni wrote:I do my absolute best to abuse this just so we get more focus on this issue. Nothing more annoying than some pubbie oxygen thief stealing a slot and shooting walls and thin air just for giggles. If they plan to implement finite ammo, they better implement a lock slot and a kick occupant feature. meaning you do your best to make people qq on the forums so ccp can realize the level of fustration vehicle users must live with? |
Blammmo
Better Hide R Die
176
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Posted - 2013.08.28 11:02:00 -
[5] - Quote
It sounds like small turrets will now be optional, Im pretty sure it will be rare to see tanks fitting them anymore unless a lock is implemented as well, it would be nice to work with a gunner in your squad that can enter and exit as they please without worrying about some derp stealing their seat the instant they jump out. |
THE TRAINSPOTTER
ROMANIA Renegades C0VEN
245
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Posted - 2013.08.28 11:04:00 -
[6] - Quote
it seems its too much for CCP , they intend to fix that MCC bug where you spawn in walls in 1.5 but no word of a fix for that force field that cover MCC exit to drop down
most of times you lose precious seconds to try to jump out of MCC because your character stands in the air , on that force field...
you dont have to be an expert or game tester to find that out , just play the game
CCP doesnt even play their own game or lack personal |
Dr Waxalot
ROGUE SPADES EoN.
1
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Posted - 2013.08.28 11:50:00 -
[7] - Quote
Simple locking a squad locks the vehicle no need for blueberrys sitting in a sniping tank at the red line he should be in the battle right but one may argue that scrub in the sniping tank should do the same lol CCP just do it already make our gaming exp a little more enjoyable |
DumpsterJuice
Krusual Covert Operators Minmatar Republic
66
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Posted - 2013.08.28 22:08:00 -
[8] - Quote
CCP doesn't give a rip about this feature, it's been asked about since the beta, might as well make it so that you can steal people's dropsuits too. Good luck getting a response. |
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CCP Wolfman
C C P C C P Alliance
1565
|
Posted - 2013.08.29 08:58:00 -
[9] - Quote
Yes we do. We do plan to add vehicle locks. However we will not have time in 1.5 along with all the other vehicle work. We hope to add them shortly afterwards. |
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Lurchasaurus
SVER True Blood Public Disorder.
1146
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Posted - 2013.08.29 09:02:00 -
[10] - Quote
CCP Wolfman wrote:Yes we do. We do plan to add vehicle locks. However we will not have time in 1.5 along with all the other vehicle work. We hope to add them shortly afterwards.
Hopefully this will stop the bitching and moaning. Not only have these people not read the other threads where it has already been confirmed you are doing this, they insult CCP the entire time.
there are 24 hours in a day people. i would rather my tank not be a useless expense rather than having a lock. |
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J-Lewis
Edimmu Warfighters Gallente Federation
294
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Posted - 2013.08.29 09:02:00 -
[11] - Quote
DumpsterJuice wrote:CCP doesn't give a rip about this feature, it's been asked about since the beta, might as well make it so that you can steal people's dropsuits too. Good luck getting a response.
Awkward~ |
Sylvana Nightwind
Expert Intervention Caldari State
465
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Posted - 2013.08.29 09:07:00 -
[12] - Quote
DumpsterJuice wrote:CCP doesn't give a rip about this feature, it's been asked about since the beta, might as well make it so that you can steal people's dropsuits too. Good luck getting a response. https://forums.dust514.com/default.aspx?g=posts&m=1103035#post1103035 Read 5th [FEEDBACK] as well. Some people just fail to read :D |
Nguruthos IX
Vagina Bombers
1200
|
Posted - 2013.08.29 09:10:00 -
[13] - Quote
Rejoice.
Now if only we could hear that some day RDV's won't spawn into / ram dropships with no warning that'd be great.
intelligent collision avoidance seems a prudent feature for an RDV on either side. |
Void Echo
Echo Galactic Industries
1115
|
Posted - 2013.08.29 09:14:00 -
[14] - Quote
CCP Wolfman wrote:Yes we do. We do plan to add vehicle locks. However we will not have time in 1.5 along with all the other vehicle work. We hope to add them shortly afterwards.
OMG OMG OMG FINALLY, although you couldv started earlier... |
Rynoceros
Rise of Old Dudes
594
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Posted - 2013.08.29 09:18:00 -
[15] - Quote
What about making the Gunner seat available only if you have skilled into turret ops? |
J-Lewis
Edimmu Warfighters Gallente Federation
297
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Posted - 2013.08.29 09:20:00 -
[16] - Quote
Void Echo wrote:CCP Wolfman wrote:Yes we do. We do plan to add vehicle locks. However we will not have time in 1.5 along with all the other vehicle work. We hope to add them shortly afterwards. OMG OMG OMG FINALLY, although you couldv started earlier...
Just... be happy it's on the map. |
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CCP Wolfman
C C P C C P Alliance
1569
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Posted - 2013.08.29 09:36:00 -
[17] - Quote
Void Echo wrote:CCP Wolfman wrote:Yes we do. We do plan to add vehicle locks. However we will not have time in 1.5 along with all the other vehicle work. We hope to add them shortly afterwards. OMG OMG OMG FINALLY, although you couldv started earlier...
Glad you're happy :-)
What you should keep in mind is that with features like this it's usually going up against others and we have to make a call on what's more important. For example should we have added locks to the vehicles instead of fixing problems we found with hit detection or aiming? Should we add locks now or fix these 20 irritating little bugs/glitches? These are the kind of calls we have to make with all features like this no matter how much we really want to add them sometimes we have to wait.
Anyway, I'll let you guys know when we do start on it. Essentially the idea is to allow a toggle for me/squad/team. |
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ChromeBreaker
SVER True Blood Public Disorder.
1057
|
Posted - 2013.08.29 09:37:00 -
[18] - Quote
CCP Wolfman wrote: Essentially the idea is to allow a toggle for me/squad/team.
ACTUALLY SWOONED |
THE TRAINSPOTTER
ROMANIA Renegades C0VEN
253
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Posted - 2013.08.29 09:42:00 -
[19] - Quote
CCP Wolfman wrote:Void Echo wrote:CCP Wolfman wrote:Yes we do. We do plan to add vehicle locks. However we will not have time in 1.5 along with all the other vehicle work. We hope to add them shortly afterwards. OMG OMG OMG FINALLY, although you couldv started earlier... Glad you're happy :-) What you should keep in mind is that with features like this it's usually going up against others and we have to make a call on what's more important. For example should we have added locks to the vehicles instead of fixing problems we found with hit detection or aiming? Should we add locks now or fix these 20 irritating little bugs/glitches? These are the kind of calls we have to make with all features like this no matter how much we really want to add them sometimes we have to wait. Anyway, I'll let you guys know when we do start on it. Essentially the idea is to allow a toggle for me/squad/team.
"Visuals * Improved animation LOD switching for better visual display * Added new vehicle shield and vehicle armor effects * Optimizations made to vehicle models and dropship thruster effects to decrease performance cost * Made Visual improvements to SSAO, rays and dynamic tone mapping * Added HUD translucency option * Environment Mood color values reset to match the corresponding level moods * Fixed particle lights so weapons and objects around the player will be illuminated when firing a weapon * Fixed shield impact effects for small handheld weapons so itGÇÖs visually easier to recognize if you are inflicting shield or armor damage"
wasted time , thats what that is |
Nguruthos IX
Vagina Bombers
1201
|
Posted - 2013.08.29 09:46:00 -
[20] - Quote
CCP Wolfman wrote:Void Echo wrote:CCP Wolfman wrote:Yes we do. We do plan to add vehicle locks. However we will not have time in 1.5 along with all the other vehicle work. We hope to add them shortly afterwards. OMG OMG OMG FINALLY, although you couldv started earlier... Glad you're happy :-) What you should keep in mind is that with features like this it's usually going up against others and we have to make a call on what's more important. For example should we have added locks to the vehicles instead of fixing problems we found with hit detection or aiming? Should we add locks now or fix these 20 irritating little bugs/glitches? These are the kind of calls we have to make with all features like this no matter how much we really want to add them sometimes we have to wait. Anyway, I'll let you guys know when we do start on it. Essentially the idea is to allow a toggle for me/squad/team.
And that should work just fine. |
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ChromeBreaker
SVER True Blood Public Disorder.
1060
|
Posted - 2013.08.29 09:46:00 -
[21] - Quote
THE TRAINSPOTTER wrote:CCP Wolfman wrote:Void Echo wrote:CCP Wolfman wrote:Yes we do. We do plan to add vehicle locks. However we will not have time in 1.5 along with all the other vehicle work. We hope to add them shortly afterwards. OMG OMG OMG FINALLY, although you couldv started earlier... Glad you're happy :-) What you should keep in mind is that with features like this it's usually going up against others and we have to make a call on what's more important. For example should we have added locks to the vehicles instead of fixing problems we found with hit detection or aiming? Should we add locks now or fix these 20 irritating little bugs/glitches? These are the kind of calls we have to make with all features like this no matter how much we really want to add them sometimes we have to wait. Anyway, I'll let you guys know when we do start on it. Essentially the idea is to allow a toggle for me/squad/team. "Visuals * Improved animation LOD switching for better visual display * Added new vehicle shield and vehicle armor effects * Optimizations made to vehicle models and dropship thruster effects to decrease performance cost * Made Visual improvements to SSAO, rays and dynamic tone mapping * Added HUD translucency option * Environment Mood color values reset to match the corresponding level moods * Fixed particle lights so weapons and objects around the player will be illuminated when firing a weapon * Fixed shield impact effects for small handheld weapons so itGÇÖs visually easier to recognize if you are inflicting shield or armor damage" wasted time , thats what that is
Thats a differant team dude.... Art more than features |
Nguruthos IX
Vagina Bombers
1201
|
Posted - 2013.08.29 09:48:00 -
[22] - Quote
THE TRAINSPOTTER wrote:CCP Wolfman wrote:Void Echo wrote:CCP Wolfman wrote:Yes we do. We do plan to add vehicle locks. However we will not have time in 1.5 along with all the other vehicle work. We hope to add them shortly afterwards. OMG OMG OMG FINALLY, although you couldv started earlier... Glad you're happy :-) What you should keep in mind is that with features like this it's usually going up against others and we have to make a call on what's more important. For example should we have added locks to the vehicles instead of fixing problems we found with hit detection or aiming? Should we add locks now or fix these 20 irritating little bugs/glitches? These are the kind of calls we have to make with all features like this no matter how much we really want to add them sometimes we have to wait. Anyway, I'll let you guys know when we do start on it. Essentially the idea is to allow a toggle for me/squad/team. "Visuals * Improved animation LOD switching for better visual display * Added new vehicle shield and vehicle armor effects * Optimizations made to vehicle models and dropship thruster effects to decrease performance cost * Made Visual improvements to SSAO, rays and dynamic tone mapping * Added HUD translucency option * Environment Mood color values reset to match the corresponding level moods * Fixed particle lights so weapons and objects around the player will be illuminated when firing a weapon * Fixed shield impact effects for small handheld weapons so itGÇÖs visually easier to recognize if you are inflicting shield or armor damage" wasted time , thats what that is
Since they're adding back vehicle shield/armor effects (which does Nothing to help us vehicles lol) I'd expect'll be adding back the forge gun glow? Right?
/sarcasm
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Lurchasaurus
SVER True Blood Public Disorder.
1152
|
Posted - 2013.08.29 09:49:00 -
[23] - Quote
CCP Wolfman wrote:Void Echo wrote:CCP Wolfman wrote:Yes we do. We do plan to add vehicle locks. However we will not have time in 1.5 along with all the other vehicle work. We hope to add them shortly afterwards. OMG OMG OMG FINALLY, although you couldv started earlier... Glad you're happy :-) What you should keep in mind is that with features like this it's usually going up against others and we have to make a call on what's more important. For example should we have added locks to the vehicles instead of fixing problems we found with hit detection or aiming? Should we add locks now or fix these 20 irritating little bugs/glitches? These are the kind of calls we have to make with all features like this no matter how much we really want to add them sometimes we have to wait. Anyway, I'll let you guys know when we do start on it. Essentially the idea is to allow a toggle for me/squad/team.
that is actually a very simple, effective feature. It would also be easy to streamline into the control scheme of a DS3. Nice! |
Lurchasaurus
SVER True Blood Public Disorder.
1152
|
Posted - 2013.08.29 09:51:00 -
[24] - Quote
Nguruthos IX wrote:THE TRAINSPOTTER wrote:CCP Wolfman wrote:Void Echo wrote:CCP Wolfman wrote:Yes we do. We do plan to add vehicle locks. However we will not have time in 1.5 along with all the other vehicle work. We hope to add them shortly afterwards. OMG OMG OMG FINALLY, although you couldv started earlier... Glad you're happy :-) What you should keep in mind is that with features like this it's usually going up against others and we have to make a call on what's more important. For example should we have added locks to the vehicles instead of fixing problems we found with hit detection or aiming? Should we add locks now or fix these 20 irritating little bugs/glitches? These are the kind of calls we have to make with all features like this no matter how much we really want to add them sometimes we have to wait. Anyway, I'll let you guys know when we do start on it. Essentially the idea is to allow a toggle for me/squad/team. "Visuals * Improved animation LOD switching for better visual display * Added new vehicle shield and vehicle armor effects * Optimizations made to vehicle models and dropship thruster effects to decrease performance cost * Made Visual improvements to SSAO, rays and dynamic tone mapping * Added HUD translucency option * Environment Mood color values reset to match the corresponding level moods * Fixed particle lights so weapons and objects around the player will be illuminated when firing a weapon * Fixed shield impact effects for small handheld weapons so itGÇÖs visually easier to recognize if you are inflicting shield or armor damage" wasted time , thats what that is Since they're adding back vehicle shield/armor effects (which does Nothing to help us vehicles lol) I'd expect'll be adding back the forge gun glow? Right? /sarcasm
Wolfman, sarcasm aside, this is a very valid point. It is quite crippling to not be able to see forges charging up.
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CCP Wolfman
C C P C C P Alliance
1575
|
Posted - 2013.08.29 09:58:00 -
[25] - Quote
ChromeBreaker wrote:THE TRAINSPOTTER wrote:CCP Wolfman wrote:Void Echo wrote:CCP Wolfman wrote:Yes we do. We do plan to add vehicle locks. However we will not have time in 1.5 along with all the other vehicle work. We hope to add them shortly afterwards. OMG OMG OMG FINALLY, although you couldv started earlier... Glad you're happy :-) What you should keep in mind is that with features like this it's usually going up against others and we have to make a call on what's more important. For example should we have added locks to the vehicles instead of fixing problems we found with hit detection or aiming? Should we add locks now or fix these 20 irritating little bugs/glitches? These are the kind of calls we have to make with all features like this no matter how much we really want to add them sometimes we have to wait. Anyway, I'll let you guys know when we do start on it. Essentially the idea is to allow a toggle for me/squad/team. "Visuals * Improved animation LOD switching for better visual display * Added new vehicle shield and vehicle armor effects * Optimizations made to vehicle models and dropship thruster effects to decrease performance cost * Made Visual improvements to SSAO, rays and dynamic tone mapping * Added HUD translucency option * Environment Mood color values reset to match the corresponding level moods * Fixed particle lights so weapons and objects around the player will be illuminated when firing a weapon * Fixed shield impact effects for small handheld weapons so itGÇÖs visually easier to recognize if you are inflicting shield or armor damage" wasted time , thats what that is Thats a differant team dude.... Art more than features
Yup, most of it is. The animation LOD switching and thruster effects optimizations were us (the latter task was a collaboration with other teams). The LOD tasks fixed a boatload of horrible animation glitches and bugs including some that effected targeting. The thruster work improves frame rate. I don't think of either of those were a waste of time :-)
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steadyhand amarr
Imperfects Negative-Feedback
1170
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Posted - 2013.08.29 10:01:00 -
[26] - Quote
THE TRAINSPOTTER wrote:CCP Wolfman wrote:Void Echo wrote:CCP Wolfman wrote:Yes we do. We do plan to add vehicle locks. However we will not have time in 1.5 along with all the other vehicle work. We hope to add them shortly afterwards. OMG OMG OMG FINALLY, although you couldv started earlier... Glad you're happy :-) What you should keep in mind is that with features like this it's usually going up against others and we have to make a call on what's more important. For example should we have added locks to the vehicles instead of fixing problems we found with hit detection or aiming? Should we add locks now or fix these 20 irritating little bugs/glitches? These are the kind of calls we have to make with all features like this no matter how much we really want to add them sometimes we have to wait. Anyway, I'll let you guys know when we do start on it. Essentially the idea is to allow a toggle for me/squad/team. "Visuals * Improved animation LOD switching for better visual display * Added new vehicle shield and vehicle armor effects * Optimizations made to vehicle models and dropship thruster effects to decrease performance cost * Made Visual improvements to SSAO, rays and dynamic tone mapping * Added HUD translucency option * Environment Mood color values reset to match the corresponding level moods * Fixed particle lights so weapons and objects around the player will be illuminated when firing a weapon * Fixed shield impact effects for small handheld weapons so itGÇÖs visually easier to recognize if you are inflicting shield or armor damage" wasted time , thats what that is
Repeated bangs head on desk, please take your ignorance of how development works off these fourms its painfull to read. And don't ask me to explain to you I doubt you will be able to get ur head round it. That said I'm sure someone will explain why the quoted is fail
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Lurchasaurus
SVER True Blood Public Disorder.
1155
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Posted - 2013.08.29 10:01:00 -
[27] - Quote
CCP Wolfman wrote:Yup, most of it is. The animation LOD switching and thruster effects optimizations were us (the latter task was a collaboration with other teams). The LOD tasks fixed a boatload of horrible animation glitches and bugs including some that effected targeting. The thruster work improves frame rate. I don't think of either of those were a waste of time :-)
Neither does anyone who cares about the health of this game. Wolfman, how do you come on these forums and leave without hating us? |
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CCP Wolfman
C C P C C P Alliance
1582
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Posted - 2013.08.29 10:01:00 -
[28] - Quote
Quote: Wolfman, sarcasm aside, this is a very valid point. It is quite crippling to not be able to see forges charging up.
The problem you're experiencing may be related to a draw distance bug on HAV's that we have fixed in 1.4. Either way, I'll check. |
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Lurchasaurus
SVER True Blood Public Disorder.
1155
|
Posted - 2013.08.29 10:03:00 -
[29] - Quote
CCP Wolfman wrote:Quote: Wolfman, sarcasm aside, this is a very valid point. It is quite crippling to not be able to see forges charging up.
The problem you're experiencing may be related to a draw distance bug on HAV's that we have fixed in 1.4. Either way, I'll check.
Interesting. There is no forge gun charge animation at any distance, period btw... |
Nguruthos IX
Vagina Bombers
1201
|
Posted - 2013.08.29 10:04:00 -
[30] - Quote
CCP Wolfman wrote:Quote: Wolfman, sarcasm aside, this is a very valid point. It is quite crippling to not be able to see forges charging up.
The problem you're experiencing may be related to a draw distance bug on HAV's that we have fixed in 1.4. Either way, I'll check. Not quite. That's an issue too but forges used to have a glowing effect around their gun when it was charging.
Now we see nothing till a giant ball of death knocks ship out of sky. It was removed, from any distance. Seemingly intentionally. |
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