George Moros
warravens League of Infamy
117
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Posted - 2013.09.29 20:05:00 -
[1] - Quote
OK, here's a short list of my feedback/ideas regarding some aspects of the game. I'll only list suggestions which I believe don't require some exceptional effort/time to implement. Also, I know some of those ideas (if not all) have already been suggested in one form or another, but it doesn't hurt to put them back in the spotlight.
1. List weapon optimal/falloff range in "show info" window. I really fail to understand why this "feature" isn't in the game from day one. Range is the most important attribute (along with damage) one will want to know about a weapon. I don't see any meaningful explanation as to why this shouldn't be listed in the "show info" window. It would most certainly help new players choose what weapon to go for. CCP claims they are trying to improve NPE. Display weapon ranges.
2. The game should be more informative as to what certain item attributes actually mean. Although most of them are pretty self-explanatory, some are plain confusing. For example, "weapon accuracy". What does this mean? How does this affect gameplay? For instance, listed weapon accuracy for standard AR is 55.51, and 61.5 for HMG. Does this imply that HMG is more accurate that AR? Because it takes about 10 seconds of in-game experience to see that the truth is just the opposite!
Also, it would be neat to display the magnification power of different scoped weapons (snipers primarily). Stating that a rifle has "increased zoom fidelity" is nice, but an actual number would be much better.
3. List ISK damage inflicted / lost at the end of the battle. For a game that is so equipment-oriented, and which has the permanent loss of gear upon death, this statistic is far more important than K/D ratio, and just as important as WP score. Killing 5 guys in militia/standard gear means far less inflicted ISK damage than killing just one single proto-fit guy (not to mention tanks). A sum total of ISK destroyed/lost should be listed after the battle, and also cumulatively recorded on your character sheet along with K/D and WP score.
4. CRU could have the ability to "activate" it, after which a player would be allowed to redeploy on the battlefield in the same manner as after getting killed. This would open new tactical possibilities, and help differentiate CRU from deployable drop uplinks. CRU would become a somewhat different and more valuable tactical asset, not just an uplink with more HP.
5. One feature that would make DS3 snipers very happy is the ability to make very slight and precise corrections to your aim. While aiming with DS3 through sniper scope it is very difficult to adjust your aim by 1-2 pixels, because even with lowest controller sensibility, moving your analog stick by just a tiny amount results in 4-5 pixel movement of aiming dot. It takes several seconds to put the aiming dot where you want it, and if your target moves just one bit, you have to start all over. This is frustrating as hell. My idea is that by holding L2 (L2 is the "throw grenade" button - I can't imagine a scenario in which anyone would want to throw a grenade while aiming through sniper scope), a "high precision" aiming mode kicks in, during which the aiming dot moves at crawling speed, thus allowing precise aiming corrections.
That's about it for now. I would very much appreciate any comments from a dev and/or CPM member regarding these ideas.
o/ |