Jooki Chewaka
Stalking Wolfpack
63
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Posted - 2013.12.27 21:05:00 -
[1] - Quote
So here's the thing, patch after patch you Devs add things, some good, some better, some bad, you fix stuff, you break something else... more or less everything is expected, what it's not expected are several issues that have been here since closed beta and no one seems to care anymore, but hey, it's your lucky day, i do care
To the point:
The overview map, and I'm sorry to say because i still remember that dev whom im sorry i dont remember his nave saying that he was really proud of, the overview map is in real time 3D, and because of that ps hardware is overloaded, it takes a couple of seconds to load up, on those seconds you can be flanked and killed.
The scoreboards: when you deploy it it takes 3 seconds to open... why don't you make it less ram consuming, with less icons less transparency bullshit, just letters, no fancy crrap.
And last, the most annoying of all: calling vehicles, when a match starts everyone calls for HAVs and LAVs and Dropships and if they are on the same area it may take up to 5 minutes to get all the ships dropped if it botches, if it doesnt it takes up to two minutes. For botching i mean those times when the airship comes and starts crashing to buildings, or when it stucks and lags and it stays idle doing nothing, and after 20 seconds +- it drops the vehicle but it doesn't really fall, it just goes again up and down again and again until it finally decides thats its about time, it may take up to two minutes to drop the ship, in the meantime everyone else that had called a vehicle must wait or just abandone it. Or maybe you call it and it deploys on some platform somewhere above a building and you must flank a couple buildings to get to the stars to get to the vehicle just to recall it...
This has happened since before uprising, i saw these bugs on early closed beta.
I understand that you had that ship modeled and textured and thats really fancy and it took lots of ressources of time and money to do so but you ccp devs must face the reality, which is that this doesn't works, you must change the mechanics completely, say, just drop the ships from the sky, suits have a built in inertia dampener, why not the vehicles? we call the vehicle and it just drops... plop, in our face, at that time, and all at once, not having to wait because most of the times i regret calling a lav, i would have arrived faster if i had just walked to my destination... Or if youre too nostalgic with that air transport ship just use the model but change the mechanic, we must be able to call a vehicle and get it in the next 5 seconds top, not one after the other... which leaves you with a stupid face dafuq i asked dat **** for?
See you from orbit
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ratamaq doc
Edge Regiment
304
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Posted - 2013.12.27 21:57:00 -
[2] - Quote
Map, I agree it needs to be way faster. I'd love to see a transparency map that could pull down over the FOV but not be interactive. That would potentially solve the problem of the long wait for the interactive map. More advanced than the mini map, but less interactive than the full. Make it to where you could still move but disable weapons until you pull out. That way we can feed better intel without having to stop and find cover because we are going to not be able to do anything else for the 2 seconds in and 2 seconds out of the thing.
Vehicles, something needs to be done, but I hope they can keep the RDV. It's odd that they can't have 3 or 4 at once in a given spawn. And I hate the new maps where the MCC is over the base. Chaos in the beginning. Deploy the RDVs together and have them drop 100 meters away for all I care, I'll run that far. It's better than waiting 2 minutes for it even to show up.
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