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knight guard fury
The Unholy Legion Of DarkStar DARKSTAR ARMY
794
|
Posted - 2014.01.06 01:53:00 -
[1] - Quote
since we have 1 month for 1.8 to come, we should make a community blog about the things that need to be fixed/nerfed/buffed/balanced/etc. now from what I remember a while back I heard that 1.8 will be the patch when we get all/most racial suits, but besides that we need to think about the other things currently in the game that CCP can consider "adjusting" or rebalancing for us to enjoy the game more.
(keep in mind that we should only give constructive, well thought, and helpful feedback/request and don't stray from the topic for something you want but only for things that we need)
if your going to write paragraphs then try to stay organized or put each specific thing in categories. im going to write a list of things in categories later (because im busy right now) that I think would help balance out the game a bit more that would be helpful for everyone
also since it comes to mind, how do you guys think that every month the community should do a community-blog for ideas and feedback for the game in the next up-coming update per month(say like 1-2 weeks in)? (basically helping us, help CCP make the game better, rather than QQ about it until something gets nerfed)
In Rust We Trust,
true to the Republic,
Kherokior warrior
|
Jooki Chewaka
Stalking Wolfpack
69
|
Posted - 2014.01.06 02:19:00 -
[2] - Quote
knight guard fury wrote:since we have 1 month for 1.8 to come, we should make a community blog about the things that need to be fixed/nerfed/buffed/balanced/etc. now from what I remember a while back I heard that 1.8 will be the patch when we get all/most racial suits, but besides that we need to think about the other things currently in the game that CCP can consider "adjusting" or rebalancing for us to enjoy the game more.
(keep in mind that we should only give constructive, well thought, and helpful feedback/request and don't stray from the topic for something you want but only for things that we need)
if your going to write paragraphs then try to stay organized or put each specific thing in categories. im going to write a list of things in categories later (because im busy right now) that I think would help balance out the game a bit more that would be helpful for everyone
also since it comes to mind, how do you guys think that every month the community should do a community-blog for ideas and feedback for the game in the next up-coming update per month(say like 1-2 weeks in)? (basically helping us, help CCP make the game better, rather than QQ about it until something gets nerfed) As an EvE capsuleer what i want is be able to see where are the FW battles raging on the starmap, its really annoying that if i want to deliver some OB i must queue up and then cancel to know the location.
As a Dust player, i want the laser rifle to be as effective on close range as the rail rifle, since both are in the same niche, both should have the same effectiveness on close combat, either nerf the close range rail rifle damage output, or increase the laser's.
See you from orbit
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knight guard fury
The Unholy Legion Of DarkStar DARKSTAR ARMY
794
|
Posted - 2014.01.06 04:43:00 -
[3] - Quote
tanks are our main problem right now so im going to start with them. right now the militia is as good as the standard so it does need to be nerfed a little bit.
vehicles militia HAV -reduce militia Gallente HAV armor by 600-1000 -reduce the militia armor hardener by 5-10% -reduce the shields on the Caldari HAV so it has a base of 2150 at militia -all HAV's need just a bit more cpu/pg to at least be able to equip 2 small turrets on them
-RDV's need to have the ability to come in multiple times like back in beta where we didn't have to wait 1 at a time -RDV's need to fly away at least 60m+ before cloaking away -introduce the Gallente RDV
some certain weapons need to be adjusted weapons rail rifle the RR at long range and need to be adjusted so they don't kill in 1-4 seconds at 65m+ -possibly reduce the damage by 10hp
laser rifle I know its pretty well balanced right now but its very incredibly weak at close range -it should do much more dmg like in beta at 20m- and be normal how it is now past 21m+
flaylock -Ive never used the flaylock when it was OP but it needs a slight buff right now -make the base radius on the normal FL 2m and the breach 1.3 (the radius bonus will improve this as you go)
graphics -reintroduce the old graphics for when the guns shoot by this I mean make the plasma rifle shoot out plasma like how it did back in closed beta and all the other weapons have improved effects as well(it makes the game more futuristic) -reintroduce the racial colors back into the racial suits and weapons like back in beta
tutorial we need an improve and more detailed tutorial system for new comers so they will learn more and will want to stay in the game more -add an option to further continue the tutorial once you have finished the first 3 to learn more about the basic mechanics of the neo-com/squad finder/chat channels/corporations/game styles -add a tutorial for vehicle users so people who are interested in tanks/dropships will be taught about them
Academy -change the WP "graduation" to 3500 -adjust player matchmaking so one team doesn't have all the vet players to -transition matchmaking to swap game modes 1 after the other so it isn't one game mode
Matchmaking -prohibit militia HAV's from coming in ambush -standard tanks are welcomed into ambush -matchmaking should make teams based on the following: sp squads or no squads how new your character is what skills you have try to put 1 of each class/vehicle user on each team
Game modes -add a game mode for vehicles only -add a game mode for infantry only -add a game mode for infantry and vehicle -remove our current ambush/oms game modes -add domination to fw battles by transitioning the skirmish and domination 1by1
Spawning -add cool/well thought of bases to skirmish and domination 100m+ away in the redline for people to spawn in besides the ground and mcc -force players to spawn 50+m away from all enemies -color code the map with certain color indicating how many deaths have happened in a 50m+ radius
introducing new equipment/items -cloaking -only scouts can use and the faster you move the more you are cloaked
-web. gun slow vehicles
-"leech" gun/vehicle mod takes away/"eats" a vehicles ammo
-add a mod that reduces fall dmg by 50% (scouts only, low slot)
Bonuses -change all role bonuses of all suit types to have their own racial role bonus -all equipement should have their own small bonus per level -all skills in the skill tree should have a bonus added to them -add more skills to the corperation skills
that's all I have to say for now, but if you like these ideas and you have something to say or add to it, I would appreciate it. I think we as a community should do these more often as it would be interesting to see what you guys have in mind that should be in game for the next and up-coming update to the game.
please give me more feedback/suggestions to what should be added/removed/buffed/nerfed/balanced in the game so we all can enjoy the game more
In Rust We Trust,
true to the Republic,
Kherokior warrior
|
Aeon Amadi
Ancient Exiles. Renegade Alliance
4356
|
Posted - 2014.01.06 04:47:00 -
[4] - Quote
I really wouldn't get my hopes up for racial parity being in 1.8, it's such a long way off we'll be lucky to see anything regarding it at Fan Fest. Hate to be a downer and I really hope I'm wrong but there's not much evidence to say otherwise.
forums.dust514.com/default.aspx?g=posts&m=
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(Lag Hunt) 1570201
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Jacques Cayton II
Providence Guard Templis CALSF
447
|
Posted - 2014.01.06 05:03:00 -
[5] - Quote
knight guard fury wrote:tanks are our main problem right now so im going to start with them. right now the militia is as good as the standard so it does need to be nerfed a little bit.
vehicles militia HAV -reduce militia Gallente HAV armor by 600-1000 -reduce the militia armor hardener by 5-10% -reduce the shields on the Caldari HAV so it has a base of 2150 at militia -all HAV's need just a bit more cpu/pg to at least be able to equip 2 small turrets on them
-RDV's need to have the ability to come in multiple times like back in beta where we didn't have to wait 1 at a time -RDV's need to fly away at least 60m+ before cloaking away -introduce the Gallente RDV
some certain weapons need to be adjusted weapons rail rifle the RR at long range and need to be adjusted so they don't kill in 1-4 seconds at 65m+ -possibly reduce the damage by 10hp
laser rifle I know its pretty well balanced right now but its very incredibly weak at close range -it should do much more dmg like in beta at 20m- and be normal how it is now past 21m+
flaylock -Ive never used the flaylock when it was OP but it needs a slight buff right now -make the base radius on the normal FL 2m and the breach 1.3 (the radius bonus will improve this as you go)
graphics -reintroduce the old graphics for when the guns shoot by this I mean make the plasma rifle shoot out plasma like how it did back in closed beta and all the other weapons have improved effects as well(it makes the game more futuristic) -reintroduce the racial colors back into the racial suits and weapons like back in beta
tutorial we need an improve and more detailed tutorial system for new comers so they will learn more and will want to stay in the game more -add an option to further continue the tutorial once you have finished the first 3 to learn more about the basic mechanics of the neo-com/squad finder/chat channels/corporations/game styles -add a tutorial for vehicle users so people who are interested in tanks/dropships will be taught about them
Academy -change the WP "graduation" to 3500 -adjust player matchmaking so one team doesn't have all the vet players to -transition matchmaking to swap game modes 1 after the other so it isn't one game mode
Matchmaking -prohibit militia HAV's from coming in ambush -standard tanks are welcomed into ambush -matchmaking should make teams based on the following: sp squads or no squads how new your character is what skills you have try to put 1 of each class/vehicle user on each team
Game modes -add a game mode for vehicles only -add a game mode for infantry only -add a game mode for infantry and vehicle -remove our current ambush/oms game modes -add domination to fw battles by transitioning the skirmish and domination 1by1
Spawning -add cool/well thought of bases to skirmish and domination 100m+ away in the redline for people to spawn in besides the ground and mcc -force players to spawn 50+m away from all enemies -color code the map with certain color indicating how many deaths have happened in a 50m+ radius -add a 1min vehicle call-in delay for ambush
introducing new equipment/items -cloaking -only scouts can use and the faster you move the more you are cloaked
-web. gun slow vehicles
-"leech" gun/vehicle mod takes away/"eats" a vehicles ammo
-add a mod that reduces fall dmg by 50% (scouts only, low slot)
Bonuses -change all role bonuses of all suit types to have their own racial role bonus -all equipement should have their own small bonus per level -all skills in the skill tree should have a bonus added to them -add more skills to the corperation skills
that's all I have to say for now, but if you like these ideas and you have something to say or add to it, I would appreciate it. I think we as a community should do these more often as it would be interesting to see what you guys have in mind that should be in game for the next and up-coming update to the game.
please give me more feedback/suggestions to what should be added/removed/buffed/nerfed/balanced in the game so we all can enjoy the game more You are dumb the RR is A LONG RANGE WEAPON it is meant for 40m to 80m the cqc is what people rage about even though I'm a heavy I can even dodge the RR ask m twiggz. Secondly the flaylock. It had a 2.0 m range and was op so no. Increase the rounds velocity boom done. Laser rifle niche weapon needs buff but not to cqc. Tanks decrease CPU and pg on militia and increase price of tanks at std level not turrets hulls and modules boom didn't read past that because you haven't played the same game apparently and sorry for calling you dumb but yea you don't play as anything but logi do you
We fight for the future of the State not our
personal goals
|
knight guard fury
The Unholy Legion Of DarkStar DARKSTAR ARMY
794
|
Posted - 2014.01.06 05:12:00 -
[6] - Quote
Jacques Cayton II wrote:knight guard fury wrote:tanks are our main problem right now so im going to start with them. right now the militia is as good as the standard so it does need to be nerfed a little bit.
vehicles militia HAV -reduce militia Gallente HAV armor by 600-1000 -reduce the militia armor hardener by 5-10% -reduce the shields on the Caldari HAV so it has a base of 2150 at militia -all HAV's need just a bit more cpu/pg to at least be able to equip 2 small turrets on them
-RDV's need to have the ability to come in multiple times like back in beta where we didn't have to wait 1 at a time -RDV's need to fly away at least 60m+ before cloaking away -introduce the Gallente RDV
some certain weapons need to be adjusted weapons rail rifle the RR at long range and need to be adjusted so they don't kill in 1-4 seconds at 65m+ -possibly reduce the damage by 10hp
laser rifle I know its pretty well balanced right now but its very incredibly weak at close range -it should do much more dmg like in beta at 20m- and be normal how it is now past 21m+
flaylock -Ive never used the flaylock when it was OP but it needs a slight buff right now -make the base radius on the normal FL 2m and the breach 1.3 (the radius bonus will improve this as you go)
graphics -reintroduce the old graphics for when the guns shoot by this I mean make the plasma rifle shoot out plasma like how it did back in closed beta and all the other weapons have improved effects as well(it makes the game more futuristic) -reintroduce the racial colors back into the racial suits and weapons like back in beta
tutorial we need an improve and more detailed tutorial system for new comers so they will learn more and will want to stay in the game more -add an option to further continue the tutorial once you have finished the first 3 to learn more about the basic mechanics of the neo-com/squad finder/chat channels/corporations/game styles -add a tutorial for vehicle users so people who are interested in tanks/dropships will be taught about them
Academy -change the WP "graduation" to 3500 -adjust player matchmaking so one team doesn't have all the vet players to -transition matchmaking to swap game modes 1 after the other so it isn't one game mode
Matchmaking -prohibit militia HAV's from coming in ambush -standard tanks are welcomed into ambush -matchmaking should make teams based on the following: sp squads or no squads how new your character is what skills you have try to put 1 of each class/vehicle user on each team
Game modes -add a game mode for vehicles only -add a game mode for infantry only -add a game mode for infantry and vehicle -remove our current ambush/oms game modes -add domination to fw battles by transitioning the skirmish and domination 1by1
Spawning -add cool/well thought of bases to skirmish and domination 100m+ away in the redline for people to spawn in besides the ground and mcc -force players to spawn 50+m away from all enemies -color code the map with certain color indicating how many deaths have happened in a 50m+ radius -add a 1min vehicle call-in delay for ambush
introducing new equipment/items -cloaking -only scouts can use and the faster you move the more you are cloaked
-web. gun slow vehicles
-"leech" gun/vehicle mod takes away/"eats" a vehicles ammo
-add a mod that reduces fall dmg by 50% (scouts only, low slot)
Bonuses -change all role bonuses of all suit types to have their own racial role bonus -all equipement should have their own small bonus per level -all skills in the skill tree should have a bonus added to them -add more skills to the corperation skills
that's all I have to say for now, but if you like these ideas and you have something to say or add to it, I would appreciate it. I think we as a community should do these more often as it would be interesting to see what you guys have in mind that should be in game for the next and up-coming update to the game.
please give me more feedback/suggestions to what should be added/removed/buffed/nerfed/balanced in the game so we all can enjoy the game more You are dumb the RR is A LONG RANGE WEAPON it is meant for 40m to 80m the cqc is what people rage about even though I'm a heavy I can even dodge the RR ask m twiggz. Secondly the flaylock. It had a 2.0 m range and was op so no. Increase the rounds velocity boom done. Laser rifle niche weapon needs buff but not to cqc. Tanks decrease CPU and pg on militia and increase price of tanks at std level not turrets hulls and modules boom didn't read past that because you haven't played the same game apparently and sorry for calling you dumb but yea you don't play as anything but logi do you
first of all, im a jack of all trades so I play everything possible, so STFU and don't judge me about what im talking about.
the flaylock having a radius buff wouldn't make it op as it use to be because it has reduced damage and only scouts mainly use it anyway
militia tanks only primarily need a hp nerf IMO
as I said before I am open to suggestions/feedback so don't be a total D*** about what I said
In Rust We Trust,
true to the Republic,
Kherokior warrior
|
Klash 816
Sanguis Defense Syndicate
63
|
Posted - 2014.01.06 08:42:00 -
[7] - Quote
One of the fallowing would be nice: PvE Corp contracts Open market (or at least P2P trading) Spectator mode (or at least a way to replay matches) Full line of racial everything ( or at lest the rest of the drop suits) New game modes ( or at least more veriants of the ones we have now)
Trees (but I wouldn't hold my breath on that one) Bonus points if you get the reference :D
~~~~~~~~~~~~~~~~~~~~~
With Blood and Iron
We Klash-
|
BL4CKST4R
WarRavens League of Infamy
1481
|
Posted - 2014.01.06 14:01:00 -
[8] - Quote
knight guard fury wrote:Jacques Cayton II wrote:knight guard fury wrote:tanks are our main problem right now so im going to start with them. right now the militia is as good as the standard so it does need to be nerfed a little bit.
vehicles militia HAV -reduce militia Gallente HAV armor by 600-1000 -reduce the militia armor hardener by 5-10% -reduce the shields on the Caldari HAV so it has a base of 2150 at militia -all HAV's need just a bit more cpu/pg to at least be able to equip 2 small turrets on them
-RDV's need to have the ability to come in multiple times like back in beta where we didn't have to wait 1 at a time -RDV's need to fly away at least 60m+ before cloaking away -introduce the Gallente RDV
some certain weapons need to be adjusted weapons rail rifle the RR at long range and need to be adjusted so they don't kill in 1-4 seconds at 65m+ -possibly reduce the damage by 10hp
laser rifle I know its pretty well balanced right now but its very incredibly weak at close range -it should do much more dmg like in beta at 20m- and be normal how it is now past 21m+
flaylock -Ive never used the flaylock when it was OP but it needs a slight buff right now -make the base radius on the normal FL 2m and the breach 1.3 (the radius bonus will improve this as you go)
graphics -reintroduce the old graphics for when the guns shoot by this I mean make the plasma rifle shoot out plasma like how it did back in closed beta and all the other weapons have improved effects as well(it makes the game more futuristic) -reintroduce the racial colors back into the racial suits and weapons like back in beta
tutorial we need an improve and more detailed tutorial system for new comers so they will learn more and will want to stay in the game more -add an option to further continue the tutorial once you have finished the first 3 to learn more about the basic mechanics of the neo-com/squad finder/chat channels/corporations/game styles -add a tutorial for vehicle users so people who are interested in tanks/dropships will be taught about them
Academy -change the WP "graduation" to 3500 -adjust player matchmaking so one team doesn't have all the vet players to -transition matchmaking to swap game modes 1 after the other so it isn't one game mode
Matchmaking -prohibit militia HAV's from coming in ambush -standard tanks are welcomed into ambush -matchmaking should make teams based on the following: sp squads or no squads how new your character is what skills you have try to put 1 of each class/vehicle user on each team
Game modes -add a game mode for vehicles only -add a game mode for infantry only -add a game mode for infantry and vehicle -remove our current ambush/oms game modes -add domination to fw battles by transitioning the skirmish and domination 1by1
Spawning -add cool/well thought of bases to skirmish and domination 100m+ away in the redline for people to spawn in besides the ground and mcc -force players to spawn 50+m away from all enemies -color code the map with certain color indicating how many deaths have happened in a 50m+ radius -add a 1min vehicle call-in delay for ambush
introducing new equipment/items -cloaking -only scouts can use and the faster you move the more you are cloaked
-web. gun slow vehicles
-"leech" gun/vehicle mod takes away/"eats" a vehicles ammo
-add a mod that reduces fall dmg by 50% (scouts only, low slot)
Bonuses -change all role bonuses of all suit types to have their own racial role bonus -all equipement should have their own small bonus per level -all skills in the skill tree should have a bonus added to them -add more skills to the corperation skills
that's all I have to say for now, but if you like these ideas and you have something to say or add to it, I would appreciate it. I think we as a community should do these more often as it would be interesting to see what you guys have in mind that should be in game for the next and up-coming update to the game.
please give me more feedback/suggestions to what should be added/removed/buffed/nerfed/balanced in the game so we all can enjoy the game more You are dumb the RR is A LONG RANGE WEAPON it is meant for 40m to 80m the cqc is what people rage about even though I'm a heavy I can even dodge the RR ask m twiggz. Secondly the flaylock. It had a 2.0 m range and was op so no. Increase the rounds velocity boom done. Laser rifle niche weapon needs buff but not to cqc. Tanks decrease CPU and pg on militia and increase price of tanks at std level not turrets hulls and modules boom didn't read past that because you haven't played the same game apparently and sorry for calling you dumb but yea you don't play as anything but logi do you first of all, im a jack of all trades so I play everything possible, so STFU and don't judge me about what im talking about. the flaylock having a radius buff wouldn't make it op as it use to be because it has reduced damage and only scouts mainly use it anyway militia tanks only primarily need a hp nerf IMO as I said before I am open to suggestions/feedback so don't be a total D*** about what I said
Where you here when any suit with a side arm would equip 2 flay locks and destroy everything. When Minmatar assault was god mode due to the flay lock being so OP. When true Gallente and Amarr suits where laid waste? From that time to now all they changed was the splash radius, the damage was barely touched. |
Kigurosaka Laaksonen
Isuuaya Tactical Caldari State
54
|
Posted - 2014.01.06 15:45:00 -
[9] - Quote
Just some quick thoughts, I would like more than anything else right now to have all four racial variants of basic dropsuits and vehicles, including MAVs. Included with that I would like each race to have a unique small/light/heavy short and long range weapon, including small and large turrets.
When I say basic dropsuits I mean the [Race] [Size] Frame. Specialized roles are the suits with role bonuses i.e. Scout, Assault, Logistics, Sentinel, and Commando. There should definitely be some more roles, but the basic frames could be included soon, I feel, if only to serve as placeholders for those of us wanting to stomp around in a Caldari heavy, for example. (I'm torn on Roles. I guess every race should have it's own version of every role, but it could be cool if there was a race specific role tailored to that race's combat style.)
Where we are now is that no race has all of it's dropsuit sizes.
Amarr/Minmatar have no vehicles.
There are no MAVs. I would actually like to see vehicle logistics moved from LAVs to MAVs.
Some races have what I feel is a good representation of weaponry in some areas. For example, the Amarr have Scrambler rifles and Laser rifles for light weapons, which I feel fits the pulse/beam pattern from EVE nicely. That leaves the Amarr needing two heavy weapons and long range sidearm. At this point I would consider the AR to be a general weapon rather than any specific races. |
Jooki Chewaka
Stalking Wolfpack
70
|
Posted - 2014.01.06 15:53:00 -
[10] - Quote
knight guard fury wrote: -matchmaking should make teams based on the following: sp squads or no squads how new your character is what skills you have try to put 1 of each class/vehicle user on each team
1st mistake this has: I particularly, have a closed beta toon, 14m SP, but use standard gear, so i would be put with proto people, and i wouldnt be using. 2nd mistake this has: taking into account what skills i have? but what if i want to play with militia gear to try something new? or what if i have crosstrained and don't want to use a tank? or be a logi? or be a heavy?
See you from orbit
|
|
Lady MDK
Kameira Lodge Amarr Empire
51
|
Posted - 2014.01.06 16:35:00 -
[11] - Quote
All sized racial suits and weapons + a balance pass after a certain period of time, no knee jerks.
I would also like to see a step away from the menus in the MQ - sure this is good for reducing the time to get into a match but reduces the immersion factor.
Instead of menus - Return the star map (this is accessed from the neocom or from a map console in the quarters) and add filters to show Quick Battles with people around your number of total SP, Faction Warfare and PC battles so you can choose what battle you or your squad go into.
Open the door - to a corp office with a GIANT map room to allow whole teams to deploy together and fight against each other. In this room you can see others online in your corp. And can issue challenges to other corps. This might prove to be impractical in time as corps grow so only gang leader and squad leaders maybe can access this room? Everyone else waits in the war barge Lobby above the planet (as is currently in game) while the leaders sort out their stuff.
Although in my opinion these still needs something to explain how you get from your quarters to the war barge. Maybe have a cinematic of the soldier going to a console and triggering the clone jump then waking up in a clone lab of some sort on the war barge.
Anyone getting annoyed by reading of the above post should consider the following.
I don't care so neither should you :)
|
Sergamon Draco
Rautaleijona Top Men.
232
|
Posted - 2014.01.06 17:52:00 -
[12] - Quote
Pve,better or even somekind character creation(appearance etc etc like eve has) Tank and vechicles could stay in ambush mode,but ccp could change the mode like ambushers would have intel about ambushed party.Why infantry with light weapons, would ambush enemy force who has tank squad and dropships? Make railgun turrets turn speed faster,now the tanks can move back and forth and dont have to worry about getting hitted bcause turn speed is too slow.Also they could move position of those turrets and also make them more important (now everyone just destroys them) There is so many changes that i want to see,and i am too tired to write them
Fck the kdr,i`m going in
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Jacques Cayton II
Providence Guard Templis CALSF
456
|
Posted - 2014.01.06 19:17:00 -
[13] - Quote
Op sorry but flaylock only needs it's rounds to be faster that's it your opinion is wrong because the flaylock was op as hell because of its blast radius and btw the damage was actually increased when they lowered the blast radius did I just blow your tiny mind
We fight for the future of the State not our
personal goals
|
Draco Cerberus
BurgezzE.T.F Public Disorder.
656
|
Posted - 2014.01.06 19:19:00 -
[14] - Quote
Racial everything, suits, weapons, vehicles, if it isn't in game yet it should be.
P2P market, this is New Eden where our ISK is what we are fighting for not some empress or chancellor somewhere although some mercs would like to claim this to be the case, it is most certainly not true. Player Trading is needed to tie our space brothers and sisters to our cause, and provide new sources for the goods we use every day.
"Open World". This would remove all redlines, remove lobbies and allow us to have battles where and when we want while pursuing PVE and looking for new resources/gear/BPOs in ancient wreckage found on the planet's surfaces or in caves below.
PVE and PVEvP (PVE with the ability to get jumped by other players part of an open world)
Trees.
LogiGod earns his pips
|
Lady MDK
Kameira Lodge Amarr Empire
53
|
Posted - 2014.01.06 21:16:00 -
[15] - Quote
Draco Cerberus wrote:"Open World". This would remove all redlines, remove lobbies and allow us to have battles where and when we want while pursuing PVE and looking for new resources/gear/BPOs in ancient wreckage found on the planet's surfaces or in caves below. .
I would love to see an open world aspect to the game it just doesn't feel massive right now, also seems like the battlefields don't exist when they aren't being fought over. The ability to clone jump to a planetside (oops I said it) facility rather than the war barge to do a mission or something.
A PVE mission example.. We have spotted an enemy tank and several infantry on foot approaching, take them out with this sniper rifle then destroy the tank with this explosive device.. Good luck soldier.... kind of like the actual game but serves to get people into the different weapons. you are rewarded with isk and maybe some standing to your agent just like in eve more standing = harder missions.
However it think that although it would be nice for the game, we should get the basics completed first .
Anyone getting annoyed by reading of the above post should consider the following.
I don't care so neither should you :)
|
Draco Cerberus
BurgezzE.T.F Public Disorder.
659
|
Posted - 2014.01.06 21:34:00 -
[16] - Quote
Lady MDK wrote:Draco Cerberus wrote:"Open World". This would remove all redlines, remove lobbies and allow us to have battles where and when we want while pursuing PVE and looking for new resources/gear/BPOs in ancient wreckage found on the planet's surfaces or in caves below. . I would love to see an open world aspect to the game it just doesn't feel massive right now, also seems like the battlefields don't exist when they aren't being fought over. The ability to clone jump to a planetside (oops I said it) facility rather than the war barge to do a mission or something. A PVE mission example.. We have spotted an enemy tank and several infantry on foot approaching, take them out with this sniper rifle then destroy the tank with this explosive device.. Good luck soldier.... kind of like the actual game but serves to get people into the different weapons. you are rewarded with isk and maybe some standing to your agent just like in eve more standing = harder missions. Although it would be nice for the game, we should get the basics completed first CCP . I would rather see something like: Drones have malfunctioned and rather than delivering resources to the Extractor Heads have started attacking workers. Go hack the objectives to repair the damage and destroy any remaining drones in the area, you will be well rewarded.
LogiGod earns his pips
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Lady MDK
Kameira Lodge Amarr Empire
54
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Posted - 2014.01.06 21:41:00 -
[17] - Quote
Draco Cerberus wrote:Lady MDK wrote:Draco Cerberus wrote:"Open World". This would remove all redlines, remove lobbies and allow us to have battles where and when we want while pursuing PVE and looking for new resources/gear/BPOs in ancient wreckage found on the planet's surfaces or in caves below. . I would love to see an open world aspect to the game it just doesn't feel massive right now, also seems like the battlefields don't exist when they aren't being fought over. The ability to clone jump to a planetside (oops I said it) facility rather than the war barge to do a mission or something. A PVE mission example.. We have spotted an enemy tank and several infantry on foot approaching, take them out with this sniper rifle then destroy the tank with this explosive device.. Good luck soldier.... kind of like the actual game but serves to get people into the different weapons. you are rewarded with isk and maybe some standing to your agent just like in eve more standing = harder missions. Although it would be nice for the game, we should get the basics completed first CCP . I would rather see something like: Drones have malfunctioned and rather than delivering resources to the Extractor Heads have started attacking workers. Go hack the objectives to repair the damage and destroy any remaining drones in the area, you will be well rewarded.
Sounds good to me... No one said missions should be the same however... some missions could be hacking objectives some could be something else....
Anyone getting annoyed by reading of the above post should consider the following.
I don't care so neither should you :)
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Reav Hannari
Red Rock Outriders
2371
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Posted - 2014.01.06 21:42:00 -
[18] - Quote
I'd rather see the Flaylock fire micro-missiles in a straight line instead of it being the mini-Mass Driver that we have today.
// Venge Captain // Matari Logistics / Scout / Pilot // @ReesNoturana
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lee corwood
Knights Of Ender Public Disorder.
326
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Posted - 2014.01.06 22:05:00 -
[19] - Quote
knight guard fury wrote: vehicles ...
some certain weapons need to be adjusted weapons ...
graphics -reintroduce the racial colors back into the racial suits and weapons like back in beta
tutorial we need an improve and more detailed tutorial system...
- In my humble opinion, nothing should be adjusted until all content is loaded. tweaking things in an incomplete game would only create more headaches. CCP should never have released 1.7 piecemeal like this.
- or any colors, anywhere. trim. a stripe. hell, I'll even take a different color eye on my matari guy! Also, how about a racial insignia in my room. Anything??
- We desperately need more tutorials. Right now, the community (or at least a small part) are trying their best to fill that hole because the game is simply lacking. The number of repeat threads in the rookie training grounds is testiment to that. And taking the time to login and create a post to get *maybe* some good feedback are few and far between. Guaranteed we're losing a lot more newer players than we know.
knight guard fury wrote: Game modes ...
Any new game modes. Don't care, just ANYTHING NEW. PvE included.
knight guard fury wrote: Spawning -color code the map with certain color indicating how many deaths have happened in a 50m+ radius
^this is a very cool idea.
Klash 816 wrote: Open market (or at least P2P trading) Spectator mode (or at least a way to replay matches)
I'd even take trading right now. I have so many specialty weapons from salvage that I will never use but corpmates could definitely use all they could get.
Spectator mode sounds awesome. I'd love to be able to watch some of those matches. No better way to learn than to get some different strategies from other players.
-Better interactions between Eve pilots and Dust. Right now it feels so segmented and none of my FW battles feel like I'm really affecting anything (and I think I'm right) except getting some crappy LP that also doesn't have much meaning yet.
Lady MDK wrote: I would also like to see a step away from the menus in the MQ - sure this is good for reducing the time to get into a match but reduces the immersion factor.
^this. so much this. I feel what we have now is the ugly functional version of what dust wants to be. Your Functional Requirements Document on a screen. Now get us a designer!
-a way to deal with the framerate issue that so many have spoken out about for the past several builds. So far equipment spam is the bulk of the argument but I feel there are better directions to approach this from. Also, your newest map causes severe lag for me, even at match start.
-a review of the current ttk. It's too long in my opinion
Minmatar Logisis | Heavy lover. Come get some badass Band-Aids from this chick
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lee corwood
Knights Of Ender Public Disorder.
326
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Posted - 2014.01.06 22:13:00 -
[20] - Quote
Also, this: https://forums.dust514.com/default.aspx?g=posts&t=82437&find=unread
Bring this thread back because its gold.
Minmatar Logisis | Heavy lover. Come get some badass Band-Aids from this chick
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knight guard fury
The Unholy Legion Of DarkStar DARKSTAR ARMY
797
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Posted - 2014.01.07 07:37:00 -
[21] - Quote
Jooki Chewaka wrote:knight guard fury wrote: -matchmaking should make teams based on the following: sp squads or no squads how new your character is what skills you have try to put 1 of each class/vehicle user on each team
1st mistake this has: I particularly, have a closed beta toon, 14m SP, but use standard gear, so i would be put with proto people, and i wouldnt be using. 2nd mistake this has: taking into account what skills i have? but what if i want to play with militia gear to try something new? or what if i have crosstrained and don't want to use a tank? or be a logi? or be a heavy?
or make it like world of tanks/star conflict and make it based on whats tiered suits you have in your fittings
In Rust We Trust,
true to the Republic,
Kherokior warrior
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knight guard fury
The Unholy Legion Of DarkStar DARKSTAR ARMY
797
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Posted - 2014.01.07 07:49:00 -
[22] - Quote
when ever they introduce drones for mercs to use i would like to see many different types of drones and racial drones
sentry drones
defender drones
AV drones
sniper drones
repper drones
nano-drones
shield drones
scout drones
hacker drones
buffer drones
debuffer drones etc.
In Rust We Trust,
true to the Republic,
Kherokior warrior
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knight guard fury
The Unholy Legion Of DarkStar DARKSTAR ARMY
797
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Posted - 2014.01.07 08:04:00 -
[23] - Quote
im also hoping that since we got a huge vehicle update that this one will be a huge infantry update like have all racial suits (or at least more suits) and might possibly change some of the current bonuses to re-balance out how all the suits work
militia tanks only need a nerf in armor and that should slightly fix it but we'll see what ccp does with them.
flaylock is fine now that i have had time to think about it and the fall off is fine and needed. (it wouldnt make sense for a rocket/projectile to be going in a straight line)
dropships need a warning system for RDV's since they one hit kill them on impact and it would help all ADS pilots
RR r fine
the matari assualt doesnt seem so dual tanky but i understand because it can shield and speed tank but i would like to see it have 4 highs and 3 lows
the amarr suits will need slot readjusting when the other suits will come out and so will the gallente since they are both armor tankers but they seem really different and wierd
im mostly hoping for something cool and interesting like more racial suits since its kinda the 1 year anniversary since open beta
In Rust We Trust,
true to the Republic,
Kherokior warrior
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