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Dkafamos
Comando Brasil
26
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Posted - 2014.01.18 01:25:00 -
[1] - Quote
Ok, as I have played now two full days, I'm really inclined to leave the game now. This is mostly due to confusing stats, things that don't add up, lack of tutorials and other technical issues. This isn't a rant, but feedback on what Dust devs should focus on, primarily in my opinion to make this game better, trying to show the problems and potential solutions if I have them. Most likely this might be a list of things already discussed. The idea is to show how bad theses problems are that a new player can detect them quite easily and why it isn't retaining players.
I like the EVE Universe, and the idea of Dust is Bold (not just EVE connectivity and impact, but a deeper shooter and dieing mattering in the game. I'm insisting on the game (although a less persistent player would have simply given up on it) because I like the deep mechanics and stuff. So here goes the list, in hopes CCP does read this:
1. Lag 2. Matchmaking 3. Vehicle Gameplay 4. Infantry Weapon Balance 5. Infantry Scanner
1 - Lag [Top Priority]
This could be a problem of the internet connection and in order to verify, we could use another example, which would be Planetside 2. If the problem would my internet connection, it would be felt the same in such a game. It's not the problem, as, while I do have a slight lag, it is nowhere near as problematic in EVE. I'm from Brazil, and I'm running the America Node of Dust 514, and still, the lag persists. Can't really if it is a server problem or something, but I can assure it is not in my end.
This is a issue that must be dealt with as fast as possible. Dieing due to lag in planetside 2 (when it happens) only leaves me with my pride injured, here, once I'm able to affoard more expensive gear, dieing in full Advanced/Prototype gear will become frustrating expensive. I know teams are a must in this case, and dieing in prototype gear to another prototype gear is fair game, as long as both don't have issue like lag. Having one player beat the other hands down due to lag is frustrating and sends the wrong message to newer players, specially those outside the privileged areas for not having a server close to them.
EVE Online doesn't suffer this problem (unless the players in Null Sec are almost crushing the respective server node in a 51897231287 player battle), nor does Planetside 2. This is a issue that need attention to a higher degree today. I don't know if I'm the only one complaining about this, but I've read in other websites talking about similar issues. Don't know it it's a PS3 problem and if it can be solved, but here it goes (yes, it's a stealth "Dust should have been on PC" mini rant, I bought a PS3 recently just to play Dust and I feel for myself :().
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Dkafamos
Comando Brasil
26
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Posted - 2014.01.18 01:26:00 -
[2] - Quote
2 - Matchmaking [Top Priority]
I already have discussed this, but I want to sumarize this here again. This is bad for new players, which in consequence is bad for veterans and the whole community. In a standard MMO, like EVE or WoW (just using as an example, don't freak on me now :P), we have certain barriers that allow passage once the player feels confortable with the game, feeling like making a gamble and stuff. This works on EVE and it works on WoW, and both have their ways of dealing with PvP in a way the higher level player can fight and destroy lower level players by the bunches (in EVEs case, there is isk loss involved, but the loss can be marginalized, and the newbie, with some knowledge, can defend himself or deal with the attacker in some cases).
This is not a case in Dust 514, where players are supposed to fight each other. I could use planetside 2 to a certain extent, so let's try to focus on it a little. A Battle Rank 100 is stronger then a Battle Rank 1, either by Skills, certificates invested or a mix of both. But when we say stronger through certificates, we can safely say 15~20% stronger. While stronger, this doesn't mean he can't be killed by a newer player, specially if the new player has good skills (I've done that as I have a BR 83 NC on planetside and goffed around in TR and VS character - dem easy mode lazzors xD).
Investing in certificates does give you an edge, but being a better player does matter more. Granted the scale is MUCH bigger then Dust, I could use Battlefield as an example, but I haven't played it, so I can't say how it works. In Dust, gear is a huge improvement, and having a massive pool of SP invested does give a considerable edge, giving it a 100%~200% performance increase against a low SP player. This, coupled with lag, is having a huge dent on the game.
In FPS, people need incentives to play. This come in form of bragging rights for kills and stuff, people commemorating for killing the bastard that killed him a lot or something. One of the joys of FPS is actually scoring kills as well. As it is right now, militia and less then 1kk players are almost considered War Points Pi+¦atas for veterans, and it gets frustrating once people realise they are being pitted against full proto armours. I'm not even talking about tanks, as vehicles are a separate thing entirely to be discussed here.
Also, the current matchmaking is doing all bad things possible as well, pitting sometimes a full 16 man squad from the same corporation against a team of no squads online. This becomes a stomp, and people get frustrated, leaving the match, if not leaving the game entirely.
GÇâ How to fix it: People suggest WP restrictions, militia mode and stuff, and I understand why the devs are cautious. With such a low population, there can't be much separating, or else there won't ever be matches fast enough for everyone. There for, for Public Contracts (the high sec stuff), restrict the usage of prototype and advanced gear (and respective tier levels). The use of Militia and Stardard gear (and respective tiers) are fully allowed, so it would allow veterans to play their game with newbies without the prototype stomping. PC, as it is, is the newbie grounds. Seeing Prototype squads running amok, obliterating everything withouth fear of losing 50~60k Isks in gear isn't balanced at all, and is detrimental to the overall game population.
By not allowing Advanced/Prototype gear in Public Contracts, you bring the Isk/SP/WP easy grind to a halt, forcing older players to invest in standard gear just to play PC, while giving a solid chance for newer players to even the odds and actually beat better equipped players (but not necessarily a well organized team), while still serving as a ISK sink of sorts. This will guarantee new player retention, which, in time, will turn into veteran players as well mostly because now there is a reason to get better gear, that is to kill people. Adding the incentive of people being able to kill once they attain more SP and gear is the wrong way of doing an FPS, since killing (and not dieing ) is the core premise of the game.
Nothing else changed in any other mode.
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Dkafamos
Comando Brasil
26
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Posted - 2014.01.18 01:26:00 -
[3] - Quote
3 - Vehicle Gameplay
Yes, people are complaining a lot about vehicular gameplay, and how it seems so one-sided towards HAVs, LAVs and Dropships. Yes, they all are powerful, and rightfully so, specially in a game where you risk losing more then just a husk, it can be a dent on your account if you **** up badly.
That being said, there needs to be a power projection and this is completely geared towards vehicular combat (which combined with bad matchmaking turns out to become a huge train wreck, with no way to stop it). I'm not gonna consider planetside 2 here, mostly because the way it deals with vehicles is completely different from here. You have weak spots in planetside 2, and all regular infantry can equip a decent AV and neutralize a tank easily with two shots (even a fully decked out tanker).
That is not the way AV should work, specially in heavily invested gear in Dust 514. But the power projection must be geared a little more towards AV. Forge Guns are awesome and can make short work of stupid tankers, but those a little more awake can avoid them entirely, not because they are good, but because the tank is too good. As a Tanker myself in Planetside 2, if I'm careful and manage my distance, while paying attention to my surroundings (+ Tank shields lvl 5, love the Vanguard), but in a Tank fight, mobility and clever use of terrain (plus not overextending myself) are what keep me alive, not speed and armour.
Tanks in EVE are too heavily armored. I wouldn't mind that if the Forge Guns wasn't as strong as it is (and I'm using Militia gear against Militia tanks, so the projection from militia to Prototype must be roughly the same. What bugs me is tanks velocity. The thing can run away to fast when it is in trouble (mostly due to overextending), saving delicious SP that should have been rightfully from the AVers. SLOW TANKS DOWN! This is something needed, where a player can't run away for his like in a 400 ton metalic monster.
People might use the argument "But nowaday tanks run @ 50 Mph on sand, future tanks should do the same" to which I would reply "Then let all forge guns (which are basically infantry Railguns) travel at 2500m/s, with a kinetic impact SO massive it would simply dissolve the metal around the tanks, penetrating it from one side and leaving on the other". It's a game, gameplay takes precedence.
I'm not even considering giving it a weak spot (like in Planetside 2, where you need to manage your position as well), but slowing down tanks, as well as LAVs (while adding some extra armour) could grant a more balanced gameplay favouring AV. 1 Forge gun alone shouldn't take out a tank unless he has a complete idiot, but 2 should be able to be considered a massive threat to tanks (with infantry to deal with them).
Dropships are mostly OK because the ground game can tackle them more easily as they can't hide as easily. On the AV side, make the Forge Gun and Swarm Missile have an easier time hitting something, with lower lock timers and faster Forge gun Bullets (making hitting a moving target easier) or a marginally faster charge up timer. Don't know if there is such a skill, but something must be done to shift the AV game towards infantry (but just by a little, 10~15% towards infantry for more fairer fights).
Adding debuffs considering the damage taken would be something nice as well, but I digress this to the developers. Still, tanks are power projection, and they should represent that. Just make it a little fairer on good AVers, compared to vehicles that can attack, mostly not care about damage, and run away in trouble if needed.
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Dkafamos
Comando Brasil
26
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Posted - 2014.01.18 01:28:00 -
[4] - Quote
4 - Infantry Weapon Balance
I know this is a constant, specially when new weapons are introduced, but such a thing needs to be keep in constant vigilance. Having CRW-04 Scrambler rifles on my death screen from being 1 shot from I don't know where doesn't sound balanced (although this is mostly a Advanced/Prototype vs. Militia issue thing). I find odd that HMG don't have a spin up time, and spray so many bullets in such a little time that no a single down time is given for a player to make a strategic retreat if he sees a heavy suit in front of him. More often then not, once I see a Heavy Suit using a HMG, I'm dead. I don't have time to retreat because bullets are sprayed so fast there is no reaction time. Even if I manage to move a little off its range, there is no way retreat if Im on its sights, only at distance. Scramblers rifles right now seem mighty strong, with the charge up, I wouldn't know how do deal with that. Nova knives seem massively OP in a scout proto suit, but again, this is a matchmaking problem, not a weapons problem itself.
Combat Rifle seems OP too, distributing too powerful damage too fast on targets, at medium and short range (sometimes long as well). Just keep weapons revision in a monthly basis, at least. Waiting for a new patch in three months to fix a OP weapons, when the problems are essential numbers isn't something I do find acceptable.
5 - Infantry Scanner
Oh Q spot, when will you die? One of the cheapest mechanics in modern day shooters is something that has bugged me in Planetside 2 since Beta in september 2012. Nothing shouts "CHEAP N00B" as Q spot, as it reveals anything its hiding behind smoke or in the mids of the foliage, so long as something of the 3D model is hit with the Q Spot. SOE tried to fix it with more precise Q spotting (Basically, the farther the target, the harder to spot, but if you can be 100% in the center of the crosshair/Sights, you can Q spot up to 500m of distance, and let everyone in a 50m range be aware of it in the minimap).
The infantry scanner in Dust 514 serves as a similar thing as the Q Spot, but in a worse way. I haven't tested, only seen it in videos, but you can basically spin 360-¦ and actually track EVERY SINGLE TARGET IT HITS AND SCANS! Even behind walls, door, roofs, etc. THIS is a worse Q spotting, because even when LoSing, you won't lose sight of the scanner, meaning is just a matter of time before the scanner will find you (Unless you wear dampener, which must be used to counter a cheap mechanic).
There are a couple of ways to fix this, imo: First, don't allow for a strong scanning in a 360-¦. If you spin using a scanner, the Db values should be huge, as you haven't waited for the signal to bounce back directly to the scanner (gameplay over futurism). The more you fiddle around the scanner, the higher the Db resolution, making even possible for people without any dampeners to be invisible to the scanner. The steadier it remains, the stronger the scanner is. Secondly, have it have a minimum effective range and a maximum one. For example, lets say a suit has 55 db of scan radius, and a scanner has a 40 db scan resolution. Inside a 50m range, the 40 db scan should indeed make the scan (unless you decided to do a 360-¦, increasing the scan resolution by 50%, effectively making the enemy invisible due to bad usage of scanner). From 50 to 100 meter, the scan resolution should increase as well, going from 40 @ 50m to 60 @ 100 meter. Scanners do take long to send signals back, and this should make the scans more important and meaningful, as scanning while spinning seems just too cheap. Last but not least, what are you scanning. In planetside, once you Q spot, the target is lit for everyone in 50m (including squad), but once the target moves out of range, or loses LoS, you lose the spot. What I see here in Dust is that the scanner does work through walls, which wouldn't be such a bad idea, if it wasn't for the fact that you start scanning and you can actually track enemy movement behind walls. I mean, jeez, wtf, what happened to actually predicting what the enemy will do, compared to knowing where hes going and what hes doing? Just remove the complete track of movement (is it a scanner or a movement tracker?) and let it inform the last known position of the enemy. This alone gives you loads of information without having to rely on a cheap tracking mechanic through walls. The idea is this: Say you scan 100m and find a sniper. You know his last position and start to move towards it. Once you arrive, you check that he isn't there anymore. You know he's around, but you can't poinpoint his exact location, which would require additional scans, allowing for a possible counterstrike. As it is now, either you scan as well, or you are easy prey for people using scanner. This last change is the most important of the three as it only gives an estimate on how the enemy movement is, not give you the enemy movement all together.
This is something I would like to be fixed.
These are my points of view, heres to hope that CCP actually sees this and responds on this issues. I (ME) think these are issues that are really damning the game, and require more pressing attention. SOE dedicated two full patches just to fixes, EVE did something like that as well, making this on Dust would be a wise choice in my opinion and would alliviate people who think CCP isn't listening.
Thank you. |
Meee One
Clones Of The Damned Zero-Day
154
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Posted - 2014.01.18 03:48:00 -
[5] - Quote
Inb4 welcome to New Eden,HTFU,adapt or die I agree with the scanner part...but you can't seem to follow the rules as seen here: https://forums.dust514.com/default.aspx?g=posts&t=37174&find=unread
Why?
Beads.
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Dkafamos
Comando Brasil
27
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Posted - 2014.01.18 04:13:00 -
[6] - Quote
the idea of the topic is to give the general idea new players get in general. 2 days and I already saw all those problems? Either CCP is run and programmed by monkey or CCP is run and programmed by monkey for such obvious errors still being in the game. Matchmaking being the worst of all... |
Johnny Guilt
Algintal Core
435
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Posted - 2014.01.18 08:56:00 -
[7] - Quote
agree with most if not all that has been prioritized
A strange game.
The only winning move is
not to play.
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Mordecai Sanguine
What The French
297
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Posted - 2014.01.18 09:06:00 -
[8] - Quote
Dkafamos wrote:4 - Infantry Weapon Balance
I know this is a constant, specially when new weapons are introduced, but such a thing needs to be keep in constant vigilance. Having CRW-04 Scrambler rifles on my death screen from being 1 shot from I don't know where doesn't sound balanced (although this is mostly a Advanced/Prototype vs. Militia issue thing). I find odd that HMG don't have a spin up time, and spray so many bullets in such a little time that no a single down time is given for a player to make a strategic retreat if he sees a heavy suit in front of him.
More often then not, once I see a Heavy Suit using a HMG, I'm dead. I don't have time to retreat because bullets are sprayed so fast there is no reaction time. Even if I manage to move a little off its range, there is no way retreat if Im on its sights, only at distance. Scramblers rifles right now seem mighty strong, with the charge up, I wouldn't know how do deal with that. Nova knives seem massively OP in a scout proto suit, but again, this is a matchmaking problem, not a weapons problem itself.
Combat Rifle seems OP too, distributing too powerful damage too fast on targets, at medium and short range (sometimes long as well). Just keep weapons revision in a monthly basis, at least. Waiting for a new patch in three months to fix a OP weapons, when the problems are essential numbers isn't something I do find acceptable.
Thank you.
For the Scrambler Rifle it have a "Charge shot" and a 350% damage bonus to headshot. (All scrmabler weapons have huge bonus to Headshot.). If the guy is a sharpshooter charge up (takes 3-4 sec) AND did you a perfect headshot it seems pretty logic it have the kill ? It's a weapon who takes 16PG afterall.
To rule that we should get rid of the aim assist with rifles.
Yes since the Hit detection issues the Minmatarr weapons become REALLY OP....... (High RoF). HMG instant kill CR too and SMG almost.
Because it affect an +10 on armor but just a -5% on shield which is pretty...stupid. Bring an 5%/-5%. HMG has always supposed to be king at lcose range. Just the 5% thing should be good. The CR (and others rifles) need a massive nerf. They are totally OP. CR don't have ANY drawbacks. It have huge magzine (54) huge max ammo (328) huge RoF average accuracy almost NO RECOIL fast reload best DPS of the game one of the best hip fire the easier to fit (8PG for proto serously ?) and an Medium range. Seriously ?
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True Adamance
Kameira Lodge Amarr Empire
5875
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Posted - 2014.01.18 10:42:00 -
[9] - Quote
This day II player needs to HTFU.
In case they did not know what this acronym meant....
Harden The **** Up.
For the most part I understand the concerns this day II player has. Sure aspects of this game need serious work....It will be fixed, you can have faith in CCP. They now have a new directing force in CCP Rouge, they are more open with us players, more receptive to feed back, and working harder to fix these unbalanced sections of the game.
We need to have patience and understanding, knowing that they will address these issues in due time, approaching and fixing the most urgent first, then following up on those that they can get to as quickly as possible. But for the most part most of this community fails to understand this, demanding instant gratification.
Thus why HTFU is such a popular, and comes off, unintentionally, as a cruel phrase, with the intent to get players to have some patience.
"My Faith in you is absolute; my sword is Yours, My God, and Your will guides me now and for all eternity."
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bogeyman m
Learning Coalition College
20
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Posted - 2014.01.18 12:29:00 -
[10] - Quote
Your suggestions for Infantry Radar sound more like sonar than radar. That's an interesting concept. |
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Dkafamos
Comando Brasil
35
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Posted - 2014.01.18 14:42:00 -
[11] - Quote
True Adamance wrote:This day II player needs to HTFU.
In case they did not know what this acronym meant....
Harden The **** Up.
For the most part I understand the concerns this day II player has. Sure aspects of this game need serious work....It will be fixed, you can have faith in CCP. They now have a new directing force in CCP Rouge, they are more open with us players, more receptive to feed back, and working harder to fix these unbalanced sections of the game.
We need to have patience and understanding, knowing that they will address these issues in due time, approaching and fixing the most urgent first, then following up on those that they can get to as quickly as possible. But for the most part most of this community fails to understand this, demanding instant gratification.
Thus why HTFU is such a popular, and comes off, unintentionally, as a cruel phrase, with the intent to get players to have some patience.
I could understand HTFU if the game was more rewarding and less unfair. The way the game treats new player here is just unfairly harsh. I'm running a 0.58 KDR now on Dust 514. In Planetside 2 I constatly run a 2.24 lifetime KDR so I know I'm not the worst shot ever. I understand CCP needs time, but there are somethings that are simply unnaceptable, such as the horrid matchmaking and the lag. Those should be priority number one in fixing, as it would bring players back to the game. The longer these two issues remain, in worst shape the Dust 514 community will continue.
I want the to make this game work, I really do, but there is so much for patience. I like their progression, what I don't like is having my ass whopped because some issues are actually ruining the experience to me, and most likely to a lot of others. |
October SnowFox
Vacuum Cleaner. LLC
179
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Posted - 2014.01.18 15:17:00 -
[12] - Quote
Good ideas!
-Ü-¦-¦-¦-+-+-â -ü-¦-+-¦.. -+-+-¦ -¦-+-é -+-¦-ç-¦-+-+-¦ -+-â-¦-+-+))
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