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Sole Fenychs
Sinq Laison Gendarmes Gallente Federation
87
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Posted - 2014.01.23 19:21:00 -
[1] - Quote
I agree that there is a certain skill element to the game. One day I logged in and suddenly got 16 kills and more than 1000 WP. And then I did it again one match later. It's like I'm on an entirely different level now.
Also, I run solo exclusively. I did squad up occasionally when the warbarge still existed, but I don't intend to put any effort into that kind of thing. I play occasional matches. No reason for me to get too invested into the game.
I have started to realize that there's an amount of rudimentary use gestures amongst players. Because there's no usable text chat and because plenty people don't have mics (why the hell would I buy a mic for a single game?), they resort to using punching and shooting as means of communications. Stuff like "Look there. You can reach that sniper. Go there, for ****'s sake." or "go out of my way".
If CCP doesn't want text chat (and, judging from the attitude on this forum, so do many of the players for some really weird reason), maybe they will be more open to animations that can be used to convey information? I would love to be able to make a "pay attention to me" gesture to someone and then point at the sniper who's sitting on the same hill as he is. Or a "hop in" for LAV drivers. Or a way for dropship pilots/passengers to actually communicate while sitting in the same vehicle.
Anyway, I feel proto stomping could be balanced out by allowing players to organize without the structure of a corp and voice chat. An ad-hoc communication system that EVERYONE can use, independant of equipment, would serve really well in easing people into the game. It won't remove proto stomping. Being on a mic is an extreme advantage and proto equipment just makes this stronger. It will, however, make the stomps less severe. That and some rudimentary matchmaking (Basically, tell Scotty to look out for squads of corp mates and put them into teams opposing other corp squads) would be a good help. |
Sole Fenychs
Sinq Laison Gendarmes Gallente Federation
88
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Posted - 2014.01.23 20:54:00 -
[2] - Quote
Marlin Kirby wrote: Refer to SIG link. MAG had an excellent comms system that inclued gestures.
Read the OP and a few following posts, but it seems to be exclusively about voice chat. |
Sole Fenychs
Sinq Laison Gendarmes Gallente Federation
91
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Posted - 2014.01.24 10:28:00 -
[3] - Quote
Shion Typhon wrote: I'm sorry but this isn't about hardcore vs casuals. Competitive FPS gaming is neck and neck with competitive MOBA for the most hardcore gaming environment.
What this is about is the fact that the ENTIRE FPS community, from casuals to hardcore expect certain elements in their games and Dust does not deliver on these.
1) The FPS community is about purist gungame and map tactics skill being the determining factors in winning, not length of account time (SP). 2) They want total precision in the movement and combat model with minimum lag 3) They want perfect map design 4) They want perfect weapon balance/imbalance
Until they wise up to FPS community expectations this game will always simply be a homeless shelter for EVE/MMO nomads
I'll ignore the claim that MOBA are anywhere near hardcore gaming...
Anyway, hardcore FPS games also require the ability to stream matches in some way. It increases the stakes of a fight and motivates players - Both the ones that are playing the match and the ones who are watching it. A spectator mode would be helpful for high-level matches.
FPS games also require direct information feeds. A gun's overheating gauge shouldn't be in the corner of the screen. An enemy's character model should be easily readable to instantly see what kind of equipment he has - Ever tried to find out if an enemy has an AR or a Breach AR? The footsteps of my enemies should NOT have less priority than some other random sound effects.
And yes, DUST definitely needs better level design. Or rather, better movement - The level design would be fine if you couldn't get stuck on the most ridiculously tiny obstacles, be it hills or just objects strewn around the environment. This goes for both vehicles and infantry. LAVs feel far from agile outside of flat environments.
As for shooting mechanics, there really needs to be a better mouse implementations. Analog sticks are NOT good for aiming in FPS, period. That's why there's auto-aim. It's necessary to offset the fact that mouse can instantly turn around and aim with pinpoint accuracy. Maybe in the future we'll have heavy classes use the DS for the auto-aim at cost of speed and precision, while classes of semi-atuomatic weapon users go for keyboard/mouse due to the higher accuracy and movement speed.
By the way, I thought that all modern FPS had perks and other silly playtime based stuff. |
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