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Leonid Tybalt
Inner.Hell
479
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Posted - 2014.04.25 08:55:00 -
[1] - Quote
I guess this question of mine has more to do with flavor, but it also touches on game mechanics.
Being both a bit of a scien"e AND science-fiction AND military buff, I have to say that warfare depicted in Dust doesn't feel very "science fiction".
Oh sure, combat clones, laser rifles, plasma blasters, personal shields etc. all cool, but if you have a military advisor or consultant involved in development I can pretty much guarantee you that he or she would feel a bit disappointed with performance or certain weapons and the lack of certain pieces of gear.
For starters our supposedly "tactical" satellite overview maps don't even have numbered grids or even basic NSWE-indicators, which of course mess up all efforts at team coordination (in a team oriented FPS no less). Having to talk to your team in terms of "The enemy is over there by that huge mushroom-like thingie" is only confusing and a bit silly. A lot of us want to give out quick and curt broadcasts like "Hostiles moving south through grid Charlie-7" and everyone will know exactly where that is relative to their own position.
Real world militaries have GPS systems, with grids and of course, a compass. Yet the supposed "sci-fi setting" of New Eden lack these things. A bit strange as i'm sure you'd agree.
Also we have a lack of thermal imaging (night vision, IR etc.). Having to use a radar scanner to find cloaked scouts and our "naked" eyes, seem a bit primitive. My advice: take inspiration from the Predator movies, because those alien trophy hunters haveadvanced imaging systems that real world militaries drool over).
Then there's the unimpressive performance of artillery. The supposed main battle tank weapons are severely outperformed by modern day counterparts. Both railguns and blasters have pathetic range and are easily stopped completely by the most flimsy of obstacles (no, a thin catwalk railing shouldn't stop a supposedly 80 GJ railgun round). We have big missile launcher pods, with a pathetic blast radius and the missiles aren't even guided, but dumb-fire (huge inconsistency seeing as how Caldari ships in Eve spam guided missiles all the time in space above us Dust mercs heads).
I could go on of course, but I think any reader will get the gist of what I mean when I say that Dust doesen't "feel" very sci-fi.
Sci-fi usually means noticeable technological improvements over current tech after all.
Now I don't just want to nag, demand and complain. If you lack a military advisor in your team I'd happily do some research and share my knowledge with you. Pro Bono and without credit if you'd like. I just want to see the game develop into something that can really brag about being a sci-fi shooter and make all players feel it.
Keep up the otherwise good work. |
Leonid Tybalt
Inner.Hell
482
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Posted - 2014.04.25 09:38:00 -
[2] - Quote
Lorhak Gannarsein wrote:The turret thing is balance related, though I would also prefer their designation changed to be perhaps a less excessive measurement of power. The scanner thing is I think represented by our passive scanning capabilities?
The map thing shoulanotherbeen there years ago.
If game balance gets in the way of overall feel and design then you're doing it wrong.
Take the railgun turret range for example. ADS pilots complained that they got popped before they could even lift off because rail tanks shot them out from across the map, and other tanks and inrantry complained that they hid in the redline.
The nerf range solution might have helped game balance a bit (although it made ADS even more powerful and untouchable), but at the cost of feel and design.
Another solution could have been to A. remove the redline (as it serves no purpose anyway) and B. Give ADS pilots the option of spawning inside their ADS and fly in from outside the map (I mean, they can FLY after all, why would you need to have one aircraft drop in another aircraft INSIDE a hotzone when you could just safely call it in and lift off 2-3 kilometers away from the AA-artillery? Makes no sense) |
Leonid Tybalt
Inner.Hell
484
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Posted - 2014.04.25 10:31:00 -
[3] - Quote
Gaelon Thrace wrote:Leonid Tybalt wrote: For starters our supposedly "tactical" satellite overview maps don't even have numbered grids or even basic NSWE-indicators, which of course mess up all efforts at team coordination (in a team oriented FPS no less). Having to talk to your team in terms of "The enemy is over there by that huge mushroom-like thingie" is only confusing and a bit silly. A lot of us want to give out quick and curt broadcasts like "Hostiles moving south through grid Charlie-7" and everyone will know exactly where that is relative to their own position.
Real world militaries have GPS systems, with grids and of course, a compass. Yet the supposed "sci-fi setting" of New Eden lack these things. A bit strange as i'm sure you'd agree.
++ Can't be that hard to put in. I think people have been asking for a tac-net grid for a while though and we still don't have one. Can't imagine why.
It's not just the overview map either. TACNET overall needs more positional indicators.
TACNET is a combination of overview map and personal radars and HUD after all. Meaning grids shouldn't just be visible on the overview map. We should have grid indicators visible on radar too, and perhaps even be visible in our HUD. I mean objectives are always visible in the HUD, and even has distance indicators. It would make sense to be able to see soft outlines of grid barriers with our "naked" eyes when approaching them too.
Situational awareness and team coordination would be improved immensly if we had this, and from what I read the U.S government body DARPA is working and testing something similar with the Land Warrior project.
The goal is to have all troops be linked to everyone and share tactical information automatically and make it readily available. It doesn't get more "available" than with an expanded HUD. |
Leonid Tybalt
Inner.Hell
497
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Posted - 2014.04.25 18:30:00 -
[4] - Quote
Garrett Blacknova wrote:In terms of vision, it needs to be mentioned that DUST mercs are literally never - N-E-V-E-R - using their "naked eyes" to see. We have no vision slits in our helmets.
There are cameras and other forward-facing sensors which record things in a wide spectrum, not just normal visible light, and that data is then translated into something our brains will process.
Basically, night vision, etc. are incorporated into what we see already.
Hence why I wrote "naked eyes" between quotation marks.
I know they're not using their naked eyes, but the current HUD is pretty weak in comparison to one I'd expect from a dropsuit.
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Leonid Tybalt
Inner.Hell
497
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Posted - 2014.04.25 18:31:00 -
[5] - Quote
Alex-P-Keaton Kramer wrote:the majority of players wouldnt even know or bother to learn about stuff like that, people in MAG would never even bother to figure out what platoon they were in or what squad they were in, half the time you hear people calling out directions they are bad at it anyway let alone involving more numbers and grid, its a great idea though something i'd personally enjoy, but i think it would lose most people
Maybe not but if you've played PC matches then I'm sure you understand why there's a need for it. |
Leonid Tybalt
Inner.Hell
497
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Posted - 2014.04.25 18:35:00 -
[6] - Quote
Duran Lex wrote:Sounds like your issues stem from dust being a game that attempts to achieve balanced gameplay.
you made a good point about directional awareness and relaying reliable information to your team. everything else was just silly.
Thermal imagery and night vision? We don't even have a night map anymore. And thermal would completely negate the purpose and use of the cloak. Making something completely useless isn't a hard counter, just bad game design.
Making guns have the ability to shoot across the entire map and pop anything, just because in theory they can achieve much longer distance is just ********. In EVE, everything is automated because its an entirely different genre of game that uses entirely different sets of rules. This is an FPS game and it needs to be balanced like one.
My advice is for you to start reading Sci - Fi war novels. You aren't gonna get flavor over function in a video game.
Your post is by far even more silly.
Remember a game series called Alien vs Predator? They managed to balance thermal imaging AND cloaking devices in multiplayer perfectly.
Don't try to lecture me about game design unless you've played a few franchises first... |
Leonid Tybalt
Inner.Hell
497
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Posted - 2014.04.25 18:40:00 -
[7] - Quote
Prius Vecht wrote:guided lock-on missiles (aside from swarms) need to be a thing.
thermal imaging is a great suggestion. as long as it has to activated and costs mercs module slot.
Of course it should be activated, and probably have cooldown and such just like the cloak.
Perhaps borrowing even more from Eve where there are different kinds of detection types (Ladar, Radar etc.) and while one type of cloak might make you invisible from one, you'll be visible if the enemy is using another.
Like I said in another post AvP boasts cloaking as well as thermal imaging (and even the ability to climb on walls and in ceilings, if you played as Aliens) and managed to balance everything against everything else.
If it could be done in AvP, then theres no reason why it couldn't in Dust. |
Leonid Tybalt
Inner.Hell
497
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Posted - 2014.04.25 18:54:00 -
[8] - Quote
CELESTA AUNGM wrote:Hello,.... and sorry to Leonid and all the players who gave an endorsement to your point of view. I disgree with most of what you're wishing for. From time to time the forum repeatedly flares up with one of three counter POVs that (respectfully) challenge Dust's structure: One is the POV from the Classic FPS gamers among us who suggested Dust should correct itself and join the "ole-guard" design of traditional shooters...stop trying to be so DIFFERENT... One is the POV that all weapons in this fantasy game should be matched to a real-life counterpart weapon, and immitate its performance and physics. Dust's SMG should be like the Karlov Precision IV smg made in Prussia between 1990-1994; the mass-driver should be modified to mirror the US thump-gun from Vietnam era, etc... I'm not a military-buff (I know the names of many of today's and yesterday's war pieces, but that doesn't make me JACK, LOL). But my photography interest got me plugged into flight-based games alot, so I'm always drawn to "flying controls" and "aerodynamics" in lots of my games. That's the THIRD POV that flares up from time to time... "The flight-characteristics of the DS, and the ground-characteristics of the HAVs ought to comply with the Bell AH- Hawk and the Bradley Fighting Vehicle---CCP needs some advice about...." ... I TRY not to get into the trap of wanting Dropships to "fly" and have things in the game comply with real-combat entities. PC and Playstation have made some pretty solid contibutions to "photo-realistic, militarily-faithful" combat games.... Eve Online and Dust 514 clearly appear to want to escape any relationships to Earth-race or Earth-tech (kinda the reason why for me it's a nice break from gritty Sturmovik and heavenly BoS). Trying to increase military-realism in a game with tiny maps and TONS of counter-technology going on... is going to burden the balancing act unnecessarily. Perhaps as a result of its pioneering-track, "Balance" is more crucial to this game than ANY we may have typically play. By the way, it's sort of a balance of "player behavior" that CCP is struggling to tweak, not really raw-clinical balance of the playing pieces. We're seeing this is REALLY hard to acheive, and I don't think it's necessarily doing it wrong if some of the weapons/vehicles they originally intended to be POWERFUL, have to be curbed down and twitched up until the way players USE them is controlled enough to have a fun game. I want the gear, the personal protection technology, and the vehicles to be CONVINCING, not comical. That's true. But I don't think it's a good idea for Dust to be "combat-realistic" in the way some of us are wishing.
The thing is, to someone who actually touched and used some modern real world gear, the technology and gear in Dust IS comical by comparison.
So many times have I wished I just had an old fashioned chopper rather than the crap dropship. So many times have I wished I had an EOTech or ELCAN sight rather than the cosmetic **** that is bolted onto my rifles now.
I'm not striving for military realism, im striving for a military evolution. Equipment that makes me believe that it is FUTURE wargear we're using, and not just obviously inferior tech with pretty text descriptions and shiny knobs and buttons.
And also the new and interesting limitatilons of future wargear.
Take warhammer 40.000 for example. Plasma guns are insanely lethal and destructive weapons BUT very prone to overheating too and perfectly capable of killing the operator when being overheated.
Stuff like that makes a setting and a game interesting. |
Leonid Tybalt
Inner.Hell
504
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Posted - 2014.04.28 09:29:00 -
[9] - Quote
Duran Lex wrote:Leonid Tybalt wrote:Duran Lex wrote:Sounds like your issues stem from dust being a game that attempts to achieve balanced gameplay.
you made a good point about directional awareness and relaying reliable information to your team. everything else was just silly.
Thermal imagery and night vision? We don't even have a night map anymore. And thermal would completely negate the purpose and use of the cloak. Making something completely useless isn't a hard counter, just bad game design.
Making guns have the ability to shoot across the entire map and pop anything, just because in theory they can achieve much longer distance is just ********. In EVE, everything is automated because its an entirely different genre of game that uses entirely different sets of rules. This is an FPS game and it needs to be balanced like one.
My advice is for you to start reading Sci - Fi war novels. You aren't gonna get flavor over function in a video game. Your post is by far even more silly. Remember a game series called Alien vs Predator? They managed to balance thermal imaging AND cloaking devices in multiplayer perfectly. Don't try to lecture me about game design unless you've played a few franchises first... Lol, that game is FAR from what dust is. I did play it, if you are referring to the only good one, and alien was by far more enjoyable the predator or humans. Though admittedly the predator vs squad of humans game mode was pretty entertaining. Again, a far different type of FPS then what dust is. Predators and aliens could OHK anyone and the TTK was shorter then CoD. Not to mention a large portion of the game was centered around different forms of imagery so yea, of course an entire game designed around a concept can pull it off. Just because it works in one game, doesn't mean it will in others. Don't create a thread on a forum if you cant handle criticism and difference of opinion.
I can handle criticism just fine. But you didn't present much in the way of constructive criticism with your post that basically bottled down to: "lol! Ur silly. STFU and GTFO!"
Constructive criticism promotes discussion. Insulting whining promotes... Well nothing in particular.
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Leonid Tybalt
Inner.Hell
504
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Posted - 2014.04.28 09:34:00 -
[10] - Quote
Paul Peacemaker wrote:What bothers me the most out of this "sci-fi" game is the range of everything. It's pathetic. Modern day rifles have way more range than these airsoft Dust rifles. Not to mention tanks! Just play World of Tanks with WW2 vehicles and laugh at the "super advanced tanks" that can't shoot further than 300 meters or something.
In an era where battles are fought over tens of kilometers in space, where an Orbital Strike can reach the planet surface with quite good accuracy, but a tank ON THE SURFACE can't shoot further than a few hundred meters?
I laughed at the "mushroom thingy" part, since that is exactly how we call it in our Corp.
I am also surprised that these super advanced suits don't have anything like... pneumatic legs to jump higher, or a mini jump drive in the boots. So many possibilities, and so many wasted.
Completely agree, which is why I don't think Dust 514 feels very "sci-fi". If it was sci-fi, then our guns and tanks shouldn't get outperformed in terms of range, speed and damage by antiquated WW2-era equipment.
And I know a lot of detractors like to claim that "oh, but it's all for game balance, see?"
But I'm skeptical to the notion that the only possibility of solving game balance issue lies in nerfing the range of everything to airsoft-ranges. Not that there's anything wrong with airsoft (im a commander of a team or 15 people in airsoft on the weekends), but I want something else than an airsoft experience from Dust. |
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Leonid Tybalt
Inner.Hell
508
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Posted - 2014.04.29 20:25:00 -
[11] - Quote
CELESTA AUNGM wrote:Leonid Tybalt wrote:The thing is, to someone who actually touched and used some modern real world gear, the technology and gear in Dust IS comical by comparison.
So many times have I wished I just had an old fashioned chopper rather than the crap dropship. So many times have I wished I had an EOTech or ELCAN sight rather than the cosmetic **** that is bolted onto my rifles now.
I'm not striving for military realism, im striving for a military evolution. Equipment that makes me believe that it is FUTURE wargear we're using, and not just obviously inferior tech with pretty text descriptions and shiny knobs and buttons.
And also the new and interesting limitatilons of future wargear.
Take warhammer 40.000 for example. Plasma guns are insanely lethal and destructive weapons BUT very prone to overheating too and perfectly capable of killing the operator when being overheated.
Stuff like that makes a setting and a game interesting. Actually Leonid, the stuff you mentioned in this quote IS stuff I mostly WOULD agree with you about. LOL! I wouldn't want future-EARTH technology reflected in the game (CCP cleverly crafted the New Eden lore so that these Gallente, Amar, etc have originated from Earth, but are so long detached, reduced to primordial, and forced to evolve independent for generations, that CCP can claim they're not Earth-related at all). But yes, it DOES make sense, and is painfully lacking sometimes, for some some more understandable "physics" to be attached to the technology (not earth physics necessarily, but believable physics that follows a general course of logic). I sense some of your logic, Leonid, in the descriptions of some of the gear early in Dust's introduction: --Drop Uplink that causes gradual degradation of the clone body and eventual death the more times you use it to spawn on the map. --Dangerous heat discharge from Amar laser-based weaponry that is harmful to the user if you fire it incessantly. --CRU field was supposed to drain a percentage of the player's health and shielding when you first spawn and step away from the CRU. Maybe that much physics was originally their intent, but they decided to "dumb down" the game until they could get a better knowledge of how "smart and logical" a game we console players can handle. LOL, we PS3 players do tend to be more visceral than cerebral...
It's not very clever at all when all the guns, vehicles, ships etc. So obviously mimics earth based technology.
I mean the rifles even have picatinny rails for crying out loud!
Also, it doesn't make much sense that technology would be completely separate from earth. I mean what kind of technology did the original settlers of New Eden arrive with do you think? They hardly crossed the void between galaxies with only rocks and sticks... |
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