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Thread Statistics | Show CCP posts - 44 post(s) |
I-Shayz-I
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3386
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Posted - 2014.05.14 13:00:00 -
[1] - Quote
I don't know if someone has already mentioned this before, but I wanted to adress a MAJOR design issue with the HUD that I feel not many players really mention or even care about.
One of the coolest things about the Dust 514 HUD is TacNet. I absolutely love how much of the gameplay is scanning, hiding from scans, and e-war in general. One of my favorite things is the detailed information given when you look at another player.
However, its placement and complexity makes it very hard to use mid-battle, expecially on HD screens where the information is smaller, and a larger precentage away from a player's reticle.
For example, try looking up at the top of my post and focusing your eyes there while trying to read the text down here. It's impossible. Now try focusing your eyes here and try reading the above line. Much easier isn't is?
But we don't want to see a blob of text over our reticle...that doesn't help anything. Instead, symbols and colors are the best ways for a person to associate meaning. This is on the same page with the shields/armor thing that was mentioned earlier.
There are two things that should be taken from the current tacnet readout at the bottom of the screen and shown as info next to/on top of the health bar:
-Weapon Efficiency (how effective your weapon is against the current shields/armor of the opponent as represented by a green positive percentage or a red negative percentage). -Meta Level compared to yours (a circle, triangle, or X should be listed to represent whether the opponent has a lower, similar, or higher meta level...this is currently how items are marked in Dust 514) ___________________________________________________________________________________________
Second thing
As a Logistics player, tacnet hates me.
We are restricted to a 40m view distance for all of our triage abilities. For example, the revive icon only displays when I am within that 40m circle around the player. My suggestion for the ability to see player health bars when you use a repair tool (yes, I actually came up with an idea that made it into the game lol), is also limited to a 40 meter range.
Obviously this is a game design issue, but my real problem is that I can't see where the heavies are (and which of them need reps/revives). This could be solved with some sort of icon similar to the revive icon for when a player is at a certain percentage of their armor (say 50% or lower) that would show me the direction of a player in need of logistics support. Ammo icons when players are less than 20% of supply would be great too. Again I know, game design issue so....
Currently in Dust you can look at the minimap and see chevrons instead of dots. These represent the new suits that were introduced into the game, but they help a TON when running with Gallente heavies as the heavies then show up on radar as a easy to distinguish chevron instead of a dot.
If every role (assault, logistics, sentinel, scout) had a different symbol both on on tacnet and the radar, this would improve gameplay even further. (However as a balancing issue I would recommend that you only allow friendlies to be able to see this info, and the enemy to only see red dots/chevrons of the same type). ___________________________________________________________________________________________
Okay last thing, and it's really simple.
I should be able to see a squad member's name above their head no matter if they are 5 meters or 500 meters away from me.
Oh, and please watch this video if you would like to see some examples of a few of these points as how they might be presented in-game (footage is from a game called Resistance 2). This game does a great job of making sure that you know exactly which players are where, who needs what, all without cluttering up the game screen even when there are 8 players all in one location.
http://youtu.be/Ta5PR1-UstM
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I-Shayz-I
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Posted - 2014.05.15 05:13:00 -
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CCP MC Peanut wrote:We do need to find a way to pass dynamic text to Kismet...based on your feedback, it sounds like text is less preferred over icons and graphics
The main issue with text is that it requires a focus on reading, and when you're talking about an FPS, the last thing you want to do is read text while you're shooting at someone.
Right now in the current version of Dust, the weapon efficiency is displayed right next to the enemy health bar...but it is the same color as the reticle (grey/blue), and is very small. By coloring it, or having it change slightly when you're within a certain percentage. We recognise subtle changes like this in the corner of our eye even if we can't read them...and the effect is even more aparent when you use things like symbols or shapes (maybe not for percentages, but you get the idea).
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I-Shayz-I
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Posted - 2014.05.19 14:29:00 -
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While I do agree with you here, after a lot of time with the plasma cannon you begin to understand why the reticle is designed the way it is. The PLC arc is not like the mass driver's constant arc...instead the projectile has a steep dropoff after about 100-150 meters. This makes it fly relatively straight...so using the little dash under the main section actually works quite well. Extended dashes or a leaf structure below the main reticle would definitely help.
Aeon Amadi wrote: Some of us like making videos. A while back I had proposed a way to pay aurum to turn off the HUD so we could make actual videos without all the UI interference and it was well received.
I thought there was already a HUD opacity level in the options menu? I used to have it set to 60 because it looked cooler, but it made the minimap almost impossible to read easily. I think at 0 it removes the HUD altogether, but I'd really like to see an option to go into "camera mode" or something where you can't even see your hands/weapon. That would be the best.
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Posted - 2014.05.20 05:40:00 -
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Godin Thekiller wrote:MC is in 1st place for listening to the players. +1 MC!
I actually subscribed to this thread because of how detailed the replies have been, and more importantly the amount of replies.
Even if most of the detail is simply what is POSSIBLE rather than what is/isn't being worked on, it's SO much better and interesting than a DEV just telling us "Yeah we're considering doing something like that".
I know that Saberwing and Logibro are both community managers (in other words, they don't work on the game itself), but their understanding of how the game actually works is quite limited (or so it seems).
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I-Shayz-I
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Posted - 2014.05.21 01:05:00 -
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501st Headstrong wrote:Yes, I know there should be situational awareness, but only having a 45 degree view of what is in front of us when we have a near 90 or 180 actually is quite interesting.
This is the reason why CQC in this game is ridiculously hard.
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Posted - 2014.05.21 06:32:00 -
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ANON Cerberus wrote: Is dust really played with a 45deg. field of view?(It feels about 70deg. to me) However that would explain a lot if it is so low.
If it was 45 degrees the screen would look expanded.
Pretty sure it is somewhere between 60 and 90 though. This is on my list of the "things you might not know" series I'm currently doing on my youtube channel.
Basically I'll have two blue dots move to 100 meters out from where I am. Then I'll have them move to the edges of my FOV, while still maintaining the 100 meter distance. Once everyone is in position, the blue dots tell me how far away they are from each other. Once I have all 3 sides of the "triangle", it's just a matter of simple trig to determine the exact FOV
If they are more than 100 meters apart, the FOV is wider than 90 degree. If they are less than 100 meters apart, the FOV will be less than 90. For those that don't know trig, all angles of a triangle add up to 180 no matter what (because all angles of a square are 90, 90x4 = 360, and cut a square in half diaganally you get a triangle, 360/2 is 180). So a triangle with all sides the same length means all angles are the same.
Simple (well, for people like me who love math of course)
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Posted - 2014.05.21 10:26:00 -
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ANON Cerberus wrote:
What actually is the Field of view in DUST? I usually set this to about 90+ deg. in other games as I find about that is nice for me personally.
FOV is most likely 70-75 http://imgur.com/mklvupB
Here's a video that explains FOV a bit, found it interesting. https://www.youtube.com/watch?v=hLHsfQS9p_Y
apparently 75 is standard for games, so maybe it has something to do with player models or something.
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Posted - 2014.05.23 13:05:00 -
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CCP MC Peanut wrote: Wow--this is cool--totally do-able. Thanks for making me think about it. I'll propose it to the team.
Back when I was doing Game Design stuff I found it really useful to just blab to random people in the class about ideas. I remember a specific time when I was at a complete roadblock because of the way I was coding the upgrades (I made it hard on myself by attributing all of the stats to the projectiles, and then making it so that certain projectiles were used
I just explained the problem to someone else, how I wish I could code it...which was the solution I had been looking for all along.
The funny part was when I thanked him for helping me figure it out and he tells me "but I didn't say anything". Sometimes it just helps to bounce things off of people lol
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Posted - 2014.05.25 10:03:00 -
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Iron Wolf Saber wrote:Any chances for interhud glass effects?
Like walking through a steam vent fogs up the hud glass? (ala Metroid Prime effects?)
I was interested int this idea at first...but the dropsuits we have in Dust aren't like space suits with helmets. In other words, our merc isn't looking through a face shield/glass
Instead it's more like Ironman where there is a holo display inside the helmet, and that displays whatever the outside cameras are displaying.
MCP replied about this a few pages back...another thing was balancing and making sure that certain effects won't have any ill effect on gameplay to make it unfair or not fun.
Still, the cameras have to have some sort of shield cover or protection against the elements, so there's always the possibility. My favorite effect from the Metroid Prime games had to have been the way you'd see a flash of Samus' eyes reflecting in the visor when there was a bright light or when missiles hit near you. Either that or when you'd get hit with some sort of EMP blast that made you have to restart your suit system before you could get your HUD back.
Talk about putting you in the game...immersion at its finest in those games for sure.
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Posted - 2014.05.26 17:44:00 -
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On cold planets/battlegrounds the edges of the screen could get slightly frosted from being out in the cold wind. Hot temperatures could create a transparent distortion effect around the edges.
Maybe some sort of electrical effect when you get fluxed...or even graphical border/overlay that would make it easier to know when your shields are depleted, when they're recharging, and when you're taking shield damage. Right now, the main indicator is the glass shard sound effect...but if you're playing without sound you have to rely on just looking at your heath bar, whcih isn't as fun.
A lot of games have just a border effect that displays whenever your shields are getting hit, but there might be a way to do a full screen effect without making it take too much away from the gameplay.
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