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Author |
Thread Statistics | Show CCP posts - 66 post(s) |
Sylwester Dziewiecki
Interregnum.
334
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Posted - 2014.07.17 15:36:00 -
[541] - Quote
Sole Fenychs wrote: Now I have this mental image of a well-known Corp, like the Goons, spawning into the atmosphere with their dropsuits and dropships and using colored smoke trails to draw their icon into the sky. Everyone on the ground goes "oh ****" and either calls for reinforcements, or logs out because **** those guys.
Ow ****! It's a goooons!!
SponkSponkSponk wrote:Fox Gaden wrote: How is Drift controlled in DUST using MKB? I use drift often when jumping off towers to land on lower sections of the tower, or when jumping out of the MCC to avoid landing on RDVGÇÖs or buildings, but I play with the DS3 controller
WSAD same as I described, just without any way to change facing. You have option to change facing till the game realize it is jump from high attitude. It's like jumping on flat ground - you can do what ever you want above the ground, but if you felt in to some hole in ground game instantly lock you down with interia dampener mechanic.
So if someone would like to cut some developing time in CCP. He could separate basic position(when you see your hands on screen) from lock on mouse, and add that lock to moment when player activate interia. When player would appear on high attitude above the ground he would all the time have that hands on screen, and he would have option to look around, and when the times come he would activate ID and have lock on screen. It would work just fine.
"You can do something right, or right now" I do not know who said it, but this is very much a truth. I imagine this mechanic to be build "right" in Legion, but you can not have everything you want, right?
Beside it would be cool if you(CCP) would ask someone from local drop zone(I'm not joking) what he think about this mechanic, I bet he may be really helpful. Look at this as part of advertisement, many people was pull in to EVE because you had this wonderful economic and person in CCP staff responsible of how it evolve in game. Just give him some NDA contract to sign, and let him have look at what you are testing, and what he think about it.
Gallente Speed Scout.
EVE side of me: Nosum Hseebnrido
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lateris ablon
Commando Perkone Caldari State
15
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Posted - 2014.07.25 17:24:00 -
[542] - Quote
What kind of Jobs will we unlock that adhere to PvE and salvage per PC Gamer article? source
ATC
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Hawkings Greenback
Red Star. EoN.
186
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Posted - 2014.07.27 14:05:00 -
[543] - Quote
Any feedback on how the testing went for "sky spawning" and drifting ?
How did it look and feel ?
GÇ£Their stupidity does not amaze me, its when they're smart that amazes me."
GÇò Frank Zappa
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Maken Tosch
DUST University Ivy League
8925
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Posted - 2014.07.28 02:29:00 -
[544] - Quote
Hawkings Greenback wrote:Any feedback on how the testing went for "sky spawning" and drifting ?
How did it look and feel ?
I like to know as well. Preferably with a video. Pwetty Pwease with a Chewwy on Top?
On Twitter: @HilmarVeigar #greenlightlegion #dust514 players are waiting.
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CCP Wolfman
C C P C C P Alliance
3243
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Posted - 2014.07.31 07:28:00 -
[545] - Quote
Testing has gone pretty well. WeGÇÖve added in the drift mechanics and weGÇÖve also created GÇÿorbital drop uplinksGÇÖ so you can make more targeted drops. We did in fact have a playtest yesterday and they do really mix things up. Unlike drop uplinks you donGÇÖt have to put them where you want to spawn. You can put them a way off and then drift to your intended target. This was really exciting for assaulting objectives because you could drop a strike team right on top of them. It made things feel a lot more dynamic as well as just making you feel like a badass!
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Syeven Reed
G0DS AM0NG MEN
801
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Posted - 2014.07.31 07:30:00 -
[546] - Quote
CCP Wolfman wrote: making you feel like a badass!
Im always happy for more of this!!
Word Crimes
21Day Free Trial
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steadyhand amarr
shadows of 514
3268
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Posted - 2014.07.31 09:13:00 -
[547] - Quote
CCP Wolfman wrote: Testing has gone pretty well. WeGÇÖve added in the drift mechanics and weGÇÖve also created GÇÿorbital drop uplinksGÇÖ so you can make more targeted drops. We did in fact have a playtest yesterday and they do really mix things up. Unlike drop uplinks you donGÇÖt have to put them where you want to spawn. You can put them a way off and then drift to your intended target. This was really exciting for assaulting objectives because you could drop a strike team right on top of them. It made things feel a lot more dynamic as well as just making you feel like a badass!
Any chance we can see video or somthing to back this up? Legion has every chance to be awsome but i kinda feel i need to see it before a believe it.
This is my poor bait attempt at seeing footage :-P
You can never have to many chaples
-Templar True adamance
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Dnaizohd Orlenaard
Crux Special Tasks Group Gallente Federation
13
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Posted - 2014.07.31 11:16:00 -
[548] - Quote
CCP Wolfman wrote: Testing has gone pretty well. WeGÇÖve added in the drift mechanics and weGÇÖve also created GÇÿorbital drop uplinksGÇÖ so you can make more targeted drops. We did in fact have a playtest yesterday and they do really mix things up. Unlike drop uplinks you donGÇÖt have to put them where you want to spawn. You can put them a way off and then drift to your intended target. This was really exciting for assaulting objectives because you could drop a strike team right on top of them. It made things feel a lot more dynamic as well as just making you feel like a badass!
Great to know! Love hearing about interesting mechanics being worked on!
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Aeon Amadi
Edimmu Warfighters Gallente Federation
6491
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Posted - 2014.07.31 11:18:00 -
[549] - Quote
CCP Wolfman wrote: Testing has gone pretty well. WeGÇÖve added in the drift mechanics and weGÇÖve also created GÇÿorbital drop uplinksGÇÖ so you can make more targeted drops. We did in fact have a playtest yesterday and they do really mix things up. Unlike drop uplinks you donGÇÖt have to put them where you want to spawn. You can put them a way off and then drift to your intended target. This was really exciting for assaulting objectives because you could drop a strike team right on top of them. It made things feel a lot more dynamic as well as just making you feel like a badass!
Can we have a video? Please? Pretty pretty pretty please with honeyed lamb on top?
I'll cut my wrists for all powerful Wolfman - I'll carve your name in my flesh JUST GIVE US A VIDEO PLEASE I NEED MY FIX MAN
No More Excuses
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Syeven Reed
G0DS AM0NG MEN
802
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Posted - 2014.07.31 11:37:00 -
[550] - Quote
Aeon Amadi wrote:CCP Wolfman wrote: Testing has gone pretty well. WeGÇÖve added in the drift mechanics and weGÇÖve also created GÇÿorbital drop uplinksGÇÖ so you can make more targeted drops. We did in fact have a playtest yesterday and they do really mix things up. Unlike drop uplinks you donGÇÖt have to put them where you want to spawn. You can put them a way off and then drift to your intended target. This was really exciting for assaulting objectives because you could drop a strike team right on top of them. It made things feel a lot more dynamic as well as just making you feel like a badass!
Can we have a video? Please? Pretty pretty pretty please with honeyed lamb on top? I'll cut my wrists for all powerful Wolfman - I'll carve your name in my flesh JUST GIVE US A VIDEO PLEASE I NEED MY FIX MAN
Well that escalated quickly!
Word Crimes
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Vrain Matari
Mikramurka Shock Troop Minmatar Republic
2173
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Posted - 2014.07.31 15:18:00 -
[551] - Quote
steadyhand amarr wrote:CCP Wolfman wrote: Testing has gone pretty well. WeGÇÖve added in the drift mechanics and weGÇÖve also created GÇÿorbital drop uplinksGÇÖ so you can make more targeted drops. We did in fact have a playtest yesterday and they do really mix things up. Unlike drop uplinks you donGÇÖt have to put them where you want to spawn. You can put them a way off and then drift to your intended target. This was really exciting for assaulting objectives because you could drop a strike team right on top of them. It made things feel a lot more dynamic as well as just making you feel like a badass!
Any chance we can see video or somthing to back this up? Legion has every chance to be awsome but i kinda feel i need to see it before a believe it. This is my poor bait attempt at seeing footage :-P
Aeon Amadi wrote:CCP Wolfman wrote: Testing has gone pretty well. WeGÇÖve added in the drift mechanics and weGÇÖve also created GÇÿorbital drop uplinksGÇÖ so you can make more targeted drops. We did in fact have a playtest yesterday and they do really mix things up. Unlike drop uplinks you donGÇÖt have to put them where you want to spawn. You can put them a way off and then drift to your intended target. This was really exciting for assaulting objectives because you could drop a strike team right on top of them. It made things feel a lot more dynamic as well as just making you feel like a badass!
Can we have a video? Please? Pretty pretty pretty please with honeyed lamb on top? I'll cut my wrists for all powerful Wolfman - I'll carve your name in my flesh JUST GIVE US A VIDEO PLEASE I NEED MY FIX MAN Imo these are fair requests, reason being that the real question about Legion isn't graphics or game design features, but the basic fps movement, control and environment interaction mechanics.
This is the area where CCP failed hardest, basically defeated by the technical difficulties of producing a shooter, let alone one that handles well enough to be a positive and enjoyable experience.
This is what everybody in the industry is waiting to see. Failure here killed DUST and will kill Legion. Let's take a peek at the foundations before we spend another handful of years building a house on sand that ends up wasting everyboy's time when it comes down.
I know that sounds harsh, but it is entirely reasonable given where we've been and are, again, today.
PSN: RationalSpark
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Jaysyn Larrisen
OSG Planetary Operations Covert Intervention
1236
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Posted - 2014.07.31 15:43:00 -
[552] - Quote
CCP Wolfman wrote: Testing has gone pretty well. WeGÇÖve added in the drift mechanics and weGÇÖve also created GÇÿorbital drop uplinksGÇÖ so you can make more targeted drops. We did in fact have a playtest yesterday and they do really mix things up. Unlike drop uplinks you donGÇÖt have to put them where you want to spawn. You can put them a way off and then drift to your intended target. This was really exciting for assaulting objectives because you could drop a strike team right on top of them. It made things feel a lot more dynamic as well as just making you feel like a badass!
Curious if you think this mechanic further reduces the incentive or relevance of MCRUs in Dropships?
As a side note...do think it might be possible to come on the Biomassed Podcast and chat with us about some of these features?
"Endless money forms the sinews of War." - Cicero
Skype: jaysyn.larrisen
Twitter: @JaysynLarrisen
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Hawkings Greenback
Red Star. EoN.
186
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Posted - 2014.07.31 18:18:00 -
[553] - Quote
steadyhand amarr wrote:CCP Wolfman wrote: Testing has gone pretty well. WeGÇÖve added in the drift mechanics and weGÇÖve also created GÇÿorbital drop uplinksGÇÖ so you can make more targeted drops. We did in fact have a playtest yesterday and they do really mix things up. Unlike drop uplinks you donGÇÖt have to put them where you want to spawn. You can put them a way off and then drift to your intended target. This was really exciting for assaulting objectives because you could drop a strike team right on top of them. It made things feel a lot more dynamic as well as just making you feel like a badass!
Any chance we can see video or somthing to back this up? Legion has every chance to be awsome but i kinda feel i need to see it before a believe it. This is my poor bait attempt at seeing footage :-P
Thanks for the update.
Agree with steady, video would be awesome.
GÇ£Their stupidity does not amaze me, its when they're smart that amazes me."
GÇò Frank Zappa
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Maken Tosch
DUST University Ivy League
8938
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Posted - 2014.07.31 18:43:00 -
[554] - Quote
Vrain Matari wrote:steadyhand amarr wrote:CCP Wolfman wrote: Testing has gone pretty well. WeGÇÖve added in the drift mechanics and weGÇÖve also created GÇÿorbital drop uplinksGÇÖ so you can make more targeted drops. We did in fact have a playtest yesterday and they do really mix things up. Unlike drop uplinks you donGÇÖt have to put them where you want to spawn. You can put them a way off and then drift to your intended target. This was really exciting for assaulting objectives because you could drop a strike team right on top of them. It made things feel a lot more dynamic as well as just making you feel like a badass!
Any chance we can see video or somthing to back this up? Legion has every chance to be awsome but i kinda feel i need to see it before a believe it. This is my poor bait attempt at seeing footage :-P Aeon Amadi wrote:CCP Wolfman wrote: Testing has gone pretty well. WeGÇÖve added in the drift mechanics and weGÇÖve also created GÇÿorbital drop uplinksGÇÖ so you can make more targeted drops. We did in fact have a playtest yesterday and they do really mix things up. Unlike drop uplinks you donGÇÖt have to put them where you want to spawn. You can put them a way off and then drift to your intended target. This was really exciting for assaulting objectives because you could drop a strike team right on top of them. It made things feel a lot more dynamic as well as just making you feel like a badass!
Can we have a video? Please? Pretty pretty pretty please with honeyed lamb on top? I'll cut my wrists for all powerful Wolfman - I'll carve your name in my flesh JUST GIVE US A VIDEO PLEASE I NEED MY FIX MAN Imo these are fair requests, reason being that the real question about Legion isn't graphics or game design features, but the basic fps movement, control and environment interaction mechanics. This is the area where CCP failed hardest, basically defeated by the technical difficulties of producing a shooter, let alone one that handles well enough to be a positive and enjoyable experience. This is what everybody in the industry is waiting to see. Failure here killed DUST and will kill Legion. Let's take a peek at the foundations before we spend another handful of years building a house on sand that ends up wasting everyboy's time when it comes down. I know that sounds harsh, but it is entirely reasonable given where we've been and are, again, today.
Excellent point. The problem with CCP just posting descriptions of what they did and never showing footage before releasing the updates is that what they say often sounded different from what was actually seen. Let me give you an example:
When CCP made an announcement long ago about introducing Commando suits in Dust, the way they were describing the suits during the blogs and interviews made it seem as if you could dual-wield with these suits. But that wasn't the case. CCP meant that you can carry two light weapons but you just couldn't dual-wield with them like you see in games like Halo. It's just that CCP has a poor way of wording things.
This is just one of many examples. Therefore a video will help greatly in alleviating any confusion. In fact, CCP MC Peanut once posted a video on YouTube showing the changes made to the HUD. Sadly it was taken down from YouTube for some reason but it helped the community better understand the changes that were expected to come with Legion and further allowed players to properly critique the changes and thus everyone loves CCP MC Peanut for that.
On Twitter: @HilmarVeigar #greenlightlegion #dust514 players are waiting.
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Kevall Longstride
DUST University Ivy League
1525
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Posted - 2014.07.31 23:53:00 -
[555] - Quote
CCP Wolfman wrote: Testing has gone pretty well. WeGÇÖve added in the drift mechanics and weGÇÖve also created GÇÿorbital drop uplinksGÇÖ so you can make more targeted drops. We did in fact have a playtest yesterday and they do really mix things up. Unlike drop uplinks you donGÇÖt have to put them where you want to spawn. You can put them a way off and then drift to your intended target. This was really exciting for assaulting objectives because you could drop a strike team right on top of them. It made things feel a lot more dynamic as well as just making you feel like a badass!
Awesome sauce!!
CPM 1 member
CEO of DUST University
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Sylwester Dziewiecki
Interregnum.
336
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Posted - 2014.08.01 01:18:00 -
[556] - Quote
CCP Wolfman wrote: Testing has gone pretty well. WeGÇÖve added in the drift mechanics and weGÇÖve also created GÇÿorbital drop uplinksGÇÖ so you can make more targeted drops. We did in fact have a playtest yesterday and they do really mix things up. Unlike drop uplinks you donGÇÖt have to put them where you want to spawn. You can put them a way off and then drift to your intended target. This was really exciting for assaulting objectives because you could drop a strike team right on top of them. It made things feel a lot more dynamic as well as just making you feel like a badass!
Cool, cool indeed.. If you can not give us screenshots could you at least tell us how high GÇÿorbital drop uplinksGÇÖ is placed - how long it takes to touch ground after spawning on it?
Gallente Speed Scout.
EVE side of me: Nosum Hseebnrido
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Viktor Hadah Jr
Negative-Impact Gentlemen's.Club
4861
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Posted - 2014.08.01 04:04:00 -
[557] - Quote
CCP Wolfman wrote: Testing has gone pretty well. WeGÇÖve added in the drift mechanics and weGÇÖve also created GÇÿorbital drop uplinksGÇÖ so you can make more targeted drops. We did in fact have a playtest yesterday and they do really mix things up. Unlike drop uplinks you donGÇÖt have to put them where you want to spawn. You can put them a way off and then drift to your intended target. This was really exciting for assaulting objectives because you could drop a strike team right on top of them. It made things feel a lot more dynamic as well as just making you feel like a badass!
Life there is life!
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Chat Channel: Vik PC
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Hansei Kaizen
The Jackson Five
222
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Posted - 2014.08.01 13:43:00 -
[558] - Quote
CCP Wolfman wrote: Testing has gone pretty well. WeGÇÖve added in the drift mechanics and weGÇÖve also created GÇÿorbital drop uplinksGÇÖ so you can make more targeted drops. We did in fact have a playtest yesterday and they do really mix things up. Unlike drop uplinks you donGÇÖt have to put them where you want to spawn. You can put them a way off and then drift to your intended target. This was really exciting for assaulting objectives because you could drop a strike team right on top of them. It made things feel a lot more dynamic as well as just making you feel like a badass!
That, Sir, sounds awesome.
The answer to your complaint is PvE. Always.
NPE status: (Gò»°Gûí°n+ëGò»n+¦ Gö+GöüGö+
Casual solo
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Dnaizohd Orlenaard
Crux Special Tasks Group Gallente Federation
13
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Posted - 2014.08.01 14:40:00 -
[559] - Quote
https://www.youtube.com/watch?v=229TTSGeRKI&list=PLul12rRxdZ1948ZgIUruLzzGlivscaBIQ&index=5
Perhaps we could get a video similar like the one above (a video Devblog?), on where Project Legion is at the moment also a confirmation about the greenlight would be good!
It's probably a lot of work to get it done, but I think it's safe to say that everyone's kinda hungry to see just a little bit of new stuff.
That or a Livestream showing off the new stuff, like the folks at BeHaviour Interactive have been doing (the creators of WH40k: Eternal Crusade). Not only will it help make more people interested, but would also create ways for us to interact more with the development process (providing feedback etc)
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Ghural
Pradox One Proficiency V.
293
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Posted - 2014.08.02 03:01:00 -
[560] - Quote
Dnaizohd Orlenaard wrote:https://www.youtube.com/watch?v=229TTSGeRKI&list=PLul12rRxdZ1948ZgIUruLzzGlivscaBIQ&index=5 Perhaps we could get a video similar like the one above (a video Devblog?), on where Project Legion is at the moment also a confirmation about the greenlight would be good! It's probably a lot of work to get it done, but I think it's safe to say that everyone's kinda hungry to see just a little bit of new stuff. That or a Livestream showing off the new stuff, like the folks at BeHaviour Interactive have been doing (the creators of WH40k: Eternal Crusade). Not only will it help make more people interested, but would also create ways for us to interact more with the development process (providing feedback etc)
No no no no no.
After two years of broken promises and false hope the only video I want to see next is "Legion has been greenlit" |
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Ghural Bear
Pradox One Proficiency V.
298
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Posted - 2014.08.02 03:01:00 -
[561] - Quote
Dnaizohd Orlenaard wrote:https://www.youtube.com/watch?v=229TTSGeRKI&list=PLul12rRxdZ1948ZgIUruLzzGlivscaBIQ&index=5 Perhaps we could get a video similar like the one above (a video Devblog?), on where Project Legion is at the moment also a confirmation about the greenlight would be good! It's probably a lot of work to get it done, but I think it's safe to say that everyone's kinda hungry to see just a little bit of new stuff. That or a Livestream showing off the new stuff, like the folks at BeHaviour Interactive have been doing (the creators of WH40k: Eternal Crusade). Not only will it help make more people interested, but would also create ways for us to interact more with the development process (providing feedback etc)
No no no no no.
After two years of broken promises and false hope the only video I want to see next is "Legion has been greenlit" |
Azri Sarum
BurgezzE.T.F General Tso's Alliance
334
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Posted - 2014.08.06 04:29:00 -
[562] - Quote
CCP Wolfman wrote: You are not getting off the planet, your consciousness is transferred to the ship in orbit and from there you clone jump back to your station. You dump your clone behind.
So how do we get the salvage off the planet then...?
To me your mechanic of appearing via wormholes and then jump cloning away, while easy to implement, has all sorts of issues with fitting in to the New Eden universe, dealing with transferring physical thing, and just plain making sense. It also misses out on one of the coolest things about New Eden... AWESOME SHIPS!!!
What if instead people landed on planets and left planets via ships? What could that look like?
New players Are dropped in from orbit in small craft. These craft are compact, carrying the limited number of clones and equipment you choose to bring. The fee for deploying to salvage is really just the cost for this pod.
Upon hitting atmo you steer the craft towards your landing zone of choice, using the drop + drift mechanic already being worked on. After landing the pod acts as your personal CRU. Your objective is to salvage what you can, and get it back to your pod. When you are ready to go the pod ditches any extra clones you have (making room for your salvage), you load up and it returns you to orbit.
Squads Early on you would each deploy in your pod, but I think this is a great area to add some interesting gameplay. Let players be able to skill into and buy a much larger landing craft. Some might be big enough for 3 persons, some 6, some 6 + extended clones. Perhaps they can get big enough to include a limited number of vehicles in them (think C130 landing with a tank + squad). You could have some that just land like a pod and have defenses, you could have some that can fly around dropship style providing cover. So many cool ships!
So picture this in your mind. The squad is standing around in a cruisers flight bay up in orbit. The pilot selects a landing craft he is proficient in and its set down on the flight deck. Each squad member goes up to it and selects their gear, filling up their allotted space with suits, vehicles, etc. When ready the squad deploys. You get a loading screen of the ship deploying from the cruiser in orbit, and heading to atmo. On finishing loading your squad is in the ship, at altitude dropping down. The pilot flies you around, you might be scanning for salvage or looking for merc / drone activity. When you find a target you drop low and land, deploy a squad CRU, any vehicles you have, and get to work. The pilot takes off, scanning for the next site for you.
Your squad busts into a drone hive, slaughtering all of its defenders. You spend a few minutes salvaging tech, downloading bits from the hive mainframe, etc... and then hoof it back outside. But its an ambush. A rival squad saw you deploy and set up camp, waiting for you to come out of the hive. A firefight ensues, but its not looking good. Just then your dropship gets back into range and lays down some covering fire. You kill your attackers, and salvage their corpses for good measure. With no nearby sites reported by the pilot you all load up and fly back to orbit.
I just... dunno. That sounds so much cooler than using space magic to appear and then disappear from the planet.
EVE - Victor Maximus
DUST - Azri Sarum
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Bat Shard0
Stardust Incorporation
63
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Posted - 2014.08.08 18:22:00 -
[563] - Quote
+1 for that idea. If you really want make it open world of course
http://dust514news.blogspot.com/
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Maken Tosch
DUST University Ivy League
9026
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Posted - 2014.08.11 01:46:00 -
[564] - Quote
Azri Sarum wrote:New players Are dropped in from orbit in small craft. These craft are compact, carrying the limited number of clones and equipment you choose to bring. The fee for deploying to salvage is really just the cost for this pod.
Upon hitting atmo you steer the craft towards your landing zone of choice, using the drop + drift mechanic already being worked on. After landing the pod acts as your personal CRU. Your objective is to salvage what you can, and get it back to your pod. When you are ready to go the pod ditches any extra clones you have (making room for your salvage), you load up and it returns you to orbit.
I have to disagree with that last bit there. I don't like it. Generally if you're going in with a pod that doubles as a CRU for the sole purpose of salvaging goods, then the pod would already be fitted to account for that. It's not logical to have the game automatically dump your current payload just for the salvage. I suggest making it only as an option for the player to decide whether or not he/she would want to dump the remainder of the clone pack just for extra room. If a player only has about 100m^3 of cargo space in his pod and his salvage takes up 150m^3, then he will have to make a choice. Dump some clones for the extra 50m^3 or dump 50m^3 worth of salvage in order to fit it into the pod. Choices are important.
Alternatively, the single player would invest ahead of time on a pod that has larger capacity with the same amount of clones if he can afford it.
On Twitter: @HilmarVeigar #greenlightlegion #dust514 players are waiting.
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Andris Kronis
Legio DXIV
59
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Posted - 2014.08.12 03:36:00 -
[565] - Quote
CCP Wolfman wrote: Testing has gone pretty well. WeGÇÖve added in the drift mechanics and weGÇÖve also created GÇÿorbital drop uplinksGÇÖ so you can make more targeted drops. We did in fact have a playtest yesterday and they do really mix things up. Unlike drop uplinks you donGÇÖt have to put them where you want to spawn. You can put them a way off and then drift to your intended target. This was really exciting for assaulting objectives because you could drop a strike team right on top of them. It made things feel a lot more dynamic as well as just making you feel like a badass!
https://www.google.com.au/?gws_rd=ssl#q=wingsuit&tbm=vid
If you are not already a fan of wingsuit videos I must plead with you to at least watch a couple.
My personal favorite is https://www.youtube.com/watch?v=TWfph3iNC-k Jeb Corliss - Grinding the Crack.
If pressed for time you could just watch this one. If there is any chance to add in this sort of optional flight mechanic it would be incredible. We could even have minigames inside our corps to see if we could fly to and land on a specific point on a map. Stealth assault by air a good distance from the spawn in point .... awesome. Just use the Shift key (Run) to activate wingsuit option.
Please allow Q and E rotation of the falling merc, people saying its not needed have possibly not thought deeply enough about the options it opens up to a group. For example an entire squad falling around a central spot, all facing outwards. Looking about with mouse movements would also help with the already limited field of view.
The stand up from drop crouch mechanic, as has been stated by others, is too slow. First thing I would buy as a merc is buy the upgrade that doesn't make me hit so hard I have to crouch and give my enemies .5 seconds to shoot at me for free.
The second thing I would buy would be the upgrade that allows me to rocket boost over small obstacles and jump up to sniper roosts and on top of objectives.
Third thing to buy would be the ability to deploy already seated on my single seater hover bike, front facing rail cannon an optional extra. If I have to call the bike during the fall and jump on it, all the better for awesomeness.
"Corporation slogan coming to a sig near you"
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DiablosMajora
Occultum Scientia Black Flame.
28
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Posted - 2014.08.13 23:46:00 -
[566] - Quote
Missions. And I mean in the EVE-style way. Assuming the map is large enough -> Example: You an a squad of m8s are landing on a nearby planet because you have taken up a mission from the local Agent. This particular mission of the Encounter subset, where you have all been given some small backstory (Agent's Corporation is mining in the District and drones are doing hit-and-runs on the operation. Go to the District and eliminate the drone threat). One can then: 1) eliminate the drones and take their stuff and/or 2) completely sabotage the operation, lose standing, and get other stuff. On a mission of higher difficulty, PvP elements can be introduced where randoms can come in and initiate a fight over the mission reward (and your stuff).
TLDR: Missions in the same manner that EVE does it.
Prepare your angus
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Hawkings Greenback
Red Star. EoN.
211
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Posted - 2014.08.16 17:49:00 -
[567] - Quote
This thread is feeling lonely and would like a Dev to cuddle it with words of progress updates.
#thumbsup
Minmatar logi <3
Moonlighting as an Amarr logi occasionally
Minmatar Nova Knife scout in training
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deezy dabest
IMPERIAL SPECIAL FORCES GROUP
849
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Posted - 2014.08.18 04:39:00 -
[568] - Quote
A bit of an incomplete idea but here goes.
Salvage or just random pieces of salvage should have a "toxicity" level that accumulates in your clone over time or with more toxic items in inventory. This would affect the overall health of your clone meaning you are running a higher risk by carrying it around longer instead of dropping it by a supply station or orbital pickup point (whatever you want to call them).
"Orbital pick up locations" gives a viable story line to how your loot is reclaimed when your clone is never actually leaving the planet. You should even have to return to one of these to leave without losing your gear or the money spent for your clone.
Having these drop off stations spread thinner and thinner as security status gets lower creates a larger risk of losing what you have collected. These drop offs would represent ambush points that you would have to put either a deal of strategy or team work into approaching to offload your loot.
Corporations of Eve would be able to drop these stations in exchange for only being able to use them if greater than X standings with said corp or by paying certain taxes. These corporations would also then want to pay their Legion players to protect these stations so that they are able to make money off of them instead of pirates looting every player that comes near it.
Sorry if that all sounded like a bunch of incomplete thoughts I will try to update this with more detail on what I am thinking later. |
Soulja Ghostface
2648
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Posted - 2014.08.25 16:06:00 -
[569] - Quote
Title said sky spawn so...
Ditching the MCC?
What are we jumping out or off of to deploy to the planets?
Just picture it. Activating your inertia dampener from space and your free falling while loading the map, When finished loading you land in the district!
Titanfall what?
Bring These Back
Tanker Turned Ads Pilot
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Scheneighnay McBob
Cult of Gasai
5856
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Posted - 2014.08.28 17:13:00 -
[570] - Quote
-What would make for interesting ways to search for good salvage? Good salvage, or salvage in general? For salvage in general, I guess there could be specialized scanners to find buried stuff. For GOOD salvage, There could be obvious wrecks or ruins that have good stuff deep inside them: however, these would obviously attract players and more drones.
-What kind of player interactions do you think would be interesting? Why not let the players themselves decide how they want to interact? Everything goes. However I like the idea of stealing someone's salvage while they're busy being swarmed by drones.
-How do you think drones should behave? There should be several types of drones: namely salvagers and their escorts. Get within scan range of any drone and expect trouble. Attacking one as well would draw aggro, obviously. However, I also like the idea of disabling a drone and hacking it to make it work for you.
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