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Author |
Thread Statistics | Show CCP posts - 6 post(s) |
Juno Tristan
Obscure Reference
396
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Posted - 2015.03.04 12:43:00 -
[61] - Quote
Other people have mentioned this but are they able to be toggled and can this be activated by players?
Because if so I'd like the portals hidden across the map, able to be activated for a short time with an active scanner like device (no solo heavies), for ambushing locations/sneak hack a point
Also, if we're being fancy free in our ideas. How about use them as a pve scenario, deployed on the planet you have to explore and find portals using the scanner to get the loot. Preferably warbarge components.
Or if you're set on PvP, ambush mode, but you've got to find the portal, go through, scan the ruins/blueprints and escape/survive a countdown to win
ADS Ramming Revenge!
Plasma Cannon Rampage
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Nocturnal Soul
5651
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Posted - 2015.03.04 12:43:00 -
[62] - Quote
[url]http:// https://charbelmaklouf.files.wordpress.com/2013/06/nasa-portals.jpg[/url] I've always( just now) imagined the portals in dust to look like huge MCC created rifts... Probably be a cool idea for exploration in Legion too if that's still a thing
(Gê¬n+Ç-´)GèâGöüGÿån+ƒ.pâ+n+ín+ƒ.
LASERS BTCH!!!!!!
The Incursions are back... and they're golden baby!
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Sole Fenychs
Sinq Laison Gendarmes Gallente Federation
628
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Posted - 2015.03.04 13:16:00 -
[63] - Quote
I feel like portals would be perfect to create more flow in certain areas of certain maps. They could add viability to height differences on maps (Currently, the only way to scale heights is dropships or ladders, both of which are very vulnerable and far from stealthy outside of cloaked scouts), as well as make certain positions easier to assault. Some of the elevated camping spots could be in need of a teleporter connection.
Just make sure to not make LAVs/Dropships redundant. ...Then again, who the **** uses dropships outside of the beginning of a match? |
Vyuru
Algintal Core Gallente Federation
89
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Posted - 2015.03.04 13:22:00 -
[64] - Quote
Is it possible, or wanted, to add a bit of variance on where you come through at? You might be able to have say, 3-4 "spawn" spots that you could end up at after going through the portal. That might help eliminate, or deter, camping.
Or it might just be easier to have say, 4 portals and forget randomness. That way it's easier to stage an assault.
I really, really like Foundation's proposal.
My main thought though is that this is something to be careful about implementing on current maps, but go hog wild with it on any new maps.
It might even fit in well with more of a city/industrial themed map. The frontier and outposts are taken, now the enemy is porting into home. |
Luther Mandrix
WASTELAND JUNK REMOVAL Top Men.
438
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Posted - 2015.03.04 13:49:00 -
[65] - Quote
CCP Rattati wrote:Dear players,
using some future technology, one of our QA testers was able jury-rig a portal.
It can be placed on the map by a level designer, not a player.
It can either have a one way transport, from A to B, but not B to A, or fully A to B, B to A functionality.
When I saw this, my jaw dropped to the floor, and have been possessed by the possibilities this has.
However, this needs careful consideration so as to not become some round-robin gameplay mechanic where the blob just uses teleports to react to any change.
Good 1) My first thought is to really help redlining issues. Place three portals behind cover, near the safe spawn point. These would be one way to eliminate fleeing to safety in the redline. The end points could be at three places, midway from objectives,
2) Simply reduce walking distances in the big maps. So you could have two or three both-way portals
Bad 1) Portal camping, which could be remedied by granting cloak through using the portal much like an mcru. Remotes would be annoying as hell. Could also give each portal a strong scan precision and range to reduce that.
2) Round Robin gameplay
Please discuss constructively Portal Vehicle Transport Vehicle with a Portal somewhere on the dropship or Hav Transport only No Guns maybe a limit on how many are the field Or you have two one in and one out Dropship to tower uplinks up there ,enter Portal transport vehicle come ou at other portal transport vehicle |
steadyhand amarr
shadows of 514
3618
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Posted - 2015.03.04 14:05:00 -
[66] - Quote
Transporters in EvE lore is also long overdue tbh =ƒÿÇ=ƒÿÇ. Think everyone agrees the idea is good just needs careful work.
Getting rid of uplinks in exchange for spawn network and vercs would make the meta strats vastly more intresting than it currently is.
"SPAM UPLINKS BOYS =ƒÿå"
You can never have to many chaples
-Templar True adamance
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Bright Cloud
Namtar Elite Gallente Federation
829
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Posted - 2015.03.04 14:44:00 -
[67] - Quote
So you basically want to bring Team Fortress 2 teleporters to dust. Hows that gonna work out? You capture that thing like a CRU, walk trough it and you get put on whereever it leads to? That wouldnt be so bad cause people allready camp regular CRU's with remote explosives to kill players that spawn on it. The thing is you willingly go trough it regardless if its dangerous or safe. Its a risk vs reward scenario like in eve where you have no clue whats on the other side of the gate.
Bright is the opposite of dark! Who would have thought of that?!
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Avallo Kantor
472
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Posted - 2015.03.04 14:56:00 -
[68] - Quote
Luther Mandrix wrote:CCP Rattati wrote:Dear players,
using some future technology, one of our QA testers was able jury-rig a portal.
It can be placed on the map by a level designer, not a player.
It can either have a one way transport, from A to B, but not B to A, or fully A to B, B to A functionality.
When I saw this, my jaw dropped to the floor, and have been possessed by the possibilities this has.
However, this needs careful consideration so as to not become some round-robin gameplay mechanic where the blob just uses teleports to react to any change.
Good 1) My first thought is to really help redlining issues. Place three portals behind cover, near the safe spawn point. These would be one way to eliminate fleeing to safety in the redline. The end points could be at three places, midway from objectives,
2) Simply reduce walking distances in the big maps. So you could have two or three both-way portals
Bad 1) Portal camping, which could be remedied by granting cloak through using the portal much like an mcru. Remotes would be annoying as hell. Could also give each portal a strong scan precision and range to reduce that.
2) Round Robin gameplay
Please discuss constructively Portal Vehicle Transport Vehicle with a Portal somewhere on the dropship or Hav Transport only No Guns maybe a limit on how many are the field Or you have two one in and one out Dropship to tower uplinks up there ,enter Portal transport vehicle come ou at other portal transport vehicle
Rattai already stated that they would be dev created, not player created. By that he means they would have to be coded into a map, they aren't dynamic enough to be linked to player deployed items, such as vehicles.
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Logi Bro
Brutor Vanguard Minmatar Republic
3473
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Posted - 2015.03.04 15:33:00 -
[69] - Quote
These portals, can anything other than players go through them? Can a grenade be thrown in, or bullets shot through, if you pointed an active scanner into one, would it scan from the mouth of the other side of the portal, or just scan past it?
Can we see what's on the other side, or will it just be like those portals they showed in No Man's Sky where you are just walking into a blur before emerging on the other side?
This idea is awesome, but unless we have every minute detail on the matter, our suggestions could just be complete garbage.
SP Sinks? Fixed.
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Balistyc Farshot
The Exemplars RISE of LEGION
79
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Posted - 2015.03.04 16:29:00 -
[70] - Quote
CCP needs to think a little bit about why you want this and listen to the problem and apply this the best way to solve said problem. The problem I hear that most needs fixing is being able to dig yourself out of the redline. If they make this new sockets with conditions then please make this a one way portal for the team that is being 5 capped. Otherwise it becomes like orbitals, in good fights a nice way to turn the tides, in a bad fight, salt to wounds. I just don't want a new exploit being added for non-vehicle using players to get stomped at. PS2 has a decent system with fixed platforms. TF2 has the planted TP but that could get out of hand.
Heavy with a massive bullet hose called Lola (Burst HMG).
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Arkena Wyrnspire
Fatal Absolution Negative-Feedback
22447
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Posted - 2015.03.04 16:31:00 -
[71] - Quote
ITT thinking with portals
Please take this opportunity to tweak certain map designs (and possibly the spawn system?) - there are some rather depressing quirks about some of the maps.
Gallente Guide
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Ripley Riley
Incorruptibles
8086
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Posted - 2015.03.04 16:47:00 -
[72] - Quote
Could portals be a capturable asset?
4 out of 5 dentists agree that orange is not a sound.
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Sigourney Reever
Hyasyoda Terrestrial Acquisitions Firm
80
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Posted - 2015.03.04 16:47:00 -
[73] - Quote
How about you put this idea away for later. Its a good one, you can make it work, keep it under your hat.
What we need is map assets (sockets, terrains, and moods) and game modes (at least 4-5 more) and some work on randomizing the rotations (of everything) a little bit more.
If everything wasn't as repetitive as it is now, you'd go a long way towards not needing alternative deployment methods.
It's a great concept, keep it 'working' and use it later, but really, its not something Dust "Needs" with so many other things not fully fleshed out.
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xTheSiLLyRaBBiTx
Fatal Absolution Negative-Feedback
388
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Posted - 2015.03.04 16:53:00 -
[74] - Quote
CCP Rattati wrote:Fizzer XCIV wrote:For example: I'll use Border Gulch, as it seems the obvious choice for something like this... 1.)1-way transporter from the blue MCC spawn room to the little indent in the wall on the roof of C-12. 2.)1 way transporter from the blue ground spawn to the same indent. Mirror that on the other side for the red team. 3.)2-way transporter from the back of K-13 to the slanted roof you can see in E-9 Suddenly the mostly ignored Delta becomes a power-point in Skirmish, able to mount a strong attack onto the center point. I am loving these. Please, everyone, think about and propose great spots, to make maps more dynamic, unused objectives, those pain points you hate. Be as specific as possible.
Interesting new concept. As long as it can be destroyed though like an installation.
|LOGi GOD|
Director of Fatal Absolution
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Samantha Hunyz
Mannar Focused Warfare Gallente Federation
178
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Posted - 2015.03.04 17:04:00 -
[75] - Quote
If this is done terribly this would R.I.P. sniping. Don't allow these portals to automatically move players from the red directly inside complexes, otherwise many maps there would never be a good place to snipe from.
When I look down my scope, all I see are dead people.
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Ku Shala
UNITED MERCINARY AND PILOTS ALLIANCE
1283
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Posted - 2015.03.04 17:20:00 -
[76] - Quote
could you have the portals turn on and off depending on what is within a certain proximity? like if reds a with in 10-15 m the portal turns off?
can two one way portals share the same exit?
can a portal entrance have 2 exits based on attacker or defender status?
-¦a+ó a+ú-Æa+äla+ä (CK-0 Specialist)
Caldari Loyalist
Superior technology will privale.
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Spkr4theDead
Red Star.
3034
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Posted - 2015.03.04 17:24:00 -
[77] - Quote
They'll be camped regardless of efforts to prevent. I think it's a bad idea that can't, not won't be implemented properly. It will be abused.
Nope. Confirming that pilot input is not, and never was, valued. - Breakin Stuff
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Fox Gaden
Immortal Guides Learning Alliance
6067
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Posted - 2015.03.04 18:23:00 -
[78] - Quote
Could act as an alternative to ladders...
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Aeon Amadi
Chimera Core
8911
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Posted - 2015.03.04 18:31:00 -
[79] - Quote
Here's a few I've got.
Skim Junction
D13 < - > M13
Open, playable area that's never used. Requires a lot of walking to get to anywhere but could be an interesting power-play area. I'd imagine these areas would be used mostly by AV teams trying to chase down faster vehicles who use the entire outpost as cover, as it happens a lot.
Spine Crescent
MCC - > G11 MCC - > E11
No-one ever goes out here even though it's in the playable area because there's not enough cover to live long enough. Placing portals there from the MCCs allows both sides to get out of the redline and into the playable area while also being at a stand-off with any new enemy portal spawns. It forces both sides to have to cover three points (two redline, one portal) and would make it easier to break free. Would also make for some great 'first-strike' gameplay if both teams utilize the portals at the start of the match.
Also has the gloriousness of restricting sniper/railgun game-play from the road, which does happen occasionally.
Line Harvest
MCC - > G10 (base of the tower) MCC - > F6 (base of the tower) F11 - > F8 (top of the mountain to the center table) G5 - > F8 (same)
DO NOT PLACE PORTALS ON THE ROOFTOPS - IT'LL JUST CREATE CAMPING Both of these locations allow both teams to sort of 'jump-start' the gameplay by going for the farther reaching objectives. Most times, teams will start with D and B objectives, respectively, and work toward the other two.
Northern team usually has an advantage due to proximity of spawn and objectives as well as cover from orbitals, so it'd do well to have the MCC - > G10 portal -slightly closer- to Alpha for the southern team to have a chance.
As far as the one-way portals from the mountains to the center table, having ways for players to circumvent having to use ladders to get into CQC on the center table will reduce camping therein and break the constant stale-mates we always see on that kitten table.
Have a suggestion for the Planetary Services Department?
Founder of AIV
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Fox Gaden
Immortal Guides Learning Alliance
6067
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Posted - 2015.03.04 18:36:00 -
[80] - Quote
Jump Portals ... this game just got 20% more Sci-Fi.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Kaeru Nayiri
Ready to Play
536
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Posted - 2015.03.04 18:56:00 -
[81] - Quote
The way I see it, this will only work if the portal is an objective in and of itself, that must be fought over and controlled.
If that is NOT the case then:
[/b]I do not see how this remedies redlining any more than say.. additional hard spawn points. Functionally, there is no difference between spawning in the red line, and taking a portal midway, or just spawning mid way.[b]
Reduces usefulness of vehicles CONSIDERABLY
If the placement is done by the designer, be careful not to run into more "hard coded, can't be changed" kind of issues down the line as new game modes pop up and new toys change the meta.
If instead you make it so that both teams fight over the use of the portal system to gain an advantage, you create a more dynamic play where a team has to decide if splitting forces to actually defend null cannon installations AND the portal console (which ideally would not be near a null cannon) is worthwhile.
Sidenote: What happened to the idea of Damage Type Null cannons (Laser, Hybrid, Explosive)?? and Null Cannons that could be damaged (reduced effectiveness) by large turrets? These ideas were truly great and would perhaps play into this portal thing for more depth. |
Piercing Serenity
PFB Pink Fluffy Bunnies
861
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Posted - 2015.03.04 19:08:00 -
[82] - Quote
I think that this is a good idea because:
If these portals can be damaged to the point of being "offline", then we would successfully have introduced a new objective into the game, and give players like Logis and Scouts, and even vehicles, something that they can be the best at.
Logis could change the flow of a battle by maintaining different jump portals - they would not have to be tethered to heavy to be useful. Scouts could change the flow of battle by quickly reclaiming the portals, allowing their team to move extremely quickly around the map. Finally, vehicles will actually have things that they can do that infantry can't - destroy/disable jump portals.
I think that this is a bad idea because:
It will further marginalize vehicle transport, which is almost by definition team oriented. Why would anyone wait for a team mate to call a drop ship with an mCRU if they can use a jump portal. If Breakin's suggestion is taken and using jump portals causes some type of damage to the person entering it, that would mitigate this downside.
I got enemies,
got a lot of enemies
, got a lot of people tryna drain me of this energy
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Heimdallr69
Negative-Feedback.
4783
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Posted - 2015.03.04 19:16:00 -
[83] - Quote
I think if you've been redlined for 3 minutes the enemy team automatically uses a doomsday that ends the match..
Though sky portals would be nice, they should constantly move so they can't be camped like cru's
Removed inappropriate content - CCP Logibro
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el OPERATOR
Capital Acquisitions LLC Bad Intention
894
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Posted - 2015.03.04 19:31:00 -
[84] - Quote
Breakin Stuff wrote:Incorporate into raid mechanics. Clones must get the loot to a specific spot. Gate if can be controlled provides escape access that can be cut off preventing looting a raided district from being as fast as it could be.
And it's one way.
THIS
Open-Beta Vet.
Drunk Night Tree Burner.
This is my Main and Original.
DUST514 is WARFARE, not WAR-FAIR.
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el OPERATOR
Capital Acquisitions LLC Bad Intention
894
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Posted - 2015.03.04 19:43:00 -
[85] - Quote
I like the idea of JumpPortals, adding them will definitley add a nice layer of depth to overall gameplay. That being said I think that if the idea is they are to be utilized for escape from a camped redline then the exit points should actually be randomized somehow, both to avoid camping the exits as well as to not reward redline campers with an easy escape. They can escape but where exactly to is undetermined.
The reality I've seen with Redline Camps/Stomps (having spent substantial time in both) is that DUST has the most underutilized redline I think I've ever seen in competitive shooter gaming. The redline here is a mile across, and the only reason anyone gets "stuck" behind it is largely because the only method they use to leave is to run straight from a spawn to the battlefield. Which in camping scenarios equals running right at the team waiting for you.
I also would like to see these iterated with some sort of equipment available as an exit designator, similar to links. Yes, this will enable "blob-jumping" from area to area but, wtf, so what? They blob leaves a point to jump to another the one they left is now unprotected and vulnerable. Some limits on carrying/use (or max spawn/deployment use like vehicles) to limit the "whack-a-mole"/impact on vehicle use and it should be good!
All in all, nice idea, would love to see them viable at some point, would really love to see some of the other long-overdue fixes done first *cough*LogiBuffs*cough*
Open-Beta Vet.
Drunk Night Tree Burner.
This is my Main and Original.
DUST514 is WARFARE, not WAR-FAIR.
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el OPERATOR
Capital Acquisitions LLC Bad Intention
894
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Posted - 2015.03.04 19:44:00 -
[86] - Quote
Heimdallr69 wrote:I think if you've been redlined for 3 minutes the enemy team automatically uses a doomsday that ends the match..
Though sky portals would be nice, they should constantly move so they can't be camped like cru's
SkyPortals JumpDrop the NullCannon missles onto the redline. XD
Open-Beta Vet.
Drunk Night Tree Burner.
This is my Main and Original.
DUST514 is WARFARE, not WAR-FAIR.
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CELESTA AUNGM
Kang Lo Directorate Gallente Federation
427
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Posted - 2015.03.04 19:56:00 -
[87] - Quote
GǪ.
I really don't want a game like this to have TOO many add-ons borrowed from our Star Trek childhood, or from other Sci-Fi shooter games that have Dust's mindset.
If the game is meant to be about getting groups of individuals to cohere as a team and cooperatively get tasks done better and more effectively than trying to do it solo---okay, I (and many others) am learning that and enjoying my increasing skill---Cool Game.
But if you insert into the game ANY device that allows an individual player to (not necessarily increase her ability to win a match, but definitely increase her ability to "pop up, injure or kill random bystander, and use a magic disappearing button to say Ha-Ha, you can't get me back"..., her "fun" is going to annoy and block other players from enjoying your game.
We won't ALL use these devices THAT way... But look at the arguable "problem" that is creeping up on us now with players using an RE as an an imp-grenade to kill a single opponentGǪ just because "it's fun", and you can't get get the chance to shoot back", ...or look at the hard time we had dealing with (arguably still NOT full dealt with) the players who used cloaks as the magic inviso-power to "shotty" players all day with no concern about the progress of the match whatsoever,GǪ I think we can admit there are always enough outlander players among us who WILL use these devices to be pests and imps.
In a game that's about controlling access to the map in order to beat the other team, the cool thing about ladders is they take time to cross (so the enemy has a chance to observe and stop you)---the controllable thing about cloaking is a scout crossing the map at some point has to decloak (and give the enemy a chance to stop him). But 6 "transporter beam bays" around the map---will make a Dust map un-controllable.
I know many feel the pain getting caught in a "REDLINE" (yes, it is an irritating fate that we bring on ourselves sometimes). But, how is the secondary way of winning a match, "Clone Depletion" ever going to be possible anymore, if your mercs now have to spend "Tom-n-Jerry time" chasing after players who'll perfect the habit of dashing from portal to portal to portal, and giggling?
I know Portals sound like a nice piece of Sci-Fi, bit YikesGǪ it scares me like Cloaks scared me. Nooo thanks.
If CCP can pull it off WITHOUT the ugly consequences I've envisioning, well, it's your game--you will do what you think is best. But personally, I don't think you can...
Universe of good wishes for the 49, especially CCP Eterne...
No story can have life without writers and publishers.
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PLAYSTTION
Corrosive Synergy RISE of LEGION
609
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Posted - 2015.03.04 20:43:00 -
[88] - Quote
ale it player placeable and have it be the Gallente placeable equipment. Certain amounts of portal jumps...etc
Gassault Calogi and more. Respec Pending.
- Open Beta Vet - 38 mil sp -
- Director of Corrosive Synergy -
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Ghost Kaisar
Negative-Feedback
10273
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Posted - 2015.03.04 21:17:00 -
[89] - Quote
Piercing Serenity wrote:I think that this is a good idea because:
If these portals can be damaged to the point of being "offline", then we would successfully have introduced a new objective into the game, and give players like Logis and Scouts, and even vehicles, something that they can be the best at.
Logis could change the flow of a battle by maintaining different jump portals - they would not have to be tethered to heavy to be useful. Scouts could change the flow of battle by quickly reclaiming the portals, allowing their team to move extremely quickly around the map. Finally, vehicles will actually have things that they can do that infantry can't - destroy/disable jump portals.
I think that this is a bad idea because:
It will further marginalize vehicle transport, which is almost by definition team oriented. Why would anyone wait for a team mate to call a drop ship with an mCRU if they can use a jump portal. If Breakin's suggestion is taken and using jump portals causes some type of damage to the person entering it, that would mitigate this downside.
Even Better:
Logis have to capture jump portals.
Scouts can use both friendly and enemy portals
Born Deteis Caldari. Rejected by my Kinsman.
Found a new family in the Vherokior Tribe.
Nobody messes with my family
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Stefan Stahl
Seituoda Taskforce Command
1018
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Posted - 2015.03.04 21:35:00 -
[90] - Quote
Quick thoughts:
- I don't see how this mitigates redlining. It merely displaces where redlining happens. - One of the biggest issues in public skirmish matches in Dust is that only rarely everyone knows where the fighting is currently happening. I assume this would worsen the problem. My main problem isn't a lack of options on where to go. My problem is 16 team members going to 5 different locations using two different paths to each and arriving there at different times too. There is no need for additional movement options. - I don't advocate adding stuff because the technical possibility is cool. The technology is the solution to the problem that the gamedesign generates. What is the gamedesign issue we're trying to solve?
- Congratulations on having a QA department. - What exactly was your QA engineer trying to do when he suddenly arrived at having created a teleporter? |
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