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Author |
Thread Statistics | Show CCP posts - 6 post(s) |
DJINN Jecture
CANNIBALS RISING Dark Taboo
267
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Posted - 2015.03.09 04:19:00 -
[121] - 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 One suggestion, in addition to all of this, how about from one district to another allowing for bigger battles and merging larger areas for more people fighting all at once. Programmable for mercs to decide which district to go to.
--I am a Free Agent for Hire--
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knight guard fury
Carbon 7 Iron Oxide.
1541
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Posted - 2015.03.09 05:03:00 -
[122] - Quote
So reading this made me think, what if we opened up the rest of the district - allowed more players per battle - and used these "portals as a way of getting from one sector to another?
Besides that, basically these are 'wormholes' but on planets. What if we had 1 or 2 convenient portals near or in the redline to a useful location to a strategic point on the map and have "neutral" portals that take us around the map randomly and randomly go away based on mass that has passed through.
Also what if these portals for our redlined or near them were two way but we're in a "cool down" if used repeatedly, or just disappeared and reappeared somewhere else in the redline.
And I have another idea to bring up: What if you guys allowed two sockets on one map having an even-ish balance of cannons on both sides and both teams had to defend m/attack the cannons and maintain dominance with less people but more action for squad play and etc with the obvious help/use of portals to prevent long runs/drives/flying time between sockets.
SP earned perday/week
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IAmDuncanIdaho II
Nos Nothi
1560
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Posted - 2015.03.09 13:57:00 -
[123] - 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
- Please no more static things with built-in scans. It's not long since we got rid of them. It can be used offensively as well as to make sure you *don't* spawn somewhere that is being camped. Don't allow remotes etc. to be placed anywhere near in the first place, and figure out a mechanic to prevent mercs camping in the first place...though I'm more inclined to say that if you're that much of a blueberry with spawn choices that you spawn to that camped area a second time, more fool you.
Re: redlining:
- if your team is lacking enough to be redlined in the first place, then the problem is you can't break out of it either, nor can you hold an objective
- I have a droplink runner fit for exactly this occasion. But when I break out at 10.38 m/s undetected and place some decent uplinks well away from my redline, it's not long, assuming my team even uses them, before we're redlined again. Because we're not running as a team remember.
- perhaps if redlining is an issue that we would benefit from having fixed, then we can adjust the spawn points (either existing or new) so that there is no concept of a home point. Then they can be at opposite sides of the map, thereby splitting any teams of campers. Perhaps the MCCs can circle the map...
Dunno - I like the idea, but I'm struggling to think of how it could change anything to solve a problem. We have vehicles, we have 11 m/s scouts if needs be, and we have, in theory, a whole 16 man team of redlined mercs that should be able to overrun campers to break out if there is any chance of then doing something useful for the rest of the game. Which I do not believe there is. Coz team A is that much better than team B.
Certainly I do not think portals have any place as ways to travel across the map. Again, vehicles and scouts have mobility there, one of the penalties on slower moving mercs is it takes a long time to get anywhere else without support.
So sorry to not really offer anything, but I thought it was worth posting my thoughts anyhoo... :) |
Haerr
Nos Nothi
2464
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Posted - 2015.03.09 15:00:00 -
[124] - Quote
Replace all ladders with jump portals. And add several jump portals for each high area you can not get ontop of on foot. |
Adipem Nothi
Nos Nothi
7383
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Posted - 2015.03.09 15:29:00 -
[125] - Quote
Haerr wrote:Replace all ladders with jump portals. And add several jump portals for each high area you can not get ontop of on foot. Yes please!
Shoot scout with yes.
- Ripley Riley
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JARREL THOMAS
Dead Man's Game RUST415
491
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Posted - 2015.03.09 20:41:00 -
[126] - Quote
Star Gate confirmed
Caldari Loyalist
Why should infrantry that don't own vehicles, that can't balance their own mechanics, balance vehicles
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IAmDuncanIdaho II
Nos Nothi
1565
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Posted - 2015.03.09 23:04:00 -
[127] - Quote
all this talk of replacing ladders with something instant...i dont get it that removes some of the risk involved in accessing that high spot you want to get to. that makes for less diverse game play imo. why would a sniper bother keeping an eye on that ladder...where does the excitement of getting closer to the top and wondering if some troll sniper is gonna pop you just as you get to the top of it go....is the guy you want to assassinate at the top gonna check the ladder as you climb it?
that said...should the new myofibs increase ladder climbing ability? |
Fizzer XCIV
Tal-Romon Legion Amarr Empire
2559
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Posted - 2015.03.11 03:53:00 -
[128] - Quote
Are in game renders of these portals a thing yet? For something like this, its probably best to give the community as much info as possible for feedback...
Don't be afraid to show us. Just ignore the inevitable "Omg, dey luk so dum." that some people will spew, so that we can provide actual constructive feedback on them. These things are something that this game could be made much better with, or much worse. There is no in between, so I'd like to seem them done right, or not at all, tbh. Good community feedback on every aspect of them will help to insure that they are well done.
Home at Last <3
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knight guard fury
Carbon 7 Iron Oxide.
1544
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Posted - 2015.03.11 12:26:00 -
[129] - Quote
With UE4 being free and all why not let us help you; whoever has it anyway... Oh yea, that's right...
SP earned perday/week
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Skybladev2
LUX AETERNA INT RUST415
174
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Posted - 2015.03.13 14:21:00 -
[130] - Quote
CCP Rattati wrote: 2) Simply reduce walking distances in the big maps. So you could have two or three both-way portals
This will kill LAVs and Dropships as a transports. Drop uplinks already almost did it, you just commit this process.
<[^_^]>
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Megaman Trigger
Ready to Play
248
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Posted - 2015.03.14 03:53:00 -
[131] - Quote
JARREL THOMAS wrote:Star Gate confirmed
Do they come with an IRIS and a GDO as a new equipment for the squad? How about a DHD?
Now I want to throw a redberry into the unstable vortex, watching him get disintegrated before walking through the event horizon with my HMG primed and ready.
Please no Replicators for Warlords 1.1...
Purifier. First Class.
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DJINN Jecture
CANNIBALS RISING Dark Taboo
273
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Posted - 2015.03.16 13:53:00 -
[132] - Quote
Please no, there are plenty of things to fix first without adding a new broken item/mechanic to the game.
--I am a Free Agent for Hire--
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Mad Syringe
ReDust Inc.
518
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Posted - 2015.03.16 15:46:00 -
[133] - Quote
I can't see any good use of them right now, exept another place where camping would happen.
We already have those horrible homespawns out of the redline on the train yard map, please don't give us more of those.
I'd rather have a clone launcher on the mcc, that can shoot mercs (like in the game trailer) into the battlefield. As long as you can aim in a certain area (no precise spot) that would be hilarious. Since it would not be campable (needs some mechanic to avoid those being blocked by derpships though (damn' all those mercs on my windshield... where is the wiper switch?)... |
CommanderBolt
KILL-EM-QUICK
3226
|
Posted - 2015.03.16 18:42:00 -
[134] - Quote
JARREL THOMAS wrote:Star Gate confirmed
Claiming Teal'c! Or Baal. Goa'Uld System Lord! Symbiote at the ready for that fast regen
Vitantur Nothus wrote: Why hide a solution under frothy pile of derpa?
SCV Ready!
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Megaman Trigger
Ready to Play
253
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Posted - 2015.03.16 22:14:00 -
[135] - Quote
CommanderBolt wrote:JARREL THOMAS wrote:Star Gate confirmed Claiming Teal'c! Or Baal. Goa'Uld System Lord! Symbiote at the ready for that fast regen
Jaffa! Cree!
Purifier. First Class.
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Lord Echo Prime
Ghost Reconnaissance Unit
19
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Posted - 2015.03.17 04:24:00 -
[136] - Quote
IAmDuncanIdaho II wrote:
- Please no more static things with built-in scans. It's not long since we got rid of them. It can be used offensively as well as to make sure you *don't* spawn somewhere that is being camped. Don't allow remotes etc. to be placed anywhere near in the first place, and figure out a mechanic to prevent mercs camping in the first place...though I'm more inclined to say that if you're that much of a blueberry with spawn choices that you spawn to that camped area a second time, more fool you.
Re: redlining:
- if your team is lacking enough to be redlined in the first place, then the problem is you can't break out of it either, nor can you hold an objective
- I have a droplink runner fit for exactly this occasion. But when I break out at 10.38 m/s undetected and place some decent uplinks well away from my redline, it's not long, assuming my team even uses them, before we're redlined again. Because we're not running as a team remember.
- perhaps if redlining is an issue that we would benefit from having fixed, then we can adjust the spawn points (either existing or new) so that there is no concept of a home point. Then they can be at opposite sides of the map, thereby splitting any teams of campers. Perhaps the MCCs can circle the map...
Dunno - I like the idea, but I'm struggling to think of how it could change anything to solve a problem. We have vehicles, we have 11 m/s scouts if needs be, and we have, in theory, a whole 16 man team of redlined mercs that should be able to overrun campers to break out if there is any chance of then doing something useful for the rest of the game. Which I do not believe there is. Coz team A is that much better than team B.
Certainly I do not think portals have any place as ways to travel across the map. Again, vehicles and scouts have mobility there, one of the penalties on slower moving mercs is it takes a long time to get anywhere else without support.
So sorry to not really offer anything, but I thought it was worth posting my thoughts anyhoo... :)
I would like to expand on the concept of having a portal and its functionality, at the designer level and at the player level, with the following:
Designer Level:
1) In agreement with IAmDuncanIdaho II (as I am also a 10+ m/s Scout and can attest to such gameplay), I'm not sure how much it could offer, having a stationary /objective/ CRU-like portal without shorting/ under-utilizing/ neutralizing the tools that we do have to break redlining: LAVs with Logis, Dropships, Scouts, and some much needed Teamwork.
For those with Redlining Issues, please refer to the above quote by IAmDuncanIdaho, and the following by DJINN Jecture (https://forums.dust514.com/default.aspx?g=posts&t=187993&find=unread) and Big Burns (https://forums.dust514.com/default.aspx?g=posts&t=190343&find=unread). It can help your gameplay immensely.
2) The Portal Camping would become just as bad as any other situation, ie spawn camping, redlining, etc., while the QQ continues and skilled, tactical gameplay/ teamwork drops off.
3) The Round Robin gameplay would be the side-effect, and may override actually trying to win/ claim the objectives.
Experimentation is ALWAYS good, but I would not want anything that would simplify Dust 514 to any other FPS. I like mechanics that make you think of unique and unexpected ways of handling dynamic situations, making you HTFU. So for this level, I say "Hold Off" until/ unless it incorporates more of the EVE side gameplay (district to district, maybe?)
Player Level: IF IT WERE POSSIBLE
1) Have portal devices/ units like the spawn units. The problem is when redlining occurs/ you die, your options are limited to spawning in the MCC or at whatever team uplink is available. What would change that and add to the gameplay is being able to drop a portal on the map to allow "in-game spawning/ travel" within play, without having to die to pick an uplink to spawn to.
2) You could only carry two portal uplinks, one as A, the other as B. Leave it up to the individual as where to place them. You could make them one-way, ie A to B, and apply CPU/ PG cost for the devices.
3) Have different levels/ versions of Portal Uplinks available, based on the skill level of the player: Level 1, Individual/ unit portal. can transport only people. Level 3, LAV level. Can move people and LAV. Level 5, HAV level. Can move people, LAV and HAV.
4) Limit the number of "spawns" the portal can have, just like the regular uplinks, and the speed/transfer rate of the portal, based on the kind and level, ie 3 sec vs 12 sec. Also, have an equation that calculates WHAT can go through, based on what has already went through, ie:
Individual = 1, LAV = 3, HAV = 5. A Level 3 Portal Uplink has 8 usage. That is 8 Individuals, 2 LAV + 2 Individuals, 1 HAV + 1 LAV or 1 HAV + 3 Individuals.
5) Expanding on #2, make them one-way for regular usage, and make a special two-way portal uplink a special, hard to get/ find item.
6) Allow the player to see where the portal uplinks are, using the overhead map, and have a glowing effect for the entrance/ exits of the Portal Uplinks, like some Radiation Green for an entrance and a Crimson Red for an exit., along with a number showing/ displaying how many usages are left, (see #4). Also, like the spawn uplinks, have the portal uplinks team/ side-based also, ie only the side dropping the portal uplinks can be used by that side.
Just an idea, my take on the portal issue. But if a Portal Uplink EVER rolls out, I have one request: name the most badass version after me (LEP-86 Portal Uplink) or my corp (GRU- 19 Mass Portal Uplink). Now we're having fun! :
Modus Operandi: We Are Legion. We Are Ghosts. We Do Not Exist.
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DiablosMajora
42
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Posted - 2015.03.17 23:45:00 -
[137] - Quote
Portal guns when? (I'm serious...)
But really, if the new jump portals are like doorways why not throw some lore in there and make them mini WORMHOLES!??! Sound effects and pulsing included.
Prepare your angus
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Fleen Costell'o
Vacuum Cleaner. LLC Steel Balls Alliance
582
|
Posted - 2015.03.18 01:45:00 -
[138] - Quote
Your all crazy, and don't crying in general discussion... after add this Farm Portal's
BUGS514 Find all. I love ksu123 )
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DJINN Jecture
MANUFACTURERS OF DEATH
275
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Posted - 2015.03.18 05:21:00 -
[139] - Quote
I thought long and hard about this and the only real reason I can envision to use these is to go from one district to another. That said I think this is a bad idea when scotty is drunk half the time and the other half can't find his score cards for matches and puts us in random end match screens.
--I am a Free Agent for Hire--
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Haerr
Nos Nothi
2564
|
Posted - 2015.03.20 10:58:00 -
[140] - Quote
I had a thought about the jump portals. The jist of it is that the redline is pushed way back, with safe spawns back in the redline with portals to forward bases which are dotted around between the objectives and the redline.
* New Redline is based on the longest range weapon's range times 2 (900m from any objective) * Safe spawn bases available in the redline, the safe spawns have one way portals to: * Forward bases dotted around between the objectives and the redline, these bases have exit portals from the safe spawns |
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Raedon Vo-Graza
Armored Dragon Dust
72
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Posted - 2015.03.23 15:17:00 -
[141] - Quote
If you want to make a map with two way portals Rattati, you might be able to get some inspiration from the game that was named after this engine: Unreal Tournament 3
here take a look: https://www.youtube.com/watch?v=-VpE4Ge6CeI info about this map called gateway: 3 small maps connected by 2 way portals, one map has reduced gravity
maybe in dust we have a map that floats, Dropships are the easiest way around, but the portals offer another option and maybe the redlines is a separate "island" with 2 one way portals into the closest objective and the next closest (to try to prevent gate camping with re's or what not)
And another: https://www.youtube.com/watch?v=Y4rhRPXj0y0 Neat info about this map called deimos: When inside the station, gravity is normal, jump mechanics are normal When outside the station jump height is about tripled, and fall damage is negated The in the "red tubes" (seen in 2:26 and 3:43) can be swam through in all directions The green platforms while able to be walked on, can be shot through (seen at 1:44) Though you never see it in this video, the portal leads to a turret that overlooks the map
By the way, this game is for PS3 so it is within the PS3's limitations to work if done correctly.
oh oh! and how about a translocater? just like in UT3! here's another map with portals, and a translocater to boot https://www.youtube.com/watch?v=_e3j0EA3t1g |
Argetlam Thorson
Capital Acquisitions LLC Bad Intention
102
|
Posted - 2015.03.24 18:42:00 -
[142] - Quote
I think the best bet would be to place the the portals 20-30 meters from the redline on either side, maybe further for the ones in the redline. (Possibly some on the outside be in midair to make spawn camping, redline retreating, and redline raids more difficult). Two way would be great, it would possibly help us kill redline snipers (I hate you guys) as well as allow jumping back to safety for a retreating redberry. Would it be possible to lock return through a portal for X time or until your clone died? I think this would also help. Then you wouldn't be able to pop in and out to drop some gunfire/RE's/grenades and then jump back to safety playing portal jump whack-a-mole.
Another idea is to only allow advance through the portals, not retreat. Honestly, I would just prefer straight up two way transport, but a possible idea is to only allow for one way transport depending on what team you are on. Portals on your redline only allow you to exit the redline and redberries to enter (meaning going through one is a 20 second death warrant for them). Portals on the enemy redline allow you to jump in and them to jump out.
Youtube channel
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Mobius Wyvern
Sky-FIRE
5890
|
Posted - 2015.04.05 18:09:00 -
[143] - 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 So basically an extremely miniaturized version of the Jump Bridges in EVE! This is a great idea!
Would it be possible to link their function to a capturable objective? So for instance you can find one of those portals under posession of the enemy, but until you hack the console you can't go through it?
Maybe even that hacking one side will only let you go through one way, and you have to survive long enough to hack the other side to allow two-way functionality?
I support Keshava for Gallente Specialist HAV
R.I.P. Kesha
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Marcus Stormfire
G.R.A.V.E The Ditanian Alliance
52
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Posted - 2015.04.06 23:15:00 -
[144] - Quote
Lot's of information on this thread so if I repeat anything then my apologies . +1 I like the idea of short distance wormhole travel. However it has to be carefully implemented otherwise it could be disastrous. Some Ideas come to mind
Short Term:
- Fixed entry on board the MCC to fixed exits on the ground. (Requires either new map designs or careful planning on existing designs)
- Fixed entry on board the MCC to random exits on the ground (Unstable wormholes without orbital dropped structures) Hopefully helps solve the issue of a red lined team being unable to escape and/or the removal of the red line. The randomness of the exit also helps prevent the exit from being found and camped.
-Temporary cloak upon exiting to reduce effectiveness of camping an exit. (Applicable to structures and unstable exits)
Issues to contend with: - Remote Explosives and portal camping. Perhaps allow Flux/ regular Grenades the ability to enter and exit these portals. Scan precision and range seems to be a popular and easier idea.
Mid Term:
-Deploy-able portals via orbital drop. Expend X amount of WP's and give the portal X amount of Beefy Hit points. An entrance and Exit portal needs to be deployed to work.
-Mass limitations. Wormhole portals are only able to handle a certain amount of Mass depending on skills and type of equipment/structure is deployed. MCC portals and deployed portals have a cool down timer until capacity regenerates.
-Separate portal types to infantry only wormholes and vehicle only wormholes. Wormholes that can do both may quickly become overpowered.
- Make deploy-able wormhole structures hackable to the opposing team to either shut down the exit or to link it to their entrance?
Long Term:
- Portals connecting districts to each other and warbarges to districts. A ground team is still needed to mark a spot for deployment.
-Variable map designs where battle commanders can build a permanent portal facility for easy troop movement between different districts if more than one district is attacked at the same time.
-Link warbarges to the battlefield. Allow near instant vehicle deployment through a friendly portal array. (limited each battle by the mass allowed. once the mass is used up then it is unavailable for the rest of the fight) This can be easily countered if the portal is poorly placed thus resulting in a massacre
-Bolas Drops will still be more reliable and easier to call in however warbarge portals open up the Dust 514 Hotdrop that everyone has been so eagerly waiting for
-If a portal is destroyed then vehicle/infantry will randomly appear on the map for better or most likely worse.
I am sure these ideas need refining. I will likely re-visit this post and update it or post a new reply. -Marcus
-I don't always kill Mercs with a sidearm, But when I do I use militia.
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Haerr
Negative-Feedback. Negative-Feedback
2710
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Posted - 2015.04.07 15:33:00 -
[145] - Quote
With the help of jump portals you can finally move the redline back to 1km away from any and all objectives! doooo eeet |
KEROSIINI-TERO
The Rainbow Effect
1924
|
Posted - 2015.04.09 22:50:00 -
[146] - Quote
I still don't like this idea.
Looking at both sides of the coin.
Even Aurum one.
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BLOOD Ruler
VOLKOV INDUSTRIES
1656
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Posted - 2015.04.13 13:58:00 -
[147] - Quote
KEROSIINI-TERO wrote:I still don't like this idea. Too bad, I love it.
There won't be a heart left beating... Is that fear I smell
I'll kill you, I'll kill your family, I'll kill your Stars.
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CCP Rattati
C C P C C P Alliance
20620
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Posted - 2015.04.14 03:08:00 -
[148] - Quote
Thanks for the feedback. We will add copies of a couple of academy maps and see whether players find them intuitive.
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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