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Sanchez Rivera
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Posted - 2015.04.09 23:09:00 -
[1] - Quote
As Said Up There, One Of My Best Ideas For DUST 514
Problem:
The Fact That People Can Go 30/0
Possible Solution:
Implement Permanent/Wound Damage
Solution's Explanation:
From Normal Damage Taken, Make A 5% Of Damage Taken Non Self Regen-able
Starting From Doing Permanent/Wound Damage On Shields If Shield Is Fully Depleted/Wounded Start Wounding The Armor.
How To Heal Permanent/Wound Damage?
Make It So That The Only Way You Can Repair Permanent/Wound Damage Is In A Supply Depot
Maybe A Permanent/Wound Damage Repair Tool Fixing At:
Militia 2/Sec Standard 2/Sec Advanced 3/Sec Prototype 5/Sec
Possible Good Things And Bad Things:
Good Things:
1) Permanently/Wounded Vehicles Can't Be Fully Repaired By Just Waiting On A Safe Zone.
2) Heavy Dropsuits Forced To Search For Permanent/Wound Healing And Not Camp At One Place All The Time Or Die.
3) Heavy Dropsuit + Logi Healing, Heavy Won't Heal All The HP Because It Will Have Permanent Damage On It (If Permanent/Wound Damage Repair Tool Implemented, Heavy And Logi Are Forced To Hide For Full Repair, Using Permanent/Wound Damage Repair Tool First, Then The Normal Repair Tool If Necessary)
4) Damage Where Sniper VS Sniper Is Possible, All Game Camping, Long Time Camping Sniper is Forced To Look For Repair Or Die (MCC Sniper).
5) Militia VS Prototype Would Be More Balanced.
6) Easier To Destroy Installations When The Enemy Is Repairing The Installation With A Repair Tool (Perfectly Placed Blaster Installation Being Repaired To Continue Killing The New Players).
Bad Things:
1) Cloaked And Damped Scouts Camping/Remote Exploding The Supply Depot And Enemies Near It.
2) Vehicle Users Recalling Highly Permanent/Wounded Damaged Vehicles.
If Done, Other Possible Ideas:
1) The Heal Grenade (Non Permanent/Wound Healing)
2) Longer Recall To Vehicles Unless They Are Close To MCC/Supply Depot.
3) Permanent/Wound Resist Module For Dropsuits (Maybe Vehicles).
4) Permanent/Wound Resist Nanohive Like Field (Destroy/Snipe/Flux The Field And Resist Is Gone).
5) High Permanent/Wounding Damaging New/Old Weapons But Low Damage Implementation. (Weapon To Stop Heavies/Vehicles From Regeneration)
6) Permanent/Wounding Damage Mod.
7) Total Hit Points Buff (Less "One Shot, One Kill" Situations)
Example #1
Permanent/Wounding Swarm Launcher
50 Permanent/Wound Damage Per Missile
75 Normal Damage Per Missile
Example #2
Permanent/Wounding Assault Rifle
5 Permanent/Wounding Damage
18 Normal Damage
RoF: 800
Personal Message:
One Of My Best Ideas Yet (In My Opinion), As Of The Credit Should Go To The Creators Of The Game:
Final Fantasy XIII-2 (13-2)
Because They Work A System Of Wound Damage, That Must Be Healed By A Wound Potion.
That Inspired Me For This Idea.
For More Discussion And More Of This Or Less Of That, And Yes This Should Be Done, Or No This Shouldn't Be Done, Please Give Helpful Discussions Below, Thanks For Reading And Thanks To The Hard DUST 514 Working Team For Making This A Great Free To Play Game.
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Sanchez Rivera
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Posted - 2015.04.09 23:11:00 -
[2] - Quote
This Would Also Make The Game More Unique And Fair For Those Without A Squad.
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Sanchez Rivera
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Posted - 2015.04.12 11:25:00 -
[3] - Quote
Thank You All For The Kind Likes And Replies <3
I'll Try To Reply To All Of You, Because I Personally Think This Would Make The Games More Interesting And More Fair To Others, Ok, On To The Replies
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Sanchez Rivera
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Posted - 2015.04.12 11:46:00 -
[4] - Quote
Vyzion Eyri wrote:That's an interesting idea, if it could be implemented properly that'd be cool.
The problem with supply depots is that people can just sit around a supply depot and get stronger regeneration whilst shooting out from it which is probably going to lead to problems. Rather, I think let all repair tools and repair nanohives be able to repair damaged armour. Just not passive regeneration. This leads to a trade-off between sustainability and mobility. Moving around makes it harder to bring along nanohives and logibro, so you might run out of sources to repair your armour damage.
Would give shields another advantage over armour too.
I Like Your Way Of Thinking
1) Maybe Some Sort Of "Hacking" Animation For The Permanent Fix, Let's Say... "Hack" The Supply Depot For X Secs To Full Permanent Fix, Maybe Based On How Much You Have Been Permanently Damaged, If 10% Permanent Damage Then "Hack" Really Fast For Full Repair, Or Even Better, 1 Sec "Hacking" The Supply Depot For Repair = 10 Of Repair Or Something. The Only Thing I Fear About The Hacking For Repair Idea Is The Enemy Actually Hacking The Supply Depot, Could These 2 Be Using The Supply Depot At The Same Time...? Only CCP Knows
2) Good Point On Giving The Actual Repair Tool The Wound Fix, Maybe Normal Fix And Wound Fix Could Work, This Would Also Make Logis More Useful, But I Feel It Could Be Abused, I'd Prefer Resistance, Like, If You Are Being Repaired, You'll Gain 50% Less Wound Damage, That Would Also Include The Nanohive, 50% Less Wound Damage Inside A Nanohive, Because If Its Fixable Everywhere... Why Make It Part Of The Game...? Less Wound Damage Modules Could Also Be Good, I'd Would Also Agree If There Could Be A Way Of Not Taking Wound Damage, Like Repair Tool + Nanohive + Less Wound Damage Modules = No Wound Damage.
Thanks, This Could Be Worked A Little More For A Better Game Mechanic
Sorry If My English Is Kinda Bad
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Sanchez Rivera
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Posted - 2015.04.12 12:11:00 -
[5] - Quote
DJINN Jecture wrote:As one of those people who does healing as well as heavy, scout use, I would disagree with this making any part of the game better.
As for why, well for instance this makes all our fragile suits more fragile, our tanky suits less tanky and as someone who normally does not go 30/0 I feel this would make it even harder to get close to that number. At least with full heath I can feel like I may be able to take on one of those 30/0 guys but with little pieces nibbled off after each engagement it seems like eventually you are going to not come back from them. As a Logi I typically take some of the damage meant for the heavy and seeing as the way that you are talking that a Logi need be Paired with a Heavy for him to rep up it stands to reason a Logi would need a Logi as well. This also overcomplicates formulas currently in use for damage and adds another counter of "wound" damage to a merc that seems really unnecessary.
Thanks, That's Useful To Know
1) I Feel Like Scouts Should First Have A "Fall From High Places" Less Damage Fix First, Because Wound Damage Could Kill You On A "Fall From High Place" Situation.
2) It Could Get Its Better Resistance, Maybe Even Self Repair For Scouts Only, Let's Say A 2% Of Wound Damage...? Or Self Repair At 0.50/Sec Of Self Repair, I Totally Understand It On Scouts, I Run A Min Scout For Hacking And Passive Scans, And With No Added Total HP, I Do Really Bad On Surviving, But I Win Games Because Of Hacking And Taking Risks For Killing And Winning, But I Fell The Anything Kills Me With One Hit, 1 Bolt Pistol Shot, 1 Sniper Shot, 1 Charged ScR Shot, In Scanned Everywhere, Its A Hard Life... But As Of For That, I Been Thinking That Regen Kind Of Modules Should Give More Resistance To Wound Damage, That Could Work Great.
3) Heavies Are Slow, And Yes, The Have A Lot Of Total HP, True, They Would Feel Less Tanky Indeed, But My Idea Is That If You Take 2,000 From Regen To Regen, That Should At Least Leave A Mark, Permanent Mark, So That's Why I Came Up This, But Its Not The End Of The World, You Die And You Use A New Suit With No Wound Damage On It, Or Go Fix With A Logi, Or Supply Depot, Is 20 Non Regen-able Damage Too Bad From 400 Damage Taken...? If You Think 20 Non Regen From 400 Total Damage Is Bad Then Wow, We Really Don't Wanna Give Others A Chance At All
4) One Of The Things That Could Be Done Too Is Give The Logi A Slow Low Regen From Wound Damage As Well, Maybe 1/Sec Self Wound Damage Fix, And Some Resistance As Well, In Any Way, This Wound Damage Won't Affect The Non Surviving From A 1 VS 1 Because It Will Be Dead... Also, Maybe Revives Could Repair Wound Damage, This Would Be Another Thing To Make Logis Useful
Thanks, Very Useful
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Sanchez Rivera
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Posted - 2015.04.12 12:35:00 -
[6] - Quote
Breakin Stuff wrote:how exactly is someone being rabidly good a problem?
this is trying to do what?
Don't get me wrong, I love ruining a tryhard's perfect kill count.
But saying that someone being good enough to do 30/0 is somehow unfair is really reaching.
Especially since I'm the smartass that occasionally goes 45/10 on my own at least once every week or two. sometimes I do better.
I also almost invariably run solo.
so tell me, why is this a problem?
Bearing in mind I pretty much just run quafe suits before you b*tch about protostomping.
1) Looking It From The Point Of View Of The Creators Of DUST 514 Its A Terrible Problem, If You Could Do This In A Battle [ Total Of Dust Players Killed ] / 0 Deaths That Makes 1 Person Feel Happy With The Game, The Rest Not Feeling Well With The Games, This Translates To Less $$$ For CCP, So In DEVs Kind Of View Its A Problem.
2) This Is Trying To Give A Better Chance To Those That Don't Play Well, Also Make The Good Players Leave The Killing For A Sec And Look For Help Or Die. This Also Includes Letting "Bad" Players Do More When Red Lined.
3) People Mostly Do 30/0 Because Of Extra Total HP Over Others Or Quicker, Or Less Risk Takers Like Snipers And Tanks, Have You Head Shot And MCC Sniper And The Head, He Survives, And Comes Back Fully Regen-ed And Kills You Back...? I Have, And Alot, Shouldn't The Head Shot At Least Leave A Mark...? Think About It Please... Not Personal, But The Wound Damage Will Make Him Look For Help, And Not Snipe For A While At Least.
4) If You Take 2,000 Total Damage From Regen To Regen, And Don't Die, You Think Its Fair To Have The Same Chance That Someone That Just Spawned...? Please Think About It, Non Personal.
5) Running Solo Is Extremely Hard, I Get It, But Its Un-fair If Someone Is Just Waiting In The Same Spot To Kill An Easy Fish, Not Just That, The Fact That You Damage And Damage And Damage The Player Over And Over And Its Gets Its Total HP Back In 20 Secs Or Less, Shouldn't That Leave A Mark...? Come On, We All Been There, Not Personal
6) Its Mostly A Problem For CCP, Less Good New Players, Less $$$, And Even Makes The Game More Real, Shoot Someone One The Leg, Or Hand, Then Try To Gun VS Gun With Him, Who Has More Chances Of Killing The Other...?
Thanks For The Reply
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Sanchez Rivera
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Posted - 2015.04.12 12:43:00 -
[7] - Quote
Godin Thekiller wrote:This is a derp level terribad idea. hell no
good people are good, this will just give them MORE of an advantage. This also fucks over solo players even more. Just no.
1) Yes, Good People Are Good.
2) This Would Give Everyone A Fair Advantage. Not Only You Will Be Taking Wound Damage, Everyone Will Take Wound Damage.
3) Solo Players Will Find Their Wounded Enemies Too, Its Not So Bad, It Just Needs More Thinking The Idea
Thanks, And As Long As You Die, Your Wounds Will Be Fixed With A New Suit, Or Go Repair Them, Maybe More Supply Depots Could Be A Good Idea.
Non Personal, But I Feel You Really Should Think About Others More, I Have Moments I Kill A "Bad" Player Over And Over, And You Know What... I Let Him Kill Me If I Killed Him A Few Times, That's Respect <3
Good Day
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Sanchez Rivera
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Posted - 2015.04.12 12:49:00 -
[8] - Quote
Apocalyptic Destroyer wrote:No. If someone goes 30/0 and YOU'RE in the match, learn to shoot.
Ok, Wait Till CCP Makes A Map Where There Is Not Cover, Fully Plain Map, Bring Your Best Suit, I'll Bring A Tank, You'll Be For This Begging For This To Be Done Lol
Non Personal, Just A Joke
But Really, 30/0 You Think If You Went That Far, You Should Have The Same Chance From Someone That Just Spawned...? If You Think You Should Have The Same Chance, Then Wow, Maybe You Need To Think About Others A Bit More, Non Personal.
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Sanchez Rivera
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Posted - 2015.04.12 12:51:00 -
[9] - Quote
Vesta Opalus wrote:mite b cool
1) True, Its More Risky For Everyone, More Thinking About, Die Or Fix, Less Abuse Too.
2) Thank You, Have A Good Day
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Sanchez Rivera
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Posted - 2015.04.12 13:10:00 -
[10] - Quote
Boot Booter wrote:This is actually a terrible idea for dust and further hurts people who like to do highly active tanks. What I mean is say I stack a bunch of regulators and rechargers on my cal assault so that I have a small hp pool but high regeneration. The suit is made to take damage in quick succession then repair itself quickly. Even a little bit of this wound damage would severely gimp this kind of suit.
Secondly I don't see how going 30/0 is a problem. Maybe they're just better coordinated, better skilled, and luckier than their opponents that round. You don't see those kind of scores in PC where the game gets truly competitive.
1) This Could Be The Only Thing That I Would Say It Could Be A Bad Thing To Make It Happen.
2) The Fact That Some Should Resist More Than Others Is A Must, Maybe Give Every Regen Kind Of Module A Less Wound Damage Bonus.
3) Also, Make Scouts Take Less Wound Damage, Maybe If It Could Be Done, Add Critical Wound Hits, Chances To Deal More Wound Damage From A Lucky % Chance, Ok, Again:
Scouts: 2% Wound Damage Per Shot, Less Critical Wound Damage Luck Rate, Possible Low Wound Self Regen
Assaults: 4-5% Wound Damage Per Shot, Normal Critical Wound Damage Luck Rate. No Self Regen From Wound Damage
Logis: 3-4% Wound Damage Per Shot, Normal Critical Wound Damage Luck Rate. Low Self Regen From Wound Damage
Heavies: 7-8% Wound Damage Per Shot, High Critical Wound Damage Luck Rate. No Wound Self Regen.
***Critical Wound Damage Luck Rate Could Be Like A Critical Hit On Pokemon Games***
Maybe Damage Done = Critical Wound Damage
OR
Damage Done = 50% Less Of Normal Damage As Wound Damage
This Would Also Put In Game The Resist Factors
Thanks For Kind Reply
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Sanchez Rivera
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Posted - 2015.04.14 20:22:00 -
[11] - Quote
Breakin Stuff wrote:FFS when you respond, use sentences, don't capitalize every goddamned word, it makes the responses incredibly disorienting to read.
Wow, ok, sorry than. Thanks for telling me that i guess. I always write first letter caps on DUST 514 but its ok if you saw that now, i can write normal too. Have a good day?
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Sanchez Rivera
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Posted - 2015.04.14 20:39:00 -
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[/quote] Just because I wanted to see what all the "other kids" were dealing with for healing mechanics in other games I decided install a few on my PC (computer not district) and PS3 and compare healing techniques and KDRs etc.
Games Compared:
- Planetside 2
- Tom Clancy's Ghost Recon Phantoms
- Defiance (PC & PS3)
- COD: Black Ops 2
- Black (PS2)
- ArcheAge
- Eve Online
Results: Planetside 2
- Health Regenerates
- KDR stats not tracked
- PVP MMORPG
Tom Clancy's Ghost Recon
- Health Regenerates
- Hide behind cover and it comes back quicker
- Buy upgrades to the Tac suit to improve regeneration, HP, armor, damage resistance
- KDR only tracked on self by the game
- PVP FPS Multiplayer
Defiance (PC & PS3)
- Shields and Armor regenerate rather quickly
- No Medic class
- KDR not tracked
- PVE MMORPG
COD: Black Ops 2
- Health Regenerates, anyone can revive you
- KDR gets up there on both teams, rare to see 0 deaths
Black (PS2)
- Health regenerates
- Single player game
- KDR not tracked
ArcheAge (PC)
- Health Regenerates when you kill an enemy or don't take damage for a few moments
- Healer class/race with bonuses to healing
- Potions return health to you
- KDR not relevant
- PVE/P MMORPG
Eve Online (PC)
- Shields Regenerate
- Armor reps via armor repairers or remote armor repairers
- Structure repairs via structure repairers or remote hull repairers
- KDR not tracked but kills are
- PVE/P MMORPG
Out of all of this the closest thing I found to "wound damage" was structure damage in Eve Online. Given that we are using dropsuits and not ships this would likely translate into "Clone Damage" and another HP bar for clone hit points and another repair tool of some kind to heal damage not done to the suit but rather damage that made it through the suit.
Notice that none of these other games use wound damage and all the games compared have self reps, allowing players to be self reliant if they escape the combat. Current mechanics in Dust somewhat replicate wound damage with armor. No armor repairer, no health regeneration.
My conclusion is that we don't need another HP bar and we certainly don't need/want wound damage.[/quote]
Ok, Thanks For Kind Research , If This Should Not Be Done, I Guess I Should Be Stopped, But I Still Think I Need More Replies From The New Players , Since Im Sure A Lot Leave This Game Because Its Hard .
I'm Sorry To Say I Don't Have Much Money To Buy More Than What I Have To Compare, But The Famous Games I At Least Had A Chance To Play Like Call Of Duty, Halo And Battlefield (If That's The Way Its Written) I Must Say Most Of Them Or All Of Them (I'm Not Sure) Have Same Total HP For Everyone, No Added HP Mods, That's Why Call Of Duty Is Rare To Not Die, Everyone Has Same Total HP And Halo If I'm In The Right Line, Had An Item You Could Get Where You Had More Total HP But The Added HP Could Not Be Regen-ed, And So On, Same HP For Everyone And If Added HP You Can't Regen It. I'm Sorry If That's The Way I Can Reply You, But If People Agree With You Than Say That This Should NOT Be Done, Its Ok Really.
I'll Do Another Topic About This With Other Ways Of Making Wound Damage Possible.
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Sanchez Rivera
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Posted - 2015.04.14 20:44:00 -
[13] - Quote
Forever ETC wrote:Really like this idea since it can open new windows and features. As said before it also gives shields a buff. Nice idea bro
Thanks Man
But I Really Don't Intend To Only Wound Armor, Shields Also In My List, But Yeah, CCP Takes My Idea And They Mod It Or Not Take At All. Would Add Ways Of Stopping People From Camping And A More Real/Hard Way To Survive When Playing.
Thanks Again
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Sanchez Rivera
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Posted - 2015.04.14 21:09:00 -
[14] - Quote
Imp Smash wrote:I would not be in favor of this. I see the merit of what you are saying OP, but I think the drawbacks that would go with it and the damage to overall match flow would ultimately be a detriment to the game.
Also, we don't need more camping...
Ok, Lets See...
Let's Say 5% Non Regen-able Per Total Damage Dealt.
If You Have A Total Of 800 HP
You Take The Following Damages:
Victim#1
-200 = 10 Wound Damage
Killed 1
Regen 200 (Or 190)
Victim #2
-300 = 15 Wound Damage
Killed 2
Regen The 300 (Or 285)
Victim #3
-400 = 20 Wound Damage
Killed 3
Regen The 400 (Or 380)
Victim #4
-600 = 30 Wound Damage
Killed 4
Regen The 600 (Or 570)
Victim #5
-300 = 15 Wound Damage
Regen The 300 (Or 285)
Total Damage Taken = 1,800
Total Wound Damage = 90
Total Killed = 5
Total HP Left = 710
If Total Damage Would Equal Deaths That Would Be = 2.25 Times
So Having 90 Of Wound Damage Is Really That Bad...?
I Had To Delete And Add Stuff There, If My Math Is Wrong I'll Fix It So
In Other Words, For Every 100 Damage You Take, I'm Asking 5 To Not Be Regen-able
Thanks For Reply
EDIT:
True, We Don't Need More Camping Indeed...
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Sanchez Rivera
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Posted - 2015.04.14 21:35:00 -
[15] - Quote
New Vote Topic HERE
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Sanchez Rivera
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Posted - 2015.04.14 21:41:00 -
[16] - Quote
Kierkegaard Soren wrote:This is such an inelegant solution to a problem that could be fixed, and is being fixed, by the constant reiterations of balance that Rattati is rolling out. i just don't support this.
This Is More To Make Mostly The Campers/Vehicle Users Take A Rest Of The Killing Mind Kind Of Fix, And Search For Help.
In Anyway, I Created Some Other Ideas About It, Check Them Out HERE
Thanks For Your Time
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Sanchez Rivera
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Posted - 2015.04.28 18:06:00 -
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Sorry If It Took Me Long To Reply, I Will Not Keep Pushing The Idea, I'm Sorry Again If Some Got Mad At This , It Is Not In Me To Make Others Feel Bad... I May Only Bump To See What Others Think, Thanks For The Valuable Replies Soldiers...
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Sanchez Rivera
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Posted - 2015.05.08 18:54:00 -
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Meisterjager Jagermeister wrote:oH mY gOD aLL tHE cAPITALIZED wERDZ mAKE mY eYEZ bLEED!!!
I Think You Run It At Over Proto, The Cap Words Lol
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Sanchez Rivera
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Posted - 2015.05.08 18:55:00 -
[19] - Quote
Bumpy Hadoken
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