Zippy DasPinhead
Tronhadar Free Guard Minmatar Republic
5
|
Posted - 2012.06.29 01:30:00 -
[1] - Quote
I decided instead of trying to make separate posts for all my ideas that I would consolidate all of my ideas at the end of a gaming session into one post. I realize many of these have been mentioned or are already being worked on, but I want to keep everything that I personally notice in one place. I keep a notepad open on my comp while I play for reference on these posts. Also to keep myself organized I will be doing these posts with the following format from now on: A summary of my basic thoughts and impressions, followed by my demands of which there will be few and mainly will only be things promised by CCP already, after that I will give my requests, which are exactly what they sound like, and then notes, which will be bugs and simple requests that are not very important. So with that here are my first comments after playing for a few hours on the 2.0 update.
SUMMARY: First I want to say, great job so far CCP. The step you have taken from the previous beta build to this one is a big one in the right direction. That said this is still a beta and I see a lot of room for improvement yet. And as I have come accustomed to in EVE I know that you will be constantly iterating the game in new and better directions. Also as in EVE, I hope you listen to the community as you have done so far and take what they say seriously. None of this has been a problem in the past with you guys so congrats on being an awesome company. However there are many things that need to happen before this leaves beta, at least in my humble opinion.
DEMANDS: -Continue to watch balance. Again much better on this build but a game such as this will need to be constantly watched for balance issues -Female characters, I have several friends who all are wondering how to create female characters. I know this is already in the works. |
Zippy DasPinhead
Tronhadar Free Guard Minmatar Republic
5
|
Posted - 2012.06.29 01:30:00 -
[2] - Quote
REQUESTS: -Sprinting issues: Sprinting should ALWAYS take precedence. What I mean by this is that if I'm reloading or crouched and I want to sprint, I should just have to click the thumbstick and run. It should cancel the reload/crouch and just let me go. This is ESSENTIAL because as it stands I am very reluctant to crouch at all as I know that if I have to get out of my location in a jiffy I will have to stand up first. Many clones died to get this information... (Obligatory Star Wars reference)
- Map issues: I put a bug report in the survey for this but I'll mention it here, the map doesn't always update allegence switches of turrets/clone units. My team had taken over a point and I was allowed to spawn there but it showed up as red on my map. Not too crucial in gameplay but still an issue that should be resolved before release
-HMG: Now that the much needed damage nerf was put on the HMG it feels much more balanced, however I might suggest a further tweak. Anything I engage at further than spitting distance is easily able to dispatch me. As such I request that the spread on HMGs be SLIGHTLY reduced, as I think the maximum range on the gun is fine, just can't hit consistently at that range. I do think that the lumbering beast that is a heavy dropsuit should be able to be picked off, but I also think that a skilled player in such a suit should be able to at least partially defend him/herself.
-Dropships: Love them, love the mobile spawn point, hate the range. One of the things that makes people pick HMGs or similar guns is that they can be partially effective against both vehicles and infantry. However that is a moot point when a dropship can park up above the range of an HMG and rain down destruction on everyone. Yes a swarm launcher works in that situation, but should the dropships have effectively limitless range?
-Vehicle turrets: Need to improve these, right now if I fire while moving in a secondary turret position, then it will hit somewhere to the left or right depending on the direction of motion. If this is on purpose to involve player skill that's fine, but it needs to be to a lesser extent, and or more consistent with the speed involved.
NOTES: -Smooth: Love that the game is much smoother now. Keep that up :)
-Fitting Issues: Not sure if this was a bug or not, but I cannot use militia dropsuits to make new fits. I was unable to make a fit till I purchased new suits. If this is on purpose, please state it somewhere?
-Militia Gear cat: Yes, just yes.
-Maps: I know CCP is probably trying to limit the map selection so they can get lots of data for each map but please, a little variety goes a LONG way. I get bored playing after only a few rounds even if I am making great progress on my character or on finding bugs.
-Skill Menu: I like that you have the skills broken up into what is currently injected and what can be injected. However I would like to make a small modification to that distinction, what books are owned/injected with what isn't owned but could be injected. This means that if I'm in the market and looking at the prequesits for an item then purchase skill books in the market I don't have to switch over in the skill menu even though I already own the book. (That's poorly worded, ask in comments below if I should clarify)
-Love the weapon reticule updates, both more appealing and easier to use in some cases.
-Modified range on FoF indicators: This was a needed update, but I have a request to fix it some more. I can't be certain, but is there a range where Friend indicators are always off but Foe indicators can be on? I ask because it seems like sometimes two people will be near the edge of my range and one will have a red marker, the other none. I would say that aiming directly at a teammate should show a blue marker regardless of range to avoid confusion.
-Fix of hit detection: Thank you very very much.
-"Enabled walking backwards in MQ and WR" - Prolly invoked the most happiness on my end when reading through update notes |