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KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
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Posted - 2012.07.02 10:55:00 -
[1] - Quote
REQUESTS: -[IMPORTANT] In game tutorial that explains everything. Beside obvious things like fitting, the market, and controls, the tutorial should cover how non-militia items disappear when you die so its best to buy in bulk, the different security levels, the interaction/connection with EVE, and the persistent elements of the game. There should also be a brief explanation of EVE Online, the New Eden world. Making things more user friendly is an alternative.
-[IMPORTANT] allow players to add friends to contact by typing their friends' names. Allow players the option to make their Dust 514 names public to those in their PSN friends list. There should be a system to allow players to form groups/parties together by invitation (invite by name, or by selecting from contacts, and corp lists), and join battles together (the group leader joins the whole group in a battle): This feature is absolutely necessary for playing with groups of friends, and also for player-created corps to deploy and fight as one.
-[IMPORTANT] Medics should be able to see the position/distance of downed teammates on the HUD. Downed players should be able to see the location/distance of nearby medic teammates on the HUD. The time in which the player can be on the ground bleeding out before death should be extended: Currently the medic system is almost useless because medics don't know where their downed teammates are, teammates can't know if medics are nearby so they get impatient, and they can't last long before being sent to the respawn screen. Revived players should choose when to get up to avoid being revived in a line of fire.
-Self sufficiency: There should be a way for mercenaries to make money besides just through doing combat. Some have suggested mining. There should also be a way for mercs to manufacture their own equipment. Part of what makes an MMO special is the power to choose different paths to make a living instead of just being limited to combat.
-Option to turn off the point pop ups for greater immersion. Pretty please, this can't be hard.
-After a battle, it needs to show you your net ISK gains: ISK gained minus ISK worth of items lost in battle. Would be very useful.
-Give points for how much damage done to a person regardless of it's a kill or an assists; if person 1 takes down 90% of an enemy's health, and person 2 takes down the remaining 10%, then person 1 will get 90 points and an assist, and the person 2 will get 10 points and a kill.
-Allow reloading while running, it can be balanced by making reloading like 40% slower while running: Not allowing it is annoying, and breaks the flow of combat. Other games have it, and it doesn't hurt gameplay in those games. It is physically possible.
-The time you spend after death in the spawn selection screen should be deducted from the time needed to spawn on a CRU or drop uplink. If I spend 8 seconds in that screen, and select a CRU as my spawn point, I should only have to wait 2 seconds (meaning you wait 10 seconds total), and if that CRU becomes unavailable, you won't have to wait another 10 second when you pick another spawn point.
-screenshot feature. MAG had a feature that could be accessed through the PS3's XMB. would be useful for bug reports.
-Postgame scoreboard should show points, and be organized by who has the most points. Showing only K/D gives the impression that kills are what is important, and might encourage playing for kills instead of getting objectives. In Ambush mode (team deathmatch) it should remain organized by K/D since that is what's important in that mode.
-There should be more chat options, like a squad only option which would be default in 48+ player games where there could be like 23 other people talking at once, and a leaders only voice chat option for discussing strategy with the commander and other squad leaders.
-More flashy and visually explosive effects from guns and grenades. Brighter grenade explosions, more explosive muzzle flash: It would make sense considering the futuristic nature of the weapons, but also makes things feel more exiting. Plasma weapons like the assault rifle and shotgun shouldn't sound like wimpy old regular weapons, but more like energy weapons.
-Dropsuit modules that deploys from a device on the hand or wrist. Would be activated by holding your hand forward, much like a "super power". It would definitely look more interesting then just throwing a grenade, or dropping a piece of equipment on the floor. These kinds of modules can be like a short range stasis or cryogenic blast to slow down enemies, or a deployable plasma shield manipulated into shape using an electromagnetic field.
-More exotic scifi weapons/equipment like the forge gun, not just scifi versions of regular weapons (like SMG, assault rifle). It would be nice to have something like a blue plasma flame thrower that does close range burning damage. Perhaps gravity gun made from scavenged Yan Jung (from EVE lore) technology. Perhaps bio-mechanical symbiotic dropsuits that regenerates, can be made from Takmahl technology (EVE lore). Mass Effect 3 does a great job in this department, for example, they have a shotgun that's like a powerful lightning flame thrower, but has to reload after each shot. They don't have to be crazy powerful in relation to the defense dropsuits offer, they just have to be more scifi, and interesting compared to the generic FPS weaponry.
-Have EVE Online space stations and ships be playable as maps through boarding. I know a lot of people are resistent to ship boarding, but if CCP can make it make sense with the EVE lore, and balance it to to make it fair, then it should definitely happen. In the comments below, I have a possible explanation.
-[OBVIOUS] Knife should cancel reloading, sprint should cancel crouch, L1 to aim down sight should cancel sprint, voice chat should be enabled BY DEFAULT (communication is too important for it to not be). |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
|
Posted - 2012.07.02 12:12:00 -
[2] - Quote
Some mechanism could be thought of to disable the enemy capsuleer's neural control over his ship, rendering the self destruct option inept. A corporation notices an awesome enemy ship carrying valuable cargo, they engage it in combat until its weakened to a point where one of them can deploy something that severs the pilot's control, put out a contract to mercs to raid the ship for its goods (and maybe to steal the ship itself instead of destroying it), and the person being invaded by Dust bunnies hires some mercs of his own to help defend his ship. In 20 minutes or so, the capsuleer of the boarded ship will regain control of his ship and escape/self destruct; this could be the time limit. I have never played EVE and this is just off the top of my head (and probably very flawed), but I think CCP can think of a way to make it make sense, and use it as a way to add even more depth and connection between Dust and EVE.
Going to bed now. |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
|
Posted - 2012.07.02 19:12:00 -
[3] - Quote
Milk Supreme wrote:Don't forget Jump packs, everyone loves jump packs
Given the nature of this universe, I feel like something like jump packs IS needed. Why? We're in a world where people transcend the very fundamental limits of the universe, they have manipulated spacetime to bypass the speed of light... something like this cannot be understated. To go from that to puny ground soldiers fighting on foot, immortal or not, is a bit silly to me. If it was up to me, every dropsuit would actually be a mech remote controlled from orbit with quantum entangled pairs technology, (or "spooky action at a distance" as Einstein referred to it), and gameplay would in many ways be the same but with jumpacks and rocket boosters in the legs tied to a regenerating fuel gauge that acts like stamina, maybe 4 arms instead of 2 (2 arms are to hold guns, the other 2 would do actions like reloading, knife, deploy equipment, etc). Even that would still primitive in some ways, but would be greatly superior then human soldiers, and more importantly the fighters would have a much greater level of mobility. Its a bit silly for me to expect CCP to do such a fundamental change at this stage, but if everyone had jumpacks built into their dropsuit, then it would defeat that weird sense of obsoleteness that comes with still using slow ground-bound human ground soldiers. The jumpacks shouldn't be faster than running, it shouldn't make shooting someone too hard, or it would become annoying. People may complain about snipers camping on high locations, but you can snipe them down from the ground, get an aerial vehicle and have a turret gunner shoot them, sneak up and reach them by jumpack as well, so I don't think it would lead to imbalance.
These ideas are kind of extreme, and didn't want to put them in the OP because many people don't want such changes. I do want jumpacks, not just as vehicles, but something built in to the suits, even a jet booster on the feet. Having a jumpack as vehicle you buy and deploy would be ok I guess. |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
|
Posted - 2012.07.02 19:25:00 -
[4] - Quote
Velvet Overkill wrote:
To add meaning to the name "dropsuit", players should drop in from the MCC with the use of inertia dampeners at the intial spawn and spawning on lettered objective that your team controls (not talking about the CRUs). Doing so would add a little of the needed flair this game lacks. Could also be an area attack which would damage those wretched kitten eating spawn campers.
Speaking of flair, the colors of the plasma exiting the barrel of guns shouldn't all be the same color. For the variants of each weapon, there should be different muzzle flash colors.
YES! more dropping in would be awesome. I support this totally. Different muzzle flashes for different variants would be cool. I don't like the yellow assault rifle muzzle flash, perhaps an option to customize it would be sufficient. |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
|
Posted - 2012.07.02 23:27:00 -
[5] - Quote
Blue-white muzzle flash would be cool for assault rifles like in the E3 2011 trailer. http://www.youtube.com/watch?v=Gw0gOjOWDuI&feature=plcp I do like the design of the current muzzle flash better, it looks strange and unconventional.
Reiterating some important things: The medic system request is really important for gameplay. The tutorial is the most important for retaining new players. Confusion leads to quitting, which leads to a smaller community, which leads to less people to milk out of microtransaction. More exotic scifi weapons may sound like a novelty, but it would really add to the variety and fun aspect of the gameplay. This would really help with longevity. |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
|
Posted - 2012.07.03 00:13:00 -
[6] - Quote
There is stasis technology in EVE Online (more advanced than just cryo which is just frozen liquids with very low boiling points), and statis would probably work better than cryogenics anyway. http://wiki.eveonline.com/en/wiki/Stasis_Webifier_I found this, something like that for Dust mercs would be a great module. |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
|
Posted - 2012.07.03 16:29:00 -
[7] - Quote
More about exotic scifi weapons:
Firstly, I want to say that I want new weapons that are not just a novelty, but are as genuinely useful as regular weapons like assault rifles and SMGs. Going to throw around some ideas.
_____________________________________________________ Amarr (lasers) -A mid to long range laser weapon firing multiple beams with low but continuous damage. Its advatange is that it doesn't fire one beam, but instead fires four beams lined up on a wide horizontal plane allowing for a wide field of damage to hit multiple targets at once. It could be similar to the line gun in the Dead Space series. -Please make the laser weapon that isn't currently in the beta as versatile as the assault rifle.
Caldari (missiles, railguns) -Antipersonnel stasis webifier: Reduces the maximum speed of an enemy merc by employing micro energy streams which effectively entangle the target temporarily, thereby slowing it down. Would be actvated by aiming one's hand towards an enemy.
Gallente (drones, plasma blasters) -Plasma burner that does short/mid range continuous burning damage. It fires continuously for about 2 seconds before needing to reload. -A long range rifle that fires explosive drone disks that the shooter must remote control to drive them to the target. Has great damage, and great range, but remote controlling the disk into an enemy puts the user at risk since he's no longer observing his own surroundings because the shooter is viewing in the camera perspective of the disk. -A group of spherical flying drones that orbit the player and generate a slight shield. When the player designates a target by aiming a non-lethal laser at an enemy, the drones move towards and fly around the enemy to do some light contnuous damage, and distraction. -A lightning weapon that functions in short and mid range like an SMG, but does lower damage as a tradeoff. The main advantage of it would be that the lightning will have a chaining effect, and would damage multiple nearby enemies all at once (maybe Amarr since its also an energy weapon, but lightning is a form of plasma).
Minmatar (projectiles: autocannons, and artillery) -Artillery spear rifle: A mid range rifle with very slow (1 shot fired every 2 seconds) heavy explosive short spear rounds, it would have high damage. Should be more powerful than a breach assault rifle, but not as powerful as a mass driver. but only a 10 round magazine size.
Yan Jung (maybe made from reverse engineering scavenged technology from ruins) -A gravity gun that fires charged shots, and each shot will be a energy sphere that will pull in anyone that it hits directly (which traps them until the sphere disappears in 10 seconds), and slows the the movement of anyone moving away from it by pulling on them. It would be like the forge gun, but have the effect of trapping or slowing down enemy players. This weapon would be nonlethal. ____________________________________________________________
These are just examples of possible ways to go about adding more interesting weapons. |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
|
Posted - 2012.07.17 18:48:00 -
[8] - Quote
-Jetpacks: Jepacks could be equiped on equipment slots, and guns cannot be used while jetpack is active. Jetpacks would be considerably useful for logistics suits, especially for flying past enemies to plant drop uplinks for his team to spawn, or flying to downed players to revive. Jetpacks shouldn't be too fast so others can still shoot them effectively as they shoot running players; this will keep them for being abused as quick escapes.
-Improve the command system: When using the command wheel, there needs to be some kind of line in your HUD that points to where you're aiming at, like an augmented reality feature. Installations on the battlefield need to be highlighted in the HUD when you aim at them or close to them (targeting needs to be more forgiving like you said); this highlighting will tell you if the command is aimed close enough to the target to be valid, and will also help . Targetting objective letters (A, B, and C) need to be much easier. Last time I tried to use the command wheel to put an order on objective B, I was literally a meter from B and it kept saying invalid target when I tried to put a defend order. An objective is definitely something you should be able to defend. I find the placement of the wheel pretty annoying, it took me a while to figure out how to bring up that wheel, or that I could even do it. Perhaps aiming in and pressing select should pick the target like how you tag with Battlefield, and after the targwt is select it, the wheel shows up to give you options to what kind of target you want it to be (something to attack, to defend, to destroy, to rally at). Perhaps it just needs its own dedicated button.
-Item restrictions based on security level: There should equipment restrictions based on security level, this will make the game tolerable for newbs as well as people without that much time on their hands to play; this would help them play the game without being constantantl-y massacred by those with superior weapons and equipment. Highsec should restrict advanced and prototype gear, lowsec show only restrict prototype gear, and nullsec should only restrict nothing. Dust 514 and EVE Online are already built around the idea of different areas of space have different security levels which affect what you can do there. Long version of the argument in favor of this: https://forums.dust514.com/default.aspx?g=posts&m=196986#post196986
-Assault rifle scope sensitivity: The sensitivity is way too high for the zoom. I have no problem with the current zoom; lower zoom would be ineffective for longer range shooting, and longer range shooting is the only thing the scope is needed for since hipfiring is fairly accurate. CCP, please do no lower the zoom, just decrease the sensitivity while aiming down the scope, or better yet add sensitivity options for when aiming down sights.
-Label friendly dropships on the map: would really help in picking out the right dropships from all the "death trap" dropships since the good pilots with good dropships can inform you of their dropship's label. Spawning on a dropship with an incompetent pilot as its being destroyed is not pleasant.
-More visual filters: Allowing us to see in x-ray, UV, infrared, etc. Some planets can emit light in wavelengths not visible by the human eye, so it makes sense that dropsuits would have capabilities to to see in different wavelengths.
-Bigger font: Many people don't have the luxury of having a big TV. I am not one of those people, but I think font size should be increased for their benefit. Its a small request, and shouldn't be hard to do. Many people have complained and asked about this.
-Sliding: Would be a fun feature. I know CCP is already considering it based on CCP Frame saying he likes it.
-Spawning: Have more than one default spawn. It doesn't make sense tactically to only have one predictable main zone to deploy.
These ideas are not things I came up with, but I thought they were good ideas. |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
|
Posted - 2012.07.18 20:58:00 -
[9] - Quote
Differentiate races: -Different merc quarters reflecting the aesthetics of their race -Different melee weapons. All of them would have the same stats, but they could look different. Minmatar could have a modified tribal weapon for example.
Differentiate HUDs: -Since each of the current dropsuits classes are manufactured by different coorporations from different races, the HUDs should be styled and colored differently. |
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