Pages: [1] :: one page |
|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |
Dylan Yarbrough
Crux Special Tasks Group Gallente Federation
25
|
Posted - 2012.07.03 02:23:00 -
[1] - Quote
Been waiting for a long time to test this puppy out, and I am LOVING it.
But, just like any beta, there are going to be bugs. As a closed beta player for MAG, and a few other FPS games, I would like to say that this game has a lot of potential, but here is what I have noticed.
If you disagree with any of it, please share, but please do it in a kindly manner, no one likes a prick.
***One more thing, sorry if any of these have been posted before***
1) As one person was saying, this game was a little complicated at first, it took me a good day to get used to everything. But maybe an optional run down of the menus and the way the drop suit fittings work in a video tutorial would be a good idea rather than a quick read through. Same goes for all of the other fittings. Also, a run through of what the store icons mean and how to obtain those specific things needed to get an item to be usable.... make sense?
2) One of the down falls of MAG was there were a lot of players, but sometimes the maps were either just right or too large. In this game there are hardly any players but HUGE maps, not that huge maps are a bad thing, but maybe either lowering the size, or increasing the max user base? Maybe?
3) The orange triangle over the enemy really takes the fun out of the game for me sometimes. I may be the only one, maybe not, but I really like a map that shows location based on who is shooting or who is doing what, and relying on obtainable items to help with identifying the enemy easier. I don't always want them to be pointed out to me, that's for COD fans who want an easy game fix. Again, that could just be me.
4) For this game to succeed it will need a lot of good training, especially for the twitchy COD crowd who MAY give this game the light of day. This kinda ties into point one, but it is a big thing that I highly believe that needs to be implemented.
5) Skills make the game, but there is hardly anything on them. Just a brief explanation on them, but there are skill books you can buy. That leads to confusion. I believe an organized, class based, store should be implemented. Scouts to scouts, Infantry to infantry. That sort of thing, with all of the items available for that class in one area. Leave out the confusion. The way you can navigate the store, in my head anyways, would be like the XMB. Music to Music, Photos to photos. Make sense?
6) I play predominately a scout, and maybe I have to level up more, but it's hard to pinpoint the target with a tiny cross "dot", maybe allowing for optional cross hairs or the dot? Some like the dot, others find it easier with the cross hairs. Also, the snipers seem weak. I shouldn't have to shoot an infantry 4 times below the neck to kill him. It could be my gun (using the farsight sniper), but I have noticed it on other snipers I have tried. It could just be my luck though. Seems like Sniping is impossible. It should be hard, but not so hard that you can't get anything done.
I know this game is still in Beta. Can't wait to see what the next update will be like, but I would like to see these ideas implemented. If someone else has already mentioned them, or if they are in the works, then great! Gonna go see if I can spot any other bugs, try to help get this polished. I have a lot of faith in this game!
|
Aiden Angel
Villore Sec Ops Gallente Federation
49
|
Posted - 2012.07.03 03:10:00 -
[2] - Quote
Lot's of great suggestions.
-The player cap will definitely be brought up. I think it's just 12 on 12 for the beta. From what i've read, the game will support 24 on 24 when released. After that they'd also like to up it 40 on 40(I think) and keep increasing it as long as it works out well. Once again, most of this is just what i've read around the forums.
-I would like a different reticule as well. Maybe give us the option to switch them like you said. As for the sniper, i've gotten hit with one or 2 shots and died. I've never personally used one though.
-Some better tutorials or proper descriptions would be nice. I've figured things out on my own but a lot of people have gotten confused. It'll make it easier for people to really get into the game if they're given better descriptions(tutorials), and if the skills and shop items are organized better.
Also, it's ok to mention something someone else has mentioned. The more people that mention something that would be beneficial to Dust, the more likely they'll listen and work to fix or implement said idea or feature.=)
I too have tons of faith in this game! |
Blamatron Fon
Tronhadar Free Guard Minmatar Republic
0
|
Posted - 2012.07.03 03:22:00 -
[3] - Quote
here's my thoughts on the matter. i tried to answer as many as i could:
1) i agree that the menu for items was a bit tricky. they have all the information spread out over multple pages. it would be better in my opinion if thy had stats on one page, and what you need on the other page, or even on the same page. and yes, i think they should have a short introductory video. would be very helpful
2) i disagree. i like this type of big map as opposed to smaller maps because it encourages team play and tactics. more players would, however, be a benefit all peple can probably agree on.
3) if what you're saying here is "we need more minimap" i agree heartily. the only thing it's good for now is telling me how close to the edge of the map i am. the arrows also make stealth virtually impossible, so they need to tone that back a bit. i do, however, like the aspect that you can see the locations of the enemies that your friend is seeing now. obtainable items to locate the enemy! ooh, that sounds like a good idea. i would pay for that.
5) so like skill trees based on your profession or chosen "career path" as opposed to the hardware they affect? why didn't CCP think of that?
6) i got my first 3 kills as a sniper, and that was BEFORE i figured out how to steady the weapon, so i don't think the snipers are under powered. i have no preferance when it comes to the dot-crosshair debate, so i'm gonna stay out of it.
apologies for spelling errors and capitalization (i'm lazy)
-blamatron |
SuperKing BigNuts
Trinity Council Test Alliance Please Ignore
19
|
Posted - 2012.07.03 03:27:00 -
[4] - Quote
theyre not likely to impliment the class groupings for skills, EVE and DUST arent about predefined classes and roles, you build your own. if you want an agile heavy suit, you CAN, if you want a super tanked scout suit you CAN, as long as the fitting paramaters are followed. its a bit confusing at first, and this is where community becomes impportant to help out some of the rookies once the game gets rolling, just like in eve. tutorials can only go so far in explaining something to someone who doesnt like to sit through a 30 minute demo, that if given the option, will skip.
as far as sniping, you might be lacking skills, or using the wrong sniper, or not supporting the role with proper fit. gunnery 5 and sniper rifles 2, 2x complex(10%) damage mods and charge sniper, i can 1shot most low end suits (scouts and some assaults). and i know i can get more 'gun' out of it with higher suits and better skills still. this is a matter of experience, expirimentation, and a bit of practice. worst comes to worst, try asking around, if you see a sniper on your team with a mic, try askin them, or try sending a mail to a enemy sniper, or if theyre corp mates ask them after the match. sniper overwatch on objectives is frustratingly effective on this current map, seeing as an experienced sniper can, from several different locations, cover all 3 objective points with relative ease, especially defending from counter hacks.
i think the biggest issue i have with snipers atm is the LACK of friendly fire with this build. people shooting first and asking questions later on ANYTHING that moves(especially drop ship missiles). it would weaken the overwatch positions considerably if they didnt have someone relaying intel in the area back to them(currently friendlies having visual of the hostiles) or risk killing friendlies with a stray missile just because 'it moved *FIRE*' |
|
|
|
Pages: [1] :: one page |
First page | Previous page | Next page | Last page |