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KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
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Posted - 2012.07.03 16:41:00 -
[1] - Quote
Improve the medic system: 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.
It sucks having to pick only one. There are so many things I think would improve the game. made a thread about it: https://forums.dust514.com/default.aspx?g=posts&t=24431&find=unread
Also, I kind of agree with Xaero 514's suggestion. The end game scoreboard/ISK/SP menu ends to quickly, and you're just sent back to your claustrophobic tiny cell. It would really be cool if you could hang out in the war room and talk after the battle, or better yet, when a party/group system is implemented, the party should be a nice awesome 3D lobby like the war room; this way when the battle ends, you can stay and chat with your party members in a nice environment similar to the war room. |
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KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
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Posted - 2012.07.03 16:47:00 -
[2] - Quote
Ok, and I must say this is a great idea for a thread. EDIT: might as well add another idea to this thread.
-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.
More specific:
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. |
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KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
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Posted - 2012.07.03 17:01:00 -
[3] - Quote
Xaero 514 wrote:I'd like to see something spectacular happen at the end of the match.
Currently if the MCC gets destroyed, you'll briefly see it exploding and we get kicked out to the results screen. I'd like to see a cinematic where you see it being destroyed in spectacular fashion, or see the other team deploy from it should it make it to the docking zone.
It should be like it looked in the end original trailer where the MCC explodes: http://www.youtube.com/watch?v=jzVjggarRns&feature=plcp
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KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
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Posted - 2012.07.03 17:07:00 -
[4] - Quote
More power for social gaming:
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. Preferably, this grouping system should appear as a 3D room full of group members similar to the war room. |
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KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
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Posted - 2012.07.03 17:13:00 -
[5] - Quote
Barack Ownbama wrote:I would really like to see some form of indication for who has different tier armor. As of right now it seems crazy to me that it's near impossible to tell someone with militia gear apart from someone decked out in prototype gear. Having some form of small indication will help allow new people to not only avoid these players with clearly superior gear but it would also allow teams to to work together to focus on a single threatening target. In EVE you can at least get an idea of what you're up against before a fight and hopefully warp out of there before you get blasted, but in Dust a proto gun can kill a new player so fast they never have a chance to react.
For assault dropsuitsat least, militia gear looks dull and darker then standard and up. But yes I agree with you, I think every grade of dropsuits needs some kind of different coloring or markings on them. |
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KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
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Posted - 2012.07.03 17:16:00 -
[6] - Quote
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. |
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KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
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Posted - 2012.07.03 17:20:00 -
[7] - Quote
Aighun wrote:This thread is a great start. How about making an entire section of the forum for Feedback and Requests?
Ok, I will play. One thing?
Different HUD for the different suit types.
For example, the logistics suit could have the ability to zoom out on the mini map and have icons for fallen comrades, etc.
And it would be great if the different HUDs really reflected their origins in feel, graphics, something like that.
It is weird how they all have different manufacturers from different races, yet the HUDs all look the same. It would be pretty awesome if they used different colors and graphics, like Minmatar logistics could have orange graphics for the graphics. + 1 |
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KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
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Posted - 2012.07.03 17:23:00 -
[8] - Quote
Post-game scoreboard should show points, and be organized by who has the most points. Showing only K/D gives the impression that only 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. |
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KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
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Posted - 2012.07.03 17:43:00 -
[9] - Quote
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. Other example (just in case someone doesn't get it): You've been in the spawn screen for 12 seconds, you select to spawn on a drop uplink that requires a 20 second wait, because you already waited 12 seconds, you only have to wait 8 more seconds (12seconds + 8 seconds = 20 seconds total). If 4 seconds passes after you selected the drop uplink as a spawn point and the drop uplink is destroyed (which cancels your spawn), if you choose another drop uplink with a 20 second wait time, you should only have to wait 4 seconds to spawn on the new drop uplinks (spent 12 seconds before picking a spawn point, 4 seconds waiting to spawn on the first drop uplink, this all totals to 16 seconds out of 20, leaving only 4 more seconds to wait). If after the first drop uplink was destroyed, you picked a CRU to spawn on (10 second time), you shouldn't have to wait at all to spawn since you already spent 16 seconds. |
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KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
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Posted - 2012.07.03 17:52:00 -
[10] - Quote
KAGEHOSHI Horned Wolf wrote: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. Other example (just in case someone doesn't get it): You've been in the spawn screen for 12 seconds, you select to spawn on a drop uplink that requires a 20 second wait, because you already waited 12 seconds, you only have to wait 8 more seconds (12seconds + 8 seconds = 20 seconds total). If 4 seconds passes after you selected the drop uplink as a spawn point and the drop uplink is destroyed (which cancels your spawn), if you choose another drop uplink with a 20 second wait time, you should only have to wait 4 seconds to spawn on the new drop uplinks (spent 12 seconds before picking a spawn point, 4 seconds waiting to spawn on the first drop uplink, this all totals to 16 seconds out of 20, leaving only 4 more seconds to wait). If after the first drop uplink was destroyed, you picked a CRU to spawn on (10 second time), you shouldn't have to wait at all to spawn since you already spent 16 seconds.
This idea has been suggested before by others besides me, but I noticed many a resistant to it, and I'm not sure why. I would appreciate it if someone who disagrees expresses their opinion about why this isn't wanted since I don't really know the argument against it. |
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KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
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Posted - 2012.07.03 17:59:00 -
[11] - Quote
"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."
Copy/paste from a comment someone posted on my thread. I really would like this, the area damage isn't even necessary as long as i get to fall from the sky like an epic boss more. |
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KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
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Posted - 2012.07.03 18:06:00 -
[12] - Quote
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, but complexity should not be sacrificed. |
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KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
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Posted - 2012.07.03 18:49:00 -
[13] - Quote
Vaulting, and sliding. Both tied to stamina More movement options just feel more fun, and if they are tied to stamina, then it won't be spammed. |
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KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
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Posted - 2012.07.03 18:52:00 -
[14] - Quote
Sersa wrote:Possibility to take off helmets, and maybe those tight suits too, and change to something more comfortable when we're not on a battlefield. Yes, this go well with EVE Online character creation and customization, which I want. http://www.youtube.com/watch?v=c3P7cu4ekuY |
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KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
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Posted - 2012.07.03 19:02:00 -
[15] - Quote
This is kind of a shallow request, but better looking animations. I was disappointed in Killzone 3 because they ditched many of the things that make Killzone 2 special, but damn... they really know how to make beautiful animations that make you get lost in the action. The way your guns move when you run, the way they respond when you shoot. This isn't really a priority, but it really adds to the visceral feel of combat, and Dust 514 could really benefit from learning from that. http://www.youtube.com/watch?v=EoOq6r_l1_Q |
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KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
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Posted - 2012.07.03 19:30:00 -
[16] - Quote
Mo Gallas Gentralde wrote:KAGEHOSHI Horned Wolf wrote: This idea has been suggested before by others besides me, but I noticed many a resistant to it, and I'm not sure why. I would appreciate it if someone who disagrees expresses their opinion about why this isn't wanted since I don't really know the argument against it.
Okay, you want examples? Here is one. Instant deployment would be an abuseable feature. Deployment by Spawn points would be faster than walking by foot. People would kill themselves (and hurt their team score) to get to "Point A" faster by simply suiciding with a grenade. Defenders get infinite respawn supplies, while attackers have a limited set. Someone spawn-tripping back and forth to points could easily force the Attackers to loose, not to mention if there were 4-5 doing that all at the same time. Here's another: Say you're hacking an objective, and the enemy squad leader has people on standby in "spawn space" They could literally spawn in, the instant the hack started up, and kill the hacker before it completes. As well as "Sudden Swarming" could be performed at any point with instant spawns. I set a mobile CRU down in your base and within 4 seconds there are 7 people popping out of it?... The whole purpose of the spawn timers is to make it more favorable to move around while Alive, and not waste spawn resources.
Never thought of that before, and thank you for responding :) .I think the benefits would outweigh potential abuse, and I think it should at least be tested considering this is a beta. Perhaps another variation of this idea could eliviate those concerns; The time you spend just in that screen won't be deducted from time needed to spawn, but if you choose a spawn point and it gets cancelled by forces beyond your control (spawn point is destroyed, or hacked), then the time you waited for that spawn will be deducted from the time needed for your next spawn selection.
EDIT: Your first example doesn't really make sense though, people would still have to wait the exact amount of time it takes for a spawn to happen anyway, so suicide won't make you travel faster. 10 seconds to respawn = 5 seconds of doing nothing + 5 seconds of waiting for spawn (or 10 seconds of doing nothing + 0 seconds to spawn), either way it adds up to 10.
My alteration to the original idea covers the second problem. |
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KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
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Posted - 2012.07.03 20:02:00 -
[17] - Quote
The option of turning off point pop ups for greater immersion. I don't need to see a +50 to know I got a kill. |
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KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
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Posted - 2012.07.03 22:33:00 -
[18] - Quote
I don't mind the lack of recoil, makes sense with the futuristic nature of the weapons, but I suppose it wouldn't bother me if there was a bit more kick. I'm more interested in the animations of when the gun when its firing. I want it to look like a raging beast spewing a barrage of death at my enemies; it should rattle and shake. |
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KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
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Posted - 2012.07.04 04:37:00 -
[19] - Quote
gangsta nachos wrote:To be able to reset your skill points and reallocate. If it has been said I'm sorry I missed it. Point me in the direction so I can like it. I support this if the skill reset is something you have to buy with ISK. |
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KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
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Posted - 2012.07.04 21:57:00 -
[20] - Quote
It would be nice to have a confirmation that CCP is paying attention.
I got an idea for Ambush. I use only standard and militia equipment right now, but I noticed Ambush is pretty easy for me, I'm not some beast killer with a great KDR, but I often find myself top of the scoreboard for my team. I think it would be better if things were more challenging, and if there was a new dimension to Ambush (team deathmatch)
My idea. The person with the highest killstreak in the Ambush battle should be marked on their enemies map and HUD with a special indicator as the priority target. This will add more challenge and fun. I know this idea might not really fit into a tactical shooter, but that's why I'm proposing it for Ambush only, its just a team deathmatch mode, not a tactical game mode. Also, it should only be for NPC hired battles, not battles where you are hired by real players. |
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KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
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Posted - 2012.07.05 06:27:00 -
[21] - Quote
People have been asking for some kind of weapon customization, but I think it would be kind of annoying to have to create a weapon fitting within dropsuit a fitting every time I make a new dropsuit fitting. A solution to this would be the ability to select weapon fittings we already made and equip that into a dropsuit fitting. Example: Create a new dropsuit fitting, equip a breach assault rifle, select and customize the assault rifle with some attachments. I go create a new dropsuit fitting, and the previously created assault rifle fitting will be available in the weapons list.
Weapon fitting options modules need to be something more creative and scifi then just things like grips and bipods. |
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KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
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Posted - 2012.07.05 15:55:00 -
[22] - Quote
Achievements view-able on character profile by other players. These could be ribbons that you earn per game, or something of that nature called something else. The number of each you earn should be visible for all to see so they can gauge where you excel at. These sorts of achievements should be attained by getting lots of kills per battle, getting kills with a certain weapon, getting kills with certain vehicles, assists, getting lots of revives, supplying people, hacking specific installation, etc. The next kind of achievement should be some like a medal, ornate, beautiful shiny. It should be earned by doing certain feats hundreds, or thousands of time. A medal can also be earned by receiving a specific ribbon certain amount of times. and maybe have some skillpoint rewards. These should also be visible for others to see your accomplishments.
These should really look beautiful. The best example of beautiful acheivements I can think of is KILLZONE 2's medals. http://image.jeuxvideo.com/images/p3/k/i/killzone-2-playstation-3-ps3-307.jpg |
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KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
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Posted - 2012.07.06 18:11:00 -
[23] - Quote
Aighun wrote:This thread is a great start. How about making an entire section of the forum for Feedback and Requests?
Ok, I will play. One thing?
Different HUD for the different suit types.
For example, the logistics suit could have the ability to zoom out on the mini map and have icons for fallen comrades, etc.
And it would be great if the different HUDs really reflected their origins in feel, graphics, something like that.
I really would like to re-emphasize that this is a really awesome Idea. I hope different HUDs are implemented, it makes sense, different manufacturers and races. This is post #28 from page 2. |
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KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
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Posted - 2012.07.10 14:25:00 -
[24] - Quote
Jetpacks wouldn't be a problem if they were slow. Speed gives an advantage of invulnerability; if you're fast enough, no one can hit you. If jetpacks are made slow, people won't be able to run from a battle successfully (because its slow) by flying away, and thus it won't be cheap. Another way to balance jetpacks would be high CPU/PG requirements. Would be very useful for logistic dropsuits, they have the equipment slots to use it AND support equipment. They can fly past defenses and plant drop uplinks, or effectively get to downed enemies to revive them. There are genuine team applications for jetpacks. And there are ways to prevent abuse. Importantly, jetpacks are FUN (which is the goal of games in general).
I wasn't aware Halo was the only shooter with jetpacks, nor that Halo was the first ever to have it. I don't see anyone whining and saying "deployable spawn points make the game too much like Killzone 2 or Battlefied 3". "Halo did it" is NOT a valid counterargument. |
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KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
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Posted - 2012.07.11 16:46:00 -
[25] - Quote
Ekull Zekariah wrote:KAGEHOSHI Horned Wolf wrote:Jetpacks wouldn't be a problem if they were slow. Speed gives an advantage of invulnerability; if you're fast enough, no one can hit you. If jetpacks are made slow, people won't be able to run from a battle successfully (because its slow) by flying away, and thus it won't be cheap. Another way to balance jetpacks would be high CPU/PG requirements. Would be very useful for logistic dropsuits, they have the equipment slots to use it AND support equipment. They can fly past defenses and plant drop uplinks, or effectively get to downed enemies to revive them. There are genuine team applications for jetpacks. And there are ways to prevent abuse. Importantly, jetpacks are FUN (which is the goal of games in general).
I wasn't aware Halo was the only shooter with jetpacks, nor that Halo was the first ever to have it. I don't see anyone whining and saying "deployable spawn points make the game too much like Killzone 2 or Battlefied 3". "Halo did it" is NOT a valid counterargument. Wasn't really an argument mate. I was joking around with Ludwig. There really IS NO argument with the suggestion of Jet Packs other than there are more important features to focus on. If a Logi was given a Jet Pack option with a HUGE cpu cost that's alright by me.
Oops lol, its just that I seen people seriously mention "it will make the game too much like Halo" before when people suggested it before. Sorry. |
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KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
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Posted - 2012.07.12 03:22:00 -
[26] - Quote
Ludwig Van HeadShotin wrote:Maybe CCP can add some different music like Beethovan mixed with some dubstep, I always love me some Beethovan. *jokes*
I heard someone said that there would be custom soundtracks, but I have no idea if this is true or not. If it isn't, I am requesting it now. I think custom soundtracks would be really awesome. I want to hear some NIN while playing. |
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KAGEHOSHI Horned Wolf
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Posted - 2012.07.12 06:04:00 -
[27] - Quote
Ludwig Van HeadShotin wrote:KAGEHOSHI Horned Wolf wrote:Ludwig Van HeadShotin wrote:Maybe CCP can add some different music like Beethovan mixed with some dubstep, I always love me some Beethovan. *jokes* I heard someone said that there would be custom soundtracks, but I have no idea if this is true or not. If it isn't, I am requesting it now. I think custom soundtracks would be really awesome. I want to hear some NIN while playing. aww yeah. edit, and by NIN I hope you mean Nine Inch Nails.
Yes
totally
I
do |
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KAGEHOSHI Horned Wolf
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Posted - 2012.07.12 21:17:00 -
[28] - Quote
[IMPORTANT] Make controls RESPONSIVE. I'm tired of automatic reloading delaying when I can switch weapons, or completing a reload animation delaying when I can aim down sight. I'm tired of any instance in which my controller input is ignored. |
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KAGEHOSHI Horned Wolf
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Posted - 2012.07.12 21:20:00 -
[29] - Quote
For assault rifles, the sensitivity is way too high for the amount of zoom. 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. |
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KAGEHOSHI Horned Wolf
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Posted - 2012.07.13 20:18:00 -
[30] - Quote
This is really REALLY important. Copy/paste from here https://forums.dust514.com/default.aspx?g=posts&t=26571&find=unread
TL;DR version: 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 constantantly 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.
Many people feel that new players don't really have a chance against veteran players who have superior weapons, dropsuits, and other equipment. This is a major barrier to enjoyment for new players, and can really impede the growth of the game's playerbase; joining a battle with basic gear, and being steamrolled by experienced players with the added advantage of superior equipment can really turn someone away from a game. Players that don't have much time to play will also feel punished since they make enough skill points to be able to use the mre powerful equipment, and thus be at a severe disadvantage. Some would say that it is skill, and not expensive equipment that wins battles, but consider these scenarios: Two teams are overall equal in skill, and tactics, but one team has prototype gear while the other uses militia. Which team do you think will win? Obviously the one with the prototype gear. The same two teams again, but the team using militia equipment is slightly more skilled than the ones using prototype gear. Who do you think will win? It is more than conceivable that the team with prototype gear could still win despite being slightly less skilled than their militia-equipped counterparts; this is because the difference in skill might be less than the difference in quality of equipment.
This game however is an MMO, so it does make sense that you would get greatly superior equipment as they progress, that is how MMO's work generally. The answer to the problem of equipment disparity is NOT to nerf the higher grade equipment since nerfing would make leveling up skills and spending extra money no longer worth it, and equipment does need to get better as you progress because of the MMO nature of the game.
So what is the solution? Equipment restrictions based on security level. As many of you may know, EVE Online and Dust 514 are built to have different security levels reflecting how hardcore and risky certain areas of space are. The way security levels work can be altered a bit to limit what kind grades of dropsuits, guns, and other equiment can be used in each security level such that the lower levels become more friendly to newbs, and also to those who don't have much time to play. Example: High security battles should only allow militia and standard equipment. Low security battles should allow up to advanced equipment. Null security battles should have NO restrictions on what kind of gear you're allowed to use.
This would make the game actually enjoyable for those who are just starting, or don't have much time to play by allowing them to play in more regulated battle environments in which they aren't going against players with massive equipment advantages. Players who want to use advanced and prototype gear can go fight in lower security levels with other hardcore pros like themselves.
CCP has made it know through countless interviews that they want this game to be accessible. They want this game to be something you can jump in and play for a quick battle without having to get deep into its MMO element. Nothing is accessible about joining a game with only militia items, and fighting a team with half their mercs using CreoDron Breach assault rifles, no one will want to just jump in and play. The more people this game manages to retain, then the more people will buy AUR to support CCP. You may not want your gear restricted, but you can always just go to nullsec and conquer planets and take contracts from EVE players without any gear restrictions, or you could go to lowsec with minimal restrictions.
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KAGEHOSHI Horned Wolf
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Posted - 2012.07.15 19:31:00 -
[31] - Quote
Command system needs to improve. Here are some possible ways it could:
When using the command wheel (not the map), 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 .
Targeting 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.
Placing a command from the map is always innacurate, and rally orders appears very far from where you actually placed them. It needs to improve.
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 target 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.
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KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
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Posted - 2012.07.18 22:42:00 -
[32] - Quote
Make racial choices have aesthetic effects:
-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, Caldari keeps the nova knife since it is a Caldari weapon. |
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KAGEHOSHI Horned Wolf
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Posted - 2012.08.03 23:02:00 -
[33] - Quote
Velvet Overkill wrote:Velvet Overkill would very much like planets with giant hostile native animals to fight in PVE.
I want this too. Many people say there are no aliens or any sort of animal life in New Eden besides the slaver hounds, but... COPY PASTE: EVE Online aliens I've found online: http://community.eveonline.com/background/potw/default.asp?cid=may03 http://community.eveonline.com/background/potw/default.asp?cid=jan04 http://community.eveonline.com/background/potw/default.asp?cid=apr03 http://community.eveonline.com/background/potw/default.asp?cid=jun01 http://wiki.eveonline.com/en/wiki/Achuran_songbird http://wiki.eveonline.com/en/wiki/Colelian_Spider_Spruce http://wiki.eveonline.com/en/wiki/Dorga_Roes http://wiki.eveonline.com/en/wiki/Nidupadian_Yorak_Eggs
One of these articles mention "marshy jungles" as well as other animals that are amphibians, which could be a great setting for a PVE battle. We could be hired to secure a location or objective, and be attacked by wild predators. I have been asking for this for a long while. I really think we should have this in addition to drones. |
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KAGEHOSHI Horned Wolf
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Posted - 2012.08.03 23:45:00 -
[34] - Quote
pjster long wrote:Lavender Fields wrote:Turn off the autoaim. Thank you kindly. I dont think that there is autoaim... and if there is... please keep it!
Its a bug, some people have way too much while others have like none. |
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