Pages: 1 [2] 3 4 5 6 7 8 9 :: one page |
|
Author |
Thread Statistics | Show CCP posts - 1 post(s) |
UNDERL0RD
Militaires-Sans-Frontieres
181
|
Posted - 2012.07.03 17:16:00 -
[31] - Quote
Icon to appear in game and on map indicating who needs a revive or really low on ammo. Only visible to those with capabilities to do so. |
UNDERL0RD
Militaires-Sans-Frontieres
181
|
Posted - 2012.07.03 17:17:00 -
[32] - Quote
Able to mute players. |
UNDERL0RD
Militaires-Sans-Frontieres
181
|
Posted - 2012.07.03 17:19:00 -
[33] - Quote
Full stat page for character to display overall stats as you get passive gains through skills. Needs to cover all stats for character. |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
|
Posted - 2012.07.03 17:20:00 -
[34] - 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 |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
|
Posted - 2012.07.03 17:23:00 -
[35] - 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. |
GR1NCH
Isuuaya Tactical Caldari State
199
|
Posted - 2012.07.03 17:29:00 -
[36] - Quote
colour blind options ! |
Karr 0x0202
Zumari Force Projection Caldari State
30
|
Posted - 2012.07.03 17:34:00 -
[37] - Quote
Squad user interface needs a lot of love. Currently, I cannot tell how to use my in-game select menu. |
Boxoffire
Lost-Legion
47
|
Posted - 2012.07.03 17:39:00 -
[38] - Quote
Make the team and squad chat part of the HUD during the matches. And make a quick chat button so you don't have to press select then square to chat, maybe for in-game select is to type into chat and left D-pad is to change chat channels. |
JAG ONE
97
|
Posted - 2012.07.03 17:40:00 -
[39] - Quote
I would like to see a hand to hand combat game added if someone gets close enough to tackle. game will flash a series of random buttons to press with each win your character gains the upper hand or gets countered. 3 wins in a row and it's all over.. |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
|
Posted - 2012.07.03 17:43:00 -
[40] - 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. |
|
Yishai Raide
Crux Special Tasks Group Gallente Federation
33
|
Posted - 2012.07.03 17:47:00 -
[41] - Quote
Quote: 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.
Like a squad lounge! |
RolyatDerTeufel
D3ath D3alers RISE of LEGION
1648
|
Posted - 2012.07.03 17:49:00 -
[42] - Quote
Yishai Raide wrote:Quote: 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.
Like a squad lounge!
One for corporations without a timer.
One for those getting ready for battle.
1st person options for MQ and War Barge |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
|
Posted - 2012.07.03 17:52:00 -
[43] - 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. |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
|
Posted - 2012.07.03 17:59:00 -
[44] - 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. |
Yishai Raide
Crux Special Tasks Group Gallente Federation
33
|
Posted - 2012.07.03 18:02:00 -
[45] - Quote
KAGEHOSHI Horned Wolf wrote: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.
This is probably my largest issue with the game right now. Games should never make you spend unnecessary downtime. |
HowDidThatTaste
461
|
Posted - 2012.07.03 18:03:00 -
[46] - Quote
Others have suggested this but the ability to fist fight in the war barge before the match to get our juices flowing.
Also this would be great for pre match planning sessions so you can punch the dumb a** with a stupid idea... |
Laz Ulian Sol
Pink Fluffy Bounty Hunterz RISE of LEGION
187
|
Posted - 2012.07.03 18:05:00 -
[47] - Quote
I would like to see visor dropsuit modules. (Possibly vehicles too)
EDIT: Just thinking about this some more, these should be activated modules that have cooldowns.
Essentially, since the maps will have different moods (lighting and visibility levels) I think it would be nice to have mods that alter the way we see information on the field.
So, how about visor mods that always remove some kind of hud element for an added hud element. Perhaps a nightvision view that when activated completely turns off radar, health, and weapon display.
Also, how about a zoom view mod that will turn off health and radar but leave ammo displayed on, it could be very useful for snipers wanting to spot before scoping in or even possibly be a way to increase the zoom level on the sniper rifles.
How about an enemy outline view that removes all hud elements for the ability to view the outlines of enemies at very close range(say 5m). Since this is basically a wall hack it would probably need to be extremely high CPU and/or PG costs to try and balance it out.
Another very interesting thought is a visor mod that shows you the direction a player is traveling in. so essentially it'll show an arrow from their person showing how they are moving. At first it seems a bit useless but it can be good at quickly lining up a sniper shot, or winning a gunfight by being able to predict their movements.
Last one I can think of off the top of my head is possibly a tracer view mode that shows the last trajectory of your shot. It can be very useful for seeing your shots visibly miss, it could even be color coded for hits and misses. |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
|
Posted - 2012.07.03 18:06:00 -
[48] - 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. |
John DaMarine
211
|
Posted - 2012.07.03 18:09:00 -
[49] - Quote
The screen when the match ends should show 'assists', 'vehicle's destroyed' and 'points hacked' and 'teammates revived' as well as k/d. |
Lucius Gabnar
Amarr Templars Amarr Empire
61
|
Posted - 2012.07.03 18:33:00 -
[50] - Quote
GR1NCH wrote:colour blind options !
Yeah when you cannot tell the difference between Green and Red ... you're squad pays for it in the end..
Not to mention the instances of being ganked by "Squad mates" |
|
Sersa
69
|
Posted - 2012.07.03 18:35:00 -
[51] - Quote
Possibility to take off helmets, and maybe those tight suits too, and change to something more comfortable when we're not on a battlefield. |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
|
Posted - 2012.07.03 18:49:00 -
[52] - 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. |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
|
Posted - 2012.07.03 18:52:00 -
[53] - 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 |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
|
Posted - 2012.07.03 19:02:00 -
[54] - 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 |
Mo Gallas Gentralde
Crux Special Tasks Group Gallente Federation
178
|
Posted - 2012.07.03 19:08:00 -
[55] - Quote
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. |
EnglishSnake
Zumari Force Projection Caldari State
1012
|
Posted - 2012.07.03 19:10:00 -
[56] - Quote
Xaero 514 wrote:Battlefield 3/Halo: Reach/Killzone 3 style executions when we knife an enemy from behind.
No just no
I have shields and armor for a reason not so you can just run in a scout suit behind me and OHK me |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
|
Posted - 2012.07.03 19:30:00 -
[57] - 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. |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
|
Posted - 2012.07.03 20:02:00 -
[58] - 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. |
fred orpaul
Tritan-Industries Legacy Rising
212
|
Posted - 2012.07.03 20:38:00 -
[59] - Quote
HowDidThatTaste wrote:Others have suggested this but the ability to fist fight in the war barge before the match to get our juices flowing. Also this would be great for pre match planning sessions so you can punch the dumb a** with a stupid idea...
can we have chest bumbs and air guitars tooo?? ok maybe thats to much but some kind of interaction in the war room would be nice. |
Xaero 514
Villore Sec Ops Gallente Federation
324
|
Posted - 2012.07.03 20:52:00 -
[60] - Quote
fred orpaul wrote:HowDidThatTaste wrote:Others have suggested this but the ability to fist fight in the war barge before the match to get our juices flowing. Also this would be great for pre match planning sessions so you can punch the dumb a** with a stupid idea... can we have chest bumbs and air guitars tooo?? ok maybe thats to much but some kind of interaction in the war room would be nice.
A planet that we could visit like a hub would be good. Kinda like the DUST 514 Playstation Home space. Mercs could get a few beers, hookers and have some drunken punch-ups with Mercs from other Corps.
I think fighting in the War Barge would get annoying. It would be annoying like waiting for game of poker in Red Dead Redemption. There's always some spaz that starts punching someone. Then it just gets silly. |
|
|
|
|
Pages: 1 [2] 3 4 5 6 7 8 9 :: one page |
First page | Previous page | Next page | Last page |