Pages: 1 :: [one page] |
|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |
Deikin Karura
Crux Special Tasks Group Gallente Federation
8
|
Posted - 2012.07.11 00:36:00 -
[1] - Quote
Here is a list of my feedback and bug reports and suggestions from my experience on the DUST514 Beta to date. I will add to this list as I realise more. I understand that some of these may already be planned to be fixed, or are already likely due in the full game. Additionally, some may not marry well with other planned or existing mechanics or designer-defined play styles. Either way, I hope at least some of it helps.
(The below are in no particular order)
Sprint Interrupt
Summary: Certain actions can interrupt sprinting
Suggestion: Using certain actions while sprinting will either return the in-game character to a walk pace, or stop them entirely, while the user is still holding the sprint command.
Justification: When sprinting, it can be very useful to interrupt this action with another action, to reduce in-game character reaction times to various situations. A suggested example would be to throw a grenade or use a piece of equipment, such as dropping a spawn beacon or ammo.
Obviously there is an argument for developed skill of the user to adjust to how the game is currently; something I agree with and understand, if the debate were for firing a weapon as an interrupt to sprinting. However, for predominantly non-offensive manoeuvres, I think Sprint Interrupt lends itself to smoother gameplay.
Reload Interrupt
Summary: Certain actions can interrupt the weapon reload cycle
Suggestion: Using certain actions while reloading will interrupt the reload cycle (with a slight delay before the interrupting action operates GÇô to provide a slight disadvantage to the reloading character). When switching back/returning to the depleted weapon, the reloading cycle will start from the beginning.
Justification: The reload cycle takes a considerable amount of time, certainly for some weapons. To interrupt this with another action allows the user to sacrifice a more immediately reloaded weapon, in order to perform an action they may deem more tactically wise at that moment. This will allow a great deal more development of user skill and tactics during confrontations, and promote clever use and fitting of secondary weapons or equipment.
For example, I would suggest permitting reload interrupt for switching weapon, switching to equipment and melee attacks (with a slight delay to count for the in-game character putting away their weapon).
Random Catchment Spawn Locations
Summary: Current spawn locations do not vary enough, making spawn-camping easy.
Suggestion: For each spawn point/location, there should be a torus shaped catchment area, of set radius, that the user spawns within at a random point.
Justification: This would help to prevent spawn camping and also increase the tactical play of a user spawning in to a point that is about to be taken by the opposing side. To ensure this is slightly more fair to the opposing side, especially where points of interest are in the centre of the spawn location, I would suggest a torus shaped catchment area. This forces the spawning user to have to journey towards the point of interest, rather than potentially conveniently landing right next to it.
This also makes it a bit more varied and interesting when spawning; rather than always spawning looking in the same direction, next to the same objects every time.
Reduced Turret Flare
Summary: Turret gun flare is currently too large, bright and opaque.
Suggestion: Turret gun flare should be reduced in order to allow users to better see their target.
Justification: Turret gun flare is currently almost prohibitively large and bright, making it very difficult to shoot targets accurately. It also restricts peripheral vision, making keeping an eye on one's surroundings harder. The user is already restricted to a first-person small-angle field of view when using a turret, so this small window should not be further blocked by using the weapon.
Uninterrupted Continuous Spawn Countdown
Summary: Re-spawn countdown should be continuous and uninterruptible.
Suggestion: The countdown to re-spawning should be continuous and not interruptible by spawn-time actions.
Justification: When a user dies, a standard re-spawn counter should start. This should countdown separately to any user action while in the map field viewer (map overview). If the user has not selected a spawn point within this time (or longer), upon selecting a spawn point, spawning should be instant. If the spawn point selected has a delay (such as for basic spawn beacons), then this time should be either added to the spawn countdown or started in addition if the standard spawn countdown has depleted.
This allows the user freedom to judge their actions better when re-spawning. It also allows them to tactically wait and choose a spawn point that is shortly to be captured by their allies, to faster reinforce a spawn location. |
Deikin Karura
Crux Special Tasks Group Gallente Federation
8
|
Posted - 2012.07.11 00:38:00 -
[2] - Quote
Spawn Timer Deducting Suicide Countdown
Summary: Suicide countdowns should reduce the re-spawn countdown
Suggestion: Suicide countdown should be concurrent to the re-spawn countdown. The re-spawn map should be visible with alpha over the battlefield. Users should be able to refuse revival at time of revival or before.
Justification: Currently users frequently instantly commit suicide upon being killed by an opponent. This is to speed up time before their next spawn. This becomes such a habit in earlier player levels and fittings that it can be performed without consideration for near-by Logistics fitted allies or team play.
This reaction will obviously reduce as users play as part of organised teams or with more expensive fittings. However, with more basic fittings and at earlier skill levels or user experience, there is little that promotes non-suicide. This makes one of the strongest factors of the Logistics fitting useless early on and prevents something that can massively change the outcomes of objective-based matches or assault clone counts.
By having the countdown concurrent, users are not penalised for waiting to see if they get revived. By making the map view re-spawn screen alpha over the battlefield, allows users to both plot their re-spawn and still decide if it is tactically sound to be revived. By allowing users the ability to turn on, off, or back on their openness to revival, they can prevent revival actions being performed on them without desire, or change their mind if they make a mistake or the situation changes.
Logistics Dead-Ally Markers
Summary: When equipped with revival equipment, dead allies are displayed on the mini-map and above their corpse
Suggestion: If a user's fitting is equipped with revival equipment, when an ally dies and has not committed suicide, an icon should appear on the mini-map to show that they can be revived. An identical icon should also be displayed besides their name in the game-world.
Justification: Running to save a KOed ally can be very dangerous or a distraction from the current plan or direction of movement for a player. If the targeted dead ally has committed suicide, the effort can be wasted unnecessarily. More importantly, flagging where revival equipment can be used allows for easier communication to the user on how and when to use the tool.
Mini-Map Icons to Represent Kit Type
Summary: Ally icons on mini-map should be different depending on their dropsuit fitting type.
Suggestion: Each dropsuit type should have a unique icon that is displayed within the standard circle of the allied user on the mini-map.
Justification: Having icons of this nature would communicate to users how best to interact with their allied players. For example, it may be more pertinent for a user that is able to supply ammo to head towards a Heavy dropsuit ally, a Heavy fitted player to stay away from a Scout who may be sniping or trying to stealthily flank the opponent, or for Assault players to run ahead of a Logistics fitted player.
In addition, this information could be displayed when an enemy unit is spotted, if the user that spotted the enemy has a sufficiently skilled detection ability or piece of equipment fitted to their kit.
Real-time Action Messages Displayed Longer
Summary: Display action messages (who killed who, etc.) for longer.
Suggestion: To help players know how they died, or have more time to register actions across the battlefield, it would be better if they had more time to read the display of real-time action messages.
Justification: This information can be very useful for tactical information, as well as simply soothing the question of 'how did I die?!'. Currently the messages cycle far too fast and so are very easy to miss.
Isk and Experience Simultaneously Clock in Post-Game Screen
Summary: Clock Isk and Experience simultaneously in the initial post-game stats screen.
Justification: The user has a limited amount of time to view the post-game results and stats. By making the clocking animations for Isk and Experience clock simultaneously, the user has more time to view other information, including the second stats page showing kill:death ratio.
Provide More Stats in Post-Game Screen
Summary: More information should be shown to users in the post-game stats screen
Suggestion: In the second stats screen that shows shared information for all users, more information should be displayed. This could include vehicles destroyed, nodes hacked, players revived, support score, etc.
Justification: Showing off is a strong motivator when playing an FPS. Many players want to play for personal targets other than a high kill:death ratio. By displaying a wider range of information, this both helps to share a user's overall worth and contribution to the team, and also promotes a wider range of play styles. |
Deikin Karura
Crux Special Tasks Group Gallente Federation
8
|
Posted - 2012.07.17 12:11:00 -
[3] - Quote
Re-order Fittings List
Summary: Users can re-order fittings on the fittings list
Suggestion: In the Fittings menu, create an option that allows users to re-order how their fittings appear on the fittings list when spawning in-game.
Justification: Militia fittings very quickly become obsolete, making the top set of options obsolete. Users have to browse down through these every single time they spawn. Additionally, users are likely to have primary and secondary fittings they have for different battle types and situations, as well as back-up fittings for if they forget to restock, or run out of items for their primary fitting. Providing this feature would save on unnecessary scrolling, which quickly becomes irritating.
Change Button for Sending Mails
Summary: Change the button used to send mails.
Suggestion: Make a Send option that users must select in order to send a mail.
Justification: It is natural to press the CROSS button to select a field, but when writing mails, this button sends it. It is very easy to accidentally press CROSS instead of SQUARE when authoring mails.
Improve Spawn Algorithm
Summary: Re-write the spawning algorithm to better suit gameplay.
Suggestion: Re-write the spawning algorithm to take into account proximity to enemies and last death location so that a user does not spawn in the same location they last died in (within a period of 30 seconds, for example), or if the spawn location is within a set radius of one enemy, or a slightly larger radius of multiple enemies.
Justification: Currently the user can often spawn right besides an enemy, who can often be spawn-camping. Additionally, a user can spawn amongst a considerable number of the enemy team, making survival very unlikely, even if they get a kill or two before being taken down. This is very frustrating.
Reduce Spotted Duration
Summary: Reduce the length of time a person is 'spotted'.
Suggestion: Make enemy units 'spotted' (so they appear on the mini-map and receive field icons) for a reduced amount of time after they are no longer in line-of-sight of an opposition unit. If the last opposition unit that spotted the enemy is killed, and no other opposition units recently spotted them, then the enemy's field icon and mini-map icon should disappear instantly.
Justification: When an enemy unit is spotted, they both gain a mini-map icon and battlefield icon indicating their position and direction of view. This remains for too long, making it too easy for other opposition units to find and kill them. This gives players that employ rush tactics (run in with close-range weaponry, attack, then flee), such as scouts, an unfair disadvantage and dissuades a greater range of gameplay tactics. It also makes it easier to find snipers who like to remain in one location.
Bug: Cars do Not Road Kill
Summary: Currently, cars do not seem to road kill.
Description: When driving into enemy units in car-like vehicles, the enemy unit is pushed to one side, rather than being road-killed. If damage is done, this needs to be increased. Merely looking at an enemy in a transport seems to instantly kill them, but physically driving into someone does not.
Display Kill Assists in Post-Game Stats
Suggestion: Display the number of kill assists a user obtained in the post-game statistics screen.
Justification: Users can get many kill assists throughout a battle. This is useful information to all parties. It allows the user to better know how well they did in a battle, and it allows those interested in a user's stats to see how well they did in a battle.
Bug: Corp Chat History is Frequently Wiped
Summary: Corporation chat history data is frequently wiped after a match.
Description: When browsing to the Corporation chat window in the Social menu after a battle, the history/recent chat data is often wiped, making the user unable to review messages sent during their last match/es.
Make Ambush Matches Last Until All Clones are Dead
Suggestion: Make Ambush matches last until literally all units are dead from the other team. When clone reserves are depleted, no one else can spawn, but the remaining units on the battlefield continue until they are all killed. Once clone reserves are depleted, however, a short time limit begins that is visible to all users. This should be no longer than two minutes to prevent users that cannot spawn getting bored. After this time limit is up, the side with the most remaining clones wins if one side is not entirely eradicated.
Justification: When a game is very close, so that there are only a few clones in it between who wins and loses, it is more tense if those left on the battlefield, once all reserves are up, get the last ditch attempt at saving the day. The time limit not only promotes rushed attempts at finding remaining opponents, but also adds further tension. Additionally, this gives a user that saves the day the 'hero' factor to those watching/waiting on their team.
View Scores While Dead
Summary: Users should be able to view current scores while in the spawn map-view menu
Suggestion: When a user is dead and choosing spawn location or waiting for their re-spawn counter, they should be able to see the current score table.
Justification: Permitting this will reduce irritation or boredom while waiting to spawn. It also allows users to keep track of the game while safe, rather than risking looking at the table while alive in-game. |
Deikin Karura
Crux Special Tasks Group Gallente Federation
8
|
Posted - 2012.07.17 12:14:00 -
[4] - Quote
Last Match Review
Summary: Users can view the results from the last match played once the match is over.
Suggestion: Create an option in the Battle section of the main menu that allows users to view the results of the last match they played.
Justification: There is not enough time after a match, before the user is kicked back to the menu area, to take any meaningful look at the results. A user may wish to better observe their received skill points and Isk, to create plans or keep records in order to better plan their skill and purchasing plans. They may also wish to spend more time comparing kill:death. Additionally, if a user wishes to perform any social actions on another player (e.g. send mail, add to contacts, etc.), they have all the time they need to do this. Currently if a user tries to send a mail in this way in the post-match screen, they are interrupted and their action cancelled as the match ends and they return to the main menu area.
Bug: Remote Explosives Explode After Death
Summary: Upon dying, a user's placed remote explosives can be detonated/explode.
Description: After killing an enemy that has placed a remote explosive shortly before dying, the enemy seems to be able to subsequently detonate the explosive while dead, or the explosive auto-detonates once they are dead. Explosives should only explode when triggered by a user that is still alive.
Crouch Interrupt
Summary: The state of being crouched should be interrupted by sprint.
Suggestion: When a user is crouched, if they press the Sprint button, their character should stand up automatically and then start sprinting. There should be a slight delay between being crouched and sprinting to accommodate for the time it takes to stand.
Justification: It is natural and smoother for the user to be able to press the sprint button to sprint when in any position. Sometimes it can be difficult to tell if the player character is crouched or not. Inputting the sprint command should affectively cancel this state as a preference in the movement hierarchy.
Bug: Field Markers Appear when Spawning
Summary: Spawned units have field markers
Description: Spawning enemy units automatically have battlefield markers identifying their position when they spawn, whether they have been spotted or not. This puts users at an instant disadvantage, especially if spawning close to enemy units. (This may only be if the enemy is within the field of view of an opposing unit, but appears whether there are obstacles or not).
Separate Movement Sensitivity Settings
Summary: Have separate sensitivity settings for different movement types.
Suggestion: There should be separate settings for sensitivity. One for general movement, one for aiming down gun sights and one for turrets.
Justification: Users that prefer a low sensitivity setting for aiming are massively hindered when moving in general, as their rotation speed is very slow. Having various settings permits a greater ability to tailor control in all situations. |
|
|
|
Pages: 1 :: [one page] |