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Hu Daphoc
Circle of Huskarl Minmatar Republic
1
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Posted - 2012.07.12 11:04:00 -
[1] - Quote
Greetings, this is my feedback thread for Dust 514.
As updates are released, and more testing is possible this post will also be updated.
Controls
Much testing in this area simply can't be properly done until mouse and keyboard support is implemented.
This includes full strafe-jump testing, firing pattern prediction, and if any "rocket jump" style tactics are possible or viable.
[Update 2012/8/29]
Mouse and Keyboard support are now in.
Strafe-Jumping appears to be impossible as a hard limit has been places on how often players can jump and on how quickly you can jump again after landing. I, for one, support this.
It appears rocket jumping is also impossible.
In-Game UI
Gun Models:
Massive gun models help infer the damage potential of a weapon. However in competitive game play such large models simply block one's view. Most of the classic "twitch" FPS games allow gun models to be turned off (Quake, Doom, Unreal Tourney). While other tactical FPS games simply kept gun models small and did not allows them to be toggled (Counter-Strike).
The size of gun models, and whether they can be turned on and off affects the type of FPS game you are offering.
[Update 2012/8/29]
Most all guns can remove or shift their gun model for easy firing with right-click -a good medium.
Cross-Hair Selection:
Dynamic cross-hairs can be useful for learning firing patterns initially. However options to turn dynamics off, and use other cross-hairs are valuable to players at all skills levels. Newer players might like a circle that shows how large the firing pattern is, while veterans with much more experience might prefer a "Quake 3 dot" style point at the screen center.
[Update 2012/8/29]
Its doubtful any cross hair choices will ever be implemented -simply a design decision.
In-Combat Messaging
In the middle of combat any window that takes control from the player is bad, and usually fatal. Hot keys for vehicle orders and other in-game options would be helpful. This will be much easier to implement once keyboard support is added. Once again, its these little things that affect the overall flow and speed of an FPS game.
[Update 2012/8/29]
This is still a major issue after the implementation of KB and mouse support. Calling for vehicles, or server messages take control away from the player. This problem also exists in Eve Online, so one could infer that such UIs are deemed acceptable company wide.
There are other concerns with out of combat interfaces, but I will limit the scope of these reviews to what is happening in "live-fire" situations.
Please be sure to check back as I am able to test more.
See you in game. |
Hu Daphoc
Circle of Huskarl Minmatar Republic
1
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Posted - 2012.07.12 11:04:00 -
[2] - Quote
Reserved |
Hu Daphoc
Circle of Huskarl Minmatar Republic
1
|
Posted - 2012.07.12 11:05:00 -
[3] - Quote
Reserved |
Garrett Blacknova
Codex Troopers
1849
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Posted - 2012.07.12 12:33:00 -
[4] - Quote
Hu Daphoc wrote:"rocket jump" You know friendly fire is coming, right?
Pretty sure this will be out, unless you think getting a corpse up onto that nearby roof is a useful strategy? |
Hu Daphoc
Circle of Huskarl Minmatar Republic
1
|
Posted - 2012.07.13 06:02:00 -
[5] - Quote
Garrett Blacknova wrote:Hu Daphoc wrote:"rocket jump" You know friendly fire is coming, right? Pretty sure this will be out, unless you think getting a corpse up onto that nearby roof is a useful strategy?
It all depends on how much damage is taken from friendly fire, and your own weapons (it can be different). |
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