Tupni
27
|
Posted - 2012.07.12 16:39:00 -
[1] - Quote
Non-combat things: Using square to launch the virtual keyboard/allow keyboard input feels somewhat counter-intuitive, in most other PS3 games/PS3 widgets I've used 'x' is imployed to that function after highlighting the desired text-box to begin editing. 'x' then instead being to confirm all input has caused me some trouble with naming my character and sending mail.
I feel that pushing right in the Neocom menu should open the branch's function in addition to using 'x' for the same, especially when a similar function is available when navigating the marketplace.
It'd be nice to have more camera control in out of combat third person situations, if only to see the face of the character without them turning around. Improved movement, like being able to run, would also be right grand. It feels like a turtle race on the station most of the time.
It'd also be nice to have another minute or two on station before the game starts to coordinate with one's team; at least later on when combat becomes more variable/competitive.
The ability to commence typing and navigate menus using only a keyboard would be useful so one doesn't have to toggle between the keyboard and controller.
Making chat filters optional would be nice, even if you have to throw in a warning about it, also the current filters only affect the presence of root obscenities. So while kittens is filtered, kitteners, kittening, and etc are not (last I checked anyway).
It's kind of troublesome that moving through the communications window cannot be done using the gamepad buttons.
I think it'd be nice to be able to find oneself on the leaderboards; at least last I tried I couldn't seem to find a way to do so in any automatic way.
The ability to access an in-game manual or knowledge-base would be right handy.
A date-stamp on top of the legal agreements and current version pages would be ideal to denote any changes, or the absence of alterations. I find it troubling that the agreements may have been altered and the only way to be assured that they have not as is, is to read through them again. Not that I expect anything underhanded, but it'd keep my mind at ease.
Skill Stuff: When purchasing skillbooks from the character skill's menu, it would be convenient to know one's current ISK balance.
A loading icon when accessing available skills would be nice given the current delay in display. It took me a day or two to realize that it was just taking some time to load instead of nothing being there.
The ability to look through a comprehensive skill tree in game would be most useful.
Shouldn't Electronics and Engineering affect vehicles like others skills (Shield Management, Mechanics) do?
Technical: Being able to change characters without quitting the game would be useful.
If the shop denoted in a more obvious way what are and what are not blueprints that'd be peachy (not that I think the shop even sells blueprints besides militia gear).
It would be nice being able to see a suit's signature rate under its attributes, and slots.
Would like to be able to use the gamepad to move directly between modules when adjusting fittings.
The cursor used in fittings could be a little more obvious, it feels like it blends in a little bit too much as is and requires some focus.
Why do grenades require any CPU or Power from the suit? Given that they are designed to function in absence of it? I would recommend nullifying this in exchange for a higher skill cost.
Given that one cannot dual wield, why then do the costs of CPU and PWR stack between weapons? It seems like the total cost should be equal to the highest expense between the equipped weapons instead of stacking. It makes sense for vehicles to go as is, since all turrets could be firing at the same time, but not as much on suits (at least to me).
If armor plating slows the dropsuit/vehicle down, then shouldn't the loss of armor see at least a mild increase in movement speed/reduced stamina consumption (if it doesn't already, haven't noticed if so)? Especially with suits since that seems to be a biotic function and usually people don't shoot the legs?
The ability to denote players who posses nanite injectors, and players who have not yet tapped out, and working a means of communication between these two groups would be ideal so that, that function of the game does not become a pointless appendage.
Kind of it's own thing, but it'd be great to be able to actually shoot from dropships as a non-turret passenger. It feels kind of odd that one can't. |
Tupni
27
|
Posted - 2012.07.14 06:03:00 -
[2] - Quote
Also, would be great if it were possible to do damage to incoming MCCs as a player directly (like say with a forge gun, force projecting installations, vehicles), and/or spawn on/inside them and drop onto the battlefield.
It's also kind of strange that as an attacking force on siege maps that the player is instructed to "Destroy" the defensive installations and yet they can only be hacked. I think being able to destroy them, and the MCC, would make for a more interesting and fast paced experience.
Ideally these two things with the accompaniment of suit/vehicle based repair and buffs for installations. I imagine this is all already in the works, but either way I'd like to voice my support for the notion. |