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KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
|
Posted - 2012.07.25 22:30:00 -
[1] - Quote
To all who will say "Its just a BETA", I say its precisely BECAUSE IT IS A BETA that feedback is needed. This is what you do in a beta, you give feedback. I know CCP are working on things, and believe they will get things done, but there are tons of problems I don't think they ever replied to, or gave any indication that they are aware of.
_____________________________
[CONTROLS] For this portion, I tested the controls of many shooters to compare: Knife swings need to happen faster, with less delay between swings. Currently the knife is bad, not because of low damage, but because its slow and clunky. A slight range boost might be needed as well since there are times in which I attempt to knife from an appropriate distance, and it just seems like it doesn't connect, but that could just be hit detection. I said it before as well as countless others, but I don't think CCP ever commented on this; knifing NEEDS to cancel reloading.
Grenade throws are painfully slow. They take forever to start, and this needs to be improved.
Switching weapons/equipment should be faster.
Sprint should cancel crouch, meaning if you are crouched and try to sprint, it should automatically make you stand up so you can sprint. Yet another thing that has been mentioned a thousand times before, but never seen any word on CCP about if its even acknowledged as an issue.
L1 to aim down sight should cancel sprint. When you're running and press L1, it should stop your sprinting, and make you aim down sight.
When performing an action, holding the button for a second action should make that second action commence as soon as the first action is complete. Example: While doing the reloading animation I hold L1 to aim down sight (ADS), so as soon as I finish reloading I should automatically be in ADS as long as I held L1 past the end of the reloading animation. The reason this is needed is because I try to press L1 to ADS like a millisecond before reloading is finished, and when I finish reloading it doesn't just make me ADS; this usually not a problem in most shooters, but it seems to be a problem in Dust 514 right now.
_____________________________
[SQUAD COMMANDS] Rally orders from the map are inaccurate. They end up on the wrong place.
You can't put capture/defend orders on lettered objectives from the map.
Placing orders with the command wheel, especially on the lettered objectives is especially hard and unforgiving. It's not enough to aim right at the installation, but you also have to aim right at the console. Its ridiculous, and sometimes impossible in a heated battle.
_____________________________
[OTHER THINGS]: Hit detection needs fixing: duh.
Voice chat should be enabled BY DEFAULT. Another thing that's been said before, but I say it again because it might be needed. In a game where communication is so important, it doesn't make sense for it to be off.
Certain actions are not rewarded, but need to be. Cancelling an enemy "virus upload" or "reboot" on an objective (A, B, C), repairing teammates with repair nanohives, destroying enemy drop uplinks and nanohives, people spawning in your dropship. I find it very strange that these things don't get rewarded at all with points despite their obvious team benefits.
Skirmish battles are more fun when 1 or 2 of the letter objectives (A, B. C) are indoors, or inaccessible by vehicles to promote infantry combat; because of this, Skirmish maps from the last build were more enjoyable.
Skirmish battles were also more fun last build because of the 2 preliminary objectives (defense relays) that had to be destroyed in the beginning before the rest of the map, including the 3 main objectives (A, B, C), get unlocked. The inclusion of the 2 preliminary objectives creates a greater sense of variety since you unlock new parts of the map with new objectives. Only 3 simple objectives in Skirmish makes it feel simple and dumbed down. I hope when the full game releases Skirmish is more like the previous build, or keep both kinds. I read in the unofficial patch notes thread that the previous maps will be back, but I don't know if its coming back for Skirmish; it could have just meant the recent reopening of Communications and Biomass in Ambush, and he might have thought it would come next patch instead of sooner.
_____________________________
[TO PREVENT REDUNDANT THREADS]: like this one Make a stickied thread that has all the fixes already in the build yet to be released. Also post all the issues that are acknowledged, and are being looked into. It would help prevent redundancies. Same for suggestions of new features (list of features that will be added, that might be added, and will never be added), I lost count of how many jetpack threads are out there.
_____________________________
[NICE JOB SO FAR CCP] I also want to thank CCP for changes to the medic system, fixing spawning, and the changes to prevent remote explosive abuse; all of which will be in the new build. This is probably the most ambitious and exiting shooter I have ever heard of, and I really hope it succeeds. |
Bresker Veyne
Algintal Core Gallente Federation
152
|
Posted - 2012.07.25 22:57:00 -
[2] - Quote
Sounds good, hope you get the attention of the people at CCP. |
D Park
26
|
Posted - 2012.07.25 23:18:00 -
[3] - Quote
KAGEHOSHI Horned Wolf wrote: [TO PREVENT REDUNDANT THREADS]: like this one
Make a stickied thread that has all the fixes already in the build yet to be released. Also post all the issues that are acknowledged, and are being looked into. It would help prevent redundancies. Same for suggestions of new features (list of features that will be added, that might be added, and will never be added), I lost count of how many jetpack threads are out there.
I've asked for this several times (speaking of redundancy :) ) The community didn't support it, the Devs didn't acknowledge it and it didn't happen. Perhaps there is some value to not putting up a "these are the problems we've heard you guys talk about -- here is a link to the thread where it's being discussed" list. I just don't know what that value might be.
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KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
|
Posted - 2012.07.26 03:33:00 -
[4] - Quote
I use to think controls were unresponsive, but that's just the lag. Whenever I start lagging while switching weapons/equipment (or any other action), the order doesn't go through. Lag needs to be reduced. |
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CCP Frame
Royal Amarr Institute Amarr Empire
351
|
Posted - 2012.07.26 05:04:00 -
[5] - Quote
Thank you for your feedback! We need a template for clean threads like this when posting feedback/suggestions. :) And yes, you can expect threads with known issues and noted feedback in the future, we definitely want to do that. |
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Vrain Matari
ZionTCD Legacy Rising
404
|
Posted - 2012.07.26 10:49:00 -
[6] - Quote
D Park wrote:KAGEHOSHI Horned Wolf wrote: [TO PREVENT REDUNDANT THREADS]: like this one
Make a stickied thread that has all the fixes already in the build yet to be released. Also post all the issues that are acknowledged, and are being looked into. It would help prevent redundancies. Same for suggestions of new features (list of features that will be added, that might be added, and will never be added), I lost count of how many jetpack threads are out there.
I've asked for this several times (speaking of redundancy :) ) The community didn't support it, the Devs didn't acknowledge it and it didn't happen. Perhaps there is some value to not putting up a "these are the problems we've heard you guys talk about -- here is a link to the thread where it's being discussed" list. I just don't know what that value might be.
Here's an example of one thread that had a response from both CCP Commander Wang and CCP Frame - https://forums.dust514.com/default.aspx?g=posts&t=21493
I've been checking for the promised stickied up-to-date issues thread EVERY DAY since Frame mentioned it.
To save you all from reading the entire thread again, here is the punchline:
CCP Frame wrote: We will make sure to have up-to-date thread of all the known issues for every following build. That should save all of us some headache :) - This was originally posted Posted: 2012.07.02 05:30.
Congrats on a great post, KAGEHOSHI Horned Wolf. I think your list, if implemented, would give DUST the foundation it needs to do what it was born to do - Rule the FPS world.
And to CCP, you good folks have done a bang up job, we know you're working like dogs. Maintaining that up-to-date issues thread would really improve the SNR of these forums - a win for the developers as well as the players, all in one swell foop.
|
Seran Jinkar
Sanmatar Kelkoons Minmatar Republic
214
|
Posted - 2012.07.26 12:12:00 -
[7] - Quote
CCP Frame wrote:Thank you for your feedback! We need a template for clean threads like this when posting feedback/suggestions. :) And yes, you can expect threads with known issues and noted feedback in the future, we definitely want to do that.
For sure! that's why the whole "Mindthread" and Streamlining topic has dwindled to page 40whatsoever in the general forum and has never got a blue or red answer. ^^
Check it out! HERE
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RandomZex
Unrepentant Gaming
3
|
Posted - 2012.07.27 18:08:00 -
[8] - Quote
i agree with the OP wholeheartedly |
Vrain Matari
ZionTCD Legacy Rising
404
|
Posted - 2012.08.01 10:59:00 -
[9] - Quote
Thread is important, needs to live for awhile. |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
|
Posted - 2012.08.01 13:23:00 -
[10] - Quote
Apparently many feel that hipfiring has too much usefulness or advantage over aiming down sights and feel a lack of incentive for crouching, and think reducing hipfire accuracy is the solution.Crouching, and aiming down sight should get greater accuracy boosts, especially when combined. Hipfire should not be nerfed though, accurate hipfire is important in low damage/high health games (explanation), and hipfiring is just plain more fun.
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Maken Tosch
263
|
Posted - 2012.08.01 13:47:00 -
[11] - Quote
I like to add to the OP's thread that we should also be given the option to customize the controller buttons. If keyboards and mice are going to be introduced, there is the potential they might be customizable especially when players have specialized gaming keyboards/mice. It just makes sense to simply allow us to customize the PS3 controller in the process. Since I play Halo as well on a weekly basis, it becomes annoying that I have to remember the different control formats. |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
|
Posted - 2012.08.01 13:48:00 -
[12] - Quote
I think its been confirmed that custom controller mapping is coming. |
Laurent Cazaderon
Villore Sec Ops Gallente Federation
1155
|
Posted - 2012.08.01 15:07:00 -
[13] - Quote
KAGEHOSHI Horned Wolf wrote:To all who will say "Its just a BETA", I say its precisely BECAUSE IT IS A BETA that feedback is needed. This is what you do in a beta, you give feedback. I know CCP are working on things, and believe they will get things done, but there are tons of problems I don't think they ever replied to, or gave any indication that they are aware of.
_____________________________
[CONTROLS] For this portion, I tested the controls of many shooters to compare:
Knife swings need to happen faster, with less delay between swings. Currently the knife is bad, not because of low damage, but because its slow and clunky. A slight range boost might be needed as well since there are times in which I attempt to knife from an appropriate distance, and it just seems like it doesn't connect, but that could just be hit detection. I said it before as well as countless others, but I don't think CCP ever commented on this; knifing NEEDS to cancel reloading.
Grenade throws are painfully slow. They take forever to start, and this needs to be improved.
Switching weapons/equipment should be faster.
Sprint should cancel crouch, meaning if you are crouched and try to sprint, it should automatically make you stand up so you can sprint. Yet another thing that has been mentioned a thousand times before, but never seen any word on CCP about if its even acknowledged as an issue.
L1 to aim down sight should cancel sprint. When you're running and press L1, it should stop your sprinting, and make you aim down sight.
When performing an action, holding the button for a second action should make that second action commence as soon as the first action is complete. Example: While doing the reloading animation I hold L1 to aim down sight (ADS), so as soon as I finish reloading I should automatically be in ADS as long as I held L1 past the end of the reloading animation. The reason this is needed is because I try to press L1 to ADS like a millisecond before reloading is finished, and when I finish reloading it doesn't just make me ADS; this usually not a problem in most shooters, but it seems to be a problem in Dust 514 right now.
_____________________________
[SQUAD COMMANDS] Rally orders from the map are inaccurate. They end up on the wrong place.
You can't put capture/defend orders on lettered objectives from the map.
Placing orders with the command wheel, especially on the lettered objectives is especially hard and unforgiving. It's not enough to aim right at the installation, but you also have to aim right at the console. Its ridiculous, and sometimes impossible in a heated battle.
_____________________________
[OTHER THINGS]: Hit detection needs fixing: duh.
Voice chat should be enabled BY DEFAULT. Another thing that's been said before, but I say it again because it might be needed. In a game where communication is so important, it doesn't make sense for it to be off.
Certain actions are not rewarded, but need to be. Cancelling an enemy "virus upload" or "reboot" on an objective (A, B, C), repairing teammates with repair nanohives, destroying enemy drop uplinks and nanohives, people spawning in your dropship. I find it very strange that these things don't get rewarded at all with points despite their obvious team benefits.
Skirmish battles are more fun when 1 or 2 of the letter objectives (A, B. C) are indoors, or inaccessible by vehicles to promote infantry combat; because of this, Skirmish maps from the last build were more enjoyable.
Skirmish battles were also more fun last build because of the 2 preliminary objectives (defense relays) that had to be destroyed in the beginning before the rest of the map, including the 3 main objectives (A, B, C), get unlocked. The inclusion of the 2 preliminary objectives creates a greater sense of variety since you unlock new parts of the map with new objectives. Only 3 simple objectives in Skirmish makes it feel simple and dumbed down. I hope when the full game releases Skirmish is more like the previous build, or keep both kinds. I read in the unofficial patch notes thread that the previous maps will be back, but I don't know if its coming back for Skirmish; it could have just meant the recent reopening of Communications and Biomass in Ambush, and he might have thought it would come next patch instead of sooner.
_____________________________
[TO PREVENT REDUNDANT THREADS]: like this one Make a stickied thread that has all the fixes already in the build yet to be released. Also post all the issues that are acknowledged, and are being looked into. It would help prevent redundancies. Same for suggestions of new features (list of features that will be added, that might be added, and will never be added), I lost count of how many jetpack threads are out there.
_____________________________
[NICE JOB SO FAR CCP] I also want to thank CCP for changes to the medic system, fixing spawning, and the changes to prevent remote explosive abuse; all of which will be in the new build. This is probably the most ambitious and exiting shooter I have ever heard of, and I really hope it succeeds.
Hey KAGE, whoever would say to you "this is a beta" would deserve a bullet in the head. Whining topics are the only one that deserves such treatment.
Did you test the in-game squad leader tools by the way ? Cause i dont see anything related to that. In fact, i think a lot of people have no idea they can give orders without using the map. (Pushing R3 while holding R2) |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
|
Posted - 2012.08.01 15:13:00 -
[14] - Quote
Laurent Cazaderon wrote:
Hey KAGE, whoever would say to you "this is a beta" would deserve a bullet in the head. Whining topics are the only one that deserves such treatment.
Did you test the in-game squad leader tools by the way ? Cause i dont see anything related to that. In fact, i think a lot of people have no idea they can give orders without using the map. (Pushing R3 while holding R2)
I did, Its what the part about the command wheel. "Placing orders with the command wheel, especially on the lettered objectives is especially hard and unforgiving. It's not enough to aim right at the installation, but you also have to aim right at the console. Its ridiculous, and sometimes impossible in a heated battle."
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KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
|
Posted - 2012.08.01 16:35:00 -
[15] - Quote
Just to clarify, the slowness of the controls should not just be handled by releasing skills to improve them. They should be faster by default. |
pjster long
Doomheim
28
|
Posted - 2012.08.01 18:42:00 -
[16] - Quote
KAGEHOSHI Horned Wolf wrote:
Knife swings need to happen faster, with less delay between swings. Currently the knife is bad, not because of low damage, but because its slow and clunky. A slight range boost might be needed as well since there are times in which I attempt to knife from an appropriate distance, and it just seems like it doesn't connect, but that could just be hit detection. I said it before as well as countless others, but I don't think CCP ever commented on this; knifing NEEDS to cancel reloading.
I don't even think that I can knife while reloading!!! I hate it when I am reloading and I die because I can't knife the person right in front of me...!!!!!!!!!!!!!
|
Degren Cthulhu
Bragian Order Amarr Empire
22
|
Posted - 2012.08.01 22:27:00 -
[17] - Quote
call me nuts but i like the fact most actions that people take for granted in games like sprinting from crouch with just one button isnt in this game. i like that you have have to side step out of sprint or just stop sprinting to go ads quick also that you cant knife when reloading, sprinting at your target cancels reloading anyway |
Vrain Matari
ZionTCD Legacy Rising
404
|
Posted - 2012.08.02 03:46:00 -
[18] - Quote
Lots of good stuff in the original post, my motivation for trying to keep the thread alive was the idea of a Dev/GM-maintained feedback thread.
As Kagehoshi says,
"[TO PREVENT REDUNDANT THREADS]: like this one Make a stickied thread that has all the fixes already in the build yet to be released. Also post all the issues that are acknowledged, and are being looked into. It would help prevent redundancies. Same for suggestions of new features (list of features that will be added, that might be added, and will never be added), I lost count of how many jetpack threads are out there. " |
Lord Sedto
Amarr Templars Amarr Empire
25
|
Posted - 2012.08.02 04:07:00 -
[19] - Quote
KAGEHOSHI Horned Wolf wrote:To all who will say "Its just a BETA", I say its precisely BECAUSE IT IS A BETA that feedback is needed. This is what you do in a beta, you give feedback. I know CCP are working on things, and believe they will get things done, but there are tons of problems I don't think they ever replied to, or gave any indication that they are aware of.
_____________________________
[CONTROLS] For this portion, I tested the controls of many shooters to compare:
Knife swings need to happen faster, with less delay between swings. Currently the knife is bad, not because of low damage, but because its slow and clunky. A slight range boost might be needed as well since there are times in which I attempt to knife from an appropriate distance, and it just seems like it doesn't connect, but that could just be hit detection. I said it before as well as countless others, but I don't think CCP ever commented on this; knifing NEEDS to cancel reloading.
Grenade throws are painfully slow. They take forever to start, and this needs to be improved.
Switching weapons/equipment should be faster.
Sprint should cancel crouch, meaning if you are crouched and try to sprint, it should automatically make you stand up so you can sprint. Yet another thing that has been mentioned a thousand times before, but never seen any word on CCP about if its even acknowledged as an issue.
L1 to aim down sight should cancel sprint. When you're running and press L1, it should stop your sprinting, and make you aim down sight.
When performing an action, holding the button for a second action should make that second action commence as soon as the first action is complete. Example: While doing the reloading animation I hold L1 to aim down sight (ADS), so as soon as I finish reloading I should automatically be in ADS as long as I held L1 past the end of the reloading animation. The reason this is needed is because I try to press L1 to ADS like a millisecond before reloading is finished, and when I finish reloading it doesn't just make me ADS; this usually not a problem in most shooters, but it seems to be a problem in Dust 514 right now.
_____________________________
[SQUAD COMMANDS] Rally orders from the map are inaccurate. They end up on the wrong place.
You can't put capture/defend orders on lettered objectives from the map.
Placing orders with the command wheel, especially on the lettered objectives is especially hard and unforgiving. It's not enough to aim right at the installation, but you also have to aim right at the console. Its ridiculous, and sometimes impossible in a heated battle.
_____________________________
[OTHER THINGS]: Hit detection needs fixing: duh.
Voice chat should be enabled BY DEFAULT. Another thing that's been said before, but I say it again because it might be needed. In a game where communication is so important, it doesn't make sense for it to be off.
Certain actions are not rewarded, but need to be. Cancelling an enemy "virus upload" or "reboot" on an objective (A, B, C), repairing teammates with repair nanohives, destroying enemy drop uplinks and nanohives, people spawning in your dropship. I find it very strange that these things don't get rewarded at all with points despite their obvious team benefits.
Skirmish battles are more fun when 1 or 2 of the letter objectives (A, B. C) are indoors, or inaccessible by vehicles to promote infantry combat; because of this, Skirmish maps from the last build were more enjoyable.
Skirmish battles were also more fun last build because of the 2 preliminary objectives (defense relays) that had to be destroyed in the beginning before the rest of the map, including the 3 main objectives (A, B, C), get unlocked. The inclusion of the 2 preliminary objectives creates a greater sense of variety since you unlock new parts of the map with new objectives. Only 3 simple objectives in Skirmish makes it feel simple and dumbed down. I hope when the full game releases Skirmish is more like the previous build, or keep both kinds. I read in the unofficial patch notes thread that the previous maps will be back, but I don't know if its coming back for Skirmish; it could have just meant the recent reopening of Communications and Biomass in Ambush, and he might have thought it would come next patch instead of sooner.
_____________________________
[TO PREVENT REDUNDANT THREADS]: like this one Make a stickied thread that has all the fixes already in the build yet to be released. Also post all the issues that are acknowledged, and are being looked into. It would help prevent redundancies. Same for suggestions of new features (list of features that will be added, that might be added, and will never be added), I lost count of how many jetpack threads are out there.
_____________________________
[NICE JOB SO FAR CCP] I also want to thank CCP for changes to the medic system, fixing spawning, and the changes to prevent remote explosive abuse; all of which will be in the new build. This is probably the most ambitious and exiting shooter I have ever heard of, and I really hope it succeeds.
Good jo I plused you on this just cause its a needed thread. I will post responses and ideas to it tomorrow as I am drunk as a skunk atm haha
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Maffia- Thug
3dge of D4rkness SoulWing Alliance
62
|
Posted - 2012.08.02 16:28:00 -
[20] - Quote
Diddo!! These are all issues that we have all read and heard before. I would really appreciate CCP copying the original post and posting reply comments in red to each item. To let us know what their plans are on each item. Like, weather or not they plan on doing anything with that particular item or if they have it fixed already or if they are working on it. Things like that would be great and help and inform all of us.
And also keep us all from reading and typing the same things over and over again. LoL.
Have fun all. |
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KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
|
Posted - 2012.08.02 16:55:00 -
[21] - Quote
A bit more feedback
[KILLS] This is about kills, and the points, and rewards associated with them:
Often when people get kills, they do so by finishing off the an enemy that another player on their team was just about to kill, this means they do barely any of the work, yet they get most of the points as well as the kill ("kill-stealing"). I believe this should change. I have a suggestion:
Give points for how much damage done to a person regardless of it's a kill or an assists; if person 1 takes down 90% of an enemy's health, and person 2 takes down the remaining 10%, then person 1 will get 90% of the total possible points and an assist, and the person 2 will get 10% of total possible points and a kill.
I'm not actually sure, but from observation it seems KDR plays a role in SP gain, but this needs to be changed if it is indeed the case, because someone's KDR in a battle could be based entirely from "kill-stealing".
Post-game scoreboard should show points, and be organized by who has the most points. Showing only K/D gives the impression that 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.
. |
Vrain Matari
ZionTCD Legacy Rising
404
|
Posted - 2012.08.02 21:40:00 -
[22] - Quote
KAGEHOSHI Horned Wolf wrote:A bit more feedback
[KILLS] This is about kills, and the points, and rewards associated with them:
Often when people get kills, they do so by finishing off the an enemy that another player on their team was just about to kill, this means they do barely any of the work, yet they get most of the points as well as the kill ("kill-stealing"). I believe this should change. I have a suggestion:
Give points for how much damage done to a person regardless of it's a kill or an assists; if person 1 takes down 90% of an enemy's health, and person 2 takes down the remaining 10%, then person 1 will get 90% of the total possible points and an assist, and the person 2 will get 10% of total possible points and a kill.
I'm not actually sure, but from observation it seems KDR plays a role in SP gain, but this needs to be changed if it is indeed the case, because someone's KDR in a battle could be based entirely from "kill-stealing".
Post-game scoreboard should show points, and be organized by who has the most points. Showing only K/D gives the impression that 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.
.
^ This would work. I haven't worried about this issue too much because I figure it averages out. As often as we steal somebody else's kill someone else steals our kill. |
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