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BluMage
18
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Posted - 2012.08.06 11:39:00 -
[1] - Quote
After completing my first weekend with DUST I have some thoughts that I would like to share with CCP and the community. I am not much of a shooter gamer (I have never played a Call of Duty and the last Battle field I played was Bad Company), but the promise of what DUST can become drew me in and I would like to do my part in the beta discussion and progression.
First some of the positive; I do really like the look of the technology and art aesthetic (still has some graphical hiccups though) and I really like how all the gear and equipment has a cultural history to its design and use. While everything has a GÇ£place holderGÇ¥ look to them for this stage of the beta, just reading the descriptions and seeing how its development ties into the racial conflicts and history of the empires is truly inspired. I cannot wait to see each individual weapon and technology being fully rendered and implemented in the future builds.
Also, the staggering amount of customization for load outs and skills (even with half still missing from this build) is simply amazing! I get a very Diablo 2 vibe from the community as strategy and dropsuits are discussed and debated at length. No other shooter out there is this in-depth (even if the remote explosives need some tweaking^^).
For the improvements I do have some things to discuss and suggest. First is the fact that grenades feel a little off. I think that the lack of ability to GÇ£Cook-offGÇ¥ the grenade makes it too easy to throw it, have the opponent kill you, walk over your corpse, and move on to safety well before the grenade explodes. Just feels a little off and I think a GÇ£Cook-offGÇ¥ mechanic would remedy this while adding a little GÇ£dangerGÇ¥ to the user to compensate.
Melee attacks feel very stiff and unwieldy as I often have an enemy directly in front of me and press R3 once, twice, thrice, four times and still no melee as my enemy reloads and guns me down. I just feel that the melee should be more responsive and quick so that it can be used as opportunities arise.
Next is an issue with the skill set that may just be a product of the current build and not the final DUST product, but I would still like to air my concerns. In the current build levels for skills are done in sets of 5, but equipment is done in sets of 3. This makes equipment unlock happen at levels 1, 4, and 5 with levels 2 and 3 feeling like GÇ£Half investment;GÇ¥ you are not getting much for this level, but you will in two more! It feels like gear is meant to be in five tiers instead of three, so this may just be this current build rather than the game plan, but it still feels way off.
Finally, I like that you cannot GÇ£Re-trainGÇ¥ abilities as in real life you cannot unlearn piano to instantly learn the violin, but I think that all skills should have some passive bonus function to compensate. While you may regret putting points into dropships if you later want to focus on HAVs, but a passive bonus to all vehicle speeds from your dropship levels would make the decision feel more tactical and justified rather than GÇ£I just wasted all those points.GÇ¥
Well, like I said, I am not generally a shooter gamer, but I am having a lot of fun here in DUST and cannot wait to see it come to fruition. Thanks CCP for all your hard work and know that I really appreciate and look forward to adding to your beta process. 8êÿO¦áfòÿ8ï¡8ï£8ÿñ!^^
Community: Thoughts? Do you feel the same, or like how some of these things play out? |
Arramakaian Eka
Tronhadar Free Guard Minmatar Republic
363
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Posted - 2012.08.06 12:27:00 -
[2] - Quote
BluMage wrote:Melee attacks feel very stiff and unwieldy as I often have an enemy directly in front of me and press R3 once, twice, thrice, four times and still no melee as my enemy reloads and guns me down. I just feel that the melee should be more responsive and quick so that it can be used as opportunities arise.
Fully agree.
Quote: Next is an issue with the skill set that may just be a product of the current build and not the final DUST product, but I would still like to air my concerns. In the current build levels for skills are done in sets of 5, but equipment is done in sets of 3. This makes equipment unlock happen at levels 1, 4, and 5 with levels 2 and 3 feeling like GÇ£Half investment;GÇ¥ you are not getting much for this level, but you will in two more! It feels like gear is meant to be in five tiers instead of three, so this may just be this current build rather than the game plan, but it still feels way off.
While I see what you're saying, note that although levels 2 and 3 don't unlock anything, they often have a bonus attached to them. That's the way EVE has been built, and I'm sure it's not going to change any time soon.
Quote: Finally, I like that you cannot GÇ£Re-trainGÇ¥ abilities as in real life you cannot unlearn piano to instantly learn the violin, but I think that all skills should have some passive bonus function to compensate. While you may regret putting points into dropships if you later want to focus on HAVs, but a passive bonus to all vehicle speeds from your dropship levels would make the decision feel more tactical and justified rather than GÇ£I just wasted all those points.GÇ¥
Some basic skills do offer a bonus to every type of gadget you're using in the category. The more advanced skills offer more specific bonuses. |
Iceyburnz
316
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Posted - 2012.08.06 12:33:00 -
[3] - Quote
BluMage wrote: Community: Thoughts? Do you feel the same, or like how some of these things play out?
Great first post. Some really good points raised. I can't disagree!
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