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Iron Wolf Saber
BetaMax.
2867
|
Posted - 2012.08.11 14:56:00 -
[1] - Quote
Welcome to Corp Battle Edition of 101 things in Dust 514 that annoys my fellow Dust Bunnies. Anytime something simple small minor detail annoys us in game we get a bullet and write its name on it. Hopefully CCP shoots these bullets but until then we keep piling them up. You can see the full roster of bullets below enjoy and feel free to add your own. Just remember annoyances such as my 'war hog flips over without input' is an annoyance, "why no magic" however isn't.
As skill points gains are normalized I wont be able to dive into every aspect of game play as easily thus I NEED YOUR HELP to locate, target, identify, and verify any annoyances you find on the field and report them here.
These lists are successful in termination of annoyances, don't believe me? count the 102 killed in the previous build's edition here. 101 Bullets, Assassinated E3 Annoyances
This list will first go by flow then by specific catagory.
Finally remember as much as Dust 514 is a work in progress so is this thread.
Title/Splash Screen
- CCP logo is now much later than normal and its a bit annoying to have once the intro music has started, please put it back at the start with the unreal logo.
- Unreal logo is out of date.
- The nebula in the background has bad dark color gradient this could be my TV but so far no good balance between stars and black space.
- Please expand the information window about server connection to Dust 514 and have an accept once for current version. Only reshow this window if the connection fails as it contains contact/troubleshooting information.
- For the beta only, In big red letters THIS IS A WORK IN PROGRESS on the patch notes page at least
- EULA acceptance should be once per version, requires a forced scroll down in order to accept for that version. Scroll down so it will stop on every paragraph and bold title the paragraph's contents.
- Patch Notes acceptance should be once per version, requires a forced scroll down in order to accept for that version.
- Allow X or any button to bypass the start screen instead of just start button
- Small Clock on the bottom so players are better informed what time it is in New Eden.
- Allow access to system options at title screen before we log in.
- It is too easy to delete a Character by accident.
- MCC burn in needs a bit more refinement on graphics.
- Models are uncharacteristically well lit in this environment and does not match Mew Eden's mood as much.
Loading Screens
- Loading screens do not cycle though various possible controller layouts.
- Loading screens do not have a cancel/reboot option after some time has passed.
- Loading screens do not have lore pages to further the New Eden agenda.
Mercenary Quarters/Avatar All
- Some holos are boringly flat. C'mon 151st century 3d holos are all the rage.
- Star map Holo is... unhonest in appearance, should be a small model of the New Eden galaxy not a star system
- Beds remain nonfucntional and I fear for our clones sanity and need for sleep, please allow us to log out from here.
- Cannot sit on any couch
- Leaderboards seemingly have a shorter access range than most of the other holos
- Holos dont seem unique enough to differentiate between few of them or intuitive enough to indicate the desired panel
- Female Bodies Missing
- No Faces for Avatars (unsure if unreal/ps3 can support Eve's avatar system http://www.youtube.com/watch?v=0KBy8ALzSpc.) I wouldn't mind if it was face only.
- Missing a bookshelf, functionally links to the evelopedia and dispenses either a random chronicle or a random technical article designed for dust 514 viewership
- Walking speeds vary from suit to suit class, this may be an issue with the worn suit itself causing it but try to make everyone walk the same speed if its possible in station environment
- It appears to be a Level of Detail issue that causes the jerky motion other merc's suits when various LOD states are imposed, better model matching during LOD transition would fix this
- Inability to pan the camera in front of the avatar denies some ego inflation, I cannot see the front of my awesome new vk. 0 caldari assault
- If you wont let us pan the camera in front can we get a mirror instead? oh wait removed as per contract agreement nvm.
https://forums.dust514.com/default.aspx?g=posts&m=249544#post249544
- When changing suits there should be a fade in and out to transition instead of waiting to change session.
- A New Eden clock/calendar in the room complete with calendar function
- Possibly when sitting on sofa allow main screen to turn into video player, playing shared movies on the PS3
- The door it wont open! (*eve online joke if you don't get it)
- Sometimes when the avatar is close to a wall its possible to make a 'dropped potato bag' noise as the avatar stutters up and down.
- Because of numerous MQs having this issue, several holos have a very wide area of access regardless of facing that overlaps other holos while others are hard to access.
Amarr
- The Amarrian prayer table in front of the sofa is held down by the will of god and cannot be moved nor would it allow passage to the sinful couch.
- On the wall facing twoards the sofa room near the bed its possible to pan the camera though the wall.
Minmatar
Gallente
- Gallente love affair for coffee tables do not account for massive drop suits, also thier lack of trusting us as the table is bolted to the floor ablit too close to the bolted down sofa.
Caldari
- In extremely rare instances the station maintenance removes the panel and uses a holo to make you think there is a panel there.
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Iron Wolf Saber
BetaMax.
2867
|
Posted - 2012.08.11 14:56:00 -
[2] - Quote
War Room
- The installation base of the star map holo emitter looks albit out of place.
- The star map holo in the war room is only a single star unlike the MQs.
- Keyboards at merc list is non functional would be useful for accessing merc listing
- Keyboards feel they need to be holos instead of flat neon blue panels
- Keyboard art assest seemingly feel they're designed for one handed people.
- Holo Table feels its too short it needs to be raise from shin knocker to at least knee knocker.
- There is no holo UI overlay on the window to the planet, a basic planetary info window would suffice for now such as planet name and New Eden location and type. Future iterations could get more complicated.
- Holo interface are too similar and unintuitive, Infantry should mimic the MQ one, Vehicles should have a picture of a tank, Leaderboards should have a fancy high rank emblem.
- Holotable Map does not correspond with the map being loaded. I would not mind if make takes time generate while waiting for match to start also a chance to make it look cool as it generates.
- There are no controls at this table to place things down, even if the map isnt matching now let us have some fun with it maybe.
- Terminals are arranged in a bad order from the entry of the war room. should be infantry fitting the nearest terminal followed by the vehicle one beside it, with skillsheet and learder on the far side.
- Keyboards placed in front of the displayed market holo should be functional.
- Stairs between the two terminals for convenience
- Near the Tram exit the shadow of a solid geometric stantion from above moves as the character gets closer, this should not be happening as both light source and second floor are not moving to move the shadow on the tram door
- No explanation why we cant get closer to RDVs other than invisible wall, put safetybars in the way at least.
- Tram area also has an invisible access denied area for no apparent reason
- Increase lighting in the RDV bays a bit have the lights change color as they get closer to battle time. Such as bright lights and yellow flasher then darken with red flashers last 10 seconds.
- Warning Lights near the RDV do not influence their light on nearby objects.
- Stairs on the opposite side of the lower area as its possible to fall down but not get back up to where you were
- The inability to go up the ramp in the war room or no explanation as to why.
- Lack of items upstairs possible location for war planners.
- Texture on the inside of the holo screen should try to indicate that's where the emitters are instead of being a solid bar.
- Texture on the warbages frame around the glass does not indicate a mounting surface and looks rather out of place.
- Stairs texture and floor texture meeting point needs to match the quality of art found in the Caldari MQ
- The entire war room needs to match Caldari MQ art quality
- Some sections of the lower wall texture meeting the floor texture also has no 'seperators'
- When people leave the war room they make a dying sound.
- The dust clouds and light beams floating textures from window and strobes are extremly low resolution and rather obvious and distracting.
- The material of floor seams is high gloss in one angle looking at it away from the window but when looking at the floor seam when facing the window it turns into low luster. Consistency with material please.
- additional time between station announcements. (possibly fixed cant verify yet)
- add many more announcements if possible.
- Sound on far side of the holo table and few other locations including foot noises gets weaker while being at near terminal makes it louder as if the place had a speaker there that muted all noises and was the only source of noise in the room.
- Foot Noise is sometimes albit loud.
- Nebulae backgrounds do not reflect planet location then again we haven't really left E-RGP-I to prove this
- If star map holo is final, its missing planets.
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Iron Wolf Saber
BetaMax.
2867
|
Posted - 2012.08.11 14:56:00 -
[3] - Quote
NeoCom
- Does not remember the last page I was on even in the same session.
- Would like to remember the last page I was on when transition sessions from quaters to war room
- Unable to change NeoCom's color theme
- A new eden clock in UTC please
- Missing Jukebox - Bonus also allow dust 514 players to download all of eve's music, preassign all the music to certain played areas for example calm music for the quaters, battle music when out in the field
- Have a Tutorial of sorts that is optional, reward some sp, isk, and items for completing the missions demonstrating the use of some of the not so clear and present features such as skill training, buying items and creating your first suit.
- You cannot scroll up on top of a menu list to reach the bottom
Battlefinder
- There are no filter options fo game types, severs, or number of players
- Map Titles are far too long now. Location should be its own column and filterable as well
- Instant Battle is annoyingly red, recoloring neocom options shouldnt be done unless its a tutorial even then should be a highlight type of recolor
- There is no show information for battles on battlemoon, Triangle should bring up a page about the map some infomration and how its played for the game type in more specific details instead of the one paragraph details. Such as the tutorial page for now. (btw nice add to the war room on this now battlefinder needs it)
Starmap
- Currently no filtering options would like to at least include jump lines and space sov would help connect eve to dust 514
- There is no list option for possible selections as its sometimes hard to find certain areas such as full galaxy map list options would be regions, once in a region it goes down into constellation then planets/moons
- Moons are annoyingly displayed in the solar system, should only be displayed or selectable as part of the planetary system
- Nebulas displayed in the background are not correspondent with eve online and rather have them removed. Maybe only display them in regional view
- Some planets still have extremly awful texture resolution such as Herracin IV is neon pink
- Current nebula in any star system has 3 Neon Green UV map dots showing on the nebula that is simply out of place for the amarrian heaven's gate nebula
- No flatten option.
- Stars are a bit too dim vs eve online starmap.
Character Sheet
- No clear indication you can buy skill books from skills available page
- Skills Available page should be the default skill page
- Skills Available page has gone MIA, SAR is looking where Scotty the docking manager might have jettisoned it
- Possibly a new naming for skills available page to allow display of trained skills as well to be the new default page
- If a player cancels out of the booster market page after being sent there from augmentations, he is not returned to the booster page or character sheet section
- When purchasing skillbooks some will pop up asking if you want to use the book others do not.
- When purchasing a skillbook that isnt learned yet but qualify for its injection should default to purchase and use skillbook.
Market/Assests
- Option to filter out aurum items in market
- Stats/fitting pages are not browsable, Every stats needs a tool tip when highlighted to help self informers learn more about stats and what they do for players
- Cannot sell items
- Cannot scrap items
- Compare tool missing
- No High LOD Model Preview of any item, would like to have a full screen preview for each item and be able to spin said item (oh dear gun spinnning a new past time?)
- Default Option to display a warning when about to spend Aurum it is very easy to accidentally spend the stuff. Have the ability to turn off warning pernamently in either warning message or settings
- No clear indicator of the difference between a BPO and BPC
- All Type-1 Cosmetic Option Armors needs BPO sale options that are much more expensive and still costs isk to restock it but its a buy once option
- Sometimes Scotty, the docking manager, will accidentally jettison all of my possesions (* another eve online joke)
- Vehicles are now missing various peformance information
- Aurum based items need to have the golden aurum icon in one little corner of its picture to help signify its a real money transaction item
- Market Listing is not broken down further into sub types of modules, such as armor, with armor plates, remote repairs, self repairs, and resistance places all stacking up makes for long long long lists
- Assest listing is large and rather annoying and uninteractive.
- Arum page takes too long to load for just 4 items.
- Its too easy to accidently browse wrong pages in market using stick or dpad, please restrict to accept or back buttons.
- Summary Descriptions oftenly have details to the variant in summary while the pulled up information window doesnt.
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Iron Wolf Saber
BetaMax.
2867
|
Posted - 2012.08.11 14:56:00 -
[4] - Quote
NeoCom Continued
Fitting
- The ability to rearrange fittings and the order they appear in
- Sometimes the fitting list goes out of order
- Warning for about to spend aurum when restocking fits with Aurum
- When Restocking having the default number autoadjusted to minimal number of fits possible
- Option to restock each fit seperately (IE each fit is a box, only pulls items from its own box and doesnt go outside the box)
- There is no option to change type of restock option from additive, match number, and seperate, Triangle on quantity highlight would work then an icon representing types of restock (box for seperate, plus for additive, two empty infantry and one hollow infantry cru icon for number match)
- Numbers of items displayed are sometimes hidden by Shield Extender Icon
- Number of possible combat fits are missing from fitting browsing and on the fitting window itself (similar to how battleselection has it now)
- When a module is highlighted there is no popup indicating its name, this would be most helpful for fitting
Social
- The ability to change voice channels is not clearly marked out
- Chat needs to span the entire page and have larger text options, Possibly having adjustable view windows such as multiple tiled text chats between corp, team, local and friends
- A quick option to have voice follow the highlighted channel
- No clear indicator to whois squad leader
- Cannot invite a player to squad from the player list
- Contact list sorting is most unsual and not understood, at least have it alpha betical order, future interations to include currently logged on.
Options
- Remappable controls missing
- Cannot assing number keys to equipment.
- Far to often is the O used for cancle and accept, please make it universal so that X is accept, and [-] is cancle, /\ is information and O alternative accept/second option
Tutoritals
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Iron Wolf Saber
BetaMax.
2867
|
Posted - 2012.08.11 14:57:00 -
[5] - Quote
Battlefield Dynamics and Envrionment
- Improper naming convention, Current Missile turrets should be changes to rocket turrets unless you plan to allow people to lock onto targets with them.
- If done add missile turrets as well with locking action, slower refire rate, smaller blast radius but more damage for direct hit.
- HP bars in the combat area is no longer acceptable with passive window showing all the hp bar infomration I could want. Please reduce clutter in combat window by leaving only unit type icons.
- There is no list on the spawn window indicating status of players including squad, position(ie vehicle or turret they're in) or anything of the sort.
- Does not remember the last suit used
- Hit indicator with freindly fire turned off still registers and becomes distracting, if freindly fire is off disable this please
- Mini Maps no longer indicate a redline
- Scan info, effective range is rather confusing and almost not certainly known what it is for.
- Friend or Foe on Recitle unreliable shift from Blue to Green makes it hard to read and with the distance gauging issues.
- Aim indicators still needs fine range tuning to basically indicate hittable range if it goes red.
- More cover littering some places and or randomized ones to keep things interesting.
- The map feels not as dead, not enough activity going on with the facilty itself or any of the sturcutres, more lights some more animations would help such as fans turbines, opening and closing doors and gates that rise and go down or get blown up to bits. (gates can be potentially a defense building can have one that stops everything or one that just stops vehicles from rolling though)
- There is no electronic warfare, yet... Because of Falcon.
- Temeprate planets are missing trees still.
- Lacking Night mood now
- Some facilites do not have enough lights when twilight mood is set such as the motor pool and apartment buildings.
- While the beinnings of adverse weather is showing it wouldnt hurt to get other varieties such as thicker dust storms, strong wind storms, fog and rain.
- Adverse weather should also have slighlty more notable effects.
- Randomize the envrionment variables just a little bit make the maps come more alive such as where trucks are parked or where cargo containers are placed or barricades positioned on facility tiles.
- Communication Towers should be massive radiation hazards espeically near the top, have them sap HP for being on them.
- Other hazards should be posisble on the envrionment good examples where the biomass liquids on that facility.
- Warp bubble animation and noise for spawns that are by points of interest or drop links.
- Please for the love of all things amarr, give us visual indicator at the start of the battle of being the attacker or defender for skirmish maps.
- CRUs have no animation of people spawning around them make them puff out a large short lived vapor of mist to obsure the spawn location a bit and give the spawner a chance. Mist can be explained by detanking the clone and manufacturing the equipment.
- Turret AI control is no where near as deadly as manned gun which would make future player controlled deployments questionable waste of isk if it cannot reliably defend an aera to any degree.
- Minimap icons should pulse when they are firing to help draw in the idea that firing even while random pings you on sensors and who is in trouble or help you and your squad poin thier guns in the right direction if one squad member starts wailing away at far away threats.
- Minimap icons should fade in and out when spotted/picked up by sensors or this further solidifies the fact there are sensors and they are based on your signature strength
- Most deployables feel dead and do not animate at all when performing thier job such as a small repair nanite emmiter on top of supply depots that shoots at vehicles.
- Some potentially destroyable objects on the map are not. IE lamp posts. Not expecting to blow up the whole world but would like to blow out windows, Tank Traps, and a few other things such as the civillian vehicles having a demolished state but not get recycled to not entirely diminish thier cover value while others will get erased like the vehicles do.
- Consider Auto Gates, Tank Traps, even fences/walls as potential deployable defenses. Auto gates only lets owners by one could be block all one could be block vehicles only. Tank Traps as seen in the new platue map can block off a tank's access unless its hacked.
- Physics is unreliable for damage calcualtion at times unable to verify at current price points.
- Its possible to get wedged in and stuck in some places.
- Some map tiles have a slight hole in the floor, such as the single raised Wearhouse tile in one corer of the concret. Not sure if its the wearhouses fault or the 'Eden Prime' Map's fault.
- The fuel station (the small black platform with one set of stairs to the side) stairs dont go far down enough on some maps resulting in dropsuit banging thier knees on the first step and unable to get up the stairs.
- Sometimes the HP bars dont move on targets despite getting damage.
- Sometimes hit indicator on target does not work at all. Mostly for shots that stray out of the recitile or really long range shots where target info doesnt show.
- Command and Control is extremly difficult and sometimes convulted.
- Cannot access Kill Log of the match
- Cannot access the battle report after a match.
- Sometimes HP bars are not accurate.
- Battleresults takes too long.
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Iron Wolf Saber
BetaMax.
2867
|
Posted - 2012.08.11 14:57:00 -
[6] - Quote
Infantry Combat
- Grenade Icons on ammo counter do not indicate which grenade is equipped from AV, Anti Infantry, or Flux.
- Grenades do not trigger a promity indicator thats a higher prioirty (more obvious) in overview to alert target and scream at him that there is a grenade near him. This should be disbaled while scoped.
- Downed players should still be able to look around to some degree if albit slow.
- Emergency Transponders in suits need to ID the inbound medic and range.
- Medics alerted by the Emergency Transponders need to be given a time limit.
- Medics alerted by the Emergency Transponders need to be given a range.
- Possible skill/module (Truama Response Unit) that give time added for bleedouts?
- Emergency Transponders have a more reasonable range between bleedout and expected help arrival times.
- Allow soldiers to shoot down soldiers and killing them to prevent reviving.
- Nanite Injectors need bigger needels, they dont seem to reach as far as they need to and something that brings you back alive needs to have giant needles anyways, just what the doctor orderd.
- The ability to replace the knife with the nanite injector for easier to access heals instead of thumping though the inventory by either means
- SMG turnrate while hip firing is much lower than the assault rifel it should be the opposite
- Allow different control schemes for all three modes, infantry, vehicle, and aircraft.
- Having to rethumb around with the swam launcher to relock the same target it should auto relock after trigger pull and pressdown after the cooloff.
- Option to equip the knife and use it as a primary weapon (one the down slot) still will be invalid to have only a knife on fitting
- Option to replace the default knife on fitting with other appropritate melee like devices. For example nanite injector, which would still work as a melee weapon dissaembeling hostile people.
- Option to replace knife with other modules/knifes for the future expansions, ie a minmatar machette.
- Lack of mass on some infantry setups makes them move in ways they shouldnt be able to, dancing, deadstop strafes, and turn dimes, add velocity to suits to help resolve and increase sense of weight of people and further increase the notion of armor plate penalties. Scouts shoud still remain the most limber and mobile and retain most of the current behavior.
- Missing Ammo options with penalties of range vs damage then armor damage vs shield damage.
- Remote Explosives appear to have a wider kill radius against hostiles than its owner or friendlies, these are not claymores.
- Missing Remote Shield Transfers for infantry
- Missing Resistance Technology for infantry
- Missing active self armor repair module, possibly make it stamina or ammo based
- Missing active self shield repair module, DOT over a period of time, possibly make it drain stamina or ammo based.
- Inability to equip grenades specifically for throwing instead of quick buttoning. Should include new throw UI for equipping.
- Sometimes injuries do not instantly fully kill a player when they should to prevent reviving, not that anyone revives its also not possible to 'curb' stomp downed players to preven revival.
- In the case of a merc getting thrown by an explosion but surviving in thier disabled suit oftenly has injection spots not follow the mercs body. This may also explain why I have to nanite inject a soldier's foot for a gunshot wound to the head.
- Repair tool does not have a cycle indicator to when the cycle is completed points are awarded. Also the cycle time is not tracked between repairs.
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Iron Wolf Saber
BetaMax.
2867
|
Posted - 2012.08.11 14:57:00 -
[7] - Quote
Vehicular and Installation based Combat
- SP gain for dropship pilots is still extremly low
- Gallente Vehicles are still delivered by Caldari RDVs when the trailer clearly showed Galente RDVs exist.
- Aft turrets on tanks only go 180* to the right, please have better consideration on restrictions in the direction turrets can go its extremly fustrating to attempt to shoot anything with an unattentive pilot. I would not mind if restricted to 360* with in ability to aim low easily. or 180 to the aft of the turret facing.
- Some guns are over gyro stabilized.
- Squad leaders seem to need an indicator they are the one who can call in an oribtial strike, audio queu as well.
- It is still possible to shoot your own dropship with the gun turrets with both types of gunships
- Current dropship dynamics and controls makes it nearly impossible for the dropship to do its job effectivly as previously despite good training.
- Tank weapon range is infinite* and proves to be a balance problem vs Antitank turrets.
- Some turret range is also infinite and proves to be a balance problem vs soft targets.
- Vehicle turret use while mobile is extremely difficult to use, partly because the weapon spawns slightly in the previous location half a second ago.(unverified for current build)
- Small Blasters still feel the most inferior in most roles from anti-personel use as splash damage is still seemingly missing. This is however fixed for large blasters in terms of effectiveness but not in use.
- Allow for more different control schemes for all three modes, infantry, vehicle, and aircraft. or allow mapping.
- Inconsistent turret zooming, some turrets zoom some dont no clear indicator as to why
- LAVs get way more airtime than they should and need to be brought back down to gravity.
- Tanks are too lightweight still, 60 tonns+ of metal and armaments should not behave in certain ways such as wall crawling bouncing, and my personal favorite break dancing.
- Tanks sometimes are easily squashed by a drop ship or the dreaded anti-tank light pole does far more damage to it than a tank trap would.
- Tanks main turret rests to low on the body causing it to clip into the lower turret too often.
- Vehicles are missing their capacitor
- There is no electronic warfare, yet
- Missing Ammo options with penalties of range vs damage then armor damage vs shield damage.
- HAVs are too lightweight and have spiderman like treads.
- Cannot access Kill Log of the match
- Inability to uninstall gryostabilizers on secondary turrets.
- Lack of tracking weapon upgrade modules.
- When manning a railgun turret the operator disappears inside the gun itself.
- When disembarking from a large rail gun turret the player is then placed on top of the rail gun.
- Turrets should slowly self repair passively. This will increase their battlefield presence and value.
- Orbital deployables should not be deployed into spots that are blocked from orbit, orbital deployables spots should not be put in places where they are blocked.
- Small turrets on tanks do not have limits on the Y axis that prevent it from being aimed into the tank itself.
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Iron Wolf Saber
BetaMax.
2867
|
Posted - 2012.08.11 14:58:00 -
[8] - Quote
Gun Handling
- When a player is shot it screws the aiming in a permanent manner, this would be less annoying if the recital returned to previous position before getting shot.
- ADS feels severely punished due to the bullet shake.
- Sometimes the sniper rifle scope will red dot but still miss an entirely stationary target.
- Sometimes the sniper rifle scope will red dot a target behind a building, even pull up sensor data.
- When swarm launcher is launched into the air it vectors to the left, right, even behind but never straight regardless of target positioning.
- When swarm launcher is fired point blank it does more damage to the owner than intended infantry targets.
- Swarm Launchers typically hit the very base of facilities hit point needs to be center or top mass.
- Rarely when a locked swarm launcher is fired some missiles in the same don't track the target at all.
- Commonly when a locked swarm launcher is fired onto a target with obstructions in the way the missiles get stuck in the obstacles instead of detonating or even 'bouncing along' the object until obstructive
- Shotgun grouping retains to much tightness over longer distances allowing powerful hits from a further distance.
- SMGs are more than capable of killing targets outside the UI 'box'
- Forge gun range is insufficient to do its main job, its now been regulated to an oversize shotgun.
- Locus Grenades still fall though the floor sometimes.
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Iron Wolf Saber
BetaMax.
2867
|
Posted - 2012.08.11 14:58:00 -
[9] - Quote
Graphics/Phsyics
- Player and objects being repaired do not have armor repair animations.
- Some tiles are not setting into the map environment perfectly resulting in missing textures or flickering UV maps.
- Various Holos and environment interfaces are very static.
- Cortex needs to change to a data interface instead of the minimap holo.
- Possible Cortex based overview map? may prevent spotting objects that are not on tac net and reduce graphical loading.
- Grenades defies either gravity or inertia instead of obeying both their laws.
- Grenades don't bounce.
- Some building hit boxes are much larger than they should be. Such as some hand rails blocking shots.
- A grenade with good flare would not need UI interface until its off screen.
- Some of my fellow Mercenaries seem to have an ipod 4000 installed in their helmets as they're beating thier head up and down to a mysterious beat I cannot hear. This has been reduced severly but still happens.
- Drop ship nose camera needs more UI such as altimeter, rate of turn indicator, altitude reference indicator, and velocity.
- Some drop ship suggested element should also carry over from third person such as altimeter.
- In extremely rare cases missiles and like projectiles will curve and 'wrap' around obstacles instead of detonating and continue their previous direction though slightly altered. (not verified for current build)
- Some models feel albeit dead than they need to be such as the light for the eye sockets on the Amarrian is a bit dimm.
- Sniper Rifle Scope screen doesn't look like a scope but more of a business presentation.
- Dropships comedically behave like a balloon atteched to a string upside down.
- Dropships have a hidden ejector seat feature that slams people out of orbit thus killing them. Most notable when upside down.
- Dropships are now far too light in mass when it comes to tilting and maneuvering. However in speed is another story.
- Sometimes when firing a swarm launcher the rockets get stuck in the terrain.
- I feel that the plasma assault rifle and shotgun need the flash and projectile color's changed to anything but yellow, yellow is more of a color for the Minmtar weapons via sparks and the sort. Light green purple something Gallente and ionized.
- Railgun shots have an underwhelming travel effect should be artillerys not railgun's.
- Blasters have no bullet travel effect at all makes it more difficult to find the culprit.
- Blasters seemingly don't have dirt hit effects either.
- Locus and AV Grenades have no explosion visible enough to care
- Changing Color lights on facilities can further help indicate ownership on POI's turrets and support buildings.
- More lights on the warbage please on intro screen it so does not feel like an eve online ship.
- MCCs having a few more windows wouldnt hurt either. Helps with scale.
- Additional guns are not stowed on the character visually, also stowing animations need to be a bit more reasonable in putting up a weapon including your most ackward of one the heavy machine gun.
- Models reloading needs to match first person screen animation much better.
- Gradient in space is not high definition enough its all jaggeded when transitioning from lighter colors to darker colors.
- If you angle the camera right and reduce LOD of the minmatar logistic dropsuit you can see clear though a satchle on the leg. (havent verified yet)
- Heavies firing HMGs while walking looks... unnatural unfitting and improper with direction of bullets and barrel matching.
- Its possible to have the RDV flip your vehicle but the pilot has no way to flip it back over.
- Remote Explosives, AV, and Locus Grenades have no blast effect that's verifiable noticeable for its aoe effect. IE shock wave effect for Locus to accompany the normal explosion.
- Traction is not consistent with the floor material.
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Iron Wolf Saber
BetaMax.
2867
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Posted - 2012.08.11 14:59:00 -
[10] - Quote
Sound
- Various noises such as vehicle revving, heart beat, and other persistent cycling noises after battle matches.
- Locus Grenades, AV, and Remote Explosive explosion noises are not unique enough nor loud enough to filter it from background explosions.
- Self Shield hits have no noise or does not variate from armor hits.
- Battlemusic subtle choices of certain instruments have lead to confusion with battlefield noises and vice versa.
- Some objects do not generate noises and should such as comm towers or biomass reactors
- More station announcements please, use other voices if you have to or even play a song between
- Drop ships are way too quite or I am mistaking its noise with the music.
- No Ground to Air threat on drop ships, all military aircraft have klaxons when getting locked onto.
- There is no audio option on what level you want to talk in the command structure, It should be in this order. Vehicle, Squad, Battlefield. Corp
- Push to talk could be a toggable option to talk between squad and team or hold to chat out of squad to team.
- Noises for facilities and stuctures, make some places even effect the tac net such as inside a reactor room would cut the tac net to visual only while noise detection is reduced severly.
- No pop up in a unobtrusive location of the persons name who is speaking currently and thier battlefield position such as squad command, battlefield commander, general ect ect.
- Some more death grunts, as sarge used to say "hurrrrrk blah..."
- Various modules such as armor repairs, shield reppers, and repair tools are missing noises.
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Iron Wolf Saber
BetaMax.
2867
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Posted - 2012.08.11 15:00:00 -
[11] - Quote
Gear
- Some skills, items, and vehicles are missing important parts of thier description page such as bonus for muraders.
- Deployable equipment is too light weight and slides all over the place, needs to be heavier or stickier.
- No Laser Rifles!? How am I supposed to Pew Pew Pew?
- All items in varation tab has the tech 3 icon over it.
- Disparity between Type 1 Type 2 and Type As Dropsuits is a bit disportionate of progress.
- Improper naming convention, clips is a small peice of metal that holds rounds together, magazine are a box of magazine with feeders. Rename to Magazines.
- Signature radius missing from suits
- Scan Radius missing from suits/vehicles.
- Some skill books are missing thier bonuses.
- Some items do not have milita variants
- Some items are missing 'tiers' for the skill based books that only unlock things. (bound to change due to game design)
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Iron Wolf Saber
BetaMax.
2867
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Posted - 2012.08.14 14:44:00 -
[12] - Quote
And one more thing
Unsorted
- Latencey is bad sometimes allowing players to experince life before death after death already visited. Thus the time of death and time of thing that caused the death can be as far apart as 5 seconds.
- Eve players are shrouded in a viel that makes anyone who stares upon them shiek in horror and lose conciousness (disconnect)
- Grenadse seem to be equipped with drills and go though buildings and fall below the floor
- MCC explosions need more debris, its sort of hard to imagine a ship that massive leaving just a pile of ashes.
- Sometimes its possible to run around with 0 armor and live which results in
- Sometimes its possible to run around with less than 1 armor and initiate the 'bleedout' screen which pernamently remains.
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Iron Wolf Saber
BetaMax.
2867
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Posted - 2012.08.14 23:03:00 -
[13] - Quote
it seems with the current build we will be needing more. |
Iceyburnz
316
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Posted - 2012.08.14 23:58:00 -
[14] - Quote
Gal. merc quarters are too cramped and cause you to collide with the table and generally bang around like your trapped in a cupboard. |
Abron Garr
Amarr Templars Amarr Empire
256
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Posted - 2012.08.15 00:02:00 -
[15] - Quote
Needs to be a tab option to choose server location when picking matches. Having to scroll through that many matches is a pain.
The end battle screen takes too long to load up. Watching an MCC blow up is nice and all, but there should be an option to skip it and go straight for the stats so I can leave. |
Iron Wolf Saber
BetaMax.
2867
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Posted - 2012.08.15 01:05:00 -
[16] - Quote
Abron Garr wrote:Needs to be a tab option to choose server location when picking matches. Having to scroll through that many matches is a pain.
The end battle screen takes too long to load up. Watching an MCC blow up is nice and all, but there should be an option to skip it and go straight for the stats so I can leave.
Agreed but right now going though the old 101 bullet list and xfering unfired bullets over. |
Iron Wolf Saber
BetaMax.
2867
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Posted - 2012.08.15 01:07:00 -
[17] - Quote
Iceyburnz wrote:Gal. merc quarters are too cramped and cause you to collide with the table and generally bang around like your trapped in a cupboard.
noted as with so many other bullets bleh this is going to take a while
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Iron Wolf Saber
BetaMax.
2867
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Posted - 2012.08.15 05:23:00 -
[18] - Quote
Bleh its getting harder to stay logged on to test all the bulelts.
so far alot of the old ones havent been shot yet those that have are getting shuffeled in the list.
Ill keep adding as time goes on, remember the previous edition took 6 months to complie expect similar with this version. |
Iron Wolf Saber
BetaMax.
2867
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Posted - 2012.08.15 21:09:00 -
[19] - Quote
Added more bullets enjoy. |
Azura dark
BetaMax.
5
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Posted - 2012.08.15 22:03:00 -
[20] - Quote
what color are your squad mates ??, i find it hard to find the 3 other guys in my squad on the battlefield, also i never know who my squad leaders are or even if i'm the squad leader, also you get some weird sounds if you walk into some parts of the wall's in the merc quarters (amarr quarters anyway) nice post op hope they read everything you typed |
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Iron Wolf Saber
BetaMax.
2867
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Posted - 2012.08.16 07:17:00 -
[21] - Quote
Azura dark wrote:what color are your squad mates ??, i find it hard to find the 3 other guys in my squad on the battlefield, also i never know who my squad leaders are or even if i'm the squad leader, also you get some weird sounds if you walk into some parts of the wall's in the merc quarters (amarr quarters anyway) nice post op hope they read everything you typed
Adding now. |
Seran Jinkar
Sanmatar Kelkoons Minmatar Republic
214
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Posted - 2012.08.16 09:59:00 -
[22] - Quote
Nanite injectors need to be revamped to work properly. There seems to be a hitbox issue with the corpses. |
Iron Wolf Saber
BetaMax.
2867
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Posted - 2012.08.16 17:32:00 -
[23] - Quote
Seran Jinkar wrote:Nanite injectors need to be revamped to work properly. There seems to be a hitbox issue with the corpses.
added. |
Dante Daedrik
Osmon Surveillance Caldari State
97
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Posted - 2012.08.16 18:34:00 -
[24] - Quote
Would be nice if fallen players were able to look around upon bleed out (to see where medic is coming from), an arrow that points in the direction of medics within a certain radius along with the meters that they are away (that decreases or increases depending on the medic going toward or away), and it'd be nice if team mates could see a Cross next to player's names indicating someone with nanite injectors and a small wrench head for someone with remote armor repair.
Edit: It would also help if the indicator for a downed teammate faded in as you got closer or faded out the farther away. I hate when I see a downed team mate and start running in their direction to get them up only to find that they are on the other side of the map because I couldn't tell through a wall/mountain that I just got around. |
Iron Wolf Saber
BetaMax.
2867
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Posted - 2012.08.17 04:40:00 -
[25] - Quote
Dante Daedrik wrote:Would be nice if fallen players were able to look around upon bleed out (to see where medic is coming from), an arrow that points in the direction of medics within a certain radius along with the meters that they are away (that decreases or increases depending on the medic going toward or away), and it'd be nice if team mates could see a Cross next to player's names indicating someone with nanite injectors and a small wrench head for someone with remote armor repair.
Edit: It would also help if the indicator for a downed teammate faded in as you got closer or faded out the farther away. I hate when I see a downed team mate and start running in their direction to get them up only to find that they are on the other side of the map because I couldn't tell through a wall/mountain that I just got around.
I just got done with e3 assination list, Ill work on getting your bullets added.
Downed players should still be able to look around to some degree if albit slow.
Emergency Transponders in suits need to ID the inbound medic and range.
Medics alerted by the Emergency Transponders need to be given the time limit of the placed icon based on bleedout.
Medics alerted by the Emergency Transponders need to be given a range as well.
Possible skill/module (Truama Response Unit) that give time added for bleedouts?
Emergency Transponders have a more reasonable range between bleedout and expected help arrival times.
Allow soldiers to shoot down soldiers and killing them to prevent reviving.
Sound good enough? Adding these to infantry combat. |
Mirun Hirute
Algintal Core Gallente Federation
111
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Posted - 2012.08.17 07:02:00 -
[26] - Quote
Regarding the downed player stuff, there should be something to tell the player their requests for help are getting out there. As of now, there doesn't seem to be any response that I noted confirming that it was even working for the downed player. No on-screen identification or anything.
Maybe sending a ping across the map for the downed player or some other means of identifying the requests are being sent out so that it feels more responsive should be in order. |
Iron Wolf Saber
BetaMax.
2867
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Posted - 2012.08.17 07:30:00 -
[27] - Quote
Mirun Hirute wrote:Regarding the downed player stuff, there should be something to tell the player their requests for help are getting out there. As of now, there doesn't seem to be any response that I noted confirming that it was even working for the downed player. No on-screen identification or anything.
Maybe sending a ping across the map for the downed player or some other means of identifying the requests are being sent out so that it feels more responsive should be in order.
look at the post previous to yours. though I thank you for your feedback. |
Mirun Hirute
Algintal Core Gallente Federation
111
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Posted - 2012.08.17 07:35:00 -
[28] - Quote
Iron Wolf Saber wrote:Mirun Hirute wrote:Regarding the downed player stuff, there should be something to tell the player their requests for help are getting out there. As of now, there doesn't seem to be any response that I noted confirming that it was even working for the downed player. No on-screen identification or anything.
Maybe sending a ping across the map for the downed player or some other means of identifying the requests are being sent out so that it feels more responsive should be in order. look at the post previous to yours. though I thank you for your feedback. Second bullet, I take it? |
Iron Wolf Saber
BetaMax.
2867
|
Posted - 2012.08.17 08:01:00 -
[29] - Quote
Yup. second bullet from downed suits point of view and 6th bullet for the logistics.
Feel free to add anymore annoyances I havent listed. |
Iron Wolf Saber
BetaMax.
2867
|
Posted - 2012.08.17 09:02:00 -
[30] - Quote
As of this time stamp I wont be adding anymore bullets until possibly saturday unless players suggest more. |
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